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General / Re: Make a Psionic Ability for Infusion
« on: August 08, 2025, 04:48:14 am »
Psionic Allergy - afflicts the target with a debuff that doubles psi cost of its abilities and makes it take damage equal to 1.5-[X] of psi spent to cast a psionic ability (X scales with effective TC up to 4). Additionally, whenever a target affected by psionic allergy casts a psionic ability the debuff has a chance to spread to a nearby psionic enemy.
Mass Distortion - temporarily increases the target's total carry weight by X% (scales with effective PK) and causes it to take damage based on the difference between current weight and maximum carry capacity (target's armour penalty further modifies the damage, reducing it below 20% and increasing above 30%). After the initial instance of damage, the target will suffer 1/5 of it for each tile traversed walking or 1/3 running, as well as between 1/7 and 1/3 depending on action taken (swinging a heavy sledgehammer - 1/3, firing a small pistol - 1/7, using medication - none, etc.)
Telekinetic Shackles - binds up to three enemies to the chosen target, restricting their movement to a three-tile radius around the main target, which can similarly only move within three tiles of the characters shackled to it. Cannot be resisted, but may be shrugged off the same way Telekinetic Grounding can be freed from. Remaining telekinetic shackles get stronger the more targets break out of the initial bind, but if the main target frees itself all shackles will come undone at once.
Mass Distortion - temporarily increases the target's total carry weight by X% (scales with effective PK) and causes it to take damage based on the difference between current weight and maximum carry capacity (target's armour penalty further modifies the damage, reducing it below 20% and increasing above 30%). After the initial instance of damage, the target will suffer 1/5 of it for each tile traversed walking or 1/3 running, as well as between 1/7 and 1/3 depending on action taken (swinging a heavy sledgehammer - 1/3, firing a small pistol - 1/7, using medication - none, etc.)
Telekinetic Shackles - binds up to three enemies to the chosen target, restricting their movement to a three-tile radius around the main target, which can similarly only move within three tiles of the characters shackled to it. Cannot be resisted, but may be shrugged off the same way Telekinetic Grounding can be freed from. Remaining telekinetic shackles get stronger the more targets break out of the initial bind, but if the main target frees itself all shackles will come undone at once.