The Powers of the Esper:
1. Psionic Powers: At level one the Esper automatically has the power of
mind block, see aura, alter aura (self), and meditation, plus gets to
select three powers from each of the four psionic power catagories:
healing, sensitive, physical, and Super (12 psi-powers in total). These
are the same amount of powers that the Mind Mage O.C.C. recieves, but
the Esper's powers function two levels higher than the character's
actual level! Example: Say a 3rd level Mind Mage makes a psi-sword it
does 4d6 and lasts 15 minutes, costing 30 ISP, now an Esper that is the
same level, uses the same power for the same 30 ISP, the result is 6d6
damage (because psi-sword adds +2d6 damage at levels 4, 7, etc.), and
lasts for 25 minutes! That is some of the Esper's mental power, these
are the deciples of Cain.
Alignments: Any
Attribute Requirements: IQ 10, ME 15, and PE 10.
NOTE ABOUT EXPIERIENCE POINTS:
The Esper has its own expierience point table. See the XP section of
this program.
Limitations: Mind wipe, psi-sword, and possess others cannot be selected until third level.
Additional psionic abilities: The character gets to select a total of
3 additional powers from any of the 3 lesser psionic power catagories, plus 3 from the Super psionic catagory for each additional level of experience, starting at 2.
2.I.S.P.: To determine the character's amount of Inner Strength Points, take the number of M.E. as the base, roll 3d8 x 10, and add it to the base number. The character gets another 15 I.S.P. for each level of
experience, starting at level one. Considered to be a master psionic.
3. Enhanced I.S.P. Recovery: The Esper recovers I.S.P. at a rate of 4
per hour even when active, and 15 per hour of meditation or
sleep!
4. P.P.E.: Most of the character's P.P.E. has been expended in the
development of psychic abilities. Permanent P.P.E. Base: 1d6.
5. Bonuses: As a master psionic, the Esper needs to roll a 10 or higher
to save vs. psionic attack (plus any M.E. attribute bonuses). +6 to save
vs. mind controlling drugs, potions, and magic charms, +5 save vs.
possession, and +3 to save vs. Horror Factor.
6. Illusionist Powers: Access to the Illusionist P.C.C. "Level" powers of levels 1 through
10.
7. Access to certain "Esper O.C.C. only" psionic powers.
8. Limited Magic Use: At 3rd level the Esper can choose to convert up to
20 I.S.P.'s to P.P.E. points and have a larger P.P.E. base. The
character is able to learn three spells from level one wizard or warlock
magic, for each level after that the character recieves one spell of the
appropriate level up to spells of level five. The character also gains
1d6 P.P.E. per level up to level 12. Please note, the Esper cannot learn
new spells through buying them, scrolls, etc. like the Wizard. They
recieve only one spell as they go up in levels, their magic use is
limited because of their extreme psychic powers. NOTE: The Esper loses 2
ISP for every 10 PPE he gains.
Esper P.C.C.
Multiple O.C.C.s are not possible.
O.C.C. Skills:
Languages: Native Tongue at 98%, plus three of choice (+15%
each).
Literacy: Any (+20%)
Basic Math (+25%)
W.P.: One of choice
Hand to Hand: Basic.*
*Basic can be improved to expert at the cost of two "other" skills, or martial arts
(assassin if evil) for the cost of three "other" skills, or the
character can choose a martial art from the book Ninja's and Superspies
(except ninjutsu) for the cost of four "other" skills. NOTE: If martial
arts form Ninjas and superspies is taken add the learning time of the
martial art to the initial age.
O.C.C. Related Skills: Select six other skills at level one, plus select
one additional skill at levels 3, 6, 9, 12, and 15. (every 3 levels in
other words). New skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any
Espionage: Intelligence (+10%) and Escape Artist (+5%) only.
Horsemanship: General or Exotic only.
Physical: Any, except Acrobatics, Gymnastics, and Wrestling.
Rogue: Any
Science: Any
Scholar/Technical: Any (+10% on Lore, Language, and Literacy only).
Weapon Proficiencies: Any.
Wilderness: Land Navigation and "Survival" skills only (Wilderness Survival, Winter Survival, etc., only.
Secondary Skills:
Starting Equipment:
Armor:
Starts with a suit of studded leather (AR 13 SDC 38); most prefer light,
magic armor, especially magic clothing, but can wear any armor type.
Weapons:
Starts with a silver coated dagger, and one other weapon of the player's
choice. All are basic SDC weapons of good quality. magic weapons and
other equipment must be aquired later. This character class (OCC) is
RESTRICTED from using large battle axes, pole arms, and two handed
swords.
Money: The character starts with 200 gold.
1 0-3000
2 3001-6000
3 6001-12,000
4 12,001-24,000
5 24,001-48,000
6 48,001-96,000
7 96,001-192,000
8 192,001-384,000
9 384,001-400,000
10 400,001-500,000
11 500,001-600,000
12 600,001-700,000
13 700,001-900,000
14 900,001-1,000,000
15 1,000,001-1,500,000
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Experience Point Table Notes:
Needs 550,000 experience points per level after 15th.
The Illusionist P.C.C. can be located in the book The Old Ones
on pages 18 through 22. This book can be purchased from Palladium Books,
Inc. for $22.95, those interested should go here.
Back to where you left off.