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Rule Book - Fables of Fenorra

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points you can use or “wear” at one time. Your base<br />

Wear Point total depends on your class.<br />

Wear Bonuses<br />

You can add Wear Points to your base by purchasing<br />

the skill wear extra armor or by wearing good<br />

costuming.<br />

Wear Extra Armor: The skill wear extra armor adds<br />

5 wear points per purchase to your characters wear<br />

point total up to a maximum <strong>of</strong> 40 points.<br />

Costume Bonus: Any player will be awarded five<br />

wear points simply for being fully in costume with<br />

their entire visible costume fully fitting with the in<br />

game atmosphere. A marshal must be consulted to<br />

see if your costume warrants the bonus. You should<br />

do this at every chapter you go to as some chapters<br />

have different criteria to make this decision. When<br />

costume armor is damaged, you are not considered<br />

naked, it’s just your clothing is a bit shuffled and<br />

ripped up.<br />

The maximum Wear total a player can have is 40 (45<br />

with good costuming), no effect can augment this<br />

bonus higher by any means. Armor points granted by<br />

the spell “Shield” are considered Armor but do not<br />

count toward your Wear Point total.<br />

Physical Armor<br />

The Physical Armor Types are Leather, Chain Mail,<br />

and Plate.<br />

The table on this page shows the value <strong>of</strong> each<br />

Armor Type for each Body Location. Each location is<br />

worth one point for leather, two points for chain, and<br />

three points for plate except the chest and back which<br />

are worth three times as much since they cover a<br />

larger area.<br />

A suit <strong>of</strong> armor it may be rejected at any point on<br />

grounds <strong>of</strong> safety for such things including, but not<br />

limited to; protrusions, sharp edges, and unsafe<br />

materials.<br />

-Characters may select the armor type to use at each<br />

separate body location, making it easier for players<br />

to create their own personalized armor. Each<br />

location is considered covered in armor if at least<br />

three quarters <strong>of</strong> the entire area is covered.<br />

Locations with overlapping armor types count as the<br />

higher type.<br />

-A Suit <strong>of</strong> Armor is evaluated by adding the armor<br />

point value for each body location covered.<br />

-Armor does not have to be real to count for armor<br />

points, so long as it looks real.<br />

-The tag for armor allows a character to gain<br />

protection from a phys-rep rated up to the value on<br />

the tag. To claim the entire value <strong>of</strong> an armor tag the<br />

player must wear a phys-rep which has been<br />

evaluated by a marshal to be worth at least the value<br />

<strong>of</strong> the tag, you cannot wear 20 points <strong>of</strong> coverage,<br />

have a 30 point tag and claim 30 points <strong>of</strong> armor in<br />

game.<br />

Leather: Leather is any material, natural or<br />

synthetic, that looks like leather.<br />

Chain Mail: Chain Mail is made <strong>of</strong> material <strong>of</strong><br />

interlocking links whose holes are small enough not<br />

to easily catch a finger.<br />

Plate: Is armor made <strong>of</strong> rigid material that does not<br />

easily deform, or <strong>of</strong> material that accurately recreates<br />

the look <strong>of</strong> plate, either medieval or fantasy. Plate is<br />

made up or large pieces <strong>of</strong> metal or metal looking<br />

material.<br />

Refitting Physical Armor<br />

When a suit <strong>of</strong> armor takes damage it can be refitted<br />

to its full value. Refitting in this way can only be<br />

done by the armor’s wearer, and requires that the<br />

person spend an uninterrupted minute during which<br />

he can use no other game skills, cannot walk around,<br />

or be struck in any way. You may choose to interrupt<br />

yourself at any time. During the refitting the<br />

character will adjust (i.e. tighten straps, reposition<br />

plates) his armor so that it <strong>of</strong>fers the best protection<br />

possible. If the character is struck by any packet or<br />

weapon, the refit is interrupted for no effect and must<br />

be begun again.<br />

Weapons<br />

Weapon Combat<br />

Safety is always the primary concern in weapon<br />

construction. Unfortunately, even the safest weapon<br />

could cause injury if improperly used. Therefore, in<br />

addition to safe weapon construction guidelines,<br />

practice in the use <strong>of</strong> the weapon is needed to ensure<br />

that all players enjoy the game as much as possible.<br />

Below are additional restrictions on specific weapons<br />

Latex Weapons: may never be used for thrusting,<br />

stabbing or poking.<br />

Blunt Weapons: If a blunt weapon does not have a<br />

“head” on it, it will inflict one less point <strong>of</strong> damage<br />

than normal. Blunt weapons may not be used for<br />

thrusting, and are required to have a padded thrusting<br />

tip for safety reasons.<br />

Bows: You can use the bow in combat for blocking,<br />

but you may not attack with it. Once it blocks an<br />

attack, the bowstring is considered cut or unstrung by<br />

combat. The PC cannot fire arrows from it until he<br />

restrings the Bow (see below). For safety reasons, no<br />

taut bowstrings are allowed though a loose one may<br />

be used to sling the bow for carrying.<br />

Restringing involves at least 3 seconds <strong>of</strong> role-play.<br />

No physical representations for extra bow strings are<br />

needed.<br />

To Fire, the Bow must be held in front <strong>of</strong> the archer<br />

at arm’s length and must be aimed at the target when<br />

the packet is thrown. The archer must take the packet<br />

out <strong>of</strong> the quiver, touch the packet to the hand<br />

holding the bow, then throw. The packet must be<br />

101

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