Sangreal - Fantasy Roleplay
Sangreal Proficiency System - Printable Version

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Sangreal Proficiency System - __denby - 08-19-2024

Sangreal Proficiency System v1.0

Description
Proficiencies are recognized as the IC Character’s ability to perceive, create, and design objects through their various methods of Crafting Roleplay. This is restrictive across all methods of construction, be that via Magical, Mundane, or other various means.

For Example: A character will not be capable of forming objects such as Weapons and Armor of higher quality materials, regardless of their knowledge or race if their proficiency is not high enough in Blacksmithing.

All players will be capable of working with a maximum of Four (4) Total Proficiencies. This may be split however the player would like, however, the maximum number of crafting proficiencies is Three (3). As an example - one may choose to be skilled in three crafting proficiencies, and one gathering - or two crafting and two gathering.  One Proficiency of each category will be capable of being leveled to Mastery, while the other two (for crafting) or one (for gathering) will be capable of being leveled to Expert. A character cannot be skilled at all things!

All players are also capable of working with Common materials, without requiring a selected proficiency. For example, a Master in Alchemy may work with Common metals, without requiring any sort of proficiency in Blacksmithing.

However, certain proficiencies are not restricted by the rarity of objects, and instead are restricted on the theories, methods, and constructs that they may be capable of creating. This is primarily up to the Review Team’s discretion, as OOC Knowledge and RP Quality can have a role in these situations.


Ranking Overview

Object Rarity
Player-Characters are restricted in the crafting of their items. An item with the ‘Mastercraft’ tag will be capable of only being created by someone with the Master rank in that specific profession. Equally, a ‘Magitech’ item will only be capable of being created by someone with a Master rank in the profession related to that item. The color system will be reflected in-game for roleplay items.

Common (Novice) - All players may utilize items that are listed under the Common variety. This is not restrictive to real life plants, nor is it restricted to real life metals, however the Server’s Tech-Lock must be observed.

Uncommon (Initiate) - Players of the Initiate rank in Gathering will be able to acquire these items, while Players of the Initiate rank in Crafting will be able to work with these items. Players of Initiate rank in Crafting will also only be capable of creating an object with a maximum rank of Uncommon.

Rare (Journeyman) - Players of the Journeyman rank in Gathering will be able to acquire up to Rare, while players of the Journeyman rank in Crafting will be able to work with these items. Players of Journeyman rank in Crafting will be capable of creating an object with a maximum rank of Rare.

Ultra Rare (Expert) - Players of the Expert rank in Gathering will be able to acquire up to Ultra-Rare, while players of the Expert rank in Crafting will be able to work with these items. Players of Expert rank in Crafting will be capable of creating an object with a maximum rank of Ultra-Rare.

Legendary (Mastery) - Players of the Mastery rank in Gathering will be able to acquire up to Legendary, while players of the Master rank in Crafting will be able to work with these items. Players of Master rank in Crafting will be capable of creating an object with a maximum rank of Mastercraft/Magitech.


Proficiency Skill Level

Players may only progress up One Rank per Category (Crafting and Gathering), per two OOC weeks. This is to preserve the logical progression of RP Quality as best as possible, without restricting characters too much. The following are ranks you may label your character as.

Ie: It would take two weeks as Initiate, making lower rank items, to progress to Journeyman - six weeks total to Expert, and eight to Master.

Initiate - Players who progress from the most basic rank that all possess upon creating a character, Novice, become the rank of Initiate. Initiates in Crafting and Gathering are capable of working with and collecting Uncommon materials.

Journeyman - Players who progress from Initiate, become the rank of Journeyman. Journeymen in Crafting and Gathering are capable of working with and collecting Rare materials.

Expert -  Players who progress from Journeyman, become the rank of Expert. Experts in Crafting and Gathering are capable of working with and collecting Ultra-Rare materials.

Master - Players who progress from Expert, become the rank of Master. Masters are usually exceedingly rare to stumble across, and one may only become a Master in one specific Crafting profession, and one specific Gathering profession. Masters are the only characters capable of producing Mastercraft or Magitech items- this does not apply to Runecrafting, as all Runecraft-related objects made by a Runesmith are Magitech. Any attempt at using magical phenomenon to craft items is only capable of someone with the Master rank.


Special Roleplay Exemption - Case-by-Case Basis

Much like a Non-Standard Character Application, the increase in rank may be attempted via what is known as a Special Roleplay Exemption. If a character is somehow bestowed with a massive amount of knowledge through a pre-existing system, such as Mind Magic, through Event Mechanics, or any other means appropriate for qualifying the character, they may apply for a Special Roleplay Exemption, and be progressed to a higher level.

A Special Roleplay Exemption may also apply for characters who were considered Masters in the world from which they are being imported. An example would be, an older character who was recognized as a World-Renowned Alchemist or Blacksmith, could apply for a Special Roleplay Exemption which would be reviewed by the standing lore reviewer.

Such Special Roleplay Exemptions should be taken to Private Forum Conversation, and may take a considerable length of time depending on the character, profession, and rank requested.

Types of Proficiencies

Crafting Proficiencies -

Armorsmithing
Armorsmithing refers to the act of creating armor out of metallic structures, a sub-category of what is vaguely known as Blacksmithing. Not all Blacksmiths are capable of forging from raw ore, a potent set of armor. In the case of Armorsmithing, they are capable of working with and creating any metallic constructs that are formed into armor. This applies to the creation of plated shields, cuirasse, vambrace, helms, ad etc. An Armorsmith is capable of conducting basic woodworking and tailory to complete their crafts- such as clasps, buckles, belts and such ilk.

Weaponsmithing
The counterpart of Armorsmithing, a Blacksmith who specializes in Weaponsmithing, is skilled in the working of metal to form the blade. While this primarily applies to swords, polearms, and other weapons constructed of metal- it can also apply to arrowheads, intricate portions of mechanical weaponry, small objects classified as weapons - such as caltrops - and a host of other machinations. Weaponsmiths are capable of conducting basic woodworking and tailory to complete their crafts- such as sheathes, pommels, poles and such ilk.

Whitesmithing
Whitesmithing pertains to Jewelry-making, (dinner) Plate-making, Utensil-making, and other intricate objects which require softer metals such as timepieces, astrolabes, ad etc. Any metallic constructs that do not require excess heat, or contribute to the defense, offense, ad etc of a character, likely fall under the Whitesmithing category. Historically, Whitesmiths were individuals who produced dinnerware, jewelry, and other fanciful objects for the considerably wealthy.

Alchemy and Chemistry
Alchemists and Chemists, for the sake of Historical Accuracy, are one-in-the-same. In this case, Alchemy and Chemistry applies to anyone utilizing material chemistry, or herbalistic alchemy to perform any act that utilizes a reaction to alter something. For example, an Alchemist would produce a potion that benefits the user, or harms them- and a Chemist would produce a substance that could either benefit, such as a colloidal salve, or a detrimental concoction such as flammable oxidants.

Tailory
Tailory pertains to the crafting of clothing, any instrument developed by utilizing cloth-like substances, and any armor that is non-metallic in nature (such as gambeson). Tailors are capable of using basic metalworking and woodworking to form links, clasps, and buttons, though that is the distinct limit. Tailors are capable of utilizing furs, pelts, skins, and other organic and inorganic items that would be utilized to make cloth-like substances. Tailors are also capable of spinning their own thread, as well as operating looms, ad etc.

Fletchery and Bowery
Fletchery and Bowery are considered to be the same profession, as historically speaking, it would be pointless for an individual to create bows, without understanding the intrinsic details behind crafting a functional arrow. Fletchery and Bowery pertains to anyone that is creating a structure such as a bow, crossbow, or siege weapon involving the use of bows. In this case, a Bower is capable of using woodworking to such a degree that they can form Crossbows, Bows, and Siege Weapons out of wood, as that is their profession. However, the components of a bow is the limit to the knowledge of their woodworking, without choosing an extra profession.

Woodworking
Woodworking applies to the creation of staves, wheels, and other wooden constructs that are lacking from the prior mentioned professions, as well as contained within. For example, a Master Woodworker could create the body of a Bow, though it would likely be nonfunctional. A Master Woodworker would also be capable of creating a handle for a blade, a pole for a polearm, ad etc. Anything involving the working of wood is within their repertoire.

Engineering
Engineers are effectively the most narrow-scoped and complicated profession. It is inadvisable for an Engineer to be lacking one of the following: Woodworking, Blacksmithing, or Whitesmithing. Engineering is the study of complicated interactions between gear and pulley systems- or the design of complicated moving-part machinery. The creation of a Siege Weapon will almost always require the assistance of an Engineer, as would be the same for any equipment involving Dwarven Gear mechanics. Complicated crossbows and arbalests would also require the assistance of an Engineer in one way or another.
Sub-Note: To utilize Dwarven Gear mechanics, or to create Golemaic structures, one must possess Expert+ in Engineering.

Gathering Proficiencies -

Mining
To be a Miner means that you are skilled in the discovering, harvesting, and refining of a specific set of metals. While one might not think that a Miner would be capable of understanding metallurgy to the degree of purifying metals, that is simply not the case. While someone in the Mining profession may not be capable of crafting a blade, they are capable of refining a metal and selling it in its purest form to attract a greater profit.

Hunting
To be a Hunter means that you are skilled in tracking, hunting, skinning and harvesting the objects gathered from an animal. A Hunter is responsible for the capture of animals, as well as the harvesting of their component parts. While an unskilled Hunter may be able to kill an exceedingly rare animal, they would simply not be able to render much use from the corpse that lay before them.

Logging
A Lumberjack or logger is capable of doing far more than simply chopping down a tree. Any individual may chop down a tree, but they would be incapable of discovering what type of tree something was, the appropriate way to handle the wood, or the proper method of drying, cutting, and storing said wood. A person of the Logging profession would be capable of the most basic forms of woodworking, in order to provide the purchaser with a complete product, rather than a unhewn piece of log.

Herbalism
An Herbalist is not an Alchemist, yet an Alchemist may be an Herbalist. Herbalists are the only individuals that are properly trained in collecting, cutting, and raising plants without causing their unseemly demise in the process. For example, any child may pluck a piece of mandrake should they stumble across it, however only a Master Herbalist would be capable of acquiring the plant in such a way that it retained its usefulness for any alchemical applications. Herbalists are just as capable at gathering plants, as they are at growing them, and may do so should they choose.