NERO LARP Policy and Rules Announcements

Unless either a post is made in the International Announcements Forum or documentation is added to the NERO LARP Rule Book & Game Policy Page, the topic is NOT to be considered an official policy, rules clarification, etc sanctioned by NERO International. The International Announcements Forum is the ONLY place on the message boards where OFFICIAL POLICY and OFFICIAL RULES information will be posted. All other postings by NERO International Officers and Reps in ANY other location on these forums are considered opinion and matters for discussion or debate and are in no way considered an official policy or position by NERO International.


2012 Updates

November 5, 2012: The National Office issues the following rules clarification:
Multiple castings of the vengeance formal magic spell may exist on a single target. If multiple vengeances are present, each is triggered simultaneously every time the target receives a killing blow. The damage is totaled (since it is completely unavoidable anyway) and each casting loses 1 charge.


October 21, 2012: The Maneuver Playtest, a supplement to the Slash Five Playtest, is added to the list of 9th Edition playtests currently allowed for use.

October 7, 2012: The NERO LARP International organization announces the 2013 National Event will be a four-day event hosted by NERO Atlanta on March 15-18th, 2013.

October 5, 2012: The Slash Five Playtest Version 1.3 is added to the list of 9th Edition playtests currently allowed for use.

October 1, 2012: The 2012 NERO LARP National Goblin Policy is updated and goes into effect. All chapters of NERO LARP International are required to abide by the requirements set forth in this policy.

September 12, 2012: The National Office issues the following notice.
On page 41 of the Formal Magic Rules, in the entry for Identify, add the following to the "Targets" field:

Ward, Circle of Power, Glyph, Mystic Lock


Also add the following sentence to the end of the main description:

If cast upon a Ward, Circle of Power, Glyph or Mystic Lock, the caster is informed of the exact effect name, school and expiration date of the barrier, as well as the names of any invested characters. In the case of a glyph, the caster also knows which spell it holds.


The Lore cantrip is unchanged.



September 8, 2012: The National Office issues the following notice.
Please take a moment to verify that your user account on the NEROLARP.COM site includes your real name (player name, not character names or online alternate ids) in the field provided.

This is considered mandatory account information. All new accounts will be required to include this information before they can complete their registration, however we need existing account holders to update it manually.


July 7, 2012: The National Office issues the 9th Edition Rules errata.

July 5, 2012: The National Office issues the following rules clarification:
Add the following on page 46 under the Spell Disruption heading:

"There are two ways to prevent a spell that you're casting from being disrupted.

The most common method is by wearing armor and protective spells such as shield. An attack must deal damage to your body points in order to disrupt a spell, so if your collective armor and protective points absorb the damage then the spell is still completed. To indicate this, you must call, "Armor," immediately after completing the verbal that would have been disrupted.

The other method to prevent disruption is the focus special ability (see page 92.) To indicate that you used focus, you must call, "Focus," immediately after completing the verbal that would have been disrupted."


July 5, 2012: The National Office issues the following rules clarification:
Add the following after the second sentence of the entry for Target Specific on page 47:

“If right or left is not specified for a wither limb, the target may specify either un-withered limb. If the target possesses multiple destructible items that fit the criteria of a shatter or destroy’s sub-target, they may choose which item to affect. A player may never choose an already withered limb as the sub-target of a wither limb effect, and may never choose an indestructible object as the sub-target of a shatter or destroy effect, even if a sub-target is specified by the attacker."


July 5, 2012: The National Office issues the following rules clarification:
Remove the last paragraph under the entry for Negating Effects on page 89 and replace it with the following:

"Attacks with a sub-target or option that do not find a valid sub-target are not considered negated. The call is "Got it," and the victim still takes damage in the case of a weapon blow with a carrier attack.

For example: A fighter wielding an indestructible shield is hit by “10 Normal Shatter Shield.” He must call “Got it,” and take the damage, even though he does not have a destructibe shield for the shatter effect."

This is to clarify that defenses from spells, magic items and other sources block the entire attack, not only skills and natural abilities as the original text somewhat indicates.


July 5, 2012: The National Office issues the following rules clarification:

Make the following changes to the table on page 60:
Carrier immunity is both celestial and earth
Healer’s grace is earth only
Riders on the wind is earth only


July 5, 2012: The National Office issues the following rules clarification:
Change the incantation for healing pool on page 66 to “By the earth I create a healing pool.”


July 5, 2012::The National Office issues the following rules clarification:
The correct verbal call for using the destroy magic formal magic effect as a packet attack or weapon strike is, " Destroy [school] Magic ". Unlike other non-spell attacks with a sub-target, this attack must include a sub-target. Since the distinction between the lesser and greater versions of destroy magic applies only to how the effect is used when cast as a formal magic spell, they are not needed when used as a packet or weapon attack.

For example:
"Arcane Destroy Celestial Magic Sword"
"Magic Destroy Earth Magic Spirit"
"Spell Strike Destroy Celestial Magic Ward"


July 5, 2012: The National Office issues the following rules clarification:
Add the following at the end of the entry for Vampire Charm on page 92:

"The call for using the gaze form of vampire charm is "vampire charm gaze." This is an out-of-game call that may be used while silenced, but anyone who hears the call can recognize that the ability was used. No other effect may be delivered by gaze."


July 5, 2012: The National Office issues the following rules clarification:
Add the following entry under Delivery Methods on page 87:

Area Effect
This delivery method is used only for traps and hazards or environmental effects. An in-game PC or NPC may not use area effect as a delivery method for attacks or abilities. Area effects are usually announced by an out-of-game player wearing a white headband (typically the staff member who is monitoring the encounter.) An active NPC may call area effects, but this should only be done if an out-of-game encounter marshal is not available. Area effects are blocked by any defense that would work against the attack's effect or type except for displacement, parry, dodge and phase.

By default, a hazard or environment area effect hits everyone who hears the verbal. The event staff may specify other uses of area effects that have more specific targets or trigger conditions. If so, the call is the same but person announcing the effect must indicate the target first.

The verbal call for an area effect that delivers elemental, physical or poison damage is "Area Effect ."

For example: The adventurers travel to the Elemental Plane of Fire. Every 60 seconds, an encounter marshal in a white headband calls, "Area Effect 10 Elemental Flame."

The verbal call for a hazard or environmental effect that delivers a spell or status effect is, "Area Effect ."

Example 1: The adventurers find a large stone obelisk. When Arthur the Brave reaches out and touches it, he is shocked by a torrent of arcane electricity. The encounter marshal says, "Arthur - Area Effect Arcane Lightning Storm 30.”

Example 2: The adventurers are traveling through a corrupted forest. Pools of necromantic corruption are represented by sheets of black plastic. The group is pushed back onto a sheet while fighting. The encounter marshal calls, "Everyone standing on a black tarp - Area Effect Magic Wither Limb Leg."


The event staff must declare the presence of any area effect with special targets or conditions before the encounter. The announcement for such effects can be broad enough so that it doesn’t explain how to defeat the challenge. Not all of the announced conditions actually need to be present on the encounter, so that the players don’t know exactly what to expect. The purpose of the announcement is so they know that they might be hit by game effects outside of the normal parameters of weapon and packet combat.

An appropriate announcement would be, “Stepping in certain areas, touching certain objects, performing certain specific actions, possessing specific marks or having specific transformation affinities might trigger area effects on this encounter. If the encounter marshal indicates a specific player or players, only those indicated will take the effect. If no player is indicated beforehand, everyone who hears the call is affected as normal.” ”


April 7, 2012:The National Office issues the following notice.

The current rulebook contains one typo in regards to the duration of "weakness".

All forms of weakness (including alchemy) is supposed to be indefinite.

All effects in the game have the same duration regardless of delivery type. So a physical weakness, weakness poison, or magic weakness will all be indefinite.


April 7, 2012: The National Office issues the following rules clarification:

Bane/Cloak - The Formal Magic Chart (page 13-16) shows them as not scroll specific
- Bane and Cloak are both scroll specific

Destroy Magic, Lesser - The Formal Magic Chart (page 13-16) says there is no earth version available.
- Destroy Magic Lesser is Earth and Celestial

Arcane Armor - The Formal Magic Chart (page 13-16) says there is not an earth version available.
- Arcane Armor is both earth and celestial

Change Race - The Formal Magic Chart (page 13-16) says there is no version available to any school (not celestial or earth).
- Change Race is earth

p13 Create Minor undead show a celestial version
- All create undead are earth only

All create golem scrolls show a earth version available.
- All create golem scrolls are celestial only.

I will be working on an updated formal pdf that will incorporate corrections to these errors.


April 7, 2012: The National Office issues the following rules clarification:
On p104 of the NERO LARP Ninth (9th) Edition Rule Book , the capacity for a quiver is listed as 20 instead of 30.

To be clear: The numbers on page 109 and 110 of the book are correct. A quiver can hold 30 arrows or bolts.


March 22, 2012: The National Office issues the following rules clarification:
There is a contradiction in the rulebook regarding the application of contact poisons.

In order to apply a contact poison (that isn't a vorpal coating), the character must possess a number of levels of the Alchemy skill equal to the production level value of the poison.

The statement on page 115 which says "To apply other poisons you need one level of Alchemy." is incorrect.


January 1, 2012: NERO LARP International officially implements the Ninth (9th) Edition Rules set as the core rules of the NERO LARP game.

2008 Updates

April 26, 2008: The NERO Office clarified that “Only one Contingency Cantrip Spell may be upon a person at any time, regardless of school or condition”.

2006 Updates

September 11, 2006: The NERO Office clarified that Goblin Points from all NERO Chapters are accepted into the NERO Online Database and that Goblin Points are usable in the same capacity by all NERO Members at all NERO Chapters. NERO Chapters should let you use up to 100 goblin points to turn into production points to purchase in-game production point items. Only some of the new chapters that are running low level campaigns restrict production items that are brought into the game.

On August 31, 2006: As of September 01, 2006, The Treasure Distribution Shall Read...
"Formal Magic Components: (These all Expire in 1 year)
- For every 1 PC per game day, 2 Strength-one Unrestricted Formal Magic Component may be placed into game. For Example: If 52 players attend a 2-day event, up to 208 Unrestricted Strength 1 Formal Magic Components may be distributed. ((52*2)*2){=208}
- For Every 25 PC’s per game day, a maximum of 2 Strength-two Unrestricted Formal Magic Component may be distributed. For Example: If 54 players attend a 2-day event, up to Nine (round up) Unrestricted Strength 2 Formal Magic Components may be distributed. ((54*2)*2){=216}/25=8.6)
- For Every 50 PC’s per game day, a maximum of 2 Strength-four Unrestricted Formal Magic Component may be distributed. For Example: If 55 players attend a 2-day event, up to Five (round up) Unrestricted Strength 4 Formal Magic Components could go out. ((55*2)*2){=220}/50)=4.4)" Joseph Valenti for the NERO Chapter Owners

2005 Updates

July 20, 2005: the NERO Office clarified the use of a platinum coin within the Tyrran Campaign, which equates to 10 gold pieces or 100 silver pieces when used in the game. The platinum piece has a symbol of a shield, a book, and a crown on one side and straight lines on the other, is made of aluminum, and looks very silver-ish.

2003 Updates

January 8, 2003: The National Office issued this 1 of 2 clarifications due to some chapters not adhering to decisions made at the Symposium in September 2002. All new characters will begin at 65 XP (30 Build Points). Any character who did not get the benefit of an advanced starting build past 65XP will be given 65 XP or the difference in XP to make them equal to a starting XP of 65. Joseph Valenti will answer any questions through email.

January 8, 2003: The National Office issued this 1 of 2 clarifications due to some chapters not adhering to decisions made at the Symposium in September 2002. Spell Incantations and other spoken forms of Effects will be changed to include a number to indicate the magnitude of the effect, if it contains a damage or healing amount. This is a Rule Change, not a Playtest. The number is part of the incantation of the spell or effect. A packet may not be thrown before the entirety of the incant is spoken. This Includes any spell Effect that is associated with an unspoken number.
Example: "", "I call forth a flamebolt. 20"

2002 Updates

February 14, 2002: the NERO Office issued this Statement: Unless a post is made in either the "INTERNATIONAL ANNOUNCEMENTS" or "OFFICIAL RULES ERRATA" forums it is NOT to be considered an official policy, rules clarification, etc. by NERO International. Those two forums at this time are the ONLY two places on the message boards where OFFICIAL POLICY and OFFICIAL RULES information will be posted. All other postings by NERO International Officers and Representatives in ANY other location on the NEROLARP.com NERO Member discussion forums are considered opinion and matters for discussion or debate and are IN NO WAY considered an official policy or position by NERO International.