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Fandom (Interest Check) Phantasy Star: Dark Realms

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Wolfheart

Running, always running and never stopping.....
Theme Song:


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The Story....


Centuries ago there was a gigantic space colony vessel called "The Oracle." This particular vessel boarded thousands upon thousands of different races, civilians, classes, and explorers from across the entire universe. Ultimately, "The Oracle" was used mainly for exploration and travel to distant and far away galaxies, virtually an open ended transportation system for anyone with an itch for adventure and a dose of curiosity. After years of operation the embassy of "The Oracle" decided to make their ventures easier, and allow them to go even further. So the embassy and the fleet of the entire vessel forged smaller vessels and mighty creations in technological advancement called "Arcs" which allowed for instant particle accelerated travel to other worlds and dimensions, also known as, teleportation. These Arcs were made in the count of hundreds, being placed organically all over various worlds, spaces, and galaxies to allow a cutting edge in guest and explorer travel.


As the years progressed even further beyond the Arcs, the embassy unwillingly found out the true dangers beyond the safety of their vessel causing curious travelers to die from horrible creatures and dark beings from across the universe as they teleported through these Arcs. Slowly losing their population and intake of intergalactic travelers, the embassy hired a specialist group of hunters, warriors, assassins, and mages experienced in the photon arts to travel to these Arcs themselves and wipe out all unknown life destroying these nasty creatures that have been killing wary travelers. What was supposed to be a breakthrough in technology and the true leisure of sight seeing and discovery turned sour in a heart beat as these soldiers were sent to slaughter these planetary life forms for the greater good of "The Oracle".


Months later, the soldiers return claiming to have wiped out all life forces on these planets allowing safe travel to the Arcs. Feeling relieved the embassy once again reopened their vessel for intergalactic visits sending visitors to planes unknown and sights unseen through the mighty Arcs. Things seemed to go back as they were, for a while. But one dark day, which was labeled by all beings and races of the universe as "Blacksun", the Arcs malfunctioned. A massive black hole emerged in every part of the galaxy.


A darkness came from it and hazed over the many galaxies covering the planets in a black gas and slowly making it's way towards "The Oracle." The Arcs suddenly started spawning creatures from this black haze flooding planets with a fresh, new breed of monsters even more deadly and vicious than the previous ones. Soldiers were immediately deployed to once again exterminate these monsters, but they were simply just too strong. The soldiers were outnumbered and destroyed almost instantly.


Having no choice but to use emergency procedures, "The Oracle" and the thousands of inhabitants on board went warp speed into neutral territory, a virtually tiny galaxy that the darkness has overlooked. Afterwards a powerful energy shield surrounded "The Oracle" for extra protection and trapped everyone on board with it. The only way of escaping "The Oracle" was to use the Arcs and venture to these darkened worlds to find answers to this strange phenomenon.


Luckily, a backup signal was implanted on each Arc across the universe allowing anyone willing to teleport near them and investigate the happenings without fault. But the only way back for any adventurers going into the depths of space, was to fix the Arc and decontaminate it of the darkness, and the only way that would work, is if the mother spawn, or master creature of the Arc planet was destroyed also killing its spawn and its kin, purifying the Arc entirely. With no other hope but to ask any and all willing inhabitants on "The Oracle" to fix these Arcs scattered about the galaxies of time and space, the embassy waits in silence and humiliation to find ways of fixing their giant mistake.


It is present day. YOU are an inhabitant of The Oracle. You have the know how, the capabilities, and the power to be one of the many on this very important mission to save the universe, The Oracle, and any survivors trapped on those monster filled planets. You feel compelled to volunteer in the effort regardless of what you've done in the past, or what you were about to do before hearing the bad news.


Time has passed quite a bit since The Oracle's last adventure of wiping out creatures across the universe, new races, classes, and soldiers have been formed from all walks of life. The variation of species and talent on board is boundless and limitless, so what better way to look for help than to seek it on board this mighty ship. Your journey begins in The Oracle's entrance lobby, where nearly everyone interested in joining the cause against "Blacksun" has gathered to form teams, trade goods, and find a solution to this disaster. You are now a warrior of the embassy, make your choices from here on out wisely soldier, your life and the lives of others, depend on it.


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So....basically whether you played the Phantasy Star series or not, I kind of wrapped up what the series is about for you then added to it at the end with my own little twist. So you don't really have to be a gamer of the series to jump right in and join the cause.


I really want to make this last and be exciting and fun everyone, which is why I have expanded the races and classes from the original series, into a concoction of my own interesting ideas for races and classes while still including the old ones. This allows for a wider range of characters and fellow roleplayers to join in without feeling binded and restricted by the original game's preset character creation options. This will be far more interesting.


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Character Creation:


The Newman



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The Newmans are not nearly as physically strong as the Humans or the CAST, but they are small, clever, fast, and have tremendous aptitude for the Photon Arts, which is the magic of the universe. While they can ably use and wield weapons, they are unrivaled in their ability to use, learn, and withstand the immense value of Photon powers. These are beings that are completely in tune with the universe, and adapt much more easily on unknown planets and terrains than others. They are more at home in a grounded setting than in space or on a ship. They feel confined otherwise, which is why they make for great guides and tactical wizards in battle.


Human


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Humans are balanced, adaptable to all areas, space or otherwise, and very resilient and resourceful. They are the jack-of-all-trades but master of none. They can succeed in any pursuit. Close quarters combat, ranged, or the demands of the Photon arts. Granted, they won't be nearly as powerful as other races in some of these categories that are more focused and channeled into them separately, but they make great companions, team members, and allies. Humans are surprisingly one of the first races sought by others to join in missions and hunts, mainly because they are so well balanced and they make excellent planners and help others keep a level head. Humans are masters at conversation but lack the specialized talents other races have.


Cast


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The CAST are fully robotic and have unprecedented strength and endurance. They are pathetically weak in the Photon Arts, but where they lack in that category they make up for in unmatched precision and fighting abilities. The history behind the CAST is that they were created by the embassy as an emergency backup plan if too many living soldiers were killed in battle. They did their jobs well and survived much longer than organic beings, but when it came to Photon attacks, these robotic creatures were helpless. When the malfunction in the Arcs occurred and the "Blacksun" had went into motion, the CAST suddenly formed minds of their own, allowing them to teach themselves more resilience and prosperity, to individualize themselves from others and think clearly. They are now well known for their extraordinary teaching in physical battle skills and their undeniable spirit on the field. They are usually the bronze of any team. This particular species is currently working on how to increase their defensive capabilities against the Photon Arts to make them more capable in battle.


Dragnok


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The Dragnok are a newer species that travel far and wide to constantly seek new lands in order to expand their kind. There are dangers everywhere and these creatures are always migrating. Scaled and spiteful, these beasts joined the embassy's cause not because of the "Blacksun" but because they want the planets for themselves, and they are only helping so that they may one day take over some of these planets once purified to forge kingdoms and raise armies and claim the universe as their own. They prefer working in duos or trios, teams are not their style. Reluctantly joining the cause, they'd rather match up with CAST and other races that seem strong and sturdy in battle to have that chemistry of toughness. The Dragnok have very chiseled and stern skin which lets them take a pounding along with tribal and cultured armor. They prefer swords and blunt weapons for battle. Their kind knows very little about Photon arts, but those that do cannot wear heavy armor, instead they dress in a paint and a cloth setup to show indifference and magical appeal. These creatures are terrible with guns and long ranged weaponry, they are all about close combat. And they usually go off instinct and their own rage when it comes to battle, which makes them great for the front lines and to draw attention. They are sadly considered the meat shields and berserkers of the embassy.


Fulf


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The Fulf are experts at ranged and tactile attacks. They are most well known as the assasins of the embassy and are a necessity of any group. They are masters of technology and can easily utilize any gun or piece of equipment of any sort at their disposal. They are usually one of the first to be snatched up for a mission. They are also masters of sneak and stealth often scoping out ahead to inform the rest of the team it is safe to proceed. They are very much team players in every aspect and do terrible alone. In their families and fellow kind, they travel in packs that never break away from eachother. They usually utilize Photon Arts in their weapons rather than honing energy from their body, they like to focus it in their ammo and technology for extra fire power. They are the only species that can transer Photon energy into guns and unfortunately, cannot use Photon power any other way but for their weapons. They are terrible with swords, close combat, and close ranged weapons. Under emergency situations they'd often use their teeth and claws to make the foes back away. They work specifcally well with Humans and like the Humans, love to plan ahead.


Slimin


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The Slimin are the most strangest and yet mystical creatures The Oracle has ever boarded. Nobody knows where they came from or their origin, but these are self thinking, playful, and yet deadly beings. They have the ability to shapeshift into anyone, especially their enemies. However, they cannot do this without keeping their green skin color. The truth is, nobody really knows what they look like all the way, due to their constant changing of identities, some enjoy keeping the identities of those they shifted into long ago, either due to a special connection or otherwise, and don't often change back into anything else. Rumor is their original appearence is simply a large blob of goop. These are creatures that are hugely superior in the Photon Arts, rarely do you ever see them use weapons, they rely heavily on the power of Photon and magic to get them by, partially also because they use supplements of Photon power to change forms and shape shift, while also using it for offensive and defensive spells. These are very cautious beings that don't gain trust easily. When they are selected for a team it is usually for covert operations or simply for comedic relief. Some are specifically chosen due to their high Photon energy and magic talents. They wear little to no armor and prefer to stay back with caution than go head first into battle. However, they are a little more couraegous than the Fulf and wouldn't really know what to do with a weapon if given the chance.


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The Classes:



Hunter: Hunters are melee brawlers and close quarter experts. They prefer to hone in on enemies face to face using a variety of hand to hand weapons, mostly blunt weapons like swords and maces, but they can use anything close range really. They use a mix of power and agility to bring their foes to rest. Constantly being in the heat of battle, Hunters have exceptional tolerance for punishment and posess uncanny defensive abilities as well. Heavy armor is a necessity for these brutes.


Ranger: The Rangers are the experts in longe range and tacticile upper hands. Rangers stalk the battlefield, look ahead for danger, and pick their targets carefully. Rangers are almost always asked first when it is ok for the rest of the team to move ahead, but sometimes the Ranger takes it easy and lets the rest of their group be the deciding factors. They have alternate methods to hold their own if the fighting gets too close, but are more at home behind the back lines taking out prey from afar. Their defensive abilities outweigh their offensive techniques. A medium armor is best for this class allowing for both minimal noise, and ease of movement.


Force: Master of the Photon Arts, this class is deadly on the battlefield. Entirely dependent on their magic and rarely on their weapons, they are able to perform a powerful attack one moment, and help or heal an ally the next. Forces are incredibly vulnerable to damage, but have unequaled control of their magical technique. Their ability to harm or enhance makes them an unparallel asset on the battlefield. They take good care of their magical prowess and be sure to stay back and take a breather if they use too much of it. The Newman race can tolerate the Photon energy a bit more than other races. Due to the high volume of Photon energy they must manipulate, they can only wear light armor or light clothing.


Technic: Technics are the tinkerers and technology dependents of every team. They can enhance any weapon or piece of technology with Photon magic. They can also almost virtually fix anything broken and forge makeshift ammo from almost nothing if ammo runs low for any team. Fulfs are the only race that can do this without being such a trained class, but they are not nearly as efficient at it as those trained in Technics. Technic warriors prefer being in between a team. Not behind, not in front, but right in the middle of a team to be most sufficient in aid. Technics also do best in large groups, utilizing those around them to enhance team weapons, including their own, regardless of close or long range. A unique asset of Technics is, they share and feed off the Photon energy of fellow team members. The bigger the team, the more powerful Technics are. Once their weapons are enhanced, Technics use smart tactics to attack the enemy at the best angle. All Technics and Technics only are equipped with a calculatory scanner head piece fused into their brain cells, which gives Technic probability ratios, outcome percentages, and energy level readings. This head piece helps maximize their enhancing skills and allows them to know when a safe time would be to restock, refuel, and strategize. Light and Medium armor is recommended for this class.


Healix: The Healix class is based strictly off healing methods. In terms of weapons they only use staves or poles of a sort to focus their healing chi and hone their Photon powers. Unlike the Force class, the Healix class cannot do anything but heal, mend, and resurrect the dead. They cannot enhance anyone's abilties, but they can do protection spells which makes damage less harmful and heal those in need of it. They can resurrect those that die, but only once every 24 hours. They must recharge their Photon energy to resurrect again. Healix classes are best utilized far behind their team and away from danger. They can harm and attack foes with minor and basic energy Photon attacks or whacks of their staves or weapon if need be, but their Photon energy is collected best in an open space gathering energy of the universe and focusing it into healing methods. This class is adaptable to all races and doesn't require a huge focus of Photon energy, just a strong will and a kind spirit more than anything to help adapt the Photon power into a guided way to heal and enlighten. The Healix prefers clothing and robes rather than any sort of armor to free them of binding and give them a maximum output of energy.
 

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