Weather Conditions
Stolen mainly from the Pokémon series, different types of weather will have different effects on the attacks used in battle, whether that weather is naturally occurring or generated by someone's special attack. As with Status Conditions, these weather effects are my particular take, so feel free to change or remove them, or add even more. Only one Weather Condition can be active at a time, so inducing one while another is active will remove the first. Damage dealt by harmful Weather Conditions like Hail and Acid Rain ignores Defense Power but not armor, in the same manner as things like Electrification and Spikiness. Umbrella-type weapons (which count as Lances in the Weapon Triangle) will, when equipped, protect the user against damage from Rain, Hail, Acid Rain, and Harsh Sunlight (though they will also block the healing if the character would receive that), but they will still take extra damage from attacks that have been powered up by the conditions. They are not protected from the damaging effects of Sandstorm, Hotspot, or Superstorm, because the sand, heat, and rain in those conditions comes from every direction.
- Rain: Water-type attacks will do +2 damage, and Fire attacks will do -2 damage. Also, Thunder-type attacks will become [O] attacks (having 100% accuracy even against Invisible targets and so on). (PK Thunder still hits a random target, but here has no chance of hitting nobody.) Any characters who are Made of Fire will take 1 damage (not increased by weaknesses to Water, but blocked by immunities to it) per turn while it is raining, and any characters who are Made of Water will be healed by 1 HP per turn (regardless of their own Water Modifiers).
- Snow: Ice-type attacks will do +2 damage while Fire-type attacks will do -2 damage; also, Water-type attacks will instead deal Ice-type damage, but without the +2 of normal Ice attacks. Any characters who are Made of Ice will be healed by 1 HP per turn like Water characters in rain.
- Harsh Sunlight: Fire-type attacks do +2 damage, and Water- and Ice-type attacks do -2 damage. Also, if a character is Frozen, 2 turns will be subtracted from the count per turn instead of 1, so the condition will only last half as long as it normally would (but if the Harsh Sunlight ends before the Freezing, then it goes back to the normal 1 per turn). Lastly, characters who are Made of Ice will take 1 damage per turn just as characters who are Made of Fire will in rain, and characters who are Made of Plant will be healed by 1 HP per turn.
- Heavy Wind: Under this condition, Wind-type attacks will deal +2 damage, and Fire-type attacks will deal -2. Any characters who are Made of Wind will be healed by 1 HP per turn. The wind will blow around characters who are flying, whether on their own power or from a Status Benefit, and as a result any attacks targeting flying characters will only have half of their normal accuracy, but so will any attacks used by flying characters; psychic attacks are included in both cases, due to the mental disorientation, but attacks marked [O] will still hit. A flying character can avoid both of these effects by specifying that they land and remain grounded until the Heavy Wind subsides, but this will allow earthquakes to hit the character, yet won't remove a weakness to Wind-type attacks. Lastly, umbrella-type weapons will be rendered unusable under this condition, and if a character attempts to use one, the weapon will be blown away and must be located and retrieved in the field after the battle ends.
- High Pollen Count: Plant-type attacks will deal +2 damage. Leech Seed will do 2 damage per turn instead of 1; modifiers are still halved for Leech Seed, so a +2 weakness to Plant results in 3 damage total, and a +5 weakness in 4, but in this case a resistance of -2 also applies at half as well, returning us to just 1 damage. As always, the user of Leech Seed is healed by the amount of damage done, not affected by their own Plant Modifier. In addition to this, characters who are either Made of Earth or Made of Water will take 1 damage per turn, this time not increased by weaknesses, but blocked by immunities to Plant. Finally, characters indicated to have hay fever will act perpetually Slow, spending every other turn sneezing and generally being miserable; if afflicted with Slowness while the pollen is up, these characters cannot act at all until the Slowness is lifted, and if granted Fastness, they will only act once per turn. Pollen allergies may be temporarily preventable by some medications, in which case a single pill would probably last for the duration of a day (i.e., until the character sleeps for the night).
- Fog: Similar to the stage effect in Paper Mario 2, the accuracy of all characters' attacks drops from 100% to 50%; [O] attacks will still always hit, and psychic attacks will still have their normal accuracy due to being aimed by focusing on the target's brainwaves rather than physical eyesight. If attacks are already less than 100% accurate, the 50% decrease is calculated additionally after their original accuracy calculation, if it comes up as hitting. For attacks that strike multiple times, the accuracy of each hit is calculated separately; for multitarget attacks, each target is calculated separately—this is true even for fieldwide multitarget attacks, which can miss some or all targets due to fog. Darkness is also an alternate version of fog with identical effects, but it can be dispelled by certain items or abilities, like a Torch or Watt's Unique field ability. (I suppose fog could be dispelled if a Pokémon character knew the move Defog, or something similar.) Fog only affects moves that deal damage, induce Status Problems, or have other negative effects; moves that heal, grant Status Benefits, etc. work normally. In the field, it would hamper vision, but it does not mathematically reduce any particular field stat. (For example, throwing an object with the Hand-Eye stat will use the full value of the stat to aim, but the thrower can only aim at something that they can see.)
- Smog: A polluted version of fog that similarly decreases the accuracy of attacks, but in this case attacks of the Poison Element will not be hampered and will have their normal accuracy. Additionally, Wind-type attacks, if they hit, will acquire the effect of Poisoning the target for 2 turns with a chance of 50%, while still having any and all of their other effects.
- Noise: When the battlefield is significantly and continuously noisy, characters will have a hard time concentrating to perform psychic attacks. As a result, this basically acts like Fog for psychic attacks, reducing their accuracy to 50% of its norm. In addition to this, characters who have been put to Sleep will have 2 turns subtracted from their count per turn instead of 1, just as happens with Freezing in Harsh Sunlight. The default noise-generating attack creates a psychic illusion of the noise, meaning that it still affects characters who are deaf and the like. If noise is occurring in the field, the players will be unable to sleep for the night until it ceases or they move away.
- Hail: An alternate version of snow, it has the same effects, with the addition that all characters take 1 Ice-type damage at the beginning of their Phase of every turn (hail does not heal characters who are Made of Ice like snow does, so they will take this damage if they are not immune to Ice-type attacks). As with things like Electrification, a character with a +2 weakness to Ice will take 2 damage total, and a character with a +5 weakness will take 3 damage, ignoring Defense Power but not armor.
- Sandstorm: Under this condition, all characters take 1 Earth-type damage at the beginning of their Phase of every turn (+2 and +5 weaknesses are halved to +1 and +2, respectively, in regard to this 1 Earth damage). Also, all Earth-type attacks will do +2 damage, and Wind-type attacks will instead deal Earth-type damage, but without the extra +2. (Characters who are Made of Earth are not healed by this condition, so they will take the damage if they are not immune to Earth-type attacks.)
- Acid Rain: All characters take 1 Poison-type damage at the beginning of their Phase of every turn (a +2 weakness to Poison means the character takes 2 damage total, and a +5 weakness causes 3 damage total). Also, Fire-type attacks will do -2 damage while Poison-type attacks will do +2 damage, and Water-type attacks acquire the effect of Poisoning the target for 2 turns with an accuracy of 50%, just like Wind-type attacks do in Smog. Acid rain also gives Thunder-type attacks the [O] attribute like normal rain, and characters who are Made of Poison will be healed by 1 HP instead of damaged.
- Thunderstorm: Under this condition, Thunder-type attacks will deal +2 damage, and characters who are Made of Thunder will be healed by 1 HP per turn. At the end of the Other Phase of every turn, one random character on the battlefield will be stricken by a bolt of lightning dealing 5 damage (like other weather damage, this ignores Defense but not armor, and Elemental weaknesses are halved, so characters with a +2 weakness to Thunder will take 6 damage total, and a character with a +5 weakness will take 7. Unlike other weather damage, a -2 resistance to Thunder fully applies, so these characters will only take 3 damage). If any character has an umbrella-type weapon equipped, that character will always be targeted by the lightning bolt; if multiple characters have umbrellas equipped, it will randomize between them, but never hit anyone else. When this condition is in effect, characters might even be stricken by random lightning bolts in the field; these will still deal the same amount of damage.
- Hotspot: When battles take place inside a volcano or otherwise in close proximity to lava or fire, the Weather Condition is treated like Harsh Sunlight, with two exceptions. One, characters who are Made of Fire will be healed by 1 HP each turn instead of characters who are Made of Plant. Two, all characters will be treated as though perpetually Burned (except for those who are immune to Burns); this means that no character can receive an additional Burn Ailment or be Frozen (if a character immune to Burns is Frozen under this condition, the Freeze will only last half as long as normal, like in Harsh Sunlight). When exiting the hotspot, all surviving characters will retain 1 turn of Burning (since Burns carry over to the next battle). This condition does not cover actually being submerged in lava—that is a field hazard which will damage anyone who falls in by an amount predetermined by the Maestro.
- High Gravity: Occurring on planets with far greater mass than the one that the players come from, under this condition no characters will be considered to be flying, meaning that bows will not deal extra damage to anyone, and everyone can be hit by earthquakes. The flight Status Benefit will be removed from all characters and cannot be applied to any until the high gravity wears off; characters in a Raccoon State will retain their extra 5 HP and raccoon-like features, but cannot fly. In the field, the Platform stats of all characters will be minimized to 1, and their Weight stats will be maximized to 9; furthermore, a fall from any height will result in Long Fall damage (this damage being affected by the changes to Weight and Platform, causing it to deal the maximum of 18, minus any Defense Power). On a planet with high gravity, other Weather Conditions may occur without canceling the gravity out, but when high gravity is induced by an attack, it cancels out other Weather Conditions as usual.
- Trick Room: Caused by a Psychic-type Pokémon move, a strange psychic cube is conjured around the battlefield, affecting everyone inside. Normally there is no notable change, but within a Trick Room, anyone who has the Fast Benefit applied to them instead acts as if afflicted by the Slow Ailment, and vice versa, so Fast characters will only act once every other turn and Slow characters will act twice every turn. This effect ends when the Trick Room ends, but does not end the turn counts of Fastness or Slowness, so afterward those conditions will go back to having their normal effects. Any other special conditions or abilities that grant effects similar to Fastness or Slowness will generally be inverted by the Trick Room as well, and Unique field abilities such as super speed might also be affected, though only within the bounds of the Room. Since this isn't quite weather per se, it may be possible to have another Weather Condition going on simultaneously, but that's up to the Maestro.
- Underwater: Some items give characters the ability to breathe underwater (and some characters can do this naturally). If characters are battling underwater, then Water-type attacks will do +5 damage while Fire-type attacks will do 0 damage. (Because Burns deal Fire-type damage, characters will not take any damage from Burns while underwater, but the Burn condition is not actually removed, so if they exit the water before it wears off, it will take effect again.) Also, Wind-type attacks will deal Water-type damage (but without the +5), and Thunder-type attacks will deal their damage to every character in the battle (including the user), with no chance of missing. Characters who are Made of Fire will take 3 damage per turn, instead of 1 like in rain (still not increased by weaknesses), but characters who are Made of Water will not be healed, and characters who are either Made of Wind or Made of Ice will be considered to be flying (because ice floats in water; unlike flight as a Status Benefit, this version doesn't maximize Platform stats to 9, so those will stay at their normal values). Characters with a Unique field ability covering swift swimming, meanwhile, will be like those in a Raccoon State: able to "fly" (swim) but also able to remain grounded when targeted by Bows or the like. Such large bodies of water will obviously also affect field abilities such as fire breath or the ability to freeze water.
- Space: If the players are exploring a vacuum environment while wearing space suits or under the influence of some other survival power, then, in battle, Wind- and Fire-type attacks will deal 0 damage to account for the missing atmosphere. (In this case, Burns still work normally.) Assumably, any enemies encountered in this environment will have some way of surviving there, so they will not take damage per turn nor instantly asphyxiate (or at least, they would instantly asphyxiate before having the chance to initiate battle mode). If it is space and not an artificial vacuum on the surface of the planet, then the Weight stats of all characters count as 0 until they return to a planet large enough to gravitate them, and all characters will be treated as though perpetually flying (this doesn't affect their Platform stats), while none will be able to burrow underground. And, again, field abilities like fire breath would be subject to the lack of oxygen as well.
- Asteroids: Named after the arcade game, this is when asteroids rain down from space onto the battlefield (or it can happen when the battlers are already in space and therefore also subject to the Space condition). At the end of each Phase of every turn, all of the characters on that team have a (separate) 50% chance of being hit by an asteroid that deals 5 Earth-type damage; just like the lightning bolt from Thunderstorm, weaknesses to Earth are halved to +1 and +2 for totals of 6 or 7, but resistances get the full -2 for a total of 3, and immunities work normally.
- Meteor Shower: Identical to Asteroids, but the damage from the meteors is Fire-type instead of Earth-type. (If this happens in space, characters will still take the Fire-type damage despite other Fire-type attacks not working).
- Comet Shower: Identical to Asteroids, but the damage from the comets is Ice-type instead of Earth-type.
- Superstorm: A combination of Rain, Heavy Wind, and Thunderstorm; if any of these three conditions is active and one of the remaining two is induced, there is a 50% chance that the Weather Condition will become Superstorm instead of the second condition replacing the first (the Superstorm will last for the longer number of turns, whether that comes from the first or second ingredient condition), but a Superstorm can also be summoned outright. Under this condition, Fire-type attacks will deal -5 damage, Water-type attacks will deal +2 damage, Wind-type attacks will deal Water-type damage with the +2, Thunder-type attacks will deal +2 damage and will become [O] attacks, and all attacks used by or on flying characters will have half accuracy except for [O] attacks. Any characters who are Made of Water, Made of Wind, or Made of Thunder will be healed by 1 HP per turn, and characters who are Made of Fire will take 2 damage per turn (not increased by weaknesses to Water, but blocked by immunities to it). The 5-damage lightning bolt from Thunderstorms will occur in a Superstorm, but umbrella-type weapons will be blown away as in Heavy Wind, so the lightning bolt cannot preferentially target them.