Cinematic Feats


Cinematic Feats or Feats for short, represent those little things that heros on the TV and in the Movies somehow able to get away with. These Feats are not real powers, but seem to bend reality a little bit.


IMPORTANT! READ! Some of the Feats require that you can only use these Feats with weapons or fighting styles that you are considered an Expert or Master in. To be considered an Expert in a weapon or fighting style you must have at least 3 CSLs(3 point type or larger) and one Target or Range level, that you are able to use with that weapon or fighting style. A Master has the requirements increased to 6 CSLs and 3 Target or Range levels.


Offensive | Defensive | Miscellaneous

Bash and Smash. You are highly skilled at delivering damage in unarmed combat.

Cost: 7 points
+2d6 HA with unarmed combat

You can only use this feat with combat maneuvers or combat styles that you are an Expert in.

Can be taken a second time if you are a Master.

This feat adds to the base damage for your attack.



Brawler. You are just naturally good at the fist-a-cuffs or spend too much time getting into trouble down at the pub. Your punches tend to be devastating.

Cost: 4 points
+1d6 HA with unarmed combat

Can be taken a second time.

This feat adds to the base damage for your attack.



Combat Intuition. You have an uncanny knack for predicting what your opponent will do next.

Cost: 5 points
Requires an INT roll. You receive a 8 point CSL(does not count towards the Doubling rule) to use throughout the combat scene.

Must be an Expert in anything to take this Feat.

Can be taken a second time if you are a Master in anything.



Crippling Shot. You know how to shoot someone in a way to cause them a lot of pain, but no real lasting damage.

Cost: 20 points
Requires a Shooting Tricks -2 roll. If you aim for the upper body the target receives a 2d6 DEX drain. If you aim for the lower body the target receives a 2d6 DEX drain and 2d6 Movement drain. Fade Rate 5 per hour.

Can only use this feat with firearms that you are Expert in.



Crippling Strike. You know how to strike someone, with a melee weapon, in a way to cause them a lot of pain, but no real lasting damage.

Cost: 18 points
If you aim for the upper body the target receives a 2d6 DEX drain. If you aim for the lower body the target receives a 2d6 DEX drain and 2d6 Movement drain. Fade Rate 5 per hour.

Can only use this feat with melee weapons that you are Expert in.



Deadly Shooter. You are extremely deadly with firearms(bows included).

Cost: 7 points
+1d6 RKA for firearms(including bows)

You can only use this feat with firearms that you are Expert in.

Can be taken a second time, but you must be a Master.

This feat adds to the base damage for your attack.



Deadly Strike. Exactly the same as Deadly Shooter, but for melee weapons.




Deadly Thrower. Exactly like Deadly Shooter, but for thrown weapons.



Double Tap. You are very skilled at rapid shooting from single shot firearm.

Cost: 7 points
You gain the advantage of 2 shot autofire with single shot firearms.

You can only use this feat with firearms that you are considered a Expert with.



Drawing a Bead. You are skilled at tracking opponents with firearms, not matter how they try to dodge and weave.

Cost: 7 points
Requires a Shooting Tricks -1 roll. 0 phase action. Cancels up to 3 points of DCV, derived from dodging, from your target.

You can only use this feat with firearms that you are an expert in.



Favorite Weapon. You have a favorite weapon or combat maneuver that you like to use and are good at using. You must pick a certain type of pistol or certain type of sword or certain martial art maneuver, etc...

Cost: 3 points
You gain +1 OCV(does not count towards the Doubling rule) and +1 dex for initiative only, for your favorite weapon.

You can only use this feat for weapons that you are an Expert with.

Can take a second time if you are a Master.



Gun Muscle. You are trained in firing large weaponry.

Cost: 3 points

+10 STR towards minimum STR requirement for any firearm.



Hail of Lead. You are so skilled with your single shot firearms, that you can pour a hail of lead from them.

Cost: 12 points
You gain the advantage of 5 shot autofire with single shot firearms.

You can only use this feat with firearms that you are considered a Master with.



I Know How He Fights. You can use your Analyze combat technique to the fullest. Fighting someone or observing them fight, you can determine their strategies and use that to your advantage.

Cost: 8 points
Requires a Analyze fighting technique -2 roll. How long you must fight or observe before making this roll is up to the GM. If successful you then receive 2, 8 point CSLs(does not count towards the Doubling rule) that can be used against the target or your Analyze from that point forward.



I Never Miss. You are an incredible marksman. A true master shot.

Cost: 15 points

Requires a Shooting Tricks -3 roll. Your target's DCV is always reduced to a DCV of 3. Even CSL's cannot be use against you unless your target actively uses the Dodge manuever.

You can only use this feat with firearms that you are a Master with.



I've Got You Covered. Normally if you use the Cover manuever on someone they know you are pointing a gun at them. Characters with this skill are so sneaky or such a fast draw that they can "cover" someone with out them knowing it.

Cost: 30 points
You can use the Cover manuever without anyone knowing you are doing it.



Last Man Standing. When you realize that you are the last man standing against your foe, you experience a wave of adrenaline and/or desperation that sharpens your skills and gives you a chance.

Cost: 7 points
When you enter a battle with a group and then find yourself to be the last person able to fight you receive 2, 10 point Overall levels(does not count towards the doubling rule) to use until you win, loose, run away, or are no longer the last man standing.



Lethal Accuracy. You are a truely lethal weapons master. No matter how your opponents attempt to protect themselves you can always find a way for your weapon to exploit their weaknesses.

Cost: 20 points
You must take a half action(which will be considered an attack action) and make a 11- roll. If you succeed your target's defenses(armor, natural toughness, even magic) are cut in half for you for the rest of the scene.

You can only use this feat with weapons that you are a Master with.



Neck Snapper. As an expert at hand to hand combat you have learned how to make quick work of your enemies.

Cost: 28 points
Must follow a Grab maneuver. Must take the usual -8 OCV penalty. Attack does 2d6 HKA NND. The only defense against this attack is reinforced neck armor or a special neck brace.

You must be an expert in any fighting style to take this feat. Neck Snapper is then considered to be a maneuver of the fighting style.



Perfect Timing. You somehow have the ability or luck to time things perfectly. You set the timer just right so the building blows just as you walk out the door. You somehow know just when to attack the enemy to cause the most confusion. And so on.

Cost: 11 points

The GM will help with hints as when might be a better or worse time to act. It is GM discretion as to when and how detailed the hints are.



Quick Attack. You have practiced with your weapons so much that it as if they are a part of you. Your reflexes with them have become lightning fast. This feat is only for melee weapons.

Cost: 4 points
You received a +4 to your DEX for purposes of initiative only.

You may only use this feat with melee weapons that you are an Expert with.

May be taken a second time if you are a Master.



Quick Fire. Exactly the same as Quick Attack, but for ranged weapons.



Scenery Weapons. You are a fighter who adapts to his environment. You are skilled and deadly at using everyday objects as weapons. Such as chairs, vases, large books, and so on. What ever is at hand that has a little heft to it.

Cost: 10 points
+4d6 HA as long as you can find some object near by to swing.

This feat adds to the base damage for your attack.



Shooting the Barrel. As an expert marksman you have the developed the skill to shoot your enemy's barrel or firing mechanism, disabling the firearm.

Cost: 20 points
Requires a Shooting Tricks -3 roll. Range limited to 15". 20d6 dispel on the targeted firearm.

You can only use this feat with firearms that you are an Expert with.



Sniper's Eye. You are a natural sniper. Long range shots just come easily to you.

Cost: 2 points
Must use the Brace and Set maneuvers to use this feat. You can use 2 Range levels(do not count towards max number of Range levels) for your shot.



Target Shooting. You are a naturally good shot. You are skilled at hitting small targets.

Cost: 4 points
You can use 2 Targeting levels(do not count towards max number of Targeting levels) for your shot.



Throwing Master 1. You are skilled at throwing all sorts of oddly shaped and poorly balanced objects.

Cost: 8 points
You nullify up to 4 penalty points vs. throwing non-aerodynamic and misbalanced object. 4 is generally the worst penalty you would ever get for such things.



Throwing Master 2. You are a deadly throwing master with just about any object at hand.

Cost: 18 points
If you throw a blunt item you do 6d6 EB damage. If you throw a sharp item you do 2d6 RKA. You also have to option to throw multiple items(effectively giving yourself up to a 3 toss autofire). If you do this blunt items will only do 5d6 EB damage and sharp items will only do 1½ d6 RKA.

You have taken Throwing Master 1 in order to take this feat.