General => The Lounge => Topic started by: Dokurider on January 02, 2011, 05:34:48 am
Title: FFT Tabletop Info and Updates[On Hold]
Post by: Dokurider on January 02, 2011, 05:34:48 am
Excuse the disorganized format, as I'll be posting info as I make it. Actually organization will come when I have a significant body of work made. Please refrain from posting in this topic. If you'd like to make discussion, please post here. (http://ffhacktics.com/smf/index.php?topic=5529.0) Thank you.
Description: Squires have the unique property, in that they don't have a primary skillset. Instead, they can equip any primary skillset like they would be able to with a secondary skillsets.
Innate:
Equip:
[No Skill]
Reaction
[No Reaction]
Support
[No Support]
Description: Basic Skill specializes in Attack skills, as in, skills with no cost whatsoever, like Attack itself. You get what you pay for, as most of this skills are more inaccurate or do less damage then regular Attack. Still, for no cost at all, you get a whole variety of skills that gives the basic fighter some utility. You can attack without ever missing, attack farther away, attack two or three times at once, or just add poison and blind everywhere. It may be basic, but sometimes, it's all you want, and sometimes, it's exactly what you need.
Accuracy Attack: Does Unevadable damage that is mitigated by evasion, Instant
Wild Attack: Do more damage the more inaccurate the attack, -20% Accuracy, No Blind Bonus, Instant
Combo Attack: Does 75% less damage for a 50% chance of a combo, Instant
Critical Attack: Does 75% less damage for a 25% critical rate, Instant
Poison Attack: Add Poison, -20% Accuracy, Instant
Knockback Attack: Do Half Damage and 100% Knockback, Instant
Blind Attack: Add Blind, -20% Accuracy, Instant
Range Attack: Attack from 2 Panels away with -20% Accuracy, Instant
Swing Attack: Attack three panels at once with -33% Accuracy, Instant, Dragon Breath AoE
Reaction
Counter: When attacked with a Physical Attack, counter with weapon.
A Save: When attacked, add Might to self
Support
Equip Melee: Able to equip Swords, Knives, Hammers, and Axes regardless of job
Attack Up: Increase Physical Attack by 4/3
Description: Steal is a very powerful anti-human skillset. The ability to quickly remove equipment off of units is complemented by skills that are very lethal and effective, but only work if equipment slots are empty. While very effective on humans, it is completely useless against Monsters and Humans with certain skills mastered.
Innate:
Equip: Lances, Hats, Clothes
Steal
Steal Weapon: Steal a weapon from one hand, Backstab Properties, Instant, 1 Range
Steal Shield: Steal a shield from one hand, Backstab Properties, Instant, 1 Range
Steal Helmet: Steal the helmet from target, Backstab Properties, Instant, 1 Range
Steal Armor: Steal the armor from target, Backstab Properties, Instant, 1 Range
Steal Accessory: Steal the accessory from target, Backstab Properties, Instant, 1 Range
Steal Boots: Steal the boots from target, Backstab Properties, Instant, 1 Range
Cripple: Attack the legs in a way that hinder movement greatly, Backstab Properties, -2 Move, Boots must be absent, Instant, 1 Range
Maim: Attack the arms in a way that weakens physical attack, Backstab Properties, -5 PA, Weapon must be absent, Instant, 1 Range
Impair: Attack the arms in a way that weakens physical defense, Backstab Properties, -3 PD, Shield must be absent, Instant, 1 Range
Eye Gouge: Attack the eyes in a way that blinds the target, Add Blind and Confuse, Backstab Properties, Helmet must be absent, Instant, 1 Range
Vital Stab: Attack the vitals for massive damage, Add Dead on Critical, Backstab Properties, Armor must be absent, Instant, 1 Range
Neck Slice: Attack the throat for the kill, Add Dead, Backstab Properties, Armor and Helmet must be absent, Instant, 1 Range
Reaction
Back Guard: Prevent Backstab attacks
Support
Dexterity Up: Add +1 Speed
Description: Chemistry is a skillset that uses items to treat ailments and cure HP and MP. Anyone can use Chemistry effectively, regardless of strength or equipment. Best of all, there is no direct cost to the unit itself, so you can use Chemistry freely. Most items are very inexpensive and commercially available at any shop, so there's not much of an excuse to not be using Item. There should be one on every team that hopes to come away with victory.
Auto Potion: When attacked, use a potion on yourself
Auto Remedy: When inflicted with a status, use a remedy on yourself
Support
Throw Item: Item Range is increased to 3 range
Description: While Archery can be used up close by any weapon, it is most effective when used at a range. This skillset hinders healthy units but is most effective on already weakened units. It can attack the sleeping without awakening them, deal with the undead permanently, and kill the critically wounded. It can also hit an opponent without fail, Blind and Poison with abandon, and hit a magic user/performer where it hurts.
Innate:
Equip: Bows, Crossbows, Shields, Hats, Clothes
Archery
Focus: Add Focus to self, 100%, Instant
Execute: If Critical, add Dead, Instant
Seal Evil: If Cursed, add Petrify, Instant
Time Snipe: If Stopped, -30 CT, Instant
Disorient: If Confused, do damage and add Confuse, Instant
Nightmare: If Sleep, do damage and add Sleep, Instant
Friendly Fire: If Brainwashed, do damage and add Brainwash, Instant
Charge Snipe: If Charging, do 1.5 damage, Instant
Show Stopper: If Performing, always hits, Instant
Flame Arrow: Attack with Fire elemental, Bow only, Instant
Poison Arrow: Add Poison, Instant
Blind Arrow: Add Blind, Instant
Aim: Attack never misses, 4 CT
Power Snipe: Charge your attack, Variable CT
Vital Shot: Powerful shot to the vitals causes massive damage, low% success, 2 CT Reaction
Reaction
Missile Guard: Blocks Arrow and Bullets
Aim Save: Adds Focus when attacked
Support
Equip Bow: Equip Bow regardless of Job
Concentrate: Reduces target evasion by 50%
Description: This skillset is highly reliant on your environment. Whatever type of panel you are standing on determines the effect and properties of Elemental. For instance, one turn you can be casting a Magic powered water based attack that has a 25% of turning the target into a frog. Then the next turn, you can move onto a different panel and be casting a Physical powered non-elemental attack that has a 25% of turning the target into stone. While it is lacking in damage, it has no cost to you whatsoever.
Counter Flood: Reacts to an attack with an Elemental skill
Support
Terrain Master: Gain all the positive effects of the terrain, while ignoring the negative
Move Up: Increase Move by 1
Description: A skillset that puts emphasis on ranged moderate to heavy damage that can either strike a single opponent for great damage or attack entire mobs of enemies with a single spell. However, it requires some space, has a demanding MP consumption rate and only a handful of spells are sympathetic to you and your allies if they get in the way. It's highly elemental nature is both a blessing and a drawback.
Innate:
Equip: Rods, Books, Mage Hats, Robes
Black Magic
Fire 1/2/3: Deal fire damage, MP Cost, CT, 1 AoE, 4 Range
Counter Magic: Counter a Magic Attack with the exact same spell
MA Save: When attacked, add Enchant to self
Support
MAtkUp: Increases MA by 4/3
Equip Mage Set: Equip Rods, Staves, Books, Maces, Flails, Mage Hats and Robes Regardless of Job
Description: This skillset is focused on healing and support. While demanding on MP and time and space, it's ability to replenish your HP is second to none. It also can imbue you and your allies with a variety of status that can protect you from enemy attacks and make your attacks much more effective. You can't go wrong with having White Magic around.
Innate:
Equip: Staves, Maces, Mage Hats, Robes
White Magic
Cure 1/2/3: Heal 33%/66%/100% of a target's health, MP Cost, CT, 0 AoE, 4 Range
Heal 1 /2: Heal 25%/50% of a target's health, MP Cost, CT, 1 AoE, 4 Range
Raise 1 /2: Bring target back to life, MP Cost, CT, 0 AoE, 4 Range
Revive: Bring target back to life with 1/5 health, MP Cost, CT, 1 AoE, 4 Range
Might: Add Might to target, MP Cost, CT, 1 AoE, 4 Range
Enchant: Add Enchant to target, MP Cost, CT, 1 AoE, 4 Range
Protect: Add Protect to target, MP Cost, CT, 1 AoE, 4 Range
Shell: Add Shell to target, MP Cost, CT, 1 AoE, 4 Range
Reraise: Add Reraise to target, MP Cost, CT, 1 AoE, 4 Range
Focus: Add Focus to target, MP Cost, CT, 1 AoE, 4 Range
Image: Add Image to target, MP Cost, CT, 1 AoE, 4 Range
Wall: Add Protect and Shell to target, MP Cost, CT, 0 AoE, 4 Range
Empower: Add Might and Enchant to target, MP Cost, CT, 0 AoE, 4 Range
Dexterity: Add Focus and Evade Up to target, MP Cost, CT, 0 AoE, 4 Range
Reaction
Resist Save: Adds Shell to self when attacked
Osmosis: When next to an enemy, you automatically gain all of their positive statuses
Support
Resist Up: Increase MD by 4/3
Description: Time Magic specializes in the manipulation of time (specifically, CT) and space. It's ability to lessen the wait time between turns while increasing the wait time between turns for the enemies is absolutely invaluable and can completely turn the tables in an otherwise stacked conflict. After all, what's the point of an advantage in number, or strength or terrain when you are too slow to fight back?
Reset: Cancel all Positive, Negative and Neutral status, MP Cost, CT, 0 Aoe, 3 Range
Reaction
Critical Quick: Adds Quick to self when in critical
Speed Save: Adds Haste to self when attacked
Support
Speed Up: Add +20 CT when ending your turn
Description: This skillset's objective is to cause chaos and paralysis on the enemies' side. Weakening the enemies ability to defend itself by making them weaker, easier to damage, cutting off vital skills, or just completely shutting down units altogether is par for the course for Status magic.
Disorient: Add Confuse, MP cost, CT, 1 AoE, 4 Range
Madness: Add Insane, MP cost, CT, 0 AoE, 4 Range
Toad: Add Frog, MP cost, CT, 0 AoE, 4 Range
Sleep: Add Sleep, MP cost, CT, 0 AoE, 4 Range
Petrify: Add Petrify, MP Cost, CT, 0 AoE, 4 Range
Condemn: Add Death Sentence, MP Cost, CT, 0 AoE, 4 Range
Dead: Add Dead, MP Cost, CT, 0 AoE, 4 Range
Reaction
Status Save: When attacked, all positive statuses on self are renewed
Support
Status Up: Increases the amount of time Positive statuses stay on, but decrease the amount of time Negative statuses stay on
Description: A skillset that allows you to equip whatever you want?
Innate: Equip Change
Equip: Anything
Onion
Reaction
Equip Change: Change equipment in battle
Support
Beast Master
Description: Monster Skill is it's own primary skill now
Symbiosis
Reaction
Support
Rider
Description: Riding gets a massive upgrade
Ride
Reaction
Support
Description: Battle Skill is a weapon based skillset. It uses a variety of skills that mimics the properties of other weapons. For a small HP cost, you get use a knife like a sword, a sword like an axe, or a gun like a club. It's a skillset for every weapon, for every job, for every occasion.
Innate:
Equip: Swords, Hats, Clothes, Robes
Battle Skill
Living Weapon: Deal more damage, Weapon Range, X% HP Cost
Cosmic Sunder: Deal more damage, Weapon Range, MP Cost
Lunge Attack: PA*WP, 2 Range, HP Cost
Power Slash: PA*WP, 1 Range, HP Cost
Mystical Blow: MA*WP, 1 Range, HP Cost
Quick Cutter: SP*WP, HP Cost
Metal Slicer: WP*WP, Unevadable, HP Cost
Bone Crusher: [PA+(PD/2)]*WP, HP Cost
Mysterious Impact: [MA+(MD/2)]*WP, HP Cost
Rapid Strike: [(PA+SP)/2]*WP, HP Cost
Overhead Smasher: ([0...PA]+PA)*WP, HP Cost
Brave Edge: [PA*(1+[Br-50]%)]*WP, HP Cost
Chicken Blade: [PA*(1+[50-Br]%)]*WP, HP Cost
Mana Render: [Weapon Formula], MP Damage, HP Cost
Spirit Splitter: [(PA+MA)/2]*WP, HP Cost
Lively Destroyer: [(PA+MA+SP)/3]*WP, HP Cost
Reaction
Support
Description: Punch Art uses Martial Arts techniques that ignore Armor Defense. No need for weapons, you only need your fists to deliver a flurry of fists, send your opponent reeling, deliver back breaking suplexes, perform flying jump kicks, and being able to deal big damage to units that would be other wise be tough for weapon users. Unfortunately, unless you have tough hands and have mastered the techniques enough to do them safely, these techniques will hurt when you perform them.
Innate: Martial Arts, Rock Skin
Equip: Hats, Clothes
Punch Art
Iron Fist: Attack for more damage, Instant, HP cost, 1 Range
Repeating Fist: Unevadable, but does less damage the higher target evasion is, 1 Range
Palm Strike: 100% Knockback, 1 Range
Karate Chop: Deal high damage, but miss often, Instant, 1 Range
Haymaker: Instant, 2 Range
Kick: Move Skill, Range = Move
Tackle: The higher your Move, the stronger the attack, 1 Range
Sucker Punch: If target is Defending, then deal damage, Cancel Defend, and Add Flinch, Instant, 1 Range
Dizzy Punch: Add Confuse to target, Instant, 1 Range
Suplex: Power is dependent on your jump and your opponent's jump, Throw Attack, Instant, 1 Range
Fling: Picks up opponent and throws them far, Throw Attack, Instant, HP Cost, 1 Range
Double Action: Allows you to Attack two times, Cannot Move before executing, Turn ends after executing, Instant
Reaction
HP Save: Br% chance of adding Regen to self when attacked.
Support
Martial Arts: Gain the bare fist strength of a monk
Rock Skin: Gain great physical prowess when naked
Description: Jump is a highly mobile offensive skillset. Jump allow the user to move around the battlefield, deal great damage, and avoid attacks, all at the same time. However, it comes with a great deal of limitations, including not having moved prior to use, damage is dealt back if you miss, and it's power/range is dependent on your Jump/Move stat.
Innate:
Equip: Spears, Shields, Helmets, Armor
Jump
Power Jump: Leaping attack jumps to great heights to land on a opponent, the higher you jump stat, the higher the damage, Unevadable, CT = (Speed/50), Add Jump to caster, HP cost, Does ½ damage if miss, 1 Attack Range, 1 Bounce Range
Super Jump: Leaping attack jumps on one person from a distance, the higher your jump stat, the higher the damage, Attack Range = ([Move+Jump]/2)+1, Bounce Range is whatever distance you didn't go in the initial attack, CT = (Speed/50), Does ½ damage if miss, Add Jump to caster, HP cost
Quick Jump: Instant leap attack jumps on one person from a distant, the higher your jump stat, the higher the damage, Attack Range = ([Move+Jump]/4)+1, Bounce back to original panel, Instant, HP Cost
Ignore Height: Jump up onto a high surface, CT = [(Height - Jump)+(Range-1)], Add Jump to caster
Fall Attack: Fall from a height to do massive damage, the higher the fall, the greater the damage, CT = Speed/25), Add Jump to caster, Does ½ damage if miss, 1 Range + (Height/3)
Leap: Jump to avoid an attack, Add Jump to self, Lasts until AT comes up, HP cost, 0 Range
Reaction
Support
Equip Longarms: Equip Spears and Poles regardless of job
Jump Up: Add +1 Jump
Description: A skillset that emphasizes on weakening the enemies via stat reduction. While weakening the stats of the character themselves will undo itself eventually, reducing the stats of weapons and other equips will not recover on their own and if continued to be subjected to reduction, will eventually break.
Power Ruin: Attack one's PA, Instant, Mana Cost, 3 Range
Defense Ruin: Attack one's PD, Instant, Mana Cost, 3 Range
Mind Ruin: Attack one's MA, Instant, Mana Cost, 3 Range
Resist Ruin: Attack one's MD, Instant, Mana Cost, 3 Range
Speed Ruin: Attack one's SP, Instant, Mana Cost, 3 Range
Magic Ruin: Attack one's MP, Instant, Mana Cost, 3 Range
Health Ruin: Attack one's HP, 25% HP, Dark-Elemental, Instant, Mana Cost, 3 Range
Move Ruin: Attack one's MOV, Instant, Mana Cost, 3 Range
Jump Ruin: Attack one's JMP, Instant, Mana Cost, 3 Range
Weapon Ruin: Attack one's WP, Instant, Mana Cost, 3 Range
Shield Ruin: Attack one's Shield Evasion, Instant, Mana Cost, 3 Range
Helmet Ruin: Attack one's Helmet, Instant, Mana Cost, 3 Range
Armor Ruin: Attack one's Armor, Instant, Mana Cost, 3 Range
Reaction
D Save: When attacked, add Protect to self
Support
Equip Shields: Equip Shields Regardless of Job
Equip Armor: Equip Armor Regardless of Job
Defense Up: Reduce Physical attacks by ¾
Description: Flame Spirit use magical flame to attack the enemy. It has short range and is purely Fire Elemental. However, it has high power for low cost, instant, it's attacks can attack groups of enemies at once and it's friendly to allies.
Description: Alchemy is Chemistry's offensive brother. It retains Chemistry's ease of use and low cost, but instead of healing, it damages. While it's damage output is low, it ignores defense and evasion completely and otherwise cannot be mitigated against in any way.
Innate:
Equip: Guns, Magical Guns, Hats, Clothes
Combine
Buckshot: When mixed with ammo, does weak damage, but goes 1 Range farther
Blastshot: When mixed with ammo, does higher damage/more accurate
Blitzshot: When mixed with ammo, does weak damage, but 1 AoE
Poison Powder
Oil Capsule
Blind Powder
Heavy Powder
Sharp Powder
Disease Powder
Weak Powder
Enfeeble Powder
Black Powder
Fire Powder
Shock Powder
Reaction
Support
Description: Spell Blade binds magic to weapons to attack. For a small MP cost, you can deal great elemental magical damage and/or inflict statuses and damage at the same time. Unfortunately, Spell Blade need a turn to be activated first, making it cumbersome to use sometimes. You are also limited to the range of your weapon.
Innate:
Equip: Swords, Hats, Clothes, Robes
Spell Blade
Fire Blade: Change Attack to Fire Blade
Ice Blade: Change Attack to Ice Blade
Thunder Blade: Change Attack to Thunder Blade
Wind Blade: Change Attack to Wind Blade
Water Blade: Change Attack to Water Blade
Earth Blade: Change Attack to Earth Blade
Poison Blade: Change Attack to Poison Blade
Dark Blade: Change Attack to Dark Blade
Holy Blade: Change Attack to Holy Blade
Metal Blade: Change Attack to Metal Blade
Flare Blade: Change Attack to Flare Blade
Reaction
Support
Description: Math Skill's specialty is casting spells that are not inherently positive or negative. They can either be good for you and your team or bad. Use it correctly, and you can give yourself an unprecedented advantage over your enemies. Use it wrong and you give your enemies an unprecedented advantage over your team. Like many things in life, it all depends on how you use it.
Innate:
Equip: Books, Measures, Sticks, Mage Hats, Robes
Math Skill
Add: Increases amount of damage dealt by 33%, but deals some of it back to the caster
Subtract: Decreases amount of damage dealt by 33%, but heals some of it back to the caster
Multiply: Increases amount of damage dealt and given by 33%
Divide: Decreases amount of damage dealt and given by 33%
Reflect: Reflects incoming magic spells
Revolve: Revolves incoming magic spells
Translate: Translates incoming magic spells
Balance: Balances Caster's HP with the Target's HP by percentage
Equalize: Removes all neutral statuses
Reaction
Damage Split: Cut damage done by half and deal the difference back to the opponent
Support
Description: Druidism is a skillset of trade offs. It can be very effective, very quickly. They can add buff, debuff, heal HP and MP, neutralize statuses, and revives for little to no HP and MP cost, and a very small charge time. Unfortunately, for every positive it does, it must do a negative. Each buff comes with a equal debuff, and that revive, well, let's just say when you revive units, they come back wrong. Druidry and Dark Sword make for a nice combination.
Innate:
Equip: Knives, Mage Hats, Robes
Druidry
Adrenaline: Add Haste, Sap to target, CT, 1 AoE, 3 Range
Repair: Heal X% HP, add Slow to target, CT, 1 AoE, 3 Range
Sharpen: Magical and Physical Attack go up, while Magical/Physical Defense go down, CT, 1 AoE, 4 Range
Reinforce: Magical/ Physical Attack go down, while Magical/Physical Defense go up, CT, 1 AoE, 3 Range
Sight Unseeing: Add Blind, Image to target, CT, 1 AoE, 3 Range
Steady Aim: Add Focus, Evade Down, to target, CT, 1 AoE, 3 Range
Necromancy: Revive Target with 100% HP, Target is Cursed, CT, 0 AoE, 3 Range
Blood Let: All statuses are healed, Target lose 33% HP, CT, 0 AoE, 3 Range, Dark-Elemental
Mediate: MP is healed to 100%, Target is Sleep, CT, 0 AoE, 3 Range
Root: HP is healed to 100%, Target is Don't Move, CT, 0 AoE, 3 Range
Mana Convert: Convert MP to HP, CT, 0 AoE, 3 Range
Health Convert: Convert HP to MP, CT, 0 AoE, 3 Range
Last Stand: Add Protect, Shell, Might, Empower, Regen, Haste, Death Sentence to target, Cancel: Reraise, CT, 0 AoE, 3 Range
Divine Rage, Add Reraise, Berserk to target, CT, 0 AoE, 3 Range
Reaction
Support
Description: Prediction allows the caster to summon down terrible disasters and other natural phenomenons onto potentially the entire enemy force, as it's AoE is huge. Furthermore, it's completely free of HP and MP costs. It's only condition is that you have to wait for it. Unfortunately, you'll have to wait for a very long time for Prediction to do it's magic.
Innate:
Equip: Sticks, Mage Hats, Robes
Forecast:
Comet: Deal Non-Elemental Damage far away, CT, 0 AoE, 5 Range
Miracle: Deal Holy Damage, CT, 3 AoE, 5 Range
Galestorm: Deal Wind Damage, CT, 3 AoE, 5 Range
Flood: Deal Water Damage, CT, 3 AoE, 5 Range
Quake: Deal Earth Damage, CT, 3 AoE, 5 Range
Clear Day: Clear all Weather, CT
Snowstorm: Change Weather to Snow, CT
Rainstorm: Change Weather to Rain, CT
Magnetic Field: Create a Magnetic Field, CT
Meteor: Hit the entire field with a meteor, CT, 255 AoE
Reaction
Support
Short Charge: Cut charging times for spells in half
Description: This skillset uses the very mechanics of the mind to bend the enemy to their will. Using a combination of scientific knowledge of the mind and how it works, powerful psychic magic, intuition, and good old fashion smooth talking, they can alter the behavior of their opponents to their favor. The effects can be as subtle as causing the opponent to doubt themselves or be overconfident, or as powerful as causing overwhelming rage, an impending sense of doom, or even turn the enemy to your side! While the fickle nature of the mind makes Talk Skill inaccurate, the small, yet precise nature of this magic allows it to have an almost non-existent cost, so you have nothing to lose when using this skill.
Innate: Monster Talk
Equip: Knives, Mage Hats, Robes
Talk Skill
Invite: Add Invite, Instant, 0 AoE, 3 Range
Charm: Add Charm, Instant, 0 AoE, 3 Range
Command: Add Brainwash, Instant, 0 AoE, 3 Range
Sleep: Add Sleep, Instant, 0 AoE, 3 Range
Insult: Add Insane, Instant, 0 AoE, 3 Range
Damnation: Add Death Sentence, Instant, 0 AoE, 3 Range
Frighten: -20 Brave, Instant, 0 AoE, 3 Range
Encourage: +20 Brave, Instant, 0 AoE, 3 Range
Muddle: Add Confuse, Instant, 0 AoE, 3 Range
Distract: Add Flinch, Instant, 0 AoE, 3 Range
Warn: Add Defend, Instant, 0 AoE, 3 Range
Preach: Add Reraise, Instant, 0 AoE, 3 Range
Reaction
Mind Block: Prevents the effects of Talk Skill from taking hold
Support
Monster Talk: Allows the user to talk to Monster Units
Description: Dark Sword takes a bad situation and turns it into an opportunity. Dark Sword's skills are either powered up or activated by being inflicted by negative statuses. Despite the obvious drawback, they are very much worth being inflicted with negative statuses, as they are very effective and ranged and inflict the status they are inflicted with on to other targets.
Critical Attack: Attack does more damage the lower the HP, Requires Critical, Poison-Elemental
Death Sentence Attack: Furious attack only makes you attack faster, +20 CT, Add Death Sentence, Requires Death Sentence, Poison-Elemental
Malaise: Inflict any and all statuses the caster has onto the target
Reaction
Support
Description: Holy Sword is the opposite of Dark Sword, in that it utilizes positive status to power up and/or activate it's skills. What's more, is that each skill cancels it's corresponding status on it's targets. While it's drawbacks are not as noxious as Dark Sword, it still has the drawback of weakening the status that is utilizes by reducing the amount of time it persists on the caster, so use them wisely.
Protect Attack: [PA+PD]*MA, Increase PD if Protect, -CT from Protect Status, Instant, Cancel: Protect on target
Shell Attack: PA*[MA+MD], Increase MD if Shell, -CT from Shell Status, Instant, Cancel: Shell on target
Might Attack: [PA+PD]*MA, Increase PA if Might, -CT from Might Status, Instant, Cancel: Might on target
Enchant Attack: PA*[MA+MD], Increase MA if Enchant, -CT from Enchant status, Instant, Cancel: Enchant on target
Regen Attack: PA*MA, Add 1/8*HP damage if Regen, -CT from Regen status, Instant, Cancel: Regen on target
Haste Attack: Damage, +10 CT to caster if Haste, -CT from Haste status, Instant, Cancel: Haste on target
Focus Attack:
Image Attack:
Full Heath Attack:
Reraise Attack: Deal great damage to all things tainted by evil if Reraise, Instant, Cancel: Reraise on target
Reaction
Life Up: Add Reraise to self when attacked
Support
Description: Throw attacks opponents by throwing leftover weapons at them. You can choose to throw in a straight line for maximum range, or at an arc to throw over obstacles. The more powerful the item group is, the shorter is range becomes.
Throw
Throw Straight
Throw Arc
Throw Stone: 1.5*Move = Range
Throw Shuriken: 1.25*Move = Range
Throw Ball: 1.25*Move = Range
Throw Knife: 1.25*Move = Range
Throw Flail: 1.25*Move = Range
Throw Ninja Blade: 1.25*Move = Range
Throw Sword: Move = Range
Throw Ax: Move = Range
Throw Mace: Move = Range
Throw Rod: Move = Range
Throw Staff: Move = Range
Throw Spear: ¾ Move = Range
Throw Stick: ¾ Move = Range
Throw Hammer: ½ Move = Range
Throw Greatsword: ½ Move = Range
Reaction
Catch: Catch weapons thrown at you
Support
Description: Iaido is weapons heavy skill, it is a very versatile skillset. It allows for attacks that minimize Reaction, defense and evasion, attack at a range, or just kill the enemy outright. Unfortunately, this skillset will break your weapon quite often, so you will have to replace it quite often, while easy with it's built-in weapon replacement skill, can and will get very expensive. Use with caution.
Innate:
Equip: Katanas, Helmets, Armor
Iaido
Re-equip Weapon: Equip any Weapon you can equip
Gil Toss: Pay money to deal damage, Damage = Gil/20*(Br/100), Maximum payment of 4000 gil per attack, 3 Range
?: Deals damage instantly, unevadable, (100-[Br-20])% chance of breaking held weapon, Requires a Weapon
?: Causes opponent to die instantly, Held weapon breaks on success, Requires a weapon
?: Strikes a powerful blow, Held weapon breaks on success, Requires a Weapon
?: Use MD for defense instead of PD, (100-[Br-20])% chance of breaking held weapon, Requires a Weapon
Brave Spirit: Use own brave to suppress the brave of target, upon successful execution, chance of Brave reaction triggering your action is (Target Brave - Caster Brave), (100-[Br-20])% chance of breaking held weapon, Requires a Weapon
Weapon Throw: Throw your held weapon through enemies, Requires a Weapon, 3 Range, Cardinal AoE
Reaction
Support
Description: Ninja is a particularly lethal and efficient skillset. One skill can condemn the enemy to death with a single blow. Other skills can instantly stop the enemy in his tracks, push the enemy off great heights, or kill the enemy outright. However all of these skills have one weakness; they are Dark-Elemental. All it takes is one piece of equipment to render all these skills useless, leaving you with the only options of attacking or falling back on a secondary. Use with caution.
Innate: Duel Wield
Equip: Ninja Blades, Hats, Clothes
Ninjitsu
Shadow Drain: Absorb HP from target, Instant, Dark-Elemental, Mana cost, 3 Range
Shadow Absorb: Absorb MP from target, Instant, Dark-Elemental, Mana cost, 3 Range
Shadow Warp: Use Action to move again, Instant, Range = Move/2
Shadow Attack: Attack with the element of darkness, Instant, Dark-Elemental, Mana Cost, Weapon Range
Shadow Push: Push enemies with the powers of darkness, 100% Knockback, Instant, Dark-Elemental, Mana Cost, 3 Range
Shadow Blast: Fragment your shadow to attack from far away, Instant, Dark-Elemental, Mana Cost, Range = Move
Shadow Poison: Attack injects opponent with lethal poison of darkness, Instant, Dark-Elemental, Add Death Sentence, Mana Cost, 1 Range
Shadow Slice: Attack reduces target HP by 50%, Instant, Dark-Elemental, Mana Cost, 2 Range
Shadow Spike:Attack that kills instantly, Instant, Dark-Elemental, Mana Cost, 1 Range
Reaction
Secret Injection: When attacked, counter with Shadow Poison
Support
Dual Wield: Equip two weapons at once
Description: Instinct is a monster influenced skillset that the hopeful user has to be hit with in order to utilize. While not as potent as the real deal and much more costly, they are still very powerful, inflicting moderate to heavy elemental damage at a range. Instinct is also the only skillset that works while Berserk.
Beast Attack: (1/2*PA)*PA, Instant, HP and MP Cost, 1 Range
Fire Bomb: Fire-Elemental Instant, HP and MP Cost, 1 AoE, 2 Range
Thunder Strike: PA*WP, Lightning-Elemental, Instant, HP and MP Cost, 0 AoE, 4 Range
Whirlwind: Wind-Elemental, Instant, HP and MP Cost, 2 AoE, 0 Range
Shockwave: Earth-Elemental, Instant, HP and MP Cost, Cardinal AoE, 5 Range
Aura Blast: Holy-Elemental, Instant, HP and MP cost, 0 AoE, 3 Range
Aqua Breath: Water-Elemental, Instant, HP and MP cost, Triple Breath AoE, 2 Range
Arctic Blast: Ice-Elemental, Instant, HP and MP cost, Special AoE: Valley, 3 Range
Bad Breath: Poison-Elemental, Instant, HP and MP cost, 1 Range
Chakra: Dark-Elemental, Instant, Heal HP and MP, 1 AoE, 0 Range
Reaction
Support
Description: Poach allows you to set your own one time use traps. Traps activate by merely walking over them, as opposed to fully stopping over them. This property gives them a powerful area denial ability. When they kill a monster, they automatically poach them into an item, no Poach ability needed.
Innate: Poach
Equip: Lances, Guns, Hats, Clothes
Poach
*Note: Traps activate when you move over them, as opposed to just stopping over them. Once you trigger a trap, you stop moving, irregardless of what happened to you.
Spike: Cuts HP in half, Dark-Elemental
Poison Needle: Adds Poison
Pit Fall: Adds CT 00
Leg Snare: Adds Move Seal
Fairy Ring: Adds Frog
Sleeping Gas: Adds Sleep
Lethal Gas: Adds Death Sentence
Fire Mine: Deals Fire Damage
Reaction
Support
Poach: When attacking a monster in critical, kill it instantly and remove it from the battlefield
Description: Summon Magic draws upon the power of the Espers themselves to cast the most powerful magics available. Usually, these magics would be impossible for a human to cast, but with the help of the Espers, a human can cast spells usually reserved for monsters and demons. But even with the help of the Espers, Summon Magic comes at a great cost with charge times and both an MP and HP cost.
Innate:
Equip: Rods, Staves, Mage Hats, Robes
Summon Magic
Moogle - Curaja: Heal massive HP, HP and MP Cost, CT, 2 AoE, 4 Range
Chocobo - Chocobuckle: Attack with Choco Meteors, 2-5 Strikes, HP and MP Cost, CT, 4 Range
Ifrit - Firaja: Deal Massive Fire Damage, HP and MP Cost, CT, 2 AoE, 4 Range
Shiva - Blizzaja: Deal Massive Ice Damage, HP and MP Cost, CT, 2 AoE, 4 Range
Ramuh - Thundaja: Deal Massive Thunder Damage, HP and MP Cost, CT, 2 Aoe, 4 Range
Titan - Roxxor: Deal Massive Earth Damage, HP and MP Cost, CT, 3 AoE, 5 Range
Silf - Aeroja: Deal Massive Wind Damage, Friendly, HP and MP cost, CT, 3 AoE, 5 Range
Odin - Shock: Deal Non-Elemental Damage with 25% chance of Dead, HP and MP cost, CT, 2 AoE, 4 Range
Golem - Paling: Protect yourself and allies in proximity of you from weapons, Friendly, HP and MP cost, CT, 2 AoE, 0 Range
Fairy - Revival: Revive allies, Friendly, HP and MP cost, CT, 1 AoE, 4 Range
Hades - Scourge: Deal Massive Poison Damage with 25% of Poison, HP and MP Cost, CT, 2 AoE, 4 Range
Salamander - Ardor: Deal Massive Fire Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range
Leviathan - Cascade: Deal Massive Water Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range
Lich - Dark: Deal Massive Dark Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range
Alexander - Holy: Deal Massive Holy Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range
Bahamut - Flarega: Deal Massive Non-Elemental Damage to one target, HP and MP cost, CT, 0 AoE, 4 Range
Cyclops - Scathe: Deal Massive Non-Elemental Damage to area, HP and MP cost, CT, 3 AoE, 5 Range
Zodiac - Apocalypse: Deal Massive Non-Elemental Damage to all enemies, HP and MP cost, CT, 255 AoE, 0 Range
Reaction
Support
Half MP: Cut MP cost in half
Description: Sing is a skillset that uses various magical songs to heal and buff all allies on the field. Dance is a skillset that uses various magical dances to damage and debuff all enemies on the field. What is truly unique about them is that each skillset is exclusive to one gender, males have Sing exclusively, and females have Dance exclusively. Both are free of HP and MP cost, but have to be continously performed in order to have a reasonable effect.
Innate:
Equip: Harps/Cloth, Hats, Clothes
Sing
Angel Song: Add MP to all allies, Performance, All Allies
Life Song: Add HP to all allies, Performance, All Allies
Battle Song: Add PA to all allies, Performance, All Allies
Magic Song: Add MA to all allies, Performance, All Allies
Endurance Song: Add PD to all allies, Performance, All Allies
Resist Song: Add MD to all allies, Performance, All Allies
Cheer Song: Add Speed to all allies, Performance, All Allies
Nameless Song: Add random positive statuses to allies, Performance, All Allies
Last Song: Add Quick to allies, Performance, All Allies
Dance
Witch Hunt: Take away MP from all enemies, Performance, All Enemies
Wiznaibus: Take away HP from all enemies, Performance, All Enemies
Polka Polka: Take away PA from all enemies, Performance, All Enemies
Disillusion: Take away MA from all enemies, Performance, All Enemies
Defense Down: Take away PD from all enemies, Performance, All Enemies
Resist Down: Take away MD from all enemies, Performance, All Enemies
Slow Dance: Take away Speed from all enemies, Performance, All Enemies
Nameless Dance: Deal random negatives statuses to enemies, Performance, All Enemies
Last Dance: Add CT 00 to enemies, Performance, All Enemies
Reaction
Support
Description: Uhh...?
Mimicry
Title: Re: FFT Tabletop Info and Updates
Post by: Dokurider on January 02, 2011, 05:37:56 am
Weather
Night: Night cuts the distance a unit can see in half, meaning they cannot target a unit if they are too far away. Night Penalty is negated by Vision. Stacks with Fog to cut distance to a third.
Fog: Fog cuts the distance a unit can see in half, meaning they cannot target a unit if they are too far away. Nigh Penalty is negated by Vision. Stacks with Fog to cut distance to a third.
Rain: Rain boosts Lightning-elemental attacks by 5/4 and weakens Fire-elemental attacks by 3 /4. It also makes the following terrain slippery: Gravel, Stone Floor, Stone Wall, Tombstone, Rocky Cliff, Ice, Roof, and Chimney. What that means is a move penalty of -1 Move when on or moving across those surfaces. It also makes the terrains Natural Surface, Road, Wasteland, Marsh and Swamp muddy and also inflict a move penalty of -1.
Snowstorm: Snowstorm boosts Ice-elemental attacks by 5/4 while reducing Fire-elemental attacks by 3 /4. Snowstorm causes [Current HP * 0.05] damage per turn to all units on the field. The bitter cold also suppresses Critical based abilities and attacks by triggering Critical at 10% rather than 20%. Finally, it causes units to die faster, by automatically reducing Death Counter to 2 as opposed to 3.
Heat Wave: Heat Wave boosts Fire-elemental attacks by 5/4 while reducing Ice-elemental attacks by 3 /4. Heat Wave causes [Current HP * 0.05] damage per turn to all units on the field. The scorching heat also suppresses Critical based abilities and attacks by triggering Critical at 10% rather than 20%. Finally, it causes units to die faster, by automatically reducing Death Counter to 2 as opposed to 3.
Galestorm: Galestorm boosts Wind-elemental attacks by 5/4. It either increases or decreases the range of Bows unless they are Wind-elemental, in which case, it's just a increase or no change. It depends on which way the wind is blowing. If you attack with the wind, you get a +2 range boost, if against, you get a -2 range. The wind can either blow North, South, East, or West.
Magnetic Field: Magnetic Field causes any unit with a Metallic item on them to lose -1 Speed. A unit with a Mythril Item on them will gain +10 CT per turn. Have a Metallic Item and a Mythril Item will cancel out each other's effect.
Holy Field: Holy Field boosts Holy-elemental attack by 5/4 while reducing Dark-elemental attacks by 3/ 4. It also causes positive statuses to last longer (+5 CT) while negative statuses end sooner or are less effective (-5 CT; Poison does 1/8 damage per turn, Death Sentence kills in 4 turns instead of 3). Units also die slower by increasing Death Counter to 4 instead of 3. Undead cannot self revive here.
Unholy Field: Unholy Field boosts Dark-elemental attack by 5/4 while reducing Holy-elemental attacks by 3/ 4. It also causes negative statuses to last longer (+5 CT) while positive statuses end sooner or are less effective (-5 CT; Reraise revives in two turns as opposed to reviving the next turn). Units also die faster by increasing Death Counter to 2 instead of 3. Undead always self revive here.
Terrain Penalties and Bonuses
Note: Terrain Penalties and Bonuses do not stack unless otherwise noted
Uphill Penalty: If the panel you moved onto or moving over is 3 Height or higher then the panel you just walked off of, then moving onto that higher panel will cost 2 Move Points instead of 1. Panels were you have to jump to get on them are exempt from this penalty.
Downhill Bonus: If the panel you are moving onto is 3 Height or lower then the panel you were standing on, then you gain an extra Move point. Panels were you had to jump to get there are exempt from this bonus
Lava Penalty: You cannot move onto Lave Panels, period. Fortunately, you can get as close to them as you like. No need to worry about superheated gases!
Water Penalty: You require 2 Move Points to move 1 panel upon entering Waterway, Lake, Sea or Poison Marsh. In Waterfalls or Rivers, you can move 1 panel per turn, irregardless of your actual move. In water that is 2 Height or deeper, you cannot act or use reactions. You get Poisoned upon stopping in Poisoned Marsh.
Mud Penalty: When raining, Natural Surface, Roads, and Wastelands get muddy and hard to move in. You require 2 move points to move 1 panel that is Muddy.
Slick Penalty: When raining, Roof, Chimney, Stone Floors, Stone Walls, Tombstone, Gravel, Sky, Machine, Ice, Wooden Floor, Stairs, and Decks get slippery and are hard to move on. You require 2 Move points to move 1 panel that is Slippery.
Snow Penalty: Moving on Snow and Ice panels require 2 Move Points to move 1 Panel.
Sand Penalty: Moving on Sand requires 2 Move Points to move 1 Panel.
Underwater
You require 2 Move Points to move 1 panel upon entering Underwater terrain. While underwater, your jump doubles and you have 3 turns to get to air before you drown. Water-Elemental, Ice-elemental and Lightning-elemental attacks are increased by 5/4 while Earth-elemental attacks are reduced by 3/ 4 and Fire-elemental and Wind-elemental attacks are completely ineffective. If you are on land in the air and attack someone who is submerged underwater and vice versa, the target gains a Refraction bonus of 4/3 to their P.Ev.
*Note: I decided to make Move abilities into items instead. It just makes more sense to me then having them as abilities.
Battle Shoes: Resist most terrain effects, can only ignore one terrain penalty at a time.
Spike Shoes: +2 Jump
Germinas Boots: +1 Move
Sprint Shoes: +2 Move on flat, easy, land with no more than +/- 2 Elevation, -1 Move otherwise, Always: -1 Jump
Waders: +1 Move in Swamp, Marsh and Poison Marshes, cannot be poisoned by marshes, -1 Move on various dry terrain
Swimming Fins: +2 Move in Rivers, Lakes, and other bodies of non-stagnate water, not effected by water penalties, -1 Move on all other types of terrain
Lava Boots: Can walk on Lava terrain, Unstealable if on Lava, +1 on Rocky Cliffs and Lava Rocks, -1 on all other terrain
Snow Shoes: +1 Move on Snow and Ice terrain, ignore Snowstorm damage, ignore Snowstorm effects when attacked, -1 Move on all other terrain
Red Shoes: +1 Move on Wooden Floor, Rug, Stairs, Deck and other indoor terrain, -1 Move on all other terrain
Rubber Shoes: +1 Move on Roof, Chimney, and other surfaces that get slick while raining, Always: +1 Jump, Ignore the effects of Thunderstorm when attacked, Neutral on those surfaces when not raining
Gillie Boots: Ignore the effects of Mud
Feather Boots: Always: Float, -1 Move
Desert Boots: +10% P.Ev/M.Ev when on Sand Area and Wasteland, Ignore Sand Penalty, -1 Move on Water-Based Terrain
Jackboots: No Penalty for moving uphill
Flee Shoes: +1 Move, +1 Jump, and +10% P.Ev when in Critical
Fertile Shoes: Always: Regen when on Natural Surfaces, Grassland and other fertile surfaces, Add Poison on Machine, Desert, and other man made terrain/life hostile terrain
Hermes Sandals: Allows one to fly
Water Shoes: Allows one to walk on water
Sneak Shoes: Allows one to move through enemy units
Steel Poleyns: Allows one to disable traps by walking on them
Title: Re: FFT Tabletop Info and Updates
Post by: Dokurider on January 02, 2011, 05:39:54 am
Status List
Negative Status
Debuff Statuses
Blind: Unit is unable to see clearly; Reduces Physical and Magical accuracy by 50%; Lasts indefinitely
Poison: Unit is poisoned; Deals [1/6 * Max_HP] of HP damage to a unit per turn; 64 CT
Venom: Unit is Deals [¼ * Max_HP] of HP damage to a unit per turn; Poison Elemental Damage; 48 CT
Leech: Deals [1/8 * Max _HP] of HP damage to a unit per turn with half the damage being dealt healing the original caster; Undead reversal
Sap: Deals [1/4 * Max_HP] of MP damage to a unit per turn; 64 CT
Age: Deals [1/(16-Speed) * Max_HP] of HP damage to a unit per turn; 64 CT
Decay: Deals [1/8 * Max_HP] of HP damage to a unit per turn; Lasts indefinitely
Disease: HP or MP damage done to unit cannot be recovered; 64 CT
Plague: Deals [1/8 * Max_HP] of HP damage to a unit per turn; units within 1 panel of the effected unit has a 50% chance of contracting Plague; 64 CT
Virus: Deals [1/(16-V) * Max_HP] of of HP damage, where V is Viral Counter, which increases with the number of turns it's been on the target; V caps at 15; Lasts indefinitely
Trouble: Reduces Physical and Magical Evasion by 50%; Lasts indefinitely
Oil: Increases Fire Damage done to target by 25%; 48 CT; Each Fire-elemental attack takes away 4 CT
Flinch: Cannot evade or react until next AT
Fear: Reaction rate is reduced by 50%, effects Brave based weapons as well
Amnesia: Cannot use Reaction; 32 CT
Slow: CT Accumulation Rate and Stat Regeneration Rate is reduced by 50%; 32 CT
Charm: When attacking a unit of the opposite sex, attack has a 50% of failing; 32 CT
Wither: Unit's effective PA is reduced by 25%; 32 CT
Addle: Unit's effective MA is reduced by 25%; 32 CT
Expose: Enemy's PA is boosted by 25% when targeting the effected unit; 32 CT
Sheer: Enemy's MA is boosted by 25% when targeting the effected unit; 32 CT
Curse: All Negative statuses either 50% longer or are more effective, while Positive statuses are either 50% shorter or are less effective; 32 CT
Mezzer Statuses
Immobilize: Cannot move, 32 CT
Paralyze: Cannot act, react or evade, 24 CT
Silence: Cannot use attacks that use MP, Lasts indefinitely
Seal: Cannot use attacks that use HP, Lasts indefinitely
Stop: Cannot act or move for brief period of time, 16 CT
Confuse: Units lose control of self and starts moving and acting randomly; 32 CT
Berserk: Unit loses control of self and starts attacking the enemy recklessly; 50% Attack Damage Bonus; 28 CT
Sleep: Unit fall into a deep sleep neither able to act or move; Unit takes 50% more physical damage; 60 CT
Frog: Unit becomes a frog, only able to attack with [(Brave/100) * PA] damage; Unit takes 50% more damage; Can only move 2 panels at a time; Lasts indefinite
Chicken: Unit becomes a Chicken, losing control of themselves and constantly running away from battles; Unit takes 50% damage
Manipulate: Unit is under control of the enemy side temporarily; 32 CT
Vampire: Unit loses control, attacks other units indiscriminately with a technique called "Blood Suck" which will add Vampire to that unit as well; Lasts indefinitely
Petrify: Unit turns into stone; Lasts indefinitely
Death Sentence: Unit will die in 3 turns; Not blocked with Dead Immunity
Dead: Unit is dead; Lasts until Death Counter reaches -1
X-Zone: Unit is remove permanently from the battlefield, but is otherwise still alive; Lasts until the end of the battle
Positive Status
Regen: Unit gains [1/8 * Max_HP] of HP per turn; 32 CT
Recharge: Unit gains [1/10 * Max_MP] of MP per turn; 24 CT
Protect: Units targeting the effected unit gain a 25% penalty to their PA; 32 CT
Shell: Units targeting the effected unit gain a 25% penalty to their MA; 32 CT
Might: Unit gains a 25% PA bonus; 32 CT
Enchant: Unit gains a 25% MA bonus; 32 CT
Focus: Unit gains a 50% accuracy bonus; 32 CT
Image: Unit gains a 50% evasion bonus; 32 CT
Haste: Unit's CT Accumulation Rate increases by 50%; 32 CT
Reflex: Unit Reaction Rate is increased by 33%; 32 CT
Float: Unit floats above the ground, immune to traps, any and all Earth-Elemental Spells, and terrain effects; 28 CT
Defend: Unit Reaction will always trigger until next AT
Reraise: If unit dies while Reraise is active, unit is automatically revive on his next turn; Lasts indefinitely
Bless: All Positive statuses either 50% longer or are more effective, while Negative statuses are either 50% shorter or are less effective; 32 CT
Neutral Statuses
Add: Increases amount of damage dealt by 33%, but deals some of it back to the caster; 32 CT
Subtract: Decreases amount of damage dealt by 33%, but heals some of it back to the caster
Multiply: Increases amount of damage dealt and given by 33%
Divide: Decreases amount of damage dealt and given by 33%
Reflect: Incoming magic spells are reflected right back at the caster
Revolve: Incoming magic spells are reflected in the direction where the unit with Revolve is facing
Translate: Incoming magic spells are reflected 180º from where caster was standing when the magic spell was casted
Faith: Increase the Magic damage of certain Magic Spells by 50% but increases Magic damage from certain Magic Spells done to the target by 50%
Innocent: Unit cannot by effected by certain Magic Spells, but cannot cast those same Magic Spells as well
Title: Re: FFT Tabletop Info and Updates
Post by: Dokurider on January 02, 2011, 05:40:26 am
Definitions
Unit: Any person or monster that is currently on the battlefield
Action: Anything a unit can do. Includes Move, Act and Wait
Act: An Action that allows you to either use the ATTACK skill or use a skill from either your Primary or Secondary skillset.
Move: An Action that moves the unit across the board
Wait: The Action of taking no action. Conserves CT.
Skill: An Action that you can take against a target. They can deal damage, heal or inflict statuses.
Skillset: A set of skills a unit can have. Human units can have up to two skillset
Primary Skillset: The Skillset that the unit's class comes with. Primary Skillsets cannot be swapped for another skillset with one exception.
Secondary Skillset: The other skillset a unit has. Unlike Primary Skillsets, Secondary skillsets can be swapped for other skillsets. A unit can have any one accessible skillset they want except for their primary skillset.
Attack (skill): A stand alone skill that attacks a target with held weapon in hand for physical damage.
Cast: The act of using a skill or command.
Caster: A unit who is casting a skill.
Target: A unit who is being targeted by a skill. You can be the target of your own skill.
Damage: The loss of HP or MP. Unless otherwise stated, assume that damage is referring to HP damage.
Status: An effect on the unit. Statuses are usually temporary and can be good or bad for the unit.
Heal: The gain of HP or MP. Reverses on Undead
Drain: An effect where the caster is healed while the target is damaged. When casted on Undead, the target is healed and the caster takes damage
Reverse: When Healing damages instead and vice versa. This typically happens when you cast a skill that specifically heals on an Undead unit. Reverse (against the Undead) also happens on Drain skills.
Physical: A type of skill that meets at least one of these requirements:
A) Effectiveness is increased by the caster having Attack Up or Might or the target having Expose
B) Effectiveness is decreased by the target having Defense Up or Protect or the caster havine Wither
C) Success rate is decreased by target's Physical Evasion
Note that a skill does not have to use PA in it's effectiveness formula in order to be a physical skill
Magical: A type of skill that meets at least one of these requirements:
A) Effectiveness is increased by the caster having Magic Attack UP or Enchant or the target having Sheer
B) Effectiveness is decreased by the target having Magic Defense UP or Shell or the caster having Addle
C) Success rate is decreased by the target's Magical Evasion
Neutral: A type of skill that does not meet the requirements of a Magical Skill or a Physical Skill.
CT (Charge Time):
Clocktick: The basic unit of time in battle. It is the period of time between two consecutive S+ Phases. During one clocktick, each unit's CT meter increases by an amount equal to the unit's Speed.
Speed: The stat that determines how often a unit gets Active Turns. For each unit of FFT time (clocktick), each unit will gain an amount of CT equal to its Speed. A unit gets a turn on any clocktick where its CT is greater than or equal to 100. Speed is also used in formulas for certain skills.
Physical Attack (PA): The stat that determines the effectiveness of most Physical Skills.
Magical Attack (MA): The stat that determines the effectiveness of most Magical Skills.
Success: The likelihood of a skill successfully executing on a target. It is usually modified by target evasion. Not all skills have 100% success by default.
Evasion: The target's ability to avoid getting hit by a skill altogether. All units have some evasion naturally, called Character Evasion or C-Ev. They can gain more evasion by equipping weapons(Weapon Evasion or W-Ev), Shields, (Shield Evasion or S-Ev), and Accessories (Accessory Evasion or A-Ev).
Weapon Power (WP): A weapon's ability to deal damage.
Attack Stat (XA): The term for the stat being currently used. It must directly determine the effectiveness of the attack.
Slow Action: Any skill that requires a charge time between the time it is selected and the time when it is actually executed
Fast Action: Any skill that is executed the second it is chosen.
Reaction: Any skill that is executed by the unit immediately after being targeted by a skill. Reactions cannot be mimicked or reacted to. The nature of the unit's reaction is dependent on the unit's reaction ability.
Clockticks Til Resolution (CTR): A value associated with each slow action that determines its charging time in clockticks. Slow actions with CTR = 1 will be executed on the clocktick after it is initiated. Actions with CTR = 2 will be executed on the second clocktick after it is initiated.
Brave: A representation of bravery in battle. It is mainly used in determining the triggering rate of reactions. Brave scales from 0 to 100. Triggering rates for Reactions can either be (Br/100)% or ([100-Br]/100)%, depending on whether the Reaction is an Offensive Reaction or Defense Reaction. When Brave fall below 10 in battle, the Unit gains Chicken Status and will stay in Chicken until their Brave has regenerated back to 10 or more.
Faith: A representation of one's belief in miracles and supernatural phenomenon in battle.
To Add a status change is to cause a unit to be affected by that status change.
To Cancel a status change is to remove a status change that had previously been added to a unit.
To Block a status change or element means that the status cannot be set on the blocking unit or that attacks bearing the element have a 0% success rate on the blocking unit. To inherently block a status or element is to be IMMUNE to that status or element.
To Absorb a element means that the elemental heals the unit instead of dealing damage. Skills that attempt to set a status cannot be sent.
Range: How far a skill can target, measured in panels. (Not counting the caster himself).
Area of Effect (AoE): How many panels a skill can actually target, measured in panels.
Line of Sight (LoS): The skill property of only being able to execute on a target only if the target is on a roughly linear path with the caster. Obstacles and others units will interfere with LoS. If an obstacle blocks the path, that skill cannot be executed on that target. If a unit is blocking the path, that unit will have that skill executed on them instead. LoS can also be a concave-down parabolic as well.
Title: Re: FFT Tabletop Info and Updates
Post by: Dokurider on January 03, 2011, 02:31:31 am