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. They are forbidden to be of Expert Skill Level in anything. 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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[4] = Mastery
[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.
[5] = Virtuoso  
 
''*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.''  
'''Combat System'''  


''*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.''
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 defender will take a singular wound. Once a player reaches five wounds, they are considered knocked unconscious and can no longer continue the fight.


== Class 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. 
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.  
'''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 strength training 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.


'''Example Class'''
'''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. 


Class: Champion (Vanguard prog skill)
== Class Skills ==
 
'''Notes:''' Each character is given 15 points to invest in the following skills. Only one skill is able to be leveled to virtuoso, any subsequent skills are capped at mastery.   
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.
 
''*Champions who choose this class are able to maintain the morale of their men, even in ambushes or in tight situations.''
 
'''Captain -''' Able to effectively lead small groups of no more than a hundred as a hero unit.
 
''*Champions who choose this class are able to conjure elite performance out of any regiment regardless of stature in Realm Flashpoints.''
 
'''Barbarian  -''' Terrifying battlefield presence that intimidates foes.
 
''*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.''
 
=== '''Class: Outlander''' ===
'''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:'''
 
'''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.
 
'''Heavy Archery -''' This skill encompasses long bows, crossbows, and other harder hitting instruments barring firearms. Outlanders skilled in heavy archery thrive at long range.
 
'''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.
 
'''Athleticism -''' This skill encompasses a character's agility, and in combat, their ability to outrun or maneuver around combat scenes.
 
'''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,
 
'''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.
 
 
'''Progression Skills:'''
 
'''Ranger -''' Able to track creatures and beings and forage supplies in the wilderness.
 
''*Outlanders who choose this class feed armies with emergency food and warmth supplies. Experts can lead armies through impassable terrain.''
 
'''Healer -''' Able to mend wounds and access alchemy, including poison.
 
''*Outlanders who choose this class can set up a Medic Camp which heals and sanitates a Realm Army causing fewer casualties.''
 
'''Rogue -''' Able to move unseen and unheard, pick locks, and easily pickpocket individuals.
 
''*Outlanders who choose this class can sneak into heavily garrisoned Strongholds with ease.''
 
'''Forger -''' Can craft fake documents, seals, and orders. Similarly, they are able to reveal other works of forgery in relation to their skill level.
 
''*Outlanders who choose this class can impersonate nobles, generals, and other notable officials in realm flashpoints, and have an easier time impersonating realm leaders.''
 
=== '''Class: Dignitary''' ===
'''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)'''
 
'''Strategist -''' Understanding of war strategy, army doctrines and logistics.
 
''*Experts receive +1 Region movement for Realm Army in Flashpoints, Virtuosos receive +2 Region movement.''
 
'''Commander -''' Efficacy in battlefield tactics and troop performance.
 
''*Experts improve Realm Army morale by one level. Virtuosos improve morale by two levels.''
 
'''Admiral -''' Understanding of naval strategy, doctrines, and logistics.
 
''*Experts receive +1 Sea Region movement for Realm Fleet in Flashpoints. Virtuosos receive +2 Sea Region movement.''


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


''*Can request meetings with foreign states via Realm Action Orders. Non-Statesmen will be immediately rejected by foreign entities except under dire circumstances.''
Shielding - 4 points (mastery)


'''Economist -''' Capable of making economic policies to maximize revenue.
Strength Training - 3 points (expert)


''*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.''
Athleticism - 3 points (expert)


=== '''Class: Intellectual''' ===
'''Note:'''


'''Intellectual Point Skills:'''
'''<u><big>Skills</big></u>'''


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


'''Researcher -''' Understanding of engineering, complex concepts. Able to delve into technology progressions
'''One Handed Melee -''' Weapons that are capable of being wielded with one hand. 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.  


''*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:''
'''Two Handed Melee -''' Weapons that require two hands to use. Characters forgo shields while wielding these, and are capable of dealing two wounds instead of one upon a successful strike.  


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


=== '''Class: Warlock''' ===
'''Strength Training -''' Governs feats of strength like grappling, wrestling, climbing, and physical labor.  
'''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.  
'''Athleticism -''' This skill governs the speed and physical shape of a character. With each investment, a character may move an additional block on top of the base 6.  


''*Demotivates enemy troops in Realm Flashpoints, bringing down their morale on the battlefield. Experts can discourage small armies from fighting at all.''
'''Firearms Skill -''' This skill governs a character’s skill in firearms. Each shot requires two full turns to reload, and if successful, will deal three wounds upon impact.


'''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.  
'''Light Archery Skill -''' This skill governs a character’s skill in traditional archery, with lighter projectiles. Each successful hit scores a wound.


''*Can request meetings with foreign states via Realm Action Orders. Non-Statesmen will be immediately rejected by foreign entities except under dire circumstances.''
'''Heavy Archery Skill -''' This skill governs a character’s skill in heavier ranged weapons, like crossbows or longbows. Each successful hit deals two wounds, and requires one turn to load.


'''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.  
'''Grand Strategy Skill -''' This skill governs a character’s skill in conducting large scale military campaigns. Characters with this skill are competent at managing logistics, supply lines, marching orders, and general tactics.  


''*Experts can set up a Medic Camp which heals and sanitates a Realm Army causing fewer casualties.''
'''Admiralty Skill -''' This skill governs a character’s ability to command large fleets of ships, with a higher tier investment correlating to a character’s relative supremacy in coordinating formation and battle tactics in ocean theaters.  


'''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.  
'''Frontline Command Skill -''' This skill governs a character’s skill in commanding on the frontlines, inspiring soldiers and improvising in tense situations.  


''*Experts receive +1 Province movement for Realm Army in Flashpoints, Virtuosos receive +2 Province movement.''
'''Economist -''' This skill governs a character’s competency in managing economic systems, able to find efficient ways to improve their settlements. Each each investment, an economist is able to reduce the total cost of a building by 5, 15, 25, 50, and 70 respectively.  


'''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.  
'''Statesman Skill -''' This skill governs a character’s skill in diplomacy. With each subsequent investment, a character is able to demonstrate increased competency in negotiations with NPCs in progressions.  


''*Experts can sneak into heavily garrisoned Strongholds with ease.''
'''Alchemy Skill -''' This skill governs a character’s competency in creating alchemical solutions, able to be used both in utility and combat situations. In combat, these may be used as simple harmful projectiles.


== Hobby Skills ==
== Hobby Skills ==

Revision as of 02:29, 5 April 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. They are forbidden to be of Expert Skill Level in anything. 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] = Trained

[2] = Veteran

[3] = Expert

[4] = Mastery

[5] = Virtuoso

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 defender will take a singular wound. Once a player reaches five wounds, they are considered knocked unconscious and can no longer continue the fight.

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 strength training 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.

Class Skills

Notes: Each character is given 15 points to invest in the following skills. Only one skill is able to be leveled to virtuoso, any subsequent skills are capped at mastery.

Example Proficiencies

Shielding - 4 points (mastery)

Strength Training - 3 points (expert)

Athleticism - 3 points (expert)


Skills


One Handed Melee - Weapons that are capable of being wielded with one hand. 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.  

Two Handed Melee - Weapons that require two hands to use. Characters forgo shields while wielding these, and are capable of dealing two wounds instead of one upon a successful strike.

Shielding - 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.

Strength Training - Governs feats of strength like grappling, wrestling, climbing, and physical labor.

Athleticism - This skill governs the speed and physical shape of a character. With each investment, a character may move an additional block on top of the base 6.

Firearms Skill - This skill governs a character’s skill in firearms. Each shot requires two full turns to reload, and if successful, will deal three wounds upon impact.

Light Archery Skill - This skill governs a character’s skill in traditional archery, with lighter projectiles. Each successful hit scores a wound.

Heavy Archery Skill - This skill governs a character’s skill in heavier ranged weapons, like crossbows or longbows. Each successful hit deals two wounds, and requires one turn to load.

Grand Strategy Skill - This skill governs a character’s skill in conducting large scale military campaigns. Characters with this skill are competent at managing logistics, supply lines, marching orders, and general tactics.

Admiralty Skill - This skill governs a character’s ability to command large fleets of ships, with a higher tier investment correlating to a character’s relative supremacy in coordinating formation and battle tactics in ocean theaters.

Frontline Command Skill - This skill governs a character’s skill in commanding on the frontlines, inspiring soldiers and improvising in tense situations.

Economist - This skill governs a character’s competency in managing economic systems, able to find efficient ways to improve their settlements. Each each investment, an economist is able to reduce the total cost of a building by 5, 15, 25, 50, and 70 respectively.

Statesman Skill - This skill governs a character’s skill in diplomacy. With each subsequent investment, a character is able to demonstrate increased competency in negotiations with NPCs in progressions.

Alchemy Skill - This skill governs a character’s competency in creating alchemical solutions, able to be used both in utility and combat situations. In combat, these may be used as simple harmful projectiles.

Hobby Skills

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.

  1. Culinary Arts
  2. Brewing
  3. Animal Husbandry
  4. Planting
  5. Crafting
  6. Gunsmithing
  7. Construction
  8. Sculpting
  9. Surgery
  10. Gambling
  11. Cartography
  12. Astronomy
  13. Natural Science
  14. History
  15. 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!

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