Guns. Lots of guns.
– Neo, The Matrix (1999)
The Matrix (1999) by the Wachowskis was a defining film for the Gun Fu genre, and it featured prominently among our inspirations for GURPS Gun Fu.
Of the many shootouts in the film, I will take a closer look at the one in the lobby of the government building here, to see how it would play out in GURPS terms. Watch just the scene here (the action starts at 0:25).
Stop reading if you want to avoid SPOILERS.
Round per Round
Prelude: Neo and Trinity – both Double Trouble stylists (Gun Fu, pp. 30-31) – intend to liberate Morpheus from a secure government facility. Neo has stepped through the metal detector at the entrance of the hall, which registered something with a wail. City Security Guard #1 steps in front of him with a detector wand in his right hand and a basket in his left. City Security Guard #2 sits 2 m to his right, reading a newspaper. City Security Guard #3, #4, and #5 stand and sit 5 m to his left, passing the time. Neo looks to the left, then to the right, noting the positions of all guards. Guard #1 says “Please remove any metallic items you are carrying; keys, loose change . . .” Neo opens his coat, revealing an arsenal, clearly having the Walking Armory perk (Gun Fu, p. 23). [The 10 loaded guns carried by Neo weigh around 17.8 kg or 39.2 lbs, which would probably be Light Encumbrance (p. B17) for him without the perk.] Guard #1 is suitably impressed: “Holy shit!”
1st Second: At his turn, Neo takes an All-Out Attack (Strong) manoeuvre and strikes Guard #1 with his flat right hand on the solar plexus (GURPS Martial Arts, p. 137); -3 (vitals hit location) = -3 to Karate. Neo succeeds and Guard #1 fails his Dodge roll. Neo inflicts thr +2 (Karate at DX+1 or more) +2 (All-Out Attack) = thr+4 cr damage. Guard #1 is in shock (p. B419) and fails his HT roll by at least 5, being knocked down and unconscious (p. B420). Since Guard #1 is also knocked back at least 1 m, Neo must have inflicted 8 or more points of damage (p. B378). At his turn, Guard #2 takes a Change Posture manoeuvre, getting up from his chair still holding his newspaper with both hands. At his turn, Guard #3 takes a Change Posture manoeuvre, getting up from his chair. At their turns, Guard #4 and #5 take Do Nothing manoeuvres, probably being mentally stunned (p. B420).
2nd Second: At his turn, Neo takes a Ready manoeuvre to draw two H&K MP5K submachine guns in 9×19mm Parabellum (GURPS High-Tech, p. 123), loaded with 30-round magazines, from break-away shoulder rigs (GURPS Tactical Shooting, p. 73) under his coat; -1 (undercover holster) (High-Tech, p. 154) to Fast-Draw (SMG) skill. The Gunslinger advantage improves this to +0 (Gun Fu, p. 15). His left hand is at -4 (off hand) (p. B14) to Fast-Draw (SMG), unless he has Ambidexterity or the Off-Hand Weapon Training (Fast-Draw (SMG)) perk. Neo makes both rolls, meaning he draws the SMGs at this turn and can still perform a combat manoeuvre (p. B194). Neo carries the single-action submachine guns (High-Tech, p. 82) in Condition One, “cocked-and-locked” (Tactical Shooting, p. 8), and flipping off the safety is a free action for a familiar user (High-Tech, p. 80). Considering that the MP5K does not have ambidextrous controls, he probably has the Lightning Fingers (SMG) perk (Gun Fu, p. 20) to do that. Neo then takes an Attack manoeuvre and fires a 15-round burst with his left MP5K at Guard #2 on the right; +0 (range) -4 (off hand) -2 (Flank Shot) (Gun Fu, pp. 27-28) +0 (halved halved Acc due to Gunslinger) (Gun Fu, pp. 27-28) +3 (rapid fire) = -3 to Guns (SMG). Neo probably has Ambidexterity or the Off-Hand Weapon Training (SMG) perk and the Flank Shot (SMG) technique (Gun Fu, pp. 27-28), which improves this to +3. Neo makes his roll and Guard #2 fails his Dodge roll. Guard #2 is hit by six shots in the torso and one in the right arm, for seven times 2d+2 pi (average 63 damage points). Guard #2 is at -5×HP or less and instantly dead (p. B419). At their turns, Guard #3 and #4 take Do Nothing manoeuvres. Guard #5 takes an All-Out Defence (Increased Defence) manoeuvre and crouches (p. B364).
3rd Second: At his turn, Neo takes an Attack manoeuvre and fires a one-handed unsighted 15-round burst from his right MP5K at Security Guard #3 on his left; -2 (range) -2 (Flank Shot) +0 (halved halved Acc due to Gunslinger) +3 (rapid fire) = -1 to Guns (SMG), or +1 with the Flank Shot (SMG) technique. Neo makes his roll and Guard #3 fails his Dodge roll. Guard #3 is hit by seven shots in the torso and one in the right arm, for eight times 2d+2 pi (average 72 damage points). Guard #3 is at -5×HP or less and instantly dead. At his turn, Guard #4 takes a Ready manoeuvre to draw his S&W Model 10 Military & Police revolver in .38 Special (High-Tech, p. 95). At his turn, Guard #5 takes a Ready manoeuvre to draw his S&W Model 10 Military & Police revolver while still crouching.
4th Second: Neo takes an Attack manoeuvre, turning his Facing to the left and firing two one-handed unsighted 15-round bursts in a Dual-Weapon Attack from the MP5Ks at Guard #4 and Guard #5; -2 (range) -4 (DWA) +1 (halved Acc due to Gunslinger) +3 (rapid fire) = -2 to Guns (SMG). The DWA (Guns (SMG)) technique improves this to +2. The left-hand attack at Guard #4 is at a further -4 (off hand). Neo makes his rolls. Guard #4 fails his Dodge roll and is hit by six shots in the torso and one in the right arm, for seven times 2d+2 pi (average 63 damage points). Guard #4 is at -5×HP or less and instantly dead. Guard #5 makes an Acrobatic Dodge (p. B375) to Neo’s right. He makes his Acrobatics roll; +2 (Acrobatic Dodge) to Dodge. Guard #5 makes his Dodge roll and dives right through Neo’s barrage without getting hit.
5th Second: Neo takes a Move manoeuvre and takes cover behind a column. Guard #5 takes a Ready manoeuvre and draws his radio.
6th Second: Neo takes a Do Nothing manoeuvre and stays behind cover. Guard #5 takes a Move manoeuvre and retreats two steps backwards, talking into his radio: “Backup! Sent backup!”
7th Second: Neo takes a Do Nothing manoeuvre and stays behind cover. Trinity takes a Move manoeuvre and steps through the metal detector, which wails. Guard #5 takes a Do Nothing manoeuvre.
8th Second: Neo takes a Do Nothing manoeuvre and stays behind cover. Trinity takes a Ready manoeuvre and draws her IMI Micro-Uzi submachine gun in 9×19mm Parabellum (High-Tech, p. 100). It has the shoulder stock removed and is loaded with a 20-round magazine. Trinity carries the single-action submachine gun in Condition One and flipping off the safety is a free action for a familiar user [We hear the safety click, although the sound engineer has substituted the sound from cocking the gun, which she obviously does not do]. Guard #5 takes a Do Nothing manoeuvre.
9th Second: Neo takes a Do Nothing manoeuvre and stays behind cover. Trinity takes an Attack manoeuvre and fires a one-handed unsighted 20-round burst at Guard #5; -1 (range) +1 (halved Acc due to Gunslinger) +4 (rapid fire) = +4 to Guns (SMG). Trinity makes her roll and Guard #5 fails his Dodge roll. Guard #5 is hit by seven shots in the torso, for seven times 2d+2 pi (average 63 damage points). Guard #5 is at -5×HP or less and instantly dead.
10th Second: Neo takes a Move manoeuvre and goes 1 m from behind the column back towards the entrance. Trinity takes a Ready manoeuvre and grabs the duffel bag from the conveyor of the metal detector with her left hand. She drops the empty Micro-Uzi.
11th Second: Neo takes a Move manoeuvre and goes 3 m into the hall, dropping the two empty MP5Ks for a New York Reload (Gun Fu, p. 4). Trinity takes a Move manoeuvre and goes 3 m into the hall with the duffel bag in her left, joining Neo. Soldiers #1-10 take Move manoeuvres and spread out at the far end of the hall.
12th Second: Neo takes a Ready manoeuvre and goes 1 m into the hall, drawing two Beretta Mod 92FS pistols in 9×19mm Parabellum (High-Tech, p. 100) tucked into his belt. [He carries another pair in shoulder holsters that he uses later.] Neo carries the double-action pistols (High-Tech, p. 82) in Condition Two (Tactical Shooting, p. 8), and flipping off the safety is a free action for a familiar user. The Mod 92FS has an ambidextrous safety, meaning he does not need the Lightning Fingers (Pistol) perk for this, but he might have it anyway. Trinity takes a Move manoeuvre and goes 1 m into the hall with the duffel bag in her left. Soldiers #1-10 take Move manoeuvres and spread out at the far end of the hall; they are armed with either Franchi SPAS 12 dual-mode shotguns in 12-gauge 2.75” (High-Tech, p. 106) with fixed stocks or Colt AR-15 R0604 (M16) assault rifles in 5.56×45mm (High-Tech, p. 117) with 20-round magazines. Soldier #1 shouts: “Freeze!”
13th Second: Neo takes a Move and Attack manoeuvre and runs 5 m sideways to his left, fast-firing (Gun Fu, p. 11) six one-handed unsighted shots in a Dual-Weapon Attack from either pistol; -4 (range) -4 (Fast-Firing) -2 (Bulk) -4 (DWA) +1 (rapid fire) = -13 to Guns (Pistol), -17 for the off hand. Gunslinger lets him ignore the Bulk penalty for Move and Attack and halves the Fast-Firing penalty (Gun Fu, p. 15), reducing the penalty to -9. The DWA (Guns (Pistol)) technique and Fast-Firing (Pistol) technique (Gun Fu, p. 27) reduce the penalty to -3. Ambidexterity or the Off-Hand Weapon Training (Pistol) perk buys off the off-hand penalty. Neo rolls twice but hits no-one. [The pistols lock open after firing six shots each, even though they have 15-round magazines.] Trinity takes an All-Out Defence (Increased Defence) manoeuvre, changes Facing and runs 5 m to her right, having dropped the duffel bag as a free action (p. B364); +2 (All-Out Defence) to Dodge. Soldiers #1-10 take All-Out Attack (Determined) manoeuvres and shoot at Neo and Trinity, hitting no-one.
14th Second: Neo takes an All-Out Defence (Increased Defence) manoeuvre, crouching down in front of the wall to his left and rolling back 2 m behind a column; he makes his Acrobatics roll: +2 (All-Out Defence) +2 (Acrobatic Dodge) = +4 to Dodge. Trinity takes an All-Out Defence (Increased Defence) manoeuvre running up against the wall and cartwheeling behind a column; she makes her Acrobatics roll: +2 (All-Out Defence) +2 (Acrobatic Dodge) = +4 to Dodge. Soldier #2 takes a Move and Attack manoeuvre, advancing towards Trinity and emptying the 20-round magazine of his assault rifle. Soldiers #1 and #3-10 take All-Out Attack (Determined) manoeuvres and shoot at Neo and Trinity, hitting no-one.
15th Second: Neo takes a Ready manoeuvre behind cover, dropping the pistols as a free action and drawing two ZCZ M84 submachine guns ‒ licensed copies of the ČZ Sa vz.61 Škorpión in 7.65×17mmSR (.32 ACP) (High-Tech, p. 125). These have their folding stocks removed and have been fitted with muzzle compensators (Tactical Shooting, p. 76) and extended 30-round magazines (High-Tech, p. 155). Neo carries the single-action submachine guns in Condition One and flipping off the safety is a free action for a familiar user. Considering that the M84 does not have ambidextrous controls, he probably has the Lightning Fingers (SMG) perk to do that. Soldier #2 takes a Ready manoeuvre, ejecting the empty magazine of his assault rifle and reaching with his left hand for a new magazine. Soldiers #1, #3-7, and #9-10 take All-Out Attack (Determined) manoeuvres and shoot at Neo, hitting no-one. Soldier #8 takes a Do Nothing manoeuvre. Trinity takes a Do Nothing manoeuvre behind a column.
16th Second: Neo takes a Do Nothing manoeuvre. Trinity takes a Move and Attack manoeuvre, turning around the column and kicking the fresh magazine out of Soldier #2’s left hand with her right leg; -2 (disarming) (p. B401) -2 (Kicking) (p. B231) -4 (off leg) = -8 to Karate. Trinity undoubtedly has the Kicking technique (Martial Arts, p. 75-76) to reduce the penalty, for a total of -6. Ambidexterity or the Off-Hand Weapon Training (Karate) perk would bring it down to -2. Trinity makes her Karate roll and Soldier #2 fails his Dodge roll. Both have to make a Quick Contest of her DX against his DX or ST. Trinity wins and the magazine flies 1 m to Trinity’s left. Soldiers #1, #3-7, and #9-10 take All-Out Attack (Determined) manoeuvres and shoot at Neo, hitting no-one. Soldier #8 takes an All-Out Attack (Determined) manoeuvre and fires two sighted two-handed shots from his Franchi SPAS 12 shotgun at Trinity. Soldier #8 makes his Guns (Shotgun) roll but Trinity makes her Dodge roll and retreats behind a column.
17th Second: Neo takes a Move and Attack manoeuvre, rising from his Crouch position, turning around the column, and advancing forward while firing a one-handed unsighted 13-round burst from either submachine gun in a Dual-Weapon Attack at Soldier #3; -5 (range) -2 (Bulk) -4 (Dual-Weapon Attack) +3 (rapid fire) +1 (compensator) (Tactical Shooting, p. 76) = -7 to Guns (SMG), -11 for the off hand. [Note the 5.56×45mm cases raining down from the 7.65×17mmSR guns. In Gun Fu, even the spent casings look cool!] Gunslinger lets him ignore the Bulk penalty for Move and Attack, reducing the penalty to -5. The DWA (Guns (SMG)) technique reduces this to -1. Ambidexterity or the Off-Hand Weapon Training (SMG) perk buys off the off-hand penalty. Neo makes his roll and Soldier #3 fails his Dodge roll. Soldier #3 is hit by several 2d-1 pi- bullets in the torso and drops dead or unconscious. Trinity takes an Attack manoeuvre and kicks Soldier #2 with her left leg in the torso, yelling “Yah!”; -2 (Kicking) to Karate. The Kicking technique improves this to +0. Trinity succeeds and Soldier #2 fails his Dodge roll. Trinity inflicts thr +1 (Kicking) +2 (Karate at DX+1 or more) = thr+3 cr damage. Soldier #2 is shocked. Soldiers #1, #4-7, and #9-10 take All-Out Attack (Determined) manoeuvres and shoot at Neo, hitting no-one. Soldier #8 takes a Do Nothing manoeuvre.
18th Second: Neo takes a Move and Attack manoeuvre, advancing forward while using Spraying Fire (p. B409) to shoot at Soldier #4 and Soldier #5 with both submachine guns. The guns have RoF 13 and he loses one shot per metre; they are 2 m apart. Neo divides the rest into 6-round bursts at Soldier #4 and 5-round bursts at Soldier #5. The two attacks against Soldier #4 are at +0 (range) -2 (Bulk) -4 (Dual-Weapon Attack) +1 (rapid fire) +1 (compensator) = -4 to Guns (SMG), -8 for the off hand. Gunslinger lets him ignore the Bulk penalty for Move and Attack, reducing the penalty to -2. The DWA (Guns (SMG)) technique improves this to +2. Ambidexterity or the Off-Hand Weapon Training (SMG) perk buys off the off-hand penalty. He succeeds and Soldier #4 fails his Dodge roll. Soldier #4 is hit by several 2d-1 pi- bullets in the torso and drops dead or unconscious. The two attacks against Soldier #5 are at -1 (range) -2 (Bulk) -4 (Dual-Weapon Attack) +1 (rapid fire) +1 (compensator) = -5 to Guns (SMG), -9 for the off hand. Gunslinger lets him ignore the Bulk penalty for Move and Attack, reducing the penalty to -3. The DWA (Guns (SMG)) technique improves this to +1. Ambidexterity or the Off-Hand Weapon Training (SMG) perk buys off the off-hand penalty. Neo succeeds and Soldier #5 fails his Dodge roll. Soldier #5 is hit by several 2d-1 pi- bullets in the torso and drops dead or unconscious. Soldiers #6 and #7 switch their fire at Neo. Trinity takes an Attack manoeuvre and kicks Soldier #2 with her right leg in the head; -2 (Kicking) -4 (off leg) -5 (hit location) = -11 to Karate. The Kicking technique would reduce this to -9. Ambidexterity or the Off-Hand Weapon Training (Karate) perk would bring it down to -5. Trinity makes her roll and Soldier #2 fails his Dodge. He takes thr +1 (Kicking) +2 (Karate) = thr+3 cr damage to the head. Soldier #2 is shocked and fails his HT roll by 5 or more, falling unconscious (p. B420). Soldiers #1, #6-7, and #9-10 take All-Out Attack (Determined) manoeuvres and shoot at Neo, hitting no-one. Soldier #8 takes a Do Nothing manoeuvre.
19th Second: Neo takes a Ready manoeuvre, dropping the submachine guns as a free action and then cartwheeling forward to pick up the assault rifle of Soldier #4 lying on the floor. Cartwheeling requires an Acrobatics roll (Martial Arts, p. 106), which he makes. Picking up the rifle takes a DX-5 roll (Gun Fu, p. 10). Trinity takes a Move and Attack manoeuvre, turning around the column and kicking the shotgun out of Soldier #8’s hands with her right leg; -2 (disarming) -2 (Kicking) -4 (off leg) = -8 to Karate. The Kicking technique reduces reduce the penalty to -6, and Ambidexterity or the Off-Hand Weapon Training (Karate) perk brings it down to -2. Trinity makes her Karate roll and Soldier #8 fails his defence; -2 (side attack) to Dodge roll. Both have to make a Quick Contest of her DX against his DX+2 or ST+2. Trinity wins and the shotgun flies in an arc over his shoulder. Trinity makes a DX roll and catches the shotgun. Soldiers #1, #6-7, and #9-10 take All-Out Attack (Determined) manoeuvres and shoot at Neo, hitting no-one.
20th Second: Neo takes a Move and Attack manoeuvre, cartwheeling sideways while using Spraying Fire with a one-handed unsighted 15-round burst from the assault rifle at Soldier #6 and #7 to his right. Since they are 2 m apart, he loses two shots, dividing the rest into one 6-round and one 7-round burst. Cartwheeling requires an Acrobatics roll (Martial Arts, p. 106) at -2 (Acrobatic Attack). The attack roll is at -1 (Range) -2 (cartwheeling) -5 (Bulk) +3 (rapid fire) = -5 to Guns (Rifle). Gunslinger lets him ignore the penalties for cartwheeling and the Move and Attack, improving this to +2. Neo makes his rolls and Soldier #6 and #7 fail their Dodge rolls. Soldier #6 and Soldier #7 are both hit by several 5d pi bullets in the torsos and drop dead or unconscious. Neo ends up behind a column. Trinity takes an Attack manoeuvre and shoots Soldier #8 with the shotgun in the back; +0 (range) +2 (shotgun load) = +2 to Guns (Shotgun). She makes her Guns roll and Soldier #8 fails his defence; -2 (attack from behind but defender knows attacker’s position) to Dodge roll. Soldier #8 is hit in the torso by nine 1d+1 pi pellets (average 40 damage points) and at -1×HP or less (p. B419). He fails his HT roll and is instantly dead. Soldiers #1 and #9-10 take All-Out Attack (Determined) manoeuvres and shoot at Neo, hitting no-one.
21st Second: Neo takes a Ready manoeuvre, dropping the assault rifle as a free action and drawing two IMI Micro-Uzi submachine guns without stock and with 20-round magazines from the small of his back. Neo carries the single-action submachine guns in Condition One, and flipping off the safety is a free action for a familiar user. Considering that the Micro-Uzi does not have ambidextrous controls, he probably has the Lightning Fingers (SMG) perk to do that, although the safety on the left Micro-Uzi could be manipulated with trigger finger as well. Trinity takes a Attack manoeuvre and shoots Soldier #9; -1 (range) +2 (shotgun load) = +1 to Guns (Shotgun). She makes her Guns roll and Soldier #9 fails his Dodge roll. Soldier #9 is hit by half a dozen 1d+1 pi pellets (average 27 damage points) and at -1×HP or less. He fails his HT roll and is instantly dead. Soldiers #1 and #10 takes All-Out Attack (Determined) manoeuvres and shoot at Neo, hitting no-one.
22nd Second: Neo takes a Move and Attack manoeuvre and fires one-handed 10-round bursts from either IMI Micro-Uzi submachine gun in a Dual-Weapon Attack at Soldier #1; -2 (range) -2 (Bulk) -4 (Dual-Weapon Attack) +2 (rapid fire) = -6 to Guns (SMG), -10 for the off hand. Gunslinger lets him ignore the Bulk penalty for Move and Attack, reducing the penalty to -4 and -8. The DWA (Guns (SMG)) technique improves this to +0 and -4. Ambidexterity or the Off-Hand Weapon Training (SMG) perk buys off the off-hand penalty. Trinity takes a Move manoeuvre and returns to the front of the hall to fetch the duffle bag. Soldier #1 and #10 take a Do Nothing manoeuvres, taking cover behind columns.
23rd Second: Neo takes a Move and Attack manoeuvre and fires one-handed 10-round bursts from either IMI Micro-Uzi submachine gun in a Dual-Weapon Attack at Soldier #1; -1 (range) -2 (Bulk) -4 (Dual-Weapon Attack) +2 (rapid fire) = -5 to Guns (SMG), -9 for the off hand. Gunslinger lets him ignore the Bulk penalty for Move and Attack, reducing the penalty to -3 and -7. The DWA (Guns (SMG)) technique improves this to +1 and -3. Ambidexterity or the Off-Hand Weapon Training (SMG) perk buys off the off-hand penalty. Neo succeeds and Soldier #1 fails his Dodge roll. Soldier #1 is hit by several 2d+2 pi bullets in the torso and drops dead or unconscious. Trinity takes a Move manoeuvre. Soldier #10 takes a Do Nothing manoeuvre, taking cover behind a column.
24th Second: Neo takes an All-Out Attack (Double) manoeuvre, dropping the submachine guns as a free action while running at half Move to Soldier #10, then delivering a straight kick to his torso and a roundhouse kick (Martial Arts, p. 66) to his head; both are at -2 (Kicking) to Karate. Neo undoubtedly has the Kicking technique to buy off the penalty. Neo succeeds his first Karate roll and Soldier #10 fails his Dodge roll. Soldier #10 takes thr +1 (Kicking) +2 (Karate) = thr+3 cr damage. Soldier #10 is shocked. Neo also succeeds his second Karate roll and Soldier #10 fails his Dodge. Soldier #10 takes thr+3 cr damage to the head. Soldier #10 is shocked and fails his HT roll by 5 or more, falling unconscious. Trinity takes a Move manoeuvre to rejoin Neo. The fight is over.
In the film, the scene is 144 seconds long, as it cuts between showing the different characters, although much of the action evolves simultaneously. A lot of it is also shown in slow motion, although not yet in Bullet Time (Gun Fu, p. 15).
Results
Neo’s akimbo antics (Gun Fu, p. 4) require the Ambidexterity advantage or the Off-Hand Weapon Training perk for best effect. Of course, my examples use the Harsh Realism Rules for Unarmed Fighters (Martial Arts, p. 124) together with Handedness (p. B14), which penalize the off hand and, in an extension of “Strong and Weak Hands,” also the off leg. This is a campaign switch that many GMs of a Gun Fu and/or Martial Arts game would probably switch off entirely.
Extra Attack (Gun Fu, p. 15) would allow Neo to dispense with the Dual-Weapon Attack techniques. He probably has this advantage at least by the time he fully realizes his potential during the story. It can be argued he has not yet reached this point in this scene, but mostly I wanted to show the full penalties. A lot of them can be bought off one way or the other. Note the usefulness of the Gunslinger advantage in this scene.
Note the short engagement ranges. Practically all shots are in the Close Range Band (Gun Fu, p. 7), which is at least one reason why his attacks succeed so effortlessly.
Interestingly, Neo does not have the Infinite Ammunition perk (Gun Fu, pp. 19-20). The main reason for this is to ensure that he has to switch guns all the time . . .
Between the 17th and 20th second, there is a curious switch in pace that is subtly different than just slow-motion: Neo’s guns fire slower while the soldiers’ guns fire normally. This might indicate that in those seconds, Neo has the Altered Time Rate advantage (Gun Fu, p. 13). That he displays it only briefly could be explained with the fact that at this point in the story his powers as The One are not yet fully developed. Game-mechanically, however, Altered Time Rate is not really required to model his feats.