Phantasy Star: Eternal Story - Nei
Many a linguist knows that this is a word in the old Parman tongue for "power." What they would not know is that Nei is real; it is a magical force next to which psionics and magic pale in comparison. It is an extension of one's being, allowing one to mold energy in any shape. Very few are gifted with Nei now a days, but this has been left for those who still are.
These abilities are made in much the same way items are; one must take the time to meditate and practice in the proper surroundings before the ability can be mastered. Sometimes it takes a night, other times it takes several days. It all depends on the ability's complexity and power; the more complex or powerful the ability, the more difficult it is to make.
For those of you who are going nuts wondering how you ACTUALLY plan out the stats for these monstrosities, here's a handy chart! To make a power, take a night off and roll d20+(1/2 your full character level). The DC is 10+(DC Addon as per chart).
This chart is also a reference for Tekkers crafting Technique Weapons. The SP cost for technique weapons is cut in half, and the DC is now a craft DC which may make them easier to craft, but their power is immutable, and if there is ever an ability based attribute, the ability it is based on is ALWAYS INT. The final market price is equal to the DC squared x 40, but as always, you only pay a third of this price to construct it.
On one last side note, to make things easier on yourself, you may make Nei powers by using your current known feats and abilities as attributes. Use the TP or SP cost of the ability (if it has one) for the SP cost. The DC+ is dependant on the ability.
- Feats are free.
- Techniques are DC +1
- Hunters' Fighting Techniques or other classes' similar abilities are DC +1
- Gi-Techniques are DC +2
- Na-Techniques are DC +4
- Sa-Techniques are DC +4 as well
- Megid and Grants are DC +8.
- Spells are DC + The spell's level; 0 level spells are free.
Some of your Nei powers might just be altered spells or techniques, such as Rune's Flaeli, which is an altered Fireball that has Homing instead of an Explosive radius. In such a case, subtract the SP and DC for whatever attribute you're removing (or the most similar) and add the SP and DC for whatever you're adding. As such, Flaeli's DC is 10+3+2-4, making it 11. It has an SP cost of 4. Alys's Vortex, which is simply Surround Helix + Zan, is DC 12 to learn and has an SP cost of 6. It deals 3d8+10 damage in all, factoring in Zan's wind damage plus her slashers and their strength. Enemies get no DEX to AC against it and no amount of cover can protect them from it. To otherwise make this attack, she would need to combine Power Hit with Wind and Homing, driving the SP cost up to 7 and the learn DC up to 16. While this is a negligible difference for the most part, it's still more efficient to make a Nei power by using abilities and techniques as attributes.
Abilities
Attribute | Description | SP Cost | DC+ |
---|---|---|---|
Accuracy | Gives the attack a +2 bonus to accuracy, either to a Reflex Save DC or an attack roll. | +1.5 | +2 |
Airslash | Hits a horizontal line of enemies in front of you. Make the attack roll on the primary target normally, the one on the secondary targets at a -2 penalty. Melee Only. | +2 | +1 |
Airstrike | Summons the attack either from the sky or from below. Manifests in a number of ways, including meteors and pillars of fire. Attack's area is a cylendrical column. | +1.5 | +3 |
Counter | The attack may be used as a counterattack against enemies. | +2.5 | +2 |
Crosscut | Adds an extra attack at highest attack bonus; no penalties to other attacks. Melee only. | +2.5 | +2 |
Delay | Attack is activated at some point within five rounds, at the user's option. Target is decided upon the time of activation. | +3 | +3 |
Energy Beam | The attack manifests in a line with Reflex DC 10+(1/2 level)+Relevant Attribute. | +4 | +4 |
Energy Cone | The attack manifests in a cone with the same DC as Energy Beam. | +4 | +4 |
Explosive Attack | The attack's area is spherical. | +3 | +4 |
Final Attack | The attack costs the user's life; otherwise, it is used upon death assuming there is enough SP to cast it. | +5 | +6 |
Steal | Steals an item from the opponent. Combine with others to steal and attack at the same time. | +1 | +3 |
Multiple Hits | Add an extra attack at highest attack bonus; all attacks, however, are at a -4 penalty. Additional attacks added add an additional -2 penalty. Take a second time to reduce penalties to -2/-1. | +2.5 | +3 |
Power Hit | User's current weapon's damage is added into the attack; this attribute can be stacked on top of itself to add an extra die of damage each time. When it's used, all other damage dice change to the weapon's damage dice. | +1.5 | +2 |
Power Shot | User's current ranged weapon's damage is added into the attack; like power hit, take a second time or more to add another dice of damage. Again, all other damage changes to that of the weapon. | +1.5 (+2 if with a Melee weapon) | +2 |
Melee Touch | The attack is melee ranged and ignores damage reduction. | +3 | +4 |
Ranged Touch | The attack is ranged and ignores damage reduction. | +3 (+4 if with a melee weapon) | +4 |
Shockwave | Attack's area is a semicircle in front of the user, and only hits ground foes. Take a second time for a full circle. | +1 | +3 |
Secondary Power | A second target is added. It takes 1/2 damage or only one of the ability's many effects. When taken with area, area must be larger than primary area. | +2 | +1 |
Split Power | The attack splits in half and can hit two enemies. Take as many times as you desire, but remember that all damage is equally divided amongst enemies. | +1 | +1 |
Absorption: HP | The attack gives 10% of its damage to its user in HP. Take several times to add 5% each time, up to a maximum of 100%. The attack MUST DEAL DAMAGE. | +3 | +3 |
Absorption: TP | The attack gives 10% of its damage to its user in TP. Take several times to add 5% each time, up to a maximum of 100%. If the attack doesn't deal damage, set dice to 2d6 and steal some of that. | +4 | +2 |
Absorption: SP | The attack gives 10% of its damage to its user in SP. Take several times to add 5% each time, up to a maximum of 100%. If the attack doesn't deal damage, set dice to 2d6 and steal that. | +1 | +2 |
Homing | Target gets no DEX mod to AC. | +3 | +2 |
Motile | The attack actually moves its user. Can take many forms, including dashes and jumps. Take a second time to double movement speed. | +2 | +2 |
Supra Homing | The attack can't be dodged; its homing ability is so good that, as long as the target is within line of sight, it cannot evade the attack. | +7 | +5 |
Elements
Attribute | Description | SP Cost | DC+ |
---|---|---|---|
Fire | Deals d6 fire damage. Take a second time so that enemies can be lit on fire on a failed reflex save. | +2.5 | +2 |
Ice | Deals d6 ice damage. Take a second time so that enemies can be frozen for d4 rounds on a failed fortitude save. | +3 | +2 |
Electricity | Deals d6 electric damage. Take a second time so that enemies can be paralyzed on a failed fortitude save. | +3.5 | +2 |
Gravity | Deals d6 crushing damage. For area effects it draws things towards it and STR checks must be taken to leave the area. Each failed check puts an enemy 1 meter closer for every 2 the check failed by. | +3.5 | +2 |
Poison | Deals d6 poison damage. Take a second time so that enemies are poisoned on a failed fortitude save for d4 damage/round. Take a third or more times to increase damage dice, take a third and fourth time to convert ability damage to poison. | +3 | +2 |
Sound | Deals d6 sound damage and ignores hardness when targeting objects. Take a second time to deafen foes on a failed fortitude save. | +3 | +2 |
Wind | Deals d6 cutting damage. Take a second time to blow enemies backwards and knock them prone with a failed reflex save. | +2.5 | +2 |
Earth | Deals d6 Piercing damage to ground enemies. Take a second time to knock ground enemies prone with a failed reflex save. | +2 | +2 |
Light | Deals d6 Light damage. Take a second time to blind enemies. | +4 | +4 |
Darkness | Deals d6 dark damage. Take a second time to blind enemies. | +4 | +4 |
Chaos | Deals d6 chaos damage. Is not subject to any form of damage reduction whatsoever. | +7.5 | +8 |
Death | Kills creatures with 5+1/2 level in HD on a failed will save. Coupled with poison it requires fortitude instead. Take multiple times to add +2 to base HD. | +2.5 | +6 (+3 for each extra) |
Biological Damage | Special element that only affects biological organisms. | +1 | +2 |
Mechanical Damage | Special element that only affects electronic things. | +1 | +2 |
Support
Attribute | Description | SP Cost | DC+ |
---|---|---|---|
Ability + | Adds +1 to an ability score each time taken. Take a second time to make it d4, more times to up the dice. | +1.5 | +1 |
Saving Throw + | Adds +1 to a saving throw each time taken. Take a second time to make it d4, more times to up the dice. | +1 | +1 |
Attack Bonus + | Adds +1 to attack bonus each time taken. Take a second time to make it d4, more times to up the dice. | +2 | +1 |
Damage + | Adds +1 damage for each time taken. Take a second time to make it d4, more times to up the dice. | +1 | +1 |
DR + | Adds +1 DR for each time taken. Take a second time to make it d4, more times to up the dice. | +2 | +1 |
Defense + | Adds +1 Defense for each time taken. Take a second time to make it d4, more times to up the dice. | +2.5 | +1 |
Awareness + | Adds +1 to Listen, Search, Spot, and Initiative each time taken. Take a second time to make it d4, more times to up the dice. | +1.5 | +1 |
Healing | Heals for d8 HP. Take multiple times to add another dice. | +2.5 | +1 |
Resurrection | Resurrects the dead at 30% HP. Take a second time for 50% HP, a third for 100% HP. | +5 | +1 |
Areas
Attribute | Description | SP Cost | DC+ |
---|---|---|---|
Area | Affects all within 3 meters of designated blast point (area changes to 3 meters for other things) | +2.5 | +2 |
Level Dependant Area | Area is equal to 1/2 level in meters. Take a second time to make area equal to level in meters. | +3 | +2 |
Ability Dependant Area | Area is equal to a certain ability bonus. | +1 | +1 |
Damage
Attribute | Description | SP Cost | DC+ |
---|---|---|---|
Level Dependant Damage 1 | Damage is 1d for 1/'2 level; take a second time for 1d/level | +3 | +2 |
Ability Dependant Damage 1 | Damage is (ability bonus)d. | +2 | +1 |
Level Dependant Damage 2 | Damage is +1/2 level; take a second time for +level. | +1.5 | +2 |
Ability Dependant Damage 2 | Damage is +ability mod. | +1 | +1 |
Damage +1 | Adds +1 damage. Take three times for +1 damage/dice. | +1 (+2 for each after +1/dice) | +1 |
Ability Damage | Deals d4 ability damage; take multiple times to add dice or up the dice. Awareness damage affects Listen, Spot, Search, and Init. | +4 | +4 (+2 for extra) |
Duration
Attribute | Description | SP Cost | DC+ |
---|---|---|---|
Duration | The special lasts for d4 rounds. Take a second time to add dice or up the dice. | +2 | +2 |
Ability Dependant Duration 1 | The special lasts for +1 round/ability mod. | +1 | +2 |
Ability Dependant Duration 2 | The special lasts for +1d round/ability mod. | +4 | +2 |
Level Dependant Duration | The special lasts a number of rounds equal to 1/2 level. Take a second time to make it 1 round/level. | +4 | +2 |