Esper Genesis: Heroic Sci-Fi Role-Playing for 5E

Created by Alligator Alley Entertainment

Esper Genesis is a versatile science fiction RPG and setting that uses the 5th edition rules of the world's greatest roleplaying game.

Latest Updates from Our Project:

One Down!: Stretch Goals and Their Importance
about 7 years ago – Sun, Mar 19, 2017 at 05:07:45 PM

Another marker passed! We've unlocked the first stretch goal. Thank you to everyone for helping us make this game even better. It's important to point out how our stretch goals will benefit every backer far more than with just game content.

What You Get

An additional 10 entries to Gear and Forged Enhancements will be added to the Master Technician's Guidebook. These will include extremely rare items such as the Collider Pack, the Lancer Hardsuit, and the Hadrian Stardrive. All of these will include individual art and lore.

 

How Our Stretch Goals Work

Each stretch goal comes with a reward, however, in addition to applying those funds to the creation of content, we also improve the look and quality of our books. Each stretch goal marker passed automatically means larger books with better art, printing, and production quality. We want to deliver a fun and exciting experience in a stunning package that all of us will be proud of.

We still have three weeks left for this game to become even more awesome! Let's do this!

Until next time!

Cosmic Forces: The Espers and the Crucibles
about 7 years ago – Thu, Mar 16, 2017 at 07:51:16 PM

Whenever a living being gains the ability to channel the raw energy harnessed from the Crucibles, that individual is said to achieve Esper Genesis. There is a unique link between these ancient artifacts and the gifted individuals that wield their power.

 

What is a Crucible?

Scattered across the galaxies, the Crucibles are remnants of an age that predates any in known history. Often the size of small moons, no Crucible is identical to another, but they do share similarities. Each one is generally spherical. Their surfaces are most often metallic in appearance but feel organic in texture.

Below the surface, there are long branches of tunnels leading into the core, where a material only known as Sorium can be harvested. Sorium is a material without classification. It's chemical makeup constantly shifts, can be identified as any element, and can be made to change molecular states with focus and concentration. The most aspect of Sorium is that it's source of raw energy that may be used to power any device adapted to function with it. Anything from a light fixture to a battle cruiser may use its power source.

 

The Espers

After generations of harvesting Sorium, beings began to exhibit extraordinary abilities. Earth, Fire, Wind, Water, Space, Time, and Gravity, all forces of creation that became visible and malleable by those able to channel power through themselves. These beings became linked to the Crucibles, almost able to commune with them in a language no other being could comprehend. These beings are known today as the Espers.

Each person is affected differently when they achieve Esper Genesis. Depending on their origin or race, the process may even directly affect them both physically and psychologically. Some are able to channel the energies directly through their bodies, where others use Sorium implants or devices to wield their powers.

  

Classifactions

Each character class in EG uses Esper Powers in different ways:

Adepts specialize in shaping specific forms of energy through sheer force of will. They are also often referred to as Psions.

Cybermancers combine elemental mastery with high-tech weaponry into a delicate dance between power and precision.

Engineers are bound to a special Sorium device known as their "rig". They use forging techniques to produce tools and robotic constructs, along with energy weapons and bio-enhancements.

Hunters are capable of amazing extra-sensory and physical feats. They adapt to any environment which often aids them in tracking down their quarry or bounty.

Melders have mastered the ability to shape all of the forces of creation into potent techniques, often by harnessing and transferring power to and from everything around them.

Reavers channel raw energy through personalized Sorium devices and weapons. Though their energies are somewhat uncontrolled, their massive power can be directed toward producing devastating effects.

Specialists are experts in espionage and infiltration, often using Sorium implants and tools to bend and shape light, create energy barriers, and exert control over gravity.

Warriors primarily focus on combat mastery, but combine their Esper abilities into their martial artform. Some channel harnessed energy through their weapons, while others are granted extraordinary physical capacity, focus, and resolve.

Questions about Espers or the Crucibles? Please ask within the comments below!

Until next time!

Upgrades: High-Tech Options
about 7 years ago – Wed, Mar 15, 2017 at 11:09:45 PM

While all worlds within the great expanse are affected by the Crucibles and the mysterious power wielded by the Espers, there are also many other technical and scientific wonders that power the lives of all that live within the Silrayne Arc. The Master Technician's Guidebook contains a few of these high-tech options the GM may wish to include into their game.

Robotic Threats

In the core rules, there are many threats that already exist that are products of advanced technology. They include:

  • Constructs - Robotic machines controlled via basic commands from an organic user.
  • Cyborgs - Beasts and humanoids enhanced with cybernetic or bionic upgrades. Some may even possess limited Esper abilities.
  • Automatons - Androids with artificial intelligence, capable of self logic and decision making. Many operate only within the limits of their programming, but some, such as the terrifying Velbast, use their abilities to evolve into a force of unrelenting devastation.

 

Optional Race: Machina

The concept of Artificial Intelligence existed amongst the more advanced societies long before the emergence of the first Espers. The Machina are a product of an advanced AI being programmed into a hardened robotic form. They are adaptable and able to communicate with each other via complex sets of digital code.

Though granted with several advantages and potential for versatility, they also have various drawbacks. Their mechanical bodies must undergo repair and maintenance to ensure their well-being. They are also susceptible to the various forging techniques that were built to destroy rogue constructs and automatons.

 

Character Option: Cybernetics and Bionics

As characters progress in level, they gain the choice to undergo cybernetic modification, greatly improving their physical or sensory traits. Though extremely useful, it often causes greater difficulty in channeling the energies of the Crucibles, which greatly affects the various Esper powers that are unique to each character class.

There are also several Forged Enhancements (see Update #4) that offer high quality bionic upgrades with little to no penalties.

  

Setting Option: Silrayne Intergalactic Matrix

Known more commonly as the SIM, the Silrayne Intergalactic Matrix is a world within - a massive information hub carrying an infinite amount of data across and between the planetary systems. Each person uses the SIM in their own way to communicate and enhance their daily lives.

That, however, only scrapes the broad surface of what the SIM really is - a virtual world within a world, traversable across vast zones made up of programs, servers, and data points. In the SIM, your wits, guts, and smarts determine how powerful you can become. Only the most skilled of computer adepts fully understand the dangerous secrets that lurk in the shadows of the SIM itself. Many of these zones have become known as Fault Sectors, digital warzones that undergo constant change at time intervals the locals have nicknamed "The Glitching Hour".

   

Have questions about these advanced game options? Let us know in the comments below!

Until next time!

We did it!
about 7 years ago – Tue, Mar 14, 2017 at 05:29:29 PM

 

We've passed our funding goal! Thanks to all of you, Esper Genesis will now become a full-fledged part of the 5E multiverse!

Brian, Eric, and I wish to extend our sincerest gratitude to all of you who backed and supported us, as well as all of those who helped us forge the game into what it is today.

And we still have over 3 weeks more to go! This project can only get bigger and better from here.

We look forward to delivering the most awesome, immersive, amazingly fun sci-fi game for all of you to enjoy. We're beyond excited about this. Thank you all again for your support!

Across the Stars: Starships and Space Travel
about 7 years ago – Mon, Mar 13, 2017 at 07:20:16 PM

Hello, Espers!

One of the coolest things in almost every sci-fi setting is the ability to traverse the great expanse to worlds far beyond our galaxy. Our approach to space travel incorporates a lot of the fun and excitement of being a space jockey without bogging down the ease of play.

Vehicle Classifications

Spacecraft is just one of many types of vehicles available in EG. There are just as many types of planetary, aerial, and watercraft that exist as well. These are divided into a few different vehicle proficiencies, but many of them incorporate the same maneuvers and skill checks whenever they become necessary.

  

Long Distance Travel

Though spacecraft in Esper Genesis can travel from planet to planet in a short span, only vessels with the proper engine can travel from system to system, and only so long as they are within adequate range of one of the Crucibles. The engine's computers communicate with the gigantic structures, initiating a fold in space-time that transports the vessel to the desired location instantaneously.


  

Space Combat

In the thick of a battle, a pilot has to rely primarily on their wits and their aptitude for performing maneuvers that grant them advantages over their opponents. Much like combat on the ground, most conflicts between spaceships are often determined by the maneuvers and counter-maneuvers the players must use effectively to blast their enemies out of the stars. In smaller starfighters, those actions are mostly one to one, but in larger ships, the responsibility is spread out between shipmates, which brings us to...

Ship Roles

For larger ships with more than one crewmember, each character may choose their role as pilot, co-pilot, technician, or gunner. Each role has a different set of maneuvers and abilities that assist the ship as a whole both in and out of combat. Each crewmember also contributes to the ship's overall stats, depending on their own abilities. An extremely well balanced crew can roll with the best of them.

  

Group Owned Ships

After a group has been together for a while, sometimes they may choose to own and operate their own ship. Though this may be covered by any ship introduced in the Core Manual, this also opens the door for a multitude of different customization and design options, as well as different techniques for repair and modifications. Most of these are covered in the Master Technician's Guidebook.

Any questions about starships and space combat? Please ask us in the comments section below.

Until next time!