Skills & Feats

Most of the skills and feats in the D&D Player's Handbook are perfectly applicable to the Hub universe. Some will be easily adaptable -- ranged weapon feats work just as well for futuristic ranged weapons, and mounted combat feats work fine for attacking from an aircar. Some will be less useful in the hi-tech millieu that most people spend their time in, but of course there is always the chance that you'll crash-land on a colony world hundreds of miles from the nearest settlement.

But the magic-related feats are not applicable, since there is no magic in the Hub universe. There are, however, psi abilities, so there will be psi-specific feats.

The skills and feats listed below are not the only ones available; I suggest you consult the Player's Handbook for more. These are only the ones that I had something to say about. If you don't see one (unless it relates to magic), assume it works the same as it does in D&D.

Skills

The following skills from D&D are omitted: Alchemy (magical), Decipher Script (not likely to appear in adventures), Disable Device (subsumed into Technosavvy), Scry (magical), Spellcraft (magical), Use Magic Device (magical; see Use Alien Device), Use Rope (too specialized), and Wilderness Lore (changed to Survive).

Drive (Dex)

This skill refers solely to vehicles with two-dimensional mobility, such as groundcars and boats. It is assumed that the control systems of Federation vehicles are all more or less similar, although of course there are non-Federation vehicles to be found everywhere. The GM may opt to add a +2 to the DC if you're driving a vehicle that you're not familiar with.

Forgery (Int)

This is more or less the same as the D&D skill, but in the future world of the Hub forgery extends itself to forging electronic documents and signatures -- faking identifications and certifications of all kinds.

Knowledge (Geography) (Int; trained only)

I wanted to call this Knowledge (Galactography), but that's a bit long and might not fit in one line on the character sheet for some printers. This is just a measure of how well you know the Hub, what planets are close to what other planets or other features of space, what sorts of climate ranges a given planet has, the general lay of the land on various planets, etc. You are assumed to have some knowledge about your own planet; this skill is about how well you know the universe outside.

Knowledge (Psionics) (Int; trained only)

Ranks in this Knowledge reflect what you have learned about psi, what kinds of talent there are, what limitations they have, and how they work. Sometimes there are psi Effect rolls that require this skill -- for example, to identify psi energy when you sense it.

Pilot (Int or Dex)

This refers to all types of vehicles that have three-dimensional mobility, such as spacecraft, aircraft, aircars, and submarines. It is assumed that the control systems of Federation craft are all more or less similar, although of course there are non-Federation craft to be found everywhere. The GM may opt to add a +2 to the DC if you're piloting a craft that you're not familiar with. Die rolls involving this skill might be Intelligence or Dexterity based, depending on the situation.

Ride (Dex)

This refers to riding animals of any sort. On some planets there are domesticated flying animals that are ridable.

Survive (Wis)

Basically an update of Wilderness Lore, this refers to your ability to find food and shelter in wilderness areas, which are not uncommon, especially on colony and uncolonized worlds. However, even the planet Orado, in the heart of the Federation, has enormous wildlife preserves; an aircar breakdown might still strand you overnight.

Technosavvy (Int; trained only)

Technosavvy is your familiarity with technology, which forms an important part of the Hub's millieu. Assuming that you are not newly arrived from a backwater low-tech planet, using a familiar device for its intended purpose (e.g. making a ComWeb call, looking something up in an electronic library) does not require a die roll; these are things that you do every day. The GM may have you roll if you are trying to use an uncommon device (DC 15) or do something unintended with a common device (also DC 15) or jury-rig something by taking devices apart and using the parts (DC 20-25).

Use Alien Device (Wis; trained only)

Somewhat like Use Magic Device from D&D, this is how well you can understand and use alien technology. From mysterious Old Galactic artifacts to Wirollan weaponry, this skill represents how skilled you are at figuring out how to use something whose users don't have humanoid hands, or don't have hands at all.

Feats

Combat Psionics [Psi]

This is somewhat like the Combat Casting feat from D&D, but not exactly: you simply get a +4 bonus to your Concentration check if you are disturbed (by combat or something else) while attempting to use a psi Effect. (Since psi Effects do not require verbal or somatic components as spells do in D&D, there is no such thing as "casting on the defensive" in this game.)

Split Attention [General]

This feat is if primary interest to psi characters, although others might benefit from it under the right circumstances. You have trained your mind so that it is able to concentrate on multiple things at once. The first use that comes to mind is using the Defense psi Field to protect yourself while doing something else, whether using other psi talents, piloting a spacecraft or defending yourself physically at the same time. You only need to make Concentration checks if you are concentrating on your maximum number of tasks and are disturbed.

You cannot acquire multiple actions per round using this feat, but you can maintain concentration on more than one matter at once. For example, activating Defense is a standard action, so in the first round you use it you could not use this feat to help you. But in subsequent rounds, all that Defense requires is concentration, so you could carry on a conversation or program the computer while maintaining your shield.

The number of extra tasks you can concentrate on is equal to your Intelligence modifier, with a minimum of one. Hence if your intelligence was 14 and your Intelligence modifier was therefore +2, you could concentrate on two extra tasks, for a total of three at once.

Extra Psi Stamina [Psi]

Your psi point maximum increases by one. This does not affect your Psi rating, which is always equal to the sum of your Intelligence, Wisdom and Charisma modifiers, but should your Psi rating ever increase (for example, as a result of an ability score increase), you retain the effect of this feat -- that is, your psi point maximum remains one higher than your Psi rating.

You may take this feat multiple times.

Prepare to Learn Prerequisite [Psi]

Whereas ordinarily you wouldn't be able to learn a psi Field that is a prerequisite of one you already know, taking this feat means that you can. For example, if you have levels in Telekinesis as a result of character creation, you can take this feat as you advance in Psi, designating ESP as the Field you are preparing to learn. Then, with your next level in Psi (or any subsequent level; you do not have to do this immediately) you can start gaining levels in ESP as you would with any other Field.

You cannot use this feat to learn a Field that is not a prerequisite of one you already know.

You may take this feat multiple times, although each time it applies to another psi Field.

Probe Immunity [General]

Psi energy simply cannot affect your mind -- your mind can be read, but not changed. You have a read-only nervous system, in other words. This also means, however, that you cannot detect psi energy or psi signals. Fields such as Control or Telehypnosis simply don't work on you, and Effects such as Communication (Telepathy 2) don't either. You may have levels of Psi and have this feat, but you are henceforth unable to use any of the following psi Fields: Psi-Sensitivity, Psi Stealth, Telepathy, Telehypnosis, Control, Psi Structures, ESP, and Precognition.

This is a rare trait among the general population, and it is unlikely that the GM would allow you to take this feat at any time after character creation.

Reflexive Shielding [Psi]

Part of your mind is ever-vigilant about unwanted psi intrusion and is ready to snap your shields shut at the first sign of trouble. Whenever a psi signal of any type is about to attempt to affect your mind, you get a Reflex save to see if you get to activate Shield Mind (Defense 1) first. The DC will be 15, plus twice the Psi Stealth of the intruding psi, if any. Success means the intruder will have to contend with your shield. Failure means the intruder gets one round to affect your shieldless mind, but your shield goes up after that and is in full effect the following round. A natural one means you don't notice the intruder and your shield never goes up at all.

Obviously this feat will do you no good if you don't have any levels in Defense.

Psi Howler [General]

You cannot take this feat if you already have levels in Psi! You also can't take levels in Psi later if you already have this feat. This feat means that in extremely stressful situations, when others might panic or pass out, you enter a fugue state in which you lose consciousness and your mind emits wild amounts of random psi noise. You have a Psi rating and Psi points just like a psi does, determined the same way. This effect burns one Psi point a round, and once your Psi points drop to zero, the effect stops and you remain unconscious (the GM will have you make a Fortitude save each round until you succeed, or will otherwise determine how long you stay out, possibly by guesswork). Your range is determined just as for a psi, but your only Effect is this: any psi in range will suddenly have a random psi Field go out of control at full strength, burning all Psi points as it does so, until he falls unconscious. Nonpsis are completely unaffected. It is possible to use Alter Mental Structure (Telehypnosis 3) to "divorce" a psi's mind from his psi talents (including his own), rendering them immune to the howler effect. It takes time to re-establish contact with one's own psi ability, but it might be better than randomly teleporting yourself thousands of meters under the ocean, unconscious.

It is difficult for the GM to see how this feat could be developed at any time other than character creation.

Psi Immunity [General]

Your nervous system simply does not interact with psi energy. You cannot be read using Telepathy; your mind cannot be altered with Telehypnosis. Your muscles can't be affected with Control. Note that your body can still be moved around by a psi with Telekinesis or Teleportation.

This is a very rare trait in the general population, and it is not likely that the GM would let you take this feat at any time after character creation. You cannot ever have any levels of Psi if you take this feat.

Work through Shields [Psi]

You can coordinate your Defense and other psi abilities with enough skill that you can work through your own shields with less of a penalty. Whereas your psi signal would normally be decreased by the strength of your Defense-created shield (possibly meaning that no signal can get out at all, if you have it up at full strength), with this feat you subtract only half the shield's strength from your signal.

This works with any shield you created yourself, even if it is actually maintained by a psi structure you created. If the psi structure was created by someone else, however, this feat will not help you. The same is true of technological shields: this feat does not reduce their effect on your outgoing signal.

Note that without the Dividable Attention feat, you cannot maintain a shield and use any other psi abilities.

Xenotelepathy [Psi]

You have discovered in yourself an affinity for telepathically communicating with minds of other species, animal or alien. It takes a small amount of time for your mind to adjust, but one minute after you start using a Telepathy Effect on the mind of a species not your own, the usual penalty will disappear and you can use the Telepathy Effect just as with a member of your own species.

Obviously, this feat won't do you much good if you don't have any levels in Telepathy.