This discipline is a variation of biopsionics that focuses on
unleashing the biological possibilities inherent in living
tissue, shaping and influencing it into new forms. Most With a touch, the adept can disentangle the cellular bonds powers are at least mildly horrific in execution, often of a target’s surface tissues as a Main Action, causing skin involving cancerous tumors and hideous growths of flesh. to slough away and exposed tissues to ulcerate in sudden Legends say that this discipline has been developed by the self-rebellion. On a failed Mental saving throw, the target Terran Mandate during a series of failed experiments takes 1d10 damage per levels of Teratogenics and one aiming a the creation of immortal warriors. point of System Strain. On a success, they only take half damage and no System Strain. This power can only target a given subject once per scene. As a Main action, the psionic can transform into a horrifying mass of flesh and dangerous appendages by Committing Effort for the day. While transformed, they This technique relies on cellular-level alterations that do gain extra hit points, gain a base AC of 13 and their limbs not revert with time. Used in a controlled fashion on can be used to attack as a Light or Medium primitive melee themselves, or on a helpless or willing target they can weapon. Any damage is taken off these extra hit points touch, the psychic is capable of what amounts to cosmetic first, and hit points in excess of the maximum are lost surgery as a Main Action, altering the subject’s build, when the effect ends. During attacks with your teratic physical appearance, or even gender in any way desired. limbs, you always use your Strength attribute and can use The subject’s basic statistics, abilities and movement your Teratogenic skill to hit. Unfortunately, the horrifying modes do not change. Any alterations take 1d10+12 hours nature of this transformation adds one point of System to complete. Reversing these changes without the help of Strain, prevents the use of normal weaponry, and negates a psionic requires cosmetic surgery from a medical center the effect of any worn armor. The effect can be sustained of at least TL4. at will, up until the end of the scene. This technique cannot be safely used in overly restraining environments such as being buried alive or while wearing a vacc suit. Through mastery of their Teratic Form, the psychic now Level-0: The form gives 5 extra hit points. only needs to Commit Effort for the duration of the effect Level-1: The form gives 10 extra hit points. and gain a bonus of +1 damage to all melee attacks for the Level-2: The form gives 15 extra hit points and your limbs duration. If the technique is augmented by other can function as a Large primitive melee weapon. techniques that come with their own extra or increased Level-3: The form gives 20 extra hit points and its base AC cost, however, this extra cost must still be paid as normal. becomes 15. Level-4: The form gives 20 extra hit points, increases your This four-hour process requires the sacrifice of a sentient strength modifier by +1, up to +3, and its base AC being and that the adept Commits Effort for the day. Upon becomes 17. completion of the elaborate and excruciating procedure, large portions of the victim’s body mass tear away and As a Main action, the psychic can Commit Effort for the transform in a gigantic psychically-active tumor with a scene to induce a brief neural discharge in a subject they livid human mouth. The adept then must make a Mental can see with unaided vision, temporarily goading sinews saving throw; on a success, they have controlled the cancer and nerves into action. On a failed Mental saving throw, and can compel it to answer a single question about the the target performs one action that requires no fine present or future. Answers given are never more than five coordination and no more than one second to complete. words in length and can apply only to the present or The motion is too uncontrolled to make an effective probable future. The tumor and its host invariably die four attack, but can usually jerk a subject into two meters of or five minutes after the power is used. Psychics make the movement, compel them to drop or throw a hand-held best hosts- if such a person is sacrificed, the adept may roll item, or perform other crude motions. Once a subject has twice for their Mental Effect saving throw and use the been successfully influenced by a tic, they become immune better roll. A psychic may not inquire about the same to this ability until the end of the scene. general topic more than once per week. The psychic can knot a target in sight into debilitating At the pinnacle of this discipline the psychic obtains poses by forcing violent muscular contractions. This Main perfect control over the shapes of the living around them. Action requires that the psychic Commits Effort for the When this power is directed at a living touched target by day. On a failed Mental saving throw, the subject Committing Effort for the day as a Main Action, the immediately curls into a knotted shape and becomes psychic rolls 4d8, with the target allowed a Mental saving incapable of launching effective attacks or taking physical throw to halve the roll. If the resulting total is equal to or actions. They can still twitch and roll so as to retain their greater than the subject’s current hit points, it is instantly normal armor class, but they cannot move from their transformed into any living creature of the same position. This debility lasts for 1d4+1 rounds. Whether or approximate mass. The psychic has total control over this not it’s successful, this power can be used on a given target being’s appearance, shape, and traits, though no mental only once per scene. control is imparted and the subject’s mind is not altered. The GM has the final call as to whether a given shape’s abilities are appropriate. This ability cannot be reversed by The adept expresses dominance over inferior, transient life conventional science, though the psychic can always by the most primal means possible- devouring them. They change a subject back if desired. This ability can be used on may trigger this power as an Instant Action at no effort the psychic themselves, if their natural resilience is first cost whenever they are within melee range of a sentient depleted sufficiently. target that has been brought to zero hit points within the last round. They violently draw forth the brain of the mortally-wounded subject and absorbs the tissue, The ultimate proof of teratogenic skill is the creation of a regaining 1d6 lost hit points per hit die of the victim at the self-sustaining abomination of cancerous mass, with cost of 1 System Strain. If the victim is psychic, this numerous limbs, fangs and claws. By Committing Effort technique does not cost any System Strain and recover 2 for the day, the psychic can implant a special, hidden tumor points of it instead. The psychic can consume only one in a helpless or willing sentient being. The tumor can only target per round. be detected and treated by TL4 medical gear and needs 12 hours to reach critical mass. The psychic can trigger any fully grown tumor within visual range as a Main Action, A psychic who obtains this level of mastery has altered causing a chain reaction that instantly kills the victims. their cellular composition to have more in common with Each victim’s dead body then begins a new life as a teratic the immortality of a cancer tumor than conventional abomination that aggressively seeks to grow by consuming human flesh. Such adepts will no longer physically age, the flesh of nearby sentient beings. The abomination does though they remain subject to other perils and needs of the not obey its creator but instinctively ignores its presence flesh. They also increase their maximum System Strain by unless provoked directly. This shifting creation starts at 3 2 points. By activating this power as an Instant Action and hit dice. Each time it kills a sentient being, it consumes it, Committing Effort for the scene, the adept can also gaining 1 hit dice, up 12 total hit dice, at which point every immediately purge themselves of any disease, poison or kill heals the abomination for 1d8 hit points instead. radiation. A close medical examination will reveal the Additionally, it has an AC of 14 and a movement speed of unnatural state of the psychic. 15m, and can attack a number of times per round equal to a third of it’s total hit dice, rounded down. Each attack has a to-hit bonus equal to the abomination’s hit dice and deals By Committing Effort for the scene as a Main Action, the 1d10 damage with a Shock quality of 3 against AC 15 or adept’s body erupts in countless pseudopods of flesh and less. Psychics make the best host for these tumors, giving a fanged tumors. This effect lasts until the end of the scene bonus of 3 starting and maximum hit dice to the creation. or until the psychic wills it to stop. At the end of each of their turn, every targeted enemy within melee range takes 1d6 damage from these tendrils, with an Evasion saving throw for no damage. The tendrils also grant a +1 AC bonus to the adept and add 1 System Strain. This ability cannot be used while wearing environment-sealed armor.