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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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Shield: This skill allows the character to use a<br />

shield in combat. Shield use in NERO is<br />

unrealistic, as NERO shields are indestructible.<br />

To compensate for this, shield use is somewhat<br />

restricted as well, as dictated in the section on<br />

Armor.<br />

Small Weapon: This skill allows the character<br />

to wield any small weapon, and includes Sap,<br />

Bludgeon, Dagger, or Hatchet or any other small<br />

(under 26 inch) close combat weapon. Note that<br />

the weapon must be a minimum <strong>of</strong> 12" in length.<br />

You cannot “sell back” this skill when buying<br />

the skills One Handed Edge or One Handed<br />

Blunt, although you must sell it back if you buy<br />

One Handed Weapon Master.<br />

Staff: This skill allows the character to wield a<br />

staff. Staff use in NERO is restricted for safety<br />

reasons, so a player using a staff must keep both<br />

hands gripped within the middle 3 feet <strong>of</strong> the<br />

staff. You cannot trip people with a staff or<br />

perform many other staff moves that are staples<br />

<strong>of</strong> staff use in real life. Thrusting with a staff is<br />

not allowed. A staff has two edges for the<br />

purposes <strong>of</strong> Vorpal Coatings.<br />

Thrown Weapon: This skill allows a character<br />

to use hand-thrown missile weapons. All thrown<br />

weapons must be s<strong>of</strong>t-sculptured or made <strong>of</strong> only<br />

pipe insulation with no pipe inside. Rocks to be<br />

used as thrown weapons must be at least 6 inches<br />

in diameter and must be made <strong>of</strong> open-cell foam,<br />

not pipe foam. Thrown weapons should not have<br />

any sharp corners on them. Spell packets may<br />

not be used as thrown weapons. Javelins may be<br />

used as thrown weapons, but one handed spears<br />

may not be thrown weapons. This skill is needed,<br />

along with Superhuman Strength, to throw<br />

boulders.<br />

Two Handed Blunt: This skill allows the<br />

character to wield a two handed blunt weapon.<br />

Note that a blunt weapon cannot be used for<br />

thrusting, and any thrust with the tip <strong>of</strong> the<br />

weapon does no damage. This skill also grants<br />

the character the skills One Handed Block and<br />

Stop Thrust.<br />

Two Handed Sword: This skill allows the<br />

character to wield a two handed sword, and only<br />

a two handed sword. Any other two handed<br />

edged weapon falls under the Polearm skill.<br />

This skill also grants the character the skills One<br />

Handed Block and Stop Thrust.<br />

Wear Extra Armor: With this skill, a character can<br />

get five additional armor points beyond their class<br />

limitations for every time this skill is bought. For<br />

example, a scholar could buy this skill three times<br />

and be able to legally wear 15 extra points <strong>of</strong> armor.<br />

Magic<br />

Spell Aura<br />

Spell packets are constructed with bird seed and<br />

fabric. The bird seed should be the small variety, with<br />

no sunflower seeds or other heavy or sharp items that<br />

could hurt.<br />

Do not use replacements! Rice can get wet and turn<br />

into a hardened ball. Rubber balls or tightly packed<br />

rubber bands will be too hard. If you are caught using<br />

something other than bird seed, you will have your<br />

packets and spell tags, if tags are used, confiscated<br />

and will lose your spells for the rest <strong>of</strong> the day.<br />

To make a spell packet, the birdseed is placed in the<br />

center <strong>of</strong> the fabric, and the fabric is gathered around<br />

it and a small rubber band is used to bind the fabric<br />

or it can be sewn shut.. Packets should be loosely<br />

packed—tight balls <strong>of</strong> birdseed can hurt!<br />

The packet may be <strong>of</strong> any color except orange, blue,<br />

green or yellow. Orange packets are used to represent<br />

alchemical globes, blue are used for Crystomancy,<br />

green are used for master traps and yellow packets<br />

are used for arrows.<br />

A good size for your fabric is 6”x 6”, and a good<br />

amount <strong>of</strong> birdseed is 3/4 tbsps. You can use<br />

different amounts but, you should never use so much<br />

material that the resulting packet cannot fit into a<br />

35mm film canister. Packets that are larger than that<br />

will be confiscated by a marshal.<br />

You may want to personalize your spell packets in<br />

some way by using a distinctive cloth or writing on<br />

the packets. This is a good way to make sure you can<br />

get your packets back after a battle without arguing<br />

with other spell casters about whose packets are<br />

whose.<br />

Spell packets are visible as an opaque colored aura <strong>of</strong><br />

energy only when held in the hand. In game they are<br />

visible but they do not produce any light. They are<br />

not in-game items and cannot be stolen, fumbled or<br />

removed.<br />

You should not carry in your hand more spell packets<br />

than you can actually cast (although you can have<br />

plenty <strong>of</strong> extras in your pouches or pockets). If you<br />

only have 3 spells, you cannot have 42 spell packets<br />

between your fingers. You may also carry packets to<br />

represent scrolls or magic items that require a thrown<br />

packet to be thrown but those items must be readily<br />

available and not stashed away in a backpack.<br />

Casting Spells<br />

To cast a spell, the caster must have a spell packet in<br />

hand. The hand and arm with the spell packet in it<br />

must be “free” (Hands that are holding something<br />

else, or are tied or bound either physically or with a<br />

binding spell are not “free”). The caster must then<br />

correctly recite the verbal for the spell in a voice loud<br />

enough to be heard by a person standing next to you<br />

even if there is no one standing next to you. Within<br />

three seconds after finishing the verbal, the caster<br />

must then throw the packet at the target. The short<br />

phrase or “incantation” <strong>of</strong> the spell is spoken in plain<br />

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