Power and Edge Notes
Edges_
Born Leader: The 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. Unlike his personal Surge Points, these are not limited to being spent just one per round.
Martial Throw: The character knows how to use the ground against an opponent. He can cause unarmed damage on any successful Grapple Trip and +5 damage on a successful Grapple Body Slam attack.
Move Through Attack: Combine a Move and Attack Action to move and attack anywhere along the move.
Rapid Strike: The character is lightning quick in close quarter combat. He can use back-to-back Attack Actions (Attack + Attack) when making Close Quarter attacks, without spending Surge Points during combat.
Amazing Feats_
Draw Fire: [1 Surge | Instant | 1 Scene]
This Amazing Feat allows a Born Leader can spend a Surge Point to Draw Fire to himself for the duration of one Combat Scene (or until withdrawn, KO’d, or Disabled). While in effect, the character will stand out on the battlefield as a key element, absolutely irresistible to Extras, and forcing Major NPCs to make a Will Save to resist singling him out for all attacks as well.
Heroic Surge: The character can explode with a burst of adrenalin, allowing him to spend as many of his Surge Points per round as he likes, without the usual one per round restriction.
Multi Attack: The character can take two Close Quarter attacks per Attack Action, sacrificing accuracy for speed. Multi Attacks cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.
Drunken Master: A Drunken Master is perhaps one of the most bizarre masters of combat around. Empowered with booze, they somehow manage to stumble through combat, puzzling friend and foe alike. Furthermore, Drunken Masters can only get Drunk when they intentionally drink enough to get Drunk and unlike normal people, they suffer no Die Penalty when actually being Drunk – in spite of their greatly impaired appearance! Drunken Masters also suffer no Wound Penalties when Drunk – being greatly numbed to pain.
Bumbling Fool: [1 Surge Point | Instant | Scene]
A Drunken Master's haphazard movements allow for him to embarrass and frustrate the foe. Any time the Drunken Master is hit with a Close Quarter Attack, he reflexively ‘bumps into’ his opponent – forcing the attacker to make a Reflex Save to resist tripping over the Master and falling Prone.
Blundering Menace: [Bumbling Fool Active | Add | Scene]
As long as Bumbling Fool is Active, every successful attack the Drunken Master makes, also involves the Drunken Master stumbling into the foe – forcing the foe to make a Reflex Save to resist tripping over the Master and falling Prone.
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Spirit Sight: The character can see through the curtain that separates the realms, allowing him to notice any unmanifested spirits, demons, or oni within his line of sight.
Spirit Cutting: The weapon can make any damaging attack (that would normally pass harmlessly through) affect an incorporeal or unmanifested Spirit or other such creature.