Skill & Ability Information Thread

Started by Ragolution, 15-05-2014

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  • There are 2 Classes
  • There are 6 'Schools' of action.
  • Yes I realize Schools are bigger than Classes in real life
  • They're like Classifications
  • You start with 300 points.
  • More points can be given to players through storytelling/events/RP/requesting them.
  • A score of 50 Points is considered "Average"
  • The Schools are to be used to help describe an action.
  • Rather than thinking of this as what your character is limited to, and instead see it as how your character would do that action.
  • A person with a better score can do things better or more often.
  • This thread basically explains in what cases you use what stat
  • Also it gives examples
  • Endurance is awesome.
  • I formatted this to be skimmable
  • The At-A-Glance is bolded, below.

Each Class is a subjectively based. There are no hard-stung power limits in Reveris but for the most part, no character is inherently superhuman. A Character with a lower score in a School should never be able to outperform a character that has a better score.

The Physical Class

The following schools reside within the Physical Class and regard the body and its affluences only. The body has its limits and those who are proficient or professionally invested into the Physical Class are those at the edge of bodily perfection. At the pinnacle of power, those who are in the Physical class run the gamut from being a Master Swordsman, a contortionist that can conform their body into a cubic meter or a professional soldier & marathon runner. These skills are normally gained inherently or improved through physical training in some way.

Strength - The School of Strength measures how an activity is done and mainly determines the amount of power it is done with. Players with higher strength can put more force into a physical action, use larger objects without feeling encumbered or lift heavier objects than most. The Strength school synergizes with the school of Endurance. The Strength school does not effect the Mental class, as Magicks are often ignorant of physical force.

A person with high strength can run faster.

Finesse - The School of Finesse measures the dexterity or carefulness put into an action and determines how carefully or accurately something can be performed. Finesse also measures the speed at which an action is performed and if this action can be performed quickly and without making any mistakes. Finesse users are the pinnacle of hand-eye coordination and are often very stealthy or cautious. Finesse also determines how easily a person can make contact with another person in combat and can also be used to attempt to dodge an attack. Finesse can effect the Mental Class, as some Magicks are ineffective if they are avoided. Some mid-level magicks require the caster to wave their arms around in a certain way (Somatic Components.) Finesse comes into play here.

A person with high finesse can run more carefully or quietly.

Endurance - The School of Endurance measures the length of time any physical activity is performed. Often it is not enough to be the epitome of Strength or Finesse where you cannot maintain your balance or hold the heavy object over your head for any extended length of time. Endurance also determines the amount of time you can hold your breath or do any other extended physical activity. Endurance does not effect the Mental Class for the most part, but does dictate how long a ritual can be maintained or a study session can last.

A person with high endurance can run a longer distance or for a longer period of time.


The Incredible Bulk, with a really high Strength score can lift heavier objects than Peter Weaksauce, who has a smaller Strength.
The Incredible Bulk can only walk a few meters before he crumples to the ground, exhausted. Peterweaksauce can run a marathon, with his really high Endurance score.
When they stop carrying their objects, Peter throws his object at the ground and kills a kitty. The Incredibly Bulk carefully lays the object down, not killing the gnome who is gnawing at his ankle.

The Mental Class

The following schools reside purely within the realms of the mind and are representative of aspects wholly presented in magick. The mind also has its limits; to understand, to learn, to remember, to think. A master of the Mental Class is one at the pinnacle of mental divinity, with perfect recall and absolute wit. Mentalists are commonly Wizards, Priests, Druids and other more esoteric caster types. The world views this Magic as a cruel and fickle force. To simply deal with magicks is madness, and each spell you cast draws you closer to the pinnacle of hell. These skills are normally gained inherently (when the person is born) or improved through magical training in some way.

Creativity - The School of Creativity is essential to all spellcasters and determines how easily a person is able to imagine up new spells or, in other cases, new ideas for anything he has come across. Casters deal in this, tinkers deal in this and even mercenaries can deal in this, as low creativity can only limit you. Memory and creativity go hand-in-hand, as it is hard to be creative when you cannot remember what you thought up. Spells & Advanced Technology can only be created with Admin approval!

A person with creativity can design or create things more easily.

Intellect - The School of Intellect is a pure measure of mental integrity. From the brink of stupefaction to the pinnacle of genius, Intellect is required to perform simple functions such as feed and groom yourself, communicate, study and do magical acts, as well as persevere into higher knowledges. Combined, Intellect & Creativity represent your Problem Solving skills. Idiot-savant wizards are not unheard of, but are impossibly rare.

A person with intellect can understand things more easily and can apply the things he knows.

Memory - The School of Memory expresses how easily a person can remember actions he has done, things he has seen or books he has read. In spell casting, this represents the amount of spells or rituals you can easily remember without having to write them down. Oftentimes, Wizards will write spellbooks to circumvent a poor memory. Memory and intellect are the two essential abilities, as they demonstrate application of remember materials. It's one thing to remember how to cast a spell, but memory quickly sours when you realise that you don't know how to apply that knowledge. Memory can also be used to remember maneuvers, stances or other fighting-related miscellenia (like which end to hold a sword from.)

A person with memory remembers lots, and can recall it with ease.


Mentok the Mindtaker knows 10 spells and has a low memory score. In truth, Mentok only knows how to cast 3 of those spells, since he has a low intellect. On the other hand, Hank Grizzard the Dankwizard only knows two spells with smaller memory, but has a giant spellbook full of like 40 spells that he understands, since his intellect is higher.
Mentok decides to invent some spells for Hank Grizzard, since Mentok has a really high creativity, while The Dankwizard has a creativity of 0 and hasn't made his own spells since Wizard College. In return, The Dankwizard uses his Dank Wizard Powers to make Mentok smarter (or takes him as an apprentice or something.)