Feats are a broad definition of an ability that goes beyond what is considered 'normal'. Each feat is related to an underlying ability and will require the purchase of prerequisites.
All
First Excellency - Add 2 dice per focus point
Second Excellency - Add 1 success per 2 focus points
Guns
Unwavering Bullet (costs 3 focus points) (Requires any Guns Excellency) (Guns 4, Focus 1)
Your abilities at calculating winds, distance, and anything else that might make your bullet wander off the path to the target have made it possible for you to achieve impressive shots indeed.
This ability nullifies all penalties that effect a bullet making it to the target. (You can fire a gun in a sandstorm and be like it was a calm summer day). (This does not negate multiple action penalties or wound penalities)
Dead-eye Aim (costs 1 focus and 1 willpower) (Requires Unwavering Bullet) (Guns 5, Focus 3)
Your practice at aiming and shooting targets have progressed your ability in precision to the point that you can hit a target (even if just barely) in a vulnerable spot. This allows the player to always cause 'one' health level to a target (no matter armor soak).
Double-tap (costs 4 focus) (requires any Guns excellency) (Guns 3, Focus 2)
You can fire a gun twice as if it was simply fired once… no penalties for multiple actions will apply to these two shots.
Quickdraw (costs 2 focus) (requires Double-Tap, Guns 3, Focus 2)
Usually to take your weapon out of its holster, back sling, etc… it takes one turn, in this case you can pull and fire the weapon in the same turn. It will also allow their Focus to be used in their Join Combat roll.
Quick Reload (costs 2 focus) (requires Double-Tap, Guns 4, Focus 4)
It takes one turn to reload a gun, but in the hands of one who knows his weapon inside and out, and can probably disassemble it in 4 seconds.
Focused Fire (costs 8 focus, 1 willpower) (requires Double-tap) (guns 5, Focus 2)
Automatics or even semi-automatics can fire rapidly but few can honestly use them to effectively kill the enemy. This feat makes the character essentially Rambo, able to attack all targets (up to the number of their Focus) with 1 attack. You can not use more then one attack per target. This is rolled as a single action.
Become The Bullet (costs 5 focus) (requires Double-tap) (Guns 5, Focus 3)
Few if any have achieve this ability. This ability consolidates many of skills learned by a sniper, a bullet becomes more of an outstretch of the sniper then a simple object that is hurling through the air. The bullet's damage roll adds the Focus of the shooter as well.
Melee
One with the Blade (costs 1 Focus) (requires any melee excellency) (Melee 2, Focus 1)
The weapon in the hands of one with sufficient skill can achieve alot more then one is focused on their technique.
Double Attack Successes (to-hit roll) for damage roll.
Brutal Strike (costs 1 Focus per extra die) (requires One with the Blade) (Melee 3, Focus 1)
Straining yourself a bit more, you can put a bit more force into your strikes.
Allow spending up to Strength in Focus for extra dice in post-soak damage.
Weight is not a Problem (costs 1 Focus) (requires any melee excellency) (Melee 2, Focus 1)
Weapons become light in your hands and become more effective as well.
Increases Weapon Rate by 1 and Accuracy by 1 (for one turn)
Double Slash (costs 4 Focus) (requires Weight is not a problem) (Melee 3, Focus 2)
Almost out of habit perhaps you can easily take two swipes on an opponent.
Similar to the Double-Tap for Guns… You can attack twice with no penalities
Quickblade (costs 2 Focus) (requires any melee excellency) (Melee 3, Focus 2)
You can pull a blade out of wherever it may be stored on your person. In this case you can pull and use the weapon in the same turn. It will also allow their Focus to be used in their Join Combat roll.
Holdout (costs 2 Focus) (requires any melee excellency) (Melee 2, Focus 1)
You can summon the force of will to be able to hold up your parry defense even when hurt. This will allow all wound penalties for defense to be nullified for this round.
Flawless Parry (costs 5 Focus) (requires Holdout) (Melee 4, Focus 2)
You can use your blade to deflect an attack, even if the attack is unblockable, it can however break your weapon (up to storyteller). The attack has be expected for this to be activated and the character must have a weapon in hand.
Counterattack (costs 5 Focus) (requires Holdout) (Melee 4, Focus 2)
You can make a counterattack after Parrying another attack.
Unarmed
Evasion (costs 3 Focus) (requires any unarmed excellency) (Unarmed 3, Focus 1)
You can bend and twist from strikes. +2 Dodge or Parry against an attack
Battle Stance (costs 5 Focus) (requires Unarmed 4, Focus 2) (requires Effortless Evasion) (lasts one scene)
You adapt a disciplined stance in the fight, allowing you to better react to attack on you.
You can add Martial Arts dice into your bashing soak dice.
Lethal Fists (costs 6 Focus) (requires Unarmed 5, Focus 2) (requires Battle Stance) (lasts one scene)
Master-level version of Battle Stance, a more disciplined stance with even more benefits.
Unarmed Damage is Lethal, this damage is also piercing (reducing armor soak in half), and lethal damage can be soaked with bashing soak.
One Two Punch (costs 4 Focus) (Unarmed 4, Focus 2) (requires any unarmed excellency)
Your progressed to be able to deliver to blows instead of one quickly. This allows two attacks without multiple action penalties
Unarmed Counterattack (costs 4 Focus) (Unarmed 5, Focus 2) (requires Battle Stance)
When attacked, you can reply with a strike before the initial attack even is felt. You can have counterattack after an unarmed attack is landed or blocked by the character.
Knockdown Blow (costs 4 Focus) (Unarmed 4, Focus 2) (requires Battle Stance)
Summoning up some will and focus, the unarmed fighter slams his fist into the person's jaw. This has the effect of perhaps causing the opponent to fall over if the blow lands, hence causing the next turn for the opponent to get back up. A roll of Dexterity+Athletics vs 7 must be made by one who the blow landed on and if they succeed they will not be knocked down.





