MRPG Proficiency List Old

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Proficiencies are player skills that center primarily around combat. Each proficiency has a governing stat that determines it's calculated maximum. A player my put more points into a proficiency than he or she has points in that stat, but the proficiency will be treated as though it is equal to the stat.

In-Depth Proficiency List

Physical Proficiencies

  • Weapon Proficiencies - all weapon proficiencies, bladed, blunt, ranged, and martial, are about using a weapon of a particular style and govern how effectively the character can use that weapon. Additionally, weapons may have a minimum proficiency requirement, making the player unable to equip a weapon without meeting that proficiency. This also means that players who do not have a proficiency cannot equip weapons of that type at all(E.G.: a player without bladed proficiency cannot equip a sword).
    • Weapon Proficiency, Bladed
      • STR
    • Weapon Proficiency, Blunt
      • STA
    • Weapon Proficiency, Ranged
      • DEX
    • Weapon Proficiency, Martial
      • SPD
    • Weapon Proficiency, Empty-Hand
      • STR
    • Weapon Proficiency, Thrown
      • SPD
  • Shield Proficiency - a shield can be used along with a single-handed weapon and grants additional armor. Certain facets can also be used with shields to produce special effects. with the right facets, a player can even equip two shields and become nearly immune to melee attacks(though sacrificing the ability to make melee attacks in the process). Players using a shield are also granted a minimum DV.
    • Shield Proficiency
      • STA
  • Armor Proficiencies - armor proficiency, like weapon proficiency, deals with what sort of armor a player can equip, and how effectively it will protect him or her. Although the currently-listed proficiencies are Leather, Chain, and Plate, they can more acurately be thought of as Light, Medium, and Heavy. A character may only equip armor for which they have the appropriate profiecy.
    • Armor Proficiency, Leather
      • DEX
    • Armor Proficiency, Chain
      • STA
    • Armor Proficiency, Plate
    • STR

Physical Special Proficiencies

  • Special Proficiency, Melee - this proficiency combines with bladed, blunt, and martial weapons to let the character execute special melee attacks. Additionally, a character may add their Special Proficiency score to their Attack Roll.
    • Special Proficiency, Melee
      • DEX
  • Special Proficiency, Ranged - used with ranged and throwing weapons(single-use untyped weapons), this allows the character to execute special attacks. Additionally, a character may add their Special Proficiency score to their Attack Roll.
    • Special Proficiency, Ranged
      • SPD
  • Special Proficiency, Stealth - for use by rogues and anyone else who wants to take it, this allows players to stealthily sneak around and gain bonuses for making sneak attacks. See Deception for full rules.
    • Special Proficiency, Stealth
      • SPD
  • Special Proficiency, Dodge - all classes have an innate dodge-ability, but the dodge proficiency allows the player to take special dogde-facets and drastically improve their character's ability to reduce or avoid damage. Additionally, players with this proficiency get to have more DV when attempting a dodge.
    • Special Proficiency, Dodge
      • DEX
  • Special Proficiency, Evade - Evade works exactly like Dodge but with a different governing stat. Unlike Dodge, players without the Proficiency may not attempt to use it.
    • Special Proficiency, Evade
      • SPD
  • Special Proficiency, Two-Handed - applies to two-handed melee weapons and stacks with Special Proficiency, Melee. This proficiency exists to give characters seeking nothing but the most damaging blows from their two-handers. Does not apply to two-handed ranged weapons. Is still applied if the character is wielding a two-handed weapon as a one-hander.
    • Special Proficiency, Two-Handed
      • STR
  • Special Proficiency, Dual-Wielding - Create rules for this. Free dual facets!
    • Special Proficiency, Dual-Wielding
      • STR
  • Special Proficiency, Longbow - applies specifically to ranged weapons of the sub-type Bow. Stacks with Special Proficiency, Ranged, and Weapon Proficiency, Ranged, or can be used to make ranged attacks by itself. This proficiency is only useable by those of Rowen decent.
    • Special Proficiency, Longbow
      • INT
  • Special Proficiency, Guantlet - allows a character to equip and use Guantlet Weapons.
    • Special Proficiency, Guantlet
      • INT

Magic Proficiencies

(See: MRPG Magic)

  • Magic Proficiency, Physical: Magic that have a direct, physical impact on the world.
    • Magic Proficiency, Physical
      • STR
  • Magic Proficiency, Mystical: Spells that have a mystical or super-natural component
    • Magic Proficiency, Mystical
      • INT
  • Magic Proficiency, Effect: Things that do not directly deal damage but have some kind of outcome
    • Magic Proficiency, Effect
      • INT
  • Magic Proficiency, Elemental: Exo-magic spells, usually physical or effect-based as well.
    • Magic Proficiency, Elemental
      • STR
  • Magic Proficiency, Aura: Aura spells
    • Magic Proficiency, Aura
      • STA


Magical Special Proficiencies

  • Special Proficiency, Magic: Works similarly to other special proficiencies in that it supports any magic proficienciecy(provides an additional bonus). Special Proficiency, Magic, can also be used separately by a none-mage class to gain limited access to spellcasting. See Special Proficiency, Magic for more information.
    • Special Proficiency, Magic
      • STR
  • Special Proficiency, Enchantment - works with special proficiency aura, both are used in Auramancy to create auras. Both proficiencies are required.
    • Special Proficiency, Enchantment
      • INT

Support Proficiencies

  • Lore: Lore is archaic knowledge, an understanding of history and the changes and discoveries made over time. Lore is required to read in multiple languages and to access spell tomes which lead to knowledge of new spells. For characters who do not use magic, Lore grants access to knowledge that may not be available to other members of the party. See Lore and Comprehension for more details.
    • Lore
      • Ungoverned
  • Transcription: - Transcription is the ability to transcribe spells into a spellbook. A mage can only memorize a maximum of eight spells, and requires a spellbook to store the rest. Without transcription, a mage cannot record additional spells or develop new ones. They can still memorize new spells but must forget permanently old ones each time. A mage may memorize, record, or erase a number of spells equal to their Transcription skills every day.
    • Transcription
      • INT

Open Proficiency List

This list covers proficiencies that can be freely taken at character creation, with no racial or class restrictions.

  • Weapon Proficiency, Bladed
  • Weapon Proficiency, Blunt
  • Weapon Proficiency, Ranged
  • Weapon Proficiency, Martial
  • Weapon Proficiency, Empty-Hand
  • Weapon Proficiency, Thrown
  • Shield Proficiency
  • Armor Proficiency, Leather
  • Armor Proficiency, Chain
  • Armor Proficiency, Plate
  • Special Proficiency, Melee
  • Special Proficiency, Ranged
  • Special Proficiency, Stealth
  • Special Proficiency, Dodge
  • Special Proficiency, Evade
  • Special Proficiency, Two-Handed
  • Special Proficiency, Dual Wielding
  • Special Proficiency, Longbow
  • Special Proficiency, Magic
  • Support Proficiency, Lore
  • Support Proficiency, Transcription

Trading Proficiencies

See: MRPG Proficiency Trading

See Also