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Eldritch Magic: This skill allows the character to<br />
cast Eldritch Magic spells <strong>of</strong> that level. This skill is a<br />
spell slot as described in the chapter on the Skills<br />
System.<br />
Elemental Aura: This skill allows the character to<br />
swing for Elemental damage type with their weapon<br />
for five minutes. The correct verbal to use while the<br />
skill is active is “# elemental .” This skill lasts<br />
for five minutes or until death count is reached. This<br />
skill turns the weapon strike into an elemental attack,<br />
thus making the strike follow elementally deliverance<br />
rules. The maximum purchase amount for this skill is<br />
four.<br />
Elemental Barrier: This grants the caster 10 points<br />
<strong>of</strong> refitable armor. This stacks with physical, Natural<br />
and Dexterous armor and can be refit with a 1 minute<br />
<strong>of</strong> uninterrupted time. This armor does not count<br />
towards the class maximum armor limit.<br />
Elemental Healing: This skill allows a character to<br />
deliver elemental healing from a racial ability “pool”.<br />
The cost is 1 build for every 2 points <strong>of</strong> healing, with<br />
a maximum purchase <strong>of</strong> ten times. The call would be<br />
“# elemental healing” and is delivered by packet<br />
only. The healing can be broken up at player<br />
discretion, and the “pool” resets as per daily skills.<br />
Elemental Magic: This skill allows the character to,<br />
once per day, cast Elemental Magic spells <strong>of</strong> that<br />
level. This skill is a spell slot as described in the<br />
Chapter on the Skills System.<br />
Elemental Studies: This skill is a prerequisite for the<br />
Elemental spell school. To acquire this skill, the<br />
character must have Healing Arts and its<br />
prerequisites. This skill at times may also give hints<br />
and may be used between events to search for<br />
information involving the elements. It is not a<br />
guaranteed success that any information will be<br />
found. The maximum purchase amount for this skill<br />
is ten.<br />
Essence Drain: This skill allows a character to drain<br />
the blood <strong>of</strong> a sentient being who is not dead yet.<br />
Doing this will regain the feeding characters hit<br />
points. The correct verbal to use for this skill is “I<br />
drain you 1, I drain you 2, I drain you 3, Essence<br />
Drain.” When this skill is used it leaves the vampyre<br />
drain effect on the victim and they will be stabilized.<br />
The maximum purchase amount for this skill is four.<br />
Evaluate Item: This skill enables the character to<br />
place a fairly accurate monetary value on any jewelry<br />
seen. This skill does not identify whether or not the<br />
item is magical. You may request an item<br />
identification sheet which will allow a player with<br />
this skill to determine the value <strong>of</strong> an item being<br />
evaluated.<br />
Eventide: This skill allows the player to possess an<br />
Elemental Water Storm that does not require their<br />
feet to be planted. This storm will last for 10 minutes<br />
or until dispelled or death count is reached. This skill<br />
can be used once per day per purchase. The caster<br />
may throw a packet after completing the incant “5<br />
Elemental Water.” While the spell is in effect, the<br />
caster can perform no other skill nor cast any other<br />
spell. Each packet thrown acts as a separate spell<br />
which causes 5 points <strong>of</strong> elemental damage to the<br />
target. The maximum purchase amount for this skill<br />
is four.<br />
Feeder: Possessing this skill negates the Drain effect<br />
caused when fed upon by a Vampyre. Only one<br />
purchase <strong>of</strong> this skill is needed.<br />
<strong>Fenorra</strong>'s Grasp: This skill acts as an Elemental<br />
Web and is delivered by packet only. This skill may<br />
be purchased up to four times. The correct verbal to<br />
activate is “Elemental Web”<br />
<strong>Fenorra</strong>’s Touch: This skill allows the character to<br />
Auto Stabilize themselves with a 1 minute count once<br />
per day per purchase. This is a smart skill and can be<br />
chosen not to be used. The character has the duration<br />
<strong>of</strong> their 1 minute bleed out count to choose to use the<br />
skill. If Healing Arts is used on the character it can<br />
be determined that the character is stabilizing. The<br />
maximum purchase amount for this skill is four.<br />
Fenorrian Magic: This skill allows the character to,<br />
once per day, cast Fenorrian Magic spells <strong>of</strong> that<br />
level. This skill is a spell slot as described in the<br />
Chapter on the Skills System.<br />
First Aid: First Aid allows the user to stabilize a<br />
dying creature with a metabolism, bringing the<br />
recipient to zero Body Points. The person will regain<br />
consciousness in one minute with one body point.<br />
This skill only works with human like physiologies.<br />
It will not work on animals. Some monsters are so<br />
alien that First Aid will also not work on them. This<br />
skill cannot save a creature hit with a Killing Blow or<br />
a Death spell. Note that the skill Healing Arts is<br />
needed to determine if the creature is dead. The skill<br />
requires a full uninterrupted minute, in which time<br />
the person applying the First Aid can do nothing else.<br />
This means that you cannot perform other game skills<br />
while using the skill First Aid. Just like any game<br />
effect in NERO, if this skill does not affect you, you<br />
must call “no effect” when this skill is first applied. If<br />
interrupted while giving First Aid, then the one<br />
minute death “timer” continues where it left <strong>of</strong>f when<br />
the First Aid was started. You cannot First Aid more<br />
than one person at a time. This minute represents the<br />
binding <strong>of</strong> wounds and the stopping <strong>of</strong> bleeding. The<br />
player with this skill should roleplay out the First Aid<br />
by pulling out some bandages and otherwise<br />
concentrating on helping the patient.<br />
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