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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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All production items have an expiration date; these<br />

items last 24 months after being created. The<br />

expiration date <strong>of</strong> a particular production item is<br />

known by anyone who looks at the item reads the<br />

associated item tag that goes with it. When an item<br />

expires, it is said to have broken, rusted, or otherwise<br />

lost potency. This damage can be repaired by using<br />

production skills to issue a new tag for the item. This<br />

explains how you can still own your father’s sword<br />

even though it rusts and expires every two years.<br />

The effects <strong>of</strong> potions<br />

and scrolls are the<br />

same as for a cast<br />

spell.<br />

A scroll or potion<br />

physical<br />

representation is not<br />

valid unless it has an<br />

actual scroll or potion<br />

tag attached to the<br />

phys-rep. Likewise, a<br />

scroll or potion tag<br />

without a physical<br />

representation is also<br />

invalid. If you<br />

receive tags without<br />

physical<br />

representations (for<br />

example, after using<br />

your Production<br />

Points to create<br />

items), then it is your<br />

responsibility to<br />

provide the<br />

appropriate physical<br />

representation and<br />

make sure the tag is<br />

attached.<br />

All potion phys-reps<br />

must be large enough<br />

to hold, or appear to<br />

hold, at least a<br />

minimum <strong>of</strong> a quarter<br />

ounce <strong>of</strong> liquid. The<br />

phys-rep does not<br />

actually have to<br />

contain any liquid to<br />

be valid.<br />

When the potion is<br />

used, the “used”<br />

potion tag must be<br />

given to the recipient<br />

or a Marshal as<br />

appropriate.<br />

Potions<br />

Potions PP<br />

Awaken 4<br />

Bless 1<br />

Cause Disease 3<br />

Cause Wounds 5 1<br />

Cause Wounds 10 2<br />

Cause Wounds 15 3<br />

Cause Wounds 20 4<br />

Cause Wounds 25 5<br />

Cause Wounds 30 6<br />

Cause Wounds 35 7<br />

Cause Wounds 40 8<br />

Cause Wounds 45 9<br />

Cure Disease 3<br />

Cure Wounds 5 1<br />

Cure Wounds 10 2<br />

Cure Wounds 15 3<br />

Cure Wounds 20 4<br />

Cure Wounds 25 5<br />

Cure Wounds 30 6<br />

Cure Wounds 35 7<br />

Cure Wounds 40 8<br />

Cure Wounds 45 9<br />

Curse 7<br />

Invigorate 6<br />

Magic Armor 2<br />

Purify Blood 5<br />

Reflect Magic 8<br />

Release 5<br />

Remove Curse 7<br />

Remove Physical 6<br />

Remove<br />

3<br />

Weakness<br />

Restore Limb 7<br />

Shield Magic 5<br />

Sleep 6<br />

Taint Blood 5<br />

Un-paralyze 8<br />

Weakness 3<br />

Wither Limb 7<br />

To use a potion, you must role-play the proper<br />

drinking motions, and this must take at least three<br />

seconds. You do not have to count it out loud.<br />

A potion may be “force fed” to an unconscious or<br />

sleeping person by someone else, but such a character<br />

cannot “accidentally” drink one. You cannot attach a<br />

potion or elixir to your collar or shield and “bite”<br />

into it to get its effects while bound or in battle.<br />

Potions cannot be mixed into food or drink or diluted<br />

or mixed together in any way. All potions affect the<br />

drinker only, and bypass any protective spells such as<br />

Shield Magic or Reflect Magic. Note that potions<br />

affect only the drinker and do not give the drinker the<br />

ability to cast the spell effect <strong>of</strong> the particular potion.<br />

For example, a person drinking a Dispel Magic<br />

potion does not gain the ability to cast a Dispel<br />

Magic instead, the potion will dispel all magic on the<br />

drinker.<br />

To use a scroll, you<br />

must pull out the<br />

scroll, hold it before<br />

you, have enough<br />

light to be able to read<br />

it, touch a spell packet<br />

to the scroll, actually<br />

read the scroll, and<br />

then throw the packet.<br />

If your scroll is<br />

attached to a weapon<br />

or shield, you may not<br />

be swinging it while<br />

reading the scroll.<br />

After the scroll is<br />

used, the tag is<br />

removed but the paper<br />

remains. The magical<br />

writing is inert<br />

although anyone can<br />

tell what spell used to<br />

be on the scroll. You<br />

must have an actual<br />

scroll phys-rep for<br />

each scroll tag.<br />

All scroll phys-reps<br />

must be at least 8<br />

square inches (For<br />

example, a scroll that<br />

is 2 inches tall by 4<br />

inches long would be<br />

fine).<br />

Scrolls<br />

Scrolls PP<br />

Awaken 4<br />

Bind 4<br />

Delayed Endow 2<br />

Destroy 6<br />

Detect Magic 2<br />

Dispel Magic 8<br />

Greater Enchanted 8<br />

Blade<br />

Eldritch Damage 5 1<br />

Eldritch Damage 10 2<br />

Eldritch Damage 15 3<br />

Eldritch Damage 20 4<br />

Eldritch Damage 25 5<br />

Eldritch Damage 30 6<br />

Eldritch Damage 35 7<br />

Eldritch Damage 40 8<br />

Eldritch Damage 45 9<br />

Enchanted Blade 6<br />

Endow 1<br />

Fumble 1<br />

Magic Armor 2<br />

Mystic Lock 7<br />

Pin 2<br />

Reflect Magic 8<br />

Release 5<br />

Repel 2<br />

Shatter 3<br />

Shield 1<br />

Shield Magic 5<br />

Shun 4<br />

Sleep 6<br />

Web 5<br />

67

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