Storyteller House Rule
Perhaps the most prized of the Mindwalkers, ESPions are seers who turn their talents to the investigation of crime or the stealing of secrets. Many powerful movers and shakers in the Verge retain the services of at least one ESPion to advise them in personnel matters and screen potential employees or operatives. Unscrupulous ESPions sell their services to various criminal organizations, earning staggering salaries in exchange for their unique talents.
In the Verge: During the long years in which Lucullus was a prison system, the Solars relied on a cadre of ESPion guards to keep the population under control. When the inmates of Penates revolted, Solar Mindwalkers were killed in a number of horrible ways. To this day, Mindwalkers must conceal their abilities in the Lucullus system or risk a public lynching.
To qualify to become an ESPion, a character must fulfill the following criteria.
The following information pertains to the ESPion advanced class.
Hit Die: 1d
Action Points: + one-half character level, rounded down, every time the ESPion attains a new level in this class.
The ESPion’s class skills (and the key ability for each skill) are:
Skill Points at Each Level: + Int modifier.
The following features pertain to the ESPion advanced class.
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation Bonus |
1st |
ESPion
Primary Feats: Cure Poison, Mind Over Matter, Mental Recovery, Maximize Talent ()
Secondary Feats: Telepathy, Mental Fortitude, Sensitive
Primary Skills: Life Drain,
Secondary Skills: Dreamwalk, Empathy, Empathic Projection, Mental Contact, Psionic Sense, Psionic Surgery, Sense Minds, Sleep