Doing this has made me realize: The Catch should applicable to stunts.
Drunken Master (Feet In The Water)
High Concept: Drunken Master
Other Aspects: Life Of The Party, Just An Old Drunkard
Skills:
Great: Fists
Good: Endurance
Fair: Might, Alertness, Performance
Average: Presence, Empathy, Conviction, Discipline, Deceit, Athletics, Rapport
Stunts:
Martial Artist (Fists): Use Fists +1 for combat-related maneuvers and Declarations.
Just An Old Drunkard (Deceit): +2 to Deceit when using it to feign harmlessness or weakness.
Footwork (Fists): Use Fists for all physical defence rolls.
Powers:
Natural Weaponry [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Must be tanked, affects all Powers and Footwork) [+3]
Total Refresh Cost:
-5
Refresh Total:
1
Drunken Master Wizard (Submerged)
High Concept: Wizard Of The White Council
Other Aspects: Dr. Jekyll And Mr. Jack Daniels, Collateral Damage
Skills (Sober):
Superb: Lore
Great: Scholarship, Discipline
Good: Conviction, Presence, Resources
Fair: Contacts, Investigation, Rapport, Deceit
Average: Empathy, Endurance, Craftsmanship, Athletics, Performance
Skills (Drunk):
Superb: Lore
Great: Discipline, Athletics
Good: Fists, Endurance, Conviction
Fair: Alertness, Presence, Might, Rapport
Average: Investigation, Contacts, Resources, Performance, Deceit
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
The Catch (Must be tanked) [+2] affecting:
Refinement [-3]
Personality Change [-1] (Beast Change reflavour)
Magic:
Sober Evocation (Spirit, Water, Earth): +1 Spirit Control
Drunken Evocation (Fire, Spirit, Water, Earth): +1 Fire Power, +2 Spirit Control, +3 Spirit Power
Thaumaturgy: +1 Alchemy Control
Foci: Wand (+1 Offensive Spirit Power and Control)
Enchanted Items: 4 Potion Slots (Strength 5)
Total Refresh Cost:
-9
Refresh Total:
1