Retro
Status and Elements:
Elemental damage is more related to "damage types" than "universal forces" -- kind of the opposite of the original Final Fantasy, really. Opposing elements are listed opposite each other.
Cold | Heat |
Water | Electric |
Holy | Dark |
Mild status are effects that aren't really that big a deal.
Name | Effect | Heal Naturally? | Heal Medically? | Heal Magically? |
Poison | 2 damage per turn and small amounts of damage while travelling | Yes | Yes | Yes |
Stun | lose next action in combat | Yes | No | No |
Sleep | cannot act until actively woken up | Yes | No | Yes |
Blind | all hits are calculated using only weapon's base % | No | Yes | Yes |
Serious status can significantly turn a battle around.
Name | Effect | Heal Naturally? | Heal Medically? | Heal Magically? |
Paralyze | lose next 5 combat actions | Yes | Yes | Yes |
Confuse | next 3 combat actions are determined by the GM randomly | Yes | No | Yes |
Sick | prevents HP restore by medicine or magic | Yes | No | Yes |
Toxic | 10 damage per turn and unable to travel by oneself | No | Yes | Yes |
Deadly status pretty much screws the victim.
Name | Effect | Heal Naturally? | Heal Medically? | Heal Magically? |
Petrify | victim turns into stone | No | No | Yes |
Dead | reduces hit points to 0 | No | No | Yes |
Insane | actions are random and generally detructive to everyone (including victim) | No | No | Yes |
Charm | next 3 combat actions are favorable to opponents (determined by GM) | Yes | No | Yes |
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