Reveia Class Selection: Difference between revisions
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'''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. | '''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. | ||
== | == 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, any subsequent skills are capped at mastery. | '''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. | ||
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Athleticism - 3 points (expert) | Athleticism - 3 points (expert) | ||
== Skills == | == Skills == |
Revision as of 02:48, 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.
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, any subsequent skills are capped at mastery.
Example Proficiencies
One-handed Melee - 5 points (virtuoso)
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.
- Culinary Arts
- 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!
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