Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 The Skills System 
 Urban Skills

Urban Skills

SkillCostNote
Agriculture200Planting, Farming
Bartering250Trade Negotiation
Brewing200Beer and Mead
 Distillery300Alcohol & Chemicals
Gardening150Small Farming
Influence250Persuasion
 Diplomacy300Eloquent Oration
 Leadership400Inspire Others
Interrogation250Threats
Language250Foreign Tongue
Legal Work300Politics, Court
 Coscinomantia400Crime Investigation
Management300Efficiency
 Project Bureaucracy500Greater Efficiency
Trainer300Extra Student
 Trainer II400Faster Training
  Trainer III500Classroom of Students

 
Skill Descriptions

AgricultureNo Skill RequirementJudgment 8+
While any laborer can work the land, this skill gives one the knowledge of soil rotation and methods of planting and sowing. An untrained laborer can work one acre of land and produce 1500 meals at harvest. This skill allows a person to supervise up to 25 laborers and up to 25 acres, but it will increase the output of each laborer to 2500 meals. Therefore, the harvest of maximum land and labor can produce over 20,000 vegetarian meals or enough to feed around 60 people a year. Certain machinery can also be able to increase these numbers. Also, the GM could adjust these numbers based on drought or other weather conditions.
Unskilled: No benefit
Non-Karma Training:  39 Days with Trainer [10 ] / 55 Days Self-Trained (TM:4)
Karma Attainment: Long Rest in a crop field
BarteringNo Skill RequirementJudgment 9+
Allows a Muse feat against a TM:10 to reduce prices or raise trade-in price by 5% by spending time at the local market and checking with several vendors. If used against a single merchant, then treat as a competition — those having this skill gain a +3 on the d12 roll. Further, this gives a bit of ability to appraise items similar to the touch of appraisal incantation.
Unskilled: No benefit
Non-Karma Training:  54 Days with Trainer [10 ] / 72 Days Self-Trained (TM:6)
Karma Attainment: Long Rest in a marketplace
BrewingNo Skill RequirementSpirit 7+
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 (normally Resilience TM:6) 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: No benefit
Non-Karma Training:  42 Days with Trainer [10 ] / 55 Days Self-Trained (TM:5)
Karma Attainment: Long Rest in a bar or brewery
CoscinomantiaLegal WorkPerception 10+
This is a method used to determine the guilt or responsibility of a known character in causing a known event. The soothsayer will balance a small brass sieve atop a tripod, then describe the event (a crime, usually). After that, the names of characters suspected of causing the event or committing the crime are spoken before the balancing sieve. When the name of the guilty (responsible) entity is spoken, the sieve will begin to wobble at that time or perhaps fall. The sieve must cleaned, oiled and prepared prior to the divination, which requires about two hours. The names must be spoken with a one-minute delay between them. Further, they must be repeated three times to ensure a parity of the results. The results are rolled against each name spoken, each time using a d20 and adding the seer’s Perception bonus against TM:12. Rolls will be made secretly by the GM. If the roll is successful, the sieve will respond correctly. If failing, no movement will happen, whether true or false. A “Natural 1” can give a false positive. Finally, this divining ability is emotionally taxing and therefore can only be performed once per day for a single event with up to 10 suspects. As for cultural use in court, it is rare to be used as evidence due to its inaccuracy.
Unskilled: No benefit
Non-Karma Training:  98 Days with Trainer [15 ] / 130 Days Self-Trained (TM:9)
Karma Attainment: One day rolling dice or bones
DiplomacyInfluenceSpirit 13+
This skill permits a character to speak without interruption from others for thirty seconds, unless someone else in the crowd also has the same skill and chooses to interrupt. Also, through charisma and social engineering, the skill allows a person to influence others, making the TM used by the victim to increase by 4 points, rather than just 2 from the influence skill. Further, if using in combat as a “sway” action, which acts like concentration, disallowing other actions or reactions for 12 seconds, then sentient, language-speaking combatants might be convinced to make a momentary truce for 20 seconds. This is performed on one’s action opponent and can affect anyone who understands the language and has free will. Those affected must roll a Judgment save TM:9. If a majority of the opponents fail and take pause, then the following 20 seconds the diplomat can clearly explain or articulate why the fight should not continue. This may or may not be effective, adjudicated by the GM, based on the conditions and responses barked by the enemy leader adjusting the TMs used. Moreover, this truce cannot be used more than once in a single combat.
Unskilled: No benefit
Non-Karma Training:  68 Days with Trainer [12 ] / 90 Days Self-Trained (TM:7)
Karma Attainment: 2 Days of Silence with tongue painted in red mercury (25 bits)
GardeningNo Skill RequirementMuse 9+
This is a small scale agriculture skill combined with a bit of artistry. While this can produce 2 meals per day for a small house, it also adds beauty to an area by landscaping flowers, bushes and trees.
Unskilled: No benefit
Non-Karma Training:  30 Days with Trainer [9 ] / 40 Days Self-Trained (TM:4)
Karma Attainment: Long Rest in a garden
InfluenceNo Skill RequirementSpirit 6+
With this skill, gains +2 on any rolls to resist charms and identify phantasm illusions. Conversely, this skill increases the odds to deceive, seduce, manipulate people for whatever reason or cause. When attempting to sway others, the +2 bonus counts towards the social skills check against the appropriate TM as well. One of the biggest difference between influence and intimidation is the victim of this skill may never realize he or she has been used. Moreover, influence can be used in a broader set of conditions than just retrieving information. One can convince a guard to let them into an area with a convincing story or even trick someone into walking into an ambush. See Social Interactions.
Unskilled: No bonus for social interactions
Non-Karma Training:  54 Days with Trainer [10 ] / 72 Days Self-Trained (TM:6)
Karma Attainment: Long Rest immediately after eating a harpy tongue
InterrogationNo Skill RequirementWill 9+
With this skill, gains +4 on any rolls to resist extracting information, even magically-performed. Unlike influence, this skill allows a Will save to be made by the victim, but this sets the TM. Normally, the chance to scare another to release information is TM:10; being indifferent or hostile tend not to make a difference. However, the GM will have a lot of factors to consider when setting the value. Effectively, for someone with this skill, the GM should set the secret TM value 2 points higher than the norm. See Social Interactions.
Unskilled: Normal social interactions
Non-Karma Training:  54 Days with Trainer [10 ] / 72 Days Self-Trained (TM:6)
Karma Attainment: Long Rest
LanguageSpecialLogic limits
This slot can be used to learn a new language, both written and spoken as applicable. However, the maximum number of languages a character can know is based on his or her Logic score. This can be self-trained by immersion alone, but requires a Logic TM:6 at the end of the training to acquire. However, learning with a textbook for learning the language acts as if using a trainer and does not require a trainer; however, it requires the time for both fluency and literacy. That said, using a teacher or other speaker actively helping will half the “textbook” time. This skill can trains one to be fully fluent and literate. If choosing only to only speak it and not able to write the language, this counts as a complete language for the Logic requirements, but it can be learned in half the time for both abilities. All of that said, by using karma, a new language can be learned incredibly fast -- in only 14 days. Some priests’ deities allow even faster learning.
LogicLanguages
61
82
103
124
145
166
187
208
Unskilled: No benefit
Non-Karma Training:  112 {56} Days by Immersion (TM:6) / 84 Days by Textbook / 42 {21} Days with Trainer [7 ]
Karma Attainment: Long Rest
LeadershipInfluenceSpirit 15+
In addition to the benefits of charisma gained from the influence skill, this allows a character to have an inspiring presence. As an action, the number of people equal to one’s Muse bonus can be granted the benefit of temporary Body points for a short period of time. The duration is equal to 60 seconds per point of Muse bonus, as is the increase of temporary Body points for each recipient. Thus, with a Muse score of 12, one person gains one point for one minute, but at a score of 14, two people gain two points each for two minutes. Once invoking this skill, it cannot be performed again until completing a long rest.
Unskilled: No benefit
Non-Karma Training:  98 Days with Trainer [15 ] / 130 Days Self-Trained (TM:9)
Karma Attainment: Long Rest
Legal WorkNo Skill RequirementJudgment 9+
Such a skill allows a character the working understanding of the legal system of a region, kingdom or society. It conveys the ability to make arguments and petitions in a court that will be taken seriously.
Unskilled: No benefit
Non-Karma Training:  68 Days with Trainer [12 ] / 90 Days Self-Trained (TM:7)
Karma Attainment: 1 Day of Activity in a Court Room
ManagementNo Skill RequirementWill 10+
This allows an ordered control of an organization with less bureaucracy. If combined with other skills that supervise others, such as agriculture, then the number of persons managed is doubled. Using agriculture as an example, instead of the maximum land being 25 acres and 25 people, up to 50 acres with 50 people could be managed by a single person. It also lessens the cost of adding extra persons to a building project to only 5% labor time. Finally, it allows sectioning a project, normally requiring the focus of one work crew into two crews; thus, cutting time in half.
Unskilled: No benefit
Non-Karma Training:  68 Days with Trainer [12 ] / 90 Days Self-Trained (TM:7)
Karma Attainment: 3 Days Studying a Bureaucracy
Project BureaucracyManagementSpirit 13+
This skill allows an organization to make more efficiency from its bureaucracy. If combined with other skills that supervise others, such as agriculture, then the number of persons managed is tripled. Using agriculture as an example, instead of the maximum land being 25 acres and 25 people, up to 75 acres with 75 people could be managed by a single person. For group projects, it allows the use of managers to coordinate and plan work. It will add 10% to the cost of the project, but reduce the time for adding extra persons to only 3% labor time. Further, it allows sectioning of a project, normally requiring the focus of one work crew into four crews; thus, cutting the base time to 25 percent.
Unskilled: No benefit
Non-Karma Training:  132 Days with Trainer [15 ] / 175 Days Self-Trained (TM:11)
Karma Attainment: Long Rest
TrainerNo Skill RequirementJudgment 10+
Self-training requires practicing for a number of days; however, if someone with this works with that person, then the number of days is significantly reduced. Of course, the trainer must have the skill being mentored, and the recipient must meet all the prerequisites. With the trainer skill, a teacher can train two persons simultaneously. This does not shorten the time required, however. This is a general skill that permits the benefit to any skill the trainer has.
Unskilled: No benefit
Non-Karma Training:  68 Days with Trainer [12 ] / 90 Days Self-Trained (TM:7)
Karma Attainment: Long Rest
Trainer IITrainerJudgment 12+
This is an enhancement of the trainer skill. Up to four students can be trained simultaneously. This also shaves off 2 whole days of training from the total time, not a lot by every little counts. Additionally, if the skill requires a save to ensure the training took, the student gains a bonus of the trainer’s Judgment modifier to the roll.
Unskilled: No benefit
Non-Karma Training:  98 Days with Trainer [15 ] / 130 Days Self-Trained (TM:9)
Karma Attainment: Long Rest
Trainer IIITrainer IIJudgment 14+
The trainer III is not generic and must be associated to a specific skill. However, when holding a class on the subject, the master trainer can teach up to twelve students simultaneously. The time and save benefits are the same as the trainer II skill.
Unskilled: No benefit
Non-Karma Training:  132 Days with Trainer [15 ] / 175 Days Self-Trained (TM:11)
Karma Attainment: Long Rest