FEF Freeform Development System: Base stats: 30 points, select either STR or MAG to place 1 point into. HP: 18 + points added MP: 15 + (MAG/2 + LVL/2 rounded down, minimum 1) STR: 0 + points MAG: 0 + points SKL: 0 + points SPD: 0 + points LCK: 0 + points DEF: 0 + points RES: 0 + points MOV: Dependent on Movement Type Requirements: Need to invest at least 1 into everything except one of STR/MAG and at least 2 into HP. Cannot invest more than 10 points in any one stat except HP. Ascension: This is equivalent to Promotion in vanilla FEF. While Kaijin do not change class as you would in a normal FEF, Kaijin nonetheless gain extra bonuses from Ascending, such as stat bonuses and an extra Talent. Kaijin Ascend automatically at Lvl 20, or with the assistance of a Ascension Seal. In addition, Ascension grants access to an Ascension Spell, a powerful spell unique only to the Kaijin that learns it, based on their starting Spell Trees, or the Occult/Bless/Chant/Almighty trees. This Spell is subject to GM discretion, but may be more powerful than the other Spells they have access to. Mana: A resource required to cast higher-level spells than the basics. In addition to Talents being able to restore Mana, the following actions can restore Mana: - Consuming mana-restoring items - Using equipment that restores mana passively - Destroying non-boss, non-elite enemies (restores 10 MP) - Destroying boss or elite enemies (restores 50% of MP) - Other methods as specified in map mechanics Support Affinities: Support Affinities in Demon Soul Saga are as follows: Fire Wind Mind (replaces Anima) Light Dark Thunder Ice Water Nature (replaces Heaven) Earth Players may choose one Affinity instead of rolling for them as in vanilla FEF. However, the Affinity choice must be justified by the nature of the character's Kaijin; a Fire-based Kaijin is more likely to have Fire affinities than to have a Mind affinity. This is also subject to GM discretion. Elemental Affinities: A character may select one Element to be Weak against and one to Resist. At Ascension, a character may select an additional element to Resist. No character, however, can resist Almighty, Bless, Occult or Chant skills; indeed, Almighty ignores all forms of resistance bar DR and RES/DEF. Elemental Affinities are as follows: - Weak: x1.5 damage from that element - Resist: x0.5 damage from that element In addition, some enemies, and some items, have the following affinities: - Null: No damage from that element - Drain: Heal 1/2 damage taken from that element and nulls the rest - Reflect: Returns 1/2 damage taken to attacker and nulls the rest Growths: You gain 335% growths as in normal FEF games at a First Tier start; you must assign a base of 40% to HP and 10% to every other stat except one of MAG or STR can be 0. All stats have a growth cap of 70% except HP. Taking a Cost skill will reduce your Growths to 305%. You also gain 5% Progression Rate to assign at Ascension. Your caps pre-Ascension are 20, and post-Ascension at 35. Promotion Bonuses: You gain 8 points to assign to any stat at Ascension, where you are capped at 4 points per stat. You also gain 1 extra point of MOV from Ascending. Preferred Stats: Pick any two stats that are not MOV as preferred stats. At Ascension, you may elect to change Preferred Stats. HP cannot be selected as a Preferred Stat at character creation, but it can be selected at Ascension. The stat with the lowest growths cannot be selected as a Preferred Stat at any level. Talents: These substitute for Class Skills due to their absence and are custom made by the player subject to the discretion of the GM. As a general guideline, keep them close to the general power level of Class Skills found in the normal Player's Handbook or any supplements in use. All players begin with two Talents, gaining one Talent upon Ascension. Extras: These substitute for common skills such as Sack and Mounted. All players may select one Extra at character creation for the cost of 2 points at character creation and gain one Extra for free at Ascension. An additional Extra can be bought at the cost of losing a further 3 points at character creation. The exception is Perform; this costs no points, but only one player with Perform will be selected. Movement Types: Characters in Demon Soul Saga do not have Mounts; instead, they may be Grounded, Monstrous or Flier units. Grounded: Default bipedal movement with no bonuses. Monstrous: Units that may move far faster than usual, equivalent to Mounted units in vanilla FEF. Monstrous units cannot step into areas where Mounted units could not step, such as Pillars or Forest. Flier: Units that may fly, equivalent to Flying units in vanilla FEF. Fliers can fly over all terrain, but do not gain buffs from terrain while flying. Fliers are vulnerable to Shot attacks, while Monstrous units are vulnerable to Water attacks. Monstrous and Flier units may toggle their Monstrous and Flier statuses; while not active, Monstrous and Flier units lose access to their bonuses but are no longer vulnerable to attack types. - Grounded: 5 base MOV - Monstrous: 5 base MOV, grants +2 MOV while active, unit counts as Monstrous while this type is active, -3 character creation points - Flier: 5 base MOV, grants +1 MOV while Flying, unit counts as Flying while in flight, -5 character creation points Pool of Extras: Lockpicker: Allows this unit to open Chests and Doors without Keys. Exclusive to Grounded. Pillage: Allows this unit to destroy barriers, obstacles and doors in one hit. Only available to Physical attackers. Levitation: Grants the Levitation skill. Only available to Magical attackers. Perform: Grants this unit access to Again, allowing them to move again. The number of Performed allies, the effects of Performance and the range can be expanded by Talents. Restricted to 1 unit, can only be taken by Grounded units. Perform cannot be taken with any other Extra except Levitation and Critical Eye. Exclusive to Grounded. Critical Eye: Grants a permanent +5 to Critical Rate; this unit's Critical Rate cannot dip below 5. Can only be taken at Ascension. Exclusive to Grounded. Spell Types: As detailed in the Spell Tree supplement, all characters start with two offensive spell trees they have access to, in addition to having access to the Bless, Chant, Occult and Almighty trees.