Enchanted Realms Rulebook
How to Play
Create a Character
Advantage and Disadvantage
Raw Die Scores
Defense Rolls (Variant)
Restrictions in Combat
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.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.
|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.
|Melee Fighting||Fighting with melee weapon||Animal Breeding||Animal Breeding|
|Ranged Fighting||Armoring||Forge Metal Armor
|Adventuring||Bowyer||Build Bows, Arrows|
|Acrobatics||Bonus to Agility Actions||Cooking||Prepare Food, Clean Carcass|
|Astrology||Sense of Direction, Foretelling||Lapidary||Cut Gems|
|Bartering||Lower Costs, Increase Sales||Leatherworking||Create Leather, Hide Armor|
|Cartography||Read, Decipher Maps||Legal Work||Urban Government Work|
|Dash||Burst of Movement in Combat||Masonry||Extract, Build with Stone|
|Discipline||Bonus for Spiritual Actions||Sailing||Sail a Ship, Command Crew|
|Fire-Building||Build Fire without Tools||Scribing||Writing, Calligraphy, Forgery|
|Language||Learn a new Language||Skinning||Recover Hide, Extract Organs|
|Lip-Reading||Eavesdrop from a Distance||Weaponsmith||Force Metal Weapons|
|Mountsmanship||Control a Mount||Woodworking||Weapons, Build with Wood,|
|Stamina||Bonus to Exertion Actions||Magickery|
|Swimming||Ability to Swim||Cantrip Control||Ability for Simple Magic|
|Tap and Touch||Improves Searching||Any Cantrip||Simple Magical Effect|
|Wilderness Lore||Survival in the Wilderness||Sorcery||Ability for Advanced Magic|
|Wound Care||Render Medical Aid||Spell Axiom||Learn New Spell to Cast|
|Divinity||Spell Point||1 Spell Point|
|Divine Accord||Connection to Deity|
|Invocation Sphere||Divine Magic Spells|
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.”