GM Note: This new rule is optional, but will be play-tested for now to see how it works out. If it gets approved, this note will be removed.

Rules for Cinematic Feats

This modified feat system is an attempt to add a bit of cinematic spice to the D6 system of skills and attributes. The skill system is great for letting characters know their limits, and what they are good at, but in the movies, sometimes characters just do things. They don't know how they possibly could have pulled it off, but they did.

Rules for taking a Feat

After a character has earned 4D in a required skill or skills, he or she can choose to take their first Feat at Level One. Choosing a feat will cost 5 Character Points and the Character can have as many as they want as long as they meet the minimum skill(s) for it. All feats have skill requirements; the skill must be there, or the character cannot take it. Each high-level character should have access to one or more feats. They speed up and simplify game play, and make it more cinematic, as the outcome is based on the roll of a single die, as opposed to 6D+2, for example.

Example: A character wants to get the Rapid Fire feat. He currently has Blaster at 9D which is over the minimum required. Once he spends 5 Character Points he now gets the Rapid Fire Feat at Level 2 instead of Level 1 as his current skill is 1D above the minimum for that level. Should he raise Blaster to 12D, his feat will automatically advance to Level 3.

The role of the Feat in the game system


When a character spends the points to gain a feat, he or she has the first level of that feat. That means, whenever he or she wants to perform that feat, they must make a 1D roll. A roll of a 6 is an automatic amazing success, and 1 is automatic disastrous failure. The numbers in between are just standard failures. So, at level one, the character must roll a five or a six to make the feat check. This doesn't sound too great, but the feat gets much better for every level the skill rises above. The feat must be used at least once and be successful in order to raise it to the next level once the related skill is also raised to the minimum required in order to obtain the next level of the feat.

* First Level Feat: monumental successes 5,6; normal fails 2,3,4; catastrophic fail 1
* Second Level Feat: monumental successes 4,5,6; normal fails 2,3; catastrophic fail 1
* Third Level Feat: monumental successes 3,4,5,6; normal fail 2; catastrophic fail 1
* Fourth Level Feat: monumental successes 2,3,4,5,6; catastrophic fail 1

Fourth level feats are only achieved by the most skilled people in the galaxy, due to the sheer number of character points it requires to raise the skill in order to get the feat at that level. But with a first level feat, you still have a 1/3 chance of success! Characters can take any number of feats they wish, but they are expensive, as each new feat costs 5 character points. As a general rule, feats may be taken if the character has a specialization in the skill required, but may only apply that feat to the specialization. Ex: The character wants to take Quick Draw, which requires Blaster or Firearms of 4D, but the character only has Blaster: Heavy Blaster Pistol DL-44 6D. He may take Quick Draw, but is only able to perform it when drawing a Blastech DL-44.

NOTES: A feat purchased for 5 CPs is the only time points will be spent on it. The feat raises automatically when the skill reaches the next level. Only one feat per round may ever be used, Force Point not withstanding.
 
The table below shows the standard game guidelines for character skill levels.

Skill Level Rating Guidelines

Die Code Description
1D Below human average for an attribute.
2D Human average for an attribute and many skills.
3D Average level of training for a human.
4D Professional level of training for a human.
5D Above average expertise.
6D Considered about the best in a city or geographic area. About 1 in 100,000 people will have training to this skill level.
7D Among the best on a continent. About 1 in 10,000,000 people will have training to this skill level.
8D Among the best on a planet. About 1 in 100,000,000 people will have training to this skill level.
9D One of the best for several systems in the immediate area. About 1 in a billion people have a skill at this level.
10D One of the best in a sector.
11D One of the best in a region.
12D+ Among the best in the galaxy.
 

Sample Feats

Adrenaline Burst

Requirements: Level 1: Stamina 4D, Level 2: Stamina 8D, Level 3: Stamina 12D, Level 4: Stamina 16D

Did you ever hear about the guy who saved a child by lifting a landspeeder off of him? This was the feat he used. Sometimes regular people do superhuman things, without any means of explaining it. The best fighters and toughs know how to exploit the energy that runs through their body into one explosive burst.

Using this, they can run faster, and farther, jump higher, and longer, and hit harder than anyone should be able to. This feat, if a success, adds points to any roll involving strength, or dexterity-related rolls. See chart below for Feat Level Modifiers.

Level 1: +15 to Strength or Dexterity-related skill rolls.
Level 2: +20 to Strength or Dexterity-related skill rolls.
Level 3: +25 to Strength or Dexterity-related skill rolls.
Level 4: +35 to Strength or Dexterity-related skill rolls.

Opposed rolls may be required based on other game rules and midigating factors.

Acrobatics

Requirements: Level 1: Jumping 4D, Level 2: Jumping 8D, Level 3: Jumping 12D, Level 4: Jumping 16D

This feat allows you to do wondrous things while tumbling through the air. First, Acrobatics reduces the falling damage by one level for each level of the feat the character has, according to the chart below:

Distance Fallen (in meters) Damage
3-6 2D
7-12 3D
13-18 4D
19-30 5D
31-50 7D
50+ 9D

At the third level of this feat, the character can determine exactly where he wants to land within a two-meter radius. If the character rolls a six, he lands in exactly the right spot, if he rolls a one; he lands in the most unfortunate place possible. (GMs, have fun!) For example, if a character jumps off a building, attempting to land on the roof of a moving speeder, he lands right in front of it.

At the second level and up of this feat, the character gains the ability to perform extra actions in the air, at a -1D penalty each. That would be a maximum of three (3) extra actions. The character needn't roll to achieve this feat; he is automatically capable of performing actions. Ex: The character wishes to jump off the roof of a building, and rescue a falling child. He must roll his feat to jump, and if he's successful, he can roll his Dexterity or Dexterity-related (Brawling Combat) skill to determine whether he catches her.

Based on the level of the feat, the character gains a bonus to Dexterity or Dexterity-related skills for the extra actions; partially cancelling out the penalties received.

Level 1: No extra actions allowed.
Level 2: One extra action allowed.
Level 3: Two extra actions allowed, +1D bonus.
Level 4: Three extra actions allowed, +2D bonus.

Opposed rolls may be required based on other game rules and midigating factors.

Animal Friendship

Requirements: Level 1: Beast-Riding 4D, Level 2: Beast-Riding 8D, Level 3: Beast-Riding 12D, Level 4: Beast-Riding 16D

This feat intimately connects the animal to the character. He can, through knowledge of common body positions and other clues, discern the feelings of an animal, and is well versed in how to get it to do what he wants. To an outsider, this may seem like telepathy, but the character sees it as merely seeing the obvious. This feat has multiple effects. First, it eliminates the need to make a beast-riding roll for riding any animal with orneriness less than 3D. Second, if the character makes the feat roll, he has charmed (or coaxed) the animal into doing most of his wishes. If a character has a beast riding specialty 6D, then he may only apply his feat to that species, and those closely related. Ex: a character has Beast Riding: Tauntauns 6D so he needn't make a check to ride it if he takes the feat. In addition, the Tanta, closely related to the Tauntaun, is also easily taken in by his charms. Level bonuses apply.

Level 1: Orneriness less than 3D
Level 2: Orneriness less than 3D+1
Level 3: Orneriness less than 3D+2, beast will do anything for the character except die for him or her
Level 4: Orneriness less than 4D, beast will do anything for the character, including die for him or her

Opposed rolls may be required based on other game rules and midigating factors.

Called Shot

Requirements: Level 1: Blaster, Bowcaster, Firearms, Capitol Ship Gunnery, Starship Gunnery or Vehicle Blasters at 4D, Level 2: 8D, Level 3: 12D, Level 4: 16D

This feat allows the character to make a shot that is seemingly impossible to make. It often involves blowing off a hand, or head, or targeting a small creature in a canyon. They are not different feats, but to apply the feat to that skill, you must have at least 4D in that skill for Level 1.

Example: Called Shot can be applied to Vehicle Blasters, but you must have at least 4D in Vehicle Blasters. This feat, if successful, applies all damage to the part of the target called, meaning, in effect, the hit does character scale damage on a target of much smaller scale, increasing damage, and decreasing resistance. Called Shot can be applied to any ranged weapon skill, including Blaster, Firearms, Bowcaster, Vehicle Blasters, Capitol Ship Gunnery, or Starship Gunnery. Only one instance of the feat need be taken, but the character must have at least 4D in the requisite skill to use the feat at Level 1.

Level 1: +2D Damage, -1D to Strength to resist
Level 2: +3D Damage, -2D to Strength to resist
Level 3: +4D Damage, -3D to Strength to resist
Level 4: +5D Damage, -4D to Strength to resist

Opposed rolls may be required based on other game rules and midigating factors.

Power Strike

Requirements: Level 1: (A) Martial Arts 1D, Brawling Combat or Melee Combat at 4D; Level 2: (A) MA 2D, BC or MC 8D; Level 3: (A) MA 3D, BC or MC 12D; Level 4: (A) MA 4D, BC or MC 16D;

These are the guys that break through bricks: 30 of them. They have learned to utilize physics in their favor, and deliver incredibly damaging blows with fists, feet, and other wielded weapons. Breaking bones with a single strike is all in a day's work for these people. This feat, if a success, adds bonus damage dice equal to the level of the feat to any strike using melee combat, martial arts, or brawling combat.

Level 1: +1D to Damage
Level 2: +2D to Damage
Level 3: +4D to Damage
Level 4: +6D to Damage

Opposed rolls may be required based on other game rules and midigating factors.

Practical Application

Requirements: Level 1: Scholar 4D; Level 2: Scholar 8D; Level 3: Scholar 12D; Level 4: Scholar 16D

This feat allows the character to apply his theoretical knowledge of physics, chemistry, whatever, into practical application. Think MacGuyver. Someone with practical application can use their knowledge of physics to launch a rocket into a decaying earth orbit, and land right on top of an enemy halfway around the globe. Theoretically. A character that specializes in a Scholar field may still take this feat, but he can only use it to apply his specialty.

Example 1: Ryke has Scholar: Chemistry 16D, so he can take the feat, but can only apply it to situations involving chemistry. This feat, if a success, adds dice equal to the level of the feat to any other skill.

Example 2: MacGuyver wants to use his 4th level Practical Application feat to make a thermonuclear device out of a ballpoint pen and the chewing gum in his mouth. He rolls his feat, succeeds, and is therefore able to add +4D to his Thermonuclear Weapon Repair skill roll.

Quick Draw: Pistol

Requirements: Level 1: Blaster or Firearms 4D; Level 2: Blaster or Firearms 8D; Level 3: Blaster or Firearms 12D; Level 4: Blaster or Firearms 16D. User must have a pistol.

Note that this feat is not the same as the Innate Ability.

This feat allows the character to make the fabled quick draw of the gunslinger. The character that takes this feat may, if successful, draw and fire with no multiple action penalty. In addition, the target of the Quick Draw may not dodge. This does not, however, mean that the target is automatically hit or given damage, he or she just can't dodge. After succeeding in the quick draw skill, the character must roll Blaster or Firearms as normal, but no penalties are incurred for drawing in the same round.

This feat also allows the character to participate in a gunfight with another who has this skill. Both characters roll a D6, and then add a number of points equal to their level in Quick Draw and their skill in Blaster or Firearms. Whoever has the highest score is the one who shot first. The first shooter then rolls his Blaster or Firearms skill. If the first shooter hits, the duel is over, and the loser takes his damage. If the first shooter totally misses, then the second shooter may shoot, to determine whether he hits. If he hits, then he is the winner. If no one hits, it degenerates into all-out combat, reverting to standard D6 combat rules.

Opposed rolls may be required based on other game rules and midigating factors.

Quick Draw: Dual Pistols

Requirements: Level 1: Blaster or Firearms 4D; Level 2: Blaster or Firearms 8D; Level 3: Blaster or Firearms 12D; Level 4: Blaster or Firearms 16D. User must have two ranged weapons and they must be carbines or pistols only. The user must also be ambidextrous and have ambidexterity.

The character that takes this feat may, if successful, draw and fire twice with no multiple action penalties.

NOTE: With the exceptions listed above, this feat is exactly the same as the Quick Draw: Pistol feat.

Opposed rolls may be required based on other game rules and midigating factors.

Quick Draw: Blade

Requirements: Level 1: Melee Combat 4D; Level 2: Melee Combat 8D; Level 3: Melee Combat 12D; Level 4: Melee Combat 16D.

The character that takes this feat may, if successful, draw and attack with no multiple action penalties.

NOTE: With the exceptions listed above, this feat is exactly the same as the Quick Draw: Pistol feat.

Opposed rolls may be required based on other game rules and midigating factors.

Rapid Fire

Requirements: Level 1: Blaster or Firearms 4D; Level 2: Blaster or Firearms 8D; Level 3: Blaster or Firearms 12D; Level 4: Blaster or Firearms 16D. User must have a ranged weapon.

Rapid Shot allows the user to fire many more shots in a round than would otherwise be allowed and have a good chance at hitting several targets and doing damage. Each level allows a better chance to hit and damage and allows for more targets in the AOE (Area Of Effect). All extra shots count as one shot without adding multiple action penalties as the user of this feat expends 1/3 of the weapons' clip with each use. Also, the damage caused to those hit in this manner is rolled against normally to resist, but the effect is based on the table below.

The AOE is always 7 meters centered in front of the user of this feat. Range to target(s) is determined normally.

Level 1:
  To Hit: 25% of skill roll
  Maximum number of targets affected in AOE: 3
Level 2:
  To Hit: 50% of skill roll
  Maximum number of targets affected in AOE: 4
Level 3:
  To Hit: 75% of skill roll
  Maximum number of targets affected in AOE: 5
Level 4:
  To Hit: 100% of skill roll
  Maximum number of targets affected in AOE: 6

The user of this feat cannot dodge, but they receive a Bonus to the base range Difficulty number (based on the level of the feat, see below):

Level 1: +2D
Level 2: +3D
Level 3: +4D
Level 4: +5D

Note: As stated above, the user of this feat will always expend 1/3 of the total shots available in a clip. This feat requires a full round to accomplish, preventing any other action. As a side bonus, there is a good possibility that structures and cover will be damaged or destroyed, depending on the weapon used and the type or types of structures in the area and the makeup and type of cover used. This will include misses and will always be a GM call.

Opposed rolls may be required based on other game rules and midigating factors.

Rapid Fire: Dual Weapons

Requirements: Level 1: Blaster or Firearms 4D; Level 2: Blaster or Firearms 8D; Level 3: Blaster or Firearms 12D; Level 4: Blaster or Firearms 16D. User must have two ranged weapons and be either two carbines or two pistols. The user must also be ambidextrous and have ambidexterity.

The user of this feat will always expend 1/3 of the total shots available in both weapons.

NOTE: With the exceptions listed above, this feat is exactly the same as the Rapid Fire feat.

Opposed rolls may be required based on other game rules and midigating factors.

Scrounging

Requirements: Level 1: Search 4D and Investigation 4D with Bureaucracy 4D or Business 4D or Streetwise 4D; Level 2: Search 4D and Investigation 4D with Bureaucracy 4D or Business 4D or Streetwise 4D; Level 3: Search 4D and Investigation 4D with Bureaucracy 4D or Business 4D or Streetwise 4D; Level 4: Search 4D and Investigation 4D with Bureaucracy 4D or Business 4D or Streetwise 4D

This feat allows the character to find or trade for helpful supplies in any situation. This is especially helpful for military units, when scrounging is much preferred to filling out endless requisition forms and waiting for months for the requisite part(s). The higher the level of the feat, the better the character is at it. Fourth-level people are likely to come up with three cases of Whyren's Reserve Whiskey on a liquor-free planet, or find three fully loaded X-Wings in the Imperial Palace on Coruscant. Of course, what is recovered will always be a GM call.

Opposed rolls may be required based on other game rules and midigating factors.

Silent Running

Requirements: Level 1: Sneak 4D, Running 4D; Level 2: Sneak 8D, Running 8D; Level 3: Sneak 12D, Running 12D; Level 4: Sneak 16D, Running 16D

This feat allows the character to move much faster while sneaking. Essentially, they may sneak all the way up to an all out run, utilizing their full range of movement, with no penalty whatsoever to their move rolls. This skill is pretty rare, and it may be that the GM only wishes to grant it to those who have studied combat for a long time, or perhaps have learned it from a master. Or maybe, if the characters abuse the power, a convenient twig could find its way onto their path. The final result will always be a GM call.

Opposed rolls may be required based on other game rules and midigating factors.

Supressive Fire

Requirements: Level 1: Blaster or Firearms 4D; Level 2: Blaster or Firearms 8D; Level 3: Blaster or Firearms 12D; Level 4: Blaster or Firearms 16D. User must have a ranged weapon.

This feat does not attempt to shoot any target, but instead seeks to force them to keep their heads down so as not to get shot. The target(s) within the 10 meter AOE (Area Of Effect), which is 5 meters to the left and right of the user of this feat, can defend against it by succeeding at a Willpower check (see difficulty list below based on level of the feat the user possesses), otherwise the target or targets will be pinned down and lose all actions for the round.

Level 1: Heroic vs Willpower (Verteran Under Fire: Moderate)
Level 2: Heroic+5 vs Willpower (Verteran Under Fire: Difficult)
Level 3: Heroic+10 vs Willpower (Verteran Under Fire: Very Difficult)
Level 4: Heroic+15 vs Willpower (Verteran Under Fire: Heroic)

Note: The user of this feat will always expend ALL shots in a clip. This feat requires a full round to accomplish, preventing any other action. As a side bonus, there is a good possibility that structures and cover will be damaged or destroyed, depending on the weapon used and the type or types of structures in the area and the makeup and type of cover used. This will always be a GM call.

The user of this feat cannot dodge, but they receive a Bonus to the base range Difficulty number based on the level of the feat.

Level 1: +2D
Level 2: +3D
Level 3: +4D
Level 4: +5D

Opposed rolls may be required based on other game rules and midigating factors.

Supressive Fire: Dual Weapons

Requirements: Level 1: Blaster or Firearms 4D; Level 2: Blaster or Firearms 8D; Level 3: Blaster or Firearms 12D; Level 4: Blaster or Firearms 16D. User must have two ranged weapons and they must be carbines or pistols only. The user must also be ambidextrous and have ambidexterity.

The user of this feat will always expend ALL shots in both weapons.

NOTE: With the exceptions listed above, this feat is exactly the same as the Supressive Fire feat.

Opposed rolls may be required based on other game rules and midigating factors.