Chapter 9: Guilds and Skills

Guilds and Skills are a little bit trickier to manage. If you choose to buy into a Guild, you must choose your Guild and "pay your dues" as they say. Being a Guild Member comes with a price, but also many benefits. Advancing within your Guild Rank can be difficult, 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. It does not cost experience points to advance within a Guild's Ranks, but the requirements are at the whim of the Guild's Master.  All Skill costs are the same for Experience Point (EXP) expenditures as they are for CCP (Character Creation Point) expenditures.

You may not begin play with any Skill above Level Three or any Guild Membership above Rank One at the start of game. Journeyman (level 3) is the max level for a standard starting character for any Skill or Martial School. Guild Memberships and Skill Levels are two completely different things. Your Rank in your Guild Membership is entirely separate from your level(s) in any particular Skill(s). For example, you may begin play as a Journeyman in the Culinary Arts and yet only be considered a Novice Rank in the Artisan's Guild itself. It all depends on how you wish to prioritize your point spread.

Each Guild governs three skills, and there are 12 original Guilds in all (Artisans, Athletes, Explorers, Homecrafters, Jewelcrafters, Landworkers, Patricians, Physicians, Scholars, Thieves, Tinkers, and Warcrafters). Of these, a character may only join 3 of the original Guilds. Recently a new guild, the Magecrafter's Guild, was formed. This guild exists outside of the main Guild system and thus is available to all characters as a "fourth" Guild.

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 be viewed plainly by anyone.  Traps may only be disarmed by someone with the item Trap Kit or Improvised Trap Kit.  These items require Engineering 2 or Outfitter 3 to use.

Guilds

Artisan's Guild
Artisan
Performing Arts
Written Word

Athlete's Guild
Acrobat
Stamina
Strongman

Explorer's Guild
Architect
Cartographer
Mariner

Homecrafter's Guild                    
Culinary Arts
Mason
Outfitter

Jewelcrafter's Guild                       
Gemcrafting
Gemforging
Geologist

Landworker's Guild
Animal Training
Botany
Woodsman

Patrician's Guild
Diplomat
Merchant
Socialite

Physician's Guild
Pharmaceuticals
Psychology
Surgeon

Scholar's Guild
Historian
Librarian
Tactician

Thieves' Guild
Espionage
Gambler
Stealth

Tinker's Guild
Alchemy
Engineering
Gunsmith

Warcrafter's Guild
Armorsmith
Rangecraft
Weaponsmith

Magecrafters' Guild
Wizardry
Artificing
Arcane Theory

Guild Ranks

Guild's are such a large part of the world that even people that aren't members of one understand the basics of how they work. Each Guild, while different, follows a similar structure for its rankings. A downtime action must be submitted to contact your guild and petition an audience for guild advancement.  Promotion within each guild will depend on the task the Guild Representative puts forth.  Most Guilds require you spend a minimum of three events at each rank before you can contact your guild for further advancement, though some have been known to reward great deeds accordingly.  Advancement occurs when your guild is satisfied with the completion of your assigned task.

Rank 1: Novice - As the lowest level member of a guild, they offer you additional training, which is why you buy into the guild for 10 points, but get 15 points to spend on the Guild's skills. As a member of the Guild you now have access to Guild Contracts, and may recieve Standard or Double Rate payouts as befits your Guild Rank for contracts within your Guild.

Rank 2: Apprentice - Your guild believes in training and educating its members to promote from within.  You will not have to seek out a teacher, as one will be guaranteed for Level 4 and 5 Skills of this guild.

Rank 3: Journeyman - You have progressed high enough into the inner circles of the guild that you have access to Guild Secrets. You have basic knowledge of the guild’s itinerary and agenda. If an NPC is coming to call on you, they will notify you ahead of time (Check In).

Rank 4: Master - You receive the Advantage “Guild Contact: Guild Leader” for free. Further, once per year you may petition the Guild for a loan of up to 1 platinum piece, which must be repaid within 3 months time. Failure to do so will result in 1 gold/month interest added to your debt, and possible demotion within the Guild.

Rank 5: Grandmaster - Your dedication and hard work on behalf of your guild have not gone unnoticed.  You get one bonus TSL for production skills or research on downtime actions. Further, as a respected member of your Guild, you will be allowed to hold two simultaneous contracts of your Guild, assuming yours is a contract work Guild. Also, once per year you may petition for an extension on a contract of your Guild. This is not guaranteed to be granted, but often is, barring extenuating circumstances.

The highest ranking member of a Guild is the Guildmaster, and there is only one for each Guild.
 

Guild Contracts

Anyone may accept a Guild contract for a skill they possess, though a Guild member will always have priority to a non-Guild member. Higher ranks within the Guild get the first picks of available contracts. The higher one’s rank within the Guild, the more a particular contract will pay out upon completion.

Taking a Contract

You may approach a Guild to accept a contract within that Guild, assuming you have the skills necessary to complete said contract. You may only hold a single contract within a Guild at a time, unless you are a Grandmaster of the Guild. You may simultaneously hold a contract from more than one Guild at the same time, but this is unadvised unless you are sure you can complete your contract on time. Failure to complete contracts may be noted with varying degrees of severity depending on the Guild, and could lead to censure (the inability to take contracts within the Guild for a time), demotion in rank, or even expulsion from the Guild for repeat offenders.

Once you have your contract(s), they will state what it is you need to do, what the base reward is, and what the due date for completion is. Further, it will note for Guild members if they will receive additional compensation based on the Standard Rate or Double Rate, as found below.

Completing a Contract

A contract is complete when you have all of the items required to turn in. You need not be the one to have produced an item to turn it in, though it is frowned upon by most Guilds to turn in the work of others as if it were your own. They do have a tendency to look for Maker’s Marks. You will turn in the items, along with the copy of the contract, which will be signed off, and then at that point you will be paid. All production costs must be paid upfront by the craftsman, who will only receive reimbursement if the contract is completed.

Payout

A contract will pay out the amount listed, plus the monetary production cost of the items involved. In the case of items that require materials such as gems, plants, etc. - fair market value will be applied for these items (Note that in this case there is no Merchant or other bargaining for larger values. Fair market cost is set by Plot.) Your PPD is considered your ‘time’ and is why the base payment of the contract is there. It will not pay out in additional funds. Guild members will gain an additional bonus based on the contract’s specified Standard or Double rates, as follows:

 

Guild Rank in the Guild

Base Pay

Standard Rate

Double Rate

Non-member

As listed on contract, plus production costs as above

N/A

N/A

Rank 1

As listed on contract, plus production costs as above

Base + 1 Silver

Base + 2 Silver

Rank 2

As listed on contract, plus production costs as above

Base + 2 Silver

Base + 4 Silver

Rank 3

As listed on contract, plus production costs as above

Base + 3 Silver

Base + 6 Silver

Rank 4

As listed on contract, plus production costs as above

Base + 5 Silver

Base + 1 Gold

Rank 5

As listed on contract, plus production costs as above

Base + 1 Gold

Base + 2 Gold