Introduction
Wild, depraved and ravenously developed as modern science may yet be -- there are oddities of both biology and physics that elude the grasp of civilization. Although lesser psionics have existed across the stars in fleeting movements and small demonstrations of the inexplicable sometimes called a 'Force'... true psionics were not yet uncovered in organics, until the discovery of UHS-1045: a rare, parasitic species of egg-hatched creatures of inky flesh and eldritch tendrils empowered by their use of rare psychic abilities.
Intrigued by the potential to tap into this power through genetic meddling, the foremost corporations in modding underwent secret research to harness the elusive abilities of UHS-1045, often to failure when lucky- or disaster when not, as patients and clones alike treated to the gene often turned mad or destructive to the detriment of themselves and others. Projects were kept secret for fears of legality and true danger, if prototype mods were to leak out of testing and be used for ill...
... but the reach of Steel industries goes far: it's possible for Victor to choose a different path for his child- a gift, rather, sure to alter their destiny, although it's also a gamble. Rather than send his child to conventional professions, the Steele progeny could instead be imbrued with a gene-mod for psionics from birth, trained for willpower and rigorous mental stamina in the austere highlands of a remote alien world. But as the rush into the final frontier revives, it will ultimately fall to the Heir of Steele to also open an entirely new frontier beyond, dabbling in powers of the mind and essence therein into unfathomable powers.
Mechanics
A Psionic can be anyone carrying the unstable prototype gene-mods developed upon the discovery of eldritch, psychic-powered aliens; as the Steele progeny, the captain of our story has an edge in having been born into and able to slowly develop their abilities, but mechanically Psionic is a difficult class to use which revolves around your enemy, paying attention to damage-types and changes in playstyle vastly each fight depending on which perks you choose.
While your tendency to go Willpower to scale your spells up is a factor that might make you think otherwise, you are especially weak to lust. High lust = % chance to fail using Psionic abilities, except a rare few high-level abilities granted by perks.
The final oddity of the class is its relative independence from weapons. Psionics are expected to rely on their Specials, of which they start with two:
Perks
Those who do have the courage to reach into their psychic potential often experience vivid revelations, hallucinations and potent dreams telling ineffable revelations a Psionic may only understand much later in life. Sometimes even the conclusion of these prophetic dreams can change by the journey one takes through life- in which, Psionics tend to gravitate between two extremes.
Conscious will, or Passionate will? Mind or Matter? Pain or Pleasure...? Preservation- or Destruction?
Even possessing Psionics forces one to become aware of these choices being made, where normal people would never realize their hands on the spools of their own destinies.
The path Steele takes will sculpt their own psychic abilities profoundly.
TORMENT: Assault a foe's very mind to try and sever them from their own body.
Special attack which deals unresistable damage to an enemy equal to Willpower. Cannot be avoided by any means, even if a foe is invulnerable.
COST: 10 Health, 5 Energy
REPEL: Release telekinetic ripples about your body to deflect attacks.
Nullifies kinetic attacks against the user for a number of rounds equal to Willpower / 5.
COST: 0 Health, 30 Energy
DIREHEART: Stop at nothing in your use of power, professing ambitions in blood.
Lets you pay Health for spells instead of Energy by straining your body if you don't have enough Energy to use a Special.
Also grants +15 Energy whenever you incapacitate a foe.
TEMPERANCE: Attain peace through a sense of universal flow.
Reduces Energy costs of Specials by 20%.
Reduces Lust damage taken by [ Will / 2 ] %.
PROFANITY: Give in to a taste of madness for wild powers.
If Lust damage is taken, adds damage to the next Psionic Special used equal to how much Lust was gained.
Whenever Lust damage is taken, Energy rises by an amount equal to the Lust gained as well.
SERENITY: Realize the sanctity of your body through release.
Any time Lust is lowered, recover Health equal to half the Lust lost.
However, all Lust gains are also halved.
SPIRIT NIHILISM: Channel otherworldly malice against enemies.
Any time you take Health damage, your enemie(s) will also take half that damage.
Incapacitating an enemy by any means restores an amount of Health equal to your Willpower.
AKASHIC ECHOES: Receive inexplicable knowledge through meditation.
Replaces 'Sense' with 'Meditate'. Using Meditate stuns the foe in addition to Sense's existing functions.
Passively grants a 5% chance to nullify any instance of damage taken.
ETHER REAVE: Harness your growing psychic mastery to siphon another's essence.
Rips living essence from an enemy, inexplicably causing your own wounds to grotesquely seal.
Deals kinetic damage equal to Willpower x2, and heals user's Health for amount of damage done.
COST: 10 Health, 60 Energy
KARMIC FLOW: Silently channel justice onto your foes.
Directs all damage you have taken over the course of a battle onto a single foe.
COST: 100 Energy
HOWLING DIRGE: Realize your psychic potential to cast a tormented storm of psionic echoes and telepathic vortex, assaulting all enemies with a horrid manifestation of dread.
Deals unresistable damage to all enemies equal to user's Willpower x2. If this Special kills an enemy, it will automatically cast itself again next round without player action.
COST: 50 Health, 80 Energy
UNSEEN FORCE: Unleash the refined power of higher telekinesis to attack all foes with a downward blast of kinetic force.
Deals Kinetic damage to all enemies equal to Willpower x3.
COST: 20 Health, 90 Energy
ELDRITCH PERDITION: Attain the zenith of psychic madness; in reaching too deep into the occult frontier, you have lost yourself but found something else...
- All Health costs of Psionic specials are doubled.
- All Psionic specials deal 20% more damage.
- Lust no longer interferes with Psionic specials.
- Taking damage replenishes your Energy equal to Health lost.
- Immune to stun or special-blocking effects.
MIND RELEASE: Transcend consciousness whilst wielding psychic power to truly unleash your psionic potential.
- Grants 'Mind Release' special. Release allows you to make two actions per round, and removes the Energy costs of all Specials used. In addition, you have a [ Willpower x 0.5 ] % chance to stun enemies at the start of each round Mind Release is active.
... in 2 rounds after 'Release' is used, Energy is set to 0 and Health to 1, due to extreme psychic exertion.
COST: 50
Wild, depraved and ravenously developed as modern science may yet be -- there are oddities of both biology and physics that elude the grasp of civilization. Although lesser psionics have existed across the stars in fleeting movements and small demonstrations of the inexplicable sometimes called a 'Force'... true psionics were not yet uncovered in organics, until the discovery of UHS-1045: a rare, parasitic species of egg-hatched creatures of inky flesh and eldritch tendrils empowered by their use of rare psychic abilities.
Intrigued by the potential to tap into this power through genetic meddling, the foremost corporations in modding underwent secret research to harness the elusive abilities of UHS-1045, often to failure when lucky- or disaster when not, as patients and clones alike treated to the gene often turned mad or destructive to the detriment of themselves and others. Projects were kept secret for fears of legality and true danger, if prototype mods were to leak out of testing and be used for ill...
... but the reach of Steel industries goes far: it's possible for Victor to choose a different path for his child- a gift, rather, sure to alter their destiny, although it's also a gamble. Rather than send his child to conventional professions, the Steele progeny could instead be imbrued with a gene-mod for psionics from birth, trained for willpower and rigorous mental stamina in the austere highlands of a remote alien world. But as the rush into the final frontier revives, it will ultimately fall to the Heir of Steele to also open an entirely new frontier beyond, dabbling in powers of the mind and essence therein into unfathomable powers.
Mechanics
A Psionic can be anyone carrying the unstable prototype gene-mods developed upon the discovery of eldritch, psychic-powered aliens; as the Steele progeny, the captain of our story has an edge in having been born into and able to slowly develop their abilities, but mechanically Psionic is a difficult class to use which revolves around your enemy, paying attention to damage-types and changes in playstyle vastly each fight depending on which perks you choose.
While your tendency to go Willpower to scale your spells up is a factor that might make you think otherwise, you are especially weak to lust. High lust = % chance to fail using Psionic abilities, except a rare few high-level abilities granted by perks.
The final oddity of the class is its relative independence from weapons. Psionics are expected to rely on their Specials, of which they start with two:
- FLUX: Distorts existing velocity on a target, causing minor kinetic damage scaling off Willpower.
Cost: 15 Energy, 5 Health
- WHISPER: Inflicts a debuff on target that gives the enemy a [30 + WIL] % chance to be stunned at the start of each subsequent round, for 4 rounds.
Cost: 10 Energy, 10 Health
Perks
Those who do have the courage to reach into their psychic potential often experience vivid revelations, hallucinations and potent dreams telling ineffable revelations a Psionic may only understand much later in life. Sometimes even the conclusion of these prophetic dreams can change by the journey one takes through life- in which, Psionics tend to gravitate between two extremes.
Conscious will, or Passionate will? Mind or Matter? Pain or Pleasure...? Preservation- or Destruction?
Even possessing Psionics forces one to become aware of these choices being made, where normal people would never realize their hands on the spools of their own destinies.
The path Steele takes will sculpt their own psychic abilities profoundly.
- LVL 1 - TORMENT | REPEL
LVL 2 - DIREHEART | TEMPERANCE
LVL 3 - PROFANITY | SERENITY
LVL 4 - SPIRIT NIHILISM | AKASHIC ECHOES
LVL 5 - ETHER REAVE | KARMIC FLOW
LVL 6 - HOWLING DIRGE | UNSEEN FORCE
LVL 7 - ELDRITCH PERDITION | MIND RELEASE
TORMENT: Assault a foe's very mind to try and sever them from their own body.
Special attack which deals unresistable damage to an enemy equal to Willpower. Cannot be avoided by any means, even if a foe is invulnerable.
COST: 10 Health, 5 Energy
REPEL: Release telekinetic ripples about your body to deflect attacks.
Nullifies kinetic attacks against the user for a number of rounds equal to Willpower / 5.
COST: 0 Health, 30 Energy
DIREHEART: Stop at nothing in your use of power, professing ambitions in blood.
Lets you pay Health for spells instead of Energy by straining your body if you don't have enough Energy to use a Special.
Also grants +15 Energy whenever you incapacitate a foe.
TEMPERANCE: Attain peace through a sense of universal flow.
Reduces Energy costs of Specials by 20%.
Reduces Lust damage taken by [ Will / 2 ] %.
PROFANITY: Give in to a taste of madness for wild powers.
If Lust damage is taken, adds damage to the next Psionic Special used equal to how much Lust was gained.
Whenever Lust damage is taken, Energy rises by an amount equal to the Lust gained as well.
SERENITY: Realize the sanctity of your body through release.
Any time Lust is lowered, recover Health equal to half the Lust lost.
However, all Lust gains are also halved.
SPIRIT NIHILISM: Channel otherworldly malice against enemies.
Any time you take Health damage, your enemie(s) will also take half that damage.
Incapacitating an enemy by any means restores an amount of Health equal to your Willpower.
AKASHIC ECHOES: Receive inexplicable knowledge through meditation.
Replaces 'Sense' with 'Meditate'. Using Meditate stuns the foe in addition to Sense's existing functions.
Passively grants a 5% chance to nullify any instance of damage taken.
ETHER REAVE: Harness your growing psychic mastery to siphon another's essence.
Rips living essence from an enemy, inexplicably causing your own wounds to grotesquely seal.
Deals kinetic damage equal to Willpower x2, and heals user's Health for amount of damage done.
COST: 10 Health, 60 Energy
KARMIC FLOW: Silently channel justice onto your foes.
Directs all damage you have taken over the course of a battle onto a single foe.
COST: 100 Energy
HOWLING DIRGE: Realize your psychic potential to cast a tormented storm of psionic echoes and telepathic vortex, assaulting all enemies with a horrid manifestation of dread.
Deals unresistable damage to all enemies equal to user's Willpower x2. If this Special kills an enemy, it will automatically cast itself again next round without player action.
COST: 50 Health, 80 Energy
UNSEEN FORCE: Unleash the refined power of higher telekinesis to attack all foes with a downward blast of kinetic force.
Deals Kinetic damage to all enemies equal to Willpower x3.
COST: 20 Health, 90 Energy
ELDRITCH PERDITION: Attain the zenith of psychic madness; in reaching too deep into the occult frontier, you have lost yourself but found something else...
- All Health costs of Psionic specials are doubled.
- All Psionic specials deal 20% more damage.
- Lust no longer interferes with Psionic specials.
- Taking damage replenishes your Energy equal to Health lost.
- Immune to stun or special-blocking effects.
MIND RELEASE: Transcend consciousness whilst wielding psychic power to truly unleash your psionic potential.
- Grants 'Mind Release' special. Release allows you to make two actions per round, and removes the Energy costs of all Specials used. In addition, you have a [ Willpower x 0.5 ] % chance to stun enemies at the start of each round Mind Release is active.
... in 2 rounds after 'Release' is used, Energy is set to 0 and Health to 1, due to extreme psychic exertion.
COST: 50
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