- Neural Leech (TC): Thought control ability that allows you to drain an opponent's health to heal yourself while also dazing the target with a small chance of stunning them instead. If the target is a psionic, you'll steal their psi points instead (if they run out, you start stealing their health). Have to be at melee range to do it. Higher TC skill increases health and psi gains and increases chance to stun.
- Ball Lightning (PK): Psychokinesis ability that summons a sort of friendly psionic lightning turret for about 4 turns. It can't move, has about 100 base health, immunity to electrical damage and thought control abilities, true sight, a permanent electroshock aura effect (which can hurt you if you aren't careful) and will attack enemies with electrokinesis (which can hurt you if you aren't careful). Higher PK skill increases it's health and damage.
- Temporal Reset (TM): Temporal Manipulation buff that starts a 4 turn countdown when activated. When the timer is up, it resets your health and psi points to what they were when you cast the ability (minus the psi used to cast). Also regain or reset any buffs that were active when cast and gets rid of any debuffs acquired while the countdown was active. Has high TC skill requirement, has a long cooldown and does not scale with TC skill. Handy in longer
battles.
- Neural Mirror (TC): Thought Control buff that when active, has a decent chance to reflect mental attacks back at attackers. Higher TC skill increases the chance.
- Gravitational Imbalance (PK): Psychokinesis ability that creates a field of stronger than normal gravity over a wide area for about 3 turns. Enemies that enter this field lose 5 movements points with every space (They lose 5 action points if they have no more movement points), have reduced melee damage and melee hit chance and take gradually increasing mechanical damage every turn that bypasses damage threshold and shields for as long as they remain in the field. You are unaffected (Hence the Imbalance part) but allies and bystanders will be affected and they will take it out on you. Higher PK skill increases damage and enemy hit chance and damage reduction.
- Entropic Cataphract (??): Psionic ability which is gained outside of the usual psionic mentors and that permanently summons something called an Entropic Shade, an aberration which is hostile to all living things including you. So summoning one near yourself or allies or to kill a single stray dog will probably hurt you more than it helps. It has decent health, true sight, immunity to thought control abilities and poison/bio damage, high resistance to mechanical, acid, heat and cold damage, vulnerability to energy and electric damage, and it's melee attacks inflict void rot. It has a few psi abilities too: Psycho-temporal dilation and contraction, Entropic Reccurrence and Telekinetic Grounding. A special feat gained outside of levelling upgrades this ability to summon the Greater Entropic Shade. Besides everything the regular one can do, the Greater Entropic Shade has more health, does more damage, and can use Force Emission, Temporary Rewind, Neural Leech and Temporal Reset.