What is NERO LARP?
Where is NERO LARP?
When is NERO LARP?
What can I play at NERO LARP?*
What can my charater do at NERO LARP*
Basic NERO LARP Information*
What Do I need to play NERO LARP games?
How can I play NERO LARP games?
Who owns NERO LARP?
*The infomation below has not yet been updated with NERO LARP Rule book 9th edition rules.

On Friday evening, you enter town where a gathering is being held. Adventurers, merchants, townspeople, nobles and commoner alike have gathered together on this weekend. You see a great opportunity to meet people and get to know them. As you walk into town, you hear a call for help and see a group running to the aid of someone who is surrounded by twisted creatures that you can barely make out. As you watch, the creatures are slain and crumble to dust… the hapless person has been saved!

Now that you have a chance to look around, you see a large building with many lights - this must be the tavern or an inn where you can find a place to sleep during the gathering. You enter the tavern and see that it is a central part of the town. Many people are within, enjoying ale provided by the tavern keep. There is a sign by the door, and you overhear someone reading it for his friend. There is to be a party held tomorrow eve, after the Feast. The adventurers both turn to greet you and introduce themselves. You give them your name and tell them that you are new to town. They offer to give you a tour, so that you will know where to go for anything you need.

The first stop is the Healer's Guild. There is a large glowing circle around the Guild, a magical circle that only allows those who are invested to pass through without recognition. It is also used for resurrections, a grim task, but an important one. You are introduced to the guild member who has the task of minding the circle, and the tour continues.

Next, your new companions bring you to the Mage's Guild. Within, you can see many lights and decorations, as well as a smaller version of the circle at the Earth Guild. This is where you can get anything you might find in your travels Identified, as the uses of some items and the magic's within certain items are not readily apparent to mortal eyes.

As you stand outside the Mage's Guild, you can hear a rustle in the nearby bushes. Immediately, your friends are on guard, weapons at the ready, a magical aura glowing in their hands. You too, are not without defense, and you ready yourself, just in case more of the twisted creatures you saw earlier attack the three of you. There is but a moment of silence when a rotting undead leaps for one of your companions! A second and third burst out of the bushes, claws dripping with ichor of some sort. You thank Tyrra that you were able to get armor for your journey before you left.

The undead - you think you recognize them as Ghasts from the bestiary pictures - growl and claw at your group as you fight them. You guard against one of the creature's attacks, but several rake your armor. After what seems like an eternity, the monster falls as you land a blow, and crumbles with a clink into a pile of dust. You see that the other two have been dispatched by your guides, and they were watching as you fought, making sure you wouldn't get into trouble. One of your new friends searches in the dust and finds a coin. "Here," he tells you as you take the coin, "You can't buy much with it… but it will add up." Ghasts live to try to eat the living, he explains as you all kneel to refit your armor. Their claws can paralyze you, a horrifying thought.

As you continue on your tour, you see the noble houses, various inns and other residences. You come to the Merchant's Guild. While there are many merchants in town, the Merchant's Guild sells many of the things that adventurers need. A long gray-bearded dwarf asks if you are looking for anything in particular. This is the Guildmaster, you are told, the person who makes sure that trade routes are open and that adventurers find what they need to do their work. Of course, a profit doesn't hurt either, as he tells you when you ask.

"New to town? I haven't seen your face around before!" he bellows at you in a gruff voice. "Perhaps you are looking for work? I've got a group together to clear out some gem mines, perhaps you would like to join." As soon as you answer, you are ushered inside and introduced to a group within the building. "I'll take it from here… I'm sure the youngun' will be fine with me for tonight," the old dwarf tells your guides. Your two companions wish you luck on your adventure… even though you never said it was your first adventure, they seem to understand. They give you a few potions, and cast protective spells on you, and the Guildmaster tells of the task to be done...

What happens next? It's up to you!

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What is NERO LARP?

NERO is a Live Action Role Play Game in the medieval fantasy setting of Tyrra. On Tyrra, there are many duchies and kingdoms, many of which are represented by a NERO LARP Chapter. There are near 50 NERO LARP Chapters within the US and Canada, with more on the way. Each NERO LARP Chapter has its own In-Game lands and history, though all are part of the same world.

Unlike many other Live RPG's, the NERO LARP Rule Book and Game System uses sword combat and spells to determine the outcome of battles. Your character's skills and attributes are determined by what you decide your character wishes to learn with any Build Points that are gained through playing an Adventure, Adventure Day, or Weekend Gathering. However, unlike in table-top gaming, you act out what your character does. If you want to chase a monster, you run after it - if it wants to chase you, the monster runs after you! If you want to duck out of the way, you can do it without using any skills. With practice and hard work, you can make the difference between playing your character and playing a bunch of numbers on a piece of paper.

When you attend a NERO LARP Event, you play a fantasy medieval character, you have a character sheet, and the events that you have attended are tracked and added to your character. You can play your character in any NERO chapter, building your character as you go. Your character's treasure is yours to keep: you can use it when you play your character in any chapter.

To get involved in NERO LARP, you don't have to be an athlete. In fact, there are many other ways to get involved, completing puzzles, collecting information, investigating strange occurrences or in-game crimes and mysteries. There are many ways to be what you want to be at NERO LARP, a great hero, a scholar, a rogue, a villain - just about anything you can think of.

So… how do you get started???

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Where is NERO LARP?

NERO LARP games are played everywhere though most NERO LARP Chapters rent or own a Campsite that they use for events. Some sites have different accommodations than others, and some are more expensive.

Weekend Gatherings

These are generally held at a campground which is used exclusively by NERO LARP Chapters. These camps usually have cabins, although sleeping space may be limited in some areas, so you will want to review their information or contact them prior to arriving. Some camps have kitchens, and many chapters provide meals which are available for a small fee. Beverages and water are provided at almost all Weekend Gathering sites. Weekends start on Friday night and continue, 24 hours a day, until Sunday (times vary by chapter). If you are attending a Weekend Gathering, may sure you take a look at the suggested provisions list.

Adventure Days

These may be held at a campground with sleeping accommodations, or at a camp that is only used for the day. If you are traveling a long distance, ask the local chapter if they can provide you with hotel or lodging information if you cannot stay overnight at the camp. Adventure Days are day long events that usually include scheduled or available Adventures, and a Tavern setting with continuing role-play throughout the day.

Adventures are often held in a rented hall, or other smaller setting than a camp ground. During a Weekend, there are many Adventures (much like a module), with several being run at once. Adventure Days consist of multiple Adventures as well. Adventures are short encounters or a series of encounters that a group works their way through. Examples are clearing a cave of monsters, solving a murder, coming to the aid of a townsperson, seeking a specific item needed for some reason, researching with people outside of town, and many other possibilities. Adventures usually last 1 to 4 hours, and average about 2 hours.

Many Weekend Gatherings have between 40 and 200 NERO members in attendance. Adventure Days often have 20 to 60 people, and Adventures are usually run for 6 to 10 people - though some require more or less… depending on the in-game situation.

Find a NERO LARP Chapter near you on this Map!


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When is NERO LARP?

With near 50 NERO LARP Chapters, and a free downloadable NERO LARP Rule book, NERO LARP Chapters operate LARP Events year round in most parts of the U.S. and Canada.

The Company maintains a single schedule of events for easy reference: National Event Calendar.

Alternatively, you can Find Your Local Chapter and look at its specific calendar.

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What types of character can I play at NERO LARP?

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 Ogres 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.

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What can my character do?

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 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 my if you do not with everything you do and say!" For more information, see the NERO Rulebook.

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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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What is needed to play NERO LARP?

The most important item needed is a pleasant, courteous, and respectful personality toward others.
  • Some chapters have rather high cost for insurance and other expenses, and they charge a membership fee. Players generally purchase a membership at the local chapter they will play most at, or the chapter they prefer to administer their records, or any other number of reasons. In most cases, having a NERO ® Membership at one Local Chapter allows attendance at all other NERO® LARP Chapters without the purchase of a ‘local chapter’ membership.
    After you play your second game, we ask that you consider submitting your NERO National annual dues, which is $15 per year. Member Dues is annual, and it goes directly to NERO® LARP parent organization (The NERO National Office) aka NERO LARP Office.
  • Rulebook Knowledge – Every NERO® LARP Member is able to download the NERO Rule Book 9th Edition for free (Right Click and choose Save Target As), and every NERO® LARP Member must know and adhere to the rules. Read the Rules thoroughly and be a great player!
    Overnight Bedding – most camps have beds with mattresses, but you are required to bring sheets or a sleeping bag.
  • Clothing – bring a few extra changes of clothes, as walking around in the forest, and sometimes running, can become a bit messy. Bring clothing appropriate to the region and the time of year.
    Toiletries – a good set of bathing amenities
  • NERO® LARP Weaponry, either Latex or a Safe made Boffer Weapon - Weapons.pdf
  • Multiple medieval Costumes that ‘represent’ your character to Staff and other Players.
    Costuming.pdf
  • A Character Card – You should bring 2 copies of your character card from the national online database to all events you attend. Give one to the logistics people and keep one for use during the game.



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How can I play NERO?

As a new player at many chapters you can show up at the door and be able to play, either as a character of your choosing, or as an NPC. An NPC stands for Non-Player Character… basically, you play a character that isn't your character. NPC's are monsters, random people with information, problems, or questions, or any other role that needs to be played in order to advance the plotlines of the event.

Whether you play your character or another character (NPC) for a NERO event, you receive Experience Points (XP) towards a character that you make. You can have multiple characters at once, though they should be different enough to tell that you are playing another persona, and you cannot play two in the same weekend, unless one permanently dies. In most cases, NPC's are not required to pre-register but all chapters encourage NPC pre-event registration too. If you are not pre-registered for an event and it is full, you may not be able to play a character of your making at the event… but you can still NPC. To play NERO, you must be a member of NERO. Membership renews yearly in most chapters, and costs about $35 per year.

If you want to play a character of your making (aka PC, for Player Character) at an event, then you will need to register according to that chapter’s registration policy, pay for the event, and remain in-game all weekend. In most cases, the cost of a Weekend is between $40 and $75 (depending on the area), if you haven’t pre-registered. If you have pre-registered, not only will someone know you are coming, but you will have a space reserved for you and you may also receive a discount to the event price.

If you wish to NPC, you may play for free or for a nominal charge, depending on the chapter (usually not more than $30). Meals for the weekend are sometimes included in the price of an event, especially for NPC's. In either case, you can find information for your local chapters by visiting their web sites, sending email to their new player contact, or asking on an Out of Game Message Board.

Once you know when the event is, how to get there and have what you need to bring to PC or NPC, you are ready to get started… by reading the rules of the game. NERO relies on its players to be honest, fair, considerate and helpful. Your cooperation goes a long way towards making NERO a great experience for everyone. Thus, we ask that you read the rules to get a general understanding of how NERO is played.

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Who is NERO LARP National Office?

  • Joseph Valenti is the President of NERO LARP and owns the NERO LARP Rule book and the NERO LARP Game system. Local Chapters are managed by people who spend a lot of time and energy setting up for each event and making sure that the Storylines and everything else is running smoothly.
  • Local Chapters have Staff that work on NPC weapons, costumes, makeup and plotlines. Non-Player Characters (NPC's) are people who play for free or for reduced cost to play monsters and other NPC roles that are needed to run plotlines and everything else that goes with Monster Camp.
  • The National Office manages National Representatives. These individuals often provide support at conventions around the country, bring National Storylines to the local chapter, organize inter-chapter storylines, and help to maintain a continuous fantasy world.
  • There are many other long and short term volunteers at NERO that help run the business and/or the game and who make NERO what it is.
  • Always treat your fellow NERO Members with respect!


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