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The Guilds

The Guild Trees

 

Now you are ready to make some really fun choices, which type of Character are you?  There are five main  groupings, or Guild Trees, here in The Mixed Medieval Arts, which one seems to suit you best?
Non-Combatants are the trades people of our world, making their living by using their skills to supply a service or a product to sell for gold.
Clerics are the folk that have heard a higher calling, and now they attend to the will and edicts of their gods.
Rogues are the curious ones, the trail seekers, the opportunity finders and the folk that walk a darker road alone.
Warriors are the guardsmen, the highly trained chivalry and the first line of defence when ever an enemy threatens.
Wizards are the learned ones, who trade years of meticulous study for wild arcane power.

Non Com

Non~Combatants

Clerics

Clerics

Rogues

Rogues

Warriors

Warriors

Wizards

Wizards

Guild Rules

 

Rules for all Guilds

Gia Burn

All Guilded Characters (the 5 collected groups of Non-Combatants, Warriors, Rogues, Clerics and Wizards ) have an unfortunately equal chance of meeting their doom at any time while within the lands of The Mixed Medieval Arts.  When a Guilded Character is killed, do not worry!  Resurrection magic abounds in these enchanted lands! 

BUT~ even magic has limits.
Any Guilded Player may be brought back to life as many times as what is equal to their current Level of experience.  That means a first Level Guilded Character may be resurrected once only during our entire game day, which is from 12 noon until 12 midnight.  A second Level Guilded Character may receive 2 resurrections, while a third Level Guilded Character may receive three.  If any Guilded Character exceeds their daily allotment for resurrections (as in a 2nd Level Guilded Character receiving a 3rd resurrection in a single game day for example) they WILL suffer the Gia Burn.
The Gia force is what anchors our souls/essences/consciousness to our bodies.  When we are mortally wounded our spirits leave our bodies to explore the Astral realms.  When we are healed and brought back to life, it is the Gia force, or the will of Mother Earth, that guides the return of our spirits to our bodies, so that we may complete the needs and wants of what only Gia knows.  But, a spirits link to the Gia force is a finite thing, and may exhaust itself throughout the course of the day. 
If any Guilded Character is resurrected more times that what their current Level allows, they will suffer the Gia Burn.
This is when the spirits link to mother Gia has already been strained to its limits and becomes a very weak force indeed.  It will take until midnight that day for the spirit to re-enter the body so that the Character is play-able again.  Until the new day, that Character is immobile, but not paralysed, and in a state of stupor, or so confused and confounded by the spirit / body split up that they are effectively vegetablized.  They can not walk or talk (though sounds are OK, just no intelligible words are allowed), neither can they see, hear, smell or react to anything around them.  The only thing that Character can do now is wait (hopefully in a safe place watched over by good companions) until midnight and for the fresh flow of Gia force to bring their spirits home.
**Note** 

Although that Character may be done for until midnight, the PLAYER behind that Character may now switch to their Secondary Character, an NPC, whatever they would wish.

Primary, Secondary and Purchased Skills

All the Guilds (the 45 different occupations) from the 5 Guild Trees (the 5 collected groups of Non-Combatants, Warriors, Rogues, Clerics and Wizards ) will be given Skills, Spells and/or Prayers that will define the Guild itself as to what it is, and how it works, and how it fits into the world of The Mixed Medieval Arts.  These Skills are referred to as their Primary and Secondary Skills.

Players will also be allowed to choose for themselves some extra capabilities or advantages for their Characters, starting right away at Level 1!  These Skills are called their Purchased Skills. 

Typically, any Level 1 Guild will receive one Primary Skill, three Secondary Skills, and three Purchased Skills for them to choose, be they Skills or Spells or Prayers, whichever is appropriate for the Guild they chose.


Banking a Skill~ Of the typically 2 or 3 Purchased Skills given to you at Level 1, one of these can be Banked.  The XC allotted for the choice can be held onto, or "Banked", so that the Character may accumulate more XC through play, in order to then acquire a Skill that is more than the XC allowed. 

Novice Skills represent what the Character learned in the days of their youth. 

For example - maybe Dad taught them how to read, or Mom taught them the bow, or as a child they were always good at throwing conkers, etc.
Novice Skills DO NOT automatically rise when the Character Levels up their Guild.

The Novice Skill may only be leveled up through use of Gold for Non Combatants, or through eXperience Coins (XC) for Combatants.


Primary Skills are the single most, identifiable calling card Skill that defines the Guild itself.  

For example - a  Pirate is recognized immediately by their Flintlocks, and a Musketeer by their Musket, a Beast Master is identified by their attendant creatures, and a Shaman by their feral Were-Form.  A Primary Skills represent the Guild itself and should be the most accessible and most widely used Skill of any Guild. 

All Primary Skills automatically Level up when the Character Levels up their Guild.


Secondary Skills  can be aptly described by using boxing terminology, they are the set-up jab with the left before the round house right of the Primary Skill.  

For example - Barbarians would slaughter their own folk while they Rage, if it was not for the bond they share with each other through their Clan Nature.  Thieves should find it easier by far to Pick Pockets if they Sneak up first.  Pontiffs scream scripture and verse from texts they have read as they Excommunicate the blasphemous, and some of an Overlords supreme confidence in their minds power over others comes from the fact they they themselves are Incorruptible to the core. 

All Secondary Skills automatically Level up when the Character levels up their Guild.


Purchased Skills/Spells/Prayers - define the characters unique skill set and are individual to each and every character.  Skills/Spells/Prayers that were given to the character for free as part of their Guild but which they get to choose for themselves, are considered Purchased.
Every Guild will receive Purchased Skills/Spells/Prayers when obtaining their Guild package.  Normally this offers every Level 1 Guild a choice of 2 or 3 Purchased Skills to take, typically with a cost of up to 600 XC each.  If the option chosen does not cost the full 600 XC the extra is lost.  This is not an allotment of 600 XC to do with as a Character chooses, rather it is the range from which they may choose a single option from.

Purchased Skills DO NOT automatically rise in Levels when the Character Levels up their Guild. 

Purchased Skills may only be leveled up through use of Gold for Non Combatants, or through eXperience Coins (XC) for Combatants.

Learned Skills/Spells/Prayers - refine the characters unique skill set and are individual to each and every character.  Skills/Spells/Prayers that were bought by the Player using earned eXperience Coins (XC)s, are considered Learned.

Learned Skills DO NOT automatically rise in Levels when the Character Levels up their Guild. 

Learned Skills may only be leveled up through use of Gold for Non Combatants, or through eXperience Coins (XC) for Combatants.

Skill Specialization

 

In The Mixed Medieval Arts all Skills, Guilds, Spells, pretty much everything really, has 3 different Levels, or variations, of it.  When you acquire or purchase a new Skill, Spell, Prayer, etc., it always starts at Level one.  There will be a purchase cost for the Player to pay to advance that Skill, etc, to Level two.  Paying that cost a third time will advance the what-have-you to Level three.  That cost will be in eXperience Coins (XC) for Combatants, and in Gold for Non-Combatants.

Once a Character becomes Level 3 in both their Guild Level and with a Skill, Spell, Prayer, Psionic, Circle or Rune, that they possess, they can choose to "Specialize" that Level 3 capability.  Specializing means that you would sit down with the Game Designer, talk about the whatever you want to Specialize and then the both of you would determine what that Skills new "Level 4" or Specialty would be!  That's right, you get to help make the rules!  As an added bonus, you will also get to name it!  The Skills new Specialty and it's name will now be posted into the Master Manual and into the Rules and will be a new purchase-able Skill, available to all allowed.

To Create a Specialized Skill, Spell, Prayer or Psionic ability ~  The Character must be Guild Level 3 and must have the Skill, Spell, Prayer or Psionic ability that they wish to Specialize in, already at Level 3.  The individual XC or Gold cost of the Skill, Spell, Prayer or Psionic ability would have to be paid again plus an extra 500 XC (Combatants) or 1500 Gold (Non-Combatants).

The Game Designer must approve the new variation of the Skill, Spell, Prayer or Psionic ability, and it must also be a natural evolution or addition of the Skill, Spell, Prayer or Psionic ability in question.  For example, a Specialization of "Set On Fire" should not also allow the Caster to throw Ice Balls.  Fire Balls maybe, but Ice?  No.
The new Skill, Spell. Prayer or Psionic ability would not be referred to as "Level 4", but rather by a name of your choosing, and with Game Designer approval, of course.  Some examples of this are "MagnaMind" for the Skill of Pure Will, and "Hragen" for the Skill of Rage. 

To Create a Specialized Circle or Warlock Prayer ~  The Character must be Guild Level 3 and must have the Circle or Warlock Prayer that they wish to Specialize in, already at Level 3.  The individual XC or Gold cost of the Circle or Warlock Prayer would have to be paid again plus an extra 1000 XC (Combatants) or 3000 Gold (Non-Combatants).

The Game Designer must approve the new variation of the Circle or Warlock Prayer, and it must also be a natural evolution or addition of the Circle or Warlock Prayer in question.

To Create a Specialized Rune ~  The Character must be Guild Level 3 and must have the Rune that they wish to Specialize in, already at Level 3.  The individual XC or Gold cost of the Rune would have to be paid again plus an extra 2000 XC (Combatants) or 6000 Gold (Non-Combatants).

The Game Designer must approve the new variation of the Rune, and it must also be a natural evolution or addition of the Rune in question.

To Purchase established Specialized Skills and Magic~  A Character must purchase the Skill or Magic desired and have it advanced to Level 3.  The Character would then have to pay the XC cost of the Skill or Magic again (to advance it to "Lv4"), and would still pay the 500 XC extra (to represent the rarity of the knowledge).

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