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 10 Skill Points total, to be divided into the Class, Combat and Hobby categories as desired.
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.
*Note: Taking skills from different classes costs 2 points per skill level instead of 1.
*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 3. Having levels in a skill is then labelled as thus:
[1] = Trained
[2] = Veteran
[3] = Expert
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 3 to 4 exclusively.
*Note: You can only ever upgrade one skill to Virtuoso. That skill is then locked in place.
*Note: If one skill is levelled up to 3 points, any other skill after that maxes at 2 points. If Virtuoso is achieved, this frees up another Expert slot.
*Note: Staff run with a system of Logic or Rolling when conflict occurs. Note that in Logic based combat, many more factors are taken into account than in rolling combat. When conflict occurs, the defender chooses what type of combat to use. For rolling, it is acceptable to /roll 1d20 and then apply modifiers included with your Skill. The Rolling System has no effect on Realm Scene Flashpoints.
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.
Class: Champion
Paladin - Natural combatant, able to withstand a fight longer with more strength and endurance.
*For Rolling, adds a +2, +4, +6, or +10 modifier depending on Skill Level. Stacks with one other applicable Combat modifier.
Captain - Able to effectively lead small groups of no more than a hundred as a hero unit.
*Experts are able to conjure elite performance out of any regiment regardless of stature in Realm Flashpoints.
Barbarian - Terrifying battlefield presence that intimidates foes.
*Demotivates enemy troops in Realm Flashpoints, bringing down their morale on the battlefield. Experts can discourage small armies from fighting at all.
Class: Outlander
Ranger - Able to track creatures and beings and forage supplies in the wilderness.
*Used in Realm Flashpoints to 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.
*Experts 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.
*Experts 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.
*In Realm Flashpoints, Trained Forgers can impersonate local officials like Gentry, Guard Captains, and Curates.
*Veterans can impersonate Low Nobility, Government Workers, and Lord Rectors
*Experts can impersonate High and Super Nobility as well Government Ministers and Generals.
*Virtuosos can impersonate Royals and foreign heads of state.
Class: Dignitary
Note: For characters between the ages of 18-30, you can only possess two of these dignitary skills at a time. This does not apply to strategist and commander, as the two are related enough to work together. Admiral and strategist are also incompatible.
Strategist - Understanding of war strategy, army doctrines and logistics.
*Experts receive +1 Province movement for Realm Army in Flashpoints, Virtuosos receive +2 Province 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 Province movement for Realm Fleet in Flashpoints. Virtuosos receive +2 Sea Province movement.
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.
Economist - Capable of making economic policies to maximize revenue.
*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.
Class: Intellectual
Researcher - Understanding of engineering, complex concepts. Able to delve into technology progressions
*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:
- Early Airships
- 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.
*Demotivates enemy troops in Realm Flashpoints, bringing down their morale on the battlefield. Experts can discourage small armies from fighting at all.
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.
*Can request meetings with foreign states via Realm Action Orders. Non-Statesmen will be immediately rejected by foreign entities except under dire circumstances.
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.
*Experts can set up a Medic Camp which heals and sanitates a Realm Army causing fewer casualties.
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.
*Experts receive +1 Province movement for Realm Army in Flashpoints, Virtuosos receive +2 Province movement.
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.
*Experts can sneak into heavily garrisoned Strongholds with ease.
Combat Skills
Every character has the ability to acquire combat skills should they choose.
Melee Combat - All melee combat involving weapons of common and uncommon types, not extending to extremely rare or unusual equipment with niche uses.
*For Rolling, adds a +2, +4, +6, or +10 Modifier depending on Skill Level. Does not stack
Shield Combat - Use of a shield in combat. Can still use a shield without the skill, just no bonuses in rolling.
*For Rolling, adds a +2, +4, +6, or +10 modifier depending on Skill Level. Modifier stacks with one other applicable Combat modifier except for Ranged Combat.
*Modifier provides protection against Ranged, but does not stack with other Combat Skills in doing so.
Ranged Combat - Weapons fired and thrown; longbows, crossbows, etc.
*For Rolling, adds a +2, +4, +6, or +10 modifier depending on Skill Level. Does not stack with other combat modifiers.
*Modifiers do not apply to Melee Combat once physically engaged.
Firearms Combat - Weapons fired with gunpowder.
*For rolling, adds a +2, +4, +6, or +10 modifier depending on skill level. Does not stack with other combat modifiers. Does not apply to melee
*Does more damage than ranged combat, but must pass a DC of 10 or it’s an automatic miss.
Unarmed Combat - Any fighting done without weapons.
*For Rolling, adds a +2, +4, +6, or +10 Modifier depending on Skill Level. Does not stack with other combat modifiers.
Unconventional Combat - Nets, whips, bolas, molotovs, traps, smoke bombs, etc.
*For Rolling, adds a +2, +4, +6, or +10 Modifier depending on Skill Level. Does not stack with other combat modifiers.
Riding - Riding any kind of mount, mounted combat included.
*For Rolling, adds a +2, +4, +6, or +10 modifier depending on Skill Level. Does not stack with other combat modifiers.
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