"To be honest, people like you are just as useful as people who fight, Selina. Well. People like us, really. Technicians. Anyway, we're here." She steps out into a large, open room, the floor of which is made of what appears to be some sort of glass, softly glowing. "This place is special. Keeps you nice and charged up with magic while you're here. We're gonna train here a lot.
She and Fortuna walk out onto the field, facing each other.
"W-we're... we're going to show you... h-how things work..."
TUTORIAL MODE GO!
{Alright, so combat in this is going to be stat-based, with the stats being the following:
STR and END
DEX and AGI
MAG and SPI
Each one paired with another. Essentially, the first stat of each pair has to do with how good something is in a burst, that is, a single round. it's how much magic you can channel at once, how much you can lift, and how fast you are. The second is always useful for Extended Actions, and covers your long-term staying power.
All of these stats start at 10. For everyone.
You have twenty points to allocate throughout your stats.
There are three more stats, however, that are important for Combat specifically:
Combat, Support, and Technics.
Each skill corresponds to your ability to use that branch of magic.
These start at 1, other than your specialty, which starts at 5.
Most rolls will consist of 1d100+Base Stat+Magic Stat (If applicable).
Everyone covered so far? I'll continue on to how spells actually work in a bit.}