Phantom Genesis requires Phantom Shift, scanning 2 Weavers, and 4 Neuromods to create, and allows a person to use a minute to gain the Phantom Genesis 1 ability, during this time the person is considered Incapacitated.
Phantom Genesis 2 requires scanning 2 additional Weavers, Phantom Genesis 1, and 5 Neuromods to create, and allows a person to use a minute to gain the Phantom Genesis 2 ability, during this time the person is considered Incapacitated.
Phantom Genesis requires 50 psi points to use, and consumes a turn, and you may only have one Phantom at a time, they are allied to you until death, and you know if they are still alive.
Phantom Genesis 1 allows the user to pick a deceased human within 15 feet of it, and spends its turn creating a Phantom. Roll 1d20: 1 is a Poltergeist, 2-20 is Normal phantom This ability has a 1 minute cool-down. While this ability is being used, if the user takes any damage they must make a Constitution Saving throw, DC 1/2 the damage taken or 10, which ever is higher, or the ability is used and it fails.
Phantom Genesis 2 allows the user to pick a deceased human within 15 feet of it, and spends its turn creating a Phantom. Roll 1d20: 1 is a Poltergeist, 2-8 is a Normal phantom, 9-13 is Thermal phantom, 14-17 is Voltaic phantom, 18-20 is Etheric phantom. This ability has a 1 minute cool-down. While this ability is being used, if the user takes any damage they must make a Constitution Saving throw, DC 1/2 the damage taken or 10, which ever is higher, or the ability is used and it fails.
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