** Rider Stats **

Strength (Str) : How hard you can physically hit. How well you perform feats of Strength.
Dexterity (Dex) : How well you use ranged weapons. How well you climb.
Magic (Mag) : How much damage your spells cause.
Intelligence (Int) : How many spells you can learn per level. How well you slove problems.
Vitality (Vit) : How much damage you can protect yourself from
Luck (Luc) : Helps with feats.

Magic Defence (MagD)% : How much damage you protect yourself from from magic

Hit Points (HP) : 100 how long you get to live
Mana Points (MP) : 20+Mag how much magic you can cast

Abilities/Skills : Things you can do special
Gil : Your money

========================================================


Stat Rolls: Roll 3d10. The total is your Base stat.
MagD is determined by adding your Magic and Vitality stats. Add them together and multiply by .3 (Mag+Vit x .3). This is your MagD %. Example 30+30 = 60x.3 = 18% (decimals are okay, do not round up or down).

HP Start at 100 for all races, and MP starts at 20.

After Establishing a base for your stats, add in your Racial Modifiers (below) for all stats, HP, MP and Abilities.

Chose your abilities. You automatically get your racial abilities at no cost, unless otherwise noted.

You may now roll for your races starting money. Roll 1d10 and multiply by 100, add your Starter Money (that the mule gave you)

Once you are done, and your character sheet has been approved by the mule, you may Copy and Paste your Completed CS to your Rider Journal. The mule will update your Ledger to reflect your new Gil.

========================================================


Racial Abilities and Bonuses


Hume
Humes have no benefits or pitfalls when it comes to chocobos and their raising. However, they do get a bonus to in character starting money.

-Chocobo Bonuses
.....none

-Creation Bonuses
.....+100 to starting Gil
.....+2 to Luck
.....+3 to Dexterity
.....+3 to Vitalty

-Race Abilities
.....Materia needed for casting spells and Summoning
.....No penalties for Dual Class Riding

- Advancement
.....+2% to Experience Points

========================================================


Veira
Veira have a bonus in handling, temperament, and speed. When rolling in training, they get an automatic +1 to their roll. However, they are no good for brute strength, or stamina.

-Chocobo Bonuses
.....+1 to Handling, Temperament, and Speed
.....-1 to Strength and Stamina

-Creation Bonuses
.....Starter Spell: Cure (level 1)
.....-5 to Strength
.....+2 to Intelligence
.....Start with Max Magic (3d10 = 30)
.....Start with Max Mana (3d10 = 30+20 = 50)
.....+5% to MagD. (30+Vit x 3 = ?% + 5% = ?%) : ie 30+26 x3 = 7.8% + 5% = 12.8% (add percents like regular numbers and then put the % on the end.)

-Race Abilities
.....Do not need Materia for magic or summoning
.....+5% Difficulty on Riding classes outside your main class

- Advancement
.....+1 Extra Spell every 5 levels.

========================================================


Bangaa
Bangaa are strong, smart warriors with calm tempers and high stamina. However, they don't much care for fast birds, and, because of their somewhat heavy build, their birds suffer in the handling department.

-Chocobo Bonuses
.....+1 to Strength, Intelligence, and Stamina
.....-1 to Speed and Handling

-Creation Bonuses
.....+5 to Strength
.....-5 to Intelligence
.....-10 to Magic
.....-5% to MagD

-Race Abilities
.....Cannot cast spells, with or without Materia. Can use Materia to summon, but creatures are half power of normal.
.....+2% Difficulty on Riding classes outside your main class

- Advancement
.....+2 Strength every 5 levels

========================================================


Moogle
Moogles are a diminutive race. They get a boost to Speed, Intelligence, and Handling, but lack the power necessary for strength, stamina, and temperament training.

-Chocobo Bonuses
.....+1 to Speed, Intelligence, and Handling
.....-1 to Strength, Stamina, and Temperament

-Creation Bonuses
.....Starter Spell: Heal (level 1)
.....-5 to Strength
.....+2 to Intelligence
.....Start with Max Magic (3d10 = 30)
.....Start with Max Mana (3d10 = 30+20 = 50)
.....+5% to MagD. (30+Vit x 3 = ?% + 5% = ?%) : ie 30+26 x3 = 7.8% + 5% = 12.8%

-Race Abilities
.....Do not need Materia for Curative/Healing Spells.
.....+5% Difficulty on Riding classes outside your main class

- Advancement
.....+2 Intelligence every 5 Levels

========================================================


Dragon-kin/Gria *Restricted
Dragon-kin are a magically created race of humes that may turn into various small breeds of Wyrms. They live at least as long as Veira, and are very much in tune with magic. The female counterpart are called Gria, and they tend to resemble younger females with small dragon wings.

-Chocobo Bonuses
.....+1 to Temperament, Strength, and Speed
.....-1 to Handling and Stamina.

-Creation Bonuses
.....Pick One: Starter Spell: Fire, Ice, Lightning (level 1)
.....+2 to Strength
.....-4 to Dexterity
.....+2 to Intelligence
.....Start with Max Magic (3d10 = 30)
.....Start with Max Mana (3d10 = 30+20 = 50)
.....+5% to MagD. (30+Vit x 3 = ?% + 5% = ?%) : ie 30+26 x3 = 7.8% + 5% = 12.8

-Race Abilities
.....Do not need Materia to cast spells of your element.
.....+5% Difficulty on Riding classes outside your main class

- Advancement
.....+1% MagD every 5 Levels

Note: Discuss creation with Seru_Ame

========================================================


*S K I L L S*


Under Construction