Rules
Enchanted Realms Rulebook
Basic Game Rules
References
Appendices
Appendices
Appendix A: Traits
| Amphibious |
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| An amphibious creature is one that is able to move and breathe both in water and on land. However, the hydration requirements for an amphibious being are double of those in similar shape and form. Thus, for a human-sized creature, this would be roughly one gallon of water per day. Swimming is granted to amphibious creatures. If the rate is not specified, then it will be equal to one’s walking speed. |
| Anaerobic |
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| Very simply, this trait indicates that the being does not breath. Anaerobic creatures cannot be affected by asphyxiation or gas-attacks unless explicitly stated to affect such. |
| Ancestral Memory |
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| This ability is when someone has access to the memories of one’s direct ancestors -- or in the case of some vampyric creatures, the victims from whom the lifesong is taken. Whether this is passive or requires active mental engagement, along with the vagueness of the recall will be detailed in the specific description for the group or individual. |
| Animal Empathy |
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| This trait permits one to communicate with animals or perhaps a specific type of animal. The range of this trait will be defined in the specific description as it may merely indicate understanding the motivation and desires of the animal or might permit full speaking and listening abilities. This will not charm or control the animal, however. |
| Armor Encumbrance |
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| Armor Encumbrance indicates one has a structure designed for burdening armor. This will directly affect the effective weight for the rules of encumbrance. Regardless of the full weight of a donned armor, only the “armor maximum” is calculated. Should an armor weigh less than the maximum, then the real weight is used. Unless specified differently, the default “armor maximum” is ten pounds. |
| Blindsight |
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| Blindsight is a general term for being aware of the surrounding even without vision. In some cases this is due to hearing, air pressure or even magnetism from the ground. In other cases it is a bit more mystical. Constructs are a common example of this trait, having the ability to distinguish between objects and creatures as if having vision. This sensation will work regardless of the amount of light avail and is unaffected by magical darkness. Those with blindsight cannot be blinded nor can deafness alter their perception of things around them. Beings using blindsight as a primary sense cannot typically see through walls (see pervasive vision); however, they are unaffected by glamour-type illusions. A creature using blindsight rolls its Awareness check as if the TM were modified 4 points lower. |
| Burrowing |
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| This trait is a method of movement. Earth elementals and rock moles are examples of creatures with burrowing. It in implies the ability to tunnel through solid ground. However, the density of the materials traversed may alter the movement rate. |
| Cargo/Payload |
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| This trait means the ability to carry cargo or occupants. Horses and other mounts are an example of this trait; however, there are other types which permit a creature to haul items or persons “inside” one’s body: a kangaroo is a simple example while a gelatinous mass a more threatening version. |
| Chance |
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| Those with the chance trait are allowed to immediately re-roll any d20 that was used personally and scored a natural 1. Certain restrictions to the amount of usage will likely be stated in the description of the one who has it. However, if the die is chosed to be re-rolled, the next die value will be the effective roll for the action or feat, regardless of the score -- this is true even when rolling with advantage, making the re-rolled score used even if the other d20 is higher. |
| Cold Damage |
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| This is a broad trait which covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability. • Protection: The character’s Defense against cold-type damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same. • Advantage: When a save, feat or roll is used which will alter the damage or effect from the cold, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. • Resistance: This buffers incoming damage based on the cold-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise. • Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it. • Absorption: When struck by cold damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down. • Vulnerability: Cold damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage. |
| Combat Reflexes |
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| The natural ability of combat reflexes grants a bonus of +1 to one’s initiative roll. This works atop of Ability, skill and magical modifiers. It will also be applied last. Therefore, if penalties from encumbrance or a weapon type reduce the score below a mathematical 1, which means a 1 is used for initiative, this trait will bring the score up to a value of 2. Lastly, movement penalties for picking up an item, unsheathing a weapon, standing up or even activating a blink ring will have the penalty reduced by 10 feet. If someone with this trait also has quickness or other skill that act similarly, then those other calculations should be factored and finalized first before adjusting the initiative or movement; however, combinations can never allow movement rate to exceed the max or enhanced-max movement rate. |
| Corrosive Damage |
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| Six possible conditions exist for being inflicted by acids, caustic burns and other corrosive damage: protection, advantage, resistance, immunity, absorption and vulnerability. • Protection: The character’s Defense against corrosive-type damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same. • Advantage: When a save, feat or roll is used which will alter the damage or effect from the corrosion, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. • Resistance: This buffers incoming damage based on the corrosive-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise. • Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it. • Absorption: When struck by corrosive damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down. • Vulnerability: Corrosive damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage. |
| Darkvision |
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| Darkvision is unique eyesight adapted by subterranean and nocturnal creatures. It allows one to perform combat in darkness up to a specific distance as if having normal visual. Therefore, no penalties for fighting in the dark against threats within the range of the darkvision. Unless stated explicitly, there are no penalties for regular lighting (see sunlight sensitivity). The detail of darkvision is not as precise as using vision in the light spectrum; instead most of what is seen is a monochromatic grayscale, and reading is not possible with darkvision alone. A creature using darkvision rolls its Awareness check in dim light as it would in normal light, and the TM modifier for darkness is only +1 rather than the standard +4 modifier. |
| Devil Sight |
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| Devil sight is a power form of vision. This allows not only grants all the same abilities as darkvision but it also grants the perception as if the area were illuminated; thus, reading and color distinction in the dark can be be performed with this trait. Further, a being with devil sight is not hampered by magical darkness. This method is used often by imps and lesser fiends of the devil phylum to endanger their victims. A creature using devil sight rolls its Awareness check as if the TM was determined in normal light. |
| Diversity |
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| This trait is what is granted to starting characters of the human species. First, it gives a +1 bonus to a sub-attribute of the player’s choice. Secondly, it means a human can choose from any cultural skill and at the minimum cultural point cost. |
| Echolocation |
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| Those with echolocation use sound to produce a radar-like vision, effectively allowing one to “see” sound as if having synesthesia. Echolocation works in darkness, even magical darkness. However, the need for sound, whether having to produce it or using ambient and subtle air motion, will be detailed by the species or individual having it. A creature using echolocation rolls its Awareness check as if the TM were determined in normal light. |
| Enhanced Hearing |
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| This trait grants a bonus to Awareness checks when sound is involved. It does not grant any additional ability for the discrimination and identification of the sound, merely the awareness of something in a direction. |
| Enhanced Olfactory |
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| This trait grants a bonus to Awareness checks when smell or taste is involved. It does not grant any additional ability for specific identification of the scent or taste. |
| Enhanced Tactility |
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| This trait grants a bonus to Awareness checks when touch is involved. |
| Fall Protection |
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| This grants the ability to fall from a specified height without incurring damage. The method will vary by individual. Some may be due to padding of the feet and a special skeletal structure. Others could be because of an ability to float or glide. Yet still, one might have a mystic ability to slow the effects of gravity. The specific height of the protection will be provided in the description of the one with this trait. If falling from heights greater than the protection, simply subtract the protected height from the total height, using that value to determine damage suffered. Fall damage is typically blunt but could vary depending on the surface upon which is landed. |
| Filtered Breathing |
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| The respiratory system of the one with this trait can filter out ordinary contaminants, such as dust, pollen, smoke, and even magical gas. This essentially translates to having advantage on any saves, feats or other rolls for determining the impact from such things. All damage types are considered by this trait. However, if having damage-advantage from another trait while using filtered breathing against that type of damage, then the overall effect becomes as if having resistance (half damage) with advantage on the rolls. If being resistant or immune, no effect change happens. If having absorption, then that feature is lost and the effect result is equal to having only immunity. Lastly, if one is vulnerable but using filtered breathing against that damage type, then this causes the effect to act as normal rather than having a vulnerability. |
| Fire Damage |
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| This is a broad trait which covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability. • Protection: The character’s Defense against fire damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same. • Advantage: When a save, feat or roll is used which will alter the damage or effect from fire, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. • Resistance: This buffers incoming damage based on the fire-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise. • Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it. • Absorption: When struck by fire damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down. • Vulnerability: Fire damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage. |
| Food Indifference |
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| One with the food Indifference trait does not require food. Creatures of the construct kingdom are examples. |
| Food Provision |
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| This is a requirement to eat a specific type of food for sustenance. This is typically measured as a requirement of meals within a duration, such as fruit batfolk must eat fruit for three meals per week. Failure to consume the requirement will have effects similar to starvation if not detailed in the description. |
| Gormandizer |
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| This trait is a natural ability of hospitality and food-preparation. A gormandizer can prepare food that is clean and free of contaminants. The specifics of how much food and how often will be explained in the description for the beings or species. |
| Innate Magic |
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| There are creatures and persons who can produce magical abilities without having a skill of sorcery or other the like. However, these effects cannot be interrupted by inflicting damage , breaking concentration or using a reaction for counterspell; however, the effects can be canceled by anti-magic areas and disrupt magic. |
| Incorporeal |
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| Those with the incorporeal trait are truly formless and without a physical body. This is not like being in a gaseous form but rather actually having no form at all. Incorporeal are also invisible unless explicitly stated otherwise. It is possible to inflict damage to the presence of an incorporeal being with a magical weapon; however, the damage will be as if the formless entity were resistant to it, suffering only half damage, rounded down. However, there is an artificing enhancement known as “spirit edge” which can permit a weapon to inflict full damage. |
| Invisibility |
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| Something that is invisible cannot be seen by normal vision, nightvision, darkvision, spirit sight or even devil sight. Not even detect magic will discover it. Using these senses would place one at disadvantage for a Awareness check, which would typically be a TM:14 using two d20s and using the lower of the two rolls. However, it is still possible to pinpoint the location of someone invisible due to footprints, sound and other methods, but it is not easy. Other senses may allow varying degrees of detection. Those with blindsight, tremorsense or true sight would make a normal Awareness check to we aware of an invisible beings precise location. Echolocation would also be use a normal Awareness check, unless in an area of silence or if the being had some sort of sound dampening effect; in such cases, echolocation would also be at disadvantage. This trait, combined with a stealth skill can make one extremely difficult to detect. |
| Lightning Damage |
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| This trait could manifest in six different ways: protection, advantage, resistance, immunity, absorption and vulnerability. • Protection: The character’s Defense against lightning is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same. • Advantage: When a save, feat or roll is used which will alter the damage or effect from lightning, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. • Resistance: This buffers incoming damage based on the lightning-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise. • Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it. • Absorption: When struck by lightning damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down. • Vulnerability: Lightning inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage. |
| Luminescent |
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| With this trait, the entity radiates normal light. The brightness, distance, frequency and control of the illumination will be explained for the specific creature. |
| Magical Dampening |
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| This trait has a few variations, but it essentially the lessening of the effects of magic. It might be against only sorcery or all forms of magic. It could be against only certain effect-based spells. Those details would be in the explanation of the ones having this trait. However, by default, the effect is of magical dampening is like being resistant to that specific spell. Thus, it either inflicts half the damage, lasts only half the duration or grants advantage on a roll to avoid. Even recipient-effecting spells that have no save would be granted a normal save to avoid. Most often this trait is personal, only applied to the individual having it. However, there are a few beings with an extending range that covers those in the area as if they too were under the same trait. However, if not explicitly stated, then personal will be assumed. |
| Marginal Flyer |
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| This is the ability to fly for short durations or with other restrictions that prevent it from being a natural movement type. It is possible that a marginal flyer could not take off from the ground but rather would need to be launched or fall into aerodynamicy. |
| Mindless |
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| Despite how it sounds, those with the mindless trait are not necessarily stupid but rather are not able to be affected by mind-influencing magic, making them immune to the effects of sleep magic or other supernatural magic that uses a Logic, Perception or Judgment save. Primeval animals are an example of this trait. |
| Morph |
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| This trait is a general and broad term for something that can naturally alter its physical form. This could be from minor contortion to slip through a small opening or to a complete shapechange ability. Because of this wide variance, the description of the individual will provide the details. of a morph trait. |
| Natural Brachiator |
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| Should a person or species be a natural brachiator, then that individual can travel by swinging on vines, tree branches, ropes, chandeliers, etc. This grants a +2 bonus to all rolls involving climbing as well. Further, one can move at half the normal movement rate while brachiating. |
| Natural Climber |
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| This trait grants the recipient with the same ability as if having a climbing skill. Should a natural climber choose to become trained with a climbing skill in addition, then all climbing maneuvers are made with advantage on the die roll for success. |
| Natural Fighter |
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| Someone with the natural fighter trait gains a free combat skill without the need to train it. This is often explained in the description of the one having the trait; however, if it is not, then the default is a choice of either melee fighting or ranged fighting, but not both. With this trait, all requirements act as if the combat skill existed as an actual trained-skill. |
| Natural Flyer |
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| Birds, hippogryph and pixies are examples of natural flyer. This trait means that the creature can use flight as a normal method of movement. |
| Natural Psionics |
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| Typically, psionics are trained through mental disciplines and skills; however, someone with natural psionics has one or more psionic ability as part of its natural abilities. As such, the exact details of the psionic effects will be explained in the description of the one possessing the trait. |
| Natural Swimmer |
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| This trait means that the creature can swim as a normal method of movement. It does not grant the ability to breathe underwater nor does it dismiss the penalties for armor and encumbrance. |
| Necrotic Damage |
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| This trait covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability. • Protection: The character’s Defense against cold-type damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same. • Advantage: When a save, feat or roll is used which will alter the damage or effect from necrotic, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. • Resistance: This buffers incoming damage based on the necrotic-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise. • Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it. • Absorption: When struck by necrotic damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down. • Vulnerability: Necrotic inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage. |
| Nightvision |
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| Nightvision is an above-ground sight relying on the absorption of light waves in materials from sunlight. Even though the material is no longer reflecting current light, there is a shedding of the radiation, partly based on heat and partly based on the subtle glow of the planet’s ring. Creatures with night vision have a special sensitivity to be able to see in the dim light of a double-moonless night; however, if being hidden from the atmosphere, either by going subterranean or inside a windowless structure, those with night vision become as blind as normal vision. Inside structures, assuming solar light could get in earlier, still permits nightvision but only at half the standard range. A creature using nightvision where it is effective would roll its Awareness check in dim, above-ground light as it would for normal light. |
| Nimble |
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| Someone with the nimble trait can move through an occupied space of a friendly creature up to two size-categories larger without treating the space as rough terrain. Normally, if someone passes through the same hex space as an occupied ally, that movement is calculated at double the cost for movement. Further, unfriendly creatures may attempt to block passage into the hex, which requires an Agility competition to move through and also acts like crawling speed even if successful. However, a nimble being is at advantage for the competition and moves with normal speed on success. Further, the nimble trait grants better protection against flee attacks. Normally, if one retreats from an enemy in melee, using more than 15 feet of movement on its turn, then that enemy is granted the option to use a reaction for to attack with a free melee action. Further, moving at a high rate of speed can reduce any flee attack taken. However, someone with the nimble trait can use up to 20 feet of movement without the opponent gaining the option and can lessen flee attack taken as a lower movement rate than normal. |
| Orkane Blood |
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| Despite the fact that most species are unable to interbreed, orcs are an exception. Cross-breeding with an orc and virtually any other species in the anthropoid kingdom is possible. Because of the vile and aggressive methods of the orcs, sometimes victims become pregnant and the offspring is a sub-orc. Orkane blood not only allows fertilization but also causes an orc dominance of hereditary to be passed along disproportionately. Thus, if a sub-orc mates with another sub-orc, the offspring will be considered a full-blooded orc. Should the sub-orc mate with a human or other anthropoid, the offspring will be another sub-orc. |
| Pervasive Vision |
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| Pervasive vision allows one to see through solid objects. The depth of thickness which can block the site varies and will be described for the possessor of the trait, but the defaults are two feet of wood&sol/dirt, one foot of stone and three inches of metal. Lead often acts as a shielding against this trait. Unless otherwise stated, a mere half-inch of lead is all one can see through. An outline of the substance being looked through is barely visible -– not enough to impair vision in any way. Pervasive vision automatically works in conjunction with any other vision traits. |
| Plant Conveyance |
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| This innate mental communication allows one to converse with plants which are within a 10-foot range. Thoughts shared by plants could be about events in the immediate area from the past day, gaining information about creatures that have passed, weather, and similar circumstances. |
| Poison Damage |
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| This trait covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability. • Protection: The character’s Defense against poison-delivery by wounding is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same. • Advantage: When a save, feat or roll is used which will alter the damage or effect from poison, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. If the save is missed on both dice, the full effect of the poison still occurs • Resistance: This buffers incoming effect of a poison. If requiring a save, it will be at advantage; however, poison does not always deliver damage, and successful deliver of a poison places the victim under the poison restriction. For one who is resistant to poison, any damage received would be halved; however, the length of time for the effectiveness and poison restriction is drastically reduced. If the duration is measured in rounds or turns of combat, then the time length will be half, rounded down. Should the poison effect last in units of minutes, then those are converted down to rounds (10-seconds equals a round). If the poison is long-lasting and measured in hours, then the unit of time for duration becomes a quarter-hour (or 15 minutes). Thus, a 4-round effect becomes 2 rounds; a 3-minute duration becomes 3 rounds/turns; and a 2-hour poison restriction is downgraded to 30 minutes. • Immunity: Should one be immune to a poison, that individual cannot be harmed or affect by it. • Absorption: If one has poison absorption and a damage-based poison is delivered, then that recipient is healed half the points the poison should have inflicted. If there is an effect/restriction in conjuction with or instead of damage, then the would-be effect grants the recipient advantage for combat on its next turn. • Vulnerability: Anyone with who is vulnerable to poisons must roll saves with disadvantage against the damage and effect; however, the results will be as normal if failing. |
| Prowler |
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| This trait is when an entity is naturally sneaky, has guile and is lucky at nefarious or delinquent actions. Anytime someone with this trait performs actions of backstab, climbing, lock-picking, sleight of hand or stealth, then a bonus of +2 on each die rolled is added. |
| Savage Form |
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| This trait implies that the recipient has some sort of natural body weapons: claws, horns, tail, etc. This trait does not automatically grant the fighting skill with these natural weapons, but it does permit access to the savage fighting skill. Sometimes, when explicitly written in the description, the savage fighting is granted as part of the trait or due to the natural fighter trait had as well. The details of fighting with natural weapons and how the “savage” die pool combines with other fighting skills will be described among the combat skills, later in the book. |
| Schlimazel |
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| Whenever someone rolls a “natural 20,” as the result of an attack or as a save, if the roll is against or due to the direct action of someone with this trait, then sometimes that roll is cursed instantly to be at disadvantage. This, of course, means a second roll must be made and the lower of the two scores must be used. The details of when the cursing instance happens, how often and the cooldown recovery rate will be described explicitly for the one having the trait. |
| Short Sleeper |
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| Elves are short sleepers, requiring only four hours of meditative rest for a day. They are the most commonly known of the short sleepers, but they are not alone. When anyone has this trait, the required amount of daily sleep is reduced and the hours of usable activity is increased. The specifics by how much will be detailed in the description of the creature. |
| Silent Lifesong |
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| Someone with this trait has a lifesong that is virtually undetectable. This results in scrying, divinations, lie detection, magical detections, telepathy and similar methods tend to fail against the recipient. This protection is in constant effect and completely passive, including when sleeping or rendered unconscious. Against any effect which attacks the Mind and allows a save, the save is at advantage and each of the d20-rolls gain a +5 bonus. Any form of thought-reading, mental communication, detection or other divinations which do not typically allow a save used upon the effected target, a special Judgment save against TM:9 is made. If successful, the target is fully protected from mental intrusion, including even knowing its existence is confirmed. For example, if someone tried to detect magic upon someone with silent lifesong and the recipient made the special Judgment save, the response would simple be “no magic is detected.” |
| Sleepless |
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| Something with this trait does not require sleep. |
| Slippery |
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| This is a trait of one being difficult to hold. Perhaps due to being slimy, one’s skin being ridiculously slick and smooth, or surrounded by some sort of repelling force. However, for whatever the explanation, the member with this trait gains bonuses on grappling competitions, feats to escape being tied up, squeezing through a tight space or similar maneuvers. If the bonus value is not explicitly stated in the description of the individual person or class of creature, then the bonus value is +3. |
| Smite Damage |
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| This is a broad trait which covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability. • Protection: The character’s Defense against cold-type damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same. • Advantage: When a save, feat or roll is used which will alter the damage or effect of the power of smiting, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. • Resistance: This buffers incoming damage based on the smite-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise. • Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it. • Absorption: When struck by smite damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down. • Vulnerability: Smite damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage. |
| Soulless |
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| Similar to the mindless trait, this prevents being affected by spirit-based magic, making them immune to the effects of charm, fear or other influences that require a Will, Faith or Muse save. Again, primeval animals are an example of this trait |
| Spider Crawl |
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| This is the ability to scale vertical, even very smooth surfaces. The details of the movement rate should be in the species or monster description; however, if it is not specified, then the default movement rate for this method of motion is 20 feet. Scaling vertical surfaces is automatic; however, there is a good chance of traversing upside down on surfaces such as a ceiling or the underside of a balcony. Using the spider crawl trait for this condition requires an Agility feat (not save) for every 20 feet traversed. The base TM is 11; however, the same modifiers delineated in the climbing could apply at the GM's discretion. Obviously, “overhang” would not be used as a modifier. If the check is successful, the distance is crossed; otherwise, no movement occurs. Should the being with this trait also have training in climbing or have the natural climber trait, then the check is rolled with advantage. |
| Spirit Sight |
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| Spirit sight is a special sensation for creatures that do not rely on vision. Most of the walking dead and “unliving” creatures, known as feratu, find their prey like this because many feratu do not have functioning eyes. Spirit sight is the detection of another’s lifesong. It can be best thought of similar to radar, only it is usually mystical in nature rather than technological. Of course, this means those with spirit sight are not affected by light conditions; however, if one can mask himself, perhaps having the silent lifesong trait or using the mask spirit incantation, then one using spirit sight could not know he was there. Of course, this will not work for all feratu, for example vampires, as they make use of normal vision as well (and possibly even darkvision for a dwarven vampire). A creature using spirit sight rolls its Awareness check as if the TM were modified 2 points lower. |
| Stone Camouflage |
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| Gargoyles have this trait. One can hide in a rocky or cavernous terrain using whatever stealth skills the possessor of this trait may have. Hiding and moving unobtrusively is explained under the stealth skill; however, the dice rolled to set the difficulty to be detected will be rolled at advantage for the previously explained environment and having this trait. |
| Sub-Attribute Bonus |
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| This trait is applied with creating a playable character and determining his or her sub-attribute scores. This could be one of any of the nine values. An example would be the equirda species who gain an additional point in Agility during character creation. |
| Sunlight Sensitivity |
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| It is common for subterranean creatures to have the sunlight sensitivity trait, which basically means sunlight and other bright light affects their ability to perform in combat as well as any action which relies on vision. When exposed to strong sunlight, the light produced a midday with no cloud coverage and no shade, those with sunlight sensitivity are at disadvantage in combat, on Awareness checks, casting spells which require line of sight and even attempting to be stealthy. Being in normal light, which would be in the daylight with cloud covering the sun or in the daylight under a large shadow, or the luminescence of indoor light during the day, then the standard Awareness check TM is increased by +3 points: all d20s for combat suffer a -3 penalty to hit, and if the creature is attempting stealth, the final score is also lowered by 3 points. If finding a location with dim light, the penalties will cease. |
| Sure-Footed |
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Most anyone can climb a tree, scale a five-foot wall or climb a secured rope next to a surface up to 20 feet tall; however, navigating a slope at 45° or greater which is over 10 feet is the game-defined limit of where normal actions go unchecked. In most case, inclines which rise up to 30° are considered difficult terrain, while those between 30° and 45° are possible to traverse, sometimes requiring tools, but are considered as a “crawling” movement rate at best. What the sure-footed trait empowers is making that “crawling” range from 45° up to 60° while making those lower bands improved by one. |
| Surround Vision |
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| This trait indicates that the field of vision is 360° rather than the standard 120°. If penalties are thrown against a Awareness check due to being in a blind spot, then this trait would cancel those. Further, the standard Awareness check used to determine awareness of a sneak attack or a backstab is rolled with advantage. |
| Terrain Adaptation |
|---|
| Similar to being sure-footed, this trait allows one to navigate what would normally be difficult terrain in a particular domain like forest, hills, or even urban. While inclines are included, this trait is unlike the sure-footed one due to what is considered difficult terrain is not limited to inclines but could be any hazardous footing, such as loose rocks, dense forest, swamp mud, or even frost. Further, anything considered to require a crawling speed (other than literal crawling) would only cost movement points as difficult terrain normally would. |
| Terrain Connection |
|---|
| When in a specific terrain, such as forest, hills, plains or even subterranean, someone with this trait will always know the direction of true north. It should be noted that not all planes of existence have cardinal directions, thus, it is only guarantied to work when on the material plane. |
| Tremorsense |
|---|
| Tremorsense is the faculty to notice changes due to the vibrations in the ground or other solid surfaces with which one is in contact. Similar to vision traits, the distance and sensitivity can vary. If those are not specified, the default is 30 feet to gain a +1 to Awareness checks when vibrations could matter. |
| True Sight |
|---|
| This type of vision grants the ability to see in normal and magical darkness, see invisible creatures and objects, automatically detect glamour-type and shroud illusions. Further, if those types of illusions force an additional save, that save is automatically made. Finally, with true sight, one will perceive the original form of a someone with morph or a creature that has been transformed by magic. Unless stated explicitly otherwise, a creature using true sight will use TM:8 on a Awareness check for every condition. |
| Water Reliance |
|---|
| Fish are the perfect example of the water reliance trait, as they cannot survive without being in it. There are lesser penalties than those of fish for other creatures who have this trait. However, if those details are not explicitly stated, the default is like the requirement aquatic elves, where one must be immersed in water once every 72 hours or risk a sickness like hygroscopic fever. This ailment reduces a point of Body from the Max score and continues to repeat the mulct every six hours until corrected. |
| Weapon Intuition |
|---|
| This trait implies an intuitive ability to use a weapon or group of weapons without having been trained. It means one will not suffer untrained penalties for those. However, this does not grant the actual skill -- only allows the penalty-free use of the weapon(s) as if having either melee fighting or ranged fighting as appropriate. One cannot gain a specialty skill without first being trained in the true skill. |
| Weather Omen |
|---|
| This trait is an innate connection with weather kami, usually at a subconscious level. It typically can only be used once per day but it may vary for different individuals. Further, it is almost never a passive trait but rather one that has to be meditated and concentrated to obtain the forecast. |
| Wound Damage |
|---|
| This is a broad trait which covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability. Further, this may be separated or lumped together based on the different types of physical damage: blunt, edged and piercing • Protection: The character’s Defense against a type or types of physical damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same. • Advantage: When a save, feat or roll is used which will alter the damage or effect from the specified type of physical damage, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. • Resistance: This buffers incoming physical and weapon damage from one or any of blunt, edged or piercing damage types. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise. • Immunity: Should one be immune to any of the three physical damage types, that individual cannot be harmed and is impervious to wounds from those. • Absorption: When struck by physical damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down. • Vulnerability: One or any of blunt, edged, or piercing damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage. |
Appendix B: Recurrent Tables
| Playable Species | |
|---|---|
| Batfolk | Bipeds with batlike features |
| Dwarf | Short, stout earth dwellers |
| Elf | Forest-dwelling, gaunt, and delicate creatures |
| Equirda | Deerlike centaurlike creatures |
| Gnome | Subterranean race related to dwarves |
| Gryf | Deerlike centaurlike creatures |
| Human | |
| Jen’esee | Reptilian bipeds with bludgeoning tails |
| Jzaka | Blend of human, wolf and panther |
| Nhoblit | Short and small with keratin feet |
| Sub-Orc | Orc and other species half-breed |
| Triton | Amphibious creatures usually living in the sea |
| Skill Usage |
|---|
| To perform a special action, a skill will be required. |
| Compatible skills allow for an increase in dice or performance boost. |
| A maximum of 5 dice from skills can be placed in a die pool for an action. |
| When successfully performing feats, encounters, story plots, etc, a player is rewarded with points of Karma. |
| New skills are gained by spending acquired Karma. |
| Karma may also be spent in a one-time scenario to gain advantage. |
| Combat | |||
|---|---|---|---|
| Attack Method | To Hit | Damage Calculation | Pain |
| Melee | s + | Each = 1 + + | By Weapon |
| Thrown | s + | Each = 1 + | By Weapon |
| Shooter | s + | Each = 1½ + | By Ammo |
| Unarmed | s + | ½ | 1 + ½ |
| Martial Arts | s + [ or ] | Each = 1 + | 1 + ½[ or ] |
| Touch | 1 + [ or ] —OR— 1d12 Competition | None | None |
| Touch with Martial Arts | Advantage + [ or ] —OR— 1d12+3 Competition | None | None |
| Divine | s + and | By Spell | By Spell |
| Sorcery | s + and | By Spell | By Spell |
|
d20s rolled in attack, each modified successfully striking d20s Weapon Weight value round down (floor function) Strength modifier Agility modifier Logic modifier (bonus only) Faith modifier (bonus only) | |||
| Death Saves | ||
|---|---|---|
| Body Score | TM | Death Occurs |
| 0 | 4 | Resil 5 or lower |
| -1 | 6 | Resil 7 or lower |
| -2 | 8 | Resil 9 or lower |
| -3 | 10 | Resil 11 or lower |
| -4 | 12 | Resil 13 or lower |
| -5 | 14 | Resil 15 or lower |
| -6 | 16 | Resil 17 or lower |
| -7 | 18 | Resil 19 or lower |
| -8 | 20 | Resil 21 or lower |
| Armor | Defense | Mod | Market |
|---|---|---|---|
| Leather Vest | 9 P: -1 | Agil | 35 |
| Leather | 9 P: -1 | Agil | 65 |
| Padded | 9 F: -1, L: +1 | Agil | 40 |
| Gryf Padding | 10 | Agil | 125 |
| Studded Leather | 10 B: +1 | Agil | 150 |
| Bishop Robe | 11 B,F: +1;S: 1R | Faith | n/a |
| Brigandine Armor | 11 E: +1 | Agil | 200 |
| Heavy-Padded | 11 L: +1; B: 1R | Agil | 150 |
| Chain Shirt | 12 E: +1 | ½Agil | 225 |
| Jack of Plates | 13 None | ½Agil | 25 |
| Lamellar | 13 P: +1 | ½Agil | 380 |
| Breastplate | 14 E: +1; P: 1R | ½Agil | 400 |
| Ring Mail | 14 B,E: +1 | None | 300 |
| Brigandine Chain | 15 E: 1R | None | 475 |
| Chain Mail | 15 E: +1;E: 1R | None | 450 |
| Splint Mail | 16 B,P: +1; B,P: 1R | None | 525 |
| Plate Mail | 17 F: +2; B,E,P: 1R | None | 600 |
| Materials | |||
|---|---|---|---|
| Type | In Lieu Of | Adjustments | Added Cost |
| Heavy-Hide | Leather | +1 Defense | x5 Market |
| Goluka | Leather | B,C: +1 70% Wgt | x8 Market |
| Iron-Skin | Leather | +2 Defense | x20 Market |
| Feywood | Iron | E: +1 50% Wgt | x18 Market |
| Types of Rolls | |
|---|---|
| Save | d20 + sub-attribute modifier Something outside the physical mechanics attacks a character. Other influences, such as magic, can also be added. |
| Competition | d12 + sub-attribute modifier. Two or more parties fighting in conflict for a single effect. Other influences, such as terrain, can also be added. |
| Metals | |||
|---|---|---|---|
| Iron | Normal | Smithery | |
| Silver Plating | Silver | Metallurgy | |
| Cold-Iron | +1 vs Fey | Normal | Cold-Forging |
| Steel | +1 | Normal | Metallurgy |
| Electrum Alloy | +1 | Silver | Metallurgy II |
| Orichalcum Alloy | +1 | Magic | Metallurgy II |
| Meteore | +2 | Magic | Metallurgy II |
| Scarletite Alloy | +2 | Magic | Metallurgy II |
| Mythril-Orichalcum Alloy | +2 | Magic | Metallurgy II |
| Mythril-Scarletite Alloy | +3 | Magic | Metallurgy II |
| Algidum | +4 | Magic | Metallurgy III |
| Adamantine Alloy | +4 | Magic | Metallurgy III |
| Economics | |
|---|---|
| Profession | Annual Income |
| Laborer | 1600 |
| Farmer | 2100 |
| Miller | 2500 |
| Baker | 2500 |
| Local Merchant | 3000 |
Appendix C: Glossary
Below is a list of generic gaming terms used in role-playing games. Some of the terms are from other game systems, some are universal and some are unique to Enchanted Realms. If ever reading something in these rules and one is uncertain of the meaning, it can likely be found in this glossary.
| AC | Armor Class. Used as a numerical representation how difficult it is to hit a creature. For Enchanted Realms, the like term used is Defense. |
| Advantage | Game mechanic to allow a creature to have a statistical benefit for an action. |
| Adventure | A single challenge, often short enough to be completed in one session. It perhaps makes up one smaller piece of larger story with a beginning and an end, but may be stand alone. |
| Adventure Seed | A short description of a setup for an adventure, intended as a jumping off point for a GM to expand into an adventure/campaign. |
| AoE | Area of Effect. The area affected by an attack/spell/etc which affects more than one creature or object. |
| Attribute | The numerical value applied to elements of a game, typically a metric of an entity’s physical, mental or spiritual characteristics. |
| Battle mat | A piece of paper, vinyl, cardboard, lucite, or even an electronic format marked off in a grid (hexagons, squares, offset squares, triangles) for use in simulating combat. Often designed to be drawn on with an erasable marker of some kind. Usually used with miniatures to determine precise position information during play. |
| BBEG | Big Bad Evil Guy. Most often the main antagonist boss NPC for a particular adventure or campaign. |
| BNG | Bitter Non Gamer. Person who is unable to join or arrange a gaming group and games by proxy, usually by complaining about RPGs that aren't the systems or editions he or she would prefer to play. |
| Breath Weapon | Refers to a weapon/attack type of a creature, such as a dragon’s fiery breath, often an AoE. |
| BTB | By the Book. Often described as RAW, Rules as written. This is the literal meaning of the published rules, as opposed to interpreting the designer's intent, either assumed or explicitly stated. |
| Buff | An ability, spell, rules change, or other game mechanic that improves a character's capabilities. |
| Bug Hunt | Adventure involving little more than killing some monster or monsters. |
| Caltrops | Occasional slang for four-sided dice. |
| Campaign | A longer story told by chaining or linking a number of adventures together. Sometimes, one single very long adventure can be called a “campaign”. Whereas an adventure may only encompass minor character improvement, a campaign allows PCs to achieve advancement. Also, the story and overall goals tend to be much more epic than an adventure. Campaigns almost always require more than two or three gaming sessions to complete. |
| Campaign Setting | The fictitious world where a specific adventure or campaign takes place. |
| Caster Supremacy | A game or setting in which magic-using characters are outright better than those without magic. |
| CGen | Common abbreviation for Character Generation. |
| Character | The persona being played by a player within the context of a game. |
| Character Sheet | The document containing a character's basic traits, skills, carried equipment, background, etc. Historically a single sheet of paper, but is more commonly becoming an electronic document or spreadsheet and/or may be made up of multiple sheets. |
| Chimerics | Term used to mean the fantasy-physics of a world that do not rely on science for the explanation of how things works. While not necessarily scientific, chimerics almost always rely on some logical process and explanation, but the will of an empyrean entity may also be the exposition of some phenomena. |
| Class-Based | An RPG using character classes to define player character job or role within a group, commonly limiting a player character to one or two areas of expertise. |
| Combat Round | Unit of time in a game which generally limits the number of actions a character can take before another creature/character can act. Depending on the rules, this mechanism may represent a static amount of game time or a figurative boundary. For Enchanted Realms, this is term and concept is not used, relying on the Cool-Down Rondel Hybrid method instead. |
| Cool-Down Rondel Hybrid | Unique method in Enchanted Realms for tracking initiative order of actions, occurrences, triggers, and movement all in the same counting system. |
| Creature | Term used generically to refer to anything that can take actions, interact within the game/story. |
| Crit | A "critical hit". Generally speaking, a successful attack that causes greater than normal damage to the target or possibly inflicts hindrances to the victim. |
| Crunchy | Rules-heavy. Referring to rules which detail how actions and/or action resolution is determined. Also includes rules which specify abilities, statistics, monsters, equipment, etc. Often includes little or no story information. |
| d[X] | Dice roll notation in which the number in place of X represents the number of sides on the die to roll. Example; d6 refers to the roll of a six-sided die, d8 refers to the roll of an eight-sided die, and so on. |
| d100 or d% | Notation for a percentile die roll, made with a 100-sided die or with two ten-sided dice numbered 0–9, one representing the tens column and the other the single-digit value, except where 0/0 is most commonly read as 100, not zero. There is a minor controversy of how to interpret the value; thus, it is important the table agrees what the digits of each die mean for calculations. |
| Damage | Harm that comes to characters is usually expressed as damage against either the Body, Mind or Spirit attributes. |
| DC | Difficulty Class. The player must meet or exceed this, by die roll and adjustments, to succeed in a resolution. For Enchanted Realm, the term TM is used instead. |
| Decker Problem | When a game results in one player becoming the only one at the table able to participate for a long period of time, leaving the other players bored. |
| Deus Ex Machina | An unexpected NPC or plot-device, often only appearing for a single scene, that saves a seemingly hopeless situation. This is often seen as bad design or desperate choices of game play. |
| Defense | The numerical representation how difficult it is to hit a creature. (See AC). |
| Dice Training | Superstition that rolling dice repeatedly outside the game will change their statistical behavior. |
| Disadvantage | Game mechanic placing a creature with a statistical hindrance for an action. |
| Drama | A method of action resolution where the GM chooses the result based on what would be most interesting for the story rather than allowing the dice and players influence the outcome. |
| Dump Stat | A character attribute or stat with little or no perceived value, thus one that is often sacrificed or shorted in favor of another one if there is an opportunity to distribute points. Hopefully, the rules for Enchanted Realms does not have this design flaw. |
| Dungeon Crawl | Similar to a Bug Hunt, this is a game scenario or adventure in which the main focus is exploration of the environment, engaging and fighting any monsters, and collecting treasure. Commonly set in a dungeon made up of hallway and rooms with little to no story line. |
| Effect | Positive or negative element which affects a character, almost always causing modifiers to abilities or allowable actions. |
| Exploding Dice | When a certain number is rolled and you get to roll again, adding the second result to the first. Often this may be repeated as long as you continue to roll the trigger number. |
| Flee Attack | Special attack that a character can make as a reaction to a melee opponent running away. These no longer exist in Enchanted Realms due to the redesign of the movement system. This special attack is similar to Opportunity Attack. |
| Fluff | Opposite of Crunchy. Most often story based material designed to enhance role-playing. This material includes background information for NPC’s, scenarios, settings and/or even scenes. Material used to ‘flesh-out’ elements of a role-playing game so they appear in the mind’s eye as more than just a list of statistics. Non-mechanic based material. |
| Fodder | Other characters, NPCs, hirelings or henchmen used to absorb the initial attacks to force the enemy to expend more energy, magic, effort to get to the objection. |
| Frag | Often referring to killing another player character, but it might merely mean to kill anything. |
| Fudge | Secret modification of a roll or other action resolution by the GM to achieve desired results. |
| Fumble | A "critical failure", generally speaking a particularly bad result. Enchanted Realms does not have fumbles in the design, as the idea of this game is more about strategy over bad luck. |
| GM | Game Master. Term referring to the person runs the adventure, tells the story, determines what action resolutions means. Some use DM (Dungeon Master) as the same term. |
| Glass Cannon | A character capable of doing a great deal of damage, but is easily defeated. |
| GM’s Buddy | The player who always gets preferential treatment from a GM. |
| Hit Points | A number which is used to track how much punishment a character can take in combat before collapsing. In Enchanted Realms, the Body score is used for this mechanism. |
| Hex Grid or Hex Map | A map or mapping system using hexagonal (six-sided) divisions to represent character position and movement. |
| Karma | A pool of points used to advance a character's abilities and skills. Players earn more as they adventure with the character. These points are also gained by role-playing of a character as appropriate to organizations, associations, guilds, ethics and personality. |
| LBEG | Little Bad Evil Guy. Refers to an antagonist NPC meant to challenge the PCs but is not the BBEG. (Often a lieutenant of the BBEG in a campaign). |
| Level-Based | Having character proficiency defined by a discrete number; all else being equal, a character of greater level will generally be more capable than a character of lesser level. Enchanted Realms is not a level-based system. |
| Life Points | Another term for Hit Points, or Body score in this game. |
| Line of Sight | Term used to describe the ability of one creature to perceive something, (another creature, object, location, etc.), at any distance. Most often used to determine if something may be targeted. |
| Lumping | A reference to a system where skills could be broad, such as melee fighting where all weapons that are found with in close proximity are grouped. |
| Magic or Mana Points | A designation of the amount of magic power a given character has to perform magic. In Enchanted Realms, this is either the Mind or Spirit attribute, depending on the type of magic used. |
| Mary Sue | A character who is over-the-top perfect and exists to fulfill the fanciful thinking of the player. The original Mary Sue was a fictional character in a set of fan written Star Trek stories where this nobody-cadet out-smarted Spock, slept with Kirk, saved the Universe, etc. |
| Meat Shield | A term used to describe a tough character able to withstand powerful attacks. The entity would place itself between the enemy and the party to shield them from attack. |
| Melee | Hand-to-hand, hand-held-weapon combat or to fight in close proximity. |
| Metagame | Things discussed about the rules by the GM and players as opposed to things happening in-game, sometimes used to calculate the success/failure of an action by reviewing character stats and game mechanics, as opposed to acting based on character personality and what the he or she knows. |
| Min-max | A technique of using the rules to try and squeeze every last advantage out of a character rather than design a character that is more reflective of the wants, quirks and disadvantages we all possess. Often this is the result of a player trying to build a character which will achieve unbalanced success in a game. This may lead to the reference of Mary Sue. |
| Miniature | A small model representing a person, persons, a vehicle, or other pawn or actor to be manipulated during the combat simulation portion of the game. In a VTT, this will often be called a token. |
| Monty Hall | A type of adventure centered around accumulating as much wealth as possible, as fast as possible, where story takes a back seat to killing the next monster and taking its stuff. |
| Munchkin | A player who uses the rules to try and gain power that is unbalancing to the game. The connotation of this term often implies some level of cheating. |
| Murderhobo | Slang term for a player character who wanders the gameworld, unattached to any community, indiscriminately killing and looting. In this style of play, the PCs are not connected to the world and casually kill those who oppose them. |
| Narrativist | A player who plays primarily in order to explore story or narrative properties generated by the game, rather than to prioritize winning or optimization. |
| Natural 1 | The result of the actual dice roll, before any modifications are made. In this case, it indicates an automatic failure. |
| Natural 20 | The raw score of a d20 roll, indicating an automatic hit or success. |
| NPC | Non-Player Character. Any creature in a game that is not controlled exclusively by a player. Most often run by the GM, in certain cases a player may determine actions of an NPC. |
| OSR | Old School Renaissance. The “R” of the abbreviation has different word choices, depending on the source; regardless, this is a style of game that hearkens back to the early days of role-playing and seeks to capture what was best about those games. |
| OOC | Out of Character. Often declared to make a comment the player wants to say which the character most definitely would not say or do. |
| Optional Rules | Rules but used at the discretion of the GM. These are not part of the base rules, but can be used, (often by experienced players), to alter game play. |
| PC | The Player Character in the game. See Character. |
| Party Charter | In-character document establishing the adventuring company, its shares, inheritance and dissolution procedures. |
| PBF | Play-by-Forum. Actions and role-playing that occurs on a forum. |
| Player | The physical person playing the game, not the character(s) he or she play. |
| PnP | Pen and Paper. |
| Point-Based | Having characters that are 'constructed' with a budget of points for attributes, skills, abilities, etc; generally as opposed to being determined randomly at character creation. |
| Progression Tree | A list of skills, powers, or anything else designed in a linear advancement tree. Advanced abilities are unlocked by earning/buying prerequisites lower on the tree. |
| Psionics | Powerful abilities of the mind. |
| PvP | Player vs Player. The ability or allowance for players to attack each other directly. |
| Race | A legacy term for what Enchanted Realms calls Species, the biological being the player chooses to play. In typical fantasy role playing games, this can be human, elf, dwarf, gnome etc. The choice of race typically affects the basic traits of the character. |
| Railroading | Referring to a game's story being forced in a particular direction most often by the GM, usually by the environment being constructed or manipulated to make only one action viable. Commonly perceived as bad form. |
| RAI | Rules as Intended. This is the interpretation of a rule or rules as the GM and/or players believe it was intended to despite what the literal reading indicates. |
| RAW | The literal meaning of the published rules. See BTB. |
| Ranged | Ranged combat or an attack/effect that takes place over a distance. |
| Redshirt | An NPC that has little purpose other than to die. Derives from the classic Star Trek television show in which a security detail wearing red uniform shirts accompanied the bridge crew on adventures, almost always to their regret. |
| Roll-Play | Instead of role-play. Often derogatory, used to imply that manipulation of the game system has replaced imagination or a desire to roll dice instead of acting out character interactions. |
| Role-play | The act of taking on the role of a character. May be done in any of several modes, including 1st-person dialog, 3rd person narration of action, or even 1st person improvisational acting. |
| Round | See Combat Round. |
| RPG | Role-Playing Game, which is a game defined set of rules that allows the player to take on the role of a character and offers a strong measure of free will to choose what the character does. |
| Rules Lawyer | A person known for arguing when the GM makes a judgment calls by quoting the rules from the books, often disrupting the game with excessive references and citations. |
| Sandbox | A style of gaming where the GM purposely avoids providing much or any overt plot or guidance to the players as to what they should be doing. The GM provides a situation, and the players interact with that location as they see fit. |
| Save | An attempt to avoid a detrimental effect, or success at such an attempt. Often phrased as “making a save” (though this can still refer either to the attempt or to success). |
| Skills | Area of proficiency. In a typical role playing game, a character will have a number of ‘skills’, namely things they are especially good (or especially not good) at. For example “hide”, “discover hidden things”, “hit with a sword”, etc. Skills are often trainable so they may improve during the course of the game. |
| Skill-Based | Having characters that are defined by narrowly-defined skills. |
| Species | A more modern term used to describe the biology of a creature. See Race. |
| Stats | A bit broader that attribute, as the numerical value could refer to character abilities, attack or weapon damage, or details of an object, like the movement rate of a steed. |
| TM | Target Mark. Sometimes called Target Number or Target Value. This is the required number a player must roll on a dice for an action to be successful. This may also be called by DC by some systems. |
| To-Hit | Portion of die rolls to see if the PC successfully hit their enemy, or vice versa. |
| TPK | Total Party Kill. The event of an entire group of player characters in a game being wiped out by a threat or challenge. |
| Trait | A distinguishing characteristic of a character, usually tied to one’s species. |
| Verisimilitude | "Realism, if this world was real". What's usually actually meant by someone who complains that a minor rule is "unrealistic" in a game with wizards throwing explosive rainbows. |
| VTT | Computer program or website/web application that enables live play online. Usually involves a randomizer for live die rolls and may also include maps, counters, character sheets and even rules references. VTTs enable play through Voice over Internet, often on a global scale. |
Most anyone can climb a tree, scale a five-foot wall or climb a secured rope next to a surface up to 20 feet tall; however, navigating a slope at 45° or greater which is over 10 feet is the game-defined limit of where normal actions go unchecked. In most case, inclines which rise up to 30° are considered difficult terrain, while those between 30° and 45° are possible to traverse, sometimes requiring tools, but are considered as a “crawling” movement rate at best. What the sure-footed trait empowers is making that “crawling” range from 45° up to 60° while making those lower bands improved by one.