Guildite

Resides within many empires

The Guildite culture is broken up into the following subcultures: Bard School, Merchant Guild, and Thieves’ Guild. Each subculture of the Guildite culture is distinct, with no particular locations or traditions. The one thing they do have in common is that any guild or school associated with this culture has an agreement to never target each other in any negative way. However, not all bards, merchants, or thieves are a Guildite and only those who possess the Guildite marking are considered a Guildite.

Disciplines

The disciplines of a Guildite reflect what type of guild or school you learned your skills and abilities from. Each guild or school has a specialization and no two types of guilds or schools are the same. When selecting a guild or school, only one can be chosen.

Languages

Choose another culture that your guild lives in. That cultures languages are your languages. This excludes the Mage Guild because of the language requirements for energetics.

Guildite: Bard School

Suggested Masteries

Musician and Musical Influence

Wit

Your education and training have helped you develop Wit. Wit is a unique ability that is only taught in bard schools. It is what sets a performer and a bard apart. While a performer can crack jokes and strum their lute for simple entertainment; a bard takes it farther. Bards can sway their words in just the right way to insult someone while making it seem like a compliment. They can sing or play their instrument with that little extra flare to turn heads. They do all this by using their Wit.

Wit is treated like a social skill and an instinct. It’s also like the luck statistic, because it gives you a higher chance of success. Using Wit is exhausting, but you can do it several times equal to your mental statistic per full rests.

To determine your Wit, add your persona and mental together, divide the total in half and round up. To increase your Wit, simply treat it like an instinct.

Each time you use Wit, it can either replace a social skill check before the roll is made; or it can be used to re-roll the social skill check using your Wit instead of the social skill. However, Wit cannot be used to replace or re-roll itself.

Sharp Wit

Your Wit is sharp and precise. While it has got you in trouble, it has also helped you get out of a bind from time to time. Luckily for you, being from a bard school most take your wit as a joke while failing to hear the insults. When using your wit, your target has a -2 to their intuition.


Guildite: Mage Guild

Founded by history’s most powerful channelers, the mage guild connected Paru and Tsuru through energetic bonds. Vladimir Essergy found the Essenergerium School of Energetics in the Ashera Empire. They renamed the Tsuru branch Keep of Curses in Fredrick Essergy’s honor. After his and Vladimir’s disappearance, he was given the title because of his sacrifice to keep demons from ravaging Tsuru.

As part of the mage guild, you have studied either at the Essenergerium or the Keep of Curses. While attending your studies, you learned the history of energetics and how it is used today to help assist in everyday life.

Fathers of Energetics

Vladimir and Fredrick Essergy are renowned for being the fathers of Energetics. Their early studies and experiments were a major impact on the advancement of energetics and technology. Scholars still study their research for its genius.

Their personal lives were mysterious, but their scholarly work forms the basis of energy in energetic schools.

The greatest unsolved mystery of the Essergy family is their vanishing. The Fall of Ba is the only event that seems to be connected to the Essergy family's sudden disappearance, according to scholars.

Fredrick trapped the demons within himself to protect the lands. This is the legend that is said to have led to his and Vladimir’s disappearance.

Language

Native

Runic

Secondary

Latlish

Suggested Masteries

Energetic Memory and Energetic Manipulation

Member Exclusive Portal

The mage guild has a special portal that connects the two branches together. The mage guild offers a special portal that instantly connects the two branches. However, only high-ranking members or those who can afford it are granted access. Typically, it costs double that of an AGE Vessel price per person. Use bartering for AGE Vessel passenger pricing to determine the price for using the portal.

Energetic Knowledge

Your studies of all energy grants you lucky rolls when making knowledge checks related to energy.

Will Stones

Having attended one of the most prestige energetic schools, you have learned how to harness your will in unique ways. You can manipulate your will using special stones that manifest from your pure willpower as you level. Gain one stone at character creation and then one at level two and every two levels after for a total of six at level ten.

All stones are represented by a d4 and once one is used, it vanishes from existence. At the end of a full rest, a maximum of 1d4 stones materialize (up your maximum) and can be used again. The stones only appear after the full rest.

The stones can push your will into different effects. The following are the different ways the stones can be used. You cannot stack or chain the stones, and you can only use one stone at a time. All stones effects remain active for the instance described and lose their power once the instance is completed.

  • When rolled, you or your ally’s next attack is increased equal to the result (works the same way as a lucky roll).
  • Give you or your ally’s damage an additional damage die. Using a stone this way allows it to be chained and it can be given either before or after the attack roll has been made.
  • When rolled, temporarily decrease the cost of a single spell you have memorized, equal to the result. The stone must be used directly before the spell is channeled. You can only use this on spells that have an essence-only cost (i.e., spells that do not cause auto over channeling, fatigue, etc.).
  • When rolled, increase your channeling limit equal to the result. The stone must be activated directly before a spell is channeled, and the increase is only applied to the channeling of that spell.
  • When rolled, increase your spell difficulty for a specific spell you are about to channel.
  • When rolled, increase your or your ally’s next instinct roll equal to the result.
  • Spend one stone to temporarily reduce the action cost by one for a spell you have memorized. This can be done and will remain until the spell is channeled. However, the stone cannot be recharged until the spell is channeled or you choose to end this effect. Choosing to end the effect does not recharge the stone immediately. Spells with their actions reduced to one can be used as an additional spell channeling on your turn (see channeling spells in the game rules under actions).
  • Spend one stone in place of one action on your turn that can only be used with channeling a spell.
  • Spend one stone to restore five of your essence.
  • Spend two stones in place of one counter action for one of your memorized spells that has a counter action cost.
  • Spend two stones to negate a direct target spell that would have successfully struck you.
  • Spend three stones to automatically succeed on an instinct check against a spell that targets you (including area of effect spells).
  • Spend three stones to temporarily increase a statistic by two for one day. Using a stone this way can increase a statistic beyond their natural limit.
  • Spend four stones to temporarily block an area of effect in a five-foot radius around you. The area effect is held back from entering the blocked area until the end of your next turn. After your next turn, the blocked effect fills the space if it is still present.
  • Spend five stones to prevent a spell’s effect from being channeled. The channeler of the spell spends the cost, but the effect of the spell never happens.
  • Spend six stones, sacrificing one to revive a target back to full health without death fatigue (or back to full mental health). Sacrificing a stone that is part of your will requires you to make an insanity check. The sacrificed stone is permanently destroyed and cannot be regained.

Guildite: Thieves’ Guild

Suggested Masteries

Locksmith Tools or Sneak Attack

Thieves’ Mark

Gain the Thieves’ Mark mastery, which lets you leave information that only those who know the mark will understand.

Guile

Growing up in a thieves’ guild has granted you ample time to hone your skills. You have learned extra techniques that allow you to overcome obstacles normal thieves have difficulty with.

To use your guile, add half your thievery statistic rounded down to any thievery skill check and automation checks. Using guile can be done equal to your thievery statistic per full rest, as it is an exhausting activity.

Nimble Silence

Gain either rank one of the Silent Step Mastery or rank one of the Quick Hands mastery.

Guildite Elements

The elements of the Guildite culture are based on the culture in which the guild is located. If choosing to be a Guildite, select another culture where your guild is located. The culture must be one that has a physical location, such as a kingdom or empire. It also must have its own native language. The Guildite subculture provides all your cultural elements except disciplines.

Guildite Marking

In the Guildite culture, a universal symbol called the Guildite marking is used by all guilds and schools. In order to develop and promote culture, all members of these guilds and school collaborate. They design the mark as a tattoo, pin, ring, or amulet and make sure that it is almost impossible to forge.

If every attempting to forge a Guildite mark, it is a +20 to the difficulty rating of the forgery check.

Guildite Privilege

The marking can be presented to fellow Guildites in order to gain trust, information and help, if needed. It is common law among the culture to help those who have the mark. This includes hiding them should they be on the run offering gifts of supplies if in dire need or any other aid they can offer when the need is dire. However, to lie about the situation and claim it is serious can turn your culture against you. Break the Guildite trust enough and they are not above murder.



Cover image: Essence and Energy Logo by Alexander Foerster
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