Professional Documents
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Master Technicians Guide AAE3103
Master Technicians Guide AAE3103
TM
MASTER TECHNICIAN’S
TM
GUIdE
by Rich Lescouflair
Credits
Lead Designer: Rich Lescouflair
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.
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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.
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.
12 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
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
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.
14 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
• 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.
16 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
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.
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.
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.
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.
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.
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).
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.
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.
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
32 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
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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33
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.
34 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
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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35
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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37
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.
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).
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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.
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444Core stones can vary in size, shape, or color, irrespective of their power rank
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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.
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.
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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.
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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.
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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
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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.
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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.
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• 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.
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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.
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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.
62 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
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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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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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.
66 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
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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67
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
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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
72 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
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
74 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
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
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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.
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
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.
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.
Facing arcs at 5 feet per square Facing arcs at 10 feet per square
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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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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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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.
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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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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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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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.
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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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.
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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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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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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.
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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.
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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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
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
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
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.
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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
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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.
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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.
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Children of Aria Shadow Cipher
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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.
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)
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.
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.
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
194 E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • G AL AC TIC LIFE S T YLE
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.
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
196 E SPER GENE SIS • MA S TER TECHNICIAN’S GUIDE • G AL AC TIC LIFE S T YLE
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.
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.
202 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • FORGING YOUR OWN GAL AXY
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.
204 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • FORGING YOUR OWN GAL AXY
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.
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
208 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • FORGING YOUR OWN GAL AXY
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.
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.
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
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.
220 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • APPENDIX A : STAR SHIP CODEX
a
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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221
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)
222 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • APPENDIX A : STAR SHIP CODEX
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.
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223
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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225
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)
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.
226 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • APPENDIX A : STAR SHIP CODEX
Eldori Firelight Aleia Class Carrier
Small starship (22,500 lbs) Massive starship (525,000 tons)
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)
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.
228 ESPER GENESIS • MASTER TECHNICIAN’S GUIDE • APPENDIX A : STAR SHIP CODEX
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
Cypheos
Item Type
Ayaan’s Ultrapedia Utility
Mercurial Suit Armor
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
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
Max SI = Base SI +
Patch Repair Technician’s WIS Mod Remaining SI
Die Type Int Mod # Used
Gunner # Weapon Range To Hit Damage Dmg. Type Gunner # Weapon Range To Hit Damage Dmg. Type
To Hit = (Gunner’s Prof iciency Bonus + Gunner’s DEX modif ier + Captain’s WIS modif ier)