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Rule Book - Fables of Fenorra

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For example, hitting an armored opponent from<br />

behind by surprise might require more vigor than a<br />

standard tap. And if it seems that your opponent is<br />

not taking his or her hits, it might be because the hits<br />

are not being felt under all that armor. You should<br />

mention to your opponent when you think you got a<br />

hit in, and all players should call hits whenever<br />

possible.<br />

Machine Gunning<br />

If you are swinging so fast that you cannot announce<br />

the damage fast enough to keep up with the swings,<br />

then you are “Drum Rolling” or “Machine Gunning”<br />

and your opponent should count all <strong>of</strong> that as one or<br />

maybe two hits.<br />

A good rule <strong>of</strong> thumb is to have your swing progress<br />

between 45 and 90 degrees. Most importantly swings<br />

must be controlled and must not hit too hard.<br />

Shields<br />

Shields cannot be used as <strong>of</strong>fensive weapons. Shields<br />

are strictly for defense. Shields do not protect the<br />

owner from any kind <strong>of</strong> trap other than a weapon<br />

trap, which uses a weapon blade or missile weapon to<br />

deliver its damage.<br />

Shield Bashing: “Shield Bashing is the<br />

intentional use <strong>of</strong> a shield to gain physical out-<strong>of</strong>game<br />

advantage over an opponent. Shield Bashing<br />

is a serious a violation <strong>of</strong> NERO safety rules—it<br />

is similar to Charging. The potential for injury is<br />

great. Excessive use <strong>of</strong> Shield Bashing will result<br />

in warnings and possible loss <strong>of</strong> the Shield skill.<br />

Shields cannot be used with two handed weapons.<br />

You may not wield a weapon with the hand or<br />

arm holding the shield. Also your shield arm may<br />

not have any other items or weapons attached to<br />

it. Tucking a dagger behind your shield arm<br />

would negate your ability to use the shield.<br />

Spell Grounding: If a spell is cast at you, and<br />

you let go <strong>of</strong> your shield so that you are not<br />

holding it when the spell hits it, the shield must<br />

come to rest on the ground before you can pick it<br />

up. This maneuver will not protect against spells<br />

that target the shield directly, such as shatter or<br />

destroy.<br />

Bucklers: A “buckler” shield (a small shield that<br />

is strapped onto the arm) must still follow all<br />

shield rules. In other words, you cannot have a<br />

buckler on your left arm and still hold anything in<br />

your left hand.<br />

Turtling: “Turtling” or hiding behind an<br />

impenetrable shield (with little more than your<br />

head showing) is not allowed! Anyone using a<br />

shield in such a manner could be subject to<br />

warnings from the marshals and if necessary, loss<br />

<strong>of</strong> the shield skill. Shields in our game are not all<br />

that realistic, and as such you are artificially<br />

limited in what you can do with them. In real life<br />

you could overbear someone who was hiding<br />

behind a shield, but such contact is not allowed in<br />

our game. If you are short and using a maximum<br />

sized shield that prevents any legal targets from<br />

showing then you are Turtling.<br />

Delivery Methods<br />

There are a few different ways for damage or effects<br />

to be dealt in the game. The following are methods in<br />

the game to use effects or deal/cure damage: Packet,<br />

Weapon, Ingested, Contact, Touch, Area <strong>of</strong> Effect,<br />

and Vengeance.<br />

Contact<br />

Contacts are effects delivered instantly through<br />

touch. With contact effects you can call defenses.<br />

Ingested<br />

These effects must be ingested to gain the effect.<br />

Ingested effects bypass protectives like Shield<br />

Magic and Poison Shield.<br />

Packet<br />

All packet-delivered attacks are effective on<br />

contact with the target or any <strong>of</strong> the target’s<br />

immediate possessions, such as a shield or cloak.<br />

Arrows are not considered packet attacks.<br />

Packet attacks include spells, globes,<br />

Crystomancy, and certain monster abilities. Note<br />

that unlike the weapon rules, a packet attack will<br />

count if it hits “non-legal targets” such as the<br />

head or groin but that’s not to say you should<br />

aim at these illegal targets.<br />

Touch<br />

An effect delivered though touch does not affect<br />

any defenses, instead the target <strong>of</strong> the touch, can<br />

choose to “accept” the effect or state “I do not<br />

accept”, at the time the effect is delivered. See<br />

“Touch-Casting” in the Magic section for<br />

details.<br />

Vengeance<br />

A vengeance is an effect that has a unique<br />

delivery method. It automatically targets<br />

whoever deals a killing blow to the owner <strong>of</strong> the<br />

Vengeance for more information on vengeance<br />

see the NERO Formal Magic <strong>Rule</strong>s.<br />

Weapon Blow<br />

Weapon blows are dealt with nero safe hand held<br />

b<strong>of</strong>fers, and thrown b<strong>of</strong>fers. Arrows are also<br />

considered weapon blows even though they are<br />

physically represented by yellow packets.<br />

Effects Types<br />

In addition to delivery methods, there are also effect<br />

types which change what protects you from the<br />

damage or effect. Once you take the effect, it is the<br />

same no matter what the effect type.<br />

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