At A Glance

Just like the traditional Sentinel/Guideverse, in Estranged, it is not necessary toa Guide. Espers can still manage while they’re in the Zone, but not passing the threshold where they will be in a Berserk state.

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A/N: This section will likely be heavily edited, and it will come up with changes in parallel to the worldbuilding. Details here are not exactly applicable with any Guideverse stories, as this is heavily modified to suit the Estranged’s story needs.

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Esper & Guide Powers

In [Estranged], there is known a fifth element, Aether. While it opens the probability of converting the energy itself as a renewable resource, Aether is harmful. Humans who are exposed to Aether Energy in a period of time shows a sign of their physical and mental deterioration, severe cell activity changes, it eventually lead to their deaths due to corruption.

Humanity doesn’t fear Aether activities initially, until a disaster that’s called Aether Breakout happen in the land, corrupting cities, and incites mutation in living beings that makes them turn into a monster called SENTINELS.

Aether Breakout first occurred in the place now known as Point Zero, then as it spreads, it creates more and more unlivable places that later known as REMOTE TOWNS.

Espers are those who are able to control and acclimate Aether Energy in their cells, making them able to use superhuman abilities that enhances one or more of their senses.

Espers core powers are divided to big three called Trinity.

OFFENSIVE is Esper with their abilities suited for front line attackers. They usually excel in strength and the ability to score maximum damage in few hits.

DEFENSIVE is Esper suited for defensive measures. They are core operators for siege missions, evacuations, guarding/escort missions, and Monolith protection.

SUPPORT is Esper that can assist the capabilities of other Espers. Different than Booster Guides, Support Espers are able to combine or integrate their powers to other Espers.

Guides are those who can alleviate Espers’ ‘contamination’ due to the accumulation of Aether Energy in their mind and body, as well as to help Esper when sensory overload happens.

Like Espers, Guides also has extreme aptitude to Aether Energy that they can stay in places with high energy concentration and work with Espers.

Guide core powers are divided to three categories called Triage.

PHYSICIAN is Guide with enhanced physical healing ability. The Physician Guide will be able to heal wounds of the Esper faster than other Guide types.