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Rule Book - Fables of Fenorra

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subterfuge and subtlety over heavy handed and overt<br />

actions. While followers <strong>of</strong> the path <strong>of</strong> Shadow only<br />

seek to further their own desires it is not uncommon<br />

for a Shadow follower to work alongside or aid<br />

others when it would work to their own advantage.<br />

Tier 1 Magic Charm<br />

Tier 2 Resist Bindings<br />

Tier 3 Magic Drain<br />

Tier 4 Shadow Cloak<br />

Tier 5 Phase<br />

Skills System<br />

NERO characters advance by purchasing skills. Each<br />

skill you learn allows you to perform a particular task<br />

or group <strong>of</strong> tasks. Many can only be used a limited<br />

number <strong>of</strong> times per day. Some skills allow you to<br />

improve your abilities when the skill is bought<br />

multiple times. Be sure to carefully read the skill<br />

descriptions. Standard Reset In any case where a<br />

skill can be used only a certain number <strong>of</strong> times per<br />

day (such as Critical Slays or spells), the used skills<br />

will not return to you until the next day at 6AM or 6<br />

PM. This is known as a reset. These are called<br />

“limited resets” and do not refresh craft/ production<br />

skills, formal magic skills, or magic items.<br />

The Skill System<br />

NERO is a fantasy game. By that, we mean that it is a<br />

compilation <strong>of</strong> rules and customs by which we allow<br />

people to simulate doing things that they cannot<br />

really do. The most obvious <strong>of</strong> these things is magic.<br />

You should not be fooled into thinking that your<br />

personal skill equates to the character skill it<br />

represents. For instance, we have weapon skills. You<br />

must have the One Handed edged weapon skill<br />

before you are allowed to use a long sword. Many<br />

people have asked if they can at least pick up a sword<br />

and block blows with it—after all, anyone could<br />

make the attempt, could they not? The answer is no,<br />

in our game they cannot. The level <strong>of</strong> ability<br />

represented by the skill bought can be considerably<br />

different from that <strong>of</strong> your average player. It<br />

represents a skill that has required hours <strong>of</strong> practice a<br />

day for months to gain. When such an individual is<br />

faced with a person totally unskilled in weapon use,<br />

they would strike the person down with ease. The<br />

player’s skill may be somewhat less than that <strong>of</strong> the<br />

character, however, so the restrictions are used to<br />

simulate the skills. Similarly, the pr<strong>of</strong>iciency system<br />

represents a level <strong>of</strong> skill that the player might never<br />

obtain. We use it as a way to artificially give a<br />

player’s character, no matter what his or her real<br />

world skill, an advantage over another whose<br />

character is not as skilled. It allows a player <strong>of</strong><br />

indifferent skill to defeat or hold their own against a<br />

player <strong>of</strong> much greater skill. This is, after all, a<br />

fantasy. A person should be able to acquire skills that<br />

allow their character to do things that they<br />

themselves could not do in real life.<br />

Spell Slots<br />

There are special rules for spell acquisition that are<br />

unlike most other skills in the game. When you<br />

purchase a 1st level spell from the skill list, what you<br />

are actually buying is one first level Spell Slot. You<br />

cast any 1st level spell from this slot <strong>of</strong> the<br />

appropriate school. Once that spell has been cast, the<br />

slot will become empty and will remain that way<br />

until the next limited, or standard reset, or until it is<br />

refilled by other means. If you have several spell<br />

slots <strong>of</strong> a given level, you can fill them with any<br />

combination <strong>of</strong> spells (<strong>of</strong> the appropriate level) that<br />

you know. You must buy spell slots in a proportional<br />

pyramid fashion. If you wish to buy a spell slot <strong>of</strong> a<br />

particular level, then you must have two more spell<br />

slots <strong>of</strong> the level below. In other words, you must<br />

have a minimum <strong>of</strong> one spell slot difference between<br />

any adjoining levels and a maximum <strong>of</strong> two spell<br />

slots difference. If you wish to buy your first 2nd<br />

level spell slot, you must have at least two 1st level<br />

spell slots already, but you may not have three. Once<br />

you have purchased four spell slots <strong>of</strong> any particular<br />

level, then you need not buy any additional spell slots<br />

<strong>of</strong> that level to complete the pyramid. Imagine now<br />

the pyramid being an obelisk with a broad support<br />

and a pointed top (like the Washington Monument).<br />

You may buy more than four spell slots per level but<br />

there must always be at least as many spell slots<br />

below that level in order to support the new amount.<br />

Further, the pyramid must be constantly building,<br />

which means that the level above must have only one<br />

less than the amount you are buying. In other words,<br />

to buy a fifth 2nd level spell slot, you must have a<br />

fifth 1st level spell slot and a fourth 3rd level spell<br />

slot.<br />

Example <strong>of</strong> Pyramid <strong>Rule</strong>s: Phillip the mage has a<br />

3rd level spell slot, two 2nd level<br />

spell slots, and three 1st level<br />

spell slots. His pyramid is fine.<br />

(figure 3-1)<br />

He wants to learn a 4th level slot<br />

eventually. He must build the<br />

foundation <strong>of</strong> the pyramid so it<br />

can support a 4th level spell.<br />

First, he buys another 1st level<br />

slot and then another 2nd level<br />

slot. He must next purchase<br />

another 3rd level slot (figure 3-<br />

2).<br />

28

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