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Rule Book - Fables of Fenorra

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with the weapon. This will expend the ability<br />

regardless <strong>of</strong> a successful strike.<br />

Mirror Cut Carbuncle<br />

When socketed into a piece <strong>of</strong> armor this crystal<br />

grants the wearer 1 x day Ricochet Magic shield.<br />

This is a “dumb” shield and will ricochet the first<br />

magical effect to strike the user. The proper use <strong>of</strong><br />

this shield is to call “Ricochet” then repeat the<br />

proper incant for the effect being copied and throw a<br />

packet at a target.<br />

The correct verbal to activate is “Resonate Physical<br />

Ricochet”<br />

Prismatic Smokey Quartz<br />

When made into an amulet this crystal grants the user<br />

10 points <strong>of</strong> refitable natural armor that stacks with<br />

all other types <strong>of</strong> armor. This armor takes one<br />

minute to refit and must be refitted separately from<br />

all other armor.<br />

Rooted Beryl<br />

When made into an amulet this crystal grants the<br />

wearer the ability <strong>of</strong> 1x day Physical Silence as per<br />

the spell.<br />

The correct verbal to activate is “Resonate Physical<br />

Silence”<br />

Salt Encrusted Amber<br />

When made into an amulet this crystal grants the<br />

wearer and up to ten others the ability <strong>of</strong> Water<br />

Breathing for 10 minutes. This will not allow those<br />

effected the ability to talk or cast spells while<br />

underwater.<br />

To activate the user must state “Resonate physical<br />

water breathing” and then touch cast the effect on to<br />

each other recipient repeating “Resonate physical<br />

water breathing”<br />

Steel Forged Diamond<br />

When socketed into a piece <strong>of</strong> armor this crystal<br />

grants the wearer a 1x day Physical Resonant deflect<br />

effect. Once activated the wearer will take half<br />

damage (rounded down) from all weapons with the<br />

“Normal” damage type. This effect lasts until the<br />

next reset from activation and may be ended by a<br />

Silence effect. When struck by a weapon with the<br />

“Normal” damage type the wearer must state<br />

“Reduced” to signify the damage is being reduced.<br />

The correct verbal to activate this crystal is<br />

“Resonate Physical Deflect”<br />

Tear Drenched Carnelian<br />

When socketed into a piece <strong>of</strong> armor this crystal<br />

grants the wearer a 1x day 50 point elemental healing<br />

pool. This pool can only be touch cast and can be<br />

broken up into increments <strong>of</strong> 10.<br />

Tempered Malachite<br />

When made into an amulet this crystal grants the<br />

wearer the ability <strong>of</strong> 1 x day Physical Vertigo as per<br />

the poison.<br />

The correct verbal to activate is “Resonate Physical<br />

Vertigo”<br />

Water Polished Smokey Quartz<br />

When socketed into a piece <strong>of</strong> armor this crystal<br />

grants the wearer a 1 x day Physical Displacement as<br />

per the spell.<br />

The correct verbal to activate is “Resonate Physical<br />

Displacement”<br />

Special Abilities<br />

There are many creatures in the NERO world that<br />

have special abilities or powers. The effects <strong>of</strong> these<br />

are described below.<br />

Some monsters are represented by multiple NPCs.<br />

These are either organisms that can divide into many<br />

segments, or are larger than man sized. In some<br />

cases, these creatures will be affected differently by<br />

battle magic spells. The spell may only affect one <strong>of</strong><br />

the creature’s segments. A spell such as Pin may only<br />

affect the segment it hits, allowing the creature to<br />

pivot around the affected part. Once again, the<br />

monster should have documentation describing any<br />

special allowances it may have. Occasionally, a<br />

monster’s abilities may change from event to event or<br />

even during an event! This can be the result <strong>of</strong> many<br />

things, from mutation to strange magics to a new<br />

tribe moving into the area.<br />

Packet Attacks<br />

Packet attacks follow the same basic rules as any<br />

other skill involving a packet, the user must say out<br />

loud in a clear voice the “verbal” then they may<br />

throw the packet. All attacks that duplicate a spell or<br />

effect that contains a number must include that<br />

number at the end <strong>of</strong> the verbal (ex. A monster hurls<br />

a Physical cause Wounds packet, the correct verbal<br />

before throwing is “Physical Cause Wounds 10”).<br />

These attacks represent monsters’ abilities to<br />

generate ranged attacks such as poisonous spittle,<br />

breathing fire, or charming you with their will. There<br />

are only 5 different delivery types for packet attacks;<br />

Arcane, Elemental, Magic, Physical, and Poison. The<br />

delivery type determines what delivery type specific<br />

spell defense(s) can be used. The effect itself would<br />

be cured by whatever is listed in its description, by<br />

any other effect whose description allows it to cure<br />

the effect (ex. awakens description specifically<br />

allows it to cure sleep), or from the list below.<br />

Limitations on curing in the description still also<br />

apply if the description says the effect can only be<br />

cured by specific effects or cannot be cured by<br />

specific effects. None <strong>of</strong> these attacks may use<br />

orange or yellow packets as orange packets as orange<br />

are used to physically represent globes, blue are<br />

crystal affects and yellow packets are arrows. A<br />

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