Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 The Skills System 
 Artisan-Craftsman Skills

Artisan-Craftsman Skills

SkillCostNote
Acting250Disguise Self
 Camouflage300Stealth
Armoring200Forge Metal Armor
Art: Body Art200Tattoos
 Art Mastery500Better Tattoos
Art: Ceramics200Earthenware
 Art Mastery500Better Earthenware
Art: Drawing200Ink & Pencil
 Art Mastery500Better Sketches
Art: Interior Decorating200Furnishing
 Art Mastery500Better Furnishing
Art: Painting200Brushing
 Art Mastery500Better Brushing
Art: Sculpting200Statues
 Art Mastery500Better Statues
Bowyer250Construct Bows/Arrows
Brewing200Beer and Mead
 Distillery300Alcohol & Chemicals
Carpentry150Wood Working
Cooking100Food Prep
Glass-Blowing200Forge Glassworks
Lapidary300Gem Cutting
Leatherworking200Leather
 Leatherworking II400Stitch Monster Hide
Locksmith250Mechanical Locks
Masonry150Stoneworking
Mathematics250Calculations
 Architecture400Structures
  Stone Structures500Stone Building
  Bridge Building600Crossings
   Statics500Super Structures
    Towers750Grand Towers
 Engineering300Mechanics
  Gear Engineering500Motion Machines
   Clockwork Engineering700Exceptional Gears
    Advanced Clockwork800Complex Machines
  Hydraulics400Fluid Dynamics
Papermaking150Paper & Vellum
Scribing150Calligraphy & Writing
Smithery200Crafting base metals
 Armoring250Forge Metal Armor
 Metallurgy250Forge with Steel
  Metallurgy II700Forge w/ Magic Ore
   Metallurgy III1000Forge w/ Adamantine
 Weaponsmith250Forge Metal Weapons
  Cold Forging400Metalcraft w/o a Kiln
Tailoring150Padded Armor, Garments
 Silkmaking250Silk Clothing
ActingNo Skill RequirementMuse 9+
This skill allows the skilled person to pass oneself off as if he or she were a different person. This bluffing is a base TM:12+Judgment bonus for an Awareness check for others to recognize the rouse. If costuming is involved from +1 to +3 can be added based on the GMs discretion. Further, someone with acting can mimic voices and creatures, assuming the voice or sound has been studied directly. The chance of someone being fooled by the mimicry is the same as disguising above. Further, this will give a +2 to the roll against the normal TM set by the GM to acquire information by social engineering. It will also add +3 above the skill bonuses of bartering and interrogation if the character has either of those.
Unskilled:
Karma Attainment:Long Rest in a theater or similar
Advanced ClockworkNo Skill RequirementLogic 15+
This is an even more advanced form of engineering that can mimic complex processes. Details need to be determined here.
Unskilled: No benefit
Karma Attainment:Long Rest
ArchitectureMathematicsMind 13+
Building a single-story structure does not require a skill; however, larger buildings do require someone in with this skill to be involved. With this skill, wooden buildings up to 60 feet tall (6 stories) for a total of 10,000 square feet can be designed. This could be a rectangular building about 40x40 for each floor or a ziggurat with a 3600 square-foot base floor. However, if the architect also has engineering as an additional skill, the structure's height can be increased to 80 feet and a total of 20,000 square feet. The labor time varies by phase. Erecting walls with wood requires about 1 labor hour per square foot with ceilings requiring twice that (2 hours per sq ft). This is not the area of the walls but the total footage of the structure is used for the calculation. Thus, a ten-by-ten single story building has the structure completed in 300 labor hours (or 38 days for a single person). It is true interior walls shouldn't take as long as for an exterior; however, this is a gamified average, so use it as a guideline for interior intricacies. Also, multiple workers have communication penalties that increase the total labor hours, but still allow the project to be completed quicker. These can be determined by the GM when necessary. Finishing the external structure also requires time. Wall size can be finished in pitch, paint or staining at a rate of a 5 sq feet area per hour. Using brick or mortar, the rate is a 2 sq feet area per hour, but requires better skills than this one alone provides; see Stone Structures. Lastly, this skill does not allow for the design of stone or metal structures.
Unskilled:
Karma Attainment:1 Week in an urban area
ArmoringSmitheryStrength 8+
This skill permits the fashioning of a complex metal constructions like armors. The metals able to be used in the fabrication of these armors will be based upon one&rquo;s smithery and metallurgy skill. Armoring requires a forge and kiln; thus, it cannot be performed “on the road.”
Unskilled: No benefit
Karma Attainment:Long Rest at the forge
Art MasteryArt Skill (Specific)Muse 14+
This allows artistic works of higher quality and value to be created beyond the basic art skill. When art mastery is chosen, it must be specialized to an existing basic art skill. If wishing to enhance a different art skill, this skill would be required to be taken again for that area of expression.
Unskilled:
Karma Attainment:A week of practice in the specific art field
Art: Body ArtNo Skill RequirementMuse 10+
This skill grants someone the ability of tattooing, piercing, and scarification. It requires a studio and cannot be performed “on the road.”
Unskilled:
Karma Attainment:A day of smearing ink over one’s body
Art: CeramicsNo Skill RequirementWill 10+
This skill allows the creation of various of hard, brittle, nonmetallic, heat-resistant materials made by shaping and then firing or baking them. This will require the use of some sort of kiln or baking oven. Common examples of products are earthenware, porcelain, and clay-brick. These goods are helpful to apothecaries and alchemists. It is not uncommon for a glassblower to share a kiln, as this skill requires a firebrick oven. It cannot be performed “on the road.”
Unskilled:
Karma Attainment:1 Week sitting in mud
Art: DrawingNo Skill RequirementMuse 11+
This permits all forms of charcoal, ink, pastel, and pencil work. While simple sketches can be created anywhere, products of value require a studio and cannot be performed “on the road.”
Unskilled:
Karma Attainment:Two days eating charcoal
Art: Interior DecoratingNo Skill RequirementPerception 10+
This skill allows the character to create pleasing building interiors by selecting appropriate paints, fixtures, and furniture. Because it is the decorating of an unmoving location, this cannot be performed “on the road.”
Unskilled:
Karma Attainment:Two days working puzzles
Art: PaintingNo Skill RequirementMuse 11+
This grants all forms of painting, whether on paper, canvas, or a wall, and whether with tempera, oil-based paint, or something more exotic (like blood). It requires a studio or a location where the artist can be stationary while completing the work.
Unskilled:
Karma Attainment:Long rest covered by canvas
Art: SculptingNo Skill RequirementMuse 12+
This permits creating three-dimensional art from ivory, stone, or soft metals. It requires a stationary location and cannot be performed “on the road.”
Unskilled:
Karma Attainment:Long rest in a quarry
BowyerNo Skill RequirementAgility 9+
This skill conveys to ability to create bows, crossbows, arrows and bolts.
Unskilled:
Karma Attainment:Long Rest at archery range or the like
BrewingNo Skill RequirementSpirit 10+
This skill allows the creation of beer and mead through fermentation. Brewing ale and other drinks have several components: batch-size, ingredients, TM, interval, success, maximum time and shelf life. After crafting the ingredients in the appropriate quantities, a d20 against the TM is rolled for each interval. If having distillery, alchemy or alchemy II, then additional d20s for each can be added to the roll. If any die is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the brew is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined. When brewing several batches at once, the character may choose to roll against each batch, the whole set or in divisions of his or her choice. Lastly, due to routine ingredient handling, one's risk for handling poison is reduced to TM:3 to avoid self-infliction.
 Batch-SizeIngredientsTMIntervalSuccessMax TimeShelf Life
Ale, Normal120-Flagon Barrel80 lbs Barley8Weekly225 weeks1 year
Ale, Stout120-Flagon Barrel120 lbs Barley9Weekly245 weeks1 year
Liqueur, Fruit30-Flagon Firkin75 lbs Fruit
5 gal Cheap Rum
10Weekly236 weeks3 years
Mead30-Flagon Firkin25 lbs Honey9Weekly246 weeks2 years
Wine60-Flagon Cask300 lbs Grapes10Weekly256 weeks10 years
Unskilled:
Karma Attainment:Long Rest in a bar or brewery
Bridge BuildingArchitecture and EngineeringLogic 12+
With this enhanced skill, the engineer can create plans for building simple bridges and aqueducts, upwards to 5000 cubic feet. This is not the actually creation of the bridge, but rather the designing and planning for one. Those with a masonry or carpentry skill can be the laborers to build the structure from the plans. Building time is 1 cubic foot per day for a single worker. For each worker over the first for a single build increases the time, which is detailed in the Game Masters book.
Unskilled:
Karma Attainment:1 Week at a bridge
CamouflageOne of Acting, Hunting, Leatherworking or TailoringPerception 10+
To benefit from this skill, a bit of investment prior to its use may be required. Much of this skill is preparing clothing to match an intended environment. When properly planned and prepared, the appearance used to move through an area will gain +5 on to the TM of a stealth feat. There is a chance that someone with the camouflage skill can create an ad hoc covering or outfit that will offer a +3 benefit just by scouring the things in one’s backpack or standard items. This is performed by rolling a Perception check (TM:11), but if there are one or two willing others with the person to pick from, then the TM rises to 12. If there are three to five, then the TM becomes 13. With six or more others, then TM:14 is used to determine whether appropriate coverings can be found.
Unskilled:
Karma Attainment: 1 Week studying and examining color schemes.
CarpentryNo Skill RequirementPerception 9+
The basic skill of constructing simple wood structures, most woodworking, and permits the creation of wood-based weapons.
Unskilled:
Karma Attainment:1 Week in a wood shop
Clockwork EngineeringNo Skill RequirementLogic 13+
This is an advanced form of engineering that can mimic complex processes. Details need to be determined here.
Unskilled: No benefit
Karma Attainment:Long Rest
Cold ForgingWeaponsmithStrength 10+
Cold Forging is a process of forging metal at temperatures below their melting point. This does not mean heat is not used at all, as hot oils and boiling water is commonly used, but no kiln is used. However, the methods from smithery need to be known and practiced before being able to use this technique. The most common product of cold forging is “cold-iron” -- a slightly less expensive product that iron but requires much longer to produce. “Cold-iron” requires a small bit of bronze, around 20% wrought iron and the rest is lead. This particular alloy cannot be created using a hot-forging method; however, by cutting the component metals into small bits and placing them into a cast moulding in the shape of a rod, packing it tightly, and submerging the cast into boiling water or oil, this starts the cold-forging and creation of this peculiar alloy. Another requirement is a pulley machine that rapidly spins the cast over several days. This process is repeated several times to produce a length of “cold-iron,” which is finalized through hammering it into a specific shape, usually a weapon, which is why weaponsmith is a prerequisite. While this method is by no means cold, the temperatures never reach a melting point for any of the metals; thus, the name. “Cold-iron” can hold an edge, does not rust, but most importantly, it will inflict an extra +1 damage against fey creatures.
Unskilled: No benefit
Karma Attainment:2 Weeks in pounding iron and rocks
CookingNo Skill RequirementMuse 7+
Cooking is exactly what it sounds like - the ability to cook and prepare food. Cooking uses raw meat and ingredients to prepare a meal. However, this has an advantage for the adventurer on the road to add a bit of variety for any “road kill” that happens.
Unskilled: Limited to foraged items
Karma Attainment:Long Rest in a kitchen, bakery
DistilleryBrewingPerception 9+
See description for Distillery in the Alchemy Skills section.
EngineeringMathematicsJudgment 11+
This is the basic understanding of mechanics and structures. It allows the building of simple structures. Some routine actions can be performed with a Logic feat save. These are: identifying weak points in walls and structures; calculating large volumes by sight; converting weight and evaluating sturdiness. The value TM:9 is used with the skill; without the skill it is a TM:18. The GM should give an answer when calculating or evaluating quantitative values even if the roll is failed. A guideline would be to be off 10% per point missed. Other checks as deemed reasonable by the GM can also be made. Additionally, the engineer can create and set simple spring-loaded or weight-shifting traps. In combat, if materials exist, an engineer can create a temporary melee weapon, which acts with the weight and balance of a specified one, allowing any character to use it with full skills rather than as a “improvised weapon.” For example, if a combatant in the group has swords in addition to melee fighting, the engineer could fashion a "sword" from a scabbard and broken door handle to act as an actual sword, allowing the combatant to roll 2d20 in an attack, instead of just 1d20 for a random weapon. However, the make-shift sword will break on a score of a ‘natural 1” on either die score. Ranged weapons cannot be fashioned this way. The time to create is an action in combat. Lastly, engineering can offer bonuses to the architecture detail under that description.
Unskilled:
Karma Attainment:1 Week at a scholarly site or similar
Gear EngineeringEngineeringLogic 12+
The specialty allows the design of machines with mechanical motion. While a cart or wagon could be created without this, gear engineering would permit the building of drawbridge or portcullis. Even a swinging floor as a mechanical bridge between points could be built with this skill. This skill also permits one to sabotage an existing pulley or gear mechanism to prevent it from normal operation. Sabotage is a specific feat if during combat and requires d3 actions to complete. If applied against a one-time mechanical trap, preventing the trap from triggering is successful on a Logic feat save (TM:11) with the roll being secretly made by the GM. As for the time required to build a structure is 1 day of labor per cubit foot of the design. Thus, a wooden twenty-foot drawbridge would be 200 cubic feet for the bridge and 600 cubic feet for the wall face, making the total 800 labor days. Further, there is a 10% addition to the total labor time for each additional laborer. A team of 20 workers could complete this in 120 days. The details of a work project is explained in the Games Masters section.
Unskilled:
Karma Attainment:1 Week at a wagon factory, windmill or other type site
Glass-BlowingNo Skill RequirementMuse 10+
This allows the creation of glasswork. It does require tools and a heat source, often a ceramic kiln or oven. This is not directly an artistic skill although it could be. Typically, products made are glassware for the upper class, beakers, flasks and globes. Even crude spectacles could be created from this skill.
Unskilled: No benefit
Karma Attainment:Long Rest at glass shop or studio
HydraulicsEngineeringPerception 12+
Hydraulics allows the creation of pipelines for gas and fluid delivery. Pipelines will either be ground-drains or buried clay-stone tubing. This skill is for design and project oversight, not the building itself, which is performed by laborers. The time to build a pipeline is based on ten-feet in length per day. For each foot of depth required, one addition half-day per ten-foot section is required. Therefore, 500-feet of ground-drain requires 50 days of labor, but 500-foot pipe five feet deep requires 125 days of labor. As with all labor projects, for each worker over one, an extra 10%-time estimate is added; however, due to the nature of leveling and fluid mechanics, only one location can be worked at a time, meaning the project can't be split into different sections to perform simultaneous effort. Again, details for labor projects can be found in the Games Masters section. One additional bonus is if an engineer has both hydraulics and bridge building, then total cubic feet for a bridge or aqueduct project is increased to 10,000 cubic feet.
Unskilled:
Karma Attainment:1 Week at an Aqueduct, Sewer or similar
LapidaryNo Skill RequirementAgility 10+
This is the skill to cut gems, gild metal and create jewelry. It also requires a stationary workshop. A trinket can be produced in a day, but a masterpiece may require a month.
Unskilled: No benefit
Karma Attainment:3 Days with jeweler's tools
LeatherworkingNo Skill RequirementWill 9+
This skill allows the creation of cloaks, robes and light armor from various skins, fabrics and materials. It requires a workshop.
Unskilled: No benefit
Karma Attainment:Long Rest in a tannery
Leatherworking IILeatherworkingMuse 12+
Create leather armor from monster hides.
Unskilled: No benefit
Karma Attainment:1 Week at a tannery
LocksmithNo Skill RequirementAgility 9+
By the way of locksmithing, one creates standard locks, which has a TM:12+d4 value against being picked. Further, if someone with the locksmith skill also has lock-picking, then a +3 bonus is gained on the roll to pick the lock.
Unskilled: No benefit
Karma Attainment:1 Day Activity of assembling lock mechanisms
MasonryNo Skill RequirementStrength 9+
Any stonework must be done by a mason, and this occupational skill allows for plastering as well. Further, having a mason allows the use of concrete in a structure. However, this is not an artistic sculpting skill.
Unskilled: No benefit
Karma Attainment:Long Rest near a stone wall or building
MathematicsNo Skill RequirementLogic 10+
This skill conveys an understanding of basic algebra and geometry. It further grants +1 on success rolls for alchemy and alchemy II
Unskilled: No benefit
Karma Attainment:3 Days Actively Working Math Problems
MetallurgySmitheryBody 13+
This allows the methods from the smithery skill to incorporate charcoal and coking coal into the kiln when smelting iron to produce a steel product, ultimately producing a higher quality armor due to the material. This can be combined with armoring to make crude steel defenses which are +1 in the armor base for Defense. With weaponsmith, one can create metal weapons that have a +1 bonus to hit. This skill also allows the process of silver-plating an iron weapon, which classifies the weapon as a “silver” item. In addition to a kiln, the blacksmith will also need a clay or stone bloomery.
Unskilled:
Karma Attainment:1 Week at near the bloomery where the skill is practiced
Metallurgy IIMetallurgyBody 16+
This is the next level of metallurgy which allows working with special metals and mystical ores for forging metal items. This also acts as a prerequisite for artifice discipline, granting Strength modifiers as a bonus to daily crafting rolls. The objects fashioned from a special material will have varying properties depending on other skills and the object contructed. The GM will have more details when using this skill.
Unskilled:
Karma Attainment:2 days near a kiln
Metallurgy IIIMetallurgy IIMuse 14+
Can work grow adamantine, cultivate and other mystic crystalline metals for forging weapons and armor.
Unskilled:
Karma Attainment:2 Weeks in specific foundry
PapermakingNo Skill RequirementWill 9+
This skill allows the various methods of creating paper, vellum and similar materials.
Unskilled:
Karma Attainment:Long Rest in a pulp mill
ScribingNo Skill RequirementAgility 10+
This is the skill of writing, calligraphy, transcription and even forgery. One can create pens and quills with a scribing skill. Additionally, one can transcribe a conversation up to one minute without errors. Finally, a forgery can be attempted which will pass unless one inspects it specifically. Upon inspection, the observer makes a Judgment check TM:12+d6.
Unskilled:
Karma Attainment:Long Rest in some sort of library or other writing center
SilkmakingTailoringMuse 10+
This is an enhancement of the tailoring skill whereby the artisan can create clothing from silk as well as the ability to adorn cotton, twill, weaves and leather with silk. Such regalia will fetch a higher price in the market.
Unskilled: No benefit
Karma Attainment: 1 Week working with specific materials
SmitheryNo Skill RequirementStrength 8+
This skill is knowing and producing metal objects from a kiln or forge. Common objects such as horseshoes, arrowheads, nails, buckles, keys, hinges and even kitchen utensils can be crafted by someone with smithery. However, complex fashioning, such as armor or weapons, is not possible with this skill alone. Metals usable with this skill are copper, bronze, brass, iron and tin. In addition to firing metals and shaping them on an anvil, this skill permits one to use casting methods to pour molten metal into moulds to create less malleable but harder results. Obviously, to produce from this skill, it requires raw materials and a forge, meaning this cannot be performed “on the road.”
Unskilled:
Karma Attainment:Long Rest at the forge
Stone StructuresArchitectureMind 15+
With this skill, an architect can build stone structures with the twice the maximums as wood. The labor time for stone is double that of wood for erecting the external (1 sq foot of the total structure per 2 hours). Ceilings and floors are still made of wood, using those values. This also allows the walling of the outside of a wooden structure with stones or bricks.
Unskilled:
Karma Attainment:3 Days examining stone structures
StaticsStone Structures and EngineeringMind 18+
This skill allows structures in architecture to be constructed in a massive scale. The height limit of a structure is 500 feet (or 50 stories). However, the base must be sufficient to support these super structures, which is 200x200 in this case. The formula is for every 10 feet of height of a structure, the bottom floor must be 2 feet in length and width. Therefore, a 100-foot tall building requires a 50x50 base; a 180-foot tall structure would require a 90x90 base; etc. Labor time required can be found in the architecture skill.
Unskilled:
Karma Attainment:2 Weeks Actively Examining Buildings
TailoringNo Skill RequirementMuse 8+
This is the skill of design and sewing of clothing. It also allows the creation of padded and heavy-padded armor.
Unskilled: No benefit
Karma Attainment:Long Rest in a vestiary
TowersStaticsMind 19+
This skill allows towers and circular-design in architecture to be constructed more efficiently. The height limit of a structure becomes 1000 feet (or 100 stories). However, the base to support these super structures can be much smaller, using different reinforcing to allow such tall towers to stand. For each 100 feet of tower, the base of that section must be 10 feet wider (whether square or circular) than the top of that section. Thus, a 100-foot tower that is 10 feet at the top would require a 20-foot base, while a 600 foot tower which is 10 feet wide at the top would require a bottom floor that is built 70 feet across.
Unskilled:
Karma Attainment:1 Week studying a tower
WeaponsmithNo Skill RequirementStrength 8+
This skill allows the creation of metal-based weapons, limited to iron, bronze, tin and similar metals. It requires a kiln.
Unskilled: No benefit
Karma Attainment:Long Rest at a blacksmith workshop