Underrail Forum

Underrail => Suggestions => Topic started by: Cryomancer on December 02, 2025, 07:11:14 am

Title: [DLC]Biomancy Psi school
Post by: Cryomancer on December 02, 2025, 07:11:14 am
Quote from: in game lore
Biomancy emerged from abandoned BioCorp mutagen research, specifically Project MORPHEUS-β, an attempt to create remote-controllable biological soldiers. The project failed—test subjects degenerated into feral mutants—but researchers discovered an unintended side effect:

Certain subjects developed the ability to psychokinetically stimulate, reshape, or accelerate biological processes in their own tissues and in nearby organisms.

These reactions weren’t “magic” but the result of a newly-identified psi-active neurotransmitter, BioPsi-γ, produced only in brains exposed to high mutagenic concentrations.

When the Institute of Tchort scavenged MORPHEUS-β documents, they realized these abilities strongly echoed Tchortist regenerative phenomena and the behavior of Tchortlings, whose bodies spontaneously mutate in response to psychic stimuli.

Thus, Biomancy is understood as:

The psi-driven manipulation of biological chemistry and morphology, exploiting principles uncovered in pre-Collapse mutagenics and later observed in Tchort-derived organisms.

Nobody “invented” it — it was discovered, feared, and eventually adopted by a few rogue researchers, mutants, and experimental psionics who learned to weaponize their own biochemistry.

Suggested powers :
Green bio version of cryokinesis. Instead of slowing, applying dot and dishing bio damage
Acid version of venon bolt.
Bio version of pyrokinesis.
Bio version of force emission. But only for daggers and crossbows. Not bare hands/gloves.
- Slowly self heal
= Like the item adrenaline shot, but in psi power.
- Psi version of toxic barrel
- Tries to create artificial life. Creates a fungus/plant slowly moving tank that decays quickly, losing 20% of its hp per turn.
[/list]
Title: Re: [DLC]Biomancy Psi school
Post by: lenin_nahobino on December 04, 2025, 11:01:17 pm
more psi options are always welcome, always wanted a way to deal bio damage with psionics
Title: Re: [DLC]Biomancy Psi school
Post by: Cryomancer on December 05, 2025, 06:43:52 pm
Suggestions for feats.
1 - Virus - Your biomancy psi powers also make the target diseased with a virus, taking 1 point of constitution damage.
2 - Poisonous trap - All traps that you deploy are poisoned
3 - Lasting poison. Bio DoT lasts two more rounds(exclude deadly poison)
4 - Deadly poison. Bio DoT act faster (exclude lasting poison)
5 - Heartseeker - If your Venon Bolt deals more than 50% of the target full hp in damage, the target dies. Specialization can reduce to 30%, also increase DoT time by 1 round like Cryogenic Induction.
6 - Acid emission. Toggle to make your next Venon Emission imbue your knifes/crossbow bolts with acid instead of toxic.  Excludes : Acid blast
7 - Acid Blast. Toggle to make your next toxic blast acid. Excludes Acid emission.

What you think?