What types of character can I play at NERO?
You have a lot of choices to make when you
create a character. There are 14 races, 4 general classes and a choice of
spells, fighting styles, and other skills. You can learn almost any skill as
any character, but the cost for each skill varies with your character's class
and race.
Player Races and Cultures
Human
Humans have no bonuses, but no drawbacks. They
are the most average race. There are many cultures of humans, so how you
roleplay a human is up to you.
Barbarian
Barbarians are not known for being a
sophisticated race. Many Barbarians tend to be fighters, and while scholars are
rare, they are not unknown. Most Barbarians shun
Celestial Magic in all forms and prefer
Earth Magic. Barbarians can learn to
Detect Celestial magic, but it is difficult for them to learn scholarly skills.
They are stronger in body than the average human.
Gypsy
Gypsies are similar to humans, but they tend to
wear bright clothing, be friendly and out-spoken, and always speak with an
accent that is not common to the local area. Gypsies have the ability to Gypsy
Curse a person, as well as to remove Gypsy Curses given by themselves or another
Gypsy.
Dwarf
Dwarves have thick beards or fine goatees (in
the case of many female Dwarves). They are very proud of their beards,
considering them to be a mark of Dwarven strength. Dwarves learn scholarly
skills with some difficulty, and may not use two handed weapons. However, they
are known for their ability to Resist Poisons, a skill that they may chose to
learn. Dwarves are slightly stronger in body than humans, though not as tough
as Sarr or Barbarians. They are also known for their craftsmanship in making
weapons and armor. Armorsmith and Weaponsmith are easier than average for them
to learn.
Elf
There are many cultures of elves, just as there
are with any NERO race. Some are very civilized, while others can be barbaric,
similar to Barbarians. Elves can learn to Resist Charms and Sleep, but are less
strong in body than humans. Elves may not use two handed swords or two handed
blunt weapons, though they can use other two handed weapons and they can learn
archery for half the effort normally required for their class. Elves always
have pointed ears, regardless of culture.
Stone Elf
Stone Elves have pale white skin
and tend to have black or dark colored lips. They are very stoic, and show no
emotion, including fear, joy or sorrow. Stone Elves are difficult to play
without some practice, so they are not recommended unless you have a very good
poker face. Like other elves, they can learn to Resist Charm and Sleep, and are
weaker in body than humans.
Dark Elf
Dark elves have black skin and light colored
hair. They are known for their strict adherence to honor, based loosely on
medieval Japan. Like elves, they may learn to Resist Charm and Sleep, and are
weaker in body than humans, but only during the hours of 6am to 6pm (daytime).
They may not use two handed swords or two handed blunt weapons, but they can
learn Archery for half the effort normally required for their class.
Mystic Wood Elf
Mystic wood elves have pointed ears and two
horns on their foreheads. They are known for being light hearted, but many
mystic wood elves also have a serious side when it is needed. They can learn to
Break Charm and to Resist Charm, and it is easier for them to learn Craftsman
skills. However, they must learn a Craftsman skill for every level of
experience. Mystic Wood Elves can use any weapon, unlike other elves.
Hobling
Hoblings have bushy eyebrows, sideburns and
sometimes tufts of hair on their hands and feet. Most hoblings are excellent
storytellers, with a penchant for entertainment. Hoblings cannot be Fighters
and cannot use two handed weapons, but they can use any other kind of weapon.
They are slightly weaker in body than humans. Hoblings can also learn to Disarm
Traps for half the normal cost for their class. Hobling Rogues and Scholars are
fairly common, though Templars are not unknown.
Half Orc
Half Orcs are a warlike race with green skin,
and are mainly fighters since scholarly skills take twice as much effort to
learn. They can learn Strong Arm in some areas, which adds to the damage they
can do while wielding a weapon. Half Orcs are stronger in body than humans, and
often settle rank among local compatriots through combat.
Half Ogre
Half Orcs have yellow skin, and like Half Orcs
are more warlike as a race than average. They are stronger than the average
human and can learn Strong Arm in some areas. Scholarly skills take twice as
much effort to learn for Half Orcs. Half Orcs usually rank their compatriots
based on combat, and most have an innate fear of undead. When cornered by
undead they will fight ferociously, but they usually need a good reason to
confront a force of undead.
Sarr
Sarr are catlike people, with sub-cultures of
feline races like tiger, white tiger, ocelot, cheetah, lynx and margay. Each
sub-culture has some characteristics of the feline race on which they are
based. The lion are typically the leaders of a group, and most Sarr
civilizations, including their homeland, Myrr, are matriarchal in nature. Sarr
may learn to Resist Poisons but may not use blunt weapons, ranged weapons and
they may not learn Waylay. Sarr may detect a alchemical substances and disease
by scent, but not determine what the substance is through scent alone.
Biata
Biata are a bird-like race with feathers in
their eyebrows and often with feathers on their hands and in their hair. Biata
may learn to Resist Sleep, Break Charms and to Resist Charms, but they may not
learn to Read Magic. Most Biata intensely dislike
Celestial Magic and often
consider themselves to be descended from gryphons.
Scavenger
Scavengers are not any one group, but are almost any
naturally occurring species of animal. They have the characteristics of the
animal that they take from, but may not look like another race of character.
Scavengers may detect a alchemical substances and disease by scent, but not
determine what the substance is through scent alone. Scavengers lack the
education available to most others, and as such, it takes twice as much effort
to learn scholarly skills. Like Sarr and Dwarves, scavengers may learn to
Resist Poison.
Character Classes
Fighter
One of the four character classes in NERO is a
Fighter. Fighters may learn any skill, but weapons skills and general increased
damage cost less Build Points (BP) for them to buy then any other class.
Fighters get more Body Points per level than any other character class.
Templar
One of the four character classes in NERO is a
Templar. Templars are a mix between Fighters and Scholars, and may learn any
skill, though the cost varies by what is considered to be a skill that at which
a Templar is naturally adept. Templars get Body Points at the same rate as
Rogues, which is half the rate of Fighters.
Rogue
One of the four character classes in NERO is a
Rogue. Rogues can buy any skill, but increased damage while attacking from
behind a foe and other "rogue-like" skills (Disarm Traps, Pick Locks, Waylay,
etc) are the least expensive for Rogues. Rogues get Body Points per level at
the same rate as Templars.
Scholar
One of the four character classes in NERO is a
Scholar. Scholars are primarily spell casters, and tend to choose one of the
two types of magic schools as a primary school to cast. They can learn
Read/Write, Read Magic, and other scholarly skills for the least amount of BP of
all of the character classes. Scholars get Body Points at about half the rate
of Rogues and Templars, so they are best when not in the front lines of a
battle.
Realms of Magic
Celestial Magic
Celestial Magic is one of the two main types of
magic in the NERO Game System. It is considered by some characters to be from
the stars, or from the sky, but there is no proof of either claim. Celestial
spells include some protective spells, binding spells and mostly damaging
spells. All spells are cast by saying an incantation such as "I call forth a
flame bolt!" and then throwing spell packet to represent the spell. If the
spell packet misses, the spell did not affect its intended target. If the
packet hits, the spell was cast successfully.
Earth Magic
Earth Magic is mostly known for Healing spells,
including the Life spell, binding spells and Protective spells. Earth Magic is
commonly thought to come from the ground, or Tyrra (the in-game term for the
Earth). The reverse of many Earth spells are known as Chaos or Necromancy.
Character Skills
Archery
Allows the use of a bow and arrows. Arrows are
spell packets with streamers attached. To nock and arrow, pull the streamer
through your fingers, with three one second motions and then throw the arrow
packet. Once the packet has left your hand, call your damage.
One Hand Blunt
This skill allows the use of a mace, hammer, or
other blunt and one handed weapon. This skill does not allow you to wield two
weapons at once. The damage for all one handed weapons longer than a dagger (26
inches) is 2.
One Hand Edged
Allows the use of a dagger, short
sword, long sword, axe, or a spear. This skill does not allow you to use two
weapons at once. The base damage for all of the above, except a dagger, is 2.
The base damage for a dagger is 1.
Polearm
The polearm skill allows you to use a polearm
as a weapon. Polearms are always used two handed, and cannot be used to block
more than twice in a row while holding it with only one hand. The base damage
for a polearm is 3.
Shield
Allows the use of a shield to block physical
weapon blows and arrows. Shields will not block spell attacks, gasses, or
traps. Shields cannot be used to hit another person.
Small Weapon
The small weapon skill allows the use of one
weapon that is under 26 inches long (the maximum length of a dagger). The base
damage for a small weapon is 1.
Staff
Allows the use of a staff as a weapon. Staves
are always used two handed, and cannot be used to block more than twice in a row
while holding it with only one hand. The base damage for a staff is 2.
Thrown Weapon
The Thrown weapon skill allows you to throw
specific types of weapons. Only closed cel foam weapons may ever be thrown with
this skill. No pipe of any type should ever be part of a thrown weapon. The
base damage for a thrown weapon is 1.
Two Hand Blunt
Allows the use of a two handed club or mace as
a weapon. Two hand blunt weapons are always used two handed, and cannot be used
to block more than twice in a row while holding it with only one hand. The base
damage for a two handed blunt is 3 and it may not be used to stab or thrust.
Two Hand Sword
Allows the use of a two handed sword. Two
handed swords are always used two handed, and cannot be used to block more than
twice in a row while holding it with only one hand. The base damage for a two
handed sword is 3.
Florentine (Style)
The skill Florentine allows you to fight with
two weapons, though the second weapon may be no longer than a dagger. The base
damage for the weapons does not change with this skill.
Two Weapons (Style)
The skill Two Weapons allows you to fight with
two weapons, the second of which can be no longer than a short sword. The base
weapon damage does not change with this skill.
Weapon Master
This skill allows you to use all types of melee
weapons. It does not allows you to use more than one at a time, and does not
allow you to use ranged weapons. However, you may use any melee weapon that is
not restricted by your character's race.
Style Master
This skill allows you to use any Style, such as
Florentine, Two Weapons and Shield with a one handed weapon. This skill does
not increase your damage, nor does it allow you to use a weapon that you have no
skill with.
One Hand Weapon Master
This skill allows you to use all one handed
melee weapons. It does not allows you to use more than one at a time, and does
not allow you to use ranged weapons. However, you may use any one hand melee
weapon that is not restricted by your character's race.
Two Hand Weapon Master
This skill allows you to use all
two handed melee weapons. It does not allows you to use more than one at a
time, and does not allow you to use ranged weapons. However, you may use any
two hand melee weapon that is not restricted by your character's race.
Read/Write
Not all people of Tyrra can read and write. In
fact, many of them cannot. This skill allows your character to read and write.
It is a prerequisite for Read Magic, Herbal Lore and Healing Arts. It is up to
you how well your character can read and write.
Read Magic
Read Magic allows you to read scrolls, a form
of celestial magic. It is also a prerequisite for Celestial Magic spells. You
may read and cast from any scroll that is not more than 4 levels above the
highest level Celestial spell that your character can cast.
Herbal Lore
Herbal Lore allows you to determine the
presence of alchemical substances in another substance. It will not allow you
to tell whether a person has been poisoned. Herbal Lore is a prerequisite for
Alchemy.
First Aid
First Aid allows you to stop someone from
bleeding to death. If a person has not been "killed" or is not "dead", then one
minute of First Aid (roleplaying bandaging them) will heal them by one point,
from -1 upto a maximum of 0. At 0 they will be unconscious for 10 minutes and
then will have 1 body point. First Aid does not allow you to determine what may
be wrong with a person. First Aid is a pre-requisite for Healing Arts.
Healing Arts
Healing Arts allows you to diagnose a condition
(Are you dead? Are you dying? How many body points are you down?, Are you
sleeping? Are you unconscious?). The act of performing Healing Arts takes at
least three seconds. Healing Arts is a prerequisite for Earth Magic spells.
Waylay
The Waylay skill allows you to knock someone
one unconscious. However, in order to knock them out, you must sneak up behind
them and tap them gently between the shoulderblades. When you do this, call
<damage> waylay. The maximum damage you can do with a waylay is 1 plus 1 for
each backstab your character has. This damage will go straight through armor
but may be blocked by a Magic Armor. Your hand must be less than 6 inches from
the back end of the weapon (pommel) and you must use the pommel to tap the
person being Waylaid.
Pick Locks
This skill allows you to attempt to pick a
lock. Even if you know how to pick a lock in real life, if your character does
not have this skill, then you may not attempt to pick any lock you find
in-game. No modern (electric lock picks, etc) tools can be used, and no lock
should be of better than medieval quality (no combination locks, etc).
Disarm/Arm Traps
This skill allows you to attempt to disarm a
trap. Even if you know how to disarm a trap or figure out how to without the
skill, if your character does not have this skill, then you may not personally
attempt to disarm any trap you find in-game.
Evaluate Item
The skill allows you to evaluate the worth of
an item through inspecting it for at least three seconds. Not all items are
considered to be "worth value", and the monetary value may not be exactly what
the item will fetch in the open market. This skill will allow you to trade
items "of value" in the place of training (Max-out) money after an event.
Earth Magic
The Earth Magic skill is bought by spell slot.
Spells must be bought in pyramid fashion. The Spells that you may cast are
written at the bottom of the sheet with their incantations. These are the
spells in your character's spell book. Spells start at 1st level and
end at 9th level. How to cast a spell will be explained.
Celestial Magic
The Celestial Magic skill is bought by spell
slot. Spells must be bought in pyramid fashion. The Spells that you may cast
are written at the bottom of the sheet with their incantations. These are the
spells in your character's spell book. Spells start at 1st level and
end at 9th level. How to cast a spell will be explained.
Critical Attack
A critical attack allows you to do one extra
point of damage against one foe with a weapon your character knows how to use.
You may have up to four critical attacks, which may not be stacked. Four
critical attacks are a prerequisite for a Proficiency.
Proficiency
A Proficiency (prof) allows you to add one to
the base damage of your weapon at all times. Proficiencies must be bought per
weapon. You must trade in four critical attacks to buy a Prof. You must choose
a hand for Proficiencies for one handed weapons.
Master Proficiency
A Master Proficiency (prof) allows you to add
one to the base damage of your weapon at all times. Master Proficiencies count
for all weapons that your character can use. You must trade in four critical
attacks to buy a Prof. You must choose a hand for Proficiencies for one handed
weapons.
Slay/Parry
Once your character has two Proficiencies or
Master Profs, you may choose to buy a Slay/Parry. This skill may be used once
per day, and either allows you to do 20 + 5* profs + base weapon damage once per
day (you must say "Prepare to Die!" right before you use it), or allows you to
"Parry!" a blow. If you Parry a blow you do not take damage from it, and you
may choose to parry for someone else who is within easy reach. You must parry
with a weapon that you are Proficient in.
Master Slay/Parry
Once your character has two Proficiencies or
Master Profs, you may choose to buy a Slay/Parry. This skill may be used once
per day, and either allows you to do 20 + 5* profs + base weapon damage once per
day (you must say "Prepare to Die!" right before you use it), or allows you to
"Parry!" a blow. If you Parry a blow you do not take damage from it, and you
may choose to parry for someone else who is within easy reach. You must parry
with a weapon that you can use.
Back Attack
A critical attack allows you to do two extra
points of damage against one foe from the back with a weapon your character
knows how to use. You may have up to four back attacks, which may not be
stacked. Four back attacks are a prerequisite for a Proficiency. If you can
see the shoulder blades of your foe, you may add the damage for the back attack
to your base weapon damage.
Backstab
A Backstab allows you to add two to the base
damage of your weapon when you are striking an opponent from behind. Backstabs
count for all weapons that your character can use. You must trade in four Back
Attacks to buy a Backstab. You must choose a hand for Backstabs for one handed
weapons. If you can see the shoulder blades of your foe, you may add the damage
for the back attack to your base weapon damage.
Dodge/Assassinate
A Dodge/Assassinate can be used to strike one
opponent once from behind with a mighty blow (20 + 5*backstabs + base weapon
damage) or to Dodge any one attack (spell, weapon blow, gas, except some
traps). You must have two Backstabs before your character may buy a
Dodge/Assassinate (which is commonly called a Dodge).
Armorsmith
The Armorsmith skill allows you to make and
repair armor. In most cases, anyone can refit armor (takes 60 seconds to kneel
down and roleplay repairing it on the field), but a character with this skill
can make new armor. Each level of Armorsmith allows you to make 4 production
points worth of material per day. With an Armor Forge, you may double your
production. For more complete rules, see the NERO Rulebook.
Weaponsmith
The Weaponsmith skill allows you to make
weapons. Each level of Weaponsmith allows you to make 4 production points worth
of material per day. With a Weapons Forge, you may double your production. For
more complete rules, see the NERO Rulebook. Since weapons do not degrade, this
skill does not include repairing weapons, but it will allow you to silver a
weapon (make a weapon that does Silver damage).
Alchemy
The Alchemy skill allows you to make alchemical
substances. You may make 4 production points of material per level of Alchemy
per day. With one level of alchemy, you may mix an elixir with food or drink.
With 3 levels of Alchemy, you may throw gasses (orange packets). With an
Alchemy Laboratory, you may double your Production Points. For more complete
rules, see the NERO rulebook.
Create Potion
The Create Potion skill allows you to make
potions (potions are a form of storing Earth spells). For each level of Create
Potion you have, you may make 4 Production Points worth of material per day.
With a Potion Laboratory, you may double your production. For more complete
rules, see the NERO rulebook. Anyone may use a potion, but a potion may not be
mixed with food or drink.
Create Scroll
The Create Scroll skill allows you
to make scrolls (scrolls are a form of storing Celestial spells). For each
level of Create Scroll you have, you may make 4 Production Points worth of
material per day. With a Scroll Laboratory, you may double your production.
For more complete rules, see the NERO rulebook. Only characters with the Read
Magic skill may read scrolls.
Create Trap
The Create Trap skill allows you to make Traps,
though it does not allow you to set or disarm them. For each level of Create
Trap, you may make 4 Production Points of material per day. With a Trap
Laboratory, you may double your production. For more complete rules on types of
traps and costs, see the NERO rulebook.
Wear Extra Armor
This skill allows you to wear two extra points
of armor past your class (Fighter, Templar, Rogue, Scholar) maximum per level of
the skill purchased. You may only wear a maximum of 22 points as any class.
(If you are a scholar, your maximum is 10 normally, if you had three levels of
Wear Extra Armor, you could wear 16.)
Craftsman (Other)
Craftsman skills are mainly roleplaying
skills. These can include (but are not limited to) professions such as ship
building, sailor, baker, midwife, lore of various types, knowledge skills,
fictional written languages, merchant, and many more. These are not set skills,
but represent knowledge other than fighting and casting skills that your
character may have. In some cases, these skills can help your character gather
more information.
For each level of Craftsman (Other) you have,
your character receives 2 silver per day in return for what they may have used
the knowledge for. This only occurs on game days, so you cannot receive silver
unless you are playing your character.
Race Specific Skills
Resist Charm
Resist Charm allows you to "Resist" one Charm
effect per day per level of the skill your character has. Charm, Fear, and
Vampire Charm are examples of "Charm effects". This skill works on gasses,
spells and other forms of Charm attack. It may not be used while unconscious.
Resist Sleep
Resist Sleep allows you to
"Resist" one Sleep effect per day per level of the skill your character has.
This skill works on gasses, spells and other forms of Charm attack. It may not
be used while unconscious.
Resist Poison
Resist Poison allows you to "Resist" one
"poison" effect per day per level of the skill your character has. This skill
works on anything with the word "poison" in it - gasses or ingested toxins. It
may not be used while unconscious.
Break Charm
With one minute of roleplay, a character with
this skill may "break charm" to stop another character from being under a Charm
effect. Charm, Fear, and Vampire Charm are examples of "Charm effects". It
takes one minute of concentration, but the subject does not have to be conscious
as the act of breaking a charm can be done without speaking.
Detect Celestial Magic
Barbarians sometimes have the ability to Detect
Celestial Magic. Long ago in the history of the Barbarians, some event occurred
that made them dislike Celestial Magic, so they trained themselves to be able to
find it. This skill may be used once per day per level of the skill
purchased. It requires a spell packet to be held to or thrown at your target.
If the subject is only affected by Earth magic, nothing will happen. If the
subject is affected by Celestial Magic, the subject (or the celestial parts)
will glow.
Strong Arm
Certain races have the ability to be stronger
than average. These races may chose to buy the skill Strong Arm, which allows
them to add one to their one handed damage. Strong Arm is bought per hand.
Hobling Dodge
Hoblings are sometimes known for their ability
to "move swiftly", as they are often limited in a fighting role by their size
and physical build. This skill allows them to "Dodge!" out of the way of one
attack once per day. This attack can be a spell, weapon blow or gas. A Dodge
may only be used to avoid certain types of traps.
Gypsy Curse
Gypsies are known for their ability to Curse
another person who has wronged them or their clan or family. This skill allows
you to Curse once per day per level of skill, or it can be used to remove a
Gypsy Curse that has been cast upon a person. If the target of the Curse dies,
or the Gypsy who cast the Curse dies, the Curse is cured. One typical style of
Gypsy Curse is the phrase "May <something bad happen to> my <item, relative,
etc> if you do not <jump, dance, skip, etc> with everything you do and say!"
For more information, see the NERO Rulebook.
Basic Generic Information
Refit Armor
When your character wears armor, you must wear
a physical representation of the armor, aka, a phys rep. Your armor will be
rated for a certain number of armor points and you will receive a card for that
many points of In-game armor that your character may use. Once you take some
damage on your armor, you may refit it to full. If you take an amount of damage
equal to rating value of the armor, the armor is considered "breached" and may
only be refit up to a maximum of 2 points less than what it previously was.
Refitting takes 60 seconds and may not be done
while walking or moving. Kneel and roleplay fixing the pieces of your armor
while refitting.
Weapon Calls
The base weapon damage for a small weapon (weapons under 26
inches long) is 1 point.
The base weapon damage for all other one handed weapons and
staves is 2 points.
The base weapon damage for all two handed weapons (except
staff) is 3 points.
If you use a Critical Attack, add one point while fighting
one specific enemy.
If you have a Proficiency (Master or other), and are using
that weapon, then add 1 point of damage against any foe from any direction.
If you use a Back Attack, add 2 damage while fighting one
specific enemy from the back.
If you have a Backstab, add 2 damage while fighting any
enemy from the back.
Backstabs and Proficiency’s stack when backstabs can be
used, and one critical attack or one back attack can stack with Proficiency’s
and/or Backstabs.
Your weapon damage bonus is listed
on your Character Card.
Protective order
The basic spells and amount of damage that you can take as
your character are listed from first to last below.
Magic Armor - A spell that provides you with
protection from the first weapon blow that strikes you. Once used, it
must be recast to be used again.
Shield Magic - The same as a Magic Armor, except it
only protects against the first spell attack and not against weapon
attacks.
Shield/Greater Shield - Spells that give you 2 and 4
points of virtual armor, respectively. Weapon attacks and some damaging spells
will use these points.
Armor - Weapon attacks and some damaging spells will
damage your armor before your body.
Bless/Greater Bless - Spells that give you 2 and 4
points of virtual body points, respectively. Weapon attacks and all damaging
spells will use these points.
Body - Body Points are the last defense. If you are
a caster, you may not cast a spell while taking damage. If you run out of body
points, you are unconscious or possibly dying.
Death Count
You are fighting a monster and it hits you with
it's claw. You call "Magic Armor!" and the hit is negated. Then it hits you
some more... doing enough damage to go through your Shield, Greater Shield and
armor in one mighty blow (this is a strong beast). It hits you again and goes
through your Bless, Greater Bless and into your body... injuring you. It hits
you once more... and you are out of body, so you fall to the ground.
No matter how many points you are hit for, you
cannot go below -1 points. If you are lucky and end up at 0, you are only
unconscious and will wake up in 10 minutes if you are not hit again.
For the first minute while you are at -1, you
can be First Aided, Healed with curing spells or potions, and you are "Dying" if
someone does "Healing Arts" on you.
After the first minute, you are considered
"Dead" and need a Life spell (curing spells and potions will not work until you
get a Life spell). If you get a Life Spell within 5 minutes of turning "Dead"
you will be alive with 1 body point (and need healing).
If you do not get a Life spell in Five minutes
of being dead, your character "Resurrects" and you must put all of your in game
things on the ground where your body was. You turn into a spirit and walk to
where you can be resurrected. We'll explain more about this one if it happens.
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