Esper

An Esper uses The Force to feel the world around them. They can also witness powerful and impactful future events, or similarly emotionally charged events from the past. As a non-combatative power, this Force Power works best to enhance other martial abilities.

Base Abilities
Ultimate Ability
Powers
Motivators

The Esper uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:

Hit Points

The Esper gains 1 Hit Point every level.

Leveling Table

Class Level

Class Features for Level

0

  • Sense Force
  • Sense Surroundings

1

  • Learn Force Power
  • Force Power Skill Point

2

  • Force Power Skill Point
  • Force Power Skill Point

3

  • Learn Force Power
  • Force Power Skill Point

4

  • Force Power Skill Point
  • Force Power Skill Point

5

  • Learn Force Power
  • Force Power Skill Point

6

  • Force Power Skill Point
  • Force Power Skill Point

7

  • Force Power Skill Point
  • Force Power Skill Point

8

  • Far ESP
  • Near ESP

9

  • Tracking ESP
  • Subtle ESP

10

  • Foresee
  • Increase Maximum Force Rating by 1

Talent Tree(s)

Seek

The Seek power allows the Esper to find specific items or people using The Force over vast distances. The difficulty for this is based more on how emotionally important the person or item is to the Esper, rather than the physical distance involved.

Seek Difficulty Table

Item Familiarity

Person Familiarity

Difficulty Number

Integrated Item (prosthesis)

Twin / Clone

1

Cherished Item

Lover / Best Friend

2

Self-Created Item

Close Friend / Family

3

Personal Item

Friend

4

Known Item

Acquaintance

5

Familiar type of Item

Friend of Friend

6

Well Described Item

Viewed Hologram of Person

7

Unknown Item

Complete Stranger

8

As an Action, the Esper creates a dice pool with Force Rating + Seek and ranks in either Near ESP or Far ESP, depending on the distance to the target (see table below).

If the number of Hits equals or exceeds the difficulty based on the familiarity, the Esper gets a sense of where the Item or Person is. However they only have a vague idea about where the target is. To get a precise reading the Esper must exceed the difficulty by 3 Hits, or they must spend 2 additional points of Motivation to "home in" on the target.

ESP Focus Distance Table

Focus / Motivation Required

Near / Far

Maximum Distance Detectable

Example Size

1

Near

1 kilometer radius

A city neighborhood

2

Far

10 kilometer radius

Anywhere in a small city

3

Far

100 kilometer radius

Anywhere in a megacity

4

Far

1,000 kilometer radius

Anywhere on a continent

5

Far

10,000 kilometer radius

Anywhere on a planet

6

Far

100,000 kilometer radius

On a planet from high orbit

7

Far

1,000,000 kilometers away

Any of the moons of a planetary system

8

Far

10 million kilometers away

From a Hyperspace Lane to a Planetary System

9

Far

100 million kilometers away

The inner system of a star

10

Far

1 billion kilometers away

Anywhere in the galaxy

Once an Esper can tracked their target to the 1 kilometer radius, they must use the Sense Force or Sense Surroundings base abililties to find the target.

Obscure

The Esper can use the Obscure power to hide from a Seeking Esper or the probing of a Telepath. They can also use the power to suppress their innate disturbance of The Force, allowing them to go unnoticed despite their power level. Finally, the Obscure power can be rolled when a biological creature is attempting to Shadow or Track the Esper, which increases the difficulty for this shadowing/tracking by 1 per Hit.

This is an opposed roll against a Seek or Telepathy power roll, and as such the Esper creates a dice pool of Force Rating + Obscure power + ranks of Subtle ESP in Green Defense Dice.

The Esper rolls this defensive pool, with each Evade canceling out a Seekers' or Telepaths' Hit. Ranks in the Elusive talent give automatic Evades. After all normal Hits are canceled, an Evade can cancel a Critical Hit.

If all of the Hits are canceled (including Critical Hits), the Seeker or Telepath is unable to find the Esper, and they cannot try again until they've found another clue or the hidden Esper uses The Force for more than just the Obscure power.

Precognition

The Precognition power can be used to foresee distant, impactful events, as well as detect danger. Because of this it has a few different applications:

Danger Sense

The Esper can spend a Motivation to add their Force Rating + Precognition power levels to any Initiative roll.

Force Visions

The Esper can occasionally catch glimpses of the future via Force Visions. As an Action the Esper can attempt to gaze into the future. They make a dice pool from their Force Rating + Precognition power + ranks in Near or Far ESP, depending on when they are trying to get a vision for.

The difficulty for these visions is more around how important they are on a cosmic scale they are, and how important they are for this character specifically. To find the appropriate difficulty, the Gamemaster looks at the lowest level for the Event Importance, Event Scope and the Relationship to the Esper for the event in question. The GM does not need to give the player the specific difficulty number, just an indication on whether they receive a Force Vision or not, and then the details of that Force Vision.

Force Vision Difficulty Table

Event Importance

Event Scope

Relationship to Esper

Difficulty Number

Life or Death

Galactic Scale

Self

1

Severe Injury

Starsystem Scale

Twin / Clone

2

Major Injury

Planetary Scale

Lover / Child / Best Friend

3

Emotional Trauma: Terror, Madness, Rage

Continental Scale

Close Friend / Family

4

Heightened Emotions: Fear, Anger, Hatred

Megacity Scale

Friend

5

Heightened Emotions: Sadness, Disgust, Melancholy

City Scale

Acquaintance

6

Heightened Emotions: Annoyance, Embarrassment, Irritation

Village Scale

Friend of Friend

7

Heightened Emotions: Happiness, Joy, Contentment

Group Scale (10+ people)

Viewed Hologram

8

No Emotional or Physical Component

Individual Scale (1-2 people)

Complete Stranger

9

Psychometry

The Psychometry power lets the Esper gain insight into past events. The Esper must use an Action and touch an item to perform Psychometry. To do this they spend 1 Motivation and compose a dice pool of Force Rating + Psychometry power + Near/Far ESP, depending on how far in the past they are looking.

They then roll the dice against the difficulty. If they beat this difficulty, they find out information. The more uncanceled Hits the Esper has, the more information they gain as to what happened in the past.

To determine the difficulty, the Gamemaster looks at the lowest level for the Event Importance, Event Scope and the Item's Importance in its relation to the event in question. The GM does not need to give the player the specific difficulty number, just an indication on whether they receive a Psychometric Vision or not, and then the details of that Psychometric Vision.

Psychometry Difficulty Table

Event Importance

Event Scope

Item Importance

Difficulty Number

Life or Death

Galactic Scale

Integrated Item (prosthesis) / Key Item

1

Severe Injury

Starsystem Scale

Cherished Item

2

Major Injury

Planetary Scale

Self-Created Item

3

Emotional Trauma: Terror, Madness, Rage

Continental Scale

Personal Item

4

Heightened Emotions: Fear, Anger, Hatred

Megacity Scale

Known Item

5

Heightened Emotions: Sadness, Disgust, Melancholy

City Scale

Item at the Scene of the Event

6

Heightened Emotions: Annoyance, Embarrassment, Irritation

Village Scale

--

7

Heightened Emotions: Happiness, Joy, Contentment

Group Scale (10+ people)

--

8

No Emotional or Physical Component

Individual Scale (1-2 people)

--

9

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