Esper
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)