Eldritch RPG Rules Reference

Quick reference for Eldritch RPG 2nd Edition rules and mechanics

GM Screen: Combat Quick Reference

I. Core Combat Mechanics & Initiative

Combat is divided into 10-second rounds, with actions taking place across five Battle Phases. Initiative is primarily determined by the Prowess ability rank.

Table 1.1: Battle Phase & Movement

Prowess RankBattle PhaseInitiative RangeBase Movement Rate (Yards/Round)
d121 (Fastest)12+24 yards + Agility MV
d1029-1122 yards + Agility MV
d837-820 yards + Agility MV
d645-618 yards + Agility MV
d45 (Slowest)1-416 yards + Agility MV
  • Running: Movement × 2 (Attack with a -3 penalty).
  • Sprinting: Movement × 4 (No attack possible).
  • Initiative Modifiers: Reaction (Agility focus) and Finesse (Melee/Precision focus) add static bonuses to the Prowess Score MV.
  • Surprise: Simple surprise means defenders lose their first attack but keep their Active Defense Pool (ADP). Total surprise means they lose all actions and ADP in the first round.

Table 1.2: Ability Ranks and Maximum Values (MV)

Defense Pools are calculated using the Maximum Value (MV) of each die rank.

Die RankMax Value (MV)Ability CP CostCumulative CP
d4444
d66610
d88818
d10101028
d12121240

II. Attack, Defense, and Damage Mitigation

Table 2.1: Harm Calculation and Attack Formulas

Attacks determine Threat Points (Potential Harm) using the relevant ability branch; there is no "to-hit" roll.

Attack TypeAbility Branch RollFocus Bonuses (Applied)
Melee AttackProwess → MeleeThreat focus.
Ranged AttackProwess → PrecisionRanged Threat focus.
Magic AttackCompetence → ExpertiseWizardry or Theurgy focus.
Iconic Weapon BonusAdded to the base attack roll+1 Threat Point per Character Level.
Damage Type FocusAdded with Iconic WeaponMight (Crushing), Ferocity (Slashing), Speed (Impaling).

Table 2.2: Defense Pool Formulas (Hit Points)

Defense Pools are calculated from the Maximum Values (MV) of basic abilities and specialties.

Defense PoolCalculation Formula (MV Sum)Recovery Rate
Active Defense Pool (ADP)Prowess MV + Agility MV + Melee MV100% refreshed after combat ends (approx. 1 minute).
Passive Defense Pool (PDP)Fortitude MV + Endurance MV + Strength MV1 HP per day (or 2 HP per day with total bed rest).
Spirit Points (SP)Competence MV + Willpower MV100% refreshed after safely escaping threat.

Table 2.3: Order of Defenses & Damage Reduction (DR)

Threat Points are mitigated in a specific order:

Defense LayerMitigation TypeMechanic
1. ShieldFixed ReductionDeducts fixed Threat Points (1-3) from attack. Applies only if ADP > 0.
2. Active DefenseAblative HPRemaining Threat Points deplete ADP.
3. ArmorDR Die RollIf ADP depleted, Armor rolls its die rank to reduce remaining Threat Points.
4. Passive DefenseAblative HPRemaining Threat Points deplete PDP. Character is Unconscious at 0 PDP.
Armor TypeDR Die ValueShield SizeThreat Negated
Hide Armord4Small Shield1 point
Leather Armord6Medium Shield2 points
Chain Maild8Large Shield3 points
Plate Maild10
Magic Armord12

III. Special Combat & Magic Rules

Table 3.1: Defense Negation Costs

Defense Negation allows feats and spells to bypass normal defensive layers. Requires a successful challenge roll against the defense's die rank plus the SP cost listed below.

Defense NegatedChallenge DieSpirit Point (SP) CostMastery Die Requirement
Bypass Active Defensed125 SP1 Mastery Die must be expended
Bypass ArmorEqual to Armor Die Rank (d4 to d12)1 SP per Die Rank (1 to 5 SP)Optional (Feat-dependent)
Bypass Small Shieldd83 SPOptional (Feat-dependent)
Bypass Medium Shieldd104 SPOptional (Feat-dependent)
Bypass Large Shieldd125 SPOptional (Feat-dependent)

Table 3.2: Mastery Die and Spirit Point Usage

FunctionMechanicCost/Limit
Mastery Die UsesAdded to ability test/attack roll (Mastery d4 up to d12).Level 1 (2/day), Level 5 (10/day).
Master TwistMastery Die rolls minimum value (1) with an Iconic Attack.Re-roll MD and add result to total threat.
Surge (Mastery)Gain an extra Mastery Die use after daily slots are exhausted.Spend SP equal to Mastery Die MV (4 to 12 SP).
InspirationAdd bonus to ability, feat, spell, or attack roll.4 SP per +1 bonus.
QuickeningCast a spell instantly, bypassing the ability test.SP cost = MV of Challenge Die + 1 SP per additional effect.
Spiritual SmiteAugments physical attack with spiritual energy (+3 to +5 threat).8-12 SP base cost; +2 SP per additional +1 threat (up to +10 total).

Table 3.3: Magic Attack Visual Manifestations (Core Paths)

Magic PathSpell or EffectKey Visual Elements (Manifestation)
DefaultEldritch BoltA visible, physical bolt or continuous stream of glowing, potent substance.
ElementalismElemental Bolt/ShieldA globular bolt of blazing fire, crackling electricity, or solid earth. Hard shell of earth or wall of flame barrier.
ThaumaturgyArcane Bolt/AssaultAn unpredictable sphere of energy zigzags forward, warping reality with erratic movements.
SorceryChaos AssaultA dark, swirling sphere of malevolent energy, surrounded by an aura of shadows, leaving an eerie trail.
HieraticismDivine Bolt/ArmorA radiant sphere of holy light, radiating divine brilliance, accompanied by a low, humming sound. Manifests as celestial armor.
MysticismMystic Bolt/ShieldA swirling orb of telekinetic force, pulsating with power, pulling nearby objects into its chaotic field of debris.

IV. Quick Opponent Stats and Templates

Table 4.1: Creature Categories and Threat Dice (TD)

Creatures are categorized by the number of attack dice in their highest Threat Dice (TD) category.

Creature Category (TY)Attack Dice (TD) QuantityMV Calculation BasisExample HP Multiplier (Size/Nature)
Minor (Weak)Single attack die (1d)MV of Highest TDMundane/Medium: x1.0; Magical: x1.5
Standard (Average)Up to 2 attack dice (2d)MV of Highest TDPreternatural/Medium: x2.0; Supernatural: x2.5
Exceptional (Tough)Up to 3 attack dice (3d)MV of Highest TDSupernatural/Huge: x3.5; Gargantuan: x4.0
Legendary3+ attack diceMV of Highest TDCan exceed d12 ranks (d14, d16, d20).

Quick Stat Block (QSB) Fields: TY (Type), TD (Threat Dice: Melee, Natural, Ranged, Arcane), EA (Extra Attacks), HP (Hit Points, Active/Passive split), DR (Damage Reduction), ST (Saving Throw), BP (Battle Phase/Initiative).

Table 4.2: Challenge & Saving Throw Difficulty

Challenge LevelBase Die (GM Rolls)Disadvantage RollApplicable Saving Throw Ranks (Creatures)
Easyd42d4Minor creatures (d4)
Moderated62d6Standard creatures (d6)
Difficultd82d8Exceptional creatures (d8-d12)
Demandingd102d10Legendary creatures (d14-d20+)
Formidabled122d12Legendary creatures (d14-d20+)

Saving Throw Types: Cognitive Save (mental manipulation), Skillful Save (evasion/agility), Valorous Save (fortitude/resistance).