New skills include: Empathy, Focus, Surveillance, Psitech, and Lifeshaping
Surveillance is used when using tech such as scanners and certain kinds of communicators. Focus replaces the Concentration skill and allows the character to control certain aspects of their body and mind like ignoring damage and feigning death. And Empathy replaces the Sense Motive skill, in addition to allowing you to heal another character's mind, kind of like the psychological version Medicine skill.

Lifeshaping: Lifeshaping represents the characters ability to use, identify, and repair Protolife based technology.
Identify: The character can identify various living tech. See individual entries for DCs. Identification only tells the character the general use of the item, another check is required to activate it.
Operate: Some complex living tech require a roll to activate the tech, or some aspect of the tech. See individual descriptions for DCs.
Sense (DC 20): The character can also attempt to sense the presence of Protolife within 30 feet. Without the Protolife Empathy feat, however, a +15 is added to the DC.
Bond (Protolife Manipulation feat): Any character can use living tech; however, if the tech is invasive doing so has disastrous effects. The organism used begins to take over the body, weakening it. By bonding with the technology the character can minimize these effects. Not all living tech is dangerous to us; only that which touches the characters skin. See above for details. When the character first uses the item he or she must make a Lifeshaping skill check (for DC see individual item). If the character fails, the normal penalties are taken for using living tech. Success means the character takes no penalties. If the character fails the check, he can try again once per week.
Debonding: If the living tech is treated poorly, (i.e. not repaired, boosted more than once per day) the item may choose to debond with the character. The character can attempt to re-bond up to three times.
Create Living Tech: The character can also create and grow living tech. See individual entries for DC. For most tech, feats are necessary. A character can attempt to create something without the feats at a +10 to DC.

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:
Cybernetic feats represent the time and training needed to use an implant. Cybernetics can be taken without the feat, but the penalties are severe. Even then, however, a penalty is taken for Charisma. Aznon can take these feats without having to pay money or take the Charisma penalty.
Example Cybernetics Feat: Enhanced Nervous System (Cybernetic)
Benefit: The nerves are replaces with artificial ones. The character gains a +2 to Dexterity and a +2 to initiative.
Charisma Penalty: -1

Mutation Feats:
Like Cybernetic feats, Mutation feats represent the time and training needed to use them. Only the Pank can take these without paying money or taking a penalty.
Example Mutation Feat: Acidic Bite (Major Mutation) Prerequisite: Natural Weapons Benefit: Once per encounter, the character can release a powerful acid with his or her bite attack. Damage: 1d6 + Con bonus. Improved: Damage increases to 2d6 + Con bonus.

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:
In the Center Space Defense exotic weapons are taken in categories. Instead of taking one weapon per Exotic Weapons feat, a group of weapons determined by cultural background, is taken.
Example Exotic Melee Weapon: Dakote Staff: The traditional UhrfPishim weapon. It is a highly complex multi-use weapon and few can master it. It can be used as a quarterstaff, three-section staff, and enhanced grapple. It is usually stored as a three-section staff but with a push of a button, the sections fuse into one. As a quarterstaff it can be used as reach weapon, up to 10 feet. As a three section staff it can be used as a double weapon and gives a +1 to disarm and trip opponents. With the push of another button, one of the sections can be fired (attached to thin synthetic fiber) to grapple an opponent or be used as a climbing aid. When grappling an opponent, the opponent must make a Reflex save (DC 18) or be rendered prone, tripped, or disarmed (attackers choice). If rendered prone, the prone character can then attempt a Strength check every round to attempt to break the bonds (DC 20). As a climbing aid, treat as a knotted rope. Dakote Staves are mastercraft weapons, giving the wielder a +1 to attack.Tech: High, Damage: 1d10/1d10, Critical x2, Type: Bludgeoning/Piercing, Size: Large, Speed: -6/-12, Weight: 3 lbs., Legality: Restricted, Cost: 1000 credits.

High Tech Weapons:
There are a number of high tech weapons in the Center Space, including the Disruptor: Disruptors are illegal weapons in the Alliance. Invented originally by the Dijat, the Disruptor fires an invisible, silent beam (Listen check, DC 30, to notice) capable of stunning opponents and disrupting technology. On any successful hit the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d4 rounds. Any technology hit has a 50% chance of failing until repaired.
The side effect is that it gradually poisons the user with radioactive energy. Every time the weapon is fired without a protective suit, the character must make a Fortitude saving throw (DC 12) against level 1 radiation.Tech: High, Damage: 2d8, Critical x3, Type: Energy, Rof: single, Range: 60,Size: Medium, Speed: -4/-8, Amo: 20 (cell), Weight: 3 lbs., Legality: Illegal, Cost: 1800 credits.