Consider

Charisma Perks:
Contacts/lifestyle/barter – socialite
Int – 1st perk to skill specializations

optional rule – armors weakness and resistance

Contacts as an abstract

Grit rules: recover 1 level of temporary fatigue per breather. Recover 1 short fatigue per rest. Reciver 1 long fatigue per week.

Control rumors- media

Non-grit – same but recover all levels.

While using defense on a draw you take no or less dv. Ignore AP and no status affecta!

Edge – take your turn when you want and cant be interrupted

Armor – material, treatment, enhancement, addition, fitting

Shield – grip, material (eztra defense vs certain attacks like fire), enhancement, addition

Change all weapons to five slots. Grip, material (melee), clip (ranged), enhancement, special (varies by weapon type – blade, Blunt, receiver, etc.),

5 enhanced body slots. Arms, legs, head, body, chest

One handed perk that lets you two weapon with a two handed weapon with knees and bows.

Bonuses for combat maneuvers
Trip – reposition 1 hex
Disarm – if within weapons reach (adjacent with ranged) you may takepossession of their weapon.
Reposition – provokes aoos

Change ranged maneuver penalty to -8 (from -6)

Perk – 2 handed only – reposition perk? Or make all maneuvers stylea?
Reduce penalty
Deal damage

Shields
Can block as a free action
Effective vs ranged attacks
Can actively engage cover from a shield.

Use of edge – gain an additional heal/recovery.

Inspiration – use later as desired – alternate perk.

Vision penalty – smoke, fog rain.

Make all combat maneuvers style
1) reduce penalty
2) carry through excess hits and deal damage as well
3) reduce penalty
4) No longer need enough hits to strike foe again.
5) added effect

Aoo accuracy based solely on weapon acc. Reflect in perks. Increase ACC or add half/all of agility.

Use a weapon to gain -1 cover vs an identified opponent melee attacks.
Perks – increase bonus to -2 as shield. Can uae vs ranged attacks. Parry/riposte.

Shield move action increase cover by 1?

Efficient Packer – increase carry weight and hides shit better on peraon.

Shield perks – share coverwithallies,

Damage reduction?

Perks – choose a spell you kbow. Addatier x ability to that spell. Numerical bonuses(such asDV etc) donot stack. You take the better bonus from each tier.

Assist another – hits add dice to the one attempting it dice pool. Perks for assist another – break dicepool limits. Count hitstowards total.

Optional – scroll can only be used by those with magic skills to cast them. However, others can use bluff/security to activate them anyway.

Scrolls – cost PP + total tier (so buying up a spell to a new tier coats more and may increase the price by PP aswell.

Cross Class skills – use a skill for part of another (atgletics for ride (mounts), Acrobatics for jumping and climbing, etc.). More skills like parkour that combine two skill sets?

Enhance items/self – one enhacement per slot. One enhancement of each level per item. Perks – increase enhancement levels allow you to add a new slot, or increase one items enhancement by +1 (so you could have an extra body slot at a +1 or increase your body slot by +1 so you could have 2 +5 slots).

For adrenaline rush maybe – treat attributes as one higher for the purpose of AP recovery

Shield – rate of fire(allows for more uses of physical defense)

Reduce weight/increase capacity with armor perks?
L

Optionql rule: recover edge equal to yoyr lifestyle (maybe+ 1/2 tier?)

Lifestyle – does not coverweapons/armor/implants?

Ki pool – martial arts and magic

Cover – actively use cover todouble bonus. Move action
Concealment – increase threshold.
Shields – provide cover? Not used in defense.

Legerdemain – hide stuff faster. Steal faster. Etc.

Discernment – read thoughts with discernmentthrough perks. Also -let discernment detect 1 thing without perks? Or use knowledge for that instead? Vs opponents tier/2?

Awareness – detection – always actively searching for traps. Difference ib active and passive searching?

Deafness – -1 startung initiative

HNdle animal – survival? Diploamcy? Speak with animals?

Terrain master – choose a favored terrain. You only gain bonuses from terrain master in your favored terrain.
+1 survival
+1 stealth
+1 detection
+1 initiative
+1 MP/round (or BP)
Always scavenge enough food and water.
Always find shelter
Always avoid natural hazards.

Linguisticsand language – every 3 pointsin int increase known languages by 1.

Cower condition – afraud and just stands there. Take no action.
3 levels of status affects?
Afraid – terrified – cowering
Entangled – - paralyzed
Sickened – - nauseated
- fatigued – exhausted
Shacken – staggered

Perks – take one that allows you to take multiple skill perks.

Escape artist – legerdemaine – rpoe use – escape fast – escape as immediate – paralyze and shitz

Traps – quick disable toavoid.

Fate caster – blend together edge and casting.

Bluff disguiser

Reputation/Fame/Infamy

Improvised weapon: break on a critical hit or a critical miss?

Turn/command/channrl energy

Damage reduction? Unnecessary due to resistance?

Deflect missile

Perks -all to 5 ranks.

Improvised weapon master(style?) -
1 -+1 DV unarmed & improvised weapons. and may add enhancements at each level for 1 PP. +1 ACC
2 – +1 DV. +1 ROF. Once per encounter may pick up an improvised weaper for no action. 2 PP?
3 – +1 DV. Range +1.
4 – +1 DV & Accuracy. May pick up an item once per round.
5 – +1 DV. Add a 2nd enhacement up to rank 5.

Expend edge to recover PP

Universal – move all save perks to universal

Charisma – discernment
Less combat talents -more rp.

Savvy – for base perks drop to one critical perk. Make others optional. Add an AOO perk. Odd: Increase edge uses per day but not maximum. Even increase total edge.
No gangup bonus

Extreme effort – take more time but gain a bonus to roll.

Gidden identity

Increasemax uses of edge but not total on perk levels that grant extra abilities.

Warp probability- use smarts vs opponents.

Temporary items? – potions. Tattoos. Scrolls.

Extreme Lore

Defensive roll – reduce damage

Trap sense

Light sleeper (trait)

Resist status affects – combat maneuvers

Team work perks!

Move 1 extra hex? (Think i have this)

Give command – PP cost/time to start command. Give oneor another bonus, and then add more as ypu get better. Negate status affect on ally immediately.

Increase allysskill checks.

Figjt defensively and total defense actions.

Fast healing

Turn undead

Acess to people/information easily – ambassador

No need to move before overrun.

Carry through excess hits to saving throws (such as knockdown, trip, etc!). Make combat maneuvers save thingies rather than asattacks. Hits equal save.

Use massive weapons

Metamagic – free on a single spell, kr increase durarion/cost on multiple spells.

React firat – if dialogue is opened autonatically act in the surprise roubd.

Talk down – talk opponents down

Sow distrust

Winning smile – make friend

Compelling performance – status affect

Discern lies – sixth sense

Ignore hardness
Evasion. Uncanny dodge. Movement. Opportunist.

Damage reduction. Energy reaistance.

Secind wind – spend a smarts to reciver hp

Defensive position. Lightning shot.

Medic check – eestore to life

Contacts

May spend 2 smarts in a round

Harms way – take an attack for an ally

Zig zag charge

Identify sttength of enemies

Exploit weakness. Plan. Trick

Improved aid anothet

Dazzle. Taunt. Charm. Intimidatr

Damage types – blunt, slashing, fire, acid, electric, cold, poison, radiant(sacred/divine), necrotic(profane/sacrilegious), energy, psychic, sonic, disease

Jet pak perks

Sundered – destroy barriers with ease

Reflexive shield uses as dispel?

Vehicles – wealth cost multiplier for modifications.

Specialist Wizard – chose 1 trapping plus 1 other.

Rich – all purchases over lifestyle roll 1 extra dice for.

Reconfigure implants – allow stacking implants for increased cost…how much? +4 per implant?

Elemental resistance spell – each time damage is dealt must save with will vs damage done? May expend 1 PP for each net miss.

Criticals….do something else

Making characters higher than 1st level: 5+charisma+barterxtier+levelx2

Implants/magic +1 to wealth per installed

Lifestyle x4?

Rich – all items 1 wealth more?

Cross train

Encumbrance rewrite – CU – 9 + str, enc = str overflow goes to encumbrance

No soak to explosion accuracy test (just go where it’s told)

Change wall spell stats for damaged

AOO – carry over excess hits from turn?

Add spell component pouch.

Redo hardy – take away resist combat maneuvers. Parry riposte as shield exclusive?

Define armed and what it does.

Define defenses – area of effects(if you dodge all damage do you take status?), Targetted attacks, etc

Contacts – loyalty.

Rope use
Extreme effort – take more time but gain a bonus to roll.

Temporary items? – potions. Tattoos. Scrolls.

Fast healing

Turn undead

Acess to people/information easily

Metamagic – free on a single spell, kr increase durarion/cost on multiple spells.

React firat – if dialogue is opened autonatically act in the surprise roubd.

Talk down – talk opponents down

Sow distrust

Winning smile – make friend

Compelling performance – status affect

Discern lies – sixth sense

Ignore hardness
Evasion. Uncanny dodge. Movement. Opportunist.

Damage reduction. Energy reaistance.

Secind wind – spend a smarts to reciver hp

Defensive position. Lightning shot.

Medic check – eestore to life

Contacts

May spend 2 smarts in a round

Harms way – take an attack for an ally

Zig zag charge

Identify sttength of enemies

Exploit weakness. Plan. Trick

Improved aid anothet

Dazzle. Taunt. Charm. Intimidatr

Damage types – blunt, slashing, fire, acid, electric, cold, poison, radiant(sacred/divine), necrotic(profane/sacrilegious), energy, psychic, sonic, disease

When healing expend RP to not use heal

Jet pak perks

Sundered – destroy barriers with ease

Reflexive shield uses as dispel?

Vehicles – wealth cost multiplier for modifications.

Specialist Wizard – chose 1 trapping plus 1 other.

Rich – all purchases over lifestyle roll 1 extra dice for.

Reconfigure implants – allow stacking implants for increased cost…how much? +4 per implant?

Elemental resistance spell – each time damage is dealt must save with will vs damage done? May expend 1 PP for each net miss.

Criticals….do something else

Making characters higher than 1st level: 5+charisma+barterxtier+levelx2

Implants/magic +1 to wealth per installed

Lifestyle x4?

Rich – all items 1 wealth more?

Cross train

Encumbrance rewrite – CU – 9 + str, enc = str overflow goes to encumbrance

No soak to explosion accuracy test (just go where it’s told)

Change wall spell stats for damaged

AOO – carry over excess hits from turn?

Add spell component pouch.

Redo hardy – take away resist combat maneuvers. Parry riposte as shield exclusive?

Define armed and what it does.

Define defenses – area of effects(if you dodge all damage do you take status?), Targetted attacks, etc

Contacts – loyalty.

Rope use

Mooks – auto gain tier in schticks for weapons?

Trappings – augment – reduced cost

Escaping bonds -tie in bonds etc.

Concentration for spells
Discerning – weakness
Intimidate – opposed saves
Artifice trapping
Mooks as companions
AP vs ap

Rolls willpower – static intelligence

Lifegiver – recoverer
Mobility – acrobatics
Pickpocket – escape artist legerdmaine
Sneak – shadow dancer -

Weapon property magive item that reduces cost of AOO

Traps

Restricted or illegal items.

Play test – poison, explosives

Charisma = charm, character

Silent – drop down and make no noise
Dodge
Quiet sprint
Can bribe guards
Block elements
Power bash

Spells – replace boosting powers over augment with casting talents that do it.

Traps
Caltrops
Holy symbol
Holy water

Change styles – techniques, talents

Traits
Poison/disease resist
Will to live
Bad reputation
Combat paralysis
Incompetent
Poser
Uncouth
Unsteady hands
Weak immune system

Stealth/scent/darkvision/thermal/fog/rain

Fatigue/stamina-endurance

Rules for spell combining (ranks add together, lowest parameters- match trappings).

How do spells interact with perks?

Underwater weapon mods

Flying rules

Weapon Categories: One Handed Melee, Two Handed Melee, One Handed Ranged, Two Handed Ranged, Artillery, Explosives, Bashing

Stamina – endurance – body – fatigue interaction

Archetypes – prefers

Getting started

Skill familiarity/specialization.

Optional rules
Only skill specializations

Ritual magic – perk or free
Scrying
Mass nondetection
Astral shit
Banish
Bind
Ritual
Geas – Fabricate – construction -familiar – teleport
God talk
Metamagics

Cyber combat – electronic warfare

Perks/Traits
Giant killer
Overconfident
Big mouth
One eye
Brave
Hidden strike
Heavy weapon – Mounted (gunnery)
Performance
Artificing
Knowledge – biotech, chemistry, computers-
security & demolitions
Forgery
Missile parry – snatched arrow
Salary/allowance

Expansion -
Astral rules
Matrix rules
Magical gear and supplies (sr 318)
Meramagic

Addiction/withdrawal – simplify?

Gear
Periscope
Explosive foam – plastic explosive
Chainsaw
Thermite
Respirator
Med kit
Slap patches – SR – 451

Thermal smoke
Thermal damping

Advanced stuff -
Boots, face gear, etc.
http://www.d20pfsrd.com/equipment—-final/goods-and-services/containers-bags-boxes-more

Consider

BASICS 2.0 underableedingsun