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

A Pin Drop. You have naturally sensitive hearing or have trained yourself to pick up on the slightest noise.

Cost: 2 points
You gain a +1 to your Perception roll for hearing based tests.

You can take this feat up to 3 times.



Awe Inspiring. You are an impressive figure to behold.

Cost: 7 points
You gain a +10 Presence only for making presence attacks.

You can take this feat 2 times.



Be There In 5. Not only are you a natural at driving cars at their top speed, but you always seem to know how to avoid the police. Not to mention somehow swerving through traffic without ever smashing up.

Cost: 12 points
When attempting to drive somewhere in the metro area, your arrival time will be determined by the top speed of the car you are driving. You always swerve through traffic and avoid the police. This feat gives you no bonuses if you are in some combat type car chase. You will still need the Combat Driving skill for that.



Blend With the Shadows. Given a nicely placed shadow or a bit of gloom, you can slip in among the darkness and make it your own. Your skills of stealth are so good that people have to practically trip over you to notice you.

Cost: 12 points
Requires a Concealment -3 roll. Assuming that there are some shadows and no bright lights, you are considered invisible to sight. If someone passes within 1" of you they are allowed a Perception roll to see you. Moving negates this feat.



Combat Running. You are very skilled at moving while in combat.

Cost: 9 points
You may make your full movement as a half action. This costs you an extra 2 END.



Contortionist Feet. Some would call you a freak, but you find it useful to use your feet as hands.

Cost: 6 points
Your feet can preform the same tasks as your hands with no penalties.



Deductive Observation. You are incrediblly skilled at reading people's intentions and motivations. By observing or talking to a person for a few minutes you have an uncanny knack for deducing his true thoughts and feelings.

Cost: 17 points
Requires a Deduction roll. You must observe or talk to the subject for at least 5 minutes. If your Deduction roll succeeds you can make a 8d6 Telepathy attack. If you roll 10 above the target's EGO the GM will decide what you deduce, mechanically the guidelines will be similar to you being able to read surface thoughts.



Disappearing Act. You have that spooky ability to just disappear when someone looks the other way or vision to you is impeded by a bit of fog or some such thing.

Cost: 6 points
Requires a Stealth -2 roll. No one can have direct visual contact with you. Maybe people glance away from you, maybe you slip around a corner one step ahead of everyone else, or maybe you drop a smoke bomb. Mechanically this acts like a Teleport that cannot be further then your combat movement and you must have been able to get to the end destination by normal movement. If it was a role-playing situation I would probably even let you go through a locked door, if you have Lockpicking.



Dislocated Joint. This hurts, but you can pop your joints out of socket at will.

Cost: 2 points
You gain a +3 to a Contortionist roll by using this feat.



Disquieting Aura. When you want to be you can be creepy, eerie and just generally unnerving to be around.

Cost: 17 points
Requires a PRE -2 roll. When you use this feat people around you become generally uneasy. If you make a presence attack, everyone will receive a -4 to their PRE for resisting the attack.



Don't Touch That! You have extensive knowledge about security devices and an uncanny knack for detecting them.

Cost: 12 points
Requires a INT +5 roll. You notice security devices(even hidden ones) within 4". You must have the skill Security Systems to take this feat.



Expert Lockpicker. You are incredible at picking nearly any mechanical lock.

Cost: 7 points
Requires a Lockpicking -2 roll. In one phase you open any mechanical lock.



Eyes in the Back of My Head. You are always very aware of your surroundings.

Cost: 3 points
Requires a INT roll. You are aware of your surroundings as if you had 360° awareness.



Fast Healer. You have a very robust body. You tend to heal much faster than the average person.

Cost: 6 points
You gain a +6 REC for purposes of healing Body only.

You may take this feat a second time, if you have at least a 15 CON.



Flexibility. Your joints twist and flex in odd ways, making it nearly impossible to restrain you via ropes, handcuffs, etc...

Cost: 2 points
Requires a Contortionist -1 roll. You twist and wriggle out of your restraints.



Found It! You are extremely skilled and seemingly lucky at finding hidden objects.

Cost: 20 points
You receive a +4 bonus to any relevant roll(Perception, Crimonology, etc...) when looking for some hidden or hard to find thing.



Hacker. You are incrediblly skilled at hacking through any computer's defenses. Give you about an hour and firewall's fall. You can breeze around, sorting through what files interest you. This only covers observation, however.

Cost: 14 points
Requires a Computer Programming -5 roll, Security Systems "Computers" may be used as a complimentary skill. You must have an appropriate computer with a good connection. It will take you roughly an hour, depending on level of security. If your Computer Programming roll succeeds you can make a 8d6 Telepathy attack vs. the computer(We will use your INT to determine your ECV). The GM will assign a Security Rating to the computer system(figure the local police computer system would have about an 10). Beating the security rating will allow you to browse the directories and any other easily accessable items. Beating the Security Rating by 10 allows you into many secure areas. More then that just gets you into crazy secured, super high tech guarded files. Downloading files is also possible.



He's Packing. You have an eye for picking out who has a weapon and where it is hidden.

Cost: 12 points
Requires a INT +5 roll. You know who nearby is carrying a weapon, roughly the size of the weapon, and where it is hidden.



I'd've Put It There. You have a feel for the best places to plant bugs(meaning surveilance devices in general). As a result you can easily find where others have planted theirs.

Cost: 12 points
Requires a INT +5 roll. You find any surveilance devices in the area.

You need to have the skill Bugging to take this feat.



It's Somewhere in These Files... You are gifted at sifting through files and books to quickly find the relavant information or section you are looking for.

Cost: 7 points
What research might take another researcher or investigator hundreds or even thousands of man hours, takes you a couple hours or maybe even a few minutes.



I've Got Just the Thing. You are an inventor. A gadget guy. You are always creating new devices, weapons, and toys. Because of this you always seem to have something useful to the current situation on hand.

Cost: 35 points
This feat can only be used twice a day. You tell the GM what device, weapon, toy, etc... that you happen to have on hand. You must have to skills to be able to create such a thing. You must have the resources at your shop or laboratory to theoretically have been able to create such a thing. In the Hero rules the device cannot cost more then 30 active points to make.



Master of Disguise. Your ability to disguise yourself is far beyond the norm. Given that someone is roughly your same size and weight, you could make yourself look so much like them that their own mother would not know the difference.

Cost: 15 points
Requires a Disguise -3 roll. Requires 1 hour and the proper materials. Your disguise is so perfect that no one even gets a Perception roll to see flaws. Of course battle, grappling, falls, and so forth could damages things to the point where Perception roll would be allowed.



Master Flirt. You have a nigh mystical skill at sweeping the opposite sex off of their feet. Very few can resist your charms.

Cost: 22 points
Requires a Seduction -2 roll. If you succeed the mechanics will be you making a 8d6 Mind Control attack, as you sweet talk your way into your target's good graces. How much you beat the target's EGO by will determine how much the mood swings. A failure means your lines were seen through and you are considered annoying to humorous.



Master Hacker. Your skills at hacking into computers are without peer. You enter the system like a ghost. Give the computer commands and change code, all without a whisper of alarm.

Cost: 17 points
Requires a Computer Programming -6 roll, Security Systems "Computers" may be used as a complimentary skill. You must have an appropriate computer with a good connection. It will take you roughly an hour, depending on level of security. If your Computer Programming roll succeeds you can make a 10d6 Mind Control attack vs. the computer(We will use your INT to determine your ECV). The GM will assign a Security Rating to the computer system(figure the local police computer system would have about an 10). You must beat the Security Rating to command the system to do something that it would normally do(People are always using that secure door during the day so why not unlock it now.). By 10 for things out of the ordinary(Unlock that secure door and leave no log that it did so.). By 20 to something highly against its programming(This highly secure door never opens, except for 2 people. Mr. Big or his assistant.). By 30 to do something like delete itself.

You must have taken the feat Hacker to take this feat. The computer will get rolls to reset itself, just like people do with mind control.



Master Interrogator. You are a brilliant and vicious interrogator. Given 5 minutes with anyone and they will willingly spill whatever knowledge you want.

Cost: 13 points
Requires an Interrogation -3 roll. You need 5 minutes to work over your victim. Mechanically you then get a 8d6 Telepathy attack. You must beat your victims EGO by 10. The guide the GM will use as to what information your victim is spilling is similar to if you were reading surface thoughts.



Master of Mimicry. You have a frightening ability to mimic others voices. Not to the extent where a voice print analyzer could not tell the difference, but certainly no human ear can.

Cost: 25 points
Requires a Mimicry -2 roll. You can perfectly mimic anyone's voice that you have ever heard. No one even gets a Perception roll to notice.



Obliterate Evidence. Given 5 minutes you can sweep through a crime scene and completely obliterate any trace evidence that you like. You know exactly what to look for and exactly how to destroy all traces of it. Quickly.

Cost: 16 points
For every 1 minute that you sweep a crime scene you give anyone searching it later a -1 to their Crimonology roll. After 5 minutes any trace evidence that you wanted gone is completely gone. Fingerprints, bloodstains, etc...



Observant. You are either naturally talented at noticing your surroundings or you have trained yourself on how to pick up the details. What others overlook, your eyes pick out.

Cost: 2 points
You gain a +1 to any sight based Perception rolls.

You may take this feat 3 times.



Preternatural Smell. Your nose picks up the faintest odor in the breeze. You can pinpoint exactly what smell belongs to what source.

Cost: 2 points
You gain a +1 to any smell based Perception rolls.

You may take this feat 3 times.



Quick-Change Artist. You can quickly change from one set of cloths or equipment to another. What would take others minutes, takes you seconds.

Cost: 2 points
It takes you a few seconds to completely change all of your cloths and equipment. You must have the items you are changing into with you, of course.



Security Ghost. You have an uncanny knack for slipping past security systems without being detected or leaving a trace.

Cost: 20 points
Requires a Security Systems -3 roll. You are able to find a way to slip past any and all security devices. Cameras, motion detectors, weight sensor, heat detectors, lasers, etc... have nothing on you. You can always seem to find a way to breeze past them. This does not include live security guards, however. You still need to watch out for patrols.



Sky High. You can leap incrediblly high using the Jackie Chan bounce. You jump, bounce up off of the dumpster, bounce up off of the alley wall, and land 20 feet up on the fire escape.

Cost: 4 points
Your leaping distance is as much as tripled, as long as you have places to bounce off of. Each individual leap must be no longer than you normal leap, but you can take up to 3 of those leaps as long as you can reach something you could theoretically bounce off of.



So, What's Going On? You have an almost scarey ability to predict what someones next move, inhis nefarious plans, will be. You need some time(a few minutes) to observe the individual and/or items or evidence related to the person's plans. You can then make intuitive leaps to determine what that person's next move will be.

Cost: 13 points
Requires a Deduction -3 roll. You must have access to the person or evidence related to the person's plans. You will need a few minutes to think. The GM will give you either strong hints or straight out tell you what the person's next move or moves will be.



Something's Not Right Here. You have an uncanny knack for perceiving dangers that others do not. You intuitively sense when things are just not right.

Cost: 20 points
Requires an INT roll. You perceive, in an intuitive way, dangers in the immediate vicinity.



Terror of the Underworld. You have a bad ass reputation that criminals know and fear.

Cost: 4 points
You receive a +10 PRE only to make presence attacks vs. criminals.

You many take this feat twice.



Through the Killer's Eyes. You have an uncanny knack, with the smallest and oddest pieces of evidence, to reconstruct exactly what happened at a crime scene.

Cost: 13 points
Requires a Crimonology -3 roll. You need a few minutes at the crime scene. You can reconstruct what happened at the crime scene with frightening detail.



Ultimate Climber. You are a world class climber. It matters not how smooth or slippery the surface.

Cost: 5 points
Requires a Climbing -1 roll. Cannot climb on ceilings or surface with an angle greater then 120°. You can climb on any surface not matter the smoothness or slime.



Ultimate Pickpocketing. You are such a skilled pickpocket and sleight of hand artist that you can perform the most audacious tricks and moves without nearly any chance of someone noticing.

Cost: 3 points
Requires a Sleight of Hand -1 roll. Mechanically you are so skilled this feat operates like a short range teleport of small items into or out of your hand.



Ultimate Stealth. You are a master of stealth and hiding. You can pass as a subtle breeze.

Cost: 13 points
Requires a Stealth -3 roll. People within 8" may make a perception roll to detect you. Otherwise you are considered invisible.