N E W     F E A T S

FEAT

Benefit

Prerequisite

Action Boost

On action points, you roll d8s instead of d6s

Advanced Combat Martial Arts

A critical hit on with an unarmed strike deals triple damage.

Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.

Advanced Firearms Proficiency

Fire any personal firearm on autofire without penalty

Personal Firearms Proficiency.

Aircraft Operations

Take no penalty on Pilot checks or attack rolls when operating an aircraft of the selected class.

Pilot 4 ranks.

Archaic Weapon Proficiency

Take no penalty on attack rolls when using any kind of archaic weapon.

Armor Proficiency (Powered)

When wearing powered armor, add the armor’s entire equipment bonus to Defense.

Armor Proficiency ( light) , Armor Proficiency (medium).

Attentive

+2 bonus on all Investigate checks and Sense Motive checks.

Brawl

On an unarmed attack, receives a +1 competence bonus on attack rolls, & deal nonlethal damage = 1d6 + Strength modifier.

Builder

2 of the skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural) gain +2 bonus.

Burst Fire

Using an automatic firearm with 5 bullets loaded, the character may fire a short burst as a single attack against a single target.

Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.

Cautious

+2 bonus on all Demolitions checks and Disable Device checks.

Chain Hack

Chain a hack to multiple targets

none

Chain Hack Radius

Chain a hack to all targets in range

Chain Hack

Combat Martial Arts

With an unarmed strike, deals lethal or nonlethal damage equal to 1d4 + Strength modifier.

Base attack bonus +1.

Combat Throw

+2 bonus on opposed Strength and Dexterity checks against trip or grapple attacks

Defensive Martial Arts.

Confident

+2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.

Cooperative Hack

Team up to hack one target

Craft Cybernetics

You can construct cybernetic attachments.

Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.

Cybernetic Surgery

You can graft cybernetic attachments onto living tissue as well as safely remove them.

Treat Injury 8 ranks, Surgery.

Dead Aim

Take a full-round action to line up your shot, granting +2 circumstance bonus next attack roll.

Wisdom 13, Far Shot.

Defensive Martial Arts

+1 dodge bonus to Defense against melee attacks.

Double Tap

When using a semiautomatic firearm with at least two bullets loaded, fire two bullets as a single attack against a single target.

Dexterity 13, Point Blank Shot.

Drive by attack

Take no vehicle speed penalty when making an attack while in a moving vehicle.

Educated

Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.

Elusive target

Other opponents attempting to target the character in melee with ranged attacks take a –4 penalty.

Dexterity 13, Defensive Martial Arts.

Empower Hack

All numeric effects x2

Exotic Firearms Proficiency

Makes attack rolls with the weapon normally.

Personal Firearms Proficiency, Advanced Firearms Proficiency.

Extend Hack

Hacks last twice as long

Extra Barrier

+1 Barrier Maximum

Focused

+2 bonus on all Balance checks and Concentration checks.

Force Stop

When at­tempting a sideswipe with a surface vehicle, you can force the other vehicle to a stop.

Drive 4 ranks, Vehicle Expert.

Frightful Presence

Instills Fear

Charisma 15, Intimidate 9 ranks.

Geargead

+2 bonus on all Computer Use checks & Repair checks.

FEAT

Benefit

Prerequisite

The Gift

Move one down on the Hack Table

Int 16+

Guide

+2 bonus on all Navigate checks and Survival checks.

Hack Focus

+3 to the DC for all saving throws & +3 to accomplish that hack.

Int 14+

Heroic Surge

Take an extra move action or attack action in a round, either before or after the character’s regular actions.

Greater Hack Focus

+2 to the DC for all saving throws & +2 to accomplish that hack.

Hack Focus

Hack Penetration

+2 to overcome opponents barrier

Greater Hack Penetration

+2 to overcome opponents barrier

Hack Penetration

Hacking Aptitude

+2 bonus on all Hackcraft , Computer Use, and Hack checks.

Hack Attack Increase

Number of Hack Attacks is one row lower on the Hack Table

Hack Mastery

Attack profile increases by ½ their Int Bonus.

Improved Back-Hack

Gain a +5 on a Back hack.

Improved Barrier Defense

Add +4 Barrier Defenses

Improved Brawl

Receive a +2 competence bonus on unarmed attack rolls & deals nonlethal damage equal to 1d8 + the Strength modifier.

Brawl, base attack bonus +3.

Improved Combat Martial Arts

Threat range on unarmed strikes im­proves to

19–20.

Combat Martial Arts, base attack bonus +4.

Improved Combat Throw

In melee, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent.

Defensive Martial Arts, Combat Throw, base attack bonus +3.

Knockout Punch

Against a flat-footed opponent, treat a successful attack as a critical hit. Nonlethal damage.

Brawl, base attack bonus +3.

Improved Knockout Punch

Against a flat-footed opponent, treat a successful attack as a critical hit, dealing triple damage. Nonlethal damage.

Brawl, Knockout Punch, base attack bonus +6.

Low Profile

Reputation bonus decreases by 3 points.

Jack of all Trades

You can use any skill untrained.

Prerequisite: Character power level 8th+.

Mastercraft

You are adept at creating mastercraft electronic and mechanical devices.

Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.

Medical Expert

+2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.

Maximize Hack

Variable, numeric effects are maximized.

Personal Firearms Proficiency

Fire any personal firearm without penalty.

Point Blank Shot

+1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Quick Draw

Draw a weapon as a free action.

Base attack bonus +1.

Quick Reload

Reloading a firearm with an already filled box magazine or speed loader is a free action.

Base attack bonus +1.

Quicken Hack

Quickened hack is a free action

Rapid Hack

Use the same type of hack again on the next round without penalty

Renown

Reputation bonus increases by +3.

Salvage

Salvage electrical and mechanical parts from destroyed vehicles, mecha, robots, and cybernetic attachments.

Skip Shot

Skip a bullet off a wall

Point Blank Shot, Precise Shot.

Speed Reprogram

Switch hacks in an attack profile faster

Strafe

When using a firearm on autofire, affect an area four 5-foot squares long and one square wide.

Personal Firearms Proficiency, Advanced Firearms Proficiency.

Surface Vehicle Operation

Take no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.

Drive 4 ranks.

Surgery

Use the Treat Injury skill to perform surgery without penalty.

Treat Injury 4 ranks.

Trustworthy

+2 bonus on all Diplomacy checks and Gather Information checks.

Ultra Immune System

Less susceptible to the ravages of poison, disease, and radiation poisoning.

Constitution 13.

Unbalance Opponent

Designated opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character.

The opponent’s Strength modifier applies to damage, as usual. The character can select a new opponent on any action.

Defensive Martial Arts, base attack bonus +6.

Urban Tracking

Track down the location of missing persons or wanted individuals.

Vehicle Dodge

Vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent.

Dexterity 13, Drive 6 ranks, Vehicle Expert.

Vehicle Expert

+2 bonus on all Drive checks and Pilot checks.

A C T I O N     B O O S T
You have the ability to alter your luck drastically in dire circumstances.
Benefit: When you spend an action point, you roll d8s instead of d6s for the action result.

A D V A N C E D     C O M B A T    M A R T I A L     A R T S
Prerequisites:
Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.
Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.
Normal: An unarmed strike critical hit deals double damage.

A D V A N C E D     F I R E A R M S     P R O F I C I E N C Y
Prerequisite:
Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto­fire setting).
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on auto­fire.

A I R C R A F T     O P E R A T I O N
Select a class of aircraft (heavy aircraft, helicopters, jet fighters). The character is proficient at operating that class of aircraft. The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets.
Prerequisite: Pilot 4 ranks.
Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Normal: Characters without this feat take a –4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when the character operates a general-purpose aircraft.
Special: The character can gain this feat multiple times. Each time the character takes the feat, the character selects a different class of aircraft.

A R M O R     P R O F I C I E N C Y (POWERED)
You are proficient with powered armor.
Prerequisites: Armor Proficiency ( light) , Armor Proficiency (medium).
Benefit: When you wear powered armor, you may add the armor’s entire armor’s hardness to her total.
Normal: A character not proficient with powered armor adds only a portion of the armor’s hardness to her total.
Special: A Soldier may select this feat as one of his bonus feats.

B R A W L
Benefit:
When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

B U I L D E R
Benefit:
Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.
Special: The character can select this feat twice. The second time, the character applies it to the two skills he or she didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.

B U R S T     F I R E
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives EITHER a –4 penalty on the attack roll, but deals +2 dice of damage OR a +2 to the combat roll without additional dice damade. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

C A U T I O U S
Benefit:
The character gets a +2 bonus on all Demolitions checks and Disable Device checks.
Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.

C H A I N     H A C K
Benefit: A Hacker can chain a hack to multiple targets. For every target struck, the hacker receives –4 penalty to max # targets = her Int Bonus.
Normal: A hacker attempting to chain a hack to multiple targets takes a –8 for every target to max = her Int Bonus.

C H A I N   H A C K   R A D I U S
Benefit: A Hacker can sent out a radial hack to all available targets within 50 feet of the target. The Hacker must roll once for all of them with a –4 penalty.
Normal: A hacker cannot chain an attack to more than the number of target = to her Int Modifier.
Prerequisite: Chain Hack

C O M B A T     M A R T I A L     A R T S
Prerequisite: Base attack bonus +1.
Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

C O M B A T   T H R O W
Prerequisite: Defensive Martial Arts.
Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.

C O N F I D E N T
Benefit:
The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.

C O O P E R A T I V E     H A C K
Benefit:
Anyone with Coop Hack can team up on a system. Each one that joins in using the same hack attack gives the primary hacker a +5 to all attempts to all rolls connected with that hack.
Normal: Teaming up only offers +2

C R A F T     C Y B E R N E T I C S
You can construct cybernetic attachments.
Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.
Benefits: You can build cybernetic attachments. You must first purchase the necessary components, then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (DC 30) and a Craft (electrical) check (DC 30). If both Craft checks succeed, the cybernetic attachment functions properly and can be installed at any time (see the Cybernetic Surgery feat). If either or both checks fail, the attachment’s design is flawed; another 24 hours must be spent fixing the problems, and two new checks must be made at the end of that time.

C R E A T I V E
Benefit:
Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.
Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above

C Y B E R N E T I C     S U R G E R Y
You can graft cybernetic attachments onto living tissue as well as safely remove them.
Prerequisites: Treat Injury 8 ranks, Surgery.
Benefit: You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours. The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the cybernetic attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead. A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Normal: Characters without this feat take a –8 penalty on Treat Injury checks made to perform cybernetic surgery (–4 penalty if they have the Surgery feat).

D E A D     A I M
Prerequisites: Wisdom 13, Far Shot.
Benefit: Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.

D E F E N S I V E   M A R T I A L   A R T S
Benefit:
The character gains a +1 dodge bonus to Defense against melee attacks.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

D O U B L E     T A P
Prerequisites: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

D R I V E     B Y     A T T A C K
Benefit:
The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.

E D U C A T E D
Benefit:
Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Special: A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

E L U S I V E     T A R G E T
Prerequisites:
Dexterity 13, Defensive Martial Arts.
Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8.
Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character.

E M P O W E R     H A C K
Benefit:
All variable, numeric effects of an empowered hack are multiplied by 2. Saving throws and opposed rolls are not affected, nor are hacks without random variables. One must pick one type of Hack that is permanently boosted every time the feat is taken. It can be taken multiple times. The hack’s DC increases by +2 for the purposes of attempting the hack.

E X O T I C   F I R E A R M S     P R O F I C I E N C Y
Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers.
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

E X T E N D     H A C K
Benefit: An extended Hack lasts twice as long as normal. A Hack with a duration of concentration, instantaneous, or permanent is not affected by this feat. One must pick one type of Hack that is permanently boosted every time the feat is taken. It can be taken multiple times. The hack’s DC increases by +2 for the purposes of attempting the hack.

E X T R A     B A R R I E R
Benefit: You gain +1 Barrier maximum.
Normal: You usually can only have your Wis = # of barriers (Min 2).

T H E     G I F T
Benefit: You move one more slot down on the Hack table. This can only be taken once.
Prerequisite: Int 16+

F O R C E S T O P
Prerequisites:
Drive 4 ranks, Vehicle Expert.
Benefit: When the character at­tempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled side­ways skid. In addition to the nor­mal requirements for attempting a sideswipe stunt, the character must have sufficient movement re­maining to move a number of squares equal to the character’s turn number. After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage.
If the character fails the check, resolve the sideswipe normally.

F R I G H T F U L     P R E S E N C E
Prerequisites:
Charisma 15, Intimidate 9 ranks.
Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throw’s DC increases by 5.

G E A R H E A D
Benefit:
The character gets a +2 bonus on all Computer Use checks and Repair checks.
Special: Remember that the Computer Use skill and the Repair skill can only be used untrained in certain situations.

G U I D E
Benefit:
The character gets a +2 bonus on all Navigate checks and Survival checks.

H A C K     F O C U S
Choose a specific Hack
Benefit: Add +3 to the Difficulty Class for all saving throws against this specific hack and gain +3 to roll to successfully accomplish the hack.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new hack.

G R E A T E R     H A C K     F O C U S
Choose a type of Hack to which you already have applied the Hack Focus feat.
Benefit: Add +2 to the Difficulty Class for all saving throws against that Hack and gains a +2 to successfully accomplish that hack. This bonus stacks with the bonus from Hack Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new Hack to which you already have applied the Hack Focus feat.

G R E A T E R     H A C K     P E N A T R A T I O N
Prerequisite:
Hack Penetration.
Benefit: You get a +2 bonus on checks made to overcome an opponent’s barrier protection. This bonus stacks with the one from Spell Penetration.

H A C K I N G     A P T I T U D E
Benefit: You get a +2 bonus on all Hackcraft , Computer Use, and Hack checks.

H A C K     A T T A C K    I N C R E A S E
Benefit:
The Hacker is now faster with Barrier Breaking and Hack Actions. The Character’s number of Hack Attacks is one row lower (not necessarily one number higher) on the Hack Table. (Eg: Int 18 or 19 has 2 actions. Now the actions increase to 3. However, this ability must be taken two more times before it increases to 4). This is a permanent increase. Increasing one’s Int later keeps the Number Hack Attacks row one lower. This feat may be taken multiple times.

H A C K    M A S T E R Y
Benefit:
Your attack profile increases by ½ their Int Bonus. This does not stack with other suck abilities (like the Increased Profile Character ability)
Normal: Hackers can only have double their Int bonus of hacks in their cyberbrain at any one time. With this, a +4 Int bonus would mean 10 Hacks instead of 8

H A C K     P E N A T R A T I O N
Benefit: You get a +2 bonus on checks made to overcome a barrier’s resistance

H E R O I C     S U R G E
Benefit:
The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Character Level Times per Day
1st–4th                     1
5th–8th                     2
9th–10th                   3

I M P R O V E D     B A C K – H A C K
Benefit:
When counterattacking a hacker, you gain a +5 on a Back hack.

I M P R O V E D     B A R R I E R     D E F E N S E
Benefit:
You get a +4 to your Barrier Defenses.
Special: You may only take this feat once.

I M P R O V E D     B R A W L
Prerequisites:
Brawl, base attack bonus +3.
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

I M P R O V E D     C O M B A T     M A R T I A L     A R T S
Prerequisites:
Combat Martial Arts, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike im­proves to 19–20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

I M P R O V E D     C O M B A T     T H R O W
Prerequisites:
Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.

I M P R O V E D     K N O C K O U T     P U N C H
Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

K N O C K O U T     P U N C H
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

J A C K O F A L L     T R A D E S
You’ve picked up a smattering of even the most obscure skills.
Prerequisite: Character level 8th+.
Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it.

L O W     P R O F I L E
Benefit: Reduce the character’s Reputation bonus by 3 points.

M A S T E R C R A F T E R
You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armor).
Prerequisites: Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.
Benefit: When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.)
On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase price for the object + the bonus provided by the mastercraft feature (+1, +2, or +3)x100.
You must also pay a cost in experience points equal to 250 × the bonus provided by the mastercraft feature. The experience points must be paid before making the Craft check. If the expenditure of these experience points would drop you below the minimum needed for your current level, then the experience points can’t be paid and you can’t make the mastercraft object until you have sufficient experience points to remain at your current level after the expenditure is made. If selling the item, add the cost of the experience points to the cost of the item.

Mastercraft Feature

DC Modifier

Mastercraft (+1)

+3

Mastercraft (+2)

+5

Mastercraft (+3)

+10

Apply the following modifiers to the Craft check DC for mastercraft items:
You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by paying the cost of upgrading and making the Craft check as though you were constructing the object from scratch.

M A X I M I Z E     H A C K
Benefit:
All variable, numeric effects of a hack modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are hacks without random variables. One must pick one type of Hack that is permanently boosted every time the feat is taken. It can be taken multiple times. The hack’s DC increased by +4 for the purposes of attempting the hack.

M E D I C A L    E X P E R T
Benefit:
The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.

P E R S O N A L     F I R E A R M S     P R O F I C I E N C Y
Benefit:
The character can fire any personal firearm without penalty.
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

P O I N T     B L A N K     S H O T
Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Q U I C K D R A W
Prerequisite:
Base attack bonus +1.
Benefit: The character can draw a weapon as a free action.
A character with this feat may throw weapons at his or her full normal rate of attacks.
Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving.

Q U I C K E N     H A C K
Benefit:
Casting a quickened hack is a free action. You can perform another action, even attempting another hack, in the same round as you engage in a quickened hack. You may attempt only one quickened hack per round. A hack whose time is more than 1 full round action cannot be quickened. One must pick one type of Hack that is permanently boosted every time the feat is taken. It can be taken multiple times. The hack’s DC increased by +6 for the purposes of attempting the hack.

Q U I C K     R E L O A D
Prerequisite:
Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.

R A P I D     H A C K
Benefit:
You may use the same type of hack again on the next round without as penalty and without a decrease in opponent DC.
Normal: Using the same hack in the immediate next round raises its Hack DC +4 and decreases the opponents Save DC by –4

R E N O W N
Benefit:
The character’s Reputation bonus increases by +3.

S A L V A G E
You can salvage electrical and mechanical parts from destroyed vehicles, mecha, robots, and cybernetic attachments. Benefit: Salvaging a destroyed vehicle, mecha, robot, or cybernetic attachment takes time, as noted in Table: Salvage. At the end of this time, make a Search check. If the check succeeds, you may gain the amount indicated on the table, by either selling the salvaged parts for scrap or using them to offset the cost of future building projects.

Table: Salvage

Salvaged Machine

Time Required

Search Check DC

Salvage value

Vehicle

Huge or smaller

30 min.

15

+500

Gargantuan

1 hr.

20

+2000

Colossal

3 hr.

25

+3500

Mecha

Small to Medium

30 min.

25

+1000

Large

1 hr.

30

+3500

Huge

3 hr.

35

+5500

Colossal

5 hr.

40

+10 000

Robot

Tiny or smaller

10 min.

20

+500

Small to Large

30 min.

25

+2000

Huge or bigger

1 hr.

30

+4500

Cybernetic Attachment

Replacement

10 min.

15

+500

Enhancement

30 min.

20

+1000

Special: A particular vehicle, mecha, starship, robot, or cybernetic attachment can be successfully salvaged only once. Any further attempts to salvage the wreckage fail automatically.

S K I P S H O T
Prerequisites:
Point Blank Shot, Precise Shot.
Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage.
Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.

S P E E D     R E P R O G R A M
Benefit You can switch hacks in an attack profile faster. One program can be replaced in a full combat round.
Normal: To swap a program in a hacker’s attack profile usually takes 10 full rounds.

S T R A F E
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.

S U R F A C E     V E H I C L E     O P E R A T I O N S
Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.
The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction ve­hicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.
Prerequisite: Drive 4 ranks.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.
Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.

S U R G E R Y
Prerequisite:
Treat Injury 4 ranks.
Benefit: The character can use the Treat Injury skill to perform surgery without penalty.
Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery.

T R U S T W O R T H Y
Benefit:
The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.

U N B A L A N C E     O P P O N E N T
Prerequisites:
Defensive Martial Arts, base attack bonus +6.
Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or her still takes that penalty.)
The opponent’s Strength modifier applies to damage, as usual. The character can select a new opponent on any action.

U L T R A I M M U N E     S Y S T E M
You are less susceptible to the ravages of poison, disease, and radiation poisoning.
Prerequisite: Constitution 13.
Benefits: You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead

Population

DC

Checks Required

Fewer than 2,000

5

1d4

2,000–9,999

10

1d4+1

10,000–49,999

15

2d4

50,000–99,999

20

2d4+1

100,000–499,999

25

3d4

500,000+

30

3d4+1

U R B A N     T R A C K I N G
You can track down the location of missing persons or wanted individuals.
Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

Condition

DC Modifier

Every three creatures in the group being sought

–1

Every 24 hours the quarry has been missing or sought

+1

Tracked quarry “lies low”

+5

The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions:
If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.
Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.
Special: You can cut the time per Gather Information check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check.

V E H I C L E     D O D G E
Prerequisites:
Dexterity 13, Drive 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.

V E H I C L E    E X P E R T
Benefit:
The character gets a +2 bonus on all Drive checks and Pilot checks.