Agility: +1
Endurance: +1
Strength: +1
Sharp Senses - You’re senses are exceptionally advanced add a +2 for all rolls involving: Sight, Hearing, Taste, Smell, and Touch.
Natural Defenses - While in animal form character can use claws, bite, etc while attacking. This gives the character an additional +5 points to unarmed combat damage.
Affinity to Nature - Gains a advantage to Nature or Naturakinesis, as well as Survival and Animal Handling skills
Animal Brethren - Running with the pack gives a thrill to most skin walkers especially when they are fully transformed into their animal selves. This power gives the skin walker the ability to lead other animals of his/her own type around with him/her for the duration of rounds determined by a roll. The skin walker may compel a number of animals to do his bidding so long as he wins an opposed test with the animal (number of animals determined by Psyche + Racial Skill/20.) Animals under the skin walker's power will do their bidding and protect their masters life with their own if need be.
Pack Bond -The ability to communicate through a mental link established by pack members or other skin walkers of your type. This ability enables mental communication as a standard action. The character may hold a mental conversation with a target at a maximum distance of half a mile. Mind reading isn't possible through this skill.
Animal Empathy -Anticipating and understanding human emotions is one thing, but being able to interpret and recognize the behavior of animals is something else entirely. Your character empathically grasps an animal's emotions and can read animals to know how they react to situations. The skill also involves innately understanding how the animal mind operates, and what may appease or enrage beasts or creatures. The knack is derived from your own animal nature, and only applies to animals or creatures, not including Vampires, Skin Walkers in animal form, or Werebeast in beast form. In the case of a session a pair of dice must be rolled for success or failure.
Pathfinder- The skin walker can strike implausible trails through pristine wilderness and the urban jungle alike, locating the fastest and shortest routes from one place to another. The player rolls two dice to determine success and the quality of the path she blazes and how much she decreases her travel time. Additional rolls of success can reduce travel time up to a maximum of half the original travel time. The difficulty of any opposing rolls to track or follow the skin walker increase to +5 when this ability is active.
Predator's Spirit- As natural hunters skin walkers gain an advantage in tracking and infiltration when hunting. The user possesses predatory instincts, allowing them to become masters of hunting and tracking. One with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where they are headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit. They can track anything under any conditions, sense the weaknesses of their prey and exploit them and finally kill or capture their prey.
Prey Awareness- As knowledge of skin walkers increase predators become prey with growing frequency -- this is a sorrowful truth that character know all too well. This Gift assists the character in evading their enemies that they might fight another day, showing them places to hide, means to make them untraceable, ways to run, and even chances to strike back. The user possesses instincts that allows them to become a master of evasion. Users with this ability can discern numerous factors of a situation, including how much of a threat a foe poses (what move they will make, where they are going, and if these things relate to bringing harm to the user), as well as how to hide without giving away one’s presence, and how to preserve energy when running. This aids in outdistancing a pursuer, or hiding from or evading pursuit. Which adds advantage to Infiltration skill when being hunted and disadvantage to opposing character’s Tracking skill.
Skills require a 90 or above in Racial skill. Player can choose only two.
Adversity to Technology: Technology has a tendency to go berserk around you, in extreme cases even breaking altogether.
Number of times this may happen in a session is dependent on the character’s racial skill points
1-50 = max 5 times per session
51-70 = max 3 times per session
71 and 90 = max 2 time per session
91 and above = Character has overcome it completely through sheer willpower