Cinematic Rules
Flesh Wounds
Immediately after you suffer damage in a turn you may declare it as "just a flesh wound", letting you ignore all the HP (or FP) loss and taking instead a single point of damage at the cost of a Character Point.
The GM may allow you to go into debt if you have no unspent points.
Cinematic Knockback
In reality, guns cause little or no knockback. But in cinematic combat, a big gun can blast foes through windows and even walls! Work out knockback for a piercing attack just as if it were a crushing attack.
In addition to rolling to see if he falls down, anyone who suffers knockback from any attack must make an IQ roll or be mentally stunned on his next turn. This roll is at -1 per yard of knockback.
Dual-Weapon Attack
Each attack is at -4 to hit, but you can learn the Dual-Weapon Attack technique (p. 230) to reduce this penalty. You have an extra -4 (total -8) with your “off” hand, unless you have Ambidexterity (p. 39) or learn Off-Hand Weapon Training (p. 232).
Roll to hit separately for each hand. You can attack one target or two – but to strike two foes with melee attacks, they must be adjacent. If you aim both attacks at a single opponent, he defends at -1 against them, as his attention is divided!
Shaking It Off
A PC can undo the effects of a failed HT roll to avoid knockdown or unconsciousness by spending 1 FP immediately after he fails the roll. He feels woozy (the lost FP), but he shakes it off and stays standing. This is useful against knockdown by a 1-HP blow to the head or vitals that Flesh Wounds cannot affect (it always lets 1 HP through, which might still cause knockdown), and to weather attacks that TV Action Violence won’t avert (such as unarmed blows to the torso and explosions that allow no defense roll).
Shout it Out! (Martial Arts/Anime Secret Style Announcing)
"Death's Palm", "Dragon's Claw", "Eagle's Beak" etc.
Buy Style Familiarity from Martial Arts p. 49, each perk representing an entire body of hidden moves. The person who named it must describe the general flavor: Monkey King style is inspired by the monkey's agility and cunning.
A fighter can shout the name of the attack before launching it, giving the target -1 to defend against it, or can call out the name of a defense, gaining +1 to a defense roll.
These cancel out if both occur.
One technique Shout Out per style per battle. Opponents might not be surprised by another Monkey King attack – but they won’t expect a Righteous Southern Fire move!
The GM might wish to limit martial artists to one such Style Familiarity per full 50 character points they have, to ensure that experienced masters know more secrets than young Turks. He can also introduce special moves that have only one specific counter . . . in which case the PCs must develop it on their own or find an instructor who can teach it (an excellent time for The Training Sequence, p. 147).
Proxy Fighting
For instance, they might deliver a Jump Kick by leaping up and kicking a typewriter at a foe, grapple another enemy by slamming a door on them, and parry an attack by spinning an office chair into their assailant’s path.
A fighter can only use an object this way if nobody else is holding onto it, its weight doesn’t exceed his Basic Lift (use 1/10 the weight of a suspended or rolling item, such as a door or a cart), and it can move to reach the desired target or block the incoming blow. If all these conditions are true, the martial artist can use any of his normal techniques at -4. When punching or kicking an object at someone out of reach, add the usual range penalty (see p. B550). Rather than bog down combat with math, assume that maximum range is ST/2 (round up).
See Martial Arts p. 132-133 for using people like this.
Bullet Time
As you would assume from the Matrix.
See Martial Arts p. 133
Costs 3 Character Points, allows you to use a single turn.
Optional, and often unrealistic, but also often fun or helpful.