Eldritch Quickstart Guide.pdf
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Credits
Eldritch Role Playing Design:
Dan Cross and Randall Petras
Quickstart and Adventure:
Dan Cross
Layout:
Kosala Ubayasekara
Playtesters:
Brian Black
Chris Pettit
Darren Sweet
David Hefner
Dee Mike
Denis Paquet
Jason Toney
Jeff Wry
Jennie Mar
John VandeBrook
Kelley Ohlert
Kevin Chiasson
Pete Ohlert
R.R. Hunsinger
Ray Teetsel
Shane Mangus
Todd Bingham
Author’s Note:
Table-top role playing games
(RPGs) are unique among game forms.
Generations of people discovered how playing
catapults their creative minds into diferent realms,
while assuming adventurers’ lives not yet imagined.
But what really makes these games unique? I believe
it’s the social aspect. Not even video games can
compete with the fun of friends sitting together to
spin collaborative stories.
Combat
: Attacker rolls dice to determine
“Potential Harm”, opponent chooses defense type;
any exceeding “threat points” afect armor, then the
body. here is no traditional, somewhat boring hit-
or-miss “attack roll”.
Action resolution
: he challenge for many actions
is determined by a random roll, the diiculty of
actions represented by a basic system which plays
very quickly, allowing for instant results that do
not interrupt the low of the story. No heroic act is
impossible.
Pregen Character art:
Character Clip Art & Color
Customizing Studio
Copyright 2002, Elmore
Productions, Inc.;
Authors Larry Elmore and Ken
Whitman, Art and
Illustrations by Larry Elmore
Unfortunately, too many gamers today miss out
on the true RPG experience, seemingly glued
permanently to their computer chairs, their alter-
egos running around in binary realms of imagining.
One can only assume these poor souls yearn for a
place of limitless creative immersion, but lost their
way in Massively Multi-Player Dungeons.
Character Concept
: You will play exactly the
character you want, with plenty of room for
development and diversity. New characters are
created through a point-buy method, granting
full lexibility of design. Characters advance by
levels of experience without being tied to speciic
occupational classes.
Luckily, you hold in your hands a game that
celebrates a long tradition of games played with
polyhedral dice, paper and pencils in actual 3-D
space. he authors honor the roots of the hobby
without reinventing the wheel (or digging up the
carcasses of sacred cows). Herein, you’ll ind fun
rules of play and an open-ended invitation to
explore high fantasy worlds anew, whether veterans
of the game form or refugees from online tourist
traps.
Magic
: here are diferent sources of power;
mystic study, supernatural awareness, primordial
connection, and psychogenic ability. Magic
is powerful and lexible, while uniied and
streamlined rules prevent ludicrous efects. Fighter
and thief types are just as viable at any level as
those schooled in magic, and “multi-classing” is
not restricted. ERP Characters can specialize in one
area or dabble in many.
he Eldritch Role Playing (or ERP for short)
system is written for gamers who enjoy having
myriad character options, exciting and diverse
action scenes, without losing a narrative focus.
Adventuring campaigns are about the development
of characters into true world-shaking heroes,
supported by the rules described below in a
nutshell:
Most importantly, the game is not diicult to play
or learn, whether by young adults or big kids like
the authors.
~Dan Cross
1
Table of Contents
Table of Contents
2
The Action System
9
Multiple Attacks
10
Introduction
4
Order of Defense in Battle
10
Why another Fantasy RPG?
4
Designing Monsters and NPCs in
Eldritch Role Playing
11
Dice conventions
4
Magic in Eldritch
13
Abilities
5
The Magic System
13
Sample Character Creation
5
A Brief Description of Play
15
Equipment
7
Sample Adventure
19
Defense
7
Spells Known list
25
Armor
7
The Adventure
26
Potential-Harm and Threat Points
8
The Attack Action
9
Basic martial ability and Weapon Statistics
9
Visit the Eldritch forums at
www.goodman-games.com/forums
to connect with other fans, talk to the
designers, and post stories from your games!
www.goodman-games.com
Eldritch Role-playing System is copyright © 2008 Dan Cross and Randall Petras, published under
license by Goodman Games. he Goodman Games logo is copyright © 2008 Goodman Games.
All other material is copyright © 2008 Dan Cross and Randall Petras.
2
Introduction
“he hero may refuse the adventure or deny the ability
to move beyond the status quo. he heralded event may
even be ignored – All of these constitute the ‘Refusal
of the Call.” ~Joseph Campbell, the Hero with a
housand Faces
purchase of rank D4 with character points. Many
in-game calculations require the highest possible
number rolled on a die-rank. his number is the
Maximum Rank Value, abbreviated
MRV.
T
a b l e
1.1 D
i e
-R
a n k s
h i e R a R c h y
Character Skill
To all intrepid Masters of the Game:
Die Rank
Average
D4 (Average human rank)
his Quickstart guide to the Eldritch Role Playing
(ERP) RPG enables you and your gaming group to
travel far beyond the threshold of the familiar into
a fascinating realm of new role-playing challenges
and experiences.
Respectable
D6
Good
D8
Great
D10
Superb
D12 (Highest Player
Character rank)
Why another Fantasy RPG?
As a seasoned Game Master, you might scof at the
notion of yet another fantasy role-playing system
(FRPG). Who needs another “elves, dwarves, and
dragons” game, when so many continue to utilize
tired tropes and game mechanics? I feel your pain;
I felt the same way. And yet I was excited when
my friend Randall Petras ofered to collaborate on
a new epic fantasy game. Like most aicionados
of tabletop gaming, we had developed our own
preferences over the years, and had a very good
idea of how we felt an epic fantasy RPG should
be designed. he trick was creating a game that
translates our preferences into an efective theme
and style, while diferentiating itself from the
competition. here is no guarantee that anybody’s
vision will be particularly marketable in our small
industry. Nevertheless, after an arduous journey in
design and playtest, we think we created something
special. And Goodman Games ultimately agreed;
there is indeed room for another iteration of the
epic fantasy game.
*Superhuman
D16 (Roll D20, re-rolling
values greater than 16)
*Extreme
D20
*
Generally reserved for special monsters or powerful
magic items granting such ability.
A single ability can branch of into several
narrower focuses; each branch represented by up
to two additional dice, with each die representing
successive tiers of ability. here are up to three tiers
of ability in any one branch, beginning with the
root ability, called
basic.
Next is
specialization,
and
mastery
, respectively.
hese tiers are often separated by an “>” sign
wherever listed in the rules. For example,
Weapons
(basic) > Swords (specialization) > Long Sword
(mastery)
. he basic rank plus all of its branches
constitutes an
ability tree
.
A Specialization is a
reinement of a basic ability. As a rule of thumb,
any skill Specialization should be applicable to
roughly 10% to 20% of the situations that apply to
a base ability. Likewise, Mastery is a reinement of
a Specialization, and should be applicable to about
10% to 20% of the uses of the Specialization. he
GM might allow the roll of additional dice if he
deems a Specialization or Mastery relevant to the
task or attempted feat. For instance, if one creature
is shadowing another in the city, and one character
happens to be specialized in
City Stealth
, he would
add his Specialization to the roll. If he had mastered
Shadowing
under the same branch as “City Stealth,”
then he would add that die as well.
With that said, let us start our journey…
Dice conventions
his game rates character abilities on a scale of
D4 through D12: he higher the polyhedral
die size, the better the proiciency level. For any
single ability, die type corresponds to “rank”; the
more sides on the die, the higher the rank. Ability
ranks normally progress from D4 through D12.
his is the “
die-rank
.” Note that most abilities
in the game default to an untrained score of D4.
Some abilities require more training, requiring the
4
Part 1
Sample Character Creation
In the Eldritch Role Playing game, you can play
any sort of character imaginable. However, to better
illustrate how the game works this Quickguide
provides pregenerated characters. Note that all
pregenerated characters in this Quickstart guide are
simpliied characters, for purposes of illustration,
and do not relect all choices in the core rules.
Active Defense Pools (hit points)
Weaponry (Weapons + Specializations +
Masteries): 22
Evade (Relexes + Agility ): 8
Dodge (Speed + Agility): 8
Delect (Base Melee MRV + Shield + Magic):
10
In this instance, imagine that you are a young
adventurer, preparing to embark on a life-
threatening mission. Now we will walk you through
a signiicantly condensed character sheet.
Passive Defense Pools (hit points)
Toughness (Endurance ×2 + Resistance): 28
Resilience (Resistance ×2 + Willpower +
Arcanum tree): 20
Armor
Armor: Studded leather 1d6
Shield: does not hold a shield. No damage
reduction.
Name: You, A Young Adventurer
Melee
:
D10 (basic) + D8 in Swords
(specialization) + D4 Long Sword (mastery)
Weapon speciics
: Long Sword +3 threat point,
2 max-split, +2 initiative. Only characters
specialized in a weapon group enjoy speciic
weapon bonuses.
Abilities
Abilities are at the heart of ERP, and describe any
skill or capacity known by a creature. Note that
you, the player, choose the level of your character’s
intellect, wisdom, and charisma. here are no rules
in ERP to restrict these abstract attributes. Nor
are there rules to dictate whether the character
relies more on brute strength versus adroitness and
speed in battle. You have full freedom to interpret
such attributes within the scope of your desired
character concept
. he rules do not force an
interpretation of ability. he die-ranks measure
levels of knowledge and proiciency, not the exact
type
of proiciency or capacity. he player or GM
ills in those details.
Ranged Attack
: D4 (basic, a default
automatically granted).
Unarmed Attack
: D4 (basic, a default
automatically granted).
Distinguishing Abilities:
*Agility D4
*
Arcanum D4 (basic) > Supernatural D4
(specialization)
*Relexes D4 (5
th
in initiative order)
*Resistance D4
*Scouting D8 > Underground D4 (or Outdoors
D4)
*Speed D4
*Willpower D4
Your sample character’s abilities relect that you
are a highly skilled adventurer. For example, your
proiciency with melee weapons is great, meaning a
basic die-rank of D10.
You are not only generally proicient with melee
weapons, but are adept with swords as well,
specialized at a rank of D8. Finally, you are a
master of the long sword—although, among
masters, considered only average—with a rank
of D4. You would write this logical succession of
ability as Melee D10 > Swords D8 > Long sword
D4. Whenever you wield a long sword and attack
Racial Features (human)
:
*Willpower D6
* Endurance D6.
5
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