Guilds and Skills
Being a Guild Member comes with a price, but also many perks. Obtaining advancement in your Guild Rank can be done after Character Creation, but it gains you access to Guild Secrets, additional production materials and more advanced opportunities for learning, training, etc. Guild buy-in cost for level one (Novice) is 10 CCP with a maximum of three Guild Memberships. Guild advancement cost is free, and is Find Out In Play (FOIP). More detailed information is available in the Guilds and Skills section in Chapter 9.
You may not begin play with any Skill or Guild Membership above level three at the start of game. Journeyman (level 3) is the max level for a standard starting character for any Guild, Skill, or Martial School. Once play has begun, if there is a current PC already in play of higher level, you may purchase up to his or her level at character creation, but not above. Your Rank in your Guild Membership is entirely separate from your level(s) in any particular Skill(s).
Each Guild governs three skills, and there are 12 Guilds in all (Artisans, Athletes, Explorers, Homecrafters, Jewelcrafters, Landworkers, Patricians, Physicians, Scholars, Thieves, Tinkers, and Warcrafters). By buying into a Guild, you get 15 EXP to be spent on any Skill within that Guild. These Guild EXP may be distributed as you wish. For example, you could take a single Skill up to level 2, or three level 1 skills. The regular cost for individual Skill levels is 5 CCP per level 1 skill, 10 CCP per level 2 skill, 20 CCP per level 3 skill, 30 CCP per level 4 skill, and 40 CCP per level 5 skill. Thus, buying into a Guild at level 1 will cost you 10 CCP, or 5 CCP if your Race or Culture’s advantage is a discounted buy-in to said Guild.
Abilities have their number of uses listed in their descriptions below. Counts for any ability (Ex: Conceal 1, 2, 3) if interrupted, do NOT consume your TSL, OPD, OPE ability. The ability is consumed when the ability goes off successfully.
Traps may only be disarmed by someone with the item Trap Kit or Improvised Trap kit; this item requires Engineering 2 or Outfitter 3.