Action!/Schtick/Creature Powers/Abysmal Spines
Abysmal Spines[edit | edit source]
You have a set of natural weapons usable with Martial Arts or Creature Power that deal Strength+5 Damage. You may also Defend against Martial Arts with these.
Advancement: Damage (Progression 1), Armor Piercing levels (Progression 1/2), Lower Treshold (Progression 20), Deal Damage based on Power (2), Power is resisted by Focus (2),
Flaws[edit | edit source]
All Flaws may be applied to a booster instead.
Tiring[edit | edit source]
Flaw 1-5
1-5 Shockpoints.
Slowing[edit | edit source]
Flaw 3
1 Shot.
Exhausting[edit | edit source]
Flaw 5
Power use now requires the expenditure of a Power point
.
Boosters[edit | edit source]
Extra Damage Types[edit | edit source]
Bleed[edit | edit source]
Burn[edit | edit source]
Chill=[edit | edit source]
Shock=[edit | edit source]
Magic Drain[edit | edit source]
Tier 2
For every Wound caused, a Power point is lost.
Advancement: Power points are Drained instead of lost (2)
Drain[edit | edit source]
Knockback[edit | edit source]
Tier 1
Attack gains Knockback.
Knockdown[edit | edit source]
Tier 1
This Power inflicts Knockdowns.
Target must succeed on a a Knockdown roll (Stunt+Agility or Willpower+Focus versus 10+Shockpoints).
Advancement Knockdown if any Shockpoints are inflicted (1), on any hit (3).