Quick reference for Eldritch RPG 2nd Edition rules and mechanics
Combat is divided into 10-second rounds, with actions taking place across five Battle Phases. Initiative is primarily determined by the Prowess ability rank.
| Prowess Rank | Battle Phase | Initiative Range | Base Movement Rate (Yards/Round) |
|---|---|---|---|
| d12 | 1 (Fastest) | 12+ | 24 yards + Agility MV |
| d10 | 2 | 9-11 | 22 yards + Agility MV |
| d8 | 3 | 7-8 | 20 yards + Agility MV |
| d6 | 4 | 5-6 | 18 yards + Agility MV |
| d4 | 5 (Slowest) | 1-4 | 16 yards + Agility MV |
Defense Pools are calculated using the Maximum Value (MV) of each die rank.
| Die Rank | Max Value (MV) | Ability CP Cost | Cumulative CP |
|---|---|---|---|
| d4 | 4 | 4 | 4 |
| d6 | 6 | 6 | 10 |
| d8 | 8 | 8 | 18 |
| d10 | 10 | 10 | 28 |
| d12 | 12 | 12 | 40 |
Attacks determine Threat Points (Potential Harm) using the relevant ability branch; there is no "to-hit" roll.
| Attack Type | Ability Branch Roll | Focus Bonuses (Applied) |
|---|---|---|
| Melee Attack | Prowess → Melee | Threat focus. |
| Ranged Attack | Prowess → Precision | Ranged Threat focus. |
| Magic Attack | Competence → Expertise | Wizardry or Theurgy focus. |
| Iconic Weapon Bonus | Added to the base attack roll | +1 Threat Point per Character Level. |
| Damage Type Focus | Added with Iconic Weapon | Might (Crushing), Ferocity (Slashing), Speed (Impaling). |
Defense Pools are calculated from the Maximum Values (MV) of basic abilities and specialties.
| Defense Pool | Calculation Formula (MV Sum) | Recovery Rate |
|---|---|---|
| Active Defense Pool (ADP) | Prowess MV + Agility MV + Melee MV | 100% refreshed after combat ends (approx. 1 minute). |
| Passive Defense Pool (PDP) | Fortitude MV + Endurance MV + Strength MV | 1 HP per day (or 2 HP per day with total bed rest). |
| Spirit Points (SP) | Competence MV + Willpower MV | 100% refreshed after safely escaping threat. |
Threat Points are mitigated in a specific order:
| Defense Layer | Mitigation Type | Mechanic |
|---|---|---|
| 1. Shield | Fixed Reduction | Deducts fixed Threat Points (1-3) from attack. Applies only if ADP > 0. |
| 2. Active Defense | Ablative HP | Remaining Threat Points deplete ADP. |
| 3. Armor | DR Die Roll | If ADP depleted, Armor rolls its die rank to reduce remaining Threat Points. |
| 4. Passive Defense | Ablative HP | Remaining Threat Points deplete PDP. Character is Unconscious at 0 PDP. |
| Armor Type | DR Die Value | Shield Size | Threat Negated |
|---|---|---|---|
| Hide Armor | d4 | Small Shield | 1 point |
| Leather Armor | d6 | Medium Shield | 2 points |
| Chain Mail | d8 | Large Shield | 3 points |
| Plate Mail | d10 | ||
| Magic Armor | d12 |
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 Negated | Challenge Die | Spirit Point (SP) Cost | Mastery Die Requirement |
|---|---|---|---|
| Bypass Active Defense | d12 | 5 SP | 1 Mastery Die must be expended |
| Bypass Armor | Equal to Armor Die Rank (d4 to d12) | 1 SP per Die Rank (1 to 5 SP) | Optional (Feat-dependent) |
| Bypass Small Shield | d8 | 3 SP | Optional (Feat-dependent) |
| Bypass Medium Shield | d10 | 4 SP | Optional (Feat-dependent) |
| Bypass Large Shield | d12 | 5 SP | Optional (Feat-dependent) |
| Function | Mechanic | Cost/Limit |
|---|---|---|
| Mastery Die Uses | Added to ability test/attack roll (Mastery d4 up to d12). | Level 1 (2/day), Level 5 (10/day). |
| Master Twist | Mastery 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). |
| Inspiration | Add bonus to ability, feat, spell, or attack roll. | 4 SP per +1 bonus. |
| Quickening | Cast a spell instantly, bypassing the ability test. | SP cost = MV of Challenge Die + 1 SP per additional effect. |
| Spiritual Smite | Augments physical attack with spiritual energy (+3 to +5 threat). | 8-12 SP base cost; +2 SP per additional +1 threat (up to +10 total). |
| Magic Path | Spell or Effect | Key Visual Elements (Manifestation) |
|---|---|---|
| Default | Eldritch Bolt | A visible, physical bolt or continuous stream of glowing, potent substance. |
| Elementalism | Elemental Bolt/Shield | A globular bolt of blazing fire, crackling electricity, or solid earth. Hard shell of earth or wall of flame barrier. |
| Thaumaturgy | Arcane Bolt/Assault | An unpredictable sphere of energy zigzags forward, warping reality with erratic movements. |
| Sorcery | Chaos Assault | A dark, swirling sphere of malevolent energy, surrounded by an aura of shadows, leaving an eerie trail. |
| Hieraticism | Divine Bolt/Armor | A radiant sphere of holy light, radiating divine brilliance, accompanied by a low, humming sound. Manifests as celestial armor. |
| Mysticism | Mystic Bolt/Shield | A swirling orb of telekinetic force, pulsating with power, pulling nearby objects into its chaotic field of debris. |
Creatures are categorized by the number of attack dice in their highest Threat Dice (TD) category.
| Creature Category (TY) | Attack Dice (TD) Quantity | MV Calculation Basis | Example HP Multiplier (Size/Nature) |
|---|---|---|---|
| Minor (Weak) | Single attack die (1d) | MV of Highest TD | Mundane/Medium: x1.0; Magical: x1.5 |
| Standard (Average) | Up to 2 attack dice (2d) | MV of Highest TD | Preternatural/Medium: x2.0; Supernatural: x2.5 |
| Exceptional (Tough) | Up to 3 attack dice (3d) | MV of Highest TD | Supernatural/Huge: x3.5; Gargantuan: x4.0 |
| Legendary | 3+ attack dice | MV of Highest TD | Can 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).
| Challenge Level | Base Die (GM Rolls) | Disadvantage Roll | Applicable Saving Throw Ranks (Creatures) |
|---|---|---|---|
| Easy | d4 | 2d4 | Minor creatures (d4) |
| Moderate | d6 | 2d6 | Standard creatures (d6) |
| Difficult | d8 | 2d8 | Exceptional creatures (d8-d12) |
| Demanding | d10 | 2d10 | Legendary creatures (d14-d20+) |
| Formidable | d12 | 2d12 | Legendary creatures (d14-d20+) |
Saving Throw Types: Cognitive Save (mental manipulation), Skillful Save (evasion/agility), Valorous Save (fortitude/resistance).