Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Very short 4 range , causes many low damage bruises. This in effect has high chance to down with pain instead of kill. Doesn't stun the target.
Psychic kick
Range Touch. Single high danage bruise hit. This in effect has high chance to destroy body parts and kill if unlucky. Can stun the target like other bruise weapons.
If possible to inoelemrn also causes the target to f+be knocked back a few tiles.
Causes high psychic heat and medium amount of psyfocus.
If a pawn with reviving touch dies and its brain is intact and only if it has enough psifocus it will revive after a while.
The skill used would be something around 10-14. It can work on hostile animals.
Word of Vigor(2): Replenishes some of the target's rest need. Like other Words, costs a large amount of psyfocus.
Word of Sleep (4): Causes the target to fall unconscious for a few hours. Like other Words, costs a large amount of psyfocus. Good for nonlethal capture of enemies or stopping allied pawns on dangerous mental breaks.
Word of Hate (3): Causes the target to develop a deep and lasting animosity for another person. Can be used on self. Like other Words, costs a large amount of psyfocus.
Word of Release(1): Instantly triggers a mental break in the target. Like other Words, costs a large amount of psyfocus. Good for stopping pawns from spiraling downwards and having a more severe break.
Cleanse(2): Reduces the severity of an infection on the target pawn. If there are multiple infections, targets the most severe.
Immunoboost(3): Boosts blood filtration in the target for a few hours, increasing the rate of immunity gain against both infections and diseases.
Overdrive(5): Grants the target large boosts to manipulation, movement speed, and consciousness for a short time, after which they fall into a coma for several days.
Mass Burden(3): Applies the effect of Burden to all creatures in a small area.
Mass Stun(3): Applies the effect of Stun to all creatures in a small area.
Mass Painblock(3): Applies the effect of Painblock to all creatures in a small area.
Banish(6): Teleport the target to a random, faraway location (outside of the current map).
Overload(1): Stun and lightly damage the target mechanoid. The stun lasts somewhat longer than that of the Stun psycast.
Degrade(4): Rapidly reduce the durability of everything worn or carried by the target.
Pact of Spite(6): Instantly deal a huge amount of damage to everything in a large cone in front of the caster. Afterwards, the caster dies, and their body disintegrates.
Pact of Mercy(6): Instantly fully heal every allied pawn on the map, ending mental breaks and granting a temporary buff to all physical attributes. Afterwards, the caster dies, and their body disintegrates.
They are not in any particular order, and I don't know what level they would be. Also don't have any particular names for them.
Heart attack - Triggers a heart attack in the target. This isn't as powerful as it sounds, heart attacks don't down a pawn for a while, and can go away on their own. It slows them down though, and will reduce their ability to fight, and might eventually kill them if not treated.
Flame blast - you already have a psycast that starts a fire, this one is just a bit bigger and affects a larger area. In the debug actions menu there is a targeted action called "Explosion (flame)" which is a good example of the size of the explosion I'm talking about.
Lightning strike - Causes a single bolt of lightning to strike a location or pawn. Flavored as using psychic energy to cause an energy differential between the atmosphere and a specified point on the ground, and to provide a path for the discharge. Also less powerful than it sounds, almost never kills a target in one or even two strikes. There is also a lightning strike debug action you can check out.
EMP - Basically the same as the emp mortar explosion or the one from the EMP mine. To be used against mechanoids and automated enemy defenses. Would be nice if this has long range so it can actually be used without getting shot in the process.
Not direct-damage oriented, but a mass skip would be nice. Skips target pawn and any other pawn within a small radius (2-3) of them to the target point. Make it more expensive than normal skip, but not too much. That way, if you are only skipping 1-2 people, it's better to use normal skip, but any more than that, it's better to use mass skip.
Others have mentioned duplicating the psychic lance effects, which would be fine as well.
Oh, a disarm psycast would also be a good combat-oriented one.
tidal wave- creates moving water in a 5x5 pushing away from your pawn. drains focus slowly
portal cast. you know what to do with portals. the link needs to be made within 5 seconds of the first cast, lasts half hour
summon pet- slowly drains focus but mostly in combat. can be animal links or just walking persona weapons. each recast might change the pet's traits. has a melee skill that drains slowly but learns.
psy shield- would be like an over shield that has to be recast if broken. kinda like in halo. could be based on what power source you have equipped to balanced the hp of the shield. like a plasteel psy shield generator would be 20 extra hp.
snare- tentacles come from the ground and root the pawn or can throw them at other pawns. can aoe stun like a bowling ball for a few seconds
Pain - Causes a moderate amount of pain (~30%) in the target for a relatively short duration (~30m - 1h). Balanced by a relatively high heat cost (~50-60) and a relatively short range (either touch, or maybe up to ~10ish cells). Useful for downing a pawn rather than killing it, for capture purposes or as a response to a prison break. Would not stack, so it wouldn't be sufficient on its own to down a pawn (except wimps).
Also, +1 to this. Annoying to deal with bullet shields, since you have to have a pawn swap in EMP grenades, and then get in range to use them. Be nice to have a relatively high-heat high-level ability that just acts identically to an EMP grenade/mortar going off at the target location, including disabling any shieldbelts and bullet shields in the area. Something like 40-50 heat, on level with quasi-tactical abilities like Wall Raise, Berserk, Invisibility, and Manhunter Pulse. Probably a level 4 or 5 ability. Range should be in the ballpark of 20-25 tiles.
Greater Waterskip -- a larger version of Waterskip.
Superb Waterskip -- an even larger version of Waterskip.
Quench -- extinguish all fires on the map (and maybe disassembler swarms, if you have Save Our Ship installed), probably with a modest negative after effect to the caster.
Sounding/Divining -- cast into an area of rock to reveal nearby ore veins.
There could be higher level casts that find deep drill pockets of ore.
Insecticide -- poison insect pawns within the target zone.
So I just patched the radius on it from 1.9 to 4.9. Now it's actually worth the 25 neural heat.
So, another option that isn't quite as immediate, and has its own downsides, but has a similar end result, would be an effect similar to Rainmaker (frost mage spell) in Rimworld of Magic. Basically, you cast it, and if it isn't raining, it starts raining (causing any of the weather types that include rain, including, potentially a wet thunderstorm). Not an instant change, takes a solid 20-30 seconds for the transition to occur. And rain itself has its own downsides, since it penalizes firing accuracy, and degrades anything exposed to the elements much faster. But it also puts out fires. Could be a bit more balanced version, imo, without requiring a neuroquake or reviving touch caster penalty afterwards.
Rainmaker also has a secondary use, wherein if it is already raining, it makes it stop raining, but I don't think that's really needed, tbh.
I like these, especially the latter that affects deep drilling. High psyfocus cost (like 70-90%), so you definitely cannot spam it, but still quite effective. Worth noting that this would not be a targeted effect, as deep drilling spots aren't "discovered", they're generated by the scanner (infinitely, in fact).
Normally, that scanner discovers one pocket on average every 3 days, with a guaranteed find of every 6 days. Most colonists will be able to have between 70% and 90% focus per day from meditation, but that's per 24 hours (which few colonists could manage, obviously), so in practice a pawn that does nothing but meditate all day will get around 46-60% psyfocus per day. So having it cost 90% psyfocus effectively means a day in a half of meditation, around twice as quick as the scanner, but with the additional penalty of the pawn getting bored of the meditation recreation type, and not being able to cast higher-level psycasts, or really any other utility casts, while they recharge.
Could also make a version that acts similar to the long-range scanner, detecting a pocket of (random) ore on the world map, for a similar psyfocus cost.
Stunwave: Stuns everyone within a short radius of the caster, excluding the caster but including allies.
Sequester: Create a feedback loop in the target's mind, preventing them from moving or attacking. If they take damage or have a psycast used on them the effect will end prematurely.
Panic: Evoke contagious terror and dread in the minds of your enemies. The target will begin fleeing in panic, and all enemies within 5 tiles will be affected by this psycast as well. Since the caster must visualize every thought and image they send, they suffer -20 mood for 5 days after casting.
Second Wind: Help a willing target draw on hidden reserves of energy. The effects of tiredness, hunger, and illness will be suppressed for them, and pain will be dulled. After 12 hours, they will fall into a 2-day psychic coma.
Word of Repression: Help a willing target to temporarily repress their emotions. For 24 hours they cannot have mental breaks of any kind, but when this time is up they are guaranteed to have a major or minor break.
Charisma: Create a self-sustaining passive field around a willing target which predisposes others to like them. For the duration they gain a boost to trade negotiation, ritual success chance, prisoner resistance reduction, etc, as well as a small social buff to everyone.
Word of Desire: Use self-propagating neural patterns to alter a person's romantic desires, adding or removing any of the following traits from a target: Asexual, Bisexual, Gay. The process is highly unpleasant, causing -20 mood for 24 hours and -12 mood for the following week.
Pierce Heart for instant heart attack on target was suggested hundred times ago, it would be neither OP nor useless, as it has some random outcomes which cant be predicted, also dying of it takes a time.
True Sight - instead of being a passive bonus to every param, as similar mod does, I suggest an ability to significantly (bionic/archotech level) raise one's sight for some time, but only to vision-impared.
(Different)Psychic Lance - instead of copying vanilla artifact effect, create a stacking hediff, some kind of "psychic damage" to brain, which reduces conciousness and inflicts pain, also killing a victim at 100%, slowly dropping on its own with time. The psychic damage must depend on caster psychic sensitivity and link level, so level 6 300% psycaster would be able to one cast kill most enemies.
Psychic Claws - gives a target a psychic claws, which do not do any physical damage on hit, but instead apply psychic damage hediff, identical to those of Psychic Lance.
Choke Hold - reduce breathing of target by, say 60-70% so that it wont deal a great damage to a healthy pawn, but will instantly kill one with severed lung or asthma.
Slumber Shot - a psycast with a small (5-10%) chance to put a target to prolonged (several hours) coma, no other effect.