Proficiency's and Ability's

Proficiency are a characters skills and abilities. Every Character has 60 Points, except for Elves who get 70 points. Players can spend but can only put 20 points into a single proficiency. This cap can be broken in special circumstances such as race or school attendance Using these proficiency's in Roleplay should go as followed:

* Roll 1d100
* Take proficiency number and add it to the roll
* Whoever has the highest Roll in a combat situation would hit or win. In situations such as study, or making potions, a successful attempt would be a roll of 65 or above. A catastrophic failure would be a roll of 15 or under

**Example:**

Character A is fighting Character B in a boxing match. Character A has 25 points in Unarmed Combat from points and a race bonus. Character B only has 15 from points. Character A roll's a 20 and add's their proficiency so they get an overall roll of 45. Character B Roll's a 40 and gets an Overall Roll of 55. Despite Character A having a higher proficiency, Character B wins.

## Proficiency Categories

**Combat Proficiency Category** which contains:

* Unarmed Combat Skill
	+ Increases the character's proficiency in Unarmed Combat. (Boxing, Kick Boxing, Martial arts)
* Light Bow Combat Skill
	+ Increases proficiency in Short bow's, Longbows, light Crossbows
* Blunt Combat Skill
	+ Increases proficiency in weapons such as flails, hammers, ect
* Shielding Combat Skill
	+ Increases proficiency in the use of a shield in defense and using it to attack
* Pole Combat Skill
	+ Increases proficiency in Poled weapons such as halberds and spears
* Extra Heavy Combat Skill
	+ Must be put with another proficiency. Makes one able to wield over sized weapons. If a character has Blade Combat Skill and Extra Heavy Combat Skill, they can wield giant swords
* Stave Combat Skill
	+ Increases proficiency in Staff-like weapons such as canes or Bo-staff's
* Heavy Bow Combat Skill
	+ Increases proficiency in Heavy bows such as Large crossbows, re curve bow's, compound bow's, ect.
* Throwing Combat Skill
	+ Increases proficiency in throwing weapons like knives and hatchets. A +20 in Throwing Combat someone to throw any weapon, though this still wouldn't always be the best idea.
* Fast Blade Combat Skill
	+ Increases Skill in Bladed weapons used for speed such as daggers
* Thin Blade Combat Skill
	+ Increases Skill in weapons such as rapier's, cutlass's and Katana's.
* Blades Combat Skill
	+ Increases skill in general bladed weapons such as Shortswords, longswords and greatswords
* Axes Combat Skill
	+ Increases skill in axes, including battle axe's and even wood cutting axes
* Siege Combat Skill
	+ Increases ability to use cannon's, and other siege style weapons
* Cavalry Combat Skill
	+ Useful with other combat proficiency's,
* Unconventional Combat Skill
	+ Increases proficiency in unconventional weapons, including improvised weapons and whips
* Firearm Combat Skill
	+ Increases proficiency in using matchlock and flintlock weapons.

**Knowledge Proficiency Category** which contains:

* Sailing Knowledge
	+ Makes character better at sailing
* Hunting Knowledge
	+ Better at tracking, trapping, ect
* Underworld Knowledge
	+ Better at making connections in the criminal world
* Statesman Knowledge
	+ Better at telling people what to do
* Economic Knowledge
	+ Better at trading, and making economic decisions
* Marshal Knowledge
	+ Better at making battle-plans and commanding troops
* Magical Knowledge
	+ Knows more about magic. Any mage gets half of their proficiency points spent on magic in magical knowledge and are the only people who can naturally break the +20 cap. (A mage with 60 points spent on their magic will have +30 points in magical knowledge)
* Religious Knowledge
	+ Increases knowledge on religious matters such as void worship, Krissi worship, ect.
* Admiral Knowledge
	+ Increases ability to lead a large number of ships
* Historical Knowledge
	+ Know more about history
* Linguistic Knowledge
	+ Know more languages and how languages are learned

* Dimension Knowledge
	+ Know more about the different dimensions

**Science Proficiency Category** which contains:

* Medical Sciences
	+ Learn how to surgery and other medical things
* Alchemy Sciences
	+ Know how to make potions
* Mechanical Sciences
	+ Know how to make machines
* Nature Care Sciences
	+ Know how to take care of plants and animals
* Food & Drink Sciences
	+ Know how to cook

**Arts Proficiency Category** which contains:

* Musical Arts
	+ Know how to make music
* Visual Arts
	+ Know how to draw, paint, ect
* Threads Arts
	+ Know how to sew
* Performance Arts
	+ Know how to act and stir up a crowd
* Literary Arts
	+ Know how to write
* Metallurgy Arts
	+ Know how to do the blacksmithing
* Finecraft Arts
	+ Know how to make things like jewlery, intricate pocket watches, ect.

**Body Proficiency Category** which contains:

* Athletic Training
	+ Increases Strength
* Rogue Training
	+ Increases Acrobatics, and ability to sneak
* Body-care Training
	+ Makeup n stuff
* Perception Training
	+ Better at seeing what people are doing and what's going on around them
* Survival Training
	+ Better at surviving in the environment

## Proficiency boosts

There are two ways to boost proficiency and go past the 20 point cap. One are race bonus' and the other way is schools.

.**Humans**

* Imperials: +5 Unconventional Weapons +5 Statesmen Knowledge
* Freefolk +5 Nature Care Sciences +5 Food & Drink Sciences
* Westmen +5 Sailing Knowledge +5 Nature Care Sciences
* Purebloods +5 Musical Arts +5 Thin Blades Training
* Islanders +5 Thin Blades Training +5 Magical Knowledge
* Sandkeepers +5 Linguistic Knowledge +5 Survival Training
* Treefolk +5 Rogue Training +5 Pole Combat Skill
* Northfolk +5 Survival Training +5 Axes Combat Skill
* Lycanblooded +5 Hunting Knowledge +5 Survival Training

**Elves**

* High Elves +5 Magical Knowledge
* Dark Elves +5 Dimension Knowledge
* Wood Elves +5 Nature Care Sciences
* Snow Elves +5 Siege Combat Skill
* Ice Elves +5 Hunting Knowledge
* Orcs +5 Athletic Training

**Lizardfolk**

* Raptor-Folk +5 Hunting Knowledge +5 Rogue Training
* Gator-Folk +5 Unarmed Combat Skill +5 Athletic Training
* Croc-Folk +10 Athletic Training

**Halflings**

* Lyca
* Neko
* Kitsune +5 Magical Knowledge +5 Religious Knowledge

Satyr

* Skiatyr +5 Magical knowledge +5 Sailing Knowledge
* Livatyr

**Undergrowth**

* Arkonsa +5 Hunting Knowledge +5 Statesmen Knowledge
* Seitara +5 Religious Knowledge +5 Magical Knowledge

## Schools

Schools take 10 years of a characters life and can boost 3 proficiency's by 5 points.

* School of the Silent Sisters +5 Religious Knowledge +5 Blade Combat Skill +5 Literary Knowledge
* School of Luxus Priesthood +5 Religious Knowledge +5 Statesmen Knowledge +5 Linguistic Knowledge
* School of the Arcane and Magic +5 Magical Knowledge +10 to the characters chosen magic schools
* Schools of Leadership +5 Statesmen Knowledge +5 Martial Knowledge +5 Economic Knowledge
* Schools of Medicine +5 Medical Knowledge +5 Alchemy +5 Perception Training
* School of Shadow Sailors +5 Magical Knowledge +5 to characters chosen magic school +5 Sailing knowledge
* School of the Berserk +5 Axes Combat Skill +5 Athletic Training +5 Martial Knowledge
* School of the Wanderer +5 Stave Combat Skill +5 Religious Knowledge +5 Rouge Training Skill
* School of the Black Guard +5 to any weapon +5 Magical Knowledge +5 Martial Knowledge

## Magic

Magic Takes proficiency to use and limits what someone can do outside of magic as it takes a long time to learn and master. There are 5 tier's to a mage's expertise and each makes them better at magic and costs proficiency points. Remember that half of the points you put into magic goes into magical knowledge. There is a sixth tier which is only obtained in special circumstances. Every Magic has