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d20 Modern System Reference Document




d20 FUTURE


FEATS


Action Boost
Alien Weapons Proficiency
Armor Proficiency (Powered)
Charismatic Plus
Craft Cybernetics
Cybernetic Surgery
Cybertaker
Dedicated Plus
Fast Plus
Jack of All Trades
Mastercrafter
Nerve Pinch
Oathbound
Planetary Adaptation
Salvage
Smart Plus
Spacer
Starship Battle Run
Starship Dodge
Starship Feint
Starship Gunnery
Starship Mobility
Starship Operation
Starship Strafe
Strong Plus
Tough Plus
Ultra Immune System
Urban Tracking
Xenomedic
Zero-G Training


ACTION BOOST

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.

ALIEN WEAPONS PROFICIENCY

You are proficient with alien weapons.

Benefit: You take no penalty on attack rolls when using any kind of alien weapon.

Special: A creature without this feat takes a –4 nonproficient penalty when making attacks with an alien weapon.

ARMOR PROFICIENCY (POWERED)

You are proficient with powered armor.

Prerequisite: Armor Proficiency ( light) , Armor Proficiency (medium)

Benefit: When you wear powered armor, you may add the armor’s entire equipment bonus to your Defense.

Normal: A character not proficient with powered armor adds only a portion of the armor’s equipment bonus to her Defense.

Special: A Soldier may select this feat as one of his bonus feats.

CHARISMATIC PLUS

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly charismatic hero.

Benefit: You gain two talents from the Charismatic hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Favor, Captivate, Dazzle, Taunt, Inspiration, Greater Inspiration.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

CRAFT CYBERNETICS

You can construct cybernetic attachments.

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

Benefit: You can build cybernetic attachments. You must first make a Wealth check against the purchase DC of the attachment (to acquire 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.

Special: This feat does not allow you to build a cybernetic attachment of a higher Progress Level.

CYBERNETIC SURGERY

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

Prerequisite: 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).

CYBERTAKER

You can have more cybernetic attachments than normal without suffering ill effects.

Benefit: The maximum number of cybernetic attachments you can have without suffering negative levels increases by 1.

Special: You can gain this feat multiple times. Its effects stack.

DEDICATED PLUS

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dedicated hero.

Benefit: You gain two talents from the Dedicated hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Aid Another, Intuition, Healing Touch 1, Healing Touch 2, Aware, Faith, Cool Under Pressure.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

FAST PLUS

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dexterous hero.

Benefit: You gain two talents from the Fast hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, Opportunist, Improved Increased Speed, Advanced Increased Speed.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

JACK OF ALL TRADES

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.

MASTERCRAFTER

You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armor).

Prerequisite: 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 DC for the object (or its components) + the bonus provided by the mastercraft feature (+1, +2, or +3).

In addition to the Wealth check, 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.

Apply the following modifiers to the Craft check DC for mastercraft items:

Mastercraft Feature DC Modifier
Mastercraft (+1) +3
Mastercraft (+2) +5
Mastercraft (+3) +10

You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Wealth check and then making the Craft check as though you were constructing the object from scratch.

NERVE PINCH

You can incapacitate foes with a vicelike pinch.

Prerequisite: Combat Martial Arts, base attack bonus +4

Benefit: You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralyzed for 1d4+1 rounds. If the target’s attack of opportunity hits you and deals damage, the nerve pinch automatically fails.

Special: This ability does not work on creatures without nervous systems or discernible anatomies, such as oozes and plants.

OATHBOUND

You swear undying allegiance to a person, group, organization, nation, planet, stellar empire, ethical philosophy, moral philosophy, or belief system. By doing so, you can better influence others who share your allegiance and more effectively oppose those who don’t.

Prerequisite: At least one declared allegiance.

Benefit: Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other beings who have the same allegiance; if your aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance.

Special: You cannot apply the benefits of this feat to multiple allegiances. If you break your oathbound allegiance, you forever lose the benefits of this feat but may take the feat again and apply the benefits to a new allegiance.

PLANETARY ADAPTATION

Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions.

Benefit: You gain one of the benefits listed below, depending on your planet of origin.

Barren World: You gain a +4 bonus on Survival checks and a +4 bonus on Constitution checks against starvation and thirst.

Cold World: You gain a +4 bonus on Fortitude saves against extreme cold, as well as cold resistance 5.

Dark World: You gain darkvision out to a range of 60 feet. Darkvision is black and white only, but otherwise works as normal sight.

High-G World: You gain a +2 bonus to your Strength. Reduce your base height by 6 inches.

Hot World: You gain a +4 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.

Low-G World: You gain a +2 bonus to your Dexterity. Increase your base height by 6 inches.

Water World: You gain a +4 bonus on Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score.

Special: You may only take this feat at 1st level. You may select this feat more than once, however, if you get multiple feats at 1st level; each time you choose this feat, you gain a different benefit.

SALVAGE

You can salvage electrical and mechanical parts from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.

Benefit: Salvaging a destroyed vehicle, mecha, starship, 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 increase your Wealth score by the amount indicated on the table, either by selling the salvaged parts for scrap or using them to offset the cost of future building projects.

At the end of this time, make a Search check. If the check succeeds, you may increase your Wealth score by the amount indicated on the table, either by 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 Wealth Increase
Vehicle
Huge or smaller 30 min. 15 +3
Gargantuan 1 hr. 20 +2
Colossal 3 hr. 25 +3
Mecha
Huge or smaller 30 min. 25 +2
Gargantuan 1 hr. 30 +4
Colossal 3 hr. 35 +6
Starship
Huge 1 hr. 30 +3
Gargantuan 3 hr. 35 +5
Colossal 6 hr. 40 +8
Robot
Tiny or smaller 10 min. 20 +1
Small to Large 30 min. 25 +2
Huge or bigger 1 hr. 30 +3
Cybernetic Attachment
Replacement 10 min. 15 +1
Enhancement 30 min. 20 +2


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.

SMART PLUS

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly intelligent hero.

Benefit: You gain two talents from the Smart hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Savant, Linguist, Exploit Weakness, Plan, Trick.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents. The exception is the savant talent, which you can select multiple times. However, each time you select the savant talent, you must choose a different skill (see the savant talent’s description).

SPACER

You have a special affinity for spacecraft and space travel.

Benefit: You gain a +2 bonus on Computer Use checks made to use onboard spacecraft computer systems, a +2 bonus on Navigate checks when plotting a course through space, and a +2 bonus on all Pilot checks made to fly a spacecraft.

STARSHIP BATTLE RUN

You are skilled at starship skirmish tactics, zipping in and out of an enemy’s sights.

Prerequisite: Dexterity 13, Starship Dodge, Starship Mobility

Benefit: When using an attack action with a starship ranged weapon, you can move both before and after the attack, provided that the total distance moved does not exceed the starship’s tactical speed.

Moving in this way does not provoke an attack of opportunity from the defender you are attacking (though it can provoke attacks of opportunity from other nearby starships, as normal).

STARSHIP DODGE

You are adept at dodging attacks while piloting starships.

Prerequisite: Dexterity 13, Pilot 6 ranks, Starship Operation (of the appropriate type)

Benefit: When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy ship on any action.

STARSHIP FEINT

You are skilled at misleading your enemy in starship combat.

Prerequisite: Pilot 9 ranks, Starship Operation (of the appropriate type)

Benefit: When piloting a ship with which you are proficient (see the Starship Operation feat), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat.

Normal: Feinting in starship combat requires an attack action.

STARSHIP GUNNERY

You are proficient with starship weapon systems.

Benefit: You do not take a penalty on attack rolls when firing a starship weapon.

Normal: Without this feat, you take a –4 nonproficient penalty on attack rolls when firing a starship weapon.

STARSHIP MOBILITY

You are adept at dodging attacks while piloting starships.

Prerequisite: Dexterity 13, Starship Dodge

Benefit: When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area. Any condition that makes you lose your Dexterity bonus to Defense also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Starship Dodge feat) stack with each other, unlike most types of bonuses.

STARSHIP OPERATION

Select one of the following types of starships: ultralight, light, mediumweight, heavy, or superheavy. You are proficient at operating starships of that type.

Prerequisite: Pilot 2 ranks

Benefit: When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship’s Defense.

Normal: Without this feat, you take a –4 nonproficient penalty on Pilot checks made to operate a starship, and you apply only one-half your class bonus to Defense (rounded down) to the ship’s Defense.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of starship (ultralight, light, mediumweight, heavy, or superheavy).

STARSHIP STRAFE

You can use a starship’s ranged weapon set on automatic fire to affect a wider area than normal.

Prerequisite: Starship Gunnery

Benefit: When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide (that is, any four 500-foot squares in a straight line).

Normal: A starship weapon on autofire normally affects a 1,000-foot-by-1,000-foot area.

STRONG PLUS

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly strong hero.

Benefit: You gain two talents from the Strong hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Extreme Effort, Advanced Extreme Effort, Improved Ignore Hardness, Advanced Ignore Hardness, Improved Melee Smash, Advanced Melee Smash.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

TOUGH PLUS

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly tough hero.

Benefit: You gain two talents from the Tough hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Damage Reduction 2/—, Damage Reduction 3/—, Energy Resistance (choose one energy type), Remain Conscious, Second Wind, Stamina.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

ULTRA IMMUNE SYSTEM

You are less susceptible to the ravages of poison, disease, and radiation poisoning.

Prerequisite: Constitution 13

Benefit: 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.

URBAN TRACKING

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.

The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions:

Population DC Checks Required
Fewer than 2,000 5 1d4
2,000–9,999 10 1d4+0
10,000–49,999 15 2d4
50,000–99,999 20 2d4+1
100,000–499,999 25 3d4
500,000+ 30 3d4+1

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

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.

XENOMEDIC

You know how to provide safe medical treatment to alien life forms.

Prerequisite: Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery

Benefit: You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type.

Normal: Characters without this feat take a –8 penalty on Treat Injury checks (–4 if they have the Surgery feat) when performing surgery on creatures of a different type.

Special: This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.

ZERO-G TRAINING

You can function normally in low gravity or zero gravity.

Prerequisite: Dexterity 13, Tumble 4 ranks

Benefit: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.

Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.



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