The Proficiency System is how we regulate Characters' skills. It is inspired by DnD, but also by RPGs, Elder Scrolls for example. If you are having trouble understanding or want a personal explanation, please ask for help in our Roleplay Community Discord. Both Players and Staff are always willing to help out. There are two parts to the system, Proficiency and Point Buy. Proficiency, a simple way to allocate stats to your Character, is mandatory. Point Buy, a more comprehensive ability system, is optional. Finally, there is the Abilities system, which you should read after picking out your Point Buy.
Proficiencies are useful for direct comparisons when Characters compete, and general skill checks, like Constitution to maintain a jog or Strength to hold a door closed. There are six proficiencies:
- Strength dictates your Character's strength, or combat experience.
- Constitution dictates your Character's health, fitness, and physical endurance.
- Wisdom dictates your Character's knowledge about the world, or technical skills.
- Dexterity dictates your Character's agility and general sleight of hand.
- Magic dictates your Character's ability to use and understand Magic.
- Charisma dictates your Character's leadership and experience with higher office.
Having 0 in Constitution does not mean your Character is made of glass. 0 just means Average. Every Proficiency above that is purely added skill.
There are two rules that dictate how many points you can spend, and when they max out:
- Every Character regardless of age or Race has exactly 14 points to spend between the above Proficiencies.
- Every Proficiency can only have up to 7 points invested in any of them.
- To learn how to show allocation, consult the Character Application Template on the Forums.
Point Buy is based on a Character's stats. They can have as many Point Buy Packs from a stat as they have points in it. For example, a 6 Strength Character can buy 6 Packs from the Strength category, a 0 Constitution Character cannot buy any Packs from the Constitution category, and a 2 Magic Character can buy 2 Packs from the Magic category. Below are links to each of the Categories. All packs have uses in Roleplay, although some are more useful than others.
Skills that don't exist in Point Buy, like cooking, cleaning, and underwater basket weaving, can just be things a character knows how to do. If it doesn't have a Pack, it can be done for free.
- Melee Weapon Point Buy, which is for weapon skills and Abilities.
- Athletic Point Buy, which is for specific athletic training.
- Bruiser Point Buy, which is for shield-free melee skills.
- Defensive Point Buy, which is for defensive Abilities.
- Training Point Buy, which is for strength training and physical power.
- Crafting Point Buy, which is for forging, woodworking and such.
- Tanking Point Buy, which is for sacrificing all damage for defense.
- Scholarly Point Buy, which is for scholarly knowledge acquired.
- Society Point Buy, which is for association with lore groups.
- Artificer Point Buy, which is for flexible Mechanic Skills.
- Technician Point Buy, which is for Tech and Alchemy inventions.
- Thaumaturgy Point Buy, which is for manipulating Dimensional Essences.
- Ranged Weapon Point Buy, which is for the use of Ranged Combat techniques.
- Roguery Point Buy, which is for crime and sleight of hand.
- Firearms Point Buy, which is for the use of Firearms and Puretek.
- Spell Point Buy, which is for the use of actual magical spells.
- Curses Point Buy, which is for the use of afflicted powers.
- State Point Buy, which is for State officials and Progressions.
- Cavalry Point Buy, which governs the use of Cavalry in combat.
- Language Point Buy, which governs the knowledge and use of languages.
- Presence Point Buy, which is for a wider group of uncategorized things.
- Theurgy Point Buy, which relates to Summoning of Spirits like Demons.
Optional Combat Roleplay Rules
Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players are able to use these Optional Combat Roleplay Rules to keep fights manageable. While during staff raids and events, this system is enforced, players are not obligated to use it anywhere else.
- During combat, each character has 5 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 1 HP. When a character drops to 0HP, they are ‘downed’. This can mean unconscious, or simply unable to fight or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.
- Any armor worn by characters allows them to block a single incoming attack per combat encounter. This can be assumed to be the armor protecting them. Armor piercing or disabling bypasses this effect.
- When tracking health, any Armor or Block Counters should be counted separately from a character’s HP in the case that armor piercing is used.
- Basic attacks are decided with ingame rolls. Each attack is decided with competing rolls using the /dice command, with the attacker rolling either melee, ranged, or magic, and the defender always rolling defense. If the defender loses the roll and cannot block or stagger it, they lose 1 HP. If there is a tie, roll again.
- Basic melee attacks rolled as 1d[10 + the user’s total Strength].
- Basic ranged or firearm attacks are rolled as 1d[10 + the user’s total Dexterity]. Loading rules still apply.
- Basic magic attacks (either Combatforce or Magic Bolt) are rolled as 1d[10 + the user’s total Magic].
- Defense is rolled as 1d[9 + the user’s total Constitution].
- For Abilities or Specials that state a character is proficient in a weapon without stat investment, their attack roll is set to a flat 1d14 that cannot be changed by further modifiers.