Force Psyker

"Sent forth from their monastery homeship, *Geduld*, Force Psykers quest to develop their powers while collecting tithes to send home. Rebellious initiates often fall in with crawlers, their ability to shape raw psychic energy making them valuable allies." - Home Page Character Blurb

*Looking for another Class?*

The **Force Psyker** is one of the classes of Crawlers available in *StarCrawlers*.

# Abilities

## Guardian

### Aegis Strike

50% weapon speed

Deals Energy damage

Requires XX Force Energy

psychic energy that deals 40% weapon damage
and strikes up to 3 enemies, gaining 5% damage
with each strike.

Force Energy regenerates by 5 each turn.
psychic energy that deals 45% weapon damage
and strikes up to 4 enemies, gaining 7% damage
with each strike.

Force Energy regenerates by 5 each turn.
psychic energy that deals 50% weapon damage
and strikes up to 5 enemies, gaining 10% damage
with each strike and removing 1 shield.

Damaged targets deal 10% less damage for 1 turn.

Force Energy regenerates by 5 each turn.

### Mirror Prism

50% weapon speed

Deals Energy damage

Requires XX Force Energy

damage to all foes and manifest a Mirror Prism.
The Prism enters combat at 130% the Time Unit
value of your weapon with 20% of your health.

The Prism absorbs all damage for 1 turn before
shattering. When the Prism shatters, it deals the
damage to you as Energy damage over 3 turns.
damage to all foes and manifest a Mirror Prism.
The Prism enters combat at 160% the Time Unit
value of your weapon with 25% of your health.

The Prism absorbs all damage for 1 turn before
shattering. When the Prism shatters, it deals the
damage to you as Energy damage over 4 turns
and deals 100% weapon damage to all enemies.
damage to all foes and manifest a Mirror Prism
with 30% elemental resistance. The Prism enters
combat at 200% the Time Unit value of your
weapon with 30% of your health.

The Prism absorbs all damage for 1 turn before
shattering. When the Prism shatters, it deals the
damage to you as Energy damage over 5 turns
and deals 100% weapon damage to all enemies.

### Spirit Armor

PASSIVE abilities are always active.

begins, all allies gain 5% elemental resistance.
begins, all allies gain 10% elemental resistance.

When you take elemental damage you gain 3%
resistance to that element for 1 turn.
begins, all allies gain 15% elemental resistance.
When you take elemental damage you gain 5%
resistance to that element for 1 turn.

When your health is below 20%, you heal 5% of your
max health each turn.

### Inner Peace

PASSIVE abilities are always active.

your health and generate 20 Force Energy.

Inner Peace can activate 1 time per combat.
your health, generate 25 Force Energy, and grant
your ally with the lowest health Regeneration,
healing at the start of their turn for 3% of their max
health.

Inner Peace can activate 2 times per combat.
of your health, generate 30 Force Energy, and
grant your ally with the lowest health Regeneration,
healing at the start of their turn for 5% of their max
health.

Inner Peace can activate 3 times per combat.

Once per combat, if struck by a killing blow, heal
20% of your health and gain 30 Force Energy.

### Condemn

100% Weapon speed

Deals Energy damage

Requires XX Force Energy

target deals 60% for 1 turn and 10% for 2 turns.

If the target gains a buff while Condemn is active,
the effect is purged and you gain 5 Force Energy.
target deals 70% for 1 turn and 15% for 3 turns.

If the target gains a buff while Condemn is active,
the effect is purged and you gain 10 Force Energy.

If a buff is purged by Condemn, all other enemies
are also purged of 1 buff effect.
damage and reduce damage the target deals 80%
for 1 turn and 20% for 4 turns.

If the target gains a buff while Condemn is active,
the effect is purged and you gain 15 Force Energy.

If a buff is purged by Condemn, all other enemies
are also purged of 1 buff effect.

### Purity Prism

50% weapon speed

Deals Energy damage

Requires XX Force Energy

The Prism enters combat at 130% the Time Unit cost
of your weapon with 20% of your max health.

The Prism absorbs 1 Stun or debuff effect on each
ally and will absorb debuffs until it shatters.
When created, the Prism deals 50% weapon
damage to all enemies.
The Prism enters combat at 160% the Time Unit cost
of your weapon with 25% of your max health.

The Prism absorbs 2 Stun or debuff effects on each
ally and will absorb debuffs until it shatters.
When created, the Prism deals 75% weapon
damage to all enemies.

When shattered, deal 150% weapon damage to all
foes.
The Prism enters combat at 200% the Time Unit cost
of your weapon with 30% of your max health.

The Prism absorbs 3 Stun or debuff effects on each
ally and will absorb debuffs until it shatters.
When created, the Prism deals 100% weapon
damage to all enemies and if it absorbs Burn,
Poison, Blind, Corrupt or Shock, the debuff is
applied to a random enemy

When shattered, deal 150% weapon damage to all
foes.

### Manifest Spirirt

25% weapon speed

Deals Energy damage

Requires 100 Force Energy to be generated

Once you have generated 100 Force Energy,
activate to manifest a Guardian Spirit with the
Threat of your highest ally. The spirit deals 100%
weapon damage each turn.

If an ally is struck by a killing blow, it is evaded and
the spirit takes 75% health damage.
Once you have generated 100 Force Energy,
activate to manifest a Guardian Spirit with the
Threat of your highest ally. The spirit deals 125%
weapon damage each turn.

If an ally is struck by a killing blow, it is evaded and
the spirit takes 50% health damage.

You gain 5 Force Energy when the Spirit attacks.
Once you have generated 100 Force Energy,
activate to manifest a Guardian Spirit with the
Threat of your highest ally. The spirit deals 150%
weapon damage each turn.

If an ally is struck by a killing blow, it is evaded and
the spirit takes 25% health damage.

You gain 10 Force Energy when the Spirit attacks.

If the Guardian Spirit saves an ally from death, all
allies are healed for 20% health.

## Sentinel

### Warding Blow

50% weapon speed

Deals Energy damage

Requires XX Force Energy

If Warding Blow critically hits, a Barrier is created on all other allies at 50% strength.

Barrier effects absorb incoming damage, persist until destroyed, and lose 30% strength each turn.

Force Energy regenerates by 5 each turn.

### Empathic Strike

100% weapon speed

Deals Energy damage

Requires XX Force Energy

Empathic Strike pierces any shields on the target.
Empathic Strike pierces any shields on the target and on a critical hit, the Force Energy cost is reduced by 5 for the rest of battle.

Empathic Strike stores damage between combats.

### Warden's Wrath

100% weapon speed

Deals Energy damage

Requires XX Force Energy

Expend 45 Force Energy to unleash Warden's Wrath, splitting the stored damage between all enemies.
Expend 40 Force Energy to unleash Warden's Wrath, splitting the stored damage between all enemies.
Critical hits Stun all targets for 50 Time Units.
Expend 35 Force Energy to unleash Warden's Wrath, splitting the stored damage between all enemies.
Critical hits Stun all targets for 100 Time Units and create a Barrier on each ally for 5% of your current health.

Damage resets at the end of combat.

### Inner Balance

PASSIVE abilities are always active.

At the start of your turn, each debuff adds a 10% chance to cleanse a random debuff.
At the start of your turn, each debuff adds a 00% chance to cleanse a random debuff.
Once per battle, if an ally takes damage that brings their health below 20%, they gain a Barrier with health equal to 10% of your maximum health.

### Spirit Link

PASSIVE abilities are always active.

If an ally takes damage that would kill them, they instead destroy your weakest Barrier and are healed for the health of the Barrier.

### Barrier Prison

50% weapon speed
Deals Energy damage
Requires XX Force Energy

When the duration expire or the target resists the Stun, the prison shatters.
When the duration expire or the target resists the Stun, the prison shatters.
When the duration expire or the target resists the Stun, the prison shatters and deals 200% weapon damage to all other enemies.

### Manifest Destiny

100% weapon speed

10 turn cooldown

The health of all Barriers you create is increased by 3% of your maximum health.
On use, generate 50 Force Energy immediately. This amount decreases by 10 for the remainder of your mission each time Manifest Destiny is activated.
The health of all Barriers you create is increased by 3% of your maximum health.

Activate to consume all charges and create a Barrier on each ally for 1% of your current health for each charge consumed.

## Berserker

### Force Hammer

50% weapon speed

Deals Weapon damage

Requires XX Force Energy

Force Hammer has a bonus +10% crit chance.
Force Hammer has a bonus +10% crit chance and crits permanently destroy 1 - 3 shields.
Force Hammer has a bonus +10% crit chance and crits permanently destroy 1 - 3 shields and Shocl the target, reducing Energy resistance 10% for 3 turns.

Force Energy regenerates by 5 each turn.

### Fists of Fury

100% weapon speed

Deals Energy damage

Strikes from Fists of Fury have a 30% chance to Shock the target, reducing Energy resistance for 3 turns.
Strikes from Fists of Fury have a 50% chance to Shock the target, reducing Energy resistance for 3 turns.
If Fists of Fury critically hits a target afflicted with Shock you deal 30% weapon damage to adjacent enemies.

### Mind Bullets

100% weapon speed

Deals Energy damage

Requires XX Force Energy

Mind Bullets has a bonus 15% chance to hit.
Mind Bullets has a bonus 25% chance to hit. If the primary target is afflicted with Shock, secondary targets damaged by deflecting bullets are also Shocked.
Mind Bullets has a bonus 30% chance to hit. If the primary target is afflicted with Shock, secondary targets damaged by deflecting bullets are also Shocked. Deals +50% bonus damage to Shocked targets.

### Inner Turmoil

PASSIVE abilities are always active.

While Inner Turmoil is active your critical hits deal 10% extra damage.
While Inner Turmoil is active you heal for 1% of your max health each turn and your critical hits deal 15% extra damage.
While Inner Turmoil is active you heal for 2% of your max health each turn and your critical hits deal 25% extra damage and generate 5 Force Energy.

### Shattering Blow

100% weapon speed

Deals Physical damage

Requires XX Force Energy

If the target is Vulnerable, boost the damage of Shattering Blow by 25% weapon damage.
If the target is Vulnerable, boost the damage of Shattering Blow by 35% weapon damage and Stun for 100% of the Time Unit value of your weapon.
If the target is Vulnerable, boost the damage of Shattering Blow by 50% weapon damage and Stun for 150% of the Time Unit value of your weapon.
Critical hits from Shattering Blow make the target Vulnerable, boosting damage taken 20% until the end of their turn.

Force Energy regenerates by 5 each turn.

### Spirirt Onslaught

PASSIVE abilities are always active.

All damage you deal is boosted 3%.
Every 3rd crit heals for 5% health and all damage you deal is boosted 5%.

### Manifest Rage

25% weapon speed

Deals Energy damage

Requires XX charges. Score crits for great justice!

Generate 35 Force Energy and boost your crit chance 30% for 1 turn when you Manifest Rage.
Generate 50 Force Energy and boost your crit chance 50% for 1 turn when you Manifest Rage and gain 25 Force Energy on explosion.
Targets crit by the explosion are made Vulnerable, boosting damage taken 25% for 1 turn.

The manifestation explodes when destroyed, splitting damage between all foes.