Ffix 2 Houserules

Status Effects

Heat - The character becomes incredibly heat-fatigued and is at risk of collapsing. When inflicted with this status effect, if the character takes any action other than Instant actions, they lose all HP and are rendered Unconscious after their action resolves. Some Instant actions, such as Quick Hit or Favored Spell, may be deemed too strenuous and also trigger this effect. This status effect can be cured by taking Ice or Water elemental damage, or by standing in an Elemental Field of those types. This status effect lasts half as long as normal, for up to two rounds.

Freeze - The character is frozen solid in ice. When inflicted with this status effect, the character is Stunned, even if they would normally be immune to that status effect, and if they are hit by an attack that deals Arm damage, they immediately lose all HP and are rendered Unconscious. This status effect can be cured by taking Fire elemental damage or by standing in a Fire Elemental Field. This status effect lasts half as long as normal, for up to two rounds.

The Body Temp tier 5 armor/add-on property functions as a Status-Proof property for Heat and Freeze. Status Proof cannot otherwise be applied to these two status effects. There is no Heat Touch or Freeze Touch property, excepting Special Abilities.

Trouble - When a character inflicted with this status effect receives damage, every member of their Group takes half of the same amount as non-elemental damage, rounded down, which cannot be reduced in any way. If the affected character's allies would somehow be immune to or absorb this damage, they instead do not. Damage inflicted by Trouble cannot trigger Trouble again.

Trouble-Proof is a tier 6 property. Trouble Touch is a Tier 5 property.


Every Blue Magic spell from Final Fantasy IX will be returning in some form, and many new spells as well - for example, the Ancient Black Magic, Indignation Laplace Laser.


Food: Pretty much an equipment slot in its own right, but not a permanent one. You have one Food slot in which you gain the effects of the last magical food you've eaten for the rest of the session, or longer, if the 'session' lasts an extremely short amount of in-game time. So think of it as an equipment slot for now - you can't have more than one active at a time.

Bracers: Everyone has a Bracers slot, unless you're proficient with Shields, in which case you have that instead. Bracers are not as powerful as shields and typically do not provide armor bonuses at all - at least in the lower tiers, but they do provide a little bit of AVD and give some characters a chance to have more equipment properties. Bracers typically cost around the same price as Shields do.


Hot-Blooded: Whenever the wearer of Hot-Blooded equipment spends one or more points of destiny during combat, they recover 25% of their total maximum HP and MP. This effect can only trigger once per round. At Tier 7 or higher, the character recovers 50% of their max HP and MP instead.


Synthesis as a skill check will require both gold and at least one component.

Workshops: In some safe areas, there are specialty shops where one can better work on pieces of equipment. These might be found in a base of operations, or be rentable for the day from their owners, or even found abandoned in odd locales. Whatever the case, a Workshop provides all the tools one might need to properly craft items. While in a workshop, you gain a +2 bonus to synthesis checks related to the nature of the workshop, and each character may, once per session, negate the loss of money and materials on a synthesis failure. A Base's well-stocked Workshop supports all types of synthesis, but finding an omni-Workshop elsewhere is a rarity.

Upgradable Items: Some items will have the extra special property "Upgradable". Upgradable items can, at any Workshop suited to them, be increased +1 tier by paying half the cost of the new item and rolling a successful synthesis check, using the item as the component. The synthesis check for upgrading an item receives the component's full tier as a bonus to the check. On a failure, the component is NOT used up, but the gil costs are paid as normal. When an upgradable item is successfully upgraded into a tier that allows a new property slot, you may immediately consume a different synthesis component to add a tier-appropriate property to the upgraded item. Upgraded items lose the upgradable property when they are successfully upgraded, unless stated otherwise.

Gem Polishing

This pseudo-synth skill allows one to improve a Gemstone and eventually add more properties to it. When polishing a gem, a normal Gemstone will improve from its base state to a "+1" bonus, and may continue to be polished, increasing the number count on the bonus by 1 each time. To polish a gem, roll a Polishing check against the difficulty of a shield of the tier equivalent to the bonus you're polishing up to, and pay an amount equal to 1/4 the market price for such a shield. For example:

Improving Emerald to Emerald+1 requires 12g and a polishing result of at least 7. Improving Emerald+1 to Emerald+2 requires 37g and a result of at least 9, etc etc.

At any time, the Polisher may declare their gem "Fully polished", at which point the numerical bonus may no longer be improved, but the gem immediately gains a property of the polisher's choice equal to or below the tier of the gem's numerical bonus. NO ADDING SPECIAL ABILITY. Polishing Gems benefits from a Tinkerer station.

In addition, polished gemstones may be sold for a premium at the GM's discretion.

Book Cursing

An uncommon, but well-known dark art, cursing tomes has never been in very widespread practice, but is often a subject of stories itself. When mages wish to protect dangerous information, or guard their book collections, they may attempt to place a curse on a tome that can take on a variety of different forms. Some cursed tomes blind the readers, others might be more benign, teleporting them out of the mage's abode. Others might bear a curse that causes the book to take the form of a terrible monster that prowls once read. Some like to say that some book curses are NOT curses, but indeed, simply traps, but the distinction is not a very meaningful one given the process. It's simple, in theory, involving the casting of a particular spell the cursemaker knows, imbuing every page with it. The actual effect may literally be the spell cast, or an intuitive form of it. Mages often avoid spells that deal damage directly, like Fira, to avoid damaging the surrounding area which is often part of their sanctum or libraries, and sometimes, the book itself if not warded against the elements. Woe to those who read a book cursed with Malediction. The bookcurser must also be careful - some knowledge of authoring is required to avoid damaging the book outright with the magic.

White Magic and Blue Magic cannot actually curse books - but White Magic can UNCURSE them with effort - typically they must know a white spell equal to or greater than the cursed book's spell, with one exception: Esuna can instantly uncurse a book no matter how strong the white mage is, though this must be targeted at the book itself. A white mage healing an ally holding a cursed book with Esuna can remove afflictions from their ally, but not uncurse the book with the same spell.

Mechanically, what this boils down to is:

The bookcurser must possess a spell that can perform the effect they wish or can possibly be fluffed intuitively to perform this (To create a book that causes hostile skeletons to revive nearby when read, the book must be cursed with Arise, for example), and state what they wish the cursed book to do, and the particular trigger (on reading it, on touching it, always on, etc)
The curser must expend MP for the spell, and then roll a Lore: Magic check with a secret DC to be determined by the GM depending on the spell, trigger, and other factors.
The curser may decide to include a number of individuals who are not cursed upon performing the trigger. This adds to the DC. The curser is never subject to the curse on reading unless cursing was a failure.

Without knowing if they succeeded or not, the curser receives a cursed book. If successful, the book performs the desired effect on the desired trigger, and drains the curser's MP for the spell every time it is cast. If unsuccessful, the book may have unpredictable properties and must be uncursed to try again. If the cursed book is intended to be equipment, and an additional Tinkering check is met and passed, then the curse can further act to their benefit by becoming a property, Cursed, that triggers when the equipper of the book is given a critical hit. But if they're not included with the individuals who aren't cursed on trigger, the wearer is cursed too. Be careful.

Detecting a cursed book is a harder science, especially if the book's trigger isn't obvious. Holy salts, a white or red mage of sufficient strength, a ritual performed in a consecrated area - it's a pain in the ass, in most cases. However, a church usually possesses all of the above needed - the Church of the Hunt in Lindblum being an exception, they don't.


Trance is a powerful state of being invoked by powerful, surging emotions, temporarily elevating one to a state of absolute perfection. When in Trance, the following changes happen:

The character is immediately cured of all negative status effects and job ability effects such as Power Break, though they are not immune to further applications.
The character's damage is improved by two steps.
The character gains an additional use of any abilities limited to usage by session.
The character may activate a Limit Break they possess as a standard action, regardless of their HP. Activating a Limit Break in this fashion immediately ends Trance.
The character gains additional abilities depending on their class or roleplaying factors.

Trance is difficult to maintain, and those who have newly awakened to its power can only last a maximum of two rounds in Trance before they revert to their normal state.

Once a character has achieved their first Trance, they can activate it from that point forward by spending 3 destiny as an Instant action while under 25% HP, or under 50% HP with Overdrive/Limit Breaker. Otherwise, a character cannot control when they enter a Trance.