![]() is THE place for Android Modding, Hacking, Guides & Tutorials, and Technology in general. Hacks and Cheats needed? No problem! Almost every Android APK game we offer has got lots of available MOD versions to choose from, including fully unlocked versions of demo apps! We have many exclusive apps for your smartphone you can find and download for free only on our website, updated daily! I’ve kicked around the idea of having some kind of master ‘monster stack’ or GMs collecting tokens for ‘standard’ and ‘special’ actions as players accumulate their ATB bars that could be ‘cashed in’ to have monsters act, but this hasn’t yet coalesced into something that seems like it’d be playable.Looking for Android Games or Apps? Get the Free, Paid and MOD APK and DATA (Game Cache) files for free at ! Thousand of games and apps never seen before elsewhere, updated hourly! has the greatest collection of all the latest and best games and apps you always wanted to play! Players under the Status Conditions Stop and Stone do not add chips to their ATB bars until the Status Condition is cancelled.Īs fun as this system is from a physical perspective, I can see this getting annoying quickly when GMs are tracking monster actions. The lowest cost an Action can be reduced to is 1 the highest cost an Action can be increased to is 8. The Status Conditions Haste and Slow affect the chip costs of Actions: Haste halves them, while Slow doubles them. If multiple players want to act on the same tick, they should decide amongst themselves who acts first, second, or third. If players and monsters declare an Action on the same tick, players will always act before the monsters do. If this happens before the Action has been carried out, the Action is aborted the character can start adding chips to their ATB bar again, but has lost any chips already spent on ‘charging’ the Action. Some combat effects can interrupt a Charged Action. ![]() This continues until you’ve removed a number of chips equal to the Charged Action’s Countdown rating at that point, the Action finally happens and you can resolve its effects as normal. The next time the GM calls ‘tick’, do not add a chip to your ATB bar, but remove it instead. When you first announce that you are making a Charged Action, your character begins charging up. These are called Charged Actions, typically because they require the character to build up a certain amount of chi or magical force before they can be unleashed.Įach Charged Action has a Countdown. Some Actions don’t happen immediately, but take a little while to take effect. You normally may only carry out one Action in any given tick, although some Abilities, like Doublecast, allow you to ignore this limitation for certain kinds of Actions. Standard Action (Item, Standard Weapon, Ability, Magic) – 4 How many chips you have to remove from your bar depends on how elaborate or complicated your Action is - the bigger the effect, the longer it will take to recover from it, and the more chips you remove. Taking an Action in combat depletes your ATB bar. If the players successfully surprised or ambushed their opponents, they begin the battle with a full 8 chips. ‘Active Time’ bars have been a series staple since the SNES era.Īt the beginning of the battle, each player rolls a d4 and adds that many chips to their ATB bar. They don’t have to act until they wish to, but can’t add more chips to their bar until they spend at least some of their existing chips. Once a player’s Active Time Bar reaches 8 chips, their bar is full. Once all Actions have been resolved - or if nobody chose to make an Action - the GM calls ‘tick’ again and the process repeats. Once this is done, any player can declare that their character is taking an Action. The GM calls ‘tick’, and all players add one chip to their bar. In combat, each player has their Active Time Bar: a stack of poker chips that’s used as a resource for making actions. These ideas aren’t necessarily coherent or playable, but might hopefully inspire somebody in their own attempts to hammer out a Final Fantasy RPG. In addition to collecting a shedload of notes about Ivalice as a gaming setting, I’ve also spent a fair bit of time thinking about how to bring some of the more distinctive aspects of the Final Fantasy games to a tabletop setting.
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