Player's Guide
Skills
kills
General skills are those which can be used by a character during an Eldritch event. They represent your character’s ability to do or know a thing to a greater or lesser extent. Some in-game scenarios may require skills, as in the case of Perception and Tracking, in order to glean some privileged information or complete an encounter's objective. However, it should be made clear that no scenario will ever require a skill to successfully resolve it. It just might be that some aspect of the scenario is more difficult to resolve as a result. That is, skills are intended to give players an advantage in, or provide additional insights into any given scenario, or encounter. Note that if you do not want the information shared with you by a game marshal to be made immediately available to other characters, it is your job to handle the request as discreetly as required.
Skills in Eldritch are abstractions of actions that your character can take in the game world. Skills fall under two main types, General and Martial. It is the design philosophy and intent of the skill system to create a means by which players can have immersive and meaningful interaction with the game world, while keeping jargon and complicated mechanics to a minimum. As such, the basic components of each skill type, and their corresponding list of skills are as follows.
S
Medicine
Characters with the Medicine skill, or any related healing abilities will need to properly roleplay the application of such skills and possess a Chiurgeon’s Kit. This kit should include some period-appropriate bandages, and the various accouterments of a Medieval healer. Note that you may not apply any skills that require a Chirugeon’s Kit without the physical props, i.e. bandages, etc… Make sure to bring plenty to game! While these skills and abilities include a specific duration, the role play aspect of these entail that you act out the actions of applying rudimentary first aid, from wrapping other players with bandages, to assessing their injuries, to applying splints. Any physical role play associated with these skills and abilities needs to be done at the discretion of the target player.
Academics & Lore
The Academics and Lore skills work hand in hand to represent a character's level of expertise or knowledge in a given subject. Lores are in-game props that are comprised of a title, a type (see below), a level being 1 through 3, and some amount of prerequisites required to open the lore prop and access the contents. Your character must have the prerequisites listed on the front of the lore prop in order to open the seal and read the information contained therein. Your character's level of the Academics skill must also meet or exceed the level of the lore prop. For example, if the lore type and level is Religion - 2 (as will be noted on the front of the lore prop), your character must have Academics - 2, in addition to any other listed prerequisites, in order to open and access the information inside the lore prop.
The lore skills/levels are:
Level 1 - Basic information on a corresponding subject, known to most educated people.
Level 2 - Rare or more detailed information that may require some amount of study.
Level 3 - Very rare information that few have access to or is hard to come by.
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History 1 - 3 | Information about Arnesse’s past, be it locations, people, or events.
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Religion 1 - 3 | Information about the faiths of Arnesse.
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Languages 1 - 3 | Languages lore pertains to the languages, grammar, and related arts of Arnesse. Note that the language spoken in the kingdom is the common tongue, which a player must have Academics 1 to read.
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The Vale 1 - 3 | The lore of the Vale is any information that pertains to geography, demographics, social customs, or current events of the day.
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The Welkin 1 - 3 | The lore of the Welkin is the lore of the strange and otherworldly realms and their denizens beyond the Vale.
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Mythology 1 - 3 | Mythology is the stories and lore of the ancient past. It is more tales than history, but those tales can and do often contain a grain of truth. Mythology can contain lore about heroes, items, places, or even entire civilizations.
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Metaphysics 1 - 3 | Metaphysics is the lore of the “eldritch”; the strange and unusual phenomena that still manifests in the present day.
Once you've opened a lore prop, you will discover that it contains a write-up on some aspect of the Eldritch world. Lore props are also used to acquire additional levels in a given lore skill type (per the list above). Remember, acquiring levels in a given lore type is good in that they may help to satisfy the prerequisites of some yet-to-be-discovered lore prop. In addition to providing cool and unique knowledge about the game world, you'll need more lores in order to purchase levels in other lore skills.
General Skills
Schematics
Schematics are documents that may be found or purchased at Eldritch events (with in-game currency of course) and are a meta-representation of the knowledge required to produce a finished item. Each schematic contains the following:
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The crafting skill and the corresponding level of that skill required to produce the item
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The title and description of the item.
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The in-game mechanical benefits, when applicable.
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The required prop to physically represent the item, if applicable.
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The number and type of gathering resources required to produce the item
As noted, schematics will be of varying levels and will require that the crafter of the item be of at least the level designated on the schematic. Upon the purchase of any crafting general skill at level 1, the character will receive a number of schematics based on the listing in the Archetype table on the Character's page. Characters will get one schematic when they purchase additional levels. Other schematics will either need to be found or purchased at events. Once a schematic is assigned to a character as an item in their inventory, it may not be transferred. Unassigned schematics however, may be sold or transferred as in-game items until such a time as they are added to a character’s inventory, as stated previously. Finally, once the schematic and required resources are obtained, take them over to the corresponding crafting station, log your name and other required information in the crafting book, and obtain the tag for the item. Note that there will be a depository for the resources used in crafting the item.
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A character must have the level of crafting skill, as indicated by the corresponding item schematic, necessary to produce the desired item or utilize the crafting talents of another to produce the item for them. You will also find finished goods for sale at events.
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Whomever ends up crafting the item must have the required schematic and the resources required. Items will have varying numbers and varieties of required resources. Note that when having someone else craft your item, there will very likely be a labor fee associated with crafting the item for you. This is noted on the Cirque’s Market Price sheet located on Eldritch website.
Lore Skills
Lore skills are gained via the the acquisition of lore props at Eldritch events. In order to learn the first level in a lore your character must acquire a type of lore called a syllabus for that lore type. One syllabus will grant the full first level of that lore. Levels 2 and 3 of a lore can be acquired via lore props that can be redeemed, per the conversions in the table 1.1 below. For example, History - 2 can be purchased for 6, History - 1 lore props. Your character can then open and read any lore prop that requires History - 2 as a prerequisite, in addition to any other listed requirements.
Example - Metaphysics
Gwydeon would like to work his way up to the Metaphysics Lore 3 skill. In order to do so he'll first need Academics - 1, which allows him to read and write (and open lores of course), and the lore syllabus for Metaphysics. This syllabus will grant him Metaphysics lore skill 1. He will then need to find and turn in 6 unique Metaphysics lore props of level 1 . This will grant him Metaphysics lore skill 2. To now access Metaphysics 2 lores, however, he'll need to purchase Academics - 2. He can continue in this way to advance to level 3, though will have to collect and redeem 9 unique Metaphysics lore props of level 2.
You can use the following statement to help you properly interpret the table:
"In order to get <lore skill and level>, I need <# lore props> from lore props of <lore prop level>."
Espionage
The Espionage skill allows a character to become an information broker, dealing and trading in the secrets of the realm. Every level of espionage purchased will grant you some number of points that will be given to you in the form of espionage tokens. Players cannot loot Espionage from other players or areas in the game. If they find it lying around they should turn it into staff at our camp. These espionage points can be used on the following activities in the game:
Rumors | The Espionage skill allows a character to become an information broker, dealing and trading in the secrets of the realm. Every level of espionage purchased will grant you some number of points. You can use these points at check-in to draw from a rumors box. Each rumor is worth its level in value, i.e. level 1 costs 1, level 2 costs 2, level 3 costs 3. These rumors contain information that is relevant to planned content at the present event. The level of the rumor also corresponds to the "quality" of information contained therein. Level 1 rumors will likely be more vague or partly incorrect, while a level 3 rumor will contain rare or privileged information, or perhaps even confirm some erroneous detail of a lower cost rumor!
Counterintelligence | Espionage can be put into the Decisive Moments boxes and it will cancel out 1 Influence in that box for every 2 Espionage points that are placed in it. This is to represent your character using their espionage points to hinder that result.
Information Gathering | Players can come to Monster Camp and spend 6 Espionage to ask a question about the game or a module. The question can be about the world, about a plot, or even to gain a little insight or advice that may allow them to get a certain edge in a situation. For modules, it may reveal the number and type of creatures on the module or a bit about the challenges that the players might face. The Eldritch staff will work with the player to make sure they don't get 'skunked' on a question and invest espionage in something that is going to yield no practical results.
Steal Buildings | Espionage can also be used in stealing buildings that are owned by other players. A player can spend 10 espionage and any additional amount of espionage they wish. The player who owns the building must then at least match that amount of influence or they lose control of the building at the next check-in. If the owner of the building matches or exceeds this amount, they retain control. Control can only change hands once per game and if multiple bids are made on a building the highest wins. All espionage is lost during these bids, even if it is a losing bid. The player who has a building taken from them will not be told details on who or how it was taken.
Retainers
Some archetypes, such as nobles and cirque, have skills that allow the purchase of what are called Retainer slots. These allow you to accept retainers - members of your entourage, who in the game space, actually provide some tangible benefit per the description on their archetype card. For each slot you purchase, you may accept a new retainer. A retainer must agree to hand off their retainer card to you, after which point, you will pay them the amount listed on the card under Salary, every event, in exchange for the listed Retainer Benefit. All retainer benefits are collected at check-in for any cards held in this way. Note that to collect a retainer benefit, the player MUST be present at the event.
Notes:
1. Nobles can only retainer to other Nobles of higher rank.
2. Nobles, Knights, and Aurons cannot employ Cirque.
3. Cirque cannot retain Nobles, Knights, Aurons, or Vigil.
4. Aurons can only retain non-advanced archetypes, Veterans and Knights.
Lore Skill
Metaphysics - 1
Metaphysics - 2
Metaphysics - 3
# Lore Props
Lore Syllabus
6
9
Lore Prop Level
Lore Syllabus
1
2
Influence
Many are familiar with money or resources as a way to accomplish things, but the currency of power and influence is also useful. At Eldritch, we have tried to represent this with a currency known as Influence. Influence is identified at the game as a white poker chip with a crown graphic on it. Each of these is worth 1 Influence point. These coins can be traded between players and NPCs freely, but they cannot be stolen from other players or NPCs as they are not an actual currency in the game world. When exchanging influence with another player, good terminology to use would be: "Would you aid me with some of your influence?" or "Could you perhaps grant me some favor?". Players are free to show the coins to the players involved so they can see how much they have or they are offering. Players who are requesting influence can say a number or, more preferably, make a hand gesture or write down a value. Influence can be used on the following activities in the game:
Archetype Rank. Archetypes for characters advance in rank using Influence. The amount of influence that is required varies and increases as one goes up in rank. Advancement can be found in the characters section.
Bribes & Favors. Influence can be used to bribe NPCs, change the course of a plot, or get something desired out of an NPC. Influence is a player's way to change or alter the story in a way that is more to their liking or needs. There is not a specific amount that will facilitate these bribes or favors but below is a rough outline of what is required to do so:
1 Influence: A minor bribe or favor
Example: Convince an NPC to reveal additional information about a situation.
2 Influence: A moderate bribe or favor
Example: Have an NPC change their mind about something that they have decided.
3+ Influence: A major bribe or favor
Example: Convince an NPC or faction to move against someone else.
Retainers. If you hire a player as a retainer, they will be paid in the type of currency listed on their Archetype card. This currency is almost always coin of influence. You must pay your retainers each game!
Decisive Moments. Each game there will be at least one Decisive Moment (see below) that will usually be a binary choice between two (or more) options. By investing influence in one option (or both) you can influence the outcome of the Decisive Moment. This will have a significant impact on the course of the story as well as unlock other options in the campaign depending on the outcome of the voting.
Modules & Events. Some modules and events may require influence to unlock or access. This must be paid in advance of the module or event.
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Decisive Moments - Arnesse can be a fractured and divided kingdom at times with various factions competing for resources, glory, and territory. Decisive Moments are meant to reflect these kinds of conflicts but features ones that do not necessarily involve violence of combat to resolve. The way that a Decisive Moment will play out will often be over a series of events rather than simply one. It will often involve plot or role-playing with NPCs who will come in and present one of the ‘sides’ of the Decisive Moment. This represents a choice that PCs can make. Once all of the sides of the Moment have been presented, boxes will be made available at monster town for players to vote for what they wish to support. Players vote for Decisive Moments with Influence and can vote for as many sides as they desire and may vote with any amount of influence. The voting boxes will typically be left out for one game’s time. Once the voting on the moment is done, Staff will then count up the votes and the side that comes out victorious will ‘win’ the Decisive Moment. When this happens, Staff will adjust the story based on the outcome and the world will change based on the outcome of the choice that received the most Influence during player voting.
Example Settlement Event:
According to a scout, an abandoned farm has been spotted not far from here. The characters then get a Quest Waypoint tag that indicates they should go explore the farm and see if it can be claimed. When the characters get there, they discover Old Farmer Olsen is hunkered down with his bandit boys and they take violent objection to the group's claim on the area. A fight ensues and Olsen and his boys are defeated. The farmstead is now able to be claimed by a noble house. Once it has been claimed, the noble gets a card that grants a bonus at check-in. This card can be given to anyone of the noble’s choosing or the noble can keep the card all for themselves.
Example Construction Project:
It is announced that the Red Barn will be available as a project for players to construct this event. The Red Barn costs 100 wood, and 50 metal to construct. Once it is built the players can use horses to ride around the Annwyn without fear of getting attacked. The Red Barn box is placed out at monster town and players can deposit their project contributions into said box. If the players place the appropriate amounts in the box, the Red Barn Project will be finished and the benefit will begin the following event. If the players fail to get all of the necessary components to complete it, the Red Barn will not be built next game but any resources used will remain toward the effort.
Example Decisive Moment:
As nobles in the in the kingdom struggle for control of territory they each send NPC emissaries to the PCs to ask for their support in helping to attain supremacy. After the nobles have all presented their side of why they should be the one, the boxes for voting go out in monster camp. The players are given time to contribute to the Decisive Moment. When the time is over, Staff tallies the Influence that was cast for each choice and then winner is decided. The noble who ‘wins’ the Decisive Moment is the one who takes over control of the territory and depending on which noble it is, this will now change the course of the story as well as potentially favoring those who align themselves with that noble. Other nobles and retainers of that house might see some substantial benefit or reward!
Gathering & Crafting
The gathering of raw materials for trade or as components in the production of finished goods is a key pillar in the economy of Arnesse. The gathering and crafting systems in Eldritch work hand in hand to supply both raw materials for trade, and those items necessary to facilitate a rich market for finished goods that can be used at game by your character. The process of gathering raw resources to trade or as components in finished goods is as follows. Like other General Skills, you will purchase the desired level of the Gathering skill. Each level allows you to choose 3 random resources at check-in every event. Higher levels allow you to get more pulls from the box.
All of these resources are trade-able for in-game currency or may be used in the production of finished goods. The process of utilizing these raw materials to produce a finished, in-game item is three-fold:
Crafting items. All items in Eldritch are crafted with resources. That includes Blacksmithing, Artificer, Gunsmith, Bowyer, and Alchemy. More raw resources are required in order to craft higher level items.
Construction Projects. Buildings can be constructed at Eldritch with Schematics. These schematics require resources to complete (in additional to possible other items). Once constructed, the building will deliver either a Game-wide benefit that all players in the game can utilize OR that building will be owned by a specific player. The latter buildings will deliver their benefit only to that player at check-in.
Modules & Events. Some modules or events require raw resources to unlock or access that particular area or content. This must be paid in advance of the module or event being made available.
Fig 1.1 - Resource Types
Iron Ingots
Leather
Cloth
Refined Wood
Level 1
A, C
Level 2
I, J
Level 3
Q, R
Lock Code
A, D
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Settlement Events - The Annwyn is unexplored and part of the fun of the game will be exploring the environment and finding new things. Settlement Events are designed for players to expand the useable game space via the exploration and ‘unlocking’ of new areas. Generally, Settlement Events will be offered throughout the natural course of the campaign as encounters or as components of plots, though some may also need additional requirements met. Newly discovered and unlocked areas generally provide a bonus to a single player or game-wide and should be claimed by one of the represented noble houses. Settled lands can also unlock new lands to settle, player modules, objects or items, and other Interactive Events.
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Construction Projects - Players will find schematics in game that will allow the construction of simulated areas to add potential in-game benefits, such as additional gathering opportunities, for some or many other players in the game space. When the players arrive in the Annwyn, not all of what they need to be successful and achieve their goals will be readily available. Construction Projects are ways for players to build simulated areas and improve their in-game situation. Construction will almost always involve both an amount of money and a number of raw resources. Once a schematic has been turned in to begin construction, for the rest of the weekend, a box with the project’s name on it will be available at monster town. Players can come and deposit resources/coin in the box using an envelope. Staff will tally up the total in the box at the end of the weekend and, if the project has been completed, it will be revealed during closing announcements. Any benefits will begin the following event. Projects that fail to finish will simply roll over to the next event and retain the number of resources already invested. Players are encouraged to coordinate to make sure they get the right number of resources in the box for the build.
Lockpicking
Lockpicking, allows a player to physically represent the action of picking a lock via the use of the Eldritch-provided lockpicking deck. Each lock in Eldritch will come with a card, containing a short, random string of letters. Each card in a lockpicking deck contains a series of letters associated with three different levels, as seen in the graphic below.
These letters are used to "pick" a given lock by matching one of the letters on the lockpick card with one of those on the lock tag itself. Each level of the lockpicking skill allows you to access the additional letters associated with the corresponding level, i.e. if you have Disable Device - 2, you can use any one of the letters from Level 1 or Level 2 on a given lock. In the case of the card above, this would be the letters A, C, I, or J. You may not use multiple letters from a card in picking a lock. Each card counts towards only one letter in the lock's code, though any cards you've set aside as a result of a lockpicking draw are interchangeable. See an example lock below.
In the example that is listed on the lock below, you would need to draw a lockpicking card with the letter A, and another with the letter D in order to open the lock. Each draw of a lockpicking card in this way requires a single use of a lockpicking kit item. Each lockpicking kit comes with 10 uses and can be purchased from in-game vendors or crafted per the corresponding skills. You may receive one lockpicking kit upon purchase of the lock pick skill
Lockpicking FAQ
1. You will receive one of two random lockpicking decks upon purchasing this skill. Every lock deck can open any lock given enough draws. There are masterwork kits and other items that
may likewise enhance your ability.
2. When drawing from your deck to pick a lock, you do not
reshuffle following a draw. Keep drawing until you run out of lockpicking kit uses, you crack the lock, or you decide to quit.
If you run out of cards, simply shuffle and continue drawing until one of the previous conditions is met.
3. Lock codes will be generated at random. These are usually purchased from in-game merchants or artificers.
4. Lock codes on their tags are intentionally tiny. This represents your character having to examine the inner workings of the lock before attempting to crack it.
Interactive Events at Eldritch
One of the key entertainment mechanisms of Eldritch are Interactive Events. These Interactive Events are opportunities for players to shape the world and the story the way their character or faction might want it. We want to tell awesome stories at Eldritch, but we also want players to feel like they have a part in those stories and a way of influencing their outcome. Below, we have broken these out into how you should expect to experience these at events. While we are making no promises as to how many of these Interactive Events will happen per event, we feel confident that players will see an average of 2-3 per event.
eneral Skills
G
The following table lists the skills generally available to all character types. Note that additional levels of skills are only available via an in - game teacher npc's or via encounters at events, unless noted otherwise. You may purchase any General Skill to Level 2 in character generation if you are granted it as part of your Archetype. You may purchase only one level in a given skill per Eldritch game session. It would be 3 games to max a skill from 0.
Table 1.1 - General Skills
Skill Name | Description | Prerequisite | CP Cost | Taught |
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Academics - 1 | Academics represents your ability to pour through tomes and elicit information from texts. You may access any lore noted as level 1, as long as you meet any other requirements on the lore prop as well. Can read and write. | None | 1 | No |
Academics - 2 | You may access any lore noted as level 2 on the lore prop, granted that you satisfy any other prerequisites that may on the lore prop. | Academics - 1 | 2 | Yes |
Academics - 3 | You may access any lore noted as level 3 on the lore prop, granted that you satisfy any other prerequisites that may on the lore prop. | Academics - 2 | 2 | Yes |
Diagnose - 1 | Determine whether or not another character is poisoned or diseased, and access to the information on a corresponding poison or disease card. Level one allows you to diagnose level one diseases and poisons. You can diagnose level. You can ask how long someone has left on any medical effect (poison duration, disease, dying, bleeding count). | None | 1 | No |
Diagnose - 2 | Level two allows you to diagnose level 2 diseases and poisons. | Diagnose - 1 | 1 | Yes |
Diagnose - 3 | Level three allows you to diagnose level 3 diseases and poisons. | Diagnose - 2 | 1 | Yes |
Disable Device - 1 | Allows the character to pick locks by using a lock-picking set. When drawing from a lock-picking deck, the character can use any letter in the Level 1 row in the opening of a lock. | Lockpicking kit | 1 | No |
Disable Device - 2 | When drawing from a lock-picking deck, the character can use any letters in the Level 1 and 2 rows in the opening of a lock. | Disable Device - 1 | 2 | Yes |
Disable Device - 3 | When drawing from a lock-picking deck, the character can use any letters in the Level 1, 2, and 3 rows in the opening of a lock. | Disable Device - 2 | 2 | Yes |
Espionage - 1 | Generate 2 espionage point per event. | None | 1 | No |
Espionage - 2 | Generate 4 espionage points per event. | Espionage - 1 | 1 | No |
Espionage - 3 | Generate 6 espionage points per event. | Espionage - 2 | 1 | No |
Farming - 1 | Gather 4 cloth every event. | None | 1 | No |
Farming - 2 | Gather 12 cloth every event. | Farming - 1 | 2 | No |
Farming - 3 | Gather 20 cloth every event. | Farming - 2 | 2 | No |
Gathering - 1 | Allows a player to choose 4 resources at random per event, during check-in. | None | 1 | No |
Gathering - 2 | Allows a player to choose 12 resources at random per event, during check-in. | Gathering - 1 | 2 | No |
Gathering - 3 | Allows a player to choose 20 resources at random per event, during check-in. | Gathering - 2 | 2 | No |
Herbalism - 1 | The Herbalism allows you to gather 4 apothecary reagents every event. These will be pulled randomly from a box at check-in. | None | 1 | No |
Herbalism - 2 | You may gather 12 apothecary reagents every event. These will be pulled randomly from a box at check-in. | Herbalism - 1 | 2 | Yes |
Herbalism - 3 | You may gather 20 apothecary reagents every event. These will be pulled randomly from a box at check-in. | Herbalism - 2 | 2 | Yes |
Hunting - 1 | Gather 4 leather every event. | None | 1 | No |
Hunting - 2 | Gather 12 leather every event. | Hunting - 1 | 2 | No |
Hunting - 3 | Gather 20 leather every event. | Hunting - 2 | 2 | No |
Income - 1 | Gain 4 silver every event. | None | 1 | No |
Income - 2 | Gain 12 silver every event. | Income - 1 | 2 | No |
Income - 3 | Gain 20 silver every event. | Income - 2 | 2 | No |
Influential - 1 | Gain 1 influence every event. | None | 1 | No |
Influential - 2 | Gain 3 influence every event. | Influential - 1 | 2 | No |
Influential - 3 | Gain 5 influence every event. | Influential - 2 | 2 | No |
Medicine - 1 | Medicine represents your character's ability to apply basic medical aid. At level 1 you may halt and reverse a player's bleeding count after 10 minutes. Each use requires one dot on a chirurgeon's kit. This count must go uninterrupted or it will start again. See the Medicine section in the player's guide for more information. | None | 1 | No |
Medicine - 2 | At level 2 you may halt and reverse a player's bleeding count after 8 minutes. This count must go uninterrupted or it will start again. See the Medicine section in the player's guide for more information. | Medicine - 1 | 2 | Yes |
Medicine - 3 | At level 3 you may halt and reverse a player's bleeding count after 6 minutes. This count must go uninterrupted or it will start again. See the Medicine section in the player's guide for more information. | Medicine - 2 | 2 | Yes |
Mining - 1 | Gather 4 iron ingots every event. | None | 1 | No |
Mining - 2 | Gather 12 iron ingots every event. | Mining - 1 | 2 | No |
Mining - 3 | Gather 20 iron ingots every event. | Mining - 2 | 2 | No |
Perception - 1 | Gain specific information on an in-game space to which your character has access. In some cases, higher levels will elicit more information and detail. This will be represented as a tag indicating the required level of perception. | None | 1 | No |
Perception - 2 | Higher levels will elicit more information and detail. | Perception - 1 | 2 | No |
Perception - 3 | Higher levels will elicit more information and detail. | Perception - 2 | 2 | No |
Tracking - 1 | Determine the direction a being or object was moving overland. In some cases, higher levels will be required to elicit this information. This will be represented as a tag indicating the required level of tracking. | None | 1 | No |
Tracking - 2 | Higher levels will elicit more information and detail. | Tracking - 1 | 2 | Yes |
Tracking - 3 | Higher levels will elicit more information and detail. | Tracking - 2 | 2 | Yes |
Woodcutting - 1 | Gather 4 refined wood every event. | None | 1 | No |
Woodcutting - 2 | Gather 12 refined wood every event. | Woodcutting - 1 | 2 | No |
Woodcutting - 3 | Gather 20 refined wood every event. | Woodcutting - 2 | 2 | No |
rafting Skills
Table 1.2 - Crafting Skills
The following table lists the Crafting skills that are generally available to all character types. Note that additional levels of skills are only available via an in - game teacher npc's or via encounters at events, unless noted otherwise. You may not purchase any Crafting Skill to Level 2 or 3 in chargen. You may not purchase more than one level of a Crafting skill per Eldritch site game, even if your character is able to acquire an in-game teacher.
C
Title | Description | Prerequisite | CP Cost | Taught |
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Alchemy - 1 | Access and create level 1 substances from the Alchemy Guide. Documentation on how to use the system is available on your account page. | None | 3 | No |
Alchemy - 2 | Access and create level 2 alchemical substances. | Alchemy - 1 | 3 | Yes |
Alchemy - 3 | Access and create level 3 alchemical substances. | Alchemy - 2 | 3 | Yes |
Artificer - 1 | The Artificer skill enables a character to create various sundry goods of all types, that they may then sell for coin. These items are divided into levels by complexity and value. | None | 3 | No |
Artificer - 2 | Craft level 2 artificer items. | Artificer - 1 | 3 | Yes |
Artificer - 3 | Craft level 3 artificer items. | Artificer - 2 | 3 | Yes |
Blacksmith - 1 | Repair all weapons and armor. Craft any item from a level 1 Blacksmith schematic. Repairing any item takes 10 minutes of appropriate roleplay at the in-game Blacksmithing station. Repairs do not require a use of the Blacksmith’s kit. | None | 3 | No |
Blacksmith - 2 | Craft any item from a level 2 Blacksmith schematic. | Blacksmith - 1 | 3 | Yes |
Blacksmith - 3 | Craft any item from a level 3 Blacksmith schematic. | Blacksmith - 2 | 3 | Yes |
Bowyer - 1 | Bowyer allows the character to make arrows and repair bows. Schematics will be made available at the time of purchase. | Artificer - 1 | 1 | No |
Bowyer - 2 | Allows the character to make bows. | Artificer - 2, Bowyer -1 | 1 | Yes |
Bowyer - 3 | Allows the character to make masterwork bows. | Bowyer - 2 | 1 | Yes |
Gunsmith - 1 | Gunsmith allows the character to make ammunition and repair firearms. Schematics will be made available at time of purchase. Your character background should indicate a means by which to have acquired this skill. | Artificer - 1, House Richter only | 1 | Yes |
Gunsmith - 2 | Allows the character to make pistols. | Blacksmith - 1, Gunsmith - 1, | 1 | Yes |
Gunsmith - 3 | Allows the character to make masterworks pistols and rifles. | Gunsmith - 2 | 1 | Yes |
artial Skills
Table 1.2 - Martial Skills
The following table lists the combat-related skills generally available to all character types. Note that additional levels of some skills are only available via an in - game teacher npc's or via encounters at events. You may purchase only one level in a given skill at a time.
Skill Name | Description | Prerequisite | CP Cost | Taught |
---|---|---|---|---|
Archer - 1 | The player may now use a bow in combat or otherwise. Gain access to the stun martial skill with the bow. May use one stun with a bow per refresh. | None | 1 | No |
Archer - 2 | Gain access to the stagger skill. May use one stagger martial skill with a bow per refresh. | Archer - 1 | 2 | Yes |
Archer - 3 | Gain access to the disarm skill. May use one disarm martial skill with a bow per refresh. | Archer - 2 | 2 | Yes |
Armor Proficiency - 1 | This is the requisite skill to wear armor of any type. You get maximum AV out of any light armor you wear. Any medium armor you wear, regardless of quality is 3 AV. Any heavy armor you wear is 4 AV, regardless of quality. | None | 1 | No |
Armor Proficiency - 2 | You may now get maximum AV value out of any light or medium armor you wear. Any heavy armor you wear is 4 AV, regardless of quality. | Armor Proficiency - 1 | 2 | No |
Armor Proficiency - 3 | You can now get maximum AV value out of any armor you wear, light, medium, or heavy. | Armor Proficiency - 2 | 2 | No |
Combat Agility - 1 | Increases armor material value on light and medium armor by 1. | Armor Proficiency - 1 | 1 | No |
Combat Agility - 2 | Increases armor material value on light and medium armor by 2. | Combat Agility - 1 | 1 | No |
Combat Agility - 3 | Increases armor material value on light and medium armor by 3. | Combat Agility - 2 | 1 | No |
Gunner - 1 | The player may now use an approved prop firearm in combat. | None | 1 | No |
Gunner - 2 | Gain access to the stagger skill. May use one stagger active martial skill with a gun per refresh. | Gunner - 1 | 2 | Yes |
Gunner - 3 | Gain access to the disarm skill. May use one disarm active martial skill with a gun per refresh. | Gunner - 2 | 2 | Yes |
Master of Arms - 1 | 1. Master of arms acts as a multiplier for your any known active martial skills. For every level of master of arms purchased, the player gets additional uses to apply to any known active martial skill. For example, if you have purchased the One-Handed Weapons - 2 skill, and can use Stagger and/or Stun, Master of Arms - 2 grants you two "wild cards" per day to apply to Stagger or Stun. So now, you could use two more staggers, two more stuns, or a stagger and a stun.
2. Can wield a weapon in both hands, with the exception of a bow.
3. May be applied to any known weapon skill. | Melee Weapons, Gunner, or Shields Passive Martial Skills | 1 | No |
Master of Arms - 2 | Gain one additional use of any purchased active martial skill. | Master of Arms - 1 | 2 | Yes |
Master of Arms - 3 | Gain one additional use of any purchased active martial skill. | Master of Arms - 2 | 2 | Yes |
One-Handed Weapons - 1 | Player may wield a small or medium weapon in combat or otherwise. Gain access to the stun active martial skill with a small or medium weapon. May use one stun with a small or medium weapon per refresh. | None | 1 | No |
One-Handed Weapons - 2 | Gain access to the stagger active martial skill. May use one stagger skill with a small or medium weapon per refresh. | One Handed Weapons - 1 | 2 | Yes |
One-Handed Weapons - 3 | Gain access to the disarm active martial skill. May use one disarm skill with a small or medium weapon per refresh. | One Handed Weapons - 2 | 2 | Yes |
Resilience - 1 | Add 1 minute to the duration of your Bleeding count. | None | 1 | No |
Resilience - 2 | Add 3 minutes to the duration of your Bleeding count. | Resilience - 1 | 2 | No |
Resilience - 3 | Add 5 minutes to the duration of your Bleeding count. | Resilience - 2 | 2 | No |
Shields - 1 | The player may now use shields in combat. All one-handed active martial skills may be used with shields. Shields may not be disarmed. | None | 1 | No |
Shields - 2 | May use one Stun with a shield per refresh. | Shields - 2 | 2 | Yes |
Shields - 3 | May use one Resist with a shield per refresh. Resist allows you to negate the effect of any called shot. Note that any damage taken still applies to your Armor Value or body point total. | Shields - 3 | 2 | Yes |
Tough - 1 | Add 1 point to Armor Value total. This point acts as a character’s natural toughness and during combat is subtracted from the Armor Value total after any points contributed by worn armor. Tough points refresh at noon and midnight during events. | None | 1 | No |
Tough - 2 | Add 2 points to Armor Value total. | Tough - 1 | 1 | No |
Tough - 3 | Add 3 points to Armor Value total. | Tough - 2 | 1 | No |
Two-Handed Weapons - 1 | The character may use large weapons in combat. Large weapons and shields may not be disarmed in combat. | None | 1 | No |
Two-Handed Weapons - 2 | Gain access to the Sunder active martial skill. May use one Sunder skill with a large weapon per refresh. | Two-Handed Weapons - 1 | 2 | Yes |
Two-Handed Weapons - 3 | Gain access to the Cleave active martial skill. May use one Cleave skill with a large weapon per refresh. | Two-Handed Weapons - 2 | 2 | Yes |