Cinematic Abilities
These abilities are cinematic and very strong. Every character is allowed to take only one (or two) of these abilities.
If you gain one of these abilities from a racial template, celestial power, or spell, then those instances do not count towards your Cimenatic Ability limit.
Advantages
- Extra Attack [25]- You may attack with a second weapon (whether that's natural or artificial) once per turn. Dimeti get this without it counting as a Cinematic Ability.
- Compartmentalized Mind [50]- You may Concentrate on something without sacrificing your turn. Elves get this without it counting as a Cinematic Ability. See their page for how this ability can be used.
- Weapons Master (Any) [Varies]- you gain +1 per die to basic thrust or swing damage for a set of weapons if you know that weapon skill at DX+1. You get +2 per die if you know the skill at DX+2 or better. The penalty for Rapid Strike is halved for these weapons as well. Finally, this gives you the ability to learn some Skills and Techniques that would normally be restricted from your character. If a weapon would gain a damage bonus from any skills or advantages for any reason (including high skill with brawling/boxing) then you use the highest damage bonus instead of stacking them.
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- Trained by a Master [30]- When you are using unarmed skilles, your penalty for Rapid Strike is halved and you are able to parry more than once per turn, incuring only half the usual penalties. Finally, this gives you the ability to learn some Skills and Techniques that would normally be restricted from your character.
- Cultural Adaptability [10]- You are familiar with a broad spectrum of cultures and will never suffer penalties for an "unfamiliar" culture.
- Enhanced Defense [5/10/15 per level]- You gain a +1 to your Block/Parry/Dodge Active Defenses respectively. You are allowed to take only 2 levels total. This means either a +2 to dodge/parry/block, or +1 to two of them.
- Spellslinger [25]- You can add a spell's accuracy bonus (usually +3) to your Innate Attack skill (or whichever skill the ranged projectile spell uses).
- Snapshot [25]- You can add half of your accuracy bonus to any Ranged Weapons. If the ranged weapon only requires 1 hand, add the entire accuracy bonus.
- Luck (Extraordinary/Ridiculus) [30/60]: Once per 30/10 minutes respectively, you may declare that after a roll, but before you or someone else has rolled for something else, that you are using your Luck. You can then roll two more times and take the best of the three rolls (including the original roll). If the GM is rolling in secret, you may tell them you are using luck andy them must roll three times and give you the best result for your character. The 15 point verson of Luck, while cinematic, does not count as a Cinematic Ability.
- Social Chameleon [5]- You are able to say exactly what you need to say in social situations. This means that you do not suffer from reaction penalties due to differences in Rank or Status. This also exempts you from any Savoir-Fair rolls as you would automatically succeed them anyway.
- Rapier Wit [5]- When in combat, you may make a witty one-liner as a free action. This results in a Quick Contest between your Public Speaking skill vs. your opponent's Will. If you win, your opponent is mentally stunned. Opponents that cannot understand you or have Unfazeable are immune to this.
Weapon Master Categories
All Muscle-Powered Melee Weapons [45]
Skills
Enthrallment Skills: W(H)- These skills allow you to use stories, music, or some other artistic expression to influence anywhere from one person to a small crowd. If you have training in one of these skills, then it counts as a Cinematic Ability. You may train as much as you want, in as many as you want however and it will still only count as one Cinematic Ability.
Other
if you want something, but the rules put in place prevent you from normally being able to do it, you may buy it as a cinematic ability. things like getting a divine power without worshipping a god, or buying three different elementals power investiture