Animal (Action Powers Form)

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Heroic Action Role-Play

The entire domain of living creatures is governed by the animal domain. Humans and other social folk are a special case, governed by Mind instead, but other than that, all natural creatures are considered animals.

Alternate Names: Beasts, Wilderness

Associations

Creature : Animals
Skill : Ride
Attribute : Move
Sense : Smell
Mood : Lustful, Competitive
Blast: Cutting

Animal Cantrips

Basic Action

You can send one basic request or order to an animal in non-verbal form. The animal is likely to obey but quickly forgets complex orders. You can tell the health, kind, and sex of an animal you touch. You can cause animals to glow, giving them a ghostly appearance, outlining a particular creature or part of an animal, and providing dim light.

Charm Animal

Animal Appeal

Charm Animal

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power works on any creature with a sex drive, but the mood you inspire is raw lust, not friendship or trust. The communication it allows is rudimentary.

Animal Affinity

Inherent

Select one family of animal when this power is taken. Foxes, spiders, and hares are examples. You can communicate with animals of this family, and they generally start with a favorable attitude to you, recognizing you as a high-status individual of their species. All Charm checks against animals of this family are Routine and you can Seduce them as a Basic Action.

Animal Friends

Inherent

You have the ability to befriend and gain help from natural animals you encounter. When you stay in a natural environment for a while, you will start to pick up incidental animal friends who stay around, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these animals are around, they will try to help you. They are still animals, and afraid of man and his machines, but can often help in small ways by keeping track of foes or keeping them awake at night. If push comes to shove, they may help you in actual combat as well.

Your Animal Friends have the attributes of typical animals, and can do any reasonable stunt as a group with a skill equal to your Charm. A hit on any of them will chase them all off for the rest of the fight. Even if you befriend a whole flock of animals, they still perform as a single unnamed character.

Animal Merge

Stance

You can merge your consciousness with that of an animal with a successful Charm roll against the animal's Dodge, normal range penalties apply to the initial Charm roll. You must see the animal when first merging, and the animal must not be hostile to you. Animals exceptionally loyal to you can be merged with at a distance ignoring range penalties and without visual contact. Once the merge has started, you can maintain it over any distance. While merged, you can communicate with the animal and sense everything the animal experiences. You can usually convince the animal to move as you desire, but this is not mind control and it is hesitant to go against its instincts. You mentally ride along as the animal moves. You can use your own Skills through the animal as long as such an action would not be outside the animals normal scope of action.

You can use this power again to shift your consciousness to another animal if they touch, but cannot otherwise use powers trough the animal.

Your body is in a trance while merging, and you are thus automatically surprised if attacked, you can still talk and move while in this trance, but as soon as you take any action the trance is broken.

Charm Animal

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Animals. Assume that natural animals communicated with have the intelligence of small children, and that they can give fair recollections of what they have seen or experienced.

You can also send out a call to animals of one species. Make a skill roll; the call reaches any animal within this many kilometers. This call is one-way but can convey a message, usually a request for aid. The call is very persuasive. In general, one animal will respond for each point of outcome, but never more than what is present in the area. It takes the animals time to arrive.

Some creatures are specifically attuned to one kind of animals at the expense of others. In this case, Charm rolls against the chosen animals are Routine, but the power does not work against other animals.

Wild Abandon

Trigger Action

You inspire others to be wild, hedonistic, lustful, competitive, and to go with the flow. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Ride skill, and to other skills and rolls as determined my the GM.

Create Animal

Animal Token

Basic Action

You bind a loyal animal into a small token. The animal is generally a mount or animal companion, but other tame animals loyal to you are also possible. No attribute of the animal can be greater than your Create. The animal disappears when this power is used, being bound into the small object. While in this token, the animal is asleep and does not age or need sustenance. You can activate the token as a Basic Action, and you can throw it up to Body meters as you do so. If there is not enough room at the target point for the animal to appear, it is displaced to the nearest free space. The token is also activated if it is removed from your person.

You can use this power on an animal whose loyalty is to another person; that person becomes the token's owner and counts as "you" in the description above.

Birthday Suit

Basic Action

You cause the targets clothes and worn gear to shrivel, disappear, or merge into their bodily form, leaving the target naked. This can be used to remove various restraints, gear or armor. It does not work on anything currently held in the hands, but makes carried gear useless. Make a Create check against the target's Create while the target is within reach. On a success, the target is nude, freed from restraints, and loses any carried gear and worn armor but can grab on to what his hands can carry and save that. Lost gear reappears at the end of the scene. On an Outcome matching the target's Reflexes all gear is permanently lost unless it was story-critical or otherwise plot protected.

The target might be humiliated by this power, but will not lose any shots or suffer shock because of this; the animalistic nature of the power overcomes such human inhibitions.

Burden of the Beast

Finisher

You transform the target into a normal animal. The target keeps most of its original values, but you can rearrange the target's attributes - the sum cannot be higher than before, but can certainly be lower. No attribute can be higher than your Create or the targets maximum skill value, whichever is lower. The target also gains the Tool Ignorant limitation and suffers from Power Loss until he learns to adjust his power use to in his new form - at least until the next story. He can still speak.

This is commonly used to transform the target into a form that is almost helpless, like a toad (all attributes at one). You cannot transform the target into a form incapable of survival where he is - no fish on land.

This is a Curse.

Dodge Animal

Animal Support

Focus

When supporting or being supported by an animal, you can focus. The simplest version of support is physical support - when riding an animal, you can focus. You can also focus when an animal is touching you and expressing social support. In all cases the animal must be friendly and trying to assist. A riding beast is always supporting you, but other animals must spend a Basic Action expressing their support of you.

Carapace

Stance or Inherent

You can create a carapace that gives you natural armor. You gain 4 points of armor, giving you a Toughness equal to your Body +4. The armor is bulky and obvious. When you take this power, you can choose to have it as a natural feature (inherent) or as a power you can turn on and off (stance). As a stance, any armor or clothes you are wearing can meld into your new form at your option.

Cutting Resistance

Basic Action

Add your Mind to your soak attribute against Cutting damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Thick Skin

Stance or Inherent

Your skin is protective, having scales, blubber, tough pelt, or some other form of natural armor. You gain 2 points of armor, giving you a Toughness equal to your Body +2. This power is not obvious at a distance, but it can be seen on close inspection—similar to Slick. When you take this power, you can choose to have it as a natural feature (inherent) or as a power you can turn on and off (stance).

Impress Animal

Flashing Teeth

Basic Action

You attempt to cow all opponents within Mind meters, threatening them do desist by showing your dominance. Make an opposed Impress check against each of them; on a success any attack or stunt the target attempts against you in this scene has a minimum difficulty equal to your Impress. You can only try this once against a particular opponent in a particular scene. If you suffer any Setback, Flashing Teeth is negated, in addition to the normal effect of the Setback.

King of the Beasts

Basic Action

You can control certain types of normal animal; either one family of animals (canines, raptors, ants) or a set of themed animals like the wolf-bat-rat set common to vampires. It does not work on creatures of the Animal type that are not normal, natural animals.

Make a Impress roll against the highest attribute or skill of the target animal. You can call one named creature or a number of unnamed creatures of the same type equal to your Mind. If the animals are domestic, their handler can use Impress, Ride or other appropriate skill as the difficulty. During combat, you must succeed at this action each round or the creature will run a way, but you can try repeatedly in each round. Out of combat, you only need to roll every hour; a failed roll out of combat means the animals escape from you.

Your control is absolute; the animals will die for you, and can go against their instincts in your service. You can use a Finisher on an animal thus controlled as it is helpless to resist you.

If the animals are not present, they are called and seek you out, but it will take a while before the full number of some unusual animal arrives. You can establish control of animals as far a s a kilometer away per point of Mind you have.

If you learn this power twice, you can control any animal, not just one family of animals.

Possess Animal

Finisher

You take over the body of an animal, taking absolute control of it the animal's attributes but using your skills. You use your own Fortune points but the Hits of the animal body. Your body is either a trance (where you are automatically surprised if attacked), or you can merge your body into that of the animal, effectively disappearing from the world only to reappear next to the animal once the power ends. The size of the animal is immaterial; you can merge even with a very large or very small animal. Once established, this power has no range limit; the animal can move anywhere and you can retain control. If an animal you are possessing suffers a Setback, you are expelled and take one Hit. If an animal you have merged your body with is killed, you take a Damage Setback.

Summon Animal

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.

A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.

When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.

This power only works on Animals. Animals summoned this way can be animal spirits taking on material form or might come from an alternate dimension or time. You can summon animals from the environment around you, but if you do those animals must travel to your location under their own power.

Tame the Beast

Finisher

The target loses his sentience; he starts to behave like a domesticated animal. Like a tame animal, he can be led about, ordered to perform simple tasks, or even pushed into a fight or lead to the slaughter. He still remembers his friends, but not his foes. This is a Curse.

Web

Limit Break

You create sticky webs in a diameter equal to your Mind and cause them to restrain selected creatures in the area. Make an Impress check against each target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is severely bound and suffers three of the conditions. Conditions are applied in this order; immobilized, bound legs, bound arms, hogtie, blindfolding. Apply the first condition on this list the target doesn't already suffer from. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

Creatures entering the webbed area runs the risk of being entangled; the Free Running difficulty in the area is equal to your Impress. Creatures with web abilities are immune to this. Web restraints can be dispelled, escaped with a Contortions stunt pitting Reflexes against your Mind or destroyed; they have a Body equal to your Impress. Unlike other bonds, large weapons do not suffer a penalty when severing webs.

Know Animal

Animal Dispel

Limit Break

Age of
Effect
Minimum
Difficulty
Three days 12
One Month 14
One year 16
A decade 18
A century 20
A millennium 22
Ten millennia 24

You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

You can dispel any power of the Animal form or which otherwise affects an Animal.

Analyze Animal

Basic Action

You can analyze the abilities and attributes of any animal within reach, even if the animal is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the animal and whether it has been affected by any powers recently.

Maneuver Animal

Amphibian

Inherent

You can breathe both water and air, and are just as fast and maneuverable in either environment. This negates the penalties of the Swimming rules.

Animal Shape

Basic Action or Finisher

You or willing target assumes the form of a mundane animal of your choice. He keeps his own skills and gain attributes typical of the selected animal. He gain whatever natural attacks, armor, senses, and movement abilities the animal has. He also get the Tool Ignorant limitation and suffer from Power Loss while changed, but he can still use any Animal Form powers normally. The power lasts for a session, or until you or the target opts to end it - a Basic Action. Used as a Finisher, the target need not volunteer and it is a Curse.

Animal Wings

Basic Action or Inherent

You grow wings that let you fly through the air at your normal Move for the rest of the scene or until you spend a basic action to transform back. As Basic Action when you have wings, you can fly with a Move equal to your Maneuver, and you can use this speed for overland travel. When used to travel long distances, you do so with a Move equal to your Ride. The wings are impractically large in cramped spaces, you can stunt to move trough a narrow space but cannot stay airborne unless you have wing room at some point of your move. When you take this power, you can choose it to be Inherent instead of a Basic Action, in which case you always have wings and can fly, but must still spend Basic Actions to fly fast.

Balancing Tail

Inherent

You have a tail you can use for balance, like that of a squirrel, monkey, or cat. As long as this is free and unobstructed it allows you to make Maneuver tasks very confidently. Does not apply to opposed rolls or interaction stunts, but it makes unopposed acrobatic stunts into routine maneuvers. This includes most Free Running and Jump checks.

Beast Form

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on an Animal with this version of the power, but this includes all kinds of fantastic animals and beasts.

Cricket Legs

Stance

When you move, you can do so through the air in great leaps, instead of normal running. You can jump horizontally or vertically up to your normal speed as a part of a normal action, or twice that if you concentrate on leaping to the exclusion of other actions (a full move).

Fish Tail

Basic Action

A willing target you touch (traditionally with a kiss) grows a fish tail or finned feet and can breathe water and move underwater at normal speed. His skin will not take damage from normal exposure to water, and resists pressure down to 100 meters of depth. The target is now handicapped on land and cannot move as a part of a Basic Action. You can affect yourself plus up to Mind others simultaneously with this power. It otherwise lasts for a scene or until the target wills it to end.

Jet

Basic Action

You can move in great bursts of speed underwater, moving six times your normal Move in a reasonably straight line. You cannot sustain this speed for long enough for this to change your rate of travel.

Swarm

Inherent

Swarm is a very invasive power, that changes how your character works in complex ways. It is not generally recommended for player characters, except possibly as a part of a Shape Change.

You are not a single creature, but a communal entity composed of about 10 smaller creatures. You still act much as a single creature and most normal rules still apply. Incidental component creatures that move away from the swarm normally cannot act on their own - but you might explain other powers (Such as Tentacles as sub-swarms acting under your control.

The following happens to you, and attribute and skill changes apply after any normal limits or limitations. §1-§2 affects your intrinsic values and thus are cumulative with other modifications, §3 does not.

  1. Mind and Body are decreased by 3, which in turn reduces your Toughness. This is the attributes of an individual member of the swarm.
    1. Your mass and size does not change, but becomes the size of the swarm as a whole. A swarm is somewhat amorph, but assume there is a central hub that takes up about as much space as a regular creature. The creature uses it's original Body to qualify for Natural Reach, which then represents the swarms ability to spread out.
    2. If this would give you an attribute lower than zero (and the campaign does not use negative body scores) you cannot take this power. It is permissible to ignore mass limits on Body to get a body score of zero even for very small creatures, such as normal-sized insects.
  2. Your maneuver, Melee and Shoot skills are increased by +3. This represents members of the swarm assisting each other on such stunts.
  3. Damage resisted by Body or Toughness and that affects only a single creature in the swarm have to be particularly gruesome to have any effect at all; Add +3 to your Dodge against such attacks.
    1. As usual, skill bonuses are not cumulative, so this will not stack with other Dodge bonuses.
    2. You cannot take Damage Setbacks from attacks that only affect a single individual of the swarm; only area attacks can do Damage Setbacks.

The normal swarm comprises about 10 individuals, but some swarms actually comprise a larger number of even smaller creatures. Taking this power several times multiplies the number of creatures in the swarm by 10 and effects are cumulative.

When using a swarm in play, modify the base values according to §1 and §2. There is no need to recall the exact effects of these once they have had their effect on game values. Only apply §3 in play.

Wallcrawler

Inherent

You can crawl along vertical or inverted walls or surfaces at your normal movement speed and with no penalty to actions. You can ignore difficult ground based on uneven or sticky surfaces.

Melee Animal

Alligator Bite

Trigger Action (Combo)

After you have made a successful unarmed Melee attack you can do a Grab stunt as a trigger action.

Bear Hug

Basic action

You do a Grab stunt that is inflicts a Hit if it is successful.

Cornered Frenzy

Basic Action

Make a Normal Melee Attack using natural weapons against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.

Extend Claws

Inherent, Trigger Action (Combo)

You have a pair of powerful natural attacks that can be used in melee and does Body +4 Cutting damage. If you have two free hands and make an successful claw attack, you can use this to make an additional claw attack on the same opponent as a trigger action. This is not a damage-boosting stance; it creates a weapon. Claws can be retractable or not at your option.

Horn

Basic Action

You have a horn or horns that give you a powerful natural attacks that can be used in melee and does Body +5 Cutting Blunt or Cutting Piercing, as decided when the power is bought. A creature takes damage from Horn is unbalanced and loses a Shot from their shot counter.

Jaws

Basic Action

Make a melee attack that does Body +6 Cutting damage

Razor Sharpness

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Razor Sharpness does Cutting damage.

Sucker

Trigger Action (Combo) and Basic Action

After you have made a successful unarmed Melee attack that inflicts a Hit, you can do a Grab stunt as a trigger action. As long as you maintain this grip, you can spend a Basic Action to suck the targets blood with an opposed Melee check. On a success, you inflict Body +2 Wounding damage soaked by Body.

Swallow

Limit Break

You swallow another creature whole with a Melee attack. This is blunt damage equal to your Body -5 (minus five) soaked by Body and you must inflict a hit in order to swallow. It takes a Setback against you for a swallowed target to escape; this is the actual result of the setback, not an additional result.

A swallowed target can use stunts against you or attack with a natural attack or a weapon of small size or smaller. Your innards don't benefit from armor and damage that you would normally soak with Toughness is instead soaked by Action.

Each time you take a Basic Action or Limit Break, you also make a Melee attack against any and all swallowed targets with damage as above.

Swoop

Basic Action

Make a jumping or diving charge at an enemy (part of your normal movement for the round), then make a Normal Melee Attack, if you moved at least three meters in a straight line just before you attack you get a +3 bonus on damage. A swoop is often made when Sneaking with cumulative bonuses.

Tiger Rake

Trigger Action (Combo)

If you hit twice with Extend Claws, you may immediately use this to make a third unarmed attack on the same target with Body +8 Cutting damage. This is an exception to the rule that trigger actions cannot activate other trigger actions.

Recon Animal

Adaptive Senses

Stance or Inherent

Like most animals, your senses become finely attuned to the surroundings. You ignore all perception penalties based on one environment of your choice, such as low light, fog, sun glare, altitude etc. You still cannot see where there is no light, but senses like smell, hearing and vibration sense lets you perceive anything moving in a range out to your power skill in meters. In general, this allows you perception similar to vision out to your Mind meters without relying on actual sight. It is still possible to sneak on you. This can be a Stance or Inherent as selected when it is taken; an inherent power is always there but the sense gained cannot be changed from use to use.

Animal Adaption

Inherent

You can survive extremes of temperature and environment as well as animals adapted to the environment you are in. In extreme environments, where animals can only survive through special behaviors, such as hibernation, you must do as these animals do in order to survive, but unlike most animals you can survive forever by continuing to act in this manner, even avoiding ageing.

Animal Senses

Inherent

You gain the exceptional senses of one species of animal. Animals are adapted to the environment they live in and are able to overcome dangers and find prey in this environment. Typical senses for land animals include keen smell and low-light vision, but animals specialized in other environments can have telescopic vision (raptor birds), electroperception (sharks), heat sense (snakes), magnetoreception (birds and others), and mechanoreception (like cat whiskers and fish lateral lines). In the chosen animal's environment, this allows you perception similar to vision out to your Mind meters without relying on actual sight. It is still possible to sneak on you.

Animal Spy

Basic Action or Limit Break

You can scry what an animal senses, including all senses. Range is not a factor, but there must be an animal on the scene for you to scry. Scryig at one specific location or trough the eyes of a known individual animal is a Basic Action; looking around to find something takes a Limit Break.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Scent Bind

Finisher

You alter the target's scent. You can decide if this new scent is detectable only to you, to a specific type of creatures, to all creatures sensitive to scent, or to everyone. To creatures that can sense the scent, it is painfully obvious when the target is nearby, and it becomes trivial to track the target or sense where he has been in the last few days; add +10 to all Track stunts. The scent can also contain a simple message or warning, telling those who smell it something about the target, such as "dangerous", "slut", "deceitful" or other trait. Removing this scent is a Curse, and unless the target can sense the scent it is not obvious that it is there.

Scent the Unnatural

Limit Break

You use this power by running around, sniffing out an area. Make a Recon check. Compare the result to the Impress of any supernatural creatures or events in the vicinity (within Recon meters). This includes most creatures except Animals and Folk and all Traditions except yours. On a success, you sense the unnatural presence and its approximate nature and location. This includes creature type and a general description. On a failure, you still realize something is there, but also that it is too powerful for you to analyze or meddle with.

A common way to use this is on a wide-ranging patrol, covering a number of acres equal to your Recon times your Move, in which case it is usually sufficient to make one roll for each potential unnatural presence that can be found.

Sense Animal

Basic Action

You can sense the presence of animals at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of animal, but by concentrating on a particular species, individual or descriptive trait you can eliminate all others. This has the effects of a Scan stunt, and you automatically spot creatures in this area who are not Sneaking, even if they would be impossible to sense with your normal senses. You can choose to exclude certain animals and to only search for specific animals.

Silent Paws

Basic Action

You can Sneak and make a full move without needing to make a Recon check, as well as climb, swim, jump, and perform similar stunts. You still need cover normally.

Ride Animal

False Tracks

Stance

You leave tracks as if you were some other type of creature. Select a creature when you adopt this stance; as long as you remain in the stance, you leave tracks as a natural creature of this type would. The creature has to have a Body that differs from yours by no more than your Mind. This does not give you any powers or abilities of the imitated creature.

Famine Rider

You spread an aura of hunger and potential gluttony. Creatures within Ride meters or who can see you feel terrible hunger pangs. A creature who ends the round in this aura and has not spent a Basic Action eating in the round that just ended must make an opposed Ride check or take a Hit. A creature adjacent to a helpless creature or corpse realize they can eat from that to satisfy this aura.

Pet Portal

Inherent

You can teleport a pet animal to you and back. This teleport takes the place of normal movement; when it becomes the pet's turn to act, it instantly arrives near you and can act normally. It can similarly disappear at the beginning of any of its actions. One end of the teleport must be within Ride meters of you, the other must be in a safe location far away. As an option, the pet can reside in an extradimensional space when dismissed.

Race

Stance

Select a living creature you touch; its Move is increased by +2. You need not continue to touch it to maintain the stance.

Scent of Sight

Basic Action

Your sense of smell develops to fantastic proportions. You can track, identify creatures and substances, and tell a creature's mood by scent alone. You automatically succeed at any scent-related task possible to a normal human. Make Recon checks only for stunts a normal human simply could not do. If blinded, you can still perceive creatures in a range out to your Mind in meters. This has the effects of a Scan stunt, and you automatically spot creatures in this area who are not Sneaking, even if they would be impossible to sense with your normal senses.

Superspeed

Basic Action

Substitute your Move with your Ride. You can move your Ride in a straight line as a basic action. This is the only way you can use this increased speed, but you can do this as part of a chase.

Shoot Animal

Claw Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Claw Burst does Cutting damage. Its target-seeking and ignores Cover.

Cutting Claw

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Cutting Claw does Cutting damage. Its target-seeking and ignores Cover.

Strand

Basic Action

You shoot a sticky strand of webbing. A target hit by this loses three shots, and moves at half speed for the rest of the round or until it spends a basic action to free itself.

Torrent of Claws

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Force Blast does cutting damage. Its target-seeking and ignores Cover.