================================================================================ STEP 1: Pick two classes ================================================================================ The first thing you need to do is select two classes. There are no restrictions whatsoever; just pick two. You can even pick the same class twice. Here's a giant list of classes: Idol Mutant Great One Dark Hero Onmyouji Vampire Killing Machine Recorder Samurai Apostle Homunculus Summoner Werewolf Exorcist Taoist Elementalist Returner Hacker Medium Tuner Ninja Broom Rider Broomman Guardian Edge Master Gunslinger Magus Tamer Hero Dream Hunter Kung-Fu Master Alchemist ================================================================================ STEP 2: Decide on Class Level (CL) ================================================================================ The GM might decide your level is going to be above 1. If so, you'll have some extra steps later. If not, however, your Class Level (CL) is 1. The rest of this will assume you are CL1. ================================================================================ STEP 3: Pick two elements ================================================================================ Now, select two Elements. Like class selection, there are no restrictions; pick the same elements, if you like. Be aware that the first of the two elements you pick will be what element your attacks are, which can have some effect during battle (resistances and weaknesses and all that.) A list: Light Dark Earth Water Fire Wind Void ================================================================================ STEP 4: Determine Attributes ================================================================================ Alright, now that you've got that out of the way, now we're going to find your Attributes. Like in D&D, your Attributes are your 'base capability', the raw stuff that makes up your character, not necessarily how they apply it. Your Attributes are primarily determined by adding together the stats assigned to your classes. If you picked the same class, this is no different, you basically just take what you got from the one class and double it up. Otherwise, you're adding two things together. The six Attributes are Strength, Finesse, Awareness, Knowledge, Spirit, and Luck. Strength Finesse Awareness Knowledge Spirit Luck Idol 2 3 3 3 2 5 Mutant 3 4 3 2 3 3 Great One 3 3 2 4 4 2 Dark Hero 2 3 4 4 3 2 Onmyouji 3 3 2 4 4 2 Vampire 4 3 3 3 3 2 Killing Machine 3 4 4 3 2 2 Recorder 3 4 2 3 3 3 Samurai 4 3 3 3 2 3 Apostle 2 4 3 3 3 3 Homunculus 4 3 3 3 2 3 Summoner 3 2 3 3 3 4 Werewolf 5 3 4 2 2 2 Exorcist 3 3 2 3 4 3 Taoist 3 3 3 4 3 2 Elementalist 2 3 5 2 3 3 Returner 3 3 3 3 2 4 Hacker 2 3 3 3 4 3 Medium Tuner 2 3 4 3 3 3 Ninja 4 4 4 2 2 2 Broom Rider 3 3 4 3 2 3 Broomman 4 4 3 2 2 3 Guardian 4 3 3 2 3 3 Edge Master 5 3 3 2 2 3 Gunslinger 3 4 4 2 2 3 Magus 2 3 2 5 4 2 Tamer 4 3 2 3 3 3 Hero 3 3 3 3 3 3 Dream Hunter 2 3 2 4 5 2 Kung-Fu Master 4 2 3 2 4 3 Alchemist 2 3 3 4 3 3 Each of these should have 18 points, and when you're doing adding everything together you should have a total of 36. If not, one of us messed up, and I'm sorry if it's me! As an example, let's say we're making a Ninja/Broomman. Ninja gets 4/4/4/2/2/2 and Broomman gets 4/4/3/2/2/3. Totaling that up, our Robonin should have 8/8/7/4/4/5. If we were instead going to be Ninja/Ninja, we'd have 8/8/8/4/4/4. Easy, right? Now, you get bonuses to your stats based on what elements you picked. These elements also grant a bonus to two Combat Stats, Body (HP) and Mind (MP). Don't worry too much about Combat Stats right now, they're basically just the stats you'll use in Combat, which I bet you couldn't have guessed. Just like before, since you picked two elements, you get the bonus from both. If you picked the same element, double up on the bonus from the one. Strength Finesse Awareness Knowledge Spirit Luck Body Mind Light 0 0 0 1 1 1 5 7 Dark 0 0 1 1 1 0 4 8 Earth 1 0 0 1 1 0 7 5 Water 0 1 0 1 0 1 3 9 Fire 1 1 0 0 1 0 9 3 Wind 0 1 1 0 0 1 8 4 Void 1 0 1 1 0 0 6 6 Like before, each element gives 3 points, and between Body/Mind there should be 12. Setting aside Body/Mind until we calculate Combat Stats below, when you add your total of 6 points to your 36 from your classes, you should have 42 altogether. It really is the answer to everything. Our Ninja/Broomman before had stats of 8/8/7/4/4/5. If we give her Wind/Light elements, then since Wind is 0/1/1/0/0/1 and Light is 0/0/0/1/1/1, our total bonus is 0/1/1/1/1/2. So adding that to the class stats, we get 8/9/8/5/5/7! She is zippy and strong and aware, kinda sucks at brain and will, but has decent luck. Solid. Why does a ninja have the Light element? Who knows! That could be cool RP ideas. Now, to screw up our cool 42 attribute points, you get a single bonus point, which can be added to any of the stats. We'll go ahead and add it to our ninja's Finesse, because ninja. Her final stats are 8/10/8/5/5/7. ================================================================================ STEP 5: Determine CF Mod ================================================================================ Before we go on, we'll now look at CF Mod! If you're familiar with Night Wizard!, essentially before every game session, you roll two sets of 2d6. The first set determines your 'Critical Value', and the second your 'Fumble Value'. I assume you know what that means if you're looking at this. Because you also roll 2d6 for everything, you want your Critical as close to the average (7) as possible, and your Fumble as close to the outside numbers like 2 or 12 as possible (preferably 2; 2 was gonna suck to roll anyway, might as well super suck.) CF Mod is how you fudge those numbers. If you roll a 6 for your Critical Value, and a 10 for your Fumble Value, you get to spend your CF Mod as points to change those numbers. If your CF Mod is 2, then you could, for instance, decide to shove your C value to 7 (dead average!) and then your F to 11. Or, you could drop both points into F and push it to 12, deciding 6 is close enough. It's up to you. Here's how you calculate it: CF Mod = Luck / 3 (round down) Your value should be somewhere between 1 and 3, and is almost certainly 2. As our ninja's Luck is 7, that means her CF Mod is 2. ================================================================================ STEP 6: Determine Combat Stats ================================================================================ Your Combat Stats are things that are goinna be used in combat, and follow a pretty obvious format for names. Physical Accuracy (PACC), Physical Attack (PATK), Physical Defense (PDEF), Magical Accuracy (MACC), Magical Attack (MATK), Magical Defense (MDEF), Evasion (EVA), and Speed (SPD). I will pretty much never again refer to them as anything but the acronyms because they're too much of a pain otherwise, but it's useful to see the division now. Also, Body and Mind also count as Combat Stats. They're HP and MP respectively, but super-technically Body refers to your Max HP, and Mind your Max MP. Your 'HP' and 'MP' are your Current HP and Current MP. Your HP/MP can't ever be higher than your Body/Mind, and neither can go below 0. There's three "groups" to Combat Stats. The first group is PACC, MACC, EVA, and SPD. The second group is PATK, MATK, PDEF, and MDEF. The third is Body and Mind. For the first group, you have a 'base capability' determined by your Attributes. The second group has no base capability. The third group is determined by Attributes added to the bonus of your Elements. Any of these might also be further affected by skills and items, which we'll get to later. So, first, let's do Group 1: PACC = (Strength + Finesse) / 2 MACC = (Knowledge + Spirit) / 2 EVA = (Finesse + Awareness) / 2 SPD = Knowledge + Awareness Again, our Ninja/Broomman's stats are 8/10/8/5/5/7. Her PACC would be 9 (8 + 10 = 18, then 18 / 2 = 9). Her MACC would be 5 (5 + 5 = 10, then 10 / 2 = 5). Her EVA would be 9 (10 + 8 = 18, 18 / 2 = 9). Her SPD would be 15. Nin nin. For Group 2, there are no base capabilities, so we'll skip them now. Group 3 is simple. Body = Strength, and Mind = Spirit. Now, to determine the full extent of the base capabilities, we also add the bonuses from the elements. Mind you, this is important to keep separate; this is why we're calling it 'base capability'. Yes, indeed, you'll see in a moment that your class also gives you bonuses to Group 2 Combat Stats, and also Body and Mind. But! The base capabilities do not change, while your class bonuses might, because later on, you have the option of changing class. So, keep your class bonuses and your base capabilities separate! Alright, moving on... our Robonin's Body starts as 8 (that's her Strength), and since she is Wind/Light element, her combined bonus to Body is 13. Adding that to Strength, we get Body 21. For Mind, we start with 5 (her Spirit), then her combined bonuses for Mind are 11, for a total of 16. Her final, base Body is 21, and her final base Mind is 16. Whew. Now, we get to class bonuses! Hooray, another table. PACC EVA MACC PATK MATK PDEF MDEF Body Mind SPD Idol 0 1 1 0 1 0 2 3 2 1 Mutant 1 1 1 0 2 1 0 3 2 0 Great One 0 0 2 1 1 1 1 3 2 0 Dark Hero 1 0 1 1 1 1 1 2 3 0 Onmyouji 0 1 1 0 1 0 2 4 1 1 Vampire 1 0 1 1 1 1 0 3 2 1 Killing Machine 2 1 0 2 0 1 0 4 1 0 Recorder 1 0 1 1 1 1 1 3 2 0 Samurai 2 0 0 3 0 1 0 3 2 0 Apostle 0 1 2 0 1 1 1 2 3 0 Homunculus 1 1 1 0 0 1 1 3 2 1 Summoner 1 0 2 0 2 0 1 2 3 0 Werewolf 2 0 0 2 0 0 0 4 1 2 Exorcist 0 1 1 1 1 0 1 2 3 0 Taoist 0 1 2 0 1 0 2 2 3 0 Elementalist 1 1 1 1 1 0 0 2 3 1 Returner 1 1 0 0 0 2 1 3 2 1 Hacker 0 0 2 0 1 0 2 2 3 1 Medium Tuner 1 1 1 1 1 0 1 3 2 0 Ninja 1 1 0 1 1 1 0 3 2 1 Broom Rider 1 1 0 1 0 1 1 2 3 1 Broomman 1 0 0 2 1 1 0 3 2 1 Guardian 0 2 0 0 0 2 2 2 3 0 Edge Master 2 1 0 2 0 1 0 4 1 0 Gunslinger 2 0 0 2 0 1 1 2 3 0 Magus 0 0 2 0 3 0 1 1 4 0 Tamer 1 1 0 1 0 2 0 3 2 1 Hero 1 1 1 1 1 1 0 3 2 0 Dream Hunter 0 1 2 0 2 0 1 2 3 0 Kung-Fu Master 1 1 0 1 0 1 1 3 2 1 Alchemist 1 0 1 1 1 1 1 2 3 0 So, again, each class gives you 6 points (not counting Body/Mind), which means you'll get 12 points altogether, with Body/Mind being 5 each, for a total of 10. RoboNin's Combat Stats before applying these bonus points would look like this: PACC 9 / EVA 9 / MACC 5 / PATK 0 / MATK 0 / PDEF 0 / MDEF 0 / Body 21 / Mind 16 / SPD 15. After she applies the bonuses of Ninja and Broomman, her stats would look like: PACC 11 / EVA 10 / MACC 5 / PATK 3 / MATK 2 / PDEF 2 / MDEF 0 / Body 27 / Mind 20 / SPD 17. Great. Are you tired of math? Well, there'll be more to do after you get to equipment, but for now, let's take a break and do something cool! ================================================================================ STEP 7: Acquire Skills ================================================================================ First, go to General Skills. You get «Lunar Robe» and «Lunar Casket» just because you're a Wizard. That is to say, every character gets those. Now, look at the list of skills for each class you picked. At least one of them probably has the (Automatic) tag. You get those skills now. If these happen to be the same skill (because you doubled up on class, for instance), then raise the SL of the skill by one. If that's impossible because the skill's Max SL is 1, then you get an extra skill pick! Hooray! The only stipulation is that it must be from your class. Now, you get 4 skill picks. These can be any skill, so long as you meet the requirements for them (you are that class, and you have the required CL to take that skill.) On top of that, if you want to, you can increase any skill's SL (using your skill picks). However, you can't raise any skill above SL2 at this point. After you've picked those, you get two more skill picks, but these must be from the General Skill list. Same deal as above, as far as restrictions go. After that, review any of your skills for wording that changes your Combat Stats. Add those in as described. Altogether now, before you get to items, these are called your Pre-Equip Combat Stats. That's probably relevant somehow. ================================================================================ STEP 8: Acquire Items ================================================================================ You get 500,000v. Spend it as you would. Any item you buy at this time is automatically Preserved, meaning that even if you throw it away, it gets broken, lost, or whatever, you get it back at the beginning of the next scenario. Items you have equipped (worn) are called 'Equipment' and items you store in your Lunar Robe are called 'Inventory'. After you've bought everything you want, add all the modifiers up to your Pre-Equip Combat Stats to get your, well, final Combat Stats. One thing to note is that this game has a carry limit. You can carry Weight up to your Strength + CL. Every point you're over by that is applied as a penalty to PACC, EVA, and MACC. So if our Robonin has a total combined Weight of stuff of 12, then she's taking a -3 penalty to PACC, MACC, and EVA, because her carry limit is 9 (STR 8 + CL 1). Stuff stored in your Lunar Robe doesn't count because it's weightless dimensional storage. Any money you don't spend is lost, so be sure to buy everything you want! ================================================================================ STEP 9: Determine Prana ================================================================================ Finally, you need to determine your Prana. Prana is a currency spent during play in order to manipulate the dice in your favor, as well as pay for costs of certain skills. Finding your Prana amount is very simple. All you do is subtract your CF Mod from 7. So if you have 2, and you probably do, then your Prana is 5. And that's it! You're done. ================================================================================ LEVEL UP ================================================================================ Level Up happens at the end of every Scenario, though of course the GM is free to have you level up at whatever pace she wants. This is just to say that there's no XP; you level up when the GM thinks it's appropriate, and the game assumes that's generally once per Scenario. Now, mind, you do also get XP. At the end of every Scenario, you should receive 5-10 XP. There's a table that determines how much XP you get, but it's frankly weird achievement-based stuff like 'Participated until the end of the session.' kind of stuff, so screw it, 5-10 XP. This is spent on getting you extra General Skills and items, but we'll cover that in a moment. Here are the steps to Level Up: > Raise CL > Choose: New Skill, or Change Class > Raise Group 1 Combat Stats > Raise Group 2 Combat Stats > Raise Group 3 Combat Stats > Spend XP STEP 1: Raise CL Simple, just raise your CL +1. STEP 2: Choose: New Skill, or Change Class Changing your class will be described later, as it's a somewhat complex thing. If you instead choose to acquire a new skill, you may pick any one skill from your class lists, or a General Skill. STEP 3: Raise Group 1 Combat Stats. Group 1, again, is PACC, MACC, EVA, and SPD. You get Bonus Points (BP) to raise these stats however you like as you level up. There's two things here: your Total BP, and your Max BP Limit you can put into any one of the stats. For Group 1, your Total BP is CL/2, rounded down. So when you level up for the very first time and are CL2, that means you have one point! Woot. Your Max BP Limit is CL/3, rounded up. That means down the road, when you're CL6, you'll have 3 BP, but can only spend 1 point in three of the stats, or else 2 in one, and 1 in the other. STEP 4: Raise Group 2 Combat Stats Group 2 is PATK, MATK, PDEF, and MDEF. Weirdly enough, you have Total BP equal to your CL. However, your Max BP Limit is CL/2, rounded down. So that means that when you start out, technically you have a BP to add to one of these, but your Limit is too low to spend it! Weird, huh? Anyway, when you get to CL2, you have two points, but they have to go into different stats. STEP 5: Raise Group 3 Combat Stats Group 3 would be Body and Mind. Really, that's pretty simple. Take your total amount of Body and Mind that you got from your class boost. Add it again. That is to say, with RoboNin, since she's Ninja/Broomman, her classes give her a total of 6 Body, and 4 Mind. At CL1, she has 27 Body and 20 Mind. When she hits CL2, she'll have 33 Body, and 24 Mind. At CL3, she'll have 39 Body and 28 Mind. Pretty simple. However, this is NOT the bonus your Elements give you! It's what your classes give you. Keep it straight! STEP 6: Spend XP For every 5 XP you want to spend, you can buy yourself a shiny new General Skill. If instead you want some sweet new items, you have to Preserve them. If you gain any items during the session, you lose them at the end of the Scenario. They're not part of your effects, they're loaners, or stuff that's liable to be taken away from you because you're just a silly human. Whatever the case, unless the item is Preserved, it'll be lost somehow. But Preserving is the opposite. It doesn't matter if your item is lost, stolen, damaged, or banished to the darkest depths of Rikai, you get it back (or at least something that looks a lot like it) at the start of the next Scenario. Preserving is done by spending XP. For each 1 XP you spend, you get 200,000v. You spend that on stuff, and it becomes Preserved. You can buy multiple items with your valco (so if you want a 800k item and a 150k item, then you just need to spend 5 XP on it for 1m.) However, before the next Scenario starts, you lose all of your valco. Mugen-kun is harsh like that. And there! You are done leveling up. Go kill some more Emulators. ================================================================================ CLASS CHANGE ================================================================================ When you change your class, it's possible to obtain the skills of that class. Which is cool, and gives you flexibility. When you do this, erase all of the changed class's class bonuses >>to Combat Stats only<<. Don't go changing your Attributes around. That does include Body and Mind. Basically, what you see up there on the third table, is what you change. After that, if your new class has any (Automatic) skills, you get those. However, you >>do not get a new skill on top of that<<. When you make the choice to either switch classes or take a new skill, you negated the new skillness. But, you do get the Auto skills. There is an exception in that if you already possess the (Automatic) skills for the class that you're changing in to (for instance if you are changing back to a class you were previously), you do in fact get a new skill pick. One final note on (Secret) skills. You can't use (Secret) skills from classes you aren't. So if you took a Edge Master (Secret) skill, then changed class to Gunslinger, you can't use that (Secret) skill any more. If it's [Timing: Constant], you don't receive the effects of it. Carry out the rest of your level like normal.