Enchanted Realms Rulebook
Overview
How to Play
Create a Character
Qualities
Race
Skills
Backstory
Personality
Summary
Using Skills
Karma
Acquiring Skills
Modifiers
Saves
Perception
Group Feats
Advantage and Disadvantage
Raw Dice
Summary
Racial Skills
Vocational Skills
Combat Skills
Adventuring Skills
Magickery
Rune Magic
Divine Powers
Invocations (A-C)
Invocations (D-L)
Invocations (M-R)
Invocations (S-Z)
Divine Skills
Holy Ground
Sorcery
Axioms (A-C)
Axioms (D-M)
Axioms (N-Z)
Combat Detailed
Rounds
Initiative
The Action
Reactions
Movemment
Different Modes
Terrain
Knocked Down
The Attack
Raw Die Scores
Critical Hits
Physical Damage
Sneak Attacks
Getting The Drop
Touch-based Effects
Defending
At The Ready
Grappling
Pushing
Shackling
Flee Attack
Impalement Maneuver
Cover
Obscurement
Friendly Fire
Weapon Negating
Defense Rolls (Variant)
Restrictions in Combat
Armor
Craftsman Armor
Weapons
Economy
The Market
Adventuring
Size Categories
Brute Force
Social Interactions
Travel
Mounts
Recovery
Short Rest
Long Rest
Death Saves
Exhaustion
Climate Extremes
Petrification
Asphyxiation
Dehydration
Starvation
Poisons
Disease
Curses
Falling
Mind-Spirit Death
Illusions
Glamours
Phantasms
Shrouds
Underwater
Archetypes
Appendix A - Character Sheet
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.
QualitiesEvery 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 for every 2 quality points grants a +1 bonus. Thus, a score of 2 allows for a +1; a score of 4 allows +2, etc.
RaceThere are five races which a character can choose: dwarf, elf, halfling, human, and lizardfolk.
Dwarf | Elf | Halfling | Human | Lizardfolk | ||||||
---|---|---|---|---|---|---|---|---|---|---|
M | F | M | F | M | F | M | F | M | F | |
Avg Height | 4-4 | 4-2 | 5-6 | 5-3 | 3-2 | 3-0 | 5-9 | 5-4 | 6-0 | 6-0 |
Avg Weight | 160 | 150 | 120 | 100 | 40 | 35 | 160 | 110 | 200 | 200 |
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. They have interwoven keratin and cartilege throughout the undersides of their feet, making halflings rarely in need of shoes or boots. Despite their thick and hairy feet, they are nimble, quick, oddly silent, 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.
SkillsStarting 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 Fighting | Fighting with melee weapon | Agriculture | Planting, Harvesting | ||
Ranged Fighting | Fighting with a range weapon | Animal Breeding | Animal Breeding | ||
Adventuring | Armoring | Forge Metal Armor | |||
Acrobatics | Bonus to Agility Actions | Bowyer | Build Bows, Arrows | ||
Astrology | Sense of Direction, Foretelling | Brewing | Create Beer and Ales | ||
Bartering | Lower Costs, Increase Sales | Carpentry | Make Wood Construction | ||
Cartography | Read, Decipher Maps | Cooking | Prepare Food, Clean Carcass | ||
Dash | Burst of Movement in Combat | Creature Lore | Knowledge of Monsters | ||
Discipline | Bonus for Spiritual Defenses | Farrier | Horseshoeing | ||
Fire-Building | Build Fire without Tools | Fishing | Catch Fish | ||
Language | Learn a new Language | Flora Lore | Knowledge of Plants | ||
Lip-Reading | Eavesdrop from a Distance | Gardening | Landscaping, small food | ||
Mountsmanship | Control a Mount | Glass-Blowing | Glassworks | ||
Mental Fortitude | Bonus for Mental Defenses | History | Knowledge of History | ||
Stamina | Bonus to Exertion Actions | Hunting | Hunting Game | ||
Swimming | Ability to Swim | Knots | Tie Knots with Proficiency | ||
Tap and Touch | Improves Searching | Lapidary | Cut Gems | ||
Under-Navigation | Direction Underground | Leatherworking | Create Leather, Hide Armor | ||
Wilderness Lore | Survival in the Wilderness | Legal Work | Urban Government Work | ||
Wound Care | Render Medical Aid | Masonry | Extract, Build with Stone | ||
Divinity | Papermaking | Create writing surfaces | |||
Divine Accord | Connection to Deity | Religious Studious | Knowledge of Religions | ||
Priestly Points | Divine Power | Sailing | Sail a Ship, Command Crew | ||
Scribing | Writing, Calligraphy, Forgery | ||||
Magickery | Skinning | Recover Hide, Extract Organs | |||
Cantrip Control | Ability for Simple Magic | Knots | Advanced Rope Use | ||
Any Cantrip | Simple Magical Effect | Sailing | Navigate a water vessel | ||
Sorcery | Scribing | Writing, Calligraphy, Forgery | |||
Sorcery | Ability for Advanced Magic | Skinning | Remove Hides | ||
Spell Axiom | Learn New Spell to Cast | Tailoring | Create Clothing, Armor | ||
Spell Point | 1 Spell Point | Weaponsmith | Force Metal Weapons | ||
Woodworking | Weapons, Build with Wood, |
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.
PersonalityAfter 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.”
Summary• Assign 1 point to all three qualities, then assign another 3 points as desired.
• Select race for character from dwarf, elf, halfling, human or lizardfolk. Add racial skill to character sheet. Humans gain +1 to lowest quality score.
• Pick starting skills. Number of starting skills vary by race selected.
• Write general personality and backstory for the character.