Reveia Class Selection: Difference between revisions

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== Character Skill Points ==
== 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 10 Skill Points total, to be divided into the Class, Combat and Hobby categories as desired.
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 6 points maximum. They are forbidden to be of Expert Skill Level in anything. Minors require permission from Staff to play and have no points.
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: Taking skills from different classes costs the same, but is capped at veteran investment. Progression skills can only be selected from the primary class.''


''*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.''
''*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.''
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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:
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] = Trained
[1] = Amateur
 
[2] = Veteran
 
[3] = Expert
 
[4] = Mastery
 
If a character shows exceptional prowess in roleplay with a skill that is at the level of Expert and works long and diligently, using the Skill often and for great purpose, staff may decide to grant them Virtuoso in a stat, which is one free point that increases a skill from 4 to 5 exclusively.
 
''*Note: You can only ever upgrade one skill to Virtuoso. That skill is then locked in place.''
 
''*Note: Only one skill can be maxed out at mastery level, and investing in skills from another class is capped at veteran competency.''
 
''*Note: Combat is defaulted to logic. The skill level investments should be used as metrics for determining your relative skill when fighting another player. Classes should also be taken into account, but are not decisive. Ultimately, the circumstances of the fight should dictate the factors that play into any given engagement. A champion fighter with grievous wounds should not be given deference simply due to his class, the wounds should be taken into account. In cases where a dispute arises, rolls should be conducted correspondent to the skills invested. Rolls should rely on a +2, +4, +6, +8, and +10 respectively. Should the players consent, an HP system may also be followed. Each character maintains an HP of 18, and the number will take hits equal to the difference of a successful attack roll subtracting a defensive roll. If a player rolls a 20 when attacking, against a player's 12, 8 HP is subtracted.''
 
== Class Skills ==
Every character likewise has a niche that makes them stand out from the others. Are they a soldier? A hermit? An agent? Perhaps you will find something that fits them below!
 
'''Note:''' Most Skills possess a Special Ability once Expert is reached which is performed through a Realm Flashpoint. Your character will need to be involved with a Noble Family in order to use their ability in that Noble Family’s Realm Action Order. The ability can also be applicable to other roleplay systems in Reveia which may have their own guidelines for utility.
 
'''Example Class'''
 
Class: Champion (Vanguard prog skill)
 
Light Weapons - 4 (Mastery)
 
Standard Weapons - 3 (Expert)
 
Shielding - 3 (Expert)
 
=== '''Class: Champion''' ===
'''Description:''' The champion class encompasses the great warriors, heroes, and strongmen of Reveia. They are the men whose mere presence scares off opponents, the guards to kings and emperors, and the frontline leaders of men. Below are a list of skills that players can invest in. Players who choose the champion class can choose one of the three progression skills at the bottom:
 
'''Champion Point Skills:'''
 
'''Light Weapons -''' This skill encompasses small weapons like daggers, knives, and rapiers. Champions who have mastered light weapons are known for their elegant technique, finding the weak points of larger and slower opponents.
 
'''Standard Weapons -''' This skill encompasses traditional melee weapons, like swords, broadswords, falchions, and other similarly sized weapons. Champions who have mastered standard weapons are known for their skill, speed, and broad abilities against most types of opponents.
 
'''Heavy Weapons -''' This skill encompasses larger melee weapons, like greatswords, warhammers, and other similarly sized weapons. Champions who have mastered heavy weapons are known for their powerful strikes but slow movement.
 
'''Polearm Weapons -''' This skill encompasses pole-based weaponry, like halberds, spears, and other similar weapons. Champions who have mastered polearms are known for keeping their opponents at a distance. 
 
'''Strength Skill -''' This skill encompasses wrestling, general feats of strength, and strength contests between characters.
 
'''Shielding -''' This skill encompasses the use of shields in combat.
 
 
'''Progression Skills:'''


'''Vanguard  -''' A warrior of legendary prowess, a presence on the field that, in the midst of a battlefield crisis, is able to inspire his men.
[2] = Trained


''*Champions who choose this class are able to maintain the morale of their men, even in ambushes or in tight situations.''
[3] = Veteran


'''Captain -''' Able to effectively lead small groups of no more than a hundred as a hero unit.
[4] = Expert


''*Champions who choose this class are able to conjure elite performance out of any regiment regardless of stature in Realm Flashpoints.''
[5] = Mastery


'''Barbarian  -''' Terrifying battlefield presence that intimidates foes.
[6] = Virtuoso (Conditional on staff approval for grand feats associated with a skill)


''*Champions who choose this class are able to demotivate enemy troops in Realm Flashpoints, bringing down their morale on the battlefield. Experts can discourage small armies from fighting at all.''
'''Combat System'''


=== '''Class: Outlander''' ===
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.  
'''Description:''' The outlander class encompasses the archers, the rogues, and the characters who play more of a support role for nobles and soldiers alike. Those who choose the outlander class are content working in the background, assisting their allies from range or healing their wounds in battle. Outlanders can choose one progression skill from the bottom list.  


'''Outlander Point Skills:'''
'''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.


'''Light Archery -''' This skill encompasses bows, short bows, and other short ranged instruments. Outlanders who are skilled in light archery thrive at medium distances, picking off opponents from afar.  
'''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.


'''Heavy Archery -''' This skill encompasses long bows, crossbows, and other harder hitting instruments barring firearms. Outlanders skilled in heavy archery thrive at long range.  
'''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.


'''Firearms -''' This skill encompasses firearms, specifically early muskets and matchlock weaponry. Outlanders who use firearms rely on a trained eye to compensate for a long reload time.  
'''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.  


'''Athleticism -''' This skill encompasses a character's agility, and in combat, their ability to outrun or maneuver around combat scenes.  
== 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.  


'''Acrobatics -''' This skill encompasses a character's ability to climb, balance, and maneuver tough surfaces and terrains. Characters with this skill are adept at climbing, jumping,
'''Example Proficiencies'''


'''Unconventional Combat -''' This skill encompasses the use of objects near or immediately in the vicinity of a character. The capability of a character to improvise.
One-handed Melee - 5 points (mastery)


Shielding - 4 points (expert)


'''Progression Skills:'''
Strength Training - 3 points (veteran)


'''Ranger -''' Able to track creatures and beings and forage supplies in the wilderness.
Athleticism - 3 points (veteran)


''*Outlanders who choose this class feed armies with emergency food and warmth supplies. Experts can lead armies through impassable terrain.''
== Proficiency System ==


'''Healer -''' Able to mend wounds and access alchemy, including poison.
<u><big>Combat Proficiencies</big></u>


''*Outlanders who choose this class can set up a Medic Camp which heals and sanitates a Realm Army causing fewer casualties.''
'''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.


'''Rogue -''' Able to move unseen and unheard, pick locks, and easily pickpocket individuals.
'''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.  


''*Outlanders who choose this class can sneak into heavily garrisoned Strongholds with ease.''
'''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.  


'''Forger -''' Can craft fake documents, seals, and orders. Similarly, they are able to reveal other works of forgery in relation to their skill level.
'''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.


''*Outlanders who choose this class can impersonate nobles, generals, and other notable officials in realm flashpoints, and have an easier time impersonating realm leaders.''
'''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.


=== '''Class: Dignitary''' ===
'''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.
'''Description:''' Dignitaries are characters known for their scholarly pursuits, usually earning their merit from an academy of high repute. They serve as both admiral and general, statesman and economist, for nobles and the Empire at large. Players who choose this class are oriented toward progression boons and bonuses.


'''Dignitary Point Skills:''' 


'''Progression Skills (Dignitaries have the unique ability to choose two)'''  
'''<u><big>Physical Proficiencies</big></u>'''


'''Strategist -''' Understanding of war strategy, army doctrines and logistics.
'''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.


''*Experts receive +1 Region movement for Realm Army in Flashpoints, Virtuosos receive +2 Region movement.''
'''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.


'''Commander -''' Efficacy in battlefield tactics and troop performance.


''*Experts improve Realm Army morale by one level. Virtuosos improve morale by two levels.''
'''<u><big>Command Proficiencies</big></u>'''


'''Admiral -''' Understanding of naval strategy, doctrines, and logistics.
'''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.


''*Experts receive +1 Sea Region movement for Realm Fleet in Flashpoints. Virtuosos receive +2 Sea Region movement.''
'''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.


'''Statesman -''' Capable of more effective political actions and diplomacy.


''*Can request meetings with foreign states via Realm Action Orders. Non-Statesmen will be immediately rejected by foreign entities except under dire circumstances.''
'''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.


'''Economist -''' Capable of making economic policies to maximize revenue.
'''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.


''*Deducts Building Costs under the Trade & Resources Tab by -5, -15, -30, and -50 depending on Skill Level. Must be ordered through Realm Action Order. Must still invest at least 1 Resource if all costs are waived. In Arandous, costs are deducted by 1/10 the Penny equivalent. So -5 Ducats would be -5,000 Pennies, and so forth. If all costs are waived, at least 1,000 Pennies must still be invested.''


=== '''Class: Intellectual''' ===
'''<u><big>Statesman Proficiencies</big></u>'''
'''Note:'''


'''Intellectual Point Skills:'''
'''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.


'''Alchemy -''' Characters who invest in this skill are competent in alchemical concoctions, able to brew them for medicinal and combat situations.  
'''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.


'''Researcher -''' Understanding of engineering, complex concepts. Able to delve into technology progressions
'''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.


''*Experts are adept in most studies, and can apply concepts in one niche to another. They can choose three disciplines to work in. Veterans and Trained Researchers can each pick two and one respectively. Disciplines are listed below:''
'''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.


* ''Early Airships''
'''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.
* ''Early firearms''
* ''Alchemy''
* ''Ritualism (Reserved for Mages)''


=== '''Class: Warlock''' ===
'''Note:''' All mage characters are required to take this class, and will automatically reserve 4 of their points as a representation of their spells. The following skills are taken from other classes to allow for a specialization to accompany magic. You can ONLY choose one of these. Spells are now done through special perms in tickets, and require an accepted warlock character app.


'''Barbarian  -''' Terrifying battlefield presence that intimidates foes. For warlocks, this manifests in the use of their magic.
'''<u><big>Common Proficiencies</big></u>'''


''*Demotivates enemy troops in Realm Flashpoints, bringing down their morale on the battlefield. Experts can discourage small armies from fighting at all.''
'''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.


'''Statesman -''' Capable of more effective political actions and diplomacy. Mages who choose this skill have a natural edge in diplomacy, as those around them trust their wisdom and study.  
'''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.


''*Can request meetings with foreign states via Realm Action Orders. Non-Statesmen will be immediately rejected by foreign entities except under dire circumstances.''
'''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.


'''Healer -''' Able to mend wounds and access alchemy, including poison. Mages who choose this are valued for their ability to blend their magic with mundane healing techniques to ameliorate wounds.  
'''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.


''*Experts can set up a Medic Camp which heals and sanitates a Realm Army causing fewer casualties.''
'''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.


'''Strategist -''' Understanding of war strategy, army doctrines and logistics. A mage who chooses this is respected as a conqueror, or feared as a leader of darkness.  
'''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.


''*Experts receive +1 Province movement for Realm Army in Flashpoints, Virtuosos receive +2 Province movement.''
'''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:


'''Rogue -''' Able to move unseen and unheard, pick locks, and easily pickpocket individuals. For mages, they can use their magic to aid in their rogue activities.
Lore Item Name:


''*Experts can sneak into heavily garrisoned Strongholds with ease.''
Lore Item Type: (Weapon, Tool, Other)


== Hobby Skills ==
Proposed Mechanics:
These are skills which do not necessarily possess any substantive value to a particular roleplay system but rather provide more flavour to your character and make them more interesting to engage with.


# '''Culinary Arts'''
How this will be used to forward roleplay:
# '''Brewing'''
# '''Animal Husbandry'''
# '''Planting'''
# '''Crafting'''
# '''Gunsmithing'''
# '''Construction'''
# '''Sculpting'''
# '''Surgery'''
# '''Gambling'''
# '''Cartography'''
# '''Astronomy'''
# '''Natural Science'''
# '''History'''
# '''Theology'''


Have a niche you don’t see here? Feel free to suggest it in your Character Application and have your Lore Staff Reviewer approve it!
'''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''' ===
=== '''Languages''' ===

Latest revision as of 00:31, 22 August 2024

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