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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.
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.
- Magic dictates your Character's ability to use and understand Magic.
- Wisdom dictates your Character's knowledge about the world, or technical skills.
- Dexterity dictates your Character's agility and general sleight of hand.
- Faith dictates your Character's religious knowledge and use of blessings.
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 Sheet 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 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.
Constitution
- Shielding Point Buy, which is for shield-related defense Abilities.
- Training Point Buy, which is for physical defense and bodybuilding.
- Tanking Point Buy, which is for sacrificing all damage for defense.
- Cavalry Point Buy, which governs the use of Cavalry in combat.
Magic
- Radiant Point Buy, which is for morally good Magic Spells.
- Sinistral Point Buy, which is for morally evil Magic Spells.
- Chem Point Buy, which is for Alchemy in combat and utility.
Wisdom
- Arcana Point Buy, which is for changing the rules of Magic.
- Command Point Buy, which is for commanders and general support.
- Tech Point Buy, which is for Technology in combat and utility.
Dexterity
- Archery Point Buy, which is for the use of Bows and Crossbows.
- Roguery Point Buy, which is for crime and sleight of hand.
- Firearms Point Buy, which is for the use of flashy Firearms.
- Cutthroat Point Buy, which is for the use of finesse with blades.
Faith
- Paladin Point Buy, which relates to religious holy warriors.
- Diviner Point Buy, which relates to soothsayers and shamans.
- Theurgy Point Buy, which relates to dark rituals and possession.
- Cleric Point Buy, which relates to support/healing God Magic.
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 6 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, move, 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 that would harm them 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 Tokens 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 using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 1 HP. If there is a tie, roll again.
- Basic attacks are rolled as 1d[10+ the user’s Main Combat Stat], whether that be Strength, Magic, or Dexterity. Loading rules and ranges of certain weapons or attacks still apply.
- Defense is rolled as 1d[10+the user’s Main Defense Stat], whether that be Wisdom (when using Magic to defend) or Constitution (when using mundane means to defend).
- 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.