Author Topic: Make a Psionic Ability for Infusion  (Read 36 times)

Albert Altmann

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Make a Psionic Ability for Infusion
« on: June 18, 2025, 06:09:56 am »
Stealing this format because I can (also need a new procrastination outlet). The abilities may not necessarily align with the existing disciplines, as there are more ways to engage in psionics than the four formally established ones anyway and not like these ideas are going anywhere beyond this thread so what’s the point restricting oneself too much

I’ll start.

Ice Sentinel – creates an ice spire on a chosen tile. The spire obstructs passage and imposes movement penalties in a 1-tile radius (same kind of penalty as walking on oil or webs does). Taking any damage will cause the spire to shatter, launching 12 ice shards in all directions, each dealing Cold and Mechanical damage and chilling the recipient within a 3-tile radius. Heat damage will melt the spire instead.

Aphotic Shroud – cloaks the target in impenetrable gloom, imposing maximum obscurity penalty on all ranged attackers regardless of environment or equipment (renders NV goggles and any sources of illumination ineffective, basically). Additionally reduces precision of all incoming attacks by 1-5% (scales with effective skill).

Searing Edge – while the ability is active, your slashing attacks scorch the target, dealing additional Heat damage at the cost of X psi points, but cannot apply bleeding wounds. Heat damage is calculated as percentage of the Mechanical damage dealt, up to a cap (both the cap and the percentage scale with effective skill). A portion of Heat damage dealt via the ability cannot be healed for a number of turns (both the portion amount and number of turns also scale with effective skill).

Piercing Frost – while the ability is active, your piercing attacks frostbite the target, dealing additional Cold damage, chilling the target, reducing its healing effectiveness for 1-4% and increasing all Cold and Mechanical damage taken by 0-2% (stacks 5 times and scales with effective skill) at the cost of X psi points. 

Necrosis – diffuses a toxic cloud in the targeted area, afflicting the targets within with large scale cell death, periodically making them take unresisted Bio damage. Each such instance has a chance to critically hit, causing organ failure which debilitates the target, reducing all of its offensive and defensive skills to a varying degree. Bio damage scales with effective skill, while critical chance scales non-linearly with target’s missing health (100% - 70% - 40% - 10% of max health > 0% - 2% - 10% - 50% chance to critically hit). Fortitude may reduce the toxin’s damage and duration, as well as chance and severity of organ failure, but cannot fully resist the toxin’s application.

Stygian Offering – sacrifice half of your remaining lifespan to expedite Infusion’s release by an unspecified amount of time. Has no use limit nor cooldown, only that user’s death will delay the release by an unspecified amount of time instead. A wager with the reaper, eh?..
#naturalbugmagnet

Eidein

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Re: Make a Psionic Ability for Infusion
« Reply #1 on: June 19, 2025, 04:43:59 pm »
Some psi spell where you can rewind to where you were a couple turns ago or leave your body momentarily for some turns and return back, enemies might camp where you return too.