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.

Hunter’s Reach: This allows a character to upgrade<br />

one <strong>of</strong> their claws to a long claw. When this skill is<br />

purchased the hand in which the long claw will be<br />

used in must be selected. Then that long claw can<br />

only be used in that specified hand. Only one<br />

purchase necessary.<br />

Innate Dispel Magic: This skill allows a player to<br />

dispel themselves once per purchase <strong>of</strong> the ability.<br />

The player does not need to have a free hand as per<br />

the spell to deliver this effect on themselves. The<br />

correct verbal to use is “innate dispel magic”. The<br />

maximum purchase amount for this skill is 2.<br />

Inner Control: This allows a character to opt to use<br />

their claws during the day. Using this skill does not<br />

require a 3 count but the character is expected to<br />

roleplay the extension and retraction <strong>of</strong> the claws.<br />

Only one purchase is necessary for multi-use.<br />

Inner Humors: A Master Crystomancer may spend<br />

one level <strong>of</strong> base production, which was not already<br />

used for another purpose, in order to deliver any<br />

“physical” effect from the base crystomancy package<br />

as “Elemental”. This skill is included when Master<br />

Crystomancy is purchased.<br />

Light Cloak: This skill allows a character to<br />

camouflage themselves within the sunlight for 10<br />

minutes. While using this skill nothing will affect<br />

them except for a Bolt <strong>of</strong> Darkness, which will cancel<br />

the cloak. While in a Light Cloak a character must<br />

have their feet planted and may not move in any way.<br />

This skill can be used once per day per purchase.<br />

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

Magic Cloak: This allows the character to go into a<br />

meditative state in which a protective barrier <strong>of</strong><br />

magic energy forms around them. The only way to<br />

bypass this barrier and affect the caster is with a<br />

Dispel Magic effect or an Awaken effect. This then<br />

breaks the Magic Cloak effect. While in a Magic<br />

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

may not move in any way. This skill lasts 10 minutes<br />

or until broken by one <strong>of</strong> the above listed effects.<br />

This skill can only be purchased once.<br />

Magic Control: This skill takes one minute <strong>of</strong><br />

uninterrupted concentration, and takes one free hand<br />

to complete. Magic control removes any 5 minute<br />

and/or line <strong>of</strong> sight elemental and magic effects. It<br />

will not remove any alchemical or physical effects.<br />

This skill will only remove one effect from the target<br />

per use. The maximum purchase amount for this<br />

skill is one.<br />

Magic Drain: This skills allows a character to<br />

deliver a Drain effect as magic via packet only. The<br />

correct verbal to use is “Magic Drain”. For details on<br />

Drain please refer to the special ability section <strong>of</strong> this<br />

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

is four.<br />

Mana Pool: This skill allows a character to cast<br />

their spell pyramid out <strong>of</strong> any school they have the<br />

pre-requisites for. To purchase this skill a character<br />

must already possess the following skills: First Aid,<br />

Healing Arts, Read and Write, Read Magic,<br />

Elemental Studies and one purchase <strong>of</strong> either Formal<br />

magic or Manipulation. This skill does not grant the<br />

character any additional spell slots; instead it allows<br />

the character to use their initial spell slots in any<br />

basic school <strong>of</strong> magic.<br />

Manipulate: This skill is open to Elementalists, and<br />

only once they have purchased a 9th level Elemental<br />

spell. This skill grants the caster 10 damage points<br />

per purchase, to add to an elemental damage pool.<br />

This damage pool can be broken up at the player’s<br />

discretion, and resets as a per day skill. The correct<br />

call for casting out <strong>of</strong> this damage pool is “#<br />

elemental (type)”. The “type” to choose from is<br />

designated under Elemental magics. Manipulate also,<br />

once purchased allows the character to read and cast<br />

from Manipulation Scrolls. For more details please<br />

refer to the Manipulation section <strong>of</strong> this book. The<br />

maximum purchase amount for this skill is 15.<br />

Master Alchemy: Once purchased a character<br />

receives an additional production point per level<br />

purchased <strong>of</strong> the Alchemy skill. This skill represents<br />

the characters mastery <strong>of</strong> the alchemical arts and<br />

grants the character access to the Master Alchemy<br />

production items. Master Alchemists also gain the<br />

ability to make batches <strong>of</strong> alchemical substances<br />

more efficiently and as such for every 5 <strong>of</strong> one item<br />

they produce they receive an additional 1. These<br />

batches must be made with the characters production<br />

points for the event weekend and cannot be made<br />

with production gained from Goblin points. Also a<br />

Master Alchemist may fill a glass tipped arrow with<br />

any globe from the base alchemy item list for 1<br />

production points in addition to the globe. This can<br />

be done during game as long as some production<br />

points were left over after event production.<br />

Master Critical Attack: This skill allows the<br />

character to perform a Critical Attack with any<br />

weapon in which the character has the skill.<br />

Handedness must still be declared but weapon type is<br />

not. When buying this skill, you can upgrade any<br />

regular Critical Attacks that you already have.<br />

Master Critical Slay/Parry: This skill allows the<br />

character to perform a critical slay with any weapon<br />

in which the character has the skill. Handedness must<br />

still be declared but weapon type is not. When buying<br />

this skill, you can upgrade any regular Critical slay/<br />

parry that you already have.<br />

38

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

Saved successfully!

Ooh no, something went wrong!