Starting Character Level: 1
Discretionary Points: 40
Genre: Futuristic Exploration, Sci-Fi, Supernatural Action
Category: Action, Adventure, Comedy
Setting: The PSO world (including Pioneer, Ragol and a few new areas I'll be customizing. I haven't played PSOBB so I don't know the newer areas there)
Theme: "A whole new perspective"
Campaign Duration: As long as people feel like it ^^;
Story Boundaries: See Below
Expected Time Commitment: Preferibly somewhere around the ballpark of 3-15 times a week depending on the size of the game, but I'm flexible with it. I'm pretty much available nearly every day so I can post often ^_^;
Deadline: I have no real deadline in progress, I'm gonna be working as we go as well.
Alright, here's the ideas of Basic Racial Templates for the PSO universe. I didn't take the Beast race because I can't get too much info from it and it leaks completely into the Phantasy Star Universe game (which I haven't played yet or have ANY info yet about) so I'm gonna forgo that, but here's the few races I could snag out of PSO.
Human - This is the most prosperous and important race in the Gurhal system. Humans are well-balanced and possess all-purpose skills. Since they are not weak to any one thing, humans can handle almost any job. On the other hand, they do not excel in any one particular area
BESM Book for Human Template
Base Movement - 0 CP
+1 Feat at 1st Level - 2 CP
+4 Skill Points at 1st Level - 1 CP
+1 Skill Point each Level - 2 CP
Any favoured class - 1 CP
Total Value - 6 CP
Final Cost - 0 CP
Newmen - Newmen are the product of an effort to create a Human-based super race. They are stronger with mental abilities, but have inferior physical strength. Since Newmen are superior psychologically, they are skilled with techniques (spells). Due to their physical weakness, Newmen lack close-combat skills.
Newmen Race
Base Movement - 0 CP
+2 Dex - 1 CP
+2 Int - 1 CP
-2 Str - -1 CP
-2 Con - -1 CP
Fast Energy Healing 1* - 2 CP
+1 Energy Boost Rank - 3 CP
+1 on all Will Saves - 1 CP
Total Value - 6 CP
Final Cost - 0 CP
(* - Since the regeneration of the Newmen's mental capabilities requires them to be a calmed state and requires specific focus or inaction, the Newmen must be in a non-combat situation for the restoration to take place)
Casts - Casts were originally made to help to Humans and are currently controlled by the Parum-based Governing Committee. This race has lower psychic abilities when compared with the other races. As a result, they are not very skilled with techniques. However, Casts make up for this deficiency with high accuracy and skill with guns.
Cast Race
Base Movement - 0 CP
No CON - 0 CP
Immunity to Sleep, Poison, Stun, Paralysis (Non-electrical) - 3 CP
Immune to Disease, Death, Nercomantic effects - 3 CP
Fast Healing 1* - 1 CP
Cannot Heal (Must be repaired*) - -4 CP
Not subject to Critical Hits or Subdual Damage - 2 CP
Not subject to Ability Damage, Ability Drain, or Energy Drain - 2 CP
Automatic Fortitude saves unless effect can target objects - 3 CP
Total Value - 10 CP
Final Cost - 4 CP
(* - Since the Fast Healing is the Cast's internal systems repairing themselves and requires specific focus or inaction, the Cast must be in a non-combat situation for the healing to take place. This healing ignores the 'Cannot Heal' Attribute)
On the note of Classes, the Giant Robot and Mecha Pilot class are not available. Choosing a specific class title however, will give your character slight advantages, which is explained below (note, class title would go as your occupation as it's pretty much a job, as well as anything else your character works with):
Hunters
Hunters are a group that focuses on Melee Combat, using different implements of weapons. They tend to be the ones that charge to the forfronts of battle, bashing enemies while othere support them from longer range.
Weapon Types :
Axe
Saber
Sword
Dagger(s)
Slicer
Spear
Knuckles
Double Saber
Twin Saber
Twin Sword
Claw(s)
Katana(s)
Recommended Classes*:
Martial Artist
Ninja
Samurai
Sentai Member
Bonuses:
+1 Attack Rolls made with a weapon in the above list
Proficency in the above weapon types (pick three)
+1d6 HP
Rangers
Rangers are a group that focuses mostly on long-range combat with Gun-type weapons. They tend to stay back, supporting others with their high accuracy shots.
Weapon Types:
Handgun(s)
Launcher
Laser Cannon
Machine Gun(s)
Rifle
Needle Rifle
Shotgun
Recommended Classes*:
Gun Bunny
Hot Rod
Tech Genius
Bonuses:
+1 Attack Rolls made with a weapon in the above list
Proficiency in the above weapon types (pick three)
+1 Dodge Bonus to AC due to higher evasion
Forces
Forces are a group that specialize in casting Techniques (spells). They stay in the back of the group, supporting the party with their spells as well as casting damaging spells to harm the enemy.
Weapon Types:
Bow
Crossbow
Cane
Card
Staff
Wand
Fan
Recommended Classes*:
Dynamic Sorcerer
Magical Girl
Bonuses:
+1 Attack Rolls made when casting spells that require an Attack Roll (Rays)
Proficiency in the above weapon types (Pick 3)
+2 Bonus EP per level
*Adventurers, Pet Monster Trainers, Shapechangers and Students may be good in any of the classes as they don't have a specific focus