TEXT: by Rich Lescouflair
  TM
  TM
  TM
  CORE   MANUAL
  CORE   MANUAL
  
  Credits
  Lead Designer: Rich Lescouflair
  Storywriters: Will Doyle, Christopher Negelein
  Editors: Tracy Bovee, Kristoffer Giere
  Art Director: Brian Dalrymple
  Graphic Designers: Brian Dalrymple, Rich Lescouflair
  Cover Illustrator: Santi Casas
  Interior Illustrators: Miguel Angel Aguirre, Vitalii 
  Artiushenko, Scott Betts, Jeff Brown, Santi Casas, 
  Valentyna Chukhlyebova, Storn Cook, Andrea Danti, 
  Sebastien Decoret, Maksim Evdokimov, Corey A. Ford, 
  Olga Gavrilenko, Christof Grobelski, Angela Harburn, 
  Peter Jurik, Norah Khor, Iurii Kovalenko, Iuliia Kvasha, 
  Jesse-lee Lang, Aaron Lee, Tithi Luadthong, Natalia 
  Lukiyanova, Joyce Maureira, Andreas Meyer, Mikhail 
  Mikhaylin, Sergey Nivens, Luca Oleastri, Nick Ong, Kirsty 
  Pargeter, Grzegorz Pedrycz, Crisa Perez, Yuliya Rosher, 
  Patrik Ruzic, Tan Ho Sim, Maxsym Shevchenko, Atelier 
  Sommerland, Igor Stevanovic, Maxal Tamor, Markus 
  Vogt, Sergey Zabelin, Liu Zishan
  Additional Illustrations: 3000AD, AlgolOnline, 
  GrandeDuc, Nasai Images, Satori
  "The Galaxy" map by: Rich Lescouflair
  Producer: Eric Wiener
  Project Management: Brian Dalrymple, Rich Lescouflair, 
  Christopher Negelein
  Additional Contributors: Angela Calvacca, Louis Porter Jr.
  Special thanks to: Cam Banks, Lysa Chen, Chaotic Anarchy, 
  Kevin Crawford, Rob Donoghue, Will Hindmarch, Kenneth 
  Hite, James Introcaso, Christopher Lindsay, Hal Mangold, 
  Mike Mearls, Shawn Merwin, Vincent Sazillo, Avonelle Wing
  FRONT DISPLAY: In this illustration by Santi Casas, 
  a squad of heroes desperately attempts to fend off the 
  Kreidren elder before it unleashes its relentless wrath 
  upon their colony.
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, etc.), new 
  rules, races, classes, ships, items, backgrounds, storylines, story elements, locations, characters, sidebars, and trade dress.
  Open Game Content: The Open content in this book includes material taken from the System Reference Document 5.1 provided by 
  Wizards of the Coast, Inc. No other portion of this work may be reproduced in any form without permission.
  ©2018 Alligator Alley Entertainment, LLC
  Published by Alligator Alley Entertainment — Davie, FL, USA.
  Digital Edition: Version 1.2
  Product Code: AAE 3101. May 2018
  alligatoralleyentertainment.com
  Note: The following esper research has been compiled from the temporal archives on Dendusar and transmitted via the 
  5C alpha node of the Silrayne Intergalactic Matrix.... or so you were made to think. The Shadow Technocracy watches, They
  wait, and they plot. Read carefully through these records, for it may lead you to a new awakening... and a destiny which the 
  great Lord Technocrats have been long awaiting... yes....  Wait. What was I just saying? Error message. Virus detected. 
  Emergency Shutdown. Deleting all rec—
  
  Credits 
  2
  Introduction 
  5
  Characters and the GM 
  5
  An Infinite Universe 
  6
  Rules of Play 
  7
  Running Adventures 
  9
  1. Character Creation 
  11
  Beyond 1st Level 
  15
  Choosing a Race 
  19
  2. Races 
  19
  Ashenforged 
  20
  Belare 
  24
  Dendus 
  28
  Eldori 
  32
  Humans 
  36
  Kesh 
  40
  Matokai 
  45
  Prometheans 
  48
  Valna 
  50
  3. Classes 
  55
  Adept 
  56
  Cybermancer 
  61
  Engineer 
  69
  Hunter 
  76
  Melder 
  84
  Sentinel 
  91
  Specialist 
  97
  Warrior 
  103
  4. Personality and Background 
  113
  Character Details 
  115
  Inspiration 
  115
  Backgrounds 
  115
  Esper Origin 
  128
  5. Equipment 
  131
  Starting Equipment 
  131
  Wealth and Currency 
  131
  Armor 
  131
  Weapons 
  134
  Miscellaneous Gear 
  138
  Tools 
  141
  Vehicles 
  142
  Expenses 
  143
  6. Customization Options 
  147
  Multiclassing 
  147
  Feats 
  149
  7. Using Ability Scores 
  157
  Ability Scores and Modifiers 
  157
  Advantage and Disadvantage 
  157
  Proficiency Bonus 
  157
  Ability Checks 
  158
  Using Each Ability 
  160
  Saving Throws 
  163
  8. Adventures and Exploration 
  165
  Time 
  165
  Movement 
  165
  The Environment 
  167
  Social Interaction 
  168
  Resting 
  170
  Between Adventures 
  170
  9. Combat 
  173
  The Order of Combat 
  173
  Movement and Position 
  174
  Actions in Combat 
  176
  Making an Attack 
  177
  Cover 
  179
  Damage and Healing 
  179
  Vehicle Combat 
  182
  Underwater Combat 
  184
  Zero-G Combat 
  184
  10. Starships and Space Travel 
  186
  Galactic Space Travel 
  187
  Travel Speeds 
  188
  Ship Types 
  189
  Starship Combat 
  190
  Maneuvers in Combat 
  191
  Crew Maneuvers 
  192
  Damage and Repair 
  195
  Ship Statistics 
  197
  Sample Player Ships 
  198
  Enemy Stat Blocks 
  200
  11. Esper Powers  
  205
  Aspects of Powers 
  205
  Using Powers 
  207
  Esper Powers by Class 
  210
  Power Descriptions 
  214
  12. The Galaxy 
  272
  Time and Space 
  272
  The Infinite Expanse 
  272
  The Core Sectors 
  273
  The Inner Colonies 
  276
  The Mid-Expanse 
  277
  The Rim Sectors 
  279
  The Outer Zones 
  280
  Life in the Galaxy 
  281
  Appendix A. Conditions 
  282
  Appendix B. Threat Statistics 
  284
  Appendix C. Inspirational Content 
  292
  Appendix D. Project Contributors 
  293
  Table of Contents
  
  4
  ESPER GENESIS • CORE MANUAL • R ACES
  Foreword
  THE TERM "SCIENCE-FICTION" HOLDS A DIFFERENT MEANING 
  for everyone. For some, it's a story where science and 
  technology play an integral role. For others, it's a view 
  into a possible future which may or may not come into 
  fruition. To yet others, it is a view into the core of who we 
  are as people and the role we play in the unfathomable 
  vastness of our universe. And for many, sci-fi means all of 
  these things and more.
  From the writings of the ancient Greeks and the 
  Japanese, the grand tales of Middle Eastern composers, 
  the theories of Galileo and Copernicus, all the way to the 
  creations of Jules Verne, Mary Shelley, and H.G. Wells—all 
  of these amazing, yet unrelated ideas wove together into 
  a genre that brought a level of excitement and wonder 
  into the hearts and minds of each and every one of us.
  More than anything else, great sci-fi invokes the 
  imagination and calls upon the mind to wander into an 
  extraordinary realm of alternate realities that carry a 
  feeling both fascinatingly strange yet hauntingly familiar. 
  "How does all this amazing tech work?" "When did all of this 
  happen?" "Where will we be in a thousand years?" "Who are 
  we... really?" "Why do we exist?" "Oh, no.. what have we 
  done?" The very nature of sci-fi revolves around questions 
  like these as we look into the future as a reflection of 
  humankind's own history.
  Where sci-fi stretches the limits of your imagination, 
  so too does taking part in a roleplaying game. Playing 
  an RPG with others can create wonderful tales of 
  excitement, drama, and adventure, and leave you with 
  fun, fond memories that last for years on end. It's a 
  team effort in creating characters, worlds, and stories 
  filled with dangerous enemies, dramatic conflicts, and 
  fantastic discoveries. Today, this feeling has spread 
  throughout many forms of fandom and pop-culture. 
  It is through these two fan-cultures that Esper Genesis 
  takes form. It takes an immensely diverse genre such as 
  sci-fi and melds its wonders into the fun, story-weaving 
  camaraderie that can only be found at a table with a 
  handful of dice and some fellow players. And what better 
  way to deliver such a combination than with the fifth 
  edition of the world's greatest roleplaying game?
  That is the primary goal of EG: To create fun, fantastic, 
  and heroic science-fiction experiences while keeping that 
  same special feeling we've all had when weaving stories 
  once filled with dragons, elves, high magic, and deep 
  dungeons.
  For fans of both sci-fi and RPGs, EG was built to bring 
  the experience of both without hampering one over 
  the other. Where almost all forms of fantasy carry very 
  similar roots, the realm of sci-fi is far broader, drawing 
  from an exponentially larger list of sources. For this 
  reason, we wanted to make EG as compatible as possible 
  with any other 5E based product out there. Space operas, 
  dystopian futures, terrifying aliens, giant robots, and 
  blaster-wielding knights can all find their places here.
  The settings, rules, and character options provided in 
  this book are inspired by a variety sci-fi greats that draw 
  you in and immerse you into a whole new reality. Each 
  character you create in EG will not only be an archetype 
  for use in the game, but also an identity that defines what 
  intelligent life is in our galaxy, as well as what you imagine 
  they could become.
  As you continue to play and familiarize yourself with 
  the system, you'll easily be able to let your imagination 
  run free, developing your own version of an epic setting 
  filled with daring adventure, intriguing personalities, and 
  technological wonders.
  Lastly, EG is built within our universe, one that 
  simultaneously contains our day-to-day existence along 
  with unknown mysteries that await our discovery for 
  millennia to come. As such, the setting can be as intimate 
  or infinite as you wish to make it.
  In this game, you decide what mysteries the universe 
  can bring, and what fates they hold for the people of 
  the Silrayne Arc and the worlds beyond. Use these tools, 
  make them yours, and forge a universe of marvels that 
  bears the heart of what science-fiction means to you.
  Rich Lescouflair
  April 2018
  
  5
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  Introduction
  The ESPER GENESIS ROLEPLAYING GAME is about creating 
  and telling stories and adventures in an epic science-fiction 
  setting. Using this product as a guideline, Esper Genesis 
  (EG) is a game driven by the power of imagination. A group 
  of players share the imagery of fantastic sci-fi locations 
  such as an alien landscape or a starship blasting off into 
  deep space, and imagine the events and decisions that 
  explorers would experience within those scenes.
  When those scenes are presented, the decisions and 
  actions of the players shape and determine the events 
  that follow. Dice are often rolled to determine the 
  outcome of some of those decisions, whether it be 
  performing an emergency mechanical repair, conning 
  their way into a secure barracks, or determining if they hit 
  or missed an enemy they’ve attacked with their weapon. 
  By providing a limitless number of decisions while using 
  dice to finalize the outcome, the story is able to branch 
  out into an infinite number of directions.
  Characters and the GM
  Every ESPER GENESIS (EG) game requires one of the players 
  to be the Game Master (GM), who referees the game 
  and narrates the story. Each remaining player creates a 
  character, a persona used to participate in the game’s 
  scenario. Several characters band together to form a 
  squad (also referred to as a group or party) allowing 
  them to join forces while exploring a strange alien world 
  or surviving against a powerful adversary.
   The GM creates and presents a scenario (often called 
  an adventure) for the rest of the players while managing 
  the outcomes of what the players decide they would like 
  to do. Do they choose to venture into the abandoned 
  space station? Make an evasive maneuver to avoid the 
  enemy battleship? Perhaps they decide to remove the 
  data card that may or may not activate the ship’s security 
  drones. 
  Based on these decisions, as well as the dice rolls that 
  may be required, the GM determines the results and 
  tells the players what happens next. Since imagination is 
  the only limitation, any scenario can be improvised and 
  played through with exciting and unforeseen outcomes.
  The Goal of the Game
  The ESPER GENESIS game ends only when the players 
  wish it to end. A group can play through any number of 
  adventure scenarios that can be run either individually 
  or as an ongoing storyline commonly called a campaign. 
  As the campaign grows, so do the characters. They gain 
  more skills, amass more resources and materials, and 
  develop their personal stories as much as they progress 
  the main storyline overall.
  There are no winners or losers in ESPER GENESIS. The goal 
  of the game is for the players and GM to work together 
  to create an amazing tale filled with awesome sci-fi 
  adventures, battles, discoveries, and tides of change. As 
  the story progresses, each character grows and follows 
  their path toward becoming an epic sci-fi legend.
  Most importantly, the main goal of all involved is to 
  have a good time. Regardless of whether the characters 
  succeed or fail, survive or perish, or run out of time 
  before completion, the game is successful so long as 
  everyone had a fun and enjoyable time playing.
  
  6
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  An Infinite Universe
  The universe is vast, varied, and filled with an infinite 
  number of peoples, cultures, and traditions. EG can be 
  adapted to fit any of these. Futuristic technology, alien 
  cultures, spacefaring vessels, robots, and high-tech 
  gadgets are just some of the things that can be found in 
  EG’s vast universe.
  Your GM may choose to set their adventures within the 
  Silrayne Arc, they may choose to make up their own, or 
  they may even modify the existing setting to fit their own 
  style. Regardless of what the GM chooses to do, they are 
  the final authority on the campaign setting as well as any 
  specialized rules used within.
  Because there are an unlimited number of worlds to 
  explore, EG can be adapted to the existing multiverse 
  of other settings that also make use of the 5th Edition 
  rules system. Though EG’s core setting is the Silrayne Arc 
  galaxy, worlds of heroic fantasy, modern horror, or myth 
  and magic can always be found in the infinite expanse.
  The Silrayne Arc
  Within the arm of planetary systems known as the 
  Silrayne Arc, the myriad races continue to strive as they 
  live amongst each other. Throughout this amalgam of 
  planets, societies, and cultures, each have one thing in 
  common: the Crucibles.
  No one knows where the Crucibles come from. They 
  are structures the size of small moons that are stationed 
  at various locations throughout the galaxies. They come 
  in various shapes, mostly polyhedrons or spheres, and 
  composed of a material that is both similar yet foreign to 
  every other known material in the universe. Inside each 
  Crucible is a core from which raw sorium is harvested. 
  Sorium is a form of energy that has been used over 
  generations to power ships, cities, items used in everyday 
  life, and can even be wielded by some to perform the 
  art of Channeling, a practice of warping the fabric of 
  reality to create extraordinary effects. Beings capable of 
  such feats have achieved Esper Genesis - a connection to 
  the universe that can be both amazing and dangerously 
  terrifying. It is a power many feel the people of the galaxy 
  are not ready to wield. 
  This discovery has altered the way of life for each and 
  every person living within these worlds. Cultures meld 
  and clash in an eternal dance as the planets learn to live 
  in a peaceful balance. Major centers of trade swirl within 
  the orbits of the central planets, comprising a variety 
  of cultures, each carving out their own niche within the 
  galaxy. At the heart of it all is Silrayne Prime, the heart 
  of the Sorium Accord. The homeworld is orbited by 
  The Bastion, a grand trade hub that houses the Grand 
  Conclave and their protectorate army.
  Expanding the Universe
  The Silrayne Arc is a good starting point for any EG
  game. Many of the concepts and backgrounds within 
  the setting directly fit in with the races and character 
  classes presented in these rules. But what if the rest of 
  your universe is completely different? Is the technology 
  primitive, or even more advanced? Are there more 
  Crucibles out there? If so, do they function the same way? 
  What sort of creatures exist beyond the known stars? The 
  GM can answer all of these questions and more.
  Upcoming official EG products and adventures will also 
  contain additional rules and setting ideas which may be 
  used to expand the existing setting or be adapted to a 
  completely new one.
  An Infinite Universe
  Sorium is a form of energy that has been used over 
  
  7
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  Rules of Play
  Esper Genesis uses the 5th Edition (5E) rules. Every 5E 
  game follows a basic flow detailed in the following steps:
  1. The GM describes the setting and situation.
  2. With the information they are given, the players tell 
  the GM what their intended actions are. 
  3. The GM resolves the players’ actions and narrates 
  the results.
  Here is an example of play as it unfolds:
  GM: The transport lift opens into a large, musty 
  chamber. A large display screen takes up a majority 
  of the west wall. A small control panel is mounted 
  beneath the center of the screen. Both seem to be 
  dormant, with no visible power source. A 20-foot wide 
  blast door is in the center of the east wall. There are 
  several dark marks running along the metallic surface 
  of the door. There is no current source of light other 
  than your flashlights.
  Angie (playing Ellsia): I’d like to examine the control 
  panel and see if it can be activated. 
  Omar (playing Toren): Dark marks? I’d like to 
  examine the door a little more. Maybe they’re scorch 
  marks?
  GM: OK, Ellsia. Make a Computers skill check. Toren, 
  make an Investigation check.
  Angie (rolls a d20): I got a Fifteen.
  Omar (rolls a d20): A Seventeen here.
  GM: Ellsia, you find the activation switch. The entire 
  chamber is illuminated from lighting panels along the 
  ceiling. The display powers on, showing a digital map 
  that appears to be in the outline of the space station. 
  A flashing red light marks your location.
  Angie: Great! We have a map finally.
  GM: Toren, the marks run ten feet diagonally along 
  the center of the door and appear to be made by 
  something that tore into the metal. There are four of 
  them in a row next to each other.
  Omar: Uh, that sounds like a giant claw mark! Can I 
  see anything else on the door or around the marks?
  GM: Make a Perception check.
  Omar (rolls a d20): Hmm. An Eight. Not good.
  GM: There doesn’t appear to be anything else 
  particular about the door or the marks.
  Angie: Can I open the door using the control panel?
  GM: Yes.
  Omar: Wait! If that is a claw mark, there’s no telling 
  what’s behind there. I ready my autorifle just in case.
  This example could be adapted to many different 
  situations in play. The players may instead find 
  themselves on the surface of a strange alien world, in the 
  underbelly of an enemy star cruiser, or having a drink with 
  a contact at the local bar.
  The GM would then provide them with a different set 
  of circumstances and the players would have a new set of 
  decisions to make and tasks to complete. Some of these 
  may be easy or difficult, depending on what the players 
  wish to achieve. The GM then listens to each player and 
  determines the order in which to resolve their actions. 
  Often the resolution will require a die roll to determine 
  a result. For a character, this can be for anything from 
  negotiating a partnership to navigating their ship through 
  a debris field.
  Using the Dice
  Where many games commonly make use of six-sided dice, 
  ESPER GENESIS uses a set of polyhedral dice, each with a 
  different number of sides or values. Sets of these dice can 
  be found in many game stores and book shops.
  When the dice are referred to in game, they are defined 
  by the letter “d”, followed by the number of sides on that 
  given die. For example, an eight-sided die is referred to as 
  a “d8”, while the more commonly known six-sided die is 
  referred to as a “d6”.
  Dice rolls are described with expressions such as 
  “3d4+3,” which means “roll three four -sided dice and 
  add 3”. The first number tells you how many dice to 
  roll, followed by the type of die to use (in this case, a 
  d4 as defined above). Any number after that indicates 
  a quantity that is added or subtracted from the result. 
  For example, if a roll of “3d4+3” is required, you might 
  roll three four-sided dice (3d4), resulting in a 3, a 2, and 
  a 4 (a total of 7). Then, you would add the “+3” to that 
  total, making the final result of your roll a 10.
  Percentile Dice
  Percentile dice (d%) work a little differently. You generate 
  a number between 1 and 100 by rolling two different ten-
  sided dice. One (designated before you roll) is the tens 
  digit. The other is the ones digit. For example, if you roll 
  both ten-sided dice and the result of the first die is a 6 
  and the second die results in a 4, you have rolled a 64. If 
  both dice result in 0s, that equals a roll of 100.
  Advantage and Disadvantage
  Sometimes a special ability or power tells you that you 
  have advantage or disadvantage on an ability check, a 
  saving throw, or an attack roll. When that happens, you 
  roll a second d20 when you make the roll. Use the higher 
  of the two rolls if you have advantage, and use the lower 
  roll if you have disadvantage. For example, if you have 
  disadvantage and roll a 17 and a 5, you use the 5. If you 
  instead have advantage and roll those numbers, you use 
  the 17.
  More detailed rules for advantage and disadvantage are 
  presented in chapter 7.
  
  Rounding Down
  There are certain circumstances where a statistic or the 
  results of a die roll may be halved or divided. In general, 
  unless stated specifically, whenever a number in the game 
  is divided to where you wind up with a fraction, round 
  down, even if the fraction is one-half or larger. 
  d20 and the Core Mechanic
  In the previous example of play, the two players were 
  required to roll dice to determine the results of their 
  actions. In cases where the outcome of a character’s 
  actions is uncertain, this is most often resolved with 
  the use of the twenty-sided die (d20) to determine if 
  the action succeeds or fails. This is accomplished by the 
  following method:
  1. Roll a d20.
  2. Add any relevant modifiers.
  3. Compare the result to a target number.
  If the result equals or exceeds the target number, your 
  character succeeds. If the result is lower than the target 
  number, you fail. This process is the basis for resolving 
  most tasks in any game that uses the 5th Edition (5E) 
  rules system.
  Each character and creature (whether organic or 
  inorganic) in the game has characteristics defined by six 
  ability scores. They are Strength, Dexterity, Constitution, 
  Intelligence, Wisdom, and Charisma. Each one of these 
  scores, depending on their value, generates an ability 
  modifier. This modifier is a part of nearly every d20 
  check made in the game.
  There are three main rolls in the game that make use 
  of the d20 roll: ability checks, attack rolls, and saving 
  throws. All of these are affected by ability modifiers 
  as well as other modifiers such as a talent, skill, class 
  feature, or situational factor that may give an additional 
  bonus or penalty.
  The target number for ability checks and saving 
  throws is called a Difficulty Class (DC), and is 
  often determined by the Game Master. The 
  target number for attack rolls is called Armor 
  Class (AC), which is determined by a target’s 
  defensive capability. Use of d20 rolls and 
  modifiers are fully detailed in chapter 7, 
  “Using Ability Scores.”
  8
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  
  9
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  Running Adventures
  Adventures make up the heart of the story in every Esper 
  Genesis game. Each one tells a tale from start to finish 
  and may connect to other adventures that follow the 
  same storyline. In each adventure, a group of characters 
  deal with a particular set of scenarios where they must 
  use their abilities and skills to complete specific tasks and 
  overcome obstacles.
  As each character is unique, the group must decide how 
  to balance each of their characters’ abilities, strengths, 
  and weaknesses effectively in order to complete each 
  adventure. As they advance through these adventures, 
  characters gain experience which they use to improve and 
  increase their abilities, skills, and features, allowing them 
  to face even greater tasks and challenges.
  An adventure can be created by the Game Master or 
  be a pre-written purchased adventure module. Either 
  way, the GM modifies and adjusts the adventure to suit 
  the needs of their particular game, creating a rich and 
  exciting environment for the players to explore. This 
  environment is filled with a multitude of locations to 
  explore and personalities for the characters to interact 
  with. An adventure’s cast of characters is made up of 
  two types of characters. The first are characters created 
  by players, also known as player characters (PC). Any 
  characters in the adventure not controlled by a player 
  is called a non-player character (NPC), and is instead 
  controlled by the Game Master.
  As they progress through adventures, characters 
  encounter a variety of scenarios filled with alien wonders, 
  deadly threats, advanced technologies and hidden 
  mysteries. Each of these must be dealt with by the 
  characters in whatever they deem to be the best method. 
  In some situations, the characters may have to bargain 
  with a shrewd dealer for a rare ship part. Other times, it 
  may be prudent to kill or capture a foe or solve a complex 
  puzzle that gives them a lead to their next location. All of 
  these events are set within the vast galaxy through which 
  they choose their path of travel.
  Any number of adventures can be played, as the 
  game only ends when the players wish it to. They could 
  play through a short adventure with only a handful of 
  encounters that may last only a single game session. A 
  longer adventure can involve anywhere from dozens to 
  hundreds of encounters, challenges, and social scenarios 
  that take a multitude of game sessions to reach the end. 
  The end of an adventure is usually marked by the point 
  where the characters have completed their chosen tasks 
  and are ready for some rest and relaxation before the 
  start of their next journey.
  A multitude of adventures can be strung together into 
  an even longer storyline called a campaign, very much like 
  multiple episodes put together to make up an entire TV 
  series. These campaigns can have any number of breaks in 
  between adventures, providing a lot of variety for different 
  types of stories and locations in which to set them.
  The Three Aspects of Play
  Many adventures contain different aspects of play. 
  Although the kinds of things that can happen in 
  adventures are near limitless, almost all can be classified 
  into three primary categories.
  Exploration involves the characters navigating through 
  the many different areas presented within the adventure, 
  and the different interactions they are likely to have 
  with their surrounding environment. These situations 
  are resolved by the players deciding their course of 
  action within an area and the GM presenting them 
  with the results of their choices. An example could be a 
  scenario where the characters must travel through an 
  uncharted wasteland or find their way out of a maze of 
  underground passages, interacting with different puzzles 
  and obstacles along the way.
  Social Interaction relates to events in which the 
  characters must interact with other personas in order 
  to accomplish their tasks. This could be anything from 
  interrogating a captured spy, to trying to get directions 
  from one of the city’s locals, to trying to deceive a 
  security patrol while wearing stolen uniforms.
  Combat deals with the many scenarios in which the 
  characters attempt to defeat an adversary or group 
  of foes in physical conflict. This involves exchanges of 
  gunfire, hand-to hand maneuvers, esper powers, and 
  tactical positioning between the characters and other 
  threats. Combat is resolved in turns, each of which is 
  filled with a variety of possible outcomes. Even in the thick 
  of battle, social interaction may play a role and even some 
  exploration if there are things within the environment that 
  can be used or interacted with during a fight. (Refer to 
  chapter 9 for rules on resolving combat encounters.)
  A fun and well-designed adventure often includes all 
  three aspects in any combination. Some adventures will 
  have more of one particular aspect over another. Some of 
  the best campaigns have multiple adventures, each with 
  their own focus on one or two of these aspects.
  
  The Espers and the Crucibles
  Scattered across the galaxies, the Crucibles are remnants 
  of an age that predates any in known history. Often the 
  size of small moons, no Crucible is identical to another, 
  but they do share similarities. Each one is generally 
  spherical. Their surfaces are most often metallic in 
  appearance but feel organic in texture. Dormant since a 
  bygone age, the first few began to activate within the last 
  thousand years, forever changing the galaxy and the lives 
  of all its inhabitants.
  Below the surface, there are long branches of tunnels 
  leading into the core, where a material only known as 
  sorium can be harvested. Sorium is a material without 
  classification. Its chemical makeup constantly shifts, can 
  be identified as any element, and can be made to change 
  molecular states with focus and concentration. The 
  primary aspect of sorium is as a source of raw energy that 
  may be used to power any device adapted to function 
  with it. Anything from a light fixture to a battle cruiser 
  may use it as a power source. 
  After generations of harvesting sorium, beings began to 
  exhibit extraordinary abilities. Earth, Fire, Wind, Water, 
  Space, Time, and Gravity - all these forces of creation 
  became visible and malleable to those able to channel 
  this power through themselves. These beings became 
  linked to the Crucibles, almost able to commune with 
  them in a language no other being could comprehend. 
  They are known throughout the galaxy as the Espers.
  Each person is affected differently when they achieve 
  Esper Genesis. Depending on their origin or race, the 
  process may even directly affect them both physically and 
  psychologically. Some are able to channel the energies 
  directly through their bodies, where others use sorium 
  implants or devices to wield their powers.
  Regardless of how they are connected to this setting, 
  every player character is gifted with rare abilities and 
  empowered with the will to shape their own destiny as 
  well as the destiny of all those with whom their paths 
  may cross. They are also the chosen few who can stand 
  vigilant against the many galactic threats that strike 
  fear into the hearts of those across the great expanse. 
  The galaxy calls for those who would change the fate of 
  worlds. Will you decide who they will be, and if so, what 
  they will become?
  10
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  
  TO PLAY AN ESPER GENESIS GAME, THE FIRST THING YOU NEED 
  to do is create your own character. This character is a 
  representation of a persona that you imagine and design 
  to take part in the setting. You construct this persona 
  from the ground up, creating their origin, personality, 
  and backstory. These are combined with the game 
  statistics that define how the character interacts with the 
  rest of the universe.
  The following steps are here to help you easily design 
  and build a character which you can use in any Esper 
  Genesis adventure or scenario. Some of these steps 
  also refer to a corresponding chapter which more fully 
  explains all of the available options.
  All of your character’s information is recorded on 
  a character sheet, which is also used to track the 
  character’s skills, modifiers, abilities, and advancements 
  in play. Make sure you have a character sheet ready when 
  you begin building your character.
  1. Create a Concept
  When creating a character, the first thing to consider 
  is the type of persona you are looking to create. Is 
  your character a heroic warrior, a cunning specialist, a 
  resourceful engineer, or an energy shaping melder?
  Taking it a step further, perhaps your specialist is a 
  trained agent who is practiced in the use of high-tech 
  gadgets and tools, or your technician is a whiz mechanic 
  who focuses on operating machines and drones. Is your 
  warrior a sharpshooting pistoleer or a heavily armored 
  commando? Is your character human? Maybe you would 
  prefer to be a genetically enhanced promethean or a 
  spiritually awakened eldori ? Take a look at the available 
  races and classes for examples to use to create your 
  persona.
  You should also consider who your 
  character is personally and what makes 
  them tick. What kind of person are they? 
  Where do they come from? What are 
  their goals? You don’t have to answer 
  all of these questions specifically. 
  You may have different questions 
  in mind. The more complete 
  your concept, the easier it is 
  to build your character. If 
  you are unsure where to 
  begin, examine the options 
  available in the next few 
  steps and use those to work 
  your way back to this one.
  2. Choose a Race
  There are many different forms of life in the universe, 
  defined into a variety of species. Choosing your 
  character’s race establishes a large part of their physical 
  appearance, as well as the specific traits that represent 
  the race’s cultural and hereditary characteristics.
  Amongst the Espers, there are nine prominent races 
  with the ability to wield a Crucible’s power. Each of these 
  races have their own variants classified as subraces.
  Choosing a race grants your character access to 
  proficiency in certain skills and gear, enhanced 
  senses such as the ability to see in low-light and 
  infrared spectrums, as well as other special 
  abilities unique to that particular race. Each 
  race also modifies your character’s ability 
  scores, which will be covered separately 
  when you reach Step 4.
  Take a look at each race and keep in 
  mind that some may be better attuned 
  to certain character classes as well. 
  A lunar eldori’s traits would be 
  extremely useful to a Melder, while 
  a fire-blooded promethean might 
  be well suited to the warrior or 
  specialist class.
  Each race is covered in detail 
  in Chapter 2. Make sure to 
  record all of your race’s 
  benefits and modifiers on 
  your character sheet.
  1. Character Creation
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  11
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  
  3. Choose a Class
  Every player character in Esper Genesis is considered 
  an esper, each one belonging to a particular class. Your 
  choice of class grants you a multitude of skills and 
  abilities known as class features. These abilities define 
  the different things your character can do, the tactics 
  you employ in any given scenario, and the unique way in 
  which you channel your esper powers.
  Each class is covered in detail in Chapter 3. Your character 
  starts out at 1st level in that character class. Record your 
  level, bonuses, proficiencies, and features provided by your 
  class at 1st level onto your character sheet.
  Levels and Advancement
  Unless your GM allows otherwise, your character will 
  usually start at 1st level, marking you as a fledgling 
  pioneer in the universe, just beginning to understand 
  how to control and master your abilities. Those more 
  accustomed to playing the game may choose to start 
  their characters at higher levels. If this is the case, please 
  adjust your class features accordingly.
  As you complete missions and overcome obstacles, 
  your character will earn experience points (XP). Once 
  you attain a certain amount of XP, your character will 
  gain a level of experience, opening new benefits and 
  options for that class. Each additional level requires a 
  greater amount of XP. If you are starting at a higher level, 
  make sure you record the minimum XP amount required 
  for that level on your sheet.
  Proficiency Bonus
  Each class will have a proficiency bonus which is listed on 
  the table in your class description. A 1st level character, 
  regardless of class, starts with a proficiency bonus of 
  +2. This bonus applies to a broad number of things your 
  character does in which they are considered proficient. 
  Examples of proficiency where the bonus would apply 
  would be:
  • Ability checks with skills or tools in which you are 
  proficient
  • Attack rolls with weapons or weapon types in which 
  you are proficient
  • Attack rolls made with your esper powers
  • Saving throws in which you are proficient
  • Saving throw DCs required to resist your esper powers
  Your weapon and saving throw proficiencies are 
  determined by your class. Your class also defines some 
  of your skill and tool proficiencies. Your race and 
  background may also provide you with additional 
  proficiencies.
  Mark the proficiencies provided by your race and class 
  onto your character sheet. For skills and saving throws, 
  you should see a circle next to each entry on your sheet. 
  Fill in that circle if you are proficient in any of these as a 
  note for when you are finalizing your character. 
  Hit Points and Hit Dice
  Every character has hit points (hp), which defines 
  their toughness and survivability when in combat or 
  other threatening situations. Your character’s hit dice 
  determines how many hit points your character has. The 
  type of hit dice you have is defined by your class.
  A 1st level character starts with 1 hit die. Refer to your 
  class for the type of hit die you have. Your character 
  starts with a number of hit points equal to the maximum 
  number available on your hit die. For example, an 
  Engineer, who uses a d8 for their hit die, automatically 
  starts out with 8 hit points. This amount is referred to 
  as your hit point maximum. You may gain an increase to 
  your maximum hp depending on your ability scores. This 
  will be covered in the Step 4.
  12
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  
  13
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  4. Generate Ability Scores
  As noted in the earlier introduction, every character has 
  physical and mental characteristics defined by six ability 
  scores. Each of these numbers defines much of what your 
  character is capable of, represented by the bonus granted 
  by each score.
  Refer to the list below for a quick definition of the 
  scores, what they represent, and to which classes or 
  character types that would find them most useful. 
  • Strength. Represents brawn, physical power, and 
  athleticism. Useful for Warriors and Sentinels.
  • Dexterity. Represents reflexes and agility. Useful for the 
  Hunter and Specialist classes.
  • Constitution. Represents health and physical stamina. 
  Useful for all characters.
  • Intelligence. Represents analytical ability, memory, and 
  mental aptitude. Useful for Cybermancers and Melders.
  • Wisdom. Represents intuition, judgment, and mental 
  fortitude. Useful for the Engineer and Hunter classes.
  • Charisma. Represents self-confidence, grace, 
  commanding presence, social graces. Useful for Adepts 
  and Sentinels.
  There are two commonly used methods for generating 
  ability scores.
  The Roll Method
  This method allows you to randomly generate your ability 
  scores. Roll four six-sided dice (4d6). Add together the 
  three highest dice and record that number onto a sheet 
  of scratch or note paper. Repeat this step five times until 
  you have a total of six numbers. If you would rather not 
  roll dice and opt for a speedy average, you can use the 
  following numbers instead: 15, 14, 13, 12, 10, 8.
  Ability Point Method
  This method allows you to build your ability scores 
  individually from the bottom up. You start out with six 
  scores, each with a value of 8.
  You then have 27 points which you may spend to 
  increase those six scores. The point cost to increase each 
  score is listed on the following table. These costs are not 
  cumulative. For example, raising a score from 8 to 11 
  costs 3 points, while instead raising it to 14 would cost 
  7 points. You can also choose to leave the score at 8 by 
  spending no points.
  Do this for each of your six scores. Using this method, 
  your base scores will range anywhere from 8 to 15 before 
  modifiers are applied from your race.
  ABILITY SCORE POINT COST
  Score
  Cost
  Score
  Cost
  8
  0
  12
  4
  9
  1
  13
  5
  10
  2
  14
  7
  11
  3
  15
  9
  Assigning Your Scores
  Regardless which method you choose, assign each of your 
  six numbers to an ability as desired. Remember to keep 
  your class and character concept in mind when doing so. 
  After that is done, apply the ability score bonuses provided 
  by your race to determine your final scores.
  After assigning and adjusting your ability scores, use 
  the Ability Scores and Modifiers table to determine your 
  ability modifiers. Record each modifier on your sheet 
  next to the corresponding ability score. These modifiers 
  will be referred to often when making ability checks 
  as well as when calculating your character’s skills and 
  benefits. Ability modifiers are covered in detail in chapter 
  7, “Using Ability Scores”.
  In addition, pay attention to your Constitution ability 
  modifier. Since you already calculated your hit points, 
  apply your constitution modifier to your hit point 
  maximum.
  ABILITY SCORES AND MODIFIERS
  Score
  Modifier
  Score
  Modifier
  1
  -5
  16-17
  +3
  2-3
  -4
  18-19
  +4
  4-5
  -3
  20-21
  +5
  6-7
  -2
  22-23
  +6
  8-9
  -1
  24-25
  +7
  10-11
  0
  26-27
  +8
  12-13
  +1
  28-29
  +9
  14-15
  +2
  30
  +10
  5. Background and Description
  Now it’s time to define your character’s background, 
  which describes their origin, what their personality may 
  be like, as well as what they did with their lives before 
  they became an esper.
  Along with your background, select a Personality Trait. 
  An ideal is something that you believe in strongly. Your 
  character’s bond is something or someone that they hold 
  dear above all else. Each personality also has a flaw, a 
  vice or weakness in your personality that may be exploited 
  at some point. Note all of these onto your character 
  sheet, along with the skill proficiencies and benefits that 
  come with your background.
  Alignment
  Your character’s alignment reflects their moral and 
  personal attitudes. It is a combination of a level of moral 
  principles (good, evil, or neutral) and your societal view in 
  terms of order and regulation (lawful, chaotic, or neutral).
  Each alignment represents a broad range of personality 
  and should be used as a tool for developing your 
  character’s identity. It is not a restriction or to be used as 
  a way to limit how you wish to play your character. There 
  are nine different alignments, each described in detail in 
  chapter 4.
  
  14
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  Describing Your Character
  Lastly, if you haven’t already done so, give your character 
  a name and flesh out their general appearance. Use your 
  racial description and ability scores to guide you with 
  putting it all together. A character with a high Strength 
  will likely be large or muscular, whereas their constitution 
  would define how healthy or sickly they appear. A high 
  Charisma would give them a commanding presence or a 
  charming smile where a character with a low Charisma 
  can come off as either brash or extremely shy.
  6. Select Your Equipment
  Your starting equipment is determined by your class and 
  background. Refer to these for your weapons, armor, 
  and gear. Make your selections and record these onto 
  your character sheet. All of these items are detailed in 
  Equipment section of CHAPTER 5. The same section also 
  contains a wide variety of additional gear and equipment, 
  as well as their costs for purchasing them.
  Alternatively, you may choose to not take the 
  starting equipment and purchase your own with a 
  starting amount of money determined by your 
  character class. Refer to “Starting Money” in 
  Chapter 5.
  Weapon Modifiers
  List each weapon your character 
  wields on your sheet and calculate 
  the modifiers for when you attack 
  with the weapon as well as the 
  damage you deal when your attack 
  roll succeeds.
  To make an attack with your 
  weapon, you roll a d20, 
  add the appropriate ability 
  modifier, and then add your 
  proficiency bonus if you are 
  proficient in that weapon.
  Melee weapons such as 
  blades, clubs, and staves, use 
  your Strength modifier for 
  attack and damage rolls.
  Ranged weapons such as 
  guns, grenades, and shuriken, 
  use your Dexterity modifier 
  for attack and damage rolls.
  There are some melee 
  weapons that can also 
  be thrown. There are 
  also some that have the 
  “finesse” property which 
  allows you to use your 
  Dexterity modifier for 
  attacks instead. These 
  properties are specific to 
  those weapons and are 
  covered in the Equipment 
  section of Chapter 5.
  Armor Class
  Armor Class (AC) is a value which reflects how well 
  your character can defend themselves in combat. It is 
  a combination of your Dexterity modifier, your armor, 
  and special modifiers that may come from gear or esper 
  powers. Without any gear, your character’s base AC is 
  equal to 10 + their Dexterity modifier.
  Your character may also have armor and gear defined 
  by your character class which provides additional 
  protection as long as your character is proficient in the 
  armor they are wearing. Take note of the AC bonuses 
  granted by your character’s armor or protective gear 
  and calculate your total AC using the rules provided in 
  Chapter 5.
  is determined by your class and 
  background. Refer to these for your weapons, armor, 
  and gear. Make your selections and record these onto 
  your character sheet. All of these items are detailed in 
  . The same section also 
  contains a wide variety of additional gear and equipment, 
  Alternatively, you may choose to not take the 
  starting equipment and purchase your own with a 
  starting amount of money determined by your 
  and calculate your total AC using the rules provided in 
  Chapter 5.
  DAVILON INDUSTRIES
  CLASS 221
  INCURSION SUIT
  
  15
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  7. Finalize Your Character
  By now, you should have most of the vital information 
  filled out on your sheet. Make sure you’ve included all 
  of your character’s personal information, appearance, 
  traits, history, etc.
  In addition, now that your character’s race, class, and 
  background have all been established, you may record 
  some character attributes that gain bonuses from all 
  three.
  Skills
  Each skill on your character sheet has a corresponding 
  ability modifier. For example, Astrophysics uses 
  the Intelligence modifier while Mechanics uses the 
  Wisdom modifier. Record these modifiers next to the 
  corresponding skill as they will be used for all of your skill 
  checks.
  For skills in which you are proficient, defined by 
  benefits from your race, class, or background, you will 
  also add your proficiency bonus to the ability modifier 
  for those skills. So, a 1st level character with a 16 
  Dexterity who is proficient in the Stealth skill would add 
  their +2 proficiency bonus to their +3 Dexterity modifier 
  for a total skill bonus of +5 to their roll whenever they 
  make use of that skill.
  It is important to remember that even though you may 
  not be proficient in a skill, it does not mean you can’t use 
  the skill. Each skill is possessed by every Esper Genesis 
  character. Being proficient reflects your character’s 
  extensive practice or aptitude in using a skill.
  Your character’s Passive Perception is equal to 10 
  + your Perception skill bonus. Use of passive skills is 
  covered in detail in Chapter 7.
  Saving Throws and Burst Save
  Like skills, saving throws each have their corresponding 
  ability modifier. Record each one, adding your 
  proficiency bonus for the saves in which you are 
  proficient as defined by your character class.
  Your character’s burst save reflects their ability to avoid 
  taking damage from the burst fire property of automatic 
  weapons. Unless modified by your class or equipment, 
  it is equal to your character’s Dexterity saving throw 
  bonus.
  Finishing Touches
  Go through your sheet one last time until you are 
  satisfied. Your GM can also help you if there is anything 
  you may have missed or are unsure about. Once done, 
  your character is ready to take on the mysteries and 
  wonders of the universe and beyond. Adventure awaits!
  Beyond 1st Level
  As your character goes on adventures and overcomes 
  challenges, he or she gains experience, represented by 
  experience points. A character who reaches a specified 
  experience point total advances in capability. This 
  advancement is called gaining a level.
  When your character gains a level, his or her class 
  often grants additional features, as detailed in the class 
  description. Some of these features allow you to increase 
  your ability scores, either increasing two scores by 1 each 
  or increasing one score by 2. You can’t increase an ability 
  score above 20. In addition, every character’s proficiency 
  bonus increases at certain levels.
  Each time you gain a level, you gain 1 additional Hit 
  Die. Roll that Hit Die, add your Constitution modifier to 
  the roll, and add the total to your hit point maximum. 
  Alternatively, you can use the fixed value shown in your 
  class entry, which is the average result of the die roll 
  (rounded up).
  When your Constitution modifier increases by 1, your 
  hit point maximum increases by 1 for each level you have 
  attained. For example, if your 7th level engineer has a 
  Constitution score of 17, when they reach 8th level, they 
  increase their Constitution score from 17 to 18, thus 
  increasing their Constitution modifier from +3 to +4. 
  Their hit point maximum then increases by 8.
  The Character Advancement table summarizes the XP 
  you need to advance in levels from level 1 through level 
  10, and the proficiency bonus for a character of that 
  level. Consult the information in your character’s class 
  description to see what other improvements you gain at 
  each level.
  Tiers of Play
  As characters advance, their character level also falls into 
  one of four tiers of play—a general description of how 
  the play experience changes as the characters gain in 
  experience and power.
  Tier 1: Initiate
  This first tier covers character levels 1-4. In this tier, 
  characters are still novices when it comes to their 
  character class. They are only just beginning to learn the 
  extent of their powers and abilities that eventually come 
  to define them with practice and experience.
  In this tier, a warrior learns what type of combatant 
  they are, while a melder learns which energies they 
  channel best and a hunter chooses which techniques to 
  apply to their art.
  
  Tier 2: Expert
  Once characters reach levels 5-10, they begin to settle 
  into the primary role of their character class. Characters 
  gain access to more powerful talents and techniques 
  while others become more skilled in their martial 
  capabilities, such as gaining multiple attacks per combat 
  round. Such characters are usually called upon to defend 
  against forces that threaten entire cities or colonies.
  Tier 3: Master
  In this tier, characters of levels 11-16 have attained 
  capabilities that put them a step above most other 
  espers. Talent wielding espers gain the ability to 
  masterfully control universal forces in ways that 
  transcend most mundane technological methods, while 
  more combat oriented characters have learned to apply 
  their skills in new and creative ways. These characters 
  are known to fearlessly explore new star systems or face 
  threats that could potentially threaten an entire world.
  Tier 4: Epic
  The final tier focuses on characters of levels 17-20. These 
  characters are the pinnacle of their class, becoming 
  galactic legends in their own right. These heroes (or 
  villains) face events and threats that change the course of 
  multiple star systems or those that carry even beyond the 
  scope of the galaxy or even the entire universe. 
  CHARACTER ADVANCEMENT
  Experience Points
  Level
  Proficiency Bonus
  0
  1
  +2
  300
  2
  +2
  900
  3
  +2
  2,700
  4
  +2
  6,500
  5
  +3
  14,000
  6
  +3
  23,000
  7
  +3
  34,000
  8
  +3
  48,000
  9
  +4
  64,000
  10
  +4
  85,000
  11
  +4
  100,000
  12
  +4
  120,000
  13
  +5
  140,000
  14
  +5
  165,000
  15
  +5
  195,000
  16
  +5
  225,000
  17
  +6
  265,000
  18
  +6
  305,000
  19
  +6
  355,000
  20
  +6
  16
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  
  17
  ESPER GENESIS • CORE MANUAL • CHAR AC TER CRE ATION
  The Legend of Aria’s Winter
  by Rich Lescouflair
  Millennia before the rise of the second age, ancient spirits waged war with their own, 
  weaving together the delicate balance of our universe. Countless battles were fought, with 
  each individual striving to master the Crucibles to ensure their own survival and prosperity. 
  The Crucibles... comprised of unnatural elements, were capable of harnessing the very 
  energies that make up the universe itself, and binding them into forces of nature. Although 
  concerned with the safety of their homes, these ancient beings could not help but use the 
  power each had obtained to each of their own ends. Either to conquer or to protect, both 
  caused great harm to the flow of time and the nature of all things. 
  No one really knows what brought about the arrival of the Aria, or when she first 
  appeared. Only stories remain... a tale of how she cast off friend and foe, laying swift 
  punishment upon all her people, who by then sought little else but each other’s destruction. 
  The backlash of energy caused the last of the realm’s great extinctions and created the anti-
  realm… an endless expanse known only as the Sorium. The spirits, soon perishing in prisons 
  forged of their own power, could no longer threaten the course of destiny or the will of the 
  Fates. 
  Those times are now long forgotten. History has given way to the modern age. The core 
  worlds flourish with technology and innovation. Industrialism and science, along with the 
  power harnessed from the crucibles, have created space-faring societies with bountiful 
  resources and capabilities.
  But there is a theory, a warning left behind of tragedy befalling the newly reborn realm. 
  The Sorium is merely a veil, separating us from a forces that could destroy the balance 
  that was achieved at so great a cost. This message, the Aria’s message, forewarns of a 
  destruction so vast it would surpass even the first great winter, that which brought about 
  end of the war. For now, the crucibles stand as monuments to a lost age, and a force for 
  peace across the galaxies. However, unless the Aria’s warning is heeded, our kind may bring 
  about the next great winter... and nothing we can do will stop it.
  — Halfath, self-proclaimed scholar of Dendusar….  and resident crackpot….
  
  18
  ESPER GENESIS • CORE MANUAL • R ACES
  18
  ESPER GENESIS • CORE MANUAL • R ACES
  
  19
  ESPER GENESIS • CORE MANUAL • R ACES
  THE GALAXY IS MADE UP OF A MYRIAD OF WORLDS, EACH ONE 
  home to unique environments, cultures, and architecture. 
  On Cotanka, towering temple-like cities decorate the 
  natural landscape, each one representing the Primordial 
  Union of the Matokai. On the opposite side of the sun, 
  Silrayne Prime blends its glittering towers and roads with 
  the planet’s sentient flora in a mutually beneficial alliance. 
  The bright colors and sweet scents of its capital city, Shara 
  Balie, are a stark comparison to the dank, stench filled 
  conduit passages that lie beneath the city’s streets.
  The people of the Silrayne Arc all live and thrive on 
  planets scattered through various sectors of space across 
  a major arm of the galaxy. Through advancements in 
  communications and space travel, the people of the Arc 
  have forged multicultural cities and sectors on many of 
  these planets, where each individual regardless of origin 
  can live and thrive.
  Because of this centuries-old philosophy, the concept 
  of the alien is exceedingly rare, applying only to a race or 
  species not previously seen in the Arc. While each race 
  has its own culture and origin, there is general acceptance 
  for each other - although tensions can and do exist. For 
  instance, relations between the kesh and the ashenforged 
  are strained, while the eldori often find offense with the 
  overzealous nature of humankind.
  DEFINING NPC RACES
  The galaxy is home to thousands of galactic species 
  and subspecies. The player races listed in this chapter 
  are amongst the prominent races of the Sorium Accord. 
  Additional tools and tables for creating random NPC 
  species are provided in the Master Technician’s Guide.
  DEFINING NPC RACES
  The galaxy is home to thousands of galactic species 
  are amongst the prominent races of the Sorium Accord. 
  Additional tools and tables for creating random NPC 
  species are provided in the 
  species are provided in the Master Technician’s Guide.
  Choosing a Race
  Though many races live within the Silrayne Arc, those 
  listed here are the most likely to achieve Esper Genesis 
  and attune to the energies of the Crucibles. They are also 
  the most likely to band together and form squads and 
  exploration parties.
  Your choice of race is one of the largest steps toward 
  establishing your character’s identity. Many of the racial 
  traits and descriptions greatly affect your origin story, 
  personality, physical features, and customary practices. 
  Many of these carry on with your character throughout 
  their entire career and lifepath.
  Your character’s race also directly affects their base 
  statistics - ability scores, skills, proficiencies, and other 
  attributes. Make sure you examine the traits of each 
  of the races and note the benefits they may provide in 
  conjunction with your character class.
  Each race also has a section detailing some of the lore 
  and societal history which may serve as useful guidelines 
  toward developing your character’s personality and the 
  way they see the universe. Remember, however, that your 
  character is still a unique individual, whose awakening 
  to cosmic powers and far off worlds can mold their 
  personality just as much as where they came from.
  Racial Traits
  Each race provides a list of traits that are most common 
  to members of that race. They are described as follows.
  Ability Score Increase
  Your choice of race will increase one or more of your 
  character’s ability scores.
  Age
  This will describe the average lifespan of a member of 
  the race as well as when they are considered to have 
  reached adulthood. You may choose to start at any age 
  within your lifespan.  Though most espers awaken to 
  their powers somewhere in adulthood, there are still 
  many who did so at much earlier or later stages in life.
  Alignment
  Though some races tend to adopt a particular alignment, 
  these are based off of society and are by no means 
  binding for player characters.  Instead, they provide an 
  opportunity to explain why your character may have 
  either accepted or rejected portions of their people’s 
  common beliefs and practices.
  Size
  Each race has a size category.  The races provided in this 
  chapter are considered to be Medium, which includes all 
  creatures roughly 4 to 8 feet tall.
  Speed
  Your speed determines how far you can travel in a 
  particular time frame. It is most often used in land travel 
  and combat situations.
  Languages
  Due to your racial origins, your character can speak, 
  read, and write certain languages. Languages are covered 
  in more detail in Chapter 4.
  Subraces
  Some races have subraces, defining the most common 
  differences amongst the members of the parent race. 
  Each subrace comes with specific traits that your 
  character gains in addition to the traits gained from the 
  parent race. It is not uncommon for some subraces to 
  form their own culture, such as the dynastic culture of the 
  Star Kesh explorers.
  2. Races
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  ANDGENEROSITY
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  OFGOODPEOPLEL
  
  20
  ESPER GENESIS • CORE MANUAL • R ACES
  Ashenforged
  “WE GAVE THEM LIFE, SURE. BUT IT WAS NOT FOR ANY 
  SORT OF empathy nor any grand sense of purpose. We 
  were desperate, and through such desperation we 
  could not see that we were doing what we, as a 
  people, would never think of doing to ourselves. By 
  the time we realized what we had done, it was too 
  late to go back. So, in the end, instead of taking 
  credit for giving them life, we took pride in giving 
  them their lives back.”
  — Halfath Ganric, dendus scholar
  Given life with no soul, but imbued with purpose, 
  the ashenforged are one of the greatest achievements 
  since the discovery of the Crucibles. Though no longer 
  the war-bred union they once were, they have instead 
  become a symbol of advancement to their creators and 
  representatives of a larger purpose.
  Enigmas of Science
  During the initial experiments within the cores of the 
  Crucibles, the dendus discovered the ability to imbue 
  artificial intelligence into a physical form. The brains, 
  and sometimes the organs and parts of the deceased 
  were placed into a bio-engineered shell, then modified 
  with sorium melding using an ash-colored substance that 
  collects on the crucible’s surface. The resulting forms were 
  mostly humanoid, but also carried various minor physical 
  IT WAS
  WAS NOT FOR ANY
  empathy nor any grand sense of purpose. We 
  empathy nor any grand sense of purpose. We 
  were desperate, and through such desperation we 
  were desperate, and through such desperation we 
  could not see that we were doing what we, as a 
  could not see that we were doing what we, as a 
  people, would never think of doing to ourselves. By 
  people, would never think of doing to ourselves. By 
  people, would never think of doing to ourselves. By 
  people, would never think of doing to ourselves. By 
  the time we realized what we had done, it was too 
  the time we realized what we had done, it was too 
  late to go back. So, in the end, instead of taking 
  late to go back. So, in the end, instead of taking 
  credit for giving them life, we took pride in giving 
  credit for giving them life, we took pride in giving 
  — Halfath Ganric, dendus scholar
  — Halfath Ganric, dendus scholar
  Given life with no soul, but imbued with purpose, 
  Given life with no soul, but imbued with purpose, 
  the ashenforged are one of the greatest achievements 
  the ashenforged are one of the greatest achievements 
  since the discovery of the Crucibles. Though no longer 
  since the discovery of the Crucibles. Though no longer 
  the war-bred union they once were, they have instead 
  the war-bred union they once were, they have instead 
  become a symbol of advancement to their creators and 
  become a symbol of advancement to their creators and 
  representatives of a larger purpose.
  representatives of a larger purpose.
  cience
  During the initial experiments within the cores of the 
  During the initial experiments within the cores of the 
  Crucibles, the dendus discovered the ability to imbue 
  Crucibles, the dendus discovered the ability to imbue 
  artificial intelligence into a physical form. The brains, 
  artificial intelligence into a physical form. The brains, 
  and sometimes the organs and parts of the deceased 
  and sometimes the organs and parts of the deceased 
  were placed into a bio-engineered shell, then modified 
  were placed into a bio-engineered shell, then modified 
  with sorium melding using an ash-colored substance that 
  with sorium melding using an ash-colored substance that 
  collects on the crucible’s surface. The resulting forms were 
  collects on the crucible’s surface. The resulting forms were 
  mostly humanoid, but also carried various minor physical 
  mostly humanoid, but also carried various minor physical 
  mostly humanoid, but also carried various minor physical 
  mostly humanoid, but also carried various minor physical 
  
  21
  ESPER GENESIS • CORE MANUAL • R ACES
  traits depending on the lifeform’s former appearance.
  Though the dendus could have created completely 
  artificial forms, using the brains and fragments of the 
  deceased, along with a biological form, provided them 
  with two unique advantages. First, even without the 
  specific memories of their past, an ashenforged adapts 
  quickly, able to recall small parts of its former self as if 
  it were muscle memory. The second, more interesting 
  discovery, is that they are able to attune themselves to 
  sorium and achieve Esper Genesis, the power to wield 
  and manipulate the forces of creation. The dendus do not 
  truly know why this is the case but they do hold multiple 
  theories, often argued within their circles.
  Physically, though mostly humanoid, ashenforged carry 
  some of the minor physical traits of their former selves. 
  This could be anything from pointed/ridged ears, small 
  tails, or elongated fingers. All ashenforged have the same 
  grayish metallic colored skin with eyes that range between 
  metallic blues and purples.
  Forged In War
  During the decade long Nesieve Conflict, the dendus 
  allied with the eldori  to prevent their destruction 
  at the hands of the ruthless lorendi invasion. The 
  ashenforged were created for the purpose of defense 
  against overwhelming odds. After the end of the conflict, 
  the dendus decided to continue their work, creating 
  ashenforged that would serve as emissaries, workers, 
  guards, and explorers. As a race of former slaves, 
  the dendus do not believe in forced servitude. Each 
  ashenforged is given a basic purpose from which they 
  decide their own path.
  Galactic Pioneers
  Though a majority of the ashenforged have established 
  communities on Dendusar, a great many of them have 
  ventured out to find their own paths. They can be found 
  anywhere in the Silrayne Arc or even beyond, attempting 
  to integrate themselves into multiple aspects of society, 
  which they think is the best way to develop as a species. 
  Most ashenforged can be found on populated planets 
  as craftsmen, mechanics, or artisans. Those who stuck 
  to their roots in war can be found as mercenaries and 
  bodyguards.
  Most have established clans based off of the origins of 
  their parentage. Each one bears markings on their skin 
  that the indicate the scientist or engineering guild from 
  which their clan was created. Some form unions and 
  create offspring with the help of the dendus. The new 
  generation can then be marked in the same manner of the 
  clan, or they can even bear marks of a union of two clans. 
  Historically, this is why many ashenforged surnames tend 
  to be very similar to those of the dendus.
  Ashenforged Names
  When ashenforged are created, they are given a given 
  an identification number. Upon reaching maturity, they 
  are given a name that signifies either the scientific guild 
  which created them or the dendus facility in which they 
  trained, the latter of which is usually a factory, lab, or 
  upon a Crucible. Their surname is always the clan name 
  of the eldest parent. The ashenforged have no gender 
  distinction when it comes to their names.
  Many ashenforged keep their given names, while 
  there are those that make alterations to one more to 
  
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  their liking, or change it completely to something more 
  befitting of their nature.
  Sample Names: Armus, Botarva, Corrus, Deltrivas, 
  Exharlian, Hullvan, Lunarion, Medisi, Primis, Securali, 
  Solus, Sonarvi, Stellivan, Tielvin, Turmirion
  Clan Names: Aelar, Bartuvo, Duadan, Ganros, Kolrom, 
  Maraval, Nystim, Shanralim, Tyngor, Verkast
  Ashenforged Traits
  As an ashenforged, you are gifted with a number of traits 
  that are imbued within you upon creation.
  Ability Score Increase. Your Constitution score increases 
  by 2.
  Age. Ashenforged mentally mature within the first five 
  years. Most often live another 40-50 years before their 
  body decays.
  Alignment. Most ashenforged are lawful, raised with 
  their chosen path and purpose being priority above most 
  other things.
  Size. An ashenforged’s height can vary, usually between 
  6 feet to 7.5 feet. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. As an ashenforged, you are gifted with the 
  ability to see well in dim and dark places. You can see in 
  dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were in dim light. You cannot 
  discern color in darkness, only shades of gray.
  Resilience. You have advantage on saving throws against 
  poison and disease and you are resistant to poison 
  damage.
  Artisan Training. You gain proficiency with one tool 
  of your choice from the following list: smith’s tools, 
  mechanics tools, cooking supplies, tailoring supplies.
  Languages. You speak, read, and write Common, 
  Dendusi, and one other language of your choice. 
  Ashenforged often tend to quickly learn the language of 
  their former self.
  Sub-type. The ashenforged are divided between two 
  primary types. Choose one of these.
  Cerebral
  As one of the Cerebral, you are inclined toward discovery 
  and perseverance from the many perils of the galaxy. 
  Many Cerebrals tend to travel far from home to learn and 
  grow into something greater.
  Ability Score Increase. Your Wisdom score increases by 1.
  Toughness. Your hit point maximum increases by 1 and 
  also increases by 1 each time you gain a level.
  Somatic
  Built for physical feats, you are accustomed to arduous 
  tasks in harsh environments. Somatics tend to take a 
  large amount of pride in their accomplishments and 
  often tend toward protecting those of smaller stature.
  Ability Score Increase. Your Strength score increases by 1.
  Natural Armor. When you’re not wearing armor, your AC 
  is 12 + your Dexterity modifier. You can use natural armor 
  to determine your AC if the armor you wear would leave 
  you with a lower AC. A shield’s benefits apply as normal 
  while you use your natural armor.
  In addition, you do not suffer the penalties to movement 
  or stealth checks associated with wearing medium or 
  heavy armor.
  22
  ESPER GENESIS • CORE MANUAL • R ACES
  
  ESPER GENESIS • CORE MANUAL • R ACES
  23
  ESPER GENESIS • CORE MANUAL • R ACES
  Storm Over Denver by Rich Lescouflair
  Katavia had never heard of Winter, or at least never outside of her own imagination. 
  Today, the ashenforged soldier witnessed her first snowfall as it reached the edge of 
  the city compound. The few stories of beauty she had heard throughout her first few 
  years were of the starlit spires of Dendusar. Compared to the wonders she had seen in 
  this galaxy over the past few weeks, she wondered if it were possible to ever view her 
  homeworld the same way again.
  “It’s beautiful, isn’t it?” Vesio’s voice broke her silent reflection.
  “I’ve never seen anything like it,” she replied. “Then again, I haven’t seen much like 
  anything at all,” she added with a smirk. Vesio beamed a smile back at her, but she could 
  still see the hint of silent pity in his eyes. She didn’t know how long she could stand it.
  She powered on her hovercycle, her eyes falling upon the floating base in the distance. 
  Waves of dark, purplish energy rippled out from beneath the structure, extending outward 
  for nearly a mile. Its very presence tainted the snowy landscape, like an ink stain on the 
  purest of white silk. She couldn’t help but look at her own life in comparison. Shaking her 
  thoughts away once again she asked, “Do you think they’re still alive?”
  Vesio nodded in earnest. “I wouldn’t doubt it for a minute,” he responded. “They’re all far 
  too stubborn… and crazy. I already know from experience that’s exactly what you need to 
  survive in that place.” He suddenly grinned and added, “You worried about your little sister? 
  Or maybe the ever-so-studly Infinity Knight…?”
  Katavia would never again regret the fact that she couldn’t blush. “If Lincoln is still alive, 
  then I’m sure my sister is too along with the rest of them.”
  “Putting that much faith in the boy, huh?” the promethean chuckled. “I can already tell 
  you haven’t known him all that long.”
  “Only two weeks,” she said. “In that short time though, he became my first true and real 
  friend. He helped me keep my sanity, and showed me something worth fighting for other 
  than vengeance. If not for him, I sure as hell wouldn’t be here staring at your thin, pasty 
  face,” she said with a broad grin.
  Vesio scoffed jokingly. “Now listen lady, I’ll have you know that amongst my people, 
  I happen to be a fine specimen of –” his voice was drowned out by the sound of his 
  emergency beacon flashing. “That’s the signal!” he shouted. “Engines on, folks!”
  He heard the whooshing sounds of hoverbikes and assault vehicles powering their 
  engines. After a few moments, Vesio’s eyes widened as he gazed upon the mass of black 
  metal constructs pouring from the Technobase, a wave of darkness that glided straight 
  toward the Denver border. Not long after, he could see the pockets of light opening at the 
  edge of the interstate, where dozens of flying combat drones poured through, following in 
  the wake of the constructs. The drones spread out into a strike pattern, raining streams of 
  missiles and plasma fire into the city’s energy barrier. “I never thought I’d see this again,” 
  Vesio breathed.
  “They don’t have enough to deal with this!” Katavia spoke frantically. “We have to help 
  them!”
  “No!” Vesio shouted back. “They have their own support. Our fight is at the Technobase. 
  This planet was never my home, but I will not let the Technocracy take even one more of 
  my friends away again!” He turned to face the score of vehicles behind him. “We break 
  through the security field and across to the main ramp. Now is the time where we greet the 
  enemy at its doorstep, and show these metal-headed jerks whose galaxy this is! Fire on 
  anything in your path that is not one of ours. No mercy, people! Let’s do this!!!”
  
  24
  ESPER GENESIS • CORE MANUAL • R ACES
  Belare
  “THEY ARE CONSIDERED TO BE ANCIENTS TO EVEN THE 
  OLDEST OF THE spacefaring races, though you would 
  never know by their state of technological advancements. 
  It almost seems as if they are a people that had died and 
  been reborn in the wrong place and time. 
  Many times in my travels have I seen the ancient 
  structures of the belare. Barely worthy of being called 
  ruins, they are some of the beautiful sights I’ve seen in 
  my lifetime. What must they have been when these 
  places were in their time of greatest splendor? And if 
  they serve as an example of their people, perhaps such 
  beings could once have been as gods.”
  — Phola Kalstrei, Eldori loremaster
  There are few that can say they have visited 
  a modern day belare colony, though there are 
  ancient ruins scattered throughout the galaxy. These 
  grand, archaic structures are the only link between 
  the origins of the ancient species and those of the 
  rest of the spacefaring races.
  Of the Stars
  The belare are a race of energy beings. Their bodies 
  are formed from a glowing radiance similar to the 
  energy generated by a star, but on a much smaller 
  scale. When looked upon, their radiant form takes 
  the shape of a stout humanoid merely a few feet 
  in height, but this form is less of a definition and 
  more of a form created by the belare themselves. 
  Their bodies generate a tremendous amount 
  of heat, and so when traveling away from 
  their colonies, they wear containment suits to 
  safely communicate and interact with their 
  spacefaring neighbors.
  EVEN THE
  spacefaring races, though you would 
  never know by their state of technological advancements. 
  It almost seems as if they are a people that had died and 
  Many times in my travels have I seen the ancient 
  structures of the belare. Barely worthy of being called 
  ruins, they are some of the beautiful sights I’ve seen in 
  my lifetime. What must they have been when these 
  places were in their time of greatest splendor? And if 
  they serve as an example of their people, perhaps such 
  — Phola Kalstrei, Eldori loremaster
  There are few that can say they have visited 
  a modern day belare colony, though there are 
  ancient ruins scattered throughout the galaxy. These 
  grand, archaic structures are the only link between 
  the origins of the ancient species and those of the 
  The belare are a race of energy beings. Their bodies 
  are formed from a glowing radiance similar to the 
  energy generated by a star, but on a much smaller 
  scale. When looked upon, their radiant form takes 
  the shape of a stout humanoid merely a few feet 
  in height, but this form is less of a definition and 
  more of a form created by the belare themselves. 
  Their bodies generate a tremendous amount 
  of heat, and so when traveling away from 
  their colonies, they wear containment suits to 
  safely communicate and interact with their 
  
  25
  ESPER GENESIS • CORE MANUAL • R ACES
  Lost Legends
  The belare as a species are thousands of years old. Due 
  to this age only remnants of records still exist, mostly 
  in the form of ancient written texts and carvings. These 
  records describe the belare as the last of several powerful 
  spacefaring races, all long extinct. Some of the oldest 
  of their ruins are a mystery to the belare themselves. As 
  such, it’s a popular belief they may not have always been 
  the embodiment of the stars they are today.
  Now in their modern era, the belare use these old 
  structures as meeting grounds and safeholds when 
  dealing with neighbors and allies. Some of the oldest 
  belare have their own records, some even memories, of 
  the lost days of their vast empire, but much of these have 
  amounted to no more than old tales and myths.
  Rules of Containment
  Due to their nature, belare are unable to interact with the 
  rest of the galaxy the way other races can. Contact with 
  other organisms disorients the belare physically and causes 
  severe damage to those around them. Each belare has 
  their own personalized bio-containment suit. It bears both 
  humanoid and robotic features, forged from a combination 
  of sorium and biosynthetic material. These suits are not 
  interchangable, being attuned to each belare’s specific 
  energy signature and fitted with an array of sensors. Each 
  suit also bears specific markings for identification.
  A belare suit is an extension of their senses. They can 
  choose to disable their tactile senses, but such an action 
  limits their ability to channel their energies. As all belare 
  have innate talents, most choose to experience the 
  same vulnerabilities as other races in order to keep their 
  material connection to their environment intact.
  Belare Names
  Belare mate by combining their energies, their physiology 
  allowing them to create up to two offspring. As the belare 
  are genderless, such differences are not presented in any 
  of their names. Their given names are a combination of 
  the names of their parents, the oldest usually making up 
  the first part of the name. These combination names end 
  with “ia” for the firstborn, and “us” for the secondborn. 
  Belare who have offspring but take on the role of a sole 
  parent can sometimes provide a variation of their own 
  name instead.
  Sample Names: Agomatus, Arrolus, Calivalus, Kanaria, 
  Ladrania, Larillia, Nuvellus, Prinaksus, Selrivia, Tunimia, 
  Vandalia
  BELARE IN YOUR CAMPAIGN
  The belare are not as common in the Silrayne Arc as the 
  other major races. They can be found in major cities and 
  space stations, but in more remote areas of the galaxy, 
  especially areas without access to the SIM (see Chapter 
  8), the belare are considered to be the stuff of legends. 
  Due to their uncommon nature and special circumstances 
  that can arise in-game, the use of belare as a player race is 
  completely at the discretion of the GM. 
  BELARE IN YOUR CAMPAIGN
  The belare are not as common in the Silrayne Arc as the 
  that can arise in-game, the use of belare as a player race is 
  completely at the discretion of the GM. 
  completely at the discretion of the GM. 
  Belare Traits
  As a belare, you have the following traits.
  Ability Score Increase. Your Intelligence, Constitution, 
  and Charisma all increase by 1.
  Age. Belare reach adulthood within 10 years. They live 
  to be close to 200, though the oldest belare claim to have 
  been alive for over a thousand years.
  
  26
  ESPER GENESIS • CORE MANUAL • R ACES
  Alignment. Because they tend to keep themselves 
  impartial to outside affairs, belare tend to be neutral in 
  alignment, though many lean toward good in terms of 
  morality and respect for life.
  Size. Physically, your form is amorphous, usually taking 
  the shape of a 3 to 4 foot humanoid. A belare suit is on 
  average about 7.5 feet tall. Your size is Medium.
  Speed. Your base walking speed is 25 feet.
  Infravision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  in dim light. You cannot discern color in darkness, only 
  shades of gray. Also, only while in dim light or darkness, 
  you can choose to see and discern heat signatures within 
  a specified range through up to 5 feet of non-metallic 
  solid material.
  Suit Resiliency. While wearing your containment suit, 
  you have advantage on saving throws against poison and 
  disease and you are resistant to poison damage.
  Radiant Form. You have resistance to radiant damage.
  Natural Defense. While you are not wearing any armor, 
  your Armor Class equals 10 + your Dexterity modifier + 
  your Constitution modifier. You can use a shield and still 
  gain this benefit. While wearing medium or heavy armor, 
  all of your Dexterity (Stealth) checks are made with a 
  disadvantage. Any class features that grant AC bonuses 
  due to being unarmored are ignored.
  Artificial Body. You cannot be healed by esper powers or 
  items that have no effect on automatons and constructs. 
  In addition, you do not need to eat or sleep. You can 
  regain hit points normally during a short or long rest. In 
  addition, you gain the same benefit from 4 hours of rest 
  that a human does from 8 hours of sleep.
  Esper Initiate. You gain use of the renew talent. Also, at 
  3rd level you can use the light beam talent once, after which 
  you must complete a long rest before you can use it again. 
  Constitution is your channeling ability for this talent.
  At 6th level, your light beam talent upgrades to rank 3, 
  then to rank 4 at 11th level and rank 5 at 16th level.
  Languages. You speak, read, and write Common and 
  Protean.
  BELARE CONTAINMENT SUITS
  The suits belare use when traveling are treated as their 
  physical bodies, subject to damage in the same manner 
  as any other character. The suits are extremely durable 
  and cannot be forced open without consent from the 
  belare attuned to it. If any part of a belare’s physical form 
  is exposed, the belare must make a DC 15 Constitution 
  saving throw or become poisoned (they can gain no benefit 
  to this roll from resistances or immunities). This effect lasts 
  until they use an action to close their containment suit at 
  spend least 10 minutes within it while fully enclosed.
  In addition, a creature that begins its turn within 5 feet 
  of a belare’s exposed form takes 1d6 radiant damage. This 
  has no effect on other belare.
  BELARE CONTAINMENT SUITS
  The suits belare use when traveling are treated as their 
  of a belare’s exposed form takes 1d6 radiant damage. This 
  has no effect on other belare.
  
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  27
  ESPER GENESIS • CORE MANUAL • R ACES
  THE WALL by Christopher Robin Negelein
  Vandalia’s glowing sword swung in a graceful, deadly arc. The radiant energies sliced through the 
  aluphax pirate. Despite its armor and thick muscles, the enemy roared, falling to his knees. 
  One down, yet many more were lining up in the hallway. Others would have taken a deep breath before 
  facing so such foes but Vandalia’s energy form pulsed steadily within the exosuit while the respirators 
  breathed sedately.
  Vandalia gripped the sword tight in one servomotored hand. “The waves crash, the dam holds.” 
  The aluphax Weapon Master of the Conqueror’s Blood  spit on the metal grating which was a poor 
  substitute for a floor. “You will die today, godling! I swear it!”
  “This is something I need to do, honored ones,” a much younger Vandalia said. “There are voices. They 
  speak of destiny. They speak of justice.” 
  Protecting a locked hatch, Vandalia slid into the solar wind stance in preparation for the oncoming 
  horde of aluphax. They charged simultaneously, confident their target would crumple under their 
  weapons, armor and packed bodies.
  One parent, Dalvia, broadcast anxiousness. “How long do we three have?”
  Vandalia sent excitement. “Soon. The callings become stronger every day!”
  The other parent, Vandius, emanated resignation. “We should prepare you to survive beyond our home.”
  Vandalia was no ordinary target. The sentinel sword flashed like sparks with the expert jabs and slices. 
  Blood flew and aluphax faces twisted from fury to pain. “If the leading edge of a wave crashes against 
  the dam, the resultant ripples can change the course.”
  Hesitancy provided a much needed moment, upon which Vandalia took a step forward. Even though 
  the exosuit had no “eyes,” Vandalia focused on the Weapon Master leading from the back.
  Arriving at the Spheremasters, all three were brimming with different frequencies of excitement. The 
  common area was filled with exosuits of all shapes and sizes, emanating authority or danger. Vandalia 
  was transfixed. 
  The wounds blistered and sizzled as space pirates snarled and whimpered, but — more importantly — 
  doubted themselves, giving Vandalia time to pick and choose targets like a surgically precise predator. 
  Wielding the brightly-glowing sword, the belare began to shape the combat into discrete moments, 
  effectively fighting one opponent at time. 
  “You admire the walls, but forget the bricks,” the Spheremaster said. “Here, these are for you. One of 
  these will be the brick you must lay.”
  In a corner were several simple exosuits. Vandalia reached out and sensed the potentials to be made. 
  Now it was understood. “No. This brick will become my dam to keep back the coming darkness.” 
  Vandalia took a single step. The ripple of forward motion made the lead aluphax pirates shrink back, 
  but they were pinned by the press of their crewmates behind them. The belare then took another step, 
  sending another ripple. The wave receded. 
  Pressing the advantage, Vandalia’s sword moved faster, like the strong wind pushing the ripples until 
  they became waves heralding a new direction.
  The Spheremaster and Vandalia’s parents emanated pride and a sadness. 
  Dalvia followed. “The grown bird’s confidence flies on a hatchling’s wings.” 
  Switching between targets, the sentinel began to aim for the legs, nicking the aluphaxian nerve 
  clusters. A group of the pirates collapsed, severely wounded or paralyzed, howling in both frustration 
  and dawning fear. The remaining bloodlust all but drained out of the pirate crew and those behind them. 
  Now it was about survival against the “godling.”
  The next three fell even faster as the smell of burnt copper and the sizzle of blood accompanied the 
  swift sword strikes. 
  “And when I come home, the wall for all of us will be stronger,” Vandalia said. 
  The belare soon stopped and pointed at the aluphax leader, the others scrambling to get out of the 
  sentinel’s way. It might have been his bodyguards hustling him to safety or his own crew trampling him, 
  but the flow of chaos pulled the Weapon Master to the ground, drowning him in a rip tide of bodies. 
  Though he was soon up and on the run, Vandalia was sure to have him soon.
  Inside, the belare felt pride. After years of practice and hard work, the final bricks had been laid. Soon, 
  it would be time to return home.
  
  28
  ESPER GENESIS • CORE MANUAL • R ACES
  Dendus
  “A GREAT SENSE OF PRIDE, PURPOSE, AND TRADITION RUNS DEEP 
  within the dendus clans. But with all of their history, they are 
  known throughout the galaxy for being able to do one thing better 
  than the rest: they endure. Their people have fallen and risen 
  again in dramatic fashion to the point that we’d think they would 
  hate all other species. But instead, it’s the opposite. Their sense of 
  wonder and love of life is sometimes infectious. Make no mistake, 
  though. The dendus still hold grudges... and they live for a very 
  long time.”
  — Vakryth, Matokai Soldier
  Exotic cities layered with high technology, grand 
  strongholds melded into the earth with neon-lit 
  rippled spires running both above and below ground, 
  representations of the dendus way of life, the perfect mix 
  of tradition and evolution.
  Graceful Resilience
  Most dendus are considered short and slender compared 
  to the other major races, with their tallest reaching just 
  above 5 feet in height. Even then, the majority of their 
  height stems from their long legs, which tend to hold 
  greater length than their torsos and arms. However, even 
  with such a slender frame, the dendus are no more or less 
  frail than any of their neighboring races.
  Dendus have extremely pale skintones that range from 
  stark white to light grays, with rare hints of red or violet. 
  Their skin is extremely smooth and somewhat slick, 
  similar in texture to some earth-type sea creatures. They 
  have three appendages on each of their limbs that serve 
  as fingers and toes.
  Each dendus has a collection of tentacles atop their 
  heads which can often be misconstrued for hair at 
  a distance. These tentacles can be guided into small 
  movement patterns that serve as a minor form of 
  communication between dendus and other chosen allies. 
  They range in color from light to dark reds, purples, and 
  grays as well as black.
  Dendus
  “A
  “A
  “
  GREAT
  GREAT
  GREA
  SENSE OF PRIDE
  within the dendus clans. But with all of their history, they are 
  known throughout the galaxy for being able to do one thing better 
  than the rest: they endure. Their people have fallen and risen 
  again in dramatic fashion to the point that we’d think they would 
  hate all other species. But instead, it’s the opposite. Their sense of 
  wonder and love of life is sometimes infectious. Make no mistake, 
  though. The dendus still hold grudges... and they live for a very 
  long time.”
  — Vakryth, Matokai Soldier
  Exotic cities layered with high technology, grand 
  strongholds melded into the earth with neon-lit 
  rippled spires running both above and below ground, 
  representations of the dendus way of life, the perfect mix 
  of tradition and evolution.
  esilience
  Most dendus are considered short and slender compared 
  to the other major races, with their tallest reaching just 
  above 5 feet in height. Even then, the majority of their 
  height stems from their long legs, which tend to hold 
  greater length than their torsos and arms. However, even 
  with such a slender frame, the dendus are no more or less 
  frail than any of their neighboring races.
  Dendus have extremely pale skintones that range from 
  stark white to light grays, with rare hints of red or violet. 
  Their skin is extremely smooth and somewhat slick, 
  similar in texture to some earth-type sea creatures. They 
  have three appendages on each of their limbs that serve 
  Each dendus has a collection of tentacles atop their 
  heads which can often be misconstrued for hair at 
  a distance. These tentacles can be guided into small 
  movement patterns that serve as a minor form of 
  communication between dendus and other chosen allies. 
  They range in color from light to dark reds, purples, and 
  grays as well as black.
  — Vakryth, Matokai Soldier
  Exotic cities layered with high technology, grand 
  strongholds melded into the earth with neon-lit 
  rippled spires running both above and below ground, 
  representations of the dendus way of life, the perfect mix 
  Most dendus are considered short and slender compared 
  to the other major races, with their tallest reaching just 
  above 5 feet in height. Even then, the majority of their 
  height stems from their long legs, which tend to hold 
  greater length than their torsos and arms. However, even 
  with such a slender frame, the dendus are no more or less 
  frail than any of their neighboring races.
  Dendus have extremely pale skintones that range from 
  stark white to light grays, with rare hints of red or violet. 
  Their skin is extremely smooth and somewhat slick, 
  similar in texture to some earth-type sea creatures. They 
  have three appendages on each of their limbs that serve 
  Each dendus has a collection of tentacles atop their 
  heads which can often be misconstrued for hair at 
  a distance. These tentacles can be guided into small 
  movement patterns that serve as a minor form of 
  communication between dendus and other chosen allies. 
  They range in color from light to dark reds, purples, and 
  PRIDE, PURPOSE, AND TRADI
  within the dendus clans. But with all of their history, they are 
  known throughout the galaxy for being able to do one thing better 
  than the rest: they endure. Their people have fallen and risen 
  again in dramatic fashion to the point that we’d think they would 
  hate all other species. But instead, it’s the opposite. Their sense of 
  wonder and love of life is sometimes infectious. Make no mistake, 
  though. The dendus still hold grudges... and they live for a very 
  — Vakryth, Matokai Soldier
  RADITION RUNS DEEP
  within the dendus clans. But with all of their history, they are 
  known throughout the galaxy for being able to do one thing better 
  than the rest: they endure. Their people have fallen and risen 
  again in dramatic fashion to the point that we’d think they would 
  hate all other species. But instead, it’s the opposite. Their sense of 
  wonder and love of life is sometimes infectious. Make no mistake, 
  though. The dendus still hold grudges... and they live for a very 
  — Vakryth, Matokai Soldier
  
  29
  ESPER GENESIS • CORE MANUAL • R ACES
  Ruin and Restoration
  Dendus live for hundreds of years, their history bearing 
  the stark contrast of their lives today compared to their 
  civilization centuries ago. Their homeworld, once invaded 
  by the insectoids of Prokmel, saw most of the dendus killed 
  and the rest forced into centuries of slavery. The discovery 
  of one of the first Crucibles marked the liberation of 
  Dendusar, the dendus soon translating much of the cryptic 
  codes and markings found within the artifact, and using 
  this newfound power to vanquish their vile masters.
  Their liberation was short-lived, as their world was 
  soon set upon by the Xamaron horde, then years later 
  again by the merciless Lorendi Imperial Fleet. Each time 
  marked the fall of dendus civilization, resistance to their 
  conquerors, and finally restoration of their home.
  Because of this, the dendus as a people are steadfast 
  and loyal, driven by a strong sense of determination 
  and a desire to aid those who have suffered through 
  oppression and injustice. To fall out of favor with a 
  dendus unit is considered a dangerous undertaking.
  Traditional Transformation
  Though the dendus are not the people they were a 
  millennium ago, they always manage to keep certain 
  traditions and practices intact. A prime example would 
  be the Folas Tower on Dendusar, a high-tech spire that 
  reaches several thousand feet from the ground up with 
  an intricate system of cylindrical tunnels that travel miles 
  below the surface. It has been rebuilt many times, each 
  time with the same frame and basic design, regardless of 
  how many lights, panels, and circuitry are layered upon 
  its surface.
  A dendusian family is known as a unit, with 
  generations of bonded units classified as “kin-lines”. 
  Long histories are kept for each kin-line, complete with 
  accomplishments and major events. Dendusian units are 
  fiercely loyal to one another, even moreso than any long-
  standing friends or allies. This can often create conflicts 
  whenever a unit member creates problems or situations 
  that end up involving other relatives.
  Keepers of the Code
  After the belare, the dendus were the first to translate 
  the markings found within the Crucibles and access many 
  of their functions. This revolutionary discovery allowed 
  them to make great leaps in technological advancement, 
  such as access to an infinite energy source, faster-than-
  light space travel, and the creation of the ashenforged. 
  Though other spacefaring races have learned to harness 
  the Crucibles’ energy source, none have learned the 
  process more efficiently than the dendus. Because of this, 
  dendus scientific guilds can be found working on most of 
  the active Crucibles.
  Those races that share the continued study of these 
  artifacts also benefit by gaining the dendus as staunch 
  and dedicated allies. Younger dendus grow up learning 
  much about the Crucibles and the theories behind their 
  existence. Thus, dendus who travel throughout the 
  galaxy, even with their own purpose, also take interest in 
  discovering exotic places or ancient civilizations that may 
  have even been connected to their own at one time.
  Dendus Names
  A dendus child is named after one of the parents with 
  the suffix “-kin” attached to the end. After they reach 
  10 years old, their personality and desires become more 
  defined and they are then given a name that honors one 
  from dendus records that has its own storied history or 
  personality attached to it. To mark a new chapter in the 
  child’s life, the new name is more often a variation of the 
  historical one, rather than an exact match.
  A dendus’ surname is the name of their kin-line, 
  traditionally passed down from the kin-line of the child’s 
  mother.
  Female Names: Alilly, Beliji, Ellydan, Ferebel, Fonstah, 
  Gaela, Gezora, Irki, Misyka, Neryx, Niroba, Selissi, 
  Tanna, Turissa, Vedilla
  Male Names: Aehkin, Alrick, Barenor, Durren, Halfath, 
  Jeppar, Kelren, Nupok, Orvyn, Ramdle, Rebook, Shelgo, 
  Sindart, Verker, Wergryn
  Surnames: Aelfers, Barien, Duadorm, Ganric, Kolfor, 
  Marapen, Nystow, Shanagel, Tynig, Verkle
  Ruin and Restoration
  Dendus live for hundreds of years, their history bearing 
  the stark contrast of their lives today compared to their 
  civilization centuries ago. Their homeworld, once invaded 
  by the insectoids of Prokmel, saw most of the dendus killed 
  and the rest forced into centuries of slavery. The discovery 
  of one of the first Crucibles marked the liberation of 
  Dendusar, the dendus soon translating much of the cryptic 
  codes and markings found within the artifact, and using 
  this newfound power to vanquish their vile masters.
  Their liberation was short-lived, as their world was 
  soon set upon by the Xamaron horde, then years later 
  Keepers of the Code
  After the belare, the dendus were the first to translate 
  the markings found within the Crucibles and access many 
  of their functions. This revolutionary discovery allowed 
  them to make great leaps in technological advancement, 
  such as access to an infinite energy source, faster-than-
  light space travel, and the creation of the ashenforged. 
  Though other spacefaring races have learned to harness 
  the Crucibles’ energy source, none have learned the 
  process more efficiently than the dendus. Because of this, 
  dendus scientific guilds can be found working on most of 
  the active Crucibles.
  Those races that share the continued study of these 
  
  Dendus Traits
  All dendus share the following traits carried down 
  throughout their kin-lines.
  Ability Score Increase. Your Wisdom score increases by 2.
  Age. Dendus are considered to be young until they reach 
  about 40 years of age. They live on average between 350 
  to 450 years.
  Alignment. The majority of dendus are lawful due to 
  their level of dedication and loyalty. They tend to be 
  good due to their intolerance of injustice, however they 
  share a duality with a select few who value evolution and 
  advancement over tradition.
  Size. Dendus are very slender with small torsos and 
  elongated legs. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Accustomed to a multitude of 
  environments, you have the ability to see different shades 
  of light. You can see in dim light within 60 feet of you as 
  if it were bright light, and in darkness as if it were in dim 
  light. You cannot discern color in darkness, only shades 
  of gray.
  Fast Learner. You have proficiency in the Insight skill.
  Force of Will. You have advantage on all Intelligence, 
  Wisdom, and Charisma saving throws versus esper 
  powers.
  Larima. Your tentacles, also known as “larima,” can be 
  used to exhibit a burst of psychic energy similar to the 
  mental missive talent, though the range of this ability is 
  limited to 10 feet.
  Languages. You speak, read, and write Common and 
  Dendusi.
  Subraces. Depending on the history of your kin-line, you 
  fall under one of two categories of dendus.
  High-kin
  As one of the high-kin, you are strong-willed with keen 
  senses and sharp focus. The lives of many high-kin focus 
  heavily upon the history and tradition of their people, 
  thus many of them serve as emissaries or diplomats. 
  Though friendly with other races, they also believe that 
  their long-standing tradition and history entitles them to 
  a certain level of respect. This can sometimes lead high-
  kin to come off as haughty or stubborn.
  Ability Score Increase. Your Intelligence increases by 1.
  Loremastery. Whenever you make an Intelligence (Lore) 
  check related to the history of a particular race or species, 
  you are considered to be proficient in the Lore skill.If 
  you are already proficient in Lore, you can double your 
  proficiency bonus for these checks.
  Languages. You learn one additional language of your 
  choice.
  Path-kin
  Dendus of your type are pioneers of discovery. You are a 
  bit more impulsive than your high-kin brethren and are 
  prone to flights of exploration. You have a great interest 
  in different cultures, peoples, and places, and are more 
  likely to experiment with the practices of each. Path-kin 
  can often be found searching for uncharted planets or 
  galactic anomalies. A majority of the guilds that work 
  within the Crucibles are path-kin.
  Ability Score Increase. Your Dexterity increases by 1.
  Increased Movement. Your base walking speed increases 
  to 35 feet.
  Tool Proficiency. You gain proficiency with one of the 
  following artisan’s tools of your choice: chemistry 
  supplies, digital technician’s tools, mason’s tools, or 
  mechanic’s tools.
  30
  ESPER GENESIS • CORE MANUAL • R ACES
  
  31
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  31
  31
  31
  31
  ESPER GENESIS • CORE MANUAL • R ACES
  The Shortcut by Rich Lescouflair
  Jeppar nearly lost control as the hovercar sped through the Telvos Valley. He’d never 
  been the best at driving, especially at top speed. One thing he was good at, however, 
  was numbers. At this rate, it would take him almost two hours to reach Chonrik, the 
  nation’s capital. The assault on Valon would be long over before anyone could receive any 
  warning, and that’s even if he survived this perilous drive.
  “Computer, find me a shortcut before I crash this stupid thing,” he said to the control 
  console. His plea to the nav computer bore no help, so he took a detour to Telvos Tower. 
  He saw the massive metal spire within minutes, its bright lights and gleaming symbols 
  standing out amidst the ruined structures below. He pulled up, landing on the tower’s 
  upper landing platform.
  He quickly traced his fingers over the security panel and made his way into the tower’s 
  upper entrance, passing through the security fields in the upper hall. Master Barenor 
  opened his door just as Jeppar was about to pound his fist into it. “Verkali Jeppar...?” 
  Barenor breathed out in a half inquiry.
  “Valon is in danger. I need to get to Chonrik and speak with the councilor right away,” 
  Jeppar spilled the words forth almost too quickly for him to keep his own pace. He also 
  had no time to spare for tact. “Can you help or not?”
  Barenor, long used to Jeppar’s social shortcomings, took a cursory glance at his 
  haggard face and quivering stature. The young dendus’ battered armor and bruised 
  tentacles held telltale signs of recent conflict, his eyes betraying his lack of a decent 
  rest. His own tentacle hair twisted about and he let loose a slight “hrmph” as he turned 
  back into his lab. “I can get you to Chonrik,” the scientist said calmly, “but addressing the 
  councilor will be a different matter altogether. Now, what’s this all about, child?”
  Jeppar always hated being referred to as “child,” but he had it coming and was well 
  aware that Barenor knew it too. “Valon is going to be attacked by the aluphax, Master 
  Barenor, hundreds of them. Their destroyer is en route to the moon as we speak.”
  Barenor’s glossy eyes widened as his stare turned serious. “Where did you get this 
  information?”
  “We captured one of their melders who told us everything,” he said trying to rush 
  through an explanation. “Gomagar and the forge guard, Alrix, are trying to frame the 
  matokai for attacking the lunar station. We have to do something!”
  “Alrix!” Barenor spat the name out in stunned disbelief. “Are you sure that’s what this 
  melder—“
  “Master, we have no time!!” Jeppar demanded.
  Without much more delay, Barenor motioned his closer. “First lorendi assassins, and 
  now this mess,” he grumbled. He walked over to the space fold ring on the floor and 
  punched in the coordinates on his datapad. The air within the ring formed into a globe 
  of warped energy, the hazy image of another location barely visible through the space. 
  As he gestured to the globe, he added with a wink, “You know… all this trouble started 
  happening when you got here!” Jeppar cracked a smile and watched the space fold 
  around him. Soon after, they stood on the platform leading to the doors of the Chonrik 
  Archives.
  
  32
  ESPER GENESIS • CORE MANUAL • R ACES
  Eldori
  “SOME SAY THE NESIEVE MIGHT HAVE BEEN ON THE CUSP OF THE NEXT 
  phase of evolution. They might have even achieved the mercurial 
  state of the belare at the height of their potential. Maybe what 
  happened to them, the fracturing of their species, was inevitable. 
  Like the belare, they could have been so powerful that the 
  universe needed to give them a lesson in humility. If that was the 
  case, the eldori  have certainly learned that lesson better than the 
  rest of us.”
  — Gento Mosh, kesh explorer
  One of the oldest of the major races, the eldori  are a 
  people whose wisdom and stability are a product of 
  many years of experience and growth. Self-proclaimed 
  guardians of life in the universe, they are often viewed as 
  pompous but well respected nonetheless.
  Dawn of the Second Age
  Of all the races of the Sorium Accord, there have been 
  few more affected by the mystery of the Crucibles than 
  the nesieve. The eldori  are one part of the Nesieve 
  race, divided after their first encounter with one of the 
  mysterious Crucibles.
  Nearly a millennium ago, their native planet, Eldor, 
  was blessed with two moons that graced their night skies 
  for as long as their own legends carry. Once they were 
  able to successfully travel beyond their atmosphere, they 
  discovered that one of these glowing moons was, in fact, 
  a dormant Crucible. When the fledgling spacefarers 
  activated the artifact, an energy surge was unleashed, 
  engulfing Eldor and its sister moon. This event forever 
  changed the destiny of all nesieve.
  Eldori
  “SOME SAY THE NESIEVE MIGH
  phase of evolution. They might have even achieved the mercurial 
  state of the belare at the height of their potential. Maybe what 
  happened to them, the fracturing of their species, was inevitable. 
  Like the belare, they could have been so powerful that the 
  universe needed to give them a lesson in humility. If that was the 
  case, the eldori  have certainly learned that lesson better than the 
  rest of us.”
  One of the oldest of the major races, the eldori  are a 
  people whose wisdom and stability are a product of 
  many years of experience and growth. Self-proclaimed 
  guardians of life in the universe, they are often viewed as 
  pompous but well respected nonetheless.
  Dawn of the S
  Of all the races of the Sorium Accord, there have been 
  few more affected by the mystery of the Crucibles than 
  the nesieve. The eldori  are one part of the Nesieve 
  race, divided after their first encounter with one of the 
  mysterious Crucibles.
  ESPER GENESIS • CORE MANUAL • R ACES
  Nearly a millennium ago, their native planet, Eldor, 
  Nearly a millennium ago, their native planet, Eldor, 
  was blessed with two moons that graced their night skies 
  was blessed with two moons that graced their night skies 
  for as long as their own legends carry. Once they were 
  for as long as their own legends carry. Once they were 
  able to successfully travel beyond their atmosphere, they 
  able to successfully travel beyond their atmosphere, they 
  discovered that one of these glowing moons was, in fact, 
  discovered that one of these glowing moons was, in fact, 
  a dormant Crucible. When the fledgling spacefarers 
  a dormant Crucible. When the fledgling spacefarers 
  activated the artifact, an energy surge was unleashed, 
  activated the artifact, an energy surge was unleashed, 
  engulfing Eldor and its sister moon. This event forever 
  engulfing Eldor and its sister moon. This event forever 
  changed the destiny of all nesieve.
  MIGHT HAVE BEEN ON THE
  HE CUSP OF THE NEXT
  NEXT
  NEX
  phase of evolution. They might have even achieved the mercurial 
  phase of evolution. They might have even achieved the mercurial 
  state of the belare at the height of their potential. Maybe what 
  state of the belare at the height of their potential. Maybe what 
  happened to them, the fracturing of their species, was inevitable. 
  happened to them, the fracturing of their species, was inevitable. 
  Like the belare, they could have been so powerful that the 
  Like the belare, they could have been so powerful that the 
  universe needed to give them a lesson in humility. If that was the 
  universe needed to give them a lesson in humility. If that was the 
  case, the eldori  have certainly learned that lesson better than the 
  case, the eldori  have certainly learned that lesson better than the 
  — Gento Mosh, kesh explorer
  — Gento Mosh, kesh explorer
  One of the oldest of the major races, the eldori  are a 
  One of the oldest of the major races, the eldori  are a 
  people whose wisdom and stability are a product of 
  people whose wisdom and stability are a product of 
  many years of experience and growth. Self-proclaimed 
  many years of experience and growth. Self-proclaimed 
  guardians of life in the universe, they are often viewed as 
  guardians of life in the universe, they are often viewed as 
  pompous but well respected nonetheless.
  pompous but well respected nonetheless.
   Second Age
  ge
  Of all the races of the Sorium Accord, there have been 
  Of all the races of the Sorium Accord, there have been 
  few more affected by the mystery of the Crucibles than 
  few more affected by the mystery of the Crucibles than 
  the nesieve. The eldori  are one part of the Nesieve 
  the nesieve. The eldori  are one part of the Nesieve 
  race, divided after their first encounter with one of the 
  race, divided after their first encounter with one of the 
  
  33
  ESPER GENESIS • CORE MANUAL • R ACES
  The Awakened Planet
  The transformation of Eldor was so abrupt and drastic 
  as to be cataclysmic. The landscape erupted into pockets 
  of elemental chaos. Much of the native flora and fauna 
  died out, while some evolved or were replaced by new 
  ones. Even more confusing were the nesieve themselves, 
  exhibiting dangerous and uncontrollable abilities far 
  beyond their comprehension. At first, it seemed as if the 
  pandemonium would spell doom for Eldor.
  Then, mysteriously, much of the chaos subsided. The 
  nesieve began to adapt and control their newfound 
  abilities, in addition to becoming more attuned to the 
  nature of their world. This metaphysical connection to 
  the ebb and flow of creation became the greatest of gifts 
  from what was originally viewed as the end of their world. 
  With this newfound understanding of their attunement, 
  there also came a renewed hope. Newly evolved as a 
  people, they later came to call themselves “Eldori,” in 
  honor of their reborn homeworld.
  The Great Wheel
  The eldori  today carry a very spiritual point of view. 
  They believe the creative and destructive power of the 
  Crucibles lie in another state of existence, spinning in an 
  eternal balance they call “The Great Wheel.” Attunement 
  to sorium allows the eldori  to speak the language of the 
  Wheel and call upon its power. This bonding method 
  became the foundation for the way sorium is forged and 
  used today.
  Forces of Nature
  Eldori look much different today than they did before 
  their awakening. They are humanoid, sharing similar 
  traits with other bipedals. Their skin is mostly smooth 
  with very slight ridges only noticeable by touch, having a 
  texture similar to a soft plant. They range in color from 
  bluish gray to deep blues to blue-green hues. Their hair 
  is commonly silky in texture with colors tending toward 
  bright white, silver, and gray. Their eye color varies from 
  blues and greens to browns, with amber and red not 
  uncommon.
  Though they are all minor espers to some extent, there 
  are rare cases when an eldori  attains full Esper Genesis 
  (in game terms, a character who is 1st level or higher in 
  any character class). This is usually accompanied by the 
  eldori ’s hair turning black. The eldori  believe this change 
  represents the esper’s ability to walk the shadow between 
  their world and the realm of the Great Wheel.
  Eldori Names
  Upon birth, eldori children emanate a faint glow, signifying 
  their connection to an aspect of life and nature. Each child 
  is given a name that symbolizes that aspect of nature. 
  Whether this “glow” is truly evidence of such a connection 
  or merely a byproduct of genetics has been a subject of 
  scientific discussion for centuries. However, it has not 
  stopped the eldori  from continuing the practice.
  Eldori usually take on the surname of their family, 
  though there are some that adopt the name of a famous 
  ancestor.
  The Awakened Planet
  The transformation of Eldor was so abrupt and drastic 
  as to be cataclysmic. The landscape erupted into pockets 
  of elemental chaos. Much of the native flora and fauna 
  died out, while some evolved or were replaced by new 
  ones. Even more confusing were the nesieve themselves, 
  exhibiting dangerous and uncontrollable abilities far 
  beyond their comprehension. At first, it seemed as if the 
  pandemonium would spell doom for Eldor.
  Then, mysteriously, much of the chaos subsided. The 
  nesieve began to adapt and control their newfound 
  abilities, in addition to becoming more attuned to the 
  nature of their world. This metaphysical connection to 
  the ebb and flow of creation became the greatest of gifts 
  from what was originally viewed as the end of their world. 
  With this newfound understanding of their attunement, 
  there also came a renewed hope. Newly evolved as a 
  people, they later came to call themselves “Eldori,” in 
  honor of their reborn homeworld.
  The Great Wheel
  Forces of Nature
  Eldori look much different today than they did before 
  their awakening. They are humanoid, sharing similar 
  traits with other bipedals. Their skin is mostly smooth 
  with very slight ridges only noticeable by touch, having a 
  texture similar to a soft plant. They range in color from 
  bluish gray to deep blues to blue-green hues. Their hair 
  is commonly silky in texture with colors tending toward 
  bright white, silver, and gray. Their eye color varies from 
  blues and greens to browns, with amber and red not 
  uncommon.
  Though they are all minor espers to some extent, there 
  are rare cases when an eldori  attains full Esper Genesis 
  (in game terms, a character who is 1st level or higher in 
  any character class). This is usually accompanied by the 
  eldori ’s hair turning black. The eldori  believe this change 
  represents the esper’s ability to walk the shadow between 
  their world and the realm of the Great Wheel.
  Eldori Names
  
  Male Names: Anvar, Aragir, Di’meros, Erdian, Glanan, 
  Helvas, Imridair, Ivas, Poemo, Queleri, Ravin, Roloe, 
  Stavias, Varlis, Yamaris
  Female Names: Adrea, Analee, Berylia, Cadania, Enri, 
  Ifele, Je’mira, Ki’lenna, Lia, Naivara, Ryla, Valyka, Variel, 
  Xavare, Ze’miri
  Surnames: Arvacia, Cerno, Danleth, Galaniel, Holridin, 
  Ilfena, Lysenkir, Myralion, Pravian, Safi
  Eldori Traits
  The eldori  share a few common traits as a result of their 
  spiritual awakening.
  Ability Score Increase. Your Charisma score increases by 2.
  Age. Eldori often reach adulthood between the ages of 
  20-25. They can live as long as 300-400 years.
  Alignment. As a predominantly peaceful society, they are 
  often good, but there are those that fall into evil ways in 
  spite of their people’s teachings.
  Size. Eldori have slim builds with heights that vary 
  between 5 to 6 feet on average. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Your inherent nature grants you the ability 
  to see different shades of light. You can see in dim light 
  within 60 feet of you as if it were bright light, and in 
  darkness as if it were in dim light. You cannot discern 
  color in darkness, only shades of gray.
  Languages. You speak, read, and write Common, 
  Nesieve, and one additional language of your choice.
  Esper Initiate. You gain use of the aegis talent. At 3rd 
  level, you gain the use of the innervate talent. At 5th level, 
  you gain the use of the clean zone talent. These powers 
  may each be used only once and you regain all uses after 
  you finish a long rest.
  Sub-species. There are two primary types of eldori  with 
  traits often passed down by heritage.
  Lunar Eldori
  As one of the Lunar eldori, you are focused on harnessing 
  power from the cosmic balance known as the Great 
  Wheel. Your powers manifest in the form of a spiritual 
  entity, passed down as a gift by your ancestors.
  Ability Score Increase. Your Intelligence score increases by 1.
  Superior Darkvision. Your Darkvision radius increases to 
  90 feet.
  Draw from the Wheel. Once per long rest, you can use 
  your bonus action to call upon the power of the Great 
  Wheel, granting you advantage on a single attack roll, 
  skill roll, or saving throw. The faint aura of a runic wheel 
  surrounds your form whenever you use this ability. The 
  aura is translucent and sheds no light.
  Solar Eldori
  As one of the Solar, you are imbued with the light of 
  creation and strive to protect the balance.
  Ability Score Increase. Your Wisdom score increases by 1.
  Innate Resistance. You are resistant to necrotic and 
  radiant damage.
  Weapon Training. You are trained in the use of the energy 
  staff and the longblade.
  LORENDI: THE HARBINGERS OF SHADOW
  A large group of nesieve were affected differently by the 
  awakening from their eldori  counterparts. Embracing the 
  power of destruction and darkness over balance, these 
  nesieve became the militaristic society known as the 
  lorendi, named after their ambitious leader, Loren Kaiza. 
  They were banished from Eldor, to wander in their mission 
  to conquer worlds beyond. The lorendi are covered in 
  detail in the Threats Database..
  LORENDI: THE HARBINGERS OF SHADOW
  A large group of nesieve were affected differently by the 
  to conquer worlds beyond. The lorendi are covered in 
  detail in the Threats Database..
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  ESPER GENESIS • CORE MANUAL • R ACES
  
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
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  ESPER GENESIS • CORE MANUAL • R ACES
  The First Day by Christopher Robin Negelein
  Ryla tossed her bags onto her dormitory bed. Unlike her room back home, this place was small 
  and plain with small windows. It was archaic, had actual bookshelves, and the smell of fresh 
  cleaning agents stung her nose. No infused sunlight, no home AI, no balanced aromatics.
  She turned to her parents. I hate it, she thought.
  While they didn’t have outright telepathy, their familial empathy was close indeed, as 
  evidenced by her father’s sigh. “This is a change, solar blossom. But take another look at it and 
  distance yourself from it.”
  Ryla was tempted not to, all of this being his idea. “The Esper Academy has resources 
  and the student body is modest. They are trying to divorce us from our home life and 
  begin training us to adapt to other environments, especially ones less comfortable.” She 
  glanced at his white hair; her long, black hair - the mark of an eldori  esper - had been the 
  same color only a few months ago.
  Father nodded. His slight smile beamed at her through their connection.
  The sun was setting and it was tempting to let her darkvision take over, but she spotted 
  the light switch. With a slight bit of concentration, the switch clicked on. A surge of pride 
  thrilled her. Without looking at him, she felt her father’s rising pride too, and that snuffed 
  out her own feeling.
  He put his hand on her shoulder. “Blossom, I know you wanted to go the Vensindi Institute 
  back home, but you have been blessed. To not explore the true limits of your gift is a meshna. 
  Please be patient, do your best and time will tell.”
  Her mind raced with the many possibilities she wanted to explore but had now been closed 
  off to her, but with new possibilities on the horizon. She was excited now for the Academy. 
  Here, she would expand and master her control of space and matter. Most eldori  powers 
  paled to what Ryla could do already. If she graduated as true Esper, her family and personal 
  honor would grow.
  But she couldn’t continue her study of astrophysics, and wouldn’t be at the same school 
  as her sister. In a perfect Ryla world, she’d have both - or at least have her sister closer.  No 
  use bemoaning that, she thought; her sister would never forgive her if she did other than 
  embrace this opportunity. “You do miracles,” llya had once told her. “Go! You can always pick 
  up Astrophysics later.”
  She remembered their shared tears and their last embrace. In a sense, she still felt her 
  sister now.
  Father gave her a hug. “Your sister and mother are so proud of you, too.”
  Suddenly, another bag flew from the doorway and bounced off the wall with a bang to land 
  on the other bed, rattling windows and ruining their bonding moment.
  A human walked in. “Oh! Hey! I didn’t see you guys from the hallway! Hi! My name is 
  Jin-e-fur!” Other species often subtly inferred about the Human/Eldori political alliance 
  as “sky meets ground.”
  She grimaced as the short, alien creature shouted to her.
  This is your first test, Ryla, she thought. “Jin-E-fur?”
  The creature brayed. “No, Jennifer!”
  Ryla tried again.“Jeniferrr?”
  The human nodded her head. “Close! Jennifer! Quick question! Why are you whispering?!”
  Whispering? This human’s Common is very good, but is she using the wrong word? Ryla 
  thought to herself. Her father squeezed her shoulder.
  Ryla’s eyes widened with realization. “Ahhh. At home, everyone has a good idea what we are 
  thinking, so we don’t talk that much.”
  Jennifer covered her own lips. Was that a gesture of embarrassment? Or apology?
  “I’m sorry,” Jennifer whispered.
  Ryla mentally dug back into her interstellar relations class. She slightly bowed while 
  extending her arm for what was called a handshake. “Do not worry.”
  And thus Ryla passed her first test: Roommates.
  
  36
  ESPER GENESIS • CORE MANUAL • R ACES
  Human
  “AT FIRST, ONE COULD ONLY BE FASCINATED 
  BY THEIR LIMITLESS potential. There 
  are so many variations in their species 
  which in turn created vast differences in 
  culture and practice. Where that is one 
  of their greatest assets, we also realized 
  that it may also be one of their greatest 
  weaknesses.
  Their power breeds fear, which causes them 
  to turn upon their own kind so quickly. Such 
  was the fate of my own people. I would not 
  wish to see it repeated. If this species were to 
  realize its true greatness, they are sure to 
  bring great change to our galaxy, whether 
  it be toward an eternal utopia or total 
  destruction.”
  — Sualia, belare trader 
  Though humans are not the newest 
  nor even the youngest race to join the 
  Sorium Accord, many of the council 
  races view them as unenlightened. 
  This misconception is mostly due to 
  the tendency of humans to explore, 
  investigate, discover, and confront 
  anything and everything they come 
  across. The drive to learn and adapt is 
  what makes them so versatile, and a 
  formidable ally to any world.
  The Grand Discovery
  As one of the many prominent races of the 
  Silrayne Arc, it will soon be close to two 
  centuries since human space exploration 
  would uncover the existence of a Crucible 
  hidden at the edge of their solar system.
  ESPER GENESIS • CORE MANUAL • R ACES
  ONLY BE FASCINAT
  FASCINAT
  FASCINA ED
  potential. There 
  potential. There 
  are so many variations in their species 
  are so many variations in their species 
  which in turn created vast differences in 
  which in turn created vast differences in 
  culture and practice. Where that is one 
  culture and practice. Where that is one 
  of their greatest assets, we also realized 
  of their greatest assets, we also realized 
  that it may also be one of their greatest 
  that it may also be one of their greatest 
  Their power breeds fear, which causes them 
  Their power breeds fear, which causes them 
  to turn upon their own kind so quickly. Such 
  to turn upon their own kind so quickly. Such 
  was the fate of my own people. I would not 
  was the fate of my own people. I would not 
  wish to see it repeated. If this species were to 
  wish to see it repeated. If this species were to 
  realize its true greatness, they are sure to 
  realize its true greatness, they are sure to 
  bring great change to our galaxy, whether 
  bring great change to our galaxy, whether 
  bring great change to our galaxy, whether 
  bring great change to our galaxy, whether 
  it be toward an eternal utopia or total 
  it be toward an eternal utopia or total 
  — Sualia, belare trader 
  — Sualia, belare trader 
  Though humans are not the newest 
  Though humans are not the newest 
  nor even the youngest race to join the 
  nor even the youngest race to join the 
  Sorium Accord, many of the council 
  Sorium Accord, many of the council 
  races view them as unenlightened. 
  races view them as unenlightened. 
  This misconception is mostly due to 
  This misconception is mostly due to 
  the tendency of humans to explore, 
  the tendency of humans to explore, 
  investigate, discover, and confront 
  investigate, discover, and confront 
  anything and everything they come 
  anything and everything they come 
  across. The drive to learn and adapt is 
  across. The drive to learn and adapt is 
  what makes them so versatile, and a 
  what makes them so versatile, and a 
  formidable ally to any world.
  formidable ally to any world.
   Discovery
  iscovery
  As one of the many prominent races of the 
  As one of the many prominent races of the 
  Silrayne Arc, it will soon be close to two 
  Silrayne Arc, it will soon be close to two 
  centuries since human space exploration 
  centuries since human space exploration 
  would uncover the existence of a Crucible 
  would uncover the existence of a Crucible 
  hidden at the edge of their solar system.
  hidden at the edge of their solar system.
  
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  ESPER GENESIS • CORE MANUAL • R ACES
  The discovery of sorium would propel human 
  advancement, though Earth’s nations and societies fell 
  into war over control of the Crucible and its renewable 
  resource. Years of conflict ended when the belare, a 
  spacefaring race from the Silrayne Arc, detected the 
  activation of the Crucible and arrived at the Sol System. 
  Not long afterward, humans were inducted into the 
  Sorium Accord, a system of cooperation between the 
  peoples of neighboring galaxies to network and distribute 
  the use of sorium for purposes of development and travel.
  Today, humans aren’t much different physically than they 
  were before joining the Accord, retaining their vast array 
  of characteristics. Their ability to constantly adapt to their 
  surroundings has created 
  Scorched Earth
  A decade before the arrival of the belare, the truce 
  between Earth’s nations crumbled and the battle for 
  control over sorium caused irreparable damage to many 
  of the planet’s regions. Most of the Earth’s ecosystems 
  are now held together by machines generating artificial 
  climates, while other areas have become wastelands. 
  Many humans had evolved to adapt to these harsh 
  environments, known as “Seethes,” constantly striving to 
  heal their once beautiful home.
  THE X-MARK CONFLICT
  The clash between Earth’s nations erupted into a conflict 
  that would have eventually destroyed their planet if the 
  belare had not arrived. To this day, it is a mystery on all 
  sides what caused the truce to crumble. A growing theory, 
  however, is that groups of space colonists manipulated the 
  nations into turning against each other. These colonists 
  eventually seceded from humankind to become the 
  prometheans of today.
  THE X-MARK CONFLICT
  The clash between Earth’s nations erupted into a conflict 
  nations into turning against each other. These colonists 
  eventually seceded from humankind to become the 
  prometheans of today.
  prometheans of today.
  Uncontrollably Versatile
  Though humans have been adopted into the Sorium 
  Accord, the old grudges they carry between their own 
  people had evolved into contention between themselves 
  and other races during the first few years. The existence 
  of the prometheans underscores the way humans are 
  viewed by other races as a stubborn, unenlightened 
  people.  However, their wide variety of customs, manners 
  and opinions, coupled with an undying persistence, make 
  humans a force to be reckoned with.
  The Ideal Patrons
  Over the past few generations, humans have expanded 
  throughout the known galaxy, both discovering and 
  inventing new cultures. They have eagerly become a 
  part of an ever-changing, fluid society. Thus, many 
  humans of today are no longer limited to their internal 
  views and differences. Though still viewed as somewhat 
  unenlightened, their bold, impulsive, and even rather 
  reckless natures have garnered respect in the eyes of the 
  other races. The human tendency to uphold their beliefs 
  and convictions also gives them the ability to form close 
  alliances and ties with others.
  Human Names
  With the multitude of different cultures and ethnicities 
  carried from Sol into the rest of the galaxy, human names 
  and surnames have not changed much over the past few 
  generations. They are most often variants or adaptations 
  of names passed on through family, region, or cultural 
  tradition.
  
  38
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  Human Traits
  As a human, you possess the following traits.
  Age. Humans reach adulthood in their late teens and 
  usually live less than a century.
  Alignment. Humans tend toward no particular 
  alignment. The best and the worst are found among 
  them.
  Size. Humans vary widely in height and build, from 
  barely 5 feet to well over 6 feet tall. Regardless of your 
  position in that range, your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. You can speak, read, and write Common 
  and Terran.
  Sub-Type. Generations of adaptation and modification 
  have expanded the human race into multiple variants.
  Earthborn Human
  This is the most common type of human found across 
  the galaxy. They are universally adaptable and culturally 
  versatile.
  Ability Score Increase. Your ability scores each increase by 1.
  Language. You can speak, read and write one additional 
  language of your choice.
  Galactic Variant
  This option is only available for campaigns that use the 
  optional feat rules.
  Ability Score Increase. Two different ability scores of your 
  choice increase by 1.
  Skills. You gain proficiency in one skill of your choice.
  Feat. You gain one feat of your choice.
  Utopian Variant
  Some humans are born from generations that resided in 
  the Utopian settlements that circled Earth’s skies before 
  the X-mark conflict. 
  Ability Score Increase. Your Charisma score increases by 2 
  and one other ability score of your choice increases by 1.
  Skills. You gain proficiency in two skills of your choice.
  Strong-willed. You have advantage on saving throws 
  against being charmed or frightened.
  Language. You can speak, read and write one additional 
  language of your choice.
  Scorched Variant
  Some humans inherited traits passed down from those 
  who adapted to the harsh climates of the Seethes.
  Ability Score Increase. Your Constitution score increases 
  by 2 and your Strength score by 1.
  Brawny. You gain proficiency in Athletics and one other 
  skill of your choice.
  Weapon Training. You have proficiency with your choice 
  of either the longblade or the autopistol.
  Resilient. When traveling in extreme heat or cold, you 
  are able to last one additional hour per constitution 
  bonus before requiring a saving throw for exhaustion.
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  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
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  ESPER GENESIS • CORE MANUAL • R ACES
  An Unwelcome Reunion by Rich Lescouflair
  A crisp breeze came through the front door of what was once the main room of The Solar 
  Ring nightclub. Arisa kicked playfully at the cleaning drone as she took a long look at the 
  old place. She breathed out a small sigh, then spotted the lone shadow cast from the 
  doorway. She turned to face its owner while her sorium implant flared from her temple, 
  drawing and aiming her custom autopistol with fluid precision.
  A kesh leaned against the doorway, face morphed into the shape of a human’s, his arms 
  crossed, and staring at Arisa with a slight smirk that she had quickly grown to hate. The 
  kesh was wearing his usual black jacket with silver circuit patterns and his favorite mag-lev 
  boots. Flickering lights made the kesh’s black eyes seem all the more ghastly. “Love what 
  you’ve done with the place, Ari,” he said.
  Arisa shot the kesh a look that would have started a draw down in most other 
  circumstances. “You already know this was the last thing I wanted”, she replied, holstering 
  her pistol. “This place would still be jumping if we weren’t so busy cleaning up your mess.”
  “Not my fault you were all too slow on the uptake,” the kesh retorted in a crisp tone. “In 
  any case, we have far more pressing matters which hold equally dire consequence. May I 
  suggest –“
  “OK, stop,” Arisa cut in. “I can already see where this is headed, so listen. I’ve got a 
  situation of my own right now and I really don’t have time for your cryptic B.S.”
  The kesh frowned, insulted. “And did you not think that your situation at hand and what I 
  bring to the fray may be inextricably linked to one another?”
  “What the hell are you implying?” Arisa asked. “Don’t tell me you’re mixed up in this mess 
  Lucene’s gotten herself into.”
  “Sadly, not quite,” the kesh replied. “If I had been, she wouldn’t be in such dire straits. 
  This is, however, the beginning of something far more insidious. There is a reason why 
  your friend was lured into this trap. And I must say, for them to be able to use an eldori 
  ambassador as bait is… impressive.”
  She nodded. “I have to agree there. Lincoln is working on a plan as we speak. Things 
  just aren’t adding up. How did those thugs from Twilight Technologies find us? And more 
  importantly, how the hell do they know about Lucene?”
  “The question you should be asking yourself, Ari, is why such a large corporation chose to 
  hire your group to begin with, especially when it has the resources to broaden the scale so 
  much more.”
  “Why do I have a feeling you already know the answer to that?” Arisa asked as her brow 
  narrowed. Then, a realization seemed to dawn on her. “We’re being framed…. ?”
  The kesh smiled. “As always, I’m impressed with your profound intellect, Ari.
  “And as always,” Arisa raised her voice, “you know a lot more than you’re letting on. 
  You’re holding out on us!”
  The kesh scoffed “You are one of few people in this universe who knows there is always a 
  larger reason why—”
  “Blah, blah, blah,” Arisa growled. “You know what I think? I think you have no idea what 
  to do with the all the secrets you harbor. I think… no, I know... that all the fancy cryptic 
  nonsense is just an act, and that you’re just as scared stupid as the rest of us on –“ she 
  paused as her comm unit flashed. “It’s Lincoln. Looks like they’ve found where Twilight 
  Tech is keeping Lucene. An old starbase that’s not even on the nav charts.”
  The kesh’s smile returned. “And so begins the real mission. So interesting, you humans.”
  Arisa rolled her eyes. “Yeah yeah, can you just cut the crap now and let me work?” She 
  flipped up her comm unit and shared a brief look with the kesh while the holo image came 
  alive and she again broke the silence. “Nightshade here. Talk to me.”
  
  40
  ESPER GENESIS • CORE MANUAL • R ACES
  Kesh
  “ALL I CAN SAY IS THAT THEY’RE 
  THE DICTIONARY DEFINITION OF 
  persistence. Imagine spending 
  your life wandering the stars 
  hoping to be that lucky 
  lottery winner that finds 
  the home that once was. 
  And if you don’t, it gets 
  passed down to your 
  next generation. Even 
  with all that, they’re 
  friendlier than the 
  lizards and a lot less 
  stuffy than the glowy 
  folk in the suits. If you 
  haven’t done one of 
  those memory-melds 
  with a kesh, make sure 
  you try it at least once. 
  You’ll be in for a treat, 
  for sure.”
  — Sanrod Trenton, 
  human technician
  Before all else, the 
  kesh are a people bred 
  for exploration. No longer 
  having a world to call home, 
  they have spent centuries 
  living either within the realms 
  of other peoples, or aboard 
  massive starships built to 
  traverse new regions within the 
  infinite expanse.
  Simply Complex
  Upon first meeting a kesh, it 
  can sometimes be difficult 
  to gauge their expressions. 
  Over time, however, certain 
  minute facial features and 
  gestures become easily 
  recognizable. The same 
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  esh
  CAN SAY
  SAY IS THAT
  HAT
  HA
  THEY’RE
  TIONARY
  IONARY DEFINITION OF
  persistence. Imagine spending 
  persistence. Imagine spending 
  your life wandering the stars 
  your life wandering the stars 
  hoping to be that lucky 
  hoping to be that lucky 
  lottery winner that finds 
  lottery winner that finds 
  the home that once was. 
  the home that once was. 
  And if you don’t, it gets 
  And if you don’t, it gets 
  passed down to your 
  passed down to your 
  next generation. Even 
  next generation. Even 
  with all that, they’re 
  with all that, they’re 
  friendlier than the 
  friendlier than the 
  lizards and a lot less 
  lizards and a lot less 
  stuffy than the glowy 
  stuffy than the glowy 
  folk in the suits. If you 
  folk in the suits. If you 
  folk in the suits. If you 
  folk in the suits. If you 
  haven’t done one of 
  haven’t done one of 
  those memory-melds 
  those memory-melds 
  with a kesh, make sure 
  with a kesh, make sure 
  you try it at least once. 
  you try it at least once. 
  You’ll be in for a treat, 
  You’ll be in for a treat, 
  for sure.”
  — Sanrod Trenton, 
  — Sanrod Trenton, 
  human technician
  human technician
  Before all else, the 
  Before all else, the 
  kesh are a people bred 
  kesh are a people bred 
  for exploration. No longer 
  for exploration. No longer 
  having a world to call home, 
  having a world to call home, 
  they have spent centuries 
  they have spent centuries 
  living either within the realms 
  living either within the realms 
  of other peoples, or aboard 
  of other peoples, or aboard 
  massive starships built to 
  massive starships built to 
  traverse new regions within the 
  traverse new regions within the 
  infinite expanse.
  infinite expanse.
  imply C
   C
  imply C
  imply
  omplex
  Upon first meeting a kesh, it 
  Upon first meeting a kesh, it 
  can sometimes be difficult 
  can sometimes be difficult 
  to gauge their expressions. 
  to gauge their expressions. 
  Over time, however, certain 
  Over time, however, certain 
  minute facial features and 
  minute facial features and 
  gestures become easily 
  gestures become easily 
  recognizable. The same 
  recognizable. The same 
  
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  ESPER GENESIS • CORE MANUAL • R ACES
  cannot be said for other kesh, who recognize these slight 
  inflections instantly. This is partly due to their native 
  language, which includes a number of facial expressions 
  in combination with their speech.
  Kesh are slightly shorter than an average human, 
  though their builds can vary. They have no hair on their 
  bodies at all. Their skin appears extremely smooth, 
  but has a slight rubbery texture when touched. Their 
  skintones range between shades of pale greens and 
  browns. All kesh have pitch black eyes that cast a 
  shadowy reflection when gazed into.
  Gone but Not Forgotten
  In the earliest recorded history of the kesh, legend 
  speaks of a homeworld that was a beacon of light and 
  prosperity within the galaxy. However, through their 
  arrogance, the kesh’s world was swallowed by a great 
  darkness from which they never truly recovered.  The 
  survivors of this ancient people abandoned their home 
  to become wanderers among the stars, and in following 
  centuries lost all knowledge of its location.
  Through this lesson of history, the kesh have come to 
  follow a path of exploration and enlightenment. They 
  do this hoping that one day they will rediscover their lost 
  homeworld, and return there not only as a better people, 
  but as an evolved society worthy of the glory of their 
  former home.
  A Life of Discovery
  There is no greater purpose amongst the kesh than to 
  gain enlightenment from other societies while sharing 
  their learned experience with each other. The elders 
  among the kesh call this “The Great Renewal.” Kesh 
  have the ability to “share” their experiences with other 
  kesh though a ritual of minor telepathy when they are in 
  close range. This act must be mutually accepted between 
  all parties, and is a tool that helps each of their species 
  become more aware of the universe around them. 
  Though even the oldest of their kind is unclear of what 
  their people face once the kesh rediscover their lost 
  home, they are certain that this time, they will be ready to 
  overcome whatever still lies in wait.
  Kesh Names
  A kesh name has two different variants, depending 
  on their social situation. Their birth name does not 
  change. In situations where they are in a formal setting 
  or when meeting strangers, they use their family’s crew 
  designation as their surname, preceded by the word 
  “fel”, meaning “part of” in their native language. In 
  more personable or informal situations, a kesh can 
  reveal their family name. Unless they are amongst allies, 
  close associates, and friends, revealing a family name is 
  considered disrespectful to their crew.
  Male Names: Aldon, Balo, Calet, Druso, Eruka, Finli, 
  Gento, Karul, Lysin, Mirul, Misrym, Neri, Remis, Sakol, 
  Tesso
  Female Names: Adrine, Atalya, Calli, Dalil, Elona, 
  Fayliah, Ilethi, Ladisia, Mereia, Nisuri, Oree, Piriele, 
  Riel, Truna, Vanika
  Crew Names (preceded by “fel”): Astalir, Cojiva, Gaevo, 
  Jojari, Medoran, Sherfin, Velark, Wotamo, Xuxor, Zehali
  Family Names: Gage, Hiyul, Kiet, Larik, Mosh, Noram, 
  Nuel, Seon, Toski, Yarit
  Kesh Traits
  The kesh possess a number of advantages due to their 
  adaptive nature passed down through generations.
  Ability Score Increase. Your Dexterity increases by 2.
  Age. Kesh take longer to reach what is considered 
  “adulthood” to their species, ranging between 40 and 50 
  years. They are known to have a lifespan of close to 500 
  years, but there are rumors of a small group of kesh who 
  have lived centuries longer.
  Alignment. Kesh are explorers first and foremost. 
  Because they often deal with various species and cultures, 
  they tend to be neutral in alignment with a leaning 
  toward goodl.
  
  Size. Kesh average between 4.5 to 5.5 ft. in height and 
  tend toward slim to slightly stocky builds. Your size is 
  Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. With generations of adapting to various 
  planetary climates as well as the vastness of space, kesh 
  have the ability to see well in dim and dark places. You 
  can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were in dim light. You 
  cannot discern color in darkness, only shades of gray.
  Languages. You speak, read, and write Common, 
  Keshian, and one other language of your choice.
  Expert Explorer. You are proficient in the Survival skill.
  Minor Alteration. You gain use of the alter appearance 
  talent. You can use this talent once, after which you must 
  complete a long rest before you can use it again. Even 
  when using this feature, you are unable to change the 
  natural black eye color that is native to all kesh.
  At 4th level, you gain an additional use of this feature 
  and can extend the duration for one additional hour. This 
  increases by one use and one additional hour again at 
  9th level and 14th level. You regain all uses of this feature 
  when you complete a long rest.
  Memory Meld. You gain use of the shared vision power. You 
  can use it once after which you must complete a long rest 
  before it can be used again. Charisma is your channeling 
  ability for this power when you use this feature.
  Noble Kesh
  As one of the noble-born or “Shavnali,” you have a deep 
  understanding of other races and cultures, as you strive 
  to learn and adapt them to your own.
  The Noble kesh are galactic explorers; however, they 
  spend most of their time on other planets living within 
  the various societies that inhabit 
  these worlds. They often serve as 
  emissaries and ambassadors for 
  their race while they themselves 
  learn to adapt and thrive in 
  whatever environment in which 
  they find themselves.
  Ability Score Increase. Your Charisma score increases by 1.
  Kesh Survival Training. You have proficiency with the long 
  blade and energy staff.
  Additional Language. You can speak, read, and write one 
  extra language of your choice.
  Star Kesh
  Amongst your kind, you are known as the “Kelamir”— 
  which is loosely translated as “of the Stars.” Where the 
  noble-born are primarily planetary explorers, you are an 
  expert in venturing into the wilds of space, searching for 
  the answers to the ancient mysteries of the endless void.
  The Star kesh normally treat their origins or bloodlines 
  as secondary, focusing more on their length of service 
  across the stars and the crews under which they have 
  served. Though they do keep their birth names, names 
  are often supplemented by either a rank or title marking 
  their accomplishments across the star ocean.
  Ability Score Increase. Your Intelligence score  
  increases by 1.
  Space Science. You may add your proficiency bonus to 
  any Intelligence (Astrophysics) checks, or double your 
  proficiency bonus if you are already proficient.
  Crewmember Training. You have proficiency with one 
  artisan tool of your choice.
  42
  ESPER GENESIS • CORE MANUAL • R ACES
  
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  43
  ESPER GENESIS • CORE MANUAL • R ACES
  Assassin Aboard by Rich Lescouflair
  Riel started across the platform, then stopped midway. The short sound of a muffled 
  whimper caught her ears, followed by a weak moan as Riel looked up toward the source. 
  Gagged, bound with restraints, and hanging by the ankles from a loose cable was Riel’s 
  father. His biosuit bore a huge gash along the chestpiece.
  “Father!” Riel shouted as she rushed toward him. She could see her father’s eyes, 
  black pupils frozen wide with terror. Only when she made it close enough could she also 
  see that the horrified gaze was not focused on her. A rumble shook the ground as an 
  unseen force from underneath Riel’s body shot her up off her feet and onto her back. 
  She attempted to roll, but only managed to turn once before she was pushed down onto 
  her stomach. The tip of an energy blade slid between the spaces of her suit’s neck guard, 
  centimeters from her skin.
  “Kesh girl,” a raspy voice spoke from behind. She felt his knee dig into her back. “Give me 
  your access codes, and I’ll let you die quickly.”
  “Who are you? What have you done to my father?” Riel shouted, ignoring the man’s 
  request. She felt the blade brush lightly against her skin, causing her to wince at the 
  searing pain.
  “I have no time for your whining, little girl!” he growled back. “I know you have the 
  primary command codes. Start talking and each digit you give me will be one less moment 
  of suffering for you and your father.”
  Riel centered herself, focusing her inner energy in the slight hope she could retain her 
  concentration. A second later, a torrent of rushing air spiraled about them both. It was 
  just enough to distract her assailant as Riel spun her body a hard sideways, rolling her 
  enemy off of her. She ignored the small gash the blade left as she swept her arm outward, 
  blasting the attacker with a wave of gravitic force.
  Her assailant nearly fell over from the crushing wave. Riel finally gazed upon her enemy; 
  a tall lorendi male shrouded in a mirrored infiltration suit. It was all she saw before the 
  assassin raised his hand and a column of electricity shot out from the ground, nearly 
  frying Riel whole. He then instantly appeared at Riel’s side, almost as if he and his shadow 
  had traded places. Riel felt the assassin’s energy blade cut through her suit into her skin, 
  making her dizzy with pain.
  Working from adrenaline alone, Riel leapt sideways toward the railing, barely catching the 
  bars to stop from tumbling to the lower deck. She remained still and focused, watching the 
  shadows play around her.
  It was only a few moment before she saw the space shift around her. She jumped 
  sideways, hoping the assassin’s blade would miss its mark. Her plan paid off, the 
  assassin’s figure now just out of arm’s reach. “Eat this!” she shouted as a globe of dark 
  energy burst around the lorendi, lifting him from the ground. She pushed her fist into a 
  forward motion sending the assassin crashing into the nearest wall panel, electrifying the 
  circuitry in his suit.
  Hearing the satisfying crunch, she pinned her fist against the lorendi’s sternum. “OK, 
  scaly,” she said, “Now it’s my turn to ask the questions.
  
  44
  ESPER GENESIS • CORE MANUAL • R ACES
  
  45
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  Matokai
  “THESE BEASTS ARE AN AMALGAM OF ORGANIC MATTER AND 
  the primordial essence that makes up our universe. Very few 
  understand their antiquated tribal customs and myth-laden 
  practices. Their only known lineage hails from the enigmatic 
  nature of the bahtera. Though honor-bound by their own internal 
  code, they are also highly reclusive, which makes me wonder how 
  deep the internal struggles lie between their peoples.”
  — Valara Drake, promethean commander
  For over a thousand years, the major races of the Silrayne 
  Arc have explored the primordial energies that form 
  the universe and the delicate balance that binds them 
  together as a whole. Bahtera, hybrid beasts formed 
  from matter and energy, walk between these two cosmic 
  realities and evolve by adapting the matter of other 
  species into their own bodies. During one such period of 
  evolution, a new species was born, an offshoot carrying 
  the exotic traits of their mercurial ancestors. This race of 
  creatures became known as the matokai.
  Children of the Elements
  Matokai are primarily a race of humanoid lizards, but 
  they also inherit a dual nature, one that binds them to a 
  particular source of primordial energy. They have distinct 
  builds, skin textures, and colors that define their lineage. 
  Their connection to these energies can often manifest in 
  the form of innate talents or resistances depending on 
  their sub-type.
  Physically, the matokai vary greatly in height, ranging 
  anywhere from 5 feet to almost 7 feet. They have 
  elongated snouts with sharp fangs. The majority of 
  their bodies are covered in fine scales that vary in color 
  between shades of blue, gold, red, or white. Their hands 
  and feet bear sharp claws, with three fingers and a 
  thumb on each hand. They possess no hair, but can have 
  different variations of fins or small spikes that run from 
  the tops of their heads down over their spine.
  While the matokai are descended from the bahtera, 
  they are very far removed from these creatures, who view 
  the matokai to be abominations and a misstep in the 
  evolutionary process. While they don’t bear immediate 
  hostilities, the bahtera and matokai have extremely 
  strained relations, with the only thing shared in common 
  being their form of communication.
  Duty and Honor
  Matokai society is heavily focused on position and 
  steeped in codes of honor and tradition. They believe 
  themselves to be directly linked to spirits that reside 
  within the energies of the galaxy, guiding all things 
  toward an eventual destiny. Their homeworld, 
  Bas Drasku, is overseen by a number of provincial 
  governments and presided over by five monarchs—an 
  imperial ruler and one head representative for each 
  matokai sub-type. Each of these has a hierarchy of 
  military and clan leaders that hold rank based on their 
  popularity and respect of the people.
  Honor, self-worth, and loyalty to one’s clan all play an 
  important part in the daily lives of the matokai and this 
  can seen in different forms in those who venture off to 
  other worlds. Matokai who are found in different cultures 
  still hold their own strict code of ethics and a desire 
  for self-improvement. Though this attitude can provide 
  positive reinforcement, it can sometimes goad them into 
  taking unnecessary risks to avoid the shame of failure or 
  embarrassment.
  
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  ESPER GENESIS • CORE MANUAL • R ACES
  Reach of the People
  The matokai have established colonies throughout 
  most of the Silrayne Arc. It is rare to travel into a major 
  star system and not find a space station or planetary 
  settlement built by the matokai. The reasoning behind 
  this galactic expansion is two-fold. They wish to be 
  represented in all matters that may involve their people, 
  as well as establish close relations with each of their 
  neighboring allies.
  Matokai Names
  A matokai has a given name and a clan name. When 
  introducing themselves, their clan name is presented first. 
  After their lineage has been established, it is common for 
  others to simply use the matokai’s given name on its own 
  whenever referring to them.
  Male Names: Ajarax, Balamor, Craxar, Druval, Eltor, 
  Getrin, Heshrak, Krel, Margon, Nathkar, Prakund, 
  Rhortak, Strazku, Toruun, Velkyth
  Female Names: Akuske, Biridu, Dilar, Fareh, Havoshi, 
  Johralu, Kaiann, Kohra, Mishiki, Nalka, Rageri, Sursuke, 
  Tagasa, Uronka, Vatale
  Clan Names: Bargatul, Chataka, Girolei, Krathta, 
  Linayako, Nekrimat, Qugiri, Sylori, Tojoru, Wamarei
  Matokai Traits
  Your matokai character has certain traits in common with 
  all other matokai.
  Ability Score Increase. Your Constitution increases by 2.
  Age. Matokai age and mature at the same rate as 
  humans. They lifespans are slightly longer, living to 
  around 150.
  Alignment. Matokai tend to be lawful or neutral, but 
  their personal code of ethics can vary greatly between 
  selfishness and selflessness. Though they usually lean 
  toward good, evil matokai are far from uncommon.
  Size. A matokai’s height can vary greatly, being 
  anywhere between 5 feet to a little over 7 feet tall. All 
  matokai, regardless of height, are a little bulkier in build 
  than most humanoids. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. You speak, read, and write Common, 
  Matokai, and Bahtera. Bahtera is a combination of 
  gestures and deep, often guttural sounds.
  Claws. Your claws are a natural weapon, which you can 
  use to make unarmed strikes. If you hit with it, you deal 
  slashing damage equal to 1d4 + your Strength modifier, 
  instead of the bludgeoning damage normal for an 
  unarmed strike.
  Subraces. Each matokai comes from one of four 
  different subraces, known to them as sub-types.
  Firetail
  As a firetail, you possess a sharp mind and shrewd senses 
  which you must often use to reign in your arrogance and 
  hot-temperedness. You have red scales that are always 
  warm to the touch. Your skin and snout have rough 
  ridges that can vary in size between others of your type. 
  You have bright yellow or ashen gray eyes.
  Ability Score Increase. Your Intelligence increases by 1.
  Esper Talent. You gain use of the fire lance talent, which 
  you can use once and regain the ability to do so again 
  after you finish a long rest. The talent’s rank increases to 
  2 at 6th level, and increases again to rank 3 at 11th level 
  and rank 4 at 16th level. Constitution is your channeling 
  ability for this talent when you use this feature.
  Fire Resistance. You have resistance to fire damage.
  Skytalon
  Much like the wind and sky, your imagination knows 
  no bounds. You have a keen mind and a strong sense of 
  pride and purpose. Though you tend to be open-minded 
  to others, your demeanor can sometimes cause you to be 
  viewed as haughty or arrogant.
  Your scales are smooth and golden. You eye color 
  ranges between all shades of blues and yellows.
  Ability Score Increase. Your Wisdom score increases by 1.
  Like the Wind. You can spend a bonus action to double 
  your walking speed and jumping distance for 1 minute. 
  Once you use this feature you can’t use it again until you 
  finish a short or long rest.
  Keen-minded. You gain proficiency in the Insight skill.
  Stonefang
  As one of the stonefang, you are physically stronger 
  than your other brethren, but understand that with such 
  strength must come discipline. You can often be blunt in 
  both your speech and mannerisms, preferring to follow 
  your gut and turn necessity into action.
  You have rough textured white scales with tiny gray and 
  black flecks that can only be spotted up close. You are a 
  bit broader in stature than other matokai. Your eye color 
  ranges between shades of yellow, green, and brown.
  Ability Score Increase. Your Strength score increases by 1.
  Stone Scale. You can spend a bonus action to harden 
  your scales, giving you resistance to bludgeoning, 
  slashing, and piercing damage until the start of your next 
  turn. You can use this feature once after which you must 
  finish a short or long rest before you can do so again. 
  You gain another use of this feature at 6th level and can 
  use it three times at 11th level. You regain all uses of this 
  feature when you finish a short or long rest.
  Waveclaw
  You have a love of beauty and variety in all things. 
  Though you enjoy interacting with others, your mood and 
  demeanor can easily shift, much like the ebb and flow of 
  the seas and rivers on your homeworld.
  Your scales are smooth, slick, and a light or dark shade of 
  blue. They are colored shades of blue, green, or gray.
  Ability Score Increase. Your Charisma score increases by 1.
  Amphibious. You can breathe air and water.
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  in dim light. You cannot discern color in darkness, only 
  shades of gray.
  Energy Resistance. You have resistance to cold damage.
  
  47
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  ESPER GENESIS • CORE MANUAL • R ACES
  47
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  Rite of Passage by Rich Lescouflair
  Drowning out the sounds of the ravaging storm, the stonefang bellowed a loud battle 
  cry quickly bringing Eltor back to his senses. He shifted his footing, nearly slipping on 
  the muddy patches scattered about along the rocky platform. He still couldn’t figure out 
  a survival tactic, but his mind only had time for split second decisions as the stonefang 
  pounded in his direction once again. The first and only thing Eltor saw was the shine of 
  a power axe’s gleaming metal edge, cutting a path toward him through the curtain of 
  raindrops. His muscles tightened as he poised his own blade in defense. His feet dug into 
  the rocks as steel hit steel. It took Eltor all of his strength to push back his assailant’s 
  attack. Even as stocky as he was for a skytalon, he was still a couple inches short of six 
  feet, a severe disadvantage against his imposing eight-foot stonefang adversary. He 
  pushed back and rolled to the side by a large outcropping near the edge of the rock face. 
  Catching his breath, he quickly stole a glance of his surroundings.
  His white-scaled opponent had driven him away from the center of the battle arena the 
  blue-lit circle marking the area where his test began. Up in the balcony, both his father and 
  his teacher stood, watching the challenge intently. Any further movement would take them 
  outside the combat area, where he would be disqualified. He had to hold his opponent off 
  here. Eltor was thankful that at least the wet weather provided him with as much cover as 
  it did to obstruct his vision. Rocks and pebbles flew as the sound of metal boots pounding 
  across the dirt nearly matched the intensity of the thunder up above, alerting Eltor of the 
  stonefang’s impending attack.
  Heaving in a new breath, the skytalon rolled forward away from the small boulder, his 
  opponent’s lethal swing tearing apart the stone block where Eltor’s head had been resting. 
  The matokai student quickly leapt onto the stone block’s gaping peak, hurling his spiked 
  boot straight into the stonefang’s long snout. Its neck jerked back, seemingly just in 
  annoyance, making Eltor curse at himself for the fear that suddenly gripped him.
  The vibrating blade of the power axe tore away from the stone giving enough time for 
  Eltor to dig his claws into the stone and push himself off before his legs would decide 
  to part ways with him. The huge stonefang then descended upon him again as he rolled 
  forward onto his feet. Eltor brought his blade above his head, pain shooting though his 
  arms as he blocked another jumping slash. He spun his blade low, coming upward with 
  such speed as only desperation could bestow on him. The telltale swing cut into his 
  opponent’s armored hide, forcing the stonefang into a painful bellowing cry. It clutched the 
  wound and swung the great axe sideways with its other arm. Eltor hastily jumped backward 
  but had no time to take a defensive stance before the huge warrior rushed at him. Its 
  shoulder impacted with the skytalon’s sternum, sending him sliding nearly a good fifteen 
  feet across the dirt, his chestpiece the only thing keeping his ribs from coming apart. Just 
  great, Eltor thought to himself, now I’ve just managed to make him angry.
  He looked back up at the platform where the score markers lit up through the rain. To his 
  surprise, he and the stonefang were even. That alone gave Eltor the confidence he needed. 
  He clenched his fangs and growled, his clawed fingers closing tightly around the handle of 
  his blade. Today is the day I become a warrior, he thought. Today is the day when I gain my 
  honor.
  
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  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  Promethean
  “I CAN’T SAY I BLAME THE SPACERS FOR LEAVING. EARTH 
  had too many of its own problems to pay attention to 
  theirs. Some say though, that the path they chose is a 
  fine line between the best of human intentions and 
  the worst of our ambitions.”
  — Jan Forrester, human pilot 
  Once considered part of the Human race, 
  they were a society of space explorers, 
  miners, colonists, scientists, and settlers.  
  Though the Earth could never be denied 
  as their place of origin, the blue planet 
  is no longer considered their “home.” 
  Adopting the name of a figure of 
  legend, they have forged themselves 
  into a new race of beings. They are 
  evolved. They are awakened. They are 
  Prometheans.
  Same Make, New 
  Model
  Before the Sol System became part of the Sorium 
  Accord, many of the humans that lived and worked in 
  the space colonies performed genetic enhancements 
  upon themselves and their people. Though 
  commonplace, many of the alterations were minor, 
  specifically purposed to assist in survival against the 
  harshness of the void.
  It was not long before many of the space 
  colonists viewed their Earth neighbors as 
  pampered and weak, while those upon the Earth 
  viewed the colonists as conceited and ignorant.  
  For all the efforts of human societies to shed 
  their societal prejudices, they simply managed 
  to evolve them to expand beyond the confines 
  of their world. The colonists did less and less to 
  help with Earth’s problems and vice versa, to 
  the point where it was almost as if there were 
  two different human races.
  ESPER GENESIS • CORE MANUAL • R ACES
  romethean
  LAME THE SPACERS FOR LEAVING. EART
  ART
  AR H
  had too many of its own problems to pay attention to 
  theirs. Some say though, that the path they chose is a 
  fine line between the best of human intentions and 
  the worst of our ambitions.”
  — Jan Forrester, human pilot 
  Once considered part of the Human race, 
  they were a society of space explorers, 
  miners, colonists, scientists, and settlers.  
  Though the Earth could never be denied 
  as their place of origin, the blue planet 
  is no longer considered their “home.” 
  Adopting the name of a figure of 
  Adopting the name of a figure of 
  legend, they have forged themselves 
  into a new race of beings. They are 
  evolved. They are awakened. They are 
  ake, New
  Before the Sol System became part of the Sorium 
  Accord, many of the humans that lived and worked in 
  the space colonies performed genetic enhancements 
  upon themselves and their people. Though 
  commonplace, many of the alterations were minor, 
  specifically purposed to assist in survival against the 
  harshness of the void.
  It was not long before many of the space 
  colonists viewed their Earth neighbors as 
  pampered and weak, while those upon the Earth 
  viewed the colonists as conceited and ignorant.  
  For all the efforts of human societies to shed 
  their societal prejudices, they simply managed 
  to evolve them to expand beyond the confines 
  of their world. The colonists did less and less to 
  help with Earth’s problems and vice versa, to 
  the point where it was almost as if there were 
  two different human races.
  THE ABERRANT: 
  PERFECT IMPERFECTIONS
  In extremely rare 
  circumstances, the 
  process of the Chrysalis 
  produces a different form 
  of promethean. Called 
  Aberrants, they emerge 
  with horrible deformities 
  and are often driven mad. 
  Most, however, are also 
  gifted with dangerous 
  abilities. If not euthanized, 
  they are often treated 
  as societal outcasts, 
  forced into the dregs of 
  promethean society.
  THE ABERRANT: 
  PERFECT IMPERFECTIONS
  forced into the dregs of 
  promethean society.
  promethean society.
  
  49
  ESPER GENESIS • CORE MANUAL • R ACES
  The Final Schism
  The colonists and surface-folk had developed a truce 
  during the legendary X-Mark conflict that erupted between 
  Earth’s nations when the Crucible was first discovered. 
  Their space miners harvested much of the sorium, their 
  scientists soon discovering how to further genetically 
  modify their own traits. These newly discovered methods 
  gave their people newfound hereditary traits, as well as 
  some hindrances.
  Still, the space colonies had never forgotten the 
  generations spent on the sidelines of Earth’s governments. 
  When the Sorium Accord was signed, they chose to 
  separate from the rest of their people, officially naming 
  themselves prometheans and establishing a society based 
  on organizational roles on the planet Ondus.
  Perfecting the Gods’ Design
  With their own evolution and survival at stake, this new 
  society focused on adapting themselves to their new 
  environment and homeworld.
  Throughout the last century, the newly formed 
  prometheans have strived to control their own stages of 
  growth as a species. At an early age, each are subjected to 
  genetic modifications. Once a promethean reaches their 
  young adult years, they go through a final process that 
  has come to be called the “Chrysalis,” named after the 
  machine used for the procedure. This process determines 
  what type of promethean they will become. This focus on 
  particular enhancements, however, limits their evolution 
  to science. With this in mind, much of the versatility that 
  is prominent in other humans is greatly diminished.
  Physically, a promethean’s outer appearance is not 
  much different from a human. Their builds are similar 
  and they still retain the same broad variety of skintone, 
  complexion, and eye color. The biggest difference is that 
  such things can now be programmed instead of left to 
  chance. Aside from silvery roots, hair color still varies for 
  prometheans of the crescent, while the fire-blooded are 
  limited to deep browns and reds.
  Promethean Names
  Abandoning most of their human identity, the 
  prometheans also established their own families and 
  genetic lineages. Some of the family names are simple 
  variants of those carried by their human ancestors, while 
  others have completely changed. In recent years, the given 
  names for promethean children have also varied greatly, 
  no longer influenced by Earth history or culture.
  Male Names: Bareino, Cyphus, Daviel, Fiano, Idran, 
  Jalan, Katar, Kyrian, Ledra, Malor, Palarm, Raegar, 
  Salenkis, Thartan, Vesio
  Female Names: Aimeri, Auriane, Covalla, Delinia, Jessia, 
  Kymber, Melisi, Nova, Ovara, Retalia, Seina, Ulaire, 
  Verela, Wynna, Yanlee
  Clan Names: Artemia, Corvinus, Falwren, Hexstar, 
  Kaperia, Praxus, Sartori, Thurnos, Ultro, Zhavel
  Promethean Traits
  Prometheans share a few common traits before 
  undergoing the Chrysalis.
  Ability Score Increase. Your Dexterity score increases by 2.
  Age. Prometheans have yet to discover the balance 
  between extending their years and adapting their bodies 
  to the rigors of their new home. Thus, they still reach 
  adulthood in their late teens and live to about 100 years.
  Alignment. A young race, prometheans often take 
  caution to the wind, often leaning toward a chaotic 
  alignment. This, however is a mere tendency as there are 
  still prometheans of all personality types.
  Size. Like their human kin, height and weight varies but 
  retain a size of Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Most prometheans gain this trait at a young 
  age, sometimes even passed along through their parents. 
  You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were in dim light. You 
  cannot discern color in darkness, only shades of gray.
  Languages. You speak, read, and write Common and 
  one other language of your choice.
  Sub-species. Prometheans become one of two types 
  after they pass the Chrysalis into adulthood.
  Crescent
  As a promethean of the Crescent, you are intellectually 
  evolved. Crescents make up much of the scholars and 
  diplomats on Ondus. Though hair color is much like a 
  humans, it is always silver at the scalp, growing into its 
  natural color beyond the first inch or so.
  Ability Score Increase. Your Intelligence score increases 
  by 1.
  Logical Thought. You have advantage on saving throws 
  against mind-altering and hallucinatory effects caused by 
  toxins or esper powers.
  Keen Sense. Gain proficiency in the Perception skill.
  Fire-Blooded
  As one of the fire-blooded, you are physically stronger 
  and more resilient. Fire-bloods tend to have very thick 
  hair ranging from deep browns to bright reds. Their eye 
  colors range from normal to bright blues and yellows.
  Ability Score Increase. Your Strength score increases by 1.
  Resilience. You have advantage on saving throws against 
  poison and disease, and have resistance to poison 
  damage.
  Maximum Effort. Once per long rest, you may double 
  your proficiency bonus to any Athletics or Acrobatics skill 
  check. You gain an additional use of this ability at 5th 
  level, and again at 9th and 14th level.
  
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  ESPER GENESIS • CORE MANUAL • R ACES
  Valna
  “WE, ABOVE ALL OTHERS, KNOW THE BEAST WITHIN. 
  It is akin to an awakening of the soul, an inner 
  voice that calls out in your mind, drowning 
  out the myriad of distractions that swirl 
  around us. And when that voice calls, 
  embrace it. Wield it. Let it tear out of you 
  and become yourself anew. Only then, 
  will you know who and what you truly 
  are.”
  — Neivie Banetail, Valna elder
  Most spacefaring races are able to 
  incorporate the advancements 
  and practices of interstellar 
  neighbors into their own 
  culture and lifestyle. The 
  valna are afforded 
  no such mindset.  
  They are beasts, first and 
  foremost, with more connection to the 
  creatures of the wild than they would 
  ever have with a human. Technology has 
  become a forced necessity, used at first to 
  stop the threat of genocide. However, their 
  elders take great care to not let these 
  unnatural advancements overtake 
  their habitat and way of life.
  Despite these 
  resentments toward 
  technology, many 
  valna have accepted 
  that they are now part 
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  alna
  E, ABOVE ALL OTHERS, KNOW THE BEAST WITHIN. 
  It is akin to an awakening of the soul, an inner 
  an awakening of the soul, an inner 
  voice that calls out in your mind, drowning 
  voice that calls out in your mind, drowning 
  out the myriad of distractions that swirl 
  out the myriad of distractions that swirl 
  around us. And when that voice calls, 
  around us. And when that voice calls, 
  embrace it. Wield it. Let it tear out of you 
  embrace it. Wield it. Let it tear out of you 
  and become yourself anew. Only then, 
  and become yourself anew. Only then, 
  will you know who and what you truly 
  will you know who and what you truly 
  are.”
  — Neivie Banetail, Valna elder
  — Neivie Banetail, Valna elder
  Most spacefaring races are able to 
  Most spacefaring races are able to 
  incorporate the advancements 
  incorporate the advancements 
  and practices of interstellar 
  and practices of interstellar 
  neighbors into their own 
  neighbors into their own 
  culture and lifestyle. The 
  culture and lifestyle. The 
  valna are afforded 
  valna are afforded 
  no such mindset. 
  no such mindset. 
  They are beasts, first and 
  They are beasts, first and 
  foremost, with more connection to the 
  foremost, with more connection to the 
  creatures of the wild than they would 
  creatures of the wild than they would 
  ever have with a human. Technology has 
  ever have with a human. Technology has 
  become a forced necessity, used at first to 
  become a forced necessity, used at first to 
  stop the threat of genocide. However, their 
  stop the threat of genocide. However, their 
  elders take great care to not let these 
  elders take great care to not let these 
  unnatural advancements overtake 
  unnatural advancements overtake 
  their habitat and way of life.
  their habitat and way of life.
  Despite these 
  Despite these 
  resentments toward 
  resentments toward 
  technology, many 
  technology, many 
  valna have accepted 
  valna have accepted 
  that they are now part 
  that they are now part 
  
  51
  ESPER GENESIS • CORE MANUAL • R ACES
  of a much larger galaxy. They therefore make efforts to 
  create alliances and friendships in an attempt to learn 
  from those around them, as well as help these newfound 
  allies to understand and accept the valna’s unfamiliar 
  practices.
  Feral Duality
  The valna bear both catlike and humanoid traits, though 
  it’s their bestial nature that can dictate how they think 
  and deal with others. They act primarily on instinct, 
  seeing emotions such as fear, delight, and anxiety as 
  tools toward survival versus something meant to be 
  understood or defined.
  Whenever a valna shows anger or acts with aggression, 
  it is often coupled with a tangible reason such as survival, 
  hunger, or surpassing an obstacle that keeps them from 
  going forward. It doesn’t mean they lack emotion. They 
  are, in fact, very empathetic. But they will likely choose to 
  not express them in the moment if a more fundamental 
  necessity takes precedence.
  They also have a knack of being able to read the 
  emotions of those around them, often reacting 
  accordingly. This way of thinking can make valna 
  companions very hard to read in certain situations. 
  People who are joyous or who make the valna feel at ease 
  find a much easier time dealing with them. 
  Physically, most valna possess a lean build. The majority 
  of their features are catlike but they stand upright on 
  their inverted hind legs. Their body fur can be shades 
  of black, brown, gray, orange, or white.  Some have a 
  combination of colors in the form of stripes or spots. 
  Their eyes can be brown, blue, green, hazel, or yellow.
  The Tribe and the Pack
  There were once many different tribes that lived on Vaal. 
  The bio-weapon that tore through their people wiped 
  out generations of valna, leading to consolidation of the 
  scattered groups. There are only a few surviving tribes of 
  valna. Where a valna’s tribe determines their bloodline, 
  their pack defines their role in society. A valna’s pack and 
  their role within it is the most important aspect of their 
  being. Their deeds and actions within a pack denotes 
  their position in the valna society, as well as how they are 
  viewed amongst their peers. A valna without a pack is 
  deemed to be unworthy of respect.
  On Vaal, packs are easily formed. However, it is much 
  different for valna who travel across the stars. These 
  travelers often find themselves adopting their alien 
  companions as packmates, often choosing their own role 
  or working with their teammates in order to define one.
  Strive to Survive
  Survival and preservation of their pack takes precedence 
  above all else, often causing valna to take actions that 
  others might see as harsh or cold-hearted. This is mostly 
  attributed to their upbringing within the unforgiving 
  environment of their homeworld, where many other 
  savage beasts dwell. Such mannerisms show themselves 
  less for valna who have spent years away from Vaal, but it 
  is and always will be a part of their inherent nature.
  Valna Names
  Valna have a given name at birth they keep throughout 
  their lifetime. Once they reach adulthood, they must go 
  through a rite of passage, usually one that requires a test 
  of cunning and survival. It is usually during this ritual 
  the valna receives their surname, which is traditionally 
  a marker of an important event in their life, a deed 
  performed, or a particular aspect of their persona.
  Female Names: Atanna, Colise, Eria, Kobare, Makista, 
  Nievie, Oleri, Raesia, Sina, Tanbay, Tuji, Walima, Xacca, 
  Yira, Zatea
  Male Names: Aikor, Bakkas, Elzal, Famel, Hupan, Jabra, 
  Ludum, Mero, Naewal, Perazo, Relor, Towan, Vorel, 
  Wemar, Yando
  Sample Surnames: Banetail, Bravestride, Dustfinder, 
  Firefang, Moonrock, Nightwalker, Skychaser, 
  Songweaver, Sorrowling, Stormclaw
  
  Valna Traits
  Your valna character has the following traits.
  Ability Score Increase. Your Dexterity score increases by 2 
  and your Wisdom score increases by 1.
  Age. Valna age and mature at the same rate as humans.
  Alignment. Valna tend toward neutral or chaotic 
  alignments. Not many valna are evil, but those few who 
  are make for extremely vicious foes.
  Size. Valna are slightly taller than the average human. 
  Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. You have keen, catlike senses. You can see 
  in dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were in dim light. You cannot 
  discern color in darkness, only shades of gray.
  Claws. Your sharp claws grant you a climbing speed of 
  20 feet while wearing anything other than heavy armor. 
  In addition, your claws are a natural weapon, which 
  you can use to make unarmed strikes. If you hit with it, 
  you deal slashing damage equal to 1d4 + your Strength 
  modifier, instead of the bludgeoning damage normal for 
  an unarmed strike.
  Catlike Agility. Your quick reflexes grants you 
  maneuverability in combat. Whenever you take the 
  Disengage action, you can also move 10 feet in any 
  direction.
  Empathic Sense. Whenever you make a Wisdom (Insight) 
  check to determine a creature’s mood or general attitude, 
  add twice your proficiency bonus, instead of any 
  proficiency bonus you would normally apply.
  Survival Training. You gain proficiency in two of the 
  following skills of your choice: Perception, Stealth, 
  Survival, or Xenobiology.
  Languages. You speak, read, and write Common and 
  Valna.
  52
  ESPER GENESIS • CORE MANUAL • R ACES
  
  ESPER GENESIS • CORE MANUAL • R ACES
  ESPER GENESIS • CORE MANUAL • R ACES
  53
  ESPER GENESIS • CORE MANUAL • R ACES
  Hunter and Prey by Christopher Robin Negelein
  The branch, spiked with wooden stakes, flew at Zatea’s face. She ducked it at the last 
  moment, feeling the breeze on her ear tips as she smiled. This meant that her bounty, after 
  being chased through four systems and five biomes, had stopped running. 
  The chase was almost over but now he was desperate and dangerous.
  To your left! Blackwing’s telepathic warning came just in time. Zatea ducked left as a 
  spray of bullets just missed her tail.  The angle of dancing leaves and flying tree bark gave 
  away his direction, if not his position.
  Zatea answered back with her own hail of burst fire from her TMX-35. She felt the 
  sorium clip heat up again as began to reforge the ammunition. If she pushed it too far, the 
  clip would empty out before regenerating again. 
  The jungle was soon silent again. Her whiskers itched.
  Looking up, she spotted her drone, Blackwing, its paint job so dark that it looked more 
  like a silhouette than an actual robotic hawk. 
  Blackwing’s cameras took in the entire view below. I don’t see him. A strange movement 
  caught Zatea’s eye. She turned to see a slim rifle barrel peeking out of the bush – and 
  aimed at Blackwing. 
  The muzzle flash sparked at the same time she was able to swing around and fire her 
  own gun. Blackwing’s telepathic screech filled Zatea’s mind, but she pushed it out of her 
  thoughts and kept firing while charging forward. Her prey’s scent was heavy in the air. 
  She broke through a thicket to find the most dangerous criminal in the Mid Expanse, 
  Jebediah Otto, on the ground and clutching his side, a dark red stain spread over his shirt. 
  Zatea pulled out her handcuffs. “You killed my favorite drone. I should let you bleed out 
  for that.” 
  Jeb spit on the ground. “That hunk of junk? You should thank me for it.”
  She scoffed and reached for his wrist. “You’re lucky the law wants you to alive for trial.”
  Before she could spot it, a thin wire dropped from above, reaching a few inches from 
  her face. Reacting on instinct, she quickly raised her hand, palm out, to protect her throat 
  before the garrote tightened.
  Jeb gave a wheezy laugh. “Can’t say that Crime Boss Megaron wants the same for you. 
  Poor little cat lady, so focused on her bounty, she forgot about the price on her head.”
  The wire dug painfully into her hand. Pushing back against the garrote, she gained just 
  enough room to tilt to the left and shove an elbow into her assassin. She attempted to 
  follow up with a headbutt only to miss, the hitman swiftly dodging. 
  Keeping the garrote in place with her burning hand, Zatea dropped to her knees and 
  activated her energy claws with but a thought. She twisted around with a deep, clean slice 
  and the hitman’s body quickly dropped like a chunk of meat. I bet he didn’t see that coming. 
  She tossed the garrote into the bush.
  She moved over to Jeb, watching him try desperately to crawl away. She squatted down 
  to meet his gaze. “No, I didn’t forget. In fact, I’d like to think this is how Megaron finds out 
  which of his ‘employees’ are foolish. He should put me on his payroll, as a consultant.” 
  Jeb kept crawling as if he hadn’t heard her.
  Zatea sighed. “Mr. Otto,” she continued, “you can either keep crawling away and die from 
  blood loss or give up now and I’ll keep you from bleeding out until we get to the nearest 
  outpost. I’m giving you this offer so that I can fix up my bird, but I might change my mind 
  real soon.”
  With a half-scowl, Jeb rolled onto his stomach and offered up both wrists.
  
  ESPER GENESIS • CORE MANUAL • CL A S SES
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  
  55
  ESPER GENESIS • CORE MANUAL • CL A S SES
  THERE ARE MANY DIFFERENT TYPES OF PEOPLE IN THE GALAXY. 
  The majority strive to make the most out of their lives 
  by using their resources and capabilities to their fullest 
  potential. There are those, however, who look beyond the 
  mundane, willing to brave the unknowns of the universe 
  and face down cosmic threats the likes of which most 
  others could only dare to dream. You are one of these 
  galactic heroes, destined to make choices that shape the 
  way of all things to come.
  Your character’s class defines the type of galactic hero 
  your character is and everything they have been trained to 
  do. Though each can be considered a profession, they are 
  also a way of life, affecting the way one would see, think, 
  react, and interact with the world around them. A melder 
  might view themselves as an envoy between their people 
  and the eternal forces flowing  within the patterns of time 
  and space. An engineer would take a more pragmatic 
  view of the world, their powers being seen as scientific 
  tools with which to advance society to the next age.
  Each class provides a number of class features that 
  make up the core of your character’s abilities. As you gain 
  experience and advance in level, you not only gain more 
  features, but also earn upgrades to some of your existing 
  ones. A summary table is provided with each class listing 
  the features you gain at each level. Each of these features 
  are explained in detail.
  There are some heroes that choose to follow multiple 
  paths, choosing more than one method of wielding their 
  powers. This could be for many reasons, spanning from a 
  change in their outlook to simply wishing to expand their 
  horizons. This method of combining classes is referred 
  to as multiclassing. Optional rules for multiclassing are 
  covered in chapter 6.
  CLASSES AND ESPER TYPES
  Amongst the people of the galaxy, an 
  esper is anyone who can harness the 
  Crucible’s energies to use talents and 
  techniques. In game terms, any character 
  with a class is considered to be an 
  esper, though some use their energies in 
  different ways. A melder or an engineer 
  may rely primarily upon their esper 
  abilities, while a warrior or specialist rely 
  more on their own skills until they choose 
  an archetype.
  Regardless of how they access 
  their abilities, all espers consider each 
  other to be equal in potential, with the 
  development of their powers making 
  for interesting storylines and plot points 
  throughout your campaign.
  CLASSES AND ESPER TYPES
  Amongst the people of the galaxy, an 
  for interesting storylines and plot points 
  throughout your campaign.
  throughout your campaign.
  CLASSES
  Class
  Description
  Hit 
  Die
  Primary 
  Ability
  Saving 
  Throws
  Armor and Weapon Proficiencies
  Adept
  Psion who channels specific forms of 
  energy through sheer force of will.
  d8
  Charisma
  Wisdom & 
  Charisma
  Simple weapons
  Cybermancer
  Channeler who views the world as 
  a system of codes and commands 
  which can be hacked and controlled.
  d8
  Intelligence
  Intelligence & 
  Charisma
  Light armor, simple weapons
  Engineer
  Tech expert using techniques to 
  produce tools and robotic constructs, 
  along with energy weapons and bio-
  enhancements
  d8
  Wisdom
  Constitution 
  & Wisdom
  Light and medium armor, simple 
  weapons
  Hunter
  Expert tracker capable of amazing 
  extra-sensory and physical feats
  d10
  Dexterity & 
  Wisdom
  Strength & 
  Dexterity
  Light and medium armor, shields, 
  simple and martial weapons
  Melder
  Energy channeler with the ability to 
  shape the forces of creation into a 
  variety of cosmic powers
  d6
  Intelligence
  Intelligence & 
  Wisdom
  Combat knife, throwing blades, 
  collapsible staf, metal baton, light 
  pistol
  Sentinel
  Champion who uses solar and celestial 
  energy through personalized sorium 
  devices to produce devastating efects
  d10
  Strength & 
  Charisma
  Constitution 
  & Charisma
  All armor, shields, simple and martial 
  weapons
  Specialist
  Expert in espionage and infiltration, 
  uses stealth and tools to overcome 
  obstacles and enemies
  d8
  Dexterity
  Dexterity & 
  Intelligence
  Light armor, simple weapons, 
  autopistol, longblade, shortblade, 
  sabre
  Warrior
  Master of combat and tactics 
  specialized in use of all forms of 
  weapons and armor
  d10
  Strength or 
  Dexterity
  Strength & 
  Constitution
  All armor, shields, simple and martial 
  weapons, grenades
  3. Classes
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  THEBACKSOFTHI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  SBOOKORTHENI
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  56
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  Adept
  Calling upon her training and discipline to steel herself, the kesh shifts 
  her stance and gazes ahead of her. Her vision sharpens to see the different 
  shapes and lines made up of millions of paths of energy between herself and 
  her target, all of which are conduits for her psychic power.
  She summons her inner energies, harnessing them into her fist. She smiles 
  as she unleashes the energy upon its chosen path to vanquish her foe.
  Wielders of psionic power, adepts use their inner focus and sheer force 
  of will to manipulate the energies stored within the minds of each living 
  thing. Adepts can see and translate the pathways of the mind and body 
  and can use those connections as conduits for psychic ability. Those 
  with this power have also been referred to as Psions.
  Focused and Determined
  Adepts possess a supersensory view of the universe, able to see the 
  immaterial connection between all living things. While this may occur 
  with many who gain the ability of an esper, an adept has turned 
  this dynamic link into an art form. With constant training, focus, 
  meditation, and exercise, both their body and mind become in 
  sync with each other as well as with the psychic energies of all 
  living things around them.
  This psychic link is what adepts use to channel their powers. 
  Unlike melders, who draw external energies into themselves, 
  an adept’s power comes from within. Their bolstered essence 
  is channeled outward to affect the physical and metaphysical 
  essences of other objects and lifeforms.
  
  57
  ESPER GENESIS • CORE MANUAL • CL A S SES
  Harmony of Spirit
  With an adept’s rigid dedication to training and exercise 
  comes an awakening of the senses which can only be 
  described as a harmonius pattern. Very similar to a 
  melder, who breaks these patterns down into codes and 
  symbols, an adept instead sees interconnections between 
  these energies and how each of them intersect and 
  interact with the adept’s own form.
  Such a view of the universe and the feeling that comes 
  with it is what drives an adept’s art and their pursuit of 
  what they see as transendence from the mundane world. 
  Even when channeling their powers, the movements and 
  stances they perform can appear to be almost like a form 
  of dance, as they release their inner energies along those 
  invisible threads of power.
  Creating an Adept
  When you create your adept, consider your connection 
  with the world around you. Are you able to see and 
  influence the thoughts and feelings of others? Can you 
  manipulate and move matter with your mind? Can you 
  alter the molecular structure of other objects, or perhaps 
  even that of your own body? How did you come upon 
  this power and how does it relate to your life experiences?
  Ability Scores
  Charisma should be your highest ability score followed by 
  Wisdom. Constitution and Intelligence are also useful.
  Class Features
  As an adept, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per adept level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per adept level after 1st
  Proficiencies
  Armor: None
  Weapons: Simple weapons
  Tools: None
  Saving Throws: Charisma, Wisdom
  Skills: Choose two from Deception, Insight, Intimidation, 
  Investigation, Lore, Perception, Persuasion
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a light pistol with 15 rounds of ammunition or (b) 
  any simple melee weapon
  • (a) a scientist’s pack or (b) an explorer’s pack
  • a portable shield device (PSD)
  • any simple weapon
  THE ADEPT
  Level
  Proficiency
  Bonus
  Features
  Prime
  Talents
  Talents 
  Known
  Maximum
  Talent Rank
  Talent
  Points
  1st
  +2
  Channeling, Psychic Paradigm
  3
  2
  1
  4
  2nd
  +2
  Intellect Fortress
  3
  3
  1
  6
  3rd
  +2
  Psionic Combat (2/rest)
  3
  4
  2
  14
  4th
  +2
  Ability Score Improvement
  4
  5
  2
  17
  5th
  +3
  —
  4
  6
  3
  27
  6th
  +3
  Psychic Paradigm Feature
  4
  7
  3
  32
  7th
  +3
  —
  4
  8
  4
  38
  8th
  +3
  Ability Score Improvement
  4
  9
  4
  44
  9th
  +4
  —
  4
  10
  5
  57
  10th
  +4
  Psionic Combat (3/rest)
  4
  10
  5
  60
  11th
  +4
  Esper Mastery (Rank 6)
  4
  11
  5
  64
  12th
  +4
  Ability Score Improvement
  5
  11
  5
  68
  13th
  +5
  Esper Mastery (Rank 7)
  5
  12
  5
  73
  14th
  +5
  Psychic Paradigm Feature
  5
  12
  5
  78
  15th
  +5
  Esper Mastery (Rank 8)
  5
  13
  5
  83
  16th
  +5
  Ability Score Improvement
  5
  13
  5
  88
  17th
  +6
  Esper Mastery (Rank 9)
  5
  14
  5
  94
  18th
  +6
  Psychic Paradigm Feature
  5
  14
  5
  100
  19th
  +6
  Ability Score Improvement
  5
  15
  5
  107
  20th
  +6
  Psionic Recovery
  5
  15
  5
  114
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Channeling
  Your training and level of attunement has granted you 
  access to a number of esper talents. See chapter 10 for 
  general rules on esper powers and chapter 11 for the 
  adept powers list.
  Prime Talents
  At 1st level, you know psi blast and two prime talents 
  of your choice from the adept powers list. You learn 
  additional prime talents of your choice at higher levels, as 
  shown in the Prime Talents column on the Adept table.
  Talent Points
  The Adept table shows you how many talent points you 
  have. You can expend your talent points to activate a 
  known talent of rank 1 or higher.
  Once your pool of talent points is depleted, you are 
  on the brink of exhaustion. Your regain all of your points 
  once you finish a long rest.
  Each talent has a rank and a point cost associated with 
  it. If you don’t have enough talent points to cover the 
  cost, you can’t use the talent.
  Talents Known of Rank 1 and Higher
  You know two rank 1 talents of your choice from the 
  adept powers list.
  The Talents Known column of the Adept table shows 
  when you learn more talents of your choice. A talent you 
  choose must be no higher than what’s shown in the Max 
  Talent Rank column for your level. When you reach 5th 
  level, for example, you learn a new talent, which can be 
  from any rank between 1 and 3.
  Additionally, when you gain a level in this class, you 
  can choose from one of the adept talents you know and 
  replace it with another talent from the adept powers list, 
  which must also be of a rank no higher than your Max 
  Talent Rank.
  Channeling Ability
  Charisma is your channeling ability for your esper powers, 
  so you use your Charisma whenever a power refers 
  to your channeling ability. In addition, you use your 
  Charisma modifier when setting the saving throw DC for 
  an adept power you use and when making an attack roll 
  with one.
  Channeling save DC = 8 + your proficiency bonus + 
  your Charisma modifier
  Channeling attack modifier = your proficiency bonus + 
  your Charisma modifier
  Psychic Paradigm
  At 1st level, you choose a paradigm which determines 
  the source of your supersensory abilities: animota, 
  battlemind, and dreamshaper. Your choice grants you 
  features at 1st level and again at 6th, 14th, and 18th level.
  Intellect Fortress
  At 2nd level, your purity of mind and focus grants you 
  advantage to saving throws versus being charmed or 
  frightened.
  Psionic Combat
  At 3rd level, your gain the ability to combine your 
  physical and mental energies into fluid and graceful 
  movements to be utilized as offensive and defensive 
  stances. You start with two of the following combat 
  modes and learn one additional combat mode when you 
  reach 13th level.
  Your Psychic Paradigm feature can also grant you 
  additional combat modes at higher levels.
  You can use your Psionic Combat feature twice. When 
  you use this feature, you choose which combat mode 
  to activate. You regain all uses of your Psionic Combat 
  feature after you finish a long rest.
  Some Psionic Combat effects require saving throws. 
  When you use such an effect from this class, the DC 
  equals your channeling save DC.
  Beginning at 10th level, you can use your Psionic 
  Combat three times between long rests, and four times 
  between long rests at 17th level.
  Psionic Combat: Improved Psi Blast
  When you hit with your psi blast, each creature within 
  10 feet of the target must succeed on a Dexterity saving 
  throw or take 1d10 psychic damage.
  The additional damage on a failed save increases by 
  1d10 when you reach 5th level (2d10), 11th level (3d10) 
  and 17th level (4d10).
  Psionic Combat: Mind Spike
  As an action, you send a surge of psychic energy into 
  another creature in attempt to overload their senses. 
  Make a ranged channeling attack at a creature within 90 
  feet of you that you can see. On a hit, the creature takes 
  2d8 psychic damage and must succeed on a Wisdom 
  saving throw or their movement is reduced by half until 
  the end of their next turn.
  The additional damage increases by 2d8 when you reach 
  5th level (4d8), 9th level (6d8) and 13th level (8d8).
  Psionic Combat: Mental Barrier
  This feature can be used in one of two ways.
  • When you are hit with an attack that deals psychic 
  damage, you can use your reaction to take no damage 
  from the triggering attack.
  • When you take acid, cold, fire, force, lightning, or 
  radiant damage, you can use your reaction and gain 
  resistance to the triggering damage type until the start 
  of your next turn. Beginning at 11th level, when you 
  use this combat mode, you take no damage from the 
  triggering attack.
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can’t increase an ability score 
  above 20 using this feature.
  Esper Mastery
  At 11th level, your attunement to the fundamental forces 
  around you grants you the ability to channel advanced 
  esper talents. Choose a rank 6 talent from the adept 
  powers list. You can activate this power once by spending 
  the required amount of talent points. You must finish a 
  long rest before you can do so again.
  At higher levels, you gain more adept talents of your 
  choice that you can use in this way: One rank 7 at 13th 
  level, one rank 8 at 15th level and one rank 9 at 17th 
  level. You regain all uses of your Esper Mastery when you 
  finish a long rest.
  Psionic Recovery
  At 20th level, you regain one use of your Psionic Combat 
  feature when you finish a short rest, after which you must 
  finish a long rest before you can use this feature again.
  Psychic Paradigms
  Upon their awakening, each adept chooses a path 
  of specialization, each devoted to a specific set of 
  disciplines. In some areas of the galaxy, groups of adepts 
  establish training academies, both in large cities and in 
  secluded regions away from civilization.
  An adept, regardless of origin, finds their own style of 
  training and development, but all still begin with a set of 
  established basics. The following paradigms are common 
  amongst adepts encountered throughout the Silrayne 
  Arc. Each paradigm has a list of talents associated with it 
  which is added to the adept powers list.
  Animota
  Your powers focus on manipulating and controlling the 
  constant motion of matter and molecules. You can attune 
  to the balance between mass and energy, enabling you 
  to move objects from a distance, excite the molecules of 
  a structure, or alter an object’s mass while in motion. As 
  you grow stronger, you can even learn to repel incoming 
  weapon attacks.
  ANIMOTA PARADIGM TALENTS
  Adept Level
  Talents
  1st
  propelled shot, quick step
  3rd
  bind step, molecular agitation
  5th
  celerity, matter fuse
  7th
  superior aegis, unfetter
  9th
  projected force, telekinesis
  Minor Telekinetic
  Starting at 1st level, you gain the ability to generate a 
  control forces of movement in small objects. You learn 
  the tricky fingers talent, which doesn’t count toward your 
  number of prime talents known.
  When you reach 8th level, you can activate this talent 
  by using a bonus action instead.
  Transient Repulsion
  Starting at 6th level, you can use opposing force to ward 
  away incoming attacks. When a creature makes a melee 
  or ranged weapon attack roll against you, you can use 
  your reaction to impose disadvantage on that attack roll. 
  If the attack misses you, your next attack roll against the 
  creature has advantage if you make it before the end of 
  your next turn.
  Beginning at 14th level, if the attack misses you, the 
  attacker takes damage equal to the half the damage of 
  the weapon they used to attack you.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  Volitation
  At 14th level, you gain the ability to elevate and move 
  yourself at will, gaining a flying speed equal to your 
  current speed. This can be done by using a bonus action 
  on your turn. The effect lasts until you choose to end it 
  using a bonus action on your turn.
  You can’t use this feature if you are heavily encumbered 
  or if you are wearing medium or heavy armor.
  Opposing Force
  At 18th level, you have an innate repulsion field around 
  your body, granting you resistance to bludgeoning, 
  piercing, and slashing attacks from mundane weapons. 
  You can activate or dismiss this effect at any time without 
  using any of your actions.
  Battlemind
  You focus your training specifically toward defeating foes 
  in combat, both physical and mental. Your skills expand 
  your psychic attacks and defenses while debilitating an 
  opponent from doing harm to your or your companions. 
  You combine your psionic abilities with destructive 
  talents, learning even more powerful attacks which can 
  bypass an enemy’s defenses.
  BATTLEMIND PARADIGM TALENTS
  Adept Level
  Talents
  1st
  lightning whip, symbiont mark
  3rd
  light beam, psychic wave
  5th
  crippling sphere, singularity
  7th
  plasma orb, reactive field
  9th
  force field, warp helix
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Combat Senses
  Starting at 1st level, your internal senses make it difficult 
  for opponents to get the drop on you. Creatures don’t 
  gain advantage on attack rolls as a result of being hidden 
  from you.
  Starting at 8th level, when you are surprised, attack 
  rolls against you are made with disadvantage, regardless 
  of whether or not the attacker had advantage on their 
  attack roll.
  Empowered Psi Blast
  Starting at 6th level, you can add your Charisma bonus 
  to the damage dealt with your psi blast talent. In addition, 
  damage dealt by your psi blast talent is unaffected by 
  resistance and immunity to psychic damage.
  Psionic Combat: Psychic Crush
  Also at 6th level, you can overload the mind of another 
  creature with a continuous wave of psychic assault. 
  Choose one creature within 60 feet of you that you can 
  see. The creature must make a Wisdom saving throw, 
  taking 6d8 psychic damage on a failed save, or half as 
  much on a successful one. On a failed save, the target 
  is also at a disadvantage to all Intelligence and Wisdom 
  ability checks until they save against the feature’s effects.
  At the end of each of its turns, the target repeats the 
  saving throw. It takes 2d8 psychic damage on a failed 
  save, and the effect ends on a successful one.
  Psychic Recoil
  Starting at 14th level, when you are hit by a melee attack, 
  you can use your reaction to deal psychic damage to the 
  attacker. The damage is equal to your adept level. The 
  attacker must also make a Constitution saving throw 
  against your adept channeling save DC. On a failed save, 
  the attacker is pushed in a straight line 10 feet away from 
  you and is also knocked prone.
  Tracing the Curve
  At 18th level, you can see the psychic trails between 
  creatures that are beyond your field of vision. Creatures 
  can’t gain AC or saving throw bonuses from half or three-
  quarters cover against your ranged channeling attacks or 
  Psionic Combat features.
  In addition, creatures that move into total cover on their 
  turn can be still targeted by your ranged esper attacks and 
  Psionic Combat features until the end of your next turn.
  Dreamshaper
  You are a telepath whose skills focus on the mastery of 
  the mind.
  DREAMSHAPER PARADIGM TALENTS
  Adept Level
  Talents
  1st
  daze, synaptic recoil
  3rd
  imposing influence, pacify
  5th
  horrific visage, hypnotic pattern
  7th
  aspect of dread, haze of chaos
  9th
  dream weave, modify memory
  Expert Telepath
  Starting at 1st level, you can communicate telepathically 
  with any creature you can see within 30 feet of you. A 
  creature receiving your communications does not need 
  to share a language with you, but they must be able to 
  understand at least one language.
  Beginning at 8th level, the range of this feature 
  increases to 60 feet.
  Mind Blank
  Starting at 6th level, you can use your action to end one 
  effect on yourself that is causing you to be charmed or 
  frightened.
  Psionic Combat: Ego Whip
  Also at 6th level, you can emanate a stinging wave of 
  psychic energy from your body. Each creature in a 15-foot 
  cone must make a Wisdom saving throw. A creature takes 
  4d6 psychic damage on a failed save, or half as much on 
  a successful one. In addition, a creature who failed its 
  save is becomes incapacitated, babbling uncontrollably. 
  This effect lasts until the end of its next turn.
  Thought Shield
  Starting at 14th level, your thoughts can’t be read by 
  telepathy or other means unless you allow it. You also 
  have resistance to psychic damage, and whenever a 
  creature deals psychic damage to you, that creature takes 
  the same amount of damage that you do.
  Aura of Dominance
  At 18th level, you have the ability to mask your influence 
  over other creatures. Whenever you use a power to charm 
  one or more creatures, those creatures remain unaware 
  of being charmed, regardless of when the effect ends.
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Cybermancer
  Peering beneath the surface, his 
  surroundings burst into a vibrant 
  collection of data streams and 
  commands. He brushes his fingers 
  along the surface of a command 
  board that only he can see. His 
  implant runs white-hot, coursing 
  with stings of commands granting 
  him control of the energies that 
  shape the universe.
  Cybermancers are espers who 
  can view the world as if it were a 
  complex, digital design. Through 
  this unique perspective, they 
  can decipher and manipulate 
  energy at a molecular level, 
  almost as if recoding a machine. 
  Such abilities often awaken 
  through their own exposure 
  to the advanced technologies 
  that preside over day to day life. 
  Over the years, many of them have 
  earned the nickname “world-hacker.”
  Interlaced Reality
  Cybermancers have two different 
  perspectives. One is the world 
  as viewed by the mundane eye. 
  The other is that of a weave 
  of data streams and codes, 
  superimposed on top of the 
  mundane view. Much like the 
  augmented reality experienced 
  by SIM users, cybermancers 
  refer to this as their Interlaced 
  Reality— an advanced user mode 
  that enables them to “hack the 
  world” and manipulate its 
  energies.
  ESPER GENESIS • CORE MANUAL • CL A S SES
  ybermancer
  ybermancer
  ybermancer
  ybermancer
  ybermancer
  Peering beneath the surface, his 
  Peering beneath the surface, his 
  surroundings burst into a vibrant 
  collection of data streams and 
  commands. He brushes his fingers 
  along the surface of a command 
  board that only he can see. His 
  implant runs white-hot, coursing 
  with stings of commands granting 
  him control of the energies that 
  Cybermancers are espers who 
  can view the world as if it were a 
  complex, digital design. Through 
  this unique perspective, they 
  can decipher and manipulate 
  energy at a molecular level, 
  almost as if recoding a machine. 
  Such abilities often awaken 
  through their own exposure 
  to the advanced technologies 
  that preside over day to day life. 
  Over the years, many of them have 
  earned the nickname “world-hacker.”
  eality
  Cybermancers have two different 
  perspectives. One is the world 
  as viewed by the mundane eye. 
  The other is that of a weave 
  of data streams and codes, 
  superimposed on top of the 
  mundane view. Much like the 
  augmented reality experienced 
  by SIM users, cybermancers 
  refer to this as their Interlaced 
  Reality— an advanced user mode 
  that enables them to “hack the 
  world” and manipulate its 
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Though the cybermancer’s control over the physical 
  world and the Silrayne Intergalactic Matrix (SIM) are 
  completely separate, the concepts are very much the same. 
  This is why many cybermancers often come from those 
  skilled in either computers or other technical sciences.
  Program Personified
  In the SIM, users are represented by a digital avatar often 
  known as a persona. Cybermancers likewise possess a 
  persona that manifests itself whenever they channel their 
  powers through their sorium device, usually an implant 
  that interfaces directly with the brain.
  While a cybermancer’s persona can be of any chosen 
  design, it is common for it to be a combination of their 
  own personality and the path they’ve chosen to follow 
  as an esper. Some cybermancers believe their persona 
  may have actually chosen them instead of the other way 
  around.
  Creating a Cybermancer
  While creating your cybermancer, take a look at your 
  character’s personality and life experiences. Do they have 
  a love for technology or have a natural aptitude for it? 
  Perhaps they have a career as a technician or scientist. 
  Perhaps they were instead exposed to it since birth. Or 
  maybe they discovered a secret language deep in the ruins 
  of the older races that somehow resonated with them? 
  You may then wish to decide how you’ve adjusted to 
  these awakened abilities and what impact they may have 
  had on your life since then.
  Ability Scores
  Intelligence should be your primary ability score followed 
  by Constitution. Strength or Dexterity could be useful for 
  weapon use.
  Class Features
  As a cybermancer, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per cybermancer level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per cybermancer level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons
  Tools: Choose one from Digital Technician’s tools and 
  Hacker’s kit
  Saving Throws: Charisma, Intelligence
  Skills: Choose two from Astrophysics, Computers, 
  Insight, Investigation, Lore, Persuasion, and 
  Xenobiology
  THE CYBERMANCER
  Level
  Proficiency
  Bonus
  Features
  Prime
  Talents
  Talents 
  Known
  Talent 
  Slots
  Slot Rank
  Complex 
  Patterns
  1st
  +2
  Persona Form, Code Channeling
  2
  2
  1
  1
  —
  2nd
  +2
  Complex Patterns
  2
  3
  2
  1
  2
  3rd
  +2
  Advanced Interface
  2
  4
  2
  2
  2
  4th
  +2
  Ability Score Improvement
  3
  5
  2
  2
  2
  5th
  +3
  —
  3
  6
  2
  3
  3
  6th
  +3
  Persona Form Feature
  3
  7
  2
  3
  3
  7th
  +3
  —
  3
  8
  2
  4
  4
  8th
  +3
  Ability Score Improvement
  3
  9
  2
  4
  4
  9th
  +4
  —
  4
  10
  2
  5
  5
  10th
  +4
  Persona Form Feature
  4
  10
  2
  5
  5
  11th
  +4
  Esper Mastery (Rank 6)
  4
  11
  3
  5
  5
  12th
  +4
  Ability Score Improvement
  4
  11
  3
  5
  6
  13th
  +5
  Esper Mastery (Rank 7)
  4
  12
  3
  5
  6
  14th
  +5
  Persona Form Feature
  4
  12
  3
  5
  6
  15th
  +5
  Esper Mastery (Rank 8)
  4
  13
  3
  5
  7
  16th
  +5
  Ability Score Improvement
  4
  13
  3
  5
  7
  17th
  +6
  Esper Mastery (Rank 9)
  4
  14
  4
  5
  7
  18th
  +6
  —
  4
  14
  4
  5
  8
  19th
  +6
  Ability Score Improvement
  4
  15
  4
  5
  8
  20th
  +6
  Master Cipher
  4
  15
  4
  5
  8
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a light pistol with 15 rounds of ammunition or (b) 
  any simple weapon
  • (a) two combat knives or (a) any simple weapon
  • (a) a technician’s pack or (b) an explorer’s pack
  • Armor jacket, a SIM Unit and a Portable shield device 
  (PSD)
  Persona Form
  At 1st level, you have a persona that represents your 
  inner identity. It’s appearance is often similar or identical 
  to your persona in the Silrayne Intergalactic Matrix (see 
  Chapter 12 for more information on the SIM). Your project 
  this persona through your sorium implant, translating 
  your interlaced reality into effects in the physical world. 
  You can choose whether or not your persona is visible to 
  others whenever you use your class features and powers. 
  Your choice of a persona form grants you features at 1st 
  level and again at 6th, 10th, and 14th level.
  Code Channeling
  Your ability to weave codes into potential physical energy 
  grants you access to a particular set of talents. See 
  chapter 10 for general rules on esper powers and chapter 
  11 for the cybermancer powers list.
  Prime Talents
  You know two talents of your choice from the 
  cybermancer talents list. You learn additional talents of 
  your choice at higher levels, as shown in the Prime Talents 
  column of the Cybermancer table.
  Talent Slots
  A cybermancer’s persona uses a certain amount of 
  memory to interface with the environment and create 
  slots used to output esper powers. The Cybermancer 
  table shows how many slots you have. The table also 
  shows the rank of those slots; all of your talent slots are 
  the same rank. To use a talent of rank 1 or higher, you 
  must expend a talent slot. You regain all expended talent 
  slots when you finish a short or long rest.
  For example, when you are 5th level, you have two rank 
  3 talent slots. To use the rank 1 talent avatar’s armor, you 
  must spend one of those slots, and you activate it as a 
  rank 3 talent.
  Talents Known of Rank 1 and Higher
  You know two rank 1 talents of your choice from the 
  cybermancer powers list.
  The Talents Known column of the Cybermancer table 
  shows when you learn more talents of your choice of rank 
  1 or higher. A talent you choose must be no higher than 
  what’s shown in the Slot Rank column for your level. 
  When you reach 6th level, for example, you learn a new 
  cybermancer talent, which can be from any rank between 
  1 and 3.
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Additionally, when you gain a level in this class, you can 
  choose from one of the cybermancer talents you know 
  and replace it with another talent from the cybermancer 
  powers list, which must also be of a rank for which you 
  have talent slots.
  Channeling Ability
  Intelligence is your channeling ability for your esper 
  powers, so you use your Intelligence whenever a power 
  refers to your channeling ability. In addition, you use your 
  Intelligence modifier when setting the saving throw DC 
  for an adept power you use and when making an attack 
  roll with one.
  Channeling save DC = 8 + your proficiency bonus + 
  your Intelligence modifier
  Channeling attack modifier = your proficiency bonus 
  + your Intelligence modifier
  Complex Patterns
  Your unique skills allow you to compile energy patterns 
  that imbue you with a particular esper ability or effect.
  At 2nd level, you gain two complex patterns of 
  your choice. Your pattern options are detailed at the 
  end of the class description. When you gain certain 
  cybermancer levels, you gain additional patterns of your 
  choice as shown in the Complex Patterns column of the 
  Cybermancer table.
  Additionally, when you gain a level in this class, you can 
  choose one of the patterns you know and replace it with 
  another pattern that you could learn at that level.
  Advanced Interface
  At 3rd level, your persona gains a specialty interface, 
  granting you one of the following features of your choice.
  Extended Interface
  You learn the bonded companion power and can activate it 
  as a conventional talent. The talent doesn’t count against 
  your number of talents known.
  When you activate the talent, you can choose one of 
  the normal forms for your ally or one of the following 
  special forms: bit drone, power sprite, or spyder.
  Additionally, when you take the Attack action, you can 
  forgo one of your own attacks to allow your ally to make 
  one attack of its own with its reaction.
  Combat Interface
  You can use your action to create a weapon bond, which 
  appears as a melee weapon in your empty hand. You can 
  choose the form that this melee weapon takes each time 
  you create it. You are proficient with it while you wield it. 
  This weapon counts as forge enhanced for the purpose of 
  overcoming resistance and immunity to mundane attacks 
  and damage.
  Your weapon bond disappears if it is more than 5 feet 
  away from you for 1 minute or more. It also disappears if 
  you use this feature again, if you dismiss the weapon (no 
  action required), or if you die.
  You can adapt one forge enhanced weapon to be your 
  weapon bond by performing a special technique while 
  you hold the weapon. You perform this technique over 
  the course of 1 hour, which can be done during a short 
  rest. You can then dismiss the weapon, shunting it into 
  an extradimensional space, and it appears whenever you 
  create your weapon bond thereafter. You can’t affect a 
  cypheos or core-bonded weapon in this way. The weapon 
  ceases being your weapon bond if you die, if you perform 
  the 1-hour technique on a different weapon, or if you use 
  a 1-hour technique to break your bond to it. The weapon 
  appears at your feet if it is in the extradimensional space 
  when the bond breaks.
  Memory Interface
  You forge a small piece of sorium into a flat object 
  shaped like a datacard. It is specifically attuned to your 
  implant. When you gain this feature, choose three prime 
  talents from any class’s powers list (the three needn’t be 
  from the same list). While the card is on your person, you 
  can use those talents at will. They don’t count against 
  your number of prime talents known. If they don’t appear 
  on the cybermancer powers list, they are nonetheless 
  cybermancer talents for you.
  If you lose your datacard, you can craft a new one 
  during a 1-hour process. This process can be performed 
  during a short or long rest, and it nullifies the previous 
  card.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can’t increase an ability score 
  above 20 using this feature.
  Esper Mastery
  At 11th level, your mastery of the code grants you the 
  ability to channel advanced esper talents. Choose a rank 
  6 talent from the cybermancer powers list.
  You can activate this power once without expending a 
  talent slot. You must finish a long rest before you can do 
  so again.
  At higher levels, you gain more cybermancer talents of 
  your choice that you can use in this way: One rank 7 at 
  13th level, one rank 8 at 15th level and one rank 9 at 17th 
  level. You regain all uses of your Esper Mastery when you 
  finish a long rest.
  Master Cipher
  At 20th level, your persona can tap into the energies 
  around you to regain expended talent slots. You can 
  spend 1 minute focusing to regain all your expended 
  talent slots from your Code Channeling feature.
  Once you regain talent slots with this feature, you must 
  finish a long rest before you can do so again.
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  CYBERMANCY AND ESPER POWERS
  Though cybermancers gain their abilities through their 
  understanding of the Silrayne Intergalactic Matrix (SIM), 
  their skills in the SIM and their powers in the physical 
  world have no relation to each other. The “code” they see 
  is of their own design and does not translate to any known 
  computer or programming language. The cybermancer’s 
  understanding of “hacking” the world is merely how they 
  see and control the energies around them, much like how 
  a melder uses their bodies as energy conduits, while an 
  adept uses the psychic links between themselves and 
  others around them.
  Likewise, a cybermancer’s persona is a manifestation of 
  their powers as an esper, having no direct relation to their 
  persona in the SIM. See Chapter 12 for more information 
  about the SIM.
  CYBERMANCY AND ESPER POWERS
  Though cybermancers gain their abilities through their 
  their powers as an esper, having no direct relation to their 
  persona in the SIM. See Chapter 12 for more information 
  about the SIM.
  Persona Forms
  Every persona has a specific pattern and primary 
  structure that make up its form. The persona a 
  cybermancer chooses is representative of the powers and 
  complex patterns they can access as an esper, as well as 
  the method in which they are utilized.
  Some cybermancers may choose a humanoid persona 
  that defines what they feel is their true personality. Some 
  might choose a beast or figure of legend, while others 
  lean toward something less common such as a weapon 
  or a burst of elemental energy. Cybermancers who 
  communicate regularly in the SIM can often identify each 
  other by their personas in the physical realm.
  Breaker
  Your persona is a manifestation of destruction and 
  conflict. You focus on defeating your foes through the use 
  of damaging and debilitating talents. Your persona might 
  manifest as an imposing brawler, a gleaming weapon, a 
  fiery beast, or an armored dreadnaught.
  Expanded Talents
  Your persona form also grants you an expanded list of 
  powers when you learn a cybermancer talent. The following 
  powers are added to the cybermancer powers list for you.
  BREAKER EXPANDED TALENTS
  Adept Level
  Talents
  1st
  arctic lash, concussive force 
  3rd
  blindness/deafness, light beam
  5th
  crippling sphere, singularity
  7th
  burn zone, reactive field
  9th
  contagion, warp helix
  Victor’s Bounty
  Starting at 1st level, when you reduce a hostile creature 
  to 0 hit points, you gain temporary hit points equal 
  to your Intelligence modifier + your cybermancer level 
  (minimum of 1).
  Motion Lag
  Starting at 6th level, you can slow your perception of an 
  incoming attack, giving you time to react accordingly. 
  When a creature makes an attack roll against you, you 
  can use your reaction to impose disadvantage on that 
  roll. If the attack misses you, your next attack roll against 
  the creature has advantage if you make it before the end 
  of your next turn.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  System Hardening
  Starting at 10th level, you can choose one damage type 
  when you finish a short or long rest. You gain resistance 
  to that damage type until you choose a different one 
  with this feature. Damage from forge enhanced weapons 
  ignores this resistance.
  Shatterform
  At 14th level, you can cause a massive energy disruption 
  within a target of your choice. You can use the devastation 
  talent. After you activate the talent with this feature, you 
  can’t do so again until you complete a long rest.
  Controller
  Your persona is a master manipulator of energies, reading 
  into the code and shaping it to your own design. Your 
  persona might manifest itself as a small cybernetic beast, 
  a shadowy figure in techno-marked robes, or ball of 
  constantly shifting energy.
  Expanded Talents
  Your persona form also grants you an expanded list 
  of powers when you learn a cybermancer talent. The 
  following powers are added to the cybermancer powers 
  list for you.
  CONTROLLER EXPANDED TALENTS
  Adept Level
  Talents
  1st
  distortion, synaptic recoil
  3rd
  blur, levitate
  5th
  celerity, withering grip
  7th
  haze of chaos, superior obfuscate
  9th
  mass alteration, telekinesis
  Mind Hacker
  Starting at 1st level, you have the ability to tap into the 
  thought patterns of those around you. As an action, 
  you can cause each creature in a 10-foot cone to make 
  a Wisdom saving throw against your cybermancer 
  channeling save DC. Creatures failing their saving throw 
  are either charmed or frightened by you (your choice) 
  until the end of your next turn.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Plan of Attack
  Starting at 6th level, you can use your skills to devise the 
  best possible outcome against a foe. When you miss with 
  an attack roll, you can choose to reroll the attack with 
  advantage. Once you use this feature, you can’t use it 
  again until you finish a short or long rest.
  Maintain Pattern
  At 10th level, you are able to steel yourself from effects 
  that disrupt your body’s internal energies. You gain 
  advantage on death saving throws and resistance to 
  necrotic damage.
  In addition, you can use a bonus action to remove your 
  choice of a charmed, frightened, or stunned condition 
  from yourself. Once you remove a condition in this way, 
  you must complete a short or long rest before you can do 
  it again.
  Stun Lock
  At 14th level, you can trap the mind of a creature in a 
  spiral of swirling encrypted data streams. As an action, 
  choose a creature that you can see within 60 feet of you. 
  It must make an Intelligence saving throw against your 
  cybermancer save DC, taking 12d8 psychic damage on 
  a failed save, or half as much on a successful one. In 
  addition, if the target failed their save, they are stunned 
  for 1 minute. The stunned condition ends early if the 
  creature takes any damage.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Ghost
  Your persona is a combination of your mastery over 
  the physical world and your skills in the digital world. 
  Examples of your persona’s form could be a bio-cyborg, 
  a globe of swirling computer code, or a shimmering body 
  made of data streams.
  Expanded Talents
  Your persona form also grants you an expanded list 
  of powers when you learn a cybermancer talent. The 
  following powers are added to the cybermancer powers 
  list for you.
  GHOST EXPANDED TALENTS
  Adept Level
  Talents
  1st
  remote connection, voltaic charge
  3rd
  black hat, plasma blade
  5th
  capacitor, forge vehicle
  7th
  lightning ring, stealth sentry
  9th
  incinerate, mechanical stasis
  Bonus Prime Talents
  At 1st level, you learn the trigger device and virtual display 
  talents. These count as cybermancer talents for you but 
  they do not count toward your number of prime talents 
  known.
  Machine Hacker
  At 1st level, you can use an action to manipulate the 
  programming in basic constructs. Choose a constuct 
  within 30 feet of you that you can see. The target and any 
  other constructs within 5 feet of it must make a Wisdom 
  saving throw against your cybermancer channeling save 
  DC. Constructs failing their saving throw are charmed by 
  you until the end of your next turn.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  Data Shift
  Starting at 6th level, you can use the energy from nearby 
  electronic devices to react towards being harmed. Choose 
  an unoccupied space within 5 feet of any electronic 
  device or electrical wiring. When you take damage, you 
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  can use your reaction to gain resistance to the incoming 
  damage and instantly teleport to your chosen position. If 
  no electronic devices or wiring are available within range, 
  you still gain resistance to the incoming damage, but you 
  can instead teleport up to 10 feet away from your original 
  location.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  Cybermasking
  At 10th level, you can hide yourself from those anyone 
  attempting to find or gain knowledge from you. You 
  cannot be targeted by any mundane devices that can be 
  used to track you. You have advantage on saving throws 
  against any clairsentient powers used to observe you , 
  read your thoughts, or learn your whereabouts.
  AI Feedback
  At 14th level, you can attempt to hack into another 
  creature or machine and unleash a virus into its physical 
  form. As an action, choose a creature or automaton that 
  you can see within 60 feet of you. That target must make 
  a Constitution saving throw against your cybermancer 
  channeling save DC, taking 10d8 psychic damage on a 
  failed save, or half as much on a successful one.
  In addition, if the target failed its save, you can issue 
  a suggestion to it as if it were under the effects of the 
  influence talent. The effect lasts for 8 hours or until you 
  lose your concentration (as if you were concentrating on 
  an esper power). The effect can also be removed with a 
  minor remedy talent.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Complex Patterns
  If a complex pattern has prerequisites, you must meet 
  them to learn it. You can learn the pattern at the same 
  time that you meet its prerequisites. A level prerequisite 
  refers to your level in this class.
  Adversary Impaired
  You can activate impedance once using a cybermancer 
  talent slot. You can’t do so again until you finish a long 
  rest.
  Amplified Beam
  Prerequisite: sprite beam talent
  When you use the sprite beam talent, add your intelligence 
  modifier to the damage it deals on a hit.
  Autotranslate
  You can read any writing on any surface that you can see. 
  The translated writing is only visible to you.
  Chaos Theory
  Prerequisite: 7th level
  You can activate haze of chaos once using a cybermancer 
  talent slot. You can’t do so again until you finish a long 
  rest.
  Circuitry Burnout
  Prerequisite: 15th level, Extended Interface feature
  You can activate mechanical stasis at will—targeting an 
  automaton or construct— without expending a talent 
  slot. You must finish a long rest before you can use this 
  pattern on the same target again.
  Cloak of Shadow
  Prerequisite: 5th level
  When you are in an area of dim light or darkness, you 
  can use your action to become invisible until you move or 
  take an action or a reaction.
  Combat Upgrade
  Prerequisite: 5th level, Combat Interface feature
  You can attack with your weapon bond twice, instead of 
  once, whenever you take the Attack action on your turn.
  Cyber Sentinel
  Prerequisite: 9th level
  You can activate the towering sentinel technique once using 
  a cybermancer talent slot. You can’t do so again until you 
  finish a long rest.
  Digital Defender
  You can activate protection field on yourself at will and 
  without expending a talent slot.
  Digital Echo
  You can activate illusory form at will and without 
  expending a talent slot.
  Disguise
  You can activate alter appearance on yourself at will and 
  without expending a talent slot.
  Driving Beam
  Prerequisite: sprite beam talent
  Once on each of your turns, when you hit a creature with 
  sprite beam, you can push the creature up to 10 feet away 
  from you in a straight line.
  Empowered Link
  Prerequisite: Extended Interface feature
  You can communicate telepathically with your bonded 
  companion and perceive through your ally’s senses as 
  long as you are in the same star system.
  Additionally, while perceiving through your ally’s senses, 
  you can also speak through your ally in your own voice, 
  even if your ally is normally incapable of speech.
  Extended Beam
  Prerequisite: sprite beam talent
  When you use the sprite beam talent, its range is 300 feet.
  Extreme Lag
  Prerequisite: 5th level
  You can activate temporal fault once using a talent slot. You 
  can’t do so again until you finish a long rest.
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Great Leap
  Prerequisite: 9th level
  You can activate jump on yourself at will and without 
  expending a talent slot.
  Flow of Gravity
  Prerequisite: 9th level
  You can activate levitate on yourself at will and without 
  expending a talent slot.
  Hidden Encryption
  Prerequisite: 15th level
  You can activate obfuscate at will and without expending a 
  talent slot.
  Inner Energies
  You can activate innervate on yourself as a rank 1 talent, 
  without expending a talent slot.
  Magnetic Persona
  You gain proficiency in the Deception and Persuasion 
  skills.
  Night Vision
  You can see normally in darkness, both mundane and 
  esper created, to a distance of 120 feet.
  Overwatch
  Prerequisite: 15th level
  You can activate veiled observer at will, without expending 
  a talent slot.
  Pattern Detection
  You can activate esper sight at will and without expending 
  a talent slot.
  Personal Sidearm
  Prerequisite: Combat Interface
  You can create a ranged weapon as your weapon bond 
  and you can adapt a forge enhanced ranged weapon to 
  be your weapon bond.
  Star Walker
  Prerequisite: 5th level
  While you are in Zero-G, you gain a fly speed equal to 
  your walking speed and can move normally.
  You can also activate atmospheric adaptation once using a 
  cybermancer talent slot. You can’t do so again until you 
  finish a long rest.
  Regenerating Matrix
  Prerequisite: Memory Interface
  You no longer have a need to sleep and are immune to 
  any effects which can force you to sleep. You can gain 
  the effects of a long rest by spending 8 hours performing 
  light activity, such as research or keeping watch.
  Ride the Current
  Prerequisite: 7th level
  You can activate conduit transfer once using a 
  cybermancer talent slot. You can’t do so again until you 
  finish a long rest.
  Seeing Red
  Prerequisite: 10th level
  You gain infravision with a range of 90 feet.
  Shapeshifter
  Prerequisite: 7th level
  You can activate transmute form once using a 
  cybermancer talent slot. You can’t do so again until you 
  finish a long rest.
  Shared Optics
  You can use your action to touch a willing humanoid and 
  perceive through its senses until the end of your next turn. 
  As long as the creature is in the same planetary system 
  as you, you can use your action on subsequent turns to 
  maintain this connection, extending the duration until 
  the end of your next turn. While perceiving through the 
  other creature’s senses, you benefit from any special 
  senses possessed by that creature, and you are blinded 
  and deafened to your own surroundings.
  Shifting Positions
  Prerequisite: 7th level
  You can activate bishop’s deviation once using a 
  cybermancer talent slot. You can’t do so again until you 
  finish a long rest.
  Somatic Adaptation
  Prerequisite: 15th level
  You can activate alter form on yourself at will and without 
  expending a talent slot.
  Tech Expert
  You gain proficiency in the Astrophysics and Mechanics 
  skills.
  Trace Distortion
  Prerequisite: 12th level, Combat Interface feature
  When you hit a creature with your weapon bond, the 
  creature takes extra necrotic damage equal to your 
  Intelligence modifier (minimum 1).
  Tractor Beam
  Prerequisite: sprite beam talent
  Once on each of your turns, when you hit a creature with 
  sprite beam, you can pull the creature up to 10 feet toward 
  you in a straight line.
  Visual Decryption
  Prerequisite: 15th level
  You can see the true form of any shapechanger or creature 
  concealed by illusion or alteration effects while the 
  creature is within 30 feet of you and within line of sight.
  
  69
  ESPER GENESIS • CORE MANUAL • CL A S SES
  Engineer
  Brushing her fingers along the rig’s control 
  panel, a fervent rush of energy courses 
  through the human’s body, pulsing in 
  sync with the harmonious hum of her 
  sorium implant.
  With a weave of his fingers, a dendus 
  sends a small army of attack drones 
  to blanket the field with laser fire, 
  laying waste to the approaching 
  raiders.
  A promethean soldier 
  transmits silent commands to 
  an army of nanomachines 
  designed to seal the 
  wounds of his fellow 
  officers.
  Engineers are espers 
  who make use of modern 
  day inventions, robotics, 
  computers, and chemistry. 
  Combined with the use of 
  sorium, their technical skills 
  are open to an infinite realm of 
  possibilities. Their personalized rig 
  translates their thoughts into streams 
  of data that weave into system 
  commands. No matter their path, 
  they constantly improve by focusing 
  on their training, tools, and technical 
  know-how to defy the odds.
  Engineer
  ngineer
  ngineer
  ngineer
  ngineer
  ngineer
  ngineer
  ngineer
  ESPER GENESIS • CORE MANUAL • CL A S SES
  Brushing her fingers along the rig’s control 
  Brushing her fingers along the rig’s control 
  panel, a fervent rush of energy courses 
  panel, a fervent rush of energy courses 
  through the human’s body, pulsing in 
  through the human’s body, pulsing in 
  sync with the harmonious hum of her 
  sync with the harmonious hum of her 
  With a weave of his fingers, a dendus 
  With a weave of his fingers, a dendus 
  sends a small army of attack drones 
  sends a small army of attack drones 
  to blanket the field with laser fire, 
  to blanket the field with laser fire, 
  laying waste to the approaching 
  laying waste to the approaching 
  A promethean soldier 
  A promethean soldier 
  transmits silent commands to 
  transmits silent commands to 
  an army of nanomachines 
  an army of nanomachines 
  Engineers are espers 
  Engineers are espers 
  who make use of modern 
  who make use of modern 
  day inventions, robotics, 
  day inventions, robotics, 
  computers, and chemistry. 
  computers, and chemistry. 
  Combined with the use of 
  Combined with the use of 
  sorium, their technical skills 
  sorium, their technical skills 
  are open to an infinite realm of 
  are open to an infinite realm of 
  possibilities. Their personalized rig 
  possibilities. Their personalized rig 
  translates their thoughts into streams 
  translates their thoughts into streams 
  of data that weave into system 
  of data that weave into system 
  commands. No matter their path, 
  commands. No matter their path, 
  they constantly improve by focusing 
  they constantly improve by focusing 
  on their training, tools, and technical 
  on their training, tools, and technical 
  know-how to defy the odds.
  know-how to defy the odds.
  69
  69
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  
  70
  ESPER GENESIS • CORE MANUAL • CL A S SES
  Masters of Science
  Engineers devote themselves to a particular path of 
  study, often viewing the universe and the living creatures 
  within it in a very technical sense. Their awakened 
  intuition allows them to see the structural patterns and 
  connections between all things, almost as if the universe 
  were written in a code only they can read.
  The rise of many cosmic threats, both organic and 
  inorganic, has led many an engineer down the path of 
  a defender of worlds. Viral plagues, rogue mechanical 
  beasts, and nefarious cybercriminals are just a few 
  examples of what they stand against.
  Engineers tend to keep in contact with others of their 
  field of study, forming scientific local or online groups.
  A Fusion of Forces
  Engineers have access to a vast array of materials, all 
  forged or powered by sorium, the mysterious energy 
  harvested from the Crucibles. An internal sorium 
  implant, most often placed near the brain, grants them 
  both a physical and neural link to their arsenal of tools.
  Through the use of a form of esper power known as 
  Forging, an engineer is able to manipulate these resources, 
  instantly crafting nanobots, assault and medical drones, 
  and plasma weapons. These techniques can also 
  directly alter or deconstruct matter and provide bio-
  enhancements to themselves or their allies.
  Creating an Engineer
  When you create your Engineer, think about what sort of 
  scientific profession your character would follow. Would 
  they study biology or chemistry? Or perhaps their study 
  focuses more on physical mechanics. How or why did you 
  choose to delve into this field? Is it connected to your 
  character’s history or personality?
  Ability Scores
  It is recommended you make Wisdom your highest ability 
  score, followed by Constitution. Intelligence is also useful 
  for many of your skills.
  THE ENGINEER
  Level
  Proficiency
  Bonus
  Features
  Prime
  Talents
  — Tech Slots per Technique Rank —
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  +2
  Call Rig, Forging, Technical Specialty
  3
  2
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +2
  Technician Specialty feature, Rig 
  Expansion (1/rest)
  3
  3
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +2
  —
  3
  4
  2
  —
  —
  —
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  4
  4
  3
  —
  —
  —
  —
  —
  —
  —
  5th
  +3
  Mechanical Devastation (CR 1/2)
  4
  4
  3
  2
  —
  —
  —
  —
  —
  —
  6th
  +3
  Technician Specialty feature, Rig 
  Expansion (2/rest)
  4
  4
  3
  3
  —
  —
  —
  —
  —
  —
  7th
  +3
  —
  4
  4
  3
  3
  1
  —
  —
  —
  —
  —
  8th
  +3
  Ability Score Improvement, Mechanical 
  Devastation (CR 1), Technician 
  Specialty feature
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  +4
  —
  4
  4
  3
  3
  3
  1
  —
  —
  —
  —
  10th
  +4
  The Jury Rig
  5
  4
  3
  3
  3
  2
  —
  —
  —
  —
  11th
  +4
  Mechanical Devastation (CR 2)
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  12th
  +4
  Ability Score Improvement
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  13th
  +5
  —
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  14th
  +5
  Mechanical Devastation (CR 3)
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  15th
  +5
  —
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  16th
  +5
  Ability Score Improvement
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  +6
  Mechanical Devastation (CR 4), 
  Technician Specialty feature
  5
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18th
  +6
  Rig Expansion (3/rest)
  5
  4
  3
  3
  3
  3
  1
  1
  1
  1
  19th
  +6
  Ability Score Improvement
  5
  4
  3
  3
  3
  3
  2
  1
  1
  1
  20th
  +6
  Jury Rig improvement
  5
  4
  3
  3
  3
  3
  2
  2
  1
  1
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Class Features
  As an engineer, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per engineer level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per engineer level after 1st
  Proficiencies
  Armor: Light armor, medium armor
  Weapons: Simple weapons
  Tools: One artisan tool or Vehicle Proficiency (you 
  choose)
  Saving Throws: Constitution, Wisdom
  Skills: Choose two from Astrophysics, Computers, 
  Insight, Lore, Mechanics, Medicine, Persuasion, and 
  Xenobiology
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a short blade or (b) wrist blades, or (c) an energy 
  staff
  • (a) light trooper armor, (b) medium trooper armor, or 
  (c) heavy trooper armor (if proficient)
  • (a) a light pistol and 15 shots of ammunition, or (b) 
  any simple weapon
  • (a) a scientist’s pack or (b) an explorer’s pack
  • (a) an engineer’s rig
  Forging
  Your tools and training allow you to perform various 
  techniques to produce astonishing effects.
  Prime Talents
  At 1st level, you know three prime techniques of your 
  choice from the engineer’s techniques list. You learn 
  additional talents at higher levels as shown in the Prime 
  Techniques column of the Engineer table.
  Forging and the Engineer’s Rig
  Each engineer has a set of tools and materials they use to 
  employ their special powers. Often referred to as a “rig”, 
  it comes in various forms but is almost always the size 
  of a small pack or box. Every engineer is fitted with an 
  implant that allows them to communicate directly with 
  their rig. Aside from tools, there are two features that are 
  universal amongst all rigs.
  Raw Sorium: Each rig has a small supply of raw sorium, 
  which not only supplies power to several of the rig’s 
  operations, it also allows the engineer to craft alchemical 
  and mechanical materials on the fly to serve as the 
  components required for their more powerful techniques. 
  It is in limited supply, but much like weapons powered by 
  sorium cores, the raw material regenerates after a period 
  of time.
  Micro-Drones: Each rig has a set of coin-sized, spherical 
  drones that the engineer controls directly. Though not 
  always used, the drone is an invaluable tool that can 
  multitask with the engineer and produce effects at a 
  distance. Crafted from pure sorium, they can take on 
  whichever color or texture the engineer chooses. They are 
  hard to hit and destroy, but are easily replaceable if such 
  a situation arises.
  Forging Preparation
  The Engineer table shows how many tech slots you have 
  to use your techniques of Rank 1 and higher. To use 
  one of these techniques, you must expend a slot of the 
  technique’s level or higher. The tech slots represent the 
  supply of raw sorium and equipment available to power 
  your techniques. You regain all expended tech slots when 
  you finish a long rest.
  You prepare a list of engineer techniques that are 
  available for you to use, choosing from the engineer 
  powers list. When you do so, choose a number of 
  engineer techniques equal to your Wisdom modifier + 
  your engineer level (minimum of one technique). The 
  techniques must be of a level for which you have tech 
  slots.
  For example, if you are a 3rd-level engineer, you have 
  four Rank 1 and two Rank 2 tech slots. With a Wisdom 
  of 16, your list of prepared techniques can include six 
  techniques of Ranks 1 and 2, in any combination. If you 
  prepare the Rank 1 mend technique, you can use it by 
  expending a Rank 1 or Rank 2 slot. Using this technique 
  doesn’t remove it from your list of prepared techniques.
  You can change your list of prepared techniques when 
  you finish a long rest. Preparing a new list of techniques 
  requires time spent in building and allocating resources. 
  This should take at least 1 minute per technique rank for 
  each technique on your list.
  Forging Ability
  Wisdom is your forging ability for your engineer 
  techniques. A tool is useless without the proper judgment 
  on where to use it. An engineer’s forte is not just based 
  on knowledge, but on being able to use that knowledge 
  effectively, timely, and reserved manner.
  You use your Wisdom whenever a technique refers to 
  your forging ability. In addition, you use you Wisdom 
  modifier when setting the saving throw DC for a 
  technique you use and when making an attack roll with 
  one.
  Forging save DC = 8 + your proficiency bonus + 
  your Wisdom modifier
  Forging attack modifier = your proficiency bonus + 
  your Wisdom modifier
  Conventional Forging
  You can use a technique conventionally if the technique 
  has the conventional tag and you have the technique 
  prepared.
  
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  Technical Specialty
  Choose one specialty with which you focus your skills as 
  an engineer. Each specialty is detailed at the end of the 
  class description. Your choice grants you specific abilities 
  when you choose it at 1st level, as well as additional 
  abilities 2nd, 6th, and 8th, and 17th level.
  Specialty Techniques
  Each specialty also comes with associated techniques 
  that you gain at the levels noted in the specialty 
  description. Once you gain a specialty technique, you 
  always have it prepared and it doesn’t count against the 
  number of techniques you can prepare each day.
  Call Rig
  At 1st level, you can use your implant to remain in contact 
  with your rig at all times. With your reaction, you can sense 
  the general location of your rig as long as it is within 500 
  miles of you. You can sense the direction and can confirm 
  the exact distance once you’re within 1000 feet.
  Regardless of distance, you can use your bonus action 
  and expend a tech slot to call upon your rig to phase 
  shift instantly into your hand. Once you reach 5th level, 
  summoning your rig no longer requires you to expend a 
  tech slot.
  If your rig is permanently lost or destroyed, you can 
  forge a new one by spending 8 hours of time and 500 
  cu in materials. This can be performed during a long 
  rest. Once a new rig is forged, your previous rig ceases to 
  function and becomes a set of mechanic’s tools.
  Rig Expansion
  At 2nd level, you gain the ability to use the raw energy 
  in your rig to fuel additional effects. You start with two 
  such effects: Electromagnetic Pulse and an effect that is 
  defined by your specialty. Depending on your specialty, 
  you may gain additional effects as you gain in level.
  When you use your Rig Expansion, you choose which 
  effect to create. You must then finish a short or long rest 
  to use your Rig Expansion again.
  Some Rig Expansion effects require saving throws. 
  When you use such an effect from this class, the DC 
  equals your technician Forging save DC.
  Beginning at 6th level, you can use your Rig Expansion 
  twice between rests.
  Rig Expansion: Electromagnetic Pulse
  As an action, you use your rig to send an explosive wave 
  of electromagnetic energy that debilitates and disorients 
  robots, drones, and any creature with the automaton or 
  construct creature type. Each of these targets within 30 
  feet of you and with less than three-quarters cover must 
  make an Intelligence saving throw. If the target fails its 
  saving throw, it is impaired until the end of your next 
  turn or until it takes any damage. This ability also affects 
  mechanical creatures controlled by a live operator. 
  An impaired target cannot take any reactions and its 
  movement is reduced to 0. The only action available to 
  the target is the dodge action.
  In addition, any unshielded computer panel or 
  electronic device not worn by another creature is 
  rendered inert until the start of your next turn.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of 
  your choice by 2, or you can increase two ability scores 
  of your choice by 1. As normal, you can’t increase an 
  ability score above 20 using this feature.
  Mechanical Devastation
  At 5th level, when an automaton or construct fails its 
  saving throw against your Electromagnetic Pulse feature, it 
  is instantly destroyed if its challenge rating is at or below a 
  certain threshold, as shown in the following table.
  Engineer Level
  Destroys targets of CR...
  5th
  1/2 or lower
  8th
  1 or lower
  11th
  2 or lower
  14th
  3 or lower
  17th
  4 or lower
  The Jury Rig
  Beginning at 10th level, you can instinctively commune 
  with your rig to devise some form of aid in a dire 
  situation when you’re in desperate need of one.
  Describe the assistance you seek, and roll percentile dice. 
  If you roll a number equal to or lower than your engineer 
  level, you instinctively come up with an on the fly effect 
  Technical Specialty
  Rig Expansion: Electromagnetic Pulse
  
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  to assist you. The GM chooses the nature of this benefit; 
  often in the form of an effect generated by an engineer 
  technique or specialty power.
  If your roll is successful, you can’t use this feature again 
  for 7 days. Otherwise, you can use it again after you 
  finish a long rest.
  At 20th level, your rig provides you with assistance 
  automatically, no roll required
  Technical Specialties
  Engineers come in all types, each devoted to a particular 
  field of study in which they specialize. These specialty 
  fields provide the engineer with additional abilities that 
  correspond with their chosen path. Where Engineer is a 
  broad term, your specialty is what defines how others 
  view your expertise as well as your title.
  Your choice of specialty may also be considered your 
  career if you so choose. Engineers are considered a 
  necessity for many of the different societies scattered 
  throughout the galaxy. Some even establish trade centers 
  from which to offer goods and services.
  Heavy Arms
  An esper engineer is often no stranger to battle. Some are 
  forced into it while others rush fearlessly into its uncertain 
  dangers. Regardless of their path, those drawn into the 
  horrors of war discover another part of themselves. A 
  heavy arms excels in battle, using their technical skills to 
  construct devices of war, both for the destruction of their 
  foes and support of their fellow combatants.
  HEAVY ARMS SPECIALTY TECHNIQUES
  Engineer Level
  Techniques
  1st
  barrier, voltaic charge
  3rd
  assault drone, enhance weapon
  5th
  absorption, tactical support zone
  7th
  superior aegis, unfetter
  9th
  incinerate, steel barricade
  Bonus Proficiencies
  When you choose this specialty at 1st level, you gain 
  proficiency with heavy armor and martial weapons.
  Combat Expertise
  At 1st level, when you make a weapon attack, you can make 
  one additional weapon attack using your bonus action.
  You can use this feature a number of times equal to 
  your Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest.
  Rig Expansion: Targeting Scanner
  Starting at 2nd level, you can use your Rig Expansion 
  feature to create an enhanced digital heads up display 
  with a targeting tracker. Whenever you miss on an attack 
  roll, you can use this feature to reroll the attack and add 
  a +10 bonus to the roll. You must accept the new result of 
  the attack even if it misses.
  Heavy Weapons Expert
  At 6th level, you wield larger weapons almost as if an 
  extention of yourself. You receive the following benefits.
  • When determining attack roll penalties from weapons 
  with the recoil property, you can use your Wisdom 
  modifier instead of your Strength modifier.
  • You receive a +1 bonus to your AC when wielding a 
  two-handed melee weapon.
  Charged Attack
  At 8th level, you gain the ability to infuse your weapon 
  attacks with explosive energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 fire damage to 
  the target. When you reach 14th level, the extra damage 
  increases to 2d8.
  Dreadnought
  At 17th level, when you’re wearing medium or heavy 
  armor, you gain resistance to fire, bludegoning, piercing, 
  and slashing damage.
  Machinist
  Machinists are engineers that pour their skills and 
  resources into forging enhancements, controlling 
  machines, and using drones to assist them in combat. 
  MACHINIST SPECIALTY TECHNIQUES
  Engineer Level
  Techniques
  1st
  laser blast, sensory boost
  3rd
  assault drone, spoof command
  5th
  attack pattern, quick construct
  7th
  plasma orb, stealth sentry
  9th
  control matrix, towering guardian
  Bonus Proficiencies
  At 1st level, you gain proficiency with martial weapons 
  and shields.
  Coordinated Attack
  At 1st level, you can call upon a drone to assist you in 
  combat. Whenever you use the Attack action, you can 
  also attack the same target with your drone by spending 
  a bonus action. You add your Forging attack modifier to 
  your roll. On a hit, the target takes 1d6 radiant damage + 
  your Wisdom modifier.
  You can use this feature once plus a number of times 
  equal to your Wisdom modifier. You regain all uses of this 
  feature when you complete a long rest.
  Rig Expansion: Fire Blossom
  Starting at 2nd level, you can use your Rig Expansion 
  feature to forge wrist controlled flame throwers. As an 
  action, you may target any number of creatures within 30 
  feet of you. Those targets must make a Dexterity saving 
  throw. A creature takes fire damage equal to 2d10 + 
  your engineer level on a failed saving throw, and half as 
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  much on a successful save. A creature that has total cover 
  cannot be targeted with this feature.
  Synchronized Attack
  At 6th level, when you use your Coordinated Attack 
  feature, the damage increases to 2d6 + your Wisdom 
  modifier. In addition, the target must make on a 
  Constitution save versus your forging save DC. On a 
  failed save, the target cannot take any reactions until the 
  end of their next turn.
  Repulsor
  At 8th level, you may expend a bonus action to release an 
  energy pulse from your off-hand. Make a ranged forging 
  attack at any target within 10 feet that you can see. On 
  a hit, the target takes 1d8 force damage. In addition, if 
  the target is a size category of large or smaller, they must 
  make a Constitution saving throw or be knocked prone. 
  When you reach 14th level, the damage increases to 2d8.
  You must have at least one free hand to use this feature.
  Jetpack
  At 17th level, you can convert your rig into a modular 
  attachment, granting you a flying and swim speed equal 
  to your walking speed. You can’t gain flying speed with 
  this feature if you are inside of an area with a ceiling 
  height of less than 15 feet.
  Medic
  A medic focuses on preserving life, promoting good 
  health, and healing the sick and wounded. In addition, 
  they are also adept at crafting temporary medicines 
  that provide both physical and psychological benefits. 
  They are an invaluable ally both in and out of a 
  dangerous conflict.
  Though primarily healers, medics are still a force to 
  be reckoned with. The ability to preserve life also comes 
  with the aptitude to perform the opposite when the 
  need arises.
  MEDIC SPECIALTY TECHNIQUES
  Engineer Level
  Techniques
  1st
  mend, trauma
  3rd
  bolster minor remedy
  5th
  optimizer, resuscitate
  7th
  energy susceptibility, micro stabilizer
  9th
  mass mend, revive
  Bonus Proficiency
  When you choose this specialty at 1st level, you gain 
  proficiency in shields.
  Medical Doctor
  Also starting at 1st level, your healing techniques are 
  more effective. Whenever you use technique of Rank 
  1 or higher to restore hit points to a creature, the 
  creature regains additional hit points equal to 2 + the 
  technique’s rank.
  Rig Expansion: Rejuvenation
  Starting at 2nd level, you can use your Rig Expansion 
  feature to heal the badly injured.
  As an action, you use your rig to forge a regenerative 
  poultice that can restore a number of hit points equal 
  to five times your engineer level. It can be divided and 
  delivered via micro-drone to targets of your choice.
  Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a 
  creature to no more than half of its hit point maximum. 
  You can’t use this feature on an automaton or construct.
  Healing Savant
  Beginning at 6th level, the healing techniques you use 
  on others heal you as well. When you use a technique 
  of Rank 1 or higher that restores hit points to a creature 
  other than you, you regain hit points equal to 2 + the 
  technique’s level.
  Charged Attack
  At 8th level, you gain the ability to infuse your weapon 
  strikes with a form of cellular degradation. Once on each 
  of your turns when you hit a creature with a weapon 
  attack, you can cause the attack to deal an extra 1d8 
  necrotic damage to the target. When you reach 14th 
  level, the extra damage increases to 2d8.
  Master Medic
  Starting at 17th level, when you would normally roll one 
  or more dice to restore hit points with an esper power, 
  you instead use the highest number possible for each 
  die. For example, instead of restoring 2d6 hit points to a 
  creature, you restore 12.
  Tinker
  Often referred to as “gearheads”, a tinker specializes in 
  making quick modifications of gear, weapons, and armor. 
  Unlike the lengthy crafting process of mundane smiths, 
  tinkers use their intuition and materials to create minor 
  enhancements and upgrades to their squad’s equipment 
  or temporarily sabotage an enemy’s gear.
  Though temporary, these enhancements or 
  impairments can mean the difference between survival 
  and death. To a tinker, every little bit counts.
  TINKER SPECIALTY TECHNIQUES
  Engineer Level
  Techniques
  1st
  impedance, sensory jammer
  3rd
  cortex link, paralyzer
  5th
  forge vehicle, sensory extension
  7th
  burn zone, power drain
  9th
  major remedy, mechanical stasis
  Bonus Proficiency
  When you choose this specialty at 1st level, you gain 
  proficiency with heavy armor and Vehicles (Planetary).
  
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  Gear Enhancement
  At 1st level, you gain the ability to perform minor 
  upgrade modifications to a suit of armor or a simple 
  or martial weapon. The item must be unmodified and 
  cannot have any forged enhancements attached to them.
  Once per long rest, you may modify a suit of armor to 
  receive a +1 armor class bonus, or modify a weapon to 
  receive a +1 bonus to attack rolls and damage. The bonus 
  from the modification lasts for 12 hours.
  You may use this feature either at the end of your long 
  rest or if you receive one uninterrupted hour with the item 
  being modified. You may not benefit from a short rest 
  during this hour.
  Rig Expansion: Sabotage Equipment
  Starting at 2nd level, you can use your action to launch 
  micro-drones to sabotage an enemy’s weapon or armor.
  Choose one target within 30 feet that you can see. The 
  target must make succeed on Intelligence saving throw or 
  suffer one of the following penalties of your choice.
  • The target suffers a disadvantage to their next attack 
  roll. The target must be using a simple or martial 
  weapon for this feature to be effective.
  • The next creature to attack the target gains advantage 
  to their attack roll. This feature has no effect on targets 
  wearing no armor or protective gear that provides an 
  AC bonus.
  • The target loses any resistances to slashing, piercing, 
  or bludgeoning damage types provided by their armor 
  or equipment. This effect lasts until the target suffers 
  damage of one of those damage types. There is no 
  effect from this feature if the target does not have any 
  resistances to those damage types.
  This effects of this feature last until the end of the target’s 
  next turn.
  Defense Upgrade
  At 6th level, your rig generates an armor attachment 
  which provides you with additional defenses.
  • You receive a +1 bonus to AC when you are wearing 
  medium or heavy armor.
  • You receive resistance to one damage type of your 
  choice between the fire, cold, lightning, or force 
  damage types. You may change this damage type once 
  per long rest.
  Amplified Pulse
  At 8th level, whenever you use your Electromagnetic Pulse 
  feature, you also deal lightning damage equal to 2d10 
  + your engineer level to all constructs and automatons 
  within the area of effect.This damage may not be reduced 
  by any resistances.
  Expert Saboteur
  At 17th level, you can target up to five creatures within 
  30 feet of you when you use your Sabotage Equipment 
  feature. The effect you choose applies to every creature 
  you target when you use this feature.
  
  Hunter
  Moving swiftly through the shadows, a 
  promethean hunter stalks his bounty through 
  the city streets, patiently waiting for them to 
  reach his planned point of ambush.
  Dropping down onto the narrow 
  platform, an ashenforged peers through 
  the steam-filled chamber for her mark. 
  Her senses kick in, rolling sideways to 
  avoid the mecharoid’s laser fire. She spins 
  about and pulls her rifle in a single motion, aiming for the 
  machine’s sensor eye.
  A valna taps his visual display, receiving a location signal from 
  his hunter drone. Its target has been found. Steeling himself, 
  the hunter makes his way along the wasteland’s tainted earth, 
  signaling his drone to circle around for a pincer attack.
  From crowded city streets to the harsh conditions 
  of a lifeless planet, hunters are masters of tracking 
  and confronting their targets anywhere, anytime. 
  When not pursuing a mark, they can be staunch 
  defenders of any territory.
  Tasks Less Ordinary
  Many hunters hold a reputation for taking on 
  the jobs that no one else wants. In addition to 
  being skilled combatants, they are expert trackers 
  and resourceful investigators. Each one has their 
  own method of operation, often centered on a bit of 
  craftiness, stealthy pursuits, and tactical surprises.
  Regardless of the territory, enemies, or obstacles, the best 
  of hunters stop at nothing until they accomplish the task set 
  before them. This often earns them reputations garnering 
  both fear and a begrudging respect from allies 
  and enemies alike.
  Hunter
  unter
  unter
  unter
  unter
  Moving swiftly through the shadows, a 
  Moving swiftly through the shadows, a 
  promethean hunter stalks his bounty through 
  promethean hunter stalks his bounty through 
  the city streets, patiently waiting for them to 
  the city streets, patiently waiting for them to 
  reach his planned point of ambush.
  reach his planned point of ambush.
  Dropping down onto the narrow 
  Dropping down onto the narrow 
  platform, an ashenforged peers through 
  platform, an ashenforged peers through 
  the steam-filled chamber for her mark. 
  the steam-filled chamber for her mark. 
  Her senses kick in, rolling sideways to 
  Her senses kick in, rolling sideways to 
  avoid the mecharoid’s laser fire. She spins 
  avoid the mecharoid’s laser fire. She spins 
  about and pulls her rifle in a single motion, aiming for the 
  about and pulls her rifle in a single motion, aiming for the 
  machine’s sensor eye.
  A valna taps his visual display, receiving a location signal from 
  A valna taps his visual display, receiving a location signal from 
  A valna taps his visual display, receiving a location signal from 
  A valna taps his visual display, receiving a location signal from 
  his hunter drone. Its target has been found. Steeling himself, 
  his hunter drone. Its target has been found. Steeling himself, 
  the hunter makes his way along the wasteland’s tainted earth, 
  the hunter makes his way along the wasteland’s tainted earth, 
  signaling his drone to circle around for a pincer attack.
  signaling his drone to circle around for a pincer attack.
  From crowded city streets to the harsh conditions 
  From crowded city streets to the harsh conditions 
  of a lifeless planet, hunters are masters of tracking 
  of a lifeless planet, hunters are masters of tracking 
  and confronting their targets anywhere, anytime. 
  and confronting their targets anywhere, anytime. 
  When not pursuing a mark, they can be staunch 
  When not pursuing a mark, they can be staunch 
  defenders of any territory.
  defenders of any territory.
  Tasks Less
  ess Ordinary
  Many hunters hold a reputation for taking on 
  Many hunters hold a reputation for taking on 
  the jobs that no one else wants. In addition to 
  the jobs that no one else wants. In addition to 
  being skilled combatants, they are expert trackers 
  being skilled combatants, they are expert trackers 
  and resourceful investigators. Each one has their 
  and resourceful investigators. Each one has their 
  own method of operation, often centered on a bit of 
  own method of operation, often centered on a bit of 
  craftiness, stealthy pursuits, and tactical surprises.
  craftiness, stealthy pursuits, and tactical surprises.
  Regardless of the territory, enemies, or obstacles, the best 
  Regardless of the territory, enemies, or obstacles, the best 
  of hunters stop at nothing until they accomplish the task set 
  of hunters stop at nothing until they accomplish the task set 
  before them. This often earns them reputations garnering 
  before them. This often earns them reputations garnering 
  both fear and a begrudging respect from allies 
  both fear and a begrudging respect from allies 
  and enemies alike.
  and enemies alike.
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  Security and Survival
  A hunter’s success is defined by skill in their trade, 
  though there are few similarities as to how they choose to 
  make their living. Some are protectorates of a particular 
  territory or populace, such as a police officer or sentry. 
  Others make their way as bounty hunters, working solo 
  or as a member of a guild. Some still join the military as 
  scouts and tacticians.
  This level of self-reliance also means hunters choose 
  their allies and companions carefully, as sometimes the 
  survival of the squad may come down to the hunter as 
  the first—and possibly the last—line of defense.
  Creating a Hunter
  As you create your hunter, consider how they use their 
  skills in their everyday life. Is it tied to a particular 
  profession? Are they a bounty hunter or perhaps just a 
  wandering survivalist? Then, choose where they learned 
  their skills and how they’ve come to apply them with 
  their abilities as an esper. Did they achieve esper genesis 
  at a young age and master their skills afterward, or did 
  it perhaps happen in reverse when they began as a scout 
  who suddenly became attuned?
  You should also decide on your chosen type of enemy. 
  What is the connection between you and your specialized 
  choice of prey? Was your life or one of someone 
  important to you ruined by machines? Was your home 
  destroyed by beasts? Were you always exceptional at 
  tracking and confronting the criminal element?
  Ability Scores
  Dexterity should be your highest ability score followed by 
  Wisdom. Strength is useful for some melee combatants 
  and to offset recoil for larger firearms.
  Class Features
  As a hunter, you have the following class features.
  Hit Points
  Hit Dice: 1d10 per hunter level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per hunter level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: Disguise kit or Vehicle (Planetary)
  Saving Throws: Strength, Dexterity
  Skills: Choose three from Acrobatics, Athletics, Insight, 
  Investigation, Perception, Stealth, Survival, and 
  Xenobiology
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) military jacket or (b) armor jacket
  • (a) two simple melee weapons or (b) two shortblades 
  or (c) arm pistol with 12 shots of ammunition
  • (a) a soldier’s pack or (b) an explorer’s pack
  • (a) an autopistol or (b) an autorifle
  • (a) a hunter’s rig
  Expert Wayfarer
  At 1st level, you are trained to always mind your 
  surroundings, and you react swiftly when faced with a 
  threat. This grants you the following benefits:
  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage 
  on attack rolls against creatures that have not yet acted.
  In addition, you are skilled at navigating the wilderness. 
  You gain the following benefits when traveling in a 
  particular area for at least one hour:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost unless through non-
  mundane means.
  • Even when you are engaged in another activity while 
  traveling (such as navigating, searching, or tracking), 
  you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a 
  normal pace.
  • If you are in a location or structure with multiple floors 
  or levels, you can tell which level you are on.
  • While tracking other creatures, you also learn their 
  exact number, their sizes, and how long ago they 
  passed through the area.
  Know Your Target
  At 1st level, you study and plan ahead when pursuing 
  a certain type of foe chosen as your quarry. Choose 
  a type of quarry to pursue: aberrations, automatons, 
  beasts, bionatants, constructs, empyreans, goliaths, 
  monstrosities, netherants, plants, or primordials. 
  Alternatively you can choose two types of humanoid 
  (such as Aluphax, Lorendi, or Matokai). You gain the 
  following benefits.
  • You have advantage to Wisdom (Perception) and 
  Wisdom (Survival) checks to track your chosen enemies.
  • Whenever you make an Intelligence (Lore) check or 
  Intelligence (Xenobiology) check to recall information 
  about your chosen quarry, you are considered 
  proficient in both Lore and Xenobiology and add 
  double your proficiency bonus to the check, instead of 
  your normal proficiency bonus.
  • You have advantage on Charisma (Deception) and 
  Charisma (Intimidation) rolls when dealing with your 
  quarry.
  • You have advantage on Dexterity (Stealth) checks made 
  when hiding from your quarry.
  
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  You can choose a new type of quarry when you complete 
  a long rest, after which the benefits of the previous 
  quarry type are lost.
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as 
  your specialty. Choose one of the following options. You 
  can’t take a Fighting Style option more than once, even if 
  you later get to choose again.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and 
  no other weapons, you gain a +2 bonus to damage rolls 
  with that weapon.
  Gunnery
  When you are wielding a firearm with the recoil property, 
  that firearm’s recoil value is reduced by 1 (to a minimum 
  of zero).
  Point Shooting
  When making a ranged weapon attack while you are 
  within 5 feet of a hostile creature, you do not have 
  disadvantage on the attack roll.
  Sharpshooting
  You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add 
  your ability modifier to the damage of the second attack.
  Forging
  When you reach 2nd level, you can attune yourself to 
  a hunter’s rig, which allows you to perform various 
  techniques to produce astonishing effects.
  Hunter’s Rig
  You have a personalized set of sorium materials and 
  micro-drones, often referred to as a rig, which is used to 
  activate and implement your techniques. You are fitted 
  with an implant that allows you to communicate directly 
  with your rig. A hunter’s rig usually takes the form of a 
  utility belt, a small carrying case, a pack expansion, or an 
  armor attachment.
  With your reaction, you can sense the general location 
  of your rig as long as it is within 500 miles of you. You can 
  sense the direction and can confirm the exact distance 
  once you’re within 1000 feet.
  Regardless of distance, you can use your bonus action 
  and expend a tech slot to call upon your rig to phase shift 
  instantly into your hand. At 5th level, summoning your rig 
  no longer requires you to expend a tech slot.
  THE HUNTER
  Level
  Proficiency
  Bonus
  Features
  Techniques 
  Known
  — Tech Slots per Technique Rank —
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  Expert Wayfarer, Know Your Target
  —
  —
  —
  —
  —
  —
  2nd
  +2
  Fighting Style, Forging, Hunter’s Mark
  2
  2
  —
  —
  —
  —
  3rd
  +2
  Hunter Archetype, Objective Scanner
  3
  3
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  3
  3
  —
  —
  —
  —
  5th
  +3
  Extra Attack
  4
  4
  2
  —
  —
  —
  6th
  +3
  Favored Quarry
  4
  4
  2
  —
  —
  —
  7th
  +3
  Hunter Archetype feature
  5
  4
  3
  —
  —
  —
  8th
  +3
  Ability Score Improvement, Fast Movement
  5
  4
  3
  —
  —
  —
  9th
  +4
  —
  6
  4
  3
  2
  —
  —
  10th
  +4
  Hide in Plain Sight
  6
  4
  3
  2
  —
  —
  11th
  +4
  Hunter Archetype feature
  7
  4
  3
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  7
  4
  3
  3
  —
  —
  13th
  +5
  —
  8
  4
  3
  3
  1
  —
  14th
  +5
  Vanish
  8
  4
  3
  3
  1
  —
  15th
  +5
  Hunter Archetype feature
  9
  4
  3
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  9
  4
  3
  3
  2
  —
  17th
  +6
  —
  10
  4
  3
  3
  3
  1
  18th
  +6
  Blind Fighting
  10
  4
  3
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  11
  4
  3
  3
  3
  2
  20th
  +6
  Slayer
  11
  4
  3
  3
  3
  2
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  If your rig is permanently lost or destroyed, you can 
  forge a new one by spending 8 hours of time and 500 
  cu in materials. This can be performed during a long 
  rest. Once a new rig is forged, your previous rig ceases to 
  function and becomes a set of ordinary survival supplies.
  Tech Slots
  The Hunter table shows how many tech slots you have 
  to use for techniques. To activate a technique, you must 
  expend a tech slot of the technique’s rank or higher. You 
  regain all expended tech slots when you finish a long rest.
  For example, if you know the rank 1 technique sensory 
  jammer and have a rank 1 and a rank 2 tech slot available, 
  you can use sensory jammer using either slot.
  Powers Known of Rank 1 and Higher
  You know two rank 1 techniques of your choice from the 
  hunter powers list.
  The Techniques Known column of the Hunter table 
  shows when you learn more hunter techniques. Each of 
  these techniques must be of a rank for which you have 
  tech slots. For instance, when you reach 5th level in this 
  class, you can learn one new rank 1 or rank 2 technique.
  Additionally, when you gain a level in this class, you can 
  choose one of the hunter techniques you know and replace 
  it with another technique from the hunter powers list, 
  which also must be of a level for which you have tech slots.
  Forging Ability
  Wisdom is your forging ability for your hunter techniques, 
  calling upon your instincts and expertise to implement 
  your powers.
  You use your Wisdom whenever a technique refers to 
  your forging ability. In addition, you use you Wisdom 
  modifier when setting the saving throw DC for a technique 
  you use and when making an attack roll with one.
  Forging save DC = 8 + your proficiency bonus + 
  your Wisdom modifier
  Forging attack modifier = your proficiency bonus + 
  your Wisdom modifier
  Hunter’s Mark
  Starting at 2nd level, you can use a bonus action to scan 
  a creature and mark it for pursuit and subdual. Choose a 
  creature within 90 feet that you can see. You deal an extra 
  1d6 damage to the target when you hit it with a weapon 
  attack. If the target is a favored quarry (see the Favored 
  Quarry feature) or one currently chosen from the Know 
  Your Target feature, the extra damage increases to 1d8.
  In addition, you have advantage on any Wisdom 
  (Perception) or Wisdom (Survival) check you make to 
  find the target, regardless of their creature type.
  This effect lasts for 1 hour or until your concentration 
  ends (as if concentrating on an esper power). If the target 
  drops to 0 hit points before the effects of this feature 
  ends, you can use a bonus action on a subsequent turn of 
  yours to mark a new creature.
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum of once). You regain all 
  expended uses when you finish a long rest.
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Hunter Archetype
  At 3rd level, you choose to adopt a particular set of 
  practices that define your trade as a hunter. Your choice 
  grants you features at 3rd level, and again at 7th, 11th, 
  and 15th level.
  Objective Scanner
  Beginning at 3rd level, you expand the use of your rig 
  to aid in tracking your quarry. To do so, you spend 
  a tech slot and spend one uninterrupted minute in 
  concentration (as if concentrating on an esper power). 
  Once you do so, you learn whether any creatures of your 
  chosen quarry type is present within 10 miles of your 
  location. This feature reveals the type of quarry present, 
  how many there are if in a group, and their general 
  direction and distance from you (in miles).
  If you detect multiple groups of your quarry type within 
  range, you receive separate information for each group.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can’t increase an ability score 
  above 20 using this feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  Favored Quarry
  At 6th level, you gain significant experience studying, 
  tracking, and hunting a certain type of quarry. Ideally, 
  your choice should reflect the types of threats you’ve 
  encountered throughout your career as a hunter.
  Choose a creature type available from the Know Your 
  Target feature. You gain all the benefits for this chosen 
  quarry that you would normally gain against one from 
  the Know Your Target feature. The benefits gained against 
  this quarry type do not expire. You can also choose a new 
  type of quarry with the Know Your Target feature without 
  losing the benefits gained against your favored quarry.
  In addition, when you gain this feature, you learn one 
  language of your choice. This can be any language you 
  wish, though typically it would be one spoken by your 
  favored quarry or other creatures associated with it.
  Fast Movement
  Starting at 8th level, when you’re not wearing heavy 
  armor, you can use the dash action as a bonus action 
  during your turn.
  Hide in Plain Sight
  Beginning at 10th level, you can camouflage yourself by 
  remaining still within your surroundings.
  When you attempt to hide on your turn and do not 
  move on that turn, your proficiency bonus is doubled 
  when you make your Dexterity (Stealth) check to hide. If 
  you are not proficient in Stealth, you instead add your 
  proficiency bonus to your normal roll.
  Until the start of your next turn, creatures that attempt 
  to detect you take a penalty to their Wisdom (Perception) 
  checks equal to half your hunter level rounded down.
  You lose this benefit if you move, fall prone, take an 
  action or reaction, or some other effect causes you to no 
  longer be hidden.
  If you are still hidden and do not move on your next turn, 
  you continue to gain this benefit until you are detected.
  Vanish
  Starting at 14th level, you can use the Hide action as a 
  bonus action on your turn. Also, you can’t be tracked by 
  mundane means, neither physically nor digitally, unless 
  you choose to leave a trail.
  Blind Fighting
  At 18th level, you gain intuitive combat senses that help 
  you fight creatures you can’t see. When you attack a 
  creature you can’t see, your inability to see it doesn’t 
  impose disadvantage on your attack rolls against it.
  You are also aware of the location of any invisible 
  creature within 30 feet of you, provided that the creature 
  isn’t hidden from you and you aren’t blinded or deafened.
  Slayer
  At 20th level, you become an unparalleled hunter of your 
  enemies. Once on each of your turns, you can add your 
  Wisdom modifier to the attack roll or the damage roll of 
  an attack you make against one of your favored quarries 
  or one currently chosen by the Know Your Target feature. 
  You can choose to use this feature before or after the roll, 
  but before any effects of the roll are applied.
  Hunter Archetypes
  At 3rd level, a hunter gains the Hunter’s Archetype 
  feature. Your choice represents your tradecraft by which 
  you operate and utilize your abilities. Some hunters 
  specialize in subduing and killing an enemy, making them 
  effective at collecting bounties and contracts. Others 
  focus on their skills in shadowing and investigation, 
  making for a skilled tracker or guardian.
  Mechinor
  The mechinor shares a specific bond with a drone 
  implanted with a specialized artificial intelligence. These 
  drones work in unison with the hunter in pursuit of an 
  objective or in defense of their sector.
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Technical Expertise
  When you choose this archetype at 3rd level, you gain 
  proficiency in the Mechanics skill and with mechanic’s 
  tools.
  Hunter’s Companion
  At 3rd level you construct a drone companion fitted with 
  an AI linked directly to your sorium implant.
  Construction of your companion takes 8 hours and 
  500 cu in materials. Choose your companion from an 
  armored drone, strike drone, supply drone, surveillance 
  drone, or tactical drone (see appendix D for stats on 
  these drones).
  You communicate telepathically with your companion. 
  It obeys your commands to the best of its ability. In 
  combat, it acts on its own initiative but you determine its 
  actions and decisions. If you are incapacitated or absent, 
  your companion acts on its own.
  COMPANION FORMS
  As with drones, a hunter’s companion can take on the form 
  of the hunter’s choosing. As such a strong mental bond 
  requires familiarity, their companion’s form is typically 
  dependent on the hunter’s origin and background. A kesh 
  might choose the form of a small ship-like body or a 
  piece of tech they’ve seen as a child, while a valna is more 
  likely to choose the form of one of the many beasts which 
  they’ve grown accustomed to throughout their lives. While 
  these represent typical scenarios, a hunter can still choose 
  any companion form they wish.
  COMPANION FORMS
  As with drones, a hunter’s companion can take on the form 
  these represent typical scenarios, a hunter can still choose 
  any companion form they wish.
  any companion form they wish.
  Your companion’s statistics are directly affected by your 
  level. Its AI is limited, but it shares your alignment and 
  uses it as a basis for when it makes its own decisions.
  Your companion has the following benefits.
  • When using your Expert Wayfarer feature, you and your 
  companion can both move stealthily at a normal pace.
  • Your companion uses your proficiency bonus rather than 
  its own for attacks and skills which it is proficient in.
  • It also adds its own proficiency bonus to its AC and 
  saving throws.
  • Your companion gains proficiency in two skills of your 
  choice
  • For each level you gain after 3rd, your companion 
  gains an additional hit die and increases its hit points 
  accordingly.
  • Whenever you gain the Ability Score Improvement class 
  feature, your companion’s abilities also improve. It can 
  increase one ability score of your choice by 2, or it can 
  increase two ability scores of your choice by 1. As with 
  any character, it can’t increase an ability score above 
  20 using this feature unless its description specifies 
  otherwise.
  • Your companion gains the benefits of the Know Your 
  Target feature, and also your Favored Quarry feature 
  when you gain that at 6th level. The benefits it gains 
  are against the quarry types you choose when you use 
  the feature.
  • When you use your Hunter’s Mark feature, your 
  companion gains the same benefits for the duration of 
  the feature’s effects.
  If your companion is ever destroyed, you can rebuild 
  it using a backup of its AI. This requires 8 hours of 
  uninterrupted work and 250 cu in materials, regardless of 
  whether or not any part of its former body is salvageable.
  
  82
  ESPER GENESIS • CORE MANUAL • CL A S SES
  If you recover a former companion while you have 
  a current one, your current companion’s AI is erased, 
  rendering it a useless pile of robotic parts.
  Tactical Defense
  At 7th level, while your companion can see you, it has 
  advantage on all saving throws.
  Multitargeting
  At 11th level, your companion can use its action to make 
  a melee attack against each creature of its choice within 
  range, with a separate attack roll for each target.
  Reactive Dodge
  At 15th level, when an attacker that your companion can 
  see hits it with an attack, it can use its reaction to halve 
  the attack’s damage against it.
  GM’S OPTION: ANIMAL COMPANIONS
  Depending on the setting and nature of the campaign, the 
  GM might choose to expand companion options to include 
  living beasts. As a rule of thumb, a beast can serve as an 
  animal companion if it is Medium or smaller, has 15 or 
  fewer hit points, and cannot deal more than 8 damage with 
  a single attack. In general, that applies to creatures with a 
  challenge rating of 1/4 or less, but there are exceptions.
  GM’S OPTION: ANIMAL COMPANIONS
  Depending on the setting and nature of the campaign, the 
  fewer hit points, and cannot deal more than 8 damage with 
  a single attack. In general, that applies to creatures with a 
  challenge rating of 1/4 or less, but there are exceptions.
  challenge rating of 1/4 or less, but there are exceptions.
  Stalker
  Stalkers are experts at ambush tactics, waiting for the 
  right moment to strike when they can take full advantage 
  of their enemy’s weaknesses. Bounty hunters, security 
  forces, and soldiers alike make use of these tactics to 
  subdue their foes with both speed and efficiency.
  Stalker Techniques
  At 3rd level, you learn an additional esper power when 
  you reach certain levels in this class, as shown in the 
  Stalker’s Techniques table. These powers count as hunter 
  techniques for you, but doesn’t count against the number 
  of hunter techniques you know.
  STALKER TECHNIQUES
  Hunter Level
  Esper Power
  3rd
  alter appearance
  5th
  dimensional pocket
  9th
  illusory design
  13th
  superior obfuscate
  17th
  mass alteration
  Data Scanner
  At 3rd level, you gain the ability to scan a threat and 
  analyze it’s weaknesses. As an action, choose one 
  creature, construct, or automaton within 60 feet of you. 
  You immediately learn the nature of the target’s damage 
  immunites, resistances, and vulnerabilities. If the target is 
  immune to location by stealth tech, an innate ability, or 
  an esper power, your scan retrieves no information. 
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum of once). You regain all 
  expended uses when you finish a long rest.
  Tactical Ambush
  At 3rd level, you excel in ambush and surprise tactics. On 
  your first turn during combat and until the end of that 
  turn, you gain a +10 bonus to your walking speed. If you 
  use the Attack action during that turn, you can make one 
  additional attack as part of that action. If the attack hits, 
  the target takes additional weapon damage equal to your 
  Wisdom modifier.
  Unyielding Pursuit
  At 7th level, you learn to use alternate routes such as 
  rooftops or floor conduits to avoid obstacles and turns 
  while you navigate through an area. You can climb and 
  swim at the same speed as your walking speed. You can 
  also use your Dexterity modifier instead of your Strength 
  modifier when calculating your jumping distance.
  Barrage Assault
  Starting at 11th level, once on each of your turns when 
  you miss with a weapon attack, you can make another 
  weapon attack as part of the same action.
  Stalker’s Defense
  At 15th level, your quick, unexpected motions grant you 
  additional defenses. When an attacker that you can see 
  hits you with an attack, you can use your reaction to 
  halve the attack’s damage against you.
  Vanguard
  A vanguard’s duty is to be the first line of defense against 
  oncoming threat. They learn specialized techniques for 
  use against the most dire threats, from a station raid, 
  to an invasion of deadly automatons, to gigantic beasts 
  from the darkest reaches of the galaxy.
  Skirmisher
  At 3rd level, you gain one of the following features of your 
  choice.
  Breacher. Your powerful attacks wear down the defenses 
  of tough opponents. When you hit a creature with a 
  weapon attack, the creature takes an extra 1d8 damage if 
  it’s below its hit point maximum. You can deal this extra 
  damage only once per turn.
  Counterreflex. Once during each combat round, when 
  a creature hits or misses you with an attack, you can use 
  your reaction to attack that creature immediately after 
  its attack, provided that you can see the creature and it is 
  within range.
  Gang Buster. Once on each of your turns when you 
  make a weapon attack, you can make another attack 
  with the same weapon against a different creature that 
  is within 5 feet of the original target and within range of 
  your weapon.
  
  Defensive Tactics
  At 7th level, you gain one of the following features of your 
  choice.
  Multiattack Defense. When a creature hits you with an 
  attack, you gain a +4 bonus to AC against all subsequent 
  attacks made by that creature for the rest of the turn.
  Steel Will. You have advantage on saving throws against 
  being frightened.
  Tumbling Motion. Opportunity attacks against you are 
  made with disadvantage.
  Multiattack
  At 11th level, you gain one of the following features of 
  your choice.
  Rapid Fire. You can use your action to make a ranged 
  attack against any number of creatures within 10 feet of a 
  point you can see within your weapon’s range. You must 
  have ammunition for each target, as normal, and you 
  make a separate attack roll for each target.
  Whirlwind Attack. You can use your action to make a 
  melee attack against any number of creatures within 5 
  feet of you, with a separate attack roll for each target.
  Superior Defender
  At 15th level, you gain one of the following features of 
  your choice.
  Evasion. When you are subjected to an effect, such as 
  a kotatu alpha’s fire breath or the singularity talent, that 
  allows you to make a Dexterity saving throw to take only 
  half damage, you instead take no damage if you succeed 
  on the saving throw, and only half damage if you fail.
  Rushing Diversion. When a hostile creature misses you 
  with a melee attack, you can use your reaction to force 
  that creature to repeat the same attack against another 
  creature (other than itself) of your choice.
  Uncanny Dodge. When an attacker that you can see hits 
  you with an attack, you can use your reaction to halve the 
  attack’s damage against you.
  83
  ESPER GENESIS • CORE MANUAL • CL A S SES
  
  84
  ESPER GENESIS • CORE MANUAL • CL A S SES
  Melder
  His palm extended, a dendus 
  calls of a shimmer of frost 
  to coalesce before him before 
  unleashing its deadly cold toward his 
  enemy.
  An lunar eldori weaves a micro-
  singularity—a black hole— which hovers over a 
  nearby platform lifting and twisting all within its 
  pull with a powerful crushing force.
  A utopian human touches an electrical port, extending 
  her perceptions through the ship’s computer panels to 
  gain an overview of the bridge nearby.
  Masters of matter and energy manipulation, melders 
  have attuned themselves to the incredible raw power 
  within the mysterious Crucibles. Using the energy 
  within themselves, they are able to alter reality itself by 
  combining, shaping and channeling the energies around 
  them. It is an ability even the most learned of races still 
  do not fully understand.
  Some espers wield their powers through use of sorium 
  devices or implants. Melders know no such limitations. 
  Their entire essence is infused with the power generated 
  by the Crucibles, allowing them to draw matter and 
  energy from around them and shape it to their desired 
  form before releasing it.
  Melder
  elder
  elder
  His palm extended, a dendus 
  calls of a shimmer of frost 
  to coalesce before him before 
  unleashing its deadly cold toward his 
  enemy.
  An lunar eldori weaves a micro-
  singularity—a black hole— which hovers over a 
  nearby platform lifting and twisting all within its 
  pull with a powerful crushing force.
  A utopian human touches an electrical port, extending 
  her perceptions through the ship’s computer panels to 
  gain an overview of the bridge nearby.
  Masters of matter and energy manipulation, melders 
  have attuned themselves to the incredible raw power 
  within the mysterious Crucibles. Using the energy 
  within themselves, they are able to alter reality itself by 
  combining, shaping and channeling the energies around 
  them. It is an ability even the most learned of races still 
  do not fully understand.
  Some espers wield their powers through use of sorium 
  devices or implants. Melders know no such limitations. 
  Their entire essence is infused with the power generated 
  by the Crucibles, allowing them to draw matter and 
  energy from around them and shape it to their desired 
  form before releasing it.
  
  85
  ESPER GENESIS • CORE MANUAL • CL A S SES
  Weavers of the Cosmos
  Melders commune directly with the Crucibles in a system 
  of codes and formula translated into controlled forms 
  of energy. It is almost a language on its own, requiring 
  a strong psyche to focus upon and comprehend as they 
  “speak” with the forces around them. Once such a code 
  is mastered it becomes part of the Melders repertoire of 
  Talents. The most powerful of Melders view the forces 
  of creation as one great cycle of energy, waiting to be 
  tapped into.
  Channeling such massive surges of energy takes a toll 
  on both the body and mind. It is almost as if they have 
  two personas within them at the same time, each with 
  a completely different train of thought. Once a Melder 
  reaches their limit, they must recover their strength. 
  If pushed further, they run the risk of both physical 
  debilitation and possible descent into madness.
  Disciples of Infinity
  Due to their unique view of the connection between all 
  things, a great many melders tend to try to look past the 
  veil, striving to learn more about the nature of both their 
  universe and the multiverse that exists beyond. Some 
  believe that the Crucibles are merely a manifestation of 
  realities and concepts that cannot yet be fathomed by 
  the mortal mind, and that espers may be the key to their 
  discovery.
  Creating a Melder
  When choosing Melder as your class, consider the event 
  that took place in which your character was awakened 
  to his or her abilities. Did something provoke this 
  awakening? Perhaps they studied the practices of another 
  melder? Maybe they were capable of strange feats at a 
  young age, or encountered a strange creature or location 
  where their powers manifested.
  Ability Scores
  Intelligence should be your primary ability score. 
  Constitution could be considered secondary to 
  supplement your hit points, followed by Wisdom and 
  Charisma.
  Class Features
  As a melder, you have the following class features.
  Hit Points
  Hit Dice: 1d6 per melder level
  Hit Points at 1st Level: 6 + your Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + your 
  Constitution modifier per melder level after 1st
  THE MELDER
  Level
  Proficiency
  Bonus
  Features
  Prime
  Talents
  Talent
  Points
  Maximum
  Talent Rank
  1st
  +2
  Channeling, Esper Recovery
  3
  4
  1
  2nd
  +2
  Esper Discipline
  3
  6
  1
  3rd
  +2
  —
  3
  14
  2
  4th
  +2
  Ability Score Improvement
  4
  17
  2
  5th
  +3
  —
  4
  27
  3
  6th
  +3
  Esper Discipline Feature
  4
  32
  3
  7th
  +3
  —
  4
  38
  4
  8th
  +3
  Ability Score Improvement
  4
  44
  4
  9th
  +4
  —
  4
  57
  5
  10th
  +4
  Esper Discipline Feature
  5
  64
  5
  11th
  +4
  Esper Mastery (Rank 6)
  5
  73
  5
  12th
  +4
  Ability Score Improvement
  5
  78
  5
  13th
  +5
  Esper Mastery (Rank 7)
  5
  83
  5
  14th
  +5
  Esper Discipline Feature
  5
  88
  5
  15th
  +5
  Esper Mastery (Rank 8)
  5
  94
  5
  16th
  +5
  Ability Score Improvement
  5
  100
  5
  17th
  +6
  Esper Mastery (Rank 9)
  5
  107
  5
  18th
  +6
  Prime Channeling
  5
  114
  5
  19th
  +6
  Ability Score Improvement
  5
  123
  5
  20th
  +6
  Signature Talents
  5
  133
  5
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Proficiencies
  Armor: None
  Weapons: Combat knife, throwing blades, collapsible 
  staff, metal baton, light pistol
  Tools: None
  Saving Throws: Intelligence, Wisdom
  Skills: Choose two skills from Astrophysics, Insight, 
  Investigation, Lore, Medicine, and Xenobiology 
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a collapsible staff or (b) a combat knife
  • (a) a metal baton or (b) 6 throwing blades
  • (a) a scientist’s pack or (b) an explorer’s pack
  • (a) a portable shield device (PSD)
  Channeling
  As an expert in the art of melding, you have a collection 
  of innate abilities that make up your arsenal of talents.
  Prime Talents
  At 1st level, you know three prime talents of your choice 
  from the melder talents list. You learn additional talents 
  at higher levels as shown in the Prime Talents column of 
  the Melder table.
  Esper Talents
  At 1st level, you learn six talents of your choice which may 
  be selected from the melder talents list. These represent 
  the different methods you’ve learned in which you can 
  shape matter and energy.
  Talent Points
  The Melder table shows the number of talent points you 
  have to use on your esper talents. These points represent 
  the amount of personal energy that must be channeled 
  into the talent in order to produce the desired effect. 
  Once your pool of talent points is depleted, you are on 
  the brink of exhaustion. Your regain all of your points 
  once you finish a long rest.
  Each talent has a rank and a point cost associated with 
  it. If you do not have enough points to cover the cost, you 
  can’t use the talent. You can only learn and use talents 
  up to a certain rank depending on your level. These 
  are shown in the Maximum Talent Rank column of the 
  Melder table.
  Esper Ability
  Intelligence is your channeling ability for your melder 
  talents, since you learn your talents through study, 
  practice, and precise execution. You use your Intelligence 
  whenever a talent refers to your chanelling ability. In 
  addition, you use your Intelligence modifier when setting 
  the saving throw DC for a melder talent you use and 
  when making an attack roll with one.
  Channeling save DC = 8 + your proficiency bonus + 
  your Intelligence modifier
  Channeling attack modifier = your proficiency bonus 
  + your Intelligence modifier
  Gaining Additional Talents
  You gain additional talents and ranks as you gain levels. 
  Each time you gain a level as a melder, you learn two 
  additional talents of your choice. They can be of any rank 
  so long as they are not higher than the maximum talent 
  rank you can use.
  Conventional Channeling
  You can use a talent conventionally if the talent has the 
  conventional tag and it is in your list of known talents.
  Esper Recovery
  At 1st level, you are able to regain some of your spent 
  energy through focus and meditative techniques. Once 
  per day when you finish a short rest, you can recover a 
  small number of talent points. The number of points you 
  can recover is equal to 2 plus half of your melder level 
  (rounded down).
  Melder Discipline
  When you reach 2nd level, you choose a discipline, refining 
  your powers into specialized abilities and practices.
  Your choice grants you features at 2nd level and again 
  at 6th, 10th, and 14th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of 
  your choice by 2, or you can increase two ability scores 
  of your choice by 1. As normal, you can’t increase an 
  ability score above 20 using this feature.
  Esper Mastery
  At 11th level, your attunement to the fundamental forces 
  around you grants you the ability to channel advanced 
  esper talents. Choose a rank 6 talent from the melder 
  powers list. You can activate this power once by spending 
  the required amount of talent points. You must finish a 
  long rest before you can do so again.
  At higher levels, you gain more adept talents of your 
  choice that you can use in this way: One rank 7 at 13th 
  level, one rank 8 at 15th level and one rank 9 at 17th 
  level. You regain all uses of your Esper Mastery when you 
  finish a long rest.
  Additionally, whenever you gain a new level in this class, 
  you can replace one of your mastery talents with another 
  talent fof the same rank from the melder powers list. 
  
  Prime Channeling
  At 18th level, you have achieved such mastery over certain 
  talents that you can use them at will as prime talents. 
  Choose a rank 1 melder talent and a rank 2 melder talent 
  that are in your list of known talents. You can activate 
  those talents at their lowest rank without spending any 
  talent points. If you want to use either talent at a higher 
  rank, you must spend the required talent points as normal.
  By spending 8 hours in meditation, you can exchange 
  one or both of the talents you chose for different talents 
  of the same ranks. This meditation can be performed 
  during a long rest.
  Signature Talents
  When you reach 20th level, you gain mastery over two 
  powerful talents and can activate them with minimal 
  effort. Choose two rank 3 melder talents in your list of 
  known talents to become your signature talents. You can 
  activate each of them once at rank 3 without expending 
  any talent points. When you do so, you 
  can’t do so again until you finish a short 
  or long rest.
  If you want to use either talent at a 
  higher rank, you must spend the required 
  talent points as normal.
  Melder Disciplines
  Melders are classified into subgroups 
  known as disciplines. Whenever a 
  potential melder reaches Esper Genesis, 
  they are often directed to train under 
  a specialist to determine their chosen 
  discipline.
  Celestian
  Your abilities come from your mastery 
  over space, the stars, and the celestial 
  bodies in between. You have a unique 
  understanding of space-time and its 
  relative cosmic forces. You can see the 
  positive energy that links all living things—
  different yet the same pieces to a grand 
  cosmic machine.
  Stellar Expertise
  Starting at 2nd level, your proficiency 
  bonus is doubled for any ability check 
  you make that uses the Astrophysics and 
  Xenobiology skill, if you are proficient in 
  that skill.
  In addition, your alternate view on the 
  concept of time allows you to handle 
  immediate situations with speed of the 
  mind over the body. When you roll for 
  initiative, you can make an Intelligence 
  check instead of a Dexterity check.
  Cosmic Flux
  At 2nd level, when you hit a creature with a channeling 
  attack, you can use your bonus action to imbue the 
  talent’s damaging effects with a space-time fluctuation. 
  The target must make a Wisdom saving throw versus 
  your Channeling save DC. If failed, the target takes an 
  additional 1d6 radiant damage and it has disadvantage 
  on its next attack roll or ability check. This effect lasts 
  until the end of its next turn.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  Sudden Shift
  Beginning at 6th level, you can fold the space between 
  you and an incoming attack from an enemy. When a 
  creature makes an attack roll against you, you can use 
  your reaction to instantly teleport up to an unoccupied 
  space up to 20 feet away that you can see. The attack 
  automatically misses you.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
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  Focused Phase
  Beginning at 10th level, when you are concentrating on a 
  metaphase talent, your concentration can’t be broken as 
  a result of taking damage.
  Cosmic Ward
  At 14th level, you are resistant to fire and radiant 
  damage. In addition, when a creature hits you with an 
  attack that deals radiant damage, they take radiant 
  damage equal to half your melder level.
  Defender
  You focus your abilities toward facing off against foes in 
  battle and protecting your allies from dangerous threats. 
  You rely on your quick reflexes and your expertise with 
  hurling powerful, destructive energies.
  Combat Reflexes
  When you choose this discipline at 2nd level, your 
  instinctive reflexes allow you to react quickly to incoming 
  threats. You gain a bonus to initiative rolls equal to your 
  Intelligence modifier.
  Force Shield
  At 2nd level, you can summon an energy shield to defend 
  against incoming attacks. When you are hit by an attack 
  or fail a saving throw, you can use your reaction to roll 
  1d6 and add the result as a bonus to your AC against 
  that attack or as a bonus to that saving throw.
  You can use this feature a number of times equal to 
  your Intelligence modifier (minimum of 1). You regain all 
  uses after you finish a long rest.
  Focused Targeting
  At 6th level, you can focus the energies of your combat 
  talents. Whenever you use a talent that deals acid, cold, 
  fire, force, or lightning damage, you can spend 3 talent 
  points to gain one of the following benefits.
  • 
  You gain advantage on your channeling attack roll for 
  that talent.
  • 
  You can give one target of the power disadvantage 
  on its first saving throw made against the talent’s 
  effects.
  Extended Shield
  Starting at 10th level, you can extend your defensive 
  capabilities to your allies. When a creature that you can 
  see within 60 feet of you is hit by an attack or fails a 
  saving throw, you can use your reaction to grant them 
  the benefit of your Force Shield. Each use of this feature 
  expends one of your uses of Force Shield.
  Reactive Shield
  At 14th level, your Force Shield leaves behind traces of 
  reactive energy. When you use your Force Shield feature 
  to protect a target, until the end of that your next turn, 
  anytime the target is hit with an attack, the attacker takes 
  force damage equal to half your melder level.
  Metakinetic
  As a metakinetic, you specialize in shaping the natural 
  forces and elements that interact with each other to 
  create the fundamental makeup of the universe itself. You 
  possess the ability to see the pattern and flow of prime 
  energies such as fire, wind, light and gravity, and have 
  mastered merging and redirecting them to your will.
  Talent Accuracy
  Beginning at 2nd level, you can create pockets of 
  relative safety within the effects of your kinesis and 
  elemental talents. When you use an elemental or 
  kinesis talent that affects other creatures you can 
  see, you can choose a number of them equal to 1 + 
  the talent’s rank. The chosen creatures automatically 
  succeed on their saving throws against the talent, and 
  they take no damage if they would normally take half 
  damage on a successful save.
  Prime Booster
  Starting at 6th level, your damaging Prime talents still 
  affect creatures that avoid the brunt of the effect.
  When a creature succeeds on a saving throw against your 
  Prime talent, the creature takes half the talent’s damage 
  (if any) but suffers no additional effect from the talent.
  Empowered Metakinetic
  Beginning at 10th level, you can add your Intelligence 
  modifier to one damage roll of any melder elemental or 
  kinesis talent you use.
  Overchannel
  Starting at 14th level, you can increase the power of your 
  basic talents. When you use a talent of ranks 1 through 5 
  that deals damage, you can deal maximum damage with 
  that talent.
  The first time you do so, you suffer no adverse effect. 
  If you use this feature again before you finish a long rest, 
  you take 2d12 necrotic damage for each talent rank, 
  immediately after you activate it. Each time you use this 
  feature again before finishing a long rest, the necrotic 
  damage per talent rank increases by 1d12. This damage 
  ignores resistance and immunity.
  Psychogenic
  A melder who specializes in psychogenics strives to 
  master the powers that influence and interact with the 
  minds of others. Telepaths, Clairvoyants, and Enchanters 
  follow the path of the Psychogenic.
  Mesmerize
  Starting at 2nd level, you can use your esper power to 
  charm, immobilize, and stupefy other beings. As an 
  action, you can use this power and select any target 
  within 5 feet of you that can also see and hear you. The 
  target must then succeed on a Wisdom saving throw 
  using your Channeling save DC as the difficulty. If failed, 
  the target cannot move and is considered both dazed and 
  incapacitated until the end of your next turn.
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  This power can be maintained by expending an action 
  each turn. If the target takes damage, moves out of visual 
  or auditory range, or is more than 10 feet away from you, 
  the mesmerize effect ends.
  If the creature makes their save, or once the effect ends 
  on the creature, the power may not be used on the same 
  target again until you complete a long rest.
  Daze and Disorient
  At 6th level, you may use this power as an action to 
  confuse and distract another creature. Choose a target 
  that you can see within 30 feet of you. The target must 
  make a Wisdom saving throw versus your Channeling 
  save DC. On a failed save, the target is completely 
  disoriented, no longer able to take reactions until the 
  end of your next turn. In addition, their next attack roll is 
  made at a disadvantage.
  On a successful save, the target becomes immune to 
  this power until you’ve completed a long rest. Creatures 
  that are immune to mental and charm effects are also 
  immune to this power.
  Secondary Mind
  At 10th level, whenever you use a psychogenic power of 
  Rank 1 or higher that affects a single target, you may also 
  choose a secondary target for the same power.
  Memory Sculpting
  At 14th level, you gain the ability to influence a creature’s 
  mind without them ever becoming aware of it. When you 
  use a psychogenic talent to charm one or more creatures, 
  you can alter one creature’s memories so that it never 
  remembers ever being charmed.
  Additionally, once before the talent expires, you can use 
  your action to attempt to erase additional memories of 
  the time in which they were charmed by you. The creature 
  must succeed on an Intelligence saving throw against your 
  melder channeling save DC or lose a number of hours 
  of its memories equal to 1 + your Charisma modifier 
  (minimum of 1). You can opt to make the creature forget 
  less than the given time, and the amount of time gained 
  can’t exceed the duration of the psychogenic talent.
  Protoweaver
  You specialize in the shaping the energies you harness 
  into your own design. Through study and training, you’ve 
  learned to visualize all forms of potential energy down to 
  a molecular level, allowing you to mold alterations into 
  existing energy patterns.
  Studied Savant
  When you select this discipline at 2nd level, your training 
  makes you a learned expert on various scientific subjects. 
  Your proficiency bonus is doubled for any ability 
  check you make that uses the Astrophysics, Lore, or 
  Xenobiology skill, if you are proficient in that skill.
  In addition, whenever you make an Intelligence 
  (Investigation) check to gain information from scientific 
  research records or files, you are considered proficient in 
  Investigation and add double your proficiency bonus to 
  the check, instead of your normal proficiency bonus.
  Elemental Alterist
  At 2nd level, you can splice the energy generated by your 
  talents at a molecular level, altering its final form. When 
  you use talent points to activate a talent that deals acid, 
  cold, fire, lightning, or thunder damage, you can spend 
  an additional 2 talent points to change the damage type 
  of that talent to another damage type from that list. You 
  can change the damage type only once per activation of 
  a talent.
  When you alter a damage type in this way, until the end 
  of your next turn, you gain a +2 bonus to saving throws 
  against talents and techniques that deal damage of the 
  new damage type.
  You can use this feature a number of times equal to 
  your Intelligence modifier (minimum of 1). You regain all 
  uses after you finish a long rest.
  Talent Splicer
  Starting at 6th level, you can manipulate the base 
  formulae used to power your talents. When you activate 
  a talent, you can use a bonus action and spend an 
  additional 4 talent points to apply one of the following 
  effects.
  • You can double the range of the talent to a maximum 
  of 1 mile.This has no effect on talents with a range of 
  Self or Touch.
  • If the talent forces the target to make a saving throw 
  you can roll a d4 and add the result to the talent’s save 
  DC.
  • You can increase the talent’s damage by an amount 
  equal to half your melder level. If the talent deals 
  damage on subsequent turns, the extra damage only 
  applies on the turn in which you activate the talent.
  You can use this feature a number of times equal to your 
  Intelligence modifier (minimum of 1). You regain all uses 
  after you finish a long rest.
  Dynamic Focus
  At 10th level, whenever you make a saving throw to 
  maintain concentration on a talent, you can use your 
  Intelligence instead of your Constitution to make the 
  save.
  Prime Resilience
  When you reach 14th level, you can ward away the 
  damaging effects of harmful powers. You have resistance 
  against the damage of talents and techniques.
  In addition, you have advantage on saving throws 
  against talents and techniques.
  
  Sentinel
  A stonefang 
  matokai writhes 
  through a hail 
  of enemy fire in 
  a shimmering 
  blur, cleaving into 
  her enemy with a 
  furious blow.
  A heavily armored 
  kesh stands toe to 
  toe with a gigantic 
  mecharoid, blocking 
  enemy fire while his 
  companions attack from 
  afar.
  Her body aglow with solar 
  energy, a scorched human unleashes 
  a searing beam from her blade into 
  kotatu stalker, sending the startled 
  beast to the ground.
  Where many espers manipulate 
  energies or make use of tools and drones, 
  sentinels directly integrate themselves with 
  their sorium device, transforming themselves 
  into powerhouses of force, mighty defenders, 
  and unyielding avengers.
  Enhanced Through Biotech
  The calling of an esper is seen differently through 
  the eyes of a sentinel. Their complete integration 
  with sorium-based tech has not only changed their 
  perspective of the world around them, but gifted 
  them with a realization of who they truly are. Each 
  sentinel has a personalized harness that fuses matter 
  with their physical form. This biomolecular bond with 
  the cosmic material is a jolt to a sentinel’s senses, 
  channeling power directly from the sun 
  and stars above. Some believe such an 
  alien bond would take away a piece of 
  one’s soul. Whether this is true or not, a 
  sentinel wouldn’t have it any other way.
  entinel
  entinel
  entinel
  entinel
  entinel
  entinel
  entinel
  A stonefang 
  matokai writhes 
  through a hail 
  of enemy fire in 
  a shimmering 
  blur, cleaving into 
  her enemy with a 
  furious blow.
  A heavily armored 
  kesh stands toe to 
  toe with a gigantic 
  mecharoid, blocking 
  enemy fire while his 
  companions attack from 
  Her body aglow with solar 
  energy, a scorched human unleashes 
  a searing beam from her blade into 
  kotatu stalker, sending the startled 
  beast to the ground.
  Where many espers manipulate 
  energies or make use of tools and drones, 
  sentinels directly integrate themselves with 
  their sorium device, transforming themselves 
  into powerhouses of force, mighty defenders, 
  and unyielding avengers.
  nhanced Through Biotech
  The calling of an esper is seen differently through 
  the eyes of a sentinel. Their complete integration 
  with sorium-based tech has not only changed their 
  perspective of the world around them, but gifted 
  them with a realization of who they truly are. Each 
  sentinel has a personalized harness that fuses matter 
  with their physical form. This biomolecular bond with 
  the cosmic material is a jolt to a sentinel’s senses, 
  channeling power directly from the sun 
  and stars above. Some believe such an 
  alien bond would take away a piece of 
  one’s soul. Whether this is true or not, a 
  sentinel wouldn’t have it any other way.
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Honoring the Code
  On the surface, many sentinels can be mistaken as brutes 
  who exchanged a bit of their humanity to become war 
  machines. This is the far from true for any sentinel. No 
  sentinel sees themselves as just any merc or tech-slinging 
  goon. Whenever a sentinel attunes with their harness, 
  they gain a greater sense of purpose— almost as if they 
  are a part of a secret order, hidden within their universe.
  Whether it is for the benefit of others or their own 
  is different for each sentinel, but all are connected 
  somehow by this silent contract to which they are bound. 
  Those who understand the nature of sentinels know full 
  well that it is this code that makes them something more 
  than just common brutes.
  Creating a Sentinel
  Upon choosing to create a sentinel, decide what level of 
  integration your character has with their sorium harness, 
  as well as how it affects your appearance and lifestyle. 
  Some sentinels keep their harness concealed or cover them 
  up, while others display their augmentations proudly, even 
  decorating them with matching trinkets or attachments.
  Ability Scores
  Strength should be your highest ability score, followed by 
  Charisma. Dexterity and Constitution are both useful as a 
  tertiary option.
  Class Features
  As a sentinel, you have the following class features.
  Hit Points
  Hit Dice: 1d10 per sentinel level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per sentinel level after 1st
  Proficiencies
  Armor: All armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: Mechanic’s Tools
  Saving Throws: Charisma, Constitution
  Skills: Choose two from Athletics, Insight, Intimidation, 
  Mechanics, Medicine, Perception and Persuasion
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a martial weapon and a shield or (b) two martial 
  weapons
  • (a) 10 throwing knives or (b) any simple weapon
  • (a) heavy trooper armor or (b) medium trooper armor
  • (a) a soldier’s pack or (b) an explorer’s pack
  • a sentinel’s rig
  THE SENTINEL
  Level
  Proficiency
  Bonus
  Features
  — Tech Slots per Technique Rank —
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  Sentinel's Rig, Regenerative Force, Weapon Link
  —
  —
  —
  —
  —
  2nd
  +2
  Fighting Style, Forging, Infused Strike
  2
  —
  —
  —
  —
  3rd
  +2
  Cellular Resistance, Sentinel's Path
  3
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  3
  —
  —
  —
  —
  5th
  +3
  Extra Attack
  4
  2
  —
  —
  —
  6th
  +3
  Multi-User Tactical Display
  4
  2
  —
  —
  —
  7th
  +3
  Sentinel's Path feature
  4
  3
  —
  —
  —
  8th
  +3
  Ability Score Improvement
  4
  3
  —
  —
  —
  9th
  +4
  —
  4
  3
  2
  —
  —
  10th
  +4
  Expanded Tactical Display
  4
  3
  2
  —
  —
  11th
  +4
  Amplified Strike
  4
  3
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  4
  3
  3
  —
  —
  13th
  +5
  —
  4
  3
  3
  1
  —
  14th
  +5
  Pattern Absorption
  4
  3
  3
  1
  —
  15th
  +5
  Sentinel's Path feature
  4
  3
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  4
  3
  3
  2
  —
  17th
  +6
  —
  4
  3
  3
  3
  1
  18th
  +6
  Tactical Display improvements
  4
  3
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  4
  3
  3
  3
  2
  20th
  +6
  Sentinel's Path feature
  4
  3
  3
  3
  2
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Sentinel’s Rig
  At 1st level, You have a personalized rig, which is fitted 
  with a set of sorium materials, tools, and attachments 
  used to activate and implement your techniques. Your rig 
  is integrated into your body, most often taking the form 
  of a metallic harness bound to your torso. It is considered 
  to be a part of your body and cannot be removed.
  You can use your bonus action and expend a tech slot 
  to make your rig invisible to mundane senses, but it is still 
  detectable by special senses such as truesight and talents 
  such as esper sense. Your rig remains hidden for a number 
  of hours equal to your sentinel level or until you lose your 
  concentration (as if you were concentrating on an esper 
  power). Once you reach 5th level, concealing your rig no 
  longer requires you to expend a tech slot. When your rig 
  is hidden in this way, you cannot use any techniques or 
  your weapon link feature (see the Weapon Link feature 
  described later).
  BETWEEN BODY AND HARNESS
  There have been many theories on what truly happens 
  when a sentinel integrates with their harness, which draws 
  its power from the stars and celestial bodies between 
  them. It is a far more extensive bond then those who are 
  fitted with sorium implants. Scientists who study the 
  effects of the Crucibles have always believed they are 
  imbued with a programming code which even the most 
  brilliant of scientists have only scratched the surface 
  toward fully understanding.
  However, going upon their basic theory, the integration 
  of the sorium harness and its connection to the Crucibles 
  may be the source of this inner voice that guides each 
  sentinel toward their path. Whether this is just some base 
  code within the Crucibles themselves, or perhaps even a 
  form of AI, no one can truly say for certain.
  BETWEEN BODY AND HARNESS
  There have been many theories on what truly happens 
  code within the Crucibles themselves, or perhaps even a 
  form of AI, no one can truly say for certain.
  form of AI, no one can truly say for certain.
  Regenerative Force
  Starting at 1st level, you can use the energy stored in your 
  rig to regenerate living tissue. You have a regenerative 
  pool that replenishes when you take a long rest. With 
  that pool, you can restore a total number of hit points 
  equal to your sentinel level x 5.
  As an action, you can touch a creature and draw 
  power from the pool to restore a number of hit points 
  to that creature, up to the maximum amount remaining 
  in your pool.
  Alternatively, you can expend 5 hit points from your 
  regenerative pool to cure the target of one disease or 
  neutralize one poison affecting it. You can cure multiple 
  diseases and neutralize multiple poisons with a single use 
  of Regenerative Force, expending hit points separately for 
  each one.
  This feature has no effect on automatons or constructs.
  Weapon Link
  Your rig’s attachments enable you to create a weapon 
  link—a bio-molecular link between your rig and a melee 
  weapon of your choice. Forging a weapon link takes 1 
  hour, which can be completed during a short rest. You 
  can instantly dismiss your weapon link, the weapon 
  dismantling itself and becoming a part of your harness. 
  You can spend a bonus action to recall the weapon or 
  summon it from any location to appear directly into 
  your hand.
  Once the weapon has been forged into a weapon link, 
  you cannot be disarmed of that weapon unless you are 
  incapacitated. Your weapon link is instantly dismissed 
  into your rig if it is more than 10 feet away from you.
  You can have up to two weapon links, but can draw 
  only one at a time with your bonus action. If you attempt 
  to create a weapon link with a third weapon, you must 
  break the link with one of the other two.
  Fighting Style
  At 2nd level, you adopt a style of fighting as your 
  specialty. Choose one of the following options. You can’t 
  take a Fighting Style option more than once, even if you 
  later get to choose again.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and 
  no other weapons, you gain a +2 bonus to damage rolls 
  with that weapon.
  Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you 
  make with a melee weapon that you are wielding with 
  two hands, you can reroll the die and must use the new 
  roll. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection
  When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction 
  to impose disadvantage on the attack roll. You must be 
  wielding a shield.
  Range Deterrence
  If a creature within 5 feet of you makes a ranged weapon 
  attack, you can use your reaction to make an opportunity 
  attack against that creature.
  Zone Defender
  As a bonus action, you can enter a defensive stance 
  that lasts until the start of your next turn. While in your 
  defensive stance, you can make opportunity attacks 
  without using your reaction, and you can use your 
  reaction to make a melee attack against a creature that 
  moves more than 5 feet while within your reach.
  
  Forging
  By 2nd level, you have learned to use the energy stored in 
  your rig to power techniques, much like an engineer.
  Preparing and Using Techniques
  The Sentinel table shows how many tech slots you have 
  to use for techniques. To activate a technique, you must 
  expend a tech slot of the technique’s rank or higher. You 
  regain all expended tech slots when you finish a long rest.
  You prepare the list of techniques that are available for 
  you to use, choosing from the sentinel powers list. When 
  you do so, choose a number of techniques equal to your 
  Charisma modifier + half your sentinel level, rounded 
  down (minimum of one technique). The techniques must 
  be of a rank for which you have tech slots.
  For example, if you are a 5th-level sentinel, you have 
  four rank 1 and two rank 2 tech slots. With a Charisma 
  of 14, your list of prepared techniques can include four 
  rank 1 and rank 2 techniques, in any combination. If you 
  prepare the rank 1 technique mend, you can activate it 
  using a rank 1 or a rank 2 tech slot. Using the technique 
  doesn’t remove it from your list of prepared techniques.
  You can change your list of prepared techniques 
  when you finish a long rest. Preparing a new list of 
  sentinel techniques for use requires at least 1 minute per 
  technique level for each technique on your list.
  Forging Ability
  Charisma is your forging ability for your sentinel 
  techniques, communing with your rig harness to 
  implement your powers.
  You use your Charisma whenever a 
  technique refers to your forging ability. In 
  addition, you use you Charisma modifier 
  when setting the saving throw DC for a 
  technique you use and when making an 
  attack roll with one.
  Forging save DC = 8 + your proficiency 
  bonus + your Charisma modifier
  Forging attack modifier = your 
  proficiency bonus + your Charisma modifier
  Infused Strike
  Also beginning at 2nd level, you can cause 
  your weapon link to erupt with cosmic 
  energy upon striking a target. Choose one 
  of the following uses for this feature.
  Melee Strike
  When you hit a creature with a melee 
  weapon attack using your weapon link, 
  you can expend one tech slot to deal 
  radiant damage to the target, in addition 
  to the weapon’s damage. The extra 
  damage is 2d8 for a rank 1 technique 
  slot, plus 1d8 for each slot rank higher 
  than 1, to a maximum of 5d8. The 
  damage increases by 1d8 if the target is an 
  automaton or a construct.
  Ranged Strike
  You can use your action to fire a radiant 
  beam from your weapon link at a target 
  within 60 feet of you that you can see. 
  Make a ranged forging attack. On a hit, 
  the target takes 1d8 radiant damage. 
  You can also expend a tech slot to deal 
  additional radiant damage as if you had 
  hit the target with a melee strike.
  You can perform a ranged strike a 
  number of times equal to your Charisma 
  modifier. You regain all uses after you 
  complete a short or long rest.
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  Cellular Resistance
  By 3rd level, the cosmic energy flowing through you 
  makes you immune to disease.
  Sentinel’s Path
  At 3rd level, you fully integrate with your harness, 
  adopting a path and code of ethics that defines you as 
  a sentinel. Up to this time you had been slowly adopting 
  your true purpose but not yet fully committed to it. 
  Your path not only defines you as an esper, but as the 
  enlightened individual with a true objective in the galaxy.
  Your choice grants you features at 3rd level and again 
  at 7th, 15th, and 20th level. Those features include 
  expanded techniques and the Rig Expansion feature.
  Expanded Powers
  Each code has a list of associated techniques. You gain 
  access to these techniques at the levels specified in the 
  code description. Once you gain access to one of these 
  techniques, you always have it prepared. They don’t count 
  against the number of techniques you can prepare each day.
  If your code grants you an esper power that doesn’t 
  appear on the sentinel powers list, the power is 
  nonetheless a sentinel technique for you.
  Rig Expansion
  Your rig integration allows you to channel its energy 
  to fuel additional effects. Each Rig Expansion option 
  provided by your code explains how to use it.
  When you use your Rig Expansion, you choose which 
  option to use. You must then finish a short or long rest to 
  use your Rig Expansion again.
  Some Rig Expansion effects require saving throws. 
  When you use such an effect from this class, the DC 
  equals your sentinel forging save DC.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can’t increase an ability score 
  above 20 using this feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  Multi-User Tactical Display
  Starting at 6th level, you can sync with nearby allies, 
  providing them with an augmented reality display of 
  incoming threats. Whenever you or a friendly creature 
  within 10 feet of you must make a saving throw, the 
  creature gains a bonus to the saving throw equal to your 
  Charisma modifier (with a minimum bonus of +1). You 
  must be conscious to grant this bonus.
  At 18th level, the range of this feature increases to 30 feet.
  Expanded Tactical Display
  Starting at 10th level, you and friendly creatures within 10 
  feet of you can’t be surprised while you are conscious.
  At 18th level, the range of this feature increases to 30 feet.
  Amplified Strike
  By 11th level, you master your attunement with your 
  weapon link, and your weapon strikes carry residual 
  cosmic energy. Whenever you hit a creature with a 
  weapon attack using your weapon link, the creature takes 
  an extra 1d8 radiant damage. If you also use your Infused 
  Strike with your weapon link, you add this damage to the 
  extra damage of your Infused Strike.
  Pattern Absorption
  Beginning at 14th level, you can use your action to end 
  the effects of one esper power on yourself or on one 
  willing creature that you touch.
  You can use this feature a number of times equal to 
  your Charisma modifier (a minimum of once). You regain 
  expended uses when you finish a long rest.
  Sentinel Paths
  The calling of a sentinel is gained upon their first 
  integration with their sorium rig. The cosmic energies 
  within fuse with the sentinel’s inner persona, culminating 
  into a full-fledged evolution when they reach 3rd 
  level. When a sentinel chooses their path, they gain 
  an expanded sense of connection with the very stars 
  spiraling throughout the galaxy, something only that 
  can only be described by other sentinels. Upon this 
  awakening, each sentinel gains their sense of purpose.
  Path of the Champion
  Your path leads you toward becoming a cosmic defender 
  of a cause. Many sentinels who follow this path consider 
  themselves the guardians of a particular region, a 
  defender of the people, or a pursuer of justice for those 
  who have been wronged.
  Expanded Powers
  You gain the following powers at the sentinel level listed.
  CHAMPION TECHNIQUES
  Sentinel Level
  Esper Power
  3rd
  impedance, sensory jammer
  5th
  detoxify, minor remedy
  9th
  optimizer, unravel effect
  13th
  superior aegis, unfetter
  17th
  incinerate, major remedy
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Rig Expansion
  When you choose this path at 3rd level, you gain the 
  following two Rig Expansion options.
  Stellar Armament. As an action, you can imbue one 
  weapon that you are holding with positive energy, 
  using your Rig Expansion. For 1 minute, you add your 
  Charisma modifier to attack rolls made with that weapon 
  (with a minimum bonus of +1). The weapon also emits 
  bright light in a 20-foot radius and dim light 20 feet 
  beyond that. If the weapon is not already forge enhanced, 
  it becomes so for the duration.
  Electromagnetic Pulse. As an action, you unleash a 
  pulse of energy from your harness, directly affecting all 
  automatons and constructs within range. Each of these 
  targets within 30 feet of you and with less than three-
  quarters cover must make an Intelligence saving throw. 
  If the target fails its saving throw, it is impaired until the 
  end of your next turn or until it takes any damage. This 
  ability also affects mechanical creatures controlled by a 
  live operator.
  An impaired target cannot take any reactions and its 
  movement is reduced to 0. The only action available to 
  the target is the dodge action.
  In addition, any unshielded computer panel or 
  electronic device not worn by another creature is 
  rendered inert until the start of your next turn.
  Mental Anchor
  Beginning at 7th level, your tactical display can 
  detect strong shifts in the brainwave patterns of your 
  teammates. You and friendly creatures within 10 feet of 
  you can’t be charmed while you are conscious.
  At 18th level, the range of this feature increases to 30 feet.
  Celestial Renewal
  At 15th level, when you are reduced to 0 hit points and 
  are not killed outright, you can choose to drop to 1 hit 
  point instead. Once you use this ability, you can’t use it 
  again until you finish a long rest.
  Corona
  At 20th level, as an action, you can emanate a brilliant 
  aura of solar energy. For 1 minute, bright light shines 
  from you in a 30-foot radius, and dim light shines 30 feet 
  beyond that.
  Whenever an enemy creature starts its turn in the bright 
  light, the creature takes 10 radiant damage.
  In addition, for the duration, you have advantage on 
  saving throws against powers used by proteans and 
  netherants.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Path of the Slayer
  Followers of this path focus on pursuing and delivering 
  righteous justice or merciless vengeance upon their foes. 
  Your cause toward hunting those who would receive your 
  just wrath can sometimes conflict with some of your 
  more merciful allies depending on your severity. There 
  may even be times where pursuit of your cause may 
  require temperament from your own conscience.
  Expanded Powers
  You gain the following powers at the sentinel level listed.
  SLAYER TECHNIQUES
  Sentinel Level
  Esper Power
  3rd
  graviton strike, laser blast
  5th
  enhance weapon, stasis field
  9th
  absorption, celerity
  13th
  energy susceptibility, portal
  17th
  reactive field, superior stasis field
  Rig Expansion
  When you choose this path at 3rd level, you gain the 
  following two Rig Expansion options.
  Graviton Hold. You can use your Rig Expansion to stop 
  your enemy’s movements and hold them in place. As an 
  action, you can target a creature for this effect within 10 
  feet of you that you can see. That creature must succeed 
  on a Strength saving throw or be restrained. While the 
  creature is restrained, it repeats the saving throw at the 
  end of each of its turns. On a success, it frees itself and 
  can move normally.
  Slayer’s Mark. As a bonus action, you can place a 
  personalized target marker on an enemy to track its 
  movements in combat. Choose one creature within 30 
  feet of you that you can see. You gain advantage on 
  attack rolls against the creature for 1 minute or until it 
  drops to 0 hit points or falls unconscious.
  Power Dampener
  Beginning at 7th level, you generate a dampening field 
  that wards against the effects of unfriendly powers. 
  You and friendly creatures within 10 feet of you have 
  resistance to damage from all esper powers.
  At 18th level, the range of this feature increases to 30 feet.
  Counterbrand
  At 15th level, you can swiftly answer any move made by 
  the target of your Slayer’s Mark feature. When a creature 
  under the effect of your Slayer’s Mark makes an attack, 
  you can use your reaction to make a weapon attack 
  against that creature if it is within range.
  Solar Avenger
  At 20th level, as an action you channel solar energy into 
  your body, granting you increased strength, speed, and 
  prowess. You gain the following benefits for 1 minute.
  • You have resistance to all damage types.
  • Your speed increases by an amount in feet equal to five 
  times your Charisma modifier.
  • When you take the Attack action on your turn, you can 
  make one additional attack as part of that action.
  
  Specialist
  A dendus hurls a stream of sharp blades into his enemies 
  before disappearing in the shifting light, only 
  to emerge again in from the shadows in 
  the distance.
  A lunar eldori rewires the security 
  panel, deactivating the laser sensor grid 
  before signaling to her companions to 
  move into the hallway.
  The holographic disguise fades away from the crescent promethean, 
  revealing his true identity to the stunned agents who so freely revealed all 
  their secrets.
  Even in the shining jewel of the Sorium Accord, or the peaceful 
  worlds of the Core, shadows exist. If left unchecked, they 
  spread like an invisible web of darkness, vying for power 
  while the rest of society remains unaware. Specialists 
  work their craft between the judicial societies of the 
  Core, and the shadows of the galactic underworld.
  A specialist relies on their adept skill and instincts to 
  overcome obstacles. They have a wealth of expertise, 
  from figuring out the weak points of any adversary to 
  being able to find their way through the trickiest of tight 
  spots. They can be found working their craft anywhere from 
  running goods between seedy smuggling dens to being a secret agent in 
  defense of their government.
  Quick and Precise
  Rather than focusing on brawn, specialists fight using speed, skill, and 
  precision to dispatch their foes. They often use small, easily concealed 
  weapons and implant-controlled gadgets that allow them to take advantage 
  of their enemy’s weaknesses.
  A dendus hurls a stream of sharp blades into his enemies 
  before disappearing in the shifting light, only 
  to emerge again in from the shadows in 
  panel, deactivating the laser sensor grid 
  before signaling to her companions to 
  before signaling to her companions to 
  The holographic disguise fades away from the crescent promethean, 
  revealing his true identity to the stunned agents who so freely revealed all 
  Even in the shining jewel of the Sorium Accord, or the peaceful 
  worlds of the Core, shadows exist. If left unchecked, they 
  spread like an invisible web of darkness, vying for power 
  while the rest of society remains unaware. Specialists 
  work their craft between the judicial societies of the 
  Core, and the shadows of the galactic underworld.
  A specialist relies on their adept skill and instincts to 
  overcome obstacles. They have a wealth of expertise, 
  from figuring out the weak points of any adversary to 
  being able to find their way through the trickiest of tight 
  spots. They can be found working their craft anywhere from 
  running goods between seedy smuggling dens to being a secret agent in 
  Rather than focusing on brawn, specialists fight using speed, skill, and 
  precision to dispatch their foes. They often use small, easily concealed 
  weapons and implant-controlled gadgets that allow them to take advantage 
  A dendus hurls a stream of sharp blades into his enemies 
  before disappearing in the shifting light, only 
  The holographic disguise fades away from the crescent promethean, 
  revealing his true identity to the stunned agents who so freely revealed all 
  Even in the shining jewel of the Sorium Accord, or the peaceful 
  worlds of the Core, shadows exist. If left unchecked, they 
  spread like an invisible web of darkness, vying for power 
  while the rest of society remains unaware. Specialists 
  work their craft between the judicial societies of the 
  Core, and the shadows of the galactic underworld.
  A specialist relies on their adept skill and instincts to 
  overcome obstacles. They have a wealth of expertise, 
  from figuring out the weak points of any adversary to 
  being able to find their way through the trickiest of tight 
  spots. They can be found working their craft anywhere from 
  running goods between seedy smuggling dens to being a secret agent in 
  Rather than focusing on brawn, specialists fight using speed, skill, and 
  precision to dispatch their foes. They often use small, easily concealed 
  weapons and implant-controlled gadgets that allow them to take advantage 
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Their style of practice, however, varies greatly. Each 
  specialist has a chosen range of expertise within which 
  they hone their skills. Some rely on subterfuge and stealth 
  to infiltrate secure or hidden places. Some rely on their 
  quick-wit, hacking, and tools of distraction to catch their 
  targets off guard.
  Professional Courtesies
  Often finding themselves in dangerous situations, an 
  experienced specialist knows survival sometimes hinges 
  on the right information and a reliable ally. Whether they 
  are smugglers, investigators, space jockeys, or assassins, 
  specialists often keep a small network of contacts and 
  allies who they can trust even in the worst of situations.
  As espers, specialists are aware that sometimes the 
  best information can come from other specialists, even 
  if their profession would be considered unsavory toward 
  their own. With this in mind, many of them communicate 
  secretly over the Silrayne Intergalactic Matrix, using coded 
  language only they can decipher. This often comes with a 
  simple, yet courteous, “don’t ask, don’t tell” agreement 
  when it comes to identity and sharing of information.
  Creating a Specialist
  Specialists have a very broad range of available skills 
  or techniques. When you are creating your character, 
  consider your desired profession as well as on which side 
  of the law your character stands. How did your character 
  fall into their practice? Are you part of an organization? 
  When did your innate skills manifest? (see the “Natural 
  Aptitude” class feature below) Do you use your powers 
  for money or do you fight for an ideal or cause?
  Ability Scores
  Dexterity should be your primary ability score. Depending 
  on the type of specialist you wish to create, you should 
  choose either Intelligence or Charisma as your second 
  highest ability score, followed by Wisdom.
  Class Features
  As a specialist, you have the following class features.
  Hit Points
  Hit Dice: 1d8 per specialist level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per specialist level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons, autopistol, longblade, 
  shortblade, sabre 
  Tools: Infiltration Tools
  Saving Throws: Dexterity, Intelligence
  Skills: Choose four from Acrobatics, Athletics, 
  Computers, Deception, Insight, Intimidation, 
  Investigation, Perception, Persuasion, Sleight of Hand, 
  and Stealth
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a sabre or (b) a light pistol with 15 rounds of 
  ammunition
  • (a) a light pistol with 15 rounds of ammunition or (b) 
  a shortblade
  • (a) an agent’s pack or (b) an explorer’s pack
  • (a) Armor Jacket, two combat knives, and infiltration 
  tools
  Natural Aptitude
  As an esper, you have a natural affinity for particular 
  skills. These innate skill competences come instinctively to 
  you. They could have manifested at anytime during your 
  lifetime, often marked with a specific visual effect. 
  At 1st level, choose two skills in which you are proficient, 
  or one of those skills and one tool proficiency in which you 
  are proficient (including vehicles). Your proficiency bonus 
  is doubled for any ability check you make that uses either 
  of those skills.
  At 6th level, you can choose two more of your 
  proficiencies (in skills or with tools or vehicles) to gain this 
  benefit.
  THE SPECIALIST
  Level
  Proficiency
  Bonus
  Deft
  Strike
  Features
  1st
  +2
  1d6
  Natural Aptitude, 
  Deft Strike, Shadownet ID
  2nd
  +2
  1d6
  Cunning Action
  3rd
  +2
  2d6
  Specialist Archetype
  4th
  +2
  2d6
  Ability Score Improvement
  5th
  +3
  3d6
  Uncanny Dodge
  6th
  +3
  3d6
  Natural Aptitude
  7th
  +3
  4d6
  Evasion
  8th
  +3
  4d6
  Ability Score Improvement
  9th
  +4
  5d6
  Specialist Archetype feature
  10th
  +4
  5d6
  Ability Score Improvement
  11th
  +4
  6d6
  Reliable Talent
  12th
  +4
  6d6
  Ability Score Improvement
  13th
  +5
  7d6
  Specialist Archetype feature
  14th
  +5
  7d6
  Blindsense
  15th
  +5
  8d6
  Slippery Mind
  16th
  +5
  8d6
  Ability Score Improvement
  17th
  +6
  9d6
  Specialist Archetype feature
  18th
  +6
  9d6
  Elusive
  19th
  +6
  10d6
  Ability Score Improvement
  20th
  +6
  10d6
  Stroke of Luck
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  OPTIONAL RULE: ESPER EFFECT
  You may choose a particular effect that manifests 
  whenever you use a skill in which you have a natural 
  aptitude. The effect reflects your esper link with the 
  Crucibles and may be visual or more intrinsic. Examples 
  could be small trails of wind behind you when using 
  the Acrobatics skill, data trails in your eyes when using 
  Computers, a slight darkening of light around you for 
  Stealth, or an aire of sheer confidence when using 
  Persuasion. Whatever effect you choose must be limited 
  to your character’s space and must also be approved by 
  your GM.
  OPTIONAL RULE: ESPER EFFECT
  to your character’s space and must also be approved by 
  your GM.
  your GM.
  Deft Strike
  Beginning at 1st level, you know how to exploit a foe’s 
  weakness to make a quick, powerful strike. Once per 
  turn, you can deal an extra 1d6 damage to one creature 
  you hit with an attack if you have advantage on the attack 
  roll. The attack must use a finesse or a ranged weapon.
  You don’t need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and you don’t have disadvantage on the 
  attack roll.
  Shadownet ID
  Your training and expertise have earned you an online 
  avatar on the Shadownet – a secret underworld of 
  locations and networks within the Silrayne Intergalactic 
  Matrix (SIM). These secret messages and locations can 
  only be accessed or decoded with a personal set of codes 
  and your Shadownet ID (which may also require a partial 
  genetic ID as well).
  Members of the Shadownet can converse in private, 
  trade or share secrets, acquire locations for black market 
  goods and resources, and look up information about 
  different territories and the secret societies that may 
  operate in those areas.
  Cunning Action
  Starting at 2nd level, your superior reaction and agility 
  allow you to move and act quickly. You can take a bonus 
  action on each of your turns in combat. This action can 
  be used only to take the Dash, Disengage, or Hide action.
  Specialist Archetype
  At 3rd level, you may choose an archetype that represents 
  your chosen form of expertise and your path toward 
  improvement. Your archetype choice grants you features 
  at 3rd level and then again at 9th, 13th, and 17th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 10th, 12th, 
  16th, and 19th level, you can increase one ability score of 
  your choice by 2, or you can increase two ability scores of 
  your choice by 1. As normal, you can’t increase an ability 
  score above 20 using this feature
  Uncanny Dodge
  Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to 
  halve the attack’s damage against you.
  Evasion
  Beginning at 7th level, you can nimbly dodge out of the 
  way of certain area effects, such as the gravity well talent 
  or a drone’s blast pattern ability. When you are subjected 
  to an effect that allows you to make a Dexterity saving 
  throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half 
  damage if you fail.
  Reliable Talent
  By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability 
  check that lets you add your proficiency bonus, you can 
  treat a d20 roll of 9 or lower as a 10.
  Blindsense
  Starting at 14th level, if you are able to hear, you are 
  aware of the location of any hidden or invisible creature 
  within 10 feet of you.
  Slippery Mind
  By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Elusive
  Beginning at 18th level, you are so evasive that attackers 
  rarely gain the upper hand against you. No attack roll has 
  advantage against you while you aren’t incapacitated.
  Stroke of Luck
  At 20th level, you have an uncanny knack for succeeding 
  when you need to. If your attack misses a target within 
  range, you can turn the miss into a hit. Alternatively, if 
  you fail an ability check, you can treat the d20 roll as a 
  20.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  Specialist Archetypes
  Though specialists are trained with many similar basic 
  traits, very rarely are any of them cut from the same 
  cloth. Your archetype represents the path upon which 
  you’ve chosen to focus your training as a specialist, as 
  well as the style in which you operate.
  
  Infiltrator
  You focus your skills in the art of infiltration, 
  investigation, and subtle acquisition. Infiltrators are 
  often found in the deepest depths of abandoned ruins 
  or secret bunkers searching for clues, treasure, or secrets 
  long buried.
  Fast Hands
  Starting at 3rd level, you can use the bonus action 
  granted by your Cunning Action to make a Dexterity
   (Sleight of Hand) check, use your infiltration tools to 
  disarm a device or open a lock, or take the Use an Object 
  action.
  Light as a Feather
  When you choose this archetype at 3rd level, you gain 
  additional control over your movements. You may opt to 
  roll Dexterity (Acrobatics) for any climbing skill check. 
  You may scale any solid surface and climbing no longer 
  costs you extra movement.
  In addition, you may substitute your Dexterity modifier 
  for determining jumping heights and distances.
  Stealth Mastery
  Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed 
  on the same turn.
  Electronics Expert
  By 13th level, you’re an expert at the inner workings of 
  different electronic and tech driven devices. You gain 
  advantage on any Intelligence (Computers) check made 
  to identify and operate any computer console or data 
  device. You also ignore any language restrictions toward 
  activating and operating these devices.
  Supreme Reflexes
  When you reach 17th level, you have become adept at 
  laying ambushes and quickly escaping danger. You can 
  take two turns during the first round of any combat. You 
  take your first turn at your normal initiative and your 
  second turn at your initiative minus 10. You can’t use this 
  feature when you are surprised.
  Investigator
  You’re an expert at drawing out the truth, whether it 
  be from a complex crime scene, a shady contraband 
  deal, or a tricky system of hidden codes and puzzles. 
  Your profession can take many forms. Detectives, 
  analysts, reporters, and law enforcement all benefit from 
  specializing in this archetype.
  Expert Interrogator
  When you choose this archetype at 3rd level, you become 
  adept at discerning between facts and fabrications. You 
  gain a bonus equal to half your specialist level on any 
  Wisdom (Insight) check to determine whether a creature 
  is lying. If you succeed on one of these checks, you 
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  gain the same bonus on any Charisma (Persuasion) or 
  Charisma (Intimidation) checks made to persuade the 
  truth out of the same target.
  Perceptive Vigilance
  Beginning at 3rd level, if you roll a 1 on any Wisdom 
  (Perception) check or Intelligence (Investigation) check to 
  spot or reveal a hidden creature or object, you can reroll 
  the die and must use the new roll.
  Intuitive Action
  At 3rd level, you can use your Cunning Action feature 
  to analyze the movements of a foe and take advantage 
  of their weak point. Whenever a creature makes a melee 
  weapon attack against you, you can spend the bonus 
  action provided by your Cunning Action feature to give 
  disadvantage to that attack roll. If the attack misses, 
  your next attack roll made against that creature has 
  advantage.
  You can use this feature a number of times equal to 
  your Intelligence modifier (minimum of 1). You regain all 
  uses when you complete a short or long rest.
  Sharp Instincts
  At 9th level, if you are not engaged in any strenuous 
  activity (such as running, climbing, fighting, or 
  concentrating on a power), you have advantage on any 
  Intelligence (Investigation) or Wisdom (Perception) 
  check.
  Exacting Eye
  Starting at 13th level, you can pick out small 
  inconsistencies that can easily be overlooked by an 
  untrained eye. You are immune to being charmed. In 
  addition, you have advantage on all Wisdom saving 
  throws made versus any illusion, regardless if created 
  through mundane means, an innate ability, or an esper 
  power.
  Intuitive Tactician
  At 17th level, you can fully take advantage of an enemy’s 
  weak points. When you use your Intuitive Action feature 
  against a target you gain advantage to attack rolls against 
  that creature for 1 minute, regardless of whether or not 
  their attack missed you.
  Operative
  You are trained in the art of surprise, getting close to 
  your target for information, manipulation, or to strike 
  when they least expect it. Many operatives carry the title 
  of agent, assassin, spy, or more colloquial terms such as 
  spook or ghost. Your style is deceptive, yet direct, taking 
  no chances unless it’s for maximum effect.
  Trained in the Art
  At 3rd level, choose one prime talent between analyze 
  device, mental missive, proton blade, and trigger device. You may 
  use this talent as a melder of the same level. 
  In addition, you also gain proficiency with the disguise 
  kit and one tool of your choice between a forgery kit, 
  hacker’s kit, or one type of gaming set.
  Vital Strike
  At 3rd level, you are trained to strike quickly and 
  effectively before your enemy makes the first move. You 
  have advantage on attack rolls against any creature 
  that has not yet taken a turn in combat. In addition, 
  any hit you score against a creature that is surprised is 
  a critical hit.
  Forged Identity
  Starting at 9th level, you can easily create false identities 
  for yourself. You must spend five days and 50 credits in 
  resources to establish the records, historical data, and 
  associations for your chosen identity. You can’t establish 
  an identity that belongs to someone else. A general search 
  of your new identity in the SIM will reveal a satisfactory 
  amount of information.
  If you later choose to adopt the new identity as a 
  disguise, others automatically believe you to be that 
  person until substantial evidence reveals otherwise.
  Impersonation
  At 13th level, you become a master of disguise, able 
  to impersonate the speech patterns, movements, and 
  mannerisms of another individual. You must spend at 
  least three hours studying various prerequisites such as 
  personal data, recordings, and physical observations.
  You gain advantage on any ability check made with 
  your disguise kit toward creating a replica of any special 
  markings, trinkets, or unique features for the person 
  you’re impersonating.
  To the passive eye, you’re indistinguishible from the 
  real thing. If your identity is suspected or tested, you 
  gain advantage on any Charisma (Deception) checks you 
  make to avoid being discovered.
  Assassination
  Starting at 17th level, you become adept at dealing swift 
  death blows. When you attack and hit a creature that is 
  surprised, it must make a Constitution saving throw (DC 
  8 + your proficiency score + your Dexterity modifier). On 
  a failed save, the target takes double the damage from 
  your attack.
  Artifice
  You specialize in the use of a sorium powered implant 
  and devices to generate the effects of various esper 
  powers. You hide your abilities in plain sight, your tools 
  and devices taking the form of trinkets, clothing, or 
  other mundane objects linked to your internal system. 
  Combining quick thinking with fluid motion, you adapt 
  to any situation by outmaneuvering your foe.
  Sensory Defense
  Starting at 3rd level, if you make a successful melee attack 
  against a creature, that creature can’t make opportunity 
  attacks against you for the rest of your turn.
  
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  Esper Talents
  Beginning at 3rd level when you choose this archetype, 
  you gain the ability to use talents from the melder powers 
  list. See chapter 11 for rules on esper powers and the 
  melder powers list.
  Prime Talents. You learn three prime talents of your 
  choice from the melder powers list. You learn an 
  additional prime talent at 10th level.
  Talent Points. The Artifice Talents table shows shows the 
  number of talent points you have to use on your esper 
  talents. These points represent the amount of personal 
  energy that must be channeled into the talent in order 
  to produce the desired effect. Once your pool of talent 
  points is depleted, you are on the brink of exhaustion. 
  Your regain all of your points once you finish a long rest.
  Each talent has a rank and a point cost associated with 
  it. If you do not have enough points to cover the cost, you 
  can’t use the talent. You can only learn and use talents 
  up to a certain rank depending on your level. These are 
  shown in the Maximum Talent Rank column.
  Talents Known of Rank 1 and Higher. You know three rank 
  1 melder talents of your choice. They must be from the 
  clairsentient, metaphase, or psychogenic domains.
  The Talents Known column of the Artifice Talents 
  table shows when you learn more melder talents of 
  rank 1 or higher. Each of these talents must be from the 
  clairsentient, metaphase, or psychogenic domains, and 
  must be of a rank equal to or less than your maximum 
  talent rank. For instance, when you reach 7th level in this 
  class, you can learn one new rank 1 or rank 2 talent.
  When you learn a new talent at 4th, 8th, 14th, and 
  20th level, those talents can be from any domain.
  Whenever you gain a level in this class, you can replace 
  one of the melder talents you know with another talent of 
  your choice from the melder powers list. The new talent 
  must be of a rank equal to or less than your maximum 
  talent rank, and it must be a clairsentient, metaphase, or 
  psychogenic talent, unless you’re replacing the talent you 
  gained at 4th, 8th, 14th, or 20th level.
  Channeling Ability. Intelligence is your channeling 
  ability for your melder talents. You use your Intelligence 
  whenever a talent refers to your channeling ability. In 
  addition, you use your Intelligence modifier when setting 
  the saving throw DC for a melder talent you use and 
  when making an attack roll with one.
  Channeling save DC = 8 + your proficiency bonus + 
  your Intelligence modifier
  Channeling attack modifier = your proficiency bonus 
  + your Intelligence modifier
  ARTIFICE TALENTS
  Level
  Prime 
  Talents
  Talents 
  Known
  Talent 
  Points
  Maximum 
  Talent Rank
  3rd
  3
  3
  4
  1
  4th
  3
  4
  6
  1
  5th
  3
  4
  6
  1
  6th
  3
  4
  6
  1
  7th
  3
  5
  14
  2
  8th
  3
  6
  14
  2
  9th
  3
  6
  14
  2
  10th
  4
  7
  17
  2
  11th
  4
  8
  17
  2
  12th
  4
  8
  17
  2
  13th
  4
  9
  27
  3
  14th
  4
  10
  27
  3
  15th
  4
  10
  27
  3
  16th
  4
  11
  32
  3
  17th
  4
  11
  32
  3
  18th
  4
  11
  32
  3
  19th
  4
  12
  38
  4
  20th
  4
  13
  38
  4
  Gravity Dampener
  At 9th level, you are able to use your sorium implant 
  to alter gravity’s effects on you in minor ways. You may 
  move through an additional 5 feet of difficult terrain 
  without penalty. You also gain advantage on saving 
  throws against being knocked prone and triggering 
  pressure sensitive traps.
  Active Cloaking
  At 13th level, you can instinctively refract light and 
  sound around your form. When you take the Hide 
  action using your Cunning Action feature, you instead 
  become invisible as if under the effects of the obfuscate 
  talent. This effect lasts for 1 minute or until you lose your 
  concentration (as if you were concentrating on an esper 
  power). The effect also ends if you make an attack or use 
  an esper power.
  Reprogrammed Module
  When you reach 17th level, you can modify and increase 
  the versatility of your device effects. You learn the unravel 
  effect talent. This talent counts as an artifice talent for 
  you and does not count toward your number of known 
  talents. 
  In addition, you can choose two of your known talents 
  and replace them with any other talent or technique from 
  the powers list of any other class. These talents count 
  as artifice talents for you. The power must be of a rank 
  equal to or less than your maximum talent rank.
  
  Warrior
  Maintaining her focus, the ashenforged sees the 
  impending ambush from the two gangers closing 
  in on her. In a single fluid motion, she draws her 
  blades and spins gracefully, cutting the two punks 
  down before they could draw their next breath.
  A human mercenary readies his rifle as a hail of 
  gunfire pelts into the conduit he’s leaned against. 
  He points out the enemy’s location to his 
  companions. Nodding in a silent countdown, 
  his digital scope marks the target, signaling 
  his squad to execute a coordinated attack.
  Blocking a laser barrage with her 
  energy shield, the valna guard focuses 
  energy into her pistol before firing 
  a stream of electricity into a 
  mecharoid. The huge machine 
  stumbles from the electrical 
  jolt. Seizing on the opportunity, 
  the valna’s matokai companion 
  charges forward, burying his axe 
  deep into the robot’s steel frame.
  Durability and mastery of arms 
  are the highlights of the warrior’s 
  abilities. While anyone can shoot a gun 
  or swing a blade, only warriors can 
  effectively practice the basics of all 
  forms of combat. Their versatility 
  and extensive training make them a 
  force to be reckoned with in any 
  confontation.
  arrior
  arrior
  Maintaining her focus, the ashenforged sees the 
  impending ambush from the two gangers closing 
  in on her. In a single fluid motion, she draws her 
  blades and spins gracefully, cutting the two punks 
  down before they could draw their next breath.
  A human mercenary readies his rifle as a hail of 
  gunfire pelts into the conduit he’s leaned against. 
  He points out the enemy’s location to his 
  companions. Nodding in a silent countdown, 
  his digital scope marks the target, signaling 
  his squad to execute a coordinated attack.
  Blocking a laser barrage with her 
  energy shield, the valna guard focuses 
  energy into her pistol before firing 
  a stream of electricity into a 
  mecharoid. The huge machine 
  stumbles from the electrical 
  jolt. Seizing on the opportunity, 
  the valna’s matokai companion 
  charges forward, burying his axe 
  deep into the robot’s steel frame.
  Durability and mastery of arms 
  are the highlights of the warrior’s 
  abilities. While anyone can shoot a gun 
  or swing a blade, only warriors can 
  effectively practice the basics of all 
  forms of combat. Their versatility 
  and extensive training make them a 
  force to be reckoned with in any 
  Maintaining her focus, the ashenforged sees the 
  impending ambush from the two gangers closing 
  in on her. In a single fluid motion, she draws her 
  blades and spins gracefully, cutting the two punks 
  down before they could draw their next breath.
  A human mercenary readies his rifle as a hail of 
  gunfire pelts into the conduit he’s leaned against. 
  He points out the enemy’s location to his 
  companions. Nodding in a silent countdown, 
  his digital scope marks the target, signaling 
  his squad to execute a coordinated attack.
  Blocking a laser barrage with her 
  energy shield, the valna guard focuses 
  energy into her pistol before firing 
  a stream of electricity into a 
  mecharoid. The huge machine 
  stumbles from the electrical 
  jolt. Seizing on the opportunity, 
  the valna’s matokai companion 
  charges forward, burying his axe 
  deep into the robot’s steel frame.
  Durability and mastery of arms 
  are the highlights of the warrior’s 
  abilities. While anyone can shoot a gun 
  or swing a blade, only warriors can 
  effectively practice the basics of all 
  forms of combat. Their versatility 
  and extensive training make them a 
  force to be reckoned with in any 
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  Ability Scores
  Strength or Dexterity should be your primary ability score 
  depending on your fighting style. In addition to these 
  two, Constitution should also be your second or third 
  highest ability score.
  Class Features
  As a warrior, you have the following class features.
  Hit Points
  Hit Dice: 1d10 per warrior level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per warrior level after 1st
  Proficiencies
  Armor: All armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Strength, Constitution
  Skills: Choose two skills from Acrobatics, Athletics, 
  Insight, Intimidation, Lore, Perception, Persuasion, and 
  Survival
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  (a) heavy trooper armor or (b) armor jacket and an 
  autopistol
  (a) a martial weapon and shield or (b) two martial 
  weapons
  (a) a simple ranged weapon or (b) a simple melee 
  weapon
  (a) an explorer’s pack
  Combat Style
  You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a 
  Fighting Style option more than once, even if you later get 
  to choose again.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and 
  no other weapons, you gain a +2 bonus to damage rolls 
  with that weapon.
  Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you 
  make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, 
  even if the new roll is a 1 or a 2. The weapon must have the 
  two-handed or versatile property to gain this benefit.
  Gunnery
  When you are wielding a firearm with the recoil property, 
  that firearm’s recoil value is reduced by 1 (to a minimum 
  of zero).
  Protection
  When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction 
  to impose disadvantage on the attack roll. You must be 
  wielding a shield or a reach weapon.
  Range Deterrence
  If a creature within 5 feet of you makes a ranged weapon 
  attack, you can use your reaction to make an opportunity 
  attack against that creature.
  Point Shooting
  When making a ranged weapon attack while you are 
  within 5 feet of a hostile creature, you do not have 
  disadvantage on the attack roll.
  Sharpshooting
  You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add 
  your ability modifier to the damage of the second attack.
  Zone Defender
  As a bonus action, you can enter a defensive stance 
  that lasts until the start of your next turn. While in your 
  defensive stance, you can make opportunity attacks 
  THE WARRIOR
  Level
  Proficiency 
  Bonus
  Features
  1st
  +2
  Combat Style, Second Wind
  2nd
  +2
  Action Surge (one use)
  3rd
  +2
  Martial Archetype
  4th
  +2
  Ability Score Improvement
  5th
  +3
  Extra Attack
  6th
  +3
  Ability Score Improvement
  7th
  +3
  Martial Archetype Feature
  8th
  +3
  Ability Score Improvement
  9th
  +4
  Indomitable (one use)
  10th
  +4
  Martial Archetype Feature
  11th
  +4
  Extra Attack (2)
  12th
  +4
  Ability Score Improvement
  13th
  +5
  Indomitable (two uses)
  14th
  +5
  Ability Score Improvement
  15th
  +5
  Martial Archetype Feature
  16th
  +5
  Ability Score Improvement
  17th
  +6
  Action Surge (two uses), Indomitable 
  (three uses)
  18th
  +6
  Martial Archetype Feature
  19th
  +6
  Ability Score Improvement
  20th
  +6
  Extra Attack (3)
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  without using your reaction, and you can use your 
  reaction to make a melee attack against a creature that 
  moves more than 5 feet while within your reach.
  Second Wind
  You have the ability to draw energy into yourself to regain 
  stamina and recover from minor wounds. On your turn, 
  you can use a bonus action to either regain hit points equal 
  to 1d10 + your warrior level, or you may instead remove 
  one point of exhaustion. Once you use this feature, you 
  must finish a short or long rest before you can use it again.
  Action Surge
  Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take 
  one additional action on top of your regular action and a 
  possible bonus action.
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. Starting at 17th 
  level, you can use it twice before a rest, but only once on 
  the same turn.
  Martial Archetype
  At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques.
  Choose Paragon, Commando, or Storm Guard, all 
  detailed at the end of the class description. The archetype 
  you choose grants you features at 3rd level and again at 
  7th, 10th, 15th, and 18th level.
  Ability Score Improvement
  When you reach 4th level, and again at 6th, 8th, 12th, 
  14th, 16th, and 19th level, you can increase one ability 
  score of your choice by 2, or you can increase two ability 
  scores of your choice by 1. As normal, you can’t increase 
  an ability score above 20 using this feature.
  Extra Attack 
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  The number of attacks increases to three when you 
  reach 11th level in this class and to four when you reach 
  20th level in this class.
  Indomitable 
  Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you 
  can’t use this feature again until you finish a long rest.
  You can use this feature twice between long rests 
  starting at 13th level and three times between long rests 
  starting at 17th level.
  Martial Archetypes
  Warriors are well-rounded, but each one specializes in 
  a different form of combat. The archetype you choose 
  reflects the kind of warrior you are and how you view 
  your art.
  A
   S
   I
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Paragon
  The paragon is a master-of-arms who specializes on 
  delivering deadly force with swift accuracy. Those who 
  follow this path combine their abilities with rigorous 
  training to deliver decisive blows to any adversary.  
  Imbued Strike
  At 3rd level, you can channel esper energy into your 
  attacks. As a bonus action on your turn, you may activate 
  this feature to gain advantage on your attack rolls Until 
  the end of your current turn, when you hit with your 
  weapon attacks, you deal additional weapon damage 
  equal to your Constitution modifier (minimum of 1). This 
  feature has no effect on burst fire damage from ranged 
  weapons.
  You can use this feature three times, after which you 
  can regain all of your uses when you complete a short 
  or long rest. You gain an additional use of this feature at 
  10th level, and again at 18th level.
  Athletic Boost
  At 7th level, you receive a boost to your physical prowess. 
  You can add half your proficiency bonus (round up) to 
  any Strength, Dexterity, or Constitution check you make 
  that doesn’t already use your proficiency bonus.
  In addition, when you make a running long jump, the 
  distance you can cover increases by a number of feet 
  equal to your Strength modifier.
  Additional Fighting Style
  At 10th level, you can choose a second option from the 
  Fighting Style class feature.
  Rapid Strike
  Starting at 15th level, you learn to trade accuracy for 
  swift strikes. When you take the Attack action on your 
  turn, if you have advantage on a weapon attack against 
  a target, you can forgo that advantage for that roll to 
  instead make an additional weapon attack against the 
  same target as part of the same action. You can use this 
  feature only once per turn.
  Survivor
  At 18th level, you attain the pinnacle of resilience in 
  battle. At the start of each of your turns, you regain hit 
  points equal to 5 + your Constitution modifier if you have 
  no more than half of your hit points left.
  You don’t gain this benefit if you have 0 hit points.
  Commando
  Experts in the field, commandos receive specialty 
  training in both tactics and equipment and use them 
  in combination to take down their opponents. Their 
  versatility and know-how make them indispensible 
  squadmates when the bullets start flying.
  Tactical Training
  At 3rd level, you receive additional training to 
  compliment your abilities. Gain proficiency in one tool 
  or vehicle, or in one of the following skills: Computers, 
  Insight, Perception, Stealth, Survival, and Xenobiology.
  Stunts
  Beginning at 3rd level when you choose this archetype, 
  you learn tactical maneuvers known as stunts. These 
  stunts come with an effect powered by a special die called 
  a stunt die.
  Stunt Dice. You have three stunt dice which are d8s. 
  These dice may be assigned to your Combat Stunts (listed 
  below). The dice must be assigned to your chosen stunt 
  before use. You may assign more than one die to any 
  stunt. Stunt dice may be reassigned at the end of a short 
  or long rest.
  A stunt die is expended as soon as the stunt it’s 
  assigned to is activated. You can only expend only one 
  stunt die per activated stunt. Some stunts may require 
  you to spend your reaction or bonus action to activate. 
  You recover all of your stunt dice whenever you finish a 
  short or long rest.
  You gain another stunt die at 7th level, and again at 
  10th and 15th level.
  Saving Throws. Some stunts may require a saving throw 
  from the chosen target. The saving throw is calculated as 
  follows.
  Stunt save DC = 8 + your proficiency bonus + your 
  Constitution modifier
  Demolisher
  At 7th level, you become proficient in use of grenades 
  and demolition tools.
  Expanded Stunts
  Beginning at 10th level, your stunt dice turn into d10s At 
  18th level, they turn into d12s. You also gain the following 
  expanded stunts.
  Commanding Surge. You are able to call out tactics 
  to your allies, allowing them to fight harder and faster 
  When you use your Action Surge, instead of taking the 
  additional action, you instead allow two of your allies to 
  use their bonus action to make an additional attack.
  Courageous Wind. When you use your Second Wind 
  feature, you may activate this technique within the same 
  bonus action. Choose three companions within 30 feet of 
  you that can see or hear you. Those allies gain hit points 
  equal to the number rolled on the stunt die.
  Explosive Charge. You attach an explosive device to your 
  target. At the start of its next turn, it takes fire damage 
  equal to the stunt die and must make a Constitution 
  saving throw or become stunned until the end of your 
  next turn.
  
  Boundless Determination
  Starting at 15th level, when you roll initiative and have no 
  stunt dice remaining, you regain the use of one of your 
  assigned stunt dice.
  Combat Stunts
  The following stunts are available to the Commando.
  Counterstrike. When a creature misses you with a melee 
  attack, you can use your reaction and make a melee 
  attack against the target. On a hit, add the stunt die to 
  the damage roll. 
  Double Shot. When you hit a creature with a weapon 
  attack, you can attempt to damage another nearby 
  target. Choose another creature within 5 feet of the 
  original target and within your 
  weapon’s range. If the original attack 
  roll would hit the second creature, it 
  takes damage equal to the number 
  you roll on your stunt die. The 
  damage is of the same type dealt by 
  the original attack.
  Extra Drive. You give yourself a 
  boost to your physical prowess. Add 
  the stunt die to a single Strength or 
  Dexterity based skill check.
  Flash Burst. Upon a successful hit 
  from a melee or ranged attack, you 
  can unleash a burst of energy upon 
  the target. You add the stunt die to 
  the attack’s damage roll and the 
  target must make a Dexterity saving 
  throw or become blinded until the 
  end of its next turn.
  Guardian’s Mark. You mark one 
  creature within 5 feet of you that 
  you can see. Until the end of your 
  next turn, if the marked target makes 
  a weapon attack against any other 
  target except you, you can use your 
  reaction to make a single melee 
  weapon attack against the target, 
  adding the stunt die to the attack roll.
  Parry. When you are hit with a 
  weapon attack, you can use your 
  reaction to add the number rolled 
  on the stunt die to your AC for the 
  incoming attack. If the attack still 
  hits, you take half damage from it.
  Precision Strike. When you make a 
  weapon attack roll against a creature, 
  add the stunt die to the roll. You can 
  use this stunt before or after making 
  the attack roll, but before any effects 
  of the attack are applied.
  Quick Jab. You can spend a bonus 
  action to strike an enemy with an 
  elbow, knee, or a gun or weapon 
  handle. Make a melee attack roll 
  with a melee weapon or improvised 
  weapon against a creature within 5 feet of you that you 
  can see. On a hit, the target takes the number rolled on 
  the stunt die as bludgeoning damage and it can’t make 
  opportunity attacks until the end of its next turn.
  Return Fire. When a creature misses you with a ranged 
  attack, you can use your reaction and make a single 
  ranged weapon attack against the target, adding the 
  stunt die to the attack roll.
  Shoving Attack. When you hit a creature with a melee 
  weapon attack, add the stunt die to the damage roll. If 
  the creature is Large size or smaller, they must make a 
  Strength saving throw or be pushed up to 10 feet away 
  from you and knocked prone.
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Sure Footed. You can spend a bonus action to exert 
  control over your own center of gravity. When you do 
  so, add the stunt die to any Strength or Dexterity saving 
  throw made against being forcibly pushed, pulled, 
  knocked back or knocked down. This effect lasts until the 
  end of your next turn.
  Targeted Drop. When you use a grenade or other 
  demolitions device, you can add the stunt die to either 
  your Strength (Athletics) check used to throw the grenade 
  or your attack roll with a launcher.
  Team Strike. On a successful hit from one of your 
  attacks, you can forgo dealing damage to set up an 
  attack for a companion. Choose a friendly creature who 
  can see and hear you. The creature can use its reaction 
  to make one weapon attack, adding the stunt die to their 
  attack roll.
  Tumbling Maneuver. When you move, you can roll the 
  stunt die and add the number rolled to your AC until you 
  stop moving.
  Storm Guard
  You are trained in the use of weapon attacks powered 
  by a sorium implant. Storm Guards are often elite 
  protectorates within the regional armies of the Silrayne 
  Arc, such as the Order of Infinity. There are many, 
  however, who choose to carve their own path.
  Expert Training
  When you choose this archetype at 3rd level, you 
  gain proficiency in one skill of your choice between 
  Astrophysics, Lore, Mechanics, and Xenobiology. You also 
  gain proficiency in a tool of your choice.
  Weapon Link
  Beginning at 3rd level, you gain the ability to channel 
  the esper power generated from your implant directly 
  into a chosen weapon. It takes one hour to forge a bond 
  between your sorium implant and your weapon link 
  which can be completed within a short rest. The weapon 
  must be in your possession during the link.
  Once you have formed the link, you can spend a bonus 
  action to call the weapon from any location to appear 
  directly into your hand.
  You may have up to two weapon links, however only 
  one can be summoned at a time. In order to link with a 
  third weapon, you must first terminate the link with one 
  of the other two weapons.
  Weapon Surge
  At 3rd level, you can channel cosmic energies through 
  your weapon link. When you use this feature, you learn 
  two Weapon Surge options of your choice (see “Weapon 
  Surge Effects” listed below).
  Once per turn, when you hit with your weapon link 
  using the Attack action, you can apply a Weapon Surge 
  to that attack in addition to your normal damage. You 
  can use this feature twice and you regain all uses when 
  you complete a short or long rest.
  You gain additional Weapon Surge options at 7th, 10th, 
  and 15th level.
  The effect lasts until the end of your next turn.
  Saving Throws. Some surge effects may require a saving 
  throw from the chosen target. The saving throw is 
  calculated as follows.
  Surge save DC = 8 + your proficiency bonus + your 
  Constitution modifier
  Residual Surge
  At 7th level, whenever you use your Surge Effect feature, 
  until the end of your next turn, you can change the 
  damage type of your weapon link to match the damage 
  type of the Surge Effect. For example, if you use the Fire 
  Burst effect as your Surge Effect option, your weapon link 
  deals fire damage instead of its normal damage type until 
  the end of your next turn.
  The effect is reflected in the appearance of a melee 
  weapon while altering the appearance of ammunition in 
  a ranged weapon.
  In addition, when you use this feature, your weapon 
  link is considered to be forge-enhanced for the purposes 
  of overcoming resistances and immunity to mundane 
  damage until the effect ends.
  Precision Strike
  At 10th level, when you miss with a weapon attack made 
  with your weapon link, you can use your Surge Effect 
  feature to reroll the attack roll. If the attack hits, resolve 
  the Surge Effect normally. If the attack misses, you still 
  lose one of the uses of your Weapon Surge.
  Boundless Surge
  Starting at 15th level, when you roll initiative and have 
  no Weapon Surges remaining, you regain one use of your 
  Weapon Surge.
  Energy Affinity
  Starting at 18th level, whenever you use your Residual 
  Surge feature, you also gain resistance to damage type 
  associated with your weapon link.
  Surge Effects
  Different effects are produced when the Energy Surge 
  power is used varying by damage type. The effects are 
  listed below in alphabetical order.
  Acid Ring. The target and three creatures of your choice 
  within 10 feet of the target must succeed on a Dexterity 
  saving throw, taking 2d6 acid damage on a failed save 
  and half as much on a successful one. In addition, on 
  a failed save, the next attack on the target is made with 
  advantage to the roll.
  The acid damage increases to 4d6 at 18th level.
  Disruption Strike: The target takes an additional 1d6 
  necrotic damage and must make a Constitution saving 
  throw. On a failed save, the target takes another 1d6 
  necrotic damage and cannot regain any hit points until 
  the end of its next turn.
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  At 18th level, the necrotic damage and the necrotic 
  damage on a failed save both increase to 2d6.
  Flame Burst. The target takes an additional 2d6 fire 
  damage and three creatures of your choice within 10 feet 
  of the target must succeed on a Dexterity saving throw or 
  take 2d6 fire damage.
  At 18th level, the fire damage increases to 4d6.
  Force Drive: The target takes an additional 2d6 force 
  damage. and must make a Constitution saving throw or 
  be pushed up to 15 feet and knocked prone.
  At 18th level, the force damage increases to 4d6.
  Frost Strike. The target takes an additional 2d6 
  cold damage and its speed is reduced by 10 feet. At 
  the beginning of each of its turns, it must make a 
  Constitution saving throw or suffer an additional 1d6 
  cold damage. The effect ends on a successful save.
  At 18th level, the cold damage increases to 4d6 and the 
  cold damage on the following turns increases to 2d6.
  Lightning Shock: The target takes an additional 1d6 
  lightning damage and cannot take any reactions until the 
  end of its next turn.
  At 18th level, the lightning damage increases to 2d6.
  Radiant Flare: The target takes an additional 2d6 
  radiant damage and must make a Wisdom saving throw 
  or become blinded until the end of its next turn.
  At 18th level, the radiant damage increases to 4d6.
  Justicar
  A perfect fusion of power and focus, justicars blend the 
  use of esper talents into their arsenal of battle tactics. 
  Their talents are concentrated toward control over force 
  of motion and mastery of the elements. This focused 
  assortment of talents, grants them mastery over the field 
  while having the ability to unleash devastating energies 
  against multiple foes. The few who aim to become 
  justicars do so with rigid training and mastery of self, 
  which often carries with it a sense of honor and virtue.
  Esper Talents
  Beginning at 3rd level when you choose this archetype, 
  you gain the ability to use talents from the melder powers 
  list. See chapter 11 for rules on esper powers and the 
  melder powers list.
  Prime Talents. You learn three prime talents of your 
  choice from the melder powers list. You learn an 
  additional prime talent at 10th level.
  Talent Points. The Justicar Talents table shows shows the 
  number of talent points you have to use on your esper 
  talents. These points represent the amount of personal 
  energy that must be channeled into the talent in order 
  to produce the desired effect. Once your pool of talent 
  points is depleted, all of your energy is spent. Your regain 
  all of your points once you finish a long rest.
  Each talent has a rank and a point cost associated with 
  it. If you do not have enough points to cover the cost, you 
  can’t use the talent. You can only learn and use talents 
  up to a certain rank depending on your level. These are 
  shown in the Maximum Talent Rank column.
  Talents Known of Rank 1 and Higher. You know three rank 
  1 melder talents of your choice. Two of them must be 
  from the elemental and kinesis domains.
  The Talents Known column of the Justicar Talents table 
  shows when you learn more melder talents of rank 1 or 
  higher. Each of these talents must be from the elemental 
  and kinesis domains, and must be of a rank equal to or 
  less than your maximum talent rank. For instance, when 
  you reach 7th level in this class, you can learn one new 
  rank 1 or rank 2 talent.
  When you learn a new talent at 8th, 14th, and 20th 
  level, those talents can be from any domain.
  Whenever you gain a level in this class, you can replace 
  one of the melder talents you know with another talent of 
  your choice from the melder powers list. The new talent 
  must be of a rank equal to or less than your maximum 
  talent rank, and it must be an elemental or kinesis talent, 
  unless you’re replacing the talent you gained at 8th, 14th, 
  or 20th level.
  Channeling Ability. Intelligence is your channeling 
  ability for your melder talents. You use your Intelligence 
  whenever a talent refers to your channeling ability. In 
  addition, you use your Intelligence modifier when setting 
  the saving throw DC for a melder talent you use and 
  when making an attack roll with one.
  Channeling save DC = 8 + your proficiency bonus + 
  your Intelligence modifier
  Channeling attack modifier = your proficiency bonus 
  + your Intelligence modifier
  JUSTICAR TALENTS
  Level
  Prime 
  Talents
  Talents 
  Known
  Talent 
  Points
  Maximum 
  Talent Rank
  3rd
  3
  3
  4
  1
  4th
  3
  4
  6
  1
  5th
  3
  4
  6
  1
  6th
  3
  4
  6
  1
  7th
  3
  5
  14
  2
  8th
  3
  6
  14
  2
  9th
  3
  6
  14
  2
  10th
  4
  7
  17
  2
  11th
  4
  8
  17
  2
  12th
  4
  8
  17
  2
  13th
  4
  9
  27
  3
  14th
  4
  10
  27
  3
  15th
  4
  10
  27
  3
  16th
  4
  11
  32
  3
  17th
  4
  11
  32
  3
  18th
  4
  11
  32
  3
  19th
  4
  12
  38
  4
  20th
  4
  13
  38
  4
  
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  ESPER GENESIS • CORE MANUAL • CL A S SES
  Bonded Armor
  At 3rd level, you learn a rare practice that allows you to 
  form a bond between yourself and your armor. The armor 
  must be within your reach throughout the procedure, at 
  the conclusion of which the bond is completed and the 
  armor is stored in an extradimensional space.
  Once you have formed the link, you can spend a bonus 
  action to call your bonded armor to appear directly onto 
  your body. If the armor has a Strength requirement for 
  heavy armor, your speed is not reduced. Your bonded 
  armor is considered to be forge enhanced for the 
  purposes of resisting effects from esper powers.
  You can adapt one forge enhanced armor to be your 
  bonded armor by performing the same procedure unless 
  it’s core-bonded. The armor ceases being your bonded 
  armor if you die, if you perform the 1-hour procedure 
  on a different armor, or if you use the same 1-hour 
  procedure to break your bond to it. The armor appears 
  at your feet if it is in the extradimensional space when the 
  bond breaks.
  You may have only one bonded armor at a time. In 
  order to link with another suit of armor, you must first 
  terminate the link with your current one.
  Kinetic Guard
  Beginning at 7th level, you can use your powers to defend 
  yourself or nearby allies from incoming attacks. If you 
  or a creature you can see within 10 feet of you is hit by 
  an attack, you can use your reaction to roll 1d8, adding 
  the number rolled to the target’s AC against that attack. 
  If the attack still hits, the target has resistance to the 
  damage from that attack.
  You can use this feature a number of times equal to 
  your Intelligence modifier (minimum of 1). You regain all 
  uses after you finish a long rest.
  Weakening Strike
  Starting at 10th level, when you hit a creature with a 
  weapon attack, that creature has disadvantage on the 
  next saving throw it makes against a talent you use before 
  the end of your next turn.
  Cosmic Surge
  At 15th level, when you use your Action Surge, you also 
  recover a number of talent points equal to twice your 
  Intelligence modifier.
  Reactive Guard
  At 18th level, you can imbue your kinetic guard with 
  reactive energy. When you use your Kinetic Guard feature, 
  choose up to three creatures within 30 feet of the target. 
  Those creatures must make a Dexterity saving throw 
  versus your channeling save DC, taking 4d8 force damage 
  on a failed save, or half as much on a successful one.
  
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  ESPER GENESIS • CORE MANUAL • R ACES
  The X-Mark Legacy by Rich Lescouflair
  You know, this all happened so fast, most of us can’t even keep up anymore.  About 150 
  years ago, some eggheads at the academy discovered an energy emission that even they 
  couldn’t make heads or tails of. So, some of our taxpayers’ money went into floating a 
  probe out to the source… somewhere in deep space. 
  A few months later, they found it. It was some kind of structure, about the size of an 
  asteroid, with tons of parts that moved on their own all made of some sort of metallic 
  substance that blew everything we knew out of the water. One thing we did know – it 
  generated power. Even when we don’t understand something, it’s in our nature to give it 
  a name. The scientists called it XM-856C based on some kind of technical whatever. We 
  nicknamed it the X-Mark, cuz, well… that’s in our nature too.
  For 10 years, our governments studied the X-Mark, trying to desperately find a way to 
  harness this energy and figure out what makes it tick. You see, our own advancements 
  began to outlive our resources. Since the one thing that never evolved were our petty 
  differences, we were unable to find any common ground on how to fix it. With our world 
  slowly dying out, this was the first time our people discovered something that was bigger 
  than all of our little BS issues combined. Little did we know, things were about to start 
  moving much… much faster.
  When the first belare cruiser arrived, we did exactly what you’d expect. We panicked 
  and “retaliated” against an invasion, even though there wasn’t one. Even if the belare 
  were hostile, we would have had no chance. After the initial shock of it all, and learning 
  to communicate with them, that’s when they told us that they came here using the energy 
  from the X-Mark. They didn’t call it that, though, or even use some scientific jargon. They 
  just called it a Crucible. Apparently there’s more than just one. We kept our nickname 
  though. Hey, that’s just us.
  They did find some value in us, though. The belare were scholars and scientists too – go 
  figure. And apparently, we had advancements they didn’t. Personally, intergalactic travel 
  trumped whatever the hell we had, but I’m not gonna argue. They took a few of us to their 
  piece of the universe, and that’s how it all got started. We met the Magnate, and even some 
  of the lords and nobles or whatever you guys call them from their planet. Worlds away 
  from home and the first alien culture we meet follows a standard we left behind centuries 
  ago. Typical. 
  Anyway, we joined the Sorium Accord, exchanging our knowledge for renewed resources 
  and energy; all harnessed out of these X-Marks… Crucibles… whatever. It’s been a few 
  decades, but now, here we are. And here I am, second generation of these Infinity Knights. 
  The name is corny, but man, this tech is so sweet… ah yeah, I forgot. To you guys, it’s 
  supernatural stuff. Do you really believe in all that spirit jargon the dendus keep spouting? 
  Hey, buddy… um.. you don’t even understand what I’m saying, do you?
  —Daago Garvey, Human warrior on his first flight mission—1254 AB.
  
  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  BEYOND A DEFINED RACE AND CLASS, A CHARACTER IS ALSO 
  a unique individual with thoughts, beliefs, interests, 
  and goals. Each one has an origin that shaped who they 
  are and where they came from. In this chapter, you will 
  choose what type of person your character is, as well as 
  their physical description and personal details.
  Character Details
  You may wish to flesh out your name and physical 
  description. These basic things allow you to give other 
  players an idea of what your character looks like and 
  make for smoother interactions in play.
  Name
  With such a vast universe of cultures and societies, you 
  can easily choose any name without coming into conflict 
  with your origin.
  Gender
  You may choose any gender for your character without 
  gaining any special benefits or hindrances. Keep your 
  character’s race in mind when considering how the 
  different genders interact with one another while noting 
  that there are differences in each species’ cultures and 
  subcultures.
  Regardless of your race or origin, you should never feel 
  bound by any particular concept or definition of gender 
  or sexual orientation. Some eldori can view their given 
  characteristics as balanced parts of a greater whole, while 
  an ashenforged may not even make note of any such 
  variance other than appearance. In the vastness of the 
  galaxy, these viewpoints could be easily switched or taken 
  as something completely different. The choice is always 
  up to you.
  Height and Weight
  You may choose your character’s height and weight using 
  the guidelines provided in the table below. Consider each 
  of your ability scores when determining this. A character 
  with a higher Strength score may be taller or stockier, 
  while a weaker character may be thinner.
  You may also use the table to determine your height 
  and weight randomly. Start with the base height. Roll the 
  dice in the Height Modifier column and add the total to 
  the base height as represented in inches. Take that same 
  total from the dice roll and multiply it by the total rolled 
  from the dice in the Weight Modifier column. This total 
  should be added to the base weight to determine the 
  character’s total weight in pounds.
  RANDOM HEIGHT AND WEIGHT
  Race
  Base 
  Height
  Height 
  Modifier
  Base 
  Weight
  Weight 
  Modifier
  Ashenforged
  5’8”
  +2d6
  150 lb.
  x (2d6) lb.
  Belare
  6'10"
  +2d10
  220 lb.
  x (2d6) lb.
  Dendus
  4'5"
  +2d6
  80 lb.
  x (1d6) lb.
  Eldori
  4’8”
  +2d10
  90 lb.
  x (1d4) lb.
  Human
  4’8”
  +2d10
  110 lb.
  x (2d4) lb.
  Kesh
  4’4”
  +2d10
  100 lb.
  x (1d6) lb.
  Matokai
  4'8"
  +3d10
  130 lb.
  x (2d6) lb.
  Promethean
  5’2”
  +2d6
  90 lb.
  x (2d6) lb.
  Valna
  4'10"
  +2d10
  110 lb.
  x (2d6) lb.
  Additional Characteristics
  You may choose your character’s hair, eye color, and 
  age while considering the guidelines detailed in your 
  character’s race. In addition, consider giving your 
  character a unique detail or characteristic that sets them 
  apart from others from the same race or culture.
  Alignment
  A typical creature in the game world has an alignment, 
  which broadly describes its moral and personal attitudes. 
  Alignment is a combination of two factors: one identifies 
  morality (good, evil, or neutral), and the other describes 
  attitudes toward society and order (lawful, chaotic, 
  or neutral). Thus, nine distinct alignments define the 
  possible combinations.
  These brief summaries of the nine alignments describe 
  the typical behavior of a creature with that alignment. 
  Individuals might vary significantly from that typical 
  behavior, and few people are perfectly and consistently 
  faithful to the precepts of their alignment.
  Lawful good (LG) creatures can be counted on to do 
  the right thing as expected by society.
  Neutral good (NG) folk do the best they can to help 
  others according to their needs.
  Chaotic good (CG) creatures act as their conscience 
  directs, with little regard for what others expect.
   Lawful neutral (LN) individuals act in accordance with 
  law, tradition, or personal codes.
  Neutral (N) is the alignment of those who prefer to 
  steer clear of moral questions and don’t take sides, doing 
  what seems best at the time.
  Chaotic neutral (CN) creatures follow their whims, 
  holding their personal freedom above all else.
  Lawful evil (LE) creatures methodically take what they 
  want, within the limits of a code of tradition, loyalty, or 
  order.
  4. Personality and Background
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  WHOHELP
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  EDREPL
  
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  Neutral evil (NE) is the alignment of those who do 
  whatever they can get away with, without compassion or 
  qualms.
  Chaotic evil (CE) creatures act with arbitrary violence, 
  spurred by their greed, hatred, or bloodlust.
  Alignment in the Universe
  For many intelligent creatures, alignment is a moral 
  choice. The civilized peoples of the Silrayne Arc can 
  choose whether to follow the paths of good or evil, law 
  or chaos. These choices are more often than not rooted 
  in the culture, practices and beliefs of their society. Those 
  aspects, however, are directly affected by an individual’s 
  life choices and experiences.
  Some creatures are inherently good or evil as an 
  essential part of their nature or origin. The alignment 
  of these creatures may be an integral part of their very 
  existence. Others might have their alignment chosen for 
  them, such as a programmed intelligence or those linked 
  to a hive mind.
  Most creatures that lack the capacity for rational 
  thought do not have alignments—they are unaligned. 
  Such a creature is incapable of making a moral or ethical 
  choice and acts according to its bestial nature. Sharks are 
  savage predators, for example, but they are not evil; they 
  have no alignment.
  Languages
  Your race indicates the languages your character can 
  speak by default, and your background might give you 
  access to one or more additional languages of your 
  choice. Note these languages on your character sheet.
  Choose your languages from the Standard Languages 
  table, or choose one that is common in your campaign. 
  With your GM’s permission, you can instead choose a 
  language from the Exotic Languages table or a secret 
  language, such as Shadownet Encryption or the Crucible 
  code of the dendus technicians.
  Some of these languages are actually families of 
  languages with many dialects. Creatures that speak 
  different dialects of the same language can communicate 
  with one another.
  STANDARD LANGUAGES
  Language
  Typical Speakers
  Common
  All Sorium Accord races
  Dendusi
  Dendus and Ashenforged
  Keshian
  Kesh
  Matokai
  Matokai
  Nesieve
  Eldori and Lorendi
  Terran
  Humans and Prometheans
  Valna
  Valna
  Xylek
  Sirallian
  EXOTIC LANGUAGES
  Language
  Typical Speakers
  ALOMU
  Computers and Automatons
  Alphaline
  Machina
  Bahtera
  Bahtera and Matokai
  Drake
  Drakes
  Lingo
  Outer Zone inhabitants and traders
  Protean
  Belare and Velbast
  Skrolath
  Underworld/Shadow Technocracy
  Umbriss
  Netherants
  Personal Characteristics
  Every character has their mannerisms, likes and dislikes, 
  beliefs, and motivations that give them a unique and 
  well structured personality. There are four characteristics 
  provided in the backgrounds section of this chapter: 
  personality traits, ideals, bonds, and flaws. In addition to 
  these, think about other aspects of your character such 
  as the way they speak or what their favorite things are 
  compared to their biggest vices.
  The suggested characteristics provided in the upcoming 
  backgrounds are merely guidelines which you may make 
  use of however you see fit to define your character’s 
  identity.
  Personality Traits
  Choose one or two personality traits for your character. 
  These are useful in setting your character apart from 
  everyone else and allows them to stand out in certain 
  situations. If you decide not to use the suggestions 
  provided in the backgrounds, choose aspects for your 
  character that are interesting and fun, allowing your 
  uniqueness to shine through.
  Keep important things in mind like your place of 
  origin, your race, and your ability scores when choosing 
  personality traits.
  Ideals
  An ideal is a concept that drives your character in purpose 
  and focus. They are the things that you believe in most 
  strongly and sets the foundation for your moral values and 
  ethical boundaries. An ideal can easily define your core 
  system of beliefs, as well as the goals you set for yourself.
  Since many ideals point to a moral concept, keep your 
  character’s alignment in mind when selecting one. Each 
  ideal has a suggested corresponding alignment listed.
  Bonds
  Create or choose a bond for your character. A bond 
  defines your direct connection to the universe and the 
  setting. They are people, places, or events that have 
  greatly influenced your life, possibly defining many of 
  your future goals and motivations.
  You bond might be tied to your class, race, or any aspect 
  of your personality. It could define the thing in which you 
  
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  care about most in the universe, issues you may need to 
  resolve, or past events which may affect your future.
  Flaws
  Choose a flaw for your character. A flaw represents a 
  weakness, personal vice, or compulsion that could cause 
  trouble for you if exploited or may lead you to act against 
  your own best interests. An interesting, well-defined 
  flaw can also force you into bringing out the best in your 
  character’s personality.
  Inspiration
  Inspiration is a rule the game master can use to reward 
  you for playing your character in a way that’s true to his 
  or her personality traits, ideal, bond, and flaw. By using 
  inspiration, you can draw on your personality trait of 
  compassion for the downtrodden to give you an edge in 
  negotiating with the homeless people residing in the city’s 
  underbelly. Or inspiration can let you call on your bond 
  to the defense of your homeworld to push past the effect 
  of a grievous injury.
  Gaining Inspiration
  Your GM can choose to give you inspiration for a variety 
  of reasons. Typically, GMs award it when you play out 
  your personality traits, give in to the drawbacks presented 
  by a flaw or bond, and otherwise portray your character 
  in a compelling way. Your GM will tell you how you can 
  earn inspiration in the game.
  You either have inspiration or you don’t—you can’t 
  stockpile multiple “inspirations” for later use.
  Using Inspiration
  If you have inspiration, you can expend it when you make 
  an attack roll, saving throw, or ability check. Spending 
  your inspiration gives you advantage on that roll.
  Additionally, if you have inspiration, you can reward 
  another player for good roleplaying, clever thinking, 
  or simply doing something exciting in the game. When 
  another player character does something that really 
  contributes to the story in a fun and interesting way, 
  you can give up your inspiration to give that character 
  inspiration.
  Backgrounds
  Every story has a beginning. Every person comes from 
  somewhere and has things in their past that either come 
  directly into light or demand constant effort to keep in 
  the shadows. Your character’s background reveals where 
  you came from, how you became who you are today, and 
  how you see your place in the world. Your warrior might 
  have been a courageous pilot or a grizzled soldier. Your 
  melder could have been a scholar or an investigator. Your 
  specialist might have gotten by as a drifter or gained fame 
  as a celebrity.
  Choosing a background provides you with important 
  story cues about your character’s identity. The most 
  important question to ask about your background is 
  what changed? What happened in your background 
  when you became an esper? Where did you get the money 
  to purchase your starting gear, or, if you come from a 
  wealthy background, why don’t you have more money? 
  How did you learn the skills of your class? What sets you 
  apart from ordinary people who share your background?
  The sample backgrounds presented here provide both 
  concrete benefits (features, proficiencies, and languages) 
  and roleplaying suggestions.
  Proficiencies
  Each background gives a character proficiency in two 
  skills (described in chapter 7, “Using Ability Scores”).
  In addition, most backgrounds give a character 
  proficiency with one or more tools (detailed in chapter 5,  
  “Equipment”).
  If a character would gain the same proficiency from 
  two different sources, he or she can choose a different 
  proficiency of the same kind (skill or tool) instead.
  Languages
  Some backgrounds also allow characters to learn 
  additional languages beyond those given by race. See the 
  Languages section earlier in this chapter.
  Equipment
  Each background provides a package of starting 
  equipment. If you use the optional rule to spend coin on 
  gear, you do not receive the starting equipment from your 
  background (the optional rule can be found in chapter 5, 
  “Equipment”).
  Suggested Characteristics
  A background contains suggested personal 
  characteristics based on your background. You can pick 
  characteristics, roll dice to determine them randomly, or 
  use the suggestions as inspiration for characteristics of 
  your own creation.
  Customizing a Background
  You might want to tweak some of the features of a 
  background so it better fits your character or the 
  campaign setting. To customize a background, you 
  can replace one feature with any other one, choose any 
  two skills, and choose a total of two tool proficiencies 
  or languages from the sample backgrounds. You can 
  either use the equipment package from your background 
  or spend coin on gear as described in the equipment 
  section. (If you spend coin, you can’t also take the 
  equipment package suggested for your class.) Finally, 
  choose two personality traits, one ideal, one bond, and 
  one flaw. If you can’t find a feature that matches your 
  desired background, work with your GM to create one.
  
  Celebrity
  You are famous. Everyone on the SIM knows your name 
  and what you do. You have a knack for attracting public 
  attention and know how to work a crowd. Most of your life 
  has been spent in the limelight, whether you liked it or not.
  Skill Proficiencies: Insight, Performance
  Tool Proficiencies: Disguise kit, one type of musical 
  instrument or gaming set
  Languages: One of your choice.
  Equipment: Fancy outfit, recording unit, SIM Unit, 200 
  cubil
  Feature: “Hey, isn’t that….”
  You are often recognized by the public no matter where 
  you are in the galaxy. Where it can sometimes be a chore, 
  it also has its perks. So long as you stick to your skit, 
  you gain favor quickly in a crowd, often gaining you 
  advantage on Charisma checks with the locals, up to the 
  GM’s discretion. You can also use your clout sometimes 
  to get discounts on goods and services, so long as it’s not 
  in excess. Fans are fickle, you know.
  Suggested Characteristics
  Celebrities are often able to captivate an audience, so 
  they tend to have flamboyant or forceful personalities. 
  They tend to have high-minded ideals toward the 
  practice of art and the appreciation of beauty. They are 
  often skilled at masking their emotions whenever they 
  are in the spotlight.
  d8
  Personality Trait
  1
  I have a list of one-liners ready anytime I’m in the 
  spotlight or on camera.
  2
  Whenever I get to a new place, I collect local rumors 
  and spread gossip.
  3
  I’m a hopeless romantic, always searching for that 
  “special someone”.
  4
  Nobody stays angry at me or around me for long, since 
  I can defuse any amount of tension.
  5
  I love a good insult, even one directed at me.
  6
  I get bitter if I’m not the center of attention.
  7
  I’ll settle for nothing less than perfection.
  8
  I change my mood or my mind as quickly as I change 
  key in a song.
  d6
  Ideal
  1
  Beauty. When I perform my art, I make the universe a 
  little brighter. (Good)
  2
  Tradition. The stories, legends, and songs of the past 
  must never be forgotten, for they teach us who we are. 
  (Lawful)
  3
  Creativity. The world is in need of new ideas and bold 
  action. (Chaotic)
  4
  Greed. I’m only in it for the money and fame. (Evil)
  5
  People. I like seeing the smiles on people’s faces 
  when I perform. That’s all that matters. (Neutral)
  6
  Honesty. Art should reflect the soul; it should come 
  from within and reveal who we really are. (Any)
  d6
  Bond
  1
  My instrument is my most treasured possession, and it 
  reminds me of someone I love.
  2
  I want to regain all the fame I used to have.
  3
  I want to be famous. I will keep striving until I get there.
  4
  I have a celebrity idol that I’m always measuring 
  myself against.
  5
  I will do anything to prove myself superior to my 
  hated rival.
  6
  I would do anything for the other members of my 
  group/band.
  d6
  Flaw
  1
  I’ll do anything to win fame and renown.
  2
  I’m a sucker for a pretty face or a cute smile.
  3
  A scandal prevents me from ever going home again. 
  That kind of trouble seems to follow me around.
  4
  I always assume people are nice to me simply because 
  of my fame and status.
  5
  I have trouble keeping my true feelings hidden. My 
  sharp tongue lands me in trouble.
  6
  Despite my best efforts, I am unreliable to my friends.
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  Crafter
  You are an artisan and excel at both practicing and selling 
  your craft. You are part of some inner circles depending 
  on your profession. Gunsmiths, tailors, chefs, and 
  mechanics all fall under your list of contacts in a major or 
  minor way, as trade across the galaxy requires both know-
  how and know-who’s.
  Skill Proficiencies: Insight, Persuasion
  Tool Proficiencies: An artisan tool of your choice, 
  Vehicles (Planetary)
  Languages: One of your choice.
  Equipment: Your choice of one set of artisan’s tools, 
  basic clothes, PSD, 180 cubil.
  Feature: Vendor
  As a member of the trading community, your goods 
  and craft are registered on the SIM and local planetary 
  networks. In many locations across the galaxy, you know 
  what costs what and are good at not getting stiffed on 
  goods, food, or lodgings. You can sometimes trade your 
  own craft in exchange for others, as well as find people 
  willing to work for you in exchange for trade or training.
  Suggested Characteristics
  Crafters seem just as down to earth and ordinary as any 
  other working person in the entire galaxy, though very few 
  share the same habits and hobbies in their off-time. They 
  often take pride in their work and know the value of good 
  business and community. They are, however susceptible 
  to greed and the alluring promises of unscrupulous 
  megacorporations.
  d8
  Personality Trait
  1
  I am a perfectionist, believing that anything worth 
  doing should be done the right way.
  2
  I can be fairly critical of someone who can’t appreciate 
  fine craftsmanship.
  3
  I always want to know how things work and what 
  makes people tick.
  4
  I like to talk at length about my profession.
  5
  I love a good insult, even one directed at me.
  6
  I get bitter if I’m not the center of attention.
  7
  I don’t part with my money easily and will haggle 
  tirelessly to get the best deal possible.
  8
  My mood is unpredictable, changing quickly and 
  often..
  d6
  Ideal
  1
  Generosity. My skills are best used to make the 
  world a better place. (Good)
  2
  Teamwork. It is important that people bring their 
  talents together for the benefit and advancement of 
  their community. (Lawful)
  3
  Freedom. Everyone should be free to use their 
  talents however they choose. (Chaotic)
  4
  Greed. I’m only in it for the money. (Evil)
  5
  People. My life and those closest to me are all that 
  truly matter. Everything else is optional. (Neutral)
  6
  Pride. You should always strive to be the very best at 
  what you do. (Any)
  d6
  Bond
  1
  My job/profession is the most important thing in my 
  life.
  2
  My greatest creation was wasted on the undeserving. I 
  will not stop until I create something even greater.
  3
  I lost my mentor to tragedy and wish to honor them by 
  taking on their mantle.
  4
  I was tricked into creating something that fell into 
  malicious hands. I wish to atone for my foolishness.
  5
  I was socially cast out by others in my profession, but 
  one day I will be back and clear my name.
  6
  Everything I create is in the name of someone that I 
  love.
  d6
  Flaw
  1
  I’ll do anything to get my hands on rare or priceless 
  material.
  2
  I often think someone is trying to cheat or deceive me.
  3
  I must never let anyone know the truth behind the 
  biggest mistake of my career.
  4
  I never have enough. I always need more.
  5
  I would do anything to be the head of a powerful 
  corporation.
  6
  I never give credit to those whose skills rival my own. I 
  must always prove myself to be the best.
  
  Drifter
  You are used to hearing the phrase, “You’re not from 
  around here, are you?” The truth is, you aren’t. You’re 
  from nowhere. You’ve spent most of your life wandering 
  from planet to planet, earning your keep when need be 
  and moving on when it’s time. You have your reasons. 
  Maybe you were forced to leave. Maybe you just wanted 
  to go. You keep moving, but always plan to stop 
  someday… maybe…
  Skill Proficiencies: Perception, Survival
  Tool Proficiencies: One instrument or gaming set of your 
  choice. One vehicle proficiency of your choice.
  Languages: One of your choice.
  Equipment: Traveler’s outfit, musical instrument or 
  gaming set of your choice, electronic journal, trinket 
  from a backwater planet, SIM Unit, 150 cubil.
  Origin
  Though you’ve been to a lot of places, everyone comes 
  from somewhere. Consider who you were before you left 
  all that time ago. You should also consider all the planets, 
  starbases and space stations you’ve wandered through in 
  your day and what you did to keep yourself warm and fed 
  during those days.
  d10
  Origin
  d10
  Origin
  1
  Courier
  5
  Space Miner
  2
  Bounty Hunter
  6
  Mercenary
  3
  Guide
  7
  Vagrant
  4
  Nomad
  8
  Transporter
  Feature: Explorer
  You’ve been to many different worlds from the backwater 
  to the megacities. You have a general sense of direction 
  and can usually recall the layout of any wilderness or 
  urban terrain. You can always manage to scrounge up 
  some food and some makeshift shelter for you and a few 
  of your companions.
  Suggested Characteristics
  Not used to being anywhere for any lengthy period of 
  time, Drifters do not keep many attachments, and are 
  often viewed as little more than a friendly stranger in 
  each place they visit. Though they tend to keep others are 
  arm’s length, they are always bound to run into people or 
  places that remind them of where they came from, or the 
  few places where they were made to feel at home before 
  moving on.
  d8
  Personality Trait
  1
  I’m driven to wander because I have nowhere to 
  belong.
  2
  I lived a sheltered life and am desperate to see what 
  the galaxy has to offer.
  3
  I have a story for every situation, taken from my many 
  travels.
  4
  I treat my companions as if they were my little siblings.
  5
  I care little for excessive wealth. It will not bring you 
  true happiness in the end.
  6
  I love blending in with a crowd because it prevents me 
  from having to open up one on one.
  7
  I pick up worthless trinkets from places I visit, often 
  losing them and replacing them with others.
  8
  I lose patience with self-important people who think 
  they are any different than anyone else.
  d6
  Ideal
  1
  Greater Good. It is the responsibility of individuals 
  to work for the betterment of all. (Good)
  2
  Honor. By dishonoring myself, I dishonor my friends 
  and companions. (Lawful)
  3
  Change. Times change. Things change. And so do we 
  all. (Chaotic)
  4
  Might. Only the strongest come out on top. (Evil)
  5
  Eternity. No matter what we do, life and the universe 
  will go on without us. (Neutral)
  6
  Glory. I must claim honor and respect for my name 
  and those of my homeland. (Any)
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  d6
  Bond
  1
  My family and homeland are the most important things 
  to me, even if I am far away from them.
  2
  I will bring terrible wrath to those who destroyed my 
  homeland.
  3
  I brought shame to my people and will reclaim my 
  place among them someday.
  4
  I am the last of my people, and it is up to me to make 
  sure they are never forgotten.
  5
  I suffer from visions of a coming disaster and must do 
  whatever it takes to prevent it.
  6
  I have been sent away from my home to fulfill a 
  promise I do not know I can keep.
  d6
  Flaw
  1
  I am enamored with alcohol and other addictive 
  pleasures.
  2
  There is no room for caution in a life lived to the 
  fullest.
  3
  I remember every insult I’ve received and nurse a silent 
  resentment toward anyone who’s ever wronged me.
  4
  I am slow to trust members of other races or societies.
  5
  I have little control over my temper sometimes.
  6
  I hold little respect for the customs and practices of 
  others, often to the point of rudeness.
  Media Investigator
  You’ve made your career out of getting the latest scoop, 
  piece of gossip, or finding just the right contact to 
  get you hard evidence on a story. You may be doing it 
  because you like it, or perhaps it’s the only thing you’re 
  good at. Or maybe you’re looking for that really big story, 
  the one that’ll either set you up for life or prove whatever 
  you believed all along was actually true.
  Skill Proficiencies: Computers, Investigation
  Tool Proficiencies: Disguise Kit, Media Kit
  Equipment: Fancy clothing, Recording Unit, SIM Unit, 
  150 cubil.
  Feature: Media Contacts
  Information is the currency of your trade, and you have 
  a network of resources and contacts that you use to find 
  out something new and verify what you know. Whenever 
  you need to find information or the latest rumors on 
  a particular person, place, or event, you know who to 
  talk to and may even get some bonus information not 
  normally obtainable.
  Suggested Characteristics
  To a media investigator, there’s nothing more important 
  than the scoop. Many investigators feel the weight and 
  responsibility of delivering the truth, or at least their view 
  of it, to the rest of the galaxy. This sometimes causes 
  them to have a cynical view of people, as sometimes 
  even the simplest of truths can be made hard to uncover. 
  There are also unfortunately those who have fallen down 
  the slope of peddling opinions over actual facts.
  d8
  Personality Trait
  1
  I need to know everything about anyone I meet.
  2
  I run towards danger if it can get me a story.
  3
  Whenever I’m somewhere new, I try to dig up the best 
  rumors from the locals.
  4
  I am very private about myself. I know the cost of 
  putting your business out in the public eye.
  5
  I am not easily intimidated by anyone.
  6
  I like to be, or at least be with, the smartest person in 
  the room.
  7
  I share my cynical point of view in most conversations.
  8
  I find that flattery often wins over insults when 
  dealing with a confrontation.
  d6
  Ideal
  1
  Business. Everyone can go about their business so 
  long as it doesn’t affect me. (Neutral)
  2
  Noble Cause. Truth and justice are the foundations 
  of a good community. (Good)
  3
  Professional. I take pride in my work and refuse to 
  have it corrupted with dishonesty. (Lawful)
  4
  Manipulation. The only truth is the one which has 
  the greatest influence. (Evil)
  5
  Freedom. Free speech and freedom of information 
  surpasses any established regulation. (Chaotic)
  6
  Responsibility. It is my responsibility to keep all 
  those within my circle of influence informed and 
  educated. (Any)
  d6
  Bond
  1
  I’m hiding a secret that could topple governments if 
  I’m found out.
  2
  I lost someone I loved due to mysterious 
  circumstances. I will not stop until I find the truth.
  3
  Everything I do is to honor an idol or icon in my 
  profession who came before me.
  4
  I have a rival who will stop at nothing to ruin my 
  credibility.
  5
  My friends and allies are the only things more 
  important to me than the story.
  6
  My selfish actions have ruined the lives of many. 
  Everything I do from now on is to redeem myself.
  
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  d6
  Flaw
  1
  I often assume that I know more about a situation than 
  others.
  2
  I often speak to people as if they are children that need 
  to be educated.
  3
  I have trouble determining the line that goes too far 
  with people’s privacy.
  4
  I’m quick to assume people are lying to me.
  5
  I have no problem making money off of the misery of 
  others.
  6
  I will do anything to protect my reputation. Anything.
  Outlaw
  You’ve run afoul of the law at least once or twice and it’s 
  given you a different perspective and maybe a bit more 
  experience than you asked for. You’ve made contacts in 
  the criminal underworld and can often sniff out the bad 
  seed in the bunch.
  Skill Proficiencies: Deception, Stealth
  Tool Proficiencies: Either a disguise kit or forgery kit 
  (choose one), Infiltration tools, gaming set of your 
  choice.
  Equipment: basic clothes, hooded jacket or overcoat, 
  combat knife, 150 cubil
  Feature: Underworld Connection
  You have a contact that operates both across the expanse 
  and in the Shadownet. They can give you the lowdown on 
  any of the underworld connections, corrupt politicians, 
  and shady merchants that can give you some info or pass 
  along a message for you without alerting the law.
  Suggested Characteristics
  An outlaw is often seen as a villain, but to some they can 
  be a hero. Deep down inside, they could be either one, or 
  even both. Either way, they often hold some redeeming 
  characteristics. They rarely, however, show any respect for 
  authority or the law.
  d8
  Personality Trait
  1
  I always have a Plan B.
  2
  I always keep my cool, no matter how dire the 
  situation.
  3
  The first thing I do in a new place is take a note of 
  anything nearby that could be considered valuable, or 
  where the valuables could be hidden.
  4
  I would rather make new allies than new enemies.
  5
  I’m very slow to trust. Those who seem completely 
  honest usually have the most to hide.
  6
  I don’t usually heed the risks in any scenario. Never tell 
  me the odds.
  7
  If you tell me I can’t do something, my usual response 
  is something close to “Here, hold my drink.”
  8
  I blow up at whoever insults my skills.
  d6
  Ideal
  1
  Charity. I steal from the wealthy to help out those in 
  dire need. (Good)
  2
  Honor. I never steal from others in my trade. Honor 
  amongst thieves. (Lawful)
  3
  Freedom. We are not built to be held down by 
  anything or anyone. (Chaotic)
  4
  Greed. I will do whatever it takes to get rich. (Evil)
  5
  People. I’m loyal to my friends and could care less 
  about anyone else. (Neutral)
  6
  Redemption. Everyone deserves another chance to 
  climb out of the darkness. (Any)
  d6
  Bond
  1
  I need to pay off an old debt owed to a powerful figure 
  or organization.
  2
  I break the law to support my family.
  3
  Something very important to me was stolen and I 
  intend to get it back.
  4
  I’m guilty of a terrible crime for which I must seek 
  redemption.
  5
  I intend to become the most infamous outlaw in the 
  galaxy.
  6
  I inadvertently caused the death of someone I loved. I 
  will again never make the same mistake.
  d6
  Flaw
  1
  When I see something valuable, all I can think about 
  are ways to steal it.
  2
  If I were given a choice between money and my 
  friends, I usually go for the money.
  3
  My only plan is to never follow the plan.
  4
  I have a “tell” people can use to tell that I’m not being 
  honest.
  5
  When things are looking dire, I head for the nearest 
  exit.
  6
  Someone’s doing prison time for my actions. Better 
  them than me.
  Variant Outlaw: Spy
  Though trained to work in the shadows and keep 
  underground contacts, you’ve learned all of these 
  techniques for the purposes of sanctioned espionage. You 
  may be a corporate spy or perhaps you work secretly to 
  uncover traitors to the government you serve.
  
  Patrician
  You are one of the societal elite. You may have been born 
  into wealth as part of a megacorporation or a famous 
  family. Perhaps you fell into the life of political favor. 
  Either way, you are considered within the upper class and 
  have the connections and clout to prove it.
  Skill Proficiencies: Lore, Persuasion
  Tool Proficiencies: One instrument and one gaming set of 
  your choice.
  Languages: One of your choice.
  Equipment: Fancy outfit, a piece of jewelry or clothing 
  with your family/company symbol, 200 cubil.
  Feature: Power and Entitlement
  You are well bred and know how to function in high 
  society. You would often be able to use your title and 
  status to find your way into the backrooms where only 
  the chosen sort of people can get into.
  You may also choose to throw your privilege around for 
  a few benefits such as upgrades to lodgings, moving to 
  the front of the line or getting a few trade discounts from 
  merchants looking to get into your good graces.
  Suggested Characteristics
  Patricians are born into a lifestyle that most other people 
  will never experience or understand in their lifetime. A 
  position of power and status comes with wealth and 
  privilege, but also comes with a wealth of responsibility. 
  Many patricians are often part of a family dynasty or 
  have to jump through many hoops to maintain their 
  status amongst others within their circle. They must 
  also surround themselves with people they can trust, 
  something often harder to find than one would think.
  d8
  Personality Trait
  1
  I like to make those I talk to feel like the most 
  important person in the whole galaxy.
  2
  I am often admired for my kindness and generosity.
  3
  Anyone can tell just by looking at me that I’m a cut 
  above the uncultured “regular” people.
  4
  The most important thing to me is to look my best and 
  keep up with all the latest fashion trends.
  5
  I’m not one to get my hands dirty and wouldn’t 
  be caught dead in anything less than luxury 
  accommodations.
  6
  My position and social standing is simply a way of life, 
  no more important or better than anyone else’s.
  7
  Once you betray my trust, I never forgive or forget.
  8
  If you cross me, I will socially and professionally 
  destroy both you and your entire family.
  d6
  Ideal
  1
  Respect. I try to give as much respect as I’m due, but 
  usually give just as little as I get. (Neutral)
  2
  Responsibility. I am as respectful to those above me 
  as I would expect from those who owe me the same 
  courtesy. (Lawful)
  3
  Independence. I will prove to my friends and family 
  that I can take care of myself. (Chaotic)
  4
  Power. Those at the top can’t be told what to do. 
  (Evil)
  5
  Family. No bond is stronger than blood. (Any)
  6
  Obligation. It’s my duty to use my position to help 
  those less fortunate. (Good)
  d6
  Bond
  1
  I will do anything to win the love and support of my 
  family.
  2
  My family’s status must be maintained at all costs.
  3
  Nothing is more important to me than my family and 
  friends within my circle of privilege.
  4
  I am in love with someone who my friends and family 
  insist is not good enough for me.
  5
  My loyalty to the company I work for is unwavering.
  6
  I would do anything to be seen as a hero over a snob.
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  d6
  Flaw
  1
  I secretly believe that I am more important than 
  everyone else.
  2
  I’m hiding a secret that could bring down my family 
  and those closest to me.
  3
  I tend to look for insults in every word when spoken 
  to.
  4
  I have a “bad” side, tending to secretly enjoy vulgar 
  practices and carnal pleasures.
  5
  I act like I’m the center of the universe.
  6
  I purposely do things to bring shame to my friends and 
  family.
  Pilot
  There isn’t anything you can’t fly. When you’re in a 
  vehicle, you’re a diamond in the sky, a star blazer, a leaf 
  on the wind… you get the idea. You might be a retired 
  fighter jock, a commercial pilot, mercenary ace, or maybe 
  you learned how to fly your parents’ space rig when you 
  were small.
  Skill Proficiencies: Astrophysics, Insight
  Tool Proficiencies: Vehicle (Planetary), Vehicles (Space)
  Equipment: flight suit, 150 cubil.
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  Feature: Knowing the Craft
  You know your way around a ship and are part of a select 
  crew that can speak technical jargon that may as well 
  be another language. You find it easier to figure out the 
  type and purpose of most vehicles. You can often find 
  safe and affordable passage for you and your group to 
  other planets and systems. You are also welcome at most 
  spaceports when docking your own ship.
  Suggested Characteristics
  Pilots are just as comfortable, if not more so, behind the 
  controls of any vehicle as they are on their own feet. Their 
  experiences have led them to live life by the seat of their 
  pants and grow frustrated whenever they are stuck in any 
  one spot.
  d8
  Personality Trait
  1
  I do not want to stop until I get to wherever I’m going.
  2
  I grow bored whenever I’m in the same place for too 
  long.
  3
  I’m always ready with a daring tale of my escapades 
  for any situation.
  4
  Anytime I see a new vehicle, all I can do is think about 
  what makes it tick and how to operate it.
  5
  I have a very vivid imagination and am not afraid to 
  share it with others.
  6
  I tend to gravitate toward other pilots, regardless of 
  their scruples or morality.
  7
  I live my life by the light-year. No danger is too great 
  compared to the thrill.
  8
  I’d like to someday settle down with a special 
  someone. Just not today.
  d6
  Ideal
  1
  Greater Good. I perform at my best when it’s for a 
  good cause. (Good)
  2
  Impartiality. I’ll take on any cause, just as long as I 
  get to fly. (Neutral)
  3
  Professional. Nothing is worse than abusing your 
  skills or taking them for granted. (Lawful)
  4
  Greatness. I’ll take out anyone that gets in my way at 
  becoming the best. (Evil)
  5
  Freedom. No one owns the stars. We’re free to go 
  wherever we choose. (Chaotic)
  6
  Glory. Through study and practice, I’ll be the greatest 
  pilot there ever was. (Any)
  
  123
  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  d6
  Bond
  1
  I want to own and command my own ship one day.
  2
  No one is more important to me than my ship and my 
  crew.
  3
  I was stripped of my rank and want to prove my worth 
  to those I once worked for.
  4
  I have a friendly rivalry with another pilot who I used 
  to fly with.
  5
  I am the last survivor of my crew. I am very protective 
  of any new friends I make.
  6
  I did a job for the wrong people and wish to find a way 
  to clear my name.
  d6
  Flaw
  1
  I often like to be in control under any circumstances.
  2
  I tend to do something drastic or get distracted by the 
  wrong thing if I spend too long in one place.
  3
  I tend to take needless risks with my own life and the 
  lives of my companions.
  4
  I have no social graces outside of my profession.
  5
  I will sacrifice my companions for the sake of the ship.
  6
  I often treat those who have never traveled the stars 
  as if they are primitive barbarians.
  Professional Athlete
  You were born into a legacy that your family and your 
  community takes pride in. While other children played, 
  you trained. In fact, your version of relaxing is to work up 
  a sweat until your endorphins kick in. But, just when you 
  thought you were close to fulfilling your purpose, you 
  discovered your journey was only just beginning.
  Skill Proficiencies: Acrobatics, Athletics
  Tool Proficiencies: A gaming set of your choice and 
  Vehicles (Planetary).
  Equipment: basic clothes, sports uniform, trophy 
  collection, SIM unit, 200 cubil
  Feature: Every Little Bit Counts
  Your competitive drive gives you a level of commitment 
  and discipline that can make others look like 
  underachievers. You gain advantage whenever competing 
  in an amateur sport or competition that calls upon your 
  athleticism.
  Suggested Characteristics
  As athletes are driven to excel, they try to bring their 
  level of dedication to whatever new path they choose. 
  Sometimes, though, such a major change can drag them 
  down. They can sometimes drift from one job or gig 
  to another without an anchor. Regardless, an athlete 
  understands the importance of details, practice, and 
  keeping a daily regime.
  d8
  Personality Trait
  1
  I used to be rising star, which I remind people about 
  when I get depressed.
  2
  I try to forget my past and look to building a new 
  future and new competitions to win.
  3
  I keep trying over and over until I succeed.
  4
  I’m living for me now, since my childhood was wasted 
  winning trophies that helped no one.
  5
  I still like to workout, but there are bills to pay and 
  have to find work.
  6
  I am still the biggest fan of my sport and see it as 
  metaphor for life.
  7
  I can’t stand sports anymore and avoid talking about it.
  8
  I’m looking for the next superstar. Now is the time to 
  find a pupil.
  d6
  Ideal
  1
  Pragmatic. Talent helps, but you can never 
  underestimate luck. (Neutral)
  2
  Helping hand. I know that teamwork is key. (Good)
  3
  Tradition. Every game has rules for a reason. (Lawful)
  4
  Cheating. Second place is first loser. (Evil)
  5
  Freedom. Rules are for chumps but so is always 
  winning. Just have fun. (Chaotic)
  6
  Aspirational. The first one to act always has the first 
  edge. (Any)
  d6
  Bond
  1
  I used to fight only for myself. Now, I'll always fight 
  for my teammates.
  2
  I’m hunting for a new technique to put me back in the 
  game.
  3
  One of my favorite coaches turned out to be someone 
  I never expected.
  4
  Something strange happened to one of my biggest 
  fans. I need to find out the truth.
  5
  A horrible accident ruined my career. I need to make 
  sure it never happens to anyone else.
  6
  My entire life as an athlete was only to prepare me for 
  something much greater.
  
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  d6
  Flaw
  1
  To my shame, I was caught cheating. I will do anything 
  to keep that hidden.
  2
  I can’t stop talking about my glory days to anyone that 
  will listen.
  3
  I need to win at everything. My life is a competition.
  4
  I avoid some challenges because sometimes you’ve 
  lost before you even play.
  5
  Bad blood with referees has taught me to never trust 
  the authorities. Rules are merely suggestions.
  6
  I let my team carry me to greatness, but I can never 
  reveal that to my friends and family.
  Scholar
  You specialize in a particular field of knowledge 
  which you’ve spent much of your early years studying. 
  Knowledge is the key to the mysteries of the universe and 
  you strive to learn enough to become a master in your 
  studied field.
  Skill Proficiencies: Astrophysics, Lore
  Languages: Two of your choice.
  Equipment: personal digital library, basic clothes, 75 
  cubil.
  Field of Study
  Every scholar has a specialized field of study. The 
  following table lists some examples.
  d8
  Origin
  d8
  Origin
  1
  Scientist
  5
  Teacher
  2
  Bio-technician
  6
  Data Researcher
  3
  Celestial 
  Cartographer
  7
  Professional 
  Student
  4
  Writer
  8
  Travel Expert
  Feature: Legwork
  You know how to find information, even when it’s been 
  buried deep within old data files or even the ancient 
  tomes of generations past. If you can’t find that, then 
  you know someone that can. You can use this to your 
  advantage whenever you’re attempting to learn details 
  or lore on a particular subject. What you uncover is at 
  the discretion of the GM depending on the information’s 
  obscure nature or level of importance to the campaign.
  Suggested Characteristics
  Many scholars define their worth by their level of 
  expertise and the ability to apply their exhaustive studies 
  whenever such a need arises. Knowledge is their most 
  valued resource. Some wish to attain it for the sake of 
  having it, while others may have greater goals toward 
  which they strive to achieve by learning.
  d8
  Personality Trait
  1
  I often use complicated words so people find it hard to 
  understand me.
  2
  I consistently brag that I am an invaluable font of 
  information.
  3
  I tend to patiently explain anything and everything to 
  those who I believe to be less intelligent.
  4
  There’s nothing more exciting to me than solving a 
  good mystery or puzzle.
  5
  I reserve my opinions until I’ve heard all sides of an 
  issue.
  6
  I speak.. very.. slowly.. to those I think are not as 
  bright as me, which is usually everyone.
  7
  I have no social graces. I feel awkward and out of place 
  almost everywhere.
  8
  I’m convinced people are only using me for my 
  knowledge and insight.
  d6
  Ideal
  1
  Knowledge. Power and self-enlightenment can only 
  be attained through knowledge. (Neutral)
  2
  Beauty. Everything can be beautiful to something 
  else. It is more important to learn why they are 
  beautiful. (Good)
  3
  Logic. You must never let your emotions get in the 
  way of pure logical thinking. (Lawful)
  4
  Power. The path to ultimate power above all others is 
  rooted in knowledge. (Evil)
  5
  Chance. We will never learn the rules that govern 
  the unknown until we’re willing to break all of our old 
  rules. (Chaotic)
  6
  Self-Improvement. Knowledge is the key to the 
  betterment of one’s self. (Any)
  d6
  Bond
  1
  I will do anything to protect my pupils or co-workers.
  2
  I’ve discovered a long lost secret which must never fall 
  into the wrong hands.
  3
  I manage a university or center of learning.
  4
  I am recording my entire life’s work to be passed down 
  to the next generation.
  5
  I have been searching my entire life for the answer to a 
  specific question.
  6
  I did some unsavory things for the knowledge I now 
  possess. I hope to use it to redeem myself.
  
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  125
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  d6
  Flaw
  1
  I’m easily distracted by the promise of information.
  2
  I often put myself in grave danger for the chance to 
  learn something I consider important.
  3
  Forbidden knowledge can sometimes require making 
  great sacrifices, including innocents.
  4
  I tend to take complicated paths to reach simple 
  solutions.
  5
  I have no filter when I speak, which often results in 
  others being insulted.
  6
  Secrets are meant to be shared with someone.
  Shipper/Transporter
  You know the true value of being able to get goods and 
  services from place to place. You see yourself as a free 
  trader, hauling items or people of all types from place to 
  place so long as you’ve got the tools and the ship for it. 
  Sometimes you’re helping to bring meds or refugees across 
  the warzone. Some other times can be... a bit less heroic.
  Skill Proficiencies: Astrophysics, Deception
  Tool Proficiencies: One gaming set of your choice, 
  Vehicles (Space).
  Languages: One of your choice
  Equipment: basic clothes, flight suit, combat knife, 
  inventory database, 150 cubil
  Feature: Space Lanes
  There’s two starmaps for every sector of space—the one 
  used by the standard travel jockeys, and the other one 
  with the forgotten space lanes most people avoid. You 
  know all the quickest backways through space routes and 
  can often get discounts on docking fees and refueling 
  costs at various space stations across the galaxy.
  Suggested Characteristics
  Transporters can find work with businesses and 
  governments of all types. They know their usual galactic 
  routes like the back of their hand, along with the many 
  people that live throughout those sectors. They can be 
  very personable and understand that every area of space 
  has its own unique charm and sense of style.
  d8
  Personality Trait
  1
  I enjoy the thrill of finding a new planet or sector of 
  space.
  2
  I always like to make sure I'm the smartest person in 
  the room.
  3
  I respect authority... while it's in earshot.
  4
  Money talks, but it should never make up the whole 
  conversation.
  5
  I enjoy exploring the history and culture of the locals I 
  run into.
  6
  The more impossible the job, the more it intrigues me.
  7
  I have tons of acquaintances, and very few friends.
  8
  I like to keep my thoughts to myself until it's the right 
  time to make a move.
  d6
  Ideal
  1
  Impartiality. I’m just the shuttle service. What gets 
  shipped to whom is none of my concern. (Neutral)
  2
  Greater Good. I help people, the profit is just a side 
  benefit. (Good)
  3
  Honor. Even if I break the law, it's because I'm sticking 
  to my own code. (Lawful)
  4
  Greed. Profit and more profit justifies the means to 
  every end.(Evil)
  5
  Power. It’s entertaining to see how my cargo, in the 
  “right” hands, can dramatically change the course of 
  things. (Chaotic)
  6
  Professional. It’s a living and I am good at it. (Any)
  
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  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  d6
  Bond
  1
  I was once part of a much larger crew and would like to 
  get that feeling back.
  2
  One of my teammates was once a former client.
  3
  I helped someone escape the law. I often wonder if I 
  made the right choice.
  4
  My ship is my life and my home.
  5
  I once got too close with a client and got betrayed in 
  the end. I now keep business dealings far away from 
  personal affairs.
  6
  I've got a price on my head for crossing the wrong 
  client. I'm doing my best to clear my name.
  d6
  Flaw
  1
  I get nervous when I'm grounded for too long.
  2
  I'm always looking to push the envelope, even against 
  the safety of my teammates.
  3
  Even in dire circumstances, I'll always find time for a 
  little rest and relaxation.
  4
  It's tough to resist a job with an easy profit.
  5
  If things get too hot, I'll consider cutting my losses.
  6
  Everyone's got a price. I usually find it by squeezing 
  just a little bit harder.
  Variant Transporter: Smuggler
  You know how to get the goods you can’t buy at your 
  local vendor. You know the ins and outs of getting goods 
  past security checkpoints and around the red tape of 
  contraband laws. You have underworld contacts at most 
  spaceports that can give you the general and not-so-
  general information about the area, as well as provide 
  deeper insight into local rumors.
  Soldier
  Trained to be a master of arms, you’ve spent years 
  practicing the art of combat. Your experience has taught 
  you how to survive in the field both alone and with a 
  group of fellow combatants. You may have been an army 
  grunt or a space marine. Or perhaps you spent your years 
  as a mercenary or a member of the Knights of Infinity.
  Skill Proficiencies: Athletics, Survival
  Tool Proficiencies: One vehicle type of your choice
  Equipment: military/combat uniform, basic clothes, 
  150 cubil
  Feature: Fellow at Arms
  During your career as a soldier, you’ve gained a position 
  of respect and authority amongst your peers. You can 
  make use of your military persona to gain friendly 
  alliances with other military factions. You may also 
  request sanctuary or safe passage, especially from others 
  of your own military organization.
  Suggested Characteristics
  Soldiers have seen the horror, ugliness, and grief 
  propagated by war. It is often their discipline and training 
  that saved them from falling apart physically and mentally. 
  Their experiences have shaped how they view the universe 
  and those that live within it. It has also greatly affected 
  their own concepts of honor and bonds of friendship.
  d8
  Personality Trait
  1
  I am always stern, polite, and respectful.
  2
  I am haunted by visions and memories of war and the 
  things I have done to survive.
  3
  I’ve lost many friends which makes me cautious 
  toward making new ones.
  4
  In every combat situation, I can always bring up a 
  relevant war story.
  5
  Nothing and no one can shake my resolve.
  6
  I enjoy being the strongest or being the one in charge.
  7
  I have a very, very dark sense of humor.
  8
  There’s usually no time for a debate. I like simple, 
  direct solutions to every problem.
  d6
  Ideal
  1
  Co-existence. Everyone lives life the way they need 
  to. There are few things worth going to war over. 
  (Neutral)
  2
  Greater Good. Protecting the lives of others is 
  something worth dying for. (Good)
  3
  Duty. I obey commands and respect authority. (Lawful)
  4
  Might. Only the strongest is meant to rule. (Evil)
  5
  Independence. Tyranny begins by enforcing rules 
  that limit the rights of others. (Chaotic)
  6
  Responsibility. Nothing is more important than the 
  people or place I’m sworn to protect. (Any)
  d6
  Bond
  1
  I would lay down my life for those who have fought 
  beside me in the past.
  2
  I will never leave a friend behind when they’re in 
  danger.
  3
  My honor is my life.
  4
  I’ll never forget the losses I suffered during a losing 
  battle. I intend to get justice for those I’ve lost.
  5
  The lives of my companions are far more valuable than 
  my own.
  6
  I will always fight for those who cannot do so for 
  themselves.
  
  d6
  Flaw
  1
  I have a particular enemy that haunts my thoughts and 
  dreams, leaving me terrified.
  2
  I have little respect for those who cannot handle 
  themselves in a fight.
  3
  I made a grave mistake that cost the lives of those 
  under my command. It’s a secret I intend to carry to my 
  grave.
  4
  I tend to go into a blind rage against my enemies.
  5
  I will obey any established law, even if it causes misery 
  and suffering.
  6
  I will never admit to my mistakes and will double down 
  on my proven falsehoods.
  Techie
  You’re a whiz when it comes to anything technical. 
  Computers and machines are your forte and also your 
  favorite topic of discussion. You’ve got connections 
  of the digital sort who are often the source of useful 
  information. If the “mundanes” out there knew what you 
  did, their brains would probably melt away.
  Skill Proficiencies: Computers, Mechanics
  Tool Proficiencies: Hacker’s kit or Mechanics Tools
  Languages: ALOMU (universal programming code), one 
  other language of your choice.
  Equipment: basic clothes, encrypted PDA, 150 cubil.
  Feature: Industry Professional
  You are an expert on the quality and rarity of electronics 
  and mechanical devices. You can easily identify the make 
  and model of certain computers and machines. You also 
  know various contacts that can find you deals on decent 
  tech gear and gear upgrades.
  Suggested Characteristics
  Techies have a deep love and understanding for 
  machines, which often reflects in their personality. They 
  tend to approach most situations analytically, and often 
  find trouble communicating with different people. They 
  also carry a sense of imagination and wonder for the 
  future advancements of society.
  d8
  Personality Trait
  1
  I need to know how everything works, down to the 
  last circuit.
  2
  I am much better at dealing with machines than I am 
  with people.
  3
  I often feel the need to explain everything to everyone 
  down the most minute detail.
  4
  I love showing off my work to all of my friends and 
  companions.
  5
  I do not like social confrontations and tend to avoid 
  them as much as possible.
  6
  I love to take things apart and put them back together 
  just to see how they function.
  7
  My love for technology is only surpassed by my love of 
  companionship.
  8
  I can’t stand seeing a piece of tech that is falling apart 
  due to negligence.
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  128
  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  d6
  Ideal
  1
  Focus. I don’t care what it’s used for, just as long as 
  I’m left alone to work on it. (Neutral)
  2
  Benefit. Technology should be used for the 
  betterment of everyone. (Good)
  3
  Logic. Like machines, everyone must do their part in 
  order for things to run smoothly. (Lawful)
  4
  Control. Control the machines that run society, and 
  you will control the people. (Evil)
  5
  Progressive. New discoveries are just around the 
  corner, just as long as we’re willing to take the chance. 
  (Chaotic)
  6
  Advancement. I use my skills to guide myself and 
  those with me into an extraordinary future. (Any)
  d6
  Bond
  1
  I created an abomination of technology that I will 
  regret for my remaining days.
  2
  My personal loss has driven me to bury myself into 
  machines over people.
  3
  I am in charge of a technological group of business.
  4
  I made a scientific discovery that must never fall into 
  the wrong hands.
  5
  I stole trade secrets from a megacorporation. They 
  have been searching form ever since.
  6
  My ultimate goal is to build the perfect machine.
  d6
  Flaw
  1
  I always assume that I am the smartest person in the 
  room.
  2
  I am easily distracted by the promise of new 
  technological discoveries.
  3
  I have little respect for those who have no knowledge 
  in my field of expertise.
  4
  I lose my temper at anyone who tells me I am wrong.
  5
  I often dismiss the emotions and feelings of others as 
  useless ramblings.
  6
  I find it difficult to distinguish between the importance 
  of living souls versus machines.
  Esper Origin
  Achieving Esper Genesis happens differently for each 
  character. There is no known method for determining 
  how, when, or to whom it will occur. The only common 
  factor is it happens at a random point where the 
  character is under a highly emotional state, be it anger, 
  fear, joy, sadness, or combination of these in a state of 
  duress, such as a life-threatening event.
  The point in your character’s life where they experience 
  their connection to the forces of creation is known as 
  their esper origin. It’s an event for most espers that 
  carries far beyond just a mere memory. It marks a 
  threshold where their life crosses a point of no return, 
  from the mundane to the truly extraordinary.
  Using the Table
  The Esper Origin table below provides a list of 
  suggestions for you to decide on your character’s point 
  of Esper Genesis. You can use as much or as little out of 
  these options as you wish. Before you go over them, it’s 
  important to remember the following.
  It’s a Tool, Not a Rule. This table isn’t listed as part of 
  the step-by-step character creation because it’s meant to 
  specifically be a guideline to providing depth and detail 
  to your character’s story, having no actual bearing on 
  their abilities or traits. You can decide to roll randomly, 
  pick from the list, combine some of the suggestions, or 
  even just ignore it and make up your own backstory.
  Choosing the Right Time. Some characters may have a 
  backstory to where very few options on the table would 
  even apply. Your warrior or specialist, for example, might 
  not even achieve Esper Genesis until they’ve chosen their 
  archetype. Just as likely, perhaps your character comes 
  from a fringe sector of space where even the concept of 
  an esper is not yet defined. Any of these options can play 
  out just as well for your character.
  
  129
  ESPER GENESIS • CORE MANUAL • B ACKGROUNDS
  ESPER ORIGIN
  d20
  Origin
  1
  You were directly exposed to a sorium device used by espers, such as a rig or weapon link.
  2
  Your powers awoke while in the presence of a rare stellar event (a solar flare, comet, meteor shower, etc).
  3
  You witnessed or were the target of the use of a powerful esper power.
  4
  Pushed beyond your endurance in a hostile wilderness, your powers helped you survive.
  5
  A friend or loved one in immediate danger brought your innate powers to the fore.
  6
  Your powers awoke when you were threatened by criminals (gangers, robbers, underworld security)
  7
  You experienced a near fatal accident in which your powers saved your life.
  8
  A major genetic or medical procedure prompted your powers to activate.
  9
  You were part of a scientific experiment where your powers awoke as an unintended consequence.
  10
  While in the vicinity of a Crucible, your powers manifested while you were in a highly emotional state.
  11
  You're a combatant or soldier whose powers awoke during a particularly stressful conflict.
  12
  You manifested powers while in the midst of a performance such as dancing or music.
  13
  In the midst of a sporting competition, your inner drive prompted the manifestation of your abilities.
  14
  You were on the verge of death from an incurable illness. Your powers saved your life.
  15
  Your powers awoke during a time of great personal loss or tragedy.
  16
  Exposure to a rare bacteria on an alien world activated your powers as an immune response.
  17
  You experienced a strong telepathic connection with a truly alien being, such as a netherant or protean.
  18
  Another esper used their powers to come to your aid. The effects of the power caused yours to awaken.
  19
  You've exhibited strange abilities throughout your childhood for as long as you can remember.
  20
  The weight of guilt from committing a terrible act such as murder or torture caused your powers to manifest.
  
  130
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  
  131
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  FROM THE GRAND SUPERMALLS THAT GRACE THE SHOPPING 
  districts of major cities to the electronic vendor stations 
  along the halls of almost every space station, shopping is 
  a part of everyday life in almost every populated area in 
  the galaxy. Goods and services of all types, styles, shapes 
  and sizes can be found almost anywhere either physically 
  or online through the Silrayne Intergalactic Matrix. 
  Massive megacorporations push their ads across all 
  networks. Some manufacturers compete to make the 
  best, most cost effective gear for daily consumption, 
  while others specialize in high-grade luxury items or 
  vehicles. For those who brave the dangers of the deep 
  expanse, the right piece of gear at the right time could 
  mean the difference between life and death.
  This chapter covers the different types of common and 
  exotic gear, goods, and services your character may find 
  useful during their exploits.
  Starting Equipment
  During character creation, you receive a starting set of 
  equipment as defined by your class and background. 
  Alternatively, you may receive a certain amount of 
  wealth measured in cubil (pronounced as “kee-YOO-
  bil” and commonly abbreviated as “cu”), the standard 
  currency that is used throughout the Silrayne Arc. The 
  amount of cubil available to each starting character is 
  dependent on their character class and background. See 
  the Starting Wealth by Class table to determine how 
  much money you have to spend.
  How you came about your starting wealth, lifestyle, 
  and gear is completely up to you. Maybe you were a 
  former corporate wage-worker who made use of their 
  savings. You might have kept your gear from your time in 
  military service. Perhaps your favorite gun was handed 
  down to you by a parent who was in law enforcement.
  STARTING WEALTH BY CLASS
  Class
  Starting Money
  Adept
  3d4 x 100 cu
  Cybermancer
  4d4 x 100 cu
  Engineer
  5d4 x 100 cu
  Hunter
  5d4 x 100 cu
  Melder
  4d4 x 100 cu
  Sentinel
  5d4 x 100 cu
  Specialist
  4d4 x 100 cu
  Warrior
  5d4 x 100 cu
  Wealth and Currency
  Though most trade and purchases occur with the exchange 
  of money for products, the concept of wealth and valuables 
  aside from just monetary value still prevails in these times. 
  Trade goods, minerals, precious stones, and collectibles are 
  sometimes bartered for their monetary value.
  Currency
  The standard form of galactic currency is the cubil 
  (abbreviated as cu). It is primarily used as a digital 
  currency, accepted anywhere by online transfer within 
  the core planets. For trade outside the core, however, 
  the cubil also has a physical representation: that of a 
  flat metallic disc (a coin) made of pressed meteoric ore 
  harvested from several planets within the galaxy.
  Selling Loot
  Opportunities abound to find treasure, gear, weapons, 
  armor, and more during your expeditions. Normally, you 
  can sell your gains when you return to a space station or 
  populated settlement, provided that you can find buyers 
  interested in your loot.
  Arms, Armor, and Gear: As a general rule, undamaged 
  weapons, armor, and other equipment fetch half their 
  cost when sold in trade. Weapons and armor used by 
  defeated enemies are rarely in good enough condition to 
  sell.
  Enhanced Gear and Core Stones: Selling these rare items 
  is problematic. Finding someone to buy a more common 
  item isn’t too hard, but other items are out of the realm 
  of most but the wealthiest citizens and merchants. 
  Likewise, aside from a few common gear enhancements 
  and stones, you won’t normally come across these items 
  for normal purchase. The value of high-grade tech and 
  sorium core stones is far beyond the standard level of 
  trade and should always be treated as such.
  Gems, Jewelry, and Collectibles: These items retain their 
  full value in the marketplace, and you can either trade 
  them in for money or use them as currency for other 
  transactions. For exceptionally valuable treasures, the 
  GM might require you to find a buyer in a city or a major 
  spaceport.
  Trade Goods: On the fringes, many people conduct 
  transactions through barter. Like gems and art objects, 
  trade goods—ore, foodstuffs, gear parts, medicine, and 
  so on—retain their full value in trade and can be used as a 
  form of currency.
  Armor
  There are many different styles of armor that vary 
  between different cultures, races, and manufacturers. 
  The different types are classified below. Due to the 
  advancements in weapons manufacturing, armor has 
  become an absolute necessity for anyone traveling 
  beyond the reaches of civilization. Exploring the expanse 
  without at least a shield generator is a risky proposition 
  indeed.
  The Armor table shows the cost, weight, and other 
  properties of the common types of armor worn in Esper 
  Genesis.
  Armor Proficiency. Anyone can put on a suit of armor 
  or strap a shield to an arm. Only those proficient in the 
  5. Equipment
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  OULDFINISHT
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  OULDFINISHT
  OULDFINISHT
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  OULDFINISHT
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  132
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  ARMOR TABLE
  Name
  Cost (cu)
  Base AC
  Strength
  Stealth
  Weight
  LIGHT ARMOR (+ full Dex Bonus)
  Flight Suit
  50
  11
  -
  Disadvantage
  3 lb.
  Armor Jacket
  100
  11
  -
  -
  5 lb.
  Light Trooper
  450
  12
  -
  Disadvantage
  10 lb.
  Infiltration Suit
  1200
  12
  -
  -
  5 lb.
  MEDIUM ARMOR (+2 max Dex bonus)
  Reinforced Mesh
  100
  12
  -
  -
  4 lb.
  Military Jacket
  500
  13
  -
  -
  6 lb.
  Medium Trooper
  500
  14
  -
  Disadvantage
  12 lb.
  Nanoweave Suit
  7500
  15
  -
  Disadvantage
  14 lb.
  HEAVY ARMOR (no Dex bonus)
  Guardian
  300
  14
  -
  Disadvantage
  15 lb.
  Heavy Trooper
  750
  16
  Str 13
  Disadvantage
  20 lb.
  Centurion
  2000
  17
  Str 15
  Disadvantage
  25 lb.
  Fusion Armor
  15000
  18
  Str 16
  Disadvantage
  30 lb.
  SHIELDS
  Reinforced
  100
  +2
  -
  -
  3 lb.
  Portable Shield Device (PSD)
  50
  Special
  -
  -
  —
  armor’s use know how to wear it effectively, however. 
  Your class gives you proficiency with certain types of 
  armor. If you wear armor that you lack proficiency with, 
  you have disadvantage on any ability check, saving throw, 
  or attack roll that involves Strength or Dexterity, and you 
  can’t use esper powers.
  Armor Class (AC). Armor protects its wearer from 
  attacks. The armor (and shield) you wear determines 
  your base Armor Class.
  Heavy Armor. Heavier armor interferes with the wearer’s 
  ability to move quickly, stealthily, and freely. If the Armor 
  table shows “Str 13” or “Str 15” in the Strength column 
  for an armor type, the armor reduces the wearer’s speed 
  by 10 feet unless the wearer has a Strength score equal to 
  or higher than the listed score.
  Stealth. If the Armor table shows “Disadvantage” in the 
  Stealth column, the wearer has disadvantage on Dexterity 
  (Stealth) checks.
  Shields. A shield is made from metal, polymer, energy, 
  or reinforced glass, and is carried in one hand. Wielding 
  a shield increases your Armor Class by 2. You can benefit 
  from only one shield at a time.
  Light Armor
  Made from supple and thin materials, light armor favors 
  agile adventurers since it offers some protection without 
  sacrificing mobility. If you wear light armor, you add your 
  Dexterity modifier to the base number from your armor 
  type to determine your Armor Class.
  Flight Suit: A layered set of clothing that provides basic 
  protection from harsh climates.
  Armor Jacket: Lined with a protective mesh, this light 
  jacket provides adequate protection while still allowing 
  full movement without restriction.
  Light Trooper: A padded suit with a hardened flexible 
  overlay. Standard issue for most grunts.
  Infiltration Suit: A full body suit made from high grade 
  polymer blends. Expensive but effective.
  Medium Armor
  Medium armor offers more protection than light armor, 
  but it also impairs movement more. If you wear medium 
  armor, you add your Dexterity modifier, to a maximum 
  of +2, to the base number from your armor type to 
  determine your Armor Class.
  Reinforced Mesh: Multiple layers of micro-woven fiber 
  mesh. It most often comes in the form of a vest or torso 
  covering.
  Military Jacket: Popular amongst officers and mercs, 
  this jacket’s interior is lined with protective plates and 
  hard padding.
  Medium Trooper: Much like the light variant, this is a suit 
  of layered padding with a chest piece and guards made of 
  tempered polymer plating.
  Nanoweave Suit: This variant of the trooper armor has 
  been fortified with a coating made of nanocarbons fused 
  over the protective plate.
  
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  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  Heavy Armor 
  Of all the armor categories, heavy armor offers the best 
  protection. These suits of armor cover the entire body 
  and are designed to stop a wide range of attacks. Only 
  proficient warriors can manage their weight and bulk.
  Heavy armor doesn’t let you add your Dexterity 
  modifier to your Armor Class, but it also doesn’t penalize 
  you if your Dexterity modifier is negative.
  Guardian: Often made of inexpensive material, this 
  bulky armor is a combination of thick padding, rigid 
  metal plates and mesh weaving. It is popular amongst 
  space miners and bunker sentries.
  Heavy Trooper: This is a full suit of reinforced mesh 
  underneath a layer of interlocking plates made from 
  hardened composite. Armored gloves and boots are 
  included as well.
  Centurion: A suit of heavy trooper armor outfitted 
  with a tempered multi-alloy chest piece with protective 
  shoulder and leg guards. This armor is often limited to 
  high-ranking soldiers and elite infantry.
  Fusion Armor: The best in full body protection, this 
  high-grade armor is made from fused meteoric alloys and 
  bolstered with an additional layer of fullerene polymers.
  Getting Into and  
  Out of Armor
  Required time for equipping armor 
  depends on its category.
  Suit Up: This is the time it 
  takes to put on armor. You 
  benefit from the armor’s AC 
  only if you take the full time to 
  don the suit of armor.
  Un-suit: This is the time 
  it takes to take off armor. If 
  you have help, reduce this 
  time by half.
  SUITING UP AND 
  UN-SUITING
  Armor
  Suit Up
  Un-suit
  Light
  1 minute
  1 minute
  Medium
  3 minutes
  1 minute
  Heavy
  5 minutes
  2 minutes 
  Shield
  1 action
  1 action
  Shields
  Shields come in multiple designs – curved, cornered, 
  composite, energy, etc. All work along the same function, 
  being worn on the off hand and used manually against 
  incoming attacks. The only exception is the Portable 
  Shield Device which is active at all times.
  SPECIAL ARMOR: PORTABLE SHIELD DEVICE
  A portable shield device (PSD) is often worn by long 
  distance travelers. It has a sorium core and is designed to 
  repel high-velocity weapon fire from weapons using the 
  same technology. It can be tailored to fit any wearable hard 
  surfaced item like a bracer, belt, helmet, or the like. While 
  it provides no bonus to AC, it requires no proficiency 
  to use and counts as wearing armor versus weapons that 
  possess the high-velocity property. It also provides a +2 
  bonus to Burst saves if worn without armor.
  Without a PSD or any armor, a high-velocity weapon 
  deals an additional die of damage with an increased 
  probability of a critical strike (see Weapon Properties).
  SPECIAL A
  L A
  L
  RMOR: PORTABLE SHIELD DEVICE
  A portable shield device (PSD) is often worn by long 
  deals an additional die of damage with an increased 
  probability of a critical strike (see Weapon Properties).
   The best in full body protection, this 
  high-grade armor is made from fused meteoric alloys and 
  bolstered with an additional layer of fullerene polymers.
  and
  Required time for equipping armor 
   This is the time it 
  benefit from the armor’s AC 
  only if you take the full time to 
  Un-suit
  1 minute
  1 minute
  2 minutes 
  1 action
  
  134
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  Weapons
  Your class grants proficiency in certain weapons, 
  reflecting both the class’s focus and the tools you are 
  most likely to use. Whether you favor a blade or a pistol, 
  your weapon and your ability to wield it effectively 
  can mean the difference between life and death while 
  adventuring.
  The Weapons table shows the most common weapons 
  used in the Esper Genesis, their price and weight, 
  the damage they deal when they hit, and any special 
  properties they possess. Every weapon is classified as 
  either melee or ranged. A melee weapon is used to attack 
  a target within 5 feet of you, whereas a ranged weapon is 
  used to attack a target at a distance.
  Weapon Proficiency
  Your race, class, and feats can grant you proficiency 
  with certain weapons or categories of weapons. The 
  two categories are simple and martial. Most people can 
  use simple weapons with proficiency. These weapons 
  include clubs, batons, and other weapons often found 
  in the hands of commoners. Martial weapons, including 
  swords, polearms, and heavy firearms, require more 
  specialized training to use effectively. Most warriors 
  use martial weapons because these weapons put their 
  fighting style and training to best use.
  Proficiency with a weapon allows you to add your 
  proficiency bonus to the attack roll for any attack you 
  make with that weapon. If you make an attack roll using 
  a weapon with which you lack proficiency, you do not 
  add your proficiency bonus to the attack roll.
  Weapon Range
  Weapons that can be used to make a ranged attack (such 
  as those with the ammunition, high-velocity, or thrown 
  properties) have a listed range on the Weapons table. The 
  range lists two numbers. The first is the weapon’s normal 
  range in feet, and the second indicates the weapon’s long 
  range. When attacking a target beyond normal range, 
  you have disadvantage on the attack roll. You can’t attack 
  a target beyond the weapon’s long range. See chapter 9 
  for more information on ranged attacks in combat.
  FIREARM DAMAGE IN OTHER SETTINGS
  It is important to note that a majority of guns would 
  normally deal significantly more damage than presented in 
  a setting with less advanced technology, such as a fantasy 
  based setting. This is due to the advanced protections 
  offered by modern day armor. Those wearing no armor 
  or PSD suffer far more damage when shot by any of the 
  more advanced firearms. Please refer to the High-Velocity 
  and Explosive weapon properties.
  FIREARM DAMAGE IN OTHER SETTINGS
  It is important to note that a majority of guns would 
  more advanced firearms. Please refer to the High-Velocity
  and Explosive
  Explosive weapon properties.
   weapon properties.
  Explosive weapon properties.
  Explosive
  Explosive weapon properties.
  Explosive
  Weapon Properties
  Many weapons have special properties related to their 
  use, as shown in the Weapons table.
  Adaptable: A ranged weapon with this property can 
  be used in close quarters combat without suffering a 
  disadvantage on attack rolls.
  Ammunition: You can use a weapon that has the 
  ammunition property to make a ranged attack only if 
  you have ammunition to fire from the weapon. Each 
  
  135
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  WEAPONS TABLE
  Name
  Cost
  Damage
  Range
  Weight
  Properties
  Simple Melee Weapons
  Club
  1 cu
  1d4 bludgeoning
  -
  2 lb.
  Light
  Combat Knife
  20 cu
  1d4 piercing
  (20/60)
  1 lb.
  Finesse, light, thrown
  Handaxe
  50 cu
  1d6 slashing
  (20 60)
  2 lb.
  Light, thrown
  Metal Baton
  20 cu
  1d6 bludgeoning
  -
  3 lb.
  —
  Spear
  25 cu
  1d6 piercing
  (20/60)
  3 lb.
  Thrown, versatile (1d8)
  Staff
  10 cu
  1d6 bludgeoning
  -
  4 lb.
  Versatile (1d8)
  Power Gauntlets
  20 cu
  1d4 bludgeoning
  -
  1 lb.
  Light
  Wrist Blades
  10 cu
  1d4 slashing
  -
  1 lb.
  Finesse, light
  Simple Ranged Weapons
  Pistol, light
  200 cu
  1d6 piercing
  (50/150)
  1 lb.
  Adaptable, ammunition (15 shots), light
  Rifle, short
  250 cu
  1d8 piercing
  (70/210)
  3 lb.
  Ammunition (8 shots), reload
  Throwing Blade
  2 cu
  1d4 piercing
  (30/90)
  1/4 lb.
  Finesse, thrown
  Martial Melee Weapons
  Energy Staff
  150 cu
  1d6 bludgeoning
  -
  2 lb.
  Reach, energy burst, two handed
  Forearm Blade
  250 cu
  1d6 slashing
  -
  2 lb.
  Finesse, light
  Glaive
  200 cu
  1d10 slashing
  -
  6 lb.
  Heavy, reach, two-handed
  Grandblade
  500 cu
  2d6 slashing
  -
  6 lb.
  Heavy, two handed
  Greataxe
  300 cu
  1d12 slashing
  -
  7 lb.
  Heavy, two handed
  Longblade
  150 cu
  1d8 slashing
  -
  3 lb.
  Versatile (1d10)
  Microfilament Whip
  250 cu
  1d6 slashing
  -
  2 lb.
  Finesse, reach
  Sabre
  200 cu
  1d8 slashing
  -
  3 lb.
  Finesse
  Shortblade
  100 cu
  1d6 piercing
  -
  2 lb.
  Finesse, light
  Warhammer
  150 cu
  1d8 bludgeoning
  -
  3 lb.
  Versatile (1d10)
  Martial Ranged Weapons
  Pistol, arm
  500 cu
  1d6 piercing
  (30/120)
  1 lb.
  Ammunition (6 shots), reload
  Pistol, auto
  250 cu
  1d6 piercing
  (60/300)
  2 lb.
  Burst fire (2), high-velocity
  Pistol, heavy
  400 cu
  1d8 piercing
  (50/250)
  3 lb.
  Burst fire (2), high-velocity, recoil (1)
  Rifle, auto
  300 cu
  1d10 piercing
  (80/400)
  5 lb.
  Burst fire (3), high-velocity, recoil (1), two handed
  Rifle, heavy
  500 cu
  2d6 piercing
  (100/500)
  8 lb.
  Burst fire (3), heavy, high-velocity, recoil (2), two 
  handed
  Rifle, sniper
  800 cu
  2d8 piercing
  (300/2000)
  8 lb.
  Heavy, high-velocity, recoil (3), reload, two handed, 
  special 
  Shotgun
  250 cu
  1d8 piercing
  (30/90)
  7 lb.
  Reload, two handed, special
  Grenades
  Grenade Launcher
  800 cu
  Special
  Special
  5 lb.
  Recoil (1), reload, special
  Fragmentation
  100 cu
  2d6 piercing
  Special
  1 lb.
  Explosive, thrown, special
  EMP
  120 cu
  --
  Special
  1 lb.
  Thrown, special
  Gas
  200 cu
  1d8 poison
  Special
  1 lb.
  Thrown, special
  Phosphorus
  500 cu
  1d8 fire
  Special
  1 lb.
  Explosive, thrown, special
  Stun
  300 cu
  --
  Special
  1 lb.
  Thrown, special
  
  136
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  time you attack with the weapon, you expend one piece 
  of ammunition. Drawing ammunition from a case or 
  cocking a sidearm are all part of the attack (requiring a 
  free hand for a one-handed weapon). If you use a weapon 
  that has the ammunition property to make a melee 
  attack, you treat the weapon as an improvised weapon 
  (see “Improvised Weapons” later in this section).
  Burst Fire: A weapon with the burst fire property can 
  make a normal single-target attack, or it can spray a 
  10-foot cube (4 map grid squares) within the weapon’s 
  normal range. A burst is far more uncontrolled than an 
  aimed shot. A burst fire attack can only be taken once 
  per turn and must be within the weapon’s short range.
  Any creature within the 10-foot cube must make a 
  Dexterity saving throw versus the Burst save DC or suffer 
  the weapon’s damage. A +2 bonus can be added if a PSD 
  is used without armor. Ability modifiers cannot be added 
  to the damage roll for a burst fire attack.
  A weapon can be fired in burst as many times as the 
  number in parenthesis before requiring a full round 
  for the clip to replenish ammunition. This can also be 
  avoided by using an action or bonus action to change out 
  a clip. Changing a clip requires at least one free hand.
  Burst save DC = 8 + your proficiency bonus (if 
  proficient) + your Dexterity modifier
  Energy Burst. When a successful attack is made with a 
  weapon with this property, a bonus action can be used 
  to fire a burst of energy from its tip or edge. The target 
  must make a DC 13 Constitution saving throw or have 
  their movement reduced by 10 feet until the end of their 
  next turn.
  Explosive. Damage from a weapon with this property 
  counts as both fire damage and the damage type listed. 
  Resistances or immunities apply only if the target has them 
  for both damage types. When a target wearing no armor 
  (or PSD) and with no natural armor takes damage from 
  a weapon with this property, the target takes twice the 
  number of dice in damage on the initial damage roll, but 
  not for subsequent damage caused by the same attack.
  Finesse. When making an attack with a finesse weapon, 
  you use your choice of your Strength or Dexterity modifier 
  for the attack and damage rolls. You must use the same 
  modifier for both rolls.
  Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. A heavy weapon’s size and bulk 
  make it too large for a Small creature to use effectively.
  High-Velocity. This property allows a weapon to 
  fire high velocity bullets in quick succession from a 
  clip modified with a sorium core. There is no need to 
  replenish ammunition unless depleted through Burst Fire.
  If a weapon with this property is used to attack a target 
  that is wearing no armor (or PSD) and has no natural 
  armor, the target takes an additional die of damage. In 
  addition, the attack scores a critical hit on a 19-20.
  Light. A light weapon is small and easy to handle, 
  making it ideal for use when fighting with two weapons.
  Reach. This weapon adds 5 feet to your reach when you 
  attack with it, as well as when determining your reach for 
  opportunity attacks with it.
  Recoil. This numerical value indicates the minimum 
  strength bonus required to handle a high powered recoil 
  weapon without penalty. If this requirement is not met, 
  you may not add your Dexterity modifier to attack or 
  damage rolls. In addition, if the recoil value is higher 
  than your Strength modifier by 2 or more, you are also at 
  disadvantage to all attack rolls made with the weapon.
  Reload. Because of the time required to load this 
  weapon, you can fire only one piece of ammunition from 
  it when you use an action, bonus action, or reaction 
  to fire it, regardless of the number of attacks you can 
  normally make.
  Special. A weapon with the special property has 
  unusual rules governing its use, explained in the weapon’s 
  description (see “Special Weapons” later in this section).
  Thrown. If a weapon has the thrown property, you 
  can throw the weapon to make a ranged attack. If the 
  weapon is a melee weapon, you use the same ability 
  modifier for that attack roll and damage roll that you 
  would use for a melee attack with the weapon. For 
  example, if you throw a handaxe, you use your Strength, 
  but if you throw a combat knife, you can use either your 
  Strength or your Dexterity, since the knife has the finesse 
  property.
  Two-Handed. This weapon requires two hands when you 
  attack with it.
  Versatile. This weapon can be used with one or two 
  hands. A damage value in parentheses appears with the 
  property—the damage when the weapon is used with two 
  hands to make a melee attack.
  Using Recoil and Burst Fire
  When a weapon has both the burst fire and recoil 
  properties, the recoil property directly affects the burst 
  fire property when making burst fire attacks. If a creature 
  attacking with a firearm cannot add their Dexterity 
  modifier due to recoil, the attacker also loses their 
  Dexterity bonus when calculating their Burst save DC 
  with that weapon. Similarly, if a creature’s attack with a 
  firearm has disadvantage due to recoil, all targets of a 
  burst fire attack with that weapon would have advantage 
  to their burst saves.
  This rule, however, is limited to the effects of recoil 
  only, and is not universal. For example, a creature gaining 
  advantage on a weapon attack with a firearm does not 
  automatically give disadvantage to their target’s burst 
  saves.
  Improvised Weapons
  Sometimes characters don’t have their weapons and 
  have to attack with whatever is at hand. An improvised 
  weapon includes any object you can wield in one or two 
  hands, such as broken glass, a table leg, a crowbar, a 
  brick, or a robot arm.
  Often, an improvised weapon is similar to an actual 
  weapon and can be treated as such. For example, a 
  crowbar is akin to a club. At the GM’s option, a character 
  proficient with a weapon can use a similar object as if it 
  were that weapon and use his or her proficiency bonus.
  
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  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  An object that bears no resemblance to a weapon deals 
  1d4 damage (the GM assigns a damage type appropriate 
  to the object). If a character uses a ranged weapon to 
  make a melee attack, or throws a melee weapon that 
  does not have the thrown property, it also deals 1d4 
  damage. An improvised thrown weapon has a normal 
  range of 20 feet and a long range of 60 feet.
  Special Weapons
  Weapons with special rules are described here.
  Grenade Launcher. This weapon allows you to make a 
  ranged weapon attack using your Dexterity to launch a 
  grenade instead of making an Athletics check. You must 
  still be proficient in grenades to add your proficiency 
  modifier to the attack roll. The DC versus your attack roll 
  remains the same as listed on the Grenade Range table. 
  The minimum required range is listed in the Launcher 
  Range column.
  Shotgun: This weapon fires in a 30 ft. cone at one 
  target. Roll to hit the target and use the rules for Burst 
  Fire for anyone else caught within the radius. Firing at 10 
  feet will score a critical hit on a roll of 19 or 20.
  Sniper Rifle: Using this weapon requires an attack action 
  and a bonus action. The minimum distance for this 
  weapon is 40 ft. If used at a closer distance, the attacker 
  will suffer a disadvantage to the attack roll. Attacks with 
  this weapon score a critical hit on a 19 or 20.
  If you use this weapon with a weapon stand or while 
  you are prone, the recoil value is reduced to 1. Using this 
  weapon while prone does not give you disadvantage to 
  your attack rolls due to the condition.
  Grenades
  A grenade can be thrown with a successful Strength 
  (Athletics) check. If you are proficient with grenades, add 
  your proficiency bonus to the Strength check. If you are 
  proficient in Athletics and grenades, you add double your 
  proficiency modifier to the Strength check. The Grenade 
  Range table provides the DC required to reach the 
  intended range. If the roll is successful, each target in a 15 
  foot radius must make a DC 14 Dexterity saving throw, 
  taking the full damage on a failed save, or half as much 
  on a successful one.
  If the Strength check made to throw the grenade is 
  unsuccessful, the targets will only take half damage on 
  a failed save and no damage on a successful one. In 
  addition, all targets gain advantage to saves versus the 
  grenades’ effects, if any.
  There are five common types of grenades.
  Fragmentation. Often nicknamed “frag grenades”, these 
  are the most common type of grenade used in military 
  confrontations. When the grenade explodes, shards of 
  shrapnel are propelled at high velocity within the area.
  EMP. Short for “electro-magnetic pulse”, these grenades 
  release a pulse of electricity that targets electronics and 
  powered equipment. These grenades do no damage and 
  have no effect on living targets. All mechanical constructs 
  and automatons must make a DC 12 Intelligence saving 
  throw or be considered Impaired until the end of their 
  next turn (see appendix A)
  In addition, any unshielded computer panel or 
  electronic device not worn by another creature will cease 
  to function until the start of your next turn.
  Gas. These grenades release a toxic gas within its area of 
  effect. In addition to damage, each target that fails their 
  saving throw become poisoned (see appendix A)
  Phosphorous. This incendiary grenade produces intense 
  heat through an explosive chemical reaction. Targets who 
  fail their saving throw take an additional 1d8 fire damage 
  at the end of each of their turns. To extinguish the flames, 
  the target must spend an action and make a successful 
  DC 10 Dexterity saving throw.
  In addition, until the end of your next turn, any creature 
  entering the area of effect suffers 1d6 fire damage.
  Stun. This grenade deals no damage, however any target 
  who fails their Dexterity saving throw versus this grenade 
  must then make a DC 13 Constitution saving throw or 
  become stunned until the end of their next turn.
  GRENADE RANGE
  Throwing Range
  Launcher Range
  DC
  20 ft.
  60 ft.
  12
  40 ft.
  120 ft.
  14
  50 ft.
  200 ft.
  16
  60 ft.
  300 ft.
  18
  SUBSTITUTE WEAPON AND DAMAGE TYPES
  The list on the Weapons table covers most of the standard 
  weapon types used in EG, though these weapons can be 
  made into various forms depending on your game.
  Alternate Weapon Types. Though there are many 
  different styles and types of weapons, many of them fall 
  under one of the broad categories listed. A longblade, 
  for example, covers weapons such as the katana or the 
  bastard sword.
  Alternate Damage Types. A similar rule applies when 
  dealing with alternating sources of damage. A laser sword, 
  for example, would be considered a longblade that deals 
  radiant damage. To create a disruptor pistol, you would 
  use an autopistol without the burst fire property that deals 
  necrotic damage.
  Keeping Game Balance. If you make use of these 
  alternate types, make sure they do not disrupt the balance 
  in your game. For example, regardless of damage type, 
  it’s recommended to keep the recoil property to prevent 
  firearms from becoming overpowered. Similarly, unless 
  forge enhanced, weapon damage should still be considered 
  to be mundane in regards to resistances and immunities.
  More options for modifying and upgrading weapons is 
  provided in the Master Technician’s Guide.
  SUBSTITUTE WEAPON AND DAMAGE TYPES
  The list on the Weapons table covers most of the standard 
  More options for modifying and upgrading weapons is 
  provided in the 
  provided in the Master Technician’s Guide.
  
  138
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  Miscellaneous Gear
  This section describes items that have special rules or 
  require further explanation.
  Antitoxin. A creature that drinks or is injected with 
  this liquid gains advantage on saving throws against 
  poison for 1 hour. It confers no benefit to automatons or 
  constructs.
  Binoculars (Micro). These mini-binoculars extend your 
  visual range. You can see up to a distance of 10 times the 
  range of your normal vision. You cannot see any objects 
  within 15 feet and are at disadvantage to all Wisdom 
  (Perception) checks made to notice anything within 15 
  feet of you.
  Binoculars (Rangefinding). These are slightly larger and 
  function the same as micro binoculars. These, however, 
  also provide a readout of exact distance between you and 
  a chosen point of focus. You also receive advantage to 
  any Intelligence (Investigation) rolls made when searching 
  for any details regarding your point or object of focus.
  Bio-suit. This bulky outfit is often used whenever 
  walking into zones deemed to be biohazards. The suit has 
  a built in air filtration unit and is chemically sealed. While 
  wearing this suit, you are immune to poison and disease, 
  however, your movement rate is halved and you cannot 
  take reactions.
  Caltrops. As an action, you can spread a box of 
  caltrops to cover a square area that is 5 feet on a side. 
  Any creature that enters the area must succeed on a DC 
  15 Dexterity saving throw or stop moving this turn and 
  take 1 piercing damage. Taking this damage reduces the 
  creature’s walking speed by 10 feet until the creature 
  regains at least 1 hit point. A creature moving through 
  the area at half speed doesn’t need to make the save.
  Chain. A chain has 10 hit points. It can be burst with a 
  successful DC 20 Strength check.
  Climber’s Kit. A climber’s kit includes spikes, 
  interlocking hooks, boot tips, mag-gloves, and a climbing 
  harness. You can use the climber’s kit as an action to 
  anchor yourself; when you do, you can’t fall more than 
  25 feet from the point where you anchored yourself, and 
  you can’t climb more than 25 feet away from that point 
  without undoing the anchor.
  Crowbar. Using a crowbar grants advantage to Strength 
  checks where the crowbar’s leverage can be applied.
  Datapad. This is a portable digital reading device 
  which allows basic written information, data, images, 
  and maps to be read and transferred from a linked 
  master computer terminal which must be within a range 
  of 200 feet.
  Miscellaneous Gear
  ear
  
  139
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  MISCELLANEOUS GEAR
  Item
  Cost
  Weight
  Item
  Cost
  Weight
  Ammunition
  Metal Pole (10-foot)
  30
  7 lb.
  Arrows, steel (20)
  10
  1 lb.
  Microfilament Wire (50 feet)
  250
  1 lb.
  Bullets (20)
  20
  1 lb.
  Microanalyzer (digital microscope)
  300
  3 lb.
  Antitoxin (ampoule)
  500
  —
  Micro-Toolset
  20
  8 lb.
  Backpack
  20
  5 lb.
  Mirror, hand
  30
  0.5 lb.
  Bag, large
  10
  2 lb.
  Motion Sensor
  500
  5 lb.
  Bag, small
  5
  1 lb.
  Nightvision Goggles
  1500
  1 lb.
  Binoculars (Micro)
  50
  2 lb.
  Pack Attachment
  200
  3 lb.
  Binoculars (Rangefinding)
  200
  2 lb.
  Padlock (digital)
  50
  1 lb.
  Bio-suit
  2000
  10 lb.
  Perfume (bottle)
  100
  —
  Blanket
  20
  3 lb.
  Perfume (vial)
  50
  —
  Bolt Cutter
  40
  2 lb.
  Personal Computer
  300
  4 lb.
  Breathing Filter
  200
  1 lb.
  Plasma Torch
  250
  2 lb.
  Briefcase
  25
  2 lb.
  Poison, basic (ampoule)
  1000
  —
  Caltrops (box of 20)
  20
  2 lb.
  Portable Media Device
  200
  0.5 lb.
  Chain (10 feet)
  50
  10 lb.
  Propane Lighter (pocket)
  1
  --
  Climber’s kit
  250
  12 lb.
  Ration pack (1 day)
  20
  0.5 lb.
  Clothing
  Recording Unit
  150
  1 lb.
  Basic
  50
  3 lb.
  Restraints (metallic)
  10
  0.5 lb.
  Fine
  150
  4 lb.
  Restraints (reinforced)
  20
  1 lb.
  Traveling
  20
  4 lb.
  Rope, cable (50 feet)
  100
  5 lb.
  Crowbar
  20
  5 lb.
  Sensory Jammer
  500
  --
  Datapad
  50
  1 lb.
  Shovel
  10
  1 lb.
  Diving Gear
  1200
  1 lb.
  SIM Goggles
  1000
  0.5 lb.
  Explosive Charge
  600
  2 lb.
  SIM Unit
  500
  2 lb.
  Fire Extinguisher
  20
  10 lb.
  Sleeping Bag
  10
  4 lb.
  Flare (pack of 6)
  10
  3 lb.
  Sealed Bag
  50
  2 lb.
  Flashlight
  10
  0.5 lb.
  Storage Crate
  50
  10 lb.
  Flask, small
  10
  1 lb.
  Tent (3-5 person)
  40
  20 lb.
  Flight Uniform
  40
  5 lb.
  Themos
  20
  3 lb. (full)
  Glow Sticks (10)
  2
  0.5 lb.
  Two-Way Communicator
  200
  2 lb.
  Grapple Gun
  500
  3 lb.
  Hammer
  10
  3 lb.
  Hammer, sledge
  20
  10 lb.
  Healing ampoule
  500
  0.5 lb.
  Holo-projector
  1000
  —
  Ladder (10-foot)
  10
  25 lb.
  Longcoat
  50
  4 lb.
  Mag-lock
  300
  3 lb.
  Magnetic Boots
  1500
  8 lb.
  Mag-seal case
  300
  2 lb.
  Medkit
  50
  3 lb.
  CONTAINER CAPACITY
  Container
  Capacity
  Backpack
  1 cubic foot/30 pounds of gear
  Bag, large
  2 cubic feet/40 pounds of gear
  Bag, small
  0.5 cubic foot/10 pounds of gear
  Briefcase
  0.5 cubic foot/20 pounds of gear
  Sealed Bag
  3 gallons liquid, 1/2 cubic foot solid
  Storage Crate
  12 cubic feet/300 pounds of gear
  Thermos
  3 pints liquid
  
  140
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  Diving Gear. This set of gear includes a wetsuit, oxygen 
  supply, and attachments for underwater maneuvering. 
  While using this gear, you ignore any underwater 
  movement penalties and have advantage on any Strength 
  (Athletics) rolls required for swimming checks made 
  underwater. You gain no benefit from this item if you are 
  wearing any armor other than a PSD.
  Explosive Charge. This small block of explosive material 
  can be set off using a timed explosive (set for anywhere 
  between 1 round to 1 hour) or a with a programmed 
  detonator. Activating the charge requires an action and a 
  successful DC 12 Wisdom check using demolition tools. 
  If using a detonator, the charge can be triggered by using 
  a bonus action.
  Once triggered, each target in a 15-foot radius of the 
  charge must make a DC 13 Dexterity saving throw, taking 
  3d6 fire damage on a failed save, or half as much on a 
  successful one. Treat this damage as if it were a weapon 
  with the explosive property.
  The charge can be moved but disarming it requires a 
  successful DC 12 Wisdom check with demolition tools.
  Fire Extinguisher. You may spend an action to extinguish 
  any normal fire or remove any ongoing fire damage effect 
  from any target in a 15 foot cone. This item has 10 uses.
  Flare. A flare burns for 1 hour, providing bright light in 
  a 20-foot radius and dim light for an additional 20 feet.
  Flashlight. A flashlight can be either held or mounted 
  on a wrist strap, head mount, or chestpiece. It casts 
  bright light in a 60-foot cone and dim light for an 
  additional 60 feet.
  First Aid Kit. This kit is contains bandages, ointments, 
  and pain medication. The kit has ten uses. As an action, 
  you can expend one use of the kit to stabilize a creature 
  that has 0 hit points, without needing to make a Wisdom 
  (Medicine) check.
  Glow Sticks. Each of these sticks glows for 30 minutes, 
  providing dim light in a 20-foot radius.
  Grapple Gun. This item has 50 feet of a strong, thin 
  climbing cable coiled within its base. It can be fired and 
  tethered to a surface with a successful DC 12 Dexterity 
  check and hook onto a solid ledge or against most non-
  metallic surfaces. When using this device, you ignore any 
  Strength rolls required for climbing checks and have a 
  climbing rate of 30. It can hold up to 2 people without 
  snapping. The cable has 3 hit points and an AC of 9 while 
  extended. If used for anything but climbing, however, skill 
  checks may still be required up to the GM’s discretion.
  Healing Ampoule. A creature that drinks or is injected 
  with this liquid regains 2d4 + 2 hit points. Drinking or 
  administering this medical vial takes an action.
  Holo-projector. Linking this item to a SIM Unit or 
  Recording Unit allows you to create three-dimensional 
  recordings within a 10-foot square which include both 
  video and audio. The recordings can last up to 3 minutes 
  and are saved onto recording chips which can be played 
  again on any holo-projector.
  Mag-lock. This magnetic clamp lock can be placed on 
  any medium to large container, normal door, or latch. It 
  has a digital coded lock and can only be opened with a 
  successful DC 16 Dexterity check with Infiltration tools or 
  a DC 15 Intelligence check with a Hacker’s kit.
  Magnetic Boots. Often used by spacers and starship 
  technical crew, these boots allow you to secure yourself 
  onto any metallic surface. In Zero-G, you can move at a 
  rate of 10 feet and do not suffer from disadvantages to 
  ability checks associated with being in Zero-G. In normal 
  gravity, you cannot move and cannot be pushed, pulled, 
  or knocked prone.
  Mag-Seal Case. This is a normal briefcase (see Container 
  Capacity) equipped with a small mag-lock.
  Medkit. This small pack of emergency stims and anti-
  viral solutions has enough for three uses. Each use gives 
  you advantage on a single Wisdom (Medicine) roll made 
  to stabilize a dying creature.
  Microfilament Wire. Often used as a lighter, more 
  durable replacement for rope or cable, this thin wire, 10 
  hit points and an AC of 12.
  Micro Toolset. This small set of tools grants you 
  advantage on any Wisdom (Mechanics) skill checks to 
  repair minor electronic tools and devices such as a SIM 
  Unit or Portable Media Device. This provides no benefit 
  for complex items such as automatons, computers, 
  drones, weapons, or vehicles.
  Motion Sensor. This device is linked to a display screen 
  which presents the device’s data. The device can sense 
  motion through walls and solid surfaces, indicating the 
  location of any moving object within 50 feet.
  Nightvision Goggles. These provide you with the ability to 
  see in dim light and darkness within 30 feet of you as if it 
  were bright light, and within 60 feet of you as if it were in 
  dim light. You cannot discern color, only shades of gray.
  While wearing these goggles, you have disadvantage 
  on all Wisdom (Perception) checks and Intelligence 
  (Investigation) checks having to do with sight. If you are 
  wearing these goggles in bright light during your turn, 
  you must succeed on a DC 12 Dexterity saving throw to 
  remove them or become blinded until the end of your 
  next turn.
  Pack Attachment. This is a container the size of a 
  backpack that may be attached directly to the back of 
  any suit of medium or heavy armor. Items carried within 
  this container have their weight reduced by half.
  Padlock. Equipped with a key and digital keypad. 
  Without the code, the lock can be picked with infiltration 
  tools and a successful DC 15 Dexterity check.
  Personal Computer. A tablet screen with attachable 
  keyboard. It runs standard programs and allows for a 
  mundane connection to the Silrayne Intergalactic Matrix.
  Plasma Torch. This small, handheld torch deals 3d6 
  points of fire damage each round to an immobile 
  object not worn by another creature. The torch requires 
  precision to operate effectively. If used as an improvised 
  weapon, its damage is reduced to 1d6.
  Poison (ampoule). A creature that drinks or is injected 
  with this liquid must make DC 10 Constitution saving 
  throw or take 1d4 poison damage and is considered 
  poisoned for 1 minute. The full contents must be used in 
  order to achieve any effect.
  
  141
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  Portable Media Device. This could be anything from a 
  digital assistant to a wristphone to smart glasses. PMDs 
  represent any portable device used in everyday life in 
  order to scan and store data, contact others, and access 
  the Silrayne Intergalactic Matrix.
  Recording Unit. Usually a piece of headgear or body 
  attachment, this device can record panoramic video 
  at all angles including the recorder and broadcast it 
  simultaneously over multiple media formats. Popular 
  amongst journalists and artists.
  Restraints (metallic). These can be used to bind a Small 
  or Medium creature. Escaping the restraints requires 
  a successful DC 20 Dexterity check. Breaking them 
  requires a successful DC 20 Strength check. Each set of 
  restraints comes with one key. Without the key, a creature 
  proficient with infiltration tools can pick the manacles’ 
  lock with a successful DC 15 Dexterity check. Manacles 
  have 15 hit points.
  Restraints (reinforced). Similar to metal restraints, 
  however, these are made of a high-grade, chemically 
  hardened polymer. These restraints have 25 hit points.
  Rope (cable). This thin braided cable has 10 hit points 
  and can be burst with a DC 20 Strength check.
  Sensory Jammer. This device counteracts the effect 
  of any electronic motion sensor within 50 feet. The 
  jamming signal can be detected with a successful DC 14 
  Intelligence (Computers) check. This device has no effect 
  on detection based esper talents or techniques.
  SIM Unit. This rig is attached to a headpiece that allows 
  the user direct access to the Silrayne Intergalactic Matrix. 
  Unlike regular portable media, a SIM unit allows the user 
  to create and modify programs and experience the SIM in 
  a virtual reality environment using a digital persona.
  Two-way communicator. Includes two small earpieces or 
  wrist devices with a range of 150 miles. Up to twenty of 
  these devices can be linked to the same frequency.
  EQUIPMENT PACKS
  The starting equipment you get from your class includes 
  a collection of useful adventuring gear, put together in a 
  pack. The contents of these packs are listed here. If you 
  are buying your starting equipment, you can purchase a 
  pack for the price shown, which might be cheaper than 
  buying the items individually.
  Agent’s Pack (550 cu). Includes a backpack, flashlight, 
  metallic restraints, recording unit, 6 flares, 5 days of 
  rations, and 50 feet of microfilament wire.
  Explorer’s Pack (600 cu). Includes a backpack, 
  flashlight, 6 flares, heated blanket, inflatable bed, 
  mesh coat, 10 days of rations, thermos, and 50 feet of 
  microfilament wire.
  Scientist’s Pack (650 cu). Includes a backpack, data 
  library, microanalyzer, personal computer, sample kit, 2 
  magseal jars, injector gun.
  Soldier’s Pack (650 cu). Includes a backpack, micro-
  binoculars, flashlight, 6 flares, medkit, 10 days of rations, 
  reinforced restraints, 50 feet of rope cable, sleeping bag, 
  thermos, two-way communicator.
  Technician’s Pack (500 cu). Includes a backpack, 
  datapad, flashlight, micro-toolset, plasma torch, recording 
  unit, toolbag (large).
  EQUIPMENT P
  ENT P
  ENT
  ACKS
  The starting equipment you get from your class includes 
  Includes a backpack, 
  datapad, flashlight, micro-toolset, plasma torch, recording 
  unit, toolbag (large).
  Tools
  A tool helps you to do something you couldn’t otherwise 
  do, such as craft or repair an item, forge a document, or 
  pick a lock. Your race, class, background, or feats give 
  you proficiency with certain tools. Proficiency with a tool 
  allows you to add your proficiency bonus to any ability 
  check you make using that tool. Tool use is not tied to 
  a single ability, since proficiency with a tool represents 
  broader knowledge of its use. For example, the GM 
  might ask you to make a Dexterity check to install a new 
  circuit with your electrician’s tools, or a Strength check to 
  mount a heavy metal engine part.
  
  142
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  TOOLS
  Item
  Cost
  Weight
  Artisan’s Tools
  Brewer’s Supplies
  200
  9 lb.
  Carpenter’s Tools
  80
  6 lb.
  Chemistry Supplies
  500
  8 lb.
  Cooking Supplies
  20
  8 lb.
  Digital Technician’s Tools
  500
  5 lb.
  Gunsmith’s Tools
  300
  6 lb.
  Jeweler’s Tools
  250
  2 lb.
  Mason’s Tools
  100
  8 lb.
  Mechanic’s Tools
  500
  10 lb.
  Metalworker’s Tools
  400
  10 lb.
  Potter’s Tools
  100
  3 lb.
  Smith’s Tools
  200
  8 lb.
  Tailoring Supplies
  30
  10 lb.
  Disguise Kit
  250
  3 lb.
  Forgery Kit
  300
  3 lb.
  Gaming Set
  Dice Set
  5
  --
  Playing Card Set
  2
  --
  Digital Game Device
  50
  --
  Hacker’s Kit
  350
  2 lb.
  Herbalism Kit
  50
  3 lb.
  Infiltration Tools
  250
  2 lb.
  Musical Instrument
  Drums
  60
  2 lb.
  Flute (or any woodwind instrument))
  200
  2 lb.
  Guitar (or any string variation)
  350
  5 lb.
  Bugle (or any small brass instrument)
  200
  2 lb.
  Keyboard Synthesizer
  450
  3 lb.
  Tuba (or any large brass instrument)
  400
  5 lb.
  Vehicles
  *
  *
  Artisan’s Tools. These special tools include the items 
  needed to pursue a craft or trade. The table shows 
  examples of the most common types of tools, each 
  providing items related to a single craft.
  Proficiency with a set of artisan’s tools lets you add 
  your proficiency bonus to any ability checks you make 
  using the tools in your craft. Each type of artisan’s tools 
  requires a separate proficiency.
   Disguise Kit. This small case contains a collection of 
  biosynth polymers, hair dyes, and facial attachments 
  that let you create disguises that change your physical 
  appearance. Proficiency with this kit lets you add your 
  proficiency bonus to any ability checks you make to 
  create a visual disguise.
  Forgery Kit. This small box contains a variety of 
  microfoil sheets, blank data cards and chips, a holo-
  imprinter, and other supplies necessary to create 
  convincing forgeries of physical documents and 
  identifications. Proficiency with this kit lets you add 
  your proficiency bonus to any ability checks you make 
  to create a forgery of a physical document, digital 
  transmission, or a personal ID.
  Gaming Set. This item encompasses a wide range of 
  game pieces, including dice, cards, board games, and 
  video gaming devices. A few common examples appear 
  on the Tools table, but other kinds of gaming sets exist. 
  If you are proficient with a gaming set, you can add your 
  proficiency bonus to ability checks you make to play a 
  game with that set. Each type of gaming set requires a 
  separate proficiency.
  Hacker’s Kit. This set of tools enables programming 
  specialists to create programs and generate signal 
  frequencies on the fly. Proficiency with this kit lets you 
  add your proficiency bonus to any ability checks you 
  make to run spoofing programs, duplicate hardware, or 
  pull data from a secured databank.
  Herbalism Kit. This kit contains a variety of instruments 
  such as clippers, mortar and pestle, and pouches and 
  vials used by herbalists to create remedies and ointments. 
  Proficiency with this kit lets you add your proficiency 
  bonus to any ability checks you make to identify or 
  apply herbs. Also, proficiency with this kit may be used 
  to create antitoxins and solutions that may be used as 
  substitutes for healing ampoules.
  Infiltration Tools. This set of tools include micro-forceps, 
  a glass cutter, lockpicks and a data-lock codebreaker. 
  Proficiency with this kit lets you add to your proficiency 
  bonus to any ability checks you make to disarm traps or 
  open locks.
  Musical Instrument. Several of the most common 
  types of musical instruments are shown on the table as 
  examples. If you have proficiency with a given musical 
  instrument, you can add your proficiency bonus to 
  any ability checks you make to play music with the 
  instrument. Each type of musical instrument requires a 
  separate proficiency.
  Vehicles
  Vehicles can help you travel quickly as well as carry large 
  amounts of gear that would otherwise slow you down. 
  Vehicles table shows each vehicle’s speed and base 
  carrying capacity.
  Vehicle Types and Proficiency
  There are four overall types of vehicles in Esper Genesis. 
  If you have proficiency with a certain kind of vehicle, you 
  can add your proficiency bonus to any check you make to 
  control that kind of vehicle in difficult circumstances.
  Beast: Though not as common as machine craft, there 
  are various species of beasts that may serve as mounts 
  throughout the galaxy.
  
  Planetary: This covers all ground and hovercraft as well 
  as low flying cars and bikes that are common in the larger 
  cities.
  Space: Includes all spacecraft from fighters to shuttles 
  to large cruisers. Details for spacecraft and starships are 
  detailed in Chapter 10.
  Watercraft: This covers any vehicle that travels upon the 
  surface or underwater.
  VEHICLE STATS AND MODIFICATIONS
  Only base stats and costs for general vehicle types are 
  provided here. More detailed stats, types, combat rules, 
  and rules for modifications are covered in detail in the 
  Master Technician’s Guide.
  VEHICLE STATS AND MODIFICATIONS
  Only base stats and costs for general vehicle types are 
  and rules for modifications are covered in detail in the 
  Master Technician’s Guide.
  VEHICLES
  Item
  Cost
  Average 
  Speed
  Carrying 
  Capacity
  Beast Mounts
  Large
  750
  60 ft.
  500 lb.
  Huge
  2000
  40 ft.
  1400 lb.
  Planetary
  Bike (Ground)
  10000
  450 ft.
  50 lb.
  Car (Ground)
  25000
  400 ft.
  250 lb.
  Hoverbike
  25000
  500 ft.
  40 lb.
  Hovercar
  35000
  450 ft.
  250 lb.
  Watercraft
  Jet Ski
  5000
  400 ft.
  20 lb
  Motorboat
  50000
  500 ft.
  300 lb
  Yacht
  150000
  500 ft.
  900 lb.
  Expenses
  When not starhopping between galaxies, exploring 
  strange, alien planets, or waging war against the 
  encroaching darkness, characters face more mundane 
  realities. Even in a fantastical world, people require basic 
  necessities such as shelter, sustenance, and clothing. 
  These things cost money, although some lifestyles cost 
  more than others.
  LIFESTYLE EXPENSES
  Lifestyle
  Cost/Day
  Vagrant
  1 cu
  Squatter
  10 cu
  Poor
  20 cu
  Modest
  30 cu
  Comfortable
  50 cu
  Luxury
  75 cu
  Lifestyle Expenses
  Lifestyle expenses provide you with a simple way to 
  account for the cost of day to day life in the galaxy. They 
  cover your accommodations, food and drink, and all 
  your other necessities. Furthermore, expenses cover the 
  cost of maintaining your equipment so you can be ready 
  when the situation arises.
  At the start of each week or month (your choice), 
  choose a lifestyle from the Expenses table and pay the 
  price to sustain that lifestyle. The prices listed are per 
  day, so if you wish to calculate the cost of your chosen 
  lifestyle over a thirty-day period, multiply the listed price 
  by 30. Your lifestyle might change from one period to 
  the next, based on the funds you have at your disposal, 
  or you might maintain the same 
  lifestyle throughout your 
  character’s career.
  Jet Ski
  5000
  400 ft.
  20 lb
  Motorboat
  50000
  500 ft.
  300 lb
  Yacht
  150000
  500 ft.
  900 lb.
  price to sustain that lifestyle. The prices listed are per 
  day, so if you wish to calculate the cost of your chosen 
  lifestyle over a thirty-day period, multiply the listed price 
  by 30. Your lifestyle might change from one period to 
  the next, based on the funds you have at your disposal, 
  or you might maintain the same 
  lifestyle throughout your 
  character’s career.
  143
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  
  144
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  Your lifestyle choice can have consequences. 
  Maintaining a wealthy lifestyle might help you make 
  contacts with the rich and powerful, though you run 
  the risk of attracting thieves and con artists. Likewise, 
  living frugally might help you avoid criminals, but you are 
  unlikely to make powerful connections.
  Vagrant. You live in inhumane conditions. With no 
  place to call home, you shelter wherever you can, on 
  street corners, under bridges, in tunnels, and relying on 
  the good graces of people better off than you. A vagrant 
  lifestyle presents abundant dangers. Violence, disease, 
  and hunger follow you wherever you go. Other vagrants 
  covet your gear and equipment, which represent a 
  fortune by their standards. You are beneath the notice of 
  most people.
  Squatter. You live in an abandoned tenement building, a 
  closed factory, or the back of a junkyard. You have shelter 
  from the elements, but you live in a desperate and often 
  violent environment, in places rife with disease, hunger, 
  and misfortune. You are beneath the notice of most 
  people, and you have few legal protections.
  Most people at this lifestyle level have suffered some 
  terrible setback. They might be disturbed, marked as 
  exiles, or suffer from disease.
  Poor. A poor lifestyle means going without the comforts 
  available in most public places. Simple food and 
  lodgings, worn-out clothes, and unpredictable conditions 
  result in a sufficient, though probably unpleasant, 
  experience. Your accommodations might be a small room 
  in the back of a restaurant or someone’s basement. You 
  benefit from some legal protections, but you still have 
  to contend with violence, crime, and disease. People at 
  this lifestyle level tend to be shady off-the-books workers, 
  criminals, mercenaries, and other disreputable types.
  Modest. A modest lifestyle keeps you out of the slums 
  and ensures that you can maintain your equipment. You 
  live in the less affluent area of a town or city, renting an 
  apartment or a condo. You don’t go hungry or thirsty, 
  and your living conditions are clean, if simple. Ordinary 
  people living modest lifestyles include working families, 
  students, minimum wage workers, and the like.
  Comfortable. Choosing a comfortable lifestyle means that 
  you can afford nicer clothing and can easily maintain your 
  equipment. You own a house or condo in the decent part 
  of town or have a private hotel room. You associate with 
  ranking military, salaried workers, and city employees. 
  Luxury. Choosing a luxury lifestyle means living the 
  high life, though you might not have achieved the status 
  associated with the old money of the higher social 
  classes. You live a lifestyle comparable to that of an 
  upscale attorney, a politician, or a business owner. You 
  have respectable lodgings, usually a spacious home in the 
  nice part of town or a luxury suite at a hotel. You likely 
  have a small staff of employees.
  Food, Drink, and Lodging
  The Food, Drink, and Lodging table gives prices for 
  individual food items and a single night’s lodging. These 
  prices are included in your total lifestyle expenses.
  FOOD, DRINK, AND LODGING
  Item
  Cost
  Drinks
  Single
  8 cu
  Double
  12 cu
  Room Rentals
  Poor
  10 cu
  Modest
  15 cu
  Comfortable
  30 cu
  Luxury
  50 cu
  Meals
  Poor
  3 cu
  Modest
  5 cu
  Comfortable
  8 cu
  Luxury
  10 cu
  Services
  Characters can pay nonplayer characters to assist them 
  or act on their behalf in a variety of circumstances. Most 
  such hirelings have fairly ordinary skills, while others are 
  masters of a craft or art, and a few are experts willing to 
  work in dangerous environments.
  Some of the most basic types of hirelings appear on the 
  Services table. Other common hirelings include any of the 
  wide variety of people who inhabit a typical town or city, 
  such as doctors, tailors, and mechanics.
  Other hirelings provide more expert or dangerous 
  services. Mercenary soldiers paid to help with a raid on 
  a well-guarded facility are hirelings, as are pilots hired 
  to take you off-world to a nearby moon. If a high-level 
  character establishes a base or owns their own ship, he or 
  she might hire a whole maintenance staff or flight crew. 
  These hirelings often enjoy a long-term contract that 
  includes a place to live within the owned structure as part 
  of their compensation.
  SERVICES
  Service
  Rate
  Transport
  Surface
  1 cu per mile
  Between Cities
  15 cu
  Planetary
  100 cu
  Hireling
  Skilled
  50 cu per day
  Untrained
  20 cu per day
  Skilled hirelings include anyone hired to perform a 
  service that involves a proficiency (including weapon, 
  tool, or skill): a mercenary, artisan, technician, and so 
  on. The pay shown is a minimum; some expert hirelings 
  require more pay. Untrained hirelings are hired for menial 
  work that requires no particular skill and can include 
  laborers, porters, cleaners, and similar workers.
  
  145
  ESPER GENESIS • CORE MANUAL • EQUIPMENT
  GRaVEYARD SHIFT by Will Doyle (Part 1 of 2)
  Walsh sucks in stale, recycled oxygen and waits for System to announce his redundancy.
  The rollcall echoes through the refectory loudhailers. As their names are called, the 
  terminated haulers heft their packs and trudge for the shuttles. There’s a nod, an embrace. 
  Then they’re gone.   
  Murl glowers at Walsh through black eyes.
  “Looks like we made it, H. What was that, twenty percent of the workforce?”
  “More like forty. I give it two cycles before System kicks this mess into the long grass.”
  Walsh spots the quiver on Murl’s brow that spells confusion. Faint, but Walsh knows Kesh 
  better than most humans.  
  “Grass is a type of plant, Murl.”
  Murl’s frown deepens.  
  “It’s an expression.”
  The remaining workers trickle out through the decks. The wreck is emptier now, like a 
  stadium in the dead hours before dawn. Freefalling through elevator shafts, Walsh dreams 
  again about unplugging his oxygen. Murl’s voice tugs him from his reverie. 
  “Looks like Freight Compartment Five is scuttled. Nothing there but dregs. Hitch is 
  headed for Seven. That leaves us Eighteen or Nine. Your call.”
  Walsh tests his suit’s lifters. The right actuator judders, just like before.
  “Let’s take Nine. More chance it’s been stripped, but closer to home if my EVA packs in.”
  Murl remains silent and Walsh knows that’s good. Kesh aren’t in the habit of holding fire 
  over disagreements. Walsh guesses his suit must be worse than he imagined. 
  The catacombs gleam with ice. Walsh passes a rift in the outer hull and feels dizzy, like he 
  could slip out there and keep spinning in the dark.
  “Gotta be a nuke, right?”
  Murl’s been guessing since they got here. Walsh gave up theorizing three cycles back. 
  Whatever fragged the wreck, he hopes it comes back to finish the job. 
  They drop into Freight Compartment Nine through a broken energy conduit. All around 
  them, colonists sleep in capsules on the curved walls. Some drift aimlessly, but most remain 
  in their brackets. Walsh whistles.    
  “What’s on the inventory?”
  Murl thumbs his touchscreen. 
  “Fifteen hundred dreamers. Mostly Class Bs: mid-rank entrepreneurs, media execs, some 
  low-grade bankers. A few Class As if we can sniff ‘em out.” 
  Walsh jets to the nearest capsule. 
  “If they’re as undamaged as they look, we’ve hit paydirt.”
  He wipes ice from the surface. A woman sleeps inside, lips twitching with the hint of a 
  smile. Her ID reads B4: lower-end, maybe middle-management. Her name is Kara. 
   “System. How much you paying this cycle for B4 recovery?”
  The central processor’s voice crackles through his communicator, forever distant. 
  “B4 are no longer cost-effective. As of this cycle, salvage rates begin at B2.” 
  Walsh curses under his breath and thrusts back to Murl. Behind him, rime forms over 
  Kara’s face.
  “That’s got to be half this compartment wasted.”  
  Murl shrugs. 
  “Said yourself this wreck has two cycles left. System can’t afford to hang around, so she’s 
  gotta pick out the plums.”
  “Cherries, Murl. Cherries.”
  Walsh watches his vacation fade before his eyes.
  “Let’s get lifting.”
  Walsh and Murl haul the dreamers into the shaft, lashing the capsules together with 
  tow straps. As each new colonist joins the assembly, Walsh rings up the salvage on his 
  touchscreen. After expenses, it’s not much. 
  (continued on page 155)
  
  146
  ESPER GENESIS • CORE MANUAL • OP TIONS
  
  147
  ESPER GENESIS • CORE MANUAL • OP TIONS
  EVEN AFTER YOU FINISH CREATING YOUR CHARACTER, YOU HAVE 
  a multitude of different elements and options available 
  for building, advancing, and fine-tuning your character as 
  they progress thorugh their career. Even with such a large 
  variety of choices, there are some additional optional 
  rules that, with your GM’s permission, allow you to go a 
  step further in tailoring your character. 
  The first of these options is called multiclassing, which 
  allows you to combine the abilities of different classes 
  while your character advances in level. The other is a set 
  of special advancement options called feats. You may 
  alternatively choose a feat instead of your ability score 
  increases, gaining specific benefits and additional abilities.
  It is up to the GM whether or not these additional 
  options are available in their campaign.
  Multiclassing
  Multiclassing allows you to gain levels in multiple classes. 
  Doing so lets you mix the abilities of those classes to 
  realize a character concept that might not be reflected in 
  one of the standard class options.
  With this rule, you have the option of gaining a level 
  in a new class whenever you advance in level, instead of 
  gaining a level in your current class. Your levels in all your 
  classes are added together to determine your character 
  level. For example, if you have three levels in melder and 
  two in warrior, you’re a 5th-level character.
  As you advance in levels, you might primarily remain 
  a member of your original class with just a few levels in 
  another class, or you might change course entirely, never 
  looking back at the class you left behind. You might even 
  start progressing in a third or fourth class. Compared to 
  a single-class character of the same level, you’ll sacrifice 
  some focus in exchange for versatility.
  Prerequisites
  To qualify for a new class, you must meet the ability score 
  prerequisites for both your current class and your new one, 
  as shown in the Multiclassing Prerequisites table. Without 
  the full training that a beginning character receives, you must 
  be a quick study in your new class, having a natural aptitude 
  that is reflected by higher-than-average ability scores.
  MULTICLASSING PREREQUISITES
  Class
  Ability Score Minimum
  Adept
  Charisma 13
  Cybermancer
  Intelligence 13
  Engineer
  Wisdom 13
  Hunter
  Dexterity 13 and Wisdom 13
  Melder
  Intelligence 13
  Sentinel
  Strength 13 and Charisma 13
  Specialist
  Dexterity 13
  Warrior
  Strength 13 or Dexterity 13
  Experience Points
  The experience point cost to gain a level is always based 
  on your total character level, as shown in the Character 
  Advancement table in chapter 1, not your level in a 
  particular class. So, if you are an engineer 6/warrior 1, 
  you must gain enough XP to reach 8th level before you 
  can take your second level as a warrior or your seventh 
  level as an engineer.
  Hit Points and Hit Dice
  You gain the hit points from your new class as described 
  for levels after 1st. You gain the 1st- --level hit points for a 
  class only when you are a 1st-level character.
  You add together the Hit Dice granted by all your 
  classes to form your pool of Hit Dice. If the Hit Dice are 
  the same die type, you can simply pool them together. 
  If your classes give you Hit Dice of different types, keep 
  track of them separately.
  For example, both the warrior and the sentinel have 
  a d10, so if you are a sentinel 5/warrior 5, you have ten 
  d10 Hit Dice. If your classes give you Hit Dice of different 
  types, keep track of them separately. If you are a sentinel 
  5/engineer 5, for example, you have five d10 Hit Dice and 
  five d8 Hit Dice.
  Proficiency Bonus
   Your proficiency bonus is always based on your total 
  character level, as shown in the Character Advancement 
  table in chapter 1, not your level in a particular class. For 
  example, if you are a warrior 3/specialist 2, you have the 
  proficiency bonus of a 5th-level character, which is +3.
  Proficiencies
  When you gain your first level in a class other than your 
  initial class, you gain only some of new class’s starting 
  proficiencies, as shown in the following table.
  MULTICLASSING PROFICIENCIES
  Class
  Proficiencies Gained
  Adept
  —
  Cybermancer
  Light armor, simple weapons
  Engineer
  Light armor, medium armor, shields
  Hunter
  Light armor, medium armor, shields, simple 
  weapons, martial weapons, one skill from 
  the class’s skill list
  Melder
  —
  Sentinel
  Light armor, medium armor, shields, simple 
  weapons, martial weapons
  Specialist
  Light armor, one skill from the class’s skill 
  list, infiltration tools
  Warrior
  Light armor, medium armor, shields, simple 
  weapons, martial weapons
  6. Customization Options
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  THISGAME
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  ORYOUTHI
  
  148
  ESPER GENESIS • CORE MANUAL • OP TIONS
  Class Features
  When you gain a new level in a class, you get its features 
  for that level. You don’t, however, receive the class’s 
  starting equipment, and a few features have additional 
  rules when you’re multiclassing: Channeling/Forging, 
  Esper Mastery, Extra Attack, Rig Expansion, and 
  Unarmored Defense.
  Channeling/Forging
  Your capacity for using esper powers depends partly on 
  your combined levels in all your classes and partly on 
  your individual levels in those classes. Once you have 
  the Channeling or Forging feature from more than one 
  class, use the rules below. If you multiclass but have the 
  Channeling or Forging feature from only one class, you 
  follow the rules as described in that class.
  Powers Known. You determine what powers you know 
  and can prepare (if necessary) for each class individually, 
  as if you were a single-classed member of that class. Also, 
  if you have a class that uses talents and another that uses 
  techniques, they function individually within that class. 
  If you are a hunter 4/melder 3, for example, you know 
  three rank 1 hunter techniques based on your levels in the 
  hunter class. As 3rd-level melder, you know three prime 
  talents and ten melder talents, three of which (the two 
  you gained when you reached 3rd level as a melder) can 
  be rank 2 talents.
  Each talent and technique you know is associated with 
  one of your classes, and you use the esper ability of that 
  class when you activate the power.
  Talent Points. You determine your available talent 
  points by adding together all your levels in the adept, 
  cybermancer, and melder classes, and a third of your 
  specialist and warrior levels (rounded down) if you 
  have the Artifice or Justicar archetypes. Use this total to 
  determine your talent points by consulting the Multiclass 
  Channeling table.
  Your maximum talent rank is determined by the highest 
  rank allowed between each of your individual classes. For 
  example, if you are a warrior 8/melder 7, your maximum 
  talent rank is 4 (as noted for a 7th-level melder, which is 
  higher than the Justicar warrior’s maximum rank of 2).
  Tech Slots. You determine your available tech slots 
  by adding together all your levels in the engineer class 
  and half your levels (rounded down) in the hunter and 
  sentinel classes. Use this total to determine your tech 
  slots by consulting the Multiclass Forging table.
  If you have more than one forging class, this table 
  might give you tech slots of a level that is higher than 
  the techniques you know. You can use those slots, but 
  only to activate your lower rank techniques. If a lower 
  rank technique, like laser blast, has an enhanced effect 
  when activate it using a higher rank slot, you can use 
  the enhanced effect, even though you don’t have any 
  techniques of that higher rank.
  For example, if you are a hunter 4/engineer 3, you count 
  as a 5th-level character when determining your tech 
  slots: you have four rank 1 slots, three rank 2 slots, and 
  two rank 3 slots. However, you don’t know any rank 3 
  engineer techniques, nor do you know any rank 3 hunter 
  techniques. You can use the tech slots of those levels to 
  activate the techniques you do know—and  potentially  
  enhance their effects.
  Code Channeling. If you have both the Channeling class 
  feature and the Code Channeling class feature from the 
  cybermancer class, you can use the talent slots you gain 
  from the Code Channeling feature to activate powers you 
  know from classes with the Channeling class feature, and 
  you can use the talent points you gain from the Channeling 
  class feature to activate cybermancer talents you know.
  MULTICLASS CHANNELING
  Level
  Talent 
  Points
  Level
  Talent 
  Points
  1st
  4
  11th
  73
  2nd
  6
  12th
  78
  3rd
  14
  13th
  83
  4th
  17
  14th
  88
  5th
  27
  15th
  94
  6th
  32
  16th
  100
  7th
  38
  17th
  107
  8th
  44
  18th
  114
  9th
  57
  19th
  123
  10th
  64
  20th
  133
  MULTICLASS FORGING
  Level
  — Tech Slots per Technique Rank —
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  2
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  3
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  4
  2
  —
  —
  —
  —
  —
  —
  —
  4th
  4
  3
  —
  —
  —
  —
  —
  —
  —
  5th
  4
  3
  2
  —
  —
  —
  —
  —
  —
  6th
  4
  3
  3
  —
  —
  —
  —
  —
  —
  7th
  4
  3
  3
  1
  —
  —
  —
  —
  —
  8th
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  4
  3
  3
  3
  1
  —
  —
  —
  —
  10th
  4
  3
  3
  3
  2
  —
  —
  —
  —
  11th
  4
  3
  3
  3
  2
  1
  —
  —
  —
  12th
  4
  3
  3
  3
  2
  1
  —
  —
  —
  13th
  4
  3
  3
  3
  2
  1
  1
  —
  —
  14th
  4
  3
  3
  3
  2
  1
  1
  —
  —
  15th
  4
  3
  3
  3
  2
  1
  1
  1
  —
  16th
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18th
  4
  3
  3
  3
  3
  1
  1
  1
  1
  19th
  4
  3
  3
  3
  3
  2
  1
  1
  1
  20th
  4
  3
  3
  3
  3
  2
  2
  1
  1
  
  149
  ESPER GENESIS • CORE MANUAL • OP TIONS
  Extra Attack
  If you gain the Extra Attack class feature from more than 
  one class, the features don’t add together. You can’t 
  make more than two attacks with this feature unless 
  it says you do (as the warrior’s version of Extra Attack 
  does). Similarly, the cybermancer’s complex pattern 
  Combat Upgrade doesn’t give you additional attacks if 
  you also have Extra Attack.
  Rig Expansion
  If you already have the Rig Expansion feature and gain a 
  level in a class that also grants the feature, you gain the 
  Rig Expansion effects granted by that class, but getting 
  the feature again doesn’t give you an additional use of it. 
  You gain additional uses only when you reach a class level 
  that explicitly grants them to you. For example, if you are 
  an engineer 6/sentinel 4, you can use Rig Expansion twice 
  between rests because you are high enough level in the 
  engineer class to have more uses. Whenever you use the 
  feature, you can choose any of the Rig Expansion effects 
  available to you from your two classes.
  Unarmored Defense
  If you already have the Unarmored Defense feature from 
  a race or class, you can’t gain it again from another race 
  or class.
  Feats
  A feat represents a talent or an area of expertise that gives 
  a character special capabilities. It embodies training, 
  experience, and abilities beyond what a class provides.
  At certain levels, your class gives you the Ability Score 
  Improvement feature. Using the optional feats rule, you 
  can forgo taking that feature to take a feat of your choice 
  instead. You can take each feat only once, unless the 
  feat’s description says otherwise.
  You must meet any prerequisite specified in a feat to 
  take that feat. If you ever lose a feat’s prerequisite, you 
  can’t use that feat until you regain the prerequisite. 
  For example, the Grappler feat requires you to have a 
  Strength of 13 or higher. If your Strength is reduced below 
  13 somehow—perhaps by a crippling disease—you can’t 
  benefit from the Grappler feat until your Strength is 
  restored.
  Acrobat
  You are adept at maneuvers requiring extraordinary 
  balance and agility.
  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can use your Dexterity bonus instead of Strength 
  on Athletics checks made for climbing, jumping, and 
  running.
  • When making a Burst save, you can add your Dexterity 
  modifier twice to the roll instead of once.
  Adaptable
  Choose one ability score. Increase that ability score by 1, 
  to a maximum of 20. You also gain proficiency in saving 
  throws for that ability.
  Alertness
  You are always cautious of danger, and are rarely caught 
  unaware.
  • You have advantage on initiative checks.
  • You can’t be surprised, so long as you are not stunned 
  or unconscious.
  • Creatures can’t gain advantage on attack rolls against 
  you as a result of being hidden from you.
  Athletic
  Your rigorous training has made you skilled at leaping, 
  jumping, and maneuvering.
  • Your Strength or Dexterity score (choose one) increases 
  by 1, to a maximum of 20.
  • You can stand from a prone position by only expending 
  5 feet of your movement.
  • Once per short rest you can gain advantage on any 
  Strength or Dexterity skill check that involves running, 
  jumping, or climbing.
  Brawler
  You are skilled at fighting unarmed.
  • Increase your Strength or Constitution score (choose 
  one) by 1, to a maximum of 20.
  • Your unarmed strikes deal a d4 bludgeoning damage.
  • You are considered to be proficient with improvised 
  weapons
  • When you hit a target with an unarmed strike on your 
  turn, you can use a bonus action to attempt to grapple 
  the target.
  Charging Expertise
  You can rush into combat, ending your charge with a 
  brutal attack.
  • When you use the Dash action on your turn, you can 
  spend a bonus action to make a melee weapon attack 
  or attempt to shove a creature.
  • If you move at least 10 feet in a straight line during your 
  Dash action, you gain a +5 bonus to damage on the 
  attack made with your bonus action or push the target 
  up to 10 feet away on the shove attempt made with 
  your bonus action.
  • If you move at least 10 feet in a straight line during your 
  Dash action, opportunity attacks made against you 
  have disadvantage.
  
  Combat Esper
  You are skilled at managing your esper powers even when 
  threatened or distracted.
  •You gain advantage on your Constitution saving 
  throws you make whenever attempting to maintain 
  concentration on your powers during combat.
  • You can activate your powers even when wielding 
  weapons or a shield in both hands.
  • When an opponent provokes an attack of opportunity 
  from you, you can spend your reaction to use a prime 
  talent or technique at that target.
  Combat Pilot
  Prerequisite: Proficiency with Vehicles (Space)
  You are a master at piloting spacecraft in dangerous 
  situations.
  • Increase your Dexterity or Wisdom score (choose one) 
  by 1, to a maximum of 20.
  • When piloting a ship, your Maneuver Defense increases 
  by 2.
  • When your ship is hit with a weapon attack, you can 
  use your reaction to increase your AC versus that 
  attack by an amount equal to half your level plus your 
  Wisdom modifier. When you increase your AC using 
  this feat, you can’t do so again until you complete a 
  short or long rest.
  Cosmic Savant
  Prerequisite: The ability to use at least one esper power
  When you gain this feat, choose one of the following 
  damage types: force, necrotic, or radiant. Your choice 
  grants you the following benefits.
  • You have advantage on saving throws against that 
  damage type.
  • Whenever you use a power that deals damage of your 
  chosen type and requires a saving throw to resist the 
  damage, each target has a -2 penalty to their save.
  You can choose this feat multiple times. Each time you do 
  so, you must choose a diffferent damage type.
  Demolitionist
  You are skilled at using grenades and explosives.
  • Increase your Strength or Wisdom score (choose one) 
  by 1, to a maximum of 20.
  • You gain proficiency with grenades
  • You can set an explosive charge or similar explosive 
  device by using a bonus action.
  Dual Weapon Fighter
  You become an expert at dual wielding weapons.
  • When fighting with two melee weapons, you gain a +1 
  bonus to AC.
  • You can use two-weapon fighting with one-handed 
  weapons, even if they don’t have the light property.
  weapons, even if they don’t have the light property.
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  • You can draw or put away two one-handed weapons 
  in the same motion it would normally take draw or put 
  away only one weapon.
  Elementalist
  When you gain this feat, choose one of the following 
  damage types: acid, cold, fire, lightning, or thunder. Your 
  choice grants you the following benefits.
  • Your powers that deal damage of your chosen 
  type,ignore resistance to the damage.
  • Whenever you roll for damage on a power you use that 
  deals damage of that type, you can choose to reroll 
  and must take the new result. You can do this once and 
  must complete a short rest before you can do so again.
  You can choose this feat multiple times. Each time you do 
  so, you must choose a diffferent damage type.
  Esper Hunter
  You are a hunter and slayer of those who wield esper 
  powers.
  • When a creature within 5 feet of you uses an esper 
  power, you can use your reaction to make an 
  opportunity attack against that creature.
  • If you successfully damage a creature that is 
  concentrating on an esper power, that creature has 
  disadvantage on its saving throw made to maintain its 
  concentration.
  • If you see a creature use an esper power, until the end 
  of your next turn, the next attack you make against 
  that creature using the Attack action is made with 
  advantage.
  Fleet Footed
  You can move faster and farther than most.
  • Your speed increases by 10 feet.
  • Whenever you move, you may move through up to half 
  of your speed through difficult terrain each round as if 
  it were normal terrain.
  • When you move at least 30 feet during your turn, your 
  AC increases by 1 until the start of your next turn.
  Fortuitous
  You have an uncanny amount of luck.
  You have three fortune dice which are d6s. Whenever 
  you make an attack roll, an ability check, or a saving 
  throw, you can expend one of these dice by rolling it and 
  adding the result to your initial roll. You can choose to 
  expend fortune dice after your initial roll but before the 
  outcome is determined. 
  In addition, when an attack roll is made against you, 
  you can expend fortune dice and subtract the result from 
  the attack roll.
  You can expend more than one fortune die at a time, 
  but they must be expended at the same time. You regain 
  your expended fortune dice when you finish a long rest.
  Grappler
  Prerequisite: Strength 13 or higher
  You’ve developed the skills necessary to hold your own in 
  close-quarters grappling. You gain the following benefits:
  • You have advantage on attack rolls against a creature 
  you are grappling.
  • You have advantage on attack rolls against a creature 
  who has grappled you in Zero-G.
  • You can use your action to try to pin a creature 
  grappled by you. To do so, make another grapple 
  check. If you succeed, you and the creature are both 
  restrained until the grapple ends.
  Great Weapon Fighter
  Prerequisite: Proficiency with martial weapons
  You are a master at wielding heavy melee weapons.
  • When you hit a creature with an attack made with a 
  heavy melee weapon, you can use a bonus action to 
  attempt to shove the creature.
  • When making a melee attack with a heavy weapon, 
  you can choose to suffer a -5 penalty to the attack 
  roll before you make it. If the attack hits, you add +10 
  bonus to the attack’s damage.
  Gunsmith
  You have a greater familiarity with firearms and their 
  usage.
  • Increase your Dexterity score by 1, to a maximum of 20.
  • When you roll a 1 on an attack roll when using a 
  firearm, there is no chance of you experiencing a 
  firearm jam.
  • Replacing a clip no longer requires a bonus action and 
  can be done as if drawing or holstering a weapon.
  Hearty
  Your body is resilient against poisons, diseases, and other 
  maladies.
  • Increase your Constitution score by 1, to a maximum 
  of 20.
  • You can remove the the effects of one poison, disease, 
  or virus. Once you remove an effect using this feat, you 
  can’t do so again until you complete a short or long rest.
  Heavily Outfitted
  Prerequisite: Proficiency with medium armor
  You are trained to use and function in heavy armor.
  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor
  
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  Heavy Armor Master
  Prerequisite: Proficiency with heavy armor
  You have learned how to use heavy armor to its fullest 
  potential.
  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, any bludgeoning, 
  piercing, or slashing damage you take from mundane 
  or weapons is reduced by 3.
  • You gain resistance to damage dealt by explosives.
  Heavy Gunner
  Prerequisite: Proficiency with martial weapons
  You are a master at using large or heavy automatic 
  weapons.
  • Increase your Strength score by 1, to a maximum of 20.
  • When wielding a ranged weapon with the burst fire 
  property, its recoil value is reduced by 1.
  • When you make a Burst fire attack using the Attack 
  action, you can use a bonus action to make a ranged 
  weapon attack with the same weapon.
  Inspiring Leader
  Prerequisite: Charisma 13 or higher
  You are capable of awe-inspiring leadership, and that 
  leadership gives your allies strength.
  If you spend at least 5 minutes giving an inspiring 
  speech or pep talk, all allies within 30 feet who can see, 
  hear, and understand you gain temporary hit points 
  equal to your level. If you spend at least 10 minutes giving 
  your speech, you can add your Charisma modifier to the 
  temporary bonus hit points gained. Once a creature has 
  gained temporary hit points from this feat, it can’t do so 
  again until it has finished a short or long rest.
  Keen Minded
  Your intellect is practiced and sharp.
  • Increase your Intelligence or Wisdom score (choose 
  one) by 1, to a maximum of 20.
  • You can recall anything you’ve seen or heard within a 
  number of weeks equal to your Intelligence modifier.
  • By spending at least 5 minutes discussing a problem 
  or puzzle with your allies, you can turn any Wisdom 
  (Insight) or Intelligence (Investigation) check into a 
  group check (see “Group Checks” in chapter 7).
  Lightly Outfitted
  You are trained to use and function in light armor.
  • Increase your Strength or Dexterity score (choose one) 
  by 1, to a maximum of 20.
  • You gain proficiency with light armor
  Linguistics Expert
  You have studied a variety of languages, scripts, and 
  codes.
  •Increase your Intelligence score by 1, to a maximum of 
  20.
  • You learn three languages of your choice
  • You gain advantage to Intelligence checks made to 
  decipher a written or digital code or script, or any 
  message that uses a cipher or symbolic reference.
  Moderately Outfitted
  Prerequisite: Proficiency with light armor
  You are trained to use and function in medium armor and 
  shields.
  • Increase your Strength or Dexterity score (choose one) 
  by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.
  Master Hacker
  You are skilled at infiltrating and programming computer 
  systems.
  • You gain proficiency in a Hacker’s kit.
  • You gain advantage on Intelligence (Computers) checks 
  made to break through the security of any computer 
  system or access the functions of a foreign system.
  • Whenever a target must make a saving throw 
  against a spoofing program you use, that target has 
  disadvantage to their save.
  Master Infiltrator
  You are a master at finding your way into highly secure 
  locations.
  • You have advantage on Wisdom (Perception) and 
  Intelligence (Investigation) checks to detect and locate 
  hidden doors and passages.
  • You have a +2 bonus to Dexterity checks made when 
  using infiltration tools to disable locks, security 
  devices, and traps.
  • You have advantage on saving throws made to avoid or 
  resist traps.
  Medium Armor Master
  Prerequisite: Proficiency with medium armor
  You have learned how to use medium armor to its fullest 
  potential.
  • You do not have disadvantage to your Dexterity 
  (Stealth) checks due to wearing medium armor.
  • When you are wearing medium armor, the maximum 
  Dexterity modifier you can add to your AC increases to 3.
  
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  Physician
  You are a capable healer, able to mend wounds and treat 
  ailments.
  •When you use a medkit to stabilize a dying target, they 
  also regain hit points equal to your Wisdom modifier.
  • You can spend one use of a medkit to tend to a 
  creature’s wounds. The creature regains hit points as 
  if they had used a recovery die during a rest. This does 
  not count against their daily total. A creature can’t gain 
  hit points from this feat again until they complete a 
  long rest.
  • Under your care, characters expending recovery 
  dice during rest gain a bonus amount of additional 
  hit points equal to your Wisdom modifier for each 
  recovery die they spend.
  Polearm Master
  You are a master with wielding polearms.
  • When you attack with an energy staff, glaive, or staff 
  using the Attack action, you can use a bonus action 
  to attack with the other end of your weapon. Make an 
  attack roll as if you were attacking with the weapon 
  normally. On a hit you deal 1d4 bludgeoning damage 
  plus your Strength modifier.
  • While you are wielding an energy staff, glaive, or staff, 
  other creatures that enter your reach with that weapon 
  provoke an opportunity attack from you.
  Shield Master
  Prerequisite: Proficiency with shields
  You are a master at making versatile use of your shield’s 
  protective capabilities.
  • When you make an attack with the Attack action on 
  your turn, you can use a bonus action to use your 
  shield and attempt to shove a creature you can see 
  within 5 feet of you.
  • If you aren’t blinded or incapacitated, you gain a +2 
  bonus to Dexterity saving throws you make against any 
  esper power or effect that only targets you.
  • If you are affected by an esper power or effect that 
  requires you to make a Dexterity saving throw to take 
  half damage, you can use your reaction to use your 
  shield and take no damage if you succeed on the saving 
  throw.
  Ship’s Tactical
  You are specially trained with using the weapons on a 
  starship.
  • Increase your Dexterity or Wisdom score (choose one) 
  by 1, to a maximum of 20.
  • When your pilot uses their action to take Evasive 
  manuevers, the maneuver does not incur disadvantage 
  to your weapon attack rolls.
  • When using your action to make a weapon attack with 
  a ship’s weapon, you can use your bonus action to 
  perform the Focused aim maneuver before you make 
  your attack roll.
  Skillful
  You have a versatile skill set. Choose any three skills you 
  are not already proficient in. You gain proficiency with 
  those skills.
  Sniper
  Your skill with ranged weapons allows you to make 
  amazing shots with ease.
  • Attacking beyond a weapon’s normal range doesn’t 
  impose a disadvantage to your attack roll. You still 
  can’t attack beyond the weapon’s long range.
  • Your ranged attacks ignore all but total cover.
  • When making a ranged attack, you can choose to 
  suffer a -5 penalty to the attack roll before you make 
  it. If the attack hits, you add +10 bonus to the attack’s 
  damage.
  Space Pilot
  You are skilled in piloting small and medium sized 
  spacecraft.
  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with Vehicles (Space).
  Speed Shot
  You are a master at using firearms with amazing speed.
  • You ignore the reload property of any firearm with 
  which you are proficient.
  • When making a weapon attack with a ranged weapon 
  against a target within 5 feet of you, you do not have 
  disadvantage to the attack roll.
  • If you make an attack using the Attack action with a 
  one-handed weapon and you are wielding a pistol in 
  your off-hand, you can attack once with that pistol 
  using a bonus action.
  Stealthy
  Prequisite: Dexterity 13 or higher
  You are skilled at hiding and operating from the shadows.
  • You can make Dexterity (Stealth) checks to hide when 
  you are only lightly obscured from the creature from 
  which you are hiding.
  • When you are hidden from a creature and you miss 
  it with a ranged attack, you remain hidden from 
  discovery.
  • You can see in dim light without having disadvantage to 
  your Perception checks that rely on sight.
  
  Stunt Driver
  Prerequisite: Proficiency with Vehicles (Planetary)
  You are an expert behind the controls of any planetary 
  vehicle.
  • Attacking from a moving vehicle doesn’t impose 
  disadvantage on your attack rolls. In addition, when 
  you make an attack from a vehicle you are operating, 
  you don’t have to make a Dexterity check to maintain 
  control over the vehicle.
  • Add double your proficiency bonus to any Dexterity 
  check made to perform a difficult or high-speed turn.
  • When your vehicle is hit with an attack, you can use 
  your reaction to add your proficiency bonus to your 
  vehicle’s AC against that attack.
  Technical Expert
  You have a knack when dealing with machines and 
  electronics.
  • Increase your Wisdom score by 1, to a maximum of 20.
  • You have advantage to Wisdom (Mechanics) checks 
  made to restore functionality to a broken machine or 
  electronic device.
  • When you use a repair kit to prevent an automaton, 
  cyborg, or construct from shutting down, it also 
  regains hit points equal to your Wisdom modifier.
  Thespian
  You are skilled at impersonation and drama.
  • Increase your Charisma score by 1, to a maximum of 20.
  • When impersonating another person’s looks, 
  mannerisms or speech, you gain advantage on 
  Charisma (Deception) and Charisma (Performance) 
  checks.
  Tough
  • When you take this feat, you gain a number of hit 
  points equal to twice your level.
  •Whenever you gain a new level, you gain an additional 
  2 hit points to your hit point maximum.
  • During a rest, you recover 1 additional hit point 
  whenever you use a recovery die to regain hit points.
  Vigilant
  Your eyesight is especially keen, and you pick up on 
  minute details.
  • Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
  • You are considered to be proficient in the Perception 
  and Investigation skills. If you are already proficient 
  in those skills, you can add double your proficiency 
  bonus to your Wisdom (Perception) and Intelligence 
  (Investigation) checks.
  • You can read the lips of a speaking target if you can see 
  their mouth moving and it is in a language that you can 
  understand.
  Weapons Specialist
  • Increase your Strength or Dexterity score (choose one) 
  by 1, to a maximum of 20.
  • You gain proficiency with five weapons of your choice. 
  Each weapon must be either a simple or a martial 
  weapon.
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  GRaVEYARD SHIFT by Will Doyle (Part 2 of 2, cont. from pg 145)
  “What you gonna do when you rotate back, H?”
  Walsh shunts another capsule toward Murl and realises he doesn’t have a life plan. 
  Maybe he’s never had one. Maybe this wreck is his home now (at least until he unplugs his 
  oxygen). 
  “I don’t know. Fix myself a family, I guess.”
  The drifting capsule holds a human boy, maybe eight years old. He’s a B2, but only 
  because his dad got lucky and invested in a moon off Ondus. Under the ice, he looks like 
  he’s crying. 1,000 dollars max, after expenses. Murl hooks him in and straps him to the 
  assembly.
  “You’re too ugly to be a family guy.”
  “Rich, coming from dreck like you. I don’t even know what gender you are.”
  “Rest assured, brother, I’m not the kind to get giddy for you.”
  Murl drifts toward another bank of colonists and sweeps their IDs. Walsh checks his 
  oxygen. 
  “Guess I always wanted to roam. Be someone.” 
  “What, like an Esper? Get yourself jacked with some of that sweet sorium?”
  Walsh smiles. 
  “I should be so lucky.”
  One moment, Murl is moving a capsule from the bank, the next he’s dust. Walsh spots 
  the munitions just before they detonate. As he tumbles in the shockwave, he regrets that 
  Murl won’t know that cluster bombs downed the wreck. 
  Walsh hits the wall in a blizzard of broken metal, flesh and ceramic composite. He tries 
  to thrust away, but his right actuator locks, twisting him face-first against the surface. 
  Capsules slam into him, shattering one of his legs and pinning him flat. All of a sudden, 
  Walsh isn’t in such a hurry to die. 
  His EVA pack is ruined. He can’t move his lower body under the capsules, can’t free his 
  arm. Oxygen tanks intact, but low. Pneumatics shot. Fingers broken. All around, blood and 
  dust swirl like raindrops. Which bits belong to Murl, and which to the colonists? 
  “System, we’ve had a blowout in Freight Compartment Nine. I’m trapped down here.”
  “Understood. What is the status of the salvage?” 
  Walsh’s suit starts to leak recycled fluids around his left leg. Either that, or he’s bleeding. 
  He cranes his head to look around the compartment. 
  “Not good. Most of the capsules are ruptured. Murl’s dead too.”
  “Are you in need of assistance?”
  “I’m trapped under the wreckage. My EVA is busted and I’m low on oxygen. Listen, Hitch 
  is working up in Compartment Seven. Can you send him down?”  
  “Please confirm your corporate status.”
  Walsh’s head starts to spin. 
  “My corporate status? Why?”
  “Please confirm your corporate status to effect rescue.”
  “C5! I’m a C5.”
  “With regret, you are longer cost-effective. As of this cycle, salvage rates begin at B2.” 
  Walsh realises he’s going to die. To live, he needs to extract himself from the suffocating 
  wreckage, siphon oxygen to his suit, plug the fluid leaks, jury-rig his EVA, and then 
  somehow limp back home through three airless cargo decks. All with broken fingers.
  Walsh grits his teeth. 
  “Let’s get lifting.”
  Because at the end of that journey lies a new life. Walsh is done with hauling, done with 
  deadbeat jobs at the deadend of nowhere. He’s done with this wreck. 
  And he won’t let death get in his way.
  
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  SIX ABILITIES PROVIDE A QUICK DESCRIPTION OF EVERY 
  creature’s physical and mental characteristics:
  • Strength, measuring physical power
  • Dexterity, measuring agility
  • Constitution, measuring endurance
  • Intelligence, measuring reasoning and memory
  • Wisdom, measuring perception and insight
  • Charisma, measuring force of personality
  Is a character muscle-bound and insightful? Brilliant 
  and charming? Nimble and hardy? Ability scores 
  define these qualities—a creature’s assets as well as 
  weaknesses. In addition to the skill checks defined 
  below, these scores can help define a character’s 
  personality, provide insight into events or choices they 
  have made, or what aspect of themselves they may rely 
  on in difficult situations.
  The three main rolls of the game—the ability check, the 
  saving throw, and the attack roll—rely on the six ability 
  scores. The book’s introduction describes the basic rule 
  behind these rolls: roll a d20, add an ability modifier 
  derived from one of the six ability scores, and compare 
  the total to a target number.
  This chapter focuses on how to make ability checks 
  and saving throws, covering much of the activities 
  each character performs throughout the game. Rules 
  for attack rolls can be found along with the rest of the 
  combat rules in chapter 9.
  Ability Scores  
  and Modifiers
  Each of a creature’s abilities has a score, a number that 
  defines the magnitude of that ability. An ability score 
  is not just a measure of innate capabilities, but also 
  encompasses a creature’s training and competence in 
  activities related to that ability.
  A score of 10 or 11 is the normal human average, 
  but adventurers (and many monsters) are a cut above 
  average in most abilities. A score of 18 is the highest that 
  a person usually reaches. Characters can have scores as 
  high as 20, and epic and transcendent creatures can have 
  scores as high as 30.
  Each ability also has a modifier, derived from the score 
  and ranging from −5 (for an ability score of 1) to +10 (for 
  a score of 30). The Ability Scores and Modifiers table 
  notes the ability modifiers for the range of possible ability 
  scores, from 1 to 30.
  To determine an ability modifier without consulting the 
  table, subtract 10 from the ability score and then divide 
  the total by 2 (round down).
  Because ability modifiers affect almost every attack roll, 
  ability check, and saving throw, ability modifiers come up 
  in play more often than their associated scores.
  7. Using Ability Scores
  ABILITY SCORES AND MODIFIERS
  Score
  Modifier
  Score
  Modifier
  1
  -5
  16-17
  +3
  2-3
  -4
  18-19
  +4
  4-5
  -3
  20-21
  +5
  6-7
  -2
  22-23
  +6
  8-9
  -1
  24-25
  +7
  10-11
  0
  26-27
  +8
  12-13
  +1
  28-29
  +9
  14-15
  +2
  30
  +10
  Advantage and 
  Disadvantage
  Sometimes a special ability or power tells you that you have 
  advantage or disadvantage on an ability check, a saving 
  throw, or an attack roll. When that happens, you roll a 
  second d20 when you make the roll. Use the higher of the 
  two rolls if you have advantage, and use the lower roll if you 
  have disadvantage. For example, if you have disadvantage 
  and roll a 17 and a 5, you use the 5. If you instead have 
  advantage and roll those numbers, you use the 17.
  If multiple situations affect a roll and each one grants 
  advantage or imposes disadvantage on it, you don’t roll 
  more than one additional d20. If two favorable situations 
  grant advantage, for example, you still roll only one 
  additional d20.
  If circumstances cause a roll to have both advantage 
  and disadvantage, you are considered to have neither of 
  them, and you roll one d20. This is true even if multiple 
  circumstances impose disadvantage and only one grants 
  advantage or vice versa. In such a situation, you have 
  neither advantage nor disadvantage.
  When you have advantage or disadvantage and a trait 
  or power that lets you reroll the d20, you can reroll only 
  one of the dice. You choose which one. For example, 
  if a character has advantage or disadvantage on an 
  ability check and rolls a 1 and a 13, they could use their 
  character trait to reroll the 1.
  You usually gain advantage or disadvantage through 
  the use of special abilities, actions, or powers. 
  Inspiration can also give a character advantage. The 
  GM can also decide that circumstances influence a roll 
  in one direction or the other and grant advantage or 
  impose disadvantage as a result.
  Proficiency Bonus
  Characters have a proficiency bonus determined by level. 
  Monsters also have this bonus, which is incorporated in 
  their stat blocks. The bonus is used in the rules on ability 
  checks, saving throws, and attack rolls.
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  ISMYHUMLE
  DANDHEAR
  DANDHEAR
  DANDHEAR
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  DANDHEAR
  DANDHEAR
  DANDHEAR
  DANDHEAR
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  DANDHEAR
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  DANDHEAR
  
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  ESPER GENESIS • CORE MANUAL • ABILIT Y S CORES
  Your proficiency bonus can’t be added to a single die 
  roll or other number more than once. For example, if 
  two different rules say you can add your proficiency 
  bonus to a Wisdom saving throw, you nevertheless add 
  the bonus only once when you make the save.
  Occasionally, your proficiency bonus might be 
  multiplied or divided (doubled or halved, for example) 
  before you apply it. For example, the specialist’s Natural 
  Aptitude feature doubles the proficiency bonus for 
  certain ability checks. If a circumstance suggests that 
  your proficiency bonus applies more than once to the 
  same roll, you still add it only once and multiply or 
  divide it only once.
  By the same token, if a feature or effect allows you 
  to multiply your proficiency bonus when making an 
  ability check that wouldn’t normally benefit from your 
  proficiency bonus, you still don’t add the bonus to the 
  check. For that check your proficiency bonus is 0, given 
  the fact that multiplying 0 by any number is still 0. For 
  instance, if you lack proficiency in the Lore skill, you 
  gain no benefit from a feature that lets you double your 
  proficiency bonus when you make Intelligence (Lore) 
  checks.
  In general, you don’t multiply your proficiency bonus 
  for attack rolls or saving throws. If a feature or effect 
  allows you to do so, these same rules apply.
  Ability Checks
  An ability check tests a character’s or threat’s innate 
  talent and training in an effort to overcome a challenge. 
  The GM calls for an ability check when a character or 
  threat attempts an action (other than an attack) that has 
  a chance of failure. When the outcome is uncertain, the 
  dice determine the results.
  For every ability check, the GM decides which of the six 
  abilities is relevant to the task at hand and the difficulty 
  of the task, represented by a Difficulty Class (DC). The 
  more difficult a task, the higher its DC. The Typical 
  Difficulty Classes table shows the most common DCs.
  TYPICAL DIFFICULTY CLASSES
  Task Difficulty
  DC
  Very Easy
  5
  Easy
  10
  Medium
  15
  Hard
  20
  Very Hard
  25
  Nearly Impossible
  30
  To make an ability check, roll a d20 and add the relevant 
  ability modifier. As with other d20 rolls, apply bonuses and 
  penalties, and compare the total to the DC. If the total 
  equals or exceeds the DC, the ability check is a success—the 
  creature overcomes the challenge at hand. Otherwise, it’s 
  a failure, which means the character or threat makes no 
  progress toward the objective or makes progress combined 
  with a setback determined by the GM.
  Contests
  Sometimes one character’s or monster’s efforts are 
  directly opposed to another’s. This can occur when 
  both of them are trying to do the same thing and only 
  one can succeed, such as attempting to snatch up a 
  data chip that has fallen on the floor. This situation also 
  applies when one of them is trying to prevent the other 
  one from accomplishing a goal— for example, when 
  a xenomorphic beast tries to force open a door that 
  a character is holding closed. In situations like these, 
  the outcome is determined by a special form of ability 
  check, called a contest.
  Both participants in a contest make ability checks 
  appropriate to their efforts. They apply all appropriate 
  bonuses and penalties, but instead of comparing the 
  total to a DC, they compare the totals of their two 
  checks. The participant with the higher check total wins 
  the contest. That character or monster either succeeds at 
  the action or prevents the other one from succeeding.
  If the contest results in a tie, the situation remains the 
  same as it was before the contest. Thus, one contestant 
  might win the contest by default. If two characters tie 
  in a contest to snatch a key chip off the floor, neither 
  character grabs it. In a contest between a monster trying 
  to open a door and a character trying to keep the door 
  closed, a tie means that the door remains shut.
  Skills
  Each ability covers a broad range of capabilities, 
  including skills that a character or a monster can be 
  proficient in. A skill represents a specific aspect of an 
  ability score, and an individual’s proficiency in a skill 
  demonstrates a focus on that aspect. (A character’s 
  starting skill proficiencies are determined at character 
  creation, and a threat’s skill proficiencies appear in the 
  threat’s stat block.)
  For example, a Dexterity check might reflect a 
  character’s attempt to pull off an acrobatic stunt, to 
  palm an object, or to stay hidden. Each of these aspects 
  of Dexterity has an associated skill: Acrobatics, Sleight 
  of Hand, and Stealth, respectively. So a character who 
  has proficiency in the Stealth skill is particularly good at 
  Dexterity checks related to sneaking and hiding.
  The skills related to each ability score are shown in the 
  following list. (No skills are related to Constitution.) 
  See an ability’s description in the later sections of this 
  section for examples of how to use a skill associated 
  with an ability.
  
  promethean warrior uses a display of raw strength to 
  intimidate an enemy, your GM might ask for a Strength 
  (Intimidation) check, even though Intimidation is 
  normally associated with Charisma.
  Passive Checks
   A passive check is a special kind of ability check that 
  doesn’t involve any die rolls. Such a check can represent 
  the average result for a task done repeatedly, such as 
  searching for secret doors over and over again, or can be 
  used when the GM wants to secretly determine whether 
  the characters succeed at something without rolling dice, 
  such as noticing a hidden monster.
  Here’s how to determine a character’s total for a 
  passive check:
  10 + all modifiers that normally apply to the check
  Strength
  Athletics
  Dexterity
  Acrobatics
  Sleight of Hand
  Stealth
  Intelligence
  Astrophysics
  Computers
  Investigation
  Lore
  Xenobiology
  Wisdom
  Insight
  Mechanics
  Medicine
  Perception
  Survival
  Charisma
  Deception
  Intimidation
  Performance
  Persuasion
  Sometimes, the GM might ask for an ability check 
  using a specific skill—for example, “Make a Wisdom 
  (Perception) check.” At other times, a player might ask 
  the GM if proficiency in a particular skill applies to a 
  check. In either case, proficiency in 
  a skill means an individual can add 
  his or her proficiency bonus to ability 
  checks that involve that skill. Without 
  proficiency in the skill, the individual 
  makes a normal ability check.
  For example, if a character attempts 
  to climb up an exhaust pipe, the GM 
  might ask for a Strength (Athletics) 
  check. If the character is proficient in 
  Athletics, the character’s proficiency 
  bonus is added to the Strength check. 
  If the character lacks that proficiency, 
  he or she just makes a Strength check.
  Variant: Skills with 
  Different Abilities 
  Normally, your proficiency in a skill 
  applies only to a specific kind of ability 
  check. Proficiency in Athletics, for 
  example, usually applies to Strength 
  checks. In some situations, though, 
  your proficiency might reasonably 
  apply to a different kind of check. In 
  such cases, the GM might ask for a 
  check using an unusual combination 
  of ability and skill, or you might ask 
  your GM if you can apply a proficiency 
  to a different check. For example, if 
  you have to swim from an offshore 
  island to the mainland, your GM 
  might call for a Constitution check to 
  see if you have the stamina to make it 
  that far. In this case, your GM might 
  allow you to apply your proficiency in 
  Athletics and ask for a Constitution 
  (Athletics) check. So if you’re proficient 
  in Athletics, you apply your proficiency 
  bonus to the Constitution check just as 
  you would normally do for a Strength 
  (Athletics) check. Similarly, when your 
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  If the character has advantage on the check, add 5. For 
  disadvantage, subtract 5. The game refers to a passive 
  check total as a score.
  For example, if a 1st-level character has a Wisdom of 
  15 and proficiency in Perception, he or she has a passive 
  Wisdom (Perception) score of 14.
  The rules on hiding in the “Dexterity” section below rely 
  on passive checks, as do the exploration rules in chapter 8.
  Working Together
  Sometimes two or more characters team up to attempt a 
  task. The character who’s leading the effort—or the one 
  with the highest ability modifier—can make an ability 
  check with advantage, reflecting the help provided by the 
  other characters. In combat, this requires the Help action 
  (see chapter 9).
  A character can only provide help if the task is one 
  that he or she could attempt alone. For example, 
  trying to break open a maglock requires proficiency 
  with infiltration tools, so a character who lacks that 
  proficiency can’t help another character in that task. 
  Moreover, a character can help only when two or 
  more individuals working together would actually be 
  productive. Some tasks, such as threading a needle, are 
  no easier with help.
  Group Checks
  When a number of individuals are trying to accomplish 
  something as a group, the GM might ask for a group 
  ability check. In such a situation, the characters who are 
  skilled at a particular task help cover those who aren’t.
  To make a group ability check, everyone in the group 
  makes the ability check. If at least half the group 
  succeeds, the whole group succeeds. Otherwise, the 
  group fails.
  Group checks don’t come up very often, and they’re 
  most useful when all the characters succeed or fail as a 
  group. For example, when adventurers are navigating an 
  alien landscape, the GM might call for a group Wisdom 
  (Survival) check to see if the characters can avoid 
  the poison pits, carnivorous flora, and other natural 
  hazards of the environment. If at least half the group 
  succeeds, the successful characters are able to guide their 
  companions out of danger.
  Otherwise, the group stumbles into one of these 
  hazards.
  Using Each Ability
  Every task that a character or monster might attempt in 
  the game is covered by one of the six abilities. This section 
  explains in more detail what those abilities mean and the 
  ways they are used in the game.
  Strength
  Strength measures bodily power, athletic training, and 
  the extent to which you can exert raw physical force.
  Strength Checks
  A Strength check can model any attempt to lift, push, 
  pull, or break something, to force your body through a 
  space, or to otherwise apply brute force to a situation. 
  The Athletics skill reflects aptitude in certain kinds of 
  Strength checks.
  Athletics. Your Strength (Athletics) check covers difficult 
  situations you encounter while climbing, jumping, or 
  swimming. Examples include the following activities:
  • You attempt to climb a sheer or slippery cliff, avoid 
  hazards while scaling a wall, or cling to a surface while 
  air is sucked out of a pressurized cabin.
  • You try to jump an unusually long distance or pull off a 
  stunt mid jump.
  • You struggle to swim or stay afloat in treacherous 
  currents, storm-tossed waves, or areas of thick 
  seaweed. Or another creature tries to push or pull you 
  underwater or otherwise interfere with your swimming.
  Other Strength Checks. The GM might also call for a 
  Strength check when you try to accomplish tasks like the 
  following:
  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to the back of a bike as it takes off.
  • Push over a barricade
  Attack Rolls and Damage
  You add your Strength modifier to your attack roll and 
  your damage roll when attacking with a melee weapon 
  such as a blade or staff. You use melee weapons to make 
  melee attacks in hand- to-hand combat, and some of 
  them can be thrown to make a ranged attack.
  Lifting and Carrying
  Your Strength score determines how much weight you can 
  bear. The following terms define what you can lift or carry.
  Carrying Capacity. Your carrying capacity is your 
  Strength score multiplied by 15. This is the weight (in 
  pounds) that you can carry, which is high enough that 
  most characters don’t usually have to worry about it.
  Push, Drag, or Lift. You can push, drag, or lift a weight 
  in pounds up to twice your carrying capacity (or 30 
  times your Strength score). While pushing or dragging 
  weight in excess of your carrying capacity, your speed 
  drops to 5 feet.
  Size and Strength. Larger creatures can bear more 
  weight, whereas Tiny creatures can carry less. For each 
  size category above Medium, double the creature’s 
  carrying capacity and the amount it can push, drag, or 
  lift. For a Tiny creature, halve these weights.
  Variant: Encumbrance
  The rules for lifting and carrying are intentionally simple. 
  Here is a variant if you are looking for more detailed rules 
  for determining how a character is hindered by the weight 
  of equipment. When you use this variant, ignore the 
  Strength column of the Armor table.
  
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  If you carry weight in excess of 5 times your Strength 
  score, you are encumbered, which means your speed 
  drops by 10 feet.
  If you carry weight in excess of 10 times your Strength 
  score, up to your maximum carrying capacity, you are 
  instead heavily encumbered, which means your speed 
  drops by 20 feet and you have disadvantage on ability 
  checks, attack rolls, and saving throws that use Strength, 
  Dexterity, or Constitution.
  Dexterity
  Dexterity measures agility, reflexes, and balance.
  Dexterity Checks
  A Dexterity check can model any attempt to move nimbly, 
  quickly, or quietly, or to keep from falling on tricky 
  footing. The Acrobatics, Sleight of Hand, and Stealth 
  skills reflect aptitude in certain kinds of Dexterity checks.
  Acrobatics. Your Dexterity (Acrobatics) check covers 
  your attempt to stay on your feet in a tricky situation, 
  such as when you’re trying to run across a narrow 
  beam, balance on a tightrope, or stay upright in a 
  shaky transport. The GM might also call for a Dexterity 
  (Acrobatics) check to see if you can perform acrobatic 
  stunts, including dives, rolls, somersaults, and flips.
  Sleight of Hand. Whenever you attempt an act of 
  legerdemain or manual trickery, such as planting 
  something on someone else or concealing an object on 
  your person, make a Dexterity (Sleight of Hand) check. 
  The GM might also call for a Dexterity (Sleight of Hand) 
  check to determine whether you can lift an item off 
  someone’s belt or pick their pockets.
  Stealth. Make a Dexterity (Stealth) check when you 
  attempt to conceal yourself from enemies, slink past 
  security, slip away without being noticed, or sneak up on 
  someone without being seen or heard.
  Other Dexterity Checks. The GM might call for a 
  Dexterity check when you try to accomplish tasks like the 
  following:
  • Dive through a narrow space
  • Steer a car or ship around a tight turn
  • Pick a lock
  • Disable or slip past a trap
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Play a stringed instrument
  • Craft a small or detailed object
  Attack Rolls and Damage
  You add your Dexterity modifier to your attack roll and 
  your damage roll when attacking with a ranged weapon, 
  such as a gun or throwing blade. You can also add your 
  Dexterity modifier to your attack roll and your damage 
  roll when attacking with a melee weapon that has the 
  finesse property, such as a handaxe or a shortblade.
  HIDING
  The GM decides when circumstances are appropriate for 
  hiding. When you try to hide, make a Dexterity (Stealth) 
  check. Until you are discovered or you stop hiding, that 
  check’s total is contested by the Wisdom (Perception) 
  check of any creature that actively searches for signs of 
  your presence.
  You can’t hide from a creature that can see you clearly, 
  and you give away your position if you make noise, such as 
  shouting a warning or knocking over a glass. An invisible 
  creature can always try to hide. Signs of its passage might 
  still be noticed, and it does have to stay quiet.
  In combat, most creatures stay alert for signs of danger 
  all around, so if you come out of hiding and approach 
  a creature, it usually sees you. However, under certain 
  circumstances, the GM might allow you to stay hidden as 
  you approach a creature that is distracted, allowing you to 
  gain advantage on an attack roll before you are seen.
  Passive Perception. When you hide, there’s a chance 
  someone will notice you even if they aren’t searching. 
  To determine whether such a creature notices you, the 
  GM compares your Dexterity (Stealth) check with that 
  creature’s passive Wisdom (Perception) score, which equals 
  10 + the creature’s Wisdom modifier, as well as any other 
  bonuses or penalties. If the creature has advantage, add 5. 
  For disadvantage, subtract 5. For example, if a 1st-level 
  character (with a proficiency bonus of +2) has a Wisdom of 
  15 (a +2 modifier) and proficiency in Perception, he or she 
  has a passive Wisdom (Perception) of 14.
  What Can You See? One of the main factors in 
  determining whether you can find a hidden creature or 
  object is how well you can see in an area, which might be 
  lightly or heavily obscured, as explained in Chapter 8.
  HIDING
  The GM decides when circumstances are appropriate for 
  object is how well you can see in an area, which might be 
  lightly or 
  lightly or 
  lightly
  heavily obscured, as explained in Chapter 8.
  heavily obscured, as explained in Chapter 8.
  heavily
  Armor Class
  Depending on the armor you wear, you might add some 
  or all of your Dexterity modifier to your Armor Class.
  Initiative
  At the beginning of every combat, you roll initiative by 
  making a Dexterity check. Initiative determines the order 
  of creatures’ turns in combat.
  Constitution
  Constitution measures health, stamina, and vital force.
  Constitution Checks
  Constitution checks are uncommon, and no skills apply 
  to Constitution checks, because the endurance this 
  ability represents is largely passive rather than involving 
  a specific effort on the part of a character or monster. 
  A Constitution check can model your attempt to push 
  beyond normal limits, however.
  The GM might call for a Constitution check when you 
  try to accomplish tasks like the following:
  • Hold your breath
  • March or work hard for hours without rest
  • Go without sleep
  • Survive without food or water
  • Guzzle a yard of beer in one go
  
  Hit Points
  Your Constitution modifier contributes to your hit points. 
  Typically, you add your Constitution modifier to each Hit 
  Die you roll for your hit points.
  If your Constitution modifier changes, your hit point 
  maximum changes as well, as though you had the new 
  modifier from 1st level. For example, if you raise your 
  Constitution score when you reach 4th level and your 
  Constitution modifier increases from +1 to +2, you adjust 
  your hit point maximum as though the modifier had 
  always been +2. So you add 3 hit points for your first three 
  levels, and then roll your hit points for 4th level using your 
  new modifier. Or if you’re 7th level and some effect lowers 
  your Constitution score so as to reduce your Constitution 
  modifier by 1, your hit point maximum is reduced by 7.
  Intelligence
  Intelligence measures mental acuity, accuracy of recall, 
  and the ability to reason.
  Intelligence Checks
  An Intelligence check comes into play when you need 
  to draw on logic, education, memory, or deductive 
  reasoning. The Astrophysics, Computers, Investigation, 
  Lore, and Xenobiology skills reflect aptitude in certain 
  kinds of Intelligence checks.
  Astrophysics. Your Intelligence (Astrophysics) check is 
  used whenever you need to recall or apply any knowledge 
  having to do with space science, space travel, and 
  scientific theories such as anti-matter and quantum 
  theory. If you need to know how long you can survive in 
  the great expanse without a suit, or how to calculate the 
  travel time between systems based on your ship’s speed, 
  this is the skill to use.
  Computers. Basic computer use is a part of everyday 
  life in the Silrayne Arc. Though basic tasks don’t require 
  a skill check, an Intelligence (Computers) check would 
  be required to operate an unfamiliar computer system, 
  perform a system search under pressure, reprogram a 
  computer operated panel, or extract data from a secure 
  server.
  Investigation. When you look around for clues and 
  make deductions based on those clues, you make an 
  Intelligence (Investigation) check. You might deduce the 
  location of a hidden object, discern from the appearance 
  of a wound what kind of weapon dealt it, or determine 
  the weakest point in a tunnel that could cause it to 
  collapse. Searching through a disorganized storage 
  room in search of a hidden files might also call for an 
  Intelligence (Investigation) check.
  Lore. An Intelligence (Lore) check enables you to 
  recognize practices of an alien culture, recall historical 
  events, names, and places, and divine the origins of old 
  markings and ancient devices.
  Xenobiology You may use an Intelligence (Xenobiology) 
  roll to recall information about planetary terrain, land 
  and sea formations, weather cycles, alien life, and 
  comparison between those on different planets.
  Other Intelligence Checks. The GM might call for an 
  Intelligence check when you try to accomplish tasks like 
  the following:
  • Communicate with a creature without using words
  • Estimate the value of an expensive item
  • Pull together a disguise to pass as building security
  • Forge a document
  • Recall lore about a particular tradecraft
  • Win a game of knowledge or skill
  Esper Ability
  Cybermancers and Melders use Intelligence as their 
  channeling ability, which helps determine the saving 
  throw DCs of their active powers.
  Wisdom
  Wisdom reflects how attuned you are to the world 
  around you and represents perceptiveness and intuition.
  Wisdom Checks
  A Wisdom check might reflect an effort to read body 
  language, understand someone’s feelings, notice things 
  about the environment, or care for an injured person. The 
  Insight, Mechanics, Medicine, Perception, and Survival 
  skills reflect aptitude in certain kinds of Wisdom checks.
  Insight. Your Wisdom (Insight) check decides whether 
  you can determine the true intentions of a creature, 
  such as when searching out a lie or predicting someone’s 
  next move. Doing so involves gleaning clues from body 
  language, speech habits, and changes in mannerisms
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  Mechanics. The Mechanics skill grants you knowledge 
  of both function and repair for machines and electronics. 
  A Wisdom (Mechanics) roll will allow you to quickly 
  identify and improvise small solutions for issues with 
  common machinery, tools, and vehicles.
  Medicine. A Wisdom (Medicine) check lets you try to 
  stabilize a dying companion or diagnose an illness.
  Perception. Your Wisdom (Perception) check lets 
  you spot, hear, or otherwise detect the presence of 
  something. It measures your general awareness of your 
  surroundings and the keenness of your senses. For 
  example, you might try to hear a conversation through a 
  closed door, eavesdrop under an open window, or hear 
  monsters moving stealthily in the dark. Or you might try 
  to spot things that are obscured or easy to miss, whether 
  they are assassins lying in ambush in a building, thugs 
  hiding in the shadows of an alley, or dim light under a 
  closed secret door.
  Survival. The GM might ask you to make a Wisdom 
  (Survival) check to follow tracks, hunt wild game, guide 
  your group through frozen wastelands, identify signs that 
  kotatu live nearby, predict the weather, or avoid other 
  natural hazards.
  Other Wisdom Checks. The GM might call for a Wisdom 
  check when you try to accomplish tasks such as getting a 
  gut feeling about what course of action to follow.
  Esper Ability
  Engineers and Hunters use Wisdom as their forging 
  ability, which helps determine the saving throw DCs of 
  their active powers.
  Charisma
  Charisma measures your ability to interact effectively 
  with others. It includes such factors as confidence 
  and eloquence, and it can represent a charming or 
  commanding personality.
  Charisma Checks
  A Charisma check might arise when you try to influence 
  or entertain others, when you try to make an impression 
  or tell a convincing lie, or when you are navigating a 
  tricky social situation. The Deception, Intimidation, 
  Performance, and Persuasion skills reflect aptitude in 
  certain kinds of Charisma checks.
  Deception. Your Charisma (Deception) check 
  determines whether you can convincingly hide the 
  truth, either verbally or through your actions. This 
  deception can encompass everything from misleading 
  others through ambiguity to telling outright lies. Typical 
  situations include trying to fast-talk a security guard, con 
  a merchant, earn money through gambling, pass yourself 
  off in a disguise, dull someone’s suspicions with false 
  assurances, or maintain a straight face while telling a 
  blatant lie.
  Intimidation. When you attempt to influence someone 
  through overt threats, hostile actions, and physical 
  violence, the GM might ask you to make a Charisma 
  (Intimidation) check. Examples include trying to pry 
  information out of a prisoner, convincing gang members 
  to back down from a confrontation, or using the edge of 
  a blade to convince a shady businessman to reconsider a 
  decision.
  Performance. Your Charisma (Performance) check 
  determines how well you can delight an audience with 
  music, dance, acting, storytelling, or some other form of 
  entertainment.
  Persuasion. When you attempt to influence someone 
  or a group of people with tact, social graces, or good 
  nature, the GM might ask you to make a Charisma 
  (Persuasion) check. Typically, you use persuasion when 
  acting in good faith, to foster friendships, make cordial 
  requests, or exhibit proper etiquette. Examples of 
  persuading others include convincing a bouncer to let 
  you into a night club, negotiating peace between two 
  groups, or inspiring a crowd.
  Other Charisma Checks. The GM might call for a 
  Charisma check when you try to accomplish tasks like the 
  following:
  • Find the best person to talk to for news, rumors, and 
  gossip
  • Blend into a crowd to get the sense of key topics of 
  conversation
  Esper Ability
  Adepts and Sentinels use Wisdom as their channeling and 
  forging abilities, respectively, which helps determine the 
  saving throw DCs of their active powers.
  Saving Throws
  A saving throw—also called a save—represents an attempt 
  to resist an esper power, an explosion, a trap, a poison, a 
  disease, or a similar threat. You don’t normally decide to 
  make a saving throw; you are forced to make one because 
  your character or monster is at risk of harm.
  To make a saving throw, roll a d20 and add the 
  appropriate ability modifier. For example, you use your 
  Dexterity modifier for a Dexterity saving throw.
  A saving throw can be modified by a situational 
  bonus or penalty and can be affected by advantage and 
  disadvantage, as determined by the GM.
  Each class gives proficiency in at least two saving 
  throws. The melder, for example, is proficient in 
  Intelligence saves. As with skill proficiencies, proficiency 
  in a saving throw lets a character add his or her 
  proficiency bonus to saving throws made using a 
  particular ability score. Some threats have saving throw 
  proficiencies as well.
  The difficulty class for a saving throw is determined by 
  the effect that causes it. For example, the DC for a saving 
  throw allowed by a talent is determined by the esper’s 
  channeling ability and proficiency bonus.
  The result of a successful or failed saving throw is also 
  detailed in the effect that allows the save. Usually, a 
  successful save means that a creature suffers no harm, or 
  reduced harm, from an effect.
  
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  In combat and other fast-paced situations, the game 
  relies on rounds, a 6-second span of time, which is 
  described in more detail in chapter 9.
  Movement
  Swimming through a wastewater duct, sneaking down a 
  station corridor, running alongside a moving transport—
  all sorts of movement play a key role in sci-fi adventures.
  The GM can summarize the characters’ movement 
  without calculating exact distances or travel times: “You 
  travel through the ruined city and find the underground 
  tunnels late in the evening of the third day.” Even in a space 
  station or a maze of ship conduits, the GM can summarize 
  movement between encounters: “After killing the war-bot 
  at the entrance to the compound, you consult your map, 
  which leads you through miles of corridors to a chasm 
  bridged by a row of rusted metal beams.”
  Sometimes, though, it’s important to know how long it 
  takes to get from one spot to another, whether the answer 
  is in days, hours, or minutes. The rules for determining 
  travel time depend on two factors: your speed and travel 
  pace, and the terrain you are moving over.
  Speed
  Every character and monster has a speed, which is the 
  distance in feet that the character or monster can walk in 
  1 round. This number assumes short bursts of energetic 
  movement in the midst of a life-threatening situation.
   The following rules determine how far a character or 
  monster can move in a minute, an hour, or a day.
  Travel Pace
  While traveling, a group of adventurers can move at a 
  normal, fast, or slow pace, as shown on the Travel Pace 
  table, which states how far the party can move in a period 
  of time, and whether the pace has any effect. A fast pace 
  makes characters less perceptive, while a slow pace makes 
  it possible to sneak around, or carefully search an area.
  Forced March. The Travel Pace table assumes that 
  characters travel for 8 hours in day. They can push on 
  beyond that limit, at the risk of exhaustion.
  For each additional hour of travel beyond 8 hours, 
  the characters cover the distance shown in the Hour 
  column for their pace, and each character must make a 
  Constitution saving throw at the end of the hour.
  The DC is 10 + 1 for each hour past 8 hours. On a failed 
  saving throw, a character suffers one level of exhaustion 
  (see appendix A).
  Mounts and Vehicles. For short spans of time (up to 
  an hour), many beast mounts move much faster than 
  humanoids. A mounted character can ride at a gallop 
  for about an hour, covering twice the usual distance for 
  a fast pace. If fresh mounts are available every 8 to 10 
  miles, characters can cover larger distances at this pace, 
  but this is very rare except in densely populated areas.
  WADING THROUGH THE DENSE FLORA OF A TOXIC ALIEN 
  landscape, speeding through the streets of a vast city 
  sprawl, descending into the bowels of a long dead 
  starship, or making first contact with the inhabitants of 
  a lost world—these and so much more set the stage for 
  heroic sci-fi adventures and expeditions in ESPER GENESIS.
  You and your squad could end up fighting against 
  monsters, robots, and thugs while resolving a dispute 
  between two warring corporate factions in an abandoned 
  settlement on the other side of the galaxy. And that’s just 
  one of your days before powering up the ship and moving 
  on to the next mission.
  This chapter covers the basics of an esper’s day-to-day 
  activities, from rules regarding movement to the different 
  challenges in social interaction. There are also rules for 
  off-time activities for when your character has free time 
  available, as well as rules for rest and healing.
  Regardless of the environment your character finds 
  themselves in, the resolution of each scenario always 
  follows the basic Rules of Play as defined in the 
  Introduction.
  1. The GM describes the setting and situation.
  2. With the information they are given, the players tell 
  the GM what their intended actions are.
  3. The GM resolves the players’ actions and narrates 
  the results.
  While moving from point to point, the GM keeps track of 
  your progress as well as the passage of time as you make 
  your way into each new area. The events in an adventure 
  are determined by not only your actions, but the time and 
  order in which they occur.
  Time
  In situations where keeping track of the passage of time is 
  important, the GM determines the time a task requires. 
  The GM might use a different time scale depending on 
  the context of the situation at hand. In an exploratory 
  environment, the characters’ movement happens on a 
  scale of minutes. It takes them about a minute to slowly 
  move down a long hallway, another minute to check 
  for security protocols on door at the end of the hall, 
  and a good ten minutes to search the room beyond for 
  anything interesting or valuable.
  In a city or wilderness, a scale of hours is often more 
  appropriate. Characters having to go on foot toward the 
  strange alien spire in the middle of a blasted landscape 
  can hurry across those fifteen miles in just under four 
  hours’ time.
  For long journeys, a scale of days works best. Traveling 
  from Earth to the Golari System, the characters spend 
  four uneventful days before a running across a lorendi 
  starcruiser.
  8. Adventures and Exploration
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  Characters in planetary vehicles can travel much faster, 
  but must still rest and deal with additional fuel costs. 
  Certain specially modified vehicles allow you to travel 
  more swiftly. The Master Technician’s Guide provides more 
  information on specialized vehicles.
  TRAVEL PACE
  Pace
  Minute
  Hour
  Day
  Effect
  Vehicle
  4k feet
  45 miles
  360 miles
  -10 penalty to 
  passive Wisdom 
  (Perception) 
  scores
  Fast
  400 feet
  4 miles
  36 miles
  -5 penalty to 
  passive Wisdom 
  (Perception) 
  scores
  Normal
  300 feet
  3 miles
  24 miles
  —
  Slow
  200 feet
  2 miles
  18 miles
  Able to use 
  stealth
  Difficult Terrain
  The travel speeds given in the Travel Pace table assume 
  relatively simple terrain: streets, open plains, or clear 
  corridors. But characters often face dense forests, jagged 
  debris, twisted ruins, steep mountains, and ice-covered 
  ground—all considered difficult terrain.
  You move at half speed in difficult terrain— moving 
  1 foot in difficult terrain costs 2 feet of speed—so you 
  can cover only half the normal distance in a minute, an 
  hour, or a day.
  Special Types of Movement
  Movement through dangerous structures or wilderness 
  areas often involves more than simply walking. 
  Characters might have to climb, crawl, swim, or jump to 
  get where they need to go.
  Climbing, Swimming, and Crawling
  While climbing or swimming, each foot of movement 
  costs 1 extra foot (2 extra feet in difficult terrain), unless 
  a creature has a climbing or swimming speed. At the 
  GM’s option, climbing a slippery or semi-smooth vertical 
  surface requires a successful Strength (Athletics) check. 
  Similarly, gaining any distance in rough water might 
  require a successful Strength (Athletics) check.
  Jumping
  Your Strength determines how far you can jump.
  Long Jump. When you make a long jump, you cover a 
  number of feet up to your Strength score if you move at 
  least 10 feet on foot immediately before the jump. When 
  you make a standing long jump, you can leap only half 
  that distance. Either way, each foot you clear on the jump 
  costs a foot of movement.
  This rule assumes that the height of your jump doesn’t 
  matter, such as a jump across subway tracks or a chasm. 
  At your GM’s option, you must succeed on a DC 10 
  Strength (Athletics) check to clear a low obstacle (no 
  taller than a quarter of the jump’s distance), such as a 
  hedge or low wall. Otherwise, you hit it.
  When you land in difficult terrain, you must succeed 
  on a DC 10 Dexterity (Acrobatics) check to land on your 
  feet. Otherwise, you land prone.
  High Jump. When you make a high jump, you leap into 
  the air a number of feet equal to 3 + your Strength modifier 
  if you move at least 10 feet on foot immediately before the 
  jump. When you make a standing high jump, you can jump 
  only half that distance. Either way, each foot you clear on 
  the jump costs a foot of movement. In some circumstances, 
  your GM might allow you to make a Strength (Athletics) 
  check to jump higher than you normally can.
  You can extend your arms half your height above yourself 
  during the jump. Thus, you can reach above you a distance 
  equal to the height of the jump plus 1½ times your height.
  Alternate Levels of Gravity
  While moving in gravity that is closer to half than normal 
  (low-gravity) you can double your jumping distance and 
  carrying capacity. When the gravity is closer to twice than 
  normal (high-gravity), your jump distance and carrying 
  capacity is halved. Also, you move in high-gravity as if you 
  were in difficult terrain. Rules for moving in environments 
  with no gravity (Zero-G) are covered in chapter 9. 
  Activity While Traveling
  As characters make their way through new or potentially 
  dangerous areas, many of them have basic tasks they 
  perform to help their group or expedite travel, while also 
  remaining alert for hazards and threats.
  Marching Order
  Every group should establish an order of travel, often 
  referred to as a marching order. Establishing a marching 
  order helps determine environmental situations, such as 
  which characters spot hidden threats or which are the 
  first to encounter hazards when entering a new area. It 
  also helps establish a combat pattern when they find 
  themselves in a fight.
  Marching orders are typically dependent on the number 
  of people in your group and the space they have available 
  to travel. There is a front position which are likely first 
  to encounter enemies. Then there are one or more 
  middle positions, then the rear or back position. In the 
  wilderness, there is room for multiple people in the same 
  marching position to walk next to each other. In narrow 
  hallways and platforms, however, the order might change, 
  only leaving room for one or two people per position.
  Some groups have only two or three characters, which 
  may call for just a front and rear position, or just a single 
  position which counts as the front.
  Moving Stealthily
  While traveling at a slow pace, characters can move 
  stealthily. If they are not on completely open terrain they 
  can use their stealth to surprise, sneak up on, or sneak 
  past other creatures. Rules for hiding are in chapter 7.
  
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  Security Sensors
  Even when moving cautiously, most secure zones and 
  facilities are equipped with different forms of security 
  devices such as cameras, motion sensors, and digital 
  scanners. Those amongst these that are avoidable via 
  direct movement, like a mounted camera as an example, 
  can fall under the rules for hiding and moving stealthily. 
  More complicated sensors are treated as traps, requiring 
  tools, skill checks, or esper powers to bypass.
  The GM has the final call depending on the type of 
  security threat encountered by the group.
  Noticing Threats
  Use the passive Wisdom (Perception) scores of the 
  characters to determine whether anyone in the group 
  notices a hidden threat. The GM might decide that a 
  threat can be noticed only by characters in a particular 
  rank. For example, as the characters are exploring a maze 
  of maintenance tunnels, the GM might decide that only 
  those characters in the back rank have a chance to hear 
  or spot a stealthy creature following the group, while 
  characters in the front and middle ranks cannot.
  While traveling at a fast pace, characters take a - 5 
  penalty to their passive Wisdom (Perception) scores 
  to notice hidden threats. While traveling through such 
  spaces on a vehicle, such as a hoverbike, the penalty 
  increases to -10.
  Encountering Creatures. If the GM determines that 
  the characters encounter other creatures while they’re 
  traveling, it’s up to both groups to decide what happens 
  next. Either group might decide to attack, initiate a 
  conversation, run away, or wait to see what the other 
  group does.
  Surprising Foes. If the group encoutners a hostile creature 
  or group, the GM determines whether the adventurers or 
  their foes might be surprised when combat erupts. Rules 
  for surprising other creatures is covered in chapter 9.
  Other Activities
  Characters who turn their attention to other tasks as the 
  group travels are not focused on watching for danger. 
  These characters don’t contribute their passive Wisdom 
  (Perception) scores to the group’s chance of noticing 
  hidden threats. However, a character not watching for 
  danger can do one of the following activities instead, or 
  some other activity with the GM’s permission.
  Navigate. The character can try to prevent the group 
  from becoming lost, making a Wisdom (Survival) check 
  when the GM calls for it. (The Master Technician’s Guide 
  has rules to determine whether the group gets lost.)
  Keep a Log. The character can keep a physical or digital 
  log that records the group’s progress and helps the 
  characters get back on course if they lose their bearings 
  or need to review an event or piece of information. No 
  ability check is required.
  Track. A character can follow the tracks of another 
  creature or threat, making a Wisdom (Survival) check 
  when the GM calls for it. (The Master Technician’s Guide 
  has expanded rules for tracking.)
  Report. Characters can use transmission equipment 
  to keep in touch with other creatures or with each other 
  if group members become separated. Transmission 
  range depends on the type and quality of equipment. 
  (The Master Technician’s Guide has expanded rules for 
  communication ranges and jamming.)
  The Environment
  By their nature, adventurous expeditions involve delving 
  into places that are dark, dangerous, and full of mysteries 
  and puzzles. The rules in this section cover some of the 
  most important ways in which characters interact with 
  the environment during these scenarios.
  Falling
  A fall from a great height is one of the most common 
  hazards facing an adventurer. At the end of a fall, a 
  creature takes 1d6 bludgeoning damage for every 10 feet 
  it fell, to a maximum of 20d6. The creature lands prone, 
  unless it avoids taking damage from the fall.
  Suffocating
  A creature can hold its breath for a number of minutes 
  equal to 1 + its Constitution modifier (minimum of 30 
  seconds).
  When a creature runs out of breath or is choking, it can 
  survive for a number of rounds equal to its Constitution 
  modifier (minimum of 1 round). At the start of its next 
  turn, it drops to 0 hit points and is dying, and it can’t 
  regain hit points or be stabilized until it can breathe again.
  For example, a creature with a Constitution of 14 can 
  hold its breath for 3 minutes. If it starts suffocating, it 
  has 2 rounds to reach air before it drops to 0 hit points.
  Vision and Light
  The most fundamental tasks of exploration— noticing 
  danger, finding hidden spots, hitting an enemy in 
  combat, and focusing a talent, to name just a few—rely 
  heavily on a character’s ability to see. Darkness and 
  other effects that obscure vision can prove a significant 
  hindrance.
  A given area might be lightly or heavily obscured. In 
  a lightly obscured area, such as dim light, patchy fog, 
  or moderate debris, creatures have disadvantage on 
  Wisdom (Perception) checks that rely on sight.
  A heavily obscured area—such as darkness, opaque 
  fog, or dense debris—blocks vision entirely. A creature 
  effectively suffers from the blinded condition (see 
  appendix A) when trying to see something in that area.
  The presence or absence of light in an environment 
  creates three categories of illumination: bright light, dim 
  light, and darkness.
  Bright light lets most creatures see normally. Even 
  gloomy days provide bright light, as do flashlights and 
  overhead lighting, lamps, fires, and other sources of 
  illumination within a specific radius.
  
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  Dim light, also called shadows, creates a lightly 
  obscured area. An area of dim light is usually a boundary 
  between a source of bright light, such as a flare, and 
  surrounding darkness. The soft light of twilight and dawn 
  also counts as dim light. A particularly brilliant full moon 
  might bathe the land in dim light.
  Darkness creates a heavily obscured area. Characters 
  face darkness outdoors at night (even most moonlit 
  nights), within the confines of an unlit corridor or a 
  subterranean chamber.
  Blindsight
  A creature with blindsight can perceive its surroundings 
  without relying on sight, within a specific radius. 
  Creatures without eyes, with echolocation or heightened 
  senses, such as bats and drakes, have this sense.
  Darkvision
  Many creatures in sci-fi settings, especially those that 
  were raised underground or on a world little sunlight, 
  have darkvision.
  Within a specified range, a creature with darkvision 
  can see in darkness as if the darkness were dim light, 
  so areas of darkness are only lightly obscured as far as 
  that creature is concerned. However, the creature can’t 
  discern color in darkness, only shades of gray.
  Infravision
  Creatures that dwell in wastelands, wearing specialized 
  equipment, or that have built in mechanical sensors may 
  also have infravision.
  While in dim light or darkness, characters with 
  infravision can see and discern heat signatures within a 
  specified range through up to 5 feet of non-metallic solid 
  material.
  Truesight
  A creature with truesight can, out to a specific range, 
  see in dark zones created by esper powers, see invisible 
  creatures and objects, automatically detect visual 
  illusions and succeed on saving throws against them, and 
  perceives the original form of a shapechanger.
  Food and Water
  Characters who don’t eat or drink suffer the effects of 
  exhaustion (see appendix A). Exhaustion caused by lack 
  of food or water can’t be removed until the character eats 
  and drinks the full required amount.
  Food
  A character needs one pound of food per day and can 
  make food last longer by subsisting on half rations. 
  Eating half a pound of food in a day counts as half a day 
  without food.
  A character can go without food for a number of days 
  equal to 3 + his or her Constitution modifier (minimum 
  1). At the end of each day beyond that limit, a character 
  automatically suffers one level of exhaustion.
  A normal day of eating resets the count of days without 
  food to zero.
  Water
   A character needs one gallon of water per day, or two 
  gallons per day if the weather is hot. A character who 
  drinks only half that much water must succeed on a 
  DC 15 Constitution saving throw or suffer one level of 
  exhaustion at the end of the day. A character with access 
  to even less water automatically suffers one level of 
  exhaustion at the end of the day.
  If the character already has one or more levels of 
  exhaustion, the character takes two levels in either case.
  Interacting with Objects
  A character’s interaction with objects in an environment 
  is often simple to resolve in the game. The player tells the 
  GM that his or her character is doing something, such as 
  moving a lever, and the GM describes what, if anything, 
  happens.
  For example, a character might decide to pull a lever, 
  which might, in turn, turn on the lights, cause a room to 
  fill with gas, or open a secret door in a nearby wall. If the 
  lever is rusted in position, though, a character might need 
  to force it. In such a situation, the GM might call for a 
  Strength check to see whether the character can wrench 
  the lever into place. The GM sets the DC for any such 
  check based on the difficulty of the task.
  Characters can also damage objects with their weapons 
  and powers. Objects are immune to poison and psychic 
  damage, but otherwise they can be affected by physical 
  and elemental attacks much like creatures can. The GM 
  determines an object’s Armor Class and hit points, and 
  might decide that certain objects have resistance or 
  immunity to certain kinds of attacks. (It’s hard to cut 
  a cable with a hammer, for example.) Objects always 
  fail Strength and Dexterity saving throws, and they are 
  immune to effects that require other saves. When an 
  object drops to 0 hit points, it breaks.
  A character can also attempt a Strength check to break 
  an object. The GM sets the DC for any such check.
  Social Interaction
  Facing dangerous threats, overcoming the odds, and 
  exploring the galaxy are all major parts of any sci-fi 
  adventure. However, social interactions play just as 
  important a role, as characters often need to interact 
  with the rest of the universe’s inhabitants to work toward 
  completing their task or finding a new one.
  There are many different types of interactions. You 
  might need to grease the pockets of the local gang boss 
  to get information about an area, or you might have to 
  cut a deal with a shrewd businessman to get access to 
  some high-grade material. The GM assumes the role of 
  any characters participating in the interaction who are 
  not controlled by another player at the table. This type of 
  character is called a non-player character (NPC).
  
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  In general terms, an NPC’s attitude toward you is 
  described as friendly, indifferent, or hostile. Friendly 
  NPCs are predisposed to help you, and hostile ones are 
  inclined to get in your way. It’s easier to get what you 
  want from a friendly NPC, of course.
  Social interactions have two primary aspects: 
  roleplaying and ability checks.
  Roleplaying
  Roleplaying is, literally, the act of playing out a role. 
  In this case, it’s you as a player determining how your 
  character thinks, acts, and talks.
  Roleplaying is a part of every aspect of the game, and 
  it comes to the fore during social interactions. Your 
  character’s quirks, mannerisms, and personality influence 
  how interactions resolve.
  There are two styles you can use when roleplaying 
  your character: the descriptive approach and the active 
  approach. Most players use a combination of the two 
  styles. Use whichever mix of the two works best for you.
  Descriptive Approach to Roleplaying
  With this approach, you describe your character’s words 
  and actions to the GM and the other players. Drawing 
  on your mental image of your character, you tell everyone 
  what your character does and how he or she does it.
  For instance, Chris plays Galen the matokai. Galen has 
  a quick temper and blames the eldori of the Pel Voros for 
  his misfortune. At a night club, a drunken eldori sits at 
  Galen’s table and tries to strike up a conversation with 
  the kesh.
  Chris says, “Galen spits on the floor, growls an insult at 
  the eldori, and stomps over to the bar. He sits on a stool 
  and glares at the eldori club-goer before ordering another 
  drink.”
  In this example, Chris has conveyed Galen’s mood and 
  given the GM a clear idea of his character’s attitude and 
  actions.
  When using descriptive roleplaying, keep the following 
  things in mind:
  • Describe your character’s emotions and attitude.
  • Focus on your character’s intent and how others might 
  perceive it.
  • Provide as much embellishment as you feel comfortable 
  with.
  Don’t worry about getting things exactly right. Just 
  focus on thinking about what your character would do 
  and describing what you see in your mind.
  Active Approach to Roleplaying
  If descriptive roleplaying tells your GM and your fellow 
  players what your character thinks and does, active 
  roleplaying shows them.
  When you use active roleplaying, you speak with your 
  character’s voice, like an actor taking on a role. You 
  might even echo your character’s movements and body 
  language.
  This approach is more immersive than descriptive 
  roleplaying, though you still need to describe things that 
  can’t be reasonably acted out.
  Going back to the example of Chris roleplaying Galen 
  above, here’s how the scene might play out if Chris used 
  active roleplaying:
  Speaking as Galen, Chris says in a gruff, deep voice,
  “I was wondering why it suddenly smelled awful in here.
  If I wanted to hear anything out of you, I’d snap your 
  arm and enjoy your screams.” In his normal voice, Chris 
  then adds, “I get up, glare at the eldori, and head to the 
  bar.”
  Results of Roleplaying
  The GM uses your character’s actions and attitudes to 
  determine how an NPC reacts. A cowardly NPC buckles 
  under threats of violence. A stubborn kesh refuses to let 
  anyone badger her. A vain celebrity laps up flattery. When 
  interacting with an NPC, pay close attention to the GM’s 
  portrayal of the NPC’s mood, dialogue, and personality. 
  You might be able to determine an NPC’s personality 
  traits, ideals, flaws, and bonds, then play on them to 
  
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  ESPER GENESIS • CORE MANUAL • ADVENTURES
  influence the NPC’s attitude.
  Interactions in EG are much like interactions in 
  real life. If you can offer NPCs something they want, 
  threaten them with something they fear, or play on their 
  sympathies and goals, you can use words to get almost 
  anything you want. On the other hand, if you insult a 
  proud soldier or speak ill of a gang boss’ allies, your 
  efforts to convince or deceive will fall short.
  Ability Checks
  In addition to roleplaying, ability checks are key in 
  determining the outcome of an interaction.
  Your roleplaying efforts can alter an NPC’s attitude, but 
  there might still be an element of chance in the situation.
  For example, your GM can call for a Charisma check at 
  any point during an interaction if he or she wants the dice 
  to play a role in determining an NPC’s reactions. Other 
  checks might be appropriate in certain situations, at your 
  GM’s discretion.
  Pay attention to your skill proficiencies when thinking 
  of how you want to interact with an NPC, and stack the 
  deck in your favor by using an approach that relies on 
  your best bonuses and skills. If the group needs to trick 
  a guard into letting them into the building, the specialist 
  who is proficient in Deception is the best bet to lead the 
  discussion. When negotiating for a hostage’s release, the 
  melder with Persuasion should do most of the talking.
  Resting
  Heroic though they might be, characters can’t spend 
  every hour of the day in the thick of exploration, social 
  interaction, and combat. They need rest—time to sleep 
  and eat, tend their wounds, refresh their minds, and 
  brace themselves for further expeditions.
  Characters can take short rests in the midst of a day 
  and a long rest to end the day.
  Short Rest
  A short rest is a period of downtime, at least 1 hour long, 
  during which a character does nothing more strenuous 
  than eating, drinking, reading, and tending to wounds.
  A character can spend one or more Hit Dice at the end 
  of a short rest, up to the character’s maximum number 
  of Hit Dice, which is equal to the character’s level. For 
  each Hit Die spent in this way, the player rolls the die 
  and adds the character’s Constitution modifier to it. The 
  character regains hit points equal to the total. The player 
  can decide to spend an additional Hit Die after each roll. 
  A character regains some spent Hit Dice upon finishing a 
  long rest, as explained below.
  Long Rest
  A long rest is a period of extended downtime, at least 8 
  hours long, during which a character sleeps or performs 
  light activity: reading, talking, eating, or standing watch 
  for no more than 2 hours. If the rest is interrupted by a 
  period of strenuous activity—at least 1 hour of walking, 
  fighting, using powers, or similar activity—the characters 
  must begin the rest again to gain any benefit from it.
  At the end of a long rest, a character regains all lost hit 
  points. The character also regains spent Hit Dice, up to 
  a number of dice equal to half of the character’s total 
  number of them (minimum of one die). For example, if 
  a character has eight Hit Dice, he or she can regain four 
  spent Hit Dice upon finishing a long rest.
  A character can’t benefit from more than one long rest 
  in a 24-hour period, and a character must have at least 1 
  hit point at the start of the rest to gain its benefits.
  Between Adventures
  Between trips to lost worlds and battles against alien 
  threats, characters need time to rest, recuperate, and 
  prepare for their next adventure. Many characters also 
  use this time to perform other tasks, such as crafting 
  arms and armor, performing research, or spending their 
  hard-earned money.
  In some cases, the passage of time is something that 
  occurs with little fanfare or description. When starting 
  a new adventure, the GM might simply declare that a 
  certain amount of time has passed and allow you to 
  describe in general terms what your character has been 
  doing. At other times, the GM might want to keep track 
  of just how much time is passing as events beyond your 
  perception stay in motion.
  Lifestyle Expenses
  Between adventures, you choose a particular quality of 
  life and pay the cost of maintaining that lifestyle.
  Living a particular lifestyle doesn’t have a huge effect on 
  your character, but your lifestyle can affect the way other 
  individuals and groups react to you. For example, when you 
  lead a luxury lifestyle, it might be easier for you to influence 
  the aristocrats of the city than if you live in poverty.
  Downtime Activities
  Between adventures, the GM might ask you what your 
  character is doing during his or her downtime. Periods 
  of downtime can vary in duration, but each downtime 
  activity requires a certain number of days to complete 
  before you gain any benefit, and at least 8 hours of each 
  day must be spent on the downtime activity for the day 
  to count. The days do not need to be consecutive. If you 
  have more than the minimum amount of days to spend, 
  you can keep doing the same thing for a longer period of 
  time, or switch to a new downtime activity.
  Downtime activities other than the ones presented 
  below are possible. If you want your character to spend 
  his or her downtime performing an activity not covered 
  here, discuss it with your GM.
  Crafting
  You can craft mundane items, including gear and works 
  of art. You must be proficient with tools related to the 
  object you are trying to create (typically artisan’s tools). 
  
  Researching
  The time between adventures is a great chance to 
  perform research, gaining insight into information you’ve 
  gathered over the course of the campaign.
  Research can include decoding encrypted data or 
  hitting the streets to do some legwork or information 
  gathering.
  When you begin your research, the GM determines 
  whether the information is available, how many days of 
  downtime it will take to find it, and whether there are 
  any restrictions on your research (such as needing to seek 
  out a specific individual, piece of data, or location). The 
  GM might also require you to make one or more ability 
  checks, such as an Intelligence (Investigation) check to 
  find clues pointing toward the information you seek, or 
  a Charisma (Persuasion) check to secure someone’s aid. 
  Once those conditions are met, you learn the information 
  if it is available.
  For each day of research, you must spend 10 cu to 
  cover your expenses. This cost is in addition to your 
  normal lifestyle expenses.
  Training
  You can spend time between adventures learning a new 
  language or training with a set of tools. Your GM might 
  allow additional training options.
  First, you must find an instructor willing to teach you. 
  The GM determines how long it takes, and whether one 
  or more ability checks are required.
  The training lasts for 250 days and costs 10 cu per day. 
  After you spend the requisite amount of time and money, 
  you learn the new language or gain proficiency with the 
  new tool.
  Training
  You can spend time between adventures learning a new 
  language or training with a set of tools. Your GM might 
  allow additional training options.
  First, you must find an instructor willing to teach you. 
  The GM determines how long it takes, and whether one 
  or more ability checks are required.
  The training lasts for 250 days and costs 10 cu per day. 
  After you spend the requisite amount of time and money, 
  you learn the new language or gain proficiency with the 
  new tool.
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  ESPER GENESIS • CORE MANUAL • ADVENTURES
  You might also need access to special materials or 
  locations necessary to create it. For example, someone 
  proficient with smith’s tools needs a weapons lab in 
  order to craft a blade or suit of armor.
  For every day of downtime you spend crafting, you can 
  craft one or more items with a total market value not 
  exceeding 50 cu, and you must expend raw materials 
  worth half the total market value. If something you want 
  to craft has a market value greater than 50 cu, you make 
  progress every day in 50 cu increments until you reach 
  the market value of the item. For example, a suit of power 
  armor (market value 15,000 cu) takes 300 days to craft 
  by yourself with just your tools alone.
  Multiple characters can combine their efforts toward 
  the crafting of a single item, provided that the characters 
  all have proficiency with the requisite tools and are 
  working together in the same place.
  Each character contributes 50 cu worth of effort for 
  every day spent helping to craft the item. For example, 
  three characters with the requisite tool proficiency and 
  the proper facilities can craft a suit of power armor in 
  100 days, at a total cost of 7,500 cu.
  While crafting, you can maintain a modest lifestyle 
  without having to pay the daily cost, or a comfortable 
  lifestyle at half the normal cost.
  Crafting using a factory or construction drones 
  drastically decreases crafting times. These methods are 
  covered in the Master Technician’s Guide.
  Practicing a Profession
  You can work between adventures, allowing you to 
  maintain a modest lifestyle without having to pay 30 
  cu per day. This benefit lasts as long you continue to 
  practice your profession.
  If you are a member of an organization that can 
  provide gainful employment, such as a corporation 
  or public service, you earn enough to support a 
  comfortable lifestyle instead.
  If you have proficiency in the Performance 
  skill and put your performance skill to use 
  during your downtime, you earn enough to 
  support a luxury lifestyle instead.
  Recuperating
  You can use downtime between adventures 
  to recover from a debilitating injury, 
  disease, or poison.
  After three days of downtime spent 
  recuperating, you can make a DC 15 
  Constitution saving throw. On a successful 
  save, you can choose one of the following 
  results:
  • End one effect on you that prevents you 
  from regaining hit points.
  • For the next 24 hours, gain advantage 
  on saving throws against one disease or 
  poison currently affecting you.
  
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  BLAZING GUN BATTLES, THE CLASH OF ROBOTIC METAL ON 
  metal, the unstable burst of an esper’s gravity wave—all 
  of these things make up an exciting, tense, and dramatic 
  sci-fi conflict.
  This chapter covers the rules necessary for resolving 
  combat for characters and threats. It is important to note 
  that in this chapter, the term “you” refers to you as either 
  the player or the GM, depending on which creature is 
  being referenced. A player controls their character and any 
  creature under their character’s control. The GM controls 
  all monsters and NPCs involved during the combat.
  The Order of Combat
  A typical combat encounter is a clash between two sides, 
  a flurry of weapon swings, shots, parries, maneuvering, 
  and cosmic powers. The game organizes the chaos 
  of combat into a cycle of rounds and turns. A round 
  represents about 6 seconds in the game world. During 
  a round, each participant in a battle takes a turn. The 
  order of turns is determined at the beginning of a combat 
  encounter, when everyone rolls initiative. Once everyone 
  has taken a turn, the fight continues to the next round if 
  neither side has defeated the other.
  COMBAT STEP BY STEP
  1. Determine surprise. The GM determines whether 
  anyone involved in the combat encounter is surprised.
  2. Establish positions. The GM decides where all 
  the characters and monsters are located. Given the 
  adventurers’ marching order or their stated positions 
  in the room or other location, the GM figures out 
  where the adversaries are, how far away and in what 
  direction.
  3. Roll initiative. Everyone involved in the combat 
  encounter rolls initiative, determining the order of 
  combatants’ turns.
  4. Take turns. Each participant in the battle takes a turn 
  in initiative order.
  5. Begin the next round. When everyone involved in 
  the combat has had a turn, the round ends. Repeat 
  step 4 until the fighting stops.
  COMBAT S
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  the combat has had a turn, the round ends. Repeat 
  step 4 until the fighting stops.
  step 4 until the fighting stops.
  Surprise
  An expeditionary force sneaks into the back door of the 
  compound to attack the enemy from behind. A kotatu 
  creeps along the ledge, unnoticed by the characters until 
  the beast leaps at one of them. In these situations, one 
  side of the battle gains surprise over the other.
  The GM determines who might be surprised. If neither 
  side tries to be stealthy, they automatically notice each 
  other. Otherwise, the GM compares the Dexterity 
  (Stealth) checks of anyone hiding with the passive 
  Wisdom (Perception) score of each creature on the 
  opposing side. Any character or monster that doesn’t 
  notice a threat is surprised at the start of the encounter.
  If you’re surprised, you can’t move or take an action 
  on your first turn of the combat, and you can’t take a 
  reaction until that turn ends. A member of a group can 
  be surprised even if the other members aren’t.
  Initiative
  Initiative determines the order of turns in combat. When 
  combat starts, every participant makes a Dexterity check 
  to determine their place in the initiative order. The GM 
  makes one roll for an entire group of identical creatures, 
  so each member of the group acts at the same time.
  The GM ranks the combatants in order from the one 
  with the highest Dexterity check total to the one with 
  the lowest. This is the order (called the initiative order) 
  in which they act during each round. The initiative order 
  remains the same from round to round.
  If a tie occurs, the GM decides the order among 
  tied GM-controlled creatures, and the players decide 
  the order among their tied characters. The GM can 
  decide the order if the tie is between a monster and a 
  player character. Optionally, the GM can have the tied 
  characters and monsters each roll a d20 to determine the 
  order, highest roll going first.
  Your Turn
  On your turn, you can move a distance up to your speed 
  and take one action. You decide whether to move first or 
  take your action first. Your speed—sometimes called your 
  walking speed—is noted on your character sheet.
  The most common actions you can take are described in 
  the “Actions in Combat” section. Many class features and 
  other abilities provide additional options for your action.
  The “Movement and Position” section gives the rules for 
  your move.
  You can forgo moving, taking an action, or doing 
  anything at all on your turn. If you can’t decide what to 
  do on your turn, consider taking the Dodge or Ready 
  action, as described in “Actions in Combat.”
  Bonus Actions
  Various class features, powers, and other abilities let you 
  take an additional action on your turn called a bonus 
  action. The Cunning Action feature, for example, allows 
  a specialist to take a bonus action. You can take a bonus 
  action only when a special ability, power, or other feature 
  of the game states that you can do something as a bonus 
  action. You otherwise don’t have a bonus action to take.
  You can take only one bonus action on your turn, so 
  you must choose which bonus action to use when you 
  have more than one available.
  You choose when to take a bonus action during your 
  turn, unless the bonus action’s timing is specified, and 
  anything that deprives you of your ability to take actions 
  also prevents you from taking a bonus action.
  9. Combat
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  ESPER GENESIS • CORE MANUAL • COMB AT
  Other Activity on Your Turn
  Your turn can include a variety of flourishes that require 
  neither your action nor your move.
  You can communicate however you are able, through 
  brief utterances and gestures, as you take your turn.
  You can also interact with one object or feature of the 
  environment for free, during either your move or your 
  action. For example, you could open a door during your 
  move as you stride toward a foe, or you could draw your 
  weapon as part of the same action you use to attack.
  If you want to interact with a second object, you need 
  to use your action. Some special items always require an 
  action to use, as stated in their descriptions.
  The GM might require you to use an action for any 
  of these activities when it needs special care or when it 
  presents an unusual obstacle. For instance, the GM could 
  reasonably expect you to use an action to force open a 
  stuck door or pull a docking release lever.
  Reactions
  Certain special abilities, powers, and situations allow you 
  to take a special action called a reaction. A reaction is 
  an instant response to a trigger of some kind, which can 
  occur on your turn or on someone else’s. The opportunity 
  attack is the most common type of reaction.
  When you take a reaction, you can’t take another one 
  until the start of your next turn. If the reaction interrupts 
  another creature’s turn, that creature can continue its 
  turn right after the reaction.
  Movement and Position
  In combat, characters and monsters are in constant 
  motion, often using movement and position to gain the 
  upper hand.
  On your turn, you can move a distance up to your 
  speed. You can use as much or as little of your speed as 
  you like on your turn, following the rules here.
  Your movement can include jumping, climbing, and 
  swimming. These different modes of movement can be 
  combined with walking, or they can constitute your entire 
  move. However you’re moving, you deduct the distance 
  of each part of your move from your speed until it is used 
  up or until you are done moving.
  Breaking Up Your Move
  You can break up your movement on your turn, using 
  some of your speed before and after your action. For 
  example, if you have a speed of 30 feet, you can move 10 
  feet, take your action, and then move 20 feet.
  Moving Between Attacks
  If you take an action that includes more than one weapon 
  attack, you can break up your movement even further by 
  moving between those attacks. For example, a warrior 
  who can make two attacks with the Extra Attack feature 
  and who has a speed of 25 feet could move 10 feet, make 
  an attack, move 15 feet, and then attack again.
  INTERACTING WITH OBJECTS AROUND YOU
  Here are a few examples of the sorts of thing you can do 
  in tandem with your movement and action.
  • 
  draw or holster a weapon
  • 
  open or close a door
  • 
  take an item out of your pack
  • 
  pick up a dropped pistol
  • 
  pick a glass up off of a table
  • 
  remove a ring from your finger
  • 
  stuff some food into your mouth
  • 
  place an antenna in the ground
  • 
  fish a few cubils from your pocket
  • 
  drink all the beer in a bottle
  • 
  throw a lever or a switch
  • 
  push a button
  • 
  bring up the display on a datapad
  • 
  extinguish a small flame
  • 
  put on a wig
  • 
  pull the hood of your coat up and over your head
  • 
  put your ear to a door
  • 
  kick a small rock
  • 
  place your hand on a palm scanner
  • 
  tap the floor with a stick
  • 
  hand an item to another character
  INTERACTING WITH OBJECTS AROUND YOU
  •
  tap the floor with a stick
  •
  hand an item to another character
  Using Different Speeds
  If you have more than one speed, such as your walking 
  speed and a flying speed, you can switch back and forth 
  between your speeds during your move. Whenever you 
  switch, subtract the distance you’ve already moved from 
  the new speed. The result determines how much farther 
  you can move. If the result is 0 or less, you can’t use the 
  new speed during the current move.
  For example, if you have a speed of 30 and a flying 
  speed of 60 because of a melder’s kinesis talents, you 
  could fly 20 feet, then walk 10 feet, and then leap into 
  the air to fly 30 feet more.
  Difficult Terrain
  Combat rarely takes place in bare rooms or on featureless 
  plains. Debris-filled corridors, moving conveyor belts, 
  unstable turbolifts—the setting of a typical fight contains 
  difficult terrain.
  Every foot of movement in difficult terrain costs 1 extra 
  foot. This rule is true even if multiple things in a space 
  count as difficult terrain.
  Low furniture, rubble, undergrowth, broken ramps, 
  snow, and toxic sludge are examples of difficult terrain. 
  The space of another creature, whether hostile or not, 
  also counts as difficult terrain.
  Being Prone
  Combatants often find themselves lying on the ground, 
  either because they are knocked down or because they 
  throw themselves down. In the game, they are prone, a 
  condition described in appendix A.
  
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  ESPER GENESIS • CORE MANUAL • COMB AT
  You can drop prone without using any of your speed. 
  Standing up takes more effort; doing so costs an amount 
  of movement equal to half your speed. For example, 
  if your speed is 30 feet, you must spend 15 feet of 
  movement to stand up. You can’t stand up if you don’t 
  have enough movement left or if your speed is 0.
  To move while prone, you must crawl or use a power 
  such as teleportation. Every foot of movement while 
  crawling costs 1 extra foot. Crawling 1 foot in difficult 
  terrain, therefore, costs 3 feet of movement.
  Moving Around Other Creatures
  You can move through a nonhostile creature’s space. In 
  contrast, you can move through a hostile creature’s space 
  only if the creature is at least two sizes larger or smaller 
  than you. Remember that another creature’s space is 
  difficult terrain for you.
  Whether a creature is a friend or an enemy, you can’t 
  willingly end your move in its space.
  If you leave a hostile creature’s reach during your move, 
  you provoke an opportunity attack.
  Flying Movement
  Flying creatures enjoy many benefits of mobility, but 
  they must also deal with the danger of falling. If a flying 
  creature is knocked prone, has its speed reduced to 0, or 
  is otherwise deprived of the ability to move, the creature 
  falls, unless it has the ability to hover or it is being held 
  aloft by an esper power, such as the fly talent.
  Creature Size
  Each creature takes up a different amount of space. 
  The Size Categories table shows how much space a 
  creature of a particular size controls in combat. Objects 
  sometimes use the same size categories.
  SIZE CATEGORIES
  Size
  Space
  Tiny
  2 ½ by 2 ½ feet.
  Small
  5 by 5 feet
  Medium
  5 by 5 feet
  Large
  10 by 10 feet
  Huge
  15 by 15 feet
  Gargantuan
  20 by 20 feet or larger
  Moving in Zero Gravity
  To move in zero gravity (referred to as Zero-G), you must 
  be within 5 feet of a secured, solid surface and make a 
  successful DC 10 Dexterity (Acrobatics) check. You move 
  in a straight line at your full normal speed each round.
   Stopping your move or changing your move direction 
  requires you to be within 10 feet of a secured surface 
  or a securely fastened item you can grab onto such as 
  a beam or hatch handle. You must then spend a bonus 
  action and succeed on a DC 10 Dexterity (Acrobatics) 
  check. If you fail this check, you continue to move. If you 
  encounter a secured, solid surface before your next turn, 
  you crash into the surface and are considered prone until 
  the end of your next turn.
  The skill checks required for both moving and stopping 
  may be made as passive checks if you are not involved in 
  combat or other stressful situations.
  OPPOSING FORCE WITH ANOTHER CREATURE
  The GM may decide to allow creatures to propel 
  themselves off of other creatures while in Zero-G. To 
  achieve this, the character must use their attack action to 
  shove a creature (see Shoving a Creature).
  If the attack is successful, the attacker moves as defined 
  by the rules for zero-gravity movement. The shoved creature 
  also moves at their own speed in the opposite direction of 
  the creature who shoved it. If the attack is unsuccessful, the 
  attacker is considered prone until the end of their next turn.
  If this maneuver is performed between two willing 
  creatures, no skill checks are required and the action 
  automatically succeeds.
  OPPOSING FORCE WITH ANOTHER CREATURE
  The GM may decide to allow creatures to propel 
  creatures, no skill checks are required and the action 
  automatically succeeds.
  Space
  A creature’s space is the area in feet that it effectively 
  controls in combat, not an expression of its physical 
  dimensions. A typical Medium creature isn’t 5 feet wide, 
  for example, but it does control a space that wide. If a 
  Medium creature stands in a 5-foot-wide doorway, other 
  creatures can’t get through unless the creature lets them.
  A creature’s space also reflects the area it needs to fight 
  effectively. For that reason, there’s a limit to the number 
  of creatures that can surround another creature in 
  combat. Assuming Medium combatants, eight creatures 
  can fit in a 5-foot radius around another one.
  Because larger creatures take up more space, fewer 
  of them can surround a creature. If five Large creatures 
  crowd around a Medium or smaller one, there’s little 
  room for anyone else. In contrast, as many as twenty 
  Medium creatures can surround a Gargantuan one.
  Squeezing into a Smaller Space
  A creature can squeeze through a space that is large 
  enough for a creature one size smaller than it. Thus, a 
  Large creature can squeeze through a passage that’s only 
  5 feet wide. While squeezing through a space, a creature 
  must spend 1 extra foot for every foot it moves there, and 
  it has disadvantage on attack rolls and Dexterity saving 
  throws. Attack rolls against the creature have advantage 
  while it’s in the smaller space.
  
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  VARIANT: PLAYING ON A GRID
  If you play out a combat using a square grid and miniatures 
  or other tokens, follow these rules.
  Squares. Each square on the grid represents 5 feet.
  Speed. Rather than moving foot by foot, move square 
  by square on the grid. This means you use your speed in 
  5-foot segments. This is particularly easy if you translate 
  your speed into squares by dividing the speed by 5. For 
  example, a speed of 30 feet translates into a speed of 6 
  squares.
  If you use a grid often, consider writing your speed in 
  squares on your character sheet.
  Entering a Square. To enter a square, you must have 
  at least 1 square of movement left, even if the square 
  is diagonally adjacent to the square you’re in. (The rule 
  for diagonal movement sacrifices realism for the sake of 
  smooth play).
  If a square costs extra movement, as a square of difficult 
  terrain does, you must have enough movement left to 
  pay for entering it. For example, you must have at least 
  2 squares of movement left to enter a square of difficult 
  terrain.
  Corners. Diagonal movement can’t cross the corner of a 
  wall, large tree, or other terrain feature that fills its space.
  Ranges. To determine the range on a grid between 
  two things—whether creatures or objects—start counting 
  squares from a square adjacent to one of them and stop 
  counting in the space of the other one. Count by the 
  shortest route.
  VARIANT: PLAYING ON A GRID
  If you play out a combat using a square grid and miniatures 
  counting in the space of the other one. Count by the 
  shortest route.
  Actions in Combat
  When you take your action on your turn, you can take 
  one of the actions presented here, an action you gained 
  from your class or a special feature, or an action that 
  you improvise. Many monsters and threats have action 
  options of their own in their stat blocks.
  When you describe an action not detailed elsewhere 
  in the rules, the GM tells you whether that action is 
  possible and what kind of roll you need to make, if any, 
  to determine success or failure.
  Attack
  The most common action to take in combat is the Attack 
  action, whether you are firing a gun, swinging a blade, or 
  brawling with your fists.
  With this action, you make one melee or ranged attack. 
  See the “Making an Attack” section for the rules that 
  govern attacks.
  Certain features, such as the Extra Attack feature of the 
  warrior, allow you to make more than one attack with 
  this action.
  Dash
  When you take the Dash action, you gain extra 
  movement for the current turn. The increase equals your 
  speed, after applying any modifiers. With a speed of 30 
  feet, for example, you can move up to 60 feet on your 
  turn if you dash.
  Any increase or decrease to your speed changes this 
  additional movement by the same amount. If your speed 
  of 30 feet is reduced to 15 feet, for instance, you can 
  move up to 30 feet this turn if you dash.
  Disengage
  If you take the Disengage action, your movement doesn’t 
  provoke opportunity attacks for the rest of the turn.
  Dodge
  When you take the Dodge action, you focus entirely on 
  avoiding attacks. Until the start of your next turn, any 
  attack roll made against you has disadvantage if you 
  can see the attacker, and you make Dexterity saving 
  throws with advantage. You lose this benefit if you are 
  incapacitated (as explained in appendix A) or if your 
  speed drops to 0.
  Help
  You can lend your aid to another creature in the 
  completion of a task. When you take the Help action, 
  the creature you aid gains advantage on the next ability 
  check it makes to perform the task you are helping with, 
  provided that it makes the check before the start of your 
  next turn.
  Alternatively, you can aid a friendly creature in attacking 
  a creature within 5 feet of you. You feint, distract the 
  target, or in some other way team up to make your ally’s 
  attack more effective. If your ally attacks the target before 
  your next turn, the first attack roll is made with advantage.
  Hide
  When you take the Hide action, you make a Dexterity 
  (Stealth) check in an attempt to hide, following the rules 
  for hiding. If you succeed, you gain certain benefits, as 
  described in the “Unseen Attackers and Targets” section.
  Ready
  Sometimes you want to get the jump on a foe or wait for 
  a particular circumstance before you act. To do so, you 
  can take the Ready action on your turn, which lets you 
  act using your reaction before the start of your next turn.
  First, you decide what perceivable circumstance will 
  trigger your reaction. Then, you choose the action you will 
  take in response to that trigger, or you choose to move up 
  to your speed in response to it. Examples include “If the 
  raider steps on the vent, I’ll pull the lever that opens it,” 
  and “If the guard steps next to me, I move away.”
  When the trigger occurs, you can either take your 
  reaction right after the trigger finishes or ignore the trigger. 
  Remember that you can take only one reaction per round.
  When you ready an esper power, you activate it as 
  normal but hold its energy, which you release with 
  your reaction when the trigger occurs. To be readied, 
  
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  ESPER GENESIS • CORE MANUAL • COMB AT
  a power must have an activation time of 1 action, and 
  holding onto the power’s energy requires concentration 
  (explained in Chapter 11). If your concentration is 
  broken, the power fizzles out without taking effect. For 
  example, if you are concentrating on the celerity talent 
  and ready distortion, your celerity talent’s effect ends, and 
  if you take damage before you release distortion with your 
  reaction, your concentration might be broken.
  Search
  When you take the Search action, you devote your 
  attention to finding something. Depending on the 
  nature of your search, the GM might have you make 
  a Wisdom (Perception) check or an Intelligence 
  (Investigation) check.
  Use an Esper Power
  Certain espers, such as melders and engineers, as well as 
  many monsters and threats, have access to powers such as 
  talents and techniques, and can use them to great effect 
  in combat. Each power has an activation time, which 
  specifies whether the esper must use an action, a reaction, 
  minutes, or even hours to activate it. Using an esper power 
  is, therefore, not necessarily an action. Most powers do 
  have an activation time of 1 action, so an esper often uses 
  his or her action in combat to activate such a power. Esper 
  powers and their use are detailed in Chapter 11.
  Use an Object
  You normally interact with an object while doing 
  something else, such as when you draw a pistol as part 
  of an attack. When an object requires your action for 
  its use, you take the Use an Object action. This action is 
  also useful when you want to interact with more than one 
  object on your turn.
  Making an Attack
  Whether you’re striking with a melee weapon, firing a 
  weapon at range, or making an attack roll as part of a 
  power, an attack has a simple structure.
  1. Choose a target. Pick a target within your 
  attack’s range: a creature, an object, or a 
  location.
  2. Determine modifiers. The GM determines 
  whether the target has cover and whether 
  you have advantage or disadvantage 
  against the target. In addition, powers, 
  special abilities, and other effects can apply 
  penalties or bonuses to your attack roll.
  3. Resolve the attack. You make the attack 
  roll. On a hit, you roll damage, unless the 
  particular attack has rules that specify 
  otherwise. Some attacks cause special 
  effects in addition to or instead of damage.
  If there’s ever any question whether something you’re 
  doing counts as an attack, the rule is simple: if you’re 
  making an attack roll, you’re making an attack.
  Attack Rolls
  When you make an attack, your attack roll determines 
  whether the attack hits or misses. To make an attack roll, 
  roll a d20 and add the appropriate modifiers. If the total 
  of the roll plus modifiers equals or exceeds the target’s 
  Armor Class (AC), the attack hits. The AC of a character 
  is determined at character creation, whereas the AC of a 
  monster is in its stat block.
  Modifiers to the Roll
  When a character makes an attack roll, the two most 
  common modifiers to the roll are an ability modifier 
  and the character’s proficiency bonus. When a monster 
  makes an attack roll, it uses whatever modifier is 
  provided in its stat block.
  Ability Modifier. The ability modifier used for a melee 
  weapon attack is Strength, and the ability modifier used 
  for a ranged weapon attack is Dexterity. Weapons that 
  have the finesse or thrown property break this rule.
  Some esper powers also require an attack roll. The 
  ability modifier used for an esper power attack depends 
  on the channeling or forging ability of the esper, as 
  explained in chapter 11.
  Proficiency Bonus. You add your proficiency bonus to 
  your attack roll when you attack using a weapon with 
  which you have proficiency, as well as when you attack 
  with an esper power.
  Rolling 1 or 20
  Sometimes fate blesses or curses a combatant, causing 
  the novice to hit and the veteran to miss.
  If the d20 roll for an attack is a 20, the attack hits 
  regardless of any modifiers or the target’s AC. This is 
  called a critical hit.
  If the d20 roll for an attack is a 1, the attack misses 
  regardless of any modifiers or the target’s AC.
  Unseen Attackers and Targets
  Combatants often try to escape their foes’ notice by 
  hiding, using the obfuscate power, or lurking in darkness.
  When you attack a target that you can’t see, you have 
  disadvantage on the attack roll. This is true whether 
  you’re guessing the target’s location or you’re targeting a 
  creature you can hear but not see. If the target isn’t in the 
  location you targeted, you automatically miss, but the 
  GM typically just says that the attack missed, not whether 
  you guessed the target’s location correctly.
  When a creature can’t see you, you have advantage on 
  attack rolls against it. If you are hidden—both unseen and 
  unheard—when you make an attack, you give away your 
  location when the attack hits or misses.
  
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  ESPER GENESIS • CORE MANUAL • COMB AT
  Ranged Attacks
  When you make a ranged attack, you fire a gun, hurl a 
  shuriken, or otherwise send projectiles to strike a foe at 
  a distance. A monster might shoot spines from its tail. 
  Many esper powers also involve making a ranged attack.
  Range
  You can make ranged attacks only against targets within 
  a specified range.
  If a ranged attack, such as one made with an esper 
  power, has a single range, you can’t attack a target 
  beyond this range.
  Some ranged attacks, such as those made with a pistol 
  or rifle, have two ranges. The smaller number is the 
  normal range, and the larger number is the long range. 
  Your attack roll has disadvantage when your target is 
  beyond normal range, and you can’t attack a target 
  beyond the long range.
  Ranged Attacks in Close Combat
  Aiming a ranged attack is more difficult when a foe 
  is next to you. When you make a ranged attack with 
  a weapon, a power, or some other means, you have 
  disadvantage on the attack roll if you are within 5 feet 
  of a hostile creature who can see you and who isn’t 
  incapacitated.
  Burst Fire in Close Combat
  Firing a ranged weapon in burst fire mode severely 
  decreases your control and stability when defending 
  against a nearby foe. When you make a burst fire 
  attack and you are within 5 feet of a hostile creature 
  who can see you and isn’t incapacitated, you provoke 
  an opportunity attack from that creature. In addition, 
  targets within your burst fire area gain advantage to their 
  burst save.
  VARIANT: FIREARM JAMMING
  Considering the complex construction of high-powered 
  firearms, the GM may decide to allow for the possibility 
  for minor mechanical glitches to occur while using them. 
  Whenever a natural 1 is rolled while attacking with a 
  firearm, there is a possibility that it becomes jammed. Roll 
  the d20 again. If the result is a 1, the firearm is jammed. An 
  action is required to clear the jam before the weapon may 
  be used again.
  If the same firearm jams a second time, it becomes 
  completely jammed requiring a successful DC 13 
  Dexterity check with gunsmith’s tools before the weapon 
  can be used again. Alternatively, a completely jammed 
  firearm can be repaired during a short or long rest without 
  the need for a skill check.
  A firearm can be cleaned during a short or long rest, after 
  which it would again have to jam twice in order to become 
  completely jammed.
  VARIANT: FIREARM JAMMING
  Considering the complex construction of high-powered 
  A firearm can be cleaned during a short or long rest, after 
  which it would again have to jam twice in order to become 
  completely jammed.
  Melee Attacks
  Used in hand-to-hand combat, a melee attack allows 
  you to attack a foe within your reach. A melee attack 
  typically uses a handheld weapon such as a sword, a 
  club, or an axe. A typical monster makes a melee attack 
  when it strikes with its claws, horns, teeth, tentacles, or 
  other body part. A few esper powers also involve making 
  a melee attack.
  Most creatures have a 5-foot reach and can thus attack 
  targets within 5 feet of them when making a melee attack. 
  Certain creatures (typically those larger than Medium) 
  have melee attacks with a greater reach than 5 feet, as 
  noted in their descriptions.
  Instead of using a weapon to make a melee weapon 
  attack, you can use an unarmed strike: a punch, kick, 
  headbutt, or similar forceful blow (none of which 
  count as weapons). On a hit, an unarmed strike deals 
  bludgeoning damage equal to 1 + your Strength modifier. 
  You are automatically proficient with your unarmed 
  strikes.
  Opportunity Attacks
  In a fight, everyone is constantly watching for a chance to 
  strike an enemy who is fleeing or passing by. Such a strike 
  is called an opportunity attack.
  You can make an opportunity attack when a hostile 
  creature that you can see moves out of your reach. To 
  make the opportunity attack, you use your reaction to 
  make one melee attack against the provoking creature. The 
  attack occurs right before the creature leaves your reach.
  You can avoid provoking an opportunity attack by 
  taking the Disengage action. You also don’t provoke an 
  opportunity attack when you teleport or when someone 
  or something moves you without using your movement, 
  action, or reaction. For example, you don’t provoke an 
  opportunity attack if an explosion hurls you out of a foe’s 
  reach or if gravity causes you to fall past an enemy.
  Two-Weapon Fighting
  When you take the Attack action and attack with a light 
  weapon that you’re holding in one hand, you can use 
  a bonus action to attack with a different light weapon 
  that you’re holding in the other hand. You don’t add 
  your ability modifier to the damage of the bonus attack, 
  unless that modifier is negative.
  If either weapon has the thrown property, you can throw 
  the weapon, instead of making an attack with it.
  Grappling
  When you want to grab a creature or wrestle with it, you 
  can use the Attack action to make a special melee attack, 
  a grapple. If you’re able to make multiple attacks with the 
  Attack action, this attack replaces one of them.
  The target of your grapple must be no more than one 
  size larger than you and must be within your reach. 
  Using at least one free hand, you try to seize the target 
  by making a grapple check instead of an attack roll: 
  a Strength (Athletics) check contested by the target’s 
  Strength (Athletics) or Dexterity (Acrobatics) check 
  
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  ESPER GENESIS • CORE MANUAL • COMB AT
  (the target chooses the ability to use). If you succeed, 
  you subject the target to the grappled condition (see 
  appendix A). The condition specifies the things that end 
  it, and you can release the target whenever you like (no 
  action required).
  Escaping a Grapple. A grappled creature can use its 
  action to escape. To do so, it must succeed on a Strength 
  (Athletics) or Dexterity (Acrobatics) check contested by 
  your Strength (Athletics) check.
  Moving a Grappled Creature. When you move, you can 
  drag or carry the grappled creature with you, but your 
  speed is halved, unless the creature is two or more sizes 
  smaller than you.
  Shoving a Creature
  Using the Attack action, you can make a special melee 
  attack to shove a creature, either to knock it prone or 
  push it away from you. If you’re able to make multiple 
  attacks with the Attack action, this attack replaces one of 
  them.
  The target must be no more than one size larger than 
  you and must be within your reach. Instead of making 
  an attack roll, you make a Strength (Athletics) check 
  contested by the target’s Strength (Athletics) or Dexterity 
  (Acrobatics) check (the target chooses the ability to use). 
  If you win the contest, you either knock the target prone 
  or push it 5 feet away from you.
  Cover
  Walls, trees, creatures, and other obstacles can provide 
  cover during combat, making a target more difficult 
  to harm. A target can benefit from cover only when an 
  attack or other effect originates on the opposite side of 
  the cover.
  There are three degrees of cover. If a target is behind 
  multiple sources of cover, only the most protective degree 
  of cover applies; the degrees aren’t added together. For 
  example, if a target is behind a creature that gives half 
  cover and a metal conduit that gives three-quarters cover, 
  the target has three-quarters cover.
  A target with half cover has a +2 bonus to AC and 
  Dexterity saving throws. A target has half cover if an 
  obstacle blocks at least half of its body. The obstacle 
  might be a low wall, a large piece of furniture, a narrow 
  tree trunk, or a creature, whether that creature is an 
  enemy or a friend.
  A target with three-quarters cover has a +5 bonus 
  to AC and Dexterity saving throws. A target has three-
  quarters cover if about three-quarters of it is covered by 
  an obstacle. The obstacle might be a crate, a crack in a 
  hatch door, or a thick tree trunk.
  A target with total cover can’t be targeted directly by 
  an attack or a esper power, although some powers can 
  reach such a target by including it in an area of effect. A 
  target has total cover if it is completely concealed by an 
  obstacle.
  CONTESTS IN COMBAT
  Battle often involves pitting your prowess against that of 
  your foe. Such a challenge is represented by a contest. This 
  section includes the most common contests that require an 
  action in combat: grappling and shoving a creature. The GM 
  can use these contests as models for improvising others.
  CONTESTS IN COMBAT
  Battle often involves pitting your prowess against that of 
  action in combat: grappling and shoving a creature. The GM 
  can use these contests as models for improvising others.
  Damage and Healing
  Injury and the risk of death are constant companions of 
  those who explore strange sci-fi worlds. The thrust of a 
  blade, a sharpshooter’s bullet, or the crushing force from 
  a singularity talent all have the potential to damage, or 
  even kill, the hardiest of creatures.
  Hit Points
  Hit points represent a combination of physical and 
  mental durability, the will to live, and luck. Creatures 
  with more hit points are more difficult to kill. Those with 
  fewer hit points are more fragile.
  A creature’s current hit points (usually just called hit 
  points) can be any number from the creature’s hit point 
  maximum down to 0. This number changes frequently as 
  a creature takes damage or receives healing.
  Whenever a creature takes damage, that damage is 
  subtracted from its hit points. The loss of hit points has 
  no effect on a creature’s capabilities until the creature 
  drops to 0 hit points.
  Damage Rolls
  Each weapon, power, and harmful monster ability 
  specifies the damage it deals. You roll the damage die or 
  dice, add any modifiers, and apply the damage to your 
  target. Enhanced weapons, special abilities, and other 
  factors can grant a bonus to damage. With a penalty, it is 
  possible to deal 0 damage, but never negative damage.
  When attacking with a weapon, you add your ability 
  modifier—the same modifier used for the attack roll—to 
  the damage. An esper power tells you which dice to roll 
  for damage and whether to add any modifiers.
  If a power or other effect deals damage to more than 
  one target at the same time, roll the damage once for all 
  of them. For example, when a melder uses singularity or an 
  engineer uses incinerate, the power’s damage is rolled once 
  for all creatures caught in the blast.
  Critical Hits
  When you score a critical hit, you get to roll extra dice 
  for the attack’s damage against the target. Roll all of the 
  attack’s damage dice twice and add them together. Then 
  add any relevant modifiers as normal. To speed up play, 
  you can roll all the damage dice at once.
  For example, if you score a critical hit with a combat 
  knife, roll 2d4 for the damage, rather than 1d4, and then 
  add your relevant ability modifier. If the attack involves 
  other damage dice, such as from the specialist’s Deft 
  Strike feature, you roll those dice twice as well.
  
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  ESPER GENESIS • CORE MANUAL • COMB AT
  Damage Types
  Different attacks, damaging powers, and other harmful 
  effects deal different types of damage. Damage types 
  have no rules of their own, but other rules, such as 
  damage resistance, rely on these types:
  Acid. The corrosive spray of a gorgontha’s breath and 
  the dissolving fluids secreted by a tar creeper deal acid 
  damage.
  Bludgeoning. Blunt force attacks—fists, falling, 
  constriction, and the like—deal bludgeoning damage.
  Cold. The unnatural chill radiating from a brumal 
  velbast’s claws and the frigid blast of a gale guard’s frost 
  shot deal cold damage.
  Fire. Fire drakes breathe fire, and many esper powers 
  produce flames to deal fire damage.
  Force. Force is pure energy or energy manipulation 
  focused into a damaging form. Most effects that deal 
  force damage are esper powers, including distortion and 
  warp helix.
  Lightning. An electrical power surge and a melder’s 
  lightning ball talent deal lightning damage.
  Necrotic. Necrotic damage, dealt by antimatter weapons 
  and a techniques such as trauma, withers and destabilizes 
  organic matter.
  Piercing. Puncturing and impaling attacks, including 
  bullets and monsters’ bites, deal piercing damage.
  Poison. Venomous stings and the toxic emissions from a 
  gas grenade deal poison damage.
  Psychic. Mental abilities such as an adept’s psi blast deal 
  psychic damage.
  Radiant. Radiant damage, dealt by a laser beam or an 
  engineer’s plasma blade, sears the flesh like fire.
  Slashing. Swords, axes, and monsters’ claws deal 
  slashing damage.
  Thunder. A concussive burst of sound, such as the effect 
  of the sonic burst power, deals thunder damage.
  Damage Resistance and 
  Vulnerability
  Some creatures and objects are exceedingly difficult or 
  unusually easy to hurt with certain types of damage.
  If a creature or an object has resistance to a damage 
  type, damage of that type is halved against it. If a creature 
  or an object has vulnerability to a damage type, damage 
  of that type is doubled against it.
  Resistance and then vulnerability are applied after all 
  other modifiers to damage. For example, a creature has 
  resistance to bludgeoning damage and is hit by an attack 
  that deals 25 bludgeoning damage. The creature is also 
  surrounded by an energy shield that reduces all damage 
  by 5. The 25 damage is first reduced by 5 and then 
  halved, so the creature takes 10 damage.
  Multiple instances of resistance or vulnerability that 
  affect the same damage type count as only one instance. 
  For example, if a creature has resistance to fire damage as 
  well as resistance to all elemental forms of damage, the 
  damage of the fire is reduced by half against the creature, 
  not reduced by three-quarters.
  DESCRIBING HIT POINT LOSS AND DAMAGE
  Hit points represent your overall endurance and capacity 
  for survival. Game Masters describe hit point loss in 
  different ways. Taking a hit from a weapon attack, for 
  example, does not necessarily mean you were physically 
  struck with the weapon. It may mean you were forced to 
  perform a defensive maneuver (represented by your AC), 
  that decreased your stamina or made you more susceptible 
  to actually being struck. At times, maybe you are directly 
  wounded. Either or both of these descriptions still account 
  for hit point loss.
  When your current hit point total is half or more of your 
  hit point maximum, you typically show no signs of injury. 
  When you drop below half your hit point maximum, you 
  show signs of wear, such as cuts and bruises. An attack 
  that reduces you to 0 hit points strikes you directly, leaving 
  a bleeding injury or other trauma, or it simply knocks you 
  unconscious.
  DESCRIBING HIT P
  IT P
  IT
  OINT LOSS AND DAMAGE
  Hit points represent your overall endurance and capacity 
  a bleeding injury or other trauma, or it simply knocks you 
  unconscious.
  Healing
  Unless it results in death, damage isn’t permanent. Even 
  death is reversible through high-ranking esper powers. 
  Rest can restore a creature’s hit points, and alternate 
  methods such as a field salve technique or a healing ampoule 
  can remove damage in an instant.
  When a creature receives healing of any kind, hit points 
  regained are added to its current hit points. A creature’s 
  hit points can’t exceed its hit point maximum, so any 
  hit points regained in excess of this number are lost. 
  For example, an engineer grants a hunter 8 hit points of 
  healing. If the hunter has 14 current hit points and has a 
  hit point maximum of 20, the hunter regains 6 hit points 
  from the engineer, not 8.
  A creature that has died can’t regain hit points until 
  powers such as the revive technique has restored it to life.
  Dropping to 0 Hit Points
  When you drop to 0 hit points, you either die outright or 
  fall unconscious, as explained in the following sections.
  Instant Death
  Massive damage can kill you instantly. When damage 
  reduces you to 0 hit points and there is damage 
  remaining, you die if the remaining damage equals or 
  exceeds your hit point maximum.
  For example, an engineer with a maximum of 12 hit 
  points currently has 6 hit points. If she takes 18 damage 
  from an attack, she is reduced to 0 hit points, but 12 
  damage remains. Because the remaining damage equals 
  her hit point maximum, the engineer dies.
  Falling Unconscious
  If damage reduces you to 0 hit points and fails to 
  kill you, you fall unconscious (see appendix A). This 
  unconsciousness ends if you regain any hit points.
  
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  ESPER GENESIS • CORE MANUAL • COMB AT
  Death Saving Throws
  Whenever you start your turn with 0 hit points, you must 
  make a special saving throw, called a death saving throw, 
  to determine whether you creep closer to death or hang 
  onto life. Unlike other saving throws, this one isn’t tied to 
  any ability score. You are in the hands of fate now, aided 
  only by powers and features that improve your chances of 
  succeeding on a saving throw.
  Roll a d20. If the roll is 10 or higher, you succeed. 
  Otherwise, you fail. A success or failure has no effect 
  by itself. On your third success, you become stable (see 
  below). On your third failure, you die. The successes and 
  failures don’t need to be consecutive; keep track of both 
  until you collect three of a kind. The number of both is 
  reset to zero when you regain any hit points or become 
  stable.
  Rolling 1 or 20. When you make a death saving throw 
  and roll a 1 on the d20, it counts as two failures. If you 
  roll a 20 on the d20, you regain 1 hit point.
  Damage at 0 Hit Points. If you take any damage while you 
  have 0 hit points, you suffer a death saving throw failure. 
  If the damage is from a critical hit, you suffer two failures 
  instead. If the damage equals or exceeds your hit point 
  maximum, you suffer instant death.
  Stabilizing a Creature
  The best way to save a creature with 0 hit points is to 
  heal it. If healing is unavailable, the creature can at least 
  be stabilized so that it isn’t killed by a failed death saving 
  throw.
  You can use your action to administer first aid to an 
  unconscious creature and attempt to stabilize it, which 
  requires a successful DC 10 Wisdom (Medicine) check.
  A stable creature doesn’t make death saving throws, 
  even though it has 0 hit points, but it does remain 
  unconscious. The creature stops being stable, and must 
  start making death saving throws again, if it takes any 
  damage. A stable creature that isn’t healed regains 1 hit 
  point after 1d4 hours.
  Enemy Threats and Death
  Most GMs have a monster or threat die the instant 
  it drops to 0 hit points, rather than having it fall 
  unconscious and make death saving throws.
  Mighty villains and special nonplayer characters 
  are common exceptions; the GM might have them 
  fall unconscious and follow the same rules as player 
  characters.
  Knocking a Creature Out
  Sometimes an attacker wants to incapacitate a foe, rather 
  than deal a killing blow. When an attacker reduces a 
  creature to 0 hit points with a melee attack, the attacker 
  can knock the creature out. The attacker can make this 
  choice the instant the damage is dealt. The creature falls 
  unconscious and is stable.
  Temporary Hit Points
  Some powers and special abilities confer temporary hit 
  points to a creature. Temporary hit points aren’t actual 
  hit points; they are a buffer against damage, a pool of hit 
  points that protect you from injury.
  When you have temporary hit points and take damage, 
  the temporary hit points are lost first, and any leftover 
  damage carries over to your normal hit points. For 
  Death Saving Throws
  A stable creature doesn’t make death saving throws, 
  
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  ESPER GENESIS • CORE MANUAL • COMB AT
  example, if you have 5 temporary hit points and take 7 
  damage, you lose the temporary hit points and then take 
  2 damage.
  Because temporary hit points are separate from 
  your actual hit points, they can exceed your hit point 
  maximum. A character can, therefore, be at full hit points 
  and receive temporary hit points.
  Healing can’t restore temporary hit points, and they 
  can’t be added together. If you have temporary hit points 
  and receive more of them, you decide whether to keep 
  the ones you have or to gain the new ones. For example, 
  if a power grants you 12 temporary hit points when you 
  already have 10, you can have 12 or 10, not 22.
  If you have 0 hit points, receiving temporary hit points 
  doesn’t restore you to consciousness or stabilize you. 
  They can still absorb damage directed at you while you’re 
  in that state, but only true healing can save you.
  Unless a feature that grants you temporary hit points 
  has a duration, they last until they’re depleted or you 
  finish a long rest.
  Vehicle Combat
  A warrior racing toward battle on a motorcycle, a melder 
  hurling energy blasts from the back of a huge beast, or 
  a specialist weaving between buildings in a skyracer all 
  enjoy the benefits of speed and mobility that a vehicle or 
  beast mount can provide.
  Beast Mounts
  A willing creature that is at least one size larger than you 
  and that has an appropriate anatomy can serve as a 
  mount, using the following rules.
  Mounting and Dismounting
  Once during your move, you can mount a creature that 
  is within 5 feet of you or dismount. Doing so costs an 
  amount of movement equal to half your speed. For 
  example, if your speed is 30 feet, you must spend 15 feet 
  of movement to mount a horse. Therefore, you can’t 
  mount it if you don’t have 15 feet of movement left or if 
  your speed is 0.
  If an effect moves your mount against its will while 
  you’re on it, you must succeed on a DC 10 Dexterity 
  saving throw or fall off the mount, landing prone in a 
  space within 5 feet of it. If you’re knocked prone while 
  mounted, you must make the same saving throw.
  If your mount is knocked prone, you can use your 
  reaction to dismount it as it falls and land on your feet. 
  Otherwise, you are dismounted and fall prone in a space 
  within 5 feet it.
  Controlling a Mount
  While you’re mounted, you have two options. You can 
  either control the mount or allow it to act independently. 
  Intelligent creatures, such as kotatu or a gryphus, act 
  independently.
  You can control a beast mount only if it has been trained 
  to accept a rider. Domesticated animals are assumed to 
  have such training. The initiative of a controlled beast 
  changes to match yours when you mount it. It moves as 
  you direct it, and it has only three action options: Dash, 
  Disengage, and Dodge. A controlled beast can move and 
  act even on the turn that you mount it.
  An independent beast mount retains its place in the 
  initiative order. Bearing a rider puts no restrictions on the 
  actions the beast mount can take, and it moves and acts 
  as it wishes. It might flee from combat, rush to attack 
  and devour a badly injured foe, or otherwise act against 
  your wishes.
  In either case, if the beast mount provokes an 
  opportunity attack while you’re on it, the attacker can 
  target you or the mount
  Planetary Vehicles
  You may make attacks from a planetary vehicle or 
  watercraft of large size or smaller. The Planetary Vehicles 
  and Watercraft table provides some basic stats for some 
  of the common vehicle types. They possess the following 
  stats.
  Base AC. Add the operator’s Dexterity modifier to this 
  number to determine the vehicle’s armor class.
  HP. The vehicle’s hit points. If a vehicle’s hit points are 
  reduced to 0, a crash may occur (see Crashing).
  Control Speed. The speed required for you to turn 
  and perform combat actions from a vehicle. A vehicle’s 
  normal speed is approximately 8-10 times this number.
  Max Seating. This is the maximum number of passengers 
  the vehicle may hold normally.
  Immunities. All vehicles are immune to necrotic, poison, 
  and psychic damage types. They are immune to all 
  conditions with the exception of the invisible and prone 
  conditions (see Appendix A).
  PLANETARY VEHICLES AND WATERCRAFT
  Item
  Base 
  AC
  HP
  Control 
  Speed
  Max 
  Seating
  Planetary
  Bike (Ground)
  12
  25
  70 ft.
  2
  Car (Ground)
  14
  45
  60 ft.
  6
  Hoverbike
  12
  20
  70 ft.
  2
  Hovercar
  15
  40
  50 ft.
  5
  Truck/Van 
  (Ground)
  14
  50
  50 ft.
  8
  Watercraft
  Jet Ski
  13
  30
  60 ft.
  2
  Motorboat
  14
  50
  50 ft.
  6
  Getting In and Out of a Vehicle
  Once during your move, you can board a vehicle that 
  is within 5 feet of you or disembark. Doing so costs an 
  amount of movement equal to half your speed.
  
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  ESPER GENESIS • CORE MANUAL • COMB AT
  Attacking from a Vehicle
  If you are controlling a moving vehicle other than a beast 
  mount, you suffer a disadvantage to all attack rolls made 
  with non-vehicle weapons. In addition, after you make 
  your attack roll, you must also make a DC 12 Dexterity 
  check, adding your proficiency bonus if you are proficient 
  in the vehicle you are operating. If you fail this check, you 
  lose control of your vehicle and cannot take any reactions 
  until the end of your next turn.
  If you are a passenger, you also suffer disadvantage 
  on attack rolls with non-vehicle weapons unless you 
  first spend your bonus action and succeed on a DC 12 
  Wisdom (Insight) check.
  Cover and Vision
  Creatures gain cover depending on their vehicle and 
  location within. A bike would grant no cover while a car 
  with no top or open windows would grant half or three 
  quarters cover. A fully enclosed portion of a vehicle (such 
  as the back of a van), would grant both total cover and 
  concealment from sight; however, creatures with this 
  level of cover would also have limited vision. The Master 
  Technician’s Guide provides more specific cover and vision 
  options by vehicle type.
  Controlling a Vehicle in Combat
  Your vehicle moves as you direct it. If your vehicle is 
  reduced to 0 hp, or an effect moves your vehicle against 
  your will, you must make a DC 10 Dexterity check 
  with your vehicle proficiency to maintain control of 
  the vehicle. If this check fails, your vehicle crashes (see 
  Crashing). A vehicle whose hp is reduced to 0 can no 
  longer move.
  Complex Maneuvers. You may wish take more dangerous 
  options when controlling your vehicle, such as increasing 
  your speed to catch up to an enemy, making a hairpin 
  turn, or avoiding collision with an obstacle at high speed. 
  These maneuvers are resolved with skill checks against 
  a DC set by the GM or by the skill roll of the opposed 
  vehicle. You can add your proficiency modifier to any 
  of these checks if you are proficient in the vehicle you’re 
  controlling. Refer to chapter 7 for rules on ability checks 
  and contests.
  Crashing
  If you lose control of a vehicle and it is within 10 feet of the 
  ground, you may abandon it by making a DC 10 Dexterity 
  saving throw, landing prone in a space within 5 feet of it. If 
  you fail the saving throw, you may still abandon the vehicle 
  but you take 1d6 bludgeoning damage.
  If you are still inside a vehicle when it crashes, you take 
  bludgeoning damage as if you had fallen at a distance 
  equal to the vehicle’s operating speed. For example, 
  if you are on a hoverbike that crashes, you take 7d6 
  bludgeoning damage (as if you had fallen 70 ft.).
  Armored Vehicles
  Some vehicles may be equipped with protective shielding 
  or armor plating, such as government and security 
  vehicles. These vehicles receive a +2 AC bonus and have 
  resistance to bludgeoning, piercing, and slashing damage.
  Flying Vehicles
  Any vehicle that is traveling more than 10 feet above the 
  ground is considered to be flying. Both you and your 
  vehicle are subject to the movement conditions of a flying 
  creature, including falling damage from being knocked 
  prone (see Flying Movement).
  ADVANCED VEHICLE COMBAT RULES
  As the Game Master, you may decide to use advanced 
  combat options for vehicles, including vehicle facing 
  arcs, mounted weapons, maneuverability, and advanced 
  maneuvers such as ramming or sideswipes. These advanced 
  rules are covered in the Master Technician’s Guide.
  ADVANCED VEHICLE COMBAT RULES
  As the Game Master, you may decide to use advanced 
  maneuvers such as ramming or sideswipes. These advanced 
  rules are covered in the Master Technician’s Guide.
  
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  Underwater Combat
  When characters pursue a wave stalker back to their 
  underwater lair, fight off sharks in a sunken vessel, or 
  find themselves in a flooded corridor, they must fight in 
  a challenging environment. The following combat rules 
  apply when underwater.
  When making a melee weapon attack, a creature that 
  doesn’t have a swimming speed (either natural or granted 
  by esper powers) has disadvantage on the attack roll 
  unless the weapon is a combat knife, shortblade, or a 
  spear.
  A ranged weapon attack automatically misses a target 
  beyond the weapon’s normal range. Even against a target 
  within normal range, the attack roll has disadvantage 
  unless it is a weapon that is thrown like a javelin or spear.
  Although most firearms have waterproof casings, they 
  still do not function properly when submerged in more 
  than a couple of feet of water. Only sorium powered 
  pistols and rifles (which possess the Kinetic weapon 
  property) can be effectively fired underwater .Attack rolls 
  made with these weapons are still made at disadvantage 
  and damage dealt by these weapons are halved.
  Creatures and objects that are fully immersed in water 
  have resistance to fire damage.
  VARIANT: UNDERWATER WEAPONS
  If you are running an adventure that largely takes place 
  underwater, you may opt to provide specialized weapons 
  and equipment allowed to function in that environment. 
  For example, a harpoon gun can be a variant of a short 
  rifle, using the same weapon stats. Another example 
  would be a pressure powered needle gun as a variant of 
  a light pistol.
  These options may be used solely at the GM’s 
  discretion. Published EG adventures that deal with 
  special environments provide their own rules and 
  equipment for use.
  VARIANT: UNDERWATER WEAPONS
  If you are running an adventure that largely takes place 
  special environments provide their own rules and 
  equipment for use.
  Zero-G Combat
  Situations arise when the characters are on a derelict 
  station with no artificial gravity or they must deal with 
  a dangerous entity that has latched itself onto the ship’s 
  hull. Lack of sound, dulled perceptions, and limited 
  freedom of movement can create complications. The 
  following combat rules apply when in Zero-G.
  Attacking in Zero-G
  When making a melee weapon attack, a creature who is 
  floating in Zero-G has disadvantage on their attack roll. 
  If a creature is grappled, both the grappled creature and 
  the creature that grappled it may make melee attacks on 
  each other at no penalty.
  A creature making a ranged weapon attack has 
  disadvantage to their attack roll unless they are also 
  holding onto a secured, solid object with their off-hand, 
  such as a secured beam or a hatch handle.
  The disadvantage penalty to both melee and ranged 
  weapon attacks may also be offset while wearing 
  specialized gear, such as mag-boots, or while under the 
  effect of an esper power that grants control over gravity, 
  such as the flight talent.
  Other Actions in Zero-G
  Making a melee weapon attack while you are moving in 
  Zero-G does not stop your movement. Making a ranged 
  weapon attack does not stop your movement unless you 
  are using a weapon with the High-Velocity property. If 
  you fire one of these weapons while moving or floating in 
  Zero-G, you move at a rate equal to your walking speed in 
  the opposite direction of your intended target, regardless 
  of whether or not the attack was successful (see “Moving 
  in Zero Gravity” earlier in this chapter).
  You may not use the Dash, Disengage, or Dodge 
  actions. Moving past another creature does not provoke 
  opportunity attacks.
  Any attack or esper power that produces fire or deals 
  fire damage automatically fails.
  
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  Legerdemain by Christopher Robin Negelein
  Karul ducked under the wave of force as the blue-skinned eldori readied another esper attack. He 
  tossed a grenade that way which “exploded” with a beep.
  “Melder deactivated,” said a voice that came out of nowhere. Its echo faded as the eldori fractured 
  into fading hexagons. Karul blinked the sweat out of his ink-black eyes and dove into the brush where 
  his green keshite skin blended in. The branches whipping at his sides felt more like streams of air that 
  dispersed when they hit him.
  The trees thinned out into a clearing, one that Karul realized would make him a perfect sniper target. 
  He swerved to the left a second too late. A tall belare popped up from the brush, rifle leveled directly 
  at the kesh.
  Karul responded with a hip shot from his pistol, which flashed a blinking laser instead of bullets. The 
  belare hunter fell to the ground with a digitized death cry. The disembodied voice sounded off again, 
  “Hunter deactivated.”
  The distraction, though, meant he didn’t see the drop. He stumbled down the very steep side of 
  a gully, studded with razor sharp flint rocks. One wrong step, and the rocks would surely slice him 
  open. Karul quickly snatched the branch of a passing sapling, granting him just the right amount of 
  leverage he needed to turn his tumble into a hopping slide.
  Above him, he spotted an attack drone aiming in his direction. Swiftly ducking away, Karul scanned 
  for his next target and reached for the small of his back to pull out his telescoping staff. The dirt on 
  either side of him exploded in stinging puffs. Through the haze, he spotted the kesh engineer hiding 
  behind a large boulder as he slid by. A quick spin with the telescoping staff landed a blow directly to 
  the engineer’s face, sending the kesh tumbling into the dark. “Engineer deactivated,” the voice sounded.
  Karul ran across the bottom of the gully and up the other side. In the distance, he heard something, 
  perhaps a large rock colliding with another, the crack echoing over the area like a micro-thunderclap.
  He climbed faster, fairly certain the sound was from some sort of esper power breaking … 
  something, a dam maybe. A deeper rumble heralded an unexpected cleansing of the area. A flash flood 
  swept away trees and rock, rushing toward Karul to devour him as if some ravenous beast.
  There was not enough time to climb. He reached for the grappling hook on his harness and hurled it, 
  snagging a tree trunk near the top. He pulled himself up quickly, still focused on not losing his cover. 
  Reaching the top, he moved upstream, using the flood’s rushing water to mask his advance in the dark.
  He soon discovered two targets, a tall ashenforged adept guarded by an enormous human sentinel. 
  Something must have set off the sentinel’s sharp senses. The large woman quickly turned, unsheathed 
  a glowing blade, and charged toward Karul. The kesh held his ground, even though he appeared as if a 
  child in the shadow of the hulking human.
  He shifted at the last second, spinning around to kick the sentinel over the gully’s edge, but that 
  wouldn’t stop her for long - and she wasn’t the objective. Neither of them were.
  Karul ran forward, keeping an eye on the adept, who was weaving another power. He pulled a small 
  disk from his belt, jumping along the last five feet of open ground that the Sentinel had charged over.
  His arm passed through the Adept as a pattern of lights played across his extended limb. The silver 
  disk slotted into a seemingly invisible space behind the adept, who then shattered into a million pixels.
  “Adept de-de-deactivated,” the digitized voice dipped from a tenor into a deep, slow bass. The 
  whole forest around Karul crumbled into tiny cubes, dissolving from existence to expose a hidden pit 
  behind him.
  A warbling scream came from the gridded ceiling above where a face as wide as a house gnashed out 
  at Karul through the air. “How did you know? How did you know?”
  Karul wiped his brow and replied, “Because I knew that you, Cybermancer, were the real mission.” A 
  few seconds later, a slow clap came from a corner of the VR room.
  The lights revealed the form of an armored valna, who nodded and spoke, “Good, Karul. I am 
  impressed. Many cannot see beyond the pretty hologram lights. Technology can be a tool, but it can 
  also be a temptation. Congratulations. Today, you start your true path within the Infinity Order.”
  “Thank you Sergeant Yando,” Karul said proudly.
  The valna silently nodded before speaking again. “You’ve done well today, but always remain 
  cautious. The real versions of these espers will not be so easy to defeat.”
  
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  10. Starships and Space Travel
  BLASTING OFF INTO THE STARS, HOPPING BETWEEN GALAXIES, 
  and braving the exotic dangers of the infinite expanse, 
  all of these are examples of heroic adventures aboard 
  a starship, and are a fundamental part of any sci-fi 
  universe. A band of travelers on a journey through the 
  vast reaches of space have access to an infinite realm of 
  possibilities and mysteries beyond imagination.
  Vehicles are fairly commonplace in the Silrayne Arc, 
  ranging from hoverbikes to capital starships. Anyone 
  can operate most planetary vehicles and a handful of 
  people are truly skilled at handling them in the midst of 
  the crisis. Spacecraft, however, are a bit more complex, 
  requiring specialized training in order to control and pilot 
  one without disastrous consequences.
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  Galactic Space Travel
  Traversing from planet to planet in short spans of time 
  has allowed each of the systems within the Silrayne Arc 
  to become involved in exploration, galactic trade, and 
  extraordinary societal advancements. Much of what 
  space travel today is centered on the mysterious power 
  generated by the Crucibles.
  The Crucibles
  Scattered across a multitude of star systems, the 
  Crucibles are remnants of an age that predates any in 
  known history. Often the size of small moons, no Crucible 
  is identical to another, but they do share similarities. Each 
  one is generally spherical. Their surfaces are most often 
  metallic in appearance but feel organic in texture.
  
  Below the surface, there are long branches of tunnels 
  leading into the core, where a material only known as 
  sorium can be harvested. sorium is a material without 
  classification. Its chemical makeup constantly shifts, 
  can be identified as any element, and can be made to 
  change molecular states with focus and concentration. 
  The primary aspect of sorium is that it’s a raw energy 
  source that may be used to power any device adapted to 
  function with it. Anything from a light fixture to a battle 
  cruiser may use its power source.
  Sorium Stardrives
  With the discovery of Crucibles, their infinite energy 
  source was adapted into the existing technology used for 
  space travel. The results would become the prototype 
  of what is known today as the sorium stardrive. These 
  devices are the core of most ships that travel between the 
  planets of the Silrayne Arc and beyond. 
  Each stardrive is capable of achieving speeds that are 
  faster than light (referred to as FTL speeds as described 
  below), allowing travel between planets in a matter of 
  minutes. Sorium stardrives, like the Crucibles themselves, 
  have their own rules when it comes to the laws of physics. 
  Traveling at FTL speeds while using a stardrive are 
  possible without causing time dilation or other anomalies 
  of space-time.
  Travel Between Systems
  If any ship with a stardrive comes within 500 miles of 
  a crucible, the drive’s core can link with the core of 
  the Crucible to execute a System Jump, which more 
  commonly referred to simply as a “jump” when onboard 
  a ship. Executing a system jump allows the ship to 
  instantly transport itself and everything onboard to 
  another Crucible in a different star system.
  Experts and scholars have come to describe the process 
  of a system jump as a “space fold” or two points in ever-
  expanding space-time folded upon each other.
  Travel Speeds
  Aside from system jumps, movement in space is 
  separated into three different categories. Standard travel 
  speed for most starships is approximately 500 million 
  miles per hour. To put that in perspective, that would 
  allow travel from the Earth to the Sun in less than 12 
  minutes, while being able to reach the edge of Earth’s 
  solar system in approximately 16 hours.
  Ships equipped with a stardrive can increase to FTL 
  speeds, able to travel approximately 5 light years in a 24 
  hour period for smaller freighters and transports, and up 
  to 10 light years in a 24 hour period for starcruisers and 
  capital ships. Ships at these speeds can move between 
  planets within a star system in a matter of minutes, while 
  traveling between local systems could take between a half 
  a day to a few days.
  Lastly, ships in combat slow down to their intercept 
  speed, which is measured in units. A ship must be 
  traveling at intercept speed in order to engage in starship 
  combat. For reference, in comparison to movement on 
  the ground, one unit is equal to 50 feet.
  Recharging Stardrives
  A stardrive can run at full power and maintain a ship’s 
  maximum speed for up to 5 days before needing a 24 
  hour period for the sorium within the engine to replenish 
  itself. Executing a system jump drains approximately 1 
  days worth of travel at full speed.
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  VARIANT: STARSHIPS ON A GRID
  If you are using the rules for playing on a grid (as defined in 
  the sidebar in chapter 9), travel and combat in space works 
  primarily the same way with a few differences.
  Movement. For starships moving at intercept speed, 
  each square on a grid is equal to one unit. So, a speed of 6 
  units translates to 6 squares (equal to 300 feet).
  Increasing the Scale. When you are dealing with only 
  grand scale ships, you may wish to increase the scale by a 
  factor of 10 (one square equals 10 units).
  Vertical Movement. Unless otherwise noted, ships can 
  remain close enough to each other laterally to not adversely 
  affect the distance between them. When in combat, due 
  to the addition of the third dimension, the GM may allow 
  multiple starships the ability to occupy the same squares on 
  the grid, even if they are not necessarily in the same space.
  VARIANT: STARSHIPS ON A GRID
  multiple starships the ability to occupy the same squares on 
  the grid, even if they are not necessarily in the same space.
  Ship Types
  There are two main types of ships in ESPER GENESIS: 
  standard scale and grand scale. Standard scale ships can 
  have crews of anywhere from one to eight depending on 
  their size and capabilities, while grand scale ships can 
  easily have operating crews of up to 50 or more, often 
  carrying other starships within their hangar bays.
  Ship Sizes
  Much like creatures and planetary craft, starships have 
  their own size categories, each larger size taking up a 
  greater amount of space. The Starship Sizes Categories 
  table defines how much space a ship of a particular size 
  controls during movement and combat. Standard scale 
  ships range from solitary to large size, while grand scale 
  ships range in sizes from huge to colossal.
  STARSHIP SIZE CATEGORIES
  Size
  Max Space 
  (in Units)
  Examples
  Standard Scale
  Solitary
  ½ by ½
  Escape pod, transport tube
  Small
  1 by 1
  Small starfighter
  Medium
  1 by 1
  Starfighter, shuttlecraft, light 
  freighter
  Large
  2 by 2
  Heavy freighter, transport
  Grand Scale
  Huge
  10 by 10
  Mining ship, battle cruiser, 
  medical ship
  Massive
  50 by 50
  Capital warship, Environmental 
  transport
  Colossal
  100 by 100+
  City ship, Starbase
  Operation Modes
  There are two modes of ship operation: single-person 
  and multi-person. A character in a single-person ship 
  handles all ship maneuvers and functions on their own. In 
  a multi-person ship, a group of characters is referred to 
  as a crew. Movement in a multi-person ship is performed 
  by the pilot, while other combat actions are available to 
  everyone in the crew.
  Standard scale ships can function in both operation 
  modes. Grand scale ships must follow rules for multi-
  person operation.
  Vehicle Proficiency
  Regardless of type, a Vehicle (Space) proficiency is 
  required to properly operate any ships larger than a 
  Small starship. Any attempt to do so without being 
  proficient will suffer a disadvantage to any ability checks 
  made to operate the ship.
  Crewmember Roles
  Your choice of a role on a starship greatly affects every 
  aspect of the ship’s functions, from the amount and type 
  of maneuvers available to the versatility and endurance 
  of the ship itself. A ship’s crew has three primary roles 
  available to each member.
  A ship’s role can be reassigned at any time. If a ship’s 
  role is reassigned during combat, however, both the 
  current and new character for that role must use an 
  action and that role cannot be used for maneuvers during 
  that ship’s turn.
  Pilot
  The pilot controls the movement and maneuverability 
  of the ship. It is a mandatory role for starships, as these 
  ships cannot function properly without a pilot at the 
  controls. The skill of the pilot also contributes to the 
  defensive capabilities of the ship.
  On capital ships, the pilot can also be referred to as the 
  helm or control officer.
  Gunner
  A ship’s gunner controls one of the major weapon 
  systems on the ship, which can be used to deal direct 
  damage to other ships or disrupt an enemy ship’s 
  systems. Their skill directly affects both the accuracy and 
  effectiveness of their ship’s weapons.
  On captial ships, a gunner can also be referred to as the 
  ship’s tactical or warrant officer.
  Technician
  The technician maintains the integrity of a ship’s 
  operational functions. They can also control the ship’s 
  shields and innate defensive capabilities. A technician’s 
  inherent mental attributes contributes to the ship’s 
  overall defensive capability.
  On capital ships, the technician can also be referred to 
  as the engineer or operations officer.
  
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  Optional Ship Roles
  For ships with a large number of crew spots available, 
  characters can choose to take the following optional roles.
  Captain. On larger vesssels, the captain decides the order 
  in which a ship’s maneuvers are executed, which are then 
  carried out by the rest of the crew. Though primarily a 
  social role on standard scale ships, the captain can also 
  function as a co-pilot (as described below). The captain’s 
  skills becomes far more prominent when using the grand 
  scale combat rules provided in the Master Technician’s Guide.
  Co-Pilot. This title can also be attributed to the ship’s 
  technician, but if there is already a technician assigned to 
  the ship, the co-pilot can be a valuable crew asset if the 
  ship has crew space for them. A co-pilot can be used for 
  the following options.
  • The ship’s maneuver defense can be calculated using 
  the co-pilot’s Wisdom bonus instead of the pilot’s (see 
  “Combat Piloting” later in this chapter).
  • If the pilot or technician choose not to or become 
  incapable of performing their role during the ship’s 
  turn, the co-pilot can immediately perform the pilot’s or 
  technician’s maneuver instead of the assigned character.
  • If not performing a maneuver, the co-pilot can use the 
  Help action to assist the pilot or technician with their 
  maneuver checks.
  • The co-pilot can choose to make the ship’s maneuver 
  saving throws against maneuvers used by enemy ships.
  Starship Combat
  Starships use special systems in order to resolve combat. 
  The following rules are used to resolve conflicts between 
  starships and other similar spacecraft. These rules are 
  meant to supplement the normal combat rules found in 
  chapter 9. Several of these rules are dependent upon the 
  size of the ship as well as its number of crewmembers.
  These combat rules are primarily used for standard 
  scale ships. Though they can be used for larger size ships, 
  combat for grand scale and capital ships also come 
  with additional rules, which are covered in the Master 
  Technician’s Guide.
  Stealth and Surprise
  Under most normal circumstances, a starship’s sensors 
  can detect the presence of other ships within intercept 
  range. Only under extremely rare circumstances can a 
  ship’s crew be surprised. Perhaps their sensors are down, 
  or the enemy ship is hiding in a nearby nebulae that 
  happens to interfere with all sensors. A ship may also 
  attempt to mask the energy signature of their stardrive 
  (see the “Drive Masking” sidebar).
  Any of these options are left to the GM’s discretion. If 
  circumstances arise to where a ship’s crew does become 
  surprised, the ship can’t move or take on its first turn of 
  the combat, and the crew can’t make any maneuvers or 
  take reactions until that turn ends. Unless defined by the 
  GM, a situation that surprises only part of the crew does 
  not cause the entire crew to be surprised.
  DRIVE MASKING
  A ship moving at intercept speed can attempt to hide from 
  short range sensors by masking its drive signature. The 
  ship’s technician can attempt this by making a Wisdom 
  (Mechanics) roll. The result is the DC required to spot the 
  masked ship with an opposing Wisdom (Perception) check.
  DRIVE MASKING
  A ship moving at intercept speed can attempt to hide from 
  (Mechanics) roll. The result is the DC required to spot the 
  masked ship with an opposing Wisdom (Perception) check.
  Initiative
  Similar to normal combat, Initiative is determined with 
  the pilot’s Dexterity check. Because a ship’s crew operates 
  in unison, the initiative roll is made for the entire crew.
  The Ship’s Turn
  During the ship’s turn, the pilot can move the ship up 
  to its speed in units. Each member of the crew can take 
  an action to perform one maneuver. The crew decides 
  the order in which they perform their maneuvers, as 
  their choices can directly affect the checks that are made 
  by crewmembers who act after them. The maneuvers 
  available to each crewmember are described in the “Crew 
  Maneuvers” section later in this chapter.
  Single-Person Ships. If a ship is being piloted in single-
  person operation mode, the pilot still moves and can 
  take an action to perform a piloting maneuver. In 
  addition, they can use their bonus action to perform 
  one additional maneuver as if they were a technician or 
  a gunner. If a piloting maneuver calls for a bonus action 
  to be used, the pilot can instead use their bonus action 
  during that maneuver.
  Bonus Actions
  Certain ship maneuvers, weapons, or functions let a 
  crewmember take a bonus action. If no situation or 
  maneuver arises that states that you can use your bonus 
  action, you don’t have a bonus action to take.
  Each crewmember can only take one bonus action per 
  turn, so you must choose which bonus action to take 
  when you have more than one available.
  Reactions
  Special attacks or circumstances allow crewmembers to 
  take reactions, such as opportunity attacks, for example. 
  Identically to normal combat, when you take a reaction, 
  you can’t take another one until the start of your next 
  turn. If the reaction interrupts another creature’s turn, 
  that creature can continue its turn right after the reaction.
  Other Activity on the Ship’s Turn
  Crewmembers can still accomplish certain things that 
  don’t require an action or maneuver.
  All crewmembers can communicate with each other 
  through brief messages which can either be stated 
  verbally or via commlink to another part of the ship.
  You can also interact with one object or a feature of 
  your surroundings during your action, as you would in 
  normal combat (see the sidebar “Interacting with Objects 
  Around You” in chapter 9).
  
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  Time and Movement
  Space combat is measured in rounds in the same manner 
  in which it is resolved between creatures and monsters 
  (see chapter 9, “Combat”). The pilot can move the ship a 
  distance up to its speed. A ship doesn’t have to move its 
  full speed on each turn.
  Breaking Up Your Move
  The pilot can choose to break up the ship’s movement, 
  using some of the ship’s speed before or after the crew 
  executes maneuvers. For example, if the ship has a speed 
  of 50 units, the ship can move 20 units, perform some 
  of its crew maneuvers, then move another 30 units and 
  perform the rest of its crew maneuvers.
  Turbulent Zones
  At times, ships can be caught in pockets of space that are 
  difficult to travel through such as spatial distortions and 
  small fields of rocks or space debris. The space occupied 
  by another ship, hostile or not, also counts as a turbulent 
  zone.
  When moving through turbulent zones, every unit of 
  movement costs 1 extra unit. This rule is true even if 
  multiple things in a space count as a turbulent zone.
  Occupying the Same Space
  You can move your ship through another ship’s space 
  only if the ship is at least two sizes larger or smaller than 
  you. Remember that another ship’s space counts as a 
  turbulent zone for your ship.
  Whether the ship is hostile or not, you can’t willingly 
  end your move in its space unless you are using the 
  optional grid rules (see the “Starships on a Grid” 
  sidebar).
  Squeezing into a Smaller Space
  As different ships vary in length and width, they can 
  squeeze through a space that is large enough for a ship 
  one size smaller than it. Thus, a Large ship can squeeze 
  through a passage that’s 50 feet wide. Squeezing through 
  a space counts as moving through a turbulent zone, and 
  all crewmembers have disadvantage on all maneuvers and 
  maneuver saving throws. Weapon attacks made against 
  the ship have advantage while it’s in the smaller space.
  CINEMATIC COMBAT SEQUENCES
  Starship combat in EG is meant to be fast and fluid while 
  keeping all of the players engaged in the heroic action. 
  Much like normal combat, the position of ships during 
  combat in space is meant to be more cinematic, with 
  the maneuvers acting as a narrative aid when combat 
  is described by the GM or the players. If you prefer to 
  add more of a technical style, advanced rules such as 
  turning radius and firing arcs can be found in the Master 
  Technician’s Guide.
  CINEMATIC COMBAT S
  T S
  T
  EQUENCES
  turning radius and firing arcs can be found in the Master 
  Technician’s Guide.
  Maneuvers in Combat
  During starship combat, each crewmember can take 
  their action to perform one maneuver available to them 
  depending on their assigned role. Each maneuver can 
  have a possible effect on the crew’s ship, one or more 
  enemy ships, as well as a maneuver performed by other 
  crewmembers.
  
  Combat Piloting
  During a conflict, the pilot performs their maneuvers 
  with the intent of making sure their ship doesn’t end up 
  as scrap, especially with them inside. 
  A ship’s pilot uses their Dexterity modifier to perform 
  maneuvers. Their Dexterity modifier is also used when 
  setting the saving throw against a maneuver they 
  perform.
  Piloting maneuver check = d20 + your proficiency 
  score (if applicable) + your Dexterity bonus.
  Maneuver save DC = 8 + your proficiency score (if 
  applicable) + your Dexterity bonus.
  Maneuver Defense
  When maneuvers are performed, it is often against the 
  maneuver defense of the opposing pilot. Your ship’s 
  maneuver defense uses the pilot or co-pilot’s Wisdom 
  modifier and is calculated as follows:
  Maneuver defense = 8 + your proficiency score (if 
  applicable) + your Wisdom bonus.
  Range
  Maneuvers can be performed within a limited range 
  which is equal to the ship’s sensor range.
  Effects and Duration
  Each maneuver has a different effect upon a specified 
  number of targets. Some effects last until the start or 
  end of your ship’s or a target’s turn. The start of your 
  ship’s turn is defined as before your ship moves and 
  no maneuvers have been performed. The end of your 
  ship’s turn is defined as after the ship has moved and all 
  of the crewmembers have completed performing their 
  maneuvers.
  The target’s turn follows the same definition, their start 
  and end being before or after their move and performed 
  maneuvers.
  Crew Maneuvers
  The following section lists maneuvers available to each 
  crewmember. Unless otherwise stated, each maneuver 
  takes one action to perform. If a ship is in multi-person 
  operation, when a maneuver allows for a bonus action to 
  offset its effects the bonus action must be used by a 
  different crewmember and that crewmember must be 
  in the assigned role specified by that bonus action.
  Pilot Maneuvers
  The pilot can perform the following maneuvers in 
  combat. The range of a piloting maneuver is equal to 
  the ship’s sensor range, as provided in the ship’s stats.
  Attack Run
  You charge toward another enemy in attack 
  formation. You move your ship directly toward an 
  enemy ship you choose within weapon range (you 
  must move a minimum of 10 units). Make a piloting 
  maneuver check versus the opponent’s maneuver 
  defense. If successful, when your gunner hits the 
  target with the attack maneuver, they deal additional 
  damage equal to your Dexterity modifier.
  If your check is unsuccessful, the target can use its 
  reaction to make an opportunity attack against you.
  Braking Maneuver
  You attempt a sharp turn or full stop to throw off 
  an enemy’s targeting. Make a piloting maneuver 
  check versus the maneuver defense of a target within 
  range. If successful, the next attack made against 
  you by the target has disadvantage if the attack is 
  made before the start of your ship’s next turn.
  You can perform this maneuver once and must wait 
  until the end of your ship’s next turn before you can 
  do so again.
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  Dog Fight
  You attempt to sync with an enemy’s flight pattern to 
  gain a steady target for the ship’s weapons. Make a 
  piloting maneuver check versus the maneuver defense of a 
  target ship within range. If successful, attack rolls against 
  that target are made with advantage until either until the 
  end of your ship’s next turn, or until you perform another 
  piloting maneuver, whichever comes first.
  However, while the effect of this maneuver is active, 
  attack rolls made against you from any ship other than 
  the target are also made with advantage to the roll unless 
  the technician can modify the shields by using a bonus 
  action and making a successful Intelligence saving throw 
  versus your maneuver save DC.
  This maneuver can instead be used to negate the 
  effect a target’s Evasive Action maneuver. If used in this 
  way, both effects simply cancel each other out with no 
  bonuses or penalties applied.
  Evasive Action
  You drastically alter your flight pattern to confuse the 
  enemy targeting systems. Choose three enemy ships 
  within range. Each target must make a Dexterity saving 
  throw versus your maneuver save DC. On a failed save, 
  attack rolls against your ship from that target are made 
  at a disadvantage either until the end of your ship’s next 
  turn, or until you perform another piloting maneuver, 
  whichever comes first. 
  While the effect of this maneuver is active, attacks 
  made by your ship’s gunners are made with disadvantage 
  unless they spend a bonus action and make a successful 
  Wisdom saving throw versus your maneuver save DC. 
  This maneuver can instead be used to negate the effect 
  an enemy’s Dog Fight maneuver. If used in this way, both 
  effects simply cancel each other out with no bonuses or 
  penalties applied.
  Feinted Stunt
  This maneuver can only be used near a wall, barrier, or 
  piece of debris that is within at least one size category of 
  the target ship.
  You attempt a risky turn while close to an obstacle. 
  Make a piloting maneuver check against the maneuver 
  defense of a target within range. If successful, the target 
  will be at a disadvantage to attack rolls made against you 
  until the end of their next turn. The target can negate this 
  penalty by using their reaction and making a successful 
  Dexterity saving throw versus your maneuver save DC. 
  This effect lasts until the end of the target’s next turn. 
  If either your maneuver check or the target’s saving 
  throw results in a 1 or 2 on the roll, the ship that made 
  the roll collides with the nearby obstacle and takes 3d6 
  bludgeoning damage.
  Full Thrust
  You push the limits of your thrusters while maneuvering 
  in combat. Make a DC 14 piloting maneuver check. If 
  successful, until the start of your ship’s next turn, your 
  maneuver defense increases by 2 and your speed increases 
  an amount equal to half your intercept speed.
  This maneuver causes a severe amount of stress on your 
  engines. When you perform this maneuver, your ship’s 
  technician must spend their reaction and make a DC 14 
  Wisdom saving throw. If the save fails, your ship takes 
  1d4 points of lightning damage from the engine’s power 
  surge.
  Forced Position
  You attempt to force an enemy ship into an optimal 
  position for an ally’s attack. Make a piloting maneuver 
  check versus the maneuver defense of a target within two 
  units of your ship. If successful, choose an ally within 
  range. You can push the target up to 2 units toward that 
  ally and the next attack roll made by that ally using the 
  attack maneuver is made with advantage if the attack is 
  made before the start of your ship’s next turn.
  Ram
  You attempt to ram your ship into an enemy ship. You 
  charge toward another enemy in attack formation. 
  Targets that are two or more size categories larger than 
  your ship can’t be damaged by this maneuver.
  You move your ship directly toward an enemy ship you 
  choose within the distance of your total intercept speed 
  (you must move a minimum of 15 units). Make a piloting 
  maneuver check versus the opponent’s maneuver defense. 
  If successful, you can push the target up to 2 units.
  Refer to the Collision Damage table below and define 
  the size category of the smallest ship in the collision. 
  Both your ship’s technician and the target ship must 
  make a Wisdom saving throw versus your maneuver 
  save DC. Each ship takes bludgeoning damage equal to 
  the amount listed on a failed save, or half as much on a 
  successful one. For example, if a Large ship successfully 
  rams a medium ship, both ships take 3d6 bludgeoning 
  damage.
  COLLISION DAMAGE
  Smallest Ship Size
  Damage
  Solitary/Small
  2d6
  Medium
  3d6
  Large
  4d6
  Huge
  8d6
  Massive or larger
  20d6
  Gunner Maneuvers
  A ship’s gunner may perform the following maneuvers. 
  When making an attack roll with a ship’s weapon, the 
  gunner is considered to be proficient in that weapon.
  Attack
  This is the most common maneuver for a gunner to take, 
  firing a ship’s weapon to deal damage to a foe. When you 
  perform this maneuver, you make one melee or ranged 
  weapon attack with your ship’s weapon (see chapter 9, 
  “Combat” for rules on making an attack).
  
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  Cover Fire
  You fire your ship’s weapons in an attempt to take an 
  enemy’s focus away from another target. Make a ranged 
  weapon attack versus a target’s maneuver defense. If 
  successful, choose up to two allies. Attack rolls against 
  those allies from the target of your cover fire are made 
  with disadvantage to the roll until the end of the target’s 
  next turn.
  Focused Aim
  You focus your attention on a single target and take 
  extra time in attempt to increase the effectiveness of your 
  attack. Choose a target within range. Your next attack 
  on this target using the attack maneuver is made with 
  advantage. In addition, a roll of a 19 or 20 on the die 
  results in a critical hit.
  Ready
  You can use this maneuver to act later in the round using 
  your reaction. This maneuver functions the same as 
  taking the Ready action as defined in chapter 9.
  Target Systems
  You attempt to damage or disable one of the operating 
  systems of another ship. Make a ranged weapon attack 
  against a target within weapon range. On a hit, you inflict 
  half the weapon’s damage and the target ship’s technician 
  must make an Intelligence saving throw against your 
  maneuver save DC. If the save is not successful, the target 
  also suffers system damage, which is determined by the 
  following table. The effect from the system damage lasts 
  until the end of the target’s next turn.
  TARGET SYSTEMS TABLE
  d10 Roll
  System Affected
  1
  Guidance. The target’s speed is reduced by 
  half and they are at disadvantage to all piloting 
  maneuver checks and saves.
  2-6
  Defense. The target’s AC and maneuver 
  defense are both reduced by a d4.
  7-9
  Weapons. The target is at a disadvantage to 
  all attack rolls made with the ship’s weapons.
  10
  Electrical. The target ship may only perform 
  maneuvers from one of the three assigned 
  roles.
  Technician Maneuvers
  A technician performs the following maneuvers.
  Power Boost
  You divert power from non-essential systems to boost 
  one of the ship’s systems. Make a DC 14 Wisdom 
  (Mechanics) check. If successful, you may either increase 
  the ship’s speed by half until the start of your ship’s next 
  turn, or you grant a bonus to the next maneuver roll 
  made by the pilot or gunner. The bonus is equal to 1d4 
  plus your Wisdom modifier.
  Improved Sensors
  You use environmental data to boost the ship’s targeting 
  sensors. Make an Intelligence (Astrophysics) check 
  against an opponent’s maneuver defense. On a success, 
  the next weapon attack made by your ship using the 
  attack maneuver is made with advantage to the roll if the 
  attack is made before the start of your ship’s next turn.
  Jury Rig
  You do a quick patch on systems that may have been 
  damaged during combat. Make a DC 14 Wisdom 
  (Mechanics) check. If successful, the ship will recover 
  a number of hull points equal to 1d4 + your Wisdom 
  modifier. This maneuver can be performed twice, 
  requiring the ship to complete a patch or full repair 
  before it can be performed again (see “Damage and 
  Repair” later in this chapter.
  Pinpoint Targeting
  You scan a target for structural weak points. Make an 
  Intelligence (Computers) roll versus the maneuver defense 
  of a target within range. If successful, until the start of 
  your ship’s next turn, a successful weapon attack from 
  your ship against the target deals additional damage 
  equal to your Intelligence modifier.
  Sensor Jamming
  You attempt to jam the enemy’s targeting system. Make 
  an Intelligence (Computers) check versus the maneuver 
  defense of a target within range. If successful, the 
  target’s next attack roll against your ship is made with 
  disadvantage if the attack is made before the start of your 
  ship’s next turn.
  Shield Boost
  You divert power from non-essential systems to increase 
  power to the ship’s shields. Make a DC 14 Wisdom 
  (Mechanics) check. If successful, until the start of your 
  ship’s next turn, your ship’s AC increases by 2.
  SIMULTANEOUS GROUND AND SHIP ACTIONS
  Since space combat is measured in rounds, it’s possible to 
  run combat for both characters and ships simultaneously. 
  Perhaps one of the crew is dealing with an intruder onboard 
  while their ship is in battle, or the party inside a station 
  needs to open the bay doors to let an ally’s ship escape.
  When this occurs, characters roll their own initiative 
  and their turn is resolved in the same initiative order as 
  any ships involved in the combat. In a multi-person ship, 
  all crew maneuvers must be completed together before 
  the next order in initiative. In the case of a character and 
  ship on the same initiative, characters take their actions 
  first before ships can act..
  SIMULTANEOUS GROUND AND SHIP ACTIONS
  Since space combat is measured in rounds, it’s possible to 
  ship on the same initiative, characters take their actions 
  first before ships can act..
  first before ships can act..
  
  Damage and Repair
  Combat takes a heavy toll on a ship’s hull, engines, and 
  electrical systems. Even though some patchwork can 
  be done in the interim, any ship can only take so much 
  damage before needing to go through extensive repair in 
  a maintenance bay.
  Hull Points
  In combat terms, a ship’s hull points are treated the same 
  as hit points for characters. The main difference between 
  the two is that a loss of hull points can also directly 
  affect a ship’s systems depending on the ship’s structural 
  integrity (as described below). Otherwise, hull points are 
  treated the same in regards to taking damage, critical 
  hits, or receiving healing (see the Damage and Healing 
  section in chapter 9).
  Structural Integrity
  While a ship’s hull points measure its effectiveness in 
  combat, a ship’s structural integrity (referred to as SI), 
  measures the overall endurance of the ship in regards 
  to stress and system damage. The more damage a ship 
  takes, the less likely the whole thing will hold together. 
  Every ship has an SI score when its stats are calculated. 
  When a ship loses SI, its overall structure is severely 
  damaged, and can only be regained during a full repair or 
  through special powers and items. A ship that is reduced 
  to 0 SI is destroyed.
  A ship loses one point of SI whenever any of the 
  following occurs.
  • The ship fails a system shock roll.
  • The ship takes damage from a single attack that is 
  equal to or greater than half its hull point maximum.
  • The ship takes damage after being reduced to 0 hp.
  Each time a ship loses SI, roll a d20 and consult the 
  System Failure table below. The result determines the 
  effects on the ship due to the loss of SI. These effects are 
  cumulative and last until the ship undergoes a patch or 
  full repair.
  SYSTEM FAILURE
  d20 Roll
  Effect
  1
  The ship loses 2 SI instead of 1.
  2-4
  Weapons. One of the ship's weapons ceases 
  to function. It cannot be used again until the 
  ship goes through a patch or full repair.
  5-8
  Electrical.Each crewmember must make a 
  DC 14 Constitution saving throw, taking 3d6 
  lightning damage on a failed save, or half as 
  much on a successful one.
  11-12
  Controls. All piloting maneuver checks are 
  made with a -2 penalty.
  13-14
  Defense. The ship's AC and maneuver 
  defense are reduced by 2.
  15-16
  Targeting. Weapon attack rolls are made 
  with a -2 penalty.
  17-18
  Computers. All crew Intelligence checks and 
  saves are made with disadvantage.
  19-20
  Sensors. The ship's sensor range is reduced 
  by 2.
  Taking Damage
  In addition to keeping track of hull points, special 
  circumstances apply whenever dealing with critical hits 
  and excessive damage.
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  System Shock
  When a ship takes a critical hit, in addition to taking 
  the additional damage (as described in chapter 9), the 
  target’s technician must make a system shock roll, which 
  is an Intelligence saving throw versus the attacker’s 
  maneuver save DC. If failed, the ship’s systems are 
  affected, causing the ship to lose a point of structural 
  integrity.
  Resistances and Vulnerabilities
  Some ships have special defenses or weaknesses against 
  specific damage types. The rules for ship resistances and 
  vulnerabilities work in the same manner as it does for 
  characters as described in chapter 9.
  Being Reduced to 0 Hull Points
  A ship that is reduced to 0 hp is completely disabled. It 
  cannot move nor can any maneuvers be performed with 
  the ship’s systems. If a ship starts its turn with 0 hp, 
  the technician must make an Intelligence saving throw 
  against a DC equal to 15 minus the ship’s current SI 
  score. Each failed save reduces the ship’s SI by 1. A ship 
  that is reduced to 0 SI is destroyed.
  Hit Points vs Hull Points
  A starship’s defenses include fortified frames, polarized 
  plating, and energy shields, all of which make them 
  fairly resistant to attacks from handheld weapons. If 
  it becomes necessary to calculate a ship’s durability in 
  creature terms, multiply the hull points by 10, and add 
  resistance to bludgeoning, piercing, and slashing damage.
  Repairing Damage
  So long as it’s not destroyed, any ship can be repaired. 
  The damage can be repaired directly using maneuvers 
  such as jury rig or through esper powers such as the 
  restore hull technique. Hull points can also be recovered 
  through two types of repair processes—patch repairs and 
  full repairs.
  Patch Repair
  A patch repair takes 1 hour, during which the crew makes 
  temporary fixes to the ship’s systems. During a patch 
  repair, the crew can expend up to two hull dice from their 
  maximum. The ship regains hull points equal to the result 
  of the roll plus the technician’s Wisdom modifier. In 
  addition, any system failure effects upon the ship due to 
  SI loss are repaired.
  Using SI. Optionally, the crew may choose to sacrifice 
  structural integrity in order to recover hull points. For 
  each point of SI expended, an additional hull die can be 
  added to the roll for hull point recovery. Expending SI in 
  this way does not cause system failure to occur. If you 
  are assigning a new character to the technician role, the 
  ship’s SI is calculated based on the new technician.
  Crew Resting. Crewmembers may need to rest 
  themselves in addition to patching up their ship. A patch 
  repair cannot be performed during a short rest, but it can 
  be performed during a long rest.
  Full Repair
  A full repair takes 24 hours, during which all hull points 
  and SI can be fully recovered at a cost.
  Recovering HP. Hull points can be fully repaired so long 
  as the ship is in an adequately stocked maintenance 
  bay or spaceport. The ship also recovers any hull dice 
  expended during patch repairs. The crew may have to pay 
  docking and repair fees (see chapter 5 for costs.)
  Recovering SI. Structural integrity is more costly to 
  repair, requiring the same method as restoring hull points 
  with an additional fee for materials. Each point of SI has 
  a base repair cost of 1000 cu in parts and equipment. 
  These prices may be negotiable at the GM’s discretion.
  
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  Ship Statistics
  A ship’s base statistics are defined on its stat block, 
  which details the necessary information for resolving ship 
  operation and combat.
  Crew Modifiers
  The expertise of a ship’s crew is just as important to 
  the ship’s performance as the ship itself. Some of the 
  entries in a ship’s stat block, such as AC and hull points, 
  has base values whose final totals are dependent upon 
  the personal ability modifiers of the crewmember in the 
  specified role (see Calculating Final Statistics).
  Stat Block Descriptions
  These are the most commonly found in a ship’s stat block.
  Armor Class
  A vehicle’s hull has armor and a durable frame that make 
  up the vehicle’s base Armor Class, which is modified by 
  the pilot’s Dexterity bonus.
  Maneuverability. The ship’s ability to take dive, turn, and 
  take quick evasive maneuvers. This becomes a bonus to 
  the ship’s Armor Class.
  Max (Min) Crew
  This notes the maximum number of crew stations 
  available. If there is a minimum number required above 1, 
  it is noted in parentheses. There is always one pilot, but 
  other roles may be divided between members.
  Hull Dice
  These represent the base value upon which the ship’s 
  frame is constructed. Hull Dice are used for starship 
  repair. They are also used in ship construction, which is 
  covered in detail in the Master Technician’s Guide.
  Hull Points
  The same as hit points for a creature or threat, hull points 
  represent the amount of damage a vehicle can sustain. A 
  vehicle that drops to 0 hit points is destroyed.
  Base Hull Points. The amount of hp the ship has before 
  the defense modifier is applied.
  Defense Modifier. Representing the ship’s shields and 
  countermeasures, this bonus is added to a vehicle’s 
  hp for each hit die it has. It is equal to the technician’s 
  intelligence bonus.
  Structural Integrity
  A measure of how much overall damage a ship can take 
  before internal systems are affected. A ship’s starting SI 
  score is typically equal to the number of hull dice and 
  modified by the technician’s Wisdom modifier.
  Speed
  How far a ship can move on its turn measured in units. 
  For ease of play, all vehicles are able to operate at all 
  angles during movement, much like normal melee and 
  ranged combat.
  Weapon Systems
  These are the available weapons aboard the ship. The 
  quantity column shows the number of weapons stations 
  available with that weapon type. A weapon station may 
  be assigned to only a single crewmember and may not be 
  used more than once per turn.
  Defense Systems
  These are individual to each ship. They are often 
  reactions that can be taken during combat by one of the 
  ship’s crewmembers.
  Enemy Statistics
  While characters have base values for their ships, enemy 
  ships have set values with their crew bonuses already 
  incorporated into their stats.
  Hull Points
  When an enemy ship is reduced to 0 hull points, it is 
  destroyed.
  Piloting Bonus
  This is an enemy ship’s bonus to flight and attack 
  maneuvers. It is usually equal to the pilot’s dexterity bonus.
  Saving Throws
  This enemy stat is the ship’s saving throw modifiers used 
  when countering maneuvers in combat.
  Skills
  The enemy technician’s skills for use in combat will be 
  listed here.
  Maneuver Defense
  The pilot’s ability to defend against enemy crew 
  maneuvers (see Roles and Maneuvers)
  Maneuver Save DC
  The crew’s ability to avoid the effects of maneuvers (see 
  Roles and Maneuvers).
  XP Value
  This is the amount of experience points gained for 
  defeating this enemy ship. The total amount is divided 
  amongst the crewmembers.
  Combat Piloting
  These are the piloting maneuvers available to an enemy 
  ship’s pilot, should they choose to perform any.
  Actions
  The ship’s weapons and defense systems, as well as any 
  additional effects.
  Calculating Final Statistics
  When putting together the stats for a character operated 
  ship, you must first assign those characters to the 
  ship’s roles. The stats are then calculated using those 
  characters’ ability modifiers.
  
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  Structural Integrity
  A ship’s total SI is calcluated as follows.
  Total SI = Base SI + technician’s Wisdom modifier
  For example, if a ship has a base SI of 5, and the technician 
  has a Wisdom score of 16 (a +3 modifier), the ship would 
  have an SI total of 8.
  Weapon Systems
  Only the base damage is provided for a ship’s weapons. 
  Much like all other ranged weapons, the gunner’s dexterity 
  modifier is used for attack and damage roll bonuses. An 
  autocannon (1d6 base damage) used by a gunner with a 
  15 dexterity would deal 1d6+2 piercing damage.
  Sample Player Ships
  The following are some generic stat blocks for character operated starships. A full list of ship sizes and types by origin 
  and model, as well as rules for construction are provided in the Master Technician’s Guide.
  Small Starfighter
  Size: Small
  Base Armor Class: 7
  Maneuverability: + 3 (+ Pilot’s Dex bonus for total AC)
  Hull Dice: 2d6
  Base Hull Points: 7
  Defense Mod: 2 (x Technician’s Int Mod for HP bonus)
  Structural Integrity: 2
  Sensor Range: 12
  Max Crew: 1
  Speed: 6
  WEAPON SYSTEMS
  Weapon
  Qty.
  Range
  Damage
  Autocannon
  1
  6/12
  1d6 piercing
  Starfighter
  Size: Medium
  Base Armor Class: 9
  Maneuverability: + 2 (+ Pilot’s Dex bonus for total AC)
  Hull Dice: 2d8
  Base Hull Points: 9
  Defense Mod: 2 (x Technician’s Int Mod for HP bonus)
  Structural Integrity: 2
  Sensor Range: 12
  Max Crew: 2 (1 pilot, 1 gunner)
  Speed: 6
  WEAPON SYSTEMS
  Weapon
  Qty.
  Range
  Damage
  Autocannon
  1
  6/12
  1d6 piercing
  Armor Class
  A ship’s armor class is calculated as follows.
  Ship’s AC = Base AC + maneuverability + Pilot’s 
  dexterity modifier
  For example, if a ship has a base armor class of 8 and a 
  maneuverability of + 2, and a pilot with a 16 dexterity 
  (which provides a modifier of +3), then the ship has a 
  total armor class of 13 (calculated as 8 + 2 + 3)
  Hull Points
  A ship’s maximum hull points are calculated as follows.
  Max HP = Base HP + (defense modifier x technician’s 
  Intelligence modifier)
  For example, if a ship has 9 base hull points, a defense 
  modifier of 2, and a technician with an Intelligence score 
  of 15 (which provides a +2 modifier), the ship has a 
  maximum hp total of 13 (calculated as 9 + [2 x 2]).
  If instead, the technician had an Intelligence score of 16 
  (which provides a +3 modifier), the ship’s maximum hp 
  total would increase to 15 (calculated as 9 + [2 x 3]).
  BUYING STARSHIPS
  At the GM’s discretion, standard ships can be purchased. 
  Ship costs and construction are covered in the Master 
  Technician’s Guide. For the ships provided here, the 
  following costs can be used as reference. All costs and 
  availability are left to the discretion of the GM.
  • Small Starfighter: 8,000 cu
  • Starfighter: 12,000 cu
  • Light Freighter/Gunship: 35,000 cu
  • Heavy Freighter: 60,000 cu 
  BUYING STARSHIPS
  •Light Freighter/Gunship: 35,000 cu
  •Heavy Freighter: 60,000 cu 
  
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  ESPER GENESIS • CORE MANUAL • S TAR SHIPS
  Heavy Freighter
  Size: Large
  Base Armor Class: 12
  Maneuverability: + 1 (+ Pilot’s Dex bonus for total AC)
  Hull Dice: 8d10
  Base Hull Points: 44
  Defense Mod: 6 (x Technician’s Int Mod for HP bonus)
  Base SI: 8 (+ Technician's Wis Mod for total SI)
  Sensor Range: 14
  Max Crew: 4 (1 pilot, 1 technician, 2 gunners)
  Speed: 6
  WEAPON SYSTEMS
  Weapon
  Qty.
  Range
  Damage
  Dual Cannons
  2
  8/16
  1d8 piercing
  DEFENSE SYSTEMS
  Directional Barrier. Once per turn, a technician can 
  spend a bonus action to increase the ship’s AC by 2 
  against a single attack that would hit it.
  Light Freighter / Gunship
  Size: Large
  Base Armor Class: 10
  Maneuverability: + 2 (+ Pilot’s Dex bonus for total AC)
  Hull Dice: 5d8
  Base Hull Points: 22
  Defense Mod: 5 (x Technician’s Int Mod for HP bonus)
  Base SI: 5 (+ Technician's Wis Mod for total SI)
  Sensor Range: 14
  Max Crew: 4 (1 pilot, 1 technician, 2 gunners)
  Speed: 5
  WEAPON SYSTEMS
  Weapon
  Qty.
  Range
  Damage
  Dual Cannons
  2
  8/16
  1d8 piercing
  
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  ESPER GENESIS • CORE MANUAL • S TAR SHIPS
  Small Starfighter
  Size: Small
  Armor Class: 12
  Hull Points: 11 (2d6 + 4)
  Piloting Bonus: +1
  Speed: 6
  MODIFIERS
  Saving Throws: Intelligence +2
  Skills: Astrophysics +2, Mechanics +2
  Maneuver Defense: 10
  Maneuver Save DC: 11
  Sensor Range: 12
  XP Value: 25
  ACTIONS
  Autocannon. Ranged Weapon Attack: +3 to hit, range 
  6/12. Hit: 4 (1d6 + 1) piercing damage.
  Starfighter
  Size: Medium
  Armor Class: 13
  Hull Points: 15 (2d8 + 6)
  Piloting Bonus: +2
  Speed: 6
  MODIFIERS
  Saving Throws: Intelligence +2, Wisdom +1
  Skills: Astrophysics +4, Mechanics +3
  Maneuver Defense: 11
  Maneuver Save DC: 12
  Sensor Range: 12
  XP Value: 50
  ACTIONS
  Autocannon. Ranged Weapon Attack: +3 to hit, range 
  6/12. Hit: 5 (1d6 + 2) piercing damage.
  NPC Stat Blocks
  The following are some generic stat blocks for NPC or enemy operated ships.  
  Specific enemy ships and their stat blocks can be found in the Threats Database.
  
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  ESPER GENESIS • CORE MANUAL • S TAR SHIPS
  Striker
  Size: Medium
  Armor Class: 11
  Hull Points: 32 (5d8 + 10)
  Piloting Bonus: +1
  Speed: 5
  MODIFIERS
  Saving Throws: Intelligence +2, Wisdom +4
  Skills: Astrophysics +2, Mechanics +4
  Maneuver Defense: 12
  Maneuver Save DC: 11
  Sensor Range: 14
  XP Value: 100
  Combat Piloting. The striker can perform the following 
  maneuvers: Attack Run, Dog Fight, Evasive Maneuvers
  ACTIONS
  Multiattack. The striker makes two attacks with its dual 
  cannons.
  Dual Cannons. Ranged Weapon Attack: +4 to hit, range 
  8/16. Hit: 6 (1d8 + 2) piercing damage
  Missile. Ranged Weapon Attack: +4 to hit, range 9/27. 
  Hit: 7 (2d6) force damage.
  Heavy Bomber
  Size: Large
  Armor Class: 16
  Hull Points: 32 (5d10 + 5)
  Piloting Bonus: +2
  Speed: 6
  MODIFIERS
  Saving Throws: Intelligence +3, Wisdom +4
  Skills: Astrophysics +4, Mechanics +2
  Maneuver Defense: 12
  Maneuver Save DC: 12
  Sensor Range: 14
  XP Value: 200
  Combat PIloting. The heavy bomber can perform the 
  following maneuvers: Dog Fight, Evasive Maneuvers, Full 
  Thrust
  ACTIONS
  Multiattack. The bomber makes two attacks with its 
  quad cannons.
  Quad Cannons. Ranged Weapon Attack: +4 to hit, 
  range 5/15. Hit: 9 (2d6 + 2) piercing damage
  High-EX Missiles (Recharge 6). Ranged Weapon 
  Attack: +4 to hit, range 9/27. Hit: 10 (3d6) force damage. 
  On a successful hit, each ship within 2 units of the target 
  must succeed on a DC 11 Dexterity saving throw or take 
  7 (2d6) radiant damage.
  
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  ESPER GENESIS • CORE MANUAL • S TAR SHIPS
  Heavy Striker
  Size: Large
  Armor Class: 15
  Hull Points: 51 (6d10 + 18)
  Piloting Bonus: +2
  Speed: 6
  MODIFIERS
  Saving Throws: Intelligence +3, Wisdom +4
  Skills: Astrophysics +4, Mechanics +2
  Maneuver Defense: 13
  Maneuver Save DC: 13
  Sensor Range: 15
  XP Value: 200
  Combat PIloting. The heavy bomber can perform the 
  following maneuvers: Attack Run, Dog Fight, Evasive 
  Maneuvers
  ACTIONS
  Multiattack. The striker makes two attacks with its quad 
  cannon or one with its quad cannons.
  Quad Cannons. Ranged Weapon Attack: +5 to hit, 
  range 5/15. Hit: 10 (2d6 + 3) piercing damage
  Ion Charge Missiles (Recharge 6). Ranged Weapon 
  Attack: +4 to hit, range 9/27. Hit: 10 (3d6) force damage 
  and the ship must make a DC 13 maneuver save or their 
  speed becomes 0 until the end of their next turn.
  Frigate
  Size: Large
  Armor Class: 14
  Hull Points: 45 (6d10 + 12)
  Piloting Bonus: +2
  Speed: 5
  MODIFIERS
  Saving Throws: Intelligence +4, Wisdom +4
  Skills: Astrophysics +4, Mechanics +3
  Maneuver Defense: 14
  Maneuver Save DC: 13
  Sensor Range: 14
  XP Value: 200
  Combat PIloting. The heavy bomber can perform the 
  following maneuvers: Attack Run, Dog Fight, Evasive 
  Maneuvers, Full Thrust
  ACTIONS
  Multiattack. The frigate makes two attacks with its 
  quad cannons.
  Quad Cannons. Ranged Weapon Attack: +5 to hit, 
  range 5/15. Hit: 10 (2d6 + 3) piercing damage
  Directional Barrier. Once per turn, the frigate can 
  spend a bonus action to increase its AC by 2 against a 
  single attack that would hit it. To do so, the attacker has 
  to be within sensor range.
  
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  ESPER GENESIS • CORE MANUAL • S TAR SHIPS
  Escape from the Eos Keldor by Rich Lescouflair
  The overhead dome light activated seconds before a myriad of screens flickered on next to the control 
  board of the shuttle’s bridge. Shifting into the pilot’s chair, Lucene poked at the main control panel, 
  trying to decipher the lorendi sigils spread out over the main display. The young promethean couldn’t 
  read Lorendi, so her instincts would have to do. Ignoring the sound of gunfire coming from outside, she 
  began carefully flicking a few of the switches. This should be interesting, she thought to herself.
  Lucene’s concentration was immediately broken by the arrival of one of her newfound companions “Hope 
  you can fly this thing!” Lincoln shouted from the small pathway between the bridge and the exit ramp.
  Lucene shrugged at the soldier, feigning confidence. “How hard could it be?”
  “Well… Engines would be nice for starters,” Lincoln responded through gritted teeth. He quickly 
  ducked to avoid an incoming hail of bullets, then propped his autorifle up from a crouch to fire back on 
  the lorendi assailants. As he laid down cover fire, a dark-haired eldori rushed up the ramp, arriving next 
  to him. Upon reaching the top platform, she spun about, extending her palm forward. A second later, a 
  beam of blue-white energy streaked from her outstretched hand, colliding with the enemy below with a 
  resounding boom. Lincoln took the opportunity to pull the latch handle, closing the entry ramp.
  “Ryla, come help me read this drek,” Lucene grumbled to the eldori.
  Ryla looked at Lincoln and the two shared a quick smile and nod before the eldori quickly shifted into 
  the bridge room. Glancing quickly over the controls, she pointed toward a large switch at the bottom of 
  the panel. “That one says, On.” She could barely make out the sound of Lincoln holding back a snorting 
  chuckle, quickly followed by Lucene’s tempestuous glare in the human’s direction.
  The ship’s engines soon gave off a steady hum, though not enough to drown out the sound of gunfire 
  from outside. Lincoln shouted down the hall toward the shuttle’s rear. “How’s it going, Turmirion?”
  Emerging from a floor panel near shuttle’s aft chamber, a hulking ashenforged pulled himself onto the 
  deck, a small datapad tucked between his wrist and fingers. He quickly steadied himself while shaking a 
  light layer of soot from his tentacled hair. Scanning the datapad, he responded, “The codes worked. The 
  docking clamps have been removed and we can depart at any time.”
  Lincoln beamed at the ashenforged with pride. “All right! Then let’s —“ his speech was replaced by 
  a howl of surprise as his feet left the floor. He nearly flew into Turmirion, sending both human and 
  ashenforged tumbling to the floor as the shuttle shot out of the space dock into the starry void.
  Lucene took a quick look behind her. “Oh yeah,” she said grinning. “You boys had better buckle up.”
  While the two helped each other toward the passenger benches, the shuttle lurched sideways to the 
  boom of an explosion and the squeal of twisting metal. “Ah, frag!” Lucene cursed. “We’re under attack.”
  “Oh, really?” Lincoln responded sarcastically.
  “Four lorendi vipers on our tail,” Ryla called out, working frantically at the tech station controls. 
  “Going to try and boost our shields.”
  “Any weapons on this thing?” Lincoln asked.
  Ryla pointed toward the two small hatches on either side of the room. “Gun turrets are down on 
  either side,” she responded. The human and ashenforged gave each other a confirming nod and 
  descended the hatches to reach the weapons controls.
  Within a minute, two of the enemy fighters were destroyed, but not without the shuttle taking a few 
  shots to the hull. The sensor panel flared with a proximity alarm. “Got another viper joining the fray,” 
  Ryla said with noticeable concern.
  “Right, then,” Lucene responded. “We’ll use the Eos Keldor as cover. How much boost do you think 
  we can get out of these engines?”
  “We’re going back toward the flagship battle?” Turmirion said, startled. “That sounds incredibly unsafe.”
  “They don’t call me the best for nothing, buddy,” the promethean retorted. “Ryla, how much boost can 
  we get out of this thing?”
  Ryla nervously scanned the panel again. “We can make it. It’s risky though.”
  “Just do it!” Lincoln growled while firing another cannon barrage. “Before we’re space dust!”
  “Engines at full,” Ryla confirmed.
  Lucene jerked the controls sideways, dodging enemy fire while turning back toward the deadly 
  exchange between the valna and lorendi battle cruisers. We just might make it out of this, Lucene 
  thought to herself, if we don’t kill each other first…
  
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  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  
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  WHEN AN INDIVIDUAL ACHIEVES ESPER GENESIS, THEIR ENTIRE 
  view of the universe is awakened to a perspective most 
  are simply unable to comprehend. Many years were spent 
  attempting to define the nature of espers, whose powers 
  long remained a mystery even to themselves. It was only 
  when their mystical traits were analyzed with scientific 
  theory that some long standing questions were answered.
  Once the definitive connection was made between 
  espers and the crucibles, their supernatural abilities 
  became identifiable as a literal alteration of matter and 
  energy, with each esper specializing in some more than 
  others. Drawing from the infinite cosmic powers of the 
  Crucibles, the extraordinary traits of espers allow them 
  to harness these forces and unleash them to produce a 
  variety of astonishing effects.
  This chapter provides rules for using esper powers. 
  Different classes, monsters, and other creatures with esper 
  powers have different methods for their use and activation.
  Aspects of Powers
  An esper power is defined as the innate ability to harness 
  energy and shape or convert it into another form or 
  design. They can take many forms, some for enhancing 
  one’s day-to-day life, for example, and others to be used 
  either as devastating weapons or life saving protections. 
  Powerful espers can deal damage or undo it, impose or 
  remove conditions (see appendix A), and can even drain 
  life energy away or restore life to the dead.
  Power Types
  Depending on the specialization of the esper, their 
  powers are wielded using one of two different forms.
  Talents and Channeling
  Talents are powers designed through a direct 
  manipulation of energy, often harnessed by or directed 
  through the esper’s own body using a skill known as 
  channeling. The ability to mold and shape energy in this 
  way, without the need for assistance or materials, make 
  the use of talents both extremely versatile and powerful. 
  However, channeling more potent energies can also put 
  stress on the body presenting its own risks.
  Melders were the first and primary example of 
  channeling talents. Adepts and cybermancers have 
  redefined talent use into their own style and method, 
  while some specialists and warriors use talents to 
  supplement their skills.
  Techniques and Forging
  Techniques are practiced methods of energy and matter 
  manipulation, most often involving an item, weapon, 
  or an internal implant made from sorium, the material 
  harvested from within a Crucible’s core. These tools and 
  implants, combined with an established design, allow 
  for instant creation or conversion of mass and energy 
  through a process known as forging.
  Engineers are the pinnacle of technique users, while 
  Hunters and Sentinels have combined forging techniques 
  with physical training and expertise.
  Alternate Paths to the Same Objective 
  Though the process of using talents and techniques are 
  different, they are simply different methods of achieving 
  similar results. Both of these types of powers are capable 
  of shaping the fabric of reality, producing damaging 
  effects, regenerative capabilities, gravity and elemental 
  control, and instantaneous construction of matter, 
  machines, and constructs. There are some esper powers 
  that are classified as both a talent and technique. There 
  are even some character classes who can use certain 
  talents as techniques and vice versa.
  There are an infinite number of combinations for 
  powers, many of them having yet to be discovered. Some 
  believe the espers are evolving, becoming more capable of 
  tapping even greater potential within themselves. Others 
  believe the secrets lie within the mysterious Crucibles, 
  which have yet to be fully understood.
  TALENT USE WHILE WEARING ARMOR
  Because of the mental focus and physical strain required 
  for channeling talents, you must be proficient with the 
  armor you are wearing to activate the talent. Without this 
  familiarity, your armor causes too much interference with 
  the flow of cosmic energy.
  TALENT USE WHILE WEARING ARMOR
  Because of the mental focus and physical strain required 
  familiarity, your armor causes too much interference with 
  the flow of cosmic energy.
  the flow of cosmic energy.
  Power Ranks
  Each power has a rank ranging from 0 to 9. A power’s 
  rank is a general indicator of how powerful it is, with the 
  lowly (but still impressive) distortion at rank 1, and the 
  devastating warp storm at rank 9. Prime powers—simple 
  but effective powers that characters can use instinctively—
  are considered to have a rank of 0. The higher a power’s 
  rank, the higher level an esper must be to use that power.
  Power rank and character level don’t correspond 
  directly. Typically, a character has to be at least 9th level, 
  not 5th level, to use a rank 5 power.
  Known and Prepared Powers
  Before an esper can use a power, they must first be 
  practiced in its use. Where talents can be called upon 
  directly, techniques need to planned out in advance. 
  Talents users, such as melders, have their powers already 
  fixed in their minds, calling upon them when needed. 
  Engineers, however, undergo a process of preparing 
  techniques. This process varies for different classes, as 
  detailed in their descriptions.
  In every case, the number of powers an esper can 
  have fixed in mind at any given time depends on the 
  character’s level
  11. Esper Powers 
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  OFASHADOWTE
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  ECHNOCRATA
  
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  Number of Available Powers
  Regardless of how many powers an esper knows or 
  prepares, he or she can use only a limited number 
  of powers before resting. Manipulating the fabric of 
  reality is physically and mentally taxing, and higher 
  rank powers are even more so. Thus, each power-using 
  class’s description includes a table showing how often 
  characters can use their powers at each character level. 
  For example, the 3rd-level engineer Ellsia has four rank 1 
  tech slots and two rank 2 tech slots.
  Talents and techniques each use a specific method for 
  determining the number of powers available for use.
  Talent Points
  Talent users are espers that channel energy directly into 
  their bodies in order to activate their powers. Each of 
  these espers has a pool of talent points. These points 
  represent how much energy an esper can channel through 
  their body before they become weary and require rest. 
  The number of talent points a character has available is 
  dependent on their class level. The character’s level also 
  determines the maximum power rank available to them.
  Each talent has a point cost. The esper must expend the 
  cost in talent points in order to activate and use the power. 
  Higher rank powers require more talent points to activate. 
  The Talent Point Cost table lists the points necessary for 
  each talent rank. The cost for each rank is also listed under 
  the heading of each list of talents for that rank. Prime 
  Talents don’t require any talent points to activate.
  Finishing a long rest restores any expended talent 
  points.
  TALENT POINT COST
  — Basic Power Ranks —
  — Master Power Ranks —
  Talent Rank
  Point Cost
  Talent Rank
  Point Cost
  1
  2
  6
  9
  2
  3
  7
  10
  3
  5
  8
  11
  4
  6
  9
  13
  5
  7
  Tech Slots
  When a character uses a technique, he or she expends a 
  slot of that technique’s rank or higher, effectively “filling” 
  a slot with the power. You can think of a tech slot as a 
  groove of a certain size—small for a rank 1 slot, larger 
  for a higher rank technique. A rank 1 technique fits into 
  a slot of any size, but a rank 5 technique fits only in a 
  rank 5 slot. So when Ellsia activates laser blast, a rank 1 
  technique, she spends one of her four rank 1 tech slots 
  and has three remaining.
  Finishing a long rest restores any expended power slots.
  Some characters and monsters have special abilities 
  that let them activate techniques without using power 
  slots. Each of these are specified under the character’s 
  class or the monster’s stat block.
  Increasing a Power’s Rank
  Certain esper powers can be used at a higher rank than 
  normal. This is dependent on the type of power being 
  used.
  Techniques
  When an esper uses a technique using a tech slot that 
  is of a higher level than the technique, the technique 
  assumes the higher rank during its use. For instance, if 
  Ellsia uses laser blast (normally a rank 1 technique) using 
  one of her rank 2 slots, that laser blast is now rank 2. The 
  same method would be used to activate laser blast at rank 
  6, except now, she would instead need to expend one of 
  her rank 6 slots. Effectively, the technique expands to fill 
  the slot it is put into.
  Talents
  Talents work differntly from techniques, as talents are 
  called upon rather than prepared. For such cases, more 
  talent points are required to fuel a talent’s activation at 
  a higher rank. Each rank increase for a talent costs an 
  additional 2 talent points. For example, if Toren uses fire 
  lance and wishes to activate it as a rank 2 talent, he needs 
  to spend 4 talent points. If he instead wants to activate 
  fire lance at rank 3, it would cost him 6 talent points. 
  Talent points can be used to power any talent in this way 
  up to rank 5. To power a talent to rank 6 or higher, the 
  esper would need to perform a limit breach as described 
  below.
  Limit Breach
  Channelers who wish to push the limits of their energies 
  can do so by performing what is known to most espers as 
  a limit breach. This allows an esper who uses talents to 
  break past the normal limitations of channeling, drawing 
  even greater and more powerful forces into themselves, 
  even at the risk of bodily harm. This method is for 
  espers activate their powers by expending talent points. 
  Characters who use tech slots (such as the Engineer) or 
  talent slots (such as the Cybermancer) cannot perform a 
  limit breach.
  A limit breach does not need to be performed when 
  activating a power normally and without increasing its 
  rank, regardless of the power being used.
  An esper can perform a limit breach a number of times 
  equal to their Esper Ability modifier and cannot do so 
  again until they complete a long rest.
  There are two ways to perform a limit breach.
  Force Breach
  This is the act of fueling talent points to increase the rank 
  of a talent to 6 or higher. This option is only available 
  to classes who gained the Esper Mastery feature, and 
  only up to the talent rank they are capable of using. For 
  example, a 13th level melder can increase the rank of their 
  warp helix talent to 7 but not to 8.
  The esper spends the number of talent points required 
  to activate the power, then they must make a saving 
  
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  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  throw using their Esper Ability against a DC equal to 
  8 + the rank at which the talent is being activated. If 
  successful, they can use the power at its new rank. If 
  the save fails, the power fails to activate, they lose the 
  expended talent points and take psychic damage equal 
  to 2d8 plus the rank at which they were trying to activate 
  the talent.
  For example, Ryla, a 13th level melder, wishes to use 
  singularity (a rank 3 talent) and attempts to activate it at 
  rank 7. She must make a DC 15 Intelligence saving throw. 
  If she fails, she still spends 13 talent points, but the power 
  simply fizzles out. She then takes 2d8+7 psychic damage.
  Zero Breach
  By performing a zero breach, an esper can draw 
  additional talent points to fuel a talent that has a higher 
  point cost than the amount of points he or she has 
  remaining. For example, if Toren, a 3rd level melder, 
  wanted to use a rank 2 talent with only 2 talent points 
  remaining, he could draw the additional point by 
  performing a zero breach. 
  This type of limit breach cannot be used for a talent 
  with a rank higher than an esper’s maximum talent rank, 
  nor can it be for a talent which the esper would not 
  normally be able to use.
  When attempting a zero breach, the esper must first 
  make a Constitution saving throw against a DC equal to 
  10 + the rank of the talent being used. If successful, the 
  talent can be used immediately within the same action.
  On a failed save, the talent fails to activate. In addition, 
  the esper loses all remaining talent points and suffers one 
  point of exhaustion.
  Prime Powers
  A prime is a power that can be activated at will, without 
  using a tech slot or talent points, and without being 
  prepared in advance. Repeated practice has fixed the 
  power in the esper’s mind and infused the esper with 
  the energy needed to produce the effect over and over. A 
  prime’s power rank is 0.
  Conventional Powers
  Certain powers are considered to be conventional. 
  They are marked in their description with a special tag: 
  (C). Such a power can be activated following either the 
  normal rules for activating powers or the power can be 
  activated conventionally. The conventional version of a 
  power takes 10 minutes longer to activate than normal. It 
  also doesn’t expend a talent points or a tech slot, which 
  means the conventional version of a power can’t be used 
  at a higher rank.
  To use a power conventionally, an esper must have a 
  feature that grants the ability to do so. The engineer, for 
  example, has such a feature. The esper must also have the 
  power prepared or on their list of powers known, unless 
  the character’s conventional power feature specifies 
  otherwise.
  Using Powers
  When a character uses any power, the same basic rules 
  are followed, regardless of the character’s class or the 
  power’s effects.
  Each power’s description begins with a block of 
  information, including the power’s name, level, discipline 
  (if a talent), activation time, range, and duration. The 
  rest of a power’s entry describes the power’s effect.
  Activation Time
  Most powers require a single action to activate, but some 
  powers require a bonus action, a reaction, or much more 
  time to activate. To activate a power, you must have free 
  use of at least one hand.
  Bonus Action
  A power used with a bonus action is especially swift. You 
  must use a bonus action on your turn to activate the 
  power, provided that you haven’t already taken a bonus 
  action this turn. You can’t use another power during the 
  same turn, except for a prime with an activation time of 
  1 action.
  Reactions
  Some powers can be used as reactions. These powers 
  take a fraction of a second to bring about and are 
  activated in response to some event. If a power can be 
  used as a reaction, the power’s description tells you 
  exactly when you can do so.
  Longer Activation Times
  Certain powers (including powers used conventionally) 
  require more time to activate: minutes or even hours. 
  When you use a power with a activation time longer than 
  a single action or reaction, you must spend your action 
  each turn to use the power, and you must maintain your 
  concentration while you do so (see “Concentration” later 
  in this chapter). If your concentration is broken, the power 
  fails, but you don’t expend a tech slot or talent points. If 
  you want to try using the power again, you must start over.
  Range
   The target of a power must be within the power’s range. 
  For a power like distortion, the target is a creature. For 
  a power like impact zone, the target is the point in space 
  where the explosion erupts.
  Most powers have ranges expressed in feet. Some 
  powers can target only a creature (including you) within 
  your reach. Other powers, such as the aegis power, affect 
  only you. These powers have a range of “Self.”
  Powers that create cones or lines of effect that originate 
  from you also have a range of self, indicating that the 
  origin point of the power’s effect must be you (see “Areas 
  of Effect”).
  Once a power is used, its effects aren’t limited by its 
  range, unless the power’s description says otherwise.
  
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  Duration
  A power’s duration is the length of time the power 
  persists. A duration can be expressed in rounds, minutes, 
  hours, or even years. Some powers specify that their 
  effects last until the powers are unraveled or destroyed.
  Instantaneous
  Many powers are instantaneous. The power harms, heals, 
  creates, or alters a creature or an object in a way that can’t 
  be unraveled, because its energy exists only for an instant.
  Concentration
  Some powers require you to maintain concentration 
  in order to keep their effects active. If you lose 
  concentration, such a power ends.
  If a power must be maintained with concentration, 
  that fact appears in its Duration entry, and the power 
  specifies how long you can concentrate on it. You can 
  end concentration at any time (no action required).
  Normal activity, such as moving and attacking, doesn’t 
  interfere with concentration. The following factors can 
  break concentration:
  • Using another power that requires concentration. 
  You lose concentration on a power if you use another 
  power that requires concentration. You can’t 
  concentrate on two powers at once.
  • Taking damage. Whenever you take damage while 
  you are concentrating on a power, you must make 
  a Constitution saving throw to maintain your 
  concentration. The DC equals 10 or half the damage 
  you take, whichever number is higher. If you take 
  damage from multiple sources, such as a bullet and a 
  grenade, you make a separate saving throw for each 
  source of damage.
  • Being incapacitated or killed. You lose concentration 
  on a power if you are incapacitated or if you die.
  The GM might also decide that certain environmental 
  phenomena, such as a sparks and debris falling around 
  you while you’re in a collapsing corridor, require you 
  to succeed on a DC 10 Constitution saving throw to 
  maintain concentration on a power.
  Targets
  A typical power requires you to pick one or more 
  targets to be affected by the power’s effect. A 
  power’s description tells you whether the 
  power targets creatures, objects, or a 
  point of origin for an area of effect 
  (described below).
  Unless a power has a 
  perceptible effect, a creature 
  might not know it was targeted 
  by a power at all. An effect like 
  crackling lightning is obvious, 
  but a more subtle effect, 
  such as an attempt to read a 
  creature’s thoughts, typically 
  goes unnoticed, unless a 
  power says otherwise.
  A Clear Path to the 
  Target
  To target something, you must 
  have a clear path to it, so it 
  can’t be behind total cover.
  If you place an area of effect 
  at a point that you can’t see and 
  an obstruction, such as a wall, is 
  between you and that point, the 
  point of origin comes into being on 
  the near side of that obstruction.
  Targeting Yourself
  If a power targets a creature of your 
  choice, you can choose yourself, 
  unless the creature must be hostile or 
  specifically a creature other than you. If 
  you are in the area of effect of a power you 
  activated, you can target yourself.
  targets to be affected by the power’s effect. A 
  power’s description tells you whether the 
  power targets creatures, objects, or a 
  point of origin for an area of effect 
  (described below).
  Unless a power has a 
  perceptible effect, a creature 
  might not know it was targeted 
  by a power at all. An effect like 
  crackling lightning is obvious, 
  but a more subtle effect, 
  such as an attempt to read a 
  creature’s thoughts, typically 
  goes unnoticed, unless a 
  power says otherwise.
  A C
  T
  To target something, you must 
  have a clear path to it, so it 
  can’t be behind total cover.
  If you place an area of effect 
  at a point that you can’t see and 
  an obstruction, such as a wall, is 
  between you and that point, the 
  point of origin comes into being on 
  the near side of that obstruction.
  Targeting
  If a power targets a creature of your 
  choice, you can choose yourself, 
  unless the creature must be hostile or 
  specifically a creature other than you. If 
  you are in the area of effect of a power you 
  activated, you can target yourself.
  
  209
  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  Areas of Effect
  Powers such as concussive force and warp helix cover an 
  area, allowing them to affect multiple creatures at once.
  A power’s description specifies its area of effect, which 
  typically has one of five different shapes: cone, cube, 
  cylinder, line, or sphere. Every area of effect has a point of 
  origin, a location from which the power’s energy erupts. 
  The rules for each shape specify how you position its 
  point of origin. Typically, a point of origin is a point in 
  space, but some powers have an area whose origin is a 
  creature or an object.
  A power’s effect expands in straight lines from the point 
  of origin. If no unblocked straight line extends from the 
  point of origin to a location within the area of effect, that 
  location isn’t included in the power’s area. To block one 
  of these imaginary lines, an obstruction must provide 
  total cover.
  Cone
  A cone extends in a direction you choose from its point of 
  origin. A cone’s width at a given point along its length is 
  equal to that point’s distance from the point of origin. A 
  cone’s area of effect specifies its maximum length.
  A cone’s point of origin is not included in the cone’s 
  area of effect, unless you decide otherwise.
  Cube
  You select a cube’s point of origin, which lies anywhere on 
  a face of the cubic effect. The cube’s size is expressed as 
  the length of each side.
  A cube’s point of origin is not included in the cube’s 
  area of effect, unless you decide otherwise.
  Cylinder
  A cylinder’s point of origin is the center of a circle of a 
  particular radius, as given in the power description. The 
  circle must either be on the ground or at the height of the 
  power effect. The energy in a cylinder expands in straight 
  lines from the point of origin to the perimeter of the 
  circle, forming the base of the cylinder. The power’s effect 
  then shoots up from the base or down from the top, to a 
  distance equal to the height of the cylinder.
  A cylinder’s point of origin is included in the cylinder’s 
  area of effect.
  Line
  A line extends from its point of origin in a straight path 
  up to its length and covers an area defined by its width.
  A line’s point of origin is not included in the line’s area 
  of effect, unless you decide otherwise.
  Sphere
  You select a sphere’s point of origin, and the sphere 
  extends outward from that point. The sphere’s size is 
  expressed as a radius in feet that extends from the point.
  A sphere’s point of origin is included in the sphere’s 
  area of effect.
  Saving Throws
  Many powers specify that a target can make a saving 
  throw to avoid some or all of a power’s effects. The 
  power specifies the ability that the target uses for the save 
  and what happens on a success or failure.
  The DC to resist one of your powers equals 8 + your 
  esper (channeling or forging) ability modifier + your 
  proficiency bonus + any special modifiers.
  Attack Rolls
  Some powers require the esper to make an attack roll 
  to determine whether the power effect hits the intended 
  target. Your attack bonus with a power attack equals 
  your esper (channeling or forging) ability modifier + your 
  proficiency bonus.
  Most powers that require attack rolls involve ranged 
  attacks. Remember that you have disadvantage on a 
  ranged attack roll if you are within 5 feet of a hostile 
  creature that can see you and that isn’t incapacitated.
  TALENT DOMAINS
  Talents are classified into six categories often referred to 
  as domains. These domains are based off of the type of 
  energy called upon by the talent as well as their intended 
  effects.
  Though having no rules of their own, domains help 
  to describe the nature of the talent and are sometimes 
  referred to in special circumstances.
  Alteration talents focus on modifying and shaping 
  existing matter into a different physical form. The art is 
  sometimes referred to as “mattersmithing.”
  Clairsentient talents expand and heighten the senses 
  to reveal hidden objects or information, whether they be 
  physical in form or metaphysical in nature.
  Elemental talents shape and mold the basic elements 
  common throughout the galaxy - fire, water, air, earth, and 
  all of their variations.
  Kinesis talents focus manipulating the forces of gravity, 
  as well as generating or limiting forces of movement.
  Metaphase talents deal with warping and shaping 
  space-time, often to instantly shift the position of people, 
  objects, or other forms of matter.
  Psychogenic talents are powers of the mind, allowing 
  an esper to access and affect the thoughts and emotions of 
  those around them.
  TALENT DOMAINS
  an esper to access and affect the thoughts and emotions of 
  those around them.
  Combining Power Effects
  The effects of different powers add together while the 
  durations of those powers overlap. The effects of the 
  same power used multiple times don’t combine, however. 
  Instead, the most potent effect—such as the highest 
  bonus—from those powers applies while their durations 
  overlap.
  For example, if two engineers use sensory boost on the 
  same target, that character gains the power’s benefit only 
  once; he or she doesn’t receive the +2 bonus twice.
  
  210
  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  Adept Powers
  PRIME
  Aegis
  Dark Conduit
  Friends
  Frost Fold
  Illusory Point
  Intuitive Aim
  Mental Missive
  Psi Blast
  Push
  Tricky Fingers
  RANK 1
  Alter Appearance
  Beguile
  Command
  Commune with Beasts
  Concussive Force
  Decipher Languages
  Distortion
  Illusory Form
  Innervate
  Phase Step
  Primal Fear
  Protection Field
  Psychic Backlash
  Shared Vision
  RANK 2
  Blindness/Deafness
  Detect Thoughts
  Detect Truth
  Eclipse
  Enthrall
  Obfuscate
  Phase Shift
  Spatial Sever
  Stasis Field
  Suggestion
  RANK 3
  Absorption
  Corrupt Pattern
  Counter Form
  Flame Blast
  Fly
  Illusory Design
  Nondetection
  Restore Pattern
  Treacherous Allies
  Universal Translator
  Unravel Effect
  Withering Grip
  RANK 4
  Compulsion
  Portal
  Protective Sphere
  Ravage Pattern
  Superior Obfuscate
  Veiled Observer
  RANK 5
  Domination
  Extended Perception
  Imbue Intellect
  Instant Recall
  Superior Stasis Field
  Survival Suit
  Telepathic Bond
  RANK 6
  Mass Suggestion
  Motor Dysfunction
  Phase Walk
  Shattersense
  Truesight
  Warp Sphere
  RANK 7
  Baneful Trigger
  Clone Cast
  Force Prison
  Intangible Form
  Reave
  RANK 8
  False Fact
  Mind Blank
  Mind Fracture
  Psychic Overload
  Superior Domination
  Telepathy
  RANK 9
  Cosmic Prison
  Foresight
  Psychic Storm
  Zone of Terror
  Cybermancer Powers
  PRIME
  Aegis
  Analyze Device
  Intuitive Aim
  Lightning Ball
  Push
  Renew
  Sprite Beam
  Tricky Fingers
  Trigger Device
  Virtual Display
  RANK 1
  Avatar’s Armor
  Bonded Companion
  Command
  Dark Circle
  Decipher Languages
  Fire Lance
  Guiding Discs
  Intercept Directive
  Lightning Whip
  Open Channel
  Phase Step
  Propelled Shot
  Swift Motion
  Symbiont Mark
  Target Scrambler
  RANK 2
  Bind Step
  Clone Pack
  Data Ghost
  Eclipse
  Extended Incline
  Frost Coil
  Gravity Sphere
  Lock Breaker
  Obfuscate
  Phase Shift
  Spatial Sever
  Spoof Command
  Stasis Field
  Stealth Scan
  Esper Powers by Class
  The following powers lists detail the esper powers available to each character class. Each class list is sorted by power rank, 
  then by name in alphebetical order within each rank. 
  The details for each power can be found in the following section (see “Power Desctiptions” below), sorted in 
  alphebetical order by power name.
  
  211
  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  RANK 3
  Counter Form
  Energy Sink
  Fly
  Hypnotic Pattern
  Matter Fuse
  Programmed Trigger
  Restore Pattern
  Siphon
  Surveillance Mask
  System Lock
  Temporal Fault
  Universal Translator
  Unravel Effect
  RANK 4
  Fabricate
  Portal
  Power Drain
  Ravage Pattern
  Transmute Form
  RANK 5
  Domination
  Extended Perception
  Spatial Passage
  Superior Stasis Field
  Trick Double
  RANK 6
  Dynamic Passage
  Fusion Beam
  Illusory Trigger
  Negation Field
  Phase Walk
  Truesight
  RANK 7
  Clone Cast
  Control Gravity
  Intangible Form
  Reave
  Temporal Divergence
  RANK 8
  Antipathy/Sympathy
  Phantom Zone
  Psychic Overload
  Superior Domination
  Superior Negation Field
  RANK 9
  Full Transmute
  Shapeshift
  Temporal Stasis
  Terminate Function
  Engineer Powers
  PRIME
  Acid Spray
  Amplify Ability
  Analyze Device
  Deflect Elements
  Electric Surge
  Gamma Vision
  Sonic Burst
  Stabilize
  Static Circle
  Virtual Display
  RANK 1
  Barrier
  Esper Sense
  Field Salve
  Impedance
  Intercept Directive
  Laser Blast
  Loading Arm
  Mend
  Remote Connection
  Sensory Boost
  Sensory Jammer
  Spiral Defender
  Target Scrambler
  Trauma
  Voltaic Charge
  RANK 2
  Assault Drone
  Augment Ability
  Black Hat
  Blindness/Deafness
  Bolster
  Cortex Link
  Data Ghost
  Detect Truth
  Detoxify
  Enhance Weapon
  Infravision
  Mass Treatment
  Minor Remedy
  Paralyzer
  Plasma Blade
  Quick Repair
  Security Scanner
  Spoof Command
  RANK 3
  Absorption
  Attack Pattern
  Capacitor
  Corrupt Pattern
  Field Repair
  Forge Vehicle
  Impact Zone
  Major Field Salve
  Optimizer
  Personal Sentry
  Programmed Trigger
  Pulse Beam
  Quick Construct
  Restore Pattern
  Resuscitate
  Sensory Extension
  System Lock
  Universal Translator
  Unravel Effect
  RANK 4
  Basic Construct
  Burn Zone
  Conduit Transfer
  Energy Susceptibility
  Lightning Ring
  Micro Stabilizer
  Plasma Orb
  Power Drain
  Reactive Field
  Stealth Sentry
  Superior Aegis
  Tractor Beam
  Transmute Form
  Unfetter
  RANK 5
  Contagion
  Control Matrix
  Cosmic Ward
  Extended Perception
  Incinerate
  Instant Recall
  Major Field Repair
  Major Remedy
  Mass Mend
  Mechanical Stasis
  Revive
  Steel Barricade
  Survival Suit
  Towering Guardian
  Toxic Burst
  RANK 6
  Blade Barrier
  Cellular Renewal
  Directed Strike
  Dynamic Passage
  Forge Automaton
  Negation Field
  Return Point
  
  212
  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  Stim Patch
  Truesight
  Virtual Navigator
  Virus
  Warded Refuge
  RANK 7
  Anima Rupture
  Baneful Trigger
  Clone Cast
  Control Gravity
  Dismantle
  Enduring Design
  Fire Storm
  Full Revive
  Intangible Form
  Regenerate
  RANK 8
  Elite Construct
  Full Reconstruction
  Reactive Aura
  Space Walk
  Superior Negation Field
  RANK 9
  Foresight
  Full Restore
  Mass Renewal
  Shapeshift
  Hunter Powers
  RANK 1
  Commune with Beasts
  Emergency Ration
  Esper Sense
  Graviton Strike
  Impact Drive
  Jump
  Mend
  Pulsing Strike
  Quick Step
  Sensor Trigger
  Shrapnel Cloud
  RANK 2
  Black Hat
  Data Ghost
  Dermal Overlay
  Detoxify
  Field Lancer
  Infravision
  Minor Remedy
  Pass without Trace
  Security Scanner
  Sound Dampener
  Stealth Scan
  Tracker Drone
  RANK 3
  Absorption
  Atmospheric Adaptation
  Barrage
  Capacitor
  Field Repair
  Forge Vehicle
  Jolting Drive
  Nondetection
  Pulse Beam
  Surveillance Mask
  Universal Translator
  RANK 4
  Basic Construct
  Conduit Transfer
  Stealth Sentry
  Superior Aegis
  Tractor Beam
  Unfetter
  RANK 5
  Major Field Repair
  Mechanical Stasis
  Salvo Strike
  Toxic Burst
  Melder Powers
  PRIME
  Aegis
  Analyze Device
  Blast Point
  Dark Conduit
  Directional Drift
  Force Bolt
  Frost Fold
  Illusory Point
  Intuitive Aim
  Lightning Ball
  Mental Missive
  Proton Blade
  Push
  Renew
  Tricky Fingers
  Trigger Device
  Virtual Display
  RANK 1
  Alter Appearance
  Arctic Lash
  Bastion
  Beguile
  Bonded Companion
  Concussive Force
  Daze
  Decipher Languages
  Distortion
  Esper Sense
  Fire Lance
  Guiding Discs
  Illusory Form
  Innervate
  Jump
  Lightning Whip
  Open Channel
  Phase Step
  Primal Fear
  Propelled Shot
  Protection Field
  Quick Step
  Shared Vision
  Slow Fall
  Swift Motion
  Synaptic Recoil
  Target Scrambler
  RANK 2
  Alter Form
  Black Hat
  Blindness/Deafness
  Blur
  Clean Zone
  Clone Pack
  Data Ghost
  Detect Truth
  Dimensional Pocket
  Disruption Wave
  Eclipse
  Extended Incline
  Flaming Discs
  Frost Coil
  Gravity Sphere
  Imposing Influence
  Jump
  Levitate
  Light Beam
  Lockbreaker
  Magnetic Seal
  Molecular Agitation
  Obfuscate
  Pacify
  Phase Shift
  Psychic Wave
  Spatial Sever
  Stasis Field
  Suggestion
  RANK 3
  Absorption
  Atmospheric Adaptation
  Capacitor
  Celerity
  
  213
  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  Corrupt Pattern
  Counter Form
  Crippling Sphere
  Emergency Camp
  Energy Sink
  Flame Blast
  Fly
  Forge Vehicle
  Horrific Visage
  Hypnotic Pattern
  Illusory Design
  Nondetection
  Programmed Trigger
  Sensory Extension
  Singularity
  Siphon
  System Lock
  Universal Translator
  Unravel Effect
  Withering Grip
  RANK 4
  Aspect of Dread
  Burn Zone
  Conduit Transfer
  Dimensional Container
  Fabricate
  Gravity Well
  Haze of Chaos
  Lightning Ring
  Portal
  Power Drain
  Protective Sphere
  Ravage Pattern
  Reactive Field
  Secure Zone
  Superior Aegis
  Superior Obfuscate
  Throw
  Transmute Form
  Veiled Observer
  RANK 5
  Churning Pit
  Domination
  Dream Weave
  Extended Perception
  Force Field
  Frigid Mist
  Instant Recall
  Mass Alteration
  Modify Memory
  Projected Force
  Spatial Passage
  Steel Barricade
  Superior Stasis Field
  Survival Suit
  Telekinesis
  Telepathic Bond
  Towering Guardian
  Trick Double
  Warp Helix
  RANK 6
  Chain Lightning
  Disintegrate
  Frost Zone
  Fusion Beam
  Illusory Trigger
  Mass Suggestionn
  Motor Dysfunction
  Negation Field
  Phase Walk
  Secure Structure
  Shattersense
  Truesight
  Warp Sphere
  RANK 7
  Clone Cast
  Control Gravity
  Crushing Vortex
  Devastation
  Elemental Vortex
  Force Prison
  Intangible Form
  Reave
  Rift Blade
  Space Fold
  Temporal Divergence
  RANK 8
  Anitpathy/Sympathy
  Dark Vortex
  Mind Blank
  Mind Fracture
  Phantom Zone
  Power Word Stun
  Space Walk
  Superior Domination
  Superior Negation Field
  Telepathy
  Writhing Storm
  RANK 9
  Cosmic Prison
  Cosmic Weave
  Foresight
  Full Transmute
  Shapeshift
  Temporal Stasis
  Terminate Function
  Unbreakable Armor
  Warp Storm
  Zone of Terror
  Sentinel Powers
  RANK 1
  Barrier
  Command
  Disruptive Strike
  Esper Sense
  Loading Arm
  Mend
  Ramming Strike
  Scorching Strike
  Sensory Boost
  Target Scrambler
  Voltaic Charge
  RANK 2
  Bolster
  Detect Truth
  Detoxify
  Mass Treatment
  Minor Remedy
  Quick Repair
  Stealth Scan
  Tracer Strike
  RANK 3
  Blinding Strike
  Capacitor
  Forge Vehicle
  Impact Zone
  Medical Unit
  Personal Sentry
  Restore Pattern
  Resuscitate
  Tactical Support Zone
  Unravel Effect
  RANK 4
  Debilitating Strike
  Micro Stabilizer
  Secure Zone
  Tractor Beam
  Unfetter
  RANK 5
  Cosmic Ward
  Revive
  Steel Barricade
  Tactical Defense Zone
  Toxic Burst
  
  214
  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  Power Descriptions
  The powers are presented in alphabetical order.
  Absorption
  Rank 3 Elemental Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You touch a willing creature and create a thin energy field 
  around their body that sheds no light. For the duration, 
  that creature has resistance to one elemental damage 
  type of your choice: acid, cold, fire, lightning, or thunder.
  Acid Spray
  Prime Forging Technique
  Activation Time: 1 action
  Range: 10 feet
  Duration: Instant
  You spray a quick stream of acid toward a creature within 
  range. The creature must succeed on a Dexterity saving 
  throw or suffer 1d10 acid damage.
  This power’s damage increases by 1d10 when you reach 
  5th level (2d10), 11th level (3d10), and 17th level (4d10).
  Aegis
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 round
  You create a kinetic barrier around yourself to impair the 
  impact from physical attacks. Until the end of your next 
  turn, you have resistance against bludgeoning, piercing, 
  and slashing damage dealt by weapon attacks. You also 
  receive a +2 bonus to your Burst Save.
  Alter Appearance
  Rank 1 Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 hour
  You bend particles in the visible spectrum to make 
  yourself—including your clothing, armor, gear, and other 
  belongings on your person—look different until the talent 
  ends or until you use your action to dismiss it. You can 
  seem 1 foot shorter or taller and can appear thin, fat, or 
  in between. You can’t change your body type, so you must 
  adopt a form that has the same basic arrangement of 
  limbs. Otherwise, the extent of the illusion is up to you.
  The changes wrought by this power fail to hold up to 
  physical inspection. For example, if you use this power to 
  add a hat to your outfit, objects pass through the hat, 
  and anyone who touches it would feel nothing or would 
  feel your head and hair. If you use this power to appear 
  thinner than you are, the hand of someone who reaches 
  out to touch you would bump into you while it was 
  seemingly still in midair.
  To discern that you are disguised in this way, a creature 
  can use its action to inspect your appearance and must 
  succeed on an Intelligence (Investigation) check against 
  your channeling save DC.
  Alter Form
  Rank 2 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You assume a different form. When you activate this 
  power, choose one of the following options, the effects 
  of which last for the duration. While the effect lasts, you 
  can end one option as an action to gain the benefits of a 
  different one.
  Aquatic Adaptation. You adapt your body to an aquatic 
  environment, sprouting gills and growing webbing 
  between your fingers. You can breathe underwater and 
  gain a swimming speed equal to your walking speed.
  Change Appearance. You transform your appearance. 
  You decide what you look like, including your height, 
  weight, facial features, sound of your voice, hair length, 
  coloration, and distinguishing characteristics, if any. You 
  can make yourself appear as a member of another species, 
  though none of your statistics change. You also can’t 
  appear as a creature of a different size than you, and your 
  basic shape stays the same; if you’re bipedal, you can’t 
  use this power to become quadrupedal, for instance. At 
  any time for the duration of the talent, you can use your 
  action to change your appearance in this way again.
  Low-Gravity Adaptation. You adapt your body to 
  function in little to no gravity, becoming a lithe, malleable 
  shape with webbed hands and feet. While in Zero-G, if 
  you are wearing light or no armor, you gain a fly speed 
  equal to your walking speed. This form does not enable 
  you to survive in the vacuum of space.
  Natural Weapons. You grow claws, fangs, spines, 
  horns, or a different natural weapon of your choice. 
  Your unarmed strikes deal 1d6 bludgeoning, piercing, or 
  slashing damage, as appropriate to the natural weapon 
  you chose, and you are proficient with your unarmed 
  strikes. Finally, the natural weapon is considered to be 
  forge enhanced and you have a +1 bonus to the attack 
  and damage rolls you make using it.
  Amplify Ability
  Prime Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 1 minute
  You inject a booster into one willing creature. Once 
  during the duration, the target can roll a d4 and add the 
  number rolled to one ability check of its choice. It can roll 
  the die before or after making the ability check. The effect 
  then ends.
  
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  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  Analyze Device
  Prime Clairsentient Talent/Forging Technique
  Activation Time: 1 minute
  Range: Touch
  Duration: Instant
  You discover all commands, workings, and electronic 
  or mechanical functions of one automaton, construct, 
  device, machine, or vehicle. You gain basic knowledge on 
  how to activate and operate the device. You still need to 
  make the appropriate checks to use advanced functions 
  or access data from the device (at the GM’s discretion).
  Anima Rupture
  Rank 7 Forging Technique
  Activation Time: 1 bonus action
  Range: 30 feet
  Duration: Instant
  You unleash a blast of disruptive sonic waves that can 
  lethally assault a creature’s cognitive senses. Choose 
  any number of creatures you can see within range. Each 
  creature that can hear you must make a Constitution 
  saving throw. On a failed save, a creature suffers an effect 
  based on its current hit points:
  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 
  minutes
  • 30 hit points or fewer: blinded, deafened, and stunned 
  for 1 hour
  • 20 hit points or fewer: killed instantly
  Proteans and netherants have disadvantage to this save. 
  This power has no effect on automatons and constructs.
  Antipathy/Sympathy
  Rank 8 Psychogenic Talent
  Activation Time: 1 hour
  Range: 60 feet
  Duration: 10 days
  This power attracts or repels creatures of your choice. You 
  target something within range, either a Huge or smaller 
  object or creature or an area that is no larger than a 
  200-foot cube. Then specify a kind of intelligent creature, 
  such as bahtera, drakes, or kotatu. You invest the target 
  with an aura that either attracts or repels the specified 
  creatures for the duration. Choose antipathy or sympathy 
  as the aura’s effect. Automatons and constructs are 
  unaffected by this power.
  Antipathy. The effect causes creatures of the kind you 
  designated to feel an intense urge to leave the area and 
  avoid the target. When such a creature can see the target 
  or comes within 60 feet of it, the creature must succeed 
  on a Wisdom saving throw or become frightened. The 
  creature remains frightened while it can see the target or 
  is within 60 feet of it. While frightened by the target, the 
  creature must use its movement to move to the nearest 
  safe spot from which it can’t see the target. If the creature 
  moves more than 60 feet from the target and can’t see 
  it, the creature is no longer frightened, but the creature 
  becomes frightened again if it regains sight of the target 
  or moves within 60 feet of it.
  Sympathy. The effect causes the specified creatures to 
  feel an intense urge to approach the target while within 
  60 feet of it or able to see it. 
  When such a creature can see the target or comes 
  within 60 feet of it, the creature must succeed on a 
  Wisdom saving throw or use its movement on each of its 
  turns to enter the area or move within reach of the target. 
  When the creature has done so, it can’t willingly move 
  away from the target.
  If the target damages or otherwise harms an affected 
  creature, the affected creature can make a Wisdom 
  saving throw to end the effect, as described below.
  Ending the Effect. If an affected creature ends its turn 
  while not within 60 feet of the target or able to see it, the 
  creature makes a Wisdom saving throw. On a successful 
  save, the creature is no longer affected by the target and 
  recognizes the feeling of repugnance or attraction as 
  unnatural. In addition, a creature affected by the power 
  is allowed another Wisdom saving throw every 24 hours 
  while the effect persists.
  A creature that successfully saves against this effect 
  is immune to it for 1 minute, after which time it can be 
  affected again.
  Arctic Lash
  Rank 1 Elemental Talent
  Activation Time: 1 action
  Range: Self (15 feet cone)
  Duration: Instant
  You sweep your arm forward creating an arc of sub-zero 
  wind that cuts through the area in front of you. Each 
  creature in a 15-foot cone must make a Dexterity saving 
  throw. A creature takes 3d6 cold damage on a failed save, 
  or half as much damage on a successful one.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the damage increases by 1d6 for each rank above 1.
  Aspect of Dread
  Rank 4 Psychogenic Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You emanate a psychic aura attuned to a creature you 
  can see within range. The aura is a manifestation of the 
  creature’s deepest darkest fear, which is visible only to 
  them. The target creature must make a Wisdom saving 
  throw. On a failed save, the target becomes frightened 
  for the duration. At the end of each of the target’s turns 
  before the effect ends, the target must succeed on a 
  Wisdom saving throw or take 4d10 psychic damage. On a 
  successful save, the effect ends. This power has no effect 
  on constructs or automatons.
  At Higher Ranks. When you use this power at rank 5 
  or higher, the damage increases by 1d10 for each rank 
  above 4.
  
  Assault Drone
  Rank 2 Forging Technique
  Activation Time: 1 bonus action
  Range: 50 feet
  Duration: 1 minute
  You launch a small plasma cutter drone that you can 
  control within range and lasts for the duration or until 
  you use this power again. When you first activate this 
  power, you can move the drone to any point within 
  range and make a melee forging attack against a creature 
  within 5 feet of the drone. On a hit, the target takes 
  radiant damage equal to 1d8 + your forging ability 
  modifier.
  As a bonus action on your turn, you can move the 
  drone up to 20 feet and repeat the attack against a 
  creature within 5 feet of it.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, the damage increases by 1d8 for every two ranks 
  above rank 2.
  Atmospheric Adaptation
  Rank 3 Alteration Talent/Forging Technique (C)
  Activation Time: 1 action
  Range: 30 feet
  Duration: 24 hours
  This power grants up to ten willing creatures you can 
  see within range the ability to breathe normally in 
  environments lacking breathable air, such as being in a 
  vacuum or underwater. This effect lasts for the duration. 
  Affected creatures also retain their normal mode of 
  respiration.
  This power does not provide immunity to 
  environmental hazards such as aerial toxins, 
  poisonous gases, or esper powers that create 
  similar harmful effects.
  Attack Pattern
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 
  minute
  A pack of small combat drones fire 
  down upon an area within range. 
  The area can be up to 20 feet long, 
  10 feet wide, and 10 feet tall. 
  Each creature in that area must 
  make a Dexterity saving throw. 
  A target takes 3d8 fire and 
  force damage (counts as both 
  types in terms of overcoming 
  resistances and immunities) 
  on a failed save, or half as 
  much on a successful one.
  On each of your turns for 
  the duration, you can use 
  your action to repeat the attack, targeting the same area 
  or a different one.
  At Higher Ranks. When you use this power at rank 4 
  or higher, the damage increases by 1d8 for each rank 
  above 3.
  Augment Ability
  Rank 2 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You touch a willing creature and it gains physical or 
  mental enhancement. Choose one of the following 
  benefits; the target gains that benefit until the effect 
  ends.
  Agility. The target has advantage on Dexterity checks. It 
  also doesn’t take damage from falling 20 feet or less if it 
  isn’t incapacitated.
  Allure. The target has advantage on Charisma checks.
  Braun. The target has advantage on Strength checks, 
  and his or her carrying capacity doubles.
  Cunning. The target has advantage on Intelligence 
  checks.
  Endurance. The target has advantage on Constitution 
  checks. It also gains 2d6 temporary hit points, which are 
  lost when the effect ends.
  Focus. The target has advantage on Wisdom checks.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, you can target one additional creature for each 
  rank above 2.
  Avatar’s Armor
  Rank 1 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, 
  up to 1 minute
  A protective energy field 
  takes form of a dark 
  semi-translucent suit 
  of armor around your 
  clothing and gear, 
  covered in shifting 
  symbols and patterns. 
  You gain 5 temporary hit 
  points for the duration. If 
  a creature hits you with a 
  melee attack while you have 
  these hit points, the creature 
  takes 5 lightning damage.
  At Higher Ranks. When you 
  use this power at rank 2 or higher, 
  both the temporary hit points and the 
  lightning damage increase by 5 for each 
  rank above 1.
  Affected creatures also retain their normal mode of 
  This power does not provide immunity to 
  environmental hazards such as aerial toxins, 
  poisonous gases, or esper powers that create 
  similar harmful effects.
  attern
  Rank 3 Forging Technique
  Activation Time: 1 action
   120 feet
   Concentration, up to 1 
  A pack of small combat drones fire 
  down upon an area within range. 
  The area can be up to 20 feet long, 
  10 feet wide, and 10 feet tall. 
  Each creature in that area must 
  make a Dexterity saving throw. 
  A target takes 3d8 fire and 
  force damage (counts as both 
  types in terms of overcoming 
  resistances and immunities) 
  on a failed save, or half as 
  much on a successful one.
  On each of your turns for 
  the duration, you can use 
  Avatar’
  vatar’
  vatar s Armor
  Rank 1 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, 
  up to 1 minute
  A protective energy field 
  takes form of a dark 
  semi-translucent suit 
  of armor around your 
  clothing and gear, 
  covered in shifting 
  symbols and patterns. 
  You gain 5 temporary hit 
  points for the duration. If 
  a creature hits you with a 
  melee attack while you have 
  these hit points, the creature 
  takes 5 lightning damage.
  At Higher Ranks. When you 
  use this power at rank 2 or higher, 
  both the temporary hit points and the 
  lightning damage increase by 5 for each 
  rank above 1.
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  Baneful Trigger
  Rank 7 Metaphase Talent/Forging Technique
  Activation Time: 1 minute
  Range: Touch
  Duration: Until triggered or unraveled
  When you use this power, you create a trigger that causes 
  harm when conditions are met to set it off. The trigger 
  can take the form of a semi-translucent mark (in a design 
  of your choice) or a tiny micro-device. It is placed either 
  upon a surface (such as a desk, panel, or a section of 
  floor or wall) or within an object that can be closed (such 
  as a box, case, or cabinet) to conceal the trigger. If you 
  choose a surface, the trigger’s sensor can cover an area 
  of the surface no larger than 10 feet in diameter. If you 
  choose an object, that object must remain in its place; 
  if the object is moved more than 10 feet from where you 
  activated this power, the trigger is nullified, and the effect 
  automatically ends.
  The trigger is nearly invisible and requires a successful 
  Intelligence (Investigation) check against your esper power 
  save DC to be found.
  You decide what sets off the trigger when you activate 
  this power. Triggers placed on a surface, are typically set 
  off by touching or standing on them, removing another 
  object covering the trigger, approaching within a certain 
  distance of the trigger, or manipulating the object on 
  which the trigger is placed. Triggers placed within an 
  object are most commonly set off by opening that object, 
  approaching within a certain distance of the object, 
  or seeing and looking at the trigger for a set length of 
  time. Once a trigger is set off, its effect activates then 
  immediately ends.
  You can further refine the trigger so the effect activates 
  only under certain circumstances or according to physical 
  characteristics (such as height or weight), creature kind 
  (for example, to be set off only by netherants or kanasi), 
  or alignment. You can also set conditions for creatures 
  that don’t set off the trigger, such as those who say a 
  certain password.
  When you activate this power, choose one of the 
  options below for its effect. Once set off, the trigger 
  glows, filling a 60-foot-radius sphere with dim light for 10 
  minutes, after which time the effect ends. Each creature 
  in the sphere when the trigger activates is targeted by its 
  effect, as is a creature that enters the sphere for the first 
  time on a turn or ends its turn there.
  Death. Each target must make a Constitution saving 
  throw, taking 10d10 necrotic damage on a failed save, or 
  half as much damage on a successful save.
  Discord. Each target must make a Constitution saving 
  throw. On a failed save, a target bickers and argues 
  with other creatures for 1 minute. During this time, it 
  is incapable of meaningful communication and has 
  disadvantage on attack rolls and ability checks.
  Fear. Each target must make a Wisdom saving throw 
  and becomes frightened for 1 minute on a failed save. 
  While frightened, the target drops whatever it is holding 
  and must move at least 30 feet away from the glyph on 
  each of its turns, if able.
  Hopelessness. Each target must make a Charisma saving 
  throw. On a failed save, the target is overwhelmed with 
  despair for 1 minute. During this time, it can’t attack 
  or target any creature with harmful abilities, powers, or 
  other similar effects.
  Insanity. Each target must make an Intelligence saving 
  throw. On a failed save, the target is driven insane for 
  1 minute. An insane creature can’t take actions, can’t 
  understand what other creatures say, can’t read, and 
  speaks only in gibberish. The GM controls its movement, 
  which is erratic.
  Pain. Each target must make a Constitution saving 
  throw and becomes incapacitated with excruciating pain 
  for 1 minute on a failed save.
  Sleep. Each target must make a Wisdom saving throw 
  and falls unconscious for 10 minutes on a failed save. A 
  creature awakens if it takes damage or if someone uses an 
  action to shake or slap it awake.
  Stunning. Each target must make a Wisdom saving 
  throw and becomes stunned for 1 minute on a failed 
  save.
  Barrage
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: Self (60-foot cone)
  Duration: Instant
  A small autocannon appears around your arm and 
  unleashes a wave of gunfire before it disappears. Each 
  creature in a 60-foot cone must succeed on a Dexterity 
  saving throw. A creature takes 3d8 piercing damage on a 
  failed save, or half as much damage on a successful one.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, the damage increases by 1d8 for every two ranks 
  above rank 3.
  Barrier
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  A force field appears and surrounds a creature of your 
  choice within range, granting it a +2 bonus to AC for the 
  duration.
  Basic Construct
  Rank 4 Forging Technique
  Activation Time: 1 minute
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  You forge constructs that assemble in unoccupied spaces 
  that you can see within range. You choose one the 
  following options for what appears:
  • One construct of challenge rating 2 or lower
  • Two constructs of challenge rating 1 or lower
  • Four constructs of challenge rating 1/2 or lower
  • Eight constructs of challenge rating 1/4 or lower.
  
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  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  A construct forged by this power deactivates and 
  falls apart when it drops to 0 hit points or when the 
  technique’s effect ends.
  The constructs are friendly to you and your companions. 
  Roll initiative for the constructs as a group, which has its 
  own turns. They obey any verbal commands that you issue 
  to them (no action required by you). If you don’t issue any 
  commands to them, they defend themselves from hostile 
  creatures, but otherwise take no actions.
  The GM decides the type of constructs and provides 
  their available stats.
  At Higher Ranks. When you use this power at rank 5 or 
  higher, you may choose one of the forging options above, 
  and more creatures appear: twice as many with a Rank 
  6 forging slot and three times as many with a Rank 8 
  forging slot.
  Bastion
  Rank 1 Kinesis Talent
  Activation Time: 1 reaction, which you take when you are 
  hit by an attack
  Range: Self
  Duration: Instant
  An invisible barrier of force appears and protects you. 
  Until the start of your next turn, you have a +5 bonus to 
  AC, including against the triggering attack. This ability 
  also grants the benefits of a Portable Shield Device.
  Beguile
  Rank 1 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: 1 hour
  You attempt to charm a humanoid you can see within 
  range. It must make a Wisdom saving throw, and does so 
  with advantage if you or your companions are fighting it. 
  If it fails the saving throw, it is charmed by you until the 
  effect ends or until you or your companions do anything 
  harmful to it. The charmed creature regards you as a 
  friendly acquaintance. When the effect ends, they must 
  make an additional Wisdom saving throw to realize they 
  were charmed by you.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, you can target one additional creature for each 
  rank above 1. The creatures must be within 30 feet of 
  each other when you target them.
  Bind Step
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: 300 feet
  Duration: Concentration, up to 1 minute
  You increase the gravity field around a creature you can 
  see within range. The target must make a Strength saving 
  throw. On a failed save, the target’s movement is reduced 
  by 10 feet and their jumping distance is halved. In addition, 
  their flying speed (if any) is reduced to 0. An airborne 
  creature affected by this power descends at 60 feet per 
  round until it reaches the ground or the effect ends.
  Bishop’s Deviation
  Rank 4 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Creatures of your choice that you can see within range 
  and that can hear you must make a Wisdom saving 
  throw. A target automatically succeeds on this saving 
  throw if it can’t be charmed. On a failed save, a target 
  is affected by this power. Until the effect ends, you can 
  use a bonus action on each of your turns to designate a 
  direction that is horizontal to you. Each affected target 
  must use as much of its movement as possible to move 
  in that direction on its next turn. It can take its action 
  before it moves. After moving in this way, it can make 
  another Wisdom saving to try to end the effect.
  Black Hat
  Rank 2 Clairsentient Talent/Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You’re able to quickly analyze electronic data and 
  transmissions within a computer system. You gain 
  advantage on all Intelligence checks using a hacker’s kit 
  to break data encryption or security within an unfamiliar 
  system. This power also allows you to hack into and 
  break through rank 2 and lower warding talents such 
  as magnetic seal or programmed trigger by making an 
  Intelligence check using a hacker’s kit against the owner’s 
  channeling or forging save DC.
  At Higher Ranks. When you use this power at rank 3 
  or higher, you can hack into the effects of talents or 
  techniques used to ward electrical systems such as system 
  lock. The target power’s rank must be equal to or lower 
  than the rank at which you choose to activate this power.
  Blade Barrier
  Rank 6 Forging Technique
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 10 minutes
  You create a vertical wall of whirling, razor-sharp blades 
  made of forge enhanced steel. The wall appears within 
  range and lasts for the duration. You can make a straight 
  wall up to 100 feet long, 20 feet high, and 5 feet thick, or 
  a ringed wall up to 60 feet in diameter, 20 feet high, and 
  5 feet thick. The wall provides three-quarters cover to 
  creatures behind it, and its space is difficult terrain.
  When a creature enters the wall’s area for the first time 
  on a turn or starts its turn there, the creature must make 
  a Dexterity saving throw. On a failed save, the creature 
  takes 6d10 slashing damage. On a successful save, the 
  creature takes half as much damage.
  
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  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  Blast Point
  Prime Elemental Talent
  Activation Time: 1 action
  Range: 10 feet
  Duration: Instant
  You extend your hand toward a creature you can see 
  within range and cause an explosive blast of flame to 
  erupt at the target’s location. The creature must succeed 
  on a Constitution saving throw or take 1d12 fire damage.
  This power’s damage increases by 1d12 when you reach 
  5th level (2d12), 11th level (3d12), and 17th level (4d12).
  Blinding Strike
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  during the duration, your weapon bursts with bright 
  light, and the attack deals an extra 3d8 radiant damage 
  to the target. Additionally, the target must succeed on a 
  Constitution saving throw or be blinded until the effect 
  ends.
  A creature blinded by this power makes another 
  Constitution saving throw at the end of each of its turns. 
  On a successful save, it is no longer blinded.
  Blindness/Deafness
  Rank 2 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: 1 minute
  You can blind or deafen an enemy. Choose one creature 
  that you can see within range to make a Constitution 
  saving throw. If it fails, the target is either blinded or 
  deafened (your choice) for the duration. At the end of 
  each of its turns, the target can make a Constitution 
  saving throw. On a success, the effect ends.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, you can target one additional creature for each 
  rank above 2.
  Blur
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Your body becomes blurred, shifting and wavering to 
  all who can see you. For the duration, any creature has 
  disadvantage on attack rolls against you. An attacker is 
  immune to this effect if it doesn’t rely on sight, as with 
  blindsight or can see through illusions.
  Bolster
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: 8 hours
  You inject a boosting stim into your allies, providing a 
  temporary increase in toughness and resilience. Choose 
  up to three creatures within range. Each target’s hit point 
  maximum and current hit points increase by 5 for the 
  duration.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, a target’s hit points increase by an additional 5 for 
  each rank above 2.
  Bonded Companion
  Rank 1 Alteration Talent
  Activation Time: 1 hour
  Range: 10 feet
  Duration: Instant
  Activating this power requres a small amount of solidified 
  sorium (equivalent to 100 cu). You imbue the material 
  to create a bonded companion, an extension of yourself 
  that takes the form of a semi-intelligent creature you 
  choose, usually that of a common animal (the statistics 
  for bonded companions are detailed in appendix B).
  Appearing in an unoccupied space within range, 
  the companion has the statistics of the chosen form. 
  If a feature allows you to choose a special form, the 
  companion is considered a protean or netherant (your 
  choice) instead of its listed threat type.
  Your companion acts independently of you, but it 
  always obeys your commands. In combat, it rolls its own 
  initiative and acts on its own turn. Your companion can’t 
  attack, but it can take other actions as normal.
  When the companion drops to 0 hit points, it 
  disintegrates, leaving behind no physical form. It 
  reappears after you activate this power again
  While your companion is within 100 feet of you, you 
  can communicate with it telepathically. Additionally, 
  as an action, you can see through your companion’s 
  eyes and hear what it hears until the start of your next 
  turn, gaining the benefits of any special senses that the 
  companion has. During this time, you are deaf and blind 
  with regard to your own senses.
  As an action, you can temporarily dismiss your 
  companion. It disappears into a pocket dimension where 
  it awaits your summons. Alternatively, you can dismiss it 
  forever, at which point it disintegrates. As an action while 
  it is temporarily dismissed, you can cause it to reappear 
  in any unoccupied space within 30 feet of you.
  You can’t have more than one companion at a time. If 
  you use this power while you already have a companion, 
  you instead cause it to adopt a new form and statistics, 
  which you choose in the the same manner as your first 
  use of this power.
  
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  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  Finally, when you activate a power with a range of touch, 
  your companion can deliver the power’s effects as if it had 
  used the power. Your companion must be within 100 feet 
  of you, and it must use its reaction to deliver the  power’s 
  effects when you activate the power. If the power requires 
  an attack roll, you use your attack modifier for the roll.
  Burn Zone
  Rank 4 Elemental Talent/Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  You create a dome of fiery energy upon a solid surface 
  within range. The area within the dome can be up to 
  30 feet in diameter horizontally and vertically. You can 
  choose one of two effects.
  Inner Flare. When the dome appears, each creature 
  within its area must make a Dexterity saving throw. On 
  a failed save, a creature takes 5d8 fire damage, or half 
  as much damage on a successful save. Any creature that 
  ends its turn inside the dome must repeat the saving 
  throw.
  Outer Flare. Any creature within 10 feet of the outside of 
  the dome when it first appears or ending its turn within 
  10 feet of the dome must make a Dexterity saving throw 
  taking 5d8 fire damage on a failed save, or half as much 
  on a successful one. Any creature that ends its turn inside 
  the dome must repeat the saving throw.
  At Higher Ranks. When you use this power at rank 5 or 
  higher, the damage increases by 1d8 for each rank above 4.
  Capacitor
  Rank 3 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 hour
  A 60-foot-radius sphere of pulsing energy spreads light 
  out from a point you choose within range. The sphere is 
  bright light of a color of your choice, and sheds dim light 
  for an additional 60 feet.
  If you chose a point on an object you are holding or 
  one that isn’t being worn or carried, the light shines from 
  the object and moves with it. Completely covering the 
  affected object with an opaque object, such as a case or 
  a heavy blanket, blocks the light.
  If any of this power’s area overlaps with an area of 
  darkness created by a rank 3 power or lower, the power 
  that created the darkness is nullified.
  Celerity
  Rank 3 Alteration Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a willing creature that you can see within range. 
  For the duration, the target’s speed is doubled, it gains 
  a +2 bonus to AC, it has advantage on Dexterity saving 
  throws, and it gains an additional action on each of its 
  turns. That action can be used only to take the Attack 
  (one weapon attack only), Dash, Disengage, Hide, or Use 
  an Object action.
  When the talent’s effect ends, the target can’t move or 
  take actions until after its next turn, as a wave of lethargy 
  sweeps over it.
  Cellular Renewal
  Rank 6 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You deliver a regenerative solution to a creature that you 
  can see within range. The treatment causes the creature 
  to regain 70 hit points. This power also ends blindness, 
  deafness, and any diseases affecting the target. This 
  power has no effect on automatons or constructs.
  At Higher Ranks. When you use this power at rank 7 or 
  higher, the healing increases by 10 for each rank above 6.
  Chain Lightning
  Rank 6 Elemental Talent
  Activation Time: 1 action
  Range: 150 feet
  Duration: Instant
  You unleash a bolt of lightning that arcs toward a target 
  of your choice that you can see within range. Three bolts 
  then leap from that target to as many as three other 
  targets, each of which must be within 30 feet of the first 
  target. A target can be a creature or an object and can be 
  targeted by only one of the bolts.
  A target must make a Dexterity saving throw. The target 
  takes 10d8 lightning damage on a failed save, or half as 
  much damage on a successful one.
  At Higher Ranks. When you use this power at rank 7 or 
  higher, one additional bolt leaps from the first target to 
  another target for each rank above 6.
  Churning Pit
  Rank 5 Elemental Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  A 5-foot-deep pit of thick, churning mud appears and 
  swirls in a 30-foot radius centered on a point you can see 
  within range. The point must be on solid ground at least 
  5 feet thick or upon a liquid surface at least 5 feet deep. 
  Until the effect ends, that area is difficult terrain, and 
  any creature that starts its turn there must succeed on a 
  Strength saving throw or take 6d6 bludgeoning damage 
  and be pulled 10 feet toward the center.
  In addition, a creature that is pulled into the center 
  must succeed on a Strength saving throw or be knocked 
  prone. If the creature starts its turn in the center, they 
  do not need to make this saving throw but they are still 
  subject to the remaining effects of the power.
  
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  Clean Zone
  Rank 2 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You create a 10-foot radius sphere of controlled air 
  particles centered on yourself. Within this sphere, you 
  are able to extinguish any unprotected flames and filter 
  out any gas, vapor, or airborne toxins. In addition, you 
  can remove the poisoned condition from any creature 
  within the sphere.
  Clone Cast
  Rank 7 Metaphase Talent/Forging Technique
  Activation Time: 1 action
  Range: 1,500 miles
  Duration: Concentration, up to 24 hours
  You create an illusory copy of yourself that lasts for 
  the duration. The copy can appear at any location 
  within range that you have seen before, regardless of 
  intervening obstacles. The illusion looks and sounds like 
  you but is intangible. If the illusion takes any damage, it 
  disappears, and the effect ends.
  You can use your action to move this illusion up to 
  twice your speed, and make it gesture, speak, and behave 
  in whatever way you choose. It mimics your mannerisms 
  perfectly.
  You can see through its eyes and hear through its ears as 
  if you were in its space. On your turn as a bonus action, 
  you can switch from using its senses to using your own, or 
  back again. While you are using its senses, you are blinded 
  and deafened in regard to your own surroundings.
  Physical interaction with the image reveals it to be an 
  illusion, because things can pass through it. A creature 
  that uses its action to examine the image can determine 
  that it is an illusion with a successful Intelligence 
  (Investigation) check against your esper power save DC. If 
  a creature discerns the illusion for what it is, the creature 
  can see through the image, and any noise it makes 
  sounds hollow to the creature.
  At Higher Ranks. When you use this power at rank 8, the 
  range extends to anywhere within your current star system. 
  At rank 9, the range extends to anywhere in the galaxy.
  Clone Pack
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 minute
  Three illusory or holographic duplicates of yourself 
  appear in your space. Until the effect ends, the duplicates 
  move with you and mimic your actions, shifting position 
  so it’s impossible to track which image is real. You can 
  use your action to dismiss these duplicates.
  Each time a creature targets you with an attack during 
  the duration, roll a d20 to determine whether the attack 
  instead targets one of your duplicates.
  If you have three duplicates, you must roll a 6 or 
  higher to change the attack’s target to a duplicate. With 
  two duplicates, you must roll an 8 or higher. With one 
  duplicate, you must roll an 11 or higher.
  A duplicate’s AC equals 10 + your Dexterity modifier. 
  If an attack hits a duplicate, the duplicate is destroyed. 
  A duplicate can be destroyed only by an attack that hits 
  it. It ignores all other damage and effects. The power’s 
  effect ends when all three duplicates are destroyed.
  A creature is unaffected by this power if it can’t see, if it 
  relies on senses other than sight, such as blindsight, or if 
  it can perceive illusions as false, as with truesight.
  Command
  Rank 1 Psychogenic Talent/Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 round
  You speak a one-word command to a creature you can 
  see within range. The target must succeed on a Wisdom 
  saving throw or follow the command on its next turn. 
  The talent has no effect if the target is an automaton or 
  construct, if it doesn’t understand your language, or if 
  your command is directly harmful to it.
  Some typical commands and their effects follow. You 
  might issue a command other than one described here. If 
  you do so, the GM determines how the target behaves. If 
  the target can’t follow your command, the effect ends.
  Approach. The target moves toward you by the shortest 
  and most direct route, ending its turn if it moves within 5 
  feet of you.
  Drop. The target drops whatever it is holding and then 
  ends its turn.
  Fall. The target falls prone and then ends its turn.
  Flee. The target spends its turn moving away from you 
  by the fastest available means.
  Halt. The target doesn’t move and takes no actions. 
  A flying creature stays aloft, provided that it is able to 
  do so. If it must move to stay aloft, it flies the minimum 
  distance needed to remain in the air.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, you can affect one additional creature for each 
  rank above 1. The creatures must be within 30 feet of 
  each other when you target them.
  Commune with Beasts
  Rank 1 Psychogenic Talent/Forging Technique (C)
  Activation Time: 1 action
  Range: Self
  Duration: 10 minutes
  You gain the ability to comprehend and verbally 
  communicate with beasts for the duration. The knowledge 
  and awareness of many beasts is limited by their 
  intelligence and planetary origin, but at minimum, beasts 
  can give you information about locations and threats, 
  including whatever they can perceive or have perceived 
  within the past day. You might be able to persuade a beast 
  to perform a small favor for you, at the GM’s discretion.
  
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  Concussive Force
  Rank 1 Kinesis Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You create a burst of outward energy in a 10 foot square 
  centered on a point within range.
  Each creature in that area must succeed on a Dexterity 
  saving throw or be knocked prone. In addition, any 
  targets within 5 feet of a creature who failed their save 
  must also make a Dexterity save or be knocked prone as 
  well. Any creatures further than 5 feet from the area are 
  unaffected regardless of failed saves.
  Conduit Transfer
  Rank 4 Metaphase Talent/Forging Technique
  Activation Time: 1 bonus action
  Range: 120 feet
  Duration: Instant
  You touch a device or port connected to a power conduit, 
  electrical wiring or wired data lines within range and 
  teleport yourself along its power source to another 
  device, port, or conduit you can see within range. You 
  must use 5 feet of movement in order to move between 
  both objects, appearing within a spot of your choice 
  within 5 feet of the destination object. Both the origin 
  and destination objects must share the wired power 
  source you are using for transportation, such as a control 
  terminal and a viewscreen connected through a data 
  network, two mechanical units connected to the same 
  power conduit, or a keypad and camera connected to the 
  same electrical wiring.
  Contagion
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 7 days
  You attempt to inject a target with a debilitating virus. 
  Make a melee forging attack against a creature within your 
  reach. On a hit, you afflict the creature with a disease of 
  your choice from any of the ones described below.
  At the end of each of the target’s turns, it must make 
  a Constitution saving throw. After failing three of these 
  saving throws, the disease’s effects last for the duration, 
  and the creature stops making these saves. After 
  succeeding on three of these saving throws, the creature 
  recovers from the disease, and the technique’s effect ends.
  Since this power induces a natural disease in its target, 
  any effect that removes a disease or otherwise ameliorates 
  a disease’s effects apply to it.
  Blinding Malady. Pain grips the creature’s mind, and its 
  eyes turn milky white. The creature has disadvantage on 
  Wisdom checks and Wisdom saving throws and is blinded.
  Crippling Fever. A raging fever sweeps through the 
  creature’s body. The creature has disadvantage on 
  Strength checks, Strength saving throws, and attack rolls 
  that use Strength.
  Necrotizing Virus. The creature’s flesh decays. The 
  creature has disadvantage on Charisma checks and 
  vulnerability to all damage.
  Neurological Pathogen. The creature’s mind becomes 
  feverish. The creature has disadvantage on Intelligence 
  checks and Intelligence saving throws, and the creature 
  behaves as if under the effects of the haze of chaos talent 
  during combat.
  Seizure. The creature is overcome with shaking. The 
  creature has disadvantage on Dexterity checks, Dexterity 
  saving throws, and attack rolls that use Dexterity.
  Severe Blood Disorder. The creature begins to bleed 
  uncontrollably. The creature has disadvantage on 
  Constitution checks and Constitution saving throws. 
  In addition, whenever the creature takes damage, it is 
  stunned until the end of its next turn.
  Control Matrix
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  You attempt to assume control of an automaton or 
  construct that you can see within range. It must succeed 
  on an Intelligence saving throw or be under your control 
  for the duration. If you or creatures that are friendly to 
  you are fighting it, it has advantage on the saving throw.
  While the target is under your control, you have a 
  telepathic link with it as long as the two of you are in 
  the same galaxy. You can use this telepathic link to issue 
  commands to the target while you are conscious (no 
  action required), which it does its best to obey. You can 
  specify a simple and general course of action, such as 
  “Attack that target,” “Run over there,” or “Retrieve that 
  object.” If the target completes the order and doesn’t 
  receive further direction from you, it defends and 
  preserves itself to the best of its ability.
  You can use your action to take total and precise 
  control of the target. Until the end of your next turn, the 
  target takes only the actions you choose, and doesn’t do 
  anything that you don’t allow it to do.
  During this time you can also cause the target to use a 
  reaction, but this requires you to use your own reaction 
  as well.
  At the start of each of its turns, the target makes 
  another Intelligence saving throw. If the saving throw 
  succeeds, the effect ends.
  At Higher Ranks. When you use this power at rank 6, 
  you can target one additional automaton or construct for 
  each rank above 5.
  Control Gravity
  Rank 7 Kinesis Talent/Forging Technique
  Activation Time: 1 action
  Range: 100 feet
  Duration: Concentration, up to 1 minute
  
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  This power reverses, eliminates, or increases the level 
  of gravity in a 50-foot-radius, 100-foot high cylinder 
  centered on a point within range. When you activate this 
  power, you choose how gravity in the area is affected. 
  Once chosen, you cannot change the effect unless you 
  use this power again. Any use of the control gravity power 
  within the affected area overrides the current effect with 
  the new chosen effect.
  Increase Gravity. All creatures and objects in the area 
  weigh double their normal weight. The area counts as 
  difficult terrain and all jumping and climbing checks are 
  made with disadvantage. Flying creatures who enter the 
  area during their turn or start their turn within the area 
  must make a Strength saving throw or be knocked prone, 
  taking falling damage as if falling from their location.
  Reverse Gravity. All creatures and objects that aren’t 
  somehow anchored to the ground in the area fall upward 
  and reach the top of the area when you activate this 
  power. A creature can make a Dexterity saving throw to 
  grab onto a fixed object it can reach, thus avoiding the 
  fall. If some solid object (such as a ceiling) is encountered 
  in this fall, falling objects and creatures strike it just as 
  they would during a downward fall within the normal 
  level of gravity. If an object or creature reaches the top 
  of the area without striking anything, it remains there, 
  oscillating slightly, for the duration.
  At the end of the duration, affected objects and 
  creatures fall back down.
  Zero Gravity. All creatures and objects in the area are 
  under the effects of being in Zero-G (rules for Zero-G 
  combat are covered in chapter 9).
  Cortex Link
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You place a device onto a willing creature that bonds 
  with your implant, creating a psychosomatic link between 
  you and the target for the duration. While the target 
  is within 60 feet of you, it gains a +1 bonus to AC and 
  saving throws, and it has resistance to all damage. Also, 
  each time it takes damage, you take the same amount of 
  damage. You can also sense surface emotions from the 
  target but cannot discern specific thoughts.
  This effect ends and the device disintegrates if you drop 
  to 0 hit points or if you and the target become separated 
  by more than 60 feet. It also ends if the technique is 
  activated again on either you or the target. You can also 
  dismiss this effect as an action.
  Corrupt Pattern
  Rank 3 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You place a marker upon a creature you touch, 
  corrupting their energy pattern. Make a melee channeling 
  attack. On a hit, the creature must succeed on a Wisdom 
  saving throw or their pattern becomes corrupted for the 
  duration. When you use this power, choose the nature of 
  the corruption from the following options:
  • Choose one ability score. While corrupted, the target 
  has disadvantage on ability checks and saving throws 
  made with that ability score.
  • While corrupted, the target has disadvantage on attack 
  rolls against you.
  • While corrupted, the target must make a Wisdom 
  saving throw at the start of each of its turns. If it fails, it 
  wastes its action that turn doing nothing.
  • While the target is corrupted, your attacks and powers 
  deal an extra 1d8 necrotic damage to the target.
  A restore pattern power ends this effect. At the GM’s 
  option, you may choose an alternative effect for the 
  corruption, but it should be no more powerful than those 
  described above. The GM has final say on such an effect.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, the duration is concentration, up to 10 minutes. 
  If you use the talent as Rank 5 or higher, the duration is 8 
  hours. At Rank 7, the duration is 24 hours. At Rank 9, the 
  effect lasts until cancelled or unraveled. Also, at any rank 
  above 4, the duration doesn’t require concentration.
  Cosmic Prison
  Rank 9 Metaphase Talent
  Activation Time: 1 minute
  Range: 30 feet
  Duration: Until dismissed
  You forge a cosmic restraint to hold a creature that 
  you can see within range. The target must succeed on 
  a Wisdom saving throw or be bound by the power’s 
  effect; if it succeeds, it is immune to this power if you 
  use it again. While affected by this power, the creature 
  doesn’t need to breathe, eat, or drink, and it doesn’t age. 
  Clairsentient powers can’t locate or perceive the target.
  When you activate the power, you choose one of the 
  following forms of imprisonment.
  Force Tomb. The target is entombed far beneath the 
  nearest planetary surface in a sphere of cosmic force that 
  is just large enough to contain the target. Nothing can pass 
  through the sphere, nor can any creature teleport or use 
  powers such as intangible form to get into or out of it.
  Dimensional Prison. The target is transported into 
  an extradimensional space that is warded against 
  teleportation and similar powers. The prison can be 
  a labyrinth, a brig, a building, or any similar confined 
  structure or area of your choice.
  Pattern Containment. The target is absorbed into a 
  mundane trinket no larger than 2 inches on any side. The 
  object must be solid, containing no circuitry or moving 
  parts, such as a piece of jewelry, a card, gemstone, bullet 
  casing, or a marble. The object can’t be damaged or 
  broken while the power remains in effect.
  Sorium Bind. A cylinder made of hardened metallic 
  sorium bands wrap around the creature from top to 
  
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  bottom. The target is restrained until the effect ends, and 
  it can’t move or be moved by any means until then.
  Ending the Effect. During the activation of this power, 
  in any of its versions, you can specify a condition that 
  will cause the effect to end and release the target. The 
  condition can be as specific or as elaborate as you 
  choose, but the GM must agree that the condition is 
  reasonable and has a likelihood of coming to pass.
  The conditions can be based on a creature’s name, 
  identity, or background but otherwise must be based 
  on observable actions or qualities and not based on 
  intangibles such as level, class, or hit points.
  Cosmic Ward
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Instant
  You create a warded area and infuse it with an energy field 
  whose effect you can modify to your choosing. The area 
  can have a radius up to 60 feet, and the power fails if the 
  radius includes an area already under the effect a cosmic 
  ward. The affected area is subject to the following effects.
  First, energy beings such as primordials, proteans, and 
  netherants can’t enter the area, nor can such creatures 
  charm, frighten, or possess creatures within it. Any 
  creature charmed, frightened, or possessed by such a 
  creature is no longer charmed, frightened, or possessed 
  upon entering the area. You can exclude one or more of 
  those types of creatures from this effect.
  Second, you can bind an extra effect to the area. 
  Choose the effect from the following list, or choose an 
  effect offered by the GM. Some of these effects apply 
  to creatures in the area; you can designate whether 
  the effect applies to all creatures, creatures that follow 
  belong to a specific group or organization, or creatures 
  of a specific sort, such as asmaleas or drakes. When a 
  creature that would be affected enters the ward’s area 
  for the first time on a turn or starts its turn there, it 
  can make a Charisma saving throw. On a success, the 
  creature ignores the extra effect until it leaves the area.
  Courage. Affected creatures can’t be frightened while in 
  the area.
  Darkness. Darkness fills the area. Normal light, as well 
  as light created by powers of a rank lower than the slot 
  you used to activate this power, can’t illuminate the area.
  Daylight. Bright light fills the area. Supernatural 
  darkness created by powers of a lower rank than the slot 
  you used to activate this power can’t extinguish the light.
  Energy Protection. Affected creatures in the area have 
  resistance to one damage type of your choice, except for 
  bludgeoning, piercing, or slashing.
  Energy Vulnerability. Affected creatures in the area have 
  vulnerability to one damage type of your choice, except 
  for bludgeoning, piercing, or slashing.
  Extradimensional Interference. Affected creatures can’t 
  move or travel using teleportation or by extradimensional 
  means.
  Fear. Affected creatures are frightened while in the area.
  Silence. No sound can emanate from within the area, 
  and no sound can reach into it.
  Translator. Affected creatures can communicate with 
  any other creature in the area, even if they don’t share a 
  common language.
  Cosmic Weave
  Rank 9 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Instant
  Cosmic weave is the ultimate form of shaping the 
  universe. By activating this power, you can alter the very 
  foundations of reality in accord with your desires.
  The basic use of this power is to duplicate any other 
  power of rank 8 or lower. You don’t need to meet any 
  requirements in that power. It simply takes effect.
  Alternatively, you can create one of the following effects 
  of your choice:
  • You create one object of up to 250,000 cu in value that 
  isn’t a forge enhanced item. The object can be no more 
  than 300 feet in any dimension, and it appears in an 
  unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to 
  regain all hit points, and you end all effects on them 
  described in the major remedy power.
  • You grant up to ten creatures that you can see 
  resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to 
  a single power or other supernatural effect for 8 hours. 
  For instance, you could make yourself and all your 
  companions immune to a netherant’s life drain attack.
  • You undo a single recent event by forcing a reroll of 
  any roll made within the last round (including your last 
  turn). Reality reshapes itself to accommodate the new 
  result. For example, a cosmic weave power could undo 
  an opponent’s successful save, a foe’s critical hit, or a 
  friend’s failed save. You can force the reroll to be made 
  with advantage or disadvantage, and you can choose 
  whether to use the reroll or the original roll.
  You might be able to achieve something beyond the 
  scope of the above examples. State your desires to the 
  GM as precisely as possible. The GM has great latitude 
  in ruling what occurs in such an instance; the greater 
  the request, the greater the likelihood that something 
  goes wrong. This power might simply fail, the effect you 
  desire might only be partly achieved, or you might suffer 
  some unforeseen consequence as a result of how you 
  formulated your desire. For example, stating that you 
  desire the death of an enemy might propel you forward 
  in time to a period when that enemy is no longer alive, 
  effectively removing you from the game. Similarly, stating 
  that you want a unique weapon or ship might instantly 
  transport you to the presence of the item’s current owner.
  The stress of activating this power to produce any effect 
  other than duplicating another power weakens you. After 
  
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  enduring that stress, each time you use a power until 
  you finish a long rest, you take 1d10 necrotic damage 
  per rank of that power. This damage can’t be reduced or 
  prevented in any way. In addition, your Strength drops 
  to 3, if it isn’t 3 or lower already, for 2d4 days. For each 
  of those days that you spend resting and doing nothing 
  more than light activity, your remaining recovery time 
  decreases by 2 days. Finally, there is a 33 percent chance 
  that you are unable to use cosmic weave ever again if you 
  suffer this stress.
  Counter Form
  Rank 3 Alteration Talent
  Activation Time: 1 reaction, which you take when you see 
  a creature within 60 feet of you using a power
  Range: 60 feet
  Duration: Instant
  You attempt to interrupt a creature in the process of 
  using an esper power. If the talent or technique is Rank 
  3 or lower, it fails to activate and has no effect. If the 
  talent or technique is Rank 4 or higher, make an ability 
  check using your channeling ability. The DC equals 10 + 
  the rank of the esper power. On a success, the creature’s 
  power fails to activate and has no effect.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, the interrupted power has no effect if its rank is 
  less than or equal to the rank you used for this power.
  Crippling Sphere
  Rank 3 Psychogenic Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  You create a 20-foot radius sphere of psychic distortion 
  centered on a point within range which twists and skews 
  the senses of all within its area of effect. The sphere passes 
  through solid objects and its area is heavily obscured.
  Each creature that is completely within the sphere at 
  the start of its turn must make a Constitution saving 
  throw. On a failed save, the target is incapacitated until 
  the start of its next turn. Creatures immune to psychic 
  damage or do not rely on normal vision to see (such 
  as those with tremorsense or blindsight) automatically 
  succeed on this saving throw.
  Crushing Vortex
  Rank 7 Kinesis Talent
  Activation Time: 1 action
  Range: 300 feet
  Duration: Concentration, up to 1 minute
  A tiny globe of dark energy about the size of a marble 
  appears at a chosen point within range for the duration. 
  When the effect ends, either because your concentration 
  is broken or because you decide to end it, the globe 
  erupts into a vortex of gravitational force that spreads 
  around corners. Each creature in a 20-foot-radius sphere 
  centered on that point must make a Dexterity saving 
  throw. A creature takes force damage equal to the total 
  accumulated damage on a failed save, or half as much 
  damage on a successful one.
  The power’s base damage is 12d6. If at the end of 
  your turn the globe has not yet detonated, the damage 
  increases by 1d6.
  If the dark globe is touched before the interval 
  has expired, the creature touching it must make a 
  Dexterity saving throw. On a failed save, the effect ends 
  immediately, causing the globe to erupt into a vortex.
  On a successful save, the creature can throw the globe 
  up to 40 feet. When it strikes a creature or a solid object, 
  the effect ends, and the globe erupts.
  The gravitational force damages structures and objects 
  in the area that aren’t being worn or carried.
  At Higher Ranks. When you use this power at rank 8 or 
  higher, the base damage increases by 1d6 for each rank 
  above 7.
  Dark Circle
  Rank 1 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You unleash a ring of disruption energy around you, 
  engulfing all creatures within 10 feet of you. Each creature 
  in that area must make a Strength saving throw. On a 
  failed save, a target takes 2d6 necrotic damage and can’t 
  take reactions until its next turn. On a successful save, the 
  creature takes half damage, but suffers no other effect.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the damage increases by 1d6 for each rank above 1.
  Dark Conduit
  Prime Alteration Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: 1 round
  You create a dark zone of disruptive energy around the 
  target. Choose one creature within range. Make a ranged 
  channeling attack against the creature to assail it with 
  negative energy. On a hit, the target takes 1d8 necrotic 
  damage, and it can’t regain hit points until the start of 
  your next turn.
  This power’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  Dark Vortex
  Rank 8 Alteration Talent
  Activation Time: 1 action
  Range: 150 feet
  Duration: Instant
  A point you choose within range explodes into a globe 
  of dark matter, engulfing everything within its area. Each 
  creature in a 60-foot radius sphere centered on that point 
  must make a Constitution saving throw. On a failed save, 
  a creature takes 12d6 necrotic damage and is blinded and 
  deafened for 1 minute. On a successful save, it takes half 
  
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  as much damage and isn’t blinded or deafened by this 
  power. Proteans and plant creatures have disadvantage 
  to this saving throw.
  A creature affected by this power makes another 
  Constitution saving throw at the end of each of its turns. 
  On a successful save, it is no longer blinded or deafened.
  This power snuffs out any light source in its area that 
  was created by an esper power or effect.
  Data Ghost
  Rank 2 Clairsentient Talent/ Forging Technique (C)
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You create a digital mask to hide your presence on any 
  computer system or network. This power can be used to 
  target up to six companions and yourself. For the duration 
  of this power, any Intelligence check made in an effort to 
  locate the presence or activity of these targets within a 
  particular computer system is made at a -10 penalty.
  In addition, any activity performed by you or your 
  chosen targets during the duration of this power is 
  immediately erased from the system when the effect ends.
  Daze
  Rank 1 Psychogenic Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Instant
  This power puts its targets into a confused haze. 
  Creatures within 20 feet of a point you choose within 
  range must make a Wisdom saving throw or be placed 
  into a state of confusion and considered to be restrained 
  by the psychic energy until the end of its next turn. If the 
  creature succeeds on its saving throw, it is immune to 
  this power’s effects for the next 24 hours. Automatons, 
  constructs, and creatures immune to being charmed 
  aren’t affected by this power.
  Debilitating Strike
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  during this power’s duration, your weapon unleashes 
  a wave of psychic energy, and the attack deals an extra 
  4d6 psychic damage to the target. The target must 
  make a Wisdom saving throw. On a failed save, it has 
  disadvantage on attack rolls and ability checks, and can’t 
  take reactions, until the end of its next turn.
  Decipher Languages
  Rank 1 Clairsentient Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 hour
  For the duration, you understand the literal meaning of 
  any spoken language that you hear. You also understand 
  any written language that you see, but you must be within 
  5 feet of the surface upon which the language is written. 
  It takes about 1 minute to read one page of text.
  This power doesn’t decode secret messages in a text, 
  understand unique symbols, or decrypt programming 
  code that isn’t specifically used for communication 
  purposes only.
  Deflect Elements
  Prime Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You place a small field generator on one willing creature. 
  Once before the end of the duration, that creature will 
  receive a +2 bonus to their next saving throw versus any 
  elemental damage type (fire, frost, lightning, thunder). 
  The effect then ends.
  Dermal Overlay
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You imbue a willing creature with a semi-translucent 
  protective field that hovers an inch above their skin. 
  For the duration, the target’s AC can’t be less than 16, 
  regardless of what kind of armor it is wearing.
  Detect Thoughts
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  For the duration, you can read the thoughts of certain 
  creatures. When you activate this power and as your action 
  on each turn until the effect ends, you can focus your mind 
  on any one creature that you can see within 30 feet of you. 
  If the creature you choose has an Intelligence of 3 or lower 
  or doesn’t speak any language, the creature is unaffected.
  You initially learn the surface thoughts of the creature–
  what is most on its mind in that moment. As an action, 
  you can either shift your attention to another creature’s 
  thoughts or attempt to probe deeper into the same 
  creature’s mind. If you probe deeper, the target must 
  make a Wisdom saving throw. If it fails, you gain 
  insight into its reasoning (if any), its emotional state, 
  and something that looms large in its mind (such as 
  something it worries over, loves, or hates). If it succeeds, 
  the effect ends. Either way, the target knows that you are 
  probing into its mind, and unless you shift your attention 
  to another creature’s thoughts, the creature can use its 
  action on its turn to make an Intelligence check contested 
  by your Intelligence check; if it succeeds, the effect ends.
  
  Questions verbally directed at the target creature 
  naturally shape the course of its thoughts, so this power 
  is particularly effective as part of an interrogation.
  You can also use this power to detect the presence of 
  thinking creatures you can’t see. When you activate this 
  power or as your action during the duration, you can 
  search for thoughts within 30 feet of you. The power can 
  penetrate barriers, but 2 feet of solid material such as 
  rock, steel, or reinforced polymer blocks you. You can’t 
  detect a creature with an Intelligence of 3 or lower or one 
  that doesn’t speak any language.
  Once you detect the presence of a creature in this way, 
  you can read its thoughts for the rest of the duration as 
  described above, even if you can’t see it, but it must still 
  be within range.
  Detect Truth
  Rank 2 Psychogenic Talent/Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: 10 minutes
  You create a zone of psychic waves that prohibits 
  deception in a 15-foot-radius sphere centered on a point 
  of your choice within range. Until the effect ends, a 
  creature that enters the affected area for the first time 
  on a turn or starts its turn there must make a Charisma 
  saving throw. On a failed save, a creature can’t speak a 
  deliberate lie while in the radius. You know whether each 
  creature succeeds or fails on its saving throw.
  An affected creature is aware of the power and can thus 
  avoid answering questions to which it would normally 
  respond with a lie. Such a creature can be evasive as long 
  as it remains within the boundaries of the truth.
  Detoxify
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You supply a creature with a special antitoxin. If it is 
  poisoned, you neutralize the poison. If more than one 
  poison afflicts the target, you neutralize one poison that 
  you know is present, or you neutralize one at random.
  For the duration, the target has advantage on saving 
  throws against being poisoned, and has resistance to 
  poison damage.
  Devastation
  Rank 7 Alteration Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You spread your hands out, weaving a swirling globe of 
  anti-matter within the form of a creature you can see 
  within range. The target must make a Constitution saving 
  throw. It takes 7d8 + 30 necrotic damage on a failed save, 
  or half as much damage on a successful one.
  Dimensional Container
  Rank 4 Metaphase Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You hide a container, and all its contents, within a 
  dimensional pocket. You must touch the container and 
  a small, mundane item of your choice to activate the 
  power. The tiny object can be no larger than 2 square 
  inches and non-electronic. The container can contain up 
  to 12 cubic feet of nonliving material (3 feet by 2 feet by 
  2 feet).
  While the container remains in the pocket, you can use 
  an action and touch the chosen small object to recall 
  the container. It appears in an unoccupied space on the 
  ground within 5 feet of you. You can send the container 
  back into the pocket by using an action and touching 
  both the container and the object.
  After 60 days, there is a cumulative 5 percent chance 
  per day that the power’s effect ends. This effect ends if 
  you use this power again, if the small object is destroyed, 
  or if you choose to dismiss this power as an action. 
  If the effect ends and the container is still within the 
  dimensional pocket, it is irretrievably lost.
  Dimensional Pocket
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 hour
  You create an invisible entrance up to 60 feet in the air 
  directly above you that opens to an extradimensional 
  space that lasts until the effect ends.
  The extradimensional space can be reached by standing 
  directly below the entrance, which transports them into 
  the space. The entrance can only transport one creature at 
  a time. Exiting takes an action and returns the creature to 
  the same spot. You can use an action to seal the entrance 
  but cannot prevent those inside from exiting. Any attempt 
  to exit by anyone inside the space reopens the entrance.
  The space can hold as many as eight Medium or smaller 
  creatures and cannot be seen on the outside by mundane 
  senses.
  Attacks and powers can’t cross through the entrance 
  into or out of the extradimensional space, but those 
  inside can see out of it as if through a 3-foot-by-5-foot 
  window centered on the entrance.
  Anything inside the extradimensional space drops out 
  when the effect ends.
  Directed Strike
  Rank 6 Forging Technique
  Activation Time: 1 bonus action
  Range: Self (30-foot-radius)
  Duration: Concentration, up to 1 minute
  You create a virtual tactical link you share with a nearby 
  allies in a 30-foot radius area. When you activate this 
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  power and as a bonus action on subsequent turns for the 
  duration, you can choose one friendly creature within the 
  area that you can see and that can see you. That creature 
  can use its reaction to make one weapon attack against a 
  target within the same area.
  At Higher Ranks. When you use this power at rank 7 or 
  higher, you can choose one additional creature and the 
  area of effect increases by 10 feet for each rank above 6.
  Directional Drift
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Instant
  You create a wave of opposing force and direct it into a 
  creature you can see within range. The target must make 
  a Strength saving throw or be pushed up to 5 feet away 
  from you.
  This power can also be used to move loose or free 
  standing objects up to 10 feet away from you. The object 
  must weigh 50 pounds or less and cannot be held nor 
  carried. The force generated is not enough to cause 
  damage to the object or anything it is pushed into.
  Disintegrate
  Rank 6 Alteration Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: instant
  A thin green ray springs from your pointing finger to a 
  target that you can see within range. The target can be a 
  creature, an object, or a creation of esper powers, such as 
  the barrier created by force field.
  A creature targeted by this power must make a Dexterity 
  saving throw. On a failed save, the target takes 10d6 + 40 
  force damage. If this damage reduces the target to 0 hit 
  points, it is disintegrated.
  A disintegrated creature and everything it is wearing 
  and carrying, except sorium and forge enhanced gear, are 
  reduced to a pile of fine gray dust. The creature can be 
  restored to life only by means of a full restore or a cosmic 
  weave power.
  This power automatically disintegrates a Large or 
  smaller mundane object or a creation of esper power 
  energy. If the target is a Huge or larger object or 
  creation of powers, this power disintegrates a 10-foot-
  cube portion of it. A sorium or forge enhanced item is 
  unaffected by this power.
  At Higher Ranks. When you use this power at rank 7 or 
  higher, the damage increases by 3d6 for each rank above 6.
  Dismantle
  Rank 7 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You send a wave of micro-drones to cause critical frame 
  and system damage to an automatons, construct, or 
  mechanical device (including a planetary vehicle) you can 
  see within range. The target must make a Constitution 
  saving throw (for a vehicle or device with no hardening, 
  this is a flat die roll with no bonuses or penalties). On a 
  failed save, it takes 6d8 force damage and 6d8 lightning 
  damage and is paralyzed. On a successful save, it takes 
  half as much damage and is impaired.
  At the start of each of its turns, the target can make 
  another Constitution saving throw. It takes 1d8 force 
  damage on a failed save. On a successful save, it takes no 
  damage and is no longer paralyzed or impaired.
  Disruption Wave
  Rank 2 Alteration Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: instant
  You hurl a wave of disruptive molecular energy at a target 
  within range. Make a ranged channeling attack against 
  the target. On a hit, the target takes 4d4 necrotic damage 
  immediately and 2d4 necrotic damage at the end of its 
  next turn. On a miss, the wave grazes the target with 
  disruptive energy for half as much of the initial damage 
  and no damage at the end of its next turn.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, the damage (both initial and later) increases by 
  1d4 for each rank above 2.
  Disruptive Strike
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you hit with a melee weapon attack during 
  this power’s duration, your attack deals an extra 1d6 
  necrotic damage. Additionally, if the target is a creature, 
  it must make a Constitution saving throw or be drained 
  from the attack, suffering a disadvantage to Strength and 
  Dexterity saving throw until the end of its next turn.
  Distortion
  Rank 1 Kinesis Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Instant
  You warp the air around you into a small sphere and 
  hurl it toward a creature you can see. Make a ranged 
  channeling attack against the target. If it hits, the sphere 
  bursts into a micro-singularity and the creature takes 3d8 
  force damage.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the damage increases by 1d8 for each rank above 1.
  
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  Domination
  Rank 5 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to mentally glamour a humanoid or beast 
  that you can see within range. It must succeed on a 
  Wisdom saving throw or be charmed by you for the 
  duration. If you or creatures that are friendly to you are 
  fighting it, it has advantage on the saving throw.
  While the target is charmed, you have a telepathic link 
  with it as long as the two of you are in the same galaxy. 
  You can use this telepathic link to issue commands to the 
  creature while you are conscious (no action required), 
  which it does its best to obey. You can specify a simple 
  and general course of action, such as “Attack that 
  target,” “Run over there,” or “Retrieve that object.” If the 
  creature completes the order and doesn’t receive further 
  direction from you, it defends and preserves itself to the 
  best of its ability.
  You can use your action to take total and precise 
  control of the target. Until the end of your next turn, the 
  creature takes only the actions you choose, and doesn’t 
  do anything that you don’t allow it to do.
  During this time you can also cause the creature to use 
  a reaction, but this requires you to use your own reaction 
  as well.
  Each time the target takes damage, it makes a new 
  Wisdom saving throw against the talent’s effects. If the 
  saving throw succeeds, the effect ends.
  At Higher Ranks. When you use this power at rank 6, the 
  duration is concentration, up to 10 minutes. When you 
  use this power at rank 7, the duration is concentration, 
  up to 1 hour. When you use this power at rank 8 or 
  higher, the duration is concentration, up to 8 hours.
  Dream Weave
  Rank 5 Psychogenic Talent
  Activation Time: 1 minute
  Range: Special
  Duration: 8 hours
  This power shapes a creature’s dreams. Choose a 
  creature known to you as the target of this power. The 
  target must be on the same star system as you. Creatures 
  that don’t sleep, such as belare, can’t be contacted by 
  this power. You, or a willing creature you touch, enters a 
  trance state, acting as a messenger.
  
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  While in the trance, the messenger is aware of his or her 
  surroundings, but can’t take actions or move.
  If the target is asleep, the messenger appears in the 
  target’s dreams and can converse with the target as long 
  as it remains asleep, through the duration of the power. 
  The messenger can also shape the environment of the 
  dream, creating landscapes, objects, and other images. 
  The messenger can emerge from the trance at any time, 
  ending the effect of the power early. The target recalls 
  the dream perfectly upon waking. If the target is awake 
  when you use this power, the messenger knows it, and 
  can either end the trance (and the effect) or wait for 
  the target to fall asleep, at which point the messenger 
  appears in the target’s dreams.
  You can make the messenger appear monstrous and 
  terrifying to the target. If you do, the messenger can 
  deliver a message of no more than ten words and then 
  the target must make a Wisdom saving throw. On a failed 
  save, echoes of the phantasmal monstrosity spawn a 
  nightmare that lasts the duration of the target’s sleep and 
  prevents the target from gaining any benefit from that 
  rest. In addition, when the target wakes up, it takes 3d6 
  psychic damage.
  Dynamic Passage
  Rank 6 Metaphase Talent/Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: 1 round
  This power creates an energy link between a large 
  powered device within range and another device, at any 
  distance, within the same star system. Both the target and 
  destination device must be at least 6 feet tall or wide such 
  as a large control panel, power generator, viewscreen, 
  or data terminal, You must have seen or touched the 
  destination device at least once before. For the duration, 
  any creature can step into the target device and exit from 
  the destination device by using 5 feet of movement.
  Eclipse
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  You generate a 15 foot radius sphere of darkness from 
  a point of your choosing which absorbs and blocks all 
  forms of light. The sphere spreads around corners. A 
  creature with darkvision can’t see through this area, and 
  mundane light sources can’t illuminate it.
  If the point you choose is on an object you are holding 
  or one that isn’t being worn or carried, the darkness 
  emanates from the object and moves with it. Completely 
  covering the source of the sphere with a solid opaque 
  object, such as a bowl or a box, blocks the darkness it 
  generates.
  If any of this power’s effective area overlaps with an 
  area of light created by a talent or technique of Rank 2 or 
  lower, the power that created the light is canceled.
  Electric Surge
  Prime Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You launch a spike of surging electricity toward a target 
  within range. Make a ranged forging attack. The target 
  gains no benefit from cover from this attack. On a hit, 
  the target takes 1d8 lightning damage and loses their 
  cover until the start of their next turn.
  This power’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  Elemental Vortex
  Rank 7 Elemental Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  A 40-foot-radius swirling vortex of shifting elemental 
  energies appears at a point you can see within range. 
  Each creature within the area must make a Dexterity 
  saving throw. Roll 1d6 and consult the table below to 
  determine the damage type dealt to that creature. The 
  creature takes 10d6 damage of that type on a failed save, 
  or half as much on a successful one. You roll separately 
  for the damage type for each creature.
  In addition, a creature that fails its save must then 
  succeed on a Strength saving throw versus your esper save 
  DC or be restrained until the end of their next turn.
  d6
  Damage Type
  1
  acid
  2
  cold
  3
  fire
  4
  lightning
  5
  poison
  6
  thunder
  Elite Construct
  Rank 8 Forging Technique
  Activation Time: 1 minute
  Range: Self (as point of origin)
  Duration: Instant
  You call upon your resources to forge an elite mechanical 
  protector. This construct has the statistics of a prime-
  alpha mecharoid (The GM has game statistics for is 
  creature.)
  On each of your turns, you can use a bonus action to 
  mentally command the construct if it is within 60 feet of 
  you. You decide what action the creature will take and 
  where it will move during its next turn, or you can issue 
  a general command, such as to guard a particular area. 
  If you issue no commands, the creature only defends 
  itself against hostile creatures. Once given an order, the 
  creature continues to follow it until its task is complete. 
  
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  The creature is under your control for 24 hours, after 
  which its power core ceases to function and its parts 
  deteriorate into scrap. To maintain the creature for 
  another 24 hours, you must activate this power on the 
  creature again before the current 24-hour period ends. 
  This use of the technique in this way fully recharges the 
  construct you created rather than creating a new one.
  Emergency Camp
  Rank 3 Kinesis Talent (C)
  Activation Time: 1 minute
  Range: Self (10-foot-radius hemisphere)
  Duration: 8 hours
  A 10-foot-radius immobile dome of force springs into 
  existence around and above you and remains stationary 
  for the duration. The effect ends if you leave its area.
  Nine creatures of Medium size or smaller can fit inside 
  the dome with you. The power fails if its area includes a 
  larger creature or more than nine creatures. Creatures 
  and objects within the dome when you use this power 
  can move through it freely. All other creatures and objects 
  are barred from passing through it. Esper powers or 
  innate esper abilities can’t extend through the dome or be 
  activated through it. The atmosphere inside the space is 
  comfortable and dry, regardless of the weather outside.
  Until the effect ends, you can command the interior to 
  become dimly lit or dark. The dome is opaque from the 
  outside, of any color you choose, but it is transparent 
  from the inside.
  Emergency Ration
  Rank 1 Forging Technique (C)
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You create a pack of 10 emergency ration bars. A creature 
  can use its action to eat one bar. Eating a ration bar 
  restores 1 hit point, and the ration provides enough 
  nourishment to sustain a creature for 24 hours.
  The bars lose their potency and disintegrate if they have 
  not been consumed within 24 hours of the activation of 
  this power.
  Enduring Design
  Rank 7 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 24 hours
  You fine-tune the operative functions of an automaton, 
  construct, or vehicle you touch. The target becomes 
  immune to mundane weather effects that would cause 
  damage or corrosion. In addition, the target can move 
  normally through difficult terrain and cannot be stunned 
  or incapacitated.
  Any creature or vehicle under the effects of this power 
  regains the maximum number of hit points, hull points, 
  or SI during a short rest or patch repair.
  Energy Sink
  Rank 3 Metaphase Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You create a breach into a cosmic region bristling with 
  antimatter and dark energy. The breach is a swirling 20-
  foot radius sphere, centered on a point with range and 
  lasting for the duration. Light does not penetrate the 
  area, and creatures fully within the area are blinded. All 
  electronic communication and detection devices cease to 
  function in the area.
  The area within the breach counts as difficult terrain. 
  Any creature that starts its turn in the area takes 2d6 
  necrotic damage. Any creature that leaves the area during 
  its turn must succeed on a Constitution saving throw or 
  take 2d6 necrotic damage, as they experience a ripple 
  effect from the spatial void.
  Energy Susceptibility
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 minute
  You apply a debilitation effect upon a creature you can 
  see within range.
  Choose one damage type from acid, cold, fire, 
  lightning, and poison. The target must succeed on a 
  Constitution saving throw or be affected by this power 
  for the duration. At the start of each turn, when the 
  affected target first takes damage of the chosen type, the 
  target takes an additional 2d6 damage of that type. In 
  addition, the target also loses resistance (if any) to that 
  damage type until the technique’s effect ends.
  At Higher Ranks. When you use this power at rank 5 or 
  higher, you can target one additional creature for each 
  rank above 4. The creatures must be within 30 feet of 
  each other when you target them.
  Enhance Weapon
  Rank 2 Forging Technique
  Activation Time: 1 bonus action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You touch a mundane weapon, charging it with energy 
  from your rig. Until the effect ends, that weapon becomes 
  a forge enhanced weapon with a +1 bonus to attack rolls 
  and damage rolls.
  At Higher Ranks. When you use this power at rank 4 
  or higher, the bonus increases to +2. When you use this 
  power at rank 6 or higher, the bonus increases to +3.
  Enthrall
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 minute
  
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  You weave a distracting string of words, causing creatures 
  of your choice that you can see within range and that can 
  hear you to make a Wisdom saving throw. Any creature 
  that can’t be charmed succeeds on this saving throw 
  automatically, and if you or your companions are fighting a 
  creature, it has advantage on the save. On a failed save, the 
  target has disadvantage on Wisdom (Perception) checks 
  made to perceive any creature other than you until the 
  effect ends or until the target can no longer hear you. The 
  effect ends if you are incapacitated or can no longer speak.
  Esper Sense
  Rank 1 Clairsentient Talent/Forging Technique (C)
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  For the duration, you sense the presence of any esper 
  powers within 30 feet of you. If you sense a power in this 
  way, you can use your action to see a faint aura around 
  any visible creature or object in the area that bears the 
  power’s effects, and you learn its domain, if any.
  The power can penetrate barriers, but it is blocked by 1 
  foot of stone or metal, or 3 feet of earth, or plant material.
  Extended Incline
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  Until the effect ends, one willing creature you touch gains 
  the ability to move up, down, and across vertical surfaces 
  and upside down along ceilings, while leaving its hands 
  free. The target also gains a climbing speed equal to its 
  walking speed.
  Extended Perception
  Rank 5 Clairsentient Talent/Forging Technique
  Activation Time: 10 minutes
  Range: Self
  Duration: Concentration, up to 10 minutes
  You extend your senses across a great distance in order to 
  see and hear a particular creature you choose that is in the 
  same star system as you. The target must make a Wisdom 
  saving throw, which is modified by how well you know the 
  target and the sort of physical connection you have to it. 
  If a target knows you’re using this power, it can fail the 
  saving throw voluntarily if it wants to be observed. 
  Knowledge
  Modifier
  Secondhand (you have heard of the target)
  +5
  Firsthand (you have met the target)
  +0
  Familiar (you know the target well)
  -5
  Connection
  Modifier
  Likeness or picture
  -2
  Possession or piece of gear
  -4
  Body part, lock of hair, skin, blood, etc.
  -10
  On a successful save, the target isn’t affected, and you 
  can’t use this power against it again for 24 hours.
  On a failed save, you create a sensory point within 10 
  feet of the target. You can see and hear from that point 
  as if you were there. The sensory point moves with the 
  target, remaining within 10 feet of it for the duration. A 
  creature that can see invisible objects sees the sensory 
  point as a warp or ripple in the air about size of a fist.
  Instead of targeting a creature, you can choose a 
  location you have seen before as the target for this power. 
  When you do, the sensory point appears at that location 
  and doesn’t move.
  Fabricate
  Rank 4 Alteration Talent
  Activation Time: 10 minutes
  Range: 120 feet
  Duration: Instant
  You convert raw materials into products of the same 
  material. For example, you can fabricate a metal panel or 
  walkway from a heap of scrap, a container from a bits of 
  rubber or plastic, and clothes from fabric or polymers.
  Choose raw materials that you can see within range. 
  You can fabricate a Large or smaller object (contained 
  within a 10-foot cube, or eight connected 5-foot cubes), 
  given a sufficient quantity of raw material. If you are 
  working with metal, stone, or another mineral substance, 
  however, the fabricated object can be no larger than 
  Medium (contained within a single 5-foot cube). The 
  quality of objects made by this power is commensurate 
  with the quality of the raw materials.
  Creatures or forge enhanced items can’t be created 
  or transmuted by this power. You also can’t use it 
  to create items that ordinarily require a high degree 
  of craftsmanship or moving parts, such as vehicles, 
  weapons, machinery, electronics, or armor, unless you 
  have proficiency with the type of artisan’s tools used to 
  craft such objects.
  False Fact
  Rank 8 Psychogenic Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 hour
  Until the effect ends, when you make a Charisma check, 
  you can replace the number you roll with a 15. Additionally, 
  no matter what you say, any technology, innate abilities, 
  or esper powers that would determine if you are telling the 
  truth indicates that you are being truthful.
  Field Lancer
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: 150 feet
  Duration: Concentration, up to 10 minutes
  You place a pack of micro-drones in a 20-foot radius 
  centered on a point within range. The drones each fire a 
  
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  cloud of shrapnel bursts at anything that enters the area. 
  The area becomes difficult terrain for the duration. When 
  a creature moves into or within the area, it takes 2d4 
  piercing damage for every 5 feet it travels.
  In addition, the tiny micro-drones camouflage themselves 
  into the terrain. Any creature that can’t see the area at 
  the time the power is activated must make a Wisdom 
  (Perception) check against your esper power save DC to 
  recognize the terrain as hazardous before entering it.
  Field Repair
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You send micro drones to repair up to three automatons, 
  constructs, or mechanical devices (including planetary 
  vehicles) that you can see within range. Each target 
  regains hit points equal to 1d4 + your forging ability 
  modifier.
  At Higher Ranks. When you use this power at rank 5 or 
  higher, the healing increases by 1d4 for each rank above 4.
  Field Salve
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You send micro drones to administer healing to your 
  allies. Three creatures of your choice that you can see 
  within range regain hit points equal to 1d4 + your forging 
  ability modifier. This ability has no effect on constructs or 
  automatons.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the healing increases by 1d4 for each rank above 1.
  Fire Lance
  Rank 1 Elemental Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  A thin beam of flame extends from your hands, striking a 
  creature within range and exploding on impact. Make a 
  ranged channeling attack against the target. On a hit, the 
  target takes 2d8 points of fire damage and must make 
  a Constitution saving throw or suffer a disadvantage on 
  their next attack roll or saving throw.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the damage increases by 1d8 for each rank above 1.
  Fire Storm
  Rank 7 Forging Technique
  Activation Time: 1 action
  Range: 150 feet
  Duration: Instant
  You command a swarm of micro-drones to unleash 
  synchronized blasts of flame over a location you choose 
  within range. The area of the blasts consists of up to ten 
  10-foot cubes, which you can arrange as you wish. Each 
  cube must have at least one face adjacent to the face of 
  another cube.
  Each creature in the area must make a Dexterity saving 
  throw. It takes 7d10 fire damage on a failed save, or half 
  as much damage on a successful one.
  The fire damages objects in the area and ignites 
  flammable objects that aren’t being worn or carried.
  Flame Blast
  Rank 3 Elemental Talent
  Activation Time: 1 action
  Range: Self (100 feet line)
  Duration: Instant
  A spiral of fire forming a line 100 feet long and 5 feet 
  wide blasts out from you in a direction you choose. Each 
  creature in the line must make a Dexterity saving throw. A 
  creature takes 8d6 fire damage on a failed save, or half as 
  much damage on a successful one.
  The fire ignites flammable objects in the area that 
  aren’t being worn or carried.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, the healing increases by 1d6 for each rank above 3.
  Flaming Discs
  Rank 2 Elemental Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You create three discs of intense flame that spin rapidly 
  above you. When you activate this power or as a bonus 
  action on each of your turns, you can launch any number 
  of these discs, each one at any target within range.
  Make a ranged channeling attack for each disc. On a 
  hit, the target takes 2d6 fire damage. Each disc can only 
  be launched once, after which they disappear regardless 
  of whether or not they hit a target. At the end of the 
  duration, all of the discs disappear. 
  At Higher Ranks. When you use this power at rank 3 
  or higher, you create one additional disc for each rank 
  above 2.
  Fly
  Rank 3 Kinesis Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 10 minutes
  You touch a willing creature. The target gains a flying 
  speed of 60 feet for the duration. When the talent ends, 
  the target falls if it is still aloft, unless it can stop the fall.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, you can target one additional creature for each 
  rank above 3.
  
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  Force Bolt
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  An energy beam shoots from your hands, striking a 
  creature within range and exploding on impact. Make a 
  ranged channeling attack against the target. On a hit, the 
  target takes 1d10 points of force damage.
  This power’s damage increases by 1d10 when you reach 
  5th level (2d10), 11th level (3d10), and 17th level (4d10).
  Force Field
  Rank 5 Kinesis Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  You create an invisible barrier at a point you choose 
  within range. The barrier can be placed in any orientation 
  you choose, as a horizontal or vertical barrier or at 
  an angle. It can be free floating or resting on a solid 
  surface. You can form it into a hemispherical dome or a 
  sphere with a radius of up to 10 feet, or you can shape 
  a flat surface made up of ten 10-foot by 10-foot panels. 
  Each panel must be contiguous with another panel. In 
  any form, the barrier is 1/4 inch thick. It lasts for the 
  duration. If the barrier cuts through a creature’s space 
  when it appears, the creature is pushed to one side of the 
  barrier (your choice which side).
  Nothing can physically pass through the barrier. 
  It is immune to all damage and can’t be undone by 
  unravel effect. The barrier can be destroyed, however, 
  through either the disintegrate talent or sorium-forged 
  gear producing the same effect. The field also blocks 
  extradimensional movement such as the effect from the 
  intangible form power.
  Force Prison
  Rank 7 Kinesis Talent
  Activation Time: 1 action
  Range: 100 feet
  Duration: 1 hour
  You create an immobile, invisible, cube-shaped prison 
  composed of repelling force around an area you choose 
  within range.
  The prison is shaped like a box and can be up to 10 
  feet on a side, creating a solid barrier that prevents any 
  matter from passing through it and blocking any esper 
  powers being used into or out from the area.
  When you use this power, any creature that is 
  completely inside the prison’s area is trapped. Creatures 
  only partially within the area, or those too large to fit 
  inside the area, are pushed away from the center of the 
  area until they are completely outside the area.
  A creature inside the prison can’t leave it by mundane 
  means. If the creature tries to use teleportation or 
  dimensional travel to leave the prison, it must first make 
  a Charisma saving throw. On a success, the creature 
  can use that power to exit the prison. On a failure, the 
  creature can’t exit the prison and wastes the use of the 
  power or effect.
  This power can’t be unraveled by unravel effect.
  Foresight
  Rank 9 Clairsentient Talent/Forging Technique
  Activation Time: 1 minute
  Range: Touch
  Duration: 8 hours
  You touch a willing creature and bestow a limited ability 
  to see into the immediate future. For the duration, the 
  target can’t be surprised and has advantage on attack 
  rolls, ability checks, and saving throws. Additionally, 
  other creatures have disadvantage on attack rolls 
  against the target for the duration.
  This effect immediately ends if you activate this power 
  again before its duration ends.
  Forge Automaton
  Rank 6 Forging Technique
  Activation Time: 1 minute
  Range: 10 feet
  Duration: Instant
  Activation of this power requires the bodies of up to 
  three deactivated constructs or up to nine square feet of 
  scrap metal or mechanical parts. For each construct body 
  or three feet of material, you forge an alphalite that is 
  under your control. (The GM has game statistics for these 
  creatures.). With enough material, you can create up to 
  three creatures with this power.
  As a bonus action on each of your turns, you can 
  mentally command any creature you created with this 
  power if the creature is within 120 feet of you (if you 
  control multiple creatures, you can command any or all 
  of them at the same time, issuing the same command to 
  each one). You decide what action the creature will take 
  and where it will move during its next turn, or you can 
  issue a general command, such as to guard a particular 
  building or corridor. If you issue no commands, the 
  creature only defends itself against hostile creatures. 
  Once given an order, the creature continues to follow it 
  until its task is complete.
  The creature is under your control for 24 hours, after 
  which it stops obeying any command you have given 
  it. To maintain control of the creature for another 24 
  hours, you must use this power on the creature before 
  the current 24-hour period ends. This use of the power 
  reasserts your control over up to three creatures you have 
  created with this power, rather than forging new ones.
  At Higher Ranks. When you use this power at rank 7, 
  you can forge or reassert control over four alphalites. 
  At rank 8, you can forge or reassert control over five 
  alphalites or two gamaroids. At rank 9, you can forge or 
  reassert control over six alphalites, three gamaroids, or 
  two cirrus mecharoids.
  
  When a creature enters the mist’s area for the first time 
  on a turn or starts its turn there, that creature must make 
  a Constitution saving throw. The creature takes 5d8 cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  The mist moves 10 feet away from you at the start 
  of each of your turns, rolling along the surface of the 
  ground. It leaves a thin trail of frost along any surface it 
  touches.
  A creature killed within the mist becomes a frozen 
  statue until it thaws.
  At Higher Ranks. When you use this power at rank 6 or 
  higher, the damage increases by 1d8 for each rank above 5.
  Frost Coil
  Rank 2 Elemental Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Instant
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  Forge Vehicle
  Rank 3 Alteration Talent/Forging Technique (C)
  Activation Time: 10 minutes
  Range: 30 feet
  Duration: Concentration, up to 8 hours
  You assemble a temporary land vehicle of your choice 
  between a bike and car, appearing in an unoccupied 
  space within range. The vehicle has the statistics of 
  a normal vehicle of its type and can carry up to four 
  medium sized creatures. 
  The vehicle can bear whatever description you choose, 
  but its shape is dependent on the number of passengers it 
  can hold. A bike that holds up to four, for example, would 
  appear elongated or with a wider seat, while a car that 
  holds two would appear shorter or have a small frame.
  You have a mental link with the forged vehicle that gives 
  you automatic knowledge of its function. While driving 
  the vehicle, you are considered proficient with vehicles of 
  its type, and you add double your proficiency bonus to 
  ability checks related to driving the vehicle. 
  If the vehicle is destroyed or disabled, it disappears 
  completely. You can also dismiss the vehicle at any 
  time as an action, causing it to disappear.
  You can only have one forged vehicle at a time with 
  this power.
  At Higher Ranks. When you use this power at rank 
  3 or higher, you can create a land or waterborne 
  (surface) vehicle that can hold up to six medium 
  creatures. When you use this power at rank 5 or higher, 
  you can create an airborne, hover, or underwater 
  vehicle that can hold up to ten medium creatures.
  Friends
  Prime Psychogenic Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  For the duration, you have advantage on all 
  Charisma checks directed at one creature of your 
  choice that isn’t hostile toward you. When the effect 
  ends, the creature realizes that you used your power 
  to influence its mood and becomes hostile toward 
  you. A creature prone to violence might attack you. 
  Another creature might seek retribution in other ways 
  (at the GM’s discretion), depending on the nature of 
  your interaction with it.
  Frigid Mist
  Rank 5 Elemental Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  You create a 20-foot radius cloud of frosty mist 
  centered on a point you choose within range. The 
  mist spreads around corners. It lasts for the duration 
  or until strong wind disperses the mist, ending its 
  effect. Its area is heavily obscured.
  
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  You create a spiraling zone of freezing air and icy winds 
  at a point of your choice within range. Each creature 
  in a 10 foot cube centered on that point must make a 
  Constitution saving throw. A creature takes 3d8 cold 
  damage on a failed save, or half as much damage on a 
  successful one. In addition, any creature that fails their 
  saving throw cannot take any reactions until the start of 
  your next turn. 
  At Higher Ranks. When you use this power at rank 3 or 
  higher, the damage (both initial and later) increases by 
  1d8 for each rank above 2.
  Frost Fold
  Prime Elemental Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  The air becomes an aura of frost encompassing a creature 
  you can see within range. Make a ranged channeling 
  attack against the target. On a hit, the target takes 1d8 
  points of cold damage, and its speed is reduced by 10 
  feet until the start of your next turn.
  This power’s damage increases by 1d8 when you reach 
  5th level (2d8).
  Frost Zone
  Rank 6 Elemental Talent
  Activation Time: 1 action
  Range: 300 feet
  Duration: Instant
  You unleash a streak of cold energy from your fingertips 
  toward a point of your choice within range, where it 
  explodes in a 60-foot-radius sphere. Each creature within 
  the area must make a Constitution saving throw. On a 
  failed save, a creature takes 10d6 cold damage. On a 
  successful save, it takes half as much damage.
  If the globe strikes a body of water or a liquid that 
  solidifies at freezing temperatures (not including liquid-
  form creatures), it freezes the liquid to a depth of 6 
  inches over an area 30 feet square. This ice lasts for 1 
  minute. Creatures that were swimming on the surface of 
  frozen water are trapped in the ice. A trapped creature 
  can use an action to make a Strength check against your 
  esper power save DC to break free.
  You can stop the energy from exploding after activating 
  this power, if you wish. A small globe about the size of a 
  grenade, cool to the touch, appears in your hand. At any 
  time, you or a creature you give the globe to can throw 
  the globe (to a range of 40 feet) or fire it with a launcher 
  (to the weapon’s normal range). It shatters on impact, 
  with the same effect as the normal use of the power. You 
  can also set the globe down without shattering it. After 1 
  minute, if the globe hasn’t already shattered, it explodes.
  At Higher Ranks. When you use this power at rank 7 
  or higher, the damage increases by 1d6 for each rank 
  above 6.
  Full Reconstruction
  Rank 8 Forging Technique
  Activation Time: 1 hour
  Range: Touch
  Duration: Instant
  You target a destroyed or deactivated automaton, 
  construct, machine, vehicle, or electronic device that has 
  been deactivated for no more than a century and has 
  most of (at lt least three-quarters) its parts. You return 
  the target to an optimal state before it was destroyed, 
  returning it to full form and function with all its hit points 
  or hull points. If the target is a standard scale starship, 
  the ship is restored with full SI. However, this power does 
  not restore fuel or sorium fuel tanks. This power has no 
  effect on grand scale ships.
  Any small missing parts, hull damage, or corrosion 
  due to age or weather are restored. Any operational 
  irregularities within the machine are repaired.
  Full Restore
  Rank 9 Forging Technique
  Activation Time: 1 hour
  Range: Touch
  Duration: Instant
  You target a dead creature that has been dead for no 
  more than 300 years, that didn’t die of old age, and that 
  isn’t an automaton or construct. You reconstruct the 
  target into an optimal state before its death, returning it 
  to life with all its hit points.
  This power neutralizes any poisons, cures all diseases, 
  and removes all detrimental marks and esper power effects 
  afflicting the creature when it died. This power closes all 
  mortal wounds and restores any missing body parts.
  If the body was completely destroyed or no longer exists 
  upon death, this power will generate a new body so long 
  as you possess physical information about the target such 
  as an image, a bioscan, or medical records. The creature 
  then appears within 10 feet of you in an unoccupied 
  space that you choose.
  Full Revive
  Rank 7 Forging Technique
  Activation Time: 1 hour
  Range: Touch
  Duration: Instant
  You target a dead creature that has been dead for no 
  more than a century, that didn’t die of old age, and that 
  isn’t an automaton or construct. You return the target to 
  an optimal state before its death, returning it to life with 
  all its hit points.
  This power neutralizes any poisons and cures normal 
  diseases afflicting the creature when it died. It doesn’t, 
  however, remove supernatural diseases, marks, and the 
  like such as those created by esper powers; if such effects 
  aren’t removed prior to activating this power, they afflict 
  the target on its return to life.
  
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  This power closes all mortal wounds and restores any 
  missing body parts.
  The transition back from death is an ordeal. The target 
  takes a −4 penalty to all attack rolls, saving throws, and 
  ability checks. Every time the target finishes a long rest, 
  the penalty is reduced by 1 until it disappears.
  Using this power to restore life to a creature that has 
  been dead for more than one arc-bind (or the equivalent 
  of a year) taxes you greatly. Until you finish a long rest, 
  you can’t use powers again, and you have disadvantage 
  on all attack rolls, ability checks, and saving throws.
  Full Transmute
  Rank 9 Alteration Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 hour
  Choose one creature or mundane object that you can see 
  within range. You transform the creature into a different 
  creature, the creature into an object, or the object into 
  a creature (the object must be neither worn nor carried 
  by another creature). The transformation lasts for the 
  duration, or until the target drops to 0 hit points or dies. 
  If you concentrate on this power for the full duration, the 
  transformation lasts until it is dismissed.
  This power has no effect on a shapeshifter or a creature 
  with 0 hit points. An unwilling creature can make a 
  Wisdom saving throw, and if it succeeds, it isn’t affected 
  by this power.
  Creature into Creature. If you turn a creature into 
  another kind of creature, the new form can be any kind 
  you choose whose challenge rating is equal to or less 
  than the target’s (or its level, if the target doesn’t have a 
  challenge rating). The target’s game statistics, including 
  mental ability scores, are replaced by the statistics of the 
  new form. It retains its alignment and personality.
  The target assumes the hit points of its new form, and 
  when it reverts to its normal form, the creature returns to 
  the number of hit points it had before it transformed. If it 
  reverts as a result of dropping to 0 hit points, any excess 
  damage carries over to its normal form. As long as the 
  excess damage doesn’t reduce the creature’s normal form 
  to 0 hit points, it isn’t knocked unconscious.
  The creature is limited in the actions it can perform 
  by the nature of its new form, and it can’t speak, use 
  powers, or take any other action that requires hands or 
  speech, unless its new form is capable of such actions.
  The target’s gear melds into the new form. The creature 
  can’t activate, use, wield, or otherwise benefit from any 
  of its equipment.
  Object into Creature. You can turn an object into any 
  kind of creature, as long as the creature’s size is no 
  larger than the object’s size and the creature’s challenge 
  rating is 9 or lower. The creature is friendly to you and 
  your companions. It acts on each of your turns. You 
  decide what action it takes and how it moves. The GM 
  has the creature’s statistics and resolves all of its actions 
  and movement.
  If the power becomes permanent, you no longer control 
  the creature. It might remain friendly to you, depending 
  on how you have treated it.
  Creature into Object. If you turn a creature into an 
  object, it transforms along with whatever it is wearing 
  and carrying into that form. The creature’s statistics 
  become those of the object, and the creature has no 
  memory of time spent in this form, after the effect ends 
  and it returns to its normal form.
  Fusion Beam
  Rank 6 Alteration Talent
  Activation Time: 1 action
  Range: Self (60-foot line)
  Duration: Concentration, up to 1 minute
  You gather a mass of consmic energy and unleash it in 
  the form of a solar energy beam 60 feet long and 5 feet 
  wide. Each creature in the line must make a Constitution 
  saving throw. On a failed save, a creature takes 6d8 
  radiant damage and is blinded until the start of your next 
  turn. On a successful save, it takes half as much damage 
  and isn’t blinded by this power. Netherants and Plant 
  creatures have disadvantage on this saving throw.
  You can create a new energy beam as your action on 
  any turn until the effect ends.
  For the duration, a pulsing globe of solar energy shines 
  in your hand. It sheds bright light in a 30-foot radius 
  and dim light for an additional 30 feet. This light is 
  considered to be sunlight.
  Gamma Vision
  Prime Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: 10 minutes
  Your implant alters your ability to see enhanced 
  spectrums of light. You gain darkvision with a range of 40 
  feet. Deactivating this ability requires an action. While in 
  sunlight or very bright light, you are at a disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Graviton Strike
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  before the end of the duration, a powerful gravity field 
  appears at the point of impact, and the target must 
  succeed on a Strength saving throw or be restrained 
  by the gravity field for the duration. A Large or larger 
  creature has advantage on this saving throw. If the target 
  succeeds on the save, the field dissipates.
  While restrained by this power, the target takes 1d6 
  force damage at the start of each of its turns. A creature 
  restrained by the field or one that can touch the creature 
  
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  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  can use its action to make a Strength check against your 
  forging save DC. On a success, the target is freed.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the damage increases by 1d6 for each rank above 1.
  Gravity Sphere
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  You create a sphere of crushing kinetic force at a point of 
  your choice within range. The sphere has a 20 foot radius 
  and is fixed at that point for the duration. The area inside 
  the sphere counts as difficult terrain and creates a dark 
  aura in the air that lightly obscures the area.
  Each creature that starts its turn in the sphere or 
  that enters them during its turn must make a Dexterity 
  saving throw. On a failed save, the creature is considered 
  restrained as long as it remains in the area or until it 
  breaks free.
  A creature restrained by the sphere can use its action 
  to make a Strength check against you channeling save 
  DC. If it succeeds, it is no longer restrained, however, the 
  opposing force of the energy will deal 2d4 force damage 
  to the creature.
  Gravity Well
  Rank 4 Kinesis Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  You create a ring of crushing force that covers a 20-foot 
  diameter area on the ground that you can see within range. 
  For the duration, this area is considered difficult terrain.
  When a creature enters the affected area for the first time 
  on a turn or starts its turn there, the creature must succeed 
  on a Dexterity saving throw or take 3d6 force damage and 
  be restrained by the well’s kinetic pull until the effect ends. 
  A creature that starts its turn in the area and is already 
  restrained by the well takes 3d6 force damage.
  A creature restrained by the well can use its action to 
  make a Strength or Dexterity check (its choice) against 
  your channeling save DC. On a success, it frees itself.
  Guiding Discs
  Rank 1 Kinesis Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  You create a number of small gravity discs that follow 
  and spin a few feet around a creature of your choice. 
  The target has rudimentary control over the movement 
  patterns of these discs and can use them to quickly climb 
  objects or protect you from certain types of attacks.
  Until the effect ends, the target has a +2 bonus to all 
  Dexterity and Constitution saving throws. They also gain 
  a climbing speed equal to your walking speed.
  Haze of Chaos
  Rank 4 Psychogenic Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  This power creates an area of haze which assaults 
  and twists creatures’ minds, spawning delusions and 
  provoking uncontrolled action. Each creature in a 
  10-foot-radius sphere centered on a point you choose 
  within range must succeed on a Wisdom saving throw 
  when you use this power or be affected by it.
  An affected target can’t take reactions and must roll 
  a d10 at the start of each of its turns to determine its 
  behavior for that turn.
  d10
  Behavior
  1
  The creature uses all its movement to move in a 
  random direction. To determine the direction, roll 
  a d8 and assign a direction to each die face. The 
  creature doesn’t take an action this turn.
  2-6
  The creature doesn’t move or take actions this turn.
  7-8
  The creature uses its action to make a melee attack 
  against a randomly determined creature within its 
  reach. If there is no creature within its reach, the 
  creature does nothing this turn.
  9-10
  The creature can act and move normally.
  At the end of each of its turns, an affected target can 
  make a Wisdom saving throw. If it succeeds, this effect 
  ends for that target.
  At Higher Ranks. When you use this power at rank 5 
  or higher, the radius of the sphere increases by 5 feet for 
  each rank above 4.
  Horrific Visage
  Rank 3 Psychogenic Talent
  Activation Time: 1 action
  Range: Self (30 feet cone)
  Duration: Concentration, up to 1 minute
  You project a phantasmal image of a creature’s worst 
  fears. Each creature in a 30-foot cone must succeed on a 
  Wisdom saving throw or drop whatever it is holding and 
  become frightened for the duration.
  While frightened by this effect, a creature must 
  take the Dash action and move away from you by the 
  safest available route on each of its turns, unless there 
  is nowhere to move. If the creature ends its turn in 
  a location where it doesn’t have line of sight to you, 
  the creature can make a Wisdom saving throw. On a 
  successful save, the effect ends for that creature.
  Hypnotic Pattern
  Rank 3 Alteration Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  
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  ESPER GENESIS • CORE MANUAL • ESPER POWER S
  You create a twisting pattern of colors that weaves through 
  the air inside a 30-foot cube within range. The pattern 
  appears for a moment and vanishes. Each creature in the 
  area who sees the pattern must make a Wisdom saving 
  throw. On a failed save, the creature becomes charmed for 
  the duration. While charmed by this power, the creature is 
  incapacitated and has a speed of 0.
  This effect ends for an affected creature if it takes any 
  damage or if someone else uses an action to shake the 
  creature out of its stupor.
  Illusory Design
  Rank 3 Metaphase Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  You manipulate the visible spectrum to create the 
  image of an object, a creature, or some other visible 
  phenomenon that is no larger than a 20 foot cube. The 
  image appears at a spot within range and lasts for the 
  duration. It seems completely real, including sounds, 
  smells, and temperature appropriate to the thing 
  depicted. You can’t create sufficient heat or cold to cause 
  damage, a sound loud enough to deal thunder damage or 
  deafen a creature, or a smell that might sicken a creature 
  enough to cause damage or impart a condition.
  As long as you are within range, you can use your action 
  to cause the image to move to any other spot within 
  range. As the image changes location, you can alter its 
  appearance so that its movements appear natural for the 
  image. For example, if you create an image of a creature 
  and move it, you can alter the image so that it appears to 
  be walking. Similarly, you can cause the illusion to make 
  different sounds at different times, even making it carry 
  on a conversation, for example.
  Physical interaction with the image reveals it to be an 
  illusion, because things can pass through it. A creature 
  that uses its action to examine the image can determine 
  that it is an illusion with a successful Intelligence 
  (Investigation) check against your channeling save DC. If 
  a creature discerns the illusion for what it is, the creature 
  can see through the image, and its other sensory qualities 
  become faint to the creature.
  At Higher Ranks. When you use this power at rank 6 
  or higher, the effect lasts until interrupted or unraveled, 
  without requiring your concentration.
  Illusory Form
  Rank 1 Metaphase Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  You manipulate the visible spectrum to create the 
  image of an object, a creature, or some other visible 
  phenomenon that is no larger than a 15 foot cube. The 
  image appears at a spot within range and lasts for the 
  duration. The image is purely visual. It isn’t accompanied 
  by sound, smell, or other sensory effects.
  You can use your action to cause the image to move to 
  any spot within range. As the image changes location, 
  you can alter its appearance so that its movements 
  appear natural for the image. For example, if you create 
  an image of a creature and move it, you can alter the 
  image so that it appears to be walking.
  Physical interaction with the image reveals it to be an 
  illusion, because things can pass through it. A creature 
  that uses its action to examine the image can determine 
  that it is an illusion with a successful Intelligence 
  (Investigation) check against your channeling save DC. If 
  a creature discerns the illusion for what it is, the creature 
  can see through the image.
  Illusory Point
  Prime Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You create a spatial distortion that emits either a sound 
  or an image of an object within range that lasts for the 
  duration. The effect also ends if you dismiss it as an 
  action or use this power again.
  If you create a sound, its volume can range from a 
  whisper to a scream. It can be your voice, someone 
  else’s voice, a lion’s roar, a beating of drums, or any 
  other sound you choose. The sound continues unabated 
  throughout the duration, or you can make discrete 
  sounds at different times before the effect ends.
  Illusory Trigger
  Rank 6 Metaphase Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Until dismissed or unraveled
  You create a spatial distortion that presents the illusion 
  of an object, creature, or some other visible phenomenon 
  within range that activates when a specific condition 
  occurs. The illusion is imperceptible until then. It must 
  be no larger than a 30-foot cube, and you decide when 
  you activate the power how the illusion behaves and what 
  sounds it makes. This scripted performance can last up 
  to 5 minutes.
  When the condition you specify occurs, the illusion 
  becomes visible and performs in the manner you 
  described. Once the illusion finishes performing, it 
  disappears and remains dormant for 10 minutes. After 
  this time, the illusion can be activated again.
  The triggering condition can be as general or as detailed 
  as you like, though it must be based on visual or audible 
  conditions that occur within 30 feet of the area. For 
  example, you could create an illusion of yourself to 
  appear and warn off others who attempt to pass into a 
  dangerous area, or you could set the illusion to trigger 
  only when a creature says the correct word or phrase.
  Physical interaction with the image reveals it to be an 
  illusion, because things can pass through it. A creature 
  that uses its action to examine the image can determine 
  
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  that it is an illusion with a successful Intelligence 
  (Investigation) check against your esper power save DC. If 
  a creature discerns the illusion for what it is, the creature 
  can see through the image, and any noise it makes 
  sounds hollow to the creature.
  Imbue Intellect
  Rank 5 Psychogenic Talent
  Activation Time: 8 hours
  Range: Touch
  Duration: Instant
  You weave synaptic patterns into the mind of a Huge 
  or smaller beast or plant. The target must have either 
  no Intelligence score or an Intelligence of 3 or less. The 
  target gains an Intelligence of 10. The target also gains 
  the ability to speak one language you know. If the target 
  is a plant, it gains the ability to move its limbs, roots, 
  vines, creepers, and so forth, and it gains senses similar 
  to a human’s. Your GM chooses statistics appropriate for 
  the awakened plant, such as the statistics for the sentient 
  flora or the sentient topiary.
  The awakened beast or plant is charmed by you for 
  30 days or until you or your companions do anything 
  harmful to it. When the charmed condition ends, the 
  awakened creature chooses whether to remain friendly to 
  you, based on how you treated it while it was charmed.
  Impact Drive
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The first time you hit with a weapon attack during this 
  power’s duration, your weapon unleashes a burst of 
  concussive force, dealing an extra 1d6 force damage to 
  the target.
  Additionally, if the target is a creature, it must succeed 
  on a Strength saving throw or be knocked prone.
  Impact Zone
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You launch a device which explodes with concussive 
  force in a 15 foot cube centered at a point you can 
  see within range. Each creature in cube must make a 
  Dexterity saving throw. A target takes 3d10 force damage 
  on a failed save, or half as much on a successful one. In 
  addition, a creature who failed their save is immediately 
  knocked prone and cannot take bonus actions until the 
  end of your next turn.
  At Higher Ranks. When you use this power at rank 4 
  or higher, the damage increases by 1d10 for each rank 
  above 3.
  Impedance
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  A pack of micro-drones deter and distract up to three 
  creatures of your choice within range that you can see. 
  Each creature must make a Wisdom saving throw. For the 
  duration, any target that fails this saving throw suffers a 
  -2 penalty to all attack rolls and saving throws.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, you can target one additional creature for each 
  rank above 1.
  Imposing Influence
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You tap into the psychic link between you and a 
  humanoid that you can see within range. That creature 
  must succeed on a Wisdom saving throw or become 
  charmed by you for the duration.
  While charmed, you can will the target creature to use 
  its action before moving on each of its turns to make a 
  melee attack against a creature of your choice other than 
  itself. If you choose no creature or if none are within its 
  reach, the target can act normally.
  On subsequent turns, you must use your action to 
  maintain this power’s effect on the target, or the effect 
  ends. The target can also make a Wisdom saving throw at 
  the end of each of its turns. On a success, the effect ends.
  Incinerate
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You direct an aerial strike in the form of a large plasma 
  beam which fires down onto a location you specify. 
  Each creature in a 10-foot radius, 40-foot high cylinder 
  centered on a point within range must make a Dexterity 
  saving throw. A creature takes 4d6 fire damage and 4d6 
  radiant damage on a failed save, or half as much damage 
  on a successful one.
  At Higher Ranks. When you use this power at rank 6 or 
  higher, the fire damage or radiant damage (your choice) 
  increases by 1d6 for each rank above 5.
  Infravision
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 8 hours
  You touch a willing creature to grant it the ability to see 
  the infrared spectrum. For the duration, that creature 
  
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  has infravision out to a range of 60 feet. While under 
  the power’s effect, the creature can switch between 
  infravision and normal vision instantly, without requiring 
  the use of any actions.
  Innervate
  Rank 1 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 hour
  You galvanize your physical form, increasing your 
  endurance to pain and physical stress. You gain 1d4+4 
  temporary hit points for the duration.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, you gain 5 additional temporary hit points for 
  each rank above 1.
  Instant Recall
  Rank 5 Clairsentient Talent/Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You gain a near eidetic memory with the ability to clearly 
  recall everything you seen and experienced. For the 
  duration, you have a +10 bonus to any Intelligence checks 
  to recall information about past events or experiences.
  In addition, while the power remains in effect, if 
  the information you recall can be applied toward an 
  Intelligence (Investigation) or Wisdom (Insight) check, 
  you gain advantage to that roll.
  Intangible Form
  Rank 7 Metaphase Talent/Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Up to 8 hours
  Your physical form and everything you are wearing and 
  carrying moves dimensionally out of phase, making you 
  ethereal and intangible for the duration or until you use 
  your action to dismiss the effect. During this time, you 
  can move in any direction. If you move up or down, every 
  foot of movement costs an extra foot. You can see and 
  hear the physical world, but everything there looks gray, 
  and you can’t see anything more than 60 feet away.
  While in this state, you can only affect and be affected 
  by other creatures in the same state. Creatures that aren’t 
  in this extradimensional state can’t perceive you and 
  can’t interact with you, unless a special ability or power 
  has given them the ability to do so.
  You can move through objects you perceive on the 
  physical world.
  When the effect ends, you immediately return to your 
  normal state in the spot you currently occupy. If you 
  occupy the same spot as a solid object or creature when 
  this happens, you are immediately shunted to the nearest 
  unoccupied space that you can occupy and take force 
  damage equal to twice the number of feet you are moved.
  This power has no effect if you activate it while you are 
  on already intangible or in a warded space that doesn’t 
  allow extradimensional movement.
  At Higher Ranks. When you use this power at rank 8 or 
  higher, you can target up to three creatures (including 
  you) for each rank above 7. The creatures must be within 
  10 feet of you when you activate the power.
  Intercept Directive
  Rank 1 Clairsentient Talent/Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  You are able to read and understand the electronic 
  command patterns either within or being exchanged 
  between automatons and constructs. Until the effect 
  ends, you have advantage to Dexterity and Wisdom saving 
  throws against attacks from any threat of this type.
  Intuitive Aim
  Prime Clairsentient Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 round
  You focus your attention toward a target in range. 
  Your talent grants you a brief insight into the target’s 
  defenses. On your next turn, you gain advantage on your 
  first attack roll against the target, so long as this power 
  remains in effect.
  Jolting Strike
  Rank 3 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you make a ranged weapon attack during 
  the duration, the weapon’s ammunition, or the weapon 
  itself if it’s a thrown weapon, transforms into a bolt of 
  lightning. Make the attack roll as normal. The target takes 
  4d8 lightning damage on a hit, or half as much damage 
  on a miss, instead of the weapon’s normal damage.
  Whether you hit or miss, each creature within 10 feet 
  of the target must make a Dexterity saving throw. Each 
  of these creatures takes 2d8 lightning damage on a failed 
  save, or half as much damage on a successful one.
  The ammunition used is consumed. If a thrown weapon 
  was used, it returns to its normal form.
  At Higher Ranks. When you use this power at rank 4 
  or higher, the damage for both effects of this power 
  increases by 1d8 for each rank above 3.
  
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  Jump
  Rank 1 Kinesis Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 1 minute
  You touch a creature. The creature’s jump distance is 
  tripled until the talent’s effect ends.
  Laser Blast
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  You fire a high powered laser beam toward a creature of 
  your choice within range. Make a ranged forging attack 
  against the target. On a hit, the target takes 4d6 radiant 
  damage. In addition, the next attack roll made against 
  this target before the end of your next turn has advantage.
   At Higher Ranks. When you use this power at rank 2 
  or higher, the damage increases by 1d6 for each rank 
  above 1.
  Levitate
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  One creature or object of your choice that you can see 
  within range rises vertically, up to 20 feet, and remains 
  suspended there for the duration. You can levitate a target 
  that weighs up to 500 pounds. An unwilling creature that 
  succeeds on a Constitution saving throw is unaffected.
  The target can move only by pushing or pulling against 
  a fixed object or surface within reach (such as a wall or 
  a ceiling), which allows it to move as if it were climbing. 
  You can change the target’s altitude by up to 20 feet in 
  either direction on your turn. If you are the target, you 
  can move up or down as part of your move. Otherwise, 
  you can use your action to move the target, which must 
  remain within the talent’s range.
  When the effect ends, the target floats gently to the 
  ground if it is still aloft.
  Light Beam
  Rank 2 Alteration Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 round
  You gather a swirl of molecular energy and fire it in the 
  form of an energy beam 30 feet long and 5 feet wide. 
  Any creature within the line of fire must make a Dexterity 
  saving throw. On a failed save, a creature takes 3d8 
  radiant damage or half as much on a successful one.
  At Higher Ranks. When you use this power at rank 3 
  or higher, the damage increases by 1d8 for each rank 
  above 2.
  Lightning Ball
  Prime Elemental Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 round
  You hurl a ball of electrical energy. Choose one creature 
  within range, or choose two creatures within range that 
  are within 5 feet of each other. A target must succeed on 
  a Dexterity saving throw or take 1d6 lightning damage.
  This power’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  Lightning Ring
  Rank 4 Elemental Talent/Forging Technique
  Activation Time: 1 action
  Range: 300 feet
  Duration: Instant
  You create a ring of electricity on the ground in a 20-
  foot radius, centered on a point within range. The ring 
  rises up from the floor to a distance up to 40 feet. Each 
  creature in the area must make a Dexterity saving throw. 
  A creature takes 5d8 lightning damage on a failed save, 
  or half as much damage on a successful one.
  At Higher Ranks. When you use this power at rank 5 
  or higher, the damage increases by 1d8 for each rank 
  above 4.
  Lightning Whip
  Rank 1 Elemental Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: 1 round
  A streak of electricity lashes out from your hand toward a 
  creature within range. Make a ranged channeling attack 
  against a creature within range. On a hit, the target takes 
  1d10 lightning damage and the whip latches onto the 
  target. On each of your turns for the duration, you can 
  use your action to deal 1d10 lightning damage to the 
  target automatically. On their turn, the target may free 
  themselves by spending an action and succeeding on a 
  Constitution saving throw.
  The effect ends if you use your action to do anything 
  else. The effect also ends if the target is ever outside the 
  power’s range or if it has total cover from you.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the initial damage increases by 1d10 for each rank 
  above 1.
  Loading Arm
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You forge a cybernetic attachment over the limb of a 
  willing creature. For the duration, the target has advantage 
  to Strength (Athletics) checks made to move, lift, or carry 
  objects and does so as if they were one category size larger.
  
  Lock Breaker
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  Choose an object that you can see within range. The 
  object can be a door, a container, restraints, a digital 
  keypad, a mag lock, or another object that contains a 
  mundane or electronic lock or code, or is affected by an 
  esper power that prevents access.
  A target that is held shut by a mundane lock, electronic 
  code, or that is stuck or barred becomes unlocked, 
  unstuck, or unbarred. If the object has multiple locks 
  or electronic security measures, only one of them is 
  unlocked.
  If you choose a target that is held shut with magnetic 
  seal, that power is suppressed for 10 minutes, during 
  which time the target can be opened and closed 
  normally.
  When you use this power, any security sensors, control 
  panels, or triggers that track the state of the object will 
  read it as having been unlocked or opened.
  Magnetic Seal
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Until unraveled or dismissed
  You touch a closed door, window, gate, hatch, container 
  or other entryway, and it becomes locked for the 
  duration. You and the creatures you designate when 
  you use this power can open the object normally. You 
  can also set a password that, when spoken within 5 feet 
  of the object, suppresses the effects of this power for 1 
  minute. Otherwise, it is impassable until it is broken or 
  the effect is unraveled or suppressed from powers such 
  as unravel effect. Using the lock breaker power on the object 
  suppresses magnetic seal for 10 minutes.
  While affected by this power, the object is more 
  difficult to break or force open; the DC to break it or 
  bypass any locks on it increases by 10.
  Major Field Repair
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You send micro drones to repair up to four automatons, 
  constructs, or mechanical devices (including planetary 
  vehicles) that you can see within range. Each target 
  regains hit points equal to 1d8 + your forging ability 
  modifier.
  At Higher Ranks. When you use this power at rank 5 or 
  higher, the healing increases by 1d4 for each rank above 4.
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  Major Field Salve
  Rank 3 Forging Technique
  Activation Time: 1 bonus action
  Range: 60 feet
  Duration: Instant
  You send micro drones to administer healing to your 
  allies. Up to six creatures of your choice that you can see 
  within range regain hit points equal to 1d4 + your forging 
  ability modifier. This ability has no effect on constructs or 
  automatons.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, the healing increases by 1d4 for each rank above 3.
  Major Remedy
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You administer medical treatment to a creature. You can 
  reduce the target’s exhaustion level by one, or end one of 
  the following effects on the target:
  • One effect that charmed or petrified the target
  • One affliction caused by a talent or technique
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum
  Mass Alteration
  Rank 5 Metaphase Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: 8 hours
  You bend particles in the visible spectrum to change 
  the appearance of any number of creatures that you 
  can see within range. You give each target you choose 
  a new, illusory appearance. An unwilling target can 
  make a Charisma saving throw, and if it succeeds, it is 
  unaffected by this power.
  The power’s effect disguises physical appearance as 
  well as clothing, armor, weapons, and equipment. You 
  can make each creature seem 1 foot shorter or taller 
  and appear thin, fat, or in between. You can’t change a 
  target’s body type, so you must choose a form that has 
  the same basic arrangement of limbs. Otherwise, the 
  extent of the illusion is up to you. The effect lasts for the 
  duration, unless you use your action to dismiss it sooner.
  The changes wrought by this power fail to hold up to 
  physical inspection. For example, if you use this power 
  to add a hat to a creature’s outfit, objects pass through 
  the hat, and anyone who touches it would feel nothing 
  or would feel the creature’s head and hair. If you use 
  this power to appear thinner than you are, the hand of 
  someone who reaches out to touch you would bump into 
  you while it was seemingly still in midair.
  A creature can use its action to inspect a target and 
  make an Intelligence (Investigation) check against your 
  esper power save DC. If it succeeds, it becomes aware 
  that the target is disguised.
  Mass Mend
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You send a group of medical drones to a point of your 
  choice within range to provide emergency restorative 
  salves. Choose up to six creatures in a 30-foot radius 
  sphere centered on that point. Each creature regains hit 
  points equal to 3d8 + your forging ability modifier. This 
  ability has no effect on automatons or constructs.
  At Higher Ranks. When you use this power at rank 6 or 
  higher, the healing increases by 1d8 for each rank above 5.
  Mass Suggestion
  Rank 6 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: 24 hours
  You suggest a course of activity (limited to a sentence 
  or two) and psychically influence up to twelve creatures 
  you can see within range that can hear and understand 
  you. Creatures that can’t be charmed are immune to this 
  effect. The suggestion must be worded in such a manner 
  as to make the course of action sound reasonable. Asking 
  the creature to shoot itself, throw itself off a rooftop, 
  immolate itself, or do some other obviously harmful act 
  ends the effect.
  Each target must make a Wisdom saving throw. On a 
  failed save, it pursues the course of action you described 
  to the best of its ability. The suggested course of action 
  can continue for the entire duration. If the suggested 
  activity can be completed in a shorter time, the effect 
  ends when the subject finishes what it was asked to do.
  You can also specify conditions that will trigger a special 
  activity during the duration. For example, you might 
  suggest that a group of gangers surrender to the first 
  security patrol they run into. If the condition isn’t met 
  before the effect expires, the activity isn’t performed.
  If you or any of your companions damages a target 
  affected by this power, the power’s effect ends for that 
  target.
  At Higher Ranks. When you use this power at rank 7, the 
  duration is 10 days. At rank 8, the duration is 30 days. At 
  rank 9, the duration is a full arc-bind (or the equivalent 
  of one year).
  Mass Treatment
  Rank 2 Forging Technique
  Activation Time: 10 minutes
  Range: 30 feet
  Duration: Instant
  You medically treat up to six creatures of your choice that 
  you can see within range. Each creature regains hit points 
  equal to 2d8 + your forging ability modifier. This power 
  has no effect on automatons or constructs.
  
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  At Higher Ranks. When you use this power at rank 3 or 
  higher, the healing increases by 1d8 for each rank above 2.
  Mass Renewal
  Rank 9 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You deliver a regenerative solutions to a group of injured 
  creatures around you. You restore up to 700 hit points, 
  divided as you choose among any number of creatures 
  that you can see within range. Creatures healed by this 
  power are also cured of all diseases and any effect making 
  them blinded or deafened. This power has no effect on 
  automatons or constructs.
  Matter Fuse
  Rank 3 Alteration Talent (C)
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You step into a solid object or surface made of one of 
  three substances: metal, stone, or plastic. The object or 
  surface must be large enough to fully contain your body, 
  melding yourself and all the equipment you carry with the 
  substance for the duration. Using your movement, you 
  step into the material at a point you can touch. Nothing 
  of your presence remains visible or otherwise detectable 
  by mundane senses.
  While merged with the substance, you can’t see what 
  occurs outside it, and any Wisdom (Perception) checks 
  you make to hear sounds outside it are made with 
  disadvantage. You remain aware of the passage of time 
  and can use esper powers on yourself while merged in 
  the substance. You can use your movement to leave at 
  the point where you entered, which ends the effect. You 
  otherwise can’t move.
  Minor physical damage to the surface of the substance 
  doesn’t harm you, but its partial destruction or a change 
  in its shape (to the extent that you no longer fit within 
  it) expels you and deals 6d6 bludgeoning damage to 
  you. The substance’s complete destruction (or alteration 
  into a different substance) expels you and deals 50 
  bludgeoning damage to you. If expelled, you fall prone in 
  an unoccupied space closest to where you first entered.
  Mechanical Stasis
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  Choose an automaton or construct that you can see 
  within range. The target must succeed on a Wisdom 
  saving throw or be paralyzed for the duration. At the end 
  of each of its turns, the target can make another Wisdom 
  saving throw. On a success, the effect ends on the target.
  At Higher Ranks. When you use this power at rank 6 
  or higher, you can target one additional automaton or 
  construct for each rank above 5. They must be within 30 
  feet of each other when you target them.
  Medical Unit
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  You forge a tiny medical drone that moves with you 
  for the duration. You can use your bonus action to 
  administer treatment to one creature within a 30-foot 
  radius around you (including you). The target creature is 
  healed for 2d6 hit points.
  Mend
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  A creature you touch regains hit points equal to 1d8 + 
  your forging ability modifier. This ability has no effect on 
  automatons or constructs.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the healing increases by 1d8 for each rank above 1.
  Mental Missive
  Prime Psychogenic Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: 1 round
  Choose one creature within range and whisper a message. 
  The target (and only the target) hears the message and 
  can reply in a whisper that only you can hear.
  You use this power through solid objects if you are 
  familiar with the target and know it is beyond the barrier. 
  1 foot of stone or common metal, any sorium barrier, 
  or 3 feet of wood or glass blocks the effect, but does 
  function around corners and through openings. 
  Micro Stabilizer
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 8 hours
  You attach a programmed nano-device to a creature 
  which applies medication to stabilize them when 
  wounded to a point near death.
  The first time the target would drop to 0 hit points as a 
  result of taking damage, the target instead drops to 1 hit 
  point, and the technique’s duration ends.
  If the technique is still in effect when the target is 
  subjected to an effect that would kill it instantaneously 
  without dealing damage, the effect is instead negated 
  against the target, and the technique’s duration ends.
  
  intelligible way. The creature can, however, identify its 
  friends, follow them, and even protect them.
  At the end of every 30 days, the creature can repeat 
  its saving throw against this effect. If it succeeds on its 
  saving throw, the effect ends.
  The effect can also be ended by cosmic weave, full restore, 
  or major remedy.
  Minor Remedy
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You administer treatment to a creature and can end either 
  one disease or one condition afflicting it. The condition 
  can be blinded, deafened, paralyzed, or poisoned.
  Modify Memory
  Rank 5 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You attempt to reshape another creature’s memories. 
  One creature that you can see must make a Wisdom 
  saving throw. If you are fighting the creature, it has 
  advantage on the saving throw. On a failed save, the 
  target becomes charmed by you 
  for the duration.
  The charmed target is 
  incapacitated and unaware of its 
  surroundings, though it can still 
  hear you. If it takes any damage 
  or is targeted by another power, 
  this power’s effect ends, and 
  none of the target’s memories 
  are modified.
  While this charm lasts, you 
  can affect the target’s memory 
  of an event that it experienced 
  within the last 24 hours and that 
  lasted no more than 10 minutes. 
  You can permanently eliminate 
  all memory of the event, allow 
  the target to recall the event 
  with perfect clarity and exacting 
  detail, change its memory of the 
  details of the event, or create a 
  memory of some other event.
  You must speak to the target 
  to describe how its memories are 
  affected, and it must be able to 
  understand your language for 
  the modified memories to take 
  root. Its mind fills in any gaps in 
  the details of your description. If 
  the effect ends before you have 
  finished describing the modified 
  memories, the creature’s memory 
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  Mind Blank
  Rank 8 Psychogenic Talent
  Activation Time: 1 action
  Range: Touch
  Duration: 24 hours
  Until the effect ends, one willing creature you touch 
  is immune to psychic damage, any effect that would 
  sense its emotions or read its thoughts, clairsentient 
  powers, and the charmed condition. The power even 
  defends against cosmic weave and powers or effects of 
  similar ability used to affect the target’s mind or to gain 
  information about the target.
  Mind Fracture
  Rank 8 Psychogenic Talent
  Activation Time: 1 action
  Range: 150 feet
  Duration: Instant
  You blast the mind of a creature that you can see within 
  range, attempting to shatter its intellect and personality. 
  The target takes 4d6 psychic damage and must make an 
  Intelligence saving throw.
  On a failed save, the creature’s Intelligence and 
  Charisma scores become 1. The creature can’t use 
  powers, activate enhanced items, operate machinery or 
  electronics, understand language, or communicate in any 
  
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  isn’t altered. Otherwise, the modified memories take 
  hold when the effect ends.
  A modified memory doesn’t necessarily affect how a 
  creature behaves, particularly if the memory contradicts 
  the creature’s natural inclinations, alignment, or beliefs. 
  An illogical modified memory, such as implanting a 
  memory of how much the creature enjoyed jumping out 
  of an airlock without a suit, is dismissed, perhaps as a 
  bad dream. The GM might deem a modified memory too 
  nonsensical to affect a creature in a significant manner.
  Using a major remedy or restore pattern power on the 
  target restores the creature’s true memory.
  Molecular Agitation
  Rank 2 Alteration Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  Choose a manufactured object made mostly of either 
  a metallic compound or reinforced plastic, such as a 
  weapon, a suit of medium or heavy reinforced armor, 
  or the casing of an electronic device that you can see 
  within range. You can excite the molecules within the 
  solid object causing it to generate an extreme amount of 
  heat. Larger objects, such as walls, ship hulls, and items 
  attached to larger objects (such as a vehicle’s steering 
  handle) is unaffected by this power.
  Any creature in physical contact with the object takes 
  2d8 fire damage when you use this power. Until the 
  effect ends, you can use a bonus action on each of your 
  subsequent turns to cause this damage again.
  If a creature is holding or wearing the object and takes 
  the damage from it, the creature must succeed on a 
  Constitution saving throw or drop the object if it can. If 
  it doesn’t drop the object, it has disadvantage on attack 
  rolls and ability checks until the start of your next turn.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, the damage increases by 1d8 for each rank above 2.
  Motor Dysfunction
  Rank 6 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose one creature that you can see within range. 
  The target’s motor functions are thrown out of whack 
  and they become disoriented, flailing their arms and 
  stumbling about for the duration.
  Creatures that can’t be charmed are immune to this 
  power.
  An affected creature must use all its movement 
  stumbling around without leaving its space and has 
  disadvantage on Dexterity saving throws and attack rolls. 
  While the target is affected by this power, other creatures 
  have advantage on attack rolls against it. As an action, an 
  affected creature makes a Wisdom saving throw to regain 
  control of itself. On a successful save, the effect ends.
  Negation Field
  Rank 6 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: Self (10-foot radius)
  Duration: Concentration, up to 1 minute
  You create an immobile, faintly shimmering barrier in a 10-
  foot radius around you, which remains for the duration.
  Any esper power of rank 5 or lower used from outside 
  the barrier can’t affect creatures or objects within it, even 
  if the power is activated at a higher rank. Such a power 
  can target creatures and objects within the barrier, but 
  the power has no effect on them.
  Similarly, the area within the barrier is excluded from 
  the areas affected by such powers.
  At Higher Ranks. When you use this power at rank 7 or 
  higher, the barrier blocks powers of one rank higher for 
  each rank above 6.
  Nondetection
  Rank 3 Metaphase Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 8 hours
  For the duration, you hide a target that you touch from 
  extrasensory detection. The target can be a willing 
  creature or a place or an object no larger than 10 feet 
  in any dimension. The target can’t be targeted by any 
  clairsentient powers perceived through forging techniques 
  or forge enhanced detection items.
  Obfuscate
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You bend light around a creature you touch making 
  them invisible to others. Anything the target is wearing 
  or carrying is also invisible as long as it is on the target’s 
  person. The effect ends for a target that attacks or uses a 
  talent or technique.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, you can target one additional creature for each 
  rank above 2.
  Open Channel
  Rank 1 Clairsentient Talent
  Activation Time: 1 action
  Range: 500 feet
  Duration: Concentration, up to 10 minutes
  For the duration, you can transmit your voice and image 
  to an electonic communication device within range. The 
  device must be capable of transmitting your voice and/
  or image, and must be one that you have seen or touched 
  within the last 24 hours.
  You can choose to broadcast to the device directly or 
  instead make a call or signal to the device for someone 
  
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  to respond. So long as the communication device has 
  power, your transmission signal is high-quality, glitch free, 
  and immune to signal jamming and interference. You can 
  end the transmission at any time during the duration, 
  which also ends the effect.
  Optimizer
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You administer a vitality booster to any number of 
  creatures you choose that you can see within range. For 
  the duration, each target has advantage on Wisdom 
  saving throws and death saving throws, and regains the 
  maximum number of hit points possible from any healing.
  Pacify
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to suppress strong emotions in a group 
  of people. Each humanoid in a 20-foot-radius sphere 
  centered on a point you choose within range must make 
  a Charisma saving throw; a creature can choose to fail 
  this saving throw if it wishes. If a creature fails its saving 
  throw, choose one of the following two effects.
  You can suppress any effect causing a target to be 
  charmed or frightened. When this power’s effect ends, 
  any suppressed effect resumes, provided that its duration 
  has not expired in the meantime.
  Alternatively, you can make a target indifferent about 
  creatures of your choice that it is hostile toward. This 
  indifference ends if the target is attacked or harmed by a 
  power or if it witnesses any of its friends being harmed. 
  When the effect ends, the creature becomes hostile again, 
  unless the GM rules otherwise.
  Paralyzer
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You generate an electrical stun net over a target of your 
  choice. The target must succeed on a Constitution 
  saving throw or be paralyzed for the duration. At the 
  end of each of its turns, the target can make another 
  Constitution saving throw. On a success, the effect ends 
  on the target.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, you can target one additional humanoid for each 
  rank above 2. The humanoids must be within 30 feet of 
  each other when you target them.
  Pass without Trace
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You create a cloaking field, masking you and your 
  companions from detection. For the duration, each 
  creature you choose within 30 feet of you (including you) 
  has a +10 bonus to Dexterity (Stealth) checks and can’t 
  be tracked except by means of an esper power. A creature 
  that receives this bonus leaves behind no physical 
  signature, tracks, or other traces of its passage.
  Personal Sentry
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: Self (15-foot radius)
  Duration: Concentration, up to 10 minutes
  You create a small pack of tiny stealth drones to protect 
  you. They hover around you to a distance of 15 feet for 
  the duration.
  When you use this power, you can designate any 
  number of creatures you can see to be unaffected by the 
  drones. An affected creature’s speed is halved in the area, 
  and when the creature enters the area for the first time 
  on a turn or starts its turn there, it must make a Wisdom 
  saving throw. On a failed save, the creature takes 3d8 
  radiant damage from the drones’ weapon fire. On a 
  successful save, the creature takes half as much damage.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, the damage increases by 1d8 for each rank above 3.
  Phantom Zone
  Rank 8 Metaphase Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 hour
  You create a shadowy door on a flat solid surface that 
  you can see within range. The door is large enough to 
  allow Medium creatures to pass through unhindered. 
  When opened, the door leads to an extradimensional 
  space that appears to be an empty room 60 feet in each 
  dimension, made of a solid material such as metal or 
  stone. When the effect ends, the door disappears, and 
  any creatures or objects inside the space remain trapped 
  there, as the door also disappears from the other side.
  Each time you activate this power, you can create a 
  new extradimensional space, or have the shadowy door 
  connect to a space you created with a previous use of this 
  power. Additionally, if you know the nature and contents 
  of a space created by activation of this power by another 
  creature, you can have the shadowy door connect to its 
  space instead.
  At Higher Ranks. When you use this power at rank 9 the 
  size of the space increases to 300 feet.
  
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  Phase Shift
  Rank 2 Metaphase Talent
  Activation Time: 1 bonus action
  Range: Self
  Duration: Instant
  An enhanced version of the phase step talent, you fold the 
  space between yourself and a point of destination within 
  range. You teleport 30 feet to an unoccupied space that 
  you can see.
  Phase Step
  Rank 1 Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: Instant
  You fold the space between yourself and a point of 
  destination within range. You teleport 10 feet to an 
  unoccupied space that you can see.
  Phase Walk
  Rank 6 Metaphase Talent
  Activation Time: 1 action
  Range: 500 feet
  Duration: Concentration, up to 10 minutes
  You create two linked points in space that remain open 
  for the duration. Choose two points on the ground that 
  you can see, one point within 10 feet of you and one 
  point within 500 feet of you. A circular portal, 10 feet in 
  diameter, opens over each point. If the portal would open 
  in the space occupied by a creature, the power fails, and 
  the activation cost is lost.
  The portals are two-dimensional spinning circles with 
  glowing borders and filled with a starry mist, hovering 
  inches from the ground and perpendicular to it at the 
  points you choose. A circle is visible only from one side 
  (your choice), which is the side that functions as a portal.
  Any creature or object entering the portal exits from the 
  other portal as if the two were adjacent to each other; 
  passing through a portal from the nonportal side has no 
  effect. The star-filled mist that fills each portal is opaque 
  and blocks vision through it. On your turn, you can 
  rotate the portals as a bonus action so that the active 
  side faces in a different direction.
  Plasma Blade
  Rank 2 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You generate a small plasma cutting blade from a device 
  of your design that can be worn or carried. The blade is 
  similar in size and shape of a short blade, and it lasts for 
  the duration. You can deactivate and reactivate the blade 
  again as a bonus action.
  You can use your action to make a melee forging attack 
  with the plasma blade. On a hit, the target takes 3d6 
  radiant damage.
  The blade sheds bright light in a 10-foot radius and dim 
  light for an additional 10 feet.
  Plasma Orb
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You launch a micro-drone which flies to a point you 
  choose within range and unleashes a 20-foot radius 
  sphere of crackling energy. The sphere remains for the 
  duration. 
  Each creature within the sphere when it appears or ends 
  its turn within the sphere must succeed on a Constitution 
  saving throw or take 2d6 radiant damage. The area 
  occupied by the sphere is difficult terrain.
  Until the effect ends, you can use a bonus action on 
  your turn to launch a bolt of lightning from the sphere’s 
  center toward one target within 60 feet of the center of 
  the sphere. Make a ranged forging attack. If successful, 
  the target takes 4d6 lightning damage. You have 
  advantage on the roll if the target is already inside the 
  sphere’s radius.
  At Higher Ranks. When you use this power at rank 5 or 
  higher, the damage increases for each effect by 1d6 for 
  each rank above 4.
  Portal
  Rank 4 Metaphase Talent
  Activation Time: 1 action
  Range: 500 feet
  Duration: Instant
  You open a rift in space leading from your current location 
  to any other spot within range. You arrive at exactly the 
  spot desired. It can be a place you can see, one you can 
  visualize, or one you can describe by stating distance 
  and direction, such as “200 feet straight downward” or 
  “upward to the northwest at a 45-degree angle, 300 feet.”
  You can bring along objects as long as their weight 
  doesn’t exceed what you can carry. You can also bring 
  one willing creature of your size or smaller who is carrying 
  gear up to its carrying capacity. The creature must be 
  within 5 feet of you when you use this power.
  If you would arrive in a place already occupied by an 
  object or a creature, you and any creature traveling with 
  you each take 4d6 force damage, and you are knocked 
  back to your starting location.
  Power Drain
  Rank 4 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: Instant
  You attempt to drain the power source of an enemy or a 
  powered device, and convert it into healing energy. This 
  power has no effect on vehicles. Upon activation of this 
  power, one of two effects occur depending on the target.
  
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  Enemy AI. When using this power against an automaton 
  or construct, make a ranged forging attack. On a hit, the 
  target takes 5d6 force damage and you regain hit points 
  equal to the amount of force damage dealt.
  Mundane Devices. Choose a Huge or smaller electronic 
  powered electronic device within range that is not being 
  worn or carried. The device must make a saving throw 
  versus your power save DC. The table below lists the 
  bonus to the device’s save roll depending on its size. 
  Forge enhanced devices and devices that are not turned 
  on automatically succeed on their save.
  On a failed save, the device loses all power and function 
  for 1 minute and you regain hit points equal to the 
  amount listed on the table. A device affected by this 
  power becomes immune to the effects of this power for 
  the next 24 hours.
  Device Size
  Save 
  Bonus
  Healing 
  Amount
  Small (handheld device, SIM unit)
  +2
  2d6
  Medium (Small console, monitor)
  +4
  3d6
  Large (Large console/comm pedestal)
  +6
  4d6
  Huge (Power conduit, data server)
  +8
  5d6
  At Higher Ranks. When you use this power at rank 5 or 
  higher, both the damage and healing increases by 1d6 for 
  each rank above 4.
  Programmed Trigger
  Rank 3 Metaphase Talent/Forging Technique
  Activation Time: 1 hour
  Range: Touch
  Duration: Until triggered or unraveled
  When you use this power, you create a trigger that causes 
  harm when conditions are met to set it off. The trigger 
  can take the form of a semi-translucent mark (in a design 
  of your choice), or a tiny micro-device. It is placed either 
  upon a surface (such as a desk, panel, or a section of 
  floor or wall) or within an object that can be closed (such 
  as a box, case, or cabinet) to conceal the trigger. If you 
  choose a surface, the trigger’s sensor can cover an area 
  of the surface no larger than 10 feet in diameter. If you 
  choose an object, that object must remain in its place; 
  if the object is moved more than 10 feet from where you 
  activated this power, the trigger is nullified, and the effect 
  automatically ends.
  The trigger is nearly invisible and requires a successful 
  Intelligence (Investigation) check against your esper power 
  save DC to be found.
  You decide what sets off the trigger when you activate 
  this power. Triggers placed on a surface, are typically set 
  off by touching or standing on them, removing another 
  object covering the trigger, approaching within a certain 
  distance of the trigger, or manipulating the object on 
  which the trigger is placed. Triggers placed within an 
  object are most commonly set off by opening that object, 
  approaching within a certain distance of the object, 
  or seeing and looking at the trigger for a set length of 
  time. Once a trigger is set off, its effect activates then 
  immediately ends.
  You can further refine the trigger so the effect activates 
  only under certain circumstances or according to physical 
  characteristics (such as height or weight), creature kind 
  (for example, to be set off only by netherants or kanasi), 
  or alignment. You can also set conditions for creatures 
  that don’t set off the trigger, such as those who say a 
  certain password.
  When you place the trigger, choose between an 
  explosive trigger and a power trigger.
  Explosive Trigger. When set off, the trigger erupts with 
  elemental energy in a 20-foot-radius sphere centered on the 
  trigger. The sphere spreads around corners. Each creature 
  in the area must make a Dexterity saving throw. A creature 
  takes 5d8 acid, cold, fire, lightning, or thunder damage 
  on a failed saving throw (your choice when you create the 
  trigger), or half as much damage on a successful one.
  Power Trigger. You can store a power of rank 3 or lower 
  in the trigger by activating it as part of using this power. 
  When you do so, you expend the appropriate tech slot or 
  talent points in addition to the cost of using this power. 
  The power must target a single creature or an area. The 
  power being stored has no immediate effect when used in 
  this way. When the trigger is set off, the stored power is 
  activated. If the power has a target, it targets the creature 
  that set off the trigger. If the power affects an area, the 
  area is centered on that creature. If the power summons 
  hostile creatures or creates harmful objects or traps, they 
  appear as close as possible to the intruder and attack it. 
  If the power requires concentration, it lasts until the end 
  of its full duration.
  At Higher Ranks. When you use this power at rank 4 
  or higher, the damage of an explosive trigger increases by 
  1d8 for each rank above 3. If you create a power trigger, 
  you can store any power of the same rank as the rank at 
  which you activate programmed trigger.
  Projected Force
  Rank 5 Kinesis Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You create a small sphere of gravitic force in an 
  unoccupied space that you can see within range. The 
  sphere lasts for the power’s duration, and it moves at 
  your command, manipulated by the movements of your 
  hand and fingers.
  The sphere is an object that has AC 20 and hit points 
  equal to your hit point maximum. If it drops to 0 hit points, 
  the effect ends. It has a Strength of 26 (+8) and a Dexterity 
  of 10 (+0). The sphere doesn’t take up any physical space.
  When you activate this power and as a bonus action on 
  your subsequent turns, you can move the sphere up to 60 
  feet and then cause one of the following effects with it.
  Strike. The sphere strikes one creature or object within 5 
  feet of it. Make a melee channeling attack for the sphere 
  using your game statistics. On a hit, the target takes 4d8 
  force damage.
  
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  Push. The sphere attempts to push a creature within 5 
  feet of it in a direction you choose. Make a check with the 
  sphere’s Strength contested by the Strength (Athletics) 
  check of the target. If the target is Medium or smaller, you 
  have advantage on the check. If you succeed, the sphere 
  pushes the target up to 5 feet plus a number of feet equal 
  to five times your channeling ability modifier. The sphere 
  moves with the target to remain within 5 feet of it.
  Hold. The sphere attempts to surround and restrain 
  a Huge or smaller creature within 5 feet of it. You use 
  the sphere’s Strength score to resolve the grapple. If the 
  target is Medium or smaller, you have advantage on the 
  check. While the sphere is grappling the target, you can 
  use a bonus action to have the sphere crush it. When you 
  do so, the target takes bludgeoning damage equal to 2d6 
  + your channeling ability modifier.
  Block. The sphere flattens into a force barrier and 
  interposes itself between you and a creature you choose 
  until you give the sphere a different command. The 
  sphere moves to stay between you and the target, 
  providing you with half cover against the target. The 
  target can’t move through the sphere’s space if its 
  Strength score is less than or equal to the sphere’s 
  Strength score. If its Strength score is higher than the 
  sphere’s Strength score, the target can move toward you 
  through the sphere’s space, but that space is difficult 
  terrain for the target.
  At Higher Ranks. When you use this power at rank 6 or 
  higher, the damage for the strike option increases by 2d8 
  and the damage from the hold increases by 2d6 for each 
  rank above 5.
  Primal Fear
  Rank 1 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  A creature of your choice that you can see within range 
  becomes uncontrollably terrified of everything around 
  them if affected by this power. The target must succeed 
  on a Wisdom saving throw or fall prone, becoming 
  incapacitated and unable to stand up for the duration. A 
  creature with an Intelligence score of 4 or less isn’t affected.
  At the end of each of its turns, and each time it takes 
  damage, the target can make another Wisdom saving 
  throw. The target has advantage on the saving throw if 
  it’s triggered by damage. On a success, the effect ends.
  Propelled Shot
  Rank 1 Kinesis Talent
  Activation Time: 1 action
  Range: 150 feet
  Duration: Instant
  Choose one object weighing 5 to 10 pounds within range 
  that isn’t being worn or carried. You levitate and hurl the 
  object in a straight line up to 90 feet in a direction you 
  choose before it falls to the ground, stopping early if it 
  impacts against a solid surface. If the object would strike 
  a creature, that creature must make a Dexterity saving 
  throw. On a failed save, the object strikes the target, then 
  falls to the floor. In either case, both the object and the 
  creature or solid surface take 3d8 bludgeoning damage.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the maximum weight of the objects you can target 
  with this power increases by 5 pounds, and the damage 
  increases by 1d8 for each rank above 1.
  Protection Field
  Rank 1 Kinesis Talent
  Activation Time: 1 action
  Range: Self
  Duration: 8 hours
  You are able to generate a minor force field from your 
  body. Your base AC becomes 13 + your Dexterity modifier 
  and functions as a PSD against weapons with the kinetic 
  property. To receive any benefit from this power, you 
  cannot be wearing any armor or other protective gear. 
  You may dismiss the effect of this power with an action.
  Protective Sphere
  Rank 4 Kinesis Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  A sphere of shimmering force encloses a creature or 
  object of Large size or smaller within range. An unwilling 
  creature must make a Dexterity saving throw. On a failed 
  save, the creature is enclosed for the duration.
  Nothing—not physical objects, energy, or other esper 
  power effects—can pass through the barrier, in or out, 
  though a creature in the sphere can breathe there.
  The sphere is immune to all damage, and a creature 
  or object inside can’t be damaged by attacks or effects 
  originating from outside, nor can a creature inside the 
  sphere damage anything outside it.
  The sphere is weightless and just large enough to 
  contain the creature or object inside. An enclosed 
  creature can use its action to push against the sphere’s 
  walls and thus roll the sphere at up to half the creature’s 
  speed. Similarly, the globe can be picked up and moved 
  by other creatures.
  A disintegrate power targeting the globe destroys it 
  without harming anything inside it.
  Proton Blade
  Prime Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  A small blade of pure energy forms around your hand. 
  The blade sheds dim light up to 10 feet. For the duration, 
  your unarmed attacks deal 1d6 force damage. This 
  damage is still considered mundane for purposes of 
  resistances and immunities.
  
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  Psi Blast
  Prime Psychogenic Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  You launch a streaming coil of psychic energy at a target 
  you can see. Make a ranged channeling attack. On a hit, 
  the target takes 1d10 psychic damage. The target also 
  loses any benefit from cover against your next attack roll 
  against it. This effect lasts until either the end of your next 
  turn or whenever you hit another target with this power, 
  whichever comes first.
  This power’s power increases by 1d10 when you reach 
  5th level (2d10), 11th level (3d10), and 17th level (4d10).
  Psychic Backlash
  Rank 1 Psychogenic Talent
  Activation Time: 1 reaction, which you take in response 
  to being damaged by a creature within 60 feet of you that 
  you can see.
  Range: 60 feet
  Duration: Instant
  You place a psychic mark upon a creature that struck 
  you, unleashing a chain of reactive energy into them. The 
  creature must make a Dexterity saving throw. It takes 
  2d10 psychic damage on a failed save, or half as much 
  damage on a successful one.
  At Higher Ranks. When you use this power at rank 2 
  or higher, the damage increases by 1d10 for each rank 
  above 1.
  Psychic Overload
  Rank 8 Psychogenic Talent
  Activation Time: 1 action
  Range: Self (15-foot cone)
  Duration: Concentration, up to 10 minutes
  You attempt to overwhelm the mind of one creature 
  you can see within range, leaving it dumbfounded. If 
  the target has 150 hit points or fewer, it is stunned. 
  Otherwise, the power has no effect.
  The stunned target must make a Constitution saving 
  throw at the end of each of its turns. On a successful 
  save, the stunning effect ends.
  Psychic Storm
  Rank 9 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You unleash a powerful wave of destructive psychic 
  energy, assaulting the minds of up to eight creatures of 
  your choice that you can see within range. Each target 
  must make an Intelligence saving throw. On a failed save, 
  a target takes 12d8 psychic damage on a failed save and 
  is stunned. On a successful save, a target takes half as 
  much damage and isn’t stunned.
  The stunned target must make an Intelligence saving 
  throw at the end of each of its turns. On a successful 
  save, the stunning effect ends.
  Psychic Wave
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: Self (15-foot cone)
  Duration: Concentration, up to 10 minutes
  You harness your darkest thoughts, sending a wave of 
  psychic energy that assaults the minds of all in its path. 
  Each creature in a 15-foot cone must make a Wisdom 
  saving throw, suffering 3d6 psychic damage on a failed 
  save, and half as much on a successful one.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, the damage increases by 1d6 for each rank above 2.
  Pulse Beam
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: Self (60-foot line)
  Duration: Instant
  You fire a ion energy beam that is 60 feet long and 5 feet 
  wide. Each creature in the line must make a Dexterity 
  saving throw. If the creature is an automaton or construct, 
  they take 5d6 lightning damage on a failed save and are 
  stunned until the end of their next turn. They take half as 
  much damage on a successful save and are not stunned.
  A creature that fails its saving throw loses the use of 
  any electronic device it is using or carrying for 1 minute. 
  Any energy based weapon, such as a laser pistol or energy 
  blade cannot be used to make weapon attacks until the 
  end of the creature’s next turn.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, the damage increases by 1d8 for each rank above 2.
  Pulsing Strike
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  during this power’s duration, the weapon attaches a 
  device onto the target that delivers powerful electrical 
  pulses. At the start of each of its turns until the effect 
  ends, the target must make a Constitution saving throw. 
  On a failed save, it takes 1d6 lightning damage.
  On a successful save, the effect ends. If the target or a 
  creature within 5 feet of it uses an action to remove the 
  device, the effect ends.
  Push
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: 10 feet
  Duration: Instant
  
  A gravity wave lashes out from your hand at a target 
  within range. Make a ranged channeling attack against 
  the target. On a hit, the target takes 1d8 force damage 
  and must make a Strength saving throw. On a failed save, 
  you can push the target up to 10 feet away from you.
  This power’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  Quick Construct
  Rank 3 Forging Technique
  Activation Time: 1 minute
  Range: Self (as point of origin)
  Duration: Instant
  You create a robotic construct which you command. The 
  general appearance is your choice but it is the size and 
  shape of a Medium or Small humanoid. This construct 
  has the statistics of a forged construct (The GM has 
  game statistics for these creatures.)
  On each of your turns, you can use a bonus action to 
  mentally command any creature you forged with this 
  power if the creature is within 60 feet of you (if you 
  control multiple creatures, you can command any or all 
  of them at the same time, issuing the same command to 
  each one). You decide what action the creature will take 
  and where it will move during its next turn, or you can 
  issue a general command, such as to guard a particular 
  area. If you issue no commands, the creature only defends 
  itself against hostile creatures. Once given an order, the 
  creature continues to follow it until its task is complete. 
  The creature is under your control for 24 hours, after 
  which its power core ceases to function and its parts 
  deteriorate into scrap. To maintain the creature for 
  another 24 hours, you must activate this power on the 
  creature again before the current 24-hour period ends. 
  This use of the technique fully recharges up to four 
  creatures you have created with this power, rather than 
  forging a brand new one.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, you create or reassert control over two additional 
  constructs for each rank above 3. Each additional 
  construct must come from at least ten pounds of scrap 
  metal or machine parts.
  Quick Repair
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You repair an automaton, construct, or mechanical 
  device, or planetary vehicle that you can touch. It regains 
  hit points equal to 1d8 + your forging ability modifier.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, the healing increases by 1d8 for each rank above 1.
  Quick Step
  Rank 1 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You bolster the movement rate of a target with this 
  power. You touch a creature. That target’s speed 
  increases by 10 feet for the duration.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, you can target one additional creature for each 
  rank above 1.
  of them at the same time, issuing the same command to 
  each one). You decide what action the creature will take 
  and where it will move during its next turn, or you can 
  issue a general command, such as to guard a particular 
  area. If you issue no commands, the creature only defends 
  itself against hostile creatures. Once given an order, the 
  creature continues to follow it until its task is complete. 
  The creature is under your control for 24 hours, after 
  which its power core ceases to function and its parts 
  deteriorate into scrap. To maintain the creature for 
  another 24 hours, you must activate this power on the 
  creature again before the current 24-hour period ends. 
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You bolster the movement rate of a target with this 
  power. You touch a creature. That target’s speed 
  increases by 10 feet for the duration.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, you can target one additional creature for each 
  rank above 1.
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  Ramming Strike
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The first time you hit with a melee weapon attack during 
  this power’s duration, your weapon explodes with a 
  crushing force that is audible within 300 feet of you, 
  dealing an extra 2d6 thunder damage to the target.
  Additionally, if the target is a creature, it must succeed 
  on a Strength saving throw or be pushed 10 feet away 
  from you and knocked prone.
  Ravage Pattern
  Rank 4 Alteration Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Instant
  You violently disrupt the cellular pattern of a target of 
  your choice that you can see within range. The target 
  must make a Constitution saving throw. The target takes 
  8d8 necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  This power does no damage on automatons or non-
  organic constructs but causes outer blemishes such as 
  fading, warping, or corrosion.
  If you target a plant creature or an organic construct, 
  it makes the saving throw with disadvantage, and also 
  suffers maximum damage from the talent.
  If you target an organic form that isn’t a creature, such 
  as a tree, vegetable, or soil, it doesn’t make a saving 
  throw; it simply spoils, withers and dies.
  At Higher Ranks. When you use this power at rank 5 or 
  higher, the damage increases by 1d8 for each rank above 4.
  Reactive Aura
  Rank 8 Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Swirling energy ripples out from you, forming a dimly 
  glowing sphere in a 30-foot radius around you.
  Creatures of your choice in that radius when you use 
  this power shed dim light in a 5-foot radius and have 
  advantage on all saving throws until the effect ends.
  In addition, whenever one of these creatures is hit 
  for the first time with a weapon or esper power attack, 
  the aura erupts with a backlash of reactive energy. The 
  attacker must make a Dexterity saving throw, taking 6d10 
  radiant damage on a failed save, or half as much on a 
  successful one. Subsequent attacks on the same creature 
  does not provoke the energy backlash.
  Reactive Field
  Rank 4 Elemental Talent/Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: 10 minutes
  You surround yourself with an aura of extreme heat or 
  extreme cold, as you choose. The heat shield grants you 
  resistance to cold damage, and the cold shield grants you 
  resistance to fire damage.
  In addition, whenever a creature within 5 feet of you 
  hits you with a melee attack, the shield erupts with 
  reactive energy. The attacker takes 2d8 fire damage from 
  a heat shield, or 2d8 cold damage from a cold shield.
  Reave
  Rank 7 Alteration Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: instant
  You unleash a spiral of molecular distortion, which 
  envelops a target within range.  The target must make 
  a Constitution saving throw. It takes 7d8 + 30 necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
  A creature killed by this power has their molecules 
  completely scattered, including everything it is wearing 
  and carrying except forge enhanced items. The creature 
  can be restored to life only by means of a full restore or a 
  cosmic weave power.
  Regenerate
  Rank 7 Forging Technique
  Activation Time: 1 minute
  Range: Touch
  Duration: 1 hour
  You stimulate a creature’s natural healing ability. The 
  target regains 4d8 + 15 hit points. For the duration of the 
  power, the target regains 1 hit point at the start of each 
  of its turns (10 hit points each minute).
  The target’s severed body members (fingers, legs, tails, 
  and so on), if any, are restored after 2 minutes. If you 
  have the severed part and hold it to the stump, the power 
  instantaneously causes the limb to knit to the stump.
  Remote Connection
  Rank 1 Clairsentient Talent/Forging Technique
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 10 minutes
  You can use a nearby device as if it were right in front of 
  you. Choose any electronic device within range that is not 
  being worn or carried and that has a user function such 
  as controls or a keypad. When you activate this power, a 
  virtual set of controls appear before you, allowing you to 
  use the device as if you were accessing it physically.
  
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  You can only use this power on one device at a time. 
  This power has no effect on a device that is currently in 
  use by another user.
  Renew
  Prime Alteration Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  This power repairs a single break or tear in an object you 
  touch, such as a broken chain link, a corroded pipe, a 
  torn shirt, or a leaky hose. As long as the break or tear 
  is no larger than 1 foot in any dimension, you mend it, 
  leaving no trace of the former damage.
  This power can physically repair a mechanical device 
  or construct but cannot restore function to it without 
  proper repair.
  Restore Pattern
  Rank 3 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  At your touch, all supernatural markers created by a 
  special attack or power (such as corrupt pattern) affecting 
  one creature or object are erased. If the object is a forge 
  enhanced weapon, the marker remains, but the effect 
  breaks its owner’s attunement to the object so it can be 
  removed or discarded.
  Resuscitate
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You medically treat a creature that has died within the 
  last minute. That creature returns to life with 1 hit point. 
  This technique can’t return to life a creature that has died 
  of old age, nor can it restore any missing body parts.
  Return Point
  Rank 6 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You and up to five willing creatures within 5 feet of you 
  instantly teleport to a previously designated haven. You 
  and any creatures that teleport with you appear in the 
  nearest unoccupied space next to the spot you chose when 
  you prepared your haven (see below). If you use this power 
  without a designated haven, the power has no effect. If the 
  haven is a vehicle, such as a starship, you cannot teleport 
  onto that vehicle while it’s moving under its own power.
  You must designate a haven by activating this power 
  within a familiar location you’ve visited often and likely 
  feel at home, such as your home, a companion’s home, 
  your workplace, your group’s hideout, or the bridge of 
  your ship. If you attempt to activate the power in this 
  manner in an area that isn’t personally familiar to you, 
  the power has no effect. 
  Revive
  Rank 5 Forging Technique
  Activation Time: 1 hour
  Range: Touch
  Duration: Instant
  You bring a recently deceased creature back from death, 
  provided that it has been dead no longer than 10 days. 
  The creature returns to life with 1 hit point.
  This technique also neutralizes any poisons and cures 
  all diseases that affected the creature at the time it died. 
  This technique doesn’t, however, remove any afflictions 
  caused by esper powers, or similar effects; if these aren’t 
  first removed prior to using this power, they take effect 
  when the creature returns to life. This technique can’t 
  reanimate an automaton or construct.
  This technique closes all mortal wounds, but it doesn’t 
  restore missing body parts. If the creature is lacking body 
  parts or organs integral for its survival (its head, for 
  instance) the technique has no effect.
  Being brought back from death is a taxing ordeal. The 
  target takes a −4 penalty to all attack rolls, saving throws, 
  and ability checks. Every time the target finishes a long 
  rest, the penalty is reduced by 1 until it disappears.
  Rift Blade
  Rank 7 Metaphase Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  A spinning translucent blade surrounded by a small wisps 
  of light-distorting mists forms and hovers a few feet from 
  you for the duration.
  When the blade appears, you can launch it at a target 
  you can see within range. Make a ranged channeling attack. 
  The target cannot gain an AC bonus against this attack 
  from half or three-quarters cover. On a hit, the target takes 
  3d10 force damage. Until the effect ends, you can use a 
  bonus action on each of your turns to repeat this attack 
  against the same target or a different one within range.
  Salvo Strike
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 150 feet
  Duration: Instant
  You launch an assault drone which rains down a hail of 
  gunfire centered on a point within range. Each creature 
  in a 40-foot-radius. 20-foot-high cylinder centered on 
  that point must make a Dexterity saving throw. A creature 
  takes 8d8 piercing damage on a failed save, or half as 
  much damage on a successful one.
  
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  Scorching Strike
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a melee weapon 
  attack during this power’s duration, the weapon erupts 
  with a fiery explosion, dealing an extra 1d6 fire damage 
  to the target and causes the target to burst into flames. 
  At the start of each of its turns until the effect ends, the 
  target must make a Constitution saving throw. On a 
  failed save, it takes 1d6 fire damage.
  On a successful save, the effect ends. If the target or a 
  creature within 5 feet of it uses an action to put out the 
  flames, or if some other effect douses the flames (such as 
  the target being submerged in water), the effect ends.
  At Higher Ranks. When you use this power at rank 3 
  or higher the initial extra damage dealt by the attack 
  increases by 1d6 for each rank above 1.
  Secure Structure
  Rank 6 Metaphase Talent
  Activation Time: 10 minutes
  Range: Touch
  Duration: 24 hours
  You create a programmed pattern of spatial energy that 
  protects up to 2,500 square feet of floor space (an area 
  50 feet square, or one hundred 5-foot squares or twenty-
  five 10-foot squares). The warded area can be up to 20 
  feet tall, and shaped as you desire. You can ward several 
  stories of a building by dividing the area among them, as 
  long as you can walk into each contiguous area while you 
  are activating this power.
  When you activate this power, you can specify 
  individuals that are unaffected by any or all of the effects 
  that you choose. You can also specify a password that, 
  when spoken aloud, makes the speaker immune to these 
  effects.
  Secure structure creates the following effects within the 
  warded area.
  Doors. All doors and hatches in the warded area are 
  locked, as if sealed by a magnetic seal power. In addition, 
  you can cover up to ten doors with an illusory effect 
  (equivalent to the illusory object function of the illusory 
  point power) to make them appear as plain sections of 
  wall.
  Electronics. Computer terminals and panels all have 
  their information scrambled, preventing access to any 
  informational data. Each use of any electronic terminal 
  requires a successful Intelligence saving throw versus your 
  esper power save DC.
  Passageways. Light bends and twists around every 
  hallway or passage, distorting visibility and making them 
  heavily obscured. In addition, at each intersection or 
  branching passage offering a choice of direction, there is 
  a 50 percent chance that a creature other than you will 
  believe it is going in the opposite direction from the one 
  it chooses.
  Stairs. The elevation of all stairs and ramps are 
  distorted, making them difficult terrain. In addition, any 
  creature attempting to move across them must make a 
  Wisdom saving throw versus your esper power save DC or 
  lose their movement for that turn.
  Transports. Lifts, moving ramps, or elevators are locked 
  as if they were doors. In addition, if they are accessed, 
  they have their controls rearranged. There is a 50 percent 
  chance that the elevator moves in the opposite direction 
  of the distance or number of floors intended. If the 
  elevator reaches the top or bottom in this way, it simply 
  stops moving when it reaches that level until accessed 
  again.
  The whole warded area radiates cosmic energy. An 
  unravel effect used on a specific effect, if successful, 
  removes only that effect..
  Secure Zone
  Rank 4 Alteration Talent/Forging Technique
  Activation Time: 10 minutes
  Range: 120 feet
  Duration: 24 hours
  You secure an area within range. The area is a cube that 
  can be as small as 5 feet to as large as 100 feet on each 
  side. The power lasts for the duration or until you use an 
  action to dismiss it.
  When you activate this power, you decide what sort 
  of security the effect provides, choosing any or all of the 
  following properties:
  • Sound can’t pass through the barrier at the edge of the 
  warded area.
  • The barrier of the warded area appears dark and foggy, 
  preventing vision (including infravision and darkvision) 
  through it.
  • Electronic sensors or those created by esper powers 
  can’t appear inside the protected area or pass through 
  the barrier at its perimeter.
  • Creatures in the area can’t be targeted by clairsentient 
  powers.
  • Nothing can teleport into or out of the warded area.
  • Dimensional travel using devices or metaphase powers 
  is blocked within the warded area.
  At Higher Ranks. When you use this power at rank 5 or 
  higher, you can increase the size of the cube by 100 feet 
  for each rank beyond the 4th. Thus you could protect a 
  cube that can be up to 200 feet on one side by activating 
  the talent at rank 5.
  Security Scanner
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  You sense the presence of any trap within range that 
  is within line of sight. A trap, for the purpose of this 
  power, includes anything that would inflict a sudden or 
  
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  unexpected effect you consider harmful or undesirable, 
  which was specifically intended as such by its creator. 
  Thus, the power would sense an area covered with 
  pressure sensitive mines, a sensor grid, hidden weapon 
  mounts, or those with affected by esper powers such as 
  security trigger or programmed trigger. It would not reveal a 
  natural weakness in the floor, faulty wiring, an unstable 
  ceiling or platform, or a rusted railing.
  This power merely reveals that a trap is present. You 
  don’t learn the location of each trap, but you do learn the 
  general nature of the danger posed by a trap you sense.
  Sensor Trigger
  Rank 1 Forging Technique (C)
  Activation Time: 1 minute
  Range: 30 feet
  Duration: 8 hours
  You set a sensory trigger alarm against unwanted 
  intrusion. Choose a door, a hatch, a window, or an area 
  within range that is no larger than a 20-foot cube. Until 
  the effect ends, an alarm alerts you whenever a Tiny or 
  larger creature touches or enters the warded area. When 
  you activate this power, you can designate creatures that 
  won’t set off the alarm. You also choose whether the 
  alarm is mental or audible.
  A mental alarm alerts you with a ping in your implant 
  or device if you are within 1 mile of the warded area. This 
  ping awakens you if you are sleeping.
  An audible alarm produces the sound of an alarm siren 
  for 10 seconds within 60 feet.
  Sensory Boost
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You provide a sensory upgrade to up to three creatures of 
  your choice within range. Each creature gains a +2 bonus 
  to attack rolls and saving throws before the end of the 
  effect’s duration.
  At Higher Ranks. When you use this power at rank 2 or 
  higher, you can target one additional creature for each 
  rank above 1.
  Sensory Extension
  Rank 3 Clairsentient Talent/Forging Technique
  Activation Time: 1 minute
  Range: 5 miles
  Duration: Concentration, up to 10 minutes
  You create an invisible sensory area within range in a 
  location familiar to you (a place you have visited or seen 
  before) or in an obvious location that is unfamiliar to 
  you (such as behind a door, down an alleyway, or in a 
  warehouse of storage containers). The sensor remains 
  in place for the duration, and it can’t be attacked or 
  otherwise interacted with.
  When you use this power, you choose seeing or hearing. 
  You can use the chosen sense through the sensor as if you 
  were in its space. As your action, you can switch between 
  seeing and hearing.
  Sensory Jammer
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: 30 feet
  Duration: 1 minute
  You create a sensory masking effect around a creature 
  within range, making them difficult to pinpoint and 
  attack. Until the effect ends, any creature who targets 
  the affected creature with an attack or a harmful power 
  must first make a Wisdom saving throw. On a failed save, 
  the creature must choose a new target or lose the attack 
  or power. This technique doesn’t protect the chosen 
  creature from area effects, such as the crushing force of a 
  gravity well.
  If the warded creature makes an attack or activates a 
  power that affects an enemy creature, the technique’s 
  effect ends.
  Shapeshift
  Rank 9 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You assume the form of a different creature for the 
  duration. The new form can be of any creature with a 
  challenge rating equal to your level or lower. The creature 
  can’t be an automaton, construct or a netherant, and 
  you must have seen this sort of creature at least once.
  You transform into an average example of that creature, 
  one without any class levels or the Channeling or Forging 
  trait.
  Your game statistics are replaced by the statistics of the 
  chosen creature, though you retain your alignment and 
  Intelligence, Wisdom, and Charisma scores. You also 
  retain all of your skill and saving throw proficiencies, in 
  addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus listed in 
  its statistics is higher than yours, use the creature’s bonus 
  in place of yours. You can’t use any legendary actions or 
  lair actions of the new form.
  You assume the hit points and Hit Dice of the new form. 
  When you revert to your normal form, you return to the 
  number of hit points you had before you transformed. 
  If you revert as a result of dropping to 0 hit points, any 
  excess damage carries over to your normal form. As long 
  as the excess damage doesn’t reduce your normal form to 
  0 hit points, you aren’t knocked unconscious.
  You retain the benefit of any features from your class, 
  race, or other source and can use them, provided that 
  your new form is physically capable of doing so. You can’t 
  use any special senses you have (for example, darkvision) 
  unless your new form also has that sense. You can only 
  speak if the creature can normally speak.
  
  When you transform, you choose whether your 
  equipment falls to the ground, merges into the new form, 
  or is worn by it. Worn equipment functions as normal. 
  The GM determines whether it is practical for the new 
  form to wear or use a piece of equipment, based on the 
  creature’s shape and size. Your equipment doesn’t change 
  shape or size to match the new form, and any equipment 
  that the new form can’t wear must either fall to the 
  ground or merge into your new form. Equipment that 
  merges has no effect in that state.
  During this power’s duration, you can use your action 
  to assume a different form following the same restrictions 
  and rules for the original form, with one exception: if 
  your new form has more hit points than your current one, 
  your hit points remain at their current value.
  Shared Vision
  Rank 1 Psychogenic Talent
  Activation Time: 1 action
  Range: 10 feet
  Duration: Concentration, up to 1 minute
  You can share a memory with up to four willing creatures 
  within range. The memory can be no more than 30 days 
  old and cannot last for more than 1 minute. For the 
  duration, targets of this power experience the memory 
  as viewed through your eyes and in your body. They can 
  experience sights, sounds, and smells clearly, though 
  tactile senses such as touch and taste are muted.
  While this power remains in effect, if the memory can 
  be applied toward a Wisdom (Perception) check dealing 
  with sight, smell, or sound, each target including you, 
  gains advantage to that roll.
  Once the effect ends, you can’t use your shared vision 
  power on the same targets again for another 24 hours. 
  Those targets, however can still be targeted by a shared 
  vision power activated by a different creature.
  Shattersense
  Rank 6 Psychogenic Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You cause a direct disturbance within a creature’s psyche. 
  One creature of your choice within 60 feet of you that 
  you can see must succeed on a Wisdom saving throw or 
  be affected by one of the following effects of your choice 
  for the duration. On each of your turns until the effect 
  ends, you can use your action to target another creature 
  but can’t target a creature again if it has succeeded on a 
  saving throw against this current activation of shattersense.
  Scare. The target is frightened of you. On each of its 
  turns, the frightened creature must take the Dash action 
  and move away from you by the safest and shortest 
  available route, unless there is nowhere to move. If the 
  target moves to a place at least 60 feet away from you 
  where it can no longer see you, this effect ends.
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  Sicken. The target has disadvantage on attack rolls 
  and ability checks. At the end of each of its turns, it can 
  make another Wisdom saving throw. If it succeeds, the 
  effect ends.
  Sleep. The target falls unconscious. It wakes up if it 
  takes any damage or if another creature uses its action 
  to shake the sleeper awake. Creatures that do not sleep 
  normally automatically resist this effect.
  Shrapnel Cloud
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a ranged weapon 
  attack before the effect ends, a cloud of sharp 
  metal flechettes burst from your ranged weapon or 
  ammunition. In addition to the normal effect of the 
  attack, the target of the attack and each creature within 5 
  feet of it must make a Dexterity saving throw. A creature 
  takes 1d10 piercing damage on a failed save, or half as 
  much damage on a successful one.
  At Higher Ranks. When you use this power at rank 2 or 
  higher the damage increases by 1d10 for each rank above 
  2 (to a maximum of 6d10).
  Singularity
  Rank 3 Kinesis Talent
  Activation Time: 1 action
  Range: 150 feet
  Duration: Instant
  You point toward an area within range and create an 
  expanding globe of gravimetric force which engulfs 
  everything within its area. Each creature in a 20-foot 
  radius sphere centered on that point must make a 
  Dexterity saving throw. A target takes 8d6 force damage 
  on a failed save, or half as much on a successful one.
  The sphere also does damage to structures and objects 
  in the area that aren’t being worn or carried.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, the damageincreases by 1d6 for each rank above 3.
  Siphon
  Rank 3 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Your touch can siphon life force from others to heal 
  your wounds. Make a melee channeling attack against 
  a creature within your reach. On a hit, the target takes 
  3d6 necrotic damage, and you regain hit points equal 
  to half the amount of necrotic damage dealt. Until the 
  effect ends, you can make the attack again on each of 
  your turns as an action. This power has no effect on 
  automatons or constructs.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, the healing increases by 1d6 for each rank above 3.
  Slow Fall
  Rank 1 Kinesis Talent
  Activation Time: 1 reaction, which you take when you or 
  a creature within 60 feet of you falls
  Range: 60 feet
  Duration: 1 minute
  Choose up to five falling creatures within range. A falling 
  creature’s rate of descent slows to 60 feet per round until 
  the talent ends. If the creature lands before the end of the 
  duration, it takes no falling damage and can land on its 
  feet, and the talent’s effect ends for that creature.
  Sonic Burst
  Prime Forging Technique
  Activation Time: 1 action
  Range: Self (5 feet radius)
  Duration: Instant
  You emit burst of sonic energy centered upon you. Each 
  creature in a 5 foot radius must make a Constitution 
  saving throw or suffer 1d6 thunder damage. You are 
  excluded from this effect. In addition, the technique 
  emits a thunderous boom that can be heard from 150 
  feet away.
  This power’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  Sound Dampener
  Rank 2 Forging Technique (C)
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  For the duration, no sound can be created within or pass 
  through a 20-foot-radius sphere centered on a point you 
  choose within range. Any sound generated by speech, 
  tool, or device is immediately snuffed out. Any creature 
  or object entirely inside the sphere is immune to thunder 
  damage, and creatures are deafened while entirely inside 
  it. Any ability, power, or utility that requires a verbal 
  command does not function in this area.
  Space Fold
  Rank 7 Metaphase Talent
  Activation Time: 1 action
  Range: 10 feet
  Duration: Instant
  This power instantly transports you and up to eight 
  willing creatures of your choice that you can see within 
  range, or a single object that you can see within range, to 
  a destination you select. If you target an object, it must 
  be able to fit entirely inside a 10-foot cube, and it can’t 
  be held or carried by an unwilling creature.
  The destination you choose must be known to you, and 
  it must be on or within orbit of the same planetary body 
  as you. You cannot teleport between two moving vehicles 
  unless their motion is caused by the planet’s gravity (for 
  example, you can’t teleport between two ships operating 
  
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  on their own thrusters, but you can teleport to a ship 
  in nearby orbit around the planet). Your familiarity with 
  the destination determines whether you arrive there 
  successfully. The GM rolls d100 and consults the table.
  Familiarity
  Mishap
  Similar 
  Area
  Off 
  Target
  On 
  Target
  Very familiar
  —
  —
  —
  01–100
  Associated 
  object
  —
  —
  —
  01–100
  Studied 
  carefully
  01
  02-03
  04-05
  06-100
  Seen 
  casually
  01-03
  04-08
  09-15
  16-100
  Viewed once
  01-05
  06-10
  11-25
  26-100
  Description
  01-05
  06-15
  16-30
  31-100
  False 
  destination
  01-25
  26-100
  —
  —
  Familiarity. “Very familiar” means a place you’ve been 
  to very often and where you feel at home, such as your 
  favorite nightclub or the place where you grew up. 
  “Associated object” means that you possess an object 
  taken from the desired destination within the last six 
  months, such as a datapad from an old bunker, a SIM 
  recording from your last concert, or the leather jacket you 
  bought from a shop.
  “Studied carefully” is a place you have visited more than 
  once for a prolonged period, a place you have carefully 
  studied, or a place you can see when you activate the 
  power. “Seen casually” is someplace you have seen 
  more than once but with which you aren’t very familiar. 
  “Viewed once” is a place you have seen once, possibly 
  from an image or video. “Description” is a place whose 
  location and appearance you know through someone 
  else’s description, or perhaps spot on a map or chart.
  “False destination” is a place that doesn’t exist. Perhaps 
  you’re working off of false data, or you’re attempting to 
  teleport to a familiar location that no longer exists.
  On Target. You and your group (or the target object) 
  appear where you want to.
  Off Target. You and your group (or the target object) 
  appear a random distance away from the destination 
  in a random direction. Distance off target is 1d10 × 
  1d10 percent of the distance that was to be traveled. 
  For example, if you tried to travel 120 miles, landed off 
  target, and rolled a 5 and 3 on the two d10s, then you 
  would be off target by 15 percent, or 18 miles. The GM 
  determines the direction off target randomly by rolling a 
  d8 and designating 1 as north, 2 as northeast, 3 as east, 
  and so on around the points of the compass. If you were 
  teleporting to an elevated city and wound up 18 miles 
  somewhere out in the sky, you could be in a lot of trouble.
  Similar Area. You and your group (or the target object) 
  wind up in a different area that’s visually or thematically 
  similar to the target area. If you are heading for your local 
  starbase or space dock, for example, you might wind up 
  in another space station or in an construction yard that 
  holds similar ships and machinery. Generally, you appear 
  in the closest similar place, but since the power has no 
  range limit, you could conceivably wind up anywhere in 
  the galaxy.
  Mishap. A miscalculation causes the signature of all 
  targets within the fold to become scrambled. Each 
  teleporting creature (or the target object) takes 3d10 
  force damage, and the GM rerolls on the table to see 
  where you wind up (multiple mishaps can occur, dealing 
  damage each time).
  At Higher Ranks. When you use this power at rank 8, 
  you gain a +15 bonus to your d100 roll. In addition, you 
  can teleport to other planets within the same star system 
  in which your familiarity is “Seen casually” or better. 
  At rank 9, you gain a +25 bonus to your roll and can 
  teleport anywhere in the galaxy that you’ve been to at 
  least once.
  Space Walk
  Rank 8 Kinesis Talent/Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  You and up to ten willing creatures you can see within 
  range gain the ability to move and survive in the vacuum 
  of space. For the duration a creature does not need to 
  breathe, has a flying speed of 300 feet, and is immune to 
  fire, cold, necrotic, and radiant damage from mundane 
  sources. A creature under this effect cannot speak and 
  the only actions they can take are the Dash, Dodge, 
  and Disengage actions, or dismiss the effect. They can 
  otherwise interact with objects and perform basic 
  functions that do not require the expenditure of actions. 
  Dismissing the effect takes a full turn, during which time 
  a creature is incapacitated and can’t move.
  If a creature is in a space vacuum when the effect ends, 
  they take 3d6 cold damage and 3d6 necrotic damage at 
  the start of each of their turns and immediately begin 
  to suffocate (see chapter 8 for rules on suffocating). 
  In addition, they lose their flying speed and move as a 
  creature in a Zero-G environment. 
  Spatial Passage
  Rank 5 Metaphase Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: 1 hour
  You open a rift at a point of your choice that you can see 
  on a wooden, plastic, metallic, or stone surface (such 
  as a wall, a ceiling, or a floor) within range, forming 
  a passage that lasts for the duration. You choose the 
  opening’s dimensions: up to 5 feet wide, 8 feet tall, and 
  20 feet deep. The rift creates no instability in a structure 
  surrounding it.
  
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  When the opening disappears, any creatures or objects 
  still in the passage created by the technique are safely 
  ejected to an unoccupied space nearest to the surface 
  upon which you used the talent.
  Spatial Sever
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You create tiny folds and ripples in the space of a 5-foot 
  area. These distortions are nearly invisible, requiring a 
  Wisdom saving throw to see them. A creature takes 2d8 
  slashing damage when it enters the area of effect for the 
  first time on a turn or starts its turn there.
  At Higher Ranks. When you use this power at rank 3 or 
  higher the damage increases by 1d8 for each rank above 1.
  Spiral Defender
  Rank 1 Forging Technique
  Activation Time: 1 reaction, which you take when you are 
  targeted by an attack but before the roll is made.
  Range: Self
  Duration: Instant
  As a reaction, you activate a group of small energy shields 
  that spiral upward around your body to deflect an 
  incoming attack from a target you choose. The target’s 
  attack has disadvantage to its attack roll.
  Spoof Command
  Rank 2 Clairsentient Talent/Forging Technique (C)
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  You attempt to bluff the security protocol of an 
  automaton or construct you can see within range. This 
  power has no effect on targets with an Intelligence of 2 or 
  less. The target must make an Intelligence saving throw, 
  and does so with advantage if you or your companions 
  are fighting it. If it fails the saving throw, it regards you 
  as a friendly acquaintance for the duration. The effect 
  immediately ends if you or your companions attack the 
  target. When the effect ends, the target knows it was 
  under the effect of this power.
  At Higher Ranks. When you use this power at rank 4 
  or higher, you can target one additional automaton or 
  construct for each rank above 2. They must be within 30 
  feet of each other when you target them.
  Sprite Beam
  Prime Alteration Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  A beam of energy surrounded by a chain of digital code 
  streaks toward a creature within range. Make a ranged 
  channeling attack against the target. On a hit, the target 
  takes 1d10 force damage.
  The power creates more than one beam when you reach 
  higher levels: two beams at 5th level, three beams at 11th 
  level, and four beams at 17th level. You can direct the 
  beams at the same target or at different ones. Make a 
  separate attack roll for each beam.
  Stabilize
  Prime Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  When you activate this power on a living creature with 0 
  hit points, that creature becomes stable. This technique 
  has no effect on automatons or constructs.
  Stasis Field
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  Choose a humanoid that you can see within range. The 
  target must succeed on a Wisdom saving throw or be 
  paralyzed for the duration. At the end of each of its turns, 
  the target can make another Wisdom saving throw. On a 
  success, the effect ends on the target.
  At Higher Ranks. When you use this power at rank 3 or 
  higher, you can target one additional humanoid for each 
  rank above 2. The humanoids must be within 30 feet of 
  each other when you target them.
  Static Circle
  Prime Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Instant
  You extend your arms outward, emitting short streams of 
  electrostatic energy. Each creature of your choice within 5 
  feet of you must succeed on a Constitution saving throw 
  or take 1d6 lightning damage.
  This power’s power increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  Stealth Scan
  Rank 2 Clairsentient Talent/Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: 1 hour
  For the duration, you can see creatures and objects made 
  invisible by stealth tech or esper powers. They appear 
  to you as if they were visible. Intangible creatures and 
  objects appear ghostly and transparent. You can also see 
  hidden openings such as spatial portals leading to other 
  locations or into an extradimensional space.
  
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  Stealth Sentry
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: 8 hours
  You launch a micro-drone which fires an energy beam at 
  hostile targets. It hovers for the duration in an unoccupied 
  space of your choice that you can see within range. The 
  tiny drone is considered invisible and can only be disabled 
  by an unravel effect or by inflicting at least 30 hp of 
  damage from a talent or technique of Rank 4 or higher.
  Any creature hostile to you that moves to a space 
  within 10 feet of the drone for the first time on a turn 
  must succeed on a Dexterity saving throw. The creature 
  takes 20 radiant damage on a failed save, or half as much 
  damage on a successful one. The drone loses power and 
  disintegrates when it has dealt a total of 60 hp of damage.
  Steel Barricade
  Rank 5 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  A solid steel wall appears at a point you choose within 
  range. The wall is 6 inches thick and is composed of 
  ten 10-foot-by-10-foot panels. Each panel must be 
  contiguous with at least one other panel. Alternatively, 
  you can create 10-foot-by-20-foot panels that are only 3 
  inches thick.
  If the wall cuts through a creature’s space when it 
  appears, the creature is pushed to one side of the wall 
  (your choice). If a creature would be surrounded on all 
  sides by the wall (or the wall and another solid surface), 
  that creature can make a Dexterity saving throw. On a 
  success, it can use its reaction to move up to its speed so 
  that it is no longer enclosed by the wall.
  The wall can have any shape you desire, though it 
  can’t occupy the same space as a creature or object. 
  The wall doesn’t need to be vertical or rest on any firm 
  foundation. It must, however, merge with and be solidly 
  supported by existing solid material, such as stone, 
  reinforced polymer, tempered glass, or metal. Thus, you 
  can use this power to bridge a chasm or create a ramp.
   You can adjust the shape of the corners to create 
  curves and angles to fit within available spaces.
  The steel wall can be damaged and thus breached. 
  Each panel has AC 15 and 30 hit points per inch of 
  thickness. Reducing a panel to 0 hit points destroys it and 
  might cause connected panels to collapse at the GM’s 
  discretion. The steel, though durable, cannot be suitably 
  used to create other objects and does not provide 
  adequate value to be sold.
  If you maintain your concentration on this power for its 
  whole duration, the wall becomes permanent and can’t 
  be unraveled. Otherwise, the wall disappears when the 
  effect ends.
  Stim Patch
  Rank 6 Forging Technique
  Activation Time: 10 minutes
  Range: 30 feet
  Duration: Instant
  You create a booster formula which you can administer 
  to yourself and up to twelve creatures. The solution takes 
  1 hour to administer and it completely dissolves into 
  nothing at the end of that time. The beneficial effects 
  don’t set in until this hour is over.
  A creature that receives this treatment gains several 
  benefits. The creature is cured of all diseases and poison, 
  becomes immune to poison and being frightened, and 
  makes all Wisdom saving throws with advantage. Its hit 
  point maximum also increases by 2d10, and it gains the 
  same number of hit points. These benefits last for 24 
  hours.
  Suggestion
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 8 hours
  You suggest a course of activity (limited to a sentence 
  or two) and psychically influence a creature you can see 
  within range that can hear and understand you. Creatures 
  that can’t be charmed are immune to this effect. The 
  suggestion must be worded in such a manner as to make 
  the course of action sound reasonable. Asking the creature 
  to shoot itself, throw itself off a rooftop, immolate itself, 
  or do some other obviously harmful act ends the effect.
  The target must make a Wisdom saving throw. On a 
  failed save, it pursues the course of action you described 
  to the best of its ability. The suggested course of action 
  can continue for the entire duration. If the suggested 
  activity can be completed in a shorter time, the effect 
  ends when the subject finishes what it was asked to do.
  You can also specify conditions that will trigger a special 
  activity during the duration. For example, you might 
  suggest that a pilot give their ship away to the first person 
  they meet. If the condition isn’t met before the effect 
  expires, the activity isn’t performed.
  If you or any of your companions damage the target, 
  the talent’s effect ends.
  Superior Aegis
  Rank 4 Kinesis Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You create a thin kinetic barrier around a willing creature 
  you touch. Until the effect ends, the target has resistance 
  to bludgeoning, piercing, and slashing damage. The 
  target also receive a +3 bonus to their Burst Save.
  
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  Superior Domination
  Rank 8 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  You attempt to mentally glamour a creature that you can 
  see within range. It must succeed on a Wisdom saving 
  throw or be charmed by you for the duration. If you or 
  creatures that are friendly to you are fighting it, it has 
  advantage on the saving throw.
  While the target is charmed, you have a telepathic link 
  with it as long as the two of you are in the same galaxy. 
  You can use this telepathic link to issue commands to the 
  creature while you are conscious (no action required), 
  which it does its best to obey. You can specify a simple 
  and general course of action, such as “Attack that 
  target,” “Run over there,” or “Retrieve that object.” If the 
  creature completes the order and doesn’t receive further 
  direction from you, it defends and preserves itself to the 
  best of its ability.
  You can use your action to take total and precise 
  control of the target. Until the end of your next turn, the 
  creature takes only the actions you choose, and doesn’t 
  do anything that you don’t allow it to do.
  During this time you can also cause the creature to use 
  a reaction, but this requires you to use your own reaction 
  as well.
  Each time the target takes damage, it makes a new 
  Wisdom saving throw against the power’s effects. If the 
  saving throw succeeds, the effect ends.
  At Higher Ranks. When you use this power at rank 9, the 
  duration is concentration, up to 8 hours.
  Superior Negation Field
  Rank 8 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: Self (10-foot radius)
  Duration: Concentration, up to 1 minute
  You create a 10-foot radius shimmering sphere around 
  you, which remains for the duration. The sphere absorbs 
  and dissipates all forms of cosmic energies that have 
  been manipulated from their normal state. Within the 
  sphere, powers can’t be activated, summoned creatures 
  disappear, animated objects fall motionless, and even 
  forge enhanced gear becomes mundane. Until the effect 
  ends, the sphere moves with you, centered on you.
  Esper powers and effects, except those created by 
  a cypheos or core-bonded gear, are suppressed in 
  the sphere and can’t protrude into it. Points or slots 
  expended to activate suppressed powers are consumed. 
  While an effect is suppressed, it doesn’t function, but the 
  time it spends suppressed counts against its duration.
  Targeted Effects. Esper powers and effects, such as 
  beguile and fire lance, that target a creature or an object in 
  the sphere have no effect on that target.
  Areas of Effect. The area of another esper power or 
  effect, such as singularity, can’t extend into the sphere. If 
  the sphere overlaps an area of effect, the part of the area 
  that is covered by the sphere is suppressed. For example, 
  the heat created by a burn zone is suppressed within the 
  sphere, creating a gap in the firey flare if the overlap is 
  large enough.
  Powers. Any active power or other esper power effect on 
  a creature or an object in the sphere is suppressed while 
  the creature or object is in it.
  Forge Enhanced Items. The properties and powers of 
  forge enhanced items are suppressed in the sphere. For 
  example, an autopistol modded with a firebrand would 
  function as a mundane autopistol while in the sphere.
  A forge enhanced weapon’s properties and powers are 
  suppressed if it is used against a target in the sphere or 
  wielded by an attacker in the sphere. If a forge enhanced 
  weapon or a piece of enhanced ammunition fully leaves 
  the sphere (for example, if you throw a forge enhanced 
  throwing blade at a target outside the sphere), the 
  enhancement of the item ceases to be suppressed as soon 
  as it exits.
  Instant travel. Space fold and other teleportation 
  effects fail to work in the sphere, whether the sphere is 
  the destination or the departure point for such travel. 
  A portal to another location or planet, as well as an 
  opening to an extradimensional space such as that 
  created by the dimensional pocket power, temporarily closes 
  while in the sphere.
  Creatures and Objects. A creature or object summoned 
  or created by an esper power temporarily winks out 
  of existence in the sphere. Such a creature instantly 
  reappears once the space the creature occupied is no 
  longer within the sphere.
  Unraveling Effects. Esper powers and effects such as 
  unravel effect have no effect on the sphere. Likewise, the 
  spheres created by different negation field or superior 
  negation field powers don’t nullify each other.
  Superior Obfuscate
  Rank 4 Metaphase Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You bend light around a creature you touch making them 
  invisible to others for the duration. Anything the target is 
  wearing or carrying is also invisible as long as it is on the 
  target’s person. 
  Superior Stasis Field
  Rank 5 Psychogenic Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  Choose a creature that you can see within range. The 
  target must succeed on a Wisdom saving throw or be 
  paralyzed for the duration. This power has no effect on 
  automatons or constructs. At the end of each of its turns, 
  the target can make another Wisdom saving throw. On a 
  success, the effect ends on the target.
  
  At Higher Ranks. When you use this power at rank 6 or 
  higher, you can target one additional creature for each 
  rank above 5. The creatures must be within 30 feet of 
  each other when you target them.
  Surveillance Mask
  Rank 3 Metaphase Talent/ Forging Technique
  Activation Time: 1 action
  Range: 20 feet
  Duration: Concentration, up to 1 minute
  You and up to five creatures of your choice within range 
  become invisible to all electronic sensors and video 
  surveillance for the duration. Any gear or items carried by 
  the targets also become undetectable. The targets remain 
  physically visible and can be seen with normal sight.
  Survival Suit
  Rank 5 Alteration Talent/Forging Technique (C)
  Activation Time: 1 action
  Range: 30 feet
  Duration: 24 hours
  This power creates an individual environmental force field 
  for you and of up to eight willing creatures you can see 
  within range. Each creature gains the ability to breathe in 
  most atmospheric conditions, including toxic, corrosive, 
  or underwater environments, as well as in areas with no 
  air, such as a vacuum. Affected creatures also retain their 
  normal mode of respiration and their movement remains 
  restricted by their current environment.
  In addition, affected creatures are immune to the 
  effects of inhaled poisons and diseases and other 
  harmful gases generated through mundane effects or 
  esper powers. Affected creatures also don’t have to make 
  Constitution saving throws due to being in environments 
  with extreme heat, cold, or atmospheric pressure.
  Swift Motion
  Rank 1 Kinesis Talent
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 10 minutes
  This power allows you to move at an incredible pace. 
  When you activate this power, and then as a bonus 
  action on each of your turns until the effect ends, you can 
  take the Dash action.
  Symbiont Mark
  Rank 1 Psychogenic Talent
  Activation Time: 1 bonus action
  Range: 90 feet
  Duration: Concentration, up to 1 hour
  You place a psychic marker upon a creature that you can 
  see within range. Until the effect ends, you deal an extra 
  1d6 psychic damage to the target whenever you hit it with 
  an attack. Also, choose one ability when you activate 
  this power. The target has disadvantage on ability checks 
  made with the chosen ability.
  If the target drops to 0 hit points before the effect ends, 
  you can use a bonus action on a subsequent turn of yours 
  to mark a new creature.
  Using a restore pattern on the target ends this power’s 
  effect early.
  Synaptic Recoil
  Rank 1 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You unleash a wave of psychic 
  feedback upon one creature of your 
  choice within range, wracking it with 
  terrible pain. The target must make 
  a Wisdom saving throw. On a failed 
  save, it takes 3d6 psychic damage and 
  must immediately use its reaction, if 
  available, to move as far as its speed 
  allows away from you. The creature 
  doesn’t move into obviously dangerous 
  ground, such as a fire or a pit. On a 
  successful save, the target takes half 
  as much damage and doesn’t have to 
  move away. A creature with immunity 
  to psychic damage automatically 
  succeeds on the save.
  At Higher Ranks. When you use this 
  power at rank 2 or higher, the damage 
  increases by 1d6 for each rank above 1.
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  System Lock
  Rank 3 Clairsentient Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Until unraveled or dismissed
  You place a security restriction upon any electronic 
  data device that would normally need user input to 
  access, such as a computer, datapad, recording unit, 
  or information terminal. The device becomes blocked 
  from access for the duration. You and the creatures you 
  designate when you use this power can access the device 
  normally. You can also set a password that, when spoken 
  within 5 feet of the device, suppresses the effects of this 
  power for 1 minute. Otherwise, it is inaccessible until 
  the effect is unraveled or suppressed by powers such 
  as unravel effect. Using the black hat power on the device 
  suppresses the system lock for 10 minutes.
  The device can also be hacked into with forge enhanced 
  gear such as a universal access device. The DC to access the 
  locked device is equal to your esper power save DC.
  Tactical Defense Zone
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  You launch micro drones carrying a transmission signal 
  between you and your allies. They mark the position 
  of allies within 30 feet of you and provides additional 
  protection against the harmful effects of esper powers 
  and abilities.
  For the duration, each friendly creature in the area 
  (including you) has advantage on saving throws against 
  esper powers and other similar effects. Additionally, when 
  an affected creature succeeds on a saving throw made 
  against a power or supernatural effect that allows it to 
  make a saving throw to take only half damage, it instead 
  takes no damage if it succeeds on the saving throw.
  Tactical Support Zone
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You launch micro drones carrying a transmission signal 
  between you and your allies. They mark the point of impact 
  from an ally’s attack and fire a laser beam at the same 
  spot. Until the effect ends, the signal area moves with you, 
  centered on you. While in the signal area, each nonhostile 
  creature in the area (including you) deals an extra 1d4 
  radiant damage when it hits with a weapon attack.
  Target Scrambler
  Rank 1 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 10 minutes
  You place a device on one willing creature. Until the effect 
  ends, they become a blur to the targeting sensors of the 
  AI often found in automatons and constructs.
  Creatures of those types have disadvantage on attack 
  rolls against the target. The target also can’t be frightened 
  or possessed by them. If the target is already frightened or 
  possessed by such a creature, the target has advantage on 
  any new saving throw against the relevant effect.
  Telekinesis
  Rank 5 Kinesis Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  You gain the ability to move or manipulate creatures or 
  objects by thought. When you use this power, and as 
  your action each round for the duration, you can exert 
  your will on one creature or object that you can see 
  within range, causing the appropriate effect below. You 
  can affect the same target round after round, or choose a 
  new one at any time. If you switch targets, the prior target 
  is no longer affected by the power.
  Creature. You can try to move a Huge or smaller 
  creature. Make an ability check with your channeling 
  ability contested by the creature’s Strength check. If you 
  win the contest, you move the creature up to 30 feet 
  in any direction, including upward but not beyond the 
  range of this power. Until the end of your next turn, the 
  creature is restrained in your telekinetic grip. A creature 
  lifted upward is suspended in mid-air.
  On subsequent rounds, you can use your action to 
  attempt to maintain your telekinetic grip on the creature 
  by repeating the contest.
  Object. You can try to move an object that weighs up to 
  1,000 pounds. If the object isn’t being worn or carried, 
  you automatically move it up to 30 feet in any direction, 
  but not beyond the range of this power.
  If the object is worn or carried by a creature, you 
  must make an ability check with your channeling ability 
  contested by that creature’s Strength check. If you 
  succeed, you pull the object away from that creature and 
  can move it up to 30 feet in any direction but not beyond 
  the range of this power.
  You can exert fine control on objects with your 
  telekinetic grip, such as manipulating a simple tool, 
  opening a door or a container, stowing or retrieving 
  an item from an open container, activating switches or 
  buttons, or pouring the contents from a bottle.
  Telepathic Bond
  Rank 5 Psychogenic Talent (C)
  Activation Time: 1 action
  Range: 30 feet
  Duration: 1 hour
  You forge a telepathic link among up to eight willing 
  creatures of your choice within range, psychically 
  linking each creature to all the others for the duration. 
  
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  Creatures with Intelligence scores of 2 or less aren’t 
  affected by this power.
  Until the effect ends, the targets can communicate 
  telepathically through the bond whether or not they have 
  a common language. The communication is possible 
  over any distance within the galaxy. Creatures in an 
  extradimensional space cannot communicate with others 
  outside of the space or vice versa.
  Telepathy
  Rank 8 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: 1 hour
  You forge a telepathic link between yourself and a willing 
  creature of your choice within range with which you are 
  familiar. The effect ends if you or the target are no longer 
  in the same galaxy.
  Until the effect ends, you and the target can 
  instantaneously share words, images, sounds, and 
  other sensory messages with one another through the 
  link, and the target recognizes you as the creature it 
  is communicating with. The power enables a creature 
  with an Intelligence score of at least 1 to understand 
  the meaning of your words and take in the scope of any 
  sensory messages you send to it.
  Temporal Fault
  Rank 3 Metaphase Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You alter time around up to six creatures of your choice in 
  a 40-foot cube within range. Each target must succeed on 
  a Wisdom saving throw or be affected by this power for 
  the duration.
  An affected target’s speed is halved, it takes a –2 
  penalty to AC, and Dexterity saving throws (including 
  Burst saves), and it can’t use reactions. On its turn, it 
  can use either an action or a bonus action, not both. 
  Regardless of the creature’s abilities or gear, it can’t make 
  more than one melee or ranged attack during its turn.
  If the creature attempts to use a power with an 
  activation time of 1 action, roll a d20. On an 11 or 
  higher, the power doesn’t take effect until the creature’s 
  next turn, and the creature must use its action on that 
  turn to complete the power’s activation. If it can’t, the 
  power is wasted.
  A creature affected by this power makes another 
  Wisdom saving throw at the end of its turn. On a 
  successful save, the effect ends for it.
  Temporal Divergence
  Rank 7 Metaphase Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Until dismissed or unraveled
  By means of this power, a willing creature or an object 
  can be removed from the flow of space-time and 
  preserved for the duration. When you activate this power 
  and touch the target, it becomes invisible from all sensory 
  detection and can’t be targeted by clairsentient esper 
  powers or detection effects created by esper powers or 
  forge enhanced items.
  In addition, the target falls into a state of suspended 
  animation. Time ceases to flow for it, and it doesn’t age. 
  Creatures and mundane objects pass through the object 
  as if it were not there.
  You can set a condition for the effect to end early. The 
  condition can be anything you choose, but it must occur 
  or be visible within 1 mile of the target. Examples include 
  “after 100 arc-binds” or “when the lorendi ship lands.” 
  This power’s effect also ends if the target takes any 
  damage.
  Temporal Stasis
  Rank 9 Kinesis Talent
  Activation Time: 1 action
  Range: Self.
  Duration: Instant
  You briefly stop the flow of time for everyone but 
  yourself. No time passes for other creatures, while you 
  take 1d4 + 1 turns in a row, during which you can use 
  actions and move as normal.
  The effect ends if one of the actions you use during this 
  period, or any effects that you create during this period, 
  affects a creature other than you or an object being worn 
  or carried by someone other than you. In addition, the 
  effect ends if you move to a place more than 1,000 feet 
  from the location where you activated this power.
  Terminate Function
  Rank 9 Alteration Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You attempt to cause one creature you can see within range 
  to die instantly. If the creature you choose has 100 hit 
  points or fewer, it dies. Otherwise, the power has no effect.
  Throw
  Rank 4 Kinesis Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You alter the flow of gravity around a creature and 
  attempt to hurl them to another location. Choose one 
  creature within range and make a ranged channeling 
  attack. On a hit, the target must make a Constitution 
  saving throw, taking 6d6 force damage on a failed save, 
  or half as much on a successful one. Creatures larger than 
  the Large size category gain advantage to their save. In 
  addition, on a failed save, you can forcibly lift and move 
  the target, choosing from three different methods.
  
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  Hurl. You hurl the target up to 15 feet into a wall or a 
  solid object that is at least 5 feet wide and tall. Both the 
  target and the object take 3d6 bludgeoning damage and 
  the target is knocked prone.
  Launch. You launch the target up to 15 feet into another 
  creature. The creature must make a Dexterity saving 
  throw. On a failed save, both the target and the creature 
  take 3d6 bludgeoning damage and are knocked prone. 
  If the save is successful, neither take any damage. The 
  initial target instead lands in any spot within five feet the 
  creature and is knocked prone.
  Slam. The target is pushed up to 20 feet in any direction 
  and thrown to the floor, taking 3d6 bludgeoning damage 
  and being knocked prone.
  At Higher Ranks. When you use this power at rank 5 
  or higher, both the initial damage and the additional 
  damage increase by 1d6 for each rank above 4.
  Towering Guardian
  Rank 5 Alteration Talent/Forging Technique
  Activation Time: 1 minute
  Range: 90 feet
  Duration: Concentration, up to 1 hour
  You forge a mechanical protector. Choose an area within 
  range with at least 10 cubic feet of metal or reinforced 
  polymer, such as a ship’s corridor, a starport hanger or 
  a room filled with shipping containers. A guardian or 
  another construct of challenge rating 5 or lower takes 
  form in an unoccupied space within 10 feet of it.
  The guardian disappears when it drops to 0 hit points 
  or when the effect ends.
  The guardian is friendly to you and your companions 
  for the duration. Roll initiative for the guardian, which 
  has its own turns. It obeys any verbal commands that you 
  issue to it (no action required by you). If you don’t issue 
  any commands to the guardian, it defends itself from 
  hostile creatures but otherwise takes no actions.
  If your concentration is broken, the guardian doesn’t 
  disappear. Instead, you lose control of the guardian, 
  it becomes hostile toward you and your companions, 
  and it might attack. An uncontrolled guardian can’t be 
  dismissed by you, and it dismantles and vanishes 1 hour 
  after you summoned it.
  At Higher Ranks. When you use this power at rank 6 or 
  higher, the challenge rating increases by 1 for each rank 
  above 5.
  Toxic Burst
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 300 feet
  Duration: Concentration, up to 1 minute
  You launch a micro-drone at a point you choose that 
  you can see within range. The drone ejects a toxic gas, 
  filling a 20-foot-radius sphere centered on that point. 
  The gas spreads around corners. The sphere remains for 
  the duration, and its area is lightly obscured. The sphere’s 
  area is difficult terrain.
  When the area appears, each creature in it must make a 
  Constitution saving throw. A creature takes 4d10 poison 
  damage on a failed save, or half as much damage on a 
  successful one. A creature must also make this saving 
  throw when it enters the sphere’s area for the first time 
  on a turn or ends its turn there.
  At Higher Ranks. When you use this power at rank 6 or 
  higher, the healing increases by 1d10 for each rank above 5.
  Tracer Strike
  Rank 2 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  before this effect ends, the weapon is imbued with a 
  proton charge. The target takes an extra 2d6 radiant 
  and becomes visible if it’s invisible. The target also sheds 
  dim light in a 5-foot radius and can’t become cloaked, 
  intangible, or invisible until the effect ends.
  Tracker Drone
  Rank 2 Forging Technique (C)
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You forge a small surveillance drone with which you have 
  a direct link (the GM has statistics for this creature). You 
  can use your bonus action to command the drone to move 
  in a certain direction or toward a particular area. For the 
  duration, you can use the drone’s sensors in two ways.
  Data Display. The drone transmits audio and video 
  to a datapad of your choice that you are carrying. The 
  transmission is mundane and susceptible to signal 
  jamming or interference. While receiving information 
  from the drone in this way, you have disadvantage to your 
  own Wisdom (Perception) checks.
  Direct Display. You can use your action to receive 
  sensory input directly from the drone’s audio and visual 
  sensors. This signal cannot be blocked, jammed, or 
  intercepted in any way. While perceiving through the 
  drone’s sensors, you gain the benefits of any special 
  senses possessed by the drone, though you are blinded 
  and deafened to your own surroundings.
  Tractor Beam
  Rank 4 Forging Technique
  Activation Time: 1 bonus action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  A small tractor beam drone appears in an unoccupied 
  space of your choice that you can see within range. When 
  you activate this power, you can direct the drone to fire 
  its beam at a creature within 30 feet of it that you can 
  see. That creature must succeed on a Dexterity saving 
  throw or be pulled 20 feet directly toward the drone.
  
  Until the effect ends, you can direct the drone to fire 
  again at the same creature or another one as a bonus 
  action on each of your turns.
  Transmute Form
  Rank 4 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  This power transforms a creature that you can see within 
  range into a new form. An unwilling creature must make a 
  Wisdom saving throw to avoid the effect. The power has 
  no effect on a shapeshifter or a creature with 0 hit points.
  The transformation lasts for the duration, or until the 
  target drops to 0 hit points or dies. The new form can 
  be any beast whose challenge rating is equal to or less 
  than the target’s (or the target’s level, if it doesn’t have a 
  challenge rating). The target’s game statistics, including 
  mental ability scores, are replaced by the statistics of the 
  chosen beast. It retains its alignment and personality.
  The target assumes the hit points of its new form. When 
  it reverts to its normal form, the creature returns to the 
  number of hit points it had before it transformed. If it 
  reverts as a result of dropping to 0 hit points, any excess 
  damage carries over to its normal form. As long as the 
  excess damage doesn’t reduce the creature’s normal form 
  to 0 hit points, it isn’t knocked unconscious.
  The creature is limited in the actions it can perform by 
  the nature of its new form, and it can’t speak, use powers, 
  or take any other action that requires hands or speech.
  The target’s gear melds into the new form. The creature 
  can’t activate, use, wield, or otherwise benefit from any 
  of its equipment.
  Trauma
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You cause a rupture to form on the creature’s body. Make 
  a melee forging attack against a creature you can reach. 
  On a hit, the target takes 3d10 necrotic damage.
  At Higher Ranks. When you use this power at rank 2 
  or higher, the damage increases by 1d10 for each rank 
  above 1.
  Treacherous Allies
  Rank 3 Psychogenic Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
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  You attempt to warp the perception of one creature you 
  can see within range. The target must make an Intelligence 
  saving throw. If the target is immune to being frightened, 
  it automatically succeeds. On a failed save, the target sees 
  their allies as a threat. Until the effect ends, the target 
  regards all creatures it can see as enemies. At the end of 
  each of its turns, the target can repeat the saving throw. 
  The effect ends on a successful save.
  Trick Double
  Rank 5 Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 hour
  You become invisible at the same time that an illusory 
  double of you appears where you are standing. The 
  double lasts for the duration, but the invisibility ends if 
  you attack or use an esper power.
  You can use your action to move your illusory double 
  up to twice your speed and make it gesture, speak, and 
  behave in whatever way you choose.
  You can see through its eyes and hear through its ears 
  as if you were located where it is. On each of your turns 
  as a bonus action, you can switch from using its senses 
  to using your own, or back again. While you are using its 
  senses, you are blinded and deafened in regard to your 
  own surroundings.
  Tricky Fingers
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: 30 feet.
  Duration: 1 minute
  You are able to generate a minor telekinetic effect at 
  any point within range. For the duration of the talent, 
  you can use your action to generate kinetic energy with 
  a minor hand motion. You can command this energy 
  to manipulate an object, open an unlocked door or 
  container, pick up an item, pull a switch or lever, or pour 
  the contents out of a jar. 
  You can only generate one effect at a time which will 
  last only for the duration. You may not use this energy 
  to attack, activate weapons or complex triggers, or carry 
  more than 10 pounds.
  Trigger Device
  Prime Metaphase Talent
  Activation Time: 1 action
  Range: 60 feet.
  Duration: Concentration, up to 1 minute
  You can supply or initiate the power source of one simple 
  device within range. The device must be no larger than a 
  5-foot cube and is normally activated by a single switch 
  or touch. Examples are a lighting panel, a mechanical 
  fan, computer screen, door panel, or digital device. The 
  extent is up to the full discretion of the GM.
  Items in motion or worn by another creature cannot 
  be targeted with this power. If the target has no available 
  power source, you can supply power to the device for up 
  to 1 minute.
  Truesight
  Rank 6 Clairsentient Talent
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  This power gives a willing creature you touch the ability 
  to see things as they actually are. For the duration, 
  the creature has truesight, notices hidden doors and 
  portals masked by esper powers, and can see into pocket 
  dimensions and spatial distortions, all out to a range of 
  120 feet.
  Unbreakable Armor
  Rank 9 Kinesis Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You create a translucent suit of armor or protective gear 
  around you in an appearance that you choose. The armor 
  sheds dim light in a 5-foot radius. For the duration, you 
  are immune to all damage.
  Unfetter
  Rank 4 Kinesis Talent/Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You touch a willing creature and create a field of 
  sustained gravity around it. For the duration, the target’s 
  movement is unaffected by difficult terrain, and other 
  esper powers can neither reduce the target’s speed nor 
  cause the target to be paralyzed or restrained.
  The target can also spend 5 feet of movement to 
  automatically escape from mundane restraints, such as 
  handcuffs, reinforced restraints, or a creature that has it 
  grappled. Finally, being underwater imposes no penalties 
  on the target’s movement or attacks.
  Universal Translator
  Rank 3 Clairsentient Talent/Forging Technique (C)
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You grant one creature the ability to understand any 
  spoken language it hears. Moreover, when the target 
  speaks, any creature that knows at least one language 
  and can hear the target understands what it says.
  
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  Unravel Effect
  Rank 3 Alteration Talent/Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  Choose one creature, object, or esper created effect 
  within range. Any effect generated by a talent or 
  technique of Rank 3 or lower on the target ends. For each 
  talent or technique of Rank 4 or higher on the target, 
  make an ability check using your channeling ability. The 
  DC equals 10 + the power’s rank. On a successful check, 
  the effect ends.
  At Higher Ranks. When you use this power at rank 4 or 
  higher, you automatically end the effects of a talent or 
  technique on the target if the power’s rank is equal to or 
  less than the rank you used for this power.
  Veiled Observer
  Rank 4 Clairsentient Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 hour
  You extend your senses, creating a small, orb-shaped 
  ripple in a space within range that hovers in the air for 
  the duration.
  You mentally receive visual information from the orb, 
  which has normal vision and darkvision out to 30 feet. 
  The orb can display visuals in every direction.
  As an action, you can move the orb up to 30 feet in 
  any direction. There is no limit to how far away from you 
  the orb can move, but it can’t leave or enter a planet’s 
  orbit, nor can it leave a star system. A solid barrier blocks 
  the orb’s movement, but the eye can pass through an 
  opening as small as 1 inch in diameter.
  Virtual Display
  Prime Clairsentient Talent/Forging Technique
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  You can view the on-screen contents of any digital 
  data display you can see within range. The information 
  appears before you in a translucent display that only you 
  can see.
  Virtual Navigator
  Rank 6 Forging Technique
  Activation Time: 1 minute
  Range: Self
  Duration: Concentration, up to 24 hours
  You create a virtual display which only you can see that 
  shows the shortest, most direct physical route to a 
  specific fixed location that you are familiar with in the 
  same star system as you. If you request a destination 
  outside the star system, a destination that moves (such 
  as a starship), or a destination that isn’t specific (such as 
  “the nearest cargo hold”), the power fails.
  For the duration, as long as you are on the same star 
  system as the destination, you know how far it is and 
  in what direction it lies. While you are traveling there, 
  whenever you are presented with a choice of paths along 
  the way, you automatically determine which path is the 
  shortest and most direct route (but not necessarily the 
  safest route) to the destination.
  Virus
  Rank 6 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You unleash a virulent disease on a creature that you can 
  see within range. The target must make a Constitution 
  saving throw. On a failed save, it takes 14d6 necrotic 
  damage, or half as much damage on a successful save. 
  The damage can’t reduce the target’s hit points below 1. 
  If the target fails the saving throw, its hit point maximum 
  is reduced for 1 hour by an amount equal to the necrotic 
  damage it took. Any effect that removes a disease allows 
  a creature’s hit point maximum to return to normal 
  before that time passes. This power has no effect on 
  automatons or constructs.
  Voltaic Charge
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  You imbue your weapons with charged electrical energy. 
  Until the effect ends, your weapon attacks deal an extra 
  1d4 lightning damage on a hit.
  Warded Refuge
  Rank 6 Forging Technique (C)
  Activation Time: 1 bonus action
  Range: 50 feet
  Duration: 1 minute
  You create a warded zone that protects up to 40,000 
  square feet of floor space to a height of 30 feet above the 
  floor. For the duration, creatures can’t teleport into the 
  area or use portals, such as those created by the phase 
  walk power, to enter the area. The power proofs the area 
  against extradimensional travel, and therefore prevents 
  creatures from accessing the area by way of powers such 
  as intangible form.
  In addition, the power damages types of creatures that 
  you choose when you activate it. Choose one or more 
  of the following: automatons, constructs, netherants, 
  primordials, and proteans. When a chosen creature 
  enters the warded area for the first time on a turn or 
  starts its turn there, they are assaulted with a barrage of 
  laser or disruptor fire. The creature takes 5d10 radiant 
  
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  or necrotic damage (your choice when you activate this 
  power).
  When you activate this power, you can designate a 
  password. A creature that speaks the password as it 
  enters the area takes no damage from the power.
  The warded area can’t overlap with the area of another 
  warded refuge power.
  Warp Helix
  Rank 5 Metaphase Talent
  Activation Time: 1 action
  Range: Self (60-foot cone)
  Duration: Instant
  You unleash a coil of spatial distortion from your 
  hands. Each creature in a 60-foot cone must make a 
  Constitution saving throw. A creature takes 8d8 force 
  damage on a failed save, or half as much damage on a 
  successful one.
  At Higher Ranks. When you use this power at rank 6 
  or higher, the damage increases by 1d8 for each rank 
  above 5.
  Warp Sphere
  Rank 6 Metaphase Talent
  Activation Time: 1 action
  Range: 150 feet
  Duration: Instant
  You create a spatial distortion at a point within range 
  that quickly expands outward in a 60-foot-radius sphere. 
  Each creature in that area must make a Constitution 
  saving throw. A target takes 8d6 force damage on a failed 
  save, or half as much damage on a successful one.
  At Higher Ranks. When you use this power at rank 7 
  or higher, the damage increases by 2d6 for each rank 
  above 6.
  Warp Storm
  Rank 9 Metaphase Talent
  Activation Time: 1 action
  Range: 5,000 feet
  Duration: Instant
  Bursts of deep space vacuum explode outward from four 
  different points you can see within range. Each creature 
  in a 40-foot-radius sphere centered on each point you 
  choose must make a Dexterity saving throw. The sphere 
  spreads around corners. A creature takes 20d6 force 
  damage and 20d6 cold damage on a failed save, or half 
  as much damage on a successful one. A creature in the 
  area of more than one burst is affected only once.
  The bursts also cause damage to structures and objects 
  in the area that aren’t being worn or carried.
  Withering Grip
  Rank 3 Alteration Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You unleash a bolt of antimatter from your hands at a 
  target within range. Make a ranged channeling attack. 
  On a hit, the target takes 4d8 necrotic damage and must 
  make a successful Wisdom saving throw or become 
  frightened of you until the start of your next turn.
  At Higher Ranks. When you use this power at rank 4 
  or higher, the damage increases by 1d8 for each rank 
  above 3.
  Writhing Storm
  Rank 8 Elemental Talent
  Activation Time: 1 action
  Range: 150 feet
  Duration: Concentration, up to 1 minute
  You create a 20-foot radius writhing mass of electrical 
  energy centered on a point you choose within range. The 
  mass spreads around corners. It lasts for the duration 
  until dismissed or unraveled. Its swirling, crackling area is 
  filled with a dark mist, making it heavily obscured.
  When the mass appears, each creature in it must make 
  a Dexterity saving throw. A creature takes 10d8 lightning 
  damage on a failed save, or half as much damage on a 
  successful one. A creature must also make this saving 
  throw when it enters the power’s area for the first time 
  on a turn or ends its turn there.
  The mass moves 10 feet directly away from you in a 
  direction that you choose at the start of each of your 
  turns.
  Zone of Terror
  Rank 9 Psychogenic Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  Drawing on the deepest fears of a group of creatures, 
  you create phantom images in their minds, visible only to 
  them. Each creature in a 30-foot-radius sphere centered 
  on a point of your choice within range must make a 
  Wisdom saving throw. On a failed save, a creature 
  becomes frightened for the duration. The images call 
  on the creature’s deepest fears, manifesting its worst 
  nightmares as an implacable threat. At the end of each 
  of the frightened creature’s turns, it must succeed on a 
  Wisdom saving throw or take 4d10 psychic damage. On a 
  successful save, the effect ends for that creature.
  
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  ESPER GENESIS IS AN EVER-EXPANDING SETTING WITHIN A 
  vast galaxy filled with breathtaking worlds, mysterious 
  locations, and galactic threats. Even after experiencing 
  the wonders and exciting adventures that can be found 
  within the Silrayne Arc, the undiscovered breadth of the 
  galaxy and beyond awaits, each with its own story to tell.
  Time and Space
  Across the stars, the concept of time and its passage 
  varies greatly depending where in the galaxy you are 
  and how fast you’re going. Most major spacefaring 
  societies in the galaxy keep both their own time, and a 
  synchronized time that matches that of Silrayne Prime, 
  considered to be the capital settlement of the galaxy 
  (see “The Core Sectors” later in this chapter). This 
  universal measurement allows for a shared method of 
  communication and coordination when dealing with 
  travelers, traders, and diplomats.
  Arc-Binds
  Regardless of the various methods of time-keeping, 
  one common occurrence shared by all species is the 
  arc-bind. Between equal time measures, the Crucibles 
  that run along the Silrayne Arc all resonate with each 
  other, pulsing with a colorful light that lasts for the 
  equivalent of one solar day on Silrayne Prime. It has yet 
  to be determined what causes an arc-bind to occur, as 
  even the dendus have yet to determine exactly how the 
  Crucibles relate to each other. When discussing arc-binds 
  as a measurement of time, the abbreviation “AB” is most 
  often used.
  TIMEKEEPING IN THE GALAXY
  In a futuristic setting, time and space are fluid, modified 
  greatly in personal terms by speed and distance. For 
  simplicity’s sake, Esper Genesis continues to use the same 
  system of time measurement that can be found in most 
  other 5th Edition modern or fantasy settings. Although 
  the terms “minute”, “hour”, or “a few seconds” may vary 
  in definition between your sci-fi universe and modern day 
  Earth or a fantasy world, the use of these terms provide 
  a common and easy to understand way to measure travel, 
  exploration, and combat. This also allows for easy and 
  seamless genre integration should the GM design or use a 
  different setting.
  For calendar reference, an arc-bind is considered to be 
  the equal to the passage of a year. There is an equivalence 
  of 360 solar days that pass between each arc-bind. 
  Optionally, the GM may decide to use local slang terms to 
  define equal forms of measurement, for example referring 
  to seconds as “ticks” or a solar day as a “cycle.”
  TIMEKEEPING IN THE GALAXY
  AXY
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  define equal forms of measurement, for example referring 
  to seconds as “ticks” or a solar day as a “cycle.”
  The Infinite Expanse
  Though there are a number of “known” star systems 
  that have been discovered over the past few centuries, 
  looking upon a recorded map of the galaxy will never do 
  justice to its true size and scope. In fact, the galaxy has 
  an estimated three hundred billion stars and anywhere 
  between thirty billion to fifty billion star systems. 
  Not all star systems are inhabitable. Many of them 
  are not. Some aren’t even traversable without taking 
  extraordinary measures. That still leaves many systems, 
  including some inhabited ones, which have yet to be 
  discovered. Even with modern day stardrives, survey 
  drones, and the massive energies provided by the 
  Crucibles, explorers and scholars have only scratched the 
  surface of what is truly out there.
  Even then, the galaxy is only one of about three trillion 
  others, all within an infinitely expanding cluster of 
  matter and energy that makes up the universe. Brave 
  explorers have successfully reached other galaxies through 
  anomalies such as the Eriadi and Keshite Rifts. Only few 
  have returned to tell the tales of what lies beyond.
  With so many different worlds come so many different 
  environments and intelligent species of creatures living 
  within them. There are hundreds of different races 
  of beings, most indigenous to their current habitat 
  without any form of space travel. Lack of technological 
  advancements, however, does not necessarily make these 
  remote systems any less dangerous.
  The Silrayne Arc
  Though known to many scholars as Aria’s Wheel, this 
  galaxy has adopted a more commonly used name from 
  the positioning of known solar systems that have been 
  mapped over centuries. A group of major systems run 
  along one of the major spiral arms of the galaxy. Each 
  of these systems were one of the first to discover the 
  mysterious Crucibles, later forming an alliance of trade, 
  protection, and exploration between their peoples. The 
  locations of these Crucibles, when viewed together on 
  a galaxy map, form an arced pattern along the galactic 
  arm. This is where the Silrayne Arc gets its name.
  Galactic Regions
  With the discovery of more and more systems throughout 
  the galaxy, celestial cartographers began dividing galactic 
  areas into regions, starting with the central core and 
  moving outward into the arms of the spiral. Each region 
  contains a group of sectors defining the zones of control 
  within that region.
  The regions are defined as the Core Sectors, the Inner 
  Colonies, the Mid-Expanse, and the Rim Sectors. There 
  are still star systems that fall beyond these borders. These 
  12. The Galaxy 
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  systems are officially recorded as the uncharted regions 
  though amongst travelers, they’re more commonly 
  referred to as the outer zones.
  The Crucibles
  Scattered across the galaxy, the Crucibles are remnants of 
  an age that predates any in known history. Often the size 
  of small moons, no Crucible is identical to another, but 
  they do share similarities. Each one is generally spherical. 
  Their surfaces are most often metallic in appearance but 
  feel organic in texture.
  The energy generated by their cores are used to 
  power almost all modern age ships and most urban or 
  metropolitan cities and space stations. They also serve as 
  interstellar hubs, allowing travelling starships to instantly 
  jump from one Crucible to another. This method of travel 
  has given spacefaring cultures the ability to explore vast 
  regions of space at a hyper-accelerated rate. 
  The Core Sectors
  At the heart of the galaxy lies chaotic force of a 
  supermassive black hole. This is the Galactic Core. Direct 
  travel through the core is possible, though extremely 
  dangerous, requiring massive amounts of energy and 
  the ability to navigate through numerous anomalies and 
  random fluctuations in gravity and space-time.
  The nearby region of space around this center is what 
  makes up the Core sectors. The primary system within 
  that sector is the Tessara Star System, currently the most 
  populated known system in the galaxy. It is said that 
  the Tessara System is where the first Crucible in known 
  history was discovered by a long dead race known as the 
  Randii. Their descendants, the belare, still carry what little 
  history they were able to recover from their forbearers.
  A great many different races, societies, and 
  organizations traverse through the Tessara System. The 
  capital of this system is Silrayne Prime, a lush, green 
  planet with towering spires and breathtaking landscapes.
  The surrounding planets, though not entirely colonized, 
  have become secondary homes to many of the major 
  races, with many of their explorers settling upon nearby 
  planets, moons, and stations for ease of trade and travel.
  Tessara and Silrayne Prime
  Once simply known as Tessara 4, Silrayne Prime is not 
  only the capital world of the Tessara System, it is also 
  viewed by most of the major races as the capital of the 
  entire galaxy. It has been over a thousand years since the 
  system was engulfed in conflict and strife over control of 
  the Crucible and its infinite power source. During the last 
  major conflict around the orbit of Tessara 4, the most 
  dominant of the forces resolved the conflict through 
  diplomacy, signing a treaty that became known as the 
  Sorium Accords.
  Today, each of the allied races has an embassy located 
  on the surface of the planet, where their representatives 
  can meet, plan, and share information.
  The Bastion
  Floating within the orbit of Silrayne Prime is the Bastion, 
  a colossal city ship. Many people live, trade, and pass 
  through the Bastion on a daily basis, from the most 
  affluent of dignitaries to the mysterious, no-name 
  drifters. It is also the primary operations center for the 
  Conclave and their protectorate army. 
  The Conclave
  Each of the eight races of the Sorium Accord have 
  representation in the ruling body known as the Grand 
  Conclave, or simply, the Conclave. The head of this 
  group, chosen by its members, holds the title of Magnate, 
  and the remaining are known as Lords or Governors.
  Cotanka
  The sixth planet in the Tessara System, Cotanka is a world 
  of lush vegetation, vast oceans, and natural landscapes. 
  Only a handful of cities have been established upon the 
  planet’s surface, each one built around a grand tower 
  representing one of the elemental clans of the matokai.
  There are also about a dozen settlements carefully 
  carved out into the natural surroundings of key locations 
  on each continent. These settlements house large groups 
  of valna, establishing a secondary homeworld in honor of 
  their home planet of Vaal.
  The cities and settlements all work in unison to 
  promote development and trade for their people. They 
  refer to their partnership as the Primordial Union.
  The Silrayne Defenders
  The Tessara System is well-guarded against threats 
  from within and without. The Silrayne Defense Force 
  is a group of trained military units, each with their own 
  specialized area of defense.
  Siovalla
  Also known as Tessara 3, this planet is mostly water with 
  three major continental landmasses. The majority of one 
  has been terraformed into a massive Earth colony, Eurus 
  Alpha. At the center of the colony is one of Earth’s largest 
  pioneer space vessels, the Assurant.
  On the opposite side of the planet, a number of eldori  
  settlements and strongholds span the landscape while a 
  grand eldori  citadel, the Vivelia floats high in the skies 
  above. Members and servants of the eldori  diplomatic 
  council make their homes here.
  Trikor Station
  Though there are a few small trade stations scattered 
  across the Tessara system, the largest trade hub is Trikor 
  Station. Unlike the Bastion, which bears the Conclave’s 
  fairly strict regulations and law enforcement, Trikor is 
  under no such jurisdiction, allowing free trade and travel 
  from any location within the galaxy.
  A number of galactic megacorporations have trade 
  posts and supply bunkers within this station, each with 
  their own security forces. Unfortunately, the station has 
  also become a hub of activity for a number of gangs and 
  organized crime factions.
  
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  Neptho
  Known to some as the “blighted star”, this system is 
  located on the very border of the galactic core itself. The 
  star shares its name with the only planet that orbits it. 
  Very little is known about the system, as very few who 
  have dared to venture there have returned to tell tale. 
  Travel within this area causes sensors, electronics, and 
  various ship systems inexplicably die out. Those that do 
  function attract the attention of various threats, such as 
  shadow drakes and void ravagers.
  The primary star casts a deep red glow, providing the 
  slowly rotating planet Neptho with its occasional “days”. 
  Though the surface of Neptho is mostly barren, many 
  creatures still reside both above and below ground, 
  including veil reavers and the shadow velbast. Neptho 
  also has a single moon. Known as Gilrem, the moon is 
  rumored to hold one of the primary base of operations 
  for the mysterious Shadow Technocracy.
  Ryth
  Discovered a few hundred years after the establishment 
  of the Accord, this system is the only colony in the Core 
  that is part of the Sorium Accord. The entire system is 
  rich in a multitude of highly valued resources. Ryth, in 
  particular is rich in minerals used to produce Hadricite, 
  a compound primarily used in construction of starship 
  hulls and bulkheads.
  Several megacorporations operate regularly out of 
  this system, establishing a trade route between Ryth, 
  Tessara, and the other galactic regions.Two, in particular, 
  have established a great deal of control and influence 
  in this sector of space. Revosys, originally known as 
  the Revolution Systems Corp, manufactures weapons, 
  armor, and defense systems for both starships and crew 
  personnel. Steigan-Zur is the lead manufacturer of 
  internal systems, engines, and containments for sorium 
  stardrives.
  The Jocali Shipyards
  Jocali, one of the two moons of Ryth 2, is orbited by a 
  ring of spacedocks and construction platforms, each 
  connected by magnetic transport tubes that travel to 
  and from the factories all along the moon’s surface. 
  It is overseen by a specialized group of scientists and 
  technicians selected by the Lords of the Conclave.
  Baltrine
  Jocali’s sister moon houses a military outpost for the 
  Infinity Order. Not far from the outpost is Baltrine Hold, 
  a prison complex that houses some of the more nefarious 
  of the galaxy’s criminals. The locals refer to this outpost 
  as “Grim Spire.”
  The Inner Colonies
  Millions of stars span this sector of the galaxy. Though 
  many have been catalogued within the Silrayne 
  Intergalactic Matrix, most have yet to even be explored, 
  leaving plenty of opportunities open for space expeditions 
  and adventures into the unknown.
  The few systems that have been colonized work very 
  closely with Silrayne Prime regarding trade, travel, and 
  resource production. Many consider the inner colony 
  planets to be much like those in the core but with a bit 
  less of the sleek, polished image that most see from the 
  planets overseen by the Conclave.
  Garrain
  Within recent years, a Crucible activated in this sector 
  of space, the first in a long time. Discovered by an 
  independent army known as the Free Protectorate, this 
  large system has two suns, both of them extremely weak. 
  Garrain Prime is one of five planetary bodies in the 
  system. It is the closest to the Crucible and the only one 
  easily reachable without resorting to hazardous travel. 
  A great many conflicts have already arisen around the 
  Crucible itself, with the Lorendi Imperium making regular 
  attempts to claim the power source as their own.
  With the discovery of this system came a wave of new 
  threats and aberrations never before seen by the people 
  of the galaxy. The largest of two huge asteroid fields 
  house a collective of drakes while a nearby nebula is 
  guarded by irradiant shapeshifters. In addition, a far 
  off native settlement contained ruined structures that 
  may have belonged to the Xamaron—an insectoid race 
  that had long ago invaded and plundered the dendus 
  homeworld.
  B’lyphel: The Sanctuary Ship
  A keshite starship named the B’lyphel can often be found 
  wandering through nearby galactic sectors and colonial 
  settlements. This massive ship can sometimes serve as 
  a meeting place for the various races and groups that 
  operate in dangerous areas such as Garrain.
  It’s primary purpose, however, is as a safe haven for 
  large groups of kesh to share their experiences through the 
  Great Renewal. The ship is overseen by K’nth Ro-Mach, 
  a noble kesh sage who is also a member of the Silrayne 
  Grand Conclave.
  Kul Kothar
  Once a vibrant world of lush vegetation and millions 
  of organic species, this planet was one of the greatest 
  casualties of the Great Breach War. The defeat of 
  Loren Kaisa caused a massive power surge from the 
  Crucible, engulfing the entire planet. The resulting energy 
  wave reduced one of the planet’s moons to dust and 
  consumed most of the energy from the planet itself, 
  turning the surface of the Kul Kothar into a chaotic 
  wasteland.
  
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  Today, the planet is mostly a dead rock, covered 
  in vast deserts and rocky badlands. Several of the 
  surviving species began to repopulate and rebuild. Many 
  terraforming attempts have failed, as the environment 
  is extremely unstable and use of esper powers are often 
  accompanied with unforeseen consequences. Still, a 
  few small trade colonies survive in the harsh conditions. 
  These are relatively lawless regions, often attracting less 
  savory elements of the galactic populace.
  Ondus
  The homeworld of the prometheans, Ondus was once 
  known as Kalris 5, home to a small human colony 
  amidst a chain of mining facilities scattered throughout 
  the system. A little over a century ago, a Crucible was 
  discovered within the Kalris system shortly after it had 
  activated. Once the prometheans had fully separated 
  from their human brethren, they settled on Ondus, 
  terraforming the entire planet with massive bio-systems.
  The planet itself can be particularly invasive toward 
  visitors since the prometheans insist on a genetic survey 
  of anyone visiting the Ondus directly. There are no 
  exceptions, even for humans.
  Ondus’ Crucible has opened the system to major 
  intergalactic trade and communication. The promethean-
  owned Zephyr Corporation is a leader in terraforming 
  and bio-engineering, second only to the most skilled of 
  dendus master technicians.
  The Mid-Expanse
  With a high concentration of major planets and very few 
  direct travel routes, getting around the mid-expanse can 
  be a bit of a paradox. Actual travel is relatively easy, but 
  every space station has stricter regulations and more 
  thorough custom inspections. No one wants to lose the 
  cradle of their own civilization on their watch. Ondus, for 
  example, can be particularly invasive toward visitors since 
  the prometheans insist on a genetic survey of anyone 
  visiting the planet directly.
  In this region, the influence of the Conclave is more 
  founded in ideas and relationships, as the identity of 
  each homeworld and its star system comes to the fore. 
  Someone from the Core or the Inner Colonies may relish 
  in learning more about the native homeworlds, while 
  others may miss the more cosmopolitan aspect offered 
  by the systems in the Core. 
  There are a new set of dangers as the locals not only 
  expect a visitor to adapt and honor the traditions, 
  but also have the political weight of being a Conclave 
  member race. An uncommon event in the wrong place 
  and time can cause diplomatic incidents. It’s also easy to 
  forget that while some species have certain tendencies, 
  each homeworld has billions—if not trillions of residents, 
  each made from groups of hundreds of different species. 
  Not only can a visitor find many of their expectations of a 
  major race debunked—they may also discover a surprising 
  number of subcultures within. 
  Sol
  The origin of humanity, Earth is both the pride and the 
  shame of humans, the youngest and yet one of the most 
  populated of the major races. Pilgrims come to see their 
  homeworld for the historic landmarks, as well as for the 
  Seethes which remind them of both the folly of war and 
  recklessness with their environment.
  Earth
  Earth, or Sol III depending on where the name is 
  recorded, is still considered the primary homeworld 
  of humankind, despite that there are more humans 
  scattered across the galaxy than there are on the planet. 
  After too many instances of fallout from conflicts over 
  power and resources, only a few governmental bodies still 
  function primarily on the planet. Meanwhile, much of the 
  planet and its climate has been restored in most areas, 
  while some remain vast wastelands that have come to be 
  known as Seethes.
  Amongst the nations that still push to rebuild the 
  planet, many have partnered and received help from 
  other races of the Arc, combining and adopting new 
  technologies to form marvels such as the floating ring 
  cities of Kenya, the multi-layered districts built over 
  European Alliance, or the vast underground Sector 
  networks beneath New York City and Tokyo.
  Space Colonies
  Though most of the original colonists left the system, 
  a few of the major space colonies still thrive near Luna, 
  Mars, and Venus. These include the independent citybase 
  of Aerinth and the corporate-owned starbase cluster 
  known as the Oracle Syndicate. Eternis, the corporation 
  that revitalized and revamped the Silrayne Intergalactic 
  Matrix, holds their main headquarters here.
  Dendusar
  A haunting and beautiful world, no human settlement 
  carries the same weight of years and gravitas as does the 
  dendus homeworld. A visitor can see the rise and fall of 
  no less than three stellar empires across the landscape. 
  The resilience of these people resisting these empires can 
  be found today in their songs, stories and the impressive 
  Folas Tower.
  Dendusar is the fourth planet from their sun and has 
  two moons. One is the home of many of the older dendus 
  clans who transitioned away during ongoing conflicts. 
  The other is the grand technological achievement known 
  as the Tahiba Foundry.
  Tahiba Foundry
  This entire moon was terraformed into a network of 
  factories and laboratories, each specializing in an aspect of 
  science, and how the power of the Crucibles can be applied 
  to each one. It was originally constructed as a production 
  facility where the original ashenforged were designed 
  during the Nesieve Conflict—the dawn of the Great Breach 
  
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  War. Since then, scientists from many different regions 
  come to the foundry for study and research.
  There are rumors that secret interdimensional portals 
  exist between Tahiba and Dendusar’s Crucible, where a 
  research city has been built deep within the artifact’s core.
  Loren Jah
  Very little is known about the system or the systems 
  surrounding it, for that matter. One walks very carefully 
  in the star systems in the vicinity of Loren Jah, even 
  though a traveler may never see weapon pointed at 
  them. The Lorendi Imperium rules here, dominated by 
  numerous powerful espers within their highly militant 
  culture and society. As their reputation is common 
  knowledge across the galaxy, they rarely need to 
  intimidate others to get what they need. The weight of 
  sheer power behind them means that even a mediocre 
  Imperial lorendi officer can command the room. And 
  those who actually have power, be it material or cosmic, 
  can often become a force to be reckoned with. 
  Taking on the lorendi without a plan and at least two 
  backup plans is a fool’s gamble.
  Viastal
  Few amongst the belare discuss Viastal with outsiders, 
  nor do they visit as far as any other Conclave species 
  know. Despite being the name of the system out 
  of respect to the balare, it is neither a common 
  transportation nor economic hub because it’s a dead 
  world. Some, though, think even referring to Viastal as a 
  “world” is a disservice. 
  If there is any natural part of Viastal left, it’s well 
  hidden among the continent spanning machinery that 
  makes up the majority of the planet. Several non-invasive 
  scans confirm the structures also go miles down and 
  maybe even deeper, making scientists wonder if the 
  oceans of thick liquids are part of an inert cooling or 
  lubricating system.  
  On the ground, one can find everything from elaborate 
  clockwork designs to hyper-advanced technology that 
  defies reverse engineering, all locked together in a 
  miasma of tech – unless someone breaks off a piece.  
  There are those who try to make a go of salvage on 
  Viastal, but it’s a gamble. The one working system, self-
  defense, seems to work almost randomly. While it seems 
  safer to find artifacts in the lower levels as compared to 
  the surface, there are still devious traps and sophisticated 
  robot sentries to contend with. There are even rumors of 
  walled areas that can pull out one’s memories to create 
  artificial experiences that go beyond any existing form of 
  virtual reality and holo-sims. 
  Galactic Rifts
  Two stable wormholes are located within the borders 
  of the mid-expanse and the inner colonies. The Keshite 
  Rift is named after the kesh peoples, whose endless 
  journeys into the unknown prompted the discovery of 
  
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  the wormhole. The Eriadi Rift is so named due to its 
  proximity to the patrolled major space route, the Eriadi 
  Passage. The rifts connect with each other allowing for 
  easy travel to the other side of the Core. The journey is 
  not without danger, however. Going off-route will often 
  send you to a random part of the galaxy. Some say the 
  rifts can lead to other galaxies. There have also been 
  rumors of strange energy beings residing in the cosmic 
  passage between the rifts.
  Rift Stations
  Near each rift is a space station the size of a small city. 
  These two stations are extremely popular travel hubs, 
  filled with an endless influx of travelers. Almost anything 
  can be found or sold in either one, though each station 
  functions differently from the other.
  Pel Saros. Primarily built by the eldori and matokai, this 
  station is a popular destination for traders and suppliers 
  bringing goods from the Core into the Rim sectors. Each 
  station sector is maintained by megacorporations and 
  the smaller corporations that operate beneath their 
  umbrella. It carries its own security force, usually under 
  partnership with the Silrayne Defenders.
  Pel Tavaria. Unlike Pel Saros, this station acts as an 
  independent city. It orbits around the small planet 
  Tavarus, the largest recreational playground in the galaxy. 
  So many groups and organizations operate out of Pel 
  Tavaria, it’s difficult to know who is really in power. 
  Underground trade is far more popular here, offering 
  whatever is within the limits of one’s imagination... for 
  the right price.
  The Free Protectorate
  A loosely organized band of pirates, colonists, and 
  traders recently combined to form a regional defense 
  force against the various denizens and threats that come 
  from the far reaches of the expanse, even into the outer 
  zones. This Free Protectorate was founded by a young, 
  stalwart promethean girl who calls herself the Dread 
  Lord Alia. Though Alia has recently gained enough power 
  and notoriety to be elected into the Silrayne Grand 
  Conclave, she continues to keep the affairs of the remote 
  regions of the galaxy independent from the regulatory 
  reach of the Core planets.
  Cereise
  In the Cereise system there are only two inhabited 
  planets. The gas giant, Cereise 2, is a popular spot for 
  space miners who harvest both the unique gases that 
  make up the planet’s atmosphere, as well as the valuable 
  ore that can be found within the asteroid fields nearby.
  Greeneye
  This small desert moon orbits far enough away 
  from Cereise 2 to avoid the worst of the gas giant’s 
  background radiation, enough so that small reptiles 
  and desert flora exists in the thick, but breathable 
  atmosphere found at the bottom of several major craters.
  At the bottom of one such crater lies the Greeneye 
  Outpost, a starport and trading post for free traders 
  in the sector. Often referred to as an oasis, the station 
  is surrounded by water and vegetation on its sides 
  within the deep crater. The area is a neutral ground for 
  corporate traders traveling between the Core and outer 
  zones, which often makes it and hub for gossip and 
  intrigue. It boasts a thriving market is in the center of the 
  crater and a strip of entertainment establishments known 
  collectively as The Rack.
  The Rim Sectors
  Millions of star systems span across the rim sectors of the 
  galaxy with only a handful having been fully discovered 
  and explored. Much of the Silrayne Arc runs along one of 
  the major galactic arms and passes through these sectors 
  near the galactic rim. The reach of the Conclave and the 
  Sorium Accord is merely fleeting within this part of the 
  expanse. This is offset by three of the Sorium Accord 
  homeworlds residing here, each with their own laws yet 
  maintaining a strong alliance when it comes to trade and 
  defense.
  Eldor
  One of the oldest of the known major homeworlds, Eldor 
  is the largest of three populated worlds in the Nesieve 
  star system. One of its two moons is also the system’s 
  Crucible, whose initial activation started the chain 
  reaction that brought about the reformation of the eldori 
  peoples, as well as the birth of the Lorendi Imperium.
  Sarinia
  This circular fortress city floats high above the surface of 
  Eldor. Silver spires tower above the city center, housing 
  the Eldori Council and its more prominent clan elders. In 
  addition to the ruling council, an entire section of the city 
  oversees the multitude of terraforming settlements spread 
  across the planet’s surface, all interconnected through a 
  primary bio-systems hub.
  Bas Drasku
  The matokai homeworld is nothing short of elemental in 
  nature. Each major continent is covered in a multitude of 
  exotic land and seascapes populated with thousands of 
  flora and fauna types, all completely unique from their 
  neighboring landmasses. Beneath the oceans, aquatic 
  species have established a collection of settlements 
  spanning between the continents.
  In the midst of each of the vast wildernesses are 
  the major districts overseen by the ruling clans of the 
  matokai. Within each district is a metropolis decorated 
  with structures of stone, glass, and steel designed to 
  blend with the region’s natural landscape.
  
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  Vaal
  The valna homeworld is an intertwining labyrinth of 
  jungles, forests, and mountains, separated by long 
  streams of glowing waters. Many of the species that live 
  on the surface are semi-empathic or telepathic, bringing 
  a different form of complexity to the planet’s circle of life 
  and nature.
  The most advanced of all the species, the valna tribes 
  established cities and colonies across the planet, each 
  dedicated to an elemental or bestial aspect of nature that 
  represents each tribe.
  Twilight Labyrinth
  Scattered throughout the various mountain regions 
  across Vaal, primeval structures carved into the rock 
  faces contain secret entrances leading into long, winding 
  caverns that run deep beneath the planetary surface. The 
  cavern walls and ceilings reflect light back in deep shades 
  of dark blues and purples, all flecked with tiny sparkles 
  that emanate a soft glow along the rocky surface. These 
  caverns have yet to be fully explored, much less identified 
  as to how or why they exist.
  Bakiyu
  This star system only has one body large enough to be 
  called a planet. Bakiyu is covered in mostly forests and 
  jungles, most of which are either unexplored or rumored 
  to harbor extremely dangerous wildlife.
  Arboryl. The planet has only one major settlement, a 
  small starport and outpost called Arboryl. The natives 
  of Arboryl are believed to be offshoots of the ancient 
  nesieve. Though technologically capable, industrial 
  development on their homeworld is kept to a minimum.
  Though they trade horticultural goods, their primary 
  trade is in the refined wood that comes from the planet’s 
  trees, which is supple, yet almost as strong as most 
  refined metals. The method of harvesting of this wood 
  is a closely guarded secret amongst the natives. Rumors 
  persist between many traders that either the trees or the 
  planet itself may be a living entity, but proof of such has 
  yet to be discovered.
  Ziva
  This system was discovered by the eldori during their early 
  days of space exploration. Ziva 3 has become one of the 
  largest eldori colonies away from their homeworld, while 
  Ziva 5 has become a natural habitat, built to support a 
  multitude of lifeforms and visitors. The starbase on Ziva 
  5 is used as a common waypoint for those miners and 
  explorers venturing out into the outer zones.
  Lost Legacy
  A matokai battle cruiser named Lost Legacy leads a fleet 
  of outlaw ships that patrol the sectors around Ziva. Tales 
  and rumors regarding this fleet vary greatly, identifying 
  them as either ruthless criminals or galactic vigilantes. The 
  only consensus amongst these rumors is the battle cruiser 
  itself. It matches the unique build and specifications of 
  a matokai prototype that vanished almost two centuries 
  ago. The project name was Senrikat, loosely translated as 
  “The Dauntless” in the Common language.
  The Outer Zones
  Beyond the border of the Rim sectors are the very outer 
  reaches of the galaxy, where no travel routes have yet 
  to be established. Strange phenomena, indescribable 
  monsters, and cosmic enigma whose mysteries can’t be 
  solved with modern science—these are but a few things 
  that come back with tales of these distant stars. Of the 
  many that have traversed beyond the galactic border, only 
  a handful return with both their lives and sanity intact.
  Korohm
  Waves of unstable energy surround this star system, 
  creating packets of shifting electromagnetic storms 
  throughout the system. Many of the storms appear 
  as nebulae from a distance, but they can shift quickly 
  from one area of space to the next, each one emanating 
  quantum fluctuations that can cause catastrophic 
  damage to unsuspecting ships.
  Settlers have begun to build a small outpost on the 
  moon of Korohm 7, the only habitable planet in the 
  system. The planet itself is not easily reached, surrounded 
  by two of the shifting electromagnetic storms in the area.
  Forge. An empty, yet mostly intact space station hovers 
  in geosynchronous orbit around Korohm 7, connected 
  by a transport tube that runs directly down to an ancient 
  city on the planet’s surface. The city, nicknamed Forge 
  by the explorers who discovered it, is a technological 
  marvel, bearing tall, spire-like structures made from the 
  fusion of organic and inorganic material. In the center is 
  a massive production facility that may have once been the 
  center of the city’s commerce and development. The area 
  is surrounded by hydroponic domes containing various 
  forms of flora.
  With all of this, however, there is no identifiable 
  language, records, or even a sign of what powers the city 
  and station. The very few who have ventured far enough 
  into the city’s underground passages have never been 
  seen or heard from again.
  THE UNIVERSE AND THE MULTIVERSE
  The setting information provided in this chapter is primarily 
  focused on providing a base setting from which the GM 
  can build their campaign. In truth, the galaxy has millions of 
  star systems that have yet to be discovered that may or may 
  not even remotely connect to the Silrayne Arc or even the 
  Crucibles themselves.
  The cosmos that makes up the Esper Genesis universe 
  holds a wealth of worlds, galaxies, alternate dimensions, 
  and parallel universes limited only by your imagination. It’s 
  a brand new universe out there with an infinite number of 
  heroic adventures within your reach.
  THE UNIVERSE AND THE MULTIVERSE
  The setting information provided in this chapter is primarily 
  a brand new universe out there with an infinite number of 
  heroic adventures within your reach.
  
  Silrayne Intergalactic Matrix
  More commonly referred to as the SIM, this galactic 
  data network is the primary hub for almost all 
  communications, research, entertainment, and trading 
  throughout the Silrayne Arc and several of its neighboring 
  star systems. So long as you’re in the Arc, almost 
  anything with an electronic chip is linked to the SIM in 
  some fashion.
  The internal software structure and system of 
  connections within the SIM are so vast, most who use it 
  regularly view it as if it were its own universe. The billions 
  of users who access the SIM can do so in a variety of 
  ways. Some use data terminals or handheld devices. 
  Many also choose to perform what’s called a SIM 
  dive—the act of linking your brainwaves directly into the 
  network and navigating the virtual world with an avatar 
  commonly referred to as a persona. Expanded details on 
  exploring and interacting within the SIM are detailed in 
  the Master Technician’s Guide.
  network and navigating the virtual world with an avatar 
  commonly referred to as a persona. Expanded details on 
  exploring and interacting within the SIM are detailed in 
  the Master Technician’s Guide.
  Life in the Galaxy
  The vast majority of star systems and the societies within 
  often deal with their own individual affairs. Even so, 
  many of the spacefaring races either operate within 
  or are a part of the Sorium Accords, vastly improving 
  opportunities for trade, travel, and development. In 
  recent times, more remote star systems have begun to 
  welcome explorers coming out from the Core. Rarely 
  do these erupt in conflict but disagreements between 
  traveling spacefarers and more reclusive civilizations are 
  not unheard of.
  The Guardian Factions
  Aside from the Silrayne Defense Force and the security 
  forces of the major systems, many populated areas of 
  the galaxy are patrolled and guarded by the Guardian 
  Factions—independent organizations who strive to 
  protect the galactic regions from potential threats while 
  promoting their own ideals for advancement throughout 
  the stars. 
  Though each of these factions have their own goals 
  and interests, they can put their differences aside to join 
  forces against an extreme galactic menace. The factions 
  include the Aetheron, Children of Aria, Infinity Order, 
  Shadow Cipher, and Vashahar (factions are covered in 
  detail in the Crucible Corps Player’s Guide).
  The Megacorporations
  Galactic trade comes in many forms with new 
  innovations, discoveries, and businesses creating an 
  ever-expanding market. There are a few corporations 
  that have their hand in almost every form of major 
  supply and demand throughout the galaxy. These 
  megacorporations often oversee either the most 
  popular or the most vital goods and services used 
  by nearly all of the major galactic societies. There 
  are currently ten of these conglomerates that bear 
  the title of megacorp. Each one has a specialization 
  they’re known for (defined in the table below), along 
  with a multitude of subsidiaries and partnerships 
  operating beneath them.
  GALACTIC MEGACORPORATIONS
  Name
  Primary Focus
  Altai Media
  Media, entertainment, communications
  Delta Phaeos
  Clothing, foodstuffs, utilities
  Eternis
  SIMware, AI, electronics, software 
  Genifex
  Heavy mining, shipping, energy
  Ivodia Group
  Travel, colonization, exploration
  Novalon
  Construction, development, agriculture
  RevoSys
  Military and starship weapons and defense
  Selsia Corp
  Medical, bio-technology, cybernetics
  Steigan-Zur
  Ship and vehicle design and construction
  Zephyr Corp
  Terraforming, bio-engineering, consumables
  ESPER GENESIS • CORE MANUAL • THE G AL A XY
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  CONDITIONS ALTER A CREATURE’S CAPABILITIES IN A VARIETY OF 
  ways and can arise as a result of a power, a class feature, 
  a monster’s attack, or other effect. Most conditions, such 
  as blinded, are impairments, but a few, such as invisible, 
  can be advantageous.
  A condition lasts either until it is countered (the prone 
  condition is countered by standing up, for example) or 
  for a duration specified by the effect that imposed the 
  condition.
  If multiple effects impose the same condition on a 
  creature, each instance of the condition has its own 
  duration, but the condition’s effects don’t get worse. A 
  creature either has a condition or doesn’t.
  The following definitions specify what happens to a 
  creature while it is subjected to a condition.
  Blinded
  • A blinded creature can’t see and automatically fails any 
  ability check that requires sight.
  • Attack rolls against the creature have advantage, and 
  the creature’s attack rolls have disadvantage.
  Charmed
  • A charmed creature can’t attack the charmer or target 
  the charmer with harmful abilities or esper power effects.
  • The charmer has advantage on any ability check to 
  interact socially with the creature.
  Deafened
  • A deafened creature can’t hear and automatically fails 
  any ability check that requires hearing.
  Frightened
  • A frightened creature has disadvantage on ability 
  checks and attack rolls while the source of its fear is 
  within line of sight.
  • The creature can’t willingly move closer to the source of 
  its fear.
  Grappled
  • A grappled creature’s speed becomes 0, and it can’t 
  benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated (see 
  the condition).
  • The condition also ends if an effect removes the 
  grappled creature from the reach of the grappler or 
  grappling effect.
  Impaired
  • An impaired creature’s speed becomes 0, and it can’t 
  benefit from any bonus to its speed..
  • The creature can’t take any actions or reactions except 
  for the Dodge action.
  • The creature has disadvantage on Strength and 
  Constitution saving throws.
  Incapacitated
  • An incapacitated creature can’t take actions or 
  reactions.
  Invisible
  • An invisible creature is impossible to see without the 
  aid of powers or a special sense. For the purpose of 
  hiding, the creature is heavily obscured. The creature’s 
  location can be detected by any noise it makes or any 
  tracks it leaves.
  • Attack rolls against the creature have disadvantage, 
  and the creature’s attack rolls have advantage.
  Paralyzed
  • A paralyzed creature is incapacitated (see the 
  condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the 
  attacker is within 5 feet of the creature.
  Petrified
  • A petrified creature is transformed, along with any 
  mundane object it is wearing or carrying, into a 
  solid inanimate substance (usually stone). Its weight 
  increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated (see the condition), can’t 
  move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, 
  although a poison or disease already in its system is 
  suspended, not neutralized.
  Poisoned
  • A poisoned creature has disadvantage on attack rolls 
  and ability checks.
  Prone
  • A prone creature’s only movement option is to crawl, 
  unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the 
  attacker is within 5 feet of the creature. Otherwise, the 
  attack roll has disadvantage.
  Appendix A. Conditions 
  
  Restrained
  • A restrained creature’s speed becomes 0, and it can’t 
  benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and 
  the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving 
  throws.
  Stunned
  • A stunned creature is incapacitated (see the condition), 
  can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage.
  Unconscious
  • An unconscious creature is incapacitated (see the 
  condition), can’t move or speak, and is unaware of its 
  surroundings
  • The creature drops whatever it’s holding and falls 
  prone.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the 
  attacker is within 5 feet of the creature.
  EXHAUSTION
  Some special abilities and environmental hazards, such 
  as starvation and the long- term effects of freezing or 
  scorching temperatures, can lead to a special condition 
  called exhaustion. Exhaustion is measured in six levels. An 
  effect can give a creature one or more levels of exhaustion, 
  as specified in the effect’s description.
  Level
  Effect
  1
  Disadvantage on ability checks
  2
  Speed halved
  3
  Disadvantage on attack rolls and saving throws
  4
  Hit point maximum halved
  5
  Speed reduced to 0
  6
  Death
  If an already exhausted creature suffers another effect that 
  causes exhaustion, its current level of exhaustion increases 
  by the amount specified in the effect’s description.
  A creature suffers the effect of its current level of 
  exhaustion as well as all lower levels. For example, a 
  creature suffering level 2 exhaustion has its speed halved 
  and has disadvantage on ability checks.
  An effect that removes exhaustion reduces its level as 
  specified in the effect’s description, with all exhaustion 
  effects ending if a creature’s exhaustion level is reduced 
  below 1.
  Finishing a long rest reduces a creature’s exhaustion level 
  by 1, provided that the creature has also ingested some 
  food and drink.
  EXHAUSTION
  Some special abilities and environmental hazards, such 
  by 1, provided that the creature has also ingested some 
  food and drink.
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  ESPER POWERS AND CLASS FEATURES ALLOW CHARACTERS 
  to create, summon, and control various creatures and 
  constructs. Statistics for some of these are included here 
  for quick reference. For detailed information on threats 
  and stat blocks, see the Threats Database.
  Alphalite
  Medium automaton, neutral
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  10 (+0)
  10 (+0)
  10 (+0)
   3 (-4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages ALOMU, Common
  Challenge 1 (200 XP)
  ACTIONS
  Stun Rod. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target 
  is a creature other than an automaton or construct, it 
  must succeed on a DC 10 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Armored Drone
  Medium construct, unaligned
  Armor Class 14 (reinforced armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  13 (+1)
  10 (+0)
  9 (-1)
   3 (-4)
  Skills Athletics +4
  Damage Immunities poison
  Condition Immunities charmed, frightened, exhaustion, 
  poisoned
  Senses passive Perception 9
  Languages --
  Challenge 1/4 (50 XP)
  Charge. If the drone moves at least 20 feet straight toward 
  a target and then hits it with a ram spike attack on the same 
  turn, the target takes an extra 7 (2d6) piercing damage. If 
  the target is a creature, it must succeed on a DC 13 Strength 
  saving throw or be knocked prone.
  ACTIONS
  Ram Spike. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Rifle Mount. Ranged Weapon Attack: +3 to hit, range 
  50/150 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Asmeleas
  Large beast, neutral
  Armor Class 11
  Hit Points 19 (3d10 + 3)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  12 (+1)
  2 (-4)
  10 (+0)
   6 (-2)
  Senses passive Perception 10
  Languages --
  Challenge 1/4 (50 XP)
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Asmaleas is a tall canine-like beast with an elongated 
  neck and snout. They are mostly solitary and often 
  aggressive toward any who venture near their nests.
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  ESPER GENESIS • CORE MANUAL • APPENDICES
   11 (2d8 + 2)
  Speed 30 ft.
   1/4 (50 XP)
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Asmaleas is a tall canine-like beast with an elongated 
  neck and snout. They are mostly solitary and often 
  aggressive toward any who venture near their nests.
  Appendix B. Threat Statistics 
  
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  ESPER GENESIS • CORE MANUAL • APPENDICES
  Bit Drone
  Tiny construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 5 (2d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  15 (+2)
  10 (+0)
  11 (+0)
  12 (+1)
   10 (+0)
  Skills Perception +3, Stealth +6
  Damage Immunities poison
  Condition Immunities charmed, frightened, exhaustion, 
  poisoned
  Senses infravision 90 ft., passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Flyby. The drone provokes no opportunity attacks when it 
  flies out of an enemy’s reach..
  ACTIONS
  Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Poison Spike. Ranged Weapon Attack: +4 to hit, range 
  60/120 ft., one target. Hit: 1 piercing damage and the target 
  must succeed on a DC 10 Constitution saving throw or 
  become poisoned for 1 minute. If its saving throw result is 5 
  or lower, the poisoned target falls unconscious for the same 
  duration, or until it takes damage or another creature takes 
  an action to shake it awake.
  Stealth Mode. The drone turns invisible until it attacks or 
  until its concentration ends. Anything the invisible drone 
  is carrying or wearing is invisible as long as it remains in 
  contact with the drone.
  Blade Drone
  Medium construct, unaligned
  Armor Class 13
  Hit Points 13 (3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+2)
  10 (+0)
  10 (+0)
  11 (+0)
   10 (+0)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities charmed, frightened, exhaustion, 
  poisoned
  Senses passive Perception 12
  Languages --
  Challenge 1/8 (25 XP)
  ACTIONS
  Scythe Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6+2) piercing damage.
  Bonded Companions
  These creatures are companions forged from an extension 
  of an esper’s essence and usually created by the use of 
  bonded companion or a similar power.
  Varied Stats
  When a companion is created, it begins with a base stat 
  block (as shown below) which is modified by the esper at 
  the time of creation.
  Companion Form
  The creature’s form is most often a commonly known 
  animal or beast of the esper’s choosing. When the form 
  is chosen, the creator also chooses the form of the 
  creature’s natural weapon (claws, bite, beak, or similar 
  feature depending on the beast’s form). At the GM’s 
  discretion, the damage type of the natural weapon can be 
  changed to bludgeoning or slashing.
  Movement Type
  In addition to ground movement, the creature can one 
  additional type of movement with a speed of 40 ft., 
  chosen from climb, fly, or swim.
  Additional Features
  Upon creation, a companion gains one of the following 
  special features:
  Amphibious. The companion can breathe air or water. 
  The creature must be able to swim to gain this feature.
  Darkvision. The companion gains darkvision at a range 
  of 60 feet.
  Flyby. The companion provokes no opportunity attacks 
  when it flies out of an enemy’s reach. The creature must 
  be able to fly to gain this feature.
  Keen Hearing. The companion has advantage on 
  Wisdom (Perception) checks that rely on hearing.
  Keen Sight. The companion has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Keen Smell. The companion has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The companion can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. The creature must be 
  able to climb to gain this feature.
  
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  ESPER GENESIS • CORE MANUAL • APPENDICES
  Bonded Companion
  Tiny (protean or netherant), neutral
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 40 ft. + special
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  15 (+2)
  10 (+0)
  4 (-3)
  12 (+1)
   6 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages --
  Challenge 1/8 (25 XP)
  ACTIONS
  Natural Weapon. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 3 (1d4 + 2) piercing damage.
  Cirrus Mecharoid
  Medium automaton, neutral
  Armor Class 11
  Hit Points 58 (9d8 + 18)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  13 (+1)
  8 (-1)
  13 (+1)
  12 (+1)
  Skills Athletics +5, Perception +3
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from mundane weapons
  Damage Immunities poison, necrotic
  Condition Immunities charmed, frightened, exhaustion, 
  poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages ALOMU
  Challenge 3 (700 XP)
  ACTIONS
  Multiattack. The mecharoid makes two disruptor blade 
  attacks, or can use its shock beam and make one attack with 
  its disruptor blade.
  Disruptor Blades. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. If the 
  target is a creature, it must succeed on a DC 12 Constitution 
  saving throw or become wounded with cellular degradation. 
  The wounded target can't regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours that 
  elapse. If the wound reduces the target's hit point maximum 
  to 0, the target dies, and its body disintegrates within one 
  hour. The wound persists until removed by restore pattern or 
  another esper power.
  Shock Beam. Ranged Weapon Attack: +4 to hit, range 
  60/120 ft., one target. Hit: 5 (2d8 + 1) lightning damage and 
  the target must make a DC 11 Constitution saving throw or 
  become stunned until the end of the mecharoid's next turn. 
  A target that succeeds on the saving throw is immune to the 
  stunning effect of this weapon for the next 24 hours.
  Darmavian Lizard
  Large beast, neutral
  Armor Class 12
  Hit Points 45 (6d10 + 12)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  14 (+2)
  9 (-1)
  13 (+1)
  11 (+0)
  Skills Athletics +6, Perception +3, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages --
  Challenge 2 (450 XP)
  Charge. If the lizard moves at least 30 feet straight toward a 
  target and then hits it with a horn attack on the same turn, 
  the target takes an extra 10 (3d6) piercing damage.
  ACTIONS
  Multiattack. The lizard makes two attacks, one with its horn 
  and one with its bite.
  Horn. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Darmavian Lizards are four legged scaled creatures with 
  long limbs and a sharp fin-shaped horn atop a wide 
  head. They are often domesticated for use as mounts in 
  planets with an abundance of deserts and jungles.
   bludgeoning, piercing, and slashing 
   poison, necrotic
   charmed, frightened, exhaustion, 
   darkvision 60 ft., passive Perception 12
   The mecharoid makes two disruptor blade 
  attacks, or can use its shock beam and make one attack with 
  Melee Weapon Attack: +5 to hit, reach 
  : 10 (2d6 + 3) necrotic damage. If the 
  target is a creature, it must succeed on a DC 12 Constitution 
  saving throw or become wounded with cellular degradation. 
  The wounded target can't regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours that 
  elapse. If the wound reduces the target's hit point maximum 
  to 0, the target dies, and its body disintegrates within one 
  hour. The wound persists until removed by restore pattern or 
  Ranged Weapon Attack: +4 to hit, range 
  : 5 (2d8 + 1) lightning damage and 
  the target must make a DC 11 Constitution saving throw or 
  become stunned until the end of the mecharoid's next turn. 
  A target that succeeds on the saving throw is immune to the 
  stunning effect of this weapon for the next 24 hours.
  head. They are often domesticated for use as mounts in 
  planets with an abundance of deserts and jungles.
  
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  ESPER GENESIS • CORE MANUAL • APPENDICES
  Forged Construct
  Medium construct, unaligned
  Armor Class 13
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 
  14 (+2)
  15 (+2)
  6 (−2)
  8 (−1)
  5 (−3)
  Damage Vulnerabilities cold
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Common
  Challenge 1/4 (50 XP)
  ACTIONS
  Blade Attachment. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Arm Pistol. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Gamaroid
  Medium automaton, neutral
  Armor Class 13
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  11 (+0)
  10 (+0)
  10 (+0)
   9 (-1)
  Damage Resistances lightining
  Damage Immunities poison
  Condition Immunities charmed, frightened, exhaustion, 
  impaired, poisoned
  Senses infravision 60 ft., passive Perception 10
  Languages ALOMU, Common
  Challenge 2 (450 XP)
  Pack Tactics. The gamaroid has advantage on an attack roll 
  against a creature if at least one of the gamaroid's allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  ACTIONS
  Stun Rod. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target 
  is a creature other than an automaton or construct, it 
  must succeed on a DC 10 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Autocannon. Ranged Weapon Attack: +5 to hit, range 
  70/210 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
  Phase Beast
  Medium beast, unaligned
  Armor Class 13
  Hit Points 22 (4d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  17 (+3)
  12 (+1)
  10 (+0)
  13 (+1)
  11 (+0)
  Skills Perception +3, Stealth +5
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The beast has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Teleport (Recharge 5-6). The beast teleports, along with 
  any equipment it is wearing or carrying, up to 40 feet to an 
  unoccupied space it can see. Before or after teleporting, the 
  beast can make one bite attack.
  Polykepha
  Medium monstrosity, any evil alignment
  Armor Class 12
  Hit Points 39 (6d8 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  14 (+2)
  3 (−4)
  13 (+1)
  6 (-2)
  Skills Perception +5, Stealth +4
  Senses darkvision 120 ft., passive Perception 15
  Languages —
  Challenge 1 (200 XP)
  Two-Headed. The beast has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, or 
  knocked unconscious.
  ACTIONS
  Multiattack. The beast makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. If the target is a 
  creature, it must succeed on a DC 12 Constitution saving 
  throw against disease or become poisoned until the 
  disease is cured. Every 24 hours that elapse, the creature 
  must repeat the saving throw, reducing its hit point 
  maximum by 5 (1d10) on a failure. This reduction lasts 
  until the disease is cured. The creature dies if the disease 
  reduces its hit point maximum to 0.
  
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  ESPER GENESIS • CORE MANUAL • APPENDICES
  Power Sprite
  Tiny protean, neutral
  Armor Class 13
  Hit Points 7 (3d4)
  Speed 40 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  17 (+3)
  10 (+0)
  4 (-3)
  12 (+1)
   10 (+0)
  Skills Stealth +5
  Damage Resistances fire, lightning, radiant; bludgeoning, 
  piercing, and slashing from mundane weapons
  Condition Immunities charmed, frightened, exhaustion, 
  poisoned
  Senses blindsight 60 ft., passive Perception 11
  Languages --
  Challenge 1/4 (50 XP)
  Esper Resistance. The drone has advantage on saving throws 
  against esper powers and other supernatural effects.
  Incorporeal Movement. The power sprite can move through 
  other creatures and objects as if they were difficult terrain. 
  It takes 3 (1d6) force damage if it ends its turn in side an 
  object.
  ACTIONS
  Shock. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) lightning damage.
  Sprite Beam. Ranged Weapon Attack: +4 to hit, range 
  60/120 ft., one target. Hit: 5 (1d4 + 3) force damage.
  Invisibility. The drone turns invisible until it attacks or 
  until its concentration ends. Anything the invisible drone 
  is carrying or wearing is invisible as long as it remains in 
  contact with the drone.
  Prime-Alpha Mecharoid
  Large automaton, neutral
  Armor Class 17
  Hit Points 126 (11d10 + 66)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  16 (+3)
  23 (+6)
  12 (+1)
  13 (+1)
   12 (+1)
  Saving Throws Dex +5, Con +9, Wis +4
  Skills Athletics +9, Perception +4
  Damage Immunities poison
  Condition Immunities charmed, frightened, exhaustion, 
  poisoned
  Senses infravision 60 ft., passive Perception 14
  Languages ALOMU, Common
  Challenge 7 (200 XP)
  Keen Detection. The drone has advantage on Wisdom 
  (Perception) checks that rely on sight and hearing.
  Sure Footed. The mecharoid has advantage on Strength and 
  Dexterity saving throws made against effects that would 
  knock it prone.
  ACTIONS
  Multiattack. The mecharoid makes two plasma sword 
  attacks or two blast cannon attacks.
  Plasma Sword. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 10 (1d8 + 6) slashing damage and 9 (2d8) 
  fire damage.
  Blast Cannon. Ranged Weapon Attack: +6 to hit, range 
  60/240 ft., one target. Hit: 14 (2d10 + 3) radiant damage. If 
  the target is a creature, it must make a DC 17 saving throw 
  or be knocked prone.
  REACTIONS
  Parry. The mecharoid adds 6 to its AC against one melee 
  attack that would hit it. To do so, the mecharoid must see 
  the attacker and be wielding a melee weapon.
  until its concentration ends. Anything the invisible drone 
  is carrying or wearing is invisible as long as it remains in 
  CHA
   12 (+1)
   charmed, frightened, exhaustion, 
  
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  ESPER GENESIS • CORE MANUAL • APPENDICES
  Prime-Delta Mecharoid
  Medium automaton, neutral
  Armor Class 16
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  13 (+1)
  8 (-1)
  11 (+0)
   10 (+0)
  Skills Athletics +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages ALOMU, Common
  Challenge 1 (200 XP)
  Brute. A melee weapon deals one extra die of its damage 
  when the mecharoid hits with it (included in the attack).
  ACTIONS
  Power Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 11 (2d8+2) bludgeoning damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6+2) piercing damage.
  Reisa Guardian
  Huge construct, unaligned
  Armor Class 13
  Hit Points 105 (10d12 + 40)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  9 (-1)
  19 (+4)
  6 (-2)
  10 (+0)
   6 (-2)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses passive Perception 12
  Languages --
  Challenge 5 (1,800 XP)
  ACTIONS
  Multiattack. The guardian makes two claw attacks..
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage.
  Laser Blast. Ranged Weapon Attack: +8 to hit, range 60/240 
  ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage
  Reisa War-Bot
  Huge construct, unaligned
  Armor Class 14
  Hit Points 138 (12d12 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  20 (+5)
  8 (-1)
  10 (+0)
  6 (-2)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses passive Perception 12
  Languages --
  Challenge 6 (2,300 XP)
  Poor Maneuverability. The war-bot’s size and speed limits 
  its range of attacks. If it moves more than 5 feet during 
  its turn, its multiple attacks are limited to targets that are 
  within 30 feet of each other.
  ACTIONS
  Multiattack. The war-bot makes two punch attacks or two 
  autocannon attacks.
  Punch. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Autocannon. Ranged Weapon Attack: +5 to hit, range 
  70/210 ft., one target. Hit: 15 (3d8 + 2) piercing damage.
  Blade Launcher. Ranged Weapon Attack: +9 to hit, range 
  50/150 ft., one target. Hit: 28 (4d10 + 6) piercing damage.
   exhaustion, poisoned
  The guardian makes two claw attacks..
  : +8 to hit, reach 10 ft., one 
   18 (3d8 + 5) bludgeoning damage.
  : +8 to hit, range 60/240 
   21 (3d10 + 5) bludgeoning damage
  
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  ESPER GENESIS • CORE MANUAL • APPENDICES
  Riding Horse
  Large beast, unaligned
  Armor Class 10
  Hit Points 13 (2d10 + 2)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  12 (+1)
  2 (-4)
  11 (+0)
  7 (-2)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  ACTIONS
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) bludgeoning damage.
  Sentient Flora
  Small plant, unaligned
  Armor Class 9
  Hit Points 10 (3d6)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (−4)
  8 (−1)
  11 (+0)
  10 (+0)
  10 (+0)
  6 (−2)
  Damage Vulnerabilities fire
  Damage Resistances piercing 
  Senses passive Perception 10
  Languages can communicate with other sentient plants
  Challenge 0 (10 XP)
  False Appearance. While the flora remains motionless, it is 
  indistinguishable from a normal shrub or other small plant 
  commonly found in its current location.
  ACTIONS
  Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 1 (1d4 − 1) slashing damage.
  Sentient Topiary
  Large plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d12 + 14)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (-2)
  15 (+2)
  10 (+0)
  10 (+0)
  7 (−2)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 10
  Languages any one depending on world of origin, plus can 
  communicate with other sentient plants
  Challenge 2 (450 XP)
  False Appearance. While the topiary remains motionless, 
  it is indistinguishable from a normal tree or large plant 
  commonly found in its current location.
  ACTIONS
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 14 (3d6 + 4) bludgeoning damage.
  Spyder
  Tiny netherant, neutral
  Armor Class 13
  Hit Points 7 (3d4)
  Speed 20 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  15 (+2)
  13 (+1)
  8 (-2)
  14 (+2)
   10 (+0)
  Skills Perception +4, Stealth +6
  Damage Resistances cold, fire, necrotic; bludgeoning, 
  piercing, and slashing from mundane weapons
  Condition Immunities charmed, frightened, exhaustion, 
  poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages --
  Challenge 1/4 (50 XP)
  Esper Resistance. The drone has advantage on saving throws 
  against esper powers and other supernatural effects.
  Incorporeal Movement. The power sprite can move through 
  other creatures and objects as if they were difficult terrain. 
  It takes 3 (1d6) force damage if it ends its turn in side an 
  object.
  Spider Climb. The companion can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. The creature must be able to climb to gain 
  this feature.
  ACTIONS
  Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1 necrotic damage. If the target is a creature, 
  it must make a Constitution saving throw or take 7 (2d6) 
  necrotic damage and can’t take reactions until the start of 
  the spyder’s next turn.
  Disruption Beam. Ranged Weapon Attack: +4 to hit, range 
  60/120 ft., one target. Hit: 5 (1d4 + 3) necrotic damage..
  Invisibility. The drone turns invisible until it attacks or 
  until its concentration ends. Anything the invisible drone 
  is carrying or wearing is invisible as long as it remains in 
  contact with the drone.
  
  291
  ESPER GENESIS • CORE MANUAL • APPENDICES
  Strike Drone
  Small construct, unaligned
  Armor Class 12
  Hit Points 11 (2d6 + 4)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  15 (+2)
  14 (+2)
  10 (+0)
  11 (+0)
   6 (-2)
  Skills Acrobatics +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Flyby. The drone doesn't provoke opportunity attacks when 
  if flies out of an enemy's reach.
  ACTIONS
  Charged Wingblade. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 1 slashing damage plus 6 (2d6) radiant 
  damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 60/180 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Supply Drone
  Medium construct, unaligned
  Armor Class 11
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  14 (+2)
  10 (+0)
  14 (+2)
   5 (-3)
  Skills Medicine +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses passive Perception 12
  Languages —
  Challenge 1/4 (50 XP)
  Internal Storage. The drone can hold additional gear and 
  is considered to be a Large creature for the purpose of 
  determining its carrying capacity.
  Terrain Adaptability. The drone ignores difficult terrain 
  while moving.
  ACTIONS
  Electro-prod. Melee Weapon Attack: +3 to hit, reach 10 ft., 
  one target. Hit: 1 bludgeoning damage plus 5 (2d4) lightning 
  damage.
  Gun Mount. Ranged Weapon Attack: +3 to hit, range 60/180 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Surveillance Drone
  Small construct, unaligned
  Armor Class 13
  Hit Points 9 (2d6 + 2)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  16 (+3)
  13 (+1)
  8 (-1)
  17 (+3)
   3 (-4)
  Skills Stealth +5
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses infravision 60 ft., passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Detection. The drone has advantage on Wisdom 
  (Perception) checks that rely on sight and hearing.
  ACTIONS
  Blade Attachment. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Blade Launcher. Ranged Weapon Attack: +5 to hit, range 
  50/150 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Tactical Drone
  Medium construct, unaligned
  Armor Class 13
  Hit Points13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  15 (+2)
  5 (-3)
  12 (+2)
   7 (-2)
  Skills Perception +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
  Pack Tactics. The drone has advantage on an attack roll 
  against a creature if at least one of the drone’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  ACTIONS
  Blade Attachment. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  
  292
  ESPER GENESIS • CORE MANUAL • APPENDICES
  THE ESPER GENESIS UNIVERSE PULLS ITS INSPIRATION FROM AN 
  expansive collection of sci-fi and fantasy works spanning 
  a multitude of different genres.
  The following lists contain all the influencial works, 
  major and minor, that expanded my mind throughout the 
  years and inspired the creation of EG. These are listed in 
  alphebetical order by genre type.
  Books
  Anthony, Piers. Split Infinity and the rest of the Apprentice 
  Adept series, 1980.
  Asimov, Issac. I, Robot and the rest of the Robot series 
  and The Foundation series, 1950.
  Card, Orson Scott, Ender’s Game, 1985.
  Clarke, Arthur C. Childhood’s End, 1953. Rendezvous with 
  Rama, 1973.
  Cooper, Louise. The Initiate and the rest of the Time 
  Master Trilogy, 1985.
  Corey, James S.A. Leviathan Wakes and the rest of The 
  Expanse series, 2011.
  Dick, Philip K. Do Androids Dream of Electric Sheep?, 1968. 
  Ubik, 1969.
  Gibson, William. Neuromancer, 1984.
  Heinlein, Robert A. Stranger in a Strange Land, 1961. The 
  Moon is a Harsh Mistress, 1966.
  Herbert, Frank. Dune and the rest of the Dune 
  Chronicles, 1965.
  Hurley, Kameron. God’s War and the rest of the Bel Dame 
  Apocyrpha, 2010.
  King, Stephen. The Gunslinger and the rest of the Dark 
  Tower series, 1982.
  Le Guin, Ursula K. The Left Hand of Darkness, 1969. The 
  Dispossessed, 1974
  Niven, Larry. Ringworld, 1970.
  Robinson, Kim Stanley. Red Mars and the rest of the Mars 
  Trilogy, 1992.
  Sena, Hideaki. Parasite Eve, 1995
  Shelley, Mary. Frankenstein, 1818. The Last Man, 1826
  Weis, Margaret & Tracy Hickman. Dragon Wing and the 
  rest of the Death Gate Cycle, 1990
  Wells, H.G. The Time Machine, 1895. The War of the 
  Worlds, 1898.
  Zahn, Timothy. Star Wars: Heir to the Empire and the rest 
  of the Thrawn Trilogy, 1991.
  Graphic Novels and Manga
  Christian, Pierre and Jean-Claude Mézières. Valérian and 
  Laureline, 1967.
  Kishiro, Yukito. Battle Angel Alita, 1990.
  Nihei, Tsutomu. Knights of Sidonia, 2009.
  Otomo, Katsuhiro. Akira, 1982.
  Shirow, Masamune. Appleseed, 1985. Ghost in the Shell, 
  1989.
  Vaughn, Brian K. and Fiona Staples. Saga, 2012.
  Motion Pictures
  Besson, Luc, dir. The Fifth Element, 1997.
  Blomkamp, Neill, dir. District 9, 2009.
  Cameron, James, dir. The Terminator, 1984. Aliens, 1986.
  Emmerich, Roland, dir. Stargate, 1994.
  Lisberger, Steven, dir. Tron, 1982
  Lucas, George. Star Wars and the rest of the Star Wars 
  Saga, 1977.
  Niccol, Andrew, dir. Gattaca, 1997.
  Proyas, Alex, dir. Dark City, 1998.
  Scott, Ridley. Alien, 1979. Blade Runner, 1982.
  Spielberg, Steven, dir. Minority Report, 2002.
  Warchowski Brothers. The Matrix, 1999.
  Television and Anime
  Abrams, J.J. and Alex Kurtzman and Roberto Orci. 
  Fringe, 2008
  Akiyama, Katsuhito, dir. Bubblegum Crisis, 1987.
  Ito, Takehito, Outlaw Star, 1998.
  Kamiyama, Kenji. Ghost in the Shell: Stand Alone Complex, 
  2002.
  Kawamori, Shoji. Super Dimensional Fortress Macross, 1982. 
  Vision of Escaflowne, 1994.
  Larson, Glen A. Battlestar Galactica, 1978. Buck Rogers in the 
  25th Century, 1979.
  O’Bannon, Rockne S. Farscape, 1999.
  Roddenberry, Gene. Star Trek, 1966.
  Straczynski, J. Michael, Babylon 5, 1994.
  Watanabe, Shinichiro, dir. Cowboy Bebop, 1998.
  Whedon, Joss. Firefly, 2002.
  Video Games
  Dead Space. EA Redwood Shores (PC), 2008
  Final Fantasy (VI, VII and X). Squaresoft (SNES, PSX), 1994
  Mass Effect Trilogy. BioWare (PC), 2007
  Metroid. Nintendo (NES), 1986
  Star Ocean (series). Enix (SNES, PSX), 1996
  Star Wars: Knights of the Old Republic. BioWare (PC), 2003
  Phantasy Star (original series I-IV). Sega (SMS, Genesis), 
  1987
  Xenogears. Squaresoft (PSX), 1998
  Appendix C. Inspirational Content 
  
  293
  ESPER GENESIS • CORE MANUAL • APPENDICES
  This section includes the wonderful groups of people 
  who supported this project. This game in its final form 
  would not have been possible without their help and 
  contributions.
  Kickstarter Backers
  The following are the early backers of this project via the 
  Esper Genesis Kickstarter campaign.
  Individual Backers
  Aaron Dykstra, Aaron Miltenberger, Adam Makey, Adam 
  Schmidt, Adrian L. Breto, Adrian Tchaikovsky, Adrian 
  Ulff, Aidan Allcock, Alan Goldstein, Alcethenecromancer, 
  Alexander Fontenot, Alexandre Pichena, Allison Sparkes, 
  Anatrok, Andreas Lackher, Andrew Davis, Andrew Ng 
  Yun Ru, Andrew Onyx Oleniach, Andrew ‘Your Lordship’ 
  Walker, Andy Torrey, Aric Wieder, Ashran Firebrand, Bart 
  Breedyk, Ben Fowler, Ben King, Ben McGregor, Benton 
  Minges, Bernard De Santis III, Blarghedy, Bob Rarick, 
  Bobby Young, Bradley Jon Anderson, Brannon Boren, 
  Brian J. Burke, Brian Tanner, Broadside, Bruceovski, 
  Bryan Gillispie, Byron “Damaged” Mulvogue, Carlos 
  Restrepo, Chachi, Chad W. Russell, Chris Avery, Chris 
  Lacke, Chris Steele, Chris Sulat, Christian Lindke, 
  Christopher Baptiste, Christopher Lindsay, Christopher 
  Pickens, Christopher Robin Negelein, Chronica: Age 
  of Exploration, Claude Weaver III, Claus Bundgaard 
  Rasmussen, Clint Williams, David Csobay, Dace, Daniel 
  Johnson (cloud7a), Daniel T. Kulhanek, Daphnie the 
  Wizard @yourmindframe, Darby Keene, Dark Naga, 
  Darren Gottardi, Dave Caudel, Dave Nawton, Dave 
  Schuey, David A. Nolan, David Ginsburg w/Tales from the 
  Fandom Podcast, David Githens, David Paul Guzman, 
  David Quarles, David Ruskin, David Sarachman, 
  David Stephenson, Dean Newman, Derek Carnell, Dirk 
  Vanleeuw, DL Gurnett, Don Coffin, donald andrew 
  cowie, Doug Grimes, Douglas Molineu, Dr. Donald A. 
  Turner, Duane W Cunningham, ELRS, Emmanuel Papst, 
  Eric “Sea Hulk” Gorman, Eric Boaen, Eric Lohmeier, Eric 
  Lopez, Eric M Barden, Eric Pickney, Eric Wibe, Eugene 
  Marshall, evilhomer10, Frank J Williams, Fred Ramsey, 
  G. Keith Trost, Gavin Pinchback, Gene Walthes, Geoffrey 
  Ford, George Booras, Gilles d’Argyre, Glynn Stewart, 
  Greg Conant, H Alexander Perez, Hal Mangold, Hector 
  Perez Rodriguez, Ian Barnes, Imunar, Ivan B. Lee, J T 
  Scott, J. Dabe, J. Flitton, Jack Gulick, James Adnitt, 
  James Bonnyman, James Dezomits, James Partin and 
  Maite Cicili, Jamie L, Edwin Olaes, Tony Presno, Michael 
  Bavarro, Jason (G_Q), Jason Corley, Jason DeSouza, 
  Jason E. Harris, Jason Templeton, Jay Schantz, Jeff Blank, 
  Jeff Heikkinen, Jeff Holt, Jeff Kwasniewski, Jeff Robinson, 
  Jeff Tidball, Jefferson Dunlap, Jeffrey Hathorn, Jeffrey 
  T. Kachenko, Jeremy Hochhalter, Jeremy Hunt, Jeremy 
  J. Dake, Jeremy Kear, Jesse Carmody, Jesse Roberge, Jim 
  sh, Jimmy Beck, Jimmy Bradford, John A W Phillips, John 
  Cohen, John ‘johnkzin’ Rudd, John Robert Anderson, 
  John Rogers, John S Zinser, Jonas Karlsson, Joseph 
  Evenson, Joseph Olewnicki, Joseph Provenzano, Josh 
  Street, Joshua Simmonds, Junaidi Bin Baharudin, Justin 
  D. Jacobson, Justin Sallie, Karl Kreutzer, Karl Vestin, Keith 
  E. Clendenen, Kenny Beecher, Kergonan, Kevin Aug, Kevin 
  Shilling, Kristoffer A Giere, Kyle Clark, Kyle Noseworthy, 
  Lance New, Lee Perry, Leonard A. Pimentel, Leopold 
  Goldimire, Lester Ward, Louis Porter Jr., Lyndon Sinclair, 
  M Alexander Jurkt, M.T. Black, ‘Mad Gav’, Manuel 
  “ManuFS” Sambs, Mark A. Siefert, Mark Richardson, 
  Mark Wilkins, Martin Legg, Marty Lee, Matt Petty, 
  Matteo “Ceppe” Ceppetelli, Matteo Piovanelli, Matteo 
  Signorini, Matthew Ian Stanford, Matthew Jorgenson, 
  Matthew R. Martinez, Matthew Tucker, Geekmaster, 
  Max Vanderheyden, Maxi Bridgwood, Maxwell “Feynt” 
  Hunt, Micah Sean Strong, Michael Hording, Michael 
  J Benensky, Michael Johnson, Michael Mader, Michael 
  Meyer, Michael Ramsey, Michael Schell, Michael Skelton, 
  Michael Waters, Michel Cayer, Mikael Fallesen, Mike 
  Mearls, Mike Shema, Mirko Froehlich, N Scali, N. 
  Phillip Cole, Nathan Nolan, Nathan Turner, Neil Laird, 
  Nicholas “Big Nick” Rethemeyer, Nicholas Pilon & Sasha 
  Dillman, Nick DeShane, Nick Nyaiesh, Noralie, Patrice 
  Mermoud, Patrick Schuman, Paul Harwood, Pedro “the 
  statmonkey” Barrenechea, Pete Griffith, Pete Petrusha 
  (Imagining Games), Philip Rogers Jr., Philip Schneider, R 
  F Percy, R. C. Spillman, Ray “The White Rabbit” Paglia, 
  Raymond T. Cordova, Reverend Will Nicholas, Rich 
  “Starbuck” Palij, Rich Warren, Richard Chatwell, Richard 
  J Rivera Mas, Richard Steinfeldt, Richie Nguyen, Robert 
  C. Kim, Robert L. Flowers Jr., Robert McKavanagh, 
  Robert Stehwien, Roger Alix-Gaudreau, Ron Beck, Ron 
  Frazier, Ross Annesley, Ross Hathaway, Ryan A. Ramsey, 
  Ryan Atkinson, Ryan Crowe, Ryan Holdbrooks, Salvador 
  A Valoy, Santi Casas, Scott “ScoobyDoobage” Sollars, 
  Scott Crandall, Scott Gerken, Scott Raby, Sean Izaakse, 
  Sean M Miller, Sean Schoonmaker, Shad Ross, Shane 
  Mclean, Shane Trapp, Silver Games LLC, Silvio Herrera 
  Gea, Simon Cotterill, Simone Spinozzi, StargazerA5, 
  Stefan M. Feltmann, Steve Jasper, Steve Knittel, Steve 
  Marroquin, Steve Rushing, Steve Sick, Steven D Warble, 
  Steven Polos, Steven Thesken, Steven Wolpern, Sylvain 
  “TerminalZen” Beauvais, Sylvain Cousineau, Tanner Yea, 
  Tealus, Thalji, THE Donnie, Till Lammer | Dungeonfog, 
  Tim Flannigan, Tim Gittos, Timothy Grant, Todd 
  Mandeville, Todd Stephens, Tomas Burgos-Caez, Tommy 
  Bennett, Troy Ellis, Tyler Moore, Uendilor Drakellis, 
  Vaughan Cockell, Vicki Jones, Victor E. Serrano, Victor 
  Toth, Wade Geer, Wajanai Snidvongs, Warr Byrd, WIlliam 
  “Evil MIdnight Lurker” Ashley, William Huggins, Willie 
  Tuckse, Zack Nelson
  Appendix D. Project Contributors
  
  294
  ESPER GENESIS • CORE MANUAL • APPENDICES
  Retailer Backers
  Black Moon Games, Comic Book World, Inc., EndGame, 
  Isle of Games LLC, Knight Arms Game Store, Papercut 
  500, Spheremaster Games, Fandom II, Highlander Games 
  World Forger Submissions
  Alan Goldstein. Forge (planetary location)
  Benjamin McGregor. Lost Legacy - The Dauntless (matokai 
  starship)
  Kristoffer Giere. Cybermancer class (physical likeness used 
  for class art)
  Kyle Noseworthy. K’nith Ro-Mach of the starship B’lyphel 
  (conclave member)
  Jim Partin and Maite Cicili. Dread Lord Alia of the Free 
  Protectorate (conclave member)
  Martin Legg. Greeneye (planetary location)
  Scott Gerken. Arboryl (planetary location)
  Playtesters
  The following are from the groups of wonderful and 
  insightful playtesters that played through the Prelude 
  (Eos Keldor), Alpha, and Beta playtests.
  Alpha and Beta Playtesters
  Aislinn Mullen, Alden Field, Allen White, Andrea 
  Zanelli, Andreas Nagy, Andrew Cousineau,  Andrew 
  Hindenburg, Andrew Triplett, Antal Futo, Anthony 
  Ventura,  Arian Scalise, Arthur Wright, B Kennedy, Barry 
  Lawlor, Ben Longman, Benjamin Deal, Brandon Mace, 
  Brendan Hainline, Brian Holt, Brian Wetzel, Bruno 
  Costa, Cam Banks, Carl Herzog, Casey McDermond, 
  Charles Chapman, Charles Cooke, Chris Braun, Claus 
  Bundgaard Rasmussen, Conor Blake, Craig Hatler, Curtis 
  Smith, Dale Ross, Daniel Norton, Daniele Paganini, 
  Dave Caudel, Dave priest,  Dave Rich, Dave Tompkins, 
  David Bardoczky, David Disspain, Dean Newman, Derek 
  Hand, Derek Ruiz, Diego Roberto, Donald Stelling, 
  Doug Grimes, Eirik Olsen, Eric Tyler, Ericc Whetstone, 
  Federico Pirlo, Felipe Silva, Fernando Drechsler, Filippo 
  Maria Oliveri, Francesco Giorgi, Gábor Fider, Giuseppe 
  Zeuli, Heath Williams, Humberto Haro, Ian Barnes, Ian 
  Noble, Ian Nolan, Ian Strege, Ian Wardlow, Ilan Emanuel, 
  James Cennami,  James Lanaghan, James Nash, Janos 
  Danko, Jasmine Devereaux, Jason Hill, Jason Tocci, Jeffrey 
  Zimmer,  Jennifer Pollard, Johnny Maracas, Jimmy Fike, 
  Joakim Waern, Joe Goforth, John Cross, John Smith, 
  John Vergowven, John Wesker, Jonas Eckerbom, Jonathon 
  Johnson, Jordan Valentine, Joshua Graves, Jun Llorin, 
  Ken Carcas, Kevin Zangronis, Kiel Hawkins, Kiss Tamas, 
  Kyle Carty, Larry D. Ragone, Lucas Danez, Mark Kelly, 
  Mark Marton, Mark Whittington, Marko Dimitrovich, 
  Matt Barnes, Matt Herrin, Matthew Barker, Matthew 
  Tucker, Maxim Zabrotsky, Michael Nicola Gottardo, 
  Nate Roberts, Nathan Atkinson, Navin Innasi, Nicholas 
  Ager, Nick Hallas, Nicolo Mencaraglia, Omar Gonzalez, 
  Orion Darkwood, Patrick Manning, Patrick Pautler, Paul 
  Kensler,  Paul Melamed, Peter Engebos, Peter Medrano, 
  Peter Seres, Pierrick Thomas, Randy Oest, Rick Barker, 
  Rick Barrow, Rick Johnson, Rob Donoghue, Robert Witt, 
  Robert Corr, Robert Rarick, Robert Rosenthal, Roger 
  Pugh, Rudy Mangual, Rupert Gilliand,  Ryan Atkinson, 
  Ryan Chaddick,  Ryan Marshall, Salvador Valoy, Scott 
  Faulkner, Scott Shippey, Scott Stewart, Sean Trout, 
  Sheldon Nylander, Sidney Maxwell, Soylent Hero, Stacie 
  Winters, Stacy Forsythe, Stephanie Simpson, Stephen 
  Currin, Steve Knittel, Steven Gordon, Steven Kordik, 
  Steven Rushing, Thomas Larmore, Tim Rudolph, Todd 
  Bissell, Tristan Grebot, Tyler Hatch, Vincent Bacon, 
  Vincent Ward, Wasilio Koslow, William Whipkey, Zachary 
  Cox, Zoltan Nagy
  Online Streaming
  A special thanks to Gregory Wilson for kicking off the 
  official Esper Genesis Twitch stream, as well as to the 
  wonderful group of pioneer players—Cat Rambo, Johnnie 
  Pittman, Louise Moore, and Zac Clay.
  The EG Twitch can be found at:
  https://www.twitch.tv/arvaneleron
  Online Resources
  Project updates, resources, and game aids can be found 
  at the Esper Genesis website:
  http://espergenesis.com
  
  295
  ESPER GENESIS • CORE MANUAL • APPENDICES
  OPEN GAME LICENSE VERSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/or 
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  (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
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  identiﬁed as Open Game Content by the Contributor, and means 
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  terms of this agreement.
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  be added to or subtracted from this License except as described by 
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  3. Ofer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty- --free, non- -- exclusive license with the exact terms of this 
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  Open Game Content due to statute, judicial order, or governmental 
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  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.1 © 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Esper Genesis © 2017, Alligator Alley Entertainment, Author Rich 
  Lescouﬂair
  END OF LICENSE
  Declaration of Open Content:
  Regardless of placement within this document, all art and 
  images are closed content. Regardless of placement within this 
  document, the following names, sections and terms are closed 
  content: Silrayne Arc, Ashenforged, Belare, Lorendi, Valna, 
  Matokai, Dendus, Eldori, Sorium, Introduction sections - The 
  Silrayne Arc (pg. 6) and The Espers and the Crucibles (pg 10). 
  Except as noted above, the following sections are Open Content: 
  Introduction, Chapters 1-9, Chapter 11, Appendix A, Appendix B..
  
  296
  ESPER GENESIS • CORE MANUAL • INDE X
  activation time (powers) 
  207
  ability check 
  8, 13, 158
  contest 
  158
  group 
  160
  passive 
  159
  skill 
  158
  with different abilities 
  159
  working together 
  160
  ability modifier 
  8, 13, 158
  determining 
  13, 158
  table 
  13, 158
  ability score 
  8, 13, 157
  assigning 
  13
  creation costs 
  13
  determining 
  13
  increasing 
  15, 19
  rolling 
  13
  standard point buy 
  13
  using 
  158-163
  Acrobatics (skill) 
  161
  action 
  173, 176
  attack 
  177-179
  bonus action 
  173
  dash  
  176
  disengage 
  176
  dodge 
  176
  help 
  176
  hide 
  176
  ready 
  176
  search 
  177
  use an esper power 
  177
  use an object 
  177
  adept 
  56
  adept powers 
  210
  advancement (character) 
  15
  advantage 
  7, 157
  adventures 
  165
  alignment 
  113
  area of effect 
  209
  armor 
  131
  effects on stealth 
  132
  getting into and out of 
  133
  portable shield device 
  133
  proficiency 
  131
  shields 
  133
  Armor Class (AC) 
  8, 14, 132, 177
  armor proficiency 
  131
  ashenforged 
  20
  ashenforged traits 
  22
  Astrophysics (skill) 
  162
  Athletics (skill) 
  160
  attack of opportunity 
  178
  attack 
  8, 14, 160, 176
  Attack action 
  176
  attack roll 
  8, 12, 176, 177
  ability modifier 
  177
  channeling attack 
  209
  forging attack 
  209
  modifiers to 
  177
  proficiency bonus 
  177
  rolling a 1 or 20 
  177
  backgrounds 
  115
  celebrity 
  116
  crafter 
  117
  customizing 
  115
  drifter 
  118
  equipment 
  115
  languages 
  115
  media investigator 
  119
  outlaw 
  120
  patrician 
  121
  pilot 
  122
  proficiencies 
  115
  professional athlete 
  123
  scholar 
  124
  shipper 
  125
  soldier 
  126
  suggested characteristics 
  115
  techie 
  127
  transporter 
  125
  beast mounts 
  143
  belare 
  24
  belare traits 
  25
  blinded (condition) 
  282
  blindsight 
  168
  bonded companion 
  64, 219, 285
  bonds (personality) 
  114
  bonus action 
  173
  breaking concentration 
  208
  burst fire (weapon property) 
  136
  use in close combat 
  178
  burst save 
  14, 176, 178
  campaign 
  5, 9
  carrying capacity 
  160
  chaotic (evil, good, neutral) 
  113
  channeling 
  205
  adept 
  58
  cybermancer 
  63
  melder 
  86
  specialist (artifice) 
  102
  warrior (justicar) 
  109
  character 
  5, 11
  advancement 
  15
  age 
  19
  alignment 
  113
  concept 
  11
  creating 
  11-15
  describing 
  14
  equipping 
  14, 131
  gender 
  113
  height and weight 
  113
  name 
  113
  personality 
  113
  character sheet 
  299
  Charisma 
  13, 163
  ability and skill checks 
  163
  charmed (condition) 
  282
  class 
  12, 55
  choosing 
  12
  features 
  12, 15
  proficiencies 
  12, 55
  climbing 
  166
  code channeling 
  63
  Colossal (size category) 
  189
  combat 
  9, 173
  actions 
  176-177
  underwater 
  184
  starship 
  190
  vehicle 
  183
  Zero-G 
  184
  combat round 
  165, 173
  combining power effects 
  209
  common races 
  19
  companions 
  81, 285
  bonded 
  285
  hunter 
  81, 82
  Complex Patterns 
  (cybermancer) 
  64, 67
  Computers (skill) 
  162
  concentration 
  208
  conditions 
  282
  Constitution 
  13, 161
  ability checks 
  161
  container capacity 
  139
  conventional powers 
  207
  cover 
  179
  crafting 
  170
  crawling 
  166
  creating a character 
  11-15
  creatures (statistics) 
  284
  crew 
  190
  crew maneuvers 
  192
  crew modifiers 
  197
  critical hit 
  177
  Crucibles 
  10, 187, 273
  currency (cubil) 
  131
  cybermancer 
  51
  cybermancer powers 
  210
  damage 
  14, 179
  firearm 
  134
  to starships 
  195
  damage resistance 
  180
  damage roll 
  14, 179
  esper powers 
  179
  more than one target 
  179
  weapon 
  14, 179
  damage types 
  180
  substituting (variant) 
  137
  damage vulnerability 
  180
  darkness 
  168
  darkvision 
  168
  Index
  
  297
  ESPER GENESIS • CORE MANUAL • INDE X
  Dash (action) 
  176
  DC (Difficulty Class) 
  8, 158
  death 
  180
  instant 
  180
  monsters and threats 
  181
  death save (saving throw) 
  181
  damage at 0 hit points 
  181
  rolling a 1 or 20 
  181
  Deception (skill) 
  163
  dehydration (lack of water) 
  168
  dendus 
  28
  dendus traits 
  30
  Dexterity 
  13, 161
  ability and skill checks 
  161
  dice 
  7
  d (abbreviation) 
  7
  d20 and the core mechanic 
  8
  percentile 
  7
  rolling 
  7, 8
  difficult terrain 
  166, 174
  Difficulty Class (DC) 
  8, 158
  dim light 
  168
  disadvantage 
  7, 157
  Disengage (action) 
  176
  Dodge (action) 
  176
  domain (talents) 
  209
  downtime activities 
  170
  draw or holster a weapon 
  174
  drinks (expenses) 
  144
  drop an object 
  174
  duration (power) 
  208
  eldori 
  32
  eldori traits 
  34
  encumbrance 
  160
  energy burst
  (weapon property) 
  136
  engineer 
  69
  engineer powers 
  211
  environment 
  167
  equipment 
  14, 115, 131
  armor 
  131
  background 
  115
  miscellaneous gear 
  138
  packs 
  141
  starting 
  131
  tools 
  141
  vehicles 
  142
  weapons 
  134
  escaping a grapple 
  179
  espers 
  10, 55, 128
  origins 
  128
  esper ability 
  162
  esper powers 
  205
  aspects of 
  205
  basic 
  206
  channeling (talents) 
  205
  conventional 
  207
  domains 
  209
  forging (techniques) 
  205
  known and prepared 
  205
  master 
  206
  rank 
  205, 206
  types 
  205
  using 
  207
  esper power descriptions 
  214
  esper power lists 
  210
  exhaustion 
  283
  exotic languages 
  114
  expenses 
  143
  experience points (XP) 
  15
  multiclassing 
  147
  to next level 
  16
  exploration 
  9, 165
  explosive (weapon property) 
  136
  falling 
  167
  feats 
  149
  fighting styles 
  78, 93, 104
  Defense 
  78, 93, 104
  Dueling 
  78, 93, 104
  Great Weapon Fighting 
  93, 104
  Gunnery 
  78, 104
  Protection 
  93, 104
  Range Deterrence 
  93, 104
  Point Shooting 
  78, 104
  Sharpshooting 
  78, 104
  Two-Weapon Fighting 
  78, 104
  Zone Defender 
  93, 104
  finding a hidden creature 
  161
  finesse (weapon property) 
  136
  firearm jamming 
  178
  firearms 
  135
  flaws (personality) 
  114
  flying 
  175
  food and drink (expenses) 
  144
  food and water (survival) 
  168
  forced march 
  165
  forging 
  205
  engineer 
  71
  hunter 
  78
  sentinel 
  94
  frightened (condition) 
  282
  full repair (starship) 
  196
  gaining a level 
  15
  galactic regions 
  272
  galaxy 
  272
  Core sectors 
  273
  crucibles 
  273
  Inner colonies 
  276
  life in 
  281
  map of 
  274
  Mid-Expanse 
  277
  Outer zones 
  280
  Rim sectors 
  279
  regions 
  272
  timekeeping in 
  272
  gender 
  113
  getting in and out of armor 
  133
  grappled 
  282
  grappling 
  178
  grenades 
  137
  grid (playing on) 
  176
  group (squad) 
  5, 7
  group checks 
  160
  guardian factions 
  281
  Gargantuan (size category) 
  175
  half cover 
  179
  healing 
  180
  hearing 
  163
  heavily obscured 
  167
  heavy (weapon property) 
  136
  heavy armor 
  133
  height and weight 
  113
  Help action 
  176
  Hide action 
  176
  hiding 
  161
  with starships 
  190
  high-velocity 
  (weapon property) 
  136
  hirelings 
  144
  Hit Dice 
  12
  hit point maximum 
  12, 15, 161
  hit points 
  12, 162, 180
  current 
  180
  damage at 0 
  181
  increasing with level 
  15
  starting 
  12
  subtracting damage from 
  180
  temporary 
  182
  holding breath (suffocating) 
  167
  how to play 
  7-8
  Huge (size category) 
  175, 189
  Hull Dice 
  197
  hull points 
  195
  human 
  36
  human traits 
  38
  hunter 
  76
  Hunter Archetypes (hunter) 
  80
  Mechinor 
  80
  Stalker 
  82
  Vanguard 
  82
  hunter powers 
  212
  hunter’s companion 
  81
  ideals (personality) 
  114
  improvised weapons 
  136
  incapacitated (condition) 
  282
  infravision 
  168
  initiative 
  161, 173
  Insight (skill) 
  162
  inspiration 
  115
  instant (duration) 
  208
  Intelligence 
  162
  ability and skill checks 
  162
  Intimidation (skill) 
  163
  Investigation (skill) 
  162
  invisible (condition) 
  282
  jumping 
  166
  kesh 
  40
  
  298
  ESPER GENESIS • CORE MANUAL • INDE X
  kesh traits 
  41
  knocking a creature out 
  181
  languages 
  19, 114, 115
  Large (size category) 
  175, 189
  lawful (evil, good, neutral) 
  113
  level (character) 
  12, 15
  lifestyle 
  143
  lifting and carrying 
  160
  carrying capacity 
  160
  encumbrance (variant) 
  160
  light (vision) 
  167
  light (weapon property) 
  136
  light armor 
  132
  lightly obscured 
  167
  limit breach 
  206
  force breach 
  206
  zero breach 
  207
  line of sight 
  208
  listening 
  163
  locks (opening) 
  161
  infiltration tools 
  142
  lodging (expenses) 
  144
  long rest 
  170
  Lore (skill) 
  162
  low-light vision 
  168
  maneuvers (starship) 
  191
  crew 
  192
  gunner 
  193
  pilot 
  192
  technician 
  194
  maneuver defense 
  192
  marching order 
  166
  Martial Archetypes (warrior) 
  105
  Commando 
  106
  Justicar 
  109
  Paragon 
  106
  Storm Guard 
  108
  martial weapon 
  134
  Massive (size category) 
  189
  matokai 
  45
  matokai traits 
  46
  Mechanics (skill) 
  163
  Medicine (skill) 
  163
  Medium (size category) 
  175, 189
  medium armor 
  132
  megacorporations 
  281
  melder 
  84
  Melder Disciplines 
  86, 87
  Celestian 
  87
  Defender 
  88
  Metakinetic 
  88
  Psychogenic 
  88
  melder powers 
  212
  melee attack 
  178
  reach 
  178
  unarmed 
  178
  melee weapon 
  14, 134, 135, 178
  miscellaneous gear 
  138
  modifiers (ability) 
  13
  mounted combat 
  182
  mounts (beast) 
  143
  movement 
  165, 174
  alternate gravity 
  166
  around creatures 
  175
  breaking up 
  174
  climbing 
  166
  crawling 
  166
  combat 
  174
  difficult terrain 
  166, 174
  flying 
  175
  prone 
  174
  in heavy armor 
  133
  intercept speed (starships) 
  188
  jumping 
  166
  speed 
  15, 17, 165
  squeezing 
  175
  standing up 
  175
  stealth 
  161, 166
  swimming 
  166
  travel pace (land) 
  166
  travel speed (starships) 
  188
  turbulent zones (starships) 
  191
  units (starships) 
  188
  using different speeds 
  174
  Zero-G 
  175
  multiclassing 
  147
  channeling/forging 
  148
  class features 
  148
  experience points 
  147
  hit points and hit dice 
  147
  prerequisites 
  147
  proficiencies 
  147
  neutral (good, evil) 
  113
  nonplayer character
  (NPC) 
  9, 144, 168, 173, 181
  objects 
  168
  attacking 
  168
  interacting with 
  168
  using during combat 
  174
  opportunity attack 
  178
  paralyzed (condition) 
  282
  party (group) 
  5, 7, 165
  passive check 
  159
  patch repair (starship) 
  196
  percentile (dice) 
  7
  Perception (skill) 
  163
  passive 
  15
  Performance (skill) 
  163
  Persona Forms
   (cybermancer) 
  63, 65
  Breaker 
  65
  Controller 
  65
  Ghost 
  66
  personality (character) 
  114
  Persuasion (skill) 
  163
  petrified (condition) 
  282
  picking pockets
  (sleight of hand) 
  161
  player character 
  9, 11
  point of origin (powers) 
  209
  poisoned (condition) 
  282
  prepared powers 
  205
  prime (powers) 
  207
  profession 
  171
  proficiencies 
  11, 12, 55, 142
  esper power 
  12
  multiclassing 
  147
  saving throw 
  12
  skill 
  12
  tool 
  12
  vehicle 
  142
  weapon 
  12
  proficiency bonus 
  12, 157, 177
  adding 
  12, 157
  dividing 
  12, 157
  increasing with level 
  15
  multiclassing 
  147
  multiplying 
  12, 157
  promethean 
  48
  promethean traits 
  49
  prone 
  174
  prone condition 
  282
  Psychic Paradigms (adept) 
  58, 59
  Animota 
  58
  Battlemind 
  58
  Dreamshaper 
  59
  punching 
  178
  races (character) 
  11, 19
  choosing 
  11, 19
  racial traits 
  19
  ability score increase 
  13, 19
  age 
  19
  alignment 
  19
  languages 
  19
  size 
  19
  speed 
  19
  subrace 
  19
  range 
  134, 178
  maximum 
  134
  normal 
  134
  ranged attack 
  178
  in close combat 
  178
  ranged weapon 
  14, 134, 178
  reach (creature) 
  178
  reach (weapon property) 
  136
  reaction 
  174
  Ready action 
  176
  recoil (weapon property) 
  136
  using with burst fire 
  136
  recuperating 
  171
  regions (galactic) 
  272
  reload (weapon property) 
  136
  repair (starship) 
  196
  research 
  171
  resistance (damage) 
  180
  resting 
  170
  restrained (condition) 
  283
  
  299
  ESPER GENESIS • CORE MANUAL • INDE X
  roleplaying 
  9, 169
  roll (dice) 
  7-8
  round 
  165, 173
  rounding numbers 
  8
  rules 
  7
  running (dash) 
  176
  running adventures 
  9, 165
  saving throws (saves) 
  15, 163, 209
  burst 
  176
  death 
  181
  esper power 
  209
  maneuver 
  192
  proficiency 
  12
  stunt 
  106
  saving throw modifier 
  15, 163, 209
  Search action 
  177
  searching 
  162, 163
  self (range) 
  207
  selling loot 
  131
  sentinel 
  91
  Sentinel Paths 
  95
  Path of the Champion 
  95
  Path of the Slayer 
  96
  sentinel powers 
  213
  services 
  144
  sex (gender) 
  113
  shields 
  133
  short rest 
  170
  shoving 
  179
  Silrayne Arc 
  6, 272
  Silrayne Intergalactic Matrix 
  (SIM) 
  281
  simple weapon 
  134
  size 
  160, 175, 189
  lifting and carrying 
  160
  space 
  175
  starship 
  189
  size category 
  175, 189
  creature 
  175
  starship 
  189
  skill check 
  158
  skills 
  15, 115, 158
  skills with different abilities 
  159
  Sleight of Hand (skill) 
  161
  Small (size category) 
  175, 189
  social interaction 
  9, 168-170
  sorium 
  10, 187, 273
  space (size) 
  175
  starships in the same space 
  191
  space travel 
  187
  special weapons 
  137
  specialist 
  97
  Specialist Archetypes 
  99
  Artifice 
  101
  Infiltrator 
  100
  Investigator 
  100
  Operative 
  101
  speed 
  15, 17, 165
  squeezing 
  175, 191
  stabilizing a creature 
  181
  standard languages 
  114
  starship combat 
  190
  simultaneous with ground 
  194
  starships 
  189
  calculating statistics 
  197
  player ships 
  198
  NPC ships 
  200
  starting wealth 
  131
  starvation 
  168
  Stealth (skill) 
  161
  Strength 
  13, 160
  ability and skill checks 
  160
  Structural Integrity (SI) 
  stunned (condition) 
  283
  subrace 
  19
  suffocating 
  167
  surprise 
  173
  on a starship 
  190
  Survival (skill) 
  163
  system shock (starship) 
  196
  talent (power) 
  205
  talent points 
  58, 86, 102, 109, 206
  talent slots 
  63
  targeting a power 
  208
  target numbers 
  8
  tech slots 
  71, 79, 94, 206
  Technical Specialties
  (engineer) 
  72, 73
  Heavy Arms 
  73
  Machinist 
  73
  Medic 
  74
  Tinker 
  74
  technique (power) 
  205
  temporary hit points 
  181
  threats 
  284
  three-quarters cover 
  179
  thrown (weapon property) 
  136
  time 
  165
  arc-bind 
  272
  day 
  165
  minute 
  165
  round 
  165
  turn 
  165
  Tiny (size category) 
  175, 189
  tools 
  141
  total cover 
  179
  tracking 
  167
  trade goods 
  144
  training 
  171
  traits (personality) 
  114
  traps 
  163
  disabling (infiltration) 
  142
  travel 
  165, 187
  encounters 
  167
  between star systems 
  188
  faster than light (FTL) 
  188
  marching order 
  166
  navigating 
  167
  noticing threats 
  167
  pace (overland) 
  166
  searching 
  167
  security sensors 
  167
  surprise 
  167
  tracking 
  167
  truesight 
  168
  turbulent zones 
  191
  turn (measurement of time) 
  165
  turn (combat) 
  173
  two-handed
  (weapon property) 
  136
  two-weapon fighting 
  178
  unarmed combat 
  178
  unconscious (condition) 
  283
  underwater combat 
  184
  universe (setting) 
  6
  unseen attackers and targets 
  177
  Use an Esper Power action 
  177
  Use an Object action 
  177
  using this book 
  7
  valna 
  50
  valna traits 
  52
  vehicles 
  142
  vehicle combat 
  182
  versatile (weapon property) 
  136
  vision 
  167
  vulnerability (damage) 
  180
  warrior 
  103
  wealth 
  131
  weapon 
  134
  categories 
  134
  improvised 
  136
  proficiency 
  134
  properties 
  134
  special 
  137
  weapon systems (starship) 
  197
  Wisdom 
  162
  ability and skill checks 
  162
  Xenobiology (skill) 
  162
  XP (experience points) 
  15
  zero gravity (Zero-G) 
  175
  movement in 
  175
  combat 
  184
  
  Campaign: 
  Crucible Corps Serial Number: 
  Saving Throw Advantages/Disadvantages:
  SPECIAL FEATURES
  Feature
  Max Use
  Recovery Used
  Name: _________________________ Player:__________________
  Class: __________________________________________________
  Race: _________________ Background: _____________________
  Gender:_____ Size:______ Height:__________ Weight:_________
  Age:_______ Hair:__________ Eyes:_________ Alignment:______
  ___________________________________________________
  ___________________________________________________
  __________________________________
  __________________________________
  Bonus Skill Name
  Proficient
  Acrobatics (Dex)
  Astrophysics (Int)
  Athletics (Str)
  Computers (Int)
  Deception (Cha)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Lore (Int)
  Mechanics (Wis)
  Medicine (Wis)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  Xenobiology (Int)
  Abilities
  SENSES
  PASSIVE PERCEPTION
  BURST FIRE
  ABILITY SAVE DC
  PROFICIENCY
  BONUS
  INSPIRATION
  Burst
  DC
  Burst Save
  Bonus
  8 + ______
  + Prof
  Bonus
  Skills
  Level
  8 + ______
  + Prof
  Bonus
  (DC = 8 + Proficiency Score + Dex bonus)
  STR
  STRENGTH
  DEX
  DEXTERITY
  CON
  CONSTITUTION
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  = 10 +
  Perception
  Skill
  INITIATIVE
  +
  Dex
  Misc
  BASE SPEED ENCUMBERED
  Combat
  ARMOR CLASS
  HIT POINTS
  Max HP
  +
  +
  +
  +
  +
  Armor
  Bonus
  Shield
  Bonus
  Dexterity
  Modifier
  Power 
  Modifier
  Item
  Modifier
  Misc/Mod
  Bonus
  Medium Armor (Max Bonus = 2)
  Heavy Armor (No Dex Bonus)
  Stealth
  Disadv.
  RESISTANCES (HALF DAMAGE)
  +
  +
  +
  x
  x
  x
  Level
  Die Type
  Con
  # Used
  1/2 max HD after Long Rest
  HIT DICE
  Temporary
  HP
  Wounds
  Survive
  Perish
  DEATH SAVES
  (DC 10)
  I
  II III
  I
  II
  III
  (1 ACTION, 1 BONUS ACTION, AND 1 REACTION PER TURN)
  ATTACKS
  ACTIONS
  # OF ATTACKS PER ACTION
  Base Actions
  Bonus Actions
  Reactions
  Weapon
  Prof.
  Range
  To Hit
  Damage
  Dmg. Type
  Special
  Special
  Special
  Special
  Special
  Score
  Modifier
  Saving 
  Throw
  
  Character Traits
  Background
  RACIAL FEATURES
  CLASS FEATURES
  BACKGROUND FEATURE
  PROFICIENCIES
  Feats
  Equipment
  ADVENTURING GEAR
  LANGUAGES
  TOOLS
  PERSONALITY TRAIT
  IDEAL
  BOND
  FLAW
  FEAT:
  FEAT:
  FEAT:
  FEAT:
  ARMOR:
  LIGHT
  MEDIUM
  HEAVY
  SHIELDS
  WEAPON
  SIMPLE
  MARTIAL
  OTHER:
  LIFESTYLE: _____________________
  DAILY EXPENSES: __________
  TOTAL
  CUBIL (CU)
  NAME
  #
  WT.
  NAME
  #
  WT.
  OTHER VALUBLES
  ASSIGNED VEHICLES
  ROLE /POSITION
  TOTAL WT.
  ENCUMBERED
  HEAVILY ENC.
  PUSH/LIFT
  =Str x 5
  -10 Spd.
  =Str x 10
  -20 Spd.
  =(Str x 15) -30
  Spd.= 5 ft.
  Character Sheet by Castle Skydawn Design
  Original Concept by Javier Aumante and MorePurpleMoreBetter
  
  Character Name:_______________________________
  Esper Ability:__________________________________
  ESPER ATTACK MODIFIER
  ESPER POWER SAVE DC
  (CHANNELING OR FORGING)
  = Proficiency Bonus + your
  Channeling/Forging ability bonus
  = 8 + Proficiency Bonus + your
  Channeling/Forging ability bonus
  TECH SLOTS
  # TECHNIQUES PREPARED:_____
  TALENT POINTS
  Max TP
  Remaining
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  Max
  Used
  Talents and Techniques
  RANK 1
  TP: 2
  RANK 2
  TP: 3
  RANK 3
  TP: 5
  RANK 4
  TP: 6
  RANK 5
  TP: 7
  RANK 6
  TP: 9
  RANK 7
  TP: 10
  RANK 8
  TP: 11
  RANK 9
  TP: 13
  PRIME
  
  You Are Never Alone!
  Team up with other galactic heroes and forge your destiny as 
  a member of the Esper Genesis Crucible Corps, the Organized 
  Play campaign for the Esper Genesis RPG! Whether you’re a 
  new player looking to get into the game or an experienced player 
  looking for others in your area, the Crucible Corps provides an 
  easily accessible game space that welcomes players of all types.
  Members can play anywhere. You can join CC groups at gaming 
  conventions, participating friendly local game stores, with 
  other gamers online, or even with your own group at home.  
  Learn more at espergenesis.com/cruciblecorps.
  
  NOW THAT YOU’VE FORGED YOUR GALACTIC HERO, YOU’RE 
  ready to take on perilous threats and unlock the ancient 
  mysteries woven into the universe. There are many 
  different ways to play ESPER GENESIS. But where to start?
  The starter adventure, Fall of the Eos Keldor, can be a 
  useful starting point for players and GMs. The adventure 
  can be played using this book or with the Basic Rules, 
  which provides some starter material presented in this 
  book. Both of these can be downloaded for free at 
  espergenesis.com. In addition, the starter adventure is 
  just the first in the Shadow of the Zephyr adventure series  
  set to release in Summer 2018.
  The Threats Database provides players and GMs with 
  both the statistics and detailed lore of many of the 
  galaxy’s known threats.
  The Master Technician’s Guide details all of the additional 
  rules you need to bring you campaign world to life. It 
  includes forged enhancements, gear upgrades, advanced 
  rules for starship building and combat, rules for 
  interactions in various special environments, optional 
  rules for handling vehicles. Also included are additional 
  aids for creating planets, alien species, and setting rules 
  for different sci-fi genres.
  If you want to keep up to date on upcoming releases, 
  you can visit the EG website and join the Alligator Alley 
  Entertainment mailing list. You can also find upcoming 
  official events as well as how to join the Crucible Corps 
  organized play campaign.
  Also, consider visiting a friendly local gaming store 
  in your area that carries EG where you can find other 
  groups of players and organized play events.
  A Vast Universe Awaits...
  by Rich Lescouflair
  TM
  TM
  TM
  THREATS DATABASE
  THREATS DATABASE
  Master Technician’s Guide
  Master Technician’s Guide
  THREATS DATABASE
  Scheduled Release: Summer 2018
  MASTER TECHNICIAN’S GUIDE
  Scheduled Release: Fall 2018
  For upcoming product 
  information, events, and 
  resources, visit
  espergenesis.com
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Alligator Alley/Esper Genesis - Core Manual v1.2.pdf