Difference between revisions of "Rules:Trance"
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This tech costs 75 (56/94) tech days to learn. | This tech costs 75 (56/94) tech days to learn. | ||
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Revision as of 00:56, 28 August 2006
Common Technique: Trance
Power Type: Psi
Tech Type: Active Full
Bias Req: Poor
Mand. Charges: n/a
Tech Req: None
By entering a meditative trance, the psion can refocus their will and bring their psionic core of energy back into proper centre, refreshing themselves and extending their ability to fight.
T E C H N I C A L - S P E C I F I C A T I O N S
In order for this tech to work, the user must not have any lasting duress, such as lingering effects from spells, poisons, concentration, or environmental tension.
While active, this tech consumes one whole post at a time and replenishes 20% PsiPL of the user's psionic stamina, per slot invested, to a maximum of three slots (equating to 60% PsiPL per round). However, during such a post, the user may not move, attack, or defend him/herself, save by expending slots on Passive Defence.
Before being active, the user must prepare in the previous round to enter their trance. Though this takes up no action time from the user, it is a signal which can be read by the opponent. On the other hand, a user can come out of trance without further ado.
If the user's Passive Defence is struck with sufficient force to transfer kinetically to them (by default, 10% of their PsiPL), while this tech is active, the benefits for the current post are ruined, and the user must start again, once conditions are more optimal.
A user cannot replenish more than his/her normal maximum stamina in this way.
This technique and the physical technique Meditation may be used simultaneously.
This tech costs 75 (56/94) tech days to learn.