Difference between revisions of "MRPG Proficiency List Old"

From The Coursebooks Wiki
Jump to navigation Jump to search
(Minor Proficiencies)
 
(98 intermediate revisions by the same user not shown)
Line 1: Line 1:
Each class has 8 Core Proficiencies associated with it that grant base abilities specific to that class. Minor Facets can be stacked atop these proficiencies to improve the basic abilities. As the player gains levels they will eventually be able to increase the max number of proficiencies to 11(and potentially 16 in later expansions). Some proficiencies are reserved and cannot be traded, while others can be swapped out for proficiencies belonging to a different class.
+
Proficiencies are player skills that center primarily around combat. Each proficiency has a governing [[MRPG Stats|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.  
  
Each Proficiency must be trained and has a level associated with it that is used in combat and magic calculation. If the proficiency is traded for another proficiency, all progress in that proficiency is lost. Training is done simply by using the proficiency, so maxing
+
==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
  
==Basic Proficiency List==
+
*'''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.
===Hitty-stuff===
+
**Armor Proficiency, Leather
*Weapon Proficiency, Bladed
+
***DEX
*Weapon Proficiency, Blunt
+
**Armor Proficiency, Chain
*Weapon Proficiency, Ranged
+
***STA
*Weapon Proficiency, Martial
+
**Armor Proficiency, Plate
*Weapon Proficiency, Empty-Hand
+
**STR
*Shield Proficiency
+
 
*Armor Proficiency, Light
+
===Physical Special Proficiencies===
*Armor Proficiency, Medium
+
*'''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.
*Armor Proficiency, Heavy
+
**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
  
===Magics===
+
*'''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 [[MPNP Deception|Deception]] for full rules.
*Magic Proficiency, Light
+
**Special Proficiency, Stealth
*Magic Proficiency, Dark
+
***SPD
*Magic Proficiency, Mind
 
*Magic Proficiency, Life
 
*Magic Proficiency, Earth
 
*Magic Proficiency, Fire
 
*Magic Proficiency, Wind
 
*Magic Proficiency, Water
 
*Magic Proficiency, Life
 
*Magic Proficiency, Death
 
*Magic Proficiency, Conjuration
 
*Magic Proficiency, Ritual
 
*Magic Proficiency, Holy
 
*Magic Proficiency, Necromancy
 
*Magic Proficiency, Raw
 
  
===Support===
+
*'''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.
*Wand Proficiency
+
**Special Proficiency, Dodge
*Scroll Proficiency
+
***DEX
*Lore Proficiency
 
*Transcription
 
  
===Special===
+
*'''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, Flight
+
**Special Proficiency, Evade
*Special Proficiency, Melee
+
***SPD
*Special Proficiency, Stealth
 
*Special Proficiency, Draw
 
*Focus Proficiency
 
*Aura Proficiency
 
  
==In-Depth Proficiency List==
+
*'''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
  
===Physical Proficiencies===
+
*'''Special Proficiency, Dual-Wielding''' - Create rules for this. Free dual facets!
*'''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 even equip a sword).
+
**Special Proficiency, Dual-Wielding
 +
***STR
  
*'''Shield Proficiencies''' - 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).
+
*'''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
  
*'''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.
+
*'''Special Proficiency, Guantlet''' - allows a character to equip and use [[MRPG Guantlet Weapon|Guantlet Weapons]].
 +
**Special Proficiency, Guantlet
 +
***INT
  
===Special Proficiencies===
+
===Magic Proficiencies===
*'''Special Proficiency, Melee''' - reserved exclusively for warriors, this proficiency combines with other proficiencies to let the warrior execute special melee attacks. these attacks generate additional threat and help the warrior maintain a monster's focus.
+
(See: [[MRPG Magic]])
 +
*'''Magic Proficiency, Physical:''' Magic that have a direct, physical impact on the world.
 +
**Magic Proficiency, Physical
 +
***STR
  
*'''Special Proficiency, Flight''' - Reserved exclusively for raw-form casters, flight grants the ability to fly for extended duration without the use of a [[MRPG Mounts|mount]] or special items/equipment.
+
*'''Magic Proficiency, Mystical:''' Spells that have a mystical or super-natural component
 +
**Magic Proficiency, Mystical
 +
***INT
  
*'''Focus Proficiency''' - Special focus-facets aid in spell-casting and can only be taken by mages with this proficiency. However, other than a few facets, this skill is mainly useful for raw-form casters.
+
*'''Magic Proficiency, Effect:''' Things that do not directly deal damage but have some kind of outcome
 +
**Magic Proficiency, Effect
 +
***INT
  
*'''Special Proficiency, Draw''' - The ability to draw raw energy from the world around you. This proficiency allows mages to re-fill mana and can boost the power of spells. Reserved for raw-form casters and exo-mages.
+
*'''Magic Proficiency, Elemental:''' Exo-magic spells, usually physical or effect-based as well.
 +
**Magic Proficiency, Elemental
 +
***STR
  
===Magic Proficiencies===
+
*'''Magic Proficiency, Aura:''' Aura spells
*'''Magic Proficiency, Light''' - Used by Paladins and Endo-Mages, light-magic is a primal, powerful force of good.
+
**Magic Proficiency, Aura
*'''Magic Proficiency, Dark''' - The antithesis of evil, some of the most powerful spells belong to the category of dark magic.
+
***STA
*'''Magic Proficiency, Mind''' -
 
*'''Magic Proficiency, Life''' - Common to Endo-Mages and LifeBringers, life magic is primarily about healing, restoring, and returning life.
 
*'''Magic Proficiency, Death''' -
 
*'''Magic Proficiency, Conjuration''' - Conjuration magic is used in creating something from nothing or turning one thing into another. It can be used to produce etherial potions
 
*'''Magic Proficiency, Ritual''' - Ritual magic is primarily a support-type. It is used to strengthen other spells or to temporarily increase attributes and skills.
 
  
  
====Exclusively Reserved====
+
====Magical Special Proficiencies====
The following schools of magic are exclusively reserved to a single class.
+
*'''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 [[MRPG Special Proficiency, Magic|Special Proficiency, Magic]] for more information.
 +
**Special Proficiency, Magic
 +
***STR
  
=====Exo-Mage=====
+
*'''Special Proficiency, Aura''' - Provides bonuses to the [[MRPG Auramancer]]'s aura magic. See [[MRPG Special Proficiency, Aura|Special Proficiency, Aura]] for more information.
*'''Magic Proficiency, Earth''' - grants the ability to use earth magic
+
**Special Proficiency, Aura
*'''Magic Proficiency, Fire''' - grants the ability to use fire magic
+
***Int
*'''Magic Proficiency, Wind''' - grants the ability to use wind magic
 
*'''Magic Proficiency, Water''' - grants the ability to use water magic
 
  
=====Paladin=====
+
*'''Special Proficiency, Enchantment''' - works with special proficiency aura, both are used in [[MRPG Auramancy|Auramancy]] to create auras. Both proficiencies are required.
*'''Magic Proficiency, Holy''' - Used exclusively by paladins, Holy magic offers great power to harm and to heal, to protect and to punish.
+
**Special Proficiency, Enchantment
 +
***INT
  
=====Necromancer=====
+
===Support Proficiencies===
*'''Magic Proficiency, Necromancy''' - Necromancer magic, first invented by the mage [[Rubiceye]] probably near the end of the [[Age of Darkness]].
+
*'''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 [[MRPG Tomes|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 [[MRPG Lore and Comprehension|Lore and Comprehension]] for more details.
 +
**Lore
 +
***Ungoverned
  
=====Raw-Form Caster=====
+
*'''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.
*'''Magic Proficiency, Raw''' - raw-form magic.
+
**Transcription
 +
***INT
  
===Support Magic Proficiencies===
+
==Open Proficiency List==
*'''Wand Proficiency''' - Magic wands are exactly what the name implies. A wand contains a specific spell and number of uses. Some wands are re-chargeable while others are limited-use. Certain wands might also work with spells the mage knows in order to enhance their effects or reduce their cost.
+
This list covers proficiencies that can be freely taken at character creation, with no racial or class restrictions.  
  
*'''Scroll Proficiency''' - Scrolls are somewhat like wands in that they contain a single specific spell. Scrolls are not single-use but typically contain far weaker spells than wands. In addition, scrolls require mana to use. A player without mana may still use a scroll, but at a cost of hit-points.
+
*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
  
*'''Lore Proficiency''' - 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 [[tome|tomes]] which lead to knowledge of new spells.
+
==Trading Proficiencies==
 +
See: [[MRPG Proficiency Trading]]
  
*'''Transcription''' - Transcription is the ability to transcribe spells into a spellbook. A mage can only memorize a maximum of eight spells(which can then be hot-keyed) 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.
+
==See Also==
 +
*[[Mage Wars RPG]]
 +
*[[MRPG Combat and Magic]]
 +
*[[MRPG Facet List]]
 +
*[[MRPG Stats]]
 +
*[[MRPG Skills]]
 +
*[[MRPG Proficiency Trading]]
  
*'''Aura Proficiency''' - Used in a sub-school of magic called Auromancy, aura proficiency grants the ability to manipulate auras. Used chiefly by LifeBringers to remove negative status-effects, Auramancy can be taken by any class and used to protect against magic, provide buffs, or prevent effects from ones self.
 
  
==Minor Proficiencies==
+
<!--
These are proficiencies that belong to all classes. They are not tradable and cannot be deliberately trained.
+
====Exo-Magic====
 +
*Magic Proficiency, Earth
 +
*Magic Proficiency, Fire
 +
*Magic Proficiency, Wind
 +
*Magic Proficiency, Water
  
*'''Block''' - Related to Shield Proficiency, the Block skill allows the player to block or deflect an attack, negating its damage or effect. Unlike, Dodge, the block-skill increases with levels in Shield Proficiency and can also be improved with facets.
+
====Endo-Magic====
 +
*Magic Proficiency, Light
 +
*Magic Proficiency, Dark
 +
*Magic Proficiency, Mind
 +
*Magic Proficiency, Life
 +
*Magic Proficiency, Death
 +
*Magic Proficiency, Change
 +
*Magic Proficiency, Holy
  
*'''Constitution''' - Used in calculating your maximum Hit Points and in damage calculation(characters with greater constitution take less damage). This proficiency increases with level.
+
'''Modifier:''' All basic magic proficiencies use INT as the modifier.
  
*'''Wisdom''' - Used in calculating maximum Spell Points and in magic resistance calculation. This proficiency also increases with level.
 
  
==See Also==
+
==Master List:==
[[Mage Wars RPG]]
+
#Weapon Proficiency, Bladed
 +
#Weapon Proficiency, Blunt
 +
#Weapon Proficiency, Ranged
 +
#Weapon Proficiency, Martial
 +
#Weapon Proficiency, Empty-Hand
 +
#Armor Proficiency, Leather
 +
#Armor Proficiency, Chain
 +
#Armor Proficiency, Plate
 +
#Shield Proficiency
 +
#Special Proficiency, Melee
 +
#Special Proficiency, Ranged
 +
#Special Proficiency, Stealth
 +
#Special Proficiency, Dodge
 +
#Special Proficiency, Evade
 +
#Special Proficiency, Aura
 +
#Magic Proficiency, Light
 +
#Magic Proficiency, Dark
 +
#Magic Proficiency, Mind
 +
#Magic Proficiency, Life
 +
#Magic Proficiency, Earth
 +
#Magic Proficiency, Fire
 +
#Magic Proficiency, Wind
 +
#Magic Proficiency, Water
 +
#Magic Proficiency, Death
 +
#Magic Proficiency, Change
 +
#Magic Proficiency, Holy
 +
#Scroll Proficiency
 +
#Lore Proficiency
 +
#Transcription
 +
-->
 +
[[Category:Mage Wars RPG OLD]]

Latest revision as of 22:16, 4 March 2019

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