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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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Antidote<br />

Duration: Instant<br />

Antidotes are used to cure lasting effects, such as<br />

from Sleep elixirs and not from instantaneous effects<br />

such as damage.<br />

Antidote (Contact) cures any contact substance.<br />

Antidote (Ingested) cures any ingested elixir. Antidote<br />

(Gas) cures any gas substance. It does not remove<br />

any monster carrier attacks. Gas Antidote will<br />

remove Monster Packet attacks only if the attack<br />

included the word “Gas”. Enslavement needs a<br />

specific antidote.<br />

Berserk<br />

Duration: 5 Minutes<br />

This will drive the victim into an insane killing fury,<br />

causing the victim to attack all creatures in the<br />

vicinity to the best <strong>of</strong> its ability.<br />

Cause Damage<br />

Duration: Instant<br />

This substance does 5, 10 or 20 points <strong>of</strong> body<br />

damage dependent on level <strong>of</strong> substance created.<br />

Charm<br />

Duration: 5 Minutes<br />

This alchemical substance will cause the victim to be<br />

under the same effects as a Charm spell. The victim<br />

will be Charmed to the creature who administered the<br />

poison. It can be resisted by those with a Resist<br />

Charm ability.<br />

Cure Damage<br />

Duration: Instant<br />

This substance heals 5 points <strong>of</strong> body damage.<br />

Damage Undead<br />

Duration: Instant<br />

This gas does either 30 or 70 points <strong>of</strong> damage to<br />

undead. The correct verbal to use is “Damage<br />

undead # gas”.<br />

Death<br />

Duration: Instant<br />

This causes death immediately; this substance does<br />

not leave any traceable marks, and cannot be<br />

identified as the cause <strong>of</strong> death. The only thing that<br />

will save the victim <strong>of</strong> this poison is a Life affect<br />

given within five minutes.<br />

Enslavement<br />

Duration: Indefinite<br />

The victim <strong>of</strong> this poison will be enslaved to the<br />

person administering the poison and will obey<br />

absolutely any and all commands given by the person<br />

to whom they are enslaved, and will even commit<br />

suicide. Otherwise, it is has the same effects as a<br />

Charm spell. Enslavement can only be cured by a<br />

specific antidote. This effect is also removed if the<br />

character resurrects. This effect is stronger than<br />

Charm, Shun, Dominate or Fear.<br />

Please note that additional Enslavement effects do not<br />

affect a character that is already under an<br />

Enslavement effect.<br />

Enslavement is a powerful ability which particularly<br />

as the potential to ruin the fun <strong>of</strong> any player. As such<br />

the use <strong>of</strong> this effect can never be used by a PC on a<br />

PC.<br />

No other effect (either LCO or otherwise) may<br />

duplicate the ability <strong>of</strong> Enslavement.<br />

In addition, the following rules apply to<br />

Enslavement:<br />

-You cannot administer Enslavement to yourself.<br />

-You cannot be enslaved to “act normally,”<br />

However a person under the effects <strong>of</strong> enslavement<br />

does not act like a robot or strangely, they are just<br />

compelled to follow the wishes <strong>of</strong> the enslaver.<br />

-The duration <strong>of</strong> Enslavement is permanent, and it<br />

can only be cured by the specific antidote or the<br />

resurrection <strong>of</strong> the target .<br />

Enslavement Antidote<br />

Duration: Instant<br />

This antidote is the only thing that will release a<br />

victim from the effects <strong>of</strong> an Enslavement poison.<br />

After the Enslavement is cured, the victim<br />

remembers everything that happened and knows they<br />

were enslaved and to whom.<br />

Feeblemind<br />

Duration: 5 Minutes<br />

This alchemical substance lowers a character’s<br />

intelligence to that <strong>of</strong> an idiot for 5 minutes. While<br />

under its effects, a character cannot use any skills and<br />

is so stupid that he or she is not even aware <strong>of</strong> the<br />

poisoning.<br />

Forget-It-Well<br />

Duration: Indefinite<br />

This poison will cause the victim to forget everything<br />

that happened within the last hour. This amnesia<br />

becomes permanent if not cured within ten minutes<br />

by a Purify Blood spell or the appropriate antidote. A<br />

Killing Blow within the ten minutes will not reverse<br />

the memory loss effect <strong>of</strong> this poison, and neither<br />

will resurrection, but if the victim’s body dissipates<br />

before the 10 minute period has elapsed, then the<br />

poison will be negated and the memories restored.<br />

Forget-it poisons, like all poisons, may never be used<br />

on a creature that is dead.<br />

Forget-Me-Not<br />

Duration: Indefinite<br />

This alchemical substance will cause the victim to<br />

lose memory <strong>of</strong> the last 15 minutes. In every other<br />

way it acts the same as a Forget-it-Well.<br />

Hallucinoid<br />

Duration: 5 Minutes<br />

This alchemical substance causes the victim to<br />

hallucinate. They will see pink elephants and other<br />

strange things for 5 minutes. The victim will<br />

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