Difference between revisions of "Rules:Defensive Mind"
m (-in progress) |
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Each post so spent is complete -- user may not break out of this tech in the middle of a post. | Each post so spent is complete -- user may not break out of this tech in the middle of a post. | ||
− | This tech can only be used for a total of three posts per day, though not necessarily in the same session. | + | This tech can only be used for a total of three posts per day, though not necessarily in the same session. When using this technique, at least one slot must be dedicated to AD or PD. Even if utilizing Passive Defense in this slot, the user expends Natural Charge in stamina. |
This tech costs 30 (23/38) tech days. | This tech costs 30 (23/38) tech days. | ||
[[Category: Common Techniques|Defensive Mind]][[Category:Psionic Common Techniques|Defensive Mind]] | [[Category: Common Techniques|Defensive Mind]][[Category:Psionic Common Techniques|Defensive Mind]] |
Latest revision as of 13:28, 22 August 2014
Eligible Power Types: Psi |
Description
At a cost of offensive purpose, Defensive Mind turns a psion's powers down the path of defense, enabling to handle significantly more damage for a short period of time.
Logistics
While using this tech, user's Passive and Active Defenses take half damage from all sources, their autokinetic speed is doubled, and all sensory Detection rates are multiplied by 2. However, user may not move, attack, or perform any non-melee action.
Each post so spent is complete -- user may not break out of this tech in the middle of a post.
This tech can only be used for a total of three posts per day, though not necessarily in the same session. When using this technique, at least one slot must be dedicated to AD or PD. Even if utilizing Passive Defense in this slot, the user expends Natural Charge in stamina.
This tech costs 30 (23/38) tech days.