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ESPion (Advanced Class)

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.

Class Information

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.

Class Skills

The ESPion’s class skills (and the key ability for each skill) are:

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the ESPion advanced class.

Advancement Table: The ESPion

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus


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

espion_advanced_class.txt · Last modified: 2013/10/31 21:08 by storyteller