|Illustration by John Schoenherr|
One path of training goes through the monasteries of the psychics, who combine their psionic training with physical exercise and the art of laser swordsmanship. The other path of training is through the academies of the espers, who ignore the physical to attain mental perfection.
Many espers wear the saffron uniforms of Star Patrol’s Science Section (Psi Division), while others work for governments and private companies, giving them an edge in negotiations and helping them explore strange new worlds for resources. Still others operate independently of organizations as freelance troubleshooters, criminal masterminds or cult leaders.
HIT DICE: Espers roll d6 to determine hit points
REQUIREMENT: STR score of 4 or lower, MEN score of 5 or higher
SKILLS: Espers add their SKILL to the following tests: Activate Psychic Power (MEN)
STARTING GEAR: Ray gun, crystal pendant (for meditation and focus)
The esper has a number of psychic powers depending on his level, plus ESP as a bonus power. Espers can also spend their starting luck points to buy additional powers. To use a power, an esper must make an activation test – essentially a MEN test against a Difficulty Class (DC) determined by the power to be activated. No power can be used more than once per hour. The player can choose these powers from the psychic’s power list in the main rulebook.
Espers can also attempt to activate powers that are not in their repertoire, but suffer a -10 penalty on their activation test to do so. Powers not in an esper’s repertoire can only be activated once per day.