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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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Blade Fury: Every fourth assassinate or slay a<br />

character has deals 200 damage instead <strong>of</strong> the normal<br />

100. No PC may augment this number by any means.<br />

Body Weaponry: This skill allows the character’s<br />

main weapon style to be part <strong>of</strong> their body. This<br />

allows them to retract their weapons when they don’t<br />

want the wield them. Because the weapons become<br />

part <strong>of</strong> their body the weapons cannot be shattered,<br />

destroyed or disarmed. This skill does not apply to<br />

thrown weapons or arrows/bolts but does apply to the<br />

bow/crossbow. Only one purchase is necessary.<br />

Callused Skin: This skill grants the character an<br />

additional 5 points <strong>of</strong> Natural Armor. This armor<br />

does not count towards the class maximum. Only<br />

one purchase <strong>of</strong> this skill is permitted.<br />

Chaos Cloak: This skill grants the character no<br />

effect from the Living, melee or ranged attacks. The<br />

only exception to this is the spell Dispel Magic,<br />

regardless <strong>of</strong> casters lineage (living or undead). The<br />

character must cross their arms over their chest and<br />

call out “Chaos cloak” every 10 seconds. While in a<br />

Chaos Cloak a character must have their feet planted<br />

and may not move in any way. No other skills or<br />

abilities may be used while in a Chaos cloak. This<br />

ability unless dispelled will last for 10 minutes or<br />

until the character’s death count is reached. The<br />

maximum purchase amount for this skill is one.<br />

Chaos Storm: At the time <strong>of</strong> casting, the caster must<br />

plant both feet. As long as both feet remain planted<br />

and the spell is not disrupted as per normal spell<br />

rules, the caster may throw a packet after completing<br />

the incant “5 Elemental Chaos.” While the spell is in<br />

effect, the caster can perform no other skill nor cast<br />

any other spell. Each packet thrown acts as a separate<br />

spell which causes 5 points <strong>of</strong> elemental damage to<br />

the target. This skill may be purchased twice.<br />

Channel Healing: This skill allows a character to<br />

possess the ability <strong>of</strong> a 5 elemental healing storm to<br />

be delivered via touch only. At the time <strong>of</strong><br />

activating the skill, the player must plant both feet on<br />

natural ground. As long as both feet remain planted<br />

and the spell is not disrupted as per normal spell<br />

rules, the caster may touch cast with a packet after<br />

completing the incant “5 Elemental Healing.” While<br />

the spell is in effect, the caster can perform no other<br />

skill nor cast any other spell. If the caster is affected<br />

at all during the use <strong>of</strong> this skill, even a protective<br />

being used the storm ends. The maximum purchase<br />

amount for this skill is four.<br />

Charm: This ability allows a character to magically<br />

deliver a charm effect once per day purchase <strong>of</strong> the<br />

ability. The maximum purchase amount for this skill<br />

is four.<br />

Control Lesser Undead by voice: This ability<br />

allows a character to control lesser undead by their<br />

voice. Any undead affected that hear the command<br />

are under the control <strong>of</strong> the caster. This skill may be<br />

used once per purchase <strong>of</strong> the ability. The correct<br />

verbal to use is “Control lesser undead by voice.”<br />

The correct use <strong>of</strong> the ability follows the Control<br />

Undead spell description. The maximum purchase<br />

amount for this skill is two.<br />

Craftsman : This skill is used to add flavor<br />

to your character. It cannot be used to give a<br />

character any extra power in-game nor does it<br />

guarantee any information from the Plot Committee.<br />

For instance, if a character takes Craftsman<br />

“Historian” then it is up to the character to learn the<br />

history in game.<br />

Craftsman skills must be skills that would provide an<br />

income. For every Craftsman skill bought, a<br />

character will receive two sapphire at check-in for<br />

each game-day. A character that has 10 levels in a<br />

particular craftsman skill is considered a “master”<br />

and is rewarded for their expertise. They begin<br />

earning 5 sapphire per day per level, rather than the<br />

usual 2 per day per level. Other role play benefits<br />

may also accrue.<br />

Create Potion: This skill allows the character to<br />

create a Fenorrian magic based potion. The character<br />

must have a spell slot <strong>of</strong> the level to be made and<br />

access to the spell in a spell book. Note that not every<br />

spell can be made into a potion.<br />

Create Scroll: This skill allows the character to<br />

create a Eldritch magic based scroll. The character<br />

must have a spell slot <strong>of</strong> the level to be made. Note<br />

that not every spell can be made into a scroll. Making<br />

a scroll costs Production Points and falls under the<br />

rules set forth in the Production section.<br />

Create Trap: A character with this skill can make<br />

traps as described in the chapter on Traps and Locks.<br />

Making a trap costs Production Points and in-game<br />

money and falls under the rules set forth in the<br />

section on the Skills System.<br />

Critical Attack: This skill allows the character to do<br />

one extra point <strong>of</strong> damage against any one opponent<br />

for the duration <strong>of</strong> the battle once per day for each<br />

time the skill is taken. Battle duration is defined as<br />

“Line <strong>of</strong> Sight” as per spells. This bonus applies only<br />

to either the right or left hand and a particular<br />

weapon in that hand. After a character has earned the<br />

fourth Critical Attack, the character can trade them in<br />

and buy a Weapon Pr<strong>of</strong>iciency. The character may<br />

then begin learning Critical Attacks again.<br />

Critical Slay: This skill does 100 damage and is<br />

called as “100 Slay.”<br />

For example: “100 Silver Ice Slay” A critical slay<br />

will always do full damage to a creature with a<br />

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