Proficiency's and Ability's

Proficiency are a characters skills and abilities. Every Character has 60 Points, except for Elves who get 70 points. Players can spend but can only put 20 points into a single proficiency. This cap can be broken in special circumstances such as race or school attendance Using these proficiency's in Roleplay should go as followed: Example:
 * Roll 1d100
 * Take proficiency number and add it to the roll
 * Whoever has the highest Roll in a combat situation would hit or win. In situations such as study, or making potions, a successful attempt would be a roll of 65 or above. A catastrophic failure would be a roll of 15 or under

Character A is fighting Character B in a boxing match. Character A has 25 points in Unarmed Combat from points and a race bonus. Character B only has 15 from points. Character A roll's a 20 and add's their proficiency so they get an overall roll of 45. Character B Roll's a 40 and gets an Overall Roll of 55. Despite Character A having a higher proficiency, Character B wins.

Proficiency Categories
Combat Proficiency Category which contains: Knowledge Proficiency Category which contains:
 * Unarmed Combat Skill
 * Increases the character's proficiency in Unarmed Combat. (Boxing, Kick Boxing, Martial arts)
 * Light Bow Combat Skill
 * Increases proficiency in Short bow's, Longbows, light Crossbows
 * Blunt Combat Skill
 * Increases proficiency in weapons such as flails, hammers, ect
 * Shielding Combat Skill
 * Increases proficiency in the use of a shield in defense and using it to attack
 * Pole Combat Skill
 * Increases proficiency in Poled weapons such as halberds and spears
 * Extra Heavy Combat Skill
 * Must be put with another proficiency. Makes one able to wield over sized weapons. If a character has Blade Combat Skill and Extra Heavy Combat Skill, they can wield giant swords
 * Stave Combat Skill
 * Increases proficiency in Staff-like weapons such as canes or Bo-staff's
 * Heavy Bow Combat Skill
 * Increases proficiency in Heavy bows such as Large crossbows, re curve bow's, compound bow's, ect.
 * Throwing Combat Skill
 * Increases proficiency in throwing weapons like knives and hatchets. A +20 in Throwing Combat someone to throw any weapon, though this still wouldn't always be the best idea.
 * Fast Blade Combat Skill
 * Increases Skill in Bladed weapons used for speed such as daggers
 * Thin Blade Combat Skill
 * Increases Skill in weapons such as rapier's, cutlass's and Katana's.
 * Blades Combat Skill
 * Increases skill in general bladed weapons such as Shortswords, longswords and greatswords
 * Axes Combat Skill
 * Increases skill in axes, including battle axe's and even wood cutting axes
 * Siege Combat Skill
 * Increases ability to use cannon's, and other siege style weapons
 * Cavalry Combat Skill
 * Useful with other combat proficiency's,
 * Unconventional Combat Skill
 * Increases proficiency in unconventional weapons, including improvised weapons and whips
 * Firearm Combat Skill
 * Increases proficiency in using matchlock and flintlock weapons.
 * Sailing Knowledge
 * Makes character better at sailing
 * Hunting Knowledge
 * Better at tracking, trapping, ect
 * Underworld Knowledge
 * Better at making connections in the criminal world
 * Statesman Knowledge
 * Better at telling people what to do
 * Economic Knowledge
 * Better at trading, and making economic decisions
 * Marshal Knowledge
 * Better at making battle-plans and commanding troops
 * Magical Knowledge
 * Knows more about magic. Any mage gets half of their proficiency points spent on magic in magical knowledge and are the only people who can naturally break the +20 cap. (A mage with 60 points spent on their magic will have +30 points in magical knowledge)
 * Religious Knowledge
 * Increases knowledge on religious matters such as void worship, Krissi worship, ect.
 * Admiral Knowledge
 * Increases ability to lead a large number of ships
 * Historical Knowledge
 * Know more about history
 * Linguistic Knowledge
 * Know more languages and how languages are learned

Science Proficiency Category which contains: Arts Proficiency Category which contains: Body Proficiency Category which contains:
 * Dimension Knowledge
 * Know more about the different dimensions
 * Medical Sciences
 * Learn how to surgery and other medical things
 * Alchemy Sciences
 * Know how to make potions
 * Mechanical Sciences
 * Know how to make machines
 * Nature Care Sciences
 * Know how to take care of plants and animals
 * Food & Drink Sciences
 * Know how to cook
 * Musical Arts
 * Know how to make music
 * Visual Arts
 * Know how to draw, paint, ect
 * Threads Arts
 * Know how to sew
 * Performance Arts
 * Know how to act and stir up a crowd
 * Literary Arts
 * Know how to write
 * Metallurgy Arts
 * Know how to do the blacksmithing
 * Finecraft Arts
 * Know how to make things like jewlery, intricate pocket watches, ect.
 * Athletic Training
 * Increases Strength
 * Rogue Training
 * Increases Acrobatics, and ability to sneak
 * Body-care Training
 * Makeup n stuff
 * Perception Training
 * Better at seeing what people are doing and what's going on around them
 * Survival Training
 * Better at surviving in the environment

Proficiency boosts
There are two ways to boost proficiency and go past the 20 point cap. One are race bonus' and the other way is schools.

.Humans Elves Lizardfolk Halflings Satyr Undergrowth
 * Imperials: +5 Unconventional Weapons +5 Statesmen Knowledge
 * Freefolk +5 Nature Care Sciences +5 Food & Drink Sciences
 * Westmen +5 Sailing Knowledge +5 Nature Care Sciences
 * Purebloods +5 Musical Arts +5 Thin Blades Training
 * Islanders +5 Thin Blades Training +5 Magical Knowledge
 * Sandkeepers +5 Linguistic Knowledge +5 Survival Training
 * Treefolk +5 Rogue Training +5 Pole Combat Skill
 * Northfolk +5 Survival Training +5 Axes Combat Skill
 * Lycanblooded +5 Hunting Knowledge +5 Survival Training
 * High Elves +5 Magical Knowledge
 * Dark Elves +5 Dimension Knowledge
 * Wood Elves +5 Nature Care Sciences
 * Snow Elves +5 Siege Combat Skill
 * Ice Elves +5 Hunting Knowledge
 * Orcs +5 Athletic Training
 * Raptor-Folk +5 Hunting Knowledge +5 Rogue Training
 * Gator-Folk +5 Unarmed Combat Skill +5 Athletic Training
 * Croc-Folk +10 Athletic Training
 * Lyca
 * Neko
 * Kitsune +5 Magical Knowledge +5 Religious Knowledge
 * Skiatyr +5 Magical knowledge +5 Sailing Knowledge
 * Livatyr
 * Arkonsa +5 Hunting Knowledge +5 Statesmen Knowledge
 * Seitara +5 Religious Knowledge +5 Magical Knowledge

Schools
Schools take 10 years of a characters life and can boost 3 proficiency's by 5 points.
 * School of the Silent Sisters +5 Religious Knowledge +5 Blade Combat Skill +5 Literary Knowledge
 * School of Luxus Priesthood +5 Religious Knowledge +5 Statesmen Knowledge +5 Linguistic Knowledge
 * School of the Arcane and Magic +5 Magical Knowledge +10 to the characters chosen magic schools
 * Schools of Leadership +5 Statesmen Knowledge +5 Martial Knowledge +5 Economic Knowledge
 * Schools of Medicine +5 Medical Knowledge +5 Alchemy +5 Perception Training
 * School of Shadow Sailors +5 Magical Knowledge +5 to characters chosen magic school +5 Sailing knowledge
 * School of the Berserk +5 Axes Combat Skill +5 Athletic Training +5 Martial Knowledge
 * School of the Wanderer +5 Stave Combat Skill +5 Religious Knowledge +5 Rouge Training Skill
 * School of the Black Guard +5 to any weapon +5 Magical Knowledge +5 Martial Knowledge

Magic
Magic Takes proficiency to use and limits what someone can do outside of magic as it takes a long time to learn and master. There are 5 tier's to a mage's expertise and each makes them better at magic and costs proficiency points. Remember that half of the points you put into magic goes into magical knowledge. There is a sixth tier which is only obtained in special circumstances. Every Magic has