Rules

Enchanted Realms Rulebook

Create a Character

To create a character, there are several details. The following description is for game-mechanics. After those will be recommended details for role-playing, i.e., what personality traits drive and guide the character’s decisions.

There are numbers used to represent how talented a character is. These are recorded on a character sheet, which a blank template is included in the appendix of this text.

The items to be determined are qualities, race and skills. Optionally, personality and backstory can be added as well.

Qualities

Every entity, characters and monsters, have a set of three qualities: body, mind and spirit. Body represents physical health and athleticism. This also acts as life points. When a character is harmed, poisoned or fatigued, the effective value of the body score decreases. The mind score is one’s mental prowess, solve puzzles and void tricks. As stress occurs, mental exhaustion can set in, resulting in the potential loss of mind points. Lastly, spirit is a measure of willpower and faith.

When creating a character, 1 point is placed in each of these. Then the player place 3 additional points as desired. This could be placing all three in one quality or spreading them equally. Once these are set, these values are considered the maximum for the character. If loss occurs from damage, stress, fear or other causes, then the current value is lowered. If those points are restored through healing, then the current score can only be increased to the maximum value.

Qualities can increase; however, that is only through the purchase with karma. They are more expensive and more difficult to achieve as the numbers get higher. And the maximum natural quality score a PC can obtain is 12; however, it is possible through magic means to have an effective value a little higher. Also, some monsters are not subject to this 12-maximum rule.

Lastly, ability scores can offer modifiers to skills rolls. This will be detailed later, but the general rule is one-third of the quality score acts as a bonus. Don’t forget; always round down. Thus, a score of 3 allows for a +1 to the skill rolls when applicable.

Race

There are five races which a character can choose: dwarf, elf, halfling, human, and lizardfolk.

  Dwarf Elf Halfling Human Lizardfolk
  MF MF MF MF MF
Avg Height 4-44-2 5-65-3 3-23-0 5-95-4 6-06-0
Avg Weight 160150 120100 4035 160110 200200
Size Category Medium Medium Small Medium Medium
Avg Lifespan 70y 120y 100y 65y 60y
Max Lifespan 135y 200y 150y 100y 180y
Movement 40ft 60ft 45ft 50ft 40ft
  Daily 16mi 24mi 18mi 20mi 16mi
Starting Skills 2 2 2 3 1
Free Skills Armor-Movement
Under-Navigation
Wilderness-Lore
Cantrip Control
Chance +1 to lowest quality Body-Weapons

Dwarves are short and stout earth dwellers. Their ancestry is hardy and older than humans. As free racial skills, they have Armor-Movement and Under-Navigation. Further, dwarves are permitted to have two basic skills as a beginning character.

Elves are forest-dwelling, gaunt, and delicate creatures with long pointed ears that rise above the tops of their heads. These sylvan beings have various skin tones. Their natural racial skill is Wilderness Lore as well as Cantrip Control. However, knowing any cantrips must be selected as a skill or purchased with karma. A player choosing an elf may select two more basic skills for a new character. Socially, elves tend to be more xenophobic of outsiders than the other playable races; however, they are considered more self-sufficient as a race also, commonly viewed as a people without government.

Halflings are short and small, barely rising about the three-foot mark in height. Despite their thick and hairy feet, they are nimble, quick and considered very lucky. Any halfling will have the Chance racial skill. Starting characters with halfling as their race have a choice of two more basic skills.

Humans are self-descriptive. Their racial ability is adaptability, allowing a human to select three basic starting skills as a beginning character. In addition, human characters gain a one-time quality score bonus as a beginning character. This is applied to the lowest of the scores from the distribution above. If more than one score is tied for the lowest, then the player may choose which quality to give the bonus.

Lizardfolk are reptilian bipeds. These creatures can live for a very long time; however, most grow obese as they age which causes a high mortality rate in midlife. This crocodilian race also has claws and a bludgeoning tail, giving one a special racial combat skill called Body-Weapons, which allows them to fight with only their natural weapons. This skill cannot be combined with other combat methods besides melee and spinning moves to gain extra dice on an attack. Lizardfolk are permitted only one additional starting skill; however, if melee is selected, they are the only race capable of having a 2d20 attack as a beginning character.

Skills

Starting characters must select only from the basic skills list below. Some races may have skills that are not in the basic list as part of their racial abilities. The details of the basic skills and how they are used are explained in the Skills section. Other skills are available and explained in the Skills section, which is broken into seven different section: Racial, Combat, Adventuring, Vocational, Magickery, Divinity and Sorcery.

Skill Skill
Combat Vocational
 Melee FightingFighting with melee weapon  Animal BreedingAnimal Breeding
 Ranged Fighting  ArmoringForge Metal Armor
Adventuring  BowyerBuild Bows, Arrows
 AcrobaticsBonus to Agility Actions CookingPrepare Food, Clean Carcass
 AstrologySense of Direction, Foretelling LapidaryCut Gems
 BarteringLower Costs, Increase Sales LeatherworkingCreate Leather, Hide Armor
 CartographyRead, Decipher Maps Legal WorkUrban Government Work
 DashBurst of Movement in Combat MasonryExtract, Build with Stone
 Discipline Bonus for Spiritual Actions SailingSail a Ship, Command Crew
 Fire-BuildingBuild Fire without Tools ScribingWriting, Calligraphy, Forgery
 LanguageLearn a new Language SkinningRecover Hide, Extract Organs
 Lip-ReadingEavesdrop from a Distance WeaponsmithForce Metal Weapons
 MountsmanshipControl a Mount WoodworkingWeapons, Build with Wood,
 StaminaBonus to Exertion ActionsMagickery
 SwimmingAbility to Swim Cantrip ControlAbility for Simple Magic
 Tap and TouchImproves Searching Any CantripSimple Magical Effect
 Under-NavigationDirection UndergroundSorcery
 Wilderness LoreSurvival in the Wilderness SorceryAbility for Advanced Magic
 Wound CareRender Medical Aid Spell AxiomLearn New Spell to Cast
Divinity Spell Point1 Spell Point
 Divine AccordConnection to Deity   
 Invocation SphereDivine Magic Spells   
Backstory

In the game, a player is pretending to be another person, living in another world, which is governed by different physics. To have a sense of what decisions to make, it is important to understand the motivation and influences of this character.

Often this can be accomplished by detailing the entity’s backstory first. Often the environment and events from growing up or living in a particular way can set a general impression of what this character will be like. When noting on the character sheet the backstory, write as much detail as desired; however, often just one or two words can summarize, such as “Criminal” or “Guild Merchant.” The other details about the past will be captured when documenting the character’s personality.

Personality

After thinking about the character’s backstory and how that influences who that character is today, a few key notes should be made, perhaps just a short sentence for the following categories.

Traits: This is a general statement of a noticeable personality behavior. It could be “I am very intolerant of those who have a different faith” or “I am a hopeless romantic but fall in and out of love quickly.”

Ideals: This is the goal or the hope of how the character would live in a perfect world. It is the inspiration that drives the character’s behavior. One example is “I aspire to prove myself worthy to my family.” Another is “I am greedy and just in this for the bounty.”

Bonds: A character’s bond is what is important to him; that for which he or she would sacrifice. This could be a person, a group of friends, a relative or even tangible objects. It might be “the workshop where I learned my trade” or “my mother means the world to me.”

Flaws: Finally, it is important to have at least one character-flaw. These are weaknesses which could undermine the character. Some might be obvious like “I am a binge drinker,” while others might be secretive like “I can’t help but pilfer a little from the share.”