Game Mechanics
Stress and Consequences
In ELDRA, characters measure their endurance and mental stability through two main types of stress: Physical Stress and Mental Stress. Each type has its own Stress Pool (Physical or Mental) — a total number of stress points representing how much punishment a character can endure before suffering lasting harm or being incapacitated.
Physical Stress
Physical Stress is a measure of bodily harm—cuts, bruises, fatigue, and raw injury. Every character has a Physical Stress Pool, a total number of stress points determined by their Fortitude skill and People-specific traits. Your Physical Stress Pool is calculated as the triangular sum of your stress capacity: for a given number of base boxes n (equal to Fortitude + 2), your pool equals 1 + 2 + ... + n = (n(n+1))/(2). When a character takes damage, they subtract that damage from their remaining stress points. See the Fortitude skill entry for the table mapping Fortitude level to Physical Stress Pool values.
If you take more stress than you have points remaining in your pool, you must take a Consequence.
Mental Stress
Mental Stress represents your character’s willpower, focus, and sanity. It is primarily influenced by your Resolve skill and any special abilities granted by your People or class. Mental Stress is subtracted from your Mental Stress Pool when characters are subjected to fear, mind control, illusions, or other effects that strain their resolve. Your Mental Stress Pool is calculated the same way as your Physical Stress Pool, using your Resolve skill instead of Fortitude. See the Resolve skill entry for the table mapping Resolve level to Mental Stress Pool values.
Just like Physical Stress, if your Mental Stress Pool is reduced to 0 and you take further damage, you must take a Consequence.
Consequences
When your Physical or Mental Stress Pool is reduced to 0, you can absorb additional damage by taking a Consequence. Consequences are lasting effects that represent serious wounds, trauma, or psychological scarring. There are three levels of Consequences:
-
Mild (2 Stress) — A minor but noticeable injury, sickness or mental strain. Examples: "Bruised Ribs," "Shaken Nerves."
-
Moderate (4 Stress) — A significant wound or trauma. Examples: "Broken Arm," "Paralyzing Fear."
-
Severe (6 Stress) — A devastating injury or severe mental breakdown. Examples: "Crushed Leg," "Nightmares of Terror."
Consequences remain with your character until they are healed or recovered, which typically requires downtime, medical aid, or magical intervention. They are also exploitable by enemies, making your character more vulnerable in specific situations.
Default Consequence Slots
Every player character begins with the following Consequence slots:
-
1 Mild Consequence (absorbs 2 Stress)
-
1 Moderate Consequence (absorbs 4 Stress)
-
1 Severe Consequence (absorbs 6 Stress)
Certain stunts, People-specific traits, or class abilities may grant additional Consequence slots. A character whose Physical or Mental Stress Pool is reduced to 0 and who has filled all available Consequence slots is Taken Out — incapacitated, killed, or otherwise removed from the scene at the GM’s discretion.
Each Consequence slot can only be used once. If a Consequence slot is already occupied by an unhealed Consequence, it cannot absorb additional damage until it has been fully recovered.
Recovery
In ELDRA, recovery is swift but dependent on rest. During a short rest (1 hour), your Physical and Mental Stress Pools are fully restored to their maximum values. You also regain an amount of Mana equal to your Magic skill level.
A long rest (8 hours) allows for deeper recovery. During a long rest, your Physical and Mental Stress Pools are fully restored, and you completely restore your Mana. During your long rest, your Consequences also heal, starting from the lowest severity. Mild Consequences heal at a rate of 1 Consequence per long rest, Moderate Consequences require up to two weeks per Consequence to heal, and Severe Consequences require from two weeks to a month per Consequence to heal if the injury or trauma is properly tended to and taken care of.
Physical Stress
Physical Stress is a measure of bodily harm—cuts, bruises, fatigue, and
raw injury. Every character has a Physical Stress Pool, a total
number of stress points determined by their Fortitude skill and
racial traits. Your Physical Stress Pool is calculated as the triangular
sum of your stress capacity: for a given number of base boxes
n (equal to Fortitude + 2), your pool equals 1 + 2 + … + n = (n × (n+1)) / 2. When a character takes damage, they subtract that damage
from their remaining stress points. See the Fortitude skill entry
for the table mapping Fortitude level to Physical Stress Pool values.
If you take more stress than you have points remaining in your pool, you
must take a Consequence.
Mental Stress
Mental Stress represents your character’s willpower, focus, and sanity.
It is primarily influenced by your Resolve skill and any special
abilities your race or class may grant. Mental Stress is subtracted from
your Mental Stress Pool when characters are subjected to fear, mind
control, illusions, or other effects that strain their resolve. Your
Mental Stress Pool is calculated the same way as your Physical Stress
Pool, using your Resolve skill instead of Fortitude. See the Resolve
skill entry for the table mapping Resolve level to Mental Stress
Pool values.
Just like Physical Stress, if your Mental Stress Pool is reduced to 0
and you take further damage, you must take a Consequence.
Consequences
When your Physical or Mental Stress Pool is reduced to 0, you can absorb
additional damage by taking a Consequence. Consequences are lasting
effects that represent serious wounds, trauma, or psychological
scarring. There are three levels of Consequences:
- Mild (2 Stress)
- A minor but noticeable injury, sickness or mental strain.
Examples: “Bruised Ribs”, “Shaken Nerves”.
- Moderate (4 Stress)
- A significant wound or trauma.
Examples: “Broken Arm”, “Paralyzing Fear”.
- Severe (6 Stress)
- A devastating injury or severe mental breakdown.
Examples: “Crushed Leg”, “Nightmares of Terror”.
Consequences remain with your character until they are healed or
recovered, which typically requires downtime, medical aid, or magical
intervention. They are also exploitable by enemies, making your
character more vulnerable in specific situations.
Every player character begins with the following Consequence slots:
- 1 Mild Consequence (absorbs 2 Stress)
- 1 Moderate Consequence (absorbs 4 Stress)
- 1 Severe Consequence (absorbs 6 Stress)
Certain stunts, racial traits, or class abilities may grant additional
Consequence slots. A character whose Physical or Mental Stress Pool is
reduced to 0 and who has filled all available Consequence slots is
Taken Out—incapacitated, killed, or otherwise removed from the scene
at the GM’s discretion.
Each Consequence slot can only be used once. If a Consequence slot is
already occupied by an unhealed Consequence, it cannot absorb additional
damage until it has been fully recovered.
Recovery
In ELDRA, recovery is swift but dependent on rest. During a short
rest (1 hour), your Physical and Mental Stress Pools are fully
restored to their maximum values. You also regain an amount of Mana
equal to your Magic skill level.
A long rest (8 hours) allows for deeper recovery. During a long
rest, your Physical and Mental Stress Pools are fully restored,
and you completely restore your Mana. During your long rest, your
Consequences also heal, starting from the lowest severity. Mild
Consequences heal at a rate of 1 Consequence per long rest, Moderate
Consequences require up to two weeks per Consequence to heal, and Severe
Consequences require from two weeks to a month per Consequence to heal
if the injury or trauma is properly tended to and taken care of.
Combat Mechanics
Combat in ELDRA is fast-paced and reactive, with attack rolls and defend rolls happening in real-time exchanges. Every combatant has a choice to react to incoming attacks, making each encounter dynamic and engaging.
Attack and Defend rolls
In ELDRA, attacks are resolved through opposed skill checks:
-
Melee Combat: The attacker rolls using their Fight skill, and the defender may respond with either their Fight or Reflex skill to evade or parry.
-
Ranged Combat: The attacker rolls with their Shoot skill. The defender must respond with their Reflex skill.
-
Magic Attacks: defend rolls against spells are dependent on the specific spell’s mechanics, which are described in the Spellcasting and Magic System section.
Damage Calculation
Damage in ELDRA is determined based on the margin of success during an attack roll. If the attack is successful, the damage is calculated as follows:
-
Melee Damage: The attacker deals damage equal to the margin of success plus their Might skill bonus, plus any weapon modifiers.
-
Ranged Damage: The attacker deals damage equal to the margin of success plus Perception skill bonus, plus any weapon modifiers.
-
Magical Damage: In addition to the spell’s effects, the attacker deals damage equal to the margin of success plus their Focus skill bonus, plus any modifiers.
Critical Hit
When you roll the maximum possible Fate result (four + on 4dF, or five + on 5dF with Advantage), the attack is a Critical Hit. A standard Critical Hit adds +2 to your final result and doubles damage. An Advantage Critical Hit adds +4 to your final result and triples damage.
Critical Hit applies to all kinds of rolls and the damage multiplications apply for all kinds of damage types.
Dual Wielding
When you are wielding 1 weapon in each hand, you can make a second attack with your off-hand in addition to your attack once per turn. When you do so, you make your second attack with a -2 penalty to your attack roll. You can not add your Might to the damage calculation for the off-hand attacks.
Size Categories
Creatures and characters in ELDRA are described by one of six size categories. Size affects movement, reach, what spaces a creature can occupy, and how some weapon techniques and abilities scale.
When an ability refers to a creature being “one size category larger” or similar, it counts the steps in this list (for example, Large is one size category larger than Medium).
Damage Types
In ELDRA, damage is categorized into different types, each with its own unique effects and interactions. Below are the defined damage types and their specific mechanics:
Physical Damage Types
Physical damage in ELDRA comes in three types: Bludgeoning, Slashing, and Piercing. Each type interacts with creature resistances and vulnerabilities as described in individual creature entries. Physical damage is reduced by Physical Defense granted by armor and shields.
-
Bludgeoning: Crushing, concussive, or impact-based damage from hammers, maces, fists, and falling objects.
-
Slashing: Cutting and sweeping damage from swords, axes, claws, and bladed weapons.
-
Piercing: Puncturing and penetrating damage from spears, arrows, rapiers, and fangs.
A weapon’s physical damage type determines which Weapon Techniques and Mastery abilities are available to its wielder. See the Equipment and Weapon Techniques sections for full details.
Some weapons deal multiple physical damage types (e.g., a Halberd deals Slashing, Piercing, or Bludgeoning — the wielder chooses when attacking).
Armor Pierce
Some attacks, weapon techniques, abilities, and potions grant Armor Pierce. When you deal damage with an attack that has Armor Pierce, reduce the target’s Physical Defense by the Armor Pierce value for the purpose of calculating damage from that attack. Armor Pierce cannot reduce Physical Defense below 0.
Example: An attack with Armor Pierce 3 against a target with Physical Defense 7 treats the target’s Physical Defense as 4 for that attack only.
Elemental Damage
— When you cast an Elemental spell, choose one of the following elemental types. The spell deals that type of damage and also applies a corresponding effect:
-
Fire: The target takes an additional 2d4 elemental damage.
-
Frost: The target takes an additional 1d4 elemental damage, and loses movement equal to the elemental damage it receives from this attack.
-
Lightning: The target takes an additional 1d4 elemental damage, and suffers a -1 penalty to its next action for every 3 Lightning Damage it receives from this attack.
Radiant Damage
Radiant damage is reduced by Elemental Defense but bypasses Physical Defense. Undead creatures have Vulnerability against Radiant damage.
When a creature takes Radiant damage, it emits a faint glow for 1 round. While glowing, the creature cannot benefit from invisibility, Stealth, or concealment of any kind. Attack rolls against a glowing creature do not suffer penalties from darkness or obscurement.
Necrotic Damage
Necrotic damage is reduced by Elemental Defense but bypasses Physical Defense. All living creatures have Vulnerability against Necrotic damage. Undead are healed by it instead.
When a creature takes Necrotic damage, its capacity for recovery is impaired. Until the end of its next turn, the creature cannot recover Physical Stress points from any source (potions, spells, abilities, or class features).
Fall Damage
You take 1d4 Physical damage for every 2 meters you fall. This damage ignores Physical Defense.
Armor, Shields, and Resistance
Armor and shields in ELDRA grant both Physical Defense and Elemental Defense. These defenses reduce incoming damage of the appropriate type, making it easier to withstand assaults in combat.
Resistance means that a creature takes only half damage (rounded down) from a specific type of attack, while Vulnerability means they take double damage.
Initiative and Turn Order
At the start of every combat, each participant rolls a Perception check. The highest result goes first, with turns proceeding in descending order of results. Ties are resolved by the highest base Perception value; if still tied, players may decide or roll off.
Cover, Advantage, and Disadvantage
In the chaos of combat, positioning matters. When a creature has Full Cover, it cannot be targeted by attacks or spells that require line of sight. If a creature is behind Half Cover, any attack rolls against it are made with Disadvantage.
Advantage and Disadvantage are mechanics that reflect situational superiority or difficulty. When you have Advantage on a roll, you roll one additional die and discard the lowest result. When you have Disadvantage, you roll one additional die and discard the highest result.
You can have multiple stacks of Advantage or Disadvantage; however, if you have both, they cancel each other out one by one. For example, if you have two sources of Advantage and one source of Disadvantage, you would roll with one Advantage.
Stealth in Combat
During structured scenes, a creature may attempt to enter Stealth by spending 1 AP and making a Stealth skill check. The creature must meet one of the following conditions:
-
It is heavily obscured (e.g., in darkness, fog, or behind full cover).
-
It is invisible.
-
No hostile creature has line of sight to it at the moment it attempts to hide.
The result of the Stealth check becomes the detection difficulty. A hostile creature may use its action or Perception skill (passively or actively) to contest the Stealth result. If a creature’s Perception meets or exceeds the Stealth result, the hidden creature is detected and Stealth ends.
Stealth ends immediately when the hidden creature:
-
Makes an attack (unless an ability states otherwise).
-
Casts a spell that targets a creature or produces a visible effect.
-
Moves into a space where it is no longer obscured and an enemy has line of sight to it.
-
Makes a loud noise or otherwise draws attention.
Attacking from Stealth: When a hidden creature makes an attack against a target that is unaware of it, the attack is made with Advantage. After the attack resolves, Stealth ends unless a feature explicitly allows it to continue.
Attack and Defend Rolls
In ELDRA, attacks are resolved through opposed skill checks:
- Melee Combat
- The attacker rolls using their Fight skill, and the defender may
respond with either their Fight or Reflex skill to evade
or parry.
- Ranged Combat
- The attacker rolls with their Shoot skill. The defender must
respond with their Reflex skill.
- Magic Attacks
- Defend rolls against spells are dependent on the specific spell's
mechanics, which are described in the Spellcasting and Magic System
section.
Damage Calculation
Damage in ELDRA is determined based on the margin of success during an
attack roll. If the attack is successful, the damage is calculated
as follows:
- Melee Damage
- The attacker deals damage equal to the margin of success plus their
Might skill bonus, plus any weapon modifiers.
- Ranged Damage
- The attacker deals damage equal to the margin of success plus
Perception skill bonus, plus any weapon modifiers.
- Magical Damage
- In addition to the spell's effects, the attacker deals damage equal to
the margin of success plus their Focus skill bonus, plus
any modifiers.
Critical Hit
When you roll the maximum possible Fate result (four + on 4dF, or
five + on 5dF with Advantage), the attack is a Critical Hit. A
standard Critical Hit adds +2 to your final result. An Advantage
Critical Hit adds +4 to your final result.
Critical Hit applies to all kinds of rolls.
Dual Wielding
When you are wielding 1 weapon in each hand, you can make a second
attack with your off‐hand in addition to your attack once per turn. When
you do so, you make your second attack with a -2 penalty to your attack
roll. You can not add your Might to the damage calculation for the
off-hand attacks.
Size Categories
Creatures and characters in ELDRA are described by one of six size
categories. Size affects movement, reach, what spaces a creature can
occupy, and how some weapon techniques and abilities scale.
- Tiny: under 30 cm
- Small: 30 cm–1 m
- Medium: 1–2 m (the default for most player characters)
- Large: 2–4 m
- Huge: 4–8 m
- Gargantuan: 8 m and larger
When an ability refers to a creature being ``one size category larger''
or similar, it counts the steps in this list (for example, Large is one
size category larger than Medium).
Damage Types
In ELDRA, damage is categorized into different types, each with its own
unique effects and interactions. Below are the defined damage types and
their specific mechanics:
Physical Damage Types
Physical damage in ELDRA comes in three types: Bludgeoning,
Slashing, and Piercing. Each type interacts with creature
resistances and vulnerabilities as described in individual creature
entries. Physical damage is reduced by Physical Defense granted by
armor and shields.
- Bludgeoning
- Crushing, concussive, or impact-based damage from hammers, maces,
fists, and falling objects.
- Slashing
- Cutting and sweeping damage from swords, axes, claws, and
bladed weapons.
- Piercing
- Puncturing and penetrating damage from spears, arrows, rapiers,
and fangs.
A weapon’s physical damage type determines which Weapon Techniques
and Mastery abilities are available to its wielder. See the
Equipment and Weapon Techniques sections for full details.
Some weapons deal multiple physical damage types (e.g., a Halberd deals
Slashing, Piercing, or Bludgeoning—the wielder chooses when attacking).
Elemental Damage
When you cast an Elemental spell, choose one of the following
elemental types. The spell deals that type of damage and also applies a
corresponding effect:
- Fire
- The target takes an additional 2d4 elemental damage.
- Frost
- The target takes an additional 1d4 elemental damage, and loses
movement equal to the elemental damage it receives from this attack.
- Lightning
- The target takes an additional 1d4 elemental damage, and suffers a
-1 penalty to its next action for every 3 Lightning Damage it
receives from this attack.
Radiant Damage
Radiant damage is reduced by Elemental Defense but bypasses
Physical Defense. Undead creatures have Vulnerability
against Radiant damage.
When a creature takes Radiant damage, it emits a faint glow for 1 round.
While glowing, the creature cannot benefit from invisibility,
Stealth, or concealment of any kind. Attack rolls against a
glowing creature do not suffer penalties from darkness
or obscurement.
Necrotic Damage
Necrotic damage is reduced by Elemental Defense but bypasses
Physical Defense. All living creatures have Vulnerability
against Necrotic damage. Undead are healed by it instead.
When a creature takes Necrotic damage, its capacity for recovery is
impaired. Until the end of its next turn, the creature cannot recover
Physical Stress points from any source (potions, spells, abilities,
or class features).
Fall Damage
You take 1d4 Physical damage for every 2 meters you fall. This damage
ignores Physical Defense.
Armor, Shields, and Resistance
Armor and shields in ELDRA grant both Physical Defense and
Elemental Defense. These defenses reduce incoming damage of the
appropriate type, making it easier to withstand assaults in combat.
Resistance means that a creature takes only half damage (rounded
down) from a specific type of attack, while Vulnerability means they
take double damage.
Some attacks, weapon techniques, abilities, and potions grant Armor
Pierce. When you deal damage with an attack that has Armor Pierce,
reduce the target's Physical Defense by the Armor Pierce value for
the purpose of calculating damage from that attack. Armor Pierce cannot
reduce Physical Defense below 0.
Example: An attack with Armor Pierce 3 against a target with Physical
Defense 7 treats the target's Physical Defense as 4 for that attack
only.
Initiative and Turn Order
At the start of every combat, each participant rolls a Perception
check. The highest result goes first, with turns proceeding in
descending order of results. Ties are resolved by the highest base
Perception value; if still tied, players may decide or roll off.
Cover
In the chaos of combat, positioning matters. When a creature has Full
Cover, it cannot be targeted by attacks or spells that require line of
sight. If a creature is behind Half Cover, any attack rolls against
it are made with Disadvantage.
Stealth in Combat
During structured scenes, a creature may attempt to enter Stealth by
spending 1 AP and making a Stealth skill check. The creature
must meet one of the following conditions:
- It is heavily obscured (e.g., in darkness, fog, or behind
full cover).
- It is invisible.
- No hostile creature has line of sight to it at the moment it
attempts to hide.
The result of the Stealth check becomes the detection difficulty. A
hostile creature may use its action or Perception skill (passively or
actively) to contest the Stealth result. If a creature's Perception
meets or exceeds the Stealth result, the hidden creature is detected and
Stealth ends.
Stealth ends immediately when the hidden creature:
- Makes an attack (unless an ability states otherwise).
- Casts a spell that targets a creature or produces a visible effect.
- Moves into a space where it is no longer obscured and an enemy has
line of sight to it.
- Makes a loud noise or otherwise draws attention.
Attacking from Stealth: When a hidden creature makes an attack
against a target that is unaware of it, the attack is made with
Advantage. After the attack resolves, Stealth ends unless a feature
explicitly allows it to continue.
Conditions
Conditions in ELDRA represent various physical and mental states that can affect a character’s abilities in and out of combat. Below is the list of conditions and their mechanical effects:
Blinded
A blinded creature cannot see and automatically fails any skill check that requires sight. Attacks against the creature have Advantage, and the creature’s own attacks have Disadvantage.
Charmed
A charmed creature cannot attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has Advantage on any skill check to interact socially with the creature.
Dazed
The creature’s speed is halved. The creature can spend only 1 AP on its turn. The creature cannot take reactions.
Exhaustion
You have a -1 penalty on all of your skills per exhaustion level. If your Fortitude skill level becomes -2 with this penalty, you die.
Frightened
A frightened creature has Disadvantage on skill checks and attack rolls while the source of its fear is within line of sight. The creature must move away from the source of its fear by the safest available route on each of its turns, unless there is nowhere to move. It cannot willingly move closer to the source of its fear.
Grappled
Your Speed becomes 0 and it cannot increase. You have Disadvantage on attack rolls against any target other than the grappler. The grappler can drag or carry you when it moves, but their movement is halved unless you are smaller than the grappler.
Incapacitated
The creature cannot take actions or reactions.
Paralyzed
The creature is Incapacitated and cannot move or speak. It automatically fails all defend rolls (Fortitude, Reflex, and Resolve). The creature cannot defend against physical, magical, or mental attacks, and attacks against it have Advantage.
Poisoned
The creature has Disadvantage on attack rolls and skill checks.
Prone
The creature’s only movement option is to crawl unless it stands up, which ends the condition. The creature has Disadvantage on attack rolls. An attack roll against the creature has Advantage if the attacker is within melee range. Otherwise, the attack roll has Disadvantage.
Restrained
The creature’s speed becomes 0, and it cannot benefit from any bonus to its speed. The creature has Disadvantage on Reflex skill checks. Attack rolls against the creature have Advantage, and the creature’s attack rolls have Disadvantage.
Stunned
The creature is Incapacitated, cannot move, and can only speak falteringly. The creature automatically fails all defend rolls (Fortitude, Reflex, and Resolve). Attacks against the creature have Advantage.
Crafting and Inventory
Crafting
Crafting in ELDRA allows players to create weapons, armor, potions, and magical items through dedicated time and resources. The crafting process is driven by a measure called Crafting Points (C.P.), which reflects the amount of work required to complete an item.
Workload: Each crafter can contribute to the total workload a number of Crafting Points equal to their Craft skill level per day. At least one crafter must have their Craft skill equal to or higher than the required Crafting level. Crafters that don’t meet the required Crafting level can still contribute, but with a 50% penalty (rounded down).
Masterwork: When an item is finished, the main crafter rolls a d100. If the roll is high enough according to the table below, the item is considered a Masterwork and gains bonuses accordingly.
-
If a melee or ranged weapon is a Masterwork, it grants a bonus to the Fight or Shoot skills of the wielder.
-
If an armor or shield is a Masterwork, it provides additional physical and elemental defenses.
| Craft Level |
+1 |
+2 |
+3 |
| 1 |
- |
- |
- |
| 2 |
1% |
- |
- |
| 3 |
2% |
1% |
- |
| 4 |
3% |
2% |
- |
| 5 |
5% |
3% |
1% |
Magic Item Crafting: Each magic item has unique material requirements and workloads. Consult the Game Master for specifics.
Weapon Crafting
Weapons in ELDRA are forged through dedicated craftsmanship and careful resource management. Crafting a weapon requires both raw materials and a number of Crafting Points (C.P.) determined by its complexity.
Melee Weapons Melee weapons are crafted with attention to both durability and power. The following table provides the required materials and workload for each weapon type:
| Item |
Crafting Level |
Materials (Worth of Gold) |
Workload (C.P.) |
| Dagger |
1 |
5 Gold |
10 |
| Staff |
1 |
1 Gold |
5 |
| Whip |
1 |
5 Gold |
10 |
| Javelin |
2 |
10 Gold |
10 |
| Rapier |
2 |
15 Gold |
20 |
| Short Sword |
2 |
15 Gold |
20 |
| Battle-Axe |
3 |
30 Gold |
30 |
| Long Sword |
3 |
40 Gold |
40 |
| Morningstar |
4 |
40 Gold |
40 |
| Spear |
3 |
40 Gold |
40 |
| Halberd |
4 |
100 Gold |
90 |
| Great-Axe |
4 |
110 Gold |
100 |
| Greatsword |
4 |
130 Gold |
110 |
| Siegebreaker |
4 |
150 Gold |
150 |
| Warhammer |
4 |
170 Gold |
170 |
| War Scythe |
4 |
180 Gold |
180 |
| Colossus Maul |
5 |
250 Gold |
250 |
| Void Cleaver |
5 |
270 Gold |
270 |
| Soulpiercer |
5 |
300 Gold |
300 |
Improvised Weapons
Sometimes a character finds themselves without a weapon and must make do with whatever is at hand i.e. a chair leg, a bottle, a torch, a chain, or a heavy book. Any object can be swung, driven, or thrown as an improvised weapon.
Making an improvised attack costs 1 AP and uses the Fight skill for melee or the Shoot skill for a thrown object. The attack may suffer a –2 penalty to the roll. On a hit, an improvised weapon deals 1d4 Physical damage. An improvised weapon gains no Might bonus to damage and has no special properties.
Throwing an Improvised Weapon.
A character may throw an improvised weapon using their Shoot skill, with a range of 10 / 20 meters (normal / long). Attacks made at long range suffer an additional –2 penalty.
Breaking.
After an improvised weapon is used to make an attack, the GM may decide it breaks or becomes unusable depending on the object’s durability. Fragile objects (a bottle, a ceramic pot) break on use. Sturdy objects (a chair leg, an iron bar) may survive several uses at GM discretion. A broken object cannot be used again as a weapon.
Ranged Weapons Ranged weapons are designed for distance and precision, requiring different materials and expertise compared to melee crafting.
| Item |
Crafting Level |
Materials (Worth of Gold) |
Workload (C.P.) |
| Hunting Bow |
2 |
10 Gold |
10 |
| Short Bow |
3 |
15 Gold |
10 |
| Bow |
3 |
20 Gold |
10 |
| Long Bow |
3 |
25 Gold |
15 |
| Composite Bow |
3 |
125 Gold |
45 |
| Great Bow |
4 |
125 Gold |
30 |
| Hand Crossbow |
4 |
30 Gold |
25 |
| Hunting Crossbow |
4 |
40 Gold |
25 |
| Light Crossbow |
4 |
60 Gold |
30 |
| Heavy Crossbow |
4 |
100 Gold |
50 |
| Siege Arbalest |
4 |
120 Gold |
80 |
| Titan Arbalest |
5 |
140 Gold |
100 |
| Pistol |
5 |
500 Gold |
200 |
| Musket |
5 |
1000 Gold |
400 |
| Arquebus |
5 |
1800 Gold |
700 |
| War Cannon |
5 |
2000 Gold |
900 |
Armor Crafting
Armors in ELDRA are essential for protection against both physical and elemental damage. Crafting armor requires specific materials and a dedicated amount of Crafting Points (C.P.) depending on the complexity of the armor.
Armors The following table provides the crafting details for each type of armor, including the required materials and workload.
| Item |
Crafting Level |
Materials (Worth of Gold) |
Workload (C.P.) |
| Robe |
1 |
10 Gold |
10 |
| Gambeson |
1 |
10 Gold |
10 |
| Leather Armor |
1 |
15 Gold |
30 |
| Reinforced Leather |
2 |
30 Gold |
40 |
| Brigandine |
2 |
40 Gold |
50 |
| Chain Shirt |
2 |
50 Gold |
60 |
| Padded Armor |
3 |
90 Gold |
70 |
| Breast Mail |
3 |
100 Gold |
80 |
| Scale Mail |
3 |
120 Gold |
90 |
| Ring Mail |
4 |
180 Gold |
120 |
| Chain Mail |
4 |
190 Gold |
140 |
| Half-Plate |
4 |
200 Gold |
150 |
| Reinforced Brigandine |
5 |
250 Gold |
200 |
| Splint |
5 |
300 Gold |
250 |
| Full Plate |
5 |
500 Gold |
300 |
| Soulforged Mail |
5 |
1500 Gold |
500 |
| Warlord’s Plate |
5 |
1800 Gold |
600 |
| Abyssal Plate |
5 |
2000 Gold |
650 |
Crafting Considerations:
-
Crafting any weapon or armor requires the use of a smithy, an anvil, and a high-temperature forge.
-
At least one crafter must have the required Crafting Level to begin the process.
Masterwork Armor Bonuses: When rolling for a masterwork, consult the Masterwork table under the main Crafting section to determine if the armor gains enhanced properties.
Shield Crafting
Crafting a shield requires specific materials and Crafting Points (C.P.), determined by its size and complexity.
Shields The following table outlines the crafting requirements for each type of shield, including the necessary materials and workload.
| Item |
Crafting Level |
Materials (Worth of Gold) |
Workload (C.P.) |
| Buckler Shield |
2 |
2 Gold |
5 |
| Heater Shield |
3 |
5 Gold |
15 |
| Kite Shield |
3 |
20 Gold |
35 |
| Pavise Shield |
3 |
25 Gold |
40 |
| Tower Shield |
4 |
50 Gold |
100 |
Crafting Considerations:
-
Shields require solid materials like iron, wood, or special alloys to craft.
-
A proper workstation is necessary, including tools for shaping and reinforcing.
Masterwork Shield Bonuses. When rolling for a Masterwork shield, consult the Masterwork table under the main Crafting section. On a successful roll, choose one of the following bonuses:
-
Reactive Edge: One of the shield’s abilities that costs AP may be used once per scene for free (0 AP cost).
-
Reinforced Core: The shield’s Reaction ability may be triggered twice per round instead of once.
-
Weapon-Quality: The shield’s bash damage increases by one die size (e.g. 1d6 → 1d8).
Alchemy Crafting
Alchemy in ELDRA allows players to create potions, bombs and poisons with powerful effects. Alchemy uses two main components: Herb Pouch (HP) for herbal elements and Magical Powder (MP) for arcane effects.
A character can be under only one potion or poison effect at a time. Consuming a new potion or poison immediately ends any previous potion or poison effect.
Potions are divided into three categories:
-
Basic — Standard potency.
-
Greater — Twice the material costs and workload of Basic.
-
Supreme — Four times the material costs and workload of Basic.
If the alchemist’s Crafting Level is one level higher than the potion’s requirement, they may craft a Greater Potion. If their Crafting Level is two or more levels higher, they may craft a Supreme Potion.
Potions of crafting level 5 are referred to as Elixirs and represent the pinnacle of alchemical mastery. Only a crafter whose Crafts skill level is 5 or higher may attempt them.
Potion Table
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Antidote |
1 |
— |
HP 1 |
4 |
| Potion of Darkvision |
1 |
1 h |
HP 2 |
4 |
| Potion of Healing |
1 |
— |
HP 1 |
4 |
| Potion of Protection |
1 |
10 m |
HP 1 |
4 |
| Potion of Steadiness |
1 |
10 m |
HP 1, MP 1 |
4 |
| Potion of Vitality |
1 |
10 m |
HP 1 |
4 |
| Potion of Animal Friendship |
2 |
1 h |
HP 3, MP 1 |
12 |
| Potion of Iron Skin |
2 |
10 m |
HP 3, MP 1 |
12 |
| Potion of Mana |
2 |
— |
HP 4 |
12 |
| Potion of Mental Ward |
2 |
10 m |
HP 1, MP 3 |
12 |
| Potion of Reflex |
2 |
10 m |
HP 2, MP 2 |
12 |
| Potion of Water Breathing |
2 |
1 h |
HP 2, MP 2 |
12 |
| Potion of Courage |
3 |
10 m |
HP 5, MP 4 |
36 |
| Potion of Eagle Eye |
3 |
10 m |
HP 4, MP 5 |
36 |
| Potion of Elemental Infusion |
3 |
10 m |
HP 3, MP 6 |
36 |
| Potion of Giant’s Strength |
3 |
10 m |
HP 7, MP 2 |
36 |
| Potion of Speed |
3 |
10 m |
HP 9 |
36 |
| Potion of Vampiric Essence |
3 |
10 m |
HP 4, MP 5 |
36 |
| Potion of Arcane Surge |
4 |
10 m |
HP 7, MP 9 |
72 |
| Potion of Berserker’s Wrath |
4 |
10 m |
HP 14, MP 2 |
72 |
| Potion of Blurring |
4 |
10 m |
HP 8, MP 8 |
72 |
| Potion of Concentration |
4 |
10 m |
HP 1, MP 15 |
72 |
| Potion of Invisibility |
4 |
10 m |
HP 9, MP 7 |
72 |
| Potion of Regeneration |
4 |
10 m |
HP 10, MP 6 |
72 |
| Potion of Restoration |
4 |
— |
HP 15, MP 1 |
72 |
| Elixir of Abyssal Might |
5 |
10 m |
HP 18, MP 6 |
120 |
| Elixir of Arcane Mastery |
5 |
10 m |
HP 5, MP 20 |
120 |
| Elixir of the Undying |
5 |
2 h |
HP 15, MP 10 |
120 |
| Elixir of Time |
5 |
10 m |
HP 12, MP 12 |
120 |
Potion Descriptions
Potions in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers offer stronger effects but require greater material costs and workload.
Antidote
-
Basic: Gain Advantage against poison effects.
-
Greater: Gain double Advantage against poison effects.
-
Supreme: Gain quadruple Advantage against poison effects.
-
If you are already poisoned, make a defend roll when you drink the potion. Gain Advantage for Basic, double Advantage for Greater, and quadruple Advantage for Supreme.
Potion of Darkvision
-
Basic: You gain Darkvision up to 20 meters for 1 hour. If you already have Darkvision, its range is extended by 20 meters instead.
-
Greater: You gain Darkvision up to 40 meters. Duration is increased to 4 hours.
-
Supreme: You gain Darkvision up to 60 meters. Duration is increased to 8 hours.
Potion of Healing
-
Basic: Regain Physical Stress points equal to the brewer’s Crafts skill + 1d4.
-
Greater: Regain Physical Stress points equal to twice the brewer’s Crafts skill + 2d4.
-
Supreme: Regain Physical Stress points equal to three times the brewer’s Crafts skill + 4d4.
Potion of Protection
-
Basic: Gain +1 Physical or Elemental Defense (choose when drinking).
-
Greater: Gain +1 Physical and Elemental Defense. Duration is increased to 1 hour.
-
Supreme: Gain +2 Physical and Elemental Defense. Duration is increased to 24 hours.
Potion of Steadiness
-
Basic: You gain Advantage on Fortitude checks made to resist being knocked Prone or forcibly repositioned.
-
Greater: You gain Advantage on Fortitude checks to resist forced movement and cannot be knocked Prone by non-magical means. Duration is increased to 1 hour.
-
Supreme: You cannot be knocked Prone or forcibly repositioned by any means for the duration. Duration is increased to 4 hours.
Potion of Vitality
-
Basic: Gain temporary Physical Stress points equal to the brewer’s Crafts skill. Temporary stress points are lost first before normal stress.
-
Greater: Gain temporary Physical Stress points equal to twice the brewer’s Crafts skill. Duration is increased to 1 hour.
-
Supreme: Gain temporary Physical Stress points equal to three times the brewer’s Crafts skill. Duration is increased to 24 hours.
Potion of Animal Friendship
-
Basic: You can speak with animals.
-
Greater: You can speak with animals and they will not attack you unless provoked. Duration is increased to 4 hours.
-
Supreme: You can speak with and command animals without question. You may designate one animal as a temporary companion for the duration of the scene without requiring the normal bonding process.
Potion of Iron Skin
-
Basic: Gain +1 Physical Defense.
-
Greater: Gain +2 Physical Defense. Duration is increased to 1 hour.
-
Supreme: Gain +3 Physical Defense. Duration is increased to 4 hours.
Potion of Mana
Potion of Mental Ward
-
Basic: Gain +1 to all Resolve skill checks and mental defend rolls.
-
Greater: Gain +2 to all Resolve checks and immediately recover Mental Stress points equal to the brewer’s Crafts skill. Duration is increased to 1 hour.
-
Supreme: Gain +3 to all Resolve checks, recover Mental Stress points equal to twice the brewer’s Crafts skill, and gain Advantage against charm and fear effects. Duration is increased to 4 hours.
Potion of Reflex
-
Basic: Gain +1 to all Reflex defend rolls.
-
Greater: Gain +2 to all Reflex defend rolls and +1 to initiative (Perception rolls for turn order). Duration is increased to 1 hour.
-
Supreme: Gain +3 to all Reflex defend rolls and you may take one additional Reaction per round. Duration is increased to 4 hours.
Potion of Water Breathing
-
Basic: You can breathe underwater.
-
Greater: You can breathe underwater. Duration is increased to 6 hours.
-
Supreme: You can breathe underwater for 24 hours and can understand and speak with creatures native to water environments.
Potion of Arcane Surge
-
Basic: Gain +1 to your Magic and Focus skills for the duration.
-
Greater: Gain +2 to your Magic and Focus skills. Duration is increased to 1 hour.
-
Supreme: Gain +3 to your Magic and Focus skills. In addition, the mana cost of the first spell you cast during this duration is reduced by 1 (minimum 1). Duration is increased to 4 hours.
Potion of Courage
-
Basic: You gain Advantage against fear effects.
-
Greater: You gain Advantage and a +1 bonus on rolls against fear effects. Duration is increased to 1 hour.
-
Supreme: You gain double Advantage and a +2 bonus on rolls against fear effects. Duration is increased to 4 hours.
Potion of Eagle Eye
-
Basic: You gain +1 to your Perception skill for checks related to vision.
-
Greater: You gain +1 to Perception and gain Darkvision (40 meters) for the duration.
-
Supreme: You gain +2 to Perception and true vision (40 meters) for the duration, allowing you to see through magical darkness, illusions, and invisibility.
Potion of Elemental Infusion
When crafting this potion, choose one element: Fire, Frost, or Lightning. The chosen element is bound into the potion and cannot be changed after crafting.
-
Basic: For 10 minutes, your weapon attacks deal an additional 1d4 damage of the chosen elemental type on a hit and apply that element’s associated combat effect.
-
Greater: The additional elemental damage increases to 1d6 and applies to both melee and ranged weapon attacks. Duration is increased to 1 hour.
-
Supreme: The additional elemental damage increases to 1d8. Once during the duration, you may trigger the chosen element’s additional Elemental Damage effect as a free action without spending AP. Duration is increased to 4 hours.
Potion of Giant’s Strength
-
Basic: Gain +1 to your Might skill for the duration.
-
Greater: Gain +2 to your Might skill. Duration is increased to 1 hour.
-
Supreme: Gain +3 to your Might skill. Your melee attacks gain Armor Pierce equal to your Might bonus from this potion. Duration is increased to 4 hours.
Potion of Speed
-
Basic: You gain a +4 meter bonus to your movement speed.
-
Greater: You gain a +8 meter bonus to your movement speed. Duration is increased to 1 hour.
-
Supreme: You gain a +10 meter bonus to your movement speed and the AP cost of the Move action is reduced by 1 (minimum 0). Duration is increased to 4 hours.
Potion of Vampiric Essence
-
Basic: For 10 minutes, your weapon attacks deal an additional 1d4 Necrotic damage on a hit. You recover Physical Stress points equal to the brewer’s Crafts skill + half the Necrotic damage dealt (rounded down).
-
Greater: The additional damage increases to 1d6 Necrotic. Duration is increased to 1 hour.
-
Supreme: The additional damage increases to 1d8 Necrotic, and you recover Physical Stress points equal to the brewer’s Crafts skill + the full amount of Necrotic damage dealt. Duration is increased to 4 hours.
Potion of Berserker’s Wrath
-
Basic: You deal +2 damage on all melee attacks. However, you suffer -1 to all defend rolls for the duration. This effect cannot be ended early.
-
Greater: You deal +4 damage on all melee attacks and suffer -2 to all defend rolls. Duration is increased to 1 hour.
-
Supreme: You deal +6 damage on all melee attacks, your melee attacks ignore 2 Physical Defense, and your critical hits deal triple damage instead of double. You suffer -3 to all defend rolls and cannot take the Defensive Stance action for the duration. Duration is increased to 4 hours.
Potion of Blurring
-
Basic: Your body becomes blurred and indistinct. All attack rolls made against you suffer a -1 penalty.
-
Greater: All attack rolls made against you suffer a -2 penalty. Duration is increased to 1 hour.
-
Supreme: All attack rolls against you suffer a -3 penalty and ranged attacks against you are made at Disadvantage. Duration is increased to 1 hour.
Potion of Concentration
-
Basic: You gain a +1 bonus to Focus checks made to maintain concentration.
-
Greater: You gain a +2 bonus to concentration checks.
-
Supreme: You gain a +4 bonus to concentration checks and may concentrate on one additional spell simultaneously.
Potion of Invisibility
-
Basic: You become invisible for 10 minutes. The effect ends immediately if you attack or cast a spell.
-
Greater: You become invisible for 1 hour. The effect ends if you attack or cast a spell.
-
Supreme: You become invisible for 4 hours. Attacking or casting a spell causes the effect to flicker: the invisibility suppresses until the start of your next turn, then resumes.
Potion of Regeneration
-
Basic: At the start of each of your turns, recover Physical Stress points equal to half the brewer’s Crafts skill (rounded up).
-
Greater: At the start of each of your turns, recover Physical Stress points equal to the brewer’s Crafts skill. Duration is increased to 1 hour.
-
Supreme: At the start of each of your turns, recover Physical Stress points equal to the brewer’s Crafts skill. Once during the duration, one Mild Consequence is automatically healed. Duration is increased to 4 hours.
Potion of Restoration
-
Basic: You recover 2 physical Consequences, starting from the lowest level.
-
Greater: You recover 4 physical Consequences.
-
Supreme: You recover 8 physical Consequences.
Elixir of Abyssal Might
-
Basic: Gain +2 to all melee attack rolls and melee damage, +2 Physical Defense, and +4 meters movement speed. You cannot cast spells or use magical abilities for the duration.
-
Greater: Bonuses increase to +3 to attack rolls and damage, +3 Physical Defense, and +6 meters movement. Duration is increased to 1 hour.
-
Supreme: Bonuses increase to +4 to attack rolls and damage, +4 Physical Defense, and +8 meters movement. Your unarmed strikes deal bludgeoning damage equal to your full Might skill level rather than half. Duration is increased to 4 hours.
Elixir of Arcane Mastery
-
Basic: Gain +2 to all Magic and Focus skill rolls, reduce the mana cost of all spells by 1 (minimum 1), and your spells ignore 2 Elemental Defense.
-
Greater: Bonuses increase to +3 to Magic and Focus, mana costs reduced by 2 (minimum 1), and spells ignore 3 Elemental Defense. Duration is increased to 1 hour.
-
Supreme: Bonuses increase to +4 to Magic and Focus. Once during the duration, you may cast one spell you know without spending mana. Your spells ignore 4 Elemental Defense. Duration is increased to 4 hours.
Elixir of the Undying
-
Basic: For 2 hours, the first time you would be Taken Out, you instead remain conscious with 1 unfilled Consequence slot remaining and immediately recover Physical Stress points equal to the brewer’s Crafts skill + 1d4. This effect is then consumed.
-
Greater: As Basic, but you recover Physical Stress points equal to twice the brewer’s Crafts skill + 2d4 when the effect triggers. Duration is increased to 8 hours.
-
Supreme: As Basic, but you recover Physical Stress points equal to three times the brewer’s Crafts skill + 4d4 and may immediately take a free turn when the effect triggers. Duration lasts until your next long rest.
Elixir of Time
-
Basic: Once per turn, you may move up to half your movement speed as a free action (0 AP). Additionally, gain +4 meters to your movement speed.
-
Greater: Once per turn, you may move up to your full movement speed as a free action. Additionally, gain +6 meters movement. Duration is increased to 1 hour.
-
Supreme: Once per turn, you may move up to your full movement speed as a free action, and the cost of your first Move action each turn is reduced to 0 AP. Additionally, gain +8 meters movement. Duration is increased to 4 hours.
Bomb Crafting
Alchemical bombs in ELDRA are volatile consumables designed to break formations, deny space, and punish clustered enemies. Like potions, bombs are crafted in three categories: Basic, Greater, and Supreme. Greater bombs require twice the material costs and workload of Basic, and Supreme bombs require four times the material costs and workload of Basic.
If the alchemist’s Crafting Level is one level higher than the bomb’s requirement, they may craft a Greater Bomb. If their Crafting Level is two or more levels higher, they may craft a Supreme Bomb.
Using a bomb costs 1 AP. A bomb is thrown at a point within 10 meters. All creatures within 2 meters of that point must make a Reflex roll against your Crafts. On a failure, they suffer the bomb’s full effect. On a success, they take half damage (rounded down) and avoid any additional condition or secondary effect unless the bomb states otherwise.
Bombs affect all creatures in the area, including allies.
Bomb Table
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Fire Bomb |
1 |
— |
HP 1, MP 1 |
4 |
| Frost Bomb |
1 |
— |
HP 1, MP 1 |
4 |
| Smokepowder Bomb |
1 |
2 r |
HP 2 |
4 |
| Shock Bomb |
2 |
— |
HP 2, MP 2 |
12 |
| Shrapnel Bomb |
2 |
— |
HP 3 |
12 |
| Flash Bomb |
2 |
1 r |
HP 1, MP 3 |
12 |
| Venom Fume Bomb |
3 |
2 r |
HP 5, MP 2 |
36 |
| Tarfire Bomb |
3 |
3 r |
HP 4, MP 3 |
36 |
| Thunderstone Bomb |
3 |
— |
HP 3, MP 4 |
36 |
| Freezing Cask |
4 |
2 r |
HP 7, MP 5 |
72 |
| Grave Dust Bomb |
4 |
2 r |
HP 5, MP 7 |
72 |
| Voidglass Bomb |
5 |
— |
HP 10, MP 10 |
120 |
| Sunshard Bomb |
5 |
2 r |
HP 8, MP 12 |
120 |
Bomb Descriptions
Bombs in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase damage, radius pressure, or duration in the same way that stronger potions offer stronger effects.
Fire Bomb
-
Basic: Creatures in the area take 1d4 Fire damage. Creatures that fail their Reflex also take 1 additional Fire damage at the start of their next turn.
-
Greater: Creatures in the area take 2d4 Fire damage. The additional Fire damage at the start of the next turn increases to 2.
-
Supreme: Creatures in the area take 4d4 Fire damage. The additional Fire damage at the start of the next turn increases to 4.
Frost Bomb
-
Basic: Creatures in the area take 1d4 Frost damage. Creatures that fail their Reflex lose movement equal to the Frost damage they took from the bomb until the start of their next turn.
-
Greater: Creatures in the area take 2d4 Frost damage. Duration of the movement penalty is increased to 2 rounds.
-
Supreme: Creatures in the area take 4d4 Frost damage. Duration of the movement penalty is increased to 3 rounds.
Smokepowder Bomb
-
Basic: Creates a 2-meter-radius smoke cloud for 2 rounds. The area is heavily obscured.
-
Greater: Creates a 3-meter-radius smoke cloud for 4 rounds. Creatures inside the cloud suffer -1 to attack rolls.
-
Supreme: Creates a 4-meter-radius smoke cloud for 1 minute. Creatures inside the cloud suffer -2 to attack rolls.
Shock Bomb
-
Basic: Creatures in the area take 1d6 Lightning damage. For every 3 Lightning damage a creature takes from this bomb, it suffers -1 to its next action.
-
Greater: Creatures in the area take 2d6 Lightning damage. The penalty to the next action lasts for 2 rounds instead of 1.
-
Supreme: Creatures in the area take 4d6 Lightning damage. Creatures that fail their Reflex by 3 or more are also Dazed until the end of their next turn.
Shrapnel Bomb
-
Basic: Creatures in the area take 1d6 Piercing damage.
-
Greater: Creatures in the area take 2d6 Piercing damage.
-
Supreme: Creatures in the area take 4d6 Piercing damage. Creatures that fail their Reflex also suffer -1 to all defend rolls until the start of their next turn.
Flash Bomb
-
Basic: Creatures that fail their Reflex are Blinded until the end of their next turn.
-
Greater: Creatures that fail their Reflex are Blinded for 2 rounds.
-
Supreme: Creatures that fail their Reflex are Blinded for 2 rounds and suffer -2 to Resolve checks until the effect ends.
Venom Fume Bomb
-
Basic: Creates a 2-meter-radius toxic cloud for 2 rounds. A creature that enters the cloud for the first time on a turn or starts its turn there must make a Fortitude defend roll against your Crafts or become Poisoned until the end of its next turn.
-
Greater: Duration is increased to 4 rounds. A creature that fails its Fortitude also takes 1d4 Physical damage.
-
Supreme: Duration is increased to 1 minute. A creature that fails its Fortitude becomes Poisoned for 2 rounds and takes 2d4 Physical damage.
Tarfire Bomb
-
Basic: Creatures in the area take 1d4 Fire damage. The ground in the blast area burns for 3 rounds. Any creature entering or starting its turn there takes 1 Fire damage.
-
Greater: Initial damage becomes 2d4 Fire. The burning ground deals 2 Fire damage.
-
Supreme: Initial damage becomes 4d4 Fire. The burning ground deals 4 Fire damage for 5 rounds and counts as difficult terrain for the same duration.
Thunderstone Bomb
-
Basic: Creatures in the area take 1d4 Bludgeoning damage and must make a Fortitude defend roll against your Crafts or be knocked Prone.
-
Greater: Creatures in the area take 2d4 Bludgeoning damage. On a failed Fortitude defend roll, they are knocked Prone and suffer -1 to their next attack roll.
-
Supreme: Creatures in the area take 4d4 Bludgeoning damage. On a failed Fortitude defend roll, they are knocked Prone and become Dazed until the end of their next turn.
Freezing Cask
-
Basic: Creatures in the area take 2d4 Frost damage. Creatures that fail their Reflex are Restrained until the end of their next turn by thick ice.
-
Greater: Creatures in the area take 4d4 Frost damage. The Restrained condition lasts for 2 rounds.
-
Supreme: Creatures in the area take 8d4 Frost damage. The Restrained condition lasts for 2 rounds, and creatures that fail by 3 or more are also knocked Prone.
Grave Dust Bomb
-
Basic: Creatures in the area take 1d6 Necrotic damage. Living creatures that fail their Reflex also suffer -1 to Resolve checks for 2 rounds.
-
Greater: Creatures in the area take 2d6 Necrotic damage. The Resolve penalty increases to -2.
-
Supreme: Creatures in the area take 4d6 Necrotic damage. Living creatures that fail their Reflex also suffer -2 to Resolve checks and cannot recover Mental Stress until the end of their next turn.
Voidglass Bomb
-
Basic: Creatures in the area take 2d8 Piercing damage. Creatures that fail their Reflex also suffer -2 to all defend rolls until the start of their next turn.
-
Greater: Creatures in the area take 4d8 Piercing damage. The defend penalty lasts for 2 rounds.
-
Supreme: Creatures in the area take 8d8 Piercing damage. The defend penalty lasts for 2 rounds, and creatures that fail by 3 or more also take a Mild Consequence if their Physical Stress Pool is at 0.
Sunshard Bomb
-
Basic: Creatures in the area take 1d6 Radiant damage. Undead and Vampires take double damage. The area glows with bright light in a 4-meter radius for 2 rounds.
-
Greater: Creatures in the area take 2d6 Radiant damage. The bright light lasts for 1 minute.
-
Supreme: Creatures in the area take 4d6 Radiant damage. Undead and Vampires that fail their Reflex are also Blinded until the end of their next turn. The bright light lasts for 10 minutes.
Poison Crafting
Poisons in ELDRA are crafted and scaled in the same way as potions. They are divided into three categories: Basic, Greater, and Supreme. Greater poisons require twice the material costs and workload of Basic, and Supreme poisons require four times the material costs and workload of Basic.
If the alchemist’s Crafting Level is one level higher than the poison’s requirement, they may craft a Greater Poison. If their Crafting Level is two or more levels higher, they may craft a Supreme Poison.
Unless stated otherwise, applying a poison to a weapon, piece of ammunition, or a consumable costs 1 AP. Injury poisons last until the first successful hit or until the end of the scene, whichever comes first. Ingested poisons take effect when consumed. Inhaled poisons affect all creatures in a 2-meter radius and require a Fortitude roll against your Crafts.
Poison Table
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Serpent Venom |
1 |
1 r |
HP 1 |
4 |
| Numbing Oil |
1 |
1 r |
HP 1, MP 1 |
4 |
| Blindworm Venom |
2 |
1 r |
HP 2, MP 1 |
12 |
| Crippling Toxin |
2 |
2 r |
HP 3 |
12 |
| Paralytic Venom |
3 |
1 r |
HP 4, MP 2 |
36 |
| Bloodrot Poison |
3 |
3 r |
HP 5, MP 1 |
36 |
| Mindfog Poison |
4 |
3 r |
HP 3, MP 6 |
72 |
| Widow’s Kiss |
4 |
1 scene |
HP 7, MP 4 |
72 |
| King’s Bane |
5 |
1 scene |
HP 10, MP 8 |
120 |
| Petrifying Resin |
5 |
2 r |
HP 8, MP 10 |
120 |
Poison Descriptions
Poisons in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase the severity, duration, or damage of the poison in the same manner that stronger potions increase the strength of their effects.
Serpent Venom
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or become Poisoned until the end of its next turn.
-
Greater: Duration is increased to 2 rounds.
-
Supreme: Duration is increased to 4 rounds.
Numbing Oil
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or suffer -1 to all defend rolls until the end of its next turn.
-
Greater: The penalty increases to -2.
-
Supreme: The penalty increases to -3, and the target also loses its Reaction until the start of its next turn.
Blindworm Venom
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or be Blinded until the end of its next turn.
-
Greater: Duration is increased to 2 rounds.
-
Supreme: Duration is increased to 2 rounds, and the target also suffers -2 to Perception checks for the rest of the scene.
Crippling Toxin
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or its movement speed is reduced by 4 meters for 2 rounds.
-
Greater: The movement reduction increases to 8 meters.
-
Supreme: The movement reduction increases to 10 meters, and the target cannot take the Disengage action while affected.
Paralytic Venom
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or become Dazed until the end of its next turn.
-
Greater: Duration is increased to 2 rounds.
-
Supreme: Duration is increased to 2 rounds. If the target fails its Fortitude by 3 or more, it becomes Paralyzed until the end of its next turn instead.
Bloodrot Poison
-
Basic: Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or take 1d4 Physical damage at the start of each of its turns for 3 rounds.
-
Greater: The damage increases to 2d4.
-
Supreme: The damage increases to 4d4. The effect lasts until the end of the scene or until the target receives any magical healing.
Mindfog Poison
-
Basic: Ingested or inhaled poison. The target must make a Fortitude defend roll against your Crafts or suffer -1 to Resolve, Focus, and Magic checks for 3 rounds.
-
Greater: The penalty increases to -2.
-
Supreme: The penalty increases to -3, and the target immediately takes 2 Mental Stress points on a failed Fortitude roll.
Widow’s Kiss
-
Basic: Injury or ingested poison. The target must make a Fortitude defend roll against your Crafts or become Poisoned for the scene. While affected, the target cannot recover Physical Stress points by non-magical means.
-
Greater: In addition, the target suffers -1 to Fortitude checks for the scene.
-
Supreme: In addition, the target suffers -2 to Fortitude checks for the scene and cannot regain Physical Stress points from magical healing until the end of its next turn after being healed.
King’s Bane
-
Basic: Injury or ingested poison. The target must make a Fortitude defend roll against your Crafts. On a failure, it becomes Poisoned for the scene and immediately takes a Mild Consequence. On a success, it becomes Poisoned until the end of its next turn.
-
Greater: On a failed Fortitude defend roll, the target instead takes a Moderate Consequence.
-
Supreme: On a failed Fortitude defend roll, the target takes a Moderate Consequence and 4d4 Physical damage. On a success, it still takes 2d4 Physical damage and becomes Poisoned until the end of its next turn.
Petrifying Resin
-
Basic: Injury or inhaled poison. The target must make a Fortitude defend roll against your Crafts or become Restrained for 2 rounds as its body stiffens.
-
Greater: Duration is increased to 3 rounds.
-
Supreme: Duration is increased to 3 rounds. If the target fails its Fortitude by 3 or more, it also becomes Incapacitated until the end of its next turn.
Inventory Management
Inventory in ELDRA is designed to be flexible and streamlined for faster gameplay. Characters can carry and access items logically without the need for micromanaging weight. Instead, the system is slot-based, representing logical storage and accessibility.
Item Slots: Each character is equipped with a limited number of item slots for quick and efficient access. These slots are divided as follows:
-
Weapons — You may equip up to two primary weapons (one main hand, one off-hand) and one ranged weapon.
-
Armor and Shield — You may wear one armor and one shield at a time.
-
Quick Access Slots — You have 3 quick-access slots for Potions, Scrolls,small tools, or weapons with might requirements of 1 or less. These can be drawn spending a 1 AP.
Backpack and Storage: Items that are not equipped remain in your backpack, accessible during exploration or with a dedicated action in combat.
-
Backpack Access (2 AP): You may retrieve one item from your backpack during your turn.
-
Adventuring Gear: Common backpack items include rations, rope, torches, and survival kits.
-
Scrolls and Potions: Potions and scrolls may be stored in the backpack but must be transferred to a quick slot to be used for 1 AP.
Inventory Actions:
-
Swap Weapons (1 AP): You may switch between two equipped weapons.
-
Draw from Backpack (2 AP): You may pull out one item from your backpack.
-
Equip or Remove Armor (Long Rest Required): Armor changes are significant and require downtime to switch out.
-
Equip or Remove Shield (1 AP): You may equip or remove a shield during your turn for 1 AP.
Magical and Rare Items: Magical items, despite their power, do not take up more space than their non-magical counterparts. They fit within the same inventory slots:
Example Inventory Layout: Below is an example of a typical adventurer’s inventory layout:
-
Weapons: Long Sword (Main Hand), Dagger (Off-Hand), Short Bow (Ranged)
-
Armor: Chain Shirt
-
Shield: Buckler Shield
-
Quick Access Slots: Healing Potion, Scroll of Fireball, Lockpick Set
-
Backpack: 15 m of Rope, 10 Rations, Tent, Torch, Water Flask, Potion of Protection
Antidote
- Basic
- Gain Advantage against poison effects.
- Greater:
- Gain double Advantage against poison effects.
- Supreme
- Gain quadruple Advantage against poison effects.
If you are already poisoned, make a defend roll when you drink the
potion. Gain Advantage for Basic, double Advantage for Greater, and
quadruple Advantage for Supreme.
Potion of Animal Friendship
- Basic
- You can speak with animals.
- Greater
- You can speak with animals and they will not attack you unless
provoked. Duration is increased to 4 hours.
- Supreme
- You can speak with and command animals without question. You may
designate one animal as a temporary companion for the duration of the
scene without requiring the normal bonding process.
Potion of Arcane Surge
- Basic
- Gain +1 to your Magic and Focus skills for the duration.
- Greater
- Gain +2 to your Magic and Focus skills. Duration is increased to
1 hour.
- Supreme
- Gain +3 to your Magic and Focus skills. In addition, the mana cost of
the first spell you cast during this duration is reduced by 1 (minimum
1). Duration is increased to 4 hours.
Potion of Berserker’s Wrath
- Basic
- You deal +2 damage on all melee attacks. However, you suffer −1 to
all defend rolls for the duration. This effect cannot be ended early.
- Greater
- You deal +4 damage on all melee attacks and suffer −2 to all defend
rolls. Duration is increased to 1 hour.
- Supreme
- You deal +6 damage on all melee attacks, your melee attacks ignore 2
Physical Defense, and your critical hits deal triple damage instead of
double. You suffer −3 to all defend rolls and cannot take the
Defensive Stance action for the duration. Duration is increased to
4 hours.
Potion of Blurring
- Basic
- Your body becomes blurred and indistinct. All attack rolls made
against you suffer a −1 penalty.
- Greater
- All attack rolls made against you suffer a −2 penalty. Duration is
increased to 1 hour.
- Supreme
- All attack rolls against you suffer a −3 penalty and ranged attacks
against you are made at Disadvantage. Duration is increased to 1 hour.
Potion of Concentration
- Basic
- You gain a +1 bonus to Focus checks made to maintain concentration.
- Greater
- You gain a +2 bonus to concentration checks.
- Supreme
- You gain a +4 bonus to concentration checks and may concentrate on one
additional spell simultaneously.
Potion of Courage
- Basic
- You gain Advantage against fear effects.
- Greater
- You gain Advantage and a +1 bonus on rolls against fear effects.
Duration is increased to 1 hour.
- Supreme
- You gain double Advantage and a +2 bonus on rolls against fear
effects. Duration is increased to 4 hours.
Potion of Darkvision
- Basic
- You gain Darkvision up to 20 meters for 1 hour. If you already have
Darkvision, its range is extended by 20 meters instead.
- Greater
- You gain Darkvision up to 40 meters. Duration is increased to 4 hours.
- Supreme
- You gain Darkvision up to 60 meters. Duration is increased to 8 hours.
Potion of Eagle Eye
- Basic
- You gain +1 to your Perception skill for checks related to vision.
- Greater
- You gain +1 to Perception and gain Darkvision (40 meters) for
the duration.
- Supreme
- You gain +2 to Perception and true vision (40 meters) for the
duration, allowing you to see through magical darkness, illusions, and
invisibility.
Potion of Elemental Infusion
When crafting this potion, choose one element: Fire, Frost, or
Lightning. The chosen element is bound into the potion and cannot be
changed after crafting.
- Basic
- For 10 minutes, your weapon attacks deal an additional 1d4 damage of
the chosen elemental type on a hit and apply that element's associated
combat effect.
- Greater
- The additional elemental damage increases to 1d6 and applies to both
melee and ranged weapon attacks. Duration is increased to 1 hour.
- Supreme
- The additional elemental damage increases to 1d8. Once during the
duration, you may trigger the chosen element's additional Elemental
Damage effect as a free action without spending AP. Duration is
increased to 4 hours.
Potion of Giant’s Strength
- Basic
- Gain +1 to your Might skill for the duration.
- Greater
- Gain +2 to your Might skill. Duration is increased to 1 hour.
- Supreme
- Gain +3 to your Might skill. Your melee attacks gain Armor Pierce
equal to your Might bonus from this potion. Duration is increased to
4 hours.
Potion of Healing
- Basic
- Regain Physical Stress points equal to the brewer’s
Crafts skill + 1d4.
- Greater
- Regain Physical Stress points equal to twice the brewer’s
Crafts skill + 2d4.
- Supreme
- Regain Physical Stress points equal to three times the brewer’s
Crafts skill + 4d4.
Potion of Invisibility
- Basic
- You become invisible for 10 minutes. The effect ends immediately if
you attack or cast a spell.
- Greater
- You become invisible for 1 hour. The effect ends if you attack or cast
a spell.
- Supreme
- You become invisible for 4 hours. Attacking or casting a spell causes
the effect to flicker: the invisibility suppresses until the start of
your next turn, then resumes.
Potion of Iron Skin
- Basic
- Gain +1 Physical Defense.
- Greater
- Gain +2 Physical Defense. Duration is increased to 1 hour.
- Supreme
- Gain +3 Physical Defense. Duration is increased to 4 hours.
Potion of Mana
- Basic
- Regain 1d4 Mana.
- Greater
- Regain 2d4 Mana.
- Supreme
- Regain 4d4 Mana.
Potion of Mental Ward
- Basic
- Gain +1 to all Resolve skill checks and mental defend rolls.
- Greater
- Gain +2 to all Resolve checks and immediately recover Mental Stress
points equal to the brewer’s Crafts skill. Duration is increased
to 1 hour.
- Supreme
- Gain +3 to all Resolve checks, recover Mental Stress points equal to
twice the brewer’s Crafts skill, and gain Advantage against charm
and fear effects. Duration is increased to 4 hours.
Potion of Protection
- Basic
- Gain +1 Physical or Elemental Defense (choose when drinking).
- Greater
- Gain +1 Physical and Elemental Defense. Duration is increased to
1 hour.
- Supreme
- Gain +2 Physical and Elemental Defense. Duration is increased to
24 hours.
Potion of Reflex
- Basic
- Gain +1 to all Reflex defend rolls.
- Greater
- Gain +2 to all Reflex defend rolls and +1 to initiative (Perception
rolls for turn order). Duration is increased to 1 hour.
- Supreme
- Gain +3 to all Reflex defend rolls and you may take one additional
Reaction per round. Duration is increased to 4 hours.
Potion of Regeneration
- Basic
- At the start of each of your turns, recover Physical Stress points
equal to half the brewer's Crafts skill (rounded up).
- Greater
- At the start of each of your turns, recover Physical Stress points
equal to the brewer's Crafts skill. Duration is increased to
1 hour.
- Supreme
- At the start of each of your turns, recover Physical Stress points
equal to the brewer's Crafts skill. Once during the duration, one
Mild Consequence is automatically healed. Duration is increased to
4 hours.
Potion of Restoration
- Basic
- You recover 2 physical Consequences, starting from the lowest level.
- Greater
- You recover 4 physical Consequences.
- Supreme
- You recover 8 physical Consequences.
Potion of Speed
- Basic
- You gain a +4 meter bonus to your movement speed.
- Greater
- You gain a +8 meter bonus to your movement speed. Duration is
increased to 1 hour.
- Supreme
- You gain a +10 meter bonus to your movement speed and the AP cost of
the Move action is reduced by 1 (minimum 0). Duration is increased to
4 hours.
Potion of Steadiness
- Basic
- You gain Advantage on Fortitude checks made to resist being knocked
Prone or forcibly repositioned.
- Greater
- You gain Advantage on Fortitude checks to resist forced movement and
cannot be knocked Prone by non-magical means. Duration is increased to
1 hour.
- Supreme
- You cannot be knocked Prone or forcibly repositioned by any means for
the duration. Duration is increased to 4 hours.
Potion of Vampiric Essence
- Basic
- For 10 minutes, your weapon attacks deal an additional 1d4 Necrotic
damage on a hit. You recover Physical Stress points equal to the
brewer’s Crafts skill + half the Necrotic damage dealt
(rounded down).
- Greater
- The additional damage increases to 1d6 Necrotic. Duration is increased
to 1 hour.
- Supreme
- The additional damage increases to 1d8 Necrotic, and you recover
Physical Stress points equal to the brewer's Crafts skill + the
full amount of Necrotic damage dealt. Duration is increased to
4 hours.
Potion of Vitality
- Basic
- Gain temporary Physical Stress points equal to the brewer’s Crafts
skill. Temporary stress points are lost first before normal stress.
- Greater
- Gain temporary Physical Stress points equal to twice the brewer’s
Crafts skill. Duration is increased to 1 hour.
- Supreme
- Gain temporary Physical Stress points equal to three times the
brewer’s Crafts skill. Duration is increased to 24 hours.
Potion of Water Breathing
- Basic
- You can breathe underwater.
- Greater
- You can breathe underwater. Duration is increased to 6 hours.
- Supreme
- You can breathe underwater for 24 hours and can understand and speak
with creatures native to water environments.
Weapon Crafting
Weapons in ELDRA are forged through dedicated craftsmanship and careful
resource management. Crafting a weapon requires both raw materials and a
number of Crafting Points (C.P.) determined by its complexity.
Melee Weapons
Melee weapons are crafted with attention to both durability and power.
The following table provides the required materials and workload for
each weapon type:
| Item |
Crafting Level |
Materials (Worth of Gold) |
Workload (C.P.) |
| Dagger |
1 |
5 |
10 |
| Staff |
1 |
1 |
5 |
| Whip |
1 |
5 |
10 |
| Javelin |
2 |
10 |
10 |
| Rapier |
2 |
15 |
20 |
| Short Sword |
2 |
15 |
20 |
| Battle-Axe |
3 |
30 |
30 |
| Long Sword |
3 |
40 |
40 |
| Morningstar |
4 |
40 |
40 |
| Spear |
3 |
40 |
40 |
| Halberd |
4 |
100 |
90 |
| Great-Axe |
4 |
110 |
100 |
| Greatsword |
4 |
130 |
110 |
| Siegebreaker |
4 |
150 |
150 |
| Warhammer |
4 |
170 |
170 |
| War Scythe |
4 |
180 |
180 |
| Colossus Maul |
5 |
250 |
250 |
| Void Cleaver |
5 |
270 |
270 |
| Soulpiercer |
5 |
300 |
300 |
Ranged Weapons
Ranged weapons are designed for distance and precision, requiring
different materials and expertise compared to melee crafting.
| Item |
Crafting Level |
Materials (Worth of Gold) |
Workload (C.P.) |
| Hunting Bow |
2 |
10 |
10 |
| Short Bow |
3 |
15 |
10 |
| Bow |
3 |
20 |
10 |
| Long Bow |
3 |
25 |
15 |
| Composite Bow |
3 |
125 |
45 |
| Great Bow |
4 |
125 |
30 |
| Hand Crossbow |
4 |
30 |
25 |
| Hunting Crossbow |
4 |
40 |
25 |
| Light Crossbow |
4 |
60 |
30 |
| Heavy Crossbow |
4 |
100 |
50 |
| Siege Arbalest |
4 |
120 |
80 |
| Titan Arbalest |
5 |
140 |
100 |
| Pistol |
5 |
500 |
200 |
| Musket |
5 |
1000 |
400 |
| Arquebus |
5 |
1800 |
700 |
| War Cannon |
5 |
2000 |
900 |
- Improvised Weapons
- Sometimes a character finds themselves without a weapon and must make do
with whatever is at hand i.e. a chair leg, a bottle, a torch, a chain,
or a heavy book. Any object can be swung, driven, or thrown as an
improvised weapon.
Making an improvised attack costs 1 AP and uses the Fight skill
for melee or the Shoot skill for a thrown object. The attack may
suffer a --2 penalty to the roll. On a hit, an improvised weapon
deals 1d4 Physical damage. An improvised weapon gains no Might
bonus to damage and has no special properties.
A character may throw an improvised weapon using their Shoot
skill, with a range of 10 / 20 meters (normal / long). Attacks
made at long range suffer an additional −2 penalty.
After an improvised weapon is used to make an attack, the GM may
decide it breaks or becomes unusable depending on the object’s
durability. Fragile objects (a bottle, a ceramic pot) break on use.
Sturdy objects (a chair leg, an iron bar) may survive several uses at
GM discretion. A broken object cannot be used again as a weapon.
Armor Crafting
Armors in ELDRA are essential for protection against both physical and
elemental damage. Crafting armor requires specific materials and a
dedicated amount of Crafting Points (C.P.) depending on the complexity
of the armor.
- Armors
- The following table provides the crafting details for each type of
armor, including the required materials and workload.
| Item |
Crafting Level |
Materials (Worth of Gold) |
Workload (C.P.) |
| Robe |
1 |
10 |
10 |
| Gambeson |
1 |
10 |
10 |
| Leather Armor |
1 |
15 |
30 |
| Reinforced Leather |
2 |
30 |
40 |
| Brigandine |
2 |
40 |
50 |
| Chain Shirt |
2 |
50 |
60 |
| Padded Armor |
3 |
90 |
70 |
| Breast Mail |
3 |
100 |
80 |
| Scale Mail |
3 |
120 |
90 |
| Ring Mail |
4 |
180 |
120 |
| Chain Mail |
4 |
190 |
140 |
| Half-Plate |
4 |
200 |
150 |
| Reinforced Brigandine |
5 |
250 |
200 |
| Splint |
5 |
300 |
250 |
| Full Plate |
5 |
500 |
300 |
| Soulforged Mail |
5 |
1500 |
500 |
| Warlord's Plate |
5 |
1800 |
600 |
| Abyssal Plate |
5 |
2000 |
650 |
Crafting Considerations
:
- Crafting any weapon or armor requires the use of a smithy, an anvil,
and a high-temperature forge.
- At least one crafter must have the required Crafting Level to begin
the process.
- Masterwork Armor Bonuses:
- When rolling for a masterwork, consult the Masterwork table under the
main Crafting section to determine if the armor gains
enhanced properties.
Elixir of Abyssal Might
- Basic
- Gain +2 to all melee attack rolls and melee damage, +2 Physical
Defense, and +4 meters movement speed. You cannot cast spells or use
magical abilities for the duration.
- Greater
- Bonuses increase to +3 to attack rolls and damage, +3 Physical
Defense, and +6 meters movement. Duration is increased to 1 hour.
- Supreme
- Bonuses increase to +4 to attack rolls and damage, +4 Physical
Defense, and +8 meters movement. Your unarmed strikes deal bludgeoning
damage equal to your full Might skill level rather than half. Duration
is increased to 4 hours.
Elixir of Arcane Mastery
- Basic
- Gain +2 to all Magic and Focus skill rolls, reduce the mana cost of
all spells by 1 (minimum 1), and your spells ignore 2
Elemental Defense.
- Greater
- Bonuses increase to +3 to Magic and Focus, mana costs reduced by 2
(minimum 1), and spells ignore 3 Elemental Defense. Duration is
increased to 1 hour.
- Supreme
- Bonuses increase to +4 to Magic and Focus. Once during the duration,
you may cast one spell you know without spending mana. Your spells
ignore 4 Elemental Defense. Duration is increased to 4 hours.
Elixir of the Undying
- Basic
- For 2 hours, the first time you would be Taken Out, you instead remain
conscious with 1 unfilled Consequence slot remaining and immediately
recover Physical Stress points equal to the brewer's Crafts
skill + 1d4. This effect is then consumed.
- Greater
- As Basic, but you recover Physical Stress points equal to twice the
brewer’s Crafts skill + 2d4 when the effect triggers. Duration is
increased to 8 hours.
- Supreme
- As Basic, but you recover Physical Stress points equal to three times
the brewer's Crafts skill + 4d4 and may immediately take a free
turn when the effect triggers. Duration lasts until your next
long rest.
Elixir of Time
- Basic
- Once per turn, you may move up to half your movement speed as a free
action (0 AP). Additionally, gain +4 meters to your movement speed.
- Greater
- Once per turn, you may move up to your full movement speed as a free
action. Additionally, gain +6 meters movement. Duration is increased
to 1 hour.
- Supreme
- Once per turn, you may move up to your full movement speed as a free
action, and the cost of your first Move action each turn is reduced to
0 AP. Additionally, gain +8 meters movement. Duration is increased to
4 hours.
Shield Crafting
Crafting a shield requires specific materials and Crafting Points
(C.P.), determined by its size and complexity.
The following table outlines the crafting requirements for each type of
shield, including the necessary materials and workload.
| Item |
Crafting Level |
Materials (Worth of Gold) |
Workload (C.P.) |
| Buckler Shield |
2 |
2 |
5 |
| Heater Shield |
3 |
5 |
15 |
| Kite Shield |
3 |
20 |
35 |
| Pavise Shield |
3 |
25 |
40 |
| Tower Shield |
4 |
50 |
100 |
Crafting Considerations:
- Shields require solid materials like iron, wood, or special alloys
to craft.
- A proper workstation is necessary, including tools for shaping
and reinforcing.
- Masterwork Shield Bonuses:
- When rolling for a Masterwork shield, consult the Masterwork table
under the main Crafting section. On a successful roll, choose one of
the following bonuses:
- Reactive Edge
- One of the shield's abilities that costs AP may be used once per
scene for free (0 AP cost).
- Reinforced Core
- The shield's Reaction ability may be triggered twice per round instead of once.
- Weapon-Quality
- The shield's bash damage increases by one die size (e.g. 1d6 → 1d8).
Alchemy Crafting
Alchemy in ELDRA allows players to create potions, bombs and poisons
with powerful effects. Alchemy uses two main components: Herb Pouch
(HP) for herbal elements and Magical Powder (MP) for arcane
effects.
Crafting and Inventory
Crafting in ELDRA allows players to create weapons, armor, potions, and
magical items through dedicated time and resources. The crafting process
is driven by a measure called Crafting Points (C.P.), which reflects
the amount of work required to complete an item.
- Workload
- Each crafter can contribute to the total workload a number of Crafting
Points equal to their Craft skill level per day. At least one
crafter must have their Craft skill equal to or higher than the
required Crafting level. Crafters that don’t meet the required
Crafting level can still contribute, but with a 50% penalty
(rounded down).
- Masterwork
- When an item is finished, the main crafter rolls a d100. If the roll
is high enough according to the table below, the item is considered a
Masterwork and gains bonuses accordingly.
- If a melee or ranged weapon is a Masterwork, it grants a bonus to
the Fight or Shoot skills of the wielder.
- If an armor or shield is a Masterwork, it provides additional
physical and elemental defenses.
| Craft Level |
+1 |
+2 |
+3 |
| 1 |
- |
- |
- |
| 2 |
1 |
- |
- |
| 3 |
2 |
1 |
- |
| 4 |
3 |
2 |
- |
| 5 |
5 |
3 |
1 |
- Magic Item Crafting
- Each magic item has unique material requirements and workloads.
Consult the Game Master for specifics.
Potion Crafting
A character can be under only one potion or poison effect at a time.
Consuming a new potion or poison immediately ends any previous potion or
poison effect.
Potions are divided into three categories:
- Basic — Standard potency.
- Greater — Twice the material costs and workload of Basic.
- Supreme — Four times the material costs and workload of Basic.
Higher tiers offer stronger effects but require greater material costs
and workload. If the alchemist’s Crafting Level is one level higher than
the potion’s requirement, they may craft a Greater Potion. If their
Crafting Level is two or more levels higher, they may craft a Supreme
Potion.
Potions of crafting level 5 are referred to as Elixirs and represent
the pinnacle of alchemical mastery. Only a crafter whose Crafts skill
level is 5 or higher may attempt them.
Potion Table:
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Antidote |
1 |
— |
HP 1 |
4 |
| Potion of Darkvision |
1 |
1 h |
HP 2 |
4 |
| Potion of Healing |
1 |
— |
HP 1 |
4 |
| Potion of Protection |
1 |
10 m |
HP 1 |
4 |
| Potion of Steadiness |
1 |
10 m |
HP 1, MP 1 |
4 |
| Potion of Vitality |
1 |
10 m |
HP 1 |
4 |
| Potion of Animal Friendship |
2 |
1 h |
HP 3, MP 1 |
12 |
| Potion of Iron Skin |
2 |
10 m |
HP 3, MP 1 |
12 |
| Potion of Mana |
2 |
— |
HP 4 |
12 |
| Potion of Mental Ward |
2 |
10 m |
HP 1, MP 3 |
12 |
| Potion of Reflex |
2 |
10 m |
HP 2, MP 2 |
12 |
| Potion of Water Breathing |
2 |
1 h |
HP 2, MP 2 |
12 |
| Potion of Courage |
3 |
10 m |
HP 5, MP 4 |
36 |
| Potion of Eagle Eye |
3 |
10 m |
HP 4, MP 5 |
36 |
| Potion of Elemental Infusion |
3 |
10 m |
HP 3, MP 6 |
36 |
| Potion of Giant's Strength |
3 |
10 m |
HP 7, MP 2 |
36 |
| Potion of Speed |
3 |
10 m |
HP 9 |
36 |
| Potion of Vampiric Essence |
3 |
10 m |
HP 4, MP 5 |
36 |
| Potion of Arcane Surge |
4 |
10 m |
HP 7, MP 9 |
72 |
| Potion of Berserker's Wrath |
4 |
10 m |
HP 14, MP 2 |
72 |
| Potion of Blurring |
4 |
10 m |
HP 8, MP 8 |
72 |
| Potion of Concentration |
4 |
10 m |
HP 1, MP 15 |
72 |
| Potion of Invisibility |
4 |
10 m |
HP 9, MP 7 |
72 |
| Potion of Regeneration |
4 |
10 m |
HP 10, MP 6 |
72 |
| Potion of Restoration |
4 |
– |
HP 15, MP 1 |
72 |
| Elixir of Abyssal Might |
5 |
10 m |
HP 18, MP 6 |
120 |
| Elixir of Arcane Mastery |
5 |
10 m |
HP 5, MP 20 |
120 |
| Elixir of the Undying |
5 |
2 h |
HP 15, MP 10 |
120 |
| Elixir of Time |
5 |
10 m |
HP 12, MP 12 |
120 |
Bomb Crafting
Alchemical bombs in ELDRA are volatile consumables designed to break
formations, deny space, and punish clustered enemies. Like potions,
bombs are crafted in three categories: Basic, Greater, and
Supreme. Greater bombs require twice the material costs and workload
of Basic, and Supreme bombs require four times the material costs and
workload of Basic.
If the alchemist’s Crafting Level is one level higher than the bomb’s
requirement, they may craft a Greater Bomb. If their Crafting Level
is two or more levels higher, they may craft a Supreme Bomb.
Using a bomb costs 1 AP. A bomb is thrown at a point within 10
meters. All creatures within 2 meters of that point must make a
Reflex roll against your Crafts. On a failure, they suffer the
bomb’s full effect. On a success, they take half damage (rounded down)
and avoid any additional condition or secondary effect unless the bomb
states otherwise.
Bombs affect all creatures in the area, including allies.
Bomb Table:
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Fire Bomb |
1 |
— |
HP 1, MP 1 |
4 |
| Frost Bomb |
1 |
— |
HP 1, MP 1 |
4 |
| Smokepowder Bomb |
1 |
2 r |
HP 2 |
4 |
| Shock Bomb |
2 |
— |
HP 2, MP 2 |
12 |
| Shrapnel Bomb |
2 |
— |
HP 3 |
12 |
| Flash Bomb |
2 |
1 r |
HP 1, MP 3 |
12 |
| Venom Fume Bomb |
3 |
2 r |
HP 5, MP 2 |
36 |
| Tarfire Bomb |
3 |
3 r |
HP 4, MP 3 |
36 |
| Thunderstone Bomb |
3 |
— |
HP 3, MP 4 |
36 |
| Freezing Cask |
4 |
2 r |
HP 7, MP 5 |
72 |
| Grave Dust Bomb |
4 |
2 r |
HP 5, MP 7 |
72 |
| Voidglass Bomb |
5 |
— |
HP 10, MP 10 |
120 |
| Sunshard Bomb |
5 |
2 r |
HP 8, MP 12 |
120 |
Bombs in ELDRA come in three variants: Basic, Greater, and
Supreme. Higher tiers increase damage, radius pressure, or duration
in the same way that stronger potions offer stronger effects.
Poison Crafting
Poisons in ELDRA are crafted and scaled in the same way as potions. They
are divided into three categories: Basic, Greater, and
Supreme. Greater poisons require twice the material costs and
workload of Basic, and Supreme poisons require four times the material
costs and workload of Basic. Higher tiers increase the severity,
duration, or damage of the poison in the same manner that stronger
potions increase the strength of their effects.
If the alchemist’s Crafting Level is one level higher than the poison's
requirement, they may craft a Greater Poison. If their Crafting
Level is two or more levels higher, they may craft a Supreme Poison.
Unless stated otherwise, applying a poison to a weapon, piece of
ammunition, or a consumable costs 1 AP. Injury poisons last until the
first successful hit or until the end of the scene, whichever comes
first. Ingested poisons take effect when consumed. Inhaled poisons
affect all creatures in a 2-meter radius and require a Fortitude
roll against your Crafts.
Poison Table:
| Item |
Crafting Level |
Duration |
Materials |
Workload (C.P.) |
| Serpent Venom |
1 |
1 r |
HP 1 |
4 |
| Numbing Oil |
1 |
1 r |
HP 1, MP 1 |
4 |
| Blindworm Venom |
2 |
1 r |
HP 2, MP 1 |
12 |
| Crippling Toxin |
2 |
2 r |
HP 3 |
12 |
| Paralytic Venom |
3 |
1 r |
HP 4, MP 2 |
36 |
| Bloodrot Poison |
3 |
3 r |
HP 5, MP 1 |
36 |
| Mindfog Poison |
4 |
3 r |
HP 3, MP 6 |
72 |
| Widow's Kiss |
4 |
1 scene |
HP 7, MP 4 |
72 |
| King's Bane |
5 |
1 scene |
HP 10, MP 8 |
120 |
| Petrifying Resin |
5 |
2 r |
HP 8, MP 10 |
120 |
Inventory Management
Inventory in ELDRA is designed to be flexible and streamlined for faster gameplay. Characters can carry and access items logically without the need for micromanaging weight. Instead, the system is slot-based, representing logical storage and accessibility.
- Item Slots
- Each character is equipped with a limited number of item slots for
quick and efficient access. These slots are divided as follows:
- Weapons — You may equip up to two primary weapons/shields (one main
hand, one off-hand) or one ranged weapon.
- Armor and Shield — You may wear one armor at a time.
- Quick Access Slots — You have 3 quick-access slots for Potions,
Scrolls,small tools, or weapons with might requirements of 1 or
less. These can be drawn spending a 1 AP.
- Backpack and Storage
- Items that are not equipped remain in your backpack, accessible during
exploration or with a dedicated action in combat.
- Backpack Access (2 AP) — You may retrieve one item from your
backpack during your turn.
- Adventuring Gear — Common backpack items include rations, rope,
torches, and survival kits.
- Scrolls and Potions — Potions and scrolls may be stored in the
backpack but must be transferred to a quick slot to be used for
1 AP.
Inventory Actions
:
- Draw from Backpack (2 AP) — You may pull out one item from your
backpack.
- Equip or Remove Armor (Long Rest Required) — Armor changes are
significant and require downtime to switch out.
- Equip or Remove Shield (1 AP) — You may equip or remove a shield
during your turn for 1 AP.
Magical and Rare Items
:
- Quick Access Storage — Magical potions and enchanted scrolls can be
stored in Quick Access Slots.
- Backpack Storage — Larger or less frequently used magical items
should be kept in the backpack.
- Example Inventory Layout
- Below is an example of a typical adventurer's inventory layout:
- Weapons — Long Sword (Main Hand), Dagger (Off-Hand),
Short Bow (Ranged)
- Armor — Chain Shirt
- Shield — Buckler Shield
- Quick Access Slots — Healing Potion, Scroll of Fireball,
Lockpick Set
- Backpack — 15 m of Rope, 10 Rations, Tent, Torch, Water Flask,
Potion of Protection
Blindworm Venom
- Basic
- Injury poison. On a successful hit, the target must make a Fortitude
defend roll against your Crafts or be \textbf{Blinded} until the end
of its next turn.
- Greater
- Duration is increased to 2 rounds.
- Supreme
- Duration is increased to 2 rounds, and the target also suffers −2 to
Perception checks for the rest of the scene.
Bloodrot Poison
- Basic
- Injury poison. On a successful hit, the target must make a Fortitude
defend roll against your Crafts or take 1d4 Physical damage at the
start of each of its turns for 3 rounds.
- Greater
- The damage increases to 2d4.
- Supreme
- The damage increases to 4d4. The effect lasts until the end of the
scene or until the target receives any magical healing.
Crippling Toxin
- Basic
- Injury poison. On a successful hit, the target must make a Fortitude
defend roll against your Crafts or its movement speed is reduced by 4
meters for 2 rounds.
- Greater
- The movement reduction increases to 8 meters.
- Supreme
- The movement reduction increases to 10 meters, and the target cannot
take the Disengage action while affected.
Fire Bomb
- Basic
- Creatures in the area take 1d4 Fire damage. Creatures that fail their
Reflex also take 1 additional Fire damage at the start of their
next turn.
- Greater
- Creatures in the area take 2d4 Fire damage. The additional Fire damage
at the start of the next turn increases to 2.
- Supreme
- Creatures in the area take 4d4 Fire damage. The additional Fire damage
at the start of the next turn increases to 4.
Flash Bomb
- Basic
- Creatures that fail their Reflex are Blinded until the end of
their next turn.
- Greater
- Creatures that fail their Reflex are Blinded for 2 rounds.
- Supreme
- Creatures that fail their Reflex are Blinded for 2 rounds and
suffer −2 to Resolve checks until the effect ends.
Frost Bomb
- Basic
- Creatures in the area take 1d4 Frost damage. Creatures that fail their
Reflex lose movement equal to the Frost damage they took from the bomb
until the start of their next turn.
- Greater
- Creatures in the area take 2d4 Frost damage. Duration of the movement
penalty is increased to 2 rounds.
- Supreme
- Creatures in the area take 4d4 Frost damage. Duration of the movement
penalty is increased to 3 rounds.
Grave Dust Bomb
- Basic
- Creatures in the area take 1d6 Necrotic damage. Living creatures that
fail their Reflex also suffer −1 to Resolve checks for 2 rounds.
- Greater
- Creatures in the area take 2d6 Necrotic damage. The Resolve penalty
increases to −2.
- Supreme
- Creatures in the area take 4d6 Necrotic damage. Living creatures that
fail their Reflex also suffer −2 to Resolve checks and cannot
recover Mental Stress until the end of their next turn.
King’s Bane
- Basic
- Injury or ingested poison. The target must make a Fortitude defend
roll against your Crafts. On a failure, it becomes Poisoned for
the scene and immediately takes a Mild Consequence. On a success,
it becomes Poisoned until the end of its next turn.
- Greater
- On a failed Fortitude defend roll, the target instead takes a
Moderate Consequence.
- Supreme
- On a failed Fortitude defend roll, the target takes a Moderate
Consequence and 4d4 Physical damage. On a success, it still takes
2d4 Physical damage and becomes Poisoned until the end of its
next turn.
Mindfog Poison
- Basic
- Ingested or inhaled poison. The target must make a Fortitude defend
roll against your Crafts or suffer −1 to Resolve, Focus, and Magic
checks for 3 rounds.
- Greater
- The penalty increases to −2.
- Supreme
- The penalty increases to −3, and the target immediately takes 2
Mental Stress points on a failed Fortitude roll.
Numbing Oil
- Basic
- Injury poison. On a successful hit, the target must make a Fortitude
defend roll against your Crafts or suffer −1 to all defend rolls until
the end of its next turn.
- Greater
- The penalty increases to −2.
- Supreme
- The penalty increases to −3, and the target also loses its Reaction
until the start of its next turn.
Paralytic Venom
- Basic
- Injury poison. On a successful hit, the target must make a Fortitude
defend roll against your Crafts or become Dazed until the end of
its next turn.
- Greater
- Duration is increased to 2 rounds.
- Supreme
- Duration is increased to 2 rounds. If the target fails its Fortitude
by 3 or more, it becomes Paralyzed until the end of its next turn
instead.
Petrifying Resin
- Basic
- Injury or inhaled poison. The target must make a Fortitude defend roll
against your Crafts or become Restrained for 2 rounds as its body
stiffens.
- Greater
- Duration is increased to 3 rounds.
- Supreme
- Duration is increased to 3 rounds. If the target fails its Fortitude
by 3 or more, it also becomes Incapacitated until the end of its
next turn.
Serpent Venom
- Basic
- Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or become \textbf{Poisoned} until the end of its next turn.
- Greater
- Duration is increased to 2 rounds.
- Supreme
- Duration is increased to 4 rounds.
Shock Bomb
- Basic
- Creatures in the area take 1d6 Lightning damage. For every 3 Lightning
damage a creature takes from this bomb, it suffers −1 to its
next action.
- Greater
- Creatures in the area take 2d6 Lightning damage. The penalty to the
next action lasts for 2 rounds instead of 1.
- Supreme
- Creatures in the area take 4d6 Lightning damage. Creatures that fail
their Reflex by 3 or more are also Dazed until the end of their
next turn.
Shrapnel Bomb
- Basic
- Creatures in the area take 1d6 Piercing damage.
- Greater
- Creatures in the area take 2d6 Piercing damage.
- Supreme
- Creatures in the area take 4d6 Piercing damage. Creatures that fail
their Reflex also suffer −1 to all defend rolls until the start of
their next turn.
Smokepowder Bomb
- Basic
- Creates a 2-meter-radius smoke cloud for 2 rounds. The area is heavily
obscured.
- Greater
- Creates a 3-meter-radius smoke cloud for 4 rounds. Creatures inside
the cloud suffer −1 to attack rolls.
- Supreme
- Creates a 4‐meter‐radius smoke cloud for 1 minute. Creatures inside
the cloud suffer −2 to attack rolls.
Sunshard Bomb
- Basic
- Creatures in the area take 1d6 Radiant damage. Undead and Vampires
take double damage. The area glows with bright light in a 4‐meter
radius for 2 rounds.
- Greater
- Creatures in the area take 2d6 Radiant damage. The bright light lasts
for 1 minute.
- Supreme
- Creatures in the area take 4d6 Radiant damage. Undead and Vampires
that fail their Reflex are also Blinded until the end of their
next turn. The bright light lasts for 10 minutes.
Tarfire Bomb
- Basic
- Creatures in the area take 1d4 Fire damage. The ground in the blast
area burns for 3 rounds. Any creature entering or starting its turn
there takes 1 Fire damage.
- Greater
- Initial damage becomes 2d4 Fire. The burning ground deals 2 Fire
damage.
- Supreme
- Initial damage becomes 4d4 Fire. The burning ground deals 4 Fire
damage for 5 rounds and counts as difficult terrain for the
same duration.
Thunderstone Bomb
- Basic
- Creatures in the area take 1d4 Bludgeoning damage and must make a
Fortitude defend roll against your Crafts or be knocked Prone.
- Greater
- Creatures in the area take 2d4 Bludgeoning damage. On a failed
Fortitude defend roll, they are knocked Prone and suffer −1 to
their next attack roll.
- Supreme
- Creatures in the area take 4d4 Bludgeoning damage. On a failed
Fortitude defend roll, they are knocked Prone and become Dazed
until the end of their next turn.
Venom Fume Bomb
- Basic
- Creates a 2‐meter‐radius toxic cloud for 2 rounds. A creature that
enters the cloud for the first time on a turn or starts its turn there
must make a Fortitude defend roll against your Crafts or become
Poisoned until the end of its next turn.
- Greater
- Duration is increased to 4 rounds. A creature that fails its Fortitude
also takes 1d4 Physical damage.
- Supreme
- Duration is increased to 1 minute. A creature that fails its Fortitude
becomes Poisoned for 2 rounds and takes 2d4 Physical damage.
Voidglass Bomb
- Basic
- Creatures in the area take 2d8 Piercing damage. Creatures that fail
their Reflex also suffer −2 to all defend rolls until the start of
their next turn.
- Greater
- Creatures in the area take 4d8 Piercing damage. The defend penalty
lasts for 2 rounds.
- Supreme
- Creatures in the area take 8d8 Piercing damage. The defend penalty
lasts for 2 rounds, and creatures that fail by 3 or more also take a
Mild Consequence if their Physical Stress Pool is at 0.
Widow’s Kiss
- Basic
- Injury or ingested poison. The target must make a Fortitude defend
roll against your Crafts or become Poisoned for the scene. While
affected, the target cannot recover Physical Stress points by
non‐magical means.
- Greater
- In addition, the target suffers −1 to Fortitude checks for the scene.
- Supreme
- In addition, the target suffers −2 to Fortitude checks for the scene
and cannot regain Physical Stress points from magical healing until
the end of its next turn after being healed.