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.
The Esper uses the Motivators from the Light Side, Dark Side or Grey Side. It also has the following Motivators:
The Esper gains 1 Hit Point every level.
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Class Level |
Class Features for Level |
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0 |
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1 |
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2 |
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3 |
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4 |
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5 |
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6 |
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7 |
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8 |
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9 |
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10 |
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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.
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Item Familiarity |
Person Familiarity |
Difficulty Number |
|---|---|---|
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Integrated Item (prosthesis) |
Twin / Clone |
1 |
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Cherished Item |
Lover / Best Friend |
2 |
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Self-Created Item |
Close Friend / Family |
3 |
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Personal Item |
Friend |
4 |
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Known Item |
Acquaintance |
5 |
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Familiar type of Item |
Friend of Friend |
6 |
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Well Described Item |
Viewed Hologram of Person |
7 |
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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.
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Focus / Motivation Required |
Near / Far |
Maximum Distance Detectable |
Example Size |
|---|---|---|---|
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1 |
Near |
1 kilometer radius |
A city neighborhood |
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2 |
Far |
10 kilometer radius |
Anywhere in a small city |
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3 |
Far |
100 kilometer radius |
Anywhere in a megacity |
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4 |
Far |
1,000 kilometer radius |
Anywhere on a continent |
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5 |
Far |
10,000 kilometer radius |
Anywhere on a planet |
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6 |
Far |
100,000 kilometer radius |
On a planet from high orbit |
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7 |
Far |
1,000,000 kilometers away |
Any of the moons of a planetary system |
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8 |
Far |
10 million kilometers away |
From a Hyperspace Lane to a Planetary System |
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9 |
Far |
100 million kilometers away |
The inner system of a star |
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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.
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.
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:
The Esper can spend a Motivation to add their Force Rating + Precognition power levels to any Initiative roll.
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.
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Event Importance |
Event Scope |
Relationship to Esper |
Difficulty Number |
|---|---|---|---|
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Life or Death |
Galactic Scale |
Self |
1 |
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Severe Injury |
Starsystem Scale |
Twin / Clone |
2 |
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Major Injury |
Planetary Scale |
Lover / Child / Best Friend |
3 |
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Emotional Trauma: Terror, Madness, Rage |
Continental Scale |
Close Friend / Family |
4 |
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Heightened Emotions: Fear, Anger, Hatred |
Megacity Scale |
Friend |
5 |
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Heightened Emotions: Sadness, Disgust, Melancholy |
City Scale |
Acquaintance |
6 |
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Heightened Emotions: Annoyance, Embarrassment, Irritation |
Village Scale |
Friend of Friend |
7 |
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Heightened Emotions: Happiness, Joy, Contentment |
Group Scale (10+ people) |
Viewed Hologram |
8 |
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No Emotional or Physical Component |
Individual Scale (1-2 people) |
Complete Stranger |
9 |
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.
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Event Importance |
Event Scope |
Item Importance |
Difficulty Number |
|---|---|---|---|
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Life or Death |
Galactic Scale |
Integrated Item (prosthesis) / Key Item |
1 |
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Severe Injury |
Starsystem Scale |
Cherished Item |
2 |
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Major Injury |
Planetary Scale |
Self-Created Item |
3 |
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Emotional Trauma: Terror, Madness, Rage |
Continental Scale |
Personal Item |
4 |
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Heightened Emotions: Fear, Anger, Hatred |
Megacity Scale |
Known Item |
5 |
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Heightened Emotions: Sadness, Disgust, Melancholy |
City Scale |
Item at the Scene of the Event |
6 |
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Heightened Emotions: Annoyance, Embarrassment, Irritation |
Village Scale |
-- |
7 |
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Heightened Emotions: Happiness, Joy, Contentment |
Group Scale (10+ people) |
-- |
8 |
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No Emotional or Physical Component |
Individual Scale (1-2 people) |
-- |
9 |
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