So psych is lame rn because it's a roleplay job, and nobody likes roleplaying. My solution? Psychic powers.
The premise: Psychologist would get three psychic abilities roundstart that they can only use on other people.
Ability 1: Heal
Basically just a touch range instant heal, heals up to 20 damage of any type, including genetic and metaphysical. Cannot be used on the dead.
Ability 2: Communicate
Allows you to send a 50 character message psychically to anyone within sight range, only you and the person can hear this message.
Ability 3: Fling
Knocks down a person, and sends them flying 2-3 tiles away. Higher point cost compared to the other two abilities. Does not disarm and has a range of touch.
So all this stuff seems like it would be pretty busted if it was just on a cooldown. How it works is that the psychologist has an innate psypoint storage of 100, recharging 5 per second while in the medbay area, each ability costing various amounts of points.
Heal: 40 points
Communicate: 10 points
Fling: 60 points
The psychologist can also awaken latent psychic abilities in other people using a machine in their office, granting the communicate ability with a cooldown instead of a point cost. Each person can use the machine once per round with a 30% chance to get the ability, if the person doesn't get lucky they'll be flung out of the machine and take 20 blunt damage.
