Radionics
“I’ve got the cure for all that ails ya.”
Range: Melee
Hand Requirement: Versatile
| Subpower | Damage | Description |
|---|---|---|
| Diagnosis (affinity) | You gain a sixth sense attuned to biological anatomy. Your ability to Discern and Scrutinize extends to nearby biologicals within 100 feet, whether it be their health, afflictions, new or old injuries, etc. You can interchangeably use your psionic skill or Medicine for those abilities where necessary, and the SM may require such a check to tell specific details about a creature’s biology, detect infection vectors in an area, or some other use for this sixth sense, at the SM’s discretion. Your healing is more effective on creatures you have recently Scrutinized, or Discerned on the same turn as the heal. If rolling for healing, you may reroll the amount healed. If healing a flat amount, add your PCM to it. You can spend a lesser slot to heighten this sixth sense, allowing you to sense and track the locations of living creatures within this range for 30 minutes. At the SM’s discretion, you might also spend a lesser slot to track the trails of living creatures, automatically pass some check where this affinity came into play, or otherwise supercharge your psi sense to attempt something extraordinary with your affinity not covered in this writing. This affinity is used as a free action if an action cost is not given elsewhere. | |
| Lay On Hands (lesser) | 2Pd3+PCM | Major action: You heal an ally for the listed damage. |
| Lay On Hands (greater) | 2Pd3+PCM | Major action: You heal all allies within 30 feet for the listed damage. You also heal yourself, but for half the listed damage. |
| Lay On Hands (greater) | Major action: You use the lesser version of Lay On Hands thrice. For each usage, you can heal yourself instead of an ally, but for half the listed damage instead. | |
| Acupressure (at-will) | Reaction: On yourself or an ally, choose one status condition with a duration of two minutes or less. You reduce its duration by 3 rounds. If this eliminates the condition, they are then immune to it for 2 rounds. | |
| Acupressure (lesser) | Minor action: Remove all status conditions from a target. They are then immune to new status conditions for 1 minute. | |
| Acupressure (greater) | Major action: Poke an ally in their meridians. For the next 1 minute, they have Aegis (P), lose all negative conditions and are immune to them, and heal for P hit points at the start of each of their turns. | |
| Vitalistic Circle (at-will) | Channeled action: Have everyone hold hands in a circle, including yourself, then channel for 1 minute. This links everyone in the circle in a Sympathetic Bond for 1 hour; whenever anyone is psionically healed (or through Steps), you may split and distribute the healing as you see fit, as long as all parties involved agree to it. Additionally, the Lay On Hands subpower can be used on bonded allies regardless of distance. Only four creatures can be in this bond, including yourself, and they cannot count as part of this bond if they are more than 100 feet from you. | |
| Vitalistic Circle (at-will) | Reaction: As a reaction to healing being distributed, choose a Sympathetic Bondmate to heal for an additional P hit points. This bonus amount cannot be distributed. | |
| Vitalistic Circle (lesser) | Free action: Flood the circle with calcium. For 1 round, all Sympathetic Bondmates have Aegis (P). This effect does not stack. | |
| Vitalistic Circle (lesser) | Pd3+PCM | Major action: Flood the circle with selenium. Roll the listed damage; for the next 1 minute, whenever a Sympathetic Bondmate takes damage, you can redirect some or all of the damage to this amount. If there is any left at the end of the minute, it becomes healing to be divided among bondmates. |
| Megavitamins (at-will) | Major action: You expand your affinity into the field of edibles. For the next hour, your ability to Discern and Scrutinize extends to edible objects; you might tell the nutritional content, artificial ingredients, and any poisons in a meal. | |
| Megavitamins (at-will) | Major action: Embed a single-use vitamin injection into a willing creature, choosing a resistance of choice. Whenever the creature is hit by an attack that targets that resistance, the injection reflexively releases to grant them +4 to that resistance for that attack. The injection only lasts 1 hour, and only one can exist at a time. | |
| Megavitamins (at-will) | Major action: You administer a chemical cocktail to an ally. For the next 1 minute, whenever the ally Assails or is Assailed for, increase its magnitude by P. | |
| Megavitamins (lesser) | Pd4+PCM | Major action: You administer a questionable cocktail to yourself or an ally. For the next 1 minute, you can activate the cocktail as a reaction to the recipient landing a damaging attack. The damage is increased by the listed damage, and the attacker heals for half the listed damage. |
| Detoxify (at-will) | Major action: Firm up the target’s resolve. The next time the creature is hit by an attack that targets AC, they gain +4 to AC for that attack. The resolve only lasts 1 hour, and only one can exist at a time. | |
| Detoxify (lesser) | Major action: You create a shield for 1 minute, a 30 ft. radius sphere, centered on yourself. All creatures of your choice gain +4 to AC while within this sphere. You must expend a minor action in subsequent rounds to maintain this effect, or it ends. | |
| Detoxify (greater) | Major and minor action: You focus your mind for 1 minute, creating a 30 ft. radius sphere as a shield, centered on yourself. All creatures of your choice gain +4 to AC and Regen (P) within this sphere. And all creatures of your choice are Impaired and in difficult terrain while within this sphere. You must expend a minor action in subsequent rounds to maintain this shield, or the shield dissipates. Your focus does not, however. Major action: Reestablish the shield for the remaining duration of your focus; this does not cost a slot. | |
| Bloodletting (at-will) | Pd2 | Major action: Make a melee attack against a target’s Fortitude resistance. If you break resistance, the target is Ruptured (P, 2 rounds) and Setback (1). Rupture and Setback from Bloodletting stacks twice. |
| Bloodletting (lesser) | Minor action: After landing an attack, you also inflict DoT (P, 5 rounds) on the target. | |
| Bloodletting (lesser) | Minor action: No leeches were harmed in the doing of this. You remove all conditions with durations of 2 minutes or less; you must do this after landing an attack if done against an enemy. As a free action (without spending a slot) after landing an attack, you can reapply them with their durations reset. You can do this automatically to a willing target, if your allies are masochists. The conditions are lost if kept unused beyond their original durations. | |
| Notes: If a target is unwilling to receive healing from any Radionics subpower, you must make an attack roll against their Fortitude resistance. Any healing received from Radionics cannot critically hit, damage from Radionics can. If you break resistance, the subpower works as described. Additionally, the healing done by Radionics subpower counts as an landing an attack (but cannot benefit from anything that specifies an attack roll), and the healing done counts as damage, for the purposes of interaction with Pillars and Paths, etc. For example, damage dice size increases and Assail would both increase the healing done. |
