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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
"Core Group" of Esper variants
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<blockquote data-quote="Selganor" data-source="post: 9696813" data-attributes="member: 1135"><p>I forced myself to put together an idea for a group of Espers for an adventure that I intend to run on saturday.</p><p></p><p>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.</p><p></p><p>I'll probably base them on another "classic" group I did for another intro game (Elf Fighter, Dwarf Cleric, Human Wizard, Halfling Rogue)</p><p></p><p>Those could probably translate to:</p><p>Elf Mind Hammer</p><p>Dwarf Chirurgeon</p><p>Halfling Medium</p><p>Human Thymokineticist</p><p></p><p>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.</p><p></p><p>Starting from the top:</p><p></p><p>Andran (Artisan Elf Far Wanderer) Mindhammer</p><p>S:16 D:8 C:14 I:14 W:10 Ch:12</p><p>Features: Prescient Vision</p><p>Skills: Acrobatics, Athletics, Culture, History, Insight, Perception, Survival</p><p>Tools: Smith's tools Caligrapher's Supplies</p><p>Mind Strike: Thymokinetic (Fire), Ballistic, Thymokinetic (Cold)</p><p>Power: Body Manipulation</p><p></p><p>Eida (Hill Dwarf Trader) Chirurgeon</p><p>S:14 D:10 C:12 I:8 W:16 Ch:14</p><p>Features: Creator's Blessing (Brewer's Supplies), Dwarven Toughness</p><p>Skills: Animal Handling, Culture, Deception, Insight, Investigation, Stealth</p><p>Languages: Elvish, Halfling</p><p>Tools: Dog Sled, Brewer's Supplies</p><p>Friendship Cantrip</p><p>Mind Strike: Telepathic</p><p>Powers: Empathic Interference, Chirurgery</p><p></p><p>Summer (Tunnel Halfling Guard) Medium</p><p>S:14 D:16 C:14 I:12 W:8 Ch:10</p><p>Features: Burrowing Claws</p><p>Skills: Athletics, Intimidation, Investigation, Nature, Perception, Stealth</p><p>Languages: Halfling, Dwarven</p><p>Mind Strike: Telekinetic</p><p>Powers: Body Manipulation, Astral Projection</p><p></p><p>Nettle (Wood Elf Human Charlatan) Thymokineticist</p><p>S:8 D:14 C:12 I:16 W:8 Ch:14</p><p>Features: Ingenious Focus (Herbalism Kit, Forgery Kit)</p><p>Skills: Arcana, Deception, Nature, Sleight of Hand</p><p>Tools: Disguise Kit, Herbalism Kit, Forgery Kit</p><p>Languages: Elvish</p><p>Animal Friendship 1/long rest</p><p>Mind Strike: Thymokinetic (Fire)</p><p>Powers: Telepathy, Energy Manipulation</p><p></p><p>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".</p></blockquote><p></p>
[QUOTE="Selganor, post: 9696813, member: 1135"] 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". [/QUOTE]
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