Proficiency

From Weapons to Armor, every character has certain proficiencies that they may have or acquire through leveling or through gameplay.

## Armor

Armor proficiency is almost always determined by class or class kit, the only way to gain more proficiencies in armor is through training in game.

## Weapon Proficiency Points

Weapons are a mixed bag; one Ranger may specialize in the Longbow, where another specializes in Axes. The types of weapons a particular character may use are initially determined by class or kit, with the option for training during play, but Weapon Proficiency Points (or WPPs) allow diversity in same class characters. Your class or kit also determines how many WPPs you gain, and how quickly, through the course of play, but, once again, training during play could change the exact amount allowing for more diversity. WPPs can (<read as "should") also be used to purchase Fighting Styles which greatly benefit certain weapons and further diversify characters.

The amount of WPPs that classes start with are as follows:

Fighters start with 10 WPP, all other warriors start with 8

Priests and Rogues start with 6

Mages start with 4

You may choose to save points for later investments.

## Stages of Proficiency

For each group of weapons there are stages of proficiency: Unproficient, Novice, Apprentice, Journeyman, Expert, Master, and Grand Master. Each stage gives different benefits, or drawbacks in the case of unproficient. The weapons are grouped until you would reach the Apprentice stage of proficiency, as such, two points are necessary to invest in order to become an Apprentice with a particular weapon.

Apprenticeship is when you would begin to hone your skills to such a fine point that it requires intense focus, prohibiting you from focusing on too many weapons at once. This doesn't prevent you from using any weapons, it is just difficult to understand the inner workings of every weapon at once.

Each stage after Apprentice has a level requirement; in order, the requirements are, levels 5, 8, 11, and 14.

Stages:

Unproficient- gives penalties based on class base. -2 for Warriors,-3 for Priests and Rogues, -5 for Mages.

Novice- removes the above penalties.

Apprentice- grants a +1 to hit and damage. You may use Dexterity on your to hit and damage for any weapon in the light categories.

Allows an individual to take a special reaction called Deflect, which can be used an amount of times per round equal to the amount of attacks they will have on their next turn with their main hand, and grants them a Deflect die. Deflect die size is equal to the weapons damage dice. Deflect values are halved for non-melee weapons.

You may always sacrifice extra deflect opportunities to add more dice to a single roll.

The following stages will probably be worked on, so don't worry if they seem barren.

Journeyman- grants +1 to hit and damage. You may use Dexterity on your to hit and damage for any non two handed, heavy, or ranged weapon.

Deflect die increases 1 step, a d4 would rise to a d5. Any increases that would increase the Deflect die past it's weapon damage dice do so.

Expert- +1 to hit and damage. Deflect die increases 1 step.

Master - +1 to hit and damage. Deflect die increases 1 step.

Grand Master - some bs i dunno

 Axes
 Blunt Weapons
 Bows
 Thrown Weapons
 Polearms
 Exotic

## Fighting Style

Fighting Styles further affect the amount of diversity, allowing characters to specialize in particular styles to alter their way of fighting. Your class and kit also affect which you can choose, but usually you'll have access to all of these if you have decent weapon options from your class.

To become a Novice in a Fighting Style, two proficiency points are required to be invested. After becoming a Novice, only one point is required to reach each subsequent stage.

Individuals must have a Weapon proficiency at least one Stage above the Style they wish to acquire.