
Adept in the art of combat misdirection, you use the effects of drunkenness to your advantage, stumbling out of the way of attacks and using your swaying movement to attack your opponents while their guard is down. Your mastery over the art of “drunken” combat has earned you the coveted title of Drunken Fist.
- Racial Requirement: Any
- Transformation Type: Enhancement Power
- Prerequisite(s): N/A
- Stress Test Requirement: 8
- Tier of Power Requirement. 1+
- Aspects: Enhanced Save (Impulsive/Morale), Strainless, Dedicated
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1(T) | – | – | – | – | – | – |
Power of the Bottle: Whether through imitation or through actually imbibing, your movement is like that of a drunkard, but with combat skills woven in.
-[Passive]: The first effect of the Drunk Special State increases your Saving Throws and Combat Rolls instead of reducing them.
-[Constant]: If you enter the Drunk Special State, you may use the Transformation Maneuver to enter this Transformation as an Out-of-Sequence Maneuver. If you enter this Transformation through this method, increase its Attribute Modifier Bonus (FO/MA) by 1(T) until you leave this Transformation and gain a stack of Toppling.
-[Automatic/Transform]: If you are not already in the Drunk Special State, enter the Drunk Special State until you leave this Transformation.
-[Triggered, Resource]: If you successfully dodge an Opponent’s Attacking Maneuver, gain a stack of Toppling (max. 3).
-[Triggered]: If you target an Opponent with an Attacking Maneuver, you may spend any number of Toppling stacks to increase the Strike and Wound Rolls of that Attacking Maneuver by 1(T) for each Toppling stack spent.
Unpredictable Combat: The way you move, it becomes impossible to identify your next move, making defending against you or even striking you difficult beyond measure.
-[Passive]: Do not reduce your Defense Value through the effects of the Cross Counter option of the Defend Maneuver.
-[Triggered]: If you score a Botch Result on a Dodge Roll, it becomes a Critical Result instead (this does not change the Natural Result).
-[Triggered, 1/Round]: If you score a Critical Result on your Dodge Roll, your next Strike Roll (before the end of your next turn) scores a Critical Result regardless of the Natural Result (this effect can turn a Botch Result into a Critical Result). This effect does not change the Natural Result.
-[Triggered, 1/Round]: If you are targeted by an Attacking Maneuver, you may use the Cross Counter option of the Defend Maneuver without spending a Counter Action.
-[Triggered, 1/Round]: If you would trigger the Exploit Maneuver, you can choose not to.
-[Triggered/Start of Combat Round]: You may reduce the Natural Result of your Dodge Rolls by up to 3 until the end of this Combat Round. Increase the Natural Result of your Strike and Wound Rolls by an equal amount.
Burst Limit
Calculated Stumbling: You may be staggering and bumbling around the battlefield, but every movement is purposeful and meaningful.
-[Triggered/Transform]: Gain 3 stacks of Toppling. All the effects of Unpredictable Combat lose the 1/Round keyword until the end of your next turn.