Game Mechanics
Stress and Consequences
In ELDRA, characters measure their endurance and mental stability through two main types of stress: Physical Stress and Mental Stress. Each type has its own Stress Pool (Physical or Mental) — a total number of stress points representing how much punishment a character can endure before suffering lasting harm or being incapacitated.
Physical Stress
Physical Stress is a measure of bodily harm—cuts, bruises, fatigue, and raw injury. Your Physical Stress Pool comes from your Fortitude: look it up in the table below, then add anything your People or abilities grant. When you take damage, subtract it from your remaining stress points.
If you take more stress than you have points remaining in your pool, you must take a Consequence.
Mental Stress
Mental Stress represents your character’s willpower, focus, and sanity. Mental Stress is subtracted from your Mental Stress Pool when characters are subjected to fear, mind control, illusions, or other effects that strain their resolve. Your Mental Stress Pool comes from your Resolve, using the same table, plus anything your People or abilities grant.
Just like Physical Stress, if your Mental Stress Pool is reduced to 0 and you take further damage, you must take a Consequence.
Stress Pool by Skill Rating
| Fortitude or Resolve |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
| Stress Pool |
3 |
6 |
10 |
15 |
21 |
28 |
36 |
45 |
Each step up adds one more point than the step before, so the pool grows faster as the skill rises.
Consequences
When your Physical or Mental Stress Pool is reduced to 0, you can absorb additional damage by taking a Consequence. Consequences are lasting effects that represent serious wounds, trauma, or psychological scarring. There are three levels of Consequences:
-
Mild (2 Stress) — A minor but noticeable injury, sickness or mental strain. Examples: "Bruised Ribs," "Shaken Nerves."
-
Moderate (4 Stress) — A significant wound or trauma. Examples: "Broken Arm," "Paralyzing Fear."
-
Severe (6 Stress) — A devastating injury or severe mental breakdown. Examples: "Crushed Leg," "Nightmares of Terror."
When damage takes your pool to 0 and some damage is left over, that excess goes into your lowest open Consequence slot. If the excess is more than the slot absorbs, the next slot fills too, and so on. With no slot left, you are Taken Out.
Consequences remain with your character until they are healed or recovered, which typically requires downtime, medical aid, or magical intervention. They are also exploitable by enemies, making your character more vulnerable in specific situations.
Default Consequence Slots
Every player character begins with the following Consequence slots:
-
1 Mild Consequence (absorbs 2 Stress)
-
1 Moderate Consequence (absorbs 4 Stress)
-
1 Severe Consequence (absorbs 6 Stress)
Certain stunts, People-specific traits, or class abilities may grant additional Consequence slots. A character whose Physical or Mental Stress Pool is reduced to 0 and who has filled all available Consequence slots is Taken Out — incapacitated, killed, or otherwise removed from the scene at the GM’s discretion.
Each Consequence slot can only be used once. If a Consequence slot is already occupied by an unhealed Consequence, it cannot absorb additional damage until it has been fully recovered.
Dying
A character who is Taken Out by damage is dying if the GM rules the harm lethal. A dying character is unconscious and dies at the end of the scene unless someone stabilises them first. Any healing stabilises a dying character. So does an adjacent ally who spends 2 AP and succeeds on a Lore or Crafts roll; the GM sets the Difficulty. A stabilised character is unconscious but no longer dying, and wakes after the scene or when healed.
Recovery
In ELDRA, recovery is swift but dependent on rest. During a short rest (1 hour), your Physical and Mental Stress Pools are fully restored to their maximum values. You also regain Mana equal to your Magic skill (see Mana below).
A long rest (8 hours) allows for deeper recovery. During a long rest, your Physical and Mental Stress Pools are fully restored, and you completely restore your Mana. During your long rest, your Consequences also heal, starting from the lowest severity. Mild Consequences heal at a rate of 1 Consequence per long rest, Moderate Consequences require up to two weeks per Consequence to heal, and Severe Consequences require from two weeks to a month per Consequence to heal if the injury or trauma is properly tended to and taken care of.
Mana
Mana is the magical pressure a caster can safely gather, hold, and release. You spend it to cast spells and to pay for many spell stunts.
Maximum Mana
Your maximum Mana equals your Magic skill multiplied by itself:
Maximum Mana = Magic × Magic
| Magic |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
| Maximum Mana |
0 |
1 |
4 |
9 |
16 |
25 |
36 |
49 |
A character whose effective Magic is +0 or lower has no Mana. Some abilities raise this maximum, such as the Mage’s root and its Mana-Potent node.
Spending Mana
A spell costs Mana equal to its level. Some stunts and enhancements cost additional Mana, as their entries state. Spells of your School of Affinity cost 1 less Mana (minimum 1). No reduction can bring a spell’s cost below 1 Mana.
Affinity Mana Pool
A caster with a School of Affinity also has a separate Affinity Mana Pool equal to half their Magic skill (rounded up, minimum 2). It can be spent only on spells of that school. The Spells section describes the School of Affinity in full.
Recovering Mana
-
Short rest: regain Mana equal to your Magic skill, up to your maximum. Your Affinity Mana Pool refills completely.
-
Long rest: all of your Mana is restored.
-
During play: Potions of Mana, the Mystic’s Bond, and some class nodes and spells restore Mana, as their entries state.
Combat Mechanics
Combat in ELDRA is fast-paced and reactive, with attack rolls and defend rolls happening in real-time exchanges. Every combatant has a choice to react to incoming attacks, making each encounter dynamic and engaging.
Attack and Defend rolls
In ELDRA, attacks are resolved through opposed skill checks:
-
Melee Combat: The attacker rolls using their Fight skill, and the defender may respond with either their Fight or Reflex skill to evade or parry.
-
Ranged Combat: The attacker rolls with their Shoot skill. The defender must respond with their Reflex skill.
-
Magic Attacks: defend rolls against spells are dependent on the specific spell’s mechanics, which are described in the Spellcasting and Magic System section.
Ties. If the attack roll and the defend roll are equal, the defender wins. The attack misses.
Damage Calculation
Damage in ELDRA is determined based on the margin of success during an attack roll. If the attack is successful, the damage is calculated as follows:
-
Melee Damage: The attacker deals damage equal to the margin of success plus their Might damage bonus (see the Might skill), plus any weapon modifiers.
-
Ranged Damage: The attacker deals damage equal to the margin of success plus Perception skill bonus, plus any weapon modifiers.
-
Magical Damage: In addition to the spell’s effects, the attacker deals damage equal to the margin of success plus their Focus skill bonus, plus any modifiers.
Critical Hit
When you roll four + on 4dF (or five + on 5dF with Advantage), the roll is a Critical. Add +2 to the result, or +4 with Advantage. If the roll is an attack or a damaging spell, it is a Critical Hit: the damage is doubled, or tripled with Advantage. This works for every damage type. On a defend roll or a skill roll, you only get the bonus to the result.
Dual Wielding
When you are wielding 1 weapon in each hand, you can make a second attack with your off-hand in addition to your attack once per turn. When you do so, you make your second attack with a -2 penalty to your attack roll. You can not add your Might to the damage calculation for the off-hand attacks.
Grappling
To grab a creature, spend 1 AP and roll Fight or Might. The target defends with Might or Reflex, its choice. You need one free hand, and the target can be at most one size category larger than you. On a success, the target is Grappled by you.
A Grappled creature can spend 1 AP to escape. It rolls Might or Reflex against your Might. On a success, the hold ends. The hold also ends if you let go, move away from the target, or become Incapacitated. Some creatures and abilities grapple without a roll; the target then escapes as described here. Where an entry says escape as Grapple, use this rule.
Size Categories
Creatures and characters in ELDRA are described by one of six size categories. Size affects movement, reach, what spaces a creature can occupy, and how some weapon techniques and abilities scale.
When an ability refers to a creature being “one size category larger” or similar, it counts the steps in this list (for example, Large is one size category larger than Medium).
Damage Types
In ELDRA, damage is categorized into different types, each with its own unique effects and interactions. Below are the defined damage types and their specific mechanics:
Physical Damage Types
Physical damage in ELDRA comes in three types: Bludgeoning, Slashing, and Piercing. Each type interacts with creature resistances and vulnerabilities as described in individual creature entries. Physical damage is reduced by Physical Defense granted by armor and shields.
-
Bludgeoning: Crushing, concussive, or impact-based damage from hammers, maces, fists, and falling objects.
-
Slashing: Cutting and sweeping damage from swords, axes, claws, and bladed weapons.
-
Piercing: Puncturing and penetrating damage from spears, arrows, rapiers, and fangs.
A weapon’s physical damage type determines which Weapon Techniques and Mastery abilities are available to its wielder. See the Equipment and Weapon Techniques sections for full details.
Some weapons deal multiple physical damage types (e.g., a Halberd deals Slashing, Piercing, or Bludgeoning — the wielder chooses when attacking).
Armor Pierce
Some attacks, weapon techniques, abilities, and potions grant Armor Pierce. When you deal damage with an attack that has Armor Pierce, reduce the target’s Physical Defense by the Armor Pierce value for the purpose of calculating damage from that attack. Armor Pierce cannot reduce Physical Defense below 0.
Example: An attack with Armor Pierce 3 against a target with Physical Defense 7 treats the target’s Physical Defense as 4 for that attack only.
Elemental Damage
— An Elemental spell has one of the following elemental types. Most spells name their element. If a spell does not, choose the element when you cast it. The spell deals that type of damage and also applies the matching effect:
-
Fire: The target takes an additional 2d4 elemental damage.
-
Frost: The target takes an additional 1d4 elemental damage, and loses movement equal to the elemental damage it receives from this attack.
-
Lightning: The target takes an additional 1d4 elemental damage, and suffers a -1 penalty to its next action for every 3 Lightning Damage it receives from this attack.
Radiant Damage
Radiant damage is magical. Elemental Defense reduces it. Undead creatures have Vulnerability against Radiant damage.
When a creature takes Radiant damage, it emits a faint glow for 1 round. While glowing, the creature cannot benefit from invisibility, Stealth, or concealment of any kind. Attack rolls against a glowing creature do not suffer penalties from darkness or obscurement.
Necrotic Damage
Necrotic damage is magical. Elemental Defense reduces it. Undead are healed by it instead (vampires are the exception: they resist it, see Vampire).
When a creature takes Necrotic damage, its capacity for recovery is impaired. Until the end of its next turn, the creature cannot recover Physical Stress points from any source (potions, spells, abilities, or class features).
Poison and Acid Damage
Some creatures and items deal poison or acid damage. Both are reduced by Elemental Defense and bypass Physical Defense.
Fall Damage
You take 1d4 Physical damage for every 2 meters you fall. This damage ignores Physical Defense.
Armor, Shields, and Resistance
Armor grants Physical Defense and Elemental Defense. These defenses reduce incoming damage of the appropriate type, making it easier to withstand assaults in combat. Shields do not add to these defenses; each shield has its own properties instead (see Shields in Equipment).
Resistance means that a creature takes only half damage (rounded down) from a specific type of attack, while Vulnerability means they take double damage.
Initiative and Turn Order
Initiative decides the order in which combatants act. At the start of every combat, each participant makes an initiative roll: a Perception roll, plus any initiative bonuses from abilities, stunts, or potions (for example, the Commander’s root adds +1). Your initiative bonus is your Perception rating plus those bonuses; the character sheet records it in the Initiative box.
The highest result goes first, with turns proceeding in descending order of results, and the order stays the same every round. Ties are resolved by the highest Perception rating; if still tied, players may decide or roll off.
Surprise. Creatures caught unaware at the start of a fight, by an ambush they did not notice, are surprised: they take no turn in the first round and cannot take Reactions until it ends. To notice an ambush before it is sprung, roll Perception against the ambushers’ Stealth.
Summoned and Raised Creatures
A creature you summon, conjure, raise, or bind during a battle joins it at once. Starting in the round it appears, it takes its own turn right after yours each round and spends its own AP. If you control several such creatures, they act in the order you choose. The spell or ability that created the creature says how you command it and may limit what it can do on its turn.
Undead you control. You can control at most as many undead as your Magic skill, counting every source: spells, class nodes, and People features. A Necromancer uses Lore instead, and a vampire uses Vampirism if it is higher. If a new undead would take you over the limit, your oldest undead crumbles first.
Cover, Advantage, and Disadvantage
In the chaos of combat, positioning matters. When a creature has Full Cover, it cannot be targeted by attacks or spells that require line of sight. If a creature is behind Half Cover, any attack rolls against it are made with Disadvantage.
Advantage and Disadvantage are mechanics that reflect situational superiority or difficulty. When you have Advantage on a roll, you roll one additional die and discard the lowest result. When you have Disadvantage, you roll one additional die and discard the highest result.
You can have multiple stacks of Advantage or Disadvantage; however, if you have both, they cancel each other out one by one. For example, if you have two sources of Advantage and one source of Disadvantage, you would roll with one Advantage.
Stealth in Combat
During structured scenes, a creature may attempt to enter Stealth by spending 1 AP and making a Stealth skill check. The creature must meet one of the following conditions:
-
It is heavily obscured (e.g., in darkness, fog, or behind full cover).
-
It is invisible.
-
No hostile creature has line of sight to it at the moment it attempts to hide.
The result of the Stealth check becomes the detection difficulty. A hostile creature may use its action or Perception skill (passively or actively) to contest the Stealth result. If a creature’s Perception meets or exceeds the Stealth result, the hidden creature is detected and Stealth ends.
Stealth ends immediately when the hidden creature:
-
Makes an attack (unless an ability states otherwise).
-
Casts a spell that targets a creature or produces a visible effect.
-
Moves into a space where it is no longer obscured and an enemy has line of sight to it.
-
Makes a loud noise or otherwise draws attention.
Attacking from Stealth: When a hidden creature makes an attack against a target that is unaware of it, the attack is made with Advantage. After the attack resolves, Stealth ends unless a feature explicitly allows it to continue.
Conditions
Conditions in ELDRA represent various physical and mental states that can affect a character’s abilities in and out of combat. Below is the list of conditions and their mechanical effects:
Condition Tiers
Some abilities remove or block a condition of a given tier. Mild: Dazed, Fatigued, Frightened, Poisoned, Prone, Slowed. Moderate: Blinded, Charmed, Cursed, Friendly, Grappled, Restrained. Severe: Incapacitated, Paralyzed, Petrified, Stunned. Exhaustion has no tier; only a rule that names it can remove it. Invisible is a benefit and has no tier.
Blinded
A blinded creature cannot see and automatically fails any skill check that requires sight. Attacks against the creature have Advantage, and the creature’s own attacks have Disadvantage.
Charmed
A charmed creature cannot attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has Advantage on any skill check to interact socially with the creature.
Cursed
A cursed creature suffers the effect named by its curse, for example one of the curses of Bestow Curse. The curse lasts until its own duration ends or until it is removed, for example by Remove Curse or Greater Restoration.
Dazed
The creature’s speed is halved. The creature can spend only 1 AP on its turn. The creature cannot take reactions.
Exhaustion
You have a -1 penalty on all of your skills per exhaustion level. If your Fortitude skill level becomes -2 with this penalty, you die.
You gain one level of exhaustion from a day without food, water, or sleep, from a forced march, or from an effect that says so. A long rest with food and water removes one level.
Fatigued
A fatigued creature is worn out. It has Disadvantage on Stride and Might rolls, and it cannot take the Disengage action. A short rest ends Fatigued.
Frightened
A frightened creature has Disadvantage on skill checks and attack rolls while the source of its fear is within line of sight. The creature must move away from the source of its fear by the safest available route on each of its turns, unless there is nowhere to move. It cannot willingly move closer to the source of its fear.
Friendly
A friendly creature treats you as a companion for the duration. It does not attack you or help your enemies against you, and it helps you with simple requests that do not put it in danger. The condition ends if you or your allies harm it.
Grappled
Your Speed becomes 0 and it cannot increase. You have Disadvantage on attack rolls against any target other than the grappler. The grappler can drag or carry you when it moves, but their movement is halved unless you are smaller than the grappler.
Incapacitated
The creature cannot take actions or reactions.
Invisible
An invisible creature cannot be seen without magic or a special sense. Attack rolls against it have Disadvantage, and its own attack rolls have Advantage. It can attempt to enter Stealth even in plain view. Others can still find it by sound, smell, or touch with a Perception check.
Paralyzed
The creature is Incapacitated and cannot move or speak. It automatically fails all defend rolls (Fortitude, Reflex, and Resolve). The creature cannot defend against physical, magical, or mental attacks, and attacks against it have Advantage.
Petrified
A petrified creature is turned to stone. It is Paralyzed, it does not age or need air, and it is immune to damage and to new conditions. The effect ends as its source says, or when a spell of level 4 or higher that removes conditions is cast on it.
Poisoned
The creature has Disadvantage on attack rolls and skill checks.
Prone
The creature’s only movement option is to crawl unless it stands up, which ends the condition. The creature has Disadvantage on attack rolls. An attack roll against the creature has Advantage if the attacker is within melee range. Otherwise, the attack roll has Disadvantage.
Restrained
The creature’s speed becomes 0, and it cannot benefit from any bonus to its speed. The creature has Disadvantage on Reflex skill checks. Attack rolls against the creature have Advantage, and the creature’s attack rolls have Disadvantage.
Slowed
A slowed creature’s speed is halved.
Stunned
The creature is Incapacitated, cannot move, and can only speak falteringly. The creature automatically fails all defend rolls (Fortitude, Reflex, and Resolve). Attacks against the creature have Advantage.
Crafting and Inventory
Crafting
Crafting in ELDRA allows players to create weapons, armor, potions, and magical items through dedicated time and resources. The crafting process is driven by a measure called Crafting Points (C.P.), which reflects the amount of work required to complete an item.
Workload: Each crafter can contribute to the total workload a number of Crafting Points equal to their Crafts skill level per day. At least one crafter must have their Crafts skill equal to or higher than the required Crafting level. Crafters that don’t meet the required Crafting level can still contribute, but with a 50% penalty (rounded down).
Masterwork: When an item is finished, the main crafter rolls a d100. If the roll is high enough according to the table below, the item is considered a Masterwork and gains bonuses accordingly.
-
The table shows the chance of each bonus: +1, +2, or +3. Roll once and take the highest bonus your roll reaches.
-
A Masterwork melee or ranged weapon gives +1, +2, or +3 to attack rolls made with it.
-
Masterwork armor gives +1, +2, or +3 to both its Physical Defense and its Elemental Defense.
-
A Masterwork shield gains one of the Masterwork Shield Bonuses instead, whatever the column.
| Craft Level |
+1 |
+2 |
+3 |
| 1 |
- |
- |
- |
| 2 |
1% |
- |
- |
| 3 |
2% |
1% |
- |
| 4 |
3% |
2% |
- |
| 5 |
5% |
3% |
1% |
Magic Item Crafting: Each magic item has unique material requirements and workloads. Consult the Game Master for specifics.
Weapon, Armor, and Shield Crafting
Weapons, armor, and shields are forged through dedicated craftsmanship and careful resource management. Crafting one requires raw materials worth the listed amount of gold and a workload in Crafting Points (C.P.) determined by its complexity. At least one crafter must have the item’s Crafting Level to begin.
The Equipment tables list the Crafting Level, materials, and workload of every item: see Melee Weapons, Ranged Weapons, Armors, and Shields in the Equipment section.
Crafting Considerations:
-
Crafting any weapon or armor requires the use of a smithy, an anvil, and a high-temperature forge.
-
Shields require solid materials like iron, wood, or special alloys, and a proper workstation with tools for shaping and reinforcing.
Masterwork Armor Bonuses: When rolling for a masterwork, consult the Masterwork table under the main Crafting section to determine if the armor gains enhanced properties.
Masterwork Shield Bonuses. When rolling for a Masterwork shield, consult the Masterwork table under the main Crafting section. On a successful roll, choose one of the following bonuses:
-
Reactive Edge: Once per scene, one of the shield’s abilities that costs AP (such as the Pavise’s Plant) or one Shield Weapon Technique costs 0 AP.
-
Reinforced Core: The shield’s Reaction ability may be triggered twice per round instead of once.
-
Weapon-Quality: The shield’s bash damage increases by one die size (e.g. 1d6 → 1d8).
Alchemy Crafting
Alchemy in ELDRA allows players to create potions, bombs and poisons with powerful effects. Alchemy uses two main components: Herb Pouch (HP) for herbal elements and Magical Powder (MP) for arcane effects. One Herb Pouch is worth about 5 gold and one Magical Powder about 10 gold when bought, sold, or traded.
A character can be under only one potion or poison effect at a time. Consuming a new potion or poison immediately ends any previous potion or poison effect.
Potions are divided into three categories:
-
Basic — Standard potency.
-
Greater — Twice the material costs and workload of Basic.
-
Supreme — Four times the material costs and workload of Basic.
If the alchemist’s Crafting Level is one level higher than the potion’s requirement, they may craft a Greater Potion. If their Crafting Level is two or more levels higher, they may craft a Supreme Potion.
Potions of crafting level 5 are referred to as Elixirs and represent the pinnacle of alchemical mastery. Only a crafter whose Crafts skill level is 5 or higher may attempt them.
Potion Table
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Antidote |
1 |
— |
HP 1 |
4 |
| Potion of Darkvision |
1 |
1 h |
HP 2 |
4 |
| Potion of Healing |
1 |
— |
HP 1 |
4 |
| Potion of Protection |
1 |
10 m |
HP 1 |
4 |
| Potion of Steadiness |
1 |
10 m |
HP 1, MP 1 |
4 |
| Potion of Vitality |
1 |
10 m |
HP 1 |
4 |
| Potion of Animal Friendship |
2 |
1 h |
HP 3, MP 1 |
12 |
| Potion of Iron Skin |
2 |
10 m |
HP 3, MP 1 |
12 |
| Potion of Mana |
2 |
— |
HP 4 |
12 |
| Potion of Mental Ward |
2 |
10 m |
HP 1, MP 3 |
12 |
| Potion of Reflex |
2 |
10 m |
HP 2, MP 2 |
12 |
| Potion of Water Breathing |
2 |
1 h |
HP 2, MP 2 |
12 |
| Potion of Courage |
3 |
10 m |
HP 5, MP 4 |
36 |
| Potion of Eagle Eye |
3 |
10 m |
HP 4, MP 5 |
36 |
| Potion of Elemental Infusion |
3 |
10 m |
HP 3, MP 6 |
36 |
| Potion of Giant’s Strength |
3 |
10 m |
HP 7, MP 2 |
36 |
| Potion of Speed |
3 |
10 m |
HP 9 |
36 |
| Potion of Vampiric Essence |
3 |
10 m |
HP 4, MP 5 |
36 |
| Potion of Arcane Surge |
4 |
10 m |
HP 7, MP 9 |
72 |
| Potion of Berserker’s Wrath |
4 |
10 m |
HP 14, MP 2 |
72 |
| Potion of Blurring |
4 |
10 m |
HP 8, MP 8 |
72 |
| Potion of Concentration |
4 |
10 m |
HP 1, MP 15 |
72 |
| Potion of Invisibility |
4 |
10 m |
HP 9, MP 7 |
72 |
| Potion of Regeneration |
4 |
10 m |
HP 10, MP 6 |
72 |
| Potion of Restoration |
4 |
— |
HP 15, MP 1 |
72 |
| Elixir of Abyssal Might |
5 |
10 m |
HP 18, MP 6 |
120 |
| Elixir of Arcane Mastery |
5 |
10 m |
HP 5, MP 20 |
120 |
| Elixir of the Undying |
5 |
2 h |
HP 15, MP 10 |
120 |
| Elixir of Time |
5 |
10 m |
HP 12, MP 12 |
120 |
Potion Descriptions
Potions in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers offer stronger effects but require greater material costs and workload.
Antidote
-
Basic: Gain Advantage against poison effects.
-
Greater: Gain double Advantage against poison effects.
-
Supreme: Gain quadruple Advantage against poison effects.
-
If you are already poisoned, make a defend roll when you drink the potion. Gain Advantage for Basic, double Advantage for Greater, and quadruple Advantage for Supreme.
Potion of Darkvision
-
Basic: You gain Darkvision up to 20 meters for 1 hour. If you already have Darkvision, its range is extended by 20 meters instead.
-
Greater: You gain Darkvision up to 40 meters. Duration is increased to 4 hours.
-
Supreme: You gain Darkvision up to 60 meters. Duration is increased to 8 hours.
Potion of Healing
-
Basic: Regain Physical Stress points equal to the brewer’s Crafts skill + 1d4.
-
Greater: Regain Physical Stress points equal to twice the brewer’s Crafts skill + 2d4.
-
Supreme: Regain Physical Stress points equal to three times the brewer’s Crafts skill + 4d4.
Potion of Protection
-
Basic: Gain +1 Physical or Elemental Defense (choose when drinking).
-
Greater: Gain +1 Physical and Elemental Defense. Duration is increased to 1 hour.
-
Supreme: Gain +2 Physical and Elemental Defense. Duration is increased to 24 hours.
Potion of Steadiness
-
Basic: You gain Advantage on Fortitude checks made to resist being knocked Prone or forcibly repositioned.
-
Greater: You gain Advantage on Fortitude checks to resist forced movement and cannot be knocked Prone by non-magical means. Duration is increased to 1 hour.
-
Supreme: You cannot be knocked Prone or forcibly repositioned by any means for the duration. Duration is increased to 4 hours.
Potion of Vitality
-
Basic: Gain temporary Physical Stress points equal to the brewer’s Crafts skill. Temporary stress points are lost first before normal stress.
-
Greater: Gain temporary Physical Stress points equal to twice the brewer’s Crafts skill. Duration is increased to 1 hour.
-
Supreme: Gain temporary Physical Stress points equal to three times the brewer’s Crafts skill. Duration is increased to 24 hours.
Potion of Animal Friendship
-
Basic: You can speak with animals.
-
Greater: You can speak with animals and they will not attack you unless provoked. Duration is increased to 4 hours.
-
Supreme: You can speak with and command animals without question. You may designate one animal as a temporary companion for the duration of the scene without requiring the normal bonding process.
Potion of Iron Skin
-
Basic: Gain +1 Physical Defense.
-
Greater: Gain +2 Physical Defense. Duration is increased to 1 hour.
-
Supreme: Gain +3 Physical Defense. Duration is increased to 4 hours.
Potion of Mana
Potion of Mental Ward
-
Basic: Gain +1 to all Resolve skill checks and mental defend rolls.
-
Greater: Gain +2 to all Resolve checks and immediately recover Mental Stress points equal to the brewer’s Crafts skill. Duration is increased to 1 hour.
-
Supreme: Gain +3 to all Resolve checks, recover Mental Stress points equal to twice the brewer’s Crafts skill, and gain Advantage against charm and fear effects. Duration is increased to 4 hours.
Potion of Reflex
-
Basic: Gain +1 to all Reflex defend rolls.
-
Greater: Gain +2 to all Reflex defend rolls and +1 to initiative (Perception rolls for turn order). Duration is increased to 1 hour.
-
Supreme: Gain +3 to all Reflex defend rolls and you may take one additional Reaction per round. Duration is increased to 4 hours.
Potion of Water Breathing
-
Basic: You can breathe underwater.
-
Greater: You can breathe underwater. Duration is increased to 6 hours.
-
Supreme: You can breathe underwater for 24 hours and can understand and speak with creatures native to water environments.
Potion of Arcane Surge
-
Basic: Gain +1 to your Magic and Focus skills for the duration.
-
Greater: Gain +2 to your Magic and Focus skills. Duration is increased to 1 hour.
-
Supreme: Gain +3 to your Magic and Focus skills. In addition, the mana cost of the first spell you cast during this duration is reduced by 1 (minimum 1). Duration is increased to 4 hours.
Potion of Courage
-
Basic: You gain Advantage against fear effects.
-
Greater: You gain Advantage and a +1 bonus on rolls against fear effects. Duration is increased to 1 hour.
-
Supreme: You gain double Advantage and a +2 bonus on rolls against fear effects. Duration is increased to 4 hours.
Potion of Eagle Eye
-
Basic: You gain +1 to your Perception skill for checks related to vision.
-
Greater: You gain +1 to Perception and gain Darkvision (40 meters) for the duration.
-
Supreme: You gain +2 to Perception and true vision (40 meters) for the duration, allowing you to see through magical darkness, illusions, and invisibility.
Potion of Elemental Infusion
When crafting this potion, choose one element: Fire, Frost, or Lightning. The chosen element is bound into the potion and cannot be changed after crafting.
-
Basic: For 10 minutes, your weapon attacks deal an additional 1d4 damage of the chosen elemental type on a hit and apply that element’s associated combat effect.
-
Greater: The additional elemental damage increases to 1d6 and applies to both melee and ranged weapon attacks. Duration is increased to 1 hour.
-
Supreme: The additional elemental damage increases to 1d8. Once during the duration, you may trigger the chosen element’s additional Elemental Damage effect as a free action without spending AP. Duration is increased to 4 hours.
Potion of Giant’s Strength
-
Basic: Gain +1 to your Might skill for the duration.
-
Greater: Gain +2 to your Might skill. Duration is increased to 1 hour.
-
Supreme: Gain +3 to your Might skill. Your melee attacks gain Armor Pierce equal to your Might bonus from this potion. Duration is increased to 4 hours.
Potion of Speed
-
Basic: You gain a +4 meter bonus to your movement speed.
-
Greater: You gain a +8 meter bonus to your movement speed. Duration is increased to 1 hour.
-
Supreme: You gain a +10 meter bonus to your movement speed and the AP cost of the Move action is reduced by 1 (minimum 0). Duration is increased to 4 hours.
Potion of Vampiric Essence
-
Basic: For 10 minutes, your weapon attacks deal an additional 1d4 Necrotic damage on a hit. You recover Physical Stress points equal to the brewer’s Crafts skill + half the Necrotic damage dealt (rounded down).
-
Greater: The additional damage increases to 1d6 Necrotic. Duration is increased to 1 hour.
-
Supreme: The additional damage increases to 1d8 Necrotic, and you recover Physical Stress points equal to the brewer’s Crafts skill + the full amount of Necrotic damage dealt. Duration is increased to 4 hours.
Potion of Berserker’s Wrath
-
Basic: You deal +2 damage on all melee attacks. However, you suffer -1 to all defend rolls for the duration. This effect cannot be ended early.
-
Greater: You deal +4 damage on all melee attacks and suffer -2 to all defend rolls. Duration is increased to 1 hour.
-
Supreme: You deal +6 damage on all melee attacks, your melee attacks ignore 2 Physical Defense, and your critical hits deal triple damage instead of double. You suffer -3 to all defend rolls and cannot take the Defensive Stance action for the duration. Duration is increased to 4 hours.
Potion of Blurring
-
Basic: Your body becomes blurred and indistinct. All attack rolls made against you suffer a -1 penalty.
-
Greater: All attack rolls made against you suffer a -2 penalty. Duration is increased to 1 hour.
-
Supreme: All attack rolls against you suffer a -3 penalty and ranged attacks against you are made at Disadvantage. Duration is increased to 1 hour.
Potion of Concentration
-
Basic: You gain a +1 bonus to Focus checks made to maintain concentration.
-
Greater: You gain a +2 bonus to concentration checks.
-
Supreme: You gain a +4 bonus to concentration checks and may concentrate on one additional spell simultaneously.
Potion of Invisibility
-
Basic: You become invisible for 10 minutes. The effect ends immediately if you attack or cast a spell.
-
Greater: You become invisible for 1 hour. The effect ends if you attack or cast a spell.
-
Supreme: You become invisible for 4 hours. Attacking or casting a spell causes the effect to flicker: the invisibility suppresses until the start of your next turn, then resumes.
Potion of Regeneration
-
Basic: At the start of each of your turns, recover Physical Stress points equal to half the brewer’s Crafts skill (rounded up).
-
Greater: At the start of each of your turns, recover Physical Stress points equal to the brewer’s Crafts skill. Duration is increased to 1 hour.
-
Supreme: At the start of each of your turns, recover Physical Stress points equal to the brewer’s Crafts skill. Once during the duration, one Mild Consequence is automatically healed. Duration is increased to 4 hours.
Potion of Restoration
-
Basic: You recover one Mild physical Consequence.
-
Greater: You recover one physical Consequence of any tier.
-
Supreme: You recover all of your physical Consequences.
Elixir of Abyssal Might
-
Basic: Gain +2 to all melee attack rolls and melee damage, +2 Physical Defense, and +4 meters movement speed. You cannot cast spells or use magical abilities for the duration.
-
Greater: Bonuses increase to +3 to attack rolls and damage, +3 Physical Defense, and +6 meters movement. Duration is increased to 1 hour.
-
Supreme: Bonuses increase to +4 to attack rolls and damage, +4 Physical Defense, and +8 meters movement. Your unarmed strikes deal bludgeoning damage equal to your full Might skill level rather than half. Duration is increased to 4 hours.
Elixir of Arcane Mastery
-
Basic: Gain +2 to all Magic and Focus skill rolls, reduce the mana cost of all spells by 1 (minimum 1), and your spells ignore 2 Elemental Defense.
-
Greater: Bonuses increase to +3 to Magic and Focus, mana costs reduced by 2 (minimum 1), and spells ignore 3 Elemental Defense. Duration is increased to 1 hour.
-
Supreme: Bonuses increase to +4 to Magic and Focus. Once during the duration, you may cast one spell you know without spending mana. Your spells ignore 4 Elemental Defense. Duration is increased to 4 hours.
Elixir of the Undying
-
Basic: For 2 hours, the first time you would be Taken Out, you instead remain conscious with 1 unfilled Consequence slot remaining and immediately recover Physical Stress points equal to the brewer’s Crafts skill + 1d4. This effect is then consumed.
-
Greater: As Basic, but you recover Physical Stress points equal to twice the brewer’s Crafts skill + 2d4 when the effect triggers. Duration is increased to 8 hours.
-
Supreme: As Basic, but you recover Physical Stress points equal to three times the brewer’s Crafts skill + 4d4 and may immediately take a free turn when the effect triggers. Duration lasts until your next long rest.
Elixir of Time
-
Basic: Once per turn, you may move up to half your movement speed as a free action (0 AP). Additionally, gain +4 meters to your movement speed.
-
Greater: Once per turn, you may move up to your full movement speed as a free action. Additionally, gain +6 meters movement. Duration is increased to 1 hour.
-
Supreme: Once per turn, you may move up to your full movement speed as a free action, and the cost of your first Move action each turn is reduced to 0 AP. Additionally, gain +8 meters movement. Duration is increased to 4 hours.
Bomb Crafting
Alchemical bombs in ELDRA are volatile consumables designed to break formations, deny space, and punish clustered enemies. Like potions, bombs are crafted in three categories: Basic, Greater, and Supreme. Greater bombs require twice the material costs and workload of Basic, and Supreme bombs require four times the material costs and workload of Basic.
If the alchemist’s Crafting Level is one level higher than the bomb’s requirement, they may craft a Greater Bomb. If their Crafting Level is two or more levels higher, they may craft a Supreme Bomb.
Using a bomb costs 1 AP and uses Shoot. Choose a point within 10 meters and roll Shoot. All creatures within 2 meters of that point must make a Reflex defend roll against your Shoot result. On a failure, they suffer the bomb’s full effect. On a success, they take half damage (rounded down) and avoid any additional condition or secondary effect unless the bomb states otherwise. Effects that happen later, such as a cloud or a knockdown, are resisted against your Crafts, as each bomb says.
Bombs affect all creatures in the area, including allies.
Bomb Table
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Fire Bomb |
1 |
— |
HP 1, MP 1 |
4 |
| Frost Bomb |
1 |
— |
HP 1, MP 1 |
4 |
| Smokepowder Bomb |
1 |
2 r |
HP 2 |
4 |
| Shock Bomb |
2 |
— |
HP 2, MP 2 |
12 |
| Shrapnel Bomb |
2 |
— |
HP 3 |
12 |
| Flash Bomb |
2 |
1 r |
HP 1, MP 3 |
12 |
| Venom Fume Bomb |
3 |
2 r |
HP 5, MP 2 |
36 |
| Tarfire Bomb |
3 |
3 r |
HP 4, MP 3 |
36 |
| Thunderstone Bomb |
3 |
— |
HP 3, MP 4 |
36 |
| Freezing Cask |
4 |
2 r |
HP 7, MP 5 |
72 |
| Grave Dust Bomb |
4 |
2 r |
HP 5, MP 7 |
72 |
| Voidglass Bomb |
5 |
— |
HP 10, MP 10 |
120 |
| Sunshard Bomb |
5 |
2 r |
HP 8, MP 12 |
120 |
Bomb Descriptions
Bombs in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase damage, radius pressure, or duration in the same way that stronger potions offer stronger effects.
Fire Bomb
-
Basic: Creatures in the area take 1d4 Fire damage. Creatures that fail their Reflex also take 1 additional Fire damage at the start of their next turn.
-
Greater: Creatures in the area take 2d4 Fire damage. The additional Fire damage at the start of the next turn increases to 2.
-
Supreme: Creatures in the area take 4d4 Fire damage. The additional Fire damage at the start of the next turn increases to 4.
Frost Bomb
-
Basic: Creatures in the area take 1d4 Frost damage. Creatures that fail their Reflex lose movement equal to the Frost damage they took from the bomb until the start of their next turn.
-
Greater: Creatures in the area take 2d4 Frost damage. Duration of the movement penalty is increased to 2 rounds.
-
Supreme: Creatures in the area take 4d4 Frost damage. Duration of the movement penalty is increased to 3 rounds.
Smokepowder Bomb
-
Basic: Creates a 2-meter-radius smoke cloud for 2 rounds. The area is heavily obscured.
-
Greater: Creates a 3-meter-radius smoke cloud for 4 rounds. Creatures inside the cloud suffer -1 to attack rolls.
-
Supreme: Creates a 4-meter-radius smoke cloud for 1 minute. Creatures inside the cloud suffer -2 to attack rolls.
Shock Bomb
-
Basic: Creatures in the area take 1d6 Lightning damage. For every 3 Lightning damage a creature takes from this bomb, it suffers -1 to its next action.
-
Greater: Creatures in the area take 2d6 Lightning damage. The penalty to the next action lasts for 2 rounds instead of 1.
-
Supreme: Creatures in the area take 4d6 Lightning damage. Creatures that fail their Reflex by 3 or more are also Dazed until the end of their next turn.
Shrapnel Bomb
-
Basic: Creatures in the area take 1d6 Piercing damage.
-
Greater: Creatures in the area take 2d6 Piercing damage.
-
Supreme: Creatures in the area take 4d6 Piercing damage. Creatures that fail their Reflex also suffer -1 to all defend rolls until the start of their next turn.
Flash Bomb
-
Basic: Creatures that fail their Reflex are Blinded until the end of their next turn.
-
Greater: Creatures that fail their Reflex are Blinded for 2 rounds.
-
Supreme: Creatures that fail their Reflex are Blinded for 2 rounds and suffer -2 to Resolve checks until the effect ends.
Venom Fume Bomb
-
Basic: Creates a 2-meter-radius toxic cloud for 2 rounds. A creature that enters the cloud for the first time on a turn or starts its turn there must make a Fortitude defend roll against your Crafts or become Poisoned until the end of its next turn.
-
Greater: Duration is increased to 4 rounds. A creature that fails its Fortitude also takes 1d4 Physical damage.
-
Supreme: Duration is increased to 1 minute. A creature that fails its Fortitude becomes Poisoned for 2 rounds and takes 2d4 Physical damage.
Tarfire Bomb
-
Basic: Creatures in the area take 1d4 Fire damage. The ground in the blast area burns for 3 rounds. Any creature entering or starting its turn there takes 1 Fire damage.
-
Greater: Initial damage becomes 2d4 Fire. The burning ground deals 2 Fire damage.
-
Supreme: Initial damage becomes 4d4 Fire. The burning ground deals 4 Fire damage for 5 rounds and counts as difficult terrain for the same duration.
Thunderstone Bomb
-
Basic: Creatures in the area take 1d4 Bludgeoning damage and must make a Fortitude defend roll against your Crafts or be knocked Prone.
-
Greater: Creatures in the area take 2d4 Bludgeoning damage. On a failed Fortitude defend roll, they are knocked Prone and suffer -1 to their next attack roll.
-
Supreme: Creatures in the area take 4d4 Bludgeoning damage. On a failed Fortitude defend roll, they are knocked Prone and become Dazed until the end of their next turn.
Freezing Cask
-
Basic: Creatures in the area take 2d4 Frost damage. Creatures that fail their Reflex are Restrained until the end of their next turn by thick ice.
-
Greater: Creatures in the area take 4d4 Frost damage. The Restrained condition lasts for 2 rounds.
-
Supreme: Creatures in the area take 8d4 Frost damage. The Restrained condition lasts for 2 rounds, and creatures that fail by 3 or more are also knocked Prone.
Grave Dust Bomb
-
Basic: Creatures in the area take 1d6 Necrotic damage. Living creatures that fail their Reflex also suffer -1 to Resolve checks for 2 rounds.
-
Greater: Creatures in the area take 2d6 Necrotic damage. The Resolve penalty increases to -2.
-
Supreme: Creatures in the area take 4d6 Necrotic damage. Living creatures that fail their Reflex also suffer -2 to Resolve checks and cannot recover Mental Stress until the end of their next turn.
Voidglass Bomb
-
Basic: Creatures in the area take 2d8 Piercing damage. Creatures that fail their Reflex also suffer -2 to all defend rolls until the start of their next turn.
-
Greater: Creatures in the area take 4d8 Piercing damage. The defend penalty lasts for 2 rounds.
-
Supreme: Creatures in the area take 8d8 Piercing damage. The defend penalty lasts for 2 rounds, and creatures that fail by 3 or more also take a Mild Consequence if their Physical Stress Pool is at 0.
Sunshard Bomb
-
Basic: Creatures in the area take 1d6 Radiant damage (undead take double, as always). The area glows with bright light in a 4-meter radius for 2 rounds.
-
Greater: Creatures in the area take 2d6 Radiant damage. The bright light lasts for 1 minute.
-
Supreme: Creatures in the area take 4d6 Radiant damage. Undead that fail their Reflex are also Blinded until the end of their next turn. The bright light lasts for 10 minutes.
Poison Crafting
Poisons in ELDRA are crafted and scaled in the same way as potions. They are divided into three categories: Basic, Greater, and Supreme. Greater poisons require twice the material costs and workload of Basic, and Supreme poisons require four times the material costs and workload of Basic.
If the alchemist’s Crafting Level is one level higher than the poison’s requirement, they may craft a Greater Poison. If their Crafting Level is two or more levels higher, they may craft a Supreme Poison.
Unless stated otherwise, applying a poison to a weapon, piece of ammunition, or a consumable costs 1 AP. Injury poisons last until the first successful hit or until the end of the scene, whichever comes first. Ingested poisons take effect when consumed. Inhaled poisons affect all creatures in a 2-meter radius and require a Fortitude roll against your Crafts.
Poison Table
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Serpent Venom |
1 |
1 r |
HP 1 |
4 |
| Numbing Oil |
1 |
1 r |
HP 1, MP 1 |
4 |
| Blindworm Venom |
2 |
1 r |
HP 2, MP 1 |
12 |
| Crippling Toxin |
2 |
2 r |
HP 3 |
12 |
| Paralytic Venom |
3 |
1 r |
HP 4, MP 2 |
36 |
| Bloodrot Poison |
3 |
3 r |
HP 5, MP 1 |
36 |
| Mindfog Poison |
4 |
3 r |
HP 3, MP 6 |
72 |
| Widow’s Kiss |
4 |
1 scene |
HP 7, MP 4 |
72 |
| King’s Bane |
5 |
1 scene |
HP 10, MP 8 |
120 |
| Petrifying Resin |
5 |
2 r |
HP 8, MP 10 |
120 |
Poison Descriptions
Poisons in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase the severity, duration, or damage of the poison in the same manner that stronger potions increase the strength of their effects.
Serpent Venom
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or become Poisoned until the end of its next turn.
-
Greater: Duration is increased to 2 rounds.
-
Supreme: Duration is increased to 4 rounds.
Numbing Oil
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or suffer -1 to all defend rolls until the end of its next turn.
-
Greater: The penalty increases to -2.
-
Supreme: The penalty increases to -3, and the target also loses its Reaction until the start of its next turn.
Blindworm Venom
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or be Blinded until the end of its next turn.
-
Greater: Duration is increased to 2 rounds.
-
Supreme: Duration is increased to 2 rounds, and the target also suffers -2 to Perception checks for the rest of the scene.
Crippling Toxin
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or its movement speed is reduced by 4 meters for 2 rounds.
-
Greater: The movement reduction increases to 8 meters.
-
Supreme: The movement reduction increases to 10 meters, and the target cannot take the Disengage action while affected.
Paralytic Venom
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or become Dazed until the end of its next turn.
-
Greater: Duration is increased to 2 rounds.
-
Supreme: Duration is increased to 2 rounds. If the target fails its Fortitude by 3 or more, it becomes Paralyzed until the end of its next turn instead.
Bloodrot Poison
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or take 1d4 Physical damage at the start of each of its turns for 3 rounds.
-
Greater: The damage increases to 2d4.
-
Supreme: The damage increases to 4d4. The effect lasts until the end of the scene or until the target receives any magical healing.
Mindfog Poison
-
Basic: Ingested or inhaled poison. The target must make a Fortitude defend roll against your Crafts or suffer -1 to Resolve, Focus, and Magic checks for 3 rounds.
-
Greater: The penalty increases to -2.
-
Supreme: The penalty increases to -3, and the target immediately takes 2 Mental Stress points on a failed Fortitude roll.
Widow’s Kiss
-
Basic: Injury or ingested poison. The target must make a Fortitude defend roll against your Crafts or become Poisoned for the scene. While affected, the target cannot recover Physical Stress points by non-magical means.
-
Greater: In addition, the target suffers -1 to Fortitude checks for the scene.
-
Supreme: In addition, the target suffers -2 to Fortitude checks for the scene and cannot regain Physical Stress points from magical healing until the end of its next turn after being healed.
King’s Bane
-
Basic: Injury or ingested poison. The target must make a Fortitude defend roll against your Crafts. On a failure, it becomes Poisoned for the scene and immediately takes a Mild Consequence. On a success, it becomes Poisoned until the end of its next turn.
-
Greater: On a failed Fortitude defend roll, the target instead takes a Moderate Consequence.
-
Supreme: On a failed Fortitude defend roll, the target takes a Moderate Consequence and 4d4 Physical damage. On a success, it still takes 2d4 Physical damage and becomes Poisoned until the end of its next turn.
Petrifying Resin
-
Basic: Injury or inhaled poison. The target must make a Fortitude defend roll against your Crafts or become Restrained for 2 rounds as its body stiffens.
-
Greater: Duration is increased to 3 rounds.
-
Supreme: Duration is increased to 3 rounds. If the target fails its Fortitude by 3 or more, it also becomes Incapacitated until the end of its next turn.
A scroll holds one spell. Anyone whose Magic rating is at least the spell’s level can use it. A Warlock may use Lore instead of Magic for a pact spell.
-
Using a scroll (1 AP): The scroll must be in a quick slot. Roll Magic as if you were casting the spell. The scroll pays the Mana; you spend none. Mana reductions and Mana-based bonuses do not apply.
-
Used up: After the roll, the scroll crumbles to dust, hit or miss.
-
Writing a scroll: Scrolls are written with Crafts (Scribe). The Crafting Level is the spell’s level. The materials are Magical Powder equal to 3 per spell level, and the workload is 4 / 12 / 36 / 72 / 120 C.P. for levels 1 to 5. At least one crafter must know the spell.
-
Buying: Scrolls can also be found or bought. The GM sets the price.
Inventory Management
Inventory in ELDRA is designed to be flexible and streamlined for faster gameplay. Characters can carry and access items logically without the need for micromanaging weight. Instead, the system is slot-based, representing logical storage and accessibility.
Item Slots: Each character is equipped with a limited number of item slots for quick and efficient access. These slots are divided as follows:
-
Weapons — You may equip up to two primary weapons (one main hand, one off-hand) and one ranged weapon.
-
Armor and Shield — You may wear one armor and one shield at a time.
-
Quick Access Slots — You have 3 quick-access slots for Potions, Scrolls, small tools, or weapons with Required Might 1 or lower. These can be drawn spending a 1 AP.
Backpack and Storage: Items that are not equipped remain in your backpack, accessible during exploration or with a dedicated action in combat.
-
Backpack Access (2 AP): You may retrieve one item from your backpack during your turn.
-
Adventuring Gear: Common backpack items include rations, rope, torches, and survival kits.
-
Scrolls and Potions: Potions and scrolls may be stored in the backpack but must be transferred to a quick slot to be used for 1 AP.
Inventory Actions:
-
Swap Weapons (1 AP): You may switch between two equipped weapons.
-
Draw from Backpack (2 AP): You may pull out one item from your backpack.
-
Equip or Remove Armor (Long Rest Required): Armor changes are significant and require downtime to switch out.
-
Equip or Remove Shield (1 AP): You may equip or remove a shield during your turn for 1 AP.
Magical and Rare Items: Magical items, despite their power, do not take up more space than their non-magical counterparts. They fit within the same inventory slots:
Example Inventory Layout: Below is an example of a typical adventurer’s inventory layout:
-
Weapons: Long Sword (Main Hand), Short Bow (Ranged)
-
Armor: Chain Shirt
-
Shield: Buckler Shield (Off-Hand)
-
Quick Access Slots: Healing Potion, Scroll of Fireball, Lockpick Set
-
Backpack: 15 m of Rope, 10 Rations, Tent, Torch, Water Flask, Potion of Protection, Dagger
Advancement
Characters grow by spending Experience Points (EXP). The GM awards EXP at the end of a session, usually 1 or 2.
-
Skills: raise a trained skill one step for EXP equal to the new rating. Going from +2 to +3 costs 3 EXP, the same as in character creation. The highest trained rating is +7. Class Points follow your Skill Total, so check them after every raise.
-
Stunts: a new skill stunt or spell stunt costs 1 EXP. You must meet its requirement.
-
Specializations: a second specialization in Crafts, Drive, Fight, or Shoot costs 1 EXP.
-
Spells: an additional spell costs EXP equal to its level, up to your Focus limit (see Spells).
-
Weapon Mastery: the next Mastery level costs EXP equal to that level (see Weapon Techniques and Mastery).