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NERO 8th Edition and
Formal
Magic System Errata
Issued 03 / 06 / 2003
These errata are considered official rulings and
clarifications/alterations to the 8th Edition NERO Rulebook and the
Formal Magic System. These are not optional, nor play-tests but modifications to
the base rules system. All NERO Chapters are required to honor these errata and
all players are responsible for reading them as well. These errata replace any
and all previous errata of the 8th edition rules.
The NERO rules system is intended to allow players and staff
hours of live-action fun without any amount of play stoppage. It is the
responsibility of the players and staff to remember this when reading and
interpreting the rules. We have done our best to clear up vagaries and make
these rules sound, and we will continue to do so in the future. Still, players
and staff should avoid constantly trying to find loopholes or language that
allows them to do things that are against the spirit of the rules, as the spirit
of the rules as determined by the NERO International Office will be observed in
all cases where interpretation is necessary.
The NERO International Rules Council
ACTIVATING MAGIC ITEMS
The correct process to activate an item is to use the phrase
"Activate" followed by the spell incant. For Example: Activate I call
forth a magic missile, five.
In addition, all the normal rules for casting apply. You must
have your hand free, have a packet, be conscious, etc. So you cannot activate an
item when in a Web, unconscious, dead, or when tied up. Activating an item IS
NOT a Game Ability as defined by the core rules, so you CAN use an item when you
cannot otherwise use a Game Ability or Skill, such as when Concentrating or when
Tainted.
ALTERNATE STATES OF EXISTENCE
There are three Standard States that someone at a NERO event can be in. These
are:
A) Out Of Game (OOG)
B) In game and completely visible to those around you. (Yes, you can try
to hide in bushes, etc... but you actually have to hide.)
C) In game and a spirit
Alternate States (such as flying, burrowing, invisible, etc.)
are permitted, but only under the following guidelines.
Alternate States are allowed only with the express approval
of the local plot committee. A state that they deem cannot be properly
represented will not be allowed.
A player in an alternate state can generally only affect or
be affected by another player in the same state. These states must be
represented by a highly visible colored headband that will be obvious to any
onlooker. In addition, a character in an Alternate State may need to say the
nature of his state by stating "flying," "invisible,"
"burrowing," etc., in times of darkness or confusion. Guidelines for
interaction while in an Alternate State that are in addition to those listed
here will be given for each particular situation in which an Alternate State is
used.
If a player is in an alternate state that normally could not
be seen (such as invisible), other players that would not see them will still
have an eerie feeling and may reasonably decide IG not to speak around them.
In all cases, changing states takes a three-count (or longer)
during which the one changing state must follow the rules of performing a
Counted Action.
ARROW/BOLT PRODUCTION AND USAGE
A quiver of missiles costs 4 production points to create, and
there are 20 shots in each quiver. Each time the character shoots his missile
weapon whether he hits or misses his target, a single shot is lost from his
quiver. Arrows and other missiles (bolts, etc.) are not recoverable items.
Thrown Weapons such as small thrown weapons and javelins are recoverable.
A quiver can be made silver by expending the extra production
for silvering and an extra 5 silver pieces in materials cost. Silver arrows are
not recoverable.
Streamer packets are considered in-game items until they are
fired and cannot be held in the same hand as another game item while either item
is in use. Streamer packets on the ground are out of game and can be recovered
during a hold like other types of packets. Each quiver physical representation
must be able to hold at least twenty streamer packets and cannot be used to
carry anything else in the arrow compartment while carrying packet arrows. Each
quiver can hold no more than 20 missiles, and a character cannot have tags for
more than 20 missiles per quiver rep on his person.
CARRIER ATTACKS
All carrier attacks must do body damage (reduce your body
points) in order to take effect. Although the attacker will be able to call the
carrier attack with each swing, the effect does not happen unless body damage is
taken.
All carrier attacks must use the following format:
<Damage Amount> - <Damage Type> - <Effect>
Examples: 20 Normal Sleep, 10 Silver Drain, 5 Flame Fear
Please note that "Damage Type" and
"Effect" are two separate categories entirely. The damage type is the
type of damage being delivered while the effect is something that has an effect
in the game other than damage.
The valid Damage Types are variable and up to the local plot
team so long as the call does not duplicate a game effect. Each damage type is
its own separate damage type, and a creature’s immunity to one type of damage
does not impact the effectiveness of another.
The effect part of the call is optional and can be
dropped in favor of a traditional damage call. If the effect is
dropped from the verbal, there is no carrier effect being delivered and the
creature is simply delivering damage. THE DAMAGE TYPE PORTION OF THE CALL IS NOT
OPTIONAL AND MUST BE STATED WITH EACH SWING. Any valid game effect other than
formal magic spells can be delivered via Carrier Attack. Any effect delivered as
a Carrier Attack will be considered Arcane in nature unless it has a specific
delivery type associated with it as per the Delivery of Effects provision
of these errata.
Defenses:
When any part of the Carrier Attack is blocked the
entire attack is blocked including all damage. All Carrier Attacks are
blocked by Magic Armor, as well as any specific effect defenses (i.e. Resist
Sleep, Resist Charm, Cloak vs. Command, etc.) while the effect is being called.
In addition, defenses that prevent the damage type will stop the entire attack
from affecting the creature.
CARRYING ITEMS IN YOUR SHIELD/WEAPON HAND
As per the 8th Edition NERO rulebook, you cannot hold or
carry any in game items in the hand and/or arm being used to hold a shield or
weapon. This includes gas globes, magic items, weapons, etc. If you do so, any
damage inflicted on your shield or the weapon is NOT blocked and you take it as
if you didn’t have a shield. Worn items such as bracelets, rings, and gloves
are not restricted by this rule in any way so long as they are worn properly and
not carried. Attaching items to the back of a shield is completely legal so long
as these items do not extend beyond the outside edge of the shield at any point
or otherwise enhance the defensive value of the shield.
DAMAGE AURA
In addition to adding a damage bonus, the formal magic spell
Damage Aura alters the nature of the damage delivered to "magic."
DELIVERY OF EFFECTS
The following delivery types are recognized as valid ways to
deliver effects within the NERO International game: Arcane, Carrier Attack,
Elemental, Incantation, Magic, Physical, Poison, and Spellstrike. The delivery
of damage is a separate issue, and will not necessarily follow these rules as
they are specifically outlined here.
All effects follow the rules of removal as outlined in the
chapter entitled Matters of Life and Death. Some effects which have a
delivery type as part of the name of the effect (i.e. Slow Poison, Death Poison,
etc.) will always be delivered as that specific type. In the case of effects
delivered as Carrier Attacks, all will be considered Arcane in nature unless the
effect name itself dictates a different delivery type. All effects delivered as
incantation and/or spell song will follow the rules outlined for these delivery
systems within the core rules or the associated play-test system, as well as
these errata. In addition, the following will apply:
Arcane, Elemental, Incantation, Magic, Spellstrike – These
effects are magical, and act in a way identical to the spell of the same name
once successfully delivered.
Carrier Attack – These effects are generally considered
Arcane in nature, and they follow the specific rules outlined in the Carrier
Attacks provision of these errata.
Physical - These effects are non-magical, and can only be
removed by the specific effect removal (i.e. Awaken, Cure Disease, Remove
Weakness, etc.).
Poison - These effects are non-magical, and can be removed by
the spell Purify Blood or the specific effect removal (i.e. Awaken,
Cure Disease, Remove Weakness, etc.).
ENSLAVEMENT AND EUPHORIA
Enslavement and Euphoria are powerful abilities which
particularly have the potential to ruin the fun of any player. As such the
use of these effects is solely placed into the hands of plot. These
abilities may only be possessed by an NPC controlled directly by plot, and may
never be achieved by a PC by any means including but not limited to
transformation, alteration, magic item, or LCO effect. No other effect (either
LCO or otherwise) may duplicate the ability of Enslavement and/or Euphoria.
At the discretion of the local chapter, these elixirs can
each be produced by alchemists for a production point cost of 100 points.
However, each is inactive unless specifically activated by a plot
controlled NPC with the specifically noted ability to do so. A player fed the
active elixir becomes enslaved to the NPC who activated it, not the person who
fed it to them or the first person they see. Each of these elixirs otherwise
follow the standard rules for Euphoria and Enslavement as outlined in the core
rule book.
In addition, the following rules apply to Enslavement:
- You cannot administer Enslavement to yourself.
- You cannot be enslaved to "act normally," However
a person under the effects of enslavement does not act like a robot or
strangely, they are just compelled to follow the wishes of the enslaver.
- The duration of Enslavement is permanent, and it can only
be cured by the specific antidote or the resurrection of the target as outlined
in the 8th edition rule book.
FORMAL MAGIC EFFECT LIMITS
A single spirit or item can only retain 5 formal magic
effects. Any formal spell with the duration of instantaneous is not retained,
thus Obliterate, Spirit Forge, etc. do not count toward this 5 effect limit. In
addition, the following lasting effects are exceptions to this rule and do not
count toward the five effect limit on a spirit or item:
Extend Enchantment
Extend Formal Magic
Greater Extension
Investiture
Render Indestructible
ILLEGAL SKILLS AND POWERS
No character can ever use a plot given power to gain
information about a PC’s actions after the fact. This includes approved spells
and skills such as Dreamvision as well as other abilities such as clairvoyance,
clairaudience, or scrying of any manner.
If a character wants to know what was said or done by a PC
first hand, he must actually be present at the time of the action. Plot will
never provide this information via one of the listed abilities, or through any
similar means, and a PC can never claim to have known it due to ESP or other
special abilities after the fact.
MEASURING TRAP EFFECT RADIUS
Traps that have an area effect (as listed in the 8th Ed.
Rulebook) have their effect area measured from the center of the trap phys-rep.
If there is a large, trapped box with a 10 foot tripwire attached and a player
sets the trap off at the end of that tripwire they are not affected by the trap
since the trigger (the center of the trap radius) would be 10 feet away. It is
not measured from the tripwire/snapper/etc, but from the rep for the trap
itself. This will allow you to have a 50ft pull cord on a trap box in the field
and use it like a claymore mine since the effect goes off from the
box/rep/trigger and not from the cord.
PC RACES
Only the races listed specifically in the core NERO Rules are
available for play by PCs. Some NERO chapters have additional races or
variations of the listed races but these additional races and variations of the
PC races as listed in the core rules are not available for use by Player
Characters.
SCAVENGER MODIFICATION
The description of Scavenger as listed in the 8th
Edition Rule Book is replaced with the following passage:
"Scavenger" is a generic term used for any type not
covered by the other races. They are humanoids with the characteristics of a
mundane (rat, badger, skunk, dog, etc.) animal. Players are free to use
their imagination in creating a scavenger as long as makeup is worn and it is
obvious that the player is not playing a monster or another player race. (For
example, you cannot be a "cat" scavenger because there would be no way
out-of-game to differentiate you from a Sarr.)
Scavengers should role-play their particular animal’s
characteristics to whatever extent they see fit, but animalistic traits should
be at least evident in some way.
While some scavengers are closer to their animal half and do
not understand the concept of possessions or the niceties of civilization as do
the other races, others are truly civilized cultures with long histories.
There is no commonality between different types of scavengers other then
the fact that they appear to be humanoid animals. Some scavengers are very
hardy survivors on the fringe of civilization and others are noble beings
descended from generations of city dwellers.
There are a few traits that these animalistic humanoids share
just from being animal-like. All Scavengers can buy the skill Resist
Poison. They also have superior senses of smell, and can use Scenting Abilities
that allow them to detect an alchemical substance or disease on an item if they
spend one minute inspecting the item. (This racial skill does not allow them to
tell what kind of alchemical substance or disease is present.)
In addition the animal part of them makes it harder for them to learn to read as
other humanoids and thus they must pay double cost for all Scholarly Skills,
however this does not necessarily make them less intelligent than any other
race, just less able to read.
SPORTSMANSHIP POLICY
All NERO Participants
· Follow the spirit of
the rules, as well as the letter of the rules.
· Play fairly and
honestly.
· Be considerate of all
other NERO participants.
· Remember, everyone
has the right to enjoy NERO as much as you do.
· Contribute to the fun
of all NERO participants.
· Don't play in a style
that detracts from the fun of the event, or
anyone's chance to have fun at an event.
Staff, Marshals, etc...
· Abide by the
expectations that apply to all NERO participants.
· It is your job to run
the event. Remember, you are not playing against the players. Everyone's
enjoyment of the event is your top priority.
· All participants must
be treated equally and equitably, by you and by other participants. Favoritism
will not be tolerated.
· Run events in a
professional manner. Remember that you represent NERO to anyone present at an
event, whether participating or observing.
Administration (National, Local, etc...)
· Abide by the
expectations that apply to all NERO participants, Staff, Marshals, etc....
· Respond and
communicate in a timely, respectful, and articulate manner.
· Uphold the authority
of your staff, and do not overrule them without careful investigation.
THROWING/TOSSING ITEMS
You cannot throw any weapon, shield, etc., that is not NERO
approved for throwing. Basically, if a local safety marshal has approved the
weapon to be thrown (thrown weapons, javelins, etc.), you can throw it,
otherwise you cannot.
In addition, you cannot use the "toss and grab"
method on any item to avoid the effects of a spell. If you toss an item and grab
it before it lands on the ground, the item is still under your control, and is
still considered in your possession.
For the purposes of spells that target the item itself (such
as Shatter or Disarm), an item is still considered under a player’s control
until it comes to a complete rest on the ground out of the player’s grasp.
USAGE OF POTIONS / SCROLLS / MAGIC ITEMS
· Potions
- You MUST spend at least three seconds role-playing the drinking motion with
the potion's phys rep in your hand. The phys rep must be big enough to hold 1/4
ounce of liquid.
·
Scrolls
- You must have the scroll out where you can read it, and touch a spell packet
to it. You also must actually read the scroll. So, if its pitch black and you
don't have a light, no using scrolls.
·
Magic Items
- Magic items must be readily available to be used. They cannot be stashed away
in a backpack. For purpose of rules, "readily available" means you can
produce the tag(s) and the phys rep for the magic item within ten seconds if
asked by a marshal.
VENGEANCE FORMAL MAGIC
Vengeance is only activated by an actual killing blow, not by
anything like or similar to a killing blow.
WARD AND WIZARD’S LOCK
The casting time for a Ward spell is not instant. The caster
must hold the key in the lock for the full five minutes it takes to cast the
spell.
As stated in the core rules, a Ward and a Wizard’s Lock
cannot occupy the same exact area, but they can be within one another so long as
they use separate portals.
As with any spell, a Ward or Wizard’s Lock is lost from
memory when you begin the incant with a packet in hand. The spell’s effect
will not take place until the full casting time is met, which for a Ward is five
minutes after the incant has been completed.
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