Strength and Weakness system.
This is only a system of reference for the general ability of a character, and it may help others in their roleplaying. This is going to just be a simple line of ability referencing 1-10.
So for example, if someone has for example a 10 in Magic, a natural born Sorcerer(ess) may in their roleplaying notice how natural magical energy is wielded by them. Or that 10 may indeed be a reference to how they are a Sorcerer(ess), and others notice they work magic in a different manner.
Health Points: How much damage they can endure.
Mana Points: Someone's magical reserve
Strength: Someone's physical might.
Magic: Determines one's magical might.
Endurance: Someone's physical stamina and how well they take physical hits.
Speed: How fast one one performs physical actions.
Channeling: How fast one performs magical actions.
Spirit: Determines one's magical stamina and how well they take magical hits.
Luck: How much of your shenanigans I'm willing to put up with before I call you out.
Junction: Choose a character stat that the Guardian Force empowers. Your character receives a +1 bonus to one of their Strength and Weakness rating.
Referential information for the Strengths and Weaknesses numbers.
Strength: 1 - Complete Muscle Atrophy
2 - Able to lift 1/4 of one's own body weight. Cannot move oneself without assistance.
3 - Able to lift 1/2 of one's own body weight.
4 - Able to lift one's own body weight
5 - Able to lift one's own body weight up to double one's own body weight
6 - Able to lift double one's own body weight up to 800lbs
7 - Able to lift up to 1,100lbs - Casually punch through mundane wood.
8 - Able to lift up to 1,400lbs - Casually punch through mundane stone.
9 - Able to lift up to 2,000lbs - Casually bend mundane metal.
10 - Able to lift up to 3,000lbs - Can throw cars in the street.
Para-Magic: The Limited Amount is 1 of a type.
Normal Amount is 5 of a type.
(For example, a magic 8 user may have a single Firaga and Blizzaga, but not more than one of each.
Casting with strain means it takes the character's entire focus, so to cast it means they'll forfeit other actions, even defensive ones for such output.)
1 - Complete inability. Cannot be drawn from, cannot stock a spell.
2 - Cannot stock a spell, may be drawn from if there's a residual spell. (Most humans have fire.)
3 - Can stock a limited amount of baseline spells. May cast them with strain.
4 - Can stock a normal amount of 1st level spells. May cast them without strain.
5 - Can stock a limited amount of 2nd level spells. Casting them hurts the user, with strain.
6 - Can stock a normal amount of 2nd level spells. May cast them with strain.
7 - May cast 2nd level spells without strain.
8 - Can stock a limited amount of 3rd level spells. Casting them hurts the user, with strain.
9 - Can stock a normal amount of 3rd level spells. May cast them with strain.
10 - Comfortably cast 3rd level spells. Can draw 4th level spells but cannot stock them. May draw-cast 4th level spells with strain.
Endurance: This is a merit of only physical damage resistance. You may be extremely in shape, but a low Spirit can have you brought down quickly anyways.
1 - Technically alive, but need living assistance, or are horrifically plagued with a terrible condition.
2 - Sickly. You tire and bruise easily, and have little stamina.
3 - Out of shape. You tire easily, and have some stamina but average workouts are difficult.
4 - In shape. You keep yourself nominally in shape, and can comfortably perform several workouts. (Easily fall to basic attacks without armor, slightly more with armor.)
5 - Toned. You have above average stamina, and can take a decent amount of punishment. (Withstand several basic attacks without armor, slightly more armor.)
6 - You can comfortably do a marathon, and can take blows from light armament without being overwhelmed. (Withstand several attacks from C. grade monsters, or augmented weaponry, like SeeD weaponry.)
7 - Duathlons are in your wheelhouse, and can reliably take heavy blows without being overwhelmed. (Berserk attacks with SeeD weaponry, combat GF scale)
8 - Triathlons aren't too bad,
9 - You are virtually a walking tank, most small arms don't bother you. (Withstand attacks from Advanced Combat GFs scale.)
10 -
Speed: 1 -
2 -
3 -
4 -
5 -
6 -
7 -
8 -
9 -
10 -
Channeling: 1 -
2 -
3 -
4 -
5 -
6 -
7 -
8 -
9 -
10 -
Spirit: 1 -
2 -
3 -
4 -
5 -
6 -
7 -
8 -
9 -
10 -
Luck: 1 -
2 -
3 -
4 -
5 -
6 -
7 -
8 -
9 -
10 -
In general, I would only ask that you do not have a starting Strength and Weakness at 8 or above without junctioning being involved.