ACROBAT
Prerequisite: Dex 13+, Fast Hero, Occupation
Base: 1F+2
1 Acrobat 1 Rank: Gain +1 to Balance, Jump, and Tumble. This bonus adds to the total ranks of those skills. Acrobat Synergy: For every 5 ranks of Balance, Jump and Tumble gain +1 Reflex.
2 Acrobatics +1 rank, Evasion
3 Acrobatics +1 rank, Uncanny Dodge
4 Acrobatics +1 rank, Flurry +1/-2 attack
5 Acrobatics +1 rank, Improved Uncanny Dodge
6 Acrobatics +1 rank, Extreme Athlete: Boost Dex 2d6 for 1 AP
7 Acrobatics +1 rank, Improved Evasion
8 Acrobatics +1 rank, Auto-Dodge for 1 AP (Gain +20 Reflex for one round)
9 Acrobatics +1 rank, Improved Flurry: Improved flurry to +2 actions for -0
10 Acrobatics +1 rank, Improved Extreme Athlete: Boost Dex +3d6
11 Can't touch this: Auto-Dodge as Natural 20 for 1 AP; can only be hit by a true natural 20
AUTHORITY
Prerequisite:
Base: 1F+1
1 Authority 1 rank, Skill Trick Intimidation: Negative Moral
2 Authority +1 rank, Intimidate +3
3 Authority +1 rank, Wealth and Minions 2 ranks
4 Authority +1 rank, Auto '20' with Intimidate checks for 1 AP
5 Authority +1 rank, Better Resources: 3d6 Wealth for 1 AP
6 Authority +1 rank, Favored +2d6 to Authority for 1 AP, Auto '30' with Intimidate for 1 AP
7 Authority +1 rank, Intimidate +4, Minions and Wealth +2
8 Authority +1 rank, Ruin Reputation: Drain 4d6 reputation for 1 AP
9 Authority +1 rank, Favors +10 to ruin or disrupt someones life
10 Authority +2 rank, Intimidate +4, Minions and Wealth +2
11 Voice of Authority: Auto 'Natural 20" with Intimidate Skill for 1 AP
ARMOR MASTERY
Prerequisite:
Base: 1F+1
1 Armored Warrior: You utilize the Hardness and Hit Points of your Armor
2 Armored Charge: +1 dice of damage on a charge
3 DR +1 (Force, Fire) in armor, Increase Movement in Armor +20'
4 DR +1 (Force, Fire), Armor Penalty and Max Dex +1
5 DR +1 (Force, Fire), +5 Equipment Levels with Armor
6 DR +1 (Force, Fire), Shrug off damage: +50 IP in armor
7 DR +1 (Force, Fire), Unencombered: Armor Penalty and Max Dex +2
8 Juggernaut: Boost Str 2d6 for 5 HD, +50 IP
9 +10 Equipment Levels
10 Boost DR/IP 3d6 for IP
11 Gain 700 IP for 3 AP
BODY GUARD/GUARDIAN
Prerequisite:
Base: 1F+1
1 Shrug off Damage: Use Fort defense instead of Reflex. +1 HD Die
2 Out of the Way: Give your Dex bonus to an ally for Reflex
3 Intuition: +1 to all Defenses, this bonus stacks with Out of the Way for ally bonus
4 Take a Bullet: Abort Action to take damage for ally. Must be in movement range.
5 Shrug off damage: Fort +1 progression
6 Out of the Way: As a move action you may grant your bonus at range
7 Take a bullet: DR 3 to you and 1 ally next to you
8 Intuition +1. Extraordinary Sense: Sense Bodyguard-ee, +1 to sense
9 Intuition: +2; By your Side: When standing next to your ally you may move for free as the ally.
10 Take a Bullet: DR +2
11 Cause you enemy to auto-miss your ally for 2 AP. This is an abort action.
BRUTE
Prerequisite:
Base: 1F+1
1 DR 1 (All), +1 Hit Die
2 DR +1 (All), Fort Defense +1
3 DR +1 (All), +1 HP per Level
4 DR +1, Super-Str 1 rank
5 DR +1, Never Give Up: 50 IP
6 DR +1, Second Wind: 10D6 Healing for 1 AP
7 DR +1, Increase HP Die by one
8 DR +1, Never Give Up: +80 IP
9 DR +1, Super-Str +3 ranks
10 DR +1, Never Give Up +100 IP
11 Boost DR and Super-Str 10d6 for 3 AP
BUREAUCRAT
Prerequisite:
Base: 1F+1
1 Red Tape +1 (gain +1 per feat taken) and +2 Gather Info
2 Red Tape +1; Reputation +4
3 Red Tape +1; Access 2 and Contacts 2
4 Red Tape +1; +1 with Int skills
5 Red Tape +1; +2 Wealth, Favors and Gather Info
6 Red Tape +1; Cut Through Red Tape: Boost Red Tape 5d6 for 1 AP
7 Red Tape +1; +4 Wealth and Favors
8 Red Tape +1; +2 with all Int skills
9 Red Tape +1; +4 Wealth and Favors, +2 Gather Information
10 Red Tape +1; Auto-roll '30' with Social abilities and Wealth, +1 Computer Use and Research
11 Undercover Boss: Boost all Social Abilities 10d6 for 2 AP
Red Tape: Gain Access, Contacts and bonus to one Profession skill in Specific environments. Cost: 2 pts
COMBAT EXPERT
Prerequisite:
Base: 1F+1
1 Evasion
2 Uncanny Dodge
3 Focused Strike: +1 damage per -1 Attack, max +10
4 Reflex Defense +1 progression
5 Improved Uncanny Dodge, Initiative +2
6 BAB +1 Progression, Focused Strike max +5
7 Improved Evasion, Initiative +2
8 Focused Strike +2 damage per -1 Attack, max +20
9 Improved Critical: Critical range +3
10 Fortification 1, Initiative +2
11 Boost BAB 10d6 for 3 AP!
CUSTOM MACHINE
Prerequisite:
Base: 1F+1
1 Customize: +1 Genius Bonus with vehicles
2 Customize: +1 Genius Bonus with vehicles
3 Customize: +1 Genius Bonus with vehicles
4 Customize: +1, Know Your Machine: craft and pilot +1
5 Customize: +1, Push the Limits: Boost 1d6 for 1 AP [Speed, Armor, Maneuver]
6 Customize: +1, +2 to Know your Machine
7 Customize: +1, Gun Mods +1d6 with custom weapons
8 Customize: +1, +2d6 to Push the Limits
9 Customize: +1, Fast Repair: Heal Machine 15d6 for 8 HD
10 Customize: +1, Auto-Roll 30 with Craft or Pilot checks for 2 AP
11 Boost Customize 10d6 for 3 AP
CYBER ADAPTED
Prerequisite:
Base: 1F+1
1 Increase Cyber Max +1
2 Increase Cyber Max +1
3 Increase Cyber Max +1
4 Increase Cyber Max +1, +2 Cybernetics
5 Increase Cyber Max +1, +3 Cybernetics
6 Increase Cyber Max +1, treat existing cybernetics as PL7 for determining effectiveness
7 Increase Cyber Max +1, Resistance Electricity 5 points
8 Increase Cyber Max +1, treat cybernetics as PL8 for determining effectiveness
9 Increase Cyber Max +1, +7 Cybernetics
10 Increase Cyber Max +1, +8 Cybernetics
11 Treat Cybernetics as PL9 for determining effectiveness
DISGUISE
Prerequisite:
Base: 1F+1
1 +2 to Disguise and Bluff
2 Mimic Voice (Normally -5 to disguise)
3 Fast Change: Reduce Time one step
4 +4 to Diguise and Bluff
5 Mimic Mannerisms (normally a research roll is required)
6 False Identity: One new Identity with 7 pts of Social Abilities, Wealth and Reputation ( Rep starts at 0)
7 Replacement: +10 Disguise to assume one known Identity. Changing Identity requires research and practice time
8 +2 to Disguise and Bluff. Shape Change
9 Second False Identity: +1 Identity with 10 background Points
10 Auto assume any Identity instantly and perfectly for 1 AP
11 Perfect Imitation: for 3 AP you can imitate any individual perfectly. Everyone is convince you are this person even close friends.
False Identity: For 2 points you have a second ID that can have It's on Social abilities
ENDURANCE
Prerequisite:
Base: 1F+1
1 HD +1 die and +1 HD per level
2 HD +1 die, Adaptation (Sleep), Fort +1
3 HD +1 die, Fast Heal 1, Adaptation (Eating)
4 HD +1 die, Boost HP 5d6
5 HD +1 die, Increase HD Die 1 Step
6 HD +1 die Adaptation (Breathing, Space), Fort +2
7 HD +1 die, Fast Heal +2, +1 HD per Level
8 HD +1 die, Boost HP 10d6
9 HD +1 die, Increase HD Die 1 Step, Fort +2
10 HD +1 die, Adaptation (Aging, any Environment)
11 Boost HP 30d6 for 2 AP
EQUIPMENT POOL
Prerequisite:
Base: 1F+1
1 Equipment Pool 2 ranks
2 Equipment Pool +1 rank, Wealth +1
3 Equipment Pool +1 rank, Signature Weapon x2
4 Equipment Pool +1 rank, Restriction 1
5 Equipment Pool +1 rank, Wealth +2, Signature Weapons x3
6 Equipment Pool +1 rank, Restriction 2
7 Equipment Pool +1 rank, Wealth +7
8 Equipment Pool +1 rank, Restriction 3, Signature Weapons x4
9 Equipment Pool +1 rank, Reduced Equipment Restriction -3 for 1 AP
10 Equipment Pool +1 rank, Wealth +10
11 For 3 AP you can acquire any piece of equipment allowable by your GM for a length of time determined by your GM!
Equipment Pool: This ability provides you a pool of resources to acquire equipment and your personal arsenal at your disposal. To change equipment you must either use your contacts or reach a cache of equipment and weapons.
Type: Social Ability
Cost: 3 points per Rank
Benefit:You may add your equipment pool ranks to any wealth check to buy equipment or checks to over come equipment restriction. In your cache of weapons the number of ranks in this ability is the max equipment level of any one piece of equipment. Your have a number of Cache(s) equal to your ranks.
FAME
Prerequisite:
Base: 1F+1
Fame: Access, Contacts, Favors, and Reputation
1 Fame 1, Wealth +1
2 Fame +1, Wealth +2
3 Fame +1, +1 Skill Point per Level
4 Fame +1, +1 with Interaction Skills
5 Fame +1, Use Reputation in place of Cha with Interaction Skills!
6 Fame +1, Wealth +6
7 Fame +1, Reputation Progress +1
8 Fame +1, +2 with Interaction Skills
9 Fame +1, Lucrative Contract: Boost Wealth 5d6 for 1 AP
10 Fame +1, You Owe Me!: Boost Favors 5d6 for 1 AP
11 Auto Natural 20 with Social Abilities for 2 AP
FORTUNES FAVORED
Prerequisite:
Base: 1F+1
1 Fortune +1 luck bonus to one roll
2 Fortune +1
3 Fortune +1
4 Fortune +1. +1 to AP rolls
5 Fortune +1. Flesh Wound: +1 HP per level
6 Fortune +1. Roll d8s for Action Points
7 Fortune +1.+3 to AP rolls
8 Fortune +1. Gain 1 AP per game equal to half your level
9 Fortune +1. Roll D10s with Action Points
10 Fortune +1. Roll d12s with Action Points
11 Boost Fortune 10d6 for 3 AP
GADGET POOL
Prerequisite:
Base: 1F+1
1 1 rank of Gadget Pool
2 +1 rankof Gadget Pool
3 +1 rankof Gadget Pool
4 +1 rankof Gadget Pool
5 +1 rankof Gadget Pool, Increase Gadgets to PL7
6 +2 rankof Gadget Pool
7 +2 rankof Gadget Pool
8 +2 rankof Gadget Pool
9 +2 rankof Gadget Pool
10 +2 rankof Gadget Pool, Increase Gadgets to PL8
11 Boost Gadget Pool 8d6 for 3 AP
Gadget Pool: Treat as Dynamic Power, you may produce any Special Ability or Special Quality as a PL 6 piece of technology. Each additional Gadget is -1 equipment level max.
GUNNERY
Prerequisite:
Base: 1F+1
1 +1 BAB with Vehicle Weapons
2 +1 die of damage with Vehicle Weapons (You are now considered to have 1 rank of Gunnery)
3 Gunnery +1 rank
4 Gunnery +1 rank,Great Shot Kid: Boost Gunnery +2d6 for 3 AP
5 Gunnery +1 rank, Itchy Trigger Finger: Flurry +1 action/-2 attack
6 Gunnery +1 rank, OK I'm Impressed Kid: add +3d6 to Great Shot Kid
7 Gunnery +1 rank, Auto-Roll 20 with vehicle weapons for 1 AP
8 Gunnery +1 rank, Flurry +2 actions/ -2 attack per action
9 Gunnery +1 rank, 7 Don't get Cocky Kid: add +5 dice to Damage
10 Gunnery +1 rank, 8 Imp, Auto-Roll 30 with vehicles for 1AP
11 Alright you win Kid: +10d6 to Great Shot Kid
Gunnery: each rank of Gunnery adds +1 BAB and +1 damage dice with vehicle weapons. Cost: 7 points
GUN FU
Prerequisite:
Base: 1F+1
1 No AoO in Hand to Hand and gain Point Blank Shot
2 Gun Tricks: Ranged Disarm, Ranged Trip, and Ranged Sunder no AoO. +10' to range increment
3 Gun Master: +1 Attack and +1 die of damage with Hand Guns
4 Flurry +1/-2. Gun Tricks +3
5 Gun Master: +1 Attack and +1 die of damage with Hand Guns. Gun Tricks +2
6 Precision Shooting: +1 die of damage per -1 Attack (Max 5 dice)
7 Gun Master: +1 Attack and +1 die of damage. Flurry +2/-4
8 Auto '30' with Hand Guns for 1 AP
9 Gun Master: +2 Attack and +2 die of damage. +10' to range increment.
10 Precision Shooting: Max 10 dice. Gun Tricks +5
11 Finishing Shot: +10 Attack, +10 dice of damage, and +10 gun tricks for 3 AP
HEART
Prerequisite:
Base: 1F+1
Heart: +1 to One roll [5 points]
1 Heart +1;
2 Heart +1;
3 Heart +1;
4 Heart +1; 2
5 Heart +1; 3
6 Heart +1; 4
7 Heart +1; 5
8 Heart +1; 6
9 Heart +1; 7
10 Heart +1; 8
11 14
INTERNAL FU
Prerequisite:
Base: 1F+1
1 Still Mind: (Defensive Stance) Add Wis bonus to Reflex (This is a special effect of this tree)
2 Adaptation: Disease. Movement +10'. +1 HD Die
3 Adaptation: Poison. Steel Ki: Invulnerability 50 for 6 HD
4 Still Mind: (Aggressive Stance) Add Wis to Hand to Hand Attack bonus
5 Wholeness of body: Fast Heal 2 and +2 HD Dice
6 Steel Ki: Invulnerability +50 and DR 3 for +19 HD (25 total)
7 Empty Mind Ki: Add your Wis to Hand to Hand damage. Gain +5 HD Dice
8 Diamond Ki: Invulnerability +100 and DR +3 for +25 HD (50 total)
9 Intangability 30 pts for 18 HD
10 Perfect Self: Adaptation: Age and Breathing. HD +1 die type.
11 Impenetrable Ki: Invulnerability +500 and DR +10 for 3 AP!
INVESTIGATE
Prerequisite:
Base: 1F+1
1 CSI: +1 Investigate, Search, Spot, and Knowledge: Laws. Research +1
2 CSI +1. Contacts +2
3 CSI +1. +1 Skill Point per level
4 Know Weakness: Research DC 15, gain +1 to all D20 rolls against target
5 CSI +2.
6 Know Weakness: Research DC 25, gain +2 to all D20 rolls and +2 dice of damage against target (total)
7 Auto-Roll 30 with Investigation or Search Ckecks for 1 AP
8 CSI +4
9 Know Weakness: Research DC 35, gain +4 to all D20 rolls and +4 dice of damage against target (total)
10 Always Aware: Auto Nat 20 with Investigation and Search checks for 1 AP
11 Know Weakness: Bonus of +5 to d20 rolls and dice of damage for 3 AP
JACK OF ALL TRADES
Choose any feat that you meet the prerequisites for, you cannot choose Talents or Advanced Talents. You can only change the mimicked feats during down time and requires about 3 hours of study or training. At each new Level you may change feats instantly.
1 Use any skill as a class skill, skill is considered 1/2 Rank
2
3 +1 with All skills
KNOWLEDGE
Prerequisite:
Base: 1F+1
1 Knowledge +1 to all Int Skills
2 Knowledge +1
3 Knowledge +1
4 Knowledge +1; Mental Calculator
5 Knowledge +1; Photographic Memory
6 Knowledge +1; +1 Skill Point per level
7 Knowledge +1; 4
8 Knowledge +1; All Skills are class skills
9 Knowledge +1; +2 Skill Points per level
10 Knowledge +1; 7
11 Auto Nat 20 with Int Skills
LEADERSHIP
Prerequisite:
Base: 1F+1
1 Gain Command Skill Trick, you may ignore the skill rank minimum. Leadership +2
2 Moral Damage bonus: +1 die of damage when allies gain Leadership Moral Bonus
3 Grant Feat: You can grant a feat you have to an ally for 1 AP (Ally must meet feat prerequisites)
4 Leadership +2 and +1 die of damage with Moral Damage Bonus
5 Inspiring: Boost Cha 2d6 for 12 HD
6 Grant Feat: You can grant 3 feats to an ally or one feat to three allies for 1 AP
7 Auto roll 30 with Leadership for 1 AP
8 Leadership +2 and +2 die of damage with Moral Damage Bonus
9 Leadership +4 and Allies roll D8's with Action Points. Allies get +3 AP for the day
10 Grant Feat: grant up to 5 feats in any combination for 1 AP
11 Auto Nat 20 with Leadership and +10 dice of damage for 4 AP
Leadership Skill: Moral Skill trick, give +1 bonus to One ally with DC 10, +1 to bonus per +10 to roll. To apply bonus to all allies add +5 to DC, +10 for Platoon, +20 for army. On a roll of Natural 20 double total roll to determine bonus
LORE MASTER
Prerequisite:
Base: 1F+1
aka: Information Specialist
1 Obscure Knowledge: Special skill, Bardic Knowledge. Treat as skill, Synergy +2 to any knowledge per 5 ranks
2 Gain 1 rank in all Knowledge Skills. This bonus rank increases Max ranks by 1.
3 Well Traveled: +2 to Navigation, Pilot, and Contacts
4 Xenology Specialist: +3 Xenology and +1 dice of damage with DC 15 roll
5 +2 Skill Points per Level and Contacts +2
6 +3 bonus to Knowledge skills. Increase Max ranks by +3
7 Auto 30 with Knowledge skills for 1 AP
8 Xenology Doctorate: Xenology +3 dice of damage with DC 25 roll
9 Obscure Lore: DC 30 versus appropriet Knowledge to know obscure lore or info (Normally DC 40 plus)
10 Auto Natural 20 with Knowledge skill for 1 AP
11 Xeno Slayer: +10 dice of damage and .... for 3 AP
MASTERCRAFT
Prerequisite:
Base: 1F+1
1 Craft Focus: +3 to one Craft Skill
2 Genius +1, Craft Synergy +1 with all Craft Skills (Must have 5 ranks in 1 Craft Skill)
3 Genius +1, Craft Synergy +1 (Must have 5 Ranks in 2 Craft Skills)
4 Genius +1, Quick Craft: Reduce Craft time one steps for 2 AP
5 Genius +1, Craft Synergy +3 (Must have 5 ranks in 5 craft skills)
6 Genius +1, Quick Craft: Change to Reduce Craft time two steps for 1 AP
7 Genius +2
8 Genius +2
9 Auto '30' with Craft Skills for 1 AP, Craft Synergy +5 (Must have 10 ranks in 5 Craft Skills)
10 Spontaneous Craft: Reduce Craft time 6 steps for 1 AP
11 Breakthrough: Boost Genius Bonus 10d6 for 3 AP
MARTIAL ARTIST
Prerequisite:
Base: 1F+1
Combat Martial Arts- damage is 1d6
1 No AoO with unarmed attacks, damage is 1D6 and Gain +1 Reflex per 5 levels
2 Flurry in melee, +1 action at -2 attack
3 Choose two (Improved Grapple, Trip, Disarm, Sunder, or +5 to one of these)
4 Hand to hand damage is 1d8
5 Improved Flurry (+1/-2 or +2/-4 or +3/-6)
6 Choose two Tier three or less martial arts Feats
7 Hand to Hand damage 1d10, Effective Flurry (+1/-2 or +2/-3 or +3/-4)
8 Gain three Tier four or less martial arts feats
9 Superior Flurry +3 actions at no penalty
10 Death Blow: as a full attack action and 1 AP you do 5d6 Con damage!
MATHEMATICIAN
Prerequisite:
Base: 1F+1
1 Mental Calculator: Perform equations in your head. Calculate the Odds: 1 AP per day
2 Credit Hack: Boost Wealth or Drain Wealth 1d6
3 Crack the Code: Computer Use +2, Disable Device +2, Gambling +2
4 Optimize: Boost Equipment 1D6
5 Credit Hack: +1d6 and Calculate the Odds: +3
6 Optimize: +1d6, Computer Use +2
7 Crack the Code: Auto '30' for 1 AP
8 Free Thinker: Boost Int or Wis 2D6 for 1 AP
9 Calculate the Odds: Probability Control 1d6 and +5 AP per Day
10 Optimize: +5d6 for 2 AP
11 Think Side Ways: Probability Control 10D6 for 3 AP
PILOT
Prerequisite:
Base: 1F+1
1 Pilot +1 and Combat Pilot Feat: Ignore -5 to Pilot in combat
2 Vehicle Specialist 1 rank, 2
3 Vehicle Specialist 1 rank, 3
4 Vehicle Specialist 1 rank, Re-roll one d20 roll per day
5 Vehicle Specialist 1 rank, 5
6 Vehicle Specialist 1 rank, 6
7 Vehicle Specialist 1 rank, Auto 30 with Pilot checks for 1 AP
8 Vehicle Specialist 1 rank, 8
9 Vehicle Specialist 1 rank, 9
10 Auto Natural 20 with Pilotin
11 14
Vehicle Specialist
Prerequisite: Vehicle Proficiency, Choose one (Combat Pilot, Aircraft Operation, or Starship Pilot). Bonus only applies to vehicles of the selected feat.
Benefit: 1 rank provides +1 to Pilot, Vehicle Defense, Navigation and Repair
PERSUASION
Prerequisite:
Base: 1F+1
1 +2 Diplomacy and Gather Information
2 +1 with Cha Skills
3 Contacts and Favors +4
4 Debater: +1 SP per Lv, +1 rank in Knowledges per Lv
5 Forceful: Diplomacy +5, Reputation +3
6 Inspire: Minions +3, Leadership +5
7 Change targets feelings one step (aggressive to passive)
8 +3 with Cha skills
9 Auto 30 with Diplomacy for 1AP and +2 Diplomacy
10 Inspire: Minions +7, Leadership +5
11 15d6 bonus to Cha skills for 3 AP
SCIENCE
Prerequisite:
Base: 1F+1
1 Gain one skill as a class skill or +1 to one skill. Choose 4 times.
2 +1 to all Science Skills
3 +1 Skill Point per level and +1 to Max Skill Ranks
4 PL7 with one Science or +5 to one Science Skill if you already have PL7 knowledge.
5 Gain one Skill Trick or +2 to one skill. Choose 4 times
6 +1 Skill Point per level or +1 Skill Rank Max. Choose 3 times.
7 Auto 30 with Science skills for 1 AP
8 PL8 with one Science or Mental Encyclopedia: +2d6 probability control with skill rolls!
9 +1 Skill Point per level or +1 Skill Rank Max. Choose 4 times.
10 Auto Nat 20 with all Skill rolls for 1 AP
11 +8d6 probability control with skill rolls for 3 AP
SHARP SHOOTER
Prerequisite:
Base: 1F+1
1 +1 Attack with Range Weapon
2 Prescise Shot: +1 die of damage as a full attack action
3 Ignore 3 range Increment penalties
4 Prescise Shot +1 and Hide +2
5 +2 Attack with Ranged Weapon
6 Prescise Shot +1 and Hide +4
7 Auto 30 with Sniper Shot for 1 AP
8 Prescise Shot +2 and Hide +2
9 +3 Attack with Ranged Weapons
10 Auto Critical Damage for 1 AP
SNEAK ATTACK
Prerequisite:
Base: 1F+1
1 Sneak Attack 1d6
2 Sneak Attack 1d6, Slieght of Hand +1
3 Sneak Attack 1d6, Sleight of Hand +2
4 Sneak Attack 1d6, 1d6 Dex Drain for -2d6 Sneak Attack damage
5 Sneak Attack 1d6, Quickdraw
6 Sneak Attack 1d6 and Improved Fient (5pts)
7 Sneak Attack 1d6, 1d6 Str and Con drain for -2d6 Sneak Attack damage each
8 Sneak Attack 1d6, Sleight of Hand +7
9 Sneak Attack 1d6, Free extra Sneak attack action
10 Sneak Attack 1d6, +1d6 to Drains
11 Bonus +15d6 Sneak Attack damage for 3 AP
STEALTH
Prerequisite:
Base: 1F+1
1 +2 Move Silent and Hide
2 +7 Hide when in Shadows
3 Ground Flight and +4 Move Silently with Trackless Step. Ground flight is only versus horizontal surfaces.
4 Invisibility verse Sight and Sound
5 +4 Move Silent and Hide
6 Ground Flight across any surface or orientation and gain 40' to movement when using Ground Flight
7 +5 Move Silent and Hide
8 Gain additional -5 to Spot and Listen with Invisibility
9 +10 Move Silent and Hide for 1 AP
10 Intangibility
SUBTERFUGE
Prerequisite:
Base: 1F+1
1 Deception 1 rank; Gather Information +1
2 Deception +1; Dirty Fighting: No AoO in Hand to Hand, 1d4 damage
3 Deception +1; Dirty Fighting: Sneak Attack +1d6
4 Deception +1; Street Cred 2 ranks (Reputation, Access, and Contacts)
5 Deception +1; Dirty Fighting: Perform Feint as Move action. Sneak Attack +1d6
6 Deception +1; Street Cred +1. Silver Tongue: Diplomacy +2, Gather Information +2
7 Deception +1; Street Cred +1. Dirty Fighting: Sneak Attack +1d6 and +2 Feint Checks
8 Deception +1; Street Cred +1. Golden Tongue: Diplomacy +3, Gather Information +3
9 Deception +1; Platinum Tongue: 3d6 bonus to Interaction skills for 1 AP
10 Deception +1; Street Cred +5
11 Boost Deception and Street Cred 15d6 for 3 AP
Deception- Bluff +1, Gambler +1, Sense Motive +1, Slight of Hand +1 [3 points]
TECHNOLOGY
Prerequisite:
Base: 1F+1
1 Tech Savvy +1
2 TS +1
3 TS +1
4 TS +1 and Use PL7 Technology
5 TS +1 and Equipment Restriction (-1)
6 TS +1 and gain +1d6 damage with any weapon
7 TS +1 and 1d6 Equipment Levels Boost for 1 AP
8 TS +1 and Use PL8 Technology
9 TS +1 and +2d6 Equipment Levels Boost for 1 AP
10 TS +1 and gain +2d6 damage with any weapon
11
Tech Savvy: Bonus to all skill rolls and combat rolls with technology
THIEF
Prerequisite:
Base: 1F+1
1 +2 Search and Science Traps
2 +3 Computer Use and Disable Device
3 Invisibility to Surveillance, -2 to Spot and Listen checks
4 Re-roll One d30 roll per day
5 +4 Search and Science Traps
6 +4 Computer Use and Disable Device
7 +1 Re-roll per day and +3 to action point total
8 Auto 30 to Search and Science Traps rolls for 1 AP
9 Auto 40 with Computer Use, Disable Device, Search and Science Traps rolls for 1 AP
10 +2 Re-rolls per day
11
THRILLSEEKER
Prerequisite:
Base: 1F+1
Thrillseeker Bonus: +1 to Physical activities. You may add this bonus to Str, Dex, or Con but only one bonus at a time
Guts: You may give your Thrillseeker bonus to allies.
Unpredictable: You may give your Thrillseeker as a negative bonus to others.
Note: the bonus or penalty to self, allies, and enemies can be different
1 Thrillseeker +1
2 Thrillseeker +1; Fast Recovery: Heal twice as fast
3 Thrillseeker +1; Take Risks: Gain +1 to AP roll totals
4 Thrillseeker +1; Guts +3
5 Thrillseeker +1; Take Risks: +4
6 Thrillseeker +1; Fast Heal 2
7 Thrillseeker +1; Guts +2 and Unpredictable +5
8 Thrillseeker +1; Increase HD 1 die type
9 Thrillseeker +1; Take Risks: Probability Control 1d6
10 Thrillseeker +1; Guts and Unpredictable +5
11 Live in the Moment: Boost Thrillseeker 7d6 for 3 AP
TRACK
Prerequisite:
Base: 1F+1
1 Choose one Track Environment and gain +1 Survival
2 +2 Survival and +2 Spot/Search
3 Gain Second Track Environment and Know Weakness +1
4 1/2 Track Time and +2 Survival
5 Know Weakness +1 and add bonus to damage, Plus 1 Species
6 1/4 Track Time and Know Weakness +1 (damage also)
7 Auto 30 with Survival rolls for 1 AP
8 Know Weakness +2 (damage also) and Plus 1 Species
9 Instant Track for 1 AP
10 Know Weakness +1, versus all Species
11
Track
Target: Other
Action Type: Skill (Survival)
Cost: 3 points for Wild Track, Urban Track or Space Track
Track Time: 5 points for 1/2 Track Time, +5 for 1/4 and so on.
Know Weakness: +1 all d20 rolls versus one species for 3 points, add this bonus to damage for +2 points
TREAT INJURY
Prerequisite:
Base: 1F+1
1 Treat Injury +2 and Science Biology +2, Gain Skill Trick: Heal
2 Medical Doctor and Wealth +1
3 Treat Injury +3 and Heal HD 3d6
4 Battle Field Surgen: Heal 1d6 Wounds
5 I'm a Doctor: +3 Access, Contacts and Wealth
6 Preasure Point Techniques: Treat Injury DC 15 for 10d6 Heal HD
7 Specialist Auto 30 with Treat Injury rolls for 1 AP
8 +4 Access, Contacts and Wealth
9 Heal +1d6 Wounds and
10 Auto natural 20 with Treat Injury rolls for 1 AP
11
Medical Doctor
Prerequisite: Treat Injury 4 ranks
Benefit: You increase wound healing time, times two. You can perform surgery to recover wounds.
TWO GUN KID
Prerequisite:
Base: 1F+1
1 Two Gun Fury: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand.
2 Double Disarm: Take a -2 attack bonus and roll damage for both weapons, apply damage as one attack
3 Double, Double Tap: +1 die of damage with each weapon for -2 attack
4 Double Sunder: Take a -2 attack bonus and roll damage for both weapons, apply damage as one attack, +1 to Double Sunder and Disarm attempts
5 Improved Fury: +2 attack actions for an additional -2 per extra attack
6 Auto '30' with Two Gun Fury for 2 AP. 30 becomes the roll with all bonus attacks from the Fury ability
7 Two Gun Whirlwind: Shoot all targets in one range increment and with in line of sight. Targets behind barriers or other characters cannot be shot.
8 Triple Tap: +1 additional die of damage when you Double, Double Tap
9 Greater Fury: +3 attack actions for an additional -2 per extra attack
10 Improved Whirlwind: Shoot all targets twice
11 Supreme Fury: +10 attack actions at no penalty for 3 AP!
TWO WEAPON TECHNIQUE (Melee)
Prerequisite:
Base: 1F+1
1 Two Weapon Technique: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand.
2 Two Weapon Defense: Reflex +2 and +1 to Reflex when fighting defensively
3 Double Strike: The Character takes an additional -2 attack but both attacks apply as one versus DR
4 Two Weapon Technique: Gain an additional attack with each weapon! +1 additional action, per weapon, for an additional -2 attack. (+3 actions for -6 attack)
5 Whirlwind Attack: Attack all targets in melee with you once
6 Improved Two Weapon Defense +3 Reflex and +3 Reflex when Fighting Defensively
7 Weapon Blur: +3 attack actions at your highest attack bonus for 2 AP
8 Greater Whirlwind: Attack all targets in melee with you once with each weapon, at your standard two weapon penalty. Double strike is at no penalty.
9 Improved Two Weapon Defense: +4 Reflex and +4 Reflex when Fighting Defensively
10 Power Double Slash: +1 dice of damage per -2 attack, Max +5 dice
11 Supreme Blur: +10 attack actions for 3 AP
WEAPON EXPERT
1 Weapon Expert: Gain +5 Weapon Feats
2 Expert 1 Rank: +1 attack with any Weapon you can use.
3 Expert +1 Rank; Specialist +1 die of Damage
4 Expert +1 Rank; Weapon Expertise: When Fighting Defensively or using Expertise, ignore the first -2 penalty with weapons you know.
5 Expert +1 Rank; Use any weapon with proficiency, excluding exotic.
6 Expert +1 Rank; Specialist +1 die of Damage
7 Expert +1 Rank; Weapon Expertise: ignore up to -4 penalty
8 Expert +1 Rank; Specialist +2 die of Damage
9 Expert +1 Rank; Counter Attack: for 1 AP you attack for free on your targets round, before any new bonuses apply
10 Expert +1 Rank; Specialist +3 die of damage
11 Supreme Expert: For 3 Action Points Gain +10 Expert and Specialist!