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Rule Book - Fables of Fenorra

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Master Crystomancy: Once purchased a character<br />

receives an additional production point per level<br />

purchased <strong>of</strong> the Crystomancy skill. This skill grants<br />

the Master Crystomancer the ability to bring out the<br />

true essences <strong>of</strong> crystals, enhancing their powers and<br />

allowing them to be implanted in weapons and armor<br />

already prepared for the task. Also, the master<br />

Crystomancer can create amulets for people to wear<br />

that <strong>of</strong>fer their own benefits. Due to conflicting<br />

resonances, only one crystal <strong>of</strong> each type can be used<br />

at any one time. These items do not count against the<br />

5 magic item limit. This skill also grants the Master<br />

Crystomancer the ability <strong>of</strong> Inner Humours. Only<br />

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

Master Off-Hand Weapon Pr<strong>of</strong>iciency: This skill<br />

may be purchased once per Master Critical<br />

Slay/Parry in the player’s primary hand. This skill<br />

increases the weapon damage in the players <strong>of</strong>f hand<br />

by one (1) point. When purchasing this skill the<br />

player must declare their <strong>of</strong>f-hand in which the<br />

Master Off-Hand Weapon Pr<strong>of</strong>iciency will be used<br />

in. Like the regular Master Weapon Pr<strong>of</strong>iciency this<br />

skill is only usable in the hand declared. When<br />

attacking with Master Off-Hand Weapon pr<strong>of</strong>iciency,<br />

you should merely call out the extra point <strong>of</strong> damage<br />

as regular damage.<br />

Master Pr<strong>of</strong>iciency: These more expensive<br />

pr<strong>of</strong>iciencies can be used with any weapon in which a<br />

character has the skill. The character still must<br />

declare handedness but need not declare weapon<br />

type.<br />

Master Pr<strong>of</strong>iciencies are bought in a manner similar<br />

to normal Pr<strong>of</strong>iciencies. Master Pr<strong>of</strong>iciencies may be<br />

combined with normal Pr<strong>of</strong>iciencies and Backstabs<br />

for determining damage. You may not purchase a<br />

separate Master Pr<strong>of</strong>iciency if you already have a<br />

Pr<strong>of</strong>iciency; you can upgrade your Pr<strong>of</strong>iciency to a<br />

Master by paying the difference in Build Points.<br />

Master Smithing: Once purchased a character<br />

receives an additional production point per level<br />

purchased <strong>of</strong> the Smithing skill. Master Smithing also<br />

grants the smith the ability “Rapid Refit” The<br />

character also may create Master level items as<br />

described in the Master Smithing portion <strong>of</strong> this<br />

book. Only one purchase <strong>of</strong> this skill is needed.<br />

Master Trapping: Once purchased a character<br />

receives an additional production point per level<br />

purchased <strong>of</strong> the Create Trap skill. This skill grants<br />

the Master Trapper the ability create greater and<br />

more focused traps. This skill also grants the Master<br />

Trapper the ability <strong>of</strong> Short Set. Only one purchase<br />

<strong>of</strong> this skill is needed.<br />

Natural Armor: This represents a toughened hide or<br />

skin that acts as armor. This does not stack with<br />

Dexterous Armor or physical armor. Each point <strong>of</strong><br />

this skill is equivalent to one point <strong>of</strong> armor. To reset<br />

this armor, the act <strong>of</strong> mending oneself must be<br />

performed uninterrupted for 60 seconds. The amount<br />

<strong>of</strong> Natural Armor a character can purchase is limited<br />

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

by the skill wear extra armor.<br />

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

camouflage themselves when in an above ground<br />

natural environment for 10 minutes. While using this<br />

skill nothing will affect them except for a fire/flame<br />

effect, which will cancel the camouflage. While in a<br />

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

and may not move in any way. This skill can be used<br />

once per day per purchase. The maximum purchase<br />

amount for this skill is one.<br />

Nimble: This grants the character an additional 5<br />

points <strong>of</strong> Dexterous Armor. This extra armor does not<br />

count towards their class maximum armor limit. The<br />

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

Off-Hand Weapon Pr<strong>of</strong>iciency: This skill may be<br />

purchased once per Critical Slay/Parry in the player’s<br />

primary hand. This skill increases the weapon<br />

damage in the players <strong>of</strong>f hand by one (1) point.<br />

When purchasing this skill the player must declare<br />

their <strong>of</strong>f-hand and weapon type in which the Off-<br />

Hand Weapon Pr<strong>of</strong>iciency will be used. Like the<br />

regular Weapon Pr<strong>of</strong>iciency this skill is only usable<br />

with the hand and weapon declared. When attacking<br />

with Off-Hand Weapon pr<strong>of</strong>iciency, you should<br />

merely call out the extra point <strong>of</strong> damage as regular<br />

damage.<br />

One Handed Block: This skill allows a bow,<br />

crossbow, polearm, two handed sword, two handed<br />

blunt, or staff to block two blows with only one hand<br />

on the weapon. The third blow will fumble the holder<br />

<strong>of</strong> the weapon as per the spell effect unless they grip<br />

the weapon’s handle with two hands before the third<br />

strike. This skill cannot be used while holding a<br />

weapon or shield in the opposite hand. This skill is<br />

automatically known to anyone who purchases a two<br />

handed weapon skill.<br />

One Handed Weapon Master: This skill allows the<br />

character to use all one handed edged and one handed<br />

blunt weapons. When buying this skill, you must<br />

“sell back” any skills that are included within it.<br />

One with the Elements: This skill makes the<br />

character immune to an appropriate element. When<br />

struck with this element the proper verbal to use is<br />

“no effect.” Only one purchase <strong>of</strong> this skill is needed.<br />

Parry: This allows the character to call “parry”<br />

instead <strong>of</strong> being affected by any one physical attack<br />

delivered by a NERO weapon or arrow. It cannot be<br />

used against traps, except for weapon traps, nor can it<br />

be used against a packet-delivered attack (except<br />

arrows), such as a spell, globe, or monster attack.<br />

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