Introduction link h2

For today’s Guild Chronicles update, we wanted to spotlight how the character creation and advancement rules allow for versatile, diverse, trope-breaking character builds. Unlike D&D and many other TTRPGs, Guild Chronicles players are not functionally bound to a single Class (or heavily penalized for multiclassing). Instead, they are free to spend Experience Points to purchase Archetypes, Classes, Powers and Talents without restriction.

By allowing players complete freedom to spend their Experience Points, very diverse builds can manifest. Some players opt to invest heavily in a single Class, becoming a specialist in this one niche. Others choose to sprinkle a few Powers from many Classes, seeking out unique combinations or building flexible characters with varied capabilities. As characters advance and gain more Experience Points, builds become increasingly unique and complex, allowing even veteran players opportunities to challenge themselves.

To illustrate how flexible and dynamic the Guild Chronicles character creation and advancement is, we’ve created two Armsmasters who are both focused on dealing damage. One commits fully to the Armsmaster Class, investing in many Powers that allow it to be a versatile, durable front-line fighter. The other build opts to multiclass as an Elementalist, and wield a weapon traditionally thought of as a spellcasting weapon. This build allows for a much higher Critical Hit rate and damage that ramps up over the course of the battle.

Example Characters link h2

Below you will find each Archetype and Class (written in bold letters) as well as the Powers purchased by each of the two characters. The three Archetypes are Warrior, Mage and Channeler. Each Archetype costs 3 Experience Points to purchase and unlocks 12 Powers and 4 Classes. Each Class, in turn, costs 3 Experience Points and unlocks an additional 12 Powers. 

Classes

A short description of each Power is written in italics beneath it. Powers cost 1 or 2 Experience Points and grant new abilities (both active and passive). Talents, the last thing that Experience Points can be spent on, are a unique subset of Powers that are unlocked with a prerequisite Skill or Attribute rating.

Beneath these Powers you will find the Capstone (unique Powers that are unlocked at specific levels and cannot be purchased with Experience Points) purchased by the character and the Weapon equipped. Beneath the Weapon, you will find the Benefit for wielding it and a description of its two Strikes. Included in each character build are examples of the full text of a handful of Powers or the equipped Weapon.

Durable Front-Line Fighter link h2

20 Experience Point Armsmaster Build

This build goes deep into Armsmaster, taking advantage of heavy hitting front-line attacks and stacking up on self-healing. The result is a capable melee combatant who can shift into an off-tank role or go toe-to-toe with any enemy.  This character will sustain itself without exhausting the group’s healing resources.

Warrior

  • Mobile Assault
    • Strike and Move before or after
  • Parry
    • Negate one attack per battle
  • Resurging Strength
    • Chance to recharge Parry when you Critically Hit
  • Off-Hand Attack
    • Strike with your shield as a Minor Action
  • Overwhelming
    • Critical Hits deal extra damage

Armsmaster
  Unfailing Resolve
    Strike, heal, and damage attackers
  Deadly Precision
    Roll twice for your next Strike
  Lunge
    Increase Reach this Turn
  Pain Threshold
    Gain a bonus to Defense for the Turn each time you’re hit
  Weapon Specialist
Strikes with your Scythe deal more damage and heal you

Talents
  Toughness
    +10 Hit Points
  Dauntless
    +10 Hit Points
  Giant Strength
    +2 to melee Attacks

Capstone
  Battle Stances (Armsmaster)
    Assume a stance to gain a bonus; usually self-healing

Weapons
Armsmasters’ Class Perk allows them to use a Two-Handed Weapon as a Main-Hand Weapon.

Main-Hand: Scythe
  Benefit: Regain more Hit Points each time you are Healed
  Strike 1: Strike that grants you Temporary Hit Points
  Strike 2: Strike that prevents your Target from Healing

Off-Hand: Shield
  Benefit: +1 to Defense
  Off-Hand Strike: Move your Target 1 Square

Full text of example Powers:

Powers

Play Summary

On most Turns, this character will use Deadly Precision (to increase their damage and Critical Hit rate) as their Minor Action, Move into position (if needed) combine Unfailing Resolve (an Attack Power) with Fortitude (a Strike from their Scythe).

Hit Points: 80
Damage: 2d10+7 Damage
Effects: Heal 12 and gain 5 Temporary Hit Points per Strike
Critical Hit: Each Critical Hit deals +5 Damage and has a 33% chance to recharge Parry

Arcane Warrior link h2

20 Experience Point Armsmaster | Elementalist Build

This build spends more than half of its Experience Points on Archetypes and Classes. In doing so, it unlocks Powers that dramatically increases its Critical Hit rate and allows it to shine as a less-durable front-line fighter. This character’s damage ramps up as it gets Critical Hits, really shining in longer battles.

Warrior
  Mobile Assault
    Strike and Move before or after
  Overwhelming
    Critical Hits deal extra damage

Armsmaster
  Deadly Precision
    Roll twice for your next Strike
  Exploit Vulnerability
    You and the next Ally to Strike your Target Critically Hit

Mage
  Magic Missile
    Strike with +3 Range

Elementalist
  Gout of Flame
    Strike and reroll 1s and 2s
  Onslaught
Critical Hits give you a Stacking +2 bonus to future Attacks

Capstone
  Critical Aim (Armsmaster)
    d8s Critically Hit on 7 and 8, d10s Critically Hit on 9 and 10

Weapons
Armsmasters’ Class Perk allows them to use a Two-Handed Weapon as a Main-Hand Weapon.

Main Hand: Frost Staff
  Benefit: Critical Hits deal +1d6 Damage
  Strike 1: Strike that Slows your Target
  Strike 2: Strike that Moves your Target

Off-Hand: Power Focus
  Benefit: +2 bonus to Attacks

Full text of example Weapon:

Weapon

Play Summary

On most Turns, this character will use Deadly Precision (to increase their damage and Critical Hit rate) as their Minor Action, Move into position (if needed) and combine Gout of Flame (an Attack Power) with Chill (a Strike from their Frost Staff).

Hit Points: 60
Damage: 1d8+1d10+5 Damage 
Effects: Slow your Target, reroll 1s and 2s, increased Critical Hit range
Critical Hit: Each Critical Hit does +1d6+5 Damage (which can also Critically Hit) and grants a +2 Stacking bonus to Attacks for the rest of the battle

Both of these characters began as Armsmasters and are highly effective damage dealers, but for different reasons. Another player might opt to combine Armsmaster with Defender to build a punishing off-tank or combine Armsmaster and Ranger to build a skirmishing long-range archer. The flexibility to multiclass without restriction and mix and match Powers for unique results allows players to break out of molds and create unique builds.

If you’re looking for a system that frees you to build characters your way, you’ve found it. Break out of the linear character building of other games and give Guild Chronicles a try.

Check out the free playable demo at https://guildchronicles.itch.io/

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