03.04.2013 Views

Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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 />

36

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!