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Phantasy Star Campaign Setting

To be used with System Reference Document Ruleset (SRD)


Table of Contents
Setting................................................................................................................................................................................... 3

Organizations........................................................................................................................................................................3

Modified Rules...................................................................................................................................................................... 4

Attributes........................................................................................................................................................................4

Skills.................................................................................................................................................................................4

Feats................................................................................................................................................................................ 6

MAGs..................................................................................................................................................................................... 6

Photon Blasts................................................................................................................................................................... 7

Races..................................................................................................................................................................................... 8

Humans........................................................................................................................................................................... 8

Newmans......................................................................................................................................................................... 8

Casts................................................................................................................................................................................8

Classes................................................................................................................................................................................... 8

Hunter.............................................................................................................................................................................8

Ranger.............................................................................................................................................................................9

Force.............................................................................................................................................................................. 10

Equipment........................................................................................................................................................................... 11

Weapons........................................................................................................................................................................ 11

Frame............................................................................................................................................................................. 14

Unit................................................................................................................................................................................. 15

Barrier............................................................................................................................................................................ 15

Techniques.......................................................................................................................................................................... 16

Traps.................................................................................................................................................................................... 17
Setting
Phantasy Star RPG takes place in the Ragol star system. Ragol is a yellow star with an inner asteroid
belt, a habitable planet (also called Ragol,) an ice covered planet (Ragol II), and a dark matter belt.

When planet Coral’s biosphere deteriorated beyond any hope of terraformation, the Pioneer project was
put in place to evacuate the families of the wealthiest, most influential, and most intelligent in an attempt to find
a new home world. Unmanned probes were sent on scouting missions to find a habitable planet. Due to the
sensitivity of FTL communications, only limited amounts of data could be sent back to Coral. A manned
mission would be needed to confirm the suitability of the planet. When the probe sent to Ragol reported a near
perfect habitability score, Pioneer I was sent with a small complement to confirm the findings and begin
colonizing.

Pioneer I, the first interstellar transport ship ever constructed, landed on Ragol with 100,000 colonists.
Ragol had nearly the exact same atmospheric and sedimentary composition as Coral. The principal of Pioneer I
transmitted an all clear for the colonization effort, and began construction. Pioneer I immediately sent out a
subspace signal to Coral to send the remainder of the evacuees to Ragol.

Pioneer II arrived seven years later. Pioneer II held on board the remainder of the evacuees Upon
achieving geostationary orbit above the Central Dome of the colony, Pioneer II opened up channels to receive a
data burst. Pioneer I began sending a signal, but was interrupted by a massive explosion from just outside the
Central Dome. The explosion, visible from orbit, shook the entire planet. All communication was cut off, and
any orbital scans of ground zero returned with nothing but noise. Strangely enough, infrastructure damage
seemed to be nonexistent.

Principal Tyrell, now effectively the leader of all Coralians, has ordered the Hunter’s Guild to
investigate the Central Dome complex and find out what happened to the evacuees on Pioneer I.

Organizations
Principal’s Office – The administrative wing of Pioneer II. Principal Tyrell has declared a state of
emergency. While operations on Pioneer II are relatively unrestricted, the Principal’s Office have been at work
setting up regulations and rationing in the worst case scenario of a failed colonization. The Principal’s Office is
the government of Pioneer II. Arguably their most significant role is the control of travel to and from Pioneer II,
including the ryuker gates.

The Lab – The Lab is research laboratory dedicated to preserving and advancing the sciences. They are
the primary source of advancements in weaponized photon technlogy, even ahead of the tekkers of the
merchant’s guild. They were free to conduct research at their leisure during the long trip to Ragol, but
circumstances have demanded intense focus on geological forensics and weapon research. To facilitate the
investigation of the explosion, the Lab has license to travel to Ragol without prior clearance.

Hunter’s Guild – This is the largest organization on Pioneer II. The combination of desire to go to the
Planet, assist in the investigation, and the posibility of looting valuable supplies from the Central Dome without
consequence have led to a massive growth in Pioneer II’s mercenary militia. There are over 250,000 hunters in
Pioneer II’s 10 million person population. Hunter’s Guild Members are allowed to travel to Ragol with approval
of the Principal’s Office. This normally comes automatically when accepting a Hunter’s Guild mission, or when
native wildlife attacks lead to an open hunt. Guild members also have licenses to own and carry any weapons
they meet the proficiency requirements for, except in civilian areas where weapons must be powered down and
stowed. When purchasing weapons, a guild member need only flash their guild ID to the merchant.
Merchant’s Guild – This guild controls most of the commerce on Pioneer II. It specializes in weapons
and field supplies, as the amount of trade brought in by hunters dwarf civilian trade tenfold. Merchants control
two of the most important industries relevant to the Hunter’s Guild: tekkers and weaponsmiths. Tekkers identify
weapon potential of photon enhanced weapons and apply the circuitry needed to harness photon power.
Weaponsmiths have the ability to not only construct weapons, but imbue them with photon energy given a
strong power source.

Modified Rules
All normal combat rules apply as in SRD. Some substitutions have been made in terms of attributes,
available skills, and how to gain attacks. Unless otherwise specified, consult SRD for resolving rolls.

Attributes
Strength: Largely equivalent to strength in SRD. A character’s ability to impart force on other
objects using only physical means. Determines damage for most physical attacks.

Constitution: Largely equivalent to constitution in SRD. A character’s ability to withstand


physical impacts and certain illnesses/poisons. Determines HP and Fortitude.

Mind: A character’s mental fortitude. Determines the will and technique strength.

Accuracy: Ability for a character to accurately hit a target. Used for attack rolls.

Dexterity: A character’s swiftness. Used for finesse attack damage.

Luck: A special attribute that allows for benefits on rolls. (Luck score – 8) number of times per
day, you may choose one of the following options. These benefits can stack.

1. Before a roll is resolved, add/subtract your luck modifier to a dice result of your choice
(this continues to apply to any rerolls.) You may not apply this to a dice rolled by another
player.

2. After rolling a skill, attack, or critical confirmation roll, you may reroll, keeping the last
result.

3. For a bloody or unconscious photon blast, you may add 5 photon points toward the blast
if your MAG lacks the photon points.

When creating a character at level 1, start with 8 in every attribute. You have 24 attribute points
(20 for casts) to spend increasing attributes up to 18. Each attribute costs one attribute point except for
Luck, which costs 2 attribute points to increase by one.

Two attribute points are gained every 3rd level (3, 6, 9, 12, 15, 18.) You may not increase the
same attribute twice in a level up.

Skills
Skills allow character to complete (generally) non-combat actions of various difficulties.
Skill Rolls (1d20 + Skill Rank + Attribute Bonuses + Additional Modifiers) are made against a
Difficulty Class, or DC. A success occurs when a Skill Roll is higher than the DC. Skills are
learned as a character advances in class rank.
A character starts with no proficiency in a skill. This is an untrained skill. As a class
feature, characters may elevate a skill at class levels specified in the Class section. An untrained
skill can be elevated to a partially trained skill, or a partially trained skill to a fully trained skill.

An untrained skill has a rank of 0. A partially trained skill has a rank of (Character
Level / 2, rounded down.) A fully trained skill has a rank of (Character Level.)

Skills operate as they are described in SRD, but have the following attributes for
calculating Skill Rolls:

Skill Attribute Skill Attribute


Appraise Mind Intimidate Strength
Balance Dexterity Jump Dexterity
Bluff Mind Knowledge Mind
Climb Strength Listen Accuracy
Concentration Mind Move Silently Dexterity
Craft Mind Open Lock Dexterity
Decipher Mind Search Accuracy
Diplomacy Mind Sense Motive Accuracy
Disable Device Dexterity Sleight of Hand Dexterity
Disguise Accuracy Spot Accuracy
Escape Artist Dexterity Survival Accuracy
Forgery Accuracy Swim Constitution
Gather Information Accuracy Tumble Dexterity
Handle Animal Accuracy Use Unknown Device Mind
Heal Dexterity Use Gear Dexterity

At first level, a character gains all of their chosen class's skills as partially trained skills,
and may choose a number of class skills to elevate to fully trained skills according to their class.
When gaining a rank in a new class after the first character level, you may choose up to two
untrained class skills to elevate to partially trained.

Use Gear is equivalent to Use Rope, Use Magic Device, or other “use” skills that require
manipulating some form of equipment.

Knowledge skills reflect the setting and are as follows:

AI – Artificial Intelligence. The phenomenon of consciousness in artificial life forms.

Altered Beast – Native beasts that have been genetically modified in some respect.

Astro – Astrophysics, cosmology, and astronomy. The ability to read star charts, navigate space
faring vessels, and identify celestial objects.

Computer – Knowledge of computer systems, languages, and interfaces.

Coral – Knowledge of the home world. Includes history, legends, old world politics, geography,
and culture.

Dark – The mysterious monsters with unidentifiable genetic code.


Machine – Robots, automated devices, and cyborgs.

Native – Ragol’s native wildlife.

Photon Tech – The extremely potent energy source that gives weapons and armor unique
properties.

Politics – Knowledge of the ongoings of the Principals Office and other organizations within
Pioneer II.

Ragol – Knowledge of the planet, including geography, geology, climatology, and ecology.

Feats
Weapon Finesse – This feat applies to all light weapons when taken. You may use Dexterity as opposed
to Strength to determine the damage of a weapon.

MAGs
Mobile Auxiliary Gear is a vital tool for anyone going planet-side.
It is an intelligent “living metal” that can provide support in the field, in
combat, or even for rudimentary first aid. It also serves as an enhancement
for its owner’s attributes, and prefers to float by its owner’s side whenever
possible. In emergency situations, it can unleash a powerful photon blast.

MAGs possess attributes that may be increased by feeding it photon


enhanced equipment. The equipment type will determine which attributes
are enhanced. However, this comes with diminishing returns. A MAG starts
with 10 in each attribute, and it’s level is the sum of its attribute bonuses
(making its starting level 0).

Feeding a MAG a weapon or armor will add to the MAG’s attribute score based on the
equipment class and photon level. As MAGs increase in level, they require greater photon levels to
increase their attributes. The attribute gain for a piece of equipment at a particular photon level is listed
in the table below.
Photon Level\Mag Level 0+ 5+ 15+ 30+ 50+
1 1 - - - -
2 3 1 - - -
3 5 2 1 - -
4 7 5 2 1 -
5 10 8 5 3 1

A MAG’s owner adds the MAG’s attribute modifier to the owner’s attribute score as long as the
owner is within line of sight of the MAG.

MAGs can perform functions in the field to assist its owner. However, it cannot multitask. Only
one such function may be used at a time.

Grapple Line – A MAG can create a photon line that can be secured onto any surface to be used
as to lift or attach objects up to a weight equal to (100 + Strength Score * 10.) It can extend to
(Constitution Score * 5) feet.
Target Finder – Upon command, a MAG may focus its efforts in alerting its owner to the
whereabouts of a target. The MAG will loudly alert the owner if the target comes within (Accuracy * 5)
feet. The target may be any creature type. At 20 Mind, the target can be reduced to a specific kind of
creature, and at 30 Mind, the target may be a specific individual. By treating the MAG’s Mind as 5
points lower, the alert will be silent, at 10 points lower, it will be invisible (the owner will feel a mild
electric jolt from their frame.)

Lock Pick – This requires a module that Principal Tyrell has declared illegal, and may not be
accessed or installed without special permission. A MAG may be used as a universal lock pick for any
simple lock. At 20 Dexterity, a MAG can be used to open a complex lock, or as a tool to disable a
known device. At 30 Dexterity, a MAG can be used to open any kind of lock, and provides a +5 bonus
for interfacing with an Unknown Device. The owner must still roll the relevant skill roll.

Data Storage – A MAG can reform part of its body to form solid state storage. It can hold (Mind
Score) TeraBytes of information. Performing other functions or using a photon blast will destroy this
data.

Photon Blasts
As MAGs grow, they gain the ability to store photon energy. In emergency situations, they can
be trained to unleash powerful blasts of photon energy. A MAG can hold up to (5*Level) photon points
to be used in a photon blast. Any time an owner deals or is dealt damage in an encounter, the MAG
builds up 10% (rounded down) of the points of damage into photon points. Photon energy is painful for
a MAG to keep contained for long periods of time, so they will be safely discharged as an aura at the
end of an encounter, when the MAG no longer detects a threat.

You may train a MAG to use a photon last in three situations: at will, when it’s owner becomes
bloodied, and when the owner fall unconscious. The at will blast can be used at the owner’s verbal
command. Bloody and unconscious blasts activate the moment the owner enters that state. If a MAG
lacks the photon points to use the blast, it will not act. It takes 1 hour to retrain a MAG to perform a
different photon blast in a given situation.

Golla – X photon – The last enemy to attack the owner (lacking that, the closest enemy)
receives 3*X non-elemental damage.

Farlla – 20 photon – Everyone around the owner is pushed out 2 squares.

Estlla – X photon – All enemies in a line from the own to the last enemy to attack the owner
(lacking that, the closest enemy) receives 2X non-elemental damage up to line of sight.

Leilla – 10 photon – The owner is healed for (MAG’s Level) damage and all status affects are
removed. This can not stabilize the owner if they are unconscious.

Mylla – 5 photon – The owner gets a +2 bonus to attack for (MAG’s Level) rounds.

Youlla – 5 photon – The owner gets +2 Damage Reduction for (MAG’s Level) rounds.

Pilla – X photon – Everyone within 5 ft. of the owner takes X/2 non-elemental damage.

Tellusis – 50 photon – If the owner is unconscious, they are brought to 1 HP and placed in an
impenetrable photon shield until the beginning of their next turn. The shield may be maintained for 5
photon per turn. Nothing outside the field may affect the owner and vice-versa.
Races
There are three races on Pioneer II: Humans, Newmans, and Casts.

Humans
Humans are the most well rounded of the three races. They do
not have any notable weaknesses, and have a good aptitude for
accuracy. For this reason, many gravitate toward Ranger classes.
Humans start with an extra feat and may pick a weapon proficiency to
start with.

Newmans
Newmans are the result of a
century of genetic experiments in making a
chimera with human intelligence. The
result is a fair, thin race of humanoids with
pointed ears and lightning fast reflexes. Newmans don’t have the same
muscle mass as humans, but have superior minds and dexterity, making them
excellent forces. They get a racial bonus of +2 Mind, +2 Dexterity, -2
Strength, and -2 Constitution. Newmans have bite and two claws as natural
weapons. These weapons may be treated as light for the Weapon Finesse feat.
For every hour of rest, Newmans restore (Mind modifier) TP.

Casts
Casts are artificially intelligent cyborgs.
While some have less than convincing human
looking faces, most are large, bulky machines. They excel in strength and
accuracy, but suffer for their bulk with poor dexterity.

Casts are unique in that their minds are artificial. They grow in
complexity linearly with experience as the artificial intelligence adapts to it’s
environments. They are non-biological, so they cannot use techniques or gain
TP, but for all other purposes, their mind score is (10 + Level/2, rounded
down.) For this reason, casts only have 20 attribute points for character
creation.

Casts have the unique ability to see hidden traps. They have
Trapfinding, and every third level, they get +1 Trap Sense. They also get (2 +
Level/2, rounded down) traps to place. Traps are replenished by resting 8
hours. They also heal 3x the normal amount when resting. Casts get +2 Constitution and -2 Dexterity.

Classes
There are three available classes for player characters: Hunters, Rangers, and Forces.

Hunter
Hunters are masters of close combat. They can learn all bladed weapons to high proficiency, and
are handy with firearms. Each level, Hunters gain (10 + Constitution Modifier) HP, (1 + Mind) TP, and
can elevate a skill every 4th level (4, 8, 12, 16, 20.)
Hunters start with 3 fully trained skills. Their class skills are: Balance, Climb, Handle
Animal, Intimidate, Jump, Knowledge (Coral, and Native, each taken individually), Search,
Sense Motive, Spot, Survival, Swim, and Use Gear.

Level BAB Fortitude Reflex Will Proficiencies Special


1 1 2 0 0 Bonus Feat
2 2 3 0 0 Daggers, Swords Bonus Feat
3 3 3 1 1 Canes, Double Sabers
4 4 4 1 1 Partisans, Rifles, Rods Bonus Feat
5 5 4 1 1 Claws, Slicers
6 6 5 2 2 Sabers, Shotguns Bonus Feat
7 7 5 2 2 Daggers, Mechguns
8 8 6 2 2 Double Sabers, Swords Bonus Feat
9 9 6 3 3 Handguns, Partisans +1 DR
10 10 7 3 3 Claws, Slicers Bonus Feat
11 11 7 3 3 Sabers, Shotguns
12 12 8 4 4 Daggers, Rifles Bonus Feat
13 13 8 4 4 Canes, Double Sabers,
Mechguns
14 14 9 4 4 Partisans, Rods Bonus Feat
15 15 9 5 5 Claws, Swords
16 16 10 5 5 Shotguns Bonus Feat
17 17 10 5 5 Slicers
18 18 11 6 6 Handguns Bonus Feat
19 19 11 6 6 Mechguns +1 DR
20 20 12 6 6 Rifles Bonus Feat, 4th attack
Hunters see combat on the front lines, and take the brunt of the damage. After a while they get
used to it. At 9 and 19 ranks, Hunters gain additional damage reduction. At 20 ranks, Hunters gain an
additional attack they may add to any weapon they have 3 proficiency in.

Ranger
Rangers are firearms experts. They learn ranged weapons with great skill, and also pick up
techniques and bladed weapons. Each level, Rangers gain (7 + Constitution Modifier) HP, (3 + Mind)
TP, and can elevate a skill every 2½ levels, rounded down (2, 5, 7, 10, 12, 15, 17, 20.)

Rangers start with 5 fully trained skills. Their class skills are: Appraise, Balance, Bluff,
Climb, Craft, Decipher, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather
Information, Intimidate, Jump, Knowledge (Altered Beast, Coral, Dark, Machine, Native, and
Ragol, each taken individually), Listen, Move Silently, Open Lock, Search, Sense Motive,
Sleight of Hand, Spot, Survival, Swim, Tumble, and Use Gear.

Level BAB Fortitude Reflex Will Proficiencies Special


1 1 0 2 0 +1 Sneak
2 2 0 3 0 Rifles Favored Enemy
3 3 1 3 1 Daggers, Mechguns, Endurance
Rods
4 4 1 4 1 Double Sabers, Combat Bonus
Shotguns
5 5 1 4 1 Canes, Slicers +1 Sneak
6 6 2 5 2 Handguns, Swords
7 7 2 5 2 Partisans, Rifles Evasion
8 8 2 6 2 Mechguns
9 9 3 6 3 Sabers, Wands
10 10 3 7 3 Shotguns, Slicers +1 Sneak
11 11 3 7 3 Claws, Daggers,
Handguns
12 12 4 8 4 Double Sabers, Rifles, Favored Enemy
Rods
13 13 4 8 4 Mechguns Camoflage
14 14 4 9 4 Shotguns, Swords Combat Bonus
15 15 5 9 5 Canes, Slicers +1 Sneak
16 16 5 10 5 Partisans
17 17 5 10 5 Sabers Uncanny Dodge
18 18 6 11 6 Daggers
19 19 6 11 6 Claws, Rods
20 20 6 12 6 Double Sabers, Wands +1 Sneak, Hide in
Plain Sight
Rangers tend to hang behind the front lines from a concealed position and strike for vital areas.
Consult SRD for Sneak, Endurance, Evasion, Camouflage, and Uncanny Dodge, and Favored Enemy.

Favored enemies can be Native, Altered Beast, Machine, Dark, Human, or Newman.

Force
Forces are adepts at using techniques. They few weapons, and are most proficient with mind
focusing tools such as wands and rods. Each level, Forces gain (4 + Constitution Modifier) HP, (5 +
Mind) TP, and can elevate a skill every 3rd level (3, 6, 9, 12, 15, 18.)

Forces start with 4 fully trained skills. Their class skills are: Appraise, Balance, Bluff,
Concentration, Craft, Decipher, Disable Device, Disguise, Escape Artist, Gather Information,
Heal, Knowledge (all, each taken individually), Listen, Move Silently, Search, Sense Motive,
Survival, Tumble, Use Unknown Device, and Use Gear.

Level BAB Fortitude Reflex Will Proficiencies Special


1 0 0 0 2 Canes Concentration, Level 1
Foie
2 1 0 0 3 Mechguns +1 Desperate Dodge
3 1 1 1 3 Rods
4 2 1 1 4 Wands +1 Photon Decoy
5 2 1 1 4 Daggers Favored Technique
6 3 2 2 5 Canes
7 3 2 2 5 Slicers +1 Desperate Dodge
8 4 2 2 6 Partisans, Rods
9 4 3 3 6 Hndguns, Wands +1 Photon Decoy
10 5 3 3 7 Daggers, Mechguns Favored Technique
11 5 3 3 7 Cane, Sabers Technique Type
Specialization
12 6 4 4 8 Claws, Slicers +1 Desperate Dodge
13 6 4 4 8 Double Sabers, Rods
14 7 4 4 9 Rifles, Wands +1 Photon Decoy
15 7 5 5 9 Daggers Favored Technique
16 8 5 5 10 Shotguns +1 Desperate Dodge
17 8 5 5 10 Handguns, Partisans
18 9 6 6 11 Mechguns
19 9 6 6 11 Slicers +1 Photon Decoy
20 10 6 6 12 Swords +1 Desperate Dodge,
Favored Technique
Forces embody the “run and gun” philosophy of combat. They use powerful techniques and
deftly avoid retaliation.

At 2 ranks, Forces gain Desperate Dodge. Once per day, if an attack would knock you
unconscious you may attempt a Desperate Dodge. Have the opponent re-roll the relevant attack roll (if
the attack has no attack roll, roll the opponent’s level + 1d20,) this is the Attack Roll. Then roll your
dexterity, the Dexterity Roll. Then roll 1d100. If the result is less than ( 25 + Dexterity Roll – Attack
Roll) then the attack does not affect you. Forces gain additional Desperate Dodges at 7, 12, 16, and 20
ranks.
At 4 ranks, Forces gain a special technique called Photon Decoy. For 10 TP, you may create a
single decoy as in SRD’s Mirror Image spell. At ranks 9, 14, and 19, you may make additional decoy for
10 TP each.

Every 5th rank, a Force may choose a technique or technique family to specialize in. A Favored
Technique Family has all it’s spells treated as one level higher for determining the save DC. This effect
cannot be taken multiple times for a given family. A Favored Technique is a single technique which is
treated as a spell level higher for determining numerical effects. This effect can stack.

At 11 ranks, a Force may choose a Technique Type Specialization. Choose Basic, Intermediate,
Advanced, or Support. All spells of this type are treated as one level higher for determining save DC.
This stacks with a Favored Technique Family.

Equipment
Equipment can be purchased from Merchant’s Guild vendors using the universal currency system:
Meseta (refereed to with the letter M.) Mesetas are tracked on credit chips. Credit chips found in the wreckage
of the Central Dome can be transferred into your account using bank terminals.

Weapons
There are a variety of weapon classes to choose from. A character may only use a
weapon they have at least 1 proficiency in. Proficiency may only be granted by class levels. As
opposed to standard SRD rules, attacks and quick draw effects are determined by weapon
proficiency.

At 1 proficiency, you may use the weapon for a single attack per turn. It requires a
move action to draw.

At 2 proficiency, you may attack twice with the weapon as part of a full attack.
Drawing the weapon is a free action.

At 3 proficiency, you may attack three times with the weapon as part of a full
attack. You may also draw the weapon in the middle of another full attack and use it to complete
the full attack. In this way, you may start a full attack with a weapon you have 1 proficiency in,
and finish the full attack with two attacks with a weapon you have 3 proficiency in.

All characters start with 1 proficiency in sabers and handguns. Newmans may
make a full attack with their natural weapons with two claw attacks and a bite attack.

All attacks with weapons make attack rolls of (1d20 + Accuracy Modifier + Base
Attack Bonus) against enemy AC.

Weapon Cost Damage Critical Range Type Special MAG Attribute


Cane 10 M 1d6 X2 - Bludgeon + 1 to a specified Mind
spell’s level for
damage
Claw 3M 1d6 X2 - Slash Light weapon Dexterity
Dagger 2M 1d4 19-20/X2 - Slash, Light weapon Dexterity
Pierce
Double 100 1d8/1d8 19-20/X2 - Slash Double Weapon Strength
Saber M
Handgun 100 1d4 19-20/X2 30 ft. Pierce Ranged, Half Accuracy
M Accuracy damage
modifier
Mechgun 250 1d10 19-20/X2 80 ft. Pierce Ranged, Does not get Dexterity
M damage modifiers, +2
to hit for Many-shot
Partisan 10 M 1d10 X3 10 ft. Slash, Strength
Pierce
Rifle 400 1d8 X3 120 Pierce Ranged Accuracy
M ft.
Rod 5M 1d8 X2 10 ft. Bludgeon + 1 to a specified Mind
spell family’s level
for damage
Saber 15 M 1d8 19-20/X2 - Slash Strength
Shotgun 200 1d4 X2 30 ft. Bludgeon Ranged, Targets Constitution
M Cone nearest the blast
prevent damage to
those behind them.
Slicer 25 M 1d4 19-20/X2 30 ft. Slash Ranged, Strength as Accuracy
damage modifier.
Sword 50 M 1d6 X2 - Slash Attacks wth swords Strength
are treated as having
Great Cleave. Do not
take the AC penalty.
Wand 8M 1d8 X2 - Bludgeon +1 Mind Modifier Mind

Weapons can have photon energy enhancements. Enhancements take a certain amount of
photon energy to achieve. Treat photon level like magic weapon bonuses for all transactions. All
weapons may be enhanced by photon energy.

Melee Enhancements:

Enhancement Photon Level Description


Bane 1 Consult SRD.
Defending 1 Consult SRD.
Keen 1 Consult SRD.
Mighty Cleaving 1 Consult SRD.
Vicious 1 Consult SRD.
Heat 1 Adds damage equivalent to
level 1 Foie.
Shock 1 Adds damage equivalent to
level 1 Zonde.
Ice 1 Adds damage equivalent to
level 1 Barta.
Bind 1 DC 10 vs Fort to paralyze for 1
round.
Confuse 1 DC 10 vs Mind to confuse for
2 rounds.
Draw 1 +1d4 damage, heals weilder
for the same amount.
Heart 1 +1d4 damage, heals weilder
gains half that in TP.
Wounding 2 Consult SRD
Holy 2 Adds damage equivalent to
level 1 Grants.
Fire 2 Adds damage equivalent to
level 2 Foie.
Thunder 2 Adds damage equivalent to
level 2 Zonde.
Frost 2 Adds damage equivalent to
level 2 Barta.
Hold 2 DC 13 vs Fort to paralyze for 1
round.
Riot 2 DC 13 vs Mind to confuse for
2 rounds.
Drain 2 +1d6 damage, heals weilder
for the same amount.
Mind 2 +1d6 damage, heals weilder
gains half that in TP.
Speed 3 Consult SRD.
Divine 3 Adds damage equivalent to
level 2 Grants.
Flame 3 Adds damage equivalent to
level 3 Foie.
Storm 3 Adds damage equivalent to
level 3 Zonde.
Freeze 3 Adds damage equivalent to
level 3 Barta.
Seize 3 DC 16 vs Fort to paralyze for 1
round.
Havoc 3 DC 16 vs Mind to confuse for
2 rounds.
Fill 3 +1d8 damage, heals wielder
for the same amount.
Soul 3 +1d8 damage, heals wielder
gains half that in TP.
Spirit 3 Consumes 1d4 TP to deal 2d4
damage.
Righteous 4 Adds damage equivalent to
level 3 Grants.
Burning 4 Adds damage equivalent to
level 4 Foie.
Tempest 4 Adds damage equivalent to
level 4 Zonde.
Blizzard 4 Adds damage equivalent to
level 4 Barta.
Arrest 4 DC 19 vs Fort to paralyze for 1
round.
Chaos 4 DC 19 vs Mind to confuse for
2 rounds.
Gush 4 +1d10 damage, heals weilder
for the same amount.
Geist 4 +1d10 damage, weilder gains
half that in TP.
Berserk 4 Consumes 1d8 HP to deal 2d8
damage.
Vorpal 5 Consult SRD.

Ranged Enhancements:

Enhancement Photon Level Description


Bane 1 Consult SRD.
Distance 1 Consult SRD.
Seeking 1 Consult SRD.
Heat 1 Adds damage equivalent to
level 1 Foie.
Shock 1 Adds damage equivalent to
level 1 Zonde.
Ice 1 Adds damage equivalent to
level 1 Barta.
Bind 1 DC 10 vs Fort to paralyze for 1
round.
Confuse 1 DC 10 vs Mind to confuse for
2 rounds.
Draw 1 +1d4 damage, heals weilder
for the same amount.
Heart 1 +1d4 damage, heals weilder
gains half that in TP.
Holy 2 Adds damage equivalent to
level 1 Grants.
Fire 2 Adds damage equivalent to
level 2 Foie.
Thunder 2 Adds damage equivalent to
level 2 Zonde.
Frost 2 Adds damage equivalent to
level 2 Barta.
Hold 2 DC 13 vs Fort to paralyze for 1
round.
Riot 2 DC 13 vs Mind to confuse for
2 rounds.
Drain 2 +1d6 damage, heals weilder
for the same amount.
Mind 2 +1d6 damage, heals weilder
gains half that in TP.
Speed 3 Consult SRD.
Divine 3 Adds damage equivalent to
level 2 Grants.
Flame 3 Adds damage equivalent to
level 3 Foie.
Storm 3 Adds damage equivalent to
level 3 Zonde.
Freeze 3 Adds damage equivalent to
level 3 Barta.
Seize 3 DC 16 vs Fort to paralyze for 1
round.
Havoc 3 DC 16 vs Mind to confuse for
2 rounds.
Fill 3 +1d8 damage, heals weilder
for the same amount.
Soul 3 +1d8 damage, heals weilder
gains half that in TP.
Spirit 3 Consumes 1d4 TP to deal 2d4
damage.
Righteous 4 Adds damage equivalent to
level 3 Grants.
Burning 4 Adds damage equivalent to
level 4 Foie.
Tempest 4 Adds damage equivalent to
level 4 Zonde.
Blizzard 4 Adds damage equivalent to
level 4 Barta.
Arrest 4 DC 19 vs Fort to paralyze for 1
round.
Chaos 4 DC 19 vs Mind to confuse for
2 rounds.
Gush 4 +1d10 damage, heals weilder
for the same amount.
Geist 4 +1d10 damage, heals weilder
gains half that in TP.
Berserk 4 Consumes 1d8 HP to deal 2d8
damage.

Frame
Frames are photon energy fueled armor pieces. They provide damage reduction in
exchange for restricting movement. Photon enhanced frames also have slots where units can be
plugged in to enhance abilities. Each slot requires a single level of photon energy. Frames can
have up to 4 slots (as a +4 enhancement.)
Frame Damage Reduction Penalty MAG Attribute
Light Frame 2 -1 Dexterity
Medium Frame 5 -3 Constitution
Heavy Frame 9 -5 Constitution
Armor 15 -8 Constitution

Frame Enhancements:

Enhancement Photon Level Description


Glamered 1 Consult SRD.
Light Fortification 1 Consult SRD.
Shadow 1 Consult SRD.
Silent Moves 1 Consult SRD.
Improved Shadow 2 Consult SRD.
Improved Silent Moves 2 Consult SRD.
Moderate Fortification 3 Consult SRD.
Greater Shadow 4 Consult SRD.
Greater Silent Moves 4 Consult SRD.
Heavy Fortifiation 5 Consult SRD.

Unit
A unit is a special add-on that can fit into a slotted frame to enhance the wearer’s abilities.

Unit Cost Effect


Trap 1000 M Grants Trapfinding
Fire 1000 M +5 DR from Fire
Cold 1000 M +5 DR from Ice
Shock 1000 M +5 DR from Electric
Light 1000 M +5 DR from Light
Dark 1000 M +5 DR from Dark
Knight 2000 M +1 Strength Modifier
Thief 2000 M +1 Dexterity Modifier
Marksman 2000 M +1 Accuracy Modifier
Priest 2000 M +1 Mind Modifier
Warrior 2000 M +1 Constitution Modifier
Flame 3000 M +10 DR from Fire
Freeze 3000 M +10 DR from Ice
Thunder 3000 M +10 DR from Electric
Evil 3000 M +10 DR from Dark
Saint 3000 M +10 DR from Light
HP Restorate 4000 M Heals 10 HP per hour
TP Restorate 4000 M Heals 5 TP per hour
PB Amplifier 5000 M +1 Photon gain for MAG for
all sources

Barrier
Barriers are photon energy shield generators attached to the wrists. If the wielder anticipates an
attack, they can aim the generator toward the attack in an attempt to deflect it. Barriers can be enhanced
by photon energy.

Barrier Shield Bonus Penalty MAG Attribute


Barrier 1 -1 Dexterity
Core Shield 2 -2 Constitution
Shield 4 -10 Constitution
Barrier enhancements.

Enhancement Photon Level Description


Blast Catching 1 Consult Arrow Catching in
SRD.
Bashing 1 Consult SRD.
Blinding 1 Consult SRD.
Light Fortification 1 Consult SRD.
Blast Deflection 2 Consult Arrow Deflection in
SRD.
Moderate Fortification 3 Consult SRD.
Technique Absorption 4 Prevents the first 20 damage of
a technique and converts half
to TP.
Heavy Fortification 5 Consult SRD.

Techniques
Techniques consume Technique Points (TP) to be performed. They are advanced psychic abilities that
channel the latent photon energy in the environment. TP capacity is gained through class levels. TP is restored
with 8 hours rest. Techniques must be learned by finding the instructional discs and studying them for 1 hour.
There is a requisite Mind modifier for each spell. Techniques are learned to a level corresponding to the disc it
is learned from. All spells can be learned up to level 8, with the exception of Ryuker, which only has 1 level.

A technique’s level determines the save DC and numerical effects of the spell. Technique Save DC is
equal to (10 + Mind + Technique Level.) Technique numerical effects are based on dice size. Dice size
increases with technique level, and can be referenced with the following chart.

1 2 3 4 5 6 7 8 9 10 11 12
1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 2d6 2d8 2d10 2d12

13 14 15 16 17 18 19 20 21 22 23 24
4d6 4d8 4d10 4d12 8d6 8d8 8d10 8d12 16d6 16d8 16d10 16d12

Techniques:

Technique Cost TP Required Dice Size Family Type


Mind
Foie 250*Lvl M 3*Lvl Lvl 5 + Lvl Foie Basic
Gifoie 500*Lvl M 5*Lvl Lvl + 1 3 + Lvl/2 Foie Intermediate
Rafoie 1000*Lvl M 8*Lvl Lvl + 3 3 + Lvl Foie Advanced
Barta 250*Lvl M 4*Lvl Lvl 3 + Lvl Barta Basic
Gibarta 500*Lvl M 5*Lvl Lvl + 1 2 + Lvl Barta Intermediate
Rabarta 1000*Lvl M 7*Lvl Lvl + 3 3 + Lvl Barta Advanced
Zonde 250*Lvl M 3*Lvl Lvl 4 + Lvl Zonde Basic
Gizonde 500*Lvl M 5*Lvl Lvl + 1 4 + Lvl Zonde Intermediate
Razonde 1000*Lvl M 7*Lvl Lvl + 3 2 + Lvl Zonde Advanced
Grants 750*Lvl M 5*Lvl Lvl + 5 7 + Lvl Phot Intermediate
Megid 2000*Lvl M 10*Lvl Lvl + 5 N/A Phot Advanced
Resta 100*Lvl M 5*Lvl Lvl – 2 5 + Lvl Res Support
Anti 50*Lvl M 3*Lvl Lvl – 5 N/A Res Support
Reverser 2000*Lvl M 10*Lvl Lvl N/A Res Support
Shifta 150*Lvl M 2*Lvl Lvl/2 – 1 N/A Aura Support
Deband 150*Lvl M 2*Lvl Lvl/2 – 1 N/A Aura Support
Jellen 150*Lvl M 2*Lvl Lvl/2 – 1 N/A Aura Support
Zalure 150*Lvl M 5 + Lvl/2 Lvl/2 – 1 N/A Aura Support
Ryuker 500 M 20 1 N/A Ryuker Support
Foie – Ranged attack. Sends a fireball at a foe. Deals fire damage.

Gifoie – A Fireball quickly orbits around you. Starting from in front of the user, it travels in a counter-
clockwise direction, striking nearby opponents in a 5 ft. radius. Every opponent it attempts to strike
reduces its dice size by one until it fizzles out at dice size 1. Reflex half.

Rafoie – Ranged attack. Sends an 10 ft. radius explosion to a square. Fortitude half.

Barta – Chills a 30 ft. line in front of the user. Reflex negates.

Gibarta – Chills a 30 ft. cone. Reflex half.

Rabarta – Chills a 10 ft. radius around the user. Fortitude half.

Zonde – Always strikes. Electricity strikes from above the target.

Gizonde – Always strikes. Tosses electricity from the user’s fingertips. Upon reaching a target, the
electricity travels to a random target and deals 2 fewer dice size of damage. Repeat until the dice size
reaches less than 3.

Razonde – Electrifies the ground around the user for 10 ft. Fortitude half.

Grants – Always hits. Delivers dice size + Mind modifier light damage directly to the target.

Megid – Creates a cloud of death that travels away from the caster at 5 ft/round. Those entering the cloud
roll fortitude. Failure kills the target. Dissipates after 2 + Level rounds.

Resta – Heals the user for dice level of damage. Allies within (Level/2)*5 ft. heal for the same dice size.
This cannot be used to stabilize a downed ally.

Anti – If a source of a status ailment had a save DC lower than this technique’s DC, remove the status
effect from the target.

Reverser – Stabilizes a downed ally and brings them to (Level/20) % of their Max HP. This technique
can also heal Level ability point damage.

Shifta – Target gains +2 to attack and +1 to damage for Level rounds.

Deband - Target gains +2 to damage reduction for Level rounds.

Jellen - Target gains -2 to attack and -1 to damage for Level rounds. Will negates.

Zalure - Target gains -2 to damage reduction for Level rounds. Will negates.

Ryuker – Requires 1 minute uninterrupted to perform. Create an unstable gateway to a teleport pad for
which you have already memorized the signature.

Traps
Casts are able to drop traps as a move action (you may not use a full attack on a turn you drop a trap.)
They can hold a number of traps up to their level. The kinds of trap are: Explosion, Freeze, Confusion, Poison,
and Slow. Explosion traps are treated as a Foie spell cast at a level of (Level/4, rounded down.) Poison traps
deal 1d10 Constitution damage (a creature may only suffer the effects of one poison trap at a time.) For other
trap types, refer to the status effect of the same name in SRD.
Victims of the trap must roll a Reflex save of (10 + Level/2) where Level is that of the trap layer.
Successful saves half explosion damage and negate other effects.

Traps are manufactured inside a Cast when they have 8 hours of rest. The Cast must decide which traps
to manufacture before shutting down to rest.

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