Doll Generation

0. Make a note of your STATS

HP: 40 + Bonuses
MP: 40 + Bonuses
LP: 10 + Bonuses
Drive Cost: 10 + Weight
Initiative: 1d6 + Weight
Item Slots: 3

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

1. Choose a CLASS

S Classes
Copy its action slate!

2. Choose a RACE

S Races
Copy its passive ability and overdrive!

3. Choose TWO DIFFERENT ATTRIBUTES

Vitality: +20 HP. Recover 5 HP upon winning a battle.
Will: +20 MP. Recover 5 MP upon winning a battle.
Steadfast: +15 HP / +15 MP
Lucky: +3 LP
Bravery: -2 Drive Cost
Perceptive: +10 Burst rate
Sharp: +5 Critical, and your crits deal +1 damage.
Agile: +5 Action CoS, and you deal 1 supreme damage anytime you'd otherwise miss.
Speed: Quicken 3 when defending. Once per battle, C-Any to Quicken 3 when using any ability. (Doing this before you've combod with the ability in question doesn't prevent it from comboing normally later)
Vigor: Heal 10 when defending. Once per battle, C-Any to Heal +10 more when using any ability. (Doing this before you've combod with the ability in question doesn't prevent it from comboing normally later)
Team-Spirit: When someone else consumes momentum you provided, the ability gains +1 Potency.
Combo King: +1 Potency when activating combos.
Power: C-Any to +1 Potency. (Infinite uses.) (Doing this before you've combod with the ability in question doesn't prevent it from comboing normally later)
Strong-Arm: +1 Block Power with shields, and you can block four times with a shield instead of three times.
Deep Pockets: +1 Item Slot.

4. Choose EQUIPMENT!

You can take as much equipment as you want, but each piece of equipment has a weight. If you have multiple weapons when you use a tech, pick one to make it with. If you have multiple implements when you use a spell, pick one to benefit from when you cast it.
Your total drive gauge is equal to your Drive Cost: 10 + Weight
Your initiative roll is equal to 1d6 + Weight, and it goes in ascending order.

If a weapon has +Damage associated with it, add that damage increase to all your techniques.
etc etc magic tools.

S Equipment

5 Allocate SIX SKILL POINTS

S Skills

You have six skill points! You can use them to either buy into new skills, or add additional dice to ones you've learned! Your call on how to balance being able to do many things vs. being extremely good at few things.

Be aware of items!

You can hold up to three different items at once, and use them in battle. Items have 100CoS and Just Work.
You don't start with any, but be aware of what they do when you find them!

S Items

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