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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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Points, lighter armor and relatively high costs for<br />

combat skills does not make them well suited for<br />

front line combat roles.<br />

Magent are the perfect blend <strong>of</strong> stealth and spells;<br />

although they sacrifice some <strong>of</strong> their pr<strong>of</strong>iciency in<br />

the magical arts for the sake <strong>of</strong> skills that will help<br />

them as they travel, their grasp <strong>of</strong> magic will put a<br />

Rogue to shame. They use less armor than a Rogue.<br />

Scholars are adept at many mental skills and readily<br />

learn the magical arts. Scholars are even more limited<br />

in how many Armor Points they can use than are<br />

Rogues.<br />

Templars are spell casters who are somewhat more<br />

adept than scholars at physical combat skills. Their<br />

combat training leaves them better able to fight but<br />

takes away from their studies. They cannot use as<br />

many Armor Points as Fighters, but can use more<br />

than Rogues or Scholars.<br />

Death<br />

In <strong>Fenorra</strong>, when someone dies their body bleeds for<br />

1 minute before they need a Life spell. During this<br />

minute, they can be healed by spell, potion, etc.<br />

Once the 1 minute “bleed out” count is complete,<br />

they only have another 5 minutes time before their<br />

spirit rips free <strong>of</strong> their body and goes to the Spirit<br />

realm for its eternal rest. During these 5 minutes they<br />

are only revivable by a Life spell.<br />

If a body is left with no spirit for 5 minutes, the flesh<br />

and bone fade and reform at a Spirit tree if the Spirit<br />

is strong enough.<br />

(Upon the successful resurrection <strong>of</strong> a spirit, all per<br />

day skills are renewed except production and Formal<br />

Magic skills.)<br />

Blanketing/ Life Tag Policy<br />

Each event, an attending player will receive one<br />

event blanket to immediately apply to their character<br />

after the event. At the end <strong>of</strong> each event, a player<br />

also has the option to “max out”. This means that a<br />

character can “pay for training” to gain an extra event<br />

blanket for that attended event. To “pay for training”<br />

a player would pay the amount <strong>of</strong> build on their<br />

character card in Sapphire gems, or anything adding<br />

up to the build total. For example: Gabriel has 78<br />

build on his character card and he wished to max out<br />

to gain a total <strong>of</strong> two blankets for the event he just<br />

attended. In an envelope at check-out he places 7<br />

Peridot and 8 Sapphire with his character card, and<br />

turns it in to the check-out box. Shortly after that<br />

event, two blankets will be applied to his character,<br />

one for attending the event and one for “maxing out”.<br />

NPC shifts: If a player decides to perform a full NPC<br />

shift (4 hours), they will then only have to pay ½<br />

their max out amount. If a PC performs 2 full NPC<br />

shifts, they receive a full free max out for the event<br />

being attended without having to pay in game money.<br />

Note: A player is required to turn in the entire card<br />

at check out, not just the life tag on the right side.<br />

Goblin Blanketing Policy: This policy allows all<br />

<strong>Fables</strong> players to apply one (1) Goblin Blanket (50<br />

Goblin points) per week to one (1) <strong>of</strong> their <strong>Fables</strong><br />

characters. The request for Goblin blanketing must<br />

be received via email. Goblin blankets are not<br />

transferable from player to player, and once applied<br />

cannot be removed.<br />

Every request for a Goblin Blanket will be cross<br />

checked with the Goblin Database. If there is not<br />

enough Goblin in a players store to pay for the<br />

blanket, the player will be notified.<br />

Life Tag Policy: If a character card is not turned in<br />

when a player is checking out <strong>of</strong> the event, the<br />

opportunity for max out is lost. However, if the<br />

player checked in, the one (1) attendance blanket will<br />

be applied.<br />

If a character card is lost during the event, and cannot<br />

be found in a timely fashion (determined by staff),<br />

the player must report to monster camp, have a new<br />

card printed, and will suffer one (1) death<br />

Legendary People<br />

Bertrum Tomington<br />

Merchant extraordinaire! Caravan Master for the<br />

Fineries Trading Company, well known all around<br />

<strong>Fenorra</strong> for his fine wares, prices and ability to find<br />

almost anything if the price can be paid. With<br />

countless people in his employ Bertrum has managed<br />

to monopolize the trading routes in the parts <strong>of</strong><br />

<strong>Fenorra</strong> free <strong>of</strong> Maliask’s rule. Also in his employ<br />

are smiths and potion makers, scroll writers and<br />

crafters <strong>of</strong> many types <strong>of</strong> finery. Merchants <strong>of</strong> the<br />

Fineries Trading Company wear belt sashes <strong>of</strong> green<br />

and white and continuously work their trade routes to<br />

provide for the people <strong>of</strong> <strong>Fenorra</strong>.<br />

Captain Christ<strong>of</strong>f “Sea Wolf” Sebestyen<br />

Once a captain <strong>of</strong> a mighty fleet; his home land was<br />

destroyed. He and his crew waged a war <strong>of</strong> revenge<br />

against anyone loyal to Maliask. After many years <strong>of</strong><br />

fighting, Christ<strong>of</strong>f was finally captured and his men<br />

executed. No one really knows if Christ<strong>of</strong>f died that<br />

day. His men were fiercely loyal and any one <strong>of</strong><br />

them would have died in his place.<br />

Empress Adalyssa and Emperor Evlonien<br />

High Empress and Emperor <strong>of</strong> the Elven<br />

people; rulers <strong>of</strong> Levendil deep within the great forest<br />

<strong>of</strong> Etherais. Believed to come from a long line <strong>of</strong><br />

“pure ones” Elves that have not been outside the<br />

protective canopy <strong>of</strong> the forest and have for their<br />

lives been protectors <strong>of</strong> the wood. Elves <strong>of</strong> this line<br />

are part <strong>of</strong> the forest itself, sharing in its power and<br />

grace. Not much is known about them individually<br />

however.<br />

7

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