Conflagrator |
Burn your way through the enemy. |
Name |
Cost (Focus/Heat/lvl) |
Description |
Flameball |
2%/6/1 |
Generate a small fragile pod of magma as the caster lobs the projectile away. Upon impact, the liquid bursts forth in a small radius. |
Self Explosion |
2%/20/2 |
Create a devastating explosion around the caster, damaging and setting on fire everyone in the close area. Psycaster is not affected. |
Explosion |
2%/30/3 |
Create a devastating explosion at target location, damaging and setting on fire everyone in the area. |
Fire Shield |
2%/25/3 |
Create a temporary flaming shield around the target, making them immune from heat and fire damage, whilst also setting any melee attackers on fire. |
Breathe Flame |
2%/20/3 |
Jets of blazing, unrefined chemfuel streak forth from the caster, setting everything on fire. |
Eye Blast |
5%/25/4 |
Generates two micro, unidirectional skipgates in front of the casters eyes which link to a nearby white dwarf. The blinding energy shoots forth and sets a small area ablaze. |
Extinguish Flames |
0%/25/4 |
Generates skipgates linked to passing neaby ships that "misplaces" the firefoam contained in the ships fire suppressions system. As there is a lot to "borrow", the radius is quite impressive. |
Meteor Shower |
59%/50/4 |
Introduces gravitationnal distortions in orbiting meteoroids and space debris to strike a location of the casters choosing. The stronger the psycaster, the more meteors are summoned. |
Fire Beam |
50%/50/5 |
Summon a brief beam of concentrated energy so powerful that only the most advanced weapons systems can hope to compare. |
Fire Tornado |
2%/25 |
Create a fire tornado at a specific location. The mess of reactions ocurring creates flammable byproducts in its wake while also leaving its trajectory completely unpredictable. |
Empath |
Brighten up the life of those around you by increasing their mood and manipulating their emotions. |
Name |
Cost (Focus/Heat/lvl) |
Description |
Word of Joy |
40%/0/1 |
Provide a pawn with the Joybuzz effect, making them happier but affecting their consciousness. |
Word of Serenity |
30%/0/2 |
Send a pawn on a mental break into a 6 hour psychic coma, instantly ending the mental break. |
Word of Love |
40%/0/2 |
Greatly increases the relations between two pawns, increasing the odds of romantic episodes. |
Word of inspiration |
80%/0/2 |
Speak words encouraging creativity while psychically hypercharging the targets mind with new ideas. The target will experience a random inspiration appropriate to them. |
Male Psychic Soothe |
80%/0/3 |
Sends out a signal to a distant engine of happiness to begin projecting a positive psychic drone, while also manipulating an orbital amplifier that only affects males. |
Female Psychic Soothe |
80%/0/3 |
Sends out a signal to a distant engine of happiness to begin projecting a positive psychic drone, while also manipulating an orbital amplifier that only affects females. |
Bliss |
60%/0/4 |
Induces a sense of serenity in the target that reaches maximum magnitude near the effects end. As the calming feeling becomes more pronounced, they will find it harder to concentrate. |
Energy Dump |
40%/0/4 |
Purges the build up of fatigue in a nearby target and leaves them completely refreshed, in exchange the caster is left completely exhausted and neading a good nap. |
Mind Wipe |
80%/0/4 |
Induce a harmless, instantaneous retrograde amnesia in the target, purging all memories, social bonds and skills acquired outside of their backstory. |
Reunion Farskip |
90%/0/5 |
Tap into a target's bloodline to skip all living family members to their proximity - knocked out through psychic shock. However, it does nothing to change their relationships and is considered rude. |
Skipmaster |
Create portals and teleport objects and enemies anytime you so desire. |
Name |
Cost (Focus/Heat/lvl) |
Description |
Solar Pinhole |
8%/0/1 |
Generate a microscopic skipgate linked to the core of a neaby star for a few days. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes.. |
Chunkskip |
4%/14/2 |
Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations. |
Water Skip |
1.5%/25/2 |
Douse a target in water, extinguishiong fires. The water is archgtechnologically skipped from distant bodies of water or underground aquifers. |
Chaos Skip |
2%/18/3 |
Teleport the target to a random position near where he started. Stuns the target for a second and is considered a hostile action. |
Skip |
2%/25/2 |
Teleport the target to a desired position not too far from his starting point. This is considered a hostile action. |
Wall Raise |
2%/35/4 |
Form a temporary wall by skipping rubble and soil up from deep under the ground. Decent range and useful in blocking line of sight and movement for a few hours. |
Smokepop |
2%/30/4 |
Skip dust particles up from under the ground surgace to form a thick cloud. This reduces the aqccuracy of any shot fired through it and prevents turrets from locking on entirely. |
Mass Chaos Skip |
3%/49/4 |
Skip everyone near a target point to a random location nearby. Considered a nuisance as it can put allies in danger. |
Skipdoor |
80%/0/5 |
Create a skip door, a permanent portal the enables colonists to travel between portals ina skip network freely. Each skipdoor permanently locks a portion of neural heal of the creator. |
Farskip |
70%/0/5 |
Skip the caster, along with anyone standing near them, to a willing ally at a distant location .This can send people far across the planet, and the skipped people will always appear near a random ally. |
Protector |
Protect and heal your flock from the dangers of the physcial world. |
Name |
Cost (Focus/Heat/lvl) |
Description |
Painblock |
2%/8/1 |
Severely limit pain pathways in the target's brain for a couple of minutes. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. |
Word of Healing |
30%/0/1 |
Psychically stimulates a persons regenerative capabilities into overdrive, effectively tripling their natural healing factor for a few days. |
Stabilize |
20%/0/2 |
Temporarily puts the target's cardiovascular system in stasis, which prevents them from bleeding out for two minutes. |
Word of Immunity |
20%/0/2 |
Psychically stimulates a persons immune system into overdrive, effectively tripling their immunity gain speed for a few days. |
Overshield |
5%/20/3 |
Generate a spherical skipgate on a target that stops any incoming projectiles. People and items are not affected. |
Focus |
3%/15/3 |
Psychically focus the targets mind for a few minutes, boosting their sight, hearing and moving capabilities. |
Skipshield |
4%/65/4 |
Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. |
Invisibility |
3%/45/4 |
Pshycically manipulates the visual centers of everyone nearby rendering them unable to perceive a particular individial for a short time. |
Mind Wipe |
80%/0/4 |
Induce a harmless, instantaneous retrograde amnesia in the target, purging all memories, social bonds and skills acquired outside of their backstory. |
Reunion Farskip |
90%/0/5 |
Tap into a target's bloodline to skip all living family members to their proximity - knocked out through psychic shock. However, it does nothing to change their relationships and is considered rude. |
Warlord |
Improve your combat capabilities to eliminate threats quicker. |
Name |
Cost (Focus/Heat/lvl) |
Description |
Speedboost |
2%/8/1 |
Psychically augments the muscle fibers, ligaments and joints in the casters legs, tripling their movement speed for roughly two minutes depending on their psychic sensitivity. |
Blade Focus |
4%/10/2 |
Psychically auments the muscle fibers, ligaments and joints in the casters arms, doubling their melee attack speed for roughly two minutes depending on their psychic sensitivity. |
Firing Focus |
4%/10/2 |
Psychically augments the hands, eyes and reaction speed of the caster, reducing their ranged attqack cooldown by 80% for roughly two minutes depending on their psychic sensitivity. |
Power Leap |
2%/8/2 |
Drastically augments the hands, casters legs, feet and spine to be able to leap great distances and land without injury, the distance improving with the users psychic sensitivity. |
Adrenaline Rush |
4%/10/3 |
Psychically induces a surge of adrenaline in the caster, blocking all pain and augmenting their sight, hearing and movement. Lasts roughly thirty seconds depending on the users psychic sensitivity. |
Controlled Frenzy |
5%/50/4 |
Psychically augments the casters prowess and killing urges doubling their damage output with all weapongs. Each kill reduces the casters heat by 10 and resets the duration of the frenzy. |
Guided Shot |
5%/50/4 |
Projects a psychic aura for 8 seconds that allows the caster to alter the path of any bullet they fire, effectively doubling their weapon range and guaranteeing hits for the duration. |
Beckon |
1%/20/4 |
Psychically command the target to approach the caster. |
Killskip |
6%/35/5 |
Teleports to the target and executes a melee strike, weakened or aufmented by the casters melee skill. If the target is killed, teleports to the next closest enemy at no cost and attacks again, until there is..? |
Mass Beckon |
3%/30/5 |
Psychically command the targets withing an area to approach the caster. |