Proficiencies can be the greatest influence on your rolls. They allow you to manipulate the original Roll into something greater, with more Critical Dice and ultimately a greater total.
The Proficiency system is based on a collection of how many of each one you have selected. If you have selected a Proficiency for one of your Attributes, than that Proficiency will apply every time you use that Attribute for any Ability or Skill Check.
- You select Precise for your Strength of 8. You also select Precise for your Agility at 9. So far you have Two Precise Points to use for EVERY ROLL, when you use your Strength and Agility for your Melee Techniques, Skill Checks and all other rolls. That means you could use Precise I, twice. Or you could use Precise II. These can be switched around every roll you make.
- Using the above example, you have decided to use Strength and Agility for your Melee Techniques with your Rapier. You obtain Rank 5 in Piercing, deciding to choose another Precise point. That would mean you now have 3 Precise points every time you use the Rapier for a Technique. You could do Precise III, once or you could use Precise II and a Precise I in the same roll or you could use Precise I, three times.
There are two important factors that you must think about before you select which Proficiencies you want for your Abilities.
- While all Proficiencies can be chosen, for any Attribute or Skill, not all of them will work well with specific selections.
- Some Proficiencies work incredibly well, in tandem, with each other. Using Precise to increase your chances of Critical Dice, mixed with the power of Destructive so that your Critical Dice are valued higher, blends well and gives the Player a chance to see their numbers grow dynamically. Based on your character design, choose Proficiencies that apply well for your Attribute-related effects but also, that will coincide with your Ability choices as your character grows and progresses.
- Add +1 to any Die rolled. (This cannot exceed the maximum number on the Die)
- May subtract value from one Die and add that same value to another Die. (Cannot exceed the maximum value of the secondary Die.) (Cannot reduce the Subtracted Die below a 2)
- After initial roll, you may take any one Die, and change it to its maximum value.
- Choose one Die that you rolled and count its value at 150%, rounded down. (This does not affect whether it is treated as a critical.)
- Choose one Die that has rolled a Critical, it counts as 200% of its maximum value. (E.g. A 1d12 would be counted as 24)
- Choose one Die that has rolled a Critical, it counts as 300% of its maximum value. (E.g. A 1d12 would be counted as 36)
- Choose a die which has rolled a critical. Add another die one Dice Tier higher.
- Choose a die which has rolled a critical. Add another die one Dice Tier higher and an additional die, two Dice Tiers higher.
- Choose a die which has rolled a critical. Add another die one Dice Tier higher, an additional die, two Dice Tiers higher and a final additional die, three Dice Tiers higher.
- Before rolling, replace one die with dice totaling the same maximum value as the original, split evenly. (1d16 is replaced with 2d8)
- Before rolling, replace one die with dice totaling 150% the maximum value of the original, split evenly. (1d16 is replaced with 3d8)
- Before rolling, replace one die with dice totaling 200% the maximum value of the original, split evenly. (1d16 is replaced with 4d8)
- Upgrade any one die in your Dice Pool by 2 Dice Tiers.
- Upgrade any two die in your Dice Pool by 3 Dice Tiers.
- Upgrade any three die in your Dice Pool by 4 Dice Tiers.
- Add a bonus to your roll equal to 5% of your Event step.
- Add a die to your roll, the tier is equal to 10% of your event step. (You are rolling Event 75. 10% of 75 is 7, giving you a bonus Dice equal to 7 Dice Tiers starting from 1d4, giving you a 1d20.)
- Add two dice to your roll, the tiers are each equal to 5% of your event step. (You are rolling Event 44. 5% of 44 is 2, giving you two 1d8s)