Rules

Enchanted Realms Rulebook

 Contents
 Introduction
 Character Creation
     Stats
     Skills
 Races
     Arachnicians
     Dwarves
     Elves
     Gryf
     Humans
     Merfolk
     Orcs
     Saurians
 Understanding Skills
     Skills Training
     Stat Training
     Advancement
 Skills Applied: Combat
     Defense
     Bulk
 Mechanics of Combat
     Initiative
     Terrain
     Encumbrance
 Unskilled Fighting
 Fighting At Distance
 Economy
     Equipment
     Supplies
 Combat Skills
     Trained Fighting
     Standard Combat
     Avoidance Skills
     Style Combat
     Mastery
     Augmentations
 Skills
 Sorcery
     Augmentations
     Axioms
     White Sorcery
     Violet Sorcery
     Blue Sorcery
     Green Sorcery
     Yellow Sorcery
     Orange Sorcery
     Red Sorcery
     Black Sorcery
 Sensations
     Perception
     Normal Vision
     Darkvision
     Spirit Sight
     Hearing
     Olfactory
 Divine Abilities
     Doctrinal Skills
     Abilities
     Rituals
 Religion
     Bilnula
     Ellarien
     Gods of the New Moons
     Kaihnis
     Mehenganou
     Trumeix
     Urudon
     Xocathan
 Other Rules
     Asphyxiation
     Character Development
     Feat of Strength
     Karma
     Language
     Pain
     Poison and Disease
     Recovery
     Riding
     Slitting Throats
     Stat Difficulty Check
     Tracking
     Work Projects
Understanding Skills

As stated above, skills are the basic core of all game mechanics. What a skill does is allow a character to perform a feat, to accomplish an attempted task or to perform some sort of maneuver. Thus, as a rule of thumb, someone without a skill cannot take an action. There are exceptions, but these are unskilled actions anyone can do or matters of absolute survival. No one needs a skill to walk or breathe. Noticing something out of the ordinary can be done by anyone. Riding on a mount is allowed without any skills. Even fighting without skills has a section explaining how to handle those scenarios.

Most skills have a numerical value, ranging from 10 to 50. There are a few complementary skills called augmentations, which are specific to certain skills. Success using these skills is basically rolling percentile dice and adding the skill to the total score. If that score is equal or above the target difficulty, then the feat is successful; otherwise, it fails.

As one adventures, skills beyond those gained at character creation will need to be obtained. Training those initial ones will become necessary too. This is achieved through Karma.

Karma is an award based on successful actions. At the discretion of the GM, roughly 1 to 3 points to will be given the party for simple achievements, such as a small fight with a like number of kobolds. Treacherous feats could be worth up to 10 or 15 karma points.

These points accumulate until a character is ready to spend them to “purchase” new skills or increase one’s stat scores. This works very much like the starting point for character creation. However, let’s discuss each scenario separately because there are some minor variations for each circumstance.

Skills Training

To increase an existing skill, there are a few ways to go about it. The first and simplest way is to this is using karma to purchase the increase. Therefore, using Tannis from the character creation example, to increase his melee skill, currently at 15, it would require 15 points of karma to buy a new training roll. However, in character-creation, the success of getting the roll was assumed for optimal creation. Once playing, a success roll must be made after the purchase of karma to determine whether a training roll is allowed or not. This is done by rolling percentile dice. If the score is greater (not equal but greater) than the current value of the skill, then it is permitted to increase by d6+2. If the success roll failed, then the karma is spent but no increase is gained. This makes higher valued skills more difficult and riskier to train.

If Tannis did not have enough karma to purchase, he has another option. Rather than spend the karma, Tannis could use a trainer to teach him how to increase his skill. A trainer is anyone willing with the same score at a higher value. Some professional trainers exist, who will charge you once they fit you into their schedule. However, a willing traveling companion could act as a trainer and trade out cross-training for free. Economic bartering for training is open to many possibilities.

At any rate, Tannis acquires a trainer who works with him on his melee skill. This requires training for twice the number of days equal to the current skill, which is currently 15. At the end of 30 days, a success roll is thrown to determine whether anything was gained from the time invested. Like above, if the percent roll is greater than the current score, 16 or higher in Tannis’ case, then an unmodified d6 is rolled to increase the skill. If 15 or lower is rolled, then Tannis effectively burned 15 days for no gain.

One other consideration about training is availability of someone to train the character. Even in metropolitan areas, trainers for most skills are only available at best 60% of the time. Otherwise, an available scheduling might not open for two to five weeks. Further, going adventuring and seeking karma has a better return on investment as the success roll is guaranteed two points higher, plus no time is invested other than the time on task. As the minimum amount of karma received from an honest effort in a quest would be about one point of karma per day on average, it is clear why characters choose the riskier path instead of sitting around training all the time.

There is one final option, which is self-training. This is similar to having a trainer, just not as effective. The number of days training is also double the karma needed; thus, 30 days to self-train a score of 15 in this example. At the end, a success roll is still required. It must be greater than the current value. However, even if successful, there is a chance nothing will be gained because the increase from self-training is d4-1. Thus, from 0 to only 3 points are gained by self-training. However, it is an option for those low on karma, funds or available trainers.

Improving Existing Skills
Karma Trainer Self-Trained
No Time Double Score in Days Double Score in Days
Chance for d6+2 Chance for d6 Chance for d4-1

One final rule on training up skills: once a skill value reaches 50 or higher, it is no longer able to increase. This is the mastery point of a skill.

All the description above was concerning increasing existing skills; however, there is still the need to acquire new ones. This is performed very much like training. For karma, the initial investment is 10, but also a 10-day investment and trainer is needed as well. There is no success roll required for a newly acquired skill, and its value initializes at 10 as well.

When learning a new skill from a trainer without using karma, there is a chance what was taught will not take properly. It requires 20 days of investment with the trainer, after which a success roll must be made against the incoming value of 10, meaning an 11 or higher must be rolled on percentile dice. If not, the training was for not and no new skill was acquired.

New Skills
Karma with Trainer Trainer Only Self-Trained
10 Days or
Karma in Days
20 Days or
Double Karma in Days
20 Days or
Double Karma in Days
Score: 10
or by Skill
90% Chance Success
Score: 10 or by Skill
90% Chance Success
Score: 5

It is possible to self-train many new skills; however, not every skill can be obtained this way. Typically, these are skills like sorcery or certain divine abilities. In the list of skills, it should be assumed that a skill can be self-trained to acquire it new unless the description specifically states it cannot be. If when possible, the initial investment is steep in time, 20 days must be dedicated to self-training, then a success roll is still required, but it must be rolled above the number of days needed, meaning a 21 or higher will be required in most cases to gain the skill. However, when self-training even when successful, the new skill comes in only at half the normal value, usually a value of 5. (Following the improvement rules for a skill of 5, after ten more days of self-training, there is a 90% chance might be increased to an 8.) Self-training a new skill is possible, but it is double the effort with half the result.

There are cases where something might come in at a value higher than 10 or cost more than 10 days/karma points. An examples of a higher score would be a dwarf picking up armoring for the first time. This is a racial bonus, and due to that the karma and days spent is still only 10 but the value would be 20. However, if the dwarf were to have self-trained, then the score would come in at 10 (double of the normal 5); however, the time spent would still be 20 days. Because of this, races who have innate skills may choose to self-train because the lesser payoff might stil be considered a worthwhile trade.

However, in the case of non-progressing skills, such as targeting or two-handed fighting, the rule follows as above but uses propertional math instead. For example, two-handed fighting has a 15-point cost in karma. This means when picking it up for the first time, whether with karma-plus-trainer, then 15 days of training would be needed. If this were were performed with no karma and only a trainer, then 30 days of training would be needed, and the roll for success would have to be over the 15 investment-base, making it only an 85% chance of success. When self-training, the risks increase drastically for these non-progressing skills. For a 15-point investment, like two-handed fighting, the number of days required for self-training would be 30; however, for these types of skills, the success chance is double the investment value. Therefore, after the 30 days of self-training, a success roll on percentile dice would have to be 31 or higher to obtain the new ability.

Stat Training

When increasing one's stat score, only karma can be used. Training and time investment simple are not options for this type of increase. Further, stat-training still requires a success roll to progress. However, there is no functional upper end other than making the success roll. Stat scores can approach values of 100.

To purchase a d6+2 enhancement roll, one must spend an equal number of karma points as the current stat score being increased. Therefore, using Tannis as an example, to increase his body score, currently at 28, it would require 28 points of karma to be used to buy a new training roll. Assuming the success roll is over 28, then Tannis' score would increase to a range between 31 and 36 after purchasing the increase.

Advancement

After obtaining new skills or increased values in existing skills, how quickly are these new abilities available? Most often, immediately; however, there are a few exceptions.

When learning a new skill, there is a time investment - often days or weeks. Effectively this means after the success roll is made, all that knowledge, practice, muscle memory and whatever else applies, all comes together. The new value is immediately available. If challenged ten seconds later, the character can roll using his or her new skill value. However, when improving an existing skill and using karma, there is no time invested. This is absolutely unavoidable when training a stat. So, how does that look from the character's perspective?

After returning the unrested spirit in the form of a ghoul by salting the bones of his defeated corpse and performing a burial ceremony, Tannis gains enough karma to roll an increase for his body stat. It's mid-afternoon and he rolls his success chance; scores and increases his 28 body score to a value of 33. His body just got 18% tougher, meaning he can now withstand an extra successful knife attack; does he instantly gain mass, grow muscles, turn green? Does he have to wait until morning after a night of sleep? Can he be at full points after eating dinner at 5 o'clock. What?

In the end, it's up to the GM. Some will require a night of sleep for the change to occur. Others will say it is immediate, but no physical difference is noticeable. Any answer is acceptable, so long as it is consistent and applies equally to NPCs and bad guys too. If the GM allows a PC to “powerup” to gain d6+2 extra body points just before dying - that's the GM's decision. However, as a PC, don't push too hard for that or you might find your big-bad-nemesis suddenly surviving in strange and unexpected ways by using the same loopholes for which you argued.

With that said, here is what we, the game developers, recommend. Let the points slowly accumulate. His body max increased to 33, but his current score is still 28. Let his body “heal” at its natural rate up to the new maximum value, however long that would be. This works well for stats, priest points, etc. Whatever the skill or stat, one point every two hours is a good rule of thumb. By the next day it won't matter because the character will be acting at the new ability, but it prevents the “I want to karma-up right now” in the middle of a combat to gain free extra points or other classic cheat-attempts.