hm. I know you said you'd do the translation, but screw that. Taking a few simplifying shortcuts with the CT system, feel free to adjust some of the numbers.
In the tick system, all units get a turn every X ticks, which is their Speed stat divided by 100 and then rounded.
8 speed unit gets a turn every 12 ticks
9 is 11
10 is 10
11 is 9
7 is 14
6 is 17
Once their turn it up, they are able to both move and act, in either order. If they choose to not do either of these actions, their subsequent turn will occur 2 ticks faster than previous. If a unit is hasted, that's 3 less ticks in between actions and slow is 3 more ticks inbetween actions. Conversely, you can be a bit harder with the numbers and use the traditional 20% boon via not moving or action, and with haste/slow you can divide their current speed rate by 1.5 and round down for haste (a 12-tick unit now gets a turn every 8 ticks), with slow as the opposite; multiple their ticks per turn by 1.5 and round up; 12 becomes 18. If you have a wide range of speeds the % thing is better, but if you hover around 8-10 speed it'd be much easier to keep the ticks while leaving the CT out imo.
Charge-time actions (Jump, spells) will always occur before units are able to act (ie, Fire resolves on tick 16, and Jill the squire also gets a turn on tick 16, Fire always happens first). Quick is quirky in this manner. Since it resolves before character action, a Quicked unit will act before the other charge-time reactions resolve. Haste and slow are a bit tricky because of their mid-turn effects -- perhaps make it +/- 1 tick on effect and wearing off, and then with the +/- 3 modifier on their actions while hasted/slowed*?
Status effects always tick down and last until the end of a tick. A unit with protect will keep it through his action + getting countered.
Mimes will mimic actions after a unit is done with both moving and acting.
~
Should suffice?
*Jill is an 8 speed unit, so for the battle she gets a turn every 12 ticks. On her first turn she doesn't act but does move, so her next turn is on tick 20. She gets slow cast on her at tick 14, so she gets immediately pushed back to tick 21. On tick 21 she acts and moves again, and now her next action will occur on tick 36. Tick 36 is similar; she fights and moves, slated to act again on tick 51. However, slow wears off on tick 40, so she immediately gains a tick and will act again on tick 50.
~
Barring that:
Start new tick.
At the start of every tick, all charge-time actions resolve
Then all units gain CT equal to their speed, potentially modifed by haste/slow/quick (yes, even when haste/slow/quick JUST occurred)
If a unit's CT is 100 or greater, they can act and move, in either order. Opting out of one or both is a boon of 20 CT (40 CT for both). Afterwards, they lose 100 CT. CT does rollover, so a 105 CT who doesn't move will have 25 CT prior to the next tick
At the end of the tick, status effects countdown and expire
Start new tick.
Acting, moving, and buffs/debuffs should be rather self-explanatory.
Edit: Introducing counters/evasion choices is a good idea, too. Countering = 2 additional ticks before your next turn, for example, while an evade attempt (successful or not) = 1 additional tick. For even more realism you can give a unit a 2 tick penalty whenever it gets damaged, but that might be going too far and abuseable (stunlocking via lots of mass light AoE)
In the tick system, all units get a turn every X ticks, which is their Speed stat divided by 100 and then rounded.
8 speed unit gets a turn every 12 ticks
9 is 11
10 is 10
11 is 9
7 is 14
6 is 17
Once their turn it up, they are able to both move and act, in either order. If they choose to not do either of these actions, their subsequent turn will occur 2 ticks faster than previous. If a unit is hasted, that's 3 less ticks in between actions and slow is 3 more ticks inbetween actions. Conversely, you can be a bit harder with the numbers and use the traditional 20% boon via not moving or action, and with haste/slow you can divide their current speed rate by 1.5 and round down for haste (a 12-tick unit now gets a turn every 8 ticks), with slow as the opposite; multiple their ticks per turn by 1.5 and round up; 12 becomes 18. If you have a wide range of speeds the % thing is better, but if you hover around 8-10 speed it'd be much easier to keep the ticks while leaving the CT out imo.
Charge-time actions (Jump, spells) will always occur before units are able to act (ie, Fire resolves on tick 16, and Jill the squire also gets a turn on tick 16, Fire always happens first). Quick is quirky in this manner. Since it resolves before character action, a Quicked unit will act before the other charge-time reactions resolve. Haste and slow are a bit tricky because of their mid-turn effects -- perhaps make it +/- 1 tick on effect and wearing off, and then with the +/- 3 modifier on their actions while hasted/slowed*?
Status effects always tick down and last until the end of a tick. A unit with protect will keep it through his action + getting countered.
Mimes will mimic actions after a unit is done with both moving and acting.
~
Should suffice?
*Jill is an 8 speed unit, so for the battle she gets a turn every 12 ticks. On her first turn she doesn't act but does move, so her next turn is on tick 20. She gets slow cast on her at tick 14, so she gets immediately pushed back to tick 21. On tick 21 she acts and moves again, and now her next action will occur on tick 36. Tick 36 is similar; she fights and moves, slated to act again on tick 51. However, slow wears off on tick 40, so she immediately gains a tick and will act again on tick 50.
~
Barring that:
Start new tick.
At the start of every tick, all charge-time actions resolve
Then all units gain CT equal to their speed, potentially modifed by haste/slow/quick (yes, even when haste/slow/quick JUST occurred)
If a unit's CT is 100 or greater, they can act and move, in either order. Opting out of one or both is a boon of 20 CT (40 CT for both). Afterwards, they lose 100 CT. CT does rollover, so a 105 CT who doesn't move will have 25 CT prior to the next tick
At the end of the tick, status effects countdown and expire
Start new tick.
Acting, moving, and buffs/debuffs should be rather self-explanatory.
Edit: Introducing counters/evasion choices is a good idea, too. Countering = 2 additional ticks before your next turn, for example, while an evade attempt (successful or not) = 1 additional tick. For even more realism you can give a unit a 2 tick penalty whenever it gets damaged, but that might be going too far and abuseable (stunlocking via lots of mass light AoE)