gonna add more to post
End-game feats
Deadeye shot:
- Deals bonus crit damage based on perception, also gives 5% to-hit chance per perception point above 5. Can be executed only with sniper rifles. Shares cooldown with snipe and aimed shot. If enemy is killed, cooldown is reset.
requirements - 18 lvl, 100 guns, 10 perception and snipe feat.
Last Stand > Last Chance
- stops fatal damage and leaves player with 10% hp and stops any incoming weak damage (gives dt bonus), can be used only once per fight, dont pervents fatal damage that a twice more than maximum player health.
requirements - consitution 10, 16 lvl
Psionic Mania > Psionic Rush
- when active, increases psi cost but increases damage and reduces AP cost by 35%
requirements - will 10, any psi 80, psychosis feat, 16 lvl
Chemical Tolerance
- passive feat that prolongs chemical buffs by 1 turn per 4 turns and decreases comedown by 1 turn per 3 turns
requirements - biology 75 and doctor feat.
Neural Overclocking
- when active, greatly shorts psi spells cooldown at cost of psi. Can be cancelled. Shorting cooldowns while on low psi will backfire.
useless feat improvements and merges:
Interloper > Shadowrunner
- stealth penalty is based on light level, no speed penalty while in full dark
requirements - stealth 60, 8 level.
Suppressive Fire
- everyone who got caught in burst radius loose 2 ap, 3 mp and suffer accuracy penalties. Effects stacks up to 10. Enemies which got hit by bullet gain 2 effects. At 10 effects target will become flushed, losing all evasive buffs.
requirements up to 4 lvl, 30 guns.
Heavy Punch > Stunning Strike
- deals 50% of nominal damage with a chance to incapacite victum. Chance to incap 100% against unaware targets.
requirements are same
Juggernaut
- raises stun and debuff resist for every point above 50 armor penalty
requirements are same
Pinning
- triggered by critical crossbow and throwing knive attack
requirements are same
Split Spare > Knives Out
- when triggered, next throwing knive attack will launch 5 in a fan-shaped cone. When used with grenades, launch 3 grenades with accuracy penalty.
requirements are same again
Steadfast aim
- every pistol attack decrease cost of next attack by 1 ap and increase to-hit chance by 5. Bonus is lost at miss. Stacks up to 5.
new feats etc
Ground Strike
- deals 25% of nomial sledgehammer damage in a small radius around user. Targets caught by this abillity gets off-balance for 2 turns. May stun targets with weak resist.
requirements - 9 str, 8 cnt, 60 melee
psi skills
Feedback
- burns enemy psi and deals damage based on burned psi.
Psi Shield
- provides user a shield that uses psi for power and blocks all PSI attacks. Cannot be used with energy shield active. Cannot block physical attacks. Shield removed when stunned.
Weapon Channeling / Killing Hands
- when active, drains psi for bonus damage based on weapon ap costs.