I created this thread, despite the fact that I'm repeating much of the other stuff I've posted, because I wanted a place where I can just come in and modify the post instead of worrying about what I put where.
Please make note that I did not create all of these rules, some are simply those that I found and modified to either be more balanced, or make more sense. If you see a rule you created and would like me to remove it from the list, please say so. If you have a rule that you'd like added, I'll look it over, and if I see any problem, modify it appropriately.
Some of these rules conflict with those from the core rules, in this case, either replace or modify those rules. I'll mark which of my rules modify existing rules.
UPDATE (Jan 21, 2010): Modified Amplify and added Supercharged.
UPDATE (Feb 5, 2010): Added Combat Position (Rows) rules.
UPDATE (May 4, 2010): Modified Limited Uses and Spellbind, added Double Tech, Elemental Choice, Steal As Well and Weakened secondaries, Aura and Card uniques, Card command skill, and Counter and Tetra Master support skills.
UPDATE (Oct 9, 2010): Added Break Arts, Demi Attack, and Stat Booster primary techs, Reach and Variable Elemental weapon properties, Auto-X, Counter, Initiative, and Secret Pocket armor abilities, and Cheer and Focus command skills.
UPDATE (Nov 8, 2010): Added Overkill.
UPDATE (Nov 16, 2010): Added Age and Dice primary effects, Inaccurate secondary effect, Convert, Refine, and Reset unique effects, Float, Sap, and Spellbind Status (With their levels on the proper charts), and Ore. Modified Deny Attack (now called Deny), Explosion, Limited Uses, and Weakened secondary effects, and Variable Elemental weapon ability. Merged Amplify with Supercharged, Dedicated with Limited, and Elemental with Elemental Choice.
Minor Update (Nov 17, 2010): Reduced the bonus received from Quickness. Made Auto-X an Armor-only ability. Made Initiative a Guard-only ability and reduced it's effectiveness to the first tick.
UPDATE (Nov 21, 2010): Added optional equipment rules and abilities. Removed Ore for processing (pun intended). Added the Status Effect "Orb."
UPDATE (Nov 27, 2010): Added Optional rules for Armor progression, added new options for Armor's Stat Booster effect. Made a few minor changes to the costs of relics.
UPDATE (Nov 30, 2010): Status Effect and Lesser Status Attack (Zombie), Accurate, Boost (+1), Critical Strike, Dedicated, Elemental, MP Affect, Weakened are official. Limited Uses and Steal as Well have have been changed officially. Aura is an optional rule for Limit Breaks. All these rules have been removed from this dump.
UPDATE (Jun 10, 2011): Changed Point cost of Auto-X, Half MP, Luck, Secondary Skill, and Universal Secondary equipment effects.. Modified rules for the Dance Command skill and the Initiative and Universal Secondary equipment effects. Moved Counter effect from Armor to Weapons. Removed Swap from Armor effects. Added Numerology Unique Effect, and Leveling Weapon Effects and Spell Effect modification.
UPDATE (Jun 11, 2011): Modified Status Effects. Made Blink Temporary. Added Refresh.
+-+-+-+-+-+-+-+
|TECH CREATION|
+-+-+-+-+-+-+-+
PRIMARY EFFECTS
[b]Age[/b]
[i](Power Level: Medium)[/i]
This tech allows the character to change the target's level temporarily. A magic attack roll with a -60 modifier is made to change the target by 1d3 levels. The character using this tech may choose at time of casting whether to reduce or increase the target's level. Each level of this tech adds +10 to the base attack roll. The target recieves a bonus or penalty (whether they moved up or down in level) of 1 point in Vitality, Spirit, and Agility as well as the proper level modifiers for the derived stats of HP, MP, and Speed. These levels are only temporary and all effects go away after battle (If used on monsters, the level changes affect the rewards of GP and Exp).
[b]Break Arts[/b]
This modifies Break Arts. Insert the following line into the Break Arts description before "Level 2 Break Arts have an effect of 25%,"
"Level 1 Break Arts have an effect of 10%, […]"
[b]Demi Attack[/b]
This modifies Demi Attack. Insert the following line into the Demi Attack description before "33% (Tech Level 2),"
"10% (Tech Level 1), […]"
[b]Dice[/b]
[i](Power Level: Medium)[/i]
This tech copies the effects of the Dice command skill. Each level taken in this tech beyond level 1 adds +5 to the results of the dice to a maximum of 30. This effect can only be combined with Charge Power, Sacrifice, Area Effect and Limited Uses.
[b]Stat Booster[/b]
This modifies Stat Booster. Insert the following lines into the Stat Booster description under "[i]Speed Booster[/i] increases the Speed of the subject."
"- [i]Armor Boost[/i] decreases the damage taken from all Strength-based attacks to the subject.
- [i]Spirit Boost[/i] decreases the damage taken from all Magic-based attacks to the subject."
Insert the following line into the Stat Booster description before "Level 2 Stat Boosters have an effect of 25%".
"Level 1 Stat Boosters have an effect of 10%, […]"
[b]Status Effect[/b]
Add the following effects to the chart.
[pre]+----+--+----+
| STATUS EFFECT |TECH LEVEL|BASE ATTACK MODIFIER|
+----+--+----+
| Sap | 1 | -40 |
+----+--+----+
| Blink, Float | 3 | -— |
+----+--+----+
| Bubble, Orb, Refresh | 4 | -— |
+----+--+----+
| Spellbind | 5 | -— |
+----+--+---—-+[/pre]
[b](This modifies Status Effect)[/b]
SECONDARY EFFECTS
[b]Boost[/b]
[i]MP Adjustment: Variable[/i]
For +2 MP levels, the bonus is 50% more damage.
[b]Damage Over Time[/b]
[i]MP Adjustment: -1 Tech Level[/i]
May only be combined with a damage dealing tech. Instead of dealing its damage all at once, one third of the damage is dealt at the end of the player's turn for 3 turns, starting the turn they used the tech. There is no limit to how many Damage Over Times effects may be stacked. Note that a Damage Over Time effect is not the same as the Poison status effect.
[b]Delayed Attack[/b]
[i]MP Adjustment: -1 Tech Level[/i]
The tech, which must deal damage, does not do anything the turn it is cast, instead, it deals its damage on the caster's next turn.
[b]Deny[/b]
[i]MP Adjustment: Variable[/i]
Opponents hit with a tech that has this effect lose a specific ability during their next turn. For -1 tech levels it removes the ability to make normal attacks. For -2 tech levels it removes the ability to use techs or blue magic, but not normal attacks.
[b]Double Tech[/b]
[i]MP Adjustment: Special[/i]
A Double Tech is essentially X-Magic. When you build a Double Tech, you choose two primaries to use, treating both as the same level. The MP cost of the tech is equal to the cost of both primaries times 1.5. The secondary effect may not be the same as the primary, nor can any component of a Double Tech be a Status Effect. This secondary may be applied to Unique effects, but must follow the rules of such. Double Tech counts as a Secondary effect, meaning only one other secondary may be applied (excluding single Elemental). This secondary is meant only for GM use.
[b]Empower[/b]
[i]MP Adjustment: +1 Tech Level[/i]
This effect may only be combined with Break Arts, Demi Attack, Revive, and Stat Booster. When you use this tech, the percentage is increased by 50% (round to the lowest 5%). (10% becomes 15%, 25% becomes 35%, 33% becomes 45%, 50% becomes 75%)
[b]Explosion[/b]
[i]MP Adjustment: Variable[/i]
This secondary can only be attached to effects that do not target enemies. When used, the tech has a 15% chance to explode in the user's face, negating the primary effect and dealing non-elemental damage equal to the tech's level in d6 to the caster for -1 Tech level, or twice that for -2 tech levels.
[b]Inaccurate[/b]
This secondary effect functions the same as in the base rules, however the player has the choice of using Magic Accuracy for the attack roll. This choice must be made when the tech is created and does not change.
[b]Lesser Status Attack[/b]
This effect is the same as the base rules, but adds the following status.
[pre]+---+----+
|STATUS EFFECT|BASE ATTACK MODIFIER|
+---+----+
| Sap | -60 |
+---+---—-+[/pre]
[b]Spellbind[/b]
[i]MP Adjustment: +1 Tech Level[/i]
Spellbound techs increase the time of duration effects (status effects, damage over time) by 2.
[b]Stall[/b]
[i]MP Adjustment: -1 Tech Level[/i]
This effect denies the user of the tech from casting it in successive turns, requiring a 1 turn delay before the energies can be recharged. Additionally, it may not be double cast with X-Magic. (Example: The tech is cast on turn 1, which means it cannot be cast again until turn 3.)
UNIQUE EFFECTS
[b]Card[/b]
[i]Tech Level: Variable[/i]
[i]Power Level: Weak[/i]
This power changes a monster into a card. Make a magic attack roll at -30 against the monster's resistance to turn that monster into a card. At each tech level, you gain a +10 bonus to this attempt. When an opponent is turned into a card, they are removed from battle and no experience or gold are gained from them, likewise, drop items do not appear. This tech automatically fails against bosses. If combined with Area Effect, the tech suffers an additional -20 penalty. It is up to the GM to create a card game system if they allow this tech.
[b]Convert[/b]
[i]Tech Level: Variable[/i]
[i]Power Level: Strong[/i]
This power allows a character to convert an item into an appropriate spell of Convert's level to use in combat against their opponents. Not all items are appropriate to use, and any items that are used are lost as if used normally. Typically, Potions become poisons (dealing the listed damage instead of healing), Status Cure items become Status spells (With appropriate level modifiers for accuracy), and monster items become a summon spell for that monster. The GM is allowed to alter these rules as they see fit, especially if they are already using consumable items with similar effects.
[i]OPTIONAL: Using this tech with items created with the Card ability can also perform similar actions. With cards, a choice of casting an attack tech or summoning the carded monster may be performed.[/i]
[b]Jewel[/b]
[i]Tech Level: Variable[/i]
[i]Power Level: Weak[/i]
This power draws an Ore from one monster on the field. To do so, you must make a magic attack roll at -40. For every level beyond the first, the modifier is increased by +10. Once a Gem has successfully been drawn from a target, they disappear from the battle and no experience is gained from them (except in the case of Boss monsters, in which you cannot draw from them again). If combined with Area Effect, the modifier receives an additional -25 penalty. It is up to the GM to make gems that may be drawn and what effects they have.
[b]MP Absorb[/b]
[i]Tech Level: 5[/i]
[i]Power Level: Special[/i]
Until the end of the caster's next turn, they gain any MP spent by an opponent who's attack targets them. This ability costs 1 MP and may not have any secondaries attached to it.
[i]OPTIONAL: At the Master's option, MP Steal may be upgraded to MP Absorb.[/i]
[b]Refine[/b]
[i]Tech Level: Variable[/i]
[i]Power Level: Strong[/i]
This tech increases the numerical value of items used in combat by the target, or increases the range of the items. At tech level 2 it increases the value by 25%, 50% at level 4, and 100% at level 6. When used with items without a numerical effect, it causes the item to affect all appropriate targets. This tech may be combined with Area Effect or Self-Only.
[B]Numerology[/B]
[I]Tech Level: 1[/I]
[I]Power Level: Variable[/I]
Numerology starts use in battle as a level one Power Attack or Attack Magic (chosen when the tech is created) with inaccurate, but during successive, successful uses, increases in power along the Power Attack level chart. The player must make an accuracy or magic accuracy check (also chosen at creation) at -30, and a failure reverts the damage output back to level 1. Numerology's power level is related to the damage die it uses — d10s make it a Strong effect, d8s are Medium, and d6s are Weak. Numerology may be combined with Area Effect with a minus -10 penalty to the accuracy check, but always deals half-damage.
[b]Reset[/b]
[i]Tech Level: 6[/i]
[i]Power Level: Strong[/i]
This tech gives its target max HP and MP and removes all status conditions, breaks and boosts, and any other effects (including those granted by items or inherent nature). If combined with Area Effect, this tech does this to all combatants (enemy and ally). This tech can be used on KO'd allies to return them to life.
+-+-+-+-+-+
|EQUIPMENT|
+-+-+-+-+-+
WEAPONS
[b]Optional Rules[/b]
The following are optional rules a GM may choose to implement.
[i]1.)[/i] No Point Limit. The weapons are not limited to a pool of points that must split between all the weapons. The player may not have more than half the weapon's level in applied abilities.
[i]2.)[/i] No Weapon Limit. The weapon list is not limited to 9 base weapons. The player may create as many weapons as they wish. They may still only have one Artifact weapon.
[i]3.)[/i] Weapon Point Costs. Instead of using a pool for points, the player must pay an additional 100 Gil for each point of ability they apply to the weapon, Elemental Affinity costs an extra 50 Gil. They are still limited to the individual weapon's normal point cap.
[i]4.)[/i] Leveling Weapon Effects. You don't get points to spend on a weapon. Instead, you choose three effects. You get these effect at levels 4, 7 and 10. Your effects are still limited to the point cost restriction of half the weapon's level. Every level of weapon after the effect was added also has that effect. You cannot have effects that pay points back.
WEAPON CONSTRUCTION SYSTEM
[b]Counter[/b]
[i]Point Cost: 2[/i]
The user of this weapon is capable of countering an opponent's attacks. There is a 20% chance of an enemies physical attack being countered by a normal attack.
[b]Cursed[/b]
[i]Point Cost: Special[/i]
A weapon with this ability is cursed to auto-cast a harmful status effect on the user at the start of battle. Temporary effects automatically last for their maximum duration. These effects pay back 1 point to the weapon's abilities per tech level of the status effect.
[b]Elemental[/b]
[i]Point Cost: Special[/i]
This weapon has multiple elemental affinities. The first affinity is always free, additional elements cost 1 point each. [b]This relaces the Elemental effect from the base game.[/b]
[b]Reach[/b]
[i]Point Cost: Special[/i]
A sister ability of Long Range, Reach weapons don't lose the penalty for attacking flying creatures, but they do halve the Long Range penalty. This ability takes 1 point off the total number of points the weapon set has and doesn't count towards individual weapon limits. This is a useful ability for Spears and Whips.
[B]Spell Effect[/b]
[i]Point Cost: 2[/i]
[b]This Effect modifies an existing rule.[/b]
This effect functions the same as the core rules, however it scales with the weapon's power and level. For Strength, use your magic dice — d10 is Strong, d8 is Medium, and d6 is Weak. For level, the spell is half your Weapon's level. All other effects are the same.
[b]Variable Elemental[/b]
[i]Point Cost: Special[/i]
This weapon has multiple elements, however only one is active at any time. The chosen element is activated at the start of battle and it takes an action to change to another element. For 1 point, this ability grants 3 elements, for 3 points it grants all 8.
ARMOR AND GUARDS
[b]Optional Rules[/b]
The following are optional rules a GM may choose to implement.
[i]1.)[/i] No Point Limit. The armors and guards are not limited to a pool of points that must split between each of them. The player may not have more than half the weapon's level in applied abilities.
[i]2.)[/i] No Armor/Guard Limit. The list is not limited to 9 base items each. The player may create as many armors or guards as they wish. They may still only have one Artifact Armor and one Artifact Guard.
[i]3.)[/i] Armor Point Costs. Instead of using a pool for points, the player must pay an additional 100 Gil for each point of ability they apply to the armor. They are still limited to the individual armor's normal point cap.
[i]4.)[/i] New Progression System. Instead of the listed progression values for standard armor, they are instead modified as follows:
[list]
[*]Enhance/Light armor has at Lv3 - +10 MP, Lv4 - +35 HP, +14 MP, Lv6 - +26 MP, Lv7 - +32 MP, Lv10 - +70 MP.
[*]Balance/Medium armor has at Lv3 - +5 MP, Lv4 - +70 HP, +7 MP, Lv6 - +13 MP, Lv7 - +16 MP.
[*]Defense/Heavy armor has at Lv1 - +40 HP, Lv2 - +60 HP, Lv3 - +100 HP, Lv4 - +140 HP, Lv5 - +200 HP, Lv6 - +260 HP, Lv7 - +320 HP, Lv8 - +400 HP, Lv9 - +500 HP, Lv10 - 700 HP.
[/list]
ARMOR CONSTRUCTION SYSTEM
[b]Auto-X[/b]
[i]Point Cost: Special[/i]
Armor with this ability casts a beneficial status effects on the user at the start of the battle. Level 3 effects cost 2 points, level 4 effects cost 3, and level 5 effects cost 4 points. It is possible for an armor to have multiple Auto-X abilities.
[b]Cursed[/b]
[i]Point Cost: Special[/i]
Armor with this ability is cursed to auto-cast a harmful status effect on the user at the start of battle. Temporary effects automatically last for their maximum duration. These effects pay back 1 point to the armor's abilities per tech level of the status effect.
[b]Initiative[/b]
[i]Point Cost: 2[/i]
Intiative adds half its level to the user's starting speed. This ability may only be placed on guards.
[b]Secret Pocket[/b]
[i]Point Cost: 2[/i]
Users of this armor get double the normal amount of Gil dropped after a battle.
[b]Stat Booster[/b]
[i]Point Cost: Special[/i]
This effect functions the same as the base rules, however, an armor or guard may have half the bonus for 1 point. This effect can also function in reverse, reducing the character's chosen stat by the appropriate number to pay back points to that piece of armor.
RELICS
[b]Optional Rules[/b]
The following are optional rules a GM may choose to implement.
[i]1.)[/i] No point limit. The player's only limit in relic creation is that they cannot exceed the relic's natural point cap.
[i]2.)[/i] No relic limit. The player may have as many relics on their list as they can create. They may only have 2 artifact relics however.
[i]3.)[/i] No point cap. Relics may be created above the normal point cap. Relics built this way, however, cost and additional 1,000 Gil per point exceeding the normal cap.
[i]4.)[/i] Dual-Equip. The character may equip two relics and have both of them active at the same time. Relics with similar effects do not stack, the greater effect is considered the only one in such cases. (Two Strength boosts, for instance, only grant the greatest one's bonus.)
[i]5.)[/i] No Option Limit. The base rules restrict the character's options to one from each category (except Status Immunities). With this optional rule, the character may combine multiple options from the same category (creating multiple Elemental Protection effects, Combat Bonuses, or cheaper Stat Boosts). The restriction here is that the multiple options cannot have the same effect (You cannot take two +15 Stat Boosts for a +30 in Strength, for example.)
[i]6.)[/i] Sharing Relics. A character may buy and use a relic from their allies' relic lists. They cannot use that character's Artifact relics however.
RELIC CONSTRUCTION SYSTEM
[b]Auto-X[/b]
[i]Point Cost: Special[/i]
Auto-X automatically casts a helpful status effect on the user at the start of battle for the maximum duration. Level 3 Status effects cost 2 point, Level 4 cost 3 points, and level 5 costs 4 points.
[b]Cursed[/b]
[i]Point Cost: Special[/i]
Cursed relics auto-cast a harmful status effect on the user at the start of battle. If the effect is temporary, the effect lasts for the maximum possible duration. Cursed effects pay back the status effect's level according to the Tech Creation charts. This cannot reduce the price of a relic below a 500 Gil minimum.
[b]Half MP[/b]
[i]Point Cost: 16[/i]
This effect halves the cost of all the user's abilities (Techs and Blue Magic).
[b]Luck[/b]
[i]Point Cost: Special[/i]
This effect doubles the player's chances of succeeding in an action. (Status effects have half the penalty, and double the level modifier, etc). Luck costs 8 points. Luck may be applied to a single effect for 4 points. Single Effects are Physical Attacks, Magical Accuracy, or Theivery.
[b]Secondary Skill[/b]
[i]Point Cost: Special[/i]
This adds a Secondary skill to the user's normal ones. If the player already has the specified Secondary skill, the effects are added. (Jump deals 4x the damage, and Lucky allows a character to make 2 rerolls in one day, for example.) This effect may have both a Command and a Support attached to it. To replace a Command skill costs 4 points while a Support skills costs 2. If you want to add a skill without replacing them, it costs double the replace cost.
[b]Universal Secondary[/b]
[i]Point Cost: Special[/i]
A Universal Secondary effect adds a secondary effect to all the users techs (Or blue magic) on top of their normal ones for no cost (This may bring a tech's level modifier above +2). A Universal Secondary may be ANY secondary listed in the Tech Creation rules. Secondary effects are still subject to a particular primary or unique effect's restrictions. -2 Levels pays back 6 points to the relic point pool, -1 pays back 3, +1 costs 4, and +2 costs 6. Charge Power and Sacrifice cost 1 point, and Elemental costs 2 points.
+-+-+-+-+-+-+-+-+-+
|SECONDARY SKILLS |
+-+-+-+-+-+-+-+-+-+
COMMAND SKILLS
Call
The character summons a random, powerful creature to aid them in battle. When using this ability, the character rolls 1d8 and consults the following chart.
Die Result | Effect |
---|---|
1 - Chocobo | Increase party's Speed by 50%. |
2 - Ifrit | Deal (+2d*10)+(MAP*1.5) Fire damage to one enemy, 35% chance of Blinding target. |
3 - Shiva | Deal (+2d*10)+(MAP*1.5) Ice damage to one enemy, 35% chance of putting target to Sleep. |
4 - Ramuh | Deal (+2d*10)+(MAP*1.5) Lightning damage to one enemy, 25% chance of Sealing target. |
5 - Carbuncle | Cast Barrier and MBarrier on party for 1d4+1 rounds. |
6 - Phoenix | Revives party at 10% and Heals 130 + Mag/2 HP. |
7 - Ragnarok | Converts monster to its Drop Item (Random if multiple, normal item is no Drops exist. Does not work on Bosses). |
8 - Bahamut | Deals ((+3d*10)+(MAP*2.5))*1.5 non elemental damage to all enemies. |
[b]Card[/b]
The character is capable of turning monsters on the battlefield into playing cards. The character makes a magic attack roll at -25. If he succeeds, the monster is removed from battle and becomes a card. Monsters defeated this way do not drop items, or give experience or Gil. It is up to the GM to determine the rules of cards.
[b]Cheer[/b]
The character rallies him allies, granting them the strength to defeat their enemies. All allies (including the user) gain a 10% boost to their Attack Power, as well, Strength-based damage against them is reduced by 10%. This doesn't stack with Stat Boosters.
[B]Dance[/B]
Dance is an unusual Command skill, in that the player doesn't actually choose when it activates. A player has a 20% chance of it activating on their turn before they declare an action. If the Command activates, the player gets a new tech list (separate from their normal Tech List, and with only half the TP to spend on it) to choose from. These techs cost the same as normal techs to cast.
As an optional rule, the GM may allow the Player to use Blue Magics instead of techs for their dance list. The GM is encouraged to have a list of Blue Magic which may only be used by Dancers. Otherwise, the player chooses whether learned techs go into their regular list or their Dance list.
[b]Focus[/b]
The character gives their allies guidance, granting them the will to defeat their enemies. All allies (including the user) gain a 10% boost to their Magic Attack Power, as well, Magic-based damage against them is reduced by 10%. This doesn't stack with Stat Boosters.
SUPPORT SKILLS
[b]Counter[/b]
This rule is the same as that from the Core Rules, with the following additions.
5) Counter Cover (20% chance): You counter an opponent who's triggering attack targets an ally instead of you. The ally must be below 15% health for this effect to activate. You choose whether this will be a normal or magical attack when you choose this skill.
6) Counter Critical (15% chance): This attack works like a Normal Attack counter, but it has double the threat range of a normal critical attack.
[b]Elemental Affinity[/b]
The character chooses one element. They have resistance to that element and weakness to the opposing element. Additionally, they deal 25% more damage with techs that use their element, but 50% less with techs that use the opposing element. [b](Replaces Natural Resistance from the core rules)[/b]
[b]Gillionaire[/b]
The character gains 50% more Gil at the end of battle and when stealing.
[b]Quickness[/b]
The character gains +2 Speed at first level, +1 per 50 agility. Additionally, Charge Power techs cost 1 tech level less. [b](Replaces Quickness from the core rules.)[/b]
[b]Pharmacist[/b]
Healing from the character grants 25% more HP/MP (from items or techs). If this would bring them above full HP, they gain temporary HP/MP that go away at the end of the battle. Additionally, abilities and items that remove abnormal status target all allies.
[b]Swift Learner[/b]
If the character uses Techs, they have 10% more tech points than a character of their level. If they use Blue Magic, they have an extra 10% chance of learning new Blue Magic. Additionally, the character has 25% more Max Tech Levels.
[b]Tetra Master[/b]
Any cards gained by the character from the Card command skill, the Card tech, or any other direct source is automatically 25% stronger (minimum of +1) than a normal card of it's type, up to the maximum of the games specific rules. (Depending on the rules system implemented, the GM may forbid this skill.)
+-+-+-+-+
|COMBAT |
+-+-+-+-+
COMBAT POSITION (ROWS)
Players choose which row they want to be in outside of combat (they cannot change positions as the GM calls for Speed).
Front Row: Physical attacks and techs deal 50% more damage, but the character takes 50% more damage from physical attacks.
Middle Row: No change.
Back Row: Physical attacks deal 50% less damage, and the character takes 50% less damage from physical attacks.
Switching rows is an action and costs 8 speed. Long Range weapons (and techs that use them) deal normal damage no matter what row the character is in.
OVERKILL
If a player who kills a monster does enough damage to put it at half its HP in negative numbers, the party receives double experience from that monster.
NEGATIVE STATUS EFFECTS
[b]Sap[/b]
[i]Duration: Permanent[/i]
The character loses 5% of their HP each turn.
[i]OPTIONAL: This may be difficult to implement outside of battle. A general rule should be that the character loses 25% of their current HP at the start of the next battle, unless it occurs soon after the first. Another option is to have the character lose 5% of their HP whenever they perform a strenuous physical activity (walking isn't strenuous, running is).[/i]
POSITIVE STATUS EFFECTS
[b]Blink[/b]
The character's Evade is doubled for the duration of this effect.
[b]Bubble[/b]
The character's current and maximum hit points are doubled for the duration of this effect.
[b]Float[/b]
The character has all the benefits of Flight. Additionally, they are immune to Earth, but weak to Wind.
[b]Orb[/b]
Orb functions like Bubble, only instead of increasing hit points, it doubles the character's MP.
[b]Refresh[/b]
Refresh functions in much the same way Regen does, but instead of HP, it heals 10% of a characters MP.
[b]Spellbind[/b]
The length of the character's duration effects (namely temporary status effects) are doubled when the user casts them.
'Carpe Denim' - Seize the pants.