Eldritch

Characters

Points, archetypes, and ranks

Every character at Eldritch was a basic archetype, a set of skills, and for many an advanced archetype that tied the character to a power in the kingdom.

An armored figure in dark plate and a white scarf stands in a doorway holding a long, curved blade.

Character Points

Character points, or CP, measured how far a character had grown.

Characters held 4 CP at Event I. Every character earned more after each event, whether or not the player attended, and the campaign closed at 20 CP. Early events were meant to be low level: a character could afford only a couple of skills and was highly specialized. The intended story for each character was one of growth from the bottom upward.

Character points by event
EventCP earned after the eventTotal CP at the event
I14
II25
III17
IV28
V210
VI212
VII214
VIII216
IX218
XNone20

Basic Archetypes

Every character had a basic archetype, which stood for a background and set the first skills and goods. Commonfolk served as the catch-all. An archetype also listed what a patron gained from retaining the character and what that patron paid.

The nineteen basic archetypes at the end of the campaign
ArchetypeCPEquipment and coinSkillsRetainer benefitSalary
Apothecary42 Apothecary Kits, 4 level 1 schematics, and resources to craft two schematicsAlchemy - 1 and Herbalism - 18 Common Herbs3 silver
Artificer42 Artificer Kits, 4 level 1 schematics, and resources to craft two schematicsArtificer - 1, with Hunting - 1 or Farming - 18 Cloth or 8 Leather3 silver
Blacksmith42 Blacksmith Kits, all level 0 schematics, and resources to craft two schematicsBlacksmith - 1, with Mining - 1 or Hunting - 18 Iron Ingots or 8 Leather3 silver
Bowyer42 Bowyer or Artificer Kits, both level 1 Bowyer schematics, 2 level 1 Artificer schematics, and resources to craft two schematicsArtificer - 1 and Bowyer - 18 Refined Wood3 silver
Brigand28d4 silver dragons in gear and 20 silver dragonsIncome - 1, with One-Handed Weapons - 1, Two-Handed Weapons - 1, or Archer4d3 silver dragons in wares3 silver
Commonfolk120 resources of choice and 20 silver dragons1 non-crafting level 1 general skill8 silver dragons3 silver
Courtier2NoneOne CP to spend on Espionage - 1, Influential - 1, or Income - 14 Espionage points1 Influence
Farmer120 Cloth and 20 silver dragonsFarming - 18 Cloth3 silver
Feller120 Refined Wood and 20 silver dragonsWoodcutting - 18 Refined Wood3 silver
Gentry460 silver dragonsAcademics - 1 or Espionage - 1, with Income - 1 or Influential - 12 Influence4 silver
Gunsmith42 Gunsmith or Artificer Kits, both level 1 Gunsmith schematics, 2 level 1 Artificer schematics, and resources to craft two schematicsArtificer - 1 and Gunsmith - 18 Iron Ingots3 silver
Herbalist120 Common Herbs and 20 silver dragonsHerbalism - 18 Common Herbs3 silver
Hunter120 Leather and 20 silver dragons, or a bow and 2 quivers of arrows without coinHunting - 18 Leather3 silver
Merchant240 silver dragonsIncome - 1 and Gathering - 18 silver dragons3 silver
Miner120 Iron Ingots and 20 silver dragonsMining - 18 Iron Ingots3 silver
Physician22 Chirurgeon's Kits and 20 silver dragonsDiagnose - 1 and Medicine - 12 Influence4 silver
Scholar210 silver dragonsAcademics - 1 and any level 1 lore skill2 random level 1 lore props4 silver
Soldier250 silver dragons, 40 of them spent on weapons or armorTwo of One-Handed Weapons - 1, Two-Handed Weapons - 1, Archer, Tough - 1, or Shields - 14d3 silver dragons in wares3 silver
Urchin120 silver dragons, with 4 Influence or 2 Lockpicking KitsEspionage - 1 or Disable Device - 14 Espionage points1 Influence
  • Courtier could be granted only by a Noble and could replace any other archetype. Courtiers paid 10% less for rank increases while retained by a Noble.
  • Gentry paid 25% less for all rank increases.
  • Artificers, Blacksmiths, and Merchants could be retained by the Cirque only. Bowyers could be retained by the Cirque or by Innis Nobles with the applicable skill.
  • Gunsmiths could be retained only by Richter Nobles with the Pact of Old skill.
  • A Scholar's retainer benefit could be redrawn if it duplicated a lore the retainer already owned.

Advanced Archetypes

An advanced archetype marked membership in a guild, faction, or order, and it opened a set of skill trees. A character added one on top of a basic archetype. The Veteran archetype covered everyone outside those bodies.

Auron
Aurons were the religious leaders of the Aurorym, a faith built on personal power and inherent strength. Anyone could follow the faith, but becoming an Auron took training and religious aptitude.
Cirque
The Cirque were the economy of Arnesse. Once a traveling band of performers, the Cirque and its gangs held sway over trade from the Everfrost to Tarkath.
Knight
Knights were the specialized martial force of the nobility and the high houses, proficient in all manner of weapons and armor.
Magister
Magisters belonged to the Order of the Apotheca, an ancient order of doctors, alchemists, and scholars. Its Apotheon in High Court was the oldest institution of higher learning in the kingdom.
Noble
The nobility of Arnesse and Tian Zhou ruled their own corners of the realm through cunning and coin.
Veteran
Veterans were skilled and trusted members of a community: crafters, gatherers, warriors, managers of people, and a few who were merely very good at being shady.
Vigil
The Vigil was an ancient organization of mostly unlanded and untitled nobles, who served the nobility as bodyguards, advisors, and lawgivers.
Advanced archetypes
ArchetypeCPBasic archetype requiredAdded retainer benefit at Ranks 1, 2, and 3
Auron3Any basic archetype except Courtier or Gentry1, 2, or 3 Influence
Cirque3Any basic archetype except Courtier or Gentry4, 8, or 12 resources
Knight3Gentry, Physician, Soldier, or Courtier1, 2, or 3 Influence
Magister3Scholar, Apothecary, Physician, Gentry, or Courtier4, 8, or 12 resources
Noble6Courtier or Gentry1, 2, or 3 Influence, or 4, 8, or 12 silver dragons
Veteran1Any basic archetype8 or 12 resources or silver dragons, at Ranks 2 and 3 only
Vigil3Courtier or Gentry2, 4, or 6 Espionage points

Retained characters with an advanced archetype also drew a higher salary. It rose above the basic salary by 2 silver dragons at Rank 1, 4 at Rank 2, and 6 at Rank 3.

  • Aurons with a 1 CP basic archetype paid 15% less for rank advancement.
  • Cirque with the Merchant, Blacksmith, Artificer, Bowyer, or Urchin archetype paid 15% less.
  • Veterans with a 1 CP or 2 CP basic archetype paid 10% less.

Ranks

Advanced archetypes had ranks, and a character's rank set which archetype skills could be bought. Rank advancement cost Influence, which the player turned in to staff. A character could rise one rank per event. Discounts used true rounding.

Rank costs and benefits
RankCostBenefit
0The archetype CP costOne free level 1 skill in the primary or general tree, and all Rank 0 skills
112 InfluenceAll Rank 1 skills
216 InfluenceAll Rank 2 and Signature skills
320 InfluenceAll Rank 3 skills

Retainers

Some advanced archetypes had skills that granted retainer slots. Retainers were the entourage of a character, and both sides gained from the arrangement. A retainer handed over an archetype card, and the patron kept it for as long as the employment lasted. Either side could end the arrangement, and the card then went back to its owner.

Each card listed a Salary and a Benefit. The patron was responsible for paying the salary each event and presented the cards to staff at check-in to collect the benefit.

A parchment archetype card for the Knight, with a portrait of an armored knight and tables of salary and benefits by rank.
Who could retain whom
ArchetypeCould retainCould not retain
AuronAny basic archetype except crafters and Merchants, plus Veterans, Knights, and other AuronsCirque, Magisters, Nobles, or Vigil
CirqueAny basic archetype except Gunsmiths, plus Veterans and other CirqueAurons, Knights, Magisters, Nobles, or Vigil
KnightBrigand, Commonfolk, and Soldier archetypes, and Veterans with those archetypes or the Soldier tree as primaryAurons, Cirque, Magisters, Nobles, Vigil, or other Knights
MagisterNo oneAnyone
NobleAny basic archetype except crafters and Merchants, plus Aurons, Knights, Magisters, Veterans, Vigil, and Nobles of lower rank. Richter Nobles could also retain Gunsmiths, and Innis Nobles could retain Bowyers.Cirque
VeteranBrigand, Soldier, and Urchin archetypes, and Veterans with those archetypesAurons, Cirque, Magisters, Nobles, Vigil, or Knights
VigilNo oneAnyone

Some Veteran skills could use an unretained archetype card for check-in bonuses, after which the card went back to its owner.

Standard of Dress

Eldritch held its players to set standards of costume, which were part of the production itself. The following were not allowed as part of a costume.

  • T-shirts, jeans, khakis, and other obviously anachronistic clothing.
  • Uncovered modern footwear.
  • Any visible anachronistic device, such as a watch.
  • Real weapons, and anything else that could do real harm to another player.

Staff also encouraged a scabbard for any weapon that suited one, in place of a belt or frog.

General Interactions

Any character could perform these actions without a skill. All of them fell under the check-in system and the rules for conflict between players on the Conduct and Safety page.

Theft

Characters could steal coin and the tags that represented items. Physical props were never stolen, and nothing was taken from out-of-play spaces such as shared bathrooms. A container in a character's lodging could be marked out of play with a note or an orange band.

These items could not be stolen or looted:

  • Influence and Espionage.
  • Lockpicking Decks, although Lockpicking Kits could be taken.
  • Lock tags on or beside the thing they locked.
  • Signed lores and signed schematics.
  • Construction Blueprints.

Searching

A character could search a dead or incapacitated character or NPC by miming a search on a three count. Physical contact needed permission beforehand. Weapons, armor, and equipment on an NPC could be looted only if an item tag represented them, and most NPCs carried none.

Sneaking

Any player could attempt to sneak to the best of their ability. No skill or mechanic governed it.

Carrying Other Characters

A character was carried by wrapping the character's arm over the carrier's shoulder and walking slowly. Players who did not want physical roleplay walked slowly side by side instead. Only one character could be carried at a time.

Binding and Restraints

Binding needed out-of-character permission, or the players could use the Fade to Black. Rope had to be loose enough for the bound player to remove it. A character left bound and unattended for more than an hour could escape. Plastic manacles sold as Halloween props were the recommended restraint, because they looked right and came off easily.