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Rule Book - Fables of Fenorra

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Arcane: Effects delivered this way are created<br />

from raw magical energies. They are not blocked<br />

by regular spell defenses. The same casting rules<br />

apply as spells except you do not need the ability<br />

to speak.<br />

Magic: Magic Deliverance is a non-verbal way <strong>of</strong><br />

casting spells. The same casting rules apply as<br />

spells except you do not need the ability to speak.<br />

Elemental: Effects and damage delivered<br />

elementally are created from elemental energy<br />

rather than a spell, so must be blocked by an<br />

elemental shield.<br />

Physical: Physical attacks represent an actual<br />

physical force such as a glob <strong>of</strong> ooze to form a<br />

Physical Web, a big rock to form a Physical Stone<br />

Bolt, or a burst <strong>of</strong> wind to cause a Physical Repel.<br />

Poison: Effects delivered as poison are stopped<br />

by Poison shields. They represent a monster with<br />

poisoned claws, fangs, or spittle.<br />

Spell: Effects delivered as spell are blocked by a<br />

Shield Magic.<br />

Calling Weapon Damage<br />

When you swing a weapon in NERO, you must call<br />

out a verbal that indicates the attributes <strong>of</strong> the attack.<br />

The verbal will have up to four parts, with the first<br />

two always present and the latter two only used in<br />

special circumstances. The parts are, in order,<br />

.<br />

When in combat with the same opponent, there is no<br />

need to continue calling your damage beyond the first<br />

or second swing. Weapon verbals are out <strong>of</strong> game<br />

and can thus be made while under the effects <strong>of</strong> a<br />

Silence, however anyone who hears them will know<br />

what it is.<br />

Damage Amount<br />

The damage you are dealing with each swing as a<br />

numerical value.<br />

Weapon Type<br />

A Weapon’s Type determines the nature <strong>of</strong> the<br />

weapon. There are four weapon types: Normal<br />

Silver Magic and Massive.<br />

Damage Type<br />

Damage Type has no inherent game effect, but<br />

some creatures may take an increased or<br />

decreased amount <strong>of</strong> damage from certain damage<br />

types. The valid Damage Types are variable and<br />

up to the local plot team or as granted by effects<br />

within these rules so long as the call does not<br />

duplicate a game effect.<br />

Protective Hierarchy *Defenses with (*) are by<br />

choice, the rest are by the next appropriate<br />

effect/attack.<br />

Effect: Effects will cause the struck character to<br />

take the stated game effect if the attack does<br />

damage to Body Points. This is known as a carrier<br />

attack. The effect name is used in a carrier attack.<br />

Examples <strong>of</strong> effects include Paralyze, Death,<br />

Drain, Obliterate, etc. Some effects also have an<br />

option, for example with a Shatter spell you must<br />

choose the item to be shattered. With a carrier<br />

attack this is optional. If the option is unspecified<br />

the creature hit by the carrier can choose any valid<br />

target that can be affected by the carrier. If none<br />

exists you only take the damage.<br />

Conversational Combat<br />

All non-ranged attacks must be delivered in a clear,<br />

conversational tone <strong>of</strong> voice (no yelling). Further,<br />

once you have announced your damage to your<br />

opponent, there is no need to continue announcing it<br />

until another opponent appears. This is in addition to<br />

existing rules for damage, and does not supersede<br />

them in any way.<br />

Negating Attacks<br />

If any part <strong>of</strong> an attack is negated, then the whole<br />

attack is successfully defended against and will not<br />

take effect. For example, an Elf who uses Resist<br />

Sleep against a Monster who calls “10 Normal<br />

Sleep” in an attack that would ordinarily do body<br />

damage will neither be affected by Sleep or take<br />

damage.<br />

While you cannot stack effects, being hit by a carrier<br />

while you are already under the effect does not make<br />

you immune to the damage. So if you are under the<br />

effect <strong>of</strong> sleep and hit with “10 sleep” you still take<br />

the damage.<br />

This negations applies only to the creature or<br />

character, not items in its possession. Therefore an elf<br />

with rendered armor and a rendered weapon, is does<br />

not negate damage from the call “10 Normal<br />

Shatter.”<br />

Calling Hits<br />

Calling hits against yourself is strongly encouraged<br />

by role-playing being struck. Acknowledging which<br />

hits you are accepting and which ones you feel you<br />

blocked will help the flow <strong>of</strong> combat.<br />

Throwing/Tossing Items<br />

You cannot throw any weapon, shield, etc., that is not<br />

NERO approved for throwing. Basically, if a local<br />

safety marshal has approved the weapon to be thrown<br />

(thrown weapons, javelins, etc.), you can throw it,<br />

otherwise you cannot.<br />

In addition, you cannot use the “toss and grab”<br />

method on any item to avoid the effects <strong>of</strong> a spell. If<br />

you toss an item and grab it before it lands on the<br />

90

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