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Rule Book - Fables of Fenorra

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Race Armor Type Advantages Disadvantages<br />

Aurae -Dexterous<br />

-Physical Armor<br />

(10 points or<br />

less)<br />

Dhampyr -Dexterous<br />

-Physical Armor<br />

-Innate First Aid<br />

-Balance<br />

-Minus 1 cost for Elemental Studies<br />

-Retractable short claws<br />

-Innate Waylay<br />

Dremair -Dexterous -Innate Resonance<br />

-Physical Armor -Immune to Sleep<br />

Dryad -Natural -Innate First Aid<br />

-Physical Armor -Immune to Swampwalk<br />

(10 points or<br />

less)<br />

-Minus 1 cost for Elemental Studies<br />

Elf -Dexterous -Half cost for Archery<br />

-Physical Armor -Innate Read and Write<br />

Gargoyle -Natural -innate half class max natural armor<br />

(does not count towards class max)<br />

-Immune to Fear<br />

-+5 body points<br />

-does not bleed out, will stabilize on<br />

1 minute count<br />

Human -Dexterous<br />

-Physical Armor<br />

-Minus 1 cost for Trade and Craft<br />

skills<br />

-Minus 1 cost for all Path skills<br />

-Receives Feeder<br />

Lycanthrope -Natural +5 Natural armor innately (does not<br />

count towards class max)<br />

+1 damage each hand with claws<br />

-Ambidexterity<br />

Naiad -Dexterous -Water Activity<br />

-Innate First Aid<br />

Phaunos -Dexterous<br />

-Physical Armor<br />

Saurian -Natural<br />

-Physical Armor<br />

-Minus 1 cost for Elemental Studies<br />

-Reduced cost for Thrown weapon<br />

-Immune to Charm effects (excludes<br />

Vampyre Charm)<br />

-Retractable short claws<br />

-Normal movement in water (not<br />

breathing)<br />

Treefolk -Natural -Half damage from Fenorrian<br />

Causing magic<br />

-+5 Natural armor innately (does<br />

Valley Dwarf -Natural<br />

-Physical Armor<br />

(10 points or<br />

less)<br />

not count towards class max)<br />

-Innate Herbal Lore<br />

-+2 body points<br />

-Double damage from Stone effects<br />

-Cannot use Two-Handed weapons<br />

-Cannot be Fighter class<br />

-Half body during daylight hours<br />

(rounded down)<br />

-Half healing effect from Fenorrian<br />

curing (rounded up)<br />

-Double damage from Stone effects<br />

-Shatter causes Sleep effect<br />

-Double damage from Fire/Flame<br />

effects<br />

-Cannot use Two-Handed weapons<br />

-Cannot be Fighter class<br />

-Cannot use Blunt weapons<br />

-Minus 2 body points<br />

-Double damage from Acid effects<br />

-Double cost for Scholarly skills<br />

- 30 Damage from Shatter (if<br />

reduced to -1 enters bleed out count)<br />

- 70 Damage from Destroy (if<br />

reduces to -1) acts as killing Blow<br />

-Cannot run<br />

-Must purchase one Trade and Crafts,<br />

Scholarly or Healing skill per level<br />

-Double cost for Scholarly skills<br />

-Cannot purchase Formal Magic or<br />

Manipulation<br />

-May not cast magic, use activated<br />

items while in animal form<br />

-Non-retractable short claws when in<br />

animal form<br />

-Double damage from Ice effects<br />

-Cannot use Two-Handed weapons<br />

-Cannot be Fighter class<br />

-Cannot use Edged weapons<br />

-Cannot be Scholar class<br />

-Double damage from Ice effects<br />

-Double damage from Fire/Flame<br />

effects<br />

-Cannot run<br />

-Double cost for Weapon skills<br />

-Double cost for Read Magic<br />

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