Psychoshock 1 requires 1 Telepath scan and 2 Neuromods, and allows a person to use a minute to gain the Psychoshock 1 ability, during this time the person is considered Incapacitated. Psychoshock 2 requires Psychoshock 1, 2 additional Telepath scans, and 3 Neuromods, and allows a person to use a minute to gain the Psychoshock 2 ability, during this time the person is considered Incapacitated. Psychoshock 3 requires Psychoshock 2, 2 Telepath additional scans and 5 Neuromods, and allows a person to use a minute to gain the Psychoshock 3 ability, during this time the person is considered Incapacitated.
If this is the person's very first typhon Neuromod, they are Incapacitated for ten minutes.
Psychoshock has a range of 15 ft, costs 20 psi points and uses a bonus action. It has a cooldown of 5 turns.
Psychoshock 1 requires the target make a wisdom saving throw DC 10 or take 3d6+3 psychic damage, or half that on a save. No matter the save, the targets psychic abilities are unusable for 2 turns.
Psychoshock 2 requires the target make a wisdom saving throw DC 14 or take 5d6+3 psychic damage, or half that on a save. No matter the save, the targets psychic abilities are unusable for 3 turns.
Psychoshock 3 requires the target make a wisdom saving throw DC 18 or take 5d8+3 psychic damage, or half that on a save. No matter the save, the targets psychic abilities are unusable for 4 turns.
Previous Versions
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4/25/2019 3:01:19 AM
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310
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2
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4
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Coming Soon
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