Psychoshock (Prey) Image
Prerequisite: The ability to use Psionics and the ability to use Neuromods from the "Psychoshock" subsection of the Telepathy skill tree
 

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.

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Psychoshock (Prey) Image

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