Reveia Class Selection
For those new to Reveia, welcome! For those experienced with Reveia, welcome back! This is the Reveia Class Selection, and will contain most relevant information for player character stats. This document is to help assist players in learning and creating their characters as desired.
Character Skill Points
Every character has skill points that reflect their capabilities both in and out of combat. Any character age 25 and over is allowed 15 Skill Points total, to be spent on individual skills.
Any character under the age of 25, but over 18, is considered to have 8 points maximum. Minors require permission from Staff to play and have no points.
*Note: Characters should only change Skills every 3 OOC months and with proof of appropriate rp provided to staff. Points reflect time spent to learn and develop skills, and as a consequence, characters lose some capability in other skills due to falling out of practice. Characters need approval from the Lore Staff who approved their application to make any changes to it, regardless of this guideline.
Skill Levels
If you invest points into a skill, the maximum amount of points that can be put into it is 4. Having levels in a skill is then labelled as thus:
[1] = Amateur
[2] = Trained
[3] = Veteran
[4] = Expert
[5] = Mastery
[6] = Virtuoso (Conditional on staff approval for grand feats associated with a skill)
Combat System
The combat system relies on two systems, defaulting to rolling. Honor combat is possible only with the consent of both parties. When honor combat is not agreed to, a system of rolling based on the point investments put into skills is used. With each investment, the modifier used in combat is increased by 2. A character with a virtuoso in one handed melee combat will roll with a +10. The combat begins with the players rolling initiative, a d20. When the turn order is established, each player will take their turn and emote their action. Barring special actions, the traditional exchange will see a player emote attacking their opponent, and subsequently roll the modifier associated with their attack action. The defending player will then roll to defend against the attack. If the attacking roll prevails, the hit will land. Players are expected to treat wounds realistically, and not to power game.
Movement: Each character can move a base 6 blocks barring special skills that modify or alter it. Athleticism for example increases the number of blocks a character can move, while using a shield will slow a character down.
Grappling/Restraining: Characters are able to grapple, restrain, or contest the strength of their opponent by using this special action. During their turn, an attacker will roll their modifier in unarmed proficiency against the defender's defensive skill. If the attacker prevails with a difference of 8 or more, the defender is considered grappled and is unable to move or attack on the next turn. To break free of the grapple, the grappled character is forced to roll their strength training modifier against the grappler. If the grappled character prevails with a difference of 4, they are able to break free.
Retreating: Characters are able to flee combat using their athleticism skill. To flee, the retreating character must roll their athleticism skill and prevail with a difference of 8 to successfully escape an opponent within 8 blocks. If the roll succeeds, the character must prevail with an additional athleticism check to flee combat successfully. Once both steps are complete, the character is free to leave the roleplay. If the character is already 8 blocks away, they are able to skip step 1.
Engagement/Disengagement: Characters are considered engaged in melee combat if they are within 1-2 blocks of their opponent, or 3 if one of the participants is using a heavy weapon. Unless allowed to disengage, the player is forced to roll a base d20 against their opponent, who will also roll a base d20. If the disengaging player beats the roll, they are able to disengage from combat and freely move elsewhere. A tie defaults to a stopped disengagement.
Skill Template
Notes: Each character is given 15 points to invest in the following skills. Only one skill is able to be leveled to virtuoso. Further, once a character invests a skill at mastery, other skills are capped at expert.
Example Proficiencies
One-handed Melee - 5 points (mastery)
Shielding - 4 points (expert)
Strength Training - 3 points (veteran)
Athleticism - 3 points (veteran)
Proficiency System
Combat Proficiencies
Light Weapon Proficiency - Proficiency with weapons capable of being wielded in one hand, I.E daggers, arming swords, rapiers, messers, etcetera. Each successful hit scores one wound. These can be paired with a shield for defensive bonuses, or with another one handed weapon to deal an additional wound with each successful blow. Each point investment adds +2 to roll.
Heavy Weapon Proficiency - Proficiency with weapons capable of being wielded in two hands, I.E longswords, greatswords, mauls, greataxes, etcetera. Each successful hit scores two wounds. Characters forgo shields while wielding these. Each point investment adds +2 to roll. Heavy weapons users are able to swing one block outside of the normal 1-2 block range, able to reach an opponent that is three blocks away.
Shield Proficiency - Proficiency with shields. Shields are able to be used in tandem with a one-handed weapon, and provide a defensive bonus to the character. In addition to the weapon’s roll, add one additional bonus for each tier of shielding invested in. A character with a virtuoso in shields can add 5 to their defensive roll. Shields negate part of a character’s movement, reducing their movement by half. Each point investment adds +1 to roll.
Ranged Proficiency - Proficiency with non-powder based ranged or thrown weapons, I.E bows, crossbows, slings, javelins and darts. Each successful hit scores two wounds, and requires a full turn to reload. Each point investment adds +2 to roll. Ranged proficiency cannot be used at 4 block range or lower.
Firearms Proficiency - Proficiency with powder-based ranged weapons, I.E pistols and muskets. Each successful hit scores three wounds, and requires two full turns to reload. Additional firearms may not come pre-loaded in combat. Unmodified rolls below five result in a misfire and deal one wound to the user. Each point investment adds +2 to roll. Firearms have a 15 block range, and the character using them must stand still to reload.
Unarmed Combat Proficiency - Proficiency with unarmed combat styles, I.E bare-knuckle brawling, martial arts, grappling, etc. Each successful hit scores one wound. This proficiency may be used to initiate grapple checks, which roll against a defense roll and when successful, disable a character from taking combat turns as long as the grapple is maintained. Each point investment adds +2 to roll.
Physical Proficiencies
Strength Proficiency - Proficiency with physical feats such as endurance, lifting, climbing, etcetera. With each two investments, a character gains an additional wound on top of the base 6.
Athletics Proficiency - Proficiency with athletic feats such as sprinting, jumping, gymnastics, etcetera. With each investment, a character may move an additional block on top of the base 6.
Command Proficiencies
Strategist Proficiency - Proficiency with large-scale military command, I.E the command of a force larger than one thousand men. Strategist proficiency encompasses battle order and strategy, the ability to command and delegate, and an understanding of military strategy and logistics. If three points are invested in Strategist Proficiency, no more than two may be invested into Tactician Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.
Tactician Proficiency - Proficiency with small-scale military command, I.E the command of a force smaller than one thousand men. Tactician proficiency encompasses battlefield leadership and tactics, the ability to directly lead men, and an understanding of battlefield tactics and command within the scope of a larger force. If three points are invested in Tactician Proficiency, no more than two may be invested into Strategist Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.
Admiral Proficiency - Proficiency with large-scale naval command, I.E the command of multiple maritime vessels. Admiral proficiency encompasses naval battle order and fleet maneuvers, the ability to command and delegate, and an understanding of naval strategy and logistics. If three points are invested in Admiral Proficiency, no more than two may be invested into Captaincy Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.
Captaincy Proficiency - Proficiency with small-scale naval command, I.E the command of a single maritime vessel. Captaincy proficiency encompasses naval combat leadership and tactics, the ability to directly captain a ship, and an understanding of naval tactics and command within the scope of a larger fleet. If three points are invested in Captaincy Proficiency, no more than two may be invested into Admiral Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free. Naval proficiencies are mutually exclusive with land proficiencies.
Statesman Proficiencies
Diplomatic Proficiency - Proficiency with diplomacy, both internal and external. Diplomatic proficiency encompasses the ability to entreat, persuade and coerce non-player character entities within and without the Empire.
Economic Proficiency - Proficiency with economic and monetary development. Economic proficiency encompasses the ability to improve upon infrastructure, manage economic assets such as local industry, commerce or banks, and can reduce the costs of certain investments. At each level, an economist can reduce the cost of a building by 10 ducats, maxing out at 50 ducats. Additionally, each level offers the ability to cover the cost of one resource. For example, a master economist could reduce a building's cost by 40 ducats and a single resource, or 30 ducats and two resources. This skill cannot be used for troop production.
Intrigue Proficiency - Proficiency with intrigue and subterfuge. Intrigue proficiency encompasses the ability and know-how to engage in espionage, sabotage and forgery. Characters with this proficiency may engage in actions broadly related to subterfuge in progressions and may forge documents with supervision and approval of lore staff.
Religious Proficiency - Proficiency with theology. Religious proficiency encompasses the ability to understand religious theology of a character’s own faith and others, the ability to participate in religious institutions and the persuasive rhetoric to evangelize to non-believers, allowing for conversions of NPC populations.
Historical Proficiency - Proficiency with historiography. Historical proficiency encompasses the innate knowledge of history, and with varying degrees of proficiency, may uncover insights which are not readily available to other characters. Characters with historical proficiency may consult with lore staff for knowledge drops once per progression cycle.
Common Proficiencies
Art Proficiency - Proficiency with art. Art Proficiency encompasses an understanding of the practice and methods of creating works of art, including but not limited to; painting, sculpture, printmaking, architectural design, metalwork. Characters with this proficiency may utilize it to create works which may be given as gifts, or sold, through progression.
Music Proficiency - Proficiency with music. Music proficiency encompasses an understanding of the practice of writing and creating music, and skill with any range of instruments. Characters with this proficiency may utilize it to earn renown and influence with their talents through progression.
Medical Proficiency - Proficiency with medicine. Medical proficiency encompasses the understanding of medicine, medical procedures and comprehensive first aid and surgery. Characters with this proficiency may utilize it to patch the wounds of characters who have suffered injuries in combat, as long as they are not actively engaged, by making a roll against the number of wounds x 3. Each point investment adds +2 to roll.
Smithing Proficiency - Proficiency with smithing. Smithing proficiency encompasses the understanding and creation of mundane weapons and armors, as well as other objects which require metallurgical knowledge to craft. Characters with this proficiency may utilize it to create weapons and armors with supervision and approval by the lore team.
Gunsmithing Proficiency - Proficiency with gunsmithing. Gunsmithing proficiency encompasses the understanding and creation of gunpowder and gunpowder-based arms, as well as explosives. Characters with this proficiency may utilize it to create firearms and explosives with supervision and approval by the lore team.
Alchemy Proficiency - Proficiency with alchemy. Alchemy proficiency encompasses the understanding and creation of potions, poultices, oils and alchemical explosives such as smoke bombs, nafta, etcetera. Characters with this proficiency may utilize it to create the aforementioned alchemical concoctions with supervision and approval by the lore team.
Artifice Proficiency - Proficiency with artifice. Artifice proficiency encompasses the understanding and creation of artifacts that are imbued with magical or otherworldly properties. Characters with this proficiency may utilize it to create artifacts with supervision and approval by the lore team. Without mage approval, a character with the artificing skill can produce enchantments for items and weapons that can be used for the completion of non-mechanically relevant tasks. For example, a broom could be made to sweep the floor without a person to hold it, or a sword may drip icicles from its tip. Ultimately, these will be confined to boons and enchantments that confer no mechanical benefit. With mage approval, characters with the artificing skill may apply through ticket to enchant weapons with a specific mechanical property, enhancing its abilities in combat encounters. It should be noted that in both cases, this sort of magic is considered anathema by the Church and Empire and is outlawed completely. To make an application for a lored item from a mage character, use the following template:
Lore Item Name:
Lore Item Type: (Weapon, Tool, Other)
Proposed Mechanics:
How this will be used to forward roleplay:
Hunting Proficiency - Proficiency at tracking and pursuing prey, whether it be animals or people. This proficiency encompasses the characters who have a feel for the movements of others, able to pursue them across long distances. Characters with this proficiency may use it to assist in scouting for armies, but also hunting important targets in progressions.
Languages
Characters can both learn the Common Tongue for free and gain the language of their parents, if applicable. Every other language costs 1 Skill Point to master.
- Common Tongue <C> – Native to the Wolvards, available to all. Inspired by English
- Primean <P> – Spoken by Old Primeans. Inspired by Classical Latin and Ancient Greek
- Neo-Primean <N-P> – Spoken by Modern Primeans and some Cliffmen. Inspired by Vulgar Latin and Italian
- Aracellian <A> – Spoken by Urban Grapelanders. Inspired by French and Occitan
- Entenorian <E> – Spoken by Entenorians. Inspired by Spanish and Portuguese (Vedero <VE>)
- Drachensprak <DC> – Spoken by Fellmen. Inspired by German
- Neebrachts <NE> – Spoken by Neebrachters. Inspired by Dutch
- Dornovan <D> – Spoken by Dornovans
- Findwyr <F> – Spoken by the Felks. Inspired by Celtic tongues
- Vodska <V> – Spoken by the Skeydans. Inspired by Nordic tongues
- Kosnik <K> – Spoken by the Kremiyans and Beroskians. Inspired by East Slavic tongues
- Perenski <PI> – Spoken by Perenians. Inspired by Czech and Polish
- Rostul <RU> – Spoken by Rosti. Inspired by Steppe languages.
- Troll Speak <TR> – Spoken by Trolls and Goblins
- Khudaki <KH> – Spoken by Khudaks
- Kralm Tongue <KR> – Spoken by Dwarves
- Q’omsharic <Q> – Spoken by the Sadafi. Inspired by Arabic and Persian languages
- Khappulic <KP> – Spoken by the Khappulians. Inspired by Akkadian
- Ghanarosa <GH> – Spoken by the Unnadassans
- Vemish <VM> – Spoken by Vemics. Inspired by Romanian
- Farspeech <FAR> – Spoken by Farstriders. Inspired by East Asian languages