Proficiency is the degree of skill or expertise and experience in any activity that is used to define a character’s training or success rate while performing a certain action in-roleplay. Proficiency is used on MassiveCraft to fairly distribute points on a character in a way that limits overpowered character design, but still allows creative mix-matching of various skills to create unique characters. Proficiency is a mandatory part of a character application, with Proficiency points being unable to be declared without an approved application; due to this, and the numerical factors involved, Proficiencies may seem daunting and confusing, but are a simple concept once understood. This page will, as such, go into great detail to explain the Proficiency System, and how to optimally use it to enhance your own and other roleplayer's experience on the server.
- 1 Proficiency Basics
- 2 Physical Stat
Proficiency on MassiveCraft is a Dungeons & Dragons inspired point-allocation system where characters are skilled based on the amount of years they have spent training/working on something in their backstory. The Proficiency system is very simple, every character starts with 5 points at age 0, and then gains 1 point per 1 year of aging. For example, a 17 year old has 5+17=22 Proficiency Points. This is consistent across all races, genders and character types. Then, this point accumulation stops when 60 points have been reached. This means that if a character is 49 years old, they have 5+49=54 Proficiency points to invest, but if they are 62 years old, they still only have 60. This again is consistent across all genders, character types and races, though Altalar gain a special Proficiency buff which can be found on their racial page. You can assign your Proficiency Points on your sheet in whatever order you like, but you should try to be orderly about it. For example, a lot of players use the following format below, which should be added to your Character Application under the Skills section. Keep in mind, every Proficiency is by default limited to a maximum investment of 20 points in total, for every Proficiency (except for Ritualism, which have their own progression). However, each race (and Ailor culture) have limits that are higher than other races/cultures. You can read more about the increased limits further below. Keep in mind, Proficiency points are a measure of technique and skill in training, not in actual capacity. For example, an Ailor with 10 Blades Combat Skill could still outmatch an Altalar with 15 Blades Combat Skill, depending on the scenario and other factors, like Physical Stat. These are explained further below.
Proficiency Points (27+5=32 total, character is 27 years old)
- 15 Blades Combat Skill
- 5 Bodycare Training
- 2 Metallurgy Arts
- 5 Squad Tactic Skill
- 5 Perception Training
All Proficiencies that exist are divided into categories. These categories have no actual function, it just makes presenting them easier, as well as making all the skills easier to read. You can click on the category names to be redirected to a page that contains more in-depth information what each individual Proficiency means, and what it can do in roleplay.
|Category (Click link for more Details)||Proficiencies|
|Combat Proficiency Category||Unarmed Combat Skill, Light Bow Combat Skill, Blunt Combat Skill, Shielding Combat Skill, Pole Combat Skill, Extra Heavy Combat Skill, Stave Combat Skill, Heavy Bow Combat Skill, Throwing Combat Skill, Fast Blade Combat Skill, Thin Blade Combat Skill, Blades Combat Skill, Axes Combat Skill, Cavalry Combat Skilll, Lashing Combat Skill, Eastern Martial Combat Skill, Puretek Combat Skill|
|Tactical Proficiency Category||Squad Tactic Skill, Command Tactic Skill, General Tactic Skill, Marine Tactic Skill, Captain Tactic Skill, Admiral Tactic Skill|
|Criminal Proficiency Category||Dextrous Rogue Skill, Stealth Rogue Skill, Burgling Rogue Skill, Conning Rogue Skill|
|Study Proficiency Category||Legal Case Skill, Financial Case Skill, Diplomatic Case Skill|
|Knowledge Proficiency Category||Sailing Knowledge, Hunting Knowledge, Magical Knowledge, Society Knowledge, Historical Knowledge, Linguistic Knowledge|
|Science Proficiency Category||Medical Sciences, Alchemy Sciences, Natura Care Sciences, Anima Care Sciences, Food & Drink Sciences|
|Arts Proficiency Category||Musical Arts, Visual Arts, Threads Arts, Literary Arts, Theatre Arts, Metallurgy Arts, Finecraft Arts|
|Body Proficiency Category||Athletic Training, Bodycare Training, Perception Training|
|Special Race Proficiency Category||Altalar Forging Skill, Void Ritualism Skill, Unionist Sanktism Skill, Unionist Rettism Skill, Lightgiver Ritualism Skill, Calhad Ritualism Skill, Pagan Ritualism Skill, Dragon Ritualism Skill|
Each race and culture has a specific background or society that encourages specific types of skills, or foster specific types of skills that allow them to be excellent in comparison to others. As such, each race has a set of increased limits (and in some cases, free Physical Stat points), which allows them to invest more points than others. For example, a Qadir has an increased limit of Finecraft Arts to 25, where-as Al-Allar cannot invest more points than 20. This basically means that without point investments, both races are equal, but when all points are invested, these races and cultures can simply be better than others at certain things. First follows a list of all limits for all the Races aside from Ailor, who have their limitations increased based on their cultures, which can be found further below.
|All Sihai Dynasties||
|Ailor Culture||Increased Cap|
Physical Stat is another number (different from the Proficiency number) that dictates how strong your character is, as well as what Body Shape they have. In order to figure these out, you have to calculate the Physical Stat first. Physical Stat is calculated from the assigned Proficiency Points, so you should finish your Proficiency Points first before beginning on Physical Stat.
|Proficiency Name||Calculation Factor||Reason|
|Athletic Training||Take the amount of points invested in Athletic Training, and double them||Athletic training is all about building strength and stamina|
|Extra Heavy Combat Skill||Take the amount of points invested in Extra Heavy Combat Skill, and double them||Extra Heavy Weapons are like their name implies, very heavy to lift|
|Heavy Bow Combat Skill||Take the amount of points invested in Heavy Bow Combat Skill, and double them||Extra Heavy Bow training includes weight lifting a lot|
|Unarmed Combat Skill||Take the amount of points invested in Unarmed Combat Skill, and double them||Unarmed relies solely on the physical output of the person, so strength is needed|
|Metallurgy Arts||Take the total amount of points invested in Metallurgy Arts and add them 1 to 1||Smithing and forging are physically intensive activities|
|Sailing Knowledge||Take the total amount of points invested in Sailing Knowledge and add them 1 to 1||Sailing is a physically intensive activity, especially with rigging|
|All other Combat Proficiency Skills||Take all Combat Proficiency Skills (if you have multiple) and summarize them, then add them 1 to 1||All Combat Proficiencies require some form of physical excersize|
|Hunting Knowledge||Take the total amount of points invested in Hunting Knowledge and add them 1 to 1||Hunting is a physically intensive activity, especially with carrying, arranging and creating traps|
|Bodycare Training||Take the amount of points invested in Bodycare Training, then half them||Bodycare is all about physical well being, and proper excersize is part of that|
|Theatre Arts||Take the amount of points invested in Theatre Arts, then half them||Theatre Arts includes dancing and stage performance, which are physical|
If you have any Proficiencies on your sheet outlined below, follow the rules as outlined, and then add all numbers up together in some sum. This total sum is your Physical Stat. The Physical Stat isn't your final number however, since some races are hard-capped at a specific limit of Physical Stat. Even if after your calculations you reached above this number, you still have to pull it down to the limit. Inversely, some races have a minimum Physical Stat, and if your calculations reach below that, you have to pull the number up to the minimum. The limits are defined below.
Physical Stat Limits
|Race||Physical Stat Cap|
|Sihai||45 for War Dynasty, 30 for New Dynasty, and 25 for all others.|
|Avanthar, Sihndar, Kathar, Varran, Maraya, Apostle Manathar||50|
|Al-Allar, Cardinal Manathar||35|
|Es-Allar, Keel-Allar, Kaam-Allar, Lector Manathar||20|
|Cro-Allar, Url, Sa-Allar||75|
|Yanar||40 (does not affect Body Shape, which is aesthetic gained from Ovalation)|
|Half Races||Take the cap of both parents, add them together, and divide by 2. That is your Half-Race Cap.|
Physical Stat & Body Shape & Body Fat Rules
Physical Shape is dictated by your maximum Physical Stat (after reducing/increasing it to the Maximum/Minimum where applicable). You may choose any Body Shape as long as it's within the range of your Physical Stat. For example, if your Physical Stat is 60, you don't have to be Musclegod, you can choose to have your character be Strongman or even Ripped, if you want to, this is a purely aesthetic choice. The aesthetic choice has no impact on gameplay or even roll systems, since they take Physical Stat into account, not Body Shape. Body Fat furthermore (which is outlined below the Body Shape types) is entirely 100% player choice. There are no calculations or systems in place to dictate the Body Fat of your character. Finally, for both Body Shape and Body Fat, there exist limitations (limited by the genes of the races). You have freedom of choice within these minimums and maximums, listed at the bottom.
Body Shape Types
- 50 Stat = Musclegod Body Shape, where one has such muscular development and body frame size that it becomes intimidating in and of itself.
- 40 Stat = Strongman Body Shape, where one has large muscular definition and large physical development, which is largely bulk muscle.
- 30 Stat = Muscular Body Shape, where one has large muscular definition and large physical development, though mostly lean muscle.
- 20 Stat = Ripped Body Shape, where one has strong muscular definition and a well developed physique.
- 10 Stat = Athletic Body Shape, where one has muscular definition and shape, but remains more slim.
- 5 Stat = Toned Body Shape, where one has some muscular definition, but is barely shows.
- 0 Stat = Average Body Shape, meaning having functional muscle, but without definition.
- 0 Stat = Slim Body Shape, meaning very small and slender musculature, good for thin characters.
Body Fat Types
- Extreme Low Fat (recommended for Ripped), where below-skin tissue is more easily visible.
- Low Body Fat, which is below average body fat for a person.
- Average Body Fat, which is as implied, average.
- Moderate Body Fat, which allows for some fat build up for example with curves or chub.
- Built Body Fat (recommended for Strongman), which allows for fat to be built around muscle tissue.
- Obese Body Fat, which is purely just overweight, where all muscular definition is gone.
Body Shape & Body Fat Limits
|Race||Minimum Body Shape||Maximum Body Shape||Minimum Body Fat||Maximum Body Fat|
|Ailor, Qadir, Songaskia, Half-Human, Sihai, Dwarf, Mu-Allar||Slim||Strongman||Extreme low||Obese|
|Fin'ullen Altalar||Slim||Muscular||Extreme Low||Obese|
|Avanthar, Sihndar, Kathar, Half-Elf||Average||Strongman||Low||Obese|
|Maraya, Apostle Manathar (See special rules on page)||Slim||Strongman||Extreme Low||Obese|
|Al-Allar, Zu-Allar, Cardinal Manathar, Isldar, Altalar (all except Fin'ullen)||Slim||Ripped||Extreme Low||Obese|
|Es-Allar, Keel-Allar, Kaam-Allar, Lector Manathar||Slim||Average||Extreme Low||Obese|
|Cro-Allar, Sa-Allar, Orc, Url||Average||Musclegod||Low||Obese|
|Varran, Half-Varran, Half-Orc||Slim||Strongman||Low||Obese|
- Note: Yanar are completely immune to all Physical Stat calculations. Yanar can Ovalate, which means they absorb the Body Shape of another person, and as such are not attached to any individual Statistic.
- Note: Slizzar are completely immune to all Physical Stat calculations, IF they are in a form that is not their Natural one. A Slizzar naturally has an Athletic Body Shape, but a Slizzar can become whatever they want to be in Body Shape & Fat Stats.
Maximum Racial/Culture Heights
Each Race and Culture has a maximum, minimum and average height. Players are able to define any height for their character within these acceptable ranges, with recommendations at the Averages, but variance being allowed based on character aesthetics or design choices. Generally speaking, the minimum is not super strictly enforced, but the upper maximum of Character Height is. It is also never recommended to emote your character's height unless it is comparatively necessary for other players to take your character's height into consideration with their own emotes. Doing so excessively is seen as a form of god-roleplay. The exact numbers are defined in the table below.
|Race/Culture||Minimum Height||Maximum Height||Height Average|
|Regal Cultures Ailor||5'1||6'2||6'0|
|Heartland Cultures Ailor||5'1||6'6||5'10|
|Fineclass Cultures Ailor||5'1||6'0||5'8|
|Warmland Cultures Ailor||5'1||6'0||5'7|
|Northland Cultures Ailor, Songaskia||5'1||6'6||6'2|
|Wildland Cultures Ailor, Qadir||5'1||6'2||5'8|
|Farland Cultures Ailor||5'1||6'0||5'8|
|Altalar, Avanthar, Isldar, Kathar||5'8||6'10||6'2|
|Cielothar, Sihndar, Maraya||5'5||6'2||6'0|
|Yanar, Slizzar||Based on Template (5'0)||Based on Template (6'0)||Based on Template (5,5)|
|Varran||5'2||6'8 (Except Koorran at 4'0)||5'8|
|Manathar||Height from previous race||Height from previous race||Height from previous race|
Factoring Character Age
With every Proficiency System and Character Design, there comes the matter of Player Age and its effect on in-game Roleplay. Character Age can drastically alter the way your character's Proficiencies are used in-game. For example, a character may have 25 points in Blades Combat Skill, but if they are Ailor and 75 years old, then their physical capacity to portray these techniques and maneuvers taught to them effectively is much less. Older characters of all races should consider in emote the portayal of the wear and tear on their bodies, taking time to rest and react with less constitution when appropriate. Even older elves have seen enough toil to require more rest and upkeep. Running also effects older characters no matter their athletics page, as younger characters will more regurarly be able to outrun an older, more worn down character. As such, it is again important to stress that we do not encourage the flat D20+Proficiency rolling system, as this severely undercuts the nuance of character age. Proficiency is not actual capacity to win, it's a summary of technique and skill and knowledge, that still needs Physical Stat to derive it's relevance, and then be moderated by the character age in terms of what is possible.
On the Forums, a Virtuoso Permission can be applied for, which is a Special Permission for those who have a "sagely" or "mentorly" approach to their proficiency, and have a great deal of passion for expressing said proficiency in Roleplay. There are special rules attached to the Virtuoso Permission. Firstly, a character with a Virtuoso skill must be at least 35 years old. Secondly, the character must have already invested up to the maximum they are capable in that particular skill. So for example, if a character is approved for Theatre Arts Virtuoso, the player must first invest points up to 20 (or 25 if they have a cultural/racial cap increase, or 25 if they are Altalar). After this, Virtuoso gives free points to increase that number to 30 (regardless if the Character is already an Altalar and already has these points set to 30). Essentially, for Altalar, the Virtuoso Special Permission just gives them 5 free Proficiency points to invest, while for all other races it pulls their best Proficiency up to a level that only Altalar could ever hope to reach. These Permissions are not handed out without good Permission argumentation, and only one Virtuoso per Proficiency may exist (not including Staff Permissions used for Event Characters).
Recommended Combat Roleplay Rolls
We have a Recommended Combat Roleplay Rolls system, but it is important to remember that all players are free to decide what type of rolling system they want to use, or if they prefer free form role play. That being said, we strongly discourage the use of d20+Proficiency as a rolling system, as we believe this is a system that lends itself to god-rp and cheap skill-shots through easily available canon approved numbers. A more complex rolling system that factors in racial benefits is always preferred, and it goes somewhat like this:
- There exists an offensive roll, and a defensive roll. You use an offensive roll if you have the initiative, and use a defensive roll if you are reacting to initiative.
- Initiative in this system is dictated by whoever attacks first (you can choose to throw a dice to decide who can attack first). This person starts with initiative.
- Each time the offensive roll loses to a defensive roll, the player winning the defensive roll gains initiative during the next rolling.
- Combat Roleplay with this system is won when 3 offensive rolls are won consecutively (or 1 defensive and 2 offensive rolls consecutively).
- This system should allow for combat roleplay to last roughly between 5 and 15 minutes, and take respect for character design without overpowering it to ensure victory.
To establish the offensive roll and defensive roll, some numbers need to be known, so an Approved Character Application on the Forums is absolutely necessary to ensure fairness with the numbers. The process for offensive rolls is pretty simple. You start with the number 10, which is your base. Then you add Physical Stat divided by 5 on top of that. Then you add the currently used Combat Proficiency divided by 5 on top of that. That is your offensive roll. For example, if your character has a Physical stat of 30 (30/5=6) and Axes Combat Skill 20 (20/5=4), then your offensive roll becomes 10+6+4= 20. This means you roll /dice 1 20 when you have the initiative. To calculate the defensive roll, you again take 10 as your base. Then you add Athletic Training (if your Character has any) divided by 3 on top of that. Then you add your Shielding Combat Skill (if your Character has any, and is currently using a shield) divided by 3 on top of that. Then you add the Proficiency your enemy is using, if your character has that same proficiency, divided by 5 on top of that. For example, if your character is fighting the offensive roll example explained above, and they have 12 in Shielding (12/3=4) and 6 in Athletics (6/3=2) while they also have 10 in Axes Combat Skill (10/5=2), the defensive roll becomes 10+4+2+2= 18. Sometimes, because of uneven numbers or because the Proficiencies aren't perfectly dividable by these numbers, you may end up with a number like 16.40, in which case, you are to round up or down depending on the nearest decimal. For example, 14.51 will round up to 15, while 14.49 will round down to 14. This system is not perfect, and will likely be tinkered with in the future, but the aim is to generate numbers in combat rolls that aren't wildly different for those who consider themselves warriors, while also rewarding those who invest point in Athletic and Shielding to either dodge or deflect attacks. Remember that this system does not take age into consideration, which is something the players should consider OOC. An Ailor that is 90 years old should not fairly make use of the rolling system, since that always assumes the characters are in their prime, and opt for free form role play instead.