Game System:Advanced Packages

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Contents


Demon Packages (First number is a full blood, second is a half blood)
Package Cost Package Cost Package Cost
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.

Avernus


See the Resident Species page for information on this species.

Full Avernus

  • Inhuman (+1)
  • +2 DEX; +4 PER (+6)
  • Extended Sense (Dark Sight) (+1)
  • Prehensile Tail (+1)
  • Natural Weapon 3 (Claws/Lethal) (+6)
  • Natural Armor 2 (Total) (+2)
  • Allergy (Sunlight) (-2)
  • Limited Attribute (CON) (-2)
  • Unusual Appearance (-2)
  • Emotional Problems (Dependency) (-1)

Note: Avernus may use their horns as natural weapons, but only at level 2.

Total Cost: 10

Half Avernus

  • Inhuman (+1)
  • +1 DEX; +2 PER (+3)
  • Extended Sense (Dark Sight) (+1)
  • Prehensile Tail (+1)
  • Natural Weapon 2 (Claws/Lethal) (+4)
  • Natural Armor 1 (Total) (+1)
  • Dual Form (no abililites as human) (-2)
  • Limited Attribute (CON) (-2)

Note: Half-Avernus may use their horns as natural weapons, but only at level 1.

Total Cost: 7

Avo Monic


See the Resident Species page for information on this species.

Half Avo Monic

  • +3 Perception (+3)
  • Acute Smell/Taste (+1)
  • Inhuman (+1)
  • Dual Form (0)
  • Allergy (Paprika) (-2)

Total Cost: 3

Brachen


See the Resident Species page for information on this species.

Full Brachen
Coming Soon

Total Cost: TBD

Half Brachen
Coming Soon

Total Cost: TBD

Byblos


See the Resident Species page for information on this species.

Full Byblos

  • Inhuman (+1)
  • +4 INT (+4)
  • Eidetic Memory (+3)
  • Fast Learner (+2)
  • Intangible Form (+8)
  • Dual Form (0)
  • Allergy (Bright Lights) (-1)
  • Humorless (-1)
  • Limited Attribute (STR) (-2)

Total Cost: 14

Half Byblos

  • Inhuman (+1)
  • +4 INT (+4)
  • Creature Feature (Squirm) (+2)
  • Eidetic Memory (+3)
  • Fast Learner (+2)
  • Limited Attribute (STR) (-2)

Total Cost: 10

Calx


See the Resident Species page for information on this species.

Full Calx

  • Inhuman (+1)
  • STR +4 (+4)
  • CON +4 (+4)
  • Natural Armor (Total)(+10)
  • Natural Toughness (+2)
  • Protection (Cold) (+1)
  • Protection (Heat) (+1)
  • Regeneration 1 (+2)
  • Increased Life Points 3 (+3)
  • Immortal (0)
  • Bizarre Diet 2 (Gems) (-2)
  • Limited Attribute (DEX) (-2)
  • Limited Attribute (PER) (-2)
  • Mystic Magnet (-2)
  • Shocking Looks (-2)

Total Cost: 18

Half Calx

  • Inhuman (+1)
  • STR +3 (+3)
  • CON +3 (+3)
  • Natural Armor (Total)(+6)
  • Natural Toughness (+2)
  • Protection (Cold) (+1)
  • Protection (Heat) (+1)
  • Regeneration 1 (+2)
  • Increased Life Points 1 (+1)
  • Immortal (0)
  • Bizarre Diet 2 (Gems) (-2)
  • Limited Attribute (DEX) (-2)
  • Mystic Magnet (-2)
  • Dual Form (0)
  • Limited Use (N.A. as demon only) (-1)

Total Cost: 13

Gri'ah


See the Resident Species page for information on this species.

Full Gri'ah

  • Inhuman (+1)
  • +3 STR; +1 DEX; +4 CON (+8)
  • Increased Life Points 2 (+2)
  • Natural Toughness (+2)
  • Regeneration 2 (+4)
  • Curse (Subservience) (-2)
  • Limited Attribute (WIL) (-2)
  • Unusual Appearance (-2)

Total Cost: 11

Half Gri'ah

  • Inhuman (+1)
  • +3 STR; +1 DEX; +3 CON (+7)
  • Increased Life Points 2 (+2)
  • Natural Toughness (+2)
  • Regeneration 1 (+2)
  • Dual Form (0)
  • Limited Attribute (WIL) (-2)

Total Cost: 12

Gurgian


See the Resident Species page for information on this species.

Full Gurgian

  • Inhuman (+1)
  • +3 STR; +2 CON (+5)
  • Creature Feature: Gills (+1)
  • Creature Feature: Webbed Limbs (+1)
  • Resistance (Pressure) 5 (+5)
  • Natural Armor (Total) 3 (+3)
  • Extended Sense (Dark Sight) (+1)
  • Climate Sensitive (Salt Water) (-2)
  • Allergy (Sunlight) (-1)
  • Unusual Appearance (-2)

Total Cost: 12

Half Gurgian

  • Inhuman (+1)
  • +3 STR; +2 CON (+5)
  • Creature Feature: Gills (+1)
  • Creature Feature: Webbed Limbs (+1)
  • Resistance (Pressure) 3 (+3)
  • Extended Sense (Dark Sight) (+1)
  • Bizzare Diet (Salt Water) (-1)
  • Unusual Appearance (-1)

Total Cost: 10

Kaliff


See the Resident Species page for information on this species.

Full Kaliff

  • Inhuman (+1)
  • +3 STR; +2 DEX; +2 CON (+7)
  • Natural Armor (Total) (+4)
  • Natural Toughness (+2)
  • Natural Weapon (Lethal) (+1)
  • Limited Perception (-2)
  • Unusual Appearance (-2)

Total Cost: 11

Half Kaliff

  • Inhuman (+1)
  • +3 STR, +1 DEX, +2 CON (+6)
  • Natural Toughness (+2)
  • Natural Weapon (Lethal) (+2)
  • Limited Perception (-2)

Total Cost: 9

Lister


See the Resident Species page for information on this species.

Half Lister

  • Inhuman (+1)
  • +2 INT; +3 WIL (+5)
  • Eidetic Memory (+3)
  • Fast Learner (+4)
  • Limited Constitution (-2)
  • Shocking Looks (-1)
  • Unusual Appearance (-1)

Total Cost: 9

Miquot


See the Resident Species page for information on this species.

Full Miquot

  • Inhuman (+1)
  • +3 STR, +3 DEX, +3 CON (+9)
  • Acute Senses (Smell/Taste) (+1)
  • Extended Sense (Scent Tracking) (+1)
  • Natural Weapon (Lethal/Ranged) (+6)
  • Regeneration 2 (+4)
  • Honorable (-1)
  • Limited Attribute (INT) (-2)
  • Shocking Looks (-1)
  • Unusual Appearance (-2)

Total Cost: 16

Oden Tal (Female)


See the Resident Species page for information on this species.

Full Oden Tal Female
Coming Soon.

Total Cost: TBD

Half Oden Tal Female
Coming Soon.

Total Cost: TBD

Oden Tal (Vigorie)


See the Resident Species page for information on this species.

Full Vigorie

  • +2 STR, +1 DEX, +2 CON (+5)
  • Inhuman (+1)
  • Striking Looks (+2)
  • Unusual Appearance (-1)
  • Bizarre Diet (Rotted Vegetation) (-1)

Total Cost: 6

Half Vigorie
Coming Soon.

Total Cost: TBD

Tarrack


See the Resident Species page for information on this species.

Half Tarrack

  • Inhuman (+1)
  • +4 STR; +4 CON (+8)
  • Regeneration 1 (+2)
  • Wrath (-2)

Total Cost: 9

 



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.

Ananansa


See the Resident Species page for information on this species.

Anansa

Coming Soon

Total Cost:TBD

Ananse

Coming Soon

Total Cost:TBD

Werewolf


See the Resident Species page for information on this species.

  • +4 STR; +1 DEX; +3 CON (+8)
  • Acute Sense (Hearing) (+1)
  • Acute Sense (Scent/Taste) (+1)
  • Extended Sense (Scent Tracking) (+1)
  • Extended Sense (Pheromone Scent) (+1)
  • Increased Life Points 1 (+1)
  • Inhuman (+1)
  • Natural Weapon 2 (+4)
  • Regeneration 1 (+2)
  • Allergy (Wolfsbane) (-2)
  • Curse (Lunacy) (-1)
  • Dual Form (-2)
  • Obsession (Territorial) (-1)
  • Vulnerability (Silver) (-2)

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.

Superscientist

  • +2 INT (+2)
  • Inhuman (+1)
  • +2 Science (+2)
  • +4 applicable Specialties (+2)
  • +1 Lab (+2)
  • Obsession (Create Great Works) (-2)
  • Sinful (Pride) (-1)

Total Cost: 6

Watcher

  • +1 PER, +1 WIL (+2)
  • Contacts (SUP or GOV) 2 (+2)
  • Occult Library 1 (+2)
  • Situational Awareness (+2)
  • Obligation (Council) 3 (-3)

Total Cost: 5



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.


Revenant

See 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.

  • +3 STR; +3 CON (+6)
  • Increased Life Points 3 (+3)
  • Inhuman (+1)
  • Natural Armor (Bash) 3 (+3)
  • Protection (Bullets) (+3)
  • Fatality (Decapitation) (-1)
  • Obsession (Revenge) (-2)
  • Unusual Appearance (Pallor) (-1)
  • Vulnerability (Fire) (-2)

Total Cost: 10

Vampire

See 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.


  • +3 STR; +2 DEX; +2 CON (+7)
  • Acute Sense (Hearing) (+1)
  • Acute Sense (Scent/Taste) (+1)
  • Extended Sense (Scent Tracking) (+1)
  • Extended Sense (Dark Sight) (+1)
  • Inhuman (+1)
  • Natural Toughness (+2)
  • Natural Weapon (+2)
  • Protection (Bullets) (+3)
  • Protection (Falling) (+3)
  • Regeneration 2 (+4)
  • Dual Form (0)
  • Immortal (0)
  • Addiction (Human Blood) (-3)
  • Allergy (Holy Symbols) (-2)
  • Allergy (Sunlight) (-2)
  • Bizzare Diet (Blood) (-2)
  • Curse (Needs Invitation) (-1)
  • Curse (No Reflection) (-1)
  • Fatality (Stake Through the Heart) (-1)
  • Vulnerability (Fire) (-2)

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.



Slayer

See 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.

  • Inhuman (+1)
  • +3 STR, +2 DEX, +2 CON, +1 WIL (+8)
  • Increased Life Points 2 (+2)
  • Fast Reaction Time (+2)
  • Natural Toughness (+2)
  • Regeneration 1 (+2)
  • Special Sense (Vampires) (+1)
  • Adversary (Evil) 3 (-3)
  • Obligation (Council) 3 (-3)


Total Cost: 12

Initiative Supersoldier

See 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.)

  • Inhuman (+1)
  • +2 STR, +2 DEX, +2 CON (+6)
  • +2 to Marksman (+2)
  • +2 to Brawl -Or- Larceny (+2)
  • +1 to Occultism (+1)
  • +1 to Contacts: Government (+1)
  • Regeneration 1 (+2)
  • Nerves of Steel (+2)
  • Situational Awareness (+2)
  • Limited Attribute (WIL) (-2)
  • Secret 1 (Initiative Supersoldier) (-1)
  • Obligation 3 (Initiative) (-3)
  • Adversary 2 (Most Supernaturals) (-2)


Total Cost: 11




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