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
Other Rules

This section is designed for the “rest of the rules” which don't really belong elsewhere.

Asphyxiation

A character can hold his or her breath for a number of seconds equal to twice the current body stat. Thus, if body is currently 30 points, then the person has 60 seconds before the effects of not breathing begin. If in a poisonous-cloud that does not force its way into the lifesong, then rolls for poison-infliction begin at this point. If trapped underwater or where breathing is impossible, asphyxiation begins, which inflicts 1 point of body damage for every five seconds of not breathing.

Character Development

As stated previously, Enchanted Realms is more for storytelling and character development than a hack-n-slash adventure. One of the best ways to ensure game sessions don’t revolve only around battle is to give karma rewards for other things than killing monsters. One example is to give a role-playing bonus (privately) at the end of each session. Another is reward milestones and achievements by character and by party. If a thief-type, pulls off a pickpocket and scores something other than a handkerchief, give 1 or 2 points of karma. When the party successfully escorts the damsel to her destination, reward everyone 5 to 8 karma. These bonuses should be above and beyond the conflicts along the way.

Another idea is to let the players generate their own opportunities. Some systems have called this carousing. Here is the basic concept: when the characters have down time, they “do something with an expense” which evolves into microadventures, which may or may not be played out.

This breaks down in to six variants: Carousing, Gourmandizing, Hunts, Philanthropy, Research and Sacrifices. Each has conditions, limitations and consequences, but the overarching constraint is spending money without getting anything tangible in return. Also, the GM should consider context consequences for characters who would not carouse or research and are just trying to take advantage of the rule. Also, if characters just want to get a specific thing done, this method is a risky and sometimes nonsensical way to do it. Lastly, there are some sample tables included, but GMs are encouraged to create their own.

Carousing is hanging out at the tavern and dropping coin, serious coin from a local’s perspective, on liquor and/or lechery to see what happens. Obviously, this makes you have some temporary popularity from which many opportunities can occur. The population can limit the resources that can be spent. However, in larger populations, smaller taverns (as if in a less-populated village) can be found and chosen. Also, because of the effects of alcohol, the amount spent is a little bit random and the time spent is based on a week – not that every day must be spent at the bar.

The GM can decide whether this is a simple roll exchange or if the extra attention merits a subplot to the story to develop. This is a spin-off. There is a random chance guideline given, but the GM can simply choose. The table below is a general theme of the cost and results of carousing.

Several Tables to Complete

Feat of Strength

Reserved

Karma

One other use of karma is for bonuses in a game scenario. A player who has unspent karma stored may sacrifice 1 karma point for an extra die roll to be added on a single skill’s feat roll. This can be done as often as the player can afford it, but only 1 percent-die can be added. Thus, a normal combat where only 1d100 is given could have 2d100 thrown at the sacrifice of the point of karma. This could be performed again the next round, so long as the player has karma to give. It could also be used as a mulligan for skills like climbing. If the first roll misses, the second roll can be made as if the first never occurred. While it can be added to any type of feat, even if there is normally only one die thrown, it cannot be used to add to damage.

Language

Reserved

Pain

Reserved

Poison and Disease

When subjected to a poison or a disease, that contagion will attack the victim’s Body Difficulty, which is double the body stat score, by roll a d100 against it. Of course, if a character has an endurance skill, then Body Difficulty is 10 points higher – and possibly more if disease resistance has been reached. Various poisons and diseases will have modifiers to the attack roll. If that total die score equals or surpasses the difficulty, then the target has been exposed.

Of course, different contagions have different effects. Spider venom is a neurotoxin which attacks mind points after breeching the Body Difficulty. Iocane poison is a corrosive chemical which inflicts physical body damage. Goblin dog mange causes horrific itching, while hangman’s distemper creates hideous bruising around neck and eyes and bleeding from the mouth.

Recovery

When injured, and one of the stats is below maximum, there is a normal healing rate of 1 point for every 2 hours that pass. This is the same rate for body, mind and spirit. However, some types of injuries may be made exceptions to the rule. An example might be damage inflicted by a festering feratu.

When a creature reaches zero in a stat, that character is unable to take any action. Typically, what caused the damage will denote further details. However, as a default, a zero body score means the entity falls unconscious. Zero mind indicates a state of catatonia. Finally, if spirit is reduced to zero, then hopelessness sets in and the character cowers in total uselessness. Further damage can still be inflicted, but death does not occur until -10 is reached.

However, for those so severely damaged that negative numbers (not zero) were reached, then natural healing becomes far slower. The recovery rate is 1 point every 12 hours. Those physically injured or mentally stunned will remain unconscious until reaching a positive value. However, those spiritually damaged may attempt to flee.

Riding

Mounts and steeds are a common part of any fantasy role-playing game. In Enchanted Realms, anyone can get atop a mount and ride in a general sense. However, having a steed does not give many advantages without certain skills. The animal's miles per day value can be obtained by riding. Additionally, while mounted, normal combat can be performed but with a penalty of -10 on to-hit percentile dice. This assumes melee is reasonable while mounted. For example, if fighting rats from atop a horse, the GM would rule that this could not be done.

There are limitations without having the proper skills. First, the unskilled rider cannot get the optimal speed from the mount. The hex-movement is 3 hexes slower for the unskilled rider For example, a horse which has a 24-hex rate would be 21 for the untrained person.

Slitting Throats

When attempting to kill a person who is unable to defense oneself, a person has a few options of how to accomplish this. First, a normal attack made to inflict normal damage is a completely viable option. In such a case, the victim's defense only has base, armor and possibly magic which can be counted into the defense score. All skills that add to one's defense are not permitted when a person is vanquished, unconscious or even sleeping.

However, one can attempt to deliver a coup de grace attack to kill the victim outright. This is typically known as “slitting throats.” This can only be performed on a defenseless character. Such conditions include vanquished, shackled, unconscious, sleeping and in some cases magically possessed when ruled by the GM. When performing such an attack, then d4+1 damage is the base, as small weapons like a dagger can be used to slit a throat. Even if “bashing his head in” is the method, the head is a smaller target and thus only small weapon damage as a base is delivered. Obviously, any shard sword can slit a throat, but the base damage for this method will always be as a small weapon. However, for administering a coup de grace, an additional two attack rolls are made in bonus to the attacker's base use. However, the total number can never exceed five dice.

In other words, if attempting to slit the throat of a sleeping person with a dagger, and the attacking person has melee as his or her only combat skill, then three attacks rather than the normal one attack is made. Thus, the damage inflicted is 3(d4+1) or from 6 to 15 points. If the attack has a weapon forte skill in dagger, normally permitting his three dice of attack damage, then five dice would be used, making the damage 5(d4+1) or from 10 to 25 points. If no melee skill has been trained, then the attacker would still get two dice or a potential of 8 points of automatic damage. As you can see, in almost all cases, this will outright kill almost any vanquished victim, while healthier persons will suffer grave damage but may not automatically die.

Of course, there may be cases where such conditions appear to be helpless but are not for other explanations. The potential victim may be faking as part of an ambush, or a sleeping person could wake up just in time. The GM must know whether or not the person is truly helpless or not, even if the players are not perfectly certain.

Vanquished, tied-up, truly unconscious or magically slept persons are always classified as helpless. Unless, the victim is faking, the coup de grace damage will always hit. However, if the person is not completely helpless and able to respond, then a roll to hit is required against whatever the applicable defense that can be used for the condition. An obvious condition would be an ambush fake, where the victim is pretending to be unconscious, pretending to have been vanquished, or even had escaped the rope by acting as still secured. In such cases, the normal and total defense must be struck against. The extra two dice are still granted, but only the d100 die-attacks which strike will inflict damage; thus, the surprise attack could still be fully successful anyway, but maybe only some dice inflict damage, or it could completely fail based on the conditions.

The only condition that is a bit ambiguous is when the victim is truly helpless but for some reason becomes capable of responding before the strike. The primary example is a sleeping victim. When attempting to slit the throat of a sleeping person, the victim could wake up as the sound of a twig occurs just prior to the attack or the eeriness of someone standing over one while sleeping effectively wakes the prey. To determine, the sleeping victim is permitted a perception check, requiring the base 70 to wake up and react. However, there is a -50 penalty for being asleep. Thus, a victim with a Mind score of 30 has an 11% chance of waking (d100+30-50=>70). Both sides are permitted to use any skills that enhance or dampen the perception check, such as stealth or keenness. Of course, even if the math is unfavorable, a raw 98-00 succeeds on a perception check, while a 01-03 automatically fails.

If a victim stays asleep because of failed perception, then the coup de grace is automatic, inflicting all the dice applied. However, if the sleeping person wakes in time, then an attack with all the dice must be made. The victim will have his or her complete defense. However, it is unlikely the prey would be sleeping in heavy armor. In either case, the victim will wake up from the attack if he or she still has a positive Body score after the damage is calculated.

As a sleeping example, a person has 20 Body and 25 Mind. He has no avoidance or style skills and is sleeping in a leather suit. The one attempting the coup de grace has a dagger with only a melee skill. Thus, the attacker will have three dice with which to deliver. If the victim remains asleep, the three sets of d4+1 are rolled for damage. However, when the sleeping victim is given the Perception check, if a 95 or higher is rolled, (95+25-50 = 70), then the prey wakes at the last moment with a defense value of 44. The one attempting to slit the throat must roll 3d100 attacks with only those equal or better than 44 inflicting damage. Since the damage possible is 15 points, whether the victim wakes before or after, that person will be fully awake after, likely applying pressure to the neck and trying to decide whether to run or fight.

Lastly, for waking victims, the coup de grace acts as if it occurred on the 20th second of the previous round. Meaning both sides are permitted normal attacks after the initial death blow attempt.

Stat Difficulty Check

Throughout this manual there are references to Stat Difficulty checks. While different circumstances may allow different modifiers, here is exactly what such a check is. Whether made against body, mind or spirit, the difficulty is set by twice the value of the stat. Therefore, a Mind Difficulty of 50 means the character who is being attacked has a mind stat value of 25. In some cases, the difficulty has additional protection to increase the difficulty value. Discipline is an example; it adds to the base value of Spirit Difficulty.

After establishing the difficulty value, a challenge presents itself by rolling a d100 against the difficulty. Sometimes there are modifiers to the attack, but whatever the final score becomes, if that value is equal or greater than the difficulty, then the attacking challenge prevails. However, to ensure there are no mathematical guarantees, the “98-00” and “01-03” rules are used for all Stat Difficulty checks. Therefore, if the raw score on the die roll is “01-03” then the attack fails, regardless of the math. Conversely, if the raw numbers are “98-00” on the roll, then the attacking challenge wins despite the actual math.

Tracking

This is an explanation of the tracking which is an enhancement for wilderness lore. With the specialty in tracking, one can find people and creatures. It is mostly limited to tracks on the ground but can include pursuit by flight. The first action is to find or notice tracks or evidence to follow. This requires a d100 roll against a difficulty the GM secretly decides. This is a base of 60 with any relevant modifiers from the table below. Once having evidence that something can be traced, following can begin.

Road, Plains-20
Desert-15
Hills, Forest, Jungle+10
Mountains+25
Flight+65
Tiny Entity+20
Large Entity-10
Each 3 in Group-10
Per Day Passed+10
Each Hour of Rain+05

After each mile of pursuit, an additional Difficulty check must be made on a d100 to continue successfully following the hunted. Failure indicates the trail becomes lost. Movement speed while pursuing the prey is 50% of normal. For each point of wilderness lore, an additional 1% for movement is added.

Work Projects

Several skills require others' labor to create the result. Building structures and mechanisms often require a labor project. Even a group effort could be made by armorers to forge protective suits quicker. There are general rules to understand how to calculate time for combined effort.

The first rule to understand is the total labor days required. This is precisely as it sounds; it is the total number of days of labor to complete the effort if performed by a single person. However, the second rule is effective labor time. This is when additional workers are added to a build project and how the extra communication and coordination required impact the timeline. For each worker beyond one will add 10% of time. Those three workers turn a 10-day project into a 12-day effective project, which is then divided by the three to result in 4 days to complete. Lastly, there is the rule of number of build sites.

Some projects can be built in parts, where effective time applies only to those builds. Additionally, some projects, such as multiple-story structures, must have one build completed before work can begin on another. The number of builds permitted, their concurrency or dependencies will be defined by the skill or details of these rules for any project may be declared by the GM.

Lastly, the different skills of a person may allow him or her to act as more than “normal” person. When calculating total laborers remember to use the total effective people. However, when calculating the 10% coordination penalty for extra workers, use the physical number of persons.