As I was working on Espers (the Mage stand in in Derelict Delvers), I realized I'd left something out--beyond the skill based healing of a Medic r cleric stand in) that the Medics need their own "specials.." which came about as a combination of Pulp books and Star Trek...so bear with me
The ESPER has access to a Psi boosting crystal computer, implanted in his skull. The device leaves only a think metallic and crystal band visable across the forehead. This device can be programmed to attune to Psychic wavelengths, since it can only utilize so much computational power and so much crystalline alignment, each ESPER has a number of slots they can apply to a power. They start with a single slot. As they improve in skill and knowledge they can reprogram this device on the fly and use less energy and space to augment their abilities. Meaning as they develop their psychic talents they can slot more powers, or slot more powerful versions of their powers.
Esper Abilities
Empathic Bequilement
Sense Kirlian Field
Levitate Objects
Seal Acess
Psychokinetic Glow
Mind Bullet
Dissonance
Decipher
Deflection Shield
Somnabalism
Precognative Warning
Psychic Invisability
Psi Key
Telepathic Scan
Presence Sense
Levitate Self
Telelocation
Multiplicity
Telepathic Illusion
Telekinetic Hold
Now these abilities vary in how many slots they take up (and what skill level you can start using them.)
The Medic doesn't have Esper abilities but he does have access to a Medipath Scanner/Dispensery. A Medic's abilities
are more limited, but still work to help those poor souls who delve into the long silent ships on the edge of known space.
Detect Bioforms (or Lifesigns)
Sense Kirlian Field
Dissonance Field
Purification
Bioilluminate
Adreniline Rush
Thermal Adaption
The Medipath dispensers can hold only so many medicince, chemicals and sensory devices so it too is limited to a number of slots it can hold in special use materials.