Level Up (A5E) "Core Group" of Esper variants

Selganor

Adventurer
I forced myself to put together an idea for a group of Espers for an adventure that I intend to run on saturday.

Setup would be the start of "Memories of Holdenshire" with the group waking up with memory loss in the deepest part of a now cleared "dungeon". But unlike in MoH the group gets some special powers "awakened" in their minds making them Espers.

I'll probably base them on another "classic" group I did for another intro game (Elf Fighter, Dwarf Cleric, Human Wizard, Halfling Rogue)

Those could probably translate to:
Elf Mind Hammer
Dwarf Chirurgeon
Halfling Medium
Human Thymokineticist

While I'm still pondering how to translate the memory loss and discovery of their powers (I really liked the way "Sandman - Map of Halal" dealt with characters without memories of their former selves) I'll compile the main choices for those characters here.

Starting from the top:

Andran (Artisan Elf Far Wanderer) Mindhammer
S:16 D:8 C:14 I:14 W:10 Ch:12
Features: Prescient Vision
Skills: Acrobatics, Athletics, Culture, History, Insight, Perception, Survival
Tools: Smith's tools Caligrapher's Supplies
Mind Strike: Thymokinetic (Fire), Ballistic, Thymokinetic (Cold)
Power: Body Manipulation

Eida (Hill Dwarf Trader) Chirurgeon
S:14 D:10 C:12 I:8 W:16 Ch:14
Features: Creator's Blessing (Brewer's Supplies), Dwarven Toughness
Skills: Animal Handling, Culture, Deception, Insight, Investigation, Stealth
Languages: Elvish, Halfling
Tools: Dog Sled, Brewer's Supplies
Friendship Cantrip
Mind Strike: Telepathic
Powers: Empathic Interference, Chirurgery

Summer (Tunnel Halfling Guard) Medium
S:14 D:16 C:14 I:12 W:8 Ch:10
Features: Burrowing Claws
Skills: Athletics, Intimidation, Investigation, Nature, Perception, Stealth
Languages: Halfling, Dwarven
Mind Strike: Telekinetic
Powers: Body Manipulation, Astral Projection

Nettle (Wood Elf Human Charlatan) Thymokineticist
S:8 D:14 C:12 I:16 W:8 Ch:14
Features: Ingenious Focus (Herbalism Kit, Forgery Kit)
Skills: Arcana, Deception, Nature, Sleight of Hand
Tools: Disguise Kit, Herbalism Kit, Forgery Kit
Languages: Elvish
Animal Friendship 1/long rest
Mind Strike: Thymokinetic (Fire)
Powers: Telepathy, Energy Manipulation

Next: Creating "Spell Cards" for the Psionic Powers (and Mind Strikes) as well as the Augments. Due to time constraints (the game is on saturday) I will start with only the stuff these characters are able to use but will probably put the rest together "later".
 
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Spell cards got screpped for cheat sheets with all the powers and Mind Strike(s) that a character had.

Short playtest report: Once they encountered some obstacles I watched out for things that their psionic powers might "interpret" as trying to activate, so when Summer was trying to see if there was a way between some caved-in rubble their Astral Projection triggered and the ghostly form materialized out of sight of the rest of the group right inside the rubble while the body collapsed unconsciously, scaring the rest of the group.

Nettle, wanting to try the trick of "going through a solid object" concentrated on a wooden door and caused it to ignite (Thymokinetic (fire) Mind Strike) and even kept the fire going (Energy Manipulation) and later used Energy Manipulation to burn the rest of the gelatinous cube on the floor by expanding fire from a torch to the ground and so on...

Unfortunately the game didn't continue for much longer since it was way too hot at the con where we played and the slot ended. :(

But I'll keep this setup in my backhand for other games that might be started sometime else.
 

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