Proficiencies define your character’s areas of expertise. They determine if your character has the training and knowledge needed to perform specialized tasks. Such as forging a sword, picking a complex lock, or reciting long passages of a holy text.
From a gameplay perspective, having proficiency lets you make Clash Rolls, Skill Checks, Memory Draws, and spend Cognition on related tasks without extreme penalties. The DM may even decide that some tasks are entirely impossible without the appropriate proficiency.
Martial proficiencies are those which pertain to combat through physical means. Such as swordplay, archery, or mounted combat.
A Weapon Type proficiency lets you use a weapon of the chosen type (as listed in the Weapons and Armor page) without additional penalties. If you try to use a weapon that you are not proficient with, its Clash Die rank is reduced by 1 and its positive traits do not apply. Negative weapon traits apply whether or not you are proficient.
- Bludgeoning Weapons
Proficiency in Throwing Weapons lets you hurl weapons with the Throwing trait or in the Special Thrown Weapons category without penalty. Attempting to throw a weapon (with exception to rocks and rock-like objects) without proficiency increases the DC by 3.
Proficiency in Full Body Armor lets you wear armor with the Full Body trait without additional penalties. Wearing full body armor without proficiency lowers your Effective Poise by 3.
Proficiency in Mounted Combat gives you a +2 Clash Roll bonus if your mount has moved since your last turn. It also reduces the DC when making a ranged attack or when attempting to remain seated on the mount.
Magic comes is a wide variety of origins and forms and as such proficiency in one “arte” of magic does not imply proficiency in any other. Having proficiency in an arte is the first requirement to allow your character to use its spells, rituals, and techniques.
Animare is the arte of manipulating biological processes. You will be able to control an organism’s natural healing, decay, mental ability, and the like by shifting nutritional resources between organisms and stimulating cellular activity as you see fit.
Energeia is the arte of manipulating energy in all of its forms. You will be able to convert energy from one form to another and transfer it between objects. Allowing for such effects as sending a rock flying, or igniting a ball of fire.
Essense Weaving is the arte infusing the properties of one object into another. You will be able to create powerful gear and artifacts if you can acquire the materials to do so.
Hemoturgy is the arte of using blood to bargain with otherworldly beings. You will be able to borrow their power, if you can pay the price.
The RULE OF LAW is the supernatural manifestation of the rules and practices of natural beings. A Paragon of Law can use its power to restrain and exact punishment on the unjust. But only when their guilt is made known.
Soul Binding is the arte of binding souls to inanimate objects. You will be able to give life to artificial beings or make allow an item to enhance its weilder’s own spirit, if you can find a soul strong enough for your purposes.
Thaumaturgy is the art of performing miracles by petitioning some Patron of supernatural origin. You will be able to bend the world with your prayers, but you must serve your patron dilligently and their plans will always take priority.
Veneration is the arte of creating relics infused with divine power. You will be able to capture a miraculous gift from your Patron in a more permanent form, if you can find an object worthy to contain it.