Game System:Basic Packages
From Eldritch Wiki
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| Package | Cost | Package | Cost | Package | Cost |
|---|---|---|---|---|---|
| Artist | 5 | Athlete | 5 | Beguiler | 5 |
| Brainiac | 5 | Criminal | 4 | Initiative Operative | 8 |
| Law Enforcement Professional | 5 | Linguist | 3 | Martial Artist | 5 |
| Medical Professional | 5 | Occult Investigator | 4 | Supernatural Hunter | 5 |
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 following packages 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 dirty cop, a quack doctor, a martial artist assassin, a casual artist, a really smart person who doesn’t get obsessed, or a Primal Hunter who can still shack up with that really hot werewolf , you can make the character without taking the packages listed here. Buying the package but not adhering to the attached drawbacks will have staff repercussions.
Basic Package Building Rules
Note: Basic package rules differ from Advanced 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.
- Unless specified, Packages cannot boost an Attribute by more than +2.
- 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.
Packages
ArtistYour character is an artist, someone unusually talented and creative. Artists end up playing clubs looking for the big break, filling galleries with their inner turmoil, writing Emmy-ignored TV shows, and complaining that "you don't see my vision" in foreign accents. Some artists actually make it big; some can't be ignored when they're on stage. Regardless, your character has that spark that makes people applaud or boo with passion. You must pick between Art, Expression, or Perform (and within the one you choose, Specialties). With talent comes obsession, however. As an artist, you're often consumed by your love for your work, or the intense training and constant practice that is required to keep up your skills.
Total Cost: 5 |
AthleteYour character is into physical fitness in a big way. He may haunt the local sports bar scene on occasion, but mostly he's a doer not a watcher (he could be a Watcher, but only in the enforcement or covert operations arm). Athletes can be marathon training types, gym rats, or super intense health nuts. They spend much of their free time practicing and working out; this of course requires intense training and a life of health and fitness, to the point of obsession. As an Athlete, you must pick between Sports or Acrobatics (depending on the type of athleticism you lean towards) and Specialties that fall within the Skill chosen. As a downside, you're obsessed with routine training or practice: you go out running every morning, eat right, go to the gym, and devote a considerable amount of time to your physical state.
Total Cost: 5 |
BeguilerSome people are just full of charm and social know-how. It takes a lot of intense emotional skill to beguile someone; and your character devotes most of their time to this sort of activity. They could be a lawyer, a lobbyist, in public relations, or the queen bee at a highschool or college cheerleading squad, or the dark, macabre goth boy that all the 'normal' girls flock to under the bleachers. Beguilers must choose which to emphasize on: Influence or Empathy; and their package-gained Specialties can be applied to either Skill. However, with such social manipulation and debauchery comes the urge to sin. Every Beguiler has at least one sin at level 2.
Total Cost: 5 |
BraniacYour character is a true smarty. Some call him brilliant but rarely to his face. They're too busy snickering about his hornrims, too-short pants, and unsettling enthusiasm about chip-manufacturing technology. Brainiacs tend to obsess on some project or another (say, making fusion work). This means they aren't really 'people' people. Still, a large number wind up making several million bucks before they turn forty. At that point, they find themselves surrounded by lots of "close friends". Brainiacs get a considerable boost in general Knowledge, but also a less firm boost in one of four different possible Skills. Their specialties must fit in the one they choose (or Knowledge); and they tend to obsess heavily on whatever they are currently working on, be it something for their job (like a lawyer obsessing over their latest case) or a science project (maybe like a junior mad-scientist). Regardless, this package works best when combined with the Misfit Drawback, for those ultimate Awkward Geek moments.
Total Cost: 5 |
CriminalCrime doesn't pay, but try telling this bloke that. Your character can be a suave expert safecracker and secondstory man, or an angry mob enforcer looking for revenge: basically anybody involved in shady deals and illegal shenanigans. Criminals must choose Specialties specific to the Larceny Skill, which they get a bonus to, and they receive a boost in their contacts when it comes to the criminal element and finding out things that aren't of the most legitimate kind. On the flip-side, if you've chosen this way of life, you're undoubtedly motivated by a need... a need. for. greed. Criminals are greedy -- giving them things is the best way to make them work for you.
Total Cost: 4 |
Initiative OperativeYou 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. (Note: These are the fully human Initiative soldiers. Experimental supersoldier packages can be found Here.)
Total Cost: 8 |
Law Enforcement ProfessionalYou work in law enforcement and have been trained in standard law enforcement techniques and procedure. You may be a rookie beat cop or FBI agent who has passed the physical and observational skills, learned to use your gun, and taught how to read a situation. You are gung ho and stick to the letter of the law, and are obligated to the agency you are assigned to. If you're an experienced or high ranking cop, on the SWAT team, FBI Director, Special Agent, or a detective, you'll also want to think about picking up some Contacts: Government (and possibly Criminal), and make sure your non-package skills fit your rank.
Total Cost: 5 |
LinguistComing Soon
Total Cost: 3 |
Martial ArtistYou've spent the majority of your young life training in a deadly martial art. You have either been trained by a number of different teachers, or have only one, but he stuck by you a long time. Either way, most of your childhood and probably adolescence has been sacrificed towards your training and mastering your martial prowess. Martial Artists get bonuses to fighting skills, and are naturally resistant to harm; they also know a few techniques that just aren't possible without some intensive martial training. On the flipside, martial artists live by codes that are sometimes too personal and restrictive; these vary depending on who taught you, where, and why. Regardless, you're honorable. You're also much more obsessed with your training regimen than even Athletes and Artists -- you keep to a tight schedule and train every day without fault. It's what you're all about.
Total Cost: 5 |
Medical ProfessionalYou are a member of the honorable profession of medicine. You might be an EMT, an emergency room doctor, a pediatrician, a podiatrist, or any of a variety of other flavors of physician. You have an important job and are obligated to your patients to keep them alive and well. You have had a lot of training in medicine and your field of specialization, and you have learned how to keep your cool in the face of terrible things like sucking chest wounds, foot funguses, and rooting around in cadavers. You are used to long nights and being on call for double shifts.
Total Cost: 5 |
Occult InvestigatorEldritch, California is full of things humankind was not meant to know -- Occult Investigators make it their business to study these things. A lot of them end up in New England asylums, or dead, or worse. The survivors learn a lot of more-or-less useful stuff, from the supposed secret rites of the mysterious Synod, to the best places in town to find those hard-to-find tomes. Their knowledge also makes them better able to overcome their fears (or maybe they are a little bit too insane to be afraid anymore). Occult Investigators must spend their additional Specialties within the purview of the Occult Skill; they gain Nerves of Steel (too-prepared or too-crazy to fear many things) and become unavoidably obsesseed with the occult and all things that have to do with it. Prepare for a long walk down the Labyrinth. You've chosen a dark path.
Total Cost: 4 |
Supernatural HunterIn a world where monstrous entities prey on humankind, your character has chosen the role of a hunter. Maybe vampires sired his sister, or demons ravaged his neighborhood (and the authorities wrote it off), or he simply stumbled across some supernatural vileness and can't let it go. Whatever the reason, he has dedicated his life to the a fight against a specific type of supernatural being. He has trained and prepared and is ready to do what must be done. Supernatural Hunters are normal men and women, but after some time fighting their chosen adversary, they start picking up certain skills and abilities. Supernatural Hunters get a small bonus to two different combat skills, some contacts, and a small boost to their knowledge of the occult (naturally). However, being a hunter means you're going to make a lot of enemies; additionally, your 'hunter upbringing', or at least, what made you choose this way of life, has clouded your judgement and made you deluded -- you believe all members of your adversarial group (which is chosen from the following: Undead, Demons, Primals, Mages, or Psions) are evil. And they gotta die. Maybe not today... maybe not tomorrow... This is an irrational, shoot first and ask questions later hatred. No Undead hunter should be on a team with vampires or revenants on it. No demon hunter should be playing kissy face with a brachen. And no primal hunter should be sharing an apartment with a werewolf. If a hunter over the course of time wishes to buy off their delusion, please contact staff before embarking on it. It will require RP over time, serious plot development, and 12XP points (6 x initial benefit, due to it being inside a package).
Total Cost: 5 |
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