Game System:Advanced Packages
From Eldritch Wiki
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| Demon Packages (First number is a full blood, second is a half blood) | |||||
| Package | Cost | Package | Cost | Package | Cost |
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| Avernus | 10/7 | Avo Monic | --/3 | Brachen | TBD |
| Byblos | 14/10 | Calx | 18/13 | Gri'ah | 12/11 |
| Gurgian | 12/10 | Kaliff | 11/9 | Lister | --/9 |
| Miquot | 16/-- | Oden Tal (Female) | TBD | Oden Tal (Vigorie) | 6/TBD |
| Tarrack | --/9 | ||||
| Primal Packages | |||||
| Package | Cost | Package | Cost | Package | Cost |
| Ananansa | TBD | Werewolf | 12 | ||
| Training Packages | |||||
| Package | Cost | Package | Cost | Package | Cost |
| Superscientist | 6 | Watcher | 5 | ||
| Undead Packages | |||||
| Package | Cost | Package | Cost | Package | Cost |
| Revenant | 10 | Vampire | 12 | ||
| Other Packages | |||||
| Package | Cost | Package | Cost | Package | Cost |
| Slayer | 12 | Initiative Supersoldier | 11 | ||
Overview
Packages are built by incorporating boosts in Attributes and Skills, additional Specialties, Qualities, and Drawbacks into one balanced Quality that helps define the character as a certain type of person or a person with a certain type of training. By reducing the overall quality cost of the package by reducing it by the value of the included drawbacks, this allows characters to marginally circumvent the maximum number of quality and drawback points allotted. Because of this, characters are limited to two packages, which cannot boost the same Attributes, Skills, or Qualities. Mechanically, there are a few rules, some which coordinate with the basic rules for buying traits, others which do not.
Important Note: The packages in the training packages section which follow come bundled with Drawbacks, which lower the cost of the package. If you wish to make a character in the same field as these packages, but not play these drawbacks, you can make a character without taking the package. For example, if you wish to play a retired Watcher who is no longer obligated to the Watchers Council, or Superscientist who doesn't suffer from an obsession or pride, you can make the character without taking the packages listed here (and for the Superscientist, without the inhuman attribute boost it conveys). Buying the package but not adhering to the attached drawbacks will have staff repercussions.
Advanced Package Building Rules
Note: Basic package rules differ from Basic Package Building Rules.
- Package bonuses are applied last.
- Attribute cost is 1:1 (Bonus Cost)
- An Attribute must have at least 2 points invested in it to have a bonus applied to it.
- Attributes cannot be boosted above 5 with package bonuses without the Inhuman quality.
- Unless specified, Packages cannot boost an Attribute by more than +4.
- Skills cost is 1:1
- A Skill must have at least 2 points invested in it to have a bonus applied to it.
- Skills cannot be boosted above 6 with package bonuses.
- Packages cannot boost a Skill by more than +2.
- Specialties cost is 2:1.
- The term applicable refers to Skills with a bonus to them conferred by the Package.
- No more than a +2 bonus to any one Specialty from the Package.
- All Packages must have some Drawback.
Demon Packages
Demons are beings from species whose existence was begun in another dimension, foreign to ours. Once here they passed their blood on either to create more with others of their kind, or with humans to create half breeds. The following demon packages are premade for Eldritch MUSH. For information on constructing a custom package, please see: Building Rules.
AvernusSee the Resident Species page for information on this species.
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Avo MonicSee the Resident Species page for information on this species. Half Avo Monic
Total Cost: 3 | ||||
BrachenSee the Resident Species page for information on this species.
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ByblosSee the Resident Species page for information on this species.
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CalxSee the Resident Species page for information on this species.
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Gri'ahSee the Resident Species page for information on this species.
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GurgianSee the Resident Species page for information on this species.
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KaliffSee the Resident Species page for information on this species.
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ListerSee the Resident Species page for information on this species. Half Lister
Total Cost: 9 |
MiquotSee the Resident Species page for information on this species. Full Miquot
Total Cost: 16 | ||||
Oden Tal (Female)See the Resident Species page for information on this species.
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Oden Tal (Vigorie)See the Resident Species page for information on this species.
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TarrackSee the Resident Species page for information on this species. Half Tarrack
Total Cost: 9 |
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Primal Packages
More information on primals will be coming soon. The following primal packages are premade for Eldritch MUSH. For information on constructing a custom package, please see: Building Rules.
AnanansaSee the Resident Species page for information on this species.
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WerewolfSee the Resident Species page for information on this species.
Total Cost: 12 |
Training Packages
More information on training packages will be coming soon. The following training packages are premade for Eldritch MUSH. For information on constructing a custom package, please see: Building Rules.
Undead Packages
Undead come in a variety of forms in Elritch. Not all of them are really feasible as a player character, such as your standard shambling zombie who isn't likely to last very long out there in the world, or a standard ghost with no ability to interact with any other characters who are not mediums and who are tethered to one location. Other kinds of undead are actually ideal as PCs. The following undead packages are premade for Eldritch MUSH. For information on constructing a custom package, please see: Building Rules.
RevenantSee the Zombie Section of the Resident Species page for theme information on this type of undead. Revenants are self aware zombies who can rationalize. Unlike their more common brethren, they are not hampered in speed or intellect. They are very strong and much hardier than they were in life, fueled by magics that bind them by their ever present need for vengeance. Revenge is what animates them, and they will pursue it at every opportunity. Their skin is very resilient to bashing damage and bullets, and killing a revenant is very, very difficult. In most cases you can wound and wound and wound them some more, but they will always heal the damage over time. They can be incapacitated by damage, and rendered unconscious in a fashion until they heal back enough lifepoints to be over 0, but unless their head is removed from their shoulders, they will continue to heal and come back. They are also vulnerable to fire which bypasses their soak and deals double damage to them. Revenants always have a sickly dead pallor which can be concealed with effort by clothing and makeup.
Total Cost: 10 |
VampireSee the Vampire Section of the Resident Species page for theme information on this type of undead. Vampires possess supernatural physical abilities such as enhanced strength, agility, hearing, smell, and healing. They do not require oxygen, food, or water, but live on a diet of blood. Vampires can change at will between human appearance and a monstrous form with a bumpy forehead, yellow eyes, and sharp teeth. In human form, they can still lack a heartbeat and body heat. Vampires can only be killed by beheading, fire, or penetration of the heart by a wooden object. They heal quickly from most injuries, but do not regrow lost limbs. Their flesh burns in direct sunlight, and on contact with blessed objects such as holy water, recently consecrated ground, or a Cross. They can enter consecrated buildings but appear to feel ill at ease. They cannot enter a human residence without invitation and do not cast reflections, although they can be photographed and filmed. A vampire explodes in a cloud of dust when killed.
Total Cost: 12 |
Other Packages
Packages which do not fit properly into any of the other catergories wind up here in the 'Other' category. These are things like modified or empowered humans, robots, cyborgs, and freaks of nature that don't fit into any tidier packages. The following 'Other' packages are premade for Eldritch MUSH. For information on constructing a custom package, please see: Building Rules.
SlayerSee the Slayer Section of the Resident Species page for theme information on this type of human. These young women have been bestowed with mystical powers which give her superhuman senses, strength, speed, endurance, agility, and healing in the fight against forces of darkness. Although strong, the spreading of the Slayer power through so many in this generation has lessened the overall power of the individual Slayers. Today's Slayers are still stronger, faster, hardier, and have more mental fortitude than your average gal. Their training and mystic abilities help them to respond faster to situations, they heal damage at an increased rate, and they are tougher to wound. They can also sense the presence of vampires nearby (within 100 feet) by concentrating for a turn and making a Perception (not doubled) roll. On the flip side, being a Slayer puts a big old bullseye on your head. Demons, vampires, and all evil things that go bump in the night will try their darndest to take you out or otherwise flee from you. It's a hazard of the job. Slayers are also bound mystically and more to their obligations. They are each assigned a Watcher, who handles their training and assignments, and receives orders from The Watchers Council who dictates their activities. It is recommended, but not mandatory, that Slayer applicants team up with a Watcher applicant who they know will be available to RP with them regularly. Some Slayers also receive Psychic Visions. They are not part of the package but may be purchased separately.
Total Cost: 12 |
Initiative SupersoldierSee the Modified Humans Section of the Resident Species page for theme information on this type of human. You have been recruited through the military to be part of a super secret organization called The Initiative. You are the best and brightest, highly trained and taught about how to handle the threat of supernatural beings invading the United States. You are part of a mission to capture the things that go bump in the night to be studied by the military to develop weapons and tactics to defeat, or even weaponize. You were also hand picked for some special experiments in which Initiative Scientists injected you with unknown substances and subjected you to gene therapies. Now you’re not fully human anymore, better, stronger, faster, and you have been made very, very loyal to your unit and superior officers. (Note: These are the Initiative’s supersoldiers. Standard initiative operative packages can be found Here.)
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