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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 3641812" data-attributes="member: 26698"><p>Two new Feats:</p><p></p><p><strong><span style="color: Red">+Psychoanalist:</span></strong></p><p>The inner workings of the mind are the preserve of the character and you can use this knowledge to directly manipulate others.</p><p><strong>+PreRequisite: </strong>Cha 13+, Knowledge (Behavioral Sciences) 6+ Ranks.</p><p><strong>+Benefit:</strong> The character gains a +2 bonus to all Diplomacy, Bluff and Intimidate checks made against living humanoids with an Intelligence score of 4 or higher. The character also gains the same +2 bonus on Charisma checks used to influence or interact with living humanoids that have an Intelligence score of 4 or higher.</p><p>Psionic-using characters can add this bonus to their power rolls, with the same requirements for the target.</p><p></p><p><strong><span style="color: red">+Alien Technology Proficiency:</span></strong></p><p>Thru training, instruction following or trial and error (that didn't got you killed, at least), you have become proficient with the use of alien technology, including weapons, craft and equipment.</p><p><strong>+Benefit: </strong>You take no penalty on attack rolls and skill checks when using any kind of alien technology.</p><p><strong>+Special:</strong> A character withour this feat takes a -4 penalty when using any alien technology. The GM might impose a penalty (-2 or higher), if the design is incompatible with the character (a Human using a Vrusk firearm, for example). It does not replace the need for other feats that might be required for proper handling of certain aspects of the alien technology (such as Vehicle Operation for specific craft 'weight types', Armor Proficiency, Burst Fire or Exotic Weapons Proficiency, to name some).</p><p></p><p>(<strong>NOTE: </strong>This replaces the two independent 'Alien Proficiency' SRD feats in this setting).</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3641812, member: 26698"] Two new Feats: [B][COLOR="Red"]+Psychoanalist:[/COLOR][/B] The inner workings of the mind are the preserve of the character and you can use this knowledge to directly manipulate others. [B]+PreRequisite: [/B]Cha 13+, Knowledge (Behavioral Sciences) 6+ Ranks. [B]+Benefit:[/B] The character gains a +2 bonus to all Diplomacy, Bluff and Intimidate checks made against living humanoids with an Intelligence score of 4 or higher. The character also gains the same +2 bonus on Charisma checks used to influence or interact with living humanoids that have an Intelligence score of 4 or higher. Psionic-using characters can add this bonus to their power rolls, with the same requirements for the target. [B][COLOR="red"]+Alien Technology Proficiency:[/COLOR][/B] Thru training, instruction following or trial and error (that didn't got you killed, at least), you have become proficient with the use of alien technology, including weapons, craft and equipment. [B]+Benefit: [/B]You take no penalty on attack rolls and skill checks when using any kind of alien technology. [B]+Special:[/B] A character withour this feat takes a -4 penalty when using any alien technology. The GM might impose a penalty (-2 or higher), if the design is incompatible with the character (a Human using a Vrusk firearm, for example). It does not replace the need for other feats that might be required for proper handling of certain aspects of the alien technology (such as Vehicle Operation for specific craft 'weight types', Armor Proficiency, Burst Fire or Exotic Weapons Proficiency, to name some). ([B]NOTE: [/B]This replaces the two independent 'Alien Proficiency' SRD feats in this setting). [/QUOTE]
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