Psionics: Psychometabolism Power List
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Revision as of 21:23, 2 June 2010 by GnomeWorks (Talk | contribs)
A list of psychometabolism powers for the psionicist class. The list got too long, so it's split into five pages now.
The power index includes a full index of all powers in all disciplines, as well as an explanation of some of the terms used in these descriptions.
Power Index | Psychokinesis | Psychometabolism | Telepathy | Psychoportation | Metacreativity | Clairsentience
Psychokinesis Power Descriptions
The following are the psychokinesis powers in alphabetical order.
BIOFEEDBACK
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Disciplines: Psychometabolism |
Level: Psi Sci |
Manifestation DC: 16 |
Manifestation Time: Standard action |
Range: Personal |
Target: You |
Duration: Concentration (move) |
Saving Throw: None |
You take conscious control of your body's restorative mechanisms, allowing you to heal faster. |
During your turn, you may spend a swift action to heal 1 point. You cannot use this ability more than once each turn. |
Augmentation (1 PP): When you spend a swift action to heal yourself, heal 1 additional point. |
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it. |
Augmentation (5 PP): Each round, you may spend a swift action to make a new saving throw against any one negative physical status effect. |
Augmentation (6 PP): Each round, you may spend a swift action to gain regeneration 0 for 1 round. |
CHAMELEON
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Disciplines: Psychometabolism |
Level: Psi Dev |
Manifestation DC: 13 |
Manifestation Time: Standard action |
Range: Personal |
Target: You |
Duration: Concentration (move) |
Saving Throw: None |
You modify your skin tone, allowing you to blend in with your surroundings. |
You gain a +2 insight bonus to Hide checks. |
Augmentation (1 PP): Increase the bonus to Hide checks by +2. |
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it. |
Augmentation (5 PP): While this power is active, you can use the Hide skill in environments that do not grant cover or concealment. |
Augmentation (10 PP): While this power is active, you can use the Hide skill even while being observed. |
COCOON
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Disciplines: Psychometabolism |
Level: Psi Dev |
Manifestation DC: 13 |
Manifestation Time: Standard action |
Range: Personal |
Target: You |
Duration: Concentration (swift) |
Saving Throw: None |
You harden your skin into a tough carapace. |
You gain a +1 natural armor bonus to AC. |
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it. |
Augmentation (2 PP): Increase the natural armor bonus by +1. |
Augmentation (4 PP): While this power is active, you gain DR 1/-. You can take this augmentation multiple times; each time you do, improve the DR by 1. |
COGNITION CONTROL
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Disciplines: Psychometabolism |
Level: Psi Sci |
Manifestation DC: 16 |
Manifestation Time: Standard action |
Range: Personal |
Target: You |
Duration: Concentration (move) + 1 minute |
Saving Throw: None |
You modify your nervous system, greatly improving your mental faculties. |
When you manifest this power, choose a mental ability score (Int, Wis, Cha, or Per). You gain a +2 enhancement bonus to that ability score so long as you concentrate on this power. |
Augmentation (1 PP): Increase the duration by 1 minute after you stop concentrating on it. |
Augmentation (2 PP): Choose an additional ability score. You gain a +2 enhancement bonus to that ability score for the duration of this effect. |
Augmentation (4 PP): Choose an ability score you have improved with this power. Increase the enhancement bonus granted by +2. |
EMPATHIC TRANSFER
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Disciplines: Psychometabolism |
Level: Psi Dev |
Manifestation DC: 13 |
Manifestation Time: Standard action |
Range: Touch |
Target: One living creature |
Duration: Concentration (swift) |
Saving Throw: None |
Using your own physiology as a map, you heal the wounds of another creature by transferring them to yourself. |
Each round you concentrate on this power and maintain physical contact with the target, you heal the target for 1 point of damage. For every point of damage you heal, you take 1 point of damage; nothing can prevent this damage. |
While you concentrate on this power, you can break contact with a creature and change your target to another creature you touch. If you do so, you do not begin healing the new target until your next turn. |
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it. |
Augmentation (3 PP): You heal the target for an additional point. |
Augmentation (5 PP): You can use this power to heal ability score damage to physical abilities (Str, Dex, Con, or Per). For every point of ability damage you heal, you take 1 point of ability damage to the same ability score. |
ENERGY ADAPTATION
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Disciplines: Psychometabolism |
Level: Psi Sci |
Manifestation DC: 16 |
Manifestation Time: Standard action |
Range: Personal |
Target: You |
Duration: Concentration (swift) |
Saving Throw: None |
You modify your physiology to resist, ignore, or even absorb a certain type of energy. |
When you manifest this power, choose an energy type. You gain resist 10 against that energy. |
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it. |
Augmentation (2 PP): Increase the energy resist granted by this power by 10. |
Augmentation (3 PP): Choose another energy type. You gain resist against that energy equal to the resist you gain against the original energy type you chose. |
Augmentation (6 PP): Choose one of the energy types you gained resistance to via this power. You instead gain immunity to that energy type. |
Augmentation (10 PP): Choose one of the energy types you gained resistance to via this power. You instead gain energy absorb against that energy, equal to one-half the energy resist this power granted against that energy type. |
HAMMER
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Disciplines: Psychometabolism |
Level: Psi Dev |
Manifestation DC: 13 |
Manifestation Time: Standard action |
Range: Personal |
Target: You |
Duration: Concentration (swift) |
Saving Throw: None |
You modify your physiology to make your unarmed attacks significantly more dangerous. |
While you concentrate on this power, your unarmed attacks deal 1d6 damage, and deal lethal damage. You are considered armed, even if unarmed, while this power is active. |
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it. |
Augmentation (3 PP): Improve your unarmed damage by one step. |
MONITOR
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Disciplines: Psychometabolism |
Level: Psi Dev |
Manifestation DC: 13 |
Manifestation Time: Standard action |
Range: Touch |
Target: One living creature |
Duration: Instantaneous |
Saving Throw: Fort negates (harmless) |
Using your knowledge of biology, you can touch a creature and instantly know its status. |
You immediately know how many hit points the touched creature has, and its maximum hit points. |
Augmentation (1 PP): You also learn what the creature's physical ability scores are, and if they are suffering ability damage, ability drain, and/or ability disintegration. |
Augmentation (1 PP): You also learn if the creature is suffering from poison, disease, or radiation, and if so, what kind. |
Augmentation (2 PP): You also learn what physical status effects are affecting the creature, if any. |