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It is worth noting that your character's skills are not tied to your character's statistics--a character with high PA may still be a weakling that knows how to use a sword, or a character with low MA may be extremely intelligent but have no capacity for magic. Your Skills will better reflect your character's personality in this light.
Name: Your character's name. Real Warriors of Light have a surname, too!
Lv.: Your character's level. Level increases as you complete sessions.
LP: Life Points. LP decreases when your character is KO'd, and recovers slowly through rest and recuperation. LP can also be spent to use certain abilities, or repair the damage caused by powerful abilities called Breaks. If your character's LP reaches 0, the character permanently dies, and a new one must be created.
MP Charge: The amount of MP your character gains per turn. Having any ability that costs MP sets this to 5. Wearing Mage Armor and certain other effects can increase this.
Job: Your character's primary Job. This may change depending on your choices and campaign.
Race: Your character's Race.
Initiative: Your character's bonus to Initiative, outside of Speed (usually from equipment or abilities).
PA: Physical Aptitude. A measure of your character's skill with weaponry. Characters who want to deal a lot of physical damage will want good PA.
MA: Magical Aptitude. A measure of your character's ability to manipulate magic. Characters who want to cast spells will want good MA.
VT: Vitality. A measure of your character's toughness and ability to shrug off a blow. Characters who want to be very durable will want good VT.
SP: Speed. A measure of your character's agility and dexterity. Characters who want to avoid blows and go first in a round will want good SP.
LK: Luck. A measure of your character's good fortune. Characters who want to avoid blows or land and avoid bad status will want good LK.
HP: Hit Points. The amount of damage a character can take before they are KO'd. Hit Points in The World is Square is treated as cinematic damage--a glancing blow, a scorched hand, a cut on the cheek. Once HP reaches 0, the character finally takes a hit that actually wounds them, causing KO.
MOV: Movement. The number of squares the character can move in a turn.
EVA: Evasion. To successfully attack the character, the attacker must roll 1d100 plus ACC and beat the target's EVA.
DEX/MND: The ability to land status effects.
RES/SPR: The ability to resist status effects. To resist a status effect, the defender must roll 1d100 plus RES/SPR and beat the target's DEX/MND.
Certain abilities use DEX while others use MND, and can require a save with RES or SPR.
Jobs: The jobs that the character has. Depending on your campaign, you may be able to change this as your character grows. See the Jobs page for more details.
Status Resist: Any statuses the character has a resistance or immunity to.
Element Affinity: The character's elemental weaknesses and resistances.
Weapons: A list of weapons the character is carrying. A character can carry up to four weapons; further weapons must be stored in Inventory.
Gil: The common currency in The World is Square.
Inventory: The character's easily accessible inventory--carries potions and other consumables for the character's use, as well as spare weapons.
Pack: The character's pack carries key items and non-consumable items, as well as spare equipment and items. The Pack has no limit on size, but cannot be accessed during combat.
DEF: Defense. Physical damage is reduced by DEF.
MDF: Magic Defense. Magical damage is reduced by MDF.
For easy reference for the mathematically minded, formulas for derived statistics are provided below. The character sheet will automatically calculate these numbers.
PA: Physical Aptitude.
MA: Magical Aptitude.
VT: Vitality.
SP: Speed.
LK: Luck.
HP: ( HP Per Level + (PA*1) + (VT*2) ) + (VT*20).
MOV: 5 + (SP/10).
EVA: 20 + SP + LK.
DEX: 50 + (PA*4) + (LK*2).
MND: 50 + (MA*4) + (LK*2).
RES: (VT*4) + (LK*2).
SPR: (MA*4) + (LK*2).
Back to "Getting Started" Index
Next: II. Races and Jobs