TEXT: by Rich Lescouflair
  TM
  TM
  TM
  
  ESPER    GENESIS
  All portions of this book are ©2017 by Alligator Alley Entertainment, LLC All 
  rights reserved. Esper Genesis and all related marks and images are ©2016-
  2017 by Alligator Alley Entertainment. The mention of, use of or reference 
  to any company, trademark or product in this book is not a challenge to the 
  trademark or copyright in question.
  Credits
  Lead Designer
  Rich Lescouflair
  Layout & Graphic Design
  Brian Dalrymple
  Rich Lescouflair
  Cover Art
  Santi Casas 
  Interior Artists
  Storn Cook
   and via 123rf.com:  
  Algol Design Studio, 3000ad, Maksym Shevchenko,  
  Atelier Sommerland, mik38, Andreas Meyer, Linda Bucklin, 
  Tithi Luadthong, Ralf Kraft, Angela Harburn, Kostic Dusan, 
   Jesse-Lee Lang, Corey A. Ford, Kirsty Pargeter,  Sebastien Decoret,  
  Simone Gatterwe, Maxal Tamor, Kseniya Abramova, demiurg23rus,  
  and Luca Oleastri.
  Publisher
  Eric Wiener
  Visit us at
  espergenesis.com
  Version 0.3
  A
  l
  l
  i
  g
  a
  t
  o
  r
   
  A
  l
  l
  e
  y
   
  E
  n
  t
  e
  r
  t
  a
  i
  n
  m
  e
  n
  t
  
  Introduction  
   1
  Chapter 1. Creating a Character  
   5
  Chapter 2. Races  
   9
  Chapter 3. Classes  
   18
  Chapter 4. Personality and Background  
   35
  Chapter 5. Equipment  
   49
  Chapter 6. Customization Options  
   62
  Chapter 7. Using Ability Scores  
   63
  Chapter 8. Expeditions  
   70
  Chapter 9. Combat  
   76
  Chapter 10. Starships and Space Travel  
   88
  Chapter 11. Esper Powers  
   95
  Appendiz A. Conditions  
   120
  Appendix B. Monsters and Threats  
   122
  Character Sheet  
   154
  TABLE OF CONTENTS
  
  1
  Introduction
  The Esper Genesis Roleplaying Game is about creating 
  and telling stories and adventures in an epic science-
  fiction setting. Using this product as a guideline, EG is 
  a game driven by the power of imagination. A group of 
  players share the imagery of fantastic sci-fi locations 
  such as an alien landscape or a starship blasting off into 
  deep space, and imagine the events and decisions that 
  explorers would experience within those scenes.
  When those scenes are presented, the decisions and 
  actions of the players shape and determine the events 
  that follow. Dice are often rolled to determine the 
  outcome of some of those decisions, whether it be 
  performing an emergency mechanical repair, conning 
  their way into a secure barracks, or determining if they hit 
  or missed an enemy they’ve attacked with their weapon. 
  By providing an limitless number of decisions while using 
  dice to finalize the outcome, the story is able to branch 
  out into an infinite number of directions.
  Characters and the GM
  Every Esper Genesis game requires one of the players 
  to be the Game Master (GM), who referees the game 
  and narrates the story. Each remaining player creates a 
  character, a persona used to participate in the game’s 
  scenario. Several characters band together to form a 
  team (also referred to as a group or party) allowing them 
  to join forces while exploring a strange alien world or 
  surviving against a powerful adversary.
   The GM creates and presents a scenario (often called 
  an adventure) for the rest of the players while managing 
  the outcomes of what the players decide they would like 
  to do. Do they choose to venture into the abandoned 
  space station? Make an evasive maneuver to avoid the 
  enemy battleship? Perhaps they decide to remove the 
  data card that may or may not activate the ship’s security 
  drones. 
  Based on these decisions, as well as the dice rolls that 
  may be required, the GM determines the results and 
  tells the players what happens next. Since imagination is 
  the only limitation, any scenario can be improvised and 
  played through with exciting and unforeseen outcomes.
  The Goal of the Game
  The Esper Genesis game ends only when the players 
  wish it to end. A group can play through any number 
  of adventure scenarios that can either be run either 
  individually or as an ongoing storyline commonly called a 
  campaign. As the campaign grows, so do the characters. 
  They gain more skills, amass more resources and 
  materials, and develop their personal stories as much as 
  they progress the main storyline overall.
  There are no winners or losers in Esper Genesis. The 
  goal of the game is for the players and GM to work 
  together to create an amazing tale filled with awesome 
  sci-fi adventures, battles, discoveries, and tides of change. 
  As the story progresses, each character grows and follows 
  their path toward becoming an epic sci-fi legend.
  Most importantly, the main goal of all involved is to 
  have a good time. Regardless of whether the characters 
  succeed or fail, survive or perish, or run out of time 
  before completion, the game is successful so long as 
  everyone had a fun and enjoyable time playing.
  An Infinite Universe
  The universe is vast, varied, and filled with an infinite 
  number of peoples, cultures, and traditions. Esper 
  Genesis can be adapted to fit any of these. Futuristic 
  technology, alien cultures, spacefaring vessels, robots, 
  and high-tech gadgets are just some of the few things 
  that can be found in EG’s vast universe.
  Your GM may choose to set their adventures within the 
  Silrayne Arc, they may choose to make up their own, or 
  they may even modify the existing setting to fit their own 
  style. Regardless of what the GM chooses to do, they are 
  the final authority on the campaign setting as well as any 
  specialized rules used within.
  Because there are an unlimited number of worlds to 
  explore, Esper Genesis can be adapted to the existing 
  multiverse of other settings that also make use of the 
  5th Edition rules system. Though EG’s core setting is 
  the Silrayne Arc galaxy, worlds of heroic fantasy, modern 
  horror, or myth and magic can always be found in the 
  infinite expanse.
  The Silrayne Arc
  Within the cluster of planets known as the Silrayne Arc, 
  the myriad of races continue to strive as they live amongst 
  each other.
  Throughout this amalgam of planets, societies, and 
  cultures, each have one thing in common: The Crucibles.
  No one knows where the Crucibles come from. They 
  are structures the size of small moons that are stationed 
  at various locations throughout the galaxies. They are 
  of various shapes, mostly polyhedrons or spheres, and 
  composed of a material that is both similar yet foreign to 
  every other known material in the universe. Inside each 
  Crucible is a core from where raw Sorium is harvested. 
  Sorium is a form of energy that has been used throughout 
  generations to power ships, cities, items used in everyday 
  life, and can even be wielded by some to perform the 
  art of Channeling, a practice of warping the fabric of 
  reality to create extraordinary effects. Beings capable of 
  such feats have achieved Esper Genesis - a connection to 
  the universe that can be both amazing and dangerously 
  terrifying. It is a power many feel the people of the galaxy 
  are not ready to wield. 
  This discovery has altered the way of life for each and 
  every person living within these worlds. Cultures meld 
  and clash in an eternal dance as the planets learn to live 
  in a peaceful balance. Major centers of trade swirl within 
  
  2
  the orbits of the central planets comprised of various 
  cultures, each carving out their own niche within the 
  galaxy. At the heart of it all is Silrayne Prime, the heart 
  of the Sorium Accord. The homeworld is orbited by The 
  Bastion, a grand trade hub that houses the Sorium court 
  and their protectorate army.
  Expanding the Universe
  The Silrayne Arc is a good starting point for any Esper 
  Genesis game. Many of the concepts and backgrounds 
  within the setting directly fit in with the races and 
  character classes presented in these rules. But what 
  if the rest of your universe is completely different? Is 
  the technology primitive, or even more advanced? Are 
  there more Crucibles out there? If so, do 
  they function the same way? What sort of 
  creatures exist beyond the known stars? The 
  GM can answer all of these questions and 
  more.
  Upcoming official EG products and 
  adventures will also contain additional 
  rules and setting ideas which may be 
  used to expand the existing setting or be 
  adapted to a completely new one.
  Rules of Play
  Esper Genesis uses the 5th Edition (5E) rules. Every 5E 
  game follows a basic flow detailed in the following steps:
  1. The GM describes the setting and situation.
  2. With the information they are given, the players tell 
  the GM what their intended actions are. 
  3. The GM resolves the players’ actions and narrates 
  the results.
  Here is an example of play as it unfolds:
   GM: The transport lift opens into a large, musty 
  chamber. A large display screen takes up a majority 
  of the west wall. A small control panel is mounted 
  beneath the center of the screen. Both seem to be 
  dormant, with no visible power source. A 20-foot wide 
  blast door is in the center of the east wall. There are 
  several dark marks running along the metallic surface 
  of the door. There is no current source of light other 
  than your flashlights.
  Angie (playing Ellsia): I’d like to examine the control 
  panel and see if it can be activated. 
  Omar (playing Toren): Dark marks? I’d like to 
  examine the door a little more. Maybe they’re scorch 
  marks?
  GM: OK, Ellsia. Make a Computers skill check. Toren, 
  make an Investigation check.
  Angie (rolls a d20): I got a Fifteen.
  Omar (rolls a d20): A Seventeen here.
  GM: Ellsia, you find the activation switch. The entire 
  chamber is illuminated from lighting panels along the 
  ceiling. The display powers on, showing a digital map 
  that appears to be in the outline of the space station. 
  A flashing red light marks your location.
  Angie: Great! We have a map finally.
  GM: Toren, the marks run ten feet diagonally along 
  the center of the door and appear to be made by 
  something that tore into the metal. There are four of 
  them in a row next to each other.
  Omar: Uh, that sounds like a giant claw mark! Can I 
  see anything else on the door or around the marks?
  GM: Make a Perception check.
  Omar (rolls a d20): Hmm. An Eight. Not good.
  GM: There doesn’t appear to be anything else 
  particular about the door or the marks.
  Angie: Can I open the door using the control panel?
  GM: Yes.
  Omar: Wait! If that is a claw mark, there’s no telling 
  what’s behind there. I ready my autorifle just in case. 
  This example could be adapted to many different 
  situations in play. The players may instead find 
  themselves on the surface of a strange alien world, in 
  the underbelly of an enemy star cruiser, or having a drink 
  with a contact at the local bar.
  The GM would then provide them with a different set 
  of circumstances and the players would have a new set of 
  decisions to make and tasks to complete. Some of these 
  may be easy or difficult, depending on what the players 
  2
  
  3
  wish to achieve. The GM then listens to each player and 
  determines the order in which to resolve their actions. 
  Often the resolution will require a die roll to determine 
  a result. For a character, this can be for anything from 
  negotiating a partnership to navigating their ship through 
  a debris field.
  Using the Dice
  Where many games commonly make use of six-sided dice, 
  Esper Genesis uses a set of polyhedral dice, each with a 
  different number of sides or values. Sets of these dice can 
  be found in many game stores and book shops.
  When the dice are referred to in game, they are defined 
  by the letter “d”, followed by the number of sides on that 
  given die. For example, an eight-sided die is referred to as 
  a “d8”, while the more commonly known six-sided die is 
  referred to as a “d6”.
  Dice rolls are described with expressions such as 
  “3d4+3,” which means “roll three four -sided dice and 
  add 3”. The first number tells you how many dice to 
  roll, followed by the type of die to use (in this case, a 
  d4 as defined above). Any number after that indicates 
  a quantity that is added or subtracted from the result. 
  For example, if a roll of “3d4+3” is required, you might 
  roll three four-sided dice (3d4), resulting in a 3, a 2, and 
  a 4 (a total of 7). Then, you would add the “+3” to that 
  total, making the final result of your roll a 10.
  Percentile Dice
  Percentile dice (d%) work a little differently. You generate 
  a number between 1 and 100 by rolling two different ten-
  sided dice. One (designated before you roll) is the tens 
  digit. The other is the ones digit. For example, if you roll 
  both ten-sided dice and the result of the first die is a 6 
  and the second die results in a 4, you have rolled a 64. If 
  both dice result in 0s, that equals a roll of 100.
  Rounding Down
  There are certain circumstances where a statistic or the 
  results of a die roll may be halved or divided. In general, 
  unless stated specifically, whenever a number in the game 
  is divided to where you wind up with a fraction, round 
  down, even if the fraction is one-half or higher. 
  d20 and the Core Mechanic
  In the previous example of play, the two players were 
  required to roll dice to determine the results of their 
  actions. In cases where the outcome of a character’s 
  actions is uncertain, this is most often resolved with 
  the use of the twenty-sided die (d20) to determine if 
  the action succeeds or fails. This is accomplished by the 
  following method:
  1. Roll a d20.
  2. Add any relevant modifiers.
  3. Compare the result to a target number.
  If the result equals or exceeds the target number, your 
  character succeeds. If the result is lower than the target 
  number, you fail. This process is the basis for resolving 
  most tasks in any game that uses the 5th Edition (5E) 
  rules system.
  Each character and creature (whether organic or 
  inorganic) in the game has characteristics defined by six 
  ability scores. They are Strength, Dexterity, Constitution, 
  Intelligence, Wisdom, and Charisma. Each one of these 
  scores, depending on their value, generates an ability 
  modifier. This modifier is a part of nearly every d20 check 
  made in the game.
  There are three main rolls in the game that make use 
  of the d20 roll: ability checks, attack rolls, and saving 
  throws. All of these are affected by ability modifiers 
  as well as other modifiers such as a talent, skill, class 
  feature, or situational factor that may give an additional 
  bonus or penalty.
  The target number for ability checks and saving throws 
  is called a Difficulty Class (DC), and is often determined 
  by the Game Master. The target number for attack rolls is 
  called Armor Class (AC), which is determined by a target’s 
  defensive capability. Use of d20 rolls and modifiers are 
  fully detailed in Chapter 7: Using ability sCores.
  Running Adventures
  Adventures make up the heart of the story in every Esper 
  Genesis game. Each one tells a tale from start to finish 
  and may connect to other adventures that follow the 
  same storyline. In each adventure, a group of characters 
  deal with a particular set of scenarios where they must 
  use their abilities and skills to complete specific tasks and 
  overcome obstacles.
  As each character is unique, the group must decide how 
  to balance each of their characters’ abilities, strengths, 
  and weaknesses effectively in order to complete each 
  adventure. As they advance through these adventures, 
  characters gain experience which they use to improve and 
  increase their abilities, skills, and features, allowing them 
  to face even greater tasks and challenges.
  An adventure can be created by the Game Master or 
  be a pre-written purchased adventure module. Either 
  way, the GM modifies and adjusts the adventure to suit 
  the needs of their particular game, creating a rich and 
  exciting environment for the players to explore. This 
  environment is filled with a multitude of locations to 
  explore and personalities for the characters to interact 
  with. An adventure’s cast of characters is made up of two 
  types of characters. The first are the characters created 
  by players, also known as player characters (PC). Any 
  characters in the adventure that is not controlled by a 
  player is called a non-player character (NPC), and is 
  instead controlled by the Game Master. 
  Any number of adventures can be played, as the 
  game only ends when the players wish to do so. Many 
  adventures contain different aspects of play. There may 
  be a scenario where:
  • The characters must travel through an uncharted 
  wasteland or find their way out of a maze of 
  underground passages, interacting with different 
  puzzles and obstacles along the way. (Exploration)
  
  4
  • The characters must interact with other personas in 
  order to accomplish their tasks, such as interrogating a 
  captured spy or trying to deceive a security patrol while 
  wearing their stolen uniforms. (Social Interaction)
  • Lastly, there are many scenarios which require the 
  characters to defeat an adversary or group of foes in 
  physical conflict. (Combat)
  A fun and well-designed adventure often includes all 
  three aspects in any combination. Some adventures will 
  have more of one particular aspect over another.
  The Espers and the Crucibles
  Scattered across the galaxies, the Crucibles are remnants 
  of an age that predates any in known history. Often the 
  size of small moons, no Crucible is identical to another, 
  but they do share similarities. Each one is generally 
  spherical. Their surfaces are most often metallic in 
  appearance but feel organic in texture.
  Below the surface, there are long branches of tunnels 
  leading into the core, where a material only known as 
  Sorium can be harvested. Sorium is a material without 
  classification. It’s chemical makeup constantly shifts, 
  can be identified as any element, and can be made to 
  change molecular states with focus and concentration. 
  The primary aspect of Sorium is that it’s source of raw 
  energy that may be used to power any device adapted to 
  function with it. Anything from a light fixture to a battle 
  cruiser may use its power source. 
  After generations of harvesting Sorium, beings began to 
  exhibit extraordinary abilities. Earth, Fire, Wind, Water, 
  Space, Time, and Gravity, all forces of creation that 
  became visible and malleable by those able to channel 
  power through themselves. These beings became linked 
  to the Crucibles, almost able to commune with them in 
  a language no other being could comprehend. They are 
  now known throughout the galaxy as the Espers.
  Each person is affected differently when they achieve 
  Esper Genesis. Depending on their origin or race, the 
  process may even directly affect them both physically and 
  psychologically. Some are able to channel the energies 
  directly through their bodies, where others use Sorium 
  implants or devices to wield their powers.
  Every player character created in Esper Genesis is one 
  of these Espers. They are gifted with rare abilities and 
  empowered with the will to shape their own destiny as 
  well as the destiny of all those with whom their paths 
  may cross. They are also the chosen few who can stand 
  vigilant against the many galactic threats that strike 
  fear into the hearts of those across the great expanse. 
  The galaxy calls for those who would change the fate of 
  worlds. Will you decide who they will be, and if so, what 
  they will become?
  4
  
  5
  To play an Esper Genesis game, the first thing you need 
  to do is create your own character. This character is a 
  representation of a persona that you imagine and design 
  to take part in the setting. You construct this persona 
  from the ground up, creating their origin, personality, 
  and backstory. These are combined with the game 
  statistics that define how the character interacts with the 
  rest of the universe.
  The following steps are here to help you easily design 
  and build a character which you can use in any Esper 
  Genesis adventure or scenario. Some of these steps also 
  refer to a corresponding chapter which fully explain all of 
  the options from which you may choose.
  All of your character’s information is recorded on 
  a character sheet, which is also used to track the 
  character’s skills, modifiers, abilities, and advancements 
  in play. Make sure you have a character sheet ready when 
  you begin building your character.
  1. Create a Concept
  When creating a character, the first thing to consider 
  is the type of persona you are looking to create. Is 
  your character a heroic warrior, a cunning specialist, a 
  resourceful engineer, or an energy shaping melder?
  Taking it a step further, perhaps your specialist is a 
  trained agent who is practiced in the use of high-tech 
  gadgets and tools, or your technician is a whiz mechanic 
  who focuses on operating machines and drones. Is your 
  warrior a sharpshooting pistoleer or a heavily armored 
  commando? Is your character human? Maybe you would 
  prefer to be a genetically enhanced Promethean or a 
  spiritually awakened Eldori? Take a look at the available 
  races and classes for examples to use to create your 
  persona.
  You should also consider who your character is 
  personally and what makes them tick. What kind of 
  person are they? Where do they come from? What 
  are their goals? You don’t have to answer all of these 
  questions specifically. You may have different questions 
  in mind. The more complete your concept, the easier it is 
  to build your character. If you are unsure where to begin, 
  examine the options available in the next few steps and 
  use those to work your way back to this one.
  2. Choose a Race
  There are many different forms of life in the universe, 
  defined into a variety of species. Choosing your 
  character’s race establishes a large part of their physical 
  appearance, as well as the specific traits that represent 
  the race’s cultural and hereditary characteristics.
  Amongst the Espers, the most prominent races are the 
  ashenforged, eldori, humans, prometheans, and the kesh. 
  Each of these races have their own variants classified as 
  subraces.
  Choosing a race grants your character access to 
  proficiency in certain skills and gear, enhanced senses 
  such as the ability to see in low-light and infrared 
  spectrums, as well as other special abilities unique to that 
  particular race. Each race also modifies your characters 
  ability scores, which will be covered separately when you 
  reach Step 4.
  Take a look at each race and keep in mind that some 
  may be well attuned to certain character classes as well. 
  A lunar eldori’s traits would be extremely useful to a 
  Melder, while a fire-blooded promethean might be well 
  suited to the warrior or specialist class.
  Each race is covered in detail in Chapter 2. Make sure 
  to record all of your race’s benefits and modifiers on your 
  character sheet.
  3. Choose a Class
  Every player character in Esper Genesis is considered 
  an esper, each one belonging to a particular class. Your 
  choice of class grants you a multitude of skills and 
  abilities known as class features. These abilities define 
  the different things your character can do, the tactics 
  you employ in any given scenario, and the unique way in 
  which you channel your esper powers.
  Each class is covered in detail in Chapter 3. Your character 
  starts out at 1st level in that character class. Record your 
  level, bonuses, proficiencies, and features provided by your 
  class at 1st level onto your character sheet.
  Levels and Advancement
  Unless your GM allows otherwise, your character will 
  usually start at 1st level, marking you as a fledgling 
  pioneer in the universe, just beginning to understand 
  how to control and master your abilities. Those more 
  accustomed to playing the game may choose to start 
  their characters at higher levels. If this is the case, please 
  adjust your class features accordingly.
  As you complete missions and overcome obstacles, 
  your character will earn experience points (XP). Once 
  you attain a certain amount of XP, your character will 
  gain a level of experience, opening new benefits and 
  options for that class. Each additional level requires a 
  greater amount of XP. If you are starting at a higher level, 
  make sure you record the minimum XP amount required 
  for that level on your sheet.
  Proficiency Bonus
  Each class will have a proficiency bonus which is listed on 
  the table in your class description. A 1st level character, 
  regardless of class, starts with a proficiency bonus of 
  +2. This bonus applies to a broad number of things your 
  character does in which they are considered proficient. 
  Examples of proficiency where the bonus would apply 
  would be:
  • Ability checks with skills or tools in which you are 
  proficient
  Chapter 1: Creating a Character
  
  6
  • Attack rolls with certain weapons or weapon types
  • Attack rolls made with your esper powers.
  • Saving throws in which you are proficient.
  • Saving throw DCs required to resist your esper powers
  Your weapon and saving throw proficiencies are 
  determined by your class. Your class also defines some 
  of your skill and tool proficiencies. Your race and 
  background may also provide you with additional 
  proficiencies.
  Mark the proficiencies provided by your race and class 
  onto your character sheet. For skills and saving throws, 
  you should see a circle next to each entry on your sheet. 
  Fill in that circle if you are proficient in any of these as a 
  note for when you are finalizing your character. 
  Hit Points and Hit Dice
  Every character has hit points (hp), which defines 
  their toughness and survivability when in combat or 
  other threatening situations. Your character’s hit dice 
  determines how many hit points your character has. The 
  type of hit dice you have is defined by your class.
  A 1st level character starts with 1 hit die. Refer to your 
  class for the type of hit die you have. Your character 
  starts with a number of hit points equal to the maximum 
  number available on your hit die. For example, an 
  Engineer, who uses a d8 for their hit die, automatically 
  starts out with 8 hit points. This amount is referred to 
  as your hit point maximum. You may gain an increase to 
  your maximum hp depending on your ability scores. This 
  will be covered in the Step 4.
  4. Generate Ability Scores
  As noted in the earlier introduction, every character has 
  physical and mental characteristics defined by six ability 
  scores. Each of these numbers defines much of what your 
  character is capable of, represented by the bonus granted 
  by each score.
  Refer to the list below for a quick definition of the 
  scores, what they represent, and to which classes or 
  character types that would find them most useful. 
  • Strength. Represents brawn, physical power, and 
  athleticism Useful for the Warrior class.
  • Dexterity. Represents reflexes and agility. Useful for the 
  Specialist class.
  • Constitution. Represents health and physical stamina. 
  Useful for all characters.
  • Intelligence. Represents analytical ability, memory, and 
  mental aptitude. Useful for the Melder class.
  • Wisdom. Represents intuition, judgment, and mental 
  fortitude. Useful for the Engineer class.
  • Charisma. Represents self-confidence, grace, 
  commanding presence, social graces. Useful for leaders 
  or any social interactions.
  There are two commonly used methods for generating 
  ability scores.
  the Roll Method
  This method allows you to randomly generate your ability 
  scores. Roll four six-sided dice (4d6). Add together the 
  three highest dice and record that number onto a sheet 
  of scratch or note paper. Repeat this step five times until 
  you have a total of six numbers. If you would rather not 
  roll dice and opt for a speedy average, you can use the 
  following numbers instead: 15, 14, 13, 12, 10, 8.
  Ability Point Method
  This method allows you to build your ability scores 
  individually from the bottom up. You start out with six 
  scores, each with a value of 8.
  You then have 27 points which you may spend to 
  increase those six scores. The point cost to increase each 
  score is listed on the following table. These costs are not 
  cumulative. For example, raising a score from 8 to 11 
  costs 3 points, while instead raising it to 14 would cost 
  7 points. You can also choose to leave the score at 8 by 
  spending no points.
  Do this for each of your six scores. Using this method, 
  your base scores will range anywhere from 8 to 15 before 
  modifiers are applied from your race.
  Ability Score Point Cost
  Score
  Cost
  Score
  Cost
  8
  0
  12
  4
  9
  1
  13
  5
  10
  2
  14
  7
  11
  3
  15
  9
  Assigning Your Scores
  Regardless of which method you chose, assign each of 
  your six numbers to your desired ability. Remember to 
  keep your class and character concept in mind when 
  doing so. After that is done, apply the ability score 
  bonuses provided by your race to determine your final 
  scores.
  After assigning and adjusting your ability scores, use 
  the Ability Scores and Modifiers table to determine your 
  ability modifiers. Record each modifier on your sheet 
  next to the corresponding ability score. These modifiers 
  will be referred to often when making ability checks 
  as well as when calculating your character’s skills and 
  benefits. Ability modifiers are covered in detail in Chapter 
  7: Using ability sCores.
  In addition, pay attention to your Constitution ability 
  modifier. Since you already calculated your hit points, 
  apply your constitution modifier to your hit point 
  maximum, if applicable.
  
  7
  Ability Scores and Modifiers
  Score
  Modifier
  Score
  Modifier
  1
  -5
  16-17
  +3
  2-3
  -4
  18-19
  +4
  4-5
  -3
  20-21
  +5
  6-7
  -2
  22-23
  +6
  8-9
  -1
  24-25
  +7
  10-11
  0
  26-27
  +8
  12-13
  +1
  28-29
  +9
  14-15
  +2
  30
  +10
  5. Background and Description
  Now it’s time to define your character’s background, 
  which describes their origin, what their personality may 
  be like, as well as what they did with their lives before 
  they became an esper.
  Along with your background, select a Personality Trait. 
  An ideal is something that you believe in strongly. Your 
  character’s bond is something or someone that they hold 
  dear above all else. Each personality also has a flaw, a 
  vice or weakness in your personality that may be exploited 
  at some point. Note all of these onto your character 
  sheet, along with the skill proficiencies and benefits that 
  come with your background.
  Choose your character’s alignment, which reflects their 
  moral and personal attitudes. Your alignment represents 
  a broad range of personality and should be used as a 
  tool for developing your character’s identity. It is not a 
  restriction or to be used as a way to limit how you wish to 
  play your character. There are nine different alignments, 
  each described in detail in Chapter 4.
  Lastly, if you haven’t already done so, give your 
  character a name and flesh out their general appearance. 
  Use your racial description and ability scores to guide 
  you with putting it all together. A character with a high 
  Strength will likely be large or muscular, whereas a high 
  Charisma would give them a commanding presence or a 
  charming smile.
  6. Select Your Equipment
  Your starting equipment is determined by your class and 
  background. Refer to these for your weapons, armor, 
  and gear. Make your selections and record these onto 
  your character sheet. All of these items are detailed 
  in Equipment section of Chapter 5, That section also 
  contains a wide variety of additional gear and equipment, 
  as well as their costs for purchasing them.
  Alternatively, you may choose to not take the starting 
  equipment and purchase your own with a starting 
  amount of money determined by your character class. 
  Refer to “Starting Money” in Chapter 5.
  Weapon Modifiers
  List each weapon your character wields on your sheet 
  and calculate the modifiers for when you attack with the 
  weapon as well as the damage you deal when your attack 
  roll succeeds.
  To make an attack with your weapon, you roll a d20, 
  add the appropriate ability modifier, and then add your 
  proficiency bonus if you are proficient in that weapon.
  Melee weapons such as blades, clubs, and staves, use 
  your Strength modifier for attack and damage rolls.
  Ranged weapons such as guns, grenades, and shuriken, 
  use your Dexterity modifier for attack and damage rolls.
  There are some melee weapons that can also 
  be thrown. There are also some that have the 
  “finesse”property which allows you to use your Dexterity 
  modifier for attacks instead. These properties are specific 
  to those weapons and are covered in the Equipment 
  section of Chapter 5.
  Armor Class
  Armor Class (AC) is a value which reflects how well 
  your character can defend themselves in combat. It is 
  a combination of your Dexterity modifier, your armor, 
  and special modifiers that may come from gear or esper 
  powers. Without any gear, your character’s base AC is 
  equal to 10 + their Dexterity modifier.
  Your character may also have armor and gear defined 
  by your character class which provides additional 
  protection as long as your character is proficient in the 
  armor they are wearing. Take note of the AC bonuses 
  granted by your character’s armor or protective gear 
  and calculate your total AC using the rules provided in 
  Chapter 5.
  7. Finalize Your Character
  By now, you should have most of the vital information 
  filled out on your sheet. Make sure you’ve included all 
  of your character’s personal information, appearance, 
  traits, history, etc.
  In addition, now that your character’s race, class, and 
  background have all been established, you may record 
  some character attributes that gain bonuses from all 
  three.
  Skills
  Each skill on your character sheet has a corresponding 
  ability modifier. For example, Astrophysics uses 
  the Intelligence modifier while Mechanics uses the 
  Wisdom modifier. Record these modifiers next to the 
  corresponding skill as they will be used for all of your skill 
  checks.
  For skills in which you are proficient, defined by 
  benefits from your race, class, or background, you will 
  also add your proficiency bonus to the ability modifier 
  for those skills. So, a 1st level character with a 16 
  Dexterity who is proficient in the Stealth skill would add 
  their +2 proficiency bonus to their +3 Dexterity modifier 
  for a total skill bonus of +5 to their roll whenever they 
  make use of that skill.
  
  8
  It is important to remember that even though you may 
  not be proficient in a skill, does not mean you can’t use 
  the skill. Each skill is possessed by every Esper Genesis 
  character. Being proficient reflects your character’s 
  extensive practice or aptitude in using a skill.
  Your character’s Passive Perception is equal to 10 
  + your Perception skill bonus. Use of passive skills is 
  covered in detail in Chapter 7.
  Saving Throws and Burst Save
  Like skills, saving throws each have their corresponding 
  ability modifier. Record each one, adding your 
  proficiency bonus for the saves in which you are 
  proficient as defined by your character class.
  Your character’s burst save reflects their ability to avoid 
  taking damage from the burst fire property of automatic 
  weapons. Unless modified by your class or equipment, 
  it is equal to your character’s Dexterity saving throw 
  bonus.
  Finishing Touches
  Go through your sheet one last time until you are 
  satisfied. Your GM can also help you if there is anything 
  you may have missed or are unsure about. Once done, 
  your character is ready to take on the mysteries and 
  wonders of the universe and beyond. Adventure awaits!
  Beyond 1st Level
  As your character goes on adventures and overcomes 
  challenges, he or she gains experience, represented by 
  experience points. A character who reaches a specified 
  experience point total advances in capability. This 
  advancement is called gaining a level.
  When your character gains a level, his or her class 
  often grants additional features, as detailed in the class 
  description. Some of these features allow you to increase 
  your ability scores, either increasing two scores by 1 each 
  or increasing one score by 2. You can’t increase an ability 
  score above 20. In addition, every character’s proficiency 
  bonus increases at certain levels.
  Each time you gain a level, you gain 1 additional Hit 
  Die. Roll that Hit Die, add your Constitution modifier to 
  the roll, and add the total to your hit point maximum. 
  Alternatively, you can use the fixed value shown in your 
  class entry, which is the average result of the die roll 
  (rounded up).
  When your Constitution modifier increases by 1, your 
  hit point maximum increases by 1 for each level you have 
  attained. For example, if your 7th level engineer has a 
  Constitution score of 17, when they reach 8th level, they 
  increases their Constitution score from 17 to 18, thus 
  increasing their Constitution modifier from +3 to +4. 
  Their hit point maximum then increases by 8.
  The Character Advancement table summarizes the XP 
  you need to advance in levels from level 1 through level 
  10, and the proficiency bonus for a character of that 
  level. Consult the information in your character’s class 
  description to see what other improvements you gain at 
  each level.
  Character Advancement
  Experience Points
  Level
  Proficiency Bonus
  0
  1
  +2
  300
  2
  +2
  900
  3
  +2
  2,700
  4
  +2
  6,500
  5
  +3
  14,000
  6
  +3
  23,000
  7
  +3
  34,000
  8
  +3
  48,000
  9
  +4
  64,000
  10
  +4
  8
  
  9
  Chapter 2: Races
  The Silrayne Arc is made up of a myriad of worlds, 
  each one home to unique environments, cultures, and 
  architecture. 
  On Cotanka, towering temple-like cities decorate the 
  natural landscapes, each one representing the Primordial 
  Union of the Matokai. On the opposite side of the sun, 
  Silryane Prime blends its glittering towers and roads 
  with the planet’s sentient flora in a mutually beneficial 
  alliance. The bright colors and sweet scents with its 
  capital city, Shara Balie, are a stark comparison to the 
  dank, stench filled conduit passages that lie beneath 
  the city’s streets. These are just two of the multitude of 
  inhabited areas which span throughout the galaxy.
  The people of the Silrayne Arc all live and thrive 
  within this vast sector of space. Some come from even 
  further reaches of space, while most have known their 
  birthplace as home all of their lives. Through interstellar 
  communications and the advancements in space travel, 
  the many races of the Arc have forged multicultural 
  cities and sectors on many of these planets, where each 
  individual regardless of origin can live and thrive.
  Because if this centuries old mentality, the concept of 
  an alien race is unheard of, only applying to a race or 
  species which no one has ever seen or heard of before. 
  This does not mean that the races do not hold fast to 
  their own culture and origins. If anything, it is quite the 
  opposite. There is a mutual acceptance for each culture 
  amongst the races, though not necessarily a welcome 
  one. There can often be tension between the practices of 
  the Kesh and the Ashenforged, while the Eldori often find 
  offense with the overzealous nature of Humankind.
  Choosing a Race
  Though there are many races that live within the Silrayne 
  Arc, the races listed here are ones that are often likely to 
  achieve Esper Genesis and attune to the energies of the 
  Crucibles. These are, however, not the only ones by far, 
  but these races are also more likely to band together to 
  form teams and exploration parties.
  Your choice of race is the one of the largest steps 
  toward establishing your character’s identity. Many of 
  the racial traits and descriptions will greatly affect your 
  origin story, personality, physical features, and customary 
  practices. Many of these will carry on with your character 
  throughout their entire career and lifepath.
  Your character’s race will also directly affect their base 
  statistics such as your ability scores, skills, proficiencies, 
  and other attributes. Make sure you examine the traits of 
  each of the races and note the benefits they may provide 
  in conjunction with your character class.
  Each race also has a section detailing some of the 
  lore and societal history which had greatly affected the 
  different cultures and beliefs they practice today. These 
  may serve as useful guidelines toward developing your 
  character’s personality and the way they see the universe. 
  Remember, however, that your character is still a unique 
  individual, whose awakening to cosmic powers and far 
  off worlds can mold their personality just as much as 
  where they came from.
  Racial Traits
  Each race provides a list of traits that are most common 
  to members of that race. They are described as follows.
  Ability Score Increase
  Your choice of race will increase one or more of your 
  character’s ability scores.
  Age
  This will describe the average lifespan of a member of 
  the race as well as when they are considered to have 
  reached adulthood. You may choose start at any age 
  within your lifespan. Though most espers awaken to 
  their powers somewhere around adulthood, there are 
  still many who have awakened to their powers much 
  earlier or later in life.
  Alignment
  Though some races have tendencies toward adopting 
  a particular alignment, these are often based off of 
  society and lore, and is by no means binding for player 
  characters. Instead, it provides you the opportunity to 
  explain why your character may have either adopted or 
  rejected much of your people’s more common beliefs and 
  practices.
  Size
  Each race has a size category. The races provided here are 
  considered to be Medium, a size category which includes 
  all creatures that are roughly 4 to 8 feet tall.
  Speed
  Your speed determines how far you can travel in a 
  particular time frame. It is most often used in land travel 
  and combat situations.
  Languages
  Due to your racial origins, your character can speak, 
  read, and write certain languages. Languages are covered 
  in more detail in Chapter 4.
  Subraces
  Some races have subraces, defining the most common 
  differences amongst the members of the parent race. 
  Each subrace comes with specific traits that your 
  character gains in addition to the traits gained from the 
  parent race. It is not uncommon for some subraces to 
  form their own culture, such as the dynastic culture of the 
  Star Kesh explorers.
  
  10
  Ashenforged
  Given life with no soul, but imbued with purpose, the 
  Ashenforged are one of the greatest achievements 
  since the discovery of the Crucibles. Though no longer 
  the war-bred union they once were, they have instead 
  become a symbol of advancement to their creators and 
  representatives of a larger purpose.
  Enigmas of Science
  During the initial experiments within the cores of the 
  Crucibles, the Dendus discovered the ability to imbue 
  artificial intelligence into a physical form. The brains, 
  and sometimes the organs and parts of the deceased 
  were placed into a bio-engineered shell, then modified 
  with Sorium melding using an ash-colored substance 
  that collects on the crucible’s surface. The resulting 
  forms were mostly humanoid, but also carried various 
  minor physical traits depending 
  on the lifeform’s former 
  appearance.
  Though the Dendus could have created completely 
  artificial forms, using the brains and fragments of the 
  deceased, along with a biological form, provided them 
  with two unique advantages. First, even without the 
  specific memories of their past, an Ashenforged adapts 
  quickly, able to recall small parts of its former self as if 
  it were muscle memory. The second, more interesting 
  discovery, is that they are able to attune themselves to 
  Sorium and achieve Esper Genesis, the power to wield 
  and manipulate the forces of creation. The Dendus do 
  not truly know why this is the case but they do hold 
  multiple theories, often argued within their circles.
  Forged in War
  During the decade long Nesieve Conflict, the Dendus 
  allied with the Eldori to prevent their destruction 
  at the hands of the ruthless Lorendi invasion. The 
  Ashenforged were created for the purpose of defense 
  against overwhelming odds. After the end of the conflict, 
  the Dendus decided to continue their work, creating 
  Ashenforged that would serve as emissaries, workers, 
  guards, and explorers. As a race of former slaves, 
  the Dendus do not believe in forced servitude. Each 
  Ashenforged is given a basic purpose from which they 
  decide their own path.
  Ashenforged Traits
  As an Ashenforged, you are gifted with a number of traits 
  that are imbued within you upon creation.
  Ability Score Increase: Your Constitution score increases 
  by 2.
  Age: Ashenforged mentally mature within the first five 
  years. Most often live another 40-50 years before their 
  body decays.
  Alignment: Most Ashenforged are lawful, raised with 
  their chosen path and purpose being priority above most 
  other things.
  10
  
  11
  Size: An Ashenforged’s height can vary, usually between 
  6 feet to 7.5 feet. Your size is Medium.
  Speed: Your base walking speed is 30 feet.
  Appearance: Though mostly humanoid, Ashenforged 
  carry some of the minor physical traits of their former 
  selves. This could be anything from pointed/ridged ears, 
  small tails, or elongated fingers. All Ashenforged have the 
  grayish metallic colored skin with eyes that range from 
  pupiless to metallic blues and purples.
  Darkvision: As an Ashenforged, you are gifted with the 
  ability to see well in dim and dark places. You can see in 
  dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were in dim light. You cannot 
  discern color in darkness, only shades of gray.
  Resilience: You have advantage on saving throws against 
  poison and disease and you are resistant to poison 
  damage.
  Artisan Training: You gain proficiency with one tool 
  of your choice from the following list: smith’s tools, 
  mechanics tools, cook’s utensils, weaver’s tools.
  Languages: You speak, read, and write Common, 
  Dendus, and one other language of your choice. 
  Ashenforged often tend to quickly learn the language of 
  their former self.
  Sub-type: The Ashenforged are divided between two 
  primary types. Choose one of these.
  Cerebral
  As one of the Cerebral, you are inclined toward 
  discovery and perseverance from the many perils 
  of the galaxy. Many Cerebrals tend to travel far 
  from home to learn and grow into something 
  greater.
  Ability Score Increase: Your Wisdom score 
  increases by 1.
  Toughness: Your hit point maximum 
  increases by 1 and also increases by 1 each 
  time you gain a level.
  Somatic
  Built for physical feats, you are 
  accustomed to arduous tasks in 
  harsh environments. Somatics tend to 
  take a large amount of pride in their 
  accomplishments and often tend toward 
  protecting those of smaller stature.
  Ability Score Increase: Your Strength score 
  increases by 1.
  Natural Armor: Your unarmored AC is 12. You 
  also receive none of the associative penalties for 
  wearing heavy armor.
  Eldori
  One of the oldest of the major races, the Eldori are a 
  people whose wisdom and stability are a product of 
  many years of experience and growth. Self-proclaimed 
  guardians of life in the universe, they are often viewed as 
  pompous but well respected nonetheless.
  Dawn of the 
  Second Age
  Of all the races of the Sorium Accord, there have been 
  few more affected by the mystery of the Crucibles more 
  so than the Nesieve. The Eldori are one part of the 
  Nesieve race, divided after their first encounter with one 
  of the mysterious Crucibles.
  A near millennium ago, their native planet, Eldor, was 
  blessed with two moons that graced their night skies 
  for as long as their own legends carry. Once they were 
  able to successfully travel beyond their atmosphere, they 
  discovered that one of these glowing moons was, in fact, 
  a dormant Crucible. When the fledgling spacefarers 
  11
  
  12
  activated the artifact, an energy surge was unleashed, 
  engulfing Eldor and its sister moon. This event forever 
  changed the destiny of all Nesieve.
  the Awakened Planet
  The transformation of the Eldor was so abrupt, it was 
  nothing short of cataclysmic. The landscape erupted into 
  pockets of elemental chaos. Much of the native flora 
  and fauna died out, while some evolved or were replaced 
  by new ones. Even more confusing were the Nesieve 
  themselves, exhibiting dangerous and uncontrollable 
  abilities far beyond their comprehension. At first, it 
  seemed as if the pandemonium would spell doom for 
  Eldor.
  Then, mysteriously, much of the chaos subsided. The 
  Nesieve began to adapt and control their newfound 
  abilities, in addition to becoming more attuned to the 
  nature of their own world. This metaphysical connection 
  to the ebb and flow of creation became the greatest 
  of gifts from what was originally viewed as the end of 
  their world. With a newfound understanding of their 
  attunement, there also came a renewed hope. 
  the Great Wheel
  The Eldori today carry a very spiritual point of view. 
  They believe the creative and destructive power of the 
  Crucibles lie in another state of existence, spinning in an 
  eternal balance called “The Great Wheel”. Attunement 
  to Sorium allows the Eldori to speak the language of the 
  Wheel and call upon its power. It is this bonding method 
  that became the foundation of the way Sorium is forged 
  and used in the modern day.
  Forces of Nature
  Eldori look much different today than they did before 
  their awakening. They are humanoid, sharing similar 
  traits with other bipedals. Their skin is mostly smooth 
  with very slight ridges only noticeable by touch, having a 
  texture similar to a soft plant. They range in color from 
  bluish gray to deep blues to blue-green hues. Their hair 
  is commonly silky in texture with colors tending toward 
  bright white, silver, and gray. Their eye colors range 
  between blues, greens, and browns, with amber and red 
  also not uncommon.
  Though they are all minor Espers to some extent, there 
  are rare cases when an Eldori attains full Esper Genesis 
  (in game terms, a character who is 1st level or higher in 
  any character class). This is usually accompanied by the 
  Eldori’s hair turning black. The Eldori believe this change 
  represents the esper’s ability to walk the shadow between 
  their world and the realm of the Great Wheel.
  Eldori Traits
  The Eldori share a few common traits as a result of their 
  spiritual awakening.
  Ability Score Increase: Your Charisma score increases by 2.
  Age: Eldori often reach adulthood between the ages of 
  20-25. They can live as long as 300-400 years.
  Alignment: As a predominantly peaceful society, they are 
  often good, but there are those that fall into evil ways in 
  spite of their people’s teachings.
  Size: Eldori have slim builds with heights that vary 
  between 5 to 6 feet on average. Your size is Medium.
  Speed: Your base walking speed is 30 feet.
  Darkvision: Your inherent nature grants you the ability 
  to see different shades of light. You can see in dim light 
  within 60 feet of you as if it were bright light, and in 
  darkness as if it were in dim light. You cannot discern 
  color in darkness, only shades of gray.
  Languages: You speak, read, and write Common, 
  Nesieve, and one additional language of your choice.
  Esper Initiate: You gain use of the aegis talent. At 3rd 
  level, you gain the use of the innervate talent. At 5th level, 
  you gain the use of the clean zone talent. These powers 
  may each be used only once per long rest.
  Sub-species: There are two primary types of Eldori with 
  traits often passed down by heritage.
  12
  
  13
  Lunar Eldori
  As one of the Lunar Eldori, you are focused on harnessing 
  the kindred link between your people and the Great 
  Wheel. Your powers manifest in the form of a spiritual 
  entity, passed down as a gift by your ancestors.
  Ability Score Increase: Your Intelligence score increases by 1.
  Superior Darkvision: Your Darkvision radius increases to 
  90 feet.
  Draw from the Wheel: Once per long rest, you can 
  call upon the power of the Great Wheel to grant you 
  advantage on a single attack roll, skill roll, or saving 
  throw. The aura of a runic wheel surrounds your form 
  whenever you use this ability.
  Solar Eldori
  As one of the Solar, you are imbued with the light of 
  creation and strive to protect the balance.
  Ability Score Increase: Your Wisdom score increases by 1.
  Innate Resistance: You are resistant to necrotic and 
  radiant damage.
  Weapon Training: You are trained in the use of the energy 
  staff and the longblade.
  LORENDI: THE HARBINGERS OF SHADOW
  A large group of Nesieve were affected differently by the 
  awakening from their Eldori counterparts. Embracing the 
  power of destruction and darkness over balance, these 
  Nesieve became the militaristic society known as the 
  Lorendi, named after their ambitious leader, Loren Kaiza. 
  They were banished from Eldor, ever to wander the stars in 
  their mission to conquer the worlds beyond. More on the 
  Lorendi is provided in the Core Manual.
  Humans
  Though humans are not the newest nor even the youngest 
  race to join the Sorium Accord, many of the council races 
  view them as unenlightened. This misconception is mostly 
  due to the tendency of humans to explore, investigate, 
  discover, and confront anything and everything they 
  come across. The drive to learn and adapt is what makes 
  them so versatile, and a formidable ally to any world.
  the Grand Discovery
  As one of the many prominent races of the Silrayne Arc, 
  it will soon be close to two centuries since human space 
  exploration would uncover the existence of a Crucible 
  hidden at the edge of their solar system.
  The discovery of Sorium would propel human 
  advancement, though Earth’s nations and societies fell 
  into war over control of the Crucible and its renewable 
  resource. Years of conflict ended when the Belare, a 
  spacefaring race from the Silrayne Arc, detected the 
  activation of the Crucible and arrived at the Sol System. 
  Not long afterward, Humans were inducted into the 
  Sorium Accord, a system of cooperation between the 
  peoples of neighboring galaxies to network and distribute 
  the use of Sorium for purposes of development and travel.
  Scorched Earth
  A decade before the arrival of the Belare, the truce 
  between nations of Earth crumbled and the battle for 
  control over Sorium caused irreparable damage to many 
  of the planet’s regions. Most of the Earth’s ecosystems 
  are now held together by machines generating artificial 
  climates, while other areas have become wastelands. 
  Many humans had grown to adapt in these harsh 
  environments known as “Seethes”, constantly striving to 
  heal their once beautiful home.
  13
  
  14
  THE X-MARK CONFLICT
  The clash between Earth’s nations erupted into a conflict 
  that would have eventually destroyed their planet if the 
  Belare had not arrived. To this day, it is a mystery on all 
  sides what caused the truce to crumble. A growing theory, 
  however, is that the space colonists manipulated the 
  nations into turning against each other. These colonists 
  eventually seceded from humankind to become the 
  Prometheans of today.
  Uncontrollably Versatile
  Though Humans have been adopted into the Sorium 
  Accord, the old grudges they carry between their own 
  people had evolved into a contention between themselves 
  and other races during the first few years. The existence of 
  the Prometheans underscores the way humans are viewed 
  by other races as a stubborn, unenlightened people. 
  However, it is their wide variety of customs, manners, and 
  opinions, coupled with an undying persistence, which 
  makes humans a force to be reckoned with.
  the Ideal Patrons
  Over the past few generations, humans have expanded 
  throughout the known galaxy, both discovering and 
  inventing new cultures. They have eagerly become a 
  part of an ever-changing, fluid society. Thus, many 
  humans of today are no longer limited to their internal 
  views and differences. Though still viewed as somewhat 
  unenlightened, their bold, impulsive, and even somewhat 
  reckless natures have garnered respect in the eyes of the 
  other races. The human tendency to uphold their beliefs 
  and convictions also give them the ability to form close 
  alliances and ties with others. 
  Human Traits
  As a human, you possess the following traits.
  Age. Humans reach adulthood in their late teens and 
  live less than a century.
  Alignment. Humans tend toward no particular 
  alignment. The best and the worst are found among 
  them.
  Size. Humans vary widely in height and build, from 
  barely 5 feet to well over 6 feet tall. Regardless of your 
  position in that range, your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. You can speak, read, and write Common 
  and your native Earth tongue.
  Sub-Type: Generations of adaptation and modifications 
  have expanded the human race into multiple variants.
  Earthborn Human
  This is the most common type of human found across 
  the galaxy. They are universally adaptable and culturally 
  versatile.
  Ability Score Increase: Your ability scores each increase by 1.
  Language: You can speak, read and write one additional 
  language of your choice.
  Galactic Variant
  This option is only available for campaigns that use the 
  optional feat rules (Feats will be available in the final 
  version of the Basic Rules).
  Ability Score Increase: Two different ability scores of your 
  choice increase by 1.
  Skills: You gain proficiency in one skill of your choice.
  Feat: You gain one feat of your choice.
  Utopian Variant
  Some humans are born from generations of humans that 
  resided in the Utopian settlements that circled the skies 
  of the Earth before the X-mark conflict. 
  Ability Score Increase: Your Charisma score increases by 2 
  and one other ability score of your choice increases by 1.
  Skills: You gain proficiency in two skills of your choice.
  Strong-willed: You have advantage on saving throws 
  against being charmed or frightened.
  Language: You can speak, read and write one additional 
  language of your choice.
  Scorched Variant
  Some humans inherited traits passed down from those 
  who adapted to the harsh climates of the Seethes.
  Ability Score Increase: Your Constitution score increases 
  by 2 and your Strength score by 1.
  Brawny: You gain proficiency in Athletics and one other 
  skill of your choice.
  Weapon Training: You have proficiency with your choice 
  of either the Long blade or the Autopistol.
  Resilient: When traveling in extreme heat or cold, you 
  are able to last one additional hour per constitution 
  bonus before requiring a saving throw for exhaustion.
  Kesh
  Before all else, the Kesh are a people bred for exploration. 
  No longer having a world to call home, they have spent 
  centuries living either within the realms of other peoples, 
  or aboard massive starships built to traverse new regions 
  within the infinite expanse.
  Gone But Not Forgotten
  In the earliest recordings of history amongst the Kesh, 
  their legends speak of a homeworld that was a beacon 
  of light and prosperity within the galaxy. Yet, through 
  the arrogance of their kind, their home was swallowed 
  by a great darkness from which the people would never 
  recover. The survivors of the ancient people abandoned 
  their home, becoming migrants across the stars. 
  Through this lesson in history, the Kesh have come to 
  follow the path of exploration and enlightenment. This 
  is all done in the hopes that one day, they will rediscover 
  their lost homeworld and return there not only as a better 
  people, but as an evolved society worthy of the glory of 
  their former home.
  
  15
  a Life of Discovery
  There is no greater purpose amongst the Kesh than to 
  gain enlightenment from other societies while sharing 
  their learned experience with each other. The elders 
  among the Kesh call this “The Great Renewal”. Kesh 
  have the ability to “share” their experiences with other 
  Kesh though a ritual of minor telepathy when they are in 
  close range. This act must be mutually accepted between 
  all parties, and is a tool that helps each of their species 
  become more aware of the universe around them. 
  Though even the oldest of their kind is unclear of what 
  their people face once the Kesh rediscover their lost 
  home, they are certain that this time, they will be ready 
  to overcome whatever still lies in wait.
  Kesh Traits
  The Kesh possess a number of advantages due 
  to their adaptive nature passed down through 
  generations.
  Ability Score Increase: Your Dexterity score 
  increases by 1.
  Age: Kesh take longer to reach what 
  is considered “adulthood” to 
  their species, ranging between 
  40 and 50 years. They are 
  known to have a lifespan of 
  close to 500 years, but there 
  are rumors of a small group 
  of Kesh who have lived 
  centuries longer.
  Alignment: Kesh are 
  explorers first and 
  foremost. Because they 
  often deal with various species and cultures, they tend to 
  be neutral in alignment with a leaning toward being good 
  aligned as well.
  Size: Kesh average between 4.5 to 5.5 ft. in height and 
  tend toward slim to slightly stocky builds. Your size is 
  Medium.
  Speed: Your base walking speed is 30 feet.
  Darkvision: Generations of adapting to various 
  planetary climates as well as the vastness of space, Kesh 
  have the ability to see well in dim and dark places. You 
  can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were in dim light. You 
  cannot discern color in darkness, only shades of gray.
  Expert Explorer: You are proficient in the Survival skill.
  Minor Alteration: You possess the innate ability to make 
  minor changes to your physical appearance. By spending 
  one action, you may change the way you look, ranging 
  from all skin tones, hair color, and physical build. You 
  may alter the appearance of any clothing and jewelry on 
  your body, but armor, gear, and weapons are too bulky 
  to hide within your form.
  You cannot alter your body type, so your form is limited 
  to a bipedal humanoid. You are also unable to change 
  the natural black eye color that all Kesh possess.
  You can hold your altered appearance for up to three 
  hours and may use this ability once 
  per long rest. This increases by 
  one additional hour and one 
  additional use per long rest 
  at 4th level, and again at 9th 
  level and 14th level.
  15
  
  16
  Noble Kesh
  As one of the noble-born or “Shavnali”, you have a deep 
  understanding of other races and cultures, as you strive 
  to learn and adapt them to your own.
  The Noble Kesh are galactic explorers, however, they 
  spend most of their time on other planets living within 
  the various societies that inhabit these worlds. They often 
  serve as emissaries and ambassadors to their race while 
  they themselves learn to adapt and thrive in whichever 
  environment in which they find themselves.
  Ability Score Increase: Your Charisma score increases by 1.
  Kesh Survival Training: You have proficiency with the 
  long blade and energy staff.
  Attunement: You know one prime talent of your 
  choice from the Melder’s powers list. Charisma 
  is your channeling ability for it.
  Additional Language: You can speak, read, and 
  write one extra language of your choice.
  Star Kesh
  Amongst your kind, you are known as the 
  “Kelamir”, which is loosely translated as “of 
  the Stars”. Where the noble-born are primarily 
  planetary explorers, you are an expert in 
  venturing into the wilds of space, searching 
  for the answers to the ancient mysteries of the 
  endless void.
  The Star Kesh normally treat their origins or 
  bloodlines as secondary, focusing more on 
  their length of service across the stars and the 
  crews under which they have served. Though 
  they do keep their birth names, names are 
  often supplemented by either a rank or title 
  marking their accomplishments across the 
  star ocean.
  Ability Score Increase: Your Intelligence score  
  increases by 1.
  Space Science: You may add your proficiency 
  bonus to any Intelligence (Astrophysics) 
  checks, or double your proficiency bonus if you 
  are already proficient.
  Improved Vision: Your darkvision has a radius of 
  120 feet and you also have blindsight of 10 feet.
  Crewmember Training: You have proficiency with 
  one artisan tool of your choice.
  Prometheans
  Once considered part of the Human race, they were a 
  society of space explorers, miners, colonists, scientists, 
  and settlers.  Though the Earth could never be denied 
  as their place of origin, the blue planet is no longer 
  considered their “home”. Adopting the name of a figure 
  of legend, they have forged themselves into a new race 
  of beings. They are evolved. They are awakened. They are 
  Prometheans.
  Same Make, New Model
  Before the Sol System became part of the 
  Sorium Accord, many of the humans that 
  lived and worked in the space colonies 
  performed genetic enhancements 
  upon themselves and their people. 
  Though commonplace, many of the 
  alterations were minor, specifically 
  purposed to assist in survival 
  against the harshness of the void.
  It was not long before many 
  of the space colonists viewed 
  their Earth neighbors as 
  pampered and weak, while 
  those upon the Earth viewed 
  the colonists as conceited 
  and ignorant.  For all the 
  efforts of human societies 
  to shed their societal 
  prejudices, they simply 
  managed to evolve them 
  to expand beyond the 
  confines of their world. 
  The colonists did less and 
  less to help with Earth’s 
  problems and vice versa, 
  to the point where it was 
  almost as if there were 
  two different human 
  races.
  the Final 
  Schism
  The colonists and surface-
  folk had developed a truce 
  during the legendary X-Mark 
  conflict that erupted between 
  Earth’s nations when the 
  Crucible was first discovered. 
  Their space miners harvested 
  much of the Sorium, their 
  scientists soon discovering how 
  to further genetically modify 
  their own traits. These newly 
  discovered methods gave their 
  people newfound hereditary traits, 
  as well as some hindrances.
  16
  
  17
  Still, the space colonies had never forgotten 
  the generations spent on the sidelines of Earth’s 
  governments. When the Sorium Accord was signed, they 
  chose to separate from the rest of their people, officially 
  naming themselves Prometheans and establishing a 
  new society based on organizational roles on the planet 
  Ondus.
  Perfecting the Gods’ Design
  With their own evolution and survival at stake, this new 
  society focused on adapting themselves to their new 
  environment and homeworld.
  Throughout the last century, the newly formed 
  Prometheans have strived to control their own stages of 
  growth as a species. At an early age, each are subjected to 
  genetic modifications. Once a Promethean reaches their 
  young adult years, they go through a final process that 
  has come to be called the “Chrysalis”, named after the 
  machine used for the procedure. This process determines 
  what type of Promethean they will become. This focus on 
  particular enhancements, however, limits their evolution 
  to science. With this in mind, much of the versatility that 
  is prominent in other humans is greatly diminished.
  THE ABERRANT: PERFECT IMPERFECTIONS
  In extremely rare circumstances, the process of the 
  Chrysalis produces a different form of Promethean. Called 
  Aberrants, they emerge with horrible deformities and 
  are often driven mad. Most, however, are also gifted with 
  dangerous abilities. If not euthanized, they are often 
  treated as societal outcasts, forced into the dregs of 
  Promethean society.
  Promethean Traits
  Prometheans share a few common traits before 
  undergoing the Chrysalis.
  Ability Score Increase: Your Dexterity score increases by 2.
  Age: Prometheans have yet to discover the balance 
  between extending their years and adapting their bodies 
  to the rigors of their new home. Thus, they still reach 
  adulthood in their late teens and live to about 100 years.
  Alignment: A young race, Prometheans often take 
  caution to the wind, often leaning toward a chaotic 
  alignment. This, however is a mere tendency as there are 
  still Prometheans of all personality types.
  Size: Like their human kin, height and weight varies but 
  retain a size of Medium.
  Speed: Your base walking speed is 30 feet.
  Darkvision: Most Prometheans gain this trait at a young 
  age, sometimes even passed along through their parents. 
  You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were in dim light. You 
  cannot discern color in darkness, only shades of gray.
  Sub-species: Prometheans become one of two types 
  after they pass the Chrysalis into adulthood.
  Crescent
  As a Promethean of the Crescent, you are intellectually 
  evolved. Crescents make up much of the scholars and 
  diplomats on Ondus. Though hair color is much like a 
  humans, it is always silver at the scalp, growing into its 
  natural color beyond the first inch or so.
  Ability Score Increase: Your Intelligence score increases 
  by 1.
  Logical Thought: You have advantage on saving throws 
  against mind-altering and hallucinatory effects caused by 
  toxins or esper powers.
  Keen Sense: Gain proficiency in the Perception skill.
  Fire-Blooded
  As one of the fire-blooded, you are physically tougher 
  and more resilient. Fire-bloods tend to have very thick 
  hair ranging from deep browns to bright reds. Their eye 
  colors range from normal to bright blues and yellows.
  Ability Score Increase: Your Strength score increases by 1.
  Resilience: You have advantage on saving throws against 
  poison and disease, and have resistance to poison 
  damage.
  Maximum Effort: Once per long rest, you may double 
  your proficiency bonus to any Athletics or Acrobatics skill 
  check. You gain an additional use of this ability at 5th 
  level, and again at 9th and 14th level.
  
  18
  Your character’s class defines the type of esper your 
  character is and everything they have been trained to do. 
  Though each can be considered a profession, they are 
  also a way of life, affecting the way one would see, think, 
  react, and interact with the world around them. A melder 
  might view themselves as an envoy between their people 
  and the eternal forces flowing  within the patterns of time 
  and space. An engineer would take a more pragmatic 
  view of the world, their powers being seen as scientific 
  tools with which to advance society to the next age.
  Each class provides a number of class features that 
  make up the core of your character’s abilities. As you gain 
  experience and advance in level, you not only gain more 
  features, but also earn upgrades to some of your existing 
  ones. A summary table is provided with each class listing 
  the features you gain at each level. Each of these features 
  are explained in detail.
  There are some espers that choose to follow multiple 
  paths, choosing more than one method of wielding their 
  powers. This could be for many reasons, spanning from a 
  change in their outlook to simply wishing to expand their 
  horizons. This method of combining classes is referred 
  to as multiclassing. Optional rules for multiclassing are 
  covered in the Core Manual.
  Engineer
  Where melders use the powers of the Crucibles to shape 
  the world, an engineer specializes in using their training, 
  tools, and technical know-how to operate and further 
  their ambitions no matter their chosen path.
  Engineers are espers who make use of modern 
  day inventions, robotics, computers, and chemistry. 
  Combined with the use of Sorium, their technical skills 
  are open to an infinite realm of possibilities.
  Masters of Science
  Engineers devote themselves to a particular path of study, 
  often viewing the universe and the living creatures within 
  in a very technical sense. Their awakened intuition allows 
  them to see the structural patterns and connections 
  between all things, almost as if the universe were written 
  in a code only they can read.
  The rise of many cosmic threats, both organic and 
  inorganic, has led many an engineer down the path of 
  a defender of worlds. Viral plagues, rogue mechanical 
  beasts, and nefarious cybercriminals are just a few 
  examples of what they stand against.
  Many engineers tend to keep in contact with others 
  of their field of study, sometimes forming scientific 
  assemblies or online communication groups.
  a Fusion of Forces
  Engineers have access to a vast array of materials, all 
  forged or powered by Sorium, the mysterious energy 
  harvested from the Crucibles. An internal Sorium 
  implant, most often placed near the brain, grants them 
  both a physical and neural link to their arsenal of tools.
  Through the use of Forging Techniques, an engineer is 
  able to manipulate these resources, instantly crafting 
  nanobots, assault and medical drones, and plasma 
  weapons. These techniques can also directly alter or 
  deconstruct matter and provide bio-enhancements to 
  themselves or their allies.
  Creating an Engineer
  When you create your Engineer, think about what sort of 
  scientific profession your character would follow. Would 
  they study biology or chemistry? Or perhaps their study 
  focuses more on physical mechanics. How or why did you 
  choose to delve into this field? Is it connected to your 
  characters history or personality?
  Ability Scores
  It is recommended you make Wisdom your highest ability 
  score, followed by Constitution. Intelligence is also useful 
  for many of your skills.
  Class Features
  As an engineer, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per engineer level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per engineer level after 1st
  Proficiencies
  Armor: Light armor, medium armor
  Weapons: Simple weapons
  Tools: One Technical Tool, or Vehicle Proficiency (you 
  choose)
  Saving Throws: Wisdom, Intelligence
  Skills: Choose two from Astrophysics, Computers, 
  Insight, Lore, Mechanics, Medicine, Persuasion, and 
  Xenobiology
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a short blade or (b) wrist blades, or (c) an energy 
  staff
  • (a) light trooper armor, (b) medium trooper armor, or 
  (c) heavy trooper armor (if proficient)
  • (a) a light pistol and 15 shots of ammunition, or (b) 
  any simple weapon
  • (a) a scientist’s pack or (b) an explorer’s pack
  • (a) an engineer’s rig
  Chapter 3. Classes
  
  19
  The Engineer
  Level
  Proficiency
  Bonus
  Features
  Prime
  Talents
  Tech Slots per Technique Rank
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  Forging, Technician Specialty
  3
  2
  -
  -
  -
  -
  2nd
  +2
  Tech Specialty Feature, Rig Expansion (1/rest)
  3
  3
  -
  -
  -
  -
  3rd
  +2
  --
  3
  4
  2
  -
  -
  -
  4th
  +2
  Ability Score Improvement
  4
  4
  3
  -
  -
  -
  5th
  +3
  Mechanical devastation (CR 1/2)
  4
  4
  3
  2
  -
  -
  6th
  +3
  Tech Specialty Feature, Rig Expansion (2/rest)
  4
  4
  3
  3
  -
  -
  7th
  +3
  --
  4
  4
  3
  3
  1
  -
  8th
  +3
  Ability Score Improvement, Mechanical 
  devastation (CR 1), Tech Specialty Feature
  4
  4
  3
  3
  2
  -
  9th
  +4
  --
  4
  4
  3
  3
  3
  1
  10th
  +4
  The Jury Rig
  5
  4
  3
  3
  3
  2
  Forging
  Your tools and training allow you to perform various 
  techniques to produce astonishing effects.
  Prime Techniques
  At 1st level, you know three prime techniques of your 
  choice from the engineer’s techniques list. You learn 
  additional talents at higher levels as shown in the Prime 
  Techniques column of the Engineer table.
  Forging and the Engineer’s Rig
  Each engineer has a set of tools and materials they use 
  to employ their special techniques. Often referred to as a 
  “rig”, it comes in various forms but is almost always the 
  size of a small pack or box. Every engineer is fitted with 
  an implant that allows them to communicate directly 
  with their rig. Aside from tools, there are two features 
  that are universal amongst all rigs.
  Raw Sorium: Each rig has a small supply of raw Sorium, 
  which not only supplies power to several of the rig’s 
  operations, it also allows the engineer to craft alchemical 
  and mechanical materials on the fly to serve as the 
  components required for their more powerful techniques. 
  It is in limited supply, but much like weapons powered by 
  Sorium cores, the raw material regenerates after a period 
  of time.
  Micro-Drones: Each rig has a set of coin-sized, spherical 
  drones that the engineer controls directly. Though not 
  always used, the drone is an invaluable tool that can 
  multitask with the engineer and perform technique 
  effects at a distance. Crafted from pure Sorium, they 
  can take on whichever color or texture the engineer 
  chooses. They are hard to hit and destroy, but are easily 
  replaceable if such a situation arises.
  Forging Technique Preparation
  The Engineer table shows how many tech slots you have 
  to use your techniques of Rank 1 and higher. To use 
  one of these techniques, you must expend a slot of the 
  technique’s level or higher. The tech slots represent the 
  supply of raw Sorium and equipment available to power 
  your techniques. You regain all expended tech slots when 
  you finish a long rest.
  You prepare a list of engineer techniques that are 
  available for you to use, choosing from the engineer 
  technique list. When you do so, choose a number of 
  engineer techniques equal to your Wisdom modifier + 
  your engineer level (minimum of one technique). The 
  techniques must be of a level for which you have tech 
  slots.
  For example, if you are a 3rd-level engineer, you have 
  four Rank 1 and two Rank 2 tech slots. With a Wisdom 
  of 16, your list of prepared techniques can include six 
  techniques of Ranks 1 and 2, in any combination. If you 
  prepare the Rank 1 mend technique, you can use it by 
  expending a Rank 1 or Rank 2 slot. Using this technique 
  doesn’t remove it from your list of prepared techniques.
  You can change your list of prepared techniques when 
  you finish a long rest. Preparing a new list of techniques 
  requires time spent in building and allocating resources. 
  This should take at least 1 minute per technique rank for 
  each technique on your list.
  Forging Ability
  Wisdom is your forging ability for your engineer talents. A 
  tool is useless without the proper judgment on where to 
  use it. An engineer’s forte is not just based on knowledge, 
  but being able to use that knowledge effectively, timely, 
  and reservedly.
  You use your Wisdom whenever a technique refers to 
  your forging ability. In addition, you use you Wisdom 
  modifier when setting the saving throw DC for a 
  technique you use and when making an attack roll with 
  one.
  Forging save DC = 8 + your proficiency bonus + your 
  Wisdom modifier
  Forging attack modifier = your proficiency bonus + your 
  Wisdom modifier
  
  20
  Conventional Forging
  You can use a technique conventionally if the technique 
  has the conventional tag and you have the technique 
  prepared.
  Technical Specialty
  Choose one specialty with which you focus your skills as 
  an engineer. Each specialty is detailed at the end of the 
  class description. Your choice grants you specific abilities 
  when you choose it at 1st level, as well as additional 
  abilities at 6th and 8th level.
  Specialty Techniques
  Each specialty also comes with associated techniques 
  that you gain at the levels noted in the specialty 
  description. Once you gain a specialty technique, you 
  always have it prepared and it doesn’t count against the 
  number of techniques you can prepare each day.
  Call Rig
  At 1st level, you can use your implant to remain in 
  contact with your rig at all times. With your reaction, you 
  can sense the general location of your rig as long as it is 
  within 500 miles of you. You can sense the direction and 
  can confirm the exact distance once you’re within 1000 
  feet.
  Regardless of distance, you can use your bonus action 
  and expend a tech slot to call upon your rig to phase 
  shift instantly into your hand.  Once you reach 5th level, 
  summoning your rig no longer requires you to expend a 
  tech slot.
  Rig Expansion
  At 2nd level, you gain the ability to use the raw energy 
  in your rig to fuel additional effects. You start with two 
  such effects: Electromagnetic Pulse and an effect that is 
  defined by your specialty. Depending on your specialty, 
  you may gain additional effects as you gain in level.
  When you use your Rig Expansion, you choose which 
  effect to create. You must then finish a short or long rest 
  to use your Rig Expansion again.
  Some Rig Expansion effects require saving throws. 
  When you use such an effect from this class, the DC 
  equals your technician Forging save DC.
  Beginning at 6th level, you can use your Rig Expansion 
  twice between rests.
  Rig Expansion: Electromagnetic Pulse
  As an action, you use your rig to send a explosive wave 
  of electromagnetic energy that debilitates and disorients 
  robots, drones, and any creature with the automaton 
  or construct creature type. Each of these targets within 
  a 30 feet of you and with less than three-quarters cover 
  must make an Intelligence saving throw. If the target fails 
  its saving throw, it is impaired until the end of your next 
  turn or until it takes any damage. This ability also affects 
  mechanical creatures controlled by a live operator.
  An impaired target cannot take any reactions and its 
  movement is reduced to 0. The only action available to 
  the target is the dodge action.
  In addition, any unshielded computer panel or 
  electronic device not worn by another creature is 
  rendered inert until the start of your next turn.
  Ability Score Improvement
  When you reach 4th level, and again at 8th level, you can 
  increase one ability score of your choice by 2, or you can 
  increase two ability scores of your choice by 1. As normal, 
  you can’t increase an ability score above 20 using this 
  feature.
  Mechanical Devastation
  Starting at 5th level, when an automaton fails its saving 
  throw against your Electromagnetic Pulse feature, the 
  creature is instantly destroyed if its challenge rating is 
  at or below a certain threshold. At 5th level, you can 
  mechanical devastations of CR 1/2 and lower, and 
  automatons of CR 1 or lower when you reach 8th level.
  the Jury Rig
  Beginning at 10th level, you can instinctively commune 
  with your rig to devise some form of aid in a dire 
  situation when you’re in desperate need of one.
  Describe the assistance you seek, and roll percentile dice. 
  If you roll a number equal to or lower than your engineer 
  level, you instinctively come up with an on the fly effect 
  to assist you. The GM chooses the nature of this benefit; 
  often in the form of an effect generated by an engineer 
  technique or specialty power.
  If your roll is successful, you can’t use this feature again 
  for 7 days. Otherwise, you can use it again after you 
  finish a long rest.
  Technical Specialties
  Engineers come in all types, each devoted to a particular 
  field of study in which they specialize. These specialty 
  fields provide the engineer with additional abilities that 
  correspond with their chosen path. Where Engineer is a 
  broad term, your specialty is what defines how others 
  view your expertise as well as your title.
  Your choice of specialty may also be considered your 
  career if you so choose. Engineers are considered a 
  necessity for many of the different societies scattered 
  throughout the galaxy. Some even establish trade centers 
  from which to offer goods and services.
  Tinker
  Often referred to as “gearheads”, a tinker specializes 
  in making quick modifications of gear, weapons, and 
  armor. Unlike the lengthy crafting process of smiths, 
  tinkers use their intuition and materials to create minor 
  enhancements and upgrades to their team’s equipment 
  or temporarily sabotage an enemy’s gear.
  
  21
  Though temporary, these enhancements or 
  impairments can mean the difference between survival 
  and death. To a tinker, every little bit counts.
  Tinker Specialty Techniques
  Engineer Level
  Techniques
  1st
  impedance, sensory jammer
  3rd
  cortex link, paralyzer
  5th
  absorption, sensory extension
  7th
  basic construct, energy susceptibility
  9th
  incinerate, major remedy
  Bonus Proficiency
  When you choose this specialty at 1st level, you gain 
  proficiency in heavy armor and Vehicles (Planetary).
  Gear Enhancement
  At 1st level, you gain the ability to perform minor 
  upgrade modifications to a suit of armor or a simple 
  or martial weapon. The item must be unmodified and 
  cannot have any forged enhancements attached to them.
  Once per long rest, you may modify a suit of armor to 
  receive a +1 armor class bonus, or modify a weapon to 
  receive a +1 bonus to attack rolls and damage. The bonus 
  from the modification lasts for 12 hours.
  You may use this feature either at the end of your long 
  rest or if you receive one uninterrupted hour with the item 
  being modified. You may not benefit from a short rest 
  during this hour.
  Rig Expansion: Sabotage Equipment
  Starting at 2nd level, you can use your Rig Expansion 
  feature to sabotage the enemy’s equipment.
  As an action, you can forge micro-drones to impair 
  either one weapon or a suit of armor. The target must 
  make succeed on Intelligence saving throw or suffer one 
  of the following penalties of your choice.
  • The target suffers a disadvantage to their next attack 
  roll. The target must be using a simple or martial 
  weapon for this feature to be effective.
  • The next creature to attack the target gains advantage 
  to their attack roll. This feature has no effect on targets 
  wearing no armor or protective gear that provides an 
  AC bonus.
  • The target loses any resistances to slashing, piercing, 
  or bludgeoning damage types provided by their armor 
  or equipment. This effect lasts until the target suffers 
  damage of one of those damage types. There is no 
  effect from this feature if the target does not have any 
  resistances to those damage types.
  Defense Upgrade
  At 6th level, your rig generates an armor attachment 
  which provides you with additional defenses.
  • You receive a +1 bonus to AC when you are wearing 
  medium or heavy armor.
  • You receive resistance to one damage type of your 
  choice between the fire, cold, lightning, or force 
  damage types. You may change this damage type once 
  per long rest.
  Amplified Pulse
  At 8th level, whenever you use your Electromagnetic Pulse 
  feature, you also deal lightning damage equal to your 
  engineer level to all constructs and automatons within 
  the area of effect. This damage may not be reduced by 
  any resistances.
  Medic
  A medic focuses on preserving life, promoting good health, 
  and healing the sick and wounded. In addition, they are 
  also adept at crafting temporary medicines that provide 
  both physical and psychological benefits. They are an 
  invaluable ally both in and out of a dangerous conflict.
  Though primarily healers, medics are still a force to 
  be reckoned with. The ability to preserve life also comes 
  with the aptitude to perform the opposite when the need 
  arises.
  Medic Specialty Techniques
  Engineer Level
  Techniques
  1st
  mend, trauma
  3rd
  fortitude boost, minor remedy
  5th
  optimizer, resuscitate
  7th
  energy susceptibility, micro stabilizer
  9th
  mass mend, revive
  Bonus Proficiency
  When you choose this specialty at 1st level, you gain 
  proficiency in shields.
  Medical Doctor
  Also starting at 1st level, your healing techniques are 
  more effective. Whenever you use technique of Rank 1 
  or higher to restore hit points to a creature, the creature 
  regains additional hit points equal to 2 + the technique’s 
  rank.
  Rig Expansion: Rejuvenation
  Starting at 2nd level, you can use your Rig Expansion 
  feature to heal the badly injured.
  As an action, you use your rig to forge a regenerative 
  poultice that can restore a number of hit points equal 
  to five times your engineer level. It can be divided and 
  delivered via micro-drone to targets of your choice.
  Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a 
  creature to no more than half of its hit point maximum. 
  You can’t use this feature on an automaton or any form 
  of construct.
  
  22
  Healing Savant
  Beginning at 6th level, the healing techniques you use 
  on others heal you as well. When you use a technique 
  of Rank 1 or higher that restores hit points to a creature 
  other than you, you regain hit points equal to 2 + the 
  technique’s level.
  Charged Attack
  At 8th level, you gain the ability to infuse your weapon 
  strikes with a form of cellular degradation. Once on each 
  of your turns when you hit a creature with a weapon 
  attack, you can cause the attack to deal an extra 1d8 
  necrotic damage to the target.
  Machinist
  Machinists are engineers that pour their skills and 
  resources into forging enhancements, controlling 
  machines, and using drones to assist them in combat. 
  Machinist Specialty Techniques
  Engineer Level
  Techniques
  1st
  barrier, sensory boost
  3rd
  assault drone, charge weapon
  5th
  attack pattern, quick construct
  7th
  unfetter, polarize armor
  9th
  incinerate, forge automaton
  Bonus Proficiencies
  At 1st level, you gain proficiency with heavy armor and 
  martial weapons.
  Coordinated Attack
  The Machinist can use their drone to assist them in 
  combat. Whenever you use the Attack action, you can 
  also attack the same target with your drone by spending 
  a bonus action. You add your Forging attack modifier to 
  your roll. On a hit, the target takes 1d6 radiant damage + 
  your Wisdom modifier.
  You can use this feature once plus a number of times 
  equal to your Wisdom modifier. You regain all uses of this 
  feature when you complete a long rest.
  Rig Expansion: Targeting Scanner
  Starting at 2nd level, you can use your Rig Expansion 
  feature to create an enhanced digital heads up display 
  with a targeting tracker. Whenever you miss on an attack 
  roll, you can use this feature to reroll the attack and add 
  a +10 bonus to the roll. You must accept the new result of 
  the attack even if it misses.
  Rig Expansion: Fire Blossom
  Starting at 6th level, you can use your Rig Expansion 
  feature to forge wrist controlled flame throwers. As an 
  action, you may target any number of creatures within 30 
  feet of you. Those targets must make a Dexterity saving 
  throw. A creature takes fire damage equal to 2d10+your 
  engineer level on a failed saving throw, and half as much 
  on a successful save. A creature that has total cover 
  cannot be targeted with this feature.
  Repulsor
  At 8th level, you may expend a bonus action to release an 
  energy pulse from your off-hand. Make a ranged forging 
  attack at any target within 10 feet that you can see. On 
  a hit, the target takes 1d8 force damage. In addition, if 
  the target is a size category of large or smaller, they must 
  make a Constitution saving throw or be knocked prone.
  You must have at least one free hand to make use of this 
  feature.
  Melder
  Masters of matter and energy manipulation, melders 
  have attuned themselves to the incredible raw power 
  within the mysterious Crucibles. Using the energy 
  within themselves, they are able to alter reality itself by 
  combining, shaping and channeling the energies around 
  them. It is an ability even the most learned of races still 
  do not fully understand.
  Some espers wield their powers through use of Sorium 
  devices or implants. Melders know no such limitations. 
  Their entire essence is infused with the power generated 
  by the Crucibles, allowing them to draw matter and 
  energy from around them and shape it to their desired 
  form before releasing it.
  Weavers of the Cosmos
  Melders commune directly with the Crucibles in a system 
  of codes and formula translated into controlled forms 
  of energy. It is almost a language on its own, requiring 
  a strong psyche to focus upon and comprehend as they 
  “speak” with the forces around them. Once such a code 
  is mastered it becomes part of the Melders repertoire of 
  Talents. The most powerful of Melders view the forces 
  of creation as one great cycle of energy, waiting to be 
  tapped into.
  Channeling such massive surges of energy takes a toll 
  on both the body and mind. It is almost as if they have 
  two personas within them at the same time, each with 
  a completely different train of thought. Once a Melder 
  reaches their limit, they must recover their strength. 
  If pushed further, they run the risk of both physical 
  debilitation and possible descent into madness.
  Disciples of Infinity
  Due to their unique view of the connection between all 
  things, a great many melders tend to try to look past the 
  veil, striving to learn more about the nature of both their 
  universe and the multiverse that exists beyond. Some 
  believe that the Crucibles are merely a manifestation of 
  realities and concepts that cannot yet be fathomed by 
  the mortal mind, and that espers may be the key to their 
  discovery.
  
  23
  Creating a Melder
  When choosing Melder as your class, consider the event 
  that took place in which your character was awakened 
  to his or her abilities. Did something provoke their 
  awakening? Perhaps they studied the practices of another 
  melder? Maybe they were capable of strange feats at a 
  young age, or encountered a strange creature or location 
  where their powers manifested.
  Ability Scores
  Intelligence should be your primary ability score. 
  Constitution could be considered secondary to 
  supplement your hit points, followed by Wisdom and 
  Charisma.
  Class Features
  As a melder, you have the following class features.
  Hit Points
  Hit Dice: 1d6 per melder level
  Hit Points at 1st Level: 6 + your Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + your 
  Constitution modifier per melder level after 1st
  Proficiencies
  Armor: None
  Weapons: Combat knife, throwing blades, collapsible 
  staff, light pistol
  Tools: None
  Saving Throws: Intelligence, Wisdom
  Skills: Choose two skills from Astrophysics, Insight, 
  Investigation, Lore, Medicine, and Xenobiology 
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a collapsible staff or (b) a combat knife
  • (a) a metal baton or (b) 6 throwing blades
  • (a) a scientist’s pack or (b) an explorer’s pack
  • (a) a portable shield device (PSD)
  Channeling
  As an adept of the art of melding, you have a collection 
  of innate abilities that make up your arsenal of talents.
  Prime Talents
  At 1st level, you know three prime talents of your choice 
  from the melder talents list. You learn additional talents 
  at higher levels as shown in the Prime Talents column of 
  the Melder table.
  Esper Talents
  At 1st level, you learn six talents of your choice which may 
  be selected from the melder talents list. These represent 
  the different methods you’ve learned in which you can 
  shape matter and energy.
  23
  
  24
  Talent Points
  The Melder table shows the number of talent points you 
  have to use on your esper talents. These points represent 
  the amount of personal energy that must be channeled 
  into the talent in order to produce the desired effect. 
  Once your pool of talent points is depleted, you are on 
  the brink of exhaustion. Your regain all of your points 
  once you finish a long rest.
  Each talent has a rank and a point cost associated with 
  it. If you do not have enough points to cover the cost, you 
  can’t use the talent. You can only learn and use talents 
  up to a certain rank depending on your level. These 
  are shown in the Maximum Talent Rank column of the 
  Melder table.
  Esper Ability
  Intelligence is your channeling ability for your melder 
  talents, since you learn your talents through study, 
  practice, and precise execution. You use your Intelligence 
  whenever a talent refers to your chanelling ability. In 
  addition, you use your Intelligence modifier when setting 
  the saving throw DC for a melder talent you use and 
  when making an attack roll with one.
  Channeling save DC = 8 + your proficiency bonus + your 
  Intelligence modifier
  Channeling attack modifier = your proficiency bonus + 
  your Intelligence modifier
  Gaining Additional Talents
  You gain additional talents and ranks as you gain levels. 
  Each time you gain a level as a melder, you learn three 
  additional talents of your choice. They can be of any rank 
  so long as they are not higher than the maximum talent 
  rank you can use.
  Esper Recovery
  At 1st level, you are able to regain some of your spent 
  energy through focus and meditative techniques. Once 
  per day when you finish a short rest, you can recover a 
  small number of talent points. The number of points you 
  can recover is equal to 2 plus  half of your melder level 
  (rounded down).
  Limit Breach
  You are able to focus more power into certain talents 
  by expending more talent points during activation. The 
  process, however, can sometimes be risky. Rules for using 
  talents at higher ranks and performing limit breaches can 
  be found in Chapter 11.
  Esper Discipline
  When you reach 2nd level, you choose an esper discipline, 
  refining your esper power into specialized abilities and 
  practices.
  Your choice grants you features at 2nd level and again at 
  6th and 10th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th level, you 
  can increase one ability score of your choice by 2, or 
  you can increase two ability scores of your choice by 1. 
  As normal, you can’t increase an ability score above 20 
  using this feature.
  Esper Discipline
  When an individual achieves Esper Genesis, their entire 
  view of the universe is awakened to a perspective most 
  are unable to comprehend. Many years were spent 
  attempting to comprehend the nature of espers, whose 
  powers long remained a mystery even to themselves. It 
  was only when their mystic nature was combined with 
  scientific theory that some long standing questions were 
  answered.
  Once the definitive connection was made between 
  espers and the crucibles, mystic talents were identifiable 
  as a literal alteration of matter and energy, with each 
  esper adept at some more than others.
  Today, espers are classified into subgroups known as 
  disciplines. Whenever a potential adept reaches Esper 
  Genesis, they are often directed to train under a specialist 
  to determine their chosen discipline.
  Metakinetic
  As a metakinetic, you specialize in shaping the natural 
  forces and elements that interact with each other to 
  create the fundamental makeup of the universe itself. You 
  possess the ability to see the patterns and flow of prime 
  energies such as fire, wind, light, and gravity and are have 
  mastered merging and redirecting them to your will.
  Talent Accuracy
  Beginning at 2nd level, you can create pockets of 
  relative safety within the effects of your kinesis and 
  elemental talents. When you use an elemental or 
  kinesis talent that affects other creatures that you can 
  see, you can choose a number of them equal to 1 + 
  the talent’s rank. The chosen creatures automatically 
  succeed on their saving throws against the talent, and 
  they take no damage if they would normally take half 
  damage on a successful save.
  Prime Booster
  Starting at 6th level, your damaging Prime talents affect 
  even creatures that avoid the brunt of the effect.
  When a creature succeeds on a saving throw against your 
  Prime talent, the creature takes half the talent’s damage 
  (if any) but suffers no additional effect from the talent.
  Empowered Metakinetic
  Beginning at 10th level, you can add your Intelligence 
  modifier to one damage roll of any melder elemental or 
  kinesis talent you use.
  
  25
  THE MELDER
  Level
  Proficiency
  Bonus
  Prime
  Talents
  Talent
  Points
  Maximum
  Talent Rank
  Features
  1st
  +2
  3
  4
  1
  Channeling, Esper Recovery
  2nd
  +2
  3
  6
  1
  Esper Talent
  3rd
  +2
  3
  14
  2
  --
  4th
  +2
  4
  17
  2
  Ability Score Improvement
  5th
  +3
  4
  27
  3
  --
  6th
  +3
  4
  32
  3
  Esper Talent Feature
  7th
  +3
  4
  38
  4
  --
  8th
  +3
  4
  44
  4
  Ability Score Improvement
  9th
  +4
  4
  57
  5
  --
  10th
  +4
  5
  64
  5
  Esper Talent Feature
  Psychogenic
  A melder who specializes in psychogenics strives to 
  master the powers that influence and interact with the 
  minds of others. Telepaths, Clairvoyants, and Enchanters 
  follow the path of the Psychogenic.
  Mesmerize
  Starting at 2nd level, you can use your esper power to 
  charm, immobilize, and stupefy other beings. As an 
  action, you may use this power and select any target 
  within 5 feet of you that can also see and hear you. The 
  target must then succeed on a Wisdom saving throw 
  using your Channeling save DC as the difficulty.  If failed, 
  the target cannot move and is considered both dazed and 
  incapacitated until the end of your next turn.
  This power can be maintained by expending an action 
  each turn. If the target takes damage, moves out of visual 
  or auditory range, or is more than 10 feet away from you, 
  the mesmerize effect ends.
  If the creature makes their save, or once the effect ends 
  on the creature, the power may not be used on the same 
  target again until you complete a long rest.
  Daze and Disorient
  At 6th level, you may use this power as an action to 
  confuse and distract another creature. Choose a target 
  that you can see within 30 feet of you. The target must 
  make a Wisdom saving throw versus your Channeling 
  save DC. On a failed save, the target is completely 
  disoriented, no longer able to take reactions until the 
  end of your next turn. In addition, their next attack roll is 
  made at a disadvantage.
  On a successful save, the target becomes immune to 
  this power until you’ve completed a long rest. Creatures 
  that are immune to mental and charm effects are also 
  immune to this power.
  Secondary Mind
  At 10th level, whenever you use a psychogenic power of 
  Rank 1 or higher that affects a single target, you may also 
  choose a secondary target for the same power.
  25
  
  26
  Specialist
  Even in the shining jewel of the Sorium Accord, or 
  the peaceful worlds of the Core, shadows exist. If left 
  unchecked, they spread like an invisible web of darkness, 
  vying for power while the rest of society remains unaware. 
  Specialists work their craft between the judicial societies 
  of the Core, and the shadows of the galactic underworld.
  A specialist relies on their adept skill and instincts to 
  overcome obstacles. They have a wealth of expertise, 
  from figuring out the weak points of any adversary to 
  being able to find their way through the trickiest of tight 
  spots. They can be found working their craft anywhere 
  from running goods between seedy smuggling dens to 
  being a secret agent in defense of their government.
  Quick and Precise
  Rather than focusing on brawn, specialists fight using 
  speed, skill, and precision to dispatch their foes. They 
  often use small, easily concealed weapons and implant-
  controlled gadgets that allow them to take advantage of 
  their enemy’s weaknesses.
  Their style of practice, however, varies greatly. Each 
  specialist has a chosen range of expertise within which 
  they hone their skills. Some rely on subterfuge and stealth 
  to infiltrate secure or hidden places. Some rely on their 
  quick-wit, hacking, and tools of distraction catch their 
  targets off guard.
  Professional Courtesies
  Often finding themselves in dangerous situations, an 
  experienced specialist knows that sometimes survival 
  hinges on the right information and a reliable ally. 
  Whether they are smugglers, investigators, space jockeys, 
  or assassins, specialists often keep at least a small 
  network of contacts and allies who they can trust even in 
  the worst of situations.
  As espers, specialists are aware that sometimes the 
  best information can come from other specialists, even 
  if their profession would be considered unsavory toward 
  their own. With this in mind, many of them communicate 
  secretly over the Silrayne Intergalactic Matrix, using coded 
  language only they can decipher. This often comes with a 
  simple, yet courteous, “don’t ask, don’t tell” agreement 
  when it comes to identity  and sharing of information.
  Creating a Specialist
  Specialists have a very broad range of available skills 
  or techniques. When you are creating your character, 
  consider your desired profession as well as on which side 
  of the law your character stands. How did your character 
  fall into their practice? Are you part of an organization? 
  When did your innate skills manifest? (see the “Natural 
  Aptitude” class feature below) Do you use your powers 
  for money or do you fight for an ideal or cause?
  Dexterity should be your primary ability score. 
  Depending on the type of specialist you wish to create, 
  you should choose either Intelligence or Charisma as your 
  second highest ability score. Constitution is also useful 
  for hit point bonuses.
  Class Features
  As a specialist, you have the following class features.
  Hit Points
  Hit Dice: 1d8 per specialist level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per specialist level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons, autopistol, longblade, 
  shortblade, sabre 
  Tools: Infiltration Tools
  Saving Throws: Dexterity, Intelligence
  Skills: Choose four from Acrobatics, Athletics, 
  Computers, Deception, Insight, Intimidation, 
  Investigation, Perception, Persuasion, Sleight of Hand, 
  and Stealth
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a sabre or (b) a light pistol with 15 rounds of 
  ammunition
  • (a) a light pistol with 15 rounds of ammunition or (b) 
  a shortblade
  • (a) an agent’s pack or (b) an explorer’s pack
  • (a) Armor Jacket, two combat knives, and infiltration 
  tools
  The Specialist
  Level
  Proficiency
  Bonus
  Deft
  Strike
  Features
  1st
  +2
  1d6
  Natural Aptitude, 
  Deft Strike, Shadownet ID
  2nd
  +2
  1d6
  Cunning Action
  3rd
  +2
  2d6
  Specialist Archetype
  4th
  +2
  2d6
  Ability Score Improvement
  5th
  +3
  3d6
  Uncanny Dodge
  6th
  +3
  3d6
  Specialist Archetype feature
  7th
  +3
  4d6
  Evasion
  8th
  +3
  4d6
  Ability Score Improvement
  9th
  +4
  5d6
  Specialist Archetype feature
  10th
  +4
  5d6
  Ability Score Improvement
  Natural Aptitude
  As an esper, you have a natural affinity for particular 
  skills. These innate skill competences come instinctively to 
  
  27
  him or her. They could have manifested at anytime during 
  their lifetime, often marked with a specific visual effect. 
  At 1st level, choose two skills in which you are proficient, 
  or one of those skills and one tool proficiency (including 
  vehicles). Your proficiency bonus is doubled for any ability 
  check you make that uses either of those skills.
  OPTIONAL RULE: ESPER EFFECT
  You may choose a particular effect that manifests whenever 
  you use a skill in which you have a natural aptitude. The 
  effect reflects your esper link with the Crucibles and may 
  be visual or more intrinsic. Examples could be small trails of 
  wind behind you when using the Acrobatics skill, data trails 
  in your eyes when using Computers, a slight darkening of 
  light around you for Stealth, or an aire of sheer confidence 
  when using Persuasion. Whatever effect you choose must 
  be limited to your character’s space and must also be 
  approved by your GM.
  Deft Strike
  Beginning at 1st level, you know how to exploit a foe’s 
  weakness to make a quick, powerful strike. Once per 
  turn, you can deal an extra 1d6 damage to one creature 
  you hit with an attack if you have advantage on the attack 
  roll. The attack must use a finesse or a ranged weapon.
  You don’t need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and you don’t have disadvantage on the 
  attack roll.
  Shadownet Id
  Your training and expertise has earned you an online 
  avatar on the Shadownet – a secret underworld of 
  locations and networks within the Silrayne Intergalactic 
  Matrix (SIM). These secret messages and locations can 
  only be accessed or decoded with a personal set of codes 
  and your Shadownet ID (which may also require a partial 
  genetic ID as well).
  Members of the Shadownet can converse in private, 
  trade or share secrets, acquire locations for black market 
  goods and resources, and look up information about 
  different territories and the secret societies that may 
  operate in those areas.
  Cunning Action
  Starting at 2nd level, your superior reaction and agility 
  allow you to move and act quickly. You can take a bonus 
  action on each of your turns in combat. This action can 
  be used only to take the Dash, Disengage, or Hide action.
  27
  
  28
  Specialist Archetype
  At 3rd level, you may choose an archetype that represents 
  your chosen form of expertise and your path toward 
  improvement. Your archetype grants you features at 3rd 
  level and again at 9th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th and 10th 
  level, you can increase one ability score of your choice by 
  2, or you can increase two ability scores of your choice by 
  1. As normal, you can’t increase an ability score above 20 
  using this feature.
  Uncanny Dodge
  Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to 
  halve the attack’s damage against you.
  Evasion
  Beginning at 7th level, you can nimbly dodge out of the 
  way of certain area effects, such as the gravity well talent 
  or a drone’s blast pattern ability. When you are subjected 
  to an effect that allows you to make a Dexterity saving 
  throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half 
  damage if you fail.
  Specialist Archetypes
  Though specialists are trained with many similar basic 
  traits, very rarely are any of them cut from the same 
  cloth. Your archetype represents the path upon which 
  you’ve chosen to focus your training as a specialist, as 
  well as the style in which you operate.
  Operative
  You are trained in the art of surprise, getting close to 
  your target for information, manipulation, or to strike 
  when they least expect it. Many operatives carry the title 
  of agent, spy, assassin, or more colloquial terms such as 
  spook or ghost. Your style is deceptive, yet direct, taking 
  no chances for maximum effect.
  Trained in the Art
  At 3rd level, choose one prime talent between analyze 
  device, mental missive, psychic blade, and trigger device. You 
  may use this talent as a melder of the same level: 
  Vital Strike
  At 3rd level, you are trained to strike quickly and 
  effectively before your enemy makes the first move. You 
  have advantage on attack rolls against any creature that 
  has not yet taken a turn in combat. In addition, any hit 
  you score against a creature that is surprised is a critical 
  hit.
  Honed Technique
  At 6th level, you’re able to use advanced tactics with skills 
  which you use regularly. Choose two skills or one skill and 
  one tool in which you are proficient. Twice per long rest, 
  you gain advantage on a roll with that skill. At 9th level, 
  this increases to three times per long rest.
  Forged Identity
  Starting at 9th level, you can easily create false identities 
  for yourself. You must spend five days and 50 credits in 
  resources to establish the records, historical data, and 
  associations for your chosen identity. You can’t establish 
  an identity that belongs to someone else. A general search 
  of your new identity in the SIM will reveal a satisfactory 
  amount of information.
  If you later choose to adopt the new identity as a 
  disguise, others automatically believe you to be that 
  person until substantial evidence reveals otherwise.
  Infiltrator
  You focus your skills in the art of infiltration, 
  investigation, and subtle acquisition. Infiltrators are 
  often found in the deepest depths of abandoned ruins 
  or secret bunkers searching for clues, treasure, or secrets 
  long buried.
  Fast Hands
  Starting at 3rd level, you can use the bonus action 
  granted by your Cunning Action to make a Dexterity
   (Sleight of Hand) check, use your infiltration tools to 
  disarm a device or open a lock, or take the Use an Object 
  action.
  Light as a Feather
  When you choose this archetype at 3rd level, you gain 
  additional control over your movements. You may opt to 
  roll Dexterity (Acrobatics) for any climbing skill check. 
  You may scale any solid surface and climbing no longer 
  costs you extra movement.
  In addition, you may substitute your Dexterity modifier 
  for determining jumping heights and distances.
  Increased Aptitude
  At 6th level, you may choose two more skills or tools 
  in which you are proficient to gain the same benefit as 
  those chosen for the 1st level Natural Aptitude feature.
  Stealth Mastery
  Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed 
  on the same turn.
  Artifice
  You specialize in using Sorium powered implants and 
  devices to supplement your skills and abilities. Combining 
  quick thinking with fluid motion, you adapt to any 
  situation by outmaneuvering your foe.
  
  29
  Sensory Defense
  Starting at 3rd level, if you make a successful melee attack 
  against a creature, that creature can’t make opportunity 
  attacks against you for the rest of your turn.
  Technique
  Beginning at 3rd level when you choose this archetype, 
  you start with three Technique points to devote to your 
  Specialist Techniques (listed below). The points must 
  be assigned to your chosen techniques before use. You 
  may assign more than one point to any technique. 
  Assigned points are expended as soon as the technique 
  is activated. You recover all of your technique points 
  whenever you finish a long rest.
  You receive an additional technique point at 9th level.
  Some techniques may require a saving throw from the 
  chosen target. The saving throw is calculated as follows:
  Technique save DC = 8 + your proficiency bonus + 
  Dexterity modifier.
  Tactical Analysis
  Starting at 6th level, if you spend at least one minute 
  observing a creature outside of combat, you can analyze 
  their capabilities compared to your own. This must be 
  done without interruption and you cannot be performing 
  any other actions. 
  Once completed, their next attack roll, skill check, or 
  saving throw against you has a disadvantage.
  In addition, you gain advantage on any Intelligence 
  (Lore) rolls made in regards to the creature’s race, 
  history, or habits.
  Gravity Dampener
  At 9th level, you are able to use your Sorium implant 
  to alter gravity’s effects on you in minor ways. You may 
  move through an additional 5 feet of difficult terrain 
  without penalty. You also gain advantage on saving 
  throws against being knocked prone and triggering 
  pressure sensitive traps. 
  Specialist Techniques
  The following techniques are available to the artifice:
  Camouflage: You expend one Technique point to 
  partially refract light and sound around your form. By 
  expending the bonus action provided by your Cunning 
  Action feature, you may take the Hide action even if you 
  are being observed. The effect still ends if you take an 
  action or use an effect against a creature.
  Double Vision: You expend an action to generate an 
  out-of-phase duplicate image of yourself to confuse 
  opponents. Until the end of your next turn, any creature 
  who targets you must first make a Wisdom saving throw. 
  On a failed save, the creature must choose a new target 
  or lose their attack.
  This technique does not protect against burst fire or 
  area of effect attacks. If you attack or use an ability to 
  affect another creature, you lose this benefit.
  Exacting Strike: You expend your bonus action to home 
  in on a creature’s weak spot. This maneuver may only be 
  used with a weapon in which you are proficient. Until the 
  end of your turn, you may double your proficiency bonus 
  to your next attack roll against that target. You gain 
  advantage to this attack roll.
  In addition, range penalties do not apply but penalties 
  for cover do. You may not use burst fire in conjunction 
  with this technique.
  Great Leap: Once this technique is used, your jump 
  distance is tripled until the end of your next turn.
  Phase: During your move action, you may spend a 
  point of Technique to shift through a space occupied 
  by an enemy without provoking opportunity attacks. 
  Movement cost is as normal and you may not end your 
  move in an occupied space.
  Pinpoint Barrier: You expend a bonus action and spend 
  a Technique point to generate a small maneuverable 
  energy shield. You may add your proficiency bonus to 
  your Armor Class until the end of your next turn.
  Shift Attack: When you make a weapon attack on your 
  turn, you can expend one Technique point to either 
  increase your reach by 5 feet if it is a melee attack, or 
  ignore the long range weapon penalty if it is a ranged 
  attack. If you hit, add your proficiency bonus to the 
  weapon’s damage.
  Swift Response: When a creature misses you with a 
  melee attack, you can use your reaction and expend 
  one Technique point to make a weapon attack with 
  advantage against the creature. All other situational 
  modifiers still apply.
  Warrior
  Durability and mastery of arms are the highlights of the 
  warrior’s abilities. While anyone can shoot a gun or swing 
  a blade, only warriors can effectively practice the basics 
  of all forms of combat. Their versatility and extensive 
  training makes warriors a force to be reckoned with in 
  any dangerous scenario.
  Choosing Your Abilities
  Strength or Dexterity should be your primary ability score 
  depending on your fighting style. In addition to these 
  two, Constitution should also be your second or third 
  highest ability score.
  Class Features
  As a warrior, you have the following class features.
  Hit Points
  Hit Dice: 1d10 per warrior level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per warrior level after 1st
  Proficiencies
  Armor: All armor, shields
  Weapons: Simple and marital weapons 
  
  30
  Tools: None
  Saving Throws: Strength, Constitution
  Skills: Choose two skills from Acrobatics, Athletics, 
  Insight, Intimidation, Lore, Perception, Persuasion, and 
  Survival
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  (a) heavy trooper armor or (b) armor jacket and an 
  autopistol
  (a) a martial weapon and shield or (b) two martial 
  weapons
  (a) a simple ranged weapon or (b) a simple melee 
  weapon
  (a) an explorer’s pack
  Combat Style
  You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a 
  Fighting Style option more than once, even if you later get 
  to choose again.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and 
  no other weapons, you gain a +2 bonus to damage rolls 
  with that weapon.
  Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you 
  make with a melee weapon that you are wielding with 
  two hands, you can reroll the die and must use the new 
  roll, even if the new roll is a 1 or a 2. The weapon must 
  have the two-handed or versatile property for you to gain 
  this benefit.
  Gunnery
  When you roll a natural 1 on an attack with a firearm, 
  the chance of it temporarily jamming decreases to 
  1%. Also, there is no chance of your firearm becoming 
  completely jammed.
  Protection
  When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction 
  to impose disadvantage on the attack roll. You must be 
  wielding a shield or a reach weapon.
  Sharpshooting
  You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add 
  your ability modifier to the damage of the second attack.
  The Warrior
  Level
  Proficiency 
  Bonus
  Features
  1st
  +2
  Combat Style, Second Wind
  2nd
  +2
  Action Surge (one use)
  3rd
  +2
  Martial Archetype
  4th
  +2
  Ability Score Improvement
  5th
  +3
  Extra Attack
  6th
  +3
  Ability Score Improvement
  7th
  +3
  Martial Archetype Feature
  8th
  +3
  Ability Score Improvement
  9th
  +4
  Indomitable (one use)
  10th
  +4
  Martial Archetype Feature
  Second Wind
  You have the ability to draw energy into yourself to regain 
  stamina and recover from minor wounds. On your turn, 
  you can use a bonus action to either regain hit points equal 
  to 1d10 + your warrior level, or you may instead remove 
  one point of exhaustion. Once you use this feature, you 
  must finish a short or long rest before you can use it again.
  Action Surge
  Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take 
  one additional action on top of your regular action and a 
  possible bonus action.
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
  Martial Archetype
  At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques.
  Choose Paragon, Commando, or Storm Guard, all 
  detailed at the end of the class description. The archetype 
  you choose grants you features at 3rd level and again at 
  7th, 10th, 15th, and 18th level.
  Ability Score Improvement
  When you reach 4th level, and again at 6th, 8th, 12th, 
  14th, 16th, and 19th level, you can increase one ability 
  score of your choice by 2, or you can increase two ability 
  scores of your choice by 1. As normal, you can’t increase 
  an ability score above 20 using this feature.
  Extra Attack 
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  
  31
  Indomitable 
  Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you 
  can’t use this feature again until you finish a long rest.
  Martial Archetypes
  Warriors are well-rounded, but each one specializes in 
  a different form of combat. The archetype you choose 
  reflects the kind of warrior you are and how you view 
  your art.
  Paragon
  The paragon is a master-of-arms who specializes on 
  delivering deadly force with swift accuracy. Those who 
  follow this path combine their esper ability their rigorous 
  training to deliver decisive blows to any adversary.  
  Imbued Strike
  At 3rd level, you can channel esper energy into your 
  attacks. As a bonus action on your turn, you may activate 
  this feature to gain advantage on your attack rolls. In 
  addition, if your attacks hit, you do additional damage 
  equal to your warrior level. This feature has no effect on 
  burst fire damage from ranged weapons.
  You can use this feature three times, after which you 
  can regain all of your uses when you complete a short or 
  long rest.
  Athletic Boost
  At 7th level, you receive a boost to your physical prowess. 
  You can add half your proficiency bonus (round up) to 
  any Strength, Dexterity, or Constitution check you make 
  that doesn’t already use your proficiency bonus.
  In addition, when you make a running long jump, the 
  distance you can cover increases by a number of feet 
  equal to your Strength modifier.
  Additional Fighting Style
  At 10th level, you can choose a second option from the 
  Fighting Style class feature.
  31
  
  32
  Commando
  An expert at your craft, you’ve received specialty 
  training in both tactics and equipment and use them in 
  combination to take down your opponents.
  Tactical Training
  At 3rd level, you receive additional training to 
  compliment your abilities. Gain proficiency in one tool 
  or vehicle, or in one of the following skills: Computers, 
  Insight, Perception, Stealth, Survival, and Xenobiology.
  Technique
  Beginning at 3rd level when you choose this archetype, 
  you start with three Technique points to assign to your 
  Combat Techniques (listed below). The points must be 
  assigned to your chosen techniques before use. You may 
  assign more than one point to any technique. Points may 
  be reassigned at the end of a short or long rest.
  Assigned points are expended as soon as the technique 
  is activated. Some techniques may require you to spend 
  an action or bonus action to activate. You recover all of 
  your technique points whenever you finish a long rest.
  You gain another technique point at 7th level, and again 
  at 10th level.
  Some techniques may require a saving throw from the 
  chosen target. The saving throw is calculated as follows:
  Technique save DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice)
  Demolisher
  At 7th level, you become proficient in use of grenades 
  and demolition tools.
  Commanding Surge
  At 10th level, you are able to call out tactics to your allies, 
  allowing them to fight harder and faster.
  When you use your Action Surge, instead of taking the 
  additional action, you instead allow two of your allies to 
  use their bonus action to make an additional attack.
  Combat Techniques
  The following techniques are available to the 
  Commando:
  Blinding Strike: Upon a successful hit from a melee or 
  ranged attack, you unleash a burst of energy upon the 
  target. The creature must make a Constitution saving throw 
  or be considered blinded until the end of its next turn. 
  Counterbalance: When a creature misses you with a 
  melee attack, you can activate this technique and 
  make a melee or ranged weapon attack against the 
  creature with no penalties for short or long range. 
  On a hit, you deal force damage from your weapon 
  and the creature must make a Constitution saving 
  throw. On a failed save, it is knocked prone from an 
  additional energy burst. This technique only effects 
  creatures of large size or smaller.
  Courageous Wind. When you use your Second 
  Wind feature, you may activate this technique 
  within the same bonus action. Choose one ally that 
  can see you and is within 30 feet of you. That ally 
  also gains hit points equal to your warrior level.
  Precision Strike: Your internal targeting system 
  grants you advantage on your next attack roll. 
  You may also use this technique to negate a 
  disadvantage to your attack.
  Teamwork: On a successful hit from one of your 
  attacks, you may forgo doing damage to unleash 
  a gravity wave at the target, pushing them toward 
  any ally you can see within 20 feet. That ally can 
  then use their reaction to make one weapon attack, 
  gaining advantage to the roll.
  Protective Aura. Using a bonus action, you create 
  a glowing energy field around yourself. You may 
  add your proficiency bonus to your AC until the 
  beginning of your next turn.
  Resistance Aura. When you are hit with a weapon 
  attack, you may use your reaction to only take half 
  damage from the attack.
  Sure Footed: You exert control over your own 
  center of gravity. You cannot be forcibly pushed, 
  pulled, knocked back or knocked down. This 
  effect lasts for a number of rounds equal to your 
  32
  
  33
  proficiency bonus or until the activation of another 
  technique.
  Extra Push: You spend a bonus action to give yourself a 
  boost to your physical prowess, granting you advantage 
  toward a single Strength or Dexterity based skill check.
  Quick Step: You spend a bonus action to increase your 
  speed, allowing you to move an additional distance equal 
  to half your normal movement.
  Storm Guard
  You are trained in the use of weapon attacks powered 
  by a Sorium implant. Storm Guards are often elite 
  protectorates within the regional armies of the Silrayne 
  Arc, such as the Order of Infinity. There are many, 
  however, who choose to carve their own path.
  Weapon Focus
  When you choose this archetype at 3rd level, you gain the 
  ability to channel the esper power generated from your 
  implant directly into a chosen weapon. It takes one hour 
  to forge a link between your Sorium implant and your 
  weapon focus which can be completed within a short 
  rest. The weapon must be in your possession during the 
  link.
  Once you have formed the link, you can spend a bonus 
  action to call the weapon from any location to appear 
  directly into your hand.
  You may have up to two weapon foci, however only one 
  can be summoned at a time. In order to link with a third 
  weapon, you must first terminate the link with one of the 
  other two weapons.
  Esper Ability
  When you choose this archetype at 3rd level, you gain the 
  ability to channel the powers of creation through your 
  weapon focus.
  Imbue Weapon. During your turn, you may spend a 
  bonus action to imbue your weapon focus with a power 
  of creation, altering its damage type. The damage type 
  will be reflected in the appearance of a melee weapon 
  while altering the appearance of ammunition in a ranged 
  weapon. The effect lasts until the end of your next turn.
  You learn two damage types, gaining an additional 
  damage type at 7th and 10th level. The damage types 
  available are cold, fire, force, lightning, necrotic, and 
  radiant.
  Energy Surge. Once a weapon is imbued, the energy 
  can be unleashed to produce powerful effect. Upon a 
  successful hit with your imbued weapon, you can release 
  an energy surge which deals an additional 1d6 damage 
  to the target. The weapon will also release a surge effect 
  depending on the damage type (listed below). 
  This power cannot be used unless the Imbue Weapon 
  power is currently in effect. After this power is used, the 
  weapon’s damage type immediately returns to normal.
  You have two uses of this power and gain an additional 
  use at 10th level. Your uses replenish after you complete a 
  short or long rest. 
  Expert Training
  At 3rd level, you gain proficiency in an artisan tool of 
  your choice.
  Quick READY
  At 7th level, whenever you use your bonus action to 
  summon your weapon focus, you may also immediately 
  use the Imbue Weapon power.
  Powerful Surge
  At 10th level, the additional weapon damage from your 
  Energy Surge power increases to 2d6.
  Surge Effects
  Different effects are produced when the Energy Surge 
  power is used varying by damage type. The effects are 
  listed below in alphabetical order.
  Some techniques may require a saving throw from the 
  chosen target. The saving throw is calculated as follows:
  Surge Effect save DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice)
  Acid: Choose two creatures within 5 feet of the target. 
  They must succeed on a Dexterity saving throw or 
  also take 1d6 acid damage. At 10th level, the damage 
  increases to 2d6.
  Cold: The target’s speed is reduced by half until the start 
  of your next turn.
  Fire: Each creature within 5 feet of the target must 
  make a Dexterity saving throw or suffer 1d6 fire damage. 
  This increases to 2d6 damage at 10th level.
  Force: Target takes an additional 1d6 force damage. 
  In addition, the target must make a Constitution saving 
  throw or be knocked prone.
  Lightning: Target is partially disoriented and cannot 
  take any reactions until the start of your next turn.
  Necrotic: Target cannot regain any hit points until the 
  start of your next turn.
  Radiant: An aura of radiance surrounds the target. 
  Target becomes visible if invisible and cannot become 
  invisible again. In addition, the next attack against the 
  target can be made with advantage. This effect lasts until 
  the start of your next turn. 
  
  34
  
  35
  Chapter 4.  
  Personality and Background
  Beyond a defined race and class, a character is also a 
  unique individual with thoughts, beliefs, interests, and 
  goals. Each one has an origin that shaped who they 
  are and where they came from. In this chapter, you will 
  choose what type of person your character is, as well as 
  their physical description and personal details.
  Character Details
  You may wish to flesh out your name and physical 
  description. These basic things allow you to give other 
  players an idea of what your character looks like and 
  make for smoother interactions in play.
  Name
  With such a vast universe of cultures and societies, you 
  can easily choose any name without coming into conflict 
  with your origin.
  Gender
  You may choose any gender for your character without 
  gaining any special benefits or hindrances. Keep your 
  character’s race in mind when considering how the 
  different genders interact with one another nothing 
  that there are differences in each species’ cultures and 
  subcultures.
  Height and Weight
  You may choose your character’s height and weight using 
  the guidelines provided in the table below. Consider each 
  of your ability scores when determining this. A character 
  with a higher Strength score may be taller or stockier, 
  while a weaker character may be thinner.
  You may also use the table to determine your height 
  and weight randomly. Start with the base height. Roll the 
  dice in the Height Modifier column and add the total to 
  the base height as represented in inches. Take that same 
  total from the dice roll and multiply it by the total rolled 
  from the dice in the Weight Modifier column. This total 
  should be added to the base weight to determine the 
  character’s total weight in pounds.
  Random Height and Weight
  Race
  Base 
  Height
  Height 
  Modifier
  Base 
  Weight
  Weight 
  Modifier
  Ashenforged
  5’8”
  +2d6
  150 lb.
  x (2d6) lb.
  Eldori
  4’8”
  +2d10
  90 lb.
  x (1d4) lb.
  Human
  4’8”
  +2d10
  110 lb.
  x (2d4) lb.
  Promethean
  5’2”
  +2d6
  90 lb.
  x (2d6) lb.
  Kesh
  4’4”
  +2d10
  100 lb.
  x (1d6) lb.
  Additional Characteristics
  You may choose your character’s hair, eye color, and 
  age while considering the guidelines detailed in your 
  character’s race. In addition, consider giving your 
  character a unique detail or characteristic that sets them 
  apart from others from the same race or culture.
  Alignment
  A typical creature in the game world has an alignment, 
  which broadly describes its moral and personal attitudes. 
  Alignment is a combination of two factors: one identifies 
  morality (good, evil, or neutral), and the other describes 
  attitudes toward society and order (lawful, chaotic, 
  or neutral). Thus, nine distinct alignments define the 
  possible combinations.
  These brief summaries of the nine alignments describe 
  the typical behavior of a creature with that alignment. 
  Individuals might vary significantly from that typical 
  behavior, and few people are perfectly and consistently 
  faithful to the precepts of their alignment.
  Lawful good (LG) creatures can be counted on to do 
  the right thing as expected by society.
  Neutral good (NG) folk do the best they can to help 
  others according to their needs.
  Chaotic good (CG) creatures act as their conscience 
  directs, with little regard for what others expect.
   Lawful neutral (LN) individuals act in accordance with 
  law, tradition, or personal codes.
  Neutral (N) is the alignment of those who prefer
  to steer clear of moral questions and don’t take sides, 
  doing what seems best at the time.
  Chaotic neutral (CN) creatures follow their whims, 
  holding their personal freedom above all else.
  Lawful evil (LE) creatures methodically take what they 
  want, within the limits of a code of tradition, loyalty, or 
  order.
  Neutral evil (NE) is the alignment of those who do 
  whatever they can get away with, without compassion or 
  qualms.
  Chaotic evil (CE) creatures act with arbitrary violence, 
  spurred by their greed, hatred, or bloodlust.
  Languages
  Your race indicates the languages your character can 
  speak by default, and your background might give you 
  access to one or more additional languages of your 
  choice. Note these languages on your character sheet.
  Choose your languages from the Standard Languages 
  table, or choose one that is common in your campaign. 
  With your GM’s permission, you can instead choose a 
  language from the Exotic Languages table or a secret 
  
  36
  language, such as Shadownet Encryption or the Crucible 
  code of the Dendus technicians.
  Some of these languages are actually families of 
  languages with many dialects. Creatures that speak 
  different dialects of the same language can communicate 
  with one another.
  Standard Languages
  Language
  Typical Speakers
  Common
  Humans and Prometheans
  Dendus
  Dendus and Ashenforged
  Kesh
  Kesh
  Matokai
  Matokai
  Nesieve
  Eldori and Lorendi
  Valna
  Valna and Kanasi
  Exotic Languages
  Language
  Typical Speakers
  ALOMU
  Computers and Automatons
  Bahtera
  Bahtera and Matokai
  Drake
  Drakes
  Lingo
  Outer Zone inhabitants
  Protean
  Belare and Velbast
  Skrolath
  Underworld/Shadow Technocracy
  Personal Characteristics
  Every character has their mannerisms, likes and dislikes, 
  beliefs, and motivations that give them a unique and 
  well structured personality. There are four characteristics 
  provided in the backgrounds section of this chapter: 
  personality traits, ideals, bonds, and flaws. In addition to 
  these, think about other aspects of your character such 
  as the way they speak or what their favorite things are 
  compared to their biggest vices.
  The suggested characteristics provided in the upcoming 
  backgrounds are merely guidelines which you may make 
  use of however you see fit to define your character’s 
  identity.
  Personality Traits
  Choose one of two personality traits for your character. 
  These are useful in setting your character apart from 
  everyone else and allows them to stand out in certain 
  situations. If you decide not to use the suggestions 
  provided in the backgrounds, choose aspects for your 
  character that are interesting and fun, allowing your 
  uniqueness to shine through.
  Keep important things in mind like your place of 
  origin, your race, and your ability scores when choosing 
  personality traits.
  Ideals
  An ideal is a concept that drives your character in purpose 
  and focus. They are the things that you believe in most 
  strongly and sets the foundation for your moral values and 
  ethical boundaries. An ideal can easily define your core 
  system of beliefs, as well as the goals you set for yourself.
  Since many ideals point to a moral concept, keep your 
  character’s alignment in mind when selecting one. Each 
  ideal has a suggested corresponding alignment listed.
  Bonds
  Create or choose a bond for your character. A bond 
  defines your direct connection to the universe and the 
  setting. They are people, places, or events that have 
  greatly influenced your life, possibly defining many of 
  your future goals and motivations.
  You bond might be tied to your class, race, or any aspect 
  of your personality. It could define the thing in which you 
  care about most in the universe, issues you may need to 
  resolve, or past events which may affect your future.
  Flaws
  Choose a flaw for your character. A flaw represents a 
  weakness, personal vice, or compulsion that could cause 
  trouble for you if exploited or may lead you to act against 
  your own best interests. An interesting, well-defined 
  flaw can also force you into bringing out the best in your 
  character’s personality.
  Inspiration
  Inspiration is a rule the game master can use to reward 
  you for playing your character in a way that’s true to his 
  or her personality traits, ideal, bond, and flaw. By using 
  inspiration, you can draw on your personality trait of 
  compassion for the downtrodden to give you an edge in 
  negotiating with the homeless people residing in the city’s 
  underbelly. Or inspiration can let you call on your bond 
  to the defense of your homeworld to push past the effect 
  of a grievous injury.
  Gaining Inspiration
  Your GM can choose to give you inspiration for a variety 
  of reasons. Typically, GMs award it when you play out 
  your personality traits, give in to the drawbacks presented 
  by a flaw or bond, and otherwise portray your character 
  in a compelling way. Your GM will tell you how you can 
  earn inspiration in the game.
  You either have inspiration or you don’t—you can’t 
  stockpile multiple “inspirations” for later use.
  Using Inspiration
  If you have inspiration, you can expend it when you make 
  an attack roll, saving throw, or ability check. Spending 
  your inspiration gives you advantage on that roll.
  Additionally, if you have inspiration, you can reward 
  another player for good roleplaying, clever thinking, 
  or simply doing something exciting in the game. When 
  
  37
  another player character does something that really 
  contributes to the story in a fun and interesting way, 
  you can give up your inspiration to give that character 
  inspiration.
  Backgrounds
  Every story has a beginning. Every person comes from 
  somewhere and has things in their past that either come 
  directly into light or demand constant effort to keep in 
  the shadows. Your character’s background reveals where 
  you came from, how you became who you are today, and 
  how you see your place in the world. Your warrior might 
  have been a courageous pilot or a grizzled soldier. Your 
  melder could have been a scholar or an investigator. Your 
  specialist might have gotten by as a drifter or gained fame 
  as a celebrity.
  Choosing a background provides you with important 
  story cues about your character’s identity. The most 
  important question to ask about your background is 
  what changed? What happened in your background 
  when you became an esper? Where did you get the money 
  to purchase your starting gear, or, if you come from a 
  wealthy background, why don’t you have more money? 
  How did you learn the skills of your class? What sets you 
  apart from ordinary people who share your background?
  The sample backgrounds presented here provides both 
  concrete benefits (features, proficiencies, and languages) 
  and roleplaying suggestions.
  Proficiencies
  Each background gives a character proficiency in two 
  skills (described in “Using Ability Scores”).
  In addition, most backgrounds give a character 
  proficiency with one or more tools (detailed in 
  “Equipment”).
  If a character would gain the same proficiency from 
  two different sources, he or she can choose a different 
  proficiency of the same kind (skill or tool) instead.
  Languages
  Some backgrounds also allow characters to learn 
  additional languages beyond those given by race. See 
  “Languages.”
  Equipment
  Each background provides a package of starting 
  equipment. If you use the optional rule to spend coin on 
  gear, you do not receive the starting equipment from your 
  background.
  Suggested  Characteristics
  A background contains suggested personal 
  characteristics based on your background. You can pick 
  characteristics, roll dice to determine them randomly, or 
  use the suggestions as inspiration for characteristics of 
  your own creation.
  Customizing a Background
  You might want to tweak some of the features of a 
  background so it better fits your character or the 
  campaign setting. To customize a background, you 
  can replace one feature with any other one, choose any 
  two skills, and choose a total of two tool proficiencies 
  or languages from the sample backgrounds. You can 
  either use the equipment package from your background 
  or spend coin on gear as described in the equipment 
  section. (If you spend coin, you can’t also take the 
  equipment package suggested for your class.) Finally, 
  choose two personality traits, one ideal, one bond, and 
  one flaw. If you can’t find a feature that matches your 
  desired background, work with your GM to create one.
  Celebrity
  You are famous. Everyone on the SIM knows your name 
  and what you do. You have a knack for attracting public 
  attention and know how to work a crowd. Most of your life 
  has been spent in the limelight, whether you liked it or not.
  Skill Proficiencies: Insight, Performance
  Tool Proficiencies: Disguise kit, one type of musical 
  instrument or gaming set
  Languages: One of your choice. 
  Equipment: Fancy outfit, recording unit, SIM Unit, 200 
  cubil
  Feature: “Hey, Isn’t that….”
  You are often recognized by the public no matter where 
  you are in the galaxy. Where it can sometimes be a chore, 
  it also has its perks. So long as you stick to your skit, 
  you gain favor quickly in a crowd, often gaining you 
  advantage on Charisma checks with the locals, up to the 
  GM’s discretion. You can also use your clout sometimes 
  to get discounts on goods and services, so long as it’s not 
  in excess. Fans are fickle, you know.
  Suggested Characteristics
  Celebrities are often able to captivate an audience, so 
  they tend to have flamboyant or forceful personalities. 
  They tend to have high-minded ideals toward the 
  practice of art and the appreciation of beauty. They are 
  often skilled at masking their emotions whenever they 
  are in the spotlight.
  
  38
  d8
  Personality Trait
  1
  I have a list of one-liners ready anytime I’m in the 
  spotlight or on camera.
  2
  Whenever I get to a new place, I collect local rumors 
  and spread gossip.
  3
  I’m a hopeless romantic, always searching for that 
  “special someone”.
  4
  Nobody stays angry at me or around me for long, since 
  I can defuse any amount of tension.
  5
  I love a good insult, even one directed at me.
  6
  I get bitter if I’m not the center of attention.
  7
  I’ll settle for nothing less than perfection.
  8
  I change my mood or my mind as quickly as I change 
  key in a song.
  d6
  Ideal
  1
  Beauty. When I perform my art, I make the universe a 
  little brighter. (Good)
  2
  Tradition. The stories, legends, and songs o f the past 
  must never be forgotten, for they teach us who we are. 
  (Lawful)
  3
  Creativity. The world is in need of new ideas and bold 
  action. (Chaotic)
  4
  Greed. I’m only in it for the money and fame. (Evil)
  5
  People. I like seeing the smiles on people’s faces when 
  I perform. That’s all that matters. (Neutral)
  6
  Honesty. Art should reflect the soul; it should come 
  from within and reveal who we really are. (Any)
  d6
  Bond
  1
  My instrument is my most treasured possession, and it 
  reminds me of someone I love.
  2
  I want to regain the fame I had when I was on top of it all.
  3
  I want to be famous and will keep striving until I get 
  there.
  4
  I have a celebrity idol that I’m always measuring 
  myself against.
  5
  I will do anything to prove myself superior to my 
  hated rival.
  6
  I would do anything for the other members of my 
  group/band.
  d6
  Flaw
  1
  I’ll do anything to win fame and renown.
  2
  I’m a sucker for a pretty face or a cute smile.
  3
  A scandal prevents me from ever going home again. 
  That kind of trouble seems to follow me around.
  4
  I always assume people are nice to me simply because 
  of my fame and status.
  5
  I have trouble keeping my true feelings hidden. My 
  sharp tongue lands me in trouble.
  6
  Despite my best efforts, I am unreliable to my friends.
  38
  
  39
  Crafter
  You are an artisan and excel at both practicing and selling 
  your craft. You are part of some inner circles depending 
  on your profession. Gunsmiths, tailors, chefs, and 
  mechanics all fall under your list of contacts in a major or 
  minor way, as trade across the galaxy requires both know-
  how and know-who’s. 
  Skill Proficiencies: Insight, Persuasion
  Tool Proficiencies: An artisan tool of your choice, 
  Vehicles (Planetary)
  Languages: One of your choice.
  Equipment: Your choice of one set of artisan’s tools, 
  basic clothes, PSD, 180 cubil.
  Feature: Trader
  As a member of the trading community, your goods 
  and craft are registered on the SIM and local planetary 
  networks. In many locations across the galaxy, you know 
  what costs what and are good at not getting stiffed on 
  goods, food, or lodgings. You can sometimes trade your 
  own craft in exchange for others, as well as find people 
  willing to work for you in exchange for trade or training.
  Suggested Characteristics
  Crafters seem just as down to earth and ordinary as any 
  other working person in the entire galaxy, though very few 
  share the same habits and hobbies in their off-time. They 
  often take pride in their work and know the value of good 
  business and community. They are, however susceptible 
  to greed and the alluring promises of unscrupulous 
  megacorporations.
  d8
  Personality Trait
  1
  I am a perfectionist, believing that anything worth 
  doing should be done the right way.
  2
  I can be fairly critical of someone who can’t appreciate 
  fine craftsmanship.
  3
  I always want to know how things work and what 
  makes people tick.
  4
  I like to talk at length about my profession.
  5
  I love a good insult, even one directed at me.
  6
  I get bitter if I’m not the center of attention.
  7
  I don’t part with my money easily and will haggle
  tirelessly to get the best deal possible.
  8
  I change my mood or my mind as quickly as I change 
  key in a song.
  d6
  Ideal
  1
  Generosity. My skills are best used to make the world a 
  better place. (Good)
  2
  Teamwork. It is important that people bring their 
  talents together for the benefit and advancement of 
  their community. (Lawful)
  3
  Freedom. Everyone should be free to use their talents 
  however they choose. (Chaotic)
  4
  Greed. I’m only in it for the money. (Evil)
  5
  People. My life and those closest to me are all that 
  truly matter. Everything else is optional. (Neutral)
  6
  Pride. You should always strive to be the very best at 
  what you do. (Any)
  d6
  Bond
  1
  My job/profession is the most important thing in my 
  life.
  2
  My greatest creation was wasted on the undeserving. I 
  will not stop until I create something even greater.
  3
  I lost my mentor to tragedy and wish to honor them by 
  taking on their mantle.
  4
  I was tricked into creating something that fell into 
  malicious hands. I wish to atone for my foolishness.
  5
  I was socially cast out by others in my profession, but 
  one day I will be back and clear my name.
  6
  Everything I create is in the name of someone that I 
  love.
  d6
  Flaw
  1
  I’ll do anything to get my hands on rare or priceless 
  material.
  2
  I often think someone is trying to cheat or deceive me.
  3
  I must never let anyone know the truth behind the 
  biggest mistake of my career.
  4
  I never have enough. I always need more.
  5
  I would do anything to be the head of a powerful 
  corporation.
  6
  I never give credit to those whose skills rival my own. I 
  must always prove myself to be the best.
  
  40
  Drifter
  You are used to hearing the phrase, “You’re not from 
  around here, are you?” The truth is, you aren’t. You’re 
  from nowhere. You’ve spent most of your life wandering 
  from planet to planet, earning your keep when need be 
  and moving on when it’s time. You have your reasons. 
  Maybe you were forced to leave. Maybe you just wanted 
  to go. You keep moving, but always plan to stop 
  someday… maybe…
  Skill Proficiencies: Perception, Survival
  Tool Proficiencies: One instrument or gaming set of your 
  choice. One vehicle proficiency of your choice.
  Languages: One of your choice.
  Equipment: Traveler’s outfit, musical instrument or 
  gaming set of your choice, electronic journal, trinket from 
  a backwater planet, SIM Unit, 150 cubil.
  Origin
  Though you’ve been to a lot of places, everyone comes 
  from somewhere. Consider who you were before you left 
  all that time ago. You should also consider all the planets, 
  starbases and space stations you’ve wandered through in 
  your day and what you did to keep yourself warm and fed 
  during those days.
  d10
  Origin
  d10
  Origin
  1
  Courier
  5
  Space Miner
  2
  Bounty Hunter
  6
  Mercenary
  3
  Guide
  7
  Vagrant
  4
  Nomad
  8
  Transporter
  Feature: Explorer
  You’ve been to many different worlds from the backwater 
  to the megacities. You have a general sense of direction 
  and can usually recall the layout of any wilderness or 
  urban terrain. You can always manage to scrounge up 
  some food and some makeshift shelter for you and a few 
  of your companions.
  Suggested Characteristics
  Not used to being anywhere for any lengthy period of 
  time, Drifters do not keep many attachments, and are 
  often viewed as little more than a friendly stranger in 
  each place they visit. Though they tend to keep others are 
  arm’s length, they are always bound to run into people or 
  places that remind them of where they came from, or the 
  few places where they were made to feel at home before 
  moving on.
  d8
  Personality Trait
  1
  I’m driven to wander because I have nowhere to 
  belong.
  2
  I lived a sheltered life and am desperate to see what 
  the galaxy has to offer.
  3
  I have a story for every situation, taken from my many 
  travels.
  4
  I treat my companions as if they were my little siblings.
  5
  I care little for excessive wealth. It will not bring you 
  true happiness in the end.
  6
  I love blending in with a crowd because it prevents me 
  from having to open up one on one.
  7
  I pick up worthless trinkets from places I visit, often 
  losing them and replacing them with others.
  8
  I lose patience with self-important people who think 
  they are any different than anyone else.
  40
  
  41
  d6
  Ideal
  1
  Greater Good. It is the responsibility of individuals to 
  work for the betterment of all. (Good)
  2
  Honor. By dishonoring myself, I dishonor my friends 
  and companions. (Lawful)
  3
  Change. Times change. Things change. And so do we 
  all. (Chaotic)
  4
  Might. Only the strongest come out on top. (Evil)
  5
  Eternity. No matter what we do, life and the universe 
  will go on without us. (Neutral)
  6
  Glory. I must claim honor and respect for my name and 
  those of my homeland. (Any)
  d6
  Bond
  1
  My family and homeland is the most important thing to 
  me, even if I am far away from them.
  2
  I will bring terrible wrath to those who destroyed my 
  homeland.
  3
  I brought shame to my people and will reclaim my 
  place among them someday.
  4
  I am the last of my people, and it is up to me to make 
  sure they are never forgotten.
  5
  I suffer from visions of a coming disaster and must do 
  whatever it takes to prevent it.
  6
  I have been sent away from my home to fulfill a 
  promise I do not know I can keep.
  d6
  Flaw
  1
  I am enamored with alcohol and other addictive 
  pleasures.
  2
  There is no room for caution in a life lived to the fullest.
  3
  I remember every insult I’ve received and nurse a silent 
  resentment toward anyone who’s ever wronged me.
  4
  I am slow to trust members of other races or societies.
  5
  I have little control over my temper sometimes.
  6
  I hold little respect for the customs and practices of 
  others, often to the point of rudeness.
  Media Investigator
  You’ve made your career out of getting the latest scoop, 
  piece of gossip, or finding just the right contact to get 
  you hard evidence on story. You may be doing it because 
  you like it, or perhaps it’s the only thing you’re good at. 
  Or maybe you’re looking for that really big story, the one 
  that’ll either set you up for life or prove whatever you 
  believed all along was actually true.
  Skill Proficiencies: Computers, Investigation
  Tool Proficiencies: Disguise Kit, Media Kit
  Equipment: Fancy clothing, Recording Unit, SIM Unit, 
  150 cubil.
  Feature: Media Contacts
  Information is the currency of your trade, and you have 
  a network of resources and contacts that you use to find 
  out something new and verify what you know. Whenever 
  you need to find information or the latest rumors on 
  a particular person, place, or event, you know who to 
  talk to and may even get some bonus information not 
  normally obtainable.
  Suggested Characteristics
  To a media investigator, there’s nothing more important 
  than the scoop. Many investigators feel the weight and 
  responsibility of delivering the truth, or at least their view 
  of it, to the rest of the galaxy. This sometimes causes 
  them to have a cynical view of people, as sometimes 
  even the simplest of truths can be made hard to uncover. 
  There are also unfortunately those that have fallen into 
  down the slope of peddling opinions over actual facts.
  d8
  Personality Trait
  1
  I need to know everything about a person when I meet 
  them.
  2
  I run towards danger if it can get me a story.
  3
  Whenever I’m somewhere new, I try to dig up the best 
  rumors from the locals.
  4
  I am very private about myself. I know the cost of 
  putting your business out in the public eye.
  5
  I am not easily intimidated by anyone.
  6
  I like to be, or at least be with, the smartest person in 
  the room.
  7
  I’m share my cynical point of view in most 
  conversations.
  8
  I find that flattery often wins over insults when dealing 
  with a confrontation.
  
  42
  d6
  Ideal
  1
  Business. Everyone can go about their business so long 
  as it doesn’t affect me. (Neutral)
  2
  Noble Cause. Truth and justice are the foundations of a 
  good community. (Good)
  3
  Professional. I take pride in my work and refuse to 
  have it corrupted with dishonesty. (Lawful)
  4
  Manipulation. The only truth is the one which has the 
  greatest influence. (Evil)
  5
  Freedom. Free speech and freedom of information 
  surpasses any established regulation. (Chaotic)
  6
  Responsibility. It is my responsibility to keep all those 
  within my circle of influence informed and educated. 
  (Any)
  d6
  Bond
  1
  I’m hiding a secret that could topple governments if I’m 
  found out.
  2
  I lost someone I loved due to mysterious 
  circumstances. I will not stop until I find the truth.
  3
  Everything I do is to honor of an idol or icon in my 
  profession who came before me.
  4
  I have a rival who will stop at nothing to ruin my 
  credibility.
  5
  My friends and allies are the only things more 
  important to me than the story.
  6
  My selfish actions have ruined the lives of many. 
  Everything I do from now on is to redeem myself.
  d6
  Flaw
  1
  I often assume that I know more about a situation than 
  others.
  2
  I often speak to people as if they are children that need 
  to be educated.
  3
  I have trouble determining the line that goes too far 
  with people’s privacy.
  4
  I’m quick to assume people are lying to me.
  5
  I have no problem making money off of the misery of 
  others.
  6
  I will do anything to protect my reputation. Anything.
  Outlaw
  You’ve run afoul of the law at least once or twice and it’s 
  given you a different perspective and maybe a bit more 
  experience than you asked for. You’ve made contacts in 
  the criminal underworld and can often sniff out the bad 
  seed in the bunch.
  Skill Proficiencies: Deception, Stealth
  Tool Proficiencies: Either a disguise kit or forgery kit 
  (choose one), Infiltration tools, gaming set of your 
  choice.
  Equipment: basic clothes, hooded jacket or overcoat, 
  combat knife, 150 cubil
  Feature: Underworld Connection
  You have a contact that operates both across the expanse 
  and in the Shadownet. They can give you the lowdown on 
  any of the underworld connections, corrupt politicians, 
  and shady merchants that can give you some info or pass 
  along a message for you without alerting the law.
  Suggested Characteristics
  An outlaw is often seen as a villain, but to some they can 
  be a hero. Deep down inside, they could be either one, or 
  even both. Either way, they often hold some redeeming 
  characteristics. They rarely, however, show any respect for 
  authority or the law.
  d8
  Personality Trait
  1
  I always have a Plan B.
  2
  I always keep my cool, no matter how dire the 
  situation.
  3
  The first thing I do in a new place is take a note of 
  anything nearby that could be considered valuable, or 
  where the valuables could be hidden.
  4
  I would rather make new allies than new enemies.
  5
  I’m very slow to trust. Those who seem completely 
  honest usually have the most to hide.
  6
  I don’t usually heed the risks in any scenario. Never tell 
  me the odds.
  7
  If you tell me I can’t do something, my usual response 
  is something close to “Here, hold my drink.”
  8
  I blow up at whoever insults my skills.
  42
  
  43
  d6
  Ideal
  1
  Charity. I steal from the wealthy to help out those in 
  dire need. (Good)
  2
  Honor. I never steal from others in my trade. Honor 
  amongst thieves. (Lawful)
  3
  Freedom. We are not built to be held down by 
  anything or anyone. (Chaotic)
  4
  Greed. I will do whatever it takes to get rich. (Evil)
  5
  People. I’m loyal to my friends and could care less 
  about anyone else. (Neutral)
  6
  Redemption. Everyone deserves another chance to 
  climb out of the darkness. (Any)
  d6
  Bond
  1
  I need to pay off an old debt owed to a powerful figure 
  or organization.
  2
  I break the law to support my family.
  3
  Something very important to me was stolen and I 
  intend to get it back.
  4
  I’m guilty of a terrible crime for which I must seek 
  redemption.
  5
  I intend to become the most infamous outlaw in the 
  galaxy.
  6
  I inadvertently caused the death of someone I loved. I 
  will again never make the same mistake.
  d6
  Flaw
  1
  When I see something valuable, all I can think about 
  are ways to steal it.
  2
  If I were given a choice between money and my 
  friends, I usually go for the money.
  3
  My only plan is to never follow the plan.
  4
  I have a “tell” people can use to tell that I’m not being 
  honest.
  5
  When things are looking dire, I head for the nearest 
  exit.
  6
  Someone’s doing prison time for my actions. Better 
  them than me.
  Variant Outlaw: Spy
  Though trained to work in the shadows and keep 
  underground contacts, you’ve learned all of these 
  techniques for the purposes of sanctioned espionage. You 
  may be a corporate spy or perhaps you work secretly to 
  uncover traitors to the government you serve.
  Patrician
  You are one of the societal elite. You may have been born 
  into wealth as part of a megacorporation or a famous 
  family. Perhaps you fell into the life of political favor. 
  Either way, you are considered within the upper class and 
  have the connections and clout to prove it.
  Skill Proficiencies: Lore, Persuasion
  Tool Proficiencies: One instrument and one gaming set of 
  your choice.
  Languages: One of your choice.
  Equipment: Fancy outfit, a piece of jewelry or clothing 
  with your family/company symbol, 200 cubil.
  Feature: Power and Entitlement
  You are well bred and know how to function in high 
  society. You would often be able to use your title and 
  status to find your way into the backrooms where only 
  the chosen sort of people can get into.
  You may also choose to throw your privilege around for 
  a few benefits such as upgrades to lodgings, moving to 
  the front of the line or getting a few trade discounts from 
  merchants looking to get into your good graces.
  Suggested Characteristics
  Patricians are born into a lifestyle that most other people 
  will never experience or understand in their lifetime. A 
  position of power and status comes with wealth and 
  privilege, but also comes with a wealth of responsibility. 
  Many patricians are often part of a family dynasty or 
  have to jump through many hoops to maintain their 
  status amongst others within their circle. They must 
  also surround themselves with people they can trust, 
  something often harder to find than one would think. 
  d8
  Personality Trait
  1
  I like to make those I talk to feel like the most 
  important person in the whole galaxy.
  2
  I am often admired for my kindness and generosity.
  3
  Anyone can tell just by looking at me that I’m a cut 
  above the uncultured “regular” people.
  4
  The most important thing to me is to look my best and 
  keep up with all the latest fashion trends.
  5
  I’m not one to get my hands dirty and wouldn’t 
  be caught dead in anything less than luxury 
  accommodations.
  6
  My position and social standing is simply a way of life, 
  no more important or better than anyone else’s.
  7
  Once you betray my trust, I never forgive or forget.
  8
  If you cross me, I will socially and professionally destroy 
  both you and your entire family.
  
  44
  d6
  Ideal
  1
  Respect. I try to give as much respect as I’m due, but 
  usually give just as little as I get. (Neutral)
  2
  Responsibility. I am as respectful to those above me 
  as I would expect from those who owe me the same 
  courtesy. (Lawful)
  3
  Independence. I will prove to my friends and family 
  that I can take care of myself. (Chaotic)
  4
  Power. Those at the top can’t be told what to do. (Evil)
  5
  Family. No bond is stronger than blood. (Any)
  6
  Obligation. It’s my duty to use my position to help 
  those less fortunate. (Good)
  d6
  Bond
  1
  I will do anything to win the love and support of my 
  family.
  2
  My family’s status must be maintained at all costs.
  3
  Nothing is more important to me than my family and 
  friends within my circle of privilege.
  4
  I am in love with someone who my friends and family 
  insist is not good enough for me.
  5
  My loyalty to the company I work for is unwavering.
  6
  I would do anything to be seen as a hero over a snob.
  d6
  Flaw
  1
  I secretly believe that I am more important than 
  everyone else.
  2
  I’m hiding a secret that could bring down my family 
  and those closest to me.
  3
  I tend to look for insults in every word when spoken to.
  4
  I have a “bad” side, tending to secretly enjoy vulgar 
  practices and carnal pleasures.
  5
  I act like I’m the center of the universe.
  6
  I purposely do things to bring shame to my friends and 
  family.
  Pilot
  There isn’t anything you can’t fly. When you’re in a 
  vehicle, you’re a diamond in the sky, a star blazer, a leaf 
  on the wind… you get the idea. You might be a retired 
  fighter jock, a commercial pilot, mercenary ace, or maybe 
  you learned how to fly your parents’ space rig when you 
  were small.
  Skill Proficiencies: Astrophysics, Insight
  Tool Proficiencies: Vehicle (Planetary), Vehicle (Space 
  Craft)
  Equipment: flight suit, 150 cubil.
  Feature: Knowing the Craft
  You know your way around a ship and are part of a select 
  crew that can speak technical jargon that may as well 
  be another language. You find it easier to figure out the 
  type and purpose of most vehicles. You can often find 
  safe and affordable passage for you and your group to 
  other planets and systems. You are also welcome at most 
  spaceports when docking your own ship.
  Suggested Characteristics
  Pilots are just as comfortable, if not more so, behind the 
  controls of any vehicle as they are on their own feet. Their 
  experiences have led them to live life by the seat of their 
  pants and grow frustrated whenever they are stuck in any 
  one spot.
  d8
  Personality Trait
  1
  I do not want to stop until I get to wherever I’m going.
  2
  I grow bored whenever I’m in the same place for too 
  long.
  3
  I’m always ready with a daring tale of my escapades for 
  any situation.
  4
  Anytime I see a new vehicle, all I can do is think about 
  what makes it tick and how to operate it.
  5
  I have a very vivid imagination and am not afraid to 
  share it with others.
  6
  I tend to gravitate toward other pilots, regardless of 
  their scruples or morality.
  7
  I live my life by the light-year. No danger is too great 
  compared to the thrill.
  8
  I’d like to someday settle down with a special someone. 
  Just not today.
  
  45
  d6
  Ideal
  1
  Greater Good. I perform at my best when it’s for a 
  good cause. (Good)
  2
  Impartiality. I’ll take on any cause, just as long as I get 
  to fly. (Neutral)
  3
  Professional. Nothing is worse than abusing your skills 
  or taking them for granted. (Lawful)
  4
  Greatness. I’ll take out anyone that gets in my way at 
  becoming the best. (Evil)
  5
  Freedom. No one owns the stars. We’re free to go 
  wherever we choose. (Chaotic)
  6
  Glory. Through study and practice, I’ll be the greatest 
  pilot there ever was. (Any)
  d6
  Bond
  1
  I want to own and command my own ship one day.
  2
  No one is more important to me than my ship and my 
  crew.
  3
  I was stripped of my rank and want to prove my worth 
  to those I once worked for.
  4
  I have a friendly rivalry with another pilot who I used 
  to fly with.
  5
  I am the last survivor of my crew. I am very protective 
  of any new friends I make.
  6
  I did a job for the wrong people and wish to find a way 
  to clear my name.
  d6
  Flaw
  1
  I often like to be in control under any circumstances.
  2
  I tend to do something drastic or get distracted by the 
  wrong thing if I spend too long in one place.
  3
  I tend to take needless risks with my own life and the 
  lives of my companions.
  4
  I have no social graces outside of my profession.
  5
  I will sacrifice my companions for the sake of the ship.
  6
  I often treat those who have never traveled the stars as 
  if they are primitive barbarians.
  Scholar
  You specialize in a particular field of knowledge 
  which you’ve spent much of your early years studying. 
  Knowledge is the key to the mysteries of the universe and 
  you strive to learn enough to become a master in your 
  studied field.
  Skill Proficiencies: Astrophysics, Lore
  Languages: Two of your choice.
  Equipment: personal digital library, basic clothes, 75 
  cubil.
  Field of Study
  Every scholar has a specialized field of study. The 
  following table lists some examples.
  d10
  Origin
  d10
  Origin
  1
  Scientist
  5
  Teacher
  2
  Bio-technician
  6
  Data Researcher
  3
  Celestial 
  Cartographer
  7
  Professional 
  Student
  4
  Writer
  8
  Travel Expert
  Feature: Legwork
  You know how to find information, even when it’s been 
  buried deep within old data files or even the ancient 
  tomes of generations past. If you can’t find that, then 
  you know someone that can. You can use this to your 
  advantage whenever you’re attempting to learn details 
  or lore on a particular subject. What you uncover is at 
  the discretion of the GM depending on the information’s 
  obscure nature or level of importance to the campaign.
  Suggested Characteristics
  Many scholars define their worth by their level of 
  expertise and the ability to apply their exhaustive studies 
  whenever such a need arises. Knowledge is their most 
  valued resource. Some wish to attain it for the sake of 
  having it, while others may have greater goals toward 
  which they strive to achieve by learning.
  45
  
  46
  d8
  Personality Trait
  1
  I often use complicated words so people find it hard to 
  understand me.
  2
  I consistently brag that I am an invaluable font of 
  information.
  3
  I tend to patiently explain anything and everything to 
  those who I believe to be less intelligent.
  4
  There’s nothing more exciting to me than solving a 
  good mystery or puzzle.
  5
  I reserve my opinions until I’ve heard all sides of an 
  issue.
  6
  I speak.. very.. slowly.. to those I think are not as bright 
  as me, which is usually everyone.
  7
  I have no social graces. I feel awkward and out of place 
  almost everywhere.
  8
  I’m convinced people are only using me for my 
  knowledge and insight.
  d6
  Ideal
  1
  Knowledge. Power and self-enlightenment can only be 
  attained through knowledge. (Neutral)
  2
  Beauty. Everything can be beautiful to something else. 
  It is more important to learn why they are beautiful. 
  (Good)
  3
  Logic. You must never let your emotions get in the way 
  of pure logical thinking. (Lawful)
  4
  Power. The path to ultimate power above all others is 
  rooted in knowledge. (Evil)
  5
  Chance. We will never learn the rules that govern the 
  unknown until we’re willing to break all of our old 
  rules. (Chaotic)
  6
  Self-Improvement. Knowledge is the key to the 
  betterment of one’s self. (Any)
  d6
  Bond
  1
  I will do anything to protect my pupils or co-workers.
  2
  I’ve discovered a long lost secret which must never fall 
  into the wrong hands.
  3
  I manage a university or center of learning.
  4
  I am recording my entire life’s work to be passed down 
  to the next generation.
  5
  I have been searching my entire life for the answer to a 
  specific question.
  6
  I did some unsavory things for the knowledge I now 
  possess. I hope to use it to redeem myself.
  d6
  Flaw
  1
  I’m easily distracted by the promise of information.
  2
  I often put myself in grave danger for the chance to 
  learn something I consider important.
  3
  Forbidden knowledge can sometimes require making 
  great sacrifices, including innocents.
  4
  I tend to take complicated paths to reach simple 
  solutions.
  5
  I have no filter when I speak, which often results in 
  others being insulted.
  6
  Secrets are meant to be shared with someone.
  46
  
  47
  Soldier
  Trained to be a master of arms, you’ve spent years 
  practicing the art of combat. Your experience has taught 
  you how to survive in the field both alone and with a 
  group of fellow combatants. You may have been an army 
  grunt or a space marine. Or perhaps you spent your years 
  as a mercenary or a member of the Knights of Infinity.
  Skill Proficiencies: Athletics, Survival
  Tool Proficiencies: One vehicle type of your choice.
  Equipment: military/combat uniform, basic clothes, 
  150 cubil.
  Feature: Fellow at Arms
  During your career as a soldier, you’ve gained a position 
  of respect and authority amongst your peers. You can 
  make use of your military persona to gain friendly 
  alliances with other military factions. You may also 
  request sanctuary or safe passage, especially from others 
  of your own military organization.
  Suggested Characteristics
  Soldiers have seen the horror, ugliness, and grief 
  propagated by war. It is often their discipline and training 
  that saved them from falling apart physically and mentally. 
  Their experiences have shaped how they view the universe 
  and those that live within it. It has also greatly affected 
  their own concepts of honor and bonds of friendship. 
  d8
  Personality Trait
  1
  I am always stern, polite, and respectful.
  2
  I am haunted by visions and memories of war and the 
  things I have done to survive.
  3
  I’ve lost many friends which makes me cautious toward 
  making new ones.
  4
  In every combat situation, I can always bring up a 
  relevant war story.
  5
  Nothing and no one can shake my resolve.
  6
  I enjoy being the strongest or being the one in charge.
  7
  I have a very, very dark sense of humor.
  8
  There’s usually no time for a debate. I like simple, 
  direct solutions to every problem.
  d6
  Ideal
  1
  Co-existence. Everyone lives life the way they need to. 
  There are few things worth going to war over. (Neutral)
  2
  Greater Good. Protecting the lives of others is 
  something worth dying for. (Good)
  3
  Duty. I obey commands and respect authority. (Lawful)
  4
  Might. Only the strongest is meant to rule. (Evil)
  5
  Independence. Tyranny begins by enforcing rules that 
  limit the rights of others. (Chaotic)
  6
  Responsibility. Nothing is more important that the 
  people or place I’m sworn to protect. (Any)
  d6
  Bond
  1
  I would lay down my life for those who have fought 
  beside me in the past.
  2
  I will never leave a friend behind when they’re in 
  danger.
  3
  My honor is my life.
  4
  I’ll never forget the losses I suffered during a losing 
  battle. I intend to get justice for those I’ve lost.
  5
  The lives of my companions are far more valuable than 
  my own.
  6
  I will always fight for those who cannot do so for 
  themselves.
  d6
  Flaw
  1
  I have a particular enemy that haunts my thoughts and 
  dreams, leaving me terrified.
  2
  I have little respect for those who cannot handle 
  themselves in a fight.
  3
  I made a grave mistake that cost the lives of those 
  under my command. It’s a secret I intend to carry to my 
  grave.
  4
  I tend to go into a blind rage against my enemies.
  5
  I will obey any established law, even if it causes misery 
  and suffering.
  6
  I will never admit to my mistakes and will double down 
  on my proven falsehoods.
  Techie
  You’re a whiz when it comes to anything technical. 
  Computers and machines are your forte and also your 
  favorite topic of discussion. You’ve got connections 
  of the digital sort who are often the source of useful 
  information. If the “mundanes” out there knew what you 
  did, their brains would probably melt away.
  Skill Proficiencies: Computers, Mechanics
  Tool Proficiencies: Hacker’s kit or Mechanics Tools
  Languages: ALOMU (universal programming code), one 
  other language of your choice.
  Equipment: basic clothes, encrypted PDA, 150 cubil.
  Feature: Industry Professional
  You are an expert on the quality and rarity of electronics 
  and mechanical devices. You can easily identify the make 
  and model of certain computers and machines. You also 
  know various contacts that can find you deals on decent 
  tech gear and gear upgrades.
  Suggested Characteristics
  Techies have a deep love and understanding for 
  machines, which often reflects in their personality. They 
  
  48
  tend to approach most situations analytically, and often 
  find trouble communicating with different people. They 
  also carry a sense of imagination and wonder for the 
  future advancements of society.
  d8
  Personality Trait
  1
  I need to know how everything works, down to the last 
  circuit.
  2
  I am much better at dealing with machines than I am 
  with people.
  3
  I often feel the need to explain everything to everyone 
  down the them most minute detail.
  4
  I love showing off my work to all of my friends and 
  companions.
  5
  I do not like social confrontations and tend to avoid 
  them as much as possible.
  6
  I love to take things apart and put them back together 
  just to see how they function.
  7
  My love for technology is only surpassed by my love of 
  companionship.
  8
  I can’t stand seeing a piece of tech that is falling apart 
  due to negligence.
  d6
  Ideal
  1
  Focus. I don’t care what it’s used for, just as long as I’m 
  left alone to work on it. (Neutral)
  2
  Benefit. Technology should be used for the betterment 
  of everyone. (Good)
  3
  Logic. Like machines, everyone must do their part in 
  order for things to run smoothly. (Lawful)
  4
  Control. Control the machines that run society, and you 
  will control the people. (Evil)
  5
  Progressive. New discoveries are just around the 
  corner, just as long as we’re willing to take the chance. 
  (Chaotic)
  6
  Advancement. I use my skills to guide myself and those 
  with me into an extraordinary future. (Any)
  d6
  Bond
  1
  I created an abomination of technology that I will 
  regret for my remaining days.
  2
  My personal loss has driven me to bury myself into 
  machines over people.
  3
  I am in charge of a technological group of business.
  4
  I made a scientific discovery that must never fall into 
  the wrong hands.
  5
  I stole trade secrets from a megacorporation. They 
  have been searching form ever since.
  6
  My ultimate goal is to build the perfect machine.
  d6
  Flaw
  1
  I always assume that I am the smartest person in the 
  room.
  2
  I am easily distracted by the promise of new 
  technological discoveries.
  3
  I have little respect for those who have no knowledge 
  in my field of expertise.
  4
  I lose my temper at anyone who tells me I am wrong.
  5
  I often dismiss the emotions and feelings of others as 
  useless ramblings.
  6
  I find it difficult to distinguish between the importance 
  of living souls versus machines.
  48
  
  49
  Chapter 5. Equipment
  From the massive supermalls that grace the shopping 
  districts of major cities to the electronic vendor stations 
  along the halls of almost every space station, shopping is 
  a part of everyday life in almost every populated area in 
  the galaxy. Goods and services of all types, styles, shapes 
  and sizes can be found almost anywhere either physically 
  or online through the Silrayne Intergalactic Matrix. 
  Massive megacorporations push their ads across all 
  networks . Some manufacturers compete to make the 
  best, most cost effective gear for daily consumption, 
  while others specialize in high-grade luxury items or 
  vehicles. For those who brave the dangers of the deep 
  expanse, the right piece of gear at the right time could 
  mean the difference between life and death.
  This chapter covers the different types of common and 
  exotic gear, goods, and services your character may find 
  useful during their exploits.
  Starting Equipment
  During character creation, you receive a starting set of 
  equipment as defined by your class and background. 
  Alternatively, you may receive a certain amount of 
  wealth measured in Cubil (or “cu”), the standard 
  currency that is used throughout the Silrayne Arc. The 
  amount of cubil available to each starting character is 
  dependent on their character class and background. See 
  the Starting Wealth by Class table to determine how 
  much money you have to spend.
  Starting Wealth By Class
  Class
  Starting Money
  Engineer
  5d4 x 10 cu
  Melder
  4d4 x 10 cu
  Specialist
  4d4 x 10 cu
  Warrior
  5d4 x 10 cu
  Wealth and Currency
  Though most trade and purchases occur with the 
  exchange of money for products, the concept of wealth 
  and valuables aside from just monetary value still 
  prevails in these times. Trade goods, minerals, precious 
  stones, and collectibles are sometimes bartered for their 
  monetary value.
  Currency
  The standard form of galactic currency is the cubil 
  (abbreviated as cu). It is primarily used as a digital 
  currency, accepted anywhere by online transfer within 
  the core planets. For trade outside the core, however, 
  the cubil also has a physical representation: that of a 
  flat metallic disc (a coin) made of pressed meteoric ore 
  harvested from several planets within the galaxy.
  Selling Loot
  Opportunities abound to find treasure, gear, weapons, 
  armor, and more during your expeditions. Normally, you 
  can sell your gains when you return to a space station or 
  populated settlement, provided that you can find buyers 
  interested in your loot.
  Arms, Armor, and Gear: As a general rule, undamaged 
  weapons, armor, and other equipment fetch half their 
  cost when sold in trade. Weapons and armor used by 
  defeated enemies are rarely in good enough condition to 
  sell.
  Enhanced Gear and Core Stones: Selling these rare items 
  is problematic. Finding someone to buy a more common 
  item isn’t too hard, but other items are out of the realm 
  of most but the wealthiest citizens and merchants. 
  Likewise, aside from a few common gear enhancements 
  and stones, you won’t normally come across these items 
  for normal purchase. The value of high-grade tech and 
  Sorium core stones is far beyond the standard level of 
  trade and should always be treated as such.
  Gems, Jewelry, and Collectibles: These items retain their 
  full value in the marketplace, and you can either trade 
  them in for money or use them as currency for other 
  transactions. For exceptionally valuable treasures, the 
  GM might require you to find a buyer in a city or a major 
  spaceport.
  Trade Goods: On the fringes, many people conduct 
  transactions through barter. Like gems and art objects, 
  trade goods—ore, foodstuffs, gear parts, medicine, and 
  so on—retain their full value in trade and can be used as a 
  form of currency.
  Armor
  There are many different styles of armor that vary 
  between different cultures, races, and manufacturers. 
  The different types are classified below. Due to the 
  advancements in weapons manufacturing, armor has 
  become an absolute necessity for anyone traveling 
  beyond the reaches of civilization. Exploring the expanse 
  without at least a shield generator is a risky proposition 
  indeed.
  The Armor table shows the cost, weight, and other 
  properties of the common types of armor worn in Esper 
  Genesis.
  Armor Proficiency. Anyone can put on a suit of armor 
  or strap a shield to an arm. Only those proficient in the 
  armor’s use know how to wear it effectively, however. 
  Your class gives you proficiency with certain types of 
  armor. If you wear armor that you lack proficiency with, 
  you have disadvantage on any ability check, saving throw, 
  or attack roll that involves Strength or Dexterity, and you 
  can’t use esper powers.
  
  50
  Armor Class (AC). Armor protects its wearer from 
  attacks. The armor (and shield) you wear determines 
  your base Armor Class.
  Heavy Armor. Heavier armor interferes with the wearer’s 
  ability to move quickly, stealthily, and freely. If the Armor 
  table shows “Str 13” or “Str 15” in the Strength column 
  for an armor type, the armor reduces the wearer’s speed 
  by 10 feet unless the wearer has a Strength score equal to 
  or higher than the listed score.
  Stealth. If the Armor table shows “Disadvantage” in the 
  Stealth column, the wearer has disadvantage on Dexterity 
  (Stealth) checks.
  Shields. A shield is made from wood or metal and is 
  carried in one hand. Wielding a shield increases your 
  Armor Class by 2. You can benefit from only one shield at 
  a time.
  Light Armor
  Made from supple and thin materials, light armor favors 
  agile adventurers since it offers some protection without 
  sacrificing mobility. If you wear light armor, you add your 
  Dexterity modifier to the base number from your armor 
  type to determine your Armor Class.
  Flight Suit: A layered set of clothing that provides basic 
  protection from harsh climates.
  Armor Jacket: Lined with a protective mesh, this light 
  jacket provides adequate protection while still allowing 
  full movement without restriction.
  Light Trooper: A padded suit with a hardened flexible 
  overlay. Standard issue for most grunts.
  Infiltration Suit: A full body suit made from high grade 
  polymer blends. Expensive but effective.
  Medium Armor
  Medium armor offers more protection than light armor, 
  but it also impairs movement more. If you wear medium 
  armor, you add your Dexterity modifier, to a maximum 
  of +2, to the base number from your armor type to 
  determine your Armor Class.
  Reinforced Mesh: Multiple layers of micro-woven fiber 
  mesh. It most often comes in the form of a vest or torso 
  covering.
  Military Jacket: Popular amongst officers and mercs, 
  this jacket’s interior is lined with protective plates and 
  hard padding.
  Medium Trooper: Much like the light variant, this is a suit 
  of layered padding with a chest piece and guards made of 
  tempered polymer plating.
  Electroplating: This variant of the trooper armor has 
  been fitted with durable polarized plating charged with 
  an energy core set into the breastplate.
  Heavy Armor 
  Of all the armor categories, heavy armor offers the best 
  protection. These suits of armor cover the entire body 
  Armor Table
  Name
  Cost (cu)
  Base AC
  Strength
  Stealth
  Light Armor (+ full Dex Bonus)
  Flight Suit
  50
  11
  -
  Disadvantage
  Armor Jacket
  100
  11
  -
  -
  Light Trooper
  450
  12
  -
  Disadvantage
  Infiltration Suit
  1200
  12
  -
  -
  Medium Armor (+2 max Dex bonus)
  Reinforced Mesh
  100
  12
  -
  -
  Military Jacket
  500
  13
  -
  -
  Medium Trooper
  500
  14
  -
  Disadvantage
  Electroplating
  7500
  15
  -
  Disadvantage
  Heavy Armor (no Dex bonus)
  Guardian
  300
  14
  -
  Disadvantage
  Heavy Trooper
  750
  16
  Str 13
  Disadvantage
  Centurion
  2000
  17
  Str 15
  Disadvantage
  Power Armor
  15000
  18
  Str 16
  Disadvantage
  Shields
  Reinforced
  100
  +2
  -
  -
  Portable Shield Device (PSD)
  50
  Special
  -
  -
  
  51
  and are designed to stop a wide range of attacks. Only 
  proficient warriors can manage their weight and bulk.
  Heavy armor doesn’t let you add your Dexterity 
  modifier to your Armor Class, but it also doesn’t penalize 
  you if your Dexterity modifier is negative.
  Guardian: Often made of inexpensive material, this 
  bulky armor is a combination of thick padding, rigid 
  metal plates and mesh weaving. It is popular amongst 
  space miners and bunker sentries.
  Heavy Trooper: This is a full suit of reinforced mesh 
  underneath a layer of interlocking plates made from 
  hardened composite. Armored gloves and boots are 
  included as well.
  Centurion: A suit of heavy trooper armor outfitted 
  with a tempered metal chest piece, shoulder guards 
  and greaves. This armor is often limited to high-ranking 
  soldiers and elite infantry.
  Powered Armor: The best in full body protection, 
  this high-grade armor is bolstered with an additional 
  hardened layer and energy shielding powered with a self-
  sustaining power core.
  Getting in and Out of Armor
  Required time for equipping armor depends on its 
  category.
  Suit Up: This is the time it takes to put on armor. You 
  benefit from the armor’s AC only if you take the full time 
  to don the suit of armor.
  Un-suit: This is the time it takes to take off armor. If you 
  have help, reduce this time by half.
  Suiting Up and Un-suiting
  Category
  Suit Up
  Un-suit
  Light Armor
  1 minute
  1 minute
  Medium Armor
  3 minutes
  1 minute
  Heavy Armor
  5 minutes
  2 minutes 
  Shield
  1 action
  1 action
  Shields
  Shields come in multiple designs – curved, cornered, 
  composite, energy, etc. All work along the same function, 
  being worn on the off hand and used manually against 
  incoming attacks. The only exception is the Portable 
  Shield Device which is active at all times
  SPECIAL ARMOR: PORTABLE SHIELD DEVICE
  A PSD or portable shield device is often worn amongst long 
  distance travelers. It has a Sorium core and is designed to 
  repel high velocity weapon fire from weapons using the 
  same technology. It can be tailored to fit on any wearable 
  hard surfaced item like a bracer, belt, helmet, or the like. 
  While it provides no bonus to AC, it counts as wearing armor 
  versus weapons that possess the Kinetic property. It also 
  provides a +2 bonus to Burst Saves if worn without armor.
  Without a PSD or any armor, a kinetic weapon delivers an 
  additional die of damage and causes the Wounded condition 
  (see New Condition Status).
  51
  
  52
  Weapons Table
  Name
  Cost
  Damage
  Range
  Weight
  Properties
  Simple Melee Weapons
  Club
  1 cu
  1d4 bludgeoning
  -
  2 lb.
  Light
  Combat Knife
  20 cu
  1d4 piercing
  (20/60)
  1 lb.
  Finesse, light, thrown
  Handaxe
  50 cu
  1d6 slashing
  (20 60)
  2 lb.
  Light, thrown
  Metal Baton
  20 cu
  1d6 bludgeoning
  -
  3 lb.
  —
  Spear
  25 cu
  1d6 piercing
  (20/60)
  3 lb.
  Thrown, versatile (1d8)
  Staff
  10 cu
  1d6 bludgeoning
  -
  4 lb.
  Versatile (1d8)
  Power Gauntlets
  20 cu
  1d4 bludgeoning
  -
  1 lb.
  Light
  Wrist Blades
  10 cu
  1d4 slashing
  -
  1 lb.
  Finesse, light
  Simple Ranged Weapons
  Pistol, light
  200 cu
  1d6 piercing
  (50/150)
  1 lb.
  Adaptable, ammunition, light, reload (15 shots)
  Rifle, short
  250 cu
  1d8 piercing
  (70/210)
  3 lb.
  Ammunition, reload (6 shots)
  Throwing Blade
  2 cu
  1d4 piercing
  (30/90)
  1/4 lb.
  Finesse, thrown
  Martial Melee Weapons
  Energy Staff
  150 cu
  1d6 bludgeoning
  -
  2 lb.
  Reach, energy burst, two handed
  Forearm Blade
  250 cu
  1d6 slashing
  -
  2 lb.
  Finesse, light
  Glaive
  200 cu
  1d10 slashing
  -
  6 lb.
  Heavy, reach, two-handed
  Grandblade
  500 cu
  2d6 slashing
  -
  6 lb.
  Heavy, two handed
  Greataxe
  300 cu
  1d12 slashing
  -
  7 lb.
  Heavy, two handed
  Longblade
  150 cu
  1d8 slashing
  -
  3 lb.
  Versatile (1d10)
  Microfilament Whip
  250 cu
  1d6 slashing
  -
  2 lb.
  Finesse, reach
  Sabre
  200 cu
  1d8 slashing
  -
  3 lb.
  Finesse
  Shortblade
  100 cu
  1d6 piercing
  -
  2 lb.
  Finesse, light
  Warhammer
  150 cu
  1d8 bludgeoning
  -
  3 lb.
  Versatile (1d10)
  Martial Ranged Weapons
  Bow, Compound
  400 cu
  1d6 piercing
  (100/400)
  2 lb.
  Ammunition, two handed
  Pistol, arm
  500 cu
  1d6 piercing
  (30/120)
  1 lb.
  Ammunition (6 shots), reload
  Pistol, auto
  250 cu
  1d6 piercing
  (60/300)
  2 lb.
  Kinetic, burst fire (2)
  Pistol, heavy
  400 cu
  1d8 piercing
  (50/250)
  3 lb.
  Kinetic, burst fire (2), recoil (1)
  Rifle, auto
  300 cu
  1d10 piercing
  (80/400)
  5 lb.
  Kinetic, burst fire (3), recoil (1), two handed
  Rifle, heavy
  500 cu
  2d6 piercing
  (100/500)
  8 lb.
  Kinetic, burst fire (3), heavy, recoil (2), two handed
  Rifle, sniper
  800 cu
  2d8 piercing
  (300/2000)
  8 lb.
  Kinetic, heavy, two handed, special 
  Shotgun
  250 cu
  1d8 piercing
  (30/90)
  7 lb.
  Reload, two handed, special
  Grenades
  Fragmentation
  100 cu
  2d4 special
  Special
  1 lb.
  Explosive, thrown, special
  EMP
  120
  --
  Special
  1 lb.
  Thrown, special
  Gas
  200 cu
  1d6 poison
  Special
  1 lb.
  Thrown, special
  Phosphorus
  500 cu
  1d6 fire
  Special
  1 lb.
  Explosive, thrown, special
  Stun
  300 cu
  --
  Special
  1 lb.
  Thrown, special
  
  53
  Weapons
  Your class grants proficiency in certain weapons, 
  reflecting both the class’s focus and the tools you are 
  most likely to use. Whether you favor a blade or a pistol, 
  your weapon and your ability to wield it effectively 
  can mean the difference between life and death while 
  adventuring.
  The Weapons table shows the most common weapons 
  used in the Esper Genesis, their price and weight, 
  the damage they deal when they hit, and any special 
  properties they possess. Every weapon is classified as 
  either melee or ranged. A melee weapon is used to attack 
  a target within 5 feet of you, whereas a ranged weapon is 
  used to attack a target at a distance.
  Weapon Proficiency
  Your race, class, and feats can grant you proficiency with 
  certain weapons or categories of weapons. The two 
  categories are simple and martial. Most people can use 
  simple weapons with proficiency. These weapons include 
  clubs, batons, and other weapons often found in the 
  hands of commoners. Martial weapons, including swords, 
  axes, and polearms, require more specialized training 
  to use effectively. Most warriors use martial weapons 
  because these weapons put their fighting style and 
  training to best use.
  Proficiency with a weapon allows you to add your 
  proficiency bonus to the attack roll for any attack you 
  make with that weapon. If you make an attack roll using 
  a weapon with which you lack proficiency, you do not 
  add your proficiency bonus to the attack roll.
  Weapon Properties
  Many weapons have special properties related to their 
  use, as shown in the Weapons table.
  Adaptable: A ranged weapon with this property can 
  be used in close quarters combat without suffering a 
  disadvantage on attack rolls.
  Ammunition: You can use a weapon that has the 
  ammunition property to make a ranged attack only if 
  you have ammunition to fire from the weapon. Each 
  time you attack with the weapon, you expend one piece 
  of ammunition. Drawing ammunition from a case or 
  cocking a sidearm are all part of the attack (requiring a 
  free hand for a one-handed weapon). If you use a weapon 
  that has the ammunition property to make a melee 
  attack, you treat the weapon as an improvised weapon 
  (see “Improvised Weapons” later in the section).
  Burst Fire: A weapon with the burst fire property can 
  make a normal single-target attack, or it can spray a 10-
  foot cube (4 map squares) within the weapon’s normal 
  range. A burst is far more uncontrolled than an aimed 
  shot. A burst fire attack can only be taken once per turn 
  and must be within the weapon’s short range.
  Any creature within the 10-foot cube must make a 
  Dexterity saving throw versus the Burst DC or suffer the 
  weapon’s damage. A +2 bonus can be added if a PSD is 
  used without armor (see armor below). Ability modifiers 
  cannot be added to the damage roll for a burst fire 
  attack.
  Burst Save DC = 8 + attacker’s proficiency score + 
  attacker’s Dexterity modifier.
  A weapon can be fired in burst as many times as the 
  number in parenthesis before requiring a full round 
  for the clip to replenish ammunition. This can also be 
  avoided by using an action or bonus action to change out 
  a clip. Changing a clip requires at least one free hand.
  Energy Burst. When a successful attack is made with a 
  weapon with this property, a bonus action can be used to 
  fire a burst of energy from its tip or edge. The target must 
  make a DC 13 Constitution saving throw or be knocked 
  prone.
  Explosive. When a target wearing no armor (or PSD) 
  and with no natural armor takes damage form a weapon 
  with this property, the target suffers twice the number 
  of damage dice and be considered Wounded (see 
  Conditions)
  Finesse. When making an attack with a finesse weapon, 
  you use your choice of your Strength or Dexterity modifier 
  for the attack and damage rolls. You must use the same 
  modifier for both rolls.
  Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. A heavy weapon’s size and bulk 
  make it too large for a Small creature to use effectively.
  Kinetic. This property allows a weapon to fire high 
  velocity bullets in quick succession from a clip modified 
  with a Sorium core. There is no need to replenish 
  ammunition unless depleted through Burst Fire. Any 
  target that is wearing no armor (or PSD) and has no 
  natural armor takes an additional die of damage and be 
  considered Wounded (see Conditions) when hit by any 
  weapon with this property.
  Light. A light weapon is small and easy to handle, 
  making it ideal for use when fighting with two weapons.
  Range. A weapon that can be used to make a ranged 
  attack has a range in parentheses after the ammunition 
  or thrown property. The range lists two numbers. The 
  first is the weapon’s normal range in feet, and the second 
  indicates the weapon’s long range. When attacking a 
  target beyond normal range, you have disadvantage 
  on the attack roll. You can’t attack a target beyond the 
  weapon’s long range.
  Reach. This weapon adds 5 feet to your reach when you 
  attack with it, as well as when determining your reach for 
  opportunity attacks with it. 
  Recoil. This numerical value indicates the minimum 
  strength bonus required to handle a high powered 
  recoil weapon without penalty. If this requirement is not 
  met, you may not add your Dexterity bonus to attack 
  or damage rolls. In addition, if the recoil value is higher 
  than your Strength modifier by 2 or more, you are also at 
  disadvantage to all attack rolls made with the weapon.
  Reload. Because of the time required to load this 
  weapon, you can fire only one piece of ammunition from 
  
  54
  Miscellaneous Gear
  Item
  Cost
  Weight
  Item
  Cost
  Weight
  Ammunition
  Metal Pole (10-foot)
  30
  7 lb.
  Arrows, steel (20)
  10
  1 lb.
  Microfilament Wire (50 feet)
  250
  1 lb.
  Bullets (20)
  20
  1 lb.
  Microanalyzer (digital microscope)
  300
  3 lb.
  Antitoxin (ampoule)
  500
  —
  Micro-Toolset
  20
  8 lb.
  Backpack
  20
  5 lb.
  Mirror, hand
  30
  0.5 lb.
  Bag, large
  10
  2 lb.
  Motion Sensor
  500
  5 lb.
  Bag, small
  5
  1 lb.
  Pack Attachment
  200
  3 lb.
  Binoculars
  20
  2 lb.
  Padlock (digital)
  50
  1 lb.
  Bio-suit
  2000
  10 lb.
  Perfume (bottle)
  100
  —
  Blanket
  20
  3 lb.
  Perfume (vial)
  50
  —
  Bolt Cutter
  40
  2 lb.
  Personal Computer
  300
  4 lb.
  Briefcase
  25
  2 lb.
  Plasma Torch
  250
  2 lb.
  Caltrops (box of 20)
  20
  2 lb.
  Poison, basic (ampoule)
  1000
  —
  Chain (10 feet)
  50
  10 lb.
  Portable Media Device
  200
  0.5 lb.
  Chemical Bandage
  30
  1 lb.
  Propane Lighter (pocket)
  1
  --
  Climber’s kit
  250
  12 lb.
  Ration pack (1 day)
  20
  2 lb.
  Clothing
  Recording Unit
  150
  1 lb.
  Basic
  50
  3 lb.
  Restraints (metallic)
  10
  0.5 lb.
  Fine
  150
  4 lb.
  Restraints (reinforced)
  20
  6 lb.
  Traveling
  20
  4 lb.
  Rope, cable (50 feet)
  100
  5 lb.
  Crowbar
  20
  5 lb.
  Sensory Jammer
  500
  --
  Datapad
  50
  1 lb.
  Shovel
  10
  1 lb.
  Diving Gear
  1200
  1 lb.
  SIM Goggles
  1000
  0.5 lb.
  Fire Extinguisher
  20
  10 lb.
  SIM Unit
  500
  2 lb.
  First Aid Kit
  50
  3 lb.
  Sleeping Bag
  10
  4 lb.
  Flare (pack of 6)
  10
  3 lb.
  Sealed Bag
  50
  2 lb.
  Flashlight
  10
  0.5 lb.
  Storage Crate
  50
  10 lb.
  Flask, small
  10
  1 lb.
  Tent (3-5 person)
  40
  20 lb.
  Flight Uniform
  40
  5 lb.
  Themos
  20
  3 lb. (full)
  Glow Sticks (10)
  2
  0.5 lb.
  Two-Way Communicator
  200
  2 lb.
  Grapple Gun
  500
  3 lb.
  Hammer
  10
  3 lb.
  Hammer, sledge
  20
  10 lb.
  Healing ampoule
  500
  0.5 lb.
  Holo-projector
  1000
  —
  Ladder (10-foot)
  10
  25 lb.
  Longcoat
  50
  4 lb.
  Mag-lock
  300
  3 lb.
  Magnetic Boots
  1500
  8 lb.
  Mag-seal case
  300
  2 lb.
  Container Capacity
  Container
  Capacity
  Backpack
  1 cubic foot/30 pounds of gear
  Bag, large
  2 cubic feet/40 pounds of gear
  Bag, small
  0.5 cubic foot/10 pounds of gear
  Briefcase
  0.5 cubic foot/20 pounds of gear
  Sealed Bag
  3 gallons liquid, 1/2 cubic foot solid
  Storage Crate
  12 cubic feet/300 pounds of gear
  Thermos
  3 pints liquid
  
  55
  it when you use an action, bonus action, or reaction 
  to fire it, regardless of the number of attacks you can 
  normally make.
  Special. A weapon with the special property has 
  unusual rules governing its use, explained in the weapon’s 
  description (see “Special Weapons” later in this section).
  Thrown. If a weapon has the thrown property, you 
  can throw the weapon to make a ranged attack. If the 
  weapon is a melee weapon, you use the same ability 
  modifier for that attack roll and damage roll that you 
  would use for a melee attack with the weapon. For 
  example, if you throw a handaxe, you use your Strength, 
  but if you throw a combat knife, you can use either your 
  Strength or your Dexterity, since the knife has the finesse 
  property.
  Two-Handed. This weapon requires two hands when you 
  attack with it.
  Versatile. This weapon can be used with one or two 
  hands. A damage value in parentheses appears with the 
  property—the damage when the weapon is used with two 
  hands to make a melee attack.
  Improvised Weapons
  Sometimes characters don’t have their weapons and 
  have to attack with whatever is at hand. An improvised 
  weapon includes any object you can wield in one or two 
  hands, such as broken glass, a table leg, a crowbar, a 
  brick, or a robot arm.
  Often, an improvised weapon is similar to an actual 
  weapon and can be treated as such. For example, a 
  crowbar is akin to a club. At the GM’s option, a character 
  proficient with a weapon can use a similar object as if it 
  were that weapon and use his or her proficiency bonus.
  An object that bears no resemblance to a weapon deals 
  1d4 damage (the GM assigns a damage type appropriate 
  to the object). If a character uses a ranged weapon to 
  make a melee attack, or throws a melee weapon that 
  does not have the thrown property, it also deals 1d4 
  damage. An improvised thrown weapon has a normal 
  range of 20 feet and a long range of 60 feet.
  Special Weapons
  Weapons with special rules are described here.
  Shotgun: This weapon fires in a 30 ft. cone at one 
  target. Roll to hit the target and use the rules for Burst 
  Fire for anyone else caught within the radius. Firing at 10 
  feet will crit on a natural 19 or 20.
  Sniper Rifle: The minimum distance for this weapon is 
  40 ft. If used at a closer distance, the attacker will suffer a 
  disadvantage to the attack roll. Using this weapon requires 
  both a standard and bonus action. Any attack roll of a 19 
  or 20 with this weapon will count as a critical hit.
  55
  
  56
  Grenades
  A grenade can be thrown with a successful Strength 
  (Athletics) check. The Grenade Range table provides the 
  DC required to reach the intended range. If the roll is 
  successful, each target in a 15 foot radius must make a 
  DC 14 Dexterity saving throw, taking the full damage on a 
  failed save, or half as much on a successful one.
  If the Strength check made to throw the grenade is 
  unsuccessful, the targets will only take half damage on 
  a failed save and no damage on a successful one. In 
  addition, all targets gain advantage to saves versus the 
  grenades’ effects, if any.
  There are five common types of grenades.
  Fragmentation. Often nicknamed “frag grenades”, these 
  are the most common type of grenade used in military 
  confrontations. When the grenade explodes, shards of 
  shrapnel are propelled at high velocity within the area.
  EMP. Short for “electro-magnetic pulse”, these grenades 
  release a pulse of electricity that targets electronics and 
  powered equipment. These grenades do no damage and 
  have no effect on living targets. All mechanical constructs 
  and automatons must make a DC 12 Intelligence saving 
  throw or be considered Impaired until the end of their 
  next turn (see Appendix A: Conditions)
  In addition, any unshielded computer panel or 
  electronic device not worn by another creature will cease 
  to function until the start of your next turn.
  Gas. These grenades release a toxic gas within its area of 
  effect. In addition to damage, each target that fails their 
  saving throw are also considered poisoned (see Appendix 
  A: Conditions)
  Phosphorous. This incendiary grenade produces intense 
  heat through an explosive chemical reaction. Targets who 
  fail their saving throw take an additional 1d6 fire damage 
  at the end of each of their turns. To extinguish the flames, 
  the target must spend an action and make a successful 
  DC 10 Dexterity saving throw.
  In addition, until the end of your next turn, any creature 
  entering the area of effect suffers 1d6 fire damage.
  Stun. This grenade deals no damage, however any target 
  who fails their Dexterity saving throw versus this grenade 
  must then make a DC 13 Constitution saving throw or be 
  considered Stunned until the end of their next turn.
  Grenade Range
  Minimum Required Distance
  DC
  20 ft.
  10
  40 ft.
  12
  50 ft.
  14
  60 ft.
  16
  Substitute Weapon Types
  The list on the Weapons table covers most of the standard 
  weapon types used in Esper Genesis. Though there are 
  many different styles and types of weapons, many of them 
  fall under one of the broad categories listed. A longblade, 
  for example, covers weapons such as the katana.
  Similarly, a laser sword could be a longblade that 
  deals radiant damage. The same applies to guns as 
  well. Removing the burst fire property from a pistol and 
  changing the damage to necrotic makes it a disruptor 
  pistol. Or similarly, using radiant damage instead would 
  make it a laser pistol. 
  FIREARM DAMAGE IN OTHER SETTINGS
  It is important to note that a majority of guns would 
  normally deal significantly more damage than presented in 
  a setting with less advanced technology, such as a fantasy 
  based setting. This is due to the advanced protections 
  offered by modern day armor. Those wearing no armor or 
  PSD suffer far more damage when shot by any of the more 
  advanced firearms. Please refer to the Kinetic and Explosive 
  weapon properties for more information on this.
  Miscellaneous Gear
  This section describes items that have special rules or 
  require further explanation.
  Antitoxin. A creature that drinks or is injected with 
  this liquid gains advantage on saving throws against 
  poison for 1 hour. It confers no benefit to automatons or 
  constructs.
  Bio-suit. This bulky outfit is often used whenever 
  walking into zones deemed to be biohazards. The suit has 
  a built in air filtration unit and is chemically sealed. While 
  wearing this suit, you are immune to poison and disease, 
  however, your movement rate is halved and you cannot 
  take reactions.
  Caltrops. As an action, you can spread a box of 
  caltrops to cover a square area that is 5 feet on a side. 
  Any creature that enters the area must succeed on a DC 
  15 Dexterity saving throw or stop moving this turn and 
  take 1 piercing damage. Taking this damage reduces the 
  creature’s walking speed by 10 feet until the creature 
  regains at least 1 hit point. A creature moving through 
  the area at half speed doesn’t need to make the save.
  Chain. A chain has 10 hit points. It can be burst with a 
  successful DC 20 Strength check.
  Chemical Bandage. This foam spray has 10 uses. As an 
  action, you can spend one use of this item to remove the 
  Wounded condition from one creature.
  Climber’s Kit. A climber’s kit includes spikes, 
  interlocking hooks, boot tips, mag-gloves, and a climbing 
  harness. You can use the climber’s kit as an action to 
  anchor yourself; when you do, you can’t fall more than 
  25 feet from the point where you anchored yourself, and 
  you can’t climb more than 25 feet away from that point 
  without undoing the anchor.
  Crowbar. Using a crowbar grants advantage to Strength 
  checks where the crowbar’s leverage can be applied.
  Datapad. This is a portable digital reading device 
  which allows basic written information, data, images, 
  and maps to be read and transferred from a linked 
  master computer terminal which must be within a range 
  of 200 feet.
  
  57
  Diving Gear. This set of gear includes a wetsuit, oxygen 
  supply, and attachments for underwater maneuvering. 
  While using this gear, you ignore any underwater 
  movement penalties and have advantage on any Strength 
  (Athletics) rolls required for swimming checks made 
  underwater. You gain no benefit from this item if you are 
  wearing any armor other than a PSD.
  Fire Extinguisher. You may spend an action to extinguish 
  any normal fire or remove any ongoing fire damage effect 
  from any target in a 15 foot cone. This item has 10 uses.
  Flare. A flare burns for 1 hour, providing bright light in 
  a 20-foot radius and dim light for an additional 20 feet.
  Flashlight. A flashlight can be either held or mounted 
  on a wrist strap, head mount, or chestpiece. It casts 
  bright light in a 60-foot cone and dim light for an 
  additional 60 feet.
  First Aid Kit. This kit is contains bandages, ointments, 
  and pain medication. The kit has ten uses. As an action, 
  you can expend one use of the kit to stabilize a creature 
  that has 0 hit points, without needing to make a Wisdom 
  (Medicine) check.
  Glow Sticks. Each of these sticks glows for 30 minutes, 
  providing dim light in a 20-foot radius.
  Grapple Gun. This item has 50 feet of a strong, thin 
  climbing cable coiled within its base. It can be fired and 
  tethered to a surface with a successful DC 12 Dexterity 
  check and hook onto a solid ledge or against most non-
  metallic surfaces. When using this device, you ignore any 
  Strength rolls required for climbing checks and have a 
  climbing rate of 30. It can hold up to 2 people without 
  snapping. The cable has 3 hit points and an AC of 9 while 
  extended. If used for anything but climbing, however, skill 
  checks may still be required up to the GM’s discretion.
  Healing Ampoule. A creature that drinks or is injected 
  with this liquid regains 2d4 + 2 hit points. Drinking or 
  administering this medical vial takes an action.
  Holo-projector. Linking this item to a SIM Unit or 
  Recording Unit allows you to create three-dimensional 
  recordings within a 10-foot square which include both 
  video and audio. The recordings can last up to 3 minutes 
  and are saved onto recording chips which can be played 
  again on any holo-projector.
  Mag-lock. This magnetic clamp lock can be placed on 
  any medium to large container, normal door, or latch. It 
  has a digital coded lock and can only be opened with a 
  successful DC 16 Dexterity check with Infiltration tools or 
  a DC 15 Intelligence check with a Hacker’s kit.
  Magnetic Boots. Often used by spacers and starship 
  technical crew, these boots allow you to secure yourself 
  onto any metallic surface. In Zero-G, you can move at a 
  rate of 10 feet and do not suffer from disadvantages to 
  ability checks associated with being in Zero-G. In normal 
  gravity, you cannot move and cannot be pushed, pulled, 
  or knocked prone.
  Mag-Seal Case. This is a normal briefcase (see Container 
  Capacity) equipped with a small mag-lock.
  Microfilament Wire. Often used as a lighter, more 
  durable replacement for rope or cable, this thin wire, 10 
  hit points and an AC of 12.
  Micro Toolset. This small set of tools grants you 
  advantage on any Wisdom (Mechanics) skill checks to 
  repair minor electronic tools and devices such as a SIM 
  Unit or Portable Media Device. This provides no benefit 
  for complex items such as automatons, computers, 
  drones, weapons, or vehicles.
  Motion Sensor. This device is linked to a display screen 
  which presents the device’s data. The device can sense 
  motion through walls and solid surfaces, indicating the 
  location of any moving object within 50 feet.
  Pack Attachment. This is a container the size of a 
  backpack that may be attached directly to the back of 
  any suit of medium or heavy armor. Items carried within 
  this container have their weight reduced by half.
  Padlock. Equipped with a key and digital keypad. 
  Without the code, the lock can be picked with infiltration 
  tools and a successful DC 15 Dexterity check.
  Personal Computer. A tablet screen with attachable 
  keyboard. It runs standard programs and allows for a 
  mundane connection to the Silrayne Intergalactic Matrix.
  Plasma Torch. This small, handheld torch deals 3d6 
  points of fire damage each round to an immobile 
  object not worn by another creature. The torch requires 
  precision to operate effectively. If used as an improvised 
  weapon, its damage is reduced to 1d6.
  Poison (ampoule). A creature that drinks or is injected 
  with this liquid must make DC 10 Constitution saving 
  throw or take 1d4 poison damage and is considered 
  poisoned for 1 minute. The full contents must be used in 
  order to achieve any effect.
  Portable Media Device. This could be anything from 
  a digital assistant to a wristphone to smart glasses. 
  PMDs represent any portable device used in everyday life 
  in order to store data, contact others, and access the 
  Silrayne Intergalactic Matrix.
  Recording Unit . Usually a piece of headgear or body 
  attachment, this device can record panoramic video 
  at all angles including the recorder and broadcast it 
  simultaneously over multiple media formats. Popular 
  amongst journalists and artists.
  Restraints (metallic). These can be used to bind a Small 
  or Medium creature. Escaping the restraints requires 
  a successful DC 20 Dexterity check. Breaking them 
  requires a successful DC 20 Strength check. Each set of 
  restraints comes with one key. Without the key, a creature 
  proficient with infiltration tools can pick the manacles’ 
  lock with a successful DC 15 Dexterity check. Manacles 
  have 15 hit points.
  Restraints (reinforced) . Similar to metal restraints, 
  however, these are made of a high-grade, chemically 
  hardened polymer. These restraints have 25 hit points.
  Rope (cable) . This thin braided cable has 10 hit points 
  and can be burst with a DC 20 Strength check.
  Sensory Jammer. This device counteracts the effect 
  of any electronic motion sensor within 50 feet. The 
  jamming signal can be detected with a successful DC 14 
  Intelligence (Computers) check. This device has no effect 
  on detection based esper talents or techniques.
  
  58
  SIM Unit. This rig is attached to a headpiece that allows 
  the user direct access to the Silrayne Intergalactic Matrix. 
  Unlike regular portable media, a SIM unit allows the user 
  to create and modify programs and experience the SIM in 
  a virtual reality environment using a digital persona.
  Two-way communicator . Includes two small earpieces or 
  wrist devices with a range of 150 miles. Up to twenty of 
  these devices can be linked to the same frequency.
  EQUIPMENT PACKS
  The starting equipment you get from your class includes 
  a collection of useful adventuring gear, put together in a 
  pack. The contents of these packs are listed here. If you are 
  buying your starting equipment, you can purchase a pack 
  for the price shown, which might be cheaper than buying 
  the items individually.
  Agent’s Pack (550 cu). Includes a backpack, flashlight, 
  metallic restraints, recording unit, 6 flares, 5 days of rations, 
  and 50 feet of microfilament wire.
  Explorer’s Pack (600 cu). Includes a backpack, flashlight, 6 
  flares inflatable bed, mini-heating unit, weather-mesh coat, 10 
  days of rations, thermos, and 50 feet of microfilament wire.
  Scientist’s Pack (650 cu). Includes a backpack, data library, 
  microanalyzer, personal computer, sample kit, 2 magseal 
  jars, injector gun.
  Soldier’s Pack (650 cu). Includes a backpack, binoculars, 
  flashlight, first aid kit, 6 flares, 10 days of rations, reinforced 
  restraints, 50 feet of rope cable, sleeping bag, thermos, 
  two-way communicator.
  Technician’s Pack (500 cu). Includes a backpack, datapad, 
  flashlight, micro-toolset, plasma torch, recording unit, 
  toolbag (large).
  Tools
  A tool helps you to do something you couldn’t otherwise 
  do, such as craft or repair an item, forge a document, or 
  pick a lock. Your race, class, background, or feats give 
  you proficiency with certain tools. Proficiency with a tool 
  allows you to add your proficiency bonus to any ability 
  check you make using that tool. Tool use is not tied to 
  a single ability, since proficiency with a tool represents 
  broader knowledge of its use. For example, the GM might 
  ask you to make a Dexterity check to install a new circuit 
  with your electrician’s tools, or a Strength mount a heavy 
  metal engine part.
  Tools
  Item
  Cost
  Weight
  Artisan’s Tools
  Brewer’s Supplies
  200
  9 lb.
  Carpenter’s Tools
  80
  6 lb.
  Chemistry Supplies
  500
  8 lb.
  Cooking Supplies
  20
  8 lb.
  Digital Technician’s Tools
  500
  5 lb.
  Gunsmith’s Tools
  300
  6 lb.
  Jeweler’s Tools
  250
  2 lb.
  Mason’s Tools
  100
  8 lb.
  Mechanic’s Tools
  500
  10 lb.
  Metalworker’s Tools
  400
  10 lb.
  Potter’s Tools
  100
  3 lb.
  Smith’s Tools
  200
  8 lb.
  Tailoring Supplies
  30
  10 lb.
  Disguise Kit
  250
  3 lb.
  Forgery Kit
  300
  3 lb.
  Gaming Set
  Dice Set
  5
  --
  Playing Card Set
  2
  --
  Digital Game Device
  50
  --
  Hacker’s Kit
  350
  2 lb.
  Herbalism Kit
  50
  3 lb.
  Infiltration Tools
  250
  2 lb.
  Medical Kit
  500
  5 lb.
  Musical Instrument
  Drums
  60
  2 lb.
  Flute (or any woodwind instrument))
  200
  2 lb.
  Guitar (or any string variation)
  350
  5 lb.
  Bugle (or any small brass instrument)
  200
  2 lb.
  Keyboard Synthesizer
  450
  3 lb.
  Tuba (or any large brass instrument)
  400
  5 lb.
  Vehicles
  *
  *
  58
  
  59
  Artisan’s Tools. These special tools include the items 
  needed to pursue a craft or trade. The table shows 
  examples of the most common types of tools, each 
  providing items related to a single craft.
  Proficiency with a set of artisan’s tools lets you add 
  your proficiency bonus to any ability checks you make 
  using the tools in your craft. Each type of artisan’s tools 
  requires a separate proficiency.
   Disguise Kit. This pouch of cosmetics, hair dye, and 
  small props lets you create disguises that change your 
  physical appearance. Proficiency with this kit lets you add 
  your proficiency bonus to any ability checks you make to 
  create a visual disguise.
  Forgery Kit. This small box contains a variety of papers 
  and parchments, pens and inks, seals and sealing wax, 
  gold and silver leaf, and other supplies necessary to 
  create convincing forgeries of physical documents. 
  Proficiency with this kit lets you add your proficiency 
  bonus to any ability checks you make to create a physical 
  forgery of a document.
  Gaming Set. This item encompasses a wide range of 
  game pieces, including dice, cards, board games, and 
  video gaming devices. A few common examples appear 
  on the Tools table, but other kinds of gaming sets exist. 
  If you are proficient with a gaming set, you can add your 
  proficiency bonus to ability checks you make to play a 
  game with that set. Each type of gaming set requires a 
  separate proficiency.
  Hacker’s Kit. This set of tools enables programming 
  specialists to create programs and generate signal 
  frequencies on the fly. Proficiency with this kit lets you 
  add your proficiency bonus to any ability checks you 
  make to run spoofing programs, duplicate hardware, or 
  pull data from a secured databank.
  Herbalism Kit. This kit contains a variety of instruments 
  such as clippers, mortar and pestle, and pouches and 
  vials used by herbalists to create remedies and ointments. 
  Proficiency with this kit lets you add your proficiency 
  bonus to any ability checks you make to identify or 
  apply herbs. Also, proficiency with this kit may be used 
  to create antitoxins and solutions that may be used as 
  substitutes for healing ampoules.
  Infiltration Tools. This set of tools include micro-forceps, 
  a glass cutter, lockpicks and a data-lock codebreaker. 
  Proficiency with this kit lets you add to your proficiency 
  bonus to any ability checks you make to disarm traps or 
  open locks.
  Musical Instrument. Several of the most common 
  types of musical instruments are shown on the table as 
  examples. If you have proficiency with a given musical 
  instrument, you can add your proficiency bonus to 
  any ability checks you make to play music with the 
  instrument. Each type of musical instrument requires a 
  separate proficiency.
  Vehicles
  Vehicles can help you travel quickly as well as carry large 
  amounts of gear that would otherwise slow you down. 
  Vehicles table shows each vehicle’s speed and base 
  carrying capacity.
  Vehicle Types and Proficiency
  There are four overall types of vehicles in Esper Genesis. 
  If you have proficiency with a certain kind of vehicle, you 
  can add your proficiency bonus to any check you make to 
  control that kind of vehicle in difficult circumstances.
  Beast: Though not as common as machine craft, there 
  are various species of beasts that may serve as mounts 
  throughout the galaxy.
  Planetary: This covers all ground and hovercraft as well 
  as low flying cars and bikes that are common in the larger 
  cities.
  Space: Includes all spacecraft from fighters to shuttles 
  to large cruisers. Details for spacecraft and starships are 
  detailed in Chapter 10.
  Watercraft: This covers any vehicle that travels upon the 
  surface or underwater.
  VEHICLE STATS AND MODIFICATIONS
  Only base stats and costs for general vehicle types are 
  provided here. More detailed stats, types, combat rules, 
  and rules for modifications are covered in detail in the 
  Master Technician’s Guidebook.
  Vehicles
  Item
  Cost
  Average 
  Speed
  Carrying 
  Capacity
  Beast Mounts
  Large
  750
  60 ft.
  500 lb.
  Huge
  2000
  40 ft.
  1400 lb.
  Planetary
  Bike (Ground)
  10000
  450 ft.
  50 lb.
  Car
  25000
  400 ft.
  250 lb.
  Hoverbike
  25000
  500 ft.
  40 lb.
  Hovercar
  35000
  450 ft.
  250 lb.
  Watercraft
  Jet Ski
  5000
  400 ft.
  20 lb
  Motorboat
  50000
  500 ft.
  300 lb
  Yacht
  150000
  500 ft.
  900 lb.
  
  60
  Expenses
  When not descending into the depths of the earth, 
  exploring ruins for lost treasures, or waging war against 
  the encroaching darkness, adventurers face more 
  mundane realities. Even in a fantastical world, people 
  require basic necessities such as shelter, sustenance, 
  and clothing. These things cost money, although some 
  lifestyles cost more than others.
  Lifestyle Expenses
  Lifestyle expenses provide you with a simple way to 
  account for the cost of day to day life in the galaxy. They 
  cover your accommodations, food and drink, and all your 
  other necessities. Furthermore, expenses cover the cost 
  of maintaining your equipment so you can be ready when 
  the situation arises.
  At the start of each week or month (your choice), 
  choose a lifestyle from the Expenses table and pay the 
  price to sustain that lifestyle. The prices listed are per 
  day, so if you wish to calculate the cost of your chosen 
  lifestyle over a thirty-day period, multiply the listed price 
  by 30. Your lifestyle might change from one period to the 
  next, based on the funds you have at your disposal, or 
  you might maintain the same lifestyle throughout your 
  character’s career.
  Your lifestyle choice can have consequences. 
  Maintaining a wealthy lifestyle might help you make 
  contacts with the rich and powerful, though you run 
  the risk of attracting thieves and con artists. Likewise, 
  living frugally might help you avoid criminals, but you are 
  unlikely to make powerful connections.
  Lifestyle Expenses
  Lifestyle
  Cost
  Vagrant
  --
  Squatter
  10
  Poor
  20
  Modest
  30
  Comfortable
  50
  Luxury
  75
  Vagrant. You live in inhumane conditions. With no 
  place to call home, you shelter wherever you can, on 
  street corners, under bridges, in tunnels, and relying on 
  the good graces of people better off than you. A vagrant 
  lifestyle presents abundant dangers. Violence, disease, 
  and hunger follow you wherever you go. Other vagrants 
  covet your gear and equipment, which represent a 
  fortune by their standards. You are beneath the notice of 
  most people.
  Squatter. You live in an abandoned tenement building, a 
  closed factory, or the back of a junkyard. You have shelter 
  from the elements, but you live in a desperate and often 
  violent environment, in places rife with disease, hunger, 
  and misfortune. You are beneath the notice of most 
  people, and you have few legal protections.
  Most people at this lifestyle level have suffered some 
  terrible setback. They might be disturbed, marked as 
  exiles, or suffer from disease.
  Poor. A poor lifestyle means going without the comforts 
  available in most public places. Simple food and 
  lodgings, worn-out clothes, and unpredictable conditions 
  result in a sufficient, though probably unpleasant, 
  experience. Your accommodations might be a small room 
  in the back of a restaurant or someone’s basement. You 
  benefit from some legal protections, but you still have 
  to contend with violence, crime, and disease. People at 
  this lifestyle level tend to be shady off-the-books workers, 
  criminals, mercenaries, and other disreputable types.
  Modest. A modest lifestyle keeps you out of the slums 
  and ensures that you can maintain your equipment. You 
  live in the less affluent area of a town or city, renting an 
  apartment or a condo. You don’t go hungry or thirsty, 
  and your living conditions are clean, if simple. Ordinary 
  people living modest lifestyles include working families, 
  students, minimum wage workers, and the like.
  Comfortable. Choosing a comfortable lifestyle means 
  that you can afford nicer clothing and can easily maintain 
  your equipment. You own a house or condo in the 
  decent part of town or have a private hotel room. You 
  associate with ranking military, salaried workers, and city 
  employees. 
  Luxury. Choosing a luxury lifestyle means living the 
  high life, though you might not have achieved the status 
  associated with the old money of the higher social 
  classes. You live a lifestyle comparable to that of an 
  upscale attorney, a politician, or a business owner. You 
  have respectable lodgings, usually a spacious home in the 
  nice part of town or a luxury suite at a hotel. You likely 
  have a small staff of employees.
  
  61
  Food, Drink, and Lodging
  The Food, Drink, and Lodging table gives prices for 
  individual food items and a single night’s lodging. These 
  prices are included in your total lifestyle expenses.
  Food, Drink, and Lodging
  Item
  Cost
  Drinks
  Single
  8
  Double
  12
  Room Rentals
  Poor
  10
  Modest
  15
  Comfortable
  30
  Luxury
  50
  Meals
  Poor
  3
  Modest
  5
  Comfortable
  8
  Luxury
  10
  Services
  Characters can pay nonplayer characters to assist them 
  or act on their behalf in a variety of circumstances. Most 
  such hirelings have fairly ordinary skills, while others are 
  masters of a craft or art, and a few are experts willing to 
  work in dangerous environments.
  Some of the most basic types of hirelings appear on the 
  Services table. Other common hirelings include any of the 
  wide variety of people who inhabit a typical town or city, 
  such as doctors, tailors, and mechanics.
  Other hirelings provide more expert or dangerous 
  services. Mercenary soldiers paid to help with a raid on 
  a well guarded facility are hirelings, as are pilots hired 
  to take you off-world to a nearby moon. If a high-level 
  character establishes a base or owns their own ship, he or 
  she might hire a whole maintenance staff or flight crew. 
  These hirelings often enjoy a long-term contract that 
  includes a place to live within the owned structure as part 
  of their compensation.
  Services
  Service
  Rate
  Transport
  Surface
  1 per mile
  Between Cities
  15
  Planetary
  100
  Hireling
  Skilled
  50 per day
  Untrained
  20 per day
  Skilled hirelings include anyone hired to perform a 
  service that involves a proficiency (including weapon, 
  tool, or skill): a mercenary, artisan, technician, and so 
  on. The pay shown is a minimum; some expert hirelings 
  require more pay. Untrained hirelings are hired for menial 
  work that requires no particular skill and can include 
  laborers, porters, cleaners, and similar workers.
  61
  
  62
  Chapter 6. Customization Options
  Even with all of the different elements and options 
  available for building and advancing your character as 
  they advance in their career, there are some additional 
  optional rules that may be available. Although these are 
  not listed in this document, the following options are 
  available in the Core Manual and listed here for your 
  reference. 
  The first is Multiclassing, which allows you to combine 
  the abilities of different classes together while your 
  character progresses. The other are called Feats. You 
  may alternatively choose a feat instead of your ability 
  score increases, gaining specific benefits and additional 
  abilities. It is up to the GM whether or not these 
  additional options are available in their campaign.
  Multiclassing
  Multiclassing allows you to gain levels in multiple 
  classes. Doing so lets you mix the abilities of those classes 
  to realize a character concept that might not be reflected 
  in one of the standard class options.
  With this rule, you have the option of gaining a level 
  in a new class whenever you advance in level, instead of 
  gaining a level in your current class. Your levels in all your 
  classes are added together to determine your character 
  level. For example, if you have three levels in melder and 
  two in warrior, you’re a 5th-level character.
  As you advance in levels, you might primarily remain 
  a member of your original class with just a few levels in 
  another class, or you might change course entirely, never 
  looking back at the class you left behind. You might even 
  start progressing in a third or fourth class. Compared to 
  a single-class character of the same level, you’ll sacrifice 
  some focus in exchange for versatility.
  Prerequisites
  To qualify for a new class, you must meet the ability score 
  prerequisites for both your current class and your new 
  one, as shown in the Multiclassing Prerequisites table 
  in the Core Manual. Without the full training that a 
  beginning character receives, you must be a quick study in 
  your new class, having a natural aptitude that is reflected 
  by higher-than-average ability scores.
  Experience Points
  The experience point cost to gain a level is always based 
  on your total character level, as shown in the Character 
  Advancement table, not your level in a particular class. 
  Hit Points and Hit Dice
  You gain the hit points from your new class as described 
  for levels after 1st. You gain the 1st- --level hit points for a 
  class only when you are a 1st-level character.
  You add together the Hit Dice granted by all your 
  classes to form your pool of Hit Dice. If the Hit Dice are 
  the same die type, you can simply pool them together. 
  If your classes give you Hit Dice of different types, keep 
  track of them separately.
  Proficiency Bonus
   Your proficiency bonus is always based on your total 
  character level, as shown in the Character Advancement 
  table, not your level in a particular class. 
  Proficiencies
  When you gain your first level in a class other than your 
  initial class, you gain only some of new class’s starting 
  proficiencies. These are also detailed in the Core Manual.
  Feats
  A feat represents a talent or an area of expertise that gives 
  a character special capabilities. It embodies training, 
  experience, and abilities beyond what a class provides.
  At certain levels, your class gives you the Ability Score 
  Improvement feature. Using the optional feats rule, you 
  can forgo taking that feature to take a feat of your choice 
  instead. You can take each feat only once, unless the 
  feat’s description says otherwise.
  You must meet any prerequisite specified in a feat to 
  take that feat. If you ever lose a feat’s prerequisite, you 
  can’t use that feat until you regain the prerequisite. Feats 
  are provided in the Core Manual.
  62
  
  63
  Chapter 7. Using Ability Scores
  Six abilities provide a quick description of every creature’s 
  physical and mental characteristics:
   Strength, measuring physical power
   Dexterity, measuring agility
   Constitution, measuring endurance
   Intelligence, measuring reasoning and memory
   Wisdom, measuring perception and insight
   Charisma, measuring force of personality
  Is a character muscle-bound and insightful? Brilliant 
  and charming? Nimble and hardy? Ability scores define 
  these qualities—a creature’s assets as well as weaknesses.
  The three main rolls of the game—the ability check, the 
  saving throw, and the attack roll—rely on the six ability 
  scores. The book’s introduction describes the basic rule 
  behind these rolls: roll a d20, add an ability modifier 
  derived from one of the six ability scores, and compare 
  the total to a target number.
  Ability Scores and 
  Modifiers
  Each of a creature’s abilities has a score, a number that 
  defines the magnitude of that ability. An ability score 
  is not just a measure of innate capabilities, but also 
  encompasses a creature’s training and competence in 
  activities related to that ability.
  A score of 10 or 11 is the normal human average, but 
  adventurers and many monsters are a cut above average 
  in most abilities. A score of 18 is the highest that a person 
  usually reaches. Characters can have scores as high as 20, 
  and monsters and legendary creatures can have scores as 
  high as 30.
  Each ability also has a modifier, derived from the score 
  and ranging from −5 (for an ability score of 1) to +10 (for 
  a score of 30). The Ability Scores and Modifiers table 
  notes the ability modifiers for the range of possible ability 
  scores, from 1 to 30.
  Ability Scores and Modifiers
  Score
  Cost
  Score
  Cost
  1
  -5
  16-17
  +3
  2-3
  -4
  18-19
  +4
  4-5
  -3
  20-21
  +5
  6-7
  -2
  22-23
  +6
  8-9
  -1
  24-25
  +7
  10-11
  0
  26-27
  +8
  12-13
  +1
  28-29
  +9
  14-15
  +2
  30
  +10
  To determine an ability modifier without consulting the 
  table, subtract 10 from the ability score and then divide 
  the total by 2 (round down).
  Because ability modifiers affect almost every attack roll, 
  ability check, and saving throw, ability modifiers come up 
  in play more often than their associated scores.
  Advantage and 
  Disadvantage
  Sometimes a special ability or power tells you that you 
  have advantage or disadvantage on an ability check, a 
  saving throw, or an attack roll. When that happens, you 
  roll a second d20 when you make the roll. Use the higher 
  of the two rolls if you have advantage, and use the lower 
  roll if you have disadvantage. For example, if you have 
  disadvantage and roll a 17 and a 5, you use the 5. If you 
  instead have advantage and roll those numbers, you use 
  the 17.
  If multiple situations affect a roll and each one grants 
  advantage or imposes disadvantage on it, you don’t roll 
  more than one additional d20. If two favorable situations 
  grant advantage, for example, you still roll only one 
  additional d20.
  If circumstances cause a roll to have both advantage 
  and disadvantage, you are considered to have neither of 
  them, and you roll one d20. This is true even if multiple 
  circumstances impose disadvantage and only one grants 
  advantage or vice versa. In such a situation, you have 
  neither advantage nor disadvantage.
  When you have advantage or disadvantage and a trait 
  or power that lets you reroll the d20, you can reroll only 
  one of the dice. You choose which one. For example, 
  if a character has advantage or disadvantage on an 
  ability check and rolls a 1 and a 13, they could use their 
  character trait to reroll the 1.
  You usually gain advantage or disadvantage through the 
  use of special abilities, actions, or powers. Inspiration can 
  also give a character advantage. The GM can also decide 
  that circumstances influence a roll in one direction or the 
  other and grant advantage or impose disadvantage as a 
  result.
  Proficiency Bonus
  Characters have a proficiency bonus determined by level. 
  Monsters also have this bonus, which is incorporated in 
  their stat blocks. The bonus is used in the rules on ability 
  checks, saving throws, and attack rolls.
  Your proficiency bonus can’t be added to a single die 
  roll or other number more than once. For example, if two 
  different rules say you can add your proficiency bonus to 
  a Wisdom saving throw, you nevertheless add the bonus 
  only once when you make the save.
  Occasionally, your proficiency bonus might be 
  multiplied or divided (doubled or halved, for example) 
  
  64
  before you apply it. For example, the specialist’s Natural 
  Aptitude feature doubles the proficiency bonus for 
  certain ability checks. If a circumstance suggests that 
  your proficiency bonus applies more than once to the 
  same roll, you still add it only once and multiply or divide 
  it only once.
  By the same token, if a feature or effect allows you 
  to multiply your proficiency bonus when making an 
  ability check that wouldn’t normally benefit from your 
  proficiency bonus, you still don’t add the bonus to the 
  check. For that check your proficiency bonus is 0, given 
  the fact that multiplying 0 by any number is still 0. For 
  instance, if you lack proficiency in the Lore skill, you 
  gain no benefit from a feature that lets you double your 
  proficiency bonus when you make Intelligence (Lore) 
  checks.
  In general, you don’t multiply your proficiency bonus 
  for attack rolls or saving throws. If a feature or effect 
  allows you to do so, these same rules apply.
  Ability Checks
  An ability check tests a character’s or monster’s innate 
  talent and training in an effort to overcome a challenge. 
  The GM calls for an ability check when a character or 
  monster attempts an action (other than an attack) that 
  has a chance of failure. When the outcome is uncertain, 
  the dice determine the results.
  For every ability check, the GM decides which of the six 
  abilities is relevant to the task at hand and the difficulty 
  of the task, represented by a Difficulty Class. The more 
  difficult a task, the higher its DC. The Typical Difficulty 
  Classes table shows the most common DCs.
  Typical Difficulty Classes
  Task Difficulty
  DC
  Very Easy
  5
  Easy
  10
  Medium
  15
  Hard
  20
  Very Hard
  25
  Nearly Impossible
  30
  To make an ability check, roll a d20 and add the 
  relevant ability modifier. As with other d20 rolls, apply 
  bonuses and penalties, and compare the total to the DC. 
  If the total equals or exceeds the DC, the ability check 
  is a success—the creature overcomes the challenge at 
  hand. Otherwise, it’s a failure, which means the character 
  or monster makes no progress toward the objective or 
  makes progress combined with a setback determined by 
  the GM.
  Contests
  Sometimes one character’s or monster’s efforts are 
  directly opposed to another’s. This can occur when both 
  of them are trying to do the same thing and only one can 
  succeed, such as attempting to snatch up a data chip 
  that has fallen on the floor. This situation also applies 
  when one of them is trying to prevent the other one from 
  accomplishing a goal— for example, when an alien beast 
  tries to force open a door that an character is holding 
  closed. In situations like these, the outcome is determined 
  by a special form of ability check, called a contest.
  Both participants in a contest make ability checks 
  appropriate to their efforts. They apply all appropriate 
  bonuses and penalties, but instead of comparing the 
  total to a DC, they compare the totals of their two 
  checks. The participant with the higher check total wins 
  the contest. That character or monster either succeeds at 
  the action or prevents the other one from succeeding.
  If the contest results in a tie, the situation remains the 
  same as it was before the contest. Thus, one contestant 
  might win the contest by default. If two characters tie 
  in a contest to snatch a key chip off the floor, neither 
  character grabs it. In a contest between a monster trying 
  to open a door and a character trying to keep the door 
  closed, a tie means that the door remains shut.
  Skills
  Each ability covers a broad range of capabilities, 
  including skills that a character or a monster can be 
  proficient in. A skill represents a specific aspect of an 
  ability score, and an individual’s proficiency in a skill 
  demonstrates a focus on that aspect. (A character’s 
  starting skill proficiencies are determined at character 
  creation, and a threat’s skill proficiencies appear in the 
  threat’s stat block.)
  For example, a Dexterity check might reflect a 
  character’s attempt to pull off an acrobatic stunt, to 
  palm an object, or to stay hidden. Each of these aspects 
  of Dexterity has an associated skill: Acrobatics, Sleight 
  of Hand, and Stealth, respectively. So a character who 
  has proficiency in the Stealth skill is particularly good at 
  Dexterity checks related to sneaking and hiding.
  The skills related to each ability score are shown in the 
  following list. (No skills are related to Constitution.) See an 
  ability’s description in the later sections of this section for 
  examples of how to use a skill associated with an ability.
  Strength
  Wisdom
  Athletics
  Insight
  Dexterity
  Mechanics
  Acrobatics
  Medicine
  Sleight of Hand
  Perception
  Stealth
  Survival
  Intelligence
  Charisma
  Astrophysics
  Deception
  Computers
  Intimidation
  Investigation
  Performance
  Lore
  Persuasion
  Planetary Science
  
  65
  Sometimes, the GM might ask for an ability check 
  using a specific skill—for example, “Make a Wisdom 
  (Perception) check.” At other times, a player might ask 
  the GM if proficiency in a particular skill applies to a 
  check. In either case, proficiency in a skill means an 
  individual can add his or her proficiency bonus to ability 
  checks that involve that skill. Without proficiency in the 
  skill, the individual makes a normal ability check.
  For example, if a character attempts to climb up an 
  exhaust pipe, the GM might ask for a Strength (Athletics) 
  check. If the character is proficient in Athletics, the 
  character’s proficiency bonus is added to the Strength 
  check. If the character lacks that proficiency, he or she 
  just makes a Strength check.
  Variant: Skills With Different 
  Abilities 
  Normally, your proficiency in a skill applies only to a 
  specific kind of ability check. Proficiency in Athletics, 
  for example, usually applies to Strength checks. In some 
  situations, though, your proficiency might reasonably 
  apply to a different kind of check. In such cases, the GM 
  might ask for a check using an unusual combination of 
  ability and skill, or you might ask your GM if you can 
  apply a proficiency to a different check. For example, 
  if you have to swim from an offshore island to the 
  mainland, your GM might call for a Constitution check 
  to see if you have the stamina to make it that far. In this 
  case, your GM might allow you to apply your proficiency 
  in Athletics and ask for a Constitution (Athletics) check. 
  So if you’re proficient in Athletics, you apply your 
  proficiency bonus to the Constitution check just as you 
  would normally do for a Strength (Athletics) check. 
  Similarly, when your promethean warrior uses a display 
  of raw strength to intimidate an enemy, your GM might 
  ask for a Strength (Intimidation) check, even though 
  Intimidation is normally associated with Charisma.
  Passive Checks
   A passive check is a special kind of ability check that 
  doesn’t involve any die rolls. Such a check can represent 
  the average result for a task done repeatedly, such as 
  searching for secret doors over and over again, or can be 
  used when the GM wants to secretly determine whether 
  the characters succeed at something without rolling dice, 
  such as noticing a hidden monster.
  Here’s how to determine a character’s total for a 
  passive check:
  10 + all modifiers that normally apply to the check
  If the character has advantage on the check, add 5. For 
  disadvantage, subtract 5. The game refers to a passive 
  check total as a score.
  For example, if a 1st-level character has a Wisdom of 
  15 and proficiency in Perception, he or she has a passive 
  Wisdom (Perception) score of 14.
  The rules on hiding in the “Dexterity” section below rely 
  on passive checks, as do the exploration rules.
  Working Together
  Sometimes two or more characters team up to attempt a 
  task. The character who’s leading the effort—or the one 
  with the highest ability modifier—can make an ability 
  check with advantage, reflecting the help provided by 
  the other characters. In combat, this requires the Help 
  action.
  A character can only provide help if the task is one that 
  he or she could attempt alone. For example, trying to 
  open a lock requires proficiency with thieves’ tools, so a 
  character who lacks that proficiency can’t help another 
  character in that task. Moreover, a character can help 
  only when two or more individuals working together 
  would actually be productive. Some tasks, such as 
  threading a needle, are no easier with help.
  Group Checks
  When a number of individuals are trying to accomplish 
  something as a group, the GM might ask for a group 
  ability check. In such a situation, the characters who are 
  skilled at a particular task help cover those who aren’t.
  To make a group ability check, everyone in the group 
  makes the ability check. If at least half the group 
  succeeds, the whole group succeeds. Otherwise, the 
  group fails.
  Group checks don’t come up very often, and they’re 
  most useful when all the characters succeed or fail as a 
  group. For example, when adventurers are navigating an 
  alien landscape, the GM might call for a group Wisdom 
  (Survival) check to see if the characters can avoid 
  the poison pits, carnivorous flora, and other natural 
  hazards of the environment. If at least half the group 
  succeeds, the successful characters are able to guide their 
  companions out of danger.
  Otherwise, the group stumbles into one of these 
  hazards.
  Using Each Ability
  Every task that a character or monster might attempt in 
  the game is covered by one of the six abilities. This section 
  explains in more detail what those abilities mean and the 
  ways they are used in the game.
  Strength
  Strength measures bodily power, athletic training, and 
  the extent to which you can exert raw physical force.
  Strength Checks
  A Strength check can model any attempt to lift, push, 
  pull, or break something, to force your body through a 
  space, or to otherwise apply brute force to a situation. 
  The Athletics skill reflects aptitude in certain kinds of 
  Strength checks.
  Athletics. Your Strength (Athletics) check covers difficult 
  situations you encounter while climbing, jumping, or 
  swimming. Examples include the following activities:
  
  66
  • You attempt to climb a sheer or slippery cliff, avoid 
  hazards while scaling a wall, or cling to a surface while 
  air is sucked out of a pressurized cabin.
  • You try to jump an unusually long distance or pull off a 
  stunt mid jump.
  • You struggle to swim or stay afloat in treacherous 
  currents, storm-tossed waves, or areas of thick 
  seaweed. Or another creature tries to push or pull you 
  underwater or otherwise interfere with your swimming.
  Other Strength Checks. The GM might also call for a 
  Strength check when you try to accomplish tasks like the 
  following:
  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to the back of a bike as it takes off.
  • Push over a barricade
  Attack Rolls and Damage
  You add your Strength modifier to your attack roll and 
  your damage roll when attacking with a melee weapon 
  such as a blade or hammer. You use melee weapons to 
  make melee attacks in hand- to-hand combat, and some 
  of them can be thrown to make a ranged attack.
  Lifting and Carrying
  Your Strength score determines the amount of weight you 
  can bear. The following terms define what you can lift or 
  carry.
  Carrying Capacity. Your carrying capacity is your 
  Strength score multiplied by 15. This is the weight (in 
  pounds) that you can carry, which is high enough that 
  most characters don’t usually have to worry about it.
  Push, Drag, or Lift. You can push, drag, or lift a weight 
  in pounds up to twice your carrying capacity (or 30 
  times your Strength score). While pushing or dragging 
  weight in excess of your carrying capacity, your speed 
  drops to 5 feet.
  Size and Strength. Larger creatures can bear more 
  weight, whereas Tiny creatures can carry less. For each 
  size category above Medium, double the creature’s 
  carrying capacity and the amount it can push, drag, or 
  lift. For a Tiny creature, halve these weights.
  Variant: Encumbrance
  The rules for lifting and carrying are intentionally simple. 
  Here is a variant if you are looking for more detailed rules 
  for determining how a character is hindered by the weight 
  of equipment. When you use this variant, ignore the 
  Strength column of the Armor table.
  If you carry weight in excess of 5 times your Strength 
  score, you are encumbered, which means your speed 
  drops by 10 feet.
  If you carry weight in excess of 10 times your Strength 
  score, up to your maximum carrying capacity, you are 
  instead heavily encumbered, which means your speed 
  drops by 20 feet and you have disadvantage on ability 
  checks, attack rolls, and saving throws that use Strength, 
  Dexterity, or Constitution.
  Dexterity
  Dexterity measures agility, reflexes, and balance.
  Dexterity Checks
  A Dexterity check can model any attempt to move nimbly, 
  quickly, or quietly, or to keep from falling on tricky 
  footing. The Acrobatics, Sleight of Hand, and Stealth 
  skills reflect aptitude in certain kinds of Dexterity checks.
  Acrobatics. Your Dexterity (Acrobatics) check covers 
  your attempt to stay on your feet in a tricky situation, 
  such as when you’re trying to run across a narrow 
  beam, balance on a tightrope, or stay upright in a 
  shaky transport. The GM might also call for a Dexterity 
  (Acrobatics) check to see if you can perform acrobatic 
  stunts, including dives, rolls, somersaults, and flips.
  Sleight of Hand. Whenever you attempt an act of 
  legerdemain or manual trickery, such as planting 
  something on someone else or concealing an object on 
  your person, make a Dexterity (Sleight of Hand) check. 
  The GM might also call for a Dexterity (Sleight of Hand) 
  check to determine whether you can lift an item off 
  someone’s belt or pick their pockets.
  Stealth. Make a Dexterity (Stealth) check when you 
  attempt to conceal yourself from enemies, slink past 
  security, slip away without being noticed, or sneak up on 
  someone without being seen or heard.
  Other Dexterity Checks. The GM might call for a 
  Dexterity check when you try to accomplish tasks like the 
  following:
  • Dive through a narrow space
  • Steer a car or ship around a tight turn
  • Pick a lock
  • Disable or slip past a trap
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Play a stringed instrument
  • Craft a small or detailed object
  Attack Rolls and Damage
  You add your Dexterity modifier to your attack roll and 
  your damage roll when attacking with a ranged weapon, 
  such as a gun or throwing blade. You can also add your 
  Dexterity modifier to your attack roll and your damage 
  roll when attacking with a melee weapon that has the 
  finesse property, such as a handaxe or a shortblade.
  Armor Class
  Depending on the armor you wear, you might add some 
  or all of your Dexterity modifier to your Armor Class.
  Initiative
  At the beginning of every combat, you roll initiative by 
  making a Dexterity check. Initiative determines the order 
  of creatures’ turns in combat.
  
  67
  HIDING
  The GM decides when circumstances are appropriate for 
  hiding. When you try to hide, make a Dexterity (Stealth) 
  check. Until you are discovered or you stop hiding, that 
  check’s total is contested by the Wisdom (Perception) check 
  of any creature that actively searches for signs of your 
  presence.
  You can’t hide from a creature that can see you clearly, 
  and you give away your position if you make noise, such as 
  shouting a warning or knocking over a glass. An invisible 
  creature can always try to hide. Signs of its passage might 
  still be noticed, and it does have to stay quiet.
  In combat, most creatures stay alert for signs of danger 
  all around, so if you come out of hiding and approach 
  a creature, it usually sees you. However, under certain 
  circumstances, the GM might allow you to stay hidden as 
  you approach a creature that is distracted, allowing you to 
  gain advantage on an attack roll before you are seen.
  Passive Perception. When you hide, there’s a chance 
  someone will notice you even if they aren’t searching. 
  To determine whether such a creature notices you, the 
  GM compares your Dexterity (Stealth) check with that 
  creature’s passive Wisdom (Perception) score, which equals 
  10 + the creature’s Wisdom modifier, as well as any other 
  bonuses or penalties. If the creature has advantage, add 
  5. For disadvantage, subtract 5. For example, if a 1st-level 
  character (with a proficiency bonus of +2) has a Wisdom of 
  15 (a +2 modifier) and proficiency in Perception, he or she 
  has a passive Wisdom (Perception) of 14.
  What Can You See? One of the main factors in 
  determining whether you can find a hidden creature or 
  object is how well you can see in an area, which might be 
  lightly or heavily obscured, as explained in Chapter 8.
  Constitution
  Constitution measures health, stamina, and vital force.
  Constitution Checks
  Constitution checks are uncommon, and no skills apply 
  to Constitution checks, because the endurance this 
  ability represents is largely passive rather than involving 
  a specific effort on the part of a character or monster. 
  A Constitution check can model your attempt to push 
  beyond normal limits, however.
  The GM might call for a Constitution check when you 
  try to accomplish tasks like the following:
  • Hold your breath
  • March or labor for hours without rest
  • Go without sleep
  • Survive without food or water
  • Guzzle a yard of beer in one go
  Hit Points
  Your Constitution modifier contributes to your hit points. 
  Typically, you add your Constitution modifier to each Hit 
  Die you roll for your hit points.
  If your Constitution modifier changes, your hit point 
  maximum changes as well, as though you had the new 
  modifier from 1st level. For example, if you raise your 
  Constitution score when you reach 4th level and your 
  Constitution modifier increases from +1 to +2, you adjust 
  your hit point maximum as though the modifier had 
  always been +2. So you add 3 hit points for your first 
  three levels, and then roll your hit points for 4th level 
  using your new modifier. Or if you’re 7th level and some 
  67
  
  68
  effect lowers your Constitution score so as to reduce your 
  Constitution modifier by 1, your hit point maximum is 
  reduced by 7.
  Intelligence
  Intelligence measures mental acuity, accuracy of recall, 
  and the ability to reason.
  Intelligence Checks
  An Intelligence check comes into play when you need 
  to draw on logic, education, memory, or deductive 
  reasoning. The Astrophysics, Computers, History, 
  Investigation, Lore, and Xenobiology skills reflect aptitude 
  in certain kinds of Intelligence checks.
  Astrophysics. Your Intelligence (Astrophysics) check is 
  used whenever you need to recall or apply any knowledge 
  having to do with space science, space travel, and 
  scientific theories such as anti-matter and quantum 
  theory. If you need to know how long you can survive in 
  the great expanse without a suit, or how to calculate the 
  travel time between systems based on your ship’s speed, 
  this is the skill to use.
  Computers. Basic computer use is a part of everyday 
  life in the Silrayne Arc. Though basic tasks don’t require 
  a skill check, an Intelligence (Computers) check would 
  be required to operate an unfamiliar computer system, 
  perform a system search under pressure, hack a computer 
  operated panel, or extract data from a secure server.
  Investigation. When you look around for clues and 
  make deductions based on those clues, you make an 
  Intelligence (Investigation) check. You might deduce the 
  location of a hidden object, discern from the appearance 
  of a wound what kind of weapon dealt it, or determine 
  the weakest point in a tunnel that could cause it to 
  collapse. Searching through a disorganized storage 
  room in search of a hidden files might also call for an 
  Intelligence (Investigation) check.
  Lore. An Intelligence (Lore) check enables you to 
  recognize practices of an alien culture, recall historical 
  events, names, and places, and divine the origins of old 
  markings and ancient devices.
  Xenobiology You may use an Intelligence (Xenobiology) 
  roll to recall information about planetary terrain, land 
  and sea formations, weather cycles, alien life, and 
  comparison between those on different planets.
  Other Intelligence Checks. The GM might call for an 
  Intelligence check when you try to accomplish tasks like 
  the following:
  • Communicate with a creature without using words
  • Estimate the value of an expensive item
  • Pull together a disguise to pass as building security
  • Forge a document
  • Recall lore about a particular tradecraft
  • Win a game of skill
  Channeling Ability
  Espers use Intelligence as their channeling ability, which 
  helps determine the saving throw DCs of their activated 
  talents.
  Wisdom
  Wisdom reflects how attuned you are to the world 
  around you and represents perceptiveness and intuition.
  Wisdom Checks
  A Wisdom check might reflect an effort to read body 
  language, understand someone’s feelings, notice things 
  about the environment, or care for an injured person. The 
  Insight, Mechanics, Medicine, Perception, and Survival 
  skills reflect aptitude in certain kinds of Wisdom checks.
  Insight. Your Wisdom (Insight) check decides whether 
  you can determine the true intentions of a creature, 
  such as when searching out a lie or predicting someone’s 
  next move. Doing so involves gleaning clues from body 
  language, speech habits, and changes in mannerisms
  68
  
  69
  Mechanics. The easiest way to define Mechanics is “a 
  Medicine skill for machines”. A Wisdom (Mechanics) 
  roll will allow you to quickly identify and jury rig small 
  solutions to common machinery, tools, and vehicles.
  Medicine. A Wisdom (Medicine) check lets you try to 
  stabilize a dying companion or diagnose an illness.
  Perception. Your Wisdom (Perception) check lets 
  you spot, hear, or otherwise detect the presence of 
  something. It measures your general awareness of your 
  surroundings and the keenness of your senses. For 
  example, you might try to hear a conversation through a 
  closed door, eavesdrop under an open window, or hear 
  monsters moving stealthily in the dark. Or you might try 
  to spot things that are obscured or easy to miss, whether 
  they are assassins lying in ambush in a building, thugs 
  hiding in the shadows of an alley, or dim light under a 
  closed secret door.
  Survival. The GM might ask you to make a Wisdom 
  (Survival) check to follow tracks, hunt wild game, guide 
  your group through frozen wastelands, identify signs that 
  kotatu live nearby, predict the weather, or avoid other 
  natural hazards.
  Other Wisdom Checks. The GM might call for a Wisdom 
  check when you try to accomplish tasks such as getting a 
  gut feeling about what course of action to follow.
  Forging Ability
  Engineers use Wisdom as their forging ability, which 
  helps determine the saving throw DCs of their active 
  techniques.
  Charisma
  Charisma measures your ability to interact effectively 
  with others. It includes such factors as confidence 
  and eloquence, and it can represent a charming or 
  commanding personality.
  Charisma Checks
  A Charisma check might arise when you try to influence 
  or entertain others, when you try to make an impression 
  or tell a convincing lie, or when you are navigating a 
  tricky social situation. The Deception, Intimidation, 
  Performance, and Persuasion skills reflect aptitude in 
  certain kinds of Charisma checks.
  Deception. Your Charisma (Deception) check 
  determines whether you can convincingly hide the 
  truth, either verbally or through your actions. This 
  deception can encompass everything from misleading 
  others through ambiguity to telling outright lies. Typical 
  situations include trying to fast-talk a security guard, con 
  a merchant, earn money through gambling, pass yourself 
  off in a disguise, dull someone’s suspicions with false 
  assurances, or maintain a straight face while telling a 
  blatant lie.
  Intimidation. When you attempt to influence someone 
  through overt threats, hostile actions, and physical 
  violence, the GM might ask you to make a Charisma 
  (Intimidation) check. Examples include trying to pry 
  information out of a prisoner, convincing gang members 
  to back down from a confrontation, or using the edge 
  of a broken bottle to convince a shady businessman to 
  reconsider a decision.
  Performance. Your Charisma (Performance) check 
  determines how well you can delight an audience with 
  music, dance, acting, storytelling, or some other form of 
  entertainment.
  Persuasion. When you attempt to influence someone 
  or a group of people with tact, social graces, or good 
  nature, the GM might ask you to make a Charisma 
  (Persuasion) check. Typically, you use persuasion when 
  acting in good faith, to foster friendships, make cordial 
  requests, or exhibit proper etiquette. Examples of 
  persuading others include convincing a bouncer to let 
  you into a night club, negotiating peace between two 
  groups, or inspiring a crowd.
  Other Charisma Checks. The GM might call for a 
  Charisma check when you try to accomplish tasks like the 
  following:
  • Find the best person to talk to for news, rumors, and 
  gossip
  • Blend into a crowd to get the sense of key topics of 
  conversation
  Channeling Ability
  Some classes use Charisma as their channeling ability, 
  which helps determine the saving throw DCs of powers 
  they use. These classes are detailed in the Core Manual.
  Saving Throws
  A saving throw—also called a save—represents an attempt 
  to resist a technique, a trap, a poison, a disease, or a 
  similar threat. You don’t normally decide to make a 
  saving throw; you are forced to make one because your 
  character or monster is at risk of harm.
  To make a saving throw, roll a d20 and add the 
  appropriate ability modifier. For example, you use your 
  Dexterity modifier for a Dexterity saving throw.
  A saving throw can be modified by a situational 
  bonus or penalty and can be affected by advantage and 
  disadvantage, as determined by the GM.
  Each class gives proficiency in at least two saving 
  throws. The melder, for example, is proficient in 
  Intelligence saves. As with skill proficiencies, proficiency 
  in a saving throw lets a character add his or her 
  proficiency bonus to saving throws made using a 
  particular ability score. Some monsters have saving throw 
  proficiencies as well.
  The Difficulty Class for a saving throw is determined by 
  the effect that causes it. For example, the DC for a saving 
  throw allowed by a talent is determined by the esper’s 
  channeling ability and proficiency bonus.
  The result of a successful or failed saving throw is also 
  detailed in the effect that allows the save. Usually, a 
  successful save means that a creature suffers no harm, or 
  reduced harm, from an effect.
  
  70
  Chapter 8. Expeditions
  This chapter covers the basics of an esper’s day to day 
  activities, from rules regarding movement to the different 
  challenges in social interaction. There are also rules for 
  off-time activities for when your character has free time 
  available, as well as rules for rest and healing. 
  Time
  In situations where keeping track of the passage of time is 
  important, the GM determines the time a task requires. 
  The GM might use a different time scale depending on 
  the context of the situation at hand. In an exploratory 
  environment, the characters’ movement happens on a 
  scale of minutes. It takes them about a minute to slowly 
  move down a long hallway, another minute to check 
  for security protocols on door at the end of the hall, 
  and a good ten minutes to search the room beyond for 
  anything interesting or valuable.
  In a city or wilderness, a scale of hours is often more 
  appropriate. Characters having to go on foot toward the 
  strange alien spire in the middle of a blasted landscape 
  can hurry across those fifteen miles in just under four 
  hours’ time.
  For long journeys, a scale of days works best. Traveling 
  from Earth to the Golari System, the characters spend 
  four uneventful days before a running across a Lorendi 
  starcruiser.
  In combat and other fast-paced situations, the game 
  relies on rounds, a 6-second span of time.
  Movement
  Swimming through a wastewater duct, sneaking down a 
  station corridor, running alongside a moving transport—
  all sorts of movement play a key role in sci-fi adventures.
  The GM can summarize the characters’ movement 
  without calculating exact distances or travel times: “You 
  travel through the ruined city and find the underground 
  tunnels late in the evening of the third day.” Even in a space 
  station or a maze of ship conduits, the GM can summarize 
  movement between encounters: “After killing the war-bot 
  at the entrance to the compound, you consult your map, 
  which leads you through miles of corridors to a chasm 
  bridged by a row or rusted metal beams.”
  Sometimes it’s important, though, to know how 
  long it takes to get from one spot to another, whether 
  the answer is in days, hours, or minutes. The rules for 
  determining travel time depend on two factors: the speed 
  and travel pace of the creatures moving and the terrain 
  they’re moving over.
  Speed
  Every character and monster has a speed, which is the 
  distance in feet that the character or monster can walk in 
  1 round. This number assumes short bursts of energetic 
  movement in the midst of a life-threatening situation.
   The following rules determine how far a character or 
  monster can move in a minute, an hour, or a day.
  Travel Pace
  While traveling, a group of adventurers can move at a 
  normal, fast, or slow pace, as shown on the Travel Pace 
  table. The table states how far the party can move in a 
  period of time and whether the pace has any effect. A fast 
  pace makes characters less perceptive, while a slow pace 
  makes it possible to sneak around and to search an area 
  more carefully.
  Forced March. The Travel Pace table assumes that 
  characters travel for 8 hours in day. They can push on 
  beyond that limit, at the risk of exhaustion.
  For each additional hour of travel beyond 8 hours, 
  the characters cover the distance shown in the Hour 
  column for their pace, and each character must make a 
  Constitution saving throw at the end of the hour.
  The DC is 10 + 1 for each hour past 8 hours. On a failed 
  saving throw, a character suffers one level of exhaustion 
  (see appendix A).
  Mounts and Vehicles. For short spans of time (up to 
  an hour), many beast mounts move much faster than 
  humanoids. A mounted character can ride at a gallop 
  for about an hour, covering twice the usual distance for 
  a fast pace. If fresh mounts are available every 8 to 10 
  miles, characters can cover larger distances at this pace, 
  but this is very rare except in densely populated areas.
  Characters in planetary vehicles can travel much 
  faster, but must still rest and deal with additional fuel 
  costs. Certain specially modified vehicles allow you to 
  travel more swiftly. The Master Technician’s Guidebook 
  provides more information on specialized vehicles.
  Travel Pace
  Pace
  Minute
  Hour
  Day
  Effect
  Vehicle
  4k feet
  40 miles
  300 miles
  -10 penalty to 
  passive Wisdom 
  (Perception) scores
  Fast
  400 feet
  4 miles
  30 miles
  -5 penalty to 
  passive Wisdom 
  (Perception) scores
  Normal
  300 feet
  3 miles
  24 miles
  --
  Slow
  200 feet 2 miles
  18 miles
  Able to use stealth
  Difficult Terrain
  The travel speeds given in the Travel Pace table assume 
  relatively simple terrain: streets, open plains, or clear 
  corridors. But characters often face dense forests, jagged 
  debris, twisted ruins, steep mountains, and ice-covered 
  ground—all considered difficult terrain.
  You move at half speed in difficult terrain— moving 
  1 foot in difficult terrain costs 2 feet of speed—so you 
  can cover only half the normal distance in a minute, an 
  hour, or a day.
  
  71
  Special Types of Movement
  Movement through dangerous structures or wilderness 
  areas often involves more than simply walking. 
  Characters might have to climb, crawl, swim, or jump to 
  get where they need to go.
  Climbing, Swimming, and Crawling
  While climbing or swimming, each foot of movement 
  costs 1 extra foot (2 extra feet in difficult terrain), unless 
  a creature has a climbing or swimming speed. At the 
  GM’s option, climbing a slippery or semi-smooth vertical 
  surface requires a successful Strength (Athletics) check. 
  Similarly, gaining any distance in rough water might 
  require a successful Strength (Athletics) check.
  Jumping
  Your Strength determines how far you can jump.
  Long  Jump. When you make a long jump, you cover a 
  number of feet up to your Strength score if you move at 
  least 10 feet on foot immediately before the jump. When 
  you make a standing long jump, you can leap only half 
  that distance. Either way, each foot you clear on the jump 
  costs a foot of movement.
  This rule assumes that the height of your jump doesn’t 
  matter, such as a jump across subway tracks or a chasm. 
  At your GM’s option, you must succeed on a DC 10 
  Strength (Athletics) check to clear a low obstacle (no 
  taller than a quarter of the jump’s distance), such as a 
  hedge or low wall. Otherwise, you hit it.
  When you land in difficult terrain, you must succeed 
  on a DC 10 Dexterity (Acrobatics) check to land on your 
  feet. Otherwise, you land prone.
  High Jump. When you make a high jump, you leap 
  into the air a number of feet equal to 3 + your Strength 
  modifier if you move at least 10 feet on foot immediately 
  before the jump. When you make a standing high jump, 
  you can jump only half that distance. Either way, each 
  foot you clear on the jump costs a foot of movement. In 
  some circumstances, your GM might allow you to make 
  a Strength (Athletics) check to jump higher than you 
  normally can.
  You can extend your arms half your height above 
  yourself during the jump. Thus, you can reach above you 
  a distance equal to the height of the jump plus 1½ times 
  your height.
  Environment 
  By their nature, adventurous expeditions involve delving 
  into places that are dark, dangerous, and full of mysteries 
  and puzzles. The rules in this section cover some of the 
  most important ways in which characters interact with 
  the environment during these expeditions.
  Falling
  A fall from a great height is one of the most common 
  hazards facing an adventurer. At the end of a fall, a 
  creature takes 1d6 bludgeoning damage for every 10 feet 
  it fell, to a maximum of 20d6. The creature lands prone, 
  unless it avoids taking damage from the fall.
  Suffocating
  A creature can hold its breath for a number of minutes 
  equal to 1 + its Constitution modifier (minimum of 30 
  seconds).
  When a creature runs out of breath or is choking, it can 
  survive for a number of rounds equal to its Constitution 
  modifier (minimum of 1 round). At the start of its next 
  turn, it drops to 0 hit points and is dying, and it can’t 
  regain hit points or be stabilized until it can breathe 
  again.
  For example, a creature with a Constitution of 14 can 
  hold its breath for 3 minutes. If it starts suffocating, it 
  has 2 rounds to reach air before it drops to 0 hit points.
  Vision and Light
  The most fundamental tasks of exploration— noticing 
  danger, finding hidden spots, hitting an enemy in 
  combat, and focusing a talent, to name just a few—rely 
  heavily on a character’s ability to see. Darkness and 
  other effects that obscure vision can prove a significant 
  hindrance.
  A given area might be lightly or heavily obscured. In 
  a lightly obscured area, such as dim light, patchy fog, 
  or moderate debris, creatures have disadvantage on 
  Wisdom (Perception) checks that rely on sight.
  A heavily obscured area—such as darkness, opaque 
  fog, or dense debris—blocks vision entirely. A creature 
  effectively suffers from the blinded condition (see 
  appendix A) when trying to see something in that area.
  The presence or absence of light in an environment 
  creates three categories of illumination: bright light, dim 
  light, and darkness.
  Bright light lets most creatures see normally. Even 
  gloomy days provide bright light, as do flashlights and 
  overhead lighting, lamps, fires, and other sources of 
  illumination within a specific radius.
  Dim light, also called shadows, creates a lightly 
  obscured area. An area of dim light is usually a boundary 
  between a source of bright light, such as a flare, and 
  surrounding darkness. The soft light of twilight and dawn 
  also counts as dim light. A particularly brilliant full moon 
  might bathe the land in dim light.
  Darkness creates a heavily obscured area. Characters 
  face darkness outdoors at night (even most moonlit 
  nights), within the confines of an unlit corridor or a 
  subterranean chamber.
  
  72
  Blindsight
  A creature with blindsight can perceive its surroundings 
  without relying on sight, within a specific radius. 
  Creatures without eyes, with echolocation or heightened 
  senses, such as bats and drakes, have this sense.
  Darkvision
  Many creatures in sci-fi settings, especially those that 
  were raised underground or on a world little sunlight, 
  have darkvision.
  Within a specified range, a creature with darkvision 
  can see in darkness as if the darkness were dim light, 
  so areas of darkness are only lightly obscured as far as 
  that creature is concerned. However, the creature can’t 
  discern color in darkness, only shades of gray.
  Infravision
  Creatures that dwell in wastelands, wearing specialized 
  equipment, or that have built in mechanical sensors may 
  also have infravision.
  While in dim light or darkness, characters with 
  infravision can see and discern heat signatures within a 
  specified range through up to 5 feet of non-metallic solid 
  material.
  Truesight
  A creature with truesight can, out to a specific range, 
  see in dark zones created by esper powers, see invisible 
  creatures and objects, automatically detect visual 
  illusions and succeed on saving throws against them, and 
  perceives the original form of a shapechanger.
  Food and Water
  Characters who don’t eat or drink suffer the effects of 
  exhaustion (see appendix A). Exhaustion caused by lack 
  of food or water can’t be removed until the character eats 
  and drinks the full required amount.
  Food
  A character needs one pound of food per day and can 
  make food last longer by subsisting on half rations. 
  Eating half a pound of food in a day counts as half a day 
  without food.
  A character can go without food for a number of days 
  equal to 3 + his or her Constitution modifier (minimum 
  1). At the end of each day beyond that limit, a character 
  automatically suffers one level of exhaustion.
  A normal day of eating resets the count of days without 
  food to zero.
  Water
   A character needs one gallon of water per day, or two 
  gallons per day if the weather is hot. A character who 
  drinks only half that much water must succeed on a 
  DC 15 Constitution saving throw or suffer one level of 
  exhaustion at the end of the day. A character with access 
  to even less water automatically suffers one level of 
  exhaustion at the end of the day.
  If the character already has one or more levels of 
  exhaustion, the character takes two levels in either case.
  Interacting With Objects
  A character’s interaction with objects in an environment 
  is often simple to resolve in the game. The player tells the 
  GM that his or her character is doing something, such as 
  moving a lever, and the GM describes what, if anything, 
  happens.
  For example, a character might decide to pull a lever, 
  which might, in turn, turn on the lights, cause a room to 
  fill with gas, or open a secret door in a nearby wall. If the 
  lever is rusted in position, though, a character might need 
  to force it. In such a situation, the GM might call for a 
  Strength check to see whether the character can wrench 
  the lever into place. The GM sets the DC for any such 
  check based on the difficulty of the task.
  Characters can also damage objects with their weapons 
  and powers. Objects are immune to poison and psychic 
  damage, but otherwise they can be affected by physical 
  and elemental attacks much like creatures can. The GM 
  determines an object’s Armor Class and hit points, and 
  might decide that certain objects have resistance or 
  immunity to certain kinds of attacks. (It’s hard to cut 
  a cable with a hammer, for example.) Objects always 
  fail Strength and Dexterity saving throws, and they are 
  immune to effects that require other saves. When an 
  object drops to 0 hit points, it breaks.
  A character can also attempt a Strength check to break 
  an object. The GM sets the DC for any such check.
  Social Interaction
  Facing dangerous threats, overcoming the odds, and 
  exploring the galaxy are all major parts of any sci-fi 
  adventure. However, social interactions play just as 
  important a role, as characters often need to interact 
  with the rest of the universe’s inhabitants to work toward 
  completing their task or finding a new one.
  There are many different types of interactions. You 
  might need to grease the pockets of the local gang boss 
  to get information about an area, or you might have to 
  cut a deal with a shrewd businessman to get access to 
  some high-grade material. The GM assumes the role of 
  any characters participating in the interaction who are 
  not controlled by another player at the table. This type of 
  character is called a non-player character (NPC).
  In general terms, an NPC’s attitude toward you is 
  described as friendly, indifferent, or hostile. Friendly 
  NPCs are predisposed to help you, and hostile ones are 
  inclined to get in your way. It’s easier to get what you 
  want from a friendly NPC, of course.
  Social interactions have two primary aspects: 
  roleplaying and ability checks.
  
  73
  Roleplaying
  Roleplaying is, literally, the act of playing out a role. 
  In this  case, it’s you as a player determining how your 
  character thinks, acts, and talks.
  Roleplaying is a part of every aspect of the game,and 
  it comes to the fore during social interactions. Your 
  character’s quirks, mannerisms, and personality influence 
  how interactions resolve.
  There are two styles you can use when roleplaying 
  your character: the descriptive approach and the active 
  approach. Most players use a combination of the two 
  styles. Use whichever mix of the two works best for you.
  Descriptive Approach to Roleplaying
  With this approach, you describe your character’s words 
  and actions to the GM and the other players. Drawing 
  on your mental image of your character, you tell everyone 
  what your character does and how he or she does it.
  For instance, Chris plays Galen the matokai. Galen has 
  a quick temper and blames the eldori of the Pel Voros for 
  his misfortune. At a night club, a drunken eldori sits at 
  Galen’s table and tries to strike up a conversation with 
  the kesh.
  Chris says, “Galen spits on the floor, growls an insult at 
  the eldori, and stomps over to the bar. He sits on a stool 
  and glares at the eldori club-goer before ordering another 
  drink.”
  In this example, Chris has conveyed Galen’s mood and 
  given the GM a clear idea of his character’s attitude and 
  actions.
  When using descriptive roleplaying, keep the following 
  things in mind:
  • Describe your character’s emotions and attitude.
  • Focus on your character’s intent and how others might 
  perceive it.
  • Provide as much embellishment as you feel comfortable 
  with.
  Don’t worry about getting things exactly right. Just 
  focus on thinking about what your character would do 
  and describing what you see in your mind.
  Active Approach to Roleplaying
  If descriptive roleplaying tells your GM and your fellow 
  players what your character thinks and does, active 
  roleplaying shows them.
  When you use active roleplaying, you speak with your 
  character’s voice, like an actor taking on a role. You 
  might even echo your character’s movements and body 
  language.
  This approach is more immersive than descriptive 
  roleplaying, though you still need to describe things that 
  can’t be reasonably acted out.
  Going back to the example of Chris roleplaying Galen 
  above, here’s how the scene might play out if Chris used 
  active roleplaying:
  Speaking as Galen, Chris says in a gruff, deep voice,
  “I was wondering why it suddenly smelled awful in here.
  If I wanted to hear anything out of you, I’d snap your 
  arm and enjoy your screams.” In his normal voice, Chris 
  then adds, “I get up, glare at the eldori, and head to the 
  bar.”
  Results of Roleplaying
  The GM uses your character’s actions and attitudes to 
  determine how an NPC reacts. A cowardly NPC buckles 
  under threats of violence. A stubborn kesh refuses to let 
  anyone badger her. A vain celebrity laps up flattery. When 
  interacting with an NPC, pay close attention to the GM’s 
  portrayal of the NPC’s mood, dialogue, and personality. 
  You might be able to determine an NPC’s personality 
  traits, ideals, flaws, and bonds, then play on them to 
  influence the NPC’s attitude.
  Interactions in Esper Genesis are much like interactions 
  in real life. If you can offer NPCs something they want, 
  threaten them with something they fear, or play on their 
  sympathies and goals, you can use words to get almost 
  anything you want. On the other hand, if you insult a 
  proud soldier or speak ill of a gang boss’ allies, your 
  efforts to convince or deceive will fall short.
  Ability Checks
  In addition to roleplaying, ability checks are key in 
  determining the outcome of an interaction.
  Your roleplaying efforts can alter an NPC’s attitude, but 
  there might still be an element of chance in the situation.
  For example, your GM can call for a Charisma check at 
  any point during an interaction if he or she wants the dice 
  to play a role in determining an NPC’s reactions. Other 
  checks might be appropriate in certain situations, at your 
  GM’s discretion.
  Pay attention to your skill proficiencies when thinking 
  of how you want to interact with an NPC, and stack the 
  deck in your favor by using an approach that relies on 
  your best bonuses and skills. If the group needs to trick 
  a guard into letting them into the building, the specialist 
  who is proficient in Deception is the best bet to lead the 
  discussion. When negotiating for a hostage’s release, the 
  melder with Persuasion should do most of the talking.
  Resting
  Heroic though they might be, characters can’t spend 
  every hour of the day in the thick of exploration, social 
  interaction, and combat. They need rest—time to sleep 
  and eat, tend their wounds, refresh their minds, and 
  brace themselves for further expeditions.
  Characters can take short rests in the midst of a day 
  and a long rest to end the day.
  Short Rest
  A short rest is a period of downtime, at least 1 hour long, 
  during which a character does nothing more strenuous 
  than eating, drinking, reading, and tending to wounds.
  A character can spend one or more Hit Dice at the end 
  of a short rest, up to the character’s maximum number 
  
  74
  of Hit Dice, which is equal to the character’s level. For 
  each Hit Die spent in this way, the player rolls the die 
  and adds the character’s Constitution modifier to it. The 
  character regains hit points equal to the total. The player 
  can decide to spend an additional Hit Die after each roll. 
  A character regains some spent Hit Dice upon finishing a 
  long rest, as explained below.
  Long Rest
  A long rest is a period of extended downtime, at least 8 
  hours long, during which a character sleeps or performs 
  light activity: reading, talking, eating, or standing watch 
  for no more than 2 hours. If the rest is interrupted by a 
  period of strenuous activity—at least 1 hour of walking, 
  fighting, using powers, or similar activity—the characters 
  must begin the rest again to gain any benefit from it.
  At the end of a long rest, a character regains all lost hit 
  points. The character also regains spent Hit Dice, up to 
  a number of dice equal to half of the character’s total 
  number of them (minimum of one die). For example, if 
  a character has eight Hit Dice, he or she can regain four 
  spent Hit Dice upon finishing a long rest.
  A character can’t benefit from more than one long rest 
  in a 24-hour period, and a character must have at least 1 
  hit point at the start of the rest to gain its benefits.
  Between Expeditions
  Between trips to lost worlds and battles against alien 
  threats, characters need time to rest, recuperate, and 
  prepare for their next adventure. Many characters also 
  use this time to perform other tasks, such as crafting 
  arms and armor, performing research, or spending their 
  hard-earned money.
  In some cases, the passage of time is something that 
  occurs with little fanfare or description. When starting 
  a new adventure, the GM might simply declare that a 
  certain amount of time has passed and allow you to 
  describe in general terms what your character has been 
  doing. At other times, the GM might want to keep track 
  of just how much time is passing as events beyond your 
  perception stay in motion.
  Lifestyle Expenses
  Between adventures, you choose a particular quality of 
  life and pay the cost of maintaining that lifestyle.
  Living a particular lifestyle doesn’t have a huge effect 
  on your character, but your lifestyle can affect the way 
  other individuals and groups react to you. For example, 
  when you lead a luxury lifestyle, it might be easier for you 
  to influence the aristocrats of the city than if you live in 
  poverty.
  74
  
  75
  Downtime Activities
  Between adventures, the GM might ask you what your 
  character is doing during his or her downtime. Periods 
  of downtime can vary in duration, but each downtime 
  activity requires a certain number of days to complete 
  before you gain any benefit, and at least 8 hours of each 
  day must be spent on the downtime activity for the day 
  to count. The days do not need to be consecutive. If you 
  have more than the minimum amount of days to spend, 
  you can keep doing the same thing for a longer period of 
  time, or switch to a new downtime activity.
  Downtime activities other than the ones presented 
  below are possible. If you want your character to spend 
  his or her downtime performing an activity not covered 
  here, discuss it with your GM.
  Crafting
  You can craft mundane items, including gear and works 
  of art. You must be proficient with tools related to the 
  object you are trying to create (typically artisan’s tools). 
  You might also need access to special materials or 
  locations necessary to create it. For example, someone 
  proficient with smith’s tools needs a weapons lab in 
  order to craft a blade or suit of armor.
  For every day of downtime you spend crafting, you can 
  craft one or more items with a total market value not 
  exceeding 50 cu, and you must expend raw materials 
  worth half the total market value. If something you want 
  to craft has a market value greater than 50 cu, you make 
  progress every day in 50 cu increments until you reach 
  the market value of the item. For example, a suit of power 
  armor (market value 15,000 cu) takes 300 days to craft 
  by yourself with just your tools alone.
  Multiple characters can combine their efforts toward 
  the crafting of a single item, provided that the characters 
  all have proficiency with the requisite tools and are 
  working together in the same place.
  Each character contributes 50 cu worth of effort for 
  every day spent helping to craft the item. For example, 
  three characters with the requisite tool proficiency and 
  the proper facilities can craft a suit of power armor in 
  100 days, at a total cost of 7,500 cu.
  While crafting, you can maintain a modest lifestyle 
  without having to pay the daily cost, or a comfortable 
  lifestyle at half the normal cost.
  Crafting using a factory or construction drones 
  drastically decreases crafting times. These methods are 
  covered in the Master Technician’s Guidebook. 
  Practicing a Profession
  You can work between adventures, allowing you to 
  maintain a modest lifestyle without having to pay 30 
  cu per day. This benefit lasts as long you continue to 
  practice your profession.
  If you are a member of an organization that can provide 
  gainful employment, such as a corporation or public 
  service, you earn enough to support a comfortable 
  lifestyle instead.
  If you have proficiency in the Performance skill and put 
  your performance skill to use during your downtime, you 
  earn enough to support a luxury lifestyle instead.
  Recuperating
  You can use downtime between adventures to recover 
  from a debilitating injury, disease, or poison.
  After three days of downtime spent recuperating, 
  you can make a DC 15 Constitution saving throw. On 
  a successful save, you can choose one of the following 
  results:
  • End one effect on you that prevents you from regaining 
  hit points.
  • For the next 24 hours, gain advantage on saving throws 
  against one disease or poison currently affecting you.
   Researching
  The time between adventures is a great chance to 
  perform research, gaining insight into information you’ve 
  gathered over the course of the campaign.
  Research can include decoding encrypted datapads 
  or hitting the streets to do some legwork or information 
  gathering.
  When you begin your research, the GM determines 
  whether the information is available, how many days of 
  downtime it will take to find it, and whether there are 
  any restrictions on your research (such as needing to seek 
  out a specific individual, piece of data, or location). The 
  GM might also require you to make one or more ability 
  checks, such as an Intelligence (Investigation) check to 
  find clues pointing toward the information you seek, or 
  a Charisma (Persuasion) check to secure someone’s aid. 
  Once those conditions are met, you learn the information 
  if it is available.
  For each day of research, you must spend 10 cu to cover 
  your expenses. This cost is in addition to your normal 
  lifestyle expenses.
  Training
  You can spend time between adventures learning a new 
  language or training with a set of tools. Your GM might 
  allow additional training options.
  First, you must find an instructor willing to teach you. 
  The GM determines how long it takes, and whether one 
  or more ability checks are required.
  The training lasts for 250 days and costs 10 cu per day. 
  After you spend the requisite amount of time and money, 
  you learn the new language or gain proficiency with the 
  new tool.
  
  76
  Chapter 9. Combat
  Blazing gun battles, the clash of robotic metal on metal, 
  the unstable burst of an esper’s gravity wave—all of these 
  things make up an exciting, tense, and dramatic sci-fi 
  conflict.
  This chapter covers the rules necessary for resolving 
  combat for characters and threats. It is important to note 
  that in this chapter, the term “you” refers to you as either 
  the player or the GM, depending on which creature is 
  being referenced. A player controls their character and any 
  creature under their character’s control. The GM controls 
  all monsters and NPCs involved during the combat.
  the Order of Combat
  A typical combat encounter is a clash between two sides, 
  a flurry of weapon swings, shots, parries, maneuvering, 
  and cosmic powers. The game organizes the chaos 
  of combat into a cycle of rounds and turns. A round 
  represents about 6 seconds in the game world. During 
  a round, each participant in a battle takes a turn. The 
  order of turns is determined at the beginning of a combat 
  encounter, when everyone rolls initiative. Once everyone 
  has taken a turn, the fight continues to the next round if 
  neither side has defeated the other.
  COMBAT STEP BY STEP
  1. Determine surprise. The GM determines whether 
  anyone involved in the combat encounter is surprised.
  2. Establish positions. The GM decides where all the 
  characters and monsters are located. Given the 
  adventurers’ marching order or their stated positions 
  in the room or other location, the GM figures out 
  where the adversaries are, how far away and in what 
  direction.
  3. Roll initiative. Everyone involved in the combat 
  encounter rolls initiative, determining the order of 
  combatants’ turns.
  4. Take turns. Each participant in the battle takes a turn in 
  initiative order.
  5. Begin the next round. When everyone involved in the 
  combat has had a turn, the round ends. Repeat step 4 
  until the fighting stops.
  Surprise
  An expeditionary force sneaks into the back door of the 
  compound to attack the enemy from behind. A kotatu 
  creeps along the ledge, unnoticed by the characters until 
  the beast leaps at one of them. In these situations, one 
  side of the battle gains surprise over the other.
  The GM determines who might be surprised. If neither 
  side tries to be stealthy, they automatically notice each 
  other. Otherwise, the GM compares the Dexterity 
  (Stealth) checks of anyone hiding with the passive 
  Wisdom (Perception) score of each creature on the 
  opposing side. Any character or monster that doesn’t 
  notice a threat is surprised at the start of the encounter.
  If you’re surprised, you can’t move or take an action 
  on your first turn of the combat, and you can’t take a 
  reaction until that turn ends. A member of a group can 
  be surprised even if the other members aren’t.
  Initiative
  Initiative determines the order of turns during combat. 
  When combat starts, every participant makes a Dexterity 
  check to determine their place in the initiative order. 
  The GM makes one roll for an entire group of identical 
  creatures, so each member of the group acts at the same 
  time.
  The GM ranks the combatants in order from the one 
  with the highest Dexterity check total to the one with 
  the lowest. This is the order (called the initiative order) 
  in which they act during each round. The initiative order 
  remains the same from round to round.
  If a tie occurs, the GM decides the order among 
  tied GM-controlled creatures, and the players decide 
  the order among their tied characters. The GM can 
  decide the order if the tie is between a monster and a 
  player character. Optionally, the GM can have the tied 
  characters and monsters each roll a d20 to determine the 
  order, highest roll going first.
  Your Turn
  On your turn, you can move a distance up to your speed 
  and take one action. You decide whether to move first or 
  take your action first. Your speed— sometimes called your 
  walking speed—is noted on your character sheet.
  The most common actions you can take are described 
  in the “Actions in Combat” section. Many class features 
  and other abilities provide additional options for your 
  action.
  The “Movement and Position” section gives the rules for 
  your move.
  You can forgo moving, taking an action, or doing 
  anything at all on your turn. If you can’t decide what to 
  do on your turn, consider taking the Dodge or Ready 
  action, as described in “Actions in Combat.”
  Bonus Actions
  Various class features, powers, and other abilities let you 
  take an additional action on your turn called a bonus 
  action. The Cunning Action feature, for example, allows 
  a specialist to take a bonus action. You can take a bonus 
  action only when a special ability, power, or other feature 
  of the game states that you can do something as a bonus 
  action. You otherwise don’t have a bonus action to take.
  You can take only one bonus action on your turn, so 
  you must choose which bonus action to use when you 
  have more than one available.
  
  77
  You choose when to take a bonus action during your 
  turn, unless the bonus action’s timing is specified, and 
  anything that deprives you of your ability to take actions 
  also prevents you from taking a bonus action.
  Other Activity on Your Turn
  Your turn can include a variety of flourishes that require 
  neither your action nor your move.
  You can communicate however you are able, through 
  brief utterances and gestures, as you take your turn.
  You can also interact with one object or feature of the 
  environment for free, during either your move or your 
  action. For example, you could open a door during your 
  move as you stride toward a foe, or you could draw your 
  weapon as part of the same action you use to attack.
  If you want to interact with a second object, you need 
  to use your action. Some special items always require an 
  action to use, as stated in their descriptions.
  The GM might require you to use an action for any 
  of these activities when it needs special care or when it 
  presents an unusual obstacle. For instance, the GM could 
  reasonably expect you to use an action to force open a 
  stuck door or pull a docking release lever.
  Reactions
  Certain special abilities, powers, and situations allow you 
  to take a special action called a reaction. A reaction is 
  an instant response to a trigger of some kind, which can 
  occur on your turn or on someone else’s. The opportunity 
  attack is the most common type of reaction.
  When you take a reaction, you can’t take another one 
  until the start of your next turn. If the reaction interrupts 
  another creature’s turn, that creature can continue its 
  turn right after the reaction.
  Movement and Position
  In combat, characters and monsters are in constant 
  motion, often using movement and position to gain the 
  upper hand.
  On your turn, you can move a distance up to your 
  speed. You can use as much or as little of your speed as 
  you like on your turn, following the rules here.
  Your movement can include jumping, climbing, and 
  swimming. These different modes of movement can be 
  combined with walking, or they can constitute your entire 
  move. However you’re moving, you deduct the distance 
  of each part of your move from your speed until it is used 
  up or until you are done moving.
  INTERACTING WITH OBJECTS AROUND YOU
  Here are a few examples of the sorts of thing you can do in 
  tandem with your movement and action.
  • 
  draw or holster a weapon
  • 
  open or close a door
  • 
  take an item out of your pack
  • 
  pick up a dropped pistol
  • 
  pick a glass up off of a table
  • 
  remove a ring from your finger
  • 
  stuff some food into your mouth
  • 
  place an antenna in the ground
  • 
  fish a few cubils from your pocket
  • 
  drink all the beer in a bottle
  • 
  throw a lever or a switch
  • 
  push a button
  • 
  bring up the display on a datapad
  • 
  extinguish a small flame
  • 
  put on a wig
  • 
  pull the hood of your coat up and over your head
  • 
  put your ear to a door
  • 
  kick a small rock
  • 
  place your hand on a palm scanner
  • 
  tap the floor with a stick
  • 
  hand an item to another character
  77
  
  78
  Breaking Up Your Move
  You can break up your movement on your turn, using 
  some of your speed before and after your action. For 
  example, if you have a speed of 30 feet, you can move 10 
  feet, take your action, and then move 20 feet.
  Moving Between Attacks
  If you take an action that includes more than one weapon 
  attack, you can break up your movement even further by 
  moving between those attacks. For example, a warrior 
  who can make two attacks with the Extra Attack feature 
  and who has a speed of 25 feet could move 10 feet, make 
  an attack, move 15 feet, and then attack again.
  Using Different Speeds
  If you have more than one speed, such as your walking 
  speed and a flying speed, you can switch back and forth 
  between your speeds during your move. Whenever you 
  switch, subtract the distance you’ve already moved from 
  the new speed. The result determines how much farther 
  you can move. If the result is 0 or less, you can’t use the 
  new speed during the current move.
  For example, if you have a speed of 30 and a flying 
  speed of 60 because of a melder’s kinesis talents, you 
  could fly 20 feet, then walk 10 feet, and then leap into 
  the air to fly 30 feet more.
  Difficult Terrain
  Combat rarely takes place in bare rooms or on featureless 
  plains. Debris-filled corridors, moving conveyor belts, 
  unstable turbolifts—the setting of a typical fight contains 
  difficult terrain.
  Every foot of movement in difficult terrain costs 1 extra 
  foot. This rule is true even if multiple things in a space 
  count as difficult terrain.
  Low furniture, rubble, undergrowth, broken ramps, 
  snow, and toxic sludge are examples of difficult terrain. 
  The space of another creature, whether hostile or not, 
  also counts as difficult terrain.
  Being Prone
  Combatants often find themselves lying on the ground, 
  either because they are knocked down or because they 
  throw themselves down. In the game, they are prone, a 
  condition described in appendix A.
  You can drop prone without using any of your speed. 
  Standing up takes more effort; doing so costs an amount 
  of movement equal to half your speed. For example, 
  if your speed is 30 feet, you must spend 15 feet of 
  movement to stand up. You can’t stand up if you don’t 
  have enough movement left or if your speed is 0.
  To move while prone, you must crawl or use a power 
  such as teleportation. Every foot of movement while 
  crawling costs 1 extra foot. Crawling 1 foot in difficult 
  terrain, therefore, costs 3 feet of movement.
  Moving Around Other 
  Creatures
  You can move through a nonhostile creature’s space. In 
  contrast, you can move through a hostile creature’s space 
  only if the creature is at least two sizes larger or smaller 
  than you. Remember that another creature’s space is 
  difficult terrain for you.
  Whether a creature is a friend or an enemy, you can’t 
  willingly end your move in its space.
  If you leave a hostile creature’s reach during your move, 
  you provoke an opportunity attack.
  Flying Movement
  Flying creatures enjoy many benefits of mobility, but 
  they must also deal with the danger of falling. If a flying 
  creature is knocked prone, has its speed reduced to 0, or 
  is otherwise deprived of the ability to move, the creature 
  falls, unless it has the ability to hover or it is being held 
  aloft by an esper power, such as the flight talent.
  Moving in Zero Gravity
  To move in zero gravity (referred to as “Zero-G”), you 
  must be within 5 feet of a secured, solid surface and 
  make a successful DC 10 Dexterity (Acrobatics) check. 
  You move in a straight line at your character’s full normal 
  speed each round.
   Stopping your move or changing your move direction 
  requires you to be within 10 feet of a secured surface 
  or a securely fastened item you can grab onto such as 
  a beam or hatch handle. You must then spend a bonus 
  action and succeed on a DC 10 Dexterity (Acrobatics) 
  check. If you fail this check, you continue to move. If you 
  encounter a secured, solid surface before your next turn, 
  you crash into the surface and are considered prone until 
  the end of your next turn.
  The skill checks required for both moving and stopping 
  may be made as passive checks if you are not involved in 
  combat or other stressful situations.
  OPPOSING FORCE WITH ANOTHER CREATURE
  The GM may decide to allow creatures to propel themselves 
  off of other creatures while in Zero-G. To achieve this, the 
  character must use their attack action to shove a creature 
  (see Shoving a Creature).
  If the attack is successful, the attacker moves as defined 
  by the rules for zero-gravity movement. The shoved 
  creature also moves at their own speed in the opposite 
  direction of the creature who shoved it. If the attack is 
  unsuccessful, the attacker is considered prone until the end 
  of their next turn.
  If this maneuver is performed between two willing 
  creatures, no skill checks are required and the action 
  automatically succeeds.
  
  79
  Creature Size
  Each creature takes up a different amount of space. 
  The Size Categories table shows how much space a 
  creature of a particular size controls in combat. Objects 
  sometimes use the same size categories.
  Size Categories
  Size
  Space
  Tiny
  21/2 by 21/2 feet.
  Small
  5 by 5 feet
  Medium
  5 by 5 feet
  Large
  10 by 10 feet
  Huge
  15 by 15 feet
  Gargantuan
  20 by 20 feet or larger
  Space
  A creature’s space is the area in feet that it effectively 
  controls in combat, not an expression of its physical 
  dimensions. A typical Medium creature isn’t 5 feet wide, 
  for example, but it does control a space that wide. If a 
  Medium creature stands in a 5-foot-wide doorway, other 
  creatures can’t get through unless the creature lets them.
  A creature’s space also reflects the area it needs to fight 
  effectively. For that reason, there’s a limit to the number 
  of creatures that can surround another creature in 
  combat. Assuming Medium combatants, eight creatures 
  can fit in a 5-foot radius around another one.
  Because larger creatures take up more space, fewer 
  of them can surround a creature. If five Large creatures 
  crowd around a Medium or smaller one, there’s little 
  room for anyone else. In contrast, as many as twenty 
  Medium creatures can surround a Gargantuan one.
  Squeezing Into a Smaller Space
  A creature can squeeze through a space that is large 
  enough for a creature one size smaller than it. Thus, a 
  Large creature can squeeze through a passage that’s only 
  5 feet wide. While squeezing through a space, a creature 
  must spend 1 extra foot for every foot it moves there, and 
  it has disadvantage on attack rolls and Dexterity saving 
  throws. Attack rolls against the creature have advantage 
  while it’s in the smaller space
  VARIANT: PLAYING ON A GRID
  If you play out a combat using a square grid and miniatures 
  or other tokens, follow these rules.
  Squares. Each square on the grid represents 5 feet.
  Speed. Rather than moving foot by foot, move square by 
  square on the grid. This means you use your speed in 5-foot 
  segments. This is particularly easy if you translate your 
  speed into squares by dividing the speed by 5. For example, 
  a speed of 30 feet translates into a speed of 6 squares.
  If you use a grid often, consider writing your speed in 
  squares on your character sheet.
  Entering a Square. To enter a square, you must have 
  at least 1 square of movement left, even if the square 
  is diagonally adjacent to the square you’re in. (The rule 
  for diagonal movement sacrifices realism for the sake of 
  smooth play). 
  If a square costs extra movement, as a square of difficult 
  terrain does, you must have enough movement left to 
  pay for entering it. For example, you must have at least 
  2 squares of movement left to enter a square of difficult 
  terrain.
  Corners. Diagonal movement can’t cross the corner of a 
  wall, large tree, or other terrain feature that fills its space.
  Ranges. To determine the range on a grid between two 
  things—whether creatures or objects—start counting 
  squares from a square adjacent to one of them and stop 
  counting in the space of the other one. Count by the 
  shortest route.
  79
  
  80
  Actions in Combat
  When you take your action on your turn, you can take 
  one of the actions presented here, an action you gained 
  from your class or a special feature, or an action that you 
  improvise. Many monsters have action options of their 
  own in their stat blocks.
  When you describe an action not detailed elsewhere 
  in the rules, the GM tells you whether that action is 
  possible and what kind of roll you need to make, if any, 
  to determine success or failure.
  Attack
  The most common action to take in combat is the Attack 
  action, whether you are firing a gun, swinging a blade, or 
  brawling with your fists.
  With this action, you make one melee or ranged attack. 
  See the “Making an Attack” section for the rules that 
  govern attacks.
  Certain features, such as the Extra Attack feature of the 
  warrior, allow you to make more than one attack with 
  this action.
  Use an Esper Power
  Certain Espers, such as melders and engineers, as 
  well as many monsters, have access to powers such 
  as talents and techniques, and can use them to great 
  effect in combat. Each power has an activation time, 
  which specifies whether the esper must use an action, a 
  reaction, minutes, or even hours to activate it. Using an 
  esper power is, therefore, not necessarily an action. Most 
  powers do have an activation time of 1 action, so an 
  esper often uses his or her action in combat to activate 
  such a power. Esper Powers and their use are detailed in 
  Chapter 11.
  Dash
  When you take the Dash action, you gain extra movement 
  for the current turn. The increase equals your speed, 
  after applying any modifiers. With a speed of 30 feet, for 
  example, you can move up to 60 feet on your turn if you 
  dash.
  Any increase or decrease to your speed changes this 
  additional movement by the same amount. If your speed 
  of 30 feet is reduced to 15 feet, for instance, you can 
  move up to 30 feet this turn if you dash.
  Disengage
  If you take the Disengage action, your movement doesn’t 
  provoke opportunity attacks for the rest of the turn.
  Dodge
  When you take the Dodge action, you focus entirely on 
  avoiding attacks. Until the start of your next turn, any 
  attack roll made against you has disadvantage if you 
  can see the attacker, and you make Dexterity saving 
  throws with advantage. You lose this benefit if you are 
  incapacitated (as explained in appendix A) or if your 
  speed drops to 0.
  Help
  You can lend your aid to another creature in the 
  completion of a task. When you take the Help action, 
  the creature you aid gains advantage on the next ability 
  check it makes to perform the task you are helping with, 
  provided that it makes the check before the start of your 
  next turn.
  Alternatively, you can aid a friendly creature in attacking 
  a creature within 5 feet of you. You feint, distract the 
  target, or in some other way team up to make your ally’s 
  attack more effective. If your ally attacks the target before 
  your next turn, the first attack roll is made with advantage.
  Hide
  When you take the Hide action, you make a Dexterity 
  (Stealth) check in an attempt to hide, following the rules 
  for hiding. If you succeed, you gain certain benefits, as 
  described in the “Unseen Attackers and Targets” section.
  Ready
  Sometimes you want to get the jump on a foe or wait for 
  a particular circumstance before you act. To do so, you 
  can take the Ready action on your turn, which lets you 
  act using your reaction before the start of your next turn.
  First, you decide what perceivable circumstance will 
  trigger your reaction. Then, you choose the action you 
  will take in response to that trigger, or you choose to 
  move up to your speed in response to it. Examples 
  include “If the raider steps on the vent, I’ll pull the lever 
  that opens it,” and “If the guard steps next to me, I move 
  away.”
  When the trigger occurs, you can either take your 
  reaction right after the trigger finishes or ignore the 
  trigger. Remember that you can take only one reaction 
  per round.
  When you ready an esper power, you activate it as 
  normal but hold its energy, which you release with 
  your reaction when the trigger occurs. To be readied, 
  a power must have an activation time of 1 action, and 
  holding onto the power’s energy requires concentration 
  (explained in Chapter 11). If your concentration is 
  broken, the power fizzles out without taking effect. For 
  example, if you are concentrating on the celerity talent 
  and ready distortion, your celerity talent’s effect ends, and 
  if you take damage before you release distortion with your 
  reaction, your concentration might be broken.
  Search
  When you take the Search action, you devote your 
  attention to finding something. Depending on the 
  nature of your search, the GM might have you make 
  a Wisdom (Perception) check or an Intelligence 
  (Investigation) check.
  
  81
  Use an Object
  You normally interact with an object while doing 
  something else, such as when you draw a pistol as part 
  of an attack. When an object requires your action for 
  its use, you take the Use an Object action. This action is 
  also useful when you want to interact with more than one 
  object on your turn.
  Making an Attack
  Whether you’re striking with a melee weapon, firing a 
  weapon at range, or making an attack roll as part of a 
  power, an attack has a simple structure.
  1. Choose a target. Pick a target within your 
  attack’s range: a creature, an object, or a 
  location.
  2. Determine modifiers. The GM determines 
  whether the target has cover and whether 
  you have advantage or disadvantage 
  against the target. In addition, powers, 
  special abilities, and other effects can apply 
  penalties or bonuses to your attack roll.
  3. Resolve the attack. You make the attack 
  roll. On a hit, you roll damage, unless the 
  particular attack has rules that specify 
  otherwise. Some attacks cause special 
  effects in addition to or instead of damage.
  If there’s ever any question whether something you’re 
  doing counts as an attack, the rule is simple: if you’re 
  making an attack roll, you’re making an attack.
  Attack Rolls
  When you make an attack, your attack roll determines 
  whether the attack hits or misses. To make an attack roll, 
  roll a d20 and add the appropriate modifiers. If the total 
  of the roll plus modifiers equals or exceeds the target’s 
  Armor Class (AC), the attack hits. The AC of a character 
  is determined at character creation, whereas the AC of a 
  monster is in its stat block.
  Modifiers to the Roll
  When a character makes an attack roll, the two most 
  common modifiers to the roll are an ability modifier 
  and the character’s proficiency bonus. When a monster 
  makes an attack roll, it uses whatever modifier is 
  provided in its stat block.
  Ability Modifier. The ability modifier used for a melee 
  weapon attack is Strength, and the ability modifier used 
  for a ranged weapon attack is Dexterity. Weapons that 
  have the finesse or thrown property break this rule.
  Some esper powers also require an attack roll. The 
  ability modifier used for an esper power attack depends 
  on the channeling or forging ability of the esper.
  Proficiency Bonus. You add your proficiency bonus to 
  your attack roll when you attack using a weapon with 
  which you have proficiency, as well as when you attack 
  with an esper power.
  Rolling 1 or 20
  Sometimes fate blesses or curses a combatant, causing 
  the novice to hit and the veteran to miss.
  If the d20 roll for an attack is a 20, the attack hits 
  regardless of any modifiers or the target’s AC. This is 
  called a critical hit.
  If the d20 roll for an attack is a 1, the attack misses 
  regardless of any modifiers or the target’s AC.
  Unseen Attackers and Targets
  Combatants often try to escape their foes’ notice by 
  hiding, using the obfuscate power, or lurking in darkness.
  When you attack a target that you can’t see, you have 
  disadvantage on the attack roll. This is true whether 
  you’re guessing the target’s location or you’re targeting a 
  creature you can hear but not see. If the target isn’t in the 
  location you targeted, you automatically miss, but the 
  GM typically just says that the attack missed, not whether 
  you guessed the target’s location correctly.
  When a creature can’t see you, you have advantage on 
  attack rolls against it. If you are hidden—both unseen and 
  unheard—when you make an attack, you give away your 
  location when the attack hits or misses.
  Ranged Attacks
  When you make a ranged attack, you fire a gun, hurl a 
  shuriken, or otherwise send projectiles to strike a foe at 
  a distance. A monster might shoot spines from its tail. 
  Many esper powers also involve making a ranged attack.
  Range
  You can make ranged attacks only against targets within 
  a specified range.
  If a ranged attack, such as one made with an esper 
  power, has a single range, you can’t attack a target 
  beyond this range.
  Some ranged attacks, such as those made with a gun 
  or a bow, have two ranges. The smaller number is the 
  normal range, and the larger number is the long range. 
  Your attack roll has disadvantage when your target is 
  beyond normal range, and you can’t attack a target 
  beyond the long range.
  Ranged Attacks in Close Combat
  Aiming a ranged attack is more difficult when a foe 
  is next to you. When you make a ranged attack with 
  a weapon, a power, or some other means, you have 
  disadvantage on the attack roll if you are within 5 feet 
  of a hostile creature who can see you and who isn’t 
  incapacitated.
  Firearm Jamming
  Whenever a natural 1 is rolled while attacking with a 
  firearm, there is a 10% chance that it becomes jammed. 
  Roll a d100 to determine the result. An action is required 
  to clear the jam before the weapon may be used again. 
  On a roll of 01, the weapon is completely jammed 
  requiring a successful DC 12 Dexterity check with 
  gunsmith’s tools before the weapon can be used again.
  
  82
  Melee Attacks
  Used in hand-to-hand combat, a melee attack allows 
  you to attack a foe within your reach. A melee attack 
  typically uses a handheld weapon such as a sword, a 
  club, or an axe. A typical monster makes a melee attack 
  when it strikes with its claws, horns, teeth, tentacles, or 
  other body part. A few esper powers also involve making 
  a melee attack.
  Most creatures have a 5-foot reach and can thus attack 
  targets within 5 feet of them when making a melee attack. 
  Certain creatures (typically those larger than Medium) 
  have melee attacks with a greater reach than 5 feet, as 
  noted in their descriptions.
  Instead of using a weapon to make a melee weapon 
  attack, you can use an unarmed strike: a punch, kick, 
  headbutt, or similar forceful blow (none of which 
  count as weapons). On a hit, an unarmed strike deals 
  bludgeoning damage equal to 1 + your Strength modifier. 
  You are automatically proficient with your unarmed 
  strikes.
  Opportunity Attacks
  In a fight, everyone is constantly watching for a chance to 
  strike an enemy who is fleeing or passing by. Such a strike 
  is called an opportunity attack.
  You can make an opportunity attack when a hostile 
  creature that you can see moves out of your reach. To 
  make the opportunity attack, you use your reaction to 
  make one melee attack against the provoking creature. The 
  attack occurs right before the creature leaves your reach.
  You can avoid provoking an opportunity attack by 
  taking the Disengage action. You also don’t provoke an 
  opportunity attack when you teleport or when someone 
  or something moves you without using your movement, 
  action, or reaction. For example, you don’t provoke an 
  opportunity attack if an explosion hurls you out of a foe’s 
  reach or if gravity causes you to fall past an enemy.
  Two-Weapon Fighting
  When you take the Attack action and attack with a light 
  weapon that you’re holding in one hand, you can use 
  a bonus action to attack with a different light weapon 
  that you’re holding in the other hand. You don’t add 
  your ability modifier to the damage of the bonus attack, 
  unless that modifier is negative.
  If either weapon has the thrown property, you can throw 
  the weapon, instead of making an attack with it.
  Grappling
  When you want to grab a creature or wrestle with it, you 
  can use the Attack action to make a special melee attack, 
  a grapple. If you’re able to make multiple attacks with the 
  Attack action, this attack replaces one of them.
  The target of your grapple must be no more than one 
  size larger than you and must be within your reach. 
  Using at least one free hand, you try to seize the target 
  by making a grapple check instead of an attack roll: 
  a Strength (Athletics) check contested by the target’s 
  Strength (Athletics) or Dexterity (Acrobatics) check 
  (the target chooses the ability to use). If you succeed, 
  you subject the target to the grappled condition (see 
  appendix A). The condition specifies the things that end 
  it, and you can release the target whenever you like (no 
  action required).
  Escaping a Grapple. A grappled creature can use its 
  action to escape. To do so, it must succeed on a Strength 
  (Athletics) or Dexterity (Acrobatics) check contested by 
  your Strength (Athletics) check.
  Moving a Grappled Creature. When you move, you can 
  drag or carry the grappled creature with you, but your 
  speed is halved, unless the creature is two or more sizes 
  smaller than you.
  Shoving a Creature
  Using the Attack action, you can make a special melee 
  attack to shove a creature, either to knock it prone or 
  push it away from you. If you’re able to make multiple 
  attacks with the Attack action, this attack replaces one of 
  them.
  The target must be no more than one size larger than 
  you and must be within your reach. Instead of making 
  an attack roll, you make a Strength (Athletics) check 
  contested by the target’s Strength (Athletics) or Dexterity 
  (Acrobatics) check (the target chooses the ability to use). 
  If you win the contest, you either knock the target prone 
  or push it 5 feet away from you.
  82
  
  83
  Cover
  Walls, trees, creatures, and other obstacles can provide 
  cover during combat, making a target more difficult 
  to harm. A target can benefit from cover only when an 
  attack or other effect originates on the opposite side of 
  the cover.
  There are three degrees of cover. If a target is behind 
  multiple sources of cover, only the most protective degree 
  of cover applies; the degrees aren’t added together. For 
  example, if a target is behind a creature that gives half 
  cover and a metal conduit that gives three-quarters cover, 
  the target has three-quarters cover.
  A target with half cover has a +2 bonus to AC and 
  Dexterity saving throws. A target has half cover if an 
  obstacle blocks at least half of its body. The obstacle 
  might be a low wall, a large piece of furniture, a narrow 
  tree trunk, or a creature, whether that creature is an 
  enemy or a friend.
  A target with three-quarters cover has a +5 bonus 
  to AC and Dexterity saving throws. A target has three-
  quarters cover if about three-quarters of it is covered by 
  an obstacle. The obstacle might be a crate, a crack in a 
  hatch door, or a thick tree trunk.
  A target with total cover can’t be targeted directly by 
  an attack or an esper power, although some powers can 
  reach such a target by including it in an area of effect. A 
  target has total cover if it is completely concealed by an 
  obstacle.
  CONTESTS IN COMBAT
  Battle often involves pitting your prowess against that of 
  your foe. Such a challenge is represented by a contest. This 
  section includes the most common contests that require an 
  action in combat: grappling and shoving a creature. The GM 
  can use these contests as models for improvising others
  Damage and Healing
  Injury and the risk of death are constant companions of 
  those who explore strange sci-fi worlds. The thrust of a 
  blade, a sharpshooter’s bullet, or the crushing force from 
  a singularity talent all have the potential to damage, or 
  even kill, the hardiest of creatures.
  Hit Points
  Hit points represent a combination of physical and 
  mental durability, the will to live, and luck. Creatures 
  with more hit points are more difficult to kill. Those with 
  fewer hit points are more fragile.
  A creature’s current hit points (usually just called hit 
  points) can be any number from the creature’s hit point 
  maximum down to 0. This number changes frequently as 
  a creature takes damage or receives healing.
  Whenever a creature takes damage, that damage is 
  subtracted from its hit points. The loss of hit points has 
  no effect on a creature’s capabilities until the creature 
  drops to 0 hit points.
  Damage Rolls
  Each weapon, power, and harmful monster ability 
  specifies the damage it deals. You roll the damage die or 
  dice, add any modifiers, and apply the damage to your 
  target. Enhanced weapons, special abilities, and other 
  factors can grant a bonus to damage. With a penalty, it is 
  possible to deal 0 damage, but never negative damage.
  When attacking with a weapon, you add your ability 
  modifier—the same modifier used for the attack roll—to 
  the damage. An esper power tells you which dice to roll 
  for damage and whether to add any modifiers.
  If a power or other effect deals damage to more than 
  one target at the same time, roll the damage once for all 
  of them. For example, when a melder uses singularity or an 
  engineer uses incinerate, the power’s damage is rolled once 
  for all creatures caught in the blast.
  Critical Hits
  When you score a critical hit, you get to roll extra dice 
  for the attack’s damage against the target. Roll all of the 
  attack’s damage dice twice and add them together. Then 
  add any relevant modifiers as normal. To speed up play, 
  you can roll all the damage dice at once.
  For example, if you score a critical hit with a combat 
  knife, roll 2d4 for the damage, rather than 1d4, and then 
  add your relevant ability modifier. If the attack involves 
  other damage dice, such as from the specialist’s Deft 
  Strike feature, you roll those dice twice as well.
  Damage Types
  Different attacks, damaging powers, and other harmful 
  effects deal different types of damage. Damage types 
  have no rules of their own, but other rules, such as 
  damage resistance, rely on the types.
  The damage types follow, with examples to help a GM 
  assign a damage type to a new effect.
  Acid. The corrosive spray of a gorgontha’s breath and 
  the dissolving fluids secreted by a tar creeper deal acid 
  damage.
  Bludgeoning. Blunt force attacks—fists, falling, 
  constriction, and the like—deal bludgeoning damage.
  Cold. The unnatural chill radiating from a brumal 
  velbast’s claws and the frigid blast of a gale guard’s frost 
  shot deal cold damage.
  Fire. Fire drakes breathe fire, and many esper powers 
  produce flames to deal fire damage.
  Force. Force is pure energy or energy manipulation 
  focused into a damaging form. Most effects that deal 
  force damage are esper powers, including distortion and 
  warp helix.
  Lightning. An electrical power surge and a melder’s 
  lightning ball talent deal lightning damage.
  Necrotic. Necrotic damage, dealt by antimatter weapons 
  and a techniques such as trauma, withers and destabilizes 
  organic matter.
  Piercing. Puncturing and impaling attacks, including 
  bullets and monsters’ bites, deal piercing damage.
  Poison. Venomous stings and the toxic emissions from a 
  gas grenade deal poison damage.
  
  84
  Psychic. Mental abilities such as an adept’s mind blast 
  deal psychic damage.
  Radiant. Radiant damage, dealt by a laser beam or an 
  engineer’s plasma blade, sears the flesh like fire.
  Slashing. Swords, axes, and monsters’ claws deal 
  slashing damage.
  Thunder. A concussive burst of sound, such as the effect 
  of the sonic burst talent, deals thunder damage.
  Damage Resistance and 
  Vulnerability 
  Some creatures and objects are exceedingly difficult or 
  unusually easy to hurt with certain types of damage.
  If a creature or an object has resistance to a damage 
  type, damage of that type is halved against it. If a creature 
  or an object has vulnerability to a damage type, damage 
  of that type is doubled against it.
  Resistance and then vulnerability are applied after all 
  other modifiers to damage. For example, a creature has 
  resistance to bludgeoning damage and is hit by an attack 
  that deals 25 bludgeoning damage. The creature is also 
  surrounded by an energy shield that reduces all damage 
  by 5. The 25 damage is first reduced by 5 and then 
  halved, so the creature takes 10 damage.
  Multiple instances of resistance or vulnerability that 
  affect the same damage type count as only one instance. 
  For example, if a creature has resistance to fire damage as 
  well as resistance to all elemental forms of damage, the 
  damage of the fire is reduced by half against the creature, 
  not reduced by three-quarters.
  Healing
  Unless it results in death, damage isn’t permanent. Even 
  death is reversible through high-ranking esper powers. 
  Rest can restore a creature’s hit points, and alternate 
  methods such as a field salve technique or a healing ampoule 
  can remove damage in an instant.
  When a creature receives healing of any kind, hit points 
  regained are added to its current hit points. A creature’s 
  hit points can’t exceed its hit point maximum, so any 
  hit points regained in excess of this number are lost. 
  For example, an engineer grants a hunter 8 hit points of 
  healing. If the hunter has 14 current hit points and has a 
  hit point maximum of 20, the hunter regains 6 hit points 
  from the engineer, not 8.
  A creature that has died can’t regain hit points until 
  powers such as the revive technique has restored it to life.
  Dropping to 0 Hit Points
  When you drop to 0 hit points, you either die outright or 
  fall unconscious, as explained in the following sections.
  Instant Death
  Massive damage can kill you instantly. When damage 
  reduces you to 0 hit points and there is damage 
  remaining, you die if the remaining damage equals or 
  exceeds your hit point maximum.
  For example, an engineer with a maximum of 12 hit 
  points currently has 6 hit points. If she takes 18 damage 
  from an attack, she is reduced to 0 hit points, but 12 
  damage remains. Because the remaining damage equals 
  her hit point maximum, the engineer dies.
  Falling Unconscious
  If damage reduces you to 0 hit points and fails to 
  kill you, you fall unconscious (see appendix A). This 
  unconsciousness ends if you regain any hit points.
  Death Saving Throws
  Whenever you start your turn with 0 hit points, you must 
  make a special saving throw, called a death saving throw, 
  to determine whether you creep closer to death or hang 
  onto life. Unlike other saving throws, this one isn’t tied to 
  any ability score. You are in the hands of fate now, aided 
  only by powers and features that improve your chances of 
  succeeding on a saving throw.
  Roll a d20. If the roll is 10 or higher, you succeed. 
  Otherwise, you fail. A success or failure has no effect 
  by itself. On your third success, you become stable (see 
  below). On your third failure, you die. The successes and 
  failures don’t need to be consecutive; keep track of both 
  until you collect three of a kind. The number of both is 
  reset to zero when you regain any hit points or become 
  stable.
  Rolling 1 or 20. When you make a death saving throw 
  and roll a 1 on the d20, it counts as two failures. If you 
  roll a 20 on the d20, you regain 1 hit point.
  Damage at 0 Hit Points. If you take any damage while you 
  have 0 hit points, you suffer a death saving throw failure. 
  If the damage is from a critical hit, you suffer two failures 
  instead. If the damage equals or exceeds your hit point 
  maximum, you suffer instant death.
  Stabilizing a Creature
  The best way to save a creature with 0 hit points is to 
  heal it. If healing is unavailable, the creature can at least 
  be stabilized so that it isn’t killed by a failed death saving 
  throw.
  You can use your action to administer first aid to an 
  unconscious creature and attempt to stabilize it, which 
  requires a successful DC 10 Wisdom (Medicine) check.
  A stable creature doesn’t make death saving throws, 
  even though it has 0 hit points, but it does remain 
  unconscious. The creature stops being stable, and must 
  start making death saving throws again, if it takes any 
  damage. A stable creature that isn’t healed regains 1 hit 
  point after 1d4 hours.
  Monsters and Death
  Most GMs have a monster or threat die the instant 
  it drops to 0 hit points, rather than having it fall 
  unconscious and make death saving throws.
  Mighty villains and special nonplayer characters 
  are common exceptions; the GM might have them 
  fall unconscious and follow the same rules as player 
  characters.
  
  85
  Knocking a Creature Out
  Sometimes an attacker wants to incapacitate a foe, 
  rather than deal a killing blow. When an attacker reduces 
  a creature to 0 hit points with a melee attack, the 
  attacker can knock the creature out. The attacker can 
  make this choice the instant the damage is dealt. The 
  creature falls unconscious and is stable.
  Temporary Hit Points
  Some powers and special abilities confer temporary hit 
  points to a creature. Temporary hit points aren’t actual 
  hit points; they are a buffer against damage, a pool of hit 
  points that protect you from injury.
  When you have temporary hit points and take damage, 
  the temporary hit points are lost first, and any leftover 
  damage carries over to your normal hit points. For 
  example, if you have 5 temporary hit points and take 7 
  damage, you lose the temporary hit points and then 
  take 2 damage.
  Because temporary hit points are separate 
  from your actual hit points, they can exceed 
  your hit point maximum. A character can, 
  therefore, be at full hit points and receive 
  temporary hit points.
  Healing can’t restore temporary 
  hit points, and they can’t be added 
  together. If you have temporary hit 
  points and receive more of them, 
  you decide whether to keep the 
  ones you have or to gain the new 
  ones. For example, if a power 
  grants you 12 temporary hit 
  points when you already have 
  10, you can have 12 or 10, 
  not 22.
  If you have 0 hit points, 
  receiving temporary hit 
  points doesn’t restore 
  you to consciousness or 
  stabilize you. They can still 
  absorb damage directed 
  at you while you’re in that 
  state, but only true healing 
  can save you.
  Unless a feature that grants 
  you temporary hit points has a 
  duration, they last until they’re 
  depleted or you finish a long rest.
  Vehicles in 
  Combat
  A warrior racing toward battle on 
  a motorcycle, a melder hurling 
  energy blasts from the back of a 
  huge beast, or a specialist weaving 
  between buildings in a skyracer all 
  enjoy the benefits of speed and mobility that a vehicle or 
  beast mount can provide. 
  Beast Mounts
  A willing creature that is at least one size larger than you 
  and that has an appropriate anatomy can serve as a 
  mount, using the following rules.
  Mounting and Dismounting
  Once during your move, you can mount a creature that 
  is within 5 feet of you or dismount. Doing so costs an 
  amount of movement equal to half your speed. For 
  example, if your speed is 30 feet, you must spend 15 feet 
  of movement to mount a horse. Therefore, you can’t 
  mount it if you don’t have 15 feet of movement left or if 
  your speed is 0.
  If an effect moves your mount against its will while 
  you’re on it, you must succeed on a DC 10 Dexterity 
  saving throw or fall off the mount, landing prone 
  in a space within 5 feet of it. If you’re knocked 
  prone while mounted, you must make the 
  same saving throw.
  If your mount is knocked prone, you 
  can use your reaction to dismount 
  it as it falls and land on your feet. 
  Otherwise, you are dismounted 
  and fall prone in a space 
  within 5 feet it.
  Controlling a 
  Mount
  While you’re 
  mounted, you 
  have two 
  options. You 
  can either 
  control the 
  mount or 
  allow it to act 
  independently. 
  Intelligent 
  creatures, such 
  as kotatu or 
  a gryphus, act 
  independently.
  You can control 
  a beast mount only 
  if it has been trained 
  to accept a rider. 
  Domesticated animals 
  are assumed to have such 
  training. The initiative of a 
  controlled beast changes 
  to match yours when you 
  mount it. It moves as you 
  direct it, and it has only 
  three action options: 
  Dash, Disengage, and 
  
  86
  Dodge. A controlled beast can move and act even on the 
  turn that you mount it.
  An independent beast mount retains its place in the 
  initiative order. Bearing a rider puts no restrictions on the 
  actions the beast mount can take, and it moves and acts 
  as it wishes. It might flee from combat, rush to attack 
  and devour a badly injured foe, or otherwise act against 
  your wishes.
  In either case, if the beast mount provokes an 
  opportunity attack while you’re on it, the attacker can 
  target you or the mount
  Planetary Vehicles
  You may make attacks from a planetary vehicle or 
  watercraft of large size or smaller. The Planetary Vehicles 
  and Watercraft table provides some basic stats for some 
  of the common vehicle types. They possess the following 
  stats.
  Base AC. Add the operator’s Dexterity modifier to this 
  number to determine the vehicle’s armor class.
  HP. The vehicle’s hit points. If a vehicle’s hit points are 
  reduced to 0, a crash may occur (see Crashing).
  Operating Speed. The speed required for you to turn 
  and perform combat actions from a vehicle. A vehicle’s 
  normal speed is approximately 8-10 times this number.
  Max Seating. This is the maximum number of passengers 
  the vehicle may hold normally.
  Immunities. All vehicles are immune to necrotic, poison, 
  and psychic damage types. They are immune to all 
  conditions with the exception of the invisible and prone 
  conditions (see Appendix A).
  Planetary Vehicles and Watercraft
  Item
  Base 
  AC
  HP
  Operating 
  Speed
  Max 
  Seating
  Planetary
  Bike (Ground)
  12
  25
  70 ft.
  2
  Car
  14
  45
  60 ft.
  6
  Hoverbike
  12
  20
  70 ft.
  2
  Hovercar
  15
  40
  50 ft.
  5
  Watercraft
  Jet Ski
  13
  30
  60 ft.
  2
  Motorboat
  14
  50
  50 ft.
  6
  Getting in and Out of a Vehicle
  Once during your move, you can board a vehicle that 
  is within 5 feet of you or disembark. Doing so costs an 
  amount of movement equal to half your speed.
  Attacking from a Vehicle
  If you are controlling a moving vehicle other than a beast 
  mount, you suffer a disadvantage to all attack rolls made 
  with non-vehicle weapons. In addition, after you make 
  your attack roll, you must also make a DC 12 Dexterity 
  check, adding your proficiency bonus if you are proficient 
  in the vehicle you are operating. If you fail this check, you 
  lose control of your vehicle and cannot take any reactions 
  until the end of your next turn.
  If you are a passenger, you also suffer disadvantage 
  on attack rolls with non-vehicle weapons unless you 
  first spend your bonus action and succeed on a DC 12 
  Wisdom (Insight) check.
  Controlling a Vehicle in Combat
  Your vehicle moves as you direct it. If your vehicle is 
  reduced to 0 hp, or an effect moves your vehicle against 
  your will, you must make a DC 10 Dexterity check 
  with your vehicle proficiency to maintain control of 
  the vehicle. If this check fails, your vehicle crashes (see 
  Crashing). A vehicle whose hp is reduced to 0 can no 
  longer move.
  Crashing
  If you lose control of a vehicle and it is within 10 feet 
  of the ground, you may abandon it by making a DC 
  10 Dexterity saving throw, landing prone in a space 
  within 5 feet of it. If you fail the saving throw, you may 
  still abandon the vehicle but you take 1d6 bludgeoning 
  damage.
  If you are still inside a vehicle when it crashes, you take 
  bludgeoning damage as if you had fallen at a distance 
  equal to the vehicle’s operating speed. For example, 
  if you are on a hoverbike that crashes, you take 4d6 
  bludgeoning damage (as if you had fallen 40 ft.).
  Flying Vehicles
  Any vehicle that is traveling more than 10 feet above the 
  ground is considered to be flying. Both you and your 
  vehicle are subject to the movement conditions of a flying 
  creature, including falling damage from being knocked 
  prone (see Flying Movement).
  ADVANCED VEHICLE COMBAT RULES
  As the Game Master, you may decide to use advanced 
  combat options for vehicles, including vehicle facing arcs, 
  speed, and maneuvers. These advanced rules are described 
  in the Core Manual, and expanded even further in the 
  Master Technician’s Guidebook.
  Underwater Combat
  When characters pursue a wave stalker back to their 
  underwater lair, fight off sharks in a sunken vessel, or 
  find themselves in a flooded corridor, they must fight in 
  a challenging environment. The following combat rules 
  apply when underwater.
  When making a melee weapon attack, a creature that 
  doesn’t have a swimming speed (either natural or granted 
  by esper powers) has disadvantage on the attack roll 
  unless the weapon is a combat knife, shortblade, or a 
  spear.
  A ranged weapon attack automatically misses a target 
  beyond the weapon’s normal range. Even against a target 
  
  87
  within normal range, the attack roll has disadvantage 
  unless it is a weapon that is thrown like a javelin or spear.
  Although most firearms have waterproof casings, they 
  still do not function properly when submerged in more 
  than a couple of feet of water. Only sorium powered 
  pistols and rifles (which possess the Kinetic weapon 
  property) can be effectively fired underwater .Attack rolls 
  made with these weapons are still made at disadvantage 
  and damage dealt by these weapons are halved.
  Creatures and objects that are fully immersed in water 
  have resistance to fire damage.
  VARIANT: UNDERWATER WEAPONS
  If you are running an adventure that largely takes place 
  underwater, you may opt to provide specialized weapons 
  and equipment allowed to function in that environment. 
  For example, a harpoon gun can be a variant of a short rifle, 
  using the same weapon stats. Another example would be a 
  pressure powered needle gun as a variant of a light pistol. 
  These options may be used solely at the GM’s 
  discretion. Published EG adventures that deal with special 
  environments provide their own rules and equipment for 
  use.
  Zero-G Combat
  Situations arise when the characters are on a derelict 
  station with no artificial gravity or they must deal with 
  a dangerous entity that has latched itself onto the ship’s 
  hull. Lack of sound, dulled perceptions, and limited 
  freedom of movement can create complications. The 
  following combat rules apply when in Zero-G.
  Attacking in Zero-g
  When making a melee weapon attack, a creature who is 
  floating in Zero-G has disadvantage on their attack roll. 
  If a creature is grappled, both the grappled creature and 
  the creature that grappled it may make melee attacks on 
  each other at no penalty.
  A creature making a ranged weapon attack has 
  disadvantage to their attack roll unless they are also 
  holding onto a secured, solid object with their off-hand, 
  such as a secured beam or a hatch handle.
  The disadvantage penalty to both melee and ranged 
  weapon attacks may also be offset while wearing 
  specialized gear, such as mag-boots, or while under the 
  effect of an esper power that grants control over gravity, 
  such as the flight talent.
  Other Actions in Zero-g
  Making a melee weapon attack while you are moving in 
  Zero-G does not stop your movement. Making a ranged 
  weapon attack does not stop your movement unless you 
  are using a weapon with the Kinetic property. If you fire 
  one of these weapons while moving or floating in Zero-G, 
  you move at your normal rate in the opposite direction 
  of your intended target, regardless of whether or not the 
  attack was successful (see Movement in Zero Gravity).
  You may not use the Dash, Disengage, or Dodge 
  actions. Moving past another creature does not provoke 
  opportunity attacks.
  Any attack or esper power that produces fire or deals 
  fire damage automatically fails.
  87
  
  88
  Chapter 10.  
  Starships and Space Travel
  Blasting off into the stars, hopping between galaxies, 
  and braving the exotic dangers of the infinite expanse, 
  all of these are examples of heroic adventures aboard 
  a starship, and are a fundamental part of any sci-fi 
  universe.
  Vehicles are fairly commonplace in the Silrayne Arc 
  ranging from hoverbikes to capital starships. Anyone 
  can operate most planetary vehicles and a handful are 
  truly skilled at controlling them under duress. Spacecraft, 
  however, are a bit more complex, requiring specialized 
  training in order to control them without disastrous 
  consequences.
  Galactic Space Travel
  Traversing from planet to planet in short spans of time 
  has allowed each of the systems within the Silrayne Arc 
  to become involved in exploration, galactic trade, and 
  extraordinary societal advancements. Much of what 
  space travel today is centered around the mysterious 
  power generated by the Crucibles.
  the Crucibles
  Scattered across a multitude of star systems, the 
  Crucibles are remnants of an age that predates any 
  in known history. Often the size of small moons, no 
  Crucible is identical to another, but they do share 
  similarities. Each one is generally spherical. Their surfaces 
  are most often metallic in appearance but feel organic in 
  texture.
  Below the surface, there are long branches of tunnels 
  leading into the core, where a material only known as 
  sorium can be harvested. Sorium is a material without 
  classification. It’s chemical makeup constantly shifts, 
  can be identified as any element, and can be made to 
  change molecular states with focus and concentration. 
  The primary aspect of sorium is that it’s a raw energy 
  source that may be used to power any device adapted to 
  function with it. Anything from a light fixture to a battle 
  cruiser may use its power source.
  Sorium Stardrives
  With the discovery of Crucibles, their infinite energy 
  source was adapted into the existing technology used for 
  space travel. The results would become the prototype 
  of what is known today as the Sorium Stardrive. These 
  devices are the core of most ships that travel between the 
  planets of the Silrayne Arc and beyond. 
  Each stardrive is capable of achieving speeds that are 
  faster than light (referred to as FTL speeds), allowing 
  travel between planets in a matter of minutes. Sorium 
  stardrives, like the Crucibles themselves, have their own 
  rules when it comes to the laws of physics. Traveling at 
  FTL speeds while using a stardrive are possible without 
  causing time dilation or other anomalies of space-time.
  Travel Between Systems
  If any ship with a stardrive comes within 500 miles of 
  a crucible, the drive’s core can link with the core of 
  the Crucible to execute a System Jump, which more 
  commonly referred to simply as a “Jump” when onboard 
  a ship. Executing a system jump allows the ship to 
  instantly transport itself and everything onboard to 
  another Crucible in a different star system.
  Experts and scholars have come to describe the process 
  of a system jump as a “space fold” or two points in ever-
  expanding space-time folded upon each other.
  Travel Speeds
  Aside from system jumps, movement in space is 
  separated into three different categories. Standard travel 
  speed for most starships is approximately 500 million 
  miles per hour. To put that in perspective, that would 
  allow travel from the Earth to the Sun in less than 12 
  minutes, while being able to reach the edge of Earth’s 
  solar system in a approximately 16 hours.
  Ships equipped with a stardrive can increase to FTL 
  speeds, able to travel approximately 5 light years in a 24 
  hour period for smaller freighters and transports, and up 
  to 10 light years in a 24 hour period for starcruisers and 
  capital ships. Ships at these speeds can move between 
  planets within a star system in a matter of minutes, while 
  traveling between local systems could take between a half 
  a day to a few days.
  Lastly, ships in combat slow down to their intercept 
  speed, which is measured in 50-foot increments known as 
  units.
  Recharging Stardrives
  A stardrive can run at full power and maintain a ship’s 
  maximum speed for up to 5 days before needing a 24 
  hour period for the sorium within the engine to replenish 
  itself. Executing a system jump drains approximately 1 
  days worth of travel at full speed.
  Ship Types
  There are two main types of ships in Esper Genesis: 
  starships and capital ships. Starships can have crews of 
  anywhere from one to eight depending on their size and 
  capabilities, while capital ships can easily have operating 
  crews of up to 50 or more, often carrying other starships 
  within their hangar bays.
  
  89
  Ship Sizes
  Much like creatures and planetary craft, starships have 
  their own size categories, each larger size taking up a 
  greater amount of space. Starships range from solitary to 
  large size, while capital ships range in sizes from huge to 
  colossal.
  Starship Size Categories
  Size
  Maximum 
  Space 
  (in Units)
  Examples
  Solitary
  1/2 by 1/2.
  Escape pod, transport tube
  Small
  1 by 1
  Small starfighter
  Medium
  1 by 1
  Starfighter, shuttlecraft, light 
  freighter
  Large
  2 by 2
  Heavy freighter, transport
  Huge
  10 by 10
  Mining ship, battle cruiser, 
  medical ship
  Massive
  50 by 50
  Capital warship, Environmental 
  transport
  Colossal
  100 by 100+
  City ship, Starbase
  Vehicle Proficiency
  Regardless of type, a Vehicle (Space) proficiency is 
  required to properly operate any ships larger than a 
  single-person craft. Any attempt to do so without being 
  proficient will suffer a disadvantage to any ability checks 
  made to operate the ship.
  Starship Combat
  Starships use special systems in order to resolve combat. 
  The following rules are used for starships only. Rules for 
  combat between capital ships are described in the Core 
  Manual.
  Time and Movement
  Space combat is measured in rounds in the same manner 
  in which it is resolved between creatures and monsters. 
  There are two modes of ship operation: single-person 
  and multi-person. A character in a single-person ship will 
  handle all maneuvers during combat. In a multi-person 
  ship, a group of characters is referred to as a crew. 
  Movement in a multi-person ship is performed by the 
  pilot, while combat actions are available to everyone in 
  the crew. If using a grid, one square is equal to 50 units.
  THREE DIMENSIONAL MOVEMENT
  Unless otherwise noted, ships in combat remain close 
  enough to each other laterally to not adversely affect the 
  distance between them. If combat is being resolved on a 
  grid, due to the addition of the third dimension, the GM 
  may allow starships the ability to occupy the same space.
  Initiative
  Similar to normal combat, Initiative is modified by the 
  Dexterity of the pilot. Since a ship’s crew operates in 
  unison, initiative is calculated as a single roll using the 
  pilot’s dexterity bonus, then the crew decides the order in 
  which each character performs maneuvers. This initiative 
  roll may also be modified by the technician in combat 
  (see Technician Maneuvers).
  Roles and Maneuvers
  A ship has up to three primary assignments that allow for 
  full operation of its systems. They are the pilot, gunner, 
  and technician. Most small ships and fighters usually 
  have one person sometimes assisted by their ship’s drone 
  to perform all three roles. Unless specified, each combat 
  maneuver takes an action.
  Combat Piloting
  During a conflict, a pilot may call upon a number of 
  maneuvers in order to make sure their ship doesn’t 
  end up as scrap, especially with them inside. When 
  a maneuver calls for a Piloting maneuver roll, it is 
  calculated as follows:
  Piloting maneuver roll = d20 + your proficiency score (if 
  applicable) + your Dexterity bonus.
  When maneuvers are performed, it is often against the 
  maneuver defense of the opposing pilot. Your maneuver 
  defense is calculated as follows:
  Maneuver Defense = 8 + your proficiency score (if 
  applicable) + your Wisdom bonus.
  Maneuver Saving Throws
  Maneuvers may require a target or crewmember to make 
  a saving throw to avoid the maneuver’s effects. The DC 
  for this saving throw is calculated as follows:
  Maneuver Save DC = 8 + your proficiency score (if 
  applicable) + your Dexterity bonus.
  System Shock
  When a ship takes a critical hit, the target’s technician 
  must make an Intelligence saving throw versus the 
  attacker’s Maneuver save DC. If failed, the ship’s systems 
  are affected and the target is at a disadvantage to attack 
  rolls and saves until the end of their next turn.
  Pilot Maneuvers
  The pilot can perform the following maneuvers in 
  combat.
  Dog Fight
  You attempt to sync with the enemy’s flight pattern to 
  gain a steady target for the ship’s weapons. Make a 
  Piloting maneuver roll versus the opponent’s Maneuver 
  
  90
  defense. If successful, the ship’s gunners gain advantage 
  to their attack rolls. The effect of this maneuver lasts until 
  the start of your next turn.
  However, attack rolls made against your ship are also 
  at an advantage unless the technician can modify the 
  shields by making an Intelligence saving throw versus your 
  Piloting save DC. 
  This may also be used to negate the effect an enemy’s 
  “Evasive Action” maneuver. If used in this method, both 
  effects simply cancel each other out with no bonuses or 
  penalties applied to either side.
  Evasive Action
  You drastically alter your flight pattern to confuse the 
  enemy targeting systems. Make a Piloting maneuver roll 
  versus the opponent’s Maneuver defense. If the pilot is 
  evading multiple enemies, the roll is made against the 
  opponent with the highest Maneuver Defense. If the pilot 
  wins the contest, attack rolls against your ship are made 
  at a disadvantage. 
  However, your ship’s gunners are also at a disadvantage 
  to all attack rolls unless they make a successful Wisdom 
  saving throw versus your Maneuver save DC. 
  This may also be used to negate the effect an enemy’s 
  “Dog Fight” maneuver. If used in this method, both 
  effects simply cancel each other out with no bonuses or 
  penalties applied to either side.
  Feinted Stunt
  This maneuver can only be used in the midst of debris 
  or in combat with multiple ships. The pilot attempts a 
  risky turn while close to an obstacle such as a wall or 
  piece of debris. Make a Piloting maneuver roll versus an 
  opponent’s Maneuver defense. If successful, the target 
  will be at a disadvantage to attack rolls made against you 
  unless they succeed on a Dexterity saving throw versus 
  your Piloting save DC. This effect lasts until the end of 
  the target’s next turn. If the target chooses to not pursue, 
  they do not need to make the saving throw and will 
  automatically suffer the disadvantage penalty.
  If any roll made by you or your opponent results in a 
  natural 1 or 2, the ship involved in the resulting failure 
  will collide with the obstacle and suffer 3d6 bludgeoning 
  damage.
  Gunner Maneuvers
  A ship’s gunner may perform the following maneuvers.
  Fire Weapon
  Similar to ranged combat, make a ranged attack roll 
  using your Dexterity modifier versus the target’s Armor 
  Class. The weapon’s damage is listed in the ship’s stat 
  block.
  Focused Aim
  You focus your attention on a single target and take 
  extra time in attempt to increase the effectiveness of your 
  attack. Choose a single target and spend one action to 
  perform this maneuver. Your next attack on this target is 
  made with advantage. In addition, a roll of a natural 19 
  or 20 will result in a critical hit.
  Target Systems
  You attempt to damage or disable one of the operating 
  systems of another ship. Make a ranged weapon attack. 
  On a hit, you inflict half the weapon’s damage and the 
  target ship’s technician must make an Intelligence saving 
  throw against your Maneuver save DC. If the save is not 
  successful, the target also suffers system damage, which 
  is determined by the following table. The effect from the 
  system damage lasts until the end of the target’s next turn.
  Target Systems Table
  d10 Roll
  System Affected
  1
  Guidance. The target’s speed is reduced by 
  half and they are at disadvantage to all piloting 
  maneuver checks and saves.
  2-6
  Defense. The target’s AC and Maneuver 
  defense are both reduced by a d4.
  7-8
  Weapons. The target is at a disadvantage to all 
  attack rolls made with the ship’s weapons.
  10
  Electrical. The target ship may only perform 
  maneuvers from one of the three assigned 
  roles.
  Technician Maneuvers
  A technician performs the following maneuvers.
  Power Boost
  You divert power from non-essential systems to boost 
  one of the ship’s systems. Make a DC 14 Wisdom 
  (Mechanics) check. If successful, you may either increase 
  the ship’s speed by half until the start of your next turn, 
  or you grant a bonus to the next maneuver roll made by 
  the pilot or gunner. The bonus is equal to 1d4 plus your 
  Wisdom modifier.
  Improved Sensors
  You may boost the ship’s targeting sensors and make an 
  Intelligence (Astrophysics) check against an opponent’s 
  Maneuver Defense. On a success, the next weapon attack 
  made by your ship gains advantage to the roll.
  Jury Rig
  You do a quick patch on systems that may have been 
  damaged during combat. Make a DC 14 Wisdom 
  (Mechanics) check. If successful, the ship will recover 
  a number of hull points equal to 1d4 + your Wisdom 
  modifier. This ability can only be used twice. Any 
  additional damage must be repaired while docked.
  Sensor Jamming
  You attempt to jam the enemy’s targeting system. Make 
  an Intelligence (Computers) check versus an opponent’s 
  Maneuver Defense. On a hit, the target’s next attack roll 
  is made at a disadvantage.
  
  91
  Ship Statistics
  A ship’s statistics, referred to as a ship’s stat block, 
  provide the necessary information for resolving ship 
  operation and combat.
  Crew Modifiers
  The expertise of a ship’s crew is just as important to 
  the ship’s performance as the ship itself. Some of the 
  entries in a ship’s stat block, such as AC and hull points, 
  has base values whose final totals are dependent upon 
  the personal ability modifiers of the crewmember in the 
  specified role (see Calculating Final Statistics).
  Stat Block Descriptions
  These are the most commonly found in a ship’s stat 
  block.
  Armor Class
  A vehicle’s hull has armor and a durable frame that make 
  up the vehicle’s base Armor Class, which is modified by 
  the pilot’s Dexterity bonus.
  Maneuverability. The ship’s ability to take dive, turn, and 
  take quick evasive maneuvers. This becomes a bonus to 
  the ship’s Armor Class.
  Min (Max) Crew
  Maximum number of crew stations available. There can 
  be only one pilot, but other roles may be divided between 
  members.
  Hull Dice
  Mostly used for construction purposes, these represent 
  the base value upon which the ship’s frame is 
  constructed. Hull Dice are covered in detail in the Core 
  Manual.
  Hull Points
  The same as hit points for a character or monster, hull 
  points represent the amount of damage a vehicle can 
  sustain. A vehicle that drops to 0 hit points is destroyed.
  Base Hull Points. The amount of hp the ship has before 
  the defense modifier is applied.
  Defense Modifier. Representing the ship’s shields and 
  countermeasures, this bonus is added to a vehicle’s 
  hp for each hit die it has. It is equal to the technician’s 
  intelligence bonus.
  91
  
  92
  HULL POINTS VERSUS HIT POINTS
  Starship defenses include fortified frames, polarized plating, 
  and energy shields, all of which make them fairly 
  resistant to attacks from handheld weapons. If it 
  becomes necessary to calculate a ship’s durability in 
  creature terms, multiply the hull points by 10, and 
  add resistance to slashing, piercing, and bludgeoning 
  damage.
  Structural Integrity
  A measure of how much overall damage a ship can take 
  before internal systems are affected. SI is covered in the 
  Core Manual.
  Speed
  How far a ship can move on its turn measured in units. 
  For ease of play, all vehicles are able to operate at all 
  angles during movement, much like normal melee and 
  ranged combat.
  Weapon Systems
  These are the available weapons aboard the ship. The 
  quantity column shows the number of weapons stations 
  available with that weapon type. A weapon station may 
  be assigned to only a single crewmember and may not be 
  used more than once per turn.
  Defense Systems
  These are individual to each ship. They are often 
  reactions that can be taken during combat by one of the 
  ship’s crewmembers.
  Enemy Statistics
  While characters have base values for their ships, enemy 
  ships have set values with their crew bonuses already 
  incorporated into their stats.
  Piloting Bonus
  This is an enemy ship’s bonus to flight and attack 
  maneuvers. It is usually equal to the pilot’s dexterity bonus.
  Saving Throws
  This enemy stat is the ship’s saving throw modifiers used 
  when countering maneuvers in combat.
  Skills
  The enemy technician’s skills for use in combat will be 
  listed here.
  Maneuver Defense
  The pilot’s ability to defend against enemy crew 
  maneuvers (see Roles and Maneuvers)
  Maneuver Save Dc
  The crew’s ability to avoid the effects of maneuvers (see 
  Roles and Maneuvers)
  Actions
  The ship’s weapons and defense systems, as well as any 
  additional effects.
  Calculating Ship Stats
  When putting together the stats for a character run 
  ship, you must first assign characters to ship’s roles. The 
  stats are then calculated using those characters’ ability 
  modifiers.
  Armor Class
  A ship’s armor class is calculated as follows.
  Ship’s AC = Base AC + maneuverability + Pilot’s dexterity 
  modifier
  For example, if a ship has a base armor class of 8 and a 
  maneuverability of + 2, and a pilot with a 16 dexterity 
  (which provides a modifier of +3), then the ship has a 
  total armor class of 13 (calculated as 8 + 2 + 3)
  Hull Points
  A ship’s maximum hull points are calculated as follows.
  Max HP = Base HP + (defense modifier x technician’s 
  intelligence modifier)
  For example, if a ship has 9 base hull points, a defense 
  modifier of 2, and a technician with an intelligence of 15 
  (which provides a +2 modifier), the ship has a maximum 
  hp total of 13 (calculated as 9 + [2 x 2]).
  If instead, the technician had an intelligence of 16 
  (which provides a +3 modifier), the ship’s maximum hp 
  total would increase to 15 (calculated as 9 + [2 x 3]).
  Weapon Systems
  Only the base damage is provided for a ship’s weapons. 
  Much like all other ranged weapons, the gunner’s 
  dexterity modifier is used for attack and damage roll 
  bonuses. An autocannon (1d6 base damage) used by 
  a gunner with a 15 dexterity would deal 1d6+2 piercing 
  damage.
  
  93
  Sample Player Ships
  The following are some generic stat blocks for character 
  operated starships. Specific ship types, stats, and 
  rules for repair and construction are provided in the 
  Core Manual and expanded in the Master Technician’s 
  Guidebook
  Starfighter
  Size: Medium
  Base Armor Class: 8
  Maneuverability: + 2 (+ Pilot’s Dex bonus for total AC)
  Hull Dice: 2d8
  Base Hull Points: 9
  Defense Mod: 2 (x Technician’s Int Mod for HP bonus)
  Max Crew: 2 (1 pilot, 1 gunner)
  Speed: 30
  Weapon Systems
  Weapon
  Qty.
  Range
  Damage
  Autocannon
  1
  60/120
  1d6 piercing
  Light Freighter
  Size: Medium
  Base Armor Class: 10
  Maneuverability: + 2 (+ Pilot’s Dex bonus for total AC)
  Hull Dice: 5d8
  Base Hull Points: 22
  Defense Mod: 5 (x Technician’s Int Mod for HP bonus)
  Max Crew: 4 (1 pilot, 1 technician, 2 gunners)
  Speed: 25
  Weapon Systems
  Weapon
  Qty.
  Range
  Damage
  Dual Cannons
  2
  80/160
  1d8 piercing
  Heavy Freighter
  Size: Large
  Base Armor Class: 12
  Maneuverability: + 1 (+ Pilot’s Dex bonus for total AC)
  Hull Dice: 8d10
  Base Hull Points: 44
  Defense Mod: 6 (x Technician’s Int Mod for HP bonus)
  Max Crew: 4 (1 pilot, 1 technician, 2 gunners)
  Speed: 30
  Weapon Systems
  Weapon
  Qty.
  Range
  Damage
  Dual Cannons
  2
  80/160
  1d6 piercing
  Defense Systems
  Directional Barrier. Once per turn, a technician can 
  spend a bonus action to increase the ship’s AC by 2 
  against a single attack that would hit it.
  93
  
  94
  Enemy Stat Blocks
  The following are some generic stat blocks for NPC or 
  enemy operated ships.
  Small Starfighter
  Size: Small
  Armor Class: 12
  Hull Points: 11 (2d6 + 4)
  Piloting Bonus: +1
  Speed: 30
  Modifiers
  Saving Throws: Intelligence +2
  Skills: Astrophysics +2, Mechanics +2
  Maneuver Defense: 10
  Maneuver Save DC: 11
  Actions
  Autocannon. Ranged Weapon Attack: +3 to hit, range 
  60/120. Hit: 4 (1d6 + 1) piercing damage.
  Starfighter
  Size: Medium
  Armor Class: 13
  Hull Points: 15 (2d8 + 6)
  Piloting Bonus: +2
  Speed: 30
  Modifiers
  Saving Throws: Intelligence +2, Wisdom +1
  Skills: Astrophysics +4, Mechanics +3
  Maneuver Defense: 11
  Maneuver Save DC: 12
  Actions
  Autocannon. Ranged Weapon Attack: +3 to hit, range 
  60/120. Hit: 5 (1d6 + 2) piercing damage.
  Striker
  Size: Medium
  Armor Class: 11
  Hull Points: 32 (5d8 + 10)
  Piloting Bonus: +1
  Speed: 30
  Modifiers
  Saving Throws: Intelligence +2, Wisdom +4
  Skills: Astrophysics +2, Mechanics +4
  Maneuver Defense: 12
  Maneuver Save DC: 11
  Actions
  Multiattack. The striker makes two attacks with its dual 
  cannons.
  Dual Cannons. Ranged Weapon Attack: +4 to hit, range 
  80/160. Hit: 5 (1d6 + 2) piercing damage
  Missile. Ranged Weapon Attack: +4 to hit, range 90/270. 
  Hit: 5 (1d10) force damage.
  Heavy Bomber
  Size: Large
  Armor Class: 16
  Hull Points: 27 (5d8 + 5)
  Piloting Bonus: +2
  Speed: 30
  Modifiers
  Saving Throws: Intelligence +3, Wisdom +4
  Skills: Astrophysics +4, Mechanics +2
  Maneuver Defense: 12
  Maneuver Save DC: 12
  Actions
  Multiattack. The striker makes two attacks with its dual 
  cannons.
  Quad Cannon. Ranged Weapon Attack: +4 to hit, range 
  50/150. Hit: 11 (2d8 + 2) piercing damage
  High-EX Missiles. Ranged Weapon Attack: +4 to 
  hit, range 90/270. Hit: 10 (3d6) force damage. On a 
  successful hit, each ship within 10 units of the target 
  must succeed on a DC 11 Dexterity saving throw or take 
  7 (2d6) radiant damage.
  
  95
  Chapter 11. Esper Powers
  Drawing from the infinite cosmic powers of the 
  Crucibles, the extraordinary nature of the espers allow 
  them to harness these forces and unleash them to 
  produce a variety of astonishing effects.
  This chapter provides rules for using esper powers. 
  Different classes, monsters, and other creatures with esper 
  powers have different methods for their use and activation.
  Talents and Techniques
  Depending on the specialization of the esper, their 
  powers are wielded in two different forms.
  Talents are powers designed through a direct 
  manipulation of energy, often channeled directly through 
  the esper’s own body. Though versatile and powerful, 
  they also present their own risks. Melders and Adepts use 
  talents for their powers.
  Techniques are practiced methods of energy 
  manipulation, most often involving an item, weapon, or 
  an internal implant made from sorium, with the ability to 
  convert energy or matter into a specific form. Engineers 
  and Hunters use techniques for their powers.
  Both of these types of powers 
  are capable of shaping the fabric 
  of reality, producing damaging 
  effects, regenerative capabilities, 
  gravity and elemental control, and 
  instant construction of robots 
  and constructs.
  There are an infinite number of 
  combinations for powers, many of 
  them having yet to be discovered. 
  Some believe the espers are 
  evolving, becoming more capable 
  of tapping even greater potential 
  within themselves. Others 
  believe the secrets lie within the 
  mysterious Crucibles, which have 
  yet to be fully understood.
  TALENT USE WHILE  
  WEARING ARMOR
  Because of the mental focus 
  and physical strain required for 
  channeling talents, you must be 
  proficient with the armor you are 
  wearing to activate the talent. 
  Without this familiarity, your armor 
  causes too much interference with 
  the flow of cosmic energy.
  Power Ranks
  Each power has a rank ranging from 0 to 5. A power’s 
  rank is a general indicator of how powerful it is, with 
  the lowly (but still impressive) distortion at Rank 1, and 
  the devastating warp helix at rank 5. Primes—simple but 
  effective powers that characters can use instinctively—are 
  considered to have a rank of 0. The higher a power’s 
  rank, the higher level an esper must be to use that power.
  Power rank and character level don’t correspond 
  directly. Typically, a character has to be at least 9th level, 
  not 5th level, to use a rank 5 power.
  Known and Prepared Powers
  Before an esper can use a power, he or she must be 
  practiced in its use. Where talents can be called upon 
  directly, techniques need to planned out in advance. 
  Talents users, such as melders, have their powers already 
  fixed in their minds, calling upon them when needed. 
  Engineers, however, undergo a process of preparing 
  techniques. This process varies for different classes, as 
  detailed in their descriptions.
  95
  
  96
  In every case, the number of powers an esper can 
  have fixed in mind at any given time depends on the 
  character’s level
  Number of Available Powers
  Regardless of how many powers an esper knows or 
  prepares, he or she can use only a limited number 
  of powers before resting. Manipulating the fabric of 
  reality is physically and mentally taxing, and higher 
  rank powers are even more so. Thus, each power-using 
  class’s description includes a table showing how often 
  characters can use their powers at each character level. 
  For example, the 3rd-level engineer Ellsia has four rank 1 
  tech slots and two rank 2 tech slots.
  Talents and techniques each use a specific method for 
  determining the number of powers available for use.
  Talent Points
  Talent users are espers that channel energy directly into 
  their bodies in order to activate their powers. Each of 
  these espers has a pool of talent points. These points 
  represent how much energy an esper can channel through 
  their body before they become weary and require rest. 
  The number of talent points a character has available is 
  dependent on their class level. The character’s level also 
  determines the maximum power rank available to them.
  Each talent has a point cost. The esper must expend 
  the cost in talent points in order to activate and use the 
  power. Higher rank powers require more talent points to 
  activate. The Talent Point Cost table lists the amount of 
  points necessary for each talent rank. The cost for each 
  rank is also listed under the heading of each list of talents 
  for that rank. Prime Talents don’t require any talent 
  points to activate.
  Finishing a long rest restores any expended talent 
  points.
  Talent Point Cost
  Talent Rank
  Point Cost
  1
  2
  2
  3
  3
  5
  4
  6
  5
  7
  96
  
  97
  LIMIT BREACH: GOING BELOW ZERO
  At the GM’s discretion, an esper may be allowed to draw 
  additional points to fuel a talent that has a higher point cost 
  than the amount of points he or she has remaining. This is 
  referred to amongst espers as a limit breach. For example, if  
  Toren, a 3rd level melder, wanted to use a rank 2 talent with 
  only 2 talent points remaining, he could draw the additional 
  point by performing a limit breach. 
  A limit breach cannot be used for a talent with a rank 
  higher than an esper’s maximum talent rank, nor can it be 
  for a talent which the esper would not normally be able to 
  use.
  Each time a limit breach is attempted, the esper must first 
  make a Constitution saving throw with a DC equal to 10 plus 
  the rank of the talent being used. If successful, the talent 
  can be used immediately within the same action.
  On a failed save,, the talent fails. In addition, the esper 
  loses all remaining talent points and suffers one point of 
  exhaustion.
  A limit breach can be used twice in a 24 hour period. Both 
  uses return after the esper finishes a long rest.
  Tech Slots
  When a character uses a technique, he or she expends a 
  slot of that technique’s rank or higher, effectively “filling” 
  a slot with the power. You can think of a tech slot as a 
  groove of a certain size—small for a rank 1 slot, larger 
  for a higher rank technique. A rank 1 technique fits into 
  a slot of any size, but a rank 5 technique fits only in a 
  rank 5 slot. So when Ellsia activates laser blast, a rank 1 
  technique, she spends one of her four rank 1 tech slots 
  and has three remaining.
  Finishing a long rest restores any expended power slots.
  Some characters and monsters have special abilities 
  that let them activate techniques without using power 
  slots. Each of these are specified under the character’s 
  class or the monster’s stat block.
  Increasing a Power’s Rank
  Certain esper powers can be used at a higher rank than 
  normal. This is dependent on the type of power being 
  used.
  Techniques. When an esper uses a technique using a 
  tech slot that is of a higher level than the technique, 
  the technique assumes the higher rank during its use. 
  For instance, if Ellsia uses laser blast (normally a rank 1 
  technique) using one of her rank 2 slots, that laser blast is 
  now rank 2. Effectively, the technique expands to fill the 
  slot it is put into.
  Talents. Similarly, when an esper wishes to increase the 
  rank of a talent, he or she spends the amount of points 
  required for the increased rank. For examples, if Toren 
  uses fire lance and instead spends 3 talent points to 
  activate it, that fire lance is now rank 2. Using additional 
  points to increase may also be subject to the rules for 
  performing a limit breach (see Limit Breach: Going Below 
  Zero).
  Prime
  A prime is a power that can be activated at will, without 
  using a tech slot or talent points, and without being 
  prepared in advance. Repeated practice has fixed the 
  power in the esper’s mind and infused the esper with 
  the energy needed to produce the effect over and over. A 
  prime’s power rank is 0.
  Conventional Powers
  Certain powers have a special tag: conventional. Such 
  a power can be activated following the normal rules 
  for activating powers or the power can be activated 
  conventionally. The conventional version of a power takes 
  10 minutes longer to activate than normal. It also doesn’t 
  expend a talent points or a tech slot, which means the 
  conventional version of a power can’t be used at a higher 
  rank.
  To use a power conventionally, an esper must have a 
  feature that grants the ability to do so. The engineer, 
  for example, has such a feature. The esper must also 
  have the power prepared or on his or her list of powers 
  known, unless the character’s conventional power feature 
  specifies otherwise.
  Using Powers
  When a character uses any power, the same basic rules 
  are followed, regardless of the character’s class or the 
  power’s effects.
  Each power’s description begins with a block of 
  information, including the power’s name, level, discipline 
  (if a talent), activation time, range, and duration. The 
  rest of a power’s entry describes the power’s effect.
  Activation Time
  Most powers require a single action to activate, but some 
  powers require a bonus action, a reaction, or much more 
  time to activate.
  Bonus Action
  A power used with a bonus action is especially swift. You 
  must use a bonus action on your turn to activate the 
  power, provided that you haven’t already taken a bonus 
  action this turn. You can’t use another power during the 
  same turn, except for a prime with an activation time of 
  1 action.
  Reactions
  Some powers can be used as reactions. These powers 
  take a fraction of a second to bring about and are 
  activated in response to some event. If a power can be 
  used as a reaction, the power’s description tells you 
  exactly when you can do so.
  Longer Activation Times
  Certain powers (including powers used conventionally) 
  require more time to activate: minutes or even hours. 
  When you use a power with a activation time longer than 
  
  98
  a single action or reaction, you must spend your action 
  each turn to use the power, and you must maintain your 
  concentration while you do so (see “Concentration” 
  below). If your concentration is broken, the power fails, 
  but you don’t expend a tech slot or talent points. If you 
  want to try using the power again, you must start over.
  Range
   The target of a power must be within the power’s range. 
  For a power like distortion, the target is a creature. For 
  a power like impact zone, the target is the point in space 
  where the explosion erupts.
  Most powers have ranges expressed in feet. Some 
  powers can target only a creature (including you) within 
  your reach. Other powers, such as the aegis power, affect 
  only you. These powers have a range of “Self”.
  Powers that create cones or lines of effect that originate 
  from you also have a range of self, indicating that the 
  origin point of the power’s effect must be you (see “Areas 
  of Effect”).
  Once a power is used, its effects aren’t limited by its 
  range, unless the power’s description says otherwise.
  Duration
  A power’s duration is the length of time the power 
  persists. A duration can be expressed in rounds, minutes, 
  hours, or even years. Some powers specify that their 
  effects last until the powers are dipowered or destroyed.
  Instantaneous
  Many powers are instantaneous. The power harms, heals, 
  creates, or alters a creature or an object in a way that can’t 
  be dipowered, because its energy exists only for an instant.
  Concentration
  Some powers require you to maintain concentration 
  in order to keep their effects active. If you lose 
  concentration, such a power ends.
  If a power must be maintained with concentration, 
  that fact appears in its Duration entry, and the power 
  specifies how long you can concentrate on it. You can 
  end concentration at any time (no action required).
  Normal activity, such as moving and attacking, doesn’t 
  interfere with concentration. The following factors can 
  break concentration:
  • Using another power that requires concentration. You 
  lose concentration on a power if you use another power 
  that requires concentration. You can’t concentrate on 
  two powers at once.
  • Taking damage. Whenever you take damage while 
  you are concentrating on a power, you must make 
  a Constitution saving throw to maintain your 
  concentration. The DC equals 10 or half the damage 
  you take, whichever number is higher. If you take 
  damage from multiple sources, such as a bullet and a 
  grenade, you make a separate saving throw for each 
  source of damage.
  • Being incapacitated or killed. You lose concentration 
  on a power if you are incapacitated or if you die.
  The GM might also decide that certain environmental 
  phenomena, such as a sparks and debris falling around 
  you while you’re in a collapsing corridor, require you 
  to succeed on a DC 10 Constitution saving throw to 
  maintain concentration on a power.
  Targets
  A typical power requires you to pick one or more 
  targets to be affected by the power’s effect. A power’s 
  description tells you whether the power targets creatures, 
  objects, or a point of origin for an area of effect 
  (described below).
  Unless a power has a perceptible effect, a creature 
  might not know it was targeted by a power at all. An 
  effect like crackling lightning is obvious, but a more 
  subtle effect, such as an attempt to read a creature’s 
  thoughts, typically goes unnoticed, unless a power says 
  otherwise.
  a Clear Path to the Target
  To target something, you must have a clear path to it, so 
  it can’t be behind total cover.
  If you place an area of effect at a point that you can’t 
  see and an obstruction, such as a wall, is between you 
  and that point, the point of origin comes into being on 
  the near side of that obstruction.
  Targeting Yourself
  If a power targets a creature of your choice, you can 
  choose yourself, unless the creature must be hostile or 
  specifically a creature other than you. If you are in the 
  area of effect of a power you activated, you can target 
  yourself.
  Areas of Effect
  Powers such as concussive force and warp helix cover an area, 
  allowing them to affect multiple creatures at once.
  A power’s description specifies its area of effect, which 
  typically has one of five different shapes: cone, cube, 
  cylinder, line, or sphere. Every area of effect has a point of 
  origin, a location from which the power’s energy erupts. 
  The rules for each shape specify how you position its 
  point of origin. Typically, a point of origin is a point in 
  space, but some powers have an area whose origin is a 
  creature or an object.
  A power’s effect expands in straight lines from the point 
  of origin. If no unblocked straight line extends from the 
  point of origin to a location within the area of effect, that 
  location isn’t included in the power’s area. To block one 
  of these imaginary lines, an obstruction must provide 
  total cover.
  Cone
  A cone extends in a direction you choose from its point of 
  origin. A cone’s width at a given point along its length is 
  equal to that point’s distance from the point of origin. A 
  
  99
  cone’s area of effect specifies its maximum length.
  A cone’s point of origin is not included in the cone’s 
  area of effect, unless you decide otherwise.
  Cube
  You select a cube’s point of origin, which lies anywhere on 
  a face of the cubic effect. The cube’s size is expressed as 
  the length of each side.
  A cube’s point of origin is not included in the cube’s 
  area of effect, unless you decide otherwise.
  Cylinder
  A cylinder’s point of origin is the center of a circle of a 
  particular radius, as given in the power description. The 
  circle must either be on the ground or at the height of the 
  power effect. The energy in a cylinder expands in straight 
  lines from the point of origin to the perimeter of the 
  circle, forming the base of the cylinder. The power’s effect 
  then shoots up from the base or down from the top, to a 
  distance equal to the height of the cylinder.
  A cylinder’s point of origin is included in the cylinder’s 
  area of effect.
  Line
  A line extends from its point of origin in a straight path 
  up to its length and covers an area defined by its width.
  A line’s point of origin is not included in the line’s area 
  of effect, unless you decide otherwise.
  Sphere
  You select a sphere’s point of origin, and the sphere 
  extends outward from that point. The sphere’s size is 
  expressed as a radius in feet that extends from the point.
  A sphere’s point of origin is included in the sphere’s 
  area of effect.
  Saving Throws
  Many powers specify that a target can make a saving 
  throw to avoid some or all of a power’s effects. The 
  power specifies the ability that the target uses for the save 
  and what happens on a success or failure.
  The DC to resist one of your powers equals 8 + your 
  esper (channeling or forging) ability modifier + your 
  proficiency bonus + any special modifiers.
  Attack Rolls
  Some powers require the esper to make an attack roll 
  to determine whether the power effect hits the intended 
  target. Your attack bonus with a power attack equals 
  your esper (channeling or forging) ability modifier + your 
  proficiency bonus.
  Most powers that require attack rolls involve ranged 
  attacks. Remember that you have disadvantage on a 
  ranged attack roll if you are within 5 feet of a hostile 
  creature that can see you and that isn’t incapacitated.
  99
  
  100
  TALENT DISCIPLINES
  Talents are often grouped into five categories often referred 
  to as disciplines. These categories are based off of the type 
  of energy called upon by the talent as well as their intended 
  effects.
  Though having no rules of their own disciplines help 
  to describe the nature of the talent, and are sometimes 
  referred to in special circumstances.
  Alteration talents focus on modifying and shaping existing 
  matter into a different physical form. The art is sometimes 
  referred to as “mattersmithing”.
  Clairsentient talents expand and heighten the senses 
  to reveal hidden objects or information, whether they be 
  physical in form or metaphysical in nature.
  Elemental talents shape and mold the basic elements 
  common throughout the galaxy - fire, water, air, earth, and 
  all of their variations.
  Kinesis talents focus manipulating the forces of gravity, as 
  well as generating or limiting forces of movement.
  Metaphase talents deal with warping and shaping space-
  time, often to instantly shift the position of people, objects, 
  or forms of matter.
  Psychogenic talents are powers of the mind, allowing an 
  esper to access and affect the thoughts and emotions of 
  those around them.
  Combining Power Effects
  The effects of different powers add together while the 
  durations of those powers overlap. The effects of the 
  same power used multiple times don’t combine, however. 
  Instead, the most potent effect—such as the highest 
  bonus—from those powers applies while their durations 
  overlap.
  For example, if two engineers use sensory boost on the 
  same target, that character gains the power’s benefit only 
  once; he or she doesn’t receive the +2 bonus twice.
  Esper Powers
  Engineer Techniques
  Prime Techniques
  Acid Spray
  Amplify Ability
  Deflect Elements
  Electric Surge
  Gamma Vision
  Sonic Burst
  Stabilize
  Rank 1
  Barrier
  Field Salve
  Impedance
  Laser Blast
  Mend
  Sensory Boost
  Sensory Jammer
  Spiral Defender
  Trauma
  Rank 2
  Assault Drone
  Charge Weapon
  Cortex Link
  Fortitude Boost
  Mass Treatment
  Minor Remedy
  Paralyzer
  Plasma Blade
  Quick Repair
  Rank 3
  Absorption
  Attack Pattern
  Impact Zone
  Major Field Salve
  Optimizer
  Quick Construct
  Resuscitate
  Unravel Effect
  Rank 4
  Basic Construct
  Energy Susceptibility
  Micro Stabilizer
  Plasma Orb
  Stealth Sentry
  Rank 5
  Contagion
  Incinerate
  Major Remedy
  Mass Mend
  Revive
  Melder Talents
  Prime Talents
  Aegis
  Blast
  Dark Conduit
  Force Bolt
  Intuitive Aim
  Lightning Ball
  Mental Missive
  Psychic Blade
  Push
  Renew
  Tricky Fingers
  Trigger Device
  
  101
  Rank 1
  Cost: 2 Talent Points
  Arctic Lash
  Bastion
  Beguile
  Concussive Force
  Decipher Languages
  Distortion
  Fire Lance
  Illusory Image
  Innervate
  Lightning Whip
  Mask Appearance
  Primal Fear
  Protection Field
  Quick Step
  Shift
  Slow Fall
  Rank 2
  Cost: 3 Talent Points
  Blur
  Clean Zone
  Disruption Wave
  Eclipse
  Flaming Discs
  Frost Coil
  Gravity Sphere
  Influence
  Levitate
  Light Beam
  Lockbreaker
  Obfuscate
  Phase Shift
  Psychic Wave
  Stasis Field
  Rank 3
  Cost: 5 Talent Points
  Absorption
  Counter Form
  Celerity
  Flame Blast
  Fly
  Horrific Visage
  Illusory Design
  Sensory Extension
  Singularity
  Unravel Effect
  Withering Grip
  Rank 4
  Cost: 6 Talent Points
  Gravity Well
  Haze of Chaos
  Lightning Ring
  Portal
  Ravage Pattern
  Superior Aegis
  Superior Obfuscate
  Rank 5
  Cost: 7 Talent Points
  Domination
  Extended Perception
  Force Field
  Frigid Mist
  Spatial Passage
  Superior Stasis Field
  Warp Helix
  101
  
  102
  Power Descriptions
  The powers are presented in alphabetical order.
  Absorption
  Rank 3 Elemental Talent / Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You touch a willing creature and create a thin energy field 
  around their body that sheds no light. For the duration, 
  that creature has resistance to one elemental damage 
  type of your choice: acid, cold, fire, lightning, or thunder.
  Acid Spray
  Prime Forging Technique
  Activation Time: 1 action
  Range: 10 ft.
  Duration: Instant
  You spray a quick stream of acid toward a creature within 
  range. The creature must succeed on a Dexterity saving 
  throw or suffer 1d10 acid damage.
  This technique’s damage increases by 1d10 when you 
  reach 5th level (2d10).
  Aegis
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 round
  You create a kinetic barrier around yourself to impair the 
  impact from physical attacks. Until the end of your next 
  turn, you have resistance against bludgeoning, piercing, 
  and slashing damage dealt by weapon attacks. You also 
  receive a +2 bonus to your Burst Save.
  Amplify Ability
  Prime Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 1 minute
  You inject a booster into one willing creature. Once 
  during the duration, the target can roll a d4 and add the 
  number rolled to one ability check of its choice. It can roll 
  the die before or after making the ability check. The effect 
  then ends.
  Arctic Lash
  Rank 1 Elemental Talent
  Activation Time: 1 action
  Range: Self (15 ft. cone)
  Duration: Instant
  You sweep your arm forward creating an arc of sub-zero 
  wind that cuts through the area in front of you. Each 
  creature in a 15-foot cone must make a Dexterity saving 
  throw. A creature takes 3d6 cold damage on a failed save, 
  or half as much damage on a successful one.
  At Higher Ranks. When you use this talent as Rank 2 or 
  higher, the damage increases by 1d6 for each rank above 
  the 1st.
  Assault Drone
  Rank 2 Forging Technique
  Activation Time: 1 bonus action
  Range: 50 feet
  Duration: 1 minute
  You launch a small plasma cutter drone that you can 
  control within range and lasts for the duration or until 
  you use this technique again. When you first activate 
  this technique, you can move the drone to any point 
  within range and make a melee forging attack against a 
  creature within 5 feet of the drone. On a hit, the target 
  takes radiant damage equal to 1d8 + your forging ability 
  modifier.
  As a bonus action on your turn, you can move the 
  drone up to 20 feet and repeat the attack against a 
  creature within 5 feet of it.
  At Higher Ranks. When you use this technique as Rank 
  3 or higher, the damage increases by 1d8 for every two 
  ranks above the 2nd.
  Attack Pattern
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  A pack of small combat drones fire down upon an area 
  within range. The area can be up to 20 feet long, 10 feet 
  wide, and 10 feet tall. Each creature in that area must 
  make a Dexterity saving throw. A target takes 3d8 fire 
  and force damage (counts as both types) on a failed save, 
  or half as much on a successful one.
  On each of your turns for the duration, you can use 
  your action to repeat the attack, targeting the same area 
  or a different one.
  Barrier
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Concentration, up to 10 minutes
  A force field appears and surrounds a creature of your 
  choice within range, granting it a +2 bonus to AC for the 
  duration.
  Basic Construct
  Rank 4 Forging Technique
  Activation Time: 1 minute
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  
  103
  You forge constructs that assemble in unoccupied spaces 
  that you can see within range. You choose one the 
  following options for what appears:
  • One construct of challenge rating 2 or lower
  • Two constructs of challenge rating 1 or lower
  • Four constructs of challenge rating 1/2 or lower
  • Eight constructs of challenge rating 1/4 or lower.
  A construct forged by this technique deactivates and 
  falls apart when it drops to 0 hit points or when the 
  technique’s effect ends.
  The constructs are friendly to you and your 
  companions. Roll initiative for the constructs as a 
  group, which has its own turns. They obey any verbal 
  commands that you issue to them (no action required 
  by you). If you don’t issue any commands to them, they 
  defend themselves from hostile creatures, but otherwise 
  take no actions.
  The GM decides the type of constructs and provides 
  their available stats.
  At Higher Ranks. When you use this technique at Rank 
  5 or higher, you may choose one of the forging options 
  above, and more creatures appear: twice as many with a 
  Rank 6 forging slot and three times as many with a Rank 
  8 forging slot.
  Bastion
  Rank 1 Kinesis Talent
  Activation Time: 1 reaction, which you take when you are 
  hit by an attack
  Range: Self
  Duration: Instant
  An invisible barrier of force appears and protects you. 
  Until the start of your next turn, you have a +5 bonus to 
  AC, including against the triggering attack. This ability 
  also grants the benefits of a Portable Shield Device.
  Beguile
  Rank 1 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 ft.
  Duration: 1 hour
  You attempt to charm a humanoid you can see within 
  range. It must make a Wisdom saving throw, and does so 
  with advantage if you or your companions are fighting it. 
  If it fails the saving throw, it is charmed by you until the 
  effect ends or until you or your companions do anything 
  harmful to it. The charmed creature regards you as a 
  friendly acquaintance. When the effect ends, they must 
  make an additional Wisdom saving throw to realize they 
  were charmed by you.
  At Higher Ranks. When you use this talent as Rank 2 or 
  higher, you can target one additional creature for each 
  rank above the 1st. The creatures must be within 30 feet 
  of each other when you target them.
  Blast
  Prime Elemental Talent
  Activation Time: 1 action
  Range: 10 ft.
  Duration: Instant
  You extend your hand toward a creature you can see 
  within range and cause an explosive blast of flame to 
  erupt at the target’s location. The creature must succeed 
  on a Constitution saving throw or take 1d12 fire damage.
  This talent’s damage increases by 1d12 when you reach 
  5th level (2d12).
  Blur
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Your body becomes blurred, shifting and wavering to 
  all who can see you. For the duration, any creature has 
  disadvantage on attack rolls against you. An attacker is 
  immune to this effect if it doesn’t rely on sight, as with 
  blindsight, or can see through illusions.
  Celerity
  Rank 3 Alteration Talent
  Activation Time: 1 action
  Range: 30 ft.
  Duration: Concentration, up to 1 minute
  Choose a willing creature that you can see within range. 
  For the duration, the target’s speed is doubled, it gains 
  a +2 bonus to AC, it has advantage on Dexterity saving 
  throws, and it gains an additional action on each of its 
  turns. That action can be used only to take the Attack 
  (one weapon attack only), Dash, Disengage, Hide, or Use 
  an Object action.
  When the talent’s effect ends, the target can’t move or 
  take actions until after its next turn, as a wave of lethargy 
  sweeps over it.
  Charge Weapon
  Rank 2 Forging Technique
  Activation Time: 1 bonus action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You charge a mundane weapon with energy generated 
  from your rig. For the duration, that weapon has a +1 
  bonus to attack and damage rolls.
  Clean Zone
  Rank 2 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You create a 10-foot radius sphere of controlled air 
  particles centered on yourself. Within this sphere, you 
  are able to extinguish any unprotected flames and filter 
  
  104
  out any gas, vapor, or airborne toxins. In addition, you 
  can remove the poisoned condition from any creature 
  within the sphere.
  Concussive Force
  Rank 1 Kinesis Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Instant
  You create a burst of outward energy in a 10 foot square 
  centered on a point within range.
  Each creature in that area must succeed on a Dexterity 
  saving throw or be knocked prone. In addition, any 
  targets within 5 feet of a creature who failed their save 
  must also make a Dexterity save or be knocked prone as 
  well. Any creatures further than 5 feet from the area are 
  unaffected regardless of failed saves.
  Contagion
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 7 days
  You attempt to inject a target with a debilitating virus. 
  Make a melee forging attack against a creature within 
  your reach. On a hit, you afflict the creature with a 
  disease of your choice from any of the ones described 
  below.
  At the end of each of the target’s turns, it must make 
  a Constitution saving throw. After failing three of these 
  saving throws, the disease’s effects last for the duration, 
  and the creature stops making these saves. After 
  succeeding on three of these saving throws, the creature 
  recovers from the disease, and the technique’s effect ends.
  Since this technique induces a natural disease in its 
  target, any effect that removes a disease or otherwise 
  ameliorates a disease’s effects apply to it.
  Blinding Malady: Pain grips the creature’s mind, and 
  its eyes turn milky white. The creature has disadvantage 
  on Wisdom checks and Wisdom saving throws and is 
  blinded.
  Crippling Fever: A raging fever sweeps through the 
  creature’s body. The creature has disadvantage on 
  Strength checks, Strength saving throws, and attack rolls 
  that use Strength.
  Necrotizing Virus: The creature’s flesh decays. The 
  creature has disadvantage on Charisma checks and 
  vulnerability to all damage.
  Neurological Pathogen: The creature’s mind becomes 
  feverish. The creature has disadvantage on Intelligence 
  checks and Intelligence saving throws, and the creature 
  behaves as if under the effects of the haze of chaos talent 
  during combat.
  Seizure: The creature is overcome with shaking. The 
  creature has disadvantage on Dexterity checks, Dexterity 
  saving throws, and attack rolls that use Dexterity.
  Severe Blood Disorder: The creature begins to bleed 
  uncontrollably. The creature has disadvantage on 
  Constitution checks and Constitution saving throws. 
  In addition, whenever the creature takes damage, it is 
  stunned until the end of its next turn.
  Cortex Link
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You place a device onto a willing creature that bonds 
  with your implant, creating a psychosomatic link between 
  you and the target for the duration. While the target 
  is within 60 feet of you, it gains a +1 bonus to AC and 
  saving throws, and it has resistance to all damage. Also, 
  each time it takes damage, you take the same amount of 
  damage. You can also sense surface emotions from the 
  target but cannot discern specific thoughts.
  104
  
  105
  This effect ends and the device disintegrates if you drop 
  to 0 hit points or if you and the target become separated 
  by more than 60 feet. It also ends if the technique is 
  activated again on either you or the target. You can also 
  dismiss this effect as an action.
  Counter Form
  Rank 3 Alteration Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Instant
  You attempt to interrupt a creature in the process of 
  using an esper power. If the talent or technique is Rank 
  3 or lower, it fails to activate and has no effect. If the 
  talent or technique is Rank 4 or higher, make an ability 
  check using your channeling ability. The DC equals 10 + 
  the rank of the esper power. On a success, the creature’s 
  power fails to activate and has no effect.
  At Higher Ranks. When you use this talent as Rank 4 or 
  higher, the interrupted power has no effect if its rank is 
  less than or equal to the rank you used for this talent.
  Dark Conduit
  Prime Alteration Talent
  Activation Time: 1 action
  Range: 120 ft.
  Duration: 1 round
  You create a dark zone of plagued energy around the 
  target. Choose one creature within range. Make a ranged 
  channeling attack against the creature to assail it with 
  negative energy. On a hit, the target takes 1d8 necrotic 
  damage, and it can’t regain hit points until the start of 
  your next turn.
  This talent’s damage increases by 1d8 when you reach 
  5th level (2d8).
  Decipher Languages
  Rank 1 Clairsentient Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 hour
  For the duration, you understand the literal meaning of 
  any spoken language that you hear. You also understand 
  any written language that you see, but you must be within 
  5 feet of the surface upon which the language is written. 
  It takes about 1 minute to read one page of text.
  This talent doesn’t decode secret messages in a text, 
  understand unique symbols, or decrypt programming 
  code that isn’t specifically used for communication 
  purposes only.
  Deflect Elements
  Prime Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You place a small field generator on one willing creature. 
  Once before the end of the duration, that creature will 
  receive a +2 bonus to their next saving throw versus any 
  elemental damage type (fire, frost, lightning, thunder). 
  The effect then ends.
  Disruption Wave
  Rank 2 Alteration Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: instant
  You hurl a wave of disruptive molecular energy at a target 
  within range. Make a ranged channeling attack against 
  the target. On a hit, the target takes 4d4 necrotic damage 
  immediately and 2d4 necrotic damage at the end of its 
  next turn. On a miss, the wave grazes the target with 
  disruptive energy for half as much of the initial damage 
  and no damage at the end of its next turn.
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, the damage (both initial and later) increases by 
  1d4 for each rank above the 2nd.
  Distortion
  Rank 1 Kinesis Talent
  Activation Time: 1 action
  Range: 90 ft.
  Duration: Instant
  You warp the air around you into a small sphere and 
  hurl it toward a creature you can see. Make a ranged 
  channeling attack against the target. If it hits, the sphere 
  bursts into a micro-singularity and the creature takes 3d8 
  force damage.
  At Higher Ranks. When you use this talent as Rank 2 or 
  higher, the damage increases by 1d8 for each rank above 
  the 1st.
  Domination
  Rank 5 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Concentration, up to 1 minute
  You attempt to mentally glamour a humanoid or beast 
  that you can see within range. It must succeed on a 
  Wisdom saving throw or be charmed by you for the 
  duration. If you or creatures that are friendly to you are 
  fighting it, it has advantage on the saving throw.
  While the target is charmed, you have a telepathic link 
  with it as long as the two of you are in the same galaxy. 
  You can use this telepathic link to issue commands to the 
  creature while you are conscious (no action required), 
  
  106
  which it does its best to obey. You can specify a simple 
  and general course of action, such as “Attack that 
  target,” “Run over there,” or “Retrieve that object.” If the 
  creature completes the order and doesn’t receive further 
  direction from you, it defends and preserves itself to the 
  best of its ability.
  You can use your action to take total and precise 
  control of the target. Until the end of your next turn, the 
  creature takes only the actions you choose, and doesn’t 
  do anything that you don’t allow it to do.
  During this time you can also cause the creature to use 
  a reaction, but this requires you to use your own reaction 
  as well.
  Each time the target takes damage, it makes a new 
  Wisdom saving throw against the talent’s effects. If the 
  saving throw succeeds, the effect ends.
  At Higher Ranks. When you use this talent at Rank 6, the 
  duration is concentration, up to 10 minutes. When you use 
  this talent at Rank 7, the duration is concentration, up to 
  1 hour. When you use this talent at Rank 8 or higher, the 
  duration is concentration, up to 8 hours.
  Eclipse
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Concentration, up to 10 minutes
  You generate a 15 foot radius sphere of darkness from 
  a point of your choosing which absorbs and blocks all 
  forms of light. The sphere spreads around corners. A 
  creature with darkvision can’t see through this area, and 
  mundane light sources can’t illuminate it.
  If the point you choose is on an object you are holding 
  or one that isn’t being worn or carried, the darkness 
  emanates from the object and moves with it. Completely 
  covering the source of the sphere with a solid opaque 
  object, such as a bowl or a box, blocks the darkness it 
  generates.
  If any of this talent’s effective area overlaps with an 
  area of light created by a talent or technique of Rank 2 or 
  lower, the power that created the light is canceled.
  Electric Surge
  Prime Forging Technique
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Instant
  You launch a spike of surging electricity toward a target 
  within range. Make a ranged forging attack. The target 
  gains no benefit from cover from this attack. On a hit, 
  the target takes 1d8 lightning damage and loses their 
  cover until the start of their next turn.
  This technique’s damage increases by 1d8 when you 
  reach 5th level (2d8).
  Energy Susceptibility
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 minute
  You apply a debilitation effect upon a creature you can 
  see within range.
  Choose one damage type from acid, cold, fire, 
  lightning, and poison. The target must succeed on 
  a Constitution saving throw or be affected by this 
  technique for the duration. At the start of each turn, 
  when the affected target first takes damage of the chosen 
  type, the target takes an additional 2d6 damage of that 
  type. In addition, the target also loses resistance (if any) 
  to that damage type until the technique’s effect ends.
  106
  
  107
  At Higher Ranks. When you use this technique as Rank 5 
  or higher, you can target one additional creature for each 
  rank above the 4th. The creatures must be within 30 feet 
  of each other when you target them.
  Extended Perception
  Rank 5 Clairsentient Talent
  Activation Time: 10 minutes
  Range: Self
  Duration: Concentration, up to 10 minutes
  You extend your senses across a great distance in order to 
  see and hear a particular creature you choose that is in 
  the same galaxy as you. The target must make a Wisdom 
  saving throw, which is modified by how well you know 
  the target and the sort of physical connection you have to 
  it. If a target knows you’re using this talent, it can fail the 
  saving throw voluntarily if it wants to be observed. 
  Knowledge
  Modifier
  Secondhand (you have heard of the target)
  +5
  Firsthand (you have met the target)
  +0
  Familiar (you know the target well)
  -5
  Connection
  Modifier
  Likeness or picture
  -2
  Possession or piece of gear
  -4
  Body part, lock of hair, skin, blood, etc.
  -10
  On a successful save, the target isn’t affected, and you 
  can’t use this talent against it again for 24 hours.
  On a failed save, you create a sensory point within 10 
  feet of the target. You can see and hear from that point 
  as if you were there. The sensory point moves with the 
  target, remaining within 10 feet of it for the duration. A 
  creature that can see invisible objects sees the sensory 
  point as a warp or ripple in the air about size of a fist.
  Instead of targeting a creature, you can choose a 
  location you have seen before as the target for this talent. 
  When you do, the sensory point appears at that location 
  and doesn’t move.
  Field Salve
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: 60 ft.
  Duration: Instantaneous
  You send micro drones to administer healing to your 
  allies. Three creatures of your choice that you can see 
  within range regain hit points equal to 1d4 + your forging 
  ability modifier. This ability has no effect on constructs or 
  automatons.
  At Higher Ranks. When you use this technique as Rank 
  2 or higher, the healing increases by 1d4 for each rank 
  above the 1st.
  Fire Lance
  Rank 1 Elemental Talent
  Activation Time: 1 action
  Range: 120 ft.
  Duration: Instant
  A thin beam of flame extends from your hands, striking a 
  creature within range and exploding on impact. Make a 
  ranged channeling attack against the target. On a hit, the 
  target takes 2d8 points of fire damage and must make 
  a Constitution saving throw or suffer a disadvantage on 
  their next attack roll or saving throw.
  At Higher Ranks. When you use this talent as Rank 2 or 
  higher, the damage increases by 1d8 for each rank above 
  the 1st.
  Flame Blast
  Rank 3 Elemental Talent
  Activation Time: 1 action
  Range: Self (100 ft. line)
  Duration: Instant
  A spiral of fire forming a line 100 feet long and 5 feet 
  wide blasts out from you in a direction you choose. Each 
  creature in the line must make a Dexterity saving throw. A 
  creature takes 8d6 fire damage on a failed save, or half as 
  much damage on a successful one.
  The fire ignites flammable objects in the area that 
  aren’t being worn or carried.
  At Higher Ranks. When you use this technique as Rank 
  4 or higher, the healing increases by 1d6 for each rank 
  above the 3rd.
  Flaming Discs
  Rank 2 Elemental Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 round
  You create three discs of intense flame that spin rapidly 
  above your location which you may launch at multiple 
  targets in range. You may launch the discs at one target 
  or several.
  Make a ranged channeling attack for each disc. On a 
  hit, the target takes 2d6 fire damage. You may launch 
  each disc only once during the duration.
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, you create one additional disc for each rank above 
  the 2nd.
  Fly
  Rank 3 Kinesis Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 10 minutes
  You touch a willing creature. The target gains a flying 
  speed of 60 feet for the duration. When the talent ends, 
  the target falls if it is still aloft, unless it can stop the fall.
  
  108
  At Higher Ranks. When you use this technique as Rank 4 
  or higher, you can target one additional creature for each 
  rank above the 3rd.
  Force Blade
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  A small blade of pure energy forms around your hand. 
  The blade sheds dim light up to 10 feet. For the duration, 
  your unarmed attacks deal 1d6 force damage. This 
  damage may not be reduced by any resistances or 
  immunities.
  Force Bolt
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: 120 ft.
  Duration: Instant
  An energy beam shoots from your hands, striking a 
  creature within range and exploding on impact. Make a 
  ranged channeling attack against the target. On a hit, the 
  target takes 1d10 points of force damage.
  This talent’s damage increases by 1d10 when you reach 
  5th level (2d10).
  Force Field
  Rank 5 Psychogenic Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  You create an invisible barrier at a point you choose 
  within range. The barrier can be placed in any orientation 
  you choose, as a horizontal or vertical barrier or at 
  an angle. It can be free floating or resting on a solid 
  surface. You can form it into a hemispherical dome or a 
  sphere with a radius of up to 10 feet, or you can shape 
  a flat surface made up of ten 10-foot by 10-foot panels. 
  Each panel must be contiguous with another panel. In 
  any form, the barrier is 1/4 inch thick. It lasts for the 
  duration. If the barrier cuts through a creature’s space 
  when it appears, the creature is pushed to one side of the 
  barrier (your choice which side).
  Nothing can physically pass through the barrier. It is 
  immune to all damage and can’t be undone by unravel 
  effect. The barrier can be destroyed, however, through 
  either the disintegrate talent or sorium-forged gear 
  producing the same effect.
  Fortitude Boost
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: 30 ft.
  Duration: 8 hours
  You inject a boosting stim into your allies, providing a 
  temporary increase in toughness and resilience. Choose 
  up to three creatures within range. Each target’s hit point 
  maximum and current hit points increase by 5 for the 
  duration.
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, a target’s hit points increase by an additional 5 for 
  each rank above the 2nd.
  Frigid Mist
  Rank 5 Elemental Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  You create a 20-foot radius cloud of frosty mist centered 
  on a point you choose within range. The mist spreads 
  around corners. It lasts for the duration or until strong 
  wind disperses the mist, ending its effect. Its area is 
  heavily obscured.
  When a creature enters the mist’s area for the first time 
  on a turn or starts its turn there, that creature must make 
  a Constitution saving throw. The creature takes 5d8 cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  The mist moves 10 feet away from you at the start 
  of each of your turns, rolling along the surface of the 
  ground. It leaves a thin trail of frost along any surface it 
  touches.
  A creature killed within the mist becomes a frozen 
  statue until it thaws.
  At Higher Ranks. When you use this talent as Rank 6 or 
  higher, the damage increases by 1d8 for each rank above 
  the 5th.
  Frost Coil
  Rank 2 Elemental Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: instant
  You create a spiraling zone of freezing air and icy winds 
  at a point of your choice within range. Each creature 
  in a 10 foot cube centered on that point must make a 
  Constitution saving throw. A creature takes 3d8 cold 
  damage on a failed save, or half as much damage on a 
  successful one. In addition, any creature that fails their 
  saving throw is cannot take any reactions until the start 
  of your next turn. 
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, the damage (both initial and later) increases by 
  1d8 for each rank above the 2nd.
  
  109
  Frost Fold
  Prime Elemental Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Instant
  The air becomes an aura of frost encompassing a creature 
  you can see within range. Make a ranged channeling 
  attack against the target. On a hit, the target takes 1d8 
  points of cold damage, and its speed is reduced by 10 
  feet until the start of your next turn.
  This talent’s damage increases by 1d8 when you reach 
  5th level (2d8).
  Gamma Vision
  Prime Forging Technique
  Activation Time: 1 action
  Range: Self
  Duration: 10 minutes
  Your implant alters your ability to see enhanced 
  spectrums of light. You gain darkvision with a range of 40 
  feet. Deactivating this ability requires an action. While in 
  sunlight or very bright light, you are at a disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Gravity Sphere
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  You create a sphere of crushing kinetic force at a point of 
  your choice within range. The sphere has a 20 foot radius 
  and is fixed at that point for the duration. The area inside 
  the sphere counts as difficult terrain and creates a dark 
  aura in the air that lightly obscures the area.
  Each creature that starts its turn in the sphere or 
  that enters them during its turn must make a Dexterity 
  saving throw. On a failed save, the creature is considered 
  restrained as long as it remains in the area or until it 
  breaks free.
  A creature restrained by the sphere can use its action 
  to make a Strength check against you channeling save 
  DC. If it succeeds, it is no longer restrained, however, the 
  opposing force of the energy will deal 2d4 force damage 
  to the creature.
  Gravity Well
  Rank 4 Kinesis Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  You create a ring of crushing force that covers a 20-foot 
  diameter area on the ground that you can see within 
  range. For the duration, this area is considered difficult 
  terrain.
  When a creature enters the affected area for the first 
  time on a turn or starts its turn there, the creature must 
  succeed on a Dexterity saving throw or take 3d6 force 
  damage and be restrained by the well’s kinetic pull until 
  the effect ends. A creature that starts its turn in the area 
  and is already restrained by the well takes 3d6 force 
  damage.
  A creature restrained by the well can use its action to 
  make a Strength or Dexterity check (its choice) against 
  your channeling save DC. On a success, it frees itself.
  Haze of Chaos
  Rank 4 Psychogenic Talent
  Activation Time: 1 action
  Range: 90 ft.
  Duration: Concentration, up to 1 minute
  109
  
  110
  This talent creates an area of haze which assaults 
  and twists creatures’ minds, spawning delusions and 
  provoking uncontrolled action. Each creature in a 
  10-foot-radius sphere centered on a point you choose 
  within range must succeed on a Wisdom saving throw 
  when you use this talent or be affected by it.
  An affected target can’t take reactions and must roll 
  a d10 at the start of each of its turns to determine its 
  behavior for that turn.
  d10
  Behavior
  1
  The creature uses all its movement to move in a ran-
  dom direction. To determine the direction, roll a d8 
  and assign a direction to each die face. The creature 
  doesn’t take an action this turn.
  2-6
  The creature doesn’t move or take actions this turn.
  7-8
  The creature uses its action to make a melee attack 
  against a randomly determined creature within its 
  reach. If there is no creature within its reach, the 
  creature does nothing this turn.
  9-10
  The creature can act and move normally.
  At the end of each of its turns, an affected target can 
  make a Wisdom saving throw. If it succeeds, this effect 
  ends for that target.
  At Higher Ranks. When you use this talent at Rank 5 
  or higher, the radius of the sphere increases by 5 feet for 
  each rank above the 4th.
  Horrific Visage
  Rank 3 Psychogenic Talent
  Activation Time: 1 action
  Range: Self (30 ft. cone)
  Duration: Concentration, up to 1 minute
  You project a phantasmal image of a creature’s worst 
  fears. Each creature in a 30-foot cone must succeed on a 
  Wisdom saving throw or drop whatever it is holding and 
  become frightened for the duration.
  While frightened by this effect, a creature must 
  take the Dash action and move away from you by the 
  safest available route on each of its turns, unless there 
  is nowhere to move. If the creature ends its turn in 
  a location where it doesn’t have line of sight to you, 
  the creature can make a Wisdom saving throw. On a 
  successful save, the effect ends for that creature.
  Illusory Design
  Rank 3 Metaphase Talent
  Activation Time: 1 action
  Range: 120 ft.
  Duration: Concentration, up to 10 minutes
  You manipulate the visible spectrum to create the 
  image of an object, a creature, or some other visible 
  phenomenon that is no larger than a 20 foot cube. The 
  image appears at a spot within range and lasts for the 
  duration. It seems completely real, including sounds, 
  smells, and temperature appropriate to the thing 
  depicted. You can’t create sufficient heat or cold to cause 
  damage, a sound loud enough to deal thunder damage or 
  deafen a creature, or a smell that might sicken a creature 
  enough to cause damage or impart a condition.
  As long as you are within range, you can use your action 
  to cause the image to move to any other spot within 
  range. As the image changes location, you can alter its 
  appearance so that its movements appear natural for the 
  image. For example, if you create an image of a creature 
  and move it, you can alter the image so that it appears to 
  be walking. Similarly, you can cause the illusion to make 
  different sounds at different times, even making it carry 
  on a conversation, for example.
  Physical interaction with the image reveals it to be an 
  illusion, because things can pass through it. A creature 
  that uses its action to examine the image can determine 
  that it is an illusion with a successful Intelligence 
  (Investigation) check against your channeling save DC. If 
  a creature discerns the illusion for what it is, the creature 
  can see through the image, and its other sensory qualities 
  become faint to the creature.
  At Higher Ranks. When you use this talent at Rank 6 
  or higher, the effect lasts until interrupted or unraveled, 
  without requiring your concentration.
  Illusory Form
  Rank 1 Metaphase Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Concentration, up to 10 minutes
  You manipulate the visible spectrum to create the 
  image of an object, a creature, or some other visible 
  phenomenon that is no larger than a 15 foot cube. The 
  image appears at a spot within range and lasts for the 
  duration. The image is purely visual. It isn’t accompanied 
  by sound, smell, or other sensory effects.
  You can use your action to cause the image to move to 
  any spot within range. As the image changes location, 
  you can alter its appearance so that its movements 
  appear natural for the image. For example, if you create 
  an image of a creature and move it, you can alter the 
  image so that it appears to be walking.
  Physical interaction with the image reveals it to be an 
  illusion, because things can pass through it. A creature 
  that uses its action to examine the image can determine 
  that it is an illusion with a successful Intelligence 
  (Investigation) check against your channeling save DC. If 
  a creature discerns the illusion for what it is, the creature 
  can see through the image.
  Impact Zone
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You launch a device which explodes with concussive 
  force in a 15 foot cube centered at a point you can 
  
  111
  see within range. Each creature in cube must make a 
  Dexterity saving throw. A target takes 3d10 force damage 
  on a failed save, or half as much on a successful one. In 
  addition, a creature who failed their save is immediately 
  knocked prone and cannot take bonus actions until the 
  end of your next turn.
  Impedance
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 30 ft.
  Duration: Concentration, up to 1 minute
  A pack of micro-drones deter and distract up to three 
  creatures of your choice within range that you can see. 
  Each creature must make a Wisdom saving throw. For the 
  duration, any target that fails this saving throw suffers a 
  -2 penalty to all attack rolls and saving throws.
  At Higher Ranks. When you use this talent as Rank 2 or 
  higher, you can target one additional creature for each 
  rank above the 1st.
  Incinerate
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Instant
  You direct an aerial strike in the form of a large plasma 
  beam which fires down onto a location you specify. 
  Each creature in a 10-foot radius, 40-foot high cylinder 
  centered on a point within range must make a Dexterity 
  saving throw. A creature takes 4d6 fire damage and 4d6 
  radiant damage on a failed save, or half as much damage 
  on a successful one.
  At Higher Ranks. When you use this talent as Rank 6 or 
  higher, the fire damage or radiant damage (your choice) 
  increases by 1d6 for each rank above the 5th.
  Influence
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: 30 ft.
  Duration: Concentration, up to 8 hours
  You suggest a course of activity (limited to a sentence 
  or two) and psychically influence a creature you can see 
  within range that can hear and understand you. Creatures 
  that can’t be charmed are immune to this effect. The 
  suggestion must be worded in such a manner as to make 
  the course of action sound reasonable. Asking the creature 
  to stab itself, throw itself onto a spike, immolate itself, or 
  do some other obviously harmful act ends the effect.
  The target must make a Wisdom saving throw. On a 
  failed save, it pursues the course of action you described 
  to the best of its ability. The suggested course of action 
  can continue for the entire duration. If the suggested 
  activity can be completed in a shorter time, the effect 
  ends when the subject finishes what it was asked to do.
  You can also specify conditions that will trigger a special 
  activity during the duration. For example, you might 
  suggest that a pilot give their ship away to the first person 
  they meet. If the condition isn’t met before the effect 
  expires, the activity isn’t performed.
  If you or any of your companions damage the target, 
  the talent’s effect ends.
  Innervate
  Rank 1 Alteration Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 hour
  You galvanize your physical form, increasing your 
  endurance to pain and physical stress. You gain 1d4+4 
  temporary hit points for the duration.
  At Higher Ranks. When you use this talent as Rank 2 
  or higher, you gain 5 additional temporary hit points for 
  each rank above the 1st.
  Intuitive Aim
  Prime Clairsentient Talent
  Activation Time: 1 action
  Range: 30 ft.
  Duration: Concentration, up to 1 round
  You focus your attention toward a target in range. 
  Your talent grants you a brief insight into the target’s 
  defenses. On your next turn, you gain advantage on your 
  first attack roll against the target, so long as this talent 
  remains in effect.
  Laser Blast
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Instant
  You fire a high powered laser beam toward a creature 
  of your choice within range. Make a ranged forging 
  attack against the target. On a hit, the target takes 4d6 
  radiant damage. In addition, the next attack roll made 
  against this target before the end of your next turn has 
  advantage.
   At Higher Ranks. When you use this technique as Rank 
  2 or higher, the damage increases by 1d6 for each rank 
  above the 1st.
  Levitate
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Concentration, up to 10 minutes
  One creature or object of your choice that you can see 
  within range rises vertically, up to 20 feet, and remains 
  suspended there for the duration. You can levitate a target 
  that weighs up to 500 pounds. An unwilling creature that 
  succeeds on a Constitution saving throw is unaffected.
  
  112
  The target can move only by pushing or pulling against 
  a fixed object or surface within reach (such as a wall or 
  a ceiling), which allows it to move as if it were climbing. 
  You can change the target’s altitude by up to 20 feet in 
  either direction on your turn. If you are the target, you 
  can move up or down as part of your move. Otherwise, 
  you can use your action to move the target, which must 
  remain within the talent’s range.
  When the effect ends, the target floats gently to the 
  ground if it is still aloft.
  Light Beam
  Rank 2 Alteration Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 round
  You gather a swirl of molecular energy and fire it in the 
  form of an energy beam 30 feet long and 5 feet wide. 
  Any creature within the line of fire must make a Dexterity 
  saving throw. On a failed save, a creature takes 3d8 
  radiant damage or half as much on a successful one.
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, the damage increases by 1d6 for each rank above 
  the 2nd.
  Lightning Ball
  Prime Elemental Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: 1 round
  You hurl a ball of electrical energy. Choose one creature 
  within range, or choose two creatures within range that 
  are within 5 feet of each other. A target must succeed on 
  a Dexterity saving throw or take 1d6 lightning damage.
  This talent’s damage increases by 1d6 when you reach 
  5th level (2d6).
  Lightning Ring
  Rank 4 Elemental Talent
  Activation Time: 1 action
  Range: 300 feet
  Duration: Instant
  You create a ring of electricity on the ground 
  in a 20-foot radius, centered on a point 
  within range. The ring rises up from the floor 
  to a distance up to 40 feet. Each creature in 
  the area must make a Dexterity saving throw. 
  A creature takes 5d8 lightning damage on 
  a failed save, or half as much damage on a 
  successful one.
  At Higher Ranks. When you use this talent 
  as Rank 5 or higher, the damage increases by 
  1d8 for each rank above the 4th.
  Lightning Whip
  Rank 1 Elemental Talent
  Activation Time: 1 action
  Range: 120 feet
  Duration: 1 round
  A streak of electricity lashes out from your 
  hand toward a creature within range. Make a 
  ranged channeling attack against a creature 
  within range. On a hit, the target takes 
  1d10 lightning damage and the whip latches 
  onto the target. On each of your turns for 
  the duration, you can use your action to 
  deal 1d10 lightning damage to the target 
  automatically. On their turn, the target may 
  free themselves by spending an action and 
  succeeding on a Constitution saving throw.
  The effect ends if you use your action to 
  do anything else. The effect also ends if the 
  target is ever outside the power’s range or if 
  it has total cover from you.
  At Higher Ranks. When you use this talent as 
  Rank 2 or higher, the initial damage increases 
  by 1d10 for each rank above the 1st.
  112
  
  113
  Lock Breaker
  Rank 2 Kinesis Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Instant
  Choose an object that you can see within range. The 
  object can be a door, a case, a container, a set of 
  manacles, a maglock, or another object that contains a 
  mundane or physical means that prevents access.
  A target that is held shut by a mundane lock or that 
  is stuck or barred is forcibly unlocked, unstuck, or 
  unbarred. If the object has multiple locks, only one of 
  them is unlocked. This talent has no effect on digital 
  locks or force fields.
  Major Field Salve
  Rank 3 Forging Technique
  Activation Time: 1 bonus action
  Range: 60 ft.
  Duration: Instantaneous
  You send micro drones to administer healing to your 
  allies. Up to six creatures of your choice that you can see 
  within range regain hit points equal to 1d4 + your forging 
  ability modifier. This ability has no effect on constructs or 
  automatons.
  Major Remedy
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You administer medical treatment to a creature. You can 
  reduce the target’s exhaustion level by one, or end one of 
  the following effects on the target:
  • One effect that charmed or petrified the target
  • One affliction caused by a talent or technique
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum
  Mask Appearance
  Rank 1 Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: 1 hour
  You bend particles in the visible spectrum to make 
  yourself -- including your clothing, armor, gear, and 
  other belongings on your person -- look different until 
  the talent ends or until you use your action to dismiss 
  it. You can seem 1 foot shorter or taller and can appear 
  thin, fat, or in between. You can’t change your body 
  type, so you must adopt a form that has the same basic 
  arrangement of limbs. Otherwise, the extent of the 
  illusion is up to you.
  The changes wrought by this talent fail to hold up to 
  physical inspection. For example, if you use this talent to 
  add a hat to your outfit, objects pass through the hat, 
  and anyone who touches it would feel nothing or would 
  feel your head and hair. If you use this talent to appear 
  thinner than you are, the hand of someone who reaches 
  out to touch you would bump into you while it was 
  seemingly still in midair.
  To discern that you are disguised in this way, a creature 
  can use its action to inspect your appearance and must 
  succeed on an Intelligence (Investigation) check against 
  your channeling save DC.
  Mass Mend
  Rank 5 Forging Technique
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Instant
  You send a group of medical drones to a point of your 
  choice within range to provide emergency restorative 
  salves. Choose up to six creatures in a 30-foot radius 
  sphere centered on that point. Each creature regains hit 
  points equal to 3d8 + your forging ability modifier. This 
  ability has no effect on automatons or constructs.
  At Higher Ranks. When you use this technique as Rank 
  6 or higher, the healing increases by 1d8 for each rank 
  above the 5th.
  Mass Treatment
  Rank 2 Forging Technique
  Activation Time: 10 minutes
  Range: 30 ft.
  Duration: Instant
  You medically treat up to six creatures of your choice that 
  you can see within range. Each creature regains hit points 
  equal to 2d8 + your forging ability modifier. This ability 
  has no effect on automatons or constructs.
  At Higher Ranks. When you use this technique as Rank 
  3 or higher, the healing increases by 1d8 for each rank 
  above the 2nd.
  Mend
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instantaneous
  A creature you touch regains hit points equal to 1d8 + 
  your forging ability modifier. This ability has no effect on 
  automatons or constructs.
  At Higher Ranks. When you use this technique as Rank 
  2 or higher, the healing increases by 1d8 for each rank 
  above the 1st.
  
  114
  Mental Missive
  Prime Psychogenic Talent
  Activation Time: 1 action
  Range: 120 ft.
  Duration: 1 round
  Choose one creature within range and whisper a message. 
  The target (and only the target) hears the message and 
  can reply in a whisper that only you can hear.
  You use this talent through solid objects if you are 
  familiar with the target and know it is beyond the barrier. 
  1 foot of stone or common metal, any Sorium barrier, 
  or 3 feet of wood or glass blocks the effect, but does 
  function around corners and through openings. 
  Micro Stabilizer
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: 8 hours
  You attach a programmed nano-device to a creature 
  which applies medication to stabilize them when 
  wounded to a point near death.
  The first time the target would drop to 0 hit points as a 
  result of taking damage, the target instead drops to 1 hit 
  point, and the technique’s duration ends.
  If the technique is still in effect when the target is 
  subjected to an effect that would kill it instantaneously 
  without dealing damage, the effect is instead negated 
  against the target, and the technique’s duration ends.
  Minor Remedy
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You administer treatment to a creature and can end either 
  one disease or one condition afflicting it. The condition 
  can be blinded, deafened, paralyzed, or poisoned.
  Obfuscate
  Rank 2 Metaphase Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You bend light around a creature you touch making 
  them invisible to others. Anything the target is wearing 
  or carrying is also invisible as long as it is on the target’s 
  person. The effect ends for a target that attacks or uses a 
  talent or technique.
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, you can target one additional creature for each 
  rank above the 2nd.
  Optimizer
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You administer a vitality booster to any number of 
  creatures you choose that you can see within range. For 
  the duration, each target has advantage on Wisdom 
  saving throws and death saving throws, and regains 
  the maximum number of hit points possible from any 
  healing.
  Paralyzer
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You generate an electrical stun net over a target of your 
  choice. The target must succeed on a Constitution 
  saving throw or be paralyzed for the duration. At the 
  end of each of its turns, the target can make another 
  Constitution saving throw. On a success, the effect ends 
  on the target.
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, you can target one additional humanoid for each 
  rank above the 2nd. The humanoids must be within 30 
  feet of each other when you target them.
  Phase Shift
  Rank 2 Metaphase Talent
  Activation Time: 1 bonus action
  Range: Self
  Duration: Instant
  An enhanced version of the shift talent, you fold the 
  space between yourself and a point of destination within 
  range. You teleport 30 feet to an unoccupied space that 
  you can see.
  Plasma Blade
  Rank 2 Forging Technique
  Activation Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You generate a small plasma cutting blade from a device 
  of your design that can be worn or carried. The blade is 
  similar in size and shape of a short blade, and it lasts for 
  the duration. You can deactivate and reactivate the blade 
  again as a bonus action.
  You can use your action to make a melee forging attack 
  with the plasma blade. On a hit, the target takes 3d6 
  radiant damage.
  The blade sheds bright light in a 10-foot radius and dim 
  light for an additional 10 feet.
  
  115
  Plasma Orb
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You launch a micro-drone which flies to a point you 
  choose within range and unleashes a 20-foot radius 
  sphere of crackling energy. The sphere remains for the 
  duration. 
  Each creature within the sphere when it appears or ends 
  its turn within the sphere must succeed on a Constitution 
  saving throw or take 2d6 radiant damage. The area 
  occupied by the sphere is difficult terrain.
  Until the effect ends, you can use a bonus action on your 
  turn to launch a bolt of lightning from the sphere’s center 
  toward one target within 60 feet of the center of the 
  sphere. Make a ranged forging attack. If successful, the 
  target takes 4d6 lightning damage. You have advantage on 
  the roll if the target is already inside the sphere’s radius.
  At Higher Ranks. When you use this talent as Rank 5 or 
  higher, the damage increases for each effect by 1d6 for 
  each rank above the 4th.
  Portal
  Rank 4 Metaphase Talent
  Activation Time: 1 action
  Range: 500 feet
  Duration: Instant
  You open a rift in space leading from your current location 
  to any other spot within range. You arrive at exactly the 
  spot desired. It can be a place you can see, one you can 
  visualize, or one you can describe by stating distance 
  and direction, such as “200 feet straight downward” or 
  “upward to the northwest at a 45-degree angle, 300 feet.”
  You can bring along objects as long as their weight 
  doesn’t exceed what you can carry. You can also bring 
  one willing creature of your size or smaller who is carrying 
  gear up to its carrying capacity. The creature must be 
  within 5 feet of you when you use this talent.
  If you would arrive in a place already occupied by an 
  object or a creature, you and any creature traveling with 
  you each take 4d6 force damage, and you are knocked 
  back to your starting location.
  Push
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: 10 ft.
  Duration: Instant
  A gravity wave lashes out from your hand at a target 
  within range. Make a ranged channeling attack against 
  the target. On a hit, the target takes 1d8 force damage 
  and must make a Constitution saving throw. If failed, the 
  target is knocked prone.
  This talent’s damage increases by 1d8 when you reach 
  5th level (2d8).
  Primal Fear
  Prime Psychogenic Talent
  Activation Time: 1 action
  Range: 30 ft.
  Duration: Concentration, up to 1 minute
  A creature of your choice that you can see within range 
  becomes uncontrollably terrified of everything around 
  them if affected by this talent. The target must succeed 
  on a Wisdom saving throw or fall prone, becoming 
  incapacitated and unable to stand up for the duration. 
  A creature with an Intelligence score of 4 or less isn’t 
  affected.
  At the end of each of its turns, and each time it takes 
  damage, the target can make another Wisdom saving 
  throw. The target has advantage on the saving throw if 
  it’s triggered by damage. On a success, the effect ends.
  Protection Field
  Rank 1 Kinesis Talent
  Activation Time: 1 action
  Range: Self
  Duration: 8 hours
  You are able to generate a minor force field from your 
  body. Your base AC becomes 13 + your Dexterity modifier 
  and functions as a PSD against weapons with the kinetic 
  property. To receive any benefit from this talent, you 
  cannot be wearing any armor or other protective gear. 
  You may dismiss the effect of this talent with an action.
  Psychic Wave
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: Self (15-foot cone)
  Duration: Concentration, up to 10 minutes
  You harness your darkest thoughts, sending a wave of 
  psychic energy that assaults the minds of all in its path. 
  Each creature in a 15-foot cone must make a Wisdom 
  saving throw, suffering 3d6 psychic damage on a failed 
  save, and half as much on a successful one.
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, the damage increases by 1d6 for each rank above 
  the 2nd.
  Quick Construct
  Rank 3 Forging Technique
  Activation Time: 1 minute
  Range: Self (as point of origin)
  Duration: Instant
  You create a robotic construct which you command. The 
  general appearance is your choice but it is the size and 
  shape of a Medium or Small humanoid. This construct 
  has the creature statistics of a forged automaton (see 
  monster stats.)
  On each of your turns, you can use a bonus action to 
  mentally command any creature you forged with this 
  technique if the creature is within 60 feet of you (if you 
  
  116
  control multiple creatures, you can command any or all 
  of them at the same time, issuing the same command to 
  each one). You decide what action the creature will take 
  and where it will move during its next turn, or you can 
  issue a general command, such as to guard a particular 
  area. If you issue no commands, the creature only 
  defends itself against hostile creatures. Once given an 
  order, the creature continues to follow it until its task is 
  complete. 
  The creature is under your control for 24 hours, after 
  which its power core ceases to function and its parts 
  deteriorate into scrap. To maintain the creature for 
  another 24 hours, you must activate this technique on 
  the creature again before the current 24-hour period 
  ends. This use of the technique fully recharges up to four 
  creatures you have created with this technique, rather 
  than forging a brand new one.
  Quick Repair
  Rank 2 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instantaneous
  You repair a machine, automaton, or construct that 
  you can touch. It regains hit points equal to 1d8 + your 
  forging ability modifier.
  At Higher Ranks. When you use this technique as Rank 
  2 or higher, the healing increases by 1d8 for each rank 
  above the 1st.
  Quick Step
  Rank 1 Alteration Talent
  Activation Time: 1 action
  Range: Touch
  Duration: 1 hour
  You bolster the movement rate of a target with this 
  talent. You touch a creature. That target’s speed increases 
  by 10 feet for the duration.
  At Higher Ranks. When you use this talent as Rank 2 or 
  higher, you can target one additional creature for each 
  rank above the 1st.
  Ravage Pattern
  Rank 4 Alteration Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: Instant
  You violently disrupt the cellular pattern of a target of 
  your choice that you can see within range. The target 
  must make a Constitution saving throw. The target takes 
  8d8 necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  This talent does no damage on automatons or non-
  organic constructs but causes outer blemishes such as 
  fading, warping, or corrosion.
  If you target a plant creature or an organic construct, 
  it makes the saving throw with disadvantage, and also 
  suffers maximum damage from the talent.
  If you target an organic form that isn’t a creature, such 
  as a tree, vegetable, or soil, it doesn’t make a saving 
  throw; it simply spoils, withers and dies.
  At Higher Ranks. When you use this talent as Rank 5 or 
  higher, the damage increases by 1d8 for each rank above 
  the 4th.
  Renew
  Prime Alteration Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  This talent repairs a single break or tear in an object you 
  touch, such as a broken chain link, a corroded pipe, a 
  torn shirt, or a leaky hose. As long as the break or tear 
  is no larger than 1 foot in any dimension, you mend it, 
  leaving no trace of the former damage.
  This talent can physically repair a mechanical device 
  or construct but cannot restore function to it without 
  proper repair.
  Resuscitate
  Rank 3 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You medically treat a creature that has died within the 
  last minute. That creature returns to life with 1 hit point. 
  This technique can’t return to life a creature that has died 
  of old age, nor can it restore any missing body parts.
  Revive
  Rank 5 Forging Technique
  Activation Time: 1 hour
  Range: Touch
  Duration: Instant
  You bring a recently deceased creature back from death, 
  provided that it has been dead no longer than 10 days. 
  The creature returns to life with 1 hit point.
  This technique also neutralizes any poisons and cures 
  all diseases that affected the creature at the time it died. 
  This technique doesn’t, however, remove any afflictions 
  caused by esper powers, or similar effects; if these aren’t 
  first removed prior to using this technique, they take 
  effect when the creature returns to life. This technique 
  can’t reanimate an automaton or construct.
  This technique closes all mortal wounds, but it doesn’t 
  restore missing body parts. If the creature is lacking body 
  parts or organs integral for its survival (its head, for 
  instance) the technique has no effect.
  Being brought back from death is a taxing ordeal. The 
  target takes a −4 penalty to all attack rolls, saving throws, 
  and ability checks. Every time the target finishes a long 
  rest, the penalty is reduced by 1 until it disappears.
  
  117
  Sensory Boost
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: 30 ft.
  Duration: Concentration, up to 1 minute
  You provide a sensory upgrade to up to three creatures of 
  your choice within range. Each creature gains a +2 bonus 
  to attack rolls and saving throws before the end of the 
  effect’s duration.
  Sensory Extension
  Rank 3 Clairsentient Talent
  Activation Time: 1 minute
  Range: Self
  Duration: Concentration, up to 10 minutes
  You create an invisible sensory area within range in a 
  location familiar to you (a place you have visited or seen 
  before) or in an obvious location that is unfamiliar to 
  you (such as behind a door, down an alleyway, or in a 
  warehouse of storage containers). The sensor remains 
  in place for the duration, and it can’t be attacked or 
  otherwise interacted with.
  When you use this talent, you choose seeing or hearing. 
  You can use the chosen sense through the sensor as if you 
  were in its space. As your action, you can switch between 
  seeing and hearing.
  Sensory Jammer
  Rank 1 Forging Technique
  Activation Time: 1 bonus action
  Range: 30 ft.
  Duration: 1 minute
  You create a sensory masking effect around a creature 
  within range, making them difficult to pinpoint and 
  attack. Until the effect ends, any creature who targets 
  the affected creature with an attack or a harmful power 
  must first make a Wisdom saving throw. On a failed save, 
  the creature must choose a new target or lose the attack 
  or power. This technique doesn’t protect the chosen 
  creature from area effects, such as the crushing force of a 
  gravity well.
  If the warded creature makes an attack or activates a 
  power that affects an enemy creature, the technique’s 
  effect ends.
  Shift
  Rank 1 Metaphase Talent
  Activation Time: 1 action
  Range: Self
  Duration: Instantaneous
  You fold the space between yourself and a point of 
  destination within range. You teleport 10 feet to an 
  unoccupied space that you can see.
  Singularity
  Rank 3 Kinesis Talent
  Activation Time: 1 action
  Range: 150 ft.
  Duration: Instant
  You point toward an area within range and create an 
  expanding globe of gravimetric force which engulfs 
  everything within its area. Each creature in a 20-foot 
  radius sphere centered on that point must make a 
  Dexterity saving throw. A target takes 8d6 force damage 
  on a failed save, or half as much on a successful one.
  The sphere also does damage to structures and objects 
  in the area that aren’t being worn or carried.
  At Higher Ranks. When you use this technique as Rank 
  4 or higher, the healing increases by 1d6 for each rank 
  above the 3rd.
  Slow Fall
  Rank 1 Kinesis Talent
  Activation Time: 1 reaction, which you take when you or 
  a creature within 60 feet of you falls
  Range: 60 ft.
  Duration: 1 minute
  Choose up to five falling creatures within range. A falling 
  creature’s rate of descent slows to 60 feet per round until 
  the talent ends. If the creature lands before the end of the 
  duration, it takes no falling damage and can land on its 
  feet, and the talent’s effect ends for that creature.
  Sonic Burst
  Prime Forging Technique
  Activation Time: 1 action
  Range: Self (5 ft. radius)
  Duration: Instant
  You emit burst of sonic energy centered upon you. Each 
  creature in a 5 foot radius must make a Constitution 
  saving throw or suffer 1d6 thunder damage. You are 
  excluded from this effect. In addition, the technique 
  emits a thunderous boom that can be heard from 150 
  feet away.
  This technique’s damage increases by 1d6 when you 
  reach 5th level (2d6).
  Spatial Path
  Rank 5 Metaphase Talent
  Activation Time: 1 action
  Range: 30 feet
  Duration: 1 hour
  You open a rift at a point of your choice that you can see 
  on a wooden, plastic, metallic, or stone surface (such 
  as a wall, a ceiling, or a floor) within range, forming 
  a passage that lasts for the duration. You choose the 
  opening’s dimensions: up to 5 feet wide, 8 feet tall, and 
  20 feet deep. The rift creates no instability in a structure 
  surrounding it.
  
  118
  When the opening disappears, any creatures or objects 
  still in the passage created by the technique are safely 
  ejected to an unoccupied space nearest to the surface 
  upon which you used the talent.
  Spiral Defender
  Rank 1 Forging Technique
  Activation Time: 1 reaction, which you take when you are 
  targeted by an attack but before the roll is made.
  Range: Self
  Duration: Instant
  As a reaction, you activate a group of small energy shields 
  that spiral upward around your body to deflect an 
  incoming attack from a target you choose. The target’s 
  attack has disadvantage to its attack roll.
  Stabilize
  Prime Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  When you activate this technique on a living creature with 
  0 hit points, that creature becomes stable. This technique 
  has no effect on automatons or constructs.
  Stasis Field
  Rank 2 Psychogenic Talent
  Activation Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  Choose a humanoid that you can see within range. The 
  target must succeed on a Wisdom saving throw or be 
  paralyzed for the duration. At the end of each of its turns, 
  the target can make another Wisdom saving throw. On a 
  success, the effect ends on the target.
  At Higher Ranks. When you use this talent as Rank 3 or 
  higher, you can target one additional humanoid for each 
  rank above the 2nd. The humanoids must be within 30 
  feet of each other when you target them.
  Stealth Sentry
  Rank 4 Forging Technique
  Activation Time: 1 action
  Range: 30 feet
  Duration: 8 hours
  You launch a micro-drone which fires an energy beam 
  at hostile targets. It hovers for the duration in an 
  unoccupied space of your choice that you can see within 
  range. The tiny drone is considered invisible and can only 
  be disabled by an unravel effect or by inflicting at least 
  30 hp of damage from a talent or technique of Rank 4 or 
  higher.
  Any creature hostile to you that moves to a space 
  within 10 feet of the drone for the first time on a turn 
  must succeed on a Dexterity saving throw. The creature 
  takes 20 radiant damage on a failed save, or half as much 
  damage on a successful one. The drone loses power 
  and disintegrates when it has dealt a total of 60 hp of 
  damage.
  Superior Aegis
  Rank 4 Kinesis Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You create a thin kinetic barrier around a willing creature 
  you touch. Until the effect ends, the target has resistance 
  to bludgeoning, piercing, and slashing damage. The 
  target also receive a +3 bonus to their Burst Save.
  Superior Obfuscate
  Rank 4 Metaphase Talent
  Activation Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You bend light around a creature you touch making them 
  invisible to others for the duration. Anything the target is 
  wearing or carrying is also invisible as long as it is on the 
  target’s person. 
  Superior Stasis Field
  Rank 5 Psychogenic Talent
  Activation Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  Choose a creature that you can see within range. The 
  target must succeed on a Wisdom saving throw or be 
  paralyzed for the duration. This talent has no effect on 
  automatons or constructs. At the end of each of its turns, 
  the target can make another Wisdom saving throw. On a 
  success, the effect ends on the target.
  At Higher Ranks. When you use this talent as Rank 6 or 
  higher, you can target one additional creature for each 
  rank above the 5th. The creatures must be within 30 feet 
  of each other when you target them.
  
  119
  Trauma
  Rank 1 Forging Technique
  Activation Time: 1 action
  Range: Touch
  Duration: Instant
  You cause a rupture to form on the creature’s body. Make 
  a melee forging attack against a creature you can reach. 
  On a hit, the target takes 3d10 necrotic damage.
  At Higher Ranks. When you use this technique as Rank 
  2 or higher, the damage increases by 1d10 for each rank 
  above the 1st.
  Tricky Fingers
  Prime Kinesis Talent
  Activation Time: 1 action
  Range: 30 feet.
  Duration: 1 minute
  You are able to generate a minor telekinetic effect at 
  any point within range. For the duration of the talent, 
  you can use your action to generate kinetic energy with 
  a minor hand motion. You can command this energy 
  to manipulate an object, open an unlocked door or 
  container, pick up an item, pull a switch or lever, or pour 
  the contents out of a jar. 
  You can only generate one effect at a time which will 
  last only for the duration. You may not use this energy 
  to attack, activate weapons or complex triggers, or carry 
  more than 10 pounds.
  Trigger Device
  Prime Metaphase Talent
  Activation Time: 1 action
  Range: 60 feet.
  Duration: Concentration, up to 1 minute
  You can supply or initiate the power source of one simple 
  device within range. The device must be no larger than a 
  5-foot cube and is normally activated by a single switch 
  or touch. Examples are a lighting panel, a mechanical 
  fan, computer screen, door panel, or digital device. The 
  extent is up to the full discretion of the GM.
  Items in motion or worn by another creature cannot 
  be targeted with this talent. If the target has no available 
  power source, you can supply power to the device for up 
  to 1 minute.
  Unravel Effect
  Rank 3 Alteration Talent / Forging Technique
  Activation Time: 1 action
  Range: 120 ft.
  Duration: Instant
  Choose one creature, object, or esper created effect 
  within range. Any effect generated by a talent or 
  technique of Rank 3 or lower on the target ends. For each 
  talent or technique of Rank 4 or higher on the target, 
  make an ability check using your channeling ability. The 
  DC equals 10 + the power’s rank. On a successful check, 
  the effect ends.
  At Higher Ranks. When you use this power at Rank 4 or 
  higher, you automatically end the effects of a talent or 
  technique on the target if the power’s rank is equal to or 
  less than the rank you used for this power.
  Warp Helix
  Rank 5 Metaphase Talent
  Activation Time: 1 action
  Range: Self (60-foot cone)
  Duration: Instant
  You unleash a coil of spatial distortion from your 
  hands. Each creature in a 60-foot cone must make a 
  Constitution saving throw. A creature takes 8d8 force 
  damage on a failed save, or half as much damage on a 
  successful one.
  At Higher Ranks. When you use this talent as Rank 6 or 
  higher, the damage increases by 1d8 for each rank above 
  the 5th.
  Withering Grip
  Rank 3 Alteration Talent
  Activation Time: 1 action
  Range: 60 ft.
  Duration: Instant
  You unleash a bolt of antimatter from your hands at a 
  target within range. Make a ranged channeling attack. 
  On a hit, the target takes 4d8 necrotic damage and must 
  make a successful Wisdom saving throw or become 
  frightened of you until the start of your next turn.
  At Higher Ranks. When you use this technique as Rank 
  4 or higher, the damage increases by 1d8 for each rank 
  above the 3rd.
  
  120
  Appendix A. Conditions
  Conditions alter a creature’s capabilities in a variety of 
  ways and can arise as a result of a power, a class feature, 
  a monster’s attack, or other effect. Most conditions, such 
  as blinded, are impairments, but a few, such as invisible, 
  can be advantageous.
  A condition lasts either until it is countered (the prone 
  condition is countered by standing up, for example) or 
  for a duration specified by the effect that imposed the 
  condition.
  If multiple effects impose the same condition on a 
  creature, each instance of the condition has its own 
  duration, but the condition’s effects don’t get worse. A 
  creature either has a condition or doesn’t.
  The following definitions specify what happens to a 
  creature while it is subjected to a condition.
  Blinded
  • A blinded creature can’t see and automatically fails any 
  ability check that requires sight.
  • Attack rolls against the creature have advantage, and 
  the creature’s attack rolls have disadvantage.
  Charmed
  • A charmed creature can’t attack the charmer or target 
  the charmer with harmful abilities or esper power 
  effects.
  • The charmer has advantage on any ability check to 
  interact socially with the creature.
  Deafened
  • A deafened creature can’t hear and automatically fails 
  any ability check that requires hearing.
  Frightened
  • A frightened creature has disadvantage on ability 
  checks and attack rolls while the source of its fear is 
  within line of sight.
  • The creature can’t willingly move closer to the source of 
  its fear.
  Grappled
  • A grappled creature’s speed becomes 0, and it can’t 
  benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated (see 
  the condition).
  • The condition also ends if an effect removes the 
  grappled creature from the reach of the grappler or 
  grappling effect.
  Incapacitated
  • An incapacitated creature can’t take actions or 
  reactions.
  Invisible
  • An invisible creature is impossible to see without the 
  aid of powers or a special sense. For the purpose of 
  hiding, the creature is heavily obscured. The creature’s 
  location can be detected by any noise it makes or any 
  tracks it leaves.
  • Attack rolls against the creature have disadvantage, 
  and the creature’s attack rolls have advantage.
  Paralyzed
  • A paralyzed creature is incapacitated (see the 
  condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the 
  attacker is within 5 feet of the creature.
  Petrified
  • A petrified creature is transformed, along with any 
  mundane object it is wearing or carrying, into a 
  solid inanimate substance (usually stone). Its weight 
  increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated (see the condition), can’t 
  move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, 
  although a poison or disease already in its system is 
  suspended, not neutralized.
  
  121
  EXHAUSTION
  Some special abilities and environmental hazards, such 
  as starvation and the long- -term effects of freezing or 
  scorching temperatures, can lead to a special condition 
  called exhaustion. Exhaustion is measured in six levels. An 
  effect can give a creature one or more levels of exhaustion, 
  as specified in the effect’s description.
  Level
  Effect
  1
  Disadvantage on ability checks
  2
  Speed halved
  3
  Disadvantage on attack rolls and saving throws
  4
  Hit point maximum halved
  5
  Speed reduced to 0
  6
  Death
  If an already exhausted creature suffers another effect that 
  causes exhaustion, its current level of exhaustion increases 
  by the amount specified in the effect’s description.
  A creature suffers the effect of its current level of 
  exhaustion as well as all lower levels. For example, a 
  creature suffering level 2 exhaustion has its speed halved 
  and has disadvantage on ability checks.
  An effect that removes exhaustion reduces its level as 
  specified in the effect’s description, with all exhaustion 
  effects ending if a creature’s exhaustion level is reduced 
  below 1.
  Finishing a long rest reduces a creature’s exhaustion level 
  by 1, provided that the creature has also ingested some 
  food and drink.
  Poisoned
  • A poisoned creature has disadvantage on attack rolls 
  and ability checks.
  Prone
  • A prone creature’s only movement option is to crawl, 
  unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the 
  attacker is within 5 feet of the creature. Otherwise, the 
  attack roll has disadvantage.
  Restrained
  • A restrained creature’s speed becomes 0, and it can’t 
  benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and 
  the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving 
  throws.
  Stunned
  • A stunned creature is incapacitated (see the condition), 
  can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage.
  Unconscious
  • An unconscious creature is incapacitated (see the 
  condition), can’t move or speak, and is unaware of its 
  surroundings
  • The creature drops whatever it’s holding and falls 
  prone.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the 
  attacker is within 5 feet of the creature.
  Wounded
  • A wounded creature’s movement speed is limited to 
  10. They must make a DC 14 Constitution saving throw 
  each round to move at normal speed.
  • Wounded creatures cannot take bonus actions.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  
  122
  Appendix B. Monsters and Threats
  This section provides guidelines for understanding 
  creature statistics and lists some common threats.
  Statistics
  A monster’s statistics, sometimes referred to as its stat 
  block, provide the essential information that you need to 
  run the monster.
  Size
  A monster can be Tiny, Small, Medium, Large, Huge, or 
  Gargantuan. The Size Categories table shows how much 
  space a creature of a particular size controls in combat. 
  See the Core Manual for more information on creature size 
  and space.
  Size Categories
  Size
  Space
  Tiny
  21/2 by 21/2 feet.
  Small
  5 by 5 feet
  Medium
  5 by 5 feet
  Large
  10 by 10 feet
  Huge
  15 by 15 feet
  Gargantuan
  20 by 20 feet or larger
  MODIFYING CREATURES
  Despite the versatile collection of monsters, you might be 
  at a loss when it comes to finding the perfect creature for 
  part of an adventure. Feel free to tweak an existing creature 
  to make it into something more useful for you, perhaps 
  by borrowing a trait or two from a different monster or by 
  using a variant or template, such as the ones in this book. 
  Keep in mind that modifying a monster, including when you 
  apply a template to it, might change its challenge rating.
  Type
  A monster’s type speaks to its fundamental nature. 
  Certain powers, items, class features, and other effects 
  in the game interact in special ways with creatures of 
  a particular type. For example, goliath buster ammunition 
  deals extra damage not only to goliaths but also other 
  creatures of the goliath type, such as the hulking rager.
  The game includes the following monster types, which 
  have no rules of their own.
  Aberrations are creatures of inexplicable origin. Their 
  societies and habits elude most recorded data and are 
  more often than not considered purely alien in nature.
  Automatons are mechanical creations that operate 
  on their own artificial intelligence. Some of these 
  beings are fully self-aware and make their own societal 
  advancements. 
  Beasts are nonhumanoid creatures that are a natural 
  part of life in a sci-fi setting. Most are unintelligent and 
  lack any society or language. Beasts include all varieties of 
  ordinary animals and giant versions of animals.
  Constructs are machines created and programmed 
  by their users. Some follow a simple set of instructions, 
  while others are programmed to follow more complex 
  commands.
  Cyborgs are creatures that a partially organic and 
  inorganic, sharing the advantages and detriments of 
  both.
  Golems are constructs created from organic materials 
  and elements, often forged through energy from the 
  Crucibles. These creatures are rare in modern times, 
  though some still exist as guardians. The Ashenforged, 
  though primarily humanoid, also belong to this category.
  Goliaths are gigantic intelligent beasts, humanoid 
  in size and shape but born of the natural elements of 
  their homeworld, which itself is a living entity. The most 
  common form of goliaths are the bahtera.
  Dragons are large reptilian creatures of tremendous 
  power. They are highly intelligent and many are gifted 
  with powers similar to the espers. Also in this category 
  are creatures distantly related to true dragons, but less 
  powerful, such as drakes.
  Proteans are intelligent beings made of pure energy. 
  Their origins date back to the stars themselves 
  from which they were born. They have evolved over 
  generations, taking on different aspects depending on the 
  migration.
  Netherants are creatures born from distortions of 
  space-time. They thrive on anti-matter and corrupted 
  elements. Some are mindless forms while others, such are 
  highly intelligent and self evolving.
  Humanoids are the main peoples of a fantasy gaming 
  world, both civilized and savage, including humans and a 
  tremendous variety of other species. They have language 
  and culture and a bipedal form. The most common 
  humanoid races are the ones most suitable as player 
  characters: humans, eldori, promethean, and kesh.
  Almost as numerous but far more secluded are the 
  matokai, dendus, and the valna. There are other, far 
  more savage races of humanoids as well.
  Monstrosities are monsters in the strictest sense—
  frightening creatures that are not ordinary, not truly 
  natural, and almost never benign. Some are the results of 
  experimentation gone awry, and others are the product 
  of the unnatural evolution of a species.
  Like aberrations, they defy categorization, and in some 
  sense serve as a catch-all category for creatures that don’t 
  fit into any other type.
  Plant in this context are vegetable-based lifeforms, not 
  ordinary flora. Most of them are ambulatory, and some 
  are carnivorous. There are some intelligent plant species 
  that are similar to humanoids in both intelligence and 
  practice.
  
  123
  Tags
  A monster might have one or more tags appended to 
  its type, in parentheses. For example, an lorendi has the 
  humanoid (lorendi) type. The parenthetical tags provide 
  additional categorization for certain creatures. The tags 
  have no rules of their own, but something in the game, 
  such as specialized gear, might refer to them.
  Alignment
  A monster’s alignment provides a clue to its disposition 
  and how it behaves in a roleplaying or combat situation. 
  For example, a chaotic evil monster might be difficult 
  to reason with and might attack characters on sight, 
  whereas a neutral monster might be willing to negotiate. 
  See the Core Manual for descriptions of the different 
  alignments.
  The alignment specified in a monster’s stat block is 
  the default. Feel free to depart from it and change a 
  monster’s alignment to suit the needs of your campaign.
  Some creatures can have any alignment. In other words, 
  you choose the monster’s alignment. Some monster’s 
  alignment entry indicates a tendency or aversion toward 
  law, chaos, good, or evil. For example, a marauder can be 
  any chaotic alignment (chaotic good, chaotic neutral, or 
  chaotic evil), as befits its wild nature.
  Many creatures of low intelligence have no 
  comprehension of law or chaos, good or evil. They don’t 
  make moral or ethical choices, but rather act on instinct. 
  These creatures are unaligned, which means they don’t 
  have an alignment.
  Armor Class
  A monster that wears armor or carries a shield has 
  an Armor Class (AC) that takes its armor, shield, and 
  Dexterity into account. Otherwise, a monster’s AC is 
  based on its Dexterity modifier and natural armor, if any. 
  If a monster has natural armor, wears armor, or carries a 
  shield, this is noted in parentheses after its AC value.
  Hit Points
  A monster usually dies or is destroyed when it drops to 0 
  hit points. For more on hit points, see the Core Manual.
  A monster’s hit points are presented both as a die 
  expression and as an average number. For example, a 
  monster with 2d8 hit points has 9 hit points on average 
  (2 × 4½).
  A monster’s size determines the die used to calculate its 
  hit points, as shown in the Hit Dice by Size table.
  Hit Dice by Size
  Creature Size
  Hit Die
  Average HP per Die
  Tiny
  d4
  21/2
  Small
  d6
  31/2
  Medium
  d8
  41/2
  Large
  d10
  51/2
  Huge
  d12
  61/2
  Gargantuan
  d20
  101/2
  A monster’s Constitution modifier also affects the 
  number of hit points it has. Its Constitution modifier is 
  multiplied by the number of Hit Dice it possesses, and the 
  result is added to its hit points. For example, if a monster 
  has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, 
  it has 2d8 + 2 hit points (average 11).
  Speed
  A monster’s speed tells you how far it can move on 
  its turn. For more information on speed, see the Core 
  Manual.
  All creatures have a walking speed, simply called the 
  monster’s speed. Creatures that have no form of ground-
  based locomotion have a walking speed of 0 feet.
  Some creatures have one or more of the following 
  additional movement modes.
  Burrow
  A monster that has a burrowing speed can use that speed 
  to move through sand, earth, mud, or ice. A monster 
  can’t burrow through solid rock unless it has a special 
  trait that allows it to do so.
  Climb
  A monster that has a climbing speed can use all or part of 
  its movement to move on vertical surfaces. The monster 
  doesn’t need to spend extra movement to climb.
  Fly
  A monster that has a flying speed can use all or part of 
  its movement to fly. Some monsters have the ability to 
  hover, which makes them hard to knock out of the air (as 
  explained in the rules on flying in the Core Manual). Such a 
  monster stops hovering when it dies.
  Swim
  A monster that has a swimming speed doesn’t need to 
  spend extra movement to swim.
  
  124
  Ability Scores
  Every monster has six ability scores (Strength, Dexterity, 
  Constitution, Intelligence, Wisdom, and Charisma) and 
  corresponding modifiers. For more information on ability 
  scores and how they’re used in play, see the Core Manual.
  Saving Throws
  The Saving Throws entry is reserved for creatures that are 
  adept at resisting certain kinds of effects. For example, 
  a creature that isn’t easily charmed or frightened might 
  gain a bonus on its Wisdom saving throws. Most 
  creatures don’t have special saving throw bonuses, in 
  which case this section is absent.
  A saving throw bonus is the sum of a monster’s relevant 
  ability modifier and its proficiency bonus, which is 
  determined by the monster’s challenge rating (as shown 
  in the Proficiency Bonus by Challenge Rating table).
  Proficiency Bonus by Challenge Rating
  Challenge
  Proficiency 
  Bonus
  Challenge
  Proficiency 
  Bonus
  0
  +2
  14
  +5
  1/8
  +2
  15
  +5
  1/4
  +2
  16
  +5
  1/2
  +2
  17
  +6
  1
  +2
  18
  +6
  2
  +2
  19
  +6
  3
  +2
  20
  +6
  4
  +2
  21
  +7
  5
  +3
  22
  +7
  6
  +3
  23
  +7
  7
  +3
  24
  +7
  8
  +3
  25
  +8
  9
  +4
  26
  +8
  10
  +4
  27
  +8
  11
  +4
  28
  +8
  12
  +4
  29
  +9
  13
  +5
  30
  +9
  Skills
  The Skills entry is reserved for monsters that are 
  proficient in one or more skills. For example, a monster 
  that is very perceptive and stealthy might have bonuses to 
  Wisdom (Perception) and Dexterity (Stealth) checks.
  A skill bonus is the sum of a monster’s relevant ability 
  modifier and its proficiency bonus, which is determined 
  by the monster’s challenge rating (as shown in the 
  Proficiency Bonus by Challenge Rating table). Other 
  modifiers might apply. For instance, a monster might 
  have a larger-than-expected bonus (usually double 
  its proficiency bonus) to account for its heightened 
  expertise.
  Vulnerabilities, Resistances, 
  and Immunities
  Some creatures have vulnerability, resistance, or immunity 
  to certain types of damage. Particular creatures are even 
  resistant or immune to damage from mundane attacks (a 
  mundane attack is an attack whose source is not from an 
  esper power, an esper forged enhancement , or another 
  similar source). In addition, some creatures are immune 
  to certain conditions.
  Senses
  The Senses entry notes a monster’s passive Wisdom 
  (Perception) score, as well as any special senses the 
  monster might have. Special senses are described below.
  Blindsight
  A monster with blindsight can perceive its surroundings 
  without relying on sight, within a specific radius.
  Creatures without eyes typically have this special sense, 
  as do creatures with echolocation, internal sensors, or 
  heightened senses, such as drakes.
  If a monster is naturally blind, it has a parenthetical 
  note to this effect, indicating that the radius of its 
  blindsight defines the maximum range of its perception.
  Darkvision
  A monster with darkvision can see in the dark within a 
  specific radius. The monster can see in dim light within 
  the radius as if it were bright light, and in darkness as 
  if it were dim light. The monster can’t discern color in 
  darkness, only shades of gray. Many creatures that live 
  underground or in space have this special sense.
  ARMOR, WEAPON, AND TOOL PROFICIENCIES
  Assume that a creature is proficient with its armor, 
  weapons, and tools. If you swap them out, you decide 
  whether the creature is proficient with its new equipment.
  For example, a matokai warlord typically wears centurion 
  armor and wields a large axe. You could equip a warlord 
  with electroplating and a grandblade instead, and assume 
  the warlord is proficient with both, one or the other, or 
  neither.
  See the Core Manual for rules on using armor or weapons 
  without proficiency.
  Tremorsense
  A monster with tremorsense can detect and pinpoint the 
  origin of vibrations within a specific radius, provided 
  that the monster and the source of the vibrations are in 
  contact with the same ground or substance. Tremorsense 
  can’t be used to detect flying or incorporeal creatures. 
  Many burrowing creatures have this special sense.
  Truesight
  A monster with truesight can, out to a specific range, 
  see in normal and supernatural darkness, see invisible 
  
  125
  creatures and objects, automatically detect visual 
  illusions and succeed on saving throws against them, and 
  perceive the original form of a shapechanger.
  Languages
  The languages that a monster can speak are listed in 
  alphabetical order. Sometimes a monster can understand 
  a language but can’t speak it, and this is noted in its 
  entry. A “—” indicates that a creature neither speaks nor 
  understands any language.
  Telepathy
  Telepathy is an ability that allows a monster to 
  communicate mentally with another creature within a 
  specified range. The contacted creature doesn’t need to 
  share a language with the monster to communicate in 
  this way with it, but it must be able to understand at least 
  one language. A creature without telepathy can receive 
  and respond to telepathic messages but can’t initiate or 
  terminate a telepathic conversation.
  A telepathic monster doesn’t need to see a contacted 
  creature and can end the telepathic contact at any time. 
  The contact is broken as soon as the two creatures are 
  no longer within range of each other or if the telepathic 
  monster contacts a different creature within range. A 
  telepathic monster can initiate or terminate a telepathic 
  conversation without using an action, but while the 
  monster is incapacitated, it can’t initiate telepathic 
  contact, and any current contact is terminated.
  Challenge
  A monster’s challenge rating tells you how great a threat 
  the monster is. An appropriately equipped and well-
  rested party of four characters should be able to defeat 
  a monster that has a challenge rating equal to its level 
  without suffering any deaths. For example, a party of four 
  3rd-level characters should find a threat with a challenge 
  rating of 3 to be a worthy challenge, but not a deadly 
  one.
  Monsters that are significantly weaker than 1st-level 
  characters have a challenge rating lower than 1. Monsters 
  with a challenge rating of 0 are insignificant except in 
  large numbers; those with no effective attacks are worth 
  no experience points, while those that have attacks are 
  worth 10 XP each.
  Some monsters present a greater challenge than even a 
  typical 20th-level party can handle. These monsters have 
  a challenge rating of 21 or higher and are specifically 
  designed to test player skill.
  Experience Points
  The number of experience points (XP) a monster is worth 
  is based on its challenge rating. Typically, XP is awarded 
  for defeating the monster, although the GM may also 
  award XP for neutralizing the threat posed by the monster 
  in some other manner.
  Unless something tells you otherwise, a monster 
  summoned by a power or other special ability is worth 
  the XP noted in its stat block.
  Experience Points by Challenge Rating
  Challenge
  XP
  Challenge
  XP
  0
  0 or 10
  14
  11,500
  1/8
  25
  15
  13,000
  1/4
  50
  16
  15,000
  1/2
  100
  17
  18,000
  1
  200
  18
  20,000
  2
  450
  19
  22,000
  3
  700
  20
  25,000
  4
  1,100
  21
  33,000
  5
  1,800
  22
  41,000
  6
  2,300
  23
  50,000
  7
  2,900
  24
  62,000
  8
  3,900
  25
  75,000
  9
  5,000
  26
  90,000
  10
  5,900
  27
  105,000
  11
  7,200
  28
  120,000
  12
  8,400
  29
  135,000
  13
  10,000
  30
  155,000
  Special Traits
  Special traits (which appear after a monster’s challenge 
  rating but before any actions or reactions) are 
  characteristics that are likely to be relevant in a combat 
  encounter and that require some explanation.
  Innate Powers
  A monster with the innate ability to use esper powers has 
  the Innate Powers special trait. Unless noted otherwise, 
  an innate power of rank 1 or higher always functions 
  at its lowest possible level and can’t be used at a higher 
  level. If a monster has a prime power where its level 
  matters and no level is given, use the monster’s challenge 
  rating.
  An innate power can have special rules or restrictions 
  which are described in the monster’s stat block.
  A monster’s innate powers can’t be swapped out with 
  other powers. If a monster’s innate powers don’t require 
  attack rolls, no attack bonus is given for them.
  Esper Powers
  A monster with the Esper Powers special trait has an 
  esper level and power slots, which it uses for rank 1 
  powers and higher (as explained in the Core Manual). The 
  esper level is also used for any prime powers included in 
  the feature.
  The monster has a list of powers known or prepared 
  from a specific class. The list might also include powers 
  from a feature in that class. The monster is considered a 
  
  126
  member of that class when attuning to or using an item 
  or piece of gear that requires membership to the class or 
  access to its powers list.
  A monster can use a power from its list at a higher level 
  if it has the power slot to do so. For example, a lorendi 
  melder with the rank 3 singularity power can use it as a 
  rank 5 power by using one of its rank 5 power slots.
  You can change the powers that a monster knows or 
  has prepared, replacing any power on its list with a power 
  of the same level and from the same class list. If you do 
  so, you might cause the monster to be a greater or lesser 
  threat than suggested by its challenge rating.
  Psionics
  A monster that has powers using only the power of its 
  mind has the psionics tag added to its Esper Powers or 
  Innate Powers special trait. This tag carries no special 
  rules of its own, but other parts of the game might refer 
  to it.
  Actions
  When a monster takes its action, it can choose from the 
  options in the Actions section of its stat block or use one 
  of the actions available to all creatures, such as the Dash 
  or Hide action, as described in the Core Manual.
  Melee and Ranged Attacks
  The most common actions that a monster will take in 
  combat are melee and ranged attacks. These can be esper 
  power attacks or weapon attacks, where the “weapon” 
  might be a manufactured item or a natural weapon, such 
  as a claw or tail spike. For more information on different 
  kinds of attacks, see the Core Manual.
  Creature vs. Target. The target of a melee or ranged 
  attack is usually either one creature or one target, the 
  difference being that a “target” can be a creature or an 
  object.
  Hit. Any damage dealt or other effects that occur as a 
  result of an attack hitting a target are described after the 
  “Hit” notation. You have the option of taking average 
  damage or rolling the damage; for this reason, both the 
  average damage and the die expression are presented.
  Miss. If an attack has an effect that occurs on a miss, 
  that information is presented after the “Miss:” notation.
  Multiattack
  A creature that can make multiple attacks on its turn has 
  the Multiattack action. A creature can’t use Multiattack 
  when making an opportunity attack, which must be a 
  single melee attack.
  Ammunition
  A monster carries enough ammunition to make its ranged 
  attacks. You can assume that a monster has 2d4 pieces 
  of ammunition for a thrown weapon attack, and 3d10 
  pieces of ammunition for a projectile weapon such as a 
  gun or bow
  Reactions
  If a monster can do something special with its reaction, 
  that information is contained here. If a creature has no 
  special reaction, this section is absent.
  Limited Usage
  Some special abilities have restrictions on the number 
  of times they can be used.
  X/Day. The notation “X/Day” means a special ability 
  can be used X number of times and that a monster must 
  finish a long rest to regain expended uses. For example, 
  “1/Day” means a special ability can be used once and 
  that the monster must finish a long rest to use it again.
  Recharge X–Y. The notation “Recharge X–Y” means 
  a monster can use a special ability once and that the 
  ability then has a random chance of recharging during 
  each subsequent round of combat. At the start of each 
  of the monster’s turns, roll a d6. If the roll is one of the 
  numbers in the recharge notation, the monster regains 
  the use of the special ability. The ability also recharges 
  when the monster finishes a short or long rest.
  For example, “Recharge 5–6” means a monster can 
  use the special ability once. Then, at the start of the 
  monster’s turn, it regains the use of that ability if it rolls a 
  5 or 6 on a d6.
  Recharge after a Short or Long Rest. This notation means 
  that a monster can use a special ability once and then 
  must finish a short or long rest to use it again.
  GRAPPLE RULES FOR MONSTERS
  Many monsters have special attacks that allow them to 
  quickly grapple prey. When a monster hits with such an 
  attack, it doesn’t need to make an additional ability check to 
  determine whether the grapple succeeds, unless the attack 
  says otherwise.
  A creature grappled by the monster can use its action 
  to try to escape. To do so, it must succeed on a Strength 
  (Athletics) or Dexterity (Acrobatics) check against the 
  escape DC in the monster’s stat block. If no escape DC 
  is given, assume the DC is 10 + the monster’s Strength 
  (Athletics) modifier.
  Equipment
  A stat block rarely refers to equipment, other than 
  armor or weapons used by a monster. A creature that 
  customarily wears clothes, such as a humanoid, is 
  assumed to be dressed appropriately.
  You can equip monsters with additional gear and 
  trinkets however you like, and you decide how much of a 
  monster’s equipment is recoverable after the creature is 
  slain and whether any of that equipment is still usable. A 
  battered suit of armor made for a monster is rarely usable 
  by someone else, for instance.
  
  127
  Legendary Creatures
  A legendary creature can do things that ordinary 
  creatures can’t. It can take special actions outside its 
  turn, and it might exert magical influence for miles 
  around.
  If a creature assumes the form of a legendary creature, 
  such as through an esper power, it doesn’t gain that 
  form’s legendary actions, lair actions, or regional effects.
  Legendary Actions
  A legendary creature can take a certain number of special 
  actions—called legendary actions—outside its turn. Only 
  one legendary action option can be used at a time and 
  only at the end of another creature’s turn. A creature 
  regains its spent legendary actions at the start of its turn. 
  It can forgo using them, and it can’t use them while 
  incapacitated or otherwise unable to take actions. If 
  surprised, it can’t use them until after its first turn in the 
  combat.
  a Legendary Creature’s Lair
  A legendary creature might have a section describing its 
  lair and the special effects it can create while there, either 
  by act of will or simply by being present. Such a section 
  applies only to a legendary creature that spends a great 
  deal of time in its lair.
  Lair Actions
  If a legendary creature has lair actions, it can use them 
  to harness the ambient energy in its lair. On initiative 
  count 20 (losing all initiative ties), it can use one of its 
  lair action options. It can’t do so while incapacitated or 
  otherwise unable to take actions. If surprised, it can’t use 
  one until after its first turn in the combat.
  Regional Effects
  The mere presence of a legendary creature can have 
  strange and wondrous effects on its environment, as 
  noted in this section. Regional effects end abruptly or 
  dissipate over time when the legendary creature dies.
  Threat Entries
  The following section provides stat blocks for some 
  common monster encounters found in Esper Genesis.
  Aerial Stalker
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  11 (+0)
  16 (+3)
  6 (−2)
  11 (+0)
  7 (−2)
  Damage Resistances bludgeoning, piercing, and slashing
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10
  Languages: --
  Challenge 2 (450 XP)
  Actions
  Multiattack. The stalker makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  
  128
  Aluphax Avenger
  Medium humanoid (aluphax), neutral evil
  Armor Class 18 (power armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  16 (+3)
  14 (+2)
  15 (+2)
  14 (+2)
  Saving Throws Con +5, lnt +5, Wis +5
  Senses passive Perception 12
  Languages can speak telepathically to other Aluphax
  Challenge 8 (3,900 XP)
  Innate Powers. The avenger’s channeling ability is Charisma 
  (save DC 13; +5 to hit with melding talents). It can use the 
  following talents:
  Prime (at will): push
  3x/day each: blur, shift
  1x/day: spatial passage
  Actions
  Multiattack. The avenger makes two energy blade attacks..
  Improved Critical. The avenger scores a critical hit on a 19-
  20 when using their energy blade...
  Energy Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) s lashing damage plus 10 (3d6) 
  radiant damage.
  Asmeleas
  Large beast, neutral
  Armor Class: 11
  Hit Points: 19 (3d10 + 3)
  Speed: 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  12 (+1)
  2 (-4)
  10 (+0)
   6 (-2)
  Senses: Passive Perception 10
  Languages: --
  Challenge: 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Asmaleas is a tall canine-like beast with an 
  elongated neck and snout. They are mostly 
  solitary and often aggressive toward any who 
  venture near their nests.
  bahtera
  Bahtera are large lizard humanoids with a hardened scale 
  hide similar in texture to gemstones. They are born from 
  the surface of Bahrelis, a living planet-sized entity. These 
  creatures lair together in isolated areas and are rumored 
  to be loosely related to the Matokai.
  Azurite Bahtera
  Large goliath, neutral evil
  Armor Class: 18 (hide plating)
  Hit Points: 155 (14d10 + 78)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  9 (-1)
  23 (+6)
  10 (+0) 
  14 (+2)
  13 (+1)
  Saving Throws: Dex +3, Con +10, Cha +5
  Skills: Athletics +11, Perception +6
  Damage Immunities: cold
  Senses: passive Perception 16
  Languages: Bahtera
  Challenge: 9 (5,000 XP)
  Actions
  Multiattack. The bahtera makes two grandblade attacks.
  Grandblade. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 28 (6d6 + 7) slashing damage.
  Tail Spikes. Ranged Weapon Attack: +11 to hit, range 60/240 
  ft., one target. Hit: 29 (4d10 + 7) piercing damage.
  
  129
  Rhodolite Bahtera
  Large goliath, neutral evil
  Armor Class: 15 (hide plating)
  Hit Points: 131 (13d10 + 60)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  9 (-1)
  21 (+5)
  10 (+0) 
  (+0))
  10 (+0)
  12 (+1)
  Saving Throws: Con +8, Wis +3, Cha +4
  Skills: Athletics +9, Perception +3
  Damage Immunities: fire
  Senses: passive Perception 13
  Languages: Bahtera
  Challenge: 8 (3,900 XP)
  Esper Powers. The melder’s channeling ability is Intelligence 
  (save DC 12; +4 to hit with melding talents). 
  Prime (at will): aegis, force bolt, push
  Rank 1 (4 slots): distortion, protection field
  Actions
  Multiattack. The bahtera makes two warblade attacks.
  Warblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 25 (3d12 + 6) slashing damage.
  Tail Spikes. Ranged Weapon Attack: +9 to hit, range 60/240 
  ft., one target. Hit: 28 (4d10 + 6) piercing damage.
  Blade Drone
  Medium construct, unaligned
  Armor Class: 13
  Hit Points: 13 (3d8)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+2)
  10 (+0)
  10 (+0)
  11 (+0)
   10 (+0)
  Skills: Perception +2
  Senses: Passive Perception 12
  Languages: --
  Challenge: 1/8 (25 XP)
  Actions
  Scythe Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6+2) piercing damage.
  Darmavian Lizard
  Large beast, neutral
  Armor Class: 12
  Hit Points: 45 (6d10 + 12)
  Speed: 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  14 (+2)
  9 (-1)
  13 (+1)
  11 (+0)
  Skills: Athletics +6, Perception +3, Survival +3
  Senses: darkvision 60 ft., passive Perception 13
  Languages: --
  Challenge: 2 (450 XP)
  Charge. If the lizard moves at least 30 feet straight toward a 
  target and then hits it with a horn attack on the same turn, 
  the target takes an extra 10 (3d6) piercing damage.
  Actions
  Multiattack. The lizard makes two attacks, one with its horn 
  and one with its bite.
  Horn. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Darmavian Lizards are four legged scaled creatures with 
  long limbs and a sharp fin-shaped horn atop a wide 
  head. They are often domesticated for use as mounts in 
  planets with an abundance of deserts and jungles..
  Fire Drake
  Large dragon, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 
  15 (+2)
  15 (+2)
  14 (+2)
  11 (0)
  8 (−1)
  Skills Perception +4
  Damage Immunities fire, necrotic
  Senses blindsight 30 ft ., darkvision 120 ft., passive 
  Perception 14
  Languages: Drake
  Challenge 3 (700 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one target. 
  Hit: 9 (1d10 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, range 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Breath Weapons (Recharge 5-6). The drake uses one of the 
  following breath weapons:
  
  130
  Fire Breath. The drake exhales fire in a 20-foot line that is 
  5 feet high. Each creature in that area must make a DC 13 
  Dexterity saving throw, taking 22 (4d10) fire damage on a 
  failed save, or half as much damage on a successful one.
  Blight Breath. The drake exhales cloud of molecular 
  corrosion in a 15-foot cone. Each creature in that area must 
  succeed on a DC 13 Constitution saving throw, taking 14 
  (4d6) necrotic damage on a failed save, or half as much 
  on a successful one. This damage cannot be healed until 1 
  minute has passed.
  Forged Construct
  Medium construct, unaligned
  Armor Class 13
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 
  14 (+2)
  15 (+2)
  6 (−2)
  8 (−1)
  5 (−3)
  Damage Vulnerabilities cold
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Common
  Challenge 1/4 (50 XP)
  Actions
  Blade Attachment. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Arm Pistol. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  kanasi
  Kanasi are intelligent, deadly machines. Originally 
  designed to hunt and kill humanoid soldiers, they became 
  self-aware and learned to duplicate their programming. 
  Kanasi require resources to maintain their frames and 
  circuitry. They often have mutual agreements with the 
  elusive Shadow Technocracy, who can easily provide the 
  mechanical parts they need.
  Bane Kanasi
  Large automaton, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 153 (18d10+54)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  16 (+3)
  10 (+0)
  10 (+0)
   8 (-1)
  Saving Throws Str +11, Dex +5
  Skills Athletics +8, Perception +6
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Languages understands Common but can’t speak
  Challenge 6 (2,300 XP)
  Forged Resistance. The nomad has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Organic Detection. The kanasi’s sensors can detect the 
  presence of living organic creatures up to 5 miles away. It 
  knows the general direction they’re in but not their exact 
  locations. 
  Infrared Sensors. The kanasi’s infravision can see through up 
  to 10 feet of nonmetallic solid material.
  Actions
  Multiattack. The kanasi makes two vibration axe attacks or 
  two ball and chain attacks.
  Vibration Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 11 (2d8 + 5) slashing damage.
  Ball and Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 11 (1d12 + 5) bludgeoning damage..
  Fire Stream (Recharge 5-6). The bane kanasi can spew a jet 
  of alchemical fire in a line 20 feet long and 5 feet wide. Any 
  creature in the path of the jet takes 26 (4d12) fire damage, 
  or half damage with a successful DC 15 Dexterity saving 
  throw. This attack can be performed three times in a 24 
  hour period..
  
  131
  Hunter Kanasi
  Large automaton, lawful evil
  Armor Class: 16 (natural armor)
  Hit Points: 93 (11d10 + 33)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  10 (+0)
  11 (+0)
  5 (-3)
  Skills: Perception +4
  Damage Immunities: poison
  Condition Immunities: blinded, poisoned
  Senses: infravision 60 ft., passive Perception 14
  Languages understands Common but can’t speak
  Challenge: 4 (1,100 XP)
  Organic Detection. The kanasi’s sensors can detect the 
  presence of living organic creatures up to 5 miles away. It 
  knows the general direction they’re in but not their exact 
  locations. 
  Infrared Sensors. The kanasi’s infravision can see through up 
  to 10 feet of nonmetallic solid material.
  Actions
  Multiattack. The kanasi makes two grappling claw attacks. 
  If the kanasi is grappling a creature, it can also use its shock 
  burst.
  Grappling Claw. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The 
  target is grappled (escape DC 14) if it is a Large or smaller 
  creature and the kanasi doesn’t have two other creatures 
  grappled.
  Shock Burst. One creature grappled by the kanasi receives 
  a pulse of energy throughout its body. The target must 
  succeed on a DC 13 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Scourge Kanasi
  Large automaton, lawful evil
  Armor Class: 13 (natural armor)
  Hit Points: 36 (8d8)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  10 (+0)
  10 (+0)
  11 (+0)
  8 (-1)
  Damage Immunities: necrotic, poison
  Condition Immunities: charmed, exhausted, poisoned
  Senses: infravision 60 ft., passive Perception 10
  Languages: understands Common but can’t speak
  Challenge: 2 (450 XP)
  Infrared Sensors. The kanasi’s infravision can see through up 
  to 10 feet of nonmetallic solid material.
  Actions
  Hand Razors. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. If the target 
  is a creature other than an automaton, it must succeed on 
  a DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Tail Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage. On a hit, the target 
  must succeed on a DC 10 Constitution saving throw or be 
  poisoned until the start of its next turn. On a successful 
  saving throw, the creature is immune to the kanasi’s poison 
  for the next 24 hours.
  
  132
  kotatu
  Kotatu are a species of cat-like beasts often found in 
  natural landscapes akin to mountains, caverns. Their fur 
  coating is thick, the top layer of hair tipped with hard-
  pointed ends.
  Kotatu Alpha
  Large monstrosity, chaotic neutral
  Armor Class: 14 (natural armor)
  Hit Points: 114 (12d10 + 48)
  Speed: 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  19 (+4)
  9 (-1)
  14 (+2)
  10 (+0)
  Skills: Perception +8
  Senses: darkvision 60 ft., passive Perception 18
  Languages: --
  Challenge: 6 (2,300 XP)
  Keen Hearing and Smell. The kotatu has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The kotatu has advantage on an attack roll 
  against a creature if at least one of the kotatu’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The kotatu makes three attacks, two with its 
  claws and one with its bite. When its fire breath is available, 
  it can use the breath in place of its bite or horns.
  Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Fire Breath (Recharge 5-6). The kotatu exhales fire in a 
  15-foot cone. Each creature in that area must make a DC 
  15 Dexterity saving throw, taking 31 (7d8) fire damage on a 
  failed save, or half as much damage on a successful one.
  Kotatu Stalker
  Large monstrosity, chaotic neutral
  Armor Class: 15 (natural armor)
  Hit Points: 45 (7d8 + 14)
  Speed: 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+2)
  14 (+2)
  6 (-2)
  13 (+1)
  8 (-1)
  Skills: Perception +5, Stealth +5
  Senses: darkvision 60 ft., passive Perception 15
  Languages: --
  Challenge: 3 (700 XP)
  Keen Hearing and Smell. The kotatu has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The kotatu has advantage on an attack roll 
  against a creature if at least one of the kotatu’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Fire Breath (Recharge 5-6). The kotatu exhales fire in a 
  15-foot cone. Each creature in that area must make a DC 
  12 Dexterity saving throw, taking 21 (6d6) fire damage on a 
  failed save, or half as much damage on a successful one.
  Kotatu
  Large monstrosity, chaotic neutral
  Armor Class: 12 (natural armor)
  Hit Points: 39 (6d8 + 12)
  Speed: 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  14 (+2)
  3 (-4)
  13 (+1)
  6 (-2)
  Skills: Perception +3, Stealth +4
  Senses: darkvision 60 ft., passive Perception 13
  Languages: --
  Challenge: 1 (200 XP)
  Keen Hearing and Smell. The kotatu has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The kotatu has advantage on an attack roll 
  against a creature if at least one of the kotatu’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The kotatu makes two attacks with its claws.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it 
  must succeed on a DC 12 Constitution saving throw against 
  disease or become poisoned until the disease is cured. Every 
  24 hours that elapse, the creature must repeat the saving 
  throw, reducing its hit point maximum by 5 (1d10) on a 
  failure. This reduction lasts until the disease is cured. The 
  creature dies if the disease reduces its hit point maximum 
  to zero.
  
  133
  Prime-Delta Mecharoid
  Medium automaton, neutral
  Armor Class: 16
  Hit Points: 27 (5d8+5)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  13 (+1)
  8 (-1)
  11 (+0)
   10 (+0)
  Skills: Athletics +4
  Senses: darkvision 60 ft., Passive Perception 12
  Languages: ALOMU
  Challenge: 1 (200 XP)
  Brute. A melee weapon deals one extra die of its damage 
  when the mecharoid hits with it (included in the attack).
  Actions
  Power Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 11 (2d8+2) bludgeoning damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6+2) piercing damage.
  Reisa Guardian
  Huge construct, unaligned
  Armor Class 13
  Hit Points 105 (10d12 + 40)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  9 (-1)
  19 (+4)
  6 (-2)
  10 (+0)
   6 (-2)
  Skills Perception +2
  Senses passive Perception 12
  Languages --
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The guardian makes two claw attacks..
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage.
  Laser Blast. Ranged Weapon Attack: +8 to hit, range 60/240 
  ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage
  Reisa War-Bot
  Huge construct, unaligned
  Armor Class: 14
  Hit Points: 138 (12d12 + 60)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  20 (+5)
  8 (-1)
  10 (+0)
  6 (-2)
  Skills: Perception +2
  Senses: passive Perception 12
  Languages: --
  Challenge: 6 (2,300 XP)
  Poor Maneuverability. The war-bot’s size and speed limits 
  its range of attacks. If it moves more than 5 feet during 
  its turn, its multiple attacks are limited to targets that are 
  within 30 feet of each other.
  Actions
  Multiattack. The war-bot makes two punch attacks or two 
  autocannon attacks.
  Punch. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Autocannon. Ranged Weapon Attack: +5 to hit, range 
  70/210 ft., one target. Hit: 15 (3d8 + 2) piercing damage.
  Blade Launcher. Ranged Weapon Attack: +9 to hit, range 
  50/150 ft., one target. Hit: 28 (4d10 + 6) piercing damage.
  Shadow Drake
  Large dragon, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 127 (15d10 + 45)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  16 (+3)
  13 (+1)
  10 (+0)
  15 (+2)
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  Skills Perception +6, Stealth +5
  Damage Immunities cold
  Damage Vulnerabilities fire
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 16
  Languages Common, Drake
  Challenge 7 (2,900 XP)
  Shadow Stealth. While in dim light or darkness, the shadow 
  drake can take the Hide action as a bonus action.
  Actions
  Multiattack. The drake makes three attacks: one with its 
  bite and two with its claws.
  
  134
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid 
  damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage
  Frigid Breath (Recharge 5-6). The drake exhales a stream of 
  inky blackness with writhing shadowy tentacles stretched 
  along its length. The stream is 30 feet long and 5 feet wide. 
  Each creature in that line must make a DC 14 Dexterity 
  saving throw, taking 49 (9d10) cold damage on a failed save, 
  or half as much damage on a successful one.
  Taarjasa
  Large monstrosity, neutral evil
  Armor Class: 18 (natural armor)
  Hit Points: 75 (10d10 + 20)
  Speed: 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  15 (+2)
  4 (-3)
  14 (+2)
  9 (-1)
  Damage Resistances: bludgeoning, piercing, and slashing 
  from mundane weapon attacks
  Skills: Perception +8
  Senses: darkvision 60 ft., passive Perception 12
  Languages: Taarjasa
  Challenge: 7 (2,900 XP)
  Natural Camouflage. The taarjasa has advantage on 
  Dexterity (Stealth) checks made to hide in natural terrain..
  Actions
  Multiattack. The taarjasa makes two attacks, one with its 
  tentacles and one with its tail. If it hits with its tentacles, the 
  taarjasa can make one bite attack against the same target.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 22 (4d8 + 4) slashing damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Tar Creeper
  Huge monstrosity, neutral
  Armor Class: 14
  Hit Points: 149 (13d12 + 65)
  Speed: 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  19 (+4)
  20 (+5)
  9 (-1)
  14 (+2)
  10 (+0)
  Skills: Perception +5
  Damage Resistances acid, fire, and bludgeoning attacks 
  from mundane weapons.
  Senses: blindsight 20 ft., darkvision 60 ft., passive 
  Perception 15
  Languages: --
  Challenge: 9 (5,000 XP)
  Natural Camouflage. The tar creeper has advantage on 
  Dexterity (Stealth) checks made to hide in any body of water 
  or mud with a 15-foot diameter or larger.
  Actions
  Multiattack. The tar creeper makes three melee attacks or 
  two melee attacks and one ranged attack
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 5) bludgeoning damage.
  Acid Spit. Ranged Weapon Attack: +8 to hit, range 70/210 
  ft., one target. Hit: 17 (3d6 + 4) acid damage.
  Acid Spray (Recharge 5-6). The tar creeper unleashes a 
  spray of icky black liquid in all directions. Each creature in a 
  20-foot radius must make a DC 14 Dexterity saving throw, 
  taking 54 (12d8) acid damage on a failed save, or half as 
  much damage on a successful one. 
  
  135
  Titanium Mecharoid
  Large automaton, neutral
  Armor Class: 17
  Hit Points: 178 (17d10 + 5)
  Speed: 30 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  11 (0)
  20 (+5)
  10 (+0)
  11 (+0)
   10 (+0)
  Damage Immunities: poison, psychic; bludgeoning, piercing, 
  and slashing from weapon attacks
  Condition Immunities: charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, unconscious
  Senses: darkvision 120 ft., Passive Perception 10
  Languages: ALOMU
  Challenge: 10 (5,900 XP)
  Forged Resistance. The mecharoid has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Sorium Armaments. The mecharoid’s weapon attacks are 
  considered forging attacks.
  Actions
  Multiattack. The mecharoid makes two melee attacks.
  Power Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Spiral Blade. Ranged Weapon Attack: +10 to hit, range 
  40/120 ft., one target. Hit: 33 (5d10 + 6) piercing damage.
  Sonic Burst (Recharge 5-6). 
  The mecharoid targets one 
  or more creatures it can see 
  within 10 feet of it. Each 
  target must make a DC 17 
  Wisdom saving throw against 
  energy burst. On a failed save, 
  a target can’t use reactions, its 
  speed is halved, and it can’t 
  make more than one attack  
  on its turn. In addition, the 
  target can take either an 
  action or a bonus action on 
   its turn, not both. These 
  effects last for 1 minute. A 
  target can repeat the  
  saving throw at the end of 
  each of its turns, ending  
  the effect on itself on a 
  success.
  Veil Reaver
  Medium netherant, chaotic evil
  Armor Class 14 (infiltration suit)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  16 (+3)
  10 (+0)
  13 (+1)
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from mundane weapons.
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages: Common, Void speech
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The veil reaver has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Phased Camouflage. While outside of combat, any Wisdom 
  (Perception) checks that rely on sight to spot a veil reaver is 
  made with disadvantage. This benefit is lost if the veil reaver 
  is moving or is in combat.
  Actions
  Multiattack. The reaver makes two longblade attacks or two 
  blade bolt attacks. It can use its Disruptor in place of one 
  longsword attack.
                  Disruptor. Melee Weapon Attack: +4 to hit, reach                       
                  5 ft., one creature. Hit: 5 (1d6 + 2) necrotic 
                    damage. The target must succeed on a DC 13 
                    Constitution saving throw or its hit point 
                     maximum is reduced by an amount equal to the 
                      damage taken. This reduction lasts until the 
                     target finishes a long rest. The target dies if this 
                      effect reduces its hit point maximum to 0.
                            Longblade. Melee Weapon Attack: +4 to hit, 
                           reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing 
                            damage, or 7 (1d10 + 2) slashing damage if 
                              used with two hands.
                               Blade Bolt. Ranged Weapon Attack: +4 to 
                                 hit, range 150/600 ft., one target. Hit: 6 
                                  (1d8 + 2) piercing damage.
  
  136
  Power Velbast
  Large aberration, chaotic evil
  Armor Class: 17
  Hit Points: 126 (12d10 + 60)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  20 (+5)
  6 (-2)
  10 (+0)
   6 (-2)
  Damage Vulnerabilities: thunder
  Damage Resistances: bludgeoning, piercing, and slashing 
  from mundane weapon attacks
  Damage Immunities: poison
  Condition Immunities: charmed, confusion, exhaustion, 
  paralyzed, petrified, poisoned, unconscious
  Senses: darkvision 60 ft., Passive Perception 10
  Languages: Velbast
  Challenge: 5 (1,800 XP)
  Strong Strider. The velbast moves at normal speed through 
  difficult terrain.
  Actions
  Multiattack. The velbast makes two melee or two ranged 
  attacks.
  Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage.
  Pulse Blast. Ranged Weapon Attack: +8 to hit, range 80/240 
  ft., one target. Hit: 12 (2d6 + 5) force damage
  velbast
  The Velbast are terrifying amalgams of machines and 
  alien life that have evolved over generations since the 
  Nesieve conflict. They sustain and grow their species by 
  consuming beings capable of channeling the Crucibles’ 
  energies.
  There are numerous types of Velbast today. They are 
  able to channel destructive elemental forces and generate 
  waves of dark matter. They destroy, consume, and move 
  on, constantly evolving.
  Blazing Velbast
  Large aberration, chaotic evil
  Armor Class: 13
  Hit Points: 102 (12d10 + 36)
  Speed: 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  16 (+3)
  6 (-2)
  10 (+0)
   7 (-2)
  Damage Vulnerabilities: cold
  Damage Resistances: bludgeoning, piercing, and slashing 
  from mundane weapon attacks
  Damage Immunities: fire, poison
  Condition Immunities: charmed, confusion, exhaustion, 
  paralyzed, petrified, poisoned, unconscious
  Senses: darkvision 60 ft., Passive Perception 10
  Languages: Velbast
  Challenge: 5 (1,800 XP)
  Blazing Aura. The Velbast may spend a bonus action to 
  activate a fiery aura which surrounds its entire form and 
  sheds light in a 30-foot radius. A creature that touches the 
  velbast or hits it with a melee attack while within 5 feet of it 
  takes 5 (1d10) fire damage. In addition, the first time it  
  successfully hits a creature with a melee attack  
  on its turn, that creature takes an a 
  dditional 5 (1d10) fire damage and  
  catches fire; until someone takes an action 
   to douse the fire, the creature takes  
  5 (1d10) fire damage at the start of each of its turns.
  Actions
  Multiattack. The velbast makes two melee  
  or two ranged attacks.
  Plasma Blade. Melee Weapon Attack: +6 to hit,  
  reach 5 ft., one target. Hit: 10 (2d8 + 5) fire damage.
  Fire Blast. Ranged Weapon Attack:  
  +6 to hit, range 80/240 ft.,  
  one target. Hit: 12 (2d6 + 5)  
  fire damage.
  
  137
  Reaper Velbast
  Huge aberration, chaotic evil
  Armor Class 16
  Hit Points 250 (20d12 + 120)
  Speed 40 ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  12 (+1)
  24 (+6)
  11 (+0)
  10 (+0)
  7 (-2)
  Saving Throws Con +10, Dex +5
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from mundane weapons.
  Damage Immunities poison
  Condition Immunities charmed, confusion, exhaustion, 
  paralyzed, petrified, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages: Velbast
  Challenge: 11 (7,200 XP)
  Sorium Armaments. The mecharoid’s weapon attacks are 
  considered forging attacks, bypassing any defenses that 
  grant resistances to mundane weapons.
  Actions
  Multiattack. The velbast makes three attacks with its claws 
  or two claw attacks and one disruptor bolt attack.
  Sorium Claws. Melee Weapon Attack: +12 to hit, reach 10 
  ft., one target. Hit: 30 (4d10 + 8) slashing damage.
  Disruptor Bolt. Ranged Weapon Attack: +12 to hit, range 80 
  ft., one target. Hit: 21 (3d8 + 8) necrotic damage. The target 
  must succeed on a DC 15 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Storm Velbast
  Large aberration, chaotic evil
  Armor Class 18
  Hit Points 121 (19d8 +36)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  11 (+0)
  10 (+0)
  10 (+0)
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from mundane weapons.
  Damage Immunities poison
  Condition Immunities charmed, confusion, exhaustion, 
  paralyzed, petrified, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages: Velbast
  Challenge: 7 (2,900 XP)
  Sorium Armaments. The mecharoid’s weapon attacks are 
  considered forging attacks.
  Actions
  Multiattack. The velbast makes two melee or two ranged 
  attacks.
  Energy Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 4) radiant damage.
  Lightning Blast. Ranged Weapon Attack: +8 to hit, range 
  80/240 ft., one target. Hit: 11 (2d6 + 4) lightning damage
  Overcharge (Recharge 5-6).The velbast makes one energy 
  blade or one lightning blast attack. If the attack hits, it deals 
  an extra 13 (3d8) lightning damage, and the target must 
  succeed on a DC 14 Constitution saving throw or be stunned 
  until the end of the velbast’s next turn.
  Void Ravager
  Large netherant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  21 (+5)
  6 (-2)
  10 (+0)
   8 (-1)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages --
  Challenge 5 (1,800 XP)
  Keen Hearing and Smell. The ravager has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Regeneration. The ravager regains 10 hit points at the start 
  of its turn. If the ravager takes acid or fire damage, this trait 
  doesn’t function at the start of the ravager’s next turn. The 
  ravager dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Actions
  Multiattack. The ravager makes three attacks, two with its 
  claws and one with its tail
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) necrotic damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) necrotic damage.
  
  138
  Non-Player Characters
  This appendix contains statistics for various humanoid 
  nonplayer characters (NPCs) that adventurers 
  might encounter during a campaign, including lowly 
  commoners and mighty espers. These stat blocks can be 
  used to represent both human and nonhuman NPCs.
  Customizing Npcs
  There are many easy ways to customize the NPCs in this 
  appendix for your home campaign.
  Racial Traits. You can add racial traits to an NPC. 
  Adding racial traits to an NPC doesn’t alter its challenge 
  rating. For more on racial traits, see the Core Manual.
  Power Swaps. One way to customize an NPC with esper 
  ability is to replace one or more of its powers. You can 
  substitute any power on the NPC’s power list with a 
  different power of the same level from the same power 
  list. Swapping powers in this manner doesn’t alter an 
  NPC’s challenge rating.
  Armor and Weapon Swaps. You can upgrade or 
  downgrade an NPC’s armor, or add or switch weapons. 
  Adjustments to Armor Class and damage can change an 
  NPC’s challenge rating.
  Alterist Adept
  Medium humanoid (any), any alignment
  Armor Class: 11 (PSD), 14 with protection field
  Hit Points: 44 (8d8+8)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  13 (+1)
  11 (+0)
  18 (+4)
  13 (+1)
   10(+0)
  Skills: Insight +3, Perception +3, Lore +6
  Senses: Passive Perception 13
  Languages: any one language, usually Common
  Challenge 2 (450 XP)
  Energy Harvest. Once per turn whenever the alterist 
  damages a creature with a talent of Rank 1 or higher and 
  the creature’s hit points is reduced to zero, the alterist 
  regains hit points equal to twice the rank of the talent.
  Esper Talent. The alterist adept is a 6th level channeler. Its 
  channeling ability is Intelligence (save DC 12; +4 to hit with 
  channeling talents).
  Prime (at will): blast, dark conduit, push, tricky fingers
  Rank 1 (4 slots): distortion, fire lance, primal fear, protection 
  field
  Rank 2 (4 slots): disruption wave, phase shift, stasis field
  Rank 3 (3 slots): celerity, singularity
  Actions
  Combat Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Dendus Nomad
  Small humanoid (dendus), any alignment
  Armor Class: 13 (armor jacket)
  Hit Points: 44 (8d6 + 16)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  13 (+1)
  14 (+2)
  16 (+3)
  11 (+0)
   10 (+0)
  Skills: Lore +5, Perception +2
  Damage Resistances: lightning, necrotic
  Damage Immunities: cold, fire, poison
  Condition Immunities: charmed, frightened, paralyzed, 
  poisoned
  Senses: Passive Perception 12
  Languages: Common, Dendus
  Challenge: 4 (1,100 XP)
  Forged Resistance. The nomad has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Esper Powers. The nomad is a 5th level channeler. Its 
  channeling ability is Intelligence (save DC 13; +5 to hit with 
  channeling talents). It has the following power slots:
  Prime (at will): tricky fingers
  Rank 1 (4 slots): fire lance, protection field
  Rank 2 (3 slots): disruption wave, phase shift
  Rank 3 (2 slots): singularity
  Actions
  Multiattack. The nomad makes two attacks with its energy 
  blaster..
  Energy Blaster. Ranged Weapon Attack: +5 to hit, range 
  30/90 ft., one target. Hit: 10 (3d6) piercing damage..
  
  139
  Gale Guard
  Medium humanoid (any), any alignment
  Armor Class 14 (military jacket)
  Hit Points 35 (7d8+7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  12 (+1)
  13 (+1)
  11 (+0)
  12 (+1)
  15 (+2)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages: any one language, usually Common
  Challenge 1 (200 XP)
  Innate Powers. The gale guard’s’ channeling ability is 
  Charisma (save DC 12; +4 to hit with melding talents). It can 
  use the following talents:
  At Will: frost edge, frost shot
  3x/day each: absorption, shift
  Frost Edge/Shot. Melee or ranged weapon is charged with a 
  frost aura. Target takes an additional 1d8 cold damage when 
  hit and must make a DC 13 Constitution save. If failed, their 
  movement is reduced to 10.
  Actions
  Multiattack. The gale guard makes two melee or two ranged 
  attacks.
  Warblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) slashing damage.
  Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6+2) piercing damage. 
  Gang Member
  Medium humanoid (any), any non-lawful alignment
  Armor Class: 12 (armor jacket)
  Hit Points: 11 (2d8 + 2)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses: Passive Perception 10
  Languages: any one language, usually Common
  Challenge: 1/8 (25 XP)
  Actions
  Multiattack. The gang member makes two melee or ranged 
  attacks.
  Shortblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage.
  Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
  Gang Leader
  Medium humanoid (any), any non-lawful alignment
  Armor Class: 15 (layered jacket)
  Hit Points: 65 (10d8 + 20)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  14 (+2)
  14 (+2)
  11 (+0)
  14 (+2)
  Saving Throws: Str +4, Dex +5, Wis +2
  Skills: Athletics +4, Deception +4
  Senses: Passive Perception 10
  Languages: any one language, usually Common
  Challenge: 2 (450 XP)
  Actions
  Multiattack. The gang leader makes three melee attacks: 
  two with its sabre and one with its wrist blade. Or the gang 
  leader makes two ranged attacks with its autopistol.
  Metal Baton. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Wrist Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage.
  Autopistol. Ranged Weapon Attack: +5 to hit, range 60/300 
  ft., one target, or 10’ cube, burst fire DC: 13 Hit: 6 (1d6 + 3) 
  piercing damage, or 3 (1d6) for burst fire. 
  
  140
  Guard Commander
  Medium humanoid (any), any alignment
  Armor Class: 15 (military jacket)
  Hit Points: 32 (5d8 + 10)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  10 (+0)
  11 (+0)
   12 (+1)
  Skills Athletics +5, Insight +2
  Senses passive Perception 10
  Languages: any one language, usually Common
  Challenge 1 (200 XP)
  Actions
  Multiattack. The commander makes two melee weapon 
  attacks with his warblade.
  Warblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) slashing damage.
  Autorifle. Ranged Weapon Attack: +4 to hit, range 80/240 
  ft., one target or 10’ cube, burst fire DC: 11
  Hit: 7 (1d10+2) piercing damage or 5 (1d10) for burst fire.
  Reactions
  Parry. The commander can add 2 to his or her AC against 
  one melee attack that would hit him. To do so, he must see 
  the attacker and be wielding a melee weapon.
  Guard
  Medium humanoid (any), any alignment
  Armor Class: 14 (medium trooper)
  Hit Points: 9 (2d8)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  11 (+0)
   10 (+0)
  Skills: Perception +2
  Senses: Passive Perception 12
  Languages: any one language, usually Common
  Challenge: 1/8 (25 XP)
  Actions
  Energy Burst. Upon a successful hit with the energy staff, 
  the guard may expend a bonus action to release a burst of 
  force. The target must make a DC 13 Dexterity saving throw 
  or be knocked prone.
  Energy Staff. Melee Weapon Attack: +3 to hit, reach 10 ft., 
  one target. Hit: 4 (1d6+1) bludgeoning damage.
  Light Pistol. Ranged Weapon Attack: +3 to hit, range 50/150 
  ft., one target. Hit: 4 (1d6+1) piercing damage.
  Heavy Arms Mercenary
  Medium humanoid (any), any alignment
  Armor Class 16 (centurion)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  17 (+3)
  10 (+0)
  12 (+1)
  13 (+1)
  Saving Throws Str +6, Dex +6, Con +6
  Skills Athletics +9, Intimidation +5
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge: 5 (1,800 XP)
  Brave. The mercenary has advantage on saving throws 
  against being frightened.
  Actions
  Multiattack. The mercenary makes three melee or two 
  ranged attacks.
  Double-Bladed Sword. Melee Weapon Attack: +6 to hit, 
  reach 5 ft. , one target. Hit: 12 (2d8 + 3) slashing damage.
  Micro-cannon. Ranged Weapon Attack: +6 to hit, range 
  80/240 ft., one target. Hit: 12 (2d8 + 3) force damage
  Concussive Burst (Micro-cannon). Ranged Weapon Attack: 
  +6 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) force 
  damage. If the target is a Medium or smaller creature, 
  it must succeed on a DC 15 Strength saving throw or be 
  knocked prone.
  
  141
  Lorendi Melder
  Medium humanoid (lorendi), lawful evil
  Armor Class: 12 (PSD), 15 with protection field
  Hit Points: 45 (10d8+8)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  11 (+0)
  17 (+3)
  13 (+1)
   12(+1)
  Skills: Perception +3, Lore +2
  Senses: Passive Perception 13
  Languages: Common, Nesieve
  Challenge: 6 (2,300 XP)
  Strong-willed . The melder advantage on saving throws 
  against being charmed or frightened.
  Esper Powers. The melder is a 10th level channeler. Its 
  channeling ability is Intelligence (save DC 14; +6 to hit with 
  channeling talents). 
  Prime (at will): dark conduit, force bolt, push, tricky fingers
  Rank 1 (4 slots): distortion, fire lance, protection field, shift
  Rank 2 (3 slots): blur, frost coil, phase shift
  Rank 3 (3 slots): fly, singularity
  Rank 4 (3 slots): gravity well, superior obfuscate
  Rank 5 (2 slots): frigid mist
  Actions
  Wrist Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage..
  Melder Initiate
  Medium humanoid (any), any alignment
  Armor Class: 12 (PSD), 15 with protection field
  Hit Points: 16 (3d8+3)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  14 (+2)
  12 (+1)
   10 (+0)
  Skills: Perception +3, Lore +2
  Senses: Passive Perception 13
  Languages: any one language, usually Common
  Challenge: 1/2 (100 XP)
  Esper Powers. The melder is a 3rd-level channeler. Its 
  channeling ability is Intelligence (save DC 12; +4 to hit with 
  melding talents). 
  Prime (at will): aegis, force bolt, push
  Rank 1 (4 slots): distortion, protection field
  Actions
  Combat Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Matokai Soldier
  Medium humanoid (matokai), any alignment
  Armor Class 13 (light trooper)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  9 (-1)
  11 (+0)
  10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages: Common, Matokai
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the matokai can move up to 
  its speed toward a hostile creature that it can see.
  Actions
  Grandblade. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage.
  Tail Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. Target must 
  make a DC 13 Dexterity saving throw or be knocked prone.
  Autopistol. Ranged Weapon Attack: +5 to hit, range 60/300 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
  Matokai Warlord
  Medium humanoid (matokai), any alignment
  Armor Class 18 (centurion)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  17 (+3)
  11 (+0)
  12 (+1)
  13 (+1)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages: Common, Matokai
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the matokai can move up to 
  its speed toward a hostile creature that it can see.
  Actions
  Multiattack. The matokai makes two melee weapon or two 
  ranged attacks.
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage
  Tail Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage. Target must 
  make a DC 13 Dexterity saving throw or be knocked prone..
  Heavy Pistol. Ranged Weapon Attack: +5 to hit, range 
  50/250 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  
  142
  Mercenary Elite
  Medium humanoid (any), any alignment
  Armor Class 17 (centurion)
  Hit Points: 58 (9d8 + 18)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  14 (+2)
  10 (+0)
  10 (+0)
  11 (+0)
  Skills: Athletics +5, Perception +2
  Senses: passive Perception 12
  Languages: any one language, usually Common
  Challenge: 3 (700 XP)
  Actions
  Multiattack. The mercenary makes two melee weapon or 
  two ranged attacks.
  Longblade. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  Heavy Pistol. Ranged Weapon Attack: +5 to hit, range 
  50/250 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 4 
  (1d8) piercing damage with burst fire..
  Sentry
  Medium humanoid (any), any alignment
  Armor Class: 15 (medium vanguard)
  Hit Points: 19 (3d8+6)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+1)
  15 (+2)
  10 (0)
  11 (0)
   12 (+1)
  Skills: Intimidation +3, Perception +2
  Senses: Passive Perception 12
  Languages: any one language, usually Common
  Challenge: 1/4 (50 XP)
  Actions
  Warblade. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d8+1) slashing damage.
  Autorifle. Ranged Weapon Attack: +3 to hit, range  
  80/240 ft., one target or 10’ cube, burst fire  
  DC: 11 Hit: 6 (1d10+1) piercing damage or  
  5 (1d10) for burst fire.
  Terra Assassin
  Medium humanoid (any), any non-good alignment
  Armor Class 14 (infiltration suit)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  15 (+2)
  14 (+2)
  13 (+1)
  11 (+0)
   10 (+0)
  Skills Acrobatics +5, Stealth +5
  Damage Resistances poison
  Senses passive Perception 13
  Languages: any one language, usually Common
  Challenge 7 (100 XP)
  Earth Step (3x/day). Instead of a move action, as long as 
  they are standing on a surface made of metal, rock, stone, 
  or dirt, the assassin can meld into the ground and move to a 
  location to reappear up to 20 feet away.
  Deft Strike. The assassin deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of the spy that isn’t incapacitated and the spy 
  doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The assassin makes two melee attacks.
  Poisoned Blade. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the 
  target must make a DC 15 Constitution saving throw, taking 
  24 (7d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  Stun Rod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) force damage, and the target must make 
  a DC 15 Constitution saving throw. If failed, the target’s    
                                              movement is halved and they may 
                                    not take any bonus actions until the end 
                              of their next turn.
                           Throwing Blade. Ranged Weapon Attack: +5 
                                               to hit, range 80/320 ft., one target. 
                                                         Hit: 5 (1d6 + 2) piercing 
  damage
  
  143
  Tinkerer
  Medium humanoid (any), any alignment
  Armor Class 13 (armor jacket)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
   12(+1)
  10 (+0)
  14 (+2)
   13(+1)
  Skills Computers +2, Persuasion +3
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Esper Powers. The tinkerer is a 4th- -level engineer. Its 
  forging ability is Wisdom (spell save DC 11, +3 to hit with 
  forging attacks).
  Prime (at will): acid spray, electric surge, gamma vision
  Rank 1 (4 slots): laser blast, sensory jammer, trauma
  Rank 2 (3 slots): assault drone, paralyzer
  Actions
  Multiattack. The tinkerer makes two melee or ranged 
  attacks.
  Combat Axe. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d8 + 2) 
  slashing damage.
  Autopistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Weaponmaster
  Medium humanoid (any), any alignment
  Armor Class: 13 (armor jacket)
  Hit Points: 22 (4d8+4)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  15 (+2)
  13 (+1)
  10 (0)
  14 (+2)
   13 (+1)
  Skills: Perception +4
  Senses: Passive Perception 14
  Languages: any one language, usually Common
  Challenge: 1/2 (100 XP)
  Actions
  Multiattack. The weaponmaster makes two melee weapon 
  attacks with his swords or two ranged attacks with his 
  pistols.
  Shortblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage.
  Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6+2) piercing damage.
  Reactions
  Parry. The weaponmaster can add 2 to his or her or her AC 
  against one melee attack that would hit him. To do so, he 
  must see the attacker and be wielding a melee weapon..
  Miscellaneous 
  Creatures
  This appendix contains statistics for various animals, 
  vermin, and other critters. The stat blocks are organized 
  alphabetically by creature name.
  Creating Unique Creatures
  There are many thousands of creatures on each planet, 
  many indigenous to whichever word upon which the 
  characters find themselves.
  The stats listed here are kept as generic as possible, many 
  of which represent creatures that could be found in an 
  earth-type setting for reference. There are easy ways to alter 
  these creature stats to fit a different planet or environment
  Description. You can change or alter the description 
  of a creature without altering its stats. For example, a 
  bear-sized creature with golden scales and ridged, pointy 
  ears can still have the same stats as a normal bear on an 
  earth-type planet.
  Weapon Damage Types. Many miscellaneous creatures 
  have claw, bite, and tail attacks. Many of these can 
  be interchanged. For example, a giant ape that deals 
  bludgeoning damage with its fists can be altered to have 
  claws, which now deal slashing damage. These changes can 
  be made without altering the creature’s challenge rating.
  Ape
  Medium beast, unaligned
  Armor Class 12
  Hit Points 19 (3d8 + 6)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  6 (-2)
  12 (+1)
  7 (-2)
  Skills Athletics +5, Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The ape makes two fist attacks.
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  
  144
  Badger
  Tiny beast, unaligned
  Armor Class 10
  Hit Points 3 (1d4 + 1)
  Speed 20 ft., burrow 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (−3)
  11 (+0)
  12 (+1)
  2 (-4)
  12 (+1)
  5 (-3)
  Senses darkvision 30 ft., passive Perception 11
  Languages —
  Challenge 0 (10 XP)
  Keen Smell. The badger has advantage on Wisdom 
  (Perception) checks that rely on smell
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage.
  Bat
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 1 (1d4 − 1)
  Speed 5 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  15 (+2)
  8 (−1)
  2 (-4)
  12 (+1)
  4 (−3)
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 0 (10 XP)
  Echolocation. The bat can’t use its blindsight while 
  deafened.
  Keen Hearing The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing
  Actions
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage.
  Bear
  Medium beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 19 (3d8 + 6)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  14 (+2)
  2 (-4)
  12 (+1)
  7 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/2 (100 XP)
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell
  Actions
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage.
  Blood Hawk
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2)
  10 (+0)
  3 (-4)
  14 (+2)
  5 (−3)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 1/8 (25 XP)
  Keen Sight. The hawk has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Pack Tactics. The hawk has advantage on an attack roll 
  against a creature if at least one of the hawk’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  
  145
  Boar
  Medium beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
   STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  2 (-4)
  9 (-1)
  5 (-3)
  Senses passive Perception 9
  Languages —
  Challenge 1/4 (50 XP)
  Charge. If the boar moves at least 20 feet straight toward a 
  target and then hits it with a tusk attack on the same turn, 
  the target takes an extra 3 (1d6) slashing damage. If the 
  target is a creature, it must succeed on a DC 11 Strength 
  saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the 
  boar takes 7 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  Actions
  Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage
  Cat
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  15 (+2)
  10 (+0)
  3 (-4)
  12 (+1)
  7 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 0 (10 XP)
  Keen Smell The cat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage..
  Constrictor Snake
  Large beast, unaligned
  Armor Class 12
  Hit Points 13 (2d10 + 2)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  12 (+1)
  1 (-5)
  10 (+0)
  3 (−4)
  Senses blindsight 10 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage.
  Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the 
  target is grappled (escape DC 14). Until this grapple ends, 
  the creature is restrained, and the snake can’t constrict 
  another target.
  Crocodile
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  13 (+1)
  2 (-4)
  10 (+0)
  5 (-3)
  Skills Stealth +2
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Hold Breath. The crocodile can hold its breath for 15 
  minutes.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the target is 
  grappled (escape DC 12). Until this grapple ends, the target 
  is restrained, and the crocodile can’t bite another target
  
  146
  Dire Wolf
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  15 (+2)
  3 (−4)
  12 (+1)
  7 (-3)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, 
  it must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  Elephant
  Huge beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 40 ft.
   STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (-1)
  17 (+3)
  3 (−4)
  1 (+0)
  6 (-3)
  Senses passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Trampling Charge. If the elephant moves at least 20 feet 
  straight toward a creature and then hits it with a gore attack 
  on the same turn, that target must succeed on a DC 12 
  Strength saving throw or be knocked prone. If the target is 
  prone, the elephant can make one stomp attack against it as 
  a bonus action.
  Actions
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) piercing damage.
  Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
  Flying Snake
  Tiny beast, unaligned
  Armor Class 14
  Hit Points 5 (2d4)
  Speed 30 ft., fly 60 ft., swim 30 ft.
   STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (−4)
  18 (+4)
  11 (+0)
  2 (-5)
  12 (+1)
  5 (−3)
  Senses blindsight 10 ft., passive Perception 11
  Languages —
  Challenge 1/8 (25 XP)
  Flyby. The snake doesn’t provoke opportunity attacks when 
  it flies out of an enemy’s reach.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage plus 7 (3d4) poison damage.
  Giant Ape
  Medium beast, unaligned
  Armor Class 12
  Hit Points 157 (15d12 + 60)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  18 (+4)
  14 (+2)
  7 (-2)
  12 (+1)
  7 (-2)
  Skills Athletics +9, Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 7 (2,900 XP)
  Actions
  Multiattack. The ape makes two fist attacks.
  Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 22 (3d10 + 6) bludgeoning damage.
  Tail Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage. Target must 
  make a DC 13 Dexterity saving throw or be knocked prone..
  Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., 
  one target. Hit: 30 (7d6 + 6) bludgeoning damage.
  
  147
  Giant Badger
  Medium beast, unaligned
  Armor Class 10
  Hit Points 13 (2d8 + 4)
  Speed 30 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  15 (+2)
  2 (-4)
  12 (+1)
  5 (-3)
  Senses darkvision 30 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The badger has advantage on Wisdom 
  (Perception) checks that rely on smell
  Actions
  Multiattack. The badger makes two attacks: one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) slashing damage.
  Giant Bat
  Large beast, unaligned
  Armor Class 13
  Hit Points 22 (4d10)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  11 (+0)
  2 (-4)
  12 (+1)
  6 (−2)
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The bat can’t use its blindsight while 
  deafened.
  Keen Hearing The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage.
  Giant Boar
  Medium beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 42 (5d10 + 15)
  Speed 40 ft.
   STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  16 (+3)
  2 (-4)
  7 (-2)
  5 (-3)
  Senses passive Perception 8
  Languages —
  Challenge 2 (450 XP)
  Charge. If the boar moves at least 20 feet straight toward a 
  target and then hits it with a tusk attack on the same turn, 
  the target takes an extra 7 (2d6) slashing damage. If the 
  target is a creature, it must succeed on a DC 13 Strength 
  saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the 
  boar takes 10 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  Actions
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Giant Constrictor Snake
  Huge beast, unaligned
  Armor Class 12
  Hit Points 60 (8d12 + 8)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  12 (+1)
  1 (-5)
  10 (+0)
  3 (−4)
  Skills Perception +2
  Senses blindsight 10 ft., passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage.
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the 
  target is grappled (escape DC 16). Until this grapple ends, 
  the creature is restrained, and the snake can’t constrict 
  another target.
  
  148
  Giant Eagle
  Large beast, neutral good
  Armor Class 13
  Hit Points 26 (4d10 + 4)
  Speed 10 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  13 (+1)
  8 (-1)
  14 (+2)
  10 (+0)
  Skills Perception +4
  Senses passive Perception 14
  Languages Giant Eagle, understands Basic can’t speak them
  Challenge 1 (200 XP
  Keen Sight. The eagle has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The eagle makes two attacks: one with its beak 
  and one with its talons.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Giant Lizard
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  13 (+1)
  2 (-4)
  10 (+0)
  5 (−3)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Giant Rat
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (−2)
  15 (+2)
  11 (+0)
  2 (−4)
  10 (+0)
  4 (−3)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Keen Smell. The rat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The rat has advantage on an attack roll against 
  a creature if at least one of the rat’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  VARIANT: DISEASED GIANT RATS
  Some giant rats carry vile diseases that they spread with 
  their bites. A diseased giant rat has a challenge rating of 1/8 
  (25 XP) and the following action instead of its normal bite 
  attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. If the target is a 
  creature, it must succeed on a DC 10 Constitution saving 
  throw or contract a disease. Until the disease is cured, the 
  target can’t regain hit points except by magical means, and 
  the target’s hit point maximum decreases by 3 (1d6) every 
  24 hours. If the target’s hit point maximum drops to 0 as a 
  result of this disease, the target dies.
  
  149
  Giant Spider
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  12 (+1)
  2 (-4)
  11 (+0)
  4 (-3)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages —
  Challenge 1 (200 XP)
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Web Sense. While in contact with a web, the spider knows 
  the exact location of any other creature in contact with the 
  same web.
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +3 to hit,  
  reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage
  Web (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, taking 
  9 (2d8) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage reduces 
  the target to 0 hit points, the target is stable but poisoned 
  for 1 hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way.
  Giant Wasp
  Medium beast, unaligned
  Armor Class 12
  Hit Points 13 (3d8)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  10 (+0)
  1 (-5)
  10 (+0)
  3 (-4)
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage reduces 
  the target to 0 hit points, the target is stable but poisoned 
  for 1 hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way.
  
  150
  Killer Whale
  Huge beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 90 (12d12 + 12)
  Speed 0 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  13 (+1)
  3 (−4)
  12 (+1)
  7 (−2)
  Skills Perception +3
  Senses blindsight 120 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Echolocation. The whale can’t use its blindsight while 
  deafened.
  Hold Breath. The whale can hold its breath for 30 minutes.
  Keen Hearing. The whale has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 21 (5d6 + 4) piercing damage.
  Lion
  Large beast, unaligned
  Armor Class 12
  Hit Points 26 (4d10 + 4)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  13 (+1)
  3 (−4)
  12 (+1)
  8 (−1)
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The lion has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The lion has advantage on an attack roll against 
  a creature if at least one of the lion’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Pounce. If the lion moves at least 20 feet straight toward 
  a creature and then hits it with a claw attack on the same 
  turn, that target must succeed on a DC 13 Strength saving 
  throw or be knocked prone. If the target is prone, the lion 
  can make one bite attack against it as a bonus action.
  Running Leap. With a 10- -foot running start, the lion 
  can long jump up to 25 feet.
  Actions
  Bite. Melee Weapon Attack:  
  +5 to hit, reach 5 ft., one target.  
  Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack:  
  +5 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) slashing damage.
  
  151
  Panther
  Medium beast, unaligned
  Armor Class 12
  Hit Points 13 (3d8)
  Speed 50 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  10 (+0)
  14 (+2)
  14 (+2)
  6 (-2)
  Skills Perception +4, Stealth +6
  Senses passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The panther has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pounce. If the panther moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack on the 
  same turn, that target must succeed on a DC 12 Strength 
  saving throw or be knocked prone. If the target is prone, 
  the panther can make one bite attack against it as a bonus 
  action.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage
  Phase Beast
  Medium beast, unaligned
  Armor Class 13
  Hit Points 22 (4d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  17 (+3)
  12 (+1)
  10 (+0)
  13 (+1)
  11 (+0)
  Skills Perception +3, Stealth +5
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The beast has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Teleport (Recharge 5-6). The beast teleports, along with 
  any equipment it is wearing or carrying, up to 40 feet to an 
  unoccupied space it can see. Before or after teleporting, the 
  dog can make one bite attack.
  Polykepha
  Medium monstrosity, any evil alignment
  Armor Class 12
  Hit Points 39 (6d8 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  14 (+2)
  3 (−4)
  13 (+1)
  6 (-2)
  Skills Perception +5, Stealth +4
  Senses darkvision 120 ft., passive Perception 15
  Languages —
  Challenge 1 (200 XP)
  Two-Headed. The beast has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, or 
  knocked unconscious.
  Actions
  Multiattack. The beast makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. If the target is a 
  creature, it must succeed on a DC 12 Constitution saving 
  throw against disease or become poisoned until the 
  disease is cured. Every 24 hours that elapse, the creature 
  must repeat the saving throw, reducing its hit point 
  maximum by 5 (1d10) on a failure. This reduction lasts 
  until the disease is cured. The creature dies if the disease 
  reduces its hit point maximum to 0
  
  152
  Rhinoceros
  Large beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21(+5)
  8 (-1)
  15 (+2)
  2 (−4)
  12 (+1)
  6 (-2)
  Senses passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Charge. If the rhinoceros moves at least 20 feet straight 
  toward a target and then hits it with a gore attack on the 
  same turn, the target takes an extra 9 (2d8) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone.
  Actions
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage.
  Riding Horse
  Large beast, unaligned
  Armor Class 10
  Hit Points 13 (2d10 + 2)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  12 (+1)
  2 (-4)
  11 (+0)
  7 (-2)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) bludgeoning damage.
  Sentient Shrub
  Small plant, unaligned
  Armor Class 9
  Hit Points 10 (3d6)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (−4)
  8 (−1)
  11 (+0)
  10 (+0)
  10 (+0)
  6 (−2)
  Damage Vulnerabilities fire
  Damage Resistances piercing 
  Senses passive Perception 10
  Languages can communicate with other sentient plants
  Challenge 0 (10 XP)
  False Appearance. While the shrub remains motionless, it is 
  indistinguishable from a normal shrub.
  Actions
  Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 1 (1d4 − 1) slashing damage.
  Sentient Tree
  Small plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d12 + 14)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (-2)
  15 (+2)
  10 (+0)
  10 (+0)
  7 (−2)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 10
  Languages any one depending on world of origin, plus can 
  communicate with other sentient plants
  Challenge 2 (450 XP)
  False Appearance. While the tree remains motionless, it is 
  indistinguishable from a normal tree.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 14 (3d6 + 4) bludgeoning damage.
  
  153
  Swarm of Bats
  Medium swarm of tiny beasts, unaligned
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  15 (+2)
  10 (+0)
  2 (-4)
  12 (+1)
  4 (−3)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can’t use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny bat. The swarm can’t regain hit 
  points or gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 5 (2d4) piercing damage, 
  or 2 (1d4) piercing damage if the swarm has half of its hit 
  points or fewer.
  Warhorse
  Large beast, unaligned
  Armor Class 11
  Hit Points 19 (3d10 + 3)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  13 (+1)
  2 (-4)
  12 (+1)
  7 (-2)
  Senses passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Trampling Charge. If the horse moves at least 20 feet 
  straight toward a creature and then hits it with a hooves 
  attack on the same turn, that target must succeed on a DC 
  14 Strength saving throw or be knocked prone. If the target 
  is prone, the horse can make another attack with its hooves 
  against it as a bonus action.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Winter Wolf
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  14 (+2)
  7 (-2)
  12 (+1)
  8 (-1)
  Skills Perception +5, Stealth +3
  Damage Immunities cold
  Senses passive Perception 15 L
  Languages Common, Giant, Winter Wolf Challenge 3 (700 
  XP)
  Challenge 1/2 (100 XP)
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Snow Camouflage. The wolf has advantage on Dexterity 
  (Stealth) checks made to hide in snowy terrain.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, 
  it must succeed on a DC 14 Strength saving throw or be 
  knocked prone.
  Cold Breath (Recharge 5-6). The wolf exhales a blast of 
  freezing wind in a 15- -foot cone. Each creature in that area 
  must make a DC 12 Dexterity saving throw, taking 18 (4d8) 
  cold damage on a failed save, or half as much damage on a 
  successful one.
  
  Campaign: 
  Crucible Corps Serial Number: 
  Saving Throw Advantages/Disadvantages:
  Special FeatureS
  Feature
  Max Use
  Recovery Used
  Name: _________________________ Player:__________________
  Class: __________________________________________________
  Race: _________________ Background: _____________________
  Gender:_____ Size:______ Height:__________ Weight:_________
  Age:_______ Hair:__________ Eyes:_________ Alignment:______
  ___________________________________________________
  ___________________________________________________
  __________________________________
  __________________________________
  Bonus Skill Name
  Proficient
  Acrobatics (Dex)
  Astrophysics (Int)
  Athletics (Str)
  Computers (Int)
  Deception (Cha)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Lore (Int)
  Mechanics (Wis)
  Medicine (Wis)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  Xenobiology (Int)
  Abilities
  SenSeS
  Passive PercePtion
  BurSt Fire
  aBility Save Dc
  proFiciency
  BonuS
  insPiration
  Burst
  DC
  Burst Save
  Bonus
  8 + ______
  + Prof
  Bonus
  skills
  LeveL
  8 + ______
  + Prof
  Bonus
  (DC = 8 + Proficiency Score + Dex bonus)
  STR
  strength
  DEX
  Dexterity
  CON
  constitution
  INT
  intelligence
  WIS
  WisDom
  CHA
  charisma
  = 10 +
  Perception
  Skill
  initiative
  +
  Dex
  Misc
  Base sPeeD encumBereD
  CombAt
  armor claSS
  Hit pointS
  Max HP
  +
  +
  +
  +
  +
  Armor
  Bonus
  Shield
  Bonus
  Dexterity
  Modifier
  Spell
  Modifier
  Item
  Modifier
  Misc
  Bonus
  Medium Armor (Max Bonus = 2)
  Heavy Armor (No Dex Bonus)
  Stealth
  Disadv.
  resistances (half Damage)
  +
  +
  +
  x
  x
  x
  Level
  Die Type
  Con
  # Used
  1/2 max HD after Long Rest
  Hit Dice
  Temporary
  HP
  Wounds
  Survive
  Perish
  Death saves
  (Dc 10)
  i
  ii iii
  i
  ii
  iii
  (1 action, 1 Bonus action, anD 1 reaction Per turn)
  attackS
  actionS
  # of attacks Per action
  Base Actions
  Bonus Actions
  Reactions
  Weapon
  Prof.
  Range
  To Hit
  Damage
  Dmg. Type
  Special
  Special
  Special
  Special
  Special
  
  ChArACter trAits
  bACkground
  racial FeatureS
  claSS FeatureS
  BackgrounD Feature
  proFiciencieS
  FeAts
  equipment
  aDventuring gear
  languages
  tools
  Personality trait
  iDeal
  BonD
  FlaW
  feat:
  feat:
  feat:
  feat:
  armor:
  light
  meDium
  heavy
  shielDs
  WeaPon
  simPle
  martial
  other:
  lifestyle: _____________________
  Daily exPenses: __________
  total
  cuBil (cu)
  name
  #
  Wt.
  name
  #
  Wt.
  other valuBles
  assigneD vehicles
  role /Position
  total Wt.
  encumBereD
  heavily enc.
  Push/lift
  =Str x 5
  -10 Spd.
  =Str x 10
  -20 Spd.
  =(Str x 15) -30
  Spd.= 5 ft.
  Character Sheet by Castle Skydawn Design
  Original Concept by Javier Aumante and MorePurpleMoreBetter
  
  Character Name:_______________________________
  Channeling/Forging Ability:______________________
  eSper attack moDiFier
  eSper power Save Dc
  (cHanneling or Forging)
  = Proficiency Bonus + your
  Channeling/Forging ability bonus
  = 8 + Proficiency Bonus + your
  Channeling/Forging ability bonus
  Forging SlotS
  # tecHniqueS prepareD:_____
  talent pointS
  Max TP
  Remaining
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  Max
  Used
  tAlents And teChniques
  rank 1
  tp: 2
  rank 2
  tp: 3
  rank 3
  tp: 5
  rank 4
  tp: 6
  rank 5
  tp: 7
  rank 6
  tp: 9
  rank 7
  tp: 10
  rank 8
  tp: 11
  rank 9
  tp: 13
  prime
  
  157
  OPEN GAME LICENSE VErSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
   2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty- --free, non- -- exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not 
  to indicate compatibility or co- --adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity used in 
  Open Game Content shall retain all rights, title and interest in and 
  to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Esper Genesis: Basic Rules © 2016, Alligator Alley Entertainment, 
  Author Rich Lescouflair
  END OF LICENSE
  Declaration of Open Content:
  Regardless of placement within this document, all art and 
  images are closed content. Regardless of placement within this 
  document, the following names, sections and terms are closed 
  content: Silrayne Arc, Ashenforged, Lorendi, Valna, Matokai, 
  Dendus, Eldori, Sorium, Introduction sections - The Silrayne Arc 
  (pg. 1) and The Espers and the Crucibles (pg 4). Except as noted 
  above, the following sections are Open Content: Introduction, 
  Chapters 1-9, Chapter 11, Appendix A, Appendix B..
  
  CHRONICLES
  TM
  Quality RPGs from 
  Quality RPGs from 
  and coming in 2018...
  and coming in 2018...
  The 17th Century - America was a vast unknown land, 
  peopled by cultures alien and savage to European 
  sensibilities. All the mundane dangers this New World 
  held paled in comparison with what lay unseen, glimpses 
  captured only out of the corner of the eye. The old Myths 
  and Legends were not meant to entertain, but to warn: 
  Beware what dwells beyond or you will not live to regret 
  it! With creatures both foul and fell, Diabolists and 
  Necromancers leading the corrupted in an orgy of blood 
  and death, and the countless minions of the Adversary 
  seeking to turn the righteous away from the light - what 
  stands between them and the innocent?
  Only an elite few, known as Witch Hunters!
  Imagine a universe of infinite worlds, advanced societies and spacefaring 
  empires, their advancements forged by ancient artifacts of mysterious origin. 
  Imagine roleplaying a hero within this realm of wonder, one with the talent to 
  shape reality itself, coupled with your mastery of high-tech gear and gadgets. 
  Now, imagine being able to forge this universe using the power of the 5th Edition 
  game system! This is ESPER GENESIS, a roleplaying game set in a massive 
  universe of high adventure fueled by 5th Edition rules.
  Swashbuckling Adventure 
  and Colonial Horror!
   
         A series of adventure modules written for the 5th Edition rules 
  that weave an epic storyline within a realm of horror, madness, and mystery,  
  combining high fantasy with the dark themes of the Lovecraftian mythos. 
  Begin with The Curse of the Demon Stone, and delve intp a rich experience that 
  makes the player characters a vital part of a living world!
  A Storybook Fantasy setting for 5th Edition  
  inspired by folklore, myth, and fairy tales.
  Discover more about all our games at
  AlligatorAlleyEntertainment.com
  
  TM
  Go beyond the Basic Rules! Get the full game! 
  COMING SOON:
  Complete 5th Edition-Compatible Science Fiction RPG Core Book Set
  New Character Races, Classes, Backgrounds, Gear, Starships,
  Esper Powers, High-Level Characters, and much more.
  A VAST UNIVERSE AWAITS
  TM
  A
  l
  l
  i
  g
  a
  t
  o
  r
   
  A
  l
  l
  e
  y
   
  E
  n
  t
  e
  r
  t
  a
  i
  n
  m
  e
  n
  t
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Alligator Alley/Esper Genesis - Basic Rules v0.3.pdf