New Rules


New Feats


Advanced Skill Focus
The character has a combination of natural talent and special training. He may select a specific skill that he already possess an advanced degree of training.
Benefit: The character gains an additional +3 bonus on all skill checks with the selected skill.
Special: The character may only gain this feat once and can only take it with a skill that they already possess the Skill Focus feat.


Natural Psionic Shielding
The character's neural structure is such at that the character has the equivalent of a psionic shielding helmet. For all intents and purposes, the character is a "blank" and does not register on telepathics scans.
Benefit: The character is immune to any telepathic talent up to and including telepathic Assault.
Special: This feat can only be selected at first level and the character can not be psionically active. In other words, the character has no psi stat.


Prolong
The character has undergone the Prolong process (see below).
Benefit: The character no longer suffers the negative effects of aging.
Special: This feat grants the character all the benefits of the prolong process and must be selected before the character reaches middle age. This feat may only be selected during character generation. Nobles may select this as a bonus feat.



Prestige Class

Psion
Everyone with psionic training or abilities are required to be registered by Protectorate law. The following prestige class represents special training only available in the Protectorate.
Requirements: To become a member of the Psion class, one must meet the following requirements.
Feat: PSI Training.
Special: The character must be at least fifth level.
Stanima Dice: d6 + Constituion Modifier.

Level, Base Attack Bonus, Fort Save, Ref Save, Will Save, Special
1st, +0, +0, +1, +1, Psionic Talent
2nd, +0, +0, +2, +2, Bonus Psionic Feat
3rd, +1, +1, +2, +2, Enhanced Psion Ability
4th, +1, +1, +2, +2, Improved Psionic Talent
5th, +1, +1, +3, +3, Bonus Psionic Feat
6th, +2, +2, +3, +3, Bonus Psionic Feat
7th, +2, +2, +4, +4, Advanced Psionic Talent
8th, +2, +2, +4, +4, Master Psion Ability
9th, +2, +3, +4, +4, Bonus Psionic Feat
10th, +3, +3, +4, +4, Master Psionic Talent

Class Skills: Bluff, Gather Information, Innuendo, Intimidate, Knowledge (any), Leader, Liason, Listen, Spot, Sense Motive, Survival.
Skill points per level: 4 + Int modifier.

Psionic Talent: Due to training, the character gains the ability to "store" psionic energy. The character gains a virtual psionic energy pool of a quarter of thier total Psionic score. This virtual pool refills at the same rate as normal psi energy, which is one point per hour of light activity. Example: A character with a PSI score of 12 has a pool of 3 additional points from this ability.
Bonus Psionic Feat: The character gains an additional Psionic feat. If the character can no longer gain any additional psionic feats then this bonus is lost.
Enhanced Psion Ability: The cost of using a psionic ability is reduced by one point to a minimum of one point.
Improved Psionic Talent: As per the Psionic Talent ability except the pool is one half the Psionic score.
Advanced Psionic Talent: As per the Psionic Talent ability except the pool is three quarters of the Psionic score.
Master Psion Ability: The cost of using a psionic ability is reduced by 2 points to a minimum of one point.
Master Psionic Talent: As per Psionic Talent except the available pool is equal to their Psionic score. In addition, reductions due to the Master Psion Ability can now equal zero.



New Equipment


RNA Skill Implants
Clarification: A special catagory of RNA implants that provide five ranks in a skill are available. These cost Cr30,000 for standard skills and Cr50,000 for criminal skills. Refer to page 218 of the Traveller handbook for clarification on what is a criminal skill. This process can only be done once every four years and the recepient can not have had any other skill implants in that same time.


Prolong
This gene therapy treatment eliminates the negative effects of aging. While currently expensive and only available at tech level 14 or better worlds, it is legally available to any Protectorate citizen and is available to military personal as well. As with all gene therapy, the character must make a fortitude save versus a DC of 10.
The cost of the process is Cr100,000 and must be completed within five years of reaching middle age.



Permits


The Protectorate offers a variety of permits, primary intended for use by mercenaries and other licensed operatives. Included in the information given is a fairly detailed explanation of what is covered. Note that Protectorate permits apply regardless of the planet's actual level. The listed DC for Availability can be met with either a Liason or K/Interstellar Law roll.

Class One Civilian Grade
Cost: None
Availability: Always
Anything that can be purchased legally and is not otherwise covered under one of the other permits is considered a Class One item. In game terms this includes any meele or armor with a technological level of three or less.

Class Two Restricted Grade
Cost: Cr250
Availability: DC15
This class is for all weapons between technological levels of four and seven. Tranquilizer rounds fall into this catagory. In addition, this covers all light armor and all medium armor except for Combat Enviro Suits. All Vacuum Suits are listed here as well. All equipment that have military applications (example: IR goggles) are considered in this class.


Class Three Security Grade
Cost: Cr2500
Availability: DC25
This class is for all weapons of technological levels of eight and nine. In addition, all non damaging grenades fall into this catagory. All special ammuntion except armor piercing rounds fall into this catagory. This covers Combat Enviro Suits and Hostile Enviro Suits. Any armor with Chameleon will also fall into this class. All military grade equipment (example: HUDs) likewise falls into this class.
Penalities: Failure to possess a class three permit tends to result in confiscation. (Considered Serious Charges)


Class Four Mercenary Grade
Cost: Cr5000
Availablity: DC30
This class is for all personal weapons of technological levels of ten or more, exempting High Energy Weapons. This class of permit also covers all damaging grenades as well as explosives. Armor piercing ammunition falls into this catagory. Combat Armor and similar fall into this class. Light starship weapondry (example: mining lasers) also falls into this class. Note that this class of permit is required to arm a starship and allows up to four turrets to be mounted.
Penalities: Failure to possess a class four permit tends to result in confiscation. (Considered Major Charges)


Class Five Military Grade
Cost: Cr25,000
Availability: DC40
This class is for purely military gear. Battle Dress and High Energy Weapons as well as Vehicle Grade weapons fall into this class. Starship weapondry including bay weapons are fall into this class.
Penalities: Failure to possess a class five premit always results in confiscation.
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