"Stats" are what we use to determine how the characters grow physically; they determine a character’s capacity for the various tasks to be performed, especially combat, which is oh so popular in these games. The six stats in this RPG are based on those from the KH games: HP, MP, AP, Str, Mag, and Def. You must keep track of them throughout the game, and you must alter your character sheet accordingly as they change.
Upon creating a character, a mod/admin will roll dice to determine each stat. After that, players have the option of adding up to five points divided between the stats. More details on rolling stats can be found in the character creation rules topic.
HP (meaning "health points") determines stamina, how much damage one’s body can put up with. Each character has a maximum HP and current HP; when they are equal your character is at "full health." Max HP is the character’s total capacity and the current HP is (obviously) their current condition. As a character takes damage their health naturally diminishes, so HP depletes with damage. If your character’s current HP hits zero (0), they will be rendered immobile and/or unconscious.
Since this stat is so important, 5 six-sided dice are rolled to determine this stat upon creating a character.
MP (meaning "magic points") determines how many spells one can cast. Using magic consumes MP in the same fashion as HP, only the character casting the spell is responsible for its depletion instead of another. Attempting to cast a spell when one does not currently possess the required MP will result in both a failed spell and complete exhaustion of MP. When MP reaches zero, it will begin to recharge at a set rate.
Since this stat is so important, 5 six-sided dice are rolled to determine this stat upon creating a character.
AP (meaning "ability points") determines how many abilities a character can learn. Unlike HP and MP, your character’s max AP will increase as they level up. Each ability costs so much AP to learn, but once you spend them to learn a new skill it is permanently equipped for free usage.
Strength (Str) is equivalent to how much damage a character can inflict on another through physical attacks. This stat increases as characters level up and can be augmented with weapons, accessories, and special stat boosts.
Magic (Mag) determines, well, your magical power. The higher it is, the more effective one’s spells are, just like Strength determines physical attacks. This stat increases as characters level up and can be augmented with weapons, accessories, and special stat boosts.
Defense (Def) is like a person’s constitution in that it decreases the total damage dealt by outside forces. This stat increases as characters level up and can be augmented with weapons, accessories, and special stat boosts.
Recording stats is imperative. Be sure to keep track of this - alongside your munny exclaim - as you gain levels and augment them with items. You must keep track of damage in combat and how much MP you expend casting spells.
Experience
Experience is crucial. You will gain experience points through a few specific means, mostly battle with enemies. When one of your characters gains enough experience points (or "exp") they will grow a level. Newfound skills, capacities, and other benefits come with leveling up.
When a character gains a level, you roll a six-sided die for each stat in this order: HP, MP, AP, Str, Mag, Def. Rolling an odd number adds 1 point to the corresponding stat while rolling an even number adds 2. We do this since Gaia has dice rolls but not coin flips.
Every post you make during combat will give the character you are portraying a single experience point, so long as they perform an action relevant to the battle. If they stop to talk to someone, no exp; but if they guard themselves whilst speaking, you get the exp point.
Also, each enemy a character defeats grants experience equal to its level. So, killing a level 6 heartless will award 6 exp. Killing a level 6 heartless in two turns will award 8 exp.
Note: The experience given for defeating another player character is currently undecided.
Below is a chart of how much experience you need at each level to gain another. For example, you start at level 1, so your character needs 10 exp to become level 2. From level 2, they will need 20 exp to become level 3.

