Edge & Power NotesBorn LeaderThe character has the natural ability to encourage, motivate, and push others beyond their normal limitations. The character gains a second set of Surge Points (equal to his own), which he can give to others within the sound of his voice as a Free Action. Unlike his personal Surge Points, these are not limited to being given away just one per round - although each recipient cannot benefit from more than 1 Born Leader Surge (from any source) per round.
EvasionThe character has superior agility and grace when dodging attacks. He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat. +2 Defense (Dodge).
Flawless Decorum [1 Luck | Free Action | 1 Scene]
By attuning one’s ki to protocol, one can smoothly navigate any social situation with perfect ease, intuitively knowing the expectations and customs of the participants and making no mistakes or faux-pas. It can be used in the place of a Socialize roll like a Crit to automatically get the best results possible, given the circumstances in question.
Flaw NotesDistinctive Features (Famous Actress)
Something about the character’s physical appearance stands out, making him easily identifiable (whether extensive tattoos, a disfigurement, unique mode of dress, etc). Opponents get a +4 on Perception (Spot) rolls, when used to spot the character among a crowd or recognize him in disguise.
Enemy (Who?)
The character has an enemy (whether an individual or group) actively seeking to do him harm. More powerful enemies such as governments, corporations, or syndicates will usually put a bounty on the character as well (see Bounty Head), to help rope him into their clutches.
At the start of each game session, the GM secretly rolls a die to determine if the character’s enemy shows up sometime during the course of the game.
Roll | Result |
1-10 | | No |
11-15 | | No, But Add +5 To Next Roll |
16-20 | | Enemy’s Goons |
21-25 | | Enemy |
Phobia (Fear of Being Alone)
The character has a particular phobia or irrational fear. Anytime the character is exposed to his phobia, he must make a Willpower Save or become Panicked, doing everything he can to immediately leave the area. If he Saves, he may stay in the fearful situation, but becomes Shaken and suffers a -1 penalty to all Die Rolls until the situation is resolved. Note that characters with the Fear of Deep Water Phobia sink straight to the bottom if they become Panicked while in water over their heads.
Pill PopperThe character has a problem with popping pills. She must make a Willpower Save to resist any offers of pills; or each day when trying to kick the habit; something an enemy might take advantage of. Pills that will satisfy the craving are Black Hole, Gamma Green, Lightspeed, Oblivion, Pain Killer, Recall 13, Snapdragon, Stimdose, Tranquillizer, or X-88.
If denied pills for more than a day, the character suffers withdrawals and a -1 penalty to all Die Rolls until she gets some. If she can go a full month without taking any pills, then the withdrawals stop and the flaw goes dormant, until a pill is taken once again. When that happens, the Character must make a MTN 10 Willpower Save or become addicted once again (with all the above considerations coming back into play).
Note that this flaw can only be bought off with XP while it is dormant.