YOU AND YOUR CLASS
In order to figure out the rest of the battle system, it's necessary that you give your character a division. This will determine the base stats for the rest of your character, but if you feel that the numbers we've provided for you are inappropriate for your character you can modify. These divisions also determine what guild leader's jurisdiction your character falls under.
_ Stat bonuses are numbers that determine how good your character is at a given skill. There are three set skills that you can distribute your points to in a way that best reflects your character's abilities. Consider carefully while you're assigning these points, as they need to represent a whole character and not just the fighting aspect of them. For instance, if your fighter is an awesome medieval-baseball-player but doesn't use a ranged weapon in combat, you can't get away with dumping all his points into melee. He must have some attention paid to ranged so he can actually throw a ball. Here's the rundown:
- MELEE This skill is reflective of one's ability to use a melee weapon. Anything that does not disconnect from their body to strike an opponent is a melee weapon. Melee fighters have the highest hit points. The melee division is overseen by the stately Piraya Baradel.
_ examples: Swords, daggers, polearms, clubs, maces, bare hands and feet, frying pan, nunchaku.
_ if you have no melee: Your character is unable to wield a weapon properly and will probably hurt themselves if they try.
RANGED A character's accuracy with a ranged weapon is shown here. Anything that must leave the body to strike the opponent is a ranged weapon. Ranged fighters are the hardest for an opponent to strike. The ranged division is overseen by the eccentric Auguste Renoir.
_ examples: Bow, crossbow, shuriken, throwing knives, darts, javelin, boomerang.
_ if you have no ranged: Your character has very poor accuracy with any ranged weapon and probably throws like a girl.
MAGIC Magic is a mystical force that some individuals can reign in to serve them for a variety of purposes. What magic can do is almost limitless, so though magical fighters have the least hit points and lowest evade, they're the most flexible. The magic division is divided into two, with the intimidating Sisel Chaikin overseeing offensive magic (anything that hurts), and the cranky Cleph Baradel taking charge of support magics (anything that helps).
_ examples: Flight, fireballs, elemental magic, divination, healing.
_ if you have no magic: For your character complicated magical devices are totally beyond their ability to utilize and they don't understand the concepts behind magic.
- FIRST LEVEL You may distribute a total of 5 points however you wish. No limitations.
SECOND LEVEL An additional five points can be added, giving the character a total of 10 points amongst all their skills. You may only have 8 points in any given skill. (That is to say, you cannot have a a character with a +10/+0/+0, they must be a +8/+2/+0 or any other combo.)
THIRD LEVEL An additional five points can be added, giving the character a total of 15 points amongst all their skills. You may only have 12 points in any given skill. (That is to say, you cannot have a a character with a +15/+0/+0, they must be a +12/+2/+1 or any other combo.)
