Psionic

**Psionics** are a *damage* type class, and are a combat class that has an aptitude for psychic sensitivity and must have above-normal sensitivity to become a psionic; however, psionics gain an additional reserve of energy and can combine physical attacks with psionic energy for tremendous results. The regeneration rate of psionic energy is based on psychic sensitivity - reducing sensitivity to 0 will prevent psionic energy from regenerating.

## Default Skills

* Psionic Augmentation - Psionic power is a physical manifestation of mental energy in the form of kinetic or potential energy. A Psionic is able to utilize this power most efficiently by directing it throughout their body to reinforce physical action. A well trained Psionic is able to achieve incredible physical feats using a blend of psionic and physical strength. Psionic augmentation becomes second nature and occurs naturally both in and out of combat.
	+ Base Stamina Cost: 0, Adjusted Stamina Cost: 0
		- Augment Manipulation - While undrafted and above 95 psionic energy, to perform a job that uses the bill system, or cleaning, working with plants, deconstructing, building a golem, repairing, mining, smoothing something: grants +80%/100%/125%/150% Manipulation (depending on upgrade level).
		- Augment Movement - While undrafted and above 95 psionic energy, to go to a job between 20 and 300 tiles, grants +100% Moving, +25% per upgrade level. During is slightly increased by the efficiency upgrade. Costs 10 psionic energy.
			* While drafted and above 20 psionic energy, if not carrying a ranged weapon and melee attacking a pawn between 4 and (11 + upgrade level) tiles: dash at the target. This costs 3 stamina and 3 psionic energy.
		- Augment Mind - Must be leveled at least once to use. While drafted, targets an enemy within (20 + upgrade level) tiles and deals damage, ignoring line of sight.
			* The delay between psionic attacks cannot be below 2 seconds or above 15 seconds. The weapon mass affects it: the lighter the weapon, the better. Ranged weapons are treated more favorably. Being unarmed is even better.
			* The energy cost cannot be below 2 energy or above 12 energy. The same factors affect it.
			* TL;DR: lighter weapons are better for psionics who use their mind augment.
* Psionic Barrier - The Psionic forms a psychic barrier that repels kinetic energy in a small area around the user. Using this ability requires constant concentration in order to maintain the barrier and the Psionic will be unable to perform any other action while this is active.
	+ Core Upgrade - Increasing the Spell increases several key attributes.
		- Level 0 - You are able to create a barrier around you.
		- Level 1 - You are able to create a barrier around you or place it at a designated location.
	+ Energy Symbiosis - Projectiles deflected by the barrier have a chance to drain stamina instead of psionic energy. Each level improves this chance by 15%.
		- Level 0 - 0%
		- Level 1 - 15%
		- Level 2 - 30%
		- Level 3 - 45%
	+ Energy Conservation - Reduces the amount of psionic energy drained when deflecting a projectile by 10% per skill point.
	+ Barrier Size - Increases the radius of the barrier by half a cell per skill point.
		- Level 0 - Radius 2
		- Level 1 - Radius 2.5
		- Level 2 - Radius 3
		- Level 3 - Radius 3.5
* Psionic Blast - Harnessing raw psionic energy, the psionic projects a small wave of psionic power that detonates on impact.
	+ Base Stamina Cost: 15, Adjusted Stamina Cost 15, Initial Psionic Energy Cost: 20, Subsequent Blast Energy Cost: 4
	+ Core Upgrade - Increasing the Spell increases several key attributes.
		- Level 0 - Cast Time 2s, Cooldown 12s, Range 28
		- Level 1 - Cast Time 1.6s, Cooldown 10s, Range 34
		- Level 2 - Cast Time 1.2s, Cooldown 8s, Range 40
		- Level 3 - Cast Time 0.8s, Cooldown 6s, Range 46
	+ Psi-a-Wreck-en -
	+ Mind and Body -
	+ Energy Flood -
* Psionic Dash - by loading their muscles with psionic energy, the psionic can dash a short distance in a flash with each step releasing a wave of power
	+ Super Psionic -
	+ Sprinter -
	+ Long Dash -
* Psionic Storm - expends all reserves of psionic energy to rain down a storm of psionic blasts on a target area
	+ Destructive Will -
	+ Mental Reserves -
	+ Unrelenting Storm -

## Stat Modifiers

* Social impact -25.00%
* Negotiation ability -20.00%
* Trade price improvement -10.00%
* Carrying capacity +20
* Melee dodge chance +10.0
* Melee hit chance +10.0
* Pain shock threshold +20%
* Psychic sensitivity +20%