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Rule Book - Fables of Fenorra

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they are in this form they are immune to all<br />

attacks except a Solidify effect. They may only<br />

move at a normal walking rate. They cannot<br />

speak or move objects. Creatures in Gaseous<br />

Form still appear as they normally do.<br />

Voluntarily Turning gaseous or solidifying is a<br />

three counted action.<br />

Harmed by <br />

Some creatures take damage when struck by<br />

certain spells or effects.<br />

Heal by <br />

Some creatures are healed by certain types <strong>of</strong><br />

spells or effects (For example, air, earth, fire,<br />

water, or all <strong>of</strong> them). Creatures with this ability<br />

cannot be healed by weapon attacks (except<br />

Spell strikes), but can be healed by packet<br />

attacks. Creatures healed by a damage type or<br />

effect are immune to weapon attacks (except<br />

Spell strikes) using those types or effects.<br />

Immune to/from Many creatures have immunities to some<br />

spells or effects. Creatures must call “No effect”<br />

when using this ability.<br />

Immune to Weapons<br />

Several types <strong>of</strong> creatures require special<br />

weapons (for example, silver or magic) to<br />

damage them. Normal weapons will do no<br />

damage, but the special weapon will do full<br />

damage. These creatures will tell you “No<br />

effect” if your damage is not affecting them.<br />

Mind Abilities<br />

Some creatures can perform mental abilities such<br />

as “mind melds.” These abilities are all<br />

completely role-playing in nature. Generally<br />

speaking, a creature with this ability can instill or<br />

remove role-playing insanity or otherwise<br />

“cure” mental damage. This ability cannot be<br />

used to tell if another player is telling the truth or<br />

to counteract forget-it poisons or otherwise get<br />

around any NERO rule. A player always has the<br />

right to refuse to role-play any <strong>of</strong> these skills and<br />

can at any time decide to “break <strong>of</strong>f” the contact<br />

or be cured. In order to use this role-playing<br />

skill, the players must act as if touching each<br />

other and be concentrating completely by either<br />

staring in each other’s eyes or having their eyes<br />

closed. You cannot perform any in-game skills<br />

while role-playing this.<br />

Natural Armor<br />

Some monsters have a skin that acts like armor.<br />

It can be refit in sixty seconds. It cannot be<br />

Shattered or Destroyed in any way nor can it be<br />

salvaged after the creature is killed.<br />

No Metabolism<br />

Some monsters lack a metabolism. The standard<br />

definition is as follows: Immune to Death,<br />

Disease, Drain, Drain Life, First Aid, Nausea,<br />

Paralyze, Poisons, Sleep, Taint Blood, Waylay,<br />

Wither Limb.<br />

Non-Corporeal Form<br />

Some monsters are non-corporeal, having no<br />

physical form but made mainly <strong>of</strong> magic or<br />

energy. While they are in this form they are<br />

immune to normal weapons, and are immune to<br />

Pin, Bind, Web, and Confine.<br />

Phase<br />

Some creatures can become non-corporeal for an<br />

instant, avoiding an attack as the Dodge skill,<br />

and announcing “Phase.” Unlike Dodge, Phase<br />

can be used even if the creature is completely<br />

immobilized, such as if in a Confine or Paralyze.<br />

Reduced Damage<br />

Some monsters take less than normal damage<br />

from certain attacks. The NPC must call<br />

“reduced” when using this ability.<br />

Regeneration<br />

Some creatures can regenerate Body Points by<br />

spending time to regenerate, much like refitting<br />

armor. The time it takes to regenerate is most <strong>of</strong>ten<br />

one minute but this may vary from creature to<br />

creature. If the regeneration time is interrupted by a<br />

weapon blow or a spell that affects the creature, the<br />

process must begin again. If the process is completed,<br />

then the creature regains all lost Body Points. Some<br />

creature can do this at zero body, in this case nothing<br />

interrupts the regeneration except a killing blow that<br />

affects the creature.<br />

Renew <br />

This ability allows a creature to renew one or more<br />

abilities or skills that have limited uses by fulfilling<br />

some condition defined by that creature’s abilities.<br />

The most common condition is to take a minute to<br />

reset the ability in a manner similar to resetting<br />

armor, where any interruption prevents the abilities<br />

from returning. Some creatures may also renew skills<br />

when entering an area or even if they use another<br />

power like Revive. The options for this ability are a<br />

“single skill” chosen by the target, a “” chosen by the creature using the<br />

Renewability, or “all” skills and abilities.<br />

Resist <br />

This ability is similar to an immunity except that it is<br />

for a limited number <strong>of</strong> times per day. Unlike an<br />

Shield, the creature with this skill can<br />

decide when to use it.<br />

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