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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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Return <br />

A creature with the ability to Return will<br />

cause a specific type <strong>of</strong> effect directed at it to be<br />

returned to its point <strong>of</strong> origin. It functions like the<br />

Resist skill<br />

in that the<br />

creature can<br />

choose<br />

when to use<br />

a Return.<br />

Returned<br />

effects are<br />

instantly<br />

restored to<br />

the<br />

character’s<br />

skill set, although the character will not be able to use<br />

the skill again until they Meditate for 1 minute.<br />

Return can only be used on daily or times ever effects<br />

such as spells, Critical Slays, Assassinates, etc.<br />

Return can be used against stored spells/effects from<br />

formal magic items and/or production items, and in<br />

this case the Return acts like a Resist in that it<br />

prevents the effect and the charge is lost. The<br />

creature card will specify the types <strong>of</strong> Return<br />

available to that creature in a similar way to Resists.<br />

Revive<br />

A creature with this skill can rise back up after five<br />

minutes <strong>of</strong> semi-death. Instead <strong>of</strong> dissipating and<br />

going to resurrect, the creature rises with full Body<br />

Points. The creature will either have a limited number<br />

<strong>of</strong> uses <strong>of</strong> this ability or there will be some special<br />

method <strong>of</strong> preventing the creature from reviving; for<br />

example, some creatures can be prevented from using<br />

this skill by applying a Killing Blow with a silver<br />

blade.<br />

Rift /Gate<br />

Some creatures can open a rift to another plane to<br />

allow for entrance or exit or open a Gate to another<br />

place. This is a three counted action unless a fully<br />

represented gate prop is used. Some <strong>of</strong> these<br />

creatures also have the power to abduct others and<br />

force them to rift or gate out against their will.<br />

Rip from Pin/ Bind/Web/Confine<br />

Some creatures can rip free from binding spells. This<br />

is a three-count action with the phrase “I rip free one,<br />

I rip free two, I rip free three.” While the creature is<br />

doing the three-count, it is vulnerable to attack and a<br />

Killing Blow begun prior to the Ripping. While<br />

ripping free, the creature may not use any skill<br />

requiring movement, such as Dodge. A creature with<br />

the skill Rip from Pin/Bind/Web/Confine can only use<br />

this skill upon itself, never upon others.<br />

Solidify<br />

This skill forces a gaseous form to become<br />

immediately solid. It is packet delivered with the<br />

verbal “< delivery type> Solidify.” Note that the<br />

creature may still turn gaseous again after 10<br />

minutes.<br />

Suicide Ability<br />

Minutes Unconscious (at 0) Dying (at –1) Killing Blow<br />

1 Any healing will<br />

work<br />

2<br />

3<br />

4<br />

Body regains<br />

consciousness<br />

First Aid brings to 0,<br />

any healing will work<br />

Life effect needed<br />

Some<br />

creatures<br />

have the<br />

ability to<br />

destroy<br />

themselves<br />

if they are<br />

captured.<br />

This ability<br />

may be the<br />

equivalent<br />

<strong>of</strong> a Killing<br />

Blow or it may cause the creature to instantly<br />

dissipate and seek resurrection.<br />

Threshold<br />

This allows the creature to take only a single point <strong>of</strong><br />

damage from any blow equal to or below its<br />

Threshold. The creature must call “Threshold”<br />

whenever a blow is landed. However, don’t expect to<br />

hear the call for every blow. Once you’ve<br />

acknowledged the call, the creature is under no<br />

obligation to continuously call “Threshold”, unless<br />

new players join the fight. These fights sometimes<br />

last a long time, so common courtesy on both sides is<br />

highly recommended. If you can exceed the limit <strong>of</strong><br />

the hide, then the creature will take full damage from<br />

your blow. A Killing Blow can always go through a<br />

Threshold. Spell Defenses and suits <strong>of</strong> armor are<br />

affected by all blows, even if the creature wouldn’t<br />

normally be affected.<br />

Matters <strong>of</strong> Life and Death<br />

States <strong>of</strong> Existence:<br />

There are three Standard States that someone at a<br />

NERO event can be in. These are:<br />

1) OOG: Out Of Game<br />

Life effect needed<br />

5<br />

6 Body goes to Resurrect<br />

2) IG: In game and completely visible to those<br />

around you (Yes, you can try to hide in bushes,<br />

etc... but you actually have to hide.)<br />

3) Spirit: In game and a spirit<br />

Alternate States (such as flying, burrowing,<br />

invisible, etc.) are not possible.<br />

Out-<strong>of</strong>-Game: When someone takes themselves out<br />

<strong>of</strong> the action for their own convenience, they are out<strong>of</strong>-game.<br />

In order to go out-<strong>of</strong>-game, you must wear a<br />

white headband. This signifies to others that your<br />

character is not there. Please do not abuse this, and<br />

note that your game items must stay in-game.<br />

Bathhouses or similar facilities are out-<strong>of</strong>-game. You<br />

may not however run into one if monsters are chasing<br />

you. Anyone traveling to and from the showers may<br />

be out-<strong>of</strong>-game if they so choose. If they are out-<strong>of</strong>-<br />

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