The Proficiency System is a comprehensive system that regulates character skill and talent in a fair and somewhat balanced manner. This system ideally prevents overpowered Characters who are good at everything, which leads to better character design. It is inspired by D&D, but we have tweaked it and adjusted it in a way that you are not required to understand D&D in order to use it. It just might be somewhat familiar if you have played D&D before. If you need further explanation on this system after reading the full page, or if you need help distributing your Proficiency Points, you can always do this on your Character Application during review. If you need more immediate help, or if you would like for it to be explained in a more personal manner, you can ask for help on our Discord (RP Community Discord). Here, a Staff Member can help you through the “Ticket? DM Me!” bot, or another player can assist you in the Player Help Channel.
The Proficiency System has three parts: Proficiencies, Point-Buy, and Physical Stat. Every Character has Proficiency Points. Proficiency Points are a pool of points that the player can divide across different Proficiencies that make their Character proficient in an in-game or in-roleplay activity, such as fencing, or hiking. They can also be spent on Point-Buy mechanics, which give more specific features, like Sorcery, the ability to smith certain metals, knowledge of a language, or a history of attendance at a prestigious academy. Physical Stat is based on the Proficiencies a player takes, and defines how strong their Character is.
Proficiency vs Physical Stat
It might be appealing to look at Combat Proficiencies and think, “if I max one out, no one will be able to defeat me.” This is not strictly true, as Proficiency only indicates knowledge retention and technique usage. Equally important are Physical Stat, mood, setting, and circumstances. A high-Proficiency Character might have low Physical Stat, or be old, frail, or of a lithe Race, making each strike they land proportionally weaker. Combat is never consistent. Warriors have good days, and bad days. Sometimes they are sore, or the sun is in their eyes, or cannot focus due to their emotional state. Momentary factors make combat different, meaning all players should be flexible about their combat roleplay, and not cite exact Proficiency numbers to auto-defeat each other. Our Lore Staff advises the use of the /dice plugin to resolve impasses, because random chance is fair. We strongly discourage mid-combat Proficiency or Physical Stat citation to insist on victory, unless there is such a large gap that there should be no contest.
Every Character, no matter their Race, age, or creed, has the same amount of Proficiency Points to spend: 50 Skill Points that they can allocate into any Proficiency Category, being Core, Talent, and Hobby (see table below). They also have 10 Hobby Points that they can only allocate into the Hobby Proficiency Category. It is not mandatory to spend all Proficiency Points. We even suggest keeping some marked as Unspent Points on your Character Application, keeping them free for the experience of learning new skills in roleplay. You can always spend them later. Remember that Point-Buy mechanics also cost Proficiency, usually 3 per ability.
(Link for more Details)
|Core Group Proficiencies (Each of these Proficiencies has a 20 point investment limit)|
|Melee Combat Category||Fist Combat, Fan Combat, Sword Combat, Greatsword Combat, Rapier Combat, Dagger Combat, One-hand Blunt Combat, Two-hand Blunt Combat, Axe Combat, Greataxe Combat, Stave Combat, Glaive Combat, Spear Combat, Bardiche Combat, Warlash Combat|
|Ranged Combat Category||Light Ranged Combat, Heavy Ranged Combat, Utility Ranged Combat, Puretek Combat|
|Special Combat Category||Shielding Combat, Bola Combat|
|Science Skill Category||Alchemy Science|
(Link for more Details)
|Talent Group Proficiencies (Each of these Proficiencies has a 10 point investment limit)|
|Special Training Category||Strength Training, Perception Training, Bodycare Training, Medical Training|
(Link for more Details)
|Hobby Group Proficiencies (Each of these Proficiencies has a 15 point investment limit)|
|Visual Art Category||Drawing Art, Painting Art, Body Art|
|Craft Art Category||Sculpting Art, Pottery Art, Wooden Art, Glass Art, Gardening Art, Construction Art|
|Threads Art Category||Needlework Art, Fabric Art, Leatherwork Art, Fineweave Art|
|Performance Art Category||Writing Art, Theatre Art, Dancing Art, Circus Art|
|Musical Art Category||Instrument Art, Composition Art, Vocal Art|
|Culinary Art Category||Cooking Art, Brewing Art, Winemaking Art, Baking Art, Mixology Art|
|Nature Art Category||Sailing Art, Hunting Art, Horticulture Art, Pathfinding Art, Husbandry Art|
Cultural practice and history give certain Races and Subraces a tradition of excelling in certain skills. To illustrate this, Racial Boosts exist. Each Character can choose one boost from the three available to their Race or Subrace (see table below). As long as a Character has invested 10 Proficiency Points into their boosted Proficiency (5, if it is a Talent Proficiency), they can add 5 more for free. This Racial Boost cannot exceed the normal limit for each Proficiency. For example, as a Core Proficiency, Fist Combat has a limit of 20. If a player with a Race that has a boost in Fist Combat invests 18 points, their +5 boost becomes a +2 boost, as it cannot exceed the total maximum of 20.
|Race||Racial Boost Choice||Physical Stat Limit||Min Height||Max Height||Avg Height|
|Bolven Ailor||Hunting Art, Strength Training, or Two-hand Blunt Combat||35||4'5"||7'5"||6'0"|
|Fennh Ailor||Fabric Art, Theatre Art, or Circus Art||15||3'5"||4'5"||4'2"|
|Drahl Ailor||Rapier Combat, Sword Combat, or Perception Training||30||5'1"||6'6"||5'10"|
|Nautilaan Ailor||Bodycare Training, Wooden Art, or Sailing Art||30||5'1"||6'3"||5'8"|
|Lexxon Ailor||Dagger Combat, Theatre Art, or Dancing Art||30||5'1"||6'2"||5'9"|
|Woaden Ailor||Hunting Art, Horticulture Art, or Pathfinding Art||30||5'1"||6'1"||5'9"|
|Archan Ailor||Painting Art, Sword Combat, or Strength Training||30||5'1"||6'6"||6'0"|
|Olean Ailor||Dagger Combat, Pathfinding Art, or Writing Art||30||5'1"||6'0"||5'8"|
|Carnvaal Ailor||Instrument Art, Mixology Art, or Dancing Art||25||5'1"||6'2"||5'9"|
|Medavinti Ailor||Gardening Art, Glass Art, or Needlework Art||25|
|Brannon Ailor||Shielding Combat, Strength Training, or Husbandry Art||35|
|Akkadian Ailor||Medical Training, Writing Art, or Alchemy Science||25|
|Common Sihai||Alchemy Science, Medical Training, or Needlework Art||20||5'0"||6'3"||5'6"|
|War Sihai||Fan Combat, Sword Combat, or Shielding Combat||30|
|Frivolous Sihai||Baking Art, Brewing Art, or Cooking Art||15|
|Greater Sihai||Drawing Art, Writing Art, or Composition Art||15|
|New Sihai||Fineweave Art, Fist Combat, or Bodycare Training||25|
|Half Sihai||Sword Combat, Needlework Art, or Pathfinding Art||25|
|Scripters Qadir||Writing Art, Perception Training, or Fineweave Art||25||5'1"||6'2"||5'8"|
|Nationals Qadir||Glaive Combat, Dagger Combat, or Medical Training||30|
|Finders Qadir||Construction Art, Pathfinding Art, or Horticulture Art||25|
|Songaskia||Body Art, Spear Combat, or Shielding Combat||35||6'0"||6'8"||6'4"|
|Aldor Dwarf||Instrument Art, Theatre Art, or Perception Training||20||4'2"||4'11"||4'9"|
|Ruin-Khuur Dwarf||Perception Training, Sculpting Art, or One-hand Blunt Combat||30|
|Dredger Dwarf||Sailing Art, Needlework Art, or Hunting Art||30|
|Saendr Dwarf||Leatherwork Art, Glass Art, or Construction Art||20|
|Greborrin Dwarf||Shielding Combat, Fist Combat, or Strength Training||35|
|Half Dwarf||Strength Training, Construction Art, or Brewing Art||20||4'2"||5'2"||4'9"|
|Teledden Altalar||Writing Art, Winemaking Art, or Theatre Art||15||5'8"||6'10"||6'3"|
|Fin'ullen Altalar||Bodycare Training, Sailing Art, or Strength Training||25||5'8"||6'4"||6'1"|
|Suvial Altalar||Cooking Art, Fabric Art, or Perception Training||15||5'8"||6'6"||6'2"|
|Lesarra Altalar||Perception Training, Writing Art, or Gardening Art||10||5'8"||6'7"||6'2"|
|Solvaan Altalar||Gardening Art, Winemaking Art, or Medical Training||20||5'8"||6'5"||6'2"|
|Minoor Altalar||Gardening Art, Pottery Art, or Horticulture Art||20||5'10"||6'8"||6'4"|
|Half Altalar||Perception Training, Body Art, or Baking Art||25||5'6"||6'4"||6'0"|
|Avanthar||Bola Combat, Husbandry Art, or Pathfinding Art||35||5'8"||6'6"||6'3"|
|Cielothar||Baking Art, Horticulture Art, or Husbandry Art||15||5'2"||6'4"||6'0"|
|Half Cielothar||Gardening Art, Dancing Art, or Husbandry Art||20|
|Sihndar||Dancing Art, Hunting Art, or Sword Combat||30|
|Moon Vault Isldar||Spear Combat, Perception Training, or Vocal Art||25||5'8"||6'8"||6'1"|
|Crystal Spire Isldar||Vocal Art, Pottery Art, or Fineweave Art||15|
|Shiva's Cavern Isldar||Sculpting Art, Instrument Art, or Glass Art||15|
|Voltalar Isldar||Fist Combat, Husbandry Art, or Leatherwork Art||30|
|Half Isldar||Spear Combat, Glass Art , or Fabric Art||25||5'5"||6'5"||6'0"|
|Saivalthar Kathar||Writing Art, Theatre Art, or Rapier Combat||15||5'8"||6'10"||6'2"|
|Zolathar Kathar||Alchemy Science, Fabric Art, or Dagger Combat||20||5'8"||6'8"||6'1"|
|Shenathar Kathar||Dagger Combat, Dancing Art, or Mixology Art||25||5'8"||6'6"||6'0"|
|Oscithar Kathar||Fineweave Art, Bodycare Training, or Winemaking Art||25||5'8"||6'8"||6'1"|
|Bakrathar Kathar||Fist Combat, Hunting Art, or Strength Training||40||5'8"||6'9"||6'2"|
|Wolathar Kathar||Stave Combat, Husbandry Art, or Pathfinding Art||25||5'8"||6'6"||6'0"|
|Wylathar Kathar||Horticulture Art, Wooden Art, or Stave Combat||15||5'1"||5'8"||5'5"|
|Solstithar Kathar||Instrument Art, Mixology Art, or Dancing Art||20||5'9"||6'6"||6'1"|
|Half Kathar||Bodycare Training, Theatre Art, Mixology Art||25||5'5"||6'4"||6'0"|
|Yanar||Gardening Art, Horticulture Art, or Stave Combat||25||5'0"||5'6"||6'5"|
|El-Maraya||Glass Art, Instrument Art, or Warlash Combat||25||5'5"||6'2"||6'0"|
|Ka-Maraya||Medical Training, Writing Art, or Winemaking Art||30|
|Haat-Maraya||Fist Combat, Leatherwork Art, or Theatre Art||25|
|Als-Allar||Alchemy Science, Glass Art, or Medical Training||15||5'3"||6'0"||5'5"|
|Maz-Allar||Fist Combat, Strength Training, or Pathfinding Art||25||5'5"||6'0"||5'9"|
|Izu-Allar||Pathfinding Art, Gardening Art, or Brewing Art||15||5'0"||6'0"||5'2"|
|Cro-Allar||Fist Combat, Theatre Art, or Husbandry Art||30||6'0"||7'0"||6'8"|
|Mai-Allar||Hunting Art, Spear Combat, or Vocal Art||30||5'0"||6'8"||6'0"|
|Url||Fist Combat, Hunting Art, or Pathfinding Art||45||6'5"||7'0"||6'6"|
|Slizzar||Theatre Art, Painting Art, or Perception Training||15||5'0"||6'3"||5'9"|
|Eronidas||Bodycare Training, Fist Combat, or Shielding Combat||60||5'5"||7'0"||6'0"|
|Rakhet Asha||Strength Training, Fist Combat or Hunting Art||40||5'2"||6'10"||6'0"|
|Senef Asha||Glaive Combat, Bodycare Training, or Perception Training||35|
|Merew Asha||Writing Art, Pathfinding Art, or Husbandry Art||25|
|Nefer Asha||Dancing Art, Instrument Art, or Vocal Art||15|
|Feka Asha||Theatre Art, Body Art, or Baking Art||20|
There are additional systems which exist outside the Proficiency page, by which a Character can get additional Abilities if the player spends points on them. Sorcery, a form of Magic with listed spells to pick from, Arcanology, the precise and hyper-specialized study of the Arcane, and Metallurgy, the ability to work different metals, just to name a few. If you want your Character to be a Sorcerer, Arcanologist, or Metallurgist, read the relevant pages and find the costs for the Abilities on each page. Then, just invest in them like any other Proficiency. You can find all relevant Point-Buy Ability systems linked below.
- Sorcery exists for Characters who have Magical Spells.
- Arcanology exists for scholars who look into the Magical and Mythical.
- Metallurgy exists for those who work with metals, alloys and other forge materials.
- Linguistics exists for those who wish to speak more languages.
- Schooling exists for Characters who went to prestigious Schools or Academies.
- Roguery exists for Characters who have developed additional skills as Rogues.
- Volacorum exists for Characters who wield Magical Essences in a non-Magical way.
- Genetics exists for Characters with genetic dispositions that fall outside of racial design.
- Clockwork exists for Characters who want to invest in Technology and Clockwork tech.
- Note: Some Special Permissions may cost Point-Buy. This isn't relevant to explain on this page, and is more a matter for discussion between player and staff after a Special Permission has been granted.
You might have already seen the Physical Stat Limits in the Racial Boosts table above. Each race has a different Physical Stat Limit that dictates the highest they can go with Physical Stat (though some Abilities may go over). Physical Stat is not an instant win button due to strength, and it is less important than Proficiency Point investments, but it helps determine what your Character can lift and how necessarily forceful their blows are. Physical Stat is calculated from assigned Proficiency Points, so you should finish your Point allocation before calculating yours. Physical Stat calculations are rounded up. Returns from Physical Stat drop off as the Physical Stat grows higher to represent reaching the peak of human form, until 30 Physical Stat is passed, after which numbers begin to represent the unique strength of the Eronidas, Url, or certain Afflicted. Below is a useful measurement list, however this is in no way an absolute list, more-so just a guideline.
- Having 0-5 Physical Stat means your Character can benchpress up to 50% of their body weight, which is considered fairly weak.
- Having 6-10 Physical Stat means your Character can benchpress up to 70% of their body weight, which is considered unathletic but decent.
- Having 11-14 Physical Stat means your Character can benchpress up to 90% of their body weight, which is considered completely average.
- Having 15-19 Physical Stat means your Character can benchpress up to 110% of their body weight, which is considered slightly above average.
- Having 20-24 Physical Stat means your Character can benchpress up to 150% of their body weight, which is considered the first bracket with intense strength training.
- Having 25-29 Physical Stat means your Character can benchpress up to 170% of their body weight, which is considered strong with more sustained strength than 20-24.
- Having 30-34 Physical Stat means your Character can benchpress up to 190% of their body weight, which is considered strong with more both burst and sustained strength.
- Having 35-39 Physical Stat means your Character can benchpress up to 210% of their body weight, which is considered to be capable of lifting multiple people.
- Having 40-45 Physical Stat means your Character can benchpress up to 230% of their body weight, which is considered to be capable of lifting large objects.
- Anything beyond 45 Physical Stat is to be reasonably imagined as being very strong, but not inhuman.
Physical Stat Calculation
Physical Stat is calculated from your finalized Proficiencies. Each Proficiency listed below contributes a certain number to the total of Physical Stat. In order to find your Physical Stat, multiply any of the Proficiencies your character has below by the number on the left column, and then add everything together. Add any potential Racial Ability boosts to Physical Stat, and then you have your final Physical Stat.
|Physical Stat Multiplier||Affected Proficiencies|
|Investment x 0.5||Light Ranged Combat, Utility Ranged Combat, Wooden Art, Sculpting Art, Gardening Art, Theatre Art, Dancing Art, Circus Art, Sailing Art, Horticulture Art, Pathfinding Art, Bodycare Training, Metallurgy (from Point-Buy)|
|Investment x 1||Any Melee Combat Category, Heavy Ranged Combat, Any Special Combat Category (except Bola Combat), Strength Training|
Body Shape and Body Fat
Body Shape and Body Fat are aesthetic choices regarding your character's appearance. For the sake of easy categorization, we provide basic terms that describe appearances, so that there is a clear comparison between characters. That being said, your Character's muscularity or fatness does not affect their combat performance at all. Body Shape and Body Fat are entirely aesthetic, and do not impart any effect on Combat Roleplay or Abilities in any way. There are sometimes racial limits to how high the Body Shape can go. For example, Teledden Altalar can only reach up to Athletic, and Ailor can only reach up to Strongman. To learn racial limits to Body Shape, refer to their individual Race pages. The Body Shape categories and Body Fat Categories are as followed:
Body Shape Categories
- Strongman Body Shape, where one has large muscular definition and large physical development, which is largely bulk muscle.
- Muscular Body Shape, where one has large muscular definition and large physical development, though mostly lean muscle.
- Ripped Body Shape, where one has strong muscular definition and a well developed physique.
- Athletic Body Shape, where one has muscular definition and shape, but remains more slim.
- Toned Body Shape, where one has some muscular definition, but is barely shows.
- Average Body Shape, meaning having functional muscle, but without definition.
- Slim Body Shape, meaning very small and slender musculature, good for thin characters.
- Andro Body Shape, short for Androgynous, this Body Shape blurs the line between genders where applicable.
- Other Body Shapes exist that are unique to specific Races or Afflictions. Those are always mentioned on the relevant pages.
Body Fat Categories
- Extreme Low Fat, 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.
Using Wiki info In-Character
There is no such thing as Knowledge Proficiency, or buying Knowledge with Proficiency Points. Instead, your character knows or has Knowledge of whatever you can remember off the wiki. You should try not to quote directly from the Wiki, and instead make your own spin on whatever words you're translating to roleplay. There are some pages however that are not common knowledge and that should never be transcribed to roleplay. Good examples of this are Abilities and Ability mechanics. Your Character may never look at an Ability and say "That is a Vampire!". Your Character may never point at an Ability and say "That is an Alais Ability, it has this counter!". Additionally, histories that are implied hidden (like the History of Vampirism) should not be known by Characters unless they have heard or read about it during Events. There is a rough list of generally "safe" topics that any of your Characters can know as long as you remember the content of the Wiki page, or have read about it: History, Cultures, Races (not including Racial Abilities), People, Organizations, Literature, mundane Afflictions, Recreation, Geography, Schools, Cities, Consumables, and Technology. Subjects such as Flora (Gardening & Horticulture Proficiency), Fauna (Hunting & Husbandry Proficiency), Nations and States (Statecraft Proficiency), Alchemy (Alchemy Proficiency). Subjects such as Magic, non-Mundane Afflictions, Artifacts are really touchy, and your Character should only know things about them if they have heard them from Event Characters or during Events or Progressions. If you aren't sure whether a subject is okay to know for your Character, send in a ticket to the Roleplay Community Discord. Esoterical theories that have not yet been proven in canon Lore (such as the theory of the Void Dimension and Exist Dimension and practically anything about Seraph History) are free-game, since that kind of information is subjective anyway. All Progressions on the Forums are common knowledge, unless there is a specific warning stating that the information is OOC information not to be taken IC. Remember that for all the information that your Character can know, the lore of history is written from the perspective of Ailor and Altalar scholars. This means that history can sometimes actually be wrong, contain red-herrings, or be out of context. You should not be surprised if during an event, a part of history is suddenly proven wrong, or expanded upon to expand the context.
- In order to recognize Vampires, a Character must witness them doing very obvious Vampire things, like having red eyes or drinking blood.
- In order to recognize Werebeasts, a Character must witness them doing very obvious Werebeast things, such as Soul Draining, having a beastly head, or transforming.