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Progression Traits if a non-Proficiency costing buying addition that helps the DM of written Forum Progressions understand what a Character should excel at in Progressions, while also making a fair balance that means no single Character can do everything. The Proficiency system is great and well balanced for live-server rp, but it doesn't work for the intangible progressions that get written on the forums. Inversely, Proficiencies that add benefits into Progressions would normally just feel like a point tax that is required to participate, which is generally a bad ideology to base a Character concept on. As such, the Progression Traits don't cost anything, and everyone has access to the same means to advance. There are still some rules associated to Progression Traits however, fully explained on this page. The Ethos behind this system is that in an ideal world, every Progression requires at least 5 Characters signed up, who all fulfill a specific function that adds value to their team as a whole. In an ideal scenario, each Character would excel at one thing, and maybe be okay at one other thing, so that a more complex network of need arises between players, putting some traits more in demand for certain missions.

Progression Traits Basics

At a core concept, Progression Traits allow all Characters to have exactly 3 Trait Points to spend, and a large list of Traits to choose from, each of which serves some kind of function. On top of that, each Trait itself has 3 "Levels", which dictate the individual skill of the Character in that particular Trait. Because 3 Trait Points are given, they can be spent in whatever way the player likes. For example, the player may put all 3 Trait Points onto a single Trait, thus achieving Level 3 in this Trait. They may alternatively also spend 2 Points in one Trait, and 1 Point in another, thus acquiring Level 2 and Level 1 in those Traits respectively. The only thing that is not permitted, is spreading 3 Trait Points over 3 Traits, to get 3 times Level 1 Traits. Trait Points may only be spread over a maximum of two Traits. Additionally, some Traits are already pre-defined depending on Proficiency spending. For example, Proficiency Points are well balanced for CRP/server-rp, but they also dictate the "Warrior" Trait in the Progression Traits. This means, for example, that if a Character has at least 5 or more Proficiency Points invested into any Combat Proficiencies (put together), then they are forced to take Warrior Level 1 as a Trait. This extends to some other Proficiencies as well such as Medical Training and even Point-Buy systems like sorcery and Alchemy, and this is really where the complication with Trait Points comes into play. A guide below will tackle the concept of Forced Traits, followed by an explanation of all the Traits that can otherwise be chosen from.

Forced Traits

As explained above, certain Proficiency allocations may force a Character to have specific Traits. This is to ensure that Characters don't become overstocked with skills and become a Mary Sue, but also so that in-rp usable skills and Proficiencies also have some bearing on Progressions. Additionally, some Special Permissions force certain traits as well, purely by the nature of their existence. Each case of Forced Traits will be explained below:

  • Proficiency based Forced Traits
    • Combat Proficiencies summarized together force the Warrior Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
    • Medical Training + Alchemy summarized together forces the Support Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
    • Roguery Proficiency Points invested forces the Rogue Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
    • Sorcery Proficiency Points invested forces the Sorcerer Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
    • Engineering Proficiency Points invested forces the Engineer Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
  • Special Permission based Forced Traits
    • Mage Permissions automatically force the Mage Trait at Level 2.
    • Faith Manifest Permissions automatically force the Holy Trait Level 1.
    • Clergy or Priest Characters automatically force the Holy Trait Level 2.
    • Knight Characters automatically force 1 Level for every rank of Knighthood up to Level 3 for Paladin.

Due to the sheer amount of Proficiency Points that can be spent, most Characters may already have Traits based on Forced Trait requirements that exceed the maximum of 3 Traits assigned. In any and all circumstances, all Characters may only ever have 3 Levels of Trait Points to spend, even when they are forced into them. As such, additional rules are put in place that determine the seniority of Forced Traits. Firstly, In any and all circumstances, Permissions take precedence. Even if a Mage Permission holder is forced to adopt Warrior Level 3 due to Combat Proficiencies, they must prioritize the Mage Trait with their Trait Points, and assign 2 Trait Points to Mage. After Permission forced Levels are assigned, the next up highest Proficiency Trait Forced passes into the final Trait Point. Secondly, Investing Sorcery Points as a Mage causes a more unique circumstance to occur. If a Mage has 10 or more Proficiency Points invested in Sorcery, they are forced to put all 3 Trait Points into reaching Mage Level 3. Finally, In any other cases, the highest amount of Proficiency Points invested always dictates the final Trait allocation. For example, even if a Character has 20 Points invested in Combat forcing Level 3 Warrior, and 18 Points invested in Rogue Packs forcing Level 2 Rogue, only 3 actual Levels can be granted. In such cases, since 20 Points is more than 18, the Combat Proficiency is prioritized, thus the Character becomes Warrior Level 3 and has no Levels in Rogue.

Trait List

  • Warrior: Warriors are the bread and butter of protection and weapons in Progressions. They do all the fighting and are usually required for protection.
  • Support: Support are the foundation for most missions involving Warriors, as they preserve them, but can also provide more unique utilitarian functions in a bind.
  • Sorcerer: Sorcerers can solve and deal with more magically inclined situations, such as understanding and unbinding enchantments and use Magic in combat.
  • Holy: Holy are the clergy, clerics and priests, who can decipher religious lore and usually appeal to their faith for answers and help in Progressions.
  • Rogue: Rogues can perform any action of subterfuge from theft, sabotage, counterfeiting, abduction, and even assassination of foreign entities.
  • Diplomat: Diplomats can speak the language of diffusion and international court, extracting more information and having contacts far and wide.
  • Admiral: Admirals lead fleets or individual ships as battle captains, dictating their skill at determining outcomes at sea.
  • General: Generals lead armies or smaller battalions as commanders, dictating their skill at determining outcomes at land.
  • Sage: Sages are the intellectuals who just know a lot about the non-Magic world, whether it be ruins or history, to gain an edge in foreign lands.
  • Engineer: Engineers bring contraptions and machines and hacky solutions to problems in the field through the use of technology, with limited combat uses.

The following Traits exist, but cannot be invested in, because they rely on Special Permissions:

  • Mage: Mages are an upgraded form of Sorcerers, that can tackle larger and more dangerous Magical situations while also using considerable Magical power.
  • Knight: Knights are an upgraded form of Warrior, that includes a small amount of Diplomat and can appeal to some Knight resources and contacts.