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.
Active Defense. You know the advantages of being a constantly moving target. You have refined the bob, weave, and duck to an art.
Cost: 7 points
You must spend 1 END every phase you have this feat active. This represents your constant motion. You gain the use of 2 DCV levels(do not count towards doubling rule).
Can be taken a second time if you are an Expert in any fighting style. This would double your END cost.
Cost: 7 points
You must spend 1 END every phase you have this feat active. This represents your constant motion. You gain the use of 2 DCV levels(do not count towards doubling rule).
Can be taken a second time if you are an Expert in any fighting style. This would double your END cost.
Battlefield Dodging. You are skilled at broken field running and dodging. You can run through a hail of supression fire with nary a scratch.
Cost: 9 points
Requires a DEX roll. You are immune to Supression Fire.
Cost: 9 points
Requires a DEX roll. You are immune to Supression Fire.
Drug Tolerances. Your body, either naturally or due to constant exposure, deals with poison drugs and gases much better than the average person.
Cost: 15 points
All damage(Body and Stun) taken by poison is reduced by 25%.
Can be taken a second time if you have a CON of at least 15.
Cost: 15 points
All damage(Body and Stun) taken by poison is reduced by 25%.
Can be taken a second time if you have a CON of at least 15.
Grit. You are naturally a tough customer. You have a hardy body and you know how to take a hit.
Cost: 10 points
Each hit requires a CON roll and that you be aware of the attack. Stun damage is reduced by 25%
Can be taken a second time(called True Grit) if you have a CON of at least 15.
Cost: 10 points
Each hit requires a CON roll and that you be aware of the attack. Stun damage is reduced by 25%
Can be taken a second time(called True Grit) if you have a CON of at least 15.
Looks Worse than It Is. You have an uncanny knack of emerging from combat, explosions, and so forth with barely a scratch. Wash away the dirt and blood and it was really just a flesh wound.
Cost: 6 points
You gain 3 points of resistant PD and ED, Hardened. Does not work if you jump in the way of an attack or are unconscious. You must be able to, at least in some small way, try and avoid damage.
May be taken a second time.
Cost: 6 points
You gain 3 points of resistant PD and ED, Hardened. Does not work if you jump in the way of an attack or are unconscious. You must be able to, at least in some small way, try and avoid damage.
May be taken a second time.
Lungful of Air. Not only are you good at holding your breath, but you can do it on a moments notice.
Cost: 7 points
Requires a CON roll. Functions as Self-Contained Breathing against poison gases or any environment with lack of air. Lasts for 1 minute before normal holding breath rules kick in.
Cost: 7 points
Requires a CON roll. Functions as Self-Contained Breathing against poison gases or any environment with lack of air. Lasts for 1 minute before normal holding breath rules kick in.
Not Out of This Fight. You are tough and subborn. It takes more then the normal hit to rattle your cage.
Cost: 15 points
Requires EGO roll. If you take more Stun then you have CON(which would stun you) you get a 3d6 CON aid to help overcome the stun.
Cost: 15 points
Requires EGO roll. If you take more Stun then you have CON(which would stun you) you get a 3d6 CON aid to help overcome the stun.
Panic Defense. The criminals of the city and surrounding area know of your reputation as a total vicious, bad ass(you must have taken the perk Reputation). They tend to panic when they know they have to face you.
Cost: 5 points
Requires a Reputation roll. You gain the use of 2 DCV levels(do not count towards the Doubling rule) for the rest of the scene against criminals.
Cost: 5 points
Requires a Reputation roll. You gain the use of 2 DCV levels(do not count towards the Doubling rule) for the rest of the scene against criminals.
Poison Exposure. In the past you have repeatedly exposed yourself to small doses of a certain poison. As a result you are now immune to that poison.
Cost: 2 points
You are completely immune to the effects of whatever poison you have chosen.
Cost: 2 points
You are completely immune to the effects of whatever poison you have chosen.
Rapid Snapshot. You have honed your skills at shooting from behind cover.
Cost:10 points
When you use Snap Shot(see Combat Maneuvers) you are exposed for 1 segment. During that segment you have the use of 4 DCV levels(do not count towards the Doubling rule).
Cost:10 points
When you use Snap Shot(see Combat Maneuvers) you are exposed for 1 segment. During that segment you have the use of 4 DCV levels(do not count towards the Doubling rule).
Slippery Little Sucker. In close combat you constantly twist and move, making it very hard for anyone to successfully grab you.
Cost: 3 points
When someone attempts a Grab maneuver on you, you gain the use of 2 DCV levels(do not count towards the Doubling rule).
Cost: 3 points
When someone attempts a Grab maneuver on you, you gain the use of 2 DCV levels(do not count towards the Doubling rule).
Unbreakable Will. You have trained yourself to resist the effects of mind affecting drugs. As a result interrogating you in this way is often fruitless.
Cost: 5 points
When any sort of mind controling drugs are used on you, you gain 10 points of Mental Defense.
Cost: 5 points
When any sort of mind controling drugs are used on you, you gain 10 points of Mental Defense.
Unimpressed. You are so strong willed or so jaded that you are very hard to impress or scare.
Cost: 10 points
You gain a +20 Presence, only to resist presence attacks.
Cost: 10 points
You gain a +20 Presence, only to resist presence attacks.
Unpredictable Tactics. You are a tactical genious and an expert fighter. Your enemies have trouble finding your weak spots.
Cost: 5 points
Anyone using Analyze Combat Technique on you receives a -5 penalty.
You must be an Expert in any weapon or fighting style to take this feat.
Cost: 5 points
Anyone using Analyze Combat Technique on you receives a -5 penalty.
You must be an Expert in any weapon or fighting style to take this feat.