Author Topic: [DLC]Biomancy Psi school  (Read 707 times)

Cryomancer

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[DLC]Biomancy Psi school
« on: December 02, 2025, 07:11:14 am »
    Suggested lore :
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 :
  • Venon Bolt
Green bio version of cryokinesis. Instead of slowing, applying dot and dishing bio damage
  • Caustic bolt
Acid version of venon bolt.
  • Toxic blast
Bio version of pyrokinesis.
  • Venon emission
Bio version of force emission. But only for daggers and crossbows. Not bare hands/gloves.
  • Regen
- Slowly self heal
  • Adrenaline
= Like the item adrenaline shot, but in psi power.
  • Toxic Cloud
- Psi version of toxic barrel
  • Colossus
- Tries to create artificial life. Creates a fungus/plant slowly moving tank that decays quickly, losing 20% of its hp per turn.
[/list]
« Last Edit: December 02, 2025, 07:16:21 am by Cryomancer »

lenin_nahobino

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Re: [DLC]Biomancy Psi school
« Reply #1 on: December 04, 2025, 11:01:17 pm »
more psi options are always welcome, always wanted a way to deal bio damage with psionics

Cryomancer

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Re: [DLC]Biomancy Psi school
« Reply #2 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?