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Espers - Quickstart Rulebook

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0% found this document useful (0 votes)
705 views45 pages

Espers - Quickstart Rulebook

Uploaded by

Elder Cunha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 45

1

Writing and Game Design: Cory Burns

Layout: Jean Verne

Artists:
MON
Helena Santana
Ækashics

2
Table of contents
INTRODUCTION 5 PLAYING THE GAME 29
What you Need to Play 6 Phases 29
About Espers 6 Exploration Phase 30
Role-Playing A TRPG (Tabletop Role Playing Combat Phase 30
Game) 7 Dungeon Phase 30
About The Rules 7 Conclusion Phase 30
Checks 31
THE WORLD OF MYRIIL 8 Performing a Check 31
A Brief History of Myriil 9 Target Numbers 31
The Empire 9 Criticals 31
The Rise of Wonder 9 Fumbles 31
The Persecution of Espers 10 Casting Magic 32
The Impact on Society 10 Combat 32
The Future of Espers 11 The Flow of Combat 32
A Sinister Secret 11 Turns and Actions 33
A Glimpse of Hope 11 Understanding Fate 34
Using Fate 34
CHARACTER CREATION 13 Card Values 35
Choosing a Magic Art 13 Changing Fate 35
Magic Arts 13 Health and Recovery 35
Sorcery 14 Hit Points (HP) 35
Transmutation 15 Life or Death Roll 35
Illusion 18 Recovery 35
Reversal 21
Stat Generation 24 ITEMS AND EQUIPMENT 37
Stats 24 Rarity Guide 37
Health (HP) 24 Items 37
Defense (DEF) 24 Equipment 39
Strength (STR) 24
Intelligence (INT) 24 BESTIARY 43
Dexterity (DEX) 24 Monster Abilities 43
Charisma (CHA) 25
Carrying Capacity 25
Weapon Type 25
Weapon Range 25
Background 26
Personality and Appearance 27
Generating Fate 27

3
4 Introduction
Introduction
"Standing on a grassy cliff you stare out into the sky as an airship flaps
it's wings, soaring off into the sunset. The glow of the setting sun would be perfect
if the floating city didn't obscure your sight. You take a heavy sigh and turn back
around, your party has made it out of this mess. You, however, ready your blade at
the beast before you."

Welcome to Espers, a deckbuilding fantasy opera RPG where magic and


technology coexist in a realm of endless possibility. In this immersive and
expansive role-playing game, you will step into the shoes of an Esper, a
gifted individual capable of harnessing the ancient powers that shape the
very fabric of reality.

As an Esper, you will have the ability to harness the power of magic to transform
the world around you. From the ability to summon powerful creatures to the
ability to control the elements, your powers are only limited by your imagination.

As you journey through this world, you will encounter many dangers and challenges,
from powerful monsters to ancient ruins filled with traps and puzzles. You will also
encounter many other Espers, some of whom will be allies and some of whom will
be enemies. You will need to use your wits, your skills, and your powers to overcome
the obstacles in your path and discover the secrets of the world of Espers.

The world of Espers awaits and fate


has been thrust into your hand

Introduction 5
What you Need to Play
■ 1 Espers Quickstart Rulebook
■ A few sets of polyhedral dice
■ A notebook or loose leaf paper
■ One deck of standard poker cards for each player

About Espers
An Esper is an individual who is trained to develop magical abilities through rigorous training
in Magic Arts. These individuals usually already have a natural affinity for the arcane, allowing
them to manipulate magical energies directly without the need for external devices or
incantations. Espers' powers can manifest in various forms depending on the Magic Art they
studied. Their connection to the world's magical energy, known as Mana, is unparalleled,
setting them apart from the rest of society, who rely on Wonder technology to harness and
control magic.

Usually, from a young age, Espers undergo rigorous training and study in the Magic Arts to
refine and enhance their powers. This education involves learning ancient spells,
understanding the intricate flow of mana, and mastering various magical techniques specific
to their Magic Art. Many Espers in the past would attend specialized academies or study under
the guidance of experienced mentors who can help them unlock their full potential. Through
years of dedication and discipline, Espers transform their raw abilities into powerful,
controlled forces, capable of performing extraordinary feats.

Before the rise of the Myriilian Empire, Espers held a revered place in Myriil's society. They
were seen as wise sages, healers, and protectors, often serving as advisors to kings, leaders of
magical orders, or defenders of cities and towns. Their abilities were respected and celebrated,
and they played a crucial role in maintaining the balance and harmony of the civilized world.
Espers contributed to the advancement of magical knowledge and were integral to the cultural
and spiritual life of Myriil. Their presence was typically a source of inspiration and wonder, and
they were often depicted in art and literature as heroic figures who upheld justice and peace.

However, the advent of the Myriilian Empire dramatically altered the status of Espers. The
Empire, seeking to consolidate power and eliminate any potential threats to its dominance,
began a campaign to demonize Espers. They were portrayed as dangerous and uncontrollable,
their powers framed as a risk to societal stability. This propaganda, coupled with harsh laws
and brutal enforcement, led to widespread persecution. Espers were hunted, imprisoned, and
executed, forcing many into hiding. The once-revered individuals became symbols of fear and
mistrust, their contributions forgotten or erased from history. This shift not only affected the
Espers but also reshaped the entire society of Myriil, casting a shadow over its magical
heritage and leaving a legacy of fear and division.

6 Introduction
Role-Playing A TRPG (Tabletop Role Playing Game)
A TTRPG is a game in which you act out the Character that you have created, performing an
improv Session with everyone at the table. To put it simply, it’s just make-believe where the
outcomes are determined by your actions, dice, and a little bit of luck. In the world of TRPGs
you can be anybody you desire. When you “act out” your Character, it can be a little
embarrassing until you get used to it, but it can also be great fun to play out incredible scenes,
like the ones you see in anime or movies, with your friends.

Part of the fun of TRPGs comes from the randomness of rolling dice and using this data to
strategize. You will need to make important decisions and come up with a plan to get past
obstacles based on your Character’s attributes, equipment, afflictions and the stats of both
friends and foes. The roll of the unpredictable dice can bring about unexpected situations that
would normally never occur simply through conversation. You could probably say that one of
the most interesting parts about TRPGs is the way dice can at times bring out happy story
elements, and at other times sad elements.

Note: This is a stand-alone game, which only requires a set of polyhedral dice, paper,
pencils, and a few friends to play with.

About The Rules


The rules further presented in this book are simple guidelines for how to play a game of Espers.
Feel free to change, bend, or tweak these rules in whichever way you see fit in order to adapt
new ideas or mechanics into your game.

Introduction 7
The World
of Myriil

The natural magic of this world seeps from the planet itself, flowing through the air and the
ground in a network of invisible channels. This magic is a part of the natural order of the
world and is present in all living things, from the smallest plant to the largest beast.

The flora and fauna of this world are closely tied to magic, as many species possess innate
magical abilities or are able to harness magical energy from the environment. This has resulted
in a diverse ecosystem that is full of strange and wondrous creatures, such as fire-breathing
dragons, telepathic plants, and shape-shifting animals.

In order to harness the magic of this world, the common-folk of this world have developed a
variety of technology and devices. These include airships that are powered by magical energy,
weapons that are imbued with powerful spells, and machines that are able to manipulate
magical energy for various purposes.

The natural magic of this world is a vital force that shapes the environment and the lives of
the people and creatures that inhabit it. It is a source of power and wonder, and those who are
able to harness it are able to achieve great things.

8 Introduction
It is said that life did not originate on this planet and that our ancestors developed technologies
beyond our comprehension to escape this dying world. It is said that this technology the
ancients invented was known as “magic”. Though if they did invent this magic, it is unknown
what it’s original purpose was or how it could be used in the same way as the ancients.

Espers' world is filled with wonder and mystery around every turn, forests of crystals, airships,
floating islands, strange and powerful monsters, and much more. However in Espers, it is up to
the Players and their GM to customize and flesh out the details of their own worlds.

Note: The world in Espers can be thought of much-like that of Japanese RPGs like Final
Fantasy or Dragon Quest for example. When I think of Espers as a world, I like to think it
is brimming with all kinds of amazing landmarks, places, and people but also
dangerous and unwelcoming at times.

A Brief History of Myriil


◆ The Empire
In the vast and prosperous continent of Myriil, the Empire reigns supreme. Known for its
unparalleled technological advancements and mechanical prowess, the Empire has harnessed
the power of magic through intricate machinery and arcane engines. This fusion of magic and
technology, known as Wonder, fueled their progress, military might, and built faith amongst
the people of the world enabling them to rule the continent with ease.

◆ The Rise of Wonder


The Empire's ascent to power began nearly one hundred years ago with the discovery of how
to channel raw magical energy into mechanical devices. This breakthrough allowed the Empire
to create weapons, transportation, and even everyday utilities that were powered by magic but
controlled with the precision of machinery. Cities began to flourish under the Empire,
industries boomed, and the Empire's influence spread far and wide, ushering in a golden age
for those under the Empire's rule.

Introduction 9
◆ The Persecution of Espers
However, as the Empire grew, they viewed the existence of Espers as an incredible threat to
their own existence. Unlike Wonder, which was predictable and controllable, Espers wielded
raw, untamed magic. A propaganda campaign was launched to paint Espers as dangerous and
unwieldy, capable of unpredictable acts that could jeopardize the peaceful lives of those living
under the Empire's meticulously maintained order.

Soon, Espers found themselves ostracized and shunned away from civilization, many
continued to practice their Magic Arts in solitude but many also soon perished in the Empire’s
“Hunts” to eradicate Espers.eighty three years ago, the Emperor issued a decree: all remaining
Espers were to be arrested or eliminated.

This edict marked the beginning of a dark era for Espers and society as a whole.

◆ The Impact on Society


Once the order was given, the crackdown on Espers was swift and brutal. Agents of the Empire,
armed with Wonder powered weaponry, scoured the lands for anyone showing signs of innate
magical ability. Espers were hunted down, imprisoned, or worse, executed in public spectacles
designed to instill fear and obedience.

Families were torn apart, communities were fractured, and a pervasive atmosphere of suspicion
and paranoia soon took hold. Friends turned on friends, neighbors reported each other, and the
very fabric of the old society began to unravel. The Empire's propaganda machine painted
Espers as monstrous beings who threatened peace and prosperity, further deepening the divide
between ordinary citizens and Espers.

10 Introduction
◆ The Future of Espers
For the dwindling number of Espers, survival became a desperate struggle. Many went into
hiding, forming secret networks and underground societies to protect themselves from the
Empire's relentless persecution. These hidden enclaves became places of refuge, where Espers
could hone their abilities in secrecy and pass down their knowledge to the next generation.

Despite the oppression, a growing resistance began to take shape. Some Espers, emboldened
by the injustice they faced, started to fight back. Using their unique abilities, they launched
covert operations against the Empire, sabotaging Wonder facilities and freeing imprisoned
comrades. This resistance movement, though small and scattered, represented a glimmer of
hope for the future.

◆ A Sinister Secret
Rumors now swirl in the shadows of the empire's corridors. Among these murmurs is the
unsettling notion that the empire, while publicly denouncing Espers as dangerous outcasts,
secretly employs them for their own clandestine purposes. These rumors speak of secret
facilities hidden deep within the heart of the empire, where Espers are trained for Combat
under the guise of serving their country.

It is said that these Espers born into service, are subjected to rigorous training and
indoctrination, their powers honed to serve the empire's insidious agenda. Some speak of
Espers being used as living weapons, their formidable abilities unleashed upon the empire's
enemies with devastating effect. Others whisper of darker deeds, of Espers being exploited for
their magic in unspeakable experiments, their very
essence twisted and distorted in the pursuit of power.

◆ A Glimpse of Hope
As the oppression continues, whispers of rebellion grow louder. Ordinary citizens, disillusioned
by the Empire's brutality, have begun to sympathize with the plight of the Espers. Tales of their
resilience and courage in the face of tyranny inspired others to question the Empire's narrative.

In the shadows, a glimpse into the future is visible—one that unites Espers and non-Espers
alike in a common cause: to overthrow the oppressive regime and restore freedom to the land.
The stage is set for a conflict that will determine the future of Myriil, pitting the might of the
Empire against the indomitable spirit of those who refused to be subjugated.

Introduction 11
12 Character Creation
Character
Creation
This will be the Character that you, the Player control and whom the
Game Master guides. While the stats below are important, so is your
Character's role in the game. Make sure to create a backstory, description,
appearance and any other bits of information that can make your
Character stand out so that the other Players and the GM have a clear
image of who your Character is and what they stand for.

Choosing a Magic Art


Character creation begins with the selection of the character’s Magic Art.
The nine Magic Arts represent different types of magic that may be
learned and are available to Espers. Players should cooperate when
choosing Magic Arts so that their specialties don’t overlap.

Magic Arts
Magic Arts are branches of magic that Espers have studied and wield.
Magic Arts become more powerful as the Character progresses.

The intended effects of each magical ability is directly tied to the Characters
Magic Stat.

Example: If I am a Novice in the Magic Art of Reversal and wish to


heal my teammate during a Combat encounter and roll a 3 + my
Fate card of 5, I would be able to heal a very small wound or
restore a small amount of 8 HP. However, if I am an Adept and roll
an 8 + my Fate card of 8, I would be able to heal a broken bone or
an amount of HP equal to 16.

Character Creation 13
◆ Sorcery
Sorcery is the foundation upon which all
other Magic Arts are built. Sorcery is the
culmination of the fundamental elements of
magic, harnessing the raw energies of the
planet to shape reality itself. Born from the
primordial essence of creation and the
ancient incantations of forgotten Espers.

Sorcery is available to all Espers starting at Level


1. Espers gain the ability to perform various basic
magical actions through the use of Legerdemain.
Unlike other Magic Arts, Sorcery begins at it’s
maximum mastery level.

◇ Legerdemain
Legerdemain, is a foundational technique often practiced
by novice Espers honing their magical skills. It allows the
Esper to create various minor magical effects within close
range. The spell offers many different options for its effects.

Espers using Legerdemain can magically move nearby objects, create


basic illusions, create lights, create and manipulate clothing and more,
demonstrating their ability to manipulate the environment on a small
scale. Furthermore, Legerdemain allows Espers to perform any basic magical spells approved
by the GM. The list below are some examples of use-cases of Legerdemain:

■ Move or levitate small objects within a certain range (e.g., keys, cups, scrolls).
■ Arrange or stack objects with pinpoint accuracy (e.g., setting up traps, organizing items).
■ Create simple visual illusions (e.g., a flickering flame, a small animal, a mysterious shadow).
■ Produce basic sounds (e.g., footsteps, whispers, a door creaking).
■ Conjure orbs of light to illuminate dark areas (e.g., guiding through a cave, reading at night).
■ Adjust the brightness and color of existing light sources (e.g., dimming lights for stealth,
creating ambiance).
■ Magically alter the appearance of clothing (e.g., change colors, patterns, or styles).
■ Create minor accessories (e.g., hats, jewelry, scarves).
■ Lock or unlock simple mechanical locks (e.g., doors, chests).
■ Magically hide small objects in plain sight or make them appear elsewhere.
■ Create small sparks for starting fires or signaling.
■ Control small amounts of water (e.g., filling a glass, dousing a small fire).
■ Generate a brief gust of wind (e.g., to blow out candles, scatter papers).
■ Slightly warm or cool objects (e.g., making a drink hot, cooling down a hot item).
■ Whisper a message to a distant person within a limited range.
■ Calm small animals (e.g., soothing a nervous pet, distracting a guard dog).
■ Obscure tracks or footprints, aiding in stealth and evasion.
■ Mend minor damage to objects (e.g., fixing a torn page, repairing a cracked cup).
■ Create minor alterations to one's appearance (e.g., changing eye color, adding or removing
facial hair).
■ Muffle sounds in a small area (e.g., for stealth, creating a quiet zone for rest).

14 Character Creation
◆ Transmutation
Espers who have learned Transmutation are characterized by their keen intellect,
resourcefulness, and deep connection to the natural world. They possess a profound
understanding of the underlying principles of matter and energy, allowing them to manipulate
the fundamental building blocks of reality with precision and finesse. Whether it's turning
stone into gold, water into wine, or steel into feathers, those who have learned the ways of
Transmutation wield their magic with a deft touch and a keen eye for detail.

Gains the ability to transform objects, items, and sometimes lifeforms into other things of use
through Transform. Must make use of their environment and wit in order to be effective in and
out of Combat.

◇ Transform
The Transform ability is the hallmark of Transmutation magic, granting Espers the power to
manipulate the fundamental properties of objects, materials, and even living beings. With a
blend of intellect, creativity, and magical prowess, Transmuters can reshape the world around
them to suit their needs, achieving feats that defy conventional understanding.

Novice (Level 1):


■ Basic transformations of small, inanimate objects.
■ Can change the shape or appearance of simple materials like wood, stone, or metal.
■ Limited to minor alterations, such as turning a stone into a figurine or reshaping a metal
object into a different form.

Adept (Level 3):


■ Enhanced proficiency in transforming objects with greater complexity.
■ Can transmute larger or more intricate objects, including machinery or structures.
■ Able to alter the properties of materials, such as making objects lighter, stronger,
or more durable.

Master (Level 6):


■ Mastery over a wide range of transmutation techniques.
■ Can transmute living beings to a limited extent or temporarily enhancing physical attributes.
■ Capable of more advanced transformations, like turning one substance into another entirely
different material or creating complex constructs from raw materials.

Grandmaster (Level 9):


■ Virtuoso command over Transmutation magic.
■ Can perform highly complex and intricate transformations with ease.
■ Possesses the ability to transmute living beings on a larger scale, such as shape-shifting or
altering biological traits.
■ Can achieve feats of transmutation previously thought impossible, such as changing the
fundamental properties of matter or manipulating reality on a grand scale.

◇ Transmutation Skills
Playing as a Transmutation Esper gives you access to a bevy of devastating Skills that can
change the tide of battle and the environment itself.

Character Creation 15
Novice Skills
Choose one Skill at Level 1

Shatter Field ■ Description: Channeling the essence of earth, the Esper fractures
nearby stones and debris into jagged shards that explode
outward, piercing enemies and terrain alike.
■ Damage: Causes moderate physical damage to all enemies. +1 to
damage total.
■ Effect: Causes 1 damage to each enemy attacked with this Skill for
3 turns.

Ironclad ■ Description: With a focused gesture, the Esper transmutes


surrounding metals and debris into a weak protective barrier,
enveloping allies behind the Esper and deflecting incoming attacks.
■ Effect: Grants all allies behind this barrier with a temporary boost
in Defense. Prevents 2 points of incoming damage for 2 turns.

Arcane Alchemy ■ Description: Harnessing ancient alchemical principles, the Esper


converts ambient elements into a volatile substance, hurling an
orb of explosive alchemy at foes.
■ Damage: +2 to damage total.
■ Effect: Deals heavy damage to a single target. inflicts fire damage,
dealing 2 points of damage for 3 turns.

Adept Skills
Choose one Skill at Level 3

Diamond Cascade ■ Description: The Esper transmutes the air into crystalline
structures. These shimmering diamonds cascade from above,
piercing through armor and flesh alike with their sharp edges.
■ Damage: +3 to damage total.
■ Effect: Strong damage to a single enemy. Ignores 3 points of the
enemy's Defense for this attack.

Eternal Sandstorm ■ Description: Summoning the fury of desert winds, the Esper
transmutes the very ground into swirling sands. The sandstorm
envelops enemies, slicing their bodies with razor-sharp grains
that cut and wear away at their defenses.
■ Damage: +2 to damage total.
■ Effect: Causes moderate damage to all enemies. Inflicts 1 point
of continuous damage over 5 turns.

Wicked Alchemy ■ Description: HHarnessing dark alchemical principles, the Esper


unleashes a torrent of volatile energy.
■ Damage: +5 to damage total.
■ Effect: Deals heavy damage to a single target.

16 Character Creation
Master Skills
Choose one Skill at Level 5

Alchemists Embrace ■ Description: Calls upon the essence of nature, transmuting the
environment into resilient vines that entwine and constrict
enemies.
■ Effect: Restrains enemies, preventing movement for 2 turns and
dealing severe earth damage. 4 points of damage for 2 turns.

Arcane Tempest ■ Description: Harnessing the fury of fire, the caster transmutes air
into searing flames, summoning a swirling inferno that engulfs
foes. incinerating enemies caught in the fiery tempest.
■ Damage: +4 points to damage total.
■ Effect: Sears the flesh and melts metal, dealing severe damage to
all enemies. reduces enemy Defense by 3 for 3 turns.

Fortress ■ Description: With a demanding gesture, the caster transmutes the


surrounding environment into a powerfully protective barrier,
enveloping allies behind the Esper and deflecting incoming attacks.
■ Effect: Grants all allies behind this barrier with a temporary boost
in Defense. Absorbs 6 points of incoming damage for 2 turns.

Grandmaster Skills
Choose one Skill at Level 7

Titanic Quake ■ Description: Manipulating the very foundation of the earth, the
caster triggers a cataclysmic earthquake. Tremors rupture the
ground, engulfing enemies in a chasm of destruction.
■ Damage: +8 points to damage total
■ Effect: Deals incredible earth damage to all enemies.Prevents
enemy movement for 4 turns.

Blood Conversion ■ Description: The caster utilizes their mastery over the art to
transform an enemies blood into water, causing excruciating pain.
■ Damage: +8 points to damage total.
■ Effect: Transmute a portion of the enemy's blood to water, causing
severe weakness. Reduces all enemy stats by one die size for 3 turns.

Grand Enfeebling ■ Description: The caster uses absolute mastery to warp


the structure of the enemies genetic makeup and decimate
the enemies armor.
■ Effect: Inflicts Break for 3 turns.

Character Creation 17
◆ Illusion
Espers who have studied illusion are known by their quicksilver wit and their uncanny ability
to see beyond the veil of reality. With a deep understanding of the inner workings of the mind,
these Espers are able to manipulate perception and alter reality with a mere thought. Whether
it's creating mirages to confuse their enemies, conjuring phantasms to distract their foes, or
casting shadows to cloak their movements, those who practice Illusion wield their magic with
a finesse and subtlety that is unmatched.

Gains mastery over mirages, trickery, shadows and light. Illusion uses Trick in order to fool
enemies and gain the upper hand in all types of scenarios but requires creativity and wit to
use effectively.

◇ Trick
Trick is the art of deception and misdirection, allowing Espers to manipulate the senses and
perceptions of those around them with finesse and subtlety. These Espers are skilled
illusionists and masters of subterfuge, capable of creating convincing illusions, concealing
their true intentions, and outwitting their adversaries with ease.

Novice:
■ Basic manipulation of sensory perception, creating simple illusions such as minor visual
distortions or faint sounds.
■ Limited duration and scope of illusions, typically lasting only a few moments and affecting
a small area.
■ Beginner-level techniques for misdirection and
deception, useful for distracting enemies or concealing oneself.

Adept:
■ Improved control and refinement of
illusions, allowing for more convincing
and immersive effects.
■ Ability to create larger and more complex
illusions, such as lifelike images or realistic
sounds.
■ Enhanced duration and versatility of
illusions, capable of maintaining effects
for extended periods and affecting larger
areas.

Master:
■ Mastery over the art of illusion, with the
ability to create highly realistic and
intricate sensory experiences.
■ Advanced techniques for manipulating
perception, including the creation of
complex scenes or the alteration of entire
environments.
■ Greater control over the psychological impact of
illusions, able to induce fear, confusion, or awe in their targets.

18 Character Creation
Grandmaster:
■ Supreme mastery over the realm of illusion, transcending the boundaries of mortal perception.
■ Ability to create illusions of unparalleled complexity and realism, indistinguishable from
reality itself.
■ Mastery over the mind, capable of influencing thoughts and emotions on a profound level.

◇ Illusion Skills
Playing as an Illusion Esper provides you with a toolbox of unique Skills to overwhelm and
confuse your foes.

Novice Skills
Choose one Skill at Level 1

Phantom Mirage ■ Description: Creates a duplicate of the caster to confuse enemies,


making it difficult to target the real one.
■ Effect: Creates an illusionary duplicate that reduces the chance of
the caster being hit for 3 turns.

Veil of Shadows ■ Description: Shrouds the target in darkness, making them harder
to detect and target.
■ Effect: Grants the target invisibility for 2 turns, making them
untargetable by single-target attacks.

Debilitating Gleam ■ Description: Creates a burst of blinding light to distract and


disorient enemies.
■ Damage: +2 to damage total
■ Effect: Deals minor light damage to all enemies and inflicts Stun
for 2 turns.

Adept Skills
Choose one Skill at Level 3

Mirror Image ■ Description: Summons multiple duplicates of the caster to further


bewilder enemies, increasing evasiveness.
■ Effect: Creates three illusionary duplicates, increasing the chance
of the caster dodging attacks for 3 turns.

Hall of Mirrors ■ Description: Envelops the battlefield in a maze of reflective


surfaces, confusing enemies.
■ Effect: Inflicts Confusion on all enemies, causing them to
randomly target allies or themselves for 2 turns.

Charming Visage ■ Description: Creates an irresistible illusion that beguiles the


target, causing them to lower their guard.
■ Effect: Inflicts Charm on a single target, causing them to act
favorably toward the caster and their allies for 2 turns.

Character Creation 19
Master Skills
Choose one Skill at Level 5

Reality Bend ■ Description: Warps the perception of reality around the enemies,
causing their attacks to miss.
■ Effect: Causes all enemy attacks to miss all targets for 1 turn.

Illusory Onslaught ■ Description: Unleashes a barrage of illusionary attacks that


bewilder and weaken enemies.
■ Damage: +4 points to damage total.
■ Effect: Deals moderate damage to all enemies and inflicts 3 points
of Bleeding damage for 4 turns.

Deceptive Allure ■ Description: Creates a captivating illusion that lures enemies into
a vulnerable state.
■ Effect: Inflicts Sleep on a single target, causing them to be
incapacitated until they take damage or are awakened by an ally.

Grandmaster Skills
Choose one Skill at Level 7

Phantasmagoria ■ Description: Creates an overwhelming, multi-sensory illusion that


terrifies and incapacitates enemies.
■ Damage: +7 points to damage total
■ Effect: Deals heavy damage to all enemies and inflicts Break
for 3 turns

Duplicate ■ Description: Projects the caster’s spirit to create powerful, lifelike


illusions that can attack enemies.
■ Effect: Creates an illusionary avatar that mimics the caster and deals
duplicate damage for 1 turn.

Mind Labyrinth ■ Description: Traps enemies in a complex mental maze, rendering


them unable to act.
■ Effect: Inflicts Stun and Break on all enemies for 2 turns.

20 Character Creation
◆ Reversal
Espers in the school of Reversal are marked by their compassion, their empathy, and their
unwavering commitment to the sanctity of life. They possess a powerful connection to the
healing energies of the planet, allowing them to channel their powers to rewind time with
gentle precision. Espers who study Reversal are known for their skills in restoring health to the
sick and injured, reviving the fallen from the brink of death, or banishing afflictions and curses
with a mere touch. Those who practice Reversal wield their magic with a tender touch and a
heart full of compassion.

Gains the ability to restore health, alter time, and revive life of all kinds through the use of
Reverse. Reversal magic can prove infinitely useful in Combat but they lack offensive capabilities.

◇ Reverse
Reverse is focused on healing, restoration, and the reversal of physical harm and ailments.
As Espers progress through the levels of mastery in Reverse, they gain access to increasingly
potent and specialized healing abilities.

Novice:
■ Basic proficiency in healing and restoration magic, capable of minor mending and alleviating
minor ailments.
■ Limited effectiveness and scope, primarily focused on minor injuries and ailments such as
cuts, bruises, and minor illnesses.
■ Beginner-level techniques for revitalizing and restoring vitality, providing temporary relief
from fatigue and exhaustion.

Adept:
■ Improved mastery over healing magic, allowing for more significant restoration and rejuvenation.
■ Ability to heal moderate injuries and ailments, such as broken bones, deep wounds, and
common illnesses.
■ Enhanced effectiveness and duration of healing effects, capable of providing sustained
relief and recovery over an extended period.

Master:
■ Mastery over the art of restoration, with the ability to heal severe injuries and illnesses
with ease.
■ Advanced techniques for accelerating the healing process and promoting rapid recovery.
■ Greater versatility and precision in healing magic, capable of targeting specific injuries or
ailments with pinpoint accuracy.

Grandmaster:
■ Supreme mastery over the realm of restoration, transcending the limitations of
conventional healing magic.
■ Ability to perform miraculous feats of healing, such as regenerating lost limbs, curing
deadly diseases, and even resurrecting the dead in some circumstances.
■ Mastery over the life force itself, with the power to restore vitality and rejuvenate the body
on a fundamental level.

◇ Reversal Skills
Playing as a Reversal Esper grants you control over time and life itself. The Skills available to
those who choose Reversal can mean the difference between life and death.

Character Creation 21
Novice Skills
Choose one Skill at Level 1

Rewind ■ Description: Rewinds time for a single ally, undoing recent damage.
■ Effect: Heals a single ally for a small amount of HP equal to the
last damage taken, effectively reversing the last hit they took.

Reflective Shield ■ Description: Creates a time barrier that reverses the next single-
target attack back to the enemy.
■ Effect: Reflects 100% of the damage from the next attack back to
the attacker.

Undo ■ Description: Reverses a recent action taken by an enemy,


nullifying it.
■ Effect: Cancels the last action taken by a single enemy, rendering
it ineffective.

Adept Skills
Choose one Skill at Level 3

Rewind Plus ■ Description: Rewinds time for the entire party, negating recent
damage.
■ Effect: Heals all allies for a moderate amount of HP, effectively
reversing the last round of damage they took.

Reversal Aura ■ Description: Emits an aura that reverses the effects of debuffs
on allies.
■ Effect: Removes all debuffs from all allies and reflects them back
to the original casters.

Inversion ■ Description: Converts incoming damage into healing energy.


■ Effect: For the next turn, all damage taken by the target is
converted into healing instead.

22 Character Creation
Master Skills
Choose one Skill at Level 5

Chrono Break ■ Description: Breaks the flow of time to reverse significant damage
and effects on the party.
■ Effect: Reverses the last round of damage and negative effects on
all allies, restoring all HP and removing all debuffs.

Karmic Retribution ■ Description: Reflects a powerful attack back at the enemy,


magnifying its effects.
■ Effect: Reflects double of the next attack’s damage back
to the attacker.

Rewind Strike ■ Description: Strikes an enemy with the reversed force of their
own attack.
■ Damage: +5 points to damage total.
■ Effect: Deals moderate damage to an enemy and reduces their
total damage by 50% for 3 turns.

Grandmaster Skills
Choose one Skill at Level 7

Temporal Reset ■ Description: Resets the flow of time to a previous state, restoring
the Parties Skills.
■ Effect: Restores the use of all Skills.

Absolute Reversal ■ Description: Reverses the state of the battlefield, swapping buffs
and debuffs between allies and enemies.
■ Effect: Swaps all buffs on enemies with all debuffs on allies, and
vice versa.

Rebirth ■ Description: Reverses the flow of life and death, bringing a fallen
ally back to life.
■ Effect: Revives a single ally with full HP and removes all status
ailments.

Character Creation 23
Stat Generation
In Espers, Characters have several Stats which determine the Characters chance of success and
failure when attempting to perform various actions within the game.

To begin creating your Character select one of the following sets of numbers, record those
values on your Character Sheet by taking each value from the set and place each one into the
desired stats. These values will determine the size of the dice you roll for a Check.

Average Focused Specialty

6, 6, 6, 6 6, 4, 4, 10 4, 4, 8, 10

A Character also has two more special stats: HEALTH (HP) DEFENSE

These values are not tied to any dice and are not used in any Checks.

Stats
◆ Health (HP)
Health determines the wellbeing of your Character, your starting Health will always begin at 40
HP unless otherwise stated. Once your Health or HP reaches 0 your Character has effectively
died. Health and HP can be restored in a myriad of ways from Potions to resting through the
night, or even by an ally.

◆ Defense (DEF)
Defense determines the amount of armor or protection your Character currently has. Defense
or DEF, always begins at 0 and can be raised by various Equipment and other means. When
you are attacked by an enemy, the total amount of damage dealt is subtracted by your current
Defense or DEF value.

◆ Strength (STR)
Determines physical strength and how physically strong the Esper is. This Stat is also rolled
when making an Attack action and added to the action total.

◆ Intelligence (INT)
Determines mental fortitude and the overall intelligence of the Esper. This stat is also rolled
when making a Magic action and added to the action total.

◆ Dexterity (DEX)
Determines how agile and reactive the Esper is. This stat is also rolled when making a Dodge
action and added to the action total.

24 Character Creation
◆ Charisma (CHA)
Determines charm and overall persuasion of the Esper. This stat is also rolled when making
a Skill action and added to the action total.

◆ Carrying Capacity
Carrying Capacity is determined by your STR stat +2. This represents how much an Esper
can comfortably carry. It is possible to equip various containers or sacks which may have
their own individual Carrying Capacity allowing the Esper to carry more than they would
be able to otherwise. Equipment and Weapons that are currently equipped do not count
towards Carrying Capacity.

Make sure to record the results on your Character Sheet and you should have
something that looks like this:
HP: 40 STR: 6
DEF: 0 INT: 10
DEX: 4
CHA: 8

Weapon Type
Each Esper is skilled in the use of a particular weapon. The chosen Weapon Type will represent
the weapon that the character will use the most in Combat. An Esper starts with a weapon from
their chosen Weapon Type. Try to choose a Weapon that sounds fun to use during Combat, but
also make sure your Party is able to work together to close the distance on your enemies.

◆ Weapon Range
Weapon Type Range Effect

Daggers Close +2 points to attack total.

Sword Close +2 points to attack total.

Long Sword Near +1 point to attack total.

Axe Near +1 point to attack total.

Cane Near +1 point to attack total.

Spear Near +1 point to attack total.

Bow Far -1 point to attack total.

Boomerang Far -1 point to attack total.

Character Creation 25
Weapon Types are differentiated by their Range and Effect. Each different Weapon Type has
one of three different ranges:

Close: Must be within 10ft of the Target to properly attack.

Near: Must be within 15ft of the Target to properly attack.

Far: Can be 40ft away from the Target to properly attack. Cannot attack if the Target is within 10ft.

Note: If an Esper is attacking a target that might be slightly further out of reach, it is
possible for the Player to make the attack with Disadvantage with the GMs approval.

Background
Everyone has a past and it’s up to you to determine who you want to be in Espers. Take
inspiration from other forms of media and design a character that you feel would be fun to
play while also fitting into the setting of your game.

Below are a few questions to ask yourself when creating a character’s background and history
to help further character development. While you do not have to answer all of these when
creating a character, it is recommended to read them over or come up with similar questions
before moving on:

■ What is your character's name, and is there any significance behind it?
■ Where was your character born, and what was their childhood like?
■ What motivated your character to become an Esper?
■ Does your character have any family or significant figures in their life, and
what is their relationship like?
■ Has your character faced any significant challenges or obstacles
in their past, and how did they overcome them?
■ What are your character's goals and aspirations in the world
of Espers?
■ Does your character have any notable talents, hobbies, or interests
outside of magic?
■ Are there any secrets or hidden aspects of your character's past
that they keep hidden
from others?
■ How does your character view the use of magic, and what are
their beliefs about its role
in the world?
■ What events or experiences have shaped your
character's worldview and attitudes
towards others?
■ Does your character have any allies, enemies,
or rivals?
■ What are your character's fears, regrets, or
unresolved conflicts from their past?
■ How does your character fit into the larger
narrative of the game world, and what role do they
play in the story?

26 Character Creation
Personality and Appearance
Designing your character's personality and appearance in Espers is an opportunity to breathe
life into your Character, shaping their identity and presence. From their demeanor and quirks
to their physical features and fashion sense, every detail contributes to crafting a unique and
memorable character. Consider aspects such as their temperament, values, and motivations,
as well as their strengths, weaknesses, and idiosyncrasies. Are they bold and charismatic, or
introverted and enigmatic? Do they exude confidence and grace, or do they carry themselves
with a quiet intensity?

When it comes to appearance, think about their physical attributes, such as height, build, and
facial features, as well as their style of dress and any distinctive accessories or markings they
may have. Espers usually dress in some pretty fancy clothes, so don’t be afraid to be loud with
what your Character is wearing. Regardless, whether they are adorned in elegant robes, rugged
armor, or something entirely unexpected, your character's appearance should reflect their
personality and backstory, adding depth and dimension to their portrayal in the game.

Generating Fate
Finally, once you have completed your Character it is time to imbue them with their Fate. Your
Character's Fate is created by drawing the top 20 cards from your Aether (after shuffling, of
course). Your Aether is a standard deck of 52 Poker Cards.

Fate is the abstraction of magic flowing through the Character, their Fate is revealed to them in
the form of cards. Your Characters Fate is pivotal in Combat as each of these cards determine
what type of Combat Actions you may take during each turn.

Once your Fate has been generated you may look through them and shuffle them. As time
goes on it will be possible to add or remove cards from your Deck so don’t worry too much if
you don’t have the greatest Fate before you.

Character Creation 27
28 Playing The Game
Playing The Game
In this section, you will learn everything you need to know to dive into your own game of
Espers. Whether you're a seasoned role-player or new to the genre, the following pages will
guide you through the essential mechanics, rules, and concepts that form the backbone of
your experience as an Esper.

Phases
A Game Phase is a “scene” or “turn” represented by one of four overall themes at any given
time that helps the overall flow of the game for new and experienced Players alike.

Game Phases in Espers fall into one of these four categories:

EXPLORATION PHASE DUNGEON PHASE

COMBAT PHASE CONCLUSION PHASE

It’s important to note that Game Phases can be used in any order (ex. Exploration,

Dungeon, Combat, Combat, Exploration, Conclusion. etc.) When acting as the GM, make sure
to announce when a phase has ended and another begins so that all Players are aware of the
change and know how to roleplay appropriately during the new phase.

While it is possible to play Espers without using the Game Phase structure, this structure may
help Players of all skill levels determine what they need to accomplish at the given moment.

Playing The Game 29


◆ Exploration Phase
Finding new clues, talking, gathering intel, investigating. Used primarily within areas of interest
and towns.

In an Exploration Phase, players will focus on engaging in dialogue with NPCs, gathering vital
intelligence, and simply exploring the environment for any clues or things of interest. This
phase is predominantly utilized within the wilds and towns, where the narrative unfolds
through interaction and discovery. Players track their progress through management of their
character's stats, items, and currency, ensuring they are adequately prepared for any
challenges that lie ahead.

→ Player Tracking: Stats, Items, and Money.

◆ Combat Phase
Surprise attacks, engaging monsters, an inescapable conflict. Used only when engaging
in battles.

In a Combat Phase, players are thrust into a conflict, whether through surprise attacks,
engaging monstrous adversaries, or facing inescapable confrontations. Combat occurs solely
during battles, with players closely monitoring their character's stats, items, fate, and the
dynamic environment to strategize and overcome their foes.

→ Player Tracking: Stats, Items, Fate, Environment

◆ Dungeon Phase
Investigating an unknown cavern, traveling through a dangerous slum, Passing through an old
factory. Used when in places that present the risk of danger and the opportunity of treasure.

The Dungeon Phase focuses the players attention on various dangerous locations,
all fraught with danger and teeming with opportunities for treasure. This phase is initiated in
locations where the risk of danger is high, often leading to Combat encounters. Players track
their progress through common stats, items, and currency.

→ Player Tracking: Common Stats, Items, and Money

◆ Conclusion Phase
The end of a chapter, the session has come to an end, a large resolution has happened or a
massive revelation has been made. Used primarily to end a game session.

The Conclusion Phase marks the culmination of a chapter or session, usually signifying the
end of the game session. It serves as a pivotal moment where resolutions or revelations occur,
shaping the trajectory of the ongoing narrative. Players monitor their advancement levels,
common stats, and special stats, reflecting on their journey and preparing for the next chapter
of Espers.

→ Player Tracking: Advancement Levels, Common Stats, Special Stats

30 Playing The Game


Checks
RPGs frequently include a random element to represent uncertainty, mystery, and the
possibility of failure. When performing an action, stats are used to determine success or
failure. The higher the stat, the better chances are for success. However, no matter how high
your stats are, there is always a chance of failure. In Espers, the roll of the Dice and the use of
your Fate provides a random influence upon the story.

Rolling Dice to determine success or failure is called a “Check”.

◆ Performing a Check
Checks are made to see if a Character is able to complete a particular action where success
cannot be guaranteed, such as sneaking past a guard or trying to haggle at a shop. The process
is outlined below.

The player states the intent and approach of their Player Character
1
The GM states the type of Check and its Target Number (see next page)
2
The player rolls the corresponding die, and adds any bonuses from
3 items, equipment, professions or other sources.

Check for a Critical or Fumble (see next page).


4
If the total is equal to or higher than the TN, the Check is a success.
5 If it is lower, the Check is a failure.

The GM describes the outcome of the Check.


6
◆ Target Numbers ◆ Criticals
A Critical (or “Crit” for short) is performed
TN Difficulty when the die rolled during a Check shows it’s
maximum current value. For example, If we
2-3 Very Easy are making a Strength Check and our STR is a
d8, the result would need to be the maximum
4-5 Easy value of “8”.

6-7 Standard A Critical always results in a spectacular success

8-12 Difficult
◆ Fumbles
12-16 Very Difficult A Fumble is performed when the die rolled
during a Check show their lowest possible value.
17-20 Impossible
A Fumble always results in a terrible failure.

Playing The Game 31


Casting Magic
Inside of Combat, each Character will cast magic by playing a Magic (Diamonds) card, then
rolling the die associated with their Magic stat, and finally adding the two totals together for
the result.

Outside of Combat, your magic can be cast freely but is not assisted by a Fate card. When
attempting to cast magic outside of Combat, the GM may require the character to surpass a
certain Target Number in order for the magic to be successful.

Combat
A Combat Encounter is triggered whenever one or more Characters or NPCs attack one another.

In Espers, Combat utilizes your Fate to determine most of your available actions during Combat.

◆ The Flow of Combat


Combat Encounters follow the flowchart below:

Battle begins when Enemies engage the Party, negotiations fail, the Party ambushes an
1 Enemy, or any other situation where violence becomes inevitable.

The Players place their Characters on the battlefield (if you are using a battlemap or grid)
2 or otherwise announce where their Characters are (if using a different method).

Players will draw 5 cards from the top of their Fate and place them into their hands.
3 This is known as your Hand and contains the Combat Actions you may take during your
turn of Combat.

Battle is divided into consecutive Rounds; the first Round begins.


4
Unless ambushed, the Players always go first. Roll your DEX stat to determine turn order
5 amongst your Party.

The Character or Enemy with the highest Initiative takes their Turn first, followed by the
6 next highest, and so on. Each Turn allows for two Basic Actions such as talking, moving, or
using an item in addition to your one Combat related action.

Once all participants have performed their actions, the Round is over and each player draws
7 one card from their Fate. Combat returns to step 3 and repeats (a Round is about 30 seconds).
If all Fate cards have been drawn, shuffle the discard pile and use this as your new Fate.

Battle ends when the party / enemy has left the battle by escaping, has been incapacitated
8 by injury, or when an agreement is made between both sides to end hostilities.

32 Playing The Game


◆ Turns and Actions
◇ Basic Actions
During their Turn, a Character may perform up to two Basic Actions, such as:

■ Moving ■ Jumping ■ Climbing ■ Using an Item

Anything like pushing an object, speaking, or hand gestures can be used at any time during
Combat on the Player Character’s turn, but should be kept to a minimum so that Combat can
resolve in a timely pace.

Moving
Characters can move freely along the battlefield. Each Character possesses a movement speed
of 40 by default, which allows them to move up to 40ft per turn. The amount of feet that can
be traveled per turn is directly tied to the Characters movement speed.

Items
Items can be used during Combat, and some may automatically trigger during Combat if held
Items can be used at any point during Combat on your turn.

◇ Combat Actions
Attacking
There are 3 different ways a Character can attack on their turn, provided they have the
appropriate card from their Fate. Characters may only perform one Combat Action per turn
unless otherwise stated.

■ Magic: Using Magic to cast a powerful spell. This Combat Action is tied to the INT stat. Magic
attacks are usually a simple but creative spell influenced by the chosen Magic Art. Magic is
not limited to any range restrictions while in Combat
■ Skill: Utilizing a Skill to deal devastating damage. This Combat Action is tied to the CHA stat.
Skill attacks are typically a powerful attack that inflicts one or more effects on enemies but
can also buff or heal Party members depending on the Magic Art. Each Skill can only be
used once per Combat. If the Player has exhausted all of their Characters available Skills,
they can no longer perform Skills during this Combat.
■ Attack: Ready your weapon to deliver damage. This Combat Action is tied to the STR stat.
Standard attacks deal solid damage but can be used in many creative ways. The range of
Attacks are determined by your weapon type.

The Following Combat Actions are tied to their respective Stat:

Dodge Attack Magic Skill

DEX STR INT CHA

Whenever you play a card and perform a Combat Action, add the total value of the Combat
Action to the result of the corresponding die roll to determine damage.

Example: If I play an 8 of Clubs to make an Attack, I will roll the die associated with my
STR (lets say a d6) and roll a total of 4. Now that we have our two totals (8 and 4) we
can add these together for our damage total of 12!

Playing The Game 33


Dodging
Dodging is the 4th and final Combat Action. During the opponent's turn, Once they have
declared an attack and after an Accuracy Check, a Character can perform a Dodge to attempt
to maneuver out of the way of the attack. Dodging is performed by rolling your DEX + the value
of the Dodge card and comparing it against the incoming damage. If the total of the Dodge
surpasses the damage total, the Dodge is a success. If the total of the Dodge is lower, the
attack still hits.

Accuracy Checks
In Combat, before calculating damage, you will need to perform an Accuracy Check once you’ve
declared your attack to determine if the attack misses or hits. To perform an Accuracy Check,
take the die associated with your DEX and the enemies DEX and roll them against one another.
If the Player Character has the highest number, their attack hits, if the enemy has the highest
number, the attack misses.

Understanding Fate
All Espers have a Fate. Fate is the abstraction of magic flowing through the Character, their Fate
is revealed to them in the form of cards. Your Characters Fate is pivotal in Combat as each of
these cards determine what type of Combat Actions you may take during each turn. You can
think of this type of Combat as similar to any turn-based RPG, like Final Fantasy, Dragon Quest,
and more.

To better understand Fate, let's break down the terms associated:

Aether: a standard 52 card poker deck which players will use to draw their Fate.
Fate: 20 cards drawn at random from the Aether, place these cards face down next to the Aether.
Hand: When entering Combat, by default, each Player will draw 5 cards from their Fate unless
otherwise stated. These 5 cards become your Hand.
Combat Actions: Each individual card represents a Combat Action that you can perform during
Combat, you may only make one Combat Action per turn unless otherwise stated.
Discard Pile: When a card from your Fate is played from your Hand, it enters the Discard pile.
Once all cards in your Fate have been drawn, you may shuffle your Discard Pile and it becomes
your Fate.

◆ Using Fate
Whenever Characters enter Combat, the Players must draw a Hand of 5 cards from their Fate.
During Combat, this Hand will determine the Combat Actions they may make on their turn.

A Player by default has a maximum hand size of 5 cards and will draw a card from their Fate
each turn when able. If a Player has more than 5 cards in their hand at the end of their turn,
they must discard until they reach the hand size maximum. It is possible to utilize equipment,
shops, and items to change how your Fate behaves and it is important to study your fate and
create the best strategies you can. When Combat ends, all cards are placed back into the
Players Fate and are shuffled.

The following card suits are tied to their respective Combat Action:

SPADES SPADES - DODGE CLUBS CLUBS - ATTACK DIAMONDS DIAMONDS - MAGIC HEARTS HEARTS - SKILL

34 Playing The Game


◆ Card Values
A standard poker card deck consists of 52 cards divided into four suits, clubs, diamonds,
hearts, and spades. Each of these suits has 13 cards, where the order of cards is numbered
from 2 to 10 and includes the face cards, jack, queen, king, and finally the ace.

The “values” of each card are usually denoted in the corner of the card, this value ranges from
2-10 for the numbered cards, 10 for each face card, and 11 for each ace card. This value is
added to the result of the die rolled when performing a Combat Action.

◆ Changing Fate
Throughout your adventures, there are moments where you may have the opportunity to add
or remove cards from your Fate, thereby altering the trajectory of Combat and providing you
with new strategies. This can occur through various in-game events, such as completing
significant quests, encountering powerful entities, or even visiting a Fate Shop. Each card in
your Fate deck represents a potential outcome in Combat, and manipulating these cards
allows you to steer your battles in the desired direction.

Health and Recovery


◆ Hit Points (HP)
HP dictates how much damage a Character can take before they risk death.

■ A Character has 40 HP by default.


■ If an NPC’s HP reach zero, they are defeated. Depending on the situation and scenario, this
may mean different outcomes.
■ If a PC’s HP reach zero, they must make a Life or Death roll

◆ Life or Death Roll


To make a Life or Death roll, use a d20. If the result is 11 or higher, the Character survives at 1
HP; otherwise, the Character is considered dead.

Only one Life or Death Check can be made per Campaign for each Character: if a Character
survives their first Life or Death Check but later has their HP reduced to zero again, they are
automatically considered dead

◆ Recovery
Characters may regain Hit Points or recover from Conditions, in the following ways:

■ If a Character gets a night of peaceful sleep and a full meal, they recover from all
Conditions and fully restore their HP.
■ If a Character narratively receives assistance from someone else during a non-Combat
Phase, they recover from any appropriate Conditions.
■ Some Items and Relics can remove Conditions and restore HP.

When recovering through a roleplay scenario at a hospital or healer, make sure to note if there
are any costs for these services as well as the time It takes to recover.

Playing The Game 35


36 Items and Equipment
Items and
Equipment
The items and equipment available in Espers are as varied as the challenges you will face.
From basic provisions and healing potions to powerful magical artifacts and intricately crafted
weapons, each item serves a unique purpose. Healing items restore your health, while potions
can enhance your abilities or provide temporary advantages. Weapons and armor are crucial
for defending against the myriad of threats you will encounter, and each piece of equipment is
designed to complement different Combat styles and strategies.

Rarity Guide
Items have different rarities:

■ Common: Can be found just about anywhere.


■ Uncommon: Harder to find in shops, stores, and dungeons
■ Rare: Only select “underground” shops and stores and difficult dungeons carry these items
and in low quantities.
■ Legend: Never found in shops or stores. Only found in dungeons or on an Enemy.

Below are several lists of sample usable items in Espers.

Items
Items are more than just tools—they are the lifeblood of your adventure. Each item you
discover or craft holds the potential to turn the tide of battle, solve intricate puzzles, or aid
you in your exploration of the unknown.

Items and Equipment 37


Type Name Effect Price / Rarity Size

100 Gild /
Potion Health Potion Restores 10 HP 1
Common

Great Health 300 Gild /


Restores 20 HP 1
Potion Common

Greater Health 600 Gild /


Restores 30 HP 2
Potion Common

Full Health 800 Gild /


Restores 40 HP 2
Potion Uncommon

Stamina Increases DEX by one die size 600 Gild /


1
Potion for one Check or Combat Encounter Common

Increases INT by one die size 600 Gild /


Wisdom Potion 1
for one Check or Combat Encounter Common

Increases STR by one die size 600 Gild /


Might Potion 1
for one Check or Combat Encounter Common

Increases CHA by one die size 600 Gild /


Charm Potion 1
for one Check or Combat Encounter Common

Mending Instantly cure one target 500 Gild /


1
Potion of a Condition or Ailment Common

Gains immunity from fire damage 400 Gild /


Elixir Fire Elixir 1
for one Combat encounter Uncommon

Gains immunity from ice damage 400 Gild /


Ice Elixir 1
for one Combat encounter Uncommon

Gains immunity from lightning damage 400 Gild /


Lightning Elixir 1
for one Combat encounter Uncommon

Gains immunity from earth damage 400 Gild /


Earth Elixir 1
for one Combat encounter Uncommon

Reduce incoming Magical damage 600 Gild /


Magic Elixir 1
by 2 this Combat encounter Uncommon

Reduce incoming Physical damage 600 Gild /


Steel Elixir 1
by 2 this Combat encounter Uncommon

38 Items and Equipment


Equipment
The right equipment can mean the difference between victory and defeat. The equipment you
gather plays a crucial role in your journey. Each piece of gear is designed to enhance your
abilities, provide unique advantages, and help you overcome the many challenges you will face.

Note: Equipment does not take up space when equipped.

Type Name Effect Price / Rarity Size

Turns a card suit type into 2000 Gild /


Bangle Ancient Bangle 1
another card suit type of your choice Rare

Increases even numbered 800 Gild /


Silver Bangle 1
cards values by +1 Uncommon

Increases odd numbered 800 Gild /


Gold Bangle 1
cards values by +1 Uncommon

Platinum Increases even and odd 1800 Gild /


1
Bangle numbered cards values by +1 Rare

800 Gild /
Scarlet Bangle Increases face cards values by +1 1
Uncommon

Meteorite 1000 Gild /


Increases ace values by +1 1
Bangle Rare

Weathered 600 Gild /


Ring Increases the value of 2 and 3 by +2 1
Ring Common

600 Gild /
Ruby Ring Increases the value of 4 and 5 by +2 1
Common

600 Gild /
Sapphire Ring Increases the value of 6 and 7 by +2 1
Common

600 Gild /
Diamond Ring Increases the value of 8 and 9 by +2 1
Common

Increases the value 600 Gild /


Royal Ring 1
of Kings and Queens by +2 Common

600 Gild /
Bandit Ring Increases value of Jacks and Aces by +2 1
Common

Items and Equipment 39


Type Name Effect Price / Rarity Size

700 Gild /
Chain Rusty Chain Increases Fate draw amount by +1 1
Common

1400 Gild /
Silver Chain Increases Fate draw amount by +2 1
Uncommon

2300 Gild /
Golden Chain Increases Fate draw amount by +3 1
Rare

Green 900 Gild /


Pendant Increases the value of 2 by +4 1
Pendant Uncommon

900 Gild /
Red Pendant Increases the value of 3 by +3 1
Uncommon

Yellow 900 Gild /


Increases the value of 4 by +2 1
Pendant Uncommon

Orange 900 Gild /


Increases the value of 5 by +1 1
Pendant Uncommon

Strength Increases the value 1000 Gild /


Charm 1
Charm of Attack actions by +1 Uncommon

Dexterity Increases the value 1000 Gild /


1
Charm of Dodge actions by +1 Uncommon

Intelligence Increases the value 1000 Gild /


1
Charm of Magic actions by +1 Uncommon

Charisma Increases the value 1000 Gild /


1
Charm of Skill actions by +1 Uncommon

800 Gild /
Health Charm Increases max HP by +10 1
Common

Weight 800 Gild /


Increases carrying capacity by +4 1
Charm Common

40 Items and Equipment


Type Name Effect Price / Rarity Size

700 Gild /
Earring Opal Earring Gains Advantage on Attack actions 1
Uncommon

700 Gild /
Ruby Earring Gains Advantage on Magic actions 1
Uncommon

Sapphire 700 Gild /


Gains Advantage on Dodge actions 1
Earring Uncommon

Diamond 700 Gild /


Gains Advantage on Skill actions 1
Earring Uncommon

Emerald Gains Advantage on first Combat 900 Gild /


1
Earring Action of each encounter Uncommon

Meteorite Gains Advantage and +2 on first 1500 Gild /


1
Earring Combat Action of each encounter Rare

Items and Equipment 41


42 Bestiary
Bestiary
Monster Abilities
Monster Abilities can be activated in a multitude of ways during Combat depending on the
ability the Monster possesses. Monsters may have more than one ability and are not restricted
to any limitations on these different ability combinations.

All: Damages all Party members.


Flying: Can only be damaged by Ranged attacks.
Direct: Deals damage directly, ignores defense.
Terrify: Deals damage that ignores Dodge.
Thrash: Can make two actions per turn.
Reflect Magic: Reflects Magic attacks.
Reflect Physical: Reflects Physical attacks.
Crush: Breaks a Character's weapon when this Monster is dealt damage by Close attacks.

Goliath
HP: 20 STR: 4
DEF: 2 INT: 0
Abilities: None DEX: 4
ATK MOD: STR + DEX -1 CHA: 0

Description: Goliaths deal physical damage and typically mind their own business unless
hungry. They hunt for food alone and in packs, their overwhelming speed and strength
ensuring them a full meal.

Behemoth
HP: 20 STR: 4
DEF: 4 INT: 4
Abilities: Terrify, Crush DEX: 4
ATK MOD: INT + DEX -1 CHA: 0

Description: An armored titan dealing physical damage that roams the land, seeking joy in
causing destruction and frequently targeting unprotected villages and towns.

Bestiary 43
Crux
HP: 30 STR: 4
DEF: 2 INT: 6
Abilities: Thrash DEX: 4
ATK MOD: STR + INT +1 CHA: 4

Description: The Crux is a relatively intelligent species, often found in caves and outdoors at
night when hunting. The Crux is covered in long blades, dealing tremendous physical damage
and moves silently making it a formidable foe.

Golem
HP: 40 STR: 6
DEF: 3 INT: 6
Abilities: None DEX: 4
ATK MOD: INT + DEX CHA: 4

Description: A mass of living rock, these beings are capable of leveling small settlements
and foes.

Jormun
HP: 80 STR: 8
DEF: 4 INT: 6
Abilities: Reflect Magic,
DEX: 4
Thrash
ATK MOD: INT + DEX CHA: 4

Description: A powerful serpent that can be found slithering across the world of Myrill. While
rarely encountered, the populace of Myriil are always alert for these beasts.

Naga
HP: 60 STR: 8
DEF: 1 INT: 8
Abilities: Direct DEX: 4
ATK MOD: STR + DEX CHA: 4

Description: The Naga are an intelligent race of beasts that typically travel in small packs
hunting for prey.

44 Bestiary

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