Here's my
CON 9 sneaky Psychosis psion.
It relies on JS for passing hardest skill checks.
It can't pass hardest persuasion ckeck but it can pass
Mordre check with 17 will.
There's enough Electronics to craft best DC psi headbands unless quality can go over 166, but i haven't seen quality higher than 164.
With STR 4 i can use Riot Gear with Psi Shield which is better for sneaking than Tact Vest due to lower armor penalty.
25 in Traps (from synergies and equipment alone, that's just beatiful) allows me to place EMP mines mk1 should i have to fight some robots.
There's enough Biology (with JS bonus) to craft Regen Mixture but in the end i didn't really use it so Bio can be lowered to Bullhead level.
When picking feats i was choosing stuff that helps me with robots because psikers don't lack options vs living beings but they do vs robots. In the end the 'ultimate robot battle' proved to be just moderately difficult instead of a nightmare i imagined it to be and i wasn't fully prepared.
I don't have enough AGI for Sprint so i took Nimble for more mobility.
This build can use morphine on low life to gain 2 turns of mech/heat/cold damage immunity. It seems stupid to use morphine on low life but you can heal enough HP to not die from withdrawal effect.
This trick was the only reason i've played on normal instead of hard. Hard reduces your HP by 1/3 and healing by 1/2. I was afraid healing on hard will not be strong enough to pull this trick off, unless you use super hypo but it comes late and requires fishing to craft.
But i didn't consider one important detail - withdrawal effect is reduced by your mechanical damage reduction (not resistance) and with Conditioning, Stoicism and Aegis we have some of it and there are other sources as well.
On normal difficulty, without Fast Metabolism i could use this trick with adv health hypo. It should be similar on hard with FM. Now i regret not playing on hard but at least i'm wiser!
The skills are based on destroyor's Steam guide, although I'm puzzled as to why Tailoring is set so high in the build in the guide.
Skinner got picked so i imagine he uses Ancient Rathound armor.
And why does everyone seem to pick mental subversion?
I don't but i'm special (i don't use Sprint and i do use Riot Gear). Nice thing about Mental Subversion is that it makes all of your PSI abilities better, perhaps that's the reason.
I take it no-one thinks Meditation/Neurology are good?
Neurology is bad. It grants you 15 PSI once per combat. It's good for quick and easy fights but you don't need help in those, you need extra oomph in hard and long ones. And the longer the battle is the worse Neurology becomes.
Fast Metabolism is much better - it grants you up to 25 PSI every 3 turns. You can often gain 15 or more points. And it makes healing stronger so always take FM before Neurology if you have CON for this.
However...
Neurology becomes better once you have Fast Metabolism! With 100 PSI max you almost never get full 25 points from FM, but with max of 115 you do very often.
Meditation is better than Neurology for obvious mathematical reason but also because it almost always grants you more points than single use of FM. But i'd still take FM before Meditation.
Value of Neurology/Meditation can be higher for those crazy maniacs with Psychosis who don't use mufflers.