Eldritch

In-Game Effects

Calls and cards

A short list of effects covered everything that could be done to a character without a blade, from a whispered Sleep to a poison in a cup.

Masked figures in dark robes stand within glowing violet lines on the ground at night.

How Effects Worked

Effects mimicked real actions and states through roleplay.

They were verbal calls or informational cards directed at one character or at a group. Combat effects were called active martial skills, and they are described with the other skills on the Skills page. Every player had to know the effects, even those who stayed out of combat.

Duration

Unless a description said otherwise, an effect lasted 10 minutes. Some could be ended by in-game means, such as a potion.

Stacking

Only Poisons, Curses, and Diseases could stack. A character could not have Sleep and Paralyze at the same time. No effect overrode another either, so a character under Weakness could not be given Fear until the Weakness ended.

Delivery

Targeted

A targeted effect struck one character. The source announced the effect by name and gave a physical signal, such as a weapon strike, an outstretched hand, a gaze, or a whisper.

Mass

The source announced, "Mass," and then the effect's name. Every character within earshot was affected, unless the character could negate the call.

Carded

Poisons, Curses, and Diseases came on cards, usually from game marshals. Each card gave the roleplay and the duration.

Delivering Poison

Any player with a poison item tag could deliver it, not only an Alchemist. The act had to be roleplayed, because there had to be a chance of being caught. A poison in a drink worked only once the victim drank, and a coated weapon worked only if armor had not stopped the strike. The poison was consumed whether or not the attempt succeeded.

After a success, the poisoner took the item card to staff and named the victim, and staff delivered the card. The poisoner's identity stayed hidden unless the poisoner chose otherwise.

The Effects

All effects in the final rules
EffectTypeDescription
CleaveActive martial skillThe attack went through any Armor Value, as if the target had no AV from worn armor or Tough. It did not go through shields. Some armor could negate one or more Cleaves, but the wearer still counted the damage against AV. A proper Resist call negated both the Cleave and its damage.
CurseCardA card gave the details of how to roleplay the curse and what followed from it. Curses could stack with themselves, Poisons, and Diseases.
DisarmActive martial skillThe target dropped a weapon and could pick it up as soon as able. The strike could hit any legal part of the body, and strikers avoided breakable props such as guns. A character wielding two weapons dropped the least favorite. Claws, two-handed weapons, and shields could not be disarmed. Damage and other effects applied as normal if the strike hit the body.
DiseaseCardA card gave the details of how to roleplay the disease and what followed from it. Diseases could stack with themselves, Poisons, and Curses.
FearCallThe target made poor decisions and could not approach the source of the Fear for at least 10 seconds. A player could roleplay it for longer.
ParalyzeCallThe target froze in place and could not speak, move, or act. The player dropped safely to the ground if able. A paralyzed character could be moved under the rules for carrying.
PoisonCardA card gave the details of how to roleplay the poison and what followed from it. Poisons could stack with themselves, Diseases, and Curses.
ResistActive martial skillThe call negated any active martial skill and its damage. Resist granted by a shield required the shield in hand. It could not resist Curses, Diseases, Fear, Paralyze, Poisons, Sleep, or Weakness.
SleepCallThe target fell into a deep slumber and took no actions. A mimed shaking on a 10 count woke the target, as did a strike. A sleeping character could be moved under the rules for carrying.
StaggerActive martial skillThe target stepped back two large steps, could not defend during those steps, and took damage and other effects as normal. The target took the call even if a weapon or shield blocked the strike.
StunActive martial skillThe target acted dazed and stumbled for 3 seconds. The Stun had to land on the back, from completely behind the target. The strike dealt no damage and no other effects.
SunderActive martial skillThe call broke or damaged weapons and shields, and some could negate one or more Sunders. Damage and other effects applied as normal if the strike hit the body.
WeaknessCallThe target could use no active martial skills and had to move slowly, but could otherwise act as normal.
WoundCallThis damage ignored AV from armor. Tough or a body part of the target's choice absorbed it, as if from a weapon. Weapons, shields, and armor could not block it, but Resist could negate it.