Welcome to Arnesse...

Eight great houses vie for control amidst a world in ruin after centuries of conflict and war. Ancient institutions scheme amongst the rulership of the land for their own small piece of the empire. This is the world of Eldritch. With this guide, you hold the key the gates of a world rife with bitter conflict, political turmoil, and mysteries both arcane and unseen. Ancient alliances are broken as quickly as they are forged. Lines are blurred between ally and enemy. Heroes are found in the most unlikely of places. The world is awakening anew. Where will you find your place in this forgotten dream?

Using This Guide

The Eldritch Player’s Guide has been designed to provide the core rules, policies, player expectations for Eldritch events, character creation process, and managing your between event experience. By the end of this guide you should have a thorough understanding of what we expect our players to know, both in and out of game. The sections below further outline what you can expect to find in each chapter of the Player’s Guide. All players and participants at Eldritch should have some general knowledge of each section listed on this page. We strive to make the experience of getting to your first game and every event thereafter as seamless as possible. If you need help in any step along the way, or just want to drop us a line, please do so at:


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Eldritch Events

We have implemented processes and systems to ensure you have the best experience possible from the moment you step on site. This section covers what to do upon your arrival, safety and player policies, how to prepare for your event, and even what to expect while at the event. This also contains what you need to know, should you decide to volunteer full time as an NPC (non-player character) as well as some helpful tips to ensure that you get the most out of your experience, be it as a player or volunteer.

Character Creation

First in the character creation process is creating your character’s story. This is the chance for you to tell us everything you can about who it is you will be bringing into the world of Eldritch. Introduce us to your character. We have provided a list of questions that comprise the basic, mandatory amount of information required to submit your character background for approval. These backgrounds will help us to provide you with an immersion experience singular to you and your character. Every new player wishing to enter play must submit a character background and have it approved by Eldritch staff.

Character Skills

Skills in Eldritch, or live action roleplaying games in general, can be thought of as abstractions of actions or knowledge to which your character has access. Perhaps they’re a learned scholar, who has devoted their life to the study of ancient lore. Maybe they’re a master artisan who has risen from serfdom to become a celebrated tradesman. Or they’ve devoted their life to live and die by the sword? Maybe it’s some combination of these? Whichever path you choose, however, this section is where you will begin to build your character. Skills come in both the General and Martial types, being those that represent your craft and collective knowledge, and those that represent your ability and prowess in combat, respectively.

Live Combat

Combat in Eldritch has been designed to be a rules-light and deadly affair. While not everyone is required to participate in combat, all players are required to know the rules on the Hybrid Hit Location combat system, armor, bleeding, and final character death. If you wish to remain out of combat for safety or health reasons, it is your responsibility to let us know before the event, as soon as possible. Safety is covered in depth in the Eldritch Events section.


Last but not least is the common in-game effects list. Effects at a live action role playing game (LARP) are representations of affecting states on characters in the game. They have been designed to be intuitive, such that even if you happen to forget the details, your best guess is probably pretty close. To facilitate the uninterrupted flow of the game at events, however, all players are responsible for knowing the limited number of effects on this list. Each effect has a name, description, and type. The name of the effect is likely what you will hear vocalized should you be targeted with said effect. The description of each effect is how you are expected to respond, or the actions you are required to perform, should you be targeted with an effect from this list.

Eldritch Events

The sections below detail what you can expect out of your experience at an Eldritch event. Whether you are new to the hobby of LARP or not, we hope to answer all your basic questions and provide you with the information you need to make getting to, and playing your first event, as easy as possible. First and foremost is the Eldritch Social Contract, which is our personal safety and responsibility promise to you, our players. We want to make sure to set firm guidelines on what you can expect from your game staff to ensure your personal safety and the safety of those around you, as well as what we expect from you to do the same. Next, we will walk you through how to prepare for an Eldritch event, from what to bring, to what to expect at check-in, and beyond. Lastly, we will discuss some of the out-of-play concepts of live action role playing that may be unknown to the unitiated, such as meta-gaming, and various visual cues to indicate out-of-play exchanges between players. And as always, if you have any further questions, please reach out at:


Social Contract

The hobby of LARP can be a very rewarding and meaningful personal experience for a lot of people. It is a singular hobby in that it offers many different creative outlets, from acting, crafting, costuming, and at times even music. Most importantly, it is a hobby of people who have come together under the mutual agreement to tell a story. Inherent in this agreement is a social contract between the players and the staff, who both create and adjudicate the game world of Eldritch. We at Eldritch, as part of our social contract, promise to provide a game space that is not only thrilling, immersive, and engaging, but one that is safe. To this end, we have enacted the following policies that apply to all players, and staff alike. Eldritch contains themes of political intrigue, horror, and the supernatural for ages 21 and older. And as a live action role playing game, Eldritch will drop you into situations and encounters that, while completely safe, may at times be a bit too intense or emotionally charged for your taste. As such, the Eldritch staff fully supports your right to remove yourself from any situation in which you feel unsafe or uncomfortable. It is possible that over the course of play, you may be involved in a scene or encounter to which you may attribute some extreme or negative emotion, or that may evoke some personal trauma. And while we want to give players real, emotional, and immersive experiences, it will never be the intent of the Eldritch staff to make any player relive any such event. Lastly, we ask that all players of Eldritch respect the rights of other players to remove themselves from any such situation.

The Hold

If you find yourself in such a situation, and no longer wish to be a part of it, or enact the consequences in which such an encounter would result, the intended course of action would be to call a “Hold,” remove yourself from the situation, and then find a member of staff to further adjudicate.

The Fade to Black

Another method is what is referred to as the Fade to Black. However, the Fade to Black entails that you wish to participate in the scene, and accept any resulting consequences as a result, but not to participate in the appropriate role-play. In this situation, simply state, “Fade to Black,” and proceed with play as required.


Eldritch is a PVE game with a consensual PVP option. Characters will likely succeed best by working in friendly competition, but sometimes storylines lead to violence between characters. We encourage players to explore all options before choosing the death of another character as a means to an end. Players must follow the below steps before they choose to have their character attempt to kill another character. These steps can take place anytime; at Events or between Events.

  1. The player must first reach out to the other player(s) and initiate a discussion. How that discussion goes is largely up to the players involved, but there are some questions that can be asked to help guide the conversation. What is the assailant’s motivation? What is the story that led to this decision? Are there other options that the assailant can attempt before choosing death of another character? How does the other player feel about this? Are they emotionally and mentally prepared for their character’s story to come to an end? Will the assailant succeed in their attempt to kill the other character? Will the victim escape? It is required that all players involved consent to the story.

  2. If the players cannot come to an agreement on their own, or if for whatever reason one or more players do not wish to speak to the other(s), staff can be asked to step in and arbitrate. This can be done via the Contact form on our website, or in person at an Event, at which point a staff member will set up a mediation with the players involved.

  3. Once an agreement has been made, the roleplay can take place. If there is any wiggle room in the scenario for players to make impromptu decisions for their characters, then an attempt should be made to define those parts of the scenario ahead of time. Otherwise, the rest of the roleplay should follow what the players agreed to.

What can you expect from PVE in Eldritch? We can’t guarantee that your character will be safe in every situation. The nature of our setting and story is one of danger and discovery. Players must understand that if they participate in combat or go near combat, they are putting their characters at risk of death. We have defined our “Safe Hours” as 2 A.M. to 8 A.M., where characters are safe from PVE inside their cabins. If a player ventures outside of their cabin during this time, their character could be in danger. These Safe Hours do not guarantee protection from PVP, but the PVP should be defined ahead of time following the rules outlined above.

Illegal Activities

No illegal activity, per the laws of Washington state will ever be tolerated. There is no exception to this, and any such activity will be immediately reported to the proper authorities and result in expulsion from all current and future Eldritch events.

Give Others a Great Experience

While we encourage conflict and drama within the context of game play, this should never come at the cost of out-of-game disenfranchisement or abuse of other members of the player community. It is the goal of the Eldritch staff to provide every player with a singularly unique, enriching, and personally rewarding live action gaming experience. Required, however, is the mutual cooperation and inclusion of all. To this end, all members of the player community should do their part to make sure every other player is having a great time.

You Are Not Your Character Sheet

Eldritch is a world driven by the rich history of its world and the inhabitants therein. The rules and systems that were designed as a means by which to interact with this simulated world were done so with the intention that they would be secondary to enabling real player creativity and imagination. Play in the Spirit of the Rules While not everything may be explicitly defined, it is your responsibility as a player to play in the spirit of good sportsmanship and in the spirit of the rules. We expect players not look to the rules as means by which to cheat via loopholes or some other mechanism, but as a means through which to interact with the world and other players. If something is not clear, simply ask a member of game staff to help you out. They’re there to make sure you have a good experience. In doing so you’ll not only help us out, but your fellow players as well.

Player Behavior

This section is to explicitly detail our expectations of player behavior both in and out-of-game, in interactions with Eldritch staff, and other players via Eldritch communication channels. While it is not our desire to keep players from attending Eldritch events, we wish to discourage those behaviors that run counter to the positive, progressive, and healthy LARP community that we wish to foster through Eldritch, and related events.


Metagaming is the use or application of information by a character that was not learned by their character, but by the player, perhaps due to some casual conversation they may have had with another player, for example. While likely unintentional, the use of this information is a form of cheating and multiple infractions on the part of a player will result in expulsion from Eldritch events. Again, much of the content of Eldritch plot or otherwise is hidden, thereby making secret information a treasure in and of itself. We encourage you to do your best to not ruin unknown plot or content for other players by egregiously sharing this content.


The Eldritch staff and admin want to make sure all players have a good time and a great experience in anything related to Eldritch. And while the world of Arnesse may be dangerous, uncertain, and perilous nothing else about the experience should be. We want to foster a healthy, positive, and creative LARP community, where anyone who has a good attitude and puts forth a good effort feels like they belong. To this end we want to address a few behaviors that have no place in Eldritch and will never be tolerated:

  • Staff or player harassment or abuse.
  • Consistent complaints of excessive or unsafe force in combat.
  • Griefing, which is the intentional bullying of newer or existing players, based on their lack of experience, or otherwise.
  • Illegal behavior of any kind.

Before Your Event

Properly preparing for a LARP event is key to having a great time while at the event. This section will give you some pointers on some things you can do, and how to prepare so that you have everything you need. It will also cover some LARP conventions that may be unknown to the uninitiated, such as how to handle out-of-play discussions during game, and how to handle the exchange of information between players and characters, which is an important distinction.

What to Bring

Preparing for a LARP event, in a lot of ways, is pretty similar to packing for a weekend camping trip, except that you’ll have to bring along a few other items that would be pretty out of place at a conventional camping trip. The following are some items you should be sure to pack for your trip to Eldritch events: ● Your character’s costuming, weapons and armor, props, and any room décor. You are encouraged to make your sleeping space as immersive for other players as you can, perhaps with LED candles, bits of parchment, dishes, and various other setting-appropriate accoutrements.

  • Toiletries and bedding items.
  • Food and other snacks for your lodgings.
  • Extra clothes for after the event is over.

Cameras are only allowed at the discretion of Eldritch staff. Please do not bring them unless given explicit permission to do so.

In Play vs Out of Play

An important concept of LARP in general is the concept of In Play vs Out of Play. In play refers to any interaction between two characters, not players, and occurs most often during Eldritch events. However, players often like to have interactions between events, and are encouraged to do so. These can take the place of conversations on the Eldritch forums, or some other communication channel. An important distinction here is that while players can have all the conversations they want, when conversations happen between characters, it is best to denote this distinction such that players don’t inadvertently gain access to information that they otherwise shouldn’t know. It is tempting and fairly common to share information and stories with each other, however this can lead to a common pitfall of LARPs called Metagaming. See more on this in the section on metagaming under Player Behavior. Likewise, it is customary for all time between game start and the end of the event to be treated as in-play. If you do wish to go out of play for any reason, it is customary to place a closed fist on top of your head to indicate that you are out of play. It is requested that you do your best not to occupy any in-game spaces during this time.

At the Event

So now that you’re all packed up and ready to go, what should you expect when you arrive on site? The sections below detail what to do when arriving on site, from checking in, to getting everything you need for your character, to starting play, to conclusion of the event.

Check In

Check in will take place at the Game Center, which will be a clearly marked building. Can’t find it? Ask around and someone will be able to point you in the right direction. During check in you will:

  • Sign the liability waiver if you haven’t already.
  • Receive any resources, lores, or other in-game items due. These should already be in your character packet, however.
  • Make limited character updates. This is at the discretion of staff.
  • Get a lodging assignment if you haven’t one already.
  • Get any weapons checked.
  • Sign up for your volunteer shift time slot.

Opening Ceremonies

Games start with a gathering of players wherein any relevant information and any in-play announcements or rumors are disseminated. This is also a good time to ask any questions that you may have or talk to staff before in-play time starts. Every event will begin with a workshop and encounter for new players, so if it is your first event, please stick around for this.

Volunteer Shift

All Eldritch players are required to perform a 2-hour volunteer shift. Please sign up for a time slot at check in. This is mandatory and can be a great way to get access to other aspects of the game or plot that you may not have otherwise. Conclusion of the Event When the event ends, you must clean up your lodging area, and pack up as soon as possible. It is encouraged that you help out Eldritch staff in the same, and we have benefits for players that stick around do so.

Conclusion of the Event

When the event ends, you must clean up your lodging area, and pack up as soon as possible. It is encouraged that you help out Eldritch staff in the same, and we have benefits for players that stick around do so.


Step – by – Step

Welcome to the beginning of the character creation process. This guide is structured in such a way as to walk you through the steps to the finished product and provide the need-to-know information for all characters. Before you attend your first event as a player we require that you’ve had a character approved by the Eldritch staff. We also require that you have at least cursory knowledge of the five sections listed below. This is to ensure consistency and fair play at all Eldritch events, for all players and volunteers. As such we require that you:

  • Know how the skills work that you’ve purchased for your character.
  • Know how the combat system works.
  • Know how the death and dying mechanics work.
  • Know how to roleplay the small number of effects in the common in-game effects list, near the end of this guide.

Knowing these four sections is key, as they are in-game rules that everyone will be utilizing to some extent. Without further ado, let’s walk through the steps.

To create a character for Eldritch, you will need to go through the following steps:


Begin here. The background section on the following page, lists 13 questions that you must answer about your character in order to submit a background for approval. Feel free to expand as much as you’d like however. The world was designed to be a starting point for your character’s journey. If you find something that resonates with you, take it and run with it. We want to work with you to make a character you feel both invested in and feels consistent within the setting.

Character Development

Next, read through the character development section, and figure out which skills you would like to buy. To buy skills and specialized backgrounds you’ll need to spend what are called Character Points. Every character starts off with 34 Character Points with which to build their character at Event 0, or whichever is the current maximum Character Point total for the event in which you start. There are both General and Martial skills with which you can build your character. Both skill types are available for purchase by all players. Note that there are some skills and abilities specific to Professions only.

Combat and Death Rules

This system details how you will engage in simulated combat with others at Eldritch events and how to simulate dying and death. Read these over and if there’s any confusion, please reach out on our Reddit, under the Rules section. This can be found under the Social menu of the website.

Common In-Game Effects List

These are effects that you may hear being used or with which you may be targeted during an event. You are responsible for knowing what they do, and how to roleplay them.

Costuming and Aesthetic Standards

At the core of the Eldritch design philosophy is an adherence to defined aesthetic standards while at events and is key to achieving our goal of presenting our players with an unprecedented standard of quality in production. We strive to immerse our players in every aspect of the game, from the moment they log on to the website, to everything they hear and see while at events. To this end, we have employed guidelines with regard to character costuming. Likewise, we as Eldritch staff will ensure we do everything we can to make it feel as though you have truly stepped out of your world and into another. For inspiration and costuming suggestions please log on to our Pinterest board. The link can be found under the Social menu on our website. We encourage you to reach out to us with any questions regarding costuming standards. None of the items below are allowed as part of your character’s costume for Eldritch: • T shirts, Jeans, Khakis or other obviously anachronistic clothing.

  • All footwear must be setting appropriate or covered such that any modern footwear cannot be seen.
  • Any visible anachronistic device such as a watch or otherwise.
  • Real weapons or anything that could potentially do real harm to another player.

We also highly encourage you to purchase a scabbard for any sword or weapon for which a scabbard is appropriate, instead of simply securing it in a belt or frog.

The character creation process has been designed to be as seamless as possible, but if you need any help, please feel free to reach out at:



Quintessential to the character creation process for Eldritch, and first on the list is the writing of a character background. The world of Eldritch is one with a rich history that spans thousands of years, and is rife with war, triumphs, tragedies, betrayal, magic, and mystery. It was the design intent that much of this history, while written, is to remain unknown, or only hinted at in legend or stories that have been handed down and changed via the process of oral tradition or human bias, through the ages. As a character in the campaign, you’ll get the chance to discover lots of this history through various in-game skills, and through interactions with plot. And while there is lots of hidden or unknown content, there are hundreds of years of history with which to help inform and give context to the present age, and likewise to help give life and meaning to your character.

The background form can always be found on Your Account Page

Writing a Character

To help guide you in creating a character that feels like it came directly out of the Eldritch story we have designed the following questionnaire template. Please look over the website to help get you started with Eldritch setting content. And while this template is a great place to start building your character’s background, we encourage and will support you in creating a background in which you can invest, and that will engender a feeling of agency within the context of the Eldritch plot and setting. When submitting your character background for staff review, it is mandatory that you answer at least the thirteen background template questions about your character. But again, you are encouraged to go above and beyond these questions to develop your character. Once you have completed your character background draft, please submit it via the Background submission portal on the website.

Character Background Template

Please answer at least the following questions:

What is your character’s name?:
Naming conventions in Eldritch should follow a low fantasy convention. Only nobility will have a last name.

Where do they come from?:
Which part of the world do they come from? If it is not a named part of the world map, feel free to make up your own city or town, and tell us a little bit about it so we can add it to the map and canon of the world. Be sure to read over the content that pertains to this part of the world and adhere to the low fantasy setting of the world.

What is it like where your character comes from?:
What are the people there like? What did your character do there? Does your character have a family and if so, who are they? Names of parents, brothers, and sisters, or anyone they were close with are helpful. Who were they raised by?

Is there anything significant about the way your character grew up, or are there any significant events that shaped them to be who they are today?
Be sure to include the good and the bad here. Were they beset by some tragedy? Did they live a spoiled upbringing? Were they privy to some sort of trauma?

Is your character educated? Were they trained in anything special that would inform the skill selections made on their character sheet?
Who taught them to do what they know how to do? Or, why did they choose to study what they did? Was it forced upon them?

What are some good things your character has done?
Be sure to list any little stories here about things they have done to help others.

What are some bad things your character has done?
No one in this world is perfect, and though we try we all come up short in some way to a lesser or greater degree. Has your character cheated, murdered, or stolen? Does lying come all too easily to them? Tell us about the bad things your character has done.

Does your character have any ties to any in game guild, even if they aren’t part of one?
What are these ties, and how did they establish them?

Does your character know any other Eldritch characters?
If so, how? What is the nature of this relationship? List at least five memories your character has, be they important, mundane, or otherwise. Anything goes here. These will help us to get an idea of who your character is at a deeper level.

Does your character have anyone they would call allies?
This can be good friends or people that would come to their aid in a crisis. How did they come to be so? What are the names and backgrounds of your allies?

Does your character have any enemies?
Who are they and how did they come to be so? What are the names and backgrounds of your enemies?

What are some positive and negative aspects of your character’s personality?
Are they seedy or corrupt? Do they have some hidden vice? Do they always try to do the right thing, even to a fault? Is there a code they try to live by?

Character Skill Rewrites

After going through the character approval process and receiving an approved character, you will have one event to make any adjustments to skills you have purchased for your character.

Character Development

There are two paths character development can take at Eldritch. The first of these is what is called the Profession path, and it denotes your character’s intent to seek entrance into or become a part of one of the in-game factions, to some degree. The second is the Generalist path. The generalist path is for players who do not wish to pursue any of the character profession paths, but who instead would like to simply write up a great background, buy some skills off of the marital or general skills tables, and go wherever the wind may take them.

Professions Path

In choosing the professions path, you’ll be able unlock special faction-based abilities and powers that are specific to those professions, be they the Fayne, Apotheca, or Auroyrm, for example. These templates are not listed, as they have abilities and powers that will only be known to those players who choose to pursue those respective paths. Read more about the different professions on the website. Within each of these templates is a list of abilities that players can purchase with their available character points. Any character who is unable to get into a professions path when creating a new character will have to do so via in-game means. These professions will be limited in number at first but will later be made available based on the distribution of each profession currently in play. That is, if you choose to join up with a faction later, after your character has been built and established, you’ll need to figure out another way to go about it.


The Apotheca

The Fayne Moirai

The Veil

The Aurorym

The Hexen

The Cirque



Profession Training and Advancement

In order to acquire or train into a profession, a character needs only to find a mentor in the corresponding profession. A mentor may only train one apprentice at a time. The mentor must train the apprentice over the course of two events via any roleplay they deem appropriate to training the apprentice in their profession. Staff should be notified after the second event during which an apprentice was trained so that they may be granted access to their new set of profession skills. At some point during the third event after the apprentice has started their training, the mentor may officially induct the trainee into their profession. The trainee must also spend 8 Influence in order to join the Profession at rank 1. The mentor should put together a test of some sort that corresponds to the profession into which the apprentice is to be inducted. This is a great chance for the mentor to provide the apprentice with a really fun and engaging roleplay and entertainment opportunity.

There are ideas for tests detailed in the corresponding profession packet. Staff should be notified once this process is complete, either at the event or through email. The newly inducted apprentice may now spend their Character Points on skills and abilities from the corresponding Profession template. Lastly, as part of being inducted into the profession, the character may choose two profession specific skills at level 1 for no character point cost. Advancement for a character in a profession is done through the spending of Influence, either by the character or by some other character on behalf of the character seeking advancement. Note that there are mechanical benefits to advancing in a profession for the World System as are detailed in the corresponding rules set.

Note that any player who belongs to a profession and does not attend two Eldritch events in a row will forfeit their role in the profession. The role will then be made available to other players.

Generalist Path

The generalist path is for the character who doesn’t want to pursue one of the options available as a profession. As your character advances you will use your Character Points to continue to purchase skills off of the General skills or Martial Skills table. However, you are still able to pursue a path within one of the in-game factions at any time

General Character Interactions

General character interactions entail those that do not require that you buy a skill or otherwise, in order to represent them. The actions detailed in this section cover how to respond or engage in the corresponding situation or circumstance. The actions detailed below all correspond to their in-game execution, and are as follows:


Characters may only steal the tagged items that belong to other characters, and nothing else. Note that the prop must be brought to the game center or returned to the player. If any player is caught stealing the untagged item of another player, they will be banned from future events, and asked to leave site immediately.


A character may search another dead or otherwise incapacitated NPC or character by miming a searching motion on a three count. No personal contact should be made with the character or NPC being searched.

Carrying Other Characters

In certain situations, it may become necessary to carry the body of another character. In these situations, you may simulate this action by wrapping the arm of the other character over your shoulder and walking slowly with them to the desired location. Note that permission to do so must first be obtained by the target character.


Characters or NPCs If you wish to bind another character, you may only do so with their permission, or you may invoke the Fade to Black. If using a rope, you must loosely bind them such that they can remove the rope themselves if necessary. If you are bound and left unattended for more than an hour, you may remove them, taking further actions as you wish. It is recommended that you use the plastic manacles that are popular Halloween props. These are both aesthetically correct and are easy to remove.


Skills in Eldritch are abstractions of actions that your character can take in the game world. Skills fall under two main types, General and Martial. Characters at Eldritch begin the game with 34 Character Points with which they may buy General and Martial skills. It is the design philosophy and intent of the skill system to create a means by which players can have immersive and meaningful interaction with the game world, while keeping jargon and complicated mechanics to a minimum. As such, the basic components of each skill type, and their corresponding list of skills are as follows.

General Skills

General skills are those which can be used by a player character during an Eldritch event. They are used to provide additional detailed information about a certain aspect of game world phenomena, professional practice, history, etc… They represent your character’s ability to do or know a thing to a greater or lesser extent. Higher levels will always mean that your character receives more detailed, and perhaps more relevant, information, and this level should be indicated when making the request. Some in-game scenarios may require skill combinations to successfully ascertain privileged information. However, it should be made clear that no scenario will ever require a skill to successfully resolve it. It just might be that some aspect of the scenario is more difficult to resolve as a result. That is, skills are intended to give players an advantage in, or provide additional insights into any given scenario, or encounter. Note that if you do not want the information shared with you by a game marshal to be made immediately available to other characters, it is your job to handle the request as discreetly as required.

Example: Your character has been tasked with scouting out a bridge held by a number of enemy soldiers. The soldiers, however, are a special unit that have been tasked with ensuring the safety of an arriving prince from a foreign land. It was predetermined by the game marshal on the encounter that the requisite Perception skill to accomplish this task was 2, as will be denoted on a small Perception tag, yet your character only has a Perception skill of 1. So, while it is ultimately up to the game marshal to decide the outcome of this disparity, one possible result would be that they now know you and your band are coming, and you no longer have the element of surprise.


Characters with the Medicine skill, or any related healing abilities will need to properly roleplay the application of such skills and possess a Chiurgeon’s Kit. This kit should include some period-appropriate bandages, and the various accouterments of a Medieval healer. Note that you may not apply any skills that require a Chirugeon’s Kit without the physical props, i.e. bandages, etc… Make sure to bring plenty to game! While these skills and abilities include a specific duration, the role play aspect of these entail that you act out the actions of applying primitive first aid, from wrapping other players with bandages, to assessing their injuries, to applying splints. Any physical role play associated with these skills and abilities needs to be done at the discretion of the target player.

Academics and Lores

Characters with the Academics skill can lock found or purchased lores into their inventory, granting them one point of the corresponding lore type should their purchased level of Academics meet the required level of Academics listed on the lore document. Note that there may be other requirements listed on the document in addition to Academics. A character can never have a skill level in any lore type that exceeds their level of Academics, i.e. at Academics level 1, you may only have up to 1 point in any lore type. These lores can now be used on encounters, modules, or other in-game situations in the same way that any other General Skill is used. That is, you may be prompted by staff during the course of play for a specific lore type at a given level to elicit additional information that otherwise would have not been available had you not had the lore type at the predetermined level. There The lore types are History, Religion, Languages, the Vale, the Welkin, Mythology, and Metaphysics. See below, for the list of General Skills, starting with table 1.1.

Characters with the Academics skill can lock found or purchased lore items into their inventory, granting them one point of the corresponding lore type should their purchased level of Academics meet the required level of Academics listed on the lore document. Note that there may be other requirements listed on the document in addition to Academics. A character can never have a skill level in any lore type that exceeds their level of Academics, i.e. at Academics level 1, you may only have up to 1 point in any lore type. These lores can now be used on encounters, modules, or other in-game wherein an item may be tagged with the corresponding lore such that it now may be accessed. That is, you may be prompted by a lore tag over the course of play for a specific lore type at a given level to elicit additional information that otherwise would have not been available had you not had the lore type at the predetermined level. There The lore types are History, Religion, Languages, the Vale, the Welkin, Mythology, and Metaphysics.

See below, for the list of General Skills, starting with table 1.1.

Crafting and Gathering

The gathering of raw materials for trade, or as components in the production of finished goods is a key pillar in the economy of Arnesse. The gathering and crafting systems in Eldritch work hand in hand to supply both raw materials for trade, and those items necessary to facilitate a rich market for finished goods that can be used at game by your character. The process of gathering raw resources to trade or as components in finished goods is as follows. Like other General Skills, you will purchase the desired level of the Gathering skill. Each level allows you to receive 3 of ONE of resource every event. Higher levels allow you to gather the same number of resources but of multiple types. For example, at Gathering level 1, you may gather 3 of any one resource from the resource list. At Gathering level 2, you may gather 3 of any two resources from the resource list, etc…You may notice that there are in fact four different resources listed, such that even at Gathering level 3, you will still not be able to gather from every type in one event. This is on quite on purpose as it is a skill exclusive to a specific Profession path. The list of resources are:

Iron Ingots



Finished Wood

All of these resources are tradeable for in-game currency or may be used in the production of finished goods. The process of utilizing these raw materials to produce a finished, in-game item is two-fold:

  • A character must have the level of crafting skill, as indicated by the corresponding item schematic, necessary to produce the desired item or utilize the crafting talents of another to produce the item for them. You will also find finished goods for sale at events.
  • Whomever ends up crafting the item must have the required schematic and the resources required. Items will have varying numbers and varieties of required resources. Note that when having someone else craft your item, there will likely be a labor fee associated with crafting the item. This is noted on the Cirque’s Market Price sheet located on the website.


Schematics are documents that may be found or purchased at Eldritch events and are a meta-representation of the knowledge required to produce a finished item. Each schematic contains the following:

  • The crafting skill and the corresponding level of that skill required to produce the item
  • The title and description of the item.
  • The in-game mechanical benefits, when applicable.
  • The required prop to physically represent the item, if applicable.
  • The number and type of gathering resources required to produce the item

As noted, schematics will be of varying levels and will require that the crafter of the item be of at least the level designated on the schematic. Upon the purchase of any crafting general skill at level 1, the character will receive all level 1 schematics. At higher levels, characters will receive only one schematic at the corresponding level. Other schematics will either need to be found or purchased at events. Once a schematic is assigned to a character as an item in their inventory, it may not be transferred. Unassigned schematics however, may be sold or transferred as in-game items until such a time as they are added to a character’s inventory, as stated previously. Finally, once the schematic and required resources are obtained, take them over to the corresponding crafting station, log your name and other required information in the crafting book, and obtain the tag for the item. Note that there will be a depository for the resources used in crafting the item.

1.1 Academics
Name Description Pre-Requisite CP Cost
Academics 1 Academics represents your ability to pour through tomes and elicit information from texts. You may add any found or purchased level 1 lores to your inventory, granting you one point in the corresponding lore type. Can read and write. Your character background should indicate a means by which to have acquired this skill. 4
Academics 2 You may add any found or purchased lores at level 2 or lower to your inventory, granting you one point in the corresponding lore type. Academics 1 6
Academics 3 You may add any found or purchased lores at level 3 or lower to your inventory, granting you one point in the corresponding lore type. Academics 2 8
1.2 Medicine
Name Description Pre-Requisite CP Cost
Medicine 1 Medicine represents your characters ability to assess injuries and apply basic aid. At level 1 you may assess if and how a character is injured. Your character background should indicate a means by which to have acquired this skill. Chiurgeon’s kit. See the section on Medicine above. 4
Medicine 2 Halt and reverse Bleeding count on target after 5 minutes of appropriate roleplay, as detailed above. Note that all sustained limb injuries are still in effect. Medicine 1 6
Medicine 3 Halt and reverse Bleeding count on target after 3 minutes of appropriate roleplay, as detailed above. Note that all sustained limb injuries are still in effect. Medicine 2 8
1.3 Tracking
Name Description Pre-Requisite CP Cost
Tracking 1 Determine the direction a being or object was moving overland. In some cases, higher levels will be required to elicit this information. Your character background should indicate a means by which to have acquired this skill. 4
Tracking 2 Higher levels will elicit more information and detail. Tracking 1 6
Tracking 3 Higher levels will elicit more information and detail. Tracking 2 8
1.4 Perception
Name Description Pre-Requisite CP Cost
Perception 1 Gain specific information on an in-game space to which your character has access. In some cases, higher levels will elicit more information and detail. Your character background should indicate a means by which to have acquired this skill. 4
Perception 2 Higher levels will elicit more information and detail. Perception 1 6
Perception 3 Higher levels will elicit more information and detail. Perception 2 8
1.5 Herbalism
Name Description Pre-Requisite CP Cost
Herbalism 1 The Herbalism allows you to gather 3 common apothecarial reagents every event. Your character background should indicate a means by which to have acquired this skill. 4
Herbalism 2 You may gather an additional 3 uncommon apothecarial reagents every event. Herbalism 1 6
Herbalism 3 You may gather 3 rare apothecarial reagent every event. Herbalism 2 8
1.6 Artificer
Name Description Pre-Requisite CP Cost
Artificer 1 The Artificer skill allows the character to create various sundry goods of all types, that they may then sell for coin. These items are divided into levels by complexity. The schematics for these items will be made available at the time of purchase. Your character background should indicate a means by which to have acquired this skill. Artificer kit. 30
Artificer 2 Craft level 2 items. Artificer 1 24
Artificer 3 Craft level 3 items. Artificer 2 12
1.7 Gunsmith
Name Description Pre-Requisite CP Cost
Gunsmith 1 Gunsmith allows the character to make firearms and ammunition. Schematics will be made available at time of purchase. Level 1 allows the character to make bullets and gunpowder. Your character background should indicate a means by which to have acquired this skill. House Richter or Vassal house only. Gunsmith kit. Blacksmith 1 and Artificer 1 10
Gunsmith 2 Allows the character to make pistols. Gunsmith 1 10
Gunsmith 3 Allows the character to make masterworks pistols and rifles. Gunsmith 2 10
1.8 Bowyer
Name Description Pre-Requisite CP Cost
Bowyer 1 Bowyer allows the character to make bows and arrows. Schematics will be made available at the time of purchase. Level 1 allows the character to make arrows. Your character background should indicate a means by which to have acquired this skill. Bowyer kit. Artificer 1 10
Bowyer 2 Allows the character to make bows. Bowyer 1 10
Bowyer 3 Allows the character to make masterwork bows. Bowyer 2 10
1.9 Blacksmith
Name Description Pre-Requisite CP Cost
Blacksmith 1 Repair all weapons and armor. Craft any item from a level 1 Blacksmith schematic. Repairing any item takes 10 minutes of appropriate roleplay. Does not require a use of the Blacksmith’s kit. Your character background should indicate a means by which to have acquired this skill. Blacksmith kit. 30
Blacksmith 2 Craft any item from a level 2 Blacksmith schematic. Blacksmith 1 24
Blacksmith 3 Craft any item from a level 3 Blacksmith schematic. Blacksmith 2 12
2.0 Disarm Device
Name Description Pre-Requisite CP Cost
Disarm Device 1 Disarm level 1 traps and locks. This skill can be applied during encounters or to actual in-game locks. The character does not have to actually pick the lock but must spend at least 3 minutes roleplaying the act of picking the lock. Your character background should indicate a means by which to have acquired this skill. Lockpicking Kit. 4
Disarm Device 2 Disarm level 2 traps and locks. Disarm Device 1. 6
Disarm Device 3 Disarm level 3 traps and locks. Disarm Device 2 8


The Espionage skill allows a character to become an information broker, dealing and trading in the secrets of the realm. Between events you will submit a form requesting a number of rumors based on the amount of Espionage points you have to spend. This amount is dependent upon your level of Espionage, as described on table 2.1 below. These rumors will be entirely staff generated, some costing more Espionage points than others, at costs of either 1, 2, or 3 Espionage points. The results of your Espionage turn submission will be entirely randomized based on the staff generated table of rumors. As can probably be assumed, more expensive rumors will often generate more detailed or rare information. Note that you may use your Espionage points in any combination you wish, should you have multiple to spend, i.e. if you have three points, you may buy three level one rumors, or one level two rumor and a level one rumor. You may find the Espionage form on your User Dashboard after making an account on the website.

2.1 Espionage
Name Description Pre-Requisite CP Cost
Espionage 1 Generate 1 espionage point per event. 4
Espionage 2 Generate 2 espionage points per event. Espionage 1 6
Espionage 3 Generate 3 espionage points per event. Espionage 2 8


The influential skill allows a player to utilize influence tokens to modify a noble’s world system reputation scores. Reputation in the world system represents how a noble is regarded as a ruler, and can be in one of four areas, as listed below. If any one of these scores falls too low in an area, the noble will begin to suffer negative effects. Reputation is also a meta-currency that allows nobles to purchase valuable event cards which can provide both positive and negative effects in the world system. The influential skill allows a non-noble player to help or hurt a noble’s realm by raising or lowering that noble’s reputation scores. The noble will see that their reputation(s) were moved up or down, though they will not be informed who did it, unless of course the player who performed the action divulges this information. The influential skill is particularly effective when a group of players with access to influence network together to help or hurt a specific noble’s reputation.

The world system Reputation scores are:

  • Happiness – The overall satisfaction of the people who reside in a noble’s realm
  • Inspiration – How hopeful a noble’s people are concerning the present and future
  • Commerce – The health of the trade and commerce in a noble’s realm
  • Order – How stable a noble’s realm is and how strong their control over it is

Influential can be used on one of two ways:

  1. Players with the influential skill can spend 1 Influence to lower a single reputation of a ruler of their choice by 1.

Players can only spend as much influence on this per game as they have influential skill.

  1. Players with the influential skill can spend 1 Influence to raise a single reputation of a ruler of their choice by 1.

Players can only spend as much influence on this per game as they have influential skill.

Players may divide their influential skill points to raise and/or lower reputations and may target multiple nobles. For example, a player with influential 3 can spend 1 influence chit to raise a noble’s happiness by 1, a second influence chit to raise another noble’s order by 1, and a third influence chit to lower a noble’s commerce by 1. Players may use influential skill by filling out an influential submission form, available at the game center, putting it in an envelope along with the appropriate amount of influence and placing it in the drop box. These forms will be processed following each on-site game, before the next world system turn.

2.2 Influential
Name Description Pre-Requisite CP Cost
Influential 1 Allows the character to spend influence on reputation at a rate of 1 per level, per event. 4
Influential 2 Spend 2 influence on reputation per event. Influential 1 6
Influential 3 Spend 3 influence on reputation per event. Influential 2 8
2.3 Gathering
Name Description Pre-Requisite CP Cost
Gathering 1 Allows the character to gather 3 of one resource type per event. 4
Gathering 2 Allows the character to gather 3 of two resource types per event, or 6 of the same type. Gathering 1 6
Gathering 3 Allows the character to gather 3 of three resource types per event, or some permutation of 3 resource types. Gathering 2 8


The mechanics of the Eldritch combat system are intended to keep the player immersed in the essence and brutal experience of simulated combat for the duration of the encounter. The core sections of the Combat system are as follows:

Hybrid Hit Location System: This section covers how attacks are received and how damage by weapons is dealt. In summary, all weapons deal 1 point of damage to a target, which is then subtracted, first from any Armor Value they may have, and then is taken to the bodily location of the target, disabling, or potentially killing them.

Bleeding out and Death: This section details the states of both dying and death for a character. There are various means by which to be healed from these states, but these are specific to character professions, and skills from the general skills table. Healing in Eldritch is a grim business and, while fairly common, is not a highly effective or expedient endeavor.

Armor: This section details the rules Armor system. In summary it is a means by which to protect yourself from attacks. Depending on the material the armor is made out of, it will grant you a number of points that contribute to what is referred to as your Armor Value. Armor value is simply the number of weapon strikes you can receive before you must defer to the Hit Location System, as described in the section below.

Melee and Ranged Combat: This section details how to deal and receive attacks, safety, and the different types of weapons in game.

NPC Color Coding: Lastly, this section covers the NPC color coding system that will be utilized to convey meta information to the characters whose abilities require that they know such information.

Hybrid Hit Location System

Eldritch utilizes what is known as the Hybrid Hit Location System in order to simulate the live combat experience. The hybrid hit location system is one wherein a player may have some combination of armor and other in-game defense mechanisms that provide additional protection, which after being exhausted, must then defer to the hit location system. The hit location system entails that when there is a successful strike to any unarmored (no available Armor Value) limb it will render it completely unusable. It is important to note here that when a character no longer has use of their legs in this way, they are immobile and CAN NOT “hobble” around on their knees. A successful attack to an unarmored torso will send a character into the Bleeding count, at which point they must fall to the ground, roleplaying as being critically injured, using only those limbs which are uninjured, and can use no Active Martial skills. The sum total of all points contributed by either armor or other physical enhancements, such as the Tough skill, will be hitherto known as Armor Value. Any successful strike against a player, on any legal part of their body will subtract one point from their current armor value. It will first be subtracted from their worn armor, and then from any points of Tough purchased (see Passive Martial Skills), or other physical enhancements..

Bleeding Out

After a player has exhausted their armor value, and is then struck in the torso, the player must drop to the ground and start their Bleeding count. This state lasts 3 minutes, during which time they may use no Active Martial Skills, may only use those limbs that are uninjured, and cannot run. Note that a strike to the torso without any armor value will also start a character’s Bleeding count. Any successfully resolved strikes to both legs will render that player unable to stand, while if one leg is still usable, they must go down to one knee. It is ultimately up to the player as to how they choose to spend this time, and you may crawl away should you have the uninjured limbs to do so. If your character should be healed via the Medicine skill, and then receive another strike to the torso without first being completely healed of their injuries (via the aid of the Apotheca or a Medic Knight, for example), they are to immediately enter the Dying state, instead of the Bleeding count, as stated previously. Likewise, a character enters the Dying state after they are struck in the torso when in their Bleeding count.


At the end of the 3-minute Bleeding count, a character will enter the Dying count, which lasts another 3 minutes. During the Dying count, a character is rendered unconscious and is unable to act, until they are permanently dead at the end of the 3 minutes. At this point, a player is to proceed to the staff center and await further instructions. A player may render a killing blow to most other human and humanoid beings by miming a killing blow to a vital area, i.e. stabbing them in the torso, etc…for a duration of at least 5 seconds, to bypass this state, and render that character or other, permanently dead. Note that this may not work on all adversaries.

Stages of Dying and Death Example: Jonas and Eben are engaged in combat. Jonas has an Armor Value of 3 and Eben has an Armor Value of 2. Jonas eventually wears through Eben’s 2 Armor Value with a series of successful strikes. Jonas then strikes Eben’s arm, rendering it useless. Finally, Jonas strikes Eben in the torso, placing him in the Bleeding count. While in this state, Eben must drop to the ground, roleplaying as being critically injured, and can use no Active Martial Skills. Jonas considers the fight over and lets Eben retreat. Eben has three minutes before entering the Dying state and time is running out for him. Sigrid runs and delivers the Medicine – 2 skill to Eben such that after 5 minutes of the appropriate roleplay, it stops his Bleeding count permanently. However, Eben may not run or use Active Martial skills until such a time that he can be fully restored via the healing arts of the Apotheca. Likewise, if Eben is hit in the torso before being fully restored, he will immediately enter the Dying count.


1.1 Armor
Material Value Type Special Attributes
Leather (6 – 8 oz. weight or above) and / or chainmail 1 Light
Scale Mail or Coat of Plates 3 Medium May negate two Cleave Active Martial Skills until its material value is exhausted. Repairing the armor restores this benefit. May use up to two Resist Active Martial skill while in this armor.
Iron Plate 5 Heavy May negate all Cleave Active Martial skills until its material value is exhausted. May use up to one Resist Active Martial skill while in this armor.

From simple leather armor to heavy steel and chainmail, armor comes in many varieties, and provides varying degrees of protection. It is the intent of this system to grant its wearer the benefits of said protection without allowing for characters to be invincible. Armor in this system will grant cumulative benefits and protection to its wearer. That is, a player who is wearing any approved starter armor material, as listed on table 1.1 below, on a majority of approved hit locations, starting with the torso, will now be able to receive a number of attacks equal to the material value of the armor to any legal bodily target before they must adhere to the hit location system. At that point, their armor is considered to be damaged, and no longer in a state to provide proper protection. Note that it IS NOT necessary to state, or “call,” that a successful attack to your person was taken to your armor, i.e. “Armor!”. Any armor points that have been used will persist at that value until such a time as the armor is repaired through proper application of in-game skills, as in going to a blacksmith for example. High quality polyurethane armors will be accepted on a case by case basis. Note that the armor types and values on table 1.1 do not represent the entirety of the armor types you will see at Eldritch events. These are simply the armor types that are available to all starting characters.

See table 1.1 Armor for approved armor materials and their corresponding armor values.

Melee and Ranged Combat

The Eldritch combat system seeks to emphasize the experience of combat; that is the fear, excitement, brutality, and finality of choosing to fight someone else as a course of conflict resolution. To successfully uphold and execute on this ideal, players must adopt the culture of this ideal; that is, taking the emphasis off of simply trying to resolve as many attacks on their target as possible and placing it on the immersive and physical aspects of combat. So how does this translate practically? Perhaps when struck with a sword or other weapon, you might wince, stagger back, or cry out in pain, reeling from your injury. Likewise, when swinging a weapon, perhaps you might imply its weight by swinging it slower, or less frequently; by being more calculating. The end goal is to adopt a more cinematic and immersive combat style, versus one whose aim is solely bent on landing as many blows as possible. Have fun. Take your time. Get into it. As such, this system utilizes the following mechanics for melee and ranged combat.

Legal Bodily Targets and Safety

In order to enforce suitable guidelines for safety, the only legal bodily targets are the arms, legs, and torso. All care should be taken to avoid the head and groin areas. The Eldritch combat system can be classified as “medium touch”. That is, it is not enough to simply touch or tap someone with your weapon to count as a successful hit. A weapon strike needs to make firm and unimpeded contact with a legal bodily target on your opponent. When considering whether or not to play a combat character, note that medium touch strikes can and will sometimes sting or leave a residual but temporary feeling of discomfort. For this reason, it is advised that if you do not want to take part in combat encounters that you notify staff at check-in. The Eldritch staff will ensure that our players have taken the proper steps to indicate they do not wish to take part in combat.

Melee Weapon Strikes and Damage

1.2 Weapons
Weapon Armor Value Special Attributes
Iron Melee Weapon or Shield 0
Bow 0 Damage bypasses any Armor Value worn.
Masterwork Bow 1 Can use Sniper martial skill.
Pistol 0 Target enters Bleeding count. May not fire in the rain.
Masterwork Pistol 1 Target enters Bleeding count. Can fire in the rain.

All melee weapons, regardless of size, inflict one point of damage when an attack successfully resolves on an opponent. Contrary to conventions of some other larp combat systems, it is not necessary for you to vocalize this damage. You may simply swing your weapon. All weapon strikes, with the exception of the dagger, rapier, spear, and claw boffer type must come from beyond 45 degrees relative to the position of your opponent. All weapons may be used to thrust, while still observing the tenets of fair play and safety. Within the context of the hit location system, as outlined above, this means that a successfully resolved attack will render a struck limb unusable, or send a player into their Bleeding count, if struck in their torso, given that they have exhausted their Armor Value. You may not use the hilt or pommel of your weapon as a legal striking surface. Please try and provide at least a one second delay between weapon strikes. The defender does not have to take any attacks by the same weapon that are delivered with less than one second between them. The one second rule applies to all attacks from any weapon type. The attack always goes to the defender – the defender is always in the right when determining whether a hit is successful or not. If you feel as though an opponent is not taking their hits, please continue play and notify a staff member after the encounter. IT IS NEVER OK to call out concerns in this regard during the course of the combat.

Hybrid Hit Location Example: Player A is wearing leather armor. Leather armor adds 1 point to Player A’s Armor Value. This means that player A can take a hit to any combat-legal location on their body, before they are under the effects of the hit location system. Player A enters a combat with player B. Player B successfully resolves 1 hit on player A. Player A’s armor is now considered damaged and must be repaired. Player B hits player A on the right arm. Because player A has no more armor points with which to absorb damage, player A must take the hit to their arm, rendering it unusable until proper care is given to set it right again.

Weapon and Armor Durability

All weapons and shields are fallible to some degree. Depending on the material out of which they are made, they will be able to absorb a number of Sunder martial skills before they are considered fully broken and beyond repair. Like armor, they too have a corresponding armor value, as detailed on tables 1.2 and 1.3, below. For simplicity, weapon and shield armor value resets daily.


In order to successfully resolve a weapon strike on an opponent, the strike must not be blocked by a shield or weapon. The blow should make clean, unimpeded contact with a legal bodily area. A block is successfully executed when the blocking medium resoundingly impedes the motion and/or trajectory of the striking weapon. While there is certainly room for the honor system and/or marshal interpretation here, this blocking definition is meant to dissuade combatants from attempting to resolve a weapon strike using the ‘blow through’ method; that is, swinging a weapon with such force that an opponent cannot block it with sufficient, opposing force. Again, the success of the block is always determined by the defender.

Shield Attacks

A combatant may use the ‘shield bash’ technique only with a shield that has been approved for game play. The intent of this action is to create distance between an attacker/defender and their opponent. As such, this move may only be executed within melee range of about 2 feet or less, or within arm’s length. A player may use a shield to push another combatant when within melee or close combat range. If the distance at which you are going to execute a shield bash ever comes into question, always err on the side of safety and DO NOT do it. It is never appropriate to charge with your shield and “ram” a fellow player. If any player is caught doing this, they will be banned from future games.


At times an opponent may be in too close, attempting to simply lock their enemy in to a corner or keep them from moving by forcing their shield upon them. This is not an approved tactic in the Eldritch combat system. While the opponent has the option of using the Shield Bash ability and then moving away, they may not attempt to corner an opponent or stay in close (less than an arms-length) in an attempt to land weapon strikes. This is a form of griefing as per the code of conduct. If you feel as though this is the case and you, as the opponent are being subject to this behavior, you may announce “Break,” at which point your opponent must step back a minimum of three feet. At this point combat may once again commence. Similarly, if you are found to be egregiously abusing the Break rule for your own benefit, you will be subject to the rules of the Code of Conduct.

Ranged Weapons

All ranged weapons approved for in game use are on table 1.2 below, and any player who wishes to use a ranged weapon, be it a bow or pistol, must purchase the requisite kill to do so from the Passive Martial Skills table. Note that Active Martial Skills may not be used with Firearms and Bows, with the exception of the Sniper skill, as it corresponds to bows.

Melee Weapon Length and One-Handed vs Two-Handed Weapons: One handed weapons are considered to be 43” from end to end or smaller, while two-handed weapons are anything beyond this. Note that you may wield a two handed weapon with one hand, however may not then, use any Active Martial Skills that require the use of a two handed weapon. The weapon must be held with both hands for you to use the corresponding Active Martial Skill.

Bows: If an arrow successfully resolves on a target in a legal bodily location, it bypasses any Armor Value (Tough and Armor Points) that the target may have. Arrows are considered a finite good and must therefore be purchased in game. Arrows are purchased in bundles from the corresponding in-game vendor. Shields may block arrows as they normally would any other weapon, with the exception of firearms. A bow can be 24” to 72” and have no more than a 35 lb. maximum draw weight.

Pistols: The approved pistols for use are on table 1.2 below and have the ability to fire one shot at a time, in the form of a small dart or foam ball. If the shot successfully resolves on a target, in any legal bodily location, the target immediately enters their Bleeding count. They then continue on to the Dying count as normal. Bullets deliver the Sunder effect to shields. This effect does not have to be called and may not be Resisted.

Ammunition is considered a finite good and is purchased in bundles at game. Once you are out of ammunition, you must purchase more. Non-masterwork pistols may not fire in the rain.

A pistol must be of the Buzzbee brand or similar, in the flintlock style, that shoots a small foam dart or ball. As part of the loading process, you must also apply a paper pop-cap to the wheel mechanism, such that when it fires, it makes a loud, auditory cracking sound. You are encouraged to paint or otherwise modify the pistol to improve its aesthetic quality.

Throwing Weapons: Throwing weapons are smaller versions of normal melee weapons, be they dagger, axe, or even something more exotic. They function as any other melee weapon and do damage as such. They may not be longer than 12” and contain no core.

Traps: When triggered, all traps deliver a number of damage based on the color coding of the trap, as defined below. Any damage taken in excess of any Armor Value is applied to legal hit locations of the target’s choice. Any damage taken in excess of this is irrelevant. The physical representation requirements of the trap will be detailed on the corresponding schematic. All traps must be set and disarmed manually and each requires its own item tag

  • Green – 4 Damage
  • Blue – 8 Damage
  • Red – 12 Damage

Note: All melee and ranged weapons and shields must come from an approved manufacturer and no homemade weapons or shields are allowed. This is to ensure consistency in not only aesthetics and quality, but safety. Should you wish to purchase a custom weapon from a non-approved manufacturer, please submit your request to staff in addition to the vendor and item specifications. Please include any helpful links as well. The only exception to this is the Claw weapon type, as detailed below. The following brands are approved for use: Calimacil, Dark Knight Armoury, Epic Armoury, Mytril, Atelier Nemesis, Medieval Collectibles, Mytholon, and Buzzbee. Any other manufacturer must be approved before it may be used at an Eldritch event.

NPC Color Coding

Many creatures, humans, and humanoids in Eldritch will have a color coding indicating that specific abilities may be used against them. These colors will be green, blue, or red. Any abilities that denote they are color-coding dependent will be noted as such. This color coding will usually take the form of a small arm band during the day, or a glow band at night, such that it will be easy to see. While the method of color coding may not be consistent every time, it will be clear that the NPC is color coded.

Martial Skills

Martial skills are either passive or active. Active martial skills may be used once per skill refresh, per level purchased, i.e. Sunder, purchased at level 2, allows a player to use the Sunder skill twice skill refresh. Passive Martial skills simply provide some passive benefit, as noted in the description. All Martial skills are listed on tables 1.4 and 1.5.

1.4 Passive Martial Skills
Name Description Prerequisite CP Cost
Armor Proficiency This is the requisite skill to wear armor of any type. It allows the character to apply any armor points to their total Armor Value, based on the armor material worn. None 4
Master of Arms 1 Allows character to wield two weapons at the same time, with the exception of a bow. Grants an extra use of any purchased Active Martial Skill, per skill refresh. May not be applied to Resist. Melee Weapons, Gunner, or Shields Passive Martial Skill 4
Master of Arms 2 Pre-requisite for purchase of Disarm, Stagger, and Stun Active Martial Skills. May refresh a purchased Active Martial skill or combination of Active Martial skills up to twice skill refresh. May not be applied to Resist. Master of Arms 1 6
Master of Arms 3 Pre-requisite for purchase of Sunder and Cleave Active Martial Skills. May refresh a purchased Active Martial skill or combination of Active Martial skills up to three times skill refresh. May not be applied to Resist. Master of Arms 2 8
Tough 1 Add 1 point to Armor Value total. This point acts as a character’s natural toughness and is subtracted from the Armor Value total after any points contributed by worn armor. Tough points refresh at noon and midnight during events. None 4
Tough 2 Add 1 point to Armor Value total. Tough 1 6
Tough 3 Add 1 point to Armor Value total. Tough 2 8
Resilience 1 Add 60 seconds to the duration of your Bleeding count. Tough 1 4
Resilience 2 Add 60 seconds to the duration of your Bleeding count. Tough 2, Resilience 1 6
Resilience 3 Add 60 seconds to the duration of your Bleeding count. Tough 3, Resilience 2 8
Armor Specialist Worn armor material value increases by 1. May only be purchased once. Armor Proficiency. 4
Sniper Can use any purchased Disarm or Stagger Active Martial Skills with a bow. Archer, Disarm or Stagger Active Martial Skill, Masterwork Bow 4
Archer May use bows. None 4
Gunner May use firearms. None 4
Melee Weapons May use any non-bow, nonfirearm weapon type. None 4
Shields May use shields. Shields may not be disarmed. None 4
1.5 Active Martial Skills

All active Martial Skills are verbalized in conjunction with a weapon strike. The call should be made as the weapon is swung, and not before the swing or after a strike makes contact with an opponent. All Active Marshal Skill uses refresh at noon and midnight. See below for a description of each. Note that you may wield a two-handed weapon with one hand, however may not then, use any Active Martial Skills that require the use of a two-handed weapon. An Active Marshal Skill that requires the use of a two-handed weapon may only be used while holding the weapon in both hands.

Name Description Pre-Requisite CP Cost
Sunder 1 Sunder is used to break or damage weapons and shields. The target must also take a knee when struck. The strike must make clean contact with the opponent’s weapon or shield. Damage is taken as normal if struck on the body of the target. Note that some weapons and/or shields may be able to negate this effect a number of times. Two handed weapons only, Master of Arms 2 4
Sunder 2 Character can use the Sunder skill twice skill refresh. Sunder 1 6
Sunder 3 Character can use the Sunder skill three times skill refresh. Sunder 2 8
Cleave 1 Cleave is a devastating blow that goes through any Armor Value on an opponent. Note that some armor types may be able to negate some number or all Cleaves. Two handed weapons only. Master of Arms 3 4
Cleave 2 May use two Cleaves per skill refresh. Cleave 1 6
Cleave 3 May use three Cleaves per skill refresh. Cleave 2 8
Stagger 1 Stagger is used to put distance between you and your opponent. Regardless of if the attack is blocked or not, if the strike makes contact with an opponent, the opponent must take two large steps back. If the strike is not blocked, the opponent must take the damage in addition to the two steps. Note that you are unable to attack or defend and should act as though stunned while taking the two steps. Master of Arms 2 4
Stagger 2 May use two Staggers per skill refresh. Stagger 1 6
Stagger 3 May use three Staggers per skill refresh. Stagger 2 8
Disarm 1 Disarm is used to rid an opponent of their weapon or weapons. The attacker must strike an opponent’s held weapon, at which point they must drop the weapon. Claws, two-handed weapons, and shields may not be disarmed. Any weapons or other items dropped in this way may be retrieved as soon as you are able. Master of Arms 2 4
Disarm 2 May use two Disarms per skill refresh. Disarm 1 6
Disarm 3 May use three Disarms per skill refresh. Disarm 2 8
Resist 1 Resist is used to negate any Active Martial Skill. Resist can only be used to negate any verbalized, Active Martial Skill. None 4
Resist 2 May use two Resists per skill refresh. Resist 1 6
Resist 3 May use three Resists per skill refresh. Resist 2 8
Stun 1 Stun temporarily disorients the target and makes it impossible for them to attack or defend themselves. This effect lasts 3 seconds. To be delivered to back of target only while standing behind target. Master of Arms 2 4
Stun 2 May use two Stuns per skill refresh. Stun 1 6
Stun 3 May use three stuns per skill refresh. Stun 2 8

Common In-Game Effects

Effects in a live action role playing game are a means by which to subject a character to different states that mimic those in actual reality, or close to it. Over the course of an Eldritch event, you may find that your character has been targeted with an effect from the list below. It is then required that you act out, or ‘role-play’ the accompanying effect description to the best of your ability, while maintaining the Eldritch standards of safety. Similar to the delivery of active martial skills, the common in-game effects will be delivered via a clearly audible call. The call may be accompanied by a weapon strike, outstretched hand towards its target, or may encompass a certain area. Regardless of the delivery type, all effects resolve on the targeted character(s) immediately. The exception to this is if your character has a specific ability that negates the effect.


Effects in Eldritch are inflicted upon characters and render your character into a specific state, i.e. Paralyze. With every effect, there is a duration, which is how long it lasts, and the delivery mechanism of the effect, i.e. how you should expect to be targeted by the effect.

Effect Duration: Unless otherwise noted, all effects last on the targeted character until they are resolved through an appropriate in-game means, or until noon or midnight, whichever is sooner. With the exception of Poisons, Diseases, and Curses, a character can only have one active effect on them at a time, i.e. a character may not be under the Weakness and Fear effects at the same time. Lastly, no effect overrides another effect, i.e. you cannot be subject to the Command effect while subject to the Sleep effect.

Effect Delivery

All effects on Table 1.1. below with the exception of those of the Martial type, may be delivered in one of two ways, which are as follows:

  1. Targeted – Targeted effects target a single character and may be indicated by an outstretched hand towards the character, a gaze, on a weapon, or some indication that your character was personally targeted with the effect. It will be fairly obvious that this is the case. The source of the effect will verbally announce the effect as per usual, except for in the case of any effects that are accompanied by a card (Poison, Curse, Disease). The effect resolves as normal, barring any resistances that your character may have.
  2. Mass – Mass effects indicate that all characters within earshot of the verbalized effect are now subject to it. They will be indicated by the source announcing, “Mass ”. The effect resolves as normal, barring any resistances that your character may have.

Table 1.1 contains those effects and their corresponding description which all players are responsible for memorizing, as they may be used over the course of an Eldritch event.

1.1 Effects List
Name Description
Weakness Induces a state of severe weakness. You may use no Active Martial Skills, and must move slowly, but can otherwise function as normal.
Disease Disease effects are handed out as carded effects, which will contain the details of the disease, and any ramifications of the specific disease. Note that no verbal announcement of the Disease effect need be made.
Paralyze Paralyze immediately freezes the target in place and makes it impossible to speak. You must drop to the ground if safely able. You may be moved per the rules of carrying another character.
Poison Poison effects are handed out as carded effects, which will contain the details of the poison, and any ramifications of the poison. Note that no verbal announcement of the Poison effect need be made.
Fear This effect induces a severe state of fear and paranoia on the target. The targeted player must do all they can to get away from the source of the Fear effect, any active combat, or a situation that represents a threat. In addition, they will be generally mistrusting of anything or anyone who is not actively trying to help them.
Sleep This effect immediately puts the target to sleep. As safely as possible, the player must roleplay as though they are in a deep slumber and may take no additional actions. Target may be woken on a 10 count by miming a shaking motion.
Command This effect will compel the target to perform a simple action as dictated by the source of effect. This command will be simple and cannot be something that will cause the target to do harm to themselves. The effect is over after the command is performed and the target remembers any action(s) the performed while under the effect.
Curse Curse effects are handed out as carded effects, which will contain the details of the curse, and any ramifications of the specific curse.
Sunder Sunder breaks or does damage to all weapons and shields, in addition to causing the target to take a knee. Note that some specific weapons and shields can resist 1 or more Sunders. This attribute will be noted as Armor Value of the item.
Cleave Cleave attacks go through any Armor Value on the target, doing damage as if the target has no Tough or points from worn armor.
Stagger Target character must step back two large steps and take any weapon damage as normal. The two large steps must be taken even if the attack was blocked. You may not attack or defend while taking the two steps and though act as if you are stunned.
Stun Stun temporarily disorients the target and makes it impossible for them to attack or defend themselves. You must act as though dazed and stumble around. This effect lasts 3 seconds. To be delivered to the target’s back, from behind the target.
Disarm Target character must drop the struck weapon or shield but may then pick it back up as soon as they are able. Claws, two-handed weapons, and shields may not be the target of Disarm.


Date Changes
5/25/2018 Updated the Bleeding count to no longer be the Weakness effect. Character subject to the same effects of weakness, but not calling it weakness for simplicity. Bows do not deliver the Cleave effect but renders the results of Cleave. Clarified such that Resist may not be used against arrows. Clarified the way effects work on a character. Clarified Bleeding state and what happens in between this state and being fully healed. Clarified how someone trains another in a profession and advances a character to a new rank. Fleshed out how lores and Academics works a bit better. Clarified that Eldritch should be considered a medium contact game, is not lightest touch, and what all this actually means. Changed Dying state to Bleeding count and Death state to Dying count. This should make things clearer now. Clarified one second rule and how it relates to attacks from any weapon. Any effect, with the exception of Poison, Diseases, and Curses, ends at noon or midnight unless cured otherwise. Removed Body and Mind type effects. Not relevant anymore. Adjusted crafting character point costs.
6/17/2018 Change Sunder effect – need to take a knee in addition to weapon damage. Knockback is now Stagger. Added further roleplay guidelines. Stagger is available to one-handed weapons. Add Kickstarter backer names. Added ‘break’ rule to hamper attempts at simply getting in close to an opponent and cornering/locking them up. Medium armor caps at two resists, heavy at one. Removed second wind. You now get these as part of Master of Arms at each level. May not be used to reset Resist. Disarm no longer affects two handed weapons. Paralyze is back to the original effect. Changed Information Gathering to Espionage and adjusted the workings of the skill.
6/24/2018 Clarified that you may use two handed weapons in one hand, but do then not meet any prerequisites for any active martial skills that require two handed weapons, i.e. Sunder, Cleave Added section on traps under ranged weapons section Established a more defined cadence upon which Active Martial Skills are refreshed and effects go away. Changed Dodge to Resist. Reflects more appropriate verbiage. Master of Arms does not refresh Resist. Heavy armor negates all Cleave Active Martial Skills. Information Gathering is now called Espionage and works differently.
8/8/2018 Clarified use of Active Martial Skills with Bows and Firearms – you can’t do it unless you have the Sniper skill, and that only works with Bows. Updated schematic picture to reflect current format.
8/9/2018 Updated places in PG where skills said ‘per day’ to ‘per skill refresh’
8/27/2018 Corrected Disarm to specify that it doesn’t apply to shields.
10/4/2018 Clarified Medicine skill to only diagnose injuries and disease.
12/1/2018 Someone entering into a Profession via the Generalist path must spend 8 Influence to do so, upon becoming rank 1.
12/23/2018 Moved player's guide to website. Added CoC clarification about OOC permission to Player's Guide and Policies page. Linked Background template under background.
1/22/2019 Clarified what players can do during Bleeding state. Must drop down, but can use whatever limbs aren’t injured to crawl, defend, etc… Can’t use Active Marshal Skills. Clarified repair duration for Blacksmiths. Notify staff after second event of apprenticeship to get profession skills. Corrected armor example where one instance says leather gives 1 AV and another instance says 2. Right answer is 1. Clarified character rewrite duration. Medicine does not diagnose disease anymore. This is now the realm of the Apotheca.