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The Ultimate d20 Gamma World Thread
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<blockquote data-quote="Knightfall" data-source="post: 4532822" data-attributes="member: 2012"><p><strong><span style="font-size: 22px">Esper</span></strong></p><p><strong></strong></p><p><strong>GAME RULE INFORMATION</strong></p><p>Espers have the following game statistics.</p><p></p><p><strong>Abilities</strong></p><p>The prime requisite for Espers is Wisdom, for mental disciple. However, Espers must also be physically sturdy to survive the damaging feedback from their psionic powers, so Constitution is also vital to them as well.</p><p></p><p><strong>Hit Die:</strong> 1d8.</p><p></p><p><strong>Action Points</strong></p><p>Espers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.</p><p></p><p><strong>Class Skills</strong></p><p>The Esper's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).</p><p></p><p>Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Psicraft (Int) (modified), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Treat Injury (Wis).</p><p></p><p>Also, the starting occupation you select can provide you with additional class skills to choose from.</p><p style="margin-left: 20px"><span style="color: White"><strong>Skill Points at 1st-level:</strong> (4 + Int modifier) x 4.</span></p> <p style="margin-left: 20px"><span style="color: White"><strong>Skill Points at Each Additional Level:</strong> 4 + Int modifier.</span></p><p><strong>Starting Feats</strong></p><p>In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Esper begins play with the Simple Weapon Proficiency, Armor Proficiency (light), and Armor Proficiency (medium) feats.</p><p></p><p>[ATTACH=full]37341[/ATTACH]</p><p></p><p><strong>CLASS FEATURES</strong></p><p>All the following are class features of the Esper class.</p><p></p><p><strong>Psionics:</strong> The Esper has access to a small number of psionic powers. The Esper starts with one power selected from the following list of Basic psionic powers: Precognition, Telekinesis, Telepathy.</p><p></p><p>If the Esper is a normal stock or pure-strain human then the character gains Psionic Potential as a bonus feat. If the Esper is a mutant then the character gains the major positive mutation Psychic Aptitude as a bonus mutation.</p><p></p><p>The Esper learns other psionic powers by using its psionic powers to accumulate advancement points. (See the Psionics section of <em>Chapter Three: FX</em> (pgs. 128–133) in the <em>Gamma World Player's Handbook</em> for more details.) In addition, whenever the Esper gains a new level in the Esper class, he/she gains 2d4 additional advancement points. The Esper can use these advancement points to help him/her learn new Intermediate or Advanced psionic powers.</p><p></p><p><strong>Perfect Memory (Psi):</strong> Starting at 2nd-level, the Esper can telepathically delve into his/her own minds, retrieving information. The Esper may make a Wisdom check (DC 15) to perfectly recall something he/she perceived at any point in the past. This is a psi-like ability.</p><p></p><p><strong>Talents:</strong> The Esper may select one talent at 2nd-level, and another every two levels thereafter (4th, 6th, 8th, and 10th). The Esper select talents from the Tough Hero Talent Trees (pgs. 24–25) and the Dedicated Hero Talent Trees (pgs. 28–29) from the d20 Modern RPG. The Esper may also select talents from the Cast Iron Stomach and Zeal Talent Trees from the Gamma World Player's Handbook.</p><p></p><p><strong>Psionic Advancement:</strong> The Esper automatically gains an additional Basic psionic power at 3rd-level, and another every two levels thereafter (5th, 7th, 9th). The Esper doesn't need to use advancement points to learn a new Basic psionic power. The Esper has the option to forgo learning a new power in order to gain a bonus of 15 advancement points to help him/her learn new Intermediate or Advanced psionic powers.</p><p></p><p><strong>Empathy (Psi):</strong> Starting at 5th-level, if the Esper spends one minute observing a target, he/she gains a deep insight into the target's perceptions and attitudes. This understanding gives the Esper an insight bonus equal to his/her Wisdom modifier on all Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive checks when dealing with the target. This is a psi-like ability.</p><p></p><p><strong>Intuition (Psi):</strong> Starting at 8th-level, the Esper can sense impending threats. The GM should make a Will save (DC 15) to see if the Esper character detects the approach of enemies or other upcoming dangers. If the check is successful, the Esper has advanced warning for one round. He/she merely senses the approach of danger and has no special insight into the source of the threat. This is a psi-like ability.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4532822, member: 2012"] [B][SIZE=6]Esper[/SIZE] GAME RULE INFORMATION[/B] Espers have the following game statistics. [B]Abilities[/B] The prime requisite for Espers is Wisdom, for mental disciple. However, Espers must also be physically sturdy to survive the damaging feedback from their psionic powers, so Constitution is also vital to them as well. [B]Hit Die:[/B] 1d8. [B]Action Points[/B] Espers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class. [B]Class Skills[/B] The Esper's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions). Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Psicraft (Int) (modified), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Treat Injury (Wis). Also, the starting occupation you select can provide you with additional class skills to choose from. [INDENT][COLOR=White][B]Skill Points at 1st-level:[/B] (4 + Int modifier) x 4.[/COLOR][/INDENT] [INDENT][COLOR=White][B]Skill Points at Each Additional Level:[/B] 4 + Int modifier.[/COLOR][/INDENT] [B]Starting Feats[/B] In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Esper begins play with the Simple Weapon Proficiency, Armor Proficiency (light), and Armor Proficiency (medium) feats. [ATTACH type="full"]37341[/ATTACH] [B]CLASS FEATURES[/B] All the following are class features of the Esper class. [B]Psionics:[/B] The Esper has access to a small number of psionic powers. The Esper starts with one power selected from the following list of Basic psionic powers: Precognition, Telekinesis, Telepathy. If the Esper is a normal stock or pure-strain human then the character gains Psionic Potential as a bonus feat. If the Esper is a mutant then the character gains the major positive mutation Psychic Aptitude as a bonus mutation. The Esper learns other psionic powers by using its psionic powers to accumulate advancement points. (See the Psionics section of [I]Chapter Three: FX[/I] (pgs. 128–133) in the [I]Gamma World Player's Handbook[/I] for more details.) In addition, whenever the Esper gains a new level in the Esper class, he/she gains 2d4 additional advancement points. The Esper can use these advancement points to help him/her learn new Intermediate or Advanced psionic powers. [B]Perfect Memory (Psi):[/B] Starting at 2nd-level, the Esper can telepathically delve into his/her own minds, retrieving information. The Esper may make a Wisdom check (DC 15) to perfectly recall something he/she perceived at any point in the past. This is a psi-like ability. [B]Talents:[/B] The Esper may select one talent at 2nd-level, and another every two levels thereafter (4th, 6th, 8th, and 10th). The Esper select talents from the Tough Hero Talent Trees (pgs. 24–25) and the Dedicated Hero Talent Trees (pgs. 28–29) from the d20 Modern RPG. The Esper may also select talents from the Cast Iron Stomach and Zeal Talent Trees from the Gamma World Player's Handbook. [B]Psionic Advancement:[/B] The Esper automatically gains an additional Basic psionic power at 3rd-level, and another every two levels thereafter (5th, 7th, 9th). The Esper doesn't need to use advancement points to learn a new Basic psionic power. The Esper has the option to forgo learning a new power in order to gain a bonus of 15 advancement points to help him/her learn new Intermediate or Advanced psionic powers. [B]Empathy (Psi):[/B] Starting at 5th-level, if the Esper spends one minute observing a target, he/she gains a deep insight into the target's perceptions and attitudes. This understanding gives the Esper an insight bonus equal to his/her Wisdom modifier on all Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive checks when dealing with the target. This is a psi-like ability. [B]Intuition (Psi):[/B] Starting at 8th-level, the Esper can sense impending threats. The GM should make a Will save (DC 15) to see if the Esper character detects the approach of enemies or other upcoming dangers. If the check is successful, the Esper has advanced warning for one round. He/she merely senses the approach of danger and has no special insight into the source of the threat. This is a psi-like ability. [/QUOTE]
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