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Posted: Thu Jul 13, 2006 12:18 pm
hm... well, i'll join, definatly.
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Posted: Wed Jul 19, 2006 8:32 am
Sorry it'as taking so long for ideas and info on here, parents are out of town, meaning I'm controlling the house all by myself x_X; I'm somewhat play testing my ideas for the Human, Newman and Android PSO race templates with some buddies, it won't take long for me to finish. KrazGurl *pokes Dj Ducki* You officially have a gaia stalker that... isn't creepy... I hope. -runs away- xd
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Posted: Wed Jul 19, 2006 4:20 pm
So should I move this to the D20 Games subforum and make a character up?
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Posted: Sun Jul 23, 2006 10:07 am
BloodOnWhitePetals So should I move this to the D20 Games subforum and make a character up? Preferably move it, I'll have character templates for races in a little
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Posted: Sun Jul 23, 2006 12:25 pm
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. [Side Note: All Hunters are proficient all Armors and Shields unless your class skills are restricted by armor and/or shields] 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. [Side Note: All Rangers are proficient with Medium and Light armors and Light shields unless their class skills are restricted by armor and/or shield] 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. [Side Note:Force characters can wear basic Frames and Barriers without penalty to spellcasting] 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
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Posted: Sun Jul 23, 2006 12:38 pm
Here's just some background information about some things. For characters I've got pictures from PSO-World.com from the PSU game for examples of how the characters look. Human Background Even though Humans are the most prosperous race, their social status is not that high. At the end of the 500 Year War, each planet had a race that won the right to rule the planet. At that point, Humans simply chose to coexist with the other races. The other races did not praise humans as being the original race, but thought of them as being the "general race with poor abilities."   Newmen Background Newmen were created after Humans tried to make a super race based on themselves. Eventually the Humans succeeded in making Newmen's reaction time, thoughts, and memory process superior. To keep things balanced, their strength was reduced to be lower than the average human. Newmen have been oppressed because of the mental inferiority/physical superiority complex that Humans hold. Generally, Newmen are very good at working with other people. However, they tend to be a very exclusive race. As a result of their heightened mental abilities, Newmans are able to read other people's feelings better than Humans. As such, they have a tendency to avoid contact with strangers whenever it is possible.   Cast Background Casts were initially created to be used exclusively by Humans. That plan had to be altered after human rights issues arose when thought-possessing Casts were created. At the end of the Casts battle for independence, an organization was created to control the Cast race. After this organization was established, a period of peace was soon arose. Such a period had not been seen since the Humans divided the land into several nations. However, at the height of the battle of independence, Humans statesmen talked about "the dangers of being controlled by the machines". Ironically, the opposite happened and Governing Committee (who is Human-based) was welcomed by the large majority of the people who desired peace. 
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Posted: Sun Jul 23, 2006 12:50 pm
Next for Weapons Information:
All weapons in this era are made of Photon Energy, an abundant energy in this time period. The weapons either fire photon energy (guns) or project a blade or some fashion from a hilt (all others). Here are the weapon lists
(Weapons with a * are reach weapons)
Weapons all classes can use: Saber (1d8, 19-20/x2, Slashing, Melee, 2 lbs.) Dagger (1d4, 19-20/x2, Slashing, Melee, 1 lbs.) Spear (1d6, x3, Piercing, Melee*, 3 lbs.) Handgun (1d6+1, x2, Piercing, 50 ft., 2 lbs.) Slicer (1d4, 19-20/x2, Slashing, 15 ft., 2 lbs.)
(Saber, Dagger, and Slicer are considered Light Weapons for 2 Weapon Fighting. Spear is a 2-handed weapon.)
Hunter-Specific weapons: Axe (1d10, x3, Slashing, Melee, 4 lbs.) Claw (1d6, 18-20/x2, Slashing or Piercing, Melee, 3 lbs.) Sword (1d12, x3, Slashing, Melee*, 5 lbs.) Partisan (1d8, x2, Slashing, Melee*, 3 lbs.) Twin Sabers (1d6/1d6, 19-20/x2/19-20/x2, Slashing, Melee, 4 lbs.) Double Saber (1d8/1d8, 19-20/x2, Slashing, Melee, 5 lbs.) Katana (1d12, 19-20/x2, Slashing, Melee, 5 lbs.) Knuckles (1d6, x2, Bludgeoning, Melee, 1 lbs.)
(Sword, Partisan, and Katana are 2-handed weapons. Twin Sabers are a set of two weapons. Double Saber is a Double weapon. If knuckles are worn with a fist fighter, that fighter uses either the weapon's damage or their unarmed strike damage, whichever is higher. Sword users can strike as if their weapon wasn't a reach weapon.)
Ranger-Specific weapons: Launcher (1d10, x2, Special**, 40 ft., 10 lbs.) Laser Cannon (1d10, x2, Piercing, 45 ft., 10 lbs.) Machine Gun (2d8+1, x2, Piercing, 30 ft., 5 lbs.) Rifle (1d8+2, x2, Piercing, 70 ft., 6 lbs.) Needle Rifle (2d6+2, x2, Piercing, 20 ft., 7 lbs.) Shotgun (2d6+2, x2, Piercing, 20 ft., 8 lbs.)
(All weapons in this category are 2-handed weapons. Machine Gun, Needle Rifle and Shotgun can be fired one-handed with a -2 penalty. Launcher deals explosion damage.)
Force-Specific weapons: Bow (1d8, x3, Piercing, 75 Ft., 3 Lbs.) Crossbow (1d10, x2, Piercing, 50 ft., 5 Lbs.) Cane (1d6, x2, Bludgeoning, Melee, 1 Lb.) Card (1d6, x2, Special**, 15 ft., 1 Lb.) Staff (1d6, x2, Bludgeoning, Melee, 2 Lbs.) Wand (1d6, x2, Bludgeoning, Melee, 1 Lb.) Fan (1d6, x2, Bludgeoning or Slashing, Melee, 1 Lb.)
(Bow, Crossbow and Staff are 2-handed weapons. Canes, wands and staves give a +1 weapon bonus to all attack rolls for spells requiring an attack roll. Card deals the user's choice of Bludgeoning, Piercing or Slashing damage.)
Armor Information:
Armor is divided into 3 factions, Frames, Armor and Guards. All armor are transparent and are not seen by normal means, but when the body is hit, a faint glow will cushion the blow if the blow was unsuccessful, or will pierce the armor if successful. Armor is controlled by a module on the clothes that projects the field. This module can be hit by a sunder attempt. Usually, Forces use Frames, Rangers use Armor or Frames and Hunters use Armor or Guards.
Frames - Light armor (+1 AC, Max Dex +6, Armor Check 0, spell failure 0%, 5 Lb.) Armor - Medium armor (+3 AC, Max Dex +5, Armor Check -2, Spell failure 20% 25 Lb.) Guards - Heavy armor (+6 AC, Max Dex +2, Armor Check -5, Spell Failure 40%, 40 Lb.)
(If you want to use a different type of armor, you may take an armor from another d20 booklet, and have it with a Transparent attribute)
Shield Information:
All shields are considered Animated and Transparent for this game and are in two categories, Barriers and Shields. Barriers and Shields are basically small Force Fields projected from the Off-hand arm and is used to block attacks.
Barriers - Usable by all class subtypes (+1 AC, Max Dex -, Armor Check 0, Spell Failure 0%, 2 Lb.) Shields - Usable by Hunters (+2 AC, Max Dex -, Armor Check -2, Spell Failure 15%, 5 Lb.)
(Other d20 Shields can be used as a Barrier or Shield. Count Metal shields as Shields and Wooden or otherwise as Barriers. Other d20 Shields lose their material upon becoming a barrier or shield. So a Heavy Wooden shield would become a barrier with the material of photon energy)
MAG Information: (For future information, the term 'Hunter' is a generic term used to describe the fighters for Pioneer 2. It doesn't specify only the Hunter subtype)
MAGs are personal protectors that are given to Hunters when they complete the Hunter's Exam and receive their Hunter's license. They live and grow with the owner, feeding on Recovery items given to them by their masters and grows according to which items are given to them.
(Consider the MAG your 'Pet Monster' if your a Pet Monster Trainer or take the 'Train a Cute Monster' or 'Pet Monster' Attribute. If you don't have those attributes or your not a Pet Monster Trainer, MAGs basically are defenders that float above your left shoulder or both depending on the mag. )
Mags - Usable by all class subtypes (+1 AC to user, Eats different depending on the Mag)
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Posted: Sun Jul 23, 2006 4:37 pm
Example Character -
Here's my character that I've played PSO constantly with. She's taking the FOnewearl template on PSO game terms.
Name: Melody Cross Class: Dynamic Sorceror Lv1 Race: Newman Occupation: Hunter (Force) Age: 19 Gender: Female Height: 4' 2" Weight: 110 Movement: 54 Ft.
STR: 8 / -1 DEX: 18 / +4 CON: 10 / +0 INT: 20 / +5 WIS: 12 / +1 CHA: 12 / +1
HP:4 (1d4) EP:47 (1d4 + 43) AC:17 (10 + 4 Dex + 1 Armor + 1 Shield + 1 MAG)
Feats: Portable Armoury, Weapons Encyclopaedia Defects: Famous(2), Ism(3), Marked(1), Phobia(3), Recurring Nightmare(3), Skeleton in the Closet(3), Unique Defect Depression(2), Attributes: Dynamic Sorcery(2), Energy Boost(2), Personal Gear(2) Skills:Concentration(4), Diplomacy(5), Knowledge:Arcane(9), Knowledge:Streetwise(9), Profession(9), Research(9), Sleight of Hand( 8 ), Speak Languages(9), Spot(5)
Weapon Proficiency:Staves, Wands, Bows Armour Proficiency:Frame / Barrier only
Base Attack Bonus: +0 Attacks : Ray Spells - +6 Attack (+4 Dex to ranged attack, +1 Wand, +1 Force Characteristics) Saves: -Fort +0 -Reflex +4 -Will +4
Attributes: Dynamic Sorcery - Focus mostly on the Ice (Barta) and Light (Resta) element Personal Gear - Major - Sato MAG (+1 AC, Eats Fluids) Minor - Wand (1d6/x2, Melee, Bludgeoning, 1 Lb., +1 attack to Ranged Spells that requires an attack roll) - Force Frame (+1 AC, Max Dex +6, Armor Check 0, Spell Failure 0%, 5 Lb.) - Force Barrier (+1 AC, Max Dex -, Armor Check 0, Spell Failure 0%, 2 Lb.) - 10 Difluids (Potion, 3d4+3 EP restore)
Defects: Famous - Being Matha Grave's daughter, her reputation is known well by quite a lot of people, mostly within the government regions and the research labs. Ism - She has a major vendetta against the government, taken partially from her mother Matha as well as her brother Dajinn. She disagrees against the government's plans to control everything completely and their perspective on Newmen creation. Marked - Newman traits. Phobia - She has an absolute fear of being alone in the world. Ever since her mother passed on, her only relative is her brother Dajinn (whom isn't even blood related). Recurring Nightmare - She constantly recalls the nights of when she was first born a Newman, having her mother nearly killed in front of her eyes. Skeleton in the Closet - Ever since her creation, she has been pursued by the government, being the Newman creation with the DNA of Red Ring Rico and Heathcliff Flowen imbedded within her. Since the day the government's spy was thwarted, Melody has been thought to be missing. If the government were to ever know she was still out and about, they would be after her in a heartbeat (resulting in a Wanted(3) Defect) Unique Defect Depression - Melody's extremely perky, with seemingly endless energy. She'd been known to constantly run around and be happy for hours on end when normal people would be run down by lack of energy. This is offset by the fact she gets really depressed easily due to her mother's passing and constantly tries to keep a happy note to avoid being depressed, especially in front of other people.
Background:
Melody Cross is a Newman created by the same cloning process that Newmans are made, but she was infused secretly with the DNA of the Legendary Red Ring Rico and Heathcliff Flowen in order to create the ultimate Newman. Matha Graves headed this research and progressed through it to the end, writing in her journals that the creation. "This project is quite the amazing feat of Pioneer 2's technological advancements. The organism has formed into the shape of a female. Her body has quite the resemblance of Rico, such a beautiful thing, like the beauty of tones in a song...song..yes, that settles it, her name will be Melody." Melody progressed well through her growth, showing no signs of abnormalities. It was all calm until the night of Melody's release. A government agent sent in to destroy Melody took out everyone in the area where she was being held, standing over Matha with a Silence Claw at her neck when a stray Foie knocked him clear across the room. There stood Melody, who had arisen in defense of her mother until the Pioneer Police Division came in and arrested the spy. Since that day Matha raised her as her own until she was old enough to be sent to the Hunter's Acadamy, which around that time Matha passed away due to a fatal disease. In her dying breath she told Melody to go through with her training at the Acadamy and to become a strong Force.
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Posted: Sun Jul 23, 2006 7:38 pm
Example Spells for this game:
Anyone that's played PSO knows the spells from the game, but for those that don't know them or those that want the spells defined in d20 language I got em.
[1st-Level Spells]
Foie Evocation[Fire] Components: V, S Casting Time: 1 Standard Action Range: 50 Ft. + 10 Ft./level Targets: 1 Creature Duration: Instantaneous Saving Throw: Special, see text Spell Resistance: yes
A small fireball is released from your hand towards a targeted creature. Count this attack as a ranged attack (1d20 + Dex + other modifiers). A successful hit deals 1d8 per two caster levels (up to a max damage of 5d cool . The fireball flies in a straight line from your position once the spell has been casted. Anything obstructing the path of the fireball (a wall, tree, an ally or another opponent) will impede the fireball's path and take the damage. Any targets in the way that isn't the actual target make make a Reflex save to avoid accidently getting hit by the fireball. once the fireball hits one thing, it deals it's damage then fades away.
Zonde Evocation[Lightning] Components: V, S Casting Time: 1 Standard Action Range: 75 Ft. + 5 Ft./level Targets: 1 Creature Duration: Instantaneous Saving Throw: Special, See text Spell Resistance: yes
You call down from the skys a lightning bolt which strikes upon the intended target. The bolt of lightning deals 1d4 lightning damage to the target, plus an additional 1d4 damage per 2 caster levels (up to a max of 5d4 damage). The target will also become electricly paralyzed if they fail a Fortitude save. The DC for the paralysis goes up by +2 if the target is a construct (Cast)
Barta Evocation[ice] Components: V, S Casting Time: 1 Standard Action Range: 30 Ft. Line + 5 Ft./level Targets: Special Duration: Instantaneous Saving Throw: None Spell Resistance: yes
A wave of ice is cast from your hand along the ground towards your intended target. This wave of ice hits all objects within the line for 1d6 damage per two caster levels (up to a max of 5d6). Since this attack is focused on the ground, any creature in the line that's flying at least 10 feet off the ground is unaffected by the attack.
Lesser Resta Conjuration[Healing] Components: V, S Casting Time: 1 Standard Action Range:Special, see text Target:Special, see text Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (Harmless)
Laying your hands on a living creature, you restore 1d8+1 points of HP per caster level (Maximum +5). When your caster level is 3 or more, your magical energy level has become stronger, allowing you to cast this spell at a range. The range of the spell after caster level 3 is a 10 ft. circle + 5 ft./level up to a max range of 25 ft. All friendly people within the circle are effected by this spell.
[Edit : I'll add in more spells when I get the chance tomorrow]
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Posted: Tue Jul 25, 2006 12:01 pm
 Why no Mecha Pilots? Even if it's just powered armor or a kickass motorcycle-type vehicle? This guy sure looks like he's got powered armor. You can use OBM to create anything from an intelligent robot that follows your commands to a fighter jet... I think I might make a Cast anyways. I'll be doing some research at PSO-World.com, then I'll let you know what kind of character I'm thinking of.
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Posted: Thu Jan 11, 2007 5:05 pm
Hey guys. i want to join the campaign if that alright with you? i've played(and beaten) PSO and PSuniverse. and off subject i have the original phantasy star 1-3 games for the gba. ... im a little fanatic about Phantasy Star, can't blame me. i was wondering if this will be straight PSO and not include any other Pantasy Star games? and if we play i am the lil' mage.
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