Part the Third: ProficienciesProficiencies are a representation of a character’s ability to impact the domain level of play, although regents and lieutenants may impact it in other ways, as well. All proficiencies fall within two general categories:—natural proficiencies and præternatual proficiencies.
Natural ProficienciesThere are two sub-categories of natural proficiencies:—civil proficiencies and martial proficiencies.
Civil proficiencies are employed via
adventure (civil service) and directly modify domain actions. Conceptually, there is a corresponding civil proficiency for every domain action, excluding character actions; and, in the case of domain actions such as
holding rule, which is really a number of similar domain actions grouped under a single heading,—
law rule,
manor rule,
temple rule,
guild rule, and
trade rule,—there is a corresponding civil proficiency for each of these variations.
Administration,
agitation,
enquiry,
holding contest,
holding creation, and
espionage are other examples of domain actions, which are really a number of similar domain actions grouped under a single heading, with
enquiry being especially diverse, each significant area of lore being a variation (with a corresponding civil proficiency).
Martial proficiencies are employed via
adventure (martial service). Unlike civil proficiencies, martial proficiencies do not directly modify domain actions; rather, a character, who employs
adventure (martial service), participates in a martial endeavour and may provide a modifier to various situations, which arise during the course thereof. The five martial proficiencies are naval command, naval warcraft, siegecraft, terrestrial command, and terrestrial warcraft.
Præternatural ProficienciesThere are only two præternatual proficiencies:—divine spellcraft and primordial spellcraft. Each is relevant to a corresponding type of realm magic.
The rules for præternatural proficiencies differ significantly from those for natural proficiencies, in two ways. Firstly, there is no
adventure action associated with præternatural proficiencies, employed, as they are, in the course of realm magic supervision; and, secondly, when determining the modifier for a præternatural proficiency, only levels (or partial levels) in relevant (or partially relevant) classes are utilised. The following table, PROFICIENCIES I, details class relevance for præternatural proficiencies.
PROFICIENCIES I Spellcraft & Class Relevance | Divine Spellcraft | Primordial Spellcraft |
Templar | ½ | — |
Priest | Full | — |
Paladin | ¾ | — |
Mystic | Full | — |
Guilder | ½ | — |
|
Noble | ¼ | ¼ |
Fighter | ¼ | ¼ |
|
Bard | — | ½ |
Druid | — | Full |
Ranger | — | ¾ |
Wizard | — | Full |
Rogue | — | ½ |
Proficiency PointsA character must have at least one proficiency point in a proficiency to use it, as untrained checks are impossible; however, once proficient, he may become involved without penalty and provide a positive impact toward action success, as each proficiency point provides a +1 proficiency modifier. Two factors are relevant to determining the number of general proficiency points, which a character possesses:—character prowess and EXP. The following table, PROFICIENCIES II, lists the EXP, at which a character of each tier of prowess gains his first general proficiency point. Thereafter, whenever a character gains 1 EXP, he gains an other general proficiency point.
PROFICIENCIES II First General Proficiency Point | EXP
|
Heroic | 1 |
Expert | 3 |
Adept | 6 |
Common | 10 |
Additionally, upon advancing to each character level above Raw {0}, all characters gain a basic proficiency point, although such basic points may only be assigned to
administration and
enquiry proficiencies.
MasteryA general proficiency point may be applied to any natural or præternatural proficiency,—and a basic proficiency point, to any
administration or
enquiry proficiency,—up to the level of mastery for the character in question. The following table, PROFICIENCIES III, lists the mastery modifiers at the various character levels or, in the case of præternatural-mastery modifiers, at the various relevant character levels (aside from relevant character levels ending in .25 or .75, each of which has the same præternatural-mastery modifier as the level or half level, respectively, immediately less than it).
PROFICIENCIES III Character Level & Mastery | Mastery Modifier |
Raw {0} | +0 |
{.5} | +1 |
Green {1} | +2 |
{1.5} | +3 |
Able {2} | +4 |
{2.5} | +5 |
Veteran {3} | +6 |
{3.5} | +7 |
Crack {4} | +8 |
{4.5} | +9 |
Epic {5} | +10 |
{5.5} | +11 |
Legendary {6} | +12 |
{6.5} | +13 |
Fabulous {7} | +14 |
{7.5} | +15 |
Mythical {8} | +16 |
{8.5} | +17 |
Paramount {9} | +18 |
StackingCooperative stacking of proficiency modifiers is only possible when multiple characters employ the same civil proficiency toward the success of a given domain action:—in such a scenario, all relevant modifiers may be added together, up to the mastery modifier of the highest-level character(s) present. Stacking martial-proficiency or præternatural-proficiency modifiers is impossible.