First, some background:
http://fallout.wikia.com/wiki/PsykerI know the board rules are to post as much detail as possible, but there seems to be an inverse relationship between the amount of work put into a post and how seriously its taken. I kinda want to be intentionally vague with this post too feel out other players opinions. Details like "replace gambling skill with-", "require taking a psyker trait", or "base it off of luck+intel+percep" seem like a waste of time if general consensus is against the whole concept. If you think its a dumb idea, please tell why.
Possible crafting:
psychic nullifier
psychic amplifier
tinfoil hat?
Adding some sort of psychic resistance rating to conventional helmets
possible abilities:
electrokinetic - some sort of medium range electric attack? "force lightning"?
photokinetic - generic energy weapon-esq pew-pew, sans weapon/ammo?
telekinetic - forced dropping weapons, some variant on throwing? Pick up items on the ground to your inventory from a distance?
pyrokinetic - flamer type attack? or some sort of explosive? Melee or unarmed attacks count as fire damage?
telepathic - listening in on characters from far away? instant radio? Enhanced perception for purposes of field of view? perhaps the ability to tame non-humanoid creatures?3/23/12 - More modest, detailed abilities:
A single psyker skill (perhaps accessible through the skilldex), that reduces the luck and perception of a single target by 5 total, randomly distributed between both Stats (could be -5L0P, -4L1P, ... , -0L5P). The duration of the skill would be dependent on skill point investiture (1second/3%pt ?), and the AP cost could be fixed, or preferably a reduction in the rate of AP refill during the duration of the skill's activation.
Direct consequences to target:
Luck + Perception reduced by 5 total, If target has Mental Block support perk; only 2 total
Increased risk of critical failures, weapon drops, falling
Decreased hit chance, critical chance
Reduced field of view
messages similar to
REVULSE.MSGDirect consequences to psyker:
reduce perception by # while activated (3 if psyker skill% under 100%, 2 if under 200%, 1 if >=200%)
reduce AP regeneration rate while active
wears off after (psyker skill%) / 3 seconds