The Psionic System is
described
here. |
Naturally talented with an intense awareness of the world
around them, Espers are usually naturally gifted rather than learned practitioners
of Psionics. Attuned to Clairsentience, Espers are typically seers, oracles,
fortune tellers, and the like. |
Espers are fun to play because they are usually well
informed, and can provide important guidance to a party of adventurers when
the way forward is obscured or the impetus to move onward is lost. |
Cost |
Ability |
15 |
Psionic MPP (15
Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR:
Discipline Skill (-1/4)) |
12 |
Psionic
Strength END Reserve: 60 END / 6 REC |
22 |
ESP Warning: Danger Sense
(Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity:
Out of Combat) 11- |
5 |
Clairsentient: PowS:
Clairsentience (INT) + 1 |
1 |
Literate: Literacy w/
Native Language |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
10 |
More Powerful: Higher
Psionic MPP: +10 Reserve |
5 |
Bright: +5 INT |
10 |
Brilliant: +10 INT |
5 |
Smart: +1 with All INT
Based Rolls |
10 |
Steady: +5 EGO |
20 |
Resolute: +10 EGO |
5 |
Stubborn: +1 with All EGO
Based Rolls |
10 |
Fit: +5 CON |
20 |
Tireless: +10 CON |
5 |
Gritty: +1 with All CON
Based Rolls |
2 |
WF: Psion Group (Dagger,
Short Sword, Throwing Blades) |
-15 |
Psychological Limitation:
Overly Introspective (Common,
Strong) |
-5 |
Social Limitation:
Disreputable Master (Master is generally scorned,
disrespected, or has a questionable past -- this colors peoples perception
of character) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Psions (More Powerful, Group, Professional, Unaware, Outdo) |