CP2020: Unfinished Business
Psychometabolism is the art of controlling the body by the force of the psychic mind. Psychometabolists can heal their own injuries ( Easy to Very Difficult ), enhance their physical attributes ( Average ), change their appearance ( Difficult ), purge toxins, poisons and other hazards from their bodies ( Difficult) and even reshape their bodies into new, non-human forms ( Very Difficult ).
|Test||1d10 + PSI + Psychometabolism|
|Enhanced Healing||The character heals more quickly than others, regaining 1 additional from any healing effects other than Psychometabolism|
|Ability||Difficulty||PEP Cost||Minimum Rank Required|
|Mind Over Body||15||5||2|
These powers are quantified below:
Regenerate: This is the Psychic ability of healing injuries to the body. The base Difficulty for this ability is 10, which increases by 5 for every Wound State above Light. Using this power requires the Psyker to concentrate for 1 Round (taking no other actions) before making a Psychometabolism Test. The Difficulty of the Test is determined by the Psyker’s current Wound State. If the test succeeds, the Psyker heals a number of points of damage equal to his Psychometabolism Rank, paying 3 PEP per wound healed. Note that this power only restores damage, it cannot restore lost limbs or organs.
Staunch: This power allows the Psychometabolist to control the flow of blood around his body, permitting him to stop blood loss due to injury. This ability requires 1 Round of concentration, after which the Psyker makes a Psychometabolism test. If the test succeeds, the Psyker is no longer affected by blood loss. This costs 1 PEP.
Mind Over Body: By means of this power, the Psychometabolist can fuel his body’s physical abilities with psychic energy, pushing himself to feats far beyond the norm. Each use of this power requires 1 Round to activate, and will go into effect on the Psyker’s next action. The Psyker chooses one of the following Attributes to affect with this power when the Psychometabolism test is made: ATTR, BOD, MA, or REF. If the test is successful, he may add a number of points equal to his Psychometabolism Rank to the selected stat, paying 5 PEP to do so. These effects last for 5 Rounds, or until the Psychometabolist dismisses them. Stats boosted in this manner will affect the character’s profile (Initiative, BTM, Melee Mod, relevant Skills, Carry Limits, Movement Speed, etc) as if they were his natural attributes. Note that this power cannot effect limbs or organs that have been replaced by cybernetic systems. A Psychometabolist cannot, for example, boost the Melee Damage mod of a cyberarm, although he would gain any other benefits from boosting his BOD stat.
Alter Appearance: By means of this power, the Psychometabolist can change his physical appearance. The Psychometabolist decides what features he is going to change and makes a Psychometabolism Test against a Difficulty of 20. If it succeeds, his appearance will change over the course of 3 Turns (about 30 seconds in total) to the desired form. This power permits the following changes for the listed PEP costs. Regardless of the nature of the changes, these are not considered illusions nor are they an artificial disguise, and will pass any sort of inspection to determine if they are real. If the Psyker changes his ethnic group or gender, even genetic testing cannot detect the obfuscation. Note that changing to another ethnic group does not grant the Languages or Cultural Knowledge of that group, it is simply a change in appearance.
|Hair/Eye color, hair length, voice pattern, other cosmetic changes||5 for all|
|+/- Height by up to 50%||5 for each 25% change|
|+/- Weight by up to 100%||5 for each 25% change|
|Change Ethnic Group||5|
Attempting to change one’s voice to match a known individual increases the Difficulty of the test to Very Difficult.
Purify Body: By means of this power, the Psyker can purge his body of poisons, toxins, diseases, radiological contaminants, drugs and alcohol. This requires 3 Rounds of concentration, after which the Psyker makes a Psychometabolism Test. If it succeeds, all such hazards are purged from his body (typically through sweat).
Regenerate: This power allows the Psychometabolist to heal crippled or missing limbs through sheer force of will. Each such injury to be healed requires 1 minute of concentration (not an easy task when your arm’s been blown off), after which the Psyker makes a Psychometabolism Test. If it succeeds, one missing or crippled limb or organ will regrow over the next 3 Turns. Note that this power will not affect limbs or organs that have been replaced by cyberware or bioware equivalents.
Some Psykers have made themselves extremely wealthy by selling their own regenerated organs. Doing this is relatively simple, provided one has access to a competent Med-Tech, necessary facilities, and sufficient skill in this power. However, as is the case with Capitalism, doing this too much will cause the market to crash (over-supply of a limited demand). It’s also a good way for organizations such as SCP to catch wind of your activities… and you do not want to fall into the hands of SCP.
Reshape Body: This allows the Psyker to reshape his body into ways not normally found in nature. He can turn his arms into tentacles, grow razor-sharp claws, wings, a tail, give himself ears like a bat, turn himself into a quadruped (to run faster), and similar changes, limited only by his imagination. Each such change requires 1 minute of concentration, after which the Psyker makes a Psychometabolism Test. If the test succeeds, his body reshapes itself over the next 5 rounds into the desired shape. Each such transformation deals 1d6 points of damage to the Psyker. Once complete, the change will last a number of minutes equal to the Psyker’s ranks in Psychometabolism.
This power is mainly used to duplicate the effects of certain cyberware functions, such as low-light vision, wolvers, rippers, hidden storage compartments and similar functions. For other alterations, the GM is the final arbitrator of its effects.