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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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Ricochet<br />

Some monsters can redirect a battle magic spell that<br />

hits them. This is represented by the creature stating<br />

“Ricochet ” and throwing a packet.<br />

This ability follows all <strong>of</strong> the normal spell casting<br />

rules. If the monster says the verbal incorrectly,<br />

doesn’t throw a packet, or the packet misses, the<br />

ability is used up; however, the monster will not be<br />

affected by the original spell. This ability must be<br />

used immediately or the chance to use it is gone, and<br />

cannot be used before a Shield Magic or other<br />

appropriate spell defense.<br />

Spell Strike<br />

A few powerful magical creatures have the ability to<br />

generate spell effects in their weapons. The spell<br />

effects are just as the spell, except that they are<br />

delivered with a weapon strike instead <strong>of</strong> a spell<br />

packet. As with any weapon strike, all weapon safety<br />

rules must be followed. The spells are still subject to<br />

spell defenses as a normal spell. This ability does not<br />

require Body contact. When this power is used, the<br />

player will call “Spell Strike ” and will<br />

deliver a NERO-safe hit. The skill can still be used<br />

even when silenced, but the effect is recognizable to<br />

all who hear it.<br />

The spell portion <strong>of</strong> a Spell Strike is only stopped by<br />

defenses that would stop the attack if it were<br />

delivered by packet. Therefore, Magic Armor,<br />

although it stops “the next single strike by a NERO<br />

Safe weapon”, does not stop a Spell strike. Since a<br />

Spell strike is weapon-delivered, the user must have<br />

the in-game skill to wield the weapon in order to use<br />

the Spell strike. For example, if the user is under a<br />

game effect that prohibits the use <strong>of</strong> in-game skills,<br />

then they cannot use a Spell strike. Also, if the Spell<br />

strike is delivered by a non-ranged weapon, then the<br />

attack will not affect creatures under the effects <strong>of</strong> a<br />

Sanctuary and Desecrate, as appropriate.<br />

Sunder<br />

This ability allows a character to block a melee<br />

weapon attack which is physical (i.e. not a spell strike<br />

or elemental, etc) and in turn delivers a physical<br />

destroy to the weapon which has struck them. The<br />

correct verbal to use is “Sunder.”<br />

Superhuman Strength<br />

Any creature with superhuman strength can do more<br />

damage with any particular weapon than can a<br />

normal human. This bonus damage is split in half if<br />

the creature is fighting with any weapon other than a<br />

two handed one. Note, that creatures with<br />

Superhuman Strength can gain only limited<br />

advantage from either an Endow or a Delayed<br />

Endow. (See the spell description on for more<br />

details).<br />

Vampyre Charm<br />

Vampyres can charm a person if they can maintain<br />

eye contact for 10 seconds. More powerful Vampyres<br />

can deliver packet attack Vampyre Charms as well.<br />

This power does not require body contact. If you are<br />

charmed by a Vampyre, then you must obey all<br />

commands the Vampyre gives you. These commands<br />

are absolute and are much more powerful than a<br />

Charm spell; if a vampire tells you to commit<br />

suicide, you will do so unquestioningly. Spell<br />

defenses appropriate to the delivery type can be used<br />

to stop a packet-delivered Vampyre Charm. The<br />

racial skill Resist Charm will protect the character<br />

from this effect. The effect lasts five minutes. This<br />

effect is stronger than Charm, Shun, Dominate or<br />

Fear. The most recent Control Undead, Vampyre<br />

Charm or Enslavement effect will take precedent if<br />

there is a conflict.<br />

Waste<br />

This attack causes a Drain and Disease effect on the<br />

victim. Waste will last for ten minutes or it can be<br />

removed with an Invigorate and Cure Disease spell.<br />

Or this effect may be Dispelled.<br />

Special Defenses and Vulnerabilities<br />

Some creatures have special defenses that protect the<br />

creature from attacks, or weaknesses that make it<br />

more vulnerable to certain effects.<br />

Damage Cap <br />

This ability allows the creature to limit the<br />

amount <strong>of</strong> damage taken from weapon attacks<br />

that would otherwise affect it. The call for a<br />

Damage Cap is “Cap x”, where “x” is the<br />

amount <strong>of</strong> damage the creature is taking.<br />

Damage never affects spells, slays or<br />

assassinates.<br />

Double from <br />

Some creatures take double damage from certain<br />

effects or spells and it is always written on their<br />

character documentation. All damage <strong>of</strong> that type<br />

that would normally affect the creature is<br />

doubled by the recipient when they are hit.<br />

Shield<br />

This monster ability acts just like Resist except<br />

that it must be used on the first applicable attack<br />

that would affect the creature. This means they<br />

can only be used after Spell Defenses like Shield<br />

Magic and Reflect Magic.<br />

Focus<br />

Creatures with this ability are not subject to<br />

Disruption for one or more <strong>of</strong> their attacks.<br />

Gaseous Form<br />

Creatures that are forced into gaseous form when<br />

they are killed drop their possessions. Creatures<br />

which voluntarily turn into gaseous form while<br />

still “alive” can bring their possessions with<br />

them. Creatures that turn gaseous will drop any<br />

other creatures being carried at that time. While<br />

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