Introduction

What are Guild Skills?


Guild skills allow a roleplay character to develop upon their strengths and weaknesses in a fantasy MMO environment without having to employ complicated character sheets or mechanics expected from more thorough pen and paper systems. The strength and use of the system helps defy dreaded RNG when showing off your characters intended potential and abilities.

Simply follow the steps in this guide to understand how this system works and how it can improve your roleplay without intrusion or complication, always take into account this guide serves as just that, a guide. Your DM may choose to select, edit or omit any parts of this system and they should be referred to for questions, queries and answers.
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The Guild Skills system is broken down into five modular parts, as displayed and demonstrated below. Each part contains important information about your chosen build and layout, these parts can be changed out, reset or reselected at any time outside of an RP event.

For a more in-depth look into these parts, follow the guided steps from the menu found to the side of this page.
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How does combat work?


Combat comes in phases, an action and defence phase, and uses a d20 (a dice with twenty sides). During the action phase players can attack, support or choose to miss their turn. Attacking an enemy successfully rests on whether or not your power score beats the enemies resistance. Your ‘Power’ attribute works as a modifier and bolsters your attempts. A normal attack deals 1 damage, critical success doubles this.

For example: An enemy with a resistance of 9 would need to be struck by an attack of 9 or above to deal damage. The defence phase is this in reverse, only now it is your enemies turn to strike you. Ensure your resistance is high enough, and if not, get to the back of your group!

How does Supporting/Healing work?


Casting a beneficial ability on your allies, a healing effect or shield, requires the user to roll on or above ‘10 + their current health’ for the ability to take effect. Your ‘Power’ attribute assists with these attempts, heals and shields restore/ward for 1HP and critical success doubles the effect.

For example: A healer attends a wounded warrior with only two health points left, their support action would be an attempt to hit a 12 or above to offer that ally healing.

Advantage & Disadvantage


Throughout events various factors can occur that lend aid or trouble to your party or the enemy in the form of 'advantages' and 'disadvantages'. An advantage results when your character gains a tactical or strategic benefit over the odds, this could be against an enemy or their environment, a disadvantage works in exactly the same way but in reverse. When an advantage or disadvantage is available, the DM will inform you that any roll you make next will be rolled twice and the better, or worse, result will be taken.

Attributes

Stats & Attributes


Characters may freely spend 10 points across the three Power, Vitality and Resistance attributes. The placement of these attributes will determine the strengths, weaknesses, build and design of your character in combat and RP. It’s important on this part of your sheet to make a note of any additional benefits or penalties accumulated, too, throughout combat or those given by your DM.
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Power


Power efficiency with weapons and spells. A character with high power has more chance to be successful with their actions.
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Vitality


Vitality is your health. This stat decides how many times you can be struck before you yield or are defeated.
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Resistance


Your Resistance is the number your enemy must score on or above in order to successfully act or attack against you.

Primary & Secondary Skills


Often a character may be asked to roll for skills in or outside of combat that they may personally specialise in or racially be granted. Many of these skills can be used in creative ways, but make sure to let your DM know when you intend to use one.

A character may select a primary and secondary skill out of the five available below. Your primary skill gains a +10 bonus modifier and your secondary skill gains a +5 bonus.

Subtlety

The art of stealth, subtle hands, ambush, trickery and disguise. A favoured skill of any evasive rogue, thief, specialist or ranger of the wilderness.

Subtlety

Athletics

The skill of climbing, swimming, acrobatics and fleet footed speed. For those nimble enough or strong in mind, body and spirit.

Athletics

Speechcraft

Persuade, intimidate, bluff and perform. Skill of the silver tongue can open many doors where sword and spell will not.

Speechcraft

Knowledge

Knowledge of the world, of wonders and of secret arts. Used to learn, decipher and understand many unknown or mysterious things.

Knowledge

Perception

Sharp sight, hearing and keen of the senses. Perception is the skill of tracking, awareness, quick wits and lightning reactions.

Perception

Equipment

Equipment


The use of your equipment slot varies greatly upon the DM’s choice to include loot and rewards in their events and roleplay or not. As a bases, even if equipment is not an evolving element in your roleplay and to keep the system functional and balanced, at least one of three choices should be made when creating your character.

Make sure to adjust your overall stats, in total, to reflect the addition of any equipment your character may be using.

Light Armour

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+3 Power

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+12 Resistance

Medium Armour

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+1 Power

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+14 Resistance

Heavy Armour

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+1 Vitality

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+16 Resistance

Traits

Trait Cards


Select two trait cards from the collection below, these are passive effects, triggered or can be called upon anytime at the sacrifice of a stat or attribute. As with all parts of the Guild Skills system, these cards can be changed at will and outside of RP events.

When making an emote or using one of these traits specifically, you can always inform the DM (in brackets and at the end of your emote) that you are using/activating the properties of a trait card.

Creating your own Trait Cards are encouraged and viable but must be made at the DM’s discretion. It’s highly recommended players name (and rename premade) Trait Cards to fit the fantasy of their characters.

Adrenaline Rush

Offers you a chance to reroll for your current action but suffer -5 to your Power next turn.

Adrenaline Rush

Battle Momentum

Critical success increases your Power by +2 and your critical failures decreases it by -2. This effect is reset on leaving combat.

Battle Momentum

Armour Training

Your resistance is increased by +4 against physical damage, -2 against spells.

Armour Training

Close Call

Anytime you critically fail an action, there is a 50% chance to turn it into a critical success, instead.

Close Call

Defiant Ward

Your Resistance is increased by +4 against offensive spells, -2 against physical attacks.

Defiant Ward

Favoured Enemy

You choose a specific type of beast, creature or race, against this enemy you gain +1 Power, +1 Resistance, +2 to all skills used against it.

Favoured Enemy

Empowered Focus

Double your chance to be especially effective. Increase your critical success chance by double (19-20).

Empowered Focus

Heroic Determination

Gain +1 Power every time you miss an attack or support action against an enemy or ally. This bonus is reset upon a successful action.

Heroic Determination

Heightened Focus

Forgo your turn and spend it adapting to battle, increasing your Resistance by half for one turn.

Heightened Focus

Marked for Death

You mark a target for death. If an ally scores a critical strike against this target, you gain an instant action to attack this enemy. Marking an enemy for death is a full round action.

Marked for Death

Last Man Standing

For every party member that is K.O. (or defeated), gain +1 to Power, Vitality and Resistance.

Last Man Standing

Precise Focus

Gain +2 Power toward your next action and lower your Resistance by -6 for one turn.

Precise Focus

Second Wind

Any time you critically succeed in your action, restore one charge or 1HP.

Second Wind

Uncanny Resistance

Fight defensively, gain +4 Resistance and lower your Power by -4 for one turn.

Uncanny Resistance

Specialist

Your critical strikes now either deal damage, heal or stun the target for 1d3 turns. The effect is chosen by the player or nature of the ability used.

Specialist

Well Trained

Gain a base increase to one attribute. Grant yourself +1 to either Power, Vitality or Resistance.

Well Trained

Charge

Charge Card


Each character can have up to one charge card at a time. Charge cards are stronger effects or abilities that offer greater tactical advantage, customisation and impact. Use of these are limited and as such lower in charge each time they are called upon. Charges are restored daily. When they are out of charges, these cards cannot be used.

When making an emote or using one of these charge cards specifically, you can always inform the DM (in brackets and at the end of your emote) that you are using/activating the properties of this card. Make sure to make a note/expend one of your charges on use, too.

As with Trait Cards, creating your own Charge Card is encouraged but must be made at the DM’s discretion. It’s highly recommended players name (and rename premade) Charge Cards to fit the fantasy of their characters.

Battle Adaption

Draw upon your resources and expend a charge to use one of your allies Trait Cards. This cannot be their Charge Card. This action can be used swiftly before your main action. 3 Charges.

Battle Adaption

Change of Stance

Swap your Power and Resistance attributes with one another. 2 Charges.

Change of Stance

Battle Cry

Through magical means or just sheer willpower, summon forth courage and inspiration, restoring (or shielding, if at full health) 1HP to all allies around you and increasing the potency of their actions by +4 for one turn. 1 Charge.

Battle Cry

Charged Focus

Double your damage or support toward your target for that turn. 2 Charges

Charged Focus

Coup de Grace

You can attempt to instantly finish off your target if they are stunned or helpless. 2 Charges.

Coup de Grace

Loyal Companion

Gain a companion pet that can be commanded to attack (using -4 of your Power stat) alongside you and during your turn. This pet has half of your max HP and shares -4 of your max Resistance. 3 Charges.

Loyal Companion

Leadership

Force either a disadvantage to an enemy or an advantage to an ally for one turn. This cannot be used on yourself. 2 Charges.

Leadership

Overcharged

Become a beacon of strength. Gain +4 Power and Resistance for one turn. 2 Charge.

Overcharged

Riposte

When an enemy attacks you but fails, instantly roll outside of your turn as if making an attack. If this attack score beats theirs, deal damage. This does not use up your turn. 3 Charges.

Riposte

Taunt

Force a single enemy to target you for one turn. During this turn, if you take damage, you are granted a 50% chance to fully mitigate this attack. 3 Charges.

Taunt

Spread Focus

Expend one charge to attack/support two or more enemies/allies on your turn and in your range. You must roll, separately for each enemy/ally targeted by your action. 2 Charges.

Spread Focus

Weakening Focus

Make an attack, if successful, deal damage and reduce the targets Resistances by -4, for one round. 3 Charges.

Weakening Focus

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This is a non-profit website. No copyright infringement is intended. The ‘Guild Skills’ system is a Leo-Media product, written and available to be used freely giving credit to the author where it is due. This website uses cookies to ensure your viewing quality.
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