Character Generation

0. Make a note of your base STATS

When you make a character, first make note of the base stats that everyone starts with. These are mostly the same for everyone, though some Attributes and Equipment can change them.

HP: 80
MP: 40
LP: 10
Weight: 0 + equipped gear values
Drive Gauge: 8 + Weight
Initiative: 1d6 + Weight
Item Slots: 3

Pick either fire, water, air or earth! You're resistant to this element.
Pick a different element! You're weak to it.

1. Choose a CLASS


Choose a single class from the list. Your class dictates your characters general fighting style, and the sorts of combat abilities they're learn as they level up. Within each class there are further choices to be made in order to customize your character to a degree.

2. Choose a RACE


Select a single race from the list. Mechanically, a race will give you a single passive ability, and a single overdrive, granting small bonuses to a character's fighting ability. Flavor wise, a character's race will determine what the character looks like, and offer hints as to what their background and the places they come from might be.



Select two different attributes from the list. Attributes can be thought of as unique passive abilities that can only be taken at character generation. Generally speaking they're not particularly powerful, but they can help reinforce character traits or fighting styles.

4. Choose TRAITS


Select two different traits from the list. Traits give mechanical weight to your character's background, profession, fate or goal. Pick ones to emphasis what's most special and important about your character!

5. Allocate SKILL POINTS


When you create a new character, you have EIGHT skill points to spend. Skills are the primary way that characters interactive with problems in the game without resorting to combat



New characters begin with 100Gold, which that can spend as they see fit on common equipment and items.


As you adventure and defeat monsters, you'll acquire EXP. and at certain EXP thresholds, you'll level up and learn some new abilities from your class, and occasionally skills.
Level Total XP XP To Next Level Level Up Benefits
0 0 - Just Generated 20 Starting load out! Typically includes 3 Action Abilities, 1 Overdrive, 2 Dazed Abilities and a few Passives.
1 20 25 New Quick
2 45 30 New Action
3 75 75 New Action
4 150 100 New Passive, and a Skill Point
5 250 100 Action Upgrade or Additional Action
6 350 100 New Quick
7 450 100 Passive Upgrade or New Passive
8 550 50 New Action, and a Skill Point
9 600 100 New Overdrive
10 700 100 New Passive
11 800 100 New Action
12 900 100 Action Upgrade or Additional Action, and a Skill Point
13 1000 New Passive
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