New skills include: Empathy, Focus, Surveillance, Psitech, and Lifeshaping Lifeshaping: Lifeshaping represents the characters ability to use, identify, and repair Protolife based technology.
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| Advanced Feats: Advanced feats are extremely powerful feats that can be used in two ways. If the character meets the high prerequisites, he or she can use it normally as any other feat, Alternatively, if the character is a Psychic or has the Psychic Focus feat, he or she can use it as long as he or she is focused with lower prerequisites. Example Advanced Feat: Feather Foot (Advanced) Prerequisite: Skill Focus, 20 Ranks in Stealth. Benefits: You can walk across any terrain silently, including mud or snow (but not liquid) leaving no foot prints, on a successful Stealth check. You also do not set off weight-sensitive alarms. Psychic Focus: Maintained if focused. Skill Focus, 9 Ranks in Stealth. Cybernetic Feats: Mutation Feats: |
| Psychic Powers: Psychic powers are physiological and scientifically tested powers of the mind. They are usually not as fantastic as channeling Masau'u energy, but are not as unpredictable. Example Psychic Power: EFFECT NERVES Level 1: Pain touch: The psychic can cause his or her victim to feel intense pain by touch. The creature takes a -2 to all d20 rolls for the duration of the power. Level 2: Pain: The Psychic can cause great pain at range. The creature takes a -4 to all d20 rolls for the duration of the power. Level 3: Paralyze: The Psychic can paralyze any creature within the range of the power. Level 4: Stop Breath: A creatures nervous system can be manipulated to disrupt breathing. The victim is considered drowning for the duration of the power, unless a Fortitude save is made. Any creature with a respiratory system can be effected. Level 5: Ability Enhancement: The Psychic can enhance the physical ability scores of others. A +6 can be temporarily added to one of the following: Strength, Dexterity, or Constitution. Level 6: Ability Drain: 1d6 can be temporarily drained from Strength, Dexterity, or Constitution. Level 7: Stop Heart: You have complete control over the creature nervous system and can even control the creatures heart. Any creature with Hit Dice less than the psychics level will instantly begin dying (but not dead, i.e. the character loses enough wound points so it reaches the dying state) unless a saving throw is made and all others will take 7d6 points of damage on a failed save. Level 8: Improved Ability Enhancement: The Psychic can enhance the physical ability scores of others. A +10 can be temporarily added to one of the following: Strength, Dexterity, or Constitution. Level 9: Improved Ability Drain: 2d4 can be drained from Strength, Dexterity, or Constitution. 1d4 of this is permanent damage but can be negated with a Fortitude save. Level 10: Nerve Overload: All in the area of effect are rendered helpless. |
Exotic Weapons: High Tech Weapons: |