Leveling Up
Summary:
Each character starts out as Level 1, at birth, and then progresses through the levels as they join a Familia and start adventuring. That said, just starting your career as an adventurer, but having already joined the Hecate Familia, your character will start at Level 2.
How It Works:
Levels will not depend on earning experience points, as I don't wish for this to be a number crunchy game on your end, or mine. That said, to keep the writing freeform on the player's end, level ups will be given at milestones, at my discretion. Whenever your character accomplishes something that is worth rewarding, like killing a horde of monsters for example, I will grant a level up.
At Level 1, characters have 0 points in all stats, meaning that they have no boosts to their base physical capabilities. Upon forging a pact with a deity, people are then able to advance their level and reach beyond the natural capabilities of their race's base abilities- hence the increase to Level 2.
What happens when I level up?
When your character levels up, you will be granted five stat points to use on any of the various stats, which will boost your character's physical or magical capabilities in turn. That said, having reached Level 2, you will have five stat points to spend upon creating your character.
The Stats And Their Uses
Constitution (Con):
Constitution represents a character's Health and Stamina. Because Constitution affects Hit Points (HP), as well as Stamina Points (SP), it is a benefit to all player characters.
Stamina is used when a character attempts to do something that requires physical effort. A lack of stamina will lead to exhaustion.
While HP will be reduced at a clear cut rate, depending on what damage was taken, SP is a little different. It will be reduced at the gm's discretion, depending on physical activities within your posts. I don't wish to list an SP cost for every single possible physical action, so it will be decided in the moment rather than listed beforehand.
Willpower (Will):
Willpower measures your character's Magic Points (MP). Your MP will determine how many and what kind of spells you can cast in and outside of battle.
If a character runs out of MP mid-battle, they will enter a coma-like state known as Mind Down, where they are unable to move. That said, relying solely on magic to fight is a risky endeavor.
Strength (Str):
Strength measures your character’s muscle and physical power, though that muscle doesn't necessarily have to translate into a physical manifestation on your character's body. This stat is especially important when it comes to wearing and using heavy equipment, such as plate armor and two-handed weaponry. A character with low strength will be unable to perform much physical labor.
Dexterity (Dex):
Dexterity measures hand-eye coordination, fine motor skills, reflexes and balance. All of these factors are important for archers and dual wielding swordsmen/women, in particular. A high Dexterity allows archers to nock arrows much faster, and for a dual wielder to use their secondary hand as if it were their primary (effectively making them ambidextrous).
Naturally, your Dexterity will also determine one's ability to perform sleight of hand or lockpicking. That said, this is an incredibly important stat for rogue-like characters.
Magic!
Not every adventurer in Orario has access to magic, but you do. Having joined the Familia of the goddess of magic, one of the signing bonuses was unlocking the ability to use the magical element of your choice. Most races only have access to one magic type, but humans are able to choose a second type, once they reach level five, as their racial trait.
Check out the Magic / Known Spells thread for more information on the magic types and spells listed below: link to a message in this game
Earth Magic:
Earth mages are capable of causing earthquakes, controlling nearby vines to ensnare their enemies, etc. Choosing this magic will grant the character the spells Aftershock and Grasping Vines as their starter spells.
Sky Magic:
Sky mages are capable of using wind as a weapon, sharpening it into a blade. They are also able to use the elements to their advantage, casting spells that shock and incapacitate their foes. Choosing this magic will grant the character the spells Wind Cutter and Feather Fall as their starter spells.
Water Magic:
Water Mages are capable of using water weapon to strike their enemies, turning it to ice, or even using their magic to give them and their allies the ability to breathe underwater. Choosing this magic will grant the character the spells Aqua Shot and Veil Of Mist as their starter spells.
Fire Magic:
Fire Mages are capable of using fire to burn or imprison their enemies, and even boost their own physical speed. Choosing this magic will grant the character the spells Fireball and Flash as their starter spells.
Spirit Magic:
Spirit Mages are capable of summoning and using minor spirits in and out of battle, as well as tampering with the mind of their enemy. Choosing this magic will grant the character the spells Mind Bomb and Detect Life as their starter spells.
Body Magic:
Body Mages are capable of enhancing their own physical prowess and resistances for short periods of time, or even dealing serious internal damage to their enemies. Choosing this magic will grant the character the spells Harden and Bolster as their starter spells.
Light Magic:
Light Mages are capable of turning away the undead, using blinding light to smite their foes, or even bringing a party member back from the brink of death. Choosing this magic will grant the character the spells Radiant Bomb and Healing Hands as their starter spells.
Dark Magic:
Dark Mages are capable of trapping enemies with their own shadows or even greatly reducing their enemy's stats and resistances with a potent curse. Choosing this magic will grant the character the spells Curse Of The Sloth and Shadow Snare as their starter spells.