P211 - Shapechange spell description
QUOTE
Shapechange transforms a voluntary subject into a normal (non-paranormal)
critter, though the subject retains human consciousness. The
subject can only assume the form of a critter whose base Body rating
is 2 points greater or less than her own. Consult the Critters section,
p. 292, for the subject’s Physical attributes while in critter form. Add 1
to the critter’s Base attribute Ratings for every hit the caster generates.
Her Mental attributes remain unchanged.
This spell does not transform clothing and equipment. Magicians
in critter form can still cast spells, but cannot perform other tasks requiring
speech.
Critter form works like the Shapechange spell, but only allows the
subject to change into a specific non-paranormal animal. Each critter
form is a different spell (Eagle Form, Wolf Form, and so on).
P292
QUOTE
Attributes and Skills
Like normal characters, critters possess a complete set of attributes.
Since critters can range in size from a devil rat to a great dragon, critter
attributes can vary widely. In some cases, a critter’s capability in an
attribute may be so small that it has a rating of zero. If a critter has an
attribute of zero, it does not add dice for the linked attribute for any
tests, and it cannot default to that attribute. (Of course, if the critter
has a linked skill, it can still use it normally.)
A gamemaster may choose to alter attributes up or down, to reflect
individual critters that are stronger or weaker than the norm for
their species (for example, alpha males or runts). Attributes may be
adjusted up to three points in either direction. No attribute may be
reduced below zero.
Critters also possess skills, just like characters. In this case, skills
represent the creature’s natural instinctive knowledge and innate
ability. Natural predators, such as lions and wolves, will possess the
Unarmed Combat skill, for example. As with attributes, gamemasters
may adjust skills up or down for particularly capable or inept critters,
up to three points in either direction. No skill may be reduced below
zero. If a critter does not possess a skill, it is considered Unaware in
that skill (see p. 119).
Most Awakened critters possess a Magic attribute, indicating the
critter’s innate magical potential. This does not, however, give them the
ability to cast spells, conjure spirits, or astrally perceive/project, unless
they have the Magician quality
Now, on page 67
For Physical attributes it lists Agility, Body, Reaction and Strength
But IP is actually not listed anywhere, including under 'special attributes'
the spell references a completely worthless page, rules wise.
Assuming they didn't screw up (as they have in the past) then they reference Physical Attributes from page 67
But it's not clear what Initiative and IP are related to.
Initiative is a derived attribute
IP isn't listed anywhere as a type of attribute.