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NERO® Mentoring v1.1
Version 1.1 2006-10-01
For
NERO Rules: Graham Hine. Mickey Golosvker
Objective
To encourage role play by allowing high level
players to grant abilities and skills to lower level characters.
Rule
The points below set out the details of how
Mentoring works:
- Both parties must agree on the relationship.
- Mentoring takes 15 minutes to take effect. During this time, the
Mentor or Student cannot engage in combat without interrupting the 15 minute
count and requiring it to start over if desired. Plot staff may waive this
time or allow it to happen in storyline. Teaching for loose or skills may
occur during this time.
- The student gains abilities based on the difference in level between
them and their Mentor as outlined in the table below. The table ends at 26
levels of difference and no further benefit is gained.
- Duration:
- Mentoring may only be
invoked for a particular module
- Mentoring never lasts
longer than the module for which it is invoked and may end earlier at
marshal discretion. It may be renewed for other modules.
- If the Mentor or
Student leaves the module for any reason, the relationship and benefits
immediately end.
- You can only be in one Mentor/Student relationship at a time. No
chain-mentoring.
- Courtesy: Don't delay a module to set up Mentoring.
- Roleplay: The Mentor should be actively advising and helping the
Student, and the Student should be actively seeking help and acknowledging the
Mentor's assistance.
- Plot Discretion: If the person in charge of a module thinks that the
Mentor/Student relationship is inappropriate in any way, they may void it.
- Some modules may, at the Marshal’s discretion, not permit Mentoring.
Confirm with the marshal before relying on being able to mentor.
- Scholars and Templars gain a certain number of additional spells to
cast. They vary depending on the primary school of the caster.
- If the Primary school
is Celestial, caster gains Lightning Bolt spells.
- If the Primary School
is Earth, caster gains Cure Wounds spells (reversible as normal to
necromancy).
- If the Primary School
is Harmonics through the use of that playtest, caster gains Cure Wounds
spells.
- Fighters gain proficiencies. The proficiencies can be allocated as
the student sees fit, though they are not master proficiencies.
- Rogues gain backstabs in the hand of their choice.
- Everyone gains temporary body points. These temporary body points
are lost before normal body points, after bless and greater bless, but can be
healed while the Mentoring relationship exists.
Abilities are granted as follows,
cumulatively:
|
Level Difference |
Fighters |
Rogues |
Scholars |
Templars |
|
11 |
2 body |
1 body |
1 body
1 spell |
1 body
1 spell |
|
12 |
2 body |
1 body |
1 spell |
1 body
1 spell |
|
13 |
2 body |
1 body |
1 body
1 spell |
1 body
1 spell |
|
14 |
2 body
+1 Proficiency |
1 body
+2 Back |
1 spell |
1 body
1 spell |
|
15 |
2 body |
1 body |
1 body
1 spell |
1 body
1 spell |
|
16 |
2 body |
1 body |
1 spell |
1 body
1 spell |
|
17 |
2 body |
1 body |
1 body
1 spell |
1 body
1 spell |
|
18 |
2 body
+1 Proficiency |
1 body
+2 Back |
1 spell |
1 body
1 spell |
|
19-26 |
Repeat... |
Repeat... |
Repeat... |
Repeat... |
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