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Rule Book - Fables of Fenorra

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threshold or a damage cap. Before using the character<br />

must call out “Prepare to Die!” this is an OOG<br />

statement. The Slay is considered used as soon as the<br />

statement is made. The Slay will be active until the<br />

blow is landed, or five minutes passes. If the blow is<br />

landed, the Slay damage can be negated by other<br />

game defenses such as phase, dodge, parry, Magic<br />

armor, etc. The 5 minute time period cannot be<br />

shortened by any other means, including having the<br />

weapon disarmed or destroyed, calling a defense,<br />

killed and then Life’d, falling unconscious, etc. When<br />

engaging new opponents you must announce “Active<br />

Slay” this is an OOG statement and can be made<br />

even when silenced. A player hit by a Slay who does<br />

not die from the Slay must announce that the Slay<br />

was successful by saying “hit” or role-playing<br />

appropriately. This informs the fighter using the Slay<br />

that he or she must then begin calling regular damage<br />

again. This skill uses the same handedness rules and<br />

specific weapon rules as critical attack and Weapon<br />

pr<strong>of</strong>iciency.<br />

For every 2 weapon pr<strong>of</strong>iciencies a Critical Slay<br />

and/or a parry may be purchased, but not two <strong>of</strong> the<br />

same skill.<br />

Crystomancy: This skill allows the character to<br />

mine and refine Resonance crystals. For each time<br />

Crystomancy is bought, the character gets one<br />

Production Point. Crystomancy can be used to<br />

determine if a crystal found in game can be used for<br />

Resonance purposes and can be used to determine if a<br />

crystal is present within a creatures body.<br />

Handling Crystals:(requires effect levels <strong>of</strong><br />

Crystomancy) To prepare a crystal requires at<br />

least the purchase <strong>of</strong> a number <strong>of</strong> levels <strong>of</strong> the<br />

Crystomancy skill equal to the production level<br />

value <strong>of</strong> the crystal being used. Note that all<br />

crystal packets must be blue to differentiate them<br />

from spell packets (which cannot be blue).<br />

Dexterous Armor: This represents the characters<br />

natural agility, their ability to avoid harm and<br />

damage. Each point <strong>of</strong> this skill is equivalent to one<br />

point <strong>of</strong> armor. This skill does not stack with Natural<br />

Armor or physical armor. To reset this armor, the act<br />

<strong>of</strong> stretching must be performed uninterrupted for 60<br />

seconds. Any in-game effect that would prevent the<br />

character’s ability to move freely nullifies the<br />

Dexterous Armor while under this affect. This<br />

includes Pin; Bind; Web; Confine; Iron Maiden;<br />

Imprison; paralyze; physical entangles; Paste <strong>of</strong><br />

Stickiness and affects such as Sleep and other forms<br />

<strong>of</strong> unconsciousness or incapacitation which would<br />

not allow for free conscious movement. Once the<br />

restrictive affect is removed or has worn <strong>of</strong>f the<br />

Dexterous armor returns at the same strength it was at<br />

before the affect took place. The amount <strong>of</strong><br />

Dexterous Armor a character can purchase is limited<br />

to their class maximum. This skill remains unaffected<br />

by the skill wear extra armor.<br />

Dhampyr's Will: This skill allows a character to<br />

resist charm or charm another person per day per<br />

purchase <strong>of</strong> the skill. For each purchase the character<br />

must chose to resist or to charm. If the character<br />

chooses to Charm this must be delivered by packet<br />

and as Magic deliverance. The maximum purchase<br />

amount for this skill is four.<br />

Disarm/Arm Trap: This skill allows the character<br />

to attempt to disarm or set a trap. It does not<br />

guarantee success. You must have this skill to even<br />

attempt to disarm or set a trap. You may not even cut<br />

an obvious trip wire without this skill. Traps may<br />

only be set in the presence <strong>of</strong> a marshal. This skill is<br />

difficult to use without some simple tools such as a<br />

knife, candle, probe, etc. See “So You Want to Be a<br />

Thief?” for advice.<br />

Dodge: This use <strong>of</strong> the skill allows the character to<br />

dodge any single NERO safe weapon attack or any<br />

packet delivered attack for each time the skill is<br />

purchased. It does not protect against traps (except<br />

for weapon traps), Waylay, or Killing Blows. Dodge<br />

cannot be used if a character is completely<br />

immobilized, such as in a Confine or a Paralysis.<br />

Dodge can be bought after every two Backstabs.<br />

A Character may purchase either an Assassinate<br />

and/or a Dodge for every 2 backstab purchases.<br />

The Dodge racial skill can be purchased a maximum<br />

<strong>of</strong> two times and no back stab prerequisites are<br />

needed.<br />

Douse: This skill allows a character to “spout”<br />

elemental water damage. The cost is 1 build for every<br />

2 points <strong>of</strong> damage, with a maximum purchase <strong>of</strong> ten<br />

times. The call would be “# Elemental Water” and is<br />

delivered by packet only. The damage can be broken<br />

up at player discretion, and the “pool” <strong>of</strong> purchased<br />

damage resets as per daily skills.<br />

Dreams Bane: This skill allows the character to<br />

deliver one magic Awaken per day per purchase <strong>of</strong><br />

the skill. This Awaken can be used on others and can<br />

also be used on themselves as a casting or as an<br />

innate ability. This meaning that if the character is<br />

under the effect <strong>of</strong> something that requires an awaken<br />

to cure the character may state “innate Awaken” and<br />

the cured <strong>of</strong> the ailment. The maximum purchase<br />

amount for this skill is four.<br />

Earthen Root: This skill allows a character to have a<br />

threshold when their feet are planted on natural<br />

ground. With each purchase <strong>of</strong> the skill 1 point <strong>of</strong><br />

threshold is gained. The character may not move<br />

their feet or lose concentration (i.e. lose<br />

consciousness in any way), or the threshold is<br />

broken. The Earthen Root maximum available points<br />

may be broken up at the player’s discretion. Once<br />

points are used they will reset as a per day skill. The<br />

maximum purchase amount <strong>of</strong> this skill is twenty.<br />

35

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