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 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.
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
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.
*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.
*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. 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
Note:
Intellectual Point Skills:
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
*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.
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