03.04.2013 Views

Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Monsters and Other Non-Player Characters<br />

NPCs and Monsters are guided by a Monster Master<br />

who assigns them duties. The Monster Master, in<br />

turn, answers to the Plot Committee and their<br />

weekend director. If an NPC character dies or<br />

completes his or her assignment, the NPC player<br />

must return to the monster cabin (which is <strong>of</strong>f-limits<br />

to everyone except NPCs and marshals). They can<br />

then be sent out again as another NPC. Many NPCs<br />

are used in set encounters like guarding a tomb or<br />

capturing a character. Others simply wander around<br />

the woods looking for unsuspecting adventurers to<br />

fight. There are specific monster areas in the woods<br />

where certain types <strong>of</strong> monsters appear from time to<br />

time and wait for the adventurers to find them.<br />

All NPCs aren’t necessarily monsters nor are they<br />

placed out there just for PCs to fight. An NPC may<br />

have the sole purpose <strong>of</strong> providing information or<br />

entertainment or to add live richness to the game.<br />

NPCs may be bards and entertainers, beggars,<br />

merchants, hired thugs, or anything else needed to<br />

advance the proper town atmosphere. NPCs who are<br />

not monsters should be indistinguishable from any<br />

player.<br />

There may also be some full-time town NPCs such as<br />

the major Guild leaders and some <strong>of</strong> the highest<br />

nobility.<br />

They are NPCs because they also serve<br />

a logistics function or because they are<br />

controlled by the Plot Committee.<br />

These NPCs, like all NPCs, have a<br />

limited number <strong>of</strong> lives and in all<br />

aspects must follow all game rules.<br />

Players who wish to be NPCs get<br />

compensation for the work they do. In<br />

exchange, we expect our NPCs to do<br />

what they are told and follow the rules. NPCs are<br />

supervised closely by our Monster Marshals who<br />

answer directly to<br />

Class Armor<br />

Maximums<br />

Fighter 20<br />

Highwayman 20<br />

Rogue 15<br />

Magent 10<br />

Scholar 10<br />

Templar 15<br />

Fighting: How good <strong>of</strong> a fighter are you? Can<br />

you fight in different styles with different<br />

weapons? Are you a safe fighter?<br />

Spell Casting: Do you know all the verbals? Can<br />

you cast quickly and efficiently?<br />

Gaming Skills: Do you know the NERO rules?<br />

Do you play fairly and honestly? Do you<br />

understand the purpose <strong>of</strong> NPCs? For more on<br />

NPCs, see the chapter on “How to Be an NPC.”<br />

Physical Representations<br />

If you acquire any potions, scrolls, poisons, or<br />

alchemical substances during your adventures, then<br />

they should have appropriate Tags attached. If you<br />

create your own through the Production system, then<br />

you must supply a physical representation for the<br />

item, and the tag must be attached. This physical<br />

representation can be stolen, at which point the thief<br />

will take the tag and the item.<br />

A scroll or potion that does not have a tag attached<br />

cannot be used. If the tag is lost, stolen or destroyed,<br />

the item is not usable. The tag by itself is not the<br />

item. If someone hands you an out-<strong>of</strong>game<br />

tag and says “Here, drink this!”<br />

you should reply “Drink what?” since<br />

nothing is being shown to your<br />

character in-game. This rule exists<br />

because after all, these things take up<br />

room and add weight. You can’t carry<br />

around 100 potions as easily as you<br />

could 100 tags.<br />

If your character finds or is given a<br />

magic weapon, you are sometimes<br />

given a physical representation for it. You cannot<br />

alter the weapon in any way except to repair it when<br />

the Plot Committee.<br />

When judging<br />

whether to give an<br />

NPC an important<br />

role, the Monster<br />

Marshal will<br />

consider the<br />

Armor Physical Representation Values<br />

Body<br />

Chain<br />

Location Name Plate Mail<br />

Head Helm 3 2<br />

Chest Breastplate 9 6<br />

Back Backplate 9 6<br />

Leather<br />

1<br />

3<br />

3<br />

following criteria: Left Arm Left Brassart<br />

Right<br />

3 2 1<br />

Roleplaying: Right Arm Brassart 3 2 1<br />

How well can Left Forearm Left Bracer 3 2 1<br />

you act? Can<br />

you do accents<br />

and be someone<br />

different each<br />

time? Do you<br />

put an effort into<br />

makeup and<br />

costuming? Can<br />

you think on<br />

Right Forearm Right Bracer<br />

Left Thigh Left Cuissart<br />

Right<br />

Right Thigh Cuissart<br />

Left Leg Left Greaves<br />

Right<br />

Right Leg Greaves<br />

Total<br />

3<br />

3<br />

3<br />

3<br />

3<br />

45<br />

2<br />

2<br />

2<br />

2<br />

2<br />

30<br />

1<br />

1<br />

1<br />

1<br />

1<br />

15<br />

your feet and react as your character would?<br />

needed. If the physrep<br />

wears out, then<br />

another must be<br />

built that looks just<br />

like the original.<br />

Magic items cannot<br />

ever be modified<br />

and must always<br />

look the same. This<br />

has the advantage<br />

<strong>of</strong> making it easy to<br />

spot your stolen<br />

sword if you should<br />

ever see it again.<br />

Armor<br />

Wear Points<br />

Your character’s<br />

Wear Point total is<br />

the limit <strong>of</strong> armor<br />

100

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!