THE ESPER
Born with powers beyond the ken of mortals, I see into the realms unseen, offering solace to souls lost in both this world and the next. Outcast and savior, shadow and luminary, I walk the paths others fear to tread. I am an Esper.
Linked to the Unworld by way of a supernatural Tether, you are able to see and interact with unseen spirits and the ghosts of the dearly departed. Your mental powers allow you to perform a variety of psychic stunts, attacking both enemies and problems in unexpected ways.
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Tether |
Action Type - Tags
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The Esper starts the game with this ability at Notch 1.
Your power comes from a strange connection you have to the Unworld of spirits. The strength of this Tether is represented by a dice which increases in size by one degree each time you roll its maximum value and decreases in size each time you roll its minimum value.
For example, a d6 will increase in size to a d8 after you roll a 6 but will decrease in size to a d4 if you roll a 1.
Your Tether resets to a d6 after a Full Rest. It cannot grow larger than a d12 and if it shrinks below a d4, you cannot use it again until it resets following a Full Rest. You may roll your Tether dice up to (Notch) times each round as a Half Action.
Choose two Attunements. Your Attunements determine in which ways you can use your Tether dice. Learn a new Attunement with each new Notch you attain in Tether.
For example, a d6 will increase in size to a d8 after you roll a 6 but will decrease in size to a d4 if you roll a 1.
Your Tether resets to a d6 after a Full Rest. It cannot grow larger than a d12 and if it shrinks below a d4, you cannot use it again until it resets following a Full Rest. You may roll your Tether dice up to (Notch) times each round as a Half Action.
Choose two Attunements. Your Attunements determine in which ways you can use your Tether dice. Learn a new Attunement with each new Notch you attain in Tether.
Attunements
Bastion
Roll your Tether to give yourself of a creature within 10 meters of you (Roll) + (Notch) Endurance.
Domination
Pick a creature within 10 meters of you and roll your Tether. If the target's Level + Intellect is lower than your (Roll) + (Notch), they become Charmed by you until the end of their next turn.
Enhancement
Pick an ally within 10 meters of you. Target ally gains a bonus to their next Attack, Defense, Save, Spellcraft, or Feat roll. This bonus corresponds to your Tether's size (+1 for a d4, +2 for a d6, +3 for a d8, +4 for a d10, +5 for a d12).
Fascination
An enemy within 10 meters of you Fixates (Save ends) on you or a willing ally within 10 meters of you, then moves up to (Roll) + (Notch) meters closer to the target of their fixation.
Kinetic Grasp
Roll your Tether to slide a creature or unattended, unanchored object within 20 meters up to (Roll) + (Notch) meters. An unwilling creature may Save to resist.
Kinetic Shield
Use this Attunement as an Interrupt, triggered when an ally within 10 meters takes damage. Roll your Tether to reduce the incoming damage by (Roll) + (Notch).
Mnemonic Spike
Pick an enemy within 10 meters of you and roll your Tether. The target must Save or take (Roll) + (Notch) Psionic damage.
Orgone
Use this attunement as a Reflex, triggered when an ally within 10 meters of you recovers HP. Roll your Tether to increase this instance of healing by (Roll) + (Notch).
Path of Agony
Pick an enemy within 10 meters of you and begin Concentration. So long as you hold Concentration, this creature takes damage whenever they voluntarily move. When this creature voluntarily moves, you can roll your Tether to deal (Roll) + (Notch) Psionic damage to them as a Reflex once the triggering movement ends.
Placebo
Roll your Tether to restore (Roll) + (Notch) HP to a creature within 10 meters. When the Scene ends, the target takes 1d4 damage for each time Placebo was used on them during the course of the Scene (this damage can, in no way, be reduced, ignored, or negated.
Spirit Step
Roll your Tether to move up to (Roll) + (Notch) meters.
Taction
Use this Attunement as an Interrupt, triggered when a creature within 10 meters deals damage. Roll your Tether to increase the outgoing damage by (Roll) + (Notch).
Brainwash |
Action
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A creature of your choice within 10 meters must Save or become Brainwashed (Save ends). While Brainwashed, the creature is subject to a Taboo of your choice, meaning it is forbidden to perform any action related to this word.
Those under the effect of this power do not know they are Brainwashed...they simply have a very bad feeling about performing any action related to their Taboo and realize on some instinctual level that violating this Taboo will be very, very bad for them.
When a creature that willingly violates your Taboo, deal (Notch)dX Psionic damage to them (where X = the size of your Tether) as a Reflex (this does not count against the number of times you can roll your Tether each round.)
The Taboos available to you are:
Those under the effect of this power do not know they are Brainwashed...they simply have a very bad feeling about performing any action related to their Taboo and realize on some instinctual level that violating this Taboo will be very, very bad for them.
When a creature that willingly violates your Taboo, deal (Notch)dX Psionic damage to them (where X = the size of your Tether) as a Reflex (this does not count against the number of times you can roll your Tether each round.)
The Taboos available to you are:
Approach _____
Attack _____ Concentrate Enter |
Flee
Heal Ignore _____ Lie |
React
Refuse _____ Speak Spellcast |
Taboos with a _____ require you to specify a target.
Psionic Blade |
Action Type - Tags
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You gain access to a new weapon; your Psionic Blade, which you may summon or dismiss as a Free Action. This weapon takes the shape of your choice and has a damage dice equal to the size of your Tether. It has a +(Notch) bonus to Attack rolls and always deals Psionic damage. Pick a new Feature for this weapon each time you gain a Notch in Psionic Blade.
This weapon is a psychic construct which endures only so long as you are present and conscious. Only you may wield your Psionic Blade.
This weapon is a psychic construct which endures only so long as you are present and conscious. Only you may wield your Psionic Blade.
Madness |
Passive
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When you hit with an attack, you may invoke your Tether to inflict a mental malady on the target. Using Madness counts against the total number of times you can roll your Tether each round. Roll your Tether when you invoke Madness and consult the chart below to see what happens to your target.
- Enui: The target becomes Weakened for the next (Notch) rounds.
- Dizzy Spell: The target becomes Dazed for the next (Notch) rounds.
- Despair: The target becomes Slowed for the next (Notch) rounds.
- Panic Attack: The target becomes Staggered for the next (Notch) rounds.
- Disconnected: The target becomes Silenced for the next (Notch) rounds.
- Mortal Terror: The target becomes Terrified for the next (Notch) rounds.
- Muddle: The target becomes Confused for the next (Notch) rounds.
- Migraine: The target takes Ongoing Psionic Damage (the size of the dice is equal to your Tether) for the next (Notch) rounds.
- Seizure: The target falls Prone and shakes violently, becoming Immobilized and has Disadvantage on all Actions they attempt for the next (Notch) rounds.
- Sensory Deprivation: The target is both Blinded and Deafened for the next (Notch) rounds.
- Overwhelmed: The target becomes Stunned for the next (Notch) rounds.
- Fractured: Pick any of the above status conditions then roll again. The target suffers from both conditions for the next (Notch) rounds.
Perks
AwakeningYour connection to the Unworld manifests as a special power known as an Awakening. Pick one Awakening now (see the drop-down list below) and gain a new one every third Level (Levels 3, 6, 9, etc.) |
EquanimityOnce per day after rolling your Tether, you may treat it as though it had rolled its maximum value. |
LevitationYou have a Fly Speed equal to half the maximum value of your Tether (2 for d4, 3 for d6, 4 for d8, etc.) |
MentalismGain two Rotes with which you are able to cast Spells. You may reduce the size of your Tether by one degree to reduce the Strain cost of a Spell by one. You learn a new Rote every third Level (Levels 3, 6, 9, etc.) |
Phrenic FortressWhile wearing Cloth or no armor, you gain Psionic Resistance and have Advantage on the first Save you make each round. The amount of Psionic Resistance you gain depends on the size of your Tether: +1 for d4, +2 for d6, +3 for d8, +4 for d10, and +5 for d12. |
Psychic SovereigntyWhen your Tether is a d4, it increases in size on a roll of 3 or 4. When your Tether is a d6, it increases in size on a roll of 5 or 6. When your Tether is a d8, it increases in size on a roll of 7 or 8. |
Awakenings
Empath
You can always sense the current Moods of a creature with a mind and emotions simply by looking into their eyes.
Lie Detector
You can sense when a creature is lying or withholding information from you. Though you can't tell what the truth of the matter is, you can always sense when you are being intentionally deceived, misled, or otherwise misinformed.
Omnilinguist
You can speak, read, write, and understand any language so long as someone else who is fluent in this language is present.
Phantasm
You can cause any creature(s) within your field of vision to sense things that aren't actually there. You can recreate any sensation you've personally experienced, but these hallucinations can only affect one sense at a time; the smell of fresh-baked pies, the sound of a town guard calling for backup, the sensation of a needle's prick. Any special qualities associated with the hallucination (like a Siren's song or a Medusa's gaze) are not reproduced and the sensations you cause can never actually do any harm to their target.
Premonitions
Roll your Tether when you end a Full Rest. During your rest, you experienced (Roll) Premonitions of the future. These Premonitions are short, cryptic phrases that come from the GM like "the red snake strikes first" or "beware the horse's tail". You can spend your Premonitions as a Free Action any time you and the GM agree they are appropriate to the situation at hand in order to gain Advantage on your next roll.
Prescience
Your senses alert you to danger moments before it happens, ensuring that you are never caught flat-footed or unawares. If you are present and conscious, you always act during a surprise round and have a +5 bonus to all Initiative rolls.
Psychokinesis
You may use your mind to lift, carry, and move objects (but not creatures) within 20 meters. The total weight you can lift, carry, or move at one time depends on the size of your Tether; d4 = 25 lbs, d6 = 50 lbs, d8 = 100 lbs, d10 = 250 lbs, d12 = 500 lbs.
Scan
As a Free Action, you can detect the Level, Resistances, Vulnerabilities, and current/total HP of any creature you are able to draw Line of Sight to.
Second Sight
You are able to see spirits and spiritual constructs just as easily as you see physical beings and constructs. You can speak to such beings and they can speak back to you from across The Veil.
Sense Motive
Once per Scene, you can read a sentient creature's thoughts in order to discern their motives. You may ask the GM one of the following questions about a person:
- What does this person value?
- What is this person's strongest ideal or goal?
- What does this person want from me right now?
- Does this person stand to gain something from me of which I am unaware?
Sight Without Eyes
You perceive through your psychic abilities and are immune to both the Blinded and Deafened status effects.
Spatial Awareness
You always know how many creatures are within 10 meters of you and roughly where they are located; even if they are otherwise Hidden or Invisible, they are known and perceived by you.
Telepathy
You are able to communicate mind-to-mind with any creature you can see. Even if you don't normally speak the same language, the two of you can speak to one another clearly, sharing throughts, feelings, and sensory input for as long as you are willing to keep the connection open.
Rituals
Astral ProjectionYou enter a trance-like state as your consciousness leaves your body behind and drifts through a liminal space between the Unworld and the material plane, able to fly, pass through solid objects, and observe creatures, constructs, and the goings-on in either world. In this state, you are unable to interact with either plane of existence; you may only observe. Those who are extremely sensitive or able to sense the presence of spiritual beings may be able to detect your presence, though they will not be able to see or identify you. Your body remains vulnerable while you are in this state and any instance of damage you receive will immediately recall your consciousness back to your body. You may end the effects of this Ritual voluntarily at any time - otherwise, your consciousness is recalled to your body after one hour. |
Cosmic KnowledgeAfter a moment of meditation, you gain up to three new Features of your choosing and can replace any of your current Features with different Features of your choosing. During your next Full Rest, the Features you acquired are lost and the Features you replace revert to their previous state. |
Eidetic MemoryYou enter a meditative state where you are able to recall the exact moment-by-moment details of any location you've ever visited, any event you've ever experienced, any conversation you've ever had. You are essentially able to revisit any memory you have and investigate its fine details for anything you may have missed or overlooked when you experienced it originally. |
Mind LinkLink the mind and consciousnesss of up to 6 + (Awareness) willing creatures. You act as a central hub which links this network of minds telepathically, allowing everyone sharing the link to communicate messages, feelings, and sensory perception via thought. You can sever this link voluntarily at any point and can freely disconnect a creature who shares the link or connect a new creature to the link (assuming you have enough slots remaining). The link is severed when you lose consciousness or complete a Full Rest. |
PsychometryBy examining an object, you are able to psychically deduce many details about it which you would otherwise be unable to know. After spending some time physically handling an object, you can ask the GM up to three of the following questions:
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Speak to DeadEntering a state where your mind and spirit are split between the material and immaterial planes, you act as a link between worlds. In this state, you are able to speak to any spirits that happen to be present and may either allow them to speak through you, using your body and voice as a conduit by which they may communicate, or simply act as an intermediary, relaying the spirit's words to anyone present or writing down the message they give you. This link to the spirit world lasts for up to (Awareness) minutes or until you voluntarily sever the connection (or lose consciousness). |