More actions
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 #REDIRECT Abilities system, which you should read after picking out your Point Buy.
Point Allocation
Proficiencies
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.
Allocation Rules
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
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.
Strength
- Melee Weapon Point Buy, which is for weapon skills and Abilities.
Constitution
- 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.
Wisdom
- 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.
Dexterity
- 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.
Magic
- Spell Point Buy, which is for the use of actual magical spells.
- Mythic Point Buy, which is for the use of dragon magic spells.
- Mystic Point Buy, which is for the use of death magic spells.
- Afflicted Point Buy, which is for the use of afflicted powers.
Charisma
- State Point Buy, which is for State officials and Progressions.
- Language Point Buy, which governs the knowledge and use of languages.
- Presence Point Buy, which is for a wider group of uncategorized things.
- Draconic Point Buy, which is a unique set of Archon-only spells.
- Demonology Point Buy, which relates to the use of Demon summoning.