Post by ShadowTheBuu on Oct 16, 2017 19:24:35 GMT -5
-Hyrule Adventures Proficiencies-
Proficiencies in this game gives a general idea of how good a character is at
handling just about whatever that requires knowledge to do so. While this list
might be small now, it will grow as more and more proficiencies are asked for
and accepted.
While most things can be done with out the named proficiency, it does make
it easier (IE Less difficulty level in rolls) to use said item or skill.
=Weapon proficiencies=
Knife: Be it single or double edged, snake style or straight, this makes
you better at using knives.
Throwing knife: Able to throw knives (and small shuriken) with better
accuracy.
Short swords: Gives you a better understanding of how to use a short sword,
no matter the style as long as it's shorter than a normal sword and longer
than knife/dagger.
Swords: Usually covers basically any sword between the length of a short sword
and great sword.
Great swords: Able to use large swords, which usually requires the use of both
hands.
Axe: Usually used for chopping wood and enemies. Can be a single sided axe or
double side axe.
Great axe: Using axes that usuall require both hands to weild.
Throwing Axe: Using axes particularly made for throwing are easier to use.
Hammer: A weapon that can also be used as a tool!
Great hammmer: The two handed varient of the tool... not advised for home repair!
Mace: A ball on the end of a shaft usually with spikes or flangs.
Great mace: The larger, two handed varient of the regular mace.
Flail: Pretty much like a mace, but instead of it being just a shaft the head
is connected by a chain.
Great flail: Remember Link's great big wrecking ball with spikes? Basically those.
Chain weapons: Basically just a length of chain (or leather) that can have
something small on either end. Usually used for whipping and restraining.
Spear: A long shaft (usually of wood) with a knife like blade at the end. Usually
used for piercing. Includes Tridents!
Throwing spear: Like javelines and the sort!
Halberd: Can be any style! Spear with an axe head or just a slashing blade on the
end!
Exotic polearms: Anything that doesn't fall under a halberd or spear, like a
polearm weapon that has the blade the same length of the shaft!
Hand weapons: Things like brass knuckles, punching gloves, katars...
basically using the punching motion but without using your bare hands!
Bow: Any style of bow, be it great bow, short bow, long bow, etc. Usually where
you have to use the muscles in your arm to hold back the string before releasing
to fire!
Cross bow: The slower yet easier bow varient, much like a gun in medival ages
where you load a bolt than fire it with a trigger mechanism! (Can include
repeating crossbows)
Ballistia: A large, usually stationary varient of a crossbow! Fires bolts the size
of spears!
Catapult: A siege weapon with a swinging arm using weight and momentum! Can fire
anything that fits in the ammo compartment!
Unarmed: You can basically beat any mofo with your bare hands, feet... basically
any part of your used for unarmed combat!
=Armor=
Leather: Made of animal (or something else's) skin! Usually not as durable as
metal but good for staying light weight!
Chain: Interlinking mesh of chain that can usually stop slashing, but not so much
piercing!
Plate: Solid pieces of metal usually to cover vital areas of the body!
Small shield: Able to use a small shield to block easier!
Medium shield: Same as small, but usually big enough to block your torso!
Great shield: A shield able to be used more like a wall! Includes tower shields
and anything matching the size of said tower shield!
=Magical=
Healing: You're healing magic heals more HP than what it would usually without it!
Status curing: Able to cure status ailments more easily with spells!
Reviving: You're able to revive someone who's been dead for longer and with more
HP!
Status Ailment (Type): You're more easily able to put someone to sleep,
poison a target, paralyze prey, etc, etc.
Status resistance (type): Able to resist a status ailment more easily.
Damage boost (type): Able to cause more damage with a specified magic attack type.
IE: Beam, shot, cloud, etc
Damage reduction (type): Able to know how to position yourself or do something to
reduce the damage from a recieved magical attack. (Does not reduce status ailment)
Magic Flying: You are able to fly more easily with magic!
Teleportation: You can get more precise landing with your teleportation magic!
Super Speed: You're more able to control your stopping and turning with super
speed while without it, it's almost like you're on ice!
Item embuing: Able to imbue items like jewelry or books with magical properties!
Must have knowledge of the certain property you are trying to imbue the item
with!
Weapon embuing: Able to instill a magical property in to any weapon type! Want a
cross bow that has the chance to freeze an enemy? Now you can (as long as you have
the element of water)
Armor embuing: Able to instill magical properties like status resistance or
condition resistance (like extreme heat or cold) in to clothes or armor!
Clarvoyance: The ability to see what may happen in the future (Not always 100%
accurate, but the higher the level, the close you are to it!)
Mind manipulation: Able to manipulate minds more easily to sway someone under
your control!
Animating objects: Able to bring things to life, allowing them to move usually
by levitation of it's own accord. The higher the proficiency, the longer it
lasts.
Animate Dead: A dark art proficiency which allows you to bring back dead creatures
into a zombie like state. The higher the proficiency, the more larger of creatures
you may raise and the longer you're control until they either stop being moving or
fall out of your influence!
Summon ghost: Much like animate dead, but makes it to where you can summon more
quantities of ghosts (IE Poes) or one larger ghosts and control them for longer
until either they vanish back to the afterlife or fall out of your influence!
Summon elemental (type): Makes it easier to summon and control elementals,
creatures of living element such as water, fire, or even dark or light.
Life manipulation: Able to meddle with the forces of life itself, to either
create a living being of any kind, or manipulate another living creatures body
turning them either grotesque or beautiful, weak or strong!
=Crafting=
Cooking: Able to create foods more neutritious AND delicious, makes food you
create taste really good or bad(If you chose), as well as make said food restore
more HP!
Tailoring: Able to create, repair and modify clothes to fit a subject! Does not
include armor.
Armorsmith(type): Able to create, repair and physically modify armor more easily.
Weaponsmith(Type): Basically like armorsmith, able to create, repair and
physically modify weapons more easily!
Jewelrysmith(Type): Able to create, repair, or physically modify jewelry more
easily!
Apothecary: Able to create potions with either more effects or stronger effects
more easily! Poisons also fall under this!
Wood carving: Able to carve wood more easily in to any shape.
Masonry: Able to create large structures of stone, usually for housing or defense
against the elements!
Art (Type): Able to create art more easily and more skillfully. Chose any medium
such as paint, ink, chalk, glass for example!
=Others=
Medicine- Able to heal the sick or injured more easily the old fashion way- with
bandages and the like!
Proficiencies in this game gives a general idea of how good a character is at
handling just about whatever that requires knowledge to do so. While this list
might be small now, it will grow as more and more proficiencies are asked for
and accepted.
While most things can be done with out the named proficiency, it does make
it easier (IE Less difficulty level in rolls) to use said item or skill.
=Weapon proficiencies=
Knife: Be it single or double edged, snake style or straight, this makes
you better at using knives.
Throwing knife: Able to throw knives (and small shuriken) with better
accuracy.
Short swords: Gives you a better understanding of how to use a short sword,
no matter the style as long as it's shorter than a normal sword and longer
than knife/dagger.
Swords: Usually covers basically any sword between the length of a short sword
and great sword.
Great swords: Able to use large swords, which usually requires the use of both
hands.
Axe: Usually used for chopping wood and enemies. Can be a single sided axe or
double side axe.
Great axe: Using axes that usuall require both hands to weild.
Throwing Axe: Using axes particularly made for throwing are easier to use.
Hammer: A weapon that can also be used as a tool!
Great hammmer: The two handed varient of the tool... not advised for home repair!
Mace: A ball on the end of a shaft usually with spikes or flangs.
Great mace: The larger, two handed varient of the regular mace.
Flail: Pretty much like a mace, but instead of it being just a shaft the head
is connected by a chain.
Great flail: Remember Link's great big wrecking ball with spikes? Basically those.
Chain weapons: Basically just a length of chain (or leather) that can have
something small on either end. Usually used for whipping and restraining.
Spear: A long shaft (usually of wood) with a knife like blade at the end. Usually
used for piercing. Includes Tridents!
Throwing spear: Like javelines and the sort!
Halberd: Can be any style! Spear with an axe head or just a slashing blade on the
end!
Exotic polearms: Anything that doesn't fall under a halberd or spear, like a
polearm weapon that has the blade the same length of the shaft!
Hand weapons: Things like brass knuckles, punching gloves, katars...
basically using the punching motion but without using your bare hands!
Bow: Any style of bow, be it great bow, short bow, long bow, etc. Usually where
you have to use the muscles in your arm to hold back the string before releasing
to fire!
Cross bow: The slower yet easier bow varient, much like a gun in medival ages
where you load a bolt than fire it with a trigger mechanism! (Can include
repeating crossbows)
Ballistia: A large, usually stationary varient of a crossbow! Fires bolts the size
of spears!
Catapult: A siege weapon with a swinging arm using weight and momentum! Can fire
anything that fits in the ammo compartment!
Unarmed: You can basically beat any mofo with your bare hands, feet... basically
any part of your used for unarmed combat!
=Armor=
Leather: Made of animal (or something else's) skin! Usually not as durable as
metal but good for staying light weight!
Chain: Interlinking mesh of chain that can usually stop slashing, but not so much
piercing!
Plate: Solid pieces of metal usually to cover vital areas of the body!
Small shield: Able to use a small shield to block easier!
Medium shield: Same as small, but usually big enough to block your torso!
Great shield: A shield able to be used more like a wall! Includes tower shields
and anything matching the size of said tower shield!
=Magical=
Healing: You're healing magic heals more HP than what it would usually without it!
Status curing: Able to cure status ailments more easily with spells!
Reviving: You're able to revive someone who's been dead for longer and with more
HP!
Status Ailment (Type): You're more easily able to put someone to sleep,
poison a target, paralyze prey, etc, etc.
Status resistance (type): Able to resist a status ailment more easily.
Damage boost (type): Able to cause more damage with a specified magic attack type.
IE: Beam, shot, cloud, etc
Damage reduction (type): Able to know how to position yourself or do something to
reduce the damage from a recieved magical attack. (Does not reduce status ailment)
Magic Flying: You are able to fly more easily with magic!
Teleportation: You can get more precise landing with your teleportation magic!
Super Speed: You're more able to control your stopping and turning with super
speed while without it, it's almost like you're on ice!
Item embuing: Able to imbue items like jewelry or books with magical properties!
Must have knowledge of the certain property you are trying to imbue the item
with!
Weapon embuing: Able to instill a magical property in to any weapon type! Want a
cross bow that has the chance to freeze an enemy? Now you can (as long as you have
the element of water)
Armor embuing: Able to instill magical properties like status resistance or
condition resistance (like extreme heat or cold) in to clothes or armor!
Clarvoyance: The ability to see what may happen in the future (Not always 100%
accurate, but the higher the level, the close you are to it!)
Mind manipulation: Able to manipulate minds more easily to sway someone under
your control!
Animating objects: Able to bring things to life, allowing them to move usually
by levitation of it's own accord. The higher the proficiency, the longer it
lasts.
Animate Dead: A dark art proficiency which allows you to bring back dead creatures
into a zombie like state. The higher the proficiency, the more larger of creatures
you may raise and the longer you're control until they either stop being moving or
fall out of your influence!
Summon ghost: Much like animate dead, but makes it to where you can summon more
quantities of ghosts (IE Poes) or one larger ghosts and control them for longer
until either they vanish back to the afterlife or fall out of your influence!
Summon elemental (type): Makes it easier to summon and control elementals,
creatures of living element such as water, fire, or even dark or light.
Life manipulation: Able to meddle with the forces of life itself, to either
create a living being of any kind, or manipulate another living creatures body
turning them either grotesque or beautiful, weak or strong!
=Crafting=
Cooking: Able to create foods more neutritious AND delicious, makes food you
create taste really good or bad(If you chose), as well as make said food restore
more HP!
Tailoring: Able to create, repair and modify clothes to fit a subject! Does not
include armor.
Armorsmith(type): Able to create, repair and physically modify armor more easily.
Weaponsmith(Type): Basically like armorsmith, able to create, repair and
physically modify weapons more easily!
Jewelrysmith(Type): Able to create, repair, or physically modify jewelry more
easily!
Apothecary: Able to create potions with either more effects or stronger effects
more easily! Poisons also fall under this!
Wood carving: Able to carve wood more easily in to any shape.
Masonry: Able to create large structures of stone, usually for housing or defense
against the elements!
Art (Type): Able to create art more easily and more skillfully. Chose any medium
such as paint, ink, chalk, glass for example!
=Others=
Medicine- Able to heal the sick or injured more easily the old fashion way- with
bandages and the like!