The Doom, inspired by many Final Fantasy series, is a state which will be infected on an enemy or an actor. Often doom will last for a few turns and when the state is finished, an infected target will die. When a doom state occurred, it should follow the exactly like this: An enemy or an actor was infected with the doom state. The state will be processed like other states defined in the database. The counter started. The counter is often displayed above target's head. It can start with 4, 6, 8, or whatever it is defined by plugin parameters or in state note box. The counter should stay displayed above the head. The turn ended. Once a turn is over, the counter go down. It continues until the counter is at 0. The counter is at 0. The doom state ends right here. It kills the target instantly. Cannot be recovered, but can be delayed. The doom cannot be stopped, unless it's delayed by a skill or an item. It should be defined in either skill or item note box whenever the doom can be delayed by turns (ex 2). For example, in Persona Q: Shadow of the Labyrinth, doom can be delayed by one turn using revive skills or items. ATB-supported. In Final Fantasy series, the counter usually will go down after a certain of time. It is useful if anyone uses ATB system, like Yanfly's ATB. It should be defined in plugin parameters, if one uses an ATB system or not. Then, how long should it wait until it is ready to go down, should be defined in plugin parameters as well. I am using Yanfly's plugins, so I am hoping it will be compatible with it. And this should add the thrilling moment in the battle for everyone, so yeah... Oh, and a bonus if it can be easily done: whenever ATB is used, the counter will go down depending on the AGI, should it be fast or slow. The Doom status, from Final Fantasy series, information can be found at its own Wikia. The video of Doom in action in Final Fantasy XIII can be found here and in Persona Q: Shadow of the Labyrinth can be found here as well. I look forward to it.