Body Weaponry [Revised]
Psychometabolic Devotion

Power Score:Con -3
Initial Cost:9
Maintenance Cost:4/round
Range:0
Preparation Time:0
Area of Effect:individual
Prerequisites:none

Body Weaponry allows the user to shape his flesh and bone into deadly combat instruments. Any imaginable alteration can be formed, as long as the basic shape (humanoid) remains in place. For example, the user can form, but is not limited to, the following:

  • Bone Claws (a la Wolverine)
  • Claws (lengthen the fingers and strengthen the nails)
  • Knee, Elbow, and Shoulder Bone Spikes (like dwarven armor)
  • Weapon-like Hands, Forearms (bony axeblades, swords, etc.)

The user cannot gain mass by application of this power, so that any localized change in size or length results from a redistribution of mass from elsewhere in the body. The DM is final arbiter on how much damage any given alteration can cause in combat - basing the damage against the most similar weapon type is suggested.



This power is one of the few core psionic abilities that I have altered to better suit my own campaign world. In this case, the original Body Weaponry was found to be lacking in aesthetics. The concept that the psionicist actually turned his hand and forearm into wood/steel was miserable. While it made adjudication of the power easy (the user could do the exact same damage as the weapon he had assumed, unlike my version in which there is much leeway) and short to write, it really is an ugly power.

My version has a Dark Sun feel to it, given that all the "weapons" formed are going to be made of bone and toughened flesh. Also, the power can be more of an overall body effect, with the user forming bonespikes all over if desired. At this moment, I discourage allowing this power to grant AC bonuses, altho the potential is there. My plan is to create a single power that combines Body Weaponry and Flesh Armor, but that isn't completed as of yet. At the very least, I'll put the variant Flesh Armor up for folks to see.