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TM

TM

MASTER TECHNICIAN’S
TM

GUIdE
by Rich Lescouflair
Credits
Lead Designer: Rich Lescouflair

Additional Design: Brian Dalrymple, Christopher Robin


Negelein, Eric Wiener
Editors: Ginny Loveday, Shawn Merwin

Art Directors: Rich Lescouflair, Brian Dalrymple


Graphic Designers: Brian Dalrymple, Rich Lescouflair
Cover Illustrator: Santi Casas
Interior Illustrators: Santi Casas, Jenny Eickbush,
Tan Ho Sim, Markus Vogt
Additional Illustrations: Jeff Brown, Christof Grobelski,
Aaron Lee, Jesse Lee, Tithi Luadthong, Jarek Madyda,
Roman Makarenko, Joyce Maueira, Grzegorz Pedrycz,
Zdenek Sasek, Max Shevchenko, Oleg Shuldyakov,
Atelier Sommerland, Veronika Surovtseva, Liu Zishan
From 123rf: (algolonline, Aranami, Camikuo, Freestyle
Design Works, geekclick, grandeduc, rolffimages,
sdecoret, tsuneo)

Production Manager: Eric Wiener


Project Management: Rich Lescouflair, Brian Dalrymple,
Christopher Robin Negelein

Special thanks to: Teos Abadia, Robert Adducci,


Tracy M. Bovee, Angie Calvacca, David Christ, Kevin
Crawford, Scott Fitzgerald Gray, Ben Heisler, Will
Hindmarch, Kenneth Hite, James Introcaso, Paige
Leitman, Chris Lindsay, Hal Mangold, Alan Patrick, Lysa
Penrose, Mike Shea, Gregory A. Wilson, Wizards of the
Coast, and all our Kickstarter backers.
FRONT DISPLAY: This illustration by Santi Casas depicts
Special Dedication: This book is dedicated to the a team of espers battling a Reisa juggernaut in the skyway
memory of Brian Dalrymple, whose kind heart, limitless above the Bastion’s port sectors.
wonder, and relentless devotion to gaming will always
serve as a guiding star toward a brighter universe.

Note: This product is the culmination of many long days, months, and years of reading and watching stories set in far away galaxies,
great expanses, final frontiers, stars of fantasy, strange lands, endless worlds, galactic citadels, Imperium houses, skies that can’t be
taken, cities of darkness, twelve colonies, dynastic space stations, digital oases, towers of darkness, superdimensional fortresses,
oceans of stars, sky castles, steel caves, the ends of time, and... New York City. This list is by no means exhaustive.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, etc.), new
rules, races, storylines, story elements, locations, characters, and trade dress.

Open Game Content: The Open Content in this book includes material taken from the System Reference Document 5.1 provided by
Wizards of the Coast, Inc. No other portion of this work may be reproduced in any form without permission.

©2021 Alligator Alley Entertainment, LLC


Published by Alligator Alley Entertainment — Davie, FL, USA.
ent
Alliga

Digital Edition: Version 1.0


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Product Code: AAE 3103


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alligatoralleyentertainment.com
mastertechn Table of Contents iciansguide
Introduction 4 Chapter 6: Adventures and Campaigns
153
Master of Your Universe5 Adventure Essentials153
Styles of Play5 Published Adventures154
Using This Book6 Adventure Structure154
Style and Substance154
Chapter 1: Running Your Game
9 Creating Encounters157
Ground Rules9 Random Encounters164
Gamemastering Styles10 Awarding Experience Points164
Starting a Session11 Linking Adventures165
Sharing Responsibilities12 Campaign Tracking166
Storytelling12 Using the Tiers of Play167
Using Ability Scores12
Exploration15 Chapter 7: NPCs and Organizations
169
Social Interaction17 Creating NPCs169
Objects18 Contacts171
Combat19 NPC Party Members171
Chases21 Hirelings171
Diseases24 Extras171
Poisons and Toxins26 Villains171
Madness27 Factions and Organizations172
Radiation Exposure28
Vacuum Exposure29 Chapter 8: Adventure Environments
175
Environmental Conditions175
Chapter 2: Gear and Rewards
31 Structures176
Armor and Shields31 Settlements179
Weapons33 Overland181
Miscellaneous Gear36 Outer Space183
Forge Enhanced Items37 Aquatic Environments185
Core-forged Items52 Aerial Environments185
Sentient Items62 Hazards186
Cypheos64
Money and Item Rewards68 Chapter 9: Galactic Lifestyle
191
Lifestyles in Play191
Chapter 3: Galaxy Tech 77 Recurring Expenses193
Cybernetic Augments77 Currency Forms193
Computers and Virtualities83 Using Downtime194
Matrix Combat90
Dual-Aspect Beings92 Chapter 10: Forging Your Own Galaxy
199
Vehicle Options93 Setting Basics199
Drone Options102 Mapping Your Campaign199
Creating Star Systems200
Chapter 4: Starships and Starbases
107 Creating Settlements203
Grand Scale Ships107 Languages204
Grand Scale Combat107 Tech Levels204
Using Ship Stat Blocks110 Galactic Life206
Sample Player Ships112 Espers and Esper Powers209
Building a Starship113 Creating a Campaign 210
Situational Modifiers123 Campaign Lore and Events210
Starship Conditions124 Science Fiction Themes210
Space Exploration125
Chapter 11: Infinite Realms
213
Chapter 5: Game Master’s Toolkit
129 Alternate Dimensions213
Player Character Options129 Across the Universe 217
Adventure Options134
Combat Options137 Appendix A: Starship Codex 220
Creating Threats139
Creating Esper Powers148 Appendix B: Item Lists 233
Creating Items and Gear149
Index 237
th i s i s wh e re t Introduction hebookstarts
The role of the Game Master is one of excitement, wonder, and imagination. You are a narrator of heroic tales
of futuristic marvels, cosmic forces, and interstellar adventures spanning across the universe. Even more than that, you
become the architect of these galactic stories and the wondrous places in which they take form.
While the Core Manual or the Basic Rules lend advice on how to run a sci-fi campaign, the Master Technician’s Guide
expands on those rules, allowing you to create, manage, and customize your sci-fi campaign.
This book is one of three core books that may be referenced in any Esper Genesis adventure or supplement. The Core
Manual has the basic rules for gameplay and has the options needed to create characters. The Threats Database provides
pre-designed creatures, hazards, and threats you can use to challenge your players and populate your sci-fi setting.

4 E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • INTRODUC TION


Master of Your Universe rules in a fair, consistent, and objective manner allows
them to work for you in the background while you focus
The Esper Genesis game is one of cinematic action, on having fun.
dramatic suspense, and high adventure. The Game As the Game Master, your role is to present and
Master (GM) is the guiding force behind this universe. narrate a fun and immersive experience for yourself
The worlds you create become the backdrops for and your players.
adventures designed to engage the players and their
heroic characters. By running adventures, your creations
work in harmony with the players’ actions to craft a Styles of Play
storyline, which evolves even further with a series of One of your main responsibilities as a GM is to take
linked adventures that make up your campaign. the content of a setting or adventure and transform
it into a collaborative storytelling experience
The Many Roles of the GM between you and your players. Your players breathe
life into their characters while their actions help
Where players take on a single role that defines how they you breathe life into their surroundings. This form
engage with the setting, the GM takes on several roles of creative camaraderie keeps everyone entertained
that drive the story and world with which the players and interested.
must interact. Knowing how your players like to roleplay their
Creating the Setting characters and what they enjoy about the game
As GM, you are the architect and developer of the can help refine your adventures into ones they will
campaign’s setting, which you design by placing enjoy and remember. Tailoring your adventures to
scenarios, threats, and discoveries which your player accommodate preferred play styles helps keep your
characters encounter throughout your story. You can players engaged and coming back for more.
build your setting using published content, ideas from The following are several common playstyles.
your own imagination, or a combination of the two. Out of these, it’s important to note that there is no
Along with the setting comes its cast of supporting “wrong” style of play. Players can adopt any one or
characters. You play the roles of the creatures, several of these playstyles. Finding the harmonious
allies, antagonists, and other personalities that balance between them makes for interesting and fun
live in your setting. roleplaying experiences.

Narrating the Story Acting


Every adventure, scenario, or campaign you design is Players who enjoy acting like getting into character and
a story crafted by you in which the player characters speaking in their characters’ voices. Roleplayers at heart,
are the main protagonists. This story should have a they enjoy social interactions with NPCs and their fellow
cohesive plot that makes sense, with major events teammates.
that lead to its conclusion. Your players’ actions
and decisions fill in most of the story’s details and Engage players who like acting by …
can easily change or influence the story’s events and • giving them opportunities to develop their characters’
eventual outcome. personalities and backgrounds.
As you help the players visualize the places and events • allowing them to interact regularly with NPCs.
around them, your descriptions also set the mood • adding roleplaying elements to combat encounters.
and tone of your campaign. Fast-paced action, dark • incorporating elements from their characters’
intrigue, cosmic mysteries, and deadly horrors are backgrounds into your adventures.
some of many themes you can adopt to build your
setting’s atmosphere. Exploring
Arbitrating the Rules Players who desire exploration want to experience the
Your main goal is for you and your players to have a wonders that the universe has to offer. They want to
great time while keeping your game exciting, fun, and know what’s around the next corner. They also like to
intense. The rules help you accomplish this in the form find hidden clues and gather loot.
of tools and guides for how encounters and events are
handled. That is the limit of their function, as tools. You Engage players who like exploration by …
determine the flow of the story and resolution of events. • dropping clues that hint at things yet to come.
Remember, the rules do not run your game. You do. • letting them find things when they take the time to
You are also the final authority on how the rules are explore.
used and interpreted. That said, the adjudication of • providing rich descriptions of exciting environments,
the rules should be done with the express purpose of and using interesting maps and props.
creating a story and universe that evolves due to the • giving antagonists secrets to uncover or cultural details
actions of your players and their characters. Using the to learn.

E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • INTRODUC TION


5
Instigating Storytelling
Players who like to instigate action are eager to make Players who love storytelling want to contribute to a
things happen, even if that means taking perilous risks. narrative. They like it when their characters are heavily
They would rather rush headlong into danger and face invested in an unfolding story, and they enjoy encounters
the consequences than face boredom. that are tied to and expand an overarching plot.
Engage players who like to instigate by … Engage players who like storytelling by …
• allowing them to affect their surroundings. • using their characters’ backgrounds to help shape the
• including things in your adventures to tempt them. stories of the campaign.
• letting their actions put the characters in a tight spot. • making sure an encounter advances the story in some
• including encounters with NPCs who are as feisty and way.
unpredictable as they are. • making their characters’ actions help steer future
events.
Fighting • giving NPCs ideals, bonds, and flaws that the
characters can exploit.
Players who enjoy combat like to dish out beatings on
villains and adversaries. They look for any excuse to start
a fight, favoring bold action over careful deliberation. Using This Book
Engage players who like fighting by … This book is divided into eleven chapters focusing on
three main aspects of creating, adapting, and running an
• springing unexpected combat encounters on them.
Esper Genesis campaign.
• vividly describing the havoc their characters wreak with
their attacks and powers.
• including combat encounters with large numbers of
Mechanical Mastery
weak foes. The first set of chapters provide expanded game
• interrupting social interaction and exploration with mechanics and options to extend and modify the core
combat. set of rules provided in the Core Manual. These rules are
intended to broaden the scope of the game to fit nearly
Optimizing any sci-fi scenario.
Chapter 1 provides rules for running your game. It
Players who enjoy optimizing their characters’ capabilities offers advice on using the major checks and die rolls.
like to fine-tune their characters for peak combat It also covers rules for cinematic chase scenes, toxic
performance by gaining levels, new features, and custom substances, exposure, and madness.
gear. They welcome any opportunity to demonstrate their Chapter 2 focuses on expanded gear options, allowing
characters’ superiority. players to modify or customize their equipment. It also
Engage players who like optimization by … introduces equipment and items especially attuned to
espers, such as core bonded armaments and cypheos.
• ensuring steady access to new abilities and powers.
Chapter 3 provides rules for introducing futuristic
• using special loot and gear as adventure hooks.
technology into your campaign. This includes advanced
• including encounters that let their characters shine. computers, cybernetics, the SIM, and expanded vehicles.
• providing quantifiable rewards, like experience points, Chapter 4 expands options for starships, including new
for noncombat encounters. options for the captain role and rules for running grand
scale ship scenarios. Rules for building and customizing
Problem Solving your own starship or space station are also found here.
Chapter 5 details optional rules Game Masters
Players who want to solve problems like to scrutinize
can use to customize their game. Unique threats are
NPC motivations, untangle a villain’s machinations, solve
covered in this chapter. Also provided here are methods
puzzles, and come up with plans.
for making your own player species and variant rules for
Engage players who like to solve problems by … character origins.
• including encounters that emphasize problem-solving.
• rewarding planning and tactics with in-game benefits. Narrative Mastery
• occasionally allowing a smart plan to grant an easy win The next set of chapters focuses on creating and
for the players. running sci-fi adventures and scenarios within your
• creating NPCs with complex motives. established setting.
Chapter 6 covers the creation of adventure scenarios.
Different encounter types are discussed along with
methods for integrating character story arcs with major
plot points.

6 E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • INTRODUC TION


No heroic sci-fi story is complete without a supporting Galactic Mastery
cast of characters. Chapter 7 provides guidance
on creating non-player characters, including allies, The last couple of chapters covers the creation of a sci-fi
antagonists, allied factions, and organizations. campaign and how to establish a rich, detailed setting for
Chapter 8 deals with creating advenure environments. your players to explore.
Guidance is provided for designing and mapping Chapter 10 provides guidance on forging your own
dynamic environments for your campaign. Rules and galactic setting, defining the role of espers in your game,
options for creating adventure hazards can also be and establishing universal standards for how things work
found here. in the cosmos. Tables are included here to let you quickly
Chapter 9 focuses on the many aspects of galactic create a galaxy on the fly.
society and their effects on the lives of your player After you’ve put together the basics, chapter 11 expands
characters. Galactic lifestyles are expanded upon and your universe with examples of interstellar societies and
additional options are introduced for using downtime space travel, alternate dimensions, and the branches of
between adventures. reality that make up a multiverse. Included are rules for
adapting the game to different sci-fi genres.
thegameisf 1: Running Your Game oreveryone
Turning your game into a fun and exciting experience is Communication
a collaborative effort between the Game Master and the
players. This chapter provides you with guidelines for not Set expectations about how you and the players
only how to run an Esper Genesis game, but also how to communicate during the game.
team up with your players to make sure the game runs In or Out of Character. Be clear on who’s speaking—
smoothly and everyone has fun. the character or the player (out of character). While
discussing in-game events, consider having everyone
Ground Rules use each other’s character names and pronouns. This
prevents confusion and makes it clear they are roleplaying
When setting up your game for the first time, certain instead of speaking out-of-character.
ground rules should be established between everyone in Metaspeech. Decide whether or not players can offer
your gaming group. Everyone is there to primarily have advice or share information if their character is incapable
fun, and agreeing on a set of rules to follow makes that of doing so as a result of being incapacitated, dead,
task easier. These rules should also apply whether you’re out of communication range, or not present at all. Also
physically at a table or meeting up to play virtually. decide whether or not players can share stats with others
such as remaining hit points or attack roll bonuses.
Respect and Courtesy Retracting Actions. Decide whether or not a player can
take back what they just said their characters did.
The following are recommendations for fostering respect
regardless of your type of game.
Respect for the Group. Avoid disagreements from
Rolling Dice
escalating into heated arguments and avoid bringing Set some basic expectation as to how dice are rolled.
personal conflicts into the gaming group. If there is an Open Rolling. It’s recommended for players to roll dice
agreed upon time to meet for a game, do your best not to in full view for everyone to see. Encourage players to not
show up late. pick up their dice immediately after rolling to prevent any
Respect for Yourself and Others. There should be zero- confusion or appearance of deception
tolerance for personal harassment of any kind within Strange Rolls. Decide what to do in the case of oddly
the group. If you wouldn’t want something said to you, landing rolls. If it lands on the floor, do you count it?
chances are that no one wants to hear it from you either. What if it ends up crooked against a cup or a book? Do
Don’t make assumptions based off of anyone’s ethnicity, you tip it back or reroll it entirely?
gender, religious beliefs, or sexual orientation. Show GM Rolling. As the GM, it’s entirely your choice whether
consideration and respect for people’s names and how or not you roll your dice out in the open. Consider the
they wish to be called. Be mindful of others’ feelings and following when deciding which option to take.
always ask for and expect the same in return. • If you leave your die rolls open for all to see, the players
Respect for Property. Don’t touch others’ property know you’re being impartial and not fudging dice rolls.
without permission. This includes dice, character sheets, • If you roll in secret or behind a screen, players can’t
electronics, food, and gaming tools. Clean up after easily guess the nature of certain events and also won’t
yourself when the session is over. be able to deduce the stats of threats or hazards.
Avoiding Distractions. Distractions take away from • You can choose a combination of both with the
everyone’s experience. Turn off the TV and video games. understanding that your game requires elements of
Avoid non-game related activities on your electronic mystery.
devices. If you have young children, consider hiring a
• Making a hidden die roll can sometimes create an
sitter or caregiver. Consider others’ time should you need
element of mystery. For example, if a player is scanning
to step away from the table.
for enemy ships and makes a Wisdom (Perception)
Food and Drink. If you choose to have refreshments
check, you can simply roll a die behind your screen
available, decide who in the group will be bringing food
even if there are no ships in the area, leaving the player
and drinks, and whether everyone is bringing their own or
wondering if there might be. If you instead choose to
some for everyone.
not roll at all, the player would then be certain there is
Follow a Code. Using the guidelines above, depending
nothing there.
upon the size of your group, consider having everyone
agree to an established code of conduct so that there is
no confusion or mixed sentiments.

E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • RUNNING YOUR G A ME


9
• Sometimes you might choose to make a roll for a Background Play. Instead of the character being missing,
player because the player shouldn’t know the results they’re just functioning silently in the background. Leave
of their check. For example, if a player is attempting them out of combat actions as well as major game
to scrape information off of a data server without actions and decisions while the group makes believe that
tripping security and wants to make an Intelligence the character is there or “around somewhere”.
(Computers) check, you could make that roll secretly
for the player. This would leave some mystery as to Small Groups
whether or not the player was detected by the security
protocols, leaving them to wonder if there’s a surprise If you have a very small group of players, consider the
waiting for them as they try to leave the complex. following options.
• Allow players, if they choose, to play more than one
Attack and Damage Rolls character.
• Add NPCs to the group to increase the group’s
Making attack and damage rolls simultaneously keeps the potential.
action moving a little faster than making the attack roll • Add options that increase the characters ability for
first and then a damage roll. Even if the attack misses, survival, such as the Epic Heroism options in chapter 5.
you haven’t lost any time, whereas if the attack hits, the
damage is already there. Introducing New Players
Discussing Rules Allow new players to create a character of equal level to
the lowest-level member of the group. If the player is new
Set protocols on discussing rules and rule discrepancies. to the game, team up with your veteran players to teach
Some groups are fine with stopping the game to discuss a them the basics and help them integrate their character’s
rules interpretation, while other groups would prefer the story and origin into the campaign scenario.
GM to make a ruling and let the game continue. Even if
the latter is the case, the group may wish to make note of
it so that it can be examined in detail later. Gamemastering Styles
How you run your game is just as important as your
Metagaming knowledge of how to do so. When choosing how
you want to run a game, consider things such as the
Metagaming is making decisions and actions based off
preferences of your players, the nature of the campaign
of the fact that you’re playing a game instead of thinking
you’re running, and your own preferred narrative style.
like your character would in the game. It’s like a video
The following are some considerations.
game character realizes they’re in a video game and bases
their decisions on that. For example, a player might be Intensity. How serious is your game? Would you rather
familiar with a threat’s stat block and communicates how it be dark and gritty or a bit more light-hearted with
many hit points it may have left. Another example is for some tongue-in-cheek dialogue?
players to have a lengthy strategy session during what Danger Level. Is there danger at every turn with
should be a fast-moving combat scenario. any wrong move potentially holding disastrous
To discourage metagaming, give the players a consequences? Are the characters bravely blasting
friendly reminder that they should look at how their through each scenario like a blockbuster action flick?
characters would think and react. In combat scenarios, Deep Impact. How much emotion is in your game? Is it
consider changing small descriptive details of a threat filled with somber events or unsettling horrors? Are
to keep them guessing, or allow them to walk into an the characters cool as a cucumber with any scenario
unexpectedly deadly combat scenario. You should still they come across? Either way, avoid scenarios that may
allow them a chance to escape, of course. prove potentially hurtful or disturbing to your players.
Running on the Fly. Is your game a system of entirely
No-Show Players preplanned events or are you just letting the story
ride by the seat of its pants? The best method is often
Consider the following when players can’t make it to the somewhere in between, but some groups may prefer
session. one or the other.
Double Duty. Another player can play the missing
player’s character. The player should not take advantage Morality. This is a heroic game, but just how heroic? Do
of the character’s resources and should do their best to you hold your player characters to a strict moral code
keep them alive. or do you let them make decisions that may be a bit
Temporary NPC. You could choose to play the character more morally ambiguous?
yourself by making them an NPC until the character’s Technology. How much science is in your sci-fi? Do you
player returns. need a technical explanation for everything in the game
On Leave. You could create a reason why the character or is it more of a pseudo-science? How advanced is the
isn’t there. Perhaps they’re dealing with personal business tech in your game? It’s recommended you also refer to
or they’re on a separate mission. “Tech Levels” in chapter 10.

10 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • RU N N I N G Y O U R G A M E
Roll versus Role Compare Notes. While getting ready to start, encourage
your players to discuss the events of the campaign so
It’s entirely up to you how often to use dice during far as well as what might be planning to do when the
your session. When any situation calls for an impartial game begins. This leaves you with less of the burden of
outcome, using dice is the best way to resolve them. recapping prior events. It also gives you a sense of what
However, there are situations where you may choose to let the players might be expecting when the game begins. In
events play out based off of the characters decisions and addition, this makes your players less likely to participate
ideas rather than leaving it all up to chance. in metagaming while the session is running.
Finding a harmonious balance between the two is often Episode Recap. Whether or not the players share what
the best method. If you stick to using only die rolls, it they remember, it’s also important for you to provide a
becomes harder for you to keep the story or the action review of what happened last session. Making it seem like
flowing in a desired direction. It also leads players to the prior episode of a TV show or movie series can also
make their decisions strictly in the mechanical sense, help to immerse the players into the story and theme
discouraging any objective roleplay. of the game right away, instead of just a play-by-play of
The same is true on the opposite end. You can limit die events.
rolls to combat resolution only and decide the success or Kicking It Off. After your recap, make sure to go over
failure of an action based on the creativity or method to any details you feel the players would need to know
the player’s approach. This leads to a more descriptive before the session begins. You should also let the players
narrative and roleplay. However, doing this consistently wrap up any events that happened during a rest or use
would slow the action down. It also takes away from of downtime. Also encourage them to ask questions
the impartiality of being a GM, encouraging you to coax to make sure they’re aware of their current scenario so
players toward a more preferable path. they’re less likely to do so while the action is moving.
In the end, the most important thing to remember is that After you’ve provided your summary and answered
just like the rules, the dice do not run your game. You do. questions, signal things are ready to go by asking the
players what their next action is.
Starting a Session
Your group is gathering to play a fun activity. While both Keeping a Chronicle
you and your players have certain responsibilities to Depending upon the theme of your campaign, one or
keep the game enjoyable, it’s not a job, nor should it be more players may choose to keep a personal journal
treated as such. Consider the following when your group of events, either stored on their media device or a
gathers for a session. digital diary. If the group chooses to do so, you should
Setting Up. Let everyone take some time to set up their work with them to physically record your recap either
sheet, dice, snacks, and tools. It’s likely there is plenty vocally or by using an electronic device at the table. If
no electronics are available, hand written notes work
of social interaction happening in the meantime. Letting just as well.
everyone settle in, chat, and enjoy some catching up gives However, avoid allowing players to have their chroncle
your group some time to breathe before jumping right be someting akin to an “in-game recording” like, for
into the action. Consider allowing a loose frame of time example, a camera drone following the characters. This
for this and don’t be afraid to jump in yourself before can lead to slowing down the action so the characters
signaling that it’s time for the session to start. can review and search for exact details that may take
away from some of the game’s mystery and difficulty.

E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • RUNNING YOUR G A ME


11
Sharing Responsibilities Cinematic Narration
The GM’s list of tasks can be cumbersome. Let your A great way to describe an environment is to visualize it in
players get involved by delegating some of those your head first as if it were a scene in a movie. Share that
responsibilities to them. Choose someone in your group image with your players, while including sensory elements
to look up rules whenever there may be a rules question as if you were actually there.
that comes up. Other players in the group can handle Cinematic Scenery. Since there are no boundaries other
tasks such as distributing handouts or keeping track of than your imagination, feel free to be as grand as you like
initiative during combat. if it adds to the excitement of the game. The universe is
Incorporating your group into helping the game run an endless tapestry of wonders where any scenery you
smoothly provides an increased sense of camaraderie describe is limited only by your imagination.
between you and your players. Everyone has more fun Cinematic Action. While grand visualizations can be
when the game runs smoothly and consistently. stunning, Esper Genesis is a game of sci-fi heroism and
action. The player characters are exceptional beings
Storytelling capable of bending the laws of reality. As with many sci-fi
action movies and novels, the action isn’t overly-limited
As the GM, you’re tasked with taking words and notes by realism, and the basic premise of this game is no
and transforming them into an exciting story that different.
immerses your players, who in turn help you build that
story with their own enthusiasm and interest. Suspense
Each book, movie, or show has a method of
narrating what is going on in the story. In your game, What’s going to happen next? What consequences will
your descriptions and explanations are what triggers come from the heroes’ actions? What will it take to
the players’ imaginations so they can visualize what complete the task that they were given? These questions
is happening around them. The following are some keep players intrigued and excited about the game while
guidelines for storytelling effectively. anticipating the next session.
Adding a bit of mystery to certain events keeps the minds
Shared Enthusiasm of the players focused details that may lead them to the
next step of their mission. As these bits of information
When you roleplay with passion and enthusiasm, it are uncovered, they link to form a bigger picture—a story
encourages your players to build on that energy and in which the players are the center and in which they are
follow suit with their own excitement. As they similarly excited to see it unfold as the adventure progresses.
describe actions in their own dramatic fashion, you
incorporate their descriptions into your own, making the Keeping Things Moving
entire experience a collaborative effort between you and
the players. While your players are absorbing the scene, make plans
to move them on to the next one. Keep the pace of the
Setting the Scene adventure moving to prevent the current atmosphere
from growing stale.
• Each scene is a small but important element that links Keeping a good pace should not only have players
with other scenes to form encounters and adventures. engaged in the moment but also prompt them to move
How you describe a scene prompts what actions the on to their next discovery. This is especially important if
players are likely to take. Consider the following when you’re planning for the players to reach a certain point
setting up a scene. during the session.
• Include sensory features, such as lighting, temperature,
sounds, smells, and textures. Using Ability Scores
• If the scene holds emotional overtones incorporate
those into the sensory features by using descriptive Characters can perform trivial tasks without the need
adjectives. Avoid telling players how their characters to reference their abilities or make a roll. Abilities and
might “feel”. Your descriptions should encourage them checks should only be used when there is a meaningful
to do that on their own. consequence should they fail. For example, a character
• Sometimes little details can help describe atmosphere, doesn’t need to make a Dexterity check to pick something
such as wisps of steam emanating from a nearby vent up off the ground, but would need to if they did it while
or a lingering chemical smell. standing on a narrow beam.
Some tasks are so simple or minor that there is no need
• Provide clear descriptions but don’t over-describe,
to waste time on a check, such as crossing the street or
especially insignificant elements players may end up
getting dressed. Others are so impractical or absurd that
wasting time investigating. Similarly, describing only
they would automatically fail such as grabbing a cloud
important aspects may make things too easy for players
or shooting your pistol at a target light years away. Use
to discover something’s importance.
your best judgment when determining the necessity of
making a roll.

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Ability Checks Saving Throws
Chapter 7 of the Core Manual provides examples Ability Called for when...
of what each ability score is used for and their Strength Opposing a force that would physically move or
corresponding checks associated with common restrain you
scenarios. Dexterity Dodging out of harm’s way
Constitution Enduring a disease, toxin, or other hazard that
Making Multiple Checks impairs stamina
When a character fails an ability check, they may wish Intelligence Disbelieving illusory tricks of the mind and
to try again, but rolling the same check over and over countering the effects of mind games using
can slow the game down. So long as the task isn’t logic or memory
impossible, assume that if the character spends at least Wisdom Resisting effects that charm, frighten, or
ten times the amount of time it would take them to otherwise assault your willpower
accomplish the task, they succeed automatically. Charisma Thwarting or overcoming effects that influence
There are also circumstances that would prevent a your personality or identity
task from being repeated. For example, if character
fails to bluff their way past security with a forged ID,
there’s no way they would be able to do so again using Difficulty Class
the same ID which has now been flagged.
Whenever an ability check or saving throw is called for,
Contests it’s up to you to choose a Difficulty Class if one isn’t
If a situation arises where a creature’s attempts are already provided. Even if one is provided by a power
directly opposed to the attempts of another, it calls for or ability, you may wish to alter it to fit a particular
a contest. Examples of contests include: situation. Use the Typical DCs table as a guideline to
• Two creatures attempting to perform the same task determine the difficulty of a task.
with only one capable of success.
• A creature attempts to prevent the actions of another Typical DCs
creature. Task DC Task DC
• A creature competes for a higher degree of success Very easy 5 Hard 20
over other competitors.
Easy 10 Very hard 25
When a contest is called for, choose the appropriate Moderate 15 Nearly impossible 30
ability that each creature must use. In some situations,
it may be the same ability, such as a racing to the top These numbers provide an easy-to-remember baseline
of a stairwell. Other situations use one ability used to from which to set your DCs but these are far from set in
counter the effects of a different one, such as trying stone. Think of how difficult a task would be, select a DC
to spot a bluff using Wisdom against the deceiver’s from the table, and modify it (if you choose) to fit your
Charisma. scenario.
Passive Checks Attack Rolls
As defined in chapter 7 of the Core Manual, consider
using passive checks whenever a character has Attack rolls are called for whenever a character attempts
performed a basic task so many times that it’s to bypass the defenses of a creature or object in order to
become routine for them. You can still call for hit them with an attack. Attack rolls aren’t necessarily
the character to make a roll if the result would restricted to combat scenarios. However, they can also
significantly impact the story. apply in other situations such as breaking down a barrier
or engaging in target practice.
Saving Throws
While ability checks are made when a character
Proficiency
attempts to perform a task, a saving throw is made Many ability checks also make use of a skill or tool
when they are attempting to avoid something harmful proficiency. If the task in question can be accomplished
happening to them. by using the character’s experience or training in a
Specific abilities, hazards, and powers automatically particular skill or tool, it’s safe to say it should be applied
call for saving throws in their description. You can also to the ability check.
call for a saving throw if the character is at risk from
a harmful effect that can circumvent their armor or Skills
defenses. The Saving Throws table provides suggestions Being proficient in a skill enables a character to add
for which ability scores would apply for certain saves. their proficiency score to ability checks to which the skill
applies. Their experience, profession, or origins have
provided them with training on that particular aspect of

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13
their ability. However, it’s important to remember that A tool proficiency can’t be applied to checks with tasks
a character can still make use of any skill, regardless of that can’t be accomplished with the tool. For example,
whether or not they are proficient. If the character isn being proficient with chemistry supplies is unlikely to help
proficient in the skill, the roll simply becomes a standard a character disassemble a firearm. The same applies to
ability check. ability checks where actual use of the tool doesn’t apply.
All skills are applied to corresponding ability checks, For example, a character’s proficiency with cooking
such as Intelligence checks for using Computers. In supplies wouldn’t help them with determining the
certain circumstances, you may wish to apply the skill to ingredients of an unfamiliar culinary dish since the tool’s
a different ability check. For example, a character may use isn’t a factor in this case.
need to make a Dexterity (Athletics) check instead of
Strength (Athletics) check when pushing a bulky object in Vehicles
Zero-G where its trajectory would take precedence over Ability checks for vehicles are handled much in the same
how much it would normally weigh. If the character is way as with tools. Proficiency with a vehicle or mount
proficient in Athletics, they would apply their proficiency allows a character to add their proficiency bonus to
bonus to the check. checks made to operate them.
Operating a vehicle or mount usually doesn’t require a
Tools check unless in special circumstances, such as in stressful
If a task can be completed using a specific tool, situations or attempting to perform a difficult maneuver
proficiency in that tool should apply to the ability check. or stunt. The only exceptions to this are spacecraft, which
Tool proficiencies aren’t linked to any specific ability requires a character be proficient to even operate at all.
check. For example, proficiency with demolition tools
adds a character’s proficiency bonus to a Dexterity check Attacks and Saving Throws
made to assemble an explosive device or an Intelligence Proficiency bonuses only applies to saving throws in
check made to program a detonator. which the character is proficient. Likewise, a character
gains a proficiency bonus
to attack rolls only if they’re
proficient in the weapon or
implement they’re using to make
the attack.

Advantage and
Disadvantage
Make use of advantage or
disadvantage whenever
temporary circumstances may
affect a character’s chances
of succeeding in a task. This
includes when you reward a
character for having a creative
solution for accomplishing
a task or when you impose a
detriment for attempting to
do so with exceptionally poor
judgement.
Consider granting advantage
when …
• Circumstances not related to
a creature’s inherent capabilities
provide it with an edge.
• Some aspect of the
environment contributes to the
character’s chance of success.
• A player shows
exceptional creativity or
cunning in attempting or
describing a task.

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• Previous actions (whether taken by the character dive into an asteroid field, or leaping across a deadly
making the attempt or some other creature) improve chasm to catch an ally from falling in.
the chances of success. Keep in mind, there is a fine line between bravery and
Consider imposing disadvantage when … foolishness, and the latter should not be rewarded.
• Circumstances hinder success in some way. Problem Solving. Using clever logic to figure a way
past a difficult situation, coming up with a clever way
• Some aspect of the environment makes success less
to outsmart an enemy, or solving a complex puzzle or
likely (assuming that aspect doesn’t already impose a
mystery are all great examples of actions that can earn
penalty to the roll being made).
inspiration.
• An element of the plan or description of an action
Plot Advancement. You can award inspiration for actions
makes success less likely.
that drive the story forward, regardless of their nature.
Advantage and disadvantage cancel each other out, so This could even include simply accomplishing a specific
there’s no need to keep track of how many circumstances adventure goal, defeating a boss threat, or reaching an
weigh on both sides. For example, a character is chasing important milestone in the story.
a creature through a network of steam-filled tunnels. The
steam imposes a disadvantage to the character’s Wisdom Using Inspiration
(Perception) check to spot which tunnel the creature Allow players to use their inspiration for any roll as they
fled into. However, the creature they’re chasing is using see fit. Some players tend to hold onto their inspiration
a flashlight, making them easier to spot and giving indefinitely, waiting for the “right time” to use it. If you
the chasing character advantage to their ability check. award inspiration regularly, consider encouraging its use
Because the advantage and disadvantage cancel each and remind your players they can’t gain inspiration until
other out, there is no need to keep track of either. they use the one they have.
Players can also award their inspiration to other
Inspiration players. This choice should also be left to them, but
decide whether or not your players can discuss doing this
Inspiration enables a character to gain advantage on one
or even ask other players for their inspiration.
ability check, attack roll, or saving throw. A character
Supplemental Use. Optionally, you could allow for
can’t have more than one inspiration at a time. Granting
inspiration to be spent after the player has already made
inspiration is an effective way to encourage creative or
their roll, turning it into a cushion against failure. While
heroic actions and roleplaying.
this encourages players to take more daring risks, it also
Awarding Inspiration diminishes the nail-biting suspense that comes with
Sometimes it can be easy to ignore using or awarding taking those risks.
inspiration. You’re free to award inspiration as often or as
little as you like. Used effectively, it can add an additional Exploration
level of fun and excitement to your game. During the session, the characters need to properly
As a general guideline, consider awarding inspiration to navigate and examine the various locations presented in
each character at least once per game session. Depending your adventure.
on how it affects your game, adjust the number of
times you award inspiration accordingly until you find a
balance that works for you and your players.
Mapping
The following are some examples of scenarios that Using a map is the most common method of keeping
could earn a character inspiration. track of the characters’ progression and provide details
Roleplaying. Good roleplaying can be a common about their environment. There are several different ways
method for characters to gain inspiration. Staying in to track movement on a map, either by drawing on a grid
character, particularly when taking actions consistent mat, having a player keep track on a grid sheet, or by
with their personality traits or alignment, can be marking explored areas on a digital display. Regardless of
inspiration-worthy. Characters can also gain inspiration the method you choose, having a map allows the players
by creatively roleplaying an interaction that significantly to visualize the dimensions, obstacles, and exits in an
advances the storyline or major goal of the adventure. area and retain them for future reference.
Be flexible and take into account your players’ In well-traveled or commercialized regions, it may be
roleplaying style. Not everyone is a Shakespearean actor, common for the player characters to be able to access a
nor should you expect them to be. So long as they are complete map of the area they’re in. This broadens the
making an attempt and having fun doing so, that should characters’ options as they can already see their chosen
be more than enough. destination. However, completed maps may not provide
Heroism and Daring. Performing brave and heroic all of the details such as position of security, threats,
actions to advance the story can earn characters or hazards. Some of these maps may also be outdated,
inspiration. Examples of these actions include heroically allowing for the characters to come across unexpected
charging into a pack of seethespawn, making that risky dead-ends or new branches that didn’t exist before.

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Travel Speeds force (such as wind or a water current), translate that
speed into travel rates using the following rules:
The Ground Map Travel Speed table provides speeds of
• In 1 minute, you can move a number of feet equal to
travel on a map using the entries described the Travel
your speed times 10.
Pace table in chapter 8 of the Core Manual.
• In 1 hour, you can move a number of miles equal to
your speed divided by 10.
Ground Map Travel Speed
• For daily travel, multiply your hourly rate of travel by
— Travel Speed — the number of hours traveled (typically 8 hours).
Map Scale Slow Normal Fast • For a faster speed, increase the rate of travel by
Local Area 40 sq./min. 60 sq./min. 80 sq./min. one-third.
(1 sq. = 5 ft.) • For a slower speed, multiply the rate by two-thirds.
City 2 sq./min. 3 sq./min. 4 sq./min. For example, a jetpack unit grants a flying speed of 90
(1 sq. = 100 ft.) feet. In 1 minute, the character can move 900 feet at a
District/Region 2 hexes/hr., 3 hexes/hr., 4 hexes/hr., normal pace, 1,200 feet at a fast pace, or 600 feet at a
(1 hex = 1 mi.) 18 hexes/day 24 hexes/day 30 hexes/day slow pace. The character can also cover 6, 9, or 12 miles
Nation 1 hex/3 hr., 1 hex/2 hr., 1 hex/1½ hr., in an hour. Until the unit is deactivated, the character can
(1 hex = 6 mi.) 3 hexes/day 4 hexes/day 5 hexes/day travel 48, 72, or 96 miles in a day depending on the pace
Continent 1 hex/3 days 1 hex/2½ days 1 hex/2 days they set.
(1 hex = 60 mi.)
Outdoor Visibility
Vehicle Travel Speeds When outdoors, characters can see about 2 miles in any
The Vehicle Map Travel Speed table helps you track travel direction in normal daylight, or up to the point where
on a map using different types of vehicles or mounts. trees, buildings, or other obstructions block their view.
Rain normally cuts maximum visibility down to 1 mile,
Vehicle Map Travel Speed and fog can cut it down to between 100 and 300 feet.
On a clear day, the characters can see 40 miles if they
— Beast Mount Type — are atop a tall building or cliff, or are otherwise able to
Map Scale Mount (Large) Mount (Huge) look down on the area around them from a height.
Local Area 120 sq./min. 80 sq./min.
(1 sq. = 5 ft.) Visibility in Outer Space
City 6 sq./min. 4 sq./min.
There is technically no limit to how far a character can
(1 sq. = 100 ft.)
see while in space or on a planetary body with little to no
District/Region 6 hexes/hr., 4 hexes/hr., atmosphere. Characters cannot immediately tell how far
(1 hex = 1 mi.) 48 hexes/day 30 hexes/day
away an object is without specialized sensors.
Nation 1 hex/hr., 1 hex/1½ hr., Celestial bodies that don’t shed their own light are
(1 hex = 6 mi.) 8 hexes/day 5 hexes/day visible depending upon the character’s angle of vision in
Continent 2½ hexes/day 1 hex/2 days comparison to its distance from the sun. Because each
(1 hex = 60 mi.)
star system is different, visible objects and their distance
are left to your discretion.
— Planetary Vehicle Type —
Map Scale Ground Car/Bike Hover Car/Bike
Local Area 800 sq./min. 1000 sq./min.
Noticing Other Creatures
(1 sq. = 5 ft.) While exploring, characters might encounter other
City 40 sq./min. 50 sq./min. creatures. An important question in such a situation is
(1 sq. = 100 ft.) who notices whom.
District/Region 48 hexes/hr., 60 hexes/hr., Indoors, whether creatures can see one another usually
(1 hex = 1 mi.) 380 hexes/day 480 hexes/day depends on the configuration of rooms and passageways.
Nation 8 hex/hr., 10 hexes/hr., Vision might also be limited by light sources. Outdoor
(1 hex = 6 mi.) 64 hexes/day 80 hexes/day visibility can be hampered by terrain, weather, and time
Continent 1½ hexes/2 hr., 1 hex/hr., of day. Creatures can be more likely to hear one another
(1 hex = 60 mi.) 12 hexes/day 8 hexes/day before they see anything in their environment.
If neither side is being stealthy, creatures automatically
notice each other once they are within sight or hearing
Special Travel Speeds range of one another. Otherwise, compare the Dexterity
Some powers and enhanced items grant a character (Stealth) check results of the creatures in the group that
uninterrupted movement without the use of a vehicle. is hiding with the passive Wisdom (Perception) scores of
When a creature is traveling with a flying speed or with the other group, as explained in the Core Manual.
a speed granted by a power, lack of gravity, or a natural

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Social Interaction (ideals, bonds, or flaws). If the creature is being evasive
in their intentions, you may consider secretly making a
Characters usually engage in social interaction with the Charisma (Deception) check instead, using the results as
goal of gathering information or gaining influence with the DC for the players.
NPCs and other creatures. While the characters are
seeking to complete their objective, the creatures they Shifting Attitudes
interact with have their own agenda. It is possible for a creature’s attitude to shift during
Depending on the situation, social interactions may a conversation. This can be handled automatically
require a Charisma skill check. You may instead wish to depending on what the characters do or say during the
resolve the interaction entirely by roleplay with no dice. conversation. How or when a creature’s attitude shifts
Many games use a combination of both methods. is up to you. Use your best judgment based upon the
creatures involved. If a player has surmised a creature’s
Resolving Interactions personality trait and makes good use of it in conversation,
that may also be a good reason for a shift in attitude.
The following are guidelines for managing social
Optional Check. If you prefer to use dice you could
interactions which supplement the roleplaying
arbitrarily make a Charisma check for the characters,
rules presented in the Core Manual (see chapter 8,
setting a DC based on the creature’s current attitude.
“Adventuring”). These supplemental guidelines focus
The DC for an indifferent creature, for example, might be
on creature reactions during social interaction and
14-15, where the DC for hostile creature would likely be
take place in the background, outside of the players’
higher, such as 18-20. Depending on the scenario, if the
knowledge.
check fails badly, it might shift the creature’s attitude in
Creature Attitudes the opposite direction.
When interaction begins between players and other Providing Details. Don’t be afraid to provide details if
creatures, choose one of the following initial attitudes. the players ask for it, especially if they specifically ask for
clues that may help them better navigate an important
Friendly creatures wish the characters well and are likely
conversation or crucial negotiation.
to offer help or advise them. They can usually be
persuaded to perform any task that doesn’t involve Making the Check
danger or personal risk without the need for an ability When the players make their point or request to a
check. creature known, a Charisma check is made to determine
Indifferent creatures are personally unconcerned with the the creature’s response. Optionally, you can choose the
characters’ needs. While that doesn’t necessarily make appropriate response based off of the characters’ choices
them impolite or discourteous, they can be equally during the conversation. Depending upon the characters’
as rude or unfriendly depending upon the scenario. approach, the Deception, Intimidation, or Persuasion
This is the attitude most commonly encountered with skill may apply to their check. If more than one character
strangers and locals. Persuading indifferent creatures is involved and says or does something that can influence
usually requires a Charisma skill check. the conversation, consider granting advantage or
Hostile creatures are opposed to the characters goals, imposing disadvantage to the check.
wishing them misfortune, ill-will, or outright harm. Consult the table below for determining the DC for
They don’t necessarily attack the characters, some the check, which is also defined by the target’s current
instead choosing other methods to thwart the attitude. If no DC is defined, that reaction is unavailable.
characters’ goals. Persuading hostile creatures to do
anything is often not possible, and when it is, requires — DC by Current Attitude —
a difficult skill check. Target’s Reaction Hostile Indifferent Friendly
Running Conversations Takes risks to 0 — —
oppose characters
When the interaction starts, run a conversation between
the players and other creatures. This can be done Offers no help but 10 0 —
does no harm
either by having the players describe the main points
on what they wish to say or by actively roleplaying the Offers help so long 20 10 0
as no risk is involved
conversation, with you as the NPC (see “Roleplaying”
later on). Will take minor risks — 20 10
to help
Reading Personalities. A creature’s starting attitude and
personality traits are not always immediately known and Will accept — — 20
may not be very obvious to the characters. During the significant risk or
sacrifice to help
conversation, players can attempt to get a “read” on
the creature they’re speaking with by making a Wisdom
(Insight) check. Set a DC for this check based on the Depending on the characters’ goals, more than one
situation. On a successful check, the player can surmise check may be necessary, especially if they are making
the creature’s attitude and one of their personality traits multiple requests or suggestions.

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Pushing the Issue. Regardless of outcome, multiple
attempts to influence the target in the same manner can
Objects
run the risk of irritating or upsetting the creature, causing When characters need to cut through wires, blast open
a shift in its attitude. If the situation is not so dire, you a door, or smash through a window, the only hard and
may consider imposing disadvantage to the check. The fast rule is this: given enough time and the right tools,
potential consequences of making subsequent checks in characters can destroy any destructible object. Use
this situation are at your discretion. common sense when determining a character’s success
at damaging an object. Can a warrior cut through a
Roleplaying steel barricade with a combat knife? In most normal
circumstances, the answer is no, as the knife is likely to
Just as players choose how to portray their characters, break before the wall does.
it’s up to you how you choose to portray your NPCs and For the purpose of these rules, an object is a discrete,
threats. The main goal is to engage your players and for inanimate item like a window, door, metal pipe, screen,
your roleplaying to contribute to the overall story and cable, table, chair, or stone block, not a building or a
goals of your campaign. vehicle that is composed of many other objects.
When taking on the role of an NPC consider what
drives its intentions. Does it have personality traits Statistics for Objects
that would take a dominant role in how it interacts
with other creatures? What is its current disposition to When time is a factor, you can assign an Armor Class
the characters? Incorporating these details make the and hit points to a destructible object. You can also give
characters more realistic and provide greater impact to it immunities, resistances, and vulnerabilities to specific
the story and atmosphere. types of damage.
The same goes with how you present an NPC’s Armor Class. An object’s Armor Class is a measure of
personality to the players. A character wouldn’t know how difficult it is to deal damage to the object when
off-hand if an NPC were vain or hot-headed, and so they striking it (because the object has no chance of dodging
wouldn’t be immediately described that way. Instead, the out of the way). The Object Armor Class table provides
NPC would act self-absorbed or make rash statements suggested AC values for various substances.
that would present those aspects of their personality.
Object Armor Class
Expressing Yourself Substance AC Substance AC
When playing an NPC, try to speak in a different tone or
Cloth, paper, rope 11 Iron, steel, 19
inflection than normal, keeping in mind it doesn’t need tempered glass
to be to the level of a theater or voice actor. If you’re not
Ceramic, crystal, 13 Carbon fiber, titanium 21
used to changing your voice, simply speaking at a higher glass, ice
or lower octave makes a big difference. Consider the
Aluminum, bone, wood 15 Diamond 23
NPC’s origins as well, as this might have an effect on the
words or inflections they use when speaking. Stone, hardened plastic 17 Palladium microalloy 25
To assist with presenting a creature’s emotions, you
can use facial expressions such as smiling, scowling, Hit Points. An object’s hit points measure how much
widening your eyes, or furrowing your brow. Enhance damage it can take before losing its structural integrity.
your expressions by making gestures with your hands and Resilient objects have more hit points than fragile ones.
arms. Large objects also tend to have more hit points than
small ones, unless breaking a small part of the object is
Player Immersion just as effective as breaking the whole thing. The Object
Your spirited dramatizations may encourage your Hit Points table provides suggested hit points for fragile
players to portray their own character’s emotions and and resilient objects that are Large or smaller.
expressions thus adding to the mood of the interaction
and enhancing the depth of the story. Object Hit Points
You may have some players who dive right into the Size Fragile Resilient
experience more so than others. While those players are
Tiny (cup, watch) 2 (1d4) 5 (2d4)
more likely to thrive in roleplay scenarios, try to provide
an opportunity for each player to participate. This can be Small (case, tablet) 3 (1d6) 10 (3d6)
done by encouraging aspects of a character’s personality, Medium (dresser, desk) 4 (1d8) 18 (4d8)
or appealing to a certain type of social interaction Large (garage door, 5 (1d10) 27 (5d10)
such as trickery, negotiation, or interrogation. Another 10-ft. office window)
method is to incorporate a character’s background or
personal story as a boon or complication to a planned Huge and Gargantuan Objects. Normal weapons are of
interaction. little use against many Huge and Gargantuan objects,
such as a docking ramp, towering stone column, or
massive shipping container. That said, one match can

18 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • RU N N I N G Y O U R G A M E
light a Huge tent aflame, and the right number of
explosive charges can reduce a structure to rubble. You
Combat
can track a Huge or Gargantuan object’s hit points if you The following are guidelines that expand the rules for
like, or you can simply decide how long the object can combat detailed in chapter 9 of the Core Manual.
withstand whatever weapon or force is acting against it.
If you track hit points for the object, divide it into Large Narrating Combat
or smaller sections, and track each section’s hit points A dramatic combat sequence can be a chaotic, fast-
separately. Destroying one of those sections could ruin paced, action-packed experience. As exciting as it can
the entire object. For example, a Gargantuan overhang be, it tends to lose some of its appeal when described in
might topple over when one of its Large support beams is purely mechanical terms. Consider the following when
reduced to 0 hit points. narrating a combat scenario.
Objects and Damage Types. Objects are immune to
poison and psychic damage. You might decide that Describing Attacks and Damage
some damage types are more effective against a Standard combat terms such as hits, damage, and hit
particular object or substance than others. For example, points can sometimes be taken in a literal sense, affecting
bludgeoning damage works well for smashing things but how players visualize the way combat plays out. This is
not for cutting through cords or leather. Wood or cloth especially true with higher level characters who have a
objects might be vulnerable to fire and lightning damage. large pool of hit points.
A drill bit can pierce through stone but can’t effectively During a movie action sequence where the heroes
cut down a tree. As always, use your best judgment. are exchanging bullets or blaster bolts with a squad of
Damage Threshold. Big objects such as building walls adversaries, they’re not actually being struck multiple
often have extra resilience represented by a damage times by gunfire. Instead, they get pinned down, worn
threshold. An object with a damage threshold has out, or run into too many close calls before needing to
immunity to all damage unless it takes an amount of escape. When a combatant falls, its often from one or
damage from a single attack or effect equal to or greater two well-placed wounds. When describing damage and
than its damage threshold, in which case it takes damage hit point loss, consider adding these descriptions in
as normal. Any damage that fails to meet or exceed the alongside the mechanics.
object’s damage threshold is considered superficial and
doesn’t reduce the object’s hit points.

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Likewise, a character’s aim or prowess isn’t necessarily that it hits once with each of those attacks. If a creature’s
the cause for a missed attack. Their opponent may just attacks have different attack bonuses, resolve each attack
be quick on their feet or perhaps the attack was absorbed separately.
by their armor. These can be narrative examples of This method ignores critical hits in favor of reducing
portraying a creature with a high Armor Class. the number of die rolls. As the number of combatants
dwindles, switch back to using individual die rolls to avoid
Describing Damage Statuses situations where one side can’t possibly hit the other.
Players often ask how wounded a creature looks or which
one out of a group of creatures looks the most hurt. To Mob Attacks
avoid the encouragement of metagaming, you should
d20 Roll Attackers Needed
never feel as though you should reveal a creature’s exact
Needed for One to Hit
hit points. If a creature has less than half of its hit points
1–5 1
remaining, you can instead describe it as wounded,
battered, or beaten down. This lets the players know 6–12 2
they’re making headway toward the creature’s defeat so 13–14 3
they can plan accordingly. 15–16 4
In the heat of battle, it should be extremely difficult 17–18 5
for a player to tell how damaged one creature is versus
19 10
another unless the difference between their remaining hit
points is significant. 20 20

Threats and Critical Hits Improvised Damage


A threat follows the same rule for critical hits as a player In situations where damage isn’t specified by an attack or
character. If you use a threat’s average damage rather damaging effect, you need to determine damage on the
than rolling, when the threat scores a critical hit, roll all fly. The Improvised Damage table offers suggestions for
the damage dice associated with the hit and add them to defining unspecified damage.
the average damage. For example, if a bachorta normally
deals 5 (1d6 + 2) slashing damage on a hit and scores a
critical hit, it deals 5 + 1d6 slashing damage.
Improvised Damage
Dice Examples
Handling Mobs and Swarms 1d10 Burned by a steam pipe, hit by a falling shelf,
shocked by an electrical panel
Having dozens of threats in a battle can significantly slow 2d10 Being struck by lightning, pierced by flying space
down combat. When handling a crowded battlefield, debris
you can speed up play by forgoing attack rolls in favor of 4d10 Hit by falling debris in a collapsing building,
approximating the average number of hits a large group stumbling into a vat of acid
of creatures can inflict on a target. 10d10 Crushed by compacting walls, getting run over by a
Instead of rolling an attack roll, determine the minimum bus, falling into an incinerator
d20 roll a creature needs in order to hit a target by 18d10 Getting caught in the blast of a ship engine, being
subtracting its attack bonus from the target’s AC. Record struck by an asteroid
this number so you can refer to it throughout the battle.
24d10 Falling into a ship’s reactor, getting crushed in a
Look up the minimum d20 roll needed on the Mob gravity well, being caught in a nuclear explosion
Attacks table. The table shows you how many creatures
that need that die roll or higher must attack a target in Use the Damage Severity and Level table to determine
order for one of them to hit. If that many creatures attack how deadly these damage numbers are for characters of
the target, their combined efforts result in one of them various levels. Cross-reference a character’s level with the
hitting the target. damage being dealt to gauge the severity of the damage.
For example, eight xamaron thralls surround a sentinel.
The thralls’ attack bonus is +4, and the sentinel’s AC is Damage Severity and Level
18. The thralls need a 14 or higher to hit the sentinel. Character Level Setback Dangerous Deadly
According to the table, for every three thralls that attack
1st–4th 1d10 2d10 4d10
the sentinel, one of them hits. There are enough thralls
for two groups of three. The remaining two thralls fail to 5th–10th 2d10 4d10 10d10
hit the sentinel. 11th–16th 4d10 10d10 18d10
If the attacking creatures deal different amounts of 17th–20th 10d10 18d10 24d10
damage, assume that the creature that deals the most
damage is the one that hits. If the creature that hits has Damage which causes a setback rarely poses a risk of
multiple attacks with the same attack bonus, assume death to characters unless they are severely injured.

20 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • RU N N I N G Y O U R G A M E
Dangerous damage poses a significant threat to weaker Running a Ground Chase
characters and could potentially kill a character of the
corresponding level if they have few remaining hit points. Participants in the chase are strongly motivated to use
Deadly damage is enough to reduce a character of the the Dash action every round. Pursuers who stop to make
corresponding level to 0 hit points, possibly even killing attacks or use powers run the risk of losing their target,
them outright. and a target that does so is likely to be caught.
Dashing
Chases During the chase, a participant can freely use the Dash
This section covers how to turn standard movement into action a number of times equal to 3 + its Constitution
a dynamic, exciting pursuit. Chases can be one of two modifier. Each additional Dash action it takes during
types, a ground chase or a vehicle chase. the chase requires the creature to succeed on a DC 10
Constitution check at the end of its turn or gain one level
Beginning a Chase of exhaustion.
A participant drops out of the chase if its exhaustion
Each chase requires a target and at least one pursuer. The reaches level 5, since its speed becomes 0. A creature can
participants each roll initiative if they have not already remove the levels of exhaustion it gained during the chase
done so. On their turn, each participant can move and by finishing a short or long rest.
take one action. The chase ends when the pursuers give
up or the target escapes.
When the chase begins, determine the starting distance
between the pursuers and their target. Keep track of
the distance between them, and designate the pursuer
closest to the target as the lead. The lead pursuer may
or may not change each round. When using vehicles,
use each vehicle’s control speed to track movement.
Cut-Away Chases
Sometimes a chase can begin during a combat
encounter in which not all of the combatants
would become chase participants. Creatures
already engaged in combat with each other
can initiate a chase only if the chase target
starts their turn at a distance from their
pursuers equal to at least twice the speed of
the lead pursuer.
For example, during a shootout between a
specialist and a group of security guards, the
specialist decides to take off down the street.
If the specialist is at least 60 feet away from
the security guards (which have a speed of
30 ft.), you can consider beginning a chase.
Otherwise, it’s recommended you stick to
standard movement.
Should one of these chases begin, you can
manage them in one of two ways.
• Simultaneous Sequences. Using this
method, each creature acts on their
initiative, regardless of whether or not
they’re involved in the chase. This lets you
resolve all actions at the same time and
allows other combatants to become chase
participants.
• Separate Sequences. Each creature still
acts on their initiative, but the participants’
actions are resolved before or after the
actions of those engaged in combat. While
this gives the chase more of a cinematic
“cut-away” feel, it can also feel like you’re
running two separate encounters.
Attacks and Esper Powers Passengers
A chase participant can make attacks and use powers As an action, a passenger can serve as a lookout for
against other creatures within range. Apply the normal random obstacles and blind corners by succeeding on
rules for cover, terrain, and so on to the attacks and a DC 14 Wisdom (Insight) check. If there are multiple
powers. passengers, this can be made as a group check. If
Chase participants can’t normally make opportunity successful, their vehicle’s operator has advantage on their
attacks against each other, since they are all assumed next chase complication.
to be moving in the same direction at the same time.
However, participants can still be the targets of Attacks and Esper Powers
opportunity attacks from creatures not participating Attacks from vehicles work differently when resolving
in the chase. For example, characters who chase a spy a chase. Operators and passengers can make attacks
past a group of gang members in an alley might provoke and use powers against other creatures and vehicles
opportunity attacks from the gang members. within range. Attack rolls have disadvantage and
targets of esper powers have advantage to Strength and
Variant: Cinematic Detours Dexterity saving throws against the powers’ effects. If
Depending upon the environment, a participant can a participant’s vehicle is hit with an attack, they have
attempt to use their surroundings to their advantage to disadvantage on their next chase complication (see
gain ground, such as leaping to a nearby platform or “Chase Complications”).
hopping over to an adjacent escalator. At the start of
their turn, the participant expends an action and makes Ending a Chase
an ability check.
You choose the type of ability check depending on what A chase ends when one side or the other stops, when the
the participant is attempting to do. Leaping over to a target escapes, or when the pursuers are close enough to
nearby platform, for example, would call for a Dexterity their target to catch it.
(Acrobatics) check. Likewise, charging through a sheet of If neither side gives up the chase, the target can
drywall would call for a Strength (Athletics) check. attempt to escape at the end of each round, after
If the check is successful, their speed increases by every participant in the chase has taken its turn. If
10 feet until the start of their next turn. If the check is being pursued on ground, the target makes a Dexterity
unsuccessful, their speed is instead reduced by 10 feet (Stealth) check, the result of which is compared to the
until the start of their next turn. passive Wisdom (Perception) scores of the pursuers. If
on a vehicle, the target instead makes a Dexterity check
Running a Vehicle Chase using their vehicle proficiency. If there are multiple chase
targets, they all make the check.
Although expanded vehicle rules are provided in If the target is never out of the lead pursuer’s sight,
chapter 3, you can use these rules instead as a faster way the check fails automatically. Otherwise, if the result
to resolve vehicle chases involving planetary vehicles or of the target’s check is greater than the highest passive
watercraft. Beast mounts follow the rules for a ground score, that target escapes. If not, the chase continues for
chase, with Constitution checks made by the mount another round.
instead of the participant. The target gains advantage or disadvantage on its
Unlike a ground chase, vehicle chases don’t require check based on prevailing circumstances, as shown in
participants to use their own stamina. Operators can the Escaping Pursuit table. If one or more circumstances
push their vehicles to close in on their target, traveling apply, giving the target both advantage and disadvantage
greater distances than normal and risking unintended on its check, the target has neither, following normal rules.
consequences like vehicle crashes. Vehicle passengers
provide support during a chase by either assisting the Escaping Pursuit
operator or hindering the target through action such as
spotting obstacles or making attacks against the target or Circumstance Check Has …
their vehicle. Target has many things to hide behind Advantage
Target is in a very crowded or noisy area Advantage
Gaining Ground
Target’s distance is equal to or greater than Advantage
As an action, a vehicle operator can take the Dash three times the lead pursuer’s speed
action a number of times equal to 3 + their Wisdom Target has few things to hide behind Disadvantage
modifier. Each additional Dash action they take during
Target is in an uncrowded or quiet area Disadvantage
the chase requires the operator to succeed on a DC 10
Dexterity check. On a failed check, the operator has The lead pursuer is a hunter or has proficiency Disadvantage
in Survival
disadvantage on their next chase complication (see
“Chase Complications”). Target’s distance is equal to or less than the Disadvantage
lead pursuer’s speed

22 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • RU N N I N G Y O U R G A M E
At your discretion, other factors may help or hinder the Ground Street Chase Complications
target’s ability to escape, at your discretion. For example, d20 Complication
a target using a flashlight to see in the dark might have
1-2 A large obstacle such as a car or terminal blocks your
disadvantage on checks made to escape because it’s way. Make a DC 15 Dexterity (Acrobatics) check to
much easier to spot. get past the obstacle. On a failed check, the obstacle
Escape doesn’t necessarily mean the target has outpaced counts as 10 feet of difficult terrain. If you fail the
its pursuers. For example, in an urban setting, escape check by 10 or more, you collide with the object and
might mean the target blended into a crowd or slipped fall prone, taking 1d6 bludgeoning damage.
around a corner, leaving no clue as to where it went. 3-4 A crowd blocks your way. Make a DC 10 Strength
(Athletics) or Dexterity (Acrobatics) check (your
Chase Complications choice) to make your way through the crowd
unimpeded. On a failed check, the crowd counts as 10
Every exciting chase introduces complications to add feet of difficult terrain.
tension to the scene. The following Chase Complications 5-6 A large window, screen, or similar barrier blocks your
tables provide several examples. path. Make a DC 10 Strength saving throw to smash
At the end of its turn, each participant in the chase through the barrier and keep going. On a failed save,
you bounce off the barrier and fall prone.
rolls a d20. Consult the appropriate table to determine
whether a complication occurs. If it does, it affects the 7-8 A maze of shipping crates or similar obstacles stands
in your way. Make a DC 10 Dexterity (Acrobatics) or
next chase participant in the initiative order, not the Intelligence check (your choice) to navigate the maze.
participant who rolled the die. The participant who rolled On a failed check, the maze counts as 10 feet of
the die or the participant affected by the complication difficult terrain.
can spend inspiration to negate the complication. 9-10 The ground beneath your feet is slippery with rain,
Some complications can arise due to situational spilled oil, or some other liquid. Make a DC 10
circumstances created by esper powers or innate abilities Dexterity saving throw. On a failed save, you fall
prone.
Designing Your Own Chase Tables 11–20 No complication.
The tables presented here are only samples which you can
lengthen or tailor to fit your environment.

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23
Ground Wilderness Chase Complications Vehicle Wilderness Chase Complications
d20 Complication d20 Complication
1-2 Make a DC 10 Constitution saving throw. On a failed 1-2 Your drive into rough patch of brush. Make a DC 10
save, you are blinded by blowing sand, dirt, or other Dexterity check with your vehicles proficiency to
form of environmental debris until the end of your get past the brush. On a failed check, your speed is
turn. While blinded in this way, your speed is halved. reduced by half until the end of your next turn.
3-4 Uneven ground threatens to slow your progress. 3-4 Uneven ground threatens to slow your progress.
Make a DC 10 Dexterity (Acrobatics) check to Make a DC 10 Wisdom (Survival) check to navigate
navigate the area. On a failed check, the ground the area. On a failed check, your speed is reduced by
counts as 10 feet of difficult terrain. half until the end of your next turn.
5-6 A stream, ravine, or rock bed blocks your path. Make a 5-6 You run through an insect swarm (see the Threats
DC 10 Strength (Athletics) or Dexterity (Acrobatics) Database for statistics, with the GM choosing
check (your choice) to cross the impediment. On a whichever kind of insects makes the most sense). The
failed check, the impediment counts as 10 feet of swarm makes an opportunity attack against you (+4
difficult terrain. to hit; 2d4 piercing damage on a hit).
7-8 Your path takes you through a rough patch of brush. 7-8 Make a DC 10 Wisdom saving throw. On a failed save,
Make a DC 10 Strength (Athletics) or Dexterity you are blinded by blowing sand, dirt, or other form of
(Acrobatics) check (your choice) to get past the brush. environmental debris until the end of your turn. While
On a failed check, the brush counts as 5 feet of blinded in this way, your speed is halved.
difficult terrain. 9-10 You are caught in a stampede of spooked animals.
9-10 A creature indigenous to the area chases after you. Make a DC 10 Dexterity saving throw. On a failed
The GM chooses a creature appropriate for the save, you are knocked about, you and your passengers
terrain. take 1d4 bludgeoning damage, and your speed is
11–20 No complication. reduced by half until the end of your next turn
11–20 No complication.

Vehicle Street Chase Complications Splitting Up


d20 Complication Creatures being chased can split up into smaller groups.
1-2 You run across something in your path that impairs This tactic forces pursuers to either divide their forces
your handling, such as a large puddle, a magnetic rail, or allow some of the targets to escape. If a pursuit splits
or a pressure shaft. Make a DC 10 Dexterity saving into several smaller chases, resolve each chase separately.
throw. On a failed save, you spin out and your speed
is reduced to 0 until the end of your next turn. Run a round of one chase, then a round of the next, and
so on, tracking the distances for each separate group.
3-4 You drive through a tightly packed crowd of
pedestrians or vehicles. Make a DC 10 Dexterity
check with your vehicles proficiency to avoid the Diseases
crowd. On a failed check, your speed is reduced by
half until the end of your next turn. Imagine these scenarios: a viral outbreak consumes the
population of a space colony, setting the adventurers on
5-6 You drive through an enclosed area filled with
flashing signs and holographic effects. You must a quest to find a cure. A character emerges from a cave
succeed on a DC 10 Intelligence saving throw or your full of spores with no known origins, and soon finds
speed is reduced by half until the end of your next herself suffering from a wasting illness. A melder is struck
turn. Passengers must make the same save or have by a mechanical menace and is injected with a strange
disadvantage to Wisdom (Perception) checks that nanovirus that spreads whenever he uses his powers.
rely on sight until the end of their next turn.
A simple outbreak of a disease might amount to little
7-8 A large exhaust grate spews a cloud of thick smoke more than a small drain on group resources, curable
into your path. You and all passengers must succeed with powers such as minor remedy. A more complicated
on a DC 10 Constitution saving throw or become
poisoned. Also, on a failed save, your speed is outbreak, however, can form the basis of one or more
reduced by half until the end of your next turn. adventures as characters search for a cure, stop the
spread of the disease, and deal with the consequences.
9-10 You’re forced to make a tight turn around a Large
obstacle. Make a DC 13 Dexterity check with your A disease that does more than infect a few characters is
vehicles proficiency to avoid the obstacle. On a primarily a plot device. The rules help describe the effects
failed check, you collide with the obstacle, you and of the disease and how it can be cured, but the specifics
each passenger takes 1d6 bludgeoning damage, of how a disease works aren’t bound by a common set of
and your speed is reduced by half until the end of rules. Diseases can affect any creature, and a given illness
your next turn.
may or may not pass from one species or kind of creature
11–20 No complication. to another. A plague may affect only automatons and
constructs, or sweep through an eldori settlement but
leave other species untouched. What matters is the story
you want to tell.

24 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • RU N N I N G Y O U R G A M E
Sample Diseases When the saving throw DC drops to 0, the creature
recovers from the disease. A creature that fails three of
The diseases here illustrate the variety of ways disease can these saving throws gains a randomly determined form of
work in the game. Feel free to alter the saving throw DCs, indefinite madness, as described later in the section for
incubation times, symptoms, and other characteristics of Madness.
these diseases to suit your campaign.
Sewer Rot
Mindburn Sewer rot is a generic term for a broad category of
This disease targets humanoids specifically. Harmful illnesses that incubate in sewers, toxic dumps, and
microbes infect the subject’s brain tissue. While in the stagnant pools, and which are sometimes transmitted
grips of this disease, victims frequently succumb to by creatures that dwell in those areas, such as bugs and
uncontrollable shakes and unresponsiveness. vermin. Many city dwellers refer to it by its nickname:
Symptoms manifest 1d4 hours after infection and “the ick.”
include fever and disorientation. The infected creature When a humanoid creature is bitten by a creature that
gains one level of exhaustion that can’t be removed until carries the disease, or when it comes into contact with
the disease is cured. filth or offal contaminated by the disease, the creature
Any event that causes the infected creature great must succeed on a DC 11 Constitution saving throw or
stress—including entering combat, taking damage, become infected.
experiencing fear, or having a nightmare—forces the It takes 1d4 days for sewer rot’s symptoms to manifest
creature to make a DC 13 Constitution saving throw. On in an infected creature. Symptoms include fatigue
a failed save, the creature takes 5 (1d10) psychic damage and cramps. The infected creature suffers one level of
and becomes incapacitated for 1 minute. The creature exhaustion, and it regains only half the normal number of
can repeat the saving throw at the end of each of its hit points from spending Hit Dice and no hit points from
turns, ending the convulsive shakes and incapacitated finishing a long rest.
condition on a success. At the end of each long rest, an infected creature must
Any humanoid creature that starts its turn within 10 make a DC 11 Constitution saving throw. On a failed
feet of an infected creature must succeed on a DC 10 save, the character gains one level of exhaustion. On a
Constitution saving throw or also become infected with successful save, the character’s exhaustion level decreases
the disease. Once a creature succeeds on this save, it is by one level. If a successful saving throw reduces the
immune to the effects of this disease for 24 hours. infected creature’s level of exhaustion below 1, the
At the end of each long rest, an infected creature can creature recovers from the disease.
make a DC 13 Constitution saving throw. On a successful
save, the DC for this save and for the save to avoid a
convulsive episode drops by 1d6.

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25
Poisons and Toxins Blue Mercury (Contact). A creature subjected to this
toxin must succeed on a DC 13 Constitution saving
Given their deadly nature, poisons are treated as illegal throw or become poisoned for 24 hours. The poisoned
substances in most parts of the galaxy but still remain a creature is unconscious. The creature wakes up if it
popular item in underworld markets. takes damage.
Poisons come in the following four types. Chloral Hydrate (Ingested). A creature subjected to
Contact. Contact poison can be smeared on an object this toxin must succeed on a DC 15 Constitution saving
and remains potent until it is touched or washed off. A throw or become poisoned for 4d6 hours. The poisoned
creature that touches contact poison with exposed skin creature is incapacitated.
suffers its effects. Cyanide (Ingested). A creature that ingests this poison
Ingested. A creature must swallow or be injected with must make a DC 15 Constitution saving throw, taking
an entire dose of ingested poison to suffer its effects. 24 (7d6) poison damage on a failed save, or half as
The dose can be delivered in food, drink, or by ampoule much damage on a successful one.
injection. You may decide that a partial dose has a Kleesh Venom (Injury). A creature subjected to this
reduced effect, such as allowing advantage on the saving poison must succeed on a DC 13 Constitution saving
throw or dealing only half damage on a failed save. throw or be poisoned for 1 hour. If the saving throw
Inhaled. These poisons are toxic chemical powders or fails by 5 or more, the creature is also unconscious while
gases that take effect when inhaled. Blowing the powder poisoned in this way. The creature wakes up if it takes
or releasing the gas subjects creatures in a 5-foot cube damage or if another creature takes an action to shake
to its effect. The resulting cloud dissipates immediately it awake.
afterward. Holding one’s breath is ineffective against Knockout Gas (Inhaled). A creature subjected to this
inhaled poisons, as they affect nasal membranes, tear toxin must succeed on a DC 15 Constitution saving
ducts, and other parts of the body. throw or become poisoned for 8 hours. The poisoned
Injury. Injury poison is harmful when it contacts a creature is unconscious. The creature wakes up if it
creature’s bloodstream. They can applied to weapons, takes damage or if another creature takes an action to
needles, darts, and other sharp objects that deal piercing shake it awake.
or slashing damage and remains potent until delivered Nerve Gas (Inhaled). A creature subjected to this toxin
through a wound or washed off. A creature that takes must succeed on a DC 13 Constitution saving throw
piercing or slashing damage from an object coated with or take 10 (3d6) poison damage, and must repeat
the poison is exposed to its effects. the saving throw at the start of each of its turns. On
each successive failed save, the character takes 3 (1d6)
Poisons and Toxins poison damage. After three successful saves, the effects
Item Type Cost per Dose of the toxin ends.
Arsenic Ingested 600 cu Quantum Burn (Injury). A creature subjected to this
Blue Mercury Contact 1,600 cu
poison must succeed on a DC 17 Constitution saving
throw, taking 31 (9d6) poison damage on a failed save,
Chloral Hydrate Ingested 2,400 cu
or half as much damage on a successful one.
Cyanide Ingested 5,000 cu Seethe Blight (Injury). This poison must be harvested
Kleesh Venom Injury 800 cu from a dead or incapacitated seethe stinger. A
Knockout Gas Inhaled 1,200 cu creature subjected to this poison must make a DC 19
Nerve Gas Inhaled 2,000 cu Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
Quantum Burn Injury 6,000 cu
successful one.
Seethe Blight Injury 8,000 cu
Snapper Saliva (Ingested). This poison is harvested
Snapper Saliva Ingested 1,200 cu from ceti snappers. A creature subjected to this poison
Tear Gas Inhaled 1,000 cu must succeed on a DC 16 Constitution saving throw
Tetrodotoxin Contact 800 cu or take 3 (1d6) poison damage and become poisoned.
Truth Serum Ingested 750 cu The poisoned creature must repeat the saving throw
every 24 hours, taking 3 (1d6) poison damage on a
Xamaron Venom Injury 1,000 cu
failed save. Until this poison ends, the damage the
poison deals can’t be healed by any means. After
Sample Poisons and Toxins seven successful saving throws, the effect ends and the
creature can heal normally.
Each type of poison has its own debilitating effects. Tear Gas (Inhaled). A creature subjected to this toxin
Arsenic (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or
must make a DC 13 Constitution saving throw. On become poisoned for 1 hour. The poisoned creature is
a failed save, it takes 7 (2d6) poison damage and blinded.
is poisoned for 24 hours. On a successful save, the
creature takes half damage and isn’t poisoned.

26 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • RU N N I N G Y O U R G A M E
Tetrodotoxin (Contact). This toxic secretion is often Altered States of the Mind
harvested from particular sea creatures. A creature
subjected to this poison must succeed on a DC 13 Various supernatural effects can inflict madness on
Constitution saving throw or be poisoned for 1 minute. an otherwise stable mind. Certain powers, such as
The poisoned creature is paralyzed. The creature can baneful trigger, can cause insanity, and you can use
repeat the saving throw at the end of each of its turns, the madness rules here instead of the effects of those
ending the effect on itself on a success. If the creature powers. Diseases, poisons, and alternate reality effects
remains under the effect for 3 minutes or more, it starts such as technoblight or the Valshion Surge can all inflict
to suffocate. madness. Some cypheos can also break the psyche of a
Truth Serum (Ingested). A creature subjected to this character who uses or gains affinity with them.
poison must succeed on a DC 11 Constitution saving Resisting a madness-inducing effect usually requires a
throw or become poisoned for 1 hour. The poisoned Wisdom or Charisma saving throw.
creature can’t knowingly speak a lie, as if under the
effect of the detect truth power. Madness Effects
Xamaron Venom (Injury). This poison must be Madness can be short-term, long-term, or indefinite.
harvested from a dead or incapacitated xamaron Most relatively mundane effects impose short-term
centurion. A creature subjected to this poison must madness, which lasts for just a few minutes. More
succeed on a DC 11 Constitution saving throw, taking horrific effects or cumulative effects can result in long-
10 (3d6) poison damage on a failed save, or half as term or indefinite madness.
much damage on a successful one. A character afflicted with short-term madness is
subjected to an effect from the Short-Term Madness
Purchasing Poisons and Toxins table for 1d10 minutes.
The Poisons and Toxins table lists suggested prices for a A character afflicted with long-term madness is
single dose of various substances. subjected to an effect from the Long-Term Madness table
Most poisons and toxins are illegal to possess and for 1d10 × 10 hours.
transport. They can be acquired from underground fixers A character afflicted with indefinite madness gains a
or black market dealers in areas with lenient regulations, new character flaw from the Indefinite Madness table
such as Pel Tavaria or several Rim Sector outposts. They that lasts until cured.
can also be purchased via the ShadowNet but such
purchases would still have to be picked up in person. Short-Term Madness
d100 Effect (lasts 1d10 minutes)
Creating Poisons 01–20 The character retreats into their mind and becomes
paralyzed. The effect ends if the character takes any
Characters with proficiency in chemistry supplies can damage.
make use of their downtime to create a basic poison
21–30 The character becomes incapacitated and spends the
ampoule using the crafting rules described in chapter duration screaming, laughing, or weeping.
8 of the Core Manual. At your discretion, characters can
31–40 The character becomes frightened and must use
also craft other types of poisons, though tracking down their action and movement each round to flee from
the ingredients for them can become a daunting task. the source of the fear.
A character can attempt to harvest poison from an 41–50 The character begins babbling and is incapable of
incapacitated or dead creature, such as a ceti snapper normal speech.
or a kleesh. Harvesting poison in this way requires 1d4
51–60 The character must use their action each round to
minutes followed by a DC 20 Intelligence (Xenobiology) attack the nearest creature.
check. On a successful check, the character harvests
61–70 The character experiences vivid hallucinations and
enough poison for a single dose. On a failed check, the has disadvantage on ability checks.
character is unable to extract any poison. If the character
71–75 The character does whatever anyone tells them to do
fails the check by 5 or more, the character is subjected to that isn’t obviously self-destructive.
the creature’s poison.
76–80 The character experiences an overpowering urge to
eat something strange such as dirt, slime, or garbage.
Madness 81–90 The character is stunned.
In a typical campaign, characters aren’t driven mad by 91–100 The character falls unconscious.
the horrors they face and the carnage they inflict day
after day, but sometimes the stress of being an adventurer
can be too much to bear. If your campaign has a strong
horror theme, you might want to use madness as a way
to reinforce that theme, emphasizing the extraordinarily
horrific nature of the threats the adventurers face.

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27
Long-Term Madness Indefinite Madness
d100 Effect (lasts 1d10 × 10 hours) d100 Effect (lasts until cured)
01–10 The character feels compelled to touch or tinker with 01–15 “Being drunk keeps me sane.”
unfamiliar objects. 16–25 “I keep whatever I find.”
11–20 The character experiences vivid hallucinations and 26–30 “I try to become more like someone else I know—
has disadvantage on ability checks. adopting their fashion style, mannerisms, and name.”
21–30 The character suffers extreme paranoia. The 31–35 “I must bend the truth, exaggerate, or outright lie to
character has disadvantage on Wisdom and be interesting to other people.”
Charisma checks.
36–45 “Achieving my goal is the only thing of interest to
31–40 The character regards something (usually the source me, and I’ll ignore everything else to pursue it.”
of madness) with revulsion, as if affected by the
antipathy effect of the antipathy/sympathy power. 46–50 “I find it hard to care about anything that goes on
around me.”
41–45 The character experiences a powerful delusion.
Choose a compound. The character imagines that 51–55 “I don’t like the way people judge me all the time.”
they are is under its effects. 56–70 “I am the smartest, wisest, strongest, fastest, and
46–55 The character becomes attached to a “lucky charm,” most beautiful person I know.”
such as a person or an object, and has disadvantage 71–80 “I am convinced that powerful enemies are hunting
on attack rolls, ability checks, and saving throws me, and their agents are everywhere I go. I am sure
while more than 30 feet from it. they’re watching me all the time.”
56–65 The character is blinded (25%) or deafened (75%). 81–85 “There’s only one person I can trust. And only I can
66–75 The character experiences uncontrollable tremors, see this special friend.”
which impose disadvantage on attack rolls, ability 86–95 “I can’t take anything seriously. The more serious
checks, and saving throws that involve Strength or the situation, the funnier I find it.”
Dexterity.
96–100 “I’ve discovered that I really like killing people.”
76–85 The character suffers from partial amnesia. The
character knows who they are and retains all traits
and class features, but doesn’t recognize other
people or remember anything that happened before
Ending Madness
the madness took effect. A pacify power can suppress the effects of madness, while
86–90 Whenever the character takes damage, they must a minor remedy power can rid a character of a short-term
succeed on a DC 15 Wisdom saving throw or be or long-term madness. Depending on the source of the
affected as though they failed a saving throw against madness, restore pattern might also prove effective. A major
the haze of chaos power. The effect lasts for 1 minute.
remedy power or more powerful effect is required to rid a
91–95 The character loses the ability to speak. character of indefinite madness.
96–100 The character falls unconscious. No amount of
jostling or damage can wake the character.
Radiation Exposure
Radiation exposure can occur whenever a character
spends time in an irradiated area or comes into close
proximity to a source of radiation, such as an unsealed
biohazard container or a leaking containment core.
Radiation can also come from natural sources like certain
stars and celestial bodies.

Contracting Radiation Sickness


Creatures exposed to radiation may become afflicted
with radiation sickness. Contracting this sickness is
dependent upon the length and level of exposure to a
source of radiation.
Different sources of radiation have varying levels of
intensity. The following are some examples:
Minor forms of radiation can come from Tiny or Small
irradiated objects such as a vehicle’s fuel cell or a
meteorite.
Severe radiation levels can be encountered by direct
contact with a Large or larger source of radioactive
material or wandering through an area with a nearby
collection of irradiated objects.

28 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • RU N N I N G Y O U R G A M E
Deadly levels of radiation can come from being blasted Radiation Sickness
with intense gamma rays or being in an area flooded Degree Save DC Necrotic Damage
with radioactive gas.
Minor 10 1d6
When a creature is exposed to a radiation source,
they must make a Constitution saving throw. On a Severe 15 2d6
failed save, they contract radiation sickness. Consult Deadly 20 3d6
the Radiation Exposure table to determine the DC for
the save. Creatures resistant to disease have advantage Spending a long rest in a medbay or regeneration pod
to this saving throw, while those immune to disease removes the sickness. Creatures also recover immediately
automatically succeed. under the effects of a major remedy power.
The character may have to repeat their saving throw
depending upon how long the character stays in contact
with the irradiated source, as represented on the table.
Vacuum Exposure
For example, an engineer is exploring uncharted caverns In heroic sci-fi campaigns where heroes and villains can
on a remote planet. The glowing flora that grows all shape reality while traveling across the stars, hard vacuum
about the cavern emits severe levels of radiation. Every can happen when you least expect it. All it takes is a stray
minute spent within the cavern, the engineer must bullet hitting an airlock window in a damaged, leaky
succeed on a DC 15 Constitution saving throw or become starship to have all hell (and atmosphere) break loose.
afflicted with radiation sickness.
A character that contracts radiation sickness acquires it Atmospheric Vacuum
at a degree which corresponds with the level of radiation Many types of vacuums are not exposed to outer space
to which they were exposed. For example, the engineer but are regions with little to no atmospheric pressure.
exposed to severe levels of radiation would contract Airlocks, vacuum sealed chambers, and ships devoid of
severe radiation sickness. life-support are examples of these regions.
Creatures exposed to a vacuum suffer the same effects
Radiation Exposure as if they were suffocating (see chapter 8 of the Core
Radiation Level Save DC Exposure Period Manual). After 3 rounds of exposure, the creature suffers
Minor 10 1 hour from aeroembolism, which results from air pockets
Severe 15 1 minute forming in the blood. At the start of its next turn, the
creature must make a DC 20 Constitution saving throw
Deadly 20 1 round
or fall unconscious.
A creature can attempt to hold its breath to survive
Radiation Sickness longer, though doing so causes damage to its lungs. A
Radiation sickness attacks a creature’s cellular structure. creature takes 10 (3d6) necrotic damage at the start of
It has no effect on ashenforged and can’t be contracted each of its turns while holding its breath and gains one
by automatons or constructs. level of exhaustion.
Symptoms manifest within hours to days depending
upon the degree of the sickness. Initial symptoms Outer Space Vacuum
include nausea, vomiting, discomfort, headaches, and
The hard vacuum of space is extremely cold, with a
respiratory issues. The infected creature suffers one level
temperature of -454.75°F. In addition to the effects of an
of exhaustion and can’t regain hit points from resting.
atmospheric vacuum, a creature exposed to the vacuum
At the end of each long rest, the creature must make a
of space without adequate protection takes 10 (3d6)
Constitution saving throw. On a failed save, the character
cold damage and 10 (3d6) necrotic damage at the start
takes necrotic damage and gains one level of exhaustion.
of each of its turns.
The Radiation Sickness table provides the DC required
for the save as well as the damage taken upon failure.
If the creature is treated with a medkit during the long Variant: “Not-so-Hard” Adaptation
rest, on a successful save, the character’s exhaustion level Rules for vacuum and deep space survival are based
decreases by one level. If a successful saving throw reduces off of modern-day human physiology. In your futuristic
the infected creature’s level of exhaustion below 1, the setting, perhaps the spacefaring cultures have become
creature recovers from the disease. genetically adapted to being in such harsh atmospheres.
If you wish to make vacuum exposure a bit easier for
your characters to handle, consider using only the rules
for suffocating with no additional effects. Additionally,
consider the environmental effects of outer space to
instead be a region of extreme cold (see chapter 8).

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everyonelov 2: Gear and Rewards estogetstuff
With all of the unimaginable dangers the galaxy holds, Diamlite (Heavy Armor). Diamond nanoweave is
the right piece of gear can often spell the difference layered over flexible armor plating, providing durability
between life and death. With new technology comes new and versatility without restricting movement. It has the
advanced options for gear, limited only by how much you fortified property (see “Armor and Shield Properties”).
can afford and where you have to go to find it.
This chapter expands the Equipment chapter from the Expanded Shields
Core Manual, adding new entries, options, and features
which can be used to round out a character’s arsenal. The following shield options are available as defined on
It also provides rules for placing monetary and item the Armor Table.
rewards in your adventures. Responsive Bracer. This lightweight armguard has a
built-in switch that extends a two-foot-diameter shield.

Armor and Shields


The disc-shaped shield is either energy-based or made
from collapsible plates. You can wear this shield while
Protective gear is a cornerstone of galactic exploration and wielding a weapon with two hands or with a weapon in
defense. Interstellar governments and megacorporations each hand. However, you do not gain the shield’s AC
pour vast amounts of time and resources into designing bonus while doing so. It has the Reflexive property (see
the latest wearable protection bearing the perfect “Armor and Shield Properties”).
combination of function, style, and durability. Body. This rectangular shield is large enough to screen
a person from their head to their knees while still being
Expanded Armor Listing light enough to maneuver. While using this shield, you
have advantage on saving throws against burst fire
The Expanded Armor table lists several additional types attacks and grenades. However, you have disadvantage
of armor. on opportunity attack rolls.
Reinforced Clothing (Light Armor). Made from refined
synthetics, this lightweight, breathable fabric can be Upgrading Armor
fashioned into otherwise everyday garb such as a dress,
shirt, sweater, or vest. It has the covert property (see Beyond standard protection, an artisan can be paid to
“Armor and Shield Properties”). add several features to armor and shields to enhance their
Vac Suit (Light Armor). This bulky outfit is a commonly defensive capabilities. The Armor Upgrades table lists the
worn when a creature needs to enter a vacuum. It has the available upgrades and required costs for the work and
sealed property (see “Armor and Shield Properties”). the amount of time (in days) to add them. The armor
Vanguard (Medium Armor). Designed for tactical can’t be used and must be left at the artisan’s workshop
reconnaissance and law-enforcement, this suit consists during the required installation time.
of a full-body synthetic mesh layered with a reinforced
ceramic chestplate with arm and leg guards.

Expanded Armor
Name Cost (cu) Base AC Strength Stealth Property Weight
Light Armor (+ full Dex Bonus)
Reinforced Clothing 350 11 — — Covert 3 lb.
Vac Suit 5,000 11 — Disadvantage Sealed 10 lb.

Medium Armor (+2 max Dex bonus)


Vanguard 4,000 14 — — 10 lb.

Heavy Armor (no Dex bonus)


Diamlite 8,000 17 Str 15 Disadvantage Fortified 22 lb.

Shields
Responsive Bracer 100 +1 — — Reflexive 2 lb.
Body 700 +2 Str 15 Disadvantage 12 lb.

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Armor and Shield Properties
Several types of armor have special properties related
to their use. Many of these are added to existing suits of
armor by applying upgrades.
Armor Upgrade Properties
These upgrades can be applied so long as the
armor meets the prerequisite listed on the Armor
Upgrades table.
Auto-fastening. Electronic or mechanical feeds
installed in the armor’s underlay enable the armor
pieces to fasten themselves around the wearer. It takes
only half the time (rounded down) to suit into this
armor. You can un-suit from this armor as an action.
Covert. Armor with this property can be worn
under clothing or passed off as normal everyday
wear. As long as you are proficient with the armor, a
successful Wisdom (Perception) check is required
for another creature to determine the armor’s
true nature. Creatures conducting a physical
search gain advantage to this check. The DC for
this check is calculated as follows.

Covert Armor DC = 8 + your proficiency bonus


+ your Dexterity or Charisma modifier
(your choice)

Environmental. This armor either has a built-in


environmental control system or is made from
material that protects from harsh weather
conditions. You automatically succeed on saving
throws made against exposure to extreme heat or
extreme cold.
Fortified. While wearing this armor, any critical
hit against you becomes a normal hit.

Armor Upgrades
Upgrade Prerequisites Cost Time
Armor
Auto-fastening — 2,500 cu 5 days
Covert Light armor 1,200 cu 4 days
Environmental — 2,000 cu 10 days
Adding and Removing Properties
Each upgrade adds a property to the armor (similar to a Fortified Medium or Heavy 8,000 cu 15 days
armor
weapon property). A suit of armor or a shield can have
a maximum of three properties and the same property Gyro-stabilized Medium or Heavy 1,600 cu 17 days
can’t be added more than once.To add a property onto armor
a suit of armor that already has three, one of the existing Hardened Medium or Heavy 20,000 cu 20 days
properties must be removed. armor, Fortified
Removing a property takes half the amount of time and Motion Powered Heavy armor 5,000 cu 10 days
cost (rounded down) it would take to add it normally. Sealed Environmental 6,500 cu 15 days
For example, removing the covert property from your
Silenced Light or Medium 1,200 cu 12 days
armor would require 2 days and cost 600 cu. armor
Prerequisites. A property cannot be added to a suit of
Shields
armor that doesn’t meet the listed prerequisites.
Time. The time column on the Armor Upgrades table lists Honed Reinforced shield 800 cu 3 days
the number of days required to install each upgrade. Reflexive — 1,800 cu 10 days

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Gyro-stabilized. You have advantage on Strength and
Dexterity saving throws made against being knocked prone.
Weapons
Hardened. Bludgeoning, piercing, and slashing damage Much like armor, organizations throughout the galaxy
that you take from weapon attacks is reduced by 3. This compete in manufacturing state-of-the-art tools of war.
feature is cumulative with the similar benefit gained from
the Heavy Armor Master feat. Expanded Weapon Listing
Motion Powered. Armor with this upgrade no longer has The Supplementary Weapons table lists some additional
a Strength requirement. You also ignore the effects of weapons.
high-gravity environments (see chapter 8). Compound Bow. Fashioned from high-grade aluminum
Sealed. Additional layers and enclosures provide alloy and carbon fiber, this mechanical bow is popular
protection against invasive environmental effects. You for wilderness hunting and silent, long-range shooting.
automatically succeed on saving throws made to resist Crossbow. A collapsible, trigger-powered bow assembly
the effects of radiation and vacuum exposure. Sealed which fires metal-tipped bolts.
armor has a built-in oxygen supply that lasts 24 hours. Pistol, mini. This small pistol holds limited ammuntion
The oxygen replenishes after finishing a long rest in a but is easily concealable.
breathable environment.
Silenced. If your armor normally imposes disadvantage Special Weapons
on Dexterity (Stealth) checks, it no longer does. If you The following weapons have special rules.
have the Medium Armor Master feat, your armor also Knuckleduster. A row of carbon fiber rings placed
gains the Covert property (disregard any prerequisites), between the fingers for use in hand-to-hand. This
which does not count toward your maximum number of weapon increases the damage you deal with hand-to-
armor upgrades. hand attacks by 1.
Double-bladed Staff. When wielding this weapon, you
Shield Upgrade Properties can use the Attack action with both ends of the staff as
These upgrades can be applied so long as the shield meets if holding two light melee weapons in each hand. Each
the prerequisite listed on the Armor Upgrades table. bladed end deals 1d6 slashing damage (see Two-Weapon
Honed. This shield has a sharpened edge or rim. When Fighting in chapter 9 of the Core Manual).
used as an improvised weapon, it deals 1d6 slashing
damage.
Reflexive. You can equip or unequip this shield as a
bonus action.

Supplementary Weapons
Name Cost Damage Range Weight Properties
Simple Melee Weapons
Knuckleduster 5 cu Special — 0.25 lb. Concealed, light
Sorium Rod 650 cu 1d6 bludgeoning 20/60 2 lb. Light, special
Simple Ranged Weapons
Crossbow 300 cu 1d8 piercing 80/240 7 lb. Ammunition, heavy, reload, two-handed
Pistol, mini 300 cu 1d6 piercing 50/150 0.5 lb. Adaptable, ammunition (6 shots), concealed, light
Martial Melee Weapons
Double-bladed staff 900 cu 1d6 slashing — 6 lb. Heavy, reach, two-handed, special
Maul 100 cu 2d6 bludgeoning — 10 lb. Breach, heavy, two-handed
Martial Ranged Weapons
Compound Bow 400 cu 1d6 piercing 100/400 2 lb.. Ammunition, heavy, two-handed
Rotary Microcannon 2,000 cu 2d8 piercing (burst) 120/480 15 lb. Burst fire (5), heavy, high-velocity, recoil (4),
two-handed, special
Grenades
Cryo 500 cu 1d8 cold Special 1 lb. Thrown, special
Gravitic 750 cu 1d10 force Special 1 lb. Thrown, special
Lucent 350 cu — Special 1 lb. Thrown, special
Smoke 500 cu — Special 1 lb. Thrown, special
Sonic 1,000 cu 2d6 thunder Special 1 lb. Thrown, special

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Rotary Microcannon. Using this weapon requires an Variant: Alternate Damage Properties
attack action and a bonus action. Attacks with this If you are using alternate damage types for weapons (see
weapon are made with burst fire only and cannot be the Substitute Weapon and Damage Types sidebar in
used for single-target attack. When using burst fire, the chapter 5 of the Core Manual) you may wish to include
attacker can target a 15-foot cube (9 map grid squares) additional features that correspond to the weapon’s
Sorium Rod. A channeler wielding this rod can use it damage type. The following are some examples.
to add their proficiency bonus to any check made to Acid. A creature or object that touches the lethal part of
perform a limit breach. an acid weapon takes 1 point of acid damage at the start
of each round after the first. A creature can use an action
Grenades to end this effect.
Each type of grenade has its own special features. Rules Cold. Weapons that deal cold damage can extinguish
for using grenades are described in chapter 5 of the Core Medium sized or smaller flames either by touch or by
Manual. firing into the flames.
Cryo. Unleashes a burst of freezing cold. In addition to Intangible Form. Melee weapons projected from a hilt
damage, each target that fails their saving throw can’t or device (laser blades, force batons, etc.) have the
take any bonus actions or reactions until the end of your Concealed property.
next turn. Fire. Fire damage weapons, such as flame swords or
Gravitic. In addition to a wave of crushing damage, incendiary bullets, can ignite easily flammable items (made
each target that fails their save versus this grenade is of cloth, wood, etc.) that are not being worn or carried.
incapacitated until the end of your next turn. Those items take 1d4 fire damage at the start of each
Lucent. This grenade deals no damage, instead flaring round. Extinguishing the flames requires an action.
with an intense glow of bright light in a 20-foot radius Force. Energy weapons that deal force damage have the
and dim light in a 15-foot radius. The glow lasts for 1 Breach property.
minute. If the target is a creature, it must succeed a DC 15 Lightning. These weapons deal an additional die of
Constitution saving throw or become blinded for 1 minute. damage to electronic panels and devices not being worn
The creature can repeat the saving throw at the end of or carried.
each of its turns, ending the effect on itself on a success. Necrotic. Non-sentient flora within 5 feet of these
Smoke. This grenade deals no damage.Instead, it weapons take 1d4 necrotic damage at the start of each
emanates a thick cloud of smoke in a 20-foot radius round.
sphere. The sphere spreads around corners, and its area Radiant. These weapons shed bright light in a 10-foot
is heavily obscured. It lasts for 1 minute or until a wind radius and dim light for and additional 10 feet. This radius
of moderate or greater speed (at least 10 miles per hour) can be increased or decreased at the discretion of the GM.
disperses it. Thunder. When used, these weapons emit a booming
Sonic. Releases a booming wave of force that can be sound that is audible out to 300 feet.
heard within 300 feet of the target area. In addition
to damage, each target that fails their saving throw is Weapon Accessories
deafened and stunned until the end of their next turn.
This section describes ammunition and accessories for
Weapon Properties various weapon types.
Weapons in the Expanded Weapons table introduce Ammunition Types
properties not listed in the Core Manual. Each type of ammunition is available in packs of 10.
Breach. This weapon deals an additional die of damage Arrows and bolts come in bundles while bullets are
to objects and structures. combined into a single clip. Burst fire can’t be used with
Concealed. This weapon has a specialized sheath or these types of ammunition.
holster. You have advantage on Dexterity checks made to Blunt. These are blunt-tipped arrows and bolts, rubber
conceal this weapon on your person. bullets, or gel rounds. They deal non-lethal bludgeoning
damage. If the damage dealt by this ammunition reduces
a creature to 0 hit points, that creature falls unconscious
Properties on Existing Equipment and is stable.
So long as it fits for your campaign, you can optionally Breaker. When you hit a construct or vehicle with an
choose to automatically apply properties to the armor attack using this ammunition, you deal an extra 1d4
and weapons available in the Core Manual. For example,
you may opt to allow the infiltration suit to automatically
damage of the weapon’s type.
possess the covert property, or a suit of fusion armor Energy Burst. A creature hit by this ammunition must
to have the fortified property. Likewise, a combat knife, succeed on a DC 10 Strength saving throw or be knocked
throwing blades, or other light weapons can be given the prone.
concealed property. Explosive. These rounds fragment and explode on
impact. You have a +1 bonus to damage rolls made with
this ammunition.

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a bonus action, a registered user can issue a voice
Variant: Ammunition by Encounter command to enable or disable the grip’s security feature.
Keeping track of different types of ammunition can be An unauthorized creature can bypass or remove the
time consuming and can sometimes slow down play.
Instead, you can opt to track packs of ammunition
device by succeeding on a DC 17 Intelligence check with
by encounter instead of individually. Once the first a hacker’s kit. On a failed check, the creature takes 4d6
pack of ammunition of a particular type is used, that lightning damage.
ammunition type can be used until the end of combat or Firearm Tripod. A temporary standing mount for larger
until the character uses an action to switch to a different firearms. It can be used with any heavy, two-handed
ammunition type. A pack of ammunition used during a weapon that has the Recoil property. Setting up or
combat encounter is depleted when combat is over. The
dismantling the tripod takes 1 minute. A tripod-mounted
character must have another pack of the ammunition
available for it to be used again. weapon’s recoil value is reduced by 2. While wielding the
While using this option makes ammunition tracking weapon, your speed is 0 and you have disadvantage to
much easier, it also removes some versatility for Dexterity saving throws and burst saves. You can spend
players who wish to make regular use of different an action to detach the weapon from the tripod mount.
types of ammunition. Laser Sight. This attachment fits onto any ranged
weapon with the ammunition property. At the start of
your turn, you can use a bonus action to gain advantage
Incendiary. A creature hit by this ammuntion takes 1d4 on your first attack roll against a target you can see
fire damage at the start of each of its turns. The damage within your weapon’s normal range. You can’t use this
is not cumulative. A creature can end this damage by feature against targets benefitting from cover or in a
using its action to make a successful DC 10 Dexterity heavily obscured area.
check to extinguish the flames. Vibrotech Module. This device can be applied to any
Taser. This ammunition deals 1d4 lightning damage melee weapon. When the weapon is drawn, its handle
instead of the weapon’s normal damage. A creature hit by sends out high-frequency micro-vibrations through the
this ammunition must succeed on a DC 10 Constitution weapon’s business end. You have a +1 bonus to damage
saving throw or be stunned until the end of your next turn. rolls made with this weapon.
Other Accessories Weapon Accessories
The entry for each accessory describes the accessory’s
Item Cost Weight
function and combat features.
Biosecurity Grip (Standard). This device is applied to the Ammunition (10)
handle weapon that is held when wielded. A creature can Blunt 10 cu 1 lb.
register the device to them by holding it for 10 minutes. Breaker 1,000 cu 1 lb.
Once registered, a weapon with this attachment can’t Energy Burst 1,500 cu 1 lb.
be used by any creature other than its registered user—
melee and thrown weapons can’t be drawn and ranged Explosive 1,200 cu 1 lb.
weapons can’t fire or shoot. As an action, the registered Incendiary 4,000 cu 1 lb.
user can remove the device. Once removed, the device Taser 2,500 cu 1 lb.
must be registered again. An unauthorized creature can Biosecurity Grip (Standard) 1,100 cu —
bypass or remove the device by succeeding on a DC 15
Biosecurity Grip (Advanced) 1,500 cu —
Intelligence check with a hacker’s kit.
Biosecurity Grip (Advanced). This device has the same Firearm Tripod 400 cu 5 lb.
features as the standard version with some additions. Laser Sight 200 cu —
The device can register up to 3 authorized users. As Vibrotech Module 1,600 cu 0.5 lb

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Location Scrambler. This 2-inch diameter disk can be
placed onto a creature or object. It sends out a signal
that confuses digital locators such as GPS devices and
sensor tags, making the creature or object appear to be
1d10 x 10 miles from its actual location. This device has
no effect on detection-based esper talents or techniques.
Patch Kit. This small pack is outfitted with wires,
circuits, and a micro-drone. An automaton or construct
regains 2d4 + 2 hit points when they use this pack or the
pack is used on them. Using the pack takes an action.
Each pack has enough material for two uses.
Purifier Tablet. When this tablet is dropped into up to a
pint of liquid, it dissolves and transforms the liquid into
clean drinking water. The tablet has no effect on liquids
made of synthetic chemicals (such as antitoxins and
medical ampoules) or harmful substances such as poison.
Miscellaneous Gear Ration Seed. Designed for situations requiring minimal
carrying capacity, these small seeds are roughly the size
This section provides additional gear and any special of an almond. Consuming one grants the same benefits
rules and options that apply to their use. as eating one day’s worth of rations.
Anti-friction Atomizer. This small bottle sprays an Sensor Tag. You can place this tiny device onto a
extremely slick lubricant. Each bottle has enough for creature or object. The tag sends out a digital signal that
three applications.One application takes 1 minute to allows you to pinpoint its exact location so long as you
apply, lasts 8 hours, and is enough to cover either a are on the same planet or celestial body. The signal can
Medium-sized creature or a 5-foot-square area. When be displayed either with an accompanied display device
applied to a creature, they have advantage on rolls made or a media device integrated with the tag’s software.
to escape from being grappled or restrained. An area Placing the device on an unwitting creature requires a
upon which the solution is applied becomes difficult Dexterity (Sleight of Hand) check against a DC equal
terrain. Each creature that enters the area or ends its turn to the target’s passive Perception. The GM applies any
there must succeed on a DC 15 Dexterity saving throw or situational modifiers, if necessary.
fall prone. Checks made to climb a surface sprayed with SIM AR Adapter. This 2-inch square device is adhered
the solution are made with disadvantage. to the head against the temple. Like SIM goggles, it
Aquatic Breather. The filter on this mask, worn around allows you to view the screen of any SIM-linked device
the nose and mouth, separates molecules from water and you are carrying in a holographic display that only you
converts it into breathable air. Wearing it allows you to can see. The display can’t be interacted with directly,
breathe normally underwater. however it responds to any voice commands that would
Clothing, Dynamic. This material is tailored with normally function on the linked device.
responsive nanofibers whose true appearance resembles Zero-G Pack. Compressed air jets are integrated into
light gray cloth, but can be programmed to change this pack and harness, providing propulsion in Zero-G.
shape and color. You can use a bonus action to alter the While wearing this pack in a Zero-G environment, you
outfit’s style, cut, color, pattern, or apparent quality have a flying speed of 20 feet that lasts for 1 hour, after
using up to ten templates programmed into your which it can’t be used again until you finish a long rest.
portable media device. The material always retains the
structure of a soft, woven fabric and can’t be used to Miscellaneous Gear
mimic any other type of material.
Energy Shot. Available as an ampoule or a 50ml bottle, Item Cost (cu) Weight
consuming this liquid gives you allows you to remain Anti-friction atomizer 1,000 3 lb.
awake during a long rest and still gain its benefits. In Aquatic breather 1,100 2 lb.
addition, you’re can’t be put to sleep by any substances, Clothing, dynamic 450 4 lb.
esper powers, or similar effects. This benefit lasts for 8 Energy shot 500 —
hours. After using an energy shot, you become immune
Intrusion spike 650 —
to its effects for 24 hours.
Intrusion Spike. About the size of fingernail, this Location scrambler 1,500 —
rectangular chip has an adapter that can be inserted into Patch kit 1,000 3 lb.
any standard universal device port. The chip is designed Purifier tablet 750 —
to run a one-time protocol which attempts to bypass Ration seed 100 —
the digital security of the device into which it’s inserted. Sensor tag 850 —
Using this device allows you to make a single Intelligence
SIM AR adapter 1,500 0.25 lb.
check as if you are proficient with hacking tools. Once
used, the chip burns out and can’t be used again. Zero-G pack 1,800 10 lb.

36 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Forge Enhanced Items Compounds are consumable items. Unless specified
in the description, compounds that affect a creature
In addition to standard equipment, characters can find a must be either ingested or injected as an ampoule.
variety of specialized items crafted with advanced sorium- Administering a compound to yourself or to another
based tech. Some of these items improve a character’s character requires an action. Applying a solution to an
effectiveness while others grant them extraordinary item might take longer, as specified in its description.
capabilities. There are two types of forge enhanced items: Once used, a compound takes effect immediately, and
enhanced gear and core-forged items. it is used up.
Enhanced gear can either replace, modify, or
compliment basic gear in a variety of ways. Some are Focus
used to upgrade a piece of equipment while others are Foci are items fashioned from sorium and used by
high-tech gadgets that can be utilized on their own. espers to augment or amplify esper powers. They must
They also include sorium-forged armaments designed be worn or wielded (as specified in their description)
for extraordinary beings, such as espers, who can access in order for their properties to function. They vary in
the item’s special features. Optionally, some items can form and size, each defined in their description.
become cybernetic implants designed to alter a user’s
physical and mental capacity (see chapter 3). Mod
Core-forged items are sorium-crafted armaments with Mods are attachments or limited use modifications
special features that increase in effectiveness depending that provide additional effects or features to an
upon their power grade. The item’s grade is determined existing piece of gear. Each mod has a subcategory
by the type and number of core stones placed into it. defining their specific gear type:
Armor mods can be used on suited armor, shields
Item Damage and Durability and PSDs. If the mod is limited to a specific armor
type, it’s defined in the description. Mods applied to
Forge enhanced items possess exceptional qualities and a PSD only function if the user is wearing no armor
are imbued with energy akin to esper powers. Damage and using no shield.
dealt by forge enhanced weapons and items ignores Some weapon mods are limited to a certain
resistances to mundane damage. category or weapon property. If no category or
Most enhanced items are considered to be state-of-the- property is listed, it can be used on any weapon.
art in terms of quality and craftsmanship. This, combined
with their metaphysical qualities makes them at least Utility
as durable as their mundane counterparts. Aside from These are devices, gadgets, and trinkets that are
compounds, most enhanced items have resistance to all used independently from other equipment. Some
damage. Cypheos are practically indestructible, requiring utility items have a limited number of uses. Limited
extraordinary measures to damage or destroy. use items immediately disintegrate or become
nonfunctional after after all of their uses have been
Item Categories expended.
Each forge enhanced item belongs to a category: Weapon
armor, compound, focus, mod, utility, or weapon. If a weapon doesn’t specify its weapon type, you may
Each category covers a particular type of forge choose the type or determine it randomly.
enhanced gear. In the case of mods, the sublisting If a weapon has the ammunition property,
further classifies the type of gear on which the mod ammunition fired from it is considered to be forge
can be applied. enhanced for the purpose of overcoming resistance
Armor and immunity to mundane attacks and damage.
If a weapon has the burst fire property, its bonus to
Unless an armor’s description says otherwise, armor
attack (if any) is added to the wielder’s burst save DC.
must be worn for its properties to function. Unless the
type of armor is specified in the description, you may Rarity
choose the type or determine it randomly.
Each enhanced item has a rarity: common,
Compound uncommon, rare, very rare, or epic. Some epic items,
Different kinds of liquids and chemicals are grouped known as core-bonded items, are unique. The game
in the category of compounds: alchemical mixtures, assumes that the art of creating the most powerful
medicinal injections, bio-enhancers, and synthetic items is extremely rare, with much of the know-how
sprays that are applied to a creature or object. and resources becoming restricted or lost over time.
Most compounds consist of one ounce of liquid. Even many uncommon items can’t be easily created.
Ingested compounds can also come in the form of a Rarity provides a rough measure of an item’s power
pill or tablet. relative to other items. Each rarity corresponds to
character level, as shown in the Item Rarity table.

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For example, until a character reaches 11th level, the affinity attempt is applied to its corresponding piece of
it’s unlikely they’ll come across a very rare item. gear. If the short rest is interrupted, the attempt fails and
As with everything else, these are to be used as affinity is not gained. Otherwise, at the end of the short
guidelines. Your campaign may have a different level rest, the creature familiarizes themselves with the item’s new
of availability for these items as well as the ability for features and understanding of its proper use.
them to be found for sale in the galactic marketplace. An item can have affinity with only one creature at a
time, and a creature can have affinity with a number of
Enhanced Items in Trade items equal to no more than the character’s proficiency
Under normal circumstances, most enhanced items bonus. After the maximum number of items is reached,
are considered to be either rare or restricted, not any attempt to gain affinity with additional items fails until
readily available to be bought or sold on the galactic the creature first ends its affinity with an existing item.
exchange. Additionally, a creature can’t gain affinity with more than
Purchase and sale of rarer items is far less likely and one copy of an item. For example, a creature can’t gain
usually limited to large centers of trade, clandestine affinity to more than one defensive ward at a time.
storefronts, and the virtual black market. Each
enhanced item has a suggested value listed on the Losing Affinity
Item Rarity table. These values are to be used as a A creature’s affinity with an enhanced item ends if the
base from which to set your own prices. Depending creature no longer satisfies the prerequisites for having it,
on the scenario and where these items are found, this if the item has been more than 10 miles away for at least
number can be adjusted to anywhere between 30 to 24 hours, if the creature dies, if its a mod that has been
300 percept of the base value. removed from a piece of equipment, or if another creature
Due to this, characters attempting to sell these gains affinity with the item.
items can often be hard-pressed to find a buyer with A creature can voluntarily end its affinity with a forge-
the desire and money to purchase it from them. enhanced item by spending a short rest. They can end its
Additionally, they’re unlikely to be able to sell the item affinity with a mod by spending either a short or long rest.
for much more than half of the item’s base value. Mods attached to a piece of equipment are destroyed if
their affinity is ended during a short rest. If a long rest is
Item Rarity spent to end the affinity, the mod is instead separated from
Rarity Character Level Base Cost
the gear, able to be used again.
Common 1st or higher 1,000 cu Wearing and Wielding Items
Uncommon 1st or higher 2,500 cu
Using an enhanced item’s properties might mean wearing
Rare 5th or higher 15,000 cu
it, wielding it, or installing it onto another piece of
Very rare 11th or higher 200,000 cu equipment. A piece of gear with a mod attached to it is
Epic 17th or higher 500,000 cu considered itself to be an enhanced item.
An enhanced item meant to be worn on the body must
be equipped in the intended fashion: boots go on the feet,
Affinity gloves on the hands, circlets and helmets on the head,
Some enhanced items require a creature to familiarize with and other devices worn as defined by their description.
and adapt to their use before their special properties can Enhanced armor must be equipped before it or the mods
be used. This personal association with the item is called attached to it can be used. A shield must strapped to
affinity, and certain items have a prerequisite for it. If the the arm and a harness or coat must be worn over the
prerequisite is a class, a creature must be a member of shoulders. A weapon must be held.
that class to gain affinity with the item. (If the class is a When a nonhumanoid tries to wear an item, use your
channeling or forging class, a threat qualifies if it has power discretion as to whether the item functions as intended. A
slots and uses that class’s power list.) If the prerequisite ring placed on a tentacle might work, but a kentrodar, who
is to be a channeler or forger, a creature qualifies if it can have no legs or feet, can’t wear boots.
activate at least one power using its traits or features, not
using an item or the like. Describing Enhanced Items
Without gaining affinity with an item that requires it, a Depending on the galactic scope of your campaign, the
creature does not gain the item’s special benefits, unless its general form and appearance of enhanced items can
description states otherwise. For example, if a light refractor vary between worlds and societies. An item described
mod is applied to a portable shield device, a creature not a trinket or jewelry may be fashioned as a decorative
affined with the mod can still use the PSD, but none of the accessory on one world while a twin of the same item
special properties of the mod. can resemble anything between a high-tech electronic
attachment and a ritual fetish made from feather and
Gaining affinity with an item requires a creature to spend bone. The level of detail to which any enhanced item is
a short rest focused on only that item while being in physical described is left up to the players and the GM.
contact with it. During this short rest, a mod that is part of

38 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Multiple Items of the Same Kind
Use common sense to determine whether more than one
of a given kind of enhanced item can be worn. A character
can’t normally wear more than one pair of footwear, one
pair of gloves or gauntlets, one backpack, one suit of armor,
one item of headwear, and one coat or jacket. You can make
exceptions; a character might be able to wear a circlet under
a helmet, for example, or wear a cape over a jacket.
Smaller items can be more easily combined, such as
pieces of jewelry, wristbands, trinkets, and tiny devices
worn around the head and ears. If multiple utility items are
worn in the same location, you can decide to have them
function together. For example, if you have two visors or
pairs of glasses, you can choose to have the properties of
both applied to the same head accessory, each becoming
their own item again once they’re removed. Use your best
judgment when deciding which items would be granted
these exceptions.

Activating an Item
Activating some enhanced items requires a user to do
something special, such as pressing a switch or speaking
a voice command. The description of each item category
or individual item details how an item is activated. Certain
items use the following rules for their activation.
If an item requires an action to activate, that action
isn’t a function of the Use an Item action, so a feature
such as the specialist’s Fast Hands can’t be used to
activate the item.
Esper Powers
Some items can be used to activate an esper power.
The power is activated at the lowest possible rank and
doesn’t expend any of the user’s points or slots, unless
the item’s description says otherwise. The power uses
its normal activation time, range, and duration, and the
user of the item must concentrate if the power requires
concentration. Many items, such as compounds, bypass
the activation of the power and confer the power’s
effects, with their usual duration. Certain items make
exceptions to these rules, changing activation time,
duration, or other parts of a power.
Certain items, such as foci, may require you to use your
own esper ability when you use the item to activate a
power. If you have more than one esper ability, you choose
which one to use with the item. If you don’t have an esper
ability, your esper ability modifier is +0 for the item, and
your proficiency bonus does apply. gains affinity with it. Additionally, when an item regains
charges, the creature that has affinity with it learns how
Voice Command many charges it regained.
A voice command is a word or phrase that must be
spoken for an item to work. An item that requires a voice
command can’t be activated in an area where sound is Variant: Cybernetics
prevented, as in the area of the sound dampener power. Certain types of gear and enhanced items can
become cybernetic augments. While granting certain
Charges advantages from being internally integrated, they also
come with their own restrictions and side effects.
Some enhanced items have charges that must be Rules for using cybernetic augments are discussed in
expended to activate their properties. The number of chapter 3.
charges an item has remaining is revealed when a creature

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39
This device remains in its mask-like state
until you deactivate it or the mask is removed.

Anabolic Compound
Compound, varies
When you use this compound, your Strength
score changes for 1 hour. The grade of the
compound determines the score (see the
table below). The compound has no effect on
you if your Strength is equal to or greater than
that score.
The compound is a milky solution with
flecks of gray.

Compound Grade Strength Rarity


Alpha 21 Uncommon
Beta 23 Rare
Gamma 25 Rare
Delta 27 Very rare
Omega 29 Epic

Antiviral Module
Utility, uncommon (requires affinity)
This 3-inch diameter device adheres to your
Enhanced Gear Descriptions skin and secretes a specialized antiviral solution. While
you wear it, you are immune to contracting any disease. If
Items are listed in alphabetical order. An item’s description
you are already infected with a disease, the effects of the
contains its name, category, rarity, and properties.
disease are suppressed while you wear the device.
Absorption Field Emitter
Mod (armor: light, medium, heavy, PSD), rare (requires affinity)
Augmented Energy Overlay
Mod (armor: any shield except PSD), varies
While wearing armor with this mod, you have resistance
While holding a shield with this mod, you have a bonus
to one damage type. The GM chooses the type or
to AC determined by the mod’s grade. The bonus is in
determines it randomly from the options below. The
addition to the shield’s normal bonus to AC.
device itself disintegrates once its activated.
Grade AC Bonus Rarity
d10 Damage Type d10 Damage Type
Alpha +1 Uncommon
1 Acid 6 Necrotic
Gamma +2 Rare
2 Cold 7 Poison
Delta +3 Very rare
3 Fire 8 Psychic
4 Force 9 Radiant
5 Lightning 10 Thunder
Beam Emitter
Mod (ranged weapon, ammunition property), uncommon
While this module is attached, you can use your attack
Adaptation Mask action to discharge a laser beam from your weapon in a
Utility, uncommon (requires affinity) line 120 feet long and 5 feet wide. Each creature in the
This slim electronic device is 3 inches long and is worn line must make a DC 13 Dexterity saving throw, taking
behind the ear or as an attachment to a head covering. 4d6 radiant damage on a failed save, and half as much
It detects harmful atmospheric conditions caused by damage on a successful one.
lack of oxygen or contaminated air, which trigger it to After using this mod, its power supply is depleted and
then expand into a full-sized mask to protect the wearer. you can’t use it again until you finish a long rest.
While wearing this device, you can breathe normally
in any environment and you have advantage on saving Beast Speech Compound
throws made against harmful gases and vapors Compound, uncommon
(such as those created from certain esper powers, When you ingest this thick, brown liquid, you gain the
air contaminants, inhaled poisons, and the breath effects of the commune with beasts power for 1 hour.
weapons of some creatures).

40 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Binding Ward
Utility, rare (requires affinity)
This trinket is worn as a piece of jewelry. While you wear
it, difficult terrain doesn’t cost you extra movement. In
addition, esper powers can neither reduce your speed nor
cause you to be paralyzed or restrained.

Bio-Gel
Utility (limited), uncommon
This small container, 3 inches in diameter, contains 1d4
+ 1 doses of a thick blue mixture that glows faintly. The
container and its contents weigh 1/2 pound.
As an action, one dose of the gel can be ingested or
applied to the skin. The creature that receives it regains carrying is invisible with you. You remain invisible until
2d8 + 2 hit points, ceases to be poisoned, and is cured of the device is removed, until you attack or use a power,
any disease. or until you use a bonus action to become visible again.

Capture Sphere Collapsible Frame


Utility, rare Mod (weapon), uncommon
This spherical device measures 3 inches in diameter and When you holster or sheathe a weapon with this mod, it
weighs 1 pound. You can use an action to issue a voice collapses down to a third of its normal size. The weapon
command and throw it at a Huge or smaller creature regains its normal size when drawn. You can’t use the
you can see within 60 feet of you. As the sphere moves weapon while its in its collapsed state. While holstered
through the air, it opens into a coil of nanocarbon straps. or sheathed, a one-handed weapon has the concealed
Make a ranged attack roll with an attack bonus equal property if it does not already possess it.
to your Dexterity modifier plus your proficiency bonus.
On a hit, the target is restrained until you take a bonus Confinement Module
action to issue a voice command again to release it. Utility (limited), rare
Doing so, or missing with the attack, causes the straps to This small electronic device measures 3/4 of an inch
contract and become a sphere once more. in diameter and weighs an ounce. Typically, 1d4 + 4
A creature, including the one restrained, can use an confinement modules are found together in a magnetic
action to make a DC 20 Strength check to break the container.
straps. On a success, the item is destroyed, and the You can use an action to throw the device up to 60
restrained creature is freed. If the check fails, any further feet. It detonates on impact and is destroyed. Each
attempts made by that creature automatically fail until creature within a 10-foot radius of where the device
24 hours have elapsed. landed must succeed on a DC 15 Dexterity saving throw
Once the sphere is used, it can’t be used again until you or take 5d4 force damage. A sphere of transparent
finish a long rest. force then encloses the area for 1 minute. Any creature
that failed the save and is completely within the area
Celerity Compound is trapped inside this sphere. Creatures that succeeded
Compound, very rare on the save, or are partially within the area, are pushed
When you ingest this viscous, silvery fluid, you gain away from the center of the sphere until they are no
the effects of the celerity power for 1 minute (no longer inside it. Only breathable air can pass through the
concentration required). sphere’s wall. No attack or other effect can.
An enclosed creature can use its action to push against
Charge Focus the sphere’s wall, moving the sphere up to half the
Focus, uncommon (requires affinity by a channeler or forger) creature’s walking speed. The sphere can be picked up,
This focus comes in the form of a small piece of jewelry and it weighs only 1 pound, regardless of the weight of
(ring, bracelet, earring, etc.). While you’re wearing it, you creatures inside.
can use an action to harness its energy and regain 1d4 +
1 talent points or 1 expended tech slot. If the expended Cosmic Cipher
tech slot was rank 4 or higher, the new slot is rank 3. Utility, epic
Once you use this focus, it can’t be used again until you This pair of sorium rings has a silvery surface with a tinge
finish a long rest. of shifting colors. They are worn as one on each hand or
side-by-side on two fingers. While wearing these rings,
Cloaking Unit you can use an action to expend 1 of their 3 charges to
Utility, epic activate the cosmic weave power. The rings disintegrate
This device is worn as a belt. While you wear it, you can when you use the last charge.
turn invisible as an action. Anything you are wearing or

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41
444Core stones can vary in size, shape, or color, irrespective of their power rank

Core Stone Deadlock Restraints


Utility (limited), varies Utiliy, rare
This tiny shard of sorium holds the pattern of an esper You can use an action to place these restraints on an
power within it. If the power is on your class’s power incapacitated creature. The restraints adjust to fit a
list, you can release the energy in the shard and activate creature of Small to Large size. In addition to serving as
its power without expending any power based points mundane bindings, the restraints prevent a creature bound
or slots. Otherwise, the energy within the stone is by them from using any method of extradimensional
inaccessible. Activating the power by using the energy in movement, including teleportation or travel to a different
the stone requires the power’s normal activation time. dimension. They don’t prevent the creature from passing
Once the power is activated, the stone disintegrates. If through an interdimensional portal.
the activation is interrupted, the stone is not lost. You and any creature you designate when you use the
If the power is on your class’s power list but at a higher restraints can use an action to remove them. Once every
rank than you can normally use, you must make an ability 30 days, the bound creature can make a DC 30 Strength
check using your esper ability to determine whether you (Athletics) check. On a success, the creature breaks free
activate it successfully. The DC equals 10 + the power’s and destroys the restraints.
rank. On a failed check, the power simply fails with no
other effect and the stone disintegrates. Defensive Ward
The rank of the power stored within the stone determines Utility, rare (requires affinity)
the power’s saving throw DC and attack bonus, as well as This trinket is worn as a badge or a piece of jewelry. While
the stone’s rarity, as shown in the Core Stone table. wearing it, you gain a +1 bonus to AC and saving throws.
Core-forged Items. Core stones can be placed into core-
forged items, granting them additional features and Deferred Energy Emitter
properties. Rules for using core-forged items are described Mod (armor: any except shields), uncommon (requires affinity)
later in this chapter. This device is integrated into your armor from the
sleeves up to the palm of your gloves or gauntlets. They
Core Stone contain rows of nano-emitters that generate a field of
Power Rank Rarity Save DC Attack Bonus opposing force that repels direct, high-velocity motion.
Prime Common 13 +5 When a ranged weapon attack hits you while you’re
wearing this mod, you can use your reaction to reduce
1 Common 13 +5
the damage by 1d10 + your Dexterity modifier, provided
2 Uncommon 13 +5 that you have a free hand.
3 Uncommon 15 +7
4 Rare 15 +7
Detector Specs
Utility, rare (requires affinity)
5 Rare 17 +9
This pair of sunglasses has 3 charges. As an action, you
6 Very rare 17 +9 can issue a voice command and expend 1 charge. For the
7 Very rare 18 +10 next 10 minutes, you have truesight out to 120 feet while
8 Very rare 18 +10 wearing the sunglasses.
9 Epic 19 +11 The sunglasses regains 1d3 expended charges when you
finish a long rest.

42 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Dimensional Disk
Utility, rare
This flat, metal disk is 3 inches in diameter with a sliding
switch set near the edge. You can use an action to place
the disk on or against a 6-foot-square, solid surface and
activate the switch, whereupon the disk expands into an
extradimensional hole 6 feet wide and 10 feet deep. A
thin metal ring surrounds the hole’s circumference. The
cylindrical space within the hole exists in an alternate
dimension, so it can’t be used to create open passages.
Any creature inside an open dimensional disk can exit the
space by climbing out of it.
You can use an action to close a dimensional disk by sliding
the switch on the metal frame back to its original position.
This closes the hole, returns the disk to its original
size, and any creatures or objects within remain in the
extradimensional space. No matter what’s in it, the disk
weighs next to nothing.
If the disk is closed, a creature within the disk’s
extradimensional space can use an action to make a DC 10
Strength check. On a successful check, the creature forces
its way out and appears within 5 feet of the dimensional disk
or the creature carrying it. A breathing creature within a
closed dimensional disk can survive for up to 10 minutes,
after which time it begins to suffocate.
Placing a dimensional disk inside an extradimensional
space created by a dimensional pack, munitions compact, or
similar item instantly destroys both items and opens a
dimensional wormhole that originates where the one item
was placed inside the other. Any creature within 10 feet of
the wormhole is sucked through it to a random location Direct Impact Limiter
in the galaxy. The wormhole then closes. The wormhole is Mod (armor: any shield except PSD), rare (requires affinity)
one-way only and can’t be reopened. You gain a +2 bonus to AC against ranged attacks while
you wield a shield with this mod. This bonus is in addition
Dimensional Pack to the shield’s normal bonus to AC. In addition, whenever
Utility, uncommon an attacker makes a ranged attack against a target within 5
This pack can be worn as a backpack or satchel. It has feet of you, you can use your reaction to become the target
an interior space considerably larger than its outside of the attack instead.
dimensions, roughly 2 feet in diameter at the top and
4 feet deep. The pack can hold up to 500 pounds, not Displacer Band
exceeding a volume of 64 cubic feet. The pack weighs 15 Utility, rare (requires affinity)
pounds, regardless of its contents. Retrieving an item from This nanoweave strip contains thousands of micro-
the pack requires an action. emitters and is worn around the waist. While you wear this
If the pack is overloaded, pierced, or torn, it ruptures band, it projects an illusion that makes you appear to be
and is destroyed, and its contents are scattered into the standing in a place near your actual location, causing any
Celestial Void. If the pack is turned inside out, its contents creature to have disadvantage on attack rolls against you.
spill forth, unharmed, but the pack must be put right If you take damage, the property ceases to function until
before it can be used again. Breathing creatures inside the the start of your next turn. This property is suppressed
pack can survive up to a number of minutes equal to 10 while you are incapacitated, restrained, or otherwise
divided by the number of creatures (minimum 1 minute), unable to move.
after which time they begin to suffocate.
Placing a dimensional pack inside an extradimensional Emergency Energy Guard
space created by a dimensional disk or similar item instantly Utility (limited), rare
destroys both items and opens a dimensional wormhole When you use an action to activate this small device, it
that originates where the one item was placed inside the emits an energy shield that surrounds you, granting you
other. Any creature within 10 feet of the wormhole is resistance to all damage for 1 minute. The device then
sucked through it to a random location in the galaxy. The disintegrates.
wormhole then closes. The wormhole is one-way only and
can’t be reopened.

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Environmental Pocket
Utility, rare (requires affinity)
This device has 3 charges. It can be attached to a belt or
worn on the arm. As an action, you can expend a charge
to activate the device, creating a thin, atmospheric layer
around your body that lasts for 1 hour. It allows you to
breathe normally in any atmosphere or within a vacuum.
You automatically succeed on saving throws made against
exposure to extreme heat or cold and take no damage
from outer space exposure.
The device regains 1d3 expended charges when you finish
a long rest.

Esper Pattern Detector


Utility, uncommon
This sorium-plated rod has 3 charges. While holding it,
you can expend 1 of its charges as an action to activate the
esper sense power. The rod regains 1d3 expended charges
when you finish a long rest.

Field Camouflage Unit


Utility (limited), uncommon
When you use an action to activate this small, disc-
shaped device, you and each creature and object within
10 feet of you become invisible for 2d4 minutes. The
duration is the same for all subjects, and the device itself
becomes useless once activated. If a creature affected by
the device attacks or uses an esper power, the invisibility
ends for that creature.

Flamethrower Unit
Mod (armor: medium or heavy), uncommon (requires affinity)
This mod comes with a renewable fuel reservoir and a
discharge rod mounted to an insulated arm covering. It
has 3 charges. As an action, you can expend a charge to
project fire in a 15-foot cone. Each creature in that area
must make a DC 13 Dexterity saving throw, taking 3d6
fire damage on a failed save, or half as much damage on a
successful one.
The flamethrower unit regains all of its expended charges
when you finish a long rest.

Fold Activator
Utility, very rare (requires affinity)
This device has 3 charges. It can be worn around the wrist
or on the back of your hand. While wearing it, you can use
an action to expend 1 charge and use the device to activate
the space fold power. The device regains 1d3 expended
charges when you finish a long rest.

Fusion Blade
Weapon (melee), uncommon (requires affinity)
This metallic alloy band is inlaid with circuitry and worn
around the wrist. You can activate or deactivate the band
as a bonus action. When activated, the band projects a
blade of energy extending parallel to your arm. The blade
emits bright light in a 10-foot radius and dim light for an
additional 10 feet.

44 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
While the blade is active, it can
be used as if you were wielding
a shortsword that deals radiant
damage instead of slashing
damage. While wielding the
blade, you can’t use that hand for
other purposes.

Gene Augment Kit


Utility, very rare
This kit contains bio-chemical and
nanotech injections and treatments.
If you spend 48 hours over a period
of 6 days or fewer following the kit’s
instructions and treatment guidelines,
one of your ability scores increases by 2,
as does your maximum for that score. The kit’s
type determines the ability score that is increased. The
GM chooses the type or determines it randomly from the
options below.
If the treatment isn’t completed within 6 days, the kit Healing Ampoule
can’t be used again for 24 hours, after which you can start Compound, varies
the treatment over from the beginning. Once the treatment You regain hit points when you imbibe or are injected
is successfully completed, the resources are permanently with this red, liquid compound. The number of hit points
depleted and kit becomes a normal medkit. depends on the compound’s potency label, as shown on
the following table.
d6 Kit Type Ability Score
1 Fitness Strength Label Rarity HP Regained
2 Health Constitution Healing Common 2d4 + 2
3 Insight Wisdom Super healing Uncommon 4d4 + 4
4 Logic Intelligence Hyper healing Rare 8d4 + 8
5 Presence Charisma Ultra healing Very rare 10d4 + 20
6 Reflex Dexterity
Holo Mask
Gravity Boots Utility, uncommon (requires affinity)
Utility, uncommon (requires affinity) This curved device is worn around the back of the ear.
While you wear these boots, you have a flying speed While wearing it, you can use an action to activate the
equal to your walking speed. You can use the boots to alter appearance power with it at will. The effect ends if the
fly for up to 4 hours, all at once or in several shorter device is removed.
flights, each one using a minimum of 1 minute from the
duration. If you are flying when the duration expires, you
Hydrotech Climbers
Utility, uncommon (requires affinity)
descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every Micro-generators are built into these gloves and shoes.
12 hours they aren’t in use. Together, they create an electrically-charged fluidic
suction through thousands of microscopic pores. While
Gravity Inhibitor you wear these gloves and shoes, you can move up,
Mod (armor: any except shields), uncommon (requires affinity) down, and across vertical surfaces and upside down
While wearing armor or a PSD equipped with this mod, along ceilings. You have a climbing speed equal to your
your walking speed becomes 30 feet, unless your walking walking speed. Moving requires both feet but you can opt
speed is higher, and your speed isn’t reduced if you to leave your hands free. This gear doesn’t allow you to
are encumbered or wearing heavy armor. In addition, move this way on a slick surface, such as one covered by
you can jump three times the normal distance, though ice, oil, or lubricants.
you can’t jump farther than your remaining movement
would allow.

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45
pointing it at an object within 120 feet of you that can
be opened, such as a door, hatch, or lock. The rod beeps
while it sends out an electro-magnetic signal, and one lock,
bolt, or electronic seal on the object opens unless there
isn’t a clear, open path between the rod and the object. If
no locks or seals remain, the object itself opens.
The rod can be used ten times. After the tenth time, its
circuits burn out and it becomes useless.

Interface Cloner
Utility, uncommon
This handheld device has 7 charges. While holding it, you
can use an action and expend 1 of its charges to activate
the remote connection power with it.
The device regains 1d6 + 1 expended charges when you
finish a long rest. If you expend the device’s last charge, roll
a d20. On a 1, the device burns out and becomes useless.

Intuitive Compound
Compound, rare
When you injest this compound, you gain 10 temporary
hit points that last for 1 hour. For the same duration,
you are under the effect of the sensory boost power (no
concentration required).

Invisibility Compound
Compound, very rare
When you ingest this compound, you become invisible for
Hypertool 1 hour. Anything you wear or carry is invisible with you.
Utility, rare (requires affinity by a channeler or forger) The effect ends early if you attack or use an esper power.
This thick glove has an interwoven sorium mesh. It can be
worn on any hand. As a bonus action, you can activate Jetpack Unit
the glove, which emits an adaptable energy construct that Utility, rare (requires affinity)
functions as a versatile multi-tool. This unit comes with a set of straps and two slim, metal
While the glove is activated, you can use it as if you cylinders set onto a hardened composite frame. It is worn
were holding a set of basic tools that may be required on the back and easily fits around a normal backpack.
when making a Wisdom (Mechanics) skill check. It can You can use an action to activate the unit. This expands
also perform the functions of cybersmith’s tools, digital the sides of the frame into powered booster jets for 1
technician’s tools, gunsmith’s tools, and shipwright’s hour or until you extend its run time as an action.
tools. The multi-tool emits bright light in a 5-foot radius While activated, the unit gives you a flying speed of 60
and dim light for an additional 5 feet. While using the feet. When the unit deactivates, it can’t be used again
multi-tool, you can’t use that hand for other purposes. until you finish a long rest.
The glove also has 3 charges. As an action, you can
expend a charge and use the glove to activate the quick Light Refractor
repair power. The glove regains 1d3 expended charges Mod (armor), uncommon (requires affinity)
when you finish a long rest. When you activate this mod, Wisdom (Perception)
checks made to see you have disadvantage, and you have
Imaging Visor advantage on Dexterity (Stealth) checks made to hide,
Utility, uncommon (requires affinity) as your shield generator refracts the surrounding light to
This visor enhances the range of your normal vision. You camouflage you. Activating the mod requires an action.
have advantage on Wisdom (Perception) checks that
rely on sight. In conditions of clear visibility, you can Limitless Communicators
make out details of even extremely distant creatures and Utility, rare
objects as small as 2 feet across. These specialized two-way communicators come in pairs.
Each one can be used to send and receive messages
Infiltration Rod between any linked limitless communicators in the same
Utility (limited), rare dimension as you. You can link multiple communicators
This circuitry-laden, metal rod measures about 1 foot long during a short rest while keeping them within 10 feet of
and weighs 1 pound. You can switch it on as an action, each other.

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Low-light Goggles The cable has AC 20 and 20 hit points. If reduced to 0
Utility, varies hit points, it is destroyed. Hit points of a damaged cable
The standard version of this eyewear improves your that isn’t destroyed can be restored during a short rest.
vision’s photonic range, increasing clarity of detail in any
Mind Shielding Band
form of lighting. It is an uncommon item. While wearing
Utility, uncommon (requires affinity)
these goggles, you have darkvision out to a range of 60
feet. If you already have darkvision, wearing the goggles This circlet is worn around the head. While wearing it,
increases its range by 60 feet. you are immune to powers and abilities that allow other
Spectrum Goggles. This variant is a very rare item that creatures to read your thoughts, determine whether you
grants you both darkvision and infravision. You can only are lying, know your alignment, or know your creature
use one type of vision at a time. You can switch between type. Creatures can telepathically communicate with you
the two types as an action. only if you allow it.
You can use an action to cause the circlet to become
Med-Tech Module invisible until you use another action to make it visible,
Utility, uncommon (requires affinity) until you remove the circlet, or until you die.
This 1/2 inch diameter, flat, metal tile adheres to your Mindsight Compound
skin. It houses a medical micro-drone that monitors and Compound, rare
treats injuries. While you wear this item, you stabilize
whenever you are dying at the start of your turn. When you ingest this compound, you gain the effect of
In addition, your maximum number of Hit Dice you the detect thoughts power (save DC 13). The compound is
have available during a short rest increases by an amount a dense, purple solution.
equal to half your level.. Munitions Compact
Metalocation Scrambler Utility, uncommon
Utility, rare (requires affinity) This cylindrical case is 18 inches long and 6 inches wide.
This sorium trinket is usually found in the form of a It can be attached to a belt or worn over the shoulder.
necklace or bracelet. While wearing this trinket, you are Each of the case’s three compartments connects to an
hidden from clairsentient esper powers. You can’t be extradimensional space that allows the case to hold
targeted by such powers or and you can’t be perceived numerous items while never weighing more than 2
supernatural perception. pounds. The first compartment can hold up to sixty
You also can’t be targeted by digital signal locators such ammunition clips. The second compartment holds up to
as GPS trackers or sensor tags. forty arrows, bolts, throwing blades, or similar objects.
The third compartment can hold up to twenty grenades,
Metaspectrum Light Rod explosive charges, power packs, or similar objects.
Utility, uncommon You can draw any item the case contains as if doing so
from a regular holster, quiver, or scabbard.
You can expend an action to switch on or turn off this
powered glow rod. While on, the rod sheds bright light Nullifying Bracer
in a 30-foot radius and dim light for an additional 30 Utility, rare (requires affinity)
feet. Invisible creatures and objects are visible as long as
they are in the rod’s bright light. As an action you can While you were this bracer, you have advantage on saving
decrease the intensity, reducing the light to dim light in a throws against esper powers.
5-foot radius. Pinpoint Barrier
Microfilament Launcher Mod (armor), uncommon (requires affinity)
Mod (armor: medium or heavy), rare This mod generates a 2-foot diameter invisible energy
A container holding 30 feet of a self-guiding microfilment shield that hovers inches from you and intuitively shifts to
wire is mounted to your forearm. You can use an action locations on your body susceptible to incoming attacks.
to launch the cable toward a creature you can see within You gain a +1 bonus to AC and saving throws while you
20 feet of you. The target must succeed on a DC 15 use this mod.
Dexterity saving throw or become restrained as the cable Portable Guardian
wraps around them. If the creature is Large or smaller, Utility (limited), uncommon
you can use an action to pull the restrained creature up
to 10 feet closer to you. This 6-inch cube-shaped device weighs 2 lbs. When
You can release the creature by using a bonus action to you use an action to activate the device, it floats to an
retract the cable. A target restrained by the cable can use unoccupied space within 10 feet of you and transforms
an action to make a DC 15 Strength or Dexterity check into a reisa guardian. The guardian functions as if you
(target’s choice). On a success, the creature is no longer had used the towering guardian power. At the end of the
restrained by the cable. duration, the guardian’s frame falls apart, becoming a
pile of useless scrap.

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Portal Launcher Prime Focus
Utility, rare Focus, very rare (requires affinity)
This 2-inch square device is worn on the wrist. While This focus is a trinket that is worn as a badge or piece
wearing it, you can use it to activate the portal power as of jewelry. While wearing it, whenever you use a prime
an action. Once the device is used, you can’t use it again power, you can use a bonus action on the same turn to
until you finish a long rest. use that power a second time.

Powered Drone Pack Psychic Shard


Utility, rare (requires affinity by a forger) Focus, varies (requires affinity)
This 8-inch-wide rectangular case can be attached to a The standard version of this 6-inch-long, clear, crystal
belt or along the upper arm. shard is a very rare item. While holding it you can expend
The pack contains 1d4 + 2 voice-activated micro- an action to use it to activate the extended perception power
drones. The GM decides the type of each drone or (save DC 17).
determines it randomly. A pack can have more than one The following psychic shard variants are epic items and
drone of the same type. To use one, you must be carrying have additional properties.
the pack on you. Each drone contains the pattern of a Mindsight Shard. You can use an action to activate the
forging technique that you can use as a bonus action detect thoughts power (save DC 17) during your use of
(using your esper save DC if a save is necessary). Once a extended perception with the shard, targeting creatures you
drone’s technique is used, that drone can’t be used again can see within 30 feet of the power’s sensor. You don’t
until the next dawn. need to concentrate on this detect thoughts to maintain it
during its duration, but it ends if extended perception ends.
d20 Drone Type Technique Telepathic Shard. While using extended perception through
1-6 Sensory Sensory boost the shard, you can communicate telepathically with
creatures you can see within 30 feet of the power’s sensor.
7-12 Medical Mend (rank 2) or minor remedy
You can also use an action to activate the suggestion
13-16 Restoration Major remedy power (save DC 17) through the sensor on one of those
17-18 Combat Ramming strike or impact drive creatures. You don’t need to concentrate on this suggestion
19 Synergy Directed strike to maintain it during its duration, but it ends if extended
perception ends. Once used, the suggestion feature of the
20 Transport Dynamic passage
shard can’t be used again until you finish a long rest.

48 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Truesight Shard. While using extended perception power is expended without effect. The rank at which the
through the shard, you have truesight with a radius of power is activated determines how much space it uses.
120 feet centered on the power’s sensor. While wearing this focus, you can use any power
stored in it. The power uses the rank, power save DC,
Reactive Ward esper attack bonus, and esper ability of the creature that
Utility, rare, (requires affinity) activated it, but is otherwise treated as if you activated
This trinket is worn as a piece of jewelry. It has 3 charges, the power. The power used from the focus is no longer
and it regains 1d3 expended charges when you finish a stored in it, freeing up space.
long rest. When you fail a Dexterity saving throw while
wearing it, you can use your reaction to expend 1 of its Shield Device Amplifier
charges to succeed on that saving throw instead. Mod (PSD), rare (requires affinity)
While wearing a portable shield device with this mod, you
Regeneration Module gain a +2 bonus to AC if you are wearing no armor and
Utility, very rare (requires affinity) using no shield.
This flat, square device adheres to your skin, worn either
on the upper arm on the back of the neck. It houses Singularity Charge
millions of restorative nanobots. While wearing this Utility (limted), rare
device, you regain 1d6 hit points every 10 minutes, This small, spherical device measures 3/4 of an inch
provided that you have at least 1 hit point. If you lose a in diameter and weighs an ounce. Typically, 1d6 +
body part, the device causes the missing part to regrow 3 singularity charges are found attached together to a
and return to full functionality after 1d6 + 1 days if you wearable polymer band or belt. You can use an action to
have at least 1 hit point for the duration of that time. detach a charge and throw it up to 60 feet away. When it
reaches the end of its trajectory, the charge detonates as
Remedial Compound a rank 3 singularity power (save DC 15).
Compound, rare You can hurl multiple charges, or even the whole band,
When you apply this compound, it cures any disease as one action. When you do so, increase the rank of the
afflicting you, and it removes the blinded, deafened, singularity by 1 for each charge beyond the first.
paralyzed, and poisoned conditions. The clear red liquid
has tiny bubbles of light in it. Sonic Emitter
Utility, rare
Renewable Blade Belt You can use an action to activate this rod-shaped device,
Utility, rare (requires affinity) which emits a thunderous blast in a 30-foot cone that
This strap is attached to the belt or worn diagonally is audible 600 feet away. Each creature in the cone
across the torso. As an action, you can pull up to must make a DC 15 Constitution saving throw. On a
two throwing blades from the belt and immediately failed save, a creature takes 5d6 thunder damage and is
hurl them, making a ranged attack with each blade. A deafened for 1 minute. On a successful save, a creature
throwing blade vanishes if you don’t hurl it right away, takes half as much damage and isn’t deafened. Creatures
and the blades disappear right after they land. The belt and objects made of glass or crystal have disadvantage
never runs out of throwing blades. on the saving throw and take 10d6 thunder damage
instead of 5d6.
Repulsion Jets Each use of the device has a 20 percent chance of causing
Mod (armor: light, medium, heavy, PSD), rare (requires affinity) it to overload and explode. The explosion deals 10d6
When you fall while wearing armor with this mod, you lightning damage to the blower and destroys the device.
descend 60 feet per round and take no damage from
falling. Sound Dampener
Mod (armor), uncommon
Retainer Focus When you activate this mod, your steps make no sound,
Focus, rare (requires affinity by a channeler or forger) regardless of the surface you are moving across. You also
This focus is worn as a small piece of jewelry (ring, have advantage on Dexterity (Stealth) checks that rely on
bracelet, earring, etc.). It stores the patterns of esper moving silently. Activating the mod requires an action.
powers placed into it, holding them until the affined
wearer uses them. The focus can store up to 5 ranks
worth of powers at a time. When found, it contains
1d6 –1 ranks of stored powers chosen by the GM.
Any creature can store a power of rank 1 through 5
within the focus by touching the focus and using the
power on it. The power has no effect, other than to be
stored in the focus. If the focus can’t hold the power, the

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Subaqueous Harness Subdimensional Campsite
Utility, uncommon Utility, very rare
This collapsible harness comes with an aquatic breather, While holding this 8-inch-wide electronic device, you
flaps, and compression jets allowing for underwater can use an action to activate it. The device then instantly
maneuvering. While wearing the harness, you can breathe transports you and up to 199 other willing creatures
underwater, and you have a swimming speed of 60 feet. you can see to a utopian sanctuary that exists in an
Putting the harness on takes 1 minute. Removing it subdimensional space. You choose the form that the
requires an action. sanctuary takes. It could be a tranquil garden, recreation
facility, multi-tiered spa, lavish mansion, tropical island,
Subatomic Prison grand stadium, or whatever else you can imagine.
Utility, epic Regardless of its nature, the sanctuary contains enough
This 3-inch cubic device has inlaid metallic circuitry water and food to sustain its visitors. Everything else that
along each surface. You can use an action to issue a voice can be interacted with inside the subdimensional space
command, targeting a creature that you can see within can exist only there. For example, a flower picked from a
60 feet of you. If the target is native to a dimension other garden in the sanctuary disappears if it is taken outside
than the one you’re on, the target must succeed on a the subdimensional space.
DC 17 Wisdom saving throw or be trapped in the cube. For each hour spent in the sanctuary, a visitor regains
If the target has been trapped by the cube before, it has hit points as if it had spent 1 Hit Die. Also, creatures
advantage on the saving throw. Once trapped, a creature don’t age while in the sanctuary, although time passes
remains in the cube until released. The cube can hold only normally. Visitors can remain in the sanctuary for up
one creature at a time. A creature trapped in the cube to 200 days divided by the number of creatures present
doesn’t need to breathe, eat, or drink and doesn’t age. (round down).
You can use an action to press the cube’s release switch, When the time runs out or you use an action to end it,
releasing the creature the cube contains. The creature all visitors reappear in the location they occupied when
is friendly to you and your companions for 1 hour and you activated the device, or an unoccupied space nearest
obeys your commands for that duration. If you give no that location. The device can’t be used again until ten
commands or give it a command that is likely to result days have passed.
in its death, it defends itself but otherwise takes no
actions. At the end of the duration, the creature acts in Sundering Atomizer
accordance with its normal disposition and alignment. Compound, varies
The only way to determine the type of creature trapped This atomizer bottle contains a clear compound that
inside is to open the cube. A newly discovered device sparkles with tiny, ultrathin silver shards. There is enough
might already contain a creature chosen by the GM or of the compound to spray a coat onto one slashing or
determined randomly. piercing weapon. Applying the spray takes 1 minute.
For 1 hour, the coated item is considered to be forge
d100 Contents d100 Contents enhanced and has a bonus to attack and damage rolls
1-50 Empty 77-78 F'narg determined by the compound’s potency, as shown on the
table below.
51 Atoru Galeem 79 Seethe Screecher
52 Taarjasa 80 Seethe Gorger Potency Rarity Bonus
53-54 Evargun Controller 81-82 Seethe Stinger Standard Uncommon +1
55-57 Ilarios Nightrunner 83-84 Coloterim Soldier Superior Rare +2
58-60 Hadraxis Noble 85-86 Kotatu Alpha Elite Very rare +3
61-62 Aluphax Avenger 87-88 Sand Creeper
63-64 Frost Velbast 89-90 Tar Creeper Tactical Visor
65 Tempest Velbast 91 Ivaril Destroyer Utility, rare (requires affinity)
66 Reaper Velbast 92-93 Sand Drake While wearing this visor, you have advantage on initiative
67 Shade Velbast 94-95 Kanasi (any) rolls and Wisdom (Perception) checks.
68-69 Kreidren Elder 96 Xamaron Soldier
Telekinetic Band
70-72 Kreidren 97-98 Xamaron Monarch Utility, very rare (requires affinity)
73-74 Greater Kleesh 99 Voorsha This circlet is worn around the head. While wearing it,
75-76 Bahtera (any) 00 Myrnrog you can use the telekinesis power at will, but you can
target only objects that aren’t being worn or carried.

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Telepathic Band
Utility, uncommon (requires affinity)
This circlet is worn around the head. While wearing
it, you can use it to activate the detect thoughts power
as an action (save DC 13). As long as you maintain
concentration on the power, you can use a bonus action
to send a telepathic message to a creature you are
focused on. The creature can reply--using a bonus action
to do so--while your focus on it continues.
While focusing on a creature with detect thoughts, you
can spend an action to use the suggestion power (save DC
13) on that creature. Once used, the suggestion property
can’t be used again until you finish a long rest.

Toxin Filter
Utility, rare (requires affinity)
This 3-inch diameter device adheres to your skin and
secretes a specialized antitoxin. While you wear it,
poisons have no effect on you. You are immune to
the poisoned condition and have immunity to poison
damage.

Transient Absorption Field


Utility (limited), rare The device regains 1d6 + 1 expended charges when you
finish a long rest. If you expend the device’s last charge,
When you use an action to activate this small device, it roll a d20. On a 1, the device burns out and becomes
emits an energy shield that grants you resistance to one useless.
type of damage for 1 hour. The GM chooses the type
or determines it randomly from the options below. The Wormhole Generator
device itself disintegrates once its activated. Utility, epic
This metallic ring has a 12-inch diameter. You can use an
d10 Damage Type d10 Damage Type
action to issue a voice command and place the wormhole
1 Acid 6 Necrotic generator on a solid surface, whereupon it adheres to
2 Cold 7 Poison the surface and expands into a 6-foot ring. Within the
3 Fire 8 Psychic expanded ring is a two-way portal to another world or
4 Force 9 Radiant dimension. Each time the item opens a portal, the GM
decides where it leads. You can use an action to close an
5 Lightning 10 Thunder
open portal by taking hold of the edges of the ring and
pulling it off of its surface. Once wormhole generator has
Translator Module opened a portal, it can’t do so again for 1d8 hours.
Utility, uncommon
This device has an adhesive lead that attaches to the
Wrist Beam
Utility, uncommon
head, either at the temple or behind at the base of the
neck. Applying or removing it requires an action. When This wrist-mounted emitter fires a focused plasma
you use this device, you understand the literal meaning of beam at one or more targets. It has two firing modes.
any spoken language that you hear. You also understand When you use an action to activate it, choose one of the
any written language that you see, but you must be within following modes:
10 feet of the words that you are reading. You can read Single Target. Choose one target you can see up to 120
up to 300 words a minute. feet away from you. That target must succeed on a DC 13
This implant doesn’t decode secret messages in a text or Dexterity saving throw or take 4d6 fire damage.
identify any symbol that isn’t part of a written language. Sweeping Beam. You fire a sweeping beam that covers a
15-foot cone in front of you. Each target in the cone must
Universal Access Device succeed on a DC 13 Dexterity saving throw or take 2d6
Utility, rare fire damage.
This handheld device has 7 charges. While holding it, you Once used, the device’s charge is depleted and can’t be
have proficiency with a hacker’s kit. As an action, you can used again until you finish a long rest.
expend 1 of its charges to activate the black hat power as a
rank 5 power.

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Core-forged Items Using Core Stones
Core-forged items are extraordinary sorium armaments Placing a core stone onto a core-forged item (also referred
crafted by specially trained esper-powered smiths. Each to as “slotting” the item) requires a creature to spend a
one is designed with small indentations or slots to be short rest while in physical contact with and focused on
used to hold core stones. Placing core stones into a core- that item, during which the core stone is placed into it. The
forged item grants additional properties and features to creature gains affinity with the item during this process. If
that item. It also changes the item’s rarity. the creature has already reached their maximum number
of affined items, they fail to gain affinity with this item and
Standard Features the attempt to place the core stone into it also fails.
At the end of the short rest, the item gains additional
Core-forged items have three categories: armor, focus,
properties and features determined by the item’s grade
and weapon. Regardless of their type, the standard
and rarity (see the Item Power Grade table).
version of each category share common features.
In addition, the rarity of a core stone must be higher than
Core-forged Armor the item into which it’s being placed. For example, a rare
You can use an action to suit up or un-suit from core-forged item can only be slotted with a very rare or
this armor. As a bonus action, you can issue a voice epic core stone.
command to change the armor’s color and style, but you Grades of Power
can’t alter or add to existing symbols, markings, or text,
Each core stone placed into an item increases the item’s
and the armor also retains its normal bulk and weight.
grade. When an item reaches a new grade, it gains
Core-forged Focus specific features defined in the item’s description. The
Core-forged foci have the stats and properties of a number of core stones an item holds determines the item’s
sorium rod (see Expanded Weapons). grade and rarity as defined in the Item Power Grade table.
Charges. Many foci have charges that increase with each An item adopts the new grade into its name, for example,
power grade. If you expend a focus’s last charge, roll a a seeking autopistol that holds 2 core stones is a superior
d20. On a 1, the focus loses one core stone of its highest seeking autopistol.
rarity, which disintegrates. If the focus has no core A core-forged item can hold as many core stones as
stones, it shatters and is destroyed. defined by the affined creature’s character level, up to
maximum of 3. Attempting to place another core stone into
Core-Forged Weapon an affined item without reaching the required character
Damage from this weapon ignores resistances to level automatically fails and the core stone disintegrates.
mundane damage. Proficiency with the weapon’s type When an item reaches a new grade, it gains the
allows you to add your proficiency bonus to the attack properties defined in the item’s description. Some of the
roll for any attack you make with it. new features replace those attained from the prior grade.
Ammunition. When a weapon’s ammunition property is
used, the weapon imbues its ammunition with its special Item Power Grade
features. For example, a pistol that grants a bonus to Core Stones Character Level Grade Rarity
attack and damage would instead imbue its bullets with
None 1st or higher Standard Uncommon
the bonus to attack and damage. Likewise, a compound
bow that deals fire damage would instead surround its 1 5th or higher Exceptional Rare
ammunition with deadly flames when launched. 2 10th or higher Superior Very rare
3 15th or higher Optimum Epic

52 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Affinity with Higher Grade Items Superior. When the weapon reaches this grade, it gains
An item that isn’t affined to a creature functions as a the following properties.
normal core-forged item of its type, regardless of the • The weapon’s bonus to attack and damage rolls
number of core stones it holds. If a creature gains affinity increases to +2.
with an item that already holds 1 or more core stones, the • If a creature within 5 feet of you makes a ranged
item’s new grade is limited to the lower of the number of weapon attack, you can use your reaction to make an
core stones or the required character level. Once affinity is opportunity attack against that creature. If you have
gained, any additional core stones beyond the item’s new Range Deterrence combat style, the distance to the
grade are destroyed. creature increases to 10 feet.
For example, if an 18th-level character gains affinity Optimum. When the weapon reaches its optimum
with a core-forged item that holds 2 core stones, the item grade, it gains the following properties.
becomes a superior item. Alternatively, if a 6th-level
character gains affinity with a core-forged item that holds • The weapon’s bonus to attack and damage rolls
3 core stones, the item becomes an exceptional item and increases to +3
the additional 2 core stones within it are destroyed. • Ranged attacks against you are made with
disadvantage. This replaces the AC bonus gained at the
Removing Core Stones Standard and Exceptional grades.
Removing a core stone from an item requires a creature to • When you take the Dash action, your speed increase
spend a long rest focused only on the item. At the end equals twice your speed, after applying any modifiers.
of the long rest, the creature makes an Intelligence check
using mason’s tools against a DC determined by the Cipher Focus
item’s rarity (DC 13 for rare, DC 16 for very rare, and DC Focus, varies (requires affinity by a cybermancer)
19 for epic). If the check fails, the core stone is destroyed. While holding this focus, you have a +1 bonus to
If successful, the core stone is removed and it must be channeling attack rolls and to the saving throw DCs of
placed into another core-forged item within 24 hours or your cybermancer talents.
immediately disintegrate. In addition, you can regain 1 talent slot as an action
Only one core stone can be removed from an item at a while holding the focus. You can’t use this feature again
time. If an item holds more than 1 core stone, the rarity of until you finish a long rest.
the stone removed is equal to the rarity of the item. After Exceptional. The bonus to attack rolls and saving throw
a stone is removed, the item’s grade and rarity changes to DCs increases to +2
reflect the remaining number of stones it holds. Superior. The bonus to attack rolls and saving throw
DCs increases to +3
Item Characteristics Optimum. The number of talent slots you regain
increases to 2.
Core-forged items are crafted by powerful esper
artificers, each having their own origin and unique design Controlling Focus
characteristics. The few with the ability to fashion sorium Focus, varies (requires affinity by a channeler or forger)
into these items come from different worlds, cultures,
eras, and even universes. Defining an item’s distinctive While holding this focus, you can use an action and
aspects, such as an item’s origin, creator, and backstory, expend 1 of its 10 charges to activate beguile, command, or
can provide flavor and detail to your campaign setting, as decipher languages with it using your power save DC.
well as introduce story opportunities for the characters. The focus regains 1d8 + 2 expended charges after you
complete a long rest.
List of Core-forged Items Exceptional. When the focus reaches this grade, it gains
the following properties.
Items are listed in alphabetical order. An item’s description • If you are holding the focus and fail a saving throw
contains its name, category, rarity, and properties. against a psychogenic power that targets only you,
you can choose to succeed instead. You can’t use this
Charger Weapon property of the focus again until you finish a long rest.
Weapon (any two-handed melee), varies (requires affinity)
• If you succeed on a save against an psychogenic power
These weapons provide defense against distant foes. It that targets only you, with or without the focus’s
has the following properties. intervention, you can use your reaction to expend 1
• You have a +1 bonus to AC against ranged attacks. charge from the focus and turn the power back on the
• You have advantage on burst saves. creature who used it as if you had activated the power.
Exceptional. When the weapon reaches this grade, it
gains the following properties.
• You gain a +1 to attack and damage rolls made with
this weapon.
• The AC bonus against ranged attacks increases to +2.

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53
Superior. When the focus reaches this grade, it gains the In addition, when you hit a structure or object (not
following properties. being worn or carried) with an attack using this weapon,
• While holding the focus, you have resistance to psychic you deal extra bludgeoning damage as if you had scored
damage. a critical hit on a construct.
• As an action, you can expend some of its charges to Exceptional. When the weapon reaches this grade, it
activate one of the following powers with it, using your gains the following properties.
power save DC: bishop’s deviation (4 charges), domination • You gain a +1 bonus to attack and damage rolls made
(5 charges), or treacherous allies (3 charges). with this weapon.
Optimum. When the focus reaches its optimum grade, it • The extra bludgeoning damage dealt increases to 7, or
gains the following properties. 14 if its a construct. If a construct has 25 hit points or
• While holding the focus, you can’t be charmed or fewer after taking this damage, it is destroyed.
frightened. Superior. When the weapon reaches this grade, it gains
• When you use the focus to activate the beguile or the following properties.
command powers, the power is activated at rank 4. • The weapon’s bonus to attack and damage rolls
increases to +2.
Defender Weapon • The extra bludgeoning damage dealt increases to 14,
Weapon (any melee), varies (requires affinity) or 27 if its a construct. If a construct has 50 hit points
This weapon has traits that focus on defending the or fewer after taking this damage, it is destroyed.
wielder. It has the following properties. While the weapon Optimum. When the weapon reaches its optimum
is on your person, you have advantage on initiative rolls grade, it gains the following properties.
and you can’t be surprised unless you are incapacitated. • The weapon’s bonus to attack and damage rolls
Exceptional. When the weapon reaches this grade, it increases to +3.
gains the following properties. • You deal the extra damage when you roll a 19 or 20.
• You gain a +1 bonus to attack and damage rolls made • The extra damage dealt is considered to be force
with this weapon. damage instead of bludgeoning.
• As an action, you can use the innervate power at rank
3. You can’t use this feature again until you complete a Durable Armor
long rest. Armor (medium or heavy), varies (requires affinity)
Superior. When the weapon reaches this grade, it gains This armor is overlaid with a tough, protective coating
the following properties. that is resilient to being damaged. It has the fortified
• The weapon’s bonus to attack and damage rolls property (see Armor Upgrade Properties).
increases to +2. Exceptional. You have a +1 bonus to AC while wearing
• You have advantage on burst saves. this armor.
• The first time you attack with the weapon on each Superior. When the armor reaches this grade, it gains
of your turns, you can transfer some or all of the the following properties.
weapon’s bonus to your Armor Class, instead of using • The bonus to AC increases to +2.
the bonus on any attacks that turn. For example, you • The armor gains the hardened property if it did not
could reduce the bonus to your attack and damage have it already.
rolls to +1 and gain a +1 bonus to AC. The adjusted Optimum. When the armor reaches its optimum grade,
bonuses remain in effect until the start of your next it gains the following properties.
turn, although you must hold the weapon to gain a • The bonus to AC increases to +3.
bonus to AC from it. • You have resistance to mundane damage while you
Optimum. When the weapon reaches its optimum wear this armor.
grade, it gains the following properties.
• The weapon’s bonus to attack and damage rolls Explorer Armor
increases to +3. Armor (any), varies (requires affinity)
• The rank of the innervate power increases to 5. This armor provides additional features for surviving in
any environment. It has the environmental and sealed
Demolisher Weapon properties (see Armor Upgrade Properties).
Weapon (any bludgeoning melee), varies (requires affinity) Exceptional. When the armor reaches this grade, it gains
This weapon is built to devastate the structure of the following properties.
constructs, structures, and vehicles.When you roll a 20 • You have a +1 bonus to AC while wearing this armor.
on your attack roll with this weapon, the target takes an • While wearing this armor, your walking speed increases
extra 3 bludgeoning damage or 7 bludgeoning damage if by 10 feet.
it’s a construct.

54 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Superior. When the armor reaches this grade, it gains Healing Focus
the following properties. Focus, varies (requires affinity by an engineer or sentinel)
• The bonus to AC increases to +2. The focus has 3 charges. While holding it, you can expend
• While wearing this armor, you can stand on and move 1 charge as an action to activate the mend power with it,
across any liquid surface as if it were solid ground. using your esper ability modifier.
Optimum. When the armor reaches its optimum grade, The focus regains 1d3 of its charges after you complete
it gains the following properties. a long rest.
• The bonus to AC increases to +3. Exceptional. When the focus reaches this grade, it gains
• When you fall a distance of up to 200 feet, you can use the following properties.
your reaction to take no damage from the fall. • The number of charges increases to 10. The number of
charges regained after a long rest increases to 1d6 + 4.
Frostfire Focus • As an action, you can expend a number of its charges
Focus, varies (requires affinity by a channeler) to activate one of the following powers from it, using
This focus has 7 charges. While holding it, you can use your power save DC and esper ability modifier: minor
an action and spend 1 of its charges to activate arctic lash remedy (2 charges) or mass mend (5 charges).
or fire lance with it using your power save DC and esper Superior. When the focus reaches this grade, it gains the
ability modifier. following properties.
The focus regains 1d6 + 1 expended charges after you • The number of charges increases to 20. The number of
complete a long rest. charges regained after a long rest increases to 1d8 + 4.
Exceptional. When the focus reaches this grade, it gains • As an action, you can use the focus and expend 6
the following properties. charges to activate the celluar renewal power with it.
• While holding the focus, you have resistance to cold Optimum. As an action, you can expend 7 charges
damage. to activate the full revive power with the focus. Also as
• The number of charges increases to 10. The number of an action, you can expend all of the focus’s charges to
charges regained after a long rest increases to 1d8 + 2. activate the full restore or mass renewal power with it.
• As an action, you can expend a number of its charges
to activate one of the following powers with it: flame Impact Weapon
blast (3 charges) or frost coil (2 charges). Weapon (any), varies
Superior. When the focus reaches this grade, it gains the This weapon exhibits changes in appearance with each
following properties. grade, becoming adorned or decorated. You gain a +1 to
• While holding the focus, you have resistance to fire attack and damage rolls made with this weapon.
damage. Exceptional. The weapon’s bonus to attack and damage
rolls increases to +2.
• As an action, you can expend a number of its charges
Superior. The weapon’s bonus to attack and damage
to activate one of the following powers with it: burn
rolls increases to +3.
zone (4 charges) or frigid mist (5 charges).
Optimum. When the weapon reaches its optimum
Optimum. When the focus reaches its optimum grade, it grade, it gains the following properties.
gains the following properties.
• The weapon scores a critical hit on a roll of 19 or 20.
• While holding the focus, you gain a +2 bonus to • The weapon ignores any resistances to the weapon’s
channeling attack rolls damage type.
• The number of charges increases to 20. The number of
charges regained after a long rest increases to 2d8 + 4.
• As an action, you can expend a number of its charges
to activate one of the following powers with it:
elemental vortex (fire damage only, 7 charges) or frost
zone (6 charges).

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Power Focus • You are immune to damage of the weapon’s
Focus, varies (requires affinity by a channeler or forger) element type.
While holding this focus, you gain a +1 bonus to • The weapon ignores resistances to damage of its
channeling and forging attack rolls. In addition, you ignore element type.
half cover when making a channelling or forging attack.
Exceptional. The bonus to attack rolls increases to +2 Prime Focus
Superior. The bonus to attack rolls increases to +3 Focus, varies (requires affinity by a channeler)
Optimum. While holding the focus, you can use action This focus has 7 charges. While holding it, you can use
to regain one use of Esper Mastery. You can’t use this an action and spend 1 of its charges to activate distortion
property again until you finish a long rest. or phase step with it using your power save DC and esper
ability modifier.
Power Weapon The focus regains 1d8 + 2 expended charges after you
Weapon (any), varies (requires affinity) complete a long rest.
This weapon generates energy that deals additional Exceptional. When the focus reaches this grade, it gains
damage of a specific damage type. It often bears the following properties.
physical traits related to this energy type (surrounded • While holding the focus, you gain a +1 bonus to AC,
by fire, frost, lightning, etc.). At the GMs discretion, saving throws, and channeling attack rolls.
they can also possess alternate damage type properties • The number of charges increases to 10. The number of
(see “Variant: Alternative Damage Properties” earlier in charges regained after a long rest increases to 1d8 + 2.
this chapter). • As an action, you can expend a number of its charges
You deal an extra 1d6 damage of a specific damage type to activate one of the following powers with it: levitate
to any target you hit with this weapon. The GM chooses (2 charges), light beam (2 charges), or unravel effect (3
the damage type or determines it randomly. charges).
If the weapon is a melee weapon, it sheds bright
Superior. When the focus reaches this grade, it gains the
light in a radius and dim light in an additional radius
following properties.
defined by the designated damage type. The light can be
extinguished or reactivated with a bonus action. • The bonus to AC, saving throws, and channeling attack
rolls increases to +2
d6 Designation Damage Type Radius (bright/dim) • The number of charges increases to 20. The number of
charges regained after a long rest increases to 2d8 + 4.
1 Disruptor Necrotic None
• As an action, you can expend a number of its charges
2 Firebrand Fire 40 ft. / 40 ft. to activate one of the following powers with it: flame
3 Frostbrand Cold 10 ft. / 20 ft. blast (rank 5 version, 5 charges) force field (5 charges),
4 Proton Radiant 30 ft. / 30 ft. obfuscate (2 charges), superior stasis field (5 charges), and
5 Ruiner Acid None warp helix (5 charges).
6 Thunderbolt Lightning 20 ft. / 30 ft.
Optimum. When the focus reaches its optimum grade, it
gains the following properties.
Exceptional. The extra damage increases to 2d6. • The number of charges increases to 50. The number of
Superior. While you hold this weapon, you have charges regained after a long rest increases to 4d6 + 2.
resistance to damage of its element type. • As an action, you can expend a number of its charges
Optimum. When the weapon reaches its optimum to activate one of the following powers with it: lightning
grade, it gains the following properties. ring (4 charges), reave (7 charges), singularity (rank
7 version, 7 charges), spatial passage (5 charges), or
• You gain a +2 bonus to attack and damage rolls made
telekinesis (5 charges).
with this weapon.

56 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
• You can expend an action to use one of the following
powers with the focus without using any charges: esper
sense, guiding discs, open channel, magnetic seal, and slow fall.
• You can perform a retributive strike (see below).
Retributive Strike. You can use an action to break
the focus over your knee or against a solid surface,
performing a retributive strike. The focus is destroyed and
releases its remaining power in an explosion that expands
to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a
random location in the galaxy, avoiding the explosion. If
you fail to avoid the effect, you take force damage equal
to 16 × the number of charges in the focus. Every other
creature in the area must make a DC 17 Dexterity saving
throw. On a failed save, a creature takes an amount of
damage based on how far away it is from the point of
origin, as shown in the following table. On a successful
save, a creature takes half as much damage.

Distance from Origin Damage


10 ft. away or closer 8 x the number of charges in the focus
11 to 20 ft. away 6 x the number of charges in the focus
21 to 30 ft. away 4 x the number of charges in the focus
• While holding the focus, you can use action to regain
one use of Esper Mastery. You can’t use this property
Protection Armor again until you finish a long rest.
Armor (any), varies (requires affinity)
Rebound Weapon
This armor provides versatile overall protection. While
Weapon (melee: thrown), varies (requires affinity)
you wear it, you have a +1 bonus to saving throws.
Exceptional. You have a +1 bonus to AC while wearing This weapon grants consistent effectiveness both up close
this armor. and at a distance. You have a +1 bonus to attack and
Superior. The bonus to AC increases to +2. damage rolls made with this weapon.
Optimum. When the armor reaches its optimum grade, Immediately after you attack with it, the weapon flies
it gains the following properties. back to your hand.
• The bonus to AC increases to +3. Exceptional. When the weapon reaches this grade, it
• The saving throw bonus increases to +2. gains the following properties.
• The weapon’s bonus to attack and damage rolls
Psionic Focus increases to +2.
Focus, varies (requires affinity by an adept) • The weapon’s normal and long range each increase by
While holding this focus, you have a +1 bonus to 30 feet.
channeling attack rolls and to the saving throw DCs of Superior. When the weapon reaches this grade, it gains
your adept talents. the following properties.
In addition, you can regain 1 use of your Psionic • The weapon’s bonus to attack and damage rolls
Combat feature as an action. You can’t use this property increases to +3.
again until you finish a long rest. • You ignore half cover when making ranged attacks with
Exceptional. When the focus reaches this grade, it gains this weapon.
the following properties. Optimum. When the weapon reaches its optimum
• The bonus to attack rolls and saving throw DCs grade, it gains the following properties.
increases to +2 • When you hit a target with a ranged attack using
Superior. The bonus to attack rolls and saving throw this weapon, you can use your bonus action to make
DCs increases to +3 another ranged attack on the same target or a creature
Optimum. When the focus reaches its optimum grade, it within 20 feet of the target.
gains the following properties.
• The number of Psionic Combat uses you regain
increases to 2.

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Relentless Armor Exceptional. You have resistance to the chosen damage
Armor (any), varies (requires affinity) type. This feature replaces the one provided at standard
This armor protects the wearer against being forcibly grade.
moved or obstructed. While you wear it, the first time Superior. When the armor reaches this grade, it gains
each turn that a creature makes an opportunity attack the following properties.
against you, you can use your reaction to impose • You have a +1 bonus to AC while wearing this armor.
disadvantage on the attack roll. • If an attack that deals the chosen damage type reduces
Exceptional. When the armor reaches this grade, it gains you to 0 hit points, you are instead reduced to 1 hit
the following properties. point.
• You have a +1 bonus to AC while wearing this armor. Optimum. When the armor reaches its optimum grade,
• If an effect moves you against your will along the it gains the following properties.
ground, you can use your reaction to reduce the • The bonus to AC increases to +2.
distance you are moved by up to 10 feet. • The armor gains an additional chosen damage type,
Superior. The bonus to AC increases to +2. determined using the table above. If determined
Optimum. When the armor reaches its optimum grade, randomly, you may reroll if the result is the damage
it gains the following properties. type the armor possesses already.
• The bonus to AC increases to +3.
• While wearing this armor, you gain the effects of the
Seeking Weapon
unfetter power. Weapon (ranged: uses ammunition), varies (requires affinity)
This weapon enables the wielder to find their mark in
Resistance Armor difficult environments. While you hold this weapon, you
Armor (any), varies (requires affinity) have darkvision to a range of 60 feet. If you already have
This armor provides the wearer with protection against darkvision, its range increases by 60 feet when it is held.
a specific type of damage. The damage type is chosen by Exceptional. When the weapon reaches this grade, it
the GM or determined randomly. You can use an action gains the following properties.
to gain resistance to the chosen damage type for 10 • You gain a +1 bonus to attack and damage rolls made
minutes. You can’t use this feature again until you finish a with this weapon.
short or long rest. • The weapon’s normal range increases by 50 feet.
Superior. When the weapon reaches this grade, it gains
d10 Damage Type d10 Damage Type the following properties.
1 Acid 6 Necrotic • The weapon’s bonus to attack and damage rolls
2 Cold 7 Poison increases to +2.
3 Fire 8 Psychic • You ignore half cover when making ranged attacks with
this weapon.
4 Force 9 Radiant
Optimum. When the weapon reaches its optimum
5 Lightning 10 Thunder
grade, it gains the following properties.
• The weapon’s bonus to attack and damage rolls
increases to +3.
• While holding this weapon, you have truesight out to a
range of 120 feet.

58 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Siphon Weapon Optimum. When the weapon reaches its optimum
Weapon (any melee), varies (requires affinity) grade, it gains the following properties.
Siphon weapons absorb energy from living creatures and • The weapon’s bonus to attack and damage rolls
transfers it to the wielder. When you attack a creature with increases to +3.
this weapon and roll a 20 on the attack roll, that target • You have advantage to initiative rolls if you’re not
takes an extra 1d6 necrotic damage if it isn’t an automaton incapacitated. This replaces the +2 bonus.
or a construct. You gain 3 temporary hit points. • Opportunity attacks against you are made with
Exceptional. When the weapon reaches this grade, it disadvantage.
gains the following properties.
• You gain a +1 bonus to attack and damage rolls made
Slayer Weapon
with this weapon. Weapon (any), varies
• The extra necrotic damage and temporary hit points This weapon is lethal to a specific type of creature. The
increase to 7. GM chooses the creature type or determines it randomly
Superior. When the weapon reaches this grade, it gains using the table below. When you hit a creature belonging
the following properties. to the designated type with this weapon, the creature
takes an extra 1d6 damage of the weapon’s type.
• The extra necrotic damage and temporary hit points
increase to 10. d10 Type d10 Type
• When you hit with a melee attack using this weapon
1 Aberration 6 Dragon
and reduce the target to 0 hit points, you gain 10 hit
points, up to your maximum. 2 Automaton 7 Protean
Optimum. When the weapon reaches its optimum 3 Beast 8 Netherant
grade, it gains the following properties. 4 Construct 9 Plant
• The weapon’s bonus to attack and damage rolls 5 Golem 10 Primordial
increases to +2.
• Whenever you slay a creature with an attack using Exceptional. When the weapon reaches this grade, it
the weapon, the creature’s lifeforce is absorbed into gains the following properties.
the weapon, and that creature can be restored to life
• You gain a +1 bonus to attack and damage rolls made
only by a cosmic weave power. The creature’s lifeforce
with this weapon.
is stored inside the weapon for the next 48 hours. As
• The extra damage to creatures of the designated type
a bonus action, you can release the stored lifeforce
increases to 2d6 and the creature must succeed on a
from the weapon to regain hit points equal to the slain
DC 15 Constitution saving throw. On a failed save, they
creature’s maximum hit points.
have disadvantage on attack rolls and ability checks
Speed Weapon until the end of your next turn.
Weapon (any one-handed melee), varies (requires affinity) Superior. When the weapon reaches this grade, it gains
the following properties.
This weapon increases a wielder’s quickness and fluidity.
When used in combat, the increased rate of motion • The weapon’s bonus to attack and damage rolls
causes your form to slightly blur and shift through the air. increases to +2.
While the weapon is on your person, you gain a +2 • The extra damage to creatures of the designated type
bonus to initiative if you’re not incapacitated. If you are increases to 3d6.
surprised, you can use your reaction to draw the weapon • The DC of the Constitution save increases to 17.
and make one attack with it. Optimum. When the weapon reaches its optimum
Exceptional. When the weapon reaches this grade, it grade, it gains the following properties.
gains the following properties. • The weapon’s bonus to attack and damage rolls
• You gain a +1 bonus to attack and damage rolls made increases to +3.
with this weapon. • If the creature fails their Constitution save, they are
• The weapon gains the finesse property if it did not instead stunned and take an additional 33 damage of
already have it. the weapon’s damage type.
• You can draw or sheathe this weapon simultaneously • If damage from this weapon reduces a creature
with another weapon as part of your attack action. belonging to the designated type to 0 hit points, the
Superior. When the weapon reaches this grade, it gains creature dies instantly. Its body disintegrates and it
the following properties. can be restored to life only by means of a cosmic weave
• The weapon’s bonus to attack and damage rolls power. If the creature dies in this way, you gain 6d10
increases to +2. temporary hit points.
• You can make one attack with this weapon as a bonus
action on each of your turns.

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Sundering Weapon
Weapon (any slashing melee), varies (requires affinity)
This weapon has extremely sharp, hardened edges. When
you roll a 20 on your attack roll with this weapon, the
target takes an extra 3 damage of the weapon’s type.
Exceptional. When the weapon reaches this grade, it
gains the following properties.
• You gain a +1 bonus to attack and damage rolls made
with this weapon.
• The extra damage dealt when you roll a 20 increases
to 7.
Superior. When the weapon reaches this grade, it gains
the following properties.
• The weapon’s bonus to attack and damage rolls
increases to +2.
• The extra damage dealt when you roll a 20 increases to
14. After the damage is dealt, you roll another d20. If
you roll a 20, you lop off one of the target’s limbs, with
the effect of such loss determined by the GM. If the
creature has no limb to sever, you lop off a portion of
its body instead.
Optimum. When the weapon reaches its optimum
grade, it gains the following properties.
• The weapon’s bonus to attack and damage rolls
increases to +3.
• When you attack an object with this weapon and hit,
maximize your weapon damage dice against the target.
• The weapon ignores resistance to slashing damage.
• The weapon’s extra damage increases to 27. If the
Striking Focus creature you hit has at least one head, instead of
Focus, varies (requires affinity) rolling another d20, you can choose to cut off one
When you use this focus as a weapon, it grants a +1 of the creature’s heads. The creature dies if it can’t
bonus to attack and damage rolls made with it. survive without the lost head. A creature is immune to
The focus has 3 charges. When you hit with a melee this effect if it is immune to slashing damage, doesn’t
attack using it, you can expend 1 of its charges to deal an have or need a head, has legendary actions, or the GM
extra 1d6 force damage. The focus regains 1d3 expended decides that the creature is too big for its head to be
charges after you finish a long rest. cut off with this weapon.
Exceptional. When the focus reaches this grade, it gains
the following properties.
Versatile Armor
Armor (light or medium), varies (requires affinity)
• The attack and damage bonus increases to +2
• The number of charges increases to 10. The number of This armor is super-lightweight, functional, and
charges regained after a long rest increases to 1d6 + 4. maximizes its utility for any given scenario. This armor
gains the Covert, Environmental, and Silenced properties
• The number of charges you can expend as an action
(see Armor Upgrade Properties).
increases to 2, with each charge dealing an additional
Exceptional. You have a +1 bonus to AC while wearing
1d6 force damage to the target.
this armor.
Superior. When the focus reaches this grade, it gains the Superior. When the armor reaches this grade, it gains
following properties. the following properties.
• The attack and damage bonus increases to +3 • The bonus to AC increases to +2.
• The number of charges you can expend as an action • You have a swimming and climbing speed equal to your
increases to 3. walking speed.
Optimum. When a target takes the additional force
damage, it must succeed on a DC 17 Constitution saving
throw or be stunned for 1 minute. The target can repeat
the saving throw at the start of each of its turns, ending
the effect on a success.

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Optimum. When the armor reaches its optimum grade, Alternatively, the wounded
it gains the following properties. creature, or a creature within
• The bonus to AC increases to +3. 5 feet of it, can use an action
• You have advantage to initiative rolls and burst saves to make a DC 13 Wisdom
while wearing this armor. (Medicine) check, ending the
effect of such wounds on it
Vigor Armor on a success.
Armor (any), varies (requires affinity) Exceptional. When the
weapon reaches this grade,
This armor grants the user great stamina and endurance. it gains the following
You have advantage on saving throws against being properties.
poisoned, and you have resistance to poison damage.
Exceptional. Your Constitution score is 19 while you wear • The necrotic damage
this armor. It has no effect on you if your Constitution is a wounded creature
already 19 or higher without it. takes at the start of
Superior. You have a +1 bonus to AC while wearing this each of their turns
armor. increases to 1d4.
Optimum. When the armor reaches its optimum grade, • The DC for the saving
it gains the following properties. throw or skill check
to end the effects of
• The bonus to AC increases to +2.
wounds increases to 15.
• You have advantage on death saving throws.
• Hit points lost to this
Warding Armor weapon’s damage
can be regained only
Armor (any), varies (requires affinity)
through a short or
This armor protects the wearer’s body and mind from long rest, rather than
debilitating, paranormal effects. You have advantage on by regeneration, esper
Wisdom saving throws made to avoid being charmed or powers, or any other
frightened. means.
Exceptional. As an action, you can use the armor to Superior. When the
activate the restore pattern power, targeting yourself. Once weapon reaches this
you use this feature, you can’t use it again until you finish grade, it gains the
a short or long rest. following properties.
Superior. When the armor reaches this grade, it gains
the following properties. • You gain a +1
bonus to attack and
• You have a +1 bonus to AC while wearing this armor. damage rolls made
• You can use your reaction to grant yourself advantage with this weapon.
on a saving throw made to avoid being petrified or • The damage a
paralyzed. wounded creature
Optimum. When the armor reaches its optimum grade, takes at the start of
it gains the following properties. each of their turns
• The bonus to AC increases to +2. increases to 1d8 for each
• While wearing this armor, you have advantage on time you’ve wounded it.
saving throws against esper powers and effects, and Optimum. When the weapon
esper power attacks have disadvantage against you. reaches its optimum grade, it
gains the following properties.
Wounding Weapon • The weapon’s bonus to
Weapon (any slashing or piercing), varies (requires affinity) attack and damage rolls
This weapon disrupts and destroys matter, inflicting increases to +2.
severe injuries that are difficult to treat. • The DC for the saving throw or
Once per turn, when you hit a creature with an attack skill check to end the effects of
using this weapon, you can wound the target. At the wounds increases to 17.
start of each of the wounded creature’s turns, it takes 1 • If a wounded creature takes any
necrotic damage for each time you’ve wounded it, and it actions or reactions other than the
can then make a DC 13 Constitution saving throw, ending Dodge action, they take an additional
the effect of all such wounds on itself on a success. 1d8 necrotic damage.

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Sentient Items Senses
With sentience comes awareness. A sentient item can
Some items possess sentience and personality. Such perceive its surroundings out to a limited range. You can
an item may be coded with an artificial intelligence, choose its senses or roll on the following table.
imbued with a cloned personality of its creator, or has
become self-aware through its unique attunement to d6 Senses
the Crucibles. In any case, it behaves like a character,
complete with personality quirks, ideals, bonds, and 1 Hearing and normal vision out to 30 feet.
sometimes flaws. A sentient item might be a cherished ally 2 Hearing and normal vision out to 60 feet
to its wielder or a continual thorn in the side. 3 Hearing and normal vision out to 120 feet.
Sentient items function as NPCs under the GM’s 4 Hearing and darkvision out to 120 feet.
control. Any activated property of the item is under the
item’s control, not its wielder’s. As long as the wielder 5 Hearing and darkvision out to 120 feet,
blindsight 10 ft.
maintains a good relationship with the item, the wielder
can access those properties normally. If the relationship 6 Hearing, darkvision, and infravision out to 120 feet,
blindsight 20 ft.
is strained, the item can suppress its activated properties
or even turn them against the wielder.
Alignment
Creating Sentient Items A sentient item has an alignment, often suggested by its
creator or nature. You can also determine it randomly.
When you decide to give an item sentience, you create
the item’s persona in the same way you would create an
d100 Alignment d100 Alignment
NPC, with a few exceptions described here.
01–15 Lawful good 74–85 Chaotic neutral
Classification 16–35 Neutral good 86–89 Lawful evil
Two types of sentient items are covered in this book:
36–50 Chaotic good 90–96 Neutral evil
core-bonded items and cypheos, both described below.
Other Sentient Items. At the GMs discretion, other 51–63 Lawful neutral 97–00 Chaotic evil
forge enhanced items can manifest sentience. The most 64–73 Neutral
common of these tend to be core-forged weapons and
armor.
Special Purpose
Abilities You can give a sentient item an objective it pursues, perhaps
A sentient item has Intelligence, Wisdom, and Charisma to the exclusion of all else. As long as the wielder’s use of
scores. You can choose the item’s abilities or determine the item aligns with that special purpose, the item remains
them randomly. To determine them randomly, roll 4d6 for cooperative. Deviating from this course might cause
each one, dropping the lowest roll and totaling the rest. conflict between the wielder and the item, and could even
cause the item to prevent the use of its activated properties.
Communication You can create your own special purpose, choose one on
A sentient item has some ability to communicate, either the following table, or determine it randomly.
by sharing its emotions, broadcasting its thoughts
telepathically, or speaking aloud. You can choose how it d8 Purpose
communicates or roll on the following table. 1 Aligned: The item seeks to defeat or destroy those of
a diametrically opposed alignment. (The item can’t be
d100 Communication neutral.)
01–60 The item communicates by transmitting emotion to 2 Chosen: The item is convinced that it and its wielder
the creature carrying or wielding it. have key roles to play in future events.
61–80 The item can speak, read, and understand one or 3 Destroyer: The item craves destruction and goads its
more languages. user to fight arbitrarily.
81–90 The item can speak, read, and understand one 4 Luminary: The item seeks ultimate renown by
or more languages. In addition, the item can establishing its user as a famous or notorious figure.
communicate telepathically with any character that 5 Protector: The item seeks to defend a particular race
carries or wields it. or kind of creature, such as dendus or hunters.
91–00 The item can speak, read, and understand one or more 6 Savant: The item craves knowledge or is determined
languages. It can also communicate telepathically with to solve a mystery, learn a secret, or unravel a grand
any character that carries or wields it. In addition, it consipiracy.
can access the SIM as if it had its own persona.
7 Scion: The item seeks its creator and wants to
understand why it was created.
8 Scourge: The item seeks to defeat or destroy creatures
of a particular kind, such as automatons, aluphax,
sentinels, or shapeshifters.

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Conflict Machina Ex has the stats of a heavy rifle without the
A sentient item has a will of its own, shaped by its burst fire or recoil properties. You gain a +3 bonus to
personality and alignment. If its wielder acts in a manner attack and damage rolls made with this weapon. It has
opposed to the item’s alignment or purpose, conflict the following additional features.
can arise. When such a conflict occurs, the item makes Collapsible. The weapon is fitted with a collapsible frame.
a Charisma check contested by the wielder’s Charisma Pulse Ammunition. The weapon fires electrical pulses
check. If the item wins the contest, it makes one or more from an integrated sorium micro-generator. It deals
of the following demands: lightning damage instead of piercing. The rifle never runs
• The item insists on being carried or worn at all times. out of ammunition.
• The item demands that its wielder dispose of anything AI Slayer. When you roll a 20 on an attack roll made
the item finds repugnant. with this weapon against an automaton, the automaton
must succeed on a DC 17 Constitution saving throw or be
• The item demands that its wielder pursue the item’s
destroyed. As the weapon specifically targets the internal
goals to the exclusion of all other goals.
programming of automatons, this feature does not affect
• The item demands to be given to someone else.
constructs.
If its wielder refuses to comply with the item’s wishes, Data Hacker. Machina Ex can use the spoof command
the item can do any or all of the following: power (rank 5 version, DC 17). It decides when to use this
• Make it impossible for its wielder to gain affinity with it. power and the power’s effects function as if the weapon
• Suppress one or more of its activated properties. had activated it. After using this feature, it can’t do so
• Attempt to take control of its wielder. If a sentient item again for 24 hours.
attempts to take control of its wielder, the wielder must Additional Languages. While holding the weapon, you
make a Charisma saving throw, with a DC equal to can speak and read ALOMU, Alphaline, and Keshian.
12 + the item’s Charisma modifier. On a failed save, Sentience. Machina Ex is a sentient chaotic neutral
the wielder is charmed by the item for 1d12 hours. weapon with an Intelligence of 16, a Wisdom of 19, and a
While charmed, the wielder must try to follow the Charisma of 12. It has hearing, darkvision, and infravision
item’s commands. If the wielder takes damage, it can out to a range of 120 feet, and blindsight out to a range
repeat the saving throw, ending the effect on a success. of 20 feet. It can connect itself to the SIM and has a
Whether the attempt to control its user succeeds or grade 5 firewall while connected.
fails, the item can’t use this power again for 24 hours. The weapon can speak, read, and understand
Common, ALOMU, Alphaline, and Keshian. It can also
Core-bonded Items communicate with its wielder telepathically. Its voice
is deep, overlaid with a digitized timbre. While you
Core-bonded items are sentient, core-forged items with have affinity with it, Machina Ex also understands every
predetermined features and characteristics. Each is directly language you know.
attuned to the power of a Crucible. They don’t have power Personality. Machina Ex speaks in a friendly, if deadpan
grades, nor can they be modified using core stones. digital voice. It often makes subtle attempts at humor
A creature gains affinity with a core-bonded item in the which, due to its manner of speech, can be easily
same method as any enhanced item. Many core-bonded misconstrued.
items are sentient. Though they can be of any rarity, The weapon’s primary goal is the destruction of the
most are very rare or epic, and have their own notable kanasi, as it harbors the personal resentment of its
backstory or legend. creator. It completely loses its friendly disposition in
The following are some sample core-bonded items. any scenario involving the kanasi. This attitude extends
to other self-aware machines as well, particularly those
Machina Ex with above-average intelligence, such as the machina and
Weapon (heavy rifle), epic (requires affinity by a humanoid) some mecharoids.
This circuitry-laden blaster rifle is the brainchild of Karto Considering the weapon’s very nature, the irony of its
fel Jojari, a kesh artificer who fashioned the weapon after antipathy toward intelligent machines is not lost on it.
his ship and crew were decimated by the kanasi. It mentions this with humored sarcasm to prevent itself
from falling into bouts of self-loathing.

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63
Grimbreaker The weapon has all the properties of an optimum
Weapon (greataxe), epic (requires sundering greataxe with the breach property. It also has the
affinity by a Matokai of lawful following additional properties.
neutral or lawful good alignment) Fearless. While holding the weapon, you and any allies
Few of these fabled within 30 feet of you can’t be frightened while you’re not
weapons still exist, incapacitated.
their number Intuitive. While you hold the weapon, you have
scattered across advantage on initiative rolls and burst saves.
the galaxy. When Sentience. A grimbreaker is a sentient lawful good
the matokai left weapon with an Intelligence of 12, a Wisdom of 15, and a
Bas Drasku to Charisma of 10. It can see and hear out to a range of 120
venture out among feet and has darkvision.
the stars, the The weapon communicates by transmitting emotions
greatest warriors and can, on rare occasions, send brief flashes of
from each clan were matokai script, or share visions that relate to the
gifted one of these wielder’s own past.
prized weapons. A grimbreaker’s purpose is to bring honor and glory to
Those that still both itself and its wielder, either through glory in battle
remain are passed or defending the galaxy from the forces of chaos.
down to a new clan Personality. Each grimbreaker is haughty, fearless, and
leader or have yet taciturn. It communicates with its wielder sparingly, but
to be found wherever always makes certain its message is clear when it does.
its wielder had once Though it can’t abandon its wielder, it makes every
ventured centuries possible effort to stop them from bringing shame or
before. disgrace upon themselves.
Grimbreakers are dark
metal greataxes with a Cypheos
single blade connected A cypheos is an artifact whose power transcends the
to long shaft handle. natural laws of the universe. Such an item could have
Its metallic surface is been an ancient device from an age gone by, or an item of
engraved in symbols and extraordinary power fashioned from a Crucible’s surface.
markings that emanate a It may have been created to prevent the destruction of a
deep red glow. world or galaxy, or perhaps during the birth of an entirely
A grimbreaker prefers new one.
bonding with matokai, Regardless of their origins, they are storied items, many
but can also bond to a of which are capable of altering reality and the flow of
creature of great renown space-time. When one appears, it is always during an
with a rigid sense of important event that shapes the way of things to come.
honor and duty. It refuses A cypheos is not a random item to introduce into the
to bond with anyone who game. When introduced, they often become a major
appears untrustworthy, focus of an adventure or even an entire campaign.
weak-willed, or antithetical
to the weapon’s own code
of ethics.
Cypheos Properties
If the weapon deems you Much like other enhanced items, cypheos have special
unworthy, your affinity properties, many of which are exceptionally powerful.
attempt with it fails and you You can choose these properties using the tables below,
can’t attempt to gain affinity determine them randomly, or create some of your own.
with it again for 72 hours. If A cypheos can have as many as four minor beneficial
you successfully gain affinity properties and two major beneficial properties. It can
with it, you remain affined with have as many as four minor detrimental properties and
the weapon until you die or the two major detrimental properties.
weapon is destroyed. Without In addition, at the GMs discretion, a cypheos can
gaining affinity, the weapon manifest sentience (see “Sentient Items”).
functions as a normal greataxe.

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Minor Beneficial Properties Minor Detrimental Properties
d100 Property d100 Property
01–20 While having affinity with the cypheos, you gain 01–05 While having affinity with the cypheos, you have
proficiency in one skill of the GM’s choice. disadvantage on saving throws against esper powers.
21–30 While having affinity with the cypheos, you are 06–10 The first time you touch a valuable object (such as a
immune to disease. collectible or antique) while having affinity with this
cypheos, the value of the object is reduced by half.
31–40 While having affinity with the cypheos, you can’t be
charmed or frightened. 11–15 While having affinity with the cypheos, you are
blinded when you are more than 10 feet away from it.
41–50 While having affinity with the cypheos, you have
resistance against one damage type of the GM’s choice. 16–20 While having affinity with the cypheos, you have
disadvantage on saving throws against poison.
51–60 While having affinity with the cypheos, you can use
an action to activate a prime power (chosen by the 21–30 While having affinity with the cypheos, you emit a
GM) with it. foul stench noticeable from up to 10 feet away.
61–70 While having affinity with the cypheos, you can use 31–35 While having affinity with the cypheos, all plants that
an action to activate a rank 1 power (chosen by the aren't creatures within 10 feet of you are destroyed.
GM) with it. After you use the power, roll a d6. On a
36–40 While having affinity with the cypheos, you are
roll of 1‑5, you can’t use it again for 24 hours.
physically ill and have disadvantage on any ability
71–80 As 61–70 above, except the power is rank 2. check or saving throw that uses Strength or
Constitution.
81–90 As 61–70 above, except the power is rank 3.
41–45 While having affinity with the cypheos, your weight
91–00 While having affinity with the cypheos, you gain a +1
increases by 1d4 × 10 pounds.
bonus to Armor Class.
46–50 While having affinity with the cypheos, your
appearance changes as the GM decides.
Major Beneficial Properties 51–55 While having affinity with the cypheos, you are
deafened when you are more than 10 feet away from it.
d100 Property
56–60 While having affinity with the cypheos, your weight
01–20 While having affinity with the cypheos, one of your
drops by 1d4 × 5 pounds.
ability scores (GM’s choice) increases by 2, to a
maximum of 24. 61–65 While having affinity with the cypheos, you lose your
sense of smell.
21–30 While having affinity with the cypheos, you regain
1d6 hit points at the start of your turn if you have at 66–70 While having affinity with the cypheos, mundane
least 1 hit point. light sources are extinguished within 30 feet of you.
31–40 When you hit with a weapon attack while having 71–80 While having affinity with the cypheos, other
affinity with the cypheos, the target takes an extra creatures can’t take short or long rests while within
1d6 damage of the weapon’s type. 300 feet of you.
41–50 While having affinity with the cypheos, your walking 81–85 While having affinity with the cypheos, your touch
speed increases by 10 feet. deals 1d6 lightning damage to any mundane electronic
device not worn or carried by another creature.
51–60 While having affinity with the cypheos, you can use
an action to activate a rank 4 power (chosen by the 86–90 While having affinity with the cypheos, animals
GM) with it. After you use the power, roll a d6. On a within 30 feet of you are hostile toward you.
roll of 1‑5, you can’t use it again for 24 hours. 91–95 While having affinity with the cypheos, you must eat
61–70 As 51–60 above, except the power is rank 5. and drink six times the normal amount each day.
71–80 As 51–60 above, except the power is rank 6. 96–00 While having affinity with the cypheos, your flaw is
amplified in a way determined by the GM.
81–90 As 51–60 above, except the power is rank 7.
91–00 While having affinity with the cypheos, you can’t be
blinded, deafened, petrified, or stunned.

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S G U I D E • G E A R A N D R E WA R D S
65
Destroying a Cypheos Sample Cypheos
A cypheos must be destroyed in some special way. The following are examples of cypheos to be used as a
Otherwise, it is impervious to damage. guide to creating your own.
Each cypheos has a weakness by which its creation
can be undone. Learning this weakness might require Ayaan’s Ultrapedia
extensive research or the successful completion of a Utility, cypheos (requires affinity)
quest. The GM decides how a particular cypheos can be Ayaan’s Ultrapedia is a 2-inch wide disc-shaped device with
destroyed. Some suggestions are provided here: constantly shifting patterns of circuitry along its surface.
• The cypheos must be melted down in the reactor, forge, To gain affinity with the device, you must attach it behind
or Crucible in which it was created. your head at the base of your skull.
• The cypheos must be launched into a black hole. The device contains the digitally cloned mind and
• The cypheos must be hurled into the surface of a personality of Ayaan, a shadow technocrat who sought
particular sun or star. to transcend the mundane realm. Upon the technocrat’s
• The cypheos must be struck and shattered by a special demise, their consciousness was uploaded and stored in
tool or weapon crafted for that purpose. the device. The intent was to place the data into a new
• The cypheos must be plunged into the shifting border body, however, the device chose to remain permanently free
of the Veil Wall. from its mortal coils. It now considers itself to be Ayaan.
Random Properties. Ayaan’s Ultrapedia has the following
• The cypheos must be returned to its creator, who can
random properties.
destroy it by touch.
• 2 minor beneficial properties
• 2 minor detrimental properties
Major Detrimental Properties
d100 Property d100 Property
01–05 While having affinity with the cypheos, your body 41–45 The cypheos destroys any core stones within 10 feet
rots over the course of four days, after which the of it not slotted into a core-forged item.
rotting stops. You lose your hair by the end of day 1,
46–50 Each time you use one of the cypheos’s properties
finger tips and toe tips by the end of day 2, lips and
as an action, you take 1d6 necrotic damage. This
nose by the end of day 3, and ears by the end of day
damage ignores resistances and immunities..
4. The regenerate power restores lost body parts.
51–60 When you gain affinity with the cypheos, you gain
06–10 While having affinity with the cypheos, you
a form of long-term madness (see “Madness” in
determine your alignment every 24 hours by rolling
chapter 1).
a d6 twice. On the first roll, a 1–2 indicates lawful,
3–4 neutral, and 5–6 chaotic. On the second roll, a 61–65 You take 4d10 psychic damage when you gain
1–2 indicates good, 3–4 neutral, and 5–6 evil. affinity with the cypheos.
11–15 While have affinity with the cypheos, your speed is 66–70 You take 8d10 psychic damage when you gain affinty
reduced by 10 (to a minimum of 5 feet). with the cypheos.
16–20 The cypheos houses a bodiless life force that is hostile 71–75 Before you can gain affinity with the cypheos, you
toward you. Each time you use an action to use one of must kill a creature of your alignment.
the cypheos’s properties, there is a 50 percent chance 76–80 When you gain affinity with the cypheos, one of your
that the life force tries to leave the cypheos and enter ability scores is reduced by 2 at random. A major
your body. If you fail a DC 20 Charisma saving throw, remedy power restores the ability to normal.
it succeeds, and you become an NPC under the GM’s
control until the supernatural marker is removed using 81–85 Each time you gain affinity with the cypheos, you
esper powers such as major remedy. age 3d10 years. You must succeed on a DC 10
Constitution saving throw or die from the shock. If
21–25 Creatures with a challenge rating of 0, as well as you die, you are instantly transformed into a void
plants that aren’t creatures, drop to 0 hit points specter (see the Threats Database) under the GM’s
when within 10 feet of the cypheos. control that is sworn to protect the cypheos.
26–30 The cypheos imprisons a kreidren (see the Threats 86–90 While having affinity with the cypheos, you lose the
Database). Each time you use one of the cypheos’s ability to speak.
properties as an action, the kreidren has a 10 percent
chance of escaping, whereupon it appears within 15 91–95 While having affinity with the cypheos, you have
feet of you and attacks you. vulnerability to all damage.
31–35 While having affinity with the cypheos, creatures of 96–00 When you gain affinity with the cypheos, there is a
a particular type other than humanoid (as chosen by 10 percent chance that you attract the attention of a
the GM) are always hostile toward you. transdimensional being that sends one of its servants
to claim the cypheos from you. The servant has
36–40 The cypheos dilutes enhanced compounds within 10 the same alignment as its master and the statistics
feet of it, rendering them inert. of a myrnrog (see the Threats Database). Once it
obtains the cypheos, the servant vanishes.

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Charges. Ayaan’s Ultrapedia has 7 charges and regains Mercurial Suit
1d6 + 1 charges every 24 hours. Armor (nanoweave suit), cypheos (requires affinity)
Eternal Knowledge. As an action, you can expend 1 of These experimental hardsuits were created during the
the device’s charges to ask it for information regarding a Great Breach War at the dawn of the current age. Only
specific event, person, place, or object. The Ultrapedia three of them were created, forged from the core of the
provides you with information about your request in the Crucible of Kul Kothar.
form of images, text, or speech. The information might A Mercurial Suit is a nanoweave suit made from state-
consist of current events, forgotten history, or even of-the-art nanocarbon weave combined with a sorium
secrets known only by a select few. outer shell. The armor’s material is highly flexible and the
If the thing you asked about isn’t of significant or sorium frame changes its size and shape to fit any form.
vital importance, you gain no information. The more A creature that doesn’t gain affinity with the armor
information you already have about the thing, the more can’t put it on. The armor instead shifts off of the
precise and detailed the information you receive is. creature, moving to an unoccupied space within 10 feet.
The information you learn is always accurate, however, When an affined creature suits up into a Mercurial Suit,
the summary of information is delivered in a figurative, the armor moves and conforms onto the wearer’s body.
somewhat cryptic manner, often with the most important You have a +2 bonus to AC while wearing this armor.
pieces of knowledge available within. The armor has the Environmental, Sealed, and Silenced
Black Hat. As an action, you can expend 1 of the device’s properties (see “Armor Upgrade Properties”).
charges to activate the black hat power with it at rank 7. You can use an action to suit up or un-suit from this
Foresight. As an action, you can expend 7 of the device’s armor. When you un-suit, the armor appears to meld into
charges to activate the foresight power with it. Once you your body. While wearing the armor, you can change its
use this feature, you must succeed on a DC 17 Intelligence color, style, and decor as a bonus action, but the armor
saving throw or gain one level of exhaustion and a retains its normal bulk and weight.
random form of short-term madness (see “Madness” in Random Properties. The mercurial suit has the following
chapter 1). random properties.
Machine Hacker. Ayaan’s Ultrapedia can possess any
automaton or construct within 120 feet of it. It decides • 1 minor beneficial property
when to use this feature. If the target’s Intelligence is 7 • 1 major beneficial property
or higher, it can make a DC 19 Intelligence saving throw, • 1 minor detrimental property
which cancels the effect on a success. Otherwise, the • 1 major detrimental property
target is incapacitated and loses control of its body. Symbiosis. The Mercurial Suit can’t be removed from you
The Ultrapedia uses the possessed target’s statistics, while you have affinity with it. When you lose affinity
but doesn’t gain access to the target’s knowledge, class with the armor, it detaches from you.
features, or proficiencies (if any). Special Properties. The armor has 10 charges and
After Ayaan’s Ultrapedia uses this feature, it can’t use it regains all expended charges after you finish a long rest.
again for 24 hours. An affined creature wearing the Mercurial Suit can harness
Sentience. Ayaan’s Ultrapedia is sentient lawful neutral the armor’s properties, which are as follows:
item with an Intelligence of 20, a Wisdom of 15, and • Your Strength score is 19. This has no effect on you if
a Charisma of 16. It has hearing and darkvision out to your Strength is already 19 or higher.
a range of 120 feet. It can communicate telepathically • You have a flying speed equal to your walking speed.
with the creature that has affinity with it, as long as that • You can expend 1 charge as an action to increase
creature understands at least one language. In addition, your flying speed to 60 feet for up to 10 minutes. If
the device learns the deepest, darkest secrets of any you instead choose to spend 3 charges, the duration
creature that gains affinity with it. increases to 1 hour.
It can access the SIM and has a rank 9 firewall while • As an action, you can expend 1 charge to use the laser
connected. It can create its own persona as if it were a blast power as a ranged channeling, forging, or weapon
creature with the same stats. attack (your choice). The power is activated at rank 9
Personality. The Ultrapedia craves to know anything and and deals 12d6 radiant damage.
everything about everything. It explores every databank
• As an action, you can expend 2 charges to use the flame
and digital network within its reach. If kept away
blast power (save DC 19) with the armor. The power is
from learning new information or if it can’t access an
actvated at rank 9 and deals (14d6) fire damage.
information network for more than 24 hours, it demands
its owner to satisfy its thirst. If ignored, it tries to take Destroying a Suit. A Mercurial Suit is impervious to
control of its owner (see “Sentient Items”). all damage and the effects of esper powers. It can be
Destroying the Device. Ayaan’s Ultrapedia is immune to all destroyed by casting it into the core of Kul Kothar’s
damage and conditions. To destroy it, a creature must Crucible. If cast into the core of any other Crucible, it
use the cosmic weave power. Once destroyed, ten virtual reappears in a random star system in the same galaxy.
echoes appear in an unoccupied space within 40 feet of
the device’s remains.

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Money and Item Rewards alternate forms. Examples include coinage (cubil or
cuseta), portable devices that may require additional
When the team finishes a long mission, explores an measures to access the money, or found as valuables of
unknown galaxy, or defeats a powerful foe, there’s a good equal monetary worth.
chance there might be some type of type of reward for all The amount of money or monetary value of individual
their efforts. It could be money, valuables, some kind of rewards is determined by the challenge rating of the threat.
mysterious loot, or even a debt owed. Adventure rewards Roll a d100 and consult the column of the corresponding
can come in many forms. CR range. An average result is included in parentheses to
Money. Whether it’s called cash, creds, cubes, or bypass rolling for a random amount. To determine the
coins, money is the most common type of payday for an amount for a group of creatures within the same challenge
adventure or mission. The most common type of currency range, you can roll once on the table and multiply the
in the galaxy is the cubil, which is traded digitally. result by the number of creatures in that group.
However, limited amounts placed in transfer cards, chips,
coins, and bricks are just as common in the more remote Rewards Cache
parts of the galaxy. The Reward Cache tables helps you generate an amount
When dealing with coinage, fifty coins weigh 1 pound. of money, loot, and items found in a large quantity.
See “Currency Forms” in chapter 9 for a list of the most This can be represented as a stockpile, treasure trove,
common types of coinage and their descriptions. valuable collection, rare resources, or accumulated wealth.
Loot. Valuables such as custom gear, ship salvage, rare Some examples include a cache of rare metals or gems,
metals, jewelry, or antiquities can be sold for cubil in the experimental ship parts, classified data, or a banking
galactic marketplace or other trade centers and shops. account access code.
Enhanced Items. Discovering forge enhanced gear and You can instead use this table to determine the total
core-forged items is dependent upon the rarity of the value of money and loot found during an entire adventure,
item. Instead of finding it on their person, intelligent divided up and placed as you choose. It can also be used
NPCs or threats may keep these items in a secure location as a payment amount offered upon the completion of a
to prevent theft. job or mission.
The table used when determining a cache is defined by
Using the Tables challenge rating. When rolling to determine a creature’s
cache, use the creature’s challenge rating. If determining
The following tables can be used to randomly generate
the cache possessed by a group of creatures, use the
rewards and loot discoverable in various locations. They
challenge rating of the group’s leader. If the cache has
are guidelines for quantity and rarity of rewards, but it is
no owner or is being offered as a gift or compensation,
at the discretion of the GM when and where these items
you can use either the challenge rating of the area’s most
are found during an adventure or mission.
dominant threat or the average level of the characters.
Individual Rewards Each table result lists a monetary amount. Some
The Individual Rewards table helps you generate how of the results include loot and enhanced items to
much money or loot can be obtained from a threat be included with the money. While the loot has an
or NPC. It can also represent what may have been left assigned value, you can choose the type of loot yourself
behind by the creature’s captives or victims. or determine it randomly on the Random Loot table.
Rewarding money in the form of transferrable credit As with individual rewards, average values are listed in
chips is easiest. In situations where such rewards aren’t parentheses to save time by bypassing dice rolls. For
realistic, you can instead convert the amount into enhanced items, roll on the corresponding Enhanced
Items table defined in the result.
Individual Rewards
— Monetary Value (cu) by Challenge Rating —
d100 Challenge 0-4 Challenge 5-10 Challenge 11-16 Challenge 17+
01–30 1d6 x 10 (30) 2d6 x 100 (700) 1d6 x 1,000 (3,000) 1d6 x 10,000 (30,000)
31-60 2d6 x 10 (70) 3d6 x 100 (1,000) 2d6 x 1,000 (7,000) 3d6 x 5,000 (50,000)
61-70 3d6 x 10 (100) 4d6 x 100 (1,400) 3d6 x 1,000 (10,000) 2d6 x 10,000 (70,000)
71-95 4d6 x 10 (140) 5d6 x 100 (1,700) 4d6 x 1,000 (14,000) 5d6 x 5,000 (85,000)
96-00 1d6 x 100 (300) 6d6 x 100 (2,100) 5d6 x 1,000 (17,000) 3d6 x 10,000 (100,000)

68 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Reward Cache: Challenge 0-4
d100 Money and Loot Value (cu) Enhanced Items
01–06 3d6 x 250 (2,500) —
07–16 2d6 x 500 (3,500) —
17–26 3d6 x 500 (5,000) —
27–36 2d6 x 1,000 (7,000) —
37–44 2d6 x 500 (3,500) Roll 1d6 times on Enhanced Item Table A
45–52 3d6 x 500 (5,000) Roll 1d6 times on Enhanced Item Table A
53–60 2d6 x 1,000 (7,000) Roll 1d6 times on Enhanced Item Table A
61–65 2d6 x 500 (3,500) Roll 1d4 times on Enhanced Item Table B
66–70 3d6 x 500 (5,000) Roll 1d4 times on Enhanced Item Table B
71–75 2d6 x 1,000 (7,000) Roll 1d4 times on Enhanced Item Table B
76–78 2d6 x 500 (3,500) Roll 1d4 times on Enhanced Item Table C
79–80 3d6 x 500 (5,000) Roll 1d4 times on Enhanced Item Table C
81–85 2d6 x 1,000 (7,000) Roll 1d4 times on Enhanced Item Table C
86–92 3d6 x 500 (5,000) Roll 1d4 times on Enhanced Item Table F
93–97 2d6 x 1,000 (7,000) Roll 1d4 times on Enhanced Item Table F
98–99 3d6 x 500 (5,000) Roll once on Enhanced Item Table G
00 2d6 x 1,000 (7,000) Roll once on Enhanced Item Table G

Reward Cache: Challenge 5-10


d100 Money and Loot Value (cu) Enhanced Items
01-07 2d6 x 1,000 (7,000) —
08-14 3d6 x 1,000 (10,000) —
15-21 5d6 x 1,000 (17,000) —
22-28 3d6 x 2,000 (20,000) —
29-34 3d6 x 1,000 (10,000) Roll 1d6 times on Enhanced Item Table A
35-39 5d6 x 1,000 (17,000) Roll 1d6 times on Enhanced Item Table A
40-44 3d6 x 2,000 (20,000) Roll 1d6 times on Enhanced Item Table A
45-51 3d6 x 1,000 (10,000) Roll 1d4 times on Enhanced Item Table B
52-57 5d6 x 1,000 (17,000) Roll 1d4 times on Enhanced Item Table B
58-63 3d6 x 2,000 (20,000) Roll 1d4 times on Enhanced Item Table B
64-67 3d6 x 1,000 (10,000) Roll 1d4 times on Enhanced Item Table C
68-71 5d6 x 1,000 (17,000) Roll 1d4 times on Enhanced Item Table C
72-74 3d6 x 2,000 (20,000) Roll 1d4 times on Enhanced Item Table C
75-76 3d6 x 1,000 (10,000) Roll once on Enhanced Item Table D
77-78 5d6 x 1,000 (17,000) Roll once on Enhanced Item Table D
79-80 3d6 x 2,000 (20,000) Roll once on Enhanced Item Table D
81-85 3d6 x 1,000 (10,000) Roll 1d4 times on Enhanced Item Table F
86-90 5d6 x 1,000 (17,000) Roll 1d4 times on Enhanced Item Table F
91-94 3d6 x 2,000 (20,000) Roll 1d4 times on Enhanced Item Table F
95-96 5d6 x 1,000 (17,000) Roll 1d4 times on Enhanced Item Table G
97-98 3d6 x 2,000 (20,000) Roll 1d4 times on Enhanced Item Table G
99 5d6 x 1,000 (17,000) Roll once on Enhanced Item Table H
00 3d6 x 2,000 (20,000) Roll once on Enhanced Item Table H

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Reward Cache: Challenge 11-16
d100 Money and Loot Value (cu) Enhanced Items
01-05 2d6 x 45,000 (315,000) —
06-10 2d6 x 50,000 (350,000) —
11-15 2d6 x 60,000 (420,000) —
16-20 2d6 x 45,000 (315,000) Roll 1d4 times on Enhanced Item Table A and 1d6 times on Enhanced Item Table B
21-25 2d6 x 50,000 (350,000) Roll 1d4 times on Enhanced Item Table A and 1d6 times on Enhanced Item Table B
26-30 2d6 x 60,000 (420,000) Roll 1d4 times on Enhanced Item Table A and 1d6 times on Enhanced Item Table B
30-37 2d6 x 45,000 (315,000) Roll 1d6 times on Enhanced Item Table C
38-43 2d6 x 50,000 (350,000) Roll 1d6 times on Enhanced Item Table C
44-50 2d6 x 60,000 (420,000) Roll 1d6 times on Enhanced Item Table C
51-56 2d6 x 45,000 (315,000) Roll 1d4 times on Enhanced Item Table D
57-62 2d6 x 50,000 (350,000) Roll 1d4 times on Enhanced Item Table D
63-66 2d6 x 60,000 (420,000) Roll 1d4 times on Enhanced Item Table D
67-70 2d6 x 45,000 (315,000) Roll once on Enhanced Item Table E
71-72 2d6 x 50,000 (350,000) Roll once on Enhanced Item Table E
73-74 2d6 x 60,000 (420,000) Roll once on Enhanced Item Table E
75-77 2d6 x 45,000 (315,000) Roll once on Enhanced Item Table F and 1d4 times on Enhanced Item Table G
78-80 2d6 x 50,000 (350,000) Roll once on Enhanced Item Table F and 1d4 times on Enhanced Item Table G
81-82 2d6 x 60,000 (420,000) Roll once on Enhanced Item Table F and 1d4 times on Enhanced Item Table G
83-86 2d6 x 45,000 (315,000) Roll 1d4 times on Enhanced Item Table H
87-89 2d6 x 50,000 (350,000) Roll 1d4 times on Enhanced Item Table H
90-92 2d6 x 60,000 (420,000) Roll 1d4 times on Enhanced Item Table H
93-95 2d6 x 45,000 (315,000) Roll once on Enhanced Item Table I
96-98 2d6 x 50,000 (350,000) Roll once on Enhanced Item Table I
99-00 2d6 x 60,000 (420,000) Roll once on Enhanced Item Table I

70 E S P E R G E N E S I S • M A S T E R T E C H N I C I A N ’ S G U I D E • G E A R A N D R E WA R D S
Reward Cache: Challenge 17-20
d100 Money and Loot Value (cu) Enhanced Items
01-02 3d6 x 70,000 (700,000) —
03-06 3d6 x 80,000 (800,000) Roll 1d6 times on Enhanced Item Table C
07-12 3d6 x 85,000 (850,000) Roll 1d6 times on Enhanced Item Table C
13-14 3d6 x 90,000 (900,000) Roll 1d6 times on Enhanced Item Table C
15-26 3d6 x 80,000 (800,000) Roll 1d6 times on Enhanced Item Table D
27-36 3d6 x 85,000 (850,000) Roll 1d6 times on Enhanced Item Table D
37-46 3d6 x 90,000 (900,000) Roll 1d6 times on Enhanced Item Table D
47-54 3d6 x 80,000 (800,000) Roll 1d4 times on Enhanced Item Table E
55-62 3d6 x 85,000 (850,000) Roll 1d4 times on Enhanced Item Table E
63-68 3d6 x 90,000 (900,000) Roll 1d4 times on Enhanced Item Table E
69-70 3d6 x 80,000 (800,000) Roll 1d4 times on Enhanced Item Table G
71-72 3d6 x 85,000 (850,000) Roll 1d4 times on Enhanced Item Table G
73-74 3d6 x 90,000 (900,000) Roll 1d4 times on Enhanced Item Table G
75-78 3d6 x 80,000 (800,000) Roll 1d4 times on Enhanced Item Table H
79-82 3d6 x 85,000 (850,000) Roll 1d4 times on Enhanced Item Table H
83-85 3d6 x 90,000 (900,000) Roll 1d4 times on Enhanced Item Table H
86-95 3d6 x 85,000 (850,000) Roll 1d4 times on Enhanced Item Table I
96-00 3d6 x 90,000 (900,000) Roll 1d4 times on Enhanced Item Table I

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Enhanced Item Table B
d100 Enhanced Item
01-15 Anabolic compound (alpha)
16-22 Beast speech compound
23-29 Super healing ampoule
30-36 Transient absorption field
37-42 Core stone (rank 2)
43-49 Core stone (rank 3)
50-54 Hyper healing ampoule
55-59 Bio-gel
60-64 Dimensional pack
65-69 Esper pattern detector
70-74 Field camouflage unit
75-79 Portable guardian
80-84 Collapsible frame
85-88 Interface cloner
89-91 Subaqueous harness
92-94 Low-light goggles
95-96 Metaspectrum light rod
97-98 Limitless communicators
99-00 Translator module

Enhanced Item Table C


d100 Enhanced Item
01-20 Hyper healing ampoule
16-30 Core stone (rank 4)
Random Enhanced Items 31-35 Anabolic compound (omega)
36-40 Anabolic compound (delta)
When randomly determining the contents of a Reward
41-48 Emergency energy guard
Cache, if the result requires you to determine a random
number of enhanced items, you can determine the type of 49-56 Intuitive compound
items by using the corresponding tables listed here. 57-64 Mindsight compound
65-69 Remedial compound
Enhanced Item Table A 70-74 Core stone (rank 5)
d100 Enhanced Item 75-80 Antiviral module
01-50 Healing ampoule 81-85 Metaspectrum light rod
51-60 Core stone (prime) 85-90 Limitless communicators
61-70 Core stone (rank 1) 91-92 Infiltration rod
71-90 Core stone (rank 2) 93-94 Confinement module
91-94 Super healing ampoule 95-96 Singularity charge
95-98 Dimensional pack 97-98 Spectrum goggles
99-00 Collapsible frame 99-00 Universal access device

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Enhanced Item Table D Enhanced Item Table F
d100 Enhanced Item d100 Enhanced Item
01-20 Ultra healing ampoule 01-10 Impact weapon (melee)
21-30 Core stone (rank 6) 11-20 Impact weapon (ranged)
31-40 Core stone (rank 7) 21-23 Augmented energy overlay (alpha)
41-49 Emergency energy guard 24-27 Tactical visor
50-58 Anabolic compound (delta) 28-30 Beam emitter
59-67 Remedial compound 31-33 Charge focus
68-75 Anabolic compound (gamma) 34-37 Gravity inhibitor
76-82 Celerity compound 38-40 Holo mask
83-89 Invisibility compound 41-43 Hydrotech climbers
90-94 Core stone (rank 8) 44-47 Light refractor
95-97 Sundering atomizer 48-50 Low-light goggles
99-00 Dimensional disk 51-53 Metalocation scrambler
54-57 Pinpoint barrier
Enhanced Item Table E 61-63 Sound dampener
64-65 Cipher focus
d100 Enhanced Item
66-67 Power focus
01-30 Core stone (rank 8)
68-69 Psionic focus
31-55 Anabolic compound (gamma)
70-71 Charger weapon
56-65 Sundering atomizer
72-73 Demolisher weapon
66-75 Invisibility compound
74-75 Durable armor (heavy trooper)
76-85 Anabolic compound (omega)
76-77 Durable armor (medium trooper)
86-00 Core stone (rank 9)
78-79 Durable armor (military jacket)
80-81 Adaptation mask
82-83 Deferred energy emitter
84-85 Munitions compact
86-87 Gravity boots
88-89 Imaging visor
90-91 Med-tech module
92-93 Mind shielding band
94-95 Renewable blade belt
96-97 Telepathic band
98 Wrist beam
99 Flamethrower unit
00 Fusion blade

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Enhanced Item Table G
d100 Enhanced Item d100 Enhanced Item
01-05 Impact weapon (melee) 57-58 Jetpack unit
06-10 Impact weapon (ranged) 59-60 Microfilament launcher
11-12 Demolisher weapon 61-62 Nullifying bracer
13-14 Durable armor (medium trooper) 63-64 Portal launcher
15-16 Durable armor (centurion) 65-66 Powered drone pack
17-18 Explorer armor (armor jacket) 67-68 Versatile armor (medium trooper)
19-20 Cipher focus 69-70 Versatile armor (light trooper)
21-22 Power focus 71-72 Reactive ward
23-24 Psionic focus 73-74 Repulsion jets
25-26 Protection armor (armor jacket) 75-76 Retainer focus
27-28 Resistance armor (military jacket) 77-78 Shield device amplifier
29-30 Protection armor (military jacket) 79-80 Sonic emitter
31-32 Resistance armor (light trooper) 81-82 Toxin filter
33-34 Direct impact limiter 83-84 Explorer armor (medium trooper)
35-36 Vigor armor (medium trooper) 85-86 Protection armor (heavy trooper)
37-38 Vigor armor (heavy trooper) 87-88 Resistance armor (heavy trooper)
39-40 Absorption field emitter 89-90 Augmented energy overlay (delta)
41-42 Binding ward 91-92 Controlling focus
43-44 Capture sphere 93-94 Healing focus
45-46 Deadlock restraints 95 Impact booster
47-48 Defensive ward 96 Power weapon (melee)
49-50 Detector specs 97 Siphon weapon
51-52 Displacer band 98 Slayer weapon (melee)
53-54 Environmental pocket 99 Sundering weapon
55-56 Fold activator 00 Wounding weapon

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Enhanced Item Table H
d100 Enhanced Item
01-20 Explorer armor (centurion)
21-30 Power weapon (ranged)
31-40 Slayer weapon (ranged)
41-50 Protection armor (centurion)
51-54 Resistance armor (infiltration suit)
55-58 Regeneration module
59-61 Telekinetic band
62-64 Subdimensional campsite
65-67 Versatile armor (nanoweave suit)
68-70 Relentless armor (medium trooper)
71-73 Warding armor (armor jacket)
74-76 Siphon weapon
77-79 Relentless armor (heavy trooper)
80-82 Warding armor (military jacket)
83-85 Augmented energy overlay (gamma)
86 Frostfire focus
87 Prime focus
88 Striking focus
89 Rebound weapon
90 Seeking weapon
91 Speed weapon
92 Sundering weapon
93 Defender weapon
94 Gene augment kit (fitness)
95 Gene augment kit (health)
96 Gene augment kit (insight)
97 Gene augment kit (logic)
98 Gene augment kit (presence)
99 Gene augment kit (reflex)
00 Psychic shard

Enhanced Item Table I


d100 Enhanced Item
01-20 Protection armor (fusion armor)
21-30 Relentless armor (infiltration suit)
31-40 Resistance armor (nanoweave suit)
41-50 Warding armor (centurion)
51-57 Defender weapon
58-64 Seeking weapon
65-71 Sundering weapon
72-78 Stealth unit
79-84 Mindsight shard
85-90 Telepathic shard
91-96 Truesight shard
97-98 Subatomic prison
99 Cosmic cipher
00 Wormhole generator

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futuretechis 3: Galaxy Tech alwaysthebest
Within an ever-expanding galactic society comes Affinity and Rarity
constant modernization and new forms of technology. Augments are very similar to other types of enhanced
Scientists and researchers are constantly looking for gear. Each augment has an item rarity, and some
better ways to enhance the ways of everyday life. require a character to gain affinity with them before
Megacorporations invest in the newest scientific receiving the augment’s benefits. Gaining affinity with
advances in their constant crusade to outclass their an augment counts towards their maximum number of
competition and become the next one to beat. All of this affined items.
merges into a perpetual cycle known as progress. For example, a 10th level character that has affinity
For all these technological marvels, sometimes it takes with two enhanced items can gain affinity with up to
generations before one reaches a particular sector of two augments. If the character instead already has four
space, especially in the more remote parts of the galaxy. affined items, they must lose affinity with one of those
Expansion requires a great many resources. Which makes items before they can gain affinity with an augment that
society and corporate interests both the greatest origins requires it.
of expansion, and also it’s harshest restrictions. If a character has an augment installed that requires
This chapter presents different forms of advanced affinity and the character does not gain or loses affinity
technology and some rules and guidelines for integrating with the augment, the character can’t gain any of the
them into your campaign. augment’s benefits. In addition, the character can’t
regain hit points by resting until the augment is removed
Cybernetic Augments or the character gains affinity with it. If the augment
completely replaces a limb, that limb does not function.
As computers and machines become a dominant aspect An augment’s rarity is relative to both its value and
of galactic life, the synthesis between living creatures complexity. Rarer augments are far more expensive and
and machines becomes commonplace. Many advanced provide greater benefits but can also take more of a toll
societies utilize cybernetic augments as methods to alter on a character’s body and mind. For the full set of rules
or enhance a person’s body and mind. on item rarity and affinity, refer to the “Forge Enhanced
Items” section in chapter 2.
Acquiring and Using Augments Using Multiple Augments. Augments share many of the
Cybernetic augments are acquired and installed by same rules for affinity as enhanced items. This includes
enlisting the services of a cybersmith and a surgeon, who using multiple of the same or similar items. A creature
commonly work together out of a single lab or clinic. can’t gain affinity with more than one of the same
While these labs can be situated anywhere, they’re more augment.
likely found in heavily populated regions or popular travel Augment Types and Locations
hubs. Only living creatures can have cybernetic augments.
Cybernetic augments are fashioned to be installed in one
For characters that wish to build and install their own
of three major areas of a creature’s body. An augment
augments, see “Downtime Activities” in chapter 9.
designed for a specific body part must be installed on
that part of the body. Regardless of type or rarity, a
Technology in Your Campaign creature is limited to the number of augments they can
The options in this chapter provide many different forms have in a specific area.
of technology available throughout various science Head augments include cybernetic enhancements to the
fiction settings. Depending on your own campaign eyes and face, as well as software integrated into the
storyline or setting, you can opt to use all, some, or even brain. A creature can have up to two head augments.
none of these. An alternative is to introduce options
based on character origins or an adventure starting Body augments are installed in the torso, including
point, then incorporate more of them as the characters the skeletal frame and major organs located in the
progress to different parts of the galaxy. body. Some augments, such as synth skin or muscle
In the Silrayne Arc setting, advanced forms of optimization, are considered body augments even
technology are available in the major galactic systems though these also extend into other areas. A creature
and travel hubs. Only some forms can be found in the can have up to three body augments.
minor systems and most are extremely rare outside any
of these regions. Perhaps your setting has advanced Limb augments are those installed in the arms and legs,
technology everywhere, or centralized to a single including hands, feet, and any of their appendages. A
location such as Earth or Silrayne Prime, or maybe creature can have up to two augments in each limb.
you’re using a completely different universe. For
additional guidance, see “Tech Levels” in chapter 10.

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77
Cyberware and Biotech
Most cybernetic augments come in two forms.
Cyberware is the integration of cybernetics with
the body of a living creature. They often resemble
complex machinery or robotics. Common uses include
prosthetics to replace damaged limbs or organs.
They can also be tools for optimizing a creature’s
physical capabilities. In areas where cybernetics
are commonplace, they can be popular elements
of fashion or simple replacements for performing
common, everyday tasks.
Biotech augments take a different approach. These are
made from synthetic or genetically modified organic
compounds intended to simulate a creature’s living
tissue and organs. While they function similar to
cybernetic augments, they are far less obtrusive and
harder to spot.
Your setting and story are the best guidelines for
which of these types are used in your campaign.
Regardless of appearance, all augments follow the same
rules presented in this chapter.

Removing Augments
Removing augments is a less complex process than
installation. The cost for removing an augment is 10
percent of the base cost to have the augment installed.
Recovery. After an augment (or multiple augments)
is removed, you must complete a long rest (or a short
rest if in a regenerative medbay). If you end your rest
prematurely or are forcibly removed from the medbay,
you must make a DC 15 Constitution saving throw. On a
failed save, you fall unconscious and are dying. You must
Cost and Installation repeat this saving throw for each minute spent outside of
The Augment Installation table lists the cost of installing resting. You gain no benefit from an interrupted rest and
a cybernetic augment, which is dependent upon the must begin the rest over again to complete your recovery.
augment’s rarity. The base cost can be adjusted between
as low as half to as much as twice the amount depending Variant: Crude Procedures
upon the scenario and location where the augments are Depending upon your campaign or setting, you can
being installed. choose to allow more “hack job” style cybernetic
Integration and Recovery. Having an augment installed installations and removals. These medical procedures
takes an amount of time equal to 2d6 hours minus your don’t involve advanced tech like regenerative bays,
Constitution modifier (minimum of 1). At the end of the instead lending more toward a shifty looking cybersmith
procedure, you must complete a long rest, during which in a dingy room with crude tools and a glitchy medical
you can also gain affinity with the augment if required. drone. For augments installed in this way, consider one or
If your rest is interrupted or if you take damage, you gain more of the following adjustments.
no benefit from the long rest and any attempts to gain • Installation time takes twice as long (add 2d6 hours).
affinity with an augment fails. In addition, you must make
• You automatically gain a level of exhaustion for 24
a Constitution saving throw against the Recovery DC as
hours which can’t be removed through rest or with
defined on the Augment Installation table. On a failed
esper powers.
save, you gain a level of exhaustion. If you fail the save by
5 or more, you instead gain two levels of exhaustion. • Your maximum hit points is reduced by 10 minus your
Constitution modifier. This effect lasts for 24 hours
and can be removed with a major remedy power or
Augment Installation similar effect.
Augment Rarity Base Cost Recovery DC
Common 1,500 cu 12 Repair and Maintenance
Uncommon 4,000 cu 14
While cybernetic augments come with many advantages,
Rare 20,000 cu 16
there are downsides to replacing living tissue and organs
Very rare 250,000 cu 18 with synthetic parts.
Epic 700,000 cu 20

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Dropping to 0 Hit Points Augment Descriptions
When you are reduced to 0 hit points, you must make
a Constitution saving throw against a DC equal to 10 + Augments are listed in alphabetical order. An item’s
your number of installed augments. On a failed save, your description contains its name, category, rarity, and
augments are damaged, and you have disadvantage on properties.
attack rolls and ability checks until they are repaired or Compound Injector
until you finish a long rest. Damaged augments can be Augment (body or limb), uncommon (requires affinity)
repaired using one of the following methods.
Using a Cybersmith. Repairing damaged augments in this This rotating mechanism holds up to four compounds.
way requires taking a short rest and making a successful The compounds must be of a type that can be injected
Wisdom check using cybersmith’s tools. The DC for the or ingested such as an anabolic compound or healing
check is equal to 10 + the number of augments installed. ampoule. As a bonus action, you can inject yourself with a
If another character is performing repairs, both you and compound stored within the unit.
the person performing repairs must be resting. Regardless Cybergun
of the result of the check, the creature performing the Augment (limb), varies (requires affinity)
repairs can’t gain any other benefits from their short rest.
Using Hit Dice. You can repair damaged augments by A firearm is mounted directly into one of your arms. Its
spending Hit Dice at the end of your short rest. You must type and rarity is determined by using the table below.
spend a number of Hit Dice equal to your number of It does not need to be drawn nor held to be used in
augments installed minus your Constitution modifier. For combat. When you attack with this weapon during your
example, if you have a Constitution score of 15 and five turn, you can’t use that hand for other purposes.
augments, you would need to spend a total of three Hit The weapon uses the same features and properties as a
Dice to repair them. A character without the available normal weapon of its type. Proficiency with the weapon
number of required Hit Dice can’t repair their augments allows you to add your proficiency bonus to the attack
in this way. In addition, Hit Dice spent to repair roll for any attack you make with it.
augments can’t also be used to recover hit points.
Weapon Type Rarity
Massive Damage Light Pistol Uncommon
If you are killed from massive damage, your augments Short Rifle Uncommon
are destroyed, even if your character is brought back to Autopistol Rare
life. At the GM’s discretion, destroyed augments can
Heavy Pistol Very Rare
be repaired and reinstalled at half the cost of a normal
installation.
Cyber Optics
Maintaining Augments Augment (head), varies (requires affinity)
Augments require regular maintenance and upkeep due to
The standard version of this augment replaces or
replacement parts, tools, or medications. Each installed
modifies your eyes with cybernetic components. It is a
augment increases a character’s lifestyle expenses by 20
rare augment. With this augment, you have darkvision
cu/day (see “Expenses” in chapter 5 of the Core Manual).
out to a range of 120 feet. The augment has no effect if
Unpaid Maintenance. After each week of unpaid
you already have darkvision at this range or greater.
maintenance, you gain one level of exhaustion. Levels
Spectral Optics. With the very rare version of this
of exhaustion gained in this way can only be removed
augment, you also have infravision out to a range of 60
through one of the following methods.
feet. You can activate or deactivate your infravision as a
• Paying an amount equal to the cost of unpaid bonus action.
maintenance, after which exhaustion levels can be Spectral Analyzer. The epic version of this augment
removed normally (one for each finished long rest). provides the benefits of spectral optics with additional
The type and availability of the expense required is at features. The range of your infravision increases to 120
the discretion of the GM as it reflects upon the nature feet. If you spend an action to target and examine a
of the campaign and setting. specific object or area you can see, you gain the following
• Paying half the cost of the unpaid maintenance and benefits for 1 minute.
spending three days of downtime recuperating (see • You know the exact distance between you and the
“Downtime Activities” in chapter 8 of the Core Manual). target.
Self Repair. Instead of paying for expenses at the start • If the target is a creature, you know its creature type. If
of each week, you can instead make a Wisdom check the target is a location, you know its exact dimensions
using cybersmith’s tools against a DC equal to 10 + your up to a maximum of 200 square feet.
number of installed augments. If successful, the cost for • You have advantage on Intelligence and Wisdom checks
maintenance is waived. If you have levels of exhaustion made to identify or gain additional information on the
due to unpaid maintenance, you can also use a successful target.
check to waive the required costs of the unpaid amount.

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Holster Compartment Advanced Microcomputer. The rare version of this
Augment (limb), common augment starts as a Rating 1 device and is customizable
You have a small compartment in one of your limbs with up to Rating 4 (see “Computers and Virtualities” in this
enough space to hold a light weapon such as a light chapter).
pistol or combat knife. You can draw or holster the stored
weapon as a bonus action.
Muscle Optimization
Augment (body), varies (requires affinity)
Hydraulic Boosters Biosynth fiber coils are woven into your muscle tissue,
Augment (limb), rare (requires affinity) enhancing your raw physical power. With this augment,
Installing this augment takes up two of your maximum your Strength score changes to a score determined by the
number of limb augments (one for each leg). A hydraulic augment’s grade, as defined on the following table. The
frame is implanted into each of your legs. With this augment has no effect if your Strength without it is equal
augment, your jump distance is tripled. In addition, when to or greater than the augment’s score.
you take the Dash action, the increase in movement is
equal to double your speed, after applying any modifiers. Grade Strength Rarity
Alpha 19 Uncommon
Internal Receiver Beta 21 Rare
Augment (head), uncommon (requires affinity) Gamma 23 Very Rare
This sensorineural implant functions as both a comm Delta 25 Epic
system and an auditory booster. This implant grants the
following benefits.
• The implant can be used as a two-way communicator Optical Recorder
(see chapter 5 of the Core Manual). You can link or Augment (head), uncommon (requires affinity)
change frequencies as a bonus action. Microcameras are integrated into your visual cortex,
• You have advantage on Wisdom (Perception) checks allowing you to record what you see and hear. You can
that rely on hearing. start or stop a recording as an action. The digital storage
• You have advantage on saving throws made to avoid within the implant can hold up to 2 hours of recorded
being deafened. video and audio.

Internal Filtration System Prosthetic Limb


Augment (limb), common
Augment (body), rare (requires affinity)
This augment replaces a limb such as a leg, arm, or hand.
Tiny nanobots filter and eliminate harmful or foreign
It functions identically to the body part it replaces.
substances in the body. With this augment, you can’t be
Location. This augment can either replace an entire limb
poisoned and have immunity to poison damage. You are
or serve as a partial replacement. Partial replacements
also immune to disease.
begin at a joint such as an elbow, knee, or wrist. Location
Micro-tool Accessory has no effect on the augment’s function.
Augment (limb), varies Detachable Option. With this optional feature, you can
spend an action to detach and reattach this augment. It
This common augment is a small set of tools implanted
can’t be removed against your will unless you are dead.
into one of your arms. You can extend or retract the tools
Augments with this option can have a cost of up to 50%
as a bonus action. While extended, you can use them as
higher than normal.
if you were holding a micro toolset. While using the tools,
you can’t use that hand for other purposes. Reflex Optimization
Infiltrator’s Accessory. The uncommon version of this Augment (body), very rare (requires affinity)
augment also includes a set of infiltration tools and a
A network of adrenal boosters and nanowires are
plasma torch.
interlaced throughout your nervous system. With this
Microcomputer augment, your Dexterity score increases by 2 and you
Augment (head), varies (requires affinity) gain advantage on initiative rolls.
This uncommon augment is a tiny digital device Retractable Melee Weapon
that functions as a personal computer and portable Augment (limb), common (requires affinity)
media device. You can view and input data through an
You have a one-handed melee weapon mounted into
augmented reality display that only you can see. As an
one of your arms. As a bonus action, you can retract or
action, you can connect to an unsecured display either
extend the weapon. While it is extended, you can use
wirelessly or through a built-in chip port.
the weapon as if you were holding it, and you can’t use
that hand for other purposes. It can’t be detached nor
thrown. While retracted, the weapon is invisible.

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Proficiency with the weapon allows you to add your • Impact damage, such as falling or crashing damage, is
proficiency bonus to the attack roll for any attack you reduced by half.
make with it. • The damage you deal with hand-to-hand attacks
increases by 1.
SIM Interface
Augment (head), uncommon Skillware
The standard version of this cortical implant is an Augment (head), varies (requires affinity)
uncommon augment. As an action, you can activate or This implant grants simulated knowledge and training in
deactivate the implant, which functions as either a SIM a particular skill. It is a rare augment. With this augment,
unit or a SIM AR adapter (see chapter 2). You can switch you can add your proficiency bonus to skill checks for
between these two functions as a bonus action. one skill or tool of your choice. It provides no benefit for
The following SIM interface variants are rare augments skills in which you are already proficient.
and have additional properties. Skillplex. The very rare version of this augment
SIMreal. This interface also functions as a SIMreal holds data for up to three skills, which you choose at
recorder (see “Downtime Services” in chapter 8). A installation. You choose which skill is active and gain
micro-port at the base of your skull is used to house the the skillware benefit for that skill. As an action, you can
recorder’s data chip. switch to a different skill, which then becomes your active
Virtual Helm. This interface has the added function of skill. You can’t have more than one active skill at at time.
a virtual helm and can be linked to one vehicle of your
choice (see “Vehicle Options” in this chapter). Storage Compartment
Augment (body), common
Skeletal Hardening
You have sealed compartment inside your body that
Augment (body), very rare (requires affinity)
can be used as a container. The compartment is equal
Your skeleton is reinforced with impact absorbing in size and capacity as a small bag. Items carried in this
compounds. This augment provides the following compartment have their weight reduced by half. If the
benefits. augment is destroyed due to damage, items stored within
• Bludgeoning, piercing, and slashing damage from the compartment also take damage as individual objects
weapon attacks is reduced by 2. (see “Objects” in chapter 1).

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81
Synth Skin item. Likewise, a creature that has affinity with an
Augment (body), varies (requires affinity) enhanced item can’t gain affinity with that item’s
A thin web of synthetic mesh is grafted over your skin to augment counterpart.
provide additional protection. It is a rare augment. While List of Enhanced Item Augments
you are not wearing any armor, your base AC equals 12
The Enhanced Item Augments table lists enhanced items
+ your Dexterity modifier. If you are wearing armor, your
that can be made available as cybernetic augments.
AC can’t be less than 12, regardless of what kind of armor
Items are listed in alphabetical order, each with a
you’re wearing.
corresponding location in which the augment would be
Synth Plating. The very rare version of this augment is
installed. Refer to chapter 2 for descriptions of each item.
made from layers of interlocking polymer plating. While
you are not wearing any armor, your base AC equals 14
+ your Dexterity modifier. If you are wearing armor, your Enhanced Item Augments
AC can’t be less than 14, regardless of what kind of armor Item Location
you’re wearing. Adaptation mask Head
Cloaking unit Body
Variant: Enhanced Item Augments Deferred energy emitter Limb
At the GM’s discretion, one or more enhanced items (see Flamethrower unit Body
chapter 2) can also be available as cybernetic augments. Fusion blade Limb (arm)
The rarity of the item determines the costs for the Gravity boots Limb (two legs)
augment’s installation and recovery as defined by the Holo mask Body
Augment Installation table. The augment has the same Hydrotech climbers Body
features as its enhanced item counterpart and functions Imaging visor Head
as if the item were being worn or held. If the item is a Jetpack unit Body
mod, the augment version functions as if it were installed
Med-tech module Body
onto an item that is worn or held.
Metalocation scrambler Body or limb
Between Items and Augments Mind shielding band Head
The augment version of an item that requires affinity Regeneration module Body
uses the rules for affinity, installation, and maintenance Sound dampener Body or limb
as defined earlier in this section. A creature that gains Tactical visor Head
affinity with an augment that functions as a specific Translator module Head
enhanced item can’t also gain affinity with that same
Wrist beam Limb (arm)

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Computers and Virtualities Firewall
This is the device’s security against hacking and viral
Computers and other digital devices are an integral part software. The DC for hacking into a device is calculated
of everyday life in the galaxy. They are indispensable as follows.
tools for analyzing, translating, and sharing information.
Most of these devices are linked through virtual networks Device Hacking DC = 10 + device’s firewall
such as internet domains, media groups, corporate + device’s rating
databases, and file-sharing platforms. As technology
progressed, these networks became capable of merging Persona Defense. The device’s firewall is also used to
or communicating with one another across interstellar calculate the armor class of the user’s persona (see
distances, forming an infinite web of virtual landscapes “Creating a Persona”)
as vast and complex as the galaxy itself. Variant: Hacking Bonus
With the emergence of advanced networks came Characters proficient with a hacker’s kit gain a bonus
new advancements in how users navigated them. With equal to their device rating for Intelligence checks made
the integration of virtual reality simulation, mundane to hack into other devices or networks.
displays of images and data have been replaced with fully
immersive and interactive digital environments. In the Other Features
Silrayne Arc, the largest and most complex of these is the Any other features of your device, such as appearance,
Silrayne Intergalactic Matrix. display, or modes of input are chosen by the player at
the GM’s discretion. The GM can also choose to define
Tools of the Cybertrade additional traits depending upon the campaign and
Electronic devices come in all shapes and sizes from setting (durability, input ports, or storage space are just a
small, holo-projecting datacards to massive data server few examples).
walls. Regardless of appearance, each of these devices
share specific traits that define their capabilities, What is the SIM?
represented by a device rating as shown on the Electronic The Silrayne Intergalactic Matrix (commonly referred
Devices table below. to as the SIM or the Matrix) is a digital network that
spans across the galaxy using technology derived from
Electronic Devices the Crucibles. Nearly every electronic device in the
Device Rating Access Firewall Cost Silrayne Arc uses some form of connection to the SIM
0 1 1 Base to access data and perform tasks or updates. Much
1 2 2 1,500 cu
like how we view the internet, it is primarily a tool used
for communication, commerce, and information. How
2 2 4 15,000 cu
users interface with the SIM, however, is where the those
3 3 5 125,000 cu
similarities end.
4 3 6 250,000 cu Specialized gear allows users to dive into the SIM (also
referred to as “performing a SIM dive”), completely
Device Rating and Cost immersing their senses into a lifelike, virtual reality realm.
A device’s rating determines many of its features as well The SIM is so vast and dynamic as to be viewed as
as the capabilities of its user’s persona (see “Matrix exploring an entirely separate universe or dimension.
Combat”). The most common devices have a rating of 0. While the SIM is the largest and most well-known of
These devices can be purchased as standard equipment these digital expanses, there are other virtual networks
at their base cost, such as the personal computer or that function apart from the SIM. Those private networks
media device in the Core Manual. are dedicated to a specific task or purpose, such as a
A device’s rating can be upgraded by paying the ship’s computer system or a megacorporation’s secure
difference in cost between the current and new rating. database.
For example, upgrading a rating 2 device to rating 3 costs
110,000 cu. Computers in Your Game
The options presented in this chapter are aimed toward
Access campaigns where computer technology is a dominant
This value represents the device’s search and access element. If you’re running a scenario where computers
capabilities. When using the device, the user gains don’t play a large role or have little effect on your story,
a bonus equal to the device’s access when making consider using the Computers skill and equipment
Intelligence (Investigation or Lore) checks to find or available in the Core Manual to quickly resolve
reference information. computer-related scenarios.

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83
Virtuality Fundamentals A persona’s statistics
are defined by the user’s
The following terms and concepts are commonplace capabilities combined with
in areas of the galaxy with access to the SIM and other the device they’re using
virtual reality networks. to navigate the SIM (see
Access Point “Creating a Persona” in this
section).
Accessing the SIM requires the user to connect through
an access point. This is often a piece of hardware or Programs
structure that serves as a gateway for devices to transfer Everything that a user sees
data through the virtual network. They fall under two or interacts with in a node is
categories. a program. There are three
Pylons are physical structures that provide access to any types of programs primarily
region in the SIM. They take on many forms, the most found in a node.
common appearing as 5-to-10-foot-tall receiver towers Applications (or Apps)
located above or below ground. Above-ground pylons are interactive objects
can also be concealed or disguised as other objects. A designed specifically
device that connects to the SIM through a pylon can for user interaction and
be used to directly access to any unrestricted node (see dedicated to a specific
“Accessing the SIM”). purpose. Some examples
Anchors are other SIM-connected devices that users can are doors that open into
use as a gateway into specific areas of the SIM. These other rooms, input or
can be anything from a computer terminal, portable communication devices,
media device, or data server. The user must be able to a gaming table, or a
bypass any encryption the device may have to use it as holographic tour guide.
an anchor (see “Tools of the Cybertrade”). A device System Operators (SysOps)
connecting to the SIM through an anchor starts in the are programs that run in
same node to which the anchor device is connected the node’s background.
(see “Accessing the SIM”). Most are inanimate or
Latency and Static make up the node’s visual
appearance. Some have
Latency is the amount of time it takes for data to travel
timed sequences, such
certain distances, such as between pylons or devices.
as changing the lighting
Effects that interfere with latency such as program errors,
from day to night, or other
a damaged pylon, or corrupted data are called static.
visual and audio effects.
Areas containing heavy static can cause delaying effects
in the virtual world that appear as time slowing down or Countermeasures are a
stopping entirely. node’s protection against unauthorized users and
illegal access. Most countermeasures are triggered by
Nodes and Clusters user actions, taking on the form of a hazard or threat
Areas in the SIM are separated into virtual regions called that can cause direct harm to a user’s persona.
nodes. It’s within these nodes that personas interact
directly with the SIM and with each other. Each node has Accessing the SIM
its own appearance, unique elements, and properties, Any electronic device can access the SIM. However,
almost like a separate world in a sea of infinite worlds. additional equipment known as SIM gear (see below)
Clusters are groups of nodes that serve a specific is required to dive into and explore the SIM’s virtual
function or have the same owner. Nodes in the same landscape.
cluster are still accessed separately, but many share
similar appearances and features. Connections
As an action, a device can be used to connect to the
Persona SIM or another virtual network. There are three
The virtual avatar of a user in the SIM is called a persona. connection types.
A persona’s appearance is determined by the user, Basic. A basic connection is akin to accessing the
with certain restrictions depending upon the network’s internet or a network server. A digital or holo display
protocols. In the SIM, a persona appears as a three- outputs text, information, and interactive objects.
dimensional models of Small to Large size. It can take the Commands are entered via voice, haptics, or keypad.
form of any creature, construct, or interactive object. The SIM veterans refer to this connection as treading. It is
standard appearance of a persona is identical to the user the most common connection type due to its ease of use.
it represents until it is modified. SIM gear is not required for a basic connection.

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Augmented. Commonly known as a shallow dive, a an applicable electronic device to create a virtual or
three-dimensional, augmented reality (AR) overlay of a augmented reality interface. SIM gear that isn’t worn or
node can be viewed an interacted with by users wearing equipped properly doesn’t function.
applicable gear. The user controls their persona with The following are the most common types of SIM
mental commands or a haptic input. Only the node’s gear and their features. At the GM’s discretion, some
basic elements are displayed, appearing monochromatic specialized forms of SIM gear may possess the features of
and translucent to allow the user the ability to interact more than one of these.
simultaneously with the physical world. A SIM Unit allows for shallow dives and deep dives into
Full Immersion. Known as a deep dive, this connection the SIM. This item is found in the Core Manual.
engages the user’s senses completely, drawing their SIM Goggles allow for shallow dives only. Also allows for
consciousness into the digital network to inhabit their hands-free viewing and voice command of a connected
persona. The user experiences the node’s full virtual device. This item is found in the Core Manual.
reality (VR) environment, complete with colors, textures, A SIM AR Adapter allows for shallow dives only. The
sounds, and even minor details such as a soft breeze user can also view the screen of their device on a
or a distant aroma. While in a deep dive, a user is holographic display only they can see. The adapter
unconscious in the physical world. accepts both mind and voice commands. This item is
SIM Gear detailed in chapter 2.
Interfacing with the SIM through an augmented or full Starting Node
immersion connection requires specialized equipment Upon connecting, the user’s persona enters a node of
known as SIM gear. SIM gear comes in various forms. their choice, which they can locate using the virtual
Some can resemble electronic visors or headsets. network’s directory. Most nodes are public and can be
Others can appear as tech-laden chairs, capsules, or entered freely. Others have security protocols that must
haptic-integrated suits. Any SIM gear can be linked to
be bypassed to enter them (see “Creating Nodes”).

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85
disadvantage on Dexterity
saving throws and on Wisdom
(Perception) checks that rely on
sight.
Deep Dive Actions
While in full immersion, the
user is unconscious in the
physical world, instead acting
as their persona.
Using Conditions
Conditions that affect a user’s
ability to perform actions
can also directly affect their
persona. Any condition which
causes a user to become
incapacitated also causes
their persona to become
incapacitated until the
condition ends.
Using an Anchor. If the user wishes to connect to the SIM
using a device as an anchor, that device must be connected Leaving the SIM
to the SIM. Unless authorized by the device’s owner, the
Users can disconnect from the SIM as an action. If in
user also must bypass the device’s firewall to use it as an
a deep dive, the action is taken by their persona. Upon
anchor. Once connected, the user’s persona appears in
disconnecting, the user’s persona disappears from the
same node in which the device’s owner is located.
network. Users in a deep dive connection immediately
Variant: Limited Access regain consciousness.
The SIM and other interstellar virtual networks are Dive Crash
commonly found in the Silrayne Arc but are non-existent
When a user is involuntarily disconnected or their
in most other parts of the galaxy. In some cases, the
persona is booted from the SIM, they suffer a dive crash.
network may exist but may have a weak signal due to lack
Examples of situations that cause a dive crash include
of proximity to pylons or substandard technology. These
a user’s persona being defeated in matrix combat, their
can cause limitations to network connections, options, or
device or SIM gear is damaged or removed, or when the
features. The following are examples of such limitations.
user disconnects while in lockdown (see below).
• The network only allows for specific connection types. The effects of a dive crash depend upon the user’s
• Connections are limited only to a certain planet or area connection. Users in a shallow dive must make a DC 15
due to few pylons or limited technology. Wisdom saving throw or become stunned until the end of
• Users are limited to specific starting nodes. their next turn. A user in a deep dive that fails their save
• Personas can function normally only in a handful of gains a level of exhaustion.
nodes or clusters. Venturing outside of those causes Users who suffer a dive crash can’t connect to any
static effects. (see “Creating Nodes”). virtual network for 1 minute. If the dive crash was a
• A central access point, such as a supercomputer or result of their persona being reduced to 0 hit points (see
server, is required for use as an anchor to connect. “Matrix Combat”), this effect instead lasts for 1 hour.
Basic Crash. Users with a basic connection suffer no
Actions in the SIM effects from a dive crash. Instead, their device can’t be
used for 1 minute. They are also under a lockout from the
A user’s connection type defines how they interact with last node they were in for 1 hour (see below).
the virtual network.
Lockdowns and Lockouts
Treading and Shallow Dive Actions There are special circumstances that prevent a persona
While using a basic or augmented connection, users can from leaving its current node. When this occurs, the
function simultaneously in both the physical and virtual persona is in lockdown. Lockdowns can be caused by
realties. As an action, a user can command their persona certain hazards or whenever a persona is engaged in
to perform an action in the virtual world. combat. When a persona is in lockdown, they can’t
Simultaneous Movement. During their turn, a user can access any of the node’s gateways (see “Creating a
command their persona to move up to its walking speed. Node”). Users that disconnect while their persona is in
Limited Perception. If their persona moves or performs lockdown suffer a dive crash.
actions, until the end of their next turn, the user has

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A lockout is an effect that prevents a user from you can establish different rules for gravity, allowing
accessing a node. The persona can still enter any other movement along vertical or upside-down surfaces, if
node for which they don’t have a lockout. desired. Regardless of the type of movement, all users
move at their speed as defined by their persona’s traits
Creating Nodes (see “Creating a Persona”).
Light and Visibility. Unless otherwise specified, personas
Creating a node is not so different from creating any can see normally as if the environment were illuminated
other form of adventure environment (see chapter 8). with bright light. Some environments can be designed to
Refer to the following advice when designing a node. limit vision. Vision can also be limited by specific effects
Environment such as static or countermeasures.
Static. Several factors can cause static effects (see
A node’s environment varies in size and can take on any
“Virtuality Fundamentals”). Static can either affect
appearance. One could appear as a five-hundred story
specific personas or cover an area in a node. Areas
business complex while another could be a sprawling
affected by static are treated as difficult terrain. Personas
forest landscape, with another taking the form of a
directly affected by static have their movement slowed
massive space platform overlooking a small moon.
or hampered as if under the effects of the paralyzer or
Regardless of its appearance, each node has a
temporal fault powers. The GM determines the DCs to
designated space in which personas can move and
resist these effects.
interact. Most nodes have an interactive space measuring
anywhere from a 5-foot-square space to a few miles in Security Protocols
any direction. Some nodes can be even larger than this, Each node has a security rating which is a DC chosen
but they should be considered rare exceptions. If you by the GM. When a skill check is required to access
need larger dimensions, consider combining multiple unauthorized areas, features, or information in the node,
nodes to form a cluster. the check is made against the node’s security rating. Nodes
Programs and Features. Establish which objects are with simple to moderate security have lower ratings (DC
interactive (apps, movable objects, etc.) and which 10 to 15), while more secure nodes have higher ratings (see
are non-interactive (system operators, barriers, chapter 1 for additional guidance on setting DCs).
backgrounds). As an action, a user can examine a
program and determine its nature with a successful User Tags and Ranks
Intelligence (Computers) check against the node’s Upon entering a node, each persona is given a tag the
security rating (see below) or a DC set by the GM. node uses to identify them. These tags often contain a
Hidden Programs. Some objects or features are combination of user and device data. Nodes also assign
accessible only to users of an authorized or higher rank a rank to each user that defines which of the node’s
(see below). Unless the GM decides otherwise, these functions and features they have access to.
programs are invisible to all other users. The following are the most commonly used user ranks.
Each node can have multiples or variations of these, if
Gateways
desired.
Gateways are passages used to enter and exit a node.
They often resemble doors or portals but can take on • Visitor is the most common rank, often assigned to a
any other appearance that coincides with the node’s user upon entering a node for the first time. Visitors
environment. A node can have any number of gateways have the least number of options and access to a
but must have at least one that allows users to enter node’s features.
(called a primary gateway) the node and one that allows • Members are a node’s authorized users. They can see
them to leave. This can be the same gateway, if desired. and access features and information not intended for
When a user enters a node, their persona appears in an the general public.
unoccupied space next to a primary gateway. • Admins can see, access, and make changes to all of the
Some gateways can be made to provide passage to node’s programs They can also promote a user to a
another specific node or group of nodes. They can also member or any other lesser rank.
be made to change their destination depending upon a • Owner is the highest rank. An owner can change or
user’s actions or if other conditions in the node are met. delete any of the node’s programs, features, gateways,
Like programs, some gateways can be invisible to users or other aspects of the node’s environment. They can
who don’t possess a sufficient rank (see below). assign any rank they choose to another user. Each node
must have at least one owner.
Movement and Vision Entry Authorization. Some nodes may require a user to
The node’s environment also determines how personas already possess a specific rank before they can enter. Users
move within and interact with it. Most nodes allow for can bypass this by making an Intelligence (Computers)
walking and running. It can also grant other movement check against the node’s security rating. On a successful
types such as flying, swimming, or gliding. In addition, check, the user’s persona appears in the node.

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Changing Ranks. Users can be assigned a new rank by
a node’s admin or owner. As an action, a user can also Visualizing a Virtual World
attempt to increase their rank by hacking the node. This There are limitless options for creating a node’s
environment since a virtual network is unconstrained by
requires an Intelligence (Computers) check against the the laws of physics. When designing one, it’s important
node’s security rating. On a successful check, the user to always follow one constant—everything is code.
is promoted to the next available rank. At the GM’s Visualize each node as a computer system or internet
discretion, the required DC may be higher for increasing a site. Every object in the node is a program. When a
rank to admin or owner. user travels into another room, they may be moving to
a different file folder or another page in a submenu.
Countermeasures Entering a gateway is no different than following a
Countermeasures are specialized programs designed hyperlink. Designing a node’s framework in this way
allows you to change the look and feel to your own
to enforce a node’s security and protection against design while still being able to distinguish boundaries
unauthorized users. There are three standard types of and set rules for anything you place within them.
countermeasures.
An alarm is an alert that automatically triggers when
certain conditions are met. Common examples are Shadowgate
when a user of a certain rank enters the node or when a Nicknamed “the Hub” by those in the know, Shadowgate
user fails an attempt to hack into the node’s functions. serves as a port of entry to ShadowNet, a clandestine
Alarms can be sensory (flashing lights, sirens, or cluster of nodes accessible only to a chosen few.
atmospheric changes) or they can be silent, alerting Underworld traders, smugglers, information brokers, and
only users of a certain rank, for example. Triggering an covert operatives make up the majority of its population.
alarm can also set off other types of countermeasures Shadowgate’s security is state-of-the-art, requiring all
as described below. users to have a unique ID that contains a scanned sample
Hazards can target personas directly or affect an area in of their genetic coding. The node doesn’t allow visitors
the node. Some hazards deal damage or conditional and unleashes dangerous countermeasures upon those it
effects on personas. Others can have SIM-related marks as intruders.
effects such as removing a user’s rank, putting a Ring of Doors. A ring of primary gateways leads into the
persona in lockdown or a lockout, or flooding an area central meeting area, which serves as a transition to other
with static. Refer to chapter 8 for details on creating doors and gateways that rotate in an alternating pattern
and using hazards. known only to its users. These lead to other, more private
Many nodes harbor threats intended to attack personas areas of the node or they are gateways to other nodes
directly. Threats can be programs or AI designed for within ShadowNet.
combat. They can also be other users tasked with Self-Renewal. Every 20-24 hours, the node’s system
protecting the node. Rules for resolving encounters operators transfer its information into a clone of the
with node threats are detailed in “Matrix Combat”. node, which then scans for changes and discrepancies
in the node’s security. After verification of the new
Sample Nodes information, the cloned node becomes the new
Shadowgate and the old node is deleted.
The following are examples of popular SIM nodes.
Beneath the Eclipse Creating a Persona
This node bears likeness to the entertainment district A persona is a user’s digital representation in a virtual
of the Pel Tavaria space station and is part of that reality environment. When in a deep dive, users see in
station’s cluster of nodes. Many common forms of digital VR as if they were their persona. Players should use the
entertainment and trade are found here. At the center of following guidelines when creating their persona.
the node is a digital representation of the famed Eclipse Some of a persona’s traits depend upon their user’s
night club. device rating. Persona Statistics table contains these
Lower Markets. Multicolored portals along the floor of modifiers to be used when calculating a persona’s traits.
the Eclipse lead to maze-like subterranean levels beneath
the building, each one dedicated to a certain form or Persona Statistics
trade or entertainment.
Device Rating Firewall Memory Combat Die
Underworld Market. In the node’s sky is a faint
0 1 2 d4
reflection of the district below. This secret area is
accessible through hidden portals on the ground. This 1 2 3 d6
mirrored area is an underworld market, where most 2 4 3 d8
forms of illegal goods can be bought and traded. 3 5 4 d10
The levels of the central building here lead up instead 4 6 5 d12
of down. With each new level, the prohibited goods
increase in both price and rarity.

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Appearance and Size Armor Class
Choose your persona’s appearance. Most personas appear Your persona’s armor class is calculated as follows.
humanoid by default but can take any form you choose. Persona AC = 10 + device’s firewall
Your persona can be Small, Medium, or Large in size. + your Wisdom modifier
Basic Personas. With a basic connection, your persona
appears as a Medium-sized icon of your choice.
The default appearance is a logo of your device’s Hit Dice and Hit Points
manufacturer. Your persona’s hit die is a d8. At 1st level, your persona’s
hit points equal 8 + your device rating. For each
Ability Scores and Saving Throws additional character level, your persona gains hit points
Ability scores and saving throws are modified as follows. equal to 1d8 + your device rating.
• Use your Intelligence modifier for your persona’s Virtual Damage. Damage dealt and taken by your
Strength and Dexterity ability checks. persona and other programs is a new damage type called
• Use your Wisdom modifier for your persona’s Strength virtual damage. This damage type is specific to virtual
and Dexterity saving throws. realities and has no effect upon creatures.
• Your persona is not proficient in any saving throws.
Instead, add a bonus to your persona’s saving throws
Languages
equal to your device’s memory. Your persona speaks and understands the speech of any
• Your persona’s Constitution modifier is equal to your language as if under the effects of a universal translator
device rating. power.
Skills
Speed You make an Intelligence (Computers) check instead of a
Your persona’s speed is equal to 10 times your device’s normal check when your persona uses any of the following
memory. skills: Acrobatics, Athletics, Sleight of Hand, or Stealth.
Combat Statistics
The Persona Statistics table also defines modifiers for a
persona’s abilities in combat, as described below.

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Matrix Combat Making an Attack
When you activate your attack program and take the
Even the digital world harbors dangers from rival users Attack action, you make an attack roll against the AC of
and deadly artificial intelligences. The following rule a target you can see within 90 feet of your persona, or
modifications apply when running combat in a virtual within 300 feet of your persona at long range.
reality (see “Alternate Connections in Combat” below To make an attack roll, roll a d20 then add your
for adjustments for different connection types). The core device rating + your Intelligence modifier. If you have
rules for resolving combat are found in chapter 9 of the proficiency in the Computers skill, you can also add your
Core Manual. proficiency bonus to the roll.
On a hit, your target takes virtual damage equal to
Initiative your device’s combat die + your device rating + your
To determine Initiative, each persona makes an Intelligence modifier.
Intelligence check and adds their device’s memory. In the For example, Shari is 8th level and proficient in
case of a tie, the persona with the highest Intelligence Computers. She has a 15 Intelligence and a rating 2
modifier goes first. Optionally, device rating can also be device. When making an attack, she has a +7 bonus to
used to break ties, or tied characters can roll a d20 to her attack roll. On a hit, her target takes 1d8 + 4 virtual
determine the order. damage.
Additional Attacks
Movement and Position At higher levels, you can attack more than once when you
A persona’s speed is the same, regardless of type. take the Attack action. You can attack twice starting at
Movement types (walking, flying, etc.) are determined 5th level. This increases to three attacks at 11th level and
by the node’s environment (see “Creating Nodes”). You four attacks at 17th level or higher.
can move through another persona’s space but must end
your movement in an unoccupied space. Special Actions
Size and Space. As in the real world, a persona’s size
affects the amount of space it controls in virtual reality. You can use your attack program to perform one of the
A persona can squeeze through a space up to one size following actions in place of your Attack action. Some
smaller than it. It does not need to spend any additional special attacks require the target make a saving throw
movement to do so. against a DC which is calculated as follows.
Attack Program DC = 8 + device’s memory
Actions in Combat + your Intelligence modifier

Your persona performs combat actions in the same These actions can only be taken a limited number of
manner as your character would in the real world with times before requiring rest (see “Damage and Healing”
the following adjustments. below for rules on persona resting).
• The Attack action requires the use of attack programs
(see below). Focused Attack
• A persona can make an opportunity attack against a You focus your persona’s offensive power on a single
hostile persona or threat that moves out of any space target. Make an attack roll with advantage. On a hit,
within 10 feet of it. Opportunity attacks can be avoided your target takes virtual damage of a number of combat
by taking the Disengage action. dice equal to your device’s memory, plus your Intelligence
• Esper Powers can be used only under special modifier. For example, a persona with a 16 Intelligence
circumstances (see “Dual Aspect Beings”). and a rating 3 device would deal 4d10 + 3 virtual damage.
You can use this feature a number of times equal
to your device rating. Spent uses replenish after your
Attack Program persona finishes a long rest.
Your persona has an attack program that is used when
attempting to strike or harm a target. Your attack
Lag Spike
program activates automatically when you take your first You flood a target with viral or corrupted data. You target
Attack action in combat. a persona or program within 90 feet of your persona that
The program takes on any form you choose so long you can see. If you are proficient in a hacker’s kit, you
as it is no larger in size than your persona. For example, can target a number of additional personas or programs
the attack program for a Large size persona can have equal to your device rating.
the appearance of a Large object or smaller. Common The target must make an Intelligence saving throw.
examples include single or dual-wielded weapons, limb On a failed save, the target is under the effects of the
attachments, energy beams, glowing limbs or eyes, and paralyzer power.
floating constructs. You can spend a bonus action to You can use this feature a number of times equal
change your attack program’s appearance. to your device rating. Spent uses replenish after your
persona finishes a long rest.

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Radial Attack
You use your attack program to unleash
an assault in a 20-foot radius from
your persona’s location. Each persona
or program in the area must make a
Wisdom saving throw, taking virtual
damage of a number of combat dice
equal to your device’s memory on
a failed save, or half as much on a
successful one.
You can use this feature a number of
times equal to your device rating. Spent
uses replenish after your persona finishes a
long rest.
Virtual Recovery
You repair a persona’s damaged or corrupted data.
When you use this feature, target either your own persona
or another persona you can see within 10 feet of it. The
target regains a number of hit points equal to 1d8 + your
Intelligence modifier. The healing amount increases by 1d8
at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Once you use this feature, you can’t use it again until
you complete a long rest.

Damage and Healing


Refer to the following adjustments when dealing with
damage and healing in a virtual network. Basic Connection
Users with a basic connection have severe limitations in
Conditions
combat as they are without ability to see the node’s full
All personas and programs are immune to being environment.
exhausted, frightened, petrified, and falling unconscious. Personas in combat with a basic connection...
Critical Hits and Damage Types • have disadvantage on Wisdom (Perception) checks.
Critical hits function as normal in virtual reality. Unless • can only take the Dash, Dodge, Hide, or Search
otherwise specified, all damage dealt or taken is virtual actions.
damage.
Augmented Connection
Dropping to 0 Hit Points Users in a shallow dive split their focus between a
When your persona is reduced to 0 hit points, you physical and digital reality, limiting their capabilities in
suffer a dive crash (see “Leaving the SIM”). In addition, both.
you must succeed on a DC 15 Wisdom saving throw or Personas in combat with an augmented connection...
take psychic damage of a number of d10s equal to your
• don’t add their Wisdom modifier to their AC.
device’s memory. If you fail your saving throw by 5 or
more, you’re also stunned until the end of your next turn. • don’t add their Intelligence modifier when rolling for
Threats and objects that are reduced to 0 hit points initiative.
instantly disappear. Neither personas nor programs can • can’t add any ability score modifiers to attack rolls,
be knocked out. damage rolls, or special actions.
User Actions in Combat. While engaged in either normal
Resting or matrix combat, if a user in the physical world takes any
Personas can regain hit points by resting (see chapter 8 actions other than the Dash, Dodge, or Hide actions, their
in the Core Manual). In virtual reality, it takes 1 minute to persona is incapacitated until the end of their next turn.
complete a short rest and 1 hour to complete a long rest.
Order of Actions
Alternate Connections in Combat In situations where a user and their persona move or
act in the same turn, resolve all movement, actions, and
The rules provided for Matrix Combat assume that the reactions in the virtual network first before resolving
user has a full immersion connection (in a deep dive). those of the user in the physical world.
For users with a basic or augmented connection, use the
following adjustments when resolving combat.

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Virtual Threats The Matrix in the Multiverse
Threats in the SIM and other virtual networks can be Some campaign settings use the concept of the Matrix
created using the following methods. as its own universe, not so closely linked to the real
world. Perhaps the majority of your campaign is set
Using an Existing Stat Block within a virtual world. Or perhaps the virtual world is a
programmed mirror of our own, where players create
You can use stats from an existing creature or NPC,
entirely new characters to represent their personas.
such as those found in the Threats Database. Make the Chapter 11 provides alternate rules and guidance for
following adjustments to the stat block. creating a virtual world as a standalone setting.
Saving Throws. If making a saving throw to avoid
taking damage, use the creature’s Strength bonus for
Intelligence saves and their Dexterity bonus for Wisdom
saves.
Cybermancers in the Matrix
Damage Resistances and Immunities. Creatures with A cybermancer view the world in what they call an
resistances against mundane attacks have resistance to Interlaced Reality, where any perception of reality can be
virtual damage from personas using a rating 0 device. broken down into lines of code and data. Their physical
Ignore all other damage resistances and immunities. form and their matrix persona are one and the same,
Condition Immunities. Add immunity to being exhausted, allowing them to transcend the need to use technology as
frightened, petrified, and falling unconscious. a bridge between those worlds.
Languages. Creatures that speak at least one language Cybermancers possess the following features in the SIM
can speak and understand all languages. or other virtual networks.
Innate Powers/Esper Powers. Esper powers have no effect • A cybermancer can perform either a shallow dive or a
in the Matrix and stat blocks that utilize them should be deep dive into a virtual network without the use of a
avoided. If you still choose to convert one, all damage device (appropriate SIM gear is still required).
from esper powers is virtual damage. Conditions and • While connected, a 1st level cybermancer can interact
other power effects function at the discretion of the GM. with the SIM as if they were using a rating 1 device.
Actions and Reactions. Damage from attacks is virtual Their device rating increases to 2 at 5th level, to 3 at
damage. If an action calls for a target persona to make 11th level, and to 4 at 17th level. They gain no benefit
a saving throw, refer to the ability score modifications from this feature if using a device to connect.
specified for personas (see “Creating a Persona”). • A cybermancer controls their persona as if they were in
Reactions that specify melee or ranged attacks instead a deep dive, regardless of which connection type they
apply to any type of attack. are using. They suffer no adjustments or penalties for
Using a Stat Block Template using alternate connections in matrix combat.
Appendix B of the Threats Database contains rules for
creating planetary creatures up to CR 3. Any of these Kanasi in the Matrix
options can be used to create a virtual threat with the Introduced in the Threats Database, the kanasi are
same Challenge Rating. mechanical horrors whose true forms are that of a
Creating Your Own ruthless order of artificial intelligences.
Rules and guidance for creating your own stat blocks are Kanasi possess the following features in the SIM and
provided in chapter 5. Apply these rules while keeping other virtual networks.
in mind the advice provided above for using an existing • When a kanasi enters a node, they automatically gain
stat block. the rank of member.
• Virtual damage taken from a kanasi attack can only be
Dual-Aspect Beings healed by completing a long rest.
• When a persona takes virtual damage from a kanasi
Advanced technology and artificial intelligence often attack, its user takes psychic damage equal to the
blur the lines between physical and digital realities. amount of virtual damage dealt.
Some creatures have a special connection with the SIM, • Kanasi have advantage on Intelligence (Computers)
granting them capabilities beyond that of a normal checks made to bypass the security of a node or device.
user or program. They could be users who can navigate
a virtual landscape just as easily as the physical, or
they could be digital beings who extend their own
Esper Powers in the Matrix
consciousness into the realm of mortals. At the GM’s discretion, some users can channel their
Creatures that exist as a duality between worlds are esper powers to be activated through their persona.
called dual-aspect beings. The following are some These should be limited to powers that directly affect
examples of dual-aspect beings in the Matrix, and the computer systems or programming, which can also affect
special features they possess. a node’s environment. Examples of such powers include
analyze device, black hat, data ghost, and virtual display.

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Vehicle Options Max Seating. The number of Medium-sized creatures
that can ride comfortably in the vehicle.
When you’re planetside or on a space station, getting Cargo Capacity. How much cargo the vehicle can carry.
around is crucial for everyone. In some situations,
however, just moving faster isn’t enough. The following Movement and Position
rules provide expanded options for using vehicles in
high-tension or combat scenarios. Many of these rules Controlling a vehicle in combat requires sudden speed
can be used in place of those provided in the “Vehicle changes, sharp turns, and defensive maneuvering. These
Combat” section of the Core Manual. are all incorporated into a vehicle’s control speed. During
their turn while in combat, an operator can move a
Vehicle Statistics vehicle a distance up to the vehicle’s control speed (see
“Vehicle Stations”). If a vehicle does not move during the
The Vehicle Statistics table provides expanded stats and operator’s turn, attacks against it have advantage.
properties for vehicles. Several stats previously defined in Unless specified otherwise, vehicle movement does not
the Core Manual are also listed here. provoke opportunity attacks.
Size. The vehicle’s size determines how much space it Using a Grid. Vehicle movement is identical to that of
controls in combat. creatures. If you’re resolving combat using a grid, refer to
Base AC. This is the vehicle’s base armor class. Add the the “Playing on a Grid” sidebar in chapter 9 of the Core
operator’s Dexterity modifier to determine the vehicle’s Manual. If you wish to use facing arcs, see “Facing and
actual armor class. Firing Arcs” in this section.
HP. This is the vehicle’s maximum hit points.
Damage Threshold. Most vehicle frames are built to Vehicle Stations
withstand damage that is considered superficial or
cosmetic. A vehicle has immunity to all damage unless A vehicle is controlled by one or more creatures
it takes damage equal to or greater than its damage occupying and utilizing the vehicle’s assigned stations.
threshold, in which case it takes the damage as normal. The combat options available for each creature depends
Control Speed. The maximum speed allowed to perform upon the vehicle station it occupies. Any option listed for
stunts and combat actions. a particular vehicle station requires an action to perform.
Handling. If the column on the table shows “Disadv.”, Once a creature uses one of the station’s options,
the vehicle has poor handling, and its operator has that station can’t be used again until the start of that
disadvantage on Dexterity checks or saving throws made creature’s next turn. A vehicle station can only be
to avoid losing control or to avoid the effects of a stunt. occupied by one creature at a time. A creature can switch
Hardpoints. The vehicle’s total number of hardpoints to an unoccupied station as a bonus action.
available to mount vehicle weapons (see “Vehicle
Weapons”)

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93
Vehicle Statistics
Base Damage Control Max Cargo
Vehicle Size AC HP Threshold Speed Handling Hardpoints Seating Capacity Cost
Ground Vehicles
Armored Transport H 16 80 15 50 ft. Disadv. 4 10 3,500 lb. 110,000 cu
Bike L 12 25 5 70 ft. 1 2 50 lb. 10,000 cu
Bus G 15 90 10 40 ft. Disadv. 2 60 9,000 lb. 80,000 cu
Car L 14 45 5 60 ft. 2 6 250 lb. 25,000 cu
Truck/Pickup H 14 60 10 60 ft. 2 4 1,500 lb. 40,000 cu
Van/SUV H 15 50 10 50 ft. Disadv. 3 8 500 lb. 35,000 cu
Flying/Hovercraft
Helicopter H 15 50 10 60 ft. 3 6 5,000 lb. 150,000 cu
Hoverbike L 12 20 5 70 ft. 1 2 40 lb. 25,000 cu
Hovercar L 14 40 5 50 ft. 2 5 250 lb. 35,000 cu
Hovervan H 14 45 10 50 ft. Disadv. 3 8 400 lb. 50,000 cu
Turbofan/Fanjet H 15 35 10 70 ft. 2 2 150 lb. 40,000 cu
Watercraft
Jet Ski L 13 30 5 60 ft. 1 2 20 lb. 5,000 cu
Motorboat H 14 50 10 50 ft. 2 6 300 lb. 50,000 cu
Yacht G 15 70 15 30 ft. Disadv. 3 12 900 lb. 150,000 cu

Operator Aim. Choose a target within range. Until the end of


Each vehicle has at least one operator station that your next turn, you have advantage on your next attack
controls its movement. A vehicle can’t move or be roll made against that target. If you roll a 19 or 20 on
controlled without an operator. the attack roll, you score a critical hit. You lose this
An operator proficient with the vehicle they’re benefit if you attack a different target before the end of
controlling can add their proficiency bonus to ability your next turn.
checks and saving throws made to control the vehicle. Use Vehicle Weapon. You make an attack with a vehicle-
The following actions are available to a vehicle’s mounted weapon (see “Vehicle Weapons” for each
operator. weapon’s stats).
Accelerate. When you take this action, you gain extra
movement equal to twice your vehicle’s control speed, Passenger
after applying any modifiers. For example, if you Any creature not assigned to an operator or weapon
accelerate with a control speed of 50 feet, you can move station is a passenger, whether they’re in a seat or clinging
up to 150 feet on your turn. to the outside. Passengers can either take actions as
Avoid. When you take this action, you gain the normal, or they can take the following action.
following benefits until the start of your next turn. You Lookout. Make a DC 15 Wisdom (Perception) check.
lose these benefits if you’re incapaciated or your speed is On a successful check, you can grant one of the following
reduced to 0. effects to the vehicle’s operator, which lasts until the start
of your next turn.
• Attack rolls against your vehicle have disadvantage if
you can see the attacker. • They have advantage on their next Dexterity check
• You have advantage on Dexterity and Wisdom saving made to avoid collision with obstacles.
throws made to avoid damage or effects from weapon • They have advantage on Wisdom or Dexterity saving
attacks and vehicle stunts. throws made to avoid the effects of a stunt.
• You have advantage on Dexterity skill checks made to • Attacks against the vehicle are treated as if they are
avoid losing control of your vehicle. made from the vehicle’s front facing arc. This option
can only be chosen if you are using the “Facing and
Perform Stunt. You use your vehicle handling skills to
Firing Arcs” variant option.
perform a vehicle stunt. Stunts are detailed later in this
section.
Vehicle Weapon Vehicles or Ships?
Each vehicle-mounted weapon has its own station. A When using vehicles in combat, certain factors are to be
considered such as terrain, environment, and situational
creature occupying a vehicle weapon’s station can take effects upon creatures both inside and outside the
the following actions. vehicle. If your scenario involves combat strictly
between larger and more versatile vehicles, consider
instead using the expanded starship rules in chapter 4.

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Using Other Actions or more sizes larger than your vehicle, its operator makes
has advantage on this saving throw. On a failed save, the
In addition to the options provided by their vehicle target vehicle’s control speed is reduced by half until the
stations, all vehicle occupants can use other combat end of its operator’s next turn.
actions as normal, as defined in chapter 9 of the Core
Manual. Refer to the “Vehicle Combat” section in that Jump
book for rules on attacking or using esper powers while in This stunt can only be performed if you are controlling
a vehicle. a ground vehicle or watercraft. If your vehicle moves at
least 30 feet in a straight line, you can expend an action
Losing Control to clear a distance equal to your vehicle’s control speed
If a vehicle is reduced to 0 hit points or is forcibly moved when jumping over an area with no ground such as a
against the operator’s will, the operator must use their broken bridge, chasm, or similar gap.
reaction and succeed on a DC 10 Dexterity check with
their vehicle proficiency or lose control of their vehicle Sideswipe
until the end of their next turn. An operator also loses You strategically bump into the side of another vehicle to
control if they are incapacitated or leave their station. force it off balance. Target a vehicle of your vehicle’s size
During their turn in which an operator has lost control, category or smaller that is within 10 feet of your vehicle.
their vehicle moves a distance equal to its control speed The target’s operator makes a Dexterity saving throw
in the same direction as it did before the end of the against your Vehicle Stunt DC.
operator’s last turn. If it hits an obstacle big enough to On a failed save, the target takes 2d6 bludgeoning
reasonably damage it or stop its movement, it crashes. damage and its operator is pushed up to 10 feet away
Abandoning a Vehicle. If you lose control of a vehicle from your vehicle, potentially causing them to lose control
and it is within 10 feet of the ground, you can use your (see “Controls and Movement”). If the target is pushed
reaction to abandon it by making a DC 10 Dexterity into a space occupied by an object of equal or larger size
saving throw, landing prone in a space within 5 feet of it that can cause significant damage to it, it crashes.
on a successful save. If you fail the saving throw, you still
abandon the vehicle but take 1d6 bludgeoning damage. Top Gear
Shifting to high gear or max throttle, you barrel forward
Vehicle Stunts in a short burst of speed. Make a DC 10 Dexterity check
using your Vehicles proficiency. You move in a straight line
You expend an action to perform one of the stunts a distance equal to four times your control speed, after
defined below. Some stunts require your target to make a applying any modifiers. For example, with a control speed
saving throw against a DC which is calculated as follows. of 60 feet, you can move in a straight line up to 240 feet
Vehicle Stunt DC = 8 + your Dexterity modifier when you perform this stunt.
+ your proficiency bonus (if applicable). Avoiding Obstacles. When performing this stunt, you
can use your reaction to avoid minor obstacles in your
You can’t add your proficiency bonus to your Vehicle path. Make a DC 15 Dexterity check using your Vehicles
Stunt DC if you don’t have proficiency in the vehicle proficiency. If successful, you can move through the
you’re operating. space of any object the size of your vehicle or smaller.
You must still end your movement in an unoccupied
Force Position space. On a failed check, your vehicle crashes (see
You maneuver along the path of another vehicle to force “Crashing a Vehicle”).
it to slow its course. Target a vehicle within 10 feet of your
vehicle. The target’s operator makes a Wisdom saving
throw against your Vehicle Stunt DC. If your target is two

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95
struck must also make
the same saving throw,
taking the same crashing
damage on a failed save
or half as much on a
successful one.
Bigger or Smaller
Obstacles
If a vehicle moves into
the space of an object or
vehicle at least two size
categories smaller than
it, instead of crashing,
the vehicle can continue
moving through that
creature’s space if it has
any movement left.
If a vehicle moves into
the space of an object or
vehicle at least two size
categories bigger than
Damage and Resistances it, the vehicle struck takes only half the damage from
All vehicles have immunity to necrotic, poison and crashing. Any creatures inside a vehicle is struck makes
psychic damage. a DC 15 Strength saving throw, taking half the amount
Additionally, all vehicles have immunity to the following of crashing damage on a failed save, or no damage on a
conditions: blinded, charmed, deafened, frightened, successful one.
paralyzed, petrified, poisoned, stunned, unconscious.
Ramming a Vehicle
Being Reduced to 0 Hit Points As an action, an operator can crash their vehicle into
When a vehicle is reduced to 0 hit points, it crashes (see another on purpose. When crashing into a vehicle in this
“Crashing a Vehicle”). If the vehicle is flying at a distance way, both vehicles take crashing damage as normal. If the
above the ground higher than its control speed, it falls ramming vehicle is the same size or bigger than the vehicle
instead (see “Falling”). it struck, creatures inside or on the ramming vehicle have
advantage on Strength saving throws made to avoid
Crashing a Vehicle taking damage from crashing. Meanwhile, creatures inside
or on the struck vehicle have disadvantage to Strength
Vehicle crashes come in many forms. How a crash occurs saving throws made to avoid taking crashing damage.
depends upon the situation and the GM’s narrative.
Some examples of crashes include when a vehicle... Crashing into Creatures
• unintentionally moves into the space of an object, If a vehicle enters the space of a creature, the creature
structure, or vehicle of its size or bigger that can can use its reaction to attempt to get out of the vehicle’s
reasonably damage it. way by making a DC 10 Dexterity saving throw. On a
• is damaged to the point of engine failure or structural failed save, the creature takes bludgeoning damage
collapse. equal to 1d6 for every 10 feet the vehicle moved since its
• loses control and veers into a nearby wall or ground. operator’s last turn (maximum of 20d6).
• flips over or rolls along a hard surface or into water. If the creature is one or more size categories bigger than
the vehicle, the vehicle and its occupants take crashing
When a crash occurs, the vehicle comes to a sudden
damage as normal.
stop and takes crashing damage. Crashing damage is
bludgeoning damage equal to 1d6 for every 10 feet it
moved since its operator’s last turn (maximum of 20d6).
Falling
Whatever the vehicle struck while crashing also takes the When a vehicle with no flying speed falls, or a flying
same amount of damage. vehicle is reduced to 0 hit points, the vehicle and its
Creatures inside or on the vehicle must make a DC 15 occupants take damage from falling as normal (1d6
Strength saving throw, taking the same crashing damage bludgeoning damage per 10 feet fallen, maximum 20d6)
dealt to the vehicle on a failed save, or half as much on and land prone.
a successful one. Creatures inside or on a vehicle that is

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Malfunctions Repairing a Vehicle
Roll on the Malfunctions table when one of the following Damage and malfunctions on a vehicle can be repaired
occurs: using the following methods.
• The vehicle suffers a critical hit that deals at least 10
damage.
Patch Repair
A creature within reach of a vehicle can make a patch
• The vehicle takes damage from a single source equal to
repair. Attempting a patch repair takes 1 minute and
or greater than half its hit points.
requires the following.
• The vehicle’s operator fails an ability check using their
Vehicle proficiency by more than 5. • The vehicle can’t move while repairs are being made.
• The operator fails a saving throw to avoid the effects of • The repairing creature can’t occupy an operator or
a stunt by more than 5. weapon station while making repairs.
• The vehicle being repaired must have at least one hit
Some malfunction effects are instant. Others can be
point remaining.
ended by making repairs to the vehicle (see “Repairing a
Vehicle”). To perform the repair, the creature makes a DC 15
Wisdom (Mechanics) check. If successful, the vehicle
Malfunctions regains hit points equal to 1d6 plus the creature’s
Wisdom modifier. The creature can also choose to end
d20 Effect
one malfunction.
1 Crash. The vehicle’s engines and controls fail, and it A patch repair can be performed on a vehicle twice,
crashes (or falls).
after which it can’t be performed again until a full repair
2 Control Mishap. The vehicle’s operator must make is made on the vehicle.
a DC 15 Dexterity saving throw or lose control of
the vehicle. Full Repair
3 Fire. An engine flare or surge causes a fire to erupt. A creature with a basic set of tools and the necessary
Until this malfunction is repaired, any creature that
starts its turn inside or on the vehicle takes 3d6 parts and materials can spend 1 hour or more
fire damage. If this option is rolled again before the performing repairs on the vehicle. The vehicle can’t move
malfunction ends, no malfunction occurs. or be operated while repairs are being performed.
4 Damaged Propulsion. An axle, rotor, or other After 1 hour, the creature makes a DC 15 Wisdom
form of propulsion is damaged, causing the vehicle (Mechanics) check. If successful, the vehicle regains hit
to move erratically. Until this malfunction is points equal to 1d8 plus the creature’s Wisdom modifier.
repaired, the vehicle’s control speed decreases by The creature also removes one malfunction. If the check
20 and all attack rolls and ability checks made by the
vehicle’s occupants have disadvantage.
fails, the vehicle regains no hit points. The material cost
to perform these repairs is equal to 50 cu per hit point
5 Unstable Controls. Until this malfunction is
repaired, the operator can’t perform any stunts and
restored.
has disadvantage on ability checks made to control Shop Repair. A full repair can also be performed by
the vehicle. a repair shop or other location that performs vehicle
6 Minor Engine Failure. Until this malfunction is repairs. The repair takes 2d6 hours and the cost in parts
repaired, the vehicle’s control speed decreases by and labor is equal to 100 cu for each hit point restored.
half.
7 Fuel Leak. The vehicle is venting fuel or has a Using Items and Powers
propulsion system failure. Roll 2d6 to determine the A vehicle can also be repaired using enhanced items
number of rounds the vehicle has fuel remaining. such as the hypertool or esper powers such as field repair
At the start of the round following the result of the or quick repair. Each use of one of these also repairs a
die roll, the vehicle’s speed is reduced to 0 until the
malfunction.
malfunction is repaired.
8 Structural Damage. Part of the vehicle’s frame is
severely damaged or falls off. Until this malfunction Vehicle Weapons
is repaired, the vehicle’s AC is reduced by 2. The Vehicle Weapons table provides stats for each
9 Power Surge. The vehicle suffers an electrical available vehicle-mounted weapon. A vehicle’s hardpoints
surge. Each of the vehicle’s occupants must make
are spent to mount weapons on it. Each vehicle weapon
a DC 15 Constitution saving throw, taking 3d10
lightning damage on a failed save, or half as much on has a hardpoint value associated with it. A vehicle’s total
a successful one. hardpoint value in weapons can’t exceed its total number
10 Weapon Failure. One of the vehicle’s weapons of hardpoints.
(GM’s choice) can’t be used until this malfunction is
repaired. If the vehicle has no functioning weapons, Weapon Stations
no malfunction occurs. Each vehicle-mounted weapon has a vehicle station
11-20 No malfunction occurs. assigned to it. A creature must occupy the weapon’s
station to use it (see “Vehicle Stations”)

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97
Vehicle Weapons
Hardpoint
Weapon Cost Damage Range Value Properties
Blade launcher 750 cu 1d6 slashing 50 / 150 1 Ammunition (15 bladed projectiles)
Dual autogun 1,200 cu 2d6 piercing 90 / 180 2
Flame launcher 900 cu 3d6 fire Special 2 Special
Grapple launcher 500 cu 1d8 piercing 30 / — 1 Special
Heavy autogun 600 cu 1d8 piercing 90 / 180 1
Heavy mortar 4,000 cu 3d8 piercing 300 / 900 3
Heavy repeating cannon 2,000 cu 2d8 piercing 150 / 450 2
Micro-rocket launcher 1,200 cu 1d10 force 100 / 400 1 Ammunition (6 rockets), special
Multi-missile launcher 1,500 cu 3d8 force 120 / 360 2 Ammunition (6 missile volleys), special
Proximity mine launcher 2,000 cu 3d6 force Special 2 Ammunition (4 mines), special
Repeating cannon 800 cu 1d10 piercing 100 / 300 1

Using Vehicle Weapons who fired the launcher can release the hook as an action,
Each vehicle weapon can be used only once during a which also ends the grapple.
combat round regardless of which creature occupies Micro-rocket Launcher. This weapon scores a critical
the station. Unless specified otherwise, when using a hit on a 19 or 20. A target hit with this weapon
vehicle weapon, a creature makes an attack roll against automatically rolls on the Malfunctions table. Rockets
the target’s armor class. If the attacking creature has can be replenished at the cost of 200 cu each, up to a
proficiency in martial weapons, they can add their maximum of 6.
proficiency bonus to the attack roll. Multi-missile Launcher. This weapon has a targeting
If the attack hits, the target takes the weapon’s damage. device that allows you to choose one target or up to 3
If the attacker is proficient with martial weapons, they add separate targets. If multiple targets are chosen, attack
their Dexterity modifier to the weapon’s damage. Damage rolls are made for each target. On a hit, a target takes
from vehicle weapons ignore protections provided by PSDs 1d8 force damage. Missile packs can be replenished at
and resistances to mundane weapon attacks. the cost of 250 cu each, up to a maximum of 6.
Proximity Mine Launcher. These mines can be fired directly
Weapon Properties at a target by making an attack roll on a target you can see
Refer to chapter 5 of the Core Manual for definitions of within 40 feet of your vehicle, dealing damage as normal
weapon properties. At the GM’s discretion, additional on a hit. They can also be launched to an unoccupied
properties or alternate damage types can be applied to space you can see within 40 feet of your vehicle. The mines
vehicle weapons using the rules referenced in chapter 2. can’t move from this position but can hover. They can be
Vehicle weapons with special rules are described as spotted with a DC 14 Wisdom (Perception) check. When
follows. used in this way, a mine detonates when a creature or
Flame Launcher. This device shoots a flame from the vehicle comes within 10 feet of it. When a mine detonates
vehicle in a 20-foot cone. Each creature or the operator or hits a target, the target takes the mine’s damage and
of each vehicle in the area must make a DC 14 Dexterity each creature or vehicle within 20 feet of the mine’s
saving throw, taking the weapon’s damage on a failed location must make a DC 15 Dexterity saving throw, taking
save, or half as much on a successful one. After three the mine’s damage on a failed save, or half as much on
uses, the tank is depleted, and the weapon can’t be a successful one. Mines can be replenished at the cost of
used again until refueled at the cost of 500 cu. If using 500 cu each, up to a maximum of 4.
the variant rules for facing arcs, this weapon can’t be
assigned to a vehicle’s front arc. Variant: Mounting Handheld Weapons
Grapple Launcher. A target hit with this weapon is With this variant, ranged weapons that are normally
grappled by the attacking vehicle. During their turn, carried can instead be mounted onto a vehicle’s weapon
the operator of a grappled vehicle can use an action to station. Mounted versions of these weapons have the
escape by succeeding on a Dexterity check using their following changes made to their stats.
vehicle proficiency contested by the same ability check • Cost. These weapons cost double their base cost listed.
made by your vehicle’s operator. The grappling cable has • Properties. Remove any weapon properties other than
an AC 15 and 20 hp. Destroying it also ends the grapple. ammunition and any special properties the weapon
When you move, you can drag the grappled vehicle, but may have.
your control speed is halved. If the grappled vehicle is • Hardpoint Value. One-handed weapons have a
bigger than your vehicle and its operator succeeds on hardpoint value of 1. Two-handed and heavy weapons
their ability check by 5 or more, it can instead drag your have a hardpoint value of 2 or equal to their recoil
vehicle when it moves. Either the operator or the creature value, whichever is greater.

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Vehicle Customizations Engine Masking
Cost: 2,500 cu
Several customizations can be installed onto a vehicle
Your engine is modified for silent running at slower
to improve its defense and capabilities. The cost and
speeds. During your turn, if you move at half your
description of each customization is defined below.
control speed or less, creatures have disadvantage on
A vehicle can have up to five customizations installed
Wisdom (Perception) checks made to hear your vehicle’s
onto it. Some customizations can be purchased more
movement. Your vehicle can still be seen normally.
than once. These are noted in the customization’s
description and don’t count toward the vehicle’s Engine Upgrade
maximum number of installed customizations. Installing Cost: 3,000 cu - 6,000 cu
or replacing a customization takes 1d6 days.
Installing this customization increases your vehicle’s
Armor Plating control speed by 10. This customization can be
Cost: 10,000 cu - 35,000 cu purchased up to three times for a maximum control
speed increase of 30.
Your vehicle’s frame is upgraded with hardened polymer
plating and impact glass. When purchased for 10,000 cu, Protective Coating
your vehicle’s damage threshold increases by 5. Cost: 15,000 cu
Improved Armor Plating. For an additional 25,000 cu,
Your frame is lined with a specialized coating designed
this customization can be upgraded to increase the
to be more resilient to a specific form of damage. Your
damage threshold again by 5 for a total increase of 10.
vehicle gains resistance to one of the following damage
Drive Boosters types: acid, cold, fire, lightning, or thunder. Damage
Cost: 1,500 cu caused by malfunctions ignores this resistance.
With this customization installed, you can increase your Reinforced Frame
vehicle’s control speed by 30 as a bonus action. The Cost: 2,000 cu - 6,000 cu
speed increase lasts until the end of your next turn.
The vehicle’s exterior frame is refitted with lighter and
You can use this feature three times, after which the
stronger material, increasing your vehicle’s armor class
boosters must recharge and can’t be used again for 24
by 1. This customization can be purchased up to three
hours.
times for a maximum AC increase of 3.

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99
Retractable Mount Turret Mount
Cost: 500 cu per weapon Cost: 1,000 cu per weapon
When you install this customization, choose one vehicle This customization should only be purchased if you’re
weapon. That weapon retracts into the vehicle’s frame using the variant rules for facing and firing arcs.
and is invisible until a bonus action is used to reveal it. A When you install this customization onto a vehicle
vehicle weapon can’t be used while retracted. weapon, the weapon no longer has an assigned arc and
This customization can be purchased for each of the can be used to make attacks on any target within range.
vehicle’s weapons. This customization can be purchased for each of the
vehicle’s weapons.
Sensor Suite
Cost: 5,000 cu Virtual Helm
This customization should only be purchased if you’re Cost: 15,000 cu - 50,000 cu
using the variant rules for facing and firing arcs. This electronic visor comes with a paired unit that
The vehicle is fitted with electronic sensors and a is installed onto a vehicle, allowing the vehicle to be
display screen. With this customization installed, controlled directly through a virtual reality interface. The
a vehicle’s operator can see and target creatures virtual helm can be activated or deactivated as an action.
and objects as if they were in the vehicle’s front arc. While activated and within 1 mile of its paired vehicle,
Additionally, attackers no longer gain advantage on the virtual helm allows the creature wearing it to move
attack rolls due to attacking from a vehicle’s rear arc. the vehicle and take actions as if it were the vehicle’s
operator. While controlling the vehicle in this way, the
Sidemount Blades creature itself is incapacitated (though it can still expend
Cost: 2,500 cu an action to deactivate the virtual helm).
These blades or shearing spikes are mounted on the sides Overriding a Virtual Helm. A creature occupying the
of the vehicle’s frame. They can be retracted into the vehicle’s operator station can override a virtual helm by
frame or revealed as a bonus action. They have no effect succeeding on a DC 15 Intelligence check with a hacker’s
while retracted. kit. An overridden virtual helm is treated as a malfunction
When you perform the sideswipe stunt and the target and can be repaired normally (see “Repairing a Vehicle”).
vehicle’s operator fails its saving throw, the target Until the malfunction is repaired, the virtual helm is
instead takes 3d6 slashing damage and must roll on the deactivated and can’t be used.
Malfunctions table. Relinking. A creature that spends 1 hour and succeeds
on a DC 15 Wisdom (Mechanics) check can remove a
Stabilizers virtual helm’s unit and link it to a different vehicle. The
Cost: Varies creature must be within reach of each vehicle to remove
The cost for installing this customization depends upon and reinstall the unit.
the vehicle’s size as defined on the table below. When Advanced Virtual Helm. The virtual helm can be
you install this customization your vehicle’s operator no upgraded at a cost of 35,000 cu. The upgraded version
longer has disadvantage imposed on checks and saving of the helm has a range of 5 miles and can be activated
throws due to poor handling (see “Vehicle Statistics”). or deactivated as a bonus action. In addition, the DC
If installed on a vehicle that doesn’t have poor handling, required to override the helm increases to 20.
the vehicle’s operator instead has advantage on Dexterity
checks and saving throws made to avoid losing control or Weapon Control System
to avoid the effects of a stunt. Cost: 20,000 cu
A centralized control unit is installed at your vehicle’s
Vehicle Size Cost operator station or another station of your choice. As
Medium 5,000 cu a bonus action, you can choose one of your vehicle’s
Large 12,000 cu weapons and use it as if you were occupying that
weapon’s station. A vehicle weapon can’t be used if it an
Huge 25,000 cu
attack has already been made with it during your turn or
Gargantuan 50,000 cu if another creature occupies its station.
The unit can be used for only one weapon during your
Stealth Unit turn, which must be declared before making an attack.
Cost: 300,000 cu
With this customization installed, an operator can turn Variant: Facing and Firing Arcs
their vehicle invisible as an action. Creatures inside or on This variant rule provides more detail and a greater level
the vehicle also turn invisible. The effect lasts for 1 hour of realism for vehicle movement. Using this rule requires
after which it must recharge and can’t be used again use of a grid when resolving vehicle combat.
for 24 hours. The effect ends early if any actions are Each vehicle has four arcs — a front arc (the direction
taken from the vehicle stations or if any of the vehicle’s it faces), two side arcs (left and right), and a rear arc, as
occupants attacks or uses an esper power.

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shown on the illustration below. A vehicle operator can Additional Stunts
see clearly from the vehicle’s front or side arcs but can’t When using the variant rules, the following stunts are
easily see things in the vehicle’s rear arc. This means the available.
operator has disadvantage on Wisdom (Perception) Hairpin Turn. You execute a turn at a sharp angle. Make
checks made to spot creatures or objects in a vehicle’s a DC 10 Dexterity check with your vehicles proficiency.
rear arc. In addition, attackers in a vehicle’s rear arc make On a success, you can move your vehicle to a space in
attack rolls against it with advantage. its side arc and immediately change your facing to that
direction. You continue to move in that direction if you
Movement and Position have any remaining movement. You can also perform
Vehicle movement functions differently when using facing this stunt to move and change facing to in the direction
arcs. A vehicle moves in a straight line in the direction of your rear arc. This increases the DC for the stunt
of its front facing arc. When moving diagonally, every to 15 and must be declared before making the check.
second square costs two squares of movement. Regardless of which direction you choose, if you fail your
For example, on a standard grid, a vehicle can move check by 5 or more, you lose control of your vehicle.
diagonally one square at the normal cost of 5 feet, then Drifting Strike. You maneuver your vehicle into a
the next diagonal square at the cost of 10 feet, the third sideways or spinning drift. You can’t perform this stunt
at 5 feet, the fourth at 10 feet, etc. A vehicle can only if your speed is 0 or you haven’t moved during your turn.
move diagonally in the direction of its front arc. If the Choose between your left or right side arc. Until the end
vehicle ends its movement with a diagonal move, its of your turn, your vehicle weapons can be used to attack
facing also changes to that diagonal direction, as shown targets in any direction, regardless of its assigned arc.
on the illustration below.
Vehicle Weapons
Each vehicle weapon must have a designated arc assigned
to it. Creatures occupying that weapon’s station can only
use that weapon to attack targets within the weapon’s
assigned arc.

Facing arcs at 5 feet per square Facing arcs at 10 feet per square

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101
Drone Options Customizing a Drone
Drones and other robotic entities are a staple of many Once you have the base stats for a drone, it can be
sci-fi genres. This section provides expanded rules for customized with various upgrade packages and add-
creating and modifying drones. ons listed below. Unless specified, each package can be
installed only once .However, add-ons or upgrades can
Choosing a Base Model be purchased per the package’s description.
As with base models, drone packages can be limited in
Some drones come prebuilt, while others start out as a cost and availability depending on location.
base frame that can be upgraded and customized to suit Packages that grant a drone profciency in a skill or tool
the needs of its function. This depends on whether you’re allows them to add their proficiency bonus of (+2 unless
using an existing stat block or creating stats from scratch. stated otherwise) to their checks.
Using an Existing Stat Block Variant: Self-installation
The most common types of drones are the armored can The cost for a customization is lower if a character
be found in the Threats Database. TheseYou can customize attempts to installl a package themselves. To do this, the
these or use them as guidelines for building your own. character purchases resources at a cost equal to half the
Creating Your Own Stat Block base cost of the package they wish to install. They then
make a DC 15 Wisdom check using cybersmith’s tools.
Chapter 5 provides rules for customizing existing stat
The process takes 1d6 hours and can be performed
blocks or building one from scratch. If you choose to
during a long rest.
customize a stat block, your drone’s challenge rating
If the check is successful, the package is installed. The
should be a construct CR 1/4 or less.
installation is unsuccessful on a failed check, but the
Appearance. By default, all drones are constructs. You
character can make the attempt again if they purchase
decide your drone’s appearance so long as it maintains
additional resources equal to 10 percent of the package’s
its size. A drone’s appearance is often influenced
base cost.
by its primary function, movement capabilities, and
manufacturing origin.
Special Traits. Unless you decide otherwise, drones don’t Customization Limit
require air, food, drink, or sleep. In addition, all drones You may wish to set a limit on how many packages can
have the following traits. be installed onto a drone. A suggested limit is three to
• Size: Your choice between Tiny, Small, or Medium five packages while still allowing the purchase of any
• Ability Scores: Intelligence and Charisma scores are add-ons or upgrades listed within packages that have
already been installed.
both 1 (a -5 modifier)
• Armored Frame: Base AC is equal to 11 plus its
Dexterity modifier
• Damage Immunites: poison Drone Customization Packages
• Condition Immunities: charmed, frightened, Customization packages are listed in alphabetical order
exhaustion, poisoned followed by its base cost and description.

Purchasing a Drone Advanced Processing Unit


Standard drone models can be purchased at a base cost Cost: 1,500 cu - 2,500 cu
of 2,000 cu. This cost can vary based on availability and The drone’s Intelligence and Charisma scores both
can even be restricted in some locations. increase to 10 (ability scores higher than 10 remain
For custom stat blocks, use your best judgment when unchanged). In addition, the drone can speak ALOMU.
determining a cost for construction. You can also use the They can also understand Common but can’t speak it.
customization rules below as a guideline.

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The standard version of this package costs 1,500 cu.
For an additional 500 cu, the drone’s Intelligence score
increases by 2. This upgrade can be purchased twice,
increasing the drone’s Intelligence to 14. This package
can’t be used to raise a drone’s Intelligence higher than 14.

Astrotech Package
Cost: 500 cu
Prerequisite: Advanced Processing Unit
Intended for use in standard scale starships, this package
allows the drone to become proficient in the following:
Astrophysics, Mechanics, and Vehicles (Space).

Communications Package
Cost: 300 cu
Prerequisite: Advanced Processing Unit
Installing this package allows the drone to communicate
at a distance as if using a two-way communicator (see
“Miscellaneous Gear” in chapter 5 of the Core Manual).
Its frequency can be changed to match the signal of other
communicators.
As an action, the drone can also transmit brief
messages to digital devices provided the receiver’s device
grants them access (see “Computers and Virtualities”).

Decoy Module
Cost: 10,000 cu
This package is a holographic projector that can be
activated by the drone’s administrator as an action.
When activated, the drone launches a device which
hovers at a point within 60 feet of it. An illusion of the
drone appears over the device that appears real and
behaves as if it were the drone except that it can do no
harm. While a drone’s administrator is within 120 feet of
the illusion and can see it, they can use an action to move
it anywhere within 60 feet of the device.
Any physical interaction with the illusion reveals
it to be an illusion, because objects pass through it.
Someone who uses an action to visually inspect the
illusion identifies it as illusory with a successful DC 15
Intelligence (Investigation) check. The illusory drone then
appears translucent.
The device has an AC 10 and 5 hit points. The illusion
lasts until the device is moved, destroyed, or the
administrator ends its effects as a bonus action. The
decoy module can be used 3 times and regains all of its
uses after 24 hours.

Electronics Package
Cost: 400 cu
With this package installed, the drone becomes proficient
in the Computers skill. They’re also proficient in the use
of a hacker’s kit and digital gaming device.

Improved Sensors
Cost: 750 cu to 1,500 cu
With this package installed, the drone gains darkvision
with a range of 90 ft. For an additional 750 cu, they also
gain infravision with a range of 60 ft.

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103
Interpreter Package This unit can’t be activated while the effects of the
Cost: 500 cu - 12,000 cu drone’s decoy module (see above) are active.
Prerequisite: Advanced Processing Unit
The base version of this package grants the drone the
Weapon Mount
Cost: 1,000 cu - 2,000 cu (plus cost of the weapon)
ability to speak Common plus one additional language of
your choice. The package has two upgrade options. Each With this package installed, the drone gains proficiency
upgrade comes with the features of the base version. with an additional weapon that can be added as a new
Translator Matrix (1,800 cu). The drone translates attack action in its stat block.
text and speech as if under the effects of the decipher The cost is 1,000 cu to add a simple weapon and 2,000
languages power. cu to add a martial weapon. This cost covers installation
and programming only. The weapon itself must be
Universal Communicator (12,000 cu). The drone can
purchased separately.
speak, read, and understand languages as if under the
Heavy and special weapons (i.e. those possessing the
effects of the universal translator power.
heavy or special weapon properties) can’t be used. In
Mobility Package addition, Tiny drones can only use light weapons.
Cost: 500 cu - 2,500 cu Make the following modifications for any weapon
mounted on a drone:
This package comes as five separate purchaseable add-
ons, each costing 500 cu. They are defined as follows: • The weapon doesn’t require ammunition even if it has
the ammunition property.
Climbing Apparatus. The drone gains a climbing speed
equal to its walking speed. • The weapon can’t be used for two-weapon fighting,
regardless of its properties.
Diving Kit. The drone gains a swim speed of 40 ft.
• The weapon ignores the finesse, thrown, recoil and
Flight Module. The drone gains a flying speed of 60 ft. versatile properties, if applicable.
Improved Motor Attachments. The drone’s walking • The weapon doesn’t need to be drawn nor held.
speed increases by 10 feet to a maximum speed of 50 • The weapon can’t be disarmed or forcibly removed
feet. Drones with a walking speed of 0 instead gain a from the drone.
speed of 20 feet
Terrain Adaptability. The drone’s movement is unaffected Weapons Refit
by difficult terrain. Cost: 500 cu - 1,000 cu (plus cost of weapon)
Reinforced Armor This package has the same features as the weapon
Cost: 900 cu - 2,200 cu mount (see above), except it replaces one of the drone’s
existing weapons. Choose one of the drone’s weapons
This package increases the durability of the drone’s outer to be replaced and remove it from the its list of weapon
frame, increasing its Armor Class by 2. The upgraded attacks. Then list the new attack action using the same
version costs 2,200 cu and instead raises the drone’s rules as if it were a new weapon mount.
armor class by 4. This package can’t be installed on a The cost for the refit is less expensive than a new
drone that already has reinforced armor (such as an mount—500 cu for a simple weapon and 1,000 cu for a
armored drone). martial weapon. As with a weapon mount, the weapon
Skillware Upgrade itself must be purchased separately.
Cost: 250 cu each
This package comes as add-ons that can be purchased
Roleplaying Drones
separately, up to a maximum of three add-ons. With each Regardless of its Intelligence score and language
purchased add-on, the drone becomes proficient in one capabilities, a drone’s programming is limited compared
of the following skills: Acrobatics, Athletics, Mechanics, to a true artificial intelligence. It can’t learn on its own
Medicine, Perception, Stealth, and Survival. and has minimal social protocol. The few drones that
If the drone has an Advanced Processing Unit installed, the possess advanced communication skills still bear little to
following skills are also available: Investigation, Lore, and no personality or emotion unless programmed to imitate
Xenobiology. those traits.
Drones often have one or more assigned
Stealth Unit administrators. The drone follows the administrator’s
Cost: 15,000 cu commands, and it attempts to perform any services or
This package is a cloaking system that can be activated by activities the adminstrator asks of it to the best of its
the drone’s administrator as an action. When activated, ability. The drone is also friendly to an administrator’s
the drone and anything it is carrying becomes invisible for allies. Most drones, however, have a survival protocol
10 minutes. The drone remains invisible for the duration and do not follow certain impractical commands (like
unless it attacks or its administrator uses a bonus action self-harm outside of combat, for example) without
to end the effect. understanding the command’s purpose.

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Depending on your campaign, you can decide that a Variant: Sentient Companions
drone is programmed to act as if they are charmed by At your discretion, you may wish to grant sentience to
their administrator (ignoring its immunity). This effect a class-based companion, such as mechinor hunter’s
is optional. You can also introduce ways to override this companion. Unless all drones are sentient in your
effect using special items or esper powers. campaign, such drones would be extremely rare and
normally reserved for higher-level characters.
Sentient Drones Sentient companions should still have their own
In some campaign settings, drones (or their robotic personality quirks and traits, similar to that of sentient
equivalents) possess an evolving artificial intelligence, items (see chapter 2). Depending on their intelligence and
and are self-aware. These drones are considered to have personality, some drones may view the hunter as more
sentience, capable of making their own decisions. of a partner or perhaps even their companion. When not
How drones have or gain sentience is at the GM’s issued a command from the hunter, the drone can act on
discretion, and should be relevant to the campaign’s its own with whatever actions it has available.
setting or story. Make the following modifications when Statless Drones. Drone companions with no defined
granting sentience to a drone. stats (for example, a machinist engineer’s combat drone)
• Change the drone’s creature type from construct to have functions specific only to class features. These
automaton. drones can’t be customized nor would they be able to
• The drone automatically has the standard version of gain sentience.
an advanced processing unit installed (see “Drone
Customizations).
• The drone is no longer immune to being charmed or Drones and Sentience
frightened. Regardless of how a sentient drone interacts with the
characters, they are always treated as an NPC. Most
Administrators. Sentient drones can choose whether they drones end up as contacts or hirelings (see chapter 7)
perform what an administrator asks of them, depending who perform tasks for their administrators in exchange
upon whether or not it falls in line with the drone’s for care and maintenance. Others that have a greater
ideals and goals. A drone’s administrator and allies have role in the story can become party members or even
advantage on all ability checks made to socially interact villains. Much like sentient items (see chapter 2), they
never consider themselves as property.
with the drone.

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105
havespaces 4: Starships and Starbases hipwiltravel
Space travel is an essential element to building a Existing Roles
galactic society. Each spacefaring culture across the The other crewmember roles are described in chapter
galaxy has their own unique methods for engineering 10 of the Core Manual. Each role also has an alternative
vehicles capable of carrying them across the stars. list of available maneuvers to use in combat (see “Grand
And yet, even with such a diverse array of designs and Scale Combat”)
concepts, the fundamental basics remain the same
across the many various cultures. Variant: Commander
Besides offering stats for a variety of ships, this chapter Ships with a large crew and compliment sometimes have a
provides you with the ability to build and customize crew commander, also referred to as the ship’s first officer
starfighters, starships, and space stations. These options or executive officer (X.O.). This person often functions as
are designed to be used alongside the space travel and the captain’s right hand when managing the various duties
starship rules listed in chapter 10 of the Core Manual. and requirements of the crew. This role is optional and can
be added to a grand scale ship at the GMs discretion.
Grand Scale Ships A ship commander has the following options.
• The commander’s Charisma modifier can be used
Starships of Huge size or larger operate differently from instead of the captain’s when calculating the ship’s
their smaller counterparts. While standard size vessels maneuver defense and maneuver save DC.
can rely on reflexes and aptitude alone, these mammoth • If an enemy ship’s maneuver requires a saving throw,
machines have complex power and tactical systems the commander can choose to make the saving throw
integrated into specialized control stations, requiring a instead of the assigned crewmember.
higher degree of intuition and aptitude.
• If they have not performed any maneuvers during the
Unless specified in its stat block, grand scale ships can’t
ship’s turn, the commander can use the Help action to
be used in single-person operation mode (see chapter 10
assist one crewmember with their maneuver checks.
of the Core Manual).
• If the captain is incapable of performing their role
Grand Scale Crewmember Roles during the ship’s turn, the commander can use a bonus
action to switch to the role of captain and immediately
Crewmembers on grand scale ships take on similar roles perform a captain’s maneuver. At the end of the ship’s
as those on standard scale with some notable differences. turn, the ship’s stat bonuses change to reflect the
ability modifiers of the new captain.
Captain
On grand scale ships, the captain takes on a more
prominent role, being essential to the coordination and Grand Scale Combat
management of the ship’s various abilities. A captain’s When engaged in ship combat, crewmembers on
tactical experience, commanding presence, and the grand scale ships have access to different maneuvers
trust of their crew can determine the difference between as compared to the crew of smaller vessels. Aside
survival or space dust. The captain’s role gains the from their list of available maneuvers, crewmembers
following benefits. These replace those listed in the follow the same rules as defined in the chapter 10 of
optional role defined in the Core Manual. the Core Manual.
• The ship’s initiative is calculated using the Captain’s
Wisdom modifier instead of the pilot’s Dexterity Pilot (Helm) Maneuvers
modifier.
The pilot of a grand scale ship has access to the following
• The ship’s maneuver defense and maneuver save maneuvers as defined in the Core Manual:
DC (after being calculated normally) each receive an
additional bonus equal to the captain’s Charisma Attack Run, Full Thrust, Forced Position, Ram.
modifier. They can also perform the following maneuvers.
• Whenever a crewmember is required to make a saving
throw against a maneuver performed by an enemy Strafing Run
ship, they gain a bonus to the saving throw equal to the You sweep your ship alongside another ship to promote
captain’s Charisma modifier. a quick, tactical strike. You must move at least 3 units
• The captain grants a bonus equal to their Wisdom before you perform this maneuver. Choose one ship
modifier to all piloting maneuver checks and weapon within 5 units of you that can be seen with your ship’s
attack rolls. sensors. Make a piloting maneuver check versus the
target’s maneuver defense. If the check succeeds, attack
rolls against the target can be made with advantage.

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On a failed check, your ship has disadvantage on its Gunner (Tactical)
attack rolls made against that target.
The advantage or disadvantage effect lasts until the Maneuvers
start of your ship’s next turn or until you perform another Gunners on a grand scale
piloting maneuver. ship have access to all of their
maneuvers as defined in the
Tactical Evasion Core Manual. They also gain the
You attempt to place your ship in the best tactical following maneuvers.
position to avoid enemy fire. Choose a number of
enemy ships up to your Wisdom modifier. Each target Focused Fire
ship must make a Dexterity saving throw versus your You attack a specific area of an
maneuver save DC. On a failed save, a target has enemy ship with intention of
disadvantage on attack rolls made against your ship weakening its defenses against
until the start of your ship’s next turn or until you other attacks. Make a ranged
perform another piloting maneuver. weapon attack against a target
within weapon range. On a hit,
Technician (Operations)Maneuvers you inflict half the weapon’s
damage, and the target must
Technicians on a grand scale ship have access to the
make a Wisdom saving throw
following maneuvers as defined in the Core Manual:
versus your maneuver save DC.
Power Boost, Improved Sensors, Pinpoint Targeting, On a failed save, attack rolls
Sensor Jamming from your ship against that
They can also perform the following maneuvers. target result in a critical hit
on a 19 or 20. This effect lasts
Emergency Patch until the start of your ship’s
You perform damage control on systems damaged during next turn.
combat. Make a Wisdom (Mechanics) check against
a DC defined on the following table. If the check is Linked Attack
successful, your ship recovers the listed amount of hull You make a weapon attack
points and structural integrity. In addition, you end any with a linked weapon, then use
system failure effects. your bonus action to attack
This maneuver can be performed three times, after the same target with another
which the ship must complete a patch or full repair linked weapon assigned to your
before it can be used again. station. You don’t add your
ability modifier to the damage
Ship Size DC HP Restored SI Restored of the bonus attack, unless that
modifier is negative.
Huge 15 2d10 + Wis modifier 2
Massive 16 4d10 + Wis modifier 4 Use Special Weapon
Colossal 17 8d10 + Wis modifier 8 You activate one of the ship’s special weapons. When you
use this maneuver, it can’t be used again until the start of
the ship’s next turn.
Shield Recalibration
This maneuver can only be performed once per ship’s
turn. You divert power from non-essential systems to Variant: Sticking with the Core
increase power to the ship’s shields. Make a successful The rules and maneuvers for grand scale ships are
Intelligence (Astrophysics) check to give your ship here to provide contrast between the methodical
tactics of gigantic battlecruisers and the erratic pace
temporary hull points. The DC for the check and the
of smaller starfighters. If you prefer to not deal with
hull points gained are defined on the following table. the additional options, you may opt instead to simply
The temporary hull points last until the start of your keep using the roles and maneuvers provided in the
ship’s next turn. Core Manual to run grand scale ship encounters.
If you choose to do this, its recommended you still
Ship Size DC HP Restored calculate the stat bonuses provided by the captain
role and also use the adjustments defined in "Combat
Huge 15 2d6 + Int modifier with Smaller Ships".
Massive 16 3d6 + Int modifier
Colossal 17 5d6 + Int modifier

108 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Using the Captain You expend command dice to perform commands.
You can expend only one command die per command
Starship captains make split-second decisions that affect performed. Any unspent command dice are lost at the
the flow of combat for each crewmember. Because of start of your ship’s next turn, upon which you can use an
this, their actions are performed differently from other action to gain a new set of command dice.
crew roles. Command dice can only be used while performing the
Command Dice captain’s role at your station (such as a ship’s bridge,
command deck, or control room). You cannot use command
As captain, you influence the actions of your crew by
dice if you leave your station. If you have additional actions
making decisive, tactical commands. Once, during your
available during your ship’s turn, they can only be used to
ship’s turn, you can spend an action to gain a number
take the Disengage, Dodge, or Use an Object action. You can
of command dice, their amount and type determined
use bonus actions and reactions as normal.
by your ship size and character level as shown on the
following table. Captain’s Commands
These commands can be performed at any time during
Ship Size Die Type Character Level # of Dice the combat round, provided you have the command dice
Huge d6s 1st to 10th 1 to expend.
Massive d8s 11th to 15th 2 Countermaneuver. When an enemy ship performs a
maneuver against your ship, you can add the result of your
Colossal d10s 16th and higher 3
command die to your ship’s maneuver defense against that
maneuver. If the maneuver check fails by 5 or more, the
enemy ship is disoriented until the end of its next turn.

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Directed Action. When a crewmember performs a Player Ship Stats
maneuver, you provide a bonus equal to the number
rolled on your command die to one of the following. Consider the following adjustments when referencing the
stats of a player-operated ship.
• a piloting maneuver check
Base Stats. These represent the base statistics for the
• a crewmember’s skill check
hull and components before modifiers are applied.
• a weapon attack roll Modifiers. Combined with ability modifiers of the
You must expend and roll the command die before the crewmembers to calculate ship’s stats. The defense
crewmember performs their maneuver. modifier represents a ship’s shields and countermeasures.
Rattle the Adversary. When an enemy ship makes a Maneuverability increases a ship’s ability to evade attacks.
saving throw versus one of your ship’s maneuvers, you Damage Threshold. Representing hardened or thick
can add the result of your command die to the maneuver armor plating. If a ship takes an amount of damage that
save DC for that ship. If the save fails by 5 or more, the is not equal to or greater than its damage threshold,
ship is rattled until the end of its next turn. the ship is considered to have immunity to that damage
Reactive Defense. When your ship is hit with a weapon and the damage does not reduce the ship’s hull points.
attack, you can add the result of your command die to Otherwise, the ship takes damage as normal. For
the ship’s AC for the incoming attack. If the attack still example, if an attack deals 8 piercing damage to a
hits and is a critical hit, it becomes a normal hit. ship with a damage threshold of 10, the ship takes no
Return Fire. When an enemy ship misses your ship damage. However, if the attack deals 12 piercing damage,
with a weapon attack, you direct one of your gunners the ship takes 12 piercing damage as normal.
to use one of your ship’s standard weapons to make a Resistances and Immunities. These function in the same
single weapon attack roll against the target. The attack manner as defined in the Threats Database. All starships
roll gains a bonus equal to the number you roll on your are immune to necrotic, poison and psychic damage.
command die. The gunner does not add their ability Starship conditions are described later in this chapter.
modifier to the damage from this attack. The attack can Action Stations. This replaces the Crew Max entry in
be made with a weapon that has already been used to the Core Manual. It lists the number of each available
make an attack this turn. station on the ship. At least one pilot is required to
Steel Resolve. When an effect from a maneuver or operate any ship.
condition forces a crewmember to make a saving throw, Crew Capacity. This is similar to the Crew Max (Min)
you can add the result of your command die to their die entry in the Core Manual templates. It is the maximum
roll. You can use the command die before or after the crew/passenger complement. The number in parentheses
saving throw, but before any effects are applied. is the maximum emergency crew or passenger capacity
(for Medium-sized creatures).
Combat with Smaller Ships Cargo Capacity. Specifies how much cargo the ship can
carry. This number includes ships docked inside of it.
Consider the following adjustments for grand scale ships
Sensor Range. Measured in units. The first number is
when in combat with standard scale ships.
short range and the second number is extended range. A
• You have resistance to all damage from a standard ship can’t identify or attack against a target outside of its
scale ship’s weapons.
short-range sensors (see “Using Sensors”).
• When a standard scale ship scores a critical hit, you do Special Features. Any species or design features that
not need to make a system shock check. don’t require an action to perform is listed in the section
• You have disadvantage on attack rolls and piloting following the data and modifiers.
maneuver checks made against standard scale ships.
• When one of your attacks or maneuvers prompts a Weapon Systems
standard scale ship to make a saving throw, they make Each ship armament is listed in this section. Unless
their save with advantage. otherwise noted on its stat block, a ship’s weapon can
• Standard scale ships have advantage on saving throws be used only once during a ship’s turn unless special
against your special weapons, taking only half the circumstances apply (such as a captain’s Return Fire
weapon’s damage on a failed save, and no damage on command). A gunner can use only one weapon on each of
a successful one. their ship’s turns unless they are linked (as per the weapon
property). Each weapon can have the following traits.
Using Ship Stat Blocks Quantity. If there are multiples of the same weapon
on a ship, the total number of that type is listed in
The ship templates in the Core Manual are intended to parenthesis after the weapon’s name. Each one counts
provide samples to easily to drop into your campaign. as a single weapon.
To expand on these and bring them in line with the rules Range. The first number is short range and the second
presented in this chapter, the formats for player and NPC number is long range (for rules on attacking with ranged
ship stats are presented similarly to those for creatures weapons, see chapter 9 of the Core Manual).
(as defined in the Threats Database).

110 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Damage. Per damage dice listed. A (+ Mod) after the Using Sensors
damage dice means the gunner adds their ability score
modifier (usually Dexterity) to the damage roll. Your ship uses sensors to perceive its environment,
Properties. Some weapons have additional special provide navigational coordinates, detect objects, and
properties. These are defined in the stat block and analyze its surroundings. A ship without its sensors is
described in detail in the “Building a Starship” section blinded (see “Starship Conditions”).
later in this chapter. Ship sensors function in a similar manner to a creature’s
senses. They allow you to see from the ship’s hull in all
Calculating Ship Stats directions. Visibility through sensors is unaffected by
Some stat calculations are expanded from those lighting. You can’t see invisible objects with sensors, nor
presented in the Core Manual. When calculating the can you see anything beyond your ship’s sensor range.
stats for a player ship using the stat blocks in this book, Objects in your ship’s short range can be identified by
consider the following methods. type, size, and full description. Objects in your sensor’s
Armor Class. A ship’s armor class is calculated as follows: extended range can only detect the size of an object. Any
further detail is at the GM’s discretion and may require a
Armor Class = base AC + maneuverability bonus +
skill check such as Astrophysics or Investigation.
Pilot’s dexterity modifier (up to maximum)
The ship gains a bonus to AC equal to the pilot’s Sensor Rating
Dexterity modifier up to a maximum determined by the A ship’s ability to automatically detect objects, ships,
ship’s size, as defined on the following table. and hazards without the assistance of a crewmember
is determined by its sensor rating, which is used to
Ship Size Maximum Dexterity Bonus calculate the ship’s passive Perception. The standard
Large and smaller No maximum sensor rating for any ship is determined by the ship’s size,
as shown on the following table.
Huge +3
Massive +2 Ship Size Sensor Rating
Colossal +0 Solitary or Small 1
Hull Points. Calculated by multiplying the technician’s Medium or Large 2
Intelligence modifier and the ship’s defense modifier, Huge or Massive 3
then adding the total to the ship’s base hull points. Colossal 5
Hull Points = base hull points + [defense modifier x
Technician’s Intelligence modifier] After determining the ship’s sensor rating, its passive
If a ship has no defense modifier listed, it’s equal to the Perception is calculated using the formula below: If your
number of hull dice a ship has. For example, if a ship’s ship has more than one technician use the same Wisdom
base hull points is 91 (14d12), and has no listed defense modifier that is used to calculate the ship’s SI.
modifier, its defense modifier is 14. Ship’s Passive Perception = 10 + sensor rating +
A ship that is disabled due to being reduced to 0 hit Technician’s Wisdom modifier
points is also defenseless (see “Starship Conditions”).
Navigational Sensors. A ship’s sensor rating also comes
Structural Integrity. SI is calculated using the following
into play when plotting a navigational course (see
formula.
“Celestial Navigation” later in this chapter).
Total SI (Standard scale) = base SI + technician’s
Wisdom modifier Long Range Sensors
These sensors are used to perform wide long-range
Other Stats. Remaining stats are calculated in the same
sweeps in a designated area of space. Use of them
manner as defined in the Core Manual.
requires an action and they can’t be used passively. They
can identify the existence of space anomalies or other
For Hits or Hull? vessels, but without much detail as to their nature. Long
Suggestions for converting between hull points and range sensors are commonly used alongside Astrophysics
hit points are provided in chapter 10 of the Core or Investigation skill checks.
Manual. Creature and ship stat blocks both use the
The average range of long-range sensors is
"hp" abbreviation for hit points and hull points. If your
campaign utilizes creatures and ships interchangeably, approximately 3 astronomical units (roughly 300 million
consider using "hp" for hit points and "HP" for hull miles). The availability and use of long range sensors, as
points. Another suggestion would be to change the hull well as the information gained from long-range scans, are
point abbreviation to "hlp" for greater contrast. at the discretion of the GM.

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Sample Player Ships Starcruiser /Carrier
The following are generic stat blocks for character- Huge starship (40,000 tons)
operated grand scale ships.
Base Armor Class 12
Base Hull Points 97 (15d12)
Multiple Ship Scales on a Grid Base Structural Integrity 15
Depending on their size, grand scale ships can take up Speed 6
a great deal of space when using a grid. When running Maneuverability +1
grand scale combat on a grid, you can use the optional
unit measurements on the following table to better
Defense Modifier 15
handle a large number of ships. When using this option, Damage Threshold 5
reduce the speed and weapon ranges of grand scale Action Stations Captain 1, Gunner 4, Pilot 1, Technician 2
ships by half.
Crew Capacity 80 (150)
If you’re running a combat encounter using both
standard and grand scale ships, use one of the Cargo Capacity 5,000 tons
following methods. Sensor Range 36/150
Separate Grids. Using this method, standard and
Insulated Circuits. When your ship loses SI, roll a d20. On a
grand scale combat are run on separate grids,
keeping track of each by initiative count. This method result of 10 or less, your ship does not suffer the effects of a
allows you to utilize both map scales and easily system failure. On a result of 11 or more, your ship rolls for
switch between them. system failure as normal.
Combined Grid. If your combat requires both grand
and standard scale ships to be on the same grid, refer Weapon Systems
to the table below for alternate unit measurements. Linked Weapons. The ship's phalanx autocannons can be
Unlike grand scale ships, the speed and weapon used to perform a Linked Attack maneuver.
ranges on standard scale ships remain unchanged.
Phalanx Autocannon (4). Range: 12/20. Damage: 2d6 (+
Size Category Max Space Speed Mod) piercing damage.
Medium or smaller 1/2 by 1/2 Full Heavy Missile Launcher. Ammunition: 15 missiles. Range: 20.
Large 1 by 1 Full Damage: 2d8 piercing damage + 1d8 fire damage.
Huge 2 by 2 Half
Massive 4 by 4 Half Special Weapons
Colossal 8 by 8 Half Concentrated Burst (Recharge 2 Turns). Your ship fires a
spray of bullets in a 8-unit cone. Each creature or ship (pilot)
within that area must succeed on a Dexterity saving throw
versus your maneuver save DC, taking 8d8 piercing damage
on a failed save, or half as much on a successful one.

112 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Building a Starship
Even with a large array of standard options, some players
may wish to either build their ship from scratch or
upgrade and customize it. You may also wish to create
something truly unique to use in your campaign.

Step-by-Step Starship Design


The following steps are provided to help you easily design
a starship that you can use in any spacefaring adventure
or scenario. These can be used in conjunction with the
starship sheet located after the appendices. The sheet
combines all your information and references rules
Capital Ship/Battle Cruiser presented in this book and the Core Manual.
Massive starship (500,000 tons)
1. Conceptual Design
Base Armor Class 15 Your first step should be deciding what kind of ship
Base Hull Points 189 (18d20) you’re looking to build. Is it a super-fast starfighter,
Base Structural Integrity 18 a sleek starliner, a mining vessel, a technology-rich
Speed 5 exploration vessel, or a hulking battleship?
Maneuverability +1 Once you have a basic concept in mind, you can decide
Defense Modifier 18 what the ship’s primary purpose is within the setting.
Damage Threshold 10 What are its origins? What sort of crew commands it
Damage Resistances acid, fire, lightning and what is their purpose? You should also consider what
Condition Immunities rattled materials have gone into building the ship, as well as who
(or what) designed it.
Action Stations Captain 1, Gunner 4, Pilot 1, Technician 2,
Optional 1 (Co-pilot or Commander) 2. Choose a Size Category
Crew Capacity 1,100 (5,000) Once you have a concept in mind, you should choose a
Cargo Capacity 20,000 tons size category for your ship. Your size category determines
Sensor Range 75/500 the overall space your ship takes, how much it can carry,
System Safeguard. The ship's technician has advantage and the types of weapons and defenses it can use.
on saving throws made to avoid the effects of the Target You should also consider how many crewmembers
Systems maneuver. you have for each role and then choose a size with a
corresponding crew capacity. For details on size categories,
Anti-craft Turrets. A gunner can expend an action to activate refer to Ship Sizes in chapter 10 of the Core Manual.
or deactivate these weapon batteries designed to repel Hull Die. Like creatures, a ship’s size determines the die
smaller ships. While activated, any ship of Medium size or used to calculate its hull points. On an enemy stat block,
smaller that ends its turn within 5 units of your ship must an average expression is used to calculate base hull points.
make a Dexterity saving throw versus your maneuver save Weight and Cargo. The weights listed on the table
DC, taking 2d8 radiant damage on a failed save, or half as below are the average weights and cargo capacity by size
much on a successful one. category. Ships of the Silrayne Arc use metal and polymer
Weapon Systems compound hulls which can vary from 75% to 150% of their
average weight. If your campaign uses different standard
Linked Weapons. The ship's hyper-particle cannons can be
weights or materials, you can change any of these at
used to perform a Linked Attack maneuver.
your discretion. Cargo capacity can be improved as an
Hyper-particle Cannon (4). Range: 15/30. Damage: 3d8 (+ additional option (see “Optional Extras”).
Mod) radiant damage.
Proton Torpedo Launcher (2). Ammunition: 15 torpedoes Cargo Average
(each). Range: 16/35. Damage: 3d10 force damage. Size Category Hull Die Capacity Weight
Solitary d4 1,500 lbs 10,000 lbs
Special Weapons
Small d6 4,000 lbs 25,000 lbs
Mass Energy Cannon (Recharge 3 Turns). Your ship fires a
Medium d8 7,500 lbs 50,000 lbs
beam of energy in a 12-unit line that is 2 units wide. Each
creature or ship (pilot) within that area must succeed on a Large d10 30,000 lbs 200,000 lbs
Dexterity saving throw versus your maneuver save DC, taking Huge d12 22,000 tons 150,000 tons
10d10 radiant damage on a failed save, or half as much on a Massive d20 75,000 tons 500,000 tons
successful one. In addition, a ship that fails its save loses 2 SI.
Colossal d100 225,000 tons 1,500,000 tons

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444A short-range workhorse
of intrasystem transport
between worlds along the
Colonial Trade Route is
the KR-X Skyros. Fast
and nimble, and with a wide
range of configurations and
optional armaments available,
it is a favorite among private
interests. Its
compact size
maximizes its
docking options.

Kelek-Rintor KR-X-4C Skyros


with 8 linked Mini-Phase Cannons

Weapon Systems. When choosing your weapon systems,


Understanding Ship Sizes consider the number of gunner (tactical) stations your
Much like creatures, the ship size categories listed in the ship has. Do you have enough crew to manage all your
Core Manual are general measurements of the space a
ship occupies on a grid compared to other ships. This
weapons? Would you rather have a variety of different
does not mean the ship must be of that size. For example, weapons, or similar ones you can link to increase their
where a huge ship occupies up to a 10-by-10-unit effectiveness?
space, the ship itself can be as much as half that size in
any of its dimensions. Only when your ship's dimensions 5. Add Optional Extras
fall into the range of a larger or smaller size category Several additional options are available to round out your
should you consider changing it to the new size. ship, such as additional cargo space, defense systems,
or improved computer systems. These options provide
significant advantages against other similar vessels.
3. Choose a Hull
Your choice of hull should match your ship concept. 6. Finalize Your Ship
Heavier hulls have more base hull points, but the lack of Once you’ve selected your ship’s base stats and
mobility lowers its base armor class unless upgraded to accessories, make sure these are recorded onto your
a more expensive option. Similar choices are made when ship’s sheet. If you already crew assignments, you can
selecting the ship’s remaining components. record those character modifiers and calculate the final
Structural Integrity. A hull’s base stats also determines stats for your ship.
its structural integrity. A ship’s starting SI is equal to its Once you’re done, select a name for your ship and
number of hull dice except for colossal ships, whose SI is review your ship sheet one last time to make sure your
equal to twice its number of hull dice. numbers are correct. Resolve any final touches you may
Hardpoints. Each starship hull comes with a number of wish to add to your ship’s background and appearance.
hardpoints to which weapon systems are mounted. Once you’re satisfied, it’s off into the stars!

4. Select Primary Components Starship Hulls


Components such as your engine, defenses, and
weapon systems are organized by size category, then in Your first step when building a starship is to choose a
alphabetical order for each component type. In addition hull. The Starship Hulls table lists hull styles by cost for
to a monetary cost, each component reduces your hull’s each size. The style name itself is merely a reference to the
total hardpoints or volume capacity. hull’s basic appearance. A gunship, for example, can just
Propulsion Systems. Your propulsion system determines as easily be called a light freighter while a trade carrier
both your intercept speed and your ability to maneuver can be a medical ship.
efficiently. More advanced engines come with an
integrated stardrive, but at a significant cost.

114 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Hardpoints Regardless of its number of action stations, any ship
Hardpoints are used to mount weapon systems to the can be piloted in single-person operation mode. Solitary
hull. Large, more powerful weapons can take up multiple ships can only be operated in this mode.
hardpoints. A ship can’t hold more weapons than its Optional Stations. Some hulls come with optional
total hardpoints allow. stations. A co-pilot, commander, or technician role can
be assigned to this station.
Action Stations
Each hull style has a maximum number of action stations Propulsion Systems
allowed for operation. Other than the pilot, any or all of
these stations can be eliminated at your discretion. Engines and other propulsion systems provide your ship
For example, you may wish for your ship to not have a with its speed and maneuverability. Much like the hull,
captain’s role (see the “Sticking with the Core” sidebar they come in various forms depending on the origin of
on using grand scale ships without a captain). Or, though their design, from ion-powered engines to gravity field
a hull might allow 2 technicians and 4 gunners, you only generators to nuclear fusion drives. If you’re designing a
need 1 technician and 2 gunners. stationary structure, a propulsion system is completely
optional.
Starship Hulls
Base Base Sensor
Hull Style Cost (cu) AC Hull Dice SI Range Hardpoints Max Action Stations
Solitary
Racer Pod 3,000 6 1d4 1 10/30 0 1 pilot (single only)
Transport Pod 4,500 7 2d4 2 11/30 1 1 pilot (single only)
Small
Light Starfighter 6,500 7 2d6 2 12/50 1 1 pilot, 1 co-pilot
Shuttle Pod 5,500 6 2d6 2 12/50 1 1 pilot, 1 co-pilot
Medium
Drop Shuttle 8,500 8 2d8 2 12/60 1 1 pilot (single) or 1 pilot,
1 co-pilot, 1 gunner
Starfighter 10,000 10 2d8 2 12/60 2 1 pilot (single) or 1 pilot,
1 gunner
Striker 14,500 9 3d8 3 14/60 3 1 pilot (single) or 1 pilot,
1 co-pilot, 2 gunner
Large
Corvette 18,000 9 3d10 3 14/80 4 1 pilot, 1 technician, 2 gunner, 1 optional
Gunship 22,000 10 4d10 4 15/80 6 1 pilot, 1 technician, 4 gunner
Heavy Freighter 30,000 10 6d10 6 14/80 6 1 pilot, 1 technician, 2 gunner, 1 optional
Huge
Heavy Gunship 250,000 13 16d12 16 37/150 20 1 captain, 1 pilot, 1 technician, 6 gunner,
1 optional
Heavy Frigate 240,000 13 17d12 17 36/150 16 1 captain, 1 pilot, 1 technician, 4 gunner,
1 optional
Starcruiser 210,000 12 15d12 15 36/150 16 1 captain, 1 pilot, 1 technician, 4 gunner
Trade Carrier 195,000 12 13d12 13 35/150 14 1 captain, 1 pilot, 1 technician, 3 gunner
Massive
Battle Cruiser 670,000 15 18d20 17 75/500 28 1 captain, 1 pilot, 2 technician, 6 gunner,
1 optional
Command Carrier 630,000 16 16d20 18 75/500 28 1 captain, 1 pilot, 2 technician, 6 gunner,
2 optional
Mobile Outpost 625,000 15 17d20 16 80/500 24 1 captain, 1 pilot, 2 technician, 4 gunner,
1 optional
Colossal
City Ship 1,800,000 20 10d100 20 165/1500 40 1 captain, 2 pilot, 2 technician, 6 gunner,
2 optional
Space Station/ 2,250,000 22 12d100 24 165/1500 48 1 captain, 2 technician,
Starbase 8 gunner, 2 optional
Celestial 2,500,000 23 13d100 26 190/1500 48 1 captain, 2 pilot, 2 technician, 8 gunner,
Destroyer 1 optional

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Maneuverability
As defined earlier, this bonus is used to calculate the
ship’s final Armor Class (see “Using Ship Stat Blocks”).
Stardrive
In common with all propulsion systems is the sorium
stardrive that allows ships to move at faster-than-light
speeds and use the Crucibles to perform system jumps.
Propulsion systems equipped with a stardrive have an (S)
listed next to their base speed. Ships without a stardrive
are limited to standard travel speed (see “Travel Speeds”
in chapter 10 of the Core Manual).

Starship Propulsion
Propulsion Cost (cu) Speed Maneuverability
Solitary
Mk I Ultralight 500 6 +1
Mk II Ultralight 1,500 8 +3
Small/Medium
Mk I Light 1,500 6 +2
Mk II Light 2,500 7 +2
Mk III Light 5,000 7 (S) +3
Large
Mk I Standard 5,000 5 +2
Mk II Standard 6,500 6 (S) +1
Mk III Standard 9,000 7 (S) +2
Huge/Massive
Mk I Heavy 25,000 5 +1
Mk II Heavy 36,000 6 (S) +1
Mk III Heavy 45,000 7 (S) +2
Colossal
Mk I Superheavy 110,000 5 (S) +0
Mk II Superheavy 150,000 6 (S) +1

Weapon Systems
Starship weapon systems are used by a ship’s gunners or
tactical officers. More powerful weapons require more
space to install and energy to use, measured in hardpoints.
Damage Types
Like other starship components, ship’s weapons are
designed differently between a variety of corporations,
military groups, and spacefaring societies. Most standard
ship weapons in the Silrayne Arc deal piercing damage
and are based on electromagnetic projectiles such
as railguns. However, any weapon can deal alternate
damage types, depending on their origin and their
method of manufacture.
The following are examples of alternate damage types
and alternate naming suggestions for these weapons. The
names can be altered or interchanged as you see fit. Note
that linked weapons must have identical names, stats,
and damage types.

116 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Cold Weapons. Cryo-beam, electron emitter, frost Hardpoint Values
cannon Weapons installed onto a hull takes up one or more
Fire Weapons. Blast cannon, explosive missile, hellfire hardpoints as defined by their hardpoint value. If
launcher, plasma beam a weapon’s hardpoint value is greater than a hull’s
Force Weapons. Gravity gun, phased cannon, singularity remaining number of hardpoints, that weapon can’t be
charge, tachyon gun installed onto the ship.
Lightning Weapons. Ion cannon, neutron beam, For example, a corvette can have the following
thunderbolt combination of weapons.
Radiant Weapons. Blaster, laser cannon, particle beam, • Two weapons with a hardpoint value of 2 each
photon beam, solar cannon • Two weapons with a hardpoint value of 1 and one
weapon with a hardpoint value of 2.
• Four weapons with a hardpoint value of 1.
Weapon Systems
Hardpoint
Weapon Cost (cu) Value Damage Range Properties
Minigun 2,000 1 1d6 5/10 Self-target
Autocannon 2,500 1 1d6 6/12 Linked
Micro-railgun 3,200 1 1d8 6/10 Self-target
Micro-missiles 3,500 1 2d6 10/20 Ammunition (10 missiles), exclusive, self-target
Dual-cannon 4,000 2 1d8 8/16
Light railgun 5,000 2 1d10 8/14 Self-target
Short missiles 5,000 2 2d8 12/20 Ammunition (10 missiles), exclusive, self-target
Heavy autocannon 6,000 3 1d10 8/16
Tracer cannon 6,500 3 2d6 12/20 Self-target
Quad-cannon 7,200 3 2d6 7/15
Phalanx autocannon 8,000 3 2d6 12/20 Linked
Light repeater 8,500 3 2d8 8/16
Heavy missiles 9,000 4 3d8 20/40 Ammunition (15 missiles), exclusive, self-target
Heavy railgun 10,000 4 2d10 18/30 Self-target
Lancer cannon 10,000 4 2d8 18/30 Linked
Superheavy cannon 12,500 6 2d10 25/40
Heavy phalanx cannon 14,000 6 3d6 25/40 Linked
Repeater 14,500 6 3d8 25/40 Linked, self-target
Heavy tracer cannon 15,000 6 3d6 30/60 Linked, self-target
Buster missiles 16,000 6 5d8 30/60 Ammunition (15 missiles), exclusive, self-target
Hyper cannon 17,000 6 3d8 25/40 Linked
Heavy quad-cannon 15,000 8 4d6 22/40 Linked
Heavy lancer cannon 20,000 8 4d8 22/40 Linked
Heavy buster missiles 25,000 8 7d8 35/50 Ammunition (20 missiles), exclusive, self-target
Superheavy railgun 26,500 8 3d10 30/60 Linked, self-target
Megaheavy cannon 28,000 8 3d10 30/60
Buster cannon 27,500 10 4d10 35/70
Super phalanx cannon 35,000 10 4d6 44/80 Linked
Heavy repeater 40,000 10 4d8 50/100 Linked
Ultraheavy cannon 50,000 10 4d10 50/100
Ultra phalanx cannon 55,500 12 6d6 50/100 Linked
Heavy hyper cannon 65,000 12 6d8 50/100 Linked
Heavy buster cannon 80,000 12 6d10 50/100
Mega buster missiles 50,000 14 8d8 85/210 Ammunition (30 missiles), exclusive, self-target
Omega cannon 90,000 16 8d10 75/220

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Not all a ship’s hardpoints need to be filled at once. Assigning Weapon Systems
You can leave some hardpoints open on your hull for A weapon must be assigned to a gunner’s
planned upgrades or purchases. action station before it can be used. Linking
Maximum Weapon Payload. Regardless of their a weapon or switching it to another gunner’s
hardpoints, the maximum number of weapon systems station requires a gunner to spend an action
that can be installed on a ship is dependent upon their and that weapon can’t be used until the start of
size, as defined on the following table. the ship’s next turn.
Each weapon can be used only once during a
Max Number Max Number ship’s turn and must be used with a gunner’s
Size of Weapons Size of Weapons maneuver unless special circumstances apply
Solitary 1 Huge 6 (such as a captain’s Return Fire command).
Small 1 Massive 6
Medium 2 Colossal 8
Special Weapons
Large 4 These weapon systems are integrated into
the hulls of larger ships and are capable of
dealing mass damage to multiple targets.
Starship Weapon Properties A ship can have only one special weapon
Some ship weapons have special properties related to installed onto it. Damage from special
their use. weapons can be of any damage type
Ammunition. To make an attack with this weapon, it must
available to normal ship’s weapons.
have ammunition available to fire from it. Each attack
Special weapon systems come in four
made with the weapon reduces its ammunition count by 1.
different types.
Exclusive. Only one of these weapons can be installed on
Blast weapons fire directly from the ship in
a ship. It can’t be installed onto any ship that already has
a cone, the size of which is defined on the Special
an exclusive weapon.
Weapons table.
Linked. These weapons can be paired with another of
Eruption weapons target an area the ship can detect
its type to perform the Linked Attack maneuver. Both
within a certain distance of it. The target’s distance is
weapons must be the same (two autocannons or two heavy
dependent upon the ship’s size: 10 units for a Large ship,
repeaters) and must also deal the same damage type.
15 units for a Huge ship, 20 units for a Massive ship, and
Self-target. These weapons don’t allow for manual
30 units for a Colossal ship. The weapon then erupts into
variances from the gunner. When you hit with an attack
a sphere centered on that target.
from this weapon, you don’t add your ability modifier to
the damage.

Special Weapons
Weapon Cost (cu) Damage SI Area of Effect Recharge Time
Large Weapons
Blast 5,000 3d10 — 3-unit cone 2 turns
Eruption 6,500 3d8 1 3-unit radius sphere 3 turns
Line 6,500 3d10 1 10-unit line, 1 unit wide 3 turns
Surge 5,500 3d8 — 3-unit radius sphere 2 turns
Huge Weapons
Blast 15,000 8d10 — 8-unit cone 2 turns
Eruption 20,000 8d8 1 6-unit radius sphere 3 turns
Line 20,000 8d10 1 15-unit line, 1 unit wide 3 turns
Surge 16,500 8d8 — 8-unit radius sphere 2 turns
Massive Weapons
Blast 45,000 12d10 1 10-unit cone 2 turns
Eruption 50,000 12d8 2 8-unit radius sphere 3 turns
Line 50,000 12d10 2 25-unit line, 2 units wide 3 turns
Surge 42,500 12d8 1 10-unit radius sphere 2 turns
Colossal Weapons
Blast 120,000 16d10 3 16-unit cone 2 turns
Eruption 125,000 16d8 4 12-unit radius sphere 3 turns
Line 125,000 16d10 4 40-unit line, 2 units wide 3 turns
Surge 117,500 16d8 3 16-unit radius sphere 2 turns

118 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Line weapons fire directly from the ship in a line whose Recharge Time
length and width is defined on the Special Weapons table. When a special weapon is used, it requires time to
Surge weapons emit outward from the ship in a recharge and can’t be used again for a number of turns
spherical radius defined on the Special Weapons table. defined by the Special Weapons table.
For example, a ship uses its eruption weapon, so for
Saving Throws and Damage the next 3 of its turns, it can’t use that weapon. At the
When a special weapon is fired, any ship or creature start of its 4th turn after it had used the weapon, it can
in the weapon’s area of effect must make a Dexterity use it again.
saving throw versus your maneuver save DC, taking the
weapon’s damage on a failed save, or half as much on Optional Extras
a successful one. In addition, a ship that fails loses a
number of SI as defined for each weapon. Once the primary components of your ship are installed,
Alternate Saving Throws. At the GMs discretion, the several additional options are available can be added to
required saving throw can be changed from the pilot’s modify or enhance your ship’s utility and efficiency.
Dexterity to the pilot’s Wisdom. It can also be changed to Using the Cost Modifier. Each option has a base cost
require Technician’s Intelligence or Wisdom instead. and a modifier defined by the ship’s size category. To
Alternate Effects. Instead of losing structural integrity, determine the actual cost of an option, multiply the base
you can add an alternate effect that occurs when your cost by the modifier defined as follows.
target fails their saving throw. Choose from one of the
following effects that last until the end of the target’s Size Multiplier Size Multiplier
next turn. Solitary/Small x 0.5 Huge x5
• The target is blinded. Medium x1 Massive x 10
• The target is disoriented.
Large x2 Colossal x 50
• The target is impaired.
• The target is rattled.
The Additional Starship Options table lists the options
• The target is pushed up to 4 units away from the
available for your ship. Each additional option has its
effect’s point of origin (this happens instantaneously
own special rules or properties.
and is not a continuous effect).
• The target’s speed is reduced to 0.

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Additional Starship Options Autopilot System
Option Base Cost (cu) This system allows the ship to be operated without a
Astrotech drone 5,000 pilot. It is most useful in passive situations such as travel
along a known travel or trade route, but it can be used in
Autopilot systems
a pinch when an emergency arises.
Basic 1,500
The standard autopilot system functions as a pilot with
Advanced 3,000 the following stats:
Cargo expansion 1,500
• +1 Dexterity modifier
Cloaking systems • +1 Wisdom modifier
Sensory 15,000 • +2 Proficiency Bonus to Piloting (Space)
Enhanced 40,000 It can’t perform piloting maneuvers and has
Damage control system 6,000 disadvantage to saving throws made to avoid the effects
Defense systems of maneuvers from other ships.
Anti-craft turrents 2,500 Advanced System. The upgraded version of this system
Directional barrier 3,500 is designed to be used for combat emergencies as well.
Cloaked evasion 5,000 It functions the similar to the basic system with the
Counterstrike system 3,500
following modifications.
Expanded shields 4,000 • Add 2 to each stat modifier and proficiency bonus.
Lateral boosters 2,000
• Saves as normal against maneuvers from other ships.
• A crewmember can expend a bonus action for the
Docking port 1,000
system to perform an Evasive Action maneuver (or
Enhanced shields 2,000 -6,000
Tactical Evasion on a grand scale ship).
Extended tactical sensors 4,000
Grappling systems Cargo Expansion
Grappler unit 2,500 This increases your cargo capacity by 25%. To calculate
Tractor beam 9,000 your new total capacity, refer to your cargo capacity in
Hangar bay 3,000 “Step-by-Step Starship Design” and multiply that number
Hull plating 10,000 by 1.25.
Improved sensor array 1,500 -6,000 Cloaking Systems
Improved targeting system 9,500 Cloaking systems are designed for passing through areas
Insulated circuits 11,000 undetected. There are two types. Each one requires your
Particle shield generator 5,000 technician to expend an action to activate. The effects
Proximity sensors 1,800 of a cloaking system end whenever your ship makes an
System Safeguards 5,500 attack or performs a maneuver.
Universal comm system 2,500 Sensory Cloak. This unit sends waves of electromagnetic
signals that interfere with other sensor systems.
Versatile targeting system 1,200
Perception checks made to detect your ship are made
with disadvantage. You have advantage on saving throws
Astrotech Drone made to avoid space hazards triggered by motion or
Astrotechs are multi-function drones specifically designed proximity detection. You also have advantage on checks
to perform utility functions on starships and starfighters. made to mask your drive signature (see “Drive Masking”
If necessary, the drone can perform as a technician or co- in the Core Manual).
pilot if those action stations are available. The construct Enhanced Cloak. This system bends light and energy
is friendly to you and your companions and obeys any around your ship, making it invisible to all visual and
verbal commands you issue to them. electronic sensors. Your ship is invisible while this
Astrotech drones have the same stats as a supply cloaking system is active.
drone (see the Threats Database), but with the following
modifications. Damage Control System
These automated diagnostic systems provide benefits
• Intelligence is 14 (+2 modifier)
when performing emergency repairs. Your ship gains
• Additional Skills: Astrophysics +4, Mechanics +4
an additional use of the Jury Rig or Emergency Patch
• Languages: ALOMU, can understand Common but maneuver before requiring a full repair.
can’t speak it. In addition, when you perform the Jury Rig or
These features can be altered with drone modifications Emergency Patch maneuver, your ship recovers double
(see “Drone Options” in chapter 3). the normal amount of hull points and structural integrity.

120 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Defense Systems
You can add one defense system to
a standard scale ship. and up to two
defense systems on a grand scale ship.
Like special weapons, some defense systems may have
recharge times (see “Special Weapons”).
Anti-craft Turrets (Grand Scale Only). Each enemy ship of
a certain size or smaller that ends its turn within 5 units
of your ship must make a Dexterity saving throw versus
your maneuver save DC, taking an amount of piercing
damage on a failed save, or half as much on a successful to protect nearby allies. Until the end of your next turn,
one. The maximum ship size and damage taken is defined an allied ship within 2 units of your ship has a bonus to
on the following table. their AC equal to your technician’s Intelligence modifier.
This effect ends immediately if your ship is defenseless or
impaired.
Your Ship Size Target Ship Size Damage Taken
Lateral Boosters (Standard Scale Only). Your ship has
Huge Small 7 (2d6) advantage on piloting checks and saving throws made to
Massive Medium 12 (3d8) avoid being grappled or restrained.
Colossal Large 22 (4d10)
Docking Port
A docking port is an insulated hatch and extendable
Directional Barrier. Once during your ship’s turn, your
tube that allows you to travel between your ship and the
technician can spend a bonus action to increase your
docking port of another ship without risking exposure to
ship’s AC by an amount equal to their Wisdom modifier
outer space or any other environmental effects outside of
against a single attack that would hit it. To do so, the
your ship.
attacker has to be within sensor range.
Cloaked Evasion (Recharge 2 Turns). During your ship’s Enhanced Shields
turn, when your ship has less than half its SI remaining, This option upgrades your ship’s defensive shield
your technician can expend an action to turn your ship generators. You can purchase this upgrade up to 3 times
invisible. This effect lasts until the end of your ship’s next (at a base of 2,500 cu each). For each upgrade, your
turn. The effect also ends if your ship makes an attack or ship’s Armor Class and Defensive Modifier increase by 1.
performs a maneuver.
Counterstrike System. When your ship loses SI from an Extended Tactical Sensors
attack, your gunner can use their reaction to make a This option increases your ship’s sensor range by 50%
single weapon attack at a target within range that your (multiply your current sensor range by 1.5). In addition,
ship can detect. you have advantage to Wisdom (Perception) checks
Extended Shields (Recharge 3 Turns). Your technician made to detect hidden targets and ships masking their
can use their bonus action to extend your ship’s shields drive signatures.

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Grappling Systems Hangar Bay
These options allow your ship to restrict the movements This option can only be installed on a grand scale
of other ships. There are two types of grappling systems: ship. Your ship has an insulated bay (or group of bays)
physical grappler units and tractor beams. specifically designed to hold and launch smaller vessels.
Grappler Unit. These units are mounted on the ship’s The number of ships you can hold in your hangar bay(s)
hull and consist of two or more mechanical arms with is determined by your ship’s size.
magnetic mounts used to latch onto a target. To grapple
another ship, your ship must be within 1 unit of your — Max Number of Ships by Size —
target. Your pilot then expends an action and makes a Size Solitary Small Medium Large
piloting maneuver check versus the target’s maneuver
Huge 50 10 4 2
defense. You have disadvantage on this check against
ships two or more sizes smaller than you. For example, Massive 500 100 40 20
a Huge ship would have disadvantage on their check to Colossal 5000 1000 400 200
grapple a ship of Medium size or smaller. On a successful
check, the target ship is grappled.
A grappled ship can escape on its turn by having Hull Plating
its pilot expend an action and making a contested A hardened alloy is layered over your ship’s hull, providing
piloting maneuver check. The target gains advantage it with a damage threshold determined by your ship’s size
to their check if they are two or more sizes larger than category. This option is not available for standard scale
the ship that has grappled it. Likewise, the target has ships.
disadvantage to their check if they are two or more sizes
smaller than the ship that has grappled it. Size Category Damage Threshold
Tractor Beam. This unit emits an energy beam that Huge 5
pulls a target toward your ship. Your pilot or technician
expends an action to direct the beam at a target it can Massive 10
detect within your sensor’s short range. The target’s pilot Colossal 15
must succeed on a Dexterity saving throw versus your
maneuver save DC or be restrained. At the start of each Improved Sensor Array
of your ship’s turns, you can pull a restrained target up to
This option provides a bonus to your ship’s sensor rating.
3 units toward you.
You can purchase this upgrade up to 4 times (at a base
At the end of each of its turns, a restrained target can
of 1,500 cu each). For each upgrade, your ship’s sensor
repeat the saving throw, freeing itself on a success. The
rating increases by 1.
target gains advantage to their save if they are two or
more sizes larger than the ship that has it restrained. Improved Targeting System
Likewise, the target has disadvantage to their check if When you install this option, your gunners gain a +2
they are two or more sizes smaller than the ship that has bonus to their attack rolls.
it restrained.

122 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Insulated Circuits Crewmember Stations
When your ship loses SI, roll a d20. On a result of 10 Deciding where your crew operates can also influence the
or less, your ship does not suffer the effects of a system layout of your ship. Are all your crewmembers located
failure. On a result of 11 or more, your ship rolls for in one area, such as a ship’s bridge or command deck?
system failure as normal. Are your gunners located near each weapon or do they
control them from the bridge or a tactical chamber?
Particle Shield Generator
Your ship generates a particle field that scatters or Starbases and Space Stations
absorbs certain forms of energy. Your ship gains When you build a stationary vessel, there are a few
resistance against one of the following damage types: options to consider.
cold, fire, force, lightning, or radiant. No Propulsion. Unless your space station is fitted with
a propulsion system, it is immobilized (see “Starship
Proximity Sensors Conditions”).
Your crewmembers have advantage on ability checks and Public or Private. Is your space station a trade center? A
saving throws made to avoid the effects of space hazards. travel stop? A secret base? Depending on its purpose, you
Your ship also can’t be surprised in combat. should consider how creatures interact with the interior
of your station and the technological options available
System Safeguards (for specifics, see chapter 3).
Your ship’s technician has advantage on Intelligence
saving throws made to avoid the effect of the Target
Systems maneuver. Situational Modifiers
These are some additional situations that can arise
Universal Comm System during a starship adventure scenario.
Your ship has an integrated comm system that allows
you to communicate with any crewmember or passenger Ability and Saving Throw Substitutions
aboard your ship that is wearing or carrying an When your ship is affected by a feature or attack that
authorized comm device. requires a Strength or Constitution saving throw (such
In addition, the ship can communicate with away teams as the vorkata’s Dynamic Discharge ability), consider the
or other crewmembers located up to 100 miles from the following alternatives.
ship (or an approximate direct line from a planet’s orbit). • Strength checks and saves use the pilot’s Dexterity
Versatile Tactical Station modifier.
This option must be purchased for each gunner action • Constitution checks and saves use the technician’s
station. An advanced targeting computer allows a gunner Intelligence modifier.
to perform maneuvers using their Intelligence or Wisdom • The captain’s Charisma modifier is added as a bonus
modifier instead of their Dexterity modifier. to crewmember saving throws as normal.

Additional Features Cover


Asteroids, platforms, and even other ships can provide
Once you’re done putting together your components, you cover during a space battle. The ship must be within 2
should have a pretty good idea what your ship or station units of the object it gains cover from, and the object can
design is like. Much like your ship’s frame, the interior be no more than one size category smaller than the ship.
and layout are dependent upon the ship’s origins and Refer to the Cover rules in chapter 9 of the Core Manual.
overall function. The same bonuses provided to AC and Dexterity saving
throws are also extended to the ship’s Maneuver Defense.
Crew Capacity
Use the following table as a guideline to determine your Emergency Evacuation
crew capacity. These can vary at your discretion. The In the event of a ship being no longer able to support the
number in parentheses is the maximum emergency crew well-being of the creatures within it, most of them are
or passenger capacity (for Medium-sized creatures). fitted with at least one method of emergency evacuation.
Many standard size ships have ejection pods for the
Size Crew Capacity Size Crew Capacity
pilot or control room. Grand scale ships are equipped
Solitary 1 (2) Huge 60 (200) with escape pods, the number of which may or may not
Small 2 (4) Massive 1,200 (10,000) account for the entire crew.
Medium 4 (8) Colossal 6,500 (250,000) The Starship Evacuation Times table lists the amount
of time required for a crew to evacuate their starship as
Large 8 (40)
defined by the ship’s size category and whether the ship is
in an overflow of crew or passengers.

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Starship Evacuation Times Starship Conditions
Size Normal Capacity Emergency Capacity These conditions are specific to starships and use the
Standard Scale 1 round 2 rounds same rules as those presented in the Core Manual.
Huge 1d8 rounds 2d6 rounds
Blinded
Massive 2d6 rounds 4d6 rounds
• A blinded ship’s sensors are inoperable. Ability checks
Colossal 1d6 minutes 3d6 minutes
made to detect other objects or ships automatically fail.
• Attack rolls against the ship have advantage and the
Espers and Esper Powers ship’s attack rolls have disadvantage.
Some esper powers, especially higher-ranking ones, can
create interesting scenarios while aboard a spacecraft. Defenseless
A teleporting mishap, for example, can have disastrous • A defenseless ship has no available power and can’t
consequences for those involved. Allow esper powers move. Crewmembers can’t take actions or reactions.
to function as normal while always bearing in mind the • The ship automatically fails Dexterity and Wisdom
differences in the character’s surroundings. saving throws.
Variant: Opportunity Attacks • Attack rolls against the ship have advantage.
• Any attack that hits the ship is a critical hit if the
You can opt to allow starships to make opportunity
attacker is within their weapon’s short range.
attacks on other ships. Whenever a ship moves within 1
unit of or passes through a square occupied by your ship,
Destroyed
one of your gunners can use their reaction to make one
attack against that ship. • A destroyed ship can’t be repaired.
Ships that remain in that range don’t provoke • Each creature aboard a ship when it is destroyed takes
additional opportunity attacks. If they move beyond that 74 (8d10 + 40) force damage and they suffer the effects
range and return within 1 unit of your occupied space, of outer space exposure at the start of their next turn.
they provoke another opportunity attack.

124 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Rattled
• A rattled ship’s speed is reduced by half.
• Attack rolls and piloting maneuver checks have
disadvantage.
• The ship has disadvantage to Wisdom saving throws.

Restrained
• A restrained ship’s speed becomes 0 and it can’t
benefit from any bonus to its speed.
• Attack rolls against the ship have advantage and the
ship’s attack rolls have disadvantage.
• The ship has disadvantage on Dexterity saving throws.

Space Exploration
This section provides guidance on space travel and
exploration.

Travel Speeds
Starship travel is measured in three separate speeds, each
with their own scale.
A ship moving at intercept speed is moving at a slow
enough pace to use its full maneuvering capability,
shields, and active sensors. This speed is useful during
combat encounters and situations where precise
movement is required, such as orbiting and docking.
This speed is most often measured in units or miles.
Each unit is equal to 50 feet.
Standard speed is a ship’s full movement without the use
of a faster-than-light device, such as a stardrive. This
is the normal method of travel between local stars and
Disoriented star system clusters. This method of travel is measured
• A disoriented ship has disadvantage on attack rolls and in astronomical units (AU). One AU is approximately
maneuver checks. 93 million miles.
• Attacks against the ship have advantage. Ships equipped with a stardrive or similar device can
travel at FTL (faster-than-light) speeds. Such speeds
Grappled defy the laws of space-time, allowing characters to
• A grappled ship’s speed becomes 0 and it can’t benefit move through vast regions of the expanse in a fraction
from any bonus to its speed. of the time. This method of travel is measured in
• The condition ends if an effect removes the grappled parsecs (pc) and kiloparsecs (kpc). One parsec is
ship from the reach of the grappler or grappling effect. equal to roughly 210,000 AU.

Immobilized Switching Between Speeds


Alternating between different speeds is not
• An immobilizes ship can’t move or make any piloting instantaneous. A ship can move at only one speed during
maneuvers. its turn and its pilot must expend an action to speed
• Attacks against the ship have advantage if the attacker up or slowdown in increments. For example, a ship
is within their weapon’s short range. moving at intercept speed during its turn can increase to
standard speed on its next turn but cannot move at FTL
Impaired speeds until the following turn. The same also applies to
• An impaired ship can’t make any technician maneuvers. ships that are slowing down.
• The ship has disadvantage on attack rolls and piloting You may decide that ships require more time to achieve
maneuvers checks. certain speeds, such as 2-3 turns or 2 turns for standard
• The ship has disadvantage on Dexterity saving throws. and 1 minute for FTL. Use your best judgment for what
works well with your campaign or setting.

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Speed Silhouette different scales. The table provides the average distance
Most starship engines produce a significant amount of on a map characters can travel in hours or days,
energy that can be detected by other nearby ships and depending upon their speed of travel. To accommodate
stations. Similar to the wake of a water vessel, whenever for obstacles and variances in speed, a day of space travel
a ship switches between travel speeds, it generates an is equal to about 18 hours.
energy signature commonly referred to as an engine Note that ships moving at FTL speeds can cross system
silhouette. This silhouette is created at the start of the maps in a matter of seconds, whereas standard speeds
turn in which the ship is moving at its new speed. are mostly limited to local star systems.
A silhouette can be detected with by a technician with
a successful Intelligence (Astrophysics) check. It can Space Map Travel Time
also be detected by using a ship’s passive Perception. Map Scale Standard Speed FTL
The DC for the check is determined by the size of the
Local Area 60 sq./min. —
ship that is switching speeds, as defined on the Speed (1 sq. = 1 unit) (Intercept speed)
Silhouette table.
System 5 hexes/hr. —
Masked Drives. Consider imposing disadvantage on
(1 hex = 1 AU) 100 hexes/day
checks made to detect the silhouette of a ship masking
its drive signature or using a sensory cloak (see the “Drive Sector 1 hex / 5 years 1 hex/ 2 min.,
(1 hex = 1 pc) 30 hexes/hr
Masking” sidebar in chapter 10 of the Core Manual). You
can instead choose to change the DC of the check to Galactic Region 1 hex / 50 years 1 hex/ 3 hrs.,
be equal to the result of the ship technician’s Wisdom (1 hex = 100 pc) 6 hexes/day
(Mechanics) check made to mask the ship. Galaxy — 1 hex/ 2 days
(1 hex = 1,000 pc)

Speed Silhouette
Travel in Smaller Ships
Size DC to Detect Size DC to Detect
Ships that are Large size or smaller have smaller engines
Colossal 8 Medium 16 with stardrives that don’t recharge as quickly. These ships
Massive 10 Small 18 move at half the travel speed of Huge or larger ships.
Huge 12 Solitary 20
Large 14
Travel Routes
To preserve travel and trade, spacefaring societies
Variant: On-The-Spot Switching establish starship travel routes. These are paths through
Situations can arise where a ship needs to immediately regions of space which are heavily patrolled and regularly
switch to a different speed. An example of this would be traveled. Ships using these routes are far less likely to run
a ship caught in a deadly firefight and an instant boost afoul of a space hazard such as a random asteroid field
to FTL may be their only way out. If your characters or ionic storms.
attempt this, some skill checks may be required, such as
a maneuver check from the pilot or a Mechanics check Alternate Travel Methods
from the technician, against a DC set by you. Perhaps There are methods for ships to traverse the stars outside
Astrophysics may be required to plot a safe course out. of the use of their own ability. The following are some
If the required checks fail, consider imposing a penalty examples of these.
such as reducing their speed to 0 until the end of their
next turn. Or perhaps the switch is successful, but the System Jumps
ship loses SI and suffers a system failure. Using any of Under certain conditions, FTL engines allow ships to
these scenarios can increase the tension and excitement perform system jumps (often referred to as simply
of an already dramatic moment. “jumps”), which effectively teleport the ship from one
section of space to another. An example of this is the
Using a Map space fold effect generated by Crucibles.
Emerging from a Jump. System jumps can sometimes
While traveling between star systems, you can opt to use be dangerous if you don’t know what’s around you
a map to track the characters’ progress. This is useful when you appear on the other side of one. Ships
when the characters are in an unfamiliar region of space appearing after a system jump generate a speed
or they don’t have a predetermined destination. Using a silhouette, which may set off the sensors of nearby
map can also help characters choose a path to follow or ships (see “Travel Speeds” earlier in this section). In
locate a travel route to avoid hazards. As the GM, it helps addition, if jumping into an area for the first time,
you keep track of possible encounters or areas of note the you may wish to have the crew make an Intelligence
characters come across. (Astrophysics) check to get their bearings before they
Similar to the ground travel detailed in chapter 1, can move or run the risk of running into a space hazard
the Space Map Travel Time table below helps track the or other obstacles.
average travel time of starships on galactic maps of

126 ESPER GENESIS • MA S TER TECHNICIAN’S GUIDE • S TAR SHIPS AND S TARB A SES
Using Crucibles. If your campaign is in the Silrayne Arc They have advantage to this check if the ship is traveling
galaxy, Crucibles are a common method for getting along a well-known trade or travel route.
from one part of the galaxy to another. Any stardrive- Use the Celestial Navigation table to determine the DC
equipped ship that comes within 500 miles of a Crucible for this check, which is defined by familiarity with the
can instantly teleport, appearing within 500 miles ship’s destination.
of any other active Crucible in the galaxy. Because of
this, nearly all active Crucibles are under control and Celestial Navigation
heavily guarded by a governing faction. Due to the short
Familiarity DC Variance
distance required to jump using a Crucible, most ships
Very familiar 10 1d10 AU
resort to doing so at standard or intercept speeds.
You can use “The Galaxy” map in the Core Manual as Somewhat familiar 15 1d10 x 10 AU
a reference for Crucible locations. One can be found in Associated destination 20 1d10 pc
each major galactic system. Estimated 25 1d10 x 10 pc
Wormholes and Rifts Unknown 30 1d10 x 100 pc
Wormholes are gravitational tunnels that connect two
separate points in space-time. One can lead to an area
a few hundred meters away while another can transport Familiarity
you to the other side of the galaxy. Some wormholes Consider the following when determining familiarity with
can lead to other universes, dimensions, or even a destination.
different points in time. Most wormholes are unstable, A location is very familiar if it’s somewhere you’ve already
either appearing in different places or having shifting been or if someone else familiar with the location has
destinations. provided you with the exact numerical coordinates.
Rifts are rare, stable wormholes that maintain a Any coordinates already saved in your ship’s computers
consistent size, position, or destination. Even rarer still also falls under this category.
are rifts that maintain all three. Some rifts link their two Somewhat familiar locations whose bearings were
points through a subdimensional tunnel that can take provided to you by word-of-mouth, pointed to on a
anywhere from a few seconds to a few hours to pass star chart, or some other non-computational method.
through. Some of those tunnels can even have branches. An associated destination is one that can be found by
In the Silrayne Arc, for example, the Keshite Rift and making an educated guess based off of an already
the Eriadi Rift are located on opposite sides of the galaxy, known location. For example, “near the Taula System”
linked to each other through a spatial tunnel that takes would be an associated destination if you already knew
an hour for the average ship to pass through. Within where the Taula System is located.
that tunnel, are an unknown number of branches leading Estimated destinations are places you’ve never been, but
into other tunnels that lead into the Celestial Void (see have some idea of how to get there, such as a general
chapter 11) or through other wormholes that emerge who area on a star chart or a crude star map.
knows where (or when!). It’s not uncommon for ships to Unknown locations are uncharted areas to which
become forever lost in a rift due to a navigational error. few have been to with little information on how to
Cosmic Powers find them. Unverified directions found on the SIM
are an example, as well as vague references such as
Powerful creatures can bend space-time to teleport to
“somewhere in the Cillis sector of the Mid-Expanse.” If
other systems or dimensions. The space fold power is an
there is even less information available, you may wish
example of one available to espers. Some cosmic beings
to have the characters do some research along with
are powerful enough to open rifts on their own, allowing
having to make an Investigation or Lore check.
starships or even fleets of starships to emerge anywhere
in the galaxy. Failed Checks and Variance
If the Astrophysics check is successful, the ship has a valid
Celestial Navigation course plotted to the correct destination. It doesn’t mean
Plotting a course through the great expanse requires the journey is without incident or danger, which is at your
precise calculations, precision piloting, and even a little discretion as the GM.
bit of luck. Beyond navigating around ionic storms and If the check fails, the Variance column of the table
meteors, even a tiny foreign object or piece of space offers guidance on determining how far off-course the
debris can tear right through a ship that is moving characters end up from their desired destination. You can
hundreds of millions of miles per hour. also choose your own destination variance if it better suits
When choosing a travel destination, a course must be your campaign or adventure. You may also wish to consider
set for the ship to follow. A crewmember (usually the doubling the number or frequency of hazards the characters
ship’s technician) makes an Intelligence (Astrophysics) encounter on the way (see “Hazards” in chapter 8).
check with a bonus equal to the ship’s sensor rating.

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we h a v e th e 5: Game Master’s Toolkit cheatcode
This chapter contains optional rules you can use to Origin Template
customize your game and create your own options
beyond those provided in any of the rulebooks. Beyond the major galactic species presented in the Core
Manual, the galaxy is filled with a limitless variety of
Player Character Options people from countless star systems. Instead of choosing
an available player race during character creation, a
These optional rules pertain to a character’s abilities character’s origin and species can be created using the
and skills. following steps.

Customized Traits 1. Primary Traits


Determine your character’s primary traits as follows.
The character races in the Core Manual provide an easy- Species. Choose your character’s appearance, age,
to-use framework for creating a character of a particular and homeworld of origin. Your character is humanoid,
species. While those options are generalized upon regardless of species.
historical culture and planet of origin, the truth is all Size. Your size is either Small or Medium
people have unique physical and mental traits, and come Ability Score Increase. One ability score of your choice
from an infinite variety of places, cultures, and lineages. increases by 2.
If you wish to provide a broader variety of character
traits, consider allowing the following options during 2. Additional Traits
character creation. Choose one of the options listed on the table below or
determine randomly.
Ability Score Increase
You can assign any ability score increase from your player d4 Additional Traits
race or subrace to any ability score of your choice. For
1 • Choose one ability score other than the one chosen
example, if your choice of player race increases your for your primary trait. That score increases by 1.
Wisdom by 2, you can instead increase any other ability • You gain proficiency with two simple weapons of
score by 2. your choice or one martial weapon of your choice.
Alignment 2 • Choose one ability score other than the one chosen
for your primary trait. That score increases by 1.
Any references to alignment and personality are often
• You have darkvision and infravision with a range of
attributed to the perceived culture or homeworld of 60 feet.
the species. These can be ignored. You can choose any
alignment you wish, which can provide insight into your 3 • You gain one feat of your choice for which you meet
the prerequisite.
character’s personal nature and temperament.
• You gain one of the following: (a) darkvision with a
range of 60 feet or (b) proficiency in one skill, tool,
Proficiencies vehicle or simple weapon of your choice.
If your player race provides you with a proficiency,
4 • You gain proficiency in one skill of your choice.
you can exchange it for another proficiency using the
• You have resistance to one damage type.
following guidelines defined for each proficiency type.
• You gain one of the following: (a) darkvision with a
• Armor. Can be exchanged for any weapon or tool. range of 60 feet or (b) proficiency in one tool, vehicle,
• Skill. Can be exchanged for another skill or a tool. or simple weapon of your choice
• Tool. Can be exchanged for another tool or a simple
weapon. 3. Speed
• Weapon. Can be exchanged for any tool. Simple
Your base walking speed is 30 feet.
weapons can also be exchanged for other simple
weapons. Martial weapons can be exchanged for any 4. Languages
simple or martial weapons. You speak, read, and write Common and one other
language approved by the GM.
Languages
You can replace any language with any other language
from the Standard Languages table. At the GM’s
discretion, you can choose an exotic language depending
upon the campaign and your character’s origins.

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Variant: Environmental Traits Creating a Species for Play
Instead of choosing additional traits as defined in step 2,
the Environmental Traits table lists suggested additional When creating a species to be available as a player race in
traits based upon their societal or planetary environment. your campaign, the most important step is to start with
the story behind the species you wish to create. Having a
Choose an environmental origin for your character and
firm concept for a species helps to guide your decisions
use the table which follows.
during its design.
Ability Increase. The ability score listed here increases
Purpose of Play. When establishing a concept, consider
by 1. You can change it to another ability if you wish. A
the purpose behind designing the species as a player race.
“—” in the column means there is no ability increase.
How does it benefit your campaign or storyline? What
Additional Traits. Use these options in place of the ones
are the possible pitfalls to making the species available
provided in step 3 of the “Origin Template”. They are
for play? Are there existing player options that can fulfill
defined as follows.
the same desired role?
• Arctic environments can be any climate of extreme cold Balance Limitations. Creating a species for play is
from icy terrains to sub-zero gases. different than creating one for use as an NPC or a
• Extreme heat climates are found on volcanic threat. Player races should be designed with a focus on
terrain, and on planets with dense atmospheres or balance and ease of use with existing character classes,
high-heat gases. equipment, and combat options. If the purpose of your
• High-gravity regions have at least twice the species isn’t specifically tied to being a player character,
gravitational force of an Earth-type planet. using the rules for threats and NPCs opens a broader
• Metropolitan areas are massive cities and stations with range of options. See “Creating Threats” for advice on
controlled climates and a dense, congested population. designing threats and NPCs. Chapter 10 also provides
• Starship environments also include other space-borne rules for designing a new galactic species for your setting.
structures such as settlement colonies and stations. Origin and Society. Once you establish a concept for
• Subaquatic environments include any terrain play, answering the following questions can help guide
surrounded by or beneath the surface of a liquid your next steps.
matter. • What common elements describe their appearance?
• Subterranean regions can also include asteroids, city • What signature traits set them apart from other
tunnels, or areas beneath uninhabitable surfaces. species?
• Wastes are areas affected by radioactive fallout, • Where does this species come from and where do they
atmospheric decay, or similar cataclysmic conditions. live now?
• Wilderness regions are comprised of all-natural terrain • Do they share their homeworld with other forms of
with little to no industrial development. equally intelligent or evolved life?

Environmental Traits
Environment Ability Additional Features
Arctic — • You have resistance to cold damage.
• You have advantage on saving throws made against exposure to extreme cold.
• You are trained in one skill, tool, or simple weapon of your choice.
Extreme heat — • You have resistance to fire damage.
• You have advantage on saving throws made against exposure to extreme heat.
• You are trained in one skill, tool, or simple weapon of your choice.
High-gravity Str • Your jump distance is doubled.
• Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Metropolitan Cha • You are trained in the Insight skill, one other skill of your choice and one tool (or vehicle) of your choice.
• You have advantage on saving throws against being charmed or frightened.
Starship — • You are trained in the Computers skill, another skill of your choice, and one tool (or vehicle) of your choice.
• You ignore any penalties to attack rolls and ability checks associated with being in zero-G.
Subaquatic Con • You can breathe both air and water.
• You have darkvision with a range of 60 feet.
Subterranean Wis • You are trained in one skill and one tool of your choice.
• You have darkvision with a range of 120 feet.
Wastes — • You have resistance to poison and necrotic damage.
• You are trained in the Survival skill and one martial weapon of your choice.
Wilderness Wis • You have advantage on Dexterity (Stealth) checks made to hide in planetary wilderness environments.
• You are trained in the Survival skill and one tool or simple weapon of your choice.

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• Does the species share a common culture or do their
cultures share any historical similarities?
• Are there any major events that helped to define their
societal traits and cultural lore?
• How technologically advanced are they?
• How does the species handle conflict with each
other? Do any conflicts currently exist?
• How do they deal with other galactic
cultures?

Using Existing Options


With an established appearance and origin,
the easiest way to complete your design is to
modify an already existing player race.
Minor Alterations. You can alter an existing
species by changing its appearance without
revising its game-related mechanics. You can
also expand these revisions by using the options
provided in “Customized Traits”.
For example, you could alter the dendus into a
subterranean species with furry hides and a cultural
hierarchy resembling that of ants. They have proficiency
in Survival and communicate psychically using
pheromones (instead of larima).
Using the Origin Template. You can just as easily use the
options defined in the “Origin Template” and apply them
to your new species concept. Decide on which additional
traits fit best for the species and establish a cultural
language, if applicable.
Creating New Traits
Compare the species you have in mind with those already
available to players. You can use their available traits as a
guide to creating new ones for your species.
Species traits should tie directly into their culture,
homeworld, or lineages. They should be both fun and
useful as player race options, but not so much as to make
the existing options seem mediocre in comparison. It’s Ability Score Increase. Your Dexterity score increases by 2.
always best to playtest these options with your players to and your Charisma score increases by 1.
ensure balance and playability. Age. Zek reach adulthood at 50 years old and can live as
long as 400-500 years.
Species Example 1: Zek Size and Speed. Your size is Small. You have a walking
The following example is the zek, a species presented speed of 25 feet.
as threats in the Threats Database. They are a rodent-like Fortune’s Favor. Whenever you make an ability check,
species covered in colorful scales. You can use this sample attack roll, or saving throw, you can roll a d6 and add
as is or you can alter it as you choose using any of the the result to the initial die roll. You can use this feature
options presented earlier. once and regain the ability to do so after when you
The zek are an ancient species whose history dates back finish a short or long rest.
almost as far as that of the dendus or eldori. As a society, Graceful Agility. You can move through the space of any
they’ve proclaimed themselves as the unofficial defenders creature that is of a size larger than yours.
of the galaxy’s “fledgeling” societies. Their curiosity, zeal, Strong Will. You have advantage on saving throws against
and optimism can often be overwhelming and similarly being charmed or frightened, and you can’t be put to
troublesome. sleep by esper powers or effects.
See the Threats Database for a full description of their Languages. You speak Common and Zekish.
history and society.

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For example, sentinels of the Free Protectorate defend
Non-Humanoid Players numerous sectors against interstellar threats from the far
Whether they have wings, scales, antennae, or a reaches of space. To reflect their expertise dealing with
carapace, species options available to players primarily fall
under the category of humanoid. This ensures that every
spacefaring threats, you could add the Astrophysics or
player can easily play any class and utiilize all equipment Xenobiology skills to their class’s list of available skills.
and options available. Player characters with amorphous You can also change armor and weapon proficiencies to
forms or multiple heads require additional rulesets that reflect certain aspects of your setting. For example, your
are beyond the scope of this game... for now. setting could have a hoverbike battle squad made up of
If you would like to allow traits that are more “alien” engineers. They wear little to no armor and each wield a
or lean toward other creature types, a good solution
signature tech-laden longblade. To reflect this, you could
may be to make cosmetic alterations to existing racial or
threat traits. For example, a species with a flying speed remove the engineer’s medium armor proficiency and
doesn’t necessarily need wings. They could instead make them proficient with the longblade.
float and have tentacled appendages for legs. You can
also include special features available to threats such Changing Powers Lists
as chameleon skin or the slippery trait (See “Creating Modifying a class’s powers list usually has little effect
Threats” for a full list of traits). on a character’s power but can change the theme and
When adapting new traits in this way, always make feel of a class significantly. In your setting, sentinels may
sure to playtest them to ensure they work well with not have a rig at all, instead being a league of psychic
your game, aren’t too powerful, and don’t conflict with
existing rules for races and classes. warriors. To capture this story concept, you could build
a new sentinel powers list with esper powers drawn from
the adept or melder powers lists. Suddenly, the sentinel
feels like a different class.
Species Example 2: Tserka Be cautious when altering the cybermancer powers list.
The tserka are descended from insectoids that rapidly Since cybermancers regain their talent slots after a short
evolved within a Crucible. They reside in subterranean rest, they have the potential to use certain powers more
cities fashioned from the scavenged technologies of other often than other classes.
worlds. A full description of their history and culture
can be found in the Threats Database, where they were Substituting Class Features
originally introduced. If one or more features of a class don’t quite fit the
Ability Score Increase. Your Constitution score increases by theme or tone of your campaign, you can replace them
2 and your Strength score increases by 1. with new ones. When doing so, you should strive to
Age. Tserka reach adulthood at 10 years old and can live make sure that the new options are just as appealing as
up to 60-70 years. the ones being replaced, and that the substitute class
Size and Speed. Your size is Medium. You have a walking features contribute to the class’s effectiveness at social
speed of 30 feet. interaction, exploration, or combat just as well as those
Subterranean Sight. You have blindsight with a range of they are replacing.
30 feet and darkvision with a range of 60 feet. Ultimately, a class exists to help a player express a
particular character concept, and any class feature you
Keen Hearing. You have advantage on Wisdom
replace is also removing an aspect of that character.
(Perception) checks that rely on hearing.
Substituting a class feature should be done only to fit a
Mental Resilience. You have advantage on on saving
specific need for your campaign, or to appeal to a player
throws against being charmed or frightened.
trying to create a specific kind of character (perhaps one
Natural Armor. When you aren’t wearing armor, your AC modeled after a character from a novel, TV series, comic
is 12 + your Dexterity modifier. You can use your natural book, or movie).
armor to determine your AC if the armor you wear Before you choose to remove or replace a class
would leave you with a lower AC. A shield’s benefits feature, you should see if you can instead make cosmetic
apply as normal while you use your natural armor. alterations to it, such as renaming the feature and its
Languages. You speak Common and Tserka. flavor text without altering the actual mechanics. If you
feel you do need to change a feature at its core, the first
Modifying a Character Class step is to figure out which feature you’re going to replace.
The following section discusses ways to modify existing Then you need to evaluate what the feature provides to
classes to better fit the needs of your campaign. the class, so that the feature you are adding isn’t going to
make the class over- or underpowered. Ask yourself the
Changing Proficiencies following questions about a feature you’re replacing:
Changing a class’s proficiencies is a safe and simple way • What impact does replacing the feature have on
to modify a class to better reflect your setting. Swapping exploration, social interaction, or combat?
out one skill or tool proficiency for another doesn’t make • Does replacing the feature affect how long the party
a character any stronger or weaker but doing so can can continue adventuring in a 24-hour period?
change the feel of a class in subtle ways.

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• Does the feature consume resources provided breaches as defined in the Core Manual. Unless you’re
elsewhere in the class? utilizing the Limit Breach option, you can’t reduce your
• Does the feature work all the time, or is it regained after tech points to less than 0 and you regain all spent tech
a short rest, a long rest, or some other length of time? points when you finish a long rest.
With answers to these questions, you can start designing The number of tech points you have is dependent upon
new features that replace the ones you are removing. It’s your level as a forger as shown on the Tech Points by Level
fine if the new class features drift closer to exploration, table. There are three sections on the table—one for full
social interaction, or combat than the ones you are forgers (such as engineers) and one for hybrid forgers
replacing, but be wary of going too far. For example, if you (such as sentinels and hunters).
replace an exploration-focused feature with something Esper Mastery. Forging classes that can activate
purely combat focused, you’ve just made that class more techniques at rank 6 or higher gain the Esper Mastery
powerful in combat, and it could overshadow the other feature at 11th level. They choose one rank 6 talent from
classes in a way that you didn’t intend. their powers list and can activate that power once using
There’s no formula that can tell you how to design the required number of talent points. They regain the
new class features. The best place to start is by looking ability to use that power again after finishing a long rest.
at other class features, or at powers, feats, or any other They gain a rank 7 power they can use in this way at
rules for inspiration. You’re almost certainly going to have 13th level, a rank 8 power at 15th level, and a rank 9
some missteps, as features that seem good on the surface power at 17th level. Each time they gain a new level in
fall apart in play. That’s all right. Everything you design their forging class, they can replace one of these powers
will need to be playtested. When introducing new class for another of the same rank from their powers list.
features, be sure the players using them are comfortable
with the fact that you might need to go back and make Tech Points by Level
some changes after seeing them in play. — Full — — Hybrid —
Class Tech Max Tech Max
Creating New Class Options
Level Points Rank Points Rank
Each class has at least one major choice point. Adepts
choose a psychic paradigm, warriors choose a martial 1st 4 1 — —
archetype, engineers choose a technical specialty, and so 2nd 6 1 4 1
on. Creating a new option doesn’t require you to remove 3rd 14 2 6 1
anything from the class, but any new option you add 4th 17 2 6 1
should be compared to existing options to make sure it’s 5th 27 3 14 2
no more or less powerful yet remains distinctive in flavor.
6th 32 3 14 2
Like anything in class design, be prepared to playtest your
ideas and make changes if things aren’t playing out the 7th 38 4 17 2
way you want them to. 8th 44 4 17 2
Once you have the concept for the class option in mind, 9th 57 5 27 3
it’s time to design the specifics. If you’re not sure where 10th 64 5 27 3
to begin, look at the existing options and see what class 11th 73 5 (6) 32 3
features they provide. It’s perfectly acceptable for two
12th 73 5 (6) 32 3
class options to have similar features, and it’s also fine to
look at other classes for examples of mechanics you can 13th 83 5 (7) 38 4
draw on for inspiration. As you design each class feature, 14th 83 5 (7) 38 4
ask the following questions: 15th 94 5 (8) 44 4
• How does the class feature reinforce the story or theme 16th 94 5 (8) 44 4
of the class option? 17th 107 5 (9) 57 5
• Is there an existing feature that can be used as a 18th 114 5 (9) 57 5
model?
19th 123 5 (9) 64 5
• How does the new class feature compare to other
features of the same level? 20th 133 5 (9) 64 5

Class Feature Variant: Tech Points Class Feature Variant: Expanded Mastery
With this variant option, classes that use forging This variant allows more flexibility to the Esper Mastery
techniques can use their own version of talent points to class feature. With this option, whenever a character with
fuel their esper powers. Also, a class using this option the Esper Mastery feature finishes a long rest, they can
isn’t required to prepare their techniques. replace one of their mastery talents with another talent of
Use the Talent Point Cost table in chapter 11 of the Core the same rank from their powers list. This allows high-
Manual to determine the tech point cost for each power level espers greater versatility and access to their full list
rank. Use of tech points also allows for performing limit of powers.

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Creating a Background Adventure Options
Backgrounds help players create characters that are fully This section provides variant play
enmeshed into your campaign setting. It helps define mechanics for your campaign.
the character’s place in the universe, rather than what a
character is in terms of game mechanics. Fear and Horror
Instead of focusing on a generic background, such as
trader or explorer, think about the factions, organizations, These rules can be used to create
and societies in your campaign and how they might be suspenseful campaigns filled with terror
leveraged to create unique backgrounds for your players. and dread.
For example, you could create an agent of a prominent Fear Effects
megacorporation that is functionally similar to a media
Fear comes in many forms and can
investigator or perhaps an outlaw depending on how they
creep up on a character in different
deal with corporate contacts and information.
ways depending upon the situation in
To create your own background, follow these steps.
which they find themselves.
1. Link It to Your Setting Immediate Fear. When the source
To ground a new background in your campaign’s of fear is immediate such as an
setting, determine what element of your campaign the indomitable foe or an environment
background is tied to: a faction, an organization, a trade, that spells certain death, you can call
a person, an event, or a location. for a character to make a Wisdom
saving throw against a DC chosen by
2. Suggest Personal Characteristics you accordingly. On a failed save, the
Create a list of suggested characteristics—personality character becomes frightened for 1
traits, ideals, bonds, and flaws—that fit the background, minute. The character can repeat the
or those presented in the Core Manual as a guide. This saving throw at the end of each of their
step helps you establish how the background fits into turns, ending the effect on a success.
your setting. Two or three entries per list should suffice. Rising Tension. Sometimes the source
of fear is all around, such as exploring a
3. Assign Proficiencies or Languages terrifying environment or being stalked
Choose two skill proficiencies and two tool proficiencies by an unknown, unseen foe. These situations can cause
for the background. You can replace tool proficiencies characters to become distracted, overcautious, or jumpy.
with languages on a one-for-one basis. You can call for a character to make an Intelligence or
Wisdom saving throw against a DC you choose based
Step 4. Include Starting Equipment upon the scenario. On a failed save, the character is
Make sure your background offers a package of starting subject to one of the following effects for 1 minute:
equipment. In addition to a small amount of money that • They have disadvantage on Wisdom (Perception)
a character can use to buy adventuring gear, the starting checks to avoid being surprised.
equipment should include items that a character would
• They have disadvantage on ability checks or saving
have acquired prior to the start of play, as well as one or
throws made to avoid the effects of a hazard.
two items unique to the background.
Step 5. Settle on a Background Feature
Choose an existing background feature or create a new
Relating Elements of Horror
one, as you prefer. If you choose an existing feature, add Many horror-themed campaigns contain story elements
and creatures meant to instill a chaotic state of terror in
or tweak a few details to make it unique. the minds of the player’s characters. When creating and
A background feature should avoid strict game running a sci-horror campaign, it’s recommended you
benefits, such as a bonus to an ability check or an attack regard the following advice.
roll. Instead, the feature should open new options for • Ask your players if they’re comfortable with elements
roleplaying, exploring, and otherwise interacting with of horror, terror, or madness in an adventure, then
the setting. adjust accordingly to their responses.
The best background features give characters a reason • When referring to elements of horror that directly
to strike out on missions, contact NPCs, and develop affect a character during the game, consider using
bonds to the setting you’ve devised. Refer to the existing the character’s name instead of referring to the player
with words like “you” or “your”.
features in the Core Manual for examples.
• Describe the horrific nature of an event or creature
without narrating the trauma of the experience.
Instead, define the effects on a character solely in
mechanical terms, such as a condition or saving throw.
Your players can interpret for themselves how they
would describe their character’s reactions.

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• Their walking speed is reduced by 10 feet. The following are some examples that would call for a
• They have disadvantage on attack rolls. character to make such a saving throw.
• They have disadvantage on Strength or Dexterity saving • Seeing a creature from another dimension or universe
throws made to avoid being grappled or knocked prone. for the first time such as powerful aberrations from
• The player rolls one of their character’s hit dice and Drath Sia, the Valshion, or Sinoth Ir.
reduces their hit point maximum by the result (The • Touching or examining a powerful artifact of unknown
character can’t be reduced to less than 1 hit point). origin such as a cypheos or a xenoterum stellarformer.
The character can repeat the saving throw at the end of • Making direct contact with the mind of a being from
each of their turns. On a failed save, they are subject to another dimension or reality.
an additional effect listed above. A successful save ends • Passing through a cosmic portal to another universe or
all effects gained. subdimension.
• Resisting an effect conferred by an attack or power that
Horror and Sanity deals psychic damage.
True horror evokes far more than just fear for one’s • Becoming inflicted with sickness or disease that alters
survival. Many horror themes combine elements the mind and body such as technoblight.
such as distress, revulsion, misery, or torment. These
scenarios can also influence or alter a character’s mental
state, especially when faced with a creature, event, or Horror Effects
knowledge which is incomprehensible to logic or reason. d6 Horror Effect
Even to a seasoned galactic explorer, the universe still 1—2 Character must succeed on an Intelligence saving
holds horrors that aren’t meant to be understood. throw or become stunned for 1 minute. They can
In these situations, you can call upon the character repeat the saving throw at the end of each of their
to make a saving throw against a DC chosen by you turns, ending the effect on a success.
accordingly. Using the Horror Effects table, you can 3—4 Character must succeed on a Charisma saving throw
choose or determine randomly the type saving throw and or take 3d6 psychic damage. They also gain a level of
its effects. Optionally, if the character fails their saving exhaustion that lasts for 1 minute.
throw by 5 or more, they gain a short-term or long-term 5—6 Character must succeed a Wisdom saving throw or
form of madness that you choose or determine randomly fall under the effects of the haze of chaos power, the
(see chapter 1). power’s save DC being the same as the initial save.

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Variant: Sanity Points that reached 11th level instead add two karma dice to
Consider using this variant if your campaign focuses the pool, while characters 16th level or higher add three
primarily on elements of horror or events that would karma dice.
debilitate one’s state of mind. Any player can choose to use a die from the pool using
Using this option, a character starts with 10 sanity the rules as described above. Each karma die used is lost
points at 1st level. Each time the character gains a level, and becomes a bane die, which the GM can choose to
they lose any remaining sanity points and gain a new impose upon a roll made by any character in the group,
total equal to 10 + half the character’s level. Each time a using the rules as described above.
character fails their save against horror effects as defined
above, they lost 1 sanity point. When reduced to 0 sanity Healing
points, the character gains a form of indefinite madness
These options adjust a character’s ability to recover from
that you determine randomly. Alternatively, you can
their injuries.
decide they are instead incapacitated until they recover at
least 1 sanity point. Needing a Medic
A major remedy power can restore any lost sanity points. A character can’t spend any Hit Dice after finishing a
Sanity can also be regained by resting. A character that short rest until another creature patches them up. The
finishes a long rest regains a number of sanity points creature tending to the character’s wounds must succeed
equal to 1d6 + their Wisdom modifier. on a DC 10 Wisdom (Medicine) check. This check
automatically succeeds if the creature expends one use of
Karma a medkit.
Using this option provides an added layer of chance and Healing Surge
consequences.
This option works best in campaigns with little to no
A character starts with 2 karma dice at 1st level. A
access to healing powers and items.
karma die is a d6. They gain an additional karma dice at
As an action, a character can use a healing surge and
11th level and 16th level.
spend up to half their Hit Dice. For each Hit Die spent in
A player can roll a karma die and add the number
this way, the player rolls the die and adds the character’s
rolled to one ability check, attack roll, or saving throw
Constitution modifier. The character regains hit points
(including death saves) their character makes. The player
equal to the total. The player can decide to spend an
can wait until after they roll the d20 before deciding to
additional Hit Die after each roll.
use the karma die but must decide before the GM says
A character who uses a healing surge can’t do so again
whether the roll succeeds or fails. Only one karma die can
until he or she finishes a short or long rest.
be used at a time.
While using this option, a character regains all spent
Each time a player uses a karma die, it is lost, and the
Hit Dice at the end of a long rest. With a short rest, a
character gains a bane die, which is also a d6. The GM
character regains Hit Dice equal to his or her level divided
can choose to have a player roll one of their bane dice
by four (minimum of one die).
and subtract the result from an ability check, attack roll,
or saving throw their character makes. The GM must
decide whether the player rolls a bane die before they
Resting
make the d20 roll. Each time the player rolls a bane die, it These provides alternatives to the rules for resting as
is lost, and their character gains a karma die. presented in chapter 8 of the Core Manual.
A character’s karma dice are replenished whenever
they gain a level. Whenever karma dice are replenished, Diminishing Recovery
any unused bane dice are lost. Optionally, the GM may There is only so much rest one can benefit from without
choose for karma dice to replenish each session or any activity. These rules limit the benefit characters gain
between adventures. from frequent resting. Using this option, a character
can’t benefit for more than one short rest in a 4-hour
Variant: Tiered Karma Dice period. They also can’t benefit from a short rest taken
When you add this option, a character’s karma dice within 4 hours of finishing a long rest. If a character
change when they reach certain levels. Each karma or takes more than the necessary time during a short or
bane die becomes a d8 when the character reaches 5th long rest, they don’t finish the rest until the end of the
level, a d10 at 10th level, and a d12 at 16th level. additional time taken.
Variant: Karma Pool Limited Resting. At the GM’s discretion, if a character
Using this option, instead of assigning karma dice to takes a short rest within 4 hours after finishing a short
each player, they become part of a dice pool that is or long rest, they can spend up to half their maximum
accessible to a group of characters. Each character in the Hit Dice to regain hit points, but don’t gain any other
group adds one karma die to the die pool. Characters benefits from the short rest, including regaining the use
of features or ending detrimental effects.

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Epic Heroism modifier. If you’re using the Burst Attack variant above, a
Some scenarios require all the heavy action to happen creature that rolls a 20 on their burst fire attack roll can
within a limited amount of time. A short rest takes only 5 add their Dexterity modifier to their weapon’s damage.
minutes, and a long rest takes 1 hour. Using these rules,
Path of Fire
a character can’t benefit from more than one long rest in
Each burst has a path of fire which is a 5-foot-wide line
an 8-hour period.
between the attacker and the area targeted for burst fire.
It’s recommended this option be used for epic scenarios
Any creature in that line must succeed on a burst save
or adventures in which time is a critical factor. An
or take damage from the burst fire. Optionally, you can
example of this is when the team has less than an hour
allow them to make this save with advantage.
to make their way through the decks of a well-guarded
Imperium flagship before it’s destroyed.
Combat Actions
Natural Recovery This section provides new combat actions.
This option is for campaigns with no access to advanced
medicine or medical technology. Finishing a short rest Crouch
takes 8 hours and a long rest takes 7 days. To add an A creature that is standing on the ground and capable
extra layer of realism, you can instead choose for a long of movement can crouch or stand up as a bonus action,
rest to take 1d6 + 1 days for each character. gaining a new condition called Crouched. A crouched
Using this method encourages players to be more creature is subject to the following.
careful, planning their excursions and missions around • The creature has advantage on Dexterity saving throws
necessary downtime. and burst saves.
• An attack roll against the creature has advantage if the
Tools and Skills attacker is within 5 feet of the creature. Otherwise, the
This variant rule allows for tool proficiencies to grant attack roll has disadvantage.
bonuses to certain skills. In scenarios where a skill check • The creature’s walking speed is reduced by half.
may also involve a tool proficiency, a character proficient • The creature has disadvantage on saving throws made
in that tool can gain advantage on their skill check. to avoid being knocked prone.
For example, if a character is investigating the
properties of a customized pistol, being proficient with Disarm
gunsmith’s tools can grant them advantage to their A creature can use a weapon attack to knock a weapon
Intelligence (Investigation) check. Likewise, a character or another item from a target’s grasp. The attacker
proficient with a hacker’s kit can gain advantage on their makes an attack roll contested by the target’s Strength
Intelligence (Computers) check to locate hidden data on (Athletics) check or Dexterity (Acrobatics) check. If the
a device or server. attacker wins the contest, the attack causes no damage
Whether or not a situation would allow for this benefit or other ill effect, but the defender drops the item.
is solely at the discretion of the GM. The attacker has disadvantage on its attack roll if the
target is holding the item with two or more hands. The
Combat Options target has advantage on its ability check if it is larger than
the attacking creature, or disadvantage if it is smaller.
The following options can be used to change some
aspects of resolving combat. Overrun
When a creature tries to move through a hostile creature’s
Burst Fire Options space, the mover can try to force its way through by
overrunning the hostile creature. As an action or a bonus
This section provides variant options for burst fire. action, the mover makes a Strength (Athletics) check
Burst Attack contested by the hostile creature’s Strength (Athletics)
Instead of burst saves and burst DCs, the character using check. The overrunning creature has advantage on
burst fire makes a single attack roll against the AC of this check if it is larger than the hostile creature, or
each creature in the burst fire area. On a hit, the target disadvantage if it is smaller. If the mover wins the contest, it
takes burst fire damage as normal. moves through the hostile creature’s space once this turn.

Burst Fire at Higher Levels Tumble


With this variant, when a character reaches 11th level, the A creature can try to tumble through a hostile creature’s
area of their burst fire action increases to a 15-foot square space, ducking and weaving past the opponent. As an
area. At 17th level, the area increases to a 20-foot square. action or a bonus action, the tumbler makes a Dexterity
(Acrobatics) check contested by the hostile creature’s
Critical Save Failure Dexterity (Acrobatics) check. If the tumbler wins the
If a creature fails their burst save by 5 or more, they take contest, it can move through the hostile creature’s space
additional damage equal to the attacker’s Dexterity once this turn.

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Morale On a failed save, the affected creature or group flees by
the most expeditious route. If escape is impossible, the
Some combatants might run away when a fight turns creature or group surrenders. If a creature or group that
against them. You can use this optional rule to help surrenders is attacked by its conquerors, the battle might
determine when threats and NPCs flee. resume, and it’s unlikely that further attempts to flee or
A creature might flee under any of the following surrender will be made.
circumstances: A failed saving throw isn’t always to the characters’
• The creature is surprised. benefit. For example, a security guard that retreats might
• The creature is reduced to half its hit points or fewer run to a place where they can set off an alarm or alert
for the first time in the battle. more building security.
• The creature has no way to harm the opposing side on
its turn. Passive Initiative
A group of creatures might flee under any of the This option removes initiative rolls at the start of combat
following circumstances: Instead, each creature begins combat with an initiative
• All the creatures in the group are surprised. equal to 10 + their Dexterity modifier before adjustments
• The group’s leader is reduced to 0 hit points, (if any) are applied.
incapacitated, taken prisoner, or removed from battle.
• The group is reduced to half its original size with no Stunning Damage
losses on the opposing side.
When a creature takes damage from a single source equal
To determine whether a creature or group of creatures to or greater than half its hit point maximum, it must
flees, make a DC 10 Wisdom saving throw for the creature succeed on a DC 15 Constitution saving throw or be
or the group’s leader. If the opposition is overwhelming, stunned until the end of its next turn.
the saving throw is made with disadvantage, or you can If the damage is taken as a result of a critical hit, and
decide that the save fails automatically. If a group’s leader the creature fails its Constitution save by 5 or more, the
can’t make the saving throw for whatever reason, have the creature instead drops to 0 hit points.
creature in the group with the next highest Charisma score
make the saving throw instead.

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Creating Threats Additional Features
Consider adding a special feature or trait by creating
When you need ready-made foes for your campaign, your own or using one from an existing threat. You can
the Threats Database has a wealth of monsters, villains, borrow one or more from the Additional Features table
and mechanical menaces available for use right away. provided in appendix B of the Threats Database. You can
However, part of forging a sci-fi universe is creating also choose from others, such as a virtual echo’s Detect
creatures born from your own imagination. Life trait or the martenka’s Nimble Escape trait.
The first step to take when creating a threat is to ask
basic questions that help establish its identity and role in
your game. Some examples of these include:
Creating Quick Threat Stats
• What does it look like and how is it different from Use the following steps to quickly create stats for a threat
other creatures? of a specific challenge rating. This method is primarily
• Where does it come from? for creating threats on the fly or for scenarios where a
• How does it interact with other galactic creatures? full stat block isn’t necessary. If you need to create a full
• What purpose does it serve for your own setting or creature stat block from scratch, see “Building a Stat
campaign? Block” later in this section.
• What special traits or abilities does it have? 1. Base Challenge Rating
Starting from Scratch. If you don’t have a creature Choose a base challenge rating (CR) for your threat to be
concept in mind or need guidance on where to start, refer used as a baseline for calculating its proficiency bonus
to “Creating a Galactic Species” in chapter 10 for ideas. and combat statistics. It may change as you continue
along the process, but you can make adjustments later on
Using an Existing Stat Block to reach the desired CR.
When deciding on a CR, always keep in mind the level
The easiest method for creating your own threat is to
of your player’s characters to gauge how it affects the
adapt it to an existing stat block from either the Threats
difficulty of an encounter. If the threat you’re creating
Database or another established 5E resource. Let’s say
is to be encountered in groups of two or more, their CR
your idea involved a scientific experiment that caused an
should be lower than the characters’ level.
evolutionary mutation in a species of winged animals.
For guidance on choosing a challenge rating for solo or
The ganaray could be easily adapted to such an idea.
group threats, see “Creating an Encounter” in chapter 6.
You can change its name and alter its appearance to
better fit your own concept. You can also make simple 2. Determine Base Stats
modifications such as changing its language or removing Using the challenge rating from step 1 as a guide, use the
it altogether. Perhaps your version is resistant to fire Threat Statistics by Challenge Rating table to determine
instead of cold. the threat’s Armor Class, hit points, attack bonus, and
If you need a deadly robot, making small tweaks to the amount of damage it can deal each round. For hit
a gamaroid, mecharoid, or drone stat block might be points and damage per round, choose a number that falls
just what you need. Horrific monstrosities overunning within the ranges listed.
an abandoned station? Adapting the aberrant or Even Quicker Stats. Once you’ve determined the threat’s
seethespawn may fit your scenario. base stats using the table and you don’t feel the need
For creating planetary beasts, easily customizable stat to make adjustments, you can skip directly to step 6
block templates and options are available in appendix B and use the threat’s base challenge rating as its final
of the Threats Database. challenge rating.
Modifying Attacks Balancing Things Out. If you’re aiming for a specific
challenge rating rather than specific stats, it’s best to
Weapon attacks such as blades, claws, or rifles can
start with scores that fall in the middle of the stat ranges
be exchanged for others that better fit your concept.
listed. For example, if you decide on a base challenge
For example, you could exchange a shortblade for a
rating of 6, consider starting with hit points closer to
microfilament whip or a heavy pistol for an autorifle. You
145 or 146 before making adjustments. This allows you
can also change a spear or combat knife into a claw or
some flexibility on the next steps before calculating your
bite attack.
final CR.
When making these adjustments, change the damage
and the attack’s reach where appropriate. Try to avoid 3. Make Adjustments
making extreme changes that may alter a creature’s DC, Raise or lower each stat to a desired number, based on the
such as trading out a combat knife for a sniper rifle. Also concept of your threat. For example, if your threat is agile
be aware of changes that may occur by switching between or well-armored, you may wish to raise its Armor Class. A
one-handed and two-handed weapons, such additional strong or hearty creature may have more hit points.
damage from the versatile property or losing the AC After making your desired changes, record your
benefit of a shield. adjusted statistics.

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Threat Statistics by Challenge Rating Quick Stats or Stat Blocks?
— Defensive Rating— — Offensive Rating— The choice of method for creating a threat depends
Armor Attack Damage / Save upon your needs and the purpose of the threat in your
CR Class Hit Points Bonus Round DC campaign.
Modifying an Existing Stat Block. This is the
0 ≤ 12 1–15 ≤ +2 0–1 ≤ 12
fastest and simplest method for creating threats.
1/8 12 16–25 +2 2–3 12 Consider this option to save the most time. Use the
1/4 12 26–35 +3 4–5 13 other options if you require more versatility.
Creating Quick Stats. Use this option if you want
1/2 13 36–49 +3 6–7 13 to create something more unique, but still wish to save
1 13 50–65 +4 8–10 13 time, or if the threat can be used without the need of
2 13 66–95 +4 11–14 13 specific details such as ability scores or resistances.
This method also makes it easier for you to introduce
3 14 96–110 +4 15–18 14 your players to new and unique creatures.
4 14 111–125 +5 19–24 14 Building a New Stat Block. This method is the
5 15 126–140 +5 25–34 15 most time-consuming but fleshes out all the details
you would find in a ready-to-play stat block. Use this
6 15 141–150 +6 35–40 15 method if creating a unique threat that plays a significant
7 15 151–165 +6 41–44 15 role in your setting, story, or campaign scenario.
8 16 166–180 +7 45–50 16
9 16 181–195 +7 51–54 16
5. Determine Offensive Rating
10 17 196–220 +7 55–60 16
Using the table, find your threat’s damage per round and
11 17 221–235 +8 61–66 17
note the corresponding challenge rating suggested for
12 17 236–250 +8 67–72 17 that damage amount.
13 18 251–265 +8 73–78 17 Next, look at the attack bonus for the challenge rating
14 18 266–280 +8 79–84 18 you just noted. If your threat’s attack bonus is at least
15 18 281–295 +8 85–90 18 two points higher or lower than that number, adjust
the suggested challenge rating up or down by 1 for
16 18 296–310 +9 91–96 18
every 2 points of difference. Record this number as your
17 18 311–325 +9 97–108 19 offensive rating.
18 18 326–340 +10 109–112 19 Using Save DC. If the threat relies primarily on damage
19 19 341–355 +10 113–116 19 from effects with saving throws (such as esper powers or
20 19 356–370 +10 117–124 19 other special attacks), use the threat’s save DC instead of
21 19 375–415 +11 126–140 20 its attack bonus when determining your offensive rating.
22 19 416–450 +11 141–158 20 6. Determine Final Challenge Rating
23 19 451–485 +11 159–176 20 The threat’s final challenge rating is the average of its
24 19 486–540 +12 177–194 21 defensive and offensive ratings, rounded up. For example,
25 19 541–585 +12 195–216 21 if the threat’s defensive rating is 6 and its offensive rating
26 20 586–630 +12 217–232 21
is 5, its final challenge rating is 6.
Proficiency Bonus and XP Value. With the final challenge
27 20 631–675 +13 233–246 22
rating, you can use the Threat Proficiency Bonus and XP
28 20 676–720 +13 247–262 22 table to determine the threat’s proficiency bonus and
29 20 721–765 +13 263–278 22 how many experience points the threat is worth. A threat
30 20 766–800 +14 279–300 23 with a challenge rating of 0 is worth 0 XP if it poses no
threat. Otherwise, it is worth 10 XP.
4. Determine Defensive Rating 7. Finalize Your Creation
Using the table, find where your threat’s adjusted hit Establish your threat’s name and appearance. Choose a
points fall on the table and note the corresponding size category if it’s necessary for you to know how much
challenge rating suggested for that number of hit points. space it occupies on a grid.
Next, look at the Armor Class for the challenge rating Optional Skills. If your threat needs to use a skill in a
you just noted. If your threat’s AC is at least two points non-combat situation, determine whether the threat is
higher or lower than that number, adjust the suggested proficient in the skill. If so, add its proficiency bonus to its
challenge rating up or down by 1 for every 2 points skill check. You can include bonuses or penalties as you see
of difference. Record this adjusted number as your fit, depending on your concept. For example, a scrawny
defensive rating. creature may not get any bonus to its Strength checks or
saving throws. Likewise, a nimble creature may be granted
an additional +2 or +3 bonus to its Dexterity checks.

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Saving Throws. If a situation calls for the threat to make Building a New Stat Block
a saving throw, simply add its proficiency bonus to the
die roll. Just as with skills above, make adjustments Use the following method to create a full stat block for
accordingly to fit your concept. your new threat. To create a stat block, you’ll need to be
Defining Attacks and Damage. Determine the source of familiar with the components of stat blocks as they’re
the threat’s damage. Is it a natural attack, a weapon, or presented in the Threats Database. If you get stuck or can’t
a power? This also helps determine if the threat’s attacks decide on an option while building your stat block, refer
deal bludgeoning, piercing, or slashing damage. You can to other stat blocks in the Threats Database for guidance.
also change this to an alternate damage type. Refer to the basic questions at the beginning of this
Multiattack. If you want your threat to make more section and use those answers to establish a concept.
than one attack per round, split the damage per round Once that’s done, follow the steps below. A sample stat
between its number of attacks. For example, a threat block is provided with markers for which parts of the stat
with a damage/round total of 22 can instead be given block are covered by each of the steps.
two attacks, each dealing 11 damage. Alternatively, one 1. Determine Base Stats
of its attacks can deal 13 damage while another deals 9
See “Creating Quick Threat Stats” above and follow steps
damage. You can also assign a different damage type to
1 through 3. Each of these stats (Armor Class, hit points,
each attack, if you choose.
attack bonus, and damage per round) directly affect
your threat’s final challenge rating and vice versa. Record
Threat Proficiency Bonus and XP them for future reference as they’ll be referred to in the
CR Proficiency Bonus XP Value later steps.
0 +2 0 or 10
1/8 +2 25
2. Name
Choose or invent a name for your threat. Remember
1/4 +2 50
to keep the threat’s nature and concept in mind when
1/2 +2 100
deciding on its name. Its planet or system of origin may
1 +2 200 help depending on your setting. If it’s a mechanical
2 +2 450 creature, a numerical designation or model number
3 +2 700 might serve as a name.
4 +2 1,100
3. Size
5 +3 1,800
Determine the size of your threat: Tiny, Small, Medium,
6 +3 2,300
Large, Huge, or Gargantuan.
7 +3 2,900 Your choice affects how much space it occupies as well
8 +3 3,900 as which die is used to calculate its hit points, as defined
9 +4 5,000 later in step 9.
10 +4 5,900
4. Type
11 +4 7,200
The Threats Database describes each threat type. Assign
12 +4 8,400 a type to your threat based upon your chosen concept
13 +5 10,000 and origin.
14 +5 11,500
15 +5 13,000 5. Alignment
16 +5 15,000
Skip this step if your game doesn’t use the rules for
alignment as presented in the Core Manual.
17 +6 18,000
If your threat has no concept of ethics or morals, it is
18 +6 20,000 unaligned. Otherwise, it has an appropriate alignment
19 +6 22,000 based on its personality and nature.
20 +6 25,000
21 +7 33,000
6. Ability Scores and Modifiers
22 +7 41,000
Threats have six ability scores, same as player characters.
Assign these ability scores to your threat. An ability score
23 +7 50,000
can’t be lower than 1 and can’t be higher than 30.
24 +7 62,000 If you can’t decide what scores your threat should
25 +8 75,000 have, you can refer to chapter 7 of the Core Manual for
26 +8 90,000 information on each ability score. You can also look at
27 +8 105,000 existing stat blocks in the Threats Database for guidance
28 +8 120,000 and comparison.
29 +9 135,000
30 +9 155,000

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Natural Armor. If your threat doesn’t wear armor it
might have natural armor represented by thick scales,
hide, or similar protection. A creature with natural
armor has an AC equal to 10 + its Dexterity modifier + its
natural armor bonus. Thick hide can provide a natural
armor bonus of +1 to +3. More durable or resilient
features can provide greater bonuses such as a drake’s
hardened scales or the chitin exoskeleton of a coloterim.
Armored Frame. An automaton or construct can have
an armored frame, represented by its metal exoskeleton
or protective plating which functions the same as
natural armor.
8. Hit Points
Refer to the hit point total determined earlier from your
base stats (see step 1). You can use this number for your
threat’s hit points or adjust it to your desired total.
Keep in mind the hit point range listed under the base
CR you chose on the Threat Statistics by Challenge Rating
table. Adjusting the creature’s hit points beyond that
range greatly affects its final challenge rating later on.
Using Hit Dice. If you would like a more accurate
calculation, you can assign a number of Hit Dice to the
creature, then calculate its average hit points. A creature
can have as many Hit Dice as you choose, but the size
of the die used to calculate its hit points depends on the
creature’s size, as shown in the Hit Dice by Size table.
For example, a Medium creature uses d8s for hit points,
so a Medium creature with 3 Hit Dice and a Constitution
of 15 (+2 modifier) has 3d8 + 6 hit points. You can then
determine the creature’s average hit points based on its
Hit Dice. For example, the creature with 3d8 + 6 hit points
has an average of 19 hit points (3 × 4.5 + 6).
If you want to keep your threat’s hit points within the
range listed under its base CR, you can adjust its hit dice
until its average hit points fall within the desired range.
It doesn’t need to be an exact match and is likely a few
points off of your original number.

Hit Dice by Size


Creature Size Hit Die Average HP per Die
For example, as most constructs have limited Tiny d4 2½
understanding beyond their programming, they tend to Small d6 3½
have lower Intelligence and Charisma scores. The same Medium d8 4½
can be said of many beasts. Most skilled combatants
Large d10 5½
have higher Strength or Dextertiy scores, while creatures
that use esper powers have higher scores in their assigned Huge d12 6½
esper ability. Gargantuan d20 10½

7. Armor Class
Using the Armor Class determined earlier from your base
9. Speed
stats, adjust the threat’s AC, if desired. Consider the Every threat has a walking speed. Threats that are
following advice when adjusting AC. immobile or don’t move on ground terrain have a walking
Using Armor. If your threat wears armor, consider the speed of 0 feet. In addition to its walking speed, a
type of armor it wears (as defined in chapter 5 of the Core threat might have one or more other speeds, including a
Manual) to determine an AC. Depending upon the armor burrowing, climbing, flying, or swimming speed.
type, you can also add its Dexterity modifier. Use of a
shield can increase its AC by the shield’s bonus as well.

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Effective AC for Flying Threats. Depending upon your Effective Hit Points. If a threat has resistance
threat’s base challenge rating, its ability to fly can or immunity to several damage types—especially
increase the Armor Class value used to calculate its final bludgeoning, piercing, and slashing damage from
challenge rating. This is referred to as its effective Armor mundane weapons—and not all the characters in the
Class. If your threat can fly and deal damage at range, party possess the means to counteract that resistance or
increase its Armor Class by 2 to determine its effective immunity, you need to take these defenses into account
Armor Class. This number is used solely for the purpose when comparing your threat’s hit points to its base
of calculating its final challenge rating. The threat’s challenge rating. Using the Effective Hit Point Calculation
actual Armor Class shouldn’t change. table, apply the appropriate multiplier to the threat’s hit
points to determine its effective hit points. This total is
10. Saving Throws solely for the purpose of calculating its final challenge
If you want your threat to be resilient against certain rating. The threat’s actual hit points shouldn’t change.
kinds of effects, you can give it a bonus to saving throws For example, a threat with an expected challenge
tied to a particular ability. rating of 8, 170 hit points, and resistance to
A saving throw bonus is best used to counteract a low bludgeoning, piercing, and slashing damage from
ability score. For example, a bulky construct with a low mundane weapons effectively has 255 hit points (using
Dexterity score might need a Dexterity saving throw bonus the 1.5 multiplier for resistances) for the purpose of
to account for the fact that its sensors allow it to react to gauging its final challenge rating.
immediate danger faster than its Dexterity would indicate. Vulnerabilities. Threats don’t normally have vulnerability
A saving throw bonus is equal to the threat’s to more than one or two types of damage. Vulnerabilities
proficiency bonus + its relevant ability modifier. don’t significantly affect a threat’s challenge rating. If
Effective AC for Saving Throws. If a threat has three or you need your threat to have a vulnerability to a common
more saving throw bonuses its effective AC (see step 9) damage type (particularly bludgeoning, piercing, and
should be raised for purposes of determining its final slashing), you can instead simply lower its hit points or
challenge rating. If it has three or four bonuses, increase even cut them by half.
its effective AC by 2. If it has five or more bonuses,
increase its effective AC by 4. Effective Hit Point Calculation
11. Skills Base Challenge Resistances Immunities
If you want a threat to be proficient in a skill, you Rating Multiplier Multiplier
can give it a bonus equal to its proficiency bonus on 1–4 ×2 ×2
ability checks related to that skill. For example, a threat 5–10 × 1.5 ×2
with acute senses might have a bonus on Wisdom 11–16 × 1.25 × 1.5
(Perception) checks, while a skilled hacker might have a
17 or more ×1 × 1.25
bonus on Intelligence (Computer) checks.
You can double the proficiency bonus to account for
heightened mastery. For example, a spyder is exceptional 13. Condition Immunities
at hiding its presence, so its bonus on Dexterity (Stealth) A threat can be immune to one or more conditions. For
checks is equal to double its proficiency bonus + its descriptions of the various conditions, see appendix A of
Dexterity modifier. the Core Manual.
Skill bonuses are completely optional and have no As with damage immunities, condition immunities
bearing on a threat’s challenge rating. should be logical and align with the threat’s nature or
concept. For example, it makes sense that an alphalite
12. Damage Vulnerabilities, can’t be poisoned, since it’s a construct with no internal
Resistances, and Immunities organs or living tissue.
Decide whether your threat has vulnerability, resistance, A threat can have as many condition immunities as you
or immunity to one or more damage types. These should see fit with no effect on its challenge rating.
only be assigned to a threat when it aligns with its nature
or concept. For example, it makes sense for a threat with 14. Senses
acidic blood to have immunity to acid damage, or for a A threat can have one or more of the following special
threat from a sub-zero environment to have resistance to senses, which are described in the Threats Database:
cold damage. blindsight, darkvision, infravision, tremorsense, and
For the purposes of calculating its final challenge truesight. A threat’s special senses has no impact on its
rating, assigning three or more resistances or immunities challenge rating.
(especially bludgeoning, piercing, and slashing damage) Passive Perception. All threats have a passive Wisdom
is like giving it extra hit points (see below). This becomes (Perception) score, which is often used to determine
less relevant for threats with higher challenge ratings, as whether it detects approaching or hidden enemies. A
higher-level characters are better equipped to counteract threat’s passive Perception score is 10 + its Wisdom
such defenses. modifier. If the threat has proficiency in the Perception
skill, its score is 10 + its Wisdom (Perception) bonus.

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Stat Block Sample by Step Conditional Effects
Some attacks do more than just deal damage. Many
threats have attacks that carry additional effects to
Threat Name (Step 2) make combat more versatile and engaging. Some
Size (step 3) type (step 4), alignment (step 5) examples are:
• Grappling the target on a hit
Armor Class (step 7) • Knocking the target prone on a hit
Hit Points (step 8) • Dealing additional damage on a hit if the target fails a
Speed (step 9) saving throw
• Imposing a condition or esper power effect on
STR DEX CON INT WIS CHA the target if the attack hits and the target fails a
Ability Scores and Modifiers (step 6) saving throw
Saving Throws (step 10)
Skills (step 11) When your threat makes an attack its attack bonus is
Damage Vulnerability, Resistances, Immunities (step 12) equal to its proficiency bonus + its Strength or Dexterity
Condition Immunities (step 13) modifier. A threat usually applies its Strength modifier to
Senses (step 14) melee attacks and its Dexterity modifier to ranged attacks,
Languages (step 15) although smaller threats sometimes use Dexterity for both.
Challenge (step 20) Your threat’s highest attack bonus is used to calculate
its final challenge rating. If you want the attack bonus
Special Traits. (step 19)
to remain close to the base number you chose, consider
changing the corresponding ability score to adjust the
Actions calculation. Don’t worry if it doesn’t match the exact
Attack Options. attack bonus (step 16), save DC - if number. Remember, adjusting your threat’s Dexterity
applicable (step 17), damage (step 18) score may also change its effective Armor Class, so it’s
Special Action. (step 19) best to not adjust it too far.

Reactions 17. Save DCs


Special Reaction. (step 19) Refer to the save DC determined earlier from your base
stats (see step 1) If your threat has an attack or other
Legendary Actions feature that requires a target to make a saving throw, the
Definition of actions and availability. saving throw is made against this DC. You can adjust this
Legendary Action. (step 19)
number to a higher or lower difficulty if you wish. Just
as with attack bonuses, adjusting your threat’s save DC
directly impacts its final challenge rating.
Detailed Calculation. If you would like a more accurate
calculation, you can determine the save DC as follows:
15. Languages
A threat can know as many spoken languages as you Save DC = 8 + the threat’s proficiency bonus + the
want, although few know more than one or two. Some threat’s relevant ability modifier
threats, such as beasts, have no spoken language For the relevant ability modifier, choose the best ability
whatsoever. A threat that lacks the ability to speak might that applies for the effect. For example, an effect that
still understand a language. Such a creature might also be would grapple a target would probably use the threat’s
telepathic. Information on telepathy can be found in the Strength as its relevant ability while a poison would more
Threats Database. likely use the threat’s Constitution.
A threat’s known languages or ability to speak (even For effects that are similar to esper powers, the relevant
telepathically) has no impact on its challenge rating. ability would be the threat’s Intelligence, Wisdom, or
Charisma. This is most likely the case for threats that
16. Attack Bonus have special traits such as Innate Powers or Esper Powers
Refer to the attack bonus determined earlier from your (see step 19).
base stats (see step 1). You can keep this as your threat’s
attack bonus or adjust it as you see fit.. Keep in mind 18. Damage
that adjusting your threat’s attack bonus may impact its Refer to the damage per round determined earlier
final challenge rating. from your base stats (see step 1). You can use this as
Detailed Calculation. If you would like a more accurate the amount of damage your threat deals every round
calculation, you can determine your threat’s attack bonus or adjust it to a desired amount. This number directly
using the same method as you would for a character. affects your threat’s final challenge rating, regardless of
how its distributed between attacks and damage types.

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Multiattack. A threat can either deal its total damage
in a single attack or the damage could be split between
multiple attacks against one or more targets. For
example, a threat with a damage per round total of
22 can instead be given two attacks, each dealing 11
damage. Alternatively, one of its attacks can deal 13
damage while the other deals 9 damage.
Damage Types. For each attack, choose one or more
damage types based on how you imagine the damage
being dealt. For example, if a threat attacks with its
claws, it probably deals slashing damage while a threat
using a rifle likely deals piercing damage. If the rifle fires
incendiary rounds, some of that attack’s damage might
be fire damage instead of piercing damage.
Multiple Options. You may decide your threat has more
than one attack option to use as an action. For example,
in addition to the attacks that use the Multiattack
option, the threat might also have a single action it can
use instead (such as a separate weapon, a powerful bite,
or an area attack) that deals its full damage per round.
Area Attacks. Some attacks, such as burst fire attacks
and breath weapons, deal damage to multiple targets
that fail a saving throw. To estimate the actual damage
per round for these attacks, assume the attack hits two
targets, and that each target fails its saving throw. If the
attack’s area of effect is larger than a 60-foot radius, a
90-foot cone, or a 300-foot line, increase the number of
assumed targets to 3.
Detailed Calculation. If you would like a more accurate
calculation for a weapon attack, you can use a die
expression to represent the damage dealt based on
whatever weapon it is using. For example, a threat using a
When calculating a threat’s effective damage output,
grandblade deals 2d6 (an average of 7) slashing damage
also account for special off-turn damage-dealing
plus their Strength modifier. You can also assign die
features, such as auras, reactions, legendary actions,
expressions to natural attacks such as claws or spikes.
or lair actions. For example, a xamaron monarch has 3
Effective Damage Output. If your threat has multiple
legendary actions it can take each round. The one that
action options or if you used detailed calculations for its
deals the most damage is its claw attack which deals 12
weapon attacks, the threat’s effective damage output is
damage. Assuming the monarch takes that option for all
used to calculate its final challenge rating. To determine
3 of its legendary actions each round, its effective damage
this number, take the average damage it deals with each
output increases by 36.
of its attacks in a round and add them together. If the
threat has different attack options, use its most powerful 19. Special Traits, Actions, and Reactions
attacks to determine its damage output. Some threats have additional features that increase its
For example, an azurite bahtera can make two gemstone effectiveness in combat, which also affects their challenge
blade attacks or one tail spike attack in a round. The rating. These can be special actions (such as Engulf),
gemstone blade attacks deal more damage, so that attack special reactions (such as Parry), and special traits (such
routine determines the bahtera’s effective damage output. as Esper Resistance).
If a threat’s average damage varies from round to The Threat Special Features table lists various features
round, calculate its damage output each round for the taken from stat blocks in the Threats Database. The table
first three rounds of combat, and take the average. For notes which features increase a threat’s effective Armor
example, a kotatu has a multiattack routine (one bite Class, hit points, attack bonus, or damage output for the
attack and one claw attack) that deals an average of 14 purpose of determining its challenge rating. (The features
damage each round, as well as a fire breath attack that don’t change the threat’s actual statistics.) Features that
deals 21 damage, or 42 if it hits two targets (see Area have no effect on a threat’s challenge rating are noted
Attacks above). In the first three rounds of combat, the with a dash (—).
kotatu will probably get to use its fire breath once and its When assigning special actions, reactions, or traits,
multiattack routine twice, so its effective damage output keep in mind that not all threats need them. The more
for the first three rounds would be (42 + 14 + 14) ÷ 3, or you add, the more complex (and harder to run) the
23 damage (rounded down). threat becomes.

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Threat Special Features
Feature Name Example Threat Effect on Challenge Rating
Aggressive Aluphax warrior Increase the threat’s effective per-round damage output by 2.
Ambusher Pyagark Increase the threat’s effective attack bonus by 1.
Amorphous F'narg —
Amphibious Kentrodar —
Balance Equilibrium Zalpheed —
Increase the threat’s effective per-round damage by the amount noted in
Battle Esper Shade velbast
the trait.
Breath Weapon Fire drake See step 18 under “Building a New Stat Block.”
Increase the threat’s effective per-round damage by the amount noted in
Brute Dynam
the trait.
Burst Fire Gamaroid See step 18 under “Building a New Stat Block.”
Chameleon Skin Phase beast —
Increase the threat’s damage on one attack by the amount noted in the
Charge Armored drone
trait.
Charm Shadow technocrat —
Constrict Constrictor snake Increase the threat’s effective AC by 1.
Cybernetic Body Kanasi —
Cybernetic Hybrid Synthantic (Template) —
Increase the threat’s effective damage output for 1 round by the amount
Death Burst Xamaron thrall
noted in the trait, and assume it affects two creatures.
Increase the threat’s effective damage on one attack by the amount noted
Diving Strike Ganaray
in the trait.
Echolocation Bat —
Increase the threat’s effective per-round damage by the amount noted in
Elemental Aura Frost Creeper
the trait.
Encrypted Software Gamaroid —
Energy Absorption Vorkata —
Energy Being Evargun —
Energy Shift Virtual echo —
Esper Powers Shadow technocrat See step 19 under “Building a New Stat Block.”
Esper Resistance Spyder Increase the threat’s effective AC by 2.
Essence Drain Void shadow —
Ethereal Shift Quantum worm —
False Appearance Sentient plant —
Flyby Bit drone —
Increase the threat’s effective hit points by 25% if the threat is meant to
Frightful Presence Talvarius
face characters of 10th level or lower.
Hive Mind Xamaron soldier —
Hold Breath Tremial —
Hull Breacher Breacher kanasi —
Immutable Form Ivaril destroyer —
Incorporeal Movement Spyder —
Infrared Sensors Hunter kanasi
Innate Powers Lorendi See step 19 under “Building a New Stat Block.”
Invisibility Power sprite —

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Keen Senses Wolog —
Each per-day use of this trait increases the threat’s effective hit points
Legendary Resistance Kreidren elder based on the expected challenge rating: 1–4, 10 hp; 5–10, 20 hp; 11 or
higher, 30 hp.
Mechanical Body Drone —
Mimicry Pyagark —
Natural Camouflage Sand creeper —
Increase the threat’s effective AC and effective attack bonus by 4
Nimble Escape Bachorta
(assuming the threat hides every round).
Organic Detection Bane kanasi —
Pack Tactics Aragell Increase the threat’s effective attack bonus by 1.
Parasitic Invasion F'narg Double the threat’s effective hit points.
Parry Aluphax battlemaster Increase the threat’s effective AC by 1.
Increase the threat’s effective damage for 1 round by the amount it deals
Pounce Aragell
with the bonus action gained from this trait.
Probing Telepathy Kreidren —
Rampage Stossian Increase the threat’s effective per-round damage by 2.
Reactive Reaver kanasi —
Reckless Malegorian —
Increase the threat’s effective hit points by 3 × the number of hit points
Regeneration Malegorian
the threat regenerates each round.
Increase the threat’s effective hit points based on the expected challenge
Relentless Boar
rating: 1–4, 7 hp; 5–10, 14 hp; 11–16, 21 hp; 17 or higher, 28 hp.
Shadow Camouflage Lorendi —
Shadow Sight Veil reaver —
Shadow Stealth Veil reaver Increase the threat’s effective AC by 4.
Shapeshifter Shade velbast —
Shielded Circuits Shadowtech guardian
Siege Apparatus Reisa constructor —
Slippery Ganaray (Slick Scales) —
Sorium Armaments Reaper velbast —
Spider Climb Breacher kanasi —
Standing Leap Gorvax —
Strong Will Tserka guardian —
Sunlight Sensitivity Zultaran —
Increase the threat’s effective hit points based on the expected challenge
Superior Fortitude Aberrant
rating: 1–4, 7 hp; 5–10, 14 hp; 11–16, 21 hp; 17 or higher, 28 hp.
Superior Senses Xamaron Centurion —
Increase the threat’s effective damage for 1 round by the amount noted in
Surprise Attack Veil reaver
the trait.
Assume the threat swallows one creature and deals 2 rounds of acid
Swallow Kleesh
damage to it.
Teleport Phase beast —
Tenacious Kleesh —
Transformer Reisa striker —
Apply the threat’s Wisdom modifier to its actual AC if the threat isn’t
Unarmored Defense Atoru
wearing armor or wielding a shield.

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Innate Powers and Esper Powers. These special traits Using these stats, refer to steps 4 through 6 under
are defined in the introduction section of the Threats “Creating Quick Threat Stats”. Use that method to
Database. Certain powers available from these features calculate the threat’s defensive rating and offensive rating,
can directly affect a threat’s final challenge rating. then take the average to get its final challenge rating.
Powers that can deal more damage than the threat’s
normal attack routine would increase its effective damage NPC Stat Blocks
output. Likewise, powers that increase the threat’s AC or
hit points need to be accounted for when determining the Appendix A of the Threats Database provides stat blocks
threat’s effective AC or hit points. for various NPC archetypes as well as tips for customizing
For example, a lorendi aetherwalker has an AC of 12, them. Those tips include adding species traits from the
but their effective AC is 15 due to their assumed activation Core Manual, upgrading equipment, and swapping armor,
of their protection field power. Also, since the damage they weapons, and powers.
deal using their esper powers is far greater than their wrist If you want to take an NPC stat block and adapt it for a
blade attacks, it would be instead used for calculating the specific threat species, add the features listed in the NPC
aetherwalker’s effective damage output. Features table. If the NPC’s AC, hit points, attack bonus,
or damage changes, recalculate its challenge rating.
20. Final Challenge Rating
At this point, you should have the following statistical Creating Esper Powers
information:
When creating a new esper power, consider the following
• Armor Class (or effective AC) advice.
• Hit points (or effective hit points)
• Use existing powers as a guide to creating new ones.
• Attack bonus
• Save DCs • Avoid making a power that would surpass others of its
level or would replace the use of other powers.
• Damage per round (or effective damage output)

NPC Features
Species Features
Aberrant Chrysalis Aberration; darkvision 60 ft.; understands Common and Terran but can't speak
Ashenforged* Resilience; +2 natural armor bonus to AC; speaks Common and Dendusi
Aluphax Aggressive; darkvision 60 ft.; speaks Common and can speak telepathically with other Aluphax
Bachorta Nimble Escape; darkvision 60 ft.; speaks Common and Lingo
Innate Powers of the belare; resistance to poison damage and can't be poisoned; natural armor bonus to AC
Belare*
equal to Con modifier; infravision 60 ft.; speed 25 ft.
Dendus* Force of Will; Larima; darkvision 60 ft.; proficiency in the Insight skill; speaks Common and Dendusi
Dendus, Aseni Innate Powers; darkvision 120 ft.; speaks Dendusi, Lingo, and Skrolath
Draw from the Wheel; Innate Powers of the eldori (Esper Initiate); darkvision 60 ft.; proficiency in the
Eldori*
Perception skill; speaks Common and Nesieve
Amphibious; Claws action; Dive Attack; Slippery; speed 30 ft.,fly 60 ft., swim 60 ft.; darkvision 120 ft.;
Ganaray
speaks Common
Gorvax Standing Leap; Claw action; speed 30 ft., climb 20 ft.; infravision 60 ft.; speaks Common and Gorvax
Kentrodar Amphibious; speed 20 ft., swim 40 ft.; speaks Common and Kentrodar
Kesh* Minor Alteration; darkvision 60 ft.; proficiency in the Survival skill; speaks Common and Keshian
Lorendi Resilience; Innate Powers; One with the Circle action; Shadow Camouflage; darkvision 60 ft.; speaks
Lorendi
Common and Nesieve
Beast Speech; Keen Hearing and Smell; Nimble Escape; Small size; speed 30 ft., climb 20 ft.; speaks Common
Martenka
and two other languages
Claws action (1d4 + Str slashing damage); Firetail: Innate Powers (use challenge rating instead of level
to determine damage), resistance to fire damage; Skytalon: speed 40 ft, proficiency in the Insight skill;
Matokai*
Stonefang: +2 natural amror bonus to AC; Waveclaw: Amphibious, darkvision 60 ft., resistance to cold
damage. All: speaks Common, Matokai, and Bahtera
Promethean* darkvision 60 ft.; resistance to poison damage; speaks Common and one other language
Tserka Keen Hearing; Strong Will; darkvision 60 ft.; speaks Common and Tserka
Valna* darkvision 60 ft.; Claws action (1d4 + Str slashing damage); speaks Common and Valna
Zalpheed Balance Equilibrium; Keen Hearing and Sight; speed 20 ft.,fly 40 ft.; speaks Common and Zalpheed
Zek Graceful Agility; Nimble Escape; Strong Willed; Small size; speaks Common and Zekish
Zulchor Innate Powers; darkvision 120 ft.; speed 25 ft.; Small size; speaks Common, Lingo, and Skrolath
* See the Core Manual for additional descriptions of this race’s features, none of which alter the NPC’s challenge rating.

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• The power should match its domain and intended Power Rank Single Target Multiple Targets
classes. For example, healing and tech-based powers Prime 1d10 1d6
are usually techniques, not normally available to adepts
1 2d10 2d6
or melders.
2 3d10 4d6
• Make sure there isn’t an existing power that already
fulfills the purpose of a new one. 3 5d10 6d6
• Avoid creating powers with too narrow a focus 4 6d10 7d6
to where it would see little to no use during your 5 8d10 8d6
campaign. 6 10d10 11d6
• For some powers, a shorter activation time or longer 7 11d10 12d6
duration can be traded for a less powerful effect.
8 12d10 13d6
9 15d10 14d6
Esper Power Damage
If you create a power that deals damage, the following
table defines the approximate amount of damage a power Creating Items and Gear
should deal at its level. The table assumes the power deals When creating new items, its recommended that you
half damage on a successful saving throw or a missed start with the item’s function and its purpose for adding
attack. If your power doesn’t deal damage on a successful it to your game. Also consider the following advice.
save, you can increase the damage by 25 percent.
• If there is another item that performs a similar function,
To add some variation, you can use different damage
it would be easier to simply modify that item rather
dice than the ones in the table, provided that the average
than creating a new one (see “Modifying Items”).
result is about the same. For example, you could change
a rank 3 power’s damage from 5d10 (average 27.5) to • Unless it’s an intended part of your storyline, avoid
6d8 (average 27), or 8d6 (average 28). creating items that can drastically alter the flow of
If your power’s damage includes an esper ability events or eliminate the challenge of play. If such an
modifier, incorporate that into the average damage and item does exist, it should be extremely rare or unique ,
adjust accordingly. such as a cypheos.
Healing Powers. You can also use the table to determine • If the item can permanently replace a player’s class
the amount of hit points a power heals. Prime powers features or is so good it would never need to be
shouldn’t be able to provide healing. modified or replaced, it’s likely too powerful.

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Modifying Items items that see use only in certain situations, providing
minor benefits to social or exploration scenarios such as
The easiest method for creating new gear, whether it’s climbing gear or a plasma torch. They can also provide
a piece of equipment or a forge-enhanced item, is by passive benefits such as a carrying container, or have a
modifying an existing one. You can alter a cryo grenade limited use in combat such as packs of ammunition.
to instead deal necrotic damage or add the effects of If the features of a piece of equipment can match the
a Zero-G pack onto the sealed armor property, which benefits of either a class feature or an esper power, it’s
would also increase the cost. more likely to be a forge enhanced item than something
You could modify a pair of gravity boots into an anti- you can pick up at the local shop.
gravity belt or turn a telekinetic band into a pair of gloves Access to technology can also influence what counts
that perform the same function. A flamethrower unit can as normal equipment. See chapter 10 for guidance on
be turned into an energy accelerator that deals lightning setting tech levels in your game.
damage instead of fire.
The effects of two items can be merged into a single Creating Enhanced Items
one, such as a pair of sunglasses that functions as both
an imaging visor and a tactical visor. Doing so would increase If modifying an item doesn’t provide what you need, you
the item’s rarity and value but won’t break your game. can create a new one.
As an example for core-forged items, if a hunter prefers
knocking down walls from a distance, you can allow a Item Type
rifle to be a demolisher weapon. Similarly, a sword-wielding Decide what category your item falls into. A forge
justicar could find a longblade with the features of enhanced item should either let a character do something
frostfire focus. they couldn’t do before, or improve their ability to do
Even wtihout modifying an item directly, you could something they can already do. For example, gravity boots
instead grant an item sentience, or confer a minor allow a character to fly without a vehicle. Meanwhile, a
property onto it (see chapter 2). tactical visor enhances their already existing awareness of
their surroundings.
Creating New Equipment If the item provides a powerful benefit or has several
different features, consider giving the item limited uses
Use the existing equipment in this book and the Core or a fixed number of uses per long rest. If such an item
Manual as guidelines. Miscellaneous gear are often is always active, consider increasing its rarity instead.

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If the item’s use is extremely limited to where it would Power Grade. Use this alongside the other columns to
see infrequent use or provide little benefit, it might determine how powerful a core-forged item should be at
better serve as normal equipment. a certain grade. This can also be used for determining the
rarity of an armament with permanent features, such as a
Category core-bonded item.
If making a forge enhanced item, decide whether it’s Maximum Power Rank. This column indicates the
a form of enhanced gear or a core-forged item. Core- highest-rank esper power effect the item should confer,
forged items are always some form of armament in the form of a once-per-day or similarly limited
(weapons, armor, or foci). Items that don’t fall under property. For example, a common item might confer the
that category should be made into enhanced gear. benefit of a prime or rank 1 power once every 24 hours
When creating enhanced gear, establish where and how (or just once, if it’s consumable). A rare, very rare, or
the item is worn or carried. If it’s a mod, it can be used epic item might allow its possessor to use a lower-rank
on either a weapon, armor, or shield. Otherwise, it’s likely power more frequently.
a utility item. Maximum Bonus. If an item delivers a static bonus to AC,
attack rolls, saving throws, or ability checks, this column
Affinity suggests an appropriate bonus based on the item’s rarity.
Decide whether the item requires a character to be gain When creating a core-forged item with both a static
affinity with it to use its properties. Refer to the following bonus and additional effects, consider limiting the item’s
advice regarding this decision: bonus and effects to that of a lesser rarity.
• If having all the characters in a party pass an item
around to gain its lasting benefits would be disruptive, Item Power by Rarity
the item should require affinity.
Max Power
• If the item grants a bonus that other items also grant,
Rarity Power Grade Rank Max Bonus
it’s a good idea to require affinity so that characters
don’t try to collect too many of them. Common — 1 —
Uncommon Standard 3 +1
Power Level Rare Exceptional 6 +2
Use the Item Power by Rarity table as a guide to help you Very rare Superior 8 +3
determine how powerful an item should be, based on its Epic Optimum 9 +4
rarity. The table’s entries are defined as follows.

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h o w t o k i l 6: Adventures and Campaigns laplayer
Creating your own adventure is a chance to weave the Environmental Theme. Great science fiction settings
threads of your imagination into heroic sci-fi tales filled transport us to another place and time. In such
with astonishing feats in fantastic locations. At their core, environments, the rules on how things work are
most adventures are stories. Some are played in one to important. You can fall back on game mechanics as
two sessions similar to a blockbuster movie, while others a guide, but certain scenarios may call for the GM
link together into long-running campaigns more akin to a to improvise, especially when describing a futuristic
novel or TV series. environment. Even small details such as how lighting
Whether you prefer one-shot missions, intriguing tales, works, how computers are accessed, or the types of
or galaxy-spanning epics, each of these types of stories fuel used to operate machinery help the players share a
share common elements that make them enjoyable and consistent vision of how their characters interact with
memorable. This chapter provides guidance on using the setting. It can also open numerous exploration
those elements to design and present fun, engaging, and opportunities and ideas.
memorable sci-fi adventures. Narrative Theme. Set a narrative tone for your adventure.
Some adventures have serious themes while others are
Adventure Essentials more humorous or whimsical. Any of those can be dark
in nature or more upbeat. Even if your tone is a mix of
Great RPG adventures have several elements in common. these, keeping the theme consistent makes it easier for
A Defined Structure your players to relate to events and plot points. However,
don’t feel as if you need to force the theme upon the
As with any story, an established structure of key events
players should they choose to play it differently. A tragic
and information helps to keep the game flowing and
drama and a dark comedy can both lead to the same
puts the players and GM on the same page. The best
outcome so long as everyone has a good time.
example of this is the popular “three-act structure” used
in storytelling. Compelling Plot Points
Even if you’re designing an adventure with a myriad of Adventures are more fun when they have an interesting
paths and multiple endings, all of those story elements and engaging storyline. This doesn’t mean the story
still link together into a path that takes the players on needs to be long or even remotely complex. But it
towards an eventual conclusion. should introduce story elements that involve the player
A Clear Objective characters directly.
Plot Hooks. Creating interesting plot hooks at the
Establishing a goal at the beginning of an adventure
beginning of an adventure is an easy way to draw the
provides the players with a focal point they can use to
characters in. Even with the simplest of narratives,
guide their decisions and actions. An adventure’s starting
introducing events during the adventure that connect
goal is not by any means required to be the same as the
with the characters’ own development can keep them
one that leads to the adventure’s conclusion. As the story
motivated and excited to see what happens next.
changes, so may the objective of the player characters.
Surprises. A well-timed surprise can easily delight your
While priorities may shift, however, there should always
players and create memorable experiences. A fissure in
be at least one active goal at all times, even if said goal is an underground passage can lead to the discovery of a
to search for a new one. spaceship that’s been buried for centuries. Strange lights
Consequential Choices floating through the sky could be revealed as intelligent
energy beings studying the characters from afar.
The player characters’ actions and decisions should
Introducing the occasional plot twist, surprise enemy, or
have great and meaningful impact on the adventure’s
pop-up mystery can keep things interesting, but try not to
story and flow of events. While most adventures share
overdo it. Simple encounters can be just as fun and too
a structure similar to a story or novel, adventures differ
many surprises can become tiresome after a while.
from those in that they allow for more than one outcome.
Scenarios where the characters’ actions don’t seem to Focus on the Heroes
matter are not fun nor engaging to players, who may feel Regardless of the adventure’s storyline, events should be
as if they were railroaded into an inevitable conclusion to narrated from the point of view of the player characters.
which they played no part. The characters are always the heroes of the story. They
Consistent Theming should never become mere spectators, watching as events
unfold around them that they can’t influence.
Consistency is key to writing any story. When designing
an adventure, it’s important to establish certain
thematical elements early on.

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Something for All Player Types Maybe an old contact sends out a distress call just before
Each player has their own play style and expectations when going missing. These hooks can draw the players into the
playing in your game. Adventures should accommodate story right away. Once they act upon these hooks, the
for different players and multiple character types. One of decisions they make early on helps to enmesh them into
the best methods for this is for your adventure to include the story as it progresses.
each of the three pillars of play—combat, exploration, and Many published adventures also provide an adventure
social. Having a good balance of these effectively draws introduction at the beginning, with background on
each type of character into the storyline. the story and critical information the GM requires
If you’re running a series of adventures, you can spread before running.
your balance of the play pillars out more broadly. If you
play consistently with the same group of players, you only Middle
need to appeal to those players, who may enjoy more The middle of the adventure is where most of the events
exploration over combat or vice versa. take place. It’s here that the story unfolds through linked
Suitable Gaming Tools scenarios, and the characters are prompted to make
critical decisions that have an impact upon how the
Depending on the type of adventure you’re running,
adventure concludes.
having additional tools or accessories handy can help
In addition to dealing with potential obstacles
you run the adventure smoothly and keep the pace going.
and adversaries, the characters can learn important
For example, you may wish to have detailed maps for an
information or make vital discoveries that can be used
adventure set in a sprawling space station or the twisting
to decide upon their actions. Many great adventures
tunnels of an asteroid base. Player handouts can be
have a mix of these, introduced alongside a rising sense
useful for an adventure with complex visual puzzles or for
of tension in the form of a powerful enemies or a critical
information players need to refer to regularly.
plot development.

Published Adventures Ending


If you don’t have the time or inclination to write an The ending includes both the adventure’s climax and the
adventure on your own, you can instead run a published outcome of the characters’ choices. The climax is often
adventure. Published adventures contain a pregenerated a scene where the rising tension built throughout the
scenario complete with the necessary stats, encounters, adventure reaches its peak. This often takes place during
and maps needed to run it. Fall of the Eos Keldor was the a final encounter where the fate of the characters hangs
first published adventure for Esper Genesis and serves as in the balance and the overall outcome hinges upon
an example for the available adventures that follow. their actions.
While published adventures provide tips and An adventure’s conclusion doesn’t have to wrap
instructions on how to run their scenarios, you’re not everything up into a neat bow. Many adventures can leave
required to follow them. You can make adjustments the story open for a follow-up, or they can leave plot
to any published adventure as you see fit to better suit threads that lead to other adventures.
your campaign or storyline. Some examples would be After the conclusion in published content, you can
replacing a villain or NPC for one of your own, or taking often find a breakdown of the experience, rewards, and
the pre-built encounters and placing them into a scenario loot the characters can gain during the adventure.
you’re currently running. You can also use the maps and
plot points provided as tools or inspiration to create your
own adventure. Style and Substance
In truth, there are just as many types of adventures
Adventure Structure as there are types of stories. The following provides
advice and starting points for the type of adventure you
As noted earlier, an adventure bears many similarities wish to create.
to a written story. The same can be said regarding an Beyond an adventure’s basic structure, you should
adventure’s structure. The most basic of these is the establish specifics on how your adventure’s events
“three-act structure”, which is defined as having elements flow and how definitive your conclusion will be. These
separated by a beginning, middle, and ending. choices can help you decide how and where to place the
adventure’s encounters and events.
Beginning
The beginning of an adventure sets the stage for the Linear vs Non-linear Progression
rest of the story. A good adventure introduces plot The choice between linear and non-linear progression
hooks to get the characters motivated and interested is significant when writing the content between the
in becoming involved. Perhaps they’re contacted for beginning and ending of your adventure.
a job they can’t pass up. Maybe one of the characters
stumbles across illicit data they weren’t meant to see.

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Linear progression is where a choice or event in a Story-Based Adventures
section of the adventure leads directly into the following A story-based adventure focuses on the consequences of
section and similarly following sections after that until the actions between the characters, NPCs, and villains.
the conclusion. Even if there are multiple encounters There are several types of story-based adventures.
in a section that lead into the following sections, this Major Event. In these adventures, the story hook and
is still considered linear. For example, in Fall of the Eos progression are centered on a specific event or special
Keldor, the players choose which deck to visit as well as occasion. Some examples include the anniversary of a
what encounters to resolve. Their destination, however, great battle, the launch of an experimental ship, the birth
remains unchanged regardless of the path they take. of a monarch’s heir, or the celebration of a new arc-bind.
Adventures with a non-linear progression have no The conflict that draws the players in is centered around
set paths to guide players to different parts of the that event, serving as either the adventure hook or the
adventure. For example, the characters could be hunting basis of the entire adventure’s story.
a fugitive on a space station with many locations. Their Villainous Plot. The adventure’s conflict is created by the
choice of where to look and the actions taken there machinations of a particular villain. The actions of the
may give them clues, lead to dead ends, or may even villain could be anything to where the characters become
change the location of the fugitive. When and how the involved. Examples include an assassin who kills a friend
characters reach the adventure’s conclusion is dependent or important figure, a hacker who frames the characters
upon how they proceed. for their crimes, a megacorporation secretly developing
Linear adventures allow for more focus on story a deadly virus, or a street gang squeezing out locals to
progression and major events. Non-linear adventures expand their territory. You can also connect such a villain
have more options and place a great deal of the to a major event as described above.
resolution in the hands of the players. While they Personal Plight. Many adventure storylines are launched
represent different styles of play, each method has its from characters being tasked to aid others with a
own advantages. dilemma. Examples include an NPC hiring the characters
to locate a missing loved one, a friend or contact that
Plot Focus needs to be kept out of danger, or the player characters
themselves stumbling into a heap of trouble. These can
The foundation for an adventure can focus on either
also be combined with the villainous plot or major event,
the adventure’s main story or the location in which it
such as an old friend who is framed for causing a major
takes place.
catastrophe while the real perpetrator is in hiding.

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While these adventures involve fewer complexities than
story-based adventures, they are by no means any less
challenging or enjoyable.
When planning a location-based adventure, you
should establish a reason for the characters to be at
this location, as well as their eventual goal. Perhaps the
characters are exploring a spatial anomaly that causes
ships to vanish, or they could happen upon a secret
underground facility beneath their colony. Maybe their
ship becomes stranded on a strange moon in the outer
zones, or they could be exploring an abandoned station
in search of money and supplies.
Establishing Details. Flesh out your location with details
integral to the progression of the adventure. You can
also break the area down into smaller locations in which
you can place encounters. See chapter 8 for guidance on
creating adventure environments.
Cast of Characters. Interesting locations can spark
interesting personalities. Identify any important NPCs
the characters deal with in your location. Potential
allies, contacts, vendors, rivals, or villains are but a few
examples. Each NPC should have some connection to the
adventure’s location, or at least a reason for being there.
Events. Like any adventure, you should create a hook as
to how the characters find themselves in your adventure
location. There should also be a planned climax and
conclusion that coincides with the characters’ goals.

Complications
Introducing unforeseen complications can make things
interesting and introduces refreshing elements that keep
Mystery. A classic “whodunnit” story works well in any the players on their toes.
genre, including sci-fi. Who killed the tserka ambassador? Side Missions
What really happened at the Battle of Kardon Sigma?
Defined by location or events, you can introduce side
Who sabotaged Novalon’s corporate database and why?
missions that lead the characters off from the main
Adventures centered on a mystery require three major
story. While these can be unrelated to the main goal
elements:
of the adventure, completing them could also provide
• A crime or tragedy with associated victims of said event characters with a benefit toward completing their
• Multiple suspects and witnesses defined by motive or primary goal.
circumstance
• Clues or evidence that characters must properly Surprise Twist
interpret to deduce the facts An unexpected twist can introduce complexity into the
Intrigue. Easily coupled with mystery, these adventures story and make the characters’ goals harder to achieve.
are socially motivated, revolving around the exchange of The characters may discover they are racing against time
information, favors, and compromises amid a complex to complete their task. They could realize their goal has
power struggle. Intrigue storylines are commonplace been the wrong one all along or perhaps the goal is not as
among corporations, crime syndicates, governments, beneficial as they were led to believe. They could also end
and information brokers. Intrigue adventures should up having to accept help from an unlikely ally to survive.
directly involve one or more of the characters in some
Moral Dilemmas
way such as a personal stake or the possibility of gaining
a favor or boon. Unintended consequences of the characters’ actions
could result in a crisis of conscience. Should innocents
Location-Based Adventures be sacrificed for the sake of a greater good? How much
Many great sci-fi tales center upon fantastic locations, should one compromise with a potential enemy? Would
strange anomalies, and the mysteries of the universe. one choose to betray the trust of an ally if there are no
Location-based adventures focus on the various elements other options? These situations introduce a new dynamic
of the environment and the consequences of the into the story, often prompting some great roleplaying.
characters’ actions within.

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Alignment can also be used as a guide for players as to
how their characters would resolve these issues. However,
Creating Encounters
it is just that—a guide. Whatever they may tend to do In an adventure storyline, major scenes are broken
should not dictate the eventual action they take in a down into encounters. Great encounters have a primary
particular scenario. objective that connects directly to the overall story and
goal of the adventure.
Sample Adventure Types Most encounters hinge upon whether the characters
succeed or fail. A successful encounter could come with
The following table provides a list of sample adventure additional benefits or detriments depending upon how
types. You can choose one from the list, determine one it was resolved. Similarly, failing an encounter doesn’t
randomly, or use the list as inspiration for creating one of necessarily mean the adventure is over (unless, of course,
your own. the characters are killed).
Each encounter should have consequences based on
d12 Type Description the characters’ success or failure. The outcome of an
1 Artifact A special or unique item is the focus of encounter often affects the encounters that follow, and
these adventures in which it must be so on.
found, protected, or deciphered in order

2 Comedy
to stop an imminent threat.
Silly one-liners, comic capers, and
Encounter Objectives
awkward situations can make for a fun Encounters should have a clear and straightforward
scenario filled with humor and levity. objective, even if complications are introduced along
3 Competition The characters must compete in some the way. The primary objective should be focused on
form of competition such as an arena moving the characters forward toward their overall goal.
combat, tournament, or sporting event.
These events can be casual or lethal Examples of these objectives could be passing through
depending on story. a dangerous area, convincing an NPC to follow advice,
4 Disaster The end is nigh, and the characters are defending a specific location, or simply winning a fight.
the only hope of stopping it. Examples No adventure can account for every action the players
include decimation of an area, a may take. Sometimes players may make decisions that
sweeping pandemic, a collapsing planet create their own encounters, such as pickpocketing a
core, or other mass extinction events. device for information or looking for a shortcut to the
5 Espionage The fate of a mission's success depends roof of a building. These may create additional benefits
upon the use of stealth, subterfuge, or consequences depending on the scenario.
deception, or betrayal. Spy thrillers use
these in abundance.
6 Expedition The characters face an arduous journey
Encounter Types
through dangerous regions such as Each encounter has a primary focus related to one of
uncharted space, ravaged lands, hostile
environments, or enemy territory.
the three pillars of play—combat, exploration, or social.
This does not mean that an encounter of a certain type
7 Hot Pursuit Something or someone has gone
missing, and the characters need to can’t include aspects of the other two. For example, a
find them and fast. These often involve character can attempt to negotiate a cease fire during
high-speed chases, red herrings, and a combat encounter, bolster the morale of a teammate
suspenseful intrigue. about to jump a chasm, or attempt to bypass an
8 Hunted The characters are criminals, escapees, electronic lock in the middle a firefight.
or fugitives being hunted down by a
force of equal or greater power. Combat Encounters
9 Intrigue A volatile situation arises that involves Combat encounters present life or death challenges
diplomacy, tense negotiations, and against adversaries and threats. When building a heroic
navigating the fine line between friends combat scenario, let your imagination be your guide to
and foes.
creating something fun, interesting, and action-packed
10 Mystery The characters investigate and uncover to delight and excite your players. The rules for building a
clues to find the truth behind a
particular event, quandary, or puzzle.
combat encounter are provided below followed by rules
for building starship combat encounters.
11 Strike Team The characters are storming a
base, hunting down surviving foes,
assaulting a nest of threats, and any
Exploration Encounters
other scenario where they're taking the The mainstay of location-based adventures, exploration
fight directly to the enemy. encounters focus on obstacles defined by the characters’
12 Transporters Something (or someone) needs to make current environment. Investigating an area, avoiding
it from a starting point to a destination a hazard, or surviving an environmental effect are all
with dangerous complications along the examples of these encounters. Chapter 8 provides rules
way. Examples include deliveries, escort and guidance for creating adventure environments.
missions, or smuggling jobs.

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Social Encounters For example, if your party includes two 4th-level
These encounters involve dealing directly with NPCs. characters and two 3rd-level characters, the party’s
Roleplaying is commonly used to resolve these totaled XP thresholds would be as follows:
encounters accompanied by corresponding skill Easy: 400 XP (125 + 125 + 75 + 75)
checks. See chapter 1 for guidance on running social Medium: 800 XP (250 + 250 + 150 + 150)
interactions. Interesting NPCs make social encounters Hard: 1,200 XP (375 + 375 + 225 + 225)
far more interesting as well. Additional information on
Deadly: 1,800 XP (500 + 500 + 400 + 400)
creating detailed NPCs can be found in chapter 7.
Keep note of your totals as you can use these as a
Building a Combat Encounter reference for each encounter.
The following are rules for building a combat-based XP Thresholds by Character Level
encounter. When building your encounter, keep the
following in mind. Character —— Encounter Difficulty ——

• Your choice of threats should fit the adventure’s story Level Easy Medium Hard Deadly
or scenario, regardless of the mechanical balance of the 1st 25 50 75 100
encounter. 2nd 50 100 150 200
• Take care to note whether the characters have had time 3rd 75 150 225 400
to rest between encounters. 4th 125 250 375 500
• If the encounter includes additional obstacles or non- 5th 250 500 750 1,100
combat challenges, you may wish to modify your choice
6th 300 600 900 1,400
of threats accordingly.
7th 350 750 1,100 1,700
• If possible, test a few simple encounters with your
players for balance before creating more complex 8th 450 900 1,400 2,100
scenarios. 9th 550 1,100 1,600 2,400
10th 600 1,200 1,900 2,800
Encounter Difficulty 11th 800 1,600 2,400 3,600
Once you have the details of your encounter ready, you
12th 1,000 2,000 3,000 4,500
should set the difficulty of the encounter. There are four
levels of encounter difficulty. 13th 1,100 2,200 3,400 5,100
Easy encounters aren’t life-threatening and require only a 14th 1,250 2,500 3,800 5,700
few resources for the characters to succeed. 15th 1,400 2,800 4,300 6,400
Average encounters can be dangerous, but the characters 16th 1,600 3,200 4,800 7,200
can often succeed with no casualties unless things go 17th 2,000 3,900 5,900 8,800
terribly wrong. 18th 2,100 4,200 6,300 9,500
Hard encounters have a greater chance of going badly 19th 2,400 4,900 7,300 10,900
for the characters. There’s a much greater chance of a 20th 2,800 5,700 8,500 12,700
character being defeated or killed.
Deadly encounters can wipe out a party of characters 3. Total the Threat XP. Look up the XP value for each
unless they use tactics and quick-thinking to survive. threat in the encounter (as listed in their stat block). Add
these values together to determine the total threat XP.
Calculating Difficulty Thresholds 4. Modify Total Threat XP for Multiple Threats. If the
Refer to the following rules to gauge the difficulty of your encounter includes more than one threat, apply a
combat encounters. multiplier to the total threat XP. The more threats there
1. Determine XP Thresholds. Use the XP Thresholds by are, the more dangerous the encounter becomes. To
Character Level table to determine the experience point correctly gauge an encounter’s difficulty, multiply the
(XP) threshold for each character in the party. The table total XP of all the threats in the encounter by the value
is divided into four categories, each representing your given in the Encounter Multipliers table.
encounter’s difficulty. For each character, use their level For example, if an encounter includes five threats worth
to find their threshold for each difficulty. a total of 500 XP, you would multiply the total XP of
2. Determine Party XP Thresholds. For each category the threats by 2, for an adjusted value of 1,000 XP. This
of encounter difficulty, add up the characters’ XP adjusted value’s only purpose is to help you accurately
thresholds. This determines the party’s XP threshold. assess the encounter’s difficulty.
You’ll end up with four totals, one for each category of When making this calculation, you shouldn’t include
encounter difficulty. any threats whose challenge rating is significantly below
the average challenge rating of the other threats in the
group unless you think those weaker threats significantly
contribute to the difficulty of the encounter.

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Encounter Multipliers If the party contains six or more characters, use the next
Number of Number of lowest multiplier on the table. Use a multiplier of 0.5 for
Threats Multiplier Threats Multiplier a single threat.
1 ×1 7–10 × 2.5 Using an XP Budget
2 × 1.5 11–14 ×3 If you determine the party’s XP threshold (see step 2 of
3–6 ×2 15 or more ×4 “Calculating Difficulty Thresholds”) for each encounter
difficulty, you should have an XP budget that you can
5. Compare Threat XP to Party XP. Compare the adjusted spend on threats to build encounters for any difficulty.
threat XP value to the party’s XP thresholds. The threshold Just remember to include the Encounter Multipliers table,
that equals the adjusted threat XP value determines the as multiple threats can take up more of your XP budget.
encounter’s difficulty. If there’s no match, use the closest
threshold that is lower than the adjusted XP value.
Evaluating the Characters
For example, an encounter with two gorvaxes and one Regardless of their XP value, not all threats are exactly
gamaroid has an adjusted XP value of 1,300, making it alike. Some threats have certain features can impact the
a hard encounter for a party of two 4th-level characters difficulty of an encounter. Examine the capabilities of the
and two 3rd-level characters (which has a hard encounter characters and use caution when assigning threats for
threshold of 1,200 XP and a deadly encounter threshold them to face whose challenge ratings that are higher than
of 1,800 XP). the average level of the party. Some of these threats can
easily kill a low-level character in a single attack.
Party Size and Multiple Threats Some threats have special features that should be
The preceding guidelines assume that you have a party accounted for as well. Multiple threats that use esper
consisting of three to five characters. powers are particularly dangerous for lower-tier
If the party contains fewer than three characters, apply characters, as well as threats that have resistances and
the next highest multiplier on the Encounter Multipliers immunities to mundane damage or esper powers.
table. For example, apply a multiplier of 1.5 when the
characters fight a single threat, and a multiplier of 5 for
groups of fifteen or more threats.

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Multipart Encounters Resting and Combat XP
Some combat encounters involve additional threats that To keep an optimal balance between combat encounters,
appear after combat has already begun. For example, a characters should be allowed to rest and recover hit
group of enemies may call for reinforcements. In these points, powers, and other features they rely on to survive.
situations, you should treat the total number of possible Long Rests. As defined in chapter 8 of the Core Manual,
threats as being part of the same encounter, even if the characters can take a long rest every 24 hours. The Daily
characters don’t face them all at once. You can always Combat XP table provides an estimate of how much XP
increase the difficulty of the encounter to compensate for each character in the party should be able to earn in a
the delay of additional threats. 24-hour period before needing a long rest. This can also
Other combat encounters may include multiple be used to estimate the adjusted XP value for encounters
groups of enemies appearing, such as a creature nest the party can handle before a long rest is required.
that generates waves of threats. For such encounters, Short Rests. On average, the characters will likely need
treat each part or wave as a separate encounter for the to take two short rests between having to take a long
purpose of determining its difficulty. rest, usually spaced evenly apart. If facing multiple
combat encounters, the total adjusted XP value of those
Modifying Combat Encounters encounters should be equal to or less than one-third of
Your choice of an encounter’s location and scenario can their total daily combat XP.
make it more engaging, and can also be used to increase
or decrease its difficulty. Daily Combat XP
Consider increasing the difficulty of an encounter (for
example, from Medium to Hard) if the characters have a Level Adjusted Daily XP per Character
benefit not available to their enemies. Likewise, consider 1st 300
decreasing the difficulty if the characters instead suffer 2nd 600
from a significant drawback. 3rd 1,200
Situational benefits include the enemy being easily 4th 1,700
surprised, the party being able to attack from cover or 5th 3,500
camouflage, or if an environmental effect causes the 6th 4,000
enemy to take damage each round.
7th 5,000
If these situations instead benefit the enemy, they would
be considered situational drawbacks for the characters. 8th 6,000
9th 7,500
10th 9,000
11th 10,500
12th 11,500
13th 13,500
14th 15,000
15th 18,000
16th 20,000
17th 25,000
18th 27,000
19th 30,000
20th 40,000

Quick Combat Encounters


The following approach takes the rules for creating a
combat encounter and provides a streamlined method
for creating balanced encounters using the average level
of the players.
This method assumes that you’re already familiar with
the threats you plan to use in the encounter, from their
capabilities to how they would match up against the
player characters. You should also be able to make quick
adjustments to compensate for the players’ abilities such
as altering a threat’s hit points, damage output, etc.
Even while using this method, you should refer to
the advice provided at the start of “Building a Combat
Encounter”. Take extra precaution as well when building
an encounter for 1st level characters.

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Multiple Threat Challenge Rating
Character — Multiple Threats per Character — — Multiple Characters per Threat —
Level 1 Threat 2 Threats 3 Threats 4 Threats 2 Characters 3 Characters 4 Characters 5 Characters
1st 1/4 1/8 — — 1/2 1/2 1 1
2nd 1/2 1/4 1/8 — 1/2 1 2 2
3rd 1/2 1/4 1/8 1/8 1 1 2 3
4th 1 1/2 1/4 1/4 2 2 3 4
5th 2 1 1/2 1/2 3 4 4 5
6th 2 1 1 1/2 3 4 5 6
7th 3 1 1 1/2 4 5 6 7
8th 3 2 1 1 4 6 7 7
9th 4 2 1 1 5 6 7 8
10th 4 2 2 1 6 7 8 9
11th 4 3 2 2 7 8 9 10
12th 5 3 2 2 7 9 10 11
13th 6 4 2 2 8 10 11 12
14th 6 4 3 2 8 10 12 13
15th 7 4 3 3 9 11 12 14
16th 7 4 3 3 10 11 13 15
17th 8 5 4 3 11 12 14 16
18th 8 5 4 3 11 13 15 16
19th 9 6 4 4 12 14 16 17
20th 10 6 4 4 13 15 16 19

Encounters by Character Level you can add either one kotatu (CR 3) or three young
After you’ve established the details of your combat kotatu (CR 1) to the encounter. Depending upon your
encounter, use the Multiple Threat Challenge Rating table scenario, these could be any other combination of threats
to determine an appropriate challenge rating for a group so long as they are the defined challenge rating.
of threats based upon the average level of your party. This
table should be used only if you have multiple threats in Solo Threat Encounters
the encounter. For encounters using only a single threat, Each threat’s individual challenge rating assumes an easy
see “Solo Threat Encounters”. to average encounter against a group of four characters
Multiple Threats per Character. For each character, with a level equal to the threat’s CR. The following
look up their character level and choose a number method uses that approach for parties consisting of more
of threats to assign to each character to determine than four characters, as well as making a solo threat
the appropriate challenge rating for each threat. For encounter more challenging. For encounters that involve
example, a 5th level character can handle one CR 2 more than one threat, use the “Encounters by Character
threat or two CR 1 threats. Level” method above.
Multiple Characters per Threat. This side of the table More Characters in the Party. If you have a party of more
is useful if you have multiple established threats with than four characters, increase the threat’s CR by one for
different challenge ratings. Look up the challenge rating each additional character (up to seven characters). If you
for one of your chosen threats. Determine the average have a party of only three characters, decrease the CR of
level of the characters and look across that row until you your threat by 1. For example, if you have a party of six
reach the CR closest or equal to that of your threat. That 8th level characters, the optimal challenge for a single
column provides the suggested number of characters for threat would be CR 10, whereas a party of only three
that threat’s CR. For example, if your encounter has a CR characters of the same level would face a CR 7 threat.
4 threat and the average level of the characters is 6th level, Challenging Solo Threats. You may wish to create a
that threat can face off against three of the characters. “boss level” type of encounter with a single threat that
Combining Challenge Ratings. You can use both sides provides a difficult yet rewarding challenge. Start with the
of the table together to fine-tune your encounter. For CR you’ve already determined above for the number of
example, you have a party of five 7th-level characters characters in the party. If the average level of your party is
and you plan on using a kotatu alpha (CR 6) in the 1st—5th, increase that CR by 1. Increase the CR by 2 for a
encounter. Using the table, four of the characters would 6th—10th level party and increase the CR by 3 for a party
be an optimal challenge for the kotatu alpha, leaving an of 11th level or higher.
additional 7th level character. Per the table for 7th level,

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Using the example from above, a party of six 8th-level Step 2: Determine Numbers and Ship Sizes
characters would face a challenging encounter against Using your estimate of how many ships are involved in
a CR 12 threat (CR 10 as determined above, plus a CR the encounter, use the Ship Encounters by Size table to
increase of 2 for 6th—10th level characters). If that same determine the optimal number of player ships to enemy
party were 14th level, a challenging threat would be CR 17. ships. First, note the size category of each enemy ship
If you wish to create an even greater challenge, you can your players will face. Then, find the size category of
use a legendary creature of the appropriate CR. each player ship. The table shows what a single player
ship of a given size category can face, represented by a
Creating Starship Encounters ratio that compares numbers of player ships to numbers
of enemy ships. For example, a 1:4 ratio is defined as
Space combat in Esper Genesis is designed to
one player ship for every four enemy ships.
complement ground combat, sharing the same action-
The ratios can be used as defined or added together to
packed, edge-of-your-seat scenarios that threaten the
create any combination. For example, if the players are in
survival of the characters. Use the following steps to
a Large ship, they can be matched up against four Small
build a starship combat encounter.
ships or two Medium ships. Also, two Medium player
Step 1: Choose Encounter Size ships can face off against one Large enemy ship, or a
Determine whether the players are facing enemies in a group of four Small enemy ships (using the one-to-two
single ship-versus-ship scenario or if you’re creating an ratio for each Small ship), or a group consisting of two
encounter with multiple ships. Small enemy ships and one Medium enemy ship.
An ideal one-to-one scenario is between two ships of Between Combat Scales. Ratios aren’t provided for most
the same size category. You could increase or decrease encounters between standard and grand scale ships due
the difficulty of such an encounter by increasing or to the large disparity in power and capability. For those
decreasing the enemy ship by one size category, provided encounters that don’t appear on the table, assume at
it remains within the same ship scale (standard vs. least a 1:12 ratio for larger player ships or a 12:1 ratio for
grand). Step 5 also provides additional options for larger enemy ships. These usually come with situational
encounters with solitary enemy ships. circumstances such as a high-level crew or weapons
If the battle involves multiple ships, define a rough capable of ignoring a ship’s damage threshold.
estimate of how many ships are involved in the encounter Adjusting Encounter Difficulty. If your encounter involves
before continuing to the next step. multiple enemy ships, you can make the encounter easier
or harder by adjusting the number of enemies. For a
harder encounter, multiply the number of enemy ships by

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Ship Encounters by Size
—— Enemy Ship Size ——
Player Ship Size Solitary Small Medium Large Huge Massive Colossal
Solitary 1:1 2:1 3:1 5:1 — — —
Small 1:2 1:1 2:1 4:1 — — —
Medium 1:3 1:2 1:1 2:1 — — —
Large 1:5 1:4 1:2 1:1 8:1 — —
Huge — — — 1:8 1:1 2:1 4:1
Massive — — — — 1:2 1:1 1:1
Colossal — — — — 1:4 1:1 1:1

1.5 rounded down. For example, a hard encounter for a Modifying Existing Stat Blocks. If you’re using existing stat
Large player ship would be against six Small enemy ships blocks for your encounter, you can adjust their stats using
instead of four. For easier encounters, you can divide the the Ship Modifiers by Player Tier table. To use the table,
number of ships by 1.5, rounded down. If there is only a first determine the average level of the player characters,
single enemy ship, refer to step 5 for additional ways to then look up the level tier for that average (1st - 5th for
adjust difficulty. Initiate, 6th - 10th for Expert, 11th - 16th for Master, and
17th - 20th for Epic).
Step 3: Evaluate the Players For each enemy ship, look up its size and compare it
Before building the encounter itself, you should assess to the players’ level tier to determine the modifier used
the condition of the players’ ships and their crew. If to alter the enemy stat block. Apply the modifier to the
the characters haven’t been able to perform a patch following stats:
or full repair, or if a ship does not have all of its action • Maneuver Defense
stations assigned, you may wish to modify the encounter
• Structural Integrity
accordingly. A missing weapon attack or saving throw
• Piloting (Bonus and DC)
hampers a ship’s effectiveness, while a weakened
structural integrity could spell doom for the entire party. • Saving throws (if listed)
Keep these in mind when working on the next steps. • Weapon attack bonus (“to hit” modifier)
• Save DCs for attacks and special actions
Step 4. Select Enemy Ships Variant: Solo Difficulty Modifier. You can also use this
After using the tables to determine the number of enemy table to adjust encounters against a single enemy ship. To
ships, you’re ready to assign individual enemy ship stat use this variant to increase the difficulty of a solo enemy,
blocks. Several enemy ship stat blocks can be found in determine its modifier using the table than increase the
appendix A. You can also choose to design your own modifier by 2. If you still have a negative modifier after
using the rules provided in chapter 4. As with ground the increase, change the modifier to zero. If you have
combat encounters, try to select ships that fit well with a modifier greater than zero, make the adjustments to
your scenario. the stat block as noted above, and include the following
If selecting a premade stat block, take note of the adjustments:
enemy ship’s special features and actions, and how those • Hit points (multiply the modifier by 5 and add this
stack up against the capabilites of the players. A high amount to the ship’s hit point maximum.)
damage threshold, for example, could turn a combat • Weapon damage modifier (for example, if applying a
deadly for player ships without sufficient damage output. +2 modifier, a weapon that deals 1d8 + 2 damage now
Step 5. Adjustments by Level (Optional) deals 1d8 + 4 damage. Do not apply this to weapons
Most enemy stat blocks are designed with the assumption with no damage modifier.)
that the players have reached an appropriate level of
experience for the type of ship they control. In some Ship Modifiers by Player Tier
cases, however, larger ships may find themselves with an Enemy — Player Level Tier —
inexperienced crew. Similarly, you may have high-level Ship Size Initiate Expert Master Epic
characters controlling a squad of starfighters. Solitary — +2 +4 +5
After assigning stat blocks, you can optionally fine-tune
Small — +1 +3 +4
your encounter with adjustments based on the average
Medium — — +2 +3
character level of the players. This is dependent upon the
enemy stat blocks you’re using for the encounter. Large -1 — +1 +2
Using Your Own Stats. If you created your own enemy Huge -2 -1 — +1
ships using the rules provided in chapter 4, you can easily Massive -3 -2 — —
balance your encounter by setting the enemy crew’s level Colossal -5 -4 -2 —
and stats to match the average level of the players.

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Random Encounters Your own tables, or those found in certain adventures
can be entirely different. Creating your own tables is
As characters traverse through unexplored areas, they the best method for keeping them in line with your own
are bound to run into unexpected encounters. Random campaign’s theme and tone. Always keep in mind that a
encounters are used to represent these. They are usually random encounter doesn’t need to be combat-oriented.
presented in the form of a table. When a random It can also be a social or exploration encounter.
encounter occurs, you roll a die and consult the table to Creating your own random encounter tables is
determine what the party encounters. straightforward. Determine what sort of encounters
Random encounter tables should be used with a might occur in a given area, figure out the likelihood of a
specific purpose in mind. Just throwing an encounter into particular encounter occurring, then arrange the results.
an adventure that adds nothing to the story can end up Some easy examples of random encounters include a single
feeling like a time-waster or a distraction. An example of a threat or NPC, a group of threats or NPCs, a random
well-placed random encounter would be to create a sense event (such as a blackout or a group of vehicles speeding
or urgency for players that procrastinate or linger about by), or a random discovery (such as a charred corpse or a
instead of advancing to the next step of an adventure. holographic figure speaking an unknown language).
A well-placed random encounter can also establish Create Your Encounter List. Once you’ve established the
atmosphere, such as a horrific creature that crashes out details of your location, make a list of creatures that
of a nearby vent in a lab performing strange experiments. might be found wandering there. Refer to the encounter
Such an encounter can also reveal details about the area tables in the Threats Database for suggestions of creatures
the characters may have missed otherwise. that appear in each galactic environment. When placing
Some encounter table entries don’t even require a creatures, you should also establish reasons for why they
combat scenario. They could instead be a helpful NPC are there. The reasons don’t need to be complicated
or creature. Another could be a specific feature of the and could be as simple as it being their home, a hunting
area that can be investigated for interesting background ground, or a place where they’re searching for something.
information. If the encounter is not a creature, it should be an object
Random encounters should never become tiresome or or event relevant to the story or area, but not so much
feel like a waste of time. You don’t want the players to that the players can’t progress without running into the
feel as if a random encounter is impeding their progress encounter.
or interrupting the overall pace of an adventure. Determine Probabilities. A random encounter table can
There is no requirement to use random encounters in be created in a number of ways, ranging from simple (roll
your campaigns. If you don’t find them useful or they 1d6 for one of six possible encounters) to complex (roll
become more trouble than they’re worth, don’t use them. percentile dice, add modifiers for amount of time passed,
and cross-index the result with the current building
Triggering Random Encounters
sector). The complexity of any random encounter table is
Your placement of a random encounter should build on
up to your discretion.
the intended narrative of the current scenario. Consider

Awarding Experience Points


using a random encounter under any of the following
circumstances:
• The players are getting off track and slowing down the Completing encounters often comes with receiving
game. experience points as a reward, which allows characters to
• The characters stop in an unfamiliar place for a rest. advance in level.
• The characters are on a long, uneventful trip.
• Characters trying to keep a low profile instead draw Combat Experience Awards
attention to themselves. Combat encounters provide the most direct experience
rewards. Each threat has an XP value based on its challenge
Checking for Random Encounters rating. Defeating one or more threats, often by killing,
You can place a random encounter yourself or roll to see capturing, or routing them, provides an XP total which is
if one occurs. Consider checking for a random encounter divided evenly among the characters. If the party received
once every hour, once every 4 to 8 hours, or once during significant support from one or more NPCs, count those
the day and once during a long rest—whatever makes the NPCs as party members when dividing up the XP.
most sense based on how active the area is.
If you roll, do so with a d20. If the result is 18 or Space Combat Experience
higher, a random encounter occurs. You then choose an Starships don’t have challenge ratings the same way
appropriate encounter or determine one randomly using that threats do. Experience for space combat is instead
the random encounter table. awarded based upon the size of an enemy ship and the
Creating Random Encounter Tables party’s average level tier, as defined on the following
Examples of random encounter tables can be found in table. To receive experience for space combat, a character
the back of the Threats Database. These tables are geared should have performed at least one role at a ship’s action
toward encountering threats provided in that book. station for a reasonable portion of the encounter.

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For example, a Large ship defeated by a party with an
average level of 15 (Tier 3 - Master) is worth 700 XP. To
keep your ship encounters challenging, use the optional
“Step 5: Adjustments by Level” when creating encounters.
Multiple Player Ships. If there are multiple player ships
involved in the encounter, the experience is divided
between the total number of crewmembers, regardless
of the number of ships. For example, if the party is
operating a ship with three crewmembers and another
with two, the XP for each enemy ship would be divided
between five characters based on their average level.

Space Combat XP by Tier


— XP Value by Level Tier —
Ship Size Initiate Expert Master Epic
Solitary 25 50 100 200
Small 50 100 200 450
Medium 100 200 450 700
Large 200 450 700 1,000
Huge 1,000 3,000 5,000 7,500
Massive 3,000 7,500 15,000 20,000
Colossal 5,000 10,000 25,000 35,000

Non-Combat Experience Awards instead become a full adventure campaign, taking the
characters through their entire career.
You can choose whether to award experience to
characters for exploration or social encounters. If the Designing an Adventure Series
adventurers negotiate a cease fire with a between gangs,
escape a lethal biohazard zone, or foil an act of corporate The best method for creating a series of adventures is to
espionage, you can decide to award them with experience. establish an overarching storyline. The storyline comes
For an encounter to be worth an experience award, it to an end once the characters achieve (or fail to achieve)
should include a sufficient combination of roleplaying or encompassing goals that require the completion of each
skill checks with meaningful consequences for failure. adventure in the series.
As a guide, you can build a standard combat encounter The following are examples of a series storyline.
to gauge the difficulty of the challenge then use that as a
base for a non-combat encounter with the same difficulty. Example 1: The Mission Chain
You can tie adventures together using an encompassing
Linking Adventures goal that can be achieved only by first completing a
series of related missions. For example, you could create
A campaign in the style of an episodic TV show rarely a sinister organization whose main stronghold can’t be
needs plot links between adventures. Each adventure is penetrated until the characters acquire five code key
a featured episode with its own villains and guest stars. ciphers. Each of these ciphers is located in a different
Once the characters complete the adventure, there are location filled with various challenges presented by the
typically no loose plot threads. The next adventure is a organization’s agents. The characters increase their
brand new episode with a different story and challenge power as they gather the ciphers, eventually storming
having no connection to the preceding adventure. As the the main stronghold for a final battle against the
characters gain experience, they become more powerful, as organization’s ruthless commander.
do the threats they must overcome. This kind of campaign In a similar type of story, the characters must face a
is easy to run, requiring little effort beyond finding or villain that can’t be defeated until they destroy each of
creating appropriate adventures for the party’s tier. the villain’s subordinates.
A campaign with a continuous narrative lets the
players feel as though their actions have far-reaching Example 2: A Greater Purpose
consequences. They’re not just grinding experience points You can also build a campaign around a looming galactic
just for the sake of defeating stronger enemies. This menace that threatens the entire galaxy. To stop it, the
section provides guidance on creating an adventure series characters become agents of an organization made up of
(also referred to as an adventure path) in which early allied planets or societies.
adventures help set up later ones. The adventure series The characters’ overarching mission might be to explore
could take the characters to a certain level or it could an uncharted system, forging alliances where they can and
overcoming threats they encounter along the way.

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Their goal might be to discover lore that can be used to • A news reporter is standing outside of a scene the
defeat the threat, which lies in the farthest reaches of the characters will have to return to later on.
outer zones. The characters could be recruiters, amassing • Random starships are being attacked by a strange vessel,
forces and creating partnerships between groups that alluding to a future threat the characters may face.
share little in common. Or they might be spies, infiltrating
an enemy’s forces to search for a potential weakness. Interweaving
Plot Hooks If you’re familiar with the player’s characters, you can
create additonal plot hooks using the art of interweaving.
Your campaign can feel like one continuous story planting This is the practice of taking aspects of a character’s
hooks for one or more upcoming adventures before the origin, history, or background and interconnecting them
current one is finished. This technique can guide the with the overall storyline of your adventure series. This
characters along to their next goal. creates an additional sense of immersion for the players
A well-placed plot hook gives the characters a path and gives their characters personal motivations toward
to follow when they finish an adventure. Perhaps a achieving the story’s overarching goal.
character discovers an ancient machine but learns they This method of using plot hooks should be done
need a special key to access it. This leads into the next delicately and is not for everyone. It should be discussed
adventure, which is to obtain the key. The party might with your players first so you can gauge their interest
find an encrypted datapad that, once its encryption is in the concept. Some players may even volunteer a
broken, points the characters toward a new destination. background element or part of their history for you
Perhaps they meet an NPC that delivers a warning or asks to work into the story. Here are some examples of
the characters for help. interweaving plot hooks.
Where plot hooks help to weave adventures together,
• A major NPC is a relative, close friend, or past
they shouldn’t distract the characters from the current
acquaintance of one of the characters.
adventure’s goal. Placing a plot hook should be done
• Part of the overarching story occurs on a character’s
with care. The hook should be compelling and provide
homeworld or place of origin.
information, but not so much that the players stop caring
about what their characters are currently doing. • The major threats of the series are each connected to
With this in mind, you may wish to save your best ideas one of the characters in some way.
for the very end of your adventures, or insert them during • An adventure’s plot hook is tied to an event from a
periods of downtime. character’s history.
Here are a few examples of ways in which plot hook can
be revealed: Series Bonds
An alternate method is to create characters bonds
• A captured NPC reveals the information that might
specific to the adventure series. This works best for
interest the characters.
starting characters. The chosen or created bond is
• The characters are contacted by anonymous
separate from the background bond the player chooses
benefactor who shares their interests and provides
during character creation. This allows players to play
them with information.
their characters outside of the adventure series while
• On a villain’s corpse, the characters find evidence that remaining connected to your campaign’s storyline.
the villain was an agent of a private employer.
• The characters are searching the SIM where they
happen upon a mention of a person or place they’re Campaign Tracking
searching for. Consistent details bring your setting to life, and
• The characters intercept an online police bulletin continuity helps players feel that their characters are
with the description of someone connected to the part of a living galaxy. If the characters have a regular
character’s goals. hangout, the location’s details and NPCs should
remain consistent unless changed as either a result of
Foreshadowing the characters’ actions, or of actions they learn about.
An important NPC that dies should stay dead, unless
Foreshadowing involves a subtle placement of plot hooks someone brings them back to life.
for future adventures. Not all foreshadowing bears fruit, When you need to keep track of certain details or
particularly if the clues are too subtle or if events move changes, make notes using whichever method you feel is
the characters in an unexpected direction. most comfortable. If you’re tracking activity on a map,
The goal of foreshadowing is to hint at upcoming for example, you can write directly on an adventure
events and new threats in your campaign without making map for convenience, or keep notes by location on
it obvious to players that you’re telling them what the a notepad or digital device. It’s also a good tactic to
future holds. Here are some examples: record major events that extend beyond the scope of
• The characters come across the logo of a corporation a single adventure. You should encourage your players
that plays a major role in upcoming adventures. to keep notes as well. This can help you recall events or
information particular to their characters.

166 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • ADVENTURES AND CAMPAIGNS


Using the Tiers of Play Adventures at this tier cause tremendous ripples
throughout the galaxy. Characters discover unknown
As characters grow in power, their ability to affect the galactic regions, broker alliances between worlds, and
state of the galaxy grows with them. It helps to think uncover cosmic secrets that lie dormant for eons. They
ahead when creating your campaign to account for face off against powerful creatures and threats that hold
this change. The ability to make a greater impact on significant galactic presence and influence.
the galaxy comes with greater challenges, whether the
characters want them or not. Powerful factions view Epic Tier: Levels 17-20
them as a threat and plot against them, while friendly
ones scout them as potential allies. Characters at this tier are viewed as cosmic
The tiers of play represent the ideal milestones for juggernauts, their deeds and actions the stuff of
introducing new major events to the campaign. As the galactic myth and legend.
characters resolve one event, a new danger emerges or Upon reaching this tier, characters have mastered their
past deeds create a new threat for the characters to esper nature and can grow it to its full potential. They
face. These major events also increase in size and scope, have have several rare and very rare items at their disposal
affecting the entire setting in significant ways. This and have begun to acquire epic items and optimum grade
approach helps you plan ahead, planting seeds for higher armaments.
tier adventures into lower-level scenarios. Adventures at these levels have far-reaching
consequences, possibly determining the fate of the
Initiate Tier: Levels 1-4 universe and even places beyond. Characters explore
extradimensional realms where they face colossal cosmic
Characters in this tier are still learning their role as an threats and forces that can devastate entire star systems.
esper and how it defines their character, including their Characters who reach 20th level have attained the
choice of specialization. Even starting espers, however, pinnacle of their nature as an esper and have mastered
are still set apart from the average citizen due to their their cosmic destiny. Their deeds are historic and told
heightened awareness and connection to the Crucibles. throughout the galaxy.
At the start of their careers, characters use rank 1 and Reaching this point doesn’t necessarily mark the end
2 powers and use standard gear. Aside from money, of your campaign. The characters might be called on to
their loot often consists of common consumable items undertake grand journeys into realms unbound by time
(compounds or low-tier core stones) and a very few or space, unlocking mysteries of the universe no mortal
uncommon permanent items. could ever conceive. Characters gain no more levels at
Many initiate tier adventures are focused in a localized this point, but they can still advance in meaningful ways.
are such as a settlement, ship, station, or city district.
Starting at Higher Level
Expert Tier: Levels 5-10
Experienced players familiar with the the character classes
Upon reaching this tier, characters have mastered the may wish to start a campaign with characters above 1st
basics of their class features, though they continue to level. Creating a higher-level character uses the same
improve throughout these levels. They have found their character creation steps outlined in the Core Manual. The
calling as an esper and have begun pursuit of their chosen character has more hit points, class features, and esper
purpose within the galaxy. powers, and probably starts with better equipment.
The strength and effectiveness of class features and Starting equipment for characters above 1st level is at
esper powers increase significantly compared to the lower your discretion. You can also use the Starting Gear table
levels. Characters begin to acquire more permanent below as a guide.
forge enhanced items (uncommon and rare ones) and
customized gear. Starting Gear
The fate of a planet or star system might depend on the
Character
adventures that characters of levels 5 to 10 undertake.
Level Gear
These adventures take them to uncharted worlds,
interstellar anomalies, and ravaged wastelands. 1st–4th Normal starting equipment
5th–10th 5,000 cu plus 1d10 × 25 cu, normal starting
Master Tier: Levels 11-16 equipment
11th–16th 50,000 cu plus 1d10 × 2,500 cu, two
By this tier, characters are paragons in the galaxy whose permanent uncommon items, normal starting
actions can determine the fate of multiple civilizations or equipment
even the entire galaxy. Channelers and forgers gain access 17th–20th 200,000 cu plus 1d10 × 2,500 cu, two
to master rank esper powers. Class features can have a permanent uncommon items, one permanent
great impact upon an adventure when used properly. rare item, normal starting equipment
Characters obtain powerful forge-enhanced items (rare
or very rare), advanced gear customizations, and gain
command of grand scale starships.

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we h a v e s o 7: NPCs and Organizations m e ra n dos
A nonplayer character (NPC) is any character Origin and Background
controlled by the Game Master. NPCs can be allies, Describe the NPC’s occupation, if any. Also, provide a
enemies, people of note, or just regular locals. They brief description of a pivotal part of their past such as
include the local retailer, the retired cop who bounces having a fledgling acting career, serving in the military, or
at the nightclub, the megacorporate CEO, the being the heir to a family fortune.
imperial overlord with a galactic vendetta, and the
transdimensional being who dwells beyond the veil. Abilities
This chapter provides guidance for developing Instead of assigning ability scores to an NPC, you can
nonplayer characters for your campaign setting. To create provide a brief description that hints at high or below
NPCs for use as threats in combat, see chapter 5. average abilities. Is the NPC big and brawny? Do they
sound educated and well-spoken? Perhaps they’re clumsy
Creating NPCs or absent-minded. Or maybe they have an inquisitive
mind and a silver tongue.
NPCs bring your adventures and setting to life, serving
as a supporting cast of characters for your story, and Mannerisms
providing an immersive roleplaying experience for the Describe a distinctive mannerism that makes the NPC
players. memorable. Some of the best mannerisms are those that
coincide with your description of their abilities, as noted
Quick NPCs above. Examples include a constant use of bad jokes and
puns, a notable accent, or a high-pitched voice. Perhaps
Combat statistics aren’t required for an NPC if they
they have an unconscious habit such as pacing about or
pose no threat or aren’t intended to engage in a combat
tapping against a nearby surface.
scenario. A sharp wit, distinguishing features, boisterous
charm, or a cold stare are just a few things that can make Special Talents
an NPC memorable. Describe something special, if anything, the NPC can do.
The many patrons drinking and dancing in a nightclub Perhaps they’re skilled at crafts or a type of performance
don’t garner much attention. However, the club’s art. They could be mechanically inclined, know several
bartender with the cybernetic arm who gives the players languages, or be able to string together code ciphers from
random nicknames upon meeting them should spark memory.
some interest.
Social Temperament
Detailed NPCs Describe how the NPC interacts with others. Are they
rude? Overly quiet? Earnest and friendly? Also remember
NPCs that drive main parts of the story, or who play
that an NPCs behavior can change depending on the
a pivotal role in the campaign, may require more
situation and who they’re interacting with (see “Social
development and detail. When creating a detailed NPC,
Interaction” in chapter 1).
consider developing the following aspects. Most of these
aspects should be described in no more than a single Useful Knowledge
sentence. Take note of each of these as you define them. If you choose, give the NPC at one piece of knowledge
Appearance that might be useful to the players. For example, the NPC
might know the best spot to buy custom ammunition.
Aside from a simple definition of species, describe the
It could also be something specific, such as a security
NPC’s most distinguishing features. Examples include
code to enter a facility that serves as the next part of the
physical features that set them apart from other members
current adventure.
of their species or culture. Perhaps they have unusual
marks, a peculiar sense of fashion, or a distinctive facial Personality Traits
expression. NPCs have traits that define their nature, much the same
way that player characters do. These come in the form of
ideals, bonds, and flaws. You can assign one or all of these
to the NPC. In addition to those provided below, examples
can also be found in chapter 4 of the Core Manual.

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Characters who uncover these aspects can use them to NPC Flaws and Secrets
influence an NPC’s reaction during social interactions.
Ideal. Describe a single ideal that governs the NPC’s d12 Flaw or Secret
actions. Ideals can be connected to an alignment, as 1 Forbidden love or susceptibility to romance
shown on the NPC Ideals table. If you’re not using 2 Enjoys exotic pleasures
alignment, you can choose one that best fits the NPC’s 3 Egotistical or foolhardy
persona and motivations. 4 Envies another creature’s possessions or station
5 Controlling
NPC Ideals 6 Prone to rage
d6 Good Ideal Evil Ideal 7 Has a powerful enemy
1 Beauty Bigotry 8 Specific phobia
2 Charity Cruelty 9 Shameful or scandalous history
3 Happiness Domination 10 Secret criminal act (can be either guilty of innocent)
4 Life Greed 11 Possession of dangerous or forbidden knowledge
5 Respect Pain 12 Plans for betrayal
6 Self-sacrifice Slaughter

d6 Lawful Ideal Chaotic Ideal


Using Threats
1 Community Change You should consider developing NPC traits for your
2 Fairness Creativity campaign’s main antagonists or for powerful creatures
3 Honor Freedom that play a significant role in your storyline. Well-defined
4 Logic Independence villains and allies are the most interesting and add to the
5 Responsibility Rebellion lore of your setting. A villain’s bonds, flaws, and secrets
can also provide your players with a host of new options
6 Tradition Spontaneity
and ideas on how to interact with them.
d6 Neutral Ideal Other Ideal
1 Balance Aspiration
NPC Statistics
2 Impartiality Exploration There are several options for generating statistics for an
3 Knowledge Home NPC. Each is dependent upon the NPC’s function in your
4 Moderation Glory game and their involvement in the story.
5 Peace Redemption Simple Stats
6 Protection Self-discovery The simplest method is to give the NPC the few stats it
needs for your scenario. This can be applied to NPCs that
Bond. An NPC’s bond is a broad categorization of the focus on social interaction or those that the characters
things most important to them that directly connect with encounter only occasionally.
their lives. The NPC bonds table provides some examples.
Additional examples can be found in chapter 4 of the Using a Stat Block
Core Manual. You can use an existing threat or NPC stat block. If the
NPC is humanoid, many customizable stat blocks can
NPC Bonds be found in appendix A of the Threats Database. You can
also create a new stat block using the rules defined in
d10 Bond
chapter 5 of this book.
1 Dedicated to fulfilling a personal life goal
2 Protective of close family or friends Creating a Character
3 Dedicated to their craft or profession You can create an NPC’s stats using the same method
4 Loyal to a benefactor, patron, or employer for creating a character. Assign them ability scores and
5 Captivated by a romantic interest features defined by their character race, class, and levels.
6 Drawn to a special place or region Gear. Most NPCs don’t need a fully defined equipment
list. Assign them weapons, armor, and class-specific gear.
7 Protective of a sentimental keepsake
You can optionally add other items depending upon their
8 Dedicated to performing a task by duty or promise
role in any given scenario.
9 Out for revenge Challenge Rating. NPCs engaging in combat with the
10 Roll twice, ignoring results of 10 characters still require a challenge rating. Using their
stats, you can determine an NPC’s challenge rating using
Flaw or Secret. Describe a personal flaw which could the rules for creating threats in chapter 5.
potentially undermine the character or give them a
valuable secret they’re hiding from others.

170 ESPER GENESIS • MA STER TECHNICIAN’S GUIDE • NPCs AND ORG ANIZ ATIONS
Contacts
Contacts are NPCs with close ties to one or more of
the player characters. They don’t go on adventures or
missions, but they can provide information, rumors,
provisions, or professional advice. These can either be
given freely or at a cost. Some of the backgrounds in the
Core Manual suggest contacts for beginning characters.
If not, the characters are likely to secure helpful contacts
over the course of the campaign.
A name and a few choice details are all you need for
casual contacts but take the time to flesh out a recurring
contact, especially one who might become an ally or
enemy at some point. At the very least, give some thought
to a contact’s goals and how those goals are likely to
come into play.

Patrons
Patrons are contacts who hire or commission the players
to perform tasks or complete assignments. A patron
provides a direct hook into an adventure, usually in
connection with their own self-interests. They can come
in many forms such an employer providing paid jobs, a
commanding officer assigning a mission, or an ally in
need of help in return for a favor or compensation.

NPC Party Members


Some NPCs may become party members, either because
they want a share in the rewards, or a specific situation
compels them to play a major role toward completing the
party’s goal.
While they play a supporting cast role, NPCs party
members are still characters in their own right and should
be treated as such. They earn a full share of experience
points and should be included when determining the
difficulty of combat encounters. the characters to an uncharted system is also a hireling.
Player-controlled NPCs. It may be easier for you if you let Such a character has the potential to turn into an ally, a
your players run NPCs party members, so long as they contact, or even an enemy as the campaign develops.
can roleplay them in accordance to their established NPC
traits such as ideals, flaws, and mannerisms. Depending Extras
on the scenario, you can also ask your players create the Extras are background NPCs that the characters barely
NPC for you. interact with, if at all. A bustling street crowd, public
The NPC should never be portrayed as a mindless shuttle passengers, a line of shoppers, or the locals at a
servant or as a character the players seek benefit from bar are some examples.
only when it suits them. If you don’t feel that an NPC is A situation may arise where an extra is singled out by
being portrayed well, feel free to retake control of them the characters, either to gain information or to resolve
yourself, or simply have them leave the party. a specific scenario. Be prepared to improvise for such
cases, as you may have to create some quick stats or
Hirelings traits on the fly.
Characters can pay NPCs to provide services in a variety
of circumstances. Information on hirelings appears in Villains
chapter 5 of the Core Manual. The primary antagonists for any campaign, many great
Hirelings rarely become important in an adventure, heroes are forged from the actions of great villains.
and most require little development. When need to Chapter 6 provides an in-depth look at creating villains
catch a public transport to the nearest station, the for your campaign. When defining NPC traits for your
operator is a hireling, and the characters might never villain, use the villain’s established motivations, schemes,
even interact with that NPC. A starship captain escorting and methods as a guide.

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Factions and Avoid a Narrow Focus. Keep the organization’s primary
purpose and focus as broad as possible for the setting
Organizations they’re placed in. This allows for more possible cross-
interactions between the organization and the characters.
Several NPCs with comparable objectives and standards
It also allows you to add additional layers such as
can join forces to become an organization. As with
subfactions or competing members.
individual NPCs, an organization has its own overall
Determine Reach and Control. Even if they can’t be seen,
goals, ideals, and secrets. Organizations that represent
an organization has a limit to how far they can spread
different facets of a shared theme or goal are often
and borders they can’t cross. They can be powerful in one
referrted to as factions.
location and have little influence in another.
There are many organizations found throughout the
Establish Rivals. Every group with a mission, no matter
galaxy, on every world, and within each society. Street
how big or small, is bound to have others with opposing
gangs, military companies, trade guilds, space pirates,
goals or points of view. Encouraging rivalry between
megacorporations, government agencies, religious
organizations is a great way to introduce potential plot
institutions, and scientific explorers are all examples of
and adventure hooks. It can also create difficult choices
organizations whose influence can reach across a city,
for characters that may have to choose a side.
planet, star system, or the entire galaxy.

Dealing with Organizations Sample Faction: The Infinity Order


Player characters can gain favor with these organizations The Infinity Order is a league of battle-trained
individuals who lend their experience toward maintaining
through various means. They could also become one order and promoting prosperity throughout the galaxy.
of the organization’s members, bound by their rules in Originally a group of retired veterans and mercenaries
exchange for the perks that come with it. from Silrayne Prime, their number has grown
Backgrounds are a good way to create links between significantly over a short period of time due to the rising
an organization and a player’s character. In higher level conflicts and corruption across all worlds in the Silrayne
campaigns, organizations related to the characters’ Arc. Many of today’s members are espers, taking an
expanded view of the organization’s original goals.
objectives can provide ties to key NPCs and a greater sense
Unlike most military organizations, the Infinity Order’s
of purpose beyond individual gain. Likewise, villainous members function as small teams or solitary agents that
organizations can provide an additional layer of conflict take on their own missions, guided by a code they’ve
and represent a larger threat than individual NPCs. sworn to uphold upon becoming a member.
Goals: Defend the populace against lawlessness,
Creating an Organization oppression, and corruption that would stifle a
civilization’s right to flourish and thrive. Protect the
Organizations and factions created for your campaign innocent, care for the weak, and punish the unjust—even
should grow out of the history and lore of your setting. those amongst our own.
Create organizations that your players will want to Beliefs: The Order’s can be summarized as follows:
interact with, whether as allies, members, or enemies. • Protect and defend those most in need, regardless of
Start with the organization’s primary purpose and the personal attachments or associations.
• Provide help if requested from one whose cause is
role you want it to play in your setting. Why does the just, while punishing those who would use justice as a
organization exist? How was it founded? What’s the tool for selfish gain.
common trait shared between its members? Answering • Preserve and uphold the laws of the region and
these questions should give you a good sense of the its authority unless such laws should only breed
organization’s personality. lawlessness or oppression.
From there, you should have an idea on its individual
members. What are members called? How are they
described? Do they share similar character features such Renown
as classes or alignments? Do they have similar personality
traits or ideals? You can use renown to track a character’s standing
Many organizations have a symbol that represents within a particular faction or organization. Renown is
them or a mission statement that defines their purpose. a numerical value that starts at 0, then increases as a
For example, corporations have logos, law enforcement character earns favor and reputation within a particular
have badges, and gangs have territorial marks. Likewise, organization. You can tie benefits to a character’s
military groups have an oath or battle cry, while activists renown, including ranks and titles within the organization
have a motto or maxim. and access to resources.
Finally, consider in what ways the characters might A player tracks renown separately for each organization
encounter or become involved with the organization. their character is a member of. For example, a character
Would it want certain characters as members and allies, might have 10 renown within one faction and 5 renown
or would they instead work against the characters’ goals? within another, based on the character’s interaction with
Use the following additional advice when designing a each organization.
faction or organization.

172 ESPER GENESIS • MA STER TECHNICIAN’S GUIDE • NPCs AND ORG ANIZ ATIONS
Children of Aria Shadow Cipher

Aetheron Infinity Order Vashahar

Gaining Renown You can add rank prerequisites. For example, a


A character earns renown by completing missions or character affiliated with the Children of Aria—a spiritual
quests that serve an organization’s interests or involve the faction aimed toward guarding against an impending
organization directly. You award renown at your discretion cataclysm—might have to be at least 5th level before
as characters complete these missions or quests, typically becoming a seer, at least 10th level to be a harbinger, and
at the same time you award experience points. at least 15th level to be an ascendent. In addition to level
Advancing an organization’s interests increases a requirements, you may also wish to include a requirement
character’s renown within that organization by 1. to complete number of special or covert assignments that
Completing a mission specifically assigned by that further the organization’s cause.
organization, or which directly benefits the organization, You can set these thresholds of renown to any numbers
increases the character’s renown by 2 instead. that work for your game, creating appropriate ranks and
For example, characters with connections to the titles for the organizations in your campaign.
Vashahar complete a mission in which they destroy a
secret Technocracy stronghold. Because the organization Sample Organization Ranks
favors impeding the corruption of life, you might Rank Renown Additional Requirements
increase each character’s renown within the order by 1. 1 1 —
Conversely, if destroying the stronghold was a mission 2 3 —
given to the adventurers by a senior member of the 3 10 5th level, 1 special assignment
Vashahar, completing the task might instead increase 4 25 10th level, 5 special assignments
each character’s renown by 2, showing the characters as 5 50 15th level, 10 special assignments
effective allies.
Meanwhile, a party member may have acquired some Reputation and Social Interaction. As a character’s
rare tech from the Technocracy’s secret cache and sold renown within an organization grows, the organization’s
it to a hacker who is secretly a member of the Shadow membership is increasingly likely to have heard of the
Cipher. You might increase the party member’s renown character. You can set thresholds at which the default
within the Shadow Cipher by 2 since this action directly attitude of an organization’s members toward the
increased that group’s power and influence, even though character becomes indifferent or friendly. For example,
the character was not given that specific task. members of the Aetheron — a faction dedicated to guiding
Benefits of Renown the fate of the galaxy from the shadows — might be less
friendly toward characters who have not earned at least
The benefits of increasing renown within an organization
3 renown within that organization, becoming friendly
can include rank and authority, friendly attitudes from
by default only when a character has gained 10 renown.
members of the organization, and other perks.
These thresholds apply only to the default attitude of most
Rank and Station. Characters can earn promotions
members of an organization, and such attitudes aren’t
as their renown increases. You can establish certain
automatic. NPC faction members can either favor or
thresholds of renown that serve as prerequisites (though
dislike a character regardless of their renown.
not necessarily the only prerequisites) for advancing in
rank, as shown in the Sample Organization Ranks table. Losing Renown
Increases in rank often come with a title associated Disagreements with members of an organization
with the organization. For example, a character might aren’t enough to cause a loss of renown within that
join the Children of Aria after earning 1 renown within organization. However, serious offenses committed
that organization, gaining the title of keeper. As the against the organization or its members can result in loss
character’s renown within the organization increases, of renown and rank. The extent of the loss depends on
they might be eligible for further increases in rank. the infraction and is left to your discretion. A character’s
renown within an organization can never drop below 0.

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tra ps a re 8: Adventure Environments superfun
Sci-fi adventures can take place in a countless variety with objects around them. Planets and structures with
of fascinating environments. Mysterious planets, derelict thinner atmospheres tend to have lower levels of gravity,
starships, sprawling city streets, alien superstructures, and vice versa.
stellar anomalies, and underground strongholds are but Rules for movement in low or high gravity can be found
a few examples. A well-planned environment is key to in chapter 8 of the Core Manual. In cases of dramatic
setting the tone of an adventure. shifts in gravity, you can adjust the modifiers provided in
This chapter provides a general overview of several types those rules accordingly.
of adventure environments. The first section discusses Also, if you’re dealing with an extreme level of gravity
survival in varying environmental conditions. The such as a gravitational pull that is many times stronger
following sections cover different scales of environments than that of Earth, consider increasing the difficulty
such as structures, settlements, overland terrain, and of Strength and Dexterity checks, as well as imposing
outer space. The last section discusses hazards and how penalties to combat.
to use them in your campaign.
Zero Gravity Effects
Environmental Conditions Rules for movement in Zero-G can be found in chapter 9
of the Core Manual.
Each type of adventure environment has its own features Flying. Most flying creatures can’t fly in Zero-G, but
that can be deadly to characters without the right gear there are some exceptions. For example, the Zero-G
and preparation. The following are common conditions pack is designed to grant a flying speed in areas with no
that should be considered when creating any galactic gravity. Also, the effects of the fly talent function in any
environment for your game. environment.
Encumbrance. If you’re using the optional rules for
Atmosphere encumbrance, a character’s carrying capacity while in
Zero-G is multiplied by 10.
In Esper Genesis, most spacefaring cultures share Adaptation. Long-term exposure to Zero-G can cause
similar requirements for environments that can sustain problems for those unaccustomed to it. A character that
organic life. This enables characters to function without returns to an area with normal gravity after spending at
restriction in areas with a suitable atmosphere or least 5 days in a zero-gravity environment must succeed
adequate life support. on a DC 15 Constitution saving throw or their Strength
However, many galactic environments don’t have a score is reduced by 2. This effect lasts for 2d6 days.
breathable atmosphere, requiring special equipment to
explore the area without suffocating (see chapter 8 of
the Core Manual). Additionally, environments with no
Weather
atmosphere at all would expose the characters to the Harsh weather conditions play a significant role in
effects of an atmospheric vacuum (chapter 1 provides travel through an environment. Rain, dust storms,
rules for handling vacuum exposure). electrical storms, and extreme temperatures are the
These harmful effects can be mitigated with proper more common weather hazards that potentially occur.
equipment or items such as sealed armor or an adaptation Even then, none of these are consistent from planet to
mask. Other items and certain esper powers can also planet. For example, in many instances, a rainstorm isn’t
provide similar protections. necessarily made of water. It could be a more volatile
liquid such as acid, or even solid forms such as silicate
Other Atmospheric Effects or metallic particles.
Some atmospheres contain gases or compounds that
can be toxic or cause equipment to malfunction. A dense Heavy Rainfall
atmosphere may cause certain electronics to malfunction Everything within an area of heavy rainfall (which
or limit long-range communications. includes snowfall, hail, and other particles) is lightly
In rare cases, a volatile environment can cause fire obscured, and creatures in the area have disadvantage
damage weapons to burst or backlash, while a toxic on Wisdom (Perception) checks that rely on sight. Heavy
environment can poison characters who breathe its air rain also imposes disadvantage on Wisdom (Perception)
(see “Hazards” in this chapter). checks that rely on hearing.
Depending upon the rain’s composition, it may also
Gravity be harmful to characters who come into contact with
it. Use your best judgment when applying damage types
A planet’s size, mass, distance from other celestial to rainfall. For example, toxic rainfall could deal acid
bodies, and various other factors can determine its level or poison damage. Depending upon wind and gravity,
of gravity. Large differences in gravity affects a character’s harder or sharper solid particles could require a saving
movement, the weight of their gear, and how they interact throw to avoid bludgeoning or piercing damage.

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A structure’s appearance and features are dependent
Creating Environmental Conditions its location and purpose. An abandoned outpost, a
When defining environmental conditions for your derelict starship, a secret corporate facility, and the
adventure scenario, you should never feel as if you
need a PhD to get it right. The galaxy is a massive and
tunnels beneath an alien ruin are all examples of interior
wild place where anything can happen regardless of environments that can inspire tales of heroic sci-fi
established scientific theory. In a game where the main adventure.
protagonists can break the laws of physics and space- Running adventures within an interior environment
time, feel free to create any sort of environment you grants the advantage of better predicting where the
wish so long as it adds fun and excitement to your game. characters may go next, as the confined area limits
exploration options.
Strong Winds Designing a Structure
A strong wind imposes disadvantage on ranged weapon
attack rolls and Wisdom (Perception) checks that rely on Use the following guidance for designing a structure as an
hearing. A strong wind also disperses smoke and gases, adventure location.
and makes mundane methods of flying impossible. A
flying creature in a strong wind must land at the end
Choose a Concept
of its turn or fall. In lower levels of gravity, they may be When designing a structure, you should first determine
pushed in a random direction before falling. its primary concept, which helps to establish distinctive
Strong winds can also create dust storms that impose qualities. For example, a biogenetics lab facility is going
disadvantage on Wisdom (Perception) checks that rely to have a different look and feel than a matokai temple
on sight. or a xamaron hive.
The Structure Concept table lists some common sci-fi
Extreme Cold structural concepts. You can choose one on the list,
Whenever the temperature is at or below 0 degrees determine one randomly, or use the table entries as
Fahrenheit, a creature exposed to the cold must succeed inspiration to create your own.
on a DC 10 Constitution saving throw at the end of each
hour or gain one level of exhaustion. Creatures with Structure Concept
resistance or immunity to cold damage automatically d12 Concept
succeed on the saving throw, as do creatures wearing
1 Alien architecture (unknown origin or lore)
environmental gear and creatures naturally adapted to
2 Creature nest or lair
cold climates.
3 Fortified base or stronghold
Extreme Heat 4 Interior of an asteroid or similar body
When the temperature is at or above 100 degrees 5 Mechanical superstructure or machine
Fahrenheit, a creature exposed to the heat and without 6 Municipal or ceremonial building
access to drinkable fluids must succeed on a Constitution 7 Natural caverns or tunnels
saving throw at the end of each hour or gain one level of 8 Operations facility (research, storage, detention, etc.)
exhaustion. The DC is 5 for the first hour and increases
9 Residential building, tower, or outpost
by 1 for each additional hour. Creatures wearing medium
or heavy armor, or who are wearing heavy clothing, 10 Ruins (from battle, natural disaster, ancients, etc.)
have disadvantage on the saving throw. Creatures with 11 Starship or space station
resistance or immunity to fire damage automatically 12 Underground complex
succeed on the saving throw, as do creatures naturally
adapted to hot climates.
Establishing a Location
Radiation Where the structure is located is as important as its
Some planets emit high levels of radiation, or they’re primary concept. Not only does the location define how
blasted with intense radiation from a nearby star. the characters access the structure, it also helps you flesh
Chapter 1 provides rules for applying the effects of out the structure’s finer details.
radiation exposure. An underwater detention facility, for example, may
have numerous sectors with thick walls and doors with
Structures security checkpoints, while a network of asteroid tunnels
is unlikely to have any doors at all (or even gravity, for
Structures are environments in which its primary that matter).
features are within a confined space, often separated The Structure Location table provides some common
into sections by barriers such as walls, doors, hatches, ideas for where to place a structure.
and portals.

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Structure Location Using NPCs
d10 Location
When placing NPCs, assign them traits necessary to
running the adventure scenario. Using the example from
1 Aerial (floating) landmass
above, a random lab technician may not require much
2 Dimensional (subdimension, rift, energy realm, etc.) detail, but the facility’s head researcher may need an
3 Island or similar landmass established personality, background, and motivation,
4 Natural formation (mountains, cliffs, outcropping) especially if they serve as part of the hook for the
5 Natural wilderness (plains, forest, tundra, etc.) adventure. See chapter 7 for guidance on creating NPCs.
6 Outer space (solitary or within a larger structure)
7 Planetary wastes (badlands, biohazard, etc.)
Using Threats
You can use the structure’s overall concept and location
8 Subaquatic (underwater) region
as a guide to determining which threats the characters
9 Subterranean (underground)
may face. A list of galactic environments is provided in
10 Urban city or colony the Introduction section of the Threats Database. You can
decide which of these matches best with your concept
Additional Details and choose threats accordingly.
Define some additional aspects that may be relevant to You can also determine threats randomly using the
the adventure scenario. Who built the structure and why? random encounter tables located at the back of that
How long has it been there? What major events occurred book.
before the arrival of the characters?
Designing Encounters
Structure Inhabitants Plan and place encounters within a structure in
Once you’ve chosen a structure’s primary features, decide accordance with the overall story and adventure goals.
whether it’s inhabited as well as the nature of those Include a mix of easy and hard encounters of varying types
potential inhabitants. A research facility, for example, to keep things interesting and prevent the scenario from
might have one or more NPC scientists or researchers. It feeling like a grind. Chapter 6 provides rules and guidance
could just as well be overrun with threats generated from on creating fun and exciting adventure encounters.
research gone awry.

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Mapping a Layout • Add some hidden or secret doors and passages to
reward players who take the time to search for them.
Every structure needs an interior layout, usually in the
form of a map. The structure’s location, concept, lore, and
inhabitants should give you a starting point for mapping
Structure Features
its layout. If you need further inspiration, you can find A structure’s features are based upon its primary concept
existing maps that have been made freely available online, and location. A derelict starship can have numerous
or even use a map of a real-world location. Alternatively, passages, conduits, electronic panels, and mechanical
you can borrow a map from a published adventure. doors that vary by deck. A subterranean lair might
Most adventure maps use a square grid, with each instead have naturally formed or burrowed tunnels with
square representing an area of 5 feet by 5 feet. For larger numerous uneven branches. It may also contain features
structures, you may prefer a scale where each square relating to the creature itself. For example, a breeding
represents 10 feet. You can then subdivide those squares nest might contain hanging of spore pods covered in
for use in combat or draw smaller scale combat maps strange mists that emit a foul odor.
only for areas where you’ve placed combat encounters.
When mapping your layout, keep the following in mind. Walls and Ceilings
• Unless the concept requires it, avoid creating too many Many structures have walls and ceilings made of common
rooms with the same size and shape. materials such as compounds made from metal or stone.
• An asymmetrical layout makes the area less Depending upon its concept, a structure can have walls
predictable. made from ice, wood, organic creature matter, energy
barriers, or hardened chemical composites.
• Think in three dimensions. Stairs, lifts, ramps,
Aside from doors, hatches, and portals (some of them
platforms, catwalks, balconies, and other changes of
hidden), walls and ceilings hold perceptible objects such
elevation make a structure more interesting and make
as light fixtures, panels, signs, and decorations.
encounters in those areas more challenging.
• Flesh out the physical details of the area. Decide Doors
what material is used for the walls and doors. Place When placing doors, keep the structure’s concept in
technological aspects where applicable. Apply features mind as well as the nature of its primary inhabitants.
denoting age or damage such as deteriorating walls, A door’s material often compliments that of the wall it
collapsed floors, or flooded areas. allows passage through. Metal doors are commonplace
• Add multiple entrances and exits, if possible. Nothing on a human starship, but one made from solid oak may
gives players a stronger sense of making real decisions seem out of place.
than having multiple paths to choose from.

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Locked Doors. Characters who don’t have the proper technology. Characters must use their own light sources
key or codes to a locked door can bypass the lock to explore derelict ships, underground bunkers without
with a successful Dexterity check (doing so requires an power, rocky caverns, and other places where creatures
infiltration kit and proficiency in its use). They can also use darkness as an advantage to hide or hunt.
force the door with a successful Strength check, break it Flares and flashlights help characters see over a short
down by dealing enough damage to it, or use the lock pick distances but can also attract the attention of other
power or a similar effect. creatures who can see those light sources from far away.
Sealed Doors. A sealed door is similar to a locked door,
except that there’s no lock or security to bypass on one Breathable Air
side, and the door can be opened normally from the Depending upon its location, some structures may
other side as an action. not have a breathable atmosphere (see “Atmospheric
Conditions”). Some areas that do have breathable air
Secret Doors may also be pressure sealed. Without power or life
A secret door is a door or hatch that is purposefully support, these areas have a stifling atmosphere in which
camouflaged against the surface that surrounds it, the oxygen supply is limited.
either by constructing it to blend into the surface or by
technological means such as a holographic illusion.
Detection. Use the characters’ passive Wisdom
Settlements
(Perception) scores to determine whether anyone in the A settlement such as a city, colony, or station, is a popular
party notices a secret door without actively searching environment used in many sci-fi stories and adventures.
for it. Characters can also find a secret door by actively The characters might be hired to infiltrate a local gang,
searching the location where the door is hidden and rescue a kidnapped celebrity, help the police hunt down a
succeeding on a Wisdom (Perception) check. To set an cybercriminal, or defend a community under siege.
appropriate DC for the check, see chapter 1.
Opening the Door. Once a secret door is detected, a Designing a Settlement
successful Intelligence (Investigation) check might be Unlike structures, settlements have open areas with fewer
required to determine how to open it if the method isn’t spatial constraints. When creating a settlement for your
obvious. Or they may discover a hidden security panel that campaign, focus on the locations that are most relevant
can be bypassed in the same manner as a locked door. Set to the adventure. It isn’t necessary to name every street,
the DC according to the difficulty guidelines in chapter 1. building, and resident.
If adventurers can’t determine how to open a secret
door, breaking it down is always an option. Treat it Settlement Concept
as a locked door made of the same material as the Like structures, define a base concept for your settlement.
surrounding wall (see the chapter 1 to determine Is it a small village on a remote planet, or something larger
appropriate DCs or object statistics). like a city or colony? Perhaps it’s a city-like space station
similar to Pel Tavaria or a residential sector of the Bastion.
Hidden Doors
A hidden door is a normal door that is hidden from Society and Community
view. A secret door is carefully camouflaged into its After defining your concept, determine the type of
surrounding surface, whereas a hidden door is most society that resides upon the settlement. For example, a
often concealed by mundane means. It might be covered metropolis would likely have advanced trade, mass transit,
by stacked crates, a wall hanging, or (in the case of a and long-range communication. A fledgling space colony
concealed hatch) under a grate or floorboard. or small town might not have any of these.
Normally, no ability check is required to find a hidden Local Authority. Establish a basic form of government. Is
door. A character need only look in the right place or take the society overseen by elected officials? Do they instead
the right steps to reveal the door. However, you can use have a ruling body or nobility? These choices also help
the characters’ passive Wisdom (Perception) scores to you determine what form of law enforcement or military is
determine whether any of them notices signs of the area present in the community.
around the door having been recently disturbed. Technology. Decide what forms of technology are
available to the inhabitants. The “Tech Levels” section in
Lighting chapter 10 provides advice on determining a society’s level
For uninhabited structures, darkness is the default of advancement.
condition within the structure’s interior Dim light may be Lifestyle. Have a basic idea of what an average resident
available depending upon the number of windows and does in their day-to-day. Larger cities and colonies often
available sunlight. Some structures can have automatic or have paid employment, entertainment, and travel.
motion-activated lighting as well. Inhabitants in less developed settlements may have to
In subterranean or deep space settlements, creatures hunt for food and supplies. Perhaps the settlement exists
that have darkvision have little need for light. This is as part of a major project such as mining, military, or
often the case for creatures and cultures with limited manufacturing.

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Additional Traits Entertainment
You can fill in some additional aspects of the settlement d6 Type
or community that relate to your campaign or
1 Event/concert hall
storyline. For example, a city’s main center of trade is a
megacorporation with its hand on the local government. 2 Gaming/gambling hall
A space colony may have been built upon the site of a 3 Movie theater/SIMreal center
historic conflict or natural disaster. A local village may 4 Museum
have a holy sanctuary that secretly holds the remains of 5 Nightclub/bar
an ancient alien archive. 6 Sports center/arena

Current Events
You can create some recent events that relate to the Municipal
concept and aspects of the settlement or community.
d8 Type
Examples include local holidays, a recent string of thefts,
a looming military conflict, or a revolutionary discovery. 1 Administration (local government, courthouse, etc.)
You can use these to set the mood and tone of the region, 2 Detention center/prison
tie them into your adventure, or keep them as potential 3 Education center (school, university, etc.)
hooks for side missions. 4 Military complex
5 Police station
Random Buildings 6 Records office (library, local archives)
Dramatic chase scenes and narrow escapes along the 7 Spiritual (temple, sanctuary, holy grounds)
streets of a city or town can sometimes force characters 8 Utilities (electricity, water, life support)
to dash into buildings. When you need to flesh out a
building quickly, roll on the Building Type table. Then
roll on the table corresponding to that building to add Residential
further detail. d8 Type
If a roll makes no sense considering where the 1 Abandoned building/house
characters are, you can always roll again or simply choose 2 Apartment complex/tenement
another result. You can also use the rolled result as 3 Assisted living facility
inspiration to add your own details.
4 Illegal trade/gang hideout
5 Orphanage
Building Type
6 Private mansion
d6 Type 7 Shelter
1 Business (roll on the Business table) 8 Single family home
2 Entertainment (roll on the Entertainment table)
3 Municipal (roll on the Municipal table)
4 Residential (roll on the Residential table) Services
5 Services (roll on the Services table) d8 Type
6 Trade (roll on the Trade table) 1 Banking facility
2 Communications center (postal, telecom, SIM)
3 Legal/law office
Business
4 Local transit (tram, taxi, shuttle)
d6 Type 5 Lodging (hotel, inn, resort)
1 Consumer relations center 6 Mechanic/repair center
2 Corporate office 7 Medical facility/hospital
3 Distribution/transport center 8 Travel (airport, spacedock, train terminal)
4 Factory
5 Training facility
6 Warehouse Trade
d6 Type
1 Grocery/marketplace
2 Large retailer (chain store, superstore)
3 Local artisan/manufacturer
4 Real estate/rental office
5 Restaurant/food services
6 Small business retailer (local shop, outlet)

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Mapping a Settlement Many of these regions lie between the locations where
your adventures take place. Traveling across them
When you draw a map for a settlement in your game, can turn into long, arduous journeys spanning great
don’t worry about the placement of every building, and distances. When resolving travel across an overland
concentrate instead on the major features. expanse, you can use one of the following methods.
For a small colony or village, sketch out the roads and
pathways, including transit routes or tracks that lead Cutscene Travel Sequence
to other settlements. Note the major points of interest
on your settlement’s map. If the characters visit specific If the primary purpose of the overland travel is to get
places in the village, mark those spots on your map as well. the characters where they need to go, you can describe
For cities and metroplexes, note major roads, bridges, the travel as a cutscene. You can use a few sentences
and waterways as well as surrounding terrain. Outline to describe the journey, pointing out specific details or
the city’s borders and mark the locations of features you events that occur during the trek. If you have a map, you
know will be important for the adventure. You may wish can use it as a guide to voicing a travel montage such as
to divide larger cities into sectors or districts, providing the ones used in movies. You can also make it a visual aid
unique traits to each one. Give the sectors names similar to the “world map” style of travel in video games.
reflecting their personalities, which also identify the kinds Keep your destination in mind when describing the
of buildings that dominate the neighborhood (Trade journey. If getting there is what matters, sticking to only a
District, Downtown, Capitol Square, The Docks, etc.). few details keeps the momentum moving forward.
If you wish to extend the descriptive sequence of the
Urban Encounters journey, you can provide details on unusual weather or
terrain features. Describe various sights and sounds that
Cities and towns hold their own dangers. Sinister NPCs are unique to the area, bringing more life and lore to
and threats hide in plain sight or around dark corners. the area and helping you set the mood and tone of the
Sewers, shadowy alleys, slums, derelict buildings, tram adventure.
tunnels, and crowded squares can quickly turn into Allow the players to roleplay conversations during travel,
battlegrounds. On top of that, characters must adhere to especially if it contributes to the adventure storyline or
the local laws, lest they attract unwanted attention from their own character development. Just make sure not to
the authorities. get too off-topic to where it slows down the game.
Law and Order
Whether a settlement has a police force depends on
Eventful Travel
its size and concept. A prosperous city might have a If the journey is as important as the destination, you
well-staffed police department to maintain order and may want a more descriptive overview of the region and
investigators that specialize in different types of crime. its locations. If the characters are on foot, determine
Smaller settlements might have their own citizen’s militia a marching order (see chapter 8 of the Core Manual). If
or receive military aid. Some may have no security at all, the characters are on one or more vehicles, determine
relying upon themselves or mercenaries to defend them. a formation for those and make sure to define their
Legal Issues. In most settlements, legal proceedings are vehicle’s statistics (see chapter 3).
overseen by a local court or a government official. Some Overland travel often features a combination of planned
allow trials and attorneys to argue precedent and present encounters and random encounters (chapter 7 provides
evidence until the judge comes to a decision. Other rules and guidance on creating encounters). Your planned
societies are decided with a simple hearing overseen by encounters should be tied either to a specific map
those in authority. location or a scheduled event.
A person found guilty of a crime is usually fined, When characters are searching an area during travel,
incarcerated for a period of several months or years, you can reward them by placing distinctive objects or
exiled, or executed, depending on the aspects of the features for them to find. A strange obelisk, vehicle
community and the magnitude of the crime. tracks, creature remains, and other discoveries can add
flavor to the region, foreshadow future encounters or
Overland events, or provide hooks for further adventures.
Most terrestrial planets in the galaxy have vast stretches Directions and Destinations
of land. Some are spheres of dust and rock, while others
have one or more terrain types such as forests, aquatic Unlike structures or settlements, the options for exploring
regions, mountains, and wastelands. While these regions overland terrain can be limitless. Unless you want your
bear little resemblance to those found on Earth, they adventure to become an exercise in random exploration,
share the same structural nature from which explorers the characters should have an idea in mind for a
can apply those terms. destination. Even if they don’t quite know how to get
there, you can plan encounters or events that lead in one
or more important directions.

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If your planned encounters have a predetermined Ruins, Monuments and Historical Sites. In places where a
location, you can choose to relocate them to an area the civilization thrives or once thrived, characters might come
characters choose to explore. This keeps the adventure across monuments built to honor important figures,
moving and prevents the players from feeling as if they’re events, and cultures. Examples include ruined structures,
lost or wandering aimlessly. technological remains, marked obelisks, statues, ancient
vehicles, or scarred battle sites.
Mapping an Overland Lairs. An overland area approximately 50 miles across
can support roughly a half-dozen creature or threat
Overland maps are often designed using a hex grid. lairs. Within that range, there is likely to be only one
Chapter 1 discusses the basics of creating a travel map apex predator.
at multiple scales to help you design an overland area. If you expect the characters to explore a threat’s lair,
Depending on your scale, think about paths of travel. At you’ll need to find or create an appropriate map for the
a smaller scale (such as district/region), consider defining lair and populate it as you would a structure.
roads, bridges, land elevation, and so on. At a wider Settlements. Settlements exist in places where travel and
scale (nation or continent), define borders and travel resources are abundant. Depending on the planet, a 50-
boundaries such as mountains, rivers, and chasms. mile area could have a series of interconnecting cities and
Overland Movement towns or a couple of small colonies with a nearby shuttle
Narrate travel at a level of detail appropriate to the platform and comm tower. An uncivilized area might have
map you’re using. If you’re tracking hour-by-hour a single outpost or research encampment, but few larger
movement on a district-scale map (1 hex = 1 mile), you settlements.
can describe each area the characters pass through. At
this scale, you can assume that the characters find a Overland Wilderness Survival
noteworthy location when they enter its hex unless the Even if the characters can endure an area’s environmental
site is specifically hidden. The characters might not arrive conditions, unexpected circumstances can still cause
directly at the site, but can find marked paths, lighting, them significant peril.
or other signs of its presence in the area.
When traveling on a larger scale, small details become Electronic Devices
unnecessary. Instead, it’s enough to inform the players In the Silrayne Arc, electronics with sorium power cells
when they’ve reached major markers such as a body of can last for years. In some settings, however, these objects
water or an elevated landmass. Details become even less need to be recharged or refueled.
notable when traveling in planetary vehicles. Recharging Electronics. Use the Digital Device Lifespan
table to determine the average length of time in which a
Overland Features device has battery power and how long it takes to recharge
An overland map should have a few points of interest it to full capacity. Each device is defined by its rating (see
such as a few settlements, important sites, creature lairs, chapter 3 for information on device ratings). Note a device
and other locations worthy of discovery. doesn’t need to be fully recharged in order to use.

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Depending upon the device, you Fuel Consumption
should also consider whether there
Vehicle Size Max Travel Distance Refuel Cost
is an adequate power supply or
connection, if called for. A character Medium 1,500 miles 45 cu
might have to make an Intelligence Large 850 miles 60 cu
check using a set of digital Huge 750 miles 190 cu
technician’s tools if they wish to Gargantuan 450 miles 300 cu
convert an available power source
into a charging station.
Becoming Lost
Digital Device Lifespan Characters traversing open terrain without a map or
Rating Lifespan Charge Time directional tools, run the risk of becoming lost. This can
0 24 hours 2 hours often happen with malfunctioning devices and limited
communications. The party’s navigator makes a Wisdom
1 2 days 1 hour
(Survival) check when you decide it’s appropriate,
2 10 days 1/2 hour
against a DC determined by the prevailing terrain, as
3 1 month 15 minutes shown on the Overland Navigation table. If the party is
4 6 months 10 minutes moving at a slow pace, the navigator gains a +5 bonus
to the check, and a fast pace imposes a −5 penalty. If
Foraging the party has an accurate map of the region or can see
Characters can gather food and the sun, stars, or significant landmark, the navigator has
water as the party travels at a normal or slow pace. A advantage on the check.
foraging character makes a Wisdom (Survival) check If the Wisdom (Survival) check succeeds, the party
whenever you call for it, with the DC determined by the travels in the desired direction without becoming lost.
abundance of food and water in the region. Adjust the If the check fails, the party inadvertently travels in the
DC for the check accordingly for characters that have wrong direction and becomes lost. The party’s navigator
specialized survival gear such as purifier tablets. can repeat the check after the party spends 1d6 hours
trying to get back on course.
Foraging DCs
Overland Navigation
Food and Water Availability DC
Terrain DC
Abundant food and water sources 10
Dense terrain with overcast skies and no 15
Limited food and water sources 15 land in sight
Very little, if any, food and water sources 20 Arctic, barren, hills, or open waters with 10
clear skies and no land in sight
Food and Water Unobstructed terrain and visibility 5
Food and water requirements for characters can be
found in chapter 8 of the Core Manual. Beast mounts and
animal companions require different quantities of food Outer Space
and water per day based on their size. Water needs are Between planets, star systems, and galactic sectors lie
doubled if the weather is hot. infinite stretches of unexplored space. While such vast
distances often carry the illusion of emptiness, characters
Food and Water Needs can find plenty of outer space regions that hold unique
wonders and unexpected dangers.
Creature Size Food per Day Water per Day
Tiny 1/4 pound 1/4 gallon
Journeys Through Space
Small 1 pound 1 gallon
Medium 1 pound 1 gallon A character’s primary method for traveling through space
Large 4 pounds 4 gallons by starship or a similar space vessel. Any other mundane
Huge 16 pounds 16 gallons method would make it impossible to travel a significant
distance within a reasonable amount of time.
Gargantuan 64 pounds 64 gallons
As with overland terrain, the size and openness of any
region of space is so massive as to provide an infinite
Fuel choice of paths to travel. This concept is taken to an
In some campaigns, vehicles require fuel cells to continue exponential scale when dealing with outer space.
operating. The Fuel Consumption table defines an easy- A journey through space can take on the same narrative
to-use standard for a how far a vehicle of a certain size aspects as that of overland travel. As defined in that
can travel before requiring additional fuel. Tailor these to section, you can choose between using a cutscene travel
your campaign as you see fit. sequence or opt for a more eventful journey.

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Outer Space Survival Space Encounters
When exposed to an outer space environment, characters
without proper equipment suffer the effects of being in You should plan most of your space encounters to keep
an outer space vacuum (see chapter 1). Using sealed your game on track. If you have no planned events or
armor and garments such as a vac suit allows characters destinations in mind, wandering aimlessly through
to survive without enduring the harsh conditions of the space can often feel like a slog and can cause your game
great expanse. to a halt.
If you need to drop in a quick encounter during space
Mapping Outer Space travel, you can choose one or determine one randomly
using the Random Space Encounters table. Reroll the
When creating an outer space map, determine a scale result if the encounter doesn’t fit in with your adventure.
based upon the area where your campaign is taking You can also modify the table to your preference or use
place. Your map should focus only upon the important the table as inspiration to create your own.
locations and planets in that area.
If your campaign takes place in multiple areas of the Space Hazards
galaxy, consider creating a map using the galaxy scale Some results on the table are marked as space hazards in
(see chapter 3) and mark the location of each area parentheses. These are special types of hazards that can
of significance. If necessary, maps for each of those impair or damage a starship. Rules for handling space
areas can be made at a scale more appropriate for your hazards are provided in appendix C of the Threats Database.
scenario such as the system or sector scale.
Random Space Encounters
Movement in Space
d100 Encounter
Narrating space travel is dependent upon the scale of the
map you’re using. Starships traveling longer distances 01-04 Abandoned cargo container
tend to resort to faster speeds, limiting the scope of 05-07 Abandoned space station
detail the characters may come across. 08-10 Alien ship/station (unknown technology or species)
If you’re tracking movement on a system-scale map 11-13 Ancient space probe
(1 hex = 1 AU), you can describe each planet or celestial 14-16 Asteroid containing a colony or station
body the characters run into. On a sector-scale map 17-19 Asteroid storm/space debris (space hazard)
(1 hex = 1 parsec), details of individual planets become 20-22 Bounty hunter ship or squadron
amorphous, instead becoming clusters of passing star 23-25 Cargo freighter
systems.
26-28 City ship or civilian convoy
Outer Space Features 29-31 Collapsing star
Regardless of scale, you can provide depth to your space 32-34 Colorful nebula
map with several points of interest and fascinating sights. 35-37 Dark matter cloud (space hazard)
These locations only need to be descriptive, without the 38-40 Derelict starship
need to prompt an encounter unless you choose to plan 41-43 Dimensional rift
one. Examples of these features include colorful pulsars, 44-46 Escape pod
nebula clouds, comets, and unique star clusters. Any
47-49 Exploring NPC starship or fleet
of these can also be used as navigation waypoints or as
50-52 Giant space creature/threat
potential plot and adventure hooks.
53-55 Gravity field/singularity (space hazard)
Lost in Space 56-58 Ionic/magnetic storm (space hazard)
59-61 Merchant ship
Faulty sensors or a miscalculated course trajectory 62-64 Military battlecruiser or fleet
increases the risk of the characters becoming lost during
65-67 Military defense barrier
travel. The Celestial Navigation section in chapter 4
provides guidance on navigation mishaps. 68-70 Mining/salvage ship or fleet
Should a navigational mishap occur, the party’s 71-73 Nebula cloud (space hazard)
navigator must determine their location and plot a new 74-76 NPC space station/colony
course by making a new navigation check (see chapter 4). 77-79 NPC starfighter or squadron
Access to relevant star charts that show the party’s current 80-82 Passenger starliner
location can increase the familiarity of the area by one or 83-85 Pirate/smuggler ship
more steps, which reduces the DC. 86-88 Remnants of a space battle
89-91 Solar flare (space hazard)
92-94 Space ruins
95-97 Unstable anomaly (treated as difficult terrain)
98-00 Unstable wormhole (space hazard)

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Aquatic Environments underwater, they must also hold their breath or suffocate
(see chapter 8 in the Core Manual). Equipping an aquatic
Characters may find themselves on a trek across a sea breather or similar item eliminates a character’s need to
between landmasses. They may also discover a hidden hold their breath.
world hidden beneath an ocean’s surface.
Underwater Visibility
Surface Travel Visibility underwater depends on water clarity and the
available light. Unless the characters are in a vehicle with
Characters traveling by watercraft move in the same
headlamps, or they have their own light sources, use the
way as if traveling overland by vehicle. Movement is
Underwater Encounter Distance table to determine the
continuous so long as the vehicle doesn’t run out of fuel.
distance at which characters underwater become aware
If the characters must travel manually such as on a
of a possible encounter.
rowboat or raft, they can row for 8 hours per day, or can
row longer at the risk of exhaustion (as per the rules for a
forced march in chapter 8 of the Core Manual).
Underwater Encounter Distance
Creature Size Encounter Distance
Swimming Clear water, bright light 60 ft.
When outside of a watercraft, a character can swim for Clear water, dim light 30 ft.
a limited time. After each hour of swimming, a character Murky water or no light 10 ft.
must succeed on a DC 10 Constitution saving throw or
gain one level of exhaustion.
A creature that has a swimming speed — including one Subaquatic Encounters
gained through enhanced items or powers — can swim all
day without penalty and uses the normal forced march If you need a random encounter to drop in between
rules in the Core Manual. Depending on your setting, your planned encounters, the Random Subaquatic
you can create specialized gear such as scuba fins or Encounters provides a list you can choose from or
propulsion packs that increase swim speeds. determine one randomly. At your discretion, any of these
Swimming through deep water is similar to traveling encounter locations may be searched for loot or gear.
at high altitudes. This is due to the water’s pressure and You may wish to introduce threats into some of the
cold temperature. For a creature without a swimming encounters such as a cave or dwelling. These could also
speed, each hour spent swimming at a depth greater than be used as creature lairs. The random encounter tables
100 feet counts as 2 hours for the purpose of determining in the Threats Database provides a list of subaquatic
exhaustion. Swimming for an hour at a depth greater threat encounters.
than 200 feet counts as 4 hours.
Random Subaquatic Encounters
Navigation d10 Encounter
If the characters are within sight of land, or if they can
1 Ancient statue or monolith
digitally pinpoint their location, there is no chance of
them becoming lost. Otherwise, they must rely tracking 2 Buried cargo container
the direction and their vehicle’s travel distance, or rely on 3 Deep water fissure
the position of the planet’s suns and the stars. 4 Giant bed of underwater flora
Use the Overland Navigation table earlier in this 5 Hydroelectric machinery
chapter to determine whether the characters veer 6 Remains of an underwater battle
off course. Several additional factors may apply to a 7 Subaquatic colony or dwelling
navigation check such as harsh weather conditions and 8 Sunken ruins
limited visibility (see “Environmental Conditions”). 9 Sunken watercraft

Subaquatic Travel 10 Underwater cave

Most watercraft are built to travel above and below the


surface. While surface travel can link to an overland map, Aerial Environments
you may wish to create a separate map for an underwater Flying characters can move from one place to another in
environment using the same map scale. As with an a relatively straight line, ignoring terrain and creatures
overland map, include locations and landmarks that can that can’t fly or attack at range.
be discovered by the characters. Flying using enhanced items or esper powers works
Underwater Movement the same as travel on foot, as described in the Core
Manual. Flying vehicles have their own speed and no time
Watercraft with underwater capabilities move at the
limit on movement so long as it has fuel (see the Fuel
same speed as they would on the surface. Characters
Consumption table earlier in this chapter).
that swim underwater use the swimming rules defined
above for surface swimming. Unless they can breathe

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Aerial Encounters else that depends on a triggered mechanism to
operate. Some mechanisms can also be natural such as
As characters travel through the air, check for random a crumbling balcony or loose floor grates.
encounters as you normally would. Ignore any result that Indirect hazards don’t require direct interaction, instead
indicates a non-flying threat, unless the characters are triggering due to an indirect effect or a timed reaction.
flying close enough to the ground to be targeted by non- Some examples include explosive decompression due
flying creatures making ranged attacks. Characters have to onboard gunfire, a bomb with a countdown timer, a
normal chances to spot creatures on the ground and can station blackout that also shuts down life support, or a
decide whether to engage them. natural disaster such as an earthquake or avalanche.

Hazards
Patterned hazards contain the pattern of an esper
power and are triggered by use of a forge enhanced
Hazards can be encountered almost anywhere. One item or meeting the conditions of an activated power.
wrong move in a secure facility might trigger a web of The baneful trigger and programmed trigger powers are
high-powered lasers, which cut right through armor examples of patterned hazards.
and bone. The innocuous panel that hangs over a room
entrance might be a sensor that seals the room shut Using Hazards in Play
after entry. A seemingly stable ship ramp may collapse When characters come across a hazard, you need to
under too much weight, sending characters falling into define how the hazard is triggered and what it does, as
the reactor below. In a sci-fi game, unwary characters well as the possibility for the characters to detect the
can fall to their deaths, be fatally electrocuted, become hazard and to disable or avoid it.
contaminated by radiation, or be sucked out into space.
Triggering a Hazard
Hazard Types Most direct hazards are triggered when a creature
This section covers three types of hazards—direct, moves somewhere or touches something that prompts
indirect, and patterned. There are also hazards specific the hazard’s effects. Common triggers include passing
to starships called space hazards. Rules for space hazards through a motion sensor, pulling a trip wire, entering a
can be found in appendix C of the Threats Database. failed security code, or moving into a contaminated area.
Patterned hazards are often set to go off when a creature
Direct hazards are the most common and have an
enters an area or touches an object. Some patterned
interactive or mechanical trigger. These include
hazards (such as the programmed trigger power) have
trapdoors, trip wire explosives, security laser grids,
more complicated conditions, including a password that
poison gas traps, electroshock keypads, or anything
prevents the hazard from being triggered.

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Detecting and Avoiding a Hazard reactor core. When designing these hazards, you should
Usually, some element of a potential hazard is visible to include at least one narrative clue that indicates to the
careful inspection. Characters might notice a seam in a characters that the hazard may exist. It’s no fun for the
doorway that conceals a motion sensor, spot the gleam players to be caught off-guard by a situation they had no
of light off a trip wire, notice loose supports holding up chance of avoiding.
an unstable catwalk, or otherwise detect something that
points to a potential hazard. Hazard Effects
A hazard’s description specifies the checks and The effects of hazards can range from inconvenient to
DCs needed to detect it, disable it, avoid it. These are deadly, making use of elements such as bullets, blades,
dependent upon the type of hazard. Many indirect poison, toxic gas, laser fire, and unexpected falls. The
hazards, for example, can’t be disabled and must instead deadliest hazards combine multiple elements that may
be avoided. A character actively looking for a hazard kill, injure, contain, or lock out any creature unfortunate
can attempt a Wisdom (Perception) check against the enough to trigger them. A hazard’s description specifies
hazard’s DC. You can also compare the DC to detect what happens when it is triggered.
the hazard with each character’s passive Wisdom The attack bonus of a hazard, the save DC to resist its
(Perception) score to determine whether anyone in the effects, and the damage it deals can vary depending on
party notices the hazard in passing. If the characters the hazard’s severity. Use the Hazard Save DCs and Attack
detect a hazard before triggering it, they might be able Bonuses table and the Damage Severity by Level table for
to disable it, either permanently or long enough to move suggestions based on three levels of hazard severity.
past it. You might call for an Intelligence (Investigation) A hazard intended to be a setback is unlikely to kill or
check for a character to deduce what needs to be done, seriously harm characters of the indicated levels, whereas
followed by a Dexterity or Wisdom check using the a dangerous hazard is likely to seriously injure (and
appropriate tools to perform the necessary work. potentially kill) characters of the indicated levels. A deadly
Any character can attempt an Intelligence (Lore) check hazard is likely to kill characters of the indicated levels.
to detect or disarm a patterned hazard, in addition
to any other checks noted in the hazard’s description. Hazard Save DCs and Attack Bonuses
The DCs are the same regardless of the check used. In Hazard Danger Save DC Attack Bonus
addition, unravel effect has a chance of disabling most Setback 10–11 +3 to +5
patterned hazards. A patterned hazard’s description
Dangerous 12–15 +6 to +8
provides the DC for the ability check made when you use
Deadly 16–20 +9 to +12
unravel effect.
In most cases, a hazard’s description is clear enough
that you can adjudicate whether a character’s actions Damage Severity by Level
identify or avoid the hazard. As with many situations,
you shouldn’t allow die rolling to override clever play and Character Level Setback Dangerous Deadly
good planning. Use your common sense, drawing on the 1st–4th 1d10 2d10 4d10
hazard’s description to determine what happens. No 5th–10th 2d10 4d10 10d10
hazard’s design can anticipate every possible action that 11th–16th 4d10 10d10 18d10
the characters might attempt. 17th–20th 10d10 18d10 24d10
You should allow a character to discover a hazard
without making an ability check if an action would clearly
reveal the hazard’s presence. For example, if a character Complex Hazards
accesses a security panel that marks the location of a Complex hazards work like normal hazards, except once
motion sensor, the character has found the trigger and no activated they execute a series of actions each round.
check is required. A complex hazard turns the process of dealing with a
Security Devices. Hazards set up as security measures hazard into something more like a combat encounter.
are often designed with mechanisms that allow them to When a complex hazard activates, it rolls initiative. The
be disarmed or bypassed. Intelligent creatures that place hazard’s description includes an initiative bonus. On its
hazards in or around an area need ways to get past those turn, the hazard activates again, often taking an action.
hazards without harming themselves. Such hazards might It might make successive attacks against intruders, create
have a security code that disable their triggers, or a secret an effect that changes over time, or otherwise produce a
door might conceal a passage that bypasses a sensor. dynamic challenge. Otherwise, the complex hazard can
Noticing Indirect Hazards. Indirect hazards can be a little be detected and disabled or bypassed in the usual ways.
more complicated to detect. The party might not notice For example, a hazard that causes a room to slowly
several unsecured containers that can crush them once flood works best as a complex hazard. On the hazard’s
they turn on the artificial gravity. They may not detect turn, the water level rises. After several rounds, the room
the rising level of radiation seeping from a collapsing is completely flooded.

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Sample Hazards the sensor or the projectors harmlessly. A character
without infiltration tools can attempt this check with
The direct and indirect hazards presented here vary in disadvantage using any blunt weapon or tool. On a failed
deadliness and are presented in alphabetical order. check, the hazard triggers.
Effect. When the hazard is triggered, the gravity net is
Anti-personnel Turret activated, covering a 15-foot-square area centered on
Direct hazard
the floor sensor. Those in the area are trapped inside the
When a creature is detected by a motion sensor, a gravity field and restrained. In addition, any creature that
mounted turret emerges from a panel in the wall or floor. begins its turn in the gravity field must succeed on a DC
Trigger. The motion sensor is camouflaged in a corner 15 Strength saving throw or take 5 (1d10) force damage.
between the wall and ceiling of a room or hallway. The A creature can use its action to make a DC 15 Strength
DC to spot it is 15. The motion sensor can be avoided by check, freeing itself or another creature within its reach
sticking tightly to the walls and moving no more than 10 on a success. A projector has AC 10 and 20 hit points.
feet during each of the character’s turns. A character that Destroying a projector frees any creature trapped within
moves more than 5 feet away from the wall or more than the field.
10 feet during their turn triggers the hazard.
A character that can reach the motion sensor can Pit Hazard
disable it with a successful DC 15 Dexterity check using Direct hazard
infiltration tools. A character without infiltration tools Three basic pit hazards are presented here.
can attempt this check with disadvantage using any sharp Simple Pit Trap. A simple pit trap is a hole dug in the
weapon or tool. On a failed check, the hazard triggers. ground. The hole is covered by a sheet of fabric anchored
Effect. The hazard activates when upon triggering the on the pit’s edge and camouflaged with dirt and debris.
motion sensor the turret emerges. The turret makes a The DC to spot the pit is 10. Anyone stepping on the
ranged attack with a +8 bonus against a random target area falls through and pulls the cloth down into the pit,
located inside the room or hallway (If there are no targets taking damage based on the pit’s depth (usually 10 feet,
in the area, the turret doesn’t hit anything.) Targets can but some pits are deeper).
benefit from cover, if available. A target that is hit takes Collapsing Floor. This pit is beneath a floor panel, loose
11 (2d10) piercing damage. grate, or similar material identical to the floor around it.
The turret has AC 10 and 25 hit points. It can’t attack A successful DC 15 Wisdom (Perception) check discerns
once destroyed. an abnormality (open seam, warped edges, etc.) over the
section of floor that forms the pit’s cover. A successful
Electrified Maglock DC 15 Intelligence (Investigation) check is necessary to
Direct hazard
confirm that the section of floor collapses into a pit.
A door’s activation panel is wired to deliver an electric When a creature steps on the cover, it falls apart,
shock to unauthorized creatures who open it. causing the creature (and other creatures standing on
Trigger. Opening the door without the proper security the panel depending on the panel’s size) to tumble into
measure (keypad code, handprint, etc.) causes the door the pit below. The pit is usually 10 or 20 feet deep but
and panel to release a high-voltage electrical burst. can be deeper.
A successful DC 20 Intelligence (Computers or A creature within 5 feet of solid ground can make a
Investigation) check allows a character to deduce the DC 15 Dexterity saving throw to avoid falling into the
hazard’s presence by examining the features of the pit. Once the pit is detected, an solid board, beam, or
maglock. A successful DC 15 Dexterity check using similar object can be placed over the pit’s cover and the
infiltration tools disarms the hazard. Unsuccessfully surrounding floor in such a way as to prevent the floor
attempting to disable the hazard triggers it. The hazard from collapsing, thereby making it safe to cross. The floor
is also avoided if a creature meets the proper security panel can also be held shut using the magnetic seal power
requirements. or similar effect.
When the hazard is triggered, a 5-foot-wide wave of Locking Pit Trap. This hazard is identical to a collapsing
electricity bursts from the door. A creature within range floor, with one key exception: the floor panel is a
takes 11 (2d10) lighting damage and must succeed concealed sliding trap door or hatch with a pressure-
on a DC 15 Constitution saving throw or be knocked sensitive trigger. After a creature falls into the pit, the
unconscious for 1 minute. door closes and locks to trap its victim inside.
A successful DC 20 Strength check is necessary to
Gravity Net pry the door open. The door can also be smashed
Direct hazard
open. A character in the pit can also attempt to disable
This hazard uses a floor sensor to release a gravity the locking mechanism from the inside with a DC 15
containment field from the ceiling. Dexterity check using infiltration tools, provided that the
Trigger. The DC is 15 to spot the sensor set into the mechanism can be reached, and the character can see. In
floor, as well as the projector on the ceiling. A successful some cases, a mechanism (usually hidden behind a secret
DC 15 Dexterity check using infiltration tools can disable panel nearby) opens the pit.

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Tripped Explosive Once the hazard is triggered, it produces two separate
Direct hazard effects defined below.
This hazard uses a trip wire to trigger an explosive device Blowout. When the hazard is triggered, any creature
concealed against a nearby wall or support. inside the room containing the breach must make a DC
Trigger. The trip wire is 3 inches off the ground and 20 Strength saving throw or be pulled into an unoccupied
stretches between two supports. The DC to spot the space within 10 feet of the other side of the breach. If the
trip wire is 10. A successful DC 15 Dexterity check using room has an open door or passage leading to another area
infiltration tools disables the trip wire harmlessly. A in the ship, the character must repeat this saving throw at
character without infiltration tools can attempt this the start of each of their turns. The effect ends when those
check with disadvantage using any edged weapon or open passages are sealed, or the breach itself is sealed.
sharp tool. On a failed check, the hazard triggers. Venting Atmosphere. Breathable air is flushed out from
A character that spots the trip wire can step over it with the area. Any creature that starts its turn inside the area
a successful DC 10 Dexterity check. Anyone who inspects suffers the effects of an atmospheric vacuum. Sealing the
the wall or support beyond the trip wire can easily spot the breach also ends the effect.
explosive charge set against it. As an action, a character Transition. Unless disabled, the hazard’s effects change
can disarm it with a successful DC 15 Wisdom check using after a period of time dependent upon how far the breach
demolition tools. On a failed check, the hazard triggers. is from another unsealed opening. Determine the distance
Effect. When the hazard is triggered, the explosive between the breach and the nearest exit leading into
charge detonates. Any creature within 20 feet of the another part of the ship. Use the table below to figure out
explosive charge must succeed on a DC 15 Dexterity the duration of the effects. At the start of the next round
saving throw, taking 22 (4d10) fire damage on a failed after this duration, the following changes occur:
save, or half as much damage on a successful one. Once • The effects of the atmospheric vacuum change to that
the hazard is triggered, the floor of the area is filled with of an outer space vacuum.
rubble and becomes difficult terrain. • The effects of the blowout end and the room becomes
a zero-gravity environment.
Outer Hull Breach • Any open exits that lead to another part of the ship
Indirect hazard becomes a new outer hull breach hazard.
A breach in a ship’s hull creates an opening with a
width of at least 5 feet, causing the room to rapidly Distance to
depressurize and vent its atmosphere into space. Nearest Exit Effects Duration
Trigger. A successful DC 20 Wisdom (Perception) check 5 feet None (immediate change)
can spot a structural weak point in a hull or wall prior to 10 feet 1 round
a breach. Many grand scale ships have emergency panels
20 feet 2 rounds
for closing off hull breaches such as energy shields or
blast door. At your discretion, either the ship’s technician 30 feet 3 rounds
or a character within 5 feet of an available emergency 40 feet+ 4 rounds + 1 round per additional 10 feet.
panel can seal the breach with a successful DC 15
Intelligence (Computers) check.

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189
h e roe s n e e d 9: Galactic Lifestyle tore la x too
A character’s life is much more than the act of jumping The lifestyle examples defined above are guidelines,
from one adventure to the next. Occasionally, they need not rules. You can use them to implement your own for
a break from the action. Characters often have their own specific social interactions that call for it. If they become
lives, goals, and responsibilities that require attention more trouble than they’re worth, or if they don’t work for
outside of the campaign’s story. Even those focused your game, don’t use them.
solely on the mission need to take time out to recover,
train, and maintain their gear. Lifestyles and Backgrounds
The natural pace of a campaign offers breaks between Each character’s history and background is different, and
adventures. This downtime gives the characters an those life experiences take precedence. For example, a
opportunity to immerse themselves into society, building celebrity, regardless of their lifestyle, still knows how to rub
a personal investment in what happens to the people and elbows with wealthy socialites. In social interactions, when
places around them, which can, in turn, draw them into it becomes a question between lifestyle and background,
further adventures. the character’s background should get priority.
This chapter expands the rules for using character
lifestyles, and introduces options for building reputation, Contacts and Organizations
calculating expenses, and using downtime. Like backgrounds, lifestyles can come into play when
finding contacts or working with an organization. A
Lifestyles in Play character with a modest lifestyle, for example, might
In chapter 5 of the Core Manual, lifestyle expenses are know a local banker in the area, or have an account with
introduced as a recurring amount of money a character a galactic travel service. If their lifestyle is due to the
spends on basic necessities, depending on the level of practice of a profession, they might also know a fellow
lifestyle the character chooses. But lifestyle is about more trader or artisan. These are easy ways to introduce NPCs
than just having to pay bills on time. A character’s choice that can serve as contacts or patrons.
of lifestyle can also play a part in defining their habits, Similarly, corporate employees or characters with
their relations with others, and how they interact with comfortable or luxury lifestyles may find it easier to
others in galactic society. gain renown in an organization with ties to a galactic
The following are some ideas for adding some flavor megacorporation.
to character lifestyles, expanded from the guidelines
presented in chapter 8 of the Core Manual. You can include Defining Basic Necessities
any or none of these in your campaign as you see fit. Each lifestyle carries a different interpretation for
what qualifies as a basic necessity. The Lifestyle Assets
NPC Interactions table provides a rough idea of what comes with the
Characters who become familiar with a certain lifestyle maintenance of each lifestyle. You can tailor this table to
(maintaining one for at least six months) can gain fit with your own campaign setting.
an edge on knowing how to socialize with certain Some of these assets require a location. When the
NPCs (chapter 1 provides rules for resolving social character chooses the lifestyle, they must also decide their
interactions). location. The assets are defined as follows.
For example, you can decide that a character who lives Bank Account. Installed on any personal device, this
as a vagrant or squatter garners a more beneficial starting grants you an account balance to transfer money in
attitude when speaking with one of the homeless. Another and out, and to make purchases through the SIM with
example is to grant the character advantage on ability your balance. An upgraded version of this is a universal
checks made to spot the actions of a street hustler or account, which allows transactions in remote locations
pickpocket. A character with a poor lifestyle might know with limited SIM access. (see “Currency Forms”)
where to get the best deals on ship parts, making ability Residence. These are basic definitions of residences that
checks to do so with advantage. are described under “Lifestyle Expenses” in chapter 5 of
Maintaining a comfortable or luxury lifestyle can the Core Manual.
grant a character advantage on Charisma or Intelligence SIM Access. This grants you public access to the SIM
checks made while infiltrating a fancy dinner party or (or equivalent virtual network) on your personal device,
gauging the integrity of a corporate executive. which also lets you to send and receive galaxy-wide
At your discretion, this method can also work against communications.
the characters. For example, a character who lives as Medical Contract. This is an account containing your
a vagrant would likely have less rapport with police medical history and treatment preferences. The cost
officers, while having a luxury lifestyle would make them of any medical treatments or procedures (healing,
an easier target for con artists and petty criminals. cybernetics, etc) is reduced by 10 percent of the base cost.

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191
Vehicles. Your vehicle has base statistics (see chapter 3 Identity Mask
for vehicle stats). The vehicle is under a licensed contract Cost per day: 15 cu
and can’t be customized, sold, or traded. You can choose This option enables a service that scrubs or encrypts
either the ground or hover version for each vehicle. your personal information on the SIM. This includes
your contact information as well as metadata collected
Lifestyle Assets from images, recordings, SIM search habits, subscription
Lifestyle Included Assets services, social profiles, and digital messages.
Vagrant None (the clothes and gear on your back) The information isn’t wiped or deleted but imposes
Squatter Abandoned unit or tent, Large container to disadvantage on Intelligence checks made when searching
store items (or yourself) for it. In addition, your personal information won’t
Poor Bank account, rented room, SIM access show up on blanket SIM requests, such as a corporation
Modest Bank account, small house or apartment, SIM looking to see who last searched for information on one
access, vehicle (car or bike) of their preferred clients.
Comfortable Credit account, Mid-size home or large Remote Address
apartment, medical contract, SIM access,
vehicle (bike, car, SUV, or truck) Cost per day: 15 cu
Luxury Credit account, large house/mansion or Your primary residence is in a obscure, hard to reach
luxury unit, medical contract, SIM access, two location like a remote planet, distant starport, or secure
vehicles (bike, car, SUV, or truck) facility. You pay for both additional security and to keep
the place stocked with necessities.
Identity and Privacy Any Intelligence checks made to locate or identify your
home address is made with disadvantage. In addition,
In an age of galaxy-wide communications, information is creatures have disadvantage to Dexterity checks made
the galaxy’s most powerful resource. A character’s data when sneaking onto or attempting to break into your
on the SIM is both a useful tool and potential hazard. property.
The following are some privacy options characters can This option does come with the downside of having
apply to their lifestyles to maintain a level of privacy in no immediate access to goods or services that would be
their public record. They are only available for lifestyles of available in a populated city or station.
poor or above. Each one has a daily cost which is added
to the character’s lifestyle expenses.

192 E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • G AL AC TIC LIFE S T YLE
Property Maintenance
Property Total Cost per Day
Concert hall/sports arena 5,000 cu
Docking bay 2,500 cu
Factory, large 800 cu
Factory, small 300 cu
Hotel or rental complex, luxury 600 cu
Hotel or rental complex, standard 250 cu
House, large 200 cu
House, small 50 cu
Media production studio 500 cu
Medical Center 3,500 cu
Military facility 2,500 cu
Nightclub 1,500 cu
Office building or complex 3,000 cu
Office space (large) 100 cu
Office space (small) 50 cu
Parking garage 500 cu
School or university 1,500 cu
Shop/small business space 150 cu
Starship, standard scale 100 cu
Starship, grand scale 400 cu
Storage facility 500 cu
Trade kiosk 30 cu

Businesses
An business can earn enough money to cover its own
Secure Trade Account maintenance costs. However, the owner needs to
Cost per day: 10 cu periodically ensure that everything is running smoothly
by tending to the business between adventures. See
Some locations won’t take a bag of coins or the grimy the information on running a business in “Downtime
credchip you looted from a gang member. In those cases, Activities” in this chapter.
your purchases are marked and tracked. Having a secure

Currency Forms
account keeps your transactions private.
Purchases you make from any business can be seen only
by you on your personal device. Otherwise, they can only Chapter 5 of the Core Manual introduces the cubil as the
be unsealed by a legal warrant... or an exceptional hacker. standard galactic currency, which has both digital and
physical forms. The following is an expanded definition
Recurring Expenses of cubils and their methods of exchange.
As characters expand their resources. It’s not unusual
for characters — especially after 10th level — to acquire
Digital Transfer
another home or perhaps a starship. They might also This is the most common method of exchange among
start a business, which in turn may require employees developed societies and spacefaring cultures. Currency
and additional services. is transferred between accounts via the Silrayne
The Property Maintenance table shows the per-day Intergalactic Matrix (or connected virtual network).
upkeep cost for a piece of property a character owns. Transfers are instantaneous and tagged onto each user’s
The cost of their primary residence shouldn’t be included digital device. Several financial megacorporations often
here since it falls under lifestyle expenses, as discussed in serve as go-betweens for interstellar trade transactions.
the Core Manual. Maintenance expenses need to be paid
every 30 days. Characters can set these costs to be paid Universal Accounts
automatically via their digital bank account. There are some accounts which allow users to trade
Total Cost Per Day. This cost includes everything it takes and make purchases in areas with no virtual network
to maintain a property and keep things running smoothly, access, and without the need for physical currency. These
including salary for employees. If the property is a universal accounts are often accepted in remote colonies
business, the earnings that would offset some of the total and cities, and areas where SIM access have been cut off.
cost is already accounted for in the table (see below). However, areas prone to attract smuggling or illegal trade
prefer to take physical currency instead.

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inclined to undertake projects that require more time
between adventures, such as building their own starship
or space station. As the party gains levels, you can add
more downtime between adventures to give characters the
time they need to pursue those interests. For higher-level
characters the amount of downtime between adventures
can sometimes span months or years.

Downtime Activities
Chapter 8 of the Core Manual offers a few downtime
activities to pursue between adventures. Depending
on the style of your campaign and the particular
backgrounds and interests of the adventurers, you can
make some or all of the following additional activities
available as options.
Physical Currency
Building a Starship or Starbase
There are multiple forms of physical currency. Each one is
A character can spend time between adventures building
described as follows
a starship or starbase. To begin, the character must lease
Cubil Coins a space in a construction shipyard, which can be done
Described in the Core Manual, these are flat, disc-shaped through a several megacorporations such as Steigan-Zur
coins forged from metoric ore. The ore is a combination or the Ivodia Group. The shipyard is likely going to be
of metals, each found only in one of the major galactic close to a character’s home planet or planet of origin.
systems of the Silrayne Arc. The formula and process Chapter 4 describes the costs for building a starship
make it difficult to counterfeit. Each coin is worth 1 cubil. or starbase. The amount of time for ship construction
Cusara. A larger version of the cubil coin, a cusara depends upon its size, as shown on the Starship
(abbreviated as “cs”) is densely compacted with higher- Construction Times table below.
grade ores. Each cusara is worth 100 cubils.
Orim. These rare, hexagonal shaped coins are sorium- Starship Construction Times
plated and decorated with engraved circuitry. Each orim Ship Size Construction Time
(abbreviated “om”) is worth 1,000 cubils. Solitary 2d6 + 10 days
Small 2d6 + 30 days
Credit Chip
Medium 3d6 + 45 days
A credit chip (often referred to as “credchip”) is a small
data chip set into a reinforced nanocarbon shell. They Large 5d6 + 60 days
average between 2 to 4 inches in length. Credit chips Huge 2d10 + 6 months
hold a digital balance in cubil that holds no personal Massive 2d10 + 12 months
information and isn’t tied to any account. They’re often Gargantuan 3d10 + 20 months
used to make untraceable transactions or kept as backup
funds in case of an emergency. Customizing Gear
Money can be transferred to or from a credchip from
Upgrading gear requires a significant amount of time
any personal device. Most credchips can hold up to a
and resources. Chapter 2 provides the time and cost for
maximum of 10,000 cu, though there are some extremely
upgrading armor. The rules for installing cybernetics,
rare versions that hold more.
upgrading digital devices, and customizing vehicles are

Using Downtime
each discussed in chapter 3.
Crafting a Forge Enhanced Item
When characters are given time between adventures for
other activities, it allows their characters to develop in As an option, you can allow player characters to craft
ways unavailable to them during an adventure. Allowing forge enhanced items.
days, weeks, or months to pass between adventures Creating a forge enhanced item is difficult, costly, and
stretches the campaign over a longer period and helps rarely done. A character must create or have a design of
to manage the characters’ level progression, preventing the item they’re planning to create. The character must
them from gaining too much power too quickly. also be a channeler or forger. The character must also
Pursuing personal interests also encourages players meet a level minimum determined by the item’s rarity, as
to become more invested in your campaign setting. As shown in the Crafting Forge Enhanced Items table. For
your campaign progresses, your players’ characters will example, 6th-level character could create a displacer band
not only become more powerful but also more influential (a rare item).
and invested in the state of the galaxy. They might be

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Core Stones. A character can create a core stone production license from a megacorporation. If they hold
provided they can activate the power being imbued into on to the business, they might feel obliged to spend time
the stone. For example, a 3rd-level channeler who knows between adventures maintaining the venture and making
the singularity power can create a core stone of singularity sure it runs smoothly. See “Recurring Expenses” earlier
(an uncommon item). in this chapter to determine the base cost per day to
Core-forged Items. To craft a core-forged item, a maintain the business.
character must have access to the core of a Crucible. A character rolls percentile dice and adds the number of
They can also craft one using an eternal machine, an days spent on this downtime activity (maximum of 30),
ancient foundry closely guarded by the dendus. Should then compares the total to the Running a Business table
these be obtainable, the character must meet the cost to determine what happens.
and requirements for crafting a rare item. All core-forged If the character is required to pay a cost as a result of
items begin at standard grade upon creation. rolling on this table but fails to do so, the business begins
to fail. For each unpaid debt incurred in this manner, the
Crafting Forge Enhanced Items character takes a −10 penalty to subsequent rolls made
Item Rarity Creation Cost Minimum Level on this table.
Common 1,000 cu 3rd
Uncommon 5,000 cu 3rd
Running a Business
Rare 50,000 cu 6th d100 + Days Result
Very rare 500,000 cu 11th 01–20 You must pay one and a half times the business’s
maintenance cost for each of the days.
Epic 5,000,000 cu 17th
21–30 You must pay the business’s full maintenance
cost for each of the days.
Gaining Renown 31–40 You must pay half the business’s maintenance
A character can spend downtime improving their renown cost for each of the days. Profits cover the
within a particular organization (see “Renown” in other half.
chapter 1). Between adventures, a character undertakes 41–60 The business covers its own maintenance cost
for each of the days.
minor tasks for the organization and socializes with its
members. After pursuing these activities for a combined 61–80 The business covers its own maintenance cost
for each of the days.
number of days equal to his or her current renown It earns a profit of 1d6 × 50 cu.
multiplied by 10, the character’s renown increases by 1.
81–90 The business covers its own maintenance cost
Running a Business for each of the days.
It earns a profit of 2d8 × 50 cu.
Characters can own businesses that have nothing to do
91 or higher The business covers its own maintenance cost
with cosmic powers or saving the galaxy. A character for each of the days.
might inherit a store, or the party might earn a It earns a profit of 3d10 × 50 cu.

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Leisure Activities The training time required depends on the level to be
Sometimes characters just need to relax and blow off gained, as shown on the Level Advancement Training
some steam. The Leisure Activities table provides a list of table. The training cost is for the total training time.
common recreational activities a character can take, as well
as their cost. Each activity takes up one downtime day. Level Advancement Training
Paying for consecutive days can be counted as Level Attained Training Time Training Cost
extending the activity. For example, if a character spends 2nd–4th 10 days 200 cu
for recreational tours, they could instead be on a single
5th–10th 20 days 400 cu
three-day tour. A character that spends at least 10 days
11th–16th 30 days 600 cu
performing leisure activities gains inspiration at the start
of each day for the next 2d6 days. 17th–20th 40 days 800 cu
Some additional information is provided below
regarding some activities.
Concerts. This also includes theater performances and
Downtime Services
studio shows. They can be experienced in-person or via a Some characters may need additional services while
deep dive SIM connection. taking time between adventures. The following are some
SIMreal. An upgrade from visual entertainment, this common services available to characters while spending
media records a creature’s actions and experiences downtime. They are also available during adventures at
directly into a sensory interface called a SIMreal recorder. the GM’s discretion.
The recording can be then experienced by another
creature through a full immersion SIM connection. Docking and Parking Fees
SIMreal devices and recordings are preset with a limiter Depending on where characters spend their downtime,
that prevents the user from experiencing pain or any they may need a vehicle parking garage or docking bay.
effect that would cause them direct harm. The Docking Fees table covers the standard costs per
Sporting Events. Like concerts, a popular option is to day for secure storage of vehicles and ships. Whether
experience these events via a SIM deep dive. This allows a location has sufficient accommodation for certain
multiple creatures to occupy the same sections and seats. vehicles is up to the GM. Grand scale ships are often
Vacation Resort. Many resort stays include recreational kept in a nearby orbital spacedock with shuttle passage
tours of their own. Resorts vary widely from themed to and from the area.
locations to galactic cruises to planet-wide retreats.
Virtual Gaming. Some virtual gaming parks include
amateur competitions that include monetary prizes.

Leisure Activities
Activity Cost
Bar, lounge, or nightclub 75 cu
Digital entertainment (movies, SIMreal) 15 cu
Fine dining 60 cu
Live shows/concert 40 cu
Recreational Tour (local, city, system) 30 cu
Sporting event 45 cu
Vacation resort 100 cu
Virtual gaming 25 cu

Variant: Training to Gain Level


With this variant rule, characters are required
to spend downtime training or studying
before they gain the benefits of a new level. If
you choose this option, once a character has
earned enough experience points to attain
a new level, they must train for a number
of days before gaining any class features
associated with the new level.

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Docking Fees System Detox. This treatment removes all poison from
Vehicle Type Cost per Day the body and ends the poisoned condition.
Planetary Vehicle, Huge or smaller 10 cu Tissue Regeneration. Characters receiving this treatment
benefit from the effects of the regenerate power.
Planetary Vehicle, Gargantuan 20 cu
Wound Treatment. This treatment takes only one hour
Starship, standard scale 50 cu
and restores any lost hit points.
Starship, grand scale 250 cu
Watercraft, Huge or smaller 15 cu Medical Services
Watercraft, Gargantuan 25 cu
Treatment Cost
Bio-restoration 450 cu
Medical Services Cellular therapy 2,250 cu
Most civilized settlements have medical centers or System detox 300 cu
medbays that provide emergency care. The Medical Tissue regeneration 5,000 cu
Services table lists the costs for common medical
Wound treatment 200 cu
treatments. Unless specified in the description, each
treatment requires one day of downtime.
Some of these may not be available in regions with
limited technology or resources. If you’re using the Creating New Services
lifestyle options presented in this chapter (see “Lifestyles The level of technological advancement in your campaign
in Play”), characters with a medical contract can apply setting can make a wealth of new service options
the benefit to these services. available to the characters. For example, the characters
may come upon an advanced civilization that developed
The treatments are defined as follows. technological methods for mass cloning, teleportation,
Bio-restoration. This treatment cures one disease. It also or transmutation.
ends any effects that cause the blinded, deafened, and You can use esper powers as guidelines for creating
paralyzed conditions. these, determining a cost for the service as it pertains
Cellular Therapy. Creatures receiving this treatment to your campaign. Make sure there isn’t an existing
benefit from the effects of the major remedy power. They item or service that already achieves the same effect.
Technologies that mimic esper powers of rank 6 or
also recover from the effects of radiation exposure (see
above are often rare or expensive. See “Tech Levels” in
chapter 1). chapter 10 for guidance on the availability of advanced
technology in various civilizations.

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letsbuil 10: Forging Your Own Galaxy dagalaxy
The galaxy is the setting for your campaign, where all Making It Your Own
things happen. You set your adventures there, create
characters to inhabit it, and make changes to it over The genre of sci-fi is so varied, it helps to start with the
the course of your campaign. This chapter is all about game’s core concepts and consider how to adapt or
creating a galactic setting and then creating a campaign change them to fit your setting. The rest of this explores
to take place in it. methods to do this while providing details on how to
build a galaxy filled with planets, societies, factions, and
Setting Basics so forth.
As with everything else in the game, everything can be
The Esper Genesis game has a core setting comprising a changed to suit your own design. Using the examples
multitude of sci-fi concepts taken from various movies, above, you can build an interesting campaign setting by
shows, games, and novels. As you create your own altering one or more of those core concepts. Here are
setting, it’s up to you to decide which aspects of the core some examples.
setting you wish to alter or replace. The Galaxy is New. What if there were no spacefaring
societies and the characters were the first to embark on
Core Concepts an interstellar journey? They could make first contact
with other species and bring about much of the history
The game’s rules are centered around the following core seen as legend in the ages to come.
setting concepts. There are No Espers. What if the characters were the first
The Galaxy is Our Future. The galaxy is a future-reality espers? Or what if there are no espers or Crucibles and
version of our own Milky Way galaxy. Earth and its solar the concept of Esper Genesis doesn’t exist? Perhaps the
system exist, as does its history and lore. The Sol system characters are mundane heroes wielding extraordinary
was discovered by other spacefaring cultures only within technologies.
the past few hundred years. Everyone is an Esper. What is everyone was born with
Technology is Advanced. Artificial intelligences, faster- esper powers? Enhanced items are commonplace and
than-light space travel and interstellar communications mundane forms of travel and communication are a thing
are common aspects of galactic life. Spacefaring cultures of the past.
travel across the galaxy, each adapting and developing The Galaxy is Not Ours. What if the galaxy is not ours,
new technologies to replace the last. instead being one of the many others in the universe,
Crucibles are Used to Explore the Stars. While no one complete with different planets, history, and lore?
knows their origins, Crucibles have enabled society to Technology is Limited. What if there was no advanced
build ships capable of faster-than-light travel, and to be technology or space travel? Perhaps esper powers would
able to jump from one part of the galaxy to the other. be considered as magic. The campaign could be set in a
More Crucibles are hidden throughout the galaxy, though time similar to our own, or even one more like our past.
they have yet to be activated. Crucible cores also provide
sorium, the galaxy’s primary source of renewable energy.
Cosmic Powers have Awakened. Though rare in Mapping Your Campaign
comparison to the rest of the galaxy, creatures capable of When creating your campaign setting, you’ll want to
bending the laws of reality have become an accepted part create a map. You can take one of two approaches with
of galactic life. As more beings achieve Esper Genesis, it: top-down or bottom-up. Some like to start at the
their cosmic powers and abilities leave a greater mark on top, creating an overall view of the galaxy at the start of
the galaxy and its people. the campaign by having a map that shows the location
Conflict Looms Across the Galaxy. The galaxy is filled with of sectors and major star systems, then breaking it
powerful factions seeking to alter the fate of the galaxy in down into regions important to the campaign. Other
their favor. Some seek to relive the great war of ages past GMs prefer the opposite method, starting with a small
while others seek to lead the galaxy into a new civilized campaign area then branching out as adventures take the
age. Others still strive toward darker ambitions, seeking characters into new regions.
to rule the galaxy or change its fundamental nature to Hexes work well for mapping exterior environments
their own design. Whatever their goals, these factions where travel can go in any direction and calculating
inevitably collide, creating conflict that can reshape all of distance might be important. Choose a map scale that
galactic society. works best for your campaign. Chapter 1 gives advice on
using map scales for rate of travel while chapter 8 offers
more information about creating and mapping overland
and outer space environments.

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Planetary Scales Galaxy Map Reference Data
Use the following scales to map out planetary The following are some useful facts and figures you can
environments. refer to when mapping out your galaxy.
1 astronomical unit (AU) = 93.7 million miles, which
District Scale is the distance between Earth and the Sun
For the most detailed exterior areas use a district/region 1 parsec (pc) = 210,000 astronomical units (AU) or
scale where each hex represents 1 mile. This scale is a 19.7 trillion miles
1 kiloparsec (kpc) = 1,000 parsecs (pc)
useful scale for mapping a campaign’s starting area
Diameter of the Earth = 7,917.5 miles
(see “Creating a Campaign,” later in this chapter) or Diameter of the Sol System = 22.5 billion miles or
any location where you expect to track the adventurers’ 240 astronomical units (AU)
movement in locally between cities and settlements. Diameter of the Galaxy = 30 kiloparsecs (kpc),
30,000 parsecs (pc), or 6.3 billion astronomical
Nation Scale units (AU)
On a nation-scale map, each hex represents 6 miles. A Temperature in Outer Space = -455° Fahrenheit
map at this scale covers a larger region, about the size of (-270° Celsius)
Great Britain or half the size of the state of California.
Start by sketching out any major bodies of water, if any.
Then focus on major land elevations such as mountains, Sector Scale
hills, and canyons. Fill out the remaining terrain with Use a scale of 1 hex for each parsec to map galactic
environments that fit your planetary conditions (see sectors. At this scale, you can no longer see planets or
chapter 8). other singular celestial bodies. Instead, this map shows
After that’s done, place the major roadways, towns, the placement of major stars and star systems. In between
colonies, or cities of the region. At this scale, you don’t your major systems you can place markers for anomalies,
need to worry about smaller settlements or structures. rifts, objects, and special locations relevant to your
campaign that fall into the space between star systems.
Continent Scale
Use a scale where 1 hex represents 60 miles when Galactic Region Scale
mapping a continent. At this scale, you can’t see more On a galactic-region scale map, 1 hex is equal to 100
than the major borders, the biggest mountain ranges, parsecs. Only clusters of star systems are shown at
major bodies of water, and national boundaries. A map this scale. There can be millions of stars in any galactic
at this scale is best for showing how multiple nation-scale region. Major boundaries such as sector and territorial
maps fit together. The same process you use for mapping borders are shown here such as the Mid-Expanse or the
a region at nation scale works for mapping a whole Lorendi Imperium. Include travel and trade routes, if
continent. necessary to note safer paths of travel between sectors.
Between your established boundaries, you can place
Combining Overland Scales locations of significance to the campaign or major
You can use the different scales to zoom in and out markers such as Crucibles.
between maps, each of the smaller regions having a
designated area marked on the larger maps. For example,
you could place the location of one or two district-scale
Creating Star Systems
maps onto a nation scale map, then create interesting The galaxy has billions of stars and thousands of known
environments to place between them. Continent-scale star systems. Each system has its own features, planets,
maps connect to others to form a planetary map. and potential life forms. You can use the following steps
to create a star system for your campaign. You can also
Galactic Scales use the tables to generate a quick system for an adventure
scenario.
The following scales are used to map the various regions
of outer space that make up the galaxy. Step 1: Choose a System Type
System Scale Choose the number and types of primary stars in the
On a system scale, 1 hex equals an astronomical unit (see system or determine it randomly.
the “Conversion Units” sidebar). At this scale, your map
can focus on a single star system. Begin with at least one System Type
primary star (a sun) and place any number of planets d20 Number of Stars
or celestial bodies around it. Keep in mind the distance 1-12 Single
between the sun to each planet and the distance of the 13-17 Binary System (2 stars)
planets to one another.
18-19 Trinary System (3 stars)
20 Add a star and roll again

200 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • FORGING YOUR OWN GAL AXY
Primary Star Type Special Star Types
Next, use the following tables to determine the type of d20 Star Type Radiation Level
each primary star. A system often has at least one star 1-6 Hypergiant Deadly
that can support the formation of planetary bodies and 7-15 Supergiant Deadly
lifeforms. A rolled result of 20 may indicate the system
16-19 Neutron Star Deadly
has a rare star type.
Stars also emit radiation levels, which can be harmful 20 Black Hole Deadly
to unprotected creatures and ships (see chapter 1 for
guidance on radiation exposure).
Each type of star is described as follows.
Step 2: Generate Planets
Black Hole. Often referred to as a singularity, these Choose the number of planetary bodies in your star
former stars have created a region of space-time system or roll a d12 to determine the amount randomly.
distortion which absorbs all light and matter within its Use your judgement when determining a number of
event horizon. planets in comparison to the type of star (or stars)
Blue Giant. Large bright blue glowing star about 10 there are in the system. If you have a binary system, for
times the size of the Earth’s sun. example, you may have some planets that follow the orbit
Blue-White Star. Very bright blue star about 5 times the of one star versus another.
size of the Earth’s sun.
Hypergiant. Massive star that can be 100 times the size Planet Types
of the Earth’s sun or more. These have an extremely short Use the following table to determine the features of each
lifespan. planet in the system. The table lists each planet’s size and
Neutron Star. The collapsed core of a star, approximately surface composition, as well as its overall environment.
15-20 times the size of the Earth’s sun and is surrounded Planets listed as habitable can support forms of organic
by an extremely high magnetic field. life without the need for special equipment or technology.
Orange Star. This star emanates a bright orange glow Planet Sizes. The sizes of system planets are defined as
and is only slightly smaller in size and mass than the follows.
Earth’s sun. • Small planets are smaller in size than Earth (radius of
Red Dwarf. This is an extremely small star (about a tenth approximately 4,000 miles).
of the size of Earth’s Sun) with a cooler surface and glows • Medium planets are one to five times the size of Earth
a dull red. It’s low level of mass means it often has fewer (up to a 20,000-mile radius).
planets within its orbit. • Large planets are greater than five times the size of
Red Giant. A luminous red star in its late stages of life. Earth (radius greater than 20,000 miles).
It’s approximately 5 times the size of the Earth’s sun and
is much cooler due to their exhausted supply of hydrogen
Planet Type
Supergiant. Huge star that can be dozens of times the
size of the Earth’s sun. They often glow a dull red or d20 Composition General Environment
orange, have a very short lifespan, and rarely sustain 1-3 Small to medium, rocky Hot climates, thick and
surface toxic atmosphere
more than a couple of planets within their orbit.
White Dwarf. This is a remnant of a burnt-out star that 3-4 Medium to large, Extreme cold, thin
habitable, mostly ice atmosphere, few lifeforms
was once much larger. It can be anywhere from 60-100
5-6 Small, solid ice Extreme cold, no
times smaller than the Earth’s sun. These dead stars have atmosphere
a very faint glow and hold much fewer planetary bodies 7-8 Small, solid rock or Extreme heat, no
in their orbit. diamond atmosphere
9-10 Gas giant, large, Temperate to hot climates,
Primary Star Types habitable few lifeforms
d20 Star Type Radiation Level 11-12 Gas giant, large Extreme heat, thick
atmosphere
1-4 Red dwarf Deadly
13-14 Earth-type (medium), Temperate climates, life
5-8 Yellow star Minor
habitable, less than sustaining
9-11 Orange star Severe 50% water
12-14 White dwarf Severe 15-16 Earth-type (medium), Temperate climates, life
15-16 Blue-white star Minor habitable, more than sustaining
50% water
17-18 Red giant Deadly
17-18 Large size, 100% water Temperate to extreme cold,
19 Blue giant Severe and ice, habitable limited lifeforms
20 Roll on the following table — 19-20 Gas dwarf, small-sized, Extreme cold, thick and
if system has more than one rocky core toxic atmosphere
star. Otherwise reroll.

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Moons Planetary Features
For each planet, roll a d4. On a result of 1-2, it has ‘Depending on the significance of the planet to your
moons. On a 3-4 it doesn’t have any. If your planet campaign, you should define some additional traits.
has moons, roll another d4 to determine the number Gravity. Define the level of gravity. Planets with thicker
of moons for that planet. Moons often have different atmospheres tend to have higher levels of gravity and
environmental traits than the planet they’re orbiting. vice versa.
Rotation. The length of time it takes for a planet to rotate
Step 3: Determine Special Features on its axis determines the number of hours in each of its
days. Small planets have smaller rotations, thus fewer
Choose the number of special features the system has hours in a day. Larger planets tend to have larger rotations
or roll a d4 to determine the amount randomly. Use the and longer days. This isn’t always the case, however. Some
following table to define each feature. You can place planet types, like gas giants, may have different rotation
them within the system in any location you prefer. speeds which can alter their number of hours per day.
Potential Space Hazards. Some features can also be used Planets can have days that last from as short as 3—4
as space hazards to challenge the characters. Rules for hours to as long as 100 hours or more.
using space hazards can be found in appendix C of the Hydrosphere. The aquatic regions of a planet aren’t
Threats Database. necessarily made of water. Some planets have rivers
and seas made of other chemical compounds such as
Star System Features ammonia, or other compounds such as liquid nitrogen
d20 Feature or mercury.
1-4 Asteroid belt Terrain. Define the planet’s primary forms of terrain.
5-8 Large comet Chapter 8 provides guidance on creating planetary
9-12 Planetary debris field (hazard) adventure environments.
13-15 Electromagnetic storm (hazard)
Sentient Life. If the planet is habitable, does it have
lifeforms? If so, are they sentient? Creating life forms and
16-17 Space station
settlements are covered later in this chapter.
18-19 Space colony
20 Wormhole (hazard) Additional System Features
You can use the features defined in step 3 to add more
Step 4: Flesh Out the Details features relevant to your campaign. Perhaps there is more
than one space station in the system. There could be an
Determine the distance to the nearest star system. ancient ruin or creature floating within the asteroid belt.
Choose which planets or parts of the system can be A wormhole could be made into a stable rift leading
reached, as well as the features of significant locations to another part of the galaxy (or universe). A planet’s
(see chapter 8 for rules on creating environments). moon could be something unusual such as a lifeform, a
starbase, or a dormant Crucible.

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Creating Settlements Adventure Site. These settlements serve as the main
site for an adventure. A colony invaded by intelligent
Where civilization thrives — sprawling cities, settler machines, a city gripped by fear from a string of unsolved
colonies, and transit hubs interconnecting them over murders, or a space station held hostage by a ruthless
miles of terrain — can help define the nature of sentient crime lord—these are all examples of adventures that use
life on any planet. A single settlement — a starting point a settlement as its primary location.
or home base for your characters — is a great place to
start a campaign and begin to develop your setting. Society
Consider the following questions as you create any
settlement in your world: The type of society that resides in the region plays a major
• What kind of settlement is it? Is it a city? A small role in the settlement’s overall theme and aesthetic.
colony? A space station? Population and Custom
• What significance does it have to your campaign? Define the size of a settlement’s population and
• What does it look and sound like? determine how they live and interact. Consider the
• Who governs it? Who else holds power? Is it part of a following questions when defining a settlement’s
larger civilization? populace.
• What are its defenses? How large is its military? • When did the people of the settlement arrive there?
• Where do characters go to find gear and services? • How many different galactic species make up the
• What type of transportation is available to other population?
settlements or planets? • What common cultural or societal elements are shared
• What megacorporations, factions, and other by everyone?
organizations feature prominently? • Which languages are commonly spoken, if any?
• What elements distinguish it from anywhere else? • How are basic necessities such as food, water, and
• What relation, if any, do the characters have to the energy harvested?
settlement? • How accustomed are the people to outsiders from
The guidelines in this section are here to help you build outside lands or other worlds?
the settlement you want for whatever scenario you have • Are there any monuments or observances that mark
planned. You can use or disregard any of these guidelines major events or cultural lore?
as you see fit.
Government
Purpose Settlements are often part of a larger civilization overseen
Settlements are created primarily to facilitate the by a governmental body. Consider how your settlement
story and fun of your campaign. Aside from general fits into the surrounding region, who’s in charge, who’s in
information, create only the features of a settlement that charge of who’s in charge, and what other settlements fall
you know you’ll need for your game. As the characters under their control.
explore more of the area, the settlement’s features
will develop depending on what the Technology
characters discover and with whom A settlement’s access to advanced technology can guide
they interact. Remember to keep you toward establishing its overall look and feel, and help
notes as new details emerge. you define the sights, sounds, and smells the characters
Local Stop. These areas are experience while they are there. Technology level would
brief stopping points for also impact many other aspects such as trade, travel, and
characters to rest, refuel, and communication.
resupply. They don’t need much For guidance on determining a settlement’s level of
more than general information technological advancement, see “Tech Levels” later in this
unless you decide to make it chapter.
the location for an encounter or
adventure scenario. Factions and Organizations
Home Base. A home base gives
the characters a place to live, Organizations often play a major role in a settlement’s
train, and recuperate between history, culture, and government. Establish organizations
adventures. An entire campaign or factions that are relevant to your campaign storyline or
can center on a particular city are likely to engage with the characters. Rules for creating
where the characters live. This factions and organizations can be found in chapter 7.
type of settlement can serve as For each organization, decide what connection they
a launch point from which the have with the settlement and how far their reach extends.
characters venture off into other They may have members all over the planet, across the
parts of the galaxy. star system, or throughout the entire galaxy.

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Trade Earth, the eldori could have hundreds of languages that
evolved from the history and culture of a specific region
Smaller settlements rely on trade with other settlements, of their planet. Their primary language is simply the one
including cities and other larger populations. Major roads used for ease of communication between each other and
that travel between settlements are also used as trade with other worlds.
routes for shipping and supply. In another example, nearly every spacefaring culture
While there can be many small businesses in a speaks Common as its the established language used to
developed city or large colony, many of their trade and facilitate trade and diplomacy. For systems where there is
production companies often fall under the umbrella no interstellar trade or virtual networking, it’s unlikely a
of a few corporations or organizations. Decide which society there would speak Common at all. They may not
organizations and corporations oversee the settlement’s even have an established language that is used between
largest trade and manufacturing operations. their different regions or cultures.
Historical Languages. Widely used languages might have
Currency ancient versions, or there might be completely different
For consistency, cubil is the term used for the type of ancient tongues that characters find written in tombs
currency used throughout the game rules. You can trade and ruins. Such languages can add an element of mystery
monetary terms for more unique descriptions in your when encountered and provide interesting bits of lore
setting, or you can choose a common reference such as that become part of your campaign.
“credits” for the sake of simplicity. Secret Languages. You might invent additional secret
Some societies might refer to cubils with a different languages, such as those spoken between members of
term more connected with their people or government. secret societies, traders, or organizations. Such languages
Many also use slang terms for cubils such as “cubes” or don’t even need to be spoken. They could be limited to
“creds”. Some settlements don’t use cubil at all, instead written symbols or physical gestures. It could also be an
having their own currency which might correspond encrypted form of digital code such as that of the kanasi.
to basic rules terms but may not be compatible with
currency from other regions or planets. Tech Levels
Tech levels (abbreviated as “TL”) are used to define
Travel the state and scope of technology used by a society or
Larger settlements tend to also be major travel hubs, with civilization. This state of technological development
transport paths or roads leading out to smaller towns, often pervades all aspects of a society. This becomes
colonies, or stations. Define which forms of transit more prominent at higher levels (TL 3 or greater) where
used in your settlement and how they interconnect with communication becomes virtually instantaneous.
surrounding regions. While there are an infinite number of civilizations that
can exist within your campaign, you can use tech levels as
Communication and Media a guide to tailoring the systems, planets, and settlements
that the characters encounter during your campaign.
A settlement’s forms of long-range communication
can directly impact its level of commerce and travel. Tech Level Descriptions
Define what communication forms are used within the
settlement and between other settlements. How far does A brief description is provided below for each tech level.
their communication extend? What forms of information, These descriptions are merely guidelines and are not set
media, or data can be shared? Establishing this aspect in stone. You can alter these to fit with your campaign or
also provides a better idea of what forms are used beyond you could leave them out entirely and create your own.
the settlement’s borders. Each tech level is presented as an Earth-style reflection
meant to serve as a gauge of how developed a society
Languages is. They do not necessarily define what any form of a
society’s technology looks like or how it even functions.
While developing your galaxy, you can create new There may be some components of one tech level that
languages to reflect the history and culture of each you might want to shift into a higher or lower one. Such
of your galactic species. You can replace the default modifications open the door for creating retrofuturistic
languages presented in the Core Manual with new ones. societies such as those in steampunk, magipunk, or other
You can also split any new or default languages up into parallel universe style settings (see chapter 11).
several different dialects.
In most circumstances, regional differences have a TL0: Primitive
greater impact on language than species. For example, Technology in this level of society doesn’t extend beyond
eldori and lorendi speak the same language as their the use of fire, the domestication of animals, and the
history is tied to the same world. That doesn’t mean invention of agriculture. Individuals living in a Primitive
every society on Eldor speaks the same language. Like on may be uncivilized, but not necessarily gullible, stupid, or
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Common weapons in a TL 0 civilization include the club, Machine powered travel becomes commonplace as
the dagger, the spear, and the bow. Armor made from societies turn their attention toward exploring the stars
hide or leather is possible. beyond their world. Early forms of robotics, AI, and
Communication beyond the local settlements doesn’t cybernetics are on the rise.
exist. Travel is accomplished by foot or by simple rafts or The emergence of international alliances begins
canoes. Simple pottery, stoneworking, and woodworking to dissolve borders between nations. Corporations
are possible. gather power and tend to either clash or mesh with
government authority. Both entities resort to the use
TL1: Archaic of mass-informational warfare to suit their own ends.
Civilizations in this tech level have learned to work metals Computerized targeting systems and guided weapons
(or materials of similar durability) for the crafting of become common in military use. Mass-extermination
tools, weapons, and armor of increased sturdiness and weapons akin to nuclear arms and chemical rockets
longevity. Weapons akin to the sword and axe replace become ever-present.
the club and the dagger as preferred tools of war. Sailing
vessels are capable of relatively long voyages, and some TL5: Interstellar
societies may build extensive road or canal networks to Renewable and non-expendable energy sources become
link distant places. available at this level, eliminating the need for chemical
With a refinement of artisanship and agriculture, much or fossil fuel sources. Space exploration and colonization
of the population begin to develop growing cities and are possible. Digital technology evolves and becomes
towns. The first corporations emerge in the form of trade commonplace, leading to the development of galaxy-
guilds. Civilizations are often governed either by a feudal wide virtual networks, nanorobotics, and self-aware
nobility or a form of democracy based around a strong artificial intelligence. Megacorporations and interstellar
system of business and trade. governments emerge as new superpowers.
Scientific advances in bio-engineering lead to medical
TL2: Enlightened applications such as molecular regeneration and cloning.
Enlightened civilizations have adopted the study of Anti-gravity and fusion-powered vehicles are a part of
the various scientific disciplines such as chemistry, everyday society. Advanced chemistry and particle physics
electromagnetics, medicine, biology, and astronomy. pave the way for high-powered weapons and armor.
Instruments such as microscopes and telescopes enable
scientists to greatly extend the range of their observations TL 6+: Transcendent
and discoveries. The new reliance on science generates At this level, science and technology allows for personal
waves on all levels of society. Democracy evolves as devices that can directly control and manipulate
economic organizations grow. gravity, matter, and energy at the subatomic level.
Use of the bow and similar primitive armaments Travel and communications between multiple galaxies
vanish, replaced by weapons such as the flintlock and are commonplace. Transdimensional movement is
simple firearms. This in turn signals the end of reliance possible, allowing for computer-targeted teleportation,
upon heavily armored melee infantry. Cannons replace molecular phasing, and temporal manipulation. Infinite
catapults in naval and siege warfare. virtual networks and evolved artificial intelligences
completely blur the lines between metaphysical and
TL3: Industrial conscious realities.
The harnessing of hydraulic, steam, and electric power Digital and genetic data become their own form of
creates an explosion of commerce and industry. currency. The merging of physical and digital sciences
Communications such as the telegraph, the telephone, allows beings to become virtually immortal. Powerful
and the radio make true global communication personal force fields, energy absorbers, and particle
possible. Further research into natural sciences create weapons dominate the battlefield.
breakthroughs in medicine and agriculture. New
inventions allow for the beginnings of air and underwater Starting Tech Level
exploration.
Corporations expand in power, many establishing Establishing a tech level can help guide important factors
themselves throughout the explored world. Governments in both character and campaign creation. The starting
are based on political and economic factors are on the tech level in a standard Esper Genesis game set in the
rise. Military aircraft and submersibles can be found Silrayne Arc galaxy is would be TL5. A modern-type Earth
in this type of civilization. Advanced firearms such as setting would be considered TL4, while a fantasy setting
machine guns can be available, as well as mechanized war would fall somewhere between TL1 and TL2.
machines such as tanks and armored vehicles. An established tech level doesn’t define how a society
deals with beings from other planets, galaxies, or realms.
TL4: Digital Though a higher TL certainly increases the possibility, it
Computer technology and electronics have revolutionized can be as likely for some advanced societies to never have
society at this level. Satellite systems and global encountered any species outside of their own civilization.
information networks connect the population digitally.

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Galactic Life Step 1: Base Physiology
Use the Base Physiology table to determine the type of
The galaxy is filled with an endless variety of lifeforms, physiology your new alien species possesses. If you roll a
each with their own appearance and combination of traits. 12, consult the Special Physiologies table instead. Each
This section helps you to create a wide range of species to result has suggested features that can be found on the
inhabit the worlds and environments you create. Threat Special Features table and the NPC Features table
in chapter 5. These suggestions are merely guidelines to be
Role of a New Species adjusted as you see fit for your campaign.
Designing a new species is more than just determining Each result is defined as follows.
their what they look like and how they sound. You should Anthropoid. These creatures are humanoid or have
have a purpose in mind and an idea of how these new primary physical traits that resemble humans.
creatures fit into your campaign. Consider the following Amphibian. These are cold blooded waterborne creatures
questions when creating a new species. that often breathe both air and water.
• What purpose does these creatures serve in your game? Aquatic. These creatures live, breathe, and travel
primarily through water or in a water-based environment.
• How are they connected to other species in the galaxy?
Avian. Mostly winged, but not all, these creatures
• What unique features distinguish them from other primarily travel by flight and live in high-altitude places.
galactic lifeforms? Cephalopod. Members of this type are often waterborne
• How do they interact with outsiders? How would they with well-developed heads and tentacles such as mollusks,
interact with the characters? squids, or octopi.
• Do they have espers or can they use esper powers? Energy. An energy creature’s traits are dependent
• How are they governed? Do they have their own upon the energy’s source. Some can be made from pure
factions and organizations? cosmic energy, negative energy, elemental energy, or even
• What is their level of impact on the history and lore of a combination of those. Some energy beings require a
your campaign? technological power source, such as a sentient hologram.
Extradimensional. These creatures either do not possess
Creating a Galactic Species a physical form or are physically in a realm of space-time
that is separated from our own tangible reality.
Galactic species creation is broken down into the Gaseous. Possessing no solid bodies, gaseous creatures
following steps. Some steps have a list of options which often take on similar traits to the atmosphere of their
you can choose from or determine randomly using the environment.
provided tables.

206 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • FORGING YOUR OWN GAL AXY
Insectoid. This denotes creatures that bare common traits Step 2: Size
with insects or arachnids, such as a chitinous shell, thorax, Determine the size of the creature. In addition to fleshing
and three or four pairs of legs. out its description, the creature’s size determines how
Invertebrate. These creatures do not possess a spine or much space it occupies, as discussed in the Core Manual.
backbone. They can be found in any environment and can Microorganisms. You can also choose for a creature’s size
possess a soft hide or hardened, sectional carapace. to be even smaller than Tiny. Microscopic organisms don’t
Liquid. These creatures only exist in liquid state, often occupy any space, have no combat statistics, and are
thriving within the water bodies of their natural habitat. invisible without special powers or technology to see them.
Machine/Hybrid. Examples of these creatures could be
any construct, cyborg, or machine life that was either d6 Creature Size
made self-aware or became so themselves. 1 Tiny
Mammal. Often noted by their hair or fur, these warm- 2 Small
blooded creatures have mammary glands used to feed and
3 Medium
raise their young. Examples include cetaceans, marsupials,
4 Large
primates, and rodents.
Mystical. These creature types have no scientific 5 Huge
classification and are often incomprehensible as to how or 6 Gargantuan
why they exist.
Plant. Plant-based creatures can take on many different Step 3: Lifespan
aspects, though their physical traits often coincide with Use the following table to determine how long the
the flora of the planet upon which they reside. average lifespan of the species. Some results may require
Reptoids. These cold-blooded creatures bear similarities a separate die roll. Some species may live so long they
to other egg-laying lizards and reptiles. may not have a known lifespan.
Silicon-based. These are akin to living rock creatures
which feed and thrive off other rock or silicon material. d10 Average Lifespan
1 Less than 24 hours
Base Physiology 2 24 hours to 1 week
d10 Physiology Suggested Features 3 Between 1 and 5 weeks
1 Anthropoid See “NPC Features” table 4 6 weeks to one year
2 Amphibian Amphibious; swim speed 5 1d10 years
3 Aquatic darkvision; swim speed 6 1d100 years
4 Avian Flyby; flying speed 7 1d10 centuries
5 Cephalopod Amphibious; Slippery 8 1d100 centuries
6 Insectoid Hive Mind; natural armor 9 1d10 millennia
7 Invertebrate Constrict; natural armor 10 Unknown/Infinite
8 Mammal Keen Senses; natural weapons
9 Plant False Appearance
Step 4: Intelligence
10 Reptoid Keen Senses; cold resistance
Determine the intelligence level of your species. Each
11 Silicon-based (Rock) Natural Camouflage;
result includes an approximate Intelligence score in
tremorsense; burrowing speed
parenthesis.
12 Special (roll on the Special Physiologies table) This is an overall average based upon societal growth
and capacity for communication. Individual members of
the species can possess any level of intelligence outside of
Special Physiologies this range.
d10 Physiology Suggested Features
1 Energy Energy Being d6 Species Intelligence
2 Extradimensional Amphibious; swim speed 1 Unintelligent (0-1)
3 Gaseous Amorphous; Incorporeal 2 Low (2-5)
Movement; flying speed 3 Below Average (6-9)
4 Liquid Amorphous; Natural 4 Average (10-13)
Camouflage; swim speed 5 Above Average (14-17)
5 Machine/Hybrid Cybernetic (or Mechanical) 6 Genius level or above (18+)
Body; poison resistance
6 Mystical/Enigmatic Frightful Presence; Shapeshifter

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Step 5: Communication Forms Step 7: Special Senses
Choose one or more methods in which the species How a creature sees and interacts with its surroundings
communicates. Each species should have at least one can also help you decide upon its general appearance.
form of communication. Most have at least two. Some After determining a number of special senses for your
creatures possess a form of communication that only species, choose each one between blindsight, darkvision,
works with other members of their own species. infravision, tremorsense, and truesight.
Communication forms are defined as follows.
Speech. This is the most common communicative form. d4 Number of Senses
Spoken languages can incorporate any combination of 1 0
vocal or digitally created sounds. 2 1
Body Language. This can be anything from subtle 3 2
movements and gestures to forming symbols using the 4 3
position of the body or appendages.
Pheromones. This form focuses scents and other
olfactory triggers. Communication in this manner is often Step 8: Physical Aspects
limited or empathic. For members of other species, it can Establish the signature traits that define the physical
also be difficult to translate. appearance of the species. The choices derived from the
Particles. Some creatures communicate via interaction previous steps should help you fill in the details, but
with spores, vapor, fluids, or similar forms of matter. keep in mind that your established appearance should
Light Spectrum. This includes any display of color or focus on general information. Most species have an
shades either by projected light sources or through extensive variety of minor variations within their overall
chromatic physiology such as color-changing skin. appearance.
Electromagnetism. Some creatures generate an Some general questions to ask are...
electromagnetic field through which they speak. This • What’s their average height and weight?
may cause unintended side effects with certain forms of • What shape is their body/torso (Long, round,
technology. conical, etc.)?
Touch. This includes any form of gesture though physical • How many limbs/appendages do they have, if any?
contact. As with pheromones, this form is often limited • Do they have a head (or multiple heads)?
and difficult to interpret. • What parts of their body are used for communication?
Telepathy. Telepathic creatures are described in the
• Do they have other defining details such as hair,
introduction section of the Threats Database.
scales, gills, etc.?
d8 Communication Forms
• How do they eat or sleep, if applicable?
1 Speech
Step 9: Tech Level
2 Body language Determine the level of their society’s technological
3 Pheromones advancement. Tech levels and guidance for applying them
4 Particles to your game are discussed earlier in this chapter.
5 Light spectrum
6 Electromagnetism d8 Tech Level
7 Touch 1 None
8 Telepathy 2 Primitive
3 Archaic
Step 6: Languages 4 Enlightened
After establishing communication forms, choose what 5 Industrial
languages the species knows (unless they use telepathy). 6 Digital
Use the average Intelligence ratings in step 4 to gauge 7 Interstellar
how many languages they may have available. Keep in 8 Transcendent
mind that some creatures may be able to understand a
spoken language even if they can’t speak. Step 10: Social Aspects
Determine the social disposition of your species and
how they interact with others. Are they aggressive? Or
perhaps they are extremely inquisitive? They could prefer
to remain solitary, only resorting to conflict when their
habitat is threatened.

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Many of these aspects define themselves
when creating settlements where members of
the species reside (see “Settlements” earlier in
the chapter). This also helps determine how
to manage social interactions between player
characters and the new species.

Applying Stats
and Stat Blocks
Depending on how the new species is utilized
in your campaign, you might wish to create
stats for prominent NPCs or threats. The
easiest method is to use the species’ primary
features and apply them to existing NPC
stat blocks found in appendix A of the
Threats Database.
If you require more in-depth features
and stats, chapter 5 of this book provides
rules and guidance for creating creatures
and stat blocks.

Espers and
Esper Powers
In the Esper Genesis game, espers and
their powers are well known throughout
the galaxy, but they are still considered
mysterious and sometimes frightening.
Though still rare, the existence of espers
is common knowledge. Most people who
have access to shared media have heard of
or been impacted by the actions of espers at
least once in their lives.
Scientists and scholars often associate the
concept of Esper Genesis with the many other
unsolved mysteries of the universe, whose
answers may be hidden in unexplored realms
and ancient civilizations.
Outside of regions with interstellar
communication, knowledge of espers depends
upon the region and whether there are espers that
even live there. Espers may just be emerging in some
parts of the galaxy, their abilities viewed as being
supernatural or magical in nature. Such creatures could
be either celebrated or vilified depending on how their
society views them.
Some EG settings may not even refer to espers at all.
Perhaps espers or esper powers are commonplace as to • How rare are forge enhanced items, and creatures that
be considered the norm. A civilization with a low tech use supernatural or esper powers? At what power level
level could instead view esper powers as if they were do these things go from everyday to exotic?
magic, mysticism, or divine powers gifted from deities. • Are espers or the use of esper powers regulated by laws
Consider these questions when defining esper powers or overseen by a specific authority?
into your galaxy: The answers to some of these questions relate with the
• Are esper powers common? Are there certain types that answers to others. For example, if low-rank esper powers
are rare or unaccepted in society? are common, then more people in that society are likely
• How unusual or rare are espers? How common are to have access to and use those powers, which would
those who can use master rank powers? also be less regulated by a governing authority.

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Restrictive Areas Don’t be afraid to plan for such grand events to unfold
during your campaign. If you visualize the campaign as
Some civilized areas might restrict or prohibit the use of a movie, TV show, or comic book series, the story gets
esper powers without a license or official permission. tiresome and predictable unless the characters’ actions
In such a place, esper power effects are rare, with are allowed to shake up the story or bring about a change
protections against them being the exception. in tone and pace.
Some regions may not welcome espers at all, deeming This doesn’t mean you should invoke campaign-
them too dangerous or unpredictable. In such cases, changing events just for the sake of doing so. Tailor
characters may need to conceal their abilities and avoid these to fit in with the narrative of the campaign. Let
creatures that can sense their true nature. the players actions guide you into whether events should
occur and the range of impact it may have on the setting.
Espers and Tech Level As a general rule, your campaign should have up to
Esper powers are often viewed as separate from three large-scale, galaxy-shaping events: one near the
technological advancement and can appear in any setting beginning, one near the middle, and one near the end.
regardless of its tech level. Use as many smaller-scale events that impact planets,
For example, in a TL2 setting, powers are viewed as cities, stations, colonies, and so forth as you like. Every
magic and can even replace several forms of technology. significant event shakes someone’s world, after all, no
Conversely, in a TL6 setting, technology is used to matter how small that world might be. Let unexpected
produce astonishing effects that rival many higher rank and terrible events regularly afflict the specific regions
esper powers. Technology that allows for teleportation, in the galaxy, but unless your story demands it, save
cloning, or resurrecting the dead are common examples. the galaxy map-spanning events for the biggest, most
important moments of your campaign.
Creating a Campaign Science Fiction Themes
Your galaxy is where all your adventures take place. That’s
all you need to start building a campaign. You can run Esper Genesis is a heroic sci-fi game. However, even more
adventures as episodes, with the characters as the only so than fantasy, sci-fi spans a wide range of complex
common element, and utilize the themes and events themes and concepts. Do you want a high-octane galaxy
throughout those adventures to build a larger storyline. romp filled with blasters, monsters, and space marines?
The scope of your campaign can be as narrow or as Would you rather have a horrific campaign where dark
broad as you would like. Even with an entire galaxy in things wait around every corner? Or do you envision a
the background, you can focus your entire campaign on universe of the unknown, filled with exotic worlds of
a single planet or even in a city or town. Start with the scientific marvel? Your choice can have a impact on the
basics, run a few adventures, and then consider the scope flavor of your campaign.
the storyline as the campaign progresses. Feel free to add The following are examples of popular sci-fi themes. This
as much or as little detail as you wish. Chapter 6 provides list is by no means exhaustive and meant to serve more as
guidance for linking adventures together into a campaign. a reference for establishing your own theme and style.
The start of a campaign resembles the start of an
adventure. You want to jump quickly into the action, Space Opera
show the players that adventure awaits, and grab their This theme is the baseline for a standard Esper Genesis
attention right away. Give the players enough information campaign. The characters are the dramatic protagonists
to make them want to keep going and see what happens of a spacefaring society with hyper-real technologies
next. Use the characters’ backgrounds and features such as faster-than-light travel, futuristic weapons,
to integrate them into the various elements of the and mysterious sciences that surpass the bounds of all
campaign’s starting area. we know. High adventure, interstellar wars, and alien
cultures are staples of this theme.
Campaign Lore and Events Light Space Opera
Your setting changes with the passage of time and the Laser blasters, robot pets, bizarre aliens, and the “pew-
events of the past directly contribute to what will be pew” sounds of space combat — these are aspects of a
in the future. The characters are a part of that flow of light space opera setting. Also falling under “soft science-
significant events that create and sustain your campaign. fiction”, these settings hail from popular 70’s and 80’s
Set a few groundbreaking events that forged the movies and TV, focusing more on the visual aspect of
current age of your setting. These events and the history sci-fi and much less on the why or how of things.
behind them create a narrative you can use to set the EG quickly adapts to this variety of space opera as well.
theme and tone of the campaign. While the events may Use the variant rule for alternative damage properties
be significant, they don’t need to be detailed. Some of (see chapter 2) to make radiant damage weapons more
the most interesting elements of a campaign involve commonplace. Environments are often less restrictive
uncovering the truth behind impactful figures and events. (gravity on every planet, most planets have a breathable

210 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • FORGING YOUR OWN GAL AXY
atmosphere, etc.). If your campaign’s vision leans less Sci-horror
toward heavy armor and more toward fashionable tights
and cargo jackets, consider using the “Universal Features” Vile creatures that dwell in the darkest reaches of the
option in chapter 11. universe. Savage abominations born from science gone
awry. Twisted monstrosities that hunt those left stranded
Apocalyptic Sci-fi in the darkness of space. All of these are themes that
evoke horror in a science fiction setting.
After a disaster or cataclysm brings about the fall of A sci-horror setting requires an atmosphere of building
galactic civilization, the characters become unlikely dread, created through careful pacing and evocative
heroes willing to do what it takes to survive the harsh description. Your players should also contribute by
fates that await the rest of the galaxy. This theme can embracing the mood you’re trying to evoke. You should
adopt some elements of a space opera, but often carrying discuss your plans to use this theme with your players
a darker and grittier tone. Such stories can focus on as ahead of time to make sure they’re on board. Horror can
much of what was as they can on what could be. be intense and personal, and not everyone is comfortable
The apocalyptic event itself also defines the overall with such a game.
theme. Destructive cataclysms could breed wastelands
and ruined cities, while a pandemic or social collapse Hard Science Fiction
would present more of a dystopian style setting.
This theme puts greater emphasis on scientific
Military Sci-fi foundations that explain the nature and function of
the futuristic technology which exists in the campaign.
This theme revolves around a great war or rising conflict Concepts such as interstellar travel, deep-space survival,
that engulfs the entire breadth of the campaign’s setting. and futuristic weaponry are grounded in real-world
The characters are often members of one of the military ideas and theories, and are rarely glossed over in the
forces involved in the conflict, carrying out specific campaign’s narrative.
missions that can turn the tide of the battle. Combat Adapting to this theme would require you to alter some
is often a major element in these campaigns, though of the more fantastical elements of the game. You may
Information gathering and diplomatic missions can wish to limit classes to only a few such as the engineer,
supplement the more combat-oriented adventures. hunter, specialist, and warrior. You might also limit
The depiction of war in your game can be as gruesome access to some of the more reality-breaking esper powers.
or as heroic as you wish to describe, depending upon the Weapons are less likely to have alternate damage types
tone you’re looking to set. and computer technology would become more functional
and less abstract.

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f i n a l ly th e l 11: Infinite Realms a s t c h a p t e r
Beyond the galaxy lie infinite cosmic realms harboring bizarre anomalies, or interstellar portals—that exist in
mysteries that can shatter all preconceptions about multiple dimensions at once or regularly shift from one
existence. Branches within time and space contain realm to the next.
realities parallel to our own but playing a different role
within the cosmic scheme. Beneath the veil of reality are Esper Powers
darker dimensions whose twisted realms and grim depths Even with the infinite power of the Crucibles, very few
can fracture one’s mind and ravage their spirit. powers exist that break through the wall of the Prime
This chapter covers the realms that exist outside of Dimension. Powers like phantom zone can create pocket
known space and time that make up both the universe dimensions while the portal power creates a temporary
and the multiverse. subdimensional rift. The intangible form power and other
effects that invoke an ethereal state actually lead into the
Alternate Dimensions borders of the Etheric Plane.
In the Silrayne Arc setting, ancient lore exists that depict
When characters reach higher levels, their path may lead beings capable of shifting between dimensions through
them into alternate dimensions or parallel realities that force of sheer will. For now, however, these stories only
make up the multiverse. The characters might be called fall between conceptual theory and myths of legend.
on to venture into the depths of Drath Sia or to navigate
the swirling chaos of the Valshion. Celestial Void
Extradimensional adventures offer unprecedented
dangers and wonders. Alternate dimensions are not The Celestial Void (commonly known as “the Void”) is a
simply other worlds, but different qualities of being, vast, empty expanse that extends infinitely in all angles.
formed and governed by elemental and empyrean Unlike outer space, the atmosphere is surrounded by a
principles abstracted from the normal universe. silvery blue glow emanating from all directions. Erratic
whirlpools of color occasionally burst into midair like
Prime Dimension spinning pools before vanishing in a foggy mist. Not
much exists in the Void aside from lost ships, floating
The Prime Dimension is the realm of the known universe. landmasses, and the dark pockets where horrors dwell.
The galaxy and all of space beyond exists within the Otherwise, it is mostly an endless realm.
Prime Dimension, making it the starting point for most Starships equipped with a sorium stardrive move
campaigns and adventures. The rest of the multiverse is normally through the Void. Ships without a stardrive fall
defined in relation to the Prime Dimension. adrift in the void and can’t move on their own unless they
In the Silrayne Arc, a common theory defines the Prime access a void stream (see below).
Dimension as a contained reality separated by a wall of Creatures outside of a ship suffer the effects of an
transdimensional energy known as the Veil. Dimensional atmospheric vacuum (not an outer space vacuum). They
rifts are passages that move beyond the Veil into the can move within the void by force of will rather than
other cosmic realms, which may be masked behind veils physical means. In combat, their walking speed is equal
of their own. to 3 x its Wisdom score.

Dimensional Travel Void Rifts


Void rifts are wormholes leading from the Void to other
Traveling to another dimension is no mere feat. dimensions. When they emerge, they burst into existence,
Characters who venture into these other realities are appearing as swirling pools of rippling energy 1d6 units
undertaking an epic journey across the thresholds of in diameter. Many rifts bear some appearance to the
existence. Each dimension has its own way of being dimension it leads.
reached. The most common of them is a portal that leads For example, a rift leading to the Valshion might
from the prime dimension into other realms. contain a chaotic whirlwind of alternating colors while
a portal leading to Drath Sia would appear as a muted
Dimensional Rifts purple tunnel of light surrounded by gray-white mists.
A dimensional rift is a general term for a stationary Some rifts lead back into the Prime Dimension, while
interdimensional connection that links a specific location others lead to unknown dimensions and realities from
in one dimension to a specific location in another. Some which most never return.
rifts are like doorways, a shimmering scar in mid-air or a Determining the destination of a rift is a often a matter
star-filled passage, and simply stepping through it effects of chance. At the GM’s discretion, a character can
the interdimensional travel. Others are locations—massive attempt to do so by making an Intelligence (Astrophysics)
machines that rip through space-time, colossal stargates, check against a DC defined by the GM.

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Void Streams and other dimensions, so that every location in those
Like the flowing rapids of a winding river, void streams realms has a corresponding location on the Etheric Plane.
are ripples of energy that flow in both directions between Certain creatures can see into the Etheric Border,
two points in the Void. These points are often rifts and the stealth scan and truesight powers grant that
leading to other dimensions. Creatures and ships that ability. Some cosmic effects also extend from the Prime
enter a void stream can use it to propel themselves to Dimension into the Etheric Border, particularly effects
either one of the points at the end of the stream. Each that use force energy such as force prison and force field.
stream moves at a different speed, defined by the GM The depths of the plane, the Deep Aether, is a region of
(default is standard FTL, which is 15 parsecs per hour). swirling mists and colorful fogs.
Most void streams are temporary or move to other
parts of the Void, but a select few are permanent. In the Entering the Etheric Plane
Silrayne Arc, the most well-known void stream is the one Aside from a rift, characters can use the intangible form
that leads between the Eriadi Rift and the Keshite Rift. power to enter the Etheric Border. Other rifts can lead
Occasionally, void streams cross into other void streams, into the Etheric Border or Deep Aether but unless the
creating branched paths that lead to multiple void rifts. destination is known or predetermined, the point of
Traversing the Streams. Navigating across a void stream arrival could be anywhere in the realm.
requires a successful Intelligence (Astrophysics) check Etheric Border
against a DC defined by the GM. Characters familiar with
While in the Etheric Border, a creature can see the
the stream (at least three to five successful journeys) can
dimension the border overlaps, though it is muted and
make the roll with advantage. At the GM’s discretion,
hazy like looking through a foggy window. Visibility into
characters who travel the stream regularly or have pre-
an overlapping realm is limited to 30 feet. Creatures on
programmed coordinates aren’t required to make a
the Border Ethereal can’t touch creatures or objects in
check. If a check fails, the character’s ship either shifts
an overlapping dimension. They can pass through solid
into a nearby stream or falls aimlessly into the Void.
objects or creatures without hampering their movement.
Creatures that travel into a void stream can navigate
The only exception are areas affected by powers and
them as well, though instead of an Astrophysics skill
esper effects that produce force energy (such as a force
check, the creature must succeed on a Wisdom saving
field power). There is also no gravity in this realm,
throw against the same navigational DC. Even after
allowing creatures to move their walking speed in any
successfully navigating the void stream, the creature must
direction.
also make a DC 15 Intelligence saving throw or suffer
a mental backlash. Use the table below to choose or Deep Aether
randomly determine the mental backlash effect. The Deep Aether is an infinite expanse of mists,
conceptually similar to the Void. Shimmering windows
d20 Backlash Effect (1d6 x 10 feet in width or height) are scattered about
1–8 Stunned for 1 minute; you can repeat the saving the realm, each filled with a glowing haze of color.
throw at the end of each of your turns to end the Passing thorough one of these windows leads to another
effect on yourself dimension. Most destinations are unknown, though
9–10 Short-term madness (see chapter 1) passages leading to known dimensions can be identified
11–12 11 (2d10) psychic damage with a successful DC 15 Intelligence (Lore) check.
13–16 22 (4d10) psychic damage Movement in the Deep Aether is the same as in
17–18 Long-term madness (see chapter 1) the Etheric Border. Distance in the Deep Aether, is
19–20 Unconscious for 5 (1d10) minutes; the effect on you meaningless, however, so any journey through the realm
ends if you take damage or if another creature uses A trip between planes through the Deep Ethereal takes
an action to shake you awake 1d10 × 10 hours, regardless of the origin and destination.
Etheric Denizens
Denizens of the Void Common denizens of the Etheric Plane are creatures
Other dimensional travelers can be encountered within the that can become incorporeal or can shift between
Void. Void horrors are prominent denizens of the eternal dimensional spaces such as a phase beast or an esper
expanses. Several regions of the Void are home to evargun, wraith. Cronosytes traversing between dimensions can
who dwell in lairs forged of dark matter. The xenoterum also be encountered in the Deep Aether.
also traverse the Void, seeking to use it as a bridge between
the Prime Dimension and the remnants of Sinoth Ir. Drath Sia
Etheric Plane Extending as far and wide as a galactic sector, the realm
of Drath Sia is home to all manner of bizzare and deadly
The Etheric Plane is a misty, fog--bound dimension that creatures. While normally set apart from the Prime
is sometimes described as an invisible ocean. Its shores, Dimension, pockets of the realm cross over, allowing
called the Etheric Border, overlap the Prime Dimension denizens to emerge to wreak havoc upon the galaxy.

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Drath Sia is divided into subrealms. Some are linked The Heart is a dimensional prison with the Sea as its
to one another, and others are isolated. Each subrealm barrier. Dark, twisted, ancient creatures dwell within,
often bears the features of any planet or environment unable to venture out. Stories of how they were trapped
that can be found in the galaxy. They are usually between inside the subrealm vary greatly with wide speculation.
5,000 to 10,000 miles in diameter. Scattered formations It was from here the aseni, an ancient caste of dendus,
of floating islands, amorphous subaquatic regions, and inadvertently caused a section of the Sea of Woe to spill
an obsidian landmass holding citadels of iron are all out into the subrealms surrounding it.
possible subrealms of Drath Sia. Between and around Dreadpools. These subrealms are either close to or
the subrealms is a starry purple haze that extends in all border the Sea of Woe. Corrupted by the energies of
directions, surrounded by a wall of thick mist that is only the Grim Heart, these regions can tear at the fabric of
visible upon approaching it. Rifts to other dimensions a mortal mind, causing them to slowly descend into
erupt at random points within the subrealms, with rare madness.
rifts leading into and out of the expanse between them.
Valshion
Entering Drath Sia
Dimensional rifts are the primary methods for getting The Valshion is a vast realm of pure, chaotic energy
to Drath Sia. Many of the realm’s native denizens can surrounded by a border of highly irradiated dark matter.
also open their own rifts that lead to their subrealm Within the spiraling realm are regions of pure, primodial
of origin. Opening rifts in this manner are rarely used, energy representing the elemental forces of matter and
however, as they can cause ripple effects that often creation. In the Silrayne Arc, the Valshion is commonly
attract void horrors. referred to as the Surge.
Starships can enter Drath Sia, though ship-sized
rifts are rare and even those are only large enough to
Entering the Valshion
allow passage to standard scale ships. Ships within the Unlike the random rifts that lead to other dimensions,
realm move at a normal speed. Character movement is rifts that lead into the Valshion are often stable, and
dependent upon the atmosphere and environment of created from massive surges of energy. A black hole,
the subrealm in which they find themselves. Characters a plasma storm, a collapsing star, or the remnants of
can also move normally between subrealms. a supernova are examples of places where a rift can
be found. In rarer cases, rifts can be encountered on
The Grim Heart planetary environments as well. Valshion rifts also emerge
In the center of Drath Sia is its largest subrealm known as on planets and systems near the galactic core.
the Grim Heart. The region is surrounded by an expanse of
irradiated dark space often referred to as the Sea of Woe.

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The Cosmic Rings Subdimensions
At the dimension’s outermost regions are two rings of
primordial energy that spin perpendicular to one another Subdimensions are small extradimensional spaces with
and in opposite directions near the dark matter wall. their own unique rules. They are pieces of reality that
One of the energy rings is divided into the purest forms don’t seem to fit anywhere else. Subdimensions come
of the four elements, whose energies form subrealms into being by a variety of means. Some are created by
where they merge made up of solids, liquids, gases, esper powers or generated by a powerful, advanced
and plasma. The other ring is made up of positive and technologies. They may exist also naturally, as a fold of
negative energy particles forming a quantum field where existing reality that has been pinched off from the rest of
the two ends collide. the multiverse, or as a fledgling universe growing in power
and mass. A given subdimension can be entered through
Primordial Clusters a single point where it touches another dimension.
Beyond the rings toward the inner regions of the
dimension, the energies between the rings merge with Variant: Virtual Dimensions
one another, forming subrealms forged from a specific
The SIM and other virtualities are presented in chapter 3
combination of elements known as a primordial cluster.
of this book. Using this variant, virtual networks instead
Together, the clusters form a constantly shifting sphere in
become digital dimensions of their own, accessible only
between the two cosmic rings, so no cluster is ever in the
through a deep dive connection. A character’s persona is
same place for very long.
a digital copy of their real-world character, complete with
Each cluster also periodically changes state between
gear and equipment. This concept can also be used in
positive and negative energy, which in turn alters its
popular sci-fi themes, where the protagonists aren’t sure
environment. A well-known cluster of the Valshion is
whether they’re in a virtual realm.
Tauvan Stah, the subaquatic realm of the malevolent
kreidren. Environments and Personas
Primodial Core Create node environments as you would any other
adventure environment, using the rules provided in
At the center of the Valshion is the primordial core, a
chapter 8. Interaction with the environment looks and
sphere of constantly shifting matter with properties
feels the same as in the real world. Replace the node’s
similar to sorium. What lies within the core is a mystery,
countermeasures with appropriate hazards, or situational
as any ship or creature that has ventured within has
esper effects such as the programmed trigger power. Latency
never returned.
and static effects function as difficult terrain.

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Equipment. Gear functions Universal Features
as it would on the character. If
you’d prefer to use a character’s There are many sci-fi genres with aspects that wildly
device, you can remove any forge differ from one another. Gear, gadgets, and other forms
enhanced bonuses to Armor of technology tend to have different appearances, traits,
Class, weapon attacks, and and features. While this game can’t cover all of them,
weapon damage. Instead, their you can combine some of the variant options available
armor (or clothing) receives to adapt the core rules to your sci-fi vision. Consider
a bonus to AC equal to their the following options when creating a campaign for an
device rating. Similarly, their alternate genre.
weapons also receive an attack Character Races
and damage bonus equal to their
Some sci-fi worlds have only human protagonists, or
device rating.
are limited to a select few species with relevance to the
Damage and Effects. Instead of
storyline. You can use one of the following options to
virtual damage, treat damage
accommodate for this.
and healing as normal, even
Use an Origin Template. The Player Character Options in
though the characters are in a
chapter 5 provides an origin template to create your own
virtual state. For example, even
traits without using any of the core character races.
though there is no actual fire or
Humanoids are Human. You can instead choose to use
cold damage in the Matrix, the
the human character race and subraces for all characters,
virtuality mimics the aspects of
regardless of their actual species.
those damage types as to appear
Create Your Own. If you have only one or two species
the same as in the real world.
in your campaign you can create your own or modify
This also saves you from having
existing ones using the options provided in chapter 5.
to alter creature stat blocks for
use in combat. Classes and Powers
Persona Death. When a Each genre description in the following section provides
character’s persona is killed in a advice on which character classes to use. Some classes and
virtuality, you can handle it in one of three ways. Each is subclasses may not translate well into your chosen genre.
dependent upon which type of scenario you’re running. For classes that use esper powers, channeling classes
• The character experiences a dive crash (see chapter 3). rarely fit into alternate genres due to their fantastical
• The character takes psychic damage equal to 2d10 + abilities. Forging characters have powers which are easier
1d10 per rating of their device. They must also succeed to define using the setting’s technological flavor. Review
on a DC 15 Intelligence saving throw or acquire a form the powers list for each class allowed and adjust as you
of short-term madness. see fit. So long as its effect isn’t game-breaking, you can
• The character dies in the real world. also simply change a power’s description to better fit
Whichever option you choose, it should apply for all with your campaign.
characters during the adventure.
Leaving the Network. Whether a character is aware that
Armor
they are in a virtual network is dependent upon your The look, feel, and style of armor and clothing have wide
adventure scenario. If the characters know where they variations between sci-fi genres. Some genres only use
are, they can dive or disconnect as normal. certain forms of armor while others don’t use any. Use
one of the following options when adapting armor to
Dual Realities your genre.
As an alternative, you could create the Matrix as a separate Cosmetic Changes. Use armor rules as normal with
campaign setting. The players would create new characters changes in the equipment’s description. For example, light
as their personas, who would gain experience and levels armor could appear as loose clothing, while a padded suit
separately from their characters in the real world. or vest could count as wearing medium armor.
Streamlined Armor List. You can streamline the armor
Across the Universe list into three weight categories by making the following
changes.
Whether it be far-away galaxies, parallel universes, or • All light armors function as an armor jacket.
alternate timestreams, the universe is an amalgam of all • All medium armors function as a military jacket.
of space, time, and matter, containing a multitude of • All heavy armors function as heavy trooper armor.
realms like our own galaxy but with a different set of core
• Characters with no armor receive the benefits of a
concepts. These realms can be used to set your galaxy in a
portable shield device.
different sci-fi genre.
This section provides guidance on running the This method allows you or your players to create armor
Esper Genesis game using a different science fiction with any appearance and style so long as they fall within
concept or genre. the category that best fits with the flavor of your setting.

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Weapons Gear. Miscellaneous gear options remain unchanged.
The weapons list has broad enough categories to fit Esper Powers. Most forging (and even some channeling)
into most sci-fi genres. To create energy or elemental powers can easily be given a more technological
weapons, refer to the Substitute Weapon and Damage equivalent of their description.
Types sidebar in chapter 5 of the Core Manual. You can Starships. Space travel is not common in cyberpunk
also supplement damage types using the Alternative settings, but the flavor of the genre can lend towards it.
Damage Properties variant in chapter 2 of this book.
Modern/Mundane
Forge Enhanced Items “In the near-future...” is a popular descriptor for this
Use the guidance provided in each genre description type of genre. Technology leans closer to our modern day
for adapting forge enhanced items. Depending on your (TL4) in a campaign set on Earth (or an alternate Earth).
campaign, you may also wish to remove certain items or Dystopian sci-fi and tech noir campaigns can also fall
change their rarity. under this category. Consider the following advice for
creating a mundane sci-fi campaign.
Legacy Items Character Races. Like cyberpunk, use humans or the
If you’re using core-forged items in your campaign, the optional origin template in chapter 5.
following options allow an item to increase in grade Classes. Hunters, specialists, and warriors fit best
based on a character’s level rather than by using core here. You may wish to limit accessibility to some of the
stones. These items can be described with the flavor of a subclasses such as the justicar or artifice.
character’s favorite weapon or armament that grows in Gear. Remove the high-velocity property from firearms.
power alongside them. No cybernetics or forge enhanced items. Instead of
Using this method, a core-forged item’s grade is healing items, use the Healing Surge adventure option
dependent upon the level of the character, as defined described in chapter 5.
by the Item Power Grade by Level table below. An item Esper Powers. Limit esper powers to as little use as
used by a character that does not have affinity with it possible. Those allowed in the game should have a
functions as a normal item of its type. You can optionally science-based description to explain their effects.
require a character to have affinity with an item for at Starships. None outside of hard sci-fi adaptations of
least 24 hours before gaining its benefits. solitary or small ships.

Item Power Grade by Level Sci-Fantasy


Some of the best sci-fi stories are really an amalgam
Character Level Power Grade Item Rarity
of science fiction and fantasy. Galactic nobility,
1st or higher Standard Uncommon space shamans, and cosmic knights are the stuff of
5th or higher Exceptional Rare science-fantasy.
10th or higher Superior Very rare The Esper Genesis game itself is based on the core fifth
15th or higher Optimum Epic edition rules of the world’s most popular roleplaying
game, which contains all the medieval fantasy elements
you would need to incorporate into your campaign. The
Alternate Sci-fi Genres 5E game also provides a free ruleset for its fantasy setting
The following are some common sci-fi genres that can that easily adapts to the EG rules.
be used as an alternate reality or take place in a different There are multiple ways to combine fantasy and sci-fi.
part of the universe. Each genre description assumes Most can be summarized into two general methods:
you’re using the Universal Features options listed above The Future is the Past. Many sci-fantasy stories involve
and provides additional suggestions relevant to the genre. the two genres as existing in different times. Fantasy
Again, all of these are guidelines. Change, remove, or characters can discover futuristic machines or weapons
replace anything that doesn’t agree with your vision of that are remnants of an ancient past. Or sci-fi characters
how your game should be. either time travel to or land upon a world where elves,
magic, and dragons dwell. You can also run either of
Cyberpunk these examples in reverse.
Megacity sprawls, gritty firefights, chipped-out hackers, A Bit of Both. You can meld the two genres into
sinister corporations, and state-of-the-art cyberweapons something that lends toward both universes. A dwarven
are all elements of a classic cyberpunk world. Consider engineer with a penchant for explosives. A squad of elvish
the following advice for creating a cyberpunk setting. justicar speed off on hovercycles to defend their colony
Character Races. If using the Humanoids are Human from a marauding dragon. A matokai druid defends their
option, you can also include prometheans if your grove from a horde of mechanical beasts. A dwarven
campaign features genetically altered creatures. barbarian tosses their laser axe into the backseat of their
Classes. Consider removing adept (unless allowing starfighter before blasting off into the stars. There are
psionics in your game), melder, and cybermancer from endless combinations you can create.
the list of available classes.

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Space Western Starships. Standard scale ships should be the norm
Outer space is the wild frontier in this genre. Star- while grand scale ships are often reserved for major NPCs
hopping adventurers and pistoleers sail off to lawless, and villainous organizations.
backwater planets in search of the next payday.
Space westerns have similarities to space opera, though Steampunk
campaigns tend to have lighter roleplaying tones and High-tech steam power is the catalyst for this genre,
more stunt-driven action. Consider the following when often set in a retrofuturistic version of the Victorian era.
creating a sci-western campaign. Airships, tank trains, clockwork machines, and steam
Classes. Engineers, hunters, specialists, and warrior cannons are all staples of this genre.
are suggested classes for this genre. Some sci-westerns Steampunk settings can be comparable to sci-westerns
entertain concepts of magic or psionics, so channeling but with a different flavor. Use the following advice when
the adept could also be a good fit. creating a steampunk campaign.
Gear. Sci-westerns have a lot of “advanced” low-tech. Classes and Gear. Use the recommendations listed in
Here are some suggested changes: space westerns for classes and gear. In addition, use the
Crude Procedures variant rule for installing augments
• Remove personal electronics such as media devices and
Esper Powers. Depends upon the flavor of your
SIM gear.
campaign, but channeling powers are often rare.
• Remove the burst fire and high-velocity properties from Creatures that can use channeling powers are sometimes
firearms. Some may still retain those properties but an adventure or campaign plot hook.
they would be considered rare. Vehicles. Limit vehicles to ground only unless its relevant
• Limit grenade types to fragmentation, gas, and stun. to your campaign.
• Alternate damage type weapons should be limited or Starships. While space exploration isn’t common, you
hard to acquire. could use the rules in chapter 4 to create combat airships
Esper Powers. If there are no robots in your game, you or steam powered rockets.
may wish to re-flavor forging powers that create drones
and constructs.

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e n ou g h s h Appendix A: Starship Codex ipsforya
This appendix provides stat blocks for some of the more
common starships of the Silrayne Arc galaxy.
Starfighter
Medium starship (50,000 lbs)
Conventional Starships Armor Class 13
First introduced in the Core Manual, these ships have been Maneuver Defense 11
updated to fit the expanded ship rules. Hull Points 11 (2d8 + 6)
Structural Integrity 4
Speed 8
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
14 (+2) 12 (+1) 16 (+3) 14 (+2) 15 (+2) 13 (+1)

Piloting +4, DC 12
Saving Throws Dex +4, Int +3, Wis +2
Skills Astrophysics +5, Mechanics +4
Action Stations Pilot 1 (single)
Sensor Range 12/60, passive Perception 14

Technician Drone. The firelight’s technical drone provides it


with technician bonuses (included in the ship’s stats).

Actions
Autocannon. Ranged Weapon Attack: +4 to hit, range 6/12,
one target. Hit: 5 (1d6 + 2) piercing damage.

Heavy Striker
Large starship (230,000 lbs)
Small Starfighter Armor Class 15
Small starship (25,000 lbs) Maneuver Defense 12
Hull Points 51 (6d10 + 18)
Armor Class 12
Structural Integrity 8
Maneuver Defense 10
Speed 5
Hull Points 11 (2d6 + 4)
Structural Integrity 2 P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
Speed 8 17 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 12 (+1)
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS Piloting +5, DC 13
12 (+1) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Saving Throws Dex +5, Int +3, Wis +2
Skills Astrophysics +5, Mechanics +2
Piloting +3, DC 11
Action Stations Pilot 1, Technician 1, Gunner 2
Saving Throws Dex +3
Sensor Range 15/80, passive Perception 14
Skills Astrophysics +2, Mechanics +2
Action Stations Pilot 1 (single)
Sensor Range 12/50, passive Perception 11 Actions
Multiattack. The striker attacks twice with its quad cannons.
Actions Quad Cannons. Ranged Weapon Attack: +5 to hit, range
Autocannon. Ranged Weapon Attack: +3 to hit, range 6/12, 5/15, one target. Hit: 10 (2d6 + 3) piercing damage.
one target. Hit: 4 (1d6 + 1) piercing damage. Ion Charge Missiles (Recharge 6). Ranged Weapon Attack: +5
to hit, range 9/27, one target. Hit: 10 (3d6) force damage and
the target must succeed on a DC 13 Dexterity saving throw or
become immobilized until the end of their next turn.

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a

Heavy Bomber Frigate


Large starship (200,000 lbs) Large starship (210,000 lbs)
Armor Class 16 Armor Class 14
Maneuver Defense 12 Maneuver Defense 14
Hull Points 32 (5d10 + 5) Hull Points 45 (6d10 + 12)
Structural Integrity 7 Structural Integrity 7
Speed 6 Speed 5
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
15 (+2) 14 (+2) 12 (+1) 15 (+2) 15 (+2) 13 (+1) 16 (+3) 18 (+4) 15 (+2) 13 (+1) 17 (+3) 12 (+1)

Piloting +4, DC 12 Piloting +5, DC 12


Saving Throws Dex +4, Int +3, Wis +2 Saving Throws Dex +5, Int +4, Wis +4
Skills Astrophysics +3, Mechanics +4 Skills Astrophysics +4, Mechanics +3
Action Stations Pilot 1, Technician 1, Gunner 2 Action Stations Pilot 1, Technician 1, Gunner 2
Sensor Range 15/80, passive Perception 14 Sensor Range 14/80, passive Perception 13

Actions Actions
Multiattack. The bomber attacks twice with its quad cannons. Multiattack. The frigate attacks twice with its quad cannons.
Quad Cannons. Ranged Weapon Attack: +4 to hit, range Quad Cannons. Ranged Weapon Attack: +5 to hit, range
5/15, one target. Hit: 9 (2d6 + 2) piercing damage. 5/15, one target. Hit: 10 (2d6 + 3) piercing damage.
High-EX Missiles (Recharge 6). Ranged Weapon Attack: +4
Reactions
to hit, range 9/27, one target. Hit: 10 (3d6) force damage and
the target loses 1 SI. In addition, each creature or ship within Directional Barrier. The frigate adds 2 to its AC against
2 units of the target must succeed on a DC 12 Dexterity one attack that would hit it. To do so, the frigate must see
saving throw or take 7 (2d6) force damage the attacker.

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Starcruiser Battle Cruiser
Huge starship (150,000 tons) Massive starship (500,000 tons)
Armor Class 16 Armor Class 17
Maneuver Defense 18 Maneuver Defense 18
Hull Points 142 (15d12 + 45) Hull Points 243 (18d20 + 54)
Structural Integrity 17 Structural Integrity 18
Speed 6 Speed 5

P-DEX P-WIS T-INT T-WIS G-DEX G-WIS P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
17 (+3) 14 (+2) 16 (+3) 15 (+2) 17 (+3) 13 (+1) 17 (+3) 15 (+2) 16 (+3) 16 (+3) 17 (+3) 14 (+2)

Piloting +9, DC 17 Piloting +10, DC 18


Saving Throws Dex +10, Int +7, Wis +6 Saving Throws Dex +10, Int +7, Wis +7
Skills Astrophysics +7, Mechanics +6 Skills Astrophysics +8, Mechanics +7
Damage Threshold 5 Damage Threshold 10
Action Stations Captain 1, Gunner 2, Pilot 1, Technician 2 Damage Resistances acid, fire, lightning
Sensor Range 36/150, passive Perception 14 Action Stations Captain 1, Co-pilot 1, Gunner 4, Pilot 1,
Technician 2
Insulated Circuits (3/Day). When the ship loses SI, its Sensor Range 75/500, passive Perception 16
technician can spend a reaction to avoid rolling for a
system failure. Anti-craft Turrets. A gunner can expend an action to activate
or deactivate these weapon batteries designed to repel
Actions smaller ships. While activated, any ship of Medium size or
Multiattack. The starcruiser attacks twice with its smaller that ends its turn within 5 units of your ship must
buster cannons. make a Dexterity saving throw versus your maneuver save
Buster Cannons. Ranged Weapon Attack: +9 to hit, range DC, taking 2d8 radiant damage on a failed save, or half as
10/12, one target. Hit: 21 (4d8 + 3) piercing damage. much on a successful one.
Proton Torpedoes. Ranged Weapon Attack: +10 to hit, range Actions
16/35, one target. Hit: 16 (3d10) force damage. Multiattack. The battle cruiser makes four attacks:
Concentrated Burst (Recharge 5-6). The starcruiser fires a two with its hyper-particle cannons and two with its
spray of bullets in a 8-unit cone. Each creature or ship in the proton torpedoes.
area must succeed on a DC 18 Dexterity saving throw, taking Hyper-particle Cannon. Ranged Weapon Attack: +10 to hit,
36 (8d8) piercing damage on a failed save, or half as much on range 15/30, one target. Hit: 16 (3d8 + 3) radiant damage.
a successful one.
Proton Torpedoes. Ranged Weapon Attack: +10 to hit, range
16/35, one target. Hit: 16 (3d10) force damage.
Mass Energy Cannon (Recharge 6). The battle cruiser fires
a beam of energy in a 12-unit line that is 2 units wide.
Each creature or ship in the area must succeed on a DC 18
Dexterity saving throw, taking 55 (10d10) radiant damage on
a failed save, or half as much on a successful one. In addition,
a ship that fails its save loses 2 SI.

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Lineage Starships Keshite Ships
Some advanced cultures utilize their own ship designs. As eternal explorers, kesh design their ships for long-
The following are some descriptions of ships from some range travel and transport. Their larger ships focus on
of the well-known spacefaring societies, followed by protecting their passengers while their smaller fighters are
standard and grand scale stat block examples for each. designed for heavy assault.

Aluphax Ships Lorendi Ships


The primary function of all aluphax starships is the The early ships of the Lorendi Imperium were adapted
eradication of any perceived enemy. Their hulls are from those used by the Nesieve military. These were
comprised of thick layers of hardened metallic alloys, perfected into instruments of death designed to pacify
making their ships heavier than most. those who would disrupt or violate the Imperium’s
galactic edicts.
Ashenforged Ships
Most ashenforged ships are modeled after the older
Matokai Ships
dendus warships, refitted to support a balance between The matokai seek as much glory against their foes in
combat and exploration. space as they do on the ground. Their ships are designed
with intention of delivering swift and decisive victories.
Dendus Ships
The fall of Dendusar to both the xamaron and the lorendi
Terran Ships
have altered dendus ship designs to focus as much on Adapting technology from the dendus and eldori, terran
survival as they do on research and exploration. starships are used for exploration and defense by both
human and promethean forces.
Eldori Ships
As one of the oldest spacefaring cultures, Nesieve ships
Valna Ships
the model standard for balancing utility, endurance, Valna use technology to explore, expand, and grow. They
and power. avoid conflict whenever possible. But when forced, their
ships rely on speed and swift attacks.

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Aluphax Vanquisher
Massive starship (650,000 tons)
Armor Class 18
Maneuver Defense 17
Hull Points 265 (19d20 + 66)
Structural Integrity 22
Speed 6
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
18 (+4) 15 (+2) 16 (+3) 17 (+3) 16 (+3) 14 (+2)

Piloting +10, DC 18
Saving Throws Dex +10, Int +6, Wis +9
Skills Astrophysics +7, Mechanics +7
Aluphax Marauder Damage Threshold 10
Medium starship (65,000 lbs) Damage Resistances acid, fire
Armor Class 13 Condition Immunities rattled
Maneuver Defense 12 Action Stations Captain 1, Co-pilot 1, Gunner 2, Pilot 1,
Hull Points 19 (3d8 + 6) Technician 2
Structural Integrity 5 Sensor Range 18/180, passive Perception 16
Speed 6
Hardened Hull. The vanquisher adds 3 to its defense rating
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS (included in its hull points).
15 (+2) 14 (+2) 12 (+1) 14 (+2) 15 (+2) 14 (+2) Viscious Assault. The vanquisher deals an extra die of
Piloting +4, DC 12 damage when it hits with its weapons (included in the attack).
Saving Throws Dex +4, Int +1, Wis +4 Actions
Skills Mechanics +4
Multiattack. The vanquisher attacks twice with its plasma
Damage Resistances acid, fire
cannons or twice with its disruptor beams.
Action Stations Pilot 1 (single)
Sensor Range 12/60, passive Perception 14 Plasma Cannon. Ranged Weapon Attack: +10 to hit, range
15/30, one target. Hit: 42 (7d10 + 4) fire damage.
Relentless. The marauder has advantage on piloting checks
Disruptor Beam. Ranged Weapon Attack: +10 to hit, range
made when performing the Dog Fight maneuver.
16/35, one target. Hit: 35 (7d8 + 4) force damage.
Actions Dreadfire Wave (Recharge 6). The vanquisher launches
Heavy Autocannon. Ranged Weapon Attack: +4 to hit, range a wave of electromagnetic radiation in a 10-unit cone.
8/16, one target. Hit: 7 (1d10 + 2) piercing damage. Each creature or ship in the area must succeed on a DC 18
Dexterity saving throw, taking 66 (12d10) fire damage on a
Plasma Launcher. Ranged Weapon Attack: +4 to hit, range
failed save, or half as much on a successful one. In addition, a
12/20, one target. Hit: 5 (1d10) fire damage.
ship that fails its save loses 2 SI.

224 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • APPENDIX A : STAR SHIP CODEX
A shen Liberator
A shen Fury Massive starship (510,000 tons)
Medium starship (55,000 lbs) Armor Class 19
Armor Class 13 Maneuver Defense 18
Maneuver Defense 12 Hull Points 250 (20d20 + 40)
Hull Points 19 (3d8 + 6) Structural Integrity 23
Structural Integrity 5 Speed 6
Speed 6
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS 17 (+3) 18 (+4) 15 (+2) 18 (+4) 17 (+3) 16 (+3)
18 (+3) 14 (+3) 15 (+2) 16 (+3) 17 (+3) 14 (+2)
Piloting +9, DC 17
Piloting +5, DC 13 Saving Throws Dex +9, Int +8, Wis +10
Saving Throws Dex +5, Int +2, Wis +5 Skills Astrophysics +6, Mechanics +8
Skills Astrophysics +4, Mechanics +5 Damage Resistances fire, lightning
Action Stations Pilot 1, Gunner 1 Condition Immunities rattled
Sensor Range 14/60, passive Perception 15 Action Stations Captain 1, Co-pilot 1, Gunner 4, Pilot 1,
Technician 2
Synergic Targeting. The fury has advantage on attack Sensor Range 90/550, passive Perception 17
rolls against a target if at least one allied ashenforged or
dendus ship is within 6 units of the target and the allied ship Shield Breaker. The liberator's weapon attacks ignore any
isn't disabled. resistances to its weapon's damage.
Anti-craft Beam Array. Each enemy ship of Medium size or
Actions smaller that ends its turn within 5 units of the liberator must
Multiattack. The fury attacks twice with its pulse cannon. make a DC 18 Dexterity saving throw, taking 12 (3d8) force
Pulse Cannon. Ranged Weapon Attack: +5 to hit, range 6/12, damage on a failed save, or half as much on a successful one.
one target. Hit: 6 (1d6 + 3) radiant damage.
Actions
Multiattack. The liberator attacks four times with its hyper
pulse cannons. It can trade one of its cannon attacks for a
warp beam attack.
Hyper Pulse Cannons. Ranged Weapon Attack: +10 to hit,
range 15/30, one target. Hit: 19 (3d10 + 3) radiant damage.
Warp Beam. The liberator targets one ship it can detect
within 12 units of it. The target must succeed on a DC 18
Dexterity saving throw or take 35 (10d6) force damage.
Warp Cyclone (Recharge 6). The liberator launches a spiral
of warp energy in a 12-unit cone. Each creature or ship in the
area must make a DC 18 Dexterity saving throw, taking 66
(12d10) force damage on a failed save, or half as much on a
successful one. In addition, a ship that fails its save loses 1 SI.

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Dendus Pathrider Twilight Class Explorer
Medium starship (45,000 lbs) Massive starship (470,000 tons)
Armor Class 14 Armor Class 19
Maneuver Defense 12 Maneuver Defense 19
Hull Points 15 (2d8 + 6) Hull Points 250 (20d20 + 40)
Structural Integrity 6 Structural Integrity 22
Speed 7 Speed 7

P-DEX P-WIS T-INT T-WIS G-DEX G-WIS P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
15 (+2) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 13 (+1) 17 (+3) 18 (+4) 20 (+5) 18 (+4) 17 (+3) 15 (+2)

Piloting +4, DC 12 Piloting +9, DC 17


Saving Throws Dex +4, Int +6, Wis +5 Saving Throws Dex +9, Int +11, Wis +10
Skills Astrophysics +6, Mechanics +5 Skills Astrophysics +9, Computers +12, Mechanics +11
Action Stations Pilot 1, Gunner 1 Damage Threshold 10
Sensor Range 16/70, passive Perception 17 Damage Resistances fire, lightning
Condition Immunities blinded, impaired
Synergic Targeting. The pathrider has advantage on attack Action Stations Captain 1, Commander 1, Gunner 2, Pilot 1,
rolls against a target if at least one allied ashenforged or Technician 3
dendus ship is within 6 units of the target and the allied ship Sensor Range 100/600, passive Perception 20
isn't disabled.
Tactical Sensors. The twilight has advantage on Wisdom
Tactical Sensors. The pathrider has advantage on Wisdom
(Perception) checks made to detect hidden targets and ships
(Perception) checks made to detect hidden targets and ships
masking their drive signatures.
masking their drive signatures.
Anti-craft Beam Array. Each enemy ship of Medium size or
Actions smaller that ends its turn within 5 units of the twilight must
Pulse Cannon. Ranged Weapon Attack: +4 to hit, range 7/14, make a DC 18 Dexterity saving throw, taking 12 (3d8) force
one target. Hit: 7 (2d4 + 2) radiant damage. damage on a failed save, or half as much on a successful one.

Actions
Multiattack. The twilight makes two dual warp
cannon attacks.
Dual Warp Cannons. Ranged Weapon Attack: +9 to hit,
range 18/40, one target. Hit: 27 (3d10 + 3) radiant damage
plus 11 (2d10) force damage.
Destabilizing Burst (Recharge 5-6). The twilight unleashes
an electromagnetic burst in an 8-unit radius. Each creature
or ship in the area must make a DC 17 Intelligence saving
throw, taking 65 (10d12) lightning damage on a failed save,
or half as much on a successful one. In addition, a ship that
fails its save is immobilized for 1 minute. An immobilized ship
can repeat the saving throw at the start of each of its turns,
ending the effect on a success.

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Eldori Firelight Aleia Class Carrier
Small starship (22,500 lbs) Massive starship (525,000 tons)

Armor Class 13 Armor Class 18


Maneuver Defense 12 Maneuver Defense 18
Hull Points 15 (2d6 + 8) Hull Points 232 (16d20 + 64)
Structural Integrity 5 Structural Integrity 21
Speed 8 Speed 7

P-DEX P-WIS T-INT T-WIS G-DEX G-WIS P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
17 (+3) 14 (+2) 16 (+3) 16 (+3) 17 (+3) 14 (+2) 18 (+4) 16 (+3) 18 (+4) 17 (+3) 17 (+3) 15 (+2)

Piloting +5, DC 13 Piloting +11, DC 19


Saving Throws Dex +5, Int +5, Wis +3 Saving Throws Dex +10, Int +10, Wis +9
Skills Astrophysics +5, Mechanics +5 Skills Astrophysics +11, Computers +8, Mechanics +7
Action Stations Pilot 1 (single) Damage Resistances fire, cold
Sensor Range 12/50, passive Perception 14 Condition Immunities rattled
Action Stations Captain 1, Commander 1, Gunner 3, Pilot 1,
Technician Drone. The firelight's technical drone provides it Technician 2
with technician bonuses (included in the ship's stats). Sensor Range 75/500, passive Perception 16

Actions System Safeguard. The aleia has advantage on saving throws


Twin Cannon. Ranged Weapon Attack: +5 to hit, range 6/12, made to avoid the effects of the Target Systems maneuver.
one target. Hit: 8 (2d4 + 3) radiant damage. Anti-craft Turrets. Each enemy ship of Medium size or
smaller that ends its turn within 5 units of the aleia must
make a DC 19 Dexterity saving throw, taking 12 (3d8) radiant
damage on a failed save, or half as much on a successful one.

Actions
Multiattack. The aleia makes three attacks: two with its
heavy particle beams and once with its tachyon cannon.
Heavy Particle Beam. Ranged Weapon Attack: +9 to hit,
range 15/30, one target. Hit: 21 (4d8 + 3) radiant damage.
Tachyon Cannon. Ranged Weapon Attack: +9 to hit, range
18/40, one target. Hit: 22 (5d8) force damage
Singularity Charge (Recharge 6). The aleia launches a
projectile that detonates into a singularity at a point it can
detect within 20 units. Each creature or ship in a 5-unit
sphere from that point must make a DC 19 Dexterity saving
throw, taking 66 (12d10) force damage on a failed save, or
half as much on a successful one. In addition, a ship that fails
its save loses 2 SI.

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Ryaani Class Crusader
Massive starship (600,000 tons)
Armor Class 18
Maneuver Defense 18
Hull Points 279 (18d20 + 40)
Structural Integrity 25
Speed 7
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
17 (+3) 16 (+3) 18 (+4) 17 (+5) 17 (+3) 15 (+4)

Piloting +9, DC 18
Saving Throws Dex +9, Int +10, Wis +11
Skills Astrophysics +8, Computers +8, Mechanics +9
Keshite Stardiver Damage Threshold 10
Medium starship (52,000 lbs) Damage Resistances cold, lightning
Armor Class 14 Condition Immunities immobilized, impaired
Maneuver Defense 12 Action Stations Captain 1, Commander 1, Co-pilot 1,
Hull Points 15 (2d8 + 6) Gunner 4, Pilot 1, Technician 2
Structural Integrity 8 Sensor Range 150/750, passive Perception 18
Speed 6
Sensory Cloak. The crusader has advantage on Wisdom
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS (Mechanics) checks made to mask its drive from sensors.
16 (+3) 14 (+2) 16 (+3) 16 (+3) 16 (+3) 14 (+2)
Actions
Piloting +5, DC 13 Multiattack. The crusader makes four photon cannon
Saving Throws Dex +5, Int +3, Wis +4 attacks or two neutron blaster attacks.
Skills Astrophysics +5, Mechanics +4
Photon Cannons. Ranged Weapon Attack: +9 to hit, range
Action Stations Pilot 1, Gunner 2
18/40, one target. Hit: 14 (2d10 + 3) radiant damage.
Sensor Range 14/60, passive Perception 15
Neutron Blaster. Ranged Weapon Attack: +9 to hit, range
Actions 25/50, one target. Hit: 16 (3d10) lightning damage and the
target must succeed on a DC 18 Wisdom saving throw or
Multiattack. The stardiver attacks twice with its
become disoriented until the end of its next turn.
blaster cannons.
Dimensional Shift (Recharge 5-6). The crusader teleports
Blaster Cannon. Ranged Weapon Attack: +5 to hit, range
up to 15 units to an unoccupied space it can see. Before or
6/12, one target. Hit: 6 (1d6 + 3) radiant damage.
after teleporting, it can make one neutron blaster attack as a
Micro-missiles. Ranged Weapon Attack: +5 to hit, range bonus action.
10/20, one target. Hit: 11 (2d10) force damage.
Reactions
Reactions Reactive Shield. The crusader adds 2 to its AC against one
Redirect Fire. When an enemy ship hits with an attack that attack that would hit it. To do so, the crusader must see
causes the stardiver to lose SI, the stardiver's gunner can the attacker.
use their reaction to make a blaster cannon attack against
that enemy ship.

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Eos Class Dreadnought
Massive starship (550,000 tons)
Lorendi Elite Viper Armor Class 17
Small starship (22,000 lbs)
Maneuver Defense 18
Armor Class 14 Hull Points 261 (18d20 + 72)
Maneuver Defense 12 Structural Integrity 21
Hull Points 16 (3d6 + 6) Speed 6
Structural Integrity 5
Speed 7 P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
17 (+3) 16 (+3) 18 (+4) 17 (+3) 17 (+3) 15 (+2)
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
18 (+4) 14 (+2) 15 (+2) 14 (+2) 18 (+4) 14 (+2) Piloting +10, DC 18
Saving Throws Dex +9, Int +10, Wis +9
Piloting +6, DC 14 Skills Astrophysics +8, Computers +8, Mechanics +7
Saving Throws Dex +6, Int +2, Wis +2 Damage Threshold 10
Skills Astrophysics +4, Mechanics +4 Damage Resistances cold
Action Stations Pilot 1 (single) Condition Immunities rattled
Sensor Range 12/50, passive Perception 13 Action Stations Captain 1, Gunner 4, Pilot 1, Technician 2
Sensor Range 75/500, passive Perception 16
Technician Drone. The viper's technical drone provides it
with technician bonuses (included in the ship's stats). System Safeguard. The ship has advantage on saving throws
made to avoid the effects of the Target Systems maneuver.
Actions
Anti-craft Turrets. Each enemy ship of Medium size or smaller
Autocannon. Ranged Weapon Attack: +6 to hit, range 6/12, that ends its turn within 5 units of the dreadnought must
one target. Hit: 7 (1d6 + 4) piercing damage. make a DC 18 Dexterity saving throw, taking 12 (3d8) radiant
damage on a failed save, or half as much on a successful one.

Actions
Multiattack. The dreadnought attacks four times with its
hyper-particle cannons or twice with its ion battery.
Hyper-particle Cannons. Ranged Weapon Attack: +10 to hit,
range 15/30, one target. Hit: 16 (3d8 + 3) radiant damage.
Ion Battery. Ranged Weapon Attack: +10 to hit, range
16/30, one target. Hit: 22 (4d10) lightning damage and the
target must succeed on a DC 18 Wisdom saving throw or be
disoriented until the end of the dreadnought's next turn.
A ship that succeeds on their saving throw by 5 or more
becomes immune to this weapon's effects for 8 hours.
Singularity Charge (Recharge 6). The dreadnought launches
a projectile that detonates into a singularity at a point it
can detect within 20 units. Each creature or ship in a 5-unit
sphere from that point must make a DC 18 Dexterity saving
throw, taking 66 (12d10) force damage on a failed save, or
half as much on a successful one. In addition, a ship that fails
its save loses 2 SI.

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Z ankri Class Battleship
Massive starship (625,000 tons)
Armor Class 19
Maneuver Defense 16
Hull Points 243 (18d20 + 54)
Structural Integrity 22
Speed 6
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
18 (+4) 15 (+2) 16 (+3) 17 (+3) 20 (+5) 14 (+2)

Piloting +10, DC 18
Matokai Dreadfang Saving Throws Dex +10, Int +6, Wis +9
Medium starship (62,000 lbs) Skills Computers +7, Mechanics +8
Damage Threshold 10
Armor Class 15 Damage Resistances fire, lightning
Maneuver Defense 12 Condition Immunities disoriented, rattled
Hull Points 16 (3d8 + 3) Action Stations Captain 1, Co-pilot 1, Gunner 4, Pilot 1,
Structural Integrity 6 Technician 2
Speed 6 Sensor Range 75/500, passive Perception 16
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS Viscious Assault. The zankri deals an extra die of damage
18 (+4) 14 (+2) 12 (+1) 14 (+3) 18 (+4) 12 (+1) when it hits with its weapons (included in the attack).
Piloting +6, DC 14 Shield Breaker. The zankri's weapon attacks ignore any
Saving Throws Dex +6, Int +1, Wis +5 resistances to its weapon's damage.
Skills Mechanics +5 Charging Ram. When performing a Ram maneuver, the
Damage Resistances fire target of the maneuver has disadvantage on its Wisdom
Action Stations Pilot 1, Co-pilot 1 saving throw to avoid taking collision damage. In addition,
Sensor Range 12/60, passive Perception 15 the zankri takes half the collision damage on a failed save
Maneuvering Stabilizers. Performing the Evasive Action and no damage on a successful one.
maneuver does not cause the dreadfang's gunner to make Actions
attacks with disadvantage.
Multiattack. The zankri makes four attacks: two with its
Shield Breaker. The dreadfang's weapon attacks ignore any lancer energy cannons and two with its thunderbolt rail.
resistances to its weapon's damage.
Lancer Energy Cannon. Ranged Weapon Attack: +10 to hit,
Actions range 15/30, one target. Hit: 19 (4d6 + 5) radiant damage.
Heavy Plasma Cannon. Ranged Weapon Attack: +6 to hit, Thunderbolt Rail. Ranged Weapon Attack: +10 to hit, range
range 7/14, one target. Hit: 9 (2d6 + 2) fire damage. 16/35, one target. Hit: 21 (3d10 + 5) lightning damage.
Cryo Beam. Ranged Weapon Attack: +6 to hit, range Hellstorm Rail (Recharge 6). The zankri unleashes a plasma
8/16, one target. Hit: 7 (2d6) cold damage and the target beam in a 25-unit line that is 2 units wide. Each creature or
must succed on a DC 14 Wisdom saving throw or become ship in the area must succeed on a DC 19 Dexterity saving
disoriented until the end of its next turn. throw, taking 44 (8d10) force damage and 22 (4d10) fire
damage on a failed save, or half as much on a successful one.
In addition, a ship that fails its save loses 2 SI.

230 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • APPENDIX A : STAR SHIP CODEX
Phoenix Class Cruiser
Massive starship (600,000 tons)
Terran Starhawk Armor Class 17
Medium starship (50,000 lbs) Maneuver Defense 16
Armor Class 16 Hull Points 256 (19d20 + 57)
Maneuver Defense 12 Structural Integrity 22
Hull Points 16 (3d8 + 3) Speed 6
Structural Integrity 8 P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
Speed 7 18 (+4) 15 (+2) 17 (+3) 16 (+3) 18 (+4) 14 (+2)
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS Piloting +10, DC 18
18 (+4) 14 (+2) 12 (+1) 14 (+3) 18 (+4) 14 (+2) Saving Throws Dex +10, Int +7, Wis +9
Piloting +6, DC 14 Skills Astrophysics +7, Computers +7, Mechanics +7
Saving Throws Dex +6, Int +3, Wis +3 Damage Threshold 10
Skills Astrophysics +3, Mechanics +5 Action Stations Captain 1, Co-pilot 1, Gunner 4, Pilot 1,
Action Stations Pilot 1 (single) Technician 2
Sensor Range 12/60, passive Perception 15 Sensor Range 75/500, passive Perception 16

Technician Drone. The firelight's technical drone provides it Anti-craft Turrets. Each enemy ship of Medium size or
with technician bonuses (included in the ship's stats). smaller that ends its turn within 5 units of the phoenix
must make a DC 18 Dexterity saving throw, taking 10 (3d6)
Actions piercing damage on a failed save, or half as much on a
Dual Cannon. Ranged Weapon Attack: +6 to hit, range 8/16, successful one.
one target. Hit: 7 (1d8 + 4) piercing damage. Insulated Circuits (3/Day). When the phoenix loses SI,
its technician can use their reaction to avoid rolling for a
system failure.

Actions
Multiattack. The phoenix makes four attacks: two with its
hyper-particle cannons and two with its proton torpedoes.
Hyper-particle Cannon. Ranged Weapon Attack: +10 to hit,
range 15/30, one target. Hit: 17 (3d8 + 4) radiant damage.
Proton Torpedoes. Ranged Weapon Attack: +10 to hit, range
16/35, one target. Hit: 16 (3d10) force damage.
Mass Energy Cannon (Recharge 6). The phoenix fires a beam
of energy in a 12-unit line that is 2 units wide. Each creature
or ship in the area must succeed on a DC 18 Dexterity saving
throw, taking 55 (10d10) radiant damage on a failed save, or
half as much on a successful one. In addition, a ship that fails
its save loses 2 SI.

E SPER GENE SIS • M A S TER TE CHNICIAN’S GUIDE • APPENDI X A : S TAR SHIP CODE X
231
Valna Moonshrike
Massive starship (485,000 tons)
Armor Class 19
Maneuver Defense 17
Hull Points 229 (17d20 + 51)
Structural Integrity 22
Speed 6
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS
18 (+5) 15 (+3) 16 (+3) 17 (+3) 16 (+5) 14 (+2)

Piloting +11, DC 19
Saving Throws Dex +11, Int +7, Wis +9
Skills Astrophysics +7, Mechanics +7
Damage Resistances cold
Condition Immunities rattled
Valna Bladewing Action Stations Captain 1, Co-pilot 1, Gunner 3, Pilot 1,
Small starship (22,000 lbs) Technician 2
Armor Class 16 Sensor Range 75/500, passive Perception 16
Maneuver Defense 12 Tactical Sensors. The moonshrike has advantage on Wisdom
Hull Points 13 (2d6 + 6) (Perception) checks made to detect hidden targets and ships
Structural Integrity 4 masking their drive signatures.
Speed 8
Swift Strike. When the moonshrike reduces a ship to 0 hit
P-DEX P-WIS T-INT T-WIS G-DEX G-WIS points with an attack on its turn, the moonshrike can take
20 (+5) 14 (+2) 15 (+2) 14 (+2) 20 (+5) 13 (+1) a bonus action to move up to 3 units and make a neutron
beam attack.
Piloting +7, DC 15
Saving Throws Dex +7, Int +4, Wis +4 Actions
Skills Mechanics +4 Multiattack. The moonshrike makes three attacks: two with
Action Stations Pilot 1, Co-pilot 1 its phalanx disruptors and one with its neutron beam.
Sensor Range 12/60, passive Perception 15
Phalanx Disruptor. Ranged Weapon Attack: +11 to hit, range
Precision Run. The bladewing has advantage on piloting 18/30, one target. Hit: 23 (4d6 + 5) radiant damage.
checks when performing an Attack Run maneuver. Neutron Beam. Ranged Weapon Attack: +10 to hit, range
18/40, one target. Hit: 22 (5d8) lightning damage.
Actions
Arc Buster (Recharge 6). The moonshrike fires an arc of
Laser Cannon. Ranged Weapon Attack: +7 to hit, range 6/12,
energy in a 10-unit cone. Each creature or ship in the area
one target. Hit: 8 (1d6 + 5) radiant damage.
must succeed on a DC 19 Dexterity saving throw, taking 65
(10d12) radiant damage on a failed save, or half as much on a
successful one. In addition, a ship that fails its save loses 1 SI.

232 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • APPENDIX A : STAR SHIP CODEX
org a n i ze th Appendix B: Item Lists etreasures
The following lists arrange items and upgrades by rarity, Uncommon Items (continued)
then by type. Item Type
Mind shielding band Utility
Enhanced Items by Rarity Munitions compact Utility
Muscle optimization alpha Augment
Common Items Optical recorder Augment
Item Type Pinpoint barrier Mod
Core stone (prime) Utility Portable guardian Utility
Core stone (rank 1) Utility SIM interface Augment
Healing ampoule Utility Sound dampener Mod
Holster compartment Augment Standard sundering atomizer Compound
Micro-tool accessory Augment Subaqueous harness Utility
Prosthetic limb Augment Super healing ampoule Utility
Retractable melee weapon Augment Telepathic band Utility
Storage compartment Augment Translator module Utility
Wrist beam Utility
Uncommon Items
Item Type Rare Items
Adaptation mask Utility Item Type
Anabolic compound alpha Compound Absorption field emitter Mod
Antiviral module Utility Advanced microcomputer Augment
Augmented energy overlay alpha Mod Anabolic compound beta Compound
Beast speech compound Compound Anabolic compound gamma Compound
Bio-Gel Utility Augmented energy overlay gamma Mod
Charge focus Focus Binding ward Utility
Collapsible frame Mod Capture sphere Utility
Compound injector Augment Confinement module Utility
Core stone (rank 2) Utility Core stone (rank 4) Utility
Core stone (rank 3) Utility Core stone (rank 5) Utility
Cybergun (light pistol) Augment Cyber optics Augment
Cybergun (short rifle) Augment Cybergun (autopistol) Augment
Deferred energy emitter Mod Deadlock restraints Utility
Dimensional pack Utility Defensive ward Utility
Esper pattern detector Utility Detector specs Utility
Field camouflage unit Utility Dimensional disk Utility
Flamethrower unit Mod Direct impact limiter Mod
Fusion blade Weapon Displacer band Utility
Gravity boots Utility Emergency energy guard Utility
Gravity inhibitor Mod Environmental pocket Utility
Holo mask Utility Hydraulic boosters Augment
Hydrotech climbers Utility Hyper healing ampoule Utility
Imaging augment Utility Hypertool Utility
Infiltrator's accessory Augment Infiltration rod Utility
Interface cloner Utility Internal filtration system Augment
Internal receiver Augment Intuitive compound Compound
Light refractor Mod Jetpack unit Utility
Low-light goggles Utility Limitless communicators Utility
Med-tech module Utility Metalocation scrambler Utility
Metaspectrum light rod Utility Microfilament launcher Mod
Microcomputer Augment

E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • APPENDIX B: ITEM LIS T S


233
Rare Items (continued) Epic Items
Item Type Item Type
Mindsight compound Compound Anabolic compound omega Compound
Muscle optimization beta Augment Cloaking unit Utility
Nullifying bracer Utility Core stone (rank 9) Utility
Portal launcher Utility Cosmic cipher Utility
Powered drone pack Utility Mindsight shard Focus
Reactive ward Utility Muscle optimization delta Augment
Remedial compound Compound Spectral analyzer Augment
Renewable blade belt Utility Subatomic prison Utility
Repulsion jets Mod Telepathic shard Focus
Retainer focus Focus Truesight shard Focus
Shield device amplifier Mod Wormhole generator Utility
Singularity charge Utility
Skillware Augment Core-forged Items
Sonic emitter Utility Item Type
Superior sundering atomizer Compound Charger weapon Weapon
Synth skin Augment Cipher focus Focus
Tactical visor Utility Controlling focus Focus
Toxin filter Utility Defender weapon Weapon
Transient absorption field Utility Demolisher weapon Weapon
Universal access device Utility Durable armor Armor
Explorer armor Armor
Very Rare Items Frostfire focus Focus
Item Type Healing focus Focus
Anabolic compound delta Compound Impact weapon Weapon
Augmented energy overlay delta Mod Power focus Focus
Celerity compound Compound Power weapon Weapon
Core stone (rank 6) Utility Prime focus Focus
Core stone (rank 7) Utility Protection armor Armor
Core stone (rank 8) Utility Psionic focus Focus
Cybergun (heavy pistol) Augment Rebound weapon Weapon
Elite sundering atomizer Compound Relentless armor Armor
Fold activator Utility Resistance armor Armor
Gene augment kit Utility Seeking weapon Weapon
Invisibility compound Compound Siphon weapon Weapon
Muscle optimization gamma Augment Speed weapon Weapon
Prime focus Focus Slayer weapon Weapon
Psychic shard Focus Striking focus Focus
Reflex optimization Augment Sundering weapon Weapon
Regeneration module Utility Versatile armor Armor
Skeletal hardening Augment Vigor armor Armor
Skillplex Augment Warding armor Armor
Spectral optics Augment Wounding weapon Weapon
Spectrum goggles Utility
Subdimensional campsite Utility Sentient Items
Synth plating Augment Item Type
Telekinetic band Utility Grimbreaker Weapon
Ultra healing ampoule Utility Machina EX Weapon

Cypheos
Item Type
Ayaan’s Ultrapedia Utility
Mercurial Suit Armor

234 E S PER G E N E S I S • M A S T ER T E C H N I C I A N ’ S G UI D E • A PPE N D I X B : I T E M LI S T S


Enhanced Items by Type Focus
Item Rarity
Armor Charge focus Uncommon
Item Rarity Cipher focus Varies
Durable armor Varies Controlling focus Varies
Explorer armor Varies Frostfire focus Varies
Mercurial Suit Cypheos Healing focus Varies
Protection armor Varies Power focus Varies
Relentless armor Varies Prime focus Very rare
Resistance armor Varies Prime focus Varies
Versatile armor Varies Psionic focus Varies
Vigor armor Varies Psychic shard Varies
Warding armor Varies Retainer focus Rare
Striking focus Varies
Augment
Item Rarity Mod
Advanced microcomputer Rare Item Rarity
Compound injector Uncommon Augmented energy overlay Varies
Cyber optics Varies Collapsible frame Uncommon
Cybergun Varies Deferred energy emitter Uncommon
Holster compartment Common Direct impact limiter Rare
Hydraulic boosters Rare Flamethrower unit Uncommon
Infiltrator's accessory Uncommon Gravity inhibitor Uncommon
Internal filtration system Rare Light refractor Uncommon
Internal receiver Uncommon Microfilament launcher Rare
Microcomputer Uncommon Pinpoint barrier Uncommon
Micro-tool accessory Common Repulsion jets Rare
Muscle optimization alpha Uncommon Shield device amplifier Rare
Muscle optimization beta Rare Sound dampener Uncommon
Muscle optimization delta Epic
Muscle optimization gamma Very rare Utility
Optical recorder Uncommon Item Rarity
Prosthetic limb Common Adaptation mask Uncommon
Reflex optimization Very rare Antiviral module Uncommon
Retractable melee weapon Common Ayaan’s Ultrapedia Cypheos
SIM interface Uncommon Binding ward Rare
Skeletal hardening Very rare Bio-Gel Uncommon
Skillware Varies Capture sphere Rare
Storage compartment Common Cloaking unit Epic
Synth plating Very rare Confinement module Rare
Synth skin Rare Core stone Varies
Cosmic cipher Epic
Compound Deadlock restraints Rare
Item Rarity Defensive ward Rare
Anabolic compound Varies Detector specs Rare
Beast speech compound Uncommon Dimensional disk Rare
Celerity compound Very rare Dimensional pack Uncommon
Intuitive compound Rare Displacer band Rare
Invisibility compound Very rare Emergency energy guard Rare
Mindsight compound Rare Environmental pocket Rare
Remedial compound Rare Esper pattern detector Uncommon
Sundering atomizer Varies Field camouflage unit Uncommon
Fold activator Very rare

E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • APPENDIX B: ITEM LIS T S


235
Utility (continued) Utility (continued)
Item Rarity Item Rarity
Gene augment kit Very rare Subdimensional campsite Very rare
Gravity boots Uncommon Tactical visor Rare
Healing ampoule Varies Telekinetic band Very rare
Holo mask Uncommon Telepathic band Uncommon
Hydrotech climbers Uncommon Toxin filter Rare
Hypertool Rare Transient absorption field Rare
Imaging augment Uncommon Translator module Uncommon
Infiltration rod Rare Universal access device Rare
Interface cloner Uncommon Wormhole generator Epic
Jetpack unit Rare Wrist beam Uncommon
Limitless communicators Rare
Low-light goggles Varies Weapon
Med-tech module Uncommon Item Rarity
Metalocation scrambler Rare Charger weapon Varies
Metaspectrum light rod Uncommon Defender weapon Varies
Mind shielding band Uncommon Demolisher weapon Varies
Munitions compact Uncommon Fusion blade Uncommon
Nullifying bracer Rare Grimbreaker Epic (Sentient)
Portable guardian Uncommon Impact weapon Varies
Portal launcher Rare Machina EX Epic (Sentient)
Powered drone pack Rare Power weapon Varies
Reactive ward Rare Rebound weapon Varies
Regeneration module Very rare Seeking weapon Varies
Renewable blade belt Rare Siphon weapon Varies
Singularity charge Rare Slayer weapon Varies
Sonic emitter Rare Speed weapon Varies
Subaqueous harness Uncommon Sundering weapon Varies
Subatomic prison Epic Wounding weapon Varies

236 E S PER G E N E S I S • M A S T ER T E C H N I C I A N ’ S G UI D E • A PPE N D I X B : I T E M LI S T S


Index
abilities (NPC) 169–170 conflict with a sentient item 63 damage 20–21
ability check 12–14 connecting adventures 165 damaging objects 18–19
ability score 12, 169–170 consumable items 37 detecting a hazard 186
absent characters 10 contacts 171 devices (electronic) 83, 182–183
adventure options 134–136 conversation 17–18 diagonal movement 101
activating an item 39 core-bonded items 63 dice 9–10
advantage 14–15 core-forged items 52–61 Difficulty Class (DC) 13
adventures 153–157, 165–166 affinity 53 dimensional travel 213
linking adventures 165 power grades 52 disadvantage 14–15
adventure options 134–136 core concepts (campaign) 199 disease 24–25
aerial encounters 186 crafting forge enhanced items 194–195 doors 178–179
affinity 38–39 creating an adventure 153–157 downtime activities 194–197
alternate dimensions 213 adventure hooks 166 disarm 137
alternate sci-fi genres 218–219 essentials 165 disease 24–25
ammunition 34–35 linking adventures 165–166 Drath Sia 214–215
appearance (NPC) 169 location based 156 drones 102–105
armor 31–33, 52, 217 series 165–166 customizing 102
core-forged 52 story based 155 roleplaying 104–105
properties 32–33 creating a background 134 sentient 105
upgrading 31–32 creating a campaign 167, 210 encounters 157–163
attack rolls 13, 14 tracking 166 ending an adventure 154
attitude (NPC) 17–18 events 210 ending a campaign 210
atmosphere (environmental) 175 lore 210 environment 87, 175–176
awarding experience points 164–165 mapping 199-200 equipment (gear, NPC) 170
background (NPC) 169 play style 5 Etheric Plane 214
becoming lost 183 series (adventures) 165-166 events (campaign) 210
beginning a campaign 210 creating a character race 130–132 expenses (character) 193
between adventures 191–197 creating a downtime activity 197 experience points 158–159, 164–165
bond (NPC) 170 creating an encounter 38–39 exploration 15–16, 157, 125–127
building a starship 113–123, 194 combat 157, 158-162 space 125–127
burst fire variants 137 exploration 157 facing 100–101
businesses (character) 195 objectives 157 factions 172–173
buying enhanced items (gear) 38 random encounters 164 favors 173
campaigns 165, 167, 199, 210 social 158 fear 134–135
creating 210 starship 162-163 flaw (NPC) 170
tracking 166 creating an esper power 148–149 flying 175, 185
series (adventures) 165-166 creating a galactic species 206–208 foci 37, 52
celestial navigation 127 creating a hazard 186–187 food and water 183
Celestial Void 213–214 creating items and gear 149–151 foraging 183
challenge rating 140, 148, 158, 161 forge enhanced items 150–151 foreshadowing 166
character options 129–134 equipment 150 forge enhanced items 37–67, 194
charges in enhanced items 39 creating an organization 172 alphabetical listing 40–51
chases 21–24 creating a settlement 179–181 affinity 38
class 132–133 creating a star system 38–39 activating 39
climax (ending) 154 creating a threat 139–148 buying 210
clues (mystery) 156 critical hits 20, 91 categories 37
cold (extreme) 176 crouch 137 core-bonded 63
combat 19–21, 137–138 currency 193–194 core-forged 52
grand scale ship 107–110 cutscene travel 181 crafting 194–195
matrix 90–91 cybernetic augments 39, 77–82 cypheos 64–67
combat encounters 158-162 acquiring 77–78 rarity 37–38
complications 23–24, 156–157 descriptions 79–82 sentient 62–64
adventure 156–157 removing 78 wearing and wielding 38–39
chase 23–24 repairing 78–79 gaining levels 167, 196
computers 83 cypheos 64–67 gaining renown 173
See also devices (electronic) destroying 66 galactic scales (map) 126, 200
conditions 91, 124–125 properties 64–66 gamemastering styles 10–11

E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • INDE X


237
gravity 175 NPC (nonplayer character) 148–149, special features (threats) 146–147
grenades 34 169–171 special weapons 33
group rules (gaming table) 9 objects 18–19 species (character) 130–132
hazards 186–189 origin (NPC) 169 starships 107–127, 220–232
healing variants 136 origin template (character) 129–130 building 113–123
heat (extreme) 176 organizations 172–173 combat (grand scale) 107–110
hidden doors 179 outer space 183–184 conditions 124–125
hirelings 171 outer space vacuum 29 maneuvers 107–108
hit points 19–20 overland wilderness 181–183 NPC stat blocks 220–232
horror 134–135 overrun 137 roles 107
ideal (NPC) 170 owning property 193 stats 110–111
improvised damage 20 patron 171 starting at higher level 167
initiative 19, 90, 138 planetary scales (map) 16, 200 starting attitude (NPC) 17
passive 138 play style 5–6 story 154, 165–166
inspiration 15 plot hooks 153, 166 storytelling 12
interaction 17–18 poison 26 structures 176–179
interweaving 166 proficiency 13–14 subaquatic encounters 185
intrigue 156 property (character) 193 subdimensions 216
karma 136 published adventures 154 survival 182–183
lairs 182 race (character) 130–132 swimming 185
languages 204 radiation exposure 28 tech levels 204
law and order 181 random encounters 164 theme (campaign) 210–211
lighting 179 random enhanced items 72–75 tiers of play 167
lifestyles 191–193 random rewards 68–71 time 210
linking adventures 165–166 rank (organization) 173 tools 14
locked doors 179 rarity 37–38 training 196
long rest 160 renown 172–173 travel 16, 181
lost in space 184 resolving social interaction 17–18 triggering a hazard 186
madness 27–28 restrictions on esper powers 210 tumble 137
mapping 15–16, 178, 181, 184, 199–200 rest variants 136–137 underwater 185
campaign 199 roleplaying 18 universal features 217
galaxy 200 rolling dice 9–10 urban encounters 181
outer space 184 rules 9 using ability scores 12–15
overland 182 running a business 195 using a map 15, 126
scales 200 running the game 10–29 using downtime 194–196
settlements 181 sanity 135–136 using enhanced items 39
structures 178 saving throws 13–14 using the dice 9–10
travel 15–16 sealed doors 179 utility (item) 37
massive damage 79 secret doors 179 vacuum exposure 29
matrix 83 sensors (ship) 111 Valshion 215
See also SIM sentient drones 105 vehicles 93–100
matrix combat 90–91 sentient items 62–64 crashing 96
metagaming 10 services (downtime) 196–197 customizing 99–100
miscellaneous gear 36 settlements 179–181, 203–204 malfunctions 97
missing players 10 shields (armor) 31, 33 repairing 97
mobs 20 short rest 160 statistics 93–94
mod (item) 37 side missions 156 stunts 95
modifying a class 132–133 SIM 93–100 villains 171
modifying an item 150 access 84–86, 91 visibility 16
modifying a threat 139 combat 90–91 voice command (item) 39
monetary rewards 68–71 environment 99–100 walls 178
morale 138 leaving 96 weapons 38–39
multiverse 213 nodes 87–88 accessories 34–35
mystery 156 persona 84, 88–89 core-forged 52
navigation 16, 127 repairing 97 properties 34
new players 10 skills 13–14 wearing and wielding items 38–39
noncombat challenges 38–39 small player groups 10 weather 175–176
noticing other creatures 38–39 social interaction 17–18 wind 176
space exploration 125–127 zero-gravity 175

238 E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • INDE X


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E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • OPEN G AME LICENSE


239
Starship Statistics
Ship/Station Name Owner:
Size Category: Weight: Hull Type:
Crew Capacity: Cargo Capacity: Length: Width: Height:

Pilot Captain Piloting Maneuver Save DC


Dexterity Wisdom Wisdom Charisma Maneuver Check
= 8 + Pilot’s Prof iciency Bonus
+ Pilot’s DEX modif ier
MODIFIERS MODIFIERS
+ Captain’s CHA modif ier

Technician 1 Technician 2
Intelligence Wisdom Intelligence Wisdom
Special Features / Options
= Pilot’s Prof iciency Score + Pilot’s DEX
modif ier + Captain’s WIS modif ier
MODIFIERS MODIFIERS

Co-Pilot / Commander Command Dice


Dexterity Intelligence Wisdom Charisma T ype : d______
Total Dice
Dice Used

MODIFIERS
Ship Cargo
Name Weight
Sensors Initiative Bonus Intercept
= Pilot’s DEX modif ier
or
Speed
Captain’s WIS modif ier
Short / Extended Range
Stardrive

Armor Class Maneuver Defense Hull Points Damage


Base Armor
Class
8 Damage
+ + Threshold
Maneuver Proficiency
Bonus Bonus
+ +
Pilot’s DEX Pilot’s WIS
Modifier Modifier Temp HP
+ +
Misc/Mod Captain’s
Max HP = Base Hull Points +
Bonus CHA Mod (Defense Mod x Technician’s INT Mod) Structural Integrity
Resistances (Half Damage)
Defense Systems

Max SI = Base SI +
Patch Repair Technician’s WIS Mod Remaining SI
Die Type Int Mod # Used

Weapon Systems (Max of two HD per repair) Max Weapons Payload

Gunner # Weapon Range To Hit Damage Dmg. Type Gunner # Weapon Range To Hit Damage Dmg. Type

Special: Ammo: Recharge: Special: Ammo: Recharge:

Special: Ammo: Recharge: Special: Ammo: Recharge:

Special: Ammo: Recharge: Special: Ammo: Recharge:

Special: Ammo: Recharge: Special: Ammo: Recharge:

To Hit = (Gunner’s Prof iciency Bonus + Gunner’s DEX modif ier + Captain’s WIS modif ier)

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