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A NERO® 9 th<br />
Edition Variant Campaign
Table <strong>of</strong> Contents<br />
Welcome to <strong>Fenorra</strong> ………………………………………………………………………………………..1<br />
World <strong>of</strong> <strong>Fenorra</strong> map…………………………………......................................................................3<br />
Welcome to NERO: out <strong>of</strong> game introduction……………………………………………………………...4<br />
Legendary People…………………………………………………………………………………………...7<br />
Legendary Places……………………………………………………………………………………...........9<br />
Currency…………………………………………………………………………………………………….9<br />
Races………………………………………………………………………………………………............11<br />
Aurae………………………………………………………………………………………………..14<br />
Dhampyr…………………………………………………………………………………….............15<br />
Dremair……………………………………………………………………………………………..16<br />
Dryad………………………………………………………………………………………………..17<br />
Elf……………………………………………………………………………………………...........18<br />
Gargoyle……………………………………………………………………………..……………...19<br />
Human………………………………………………………………………………………............20<br />
Lycanthrope…………………………………………………………………………………...........21<br />
Naiad………………………………………………………………………………………………..22<br />
Phaunos…………………………………………………………………………...………………...23<br />
Saurian………………………………………………………………………………………...........24<br />
Treefolk…………………………………………………..…………………………………………25<br />
Valley Dwarf…………………………………………………………………………….………….26<br />
Paths……………………………………………………………………………………………………….27<br />
Skill System……………...………………………………………………………………………………..28<br />
Skill Descriptions……………………..………………………………………………...…………..33<br />
Magic……………………………………………………………………………………………………...44<br />
Spell Descriptions……………………………………………………………...…………………...49<br />
Manipulation………………………………………………………………………………………..58<br />
Arcanum…………………………………………………………………………………………….61<br />
Formal Magic Overview…………………………………………………………………………………..64<br />
Production Skills…………………………………………………………………………………………..66<br />
Potions………………………………………………………………………………………………67<br />
Scrolls……………………………………………………………………………………………….67<br />
Smithing…………………………………………………………………………………………….68<br />
Alchemy…………………………………………………………………………………………….69<br />
Trapping…………………………………………………………………………………………….74<br />
Crystomancy………………………………………………………………………………………..75<br />
Special Abilities…………………………………………………………………………………………...79<br />
Matters <strong>of</strong> Life and Death…………………………………………………………………………………84<br />
Character Advancement…………………………………………………………………………………...86<br />
Gameplay………………………………………………………………………………………………….87<br />
Thievery…………………………………………………………………………………………………...91<br />
Trap Mechanics……………………………………………………………………………………………93<br />
Cheating and Meta-gaming………………………………………………………………………………..94<br />
Safety……………………………………………………………………………………………………...96<br />
Atmosphere………………………………………………………………………………………………..96<br />
Anachronisms……………………………………………………………………………………………...98<br />
Physical Representations…………………………………………………………………………………100<br />
Weapon Construction…………………………………………………………………………………….102<br />
Cover art provided by Jake Urban Designs
Welcome to <strong>Fenorra</strong><br />
“Two peridot….. Sir? Two Peridot please.” The<br />
shop keeper’s voice a bit annoyed.<br />
Watching the darkness <strong>of</strong> the northern skies the<br />
young Dremair comes to from his thoughts. “Oh, my<br />
apologies kind woman;” as he digs into a pouch and<br />
pulls out a handful <strong>of</strong> sapphire and a peridot. Placing<br />
the gems gently in the young woman’s hand she<br />
smiles and hands him a brown cloth wrapped object.<br />
She turns away from the front table, her green and<br />
white belt sash <strong>of</strong> the Fineries Trading Company<br />
moving with the wind.<br />
The young man turns his attention to the darkened<br />
northern skies again. Around him the streets <strong>of</strong> the<br />
town bustle with activity. Women chat about their<br />
children, those children chasing a ball in the dirt<br />
streets, laughing and yelling. Knowing that he looks<br />
at the very skies that shroud Maliask’s home land<br />
from the rays <strong>of</strong> the sun. He shudders a bit then<br />
places his new purchase in a large satchel.<br />
Beginning his trek out <strong>of</strong> town the young man walks<br />
the dusty streets; merchants advertise their wares<br />
calling out their prices. The ground shakes a bit as a<br />
large Gargoyle walks down the street. His face<br />
carved in a menacing expression. Little children<br />
giggle and try to climb on him as he slowly lumbers<br />
by, some people stopping to take in the rare sight.<br />
The buildings are modest and worn by the years. The<br />
people walking the streets kick up the dry dusty dirt,<br />
the air is dry and warm. A hooded figure wearing a<br />
deep red cloak stands in the shadow <strong>of</strong> a tall building,<br />
a group <strong>of</strong> well-dressed elves eyeing him from across<br />
the street. A Dhampyr no doubt, he will be safer in<br />
the town setting for now.<br />
The noise <strong>of</strong> the market place lessening behind him<br />
the lone Dremair approaches the town border, the<br />
gold <strong>of</strong> his veins shining in the late afternoon sun.<br />
Looking towards the trees he sees a small column <strong>of</strong><br />
smoke rising from a small distance away. He smiles<br />
and picks up his pace as he makes his way to the<br />
wood line, keeping a keen eye out for any signs <strong>of</strong><br />
danger.<br />
As he approaches the camp he slows his pace. A<br />
group <strong>of</strong> mismatched adventurers sit around a modest<br />
camp fire. An Aurae and young female human sit<br />
together chatting about their day, chatting quickly<br />
and excitedly as young women <strong>of</strong>ten do.<br />
There is a Dwarf picking at some shrubs a few yards<br />
away from the fire. He grumbles to himself as a few<br />
small branches tangle themselves in his beard. A<br />
single human sitting near the fire cooking what looks<br />
like a quail, his weapons unsheathed by his feet.<br />
As he approaches a female wolf Lycanthrope looks<br />
up and smiles. “Tanden, you made it back early” she<br />
says with excitement. He sits down next to her and<br />
reaches for a mug <strong>of</strong> mead.<br />
“I was able to sell the elixirs Kaden made for some<br />
good money this time.” He nods towards the Dwarf,<br />
who looks up at the mention <strong>of</strong> his name then quickly<br />
goes back to harvesting what looks like a type <strong>of</strong><br />
berry.<br />
“What did you get?” quietly from the other side <strong>of</strong><br />
the fire the kind Aurae asks. She stands up and<br />
moves to Tanden’s satchel, which is now open and<br />
on the ground at his feet. She lists the items <strong>of</strong>f as<br />
she pulls them out “Two bottles <strong>of</strong> wine yummy, a<br />
green rock?” questioningly she looks at it and hands<br />
it to Tanden who placers it in a pocket. “A package<br />
<strong>of</strong> herbs” she places them on the ground looking up<br />
at the foraging Dwarf. “A rack <strong>of</strong> what looks like<br />
potions?” the Dryad comes over and takes them<br />
gently from her. The Aurae then pulls out the gem<br />
bag and peeks in. “Wow you really did sell them for<br />
a lot this time.<br />
The Lycanthrope begins to take <strong>of</strong>f her boots and<br />
stockings at the fire. “It is about that time” she says<br />
as she stands and walks behind a thick tall bush.<br />
From behind the bush she begins to drape her clothes<br />
on the branches. Looking up into the darkening sky<br />
Tanden brings over a pile <strong>of</strong> leathers to the bush and<br />
takes the clothes back and puts them away. There<br />
some rustling from behind the bush and then a s<strong>of</strong>t<br />
growl. Tanden smiles a bit. “Don’t go too far<br />
Geanna” he calls out. There is then a howl heard in<br />
the not too far distance.<br />
The group all sit around the fire to cook some<br />
dinner. The fire crackles and the stars begin to glow<br />
brightly in the sky. To the south outside the forest a<br />
commotion can be heard. Suddenly a tall figure<br />
bursts though the brush and crouches down. He<br />
looks at the adventurers now standing blades drawn<br />
at the entrance <strong>of</strong> the stranger into their camp. In the<br />
distance shouts and running can be heard, they slowly<br />
fade into the distance. The man stands and slowly<br />
faces the party, his cloak long and red, skin pale as<br />
snow.<br />
Recognizing him from his earlier trip to the town<br />
Tanden puts his weapons down. “Were those the<br />
elves from town?” The Dhampyr nods out <strong>of</strong> breath<br />
retracting his claws.<br />
Tanden looks at his friends and they put their<br />
weapons away. “Come, sit and have a drink” he<br />
invites the Dhampyr. No sooner does the tired<br />
traveler take a seat and a small bit <strong>of</strong> food when<br />
suddenly in the distance a loud explosion is heard.<br />
From the direction <strong>of</strong> the town the glow <strong>of</strong> rampant<br />
fire can be seen through the trees.<br />
“Geanna!” Tarden yells into the woods to get her<br />
attention. And with that the entire group picks up<br />
their weapons and goods. Tarden stops “are you<br />
coming” he says to the Dhampyr, then runs full pace<br />
towards the flames.<br />
--------------------------------------------------------------<br />
‘Does he even hear me? HELLO!!’ She thinks to<br />
herself. ‘Such strange people, skin so thin you can<br />
see right through it, and their veins are gold.’<br />
She clears her throat “Two peridot….. Sir? Two<br />
peridot please.” Realizing she accidentally let her<br />
annoyance with his day dreaming come through in<br />
1
her tone.<br />
“Oh, my apologies kind woman;” he then places a<br />
handful <strong>of</strong> gems in her hand. She then smiles<br />
handing him the wrapped bottles <strong>of</strong> wine. Turning<br />
her attention to restocking the scarves she leaves the<br />
Dremair to his day dreams and returns to work. Her<br />
green and white Fineries Trading Company sash gets<br />
caught slightly on a lamp and she walks away.<br />
She sits on a stool and folds scarves neatly for<br />
customers to view. Her afternoon is filled with many<br />
customers and stocking as per usual.<br />
“Jillian? Jillian can you run a delivery for me?” A<br />
woman’s voices chimes from within a tent. The<br />
young merchant stands and walks inside the tent.<br />
“Yes Gladys, where is it going?” The old woman is<br />
sitting putting together a basket <strong>of</strong> mixed fruits and<br />
dried breads. She then hands the basket to the young<br />
woman.<br />
Gladys reaches for her cane and stands slowly to her<br />
feet. “Mr. Tuckerton the cobbler just down the road,<br />
you know where don’t you?” “Yes Ma’am.” And<br />
with that Jillian takes her leave, walking slowly down<br />
the dusty road.<br />
As she walks she looks up at the dark skies to the<br />
north. She has heard stories <strong>of</strong> Maliask and his<br />
armies but has been lucky enough to never meet<br />
them. She knows humans like her are <strong>of</strong>ten kept as<br />
slaved but she was born free. She looks at the skies<br />
deep in thought.<br />
“WATCH YOUR STEP!” A gruff voice yells from<br />
below her. Snapping out <strong>of</strong> her thoughts Jillian sees<br />
she has stumbled into a group <strong>of</strong> Valley Dwarves,<br />
directly into them in fact. “Oh my apologies good<br />
sirs; I am so sorry.” She bows a little bit and moves<br />
out <strong>of</strong> the way, now watching where she is walking.<br />
The cobbler’s house and storefront is not a short<br />
walk, but she enjoys her time away from the shop. A<br />
furry legged Phaunos come stumbling out <strong>of</strong> the<br />
tavern doors as she walks by, falling to the ground<br />
right in front <strong>of</strong> her. “Hello there pretty lady, can I<br />
buy you a drink?” He hiccups and giggles as he<br />
stumbles to his feet. Laughing a little she shakes her<br />
head no and quickly keeps on her path.<br />
Arriving at the Cobblers house she collects the one<br />
peridot for the basket and takes her leave from his<br />
shop the empty basket hanging on her arm. He is a<br />
strange old man, and she doesn’t like to linger.<br />
Walking outside she looks up at the sky. The sun is<br />
beginning to set, “time to close up shop” she says out<br />
loud and begins her walk back.<br />
The streets have settled a bit since she was manning<br />
the shop. The children are no longer playing, most<br />
likely have been called in for dinner. The Phaunos is<br />
curled up next to the tavern door sleeping it <strong>of</strong>f.<br />
Sounds <strong>of</strong> mugs clanking and the glow <strong>of</strong> torches<br />
come from the tavern doorway. Laughter and<br />
discussion can be heard as well.<br />
The air begins to grow colder as she makes her way<br />
behind the shop table. Gladys sits waiting for her to<br />
close up. “I can take care <strong>of</strong> this Gladys, why don’t<br />
you head home before it gets dark.”<br />
With a nod the old woman stands with the assistance<br />
<strong>of</strong> her cane and heads out onto the street. Jillian<br />
watching her as she walks the few doors down to her<br />
home, closing the door behind her.<br />
Wrapping up the days goods Jillian works quickly by<br />
the light <strong>of</strong> a torch. Locking everything into chests<br />
for the night. Horses begin to whiney in the distance,<br />
besides that all is quiet in the early busy town.<br />
Suddenly there is a scream from the far end <strong>of</strong> the<br />
street, a woman’s scream. Startled Jillian looks out<br />
on the road but sees nothing. She listens, but there is<br />
nothing to hear. Going back to closing up the shop<br />
she hears the slamming <strong>of</strong> a door nearby then the<br />
ground rocks as something explodes not too far from<br />
her. She falls to the ground and covers her head.<br />
She lays there for a few moments as the dust and<br />
debris settles, but the silence only lasts for moments.<br />
Her ears begin to ring with screaming and the sound<br />
<strong>of</strong> battle. She stays down, covered by some debris<br />
from the explosion. The heat <strong>of</strong> fire close to her she<br />
can see the feet <strong>of</strong> people running in all directions.<br />
There is absolute chaos as more explosions go <strong>of</strong>f,<br />
the ground rocking. In front <strong>of</strong> her shop table two<br />
people collide, a man screams and his body drops to<br />
the ground. Two puncture wounds on his collar bone<br />
can be easily seen in the light <strong>of</strong> the wild blaze.<br />
“Vampyres” she says quietly. She curls up into the<br />
debris trying to stay still, blood from her forehead<br />
running into her eye. The sounds <strong>of</strong> battle come and<br />
go the fires rage.<br />
A hand thrusts through the debris hiding her and lifts<br />
her frail body out into the night. The hand is cold<br />
and big and lifts her with ease. With blood in her<br />
eyes she looks in horror into the crooked bloody face<br />
<strong>of</strong> a Vampyre. She screams as he violently fights her<br />
thrashing body to feed from her. “HELP” she<br />
thought she said it, but couldn’t get the words out.<br />
Frightened into silence she closes her eyes. There is<br />
then a cry <strong>of</strong> sorts and she is dropped to the ground.<br />
She hits the dirt hard, hitting her head on a rock. She<br />
slowly opens her eyes to find a group <strong>of</strong> people, a rag<br />
tag group <strong>of</strong> people and the Vampyre slain on the<br />
ground his body turning to ash.<br />
She looks up into the eyes <strong>of</strong> someone hovering over<br />
her, a pale faced young man, in the fires light his<br />
golden veins glow brilliantly. Close by there is an<br />
animalistic growl and then a scream <strong>of</strong> pain. Bursts<br />
<strong>of</strong> spells illuminate the area in blues and greens and<br />
the gruff voice <strong>of</strong> a Dwarf can be heard close by<br />
“they are leaving.”<br />
Blinking, the blood still running into her eye “let’s<br />
get you out <strong>of</strong> here” says a familiar voice. The young<br />
Dremair who bought the wine. He stands her up, a<br />
pale faced man in a red cloak standing behind him,<br />
blood spattered on his face breathing heavily, a dead<br />
Vampyre at his feet.<br />
By the fires light shapes dance on the walls <strong>of</strong><br />
remaining buildings, she stands on her own for a<br />
moment, then finally giving into the shock her vision<br />
goes black.<br />
2
The World <strong>of</strong> <strong>Fenorra</strong><br />
3
Welcome to Nero<br />
NERO, an acronym that stands for the New England<br />
Roleplaying Organization, is a new concept in game<br />
playing. Under NERO’s unique rule system, an entire<br />
fantasy medieval town can be created. In the NERO<br />
game, you create a character concept for a fantasy<br />
story and actually play the character. It is much like<br />
improvisational theater in that you have a framework<br />
created by the props and supporting characters and<br />
must develop your part as you progress through the<br />
storyline. Your character’s attitudes, ambitions, and<br />
history are yours to define. If the adventurous life is<br />
your calling, you may play the part <strong>of</strong> a wanderer,<br />
meeting with some friends in the tavern. While<br />
swapping tales, your party could get hired by a poor<br />
farmer in desperate straits, and spend the afternoon<br />
slaying a foul necromancer and his undead<br />
abominations.<br />
If the epic life is not your style, then you can play the<br />
part <strong>of</strong> a town merchant. You can make your money<br />
selling your wares and information for the right price.<br />
Or perhaps you wish to be one who investigates the<br />
magical arts, selling your scrolls and potions to earn<br />
the money you need to continue your studies. Or<br />
would you rather try and become leader <strong>of</strong> sorts? The<br />
choice is yours.<br />
NERO is dedicated to the legendary days <strong>of</strong> high<br />
fantasy, while running a fun (and above all safe)<br />
game.<br />
We have fierce warriors, crafty scouts, powerful<br />
mages, and benevolent healers. There are smelly<br />
goblins, blood-chilling specters, evil necromancers,<br />
villainous spies to fight, and your very own legends<br />
to create.<br />
How NERO works<br />
In NERO, a cast <strong>of</strong> NPCs (non-player characters) are<br />
used to set the tone and provide background for the<br />
player characters (PCs). They <strong>of</strong>ten serve important<br />
town functions (such as Guild leaders) and otherwise<br />
help to propel the plot and action. Much <strong>of</strong> what<br />
happens on an event, however, can be completely<br />
decided by the players. NERO uses padded weapons<br />
to simulate actual combat, and a magic system that<br />
uses “packets” made <strong>of</strong> fabric and bird seed to<br />
represent the hurling <strong>of</strong> spells. Mock (and sometimes<br />
real) armor and other costumes are used to enhance<br />
the atmosphere.<br />
There are two basic types <strong>of</strong> adventures: An<br />
Adventure Weekend and an Adventure Module. When<br />
on a module, you and a group <strong>of</strong> trusted traveling<br />
companions will go <strong>of</strong>f on a quest in search <strong>of</strong><br />
adventure and reward. It sounds simple, but when<br />
you are in the middle <strong>of</strong> a dungeon, with shadowy<br />
shapes moving towards you in the darkness and<br />
strange sounds echoing down the halls, and you are<br />
trying to remember what that fellow in the tavern said<br />
a half hour ago about how to get through this infernal<br />
door, your perspective on the difficulty <strong>of</strong> the<br />
situation may change.<br />
Adventure Weekends are much more extensive, and<br />
run from Friday night through Sunday afternoon (and<br />
sometimes Monday afternoon), and bring to life a<br />
medieval town with all its inhabitants and intrigues.<br />
This is what NERO is all about! There is nothing to<br />
compare with the feeling <strong>of</strong> playing for 24 hours a<br />
day along with possibly hundreds <strong>of</strong> other players,<br />
each with their own desires, fears, and aspirations.<br />
As your character continues to be successful, you<br />
gain abilities and influence, and may one day gain a<br />
noble title or great fame and wealth. Tales <strong>of</strong> your<br />
adventures may someday be sung by bards, or retold<br />
time and again by storytellers sitting by the fire with<br />
a cup <strong>of</strong> spiced cider.<br />
What your character does is entirely up to you. You<br />
decide what you want and where you want to be. The<br />
future is yours to define and create.<br />
The Four Most Important <strong>Rule</strong>s<br />
This book has many rules and requirements and for<br />
new players it can sometimes be overwhelming.<br />
There are some rules that are much more important<br />
than the others. The rules listed below are required<br />
for NERO to continue to be a safe game, and there<br />
are no exceptions to these rules—they apply to all<br />
players and NPCs. Breaking these rules may require<br />
your removal from the game.<br />
The Body Contact <strong>Rule</strong>: NERO prohibits all body<br />
contact during combat. All combat must take place<br />
with NERO approved safe weapons, and certain parts<br />
<strong>of</strong> the body (head, groin, hands) are not allowed to be<br />
hit.<br />
The Alcohol <strong>Rule</strong>: NERO absolutely forbids alcohol<br />
and illegal drugs at its events; nor can you use these<br />
<strong>of</strong>f site and then come to the game drunk or high.<br />
The Hold <strong>Rule</strong>: If you hear someone yell “Hold!”<br />
stop everything you are doing and drop to one knee.<br />
Holds should only be called if there is a real need,<br />
and usually only for safety reasons.<br />
The Sneaking <strong>Rule</strong>: If you wish to sneak into a<br />
building or tent, you must have a marshal present.<br />
There are strong limitations on doing this on your<br />
own. There are other important rules, but to include<br />
too many here would de-emphasize these top four.<br />
These particular rules have to be emphasized for<br />
safety and legal reasons. Please follow these rules<br />
completely and report anyone who does not.<br />
An Introduction to the <strong>Rule</strong>s<br />
A lot <strong>of</strong> what you will read in the upcoming pages<br />
may be confusing; there seems to be a lot <strong>of</strong> rules,<br />
and they all rely on each other to a degree that<br />
understanding one makes no sense until you<br />
understand the other—but how can you do both at the<br />
same time? Don’t be discouraged. It’s really a lot<br />
easier than it seems. Here is a very basic overview to<br />
get you started:<br />
You, the player, will be portraying a character for<br />
the duration <strong>of</strong> the event. Your character has certain<br />
4
skills. Some <strong>of</strong> these are usable constantly (such as<br />
your skill in a specific weapon) and some are usable<br />
only once a day (like the ability to cast a spell). In<br />
order to learn more skills, you will have to gain<br />
experience. Just for attending an event, you will<br />
receive a base amount <strong>of</strong> experience. You can then<br />
double that by turning in game money that your<br />
character has earned, stolen, or found. These<br />
Experience Points (XP) are then transferred into<br />
Build Points (BP). Build Points are what you use to<br />
“build” your character and buy new skills. The rate <strong>of</strong><br />
XP needed to turn into BP changes as you get more<br />
powerful and gain levels. The higher level your<br />
character, the more Body Points you will have. You<br />
will also get Armor Points based on what type <strong>of</strong><br />
armor you are wearing.<br />
Your character also has a specific class which<br />
determines how much BP has to be spent for each<br />
skill. This way, you can choose to be a specialist or<br />
jack <strong>of</strong>-all-trades. Your character also is <strong>of</strong> a specific<br />
race, such as human, elf, or dwarf. Each race has its<br />
advantages and disadvantages. Sometimes you will<br />
get into battles. When swinging a weapon, you will<br />
call out the amount <strong>of</strong> damage your weapon will do.<br />
A standard long sword does 2 points <strong>of</strong> damage.<br />
When you get hit, you will subtract your Armor<br />
Points and your Body Points until you are at zero or<br />
below. Your opponent will do the same. Spells may<br />
be cast during battles, and they can affect the battle in<br />
many ways. You need to know the spells in order to<br />
get the most out <strong>of</strong> your NERO experience. Spells are<br />
represented by small beanbags filled with birdseed.<br />
You must say the special words associated with the<br />
spell and hit your target with the beanbag for the<br />
spell to work.<br />
Roleplaying<br />
Roleplaying requires you to create a new persona.<br />
You should try to think, feel, move and act like your<br />
character. (Keep in mind as you read this that you are<br />
the player; the persona you adopt is the character.)<br />
It is up to you to decide what your character will say<br />
and how your character will act. Imagine yourself<br />
actually being the character you have created, and act<br />
as your character would. NERO is a fantasy<br />
roleplaying game, based in a pseudo-medieval era.<br />
Your character is living in a world with swords,<br />
sorcery, monsters, and magic; act accordingly. You<br />
may design a character that is like yourself or you<br />
can be someone totally unlike yourself, and develop a<br />
new perspective on the world. You can create a<br />
character that does things you would like to do, but<br />
can never work up the nerve to try. You can be a<br />
fierce warrior, a sneaky thief, or a crafty mage.<br />
Many people are more comfortable creating a<br />
character that is mostly like themselves. Others prefer<br />
to play a persona completely opposite. You can do<br />
whatever you want (within the rules, <strong>of</strong> course).<br />
Please remember to be considerate <strong>of</strong> the other<br />
players. Abusing other characters could be going too<br />
far, even if it makes sense for your character concept.<br />
Remember that even if an action is “in character” you<br />
bear full responsibility for the effects it has on the<br />
other players. After all, you created your character in<br />
the first place. Be sure to read “The NERO Code <strong>of</strong><br />
Conduct” for more guidelines.<br />
This concept also applies to such things as character<br />
insanity or blind rages. A character cannot use<br />
insanity (temporary or otherwise) as an excuse for<br />
crimes. If you feel that your character would snap for<br />
some reason, feel free to do so; however, you must be<br />
willing to have your character face the consequences.<br />
The atmosphere <strong>of</strong> our game depends on the players<br />
staying in character. This means talking and thinking<br />
only as your character would. Try to use archaic<br />
mannerisms in your speech and avoid discussions <strong>of</strong><br />
modern day events and topics. If your character<br />
cannot read, then do not read anything. If your<br />
character has never seen the local nobility, then you<br />
shouldn’t recognize them. Do what your character<br />
would do. With everyone doing their best to support<br />
the atmosphere, you will be surprised at how easy it<br />
becomes to stay in your character persona with just a<br />
bit <strong>of</strong> initial effort.<br />
Costumes<br />
A costume is an easy way to help you establish the<br />
personality <strong>of</strong> your character and to stay “in<br />
character.” Once you look the part, it doesn’t take<br />
much to become the part. You can create a simple<br />
costume for very little money, and can slowly add to<br />
it until you have a costume <strong>of</strong> which you can be<br />
proud. Your costume need not be elaborate. A simple<br />
tabard or tunic with a pair <strong>of</strong> pants (even sweatpants)<br />
or a long skirt will be enough to help you play the<br />
role. A long shirt belted around the waist works fine.<br />
The selection <strong>of</strong> costume pieces also helps you to<br />
define your character’s likes and dislikes. Your<br />
costume should be practical as well as adding to the<br />
atmosphere. Make sure you can wear it for long<br />
periods in the outdoors. If you plan on doing a lot <strong>of</strong><br />
fighting and running around in the woods, you<br />
probably shouldn’t wear a silk shirt.<br />
Washable fabrics are best as your costume will see<br />
some heavy use. Try to avoid any obvious<br />
anachronisms such as zippers, velcro, jeans, baseball<br />
caps, printed t-shirts, watches, and sneakers.<br />
Eyeglasses are all right (and have in fact been around<br />
since the 13th century). You must make at least an<br />
attempt at a costume. If other players see you<br />
walking around dressed in jeans and a t-shirt, wearing<br />
a baseball cap and carrying a sword, they will<br />
probably assume you are not in-game and will ignore<br />
you. Marshals will warn you and tell you that you are<br />
not in-game. Worse yet, you are likely to be arrested<br />
for indecent exposure and dragged before the<br />
magistrate!<br />
Please avoid the use <strong>of</strong> crosses, pentagrams, and<br />
other similar recognized religious symbols. NERO<br />
tries not to insult anyone’s religious beliefs and we<br />
do not wish to do so accidentally. Personal religious<br />
symbols are acceptable, but should not be displayed.<br />
5
Magic<br />
In fantasy games, magic exists, and can have<br />
devastating effects. You should treat the magic in<br />
NERO the same way your character should act<br />
accordingly. If you get hit with a Lightning spell,<br />
then act as if you have been hit with a bolt <strong>of</strong><br />
lightning! This adds to the atmosphere <strong>of</strong> the game.<br />
Combat<br />
When your character is involved in combat, you<br />
should roleplay the damage you take! React to the<br />
axe cut in your thigh. Say “ouch!” when you take a<br />
hit. If someone does enough damage to kill you, then<br />
fall down and die. This adds greatly to the enjoyment<br />
<strong>of</strong> the game for all. Just standing there saying “Well,<br />
I guess I’m dead” is unimaginative and detracts from<br />
the feel everyone is trying to generate <strong>of</strong> life in<br />
another place. Don’t overact the scene, just grunt and<br />
fall. Go ahead and stagger a little to avoid landing on<br />
a boulder.<br />
Packets<br />
Different colored packets signify different effects in<br />
game. Please make packets in the correct color for<br />
the desired effect.<br />
Yellow - Arrows<br />
Blue - Crystomancy<br />
Orange - Gas Globes<br />
Green - Master Traps<br />
Spell packets can be <strong>of</strong> any other color.<br />
Playing Fair<br />
Our system relies on honesty, and as such, a<br />
dishonest player will find it a simple matter to cheat.<br />
NERO has set out to design a game that can work<br />
without constant supervision. This can be a great<br />
asset in terms <strong>of</strong> ease <strong>of</strong> play and flexibility, but it<br />
has a trade-<strong>of</strong>f in potential for abuse. If you cheat,<br />
other players will find out eventually, and then no<br />
one will want to interact with you. If you do not<br />
count hits against you, then soon those you face will<br />
stop counting your hits against them. When word <strong>of</strong> a<br />
cheater’s actions gets back to NERO then we will<br />
remove the <strong>of</strong>fending player from the game pending<br />
investigation.<br />
If someone seems to have extraordinary powers, you<br />
have the right to challenge them for pro<strong>of</strong> <strong>of</strong> what<br />
they claim. If the person you challenge cannot<br />
produce item tags, a character card, or other<br />
documentation to prove that the abilities are what is<br />
claimed, then the abilities do not exist. You are not<br />
required to accept anything undocumented.<br />
Occasionally, in a combat where there are multiple,<br />
identical creatures, one player may be carrying the<br />
only card, but each <strong>of</strong> the other players is playing<br />
exactly the same creature. Also, the Marshal may<br />
carry any NPC card, module write-up, or statistics for<br />
a creature.<br />
The tag system and monster cards enable us to verify<br />
the skills and abilities <strong>of</strong> all our members. Checking<br />
tags and skill cards is a necessary part <strong>of</strong> the game<br />
even if you trust the person. This should occur when<br />
facing each other as PCs or NPCs. Even our most<br />
knowledgeable players occasionally misinterpret<br />
skills on their cards or think they have a spell they<br />
don’t have, and by always checking, these mistakes<br />
can be caught before too many problems are caused.<br />
Checking documentation must always be done in a<br />
courteous and polite manner. Accusatory tones and<br />
yelling cannot be tolerated. You must show your<br />
documentation to whoever asks for it. A hold<br />
shouldn’t be called to check for documentation,<br />
unless the matter seems extremely urgent. Many<br />
times, a simple question will suffice and<br />
documentation need not be produced. Please try to<br />
remember that whenever someone else asks to check<br />
your card, tags, or other documentation, they are not<br />
accusing you <strong>of</strong> cheating. Always treat other players<br />
with courtesy and respect, and they will do the same<br />
for you.<br />
Remember, the other player is just trying to have fun,<br />
too.<br />
If someone doesn’t have their tags or card, something<br />
is wrong and although the person may not be<br />
cheating, you should report it to staff if needed.<br />
Please help us maintain a fun, fair and safe game for<br />
all players.<br />
Classes<br />
Classes are used to describe your character’s natural<br />
talents. This may or may not have anything to do<br />
with your character’s pr<strong>of</strong>ession. For example, not all<br />
rogues are thieves and not all scholars are spell<br />
casters. Your own physical characteristics and<br />
abilities need not match those <strong>of</strong> your chosen<br />
character but it can help you in your adventuring<br />
career if your actual physical skills are congruent<br />
with your character’s fantasy skills. The NERO<br />
system does allow players to play characters that are<br />
very different from themselves and still be able to<br />
prosper.<br />
You must pick one <strong>of</strong> these classes:<br />
Fighters take naturally to the physical combat arts<br />
and rely mainly on strength and stamina to<br />
accomplish their goals. They can use almost any type<br />
<strong>of</strong> armor.<br />
Highway Men are devoted to the use <strong>of</strong> swords and<br />
stealth, having little or no magic ability. While<br />
neither as adept at melee as a Fighter nor as stealthy<br />
as a Rogue, the Highwayman finds himself<br />
competing with both. The Highwayman is not able to<br />
use quite as much armor as a Fighter.<br />
Rogues have a natural bend towards dexterity-based<br />
skills and the practice <strong>of</strong> alchemy. Rogues are limited<br />
in how much armor they can use. The lower Body<br />
6
Points, lighter armor and relatively high costs for<br />
combat skills does not make them well suited for<br />
front line combat roles.<br />
Magent are the perfect blend <strong>of</strong> stealth and spells;<br />
although they sacrifice some <strong>of</strong> their pr<strong>of</strong>iciency in<br />
the magical arts for the sake <strong>of</strong> skills that will help<br />
them as they travel, their grasp <strong>of</strong> magic will put a<br />
Rogue to shame. They use less armor than a Rogue.<br />
Scholars are adept at many mental skills and readily<br />
learn the magical arts. Scholars are even more limited<br />
in how many Armor Points they can use than are<br />
Rogues.<br />
Templars are spell casters who are somewhat more<br />
adept than scholars at physical combat skills. Their<br />
combat training leaves them better able to fight but<br />
takes away from their studies. They cannot use as<br />
many Armor Points as Fighters, but can use more<br />
than Rogues or Scholars.<br />
Death<br />
In <strong>Fenorra</strong>, when someone dies their body bleeds for<br />
1 minute before they need a Life spell. During this<br />
minute, they can be healed by spell, potion, etc.<br />
Once the 1 minute “bleed out” count is complete,<br />
they only have another 5 minutes time before their<br />
spirit rips free <strong>of</strong> their body and goes to the Spirit<br />
realm for its eternal rest. During these 5 minutes they<br />
are only revivable by a Life spell.<br />
If a body is left with no spirit for 5 minutes, the flesh<br />
and bone fade and reform at a Spirit tree if the Spirit<br />
is strong enough.<br />
(Upon the successful resurrection <strong>of</strong> a spirit, all per<br />
day skills are renewed except production and Formal<br />
Magic skills.)<br />
Blanketing/ Life Tag Policy<br />
Each event, an attending player will receive one<br />
event blanket to immediately apply to their character<br />
after the event. At the end <strong>of</strong> each event, a player<br />
also has the option to “max out”. This means that a<br />
character can “pay for training” to gain an extra event<br />
blanket for that attended event. To “pay for training”<br />
a player would pay the amount <strong>of</strong> build on their<br />
character card in Sapphire gems, or anything adding<br />
up to the build total. For example: Gabriel has 78<br />
build on his character card and he wished to max out<br />
to gain a total <strong>of</strong> two blankets for the event he just<br />
attended. In an envelope at check-out he places 7<br />
Peridot and 8 Sapphire with his character card, and<br />
turns it in to the check-out box. Shortly after that<br />
event, two blankets will be applied to his character,<br />
one for attending the event and one for “maxing out”.<br />
NPC shifts: If a player decides to perform a full NPC<br />
shift (4 hours), they will then only have to pay ½<br />
their max out amount. If a PC performs 2 full NPC<br />
shifts, they receive a full free max out for the event<br />
being attended without having to pay in game money.<br />
Note: A player is required to turn in the entire card<br />
at check out, not just the life tag on the right side.<br />
Goblin Blanketing Policy: This policy allows all<br />
<strong>Fables</strong> players to apply one (1) Goblin Blanket (50<br />
Goblin points) per week to one (1) <strong>of</strong> their <strong>Fables</strong><br />
characters. The request for Goblin blanketing must<br />
be received via email. Goblin blankets are not<br />
transferable from player to player, and once applied<br />
cannot be removed.<br />
Every request for a Goblin Blanket will be cross<br />
checked with the Goblin Database. If there is not<br />
enough Goblin in a players store to pay for the<br />
blanket, the player will be notified.<br />
Life Tag Policy: If a character card is not turned in<br />
when a player is checking out <strong>of</strong> the event, the<br />
opportunity for max out is lost. However, if the<br />
player checked in, the one (1) attendance blanket will<br />
be applied.<br />
If a character card is lost during the event, and cannot<br />
be found in a timely fashion (determined by staff),<br />
the player must report to monster camp, have a new<br />
card printed, and will suffer one (1) death<br />
Legendary People<br />
Bertrum Tomington<br />
Merchant extraordinaire! Caravan Master for the<br />
Fineries Trading Company, well known all around<br />
<strong>Fenorra</strong> for his fine wares, prices and ability to find<br />
almost anything if the price can be paid. With<br />
countless people in his employ Bertrum has managed<br />
to monopolize the trading routes in the parts <strong>of</strong><br />
<strong>Fenorra</strong> free <strong>of</strong> Maliask’s rule. Also in his employ<br />
are smiths and potion makers, scroll writers and<br />
crafters <strong>of</strong> many types <strong>of</strong> finery. Merchants <strong>of</strong> the<br />
Fineries Trading Company wear belt sashes <strong>of</strong> green<br />
and white and continuously work their trade routes to<br />
provide for the people <strong>of</strong> <strong>Fenorra</strong>.<br />
Captain Christ<strong>of</strong>f “Sea Wolf” Sebestyen<br />
Once a captain <strong>of</strong> a mighty fleet; his home land was<br />
destroyed. He and his crew waged a war <strong>of</strong> revenge<br />
against anyone loyal to Maliask. After many years <strong>of</strong><br />
fighting, Christ<strong>of</strong>f was finally captured and his men<br />
executed. No one really knows if Christ<strong>of</strong>f died that<br />
day. His men were fiercely loyal and any one <strong>of</strong><br />
them would have died in his place.<br />
Empress Adalyssa and Emperor Evlonien<br />
High Empress and Emperor <strong>of</strong> the Elven<br />
people; rulers <strong>of</strong> Levendil deep within the great forest<br />
<strong>of</strong> Etherais. Believed to come from a long line <strong>of</strong><br />
“pure ones” Elves that have not been outside the<br />
protective canopy <strong>of</strong> the forest and have for their<br />
lives been protectors <strong>of</strong> the wood. Elves <strong>of</strong> this line<br />
are part <strong>of</strong> the forest itself, sharing in its power and<br />
grace. Not much is known about them individually<br />
however.<br />
7
General Malichai<br />
One <strong>of</strong> the better known Generals <strong>of</strong> Maliask’s army,<br />
General Malichai headed up the Northern siege <strong>of</strong> the<br />
lands <strong>of</strong> Vitrani. The invasion successful he now<br />
resides there in the capital city Kitain populated by<br />
human serfs and a large amount <strong>of</strong> undead militia.<br />
Malichai is a Death Knight which practices in the<br />
fighting arts.<br />
High General Penelope Schuler<br />
Do not let her sweet name fool you. Penelope is a<br />
Greater Banshee who has been around for many<br />
years. Stories tell <strong>of</strong> a time when Maliask’s forces<br />
came marching through an area her spirit form had<br />
already claimed for her own. At this point it is said<br />
that she stood up to the marching armies and laid<br />
waste to the living portion <strong>of</strong> the forces and much <strong>of</strong><br />
the undead. It is unknown how from that point she<br />
became one <strong>of</strong> Maliask’s most prized generals. She<br />
works closely with Warlord Raehton Braughnon as<br />
high commander <strong>of</strong> the great armies <strong>of</strong> Maliask.<br />
The Hunters<br />
A secret society dedicated to wiping out all vampyres<br />
on the face <strong>of</strong> <strong>Fenorra</strong>. No one is sure when this<br />
group was formed or how. Its members rarely reveal<br />
themselves to outsiders to protect themselves from<br />
being hunted by vampyres. The only pro<strong>of</strong> <strong>of</strong> their<br />
existence is the mark they leave behind in the nests <strong>of</strong><br />
vampyres they kill. A balanced scale drawn in the<br />
ashes <strong>of</strong> the destroyed vampyres. No one knows what<br />
this symbol means but some believe it represents the<br />
evening <strong>of</strong> the score between vampyres and the world<br />
they enslave.<br />
Lady <strong>of</strong> the Wood<br />
Legends speak <strong>of</strong> an old Dryad wandering the forests<br />
<strong>of</strong> <strong>Fenorra</strong> searching for beings in need. While she<br />
isn’t as flighty as her younger counterparts, she is<br />
never found in the same grove for more than a few<br />
days at a time. Her kindly nature and immense<br />
healing skills make her a friend to all who come in<br />
contact with her.<br />
Maliask<br />
The Dark Lord <strong>of</strong> <strong>Fenorra</strong> himself, Maliask has been<br />
a plague on the land for as long as anyone can<br />
remember. Believed to be the progenitor <strong>of</strong> all<br />
vampyres little is actually known about him. If the<br />
rumors and legends are to be believed however, he is<br />
an immortal incarnation <strong>of</strong> evil and his limitless<br />
power knows no boundaries. Though no one has<br />
tested these theories and survived many still hold<br />
hope that his reign <strong>of</strong> terror will someday end.<br />
Pockets <strong>of</strong> resistance still stand against the ever<br />
encroaching armies <strong>of</strong> Maliask risking all for their<br />
way <strong>of</strong> life. His strongholds multiply steadily<br />
however, even in the face <strong>of</strong> this resistance, leaving<br />
the once free people <strong>of</strong> the lands slaves to their new<br />
Vampyre lords.<br />
Mountain Dwarves<br />
Rumored to be stone and steel smiths <strong>of</strong> legendary<br />
quality these grey skinned cousins <strong>of</strong> the Valley<br />
Dwarves live deep within the mountains <strong>of</strong> <strong>Fenorra</strong>.<br />
Long ago this reclusive race withdrew into the<br />
mountains and has not been seen since. The only<br />
evidence <strong>of</strong> their existence are the masterfully crafted<br />
items created long ago that can still be found to this<br />
day.<br />
The Rangers<br />
Known simply as The Rangers; a group <strong>of</strong> dedicated<br />
voluntary Militia operating out <strong>of</strong> Glenid specializing<br />
in combat training. This group also has been known<br />
to supply support and goods to people in need. And<br />
as <strong>of</strong> late organizing ambushes against the military<br />
movements <strong>of</strong> Maliask. These Rangers are well<br />
known as being good samaritans to the free people <strong>of</strong><br />
Glenid, Treedale and the surrounding settlements but<br />
lending aid to protecting trade routes.<br />
Tobias Wellesly<br />
The Laughing Loon was known across <strong>Fenorra</strong> as the<br />
place to be and its owner Tobias Wellesly could go<br />
down in history with the greats. After he left the<br />
business behind him, there were many imitators, but<br />
nobody could find his secret. Stories have circulated<br />
about The Brewer roaming the lands teaching people<br />
about his success.<br />
Unicorns<br />
Legends speak <strong>of</strong> creatures known as unicorns. It is<br />
believed that there is one at all times that represents<br />
each aspect <strong>of</strong> <strong>Fenorra</strong> itself. The unicorns embody<br />
their aspect and carry it throughout their days. It is<br />
said they are shapeshifters, able to appear as any<br />
form they wish, though usually they stay in their<br />
natural form. Though tales speak <strong>of</strong> when they take a<br />
humanoid a small gem shines from their forehead.<br />
Nothing is known <strong>of</strong> where they come from and no<br />
one has claimed to have seen one in ages.<br />
Warlord Raehton Braughnon<br />
Previously a general <strong>of</strong> human armies when Maliask<br />
first started his conquest to rule <strong>Fenorra</strong> ages ago.<br />
Raehton and his forces were extremely successful in<br />
fighting <strong>of</strong>f Maliasks army for a time, however the<br />
power <strong>of</strong> the undead proved to be too much for the<br />
humans. They fell, and it is said Raehton himself<br />
was brought to Maliask and was given an <strong>of</strong>fer <strong>of</strong><br />
immortality and power, which he accepted. Now a<br />
Lich <strong>of</strong> immense power he is the voice that controls<br />
all <strong>of</strong> Maliask’s vast armies.<br />
Wave Dancer<br />
A female Naiad who is known among her people for<br />
being one with the ocean to such a degree that she<br />
shares in its strength and knowledge. A Naiad <strong>of</strong><br />
what seems like eternal youth she is ever inquisitive<br />
and full <strong>of</strong> a sense <strong>of</strong> adventure. She does not speak<br />
8
<strong>of</strong> herself to outsiders so not much is known about<br />
her other than she travels away from her native land<br />
<strong>of</strong>ten.<br />
White Hand<br />
A group <strong>of</strong> mercenary undead. They have been in<br />
operation for ages, how long exactly is unknown.<br />
For the right price they will do almost any job. In<br />
their ranks include spectres, ghouls, revenants,<br />
skeletons and many others all <strong>of</strong> extreme power.<br />
Who leads them is unknown as is how large their<br />
numbers. They are very rarely seen by anyone not in<br />
their contract and most <strong>of</strong> the people <strong>of</strong> <strong>Fenorra</strong> are<br />
content with that.<br />
Legendary Places<br />
Dew Drop Inn<br />
The Dew Drop Inn <strong>of</strong> Treedale is run by the prolific<br />
Keckilpenny family. No one is quite sure how many<br />
<strong>of</strong> them there are, as new family members seem to<br />
appear out <strong>of</strong> nowhere every few weeks. The Inn is<br />
more than a local watering hole as it also provides a<br />
place for weary travelers to spend the night. The<br />
locals and the Keckilpenny family make this tavern a<br />
lively place where there is hardly ever a dull night.<br />
Levendil<br />
This is the capital city <strong>of</strong> the Elves located on<br />
Etherais. Its exact location is unknown to any not<br />
welcome, the magic <strong>of</strong> the elves, in particular the<br />
Emperor and Empress keep it hidden from any not<br />
welcome. Rumor has it the city is <strong>of</strong> the greatest<br />
beauty. With lush trees and clean springs. The<br />
wildlife lives among the Elven kind in harmony,<br />
welcome though the glamour upon the city. This is a<br />
place where many elves are sent as young students to<br />
learn the arts <strong>of</strong> Magic to be taught by the high<br />
formalists and Manipulators <strong>of</strong> the Elven people.<br />
Noctile<br />
Shrouded by perpetual night Noctile is the Capital<br />
city <strong>of</strong> Kalentan the most northern continent in<br />
<strong>Fenorra</strong>. From this dark land Maliask plots his<br />
conquest <strong>of</strong> <strong>Fenorra</strong> and guides his undead generals.<br />
The lucky few who have escaped from this terrible<br />
place describe it as a desolate land where merciless<br />
vampyres lord over there human slaves without the<br />
threat <strong>of</strong> sunlight to hinder their movements.<br />
Sorrows Canyon<br />
At the furthest point North east there is a portion <strong>of</strong><br />
land separated from other civilizations by thick<br />
crumbling mountains known as the Shattered Peaks<br />
and on the other sides by the Sea <strong>of</strong> Harmony. In this<br />
place the wind seems to silence and the air becomes<br />
stale. Any plant life that still remains is colorless and<br />
dry, limp with fatigue. At the center <strong>of</strong> this land is a<br />
place that is utterly void <strong>of</strong> life and a large crack in<br />
the land which none can see the bottom. Those who<br />
go to this place feel a deep sorrow and emptiness in<br />
their spirits. The silence <strong>of</strong> this place is deafening<br />
and unsettling.<br />
The Spire<br />
Little is known <strong>of</strong> this strange piece <strong>of</strong> land. It<br />
appears to be manmade and carved inside as a tunnel,<br />
perhaps once a settlement <strong>of</strong> ancient humans. Those<br />
who have ventured inside the great crumbling tower<br />
have reported <strong>of</strong> a strange feeling and pockets <strong>of</strong><br />
extremely cold air including a considerable amount<br />
<strong>of</strong> roaming undead. And in the distance <strong>of</strong> the upper<br />
halls something that sounds almost like screaming<br />
can be heard.<br />
Treedale<br />
Located on the largest tributary in all <strong>of</strong> <strong>Fenorra</strong> on<br />
the central continent Terbicia. This city is the central<br />
port <strong>of</strong> all merchanting and one <strong>of</strong> the oldest known<br />
settlements in the world. Filled with rumor and<br />
legend the history <strong>of</strong> this city has been lost and rewritten<br />
so many times it remains a mystery in this<br />
day. The bustling streets <strong>of</strong> Treedale are known<br />
worldwide for their prosperous potential.<br />
Vitrani Plains<br />
The Plains <strong>of</strong> Vitrani cover most <strong>of</strong> the continent <strong>of</strong><br />
the same name. Sprawling grasslands teem with life,<br />
insects, birds and small mammals. These plains are<br />
also the home <strong>of</strong> several species <strong>of</strong> large cats.<br />
Roaming the plains, they are at the top <strong>of</strong> the food<br />
chain. Their strength and speed are mimicked with<br />
the local lycanthrope tribes, who revere these giant<br />
beasts, sometimes even taming some <strong>of</strong> them. But<br />
most notable about the plains are the Dremair and<br />
their mines. Hidden from all, the mines produce the<br />
strongest and most valuable Crystomancy stones.<br />
Only a select few <strong>of</strong> the Dremair even know where<br />
the mines are, and no outsiders have ever found them.<br />
Whispering Peaks<br />
Located on Gronacia these mountain peaks are<br />
almost impossible to navigate. Not only are they <strong>of</strong><br />
extreme elevation but the weather surrounding this<br />
area is extremely erratic. On the very farthest<br />
northern peak is a volcano that is continuously<br />
spitting fire and ash but never fully erupts. The<br />
populated portion <strong>of</strong> the continent is protected from<br />
this fiery beast if it ever does erupt by the other<br />
mountains in the range. This mountain range is<br />
called Whispering Peaks because <strong>of</strong> the furious winds<br />
that blow through this area.<br />
Currency<br />
There are four currencies on <strong>Fenorra</strong>. The gems cut<br />
for currency vary in size. The lower valued gems<br />
being the smallest, the most valuable being the<br />
largest.<br />
Sapphire – Translucent blue small full cut gem<br />
Peridot – Translucent green small full cut gem<br />
Ruby – Translucent red medium cut gem<br />
9
Black Diamond – Solid black large cut gem<br />
Ten sapphire value the same as 1 peridot, while 10<br />
peridot equal the same value as a ruby. The black<br />
diamonds are the rarest <strong>of</strong> the gems, also known as a<br />
dragon scale their value is equal to 10 rubys, 100<br />
peridot or 1000 sapphire.<br />
The following pages were found in an excavation<br />
site along with other personal belongings <strong>of</strong> an<br />
unknown Explorer.<br />
An excerpt from An Explorer’s Guide to <strong>Fenorra</strong>:<br />
<strong>Fenorra</strong> is a vast and beautiful place to adventure. It<br />
is filled with majestic mountains, lush green forests<br />
and deep blue seas. You will discover countless<br />
caves, tombs, and ruins throughout this great world<br />
all waiting to be explored. You will find, however,<br />
that the great majority <strong>of</strong> these places are already<br />
inhabited and its occupants do in fact want to kill<br />
you.<br />
As you venture out into the world you will come<br />
across a vast array <strong>of</strong> wild animals. It is key not to let<br />
their s<strong>of</strong>t fur, big brown eyes, and adorable ears fool<br />
you. Bears are not your friend. This holds true for<br />
just about every living thing you will come across in<br />
your travels. It is inevitable that you will run into<br />
one furry creature or another so I have compiled a<br />
short checklist to follow which will allow you to<br />
quickly judge the threat level <strong>of</strong> the beast before you.<br />
Does this creature have?<br />
Pointy teeth?<br />
Sharp claws?<br />
Large horns?<br />
A generally sour demeanor?<br />
If you have answered yes to one or more <strong>of</strong> these<br />
questions you must then judge if you are more<br />
hungry than it. If you are not, then I recommend you<br />
quickly evacuate the area because you will soon learn<br />
that you are, without question, quite delicious.<br />
If the wild animals <strong>of</strong> <strong>Fenorra</strong> do not kill you, you<br />
still have an assortment <strong>of</strong> unsavory characters to<br />
contend with. For your edification I will walk you<br />
through the most common <strong>of</strong> these beings. Please<br />
note that this by no means is a complete list <strong>of</strong> the<br />
various creatures that seek to end your life. To<br />
compile such a list would take longer than my short<br />
time will allow. If you are lucky enough to stumble<br />
across one <strong>of</strong> the more rare fiends roaming the land<br />
you may refer to the wild animal checklist in a pinch<br />
to decide how best to handle the situation.<br />
Goblins<br />
Perhaps the most populous creature you will most<br />
certainly stumble across is the Goblinoidus<br />
Unavoidus or to the lay person, the common Goblin.<br />
Goblins vary from place to place having adapted to<br />
their current habitat over generations. You will find<br />
that each “family” <strong>of</strong> Goblin has developed at least<br />
one unique attribute to better suit them to life in their<br />
environment. Though they are varied they all share<br />
certain common characteristics. They are scavengers<br />
by nature and destructive by habit. It is not rare to<br />
find a gang <strong>of</strong> goblins terrorizing a caravan simply<br />
for the shiny contents within. When approached by a<br />
Goblin or group <strong>of</strong> Goblins it is a common tactic to<br />
try and outsmart them. This is a fatal mistake,<br />
Goblins are simply too stupid to be fooled.<br />
Orcs<br />
The close cousin to the Goblin is the Goblinoidus<br />
Stinkorcus or commonly known as the Orc. Much<br />
more dangerous than a Goblin, Orcs thrive on<br />
violence. These destructive creatures are slightly<br />
more intelligent than the Goblins and in some places<br />
managed to create a very basic tribal society. An<br />
observant Explorer need not worry about accidentally<br />
wandering into one <strong>of</strong> these Orc encampments. The<br />
smell alone warns you <strong>of</strong> their proximity miles before<br />
you get close enough to be at risk. Unfortunately<br />
smaller groups and individuals are much harder to<br />
notice and are just as deadly. It is imperative that an<br />
Explorer keep clean and avoid stepping in excrement.<br />
Many a life was lost due to sloppy Explorers<br />
assuming they had stepped in scat when in fact there<br />
was an Orc just around the bend. Always remember<br />
when traveling in Orc territory the best defense<br />
against an ambush is a bath. Smell them before they<br />
smell you!<br />
Troglodytes<br />
Not to be confused with the Goblinoids the<br />
Troglodytes are an amphibious race characterized by<br />
their green skin and large eyes. Simply put, they look<br />
like a cross between a frog and my mother-in-law<br />
with an attitude to match. These beings are very<br />
intelligent with their own language consisting <strong>of</strong><br />
clicks and whistles. Generally tribes <strong>of</strong> these<br />
creatures live in and around bodies <strong>of</strong> water and the<br />
marshlands <strong>of</strong> <strong>Fenorra</strong>. However it has been observed<br />
that tribes <strong>of</strong> Troglodytes will migrate with the<br />
seasons to warmer climates <strong>of</strong>ten traveling great<br />
distances over dry land. Much like my mother-in-law<br />
these creatures are best to be avoided and should<br />
under no circumstance be allowed into your home.<br />
Once they enter getting them to leave without a fight<br />
is nearly impossible.<br />
Undead<br />
As if the living were not enough to worry about, the<br />
undead monstrosities that creep about the land have<br />
been the demise <strong>of</strong> many an unsuspecting Explorer<br />
over the years. Common sense would dictate that<br />
when one is exploring ancient ruins and burial<br />
grounds is when one must keep an eye out for these<br />
foul creatures. The problem with common sense is<br />
commonly people are wrong. It is not in these places<br />
that one must be most weary <strong>of</strong> the undead. Each and<br />
every member <strong>of</strong> the undead family, whether it be a<br />
mindless skeleton, a highly intelligent lich, a rotting<br />
shambling corpse or a disembodied sprit howling<br />
10
through the night, all undead have one thing in<br />
common: they want to kill the living. Being that there<br />
aren’t many living people in ancient ruins and burial<br />
grounds the undead tend to evacuate these areas<br />
almost instinctually. That is not to say that an undead<br />
could not have been trapped there over the centuries<br />
unable to leave or simply returned “home” to shield<br />
themselves from the sun so by all means approach<br />
these areas with caution. Yet it is in or near<br />
populated areas that you are in most danger. Do not<br />
assume that shuffling figure approaching the tavern<br />
as you nurse your ale is Karl, the wacky yet loveable<br />
town drunk. It just may be your death approaching!<br />
On an aside, Karl, if you are reading this I am truly<br />
sorry for that “incident” last month. You should<br />
really think about getting that limp taken care <strong>of</strong>.<br />
Vampyres<br />
Perhaps the most menacing <strong>of</strong> the undead threats in<br />
<strong>Fenorra</strong> are the Vampyres. These fiends feed on the<br />
very life blood <strong>of</strong> the living. Over the centuries many<br />
myths have been spread about Vampyres. Old wives<br />
tales abound with the various weaknesses <strong>of</strong> these<br />
blood suckers. Many have heard the stories that a<br />
Vampyre cannot cross running water or that they may<br />
not enter a home unless the occupant invites them in.<br />
The most prevalent old wives tale is that a Vampyre<br />
cannot stand the smell <strong>of</strong> garlic and to touch it burns<br />
their flesh. Quite a few young Explorers armed with<br />
these so-called facts mistakenly trek <strong>of</strong>f into<br />
Vampyre infested lands only to become a meal for<br />
these blood sucking leeches. The truth is if a<br />
Vampyre decides you will be his next meal there is<br />
very little you can do about it and throwing garlic at<br />
him will just make him angry.<br />
The cold hard fact is that Vampyres are at the very<br />
top <strong>of</strong> the food chain. Every single aspect <strong>of</strong> their<br />
being is designed to kill and feed and they do so with<br />
perfection. Even a young fledgling Vampyre is a<br />
terror to behold but as they age their power grows.<br />
The more powerful Vampyres cannot be killed by<br />
simple means. Upon their seeming demise they<br />
simply turn into a cloud <strong>of</strong> vapor only to reform once<br />
again. Only a very rare few know the means to end<br />
the unlife <strong>of</strong> these Vampyres and they tend not to<br />
share their secrets. Legends say that the eyes <strong>of</strong> the<br />
most ancient and powerful Vampyres glow with<br />
power. Although such a rumor is hard to prove as<br />
anyone who came close to such a beast would surely<br />
not walk away.<br />
Sadly, large portions <strong>of</strong> <strong>Fenorra</strong> are controlled by<br />
Vampyres and they don’t take kindly to outsiders<br />
poking around excavating ancient relics in their<br />
territory. How would you feel if someone went<br />
poking through your basement claiming every found<br />
item as a long lost treasure? What may seem like<br />
long lost treasure troves to you may just be their shed<br />
they haven’t gotten around to cleaning out for the last<br />
few centuries. If you absolutely must travel through<br />
these lands do so only by daylight. Keep in mind<br />
while traveling through the free territories not<br />
controlled by Maliask it is still imperative that you be<br />
on the watch for these foul creatures. Not every<br />
Vampyre is loyal to Maliask and those who aren’t are<br />
just as dangerous.<br />
With that I will end my brief walkthrough <strong>of</strong> what<br />
you may encounter in your explorations. I hope this<br />
manuscript was more informative than a deterrent to<br />
your journey into the world. Always remember that<br />
while exploring <strong>Fenorra</strong> may seem a daunting task<br />
filled with dangerous encounters around every bend,<br />
keep in mind that the things that don’t want to kill<br />
you are really quite nice. So as you begin your travels<br />
remember my new adventurous friends, armed with<br />
this knowledge, a pointy stick, and a well-made hat<br />
you too can tame this wild land and stake your claim<br />
to fame.<br />
Races<br />
The human race is not the only race in the world <strong>of</strong><br />
NERO <strong>Fables</strong>. There are many mythical and unusual<br />
races, such as Elves, Dwarves, and other more exotic<br />
races such as Treefolk, Lycanthropes and Saurians.<br />
In order to give the game a multiracial feel, each race<br />
has been developed individually to add to everyone’s<br />
enjoyment. To keep the balance <strong>of</strong> each particular<br />
race, there are certain fundamental requirements that<br />
each player <strong>of</strong> that race must observe. We do this so<br />
that you will be placing yourself into a real culture<br />
that provides the most interaction with other players.<br />
Racial abilities help you to understand a race’s<br />
outlook on life. You must understand the necessities<br />
<strong>of</strong> roleplaying your race based on the advantages and<br />
disadvantages <strong>of</strong> that race. You should purchase your<br />
particular racial abilities as soon as possible.<br />
Playing your race means knowing and understanding<br />
your races’ culture and society. Some races have their<br />
culture based on certain societies in our own world<br />
and other races are purely fantastic like the Elves or<br />
Dwarves. Others such as Phaunos and Naiads are<br />
based on popular mythology or folklore. Other races<br />
such as the Dremair have been created from scratch,<br />
creating a unique aspect to our game.<br />
It is important to understand that you will be given a<br />
brief description <strong>of</strong> your race’s society but that it is<br />
up to you to integrate yourself into it. The <strong>Fables</strong><br />
staff will have a “race packet” which provides more<br />
roleplaying background. If you wish to play one <strong>of</strong><br />
these races, you must wear the appropriate makeup to<br />
distinguish yourself.<br />
All exposed skin must be covered with the<br />
appropriate makeup. Any props (such as elf ears)<br />
must be worn at all times.<br />
Remember that you cannot wear makeup to disguise<br />
yourself to appear as a race you are not, nor can you<br />
act in such a way as to mislead others as to your race.<br />
NERO <strong>Fables</strong> expects you to play your character’s<br />
race properly. Even though we strongly encourage<br />
everyone to avoid clichés and stereotypes when<br />
creating their character histories, you must abide by<br />
your racial characteristics. You cannot write your<br />
11
history to be the “outsider” <strong>of</strong> your race and be the<br />
one Elf who is humble, or the one Lycanthrope who<br />
has walked away from tribal society.<br />
A player not acting as described for his or her<br />
character’s race will not be allowed to continue<br />
playing that character and will have to start another<br />
one.<br />
There is no such thing as a true “half” race for<br />
purposes <strong>of</strong> NERO <strong>Fables</strong> rules. If your character<br />
history has your father as an Elf and your mother as a<br />
Human, that is fine, but you can only take the<br />
attributes <strong>of</strong> one <strong>of</strong> those races. In-game you can tell<br />
everyone you’re “half Elf/ half Human” but out-<strong>of</strong>game,<br />
you are one race or the other.<br />
You must then take all the advantages, disadvantages<br />
and physical characteristics <strong>of</strong> that single race and<br />
none <strong>of</strong> the unique characteristics <strong>of</strong> the other. No<br />
character may have the powers, physical<br />
characteristics, or “mannerisms” <strong>of</strong> more than one<br />
race. It should always be very clear to everyone what<br />
race you are.<br />
These roleplaying rules are put in place to allow<br />
players to make assumptions about the races. When<br />
you see someone wearing pointed ears, you know<br />
that they may have certain abilities such as Resist<br />
Sleep and that may change your strategy with dealing<br />
with them.<br />
Every race must act like and be identifiable as that<br />
race by all other players. By adhering to racial<br />
characteristics, this fantasy world <strong>of</strong> ours becomes<br />
much more real.<br />
The following lists the basic NERO <strong>Fables</strong> races.<br />
This is a very short overview. If you play one <strong>of</strong><br />
these races, you can ask for a longer handout for your<br />
particular race that will provide more background for<br />
your character.<br />
To make each <strong>of</strong> the races <strong>of</strong> <strong>Fenorra</strong> as unique and<br />
diverse as possible each race has access to Racial<br />
Skills. As your character advances in experience<br />
he/she will be able to grow more in touch with their<br />
natural abilities. This is represented by the Tiered<br />
Skill system in our Campaign. To purchase a Racial<br />
Skill your character must meet the level requirement<br />
<strong>of</strong> that particular tier skill. The Tier to level<br />
requirement chart is as follows:<br />
Tier Level<br />
1 5<br />
2 7<br />
3 10<br />
4 14<br />
5 19<br />
The below table shows each race and their beginning<br />
advantages and disadvantages along with types <strong>of</strong><br />
armor they may “wear” The advantages listed in this<br />
table do not have to be purchased with build, each<br />
race will automatically start with these.<br />
12
Race Armor Type Advantages Disadvantages<br />
Aurae -Dexterous<br />
-Physical Armor<br />
(10 points or<br />
less)<br />
Dhampyr -Dexterous<br />
-Physical Armor<br />
-Innate First Aid<br />
-Balance<br />
-Minus 1 cost for Elemental Studies<br />
-Retractable short claws<br />
-Innate Waylay<br />
Dremair -Dexterous -Innate Resonance<br />
-Physical Armor -Immune to Sleep<br />
Dryad -Natural -Innate First Aid<br />
-Physical Armor -Immune to Swampwalk<br />
(10 points or<br />
less)<br />
-Minus 1 cost for Elemental Studies<br />
Elf -Dexterous -Half cost for Archery<br />
-Physical Armor -Innate Read and Write<br />
Gargoyle -Natural -innate half class max natural armor<br />
(does not count towards class max)<br />
-Immune to Fear<br />
-+5 body points<br />
-does not bleed out, will stabilize on<br />
1 minute count<br />
Human -Dexterous<br />
-Physical Armor<br />
-Minus 1 cost for Trade and Craft<br />
skills<br />
-Minus 1 cost for all Path skills<br />
-Receives Feeder<br />
Lycanthrope -Natural +5 Natural armor innately (does not<br />
count towards class max)<br />
+1 damage each hand with claws<br />
-Ambidexterity<br />
Naiad -Dexterous -Water Activity<br />
-Innate First Aid<br />
Phaunos -Dexterous<br />
-Physical Armor<br />
Saurian -Natural<br />
-Physical Armor<br />
-Minus 1 cost for Elemental Studies<br />
-Reduced cost for Thrown weapon<br />
-Immune to Charm effects (excludes<br />
Vampyre Charm)<br />
-Retractable short claws<br />
-Normal movement in water (not<br />
breathing)<br />
Treefolk -Natural -Half damage from Fenorrian<br />
Causing magic<br />
-+5 Natural armor innately (does<br />
Valley Dwarf -Natural<br />
-Physical Armor<br />
(10 points or<br />
less)<br />
not count towards class max)<br />
-Innate Herbal Lore<br />
-+2 body points<br />
-Double damage from Stone effects<br />
-Cannot use Two-Handed weapons<br />
-Cannot be Fighter class<br />
-Half body during daylight hours<br />
(rounded down)<br />
-Half healing effect from Fenorrian<br />
curing (rounded up)<br />
-Double damage from Stone effects<br />
-Shatter causes Sleep effect<br />
-Double damage from Fire/Flame<br />
effects<br />
-Cannot use Two-Handed weapons<br />
-Cannot be Fighter class<br />
-Cannot use Blunt weapons<br />
-Minus 2 body points<br />
-Double damage from Acid effects<br />
-Double cost for Scholarly skills<br />
- 30 Damage from Shatter (if<br />
reduced to -1 enters bleed out count)<br />
- 70 Damage from Destroy (if<br />
reduces to -1) acts as killing Blow<br />
-Cannot run<br />
-Must purchase one Trade and Crafts,<br />
Scholarly or Healing skill per level<br />
-Double cost for Scholarly skills<br />
-Cannot purchase Formal Magic or<br />
Manipulation<br />
-May not cast magic, use activated<br />
items while in animal form<br />
-Non-retractable short claws when in<br />
animal form<br />
-Double damage from Ice effects<br />
-Cannot use Two-Handed weapons<br />
-Cannot be Fighter class<br />
-Cannot use Edged weapons<br />
-Cannot be Scholar class<br />
-Double damage from Ice effects<br />
-Double damage from Fire/Flame<br />
effects<br />
-Cannot run<br />
-Double cost for Weapon skills<br />
-Double cost for Read Magic<br />
13
The Aurae are a fickle bunch. Their carefree<br />
attitudes have given them a reputation <strong>of</strong> not<br />
being the most reliable companions and<br />
witnesses claimed to have been silenced by them<br />
just for stopping to ask them a question. Being<br />
as free spirited as they are, they have been<br />
known to travel over great distances without<br />
much <strong>of</strong> a care. Because <strong>of</strong> this, their place <strong>of</strong><br />
origin is really unknown. It is not uncommon to<br />
see Aurae frolicking beneath a forest's canopy or<br />
moving swiftly across the grassy plains like a<br />
cool breeze in Spring.<br />
The physical appearance <strong>of</strong> an Aurae is as<br />
unique as any <strong>of</strong> the other people <strong>of</strong> <strong>Fenorra</strong>.<br />
They vary in build and stature but all have<br />
pointed ears and skin with pale blue and white<br />
markings. The Aurae are very nimble creatures<br />
and although their butterfly-like wings are<br />
vestigial and do not enable flight, they do afford<br />
the Aurae with a natural affinity for balancing<br />
themselves. Because they value freedom so<br />
much, they are against the wearing <strong>of</strong> heavy<br />
armor. Aurae never wield two handed weapons<br />
in melee. There is too much restriction in<br />
movement; likewise they do not seek to be on<br />
the front lines during a battle. Aurae don't have<br />
the attention span to train as fighters. They do,<br />
however, possess the natural ability to tend to<br />
minor injuries which has been helpful to<br />
travelers lucky enough to have crossed paths<br />
with one.<br />
Being elementally attuned to air, Aurae have<br />
been known to erupt into violent lightning<br />
storms when their easygoing nature is pushed<br />
too far. As Aurae increase in age the lightning<br />
Aurae<br />
may increase in intensity. Those that live close<br />
to their 500 year expectancy can wield this<br />
power with devastating effects. When an Aurae<br />
hits maturity they tend learn how to resist stone<br />
effects which hurt them more than most other<br />
races.<br />
Appearance:<br />
-Pointed ears<br />
-Wings<br />
-Pale blue and white markings on skin<br />
Racial Abilities<br />
Tier 1 Generate Lightning<br />
Tier 2 Resist Stone<br />
Tier 3 Resist Commands<br />
Tier 4 Physical Silence<br />
Tier 5 Rage <strong>of</strong> the Sky<br />
14
Accepted by neither Human nor Vampyre these<br />
people tend to lead a lonely life. Due to the<br />
potent fear and presence <strong>of</strong> Vampyres across<br />
<strong>Fenorra</strong> there are very few people who will trust<br />
a Dhampyr from just meeting them.<br />
A Dhampyr is born when a pregnant human<br />
woman is bitten and turned into a Vampyre very<br />
close to her pregnancy term. When the woman<br />
is bitten, during the process <strong>of</strong> changing into a<br />
Vampyre her body will expel the living child<br />
inside her. If she is bitten too early in the<br />
pregnancy the child within her will die and she<br />
will miscarry. When the living child is born<br />
from the turning mother it has been slightly<br />
affected by the power <strong>of</strong> the Vampyres blood,<br />
thus making them a half vampyre <strong>of</strong> sorts.<br />
The Dhampyr are constantly plagued by the<br />
thirst for blood, though they do not need it to<br />
survive. Many <strong>of</strong> them refuse to fall victim to<br />
this lust, though it is difficult. Sentient blood to<br />
a Dhampyr is like Euphoria, they crave it,<br />
especially once they have had a taste. Feeding<br />
from a living being does not sustain a Dhampyr<br />
in any way.<br />
Dhampyr<br />
Having the blood <strong>of</strong> a night creature within them<br />
a Dhampyr is uncomfortable and considerably<br />
weaker during the day. They can survive during<br />
the daylight hours however they will probably<br />
not be the first to rush into combat as it is very<br />
taxing on their strength to do so. With their<br />
extremely pale skin they try to shield themselves<br />
from the direct sunlight.<br />
The Dhampyr people mature at the same rate as<br />
a human, but will not die <strong>of</strong> old age. Only<br />
violent means can permanently kill a Dhampyr.<br />
Like their “fathers” Dhampyr have elongated<br />
canine teeth and black or grey lips. At a quick<br />
glance they may look like a Vampyre however<br />
at a closer look they do not have the token<br />
sunken eyes <strong>of</strong> their Vampyre progenitors.<br />
Being a solitary people they don’t have much <strong>of</strong><br />
a society or culture. There are groups <strong>of</strong> them<br />
living together around <strong>Fenorra</strong> however they<br />
tend to have a bit <strong>of</strong> a Wanderlust.<br />
The Dhampyr is unable to have children. This is<br />
considered a side effect <strong>of</strong> the partial Vampyre<br />
blood within them.<br />
Many Dhampyr have a severe hatred for<br />
Vampyres, others have embraced the lifestyle.<br />
Many <strong>of</strong> those who have embraced it have been<br />
raised by Vampyres, either by their newly turned<br />
mother, or if their mother did not survive the<br />
transformation, by their “father” <strong>of</strong> sorts.<br />
Appearance<br />
-Pale Skin<br />
-Black or grey lips<br />
-Elongated upper fangs<br />
Racial Abilities<br />
Tier 1 Dhampyr’s Will<br />
Tier 2 Nimble<br />
Tier 3 Strength <strong>of</strong> Will<br />
Tier 4 Essence Drain<br />
Tier 5 Phase<br />
15
Hailing from the plains <strong>of</strong> Vitrani the Dremair<br />
are a simple people. Bound to the earth, their<br />
bodies form a symbiosis with crystals which<br />
only form in the nearby mines. These crystals<br />
are as much a part <strong>of</strong> the Dremair as the heart<br />
that beats in their chest. Believed to be the<br />
original creators <strong>of</strong> Resonance, their lives are<br />
bound to their corestones. Living in small<br />
villages, they do not have a government so to<br />
speak, only village councils and one council<br />
which meets only once a year, to discuss trade<br />
routes and the like. The pride <strong>of</strong> the Dremair is<br />
their mines. Only the most skilled are chosen to<br />
work in the fabled crystal mines, which they<br />
defend with their lives. In these mines lies their<br />
source <strong>of</strong> life, their corestones. Of course the<br />
true location <strong>of</strong> the mines is a closely held<br />
secret, only known to those that work in the<br />
mines themselves.<br />
Once a year, there is a coming <strong>of</strong> age ceremony,<br />
where young girls and boys are led blindfolded<br />
to the mines, where they are brought in deep, to<br />
where the corestones form. One at a time the<br />
younglings are unbound and are led through the<br />
caverns, searching for their personal stone, their<br />
own second heart. In this ceremony, they are<br />
bound to their crystal, which comes to life with<br />
them, forever sealing their fate what that <strong>of</strong> their<br />
Dremair<br />
crystal. For some, the crystal binds into their<br />
very flesh, for others, it becomes a talisman,<br />
kept with them at all times. But all are unable to<br />
be parted from their corestone without great<br />
pain. Being bound to a corestone has certain<br />
benefits, as all true symbioses do. The crystals<br />
are ever growing, and they are protected from<br />
plunderers. The Dremair are granted the ability<br />
to resonate, by tuning their crystal with those<br />
prepared for Crystomancy. Also, their crystals<br />
prevent them from being affected by unnatural<br />
sleep. But if their crystals are damaged, they<br />
instantly fall unconscious, their bodies forcing<br />
all their energy to regenerating their corestones.<br />
The Dremair people have pale skin, theory is<br />
that they have spent so much time underground<br />
mining in past generations that their skin lost<br />
pigment due to lack <strong>of</strong> sun. This carries on in<br />
further generations now. Their veins are visible<br />
through their skin; however the veins appear as a<br />
golden color. Their corestones are believed to<br />
give them a long life, the average known age <strong>of</strong><br />
the Dremair reaching 400 years.<br />
Appearance:<br />
-Pale skin<br />
-Golden veins<br />
-Crystals as part <strong>of</strong> their bodies or on them at all<br />
times<br />
Racial Abilities<br />
Tier 1 Resist Stone<br />
Tier 2 Resist Shatter<br />
Tier 3 Dreams Bane<br />
Tier 4 True Resonant<br />
Tier 5 Waste Away<br />
16
Dryads are known throughout the whole <strong>of</strong><br />
<strong>Fenorra</strong> as guardians <strong>of</strong> the forest. Their<br />
longevity <strong>of</strong> an average <strong>of</strong> 500 years gives them<br />
ample time to care for the long living trees.<br />
However, to say they are merely caretakers <strong>of</strong><br />
the land they live on is to diminish the true<br />
nature <strong>of</strong> this race, as they are actually part <strong>of</strong><br />
the forest itself. Their kinship with the forest<br />
causes them to be susceptible to the same<br />
dangers <strong>of</strong> the woods, fire. However it is also<br />
through this kinship that the learning <strong>of</strong><br />
elemental studies comes easier.<br />
These wood nymphs are sometimes hard to spot<br />
as they tend to be dressed in the colors <strong>of</strong> their<br />
native groves, and change their look according<br />
to the seasons. They also have pointed ears like<br />
an elf and their skin is covered with vines or<br />
sometimes other flora. While in times past it<br />
was an extreme rarity to come into contact with<br />
a Dryad; these tough times seem to be drawing<br />
them further into civilization.<br />
These guardians <strong>of</strong> the forest tend to live in<br />
small groups caring for the trees and wildlife<br />
around them. It is because <strong>of</strong> this that they seem<br />
to gravitate towards the art <strong>of</strong> healing. Although<br />
a few have taken up arms in order to defend the<br />
Dryad<br />
land they love however they lack the physical<br />
strength to be fully effective in battle. Dryads<br />
are natural healers as being in tune to the health<br />
<strong>of</strong> others comes as second nature to them.<br />
These lithe beings are used to flitting throughout<br />
the forest and find no restrictions on other<br />
natural terrain. Most Dryads seek to blend in<br />
with their homes as much as possible, hoping to<br />
learn to hide as best as possible amongst the<br />
trees. It is because <strong>of</strong> this that they do not wear<br />
physical armor as it would impede their travels<br />
and ability to be one with nature.<br />
Society as a whole is still learning how to<br />
interact with the Dryads, if only because they are<br />
new to town life. For the most part they are a<br />
happy people that enjoy sharing their knowledge<br />
<strong>of</strong> the forests and the healing arts. It is not<br />
uncommon to find a Dryad helping a townsfolk<br />
who is injured. However the moment their<br />
homes or nature are threatened it is almost as if<br />
the Dryads are another people altogether.<br />
Appearance:<br />
-Leaves in hair<br />
-Vined skin<br />
-Clothes <strong>of</strong> the earth<br />
-Pointed ears<br />
(colors may change with the seasons)<br />
Racial Abilities<br />
Tier 1 Elemental Healing<br />
Tier 2 Resist Fire<br />
Tier 3 Resist Commands<br />
Tier 4 <strong>Fenorra</strong>’s Grasp<br />
Tier 5 Channel Healing<br />
17
These people are extremely refined and proper.<br />
They are most comfortable living in beautiful<br />
communities buried deep within the protection<br />
<strong>of</strong> the forest. The Elven people have learned to<br />
survive on their own with no outside influence.<br />
Their structures are grand and luxurious, which<br />
tend to reflect how most Elves think about<br />
themselves. Elves as a majority are egotistical<br />
and tend to look down on all other peoples <strong>of</strong><br />
<strong>Fenorra</strong> as lesser. They can co-exist but usually<br />
choose not to.<br />
Elves mature much more slowly than other<br />
races. While a human is not considered an adult<br />
until approximately 18 years <strong>of</strong> age and Elf is<br />
not considered mature until 100 years <strong>of</strong> age.<br />
Their bodies age at an extremely slow rate and<br />
appear young for much <strong>of</strong> their life. Their<br />
bodies do not have the capability <strong>of</strong> growing<br />
facial hair for the course <strong>of</strong> their entire life. In<br />
appearance, while an Elf may say otherwise,<br />
they appear as a human but with elegant pointed<br />
ears instead. An Elf will not die <strong>of</strong> old age.<br />
They will live until their life is ended by other<br />
means.<br />
Elves in general are extremely neat and tidy.<br />
They tend to like the fineries in life. Their<br />
clothes and equipment will be <strong>of</strong> high quality<br />
and always taken well care <strong>of</strong>. They will only<br />
Elf<br />
use edged weapons, wielding a stick as a<br />
weapon is too primitive for their refined tastes.<br />
Their vanity for themselves seems to build them<br />
a tolerance against charms and being forced to<br />
sleep. They are extremely stubborn and strong<br />
willed.<br />
Elves are an enchanting people. They are<br />
closely aligned with the ways <strong>of</strong> magic and find<br />
casting <strong>of</strong> any school to be particularly easy and<br />
comfortable. They have an affinity with the<br />
forest and the trees and are most comfortable<br />
close to the safety <strong>of</strong> the wood line. They do<br />
most <strong>of</strong> their hunting from the tree limbs, their<br />
precision with a bow is deadly. This also plays<br />
to their advantage as they tend to be weaker than<br />
other people.<br />
The Elven people live throughout the forests <strong>of</strong><br />
<strong>Fenorra</strong> on each continent. They are a loyal<br />
people to their Emperor and Empress who live<br />
in the Elven capital Levendil which is hidden<br />
deep within the Denaria Forest. The capital city<br />
cannot be found with the naked eye. The magic<br />
<strong>of</strong> the Elves, the Emperor and Empress in<br />
particular mask this place from any who do not<br />
have permission to enter.<br />
The different communities <strong>of</strong> Elves<br />
communicate via magic and Gate transports to<br />
support each other during these difficult times<br />
around <strong>Fenorra</strong>.<br />
Appearance:<br />
-Pointed ears<br />
-No facial hair<br />
Racial Abilities<br />
Tier 1 Charm<br />
Tier 2 Resist Charm<br />
Tier 3 Resist Sleep<br />
Tier 4 True Shot<br />
Tier 5 Vital Shot<br />
18
Gargoyles, Grotesques, Guardians, these beings<br />
(stone carvings) have gone by many names<br />
throughout the years. Carved from the very<br />
stone the Mountain Dwarves called home, the<br />
Gargoyles were created as sentries to guard<br />
against the scourge <strong>of</strong> Maliask. No one knows<br />
when or how, but a few <strong>of</strong> these constructs<br />
gained sentience and took on a life <strong>of</strong> their<br />
own. Now they travel out from the mountains<br />
searching for their own purpose no longer bound<br />
to the caverns.<br />
There is much that is still unknown <strong>of</strong> these<br />
creatures. Some as wise as their weathered faces<br />
bely some as naïve as the day they were carved.<br />
The scholarly arts do not come easily to this race<br />
as they prefer the art <strong>of</strong> combat. Being made <strong>of</strong><br />
solid stone, Gargoyles are a slow moving, but<br />
determined lot who are scared <strong>of</strong> nothing.<br />
The Gargoyles have no real society to speak <strong>of</strong>,<br />
nor racial preconceptions as their personalities<br />
seem to be influenced by their sculptor. They<br />
are known to be fiercely protective and loyal to a<br />
fault, <strong>of</strong>ten fighting till their last breath to<br />
protect their charges. It is for this reason that it<br />
is rumored that Maliask left the Mountain<br />
Dwarves to hide in their caves, not wanting to<br />
disturb the Gargoyles repose.<br />
Gargoyle<br />
Most <strong>of</strong> the races <strong>of</strong> <strong>Fenorra</strong> are still unsure <strong>of</strong><br />
exactly how to coexists with the Gargoyles in<br />
their midst. Some find it unnerving, while<br />
others take it in stride and are happy to have<br />
such a competent fighter beside them. To see a<br />
Gargoyle walking around <strong>Fenorra</strong> still causes<br />
young children to stop and stare, whispering to<br />
their mothers that the stories are true. The<br />
elderly see it as a dark omen that <strong>Fenorra</strong>’s need<br />
must be dire for these Guardians to have left the<br />
confines <strong>of</strong> their mountain caves and travel<br />
freely over ground.<br />
Appearance:<br />
- Stone skin<br />
- Horns<br />
- Wings<br />
-Must look monstrous in appearance<br />
Racial Abilities<br />
Tier 1 Generate Stone<br />
Tier 2 Resist Shatter<br />
Tier 3 Gargoyle Gaze<br />
Tier 4 Resist Destroy<br />
Tier 5 Regeneration<br />
19
The humans <strong>of</strong> <strong>Fenorra</strong> are an innately creative<br />
race whose craftsman are known to be the best<br />
in <strong>Fenorra</strong>. Skilled with their hands, crafting<br />
comes as something that the human people find<br />
easy to learn and enjoyable. Because <strong>of</strong> this<br />
every Human takes up at least one craft either<br />
has a pr<strong>of</strong>ession or hobby and continues to<br />
practice and improve their skills as they grow in<br />
age.<br />
Some believe it was because <strong>of</strong> this aptitude<br />
Humans were bred into servitude to Maliask and<br />
his Vampire progeny. They have been kept as<br />
cattle and slaves for generations and living as<br />
serfs to Vampyre lords is the only way <strong>of</strong> life<br />
that most Humans ever know. Many have come<br />
to accept the “Blood tithe” as a simple fact <strong>of</strong><br />
life that cannot be avoided and live everyday<br />
knowing they could be claimed without a<br />
moment’s notice.<br />
Due to thier station in life, and the dictates <strong>of</strong><br />
Maliask education in Human society has been<br />
kept to a minimum. Because <strong>of</strong> this Humans<br />
have a difficult time learning magics and for<br />
those rare few who have studied to become<br />
Human<br />
magic users they still cannot seem to grasp the<br />
higher magics <strong>of</strong> any school.<br />
Humans are a hearty and adaptable race living<br />
upwards <strong>of</strong> 120 years. It is because <strong>of</strong> their<br />
multi-generation enslavement that they have<br />
learned to resist the vampyre drain that comes<br />
along with being fed from. Many <strong>of</strong> them<br />
through just their will have learned to ignore the<br />
charming attempts <strong>of</strong> their Vampyre masters and<br />
are resistant to being turned themselves.<br />
The few Humans who have escaped servitude<br />
have can <strong>of</strong>ten be found banded up in large<br />
groups <strong>of</strong> other races. The interest in the other<br />
races for their blood is not as high as the interest<br />
in Humans. Therefore there is safety in numbers<br />
with no too many humans gathered. Not all<br />
humans are or have been born into slavery. It is<br />
rare to find but in the few territories not under<br />
Maliask’s rule small villages <strong>of</strong> humans or<br />
humans and mixed races can be found living in<br />
peace.<br />
Racial Abilities<br />
Tier 1 Resist Charm<br />
Tier 2 Resist Curse<br />
Tier 3 Resist Drain<br />
20
Legends used to tell <strong>of</strong> werewolves. Fearsome<br />
creatures that were twisted by the light <strong>of</strong> the moon<br />
to become fearsome hybrids <strong>of</strong> human and beast.<br />
Their ferocity was legendary and stirred many a babe<br />
to clutch for their mother’s skirts. Lately, these<br />
legends have lost most <strong>of</strong> their bite, for the<br />
appearance <strong>of</strong> the lycanthropes has turned myth to<br />
fact. But like all legends, some things are wrong, and<br />
the truth is lost in history.<br />
During the dark times, humans split into two distinct<br />
groups. The humans <strong>of</strong> today, which became artisans<br />
and serfs to the various vampyres. And the group<br />
that would eventually become lycanthropes. Legends<br />
say this split happened when groups <strong>of</strong> humans split<br />
<strong>of</strong>f from the cities and towns and formed small tribes<br />
out in the wilderness. Shamans led the clans,<br />
teaching them in the seclusion <strong>of</strong> the wilds. Through<br />
emulation <strong>of</strong> the local wildlife, they would instruct on<br />
better ways to live, away from the ever present eyes<br />
<strong>of</strong> the vampyre lords. Spreading across <strong>Fenorra</strong> each<br />
clan held its own animal as sacred. Taking the<br />
aspects <strong>of</strong> the strongest animals, they would follow<br />
the great cats, the wolves or the birds <strong>of</strong> prey. They<br />
would revere this animal above all others, seeking to<br />
become one with their new totem animal. By the<br />
blaze <strong>of</strong> the fires, shamans would teach, and during<br />
the fervor <strong>of</strong> their speeches, their forms would twist<br />
and wrack itself until it resembled a facsimile <strong>of</strong> the<br />
beasts they worshipped. Superstition and nonsense, it<br />
was thought, until the other tribe members began to<br />
shift when the sun set.<br />
Currently, the lycanthropes have spread across all <strong>of</strong><br />
<strong>Fenorra</strong>, making niches for their individual clans.<br />
Drawing strength from their totem animals has<br />
changed them. Being <strong>of</strong> a tribal nature, all members<br />
<strong>of</strong> the race wear tribal paint that represents past<br />
accomplishments. During the day small aspects <strong>of</strong><br />
their second nature show through the otherwise<br />
human form. Feathers, fur, fangs, all are common<br />
among the different clans. During the night, they<br />
give themselves over fully to their animal halves,<br />
gaining wicked claws or talons, perfect for the hunt.<br />
Living in this tribal way has given the lycanthropes<br />
tougher skin, strong enough to protect them in dire<br />
need. Their strength is also greater than their human<br />
cousins, a product <strong>of</strong> their harsh upbringing in the<br />
wilds. All these benefits come with a cost however.<br />
In giving themselves over to their animal aspects,<br />
they lose the ability to use magics while<br />
transformed. Their claws are non-retractable, leaving<br />
them unable to use items or tools once the sun sets.<br />
Unlike their human cousins, they do not live as long,<br />
the oldest living lycanthropes living around one<br />
Lycanthrope<br />
hundred years. Their tribal nature makes them rely on<br />
their own strength and bodies, having a taboo against<br />
wearing armor, their thick skin providing enough<br />
protection.<br />
Appearance:<br />
Avian Day:<br />
-Feathers in hair and<br />
eyebrows<br />
-Tribal markings<br />
Avian Night:<br />
-Bird <strong>of</strong> prey appearance<br />
with wings<br />
Bear Day:<br />
-Fur colored ears and<br />
sides <strong>of</strong> face<br />
-Long red or black finger<br />
nails<br />
Bear Night:<br />
-Bear appearance<br />
Feline Day:<br />
-Elongated upper fangs<br />
-Fur colored ears and sides <strong>of</strong><br />
face<br />
-Tribal markings<br />
Feline Night:<br />
-Great cat appearance with tail<br />
Wolf Day:<br />
-Fur colored ears and sides <strong>of</strong><br />
face<br />
-Tail<br />
-Tribal markings<br />
Wolf Night:<br />
-Wolf appearance with tail<br />
-Optional fangs<br />
Racial Abilities<br />
Tier 1 Resist Poison<br />
Tier 2 Hunters Reach<br />
Tier 3 Unnatural Strength<br />
Tier 4 Strike <strong>of</strong> the Moon<br />
Tier 5 Inner Control<br />
21
These folk reside in the oceans <strong>of</strong> <strong>Fenorra</strong>. They<br />
can breathe air or in the water however they<br />
prefer the protection <strong>of</strong> the deep water.. Most<br />
commonly they can be found living in under<br />
water caverns that have massive air pockets,<br />
colonizing in large groups. Caring for<br />
subterranean plant life to keep their air fresh to<br />
breathe and keeping the air pockets which<br />
supply their society a protected place to thrive.<br />
They are a reclusive people; it is rare for them to<br />
be found on the main land. They are a selfdependent<br />
people and therefore have little need<br />
to travel to the dry land for anything.<br />
Naiads are folk <strong>of</strong> the water, most <strong>of</strong> their body<br />
covered in scales, what isn’t scaly is skin such as<br />
a human. Their scales range through all colors<br />
<strong>of</strong> blue and green with small accents <strong>of</strong> brighter<br />
colors similar to a coral fish. They have gills on<br />
the neck and finned long ears. They are<br />
excellent swimmers and can <strong>of</strong>ten be seen from<br />
the coastline swimming with dolphins and other<br />
friendly sea life.<br />
They do not deal well with the cold weather or<br />
ice in general. They prefer the warmer waters <strong>of</strong><br />
the southern oceans.<br />
Healers by nature they do not possess the ability<br />
to fight as their main art, nor can fathom the idea<br />
<strong>of</strong> using a weapon that requires both hands to<br />
Naiad<br />
use, this makes them feel restrained in a way.<br />
Naiads tend to be slightly timid in social<br />
situations concerning people outside their own<br />
race. They are accustomed to the silence <strong>of</strong> the<br />
ocean depths and enjoy sitting in that silence.<br />
While they are timid they seem to have an<br />
enthralling attraction about them. They are easy<br />
going and fun loving, but with a sense <strong>of</strong><br />
responsibility. They have a difficult time<br />
making enemies just through everyday life.<br />
Their lifestyle is generally <strong>of</strong>f what the ocean<br />
can provide for food, clothing and material tools<br />
and items, however when given the opportunity<br />
they will indulge in the fineries <strong>of</strong> surface life as<br />
a treat.<br />
Naiads are a long lived people, generally finding<br />
the height <strong>of</strong> their life around 500 years.<br />
Appearance:<br />
-Long finned ears<br />
-Portions <strong>of</strong> scaled skin (blue/green)<br />
-Clothes <strong>of</strong> the ocean<br />
Racial Abilities<br />
Tier 1 Douse<br />
Tier 2 Resist Ice<br />
Tier 3 Resist Commands<br />
Tier 4 Sirens Call<br />
Tier 5 Eventide<br />
22
Phaunos have been seen frolicking throughout<br />
the forests <strong>of</strong> <strong>Fenorra</strong> for as long as anyone can<br />
remember. These goat-horned, furry legged<br />
people tend to live life at the extreme. Drinking,<br />
fighting, loving, nothing is done halfway, except<br />
perhaps hard work. Perhaps this is why there<br />
are no Phaunos scholars. Known in parts <strong>of</strong><br />
<strong>Fenorra</strong> as “Goat people,” for the most part the<br />
Phaunos are an easy going people, enjoying a<br />
good time. However do not let them hear you<br />
use that slang term as it is considered highly<br />
<strong>of</strong>fensive.<br />
Phaunos are a close-knit race tending to live in<br />
the forest grouped together in tribes. While each<br />
<strong>of</strong> these clans has their own traditions, there are<br />
a few things that remain universal. They do not<br />
use edged weapons and instead teach their<br />
young the art <strong>of</strong> the thrown weapon. Family<br />
units live together until their children mate, at<br />
which point those mates move towards the<br />
outskirts <strong>of</strong> the tribal land in order to learn to<br />
depend on one another. As their match matures,<br />
the pair will return to the main tribal lands to<br />
raise their brood amongst the rest <strong>of</strong> the tribe.<br />
The eldest members <strong>of</strong> the tribe, those reaching<br />
towards 200 years <strong>of</strong> age, live in the center <strong>of</strong><br />
Phaunos<br />
their society, and their advice is <strong>of</strong>ten sought in<br />
times <strong>of</strong> need.<br />
This race is also taught to have a pr<strong>of</strong>ound<br />
respect for nature from a young age. Even<br />
though it is not uncommon to find a Phauno<br />
chasing a Dryad throughout the forest, this is<br />
more <strong>of</strong> a game, than anything done out <strong>of</strong><br />
malice.<br />
Some <strong>Fenorra</strong>ns are having difficulty adjusting<br />
to the Phaunos who have chosen to live amongst<br />
normal townsfolk. Their loud, brash nature<br />
being a little more than the villagers can take.<br />
This isn’t to say that the Phaunos are not liked,<br />
just that their mannerisms are in sharp contrast<br />
to the somber attitudes <strong>of</strong> most villagers. Trying<br />
to explain this to a Phaunos though, would fall<br />
on deaf ears. They are a stubborn race, and<br />
much prefer pursuits <strong>of</strong> self-gratification, to<br />
listening to town politics or the woes <strong>of</strong> others<br />
around them. It is because <strong>of</strong> this hard<br />
headedness, that the Phaunos are unaffected by<br />
the charms <strong>of</strong> the vast majority. Although even<br />
this has their limits when it comes to vampyres,<br />
and Phaunos will discreetly cast their eyes aside<br />
to avoid notice.<br />
Appearance:<br />
-Goat horns<br />
-Pointed ears<br />
-Furry legs<br />
Racial Abilities<br />
Tier 1 Taunt<br />
Tier 2 Resist Poison<br />
Tier 3 Nimble<br />
Tier 4 Resist Physical (under intoxicant)<br />
Tier 5 Sway<br />
23
The varying types <strong>of</strong> lizard people have come to<br />
call themselves Saurians. They tend to live in<br />
large tribes and are found on just about every<br />
land mass on <strong>Fenorra</strong>. Saurians in general are a<br />
simple people and are untrusting <strong>of</strong> people<br />
outside their own kind. Even other Saurians<br />
outsides ones tribe may take time to trust. They<br />
are a very territorial people therefore tend to live<br />
apart from other civilizations.<br />
Their choice style <strong>of</strong> living is completely self<br />
sufficient. Saurians make great coastal dwellers<br />
as they are very talented swimmers, therefore<br />
are able to catch fish with ease. They tend to<br />
wear clothing made <strong>of</strong> simple cloths and<br />
leathers, bones as jewelry and such. They are a<br />
shamanistic people and will <strong>of</strong>ten use cleaned<br />
bones, shells or stones as means for divination.<br />
Tribes <strong>of</strong> Saurian can be found in any portion <strong>of</strong><br />
<strong>Fenorra</strong> that is a moderate to warm temperature<br />
through the year. These people are extremely<br />
sensitive to cold and find it unpleasant to live<br />
where it is cold for more than a few months at a<br />
time. If travel through the cold is needed the<br />
Saurians will put warm rocks in their clothes to<br />
keep their bodies warm, their bodies cannot<br />
produce their own heat.<br />
Like wild lizards Saurian’s scales tend to blend<br />
in with their territory <strong>of</strong> choice. Tribes that live<br />
in the swamps tend to be deep browns and<br />
greens while coastal tribes will be a dustier light<br />
brown color etc. Their scales colors have never<br />
been noted as anything outside the natural earth<br />
tones such as browns, greens, grays and so on.<br />
Some even have tails.<br />
Saurian<br />
Saurians generally tend to be very snake like in<br />
their mannerisms while they have a normal<br />
intelligence. They have a normal understanding<br />
<strong>of</strong> magics and weapons. They prefer to use their<br />
own claws in battle but will at times use<br />
weapons and shields to accomplish what their<br />
bare claws cannot.<br />
In general the Saurian people have a short life<br />
span <strong>of</strong> 60 years on average.<br />
Appearance:<br />
-Green/ brown scaled skin<br />
-Optional tail/ fangs<br />
Racial Abilities<br />
Tier 1 Acid Spittle<br />
Tier 2 Regrowth<br />
Tier 3 Piercing Strike<br />
Tier 4 Shed Skin<br />
Tier 5 Dodge<br />
24
Treefolk are the as much a part <strong>of</strong> the forest<br />
as their wooden brethren. Tending to stay<br />
within the wilderness <strong>of</strong> <strong>Fenorra</strong>, this race<br />
has skin like their tree ancestors and leaves<br />
that tend to change with the seasons. Having<br />
skin <strong>of</strong> bark has an advantage <strong>of</strong> being<br />
tougher than normal human skin, which is<br />
helpful since due to their unique physiology<br />
they cannot wear armor. Their stiff form<br />
also makes it impossible for them to run.<br />
Treefolk have a severe fear <strong>of</strong> fire. The<br />
bravest <strong>of</strong> all <strong>of</strong> them would think twice<br />
before approaching an open flame. Fire is<br />
their natural enemy as their wooden form<br />
burns much like any <strong>of</strong> the trees <strong>of</strong> the<br />
forest.<br />
Generally peaceful people, Treefolk do not<br />
like violence; they would rather solve<br />
problems through conversation. However if<br />
it comes down to it, they strike with the<br />
power <strong>of</strong> a great Oak, and smite their<br />
enemies to protect all who they consider a<br />
friend. Treefolk tend to live in small groups<br />
within the forests <strong>of</strong> <strong>Fenorra</strong>. They are born<br />
not from parents, but are trees that awaken<br />
one day, though for some reason they bleed<br />
Treefolk<br />
as men living an average <strong>of</strong> 200 years. The<br />
Treefolk get along best with their fellow<br />
forest guardians, the Dryads, as they share<br />
similar views <strong>of</strong> the world. They also have a<br />
fondness for the Phaunos if only because<br />
they embody the vitality that they<br />
themselves do not possess.<br />
Appearance:<br />
-Bark skin<br />
-leaves scattered over body<br />
(colors may change with seasons)<br />
Racial Abilities<br />
Tier 1 Unnatural Strength<br />
Tier 2 Resist Fire<br />
Tier 3 Earthen Root<br />
Tier 4 Body Weaponry<br />
Tier 5 Grove Strength<br />
25
Valley Dwarves are thought to be cousins <strong>of</strong><br />
their Mountain dwelling kin the Mountain<br />
Dwarves. Like their relatives the Valley<br />
Dwarves are a hardy and long lived race. They<br />
are naturally more sturdy and resilient than most<br />
other races in <strong>Fenorra</strong> and live an average <strong>of</strong> 400<br />
years. Physically the Valley Dwarves resemble<br />
their Mountain cousins as well sharing their<br />
stocky appearance the men having full beards<br />
and both the men and women having streaks <strong>of</strong><br />
brown and green hues in their hair.<br />
This is where the resemblance ends however.<br />
Valley Dwarves are a peaceful and private<br />
people by nature and tend not to stray far from<br />
their villages. Despite their rugged appearance<br />
Valley Dwarves shy away from battle and the<br />
few who do take up arms have a difficult time<br />
mastering their weapons and find bulky armor<br />
far too encumbering to move. They have a<br />
natural affinity for the alchemical arts and an<br />
innate understanding <strong>of</strong> the herbs that grow on<br />
their land and prefer to use these natural means<br />
to protect themselves when in need.<br />
Valley Dwarves are a naturally stubborn race,<br />
opinionated in every way and form. However,<br />
unlike their mountain counterparts, the Dwarves<br />
tend to get into shouting matches or drinking<br />
contests, never resorting to physical violence to<br />
settle an argument. They prefer to outwit the<br />
opponent, or rather, see who has the stronger<br />
constitution. This innate stubbornness gives<br />
Valley Dwarf<br />
them an almost supernatural resistance to magics<br />
that affect the mind.<br />
As their name implies the Valley Dwarves live<br />
in the valleys <strong>of</strong> <strong>Fenorra</strong>. The mountains that<br />
surround them not only act as a natural defense<br />
against invading forces it also has segregated<br />
them from most other races in <strong>Fenorra</strong>. This has<br />
led to the common belief that Valley Dwarves<br />
are a shy and timid people as they are rarely<br />
seen outside <strong>of</strong> their small villages. This<br />
however is a misconception, Valley Dwarves are<br />
a private people but if pressed can be the most<br />
tenacious <strong>of</strong> people on <strong>Fenorra</strong>.<br />
Appearance:<br />
-full chest length beard with green/brown streaks<br />
Women:<br />
-Green/brown streaks in hair<br />
(no beard)<br />
Racial Abilities<br />
Tier 1 Resist Poison<br />
Tier 2 Callused Skin<br />
Tier 3 Stubborn<br />
Tier 4 Alchemical Genius<br />
Tier 5 <strong>Fenorra</strong>’s Touch<br />
26
Paths to Walk<br />
If a character chooses so he/she may follow a Path.<br />
Each path represents a particular philosophy and way<br />
<strong>of</strong> life. A character may choose only one path to<br />
follow and must roleplay accordingly. As a character<br />
gains experience following a particular Path he/she<br />
will gain access to unique Path Skills. This is<br />
represented by the Tiered Skill system in our<br />
Campaign. To purchase a Path Skill your character<br />
must meet the level requirement <strong>of</strong> that particular tier<br />
skill. The Tier to level requirement chart is as<br />
follows:<br />
Nature<br />
Tier Level<br />
1 6<br />
2 8<br />
3 11<br />
4 15<br />
5 20<br />
To walk the path <strong>of</strong> Nature is to be one with the<br />
natural world around you. Nature followers<br />
understand the natural balance <strong>of</strong> <strong>Fenorra</strong> and seek to<br />
maintain harmony. They keep this balance both in<br />
their hearts and in the way they live their lives. A true<br />
follower <strong>of</strong> nature knows when to help, and when to<br />
leave things alone. The true nature <strong>of</strong> <strong>Fenorra</strong> is a<br />
dual edged blade. There are the caring, nurturing<br />
protectors <strong>of</strong> the groves, and then there are their<br />
counterparts, the ferocious, unyielding avengers <strong>of</strong><br />
the wood. Perceiving the proper times to fall into<br />
either mentality is the burden <strong>of</strong> those who walk the<br />
path.<br />
Enchantment<br />
Tier 1 Purify Blood<br />
Tier 2 Resist Poison<br />
Tier 3 Physical Entangle<br />
Tier 4 Nature Cloak<br />
Tier 5 Regenerate<br />
The path <strong>of</strong> Enchantment calls to those <strong>of</strong> magical<br />
affinity. Practitioners who wish to hone their skills<br />
beyond the tradition <strong>of</strong> tomes and components, draw<br />
from their own being to develop a mastery <strong>of</strong> skills<br />
that are unattainable by other means. Members <strong>of</strong><br />
this path devote their lives to scholarly pursuits and<br />
value knowledge above all else. Followers <strong>of</strong> the path<br />
<strong>of</strong> Enchantment learn to view magic as a tangible<br />
energy that can be handled and shaped. This<br />
understanding allows them to use and control raw<br />
magical energy without scroll or incant.<br />
Chaos<br />
Tier 1 Magic Control<br />
Tier 2 Resist Magic<br />
Tier 3 Self-Enchant<br />
Tier 4 Magic Cloak<br />
Tier 5 Innate Dispel<br />
Magic<br />
Those who follow this path obey their own whims,<br />
and do not obey the natural order <strong>of</strong> things. Chaos is<br />
all about disruption, confusion and defiance. Defying<br />
the cycle <strong>of</strong> life, they are known to control the<br />
unnatural undead with their very voices, and<br />
shrugging <strong>of</strong>f magics that wrack their very bodies.<br />
One is never quite sure what someone following the<br />
path <strong>of</strong> Chaos will do. Only one thing can be<br />
certain. Whatever they do will have fun doing it.<br />
However, the path does require a certain devotion to<br />
it, and most if not all members follow an honor code.<br />
Chaos does not breed evil that is the bailiwick <strong>of</strong><br />
Shadow.<br />
Radiance<br />
Tier 1 Taunt<br />
Tier 2 Resist Fenorrian<br />
Harming<br />
Tier 3 Control Lesser<br />
Undead by Voice<br />
Tier 4 Chaos Cloak<br />
Tier 5 Chaos Storm<br />
The path <strong>of</strong> radiance is the path <strong>of</strong> the righteous.<br />
Those who commit themselves to justice and<br />
upholding what is goodly will seek this path.<br />
Followers will protect the innocent and the helpless<br />
and attempt to thwart those with evil intentions.<br />
Known as stalwart defenders those on the path <strong>of</strong><br />
Radiance never back down in the face <strong>of</strong> evil in any<br />
form. They seek to illuminate the world for only in<br />
the purest <strong>of</strong> light can evil have nowhere to hide.<br />
Shadow<br />
Tier 1 Magic Awaken<br />
Tier 2 Resist Physical<br />
Tier 3 Armor <strong>of</strong> Light<br />
Tier 4 Light Cloak<br />
Tier 5 Valiant Stand<br />
This is the path <strong>of</strong> darkness and deceit. Those who<br />
follow the path <strong>of</strong> Shadow use any means necessary<br />
to further their goals and care not for the well-being<br />
<strong>of</strong> others. Favored path <strong>of</strong> assassins and politicians,<br />
the path <strong>of</strong> Shadow calls to those who value<br />
27
subterfuge and subtlety over heavy handed and overt<br />
actions. While followers <strong>of</strong> the path <strong>of</strong> Shadow only<br />
seek to further their own desires it is not uncommon<br />
for a Shadow follower to work alongside or aid<br />
others when it would work to their own advantage.<br />
Tier 1 Magic Charm<br />
Tier 2 Resist Bindings<br />
Tier 3 Magic Drain<br />
Tier 4 Shadow Cloak<br />
Tier 5 Phase<br />
Skills System<br />
NERO characters advance by purchasing skills. Each<br />
skill you learn allows you to perform a particular task<br />
or group <strong>of</strong> tasks. Many can only be used a limited<br />
number <strong>of</strong> times per day. Some skills allow you to<br />
improve your abilities when the skill is bought<br />
multiple times. Be sure to carefully read the skill<br />
descriptions. Standard Reset In any case where a<br />
skill can be used only a certain number <strong>of</strong> times per<br />
day (such as Critical Slays or spells), the used skills<br />
will not return to you until the next day at 6AM or 6<br />
PM. This is known as a reset. These are called<br />
“limited resets” and do not refresh craft/ production<br />
skills, formal magic skills, or magic items.<br />
The Skill System<br />
NERO is a fantasy game. By that, we mean that it is a<br />
compilation <strong>of</strong> rules and customs by which we allow<br />
people to simulate doing things that they cannot<br />
really do. The most obvious <strong>of</strong> these things is magic.<br />
You should not be fooled into thinking that your<br />
personal skill equates to the character skill it<br />
represents. For instance, we have weapon skills. You<br />
must have the One Handed edged weapon skill<br />
before you are allowed to use a long sword. Many<br />
people have asked if they can at least pick up a sword<br />
and block blows with it—after all, anyone could<br />
make the attempt, could they not? The answer is no,<br />
in our game they cannot. The level <strong>of</strong> ability<br />
represented by the skill bought can be considerably<br />
different from that <strong>of</strong> your average player. It<br />
represents a skill that has required hours <strong>of</strong> practice a<br />
day for months to gain. When such an individual is<br />
faced with a person totally unskilled in weapon use,<br />
they would strike the person down with ease. The<br />
player’s skill may be somewhat less than that <strong>of</strong> the<br />
character, however, so the restrictions are used to<br />
simulate the skills. Similarly, the pr<strong>of</strong>iciency system<br />
represents a level <strong>of</strong> skill that the player might never<br />
obtain. We use it as a way to artificially give a<br />
player’s character, no matter what his or her real<br />
world skill, an advantage over another whose<br />
character is not as skilled. It allows a player <strong>of</strong><br />
indifferent skill to defeat or hold their own against a<br />
player <strong>of</strong> much greater skill. This is, after all, a<br />
fantasy. A person should be able to acquire skills that<br />
allow their character to do things that they<br />
themselves could not do in real life.<br />
Spell Slots<br />
There are special rules for spell acquisition that are<br />
unlike most other skills in the game. When you<br />
purchase a 1st level spell from the skill list, what you<br />
are actually buying is one first level Spell Slot. You<br />
cast any 1st level spell from this slot <strong>of</strong> the<br />
appropriate school. Once that spell has been cast, the<br />
slot will become empty and will remain that way<br />
until the next limited, or standard reset, or until it is<br />
refilled by other means. If you have several spell<br />
slots <strong>of</strong> a given level, you can fill them with any<br />
combination <strong>of</strong> spells (<strong>of</strong> the appropriate level) that<br />
you know. You must buy spell slots in a proportional<br />
pyramid fashion. If you wish to buy a spell slot <strong>of</strong> a<br />
particular level, then you must have two more spell<br />
slots <strong>of</strong> the level below. In other words, you must<br />
have a minimum <strong>of</strong> one spell slot difference between<br />
any adjoining levels and a maximum <strong>of</strong> two spell<br />
slots difference. If you wish to buy your first 2nd<br />
level spell slot, you must have at least two 1st level<br />
spell slots already, but you may not have three. Once<br />
you have purchased four spell slots <strong>of</strong> any particular<br />
level, then you need not buy any additional spell slots<br />
<strong>of</strong> that level to complete the pyramid. Imagine now<br />
the pyramid being an obelisk with a broad support<br />
and a pointed top (like the Washington Monument).<br />
You may buy more than four spell slots per level but<br />
there must always be at least as many spell slots<br />
below that level in order to support the new amount.<br />
Further, the pyramid must be constantly building,<br />
which means that the level above must have only one<br />
less than the amount you are buying. In other words,<br />
to buy a fifth 2nd level spell slot, you must have a<br />
fifth 1st level spell slot and a fourth 3rd level spell<br />
slot.<br />
Example <strong>of</strong> Pyramid <strong>Rule</strong>s: Phillip the mage has a<br />
3rd level spell slot, two 2nd level<br />
spell slots, and three 1st level<br />
spell slots. His pyramid is fine.<br />
(figure 3-1)<br />
He wants to learn a 4th level slot<br />
eventually. He must build the<br />
foundation <strong>of</strong> the pyramid so it<br />
can support a 4th level spell.<br />
First, he buys another 1st level<br />
slot and then another 2nd level<br />
slot. He must next purchase<br />
another 3rd level slot (figure 3-<br />
2).<br />
28
Now his pyramid is ready for the<br />
new spell level. Imagine the<br />
pyramid as needing the proper<br />
support for the 4th level spell has<br />
been made by making sure there<br />
are two 3rd level spell slots<br />
below. (The foundation for the<br />
two 3rd level slots was made<br />
when he had three 2nd level<br />
slots, and so on down the line.) He<br />
can buy his first 4th level spell slot<br />
(figure 3-3).<br />
If Phillip wants to buy a 5th level<br />
slot, he can do so without having<br />
to buy any more 1st level slots<br />
because four is the maximum<br />
required. He must support the 5th<br />
level slot by buying a 2nd, 3rd,<br />
and a 4th in that order to make the<br />
pyramid (figure 3-4)<br />
Phillip now has a perfect pyramid<br />
again. If he wants, he can stop<br />
buying 2nd level spells now, as<br />
four is the maximum required. His<br />
pyramid will then progress with<br />
the purchase <strong>of</strong> a 3rd level spell<br />
slot, and then a 4th, 5th, and then<br />
his first 6th level spell slot.<br />
If Phillip has all the slots listed in<br />
the pattern above (figure 3-4) and<br />
then decides that he wants a fifth<br />
2nd level spell slot, he must first<br />
buy another 1st level slot and a<br />
fourth 3rd level spell slot to<br />
support the 2nd level spell slot.<br />
After he buys the 1st and 3rd level<br />
spell slots, he can get the 2nd level<br />
spell slot he wanted (see figure 3-<br />
5).<br />
The pyramid must continue to be built and it must be<br />
built from the ground up! Note that the pattern is<br />
very set as to which spell slots have to be next<br />
purchased unless you wish to buy more than four<br />
spell slots <strong>of</strong> any one level. There is potentially no<br />
limit to the number <strong>of</strong> spells per level as long as this<br />
progression is maintained. If Phillip wanted to keep<br />
“bottoming out” his pyramid, he could end up with a<br />
pyramid that has nine 1st level spells, eight 2nd level<br />
spells, seven 3rd level spells, and so on up to one 9th<br />
level spell.<br />
Skill Costs<br />
Below and on the following pages are the charts<br />
listing the Build Point costs <strong>of</strong> skills. Each skill has<br />
six cost columns associated with it: F (fighter), H<br />
(highwayman) R (rogue), M (Magent), S (scholar)<br />
and T (templar). Note that all classes may buy any<br />
skill; they just might have to pay more Build Points.<br />
When buying skills, you should be aware <strong>of</strong> the<br />
prerequisites as well. For instance, to buy Weapon<br />
pr<strong>of</strong>iciency, you must first have a weapon skill to be<br />
pr<strong>of</strong>icient in and four critical attack skills. To learn<br />
how to cast celestial spells, you must first know how<br />
to read and Write and Magic.<br />
A good way to design your character is to imagine<br />
him or her at a higher level and work backwards.<br />
Figure out which skills you would like to have and<br />
how many Build Points you will have to spend for<br />
the skills. Try it with different classes to see which<br />
costs the least.<br />
29
Trades and Crafts F H R M S T Prerequisite<br />
Alchemy 6 5 3 6 4 5 Herbal Lore<br />
Craftsman 3 3 3 3 3 3<br />
Create Potion 6 5 5 5 3 4 4 th Level Fenorrian spell<br />
Create Scroll 6 5 5 5 3 4 4 th level Eldritch spell<br />
Create Trap 6 5 3 5 4 5 Disarm/ Arm Trap<br />
Crystomancy 6 6 4 3 5 5 Resonance<br />
Disarm/ Arm Trap 9 5 3 5 6 9<br />
Evaluate Item 6 5 3 5 6 6<br />
Herbal Lore 6 5 3 4 4 5 Read and Write<br />
Master Alchemy 5 5 5 5 5 5 Alchemy x10<br />
Master Crystomancy 5 5 5 5 5 5 Crystomancy x10<br />
Master Smithing 5 5 5 5 5 5 Smithing x10<br />
Master Trapping 5 5 5 5 5 5 Create Trap x10<br />
Pick Locks 9 7 3 6 9 9<br />
Resonance 6 5 4 3 4 5 Read and Write<br />
Smithing 3 4 4 4 4 4<br />
Scholarly Skills F H R M S T Prerequisite<br />
Read and Write 6 7 6 4 3 3<br />
Read Magic 8 9 6 5 4 4 Read and Write<br />
Elemental Studies 7 8 6 5 4 4 Healing Arts<br />
Manipulate 9 10 8 3 1 1 9th Level Elemental<br />
Mana Pool 20 22 14 12 10 10 See skill description<br />
Healing Skills F H R M S T Prerequisite<br />
First Aid 4 5 3 3 2 2<br />
Healing Arts 4 5 3 3 2 2 Read and write<br />
Weapons and Armor F H R M S T Prerequisite<br />
Archery 6 8 10 13 15 12<br />
One Handed Blunt 3 4 4 7 8 5<br />
One Handed Edged 5 5 5 9 10 7<br />
Polearm 8 9 10 11 12 10<br />
Shield 5 8 10 13 15 7<br />
Small Weapon 2 2 2 2 2 2<br />
Staff 4 4 4 4 4 4<br />
Thrown Weapon 4 4 4 4 4 4<br />
Two Handed Blunt 6 7 8 10 12 8<br />
Two Handed Sword 8 10 12 14 16 12<br />
Claws 0 0 0 0 0 0 Race specific<br />
Two Weapons 2 2 4 4 4 4 Florentine<br />
Florentine 6 6 6 10 12 8 A weapon skill<br />
Style Master 10 12 15 18 20 15 A weapon skill<br />
Weapon Master 15 16 18 19 20 18<br />
One Handed Weapon Master 8 9 10 12 14 10<br />
Two Handed Weapon Master 12 13 14 16 18 14<br />
Wear Extra Armor 3 2 3 3 4 3<br />
Dexterous Armor 1-10 1 1 1 1 1 1 Race dependent<br />
Dexterous Armor 11-20 2 2 2 2 2 2 Race dependent<br />
Natural Armor 1-10 1 1 1 1 1 1 Race dependent<br />
Natural Armor 11-20 2 2 2 2 2 2 Race dependent<br />
Fighting Skills F H R M S T Prerequisite<br />
Critical Attack 3 3 4 6 8 3 Weapon Skill<br />
Weapon Pr<strong>of</strong>iciency +1, +2, +3 etc 3 4 4 6 8 6 Critical attack x4<br />
Critical Slay 5 6 8 9 10 7 Weapon pr<strong>of</strong> +2<br />
Parry 5 6 8 9 10 7 Weapon pr<strong>of</strong> +2<br />
Master Critical Attack 3 3 4 6 8 4 Weapon skill<br />
Master Pr<strong>of</strong>iciency +1, +2, +3 etc 5 5 7 10 12 6 master critical attack x4<br />
Master Critical Slay 7 6 9 10 13 8 Master pr<strong>of</strong> +2, +4, +6 etc<br />
Master Critical Parry 7 6 9 10 13 8 Master pr<strong>of</strong> +2, +4, +6 etc<br />
Off-Hand Weapon Pr<strong>of</strong>iciency 1, 2 etc 8 8 10 15 20 8 Primary Crit Slay/Parry<br />
Master Off-Hand Weapon Pr<strong>of</strong> 1, 2 etc 9 9 12 17 22 12 Primary Mstr Crit Slay/Parry<br />
- 30 -
Stealth Skills F H R M S T Prerequisite<br />
Waylay 12 9 6 8 12 12<br />
Back Attack 6 3 3 3 6 6 Weapon skill<br />
Backstab 6 4 3 6 6 6 1st Set Back Attack x4<br />
Assassinate 10 8 5 6 10 10 Backstab x2, x4, x6 etc<br />
Dodge 10 8 5 6 10 10 Backstab x2, x4, x6 etc<br />
Magic (Primary) F H R M S T Prerequisite<br />
Level 1 3 4 2 1 1 1 See magic section<br />
Level 2 3 4 2 1 1 1 Level 1<br />
Level 3 6 8 4 2 2 2 Level 2<br />
Level 4 6 8 4 3 2 3 Level 3<br />
Level 5 9 12 6 3 3 3 Level 4<br />
Level 6 9 12 6 4 3 4 Level 5<br />
Level 7 12 16 8 5 4 5 Level 6<br />
Level 8 12 16 8 5 4 5 Level 7<br />
Level 9 15 20 10 6 5 6 Level 8<br />
Formal 12 20 8 5 4 6 Level 9 Fenorrian or Eldritch<br />
Magic (Secondary& Tertiary) F H R M S T Prerequisite<br />
Level 1 6 8 4 2 2 2 See magic section<br />
Level 2 6 8 4 2 2 2 Level 1<br />
Level 3 12 12 8 4 4 4 Level 2<br />
Level 4 12 12 8 6 4 6 Level 3<br />
Level 5 18 16 12 6 6 6 Level 4<br />
Level 6 18 16 12 8 6 8 Level 5<br />
Level 7 24 20 16 10 8 10 Level 6<br />
Level 8 24 20 16 10 8 10 Level 7<br />
Level 9 30 24 20 12 10 12 Level 8<br />
Formal 24 30 16 9 8 10 Level 9 Fenorrian or Eldritch<br />
Path Skills F H R M S T Prerequisite<br />
Taunt 3 3 3 3 3 3 Chaos Tier 1<br />
Resist Fenorrian Harming 4 4 4 4 4 4 Chaos Tier 2<br />
Control Lesser Undead by Voice 6 6 6 6 6 6 Chaos Tier 3<br />
Chaos Cloak 8 8 8 8 8 8 Chaos Tier 4<br />
Chaos Storm 10 10 10 10 10 10 Chaos Tier 5<br />
Magic Charm 3 3 3 3 3 3 Shadow Tier 1<br />
Resist Bindings 4 4 4 4 4 4 Shadow Tier 2<br />
Magic Drain 6 6 6 6 6 6 Shadow Tier 3<br />
Shadow Cloak 8 8 8 8 8 8 Shadow Tier 4<br />
Phase 10 10 10 10 10 10 Shadow Tier 5<br />
Magic Awaken 3 3 3 3 3 3 Radiance Tier 1<br />
Resist Physical 4 4 4 4 4 4 Radiance Tier 2<br />
Armor <strong>of</strong> Light 6 6 6 6 6 6 Radiance Tier 3<br />
Light Cloak 8 8 8 8 8 8 Radiance Tier 4<br />
Valiant Stand 10 10 10 10 10 10 Radiance Tier 5<br />
Magic Control 3 3 3 3 3 3 Enchantment Tier 1<br />
Resist Magic 4 4 4 4 4 4 Enchantment Tier 2<br />
Self-Enchant 6 6 6 6 6 6 Enchantment Tier 3<br />
Magic Cloak 8 8 8 8 8 8 Enchantment Tier 4<br />
Innate Dispel 10 10 10 10 10 10 Enchantment Tier 5<br />
Purify Blood 3 3 3 3 3 3 Nature Tier 1<br />
Resist Poison 4 4 4 4 4 4 Nature Tier 2<br />
Physical Entangle 6 6 6 6 6 6 Nature Tier 3<br />
Nature Cloak 8 8 8 8 8 8 Nature Tier 4<br />
Regenerate 10 10 10 10 10 10 Nature Tier 5<br />
31
Racial Abilities F H R M S T Prerequisite<br />
Acid Spittle 1 1 1 1 1 1 Saurian<br />
Alchemical Genius 8 8 8 8 8 8 Valley Dwarf<br />
Body Weaponry 5 5 5 5 5 5 Treefolk<br />
Callused Skin 3 3 3 3 3 3 Valley Dwarf<br />
Channel Healing 6 6 6 6 6 6 Dryad<br />
Charm 3 3 3 3 3 3 Elf<br />
Dhampyr’s Will 3 3 3 3 3 3 Dhampyr<br />
Dodge 10 10 10 10 10 10 Saurian<br />
Douse 1 1 1 1 1 1 Naiad<br />
Dreams Bane 3 3 3 3 3 3 Dremair<br />
Earthen Root 1 1 1 1 1 1 Treefolk<br />
Elemental Aura 5 5 5 5 5 5 See plot<br />
Elemental Barrier 6 6 6 6 6 6 See plot<br />
Elemental Healing 1 1 1 1 1 1 Dryad<br />
Essence Drain 5 5 5 5 5 5 Dhampyr<br />
Eventide 6 6 6 6 6 6 Naiad<br />
<strong>Fenorra</strong>’s Grasp 4 4 4 4 4 4 Dryad<br />
<strong>Fenorra</strong>’s Touch 3 3 3 3 3 3 Valley Dwarf<br />
Gargoyle Gaze 3 3 3 3 3 3 Gargoyle<br />
Generate Element 1 1 1 1 1 1 See plot<br />
Generate Lightning 1 1 1 1 1 1 Aurae<br />
Generate Stone 1 1 1 1 1 1 Gargoyle<br />
Grove Strength 6 6 6 6 6 6 Treefolk<br />
Hunter’s Reach 8 8 8 8 8 8 Lycanthrope<br />
Inner Control 5 5 5 5 5 5 Lycanthrope<br />
Nimble 3 3 3 3 3 3 Phaunos, Dhampyr<br />
One with the Elements 8 8 8 8 8 8 See plot<br />
Phase 10 10 10 10 10 10 Dhampyr<br />
Physical Silence 4 4 4 4 4 4 Aurae<br />
Piercing Strike 4 4 4 4 4 4 Saurian<br />
Rage <strong>of</strong> the Sky 1 1 1 1 1 1 Aurae<br />
Regeneration 6 6 6 6 6 6 Gargoyle<br />
Regrowth 3 3 3 3 3 3 Saurian<br />
Resist Charm 3 3 3 3 3 3 Human, Elf<br />
Resist Commands 4 4 4 4 4 4 Naiad, Dryad, Aurae<br />
Resist Curse 3 3 3 3 3 3 Human<br />
Resist Destroy 4 4 4 4 4 4 Gargoyle<br />
Resist Drain 3 3 3 3 3 3 Human<br />
Resist Elemental 4 4 4 4 4 4 See plot<br />
Resist Fire 3 3 3 3 3 3 Treefolk, Dryad<br />
Resist Ice 3 3 3 3 3 3 Naiad<br />
Resist Physical 3 3 3 3 3 3 Phaunos<br />
Resist Poison 4 4 4 4 4 4 Lycanthrope, Phaunos, Valley Dwarf<br />
Resist Shatter 3 3 3 3 3 3 Gargoyle, Dremair<br />
Resist Sleep 2 2 2 2 2 2 Elf<br />
Resist Stone 3 3 3 3 3 3 Aurae, Dremair<br />
Shed Skin 4 4 4 4 4 4 Saurian<br />
Sirens Call 6 6 6 6 6 6 Naiad<br />
Strength <strong>of</strong> Will 6 6 6 6 6 6 Dhampyr<br />
Strike <strong>of</strong> the Moon 4 4 4 4 4 4 Lycanthrope<br />
Stubborn 4 4 4 4 4 4 Valley Dwarf<br />
Sway 8 8 8 8 8 8 Phaunos<br />
Taunt 3 3 3 3 3 3 Phaunos<br />
True Resonant 8 8 8 8 8 8 Dremair<br />
True Shot 4 4 4 4 4 4 Elf<br />
Unnatural Strength 10 10 10 10 10 10 Lycanthrope, Treefolk<br />
Vital Shot 8 8 8 8 8 8 Elf<br />
Waste Away 5 5 5 5 5 5 Dremair<br />
32
Skill Descriptions<br />
Acid Spittle: This skill allows a character to “spit”<br />
physical acid damage. The cost is 1 build for every 2<br />
points <strong>of</strong> damage, with a maximum purchase <strong>of</strong> ten<br />
times. The call would be “# physical acid” and is<br />
delivered by packet only. The damage can be broken<br />
up at player discretion, and the “pool” <strong>of</strong> purchased<br />
damage resets as per daily skills.<br />
Alchemical Genius: This causes any item created<br />
with the Alchemy skill production to be doubled.<br />
Example, if a cure 5 elixir and nausea gas is created<br />
the character will receive an additional cure 5 elixir<br />
and nausea gas. This skill only needs to be purchased<br />
once and should be used between events when<br />
production is conducted.<br />
Alchemy: This skill allows the character to create<br />
non magical elixirs, poisons, oils, and solvents. For<br />
each time is bought, the character gets one<br />
Production Level. This cannot be used to determine<br />
the presence <strong>of</strong> an alchemical substance or magical<br />
potion in a creature’s bloodstream.<br />
Make Elixirs, Contact, & Gas Poisons The list<br />
<strong>of</strong> substances, that can be made with the skill<br />
alchemy and their Production cost is in the<br />
Production section.<br />
Mix in Item (requires 1 level <strong>of</strong> Alchemy)<br />
Allows you to mix an ingested substance into a<br />
food or drink. Anyone can use an ingested<br />
substance if not mixed in food or drink. (In other<br />
words, anyone can drink a cure light damage<br />
elixir straight from the bottle, but you must have<br />
alchemy 1 in order to mix that elixir into a drink<br />
or food.)<br />
Handle Globe (requires effect levels <strong>of</strong><br />
Alchemy) To employ a gas or apply a contact<br />
substance other than Vorpal coating requires at<br />
least the purchase <strong>of</strong> a number <strong>of</strong> levels <strong>of</strong> the<br />
alchemy skill equal to the production level value<br />
<strong>of</strong> the poison being used. Note that all gas<br />
packets must be orange to differentiate them<br />
from spell packets (which cannot be orange).<br />
Ambidexterity: This skill allows all pr<strong>of</strong>iciencies<br />
and backstabs purchased to be mirrored in the<br />
characters <strong>of</strong>f hand. This skill is only available as a<br />
racial ability and is meant to be used with claws and<br />
is not usable with weapons.<br />
Armor <strong>of</strong> Light: This skill grants a character 10<br />
point <strong>of</strong> refitable armor that can be used with all<br />
other forms or armor. This armor refits with one<br />
minute <strong>of</strong> uninterrupted time as per Natural or<br />
Dexterous armor. One purchase <strong>of</strong> this skill grants<br />
the entire 10 points <strong>of</strong> armor. Only one purchase <strong>of</strong><br />
this skill is permitted.<br />
Assassinate: This skill enables the character to<br />
deliver a dangerous stealth attack once per day for<br />
each time the skill is bought. Assassinate may be<br />
used with any weapon capable <strong>of</strong> being used by the<br />
character, but must be purchased for a specific hand.<br />
An assassinate can only be delivered from behind. A<br />
parry, Magic armor or similar effect can protect from<br />
an assassinate. In order to use an assassinate, you<br />
must be behind the victim and able to see his or her<br />
shoulder blades. You cannot reach around from the<br />
front or from the side. If the blow does not land on<br />
the back <strong>of</strong> the target’s torso, legs, or arms, then it<br />
will have no effect. By its nature, an assassinate<br />
cannot be held active nor may it switch targets; it can<br />
only be used for one strike. It does not have to be by<br />
surprise. An assassinate does 100 damage and is<br />
called as “100 <br />
Assassinate.”<br />
A Character may purchase either an Assassinate<br />
and/or a Dodge for every 2 backstab purchases.<br />
Awaken: This ability allows a character to<br />
magically deliver an awaken effect once per day<br />
purchase <strong>of</strong> the ability. The maximum purchase<br />
amount for this skill is four.<br />
Back Attack: This skill allows the character to do<br />
two extra points <strong>of</strong> damage against any one opponent<br />
from behind for the duration <strong>of</strong> the battle (which is<br />
defined as “Line <strong>of</strong> Sight” as) once per day for each<br />
time the skill is taken. This bonus applies to any<br />
weapon in which the character has the skill. When<br />
the skill is bought, the player must specify for which<br />
hand the skill is to be used. You must be behind and<br />
able to see the victim’s shoulder blades to do a Back<br />
Attack; you cannot reach around from the front. After<br />
a character has earned the fourth Back Attack, the<br />
character can trade them in and buy a Backstab. The<br />
character may then begin learning Back Attacks<br />
again.<br />
Back Stab: This skill allows a character to do an<br />
extra 2 points <strong>of</strong> damage to any foe they can hit in the<br />
back while standing behind the person. You must be<br />
behind the victim and able to see the victim’s<br />
shoulder blades to do a Backstab; you cannot reach<br />
around from the front. When purchased, the player<br />
must specify for which hand the skill is to be used.<br />
The skill can be bought multiple times and the effects<br />
are cumulative. This skill can be used with any<br />
weapon with which the character has the skill.<br />
Balance: This allows a character to take an extra step<br />
between jump stones or other dexterous related<br />
terrain modifiers (to be determined by a marshal).<br />
Any effect that would bind or tie up the character<br />
would cancel the Balance ability. If a Pin spell is cast<br />
on the character using Balance, and their right foot is<br />
not on in-game ground, the foot will be pulled into<br />
the terrain and the player falls victim to the terrain<br />
effect.<br />
33
Blade Fury: Every fourth assassinate or slay a<br />
character has deals 200 damage instead <strong>of</strong> the normal<br />
100. No PC may augment this number by any means.<br />
Body Weaponry: This skill allows the character’s<br />
main weapon style to be part <strong>of</strong> their body. This<br />
allows them to retract their weapons when they don’t<br />
want the wield them. Because the weapons become<br />
part <strong>of</strong> their body the weapons cannot be shattered,<br />
destroyed or disarmed. This skill does not apply to<br />
thrown weapons or arrows/bolts but does apply to the<br />
bow/crossbow. Only one purchase is necessary.<br />
Callused Skin: This skill grants the character an<br />
additional 5 points <strong>of</strong> Natural Armor. This armor<br />
does not count towards the class maximum. Only<br />
one purchase <strong>of</strong> this skill is permitted.<br />
Chaos Cloak: This skill grants the character no<br />
effect from the Living, melee or ranged attacks. The<br />
only exception to this is the spell Dispel Magic,<br />
regardless <strong>of</strong> casters lineage (living or undead). The<br />
character must cross their arms over their chest and<br />
call out “Chaos cloak” every 10 seconds. While in a<br />
Chaos Cloak a character must have their feet planted<br />
and may not move in any way. No other skills or<br />
abilities may be used while in a Chaos cloak. This<br />
ability unless dispelled will last for 10 minutes or<br />
until the character’s death count is reached. The<br />
maximum purchase amount for this skill is one.<br />
Chaos Storm: At the time <strong>of</strong> casting, the caster must<br />
plant both feet. As long as both feet remain planted<br />
and the spell is not disrupted as per normal spell<br />
rules, the caster may throw a packet after completing<br />
the incant “5 Elemental Chaos.” While the spell is in<br />
effect, the caster can perform no other skill nor cast<br />
any other spell. Each packet thrown acts as a separate<br />
spell which causes 5 points <strong>of</strong> elemental damage to<br />
the target. This skill may be purchased twice.<br />
Channel Healing: This skill allows a character to<br />
possess the ability <strong>of</strong> a 5 elemental healing storm to<br />
be delivered via touch only. At the time <strong>of</strong><br />
activating the skill, the player must plant both feet on<br />
natural ground. As long as both feet remain planted<br />
and the spell is not disrupted as per normal spell<br />
rules, the caster may touch cast with a packet after<br />
completing the incant “5 Elemental Healing.” While<br />
the spell is in effect, the caster can perform no other<br />
skill nor cast any other spell. If the caster is affected<br />
at all during the use <strong>of</strong> this skill, even a protective<br />
being used the storm ends. The maximum purchase<br />
amount for this skill is four.<br />
Charm: This ability allows a character to magically<br />
deliver a charm effect once per day purchase <strong>of</strong> the<br />
ability. The maximum purchase amount for this skill<br />
is four.<br />
Control Lesser Undead by voice: This ability<br />
allows a character to control lesser undead by their<br />
voice. Any undead affected that hear the command<br />
are under the control <strong>of</strong> the caster. This skill may be<br />
used once per purchase <strong>of</strong> the ability. The correct<br />
verbal to use is “Control lesser undead by voice.”<br />
The correct use <strong>of</strong> the ability follows the Control<br />
Undead spell description. The maximum purchase<br />
amount for this skill is two.<br />
Craftsman : This skill is used to add flavor<br />
to your character. It cannot be used to give a<br />
character any extra power in-game nor does it<br />
guarantee any information from the Plot Committee.<br />
For instance, if a character takes Craftsman<br />
“Historian” then it is up to the character to learn the<br />
history in game.<br />
Craftsman skills must be skills that would provide an<br />
income. For every Craftsman skill bought, a<br />
character will receive two sapphire at check-in for<br />
each game-day. A character that has 10 levels in a<br />
particular craftsman skill is considered a “master”<br />
and is rewarded for their expertise. They begin<br />
earning 5 sapphire per day per level, rather than the<br />
usual 2 per day per level. Other role play benefits<br />
may also accrue.<br />
Create Potion: This skill allows the character to<br />
create a Fenorrian magic based potion. The character<br />
must have a spell slot <strong>of</strong> the level to be made and<br />
access to the spell in a spell book. Note that not every<br />
spell can be made into a potion.<br />
Create Scroll: This skill allows the character to<br />
create a Eldritch magic based scroll. The character<br />
must have a spell slot <strong>of</strong> the level to be made. Note<br />
that not every spell can be made into a scroll. Making<br />
a scroll costs Production Points and falls under the<br />
rules set forth in the Production section.<br />
Create Trap: A character with this skill can make<br />
traps as described in the chapter on Traps and Locks.<br />
Making a trap costs Production Points and in-game<br />
money and falls under the rules set forth in the<br />
section on the Skills System.<br />
Critical Attack: This skill allows the character to do<br />
one extra point <strong>of</strong> damage against any one opponent<br />
for the duration <strong>of</strong> the battle once per day for each<br />
time the skill is taken. Battle duration is defined as<br />
“Line <strong>of</strong> Sight” as per spells. This bonus applies only<br />
to either the right or left hand and a particular<br />
weapon in that hand. After a character has earned the<br />
fourth Critical Attack, the character can trade them in<br />
and buy a Weapon Pr<strong>of</strong>iciency. The character may<br />
then begin learning Critical Attacks again.<br />
Critical Slay: This skill does 100 damage and is<br />
called as “100 Slay.”<br />
For example: “100 Silver Ice Slay” A critical slay<br />
will always do full damage to a creature with a<br />
34
threshold or a damage cap. Before using the character<br />
must call out “Prepare to Die!” this is an OOG<br />
statement. The Slay is considered used as soon as the<br />
statement is made. The Slay will be active until the<br />
blow is landed, or five minutes passes. If the blow is<br />
landed, the Slay damage can be negated by other<br />
game defenses such as phase, dodge, parry, Magic<br />
armor, etc. The 5 minute time period cannot be<br />
shortened by any other means, including having the<br />
weapon disarmed or destroyed, calling a defense,<br />
killed and then Life’d, falling unconscious, etc. When<br />
engaging new opponents you must announce “Active<br />
Slay” this is an OOG statement and can be made<br />
even when silenced. A player hit by a Slay who does<br />
not die from the Slay must announce that the Slay<br />
was successful by saying “hit” or role-playing<br />
appropriately. This informs the fighter using the Slay<br />
that he or she must then begin calling regular damage<br />
again. This skill uses the same handedness rules and<br />
specific weapon rules as critical attack and Weapon<br />
pr<strong>of</strong>iciency.<br />
For every 2 weapon pr<strong>of</strong>iciencies a Critical Slay<br />
and/or a parry may be purchased, but not two <strong>of</strong> the<br />
same skill.<br />
Crystomancy: This skill allows the character to<br />
mine and refine Resonance crystals. For each time<br />
Crystomancy is bought, the character gets one<br />
Production Point. Crystomancy can be used to<br />
determine if a crystal found in game can be used for<br />
Resonance purposes and can be used to determine if a<br />
crystal is present within a creatures body.<br />
Handling Crystals:(requires effect levels <strong>of</strong><br />
Crystomancy) To prepare a crystal requires at<br />
least the purchase <strong>of</strong> a number <strong>of</strong> levels <strong>of</strong> the<br />
Crystomancy skill equal to the production level<br />
value <strong>of</strong> the crystal being used. Note that all<br />
crystal packets must be blue to differentiate them<br />
from spell packets (which cannot be blue).<br />
Dexterous Armor: This represents the characters<br />
natural agility, their ability to avoid harm and<br />
damage. Each point <strong>of</strong> this skill is equivalent to one<br />
point <strong>of</strong> armor. This skill does not stack with Natural<br />
Armor or physical armor. To reset this armor, the act<br />
<strong>of</strong> stretching must be performed uninterrupted for 60<br />
seconds. Any in-game effect that would prevent the<br />
character’s ability to move freely nullifies the<br />
Dexterous Armor while under this affect. This<br />
includes Pin; Bind; Web; Confine; Iron Maiden;<br />
Imprison; paralyze; physical entangles; Paste <strong>of</strong><br />
Stickiness and affects such as Sleep and other forms<br />
<strong>of</strong> unconsciousness or incapacitation which would<br />
not allow for free conscious movement. Once the<br />
restrictive affect is removed or has worn <strong>of</strong>f the<br />
Dexterous armor returns at the same strength it was at<br />
before the affect took place. The amount <strong>of</strong><br />
Dexterous Armor a character can purchase is limited<br />
to their class maximum. This skill remains unaffected<br />
by the skill wear extra armor.<br />
Dhampyr's Will: This skill allows a character to<br />
resist charm or charm another person per day per<br />
purchase <strong>of</strong> the skill. For each purchase the character<br />
must chose to resist or to charm. If the character<br />
chooses to Charm this must be delivered by packet<br />
and as Magic deliverance. The maximum purchase<br />
amount for this skill is four.<br />
Disarm/Arm Trap: This skill allows the character<br />
to attempt to disarm or set a trap. It does not<br />
guarantee success. You must have this skill to even<br />
attempt to disarm or set a trap. You may not even cut<br />
an obvious trip wire without this skill. Traps may<br />
only be set in the presence <strong>of</strong> a marshal. This skill is<br />
difficult to use without some simple tools such as a<br />
knife, candle, probe, etc. See “So You Want to Be a<br />
Thief?” for advice.<br />
Dodge: This use <strong>of</strong> the skill allows the character to<br />
dodge any single NERO safe weapon attack or any<br />
packet delivered attack for each time the skill is<br />
purchased. It does not protect against traps (except<br />
for weapon traps), Waylay, or Killing Blows. Dodge<br />
cannot be used if a character is completely<br />
immobilized, such as in a Confine or a Paralysis.<br />
Dodge can be bought after every two Backstabs.<br />
A Character may purchase either an Assassinate<br />
and/or a Dodge for every 2 backstab purchases.<br />
The Dodge racial skill can be purchased a maximum<br />
<strong>of</strong> two times and no back stab prerequisites are<br />
needed.<br />
Douse: This skill allows a character to “spout”<br />
elemental water damage. The cost is 1 build for every<br />
2 points <strong>of</strong> damage, with a maximum purchase <strong>of</strong> ten<br />
times. The call would be “# Elemental Water” and is<br />
delivered by packet only. The damage can be broken<br />
up at player discretion, and the “pool” <strong>of</strong> purchased<br />
damage resets as per daily skills.<br />
Dreams Bane: This skill allows the character to<br />
deliver one magic Awaken per day per purchase <strong>of</strong><br />
the skill. This Awaken can be used on others and can<br />
also be used on themselves as a casting or as an<br />
innate ability. This meaning that if the character is<br />
under the effect <strong>of</strong> something that requires an awaken<br />
to cure the character may state “innate Awaken” and<br />
the cured <strong>of</strong> the ailment. The maximum purchase<br />
amount for this skill is four.<br />
Earthen Root: This skill allows a character to have a<br />
threshold when their feet are planted on natural<br />
ground. With each purchase <strong>of</strong> the skill 1 point <strong>of</strong><br />
threshold is gained. The character may not move<br />
their feet or lose concentration (i.e. lose<br />
consciousness in any way), or the threshold is<br />
broken. The Earthen Root maximum available points<br />
may be broken up at the player’s discretion. Once<br />
points are used they will reset as a per day skill. The<br />
maximum purchase amount <strong>of</strong> this skill is twenty.<br />
35
Eldritch Magic: This skill allows the character to<br />
cast Eldritch Magic spells <strong>of</strong> that level. This skill is a<br />
spell slot as described in the chapter on the Skills<br />
System.<br />
Elemental Aura: This skill allows the character to<br />
swing for Elemental damage type with their weapon<br />
for five minutes. The correct verbal to use while the<br />
skill is active is “# elemental .” This skill lasts<br />
for five minutes or until death count is reached. This<br />
skill turns the weapon strike into an elemental attack,<br />
thus making the strike follow elementally deliverance<br />
rules. The maximum purchase amount for this skill is<br />
four.<br />
Elemental Barrier: This grants the caster 10 points<br />
<strong>of</strong> refitable armor. This stacks with physical, Natural<br />
and Dexterous armor and can be refit with a 1 minute<br />
<strong>of</strong> uninterrupted time. This armor does not count<br />
towards the class maximum armor limit.<br />
Elemental Healing: This skill allows a character to<br />
deliver elemental healing from a racial ability “pool”.<br />
The cost is 1 build for every 2 points <strong>of</strong> healing, with<br />
a maximum purchase <strong>of</strong> ten times. The call would be<br />
“# elemental healing” and is delivered by packet<br />
only. The healing can be broken up at player<br />
discretion, and the “pool” resets as per daily skills.<br />
Elemental Magic: This skill allows the character to,<br />
once per day, cast Elemental Magic spells <strong>of</strong> that<br />
level. This skill is a spell slot as described in the<br />
Chapter on the Skills System.<br />
Elemental Studies: This skill is a prerequisite for the<br />
Elemental spell school. To acquire this skill, the<br />
character must have Healing Arts and its<br />
prerequisites. This skill at times may also give hints<br />
and may be used between events to search for<br />
information involving the elements. It is not a<br />
guaranteed success that any information will be<br />
found. The maximum purchase amount for this skill<br />
is ten.<br />
Essence Drain: This skill allows a character to drain<br />
the blood <strong>of</strong> a sentient being who is not dead yet.<br />
Doing this will regain the feeding characters hit<br />
points. The correct verbal to use for this skill is “I<br />
drain you 1, I drain you 2, I drain you 3, Essence<br />
Drain.” When this skill is used it leaves the vampyre<br />
drain effect on the victim and they will be stabilized.<br />
The maximum purchase amount for this skill is four.<br />
Evaluate Item: This skill enables the character to<br />
place a fairly accurate monetary value on any jewelry<br />
seen. This skill does not identify whether or not the<br />
item is magical. You may request an item<br />
identification sheet which will allow a player with<br />
this skill to determine the value <strong>of</strong> an item being<br />
evaluated.<br />
Eventide: This skill allows the player to possess an<br />
Elemental Water Storm that does not require their<br />
feet to be planted. This storm will last for 10 minutes<br />
or until dispelled or death count is reached. This skill<br />
can be used once per day per purchase. The caster<br />
may throw a packet after completing the incant “5<br />
Elemental Water.” While the spell is in effect, the<br />
caster can perform no other skill nor cast any other<br />
spell. Each packet thrown acts as a separate spell<br />
which causes 5 points <strong>of</strong> elemental damage to the<br />
target. The maximum purchase amount for this skill<br />
is four.<br />
Feeder: Possessing this skill negates the Drain effect<br />
caused when fed upon by a Vampyre. Only one<br />
purchase <strong>of</strong> this skill is needed.<br />
<strong>Fenorra</strong>'s Grasp: This skill acts as an Elemental<br />
Web and is delivered by packet only. This skill may<br />
be purchased up to four times. The correct verbal to<br />
activate is “Elemental Web”<br />
<strong>Fenorra</strong>’s Touch: This skill allows the character to<br />
Auto Stabilize themselves with a 1 minute count once<br />
per day per purchase. This is a smart skill and can be<br />
chosen not to be used. The character has the duration<br />
<strong>of</strong> their 1 minute bleed out count to choose to use the<br />
skill. If Healing Arts is used on the character it can<br />
be determined that the character is stabilizing. The<br />
maximum purchase amount for this skill is four.<br />
Fenorrian Magic: This skill allows the character to,<br />
once per day, cast Fenorrian Magic spells <strong>of</strong> that<br />
level. This skill is a spell slot as described in the<br />
Chapter on the Skills System.<br />
First Aid: First Aid allows the user to stabilize a<br />
dying creature with a metabolism, bringing the<br />
recipient to zero Body Points. The person will regain<br />
consciousness in one minute with one body point.<br />
This skill only works with human like physiologies.<br />
It will not work on animals. Some monsters are so<br />
alien that First Aid will also not work on them. This<br />
skill cannot save a creature hit with a Killing Blow or<br />
a Death spell. Note that the skill Healing Arts is<br />
needed to determine if the creature is dead. The skill<br />
requires a full uninterrupted minute, in which time<br />
the person applying the First Aid can do nothing else.<br />
This means that you cannot perform other game skills<br />
while using the skill First Aid. Just like any game<br />
effect in NERO, if this skill does not affect you, you<br />
must call “no effect” when this skill is first applied. If<br />
interrupted while giving First Aid, then the one<br />
minute death “timer” continues where it left <strong>of</strong>f when<br />
the First Aid was started. You cannot First Aid more<br />
than one person at a time. This minute represents the<br />
binding <strong>of</strong> wounds and the stopping <strong>of</strong> bleeding. The<br />
player with this skill should roleplay out the First Aid<br />
by pulling out some bandages and otherwise<br />
concentrating on helping the patient.<br />
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Florentine: This skill allows the character to hold<br />
and use two weapons in combat, one in each hand.<br />
Neither weapon can be a two handed weapon, and<br />
one <strong>of</strong> the weapons can be no longer than a dagger. If<br />
different damages are being delivered with each<br />
weapon, then you must call out different damages<br />
when swinging the weapons.<br />
Formal Magic (school): This skill allows you to<br />
read and use formal magic scrolls <strong>of</strong> your particular<br />
school (Fenorrian or Eldritch). The scrolls are<br />
individual and unique magics in and <strong>of</strong> themselves so<br />
no listing <strong>of</strong> them is found in this manual. This skill<br />
does not require the building <strong>of</strong> a second spell<br />
pyramid, but is bought in a linear fashion like Create<br />
Scroll.<br />
Gaze <strong>of</strong> Gargoyle: This allows a character to deliver<br />
one “Magic Fear” via packet per day per purchase <strong>of</strong><br />
the skill. The maximum purchase amount for this<br />
skill is four.<br />
Generate Element: This skill allows a character to<br />
generate elemental damage. The cost is 1 build for<br />
every 2 points <strong>of</strong> damage, with a maximum purchase<br />
<strong>of</strong> ten times. The call would be “# Elemental<br />
” and is delivered by packet only. The<br />
damage can be broken up at player discretion, and the<br />
“pool” <strong>of</strong> purchased damage resets as per daily skills.<br />
Generate Lightning: This skill allows a character to<br />
generate elemental lightning damage. The cost is 1<br />
build for every 2 points <strong>of</strong> damage, with a maximum<br />
purchase <strong>of</strong> ten times. The call would be “#<br />
Elemental lightning” and is delivered by packet only.<br />
The damage can be broken up at player discretion,<br />
and the “pool” <strong>of</strong> purchased damage resets as per<br />
daily skills.<br />
Generate Stone: This skill allows a character to<br />
generate elemental stone damage. The cost is 1 build<br />
for every 2 points <strong>of</strong> damage, with a maximum<br />
purchase <strong>of</strong> ten times. The call would be “#<br />
Elemental stone” and is delivered by packet only.<br />
The damage can be broken up at player discretion,<br />
and the “pool” <strong>of</strong> purchased damage resets as per<br />
daily skills.<br />
Grove Strength: This ability allows a character to<br />
swing half their level (rounded down) added to their<br />
existing weapon damage when Earthen Rooted. This<br />
can only be used with melee weapons. The<br />
maximum purchase amount for this skill is four.<br />
Healing Arts: This skill, which represents basic<br />
medical knowledge, is required to learn any earth<br />
magic spells. A character with Healing Arts can<br />
determine if someone is diseased, sleeping,<br />
paralyzed, dead, dying, unconscious, or merely<br />
faking injury upon examining them. The exact extent<br />
<strong>of</strong> injuries can be determined as well. A person with<br />
Healing Arts examining a hurt body can tell exactly<br />
how many points <strong>of</strong> healing are necessary for<br />
complete recovery.<br />
This skill will not allow you to tell if a creature is<br />
under the effects <strong>of</strong> an alchemical substance or if the<br />
creature has any in their system. It will not allow you<br />
to determine death by poison, necromancy, or the use<br />
<strong>of</strong> spells or similar unobvious means. It will allow<br />
you to determine if the death was caused by an edged<br />
or blunt weapon or by claws. Since this skill<br />
represents checking pulse and otherwise examining<br />
the body, it cannot be done instantly. In order to use<br />
this skill, the person must act as if they are touching<br />
the subject and roleplay an examination. The amount<br />
<strong>of</strong> time it takes to perform the examination is<br />
determined by the length <strong>of</strong> the questions being asked<br />
but in no case less than three seconds.<br />
These out-<strong>of</strong>-game questions can only include the<br />
following: How many Body Points are you down?<br />
Were you damaged by edged weapons or claws?<br />
Were you damaged by blunt weapons? Were you<br />
waylaid? Are you diseased? Are you sleeping? Are<br />
you paralyzed? Are you regenerating? Are you<br />
unconscious? Are you bleeding out? Are you dead?<br />
How much time until you ?<br />
You may not ask questions like the following: What<br />
is your maximum amount <strong>of</strong> Body Points? Were you<br />
killed by necromancy? Were you killed by celestial<br />
spells? Were you poisoned? Was that guy running<br />
away the one who killed you?<br />
The conscious recipient knows that the “diagnosis” is<br />
being done. You cannot use Healing Arts on a<br />
conscious person without their knowledge. A<br />
conscious person can prevent Healing Arts from<br />
being performed unless bound or similarly restrained.<br />
This skill also allows the user to quickly detect<br />
whether a liquid is a magical potion, but not its<br />
identity. This process must be roleplayed accordingly<br />
and must take at least three seconds. To fully identify<br />
a potion requires a complete uninterrupted minute. In<br />
order to roleplay this, the player should spend the<br />
minute scrutinizing the bottle, holding it up to the<br />
light, shaking the contents, and otherwise<br />
investigating the mysterious liquid.<br />
Herbal Lore: This skill is a prerequisite to creating<br />
any alchemical substances. It allows the user to detect<br />
the presence <strong>of</strong> an alchemical substance, but not its<br />
identity. This process must be roleplayed accordingly<br />
and must take at least three seconds. To fully identify<br />
an alchemical substance requires a complete<br />
uninterrupted minute. In order to roleplay this, the<br />
player should spend time scrutinizing the bottle or<br />
substance, holding it up to the light, shaking the<br />
contents, and otherwise investigating the mysterious<br />
liquid. This skill cannot be used to identify blood<br />
types, detect the presence <strong>of</strong> poison in the<br />
bloodstream, identify a type <strong>of</strong> monster or a race<br />
from a blood sample, or otherwise do modern<br />
chemical observations.<br />
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Hunter’s Reach: This allows a character to upgrade<br />
one <strong>of</strong> their claws to a long claw. When this skill is<br />
purchased the hand in which the long claw will be<br />
used in must be selected. Then that long claw can<br />
only be used in that specified hand. Only one<br />
purchase necessary.<br />
Innate Dispel Magic: This skill allows a player to<br />
dispel themselves once per purchase <strong>of</strong> the ability.<br />
The player does not need to have a free hand as per<br />
the spell to deliver this effect on themselves. The<br />
correct verbal to use is “innate dispel magic”. The<br />
maximum purchase amount for this skill is 2.<br />
Inner Control: This allows a character to opt to use<br />
their claws during the day. Using this skill does not<br />
require a 3 count but the character is expected to<br />
roleplay the extension and retraction <strong>of</strong> the claws.<br />
Only one purchase is necessary for multi-use.<br />
Inner Humors: A Master Crystomancer may spend<br />
one level <strong>of</strong> base production, which was not already<br />
used for another purpose, in order to deliver any<br />
“physical” effect from the base crystomancy package<br />
as “Elemental”. This skill is included when Master<br />
Crystomancy is purchased.<br />
Light Cloak: This skill allows a character to<br />
camouflage themselves within the sunlight for 10<br />
minutes. While using this skill nothing will affect<br />
them except for a Bolt <strong>of</strong> Darkness, which will cancel<br />
the cloak. While in a Light Cloak a character must<br />
have their feet planted and may not move in any way.<br />
This skill can be used once per day per purchase.<br />
The maximum purchase amount for this skill is one.<br />
Magic Cloak: This allows the character to go into a<br />
meditative state in which a protective barrier <strong>of</strong><br />
magic energy forms around them. The only way to<br />
bypass this barrier and affect the caster is with a<br />
Dispel Magic effect or an Awaken effect. This then<br />
breaks the Magic Cloak effect. While in a Magic<br />
Cloak a character must have their feet planted and<br />
may not move in any way. This skill lasts 10 minutes<br />
or until broken by one <strong>of</strong> the above listed effects.<br />
This skill can only be purchased once.<br />
Magic Control: This skill takes one minute <strong>of</strong><br />
uninterrupted concentration, and takes one free hand<br />
to complete. Magic control removes any 5 minute<br />
and/or line <strong>of</strong> sight elemental and magic effects. It<br />
will not remove any alchemical or physical effects.<br />
This skill will only remove one effect from the target<br />
per use. The maximum purchase amount for this<br />
skill is one.<br />
Magic Drain: This skills allows a character to<br />
deliver a Drain effect as magic via packet only. The<br />
correct verbal to use is “Magic Drain”. For details on<br />
Drain please refer to the special ability section <strong>of</strong> this<br />
book. The maximum purchase amount for this skill<br />
is four.<br />
Mana Pool: This skill allows a character to cast<br />
their spell pyramid out <strong>of</strong> any school they have the<br />
pre-requisites for. To purchase this skill a character<br />
must already possess the following skills: First Aid,<br />
Healing Arts, Read and Write, Read Magic,<br />
Elemental Studies and one purchase <strong>of</strong> either Formal<br />
magic or Manipulation. This skill does not grant the<br />
character any additional spell slots; instead it allows<br />
the character to use their initial spell slots in any<br />
basic school <strong>of</strong> magic.<br />
Manipulate: This skill is open to Elementalists, and<br />
only once they have purchased a 9th level Elemental<br />
spell. This skill grants the caster 10 damage points<br />
per purchase, to add to an elemental damage pool.<br />
This damage pool can be broken up at the player’s<br />
discretion, and resets as a per day skill. The correct<br />
call for casting out <strong>of</strong> this damage pool is “#<br />
elemental (type)”. The “type” to choose from is<br />
designated under Elemental magics. Manipulate also,<br />
once purchased allows the character to read and cast<br />
from Manipulation Scrolls. For more details please<br />
refer to the Manipulation section <strong>of</strong> this book. The<br />
maximum purchase amount for this skill is 15.<br />
Master Alchemy: Once purchased a character<br />
receives an additional production point per level<br />
purchased <strong>of</strong> the Alchemy skill. This skill represents<br />
the characters mastery <strong>of</strong> the alchemical arts and<br />
grants the character access to the Master Alchemy<br />
production items. Master Alchemists also gain the<br />
ability to make batches <strong>of</strong> alchemical substances<br />
more efficiently and as such for every 5 <strong>of</strong> one item<br />
they produce they receive an additional 1. These<br />
batches must be made with the characters production<br />
points for the event weekend and cannot be made<br />
with production gained from Goblin points. Also a<br />
Master Alchemist may fill a glass tipped arrow with<br />
any globe from the base alchemy item list for 1<br />
production points in addition to the globe. This can<br />
be done during game as long as some production<br />
points were left over after event production.<br />
Master Critical Attack: This skill allows the<br />
character to perform a Critical Attack with any<br />
weapon in which the character has the skill.<br />
Handedness must still be declared but weapon type is<br />
not. When buying this skill, you can upgrade any<br />
regular Critical Attacks that you already have.<br />
Master Critical Slay/Parry: This skill allows the<br />
character to perform a critical slay with any weapon<br />
in which the character has the skill. Handedness must<br />
still be declared but weapon type is not. When buying<br />
this skill, you can upgrade any regular Critical slay/<br />
parry that you already have.<br />
38
Master Crystomancy: Once purchased a character<br />
receives an additional production point per level<br />
purchased <strong>of</strong> the Crystomancy skill. This skill grants<br />
the Master Crystomancer the ability to bring out the<br />
true essences <strong>of</strong> crystals, enhancing their powers and<br />
allowing them to be implanted in weapons and armor<br />
already prepared for the task. Also, the master<br />
Crystomancer can create amulets for people to wear<br />
that <strong>of</strong>fer their own benefits. Due to conflicting<br />
resonances, only one crystal <strong>of</strong> each type can be used<br />
at any one time. These items do not count against the<br />
5 magic item limit. This skill also grants the Master<br />
Crystomancer the ability <strong>of</strong> Inner Humours. Only<br />
one purchase <strong>of</strong> this skill is needed.<br />
Master Off-Hand Weapon Pr<strong>of</strong>iciency: This skill<br />
may be purchased once per Master Critical<br />
Slay/Parry in the player’s primary hand. This skill<br />
increases the weapon damage in the players <strong>of</strong>f hand<br />
by one (1) point. When purchasing this skill the<br />
player must declare their <strong>of</strong>f-hand in which the<br />
Master Off-Hand Weapon Pr<strong>of</strong>iciency will be used<br />
in. Like the regular Master Weapon Pr<strong>of</strong>iciency this<br />
skill is only usable in the hand declared. When<br />
attacking with Master Off-Hand Weapon pr<strong>of</strong>iciency,<br />
you should merely call out the extra point <strong>of</strong> damage<br />
as regular damage.<br />
Master Pr<strong>of</strong>iciency: These more expensive<br />
pr<strong>of</strong>iciencies can be used with any weapon in which a<br />
character has the skill. The character still must<br />
declare handedness but need not declare weapon<br />
type.<br />
Master Pr<strong>of</strong>iciencies are bought in a manner similar<br />
to normal Pr<strong>of</strong>iciencies. Master Pr<strong>of</strong>iciencies may be<br />
combined with normal Pr<strong>of</strong>iciencies and Backstabs<br />
for determining damage. You may not purchase a<br />
separate Master Pr<strong>of</strong>iciency if you already have a<br />
Pr<strong>of</strong>iciency; you can upgrade your Pr<strong>of</strong>iciency to a<br />
Master by paying the difference in Build Points.<br />
Master Smithing: Once purchased a character<br />
receives an additional production point per level<br />
purchased <strong>of</strong> the Smithing skill. Master Smithing also<br />
grants the smith the ability “Rapid Refit” The<br />
character also may create Master level items as<br />
described in the Master Smithing portion <strong>of</strong> this<br />
book. Only one purchase <strong>of</strong> this skill is needed.<br />
Master Trapping: Once purchased a character<br />
receives an additional production point per level<br />
purchased <strong>of</strong> the Create Trap skill. This skill grants<br />
the Master Trapper the ability create greater and<br />
more focused traps. This skill also grants the Master<br />
Trapper the ability <strong>of</strong> Short Set. Only one purchase<br />
<strong>of</strong> this skill is needed.<br />
Natural Armor: This represents a toughened hide or<br />
skin that acts as armor. This does not stack with<br />
Dexterous Armor or physical armor. Each point <strong>of</strong><br />
this skill is equivalent to one point <strong>of</strong> armor. To reset<br />
this armor, the act <strong>of</strong> mending oneself must be<br />
performed uninterrupted for 60 seconds. The amount<br />
<strong>of</strong> Natural Armor a character can purchase is limited<br />
to their class maximum. This skill remains unaffected<br />
by the skill wear extra armor.<br />
Nature Cloak: This skill allows a character to<br />
camouflage themselves when in an above ground<br />
natural environment for 10 minutes. While using this<br />
skill nothing will affect them except for a fire/flame<br />
effect, which will cancel the camouflage. While in a<br />
Nature Cloak a character must have their feet planted<br />
and may not move in any way. This skill can be used<br />
once per day per purchase. The maximum purchase<br />
amount for this skill is one.<br />
Nimble: This grants the character an additional 5<br />
points <strong>of</strong> Dexterous Armor. This extra armor does not<br />
count towards their class maximum armor limit. The<br />
maximum purchase amount for this skill is one.<br />
Off-Hand Weapon Pr<strong>of</strong>iciency: This skill may be<br />
purchased once per Critical Slay/Parry in the player’s<br />
primary hand. This skill increases the weapon<br />
damage in the players <strong>of</strong>f hand by one (1) point.<br />
When purchasing this skill the player must declare<br />
their <strong>of</strong>f-hand and weapon type in which the Off-<br />
Hand Weapon Pr<strong>of</strong>iciency will be used. Like the<br />
regular Weapon Pr<strong>of</strong>iciency this skill is only usable<br />
with the hand and weapon declared. When attacking<br />
with Off-Hand Weapon pr<strong>of</strong>iciency, you should<br />
merely call out the extra point <strong>of</strong> damage as regular<br />
damage.<br />
One Handed Block: This skill allows a bow,<br />
crossbow, polearm, two handed sword, two handed<br />
blunt, or staff to block two blows with only one hand<br />
on the weapon. The third blow will fumble the holder<br />
<strong>of</strong> the weapon as per the spell effect unless they grip<br />
the weapon’s handle with two hands before the third<br />
strike. This skill cannot be used while holding a<br />
weapon or shield in the opposite hand. This skill is<br />
automatically known to anyone who purchases a two<br />
handed weapon skill.<br />
One Handed Weapon Master: This skill allows the<br />
character to use all one handed edged and one handed<br />
blunt weapons. When buying this skill, you must<br />
“sell back” any skills that are included within it.<br />
One with the Elements: This skill makes the<br />
character immune to an appropriate element. When<br />
struck with this element the proper verbal to use is<br />
“no effect.” Only one purchase <strong>of</strong> this skill is needed.<br />
Parry: This allows the character to call “parry”<br />
instead <strong>of</strong> being affected by any one physical attack<br />
delivered by a NERO weapon or arrow. It cannot be<br />
used against traps, except for weapon traps, nor can it<br />
be used against a packet-delivered attack (except<br />
arrows), such as a spell, globe, or monster attack.<br />
39
You may not use a parry if you do not have a weapon<br />
in your hand or if your weapon is not free. A Two<br />
Handed weapon must be held in both hands to be<br />
able to use a parry. Parry. You may Parry a blow that<br />
strikes another character provided you are able to<br />
touch the victim <strong>of</strong> the attack with your weapon. A<br />
character using the parry skill calls out “Parry” in<br />
response to the attack being negated. If Parrying for<br />
another, a character calls out “Parry for X” where X<br />
is the name or race <strong>of</strong> the character you are Parrying<br />
for.<br />
For every 2 weapon pr<strong>of</strong>iciencies a Critical Slay<br />
and/or a parry may be purchased, but not two <strong>of</strong> the<br />
same skill.<br />
Phase: This allows the character to become noncorporeal<br />
for an instant, avoiding an attack as the<br />
Dodge skill, and announcing “Phase.” Unlike Dodge,<br />
Phase can be used even if the creature is completely<br />
immobilized, such as if in a Confine, Physical Web<br />
or a Paralysis. The maximum purchase amount for<br />
this skill is two.<br />
Physical Entangle: This ability allows a player to<br />
deliver a physical entangle (body, arms or leg) effect<br />
via packet per purchase.. The type <strong>of</strong> entangle; body,<br />
arms or leg can be chosen at player discretion. The<br />
maximum purchase amount for this skill is four.<br />
Physical Silence: This ability allows a player to<br />
deliver a physical silence effect via packet attack.<br />
This silence is only cured by having First Aid<br />
preformed on the victim. This can be resisted with<br />
the Resist Commands and Resist Physical skills. The<br />
maximum purchase amount for this skill is four.<br />
Pick Locks: This skill allows the character to try to<br />
pick locks. It does not guarantee success. In order for<br />
this skill to be useful, a player should have a set <strong>of</strong><br />
picks or tools (not provided by NERO). See “How to<br />
be a Thief”.<br />
Piercing Strike: This skill allows a character to<br />
deliver a weapon strike as body damage once per day<br />
per purchase. This can only be delivered by claw and<br />
can continue to be swung until the swing makes<br />
contact with another person’s body, as per the slay<br />
skill. The correct verbal to use with this skill is “#<br />
body”. The maximum purchase amount for this skill<br />
is four.<br />
Purify Blood: This ability allows a character to<br />
magically deliver a purify blood effect once per day<br />
per purchase <strong>of</strong> the ability. The maximum purchase<br />
amount for this skill is four.<br />
Rage <strong>of</strong> the Sky: This skill allows the player to<br />
possess an Elemental Lightning Storm that does not<br />
require their feet to be planted. This storm will last<br />
for 5 minutes or until dispelled or death count is<br />
reached. This skill can be used once per day per<br />
purchase. The caster may throw a packet after<br />
completing the incant “5 Elemental Lightning.”<br />
While the spell is in effect, the caster can perform no<br />
other skill nor cast any other spell. Each packet<br />
thrown acts as a separate spell which causes 5 points<br />
<strong>of</strong> elemental damage to the target. The maximum<br />
purchase amount for this skill is two.<br />
Rapid Refit: A smith may spend one level <strong>of</strong> base<br />
production, which was not already used for another<br />
purpose, in order to refit a suit <strong>of</strong> armor faster than<br />
normal. This effect cannot be thrown, but may be<br />
used on another person. To use this skill, the smith<br />
must have one hand free, remain stationary, and roleplay<br />
repairing the armor for at least three seconds and<br />
then call “Physical Refit Armor.” If the smith or the<br />
person whose armor is being repaired are struck in<br />
any way during the role-play time or before the effect<br />
has been deliver then the refit is interrupted and the<br />
skill is used. This skill is included in the Master<br />
Smithing skill.<br />
Read and Write: A character without this skill will<br />
not be able to read even the simplest written signs,<br />
scrolls, numbers or maps. With this skill, a character<br />
can read anything except magical writing. It does not<br />
allow a character to read foreign languages they do<br />
not know, nor does it allow them to decode coded<br />
messages. It does allow the character to try to decode<br />
or translate the message.<br />
Read Magic: This skill is required for anyone<br />
wishing to learn Eldritch magic spells or to read and<br />
cast magic scrolls. With this skill, a character can<br />
read magic scrolls up to the character’s highest level<br />
<strong>of</strong> Eldritch spell ability plus four. Thus, if you have<br />
the skill Read Magic and have no Eldritch spells, you<br />
can read up to and including 4th level magic scrolls.<br />
If you know one Eldritch spell level, you can now<br />
read scrolls up to and including 5th level, and so on.<br />
Remember that to read a magical scroll, you must<br />
actually hold the scroll before you, have enough light<br />
to be able to read it, actually read the scroll, say the<br />
verbal incant out loud, touch the spell packet to the<br />
scroll, and then throw the spell packet.<br />
Regeneration: This ability allows a character to<br />
regenerate hit points and limbs on a 1 minute count<br />
once per day per purchase <strong>of</strong> the ability. The<br />
maximum purchase amount for this skill is four..<br />
Regrowth: This skill allows a character to restore<br />
one <strong>of</strong> their limbs with an uninterrupted one minute<br />
count once per day per purchase. The maximum<br />
purchase amount for this skill is four.<br />
Resist Skills: Listed below are various types <strong>of</strong><br />
Resist skills. No other effects from the rulebook can<br />
be resisted by the listed skills. In order to use this<br />
ability, the player must call “Resist” when struck by<br />
the effect. The character must be conscious to use<br />
40
this skill. You may not pretend to be affected by the<br />
effect and then call “Resist” later. If the effect is<br />
from a spell or poison that would normally be<br />
stopped by a spell defense, then the spell defense will<br />
be lost before the Resist.<br />
Resist Bindings: With this skill a character can<br />
resist one binding effect per day for each time<br />
the skill is purchased. The skill Resist Bindings<br />
only works on these listed effects: Pin, Bind,<br />
Web, Confine, Iron Maiden, Physical Entangle<br />
Leg, Physical Entangle Arm, and Physical<br />
Entangle Body. The maximum purchase amount<br />
for this skill is four.<br />
Resist Charm: With this skill a character can<br />
resist one charm effect per day for each time the<br />
skill is purchased. The skill Resist Charm only<br />
works on these listed effects: Charm, Shun,<br />
Dominate, Fear, Enslavement, and Vampire<br />
Charm. This skill can be used to protect against<br />
ingested potions and elixirs if desired. The<br />
maximum purchase amount for this skill is four.<br />
Resist Commands: With this skill a character<br />
can resist one command effect per day for each<br />
time the skill is purchased. The skill Resist<br />
Commands only works on these listed effects:<br />
Charm, Sleep, Shun, Dominate, Vampyre<br />
Charm, Awaken, and Fear. This skill can be<br />
used to protect against ingested potions and<br />
elixirs if desired. The maximum purchase<br />
amount for this skill is four.<br />
Resist Curse: With this skill a character can<br />
resist one curse effect per day for each time the<br />
skill is purchased. The skill Resist Curse only<br />
works on these listed effects: Weakness, Curse<br />
<strong>of</strong> Destruction and Paralyze. This skill can be<br />
used to protect against ingested potions if<br />
desired. The maximum purchase amount for this<br />
skill is four.<br />
Resist Destroy: With this skill a character can<br />
resist one destroy effect per day for each time the<br />
skill is purchased. The maximum purchase<br />
amount for this skill is four.<br />
Resist Drain: With this skill a character can<br />
resist one drain effect per day for each time the<br />
skill is purchased. The skill Resist Drain only<br />
works on these listed effects: Essence Drain,<br />
Vampyre Drain, Waste, Drain and Drain Life.<br />
The maximum purchase amount for this skill is<br />
four.<br />
Resist Elemental: With this skill a character can<br />
resist one elemental effect per day for each time<br />
the skill is purchased. The skill Resist Elemental<br />
only works on these listed effects: Elemental<br />
spells, Elemental deliverance, and Elemental<br />
weapon damage types. The maximum purchase<br />
amount for this skill is four.<br />
Resist Fenorrian Harming: With this skill a<br />
character may resist one Fenorrian cause damage<br />
effect once per day per purchase <strong>of</strong> the skill. The<br />
maximum purchase amount for this skill is four.<br />
Resist Fire: With this skill a character is able to<br />
resist Fire/Flame effects (including traps) once<br />
per day per purchase <strong>of</strong> the skill. This includes<br />
all methods <strong>of</strong> delivery (i.e. elemental, magic,<br />
arcane, physical etc.). The maximum purchase<br />
amount for this skill is four.<br />
Resist Ice: With this skill a character is able to<br />
resist Ice effects once per day per purchase <strong>of</strong><br />
the skill. This includes all methods <strong>of</strong> delivery<br />
(i.e. elemental, magic, arcane, physical etc). The<br />
maximum purchase amount for this skill is four.<br />
Resist Magic: With this skill a character can<br />
resist one magically delivered effect for each<br />
time the skill is bought. This cannot be used to<br />
protect against magic damage types on weapon<br />
strikes. The maximum purchase amount for this<br />
skill is four.<br />
Resist Physical: With this skill a character can<br />
resist one physical effect per day for each time<br />
the skill is purchased. The skill Resist Physical<br />
only works on these listed effects: physical<br />
deliverance, weapon damage unless not physical.<br />
The maximum purchase amount for this skill is<br />
four.<br />
Resist Poison: With this skill, a character may<br />
resist one poison effect for each time the skill is<br />
bought. This includes all alchemical substances<br />
(including ingested elixirs) as well as all Monster<br />
Attacks that use the word “poison.” The<br />
character must be conscious to use this skill.<br />
Resist Shatter: With this skill a character can<br />
resist one shatter effect per day for each time the<br />
skill is purchased. The maximum purchase<br />
amount for this skill is four.<br />
Resist Sleep: With this skill a character can<br />
resist one sleep effect per day for each time the<br />
skill is purchased. This does not include Waylay.<br />
This skill can be used to protect against ingested<br />
sleep potions and elixirs if desired.<br />
Resist Stone: With this skill a character is able<br />
to resist Stone effects once per day per purchase<br />
<strong>of</strong> the skill. This includes all methods <strong>of</strong><br />
delivery (i.e. elemental, magic, arcane, physical<br />
etc). The maximum purchase amount for this<br />
skill is four.<br />
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Resonance: This skill allows a character to activate<br />
crystals aligned with the Crystal Resonance package.<br />
Self-Enchant: This skill allows a character to grant<br />
themselves a once per day Greater Enchant Blade or<br />
Magic Deliverance <strong>of</strong> two spells per purchase <strong>of</strong> the<br />
skill. Once this skill has been used the character has<br />
the Greater Enchant Blade to use for 5 minutes as per<br />
the spell, and the Magic Deliverance needs to be used<br />
within 5 minutes from activation as well. The<br />
maximum purchase amount for this skill is four.<br />
Shadow Cloak: This skill allows a character to<br />
camouflage themselves within the dark for 10<br />
minutes. This skill can only be used at night and<br />
outdoors. While using this skill nothing will affect<br />
them except for a Bolt <strong>of</strong> Light, which will cancel the<br />
cloak. While in a Shadow Cloak a character must<br />
have their feet planted and may not move in any way.<br />
This skill can be used once per day per purchase.<br />
The maximum purchase amount for this skill is one.<br />
Shed Skin: This skill allows a character to “shed”<br />
their skin to slip out <strong>of</strong> a binding once per day per<br />
purchase. This can be used pin, bind, and web effects<br />
magical, elemental and physical. No damage is dealt<br />
to the character when slipping for a binding in this<br />
manner. The maximum purchase amount for this<br />
skill is four.<br />
Siren’s Call: This skill allows a character to produce<br />
a “Magic Dominate” via packet once per day per<br />
purchase. If a player is dominated, then they must<br />
obey all commands the Naiad gives them. These<br />
commands are absolute and are much more powerful<br />
than a Charm spell; if the Naiad tells them to commit<br />
suicide, you will do so unquestioningly. This is<br />
considered a charm effect for protectives and resist<br />
purposes. The maximum purchase amount for this<br />
skill is four.<br />
Smithing: Each purchase <strong>of</strong> this skill allows for one<br />
Production Level’s worth <strong>of</strong> Weapons or Armor to be<br />
made. It also allows for the Smith to silver a weapon.<br />
Making weapons This skill works on the<br />
“Production Skills.”<br />
Silvering a weapon A silvered weapon uses the<br />
Weapon Type Silver. Silvering an existing or<br />
newly made weapon costs four Production<br />
Levels and 1 silver ore per linear inch <strong>of</strong> the<br />
striking surface <strong>of</strong> the weapon. A quiver <strong>of</strong><br />
arrows/bolts costs 5 silver ore and 4 Production<br />
Levels to silver. Rendered weapons may be<br />
silvered.<br />
Strength <strong>of</strong> Will: This skill makes the character<br />
immune to Waylay. The correct verbal to use when<br />
hit with a Waylay is “no effect”. Only one purchase<br />
<strong>of</strong> this skill is needed.<br />
Strike <strong>of</strong> the Moon: This skill allows the character<br />
to grant themselves one Greater Enchant Blade per<br />
day to be used only with claws. The verbal incant<br />
when granting oneself this ability is “innate Greater<br />
Enchant Blade”. This skill resets as a per day skill.<br />
The maximum purchase amount for this skill is four.<br />
Stop Thrust: The wielder <strong>of</strong> a polearm, two handed<br />
sword, two handed blunt, or staff can use this skill<br />
against any opponent. The user swings and makes<br />
contact with the opponent and calls “Stop thrust”.<br />
The target can call an appropriate defense such as a<br />
parry, dodge, or phase, but cannot block the attack<br />
with a weapon or shield. The opponent may not<br />
advance on the user for five seconds but may still<br />
attack, run away, or defend themselves. Anyone with<br />
the skill for an appropriate weapon or weapon master<br />
gets one use <strong>of</strong> this skill for free for each weapon<br />
pr<strong>of</strong>iciency they have purchased. This skill does not<br />
apply to non-melee two-handed weapons such as<br />
Bows and Crossbows.<br />
Stubborn: This allows the character to be able to<br />
resist mind effects once per day per purchase. This<br />
does not include Vampyre Charm. The effects this<br />
skill will stop include all commands, Dominate and<br />
Fear. The maximum purchase amount for this skill is<br />
four.<br />
Style Master: With this skill, a character gains use<br />
<strong>of</strong> the Shield, Florentine, and Two Weapon skills.<br />
When buying this skill, you must “sell back” any<br />
skills that are included in Style Master.<br />
Sway: This allows a character the ability to use the<br />
Dodge ability but only while under the effect <strong>of</strong> an<br />
intoxicant. The maximum purchase amount for this<br />
skill is two.<br />
Taunt: This allows the character 1 Magic Rage per<br />
purchase per day. This skill is delivered by packet<br />
only. The maximum purchase amount for this skill is<br />
four.<br />
True Resonant: This skill allows the character to<br />
double the use <strong>of</strong> “Resonance”. This meaning that<br />
the character may get two uses out <strong>of</strong> a resonant<br />
crystal instead <strong>of</strong> the normal one use. Only one<br />
purchase <strong>of</strong> this skill is needed.<br />
True Shot: This skill allows a character to shoot all<br />
arrows/bolts as if they were quality. This does not<br />
require the arrow/bolt tags to be quality. This skill<br />
only needs to be purchased once and is continuously<br />
usable.<br />
Two Handed Weapon Master: This skill grants the<br />
character the ability to use all two handed weapons,<br />
such as Two Handed Edged, Two Handed Blunt,<br />
Staff, and Polearm. When buying this skill, you must<br />
42
“sell back” any skills that are included in Two<br />
Handed Weapon Master.<br />
Two Weapons: This skill allows the character to<br />
hold and use two weapons in combat, one in each<br />
hand. Neither weapon can be a two handed weapon,<br />
and one <strong>of</strong> the weapons can be no longer than a short<br />
sword. If different damages are being delivered with<br />
each weapon, then you must call out different<br />
damages when swinging the weapons.<br />
Unnatural Strength: This skill acts as a master<br />
pr<strong>of</strong>iciency, except that no hand has to be assigned.<br />
Also, each time purchased a role play +1 strength is<br />
gained to be used for carrying bodies. This role play<br />
strength skill may also possibly be used in marshaled<br />
encounters only. This skill does not allow the player<br />
to rip from binding effects. The maximum purchase<br />
amount for this skill is two.<br />
Valiant Stand: This skill grants a character the<br />
ability to plant their feet and reduce all damage hit<br />
with by half (rounded up) for 5 minutes, until death<br />
count is reached or they move their feet. This<br />
reduces damage from damage inflicting spells as<br />
well. The correct verbal to use when taking damage<br />
while in a Valiant Stand is “reduced”. The maximum<br />
purchase amount for this skill is one.<br />
Vital Shot: This skill allows the character's base<br />
weapon damage with arrows/bolts be raised to 5.<br />
This skill only needs to be purchased once.<br />
Waste Away: This skill allows a character to deliver<br />
the effect “Waste” via packet once per day per<br />
purchase <strong>of</strong> the skill. This ability is Elementally<br />
delivered. The correct verbal to speak when using<br />
this skill is “Elemental Waste”. The maximum<br />
purchase amount for this skill is four.<br />
Waylay: This skill allows the character to attempt to<br />
sneak up on another character or monster and knock<br />
him, her or it unconscious. The victim <strong>of</strong> a Waylay<br />
will be unconscious for five minutes unless given an<br />
Awaken spell or potion.<br />
The character must be behind and able to see the<br />
targets shoulder blades to perform a Waylay; you<br />
cannot reach around from the front. A Waylay<br />
cannot be held active like a Critical Slay nor may it<br />
switch targets. The Waylay strike has to be a surprise<br />
attack to be successful. A Waylay is applied by<br />
striking with the striking surface <strong>of</strong> a hand held<br />
NERO-safe weapon. This skill can only be used with<br />
a one handed weapon (bows and crossbows are<br />
considered two handed weapons for purposes <strong>of</strong> this<br />
skill).<br />
The character using this skill must call out the attack<br />
verbal <strong>of</strong> “physical waylay.” If the weapon is not a<br />
normal weapon (i.e. silver, magic, elemental aura<br />
etc.) then the call is still “physical waylay.” Only<br />
one purchase <strong>of</strong> this skill is needed. It is impossible<br />
to Waylay non-humanoid monsters that have no<br />
necks, and certain other monsters may also be<br />
immune due to alien physiology or no metabolism.<br />
Most magical constructs such as golems are likewise<br />
immune as they are not life forms in a true definition<br />
<strong>of</strong> the term. Undead are all immune.<br />
Weapon Master: This skill allows the use <strong>of</strong> all<br />
non-ranged weapons. It does not allow the use <strong>of</strong><br />
Shield, Florentine, or Two Weapons. When buying<br />
this skill, you must “sell back” any skills that are<br />
included in Weapon Master.<br />
Weapon Pr<strong>of</strong>iciency: This allows the character to<br />
do a constant extra point <strong>of</strong> damage with one weapon<br />
for each time this skill is purchased. A person can be<br />
pr<strong>of</strong>icient in as many weapons as desired, but a<br />
Pr<strong>of</strong>iciency for each weapon must be bought<br />
separately. When Weapon Pr<strong>of</strong>iciency is bought, the<br />
player must specify for which hand the skill is to be<br />
used, as with Critical Slay or Critical Attacks. You<br />
cannot use the same pr<strong>of</strong>iciency to do an extra point<br />
<strong>of</strong> damage with both weapons if you are fighting with<br />
Florentine or Two Weapons skills.<br />
When attacking with a pr<strong>of</strong>iciency, you should<br />
merely call out the extra point <strong>of</strong> damage as regular<br />
damage. Count all previously bought Weapon<br />
Pr<strong>of</strong>iciencies and Master Pr<strong>of</strong>iciencies when<br />
determining the cost <strong>of</strong> this skill.<br />
Weapon Skills: The following weapon skills can be<br />
purchased. For exact descriptions <strong>of</strong> each <strong>of</strong> these<br />
weapon skills, see the chapter on Weapons.<br />
Archery: This skill allows the character to use a<br />
bow or crossbow. In NERO, bow and crossbow<br />
use is very limited for safety reasons. For<br />
insurance and safety reasons, crossbows and real<br />
bows <strong>of</strong> any draw weight are not allowed.<br />
One Handed Blunt: This skill allows the<br />
character to wield a one handed blunt weapon.<br />
This includes Sap, Bludgeon, Short Hammer,<br />
Long Hammer, Short Mace, and Long Mace. A<br />
blunt weapon cannot be used for thrusting, and<br />
any thrust with the tip <strong>of</strong> the weapon does no<br />
damage. The weapon may be used with either<br />
hand.<br />
One Handed Edged: This skill allows the<br />
character to wield a one handed edged weapon.<br />
This includes Dagger, Hatchet, Short Sword,<br />
Long Sword, Short Axe, or Long Axe. The<br />
weapon may be used with either hand. This skill<br />
also allows a character to wield a one handed<br />
spear, but the spear is a thrust-only weapon.<br />
Polearm: This skill allows the character to wield<br />
any hafted two handed weapon with a blade on<br />
the far end (a meat cleaver on a stick). This<br />
includes any two handed axes, halberds, etc.<br />
43
Shield: This skill allows the character to use a<br />
shield in combat. Shield use in NERO is<br />
unrealistic, as NERO shields are indestructible.<br />
To compensate for this, shield use is somewhat<br />
restricted as well, as dictated in the section on<br />
Armor.<br />
Small Weapon: This skill allows the character<br />
to wield any small weapon, and includes Sap,<br />
Bludgeon, Dagger, or Hatchet or any other small<br />
(under 26 inch) close combat weapon. Note that<br />
the weapon must be a minimum <strong>of</strong> 12" in length.<br />
You cannot “sell back” this skill when buying<br />
the skills One Handed Edge or One Handed<br />
Blunt, although you must sell it back if you buy<br />
One Handed Weapon Master.<br />
Staff: This skill allows the character to wield a<br />
staff. Staff use in NERO is restricted for safety<br />
reasons, so a player using a staff must keep both<br />
hands gripped within the middle 3 feet <strong>of</strong> the<br />
staff. You cannot trip people with a staff or<br />
perform many other staff moves that are staples<br />
<strong>of</strong> staff use in real life. Thrusting with a staff is<br />
not allowed. A staff has two edges for the<br />
purposes <strong>of</strong> Vorpal Coatings.<br />
Thrown Weapon: This skill allows a character<br />
to use hand-thrown missile weapons. All thrown<br />
weapons must be s<strong>of</strong>t-sculptured or made <strong>of</strong> only<br />
pipe insulation with no pipe inside. Rocks to be<br />
used as thrown weapons must be at least 6 inches<br />
in diameter and must be made <strong>of</strong> open-cell foam,<br />
not pipe foam. Thrown weapons should not have<br />
any sharp corners on them. Spell packets may<br />
not be used as thrown weapons. Javelins may be<br />
used as thrown weapons, but one handed spears<br />
may not be thrown weapons. This skill is needed,<br />
along with Superhuman Strength, to throw<br />
boulders.<br />
Two Handed Blunt: This skill allows the<br />
character to wield a two handed blunt weapon.<br />
Note that a blunt weapon cannot be used for<br />
thrusting, and any thrust with the tip <strong>of</strong> the<br />
weapon does no damage. This skill also grants<br />
the character the skills One Handed Block and<br />
Stop Thrust.<br />
Two Handed Sword: This skill allows the<br />
character to wield a two handed sword, and only<br />
a two handed sword. Any other two handed<br />
edged weapon falls under the Polearm skill.<br />
This skill also grants the character the skills One<br />
Handed Block and Stop Thrust.<br />
Wear Extra Armor: With this skill, a character can<br />
get five additional armor points beyond their class<br />
limitations for every time this skill is bought. For<br />
example, a scholar could buy this skill three times<br />
and be able to legally wear 15 extra points <strong>of</strong> armor.<br />
Magic<br />
Spell Aura<br />
Spell packets are constructed with bird seed and<br />
fabric. The bird seed should be the small variety, with<br />
no sunflower seeds or other heavy or sharp items that<br />
could hurt.<br />
Do not use replacements! Rice can get wet and turn<br />
into a hardened ball. Rubber balls or tightly packed<br />
rubber bands will be too hard. If you are caught using<br />
something other than bird seed, you will have your<br />
packets and spell tags, if tags are used, confiscated<br />
and will lose your spells for the rest <strong>of</strong> the day.<br />
To make a spell packet, the birdseed is placed in the<br />
center <strong>of</strong> the fabric, and the fabric is gathered around<br />
it and a small rubber band is used to bind the fabric<br />
or it can be sewn shut.. Packets should be loosely<br />
packed—tight balls <strong>of</strong> birdseed can hurt!<br />
The packet may be <strong>of</strong> any color except orange, blue,<br />
green or yellow. Orange packets are used to represent<br />
alchemical globes, blue are used for Crystomancy,<br />
green are used for master traps and yellow packets<br />
are used for arrows.<br />
A good size for your fabric is 6”x 6”, and a good<br />
amount <strong>of</strong> birdseed is 3/4 tbsps. You can use<br />
different amounts but, you should never use so much<br />
material that the resulting packet cannot fit into a<br />
35mm film canister. Packets that are larger than that<br />
will be confiscated by a marshal.<br />
You may want to personalize your spell packets in<br />
some way by using a distinctive cloth or writing on<br />
the packets. This is a good way to make sure you can<br />
get your packets back after a battle without arguing<br />
with other spell casters about whose packets are<br />
whose.<br />
Spell packets are visible as an opaque colored aura <strong>of</strong><br />
energy only when held in the hand. In game they are<br />
visible but they do not produce any light. They are<br />
not in-game items and cannot be stolen, fumbled or<br />
removed.<br />
You should not carry in your hand more spell packets<br />
than you can actually cast (although you can have<br />
plenty <strong>of</strong> extras in your pouches or pockets). If you<br />
only have 3 spells, you cannot have 42 spell packets<br />
between your fingers. You may also carry packets to<br />
represent scrolls or magic items that require a thrown<br />
packet to be thrown but those items must be readily<br />
available and not stashed away in a backpack.<br />
Casting Spells<br />
To cast a spell, the caster must have a spell packet in<br />
hand. The hand and arm with the spell packet in it<br />
must be “free” (Hands that are holding something<br />
else, or are tied or bound either physically or with a<br />
binding spell are not “free”). The caster must then<br />
correctly recite the verbal for the spell in a voice loud<br />
enough to be heard by a person standing next to you<br />
even if there is no one standing next to you. Within<br />
three seconds after finishing the verbal, the caster<br />
must then throw the packet at the target. The short<br />
phrase or “incantation” <strong>of</strong> the spell is spoken in plain<br />
44
English so the victim will know what spell has been<br />
cast. In game, these words are understood by anyone,<br />
but have a “magical effect” associated with them that<br />
makes them different from normal speech. Even<br />
though you can speak the language, you cannot<br />
“fake” a spell incantation or otherwise bluff the<br />
casting <strong>of</strong> a spell. You also cannot bluff the start <strong>of</strong> a<br />
spell incantation. If you start the incantation, the spell<br />
is used.<br />
Spell casters expend the power to cast a spell as soon<br />
as the incantation has begun. You cannot start the<br />
incantation for a spell, change your mind, and then<br />
still have that spell. You must wait until the next reset<br />
to restudy and to cast the spell again.<br />
Spell Disruption:<br />
If a person takes body damage while casting a spell,<br />
the spell is disrupted. It does not work and is lost<br />
from memory. A spell can be disrupted by anything<br />
that deals body damage, including weapons, traps, or<br />
other spells. This is known as Disruption or Spell<br />
Disruption and is sometimes applicable to other types<br />
<strong>of</strong> attacks as noted in their descriptions.<br />
Touch-Casting<br />
Touch-casting is performed by holding a packet and<br />
placing it against the target you wish to affect. The<br />
obvious advantage to this is that there is no chance <strong>of</strong><br />
missing and wasting the effect. In such a case, the<br />
effect recipient may choose to “accept” the effect,<br />
thus letting it past their Spell Defenses such as Shield<br />
Magic or Elemental Shield. The recipient must be<br />
conscious to “accept” an effect without triggering<br />
the Spell Defenses. You may never “accept” a<br />
thrown effect. The decision to accept an effect<br />
through touch-casting is made immediately after the<br />
effect is cast. This is to prevent a caster from tricking<br />
an unsuspecting victim.<br />
The recipient <strong>of</strong> a touch-cast effect can always refuse<br />
the effect by saying “refused.” This will use up the<br />
effect, but have no effect whatsoever on the recipient.<br />
Whenever attempting to touch-cast, you must abide<br />
by all NERO safe conduct rules.<br />
Meditation<br />
Any character may Meditate to regain use <strong>of</strong> “times<br />
per day” or “expendable” skills that were blocked by<br />
the Return monster ability. To Meditate, the<br />
player must role-play deep concentration for 60<br />
seconds, during which time they may perform no<br />
other actions including speaking, moving, or the use<br />
<strong>of</strong> any in-game skills, items or abilities. At the end <strong>of</strong><br />
the meditation the character regains any skills or<br />
abilities lost to the effect “Return .” Only<br />
character skills and abilities may be regained by<br />
Meditating. (not Magic Items, Scrolls, Alchemy, etc.)<br />
A spell-casting character may also Meditate to regain<br />
spells that missed a legal target. At the end <strong>of</strong> the<br />
meditation, the character regains the use <strong>of</strong> any<br />
thrown spells that failed to hit a valid target, as well<br />
as all spells, skills and abilities lost to the Return<br />
effect.<br />
Spell casters should not use the Meditate ability to<br />
intentionally miss their targets in an attempt to cause<br />
confusion for the NPCs. “Decoy” spells that are<br />
intentionally thrown away from the target should not<br />
be regained by Meditate. In effect, you can only get<br />
your spells back from Meditate if you were actually<br />
attempting to hit your target and missed. Spells<br />
negated by defenses (ex. Dodge, Phase, and Resist)<br />
cannot be meditated back.<br />
Spell Defenses<br />
There are a few spells and effects that will defend the<br />
recipient from incoming spells or attacks. Each can<br />
protect against one spell or effect only. They are cast<br />
upon the recipient in advance and stay with the<br />
recipient until “activated” by the effect they are<br />
meant to prevent. The Spell Defenses are<br />
Displacement, Elemental Shield, Magic Armor,<br />
Poison Shield, Reflect Magic, and Shield Magic.<br />
In-game, you are always aware <strong>of</strong> what Spell<br />
Defenses are active on you. Once a Spell Defense is<br />
active, then it will affect the next applicable incoming<br />
effect, regardless <strong>of</strong> whether or not you would have<br />
been affected. It will then be used up.<br />
All Spell Defenses must be called correctly, for<br />
example “Reflect Magic” or “Phase,” to be effective<br />
and must be called within three seconds or are lost or<br />
not used respectively.<br />
Spell Durations<br />
Concentration<br />
This spell lasts as long as the caster maintains<br />
concentration. While concentrating, the caster<br />
cannot run or use any game skills.<br />
Indefinite<br />
The effects <strong>of</strong> this spell are permanent unless the<br />
victim receives the proper counter spell or the<br />
spell’s effect is used up (or the victim dies). The<br />
counter spell will be listed in the spell description.<br />
Line <strong>of</strong> Sight<br />
This spell lasts as long as the caster could see the<br />
victim from wherever the caster is located. It also<br />
lasts if the victim could see the caster.<br />
Basically, if you can draw a straight line between<br />
the caster and the victim without the line being<br />
obscured by any large, immovable obstacles, then<br />
the Line <strong>of</strong> Sight is still in effect. The caster<br />
closing their eyes or hiding behind someone else<br />
does not break Line <strong>of</strong> Sight. If the caster breaks<br />
Line <strong>of</strong> Sight by imposing a very large object such<br />
as a building or large tree between the caster and<br />
the victim for longer than 10 seconds, the spell is<br />
broken. If view <strong>of</strong> the character is resumed before<br />
the 10 seconds is up, then the spell continues.<br />
These spells will cease immediately if the caster<br />
45
falls unconscious line <strong>of</strong> sight lasts for a<br />
maximum <strong>of</strong> 5 days.<br />
Instant<br />
The duration <strong>of</strong> this spell is instantaneous, but its<br />
effects may be permanent.<br />
Timed<br />
Some spells last for a specific amount <strong>of</strong> time,<br />
either 5 seconds, 1, 5, or 10 minutes, 1 hour, or 5<br />
days.<br />
Schools <strong>of</strong> Magic<br />
Whenever your character begins learning magic,<br />
either Eldritch, Elemental or Fenorrian, you must<br />
select which <strong>of</strong> the three is your primary school <strong>of</strong><br />
magic. The others will be the secondary tertiary,<br />
costing more build to buy. There is nothing<br />
preventing you from learning multiple schools <strong>of</strong><br />
magic but a separate spell pyramid must be built for<br />
each school unless the character possess the skill<br />
Mana Pool.<br />
Eldritch Magics:<br />
Pre-requisite- Read Magic, Read & Write<br />
This school holds Eldritch damage and binding<br />
spells for the most part. There are also spells <strong>of</strong><br />
protection and warding. In each spell level<br />
category there is an Eldritch damage spell. You<br />
may “pick your flavor” from: Stone, Ice, Lightning<br />
or Flame. For example, you want to cast a 5th level<br />
damage spell, “I call forth Eldritch force, 25 magic<br />
flame”. Remember, there is no “fire” in Eldritch<br />
magic, only “flame”.<br />
Fenorrian Magics:<br />
Pre-requisite- Healing Arts, First Aid, Read &<br />
Write<br />
This school holds healing, damage, bindings and<br />
protection, with a few others. This school also<br />
follows the 5 points per level in damage, healing,<br />
or protectives. A typical incant for causing magic<br />
may be: “I summon the chaos <strong>of</strong> <strong>Fenorra</strong> to cause<br />
wounds 25”.<br />
Elemental Magics:<br />
Pre-requisite- Healing Arts, Read & Write,<br />
Elemental Studies<br />
This school holds elemental spells. When a spell<br />
from this school is cast, it acts as elemental damage<br />
or healing. A spell shield will not stop it, while an<br />
elemental shield will. There are also binding spells<br />
in this school, but no protectives. For this school,<br />
much like Eldritch magic, you may pick your<br />
flavor <strong>of</strong> damage from: Ice, Lightning, Stone or<br />
Fire. A typical incant may be: “From the power<br />
within, 25 elemental fire”. Healing from this school<br />
acts as a mending effect. It will heal all metabolism<br />
types unless otherwise stated by that racial<br />
description.<br />
Spell Incants<br />
All common spells must follow the same structure.<br />
The first half <strong>of</strong> the incant must include Summoning,<br />
Calling Upon, Conjuring, or Evoking in some way<br />
the school <strong>of</strong> magic from which you are casting. The<br />
second half <strong>of</strong> the incant must have the delivery<br />
method (ie magic or elemental) followed by the spell<br />
name and the corresponding numerical value <strong>of</strong><br />
damage or healing respectively. In cases <strong>of</strong> spells that<br />
do not deal damage or healing, no numerical value is<br />
needed.<br />
Examples:<br />
“By the Elements, 10 Elemental lightning”<br />
“I evoke the power <strong>of</strong> <strong>Fenorra</strong>, magic cure wounds<br />
30”<br />
“With Eldritch force, magic Imprision”<br />
“I conjure <strong>Fenorra</strong> magic cause wounds 10”<br />
“I evoke the Elements, Elemental confine”<br />
Stacked Effects<br />
Identical spells may not be stacked. No person may<br />
have a second copy <strong>of</strong> the same spell actively<br />
affecting him or her unless the spell description states<br />
otherwise. If you are hit with a second effect that<br />
isn’t stackable, the call is “got it”. Calling “No<br />
effect” in this situation is incorrect. This definition is<br />
extended to include all identically named NERO<br />
game effects, not just spells. Identical effects are not<br />
stackable, unless noted in the effect’s description.<br />
The following spell types have special rules<br />
regarding spell stacking.<br />
Blade Effects<br />
These effects change the damage call <strong>of</strong> a target<br />
weapon. You may have no more than three blade<br />
effects <strong>of</strong> any combination active on a single<br />
person at any time. The following spells are<br />
blade effects Endow, Delayed Blade, Enchanted<br />
Blade, and Greater Enchanted Blade. While<br />
blade effects can affect the same target, they only<br />
work one at a time.<br />
Charm Effects<br />
You can only be affected by one charm effect at<br />
a time, if a creature is under the effect <strong>of</strong> one<br />
charm effect and it hit with another, the most<br />
recent one will negate the previously<br />
administered effect as long as the new effect is a<br />
equal or higher value to the previous effect.<br />
Charm Effect Strength<br />
Shun 1<br />
Charm 2<br />
Fear 3<br />
Dominate 4<br />
Vampyre Charm 5<br />
Enslavement 6<br />
46
Target Specific<br />
Some effect like Wither Limb or Shatter have a<br />
sub-target as part <strong>of</strong> the call. This is required for<br />
spells and optional for other delivery methods<br />
such as carrier attacks or potions. If the subtarget<br />
is not specified then it is the target’s<br />
choice as to which sub-target that is unwithered(Wither<br />
Limb) or un-rendered(Shatter,<br />
Destroy) will be effected. If no target matching<br />
the description exists, the call is “got it”. Calling<br />
“No effect” in this situation is incorrect.<br />
Spell defenses<br />
Spell defenses carry over from adventure to<br />
adventure. A fighter who still has a Shield spell<br />
on him at the end <strong>of</strong> a NERO adventure weekend<br />
will still have that spell at the beginning <strong>of</strong> the<br />
next weekend or module. This rule applies only<br />
to spells that are “indefinite” in duration. There<br />
can be no Wards when the game starts.<br />
In-game, Spell Defenses are visible when they<br />
go <strong>of</strong>f. It is obvious to anyone looking at you<br />
that you were protected from an attacking spell<br />
and what defense was used to negate it. You<br />
must state what the defense is at the time by<br />
saying “Reflect Magic” or “Shield Magic” for<br />
example, thus informing all observers that the<br />
spell was unsuccessful. Saying “flash” or “no<br />
effect” is not allowed. If you do not call a spell<br />
defense within three seconds <strong>of</strong> being hit, you<br />
take the effect and the defense is lost. Spells such<br />
as Bless and Shield which merely add hit points<br />
do not have to be so announced.<br />
Bind, Confine, Disease, Imprison, Paralyze, Pin,<br />
Silence, Sleep, Taint Blood, and Web are all<br />
visible to any viewer while they are in effect, so<br />
long as they take the time to observe them (they<br />
must ask the affected player). The spells Ward<br />
and Circle <strong>of</strong> Power are also visible, provided<br />
that the physical representation (rope, building or<br />
otherwise) can be seen and the viewer takes the<br />
time to observe them. You cannot call a Hold to<br />
determine whether any visible effects are<br />
present. The amount <strong>of</strong> time it takes to ask if<br />
your character sees the effect is the amount <strong>of</strong><br />
time it took your character to notice the effect,<br />
and you should only ask for visible effects from<br />
a short distance away at a conversational<br />
volume.<br />
A spell caster is not immune to his or her own<br />
spells, nor can they automatically dispel or<br />
deactivate their own spells, unless specifically<br />
noted in a spell’s description.<br />
47
Level Eldritch Fenorrian Elemental<br />
1 Eldritch Damage 5<br />
Shield 5<br />
Light<br />
Endow<br />
Fumble<br />
2 Pin<br />
Eldritch Damage 10<br />
Magic Armor<br />
Repel<br />
Delayed Endow<br />
Detect Magic<br />
3 Eldritch Damage 15<br />
Shatter<br />
Continual Light<br />
Ray <strong>of</strong> Light<br />
Bolt <strong>of</strong> Darkness<br />
Refit Armor<br />
4 Bind<br />
Eldritch Damage 20<br />
Awaken<br />
Shun<br />
Eldritch Blade<br />
5 Eldritch Damage 25<br />
Magic Shield<br />
Release<br />
Web<br />
6 Destroy<br />
Eldritch Damage 30<br />
Enflame<br />
Sleep<br />
Enchant Blade<br />
7 Eldritch Damage 35<br />
Charm<br />
Mystic Lock<br />
Invest/Divest<br />
8 Confine<br />
Eldritch Damage 40<br />
Reflect Magic<br />
Dispel Magic<br />
Greater Enchant Blade<br />
Displacement<br />
9 Eldritch Damage 45<br />
Imprison<br />
Ward<br />
Magic Storm<br />
Iron Maiden<br />
Circle <strong>of</strong> Power<br />
Cure/ Cause 5<br />
Bless 5<br />
Light<br />
Trap/ Free Undead<br />
Fumble<br />
Pin<br />
Cure/ Cause 10<br />
Magic Armor<br />
Turn/ Control Undead<br />
Weakness/ Remove<br />
Courage<br />
Cure/ Cause 15<br />
Harm/ Help undead<br />
Continual Light<br />
Cure/ Cause Disease<br />
Ray <strong>of</strong> Light<br />
Bolt <strong>of</strong> Darkness<br />
Limber<br />
Bind<br />
Cure/ Cause 20<br />
Awaken<br />
Rage<br />
Savards Sanctuary/Desecrate<br />
Purify/ Taint Blood<br />
Cure/ Cause 25<br />
Magic Shield<br />
Release<br />
Web<br />
Silence<br />
Cure/ Cause 30<br />
Sleep<br />
Invigorate<br />
Remove Physical<br />
Cure/ Cause 35<br />
Destroy/ Create Undead<br />
Charm<br />
Curse/ Remove<br />
Restore Limbs/ Wither<br />
Confine<br />
Cure/ Cause 40<br />
Paralyze/ Un-paralyze<br />
Reflect Magic<br />
Cure/ Cause 45<br />
Life/ Death<br />
Banish<br />
Purify Form/ Putrefy Flesh<br />
Circle <strong>of</strong> Power<br />
Heal/ Damage 5<br />
Light<br />
Fumble<br />
Pin<br />
Heal/ Damage 10<br />
Stabilize<br />
Repel<br />
Weakness/ Remove<br />
Empathic Healing<br />
Heal/ Damage 15<br />
Shatter<br />
Continual Light<br />
Ray <strong>of</strong> Light<br />
Bolt <strong>of</strong> Darkness<br />
Toughen<br />
Bind<br />
Heal/ Damage 20<br />
Awaken<br />
Shun<br />
Rage<br />
Heal/ Damage 25<br />
Release<br />
Silence<br />
Web<br />
Heal/ Damage 30<br />
Enflame<br />
Sleep<br />
Elemental Shield<br />
Heal/ Damage 35<br />
Charm<br />
Confine<br />
Heal/ Damage 40<br />
Paralyze/ Un-paralyze<br />
Stabilize by Voice<br />
Regeneration<br />
Heal/ Damage 45<br />
Elemental Storm<br />
Elemental Fury<br />
Heal/Damage by Voice<br />
Breath <strong>of</strong> Life<br />
48
Spell Descriptions<br />
The information after the spell’s name includes the<br />
spell’s level, what school <strong>of</strong> magic, whether it can be<br />
made into a Potion or Scroll, and its duration.<br />
Awaken<br />
4 EdElF PS Instant<br />
This spell awakens the recipient from a Waylay, any<br />
sleep effect, and the charm effects Charm, Shun,<br />
Silence, Fear, and Vampire Charm. It does not in any<br />
way affect Enslavement.<br />
Banish<br />
9 EdF Instant<br />
This spell sends any extra planar creature from<br />
<strong>Fenorra</strong> to its plane <strong>of</strong> origin and will keep the<br />
creature on its own home plane for 24 Fenorrian<br />
hours. All items carried by the creature will be left<br />
behind unless Spirit Linked. This spell cannot be<br />
used to return to <strong>Fenorra</strong> from another plane.<br />
Bind<br />
4 EdElF Line <strong>of</strong> Sight<br />
This spell snares the victim’s arms, binding them<br />
straight to its sides. The victim may talk freely, but<br />
may not use any game skills requiring use <strong>of</strong> the<br />
arms, including using a weapon or shield, casting a<br />
spell, or activating a gas globe. The victim may walk,<br />
run, or leave the combat area as desired. This spell<br />
does not prevent the victim from being searched or<br />
being given a Killing Blow, although a moving<br />
victim is unlikely to allow either action.<br />
Bolt <strong>of</strong> Darkness<br />
3 EdElF Instant<br />
This spell nullifies light spells and alchemical light.<br />
Breath <strong>of</strong> Life<br />
9 El Instant<br />
This spell must be cast within five minutes <strong>of</strong> a<br />
creature’s death. It restores the creature to its total<br />
Body Points and the creature is not forced to<br />
resurrect.<br />
This spell will not normally affect a living target or<br />
an undead creature, although it will remove a living<br />
person or undead creature’s Shield Magic or Reflect<br />
Magic.<br />
Bless<br />
1 F P Indefinite<br />
This spell gives the recipient five extra Body Points.<br />
These points are the first Body Points lost to damage.<br />
This spell cannot be used to revive an unconscious<br />
person or harm an undead.<br />
Cause Disease<br />
3 F P Indefinite<br />
This spell will infect the recipient with a debilitating<br />
disease. The infection is not contagious, but makes<br />
the target unable to run.<br />
The spell Purify Blood will not cure someone under<br />
the effects <strong>of</strong> this spell. This spell might not be<br />
effective against creatures with no metabolism.<br />
Cause Wounds<br />
1-9 F P Instant<br />
This spell will deal 5-45 points <strong>of</strong> body damage<br />
(increments <strong>of</strong> 5 per level) to the target. It does not<br />
affect armor. It will cure 5 Body Points <strong>of</strong> damage on<br />
an undead creature.<br />
Charm<br />
7 EdElF 5 minutes<br />
This spell makes the victim view the caster as his or<br />
her best friend in the whole world. While this spell is<br />
in effect, no amount <strong>of</strong> logic or role-playing will<br />
convince the victim that he or she has been Charmed.<br />
An attack on the victim by the caster’s party will not<br />
immediately break the spell, but if the caster cannot<br />
come up with a good reason why he or she is not<br />
helping to defend the victim, then that will. If the<br />
caster attacks the victim, then the spell is broken<br />
immediately.<br />
A victim <strong>of</strong> this spell will not do anything completely<br />
against his or her own nature (such as attack his or<br />
her own party) unless a very good reason can be<br />
given by the caster. The spell does not turn the victim<br />
into a mindless robot blindly following orders, but it<br />
does require the victim to stay by the side <strong>of</strong> the new<br />
“friend” and listen to his or her “suggestions.” (Note<br />
that this assumes that they both speak the same<br />
language. You cannot obey a “suggestion” that you<br />
don’t understand.)<br />
This spell only works on creatures that have a mind<br />
as defined by the game. Several creatures (such as<br />
lesser undead, golems, or some giant insects) do not<br />
have a mind that can be affected by this spell.<br />
After the spell’s duration expires, the victim<br />
remembers everything that happened except the<br />
actual casting <strong>of</strong> the Charm spell. Depending upon<br />
the circumstances, the victim might sometimes<br />
realize that he or she had been charmed. If a victim is<br />
hit with multiple Charm spell or Charm effect, the<br />
most recent one will take precedence if there is a<br />
conflict. This does not necessarily negate the first<br />
Charm effect.<br />
Note that this spell is not strong enough to override<br />
Control Undead, Enslavement or Vampire Charm.<br />
Circle <strong>of</strong> Power<br />
9 EdF 10 minutes<br />
This spell allows the caster to inscribe a circle for<br />
protection. Before casting the spell, a visible physical<br />
representation <strong>of</strong> the circle must be drawn in the dirt<br />
or represented by something physical (chalk, string,<br />
etc). A shield may not be used as the physical<br />
49
epresentation, including attaching a circle to the<br />
shield or marking a circle on it in any way. If any<br />
object not in the possession <strong>of</strong> a character (such as a<br />
table or chair) would obstruct the circle going up then<br />
the spell will fail and be wasted. Any character not<br />
fully within the circle representation when the spell is<br />
cast is ejected and must move to outside the<br />
boundary. The representation is in-game. The caster<br />
must be fully within the completed circle before<br />
casting. The circle may be a maximum <strong>of</strong> 6 feet in<br />
radius and must be in the shape <strong>of</strong> a circle. No effect,<br />
person or object may pass across the circle while it is<br />
active.<br />
The Circle will last for 10 minutes, though it may be<br />
dropped by the caster at any time if he or she touches<br />
the circle and states “Circle down.” The statement<br />
“Circle down” is out-<strong>of</strong>-game, although any<br />
observers who hear the statement are aware that the<br />
Circle was dropped, and they might know who<br />
dropped it.<br />
The Circle will also go down if the caster leaves the<br />
Circle (via spirit walk, gate, rift, etc.) or dies (needing<br />
a Life spell). The Circle is not affected by Dispel<br />
Magic.<br />
Circle <strong>of</strong> Power and Ward effects may not overlap in<br />
any way, though they may be concentric.<br />
Confine<br />
8 ElEdF Line <strong>of</strong> Sight<br />
This spell snares the arms <strong>of</strong> its victim, binding them<br />
straight to its sides, and immobilizes the victim<br />
completely from the neck down making them<br />
helpless. The victim may talk freely, but may not use<br />
any game skills requiring use <strong>of</strong> the arms, including<br />
using a weapon or shield, casting a spell, or<br />
activating a globe. The victim may not walk, run, or<br />
be moved in any way. Any item the victim is holding<br />
cannot be dropped. However, since the effect allows<br />
the victim to be searched, anyone else can choose to<br />
physically remove a hand-held item from the victim<br />
by simply “searching” them. Even a victim with<br />
Superhuman Strength cannot prevent himself from<br />
being “searched” in this manner.<br />
This spell does not prevent the victim from being<br />
given a Killing Blow.<br />
Continual Light<br />
3 ElEdF 5 Days<br />
This is used to cast a five day light on a building.<br />
This casting has the ability to be “turned on and <strong>of</strong>f”<br />
(light switch) by anyone once it is cast. To remove<br />
the spell from a building, a Dispel Magic spell may<br />
be cast. Unless torch representations are used for<br />
light in a building, this spell must be used and listed<br />
on that building’s marshal notes.<br />
Control Undead<br />
2 F 5 Minutes<br />
This spell allows the caster to control one lesser<br />
undead for 5 minutes. Tasks may not involve any<br />
sentient thought higher than an animal: “Guard this”<br />
is fine, but “Count all the leaves on that tree”<br />
requires sentience and will not work. The most recent<br />
Control Undead effect takes precedent, if there is a<br />
conflict. This spell will not affect a living target,<br />
although it will remove a living person’s Shield<br />
Magic or Reflect Magic. This effect is stronger than<br />
Charm, Shun, Dominate or Fear. The most recent<br />
Control Undead, Vampire Charm or Enslavement<br />
effect will take precedent if there is a conflict.<br />
Courage<br />
2 F Instant<br />
This spell will remove the effect fear from the target.<br />
Create Undead<br />
7 F 1 Hour<br />
This spell only works on a corpse that has not<br />
previously been animated, and will pull the<br />
character’s spirit back to reanimate its former body.<br />
The resulting zombie will then follow the caster’s<br />
commands as if a Control Undead spell had been cast<br />
upon it. Note that this spell must be cast within the<br />
five minute period between a character’s death and<br />
the point where the spirit heads to the Earth Circle for<br />
resurrection.<br />
This spell transforms the individual into a mindless<br />
berserker who will fight at their normal speed until<br />
reduced to no hit points or until ordered to stop by the<br />
caster. The creature’s visual appearance does not<br />
change.<br />
While created as an undead the five minute count<br />
until resurrection is suspended.<br />
If the zombie is reduced to zero Body Points or takes<br />
effect from a Dispel Magic, then the spell ends and<br />
the resurrection count resumes where it left <strong>of</strong>f. The<br />
spirit will remember nothing <strong>of</strong> the time spent as a<br />
zombie.<br />
The zombie created will have the maximum body<br />
points the victim had in life, as well as any armor that<br />
is left on the corpse. The new zombie is immune to<br />
all alchemical substances and the spells Calm, Calm<br />
Animal, Charm, Charm Animal, Death, Life,<br />
Paralyze, Shun, Shun Animal, Sleep and Taint Blood.<br />
It will be affected by all undead affecting spells such<br />
as Trap Undead and Sanctuary. The zombie can use<br />
no skills other than base weapon skills: no Critical<br />
Attacks, no spells, no Waylays. It will do damage<br />
based on its weapons only. It cannot cast spells nor<br />
converse. The zombie is healed by numerical spells<br />
with “Chaos” in the incant and is damaged by<br />
numerical spells with “<strong>Fenorra</strong>” in the incant.<br />
Cure Disease<br />
3 F P Instant<br />
This spell will cure a character infected with a<br />
disease.<br />
Cure Wounds<br />
1-9 F P Instant<br />
This spell will restore up to 5-45 points <strong>of</strong> body<br />
damage (increments <strong>of</strong> 5 per level) but never more<br />
50
than a character’s maximum. It will restore an<br />
unconscious or dying character but will not resurrect<br />
a dead one. Against undead, this spell will deal 5<br />
points <strong>of</strong> body damage.<br />
Curse<br />
7 F P Indefinite<br />
This spell will cause the victim to take double<br />
damage from all attacks that would affect them. It<br />
can be removed by a Remove Curse or a Dispel<br />
Magic. The damage taken is doubled before any Spell<br />
Defenses are applied. The Curse effect does not<br />
lower a creature’s Threshold, nor does it make the<br />
creature affected by additional attacks that would not<br />
normally affect it.<br />
Death<br />
9 F Instant<br />
This spell causes the victim’s spirit to flee its body, if<br />
it has a metabolism. Any armor the character was<br />
wearing is still intact, but any spells active on the<br />
victim will disappear. This spell brings a character to<br />
death, and the only thing that will save the victim is a<br />
Life effect.<br />
Delayed Endow<br />
2 EdF SP Indefinite<br />
This spell endows the recipient with the ability to do<br />
two extra points <strong>of</strong> damage for one swing, if it hits<br />
the target. The total damage must be announced<br />
while swinging. Once called, the spell is used up<br />
whether the blow was successful or not. Unlike a<br />
normal Endow, the recipient may choose when to use<br />
a Delayed Endow.<br />
The recipient may also expend this spell to rip from<br />
Pin as per the monster ability. Delayed Endow will<br />
not benefit creatures that have Superhuman Strength<br />
greater than +1, and will only add + 1 to a creature<br />
with +1 strength.<br />
The spell may be stacked with other Blade Effects<br />
(maximum three spells total), but the spells will only<br />
work one at a time. It does not allow you to hurt a<br />
monster that can only be damaged by magical<br />
weapons.<br />
Destroy<br />
6 ElEd S Instant<br />
This spell will render any tagged object up to the size<br />
<strong>of</strong> a normal door, useless. It cannot be used to create<br />
a door-sized hole in an object larger than a door.<br />
It can target a suit <strong>of</strong> armor, although the Shield spell,<br />
and Dexterous and Natural Armor will be unaffected.<br />
Armor successfully destroyed will require the tag to<br />
be discarded as useless. This spell will not work on<br />
an item that has been Rendered Indestructible.<br />
It may also be cast at a creature to affect such an<br />
item, or to target the creature directly as some<br />
creatures may be harmed by this spell.<br />
If the caster does not specify an item or if the spell is<br />
received from a carrier attack, then it is the target’s<br />
choice as to which currently non-rendered item<br />
matching the description becomes Destroyed. If no<br />
item exists call “got it” see stacking spells.<br />
Destroying an item that has other items within,<br />
hanging from, or fastened to it will destroy all <strong>of</strong> the<br />
items. This spell will destroy not only a shield but<br />
also any scrolls, or globes, etc. attached to the back.<br />
Destroying a trapped door or item will set <strong>of</strong>f and<br />
destroy the trap as well.<br />
After the item is destroyed the prop for the item<br />
remains, but is unusable.<br />
Destroy Undead<br />
7 F Instant<br />
This spell will destroy any one lesser undead<br />
creature. Greater undead will take 70 points <strong>of</strong> body<br />
damage. This spell will not affect a living target,<br />
although like all spells it will remove a living<br />
person’s Shield Magic or Reflect Magic.<br />
Detect Magic<br />
2 Ed S Instant<br />
Casting this spell on an object or person will reveal to<br />
the caster and only the caster if any magic is present.<br />
Any visible items worn or carried by the target will<br />
be revealed, but items hidden under clothing or in<br />
bags or boxes will not be. This spell will cover up to<br />
a door sized area.<br />
The subject must tell the caster which (if any) magic<br />
items are visible, and which schools <strong>of</strong> magic are<br />
present on all <strong>of</strong> the detected items. If the subject<br />
has any spell defenses currently active (such as<br />
Endow or Magic Armor), then the subject will detect<br />
as magical to the caster. This does not overshadow<br />
any items on the person. In other words, the fact that<br />
a subject has a Shield spell upon him or her does not<br />
cover the fact that a magic item is worn.<br />
If cast upon a Circle <strong>of</strong> Power or Ward, this spell will<br />
not only detect the target’s school, but also whether<br />
the target’s duration is ten minutes, one hour, one<br />
year or two years.<br />
Dispel Magic<br />
8 Ed S Instant<br />
This spell will dispel all active magical effects on a<br />
given creature or object unless specifically noted by<br />
the spell description. A Shield Magic or Reflect<br />
Magic will protect all other spells on a person from a<br />
Dispel Magic, but will be used up in the process. A<br />
Dispel Magic potion isn’t stopped by a Shield Magic<br />
or a Reflect Magic, and will dispel those spells and all<br />
others spells active upon the drinker.<br />
Displacement<br />
8 Ed S Indefinite<br />
This spell grants the caster, and only the caster, a<br />
shield against the first effect that hits them. It may<br />
not be cast upon another target. This will always be<br />
the first protective spell lost if it is appropriate to<br />
defend against an attack and will be used before a<br />
Shield Magic, Elemental Shield, Magic Armor or any<br />
other automatic protective effect, though a Formal<br />
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Magic Cloak or Bane can be used before a<br />
Displacement. The caster may choose to accept a<br />
touch cast effect under the protection <strong>of</strong> this spell.<br />
When struck by an appropriate attack the defense is<br />
automatically triggered. The proper call for this<br />
defense is “Phase.”<br />
Eldritch Blade<br />
4 Ed Indefinite<br />
This spell allows the recipient to swing four more<br />
points <strong>of</strong> damage for 1 swing hit or miss with a<br />
damage type choice <strong>of</strong> Flame, Ice, Stone or<br />
Lightning. This spell can be activated at will but if<br />
dispelled or if the recipient reaches his or her death<br />
count it will be erased from their stored blade<br />
effectors.<br />
Eldritch Damage<br />
1-9 Ed Instant<br />
This spell will do between 5-45 points <strong>of</strong> damage<br />
(increments <strong>of</strong> 5 per level) to the target depending on<br />
which level is used. This damage can be one <strong>of</strong> the<br />
four Elemental types <strong>of</strong> damage.<br />
Elemental Harming<br />
1-9 El Instant<br />
This spell will cause between 5-45 hit points <strong>of</strong><br />
damage (increments <strong>of</strong> 5 per level) depending on<br />
which level is used. It will restore an unconscious<br />
character but will not resurrect a dead one.<br />
Elemental Healing<br />
1-9 El Instant<br />
This spell will restore between 5-45 hit points <strong>of</strong><br />
body damage (increments <strong>of</strong> 5 per level) depending<br />
on which level is used but never more than a<br />
character’s maximum. It will restore an unconscious<br />
character but will not resurrect a dead one.<br />
Elemental Fury<br />
9 El Instant<br />
A caster may use up one 9th level spell slot for each<br />
damage point they wish to include in the “Elemental<br />
Fury.” This is done by casting the spell and dropping<br />
the packet to the ground. Incant:<br />
“I call forth a(n) (element <strong>of</strong> choice) fury”, and drop<br />
the packet. The caster may do this as many times as<br />
they have 9th level spells. If the caster chooses to cast<br />
three 9th level slots into this fury, they then have “3<br />
Elemental (Flavor)” until either death, dispelled,<br />
sleep effect, or daily skill reset. These spell slots are<br />
now used until the daily skill reset time is reached.<br />
Elemental Shield<br />
6 El Indefinite<br />
This spell protects the recipient from the next effect<br />
with the word “elemental” in the verbal. It is then<br />
immediately used up.<br />
Elemental Storm<br />
9 El Concentration<br />
At the time <strong>of</strong> casting, the caster must plant both feet.<br />
As long as both feet remain planted and the spell is<br />
not disrupted as per normal spell rules, the caster may<br />
throw a packet after completing the incant “5<br />
Elemental .” While the spell is in effect, the<br />
caster can perform no other skill nor cast any other<br />
spell. Each packet thrown acts as a separate spell<br />
which causes 5 points <strong>of</strong> elemental damage to the<br />
target.<br />
Empathic Healing<br />
2 El Instant<br />
This spell allows the caster to transfer one<br />
detrimental effect from the target to the caster. The<br />
effects this spell may transfer to the caster are<br />
Disease, Curse, Paralyze, Silence, Sleep, Taint<br />
Blood, Weakness, Wither Limb, Drain, Drain Life,<br />
Feeblemind, Hallucinoid, Intoxicant, Nausea,<br />
Paralyze, and Vertigo. No effect not on this list may<br />
be transferred using Empathic Healing. The caster<br />
cannot use spell protectives or combat abilities like<br />
Dodge or Phase to negate the effect upon them. If the<br />
effect is not inflicted upon the caster because <strong>of</strong><br />
immunity to the effect, a formal magic defense, or a<br />
magical item, then the spell fails. The caster must<br />
take the effect or use a racial resist for the spell to<br />
succeed. The caster must begin the duration <strong>of</strong> the<br />
negative effect they take upon themselves from the<br />
point they take the effect not when it was originally<br />
cast on the one they removed it from. In order to use<br />
this spell to heal the target must be heal-able by<br />
Fenorrian magic.<br />
Enchanted Blade<br />
6 Ed S Indefinite<br />
This spell allows the recipient to use the “Magic”<br />
weapon type against one opponent for the one battle,<br />
in the manner <strong>of</strong> a Critical Attack (as described in the<br />
Skill section.) The recipient may choose when to use<br />
the Enchanted Blade, and must announce the total<br />
damage <strong>of</strong> the swing while saying “Magic” instead<br />
<strong>of</strong> “Normal” or “Silver.”<br />
The spell may be stacked with other Endow/Blade<br />
spells (maximum three spells total), but the spells<br />
will only work one at a time. Enchanted Blade will<br />
have no effect with a Damage Aura or Magic Aura.<br />
Endow<br />
1 Ed S Indefinite<br />
This spell endows the recipient with the ability to do<br />
three extra points <strong>of</strong> damage on the next swing, if it<br />
hits the target. The total damage must be announced<br />
while swinging. Once called, the spell is used up<br />
whether the blow was successful or not. The spell<br />
may be stacked with two other Blade Effects, but the<br />
spells will only work one at a time. It does not allow<br />
you to hurt a monster that can only be damaged by<br />
magical weapons.<br />
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Endow will not benefit creatures that have<br />
Superhuman Strength greater than +1, and will only<br />
add one to a creature with +1 strength.<br />
Enflame<br />
6 Ed 5 Seconds<br />
This spell causes any hand-held item to burst into fire<br />
for 5 seconds, dealing 20 points <strong>of</strong> eldritch fire<br />
damage to the person or creature carrying the item as<br />
if they were struck by a Flame Bolt. It will also act as<br />
a Fumble spell towards that item if the creature was<br />
affected by the fire. A defense against Fire will<br />
negate this spell.<br />
Flame Blade<br />
4 Ed S Indefinite<br />
This spell allows the recipient to do four extra points<br />
<strong>of</strong> damage for one swing if the blow is successful.<br />
The spell is used up whether the blow is successful or<br />
not.<br />
Unlike an Endow, the recipient may choose when to<br />
use a Flame Blade. The recipient must announce the<br />
total damage while swinging. This damage will not<br />
set anything alight. The extra damage comes from the<br />
spell’s eldritch effect, and its bonus can be added<br />
fully to damage done by creatures with Unnatural<br />
Strength.<br />
The spell may be stacked with other Endow/Blade<br />
spells (maximum three spells total), but the spells<br />
will only work one at a time. It does not allow you to<br />
hurt a monster that can only be damaged by magical<br />
weapons. When using this spell, you may call out<br />
“Flame” instead <strong>of</strong> “Normal,” “Magic” or “Silver.”<br />
Free Undead<br />
1 F Instant<br />
This spell will cause an undead creature to be freed<br />
from the effects <strong>of</strong> a Trap Undead spell. This spell<br />
will not affect a living target, although it will remove<br />
a living person’s Shield Magic or Reflect Magic.<br />
Fumble<br />
1 EdElF 5 Seconds<br />
This spell causes the target to be unable to use a<br />
specific hand-held item. Only the item named may be<br />
fumbled in this manner. Saying a general description<br />
like “weapon” is fine, although if the target is<br />
holding two items which match the description, then<br />
it is the target’s choice as to which they cannot use. A<br />
shield is not considered a “weapon” for purposes <strong>of</strong><br />
this spell. Spell packets cannot be affected, while<br />
orange globes and blue crystal packets can be<br />
affected.<br />
Greater Enchanted Blade<br />
8 Ed 5 minutes<br />
This spell allows the recipient to do up to two extra<br />
points <strong>of</strong> damage for 5consecutive minutes. The<br />
weapon is considered to be magic for this amount <strong>of</strong><br />
time. The recipient may choose when to use the<br />
Greater Enchanted Blade, and must announce the<br />
total damage <strong>of</strong> the swing while saying “Magic”<br />
instead <strong>of</strong> “Normal” or “Silver.” The spell lasts until<br />
dispelled or used up.<br />
The spell may be stacked with other Endow/Blade<br />
spells (maximum three spells total), but the spells<br />
will only work one at a time. Greater Enchanted<br />
Blade will have no effect with a Damage Aura effect<br />
greater than +1. It will only add one to a Damage<br />
Aura effect <strong>of</strong> +1. The extra damage comes from the<br />
spell’s eldritch effect, and its bonus can added fully<br />
to damage done by creatures with Unnatural<br />
Strength.<br />
Harm Undead<br />
3 F Instant<br />
This spell will deal 30 points <strong>of</strong> body damage to an<br />
undead creature. This spell will not affect a living<br />
target, although like all spells it will remove a living<br />
person’s Shield Magic or Reflect Magic.<br />
Heal/Damage by Voice<br />
9 El Instant<br />
This spell causes 5 points <strong>of</strong> damage or healing to all<br />
(including the caster) within the sound <strong>of</strong> the caster’s<br />
voice. The correct incant for this spell is “All within<br />
the sound <strong>of</strong> my voice, 5 elemental healing/harming”.<br />
This spell works on all metabolism types, unless<br />
otherwise stated in the racial description.<br />
Help Undead<br />
3 F Instant<br />
This spell will heal an undead creature for 30 points<br />
<strong>of</strong> body damage. This spell will not affect a living<br />
target although like all spells it will remove a living<br />
person’s Shield Magic or Reflect Magic.<br />
Imprison<br />
9 Ed 10 Minutes<br />
This spell seals the victim into a rigid, form-fitting<br />
and unbreakable barrier, trapping them within. The<br />
victim cannot move, speak, touch-cast, or perform<br />
any game skills requiring movement.<br />
The spell lasts for ten minutes, but may be dropped<br />
by the caster at any time if he or she touches the<br />
victim and states “Imprison down.” This statement is<br />
out <strong>of</strong>-game, and can be used even if the caster is<br />
Silenced or inside the Imprison. Any observers who<br />
hear the statement are aware that the Imprison was<br />
dropped, and they might know who dropped it. A<br />
Dispel Magic will bring down the Imprison, but will<br />
not dispel any other spell effects on the creature<br />
inside.<br />
Any creature sealed within an Imprison spell cannot<br />
be affected by any effect or damage, nor can they be<br />
moved.<br />
A victim <strong>of</strong> the Imprison is completely aware <strong>of</strong> his<br />
or her surroundings and unless unconscious or<br />
otherwise impaired will remember all that occurred<br />
while Imprisoned.<br />
This spell will prevent the victim from being<br />
searched and only the caster may deliver a Killing<br />
53
Blow to the recipient with the phrase “Imprison<br />
Down” after the three count. If the Killing Blow fails<br />
(for example, if the creature inside is immune to the<br />
caster’s attack), then the Imprison will drop as soon<br />
as the Killing Blow is completed and the creature<br />
may then defend itself.<br />
Invigorate<br />
6 F P Instant<br />
The target <strong>of</strong> this spell is cured <strong>of</strong> the drain effect but<br />
not <strong>of</strong> the Drain Life effect which still requires a Life<br />
spell to remove.<br />
Iron Maiden<br />
9 Ed Line <strong>of</strong> Sight<br />
This spell causes the effect <strong>of</strong> a Confine spell;<br />
however once it makes contact with the victim, an<br />
initial 20 points <strong>of</strong> damage is inflicted. For every<br />
minute the Iron Maiden is in effect, 10 more points <strong>of</strong><br />
damage are taken. This spell has no end duration, and<br />
will continue to affect the victim until removed. The<br />
Iron Maiden spell is removed by a Dispel Magic spell<br />
or when the death count is reached, not by a Release<br />
spell or Magic Control.<br />
Lesser Divestiture<br />
7 Ed Instant<br />
This spell will Divest a person from a Ward or<br />
Mystic Lock. The caster <strong>of</strong> this spell must already be<br />
Invested. If Divesting from a Ward, the caster and the<br />
subject must both be within the Ward at the time <strong>of</strong><br />
casting. If Divesting from a Mystic Lock, the caster<br />
and subject must both be touching the Mystic Locked<br />
chest at the time <strong>of</strong> casting. The subject’s name must<br />
then be removed from the appropriate marshal notes.<br />
A person Divested is no longer Invested in the Ward<br />
or Mystic Lock. This spell cannot be thrown.<br />
Lesser Investiture<br />
7 Ed 5 Days<br />
This spell will Invest a person into a Ward or Mystic<br />
Lock. The caster <strong>of</strong> this spell must already be<br />
Invested. If Investing into a Ward, the caster and the<br />
subject must both be within the Ward at the time <strong>of</strong><br />
casting. If Investing into a Lock, the caster and<br />
subject must both be touching the Mystic Locked<br />
chest at the time <strong>of</strong> casting. The subject’s name must<br />
then be added to the appropriate marshal notes. This<br />
spell cannot be thrown.<br />
Life<br />
9 F Instant<br />
This spell must be cast within five minutes <strong>of</strong> a<br />
creature’s death. It restores the creature to one Body<br />
Point and the creature is not forced to resurrect.<br />
This spell will not normally affect a living target or<br />
an undead creature, although it will remove a living<br />
person or undead creature’s Shield Magic or Reflect<br />
Magic.<br />
Light<br />
1 EdElF Next Daybreak<br />
This spell produces a glowing light and allows the<br />
caster to kindle a light wand. The light can then be<br />
used by anyone. It will not work without a physical<br />
rep. You cannot cast a Light spell at a person or tree<br />
and have the person or tree glow. There must be a<br />
flashlight or other out <strong>of</strong>- game light source provided.<br />
The spell lasts until daybreak or until it is dispelled.<br />
If using a flashlight for this spell, the lens <strong>of</strong> the<br />
flashlight must be covered by a cloth, tissue paper or<br />
a gel to diffuse the light. Do not shine the light in<br />
anyone’s face. This spell (like all spells) will remove<br />
a Shield Magic or Reflect Magic.<br />
Limber<br />
3 F Instant<br />
This spell instantly refits Dexterous armor to its full<br />
value.<br />
Magic Armor<br />
2 EdF PS Indefinite<br />
A Magic Armor spell will protect the recipient from<br />
the next single strike by a NERO-safe weapon or any<br />
attack with the word “physical” in the verbal. The<br />
recipient must state “Magic Armor.” The attack and<br />
the Magic will then be expended. This does not<br />
protect against a Killing Blow or a fall, nor does it<br />
work against any traps other than weapon traps. A<br />
Magic Armor will be blown even if the amount <strong>of</strong><br />
damage called is “zero.”<br />
Magic Storm<br />
9 Ed Concentration<br />
This spell allows the caster to continuously channel<br />
eldritch energy so long as their feet remain planted.<br />
At the time <strong>of</strong> casting, the caster must plant both feet.<br />
As long as both feet remain planted and<br />
Concentration is maintained, the caster may throw a<br />
packet after completing the incant “Magic Storm 5”<br />
While the spell is in effect, the caster can perform no<br />
other skill nor cast any other spell, nor activate<br />
magical items, but can speak. Each packet thrown<br />
acts as a separate spell which causes 5 points <strong>of</strong><br />
eldritch damage to the target.<br />
Mystic Lock<br />
7 Ed S 5 Days<br />
This spell magically seals a single box or chest which<br />
becomes immobile once the spell is cast. It will not<br />
work on a container that already has magical<br />
properties. The size <strong>of</strong> the box is limited to a<br />
rectangular solid 3ft x 3ft x 6ft and no larger.<br />
No effect, person or object may pass through the<br />
Mystic Lock unless as described below.<br />
Anyone touching the during the casting <strong>of</strong> the spell<br />
will receive an Investiture to the Lock. The names <strong>of</strong><br />
the people Invested must be written in the room’s<br />
marshal notes.<br />
Investiture in a Mystic Lock allows you to place and<br />
retrieve items within the chest, however no people or<br />
54
dead bodies may ever be placed inside a Lock. is not<br />
affected by Dispel Magic.<br />
The chest must be visibly marked to indicate the<br />
presence <strong>of</strong> the Mystic Lock by attaching a large<br />
clearly visible “W”.<br />
You may not a box in order to obstruct or hinder<br />
movement. This spell cannot be thrown.<br />
Paralyze<br />
8 F Line <strong>of</strong> Sight<br />
This spell completely immobilizes the victim. The<br />
target may not move any part <strong>of</strong> their body and may<br />
be given a Killing Blow while thus trapped. If the<br />
victim is rendered unconscious or someone attempts<br />
to pose them, they will collapse to the ground but will<br />
remain Paralyzed. An Unparalyze spell or a Dispel<br />
Magic will release a victim from the Paralyze. A<br />
Release spell will not work.<br />
This spell only works on creatures that have a<br />
metabolism. Some creatures such as undead, golems<br />
or some elementals are not affected by this spell.<br />
Pin<br />
2 EdElF S Line <strong>of</strong> Sight<br />
This spell will root the target’s right foot in place.<br />
The target may pivot their body 360 degrees but may<br />
not move their right foot. The Pin can be removed<br />
with a Release spell or a Dispel Magic.<br />
Purify Blood<br />
5 F P Instant<br />
This spell will cleanse the recipient’s blood,<br />
removing any and all alchemical effects or monster<br />
effects with the word “poison” in the verbal that are<br />
currently active on the character, even beneficial<br />
ones. It will not remove a Poison Shield or<br />
Enslavement. It is also a very good in-game cure for<br />
an in-game hangover.<br />
Purify Blood will not cure any damage previously<br />
wrought by a numerical poison effect.<br />
Purify Form<br />
9 F Instant<br />
This spell is the mirror <strong>of</strong> Putrefy Flesh. This spell<br />
will heal 45 hit points (not exceeding the characters<br />
maximum), will restore all missing limbs, will<br />
remove disease, and will cause a “Purify Blood”<br />
effect.<br />
Putrefy Form<br />
9 F Instant<br />
This spell is the mirror <strong>of</strong> Purify Form. This spell will<br />
cause 45 points <strong>of</strong> damage, will remove a limb, will<br />
cause disease, and will cause a “Taint Blood” effect.<br />
Rage<br />
4 F Instant<br />
This will drive the victim into an insane killing fury,<br />
causing the victim to attack all creatures in the<br />
vicinity to the best <strong>of</strong> its ability. It lasts five minutes<br />
unless cured. Rage is removed by Awaken, Magic<br />
Control, Dispel Magic and if the death count is<br />
reached.<br />
Ray <strong>of</strong> Light<br />
3 ElEdF Instant<br />
This spell nullifies areas <strong>of</strong> in game darkness, and<br />
does damage to some types <strong>of</strong> undead. No physical<br />
light rep is needed as it is an instantaneous effect.<br />
Refit Armor<br />
3 Ed Instant<br />
This spell instantly refits armor to its full value. This<br />
spell only works on actual physical armor.<br />
Reflect Magic<br />
8 EdF PS Indefinite<br />
This spell will reflect the next spell cast at the<br />
recipient back upon the caster, after which it is used<br />
up. The recipient must say “Reflect Magic” to inform<br />
the caster that the spell was returned.<br />
The original caster is still the caster <strong>of</strong> the spell. This<br />
spell lasts until used up or Dispelled, and cannot be<br />
used in conjunction with a Shield Magic.<br />
If you have a Reflect Magic active, you may still<br />
“accept” spells that are touch-cast. You cannot<br />
“accept” thrown spells.<br />
Reflect Magic will only work on spells delivered via<br />
packet, Glyph (See the Formal Magic section for<br />
more details), or Spell Strike.<br />
Regeneration<br />
8 El 1 Minute<br />
This spell restores a living target to his or her full<br />
body points. Once the spell is successfully cast, the<br />
target will begin to regenerate as per the rules <strong>of</strong> the<br />
special ability Regeneration. Regeneration requires<br />
that the character stand or sit in one place for one<br />
minute and concentrate If this process is interrupted<br />
before its completion, the spell is lost for no effect.<br />
The target may not be restored to a total <strong>of</strong> body<br />
higher than is appropriate for his race and level via<br />
this spell. This spell may not be used to aid a dead<br />
character in any way. This spell only affects targets<br />
which are healed by earth magic. This spell does not<br />
remove any other negative effects.<br />
Release<br />
5 EdElF PS Instant<br />
This spell will release a creature caught in a Pin,<br />
Bind, Web or Confine effect, as well as negating all<br />
active Paste <strong>of</strong> Stickiness effects upon the creature. It<br />
will not free someone who has been Paralyzed or<br />
Imprisoned.<br />
A Release spell can also be used to free someone<br />
bound by any non-magical means (such as<br />
handcuffed, tied up, or gripped by a tentacle). It will<br />
not unlock a cell door, but will open a stock if the<br />
creature is locked in one.<br />
55
Remove Curse<br />
7 F P Instant<br />
This spell will cancel a Curse spell but will not<br />
restore any Body Points lost.<br />
Remove Physical Affliction<br />
6 F P Instant<br />
This spell will remove all currently active effects<br />
with “Physical” in the verbal from the target.<br />
Damage is not cured.<br />
Remove Weakness<br />
3 F P Instant<br />
This spell will remove all active Weakness effects on<br />
a creature.<br />
Repel<br />
2 ElEdF S Concentration<br />
This spell requires the caster to hit a target and hold<br />
the hand used to throw the packet palm out, facing<br />
the recipient. The victim and the target must then stay<br />
at least 10 feet apart while the spell is in effect.<br />
When the spell is first cast, the recipient must move<br />
10 feet away from the caster. After that, neither the<br />
recipient nor the caster may approach within 10 feet<br />
<strong>of</strong> each other; the caster cannot approach the<br />
recipient any easier than the recipient may approach<br />
the caster. Either could back away.<br />
If it is impossible for the recipient to move more than<br />
10 feet away from the caster because <strong>of</strong> physical<br />
obstructions when the spell is cast, the caster must<br />
first attempt to move 10 feet away from the recipient.<br />
The caster must hold out a hand, palm out, towards<br />
the recipient. That hand cannot be used for any other<br />
purpose.<br />
This spell is not a charm effect and cannot be resisted<br />
with the racial ability Resist Charm.<br />
Restore Limbs<br />
7 F P Instant<br />
This spell causes all <strong>of</strong> the target’s Withered limbs to<br />
become usable and restored.<br />
Savards Desecration<br />
4 F Indefinite<br />
The recipient is protected against all non-ranged<br />
attacks from living creatures. Ranged attacks (such as<br />
spells, missile weapons, and globes) can affect the<br />
recipient. This spell will remain in effect as long as<br />
the subject’s hands are crossed on their chest and<br />
they do not receive any body damage.<br />
If you are unsure if an attacker is living or not, you<br />
will be affected by them. You may not call a Hold or<br />
otherwise go out <strong>of</strong> game to ascertain their status.<br />
The character with a Desecrate active may use no<br />
game abilities except touch-casting on themselves.<br />
Attempting to pick up an item will disrupt the spell.<br />
Savards Sanctuary<br />
4 F Indefinite<br />
This spell will remain in effect as long as the<br />
subject’s hands are clasped overhead and they do not<br />
receive any body damage. The recipient is protected<br />
against all non-ranged attacks from undead creatures.<br />
Ranged attacks (such as spells, missile weapons, and<br />
globes) can affect the recipient.<br />
If you are unsure if an attacker is undead or not, you<br />
will be affected by them. You may not call a Hold or<br />
otherwise go out <strong>of</strong> game to ascertain their status.<br />
The character with a Sanctuary active may use no<br />
game abilities except touch-casting on themselves.<br />
Attempting to pick up an item will disrupt the spell.<br />
Shatter<br />
3 ElEd S Instant<br />
This spell may be cast upon any weapon or shield or<br />
any item up to a shield in size. It may also be cast at a<br />
creature, to affect such an item. This spell will not<br />
shatter a shield-like hole in something larger than a<br />
shield, nor will it have any effect on armor.<br />
The item affected is rendered completely useless.<br />
This spell will not work on an un-shatterable item or<br />
a magically protected item. Shattering an item that<br />
has other items within or fastened to it will destroy<br />
all <strong>of</strong> the items. This spell will shatter not only a<br />
shield but also any scrolls attached to the back.<br />
Shattering a box or door will set <strong>of</strong>f any traps present<br />
as well as the items within.<br />
After the item is shattered the prop for the item<br />
remains, but is unusable.<br />
Shield<br />
1 Ed S Indefinite<br />
This spell gives the recipient five extra Armor Points.<br />
These extra points are the first Armor Points lost due<br />
to damage.<br />
Shield Magic<br />
5 EdF PS Indefinite<br />
This spell will cancel the next spell cast at the<br />
recipient, including beneficial spells, after which it is<br />
used up. You must say “Shield Magic” immediately<br />
when this spell is used. Shield Magic will only work<br />
on spells delivered via packet, Glyph (See the Formal<br />
Magic section for more details), or Spell Strike.<br />
Shield Magic cannot be used in conjunction with a<br />
Reflect Magic. If you have a Shield Magic active, you<br />
may still “accept” spells that are touch-cast. You<br />
cannot “accept” thrown spells.<br />
Shun<br />
4 EdEl S 1 Hour<br />
This spell causes the victim to feel great discomfort<br />
around the caster. The victim will not attack the<br />
caster, and will immediately move at least 10 feet<br />
away from the caster and stay at least that far away<br />
while the spell is in effect. If the victim is within the<br />
10 feet when the spell is cast, the victim must move<br />
away, but never in a manner that will endanger the<br />
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victim or cause direct harm to them. In other words,<br />
they cannot be made to jump <strong>of</strong>f a cliff or walk<br />
towards a magical rift or do any other action<br />
which would cause harm (much like a Charm spell<br />
cannot force the victim to take self-destructive<br />
actions). This spell does not create a 10 foot magical<br />
circle around the caster which is effective only upon<br />
the victim; if the victim has to come closer than ten<br />
feet in order to get away (say for example, to pass<br />
close to the caster in order to get to an exit), then that<br />
is permissible. While within that 10 foot area<br />
however, the victim can take no in-game actions<br />
against the caster. If the caster attacks the target, the<br />
Shun ends immediately.<br />
This spell is a type <strong>of</strong> charm and can be resisted with<br />
the racial ability Resist Charm, and it can be cured<br />
with an Awaken spell or Dispel Magic spell. Stronger<br />
charms such as Vampire Charm or Enslavement will<br />
override its effects.<br />
Silence<br />
5 ElF 5 Minutes<br />
The victim <strong>of</strong> this spell cannot talk and cannot cast<br />
any spell. The victim must still call out the damage<br />
points his or her weapons do if combat ensues while<br />
the spell is in effect, as well as any out-<strong>of</strong>-game<br />
“trigger” phrases such as “Reflect Magic” or<br />
“Parry.” The silence can be removed by either<br />
Awaken or Dispel Magic. This is not a charm spell<br />
and thus it cannot be resisted by those with the Resist<br />
Charm ability.<br />
Sleep<br />
6 ElEdF PS 5 Minutes<br />
Sleep causes the target to instantly fall into a deep<br />
sleep. The target will not awaken for 5 minutes<br />
unless someone shakes them vigorously while<br />
shouting for them to wake. It takes one minute <strong>of</strong><br />
shaking and shouting to wake a person this way. An<br />
Awaken or Dispel Magic spell will wake the victim<br />
immediately. This spell will not work on some<br />
creatures without a metabolism, such as undead<br />
creatures, golems, or some giant insects. It can be<br />
resisted by creatures with a Resist Sleep ability.<br />
Stabilize<br />
2 El Instant<br />
When cast the target <strong>of</strong> this spell is stabilized as if the<br />
First Aid skill had been successfully used upon them.<br />
For this to work the target must have been able to be<br />
affected by the skill first aid.<br />
Stabilize by Voice<br />
8 El Instant<br />
This spell incant is cast in a very loud voice. All who<br />
can hear the incant, if they are in their bleed out<br />
count, instantly come to 0 hit points and will wake up<br />
at 1 hit point in one minute. Since this is an elemental<br />
spell, it works on all metabolism types. The spell<br />
incant is as per incanting rules with the added phrase<br />
“all within the sound <strong>of</strong> my voice” at the beginning.<br />
Taint Blood<br />
5 F Indefinite<br />
This spell will introduce impurities into the victim’s<br />
blood. The victim is left extremely weak, and unable<br />
to fight or move faster than normal walking speed.<br />
The victim becomes unable to use any game skills.<br />
This spell might not function against creatures with<br />
no metabolism. This spell can be removed by a<br />
Purify Blood spell or a Dispel Magic spell.<br />
Toughen<br />
3 El Instant<br />
This spell instantly refits Natural armor to its full<br />
value.<br />
Trap Undead<br />
1 F Line <strong>of</strong> Sight<br />
This spell will act upon a lesser undead as a Pin spell,<br />
but the undead may not rip free. This spell will not<br />
affect a living target, although it will remove a living<br />
person’s Shield Magic or Reflect Magic.<br />
Turn Undead<br />
2 F 1 Hour<br />
This spell will affect lesser undead creatures, causing<br />
them to leave the area <strong>of</strong> combat immediately by<br />
attempting to break Line <strong>of</strong> Sight. A Dispel or Free<br />
Undead will rid the creature <strong>of</strong> this spell, allowing it<br />
to return. Greater undead are not affected by this<br />
spell in the same manner. This spell will not affect a<br />
living target, although it will remove any creature’s<br />
Shield Magic or Reflect Magic.<br />
Unparalyze<br />
8 F P Instant<br />
This spell will free the subject from all paralyzing<br />
effects.<br />
Ward<br />
9 Ed 5 Days<br />
This spell magically seals a single room or an entire<br />
building. The object affected must be an actual<br />
unmovable structure such as a building, a tent, or an<br />
unmovable wagon.<br />
No effect, person or object may pass through the<br />
Ward unless as described below.<br />
Anyone within the Ward during the entire casting <strong>of</strong><br />
the spell will receive an Investiture to the Ward. The<br />
names <strong>of</strong> the people Invested must be written in the<br />
room’s marshal notes.<br />
Investiture in a Ward allows you to enter and leave<br />
the warded area at will as well as allow others to<br />
enter and leave by saying “The Ward recognizes<br />
you”.<br />
The building must be visibly marked to indicate the<br />
presence <strong>of</strong> Ward by placing a large “W” on the<br />
door.<br />
This spell takes five minutes to cast during which<br />
time the caster rests his hand upon the primary portal.<br />
Anyone inside a structure that is being warded will be<br />
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aware <strong>of</strong> the casting and will be awoken by it if<br />
normally sleeping. This spell cannot be thrown.<br />
Weakness<br />
3 ElF P Indefinite<br />
This spell will curse the victim to do 5 points less<br />
damage with every swing (minimum damage being<br />
zero, <strong>of</strong> course). This spell does not actually reduce a<br />
creature’s strength. It affects all weapon damage in<br />
the same way, whether the weapon is used with one<br />
hand or two hands. This spell lasts until removed<br />
with a Remove Weakness or a Dispel Magic. Multiple<br />
Weakness effects do not stack.<br />
Web<br />
5 ElEdF S Line <strong>of</strong> Sight<br />
This spell snares the arms <strong>of</strong> its victim, binding them<br />
straight to its sides, and immobilizes the victim<br />
completely from the neck down. The victim may talk<br />
freely, but may not use any game skills requiring use<br />
<strong>of</strong> the arms, including using a weapon or shield,<br />
casting a spell, or activating a globe. The victim may<br />
not walk, run, or be moved in any way. Any item the<br />
victim is holding cannot be dropped. However, since<br />
the effect allows the victim to be searched, anyone<br />
else can choose to physically remove a hand-held<br />
item from the victim simply by “searching” them.<br />
Even a victim with Superhuman Strength cannot<br />
prevent himself from being “searched” in this<br />
manner. This spell does not prevent the victim from<br />
being searched or being given a Killing Blow.<br />
Wither Limb<br />
7 F P Indefinite<br />
This spell causes the target’s limb to become aged<br />
and infirm. The limb may be specified by the caster<br />
(right or left leg or arm). You can have up to four<br />
Wither Limb spells upon you at a time. No weapon<br />
may be wielded by that limb nor may the limb be<br />
used for locomotion or spell casting. If a leg is<br />
withered you must kneel down, you may not hop on<br />
the remaining leg. Only an arm or leg can be thus<br />
withered. Tentacles or similar appendages are<br />
considered arms for this purpose. The head, tongue,<br />
or any other such organ do not count as limbs. A<br />
Dispel Magic will remove all active Wither Limb<br />
spells. If the caster does not specify, or if the spell is<br />
received from a potion or carrier attack, then it is the<br />
target’s choice as to which currently un-withered<br />
limb becomes withered. If all your limbs are<br />
withered, call “got it.”<br />
Manipulation<br />
This ability is a high form <strong>of</strong> Elemental magic. It can<br />
be purchased multiple times. With each purchase 10<br />
points are added into an Elemental pool that the<br />
caster may use at their discretion. This pool will<br />
reset as per daily abilities. This skill also grants the<br />
ability to use Manipulation Scrolls. Manipulation has<br />
a maximum purchase <strong>of</strong> 15. There are five tiers <strong>of</strong><br />
scrolls to use. Below is the breakdown <strong>of</strong> how many<br />
levels <strong>of</strong> Manipulation a player must have to cast the<br />
different tiers <strong>of</strong> scrolls.<br />
TIER AND MANIPULATION LEVEL<br />
REQUIREMENT<br />
Tier Level <strong>of</strong><br />
Manipulation<br />
1 1-3<br />
2 4-6<br />
3 7-9<br />
4 10-12<br />
5 13-15<br />
Manipulation Scrolls must be represented by paper at<br />
least 8 square inches in size. Once a manipulation<br />
scroll is cast from it is destroyed, please tare the tag<br />
and throw it away.<br />
Effects in Manipulation Scrolls cannot be placed in<br />
magic items via normal magic item creation means or<br />
crystals via Crystomancy.<br />
The following is the breakdown <strong>of</strong> Manipulation<br />
Scrolls:<br />
Tier 1<br />
Strength <strong>of</strong> the Mountain<br />
“By the Elements <strong>of</strong> Stone I grant myself the<br />
Strength <strong>of</strong> the Mountain”<br />
This grants the caster +1 “Super Human Strength” for<br />
one hour from casting (see Special abilities section).<br />
This spell lasts until it expires, is dispelled or the<br />
caster reaches their death count.<br />
Buffering Winds<br />
“By the Air Elements I grant myself Buffering<br />
Winds”<br />
This allows the caster to deliver three elemental<br />
Shuns as separate packet attacks. These must be used<br />
immediately after casting.<br />
Breath <strong>of</strong> the Hydra<br />
“By the Fire Elements I call forth the Breath <strong>of</strong> the<br />
Hydra”<br />
This allows the caster to deliver three “20 elemental<br />
fire” packets all must be thrown individually<br />
immediately after casting.<br />
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Cleansing Shield<br />
“By the Element <strong>of</strong> Water I grant myself a Cleansing<br />
Shield”<br />
This allows the caster a cloak versus poison once per<br />
casting. This cannot be stacked with multiple<br />
casting. This protective lasts until used, dispelled,<br />
death count is reached or the next reset hour is<br />
reached.<br />
Mending<br />
“By the Spirit <strong>of</strong> <strong>Fenorra</strong> I mend you #”<br />
This allows the caster to deliver # elemental mending<br />
as determined by the scroll. This can be touch cast or<br />
thrown and must be used immediately after casting.<br />
This type <strong>of</strong> healing works on all metabolisms.<br />
Tier 2<br />
Stone Skin<br />
“By the Elements <strong>of</strong> Stone I grant myself Stone Skin”<br />
This grants the caster 10 points <strong>of</strong> refitable armor.<br />
This stacks with physical, Natural and Dexterous<br />
armor and can be refit with a 1 minute <strong>of</strong><br />
uninterrupted time. This armor lasts until dispelled,<br />
death count is reached or next reset hour is reached.<br />
Air Pocket<br />
“By the Air Elements I conjure an Air Pocket”<br />
This allows the caster to cast a shield versus gasses<br />
only upon themselves. Once this shield has been cast<br />
it will protect versus the next three gasses that strike<br />
them. This will not work against any other<br />
alchemical substance except for a gas. This shield<br />
will last until used up or 1 hour whichever comes<br />
first. The shield will also end if the caster is<br />
dispelled or they reach their death count. The correct<br />
verbal to use when blocking a gas with this ability is<br />
“gas shield”.<br />
Magma Spray<br />
“By the Fire Elements I call forth a Spray <strong>of</strong> Magma”<br />
This allows the caster to deliver four “30 elemental<br />
fire” packets all must be thrown individually<br />
immediately after casting.<br />
Water Breathing<br />
“By the Element <strong>of</strong> Water I grant us Water<br />
Breathing”<br />
This allows the caster to grant themselves and 4 other<br />
people <strong>of</strong> their choice the ability to breathe under<br />
water for 10 minutes. This spell must be activated<br />
within one hour <strong>of</strong> the casting and will last one hour<br />
from that point forward. A new casting <strong>of</strong> Water<br />
Breathing will replace an old casting <strong>of</strong> it. This spell<br />
will last the one hour duration, until dispelled or until<br />
the death count <strong>of</strong> the recipient is reached.<br />
<strong>Fenorra</strong>'s Protection<br />
“May the Spirit <strong>of</strong> <strong>Fenorra</strong> grant me her Protection”<br />
This allows the caster to be immune to all <br />
elemental effects listed on the scroll. This ability<br />
lasts 1 hour from casting, until dispelled or death<br />
count is reached. The correct verbal to use when<br />
exercising this ability is “no effect”.<br />
Tier 3<br />
Basilisks Gaze<br />
“By the element <strong>of</strong> Stone I call forth the Basilisks<br />
Gaze”<br />
This allows the caster a magic paralyze damage type<br />
and carrier for 5 minutes continuously from casting.<br />
This spell lasts until the 5 minutes runs out, the caster<br />
is dispelled or death count is reached. This can only<br />
be used with melee weapons.<br />
Cyclone<br />
“By the Air Elements I call forth a Cyclone”<br />
This allows the caster to deliver 4 “Elemental<br />
Vertigo” attacks via packet as individual attacks.<br />
These must be used immediately after casting.<br />
Fireball<br />
“By the Fire Elements I call forth a Fireball”<br />
This allow caster to deliver three “40 Elemental<br />
Enflame” via packet. This ability must be used<br />
immediately after casting.<br />
Ice Shield<br />
“By the Element <strong>of</strong> Water I grant myself a Shield <strong>of</strong><br />
Ice”<br />
This grants the caster a shield created <strong>of</strong> Ice. This<br />
shield can be used even if the caster does not have the<br />
"Shield" weapon skill. This shield counts as Body<br />
weaponry and lasts for one hour or until Dispelled or<br />
the death count is reached. This shield while active<br />
will also allow for the caster to resist three elemental<br />
effects. The Physical rep <strong>of</strong> the shield must meet all<br />
Nero rules and safety guidelines as any other NERO<br />
safe shield and must be checked prior to the start <strong>of</strong><br />
an event before it may be used in Play<br />
Spirit Shield<br />
“By the Spirit <strong>of</strong> <strong>Fenorra</strong> I grant myself a Spirit<br />
Shield”<br />
This allows the caster to produce a shield which is<br />
used versus the next Spirit effect which hits them<br />
(Life, Death, Breath <strong>of</strong> Life, Obliterate, Spirit Mark,<br />
Spirit Lock, Spirit Link). A shield magic or reflect<br />
magic will come into play before a Spirit Shield does.<br />
Only one Spirit Shield may be active on a person at a<br />
time. This can be cast on themselves or another<br />
person. This Shield will last until used, the next reset<br />
hour, dispelled or death count is reached. The correct<br />
verbal to use when this Shield is used is “Spirit<br />
Shield”.<br />
Tier 4<br />
Mountain Stance<br />
“By the element <strong>of</strong> Stone I take the Stance <strong>of</strong> a<br />
Mountain”<br />
59
This grants the caster an Earthen Root, the size <strong>of</strong><br />
threshold dependent on the scroll. This ability must<br />
be used immediately after casting and last until the<br />
player moves their feet, is dispelled or death count is<br />
reached. A new casting <strong>of</strong> Mountain Stance will<br />
replace an old casting <strong>of</strong> it. This ability cannot be<br />
stacked with any other earthen Root skills.<br />
Strike <strong>of</strong> Lighting<br />
“By the Air Elements I grant you (myself) the Strike<br />
<strong>of</strong> Lightning”<br />
This allows the recipient to add the elemental damage<br />
type to their weapon swings for five consecutive<br />
minutes from time <strong>of</strong> casting. This can be cast on the<br />
caster or another individual. This effect lasts ten<br />
minutes, until dispelled or used up or death count is<br />
reached. The correct verbal to use for a weapon<br />
swing using this ability is “# Elemental Lightning)<br />
Flame Wave<br />
“By the Fire Elements I call forth a Flame Wave”<br />
The grants the caster the ability to throw five packets<br />
in succession <strong>of</strong> elemental fire in the following<br />
damage and order: 5, 10, 20, 40, 80 (155 total points<br />
<strong>of</strong> damage) immediately after one another. This<br />
ability must be used immediately after casting.<br />
Kracken’s Roar<br />
“By the Element <strong>of</strong> Water, I call forth the Kraken's<br />
Roar. All within the sound <strong>of</strong> my voice, # Elemental<br />
Damage”<br />
This allows the caster to deliver voice effect damage.<br />
The amount <strong>of</strong> damage by voice is dependent on the<br />
scroll. This ability must be used immediately after<br />
casting and has an instant effect. This ability affects<br />
all within hearing distance and is elemental in<br />
deliverance therefore an Elemental Shield will<br />
protect versus its affects.<br />
Spirit Blade<br />
“By <strong>Fenorra</strong> I conjure a Spirit Blade”<br />
For the duration <strong>of</strong> this spell the caster is imbued<br />
with a long sword formed from their spirit. This is<br />
not a physical sword and cannot be shattered or<br />
disarmed. This “sword” has a damage type <strong>of</strong><br />
“body”. The “Spirit Blade” does base weapon<br />
damage (2) plus any applicable pr<strong>of</strong>iciency such as<br />
Weapon pr<strong>of</strong>iciencies or backstabs, this also includes<br />
Slay/parry, Blade Fury and Assassinate. The<br />
Physical rep <strong>of</strong> the long sword must meet all Nero<br />
rules and safety guidelines as any other NERO safe<br />
weapon and must be checked prior to the start <strong>of</strong> an<br />
event before it may be used in Play<br />
Tier 5<br />
Reign <strong>of</strong> Stone<br />
“By the power <strong>of</strong> the Elements I call upon the Reign<br />
<strong>of</strong> Stone”<br />
This grants the caster the ability to throw ten<br />
Elemental Shatters by packet. These are ten<br />
individual attacks. This ability last for ten minutes<br />
from casting, until dispelled or if the casters death<br />
count is reached.<br />
Thunderbirds Fury<br />
“From the Skies I grant myself the Thunderbirds<br />
Fury”<br />
The caster may cast an elemental Lightning Fury<br />
which is a pool <strong>of</strong> 150 points <strong>of</strong> damage. The caster<br />
may throw attacks <strong>of</strong> 10 elemental Lightning until the<br />
pool is used up. The caster may only have one<br />
Thunderbird Fury at any time. This pool is lost if the<br />
caster is dispelled or dies and requires a life spell. A<br />
new casting <strong>of</strong> Thunderbirds Fury will replace an old<br />
casting <strong>of</strong> it. Casting the elemental packets follow<br />
the same rules as casting a spell and thus may not be<br />
done if taking body damage or if the caster cannot<br />
speak or use their hands.<br />
Meteor Strike<br />
“By the Fire Elements I call forth a Meteor Strike”<br />
This allows the caster to use an Elemental Fire storm.<br />
The caster must plant their feet to cast the scroll and<br />
their feet must remain planted during the entire<br />
duration. Each packet delivers “10 Elemental Fire”<br />
and every fifth packet thrown delivers “Elemental<br />
Enflame . The effect lasts until the caster<br />
moves their feet, is dispelled, or the death count is<br />
reached. While this ability is in affect the caster may<br />
use no other skills or abilities.<br />
Water Whip<br />
“By the Element <strong>of</strong> Water I grant myself a Water<br />
Whip”<br />
This allows the caster the ability to deliver five<br />
Elemental Web attacks. These can be delivered via<br />
packet or weapon. These are five individual attacks.<br />
This ability last for ten minutes from casting, until<br />
dispelled or if the casters death count is reached. The<br />
correct verbal to use when delivering this ability is<br />
“Elemental Web”.<br />
<strong>Fenorra</strong>'s grace<br />
“May <strong>Fenorra</strong> Grace me with her Spirit <strong>of</strong><br />
”<br />
This allows the caster to be healed by all <br />
elemental effects listed on the scroll. This ability<br />
lasts 1 hour from casting, until dispelled or death<br />
count is reached. The correct verbal to use when<br />
exercising this ability is “taken for healing”. The<br />
amount <strong>of</strong> healing received corresponds to the<br />
amount <strong>of</strong> damage intended by the attack.<br />
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Arcanum<br />
Arcanum Scrolls are a form <strong>of</strong> scroll in which levels<br />
<strong>of</strong> Formal Magic are required to read. Each Scroll is<br />
one use and once read from the magics fade. Scrolls<br />
may be classified as Fenorrian, Eldrich, or both.<br />
There are five tiers <strong>of</strong> Arcanum scrolls each tier<br />
requiring more levels <strong>of</strong> Formal to cast. In order to<br />
cast from an Arcanum scroll the caster must have the<br />
required levels <strong>of</strong> the appropriate school <strong>of</strong> Formal<br />
Magic. Then the caster must touch a packet to the<br />
scroll rep and recite the incant.<br />
Arcanum scrolls must be represented by paper at<br />
least 8 square inches in size. Once an Arcanum scroll<br />
is cast from it is destroyed, please tare the tag and<br />
throw it away.<br />
TIER AND FORMAL LEVEL REQUIREMENT<br />
Both Schools<br />
Arcanum Required<br />
Tier Formal Level<br />
1 1<br />
2 4<br />
3 6<br />
4 8<br />
5 10<br />
Lore – Tier 1<br />
Type: Item<br />
Duration: Instant<br />
School: Both<br />
Incant: “I grant myself the vision to see the lore <strong>of</strong><br />
what is before me”<br />
Effect: One item for every two levels <strong>of</strong> formal<br />
magic, rounded up, possessed by the caster is<br />
identified to the caster. This may not be used to<br />
identify anything that has a spirit.<br />
OOG Note: The caster <strong>of</strong> this arcanum must give the<br />
tag for the arcanum to an appropriate person with<br />
access to the magic item tags. A hold may not be<br />
called for this the knowledge comes to the caster as<br />
they get the tags.<br />
Armored to Magic – Tier 2<br />
Type: Personal<br />
Duration: Day<br />
School: Both<br />
Incant: “I grant myself armor to ”<br />
Effect: The caster gains a dumb magic shield which<br />
may go under their normal protectives and will<br />
protect them from the first spell <strong>of</strong> a given type<br />
which hits them. A shield magic or reflect magic will<br />
come into play before an Armored to Magic does.<br />
The types are based upon the casters school and are<br />
as follows:<br />
Fenorrian: Spirit Effect, Curse, Curing, Causing,<br />
Command, Bindings<br />
Eldritch: Eldritch Damage, Bindings, Imprison,<br />
Command<br />
The Armored to Magic will be triggered by any spell<br />
(incanted, spell strike, or magic; but NOT arcane,<br />
physical, or elemental) which has the above effect.<br />
Only one Armored to Magic may be in effect at a<br />
given time. Armored to Magic is lost if caster dies<br />
and requires a life spell. A new casting <strong>of</strong> Armored to<br />
Magic will replace an old casting <strong>of</strong> it.<br />
OOG Note: The caster must call “ Shield”<br />
when the effect is triggered<br />
Carrier Immunity – Tier 3<br />
Type: Personal<br />
Duration: Invoked<br />
School: Both<br />
Incant: “I grant myself carrier immunity to ”<br />
Effect: The formal caster who uses a carrier<br />
immunity may declare one carrier type from which<br />
they may invoke a limited immunity where they<br />
choose to not take any extra effect other than<br />
damage. The type <strong>of</strong> carrier attack is chosen at the<br />
time <strong>of</strong> the casting <strong>of</strong> this arcanum and may not be<br />
changed except by the casting <strong>of</strong> a second carrier<br />
immunity which removes the first. For example a<br />
formal caster who runs into a pack <strong>of</strong> bees swinging<br />
paralyze and has cast Carrier Immunity <br />
may choose to become immune to the carrier attack<br />
paralyze <strong>of</strong> a particular bees attacking him. To<br />
become immune to a second bee attacking him he<br />
would have to invoke a second use from the casting.<br />
If the caster suddenly comes face to face with a<br />
creature swinging wither they would have to cast a<br />
brand new carrier immunity to wither before they<br />
could use the immunity and they would lose all<br />
remaining charges <strong>of</strong> the carrier immunity to<br />
paralysis. The following are not considered carrier<br />
attacks for the purpose <strong>of</strong> this arcanum: Magic,<br />
Silver, Flame, Ice, Lightning, Stone, and Normal.<br />
Only one Carrier Immunity may be in effect at a<br />
given time. Carrier Immunity is lost if caster dies and<br />
requires a life spell. A second casting <strong>of</strong> Carrier<br />
Immunity will replace an old casting <strong>of</strong> it.<br />
OOG Note: The caster must call “I Invoke Carrier<br />
Immunity against you” to the<br />
opponent to activate it and then call no effect when struck.<br />
Magic Deliverance– Tier 3<br />
Type: Personal<br />
Duration: Day<br />
School: Both<br />
Incant: “I grant myself the ability <strong>of</strong> magic<br />
deliverance”<br />
Effect: Allows one spell from the memory <strong>of</strong> the<br />
formal caster to be delivered as magic instead <strong>of</strong> by<br />
full incantation. The spell must be <strong>of</strong> a level less than<br />
or equal to the number <strong>of</strong> levels the caster has <strong>of</strong> the<br />
appropriate school <strong>of</strong> formal magic and must be <strong>of</strong><br />
the same school as the magic deliverance arcanum<br />
which was cast. Thus a caster with nine levels <strong>of</strong><br />
61
formal magic Fenorrian could cast as magic any<br />
Fenorrian spell by casting magic deliverance. A<br />
caster with seven levels <strong>of</strong> formal magic <strong>Fenorra</strong><br />
could cast as magic any seventh level or lower<br />
<strong>Fenorra</strong> spell by casting magic deliverance. Neither<br />
<strong>of</strong> these casters can use a Fenorrian magic<br />
deliverance arcanum to cast an Eldritch spell as<br />
magic. The caster chooses when to deliver this spell<br />
as magic. Only one magic deliverance may be in<br />
effect at any given time. As per the rules for<br />
delivering a spell as magic the caster must be able to<br />
speak but need not have use <strong>of</strong> their arms as “Magic”<br />
is an innate ability. A magic deliverance is lost if the<br />
caster dies and requires a life spell.<br />
OOG Note: When used the caster must state Magic<br />
<br />
Contingency – Tier 4<br />
Type: Personal<br />
Duration: Day<br />
School: Both<br />
Incant: “I grant myself a spell<br />
contingent upon my ”<br />
Effect: One spell from the memory <strong>of</strong> the caster is<br />
used and placed in a state in which it will take effect<br />
on the caster if a certain condition is met. The<br />
conditions for Fenorrian magic are Charmed, Cursed,<br />
Death, Magically Bound (Pin, Bind, Web, Confine),<br />
Paralyzed, Poisoned, Silenced, Sleeping, or<br />
Unconsciousness. The conditions for Eldritch magic<br />
are Charmed, Imprisoned, Magically Bound (Pin,<br />
Bind, Web, Confine), Silenced, Sleeping, or<br />
Unconsciousness. The contingent spell is triggered as<br />
soon as the caster enters the triggering state and may<br />
neither be stopped by anything nor may the caster<br />
choose not to invoke the contingency. A new casting<br />
<strong>of</strong> contingency will replace an old casting <strong>of</strong> it.<br />
Contingency is lost if the caster resurrects. The<br />
contingent spell will still trigger a shield magic, the<br />
caster may choose to accept the spell if he is in a state<br />
capable <strong>of</strong> accepting a spell.<br />
OOG Note: The caster must call Contingency <br />
when the spell is triggered.<br />
Arcane Shield – Tier 4<br />
Type: Personal<br />
Duration: Day<br />
School: Both<br />
Incant: “I grant myself an Arcane Shield”<br />
Effect: The caster gains a dumb magic shield which<br />
may go under their normal protectives and will<br />
protect them from the first arcane effect which hits<br />
them.<br />
The Arcane Shield will be triggered by any effect<br />
which is delivered by arcane means. Only one Arcane<br />
Shield may be in effect at a given time. Arcane<br />
Shield is lost if caster dies and requires a life spell. A<br />
new casting <strong>of</strong> Arcane Shield will replace an old<br />
casting <strong>of</strong> it.<br />
OOG Note: The caster must call Arcane Shield when<br />
the effect is triggered<br />
Channeling – Tier 5<br />
Type: Personal<br />
Duration: Day<br />
School: Both<br />
Incant: “I grant myself the ability <strong>of</strong> channeling”<br />
Effect: Allows one spell from the memory <strong>of</strong> the<br />
formal caster to be delivered as a spell strike. The<br />
spell must be <strong>of</strong> a level less than or equal to the<br />
number <strong>of</strong> levels the caster has <strong>of</strong> the appropriate<br />
school <strong>of</strong> formal magic and must be <strong>of</strong> the same<br />
school as the channeling arcanum which was cast.<br />
Thus a caster with nine levels <strong>of</strong> formal magic<br />
Fenorrian could spell strike any Fenorrian spell by<br />
casting channeling. A caster with seven levels <strong>of</strong><br />
formal magic Fenorrian could spell strike any seventh<br />
level or lower Fenorrian spell by casting channeling.<br />
Neither <strong>of</strong> these casters can use a Fenorrian<br />
channeling arcanum to spell strike an Eldritch spell.<br />
The caster chooses when to use these spell strikes.<br />
Only one Channeling may be in effect at a given<br />
time. Channeling is lost if caster dies and requires a<br />
life spell.<br />
OOG Note: The caster must say “spell strike” then<br />
the name <strong>of</strong> the spell and corresponding number <strong>of</strong><br />
damage or healing.<br />
Arcane Deliverance – Tier 5<br />
Type: Personal<br />
Duration: Day<br />
School: Both<br />
Incant: “I grant myself the ability <strong>of</strong> arcane<br />
deliverance”<br />
Effect: Allows one spell from the memory <strong>of</strong> the<br />
formal caster to be delivered as arcane instead <strong>of</strong> by<br />
full incantation. The spell must be <strong>of</strong> a level less than<br />
or equal to the number <strong>of</strong> levels the caster has <strong>of</strong> the<br />
appropriate school <strong>of</strong> formal magic and must be <strong>of</strong><br />
the same school as the arcane deliverance arcanum<br />
which was cast. Thus a caster with nine levels <strong>of</strong><br />
formal magic Fenorrian could cast as arcane any<br />
Fenorrian spell by casting arcane deliverance. A<br />
caster with seven levels <strong>of</strong> formal magic Fenorrian<br />
could cast as arcane any seventh level or lower<br />
Fenorrian spell by casting arcane deliverance. Neither<br />
<strong>of</strong> these casters can use a Fenorrian arcane<br />
deliverance arcanum to cast a Eldritch spell as magic.<br />
The caster chooses when to deliver this spell as<br />
arcane. Only one arcane deliverance may be in effect<br />
at any given time. As per the rules for delivering a<br />
spell as arcane the caster must be able to speak but<br />
need not have use <strong>of</strong> their arms as “Arcane” is an<br />
innate ability. An arcane deliverance is lost if the<br />
caster dies and requires a life spell.<br />
OOG Note: When used the caster must state Arcane<br />
<br />
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Fenorrian<br />
<strong>Fenorra</strong>'s Blessing – Tier 1<br />
Type: Personal<br />
Duration: Day<br />
School: Fenorrian<br />
Incant: “I grant myself the power <strong>of</strong> <strong>Fenorra</strong>'s<br />
Blessing”<br />
Effect: This arcanum gives the caster 10 extra body<br />
points. These points are the first body points lost to<br />
damage. As long as these body points last they will<br />
protect the caster so spells may be cast while taking<br />
damage. If a Bless is also present, it is lost before<br />
<strong>Fenorra</strong>'s Blessing. If the caster dies and requires a<br />
life spell <strong>Fenorra</strong>'s Blessing is lost<br />
Healing Pool/Defiling Pool – Tier 2<br />
Type: Personal<br />
Duration: Day<br />
School: Fenorrian<br />
Incant: “By <strong>Fenorra</strong> I create a healing pool/ By chaos<br />
I create a defiling pool”<br />
Effect: Healing pool allows the caster to create, for<br />
themselves, a pool <strong>of</strong> magic healing <strong>of</strong> 50 points plus<br />
10 points per level per level <strong>of</strong> Fenorrian formal<br />
magic possessed by the caster, to a maximum <strong>of</strong><br />
twenty five levels (300 points) which may only be<br />
touch cast as 10 magic cure wounds. The effect is lost<br />
if the caster dies and needs a life spell. Defiling pool<br />
is a pool <strong>of</strong> magic chaos with the same limits as the<br />
healing pool. A caster may have both a healing pool<br />
and a defiling pool at the same time but not more<br />
than one <strong>of</strong> each. If the caster takes body damage<br />
during the call <strong>of</strong> “10 magic cure wounds” or “10<br />
magic cause wounds”, that 10 point casting fails and<br />
is lost to the pool but the rest <strong>of</strong> the pool remains.<br />
Bane <strong>of</strong> the Dead/Boon <strong>of</strong> the Dead- Tier 3<br />
Type: Offensive<br />
Duration: Concentration<br />
School: Fenorrian<br />
Incant: “By the <strong>Fenorra</strong> I bane the dead... Magic<br />
Harm Undead... Magic Harm Undead... /By chaos I<br />
boon the dead... Magic Help Undead ... Magic Help<br />
Undead ...”<br />
Effect: At the time <strong>of</strong> casting, the caster plants both<br />
feet. As long as both feet remain planted and the<br />
arcanum is not disrupted as per normal spell rules,<br />
the caster may throw a packet after completing the<br />
incant “Magic Harm Undead” or “Magic Help<br />
Undead”. While the arcanum is in effect, the caster<br />
can perform no other skill nor cast any other spell or<br />
arcanum. Each packet thrown acts as a separate spell<br />
equivalent to a Harm Undead or a Help Undead<br />
depending on the form <strong>of</strong> the arcanum cast.<br />
Eldrich<br />
Eldritch Shield – Tier 1<br />
Type: Personal<br />
Duration: Day<br />
School: Eldritch<br />
Incant: “I grant myself an Eldritch Shield”<br />
Effect: This arcanum gives the caster 10 extra armor<br />
points. These extra points are the first armor points<br />
lost due to damage. As long as these points last they<br />
will protect the caster so spells may be cast while<br />
taking damage. If a shield is also present it is lost<br />
before the eldritch shield. If the caster dies and<br />
requires a life spell the eldritch shield is lost.<br />
Eldrich Storm - TIER 2<br />
Type: Offensive<br />
Duration: Concentration<br />
School: Eldritch<br />
Incant: “I grant myself an Eldritch Storm to throw...<br />
10 magic ... 10<br />
magic …”<br />
Effect: At the time <strong>of</strong> casting, the caster must choose<br />
a single damage type; flame, ice, lightning, or stone;<br />
and plant both feet. As long as both feet remain<br />
planted and the arcanum is not disrupted as per<br />
normal spell rules, the caster may throw a packet<br />
after completing the incant “10 magic “. The<br />
damage type chosen may not be changed without<br />
casting another Eldritch Storm. While the arcanum is<br />
in effect, the caster can perform no other skill nor<br />
cast any other spell or arcanum. Each packet thrown<br />
acts as a separate magical attack doing 10 points <strong>of</strong><br />
the chosen type in damage to the target. The call “10<br />
magic ” is considered part <strong>of</strong> the verbal and<br />
like any other verbal the arcanum is lost if the caster<br />
takes body damage, performs an in game skill, or<br />
speaks other words to interrupt the verbal.<br />
Eldrich Fury - TIER 3<br />
Type: Offensive<br />
Duration: Concentration<br />
School: Eldritch<br />
Incant: “I grant myself an Eldrtch Fury to throw... 5<br />
magic ... 5 magic<br />
…”<br />
Effect: At the time <strong>of</strong> casting, the caster must choose<br />
a single element; flame, ice, lightning, or stone. As<br />
long as the arcanum is not disrupted by normal spell<br />
rules, the caster may throw a packet after completing<br />
the incant “5 magic “. The damage type<br />
chosen may not be changed without casting another<br />
Eldritch Fury. While the arcanum is in effect, the<br />
caster can perform no other skill nor cast any other<br />
spell or arcanum. Each packet thrown acts as a<br />
separate magical attack doing 10 points <strong>of</strong> the chosen<br />
type in damage to the target. The call “10 magic<br />
” is considered part <strong>of</strong> the verbal and like any<br />
other verbal the arcanum is lost if the caster takes<br />
body damage, performs an in game skill, or speaks<br />
other words to interrupt the verbal.<br />
63
Formal Magic Overview<br />
The following pages are a brief introduction to the<br />
Nero Formal Magic System. For a full explanation <strong>of</strong><br />
the rules see the <strong>Fables</strong> <strong>of</strong> <strong>Fenorra</strong> Formal Magic<br />
Packet.<br />
Scrolls may not contain modifications or flaws <strong>of</strong> any<br />
kind, except to make the scroll unable to be copied.<br />
The scrolls listed here may not be changed in any<br />
way. If used, they must be used exactly as written.<br />
Urgent questions and interpretations <strong>of</strong> these rules<br />
will be left to the local Formal Magic marshal.<br />
Characters who have learned a ninth level spell can<br />
then start learning Formal Magic skill levels. Once a<br />
character has reached this point, they <strong>of</strong>ten give<br />
themselves the title <strong>of</strong> “Wizard.” Some Wizards add<br />
a personal bit to this title so that the entire title might<br />
be “Wizard <strong>of</strong> Fenorrian Magics” or “Wizard <strong>of</strong><br />
Might and Power ” or “Wizard <strong>of</strong> Life Healing.” It is<br />
up to your character to decide how pretentious to<br />
make his or her title or even whether to use one at all.<br />
Some refuse to use the title at all, and others use<br />
“Sorcerer,” “Warlock,” or some other title. Most<br />
people don’t bother Wizards about their titles; After<br />
all, it really isn’t a good idea to have a spell caster<br />
who can cast Formal Magic mad at you.<br />
Common Rituals<br />
Formal Magic Scrolls are magical scrolls <strong>of</strong> immense<br />
power in and <strong>of</strong> themselves and will always detect as<br />
magical. They are indestructible by their very nature,<br />
and cannot be Shattered, Destroyed, or affected by<br />
traps <strong>of</strong> any kind. They are treated as Magic Items for<br />
purposes <strong>of</strong> stealing.<br />
A Formal Magic scroll can only be read or copied by<br />
one who has the skill Formal Magic in the<br />
appropriate school. To everyone else, the scroll will<br />
be unreadable.<br />
Here is a description <strong>of</strong> some <strong>of</strong> the most common<br />
types <strong>of</strong> Formal Magic effects on Magic Items. This<br />
is not a complete list, but merely the ones which most<br />
players will encounter. Please see the Formal Magic<br />
Casting <strong>Rule</strong>s and individual Formal Magic Spell<br />
descriptions for more details.<br />
Bane<br />
A magical defense that reflects the attack back upon<br />
the attacker. It works at will (even before a spell<br />
defense if desired), and protects against only one type<br />
<strong>of</strong> effect. For example, a Bane versus Sleep could be<br />
used against a Sleep spell or a Sleep gas poison.<br />
Cloak<br />
A magical defense that works at will (even before a<br />
spell defense if desired) and protects against only one<br />
type <strong>of</strong> effect such as Fire or Binding Magic. For<br />
example, a Cloak versus Fire could be used against<br />
both a 10 magic flame spell or a fire trap.<br />
Obliteration<br />
A very powerful Formal Magic that causes the victim<br />
to suffer the same effect as dying and resurrecting<br />
three times, although only one body resurrection is<br />
necessary. However, only one “pick” is made from<br />
death’s bag. After the Formal Magic is complete, the<br />
victim is still able to receive a Life effect for the next<br />
five minutes, and only one such spell is necessary to<br />
restore the creature to one body point. If a Life effect<br />
is received, the creature is not forced to resurrect at<br />
all.<br />
Spirit Link<br />
Spirit Link magically attaches an item to a spirit, thus<br />
making it unstealable. The item must always remain<br />
in contact with the creature to which it is linked. (It<br />
does not have to touch the body directly; a glove or<br />
other piece <strong>of</strong> clothing can come between the item<br />
and the person.) When a creature with a Spirit Linked<br />
item dies, the Spirit Linked item becomes<br />
insubstantial with the spirit and travels to resurrect,<br />
reforming with the spirit. If the item is a container, it<br />
does not bring the contents with it. If the creature<br />
permanently dies, the body and item return to the<br />
point where the body dissipated. The item is then<br />
linked to the next creature with a spirit that touches it,<br />
even through gloves or other articles <strong>of</strong> clothing or<br />
armor.<br />
Spirit Mark<br />
Used to mark a particular person’s spirit. The mark is<br />
always present on the spirit’s body, in the location<br />
and with a design as decided by the original Formal<br />
Magic caster. This mark can be covered by normal<br />
means.<br />
Vengeance<br />
Causes a retributive strike <strong>of</strong> pure magical damage to<br />
any being inflicting a killing blow upon the bearer <strong>of</strong><br />
this formal magic. This damage occurs after the<br />
killing blow and is not avoidable in any manner.<br />
When a Vengeance is triggered, the call will be<br />
“ Arcane Vengeance”<br />
Formal Magic Components<br />
In order to cast a spell from a Formal Magic scroll,<br />
one must also have the Formal Magic Components.<br />
These components are represented in-game by a tag<br />
with a description <strong>of</strong> the item and its level and type.<br />
Formal Magic Components may be found as treasure<br />
in a module, on an NPC, or randomly in the woods.<br />
Any character can tell if they are looking at a formal<br />
component automatically. To identify the level and<br />
type <strong>of</strong> components (i.e. P4 or C1) you must possess<br />
one level <strong>of</strong> the formal magic skill <strong>of</strong> either school.<br />
Components come in various ‘flavors’:<br />
Power (P), Creation (C), Elemental (E), Time (T),<br />
Void (V), Destruction (D), Spirit (S).<br />
Each component has a value <strong>of</strong> 1, 2 or 4. Formal<br />
Magic costs are listed with the total value <strong>of</strong> each<br />
type <strong>of</strong> needed component. For example, P5 means<br />
64
any combination <strong>of</strong> Power components totaling a<br />
value <strong>of</strong> 5. One spell, Greater Extension, specifically<br />
requires a Power component <strong>of</strong> value 2 or 4 in<br />
addition to other components. Components expire no<br />
longer than 2 years after the issue date. If there is no<br />
printed expiration date then the expiration date is<br />
assumed to be one year.<br />
Magic Items<br />
Magic items can be found or made through the<br />
NERO Formal Magic System©. Most give the wearer<br />
the ability to utilize a spell and some items grant the<br />
wearer effects from the Formal Magic system.<br />
Until you have an item Identified, you will not have<br />
the tag for the item and thus will not be able to use it,<br />
even if you are already aware <strong>of</strong> the item’s power.<br />
You must proceed to the Spirit Tree or monster camp<br />
to receive the tag. If you are given the item and are<br />
told in-game what the item’s powers are and how it is<br />
used, you may use the item but must go to the Spirit<br />
Tree or monster camp immediately thereafter to get<br />
the tag. Make sure that any player that gives you a<br />
Magic Item phys-rep also gives you the Magic Item<br />
Tag.<br />
Activating Magic Items<br />
Spells from a magic item act just like a regular spell.<br />
They provide the character, no matter what class or<br />
level, the ability to use that spell. The correct process<br />
to activate an item is to use the phrase “Activate”<br />
followed by the spell incant. For Example:<br />
“Activate With Mystic Force I Bind You”.<br />
In addition, all the normal rules for casting apply.<br />
You must have your hand free, have a packet, be<br />
conscious, etc. So you cannot activate an item when<br />
in a Web, unconscious, dead, or when tied up.<br />
Activating an item IS NOT a Game Ability, so you<br />
CAN use an item when you cannot otherwise use a<br />
Game Ability or Skill, such as when under the effects<br />
<strong>of</strong> a Taint Blood spell.<br />
The following Formal Magic Spells will not cease to<br />
work on a magic item when it goes from active to<br />
inactive: Render Indestructible, Extend Formal<br />
Magic, Greater Extension, Spirit Link, Spirit Lock,<br />
and Delimit.<br />
Magic Item Slots<br />
A player may have 5 Magic items active on their<br />
person at a time.<br />
If a character has more items on them than the<br />
allowed limit they must have a clearly delineated<br />
method to separate the active and inactive magic<br />
items tags. In order to switch between an active and<br />
inactive item at least one minute must be spent while<br />
you physically switch your tags between active and<br />
inactive. You may only make one switch at a time. If<br />
you lose possession <strong>of</strong> a magic item tag that item<br />
becomes inactive for you. During this time you may<br />
use no game skills. Characters must be conscious<br />
with at least one hand free to switch items between<br />
active and inactive states.<br />
Any item can still be used while inactive, but only<br />
with the benefit <strong>of</strong> the effects listed above.<br />
Spirit as Magic Item<br />
For only the purposes <strong>of</strong> Magic Item Slots, a<br />
character’s Spirit counts as a single magic item that<br />
can be made active as a whole. Only the following<br />
formal magic spells count for the purposes <strong>of</strong> this<br />
“item:” Enchant, Cloak (Minor), Bane (Minor), Spell<br />
Store, Protection Aura, Cloak, Bane, Expanded<br />
Enchantment, Spirit Link, Spirit Lock.<br />
All other Spirit targeting formal magic spells fall<br />
outside <strong>of</strong> the Magic Item Slot rules. Please note that<br />
Spirit Link and Spirit Lock do not cease to work on an<br />
item that has been made inactive.<br />
A PC is always aware <strong>of</strong> all formal magic spells on<br />
their spirit, including, school, specific type, and<br />
duration as applicable.<br />
Casting <strong>Rule</strong>s<br />
Anyone who possesses the skill Eldritch Formal<br />
Magic or Fenorrian Formal Magic may cast from<br />
formal magic scrolls <strong>of</strong> the appropriate school.<br />
Formal Magic Scrolls are Indestructible unless<br />
Flawed otherwise.<br />
No Formal Magic may have a duration <strong>of</strong> longer than<br />
two years.<br />
Casting Time<br />
The standard time to cast any formal magic is five<br />
minutes. However, if a formal magic is directly<br />
harmful to a PC the casting time is one hour, though<br />
the PC may opt to allow the normal five minute<br />
casting time if they inform the marshal at beginning<br />
<strong>of</strong> the formal. This option does not apply to the<br />
Obliterate formal magic or formal magic that does<br />
not target the PC’s personal items or spirit. The<br />
decision to choose this option is wholly out <strong>of</strong> game<br />
and is not subject to any in game coercion, review, or<br />
planning.<br />
The hour casting time is automatic upon the desire <strong>of</strong><br />
anyone in the Circle or the Marshal. ‘Harmful’<br />
includes destroying a ward or circle, placing a formal<br />
magic circle around a ward, using a formal magic to<br />
escape PC pursuit, etc.) If the formal magic is<br />
directly harmful to an NPC the casting time is<br />
determined by the game staff and may vary between<br />
five minutes and one hour.<br />
Game Day<br />
The game day is defined as 6:00 PM to 5:59 PM the<br />
following day.<br />
Durations measured in game-days are considered to<br />
include the current game-day or portion there<strong>of</strong> –<br />
thus an effect with a duration <strong>of</strong> one game-day will<br />
expire at the beginning <strong>of</strong> the next game-day, even if<br />
that is only one hour away.<br />
Target Effect Limits<br />
No target may retain more than 5 different formal<br />
magic effects simultaneously. If a target already<br />
65
contains 5 formal magics, and a sixth casting is<br />
attempted, the casting will fail on that target. A single<br />
spirit or item can only retain 5 formal magic effects.<br />
Any formal spell with the duration <strong>of</strong> instantaneous is<br />
not retained, thus Obliterate, Spirit Forge, etc. do not<br />
count toward this 5 effect limit. In addition, the<br />
following lasting effects are exceptions to this rule<br />
and do not count toward the five effect limit on a<br />
spirit or item:<br />
Extend Enchantment, Extend Formal Magic,<br />
Greater Extension, Investiture, Render<br />
Indestructible, Spirit Walk, Whispering Wind,<br />
Dream Vision, Create High Horoscope, and Create<br />
Golem.<br />
Success versus Failure<br />
The caster may cast a total number <strong>of</strong> levels <strong>of</strong><br />
formal magic they possess in the appropriate school<br />
with automatic success in any one game day. A caster<br />
may cast an additional number <strong>of</strong> formal magic levels<br />
equal to the total levels <strong>of</strong> formal magic they possess<br />
in the appropriate school <strong>of</strong> magic in Dark Territory.<br />
A caster cannot cast beyond Dark Territory. A caster<br />
cannot even attempt to cast from a scroll that is<br />
higher level than the number <strong>of</strong> levels <strong>of</strong> Formal<br />
Magic skill he possesses in the appropriate school.<br />
Multiple Rituals Cast upon a Single Target<br />
The total level <strong>of</strong> formal magic cast upon a target in a<br />
single batch may be no greater than two times the<br />
total levels <strong>of</strong> the appropriate school <strong>of</strong> formal magic<br />
possessed by the Casters participating in the batch.<br />
From this upper limit subtract the total levels <strong>of</strong><br />
formal magic each <strong>of</strong> the casters has cast prior to the<br />
start <strong>of</strong> this batch the same game day.<br />
The caster <strong>of</strong> any individual formal magic within a<br />
batch must be designated just prior to the start <strong>of</strong> that<br />
formal magic and that caster must be in possession <strong>of</strong><br />
the scroll at the start <strong>of</strong> the formal magic for which he<br />
is caster.<br />
All casters involved in a batch must be within the<br />
fishtail for all formal magic cast within that batch. If<br />
any caster drops out between formal magic castings<br />
in a batch, the total level <strong>of</strong> formal magic allowed<br />
within the batch is recalculated. That caster is no<br />
longer required to remain in the fishtail. If the total<br />
levels <strong>of</strong> formal magic already equals or exceeds the<br />
new limit then the batch terminates. No formal<br />
casters may be added to a batch once the batch<br />
begins.<br />
Tags<br />
Every formal magic in this system has a<br />
corresponding tag. If an item has effects <strong>of</strong> varying<br />
durations, the duration <strong>of</strong> each effect must be<br />
marked. Magic item tags cannot be otherwise<br />
marked or modified other than to reduce numbers <strong>of</strong><br />
charges or destroy the tag.<br />
Each tag for items generated using the Formal Magic<br />
system must be marked as “Indestructible” or<br />
“Destructible”<br />
Targets<br />
The target <strong>of</strong> a formal magic must be declared at the<br />
beginning <strong>of</strong> a formal magic and may not be changed<br />
during the casting. If the target has a spirit the target<br />
will know immediately that it is the target <strong>of</strong> the<br />
formal magic and what formal magic is being cast. In<br />
the case <strong>of</strong> multiple targets, all such targets must be<br />
declared.<br />
Formal magic spells that target a spirit may be<br />
refused, with the exception <strong>of</strong> Investiture/Divestiture,<br />
Create Mark / Destroy Mark and Obliterate. The<br />
Formal Marshal will inform the target that he is able<br />
to refuse this formal magic and the consequences<br />
there<strong>of</strong>. This can be done anytime up to the end <strong>of</strong><br />
the formal magic casting, prior to any die roll (if<br />
needed).<br />
Refusing a formal magic cast upon a spirit will cause<br />
the target to die and immediately leave to seek<br />
resurrection. This holds whether or not the target is<br />
conscious.<br />
Pyramids<br />
Casting a pyramid based formal magic upon an item<br />
with the same pyramid based formal magic already<br />
on it (from another batch) does not increase the<br />
original pyramid. In order to increase the size <strong>of</strong> a<br />
pyramid once cast, a new pyramid larger than the<br />
first must be cast, in which case the first pyramid<br />
immediately expires and the second pyramid takes<br />
effect.<br />
Flaw and Backlash Effects<br />
Flaws and Backlashes are identifiable in an extended<br />
celestial circle and in most cases lingering effects are<br />
removable by a Destroy Magic formal magic<br />
Production Skills<br />
To create game items such as Weapons, Armor,<br />
Potions, Scrolls, Traps, Alchemical Elixirs, Contact<br />
Poisons, and Gas Globes, you must first buy the<br />
appropriate skill with your Build Points.<br />
Every item or special item property has an associated<br />
Production Level that is required to create it. Each<br />
Game Day, a character has one Production Level for<br />
each purchase <strong>of</strong> the associated Production Skill.<br />
This is referred to as the character’s Base Production<br />
Level. There are three ways to augment your<br />
production output; Trade Mastery, Materials, and<br />
Workshops, they do not change the Base Production<br />
Level.<br />
Trade Mastery: A character with ten or more levels<br />
<strong>of</strong> a single Production Skill may purchase a “Master”<br />
skill <strong>of</strong> their production type. Being a Master crafter<br />
doubles the skill production for the character.<br />
Workshops: A workshop generates one ”Workshop”<br />
Production Level per level <strong>of</strong> overall skill.<br />
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All production items have an expiration date; these<br />
items last 24 months after being created. The<br />
expiration date <strong>of</strong> a particular production item is<br />
known by anyone who looks at the item reads the<br />
associated item tag that goes with it. When an item<br />
expires, it is said to have broken, rusted, or otherwise<br />
lost potency. This damage can be repaired by using<br />
production skills to issue a new tag for the item. This<br />
explains how you can still own your father’s sword<br />
even though it rusts and expires every two years.<br />
The effects <strong>of</strong> potions<br />
and scrolls are the<br />
same as for a cast<br />
spell.<br />
A scroll or potion<br />
physical<br />
representation is not<br />
valid unless it has an<br />
actual scroll or potion<br />
tag attached to the<br />
phys-rep. Likewise, a<br />
scroll or potion tag<br />
without a physical<br />
representation is also<br />
invalid. If you<br />
receive tags without<br />
physical<br />
representations (for<br />
example, after using<br />
your Production<br />
Points to create<br />
items), then it is your<br />
responsibility to<br />
provide the<br />
appropriate physical<br />
representation and<br />
make sure the tag is<br />
attached.<br />
All potion phys-reps<br />
must be large enough<br />
to hold, or appear to<br />
hold, at least a<br />
minimum <strong>of</strong> a quarter<br />
ounce <strong>of</strong> liquid. The<br />
phys-rep does not<br />
actually have to<br />
contain any liquid to<br />
be valid.<br />
When the potion is<br />
used, the “used”<br />
potion tag must be<br />
given to the recipient<br />
or a Marshal as<br />
appropriate.<br />
Potions<br />
Potions PP<br />
Awaken 4<br />
Bless 1<br />
Cause Disease 3<br />
Cause Wounds 5 1<br />
Cause Wounds 10 2<br />
Cause Wounds 15 3<br />
Cause Wounds 20 4<br />
Cause Wounds 25 5<br />
Cause Wounds 30 6<br />
Cause Wounds 35 7<br />
Cause Wounds 40 8<br />
Cause Wounds 45 9<br />
Cure Disease 3<br />
Cure Wounds 5 1<br />
Cure Wounds 10 2<br />
Cure Wounds 15 3<br />
Cure Wounds 20 4<br />
Cure Wounds 25 5<br />
Cure Wounds 30 6<br />
Cure Wounds 35 7<br />
Cure Wounds 40 8<br />
Cure Wounds 45 9<br />
Curse 7<br />
Invigorate 6<br />
Magic Armor 2<br />
Purify Blood 5<br />
Reflect Magic 8<br />
Release 5<br />
Remove Curse 7<br />
Remove Physical 6<br />
Remove<br />
3<br />
Weakness<br />
Restore Limb 7<br />
Shield Magic 5<br />
Sleep 6<br />
Taint Blood 5<br />
Un-paralyze 8<br />
Weakness 3<br />
Wither Limb 7<br />
To use a potion, you must role-play the proper<br />
drinking motions, and this must take at least three<br />
seconds. You do not have to count it out loud.<br />
A potion may be “force fed” to an unconscious or<br />
sleeping person by someone else, but such a character<br />
cannot “accidentally” drink one. You cannot attach a<br />
potion or elixir to your collar or shield and “bite”<br />
into it to get its effects while bound or in battle.<br />
Potions cannot be mixed into food or drink or diluted<br />
or mixed together in any way. All potions affect the<br />
drinker only, and bypass any protective spells such as<br />
Shield Magic or Reflect Magic. Note that potions<br />
affect only the drinker and do not give the drinker the<br />
ability to cast the spell effect <strong>of</strong> the particular potion.<br />
For example, a person drinking a Dispel Magic<br />
potion does not gain the ability to cast a Dispel<br />
Magic instead, the potion will dispel all magic on the<br />
drinker.<br />
To use a scroll, you<br />
must pull out the<br />
scroll, hold it before<br />
you, have enough<br />
light to be able to read<br />
it, touch a spell packet<br />
to the scroll, actually<br />
read the scroll, and<br />
then throw the packet.<br />
If your scroll is<br />
attached to a weapon<br />
or shield, you may not<br />
be swinging it while<br />
reading the scroll.<br />
After the scroll is<br />
used, the tag is<br />
removed but the paper<br />
remains. The magical<br />
writing is inert<br />
although anyone can<br />
tell what spell used to<br />
be on the scroll. You<br />
must have an actual<br />
scroll phys-rep for<br />
each scroll tag.<br />
All scroll phys-reps<br />
must be at least 8<br />
square inches (For<br />
example, a scroll that<br />
is 2 inches tall by 4<br />
inches long would be<br />
fine).<br />
Scrolls<br />
Scrolls PP<br />
Awaken 4<br />
Bind 4<br />
Delayed Endow 2<br />
Destroy 6<br />
Detect Magic 2<br />
Dispel Magic 8<br />
Greater Enchanted 8<br />
Blade<br />
Eldritch Damage 5 1<br />
Eldritch Damage 10 2<br />
Eldritch Damage 15 3<br />
Eldritch Damage 20 4<br />
Eldritch Damage 25 5<br />
Eldritch Damage 30 6<br />
Eldritch Damage 35 7<br />
Eldritch Damage 40 8<br />
Eldritch Damage 45 9<br />
Enchanted Blade 6<br />
Endow 1<br />
Fumble 1<br />
Magic Armor 2<br />
Mystic Lock 7<br />
Pin 2<br />
Reflect Magic 8<br />
Release 5<br />
Repel 2<br />
Shatter 3<br />
Shield 1<br />
Shield Magic 5<br />
Shun 4<br />
Sleep 6<br />
Web 5<br />
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Smithing<br />
Each purchase <strong>of</strong> this skill allows for one Production<br />
Level’s worth <strong>of</strong> Weapons or Armor to be made. It<br />
also allows for the Smith to silver a weapon.<br />
Making<br />
weapons<br />
This skill<br />
works on the<br />
“Production<br />
Skills”<br />
system.<br />
Silvering a<br />
weapon A<br />
silvered<br />
weapon uses<br />
the Weapon<br />
Type Silver.<br />
Silvering an<br />
existing or<br />
newly made<br />
weapon<br />
costs four<br />
Production<br />
Levels and 1<br />
silver ore<br />
per linear<br />
inch <strong>of</strong> the<br />
striking<br />
surface <strong>of</strong><br />
the weapon.<br />
A quiver <strong>of</strong><br />
arrows/bolts<br />
costs 5 silver<br />
ore and 4<br />
Weapons PP<br />
Bludgeon 1<br />
Bow 4<br />
Crossbow 4<br />
Dagger 1<br />
Hatchet 1<br />
Javelin 2<br />
Long Axe 2<br />
Long Hammer 2<br />
Long Mace 2<br />
Long Sword 2<br />
Polearm 4<br />
Arrows/ Bolts (30 ct) 2<br />
Quality Arrows/ Bolts<br />
(30 ct)<br />
3<br />
Sap 1<br />
Shield 2<br />
Short Axe 2<br />
Short Hammer 2<br />
Short Mace 2<br />
Short Sword 2<br />
Weapon Silvering<br />
(also requires silver<br />
ore 1 unit/blade inch)<br />
4<br />
Spear 2<br />
Staff 2<br />
Throwing Dagger 1<br />
2 Handed Blunt 4<br />
2 Handed Sword 4<br />
Production Levels to silver. Rendered weapons<br />
may be silvered.<br />
Armor Points PP<br />
1-10 1<br />
11-20 2<br />
21+ 3<br />
Master Smithing<br />
Once purchased a character receives an additional<br />
production point per level purchased <strong>of</strong> the Smithing<br />
skill. Master Smithing also grants the smith the<br />
ability “Rapid Refit” The character also may create<br />
Master level items as described below. These items<br />
may only be made IG and cannot be purchased with<br />
goblin points.<br />
Master Smithing Production<br />
Item PP Components Required<br />
Master Crafted Weapon 3x Base Item<br />
Forge + 1 unit <strong>of</strong> Pure<br />
Wolfram per PP<br />
Custom fit 1st 3 1 unit <strong>of</strong> Suede<br />
Custom Fit 2nd 9 2 units <strong>of</strong> Suede<br />
Custom Fit 3rd 18 3 units <strong>of</strong> Suede<br />
Custom Grip 1st 3 1 unit <strong>of</strong> Suede<br />
Custom Grip 2nd 9 2 units <strong>of</strong> Suede<br />
Custom Grip 3rd 18 3 units <strong>of</strong> Suede<br />
Glass Arrows (quiver) 3 1 unit <strong>of</strong> sea glass per arrow<br />
Hardening 1st 3 1 unit <strong>of</strong> Iron<br />
Hardening 2nd 9 2 units <strong>of</strong> Iron<br />
Hardening 3rd 18 3 units <strong>of</strong> Iron<br />
Master Crafted Armor 3 x Base Item<br />
Mythral Armor<br />
As per armor<br />
chart<br />
Forge + 1 unit <strong>of</strong> Pure<br />
Wolfram per PP<br />
1 unit <strong>of</strong> mythral per point<br />
value<br />
Reinforced Plate 1st 3 1 unit <strong>of</strong> Iron<br />
Reinforced Plate 2nd 9 2 units <strong>of</strong> Iron<br />
Reinforced Plate 3rd 18 3 units <strong>of</strong> Iron<br />
Sharpening 1st 3 1 unit <strong>of</strong> Iron<br />
Sharpening 2nd 9 2 units <strong>of</strong> Iron<br />
Sharpening 3rd 18 3 units <strong>of</strong> Iron<br />
Slotted armor 1st 3 1 unit <strong>of</strong> Steel<br />
Slotted armor 2nd 9 2 units <strong>of</strong> Steel<br />
Slotted armor 3rd 18 3 units <strong>of</strong> Steel<br />
Slotted Weapon 1st 3 1 unit <strong>of</strong> Steel<br />
Slotted Weapon 2nd 9 2 units <strong>of</strong> Steel<br />
Slotted Weapon 3rd 18 3 units <strong>of</strong> Steel<br />
Strengthening 1st 3 1 unit <strong>of</strong> Adamantine<br />
Strengthening 2nd 9 2 units <strong>of</strong> Adamantine<br />
Strengthening 3rd 18 3 units <strong>of</strong> Adamantine<br />
Master Smithing Items<br />
Rapid Refit: A smith may spend one level <strong>of</strong> base<br />
production, which was not already used for another<br />
purpose, in order to refit a suit <strong>of</strong> armor faster than<br />
normal. This effect cannot be thrown, but may be<br />
used on another person. To use this skill, the smith<br />
must have one hand free, remain stationary, and roleplay<br />
repairing the armor for at least three seconds and<br />
then call “Physical Refit Armor.” If the smith or the<br />
person whose armor is being repaired are struck in<br />
any way during the role-play time or before the effect<br />
68
has been deliver then the refit is interrupted and the<br />
skill is used.<br />
Master crafted weapon – This weapon is so well<br />
made that it is non-magically rendered<br />
Strengthening up to 3 x resist shatter/destroy<br />
Sharping up to 3 x + non magical damage edged<br />
weapons only.<br />
Hardening up to 3 x + non magical damage blunt<br />
weapons only.<br />
Custom Grip up to 3 x resist Fumble<br />
Glass Arrows – These arrows may have a gas poison<br />
placed into it by an alchemist. Once filled the arrow<br />
will do its base damage as well as the gas effect. The<br />
call would be “x normal gas poison”<br />
Slotted Weapon- This allows for the smith to add up<br />
to 3 slots into a weapon that may be used to hold<br />
certain Crystomancy crystals. (see Master<br />
Crystomancy for more details)<br />
Master Crafted Armor – This armor is so well<br />
crafted it is non-magically rendered.<br />
Mithryl Armor. This armor is made from the light<br />
but strong material known as mythral. Because <strong>of</strong> this<br />
the armor crafted “wears” at 5 points less than its<br />
protection level. For example a 15 point mythral<br />
armor can be worn by a scholar with a 10 point class<br />
armor max.<br />
Custom Fit – allows for up to 3x quick refit (refit<br />
armor on a 3 count)<br />
Reinforced Plate – up to 3x resist shatter/destroy<br />
Slotted Armor- this allows for the smith to add up to<br />
3 slots into a suit <strong>of</strong> armor that may be used to hold<br />
certain Crystomancy crystals. (see Master<br />
Crystomancy for more details)<br />
Alchemy<br />
Players with the skill <strong>of</strong> Alchemy can create certain<br />
contact substances, elixirs and gases. These<br />
substances do not detect as magical by Detect Magic.<br />
Alchemical effects are not affected by Dispel Magic.<br />
Anyone can drink an elixir or feed one to someone<br />
else or apply Vorpal Coatings. To apply other<br />
poisons you need one level <strong>of</strong> Alchemy. To throw<br />
globes you must have the same number <strong>of</strong> alchemy<br />
levels as the globe production level. In essence you<br />
must be able to make a globe to throw it.<br />
Creating Alchemical Substances<br />
You may make any alchemical substance that you<br />
possess the skill to make that has a cost in the<br />
Production Levels chart.<br />
Damage from Alchemy<br />
Characters can be affected by alchemical substances<br />
in many ways. The effects are instantaneous.<br />
“Cause” poisons do body damage only, since they<br />
bypass armor. This damage cannot be reversed by an<br />
antidote, but can be healed as normal damage.<br />
Berserk, Feeblemind, Hallucinoid, Nausea, Paralyze,<br />
Sleep, and Vertigo are all visible to any viewer while<br />
they are in effect, so long as they take the time to<br />
observe them and ask the affected player “Visible<br />
Effects?” and the affected player will respond<br />
“Visibly ”. Many substances can be reversed<br />
by a specific antidote if taken after exposure to the<br />
substance. The spell defensive Poison Shield will not<br />
stop ingested substances from taking effect, but will<br />
stop all other attacks with the word “poison” in the<br />
verbal. The spell Purify Blood will cleanse the body<br />
<strong>of</strong> all active poison effects present except for<br />
Enslavement. Alchemical Solvents, Vorpal Coatings,<br />
Liquid Lights, Pastes <strong>of</strong> Stickiness, and Oils <strong>of</strong><br />
Slipperiness are not affected by Purify Blood and will<br />
not set <strong>of</strong>f a Poison Shield or a Resist Poison.<br />
Types <strong>of</strong> Alchemical Substances<br />
Elixirs<br />
Elixirs may be drunk like potions or they may be<br />
placed in food or drink. This is signified by either<br />
attaching the tag to the underside <strong>of</strong> the food vessel,<br />
placing a token in the food, or having a marshal<br />
witness you make pouring motions over the food or<br />
drink. Mixing two elixirs does not cancel the elixirs.<br />
If a food or drink has more than one elixir present, all<br />
elixirs will affect the victim and be used up after the<br />
first bite or drink. One use <strong>of</strong> the racial skill Resist<br />
Poison will block all elixirs present.<br />
Globes<br />
Globes are delivered by an orange packet. Unlike a<br />
spell packet, globe containers are in-game. They<br />
work on a single target, indoors or outdoors. Before<br />
throwing the packet, the user must announce<br />
“ gas poison;” for example “Sleep gas<br />
poison.” This phrase simulates preparing the globe.<br />
The “verbal” is not in-game so even a silenced or<br />
mute character may use one. If the “verbal” is not<br />
said properly then the attack is unsuccessful as the<br />
gas was not “prepared” properly (Imagine preparing<br />
a hand grenade). The packet must hit the target or the<br />
target’s possessions and otherwise must follow all<br />
spell packet rules. Even though the “verbal” is not ingame,<br />
the effect is recognized by anyone who hears<br />
it. (In-game, assume each globe has a different color<br />
and texture associated with it to allow for<br />
69
identification.) If the poison does numerical damage,<br />
the number is added to the end <strong>of</strong> the “verbal” and<br />
must be said before the packet is thrown. Thrown<br />
Alchemy is subject to Disruption.<br />
Note that globes, since they are in-game, can be<br />
disarmed and stolen. To steal a globe, you must steal<br />
the actual globe physical representation itself and not<br />
the tag. You may then either go out-<strong>of</strong>-game to the<br />
person from whom you stole the globes in order to<br />
get the tags, or can get a Marshal to do it.<br />
Globes can also be put into gas traps.<br />
Contact poisons<br />
Contact poisons must be represented by a gel-like<br />
substance that can be smeared on the object to be<br />
trapped. (Petroleum jelly works fine). If the person<br />
applying the substance comes in contact with it, he or<br />
she will be affected as well (if applicable). Poison<br />
Shield and Resist Poison will protect the victim from<br />
being affected by contact poisons. Multiple contact<br />
poisons which would normally affect a victim<br />
simultaneously are protected by a single Poison<br />
Shield or Resist Poison.<br />
Vorpal Coatings<br />
Vorpal Coatings add 5 points to the base damage <strong>of</strong><br />
the weapon, for a set number <strong>of</strong> hits per application.<br />
They take effect immediately, doing damage to<br />
Armor Points and then Body Points after all Armor<br />
Points have been removed.<br />
Damage should be called by adding 5 points to the<br />
weapon damage (with any other magical or skill<br />
bonuses also added, <strong>of</strong> course).<br />
A hit is used up only if the strike lands or it is<br />
negated by a defense, but cannot be saved up to use<br />
on later swings once applied; the damage increase is<br />
for the first 1, 3, or 5 hits depending on the coating<br />
used.<br />
Applying a Vorpal Coating takes time to apply. It<br />
cannot be done with a quick touch in the middle <strong>of</strong><br />
battle. The tag must be taped onto the weapon. The<br />
taping <strong>of</strong> the tag onto the weapon represents the time<br />
it takes, which may never be less than three seconds.<br />
If you do not have the tag taped to your weapon then<br />
the Vorpal Coating is not effective. A new tag must<br />
be put on the weapon each time a new Vorpal<br />
Coating is applied. Only one vorpal coating can be<br />
on a weapon at a time.<br />
Alchemy Production<br />
Effect Contact Elixer Globe<br />
Alchemical Solvent 2<br />
Acid 5 1<br />
Acid 10 2<br />
Acid 20 4<br />
Antidote (contact) 2<br />
Antidote (Gas) 4<br />
Antidote (injested) 5<br />
Beserk 10<br />
Cause Damage 5 1 2<br />
Cause Damage 10 2 3<br />
Cause Damage 20 4 5<br />
Charm 8<br />
Cure Damage 5 1 2<br />
Cure Damage 10 2 3<br />
Cure Damage 20 4 5<br />
Damage Undead 30 3 4<br />
Damage Undead 70 7 8<br />
Death 9 10<br />
Enslavement Antidote 10<br />
Feeblemind 6 7<br />
Forget-it-well 10<br />
Forget-me-not 7<br />
Hallucinoid 2<br />
Intoxicants 1<br />
Liquid Fire 5 1<br />
Liquid Fire 10 2<br />
Liquid Fire 20 4<br />
Liquid Light 1<br />
Nausea 5 6<br />
Oil <strong>of</strong> Slipperiness 5<br />
Paralyze 8 9<br />
Paranoia 2 3<br />
Paste <strong>of</strong> Stickiness 5<br />
Poison Shield 4<br />
Sleep 6 7<br />
Vertigo 5 6<br />
Vorpal Coating 1 1<br />
Vorpal Coating 3 3<br />
Vorpal Coating 5 5<br />
Weakness 3 4<br />
Alchemical Substances<br />
Alchemical Solvent<br />
Duration: Instant<br />
This solvent, covering one square foot per dose, will<br />
remove either an Oil <strong>of</strong> Slipperiness or a Paste <strong>of</strong><br />
Stickiness. Once used, the entire dosage is consumed.<br />
70
Antidote<br />
Duration: Instant<br />
Antidotes are used to cure lasting effects, such as<br />
from Sleep elixirs and not from instantaneous effects<br />
such as damage.<br />
Antidote (Contact) cures any contact substance.<br />
Antidote (Ingested) cures any ingested elixir. Antidote<br />
(Gas) cures any gas substance. It does not remove<br />
any monster carrier attacks. Gas Antidote will<br />
remove Monster Packet attacks only if the attack<br />
included the word “Gas”. Enslavement needs a<br />
specific antidote.<br />
Berserk<br />
Duration: 5 Minutes<br />
This will drive the victim into an insane killing fury,<br />
causing the victim to attack all creatures in the<br />
vicinity to the best <strong>of</strong> its ability.<br />
Cause Damage<br />
Duration: Instant<br />
This substance does 5, 10 or 20 points <strong>of</strong> body<br />
damage dependent on level <strong>of</strong> substance created.<br />
Charm<br />
Duration: 5 Minutes<br />
This alchemical substance will cause the victim to be<br />
under the same effects as a Charm spell. The victim<br />
will be Charmed to the creature who administered the<br />
poison. It can be resisted by those with a Resist<br />
Charm ability.<br />
Cure Damage<br />
Duration: Instant<br />
This substance heals 5 points <strong>of</strong> body damage.<br />
Damage Undead<br />
Duration: Instant<br />
This gas does either 30 or 70 points <strong>of</strong> damage to<br />
undead. The correct verbal to use is “Damage<br />
undead # gas”.<br />
Death<br />
Duration: Instant<br />
This causes death immediately; this substance does<br />
not leave any traceable marks, and cannot be<br />
identified as the cause <strong>of</strong> death. The only thing that<br />
will save the victim <strong>of</strong> this poison is a Life affect<br />
given within five minutes.<br />
Enslavement<br />
Duration: Indefinite<br />
The victim <strong>of</strong> this poison will be enslaved to the<br />
person administering the poison and will obey<br />
absolutely any and all commands given by the person<br />
to whom they are enslaved, and will even commit<br />
suicide. Otherwise, it is has the same effects as a<br />
Charm spell. Enslavement can only be cured by a<br />
specific antidote. This effect is also removed if the<br />
character resurrects. This effect is stronger than<br />
Charm, Shun, Dominate or Fear.<br />
Please note that additional Enslavement effects do not<br />
affect a character that is already under an<br />
Enslavement effect.<br />
Enslavement is a powerful ability which particularly<br />
as the potential to ruin the fun <strong>of</strong> any player. As such<br />
the use <strong>of</strong> this effect can never be used by a PC on a<br />
PC.<br />
No other effect (either LCO or otherwise) may<br />
duplicate the ability <strong>of</strong> Enslavement.<br />
In addition, the following rules apply to<br />
Enslavement:<br />
-You cannot administer Enslavement to yourself.<br />
-You cannot be enslaved to “act normally,”<br />
However a person under the effects <strong>of</strong> enslavement<br />
does not act like a robot or strangely, they are just<br />
compelled to follow the wishes <strong>of</strong> the enslaver.<br />
-The duration <strong>of</strong> Enslavement is permanent, and it<br />
can only be cured by the specific antidote or the<br />
resurrection <strong>of</strong> the target .<br />
Enslavement Antidote<br />
Duration: Instant<br />
This antidote is the only thing that will release a<br />
victim from the effects <strong>of</strong> an Enslavement poison.<br />
After the Enslavement is cured, the victim<br />
remembers everything that happened and knows they<br />
were enslaved and to whom.<br />
Feeblemind<br />
Duration: 5 Minutes<br />
This alchemical substance lowers a character’s<br />
intelligence to that <strong>of</strong> an idiot for 5 minutes. While<br />
under its effects, a character cannot use any skills and<br />
is so stupid that he or she is not even aware <strong>of</strong> the<br />
poisoning.<br />
Forget-It-Well<br />
Duration: Indefinite<br />
This poison will cause the victim to forget everything<br />
that happened within the last hour. This amnesia<br />
becomes permanent if not cured within ten minutes<br />
by a Purify Blood spell or the appropriate antidote. A<br />
Killing Blow within the ten minutes will not reverse<br />
the memory loss effect <strong>of</strong> this poison, and neither<br />
will resurrection, but if the victim’s body dissipates<br />
before the 10 minute period has elapsed, then the<br />
poison will be negated and the memories restored.<br />
Forget-it poisons, like all poisons, may never be used<br />
on a creature that is dead.<br />
Forget-Me-Not<br />
Duration: Indefinite<br />
This alchemical substance will cause the victim to<br />
lose memory <strong>of</strong> the last 15 minutes. In every other<br />
way it acts the same as a Forget-it-Well.<br />
Hallucinoid<br />
Duration: 5 Minutes<br />
This alchemical substance causes the victim to<br />
hallucinate. They will see pink elephants and other<br />
strange things for 5 minutes. The victim will<br />
71
probably be aware that they are under the effects <strong>of</strong> a<br />
poison but will be unable to do much about it. When<br />
under its effects, game skills can be used, but the<br />
player will most likely use them against imaginary<br />
creatures.<br />
Intoxicants<br />
Duration: 1 Hour<br />
This acts as a strong alcoholic drink. It will render the<br />
victim quite drunk for 1 hour. When producing this<br />
item 2 intoxicants are made for 1 production point.<br />
Liquid Fire<br />
Duration: Instant<br />
This substance does 5, 10 or 20 points damage<br />
dependent on level <strong>of</strong> substance created. The correct<br />
verbal to use when using this gas is “# physical fire”.<br />
Liquid Light<br />
Duration: 5 Days<br />
This substance will allow a glow stick or other light<br />
physical representation to be used in game as per the<br />
Illumination spell. It cannot be applied to a tree or<br />
other object to make it glow; it can only be used on a<br />
phys-rep that gives <strong>of</strong>f light. Please note that<br />
Alchemy 1 is required to activate a Liquid Light, but<br />
not to hold, or otherwise use one, once it has been<br />
activated.<br />
Nausea<br />
Duration: 5 Minutes<br />
This elixir will cause the victim to be nauseous for<br />
ten minutes, during which time no in game skills can<br />
be used.<br />
Oil <strong>of</strong> Slipperiness<br />
Duration: 1 hour<br />
This is a contact oil that will last for one hour once<br />
exposed to air. If put on an item, the oil will make the<br />
item impossible to pick up. It could also be placed on<br />
the ground (if enough were used) to prevent anyone<br />
from standing in the area. You would not be able to<br />
even crawl out <strong>of</strong> the area unless you could grab a<br />
hold onto something or someone outside <strong>of</strong> the area<br />
to pull free. One dose will cover an object up to one<br />
square foot in area. It can be counteracted by an<br />
Alchemical Solvent or a Paste <strong>of</strong> Stickiness.<br />
Paralyze<br />
Duration: 5 Minutes<br />
This poison is identical to a Paralyze spell.<br />
Paranoia<br />
Duration: 5 Minutes<br />
This causes the victim to think that people he or she<br />
normally dislikes are out to kill them. It lasts one<br />
hour.<br />
Paste <strong>of</strong> Stickiness<br />
Duration: 1 Hour<br />
This paste acts as a glue that lasts an hour. One dose<br />
covers one square inch <strong>of</strong> a surface. It can be used to<br />
stick things to someone so they cannot be removed<br />
until the hour runs out.<br />
It can also be used to pin people to the ground if<br />
enough is available. Note that this paste will have no<br />
effect in combat as it takes three seconds to set; thus<br />
you cannot put it on your shield or sword to<br />
“capture” enemy weapons. It can be counteracted by<br />
an Alchemical Solvent, an Oil <strong>of</strong> Slipperiness, or a<br />
Release spell.<br />
Physical Acid<br />
Duration: Instant<br />
This substance does 5, 10 or 20 points <strong>of</strong> damage<br />
dependent on level <strong>of</strong> substance created. The correct<br />
verbal to use is “# physical acid”.<br />
Poison Shield<br />
Duration: Indefinite<br />
This elixir works exactly as the spell <strong>of</strong> the same<br />
name. It grants a Spell Defense to the recipient. It<br />
cannot be stacked with the spell <strong>of</strong> the same name,<br />
nor can it be removed by Purify Blood.<br />
Sleep<br />
Duration: 5 Minutes<br />
This poison acts as a Sleep spell.<br />
Vertigo<br />
Duration: 5 Minutes<br />
This poison will cause the victim to lose balance and<br />
be unable to remain standing for ten minutes, during<br />
which the victim cannot use any in-game skills.<br />
Vorpal Coating<br />
Duration: Indefinite<br />
Putting this contact gel on a weapon makes the<br />
weapon do 5 extra points <strong>of</strong> damage for a set number<br />
<strong>of</strong> hits. It comes in three variations: 1 hit Vorpal<br />
Coating, 3 hit Vorpal Coating, and 5 hit Vorpal<br />
Coating.<br />
Weakness<br />
Duration: 5 Minutes<br />
This poison works as the spell <strong>of</strong> the same name.<br />
Master Alchemy<br />
Once purchased a character receives an additional<br />
production point per level purchased <strong>of</strong> the Alchemy<br />
skill. This skill represents the characters mastery <strong>of</strong><br />
the alchemical arts and grants the character access to<br />
the Master Alchemy production items. Master<br />
Alchemists also gain the ability to make batches <strong>of</strong><br />
alchemical substances more efficiently and as such<br />
for every 5 <strong>of</strong> one item they produce they receive an<br />
additional 1. These batches must be made with the<br />
characters production points for the event weekend<br />
72
and cannot be made with production gained from<br />
Goblin points. Also a Master Alchemist may fill a<br />
glass tipped arrow with any globe from the base<br />
alchemy item list for 1 production points in addition<br />
to the globe. This can be done during game as long<br />
as some production points were left over after event<br />
production.<br />
Master Alchemy Production<br />
Effect Contact Elixer Globe Component<br />
Acid Coating 2 Basalisk's Blood<br />
Alchemical Statue 14 Volcanic ash<br />
Charm Shield 4 Siren's Tears<br />
Elixer <strong>of</strong> Life 10 Dragon Fly's Wings<br />
Euphoria 20 Ichor <strong>of</strong> a Glow Fly<br />
Euphoria Antidote 15 Calla Lillie Pollen<br />
Goblin Oil 8 10 Lizard Goblin Skin<br />
Paralyze Coating 9 Snake Venom<br />
Sleep Coating 8 Troll's Hair<br />
Slow Death 6 7 8 Platypus Hide<br />
Weakness Coating 4 Revenant's Teeth<br />
Master Alchemy Substances<br />
Acid Coating<br />
Duration: Indefinite<br />
This coating will allow for an edged weapon to have<br />
a one strike acid carrier which does an additional 5<br />
points <strong>of</strong> weapon damage. This effect will last one<br />
day or until used as per Vorpal coating.<br />
Alchemical Statue<br />
Duration: Instant<br />
Once drunk this elixir will turn the drinker into a<br />
statue. While in this state the character will take no<br />
effect from anything save a “Purify blood effect”.<br />
This effect lasts 10 minutes and one must state<br />
“Alchemical statue” to signify that the effect is being<br />
used when struck by any other effect than a Purify<br />
Blood. While in this state the character cannot move<br />
as per a Paralyze affect.<br />
Charm Shield<br />
Duration: Instant<br />
This Elixir will shield the user from the next<br />
“Charm” effect that strikes them.<br />
The correct verbal for when this shield is used is<br />
“Charm shield”<br />
Elixir <strong>of</strong> Life<br />
Duration: Instant<br />
This Elixir acts as the Spell “Life”<br />
Euphoria<br />
Duration: Indefinite<br />
This elixir is highly addictive. It gives the victim a<br />
feeling <strong>of</strong> euphoria that will last one hour. Any time<br />
the addicted character does not a get a dose <strong>of</strong><br />
Euphoria for a 24 hour period, one body point is<br />
temporarily deducted from that character's maximum<br />
Body Points, and one Body Point <strong>of</strong> Damage is taken.<br />
This damage cannot be cured as long as the person is<br />
still under the effects <strong>of</strong> the elixir. The cumulative<br />
damage will not take place between NERO events. If<br />
the victim reaches -1 Body points, they will die<br />
requiring a resurrection (a Life spell will not work, as<br />
their maximum body point total is -1). The grip <strong>of</strong><br />
Euphoria can only be broken by a Euphoria Antidote<br />
or by the resurrection <strong>of</strong> the character.<br />
Euphoria Antidote<br />
Duration: Instant<br />
This Antidote will cure the effects <strong>of</strong> a Euphoria<br />
addiction. IT will restore the victim's normal Body<br />
point maximum and end the addiction. It will not<br />
cure the body points that were lost however.<br />
Goblin Oil<br />
Duration: Instant<br />
This will affect the target with 20 points <strong>of</strong> damage in<br />
addition to a Paralyze gas poison.<br />
The correct verbal when using this globe is “Paralyze<br />
gas poison 20”<br />
Paralyze Coating<br />
Duration: Indefinite<br />
This coating will allow for an edged weapon to have<br />
a one strike paralyze carrier which does an additional<br />
5 points <strong>of</strong> weapon damage. This effect will last one<br />
day or until used as per Vorpal coating.<br />
Sleep Coating<br />
Duration: Indefinite<br />
This coating will allow for an edged weapon to have<br />
a one strike sleep carrier which does an additional 5<br />
points <strong>of</strong> weapon damage. This effect will last one<br />
day or until used as per Vorpal coating.<br />
Slow Death<br />
Duration: Indefinite<br />
This poison takes half <strong>of</strong> the victim's maximum body<br />
points immediately (round up, minimum one body<br />
point) and every 24 hours thereafter until cured or<br />
until death count is reached. These points cannot be<br />
restored until the poison is removed either by a Purify<br />
Blood or an antidote.<br />
Weakness Coating<br />
Duration: indefinite<br />
This coating will allow for an edged weapon to have<br />
a one strike weakness carrier which does an<br />
additional 5 points <strong>of</strong> weapon damage. This effect<br />
will last one day or until used as per Vorpal coating.<br />
73
Traps<br />
A character with the skill Create Trap can make traps<br />
as described in the chapter on Traps and Locks.<br />
Making a trap costs Production Points.<br />
Traps Damage<br />
Weapon 2-40<br />
points<br />
Fire & Acid 12-60<br />
points<br />
Explosive 30-60<br />
points<br />
Massive 16-80<br />
Mechanical points<br />
Master Trapper<br />
Once purchased a character receives an additional<br />
production point per level purchased <strong>of</strong> Create Trap<br />
skill. Master Trapmaking also grants the ability <strong>of</strong><br />
“Short Set.” The character also may create Master<br />
level traps and devices as described below. These<br />
items may only be made in game and cannot be<br />
purchased with goblin points.<br />
Short Set: A master trap maker may spend one level<br />
<strong>of</strong> base production which was not already used for<br />
another purpose in order to rapidly arm a trap device.<br />
To use this skill the trapper must have both hands<br />
free, remain stationary, and roleplay arming the trap<br />
for 3 seconds, and call “Short Set 1, Short Set 2,<br />
Short Set 3.” If the trapper or trap are struck in any<br />
way during the roleplay time or before the effect has<br />
been delivered, then the trap is set <strong>of</strong>f, and the trap<br />
maker, and only the trap maker, suffers the effects <strong>of</strong><br />
the trap. This skill can only be used on non-master<br />
worked traps.<br />
Master Trap Production Costs<br />
Item Production Points<br />
Small Bolos 3<br />
Large Bolos 5<br />
Chain Net 7<br />
Compressed Gas<br />
Canister<br />
1.5 x base trap cost<br />
Dart Trap 0.5 x base trap cost (round up)<br />
Timing Mechanism 5<br />
Tuning Mechanism<br />
PP/<br />
Damage<br />
Point<br />
1/ 2 point<br />
1/ 3 point<br />
1/ 2 point<br />
1/ 4 point<br />
1 per production level <strong>of</strong><br />
crystal<br />
Small Bolas<br />
A physical device designed for ensnaring an<br />
opponent. The trapper takes a green packet and<br />
roleplays for three seconds swinging it over his head<br />
before throwing the packet, calling out “Physical<br />
pin.” Production cost for this is 3 production levels.<br />
Large Bolas<br />
A physical device designed for ensnaring an<br />
opponent. The trapper takes a green packet and<br />
roleplays for three seconds swinging it over his head<br />
before throwing the packet, calling out “Physical<br />
bind.” Production cost for this is 5 production levels.<br />
Chain net<br />
A weighted net designed to keep an opponent in<br />
place, the trapper must take a green packet and<br />
roleplays spreading out a net for three seconds before<br />
throwing the packet, and calling “Physical web.”<br />
Production cost for this is 7 production levels.<br />
Compressed Gas<br />
A canister <strong>of</strong> compressed gas that expands the area in<br />
which a trap is set. When using this device, a<br />
canister rep must be in the trap and the radius <strong>of</strong> the<br />
trap is increased to 10 feet. The cost for a canister <strong>of</strong><br />
compressed gas is half the full production cost <strong>of</strong> the<br />
trap it is to be installed in.<br />
Dart traps<br />
A focused, more well contained trap. A trapper<br />
places a mechanism within the trap, laden with<br />
deadly poison, which releases darts at the person who<br />
sets <strong>of</strong>f the trap. If a poison dart trap is set <strong>of</strong>f, only<br />
the person who set <strong>of</strong>f the trap takes the effects <strong>of</strong> the<br />
trap. No dart phys reps are needed. All basic traps<br />
can be converted into Dart traps, and cost half the<br />
production <strong>of</strong> a normal trap, rounded up.<br />
Timing mechanism<br />
Using spring steel and gears, a master trapper is able<br />
to set a timer on his traps, which will automatically<br />
detonate upon a time limit set by the trapper. Must<br />
have an actual timer which makes noise when it is<br />
done. Adds 5 production levels to trap cost.<br />
Tuning mechanism<br />
By using a tuning mechanism, a master trapper may<br />
set a non-master worked crystomancy item into a<br />
trap, which will be set <strong>of</strong>f, much like a gas trap. The<br />
trap must make noise when set <strong>of</strong>f, and should<br />
include a tuning fork rep and the crystal rep inside.<br />
Tuning mechanism must be made with equal to or<br />
greater production levels as the crystal that is used in<br />
the trap.<br />
The following crystals are the only ones which may<br />
be used with a Tuning Mechanism: Beryl, Ematille,<br />
Garnet, Celestine, Hematite, Malachite, Sunstone<br />
74
Crystomancy<br />
Crystomancy: This skill allows the character to mine<br />
and refine Resonance crystals. For each time<br />
Crystomancy is bought, the character gets one<br />
Production Point. Crystomancy can be used to<br />
determine if a crystal found in game can be used for<br />
Resonance purposes and can be used to determine if a<br />
crystal is present within a creatures body.<br />
Resonance is delivered by a blue packet. They work<br />
on a single target, indoors or outdoors. Before<br />
throwing the packet, the user must announce the<br />
effect. This phrase simulates preparing the crystal.<br />
The “verbal” is not in-game so even a silenced or<br />
mute character may use one. If the “verbal” is not<br />
said properly then the attack is unsuccessful as the<br />
crystal was not “prepared” properly. The packet<br />
must hit the target or the target’s possessions and<br />
otherwise must follow all spell packet rules. Even<br />
though the “verbal” is not in-game, the effect is<br />
recognized by anyone who hears it. If the Resonance<br />
does numerical damage, the number is added to the<br />
end <strong>of</strong> the “verbal” and must be said before the<br />
packet is thrown.<br />
The list <strong>of</strong> crystals that can be mined and refined with<br />
the skill Crystomancy are listed below.<br />
Please note that any crystals on a person must be<br />
repped.<br />
Resonant Crystal Production<br />
Crystal PP<br />
Abalone 9<br />
Amber 3<br />
Amethyst 9<br />
Beryl 5<br />
Calcite 6<br />
Carbuncle 7<br />
Carnelian 8<br />
Chrysoberyl 1<br />
Ematille 6<br />
Emerald 9<br />
Garnet 7<br />
Jacinth 3<br />
Lapis Lazuli 3<br />
Large Celestine 4<br />
Large Hematite 4<br />
Magnetite 2<br />
Malachite 5<br />
Medium Celestine 2<br />
Medium Hematite 2<br />
Moonstone 4<br />
Opal 10<br />
Prasiolite 2<br />
Quartz 8<br />
Small Celestine 1<br />
Small Hematite 1<br />
Smokey Quartz 8<br />
Sunstone 10<br />
Tiger's Paw 7<br />
Crystals<br />
Abalone<br />
This crystal grants the target <strong>of</strong> the effect a Physical<br />
Inspiration as per the spell.<br />
The correct verbal to activate is “Resonate physical<br />
inspiration”<br />
Inspiration:<br />
The recipient chooses one daily use skill that they<br />
have purchased with build points and that they have<br />
already used that day to be refreshed. This effect will<br />
restore only normal times per day skills including a<br />
single spell slot. It will not renew powers from items<br />
or production skills. It will however renew daily<br />
skills from the “Paths” packages. It will renew a<br />
single level <strong>of</strong> formal magic if the target so chooses<br />
but only for use in casting an Arcanum not for<br />
casting <strong>of</strong> formal magic. If used to renew a Slay or<br />
Assassinate it will renew only the 100 slay or<br />
assassinate it will not renew a 200 slay or assassinate<br />
selectively unless all other slays or assassinates have<br />
been renewed through some other means first. A<br />
single target may only be affected by one inspiration<br />
for each time they can study to reset their skills (This<br />
means once per reset) and spells and activating the<br />
75
effect on them again will have no effect until after the<br />
next reset point.<br />
Amber<br />
This crystal grants the user the ability give Water<br />
Breathing for 10 minutes to him/herself or another<br />
target. This will not allow the target the ability to talk<br />
or cast spells while underwater.<br />
The correct verbal to activate is “Resonate physical<br />
water breathing”<br />
Amethyst<br />
This crystal casts a physical barrier which seals a<br />
single room or an entire building. The area affected<br />
must be an actual unmovable structure such as a<br />
building, a tent, or an unmovable wagon. No effect,<br />
person or object may pass through the Barrier unless<br />
allowed to. To activate the crystal the caster must<br />
focus on the entrance way into the area for five<br />
minutes before stating “Resonate Physical barrier”<br />
and then “breaking” the crystal into two halves. The<br />
first half must be placed in the entrance way visibly<br />
marking it as sealed. The other half must be carried<br />
and acts as the “key” which allows the barrier to<br />
temporarily be put down while touching its other<br />
half. Anyone inside a structure that is being affected<br />
will be aware <strong>of</strong> the activation and will be awoken by<br />
it if normally sleeping. The duration <strong>of</strong> this barrier<br />
unless broken is a maximum <strong>of</strong> 5 days.<br />
Beryl<br />
This crystal affects the target with a Physical Silence<br />
as per the spell.<br />
The correct verbal to activate is “Resonate Physical<br />
Silence”<br />
Calcite<br />
This crystal affects the target with a Physical Destroy<br />
as per the spell.<br />
The correct verbal to activate is “Resonate Physical<br />
Destroy”<br />
Carbuncle<br />
This crystal grants the user a one use Ricochet Magic<br />
shield. This is a “dumb” shield and will ricochet the<br />
first magical effect to strike the user. The proper use<br />
<strong>of</strong> this shield is to call “Ricochet” then repeat the<br />
proper incant for the effect being copied and throw a<br />
packet at a target.<br />
The correct verbal to activate is “Resonate Physical<br />
Ricochet”<br />
Carnelian<br />
This Crystal creates a healing field within one room.<br />
This field lasts 10 minutes and all beings within the<br />
room for the full 10 minute duration are healed to full<br />
body regardless <strong>of</strong> metabolism. The room being used<br />
must be an actual unmovable enclosed structure such<br />
as a building, a tent, or an unmovable wagon. If at<br />
any time during the 10 minutes the crystomancers<br />
concentration is broken the crystal will be used with<br />
no healing effect.<br />
The correct verbal to activate is “Resonate Physical<br />
Rejuvenation”<br />
Chrysoberyl<br />
This crystal allows the user to activate a Physical<br />
Light as per the spell<br />
The correct verbal to activate is “Resonate Physical<br />
Light”<br />
Ematille<br />
This crystal affects the target with a Physical Sleep as<br />
per the spell.<br />
The correct verbal to activate is “Resonate Physical<br />
Sleep”<br />
Emerald<br />
This crystal grants the user a Physical Aura. Once<br />
activated, it creates a physical aura that acts much<br />
like Imprison. Once activated the caster must cross<br />
their arms over there chest and state "Physical Aura."<br />
Once it is activated, the caster is pinned to the spot<br />
and protected from all attacks except any Silence<br />
effect. If the caster is struck while the Aura is in<br />
effect, the caster replies "Aura." If someone asks<br />
what effect they have upon them, the caster says<br />
"Physical Aura." When the aura is dropped the caster<br />
says "Down." This effect lasts for 10 minutes or until<br />
interrupted.<br />
Garnet<br />
This crystal affects the target with a Physical Fear as<br />
per the Fear description.<br />
The correct verbal to activate is “Resonate Physical<br />
Fear”<br />
Jacinth<br />
This crystal effect the target with a Physical Shatter<br />
as per the spell.<br />
The correct verbal to activate is “Resonate Physical<br />
Shatter”<br />
Lapis Lazuli<br />
This crystal grants the user 10 points <strong>of</strong> Crystalline<br />
Armor. This armor is Non-refittable and stacks with<br />
all other types <strong>of</strong> armor. Each new activation <strong>of</strong><br />
Crystalline armor replaces the previous.<br />
The correct verbal to activate is “Resonate<br />
Crystalline Armor”<br />
Large Celestine<br />
This crystal affects the target with 20 Physical<br />
Damage.<br />
The correct verbal to activate is “Resonate 20<br />
Physical”<br />
Large Hematite<br />
This crystal affects the target with 20 Physical<br />
Healing. This healing will heal the target no matter<br />
the metabolism <strong>of</strong> the recipient.<br />
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The correct verbal to activate is “Resonate 20<br />
Physical Healing”<br />
Magnetite<br />
This crystal grants the user a Physical shield. This is<br />
a “dumb” shield which will block the first Physical<br />
effect to strike the character. To signify that the<br />
shield was used one must call “Physical Shield” upon<br />
its usage.<br />
The correct verbal to activate is “Resonate Physical<br />
Shield”<br />
Malachite<br />
This crystal affects the target with a Physical Vertigo<br />
as per the poison.<br />
The correct verbal to activate is “Resonate Physical<br />
Vertigo”<br />
Medium Celestine<br />
This crystal affects the target with 10 Physical<br />
Damage.<br />
The correct verbal to activate is “Resonate 10<br />
Physical”<br />
Medium Hematite<br />
This crystal affects the target with 10 Physical<br />
Healing. This healing will heal the target no matter<br />
the metabolism <strong>of</strong> the recipient.<br />
The correct verbal to activate is “Resonate 10<br />
Physical Healing”<br />
Moonstone<br />
This crystal affects the target with a Physical Awaken<br />
as per the spell.<br />
The correct verbal to activate is “Resonate Physical<br />
Awaken”<br />
Opal<br />
This crystal grants the user the ability to absorb the<br />
next damaging spell that would otherwise affect<br />
them. In order to show that the absorb has been<br />
expended the user must state “Absorb” Once the<br />
spell is absorbed the user takes no damage and gains<br />
a pool equivalent to the amount and type damage that<br />
hit them. For example if the crystomancer is hit with<br />
30 point elemental fire spell the crystomancer would<br />
call “absorb” and gain a 30 point elemental fire pool<br />
until next reset.<br />
The correct verbal to activate is “Resonate Physical<br />
Absorb”<br />
Prasiolite<br />
This crystal affects the target with a Physical Repel.<br />
The correct verbal to activate is “Resonate Physical<br />
Repel”<br />
Quartz<br />
This crystal allows the caster to store a single spell<br />
from any school <strong>of</strong> magic within it. To “charge” the<br />
crystal the desired spell must be touch cast into the<br />
crystal and then the crystomancer must state<br />
“Physical Spell Store”. The spell will remain stored<br />
in the crystal for 3 days. In order for the spell to be<br />
cast out <strong>of</strong> the crystal the caster must state “activate”,<br />
and state the full incant <strong>of</strong> the spell being cast” if the<br />
spell is not discharged before 72 hours is up the<br />
crystal is considered used and must be discarded. If<br />
the spell stored is used before the 72 hour expiration<br />
the crystal become inert and can be discarded.<br />
Small Celestine<br />
This crystal affects the target with 5 Physical<br />
Damage.<br />
The correct verbal to activate is “Resonate 5<br />
Physical”<br />
Small Hematite<br />
This crystal affects the target with 5 Physical<br />
Healing. This healing will heal the target no matter<br />
the metabolism <strong>of</strong> the recipient.<br />
The correct verbal to activate is “Resonate 5 Physical<br />
Healing”<br />
Smokey Quartz<br />
This crystal affects the user with a Physical<br />
Displacement as per the spell.<br />
The correct verbal to activate is “Resonate Physical<br />
Displacement”<br />
Sunstone<br />
This crystal affects the target with a Physical Everday<br />
effect as per the blood magic.<br />
The correct verbal to activate is “Resonate Physical<br />
Everday”<br />
Tiger's Paw<br />
This crystal grants the caster one non-retractable<br />
longsword-sized claw that they may use for one hour.<br />
The claw does a base damage <strong>of</strong> five dagger blows<br />
and the damage may not be increased by skill. This<br />
claw takes no special skill to wield and may only be<br />
used in the caster’s primary hand. It may not be used<br />
in conjunction with any other long weapon. Once<br />
activated the claw may not be switched between<br />
hands. Only one activation <strong>of</strong> this effect may be<br />
active at one time. Any new casting will replace the<br />
previous one. The caster must have and use a red<br />
claw phys rep as the claw created by this effect.<br />
The correct verbal to activate is “Resonate Physical<br />
Claw”.<br />
Master Crystomancy<br />
Once purchased a character receives an additional<br />
production point per level purchased <strong>of</strong> the<br />
Crystomancy skill. This skill grants the Master<br />
Crystomancer the ability to bring out the true<br />
essences <strong>of</strong> crystals, enhancing their powers and<br />
allowing them to be implanted in weapons and armor<br />
already prepared for the task. Also, the master<br />
Crystomancer can create amulets for people to wear<br />
that <strong>of</strong>fer their own benefits. Due to conflicting<br />
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esonances, only one crystal <strong>of</strong> each type can be used<br />
at any one time. These items do not count against the<br />
5 magic item limit. This skill also grants the Master<br />
Crystomancer the ability <strong>of</strong> Inner Humours.<br />
Master Crystomancy Production<br />
Crystal PP Components Required<br />
Weapon<br />
Earth Encased<br />
Emerald<br />
Flame Wrought<br />
Ruby<br />
16 Earth Encased Emerald + Mercurius<br />
12 Flame Wrought Ruby + Mercurius<br />
Ice Bound Sapphire 6 Ice Bound Sapphire + Mercurius<br />
Iron Veined Jacinth 6 Iron Veined Jacinth + Mercurius<br />
Lightning Struck<br />
Topaz<br />
Armor<br />
14 Lightning Struck Topaz + Mercurius<br />
Charged Magnetite 10 Charged Magnetite + Mercurius<br />
Mirror Cut<br />
Carbuncle<br />
Steel Forged<br />
Diamond<br />
Tear Drenched<br />
Carnelian<br />
Water Polished<br />
Smokey Quartz<br />
Amulets<br />
14 Mirror Cut Carbuncle +Mercurius<br />
10 Steel Forged Diamond + Mercurius<br />
16 Tear Drenched Carnelian + Mercurius<br />
16<br />
Water Polished Smokey Quartz +<br />
Mercurius<br />
Rooted Beryl 10 Rooted Beryl + Flatwound Silk<br />
Faceted Celestine 6 Faceted Celestine + Flatwound Silk<br />
Prismatic Smokey<br />
Quartz<br />
Salt Encrusted<br />
Amber<br />
15<br />
Prismatic Smokey Quartz + Flatwound<br />
Silk<br />
6 Salt Encrusted Amber + Flatwound Silk<br />
Tempered Malachite 10 Tempered Malachite + Flatwound Silk<br />
Agate 5 Agate + Resonant Geode<br />
Master Crystals<br />
Agate<br />
This crystal allows the user to resonate a harmonic<br />
effect from it. This effect will last for one weekend.<br />
This effect is represented by setting up a media<br />
player that plays s<strong>of</strong>t music. The music must be<br />
instrumental and in period. The media player must<br />
have crystal rep to hide system behind so that the<br />
system is not viable. For courtesy, if anyone asks<br />
you to turn down or shut <strong>of</strong>f music, please do so.<br />
This effect can only be used in private sleeping<br />
quarters, and must be stationary, not on a person. To<br />
activate the crystal the crystomancer must spend 5<br />
minutes focusing on the crystal and state “Resonate<br />
Harmonic Resonance”<br />
Charged Magnetite<br />
When socked into a piece <strong>of</strong> armor this crystal grants<br />
the wearer a 1x day Sunder effect. This effect will<br />
negate the physical damage from a melee weapon<br />
strike while affecting the weapon that landed the<br />
strike with a physical Destroy as per the spell. This<br />
defense is considered “smart” and the user may<br />
choose when to expend the effect. When the effect is<br />
expended the wearer must state “Sunder ”<br />
Earth Encased Emerald<br />
Grants the socketed weapon a 1xday ability <strong>of</strong><br />
Physical Paralysis as per the spell. This effect must<br />
be delivered with the weapon in which the crystal is<br />
socketed. The correct way to deliver the effect is by<br />
stating “Physical Paralysis” and then strike with the<br />
weapon. This will expend the ability regardless <strong>of</strong> a<br />
successful strike.<br />
Faceted Celestine<br />
When made into an amulet this crystal grants the<br />
wearer a 50 point pool <strong>of</strong> Physical Damage a day.<br />
This damage may be broken up into any amount<br />
when being thrown. The correct way to use this<br />
ability is to state “ Physical” and then to throw a<br />
Resonance packet at the target.<br />
Flame Wrought Ruby<br />
Grants the socketed weapon a 1xday ability <strong>of</strong><br />
Physical Enflame as per the spell. This effect<br />
must be delivered with the weapon in which the<br />
crystal is socketed. The correct way to deliver the<br />
effect is by stating “Physical enflame ” and<br />
then strike with the weapon. This will expend the<br />
ability regardless <strong>of</strong> a successful strike.<br />
Ice Bound Sapphire<br />
Grants the socketed weapon a 1xday ability <strong>of</strong><br />
Physical Weakness as per the spell. This effect must<br />
be delivered with the weapon in which the crystal is<br />
socketed. The correct way to deliver the effect is by<br />
stating “Physical weakness” and then strike with the<br />
weapon. This will expend the ability regardless <strong>of</strong> a<br />
successful strike.<br />
Iron Veined Jacinth<br />
Grants the socketed weapon a 1xday ability <strong>of</strong><br />
Physical Shatter as per the spell. This effect<br />
must be delivered with the weapon in which the<br />
crystal is socketed. The correct way to deliver the<br />
effect is by stating “Physical Shatter ” and<br />
then strike with the weapon. This will expend the<br />
ability regardless <strong>of</strong> a successful strike.<br />
Lightning Struck Topaz<br />
Grants the socketed weapon a 1xday ability <strong>of</strong><br />
Physical Curse <strong>of</strong> destruction as per the spell. This<br />
effect must be delivered with the weapon in which<br />
the crystal is socketed. The correct way to deliver the<br />
effect is by stating “Physical Curse” and then strike<br />
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with the weapon. This will expend the ability<br />
regardless <strong>of</strong> a successful strike.<br />
Mirror Cut Carbuncle<br />
When socketed into a piece <strong>of</strong> armor this crystal<br />
grants the wearer 1 x day Ricochet Magic shield.<br />
This is a “dumb” shield and will ricochet the first<br />
magical effect to strike the user. The proper use <strong>of</strong><br />
this shield is to call “Ricochet” then repeat the<br />
proper incant for the effect being copied and throw a<br />
packet at a target.<br />
The correct verbal to activate is “Resonate Physical<br />
Ricochet”<br />
Prismatic Smokey Quartz<br />
When made into an amulet this crystal grants the user<br />
10 points <strong>of</strong> refitable natural armor that stacks with<br />
all other types <strong>of</strong> armor. This armor takes one<br />
minute to refit and must be refitted separately from<br />
all other armor.<br />
Rooted Beryl<br />
When made into an amulet this crystal grants the<br />
wearer the ability <strong>of</strong> 1x day Physical Silence as per<br />
the spell.<br />
The correct verbal to activate is “Resonate Physical<br />
Silence”<br />
Salt Encrusted Amber<br />
When made into an amulet this crystal grants the<br />
wearer and up to ten others the ability <strong>of</strong> Water<br />
Breathing for 10 minutes. This will not allow those<br />
effected the ability to talk or cast spells while<br />
underwater.<br />
To activate the user must state “Resonate physical<br />
water breathing” and then touch cast the effect on to<br />
each other recipient repeating “Resonate physical<br />
water breathing”<br />
Steel Forged Diamond<br />
When socketed into a piece <strong>of</strong> armor this crystal<br />
grants the wearer a 1x day Physical Resonant deflect<br />
effect. Once activated the wearer will take half<br />
damage (rounded down) from all weapons with the<br />
“Normal” damage type. This effect lasts until the<br />
next reset from activation and may be ended by a<br />
Silence effect. When struck by a weapon with the<br />
“Normal” damage type the wearer must state<br />
“Reduced” to signify the damage is being reduced.<br />
The correct verbal to activate this crystal is<br />
“Resonate Physical Deflect”<br />
Tear Drenched Carnelian<br />
When socketed into a piece <strong>of</strong> armor this crystal<br />
grants the wearer a 1x day 50 point elemental healing<br />
pool. This pool can only be touch cast and can be<br />
broken up into increments <strong>of</strong> 10.<br />
Tempered Malachite<br />
When made into an amulet this crystal grants the<br />
wearer the ability <strong>of</strong> 1 x day Physical Vertigo as per<br />
the poison.<br />
The correct verbal to activate is “Resonate Physical<br />
Vertigo”<br />
Water Polished Smokey Quartz<br />
When socketed into a piece <strong>of</strong> armor this crystal<br />
grants the wearer a 1 x day Physical Displacement as<br />
per the spell.<br />
The correct verbal to activate is “Resonate Physical<br />
Displacement”<br />
Special Abilities<br />
There are many creatures in the NERO world that<br />
have special abilities or powers. The effects <strong>of</strong> these<br />
are described below.<br />
Some monsters are represented by multiple NPCs.<br />
These are either organisms that can divide into many<br />
segments, or are larger than man sized. In some<br />
cases, these creatures will be affected differently by<br />
battle magic spells. The spell may only affect one <strong>of</strong><br />
the creature’s segments. A spell such as Pin may only<br />
affect the segment it hits, allowing the creature to<br />
pivot around the affected part. Once again, the<br />
monster should have documentation describing any<br />
special allowances it may have. Occasionally, a<br />
monster’s abilities may change from event to event or<br />
even during an event! This can be the result <strong>of</strong> many<br />
things, from mutation to strange magics to a new<br />
tribe moving into the area.<br />
Packet Attacks<br />
Packet attacks follow the same basic rules as any<br />
other skill involving a packet, the user must say out<br />
loud in a clear voice the “verbal” then they may<br />
throw the packet. All attacks that duplicate a spell or<br />
effect that contains a number must include that<br />
number at the end <strong>of</strong> the verbal (ex. A monster hurls<br />
a Physical cause Wounds packet, the correct verbal<br />
before throwing is “Physical Cause Wounds 10”).<br />
These attacks represent monsters’ abilities to<br />
generate ranged attacks such as poisonous spittle,<br />
breathing fire, or charming you with their will. There<br />
are only 5 different delivery types for packet attacks;<br />
Arcane, Elemental, Magic, Physical, and Poison. The<br />
delivery type determines what delivery type specific<br />
spell defense(s) can be used. The effect itself would<br />
be cured by whatever is listed in its description, by<br />
any other effect whose description allows it to cure<br />
the effect (ex. awakens description specifically<br />
allows it to cure sleep), or from the list below.<br />
Limitations on curing in the description still also<br />
apply if the description says the effect can only be<br />
cured by specific effects or cannot be cured by<br />
specific effects. None <strong>of</strong> these attacks may use<br />
orange or yellow packets as orange packets as orange<br />
are used to physically represent globes, blue are<br />
crystal affects and yellow packets are arrows. A<br />
79
creature must have use <strong>of</strong> its arms and may not be<br />
holding any other in-game object in its hand in order<br />
to use a packet attack, even if it is touch-casting the<br />
ability. This includes claws, which must be retracted<br />
in order to use any packet-based ability.<br />
Arcane Effects delivered as<br />
arcane will ignore and not expend a shield Magic or<br />
Reflect Magic spell. These effects are removed by a<br />
Dispel Magic.<br />
Elemental Effects delivered<br />
as elemental will be stopped by an elemental shield.<br />
Elemental attacks may also be delivered as damage in<br />
which case a number will be stated before the word<br />
“Elemental” and will be followed by the damage<br />
type that the damage is attributed to. These effects<br />
are removed by a Dispel Magic.<br />
Magic Effects delivered as<br />
magic will be stopped by a shield Magic spell or a<br />
Reflect Magic spell. These effects are removed by a<br />
Dispel Magic.<br />
Physical Effects delivered as<br />
physical will be stopped by a Magic Armor spell,<br />
Physical Shield and can be stopped by a Parry. These<br />
effects are removed by a Remove Physical.<br />
Poison Effects delivered as<br />
poison will be stopped by a Poison shield spell or the<br />
racial skill Resist Poison. These effects are removed<br />
by a Purify Blood.<br />
Additional Effects and Attacks<br />
Base Claws/Body Weaponry<br />
Monsters with this ability can strike with large claws<br />
or fists. The phys-reps will always be covered in red<br />
duct or kite tape; however, you cannot tell the<br />
difference between claws and real weapons unless<br />
you can actually see the red tape. The claws cannot<br />
be Fumbled, Shattered, or Destroyed. The NPC<br />
cannot call a Hold to pull out claws. Consider the<br />
claws retractable.<br />
Blood Magic<br />
Some powerful Vampyres have the ability to use<br />
their blood to power dark magics. These spells are<br />
collectively known as blood magic. Blood Magic<br />
effects may be delivered via Packet, weapon strike,<br />
or by voice. These effects are considered to be<br />
“Blood” by type and therefore cannot be resisted or<br />
shielded by normal means. Vampires may replicate<br />
any known magical or elemental effect by calling<br />
upon their blood. In addition to this they have<br />
developed unique effects known only to blood<br />
mages. The correct incant for all Blood magic effect<br />
is “By my blood ”<br />
Known blood magic effects:<br />
Ever-night/Ever-day: When the target is<br />
successfully struck by “Ever-Night/Ever-Day” it<br />
will cause an effect that mimics the effect <strong>of</strong><br />
Night or Day for 10 minutes. (Note: if a<br />
Lycanthrope is struck by this spell their<br />
“transform” statistics will be the only part <strong>of</strong><br />
them that change. This spell does not force a<br />
physical (makeup) transformation for the 10<br />
minute duration.) Some powerful vampires are<br />
able to effect large areas for long durations with<br />
this effect.<br />
Sap: When target is successfully struck by<br />
“Sap”, they will take a certain amount <strong>of</strong> body<br />
points <strong>of</strong> damage, while the caster <strong>of</strong> “Sap” will<br />
be healed the same amount <strong>of</strong> body points. The<br />
body point exchange will happen regardless <strong>of</strong><br />
the remaining body points <strong>of</strong> the target, and<br />
regardless <strong>of</strong> the targets metabolism type. This<br />
spell may not be used on beings that are dead or<br />
at under 1 body point. The amount <strong>of</strong> body<br />
damage taken/healed is determined by the incant.<br />
For example “By my blood sap 20” would deal<br />
20 points <strong>of</strong> body damage to the target and heal<br />
20 points to the caster.<br />
Solace <strong>of</strong> the scholar: This spell causes the<br />
caster to take no effect from Undead or Living,<br />
melee or ranged attacks. The caster must choose<br />
one or the other and must recast the spell to<br />
change their option. The caster <strong>of</strong> the spell must<br />
cross their arms across their chest for the<br />
duration <strong>of</strong> its effect and state “solace” to signify<br />
that the effect is up when struck. The only effect<br />
that can bypass this protection is Dispel Magic,<br />
regardless <strong>of</strong> casters lineage (living or undead).<br />
All defenses (i.e. dodge, spell shield, etc) apply<br />
as normal.<br />
Spell Shield: Casting <strong>of</strong> this spell allows<br />
the caster to have a shield magic against a<br />
specific spell type (i.e. Eldritch, Elemental<br />
Fenorrian or Blood). This shield will protect<br />
against the first spell <strong>of</strong> chosen type. The type <strong>of</strong><br />
shield must be specified at time <strong>of</strong> casting. The<br />
caster must state “ shield” when this<br />
effect is used.<br />
Battle Cry: Upon casting this spell all those that<br />
hear the casters incant and consider the caster an<br />
ally, gain +1 melee damage point for 5 minutes.<br />
This spell cannot be dispelled.<br />
Control Undead<br />
Some undead creatures can control other less<br />
powerful undead in the area, making them do<br />
whatever they want. This effect is stronger than<br />
charm, shun, Dominate or fear. The most recent<br />
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control undead, Vampyre Charm or enslavement<br />
effect will take precedent if there is a conflict.<br />
Curse <strong>of</strong> Transformation<br />
Some monsters (notably werewolves and vampires)<br />
have the ability to curse their victims so that they will<br />
turn into versions <strong>of</strong> themselves under appropriate<br />
circumstances. Werewolves can turn their victims<br />
into werewolves who will then change on the next<br />
full moon (and every full moon thereafter). Vampires<br />
can turn their victims into lesser vampires. These<br />
curses cannot be resisted as per spirit targeting formal<br />
rules. The character is usually not dead when they are<br />
afflicted with a Curse <strong>of</strong> Transformation. Once<br />
Cursed, when the appropriate circumstances are met,<br />
the character will transform into a lesser form <strong>of</strong> the<br />
master who Cursed the character. All life and death<br />
rules are still in effect - the player will enter her death<br />
count when she is reduced to -1 body points, she will<br />
have 5 minutes to receive a life spell, though the spell<br />
may or may not cure the “Curse”. You will always<br />
receive a card that states the additional abilities <strong>of</strong><br />
your curse that you will then carry with your<br />
character card at all times.<br />
Dominate<br />
If a player is dominated, then they must obey all<br />
commands the caster gives them. These commands<br />
are absolute and are much more powerful than a<br />
Charm spell; if the caster tells them to commit<br />
suicide, they will do so unquestioningly. This is<br />
considered a Charm effect for purposes <strong>of</strong> resists and<br />
protective and will last for 5 minutes unless cured.<br />
Drain<br />
This attack causes the victim to be unable to use any<br />
in game skills and may not run. Drain will last for 5<br />
minutes or it can be removed with a Life or<br />
Invigorate spell. This effect is not affected by a<br />
Dispel Magic.<br />
Drain Life<br />
This attack is the same as Drain but lasts until a Life<br />
spell is given or the victim resurrects. It cannot be<br />
removed by a Dispel Magic or Remove Drain.<br />
Elemental Damage<br />
The attacker will call a type <strong>of</strong> damage followed by a<br />
number. This type <strong>of</strong> attack is an elemental attack.<br />
“10 Elemental Fire” does 10 points <strong>of</strong> damage to any<br />
creature affected by fire.<br />
Engulf<br />
Some monsters have the ability to engulf or absorb an<br />
unconscious character in preparation <strong>of</strong> digesting<br />
them. In some cases the creature’s digestion is very<br />
rapid, and the body is dissolved quickly. In other<br />
cases the character’s body is taken into the monster<br />
and carried along with it. The creature will have to be<br />
slain in order to recover the body so that it may be<br />
given a Life spell. If you are engulfed by such a<br />
monster, you must walk around with the creature<br />
until you are beyond the help <strong>of</strong> a Life effect.<br />
Fear<br />
Some creatures have the ability to invoke a magical<br />
fear. The racial ability Resist Charm can be used as a<br />
defense against this ability and an Awaken or Remove<br />
Fear spell will free someone who is Feared. The<br />
feared victim must attempt to break Line <strong>of</strong> Sight and<br />
cannot attack the creature they fear in any way. If<br />
breaking Line <strong>of</strong> Sight is impossible, the victim will<br />
stay as far from the attacker as possible. Even if Line<br />
<strong>of</strong> Sight is broken the effect lasts for five minutes or<br />
until the creature is dead.<br />
Infection<br />
Some creatures have the ability to infect helpless<br />
victims with material that will turn the person into a<br />
version <strong>of</strong> the creature. Unlike a werewolf or vampire<br />
curse, this is only a physical transformation <strong>of</strong> the<br />
victim’s body. Players will be told <strong>of</strong> specific triggers<br />
if necessary. Victims will lose all memory <strong>of</strong> their<br />
former lives, and the player must follow the<br />
commands they are given by the Monster Master<br />
until the character is slain. The character may then be<br />
killed and then given a spell and be cured <strong>of</strong> the<br />
infection. If the player dies the spirit may then<br />
proceed to be resurrected as normal. Infection is done<br />
just as a Killing Blow, with a count <strong>of</strong> “I infect you 1,<br />
I infect you 2, I infect you 3.”<br />
Lesser<br />
Some NPCs will be able to deliver “Lesser” versions<br />
<strong>of</strong> attacks. The word “Lesser” is used as the first<br />
word in a verbal and indicates that the following<br />
effect will only last 10 seconds if it normally has a<br />
duration greater than instant. If the duration is instant<br />
then Lesser is meaningless. For example, a ghoul<br />
calls “Lesser Poison Paralyze” and throws a packet at<br />
Steve. Steve, lacking any defense to prevent it taking<br />
effect, is now Paralyzed for 10 seconds.<br />
Massive<br />
Some creatures can use the Massive weapon type.<br />
Massive damage cannot be blocked by weapons or<br />
shields. If a blow delivering this type <strong>of</strong> damage<br />
strikes a weapon or shield, the bearer <strong>of</strong> the item<br />
struck takes the damage delivered, as well as any<br />
carrier effects (when appropriate, i.e. once Body<br />
Points are damaged). The skills Parry and Dodge will<br />
work as normal against this type <strong>of</strong> damage, as will<br />
all applicable protective spells such as Magic Armor<br />
or Displacement.<br />
Physical Strike<br />
This ability functions as Spell Strike but is stopped<br />
by a Magic Armor or Parry instead <strong>of</strong> a Shield Magic<br />
or Reflect Magic. The proper verbal is “Physical<br />
Strike ”.<br />
81
Ricochet<br />
Some monsters can redirect a battle magic spell that<br />
hits them. This is represented by the creature stating<br />
“Ricochet ” and throwing a packet.<br />
This ability follows all <strong>of</strong> the normal spell casting<br />
rules. If the monster says the verbal incorrectly,<br />
doesn’t throw a packet, or the packet misses, the<br />
ability is used up; however, the monster will not be<br />
affected by the original spell. This ability must be<br />
used immediately or the chance to use it is gone, and<br />
cannot be used before a Shield Magic or other<br />
appropriate spell defense.<br />
Spell Strike<br />
A few powerful magical creatures have the ability to<br />
generate spell effects in their weapons. The spell<br />
effects are just as the spell, except that they are<br />
delivered with a weapon strike instead <strong>of</strong> a spell<br />
packet. As with any weapon strike, all weapon safety<br />
rules must be followed. The spells are still subject to<br />
spell defenses as a normal spell. This ability does not<br />
require Body contact. When this power is used, the<br />
player will call “Spell Strike ” and will<br />
deliver a NERO-safe hit. The skill can still be used<br />
even when silenced, but the effect is recognizable to<br />
all who hear it.<br />
The spell portion <strong>of</strong> a Spell Strike is only stopped by<br />
defenses that would stop the attack if it were<br />
delivered by packet. Therefore, Magic Armor,<br />
although it stops “the next single strike by a NERO<br />
Safe weapon”, does not stop a Spell strike. Since a<br />
Spell strike is weapon-delivered, the user must have<br />
the in-game skill to wield the weapon in order to use<br />
the Spell strike. For example, if the user is under a<br />
game effect that prohibits the use <strong>of</strong> in-game skills,<br />
then they cannot use a Spell strike. Also, if the Spell<br />
strike is delivered by a non-ranged weapon, then the<br />
attack will not affect creatures under the effects <strong>of</strong> a<br />
Sanctuary and Desecrate, as appropriate.<br />
Sunder<br />
This ability allows a character to block a melee<br />
weapon attack which is physical (i.e. not a spell strike<br />
or elemental, etc) and in turn delivers a physical<br />
destroy to the weapon which has struck them. The<br />
correct verbal to use is “Sunder.”<br />
Superhuman Strength<br />
Any creature with superhuman strength can do more<br />
damage with any particular weapon than can a<br />
normal human. This bonus damage is split in half if<br />
the creature is fighting with any weapon other than a<br />
two handed one. Note, that creatures with<br />
Superhuman Strength can gain only limited<br />
advantage from either an Endow or a Delayed<br />
Endow. (See the spell description on for more<br />
details).<br />
Vampyre Charm<br />
Vampyres can charm a person if they can maintain<br />
eye contact for 10 seconds. More powerful Vampyres<br />
can deliver packet attack Vampyre Charms as well.<br />
This power does not require body contact. If you are<br />
charmed by a Vampyre, then you must obey all<br />
commands the Vampyre gives you. These commands<br />
are absolute and are much more powerful than a<br />
Charm spell; if a vampire tells you to commit<br />
suicide, you will do so unquestioningly. Spell<br />
defenses appropriate to the delivery type can be used<br />
to stop a packet-delivered Vampyre Charm. The<br />
racial skill Resist Charm will protect the character<br />
from this effect. The effect lasts five minutes. This<br />
effect is stronger than Charm, Shun, Dominate or<br />
Fear. The most recent Control Undead, Vampyre<br />
Charm or Enslavement effect will take precedent if<br />
there is a conflict.<br />
Waste<br />
This attack causes a Drain and Disease effect on the<br />
victim. Waste will last for ten minutes or it can be<br />
removed with an Invigorate and Cure Disease spell.<br />
Or this effect may be Dispelled.<br />
Special Defenses and Vulnerabilities<br />
Some creatures have special defenses that protect the<br />
creature from attacks, or weaknesses that make it<br />
more vulnerable to certain effects.<br />
Damage Cap <br />
This ability allows the creature to limit the<br />
amount <strong>of</strong> damage taken from weapon attacks<br />
that would otherwise affect it. The call for a<br />
Damage Cap is “Cap x”, where “x” is the<br />
amount <strong>of</strong> damage the creature is taking.<br />
Damage never affects spells, slays or<br />
assassinates.<br />
Double from <br />
Some creatures take double damage from certain<br />
effects or spells and it is always written on their<br />
character documentation. All damage <strong>of</strong> that type<br />
that would normally affect the creature is<br />
doubled by the recipient when they are hit.<br />
Shield<br />
This monster ability acts just like Resist except<br />
that it must be used on the first applicable attack<br />
that would affect the creature. This means they<br />
can only be used after Spell Defenses like Shield<br />
Magic and Reflect Magic.<br />
Focus<br />
Creatures with this ability are not subject to<br />
Disruption for one or more <strong>of</strong> their attacks.<br />
Gaseous Form<br />
Creatures that are forced into gaseous form when<br />
they are killed drop their possessions. Creatures<br />
which voluntarily turn into gaseous form while<br />
still “alive” can bring their possessions with<br />
them. Creatures that turn gaseous will drop any<br />
other creatures being carried at that time. While<br />
82
they are in this form they are immune to all<br />
attacks except a Solidify effect. They may only<br />
move at a normal walking rate. They cannot<br />
speak or move objects. Creatures in Gaseous<br />
Form still appear as they normally do.<br />
Voluntarily Turning gaseous or solidifying is a<br />
three counted action.<br />
Harmed by <br />
Some creatures take damage when struck by<br />
certain spells or effects.<br />
Heal by <br />
Some creatures are healed by certain types <strong>of</strong><br />
spells or effects (For example, air, earth, fire,<br />
water, or all <strong>of</strong> them). Creatures with this ability<br />
cannot be healed by weapon attacks (except<br />
Spell strikes), but can be healed by packet<br />
attacks. Creatures healed by a damage type or<br />
effect are immune to weapon attacks (except<br />
Spell strikes) using those types or effects.<br />
Immune to/from Many creatures have immunities to some<br />
spells or effects. Creatures must call “No effect”<br />
when using this ability.<br />
Immune to Weapons<br />
Several types <strong>of</strong> creatures require special<br />
weapons (for example, silver or magic) to<br />
damage them. Normal weapons will do no<br />
damage, but the special weapon will do full<br />
damage. These creatures will tell you “No<br />
effect” if your damage is not affecting them.<br />
Mind Abilities<br />
Some creatures can perform mental abilities such<br />
as “mind melds.” These abilities are all<br />
completely role-playing in nature. Generally<br />
speaking, a creature with this ability can instill or<br />
remove role-playing insanity or otherwise<br />
“cure” mental damage. This ability cannot be<br />
used to tell if another player is telling the truth or<br />
to counteract forget-it poisons or otherwise get<br />
around any NERO rule. A player always has the<br />
right to refuse to role-play any <strong>of</strong> these skills and<br />
can at any time decide to “break <strong>of</strong>f” the contact<br />
or be cured. In order to use this role-playing<br />
skill, the players must act as if touching each<br />
other and be concentrating completely by either<br />
staring in each other’s eyes or having their eyes<br />
closed. You cannot perform any in-game skills<br />
while role-playing this.<br />
Natural Armor<br />
Some monsters have a skin that acts like armor.<br />
It can be refit in sixty seconds. It cannot be<br />
Shattered or Destroyed in any way nor can it be<br />
salvaged after the creature is killed.<br />
No Metabolism<br />
Some monsters lack a metabolism. The standard<br />
definition is as follows: Immune to Death,<br />
Disease, Drain, Drain Life, First Aid, Nausea,<br />
Paralyze, Poisons, Sleep, Taint Blood, Waylay,<br />
Wither Limb.<br />
Non-Corporeal Form<br />
Some monsters are non-corporeal, having no<br />
physical form but made mainly <strong>of</strong> magic or<br />
energy. While they are in this form they are<br />
immune to normal weapons, and are immune to<br />
Pin, Bind, Web, and Confine.<br />
Phase<br />
Some creatures can become non-corporeal for an<br />
instant, avoiding an attack as the Dodge skill,<br />
and announcing “Phase.” Unlike Dodge, Phase<br />
can be used even if the creature is completely<br />
immobilized, such as if in a Confine or Paralyze.<br />
Reduced Damage<br />
Some monsters take less than normal damage<br />
from certain attacks. The NPC must call<br />
“reduced” when using this ability.<br />
Regeneration<br />
Some creatures can regenerate Body Points by<br />
spending time to regenerate, much like refitting<br />
armor. The time it takes to regenerate is most <strong>of</strong>ten<br />
one minute but this may vary from creature to<br />
creature. If the regeneration time is interrupted by a<br />
weapon blow or a spell that affects the creature, the<br />
process must begin again. If the process is completed,<br />
then the creature regains all lost Body Points. Some<br />
creature can do this at zero body, in this case nothing<br />
interrupts the regeneration except a killing blow that<br />
affects the creature.<br />
Renew <br />
This ability allows a creature to renew one or more<br />
abilities or skills that have limited uses by fulfilling<br />
some condition defined by that creature’s abilities.<br />
The most common condition is to take a minute to<br />
reset the ability in a manner similar to resetting<br />
armor, where any interruption prevents the abilities<br />
from returning. Some creatures may also renew skills<br />
when entering an area or even if they use another<br />
power like Revive. The options for this ability are a<br />
“single skill” chosen by the target, a “” chosen by the creature using the<br />
Renewability, or “all” skills and abilities.<br />
Resist <br />
This ability is similar to an immunity except that it is<br />
for a limited number <strong>of</strong> times per day. Unlike an<br />
Shield, the creature with this skill can<br />
decide when to use it.<br />
83
Return <br />
A creature with the ability to Return will<br />
cause a specific type <strong>of</strong> effect directed at it to be<br />
returned to its point <strong>of</strong> origin. It functions like the<br />
Resist skill<br />
in that the<br />
creature can<br />
choose<br />
when to use<br />
a Return.<br />
Returned<br />
effects are<br />
instantly<br />
restored to<br />
the<br />
character’s<br />
skill set, although the character will not be able to use<br />
the skill again until they Meditate for 1 minute.<br />
Return can only be used on daily or times ever effects<br />
such as spells, Critical Slays, Assassinates, etc.<br />
Return can be used against stored spells/effects from<br />
formal magic items and/or production items, and in<br />
this case the Return acts like a Resist in that it<br />
prevents the effect and the charge is lost. The<br />
creature card will specify the types <strong>of</strong> Return<br />
available to that creature in a similar way to Resists.<br />
Revive<br />
A creature with this skill can rise back up after five<br />
minutes <strong>of</strong> semi-death. Instead <strong>of</strong> dissipating and<br />
going to resurrect, the creature rises with full Body<br />
Points. The creature will either have a limited number<br />
<strong>of</strong> uses <strong>of</strong> this ability or there will be some special<br />
method <strong>of</strong> preventing the creature from reviving; for<br />
example, some creatures can be prevented from using<br />
this skill by applying a Killing Blow with a silver<br />
blade.<br />
Rift /Gate<br />
Some creatures can open a rift to another plane to<br />
allow for entrance or exit or open a Gate to another<br />
place. This is a three counted action unless a fully<br />
represented gate prop is used. Some <strong>of</strong> these<br />
creatures also have the power to abduct others and<br />
force them to rift or gate out against their will.<br />
Rip from Pin/ Bind/Web/Confine<br />
Some creatures can rip free from binding spells. This<br />
is a three-count action with the phrase “I rip free one,<br />
I rip free two, I rip free three.” While the creature is<br />
doing the three-count, it is vulnerable to attack and a<br />
Killing Blow begun prior to the Ripping. While<br />
ripping free, the creature may not use any skill<br />
requiring movement, such as Dodge. A creature with<br />
the skill Rip from Pin/Bind/Web/Confine can only use<br />
this skill upon itself, never upon others.<br />
Solidify<br />
This skill forces a gaseous form to become<br />
immediately solid. It is packet delivered with the<br />
verbal “< delivery type> Solidify.” Note that the<br />
creature may still turn gaseous again after 10<br />
minutes.<br />
Suicide Ability<br />
Minutes Unconscious (at 0) Dying (at –1) Killing Blow<br />
1 Any healing will<br />
work<br />
2<br />
3<br />
4<br />
Body regains<br />
consciousness<br />
First Aid brings to 0,<br />
any healing will work<br />
Life effect needed<br />
Some<br />
creatures<br />
have the<br />
ability to<br />
destroy<br />
themselves<br />
if they are<br />
captured.<br />
This ability<br />
may be the<br />
equivalent<br />
<strong>of</strong> a Killing<br />
Blow or it may cause the creature to instantly<br />
dissipate and seek resurrection.<br />
Threshold<br />
This allows the creature to take only a single point <strong>of</strong><br />
damage from any blow equal to or below its<br />
Threshold. The creature must call “Threshold”<br />
whenever a blow is landed. However, don’t expect to<br />
hear the call for every blow. Once you’ve<br />
acknowledged the call, the creature is under no<br />
obligation to continuously call “Threshold”, unless<br />
new players join the fight. These fights sometimes<br />
last a long time, so common courtesy on both sides is<br />
highly recommended. If you can exceed the limit <strong>of</strong><br />
the hide, then the creature will take full damage from<br />
your blow. A Killing Blow can always go through a<br />
Threshold. Spell Defenses and suits <strong>of</strong> armor are<br />
affected by all blows, even if the creature wouldn’t<br />
normally be affected.<br />
Matters <strong>of</strong> Life and Death<br />
States <strong>of</strong> Existence:<br />
There are three Standard States that someone at a<br />
NERO event can be in. These are:<br />
1) OOG: Out Of Game<br />
Life effect needed<br />
5<br />
6 Body goes to Resurrect<br />
2) IG: In game and completely visible to those<br />
around you (Yes, you can try to hide in bushes,<br />
etc... but you actually have to hide.)<br />
3) Spirit: In game and a spirit<br />
Alternate States (such as flying, burrowing,<br />
invisible, etc.) are not possible.<br />
Out-<strong>of</strong>-Game: When someone takes themselves out<br />
<strong>of</strong> the action for their own convenience, they are out<strong>of</strong>-game.<br />
In order to go out-<strong>of</strong>-game, you must wear a<br />
white headband. This signifies to others that your<br />
character is not there. Please do not abuse this, and<br />
note that your game items must stay in-game.<br />
Bathhouses or similar facilities are out-<strong>of</strong>-game. You<br />
may not however run into one if monsters are chasing<br />
you. Anyone traveling to and from the showers may<br />
be out-<strong>of</strong>-game if they so choose. If they are out-<strong>of</strong>-<br />
84
game, though, they should have no game items on<br />
them.<br />
As a courtesy you can sleep in a cabin out-<strong>of</strong>-game.<br />
However if someone has a real reason to pull you<br />
back into game, you may be disturbed. For Example,<br />
if you have an important game item that half the<br />
players are looking for, then a marshal may come by<br />
looking for it. If you have done something to anger<br />
another group, or even a bunch <strong>of</strong> monsters, then you<br />
may not run <strong>of</strong>f and put your cabin out-<strong>of</strong>-game to<br />
avoid the consequences. A marshal will likely be<br />
involved and you will be presented with several<br />
options, such as; you are at the mercy <strong>of</strong> the injured<br />
parties or you may opt to fight, at which point combat<br />
could commence. In such cases, you will be given<br />
only as much preparatory time as you would have<br />
actual warning, again decided by the marshal.<br />
You cannot go out-<strong>of</strong>-game in the middle <strong>of</strong> a<br />
combat.<br />
Hit Points: Your character’s health and the quality<br />
<strong>of</strong> his or her armor are represented by the use <strong>of</strong> Hit<br />
Points.<br />
There are two types <strong>of</strong> Hit Points: Armor Points and<br />
Body Points.<br />
Armor Points represent the additional protection that<br />
is gained from armor. These points are usually lost<br />
first.<br />
Body Points represent how strong and healthy your<br />
body is at that moment. When in a battle, armor<br />
usually takes damage first and then Body Points.<br />
There are exceptions. Some spells and skills state that<br />
only body or armor is affected.<br />
Body Points do not regenerate from day to day but<br />
you will receive your full amount <strong>of</strong> Body Points at<br />
the start <strong>of</strong> each new NERO event.<br />
Please note that there is no mechanism to dismember<br />
bodies in NERO.<br />
You must update your Armor Points and Body Points<br />
at the end <strong>of</strong> a battle to reflect those lost during<br />
combat. This is done by adjusting your tags or<br />
updating your character skill sheet. Armor tags do not<br />
need to match the physical representation worn. If<br />
you are wearing a phys-rep for 6 points <strong>of</strong> armor you<br />
can use a 15 point tag, but you can only gain the<br />
benefit <strong>of</strong> 6 points <strong>of</strong> armor from that tag. In order to<br />
get full benefit from the 15 point armor tag, you must<br />
be wearing a phys-rep for armor that gives at least 15<br />
points.<br />
Life and Death: Knowing the rules in this section<br />
can literally make the difference between life and<br />
death. Some <strong>of</strong> this will be confusing upon a first<br />
reading, as this section makes references to rules that<br />
have not yet been covered. If this is your first reading<br />
<strong>of</strong> the NERO© <strong>Rule</strong> <strong>Book</strong>©, get the general idea <strong>of</strong><br />
this section and then come back after you’ve read<br />
more.<br />
Unconscious: If you are reduced to exactly zero<br />
Body Points, then you are unconscious. You will<br />
regain consciousness at one Body Point only after<br />
one minute. You can make no sounds at all while<br />
unconscious or dying. If your party doesn’t notice<br />
you lying there, you can’t moan or say “Well, it looks<br />
like I’m unconscious.”<br />
Carrying the Incapacitated: To carry another<br />
character or creature that is incapacitated, you must<br />
place a hand near the torso and tell the other player “I<br />
am carrying you”. The recipient must get up and<br />
stand in front <strong>of</strong> you. Then you hold both hands over<br />
their shoulders to indicate you are carrying them.<br />
Both hands must be free. You must walk at a normal<br />
pace. You may walk forward or drag them by<br />
walking with them backwards. Whether walking or<br />
running you must wait for the person playing the<br />
body to get up and follow you. You cannot “tag”<br />
them and sprint, claiming that you have the body.<br />
The person must move with you. If a packet, weapon,<br />
or other game effect strikes you or the body being<br />
carried, you must drop the body. You may pick it up<br />
again once it stops moving. The effect is applied to<br />
whomever it hit, following all normal NERO rules.<br />
All <strong>of</strong> the same rules apply if you use a game effect<br />
upon yourself, including Imprison, healing spells, or<br />
gaseous form. If you cast Imprison upon yourself or<br />
go gaseous, the carried body must be dropped and<br />
hence cannot be included in the effect.<br />
Dying: Any time you are reduced below zero Body<br />
Points, you drop to -1 and no further, even if the last<br />
blow to you did 48 points <strong>of</strong> damage. Once you are<br />
reduced to -1, then your character is dying. You will<br />
die unless given First Aid or curing within one<br />
minute. This one minute is referred to as your “death<br />
countdown.”<br />
Firs Aid takes a complete uninterrupted minute to be<br />
successful. (unconscious) and will wake in 1 minute<br />
with 1 Body Point. First Aid is not required if you are<br />
at 0. Curing that brings you to at least 1 Body Point<br />
will immediately bring you to consciousness without<br />
the minute needed for First Aid.<br />
If you are at -1, then for all healing it only takes 1<br />
point to reach zero. So, for example, if you received 5<br />
points <strong>of</strong> healing you would have 4 Body Points.<br />
Dead: If you are still at -1 Body Points after<br />
completing your Death Countdown, then you are<br />
dead. Death may also come from Killing Blows (see<br />
below) and certain effects. All <strong>of</strong> your active spells,<br />
alchemical substances, and other effects will<br />
immediately disappear. The only things that will<br />
remain are Forget-it-Well, Forget-me-Not, and<br />
Enslavement. Sometimes, a Curse <strong>of</strong> Transformation<br />
or an Infection might disappear when a character<br />
dies. No other game effect is active after death,<br />
except for certain Formal Magic Spells (this will be<br />
stated on the tag).<br />
85
The only thing that can save you now is a Life effect<br />
delivered within five minutes. Even if a spell is<br />
given to you, all your active spells, alchemical<br />
substances and other effects (except those listed<br />
above) are lost. If the five minutes pass without a<br />
spell then your body dissipates, all <strong>of</strong> your in game<br />
items drop to the ground, and you must immediately<br />
become a spirit and can only be brought back by a<br />
resurrection.<br />
Killing Blows: There are many ways in our game to<br />
render an opponent completely helpless. These<br />
include Web spells, Paralyze spells, tying them up<br />
physically (thus making them immobile from the<br />
neck down), or just hitting them until they drop<br />
unconscious.<br />
Once a person has been incapacitated, it is not too<br />
difficult to kill them. This is represented by a Killing<br />
Blow. To administer a killing blow, you must place<br />
your weapon or touch a packet in your hand<br />
somewhere on the victim’s torso and remain in that<br />
position while you recite “Killing Blow One; Killing<br />
Blow Two; Killing Blow Three .”<br />
If anyone strikes you during the count or knocks your<br />
weapon away, then the Killing Blow is interrupted<br />
and fails to kill the person. Please note that even<br />
though there is a three- count for Killing Blows, the<br />
Killing Blow only counts as one strike.<br />
A Killing Blow must be administered to the torso <strong>of</strong><br />
the victim; an arm, leg, or shoulder is not sufficient.<br />
Likewise, the blow cannot be struck on a moving<br />
target. If you have Waylaid someone, you must wait<br />
for the body to come to rest before you can deliver<br />
the Killing Blow.<br />
A Killing Blow can be delivered by anyone, whether<br />
they have a weapon or not. Some creatures are<br />
immune to normal weapons. To be effective, the<br />
Killing Blow must be applied with a weapon that can<br />
damage the creature. No skill in the weapon is<br />
necessary. For example, if a creature is affected by<br />
silvered or magical weapons but not normal weapons,<br />
the Killing Blow must be applied with a silvered or<br />
magical weapon. In such a case, using a hand to<br />
perform the Killing Blow would not work.<br />
Once a Killing blow has been given to you, you are<br />
dead and should begin your death count.<br />
Spirits: When your character dies and their body<br />
dissipates (after the point at which a Life effect will<br />
no longer work) you must become a spirit. You must<br />
drop all in game items, put on a white headband and<br />
head immediately and directly to the resurrection<br />
point to register your death. The spirit is completely<br />
invisible to the world around it and may not interact<br />
in any manner with other characters (no noises, no<br />
charades . . . nothing!). Spirits travel only as fast as<br />
the player walks.<br />
It is impossible to burn or otherwise completely<br />
destroy the body before the five minute Life spell<br />
requirement is used up. There can be no effects that<br />
can accelerate the destruction <strong>of</strong> the body <strong>of</strong> a PC<br />
except for the specific exceptions outlined in the<br />
Formal Magic System. We know this doesn’t make<br />
complete in-game sense but this rule is to prevent<br />
every single kill from turning into a “Let’s burn the<br />
body!” situation.<br />
First Event Deaths: Any first-time NERO player<br />
will not have any <strong>of</strong> the deaths taken during his first<br />
event count toward his character. This policy is done<br />
as a service to new players so that they can get used<br />
to the game before being penalized for their deaths,<br />
not as a way to abuse the system and be immortal.<br />
This is out-<strong>of</strong>-game knowledge, so deaths taken by a<br />
new player should still be role-played appropriately.<br />
Any player that is deemed to be abusing this policy<br />
for intentional gain or detriment to the game or other<br />
players will be dealt with accordingly, at the<br />
discretion <strong>of</strong> the local chapter affected. This benefit is<br />
only given during a player’s first game, and<br />
experienced players that start a new character will not<br />
be allowed these unlimited deaths.<br />
Character Advancement<br />
Experience Points: Experience Points (XP) are used<br />
in NERO for the advancement <strong>of</strong> a player’s character.<br />
Whenever you attend a regular 2 day weekend event<br />
in NERO you receive a “blanket” <strong>of</strong> Experience<br />
Points equal to your current total Build Points.<br />
Some events are shorter or longer and therefore<br />
worth different amounts <strong>of</strong> XP.<br />
It is possible to, at maximum, double this experience<br />
through several means.<br />
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Event Rewards<br />
Event Days Blankets<br />
1 0.5<br />
2 1<br />
3 1.5<br />
At the end <strong>of</strong> the event, you may pay to the game<br />
staff one silver per additional experience point you<br />
wish to gain . This is known as “Maxing Out.” You<br />
may also pay less than the maximum amount for<br />
correspondingly less gain.<br />
Build Points: Experience Points are automatically<br />
converted to Build Points (BP), which you then use<br />
to buy skills for your character. The amount <strong>of</strong><br />
Experience Points needed to buy a Build Point is<br />
based on your level. Your level is determined by how<br />
many Build Points your character has. It takes 10<br />
Build Points to gain a level. All characters start with<br />
525 XP which equals 60 Build Points therefore all<br />
characters start at fifth level. These 60 Build Points<br />
are used to buy the character’s initial skills.<br />
Levels: Your level determines how many Body<br />
Points you get and how many Experience Points you<br />
need to get a Build Point. The below table shows the<br />
character’s level based on the total Build Points. It<br />
also shows the number <strong>of</strong> XP needed for the next BP,<br />
and the Body Point value per class for the level<br />
attained.<br />
Game Play<br />
Safety is NERO’s main concern. These rules are<br />
designed to give players the feel <strong>of</strong> medieval combat<br />
without the pain and suffering <strong>of</strong> the real thing.<br />
The Hold <strong>Rule</strong><br />
This is the single most important rule in this entire<br />
book. Read it and take it to heart.<br />
Anyone can call a hold in a fight if they see an unsafe<br />
situation happening or about to happen.<br />
“Hold!”should be yelled so that everyone in battle<br />
can hear it—otherwise, it may be followed by another<br />
flurry <strong>of</strong> swings. When a Hold is called,<br />
1. Stay exactly where you are<br />
2. Drop to one knee (unless you can’t due to a<br />
medical reason)<br />
3. Do Not Move.<br />
Do not look around you or talk to people about<br />
anything not connected with the Hold. You can use<br />
this time to update your tags and remove any spells<br />
that you have cast. You can also pick up spell packets<br />
from the ground or from your pouch as long as you<br />
return to your original spot before the game is<br />
resumed.<br />
This is not a time to study someone and see if they<br />
are an NPC or a PC, nor is it a chance to look behind<br />
you and see if anyone is sneaking up on you. Please<br />
play fair and try not to gather information while the<br />
Hold is being sorted out. When the reason the Hold<br />
was called is resolved, then the person calling the<br />
hold should call a Lay-on. First, insure that everyone<br />
is ready to resume play, then call “3. . .2. . .1. . .Layon!”<br />
Hold can also be called for excessive zeal on the part<br />
<strong>of</strong> an opponent. The infraction should be reported to<br />
a marshal. Repeated complaints will get a player<br />
removed from combat.<br />
Hold can also be called if anyone’s eyeglasses are<br />
knocked <strong>of</strong>f.<br />
You cannot call a Hold to collect spell packets even<br />
though they are out <strong>of</strong>-game. You may pick up<br />
packets during a Hold that has been called for another<br />
reason.<br />
Collecting tags or treasure is not a legitimate reason<br />
for calling a Hold. Tag bookkeeping should be done<br />
after the battle is over, not during it.<br />
Anyone who ignores a Hold called for any reason<br />
will face severe disciplinary action and possible<br />
expulsion. This is usually used for emergencies and<br />
not to be treated lightly. Stop what you are doing<br />
immediately and find out why a Hold was called,<br />
then do what you can to help. You must return to<br />
your original spot before the Lay-on is called.<br />
If you see a crowd <strong>of</strong> people kneeling down, then<br />
they are probably in a Hold. Do not approach the<br />
group until the Hold is over.<br />
If you are in the middle <strong>of</strong> a battle and everyone<br />
starts dropping to one knee, then a Hold has probably<br />
been called and you did not hear it.<br />
Counted Actions<br />
Some actions cannot actually be performed for<br />
reasons <strong>of</strong> safety or reality, but must be considered as<br />
taking some time to complete. Such actions will have<br />
a specific count, usually three, and a definite phrase<br />
to indicate what is happening.<br />
For example, to simulate a zombie rising from the<br />
ground, the NPC playing the zombie could say “I<br />
climb out <strong>of</strong> the ground one, I climb out <strong>of</strong> the ground<br />
two, I climb out <strong>of</strong> the ground three.” During the<br />
time in which the player is saying this, he or she is<br />
completely vulnerable to attack and cannot use any<br />
game abilities except Dodge, Phase, Return and<br />
Resist. These abilities cause the counted action to be<br />
interrupted. The skill is used up, and the count is<br />
aborted and must be started again.<br />
A counted action such as breaking a binding effect<br />
(using “Rip From ...”), performing a Killing Blow, or<br />
going Gaseous requires the same number <strong>of</strong> seconds<br />
as the number <strong>of</strong> the count, or the duration <strong>of</strong> the<br />
count, whichever is the longest. This means that a<br />
Killing Blow requires at least 3 seconds to perform,<br />
no matter how fast the player says “Killing Blow 1,<br />
Killing Blow 2, Killing Blow 3”. In the case <strong>of</strong><br />
simultaneous, identical length counts, whoever<br />
started the count first “wins” it does not matter how<br />
fast you say it. Spell defenses such as Shield Magic<br />
do not interrupt a counted action.<br />
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Before performing a counted action, NPCs will <strong>of</strong>ten<br />
take their places while wearing a white headband.<br />
Players who see this can have their characters<br />
experience an “eerie feeling” that something is<br />
amiss. This is not an excuse to metagame as to<br />
exactly what will happen, but role-playing caution is<br />
acceptable.<br />
This is not a way to invent your own abilities. All<br />
such actions are defined by NERO. Counted Actions<br />
are not appropriate for actions you can actually<br />
perform safely and within the rules.<br />
Body Contact<br />
The only contact allowed during battle is by weapon.<br />
Any other type <strong>of</strong> fighting contact such as grabbing<br />
someone, hitting, or kicking is strictly forbidden.<br />
Violation <strong>of</strong> this rule is the shortest path to<br />
disciplinary action.<br />
Pinning Weapons<br />
Although “pinning” weapons is a mainstay <strong>of</strong> many<br />
swashbuckling movies, many <strong>of</strong> the moves used to<br />
free yourself from a weapon pinning are dangerous<br />
and as such not allowed in NERO combat. As a<br />
result, the following restrictions have been placed on<br />
“pinning” or “trapping” weapons:<br />
Trapping<br />
Any weapon shaped in such a way as to trap weapons<br />
(whether accidentally, or by design) is expressly<br />
forbidden.<br />
“Trapping” occurs when one weapon is used to hold<br />
another weapon so that it becomes useless. A weapon<br />
with multiple tines for instance can be used to grab<br />
and twist the opponent’s blade, thus “trapping” it.<br />
Any weapon that is reported as trapping weapons will<br />
not be allowed in game. A marshal has the right to<br />
reject any weapon for this reason.<br />
Pinning<br />
“Pinning” occurs when one weapon is used to apply<br />
force on an opponent’s weapon, capturing the<br />
weapon by holding it against a wall or a tree or other<br />
stationery object.<br />
Pinning <strong>of</strong> weapons can only be done with another<br />
weapon, and only outdoors. Indoors, the limitations<br />
<strong>of</strong> the situation lead to an unnecessary chance <strong>of</strong><br />
injury. If your weapon is pinned, you may pull the<br />
weapon straight back to free it. If the weapon is<br />
shaped in such a way that it is not possible to pull it<br />
out, then you’re stuck—the weapon is pinned and<br />
there’s nothing you can do about it. You can back up<br />
to try to free yourself and your weapon, but shoving<br />
your opponent or charging are not allowed.<br />
Charging<br />
During NERO combat you must never come into<br />
physical contact with your opponent. It is the<br />
responsibility <strong>of</strong> all parties involved in combat to<br />
ensure that there is always a safe distance between<br />
combatants. If you are crowding your opponent so<br />
much that he or she must step back to avoid body<br />
contact with you, you are Charging. No combatant<br />
should be able to touch the torso <strong>of</strong> an opponent in<br />
combat. If you can reach out and touch the torso <strong>of</strong><br />
an opponent, then you are too close. Any combatant<br />
who has moved too close must increase the distance<br />
to be greater than his or her arm length, though at no<br />
time may someone shove away an opponent or<br />
otherwise initiate physical contact. In the case <strong>of</strong><br />
extreme differences in arm length, the combatant<br />
with the shorter arm length is allowed to approach<br />
close enough to strike their opponent so long as they<br />
cannot touch the opponent’s torso with their own<br />
hand.<br />
Legal Targets<br />
Legal targets include the entire body except the head,<br />
neck, throat, hands from the wrist out, and the groin.<br />
A player observed to be hitting restricted areas<br />
repeatedly is subject to disciplinary action.<br />
You may not intentionally block a hit with an illegal<br />
target.<br />
Blocked and deflected shots do not count. This is<br />
admittedly a judgment call. If the block was good,<br />
then the weapon just grazed an arm or leg and the<br />
shot does not count. If the block was weak and the<br />
swing hit with about half or more normal force then<br />
the hit should count.<br />
Unskilled Weapon Use<br />
If you do not have the skill to use a weapon you are<br />
carrying, or if you are presently unable to use a<br />
weapon in which you are skilled, such as wielding a<br />
two handed weapon with one hand you must either<br />
immediately drop the weapon or take any damage<br />
that hits your weapon as if you had been hit.<br />
Swinging your weapon<br />
The NERO combat system is an honor system. Each<br />
player trusts that the person whom he is hitting is<br />
correctly counting his or her hits. “But I’m an evil<br />
thief.” You still have to count your hits. The NERO<br />
combat system relies on all players being honest in<br />
real life even if their character is a nefarious liar.<br />
Remember, even the NPCs are there to have fun,<br />
albeit by dying in a good clean fight.<br />
NERO is a fantasy game with a fantasy combat style.<br />
The normal rules <strong>of</strong> armed combat don’t apply as<br />
they are geared toward doing all the things we strive<br />
to prevent, i.e. injure your opponent. So because <strong>of</strong><br />
this some compromises must be made in realism.<br />
Baseball Swing:<br />
One thing you must remember: you are only trying to<br />
make contact, not hit a home run. Do not reach back,<br />
wind up, and take a huge swing at your opponent.<br />
It is usually not necessary to hit hard at all. When<br />
fighting an unarmored and unarmed opponent, an<br />
easy tap will do. You only need to apply enough<br />
pressure to make sure your opponent is aware <strong>of</strong> the<br />
attack.<br />
88
For example, hitting an armored opponent from<br />
behind by surprise might require more vigor than a<br />
standard tap. And if it seems that your opponent is<br />
not taking his or her hits, it might be because the hits<br />
are not being felt under all that armor. You should<br />
mention to your opponent when you think you got a<br />
hit in, and all players should call hits whenever<br />
possible.<br />
Machine Gunning<br />
If you are swinging so fast that you cannot announce<br />
the damage fast enough to keep up with the swings,<br />
then you are “Drum Rolling” or “Machine Gunning”<br />
and your opponent should count all <strong>of</strong> that as one or<br />
maybe two hits.<br />
A good rule <strong>of</strong> thumb is to have your swing progress<br />
between 45 and 90 degrees. Most importantly swings<br />
must be controlled and must not hit too hard.<br />
Shields<br />
Shields cannot be used as <strong>of</strong>fensive weapons. Shields<br />
are strictly for defense. Shields do not protect the<br />
owner from any kind <strong>of</strong> trap other than a weapon<br />
trap, which uses a weapon blade or missile weapon to<br />
deliver its damage.<br />
Shield Bashing: “Shield Bashing is the<br />
intentional use <strong>of</strong> a shield to gain physical out-<strong>of</strong>game<br />
advantage over an opponent. Shield Bashing<br />
is a serious a violation <strong>of</strong> NERO safety rules—it<br />
is similar to Charging. The potential for injury is<br />
great. Excessive use <strong>of</strong> Shield Bashing will result<br />
in warnings and possible loss <strong>of</strong> the Shield skill.<br />
Shields cannot be used with two handed weapons.<br />
You may not wield a weapon with the hand or<br />
arm holding the shield. Also your shield arm may<br />
not have any other items or weapons attached to<br />
it. Tucking a dagger behind your shield arm<br />
would negate your ability to use the shield.<br />
Spell Grounding: If a spell is cast at you, and<br />
you let go <strong>of</strong> your shield so that you are not<br />
holding it when the spell hits it, the shield must<br />
come to rest on the ground before you can pick it<br />
up. This maneuver will not protect against spells<br />
that target the shield directly, such as shatter or<br />
destroy.<br />
Bucklers: A “buckler” shield (a small shield that<br />
is strapped onto the arm) must still follow all<br />
shield rules. In other words, you cannot have a<br />
buckler on your left arm and still hold anything in<br />
your left hand.<br />
Turtling: “Turtling” or hiding behind an<br />
impenetrable shield (with little more than your<br />
head showing) is not allowed! Anyone using a<br />
shield in such a manner could be subject to<br />
warnings from the marshals and if necessary, loss<br />
<strong>of</strong> the shield skill. Shields in our game are not all<br />
that realistic, and as such you are artificially<br />
limited in what you can do with them. In real life<br />
you could overbear someone who was hiding<br />
behind a shield, but such contact is not allowed in<br />
our game. If you are short and using a maximum<br />
sized shield that prevents any legal targets from<br />
showing then you are Turtling.<br />
Delivery Methods<br />
There are a few different ways for damage or effects<br />
to be dealt in the game. The following are methods in<br />
the game to use effects or deal/cure damage: Packet,<br />
Weapon, Ingested, Contact, Touch, Area <strong>of</strong> Effect,<br />
and Vengeance.<br />
Contact<br />
Contacts are effects delivered instantly through<br />
touch. With contact effects you can call defenses.<br />
Ingested<br />
These effects must be ingested to gain the effect.<br />
Ingested effects bypass protectives like Shield<br />
Magic and Poison Shield.<br />
Packet<br />
All packet-delivered attacks are effective on<br />
contact with the target or any <strong>of</strong> the target’s<br />
immediate possessions, such as a shield or cloak.<br />
Arrows are not considered packet attacks.<br />
Packet attacks include spells, globes,<br />
Crystomancy, and certain monster abilities. Note<br />
that unlike the weapon rules, a packet attack will<br />
count if it hits “non-legal targets” such as the<br />
head or groin but that’s not to say you should<br />
aim at these illegal targets.<br />
Touch<br />
An effect delivered though touch does not affect<br />
any defenses, instead the target <strong>of</strong> the touch, can<br />
choose to “accept” the effect or state “I do not<br />
accept”, at the time the effect is delivered. See<br />
“Touch-Casting” in the Magic section for<br />
details.<br />
Vengeance<br />
A vengeance is an effect that has a unique<br />
delivery method. It automatically targets<br />
whoever deals a killing blow to the owner <strong>of</strong> the<br />
Vengeance for more information on vengeance<br />
see the NERO Formal Magic <strong>Rule</strong>s.<br />
Weapon Blow<br />
Weapon blows are dealt with nero safe hand held<br />
b<strong>of</strong>fers, and thrown b<strong>of</strong>fers. Arrows are also<br />
considered weapon blows even though they are<br />
physically represented by yellow packets.<br />
Effects Types<br />
In addition to delivery methods, there are also effect<br />
types which change what protects you from the<br />
damage or effect. Once you take the effect, it is the<br />
same no matter what the effect type.<br />
89
Arcane: Effects delivered this way are created<br />
from raw magical energies. They are not blocked<br />
by regular spell defenses. The same casting rules<br />
apply as spells except you do not need the ability<br />
to speak.<br />
Magic: Magic Deliverance is a non-verbal way <strong>of</strong><br />
casting spells. The same casting rules apply as<br />
spells except you do not need the ability to speak.<br />
Elemental: Effects and damage delivered<br />
elementally are created from elemental energy<br />
rather than a spell, so must be blocked by an<br />
elemental shield.<br />
Physical: Physical attacks represent an actual<br />
physical force such as a glob <strong>of</strong> ooze to form a<br />
Physical Web, a big rock to form a Physical Stone<br />
Bolt, or a burst <strong>of</strong> wind to cause a Physical Repel.<br />
Poison: Effects delivered as poison are stopped<br />
by Poison shields. They represent a monster with<br />
poisoned claws, fangs, or spittle.<br />
Spell: Effects delivered as spell are blocked by a<br />
Shield Magic.<br />
Calling Weapon Damage<br />
When you swing a weapon in NERO, you must call<br />
out a verbal that indicates the attributes <strong>of</strong> the attack.<br />
The verbal will have up to four parts, with the first<br />
two always present and the latter two only used in<br />
special circumstances. The parts are, in order,<br />
.<br />
When in combat with the same opponent, there is no<br />
need to continue calling your damage beyond the first<br />
or second swing. Weapon verbals are out <strong>of</strong> game<br />
and can thus be made while under the effects <strong>of</strong> a<br />
Silence, however anyone who hears them will know<br />
what it is.<br />
Damage Amount<br />
The damage you are dealing with each swing as a<br />
numerical value.<br />
Weapon Type<br />
A Weapon’s Type determines the nature <strong>of</strong> the<br />
weapon. There are four weapon types: Normal<br />
Silver Magic and Massive.<br />
Damage Type<br />
Damage Type has no inherent game effect, but<br />
some creatures may take an increased or<br />
decreased amount <strong>of</strong> damage from certain damage<br />
types. The valid Damage Types are variable and<br />
up to the local plot team or as granted by effects<br />
within these rules so long as the call does not<br />
duplicate a game effect.<br />
Protective Hierarchy *Defenses with (*) are by<br />
choice, the rest are by the next appropriate<br />
effect/attack.<br />
Effect: Effects will cause the struck character to<br />
take the stated game effect if the attack does<br />
damage to Body Points. This is known as a carrier<br />
attack. The effect name is used in a carrier attack.<br />
Examples <strong>of</strong> effects include Paralyze, Death,<br />
Drain, Obliterate, etc. Some effects also have an<br />
option, for example with a Shatter spell you must<br />
choose the item to be shattered. With a carrier<br />
attack this is optional. If the option is unspecified<br />
the creature hit by the carrier can choose any valid<br />
target that can be affected by the carrier. If none<br />
exists you only take the damage.<br />
Conversational Combat<br />
All non-ranged attacks must be delivered in a clear,<br />
conversational tone <strong>of</strong> voice (no yelling). Further,<br />
once you have announced your damage to your<br />
opponent, there is no need to continue announcing it<br />
until another opponent appears. This is in addition to<br />
existing rules for damage, and does not supersede<br />
them in any way.<br />
Negating Attacks<br />
If any part <strong>of</strong> an attack is negated, then the whole<br />
attack is successfully defended against and will not<br />
take effect. For example, an Elf who uses Resist<br />
Sleep against a Monster who calls “10 Normal<br />
Sleep” in an attack that would ordinarily do body<br />
damage will neither be affected by Sleep or take<br />
damage.<br />
While you cannot stack effects, being hit by a carrier<br />
while you are already under the effect does not make<br />
you immune to the damage. So if you are under the<br />
effect <strong>of</strong> sleep and hit with “10 sleep” you still take<br />
the damage.<br />
This negations applies only to the creature or<br />
character, not items in its possession. Therefore an elf<br />
with rendered armor and a rendered weapon, is does<br />
not negate damage from the call “10 Normal<br />
Shatter.”<br />
Calling Hits<br />
Calling hits against yourself is strongly encouraged<br />
by role-playing being struck. Acknowledging which<br />
hits you are accepting and which ones you feel you<br />
blocked will help the flow <strong>of</strong> combat.<br />
Throwing/Tossing Items<br />
You cannot throw any weapon, shield, etc., that is not<br />
NERO approved for throwing. Basically, if a local<br />
safety marshal has approved the weapon to be thrown<br />
(thrown weapons, javelins, etc.), you can throw it,<br />
otherwise you cannot.<br />
In addition, you cannot use the “toss and grab”<br />
method on any item to avoid the effects <strong>of</strong> a spell. If<br />
you toss an item and grab it before it lands on the<br />
90
ground, the item is still under your control, and is still<br />
considered in your possession.<br />
For the purposes <strong>of</strong> spells that target the item itself<br />
(such as Shatter), an item is still considered under a<br />
player’s control until it comes to a complete rest on<br />
the ground out <strong>of</strong> the player’s grasp.<br />
Thievery<br />
Stealing an Item<br />
“Stealing an item” refers only to the in-game stealing<br />
<strong>of</strong> in-game items. You must be very careful when<br />
attempting to steal anything in-game. You are never<br />
allowed to harm or destroy real property (using ingame<br />
spells to Shatter or Destroy is fine because you<br />
aren’t harming or damaging real property) in order to<br />
steal something. You may not pickpocket characters<br />
in NERO.<br />
There are special rules for each type <strong>of</strong> in-game item<br />
and you are required to know them. If you are caught<br />
stealing something incorrectly, then you are<br />
cheating—and ignorance <strong>of</strong> the rules is no excuse!<br />
Game Money, Magic Items, and Jewelry<br />
You are always allowed to take whatever game<br />
money you can find in-game. When taking jewelry or<br />
an item, always check to make sure there is an item<br />
tag with the item phys-rep. If there is an item tag,<br />
then the item tag is now yours. You must temporarily<br />
take the item’s phys-rep, which should be promptly<br />
given to a rules marshal as soon as you are in a safe<br />
area, (before the end <strong>of</strong> the event), so the phys-rep<br />
can be returned to its owner. If there is no tag, the<br />
item does not represent an in-game item and cannot<br />
be taken because it is merely a costume piece.<br />
If you have a magic weapon or item phys-rep stolen,<br />
you must immediately find one <strong>of</strong> the <strong>Rule</strong>s Marshals<br />
for that chapter and turn over the magic item tag. You<br />
can find a <strong>Rule</strong>s Marshal out-<strong>of</strong>- game.<br />
If you have a piece <strong>of</strong> jewelry or other game item that<br />
you wish to make into a stealable item, you must<br />
obtain an item tag for that item. You can do this at<br />
logistics at any NERO event. The item will be<br />
evaluated to figure out its monetary value. You will<br />
then be required to pay the in-game amount that the<br />
item is worth.<br />
Weapons<br />
You must actually take the weapon you are stealing.<br />
Once you have stolen a weapon, you should then<br />
head immediately to the designated area for stolen<br />
weapons (usually the NPC camp or an NPC<br />
Weaponsmith shop). You cannot actually keep that<br />
particular weapon phys-rep since it is the personal<br />
property <strong>of</strong> the player from whom you stole it, but the<br />
marshal in charge will give you the tag from that<br />
weapon which you can then attach to your own<br />
weapon phys-rep or attempt to sell in-game.<br />
If your weapon is stolen, you should head to the<br />
designated area. That is why it is so important for you<br />
to write your name on your weapon!<br />
Some monsters will have weapons that are stealable.<br />
However, for logistical reasons, these monsters will<br />
simply hand you a tag instead <strong>of</strong> the actual weapon.<br />
Other in-game items<br />
NERO <strong>of</strong>ten provides props such as maps, notes,<br />
books, and other informational items. If you find<br />
these in a module or on an NPC, you should ask a<br />
<strong>Rule</strong>s Marshal to see if you need to return the props<br />
to NPC camp or if you can keep them. If you steal<br />
them from another player, you should have a <strong>Rule</strong>s<br />
Marshal contact the person you stole them from out<strong>of</strong>-game<br />
and make sure that they were stealable.<br />
Searching a Person<br />
If you waylay, kill, or control a person or monster<br />
through a spell, you may search that being. Simply<br />
say “I search you.” All game items must be turned<br />
over at that point. Note that it is impossible to<br />
completely hide something on your body. If you are<br />
searched, you cannot claim that something was<br />
“really, really hidden.” If you are searched, you also<br />
have the option <strong>of</strong> saying, “Go ahead and describe<br />
your search and I will tell you the results step by<br />
step.” This is not only to help you to hide items, but<br />
it also takes up the time that the search should take.<br />
You must really have the item hidden where you say<br />
it is. In other words, you can’t say “I’m pretending to<br />
have a secret compartment in my shoe, and he didn’t<br />
search for secret compartments!”<br />
If someone steals your magic item, do not give them<br />
the tag that describes your magic item. Immediately<br />
go to a <strong>Rule</strong>s Marshal and turn over the tag. It is up<br />
to the person who stole the item to find out what the<br />
item is and how it works. This applies to magical<br />
weapons as well.<br />
Searching a Cabin<br />
In order to search a cabin, you MUST have a marshal<br />
present. We cannot overemphasize this point! If you<br />
enter a cabin without a marshal, you are really<br />
breaking and entering and NERO may be forced to<br />
bring legal action against you!<br />
The marshal does not have to actually be right next to<br />
you (after all, how can you sneak with someone else<br />
tagging along beside?), but the marshal must be<br />
within sight somewhere.<br />
Once you have managed to successfully open the<br />
door, the marshal will then check the marshal’s notes<br />
that will be affixed to the inside <strong>of</strong> the door. These<br />
notes will list any magic spells that may be active in,<br />
or on, the cabin, which character cast these spells<br />
upon the cabin, who is invested in any Circles <strong>of</strong><br />
Power that are in the cabin, who is invested in the<br />
cabin’s Ward(if one is present), and any other things<br />
that the local chapter requested be placed on the<br />
Marshal’s Notes.<br />
You must actually search the cabin yourself. The<br />
marshal will not simply look at the notes and go and<br />
retrieve items for you. Do not take any items marked<br />
“personal” or any items stored under a bed. In-game<br />
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items may not be put under a bed. When you leave<br />
the cabin, you must show all items you have taken to<br />
the marshal. Only game items can be stolen! The<br />
marshal will return non-stealable items. The marshal<br />
is also there to make sure that you properly disarm<br />
any traps that may be on the door or window.<br />
Destroying property such as window screens or door<br />
hinges is not allowed.<br />
Remember you can search anywhere in a cabin<br />
except for bags marked personal or behind dividing<br />
curtains or under beds. However, not everything in<br />
gameplay is stealable, so always talk to a <strong>Rule</strong>s<br />
Marshal if you have any questions or concerns.<br />
Securing your Cabin<br />
<strong>Fenorra</strong> can be an unsafe place, so it’s always a wise<br />
idea to guard your valuables. There may be places ingame<br />
where you can buy or rent a lock for your<br />
cabin. Some <strong>of</strong> these places will also install it for you<br />
for a small fee. Of course, these locks can be picked<br />
by a good thief, but at least it will slow the rascal<br />
down. You can also buy or make traps for your cabin.<br />
Each trap must be accompanied by the trap’s item tag<br />
see Traps & Locks below. It is a smart idea to take<br />
your personal items and put them under your bed.<br />
Any items placed under the bed are considered to be<br />
out <strong>of</strong> play, so don’t cheat and put game items there.<br />
If you like, put a dividing curtain up in your cabin,<br />
and place all the beds and your personal items behind<br />
it. Put any game items in front <strong>of</strong> the divider. If you<br />
are sleeping in-game during the night, make sure that<br />
your bed is in front <strong>of</strong> any dividing curtain or barrier<br />
you have put up. Any special security precautions<br />
you take must be entered on the marshal’s notes sheet<br />
in the holder on your cabin door. Make any<br />
appropriate entries there, with the spell labels and/or<br />
trap cards necessary. That way anyone marshaling a<br />
thief through your cabin can dole out any damage<br />
that the villain may take. If no precautions have been<br />
entered on the marshal’s notes, then there is nothing<br />
protecting the cabin ingame!<br />
Anyone who<br />
does not reside in a<br />
particular cabin caught<br />
reading the marshal’s<br />
notes will be subject to<br />
disciplinary action.<br />
These notes are for<br />
marshals only, and<br />
only when marshaling<br />
a thief into the cabin.<br />
Traps and Locks<br />
In order to make a trap, you must have the skill<br />
Create traps. This skill works on the Production<br />
system. All trap designs must be checked and<br />
approved by a <strong>Rule</strong>s Marshal from the chapter where<br />
the trap will be used. The trap must be approved at<br />
every event, regardless <strong>of</strong> whether it has been<br />
approved in the past. All traps must make a noise or<br />
flash a light or otherwise be constructed so that it is<br />
obvious when the trap has been set <strong>of</strong>f.<br />
Trap Types<br />
There are 7 different types <strong>of</strong> traps each with<br />
different building parameters.<br />
Trap Types<br />
Name Effect Defense<br />
Massive<br />
Mechanical x Armor<br />
Explosive Destroy Armor<br />
Flame/Acid x Armor,Cloak,Bane,Resist,Shield<br />
Globe Poison Cloak,Resist,Shield<br />
Weapon x Parry, Dodge,ect<br />
Weapon Traps A weapon trap is a trap which<br />
contains a weapon on a spring-mounted<br />
mechanism. These traps cost 1 Production Level<br />
per 2 points <strong>of</strong> damage with a minimum damage<br />
<strong>of</strong> 2 and a maximum damage <strong>of</strong> 40. Weapon<br />
traps may be reset by anyone with the<br />
Disarm/arm traps skill without paying the cost<br />
to rebuild them. These traps must be mounted to<br />
a door, wall or inside a large chest to be<br />
effective. If not mounted to a heavy, stable<br />
object <strong>of</strong> this sort, they cannot be set with<br />
enough force to be effective. You cannot attach<br />
these traps to a body. The mounted weapon must<br />
be any standard NERO-safe b<strong>of</strong>fer weapon. This<br />
is the only trap that can be blocked, Parried,<br />
Dodged or stopped by the magic armor spell.<br />
Massive Mechanical Traps Massive<br />
mechanical traps represent collapsing ceilings,<br />
rock falls, giant scythes, and other such<br />
contraptions. They are completely immovable.<br />
They have a minimum size <strong>of</strong> 3” by 3” by 3”.<br />
Anyone struck by any part <strong>of</strong> the trap when it<br />
goes <strong>of</strong>f takes the full damage <strong>of</strong> the trap.<br />
Massive mechanical traps must be rebuilt after<br />
they are set <strong>of</strong>f; they cannot be reset. These cost<br />
1 Production Level per 4 points <strong>of</strong> damage with<br />
a minimum damage <strong>of</strong> 16 and a maximum<br />
damage <strong>of</strong> 80. Massive mechanical traps are<br />
usually represented with pillows, plastic trash<br />
bags filled with newspapers, and other s<strong>of</strong>t<br />
items. Whoever is touched by the phys-rep will<br />
take the complete damage from the trap.<br />
Fire / Acid Traps A<br />
fire or acid trap<br />
represents a trap which<br />
sprays a burning or<br />
caustic liquid in a 5<br />
foot radius measured<br />
from the center <strong>of</strong> the<br />
trap phys-rep. Anyone<br />
inside this radius when<br />
it detonates takes the<br />
full damage <strong>of</strong> the trap plus the additional effects<br />
listed below. In addition to a trigger and<br />
detonating mechanism, there must also be a<br />
physical representation for the oil / acid<br />
“container.” The required size <strong>of</strong> this container<br />
is 216 cubic inches. The detonation mechanism<br />
must be attached to the container. The radius<br />
effect is measured out from this container. The<br />
damage from fire traps can be negated by Cloak<br />
vs Fire. These cost 1 Production Level per 3<br />
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points <strong>of</strong> damage with a minimum damage <strong>of</strong> 12<br />
and a maximum damage <strong>of</strong> 60. This trap is<br />
destroyed when it detonates.<br />
Explosive Traps Explosive traps are very<br />
similar to Fire/Acid Traps except that the<br />
container represents the explosive. These traps<br />
have a 5’ radius. All destructible items in the<br />
area <strong>of</strong> effect are destroyed. Armor will provide<br />
its numerical protection against the damage<br />
caused by the blast and then be destroyed. Sealed<br />
containers will not protect items from<br />
explosions. All in-game items except unshatterable<br />
items will be destroyed by an<br />
explosive trap. Items within an indestructible<br />
sealed container will not be affected if they are in<br />
the radius <strong>of</strong> an explosive trap, unless the trap is<br />
inside that container or the container is open.<br />
Defenses such as Cloak or Bane versus shatter or<br />
Destroy have no effect against an explosive trap.<br />
To make these traps costs 1 Production Level per<br />
2 points <strong>of</strong> damage with a minimum damage <strong>of</strong><br />
30, and a maximum damage <strong>of</strong> 60. This trap is<br />
destroyed when it detonates.<br />
Globe Traps The Production Level cost for<br />
creating a globe trap is equal to the highest<br />
Production Level gas the trap is designed to<br />
hold. The trap builder must also include a dose<br />
<strong>of</strong> the globe in the trap itself. A gas trap is rated<br />
at the Production Level used to make it. To make<br />
a globe trap with a paralyze gas within will cost<br />
9 Production Levels for the trap (and 9<br />
production Levels for the gas, which must be<br />
supplied separately). Remember that the trap<br />
must contain both a trap card and the globe tag.<br />
The globe which is contained in a trap cannot be<br />
removed, reused, or “salvaged,” under any<br />
circumstances. Multiple Cause Damage gases<br />
can be placed into a single globe trap up to the<br />
limit <strong>of</strong> the level <strong>of</strong> the trap but no other globes<br />
can be “stacked” to increase their damage<br />
potential or mix their effects. These traps have a<br />
5’ radius. Anyone inside this area when the trap<br />
goes <strong>of</strong>f will be affected as if they had been<br />
struck by a globe <strong>of</strong> the same name. The effects<br />
<strong>of</strong> any trap will be blocked by a poison shield or<br />
the skill resist poison. If two or more traps have<br />
the same trigger, then they are all set <strong>of</strong>f together<br />
and one poison shield or resist poison will block<br />
them all. Globe traps, like Fire/Acid traps and<br />
Explosive traps, must have a “container.” This<br />
container is always 216 cubic inches, regardless<br />
<strong>of</strong> the trap’s effects. Globe trap mechanisms that<br />
go <strong>of</strong>f are reusable though the globe inside will<br />
have to be replaced..<br />
Alarms and Noise Makers These are traps that<br />
do no damage but set <strong>of</strong>f loud alarms and other<br />
noises. They cost 1 Production Level each to<br />
make. Alarms and Noise Makers do not have a<br />
minimum container size. They are as large, or as<br />
small, as they must be to make a noise. When<br />
this type <strong>of</strong> trap is tripped, it must make its own<br />
noise. Although it takes a person with Disarm<br />
traps to disarm an Alarm or Noise Maker trap,<br />
once it has been set <strong>of</strong>f anyone can attempt to<br />
muffle the trap’s sound by throwing blankets<br />
over the trap, or by using some other method.<br />
Trap Mechanics<br />
Setting Traps Setting a trap takes the real setting<br />
time <strong>of</strong> the trigger followed by 60 seconds <strong>of</strong><br />
counting while both hands remain on the trapped<br />
item. Both weapon traps and massive mechanical<br />
traps must be mounted on large or heavy objects to<br />
be properly set.<br />
Backfire If either hand is removed from the trap,<br />
or the person setting the trap is struck by a physical<br />
blow or packet attack, then the trap backfires on<br />
the setter. The backfire will hit only the person<br />
setting the trap; there is no radius effect.<br />
Setting <strong>of</strong>f a Trap Traps can be set <strong>of</strong>f in 3 ways:<br />
by being moved, being destroyed, or their trigger<br />
being sprung. The trap must be armed to be set <strong>of</strong>f.<br />
Being Moved After a trap has been set, it cannot<br />
be moved more than five feet without<br />
automatically setting it <strong>of</strong>f, even if the person<br />
moving it has a Disarm traps skill. In the case <strong>of</strong><br />
weapon traps, they will automatically hit the<br />
person carrying the chest.<br />
Destroyed An armed trap will be set <strong>of</strong>f (then<br />
destroyed) if affected by a Shatter or Destroy<br />
effect. This includes traps and other game effects<br />
that duplicate shatter and Destroy. Traps that are<br />
not armed will not be set <strong>of</strong>f in this manner<br />
(although they will still be destroyed).<br />
Trap Triggers All traps must have a real, physical<br />
trigger. Setting <strong>of</strong>f the trap must produce a noise or<br />
light that is detectable by an impartial observer. It<br />
must always be possible to see how to disarm a<br />
trap, although it may require light and a small<br />
mirror. To be used, a trap must be approved by a<br />
Marshal on the Trap Card. A simple trap trigger<br />
can be made out <strong>of</strong> a clothespin (the kind with a<br />
spring in it), two tacks, some string or thread, two<br />
pieces <strong>of</strong> wire and a small piece <strong>of</strong> cardboard.<br />
Attach the wire to the tacks just below the heads <strong>of</strong><br />
the tacks. Now pull the clothespin apart and place<br />
the parts outside-down on a table. Push a tack<br />
through each half <strong>of</strong> the clothespin so that the two<br />
tack heads will contact each other when the<br />
clothespin closes. Reassemble the clothespin.<br />
Punch a small hole in the piece <strong>of</strong> cardboard and<br />
tie one end <strong>of</strong> the piece <strong>of</strong> thread to the cardboard.<br />
The cardboard can now be placed between the jaws<br />
93
<strong>of</strong> the clothespin to keep the tacks from conducting<br />
electricity. The other end <strong>of</strong> the string can be tied<br />
across a doorway or path so that when someone<br />
hits it with their leg it will pull out the cardboard<br />
and make a connection. This trigger can then be<br />
used to set <strong>of</strong>f a buzzer or other device to indicate<br />
the trap has gone <strong>of</strong>f. You can also deliberately set<br />
<strong>of</strong>f a trap like a claymore mine if you use a pull<br />
cord.<br />
Dealing Damage Traps that have an area effect<br />
have their effect area measured from the center <strong>of</strong><br />
the trap phys-rep. If there is a large, trapped box<br />
with a 10 foot tripwire attached and a player sets<br />
the trap <strong>of</strong>f at the end <strong>of</strong> that tripwire they are not<br />
affected by the trap since the phys-rep (the center<br />
<strong>of</strong> the trap radius) would be 10 feet away. It is not<br />
measured from the tripwire/snapper/etc, but from<br />
the rep for the trap itself. This will allow you to<br />
have a 50ft pull cord on a trap box in the field and<br />
use it like a claymore mine since the effect goes <strong>of</strong>f<br />
from the box/rep/ trigger and not from the cord.<br />
Disarming Traps Traps may be disarmed by any<br />
method that does not permanently destroy the trap.<br />
For example, popping a battery clip <strong>of</strong>f would<br />
represent disarming a spring. Permanent damage is<br />
defined as any damage that cannot be fixed by the<br />
marshal within ten minutes with no tools. If the<br />
trap was successfully disarmed, the gas trap may <strong>of</strong><br />
course be reset, but in no case can the gas be taken<br />
from the trap.<br />
Containers Fire / Acid, Explosive and Gas traps<br />
must have a container representing their explosive<br />
or liquid contents. This container must be at least<br />
216 cubic inches in size.<br />
Picking Locks Anyone wishing to put a lock on a<br />
box, chest, or door must use one <strong>of</strong> the NERO<br />
approved locks (for sale by various characters).<br />
These locks are simple and can be fairly easily<br />
picked using thieves’ tools. Generally speaking, if<br />
you wish to place a lock on your door and you can<br />
pick the lock yourself in the presence <strong>of</strong> a Marshal,<br />
then you will be allowed to use that lock.<br />
Combination locks are not allowed to be used by<br />
players (although they may be found in modules).<br />
Marshals<br />
Marshals are the referees and guides <strong>of</strong> NERO.<br />
They will be with you in modules and available for<br />
you at other times. If you have a question about<br />
rules or if you need someone to witness an action<br />
in order to make it <strong>of</strong>ficial, you must see the<br />
appropriate marshal. If there is a dispute over a<br />
rules interpretation by one or more players, then a<br />
Marshal should be consulted. If you are on a<br />
module, then your Module Marshal will be the<br />
arbiter. If you are on a full NERO event, then you<br />
will need to find a Full Marshal or one <strong>of</strong> the<br />
marshals on duty for the event. If you wish to<br />
appeal a Marshal’s ruling, you can speak to an<br />
Adjudicator. When dealing with a NERO Marshal<br />
or other representative, you can help yourself and<br />
your case considerably by staying calm. Present<br />
your case and once the ruling is made, play along<br />
with it. Your marshal may be aware <strong>of</strong> something<br />
you have missed, or may be making a decision<br />
based on what was intended by the rule. If you feel<br />
the marshal’s judgment was incorrect, you can<br />
bring the ruling to adjudication later. Don’t dwell<br />
on it in the meantime or it will spoil your<br />
enjoyment <strong>of</strong> the rest <strong>of</strong> the game. You should also<br />
try not to nitpick details <strong>of</strong> a situation. You should<br />
understand and follow the intent <strong>of</strong> the rules. Play<br />
fair and be considerate <strong>of</strong> everyone’s enjoyment <strong>of</strong><br />
the game. You will be taken more seriously and be<br />
respected by those who have to deal with you.<br />
Arguing the specific wording <strong>of</strong> a rule or taking<br />
advantage <strong>of</strong> a misprint can look like manipulation<br />
<strong>of</strong> the rules for your benefit and will not win you<br />
any friends in the long run.<br />
Marshals are appointed positions only. Generally,<br />
marshals remain in game play as their characters<br />
but are able to step in and make judgments if<br />
needed. Anyone impersonating a marshal will be<br />
subject to immediate disciplinary action, as are<br />
marshals who attempt to marshal themselves or<br />
their friends in game play.<br />
Marshals are never allowed to marshal themselves<br />
through an encounter, and a marshal should never<br />
marshal his or her adventuring group if at all<br />
possible. If a marshal appears biased, it ruins the<br />
credibility <strong>of</strong> the marshal to give fair judgments in<br />
future decisions.<br />
Cheating and Metagaming<br />
Cheating and Metagaming Policy<br />
-Players who are caught cheating or metagaming<br />
raise the risk <strong>of</strong> being suspended or kicked out <strong>of</strong><br />
NERO. Remember, you do not have a right to<br />
play our game.<br />
-If you know <strong>of</strong> someone cheating, you should<br />
immediately report this to a marshal.<br />
-Metagaming is harder to call. It is difficult to<br />
keep from bragging about your adventures to<br />
people out-<strong>of</strong>-game. And sometimes people do<br />
not remember if they got information in-game or<br />
out-<strong>of</strong>-game. If you do not want people to act <strong>of</strong><br />
information they have discovered out-<strong>of</strong>-game,<br />
the best solution is to never tell any secrets!<br />
-Peer pressure counts for a lot here. Don’t let<br />
your teammates cheat or metagame. Sooner or<br />
later, he or she will get caught and everyone will<br />
assume that you are guilty as well.<br />
94
-This leads to a tender subject: Gossip about<br />
cheaters and metagamers. It is common for<br />
players to gripe about other players and call them<br />
cheaters or metagamers but the fact is that<br />
NERO is very proud <strong>of</strong> the fact that we have so<br />
few. Gossip can ruin our game. We all need to<br />
watch what we say about other players. Hearsay<br />
and innuendo have no place in NERO. If you<br />
think that someone is cheating or metagaming,<br />
don’t whine and complain to your friends about<br />
it- report it to a marshal! And if a marshal comes<br />
to you and asks about a possible cheating<br />
situation, please cooperate and don’t take it<br />
personally.<br />
-If someone makes an accusation against<br />
someone else ask, “How do you know that?” If<br />
they have firsthand knowledge, ask ”Why<br />
haven’t you reported that to a Marshal?” If they<br />
don’t have firsthand knowledge, refuse to listen<br />
to them.<br />
-Only by working together and trusting each<br />
other enough to give the benefit <strong>of</strong> the doubt can<br />
we keep this game running fairly for everyone.<br />
Your cooperation is crucial to make sure we<br />
have a fair, fun game.<br />
Build Cheating<br />
Any player that knowingly reports a false amount <strong>of</strong><br />
build or levels, or abuses the award system will be<br />
suspended from all NERO ® Chapters for a<br />
minimum <strong>of</strong> six months. In addition, their character<br />
will be reduced to one half <strong>of</strong> its actual build level.<br />
NERO Sportsmanship Policy<br />
All NERO Participants<br />
-Follow the spirit <strong>of</strong> the rules, as well as the letter <strong>of</strong><br />
the rules.<br />
-Play fairly and honestly.<br />
-Be considerate <strong>of</strong> all other NERO participants.<br />
-Remember, everyone has the right to enjoy NERO<br />
as much as you do.<br />
-Contribute to the fun <strong>of</strong> all NERO participants.<br />
-Don’t play in a style that detracts from the fun <strong>of</strong><br />
the event, or anyone’s chance to have fun at an<br />
event.<br />
Staff, Marshals, etc...<br />
-Abide by the expectations that apply to all NERO<br />
participants.<br />
-It is your job to run the event. Remember, you are<br />
not playing against the players. Everyone’s<br />
enjoyment <strong>of</strong> the event is your top priority.<br />
-All participants must be treated equally and<br />
equitably, by you and by other participants.<br />
Favoritism will not be tolerated.<br />
-Run events in a pr<strong>of</strong>essional manner. Remember<br />
that you represent NERO to anyone present at an<br />
event, whether participating or observing.<br />
-Administration (National, Local, etc...)<br />
-Abide by the expectations that apply to all NERO<br />
participants, Staff, Marshals, etc....<br />
-Respond and communicate in a timely, respectful,<br />
and articulate manner.<br />
-Uphold the authority <strong>of</strong> your staff, and do not<br />
overrule them without careful investigation.<br />
Code <strong>of</strong> Conduct<br />
NERO expects its members to act responsibly as<br />
adults, to respect other players, and abide by the<br />
NERO rules and policies.<br />
NERO will not tolerate dangerous non-game physical<br />
violence, damage or theft <strong>of</strong> non-game items or<br />
property, vandalism, display <strong>of</strong> pornographic<br />
materials, open and gross lewdness, or any actions by<br />
an individual or group which demonstrates a wanton<br />
lack <strong>of</strong> respect for the safety or security <strong>of</strong> the people,<br />
property or environment at any NERO site.<br />
NERO does not condone any form <strong>of</strong> out-<strong>of</strong>-game<br />
bigotry or discrimination against any group or<br />
individuals because <strong>of</strong> their out <strong>of</strong> game afflictions,<br />
including race, gender, age, religion, ethnic<br />
background, ideology, sexual orientation, physical<br />
appearance, handicap or disability. Or any other part<br />
<strong>of</strong> a player’s background.<br />
All players in the NERO game are responsible for<br />
knowing the rules contained in the rule book and<br />
following them in the course <strong>of</strong> play. NERO reserves<br />
the right to remove you from play or otherwise limit<br />
you participation in NERO if it is found that you<br />
have disobeyed the NERO rules. NERO will make<br />
every reasonable effort to inform you <strong>of</strong> all rules<br />
changes, interpretations and corrections.<br />
Remember that in all case it is the spirit <strong>of</strong> the rule<br />
and not the literal meaning <strong>of</strong> the rule that should<br />
guide you. If you find a loophole in a rule that<br />
obviously goes against the rules intention, then you<br />
should bring this your local rules committee.<br />
Knowingly trying to take advantage <strong>of</strong> this<br />
unintended loophole is cheesy at best and could be<br />
considered cheating at worse if your interpretation is<br />
gravely contrasted.<br />
If there is a dispute over a rules interpretation<br />
between players, a Marshal should be called to act as<br />
an arbitrator. When dealing with a marshal or other<br />
NERO representative, you can help by presenting<br />
your case calmly and by answering all <strong>of</strong> the<br />
marshals’ questions as directly as possible. Once a<br />
decision is made, play along with it and don’t<br />
question the marshal’s ruling- the Marshal may have<br />
been aware <strong>of</strong> facts unavailable to you or may be<br />
making a decision based on what was intended by the<br />
rule.<br />
If you feel a Marshal’s ruling was incorrect or unfair,<br />
you may bring this to the attention <strong>of</strong> an Adjudicator.<br />
Do not nitpick on the details <strong>of</strong> the situation -<br />
understand and follow the intent <strong>of</strong> the rules. If you<br />
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play fair and be considerate <strong>of</strong> everyone else’s<br />
enjoyment <strong>of</strong> the game, your comments will be taken<br />
more seriously and will be better respected.<br />
NERO will remove any member who NERO suspects<br />
is intoxicated or high.<br />
Content<br />
References to explicit sexual behavior or concepts,<br />
particularly violent ones, are not allowed.<br />
Safety<br />
Alcohol<br />
Alcohol is prohibited from NERO events no matter<br />
what your age. In all cases, all laws regarding<br />
Alcohol must be adhered to. Our adventures are not<br />
an excuse for getting drunk out in the woods with<br />
your friends. Anyone caught with any controlled<br />
substance will be subject to severe disciplinary<br />
action. Take this point very seriously and report<br />
anyone you see with alcohol or drugs.<br />
Medic<br />
If your character or another character is injured In-<br />
Game, you can shout for a “Healer”. However, if you<br />
or someone else is injured in real life, shout for a<br />
Medic and call a Hold. Do not call for a Medic unless<br />
it is a Out <strong>of</strong> Game emergency. If you hear the call<br />
for a Medic, drop to one knee and remain still and<br />
silent. Only the persons who have been identified as a<br />
Medic by Chapter Staff should respond to the call <strong>of</strong><br />
Medic.<br />
Real Weapons<br />
If you bring a real weapon into a NERO game, you<br />
will be told to put it away. Real weapons can never<br />
be carried on your person. (Swiss army knives, small<br />
thieves’ tool knives and other such devices are<br />
acceptable.) Daggers may be carried for eating/utility<br />
purposes, but they must be “peace bonded” (tied in a<br />
sheath) when not at the table.<br />
Page Status<br />
A Page is a person who, for one reason or another,<br />
cannot enter combat. Children are allowed to play<br />
NERO under Page status, and adults with a medical<br />
condition can also choose to play NERO as a Page. If<br />
you are planning on bringing your children to an<br />
event, it is best to contact the game staff first for<br />
details. In most chapters, any child under 14 years old<br />
must be a Page. A Page can be a member <strong>of</strong> any race<br />
and any class, but cannot use combat skills or throw<br />
packet delivered attacks.<br />
A Page should never be struck with a weapon or<br />
claw. In order to attack a page, you can point your<br />
weapon or packet at the Page and state “I kill you,<br />
page!”, or “I down you” (bleeding out) or any<br />
number <strong>of</strong> other actions. If there is someone within 5<br />
feet <strong>of</strong> the Page, they can choose to defend the page<br />
and block your attack. To do so, they must state “I<br />
defend you” and role-play accordingly. A person<br />
cannot defend a page if they do not have a weapon,<br />
shield, or other ability to do so. All pages must wear<br />
an Orange headband to signify they are under Page<br />
status.<br />
Smoking<br />
Smoking is only permitted in designated smoking<br />
areas. Generally, you are discouraged from smoking<br />
in public areas because <strong>of</strong> consideration for the other<br />
players, for fire safety regulations, and because it<br />
takes away from the medieval feel <strong>of</strong> the games.<br />
Torches and Flames The rules on torches and<br />
flames vary based on the campsite’s rules. Generally<br />
speaking, torches are not allowed. No open flames<br />
are allowed in cabins, including candles. At any<br />
event, flames are never to be left unattended.<br />
In order to use a flashlight for in game purposes, you<br />
must have someone cast an Illumination spell. The<br />
flashlight must be diffused by either taping a cloth<br />
over the end or using a red filter and must be pointed<br />
towards the ground or up in the air. A flashlight can<br />
never be pointed near a person’s face. If at all<br />
possible, please avoid using flashlights as they<br />
distract from the medieval feel <strong>of</strong> the game.<br />
A Liquid Light elixir can also be used but preferably<br />
the phys-reps for these should be chemical “light<br />
sticks.” The small battery operated glass “candles”<br />
and other small battery operated lighting devices<br />
cannot be used while adventuring. These things tend<br />
to break very easily and can be dangerous. If you<br />
want to use your flashlight to represent a candle or a<br />
small torch, you must have in your possession<br />
somewhere a real candle or torch that the flashlight<br />
represents.<br />
Atmosphere<br />
Role-playing requires you to create a new persona.<br />
You should try to think, feel, move and act like your<br />
character. (Keep in mind as you read this that you are<br />
the player; the persona you adopt is the character.)<br />
It is up to you to decide what your character will say<br />
and how your character will act. Imagine yourself<br />
actually being the character you have created, and act<br />
as your character would. NERO is a fantasy roleplaying<br />
game, based in a pseudo-medieval era.<br />
Your character is living in a world with swords,<br />
sorcery, monsters, and magic; act accordingly.<br />
You may design a character that is like yourself or<br />
you can be someone totally unlike yourself, and<br />
develop a new perspective on the world. You can<br />
create a character that does things you would like to<br />
do, but can never work up the nerve to try. You can<br />
be a fierce warrior, a sneaky thief, or a crafty mage.<br />
Many people are more comfortable creating a<br />
character that is more like themselves. Others prefer<br />
to play a persona completely opposite. You can do<br />
whatever you want (within the rules, <strong>of</strong> course).<br />
Please remember to be considerate <strong>of</strong> the other<br />
players. Abusing other characters could be going too<br />
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far, even if it makes sense for your character concept.<br />
Remember that even if an action is “in character”<br />
you, as the player, bear full responsibility for the<br />
effects it has on the other players. After all, you<br />
created your character in the first place. Be sure to<br />
read “Code <strong>of</strong> Conduct” on page 95 for more<br />
guidelines.<br />
This concept also applies to such things as character<br />
insanity (temporary or otherwise) as an excuse for<br />
crimes. If you feel your character would snap for<br />
some reason, feel free to do so; however, you must be<br />
willing to have your character face the consequences<br />
or be able to fast-talk your way out <strong>of</strong> the situation.<br />
The atmosphere <strong>of</strong> our game depends on the players<br />
staying in character. This means talking and thinking<br />
only as your character would. Avoid discussions <strong>of</strong><br />
modern day events and topics. If your character<br />
cannot read, then do not read anything. If your<br />
character has never seen the local nobility, then you<br />
shouldn’t recognize them. Do what your character<br />
would do. With everyone doing their best to support<br />
the atmosphere, you will be surprised at how easy it<br />
becomes to stay in your character persona with just a<br />
bit <strong>of</strong> initial effort.<br />
Darkvision & Low-Light vision<br />
There is no such thing as Darkvision or Low-Light<br />
vision in the NERO world. No races get any special<br />
visual ability.<br />
Whatever you the player can see is what your<br />
character can see<br />
Languages<br />
If you wish to be able to speak another language in<br />
character , then you must actually learn it! When you<br />
wish to talk in the other language, then you must talk<br />
in the other language! This is to prevent someone<br />
from overhearing you talk in English pretending that<br />
it is another language only to have you say “You<br />
didn’t understand that; it’s in another language.”<br />
You do not have to spend any Build Points to learn<br />
another language—you just have to find someone<br />
who knows the language and then learn it. Keep in<br />
mind that in the NERO world, all PC races speak a<br />
common language (represented with English) and<br />
any other languages associated with those races are<br />
dead languages similar to Latin in the modern world.<br />
This concept also applies to such things as character<br />
insanity (temporary or otherwise) as an excuse for<br />
crimes. If you feel your character would snap for<br />
some reason, feel free to do so, but you must be<br />
willing to have your character face the consequences<br />
or be able to fast-talk your way out <strong>of</strong> the situation.<br />
The atmosphere <strong>of</strong> our game depends on the players<br />
staying in character. This means talking and thinking<br />
only as your character would. Avoid discussions <strong>of</strong><br />
modern day events and topics. If your character<br />
cannot read, then do not read anything. If your<br />
character has never seen the local nobility, then you<br />
shouldn’t recognize them. Do what your character<br />
would do. With everyone doing their best to support<br />
the atmosphere, you will be surprised at how easy it<br />
becomes to stay in your character persona with just a<br />
bit <strong>of</strong> initial effort.<br />
Costumes<br />
A costume is an easy way to help you establish the<br />
personality <strong>of</strong> your character and to stay “in<br />
character.” Once you look the part, it doesn’t take<br />
much to become the part. You can create a simple<br />
costume for very little money, and can slowly add to<br />
it until you have a costume <strong>of</strong> which you can be<br />
proud.<br />
Your costume need not be elaborate. A simple tabard<br />
or tunic with a pair <strong>of</strong> pants (even sweatpants) or a<br />
long skirt will be enough to help you play the role. A<br />
long shirt belted around the waist works fine. The<br />
selection <strong>of</strong> costume pieces also helps you to define<br />
your character’s likes and dislikes.<br />
Your costume should be practical as well as adding to<br />
the atmosphere. Make sure you can wear it for long<br />
periods in the outdoors. If you plan on doing a lot <strong>of</strong><br />
fighting and running around in the woods, you<br />
probably shouldn’t wear a silk shirt.<br />
Washable fabrics are best as your costume will see<br />
some heavy use. Try to avoid any obvious<br />
anachronisms such as zippers, Velcro, jeans, baseball<br />
caps, printed t-shirts, watches, and sneakers.<br />
Eyeglasses are all right (and have in fact been around<br />
since the 13th century).<br />
Minimum Costuming Requirements: You must<br />
make at least an attempt at a costume. If other players<br />
see you walking around dressed in jeans and a t-shirt,<br />
wearing a baseball cap and carrying a sword, they<br />
will probably assume you are not in-game and will<br />
ignore you. Marshals will warn you and tell you that<br />
you are not in-game. Quite <strong>of</strong>ten, there are merchants<br />
at NERO events who will sell pre-made costumes or<br />
custom-make costumes for you.<br />
Please do not use crosses, pentacles, and other similar<br />
religious symbols. NERO tries not to insult anyone’s<br />
religious beliefs and we do not wish to do so<br />
accidentally. Personal religious symbols are<br />
acceptable, but should not be displayed.<br />
Disguises<br />
You are not allowed to disguise your character using<br />
any sort <strong>of</strong> makeup to change your appearance, since<br />
makeup is the only way that NERO players can<br />
represent another race or physical characteristics that<br />
the players themselves do not have. If you wish to<br />
have your character travel incognito, you must use<br />
costume and mannerisms.<br />
Even with these changes, if you are asked out-<strong>of</strong>game<br />
if you look like your character, you must<br />
answer yes so that other players will not think that<br />
you are playing an NPC.<br />
Taking Damage<br />
When your character is involved in combat, you<br />
should role-play the damage you take! React to the<br />
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axe cut in your thigh. Say “ouch!” when you take a<br />
hit. If someone does enough damage to kill you, then<br />
fall down and die. This adds greatly to the enjoyment<br />
<strong>of</strong> the game for all. Just standing there saying “Well,<br />
I guess I’m dead” is unimaginative and detracts from<br />
the feel everyone is trying to generate <strong>of</strong> life in<br />
another place. Don’t overact the scene, just grunt and<br />
fall. Go ahead and stagger a little to avoid landing on<br />
a boulder.<br />
Magical Effects<br />
In fantasy games, magic exists, and can have<br />
devastating effects. You should treat the magic in<br />
NERO the same way your character should act<br />
accordingly. If you get hit with a Lightning Bolt<br />
spell, then act as if you have been hit with a bolt <strong>of</strong><br />
lightning! This adds to the atmosphere <strong>of</strong> the game.<br />
Playing Fair<br />
The NERO® Game System© relies on honesty, and<br />
as such, a dishonest player will find it a simple matter<br />
to cheat. NERO has set out to design a game that can<br />
work without constant supervision. This can be a<br />
great asset in terms <strong>of</strong> ease <strong>of</strong> play and flexibility, but<br />
it has a trade-<strong>of</strong>f in potential abuse. If you cheat,<br />
other players will find out eventually, and then no<br />
one will want to interact with you. If you do not<br />
count hits against you, then soon those you face will<br />
stop counting your hits against them.<br />
When word <strong>of</strong> a cheater’s actions gets back to<br />
NERO—and it will—then we will remove the<br />
<strong>of</strong>fending player from the game, pending<br />
investigation.<br />
If someone seems to have extraordinary powers, or<br />
you suspect they are confused about their skills or are<br />
cheating then you should calmly approach a marshal<br />
with your concerns at a later time.<br />
Marshals<br />
Marshals in our game are identified at the start <strong>of</strong><br />
each event during Opening Ceremonies. They may<br />
also carry identification cards. If you have a rules<br />
question, need an <strong>of</strong>ficial to witness an action, or<br />
have any other problem, you may ask one <strong>of</strong> the<br />
Marshals.<br />
Anachronisms<br />
Some anachronisms cannot be avoided. However,<br />
NERO makes every attempt to avoid modern<br />
trappings whenever possible. Please— no Snoopy<br />
shields, smiley face banners or other silliness (and<br />
keep the Monty Python bits to a minimum). Do not<br />
use cell phones, and keep your soda cans and candy<br />
wrappers in your cabin!<br />
Gadgets<br />
You are not allowed to use modern electronic<br />
gadgetry such as infrared seeing devices, electronic<br />
listening devices, or any other technological<br />
anachronistic mechanism. In effect, by using these<br />
things, it’s as if you have a powerful magical item<br />
and it would hardly be fair to the rest <strong>of</strong> the players.<br />
Justifying Anachronisms<br />
In order for the NERO world <strong>of</strong> <strong>Fenorra</strong> to function<br />
more smoothly, we have allowed certain<br />
anachronisms to exist in our medieval society.<br />
Eyeglasses<br />
Although eyeglasses did exist in medieval times, they<br />
were not available to most people and were bulky and<br />
easily broken. On <strong>Fenorra</strong>, many people wear<br />
glasses. For safety reasons you are never allowed to<br />
remove a player’s glasses in order to handicap that<br />
person.<br />
Matches<br />
Matches exist in the world <strong>of</strong> NERO so that you do<br />
not have to bring flint and tinder with you<br />
everywhere. (If you wish to bring flint and tinder<br />
with you to add to the atmosphere <strong>of</strong> the game, then<br />
we will be very happy.) Try to avoid using lighters,<br />
but if nothing else is available, they can be used to<br />
represent flint and steel.<br />
Bathrooms<br />
The showers and toilets are out <strong>of</strong> game for safety<br />
and privacy purposes, but characters can make<br />
references to them as they actually exist—after all,<br />
the ancient Romans had indoor plumbing long before<br />
the middle ages began. In the world <strong>of</strong> NERO, only<br />
the very richest homes and inns have indoor<br />
plumbing. One nice thing about <strong>Fenorra</strong> as opposed<br />
to medieval Earth is that people on <strong>Fenorra</strong> bathe<br />
more <strong>of</strong>ten.<br />
Clocks and Watches<br />
Clocks exist in our game but they are very expensive!<br />
Perhaps there is one clock per town, probably placed<br />
in a high tower. Clocks operate through a series <strong>of</strong><br />
levers and springs—no electricity <strong>of</strong> course.<br />
Timepieces include all clocks, watches and small<br />
winding pocket watches as well.<br />
Timepieces, if brought by a player, can be used when<br />
on a timed module.<br />
Time<br />
In the world <strong>of</strong> NERO, time passes in-game at the<br />
same rate as it does out-<strong>of</strong>-game. If a month has<br />
passed between NERO events, then a month has<br />
passed in the world <strong>of</strong> <strong>Fenorra</strong>.<br />
Discrimination<br />
What NERO is attempting to do is create the days <strong>of</strong><br />
legend as we would have liked them to be, not as<br />
they really were. That means our culture is<br />
considerably more egalitarian than a real medieval<br />
society. No discrimination is allowed against players<br />
in a NERO game. You cannot be denied a position as<br />
a noble, a member <strong>of</strong> the army or any other NEROsponsored<br />
group on the basis <strong>of</strong> race, religion,<br />
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gender, age, sexual orientation, or country <strong>of</strong> origin.<br />
However, this does not mean that the world <strong>of</strong> NERO<br />
is an egalitarian paradise. There are countries and<br />
people who do discriminate in-game.<br />
Although you the player are not allowed to<br />
discriminate, your character can discriminate on the<br />
in-game basis <strong>of</strong> matters <strong>of</strong> players’ choice.<br />
For example, Kildor the fighter hates all dwarves. He<br />
thinks they are the lowest form <strong>of</strong> life (no pun<br />
intended) and he kills them whenever he gets the<br />
chance. Players who have dwarven characters that are<br />
killed by him cannot claim that they are being<br />
discriminated against because they chose to play<br />
dwarf characters.<br />
It is very important that all players try to distinguish<br />
between in-game prejudices and out-<strong>of</strong>-game<br />
prejudices. It is better to steer clear <strong>of</strong> the issue<br />
altogether if possible.<br />
Science<br />
How advanced is science in NERO? Well, scholars<br />
are aware that the planet <strong>Fenorra</strong> is not the center <strong>of</strong><br />
the solar system and that the world is not flat. They<br />
are also aware <strong>of</strong> the existence <strong>of</strong> real elements (as<br />
opposed to the ‘traditional’ magical elements <strong>of</strong><br />
Earth, Air, Water and Fire) and there is even a<br />
Periodic Table <strong>of</strong> the Elements which lists all twelve<br />
elements known. Lenses for glasses and telescopes<br />
are in existence but are generally <strong>of</strong> poor quality.<br />
There are compasses and navigational materials for<br />
traveling but PC’s aren’t allowed to bring and use<br />
them.<br />
Scientific evolution on <strong>Fenorra</strong> has been stunted by<br />
the prevalence <strong>of</strong> magic. Fenorrian science is right at<br />
the verge <strong>of</strong> the Renaissance, on the tail end <strong>of</strong> the<br />
Dark Ages, where. Astrology and magic are<br />
considered scientific facts.<br />
Consider NERO’s science to be right at the verge <strong>of</strong><br />
the renaissance, on the tail end <strong>of</strong> the Dark Ages.<br />
Magic<br />
Although magicians can perform all sorts <strong>of</strong> amazing<br />
feats, we have to limit them because <strong>of</strong> real world<br />
difficulties. For example, we do not have an<br />
invisibility spell because it is almost impossible to<br />
pretend you “don’t see” someone. We also have no<br />
flying spells, growing spells, polymorph spells or any<br />
other unusual spells that cannot be performed or<br />
easily imagined out-<strong>of</strong>-game.<br />
We once had a Scry spell (now available in very<br />
limited quantities as an Interplanar Conduit formal<br />
magic) which was removed for its unplayability we<br />
could not answer questions that the spell would have<br />
been able to answer (“Where did I put my hat?”<br />
“Where will the Baron be tomorrow at 2 p.m.?”<br />
“Who in town is thinking about killing me?”)<br />
A Truth spell was also removed for much the same<br />
reason—how can we force players (not characters) to<br />
tell the truth? And (metaphysically speaking) what is<br />
truth, anyway? No effect can force a PC to tell the<br />
truth.<br />
Healing<br />
Why need anyone ever suffer if there are healing<br />
spells? Well, the answer is that healing spells cannot<br />
do everything. If you are damaged (or dead) and you<br />
are then magically healed to your maximum (or<br />
resurrected), then you are returned to the state your<br />
body was in before the damage was taken. If you had<br />
a limp before you were healed, you still have a limp.<br />
If you were dying <strong>of</strong> old age, then you are still dying<br />
<strong>of</strong> old age. How do we explain limps, handicaps, and<br />
scars? One explanation is that it’s all psychological.<br />
If you were injured long ago and healed naturally,<br />
gaining a scar, then you are psychologically aware <strong>of</strong><br />
the scar and when resurrected, it will still be there<br />
because your mind accepts you that way.<br />
Another explanation is that the spells or resurrection<br />
heals you up to the state you were in last before you<br />
took any recent damage. In other words, if your body<br />
healed normally after a battle and you ended up with<br />
scars, any future healing would not correct that old<br />
injury. You can decide which <strong>of</strong> these two in-game<br />
explanations works for you.<br />
A Cure Disease spell will only cure magically caused<br />
diseases. It will not cure cancer, get rid <strong>of</strong> athlete’s<br />
feet, or hide your bald spot. This gives some players<br />
fun at role-playing frustrations <strong>of</strong> being sick: “You<br />
mean they can bring me back to life after dying but<br />
they can’t cure the common cold?!!”<br />
Religion<br />
Although religion played a very large part in<br />
medieval society, we do not allow it in-game because<br />
we do not wish to accidentally insult anyone’s<br />
beliefs. Please do not prominently display any<br />
religious symbols or use them in your costume design<br />
nor use any religious title in your character’s name.<br />
Always avoid references to gods or demons or<br />
religious rituals.<br />
Words and Language<br />
Although technically the characters in the world <strong>of</strong><br />
NERO are speaking some unusual fantasy language,<br />
we have thoughtfully translated these words into<br />
English for you.<br />
Although it would be fun to have fantasy names for<br />
the months, days <strong>of</strong> the week, planets and other<br />
common things, it would be very confusing to play<br />
the game that way—especially for players who only<br />
attend an event or two a year. Therefore, we stick<br />
with the traditional words used in modern English.<br />
We do not use the old English “thee” or “thou” or<br />
other Shakespearian era vocabulary. In game, we<br />
state that we once used terminology like that but<br />
language has evolved. You may note that certain old<br />
documents such as the Code <strong>of</strong> Chivalry may still be<br />
written in that style. There may also be some<br />
countries or cultures where it is still used.<br />
Foreign and racial in-game languages exist in NERO<br />
but you must actually learn them.<br />
99
Monsters and Other Non-Player Characters<br />
NPCs and Monsters are guided by a Monster Master<br />
who assigns them duties. The Monster Master, in<br />
turn, answers to the Plot Committee and their<br />
weekend director. If an NPC character dies or<br />
completes his or her assignment, the NPC player<br />
must return to the monster cabin (which is <strong>of</strong>f-limits<br />
to everyone except NPCs and marshals). They can<br />
then be sent out again as another NPC. Many NPCs<br />
are used in set encounters like guarding a tomb or<br />
capturing a character. Others simply wander around<br />
the woods looking for unsuspecting adventurers to<br />
fight. There are specific monster areas in the woods<br />
where certain types <strong>of</strong> monsters appear from time to<br />
time and wait for the adventurers to find them.<br />
All NPCs aren’t necessarily monsters nor are they<br />
placed out there just for PCs to fight. An NPC may<br />
have the sole purpose <strong>of</strong> providing information or<br />
entertainment or to add live richness to the game.<br />
NPCs may be bards and entertainers, beggars,<br />
merchants, hired thugs, or anything else needed to<br />
advance the proper town atmosphere. NPCs who are<br />
not monsters should be indistinguishable from any<br />
player.<br />
There may also be some full-time town NPCs such as<br />
the major Guild leaders and some <strong>of</strong> the highest<br />
nobility.<br />
They are NPCs because they also serve<br />
a logistics function or because they are<br />
controlled by the Plot Committee.<br />
These NPCs, like all NPCs, have a<br />
limited number <strong>of</strong> lives and in all<br />
aspects must follow all game rules.<br />
Players who wish to be NPCs get<br />
compensation for the work they do. In<br />
exchange, we expect our NPCs to do<br />
what they are told and follow the rules. NPCs are<br />
supervised closely by our Monster Marshals who<br />
answer directly to<br />
Class Armor<br />
Maximums<br />
Fighter 20<br />
Highwayman 20<br />
Rogue 15<br />
Magent 10<br />
Scholar 10<br />
Templar 15<br />
Fighting: How good <strong>of</strong> a fighter are you? Can<br />
you fight in different styles with different<br />
weapons? Are you a safe fighter?<br />
Spell Casting: Do you know all the verbals? Can<br />
you cast quickly and efficiently?<br />
Gaming Skills: Do you know the NERO rules?<br />
Do you play fairly and honestly? Do you<br />
understand the purpose <strong>of</strong> NPCs? For more on<br />
NPCs, see the chapter on “How to Be an NPC.”<br />
Physical Representations<br />
If you acquire any potions, scrolls, poisons, or<br />
alchemical substances during your adventures, then<br />
they should have appropriate Tags attached. If you<br />
create your own through the Production system, then<br />
you must supply a physical representation for the<br />
item, and the tag must be attached. This physical<br />
representation can be stolen, at which point the thief<br />
will take the tag and the item.<br />
A scroll or potion that does not have a tag attached<br />
cannot be used. If the tag is lost, stolen or destroyed,<br />
the item is not usable. The tag by itself is not the<br />
item. If someone hands you an out-<strong>of</strong>game<br />
tag and says “Here, drink this!”<br />
you should reply “Drink what?” since<br />
nothing is being shown to your<br />
character in-game. This rule exists<br />
because after all, these things take up<br />
room and add weight. You can’t carry<br />
around 100 potions as easily as you<br />
could 100 tags.<br />
If your character finds or is given a<br />
magic weapon, you are sometimes<br />
given a physical representation for it. You cannot<br />
alter the weapon in any way except to repair it when<br />
the Plot Committee.<br />
When judging<br />
whether to give an<br />
NPC an important<br />
role, the Monster<br />
Marshal will<br />
consider the<br />
Armor Physical Representation Values<br />
Body<br />
Chain<br />
Location Name Plate Mail<br />
Head Helm 3 2<br />
Chest Breastplate 9 6<br />
Back Backplate 9 6<br />
Leather<br />
1<br />
3<br />
3<br />
following criteria: Left Arm Left Brassart<br />
Right<br />
3 2 1<br />
Roleplaying: Right Arm Brassart 3 2 1<br />
How well can Left Forearm Left Bracer 3 2 1<br />
you act? Can<br />
you do accents<br />
and be someone<br />
different each<br />
time? Do you<br />
put an effort into<br />
makeup and<br />
costuming? Can<br />
you think on<br />
Right Forearm Right Bracer<br />
Left Thigh Left Cuissart<br />
Right<br />
Right Thigh Cuissart<br />
Left Leg Left Greaves<br />
Right<br />
Right Leg Greaves<br />
Total<br />
3<br />
3<br />
3<br />
3<br />
3<br />
45<br />
2<br />
2<br />
2<br />
2<br />
2<br />
30<br />
1<br />
1<br />
1<br />
1<br />
1<br />
15<br />
your feet and react as your character would?<br />
needed. If the physrep<br />
wears out, then<br />
another must be<br />
built that looks just<br />
like the original.<br />
Magic items cannot<br />
ever be modified<br />
and must always<br />
look the same. This<br />
has the advantage<br />
<strong>of</strong> making it easy to<br />
spot your stolen<br />
sword if you should<br />
ever see it again.<br />
Armor<br />
Wear Points<br />
Your character’s<br />
Wear Point total is<br />
the limit <strong>of</strong> armor<br />
100
points you can use or “wear” at one time. Your base<br />
Wear Point total depends on your class.<br />
Wear Bonuses<br />
You can add Wear Points to your base by purchasing<br />
the skill wear extra armor or by wearing good<br />
costuming.<br />
Wear Extra Armor: The skill wear extra armor adds<br />
5 wear points per purchase to your characters wear<br />
point total up to a maximum <strong>of</strong> 40 points.<br />
Costume Bonus: Any player will be awarded five<br />
wear points simply for being fully in costume with<br />
their entire visible costume fully fitting with the in<br />
game atmosphere. A marshal must be consulted to<br />
see if your costume warrants the bonus. You should<br />
do this at every chapter you go to as some chapters<br />
have different criteria to make this decision. When<br />
costume armor is damaged, you are not considered<br />
naked, it’s just your clothing is a bit shuffled and<br />
ripped up.<br />
The maximum Wear total a player can have is 40 (45<br />
with good costuming), no effect can augment this<br />
bonus higher by any means. Armor points granted by<br />
the spell “Shield” are considered Armor but do not<br />
count toward your Wear Point total.<br />
Physical Armor<br />
The Physical Armor Types are Leather, Chain Mail,<br />
and Plate.<br />
The table on this page shows the value <strong>of</strong> each<br />
Armor Type for each Body Location. Each location is<br />
worth one point for leather, two points for chain, and<br />
three points for plate except the chest and back which<br />
are worth three times as much since they cover a<br />
larger area.<br />
A suit <strong>of</strong> armor it may be rejected at any point on<br />
grounds <strong>of</strong> safety for such things including, but not<br />
limited to; protrusions, sharp edges, and unsafe<br />
materials.<br />
-Characters may select the armor type to use at each<br />
separate body location, making it easier for players<br />
to create their own personalized armor. Each<br />
location is considered covered in armor if at least<br />
three quarters <strong>of</strong> the entire area is covered.<br />
Locations with overlapping armor types count as the<br />
higher type.<br />
-A Suit <strong>of</strong> Armor is evaluated by adding the armor<br />
point value for each body location covered.<br />
-Armor does not have to be real to count for armor<br />
points, so long as it looks real.<br />
-The tag for armor allows a character to gain<br />
protection from a phys-rep rated up to the value on<br />
the tag. To claim the entire value <strong>of</strong> an armor tag the<br />
player must wear a phys-rep which has been<br />
evaluated by a marshal to be worth at least the value<br />
<strong>of</strong> the tag, you cannot wear 20 points <strong>of</strong> coverage,<br />
have a 30 point tag and claim 30 points <strong>of</strong> armor in<br />
game.<br />
Leather: Leather is any material, natural or<br />
synthetic, that looks like leather.<br />
Chain Mail: Chain Mail is made <strong>of</strong> material <strong>of</strong><br />
interlocking links whose holes are small enough not<br />
to easily catch a finger.<br />
Plate: Is armor made <strong>of</strong> rigid material that does not<br />
easily deform, or <strong>of</strong> material that accurately recreates<br />
the look <strong>of</strong> plate, either medieval or fantasy. Plate is<br />
made up or large pieces <strong>of</strong> metal or metal looking<br />
material.<br />
Refitting Physical Armor<br />
When a suit <strong>of</strong> armor takes damage it can be refitted<br />
to its full value. Refitting in this way can only be<br />
done by the armor’s wearer, and requires that the<br />
person spend an uninterrupted minute during which<br />
he can use no other game skills, cannot walk around,<br />
or be struck in any way. You may choose to interrupt<br />
yourself at any time. During the refitting the<br />
character will adjust (i.e. tighten straps, reposition<br />
plates) his armor so that it <strong>of</strong>fers the best protection<br />
possible. If the character is struck by any packet or<br />
weapon, the refit is interrupted for no effect and must<br />
be begun again.<br />
Weapons<br />
Weapon Combat<br />
Safety is always the primary concern in weapon<br />
construction. Unfortunately, even the safest weapon<br />
could cause injury if improperly used. Therefore, in<br />
addition to safe weapon construction guidelines,<br />
practice in the use <strong>of</strong> the weapon is needed to ensure<br />
that all players enjoy the game as much as possible.<br />
Below are additional restrictions on specific weapons<br />
Latex Weapons: may never be used for thrusting,<br />
stabbing or poking.<br />
Blunt Weapons: If a blunt weapon does not have a<br />
“head” on it, it will inflict one less point <strong>of</strong> damage<br />
than normal. Blunt weapons may not be used for<br />
thrusting, and are required to have a padded thrusting<br />
tip for safety reasons.<br />
Bows: You can use the bow in combat for blocking,<br />
but you may not attack with it. Once it blocks an<br />
attack, the bowstring is considered cut or unstrung by<br />
combat. The PC cannot fire arrows from it until he<br />
restrings the Bow (see below). For safety reasons, no<br />
taut bowstrings are allowed though a loose one may<br />
be used to sling the bow for carrying.<br />
Restringing involves at least 3 seconds <strong>of</strong> role-play.<br />
No physical representations for extra bow strings are<br />
needed.<br />
To Fire, the Bow must be held in front <strong>of</strong> the archer<br />
at arm’s length and must be aimed at the target when<br />
the packet is thrown. The archer must take the packet<br />
out <strong>of</strong> the quiver, touch the packet to the hand<br />
holding the bow, then throw. The packet must be<br />
101
thrown in the normal flight path <strong>of</strong> an arrow fired<br />
from the bow. It cannot be thrown overhead or<br />
around corners. It cannot be “flicked.” The damage<br />
call must be completed before throwing the packet.<br />
The hand throwing the arrow (yellow packet) is the<br />
hand that concerns Pr<strong>of</strong>iciencies. Master<br />
Pr<strong>of</strong>iciencies carry over to archery.<br />
All Vorpal Poisons, Enchanted Blade, Silver Aura<br />
and Elemental Blade spells work normally. Vorpal<br />
tags are to be taped to the bow, not the packet.<br />
Damage Aura or Magic Aura upon a bow confers the<br />
ability for the archer to throw packets for the weapon<br />
type “magic.” All weapons that fall under the skill<br />
Archery will have the weapon type <strong>of</strong> each missile<br />
altered if the weapon itself is targeted by a magical<br />
aura <strong>of</strong> any type. This includes a Damage Aura,<br />
Elemental Aura, and/or Magic Aura, and means that<br />
each individual missile does not need to be targeted<br />
by the formal magic spell in order to create the<br />
desired effect.<br />
Bows that are un-shatterable still need to be restrung<br />
after blocking.<br />
Real bows and arrows are not permitted.<br />
Spears<br />
One handed spears can only be used to perform<br />
thrusting attacks and can never be thrown. A<br />
character hit by any part <strong>of</strong> a spear other than the 8<br />
inch head takes no damage.<br />
Two handed weapons: Two handed weapons must<br />
be used with both hands at all times. If you lose the<br />
use <strong>of</strong> one arm (as from a Wither Limb effect), then<br />
you cannot wield the weapon at all. If the weapon is<br />
approved using a stronger inner material than PVC<br />
piping then the weapon should have double padding<br />
by having a layer <strong>of</strong> pipe insulation covered by open<br />
cell foam.<br />
Weapon Safety Checks<br />
Before every NERO event, all weapons must be<br />
approved at check-in by the weapons marshal. Since<br />
the requirements for the construction <strong>of</strong> weapons are<br />
fairly strict, it is not unusual for a weapon to be<br />
disqualified at check-in. Even a weapon which<br />
qualified at a previous event may be disqualified<br />
(Weapons do wear out). NERO reserves the right to<br />
fail any weapon that is deemed unsafe or hazardous.<br />
Any experimental weapon using unusual materials<br />
can fail safety check at any time. Bring a couple <strong>of</strong><br />
standard weapons with you as a backup in case yours<br />
fails inspection. Often the deficiency can be corrected<br />
with the addition <strong>of</strong> a little open cell foam or tape, so<br />
it is good to bring these extra supplies with you in<br />
case your weapon is not allowed so you can fix it.<br />
If you are having trouble with weapon construction,<br />
then bring what you have so far to a NERO event,<br />
and you can show it to the marshals who will give<br />
you a hand when they can. The old saying “practice<br />
makes perfect” is especially true with both weapon<br />
making and use.<br />
Weapon Tags<br />
Every weapon must have two tags. The first is the<br />
Weapon Safety Tag. This tag proves that your<br />
weapon has gone through safety check and is<br />
approved to be used for that event this tag will be<br />
affixed to the weapon.<br />
The second tag is the Weapon Tag. This is the tag<br />
that shows that the weapon is in-game. When you<br />
purchase a weapon from a weaponsmith or from<br />
logistics, you will be buying this tag to keep on you.<br />
A player may only carry as many tags as he/she has<br />
physical representations.<br />
Some weapons can be strengthened to withstand two<br />
or more Destroy or Shatter spells. When you have<br />
this done to your weapon, you will be given a new<br />
tag to reflect the changes. Weapons can also be<br />
silvered which can be very useful when fighting<br />
certain monsters, as with strengthening, you will<br />
receive a new tag.<br />
Weapon Construction<br />
Weapon combat is a large part <strong>of</strong> the NERO game.<br />
Because <strong>of</strong> NERO’s reliance on weapons, proper<br />
weapon construction is necessary to insure safe yet<br />
semi-realistic combat.<br />
The guidelines in this section cover making a b<strong>of</strong>fer<br />
weapon and choosing a latex or other manufactured<br />
weapon for play in the NERO game.<br />
Pre-made weapons<br />
There are a number <strong>of</strong> manufactured weapons that<br />
fall into the NERO guidelines for safety. If you<br />
purchase a pre-made weapon, it is your responsibility<br />
to determine the type <strong>of</strong> construction that was used.<br />
You must know what type <strong>of</strong> core the weapon has<br />
and what type <strong>of</strong> foam was used. Latex weapons are<br />
not required to have a thrusting tip, and may never be<br />
used for thrusting, stabbing or poking. Latex and<br />
b<strong>of</strong>fer swords are available for sale and many can be<br />
used for NERO combat resolution. A current list <strong>of</strong><br />
approved vendors and styles can be found online at<br />
www.nerolarp.com<br />
Make Your own<br />
You may also choose to make your own b<strong>of</strong>fer or<br />
latex foam weapons. Making a weapon can range<br />
from very simple to very hard depending on the<br />
materials you choose and the design <strong>of</strong> your weapon.<br />
The following sections walk through the construction<br />
<strong>of</strong> a very simple weapon, but also provide<br />
information about some advanced materials you can<br />
try later on. It is highly recommended that you build<br />
a simple weapon for you first attempt.<br />
There are a number <strong>of</strong> weapons that fit within a<br />
medieval fantasy setting that are not mentioned here.<br />
NERO allows creativity in developing new weapons<br />
but all must be approved before use. Experimental<br />
weapon types must conform to the basic standards <strong>of</strong><br />
safety. You should check with the marshals before<br />
and during construction so that you do not end up<br />
102
wasting time and materials on a weapon that will not<br />
be allowed in the game, even so it still may not pass<br />
in all NERO chapters.<br />
Weapon Name Blade/Shaft Length Head<br />
RANGED<br />
Weapon Parts<br />
Below is a list <strong>of</strong> terms that will be useful to know<br />
when constructing a weapon. These terms detail<br />
sections <strong>of</strong> the weapon and what they are used for.<br />
Thrusting Tip<br />
A thrusting tip consists <strong>of</strong> at least two inches <strong>of</strong><br />
open cell foam padding beyond the end <strong>of</strong> the pipe<br />
insulation. If the foam tip is too small, opponents<br />
could get hurt with a stiff thrust. If the tip is too<br />
large, it could easily break <strong>of</strong>f or fold over,<br />
making it useless. All thrusting tips do count<br />
towards the weapon’s overall length. No thrusting<br />
tip should be longer than its diameter. The tip<br />
must collapse about 50% <strong>of</strong> its length when<br />
pressure is applied. The tip should also be the<br />
width <strong>of</strong> the weapon, and should not easily fit in<br />
an eye socket. Weapons with two possible striking<br />
ends, such as a staff, should have thrusting tips on<br />
Weapon Construction<br />
Total<br />
Length<br />
both ends. For weapons with heads, the thrusting<br />
tip may be incorporated into the head design.<br />
Core<br />
Size<br />
Grip<br />
Length<br />
Base<br />
Damage<br />
Bow x x 34”-58” 1/2” 5”-14” x<br />
Crossbow x x 12”-24” 1/2” 1”-8” x<br />
MISSLE<br />
Arrow x x 12” x x 3<br />
Bolt x x 12” x x 3<br />
Javelin x x 36”-40” x x 2<br />
Throwing Dagger x x 12”-18” x x 1<br />
SMALL<br />
Bludgeon 8”-17” 6”-12” 12”-26” 1/2” 6” 1<br />
Dagger 8”-17” x 12”-26” 1/2” 6” 1<br />
Hatchet 8”-17” 6”-12” 12”-26” 1/2” 6” 1<br />
Sap 8”-17” 6”-12” 12”-26” 1/2” 1”-6” 1<br />
SHORT<br />
Short Axe 18”-24” 6”-18” 27”-34” 1/2” 1”-14” 2<br />
Short Hammer 18”-24” 6”-18” 27”-34” 1/2” 1”-14” 2<br />
Short Mace 18”-24” 6”-18” 27”-34” 1/2” 1”-14” 2<br />
Short Sword 18”-24” x 27”-34” 1/2” 1”-14” 2<br />
LONG<br />
Long Axe 25”-36” 6”-18” 35”-46” 1/2” 1”-14” 2<br />
Long Hammer 25”-36” 6”-18” 35”-46” 1/2” 1”-14” 2<br />
Long Mace 25”-36” 6”-18” 35”-46” 1/2” 1”-14” 2<br />
Long Sword 25”-36” x 35”-46” 1/2” 1”-14” 2<br />
Spear 20”-45” 8” 48”-58” 3/4” 1”-30” 2<br />
TWO HANDED<br />
Polearm 38”-44” 18”-24” 60”-72” 3/4” 1”-36” 3<br />
Staff 24”-32” (x2) x 60”-72” 3/4” 1”-9” (x2) 2<br />
Two Handed Blunt 40”-48” 18”-24” 48”-62” 3/4” 1”-36” 3<br />
Two Handed Sword 40”-48” x 50”-62” 3/4” 1”-22” 3<br />
Blade/Shaft<br />
This is the section <strong>of</strong> the weapon that is above the<br />
grip <strong>of</strong> the weapon. Blade/Shaft lengths <strong>of</strong><br />
weapons can be determined by measuring from<br />
the end <strong>of</strong> the grip to the end <strong>of</strong> the thrusting tip.<br />
The Blade/Shaft area must be continuous 5/8”<br />
closed cell foam.<br />
Head<br />
Some weapons, such as a polearm, hammer, or<br />
spear, have an additional element(s) added to the<br />
weapon. The head(s) extend outwards from the<br />
shaft, must be a minimum <strong>of</strong> 6 inches in length<br />
along the shaft, must be made <strong>of</strong> open cell foam,<br />
and must be at least 1 inch thick or thicker. Each<br />
head can be a maximum <strong>of</strong> 2 cubic feet. The head<br />
must be positioned near the top <strong>of</strong> the weapon.<br />
103
Crossguard<br />
A crossguard is used in certain types <strong>of</strong> weapon<br />
and is a blocking surface that is perpendicular to<br />
the weapon. This blocking surface cannot have<br />
any kind <strong>of</strong> core inside <strong>of</strong> it, and can only be<br />
constructed <strong>of</strong> foam.<br />
Grip<br />
This section <strong>of</strong> the weapon is the location where<br />
the weapon is held. With the exception <strong>of</strong> the<br />
special cases listed above, this section <strong>of</strong> the<br />
weapon does not need to be padded. The length <strong>of</strong><br />
the grip is the length <strong>of</strong> the weapon from the<br />
bottom <strong>of</strong> the blade to the bottom <strong>of</strong> the weapon.<br />
Pommel<br />
The pommel is used to protect the butt end <strong>of</strong> a<br />
weapon; it is located at the end <strong>of</strong> the grip. The<br />
pommel should have closed cell foam that extends<br />
an inch past the end <strong>of</strong> the core and is then capped<br />
by a piece <strong>of</strong> closed cell foam.<br />
Weapon Specific Specs<br />
Certain weapons types may have additional<br />
requirements, which can be found below.<br />
Bow<br />
The NERO Bow (referred to hereafter as Bow) must<br />
be curved and formed in the shape <strong>of</strong> a bow.<br />
Overall length in a straight line from tip to tip must<br />
be between 34 and 58 inches. Thrusting tips must be<br />
on both ends.<br />
Crossbow<br />
The NERO Crossbow (referred to hereafter as Bow)<br />
must be a T-shape, with a stock length <strong>of</strong> 12 to 24<br />
inches. The cross piece must be at least half the stock<br />
length and may not exceed 24 inches. Thrusting tips<br />
must be on all ends.<br />
Arrows/Bolts<br />
These are represented by yellow packets. Yellow<br />
packets are considered in-game items until they are<br />
fired and cannot be held in the same hand as another<br />
game item while either item is in use. Arrows are<br />
always stoppable by Shields and weapons. Arrow<br />
packets are considered in-game items until they are<br />
fired and cannot be held in the same hand as another<br />
game item while either item is in use.<br />
Quiver: An archer needs a Quiver in which they<br />
must carry their shots. There are 30 shots (arrows,<br />
bolts, etc.) in each quiver. Each time the character<br />
shoots his missile weapon whether he hits or misses<br />
his target, a single shot is lost from his quiver.<br />
Arrows and other missiles (bolts, etc.) are not<br />
recoverable items. Thrown Weapons such as small<br />
thrown weapons and javelins are recoverable.<br />
Each quiver physical representation must be able to<br />
hold at least 30 yellow packets and, look like a real<br />
quiver. Each quiver can hold no more than 30 yellow<br />
packets, and a character cannot have tags for more<br />
than 30 yellow packets per quiver rep on his person.<br />
The archer may carry as many quivers as he wants, as<br />
long as he has a physical representation for each.<br />
Daggers/One Handed Swords/ Two Handed<br />
Swords<br />
Daggers, one handed swords, and two handed swords<br />
all follow the same basic construction guidelines.<br />
Each sword-type weapon has a blade, crossguard and<br />
pommel, and a grip area. There may be no gaps in<br />
foam between the top <strong>of</strong> the grip and the thrusting tip<br />
at the end <strong>of</strong> the blade.<br />
In the case <strong>of</strong> swords without a perpendicular-style<br />
crossguard, such as katana, the blade area may extend<br />
from the top <strong>of</strong> the grip to the thrusting tip.<br />
Maces/Axes/Hammers (Bludgeon/Hatchet/Sap)<br />
There are five main parts to all maces, axes and<br />
hammers: the pommel, grip, shaft, head and thrusting<br />
tip. With the exception <strong>of</strong> the head that must be<br />
crafted <strong>of</strong> open cell foam, all styles are the same<br />
basic design. Weapons that do not have areas <strong>of</strong> 1”<br />
thick open cell foam, which have pointed edges, or<br />
areas that “catch” other weapons may be deemed<br />
unacceptable by any marshal. Axes may have a<br />
crossguard incorporated into the design. A Bludgeon<br />
is a small mace, a Hatchet is a small Axe, and a Sap<br />
is a small hammer.<br />
Polearms/Spears<br />
There are five main parts to all polearms and spears:<br />
the pommel, grip, shaft, head and thrusting tip. The<br />
thrusting tip is <strong>of</strong>ten incorporated into the head <strong>of</strong><br />
polearms in order to reduce the tendency for it to<br />
shear <strong>of</strong>f on a swing, and the thrusting tip for a spear<br />
should be incorporated into the head <strong>of</strong> the spear.<br />
Spears may only be used for thrusting. Spears and<br />
polearms may both have a crossguard incorporated<br />
into the design.<br />
Staves<br />
A staff is very simple to make, with whole <strong>of</strong> the core<br />
covered by foam, or you may have two hand holds<br />
not covered by foam. A staff must have thrusting tips<br />
on both ends and may only be used while holding the<br />
middle three feet <strong>of</strong> the staff. The middle 6” <strong>of</strong> the<br />
staff must be padded with a minimum <strong>of</strong> 1/2” thick<br />
pipe insulation.<br />
Thrown Weapons<br />
Thrown rocks, throwing stars, thrown daggers,<br />
javelins and other thrown weapons may not contain a<br />
core <strong>of</strong> any sort. Rocks must be made <strong>of</strong> a 6”x 6”or<br />
larger piece <strong>of</strong> open cell foam, and can be covered<br />
with duct tape, kite tape or fabric. Throwing stars,<br />
daggers or axes may be made <strong>of</strong> closed cell foam<br />
with no core, and should be cut into the appropriate<br />
shape, with tips not less than 2” wide. All thrown<br />
weapons must be a minimum <strong>of</strong> 6” long and may be a<br />
maximum <strong>of</strong> 18” long.<br />
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A javelin must be made <strong>of</strong> 3 feet <strong>of</strong> closed cell pipe<br />
foam with thrusting tips at both ends. A javelin may<br />
not include a core <strong>of</strong> any sort.<br />
Thrown weapons may not be used in melee combat,<br />
they must be thrown. Since there is a wide range <strong>of</strong><br />
shapes and sizes that can be used, approval is based<br />
on a case by case basis by the weapons marshal.<br />
Weapon Safety Guidelines<br />
Please see the NERO International Website<br />
www.nerolarp.com for the most updated information<br />
regarding weapon safety rules.<br />
There are several basic rules regarding weapon<br />
construction in NERO and they are as follows:<br />
-All weapons must all within the minimum and<br />
maximum length, grip and blade requirements for<br />
their weapon type.<br />
-All weapons must be approved by a NERO<br />
safety marshal before they can be used in play.<br />
-All weapons must have a thrusting tip.<br />
-All weapons must be padded from the tip <strong>of</strong> the<br />
blade to the hand grip. All weapons must be padded<br />
with at least 5/8 inch wall thickness closed cell foam<br />
regardless <strong>of</strong> blade size.<br />
-A weapon must have at least 0.5 inch but no<br />
more than 1.5 inches <strong>of</strong> closed cell foam extending<br />
beyond the end <strong>of</strong> the core before the thrusting tip is<br />
added.<br />
-All tips must be rendered safe with tape and<br />
padding. In a melee, it is possible to accidentally hit<br />
someone with the pommel or cross guard, so these<br />
parts must be protected as well.<br />
-All blade areas or areas <strong>of</strong> the weapon that may<br />
come in contact with another player must be<br />
protected with at least 5/8 inch wall thickness pipe<br />
insulation. This includes the shaft areas <strong>of</strong> weapons<br />
such as axes, hammers, maces, etc.<br />
-All weapons must be fairly rigid so as not to act<br />
as a whip when swung quickly. Under most<br />
circumstances, a weapon tip should not bend more<br />
than 6 inches from true when a moderate weight is<br />
applied to the tip and the grip is held level.<br />
Conversely, all weapons must also have some give to<br />
them when contact is made.<br />
Construction Materials<br />
Core<br />
The core is the interior portion <strong>of</strong> a weapon that gives<br />
it strength and rigidity. There are several materials<br />
that can be used for cores including various types <strong>of</strong><br />
PVC piping, some types <strong>of</strong> spiral wound fiberglass<br />
tubing, and several other types <strong>of</strong> materials. Please<br />
note that you may never use wood or heavy metals as<br />
part <strong>of</strong> your core in weapon construction.<br />
The core <strong>of</strong> the weapon can be made <strong>of</strong> different<br />
materials based on the size <strong>of</strong> the weapon to be<br />
constructed.<br />
Below is an overview <strong>of</strong> suggested cores and the<br />
types <strong>of</strong> weapons that can be created with each<br />
material.<br />
Standard<br />
The standard core for weapons is PVC <strong>of</strong> which there<br />
are 2 types: white PVC used in plumbing and grey<br />
PVC or CPVC used for electrical work. The<br />
following list uses the inner diameter <strong>of</strong> the tubing.<br />
Please note that schedule 20 CPVC has a thin wall<br />
and is more flexible than schedule 40 CPVC. If you<br />
use schedule 20, use one size higher based on the<br />
weapon you are making.<br />
1/2 inch: This core can be used to make small and<br />
short and long weapons. This type <strong>of</strong> core has more<br />
give and should not be used in weapons longer than<br />
46 inches.<br />
3/4 inch: This core can be used to make two handed<br />
weapons.<br />
Ultralight<br />
Ultralight cores include carbon fiber, kitespar tube,<br />
fiberglass tube, and wrapped graphite tube.<br />
Aluminum core may only be used for polearms and<br />
staves. These material can be used to make most<br />
weapons, however the diameter <strong>of</strong> the kite pole<br />
determines which type <strong>of</strong> weapon it is best suited for.<br />
The following list uses the outer dimension <strong>of</strong> the<br />
tubing.<br />
0.414 inch: This core can be used to make small,<br />
short and long weapons. This type <strong>of</strong> core has<br />
more give and should not be used in weapons<br />
longer than 46 inches. Please note that depending<br />
on the style <strong>of</strong> weapon construction, this core may<br />
have too much give at the maximum length for<br />
long weapons.<br />
0.505 inch: This core can be used to make short<br />
and long weapons and spears. This type <strong>of</strong> core<br />
has more give and should not be used in weapons<br />
longer than 54 inches.<br />
0.610 inch: This core can be used to make staves,<br />
two handed weapons and spears. This type <strong>of</strong> core<br />
has more give and should not be used in weapons<br />
longer than 64 inches.<br />
0.745 inch: This core can be used for all two<br />
handed weapons. This type <strong>of</strong> core should not be<br />
used in weapons shorter than 54 inches.<br />
Closed Cell Foam<br />
This durable water resistant material is used in the<br />
construction <strong>of</strong> weapons in NERO. There are three<br />
types <strong>of</strong> closed cell foam that can be used for weapon<br />
construction: Pipe foam insulation, Pool Noodle, and<br />
Camp pad.<br />
Pipe foam Insulation: The most common type <strong>of</strong><br />
closed cell foam is pipe foam insulation. Closed cell<br />
pipe foam insulation is used to pad the blades <strong>of</strong><br />
weapons, and must be at least 5/8 inch wall thickness.<br />
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Please note that most foam found in home<br />
improvement stores does not possess the correct<br />
thickness.<br />
Closed cell foam <strong>of</strong> the appropriate wall thickness<br />
can be difficult to locate. Currently the foam is<br />
available from a variety <strong>of</strong> places;<br />
Pool noodle: Pool noodle is thicker than pipe<br />
insulation, and not all pool noodles fit PVC. You<br />
should bring measuring tape or a piece <strong>of</strong> pipe with<br />
you when you buy it.<br />
Camp Pad: This material is used to make more<br />
advanced, sculpted weapons. The average camp pad<br />
found in stores such as Walmart is 1/4” thick. To<br />
achieve the correct thickness you must laminate<br />
multiple pieces together with contact cement.<br />
Weapons made with this material are held up to more<br />
scrutiny. Visit www.nerolarp.com for specifications<br />
for sculpted weapons. You should not attempt to<br />
make your first weapon out <strong>of</strong> this material.<br />
Open Cell Foam:<br />
This material is a less dense foam that is commonly<br />
used to stuff couches and pillows and is found in<br />
most fabric stores. This foam is used in the<br />
construction <strong>of</strong> thrusting tips, weapon heads and<br />
some thrown weapons. The foam should be easily<br />
squeezable and not too dense. Alternatively you can<br />
also use a car sponge found at hardware stores.<br />
Tapes<br />
There are several types <strong>of</strong> tape that are commonly<br />
used in weapon making:<br />
Duct Tape: Duct tape is the standard type <strong>of</strong> tape<br />
used in weapon making. It can be used for blades,<br />
thrusting tips, crossguards, and pommels. Duct tape<br />
can be found in a variety <strong>of</strong> colors and various<br />
thicknesses. Certain types <strong>of</strong> duct tape are heavier<br />
and less suitable for weapon construction.<br />
Kite Tape: Kite tape or Nylon rip stop repair tape<br />
is a type <strong>of</strong> tape that is used normally for fixing<br />
kites. It is an extremely light form <strong>of</strong> tape that can<br />
be used in weapon construction. It is available in a<br />
variety <strong>of</strong> colors and can be purchased from a<br />
number <strong>of</strong> kite supply stores.<br />
Strapping Tape: Strapping tape is a tape that has<br />
strands that run vertically along the tape. It is used<br />
for securing portions <strong>of</strong> a weapon together.<br />
Strapping tape does not rip, break or tear and<br />
makes a great light-weight reinforcement for cross<br />
guards, anchor points, thrusting tips and seams.<br />
Strapping tape is not used to cover a weapon, but<br />
is used under the duct tape to hold things together.<br />
Gaffer Tape: This incredibly durable tape is used<br />
in stagecraft. It is a very dense strong tape. This<br />
type <strong>of</strong> tape should not be used on any striking<br />
surface <strong>of</strong> a weapon due to its weight and lack <strong>of</strong><br />
give. It is useful for making sturdy crossguards.<br />
Weapon Sock: This is sewn piece <strong>of</strong> fabric (that<br />
should be water repellent) that can be used to<br />
cover the striking surface <strong>of</strong> a weapon. This is<br />
used sometimes instead <strong>of</strong> taping the blade <strong>of</strong> a<br />
weapon. Ripstop nylon is a good fabric to use for<br />
this.<br />
How to Make a Weapon<br />
Constructing a weapon requires time and patience,<br />
but it is not that hard once you have practiced a bit.<br />
The next section will describe the steps to create<br />
various weapons, but focused on a basic one handed<br />
edged weapon.<br />
In each <strong>of</strong> the steps, there will be a description <strong>of</strong> the<br />
materials and techniques.<br />
Tools and materials:<br />
Below is a list <strong>of</strong> tools and a list <strong>of</strong> materials you’ll<br />
need to make most weapons.<br />
Materials Tools<br />
1. Core 1. Marker<br />
2. Closed cel foam 2. Closed cel foam<br />
3. Duct tape 3. Strapping/Duct tape<br />
4. 2” x 2” x weapon 4. Saw<br />
diameter Open Cel 5. Scissors/Xacto/Carving<br />
foam tip(s) knife<br />
1. The core <strong>of</strong> the weapon<br />
After<br />
gathering<br />
your<br />
materials,<br />
the next<br />
step in<br />
creating a<br />
weapon is<br />
selecting<br />
an<br />
appropriat<br />
e core for<br />
the type <strong>of</strong> weapon that you wish to make. You will<br />
need to do several things to prepare the core for<br />
weapon construction. First you will need to<br />
determine the length <strong>of</strong> the weapon that you wish<br />
make. Then you will have to cut the core<br />
approximately 3 inches shorter than the overall length<br />
<strong>of</strong> the weapon, 5 for weapons that require thrusting<br />
tips on both ends. This allows for padding both ends<br />
and the thrusting tip(s).<br />
Cut the core to the right length with a hacksaw. If<br />
you are using a fibrous material, like kitespar, wrap a<br />
piece <strong>of</strong> tape around the area you are cutting to keep<br />
the fibers from fraying. Take care not to score areas<br />
that will be on your finished weapons. You will then<br />
need to clean up the edges <strong>of</strong> the cut so that there are<br />
no burrs or other protrusions. Lastly, you will need to<br />
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cover both ends <strong>of</strong> the core with tape so there are no<br />
open ends.<br />
2. Pad the striking area<br />
The next step in creating a weapon is padding the<br />
striking area <strong>of</strong> the weapon. There are several things<br />
that you will need to do in this step. First, you should<br />
measure and cut the pipe foam to the desired<br />
blade/shaft length. Remember to measure the length<br />
to include an additional 2 1/2” to account for an 1/2”<br />
<strong>of</strong> foam past the core <strong>of</strong> the weapon, and the thrusting<br />
tip. Next, you should slide the pipe foam over the<br />
core so that a 1/2” <strong>of</strong> foam hangs over one end. Make<br />
sure that the foam is snug to the core; if it rattles then<br />
the closed cell foam is too large and you will need to<br />
build out the core so that foam does not rattle. Cut <strong>of</strong>f<br />
1” <strong>of</strong> pipe foam (not from the piece you are using for<br />
the blade) and cut it into two equal halves. Compress<br />
one <strong>of</strong> the halves and stuff it into the end <strong>of</strong> the blade<br />
foam. Using a piece <strong>of</strong> tape, cover the small piece <strong>of</strong><br />
foam that has been put into the end <strong>of</strong> the blade.<br />
3. Add a crossguard (optional)<br />
The next<br />
step is an<br />
optional step<br />
when<br />
creating a<br />
weapon<br />
though it is<br />
strongly<br />
encouraged.<br />
Certain weapon types have cross guards, including<br />
most types <strong>of</strong> swords and occasionally other hafted<br />
weapons. First, you need to cut a section <strong>of</strong> closed<br />
cell pipe foam <strong>of</strong> the appropriate size. Then cut a hole<br />
in the middle <strong>of</strong> the cross guard foam and slide the<br />
crossguard down the core until it meets the blade.<br />
Secure the crossguard to the blade using two strips <strong>of</strong><br />
duct tape, then stuff the ends <strong>of</strong> the crossguard with<br />
open cell foam to strengthen the crossguard. Close<br />
<strong>of</strong>f the ends <strong>of</strong> the crossguard with tape. Secure the<br />
cross guard to the grip by taking strips <strong>of</strong> tape from<br />
the crossguard to the grip. This will secure the blade<br />
and crossguard to the grip.<br />
4. Add a<br />
pommel<br />
(optional)<br />
The next step<br />
is to add a<br />
pommel at<br />
the end <strong>of</strong><br />
the weapon.<br />
Cut a piece <strong>of</strong> closed cell foam so that is about 3<br />
inches long. Place the foam on the butt end <strong>of</strong> the<br />
weapon so that the foam hangs at least one inch over<br />
the weapon’s core. As with the blade tip, place a half<br />
circle <strong>of</strong> compressed closed<br />
cell foam into the end <strong>of</strong> the<br />
foam and cover it with tape.<br />
Secure the pommel to the core<br />
with tape in such a way that at<br />
least one inch <strong>of</strong> closed cell<br />
foam extends past the core.<br />
Make sure that the pommel is secure to the core and<br />
is not loose.<br />
6. Add a thrusting tip<br />
The tip <strong>of</strong><br />
the<br />
striking<br />
surface<br />
must have<br />
a thrusting<br />
tip. This<br />
tip is 2” <strong>of</strong><br />
open cell<br />
foam.<br />
Longer<br />
thrusting tips tend to bend. Cut the foam to cover the<br />
tip. Once the tip is in place, use tape to cover it. Take<br />
a length <strong>of</strong> tape and place it so it goes across the end<br />
<strong>of</strong> the tip and down both sides, attaching the tip to the<br />
weapon. If the tip is round, use a razor to cut the<br />
corners so the tape conforms to the tip. Now add<br />
another piece <strong>of</strong> tape so that it goes across the end<br />
and down the exposed sides <strong>of</strong> the foam tip. Use a<br />
razor to cut the corners so the tape overlaps slightly<br />
and conforms to the tip. Finally, poke many tiny<br />
holes all over the tip so the air can escape and the tip<br />
can contract and expand freely.<br />
7. Cover the blade<br />
The next step<br />
is to cover the<br />
exposed foam<br />
with tape or<br />
with a weapon<br />
sock. Any<br />
striking surface<br />
on a weapon<br />
should be<br />
covered with<br />
either a<br />
weapon sock<br />
or tape. If you choose to use tape, all <strong>of</strong> the tape on<br />
the striking surface <strong>of</strong> a weapon should run vertically<br />
from the thrusting tip to the pommel and should<br />
slightly overlap the piece next to it. Do not use<br />
overuse tape on striking surfaces and thrusting tips,<br />
one layer with slight overlap is enough. Excessive<br />
layering may make your weapon hard and unpassable.<br />
Tape should NEVER be spiral wrapped<br />
around the weapon.<br />
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8. Add a grip<br />
The last step<br />
<strong>of</strong> the<br />
weapon<br />
making<br />
process is to<br />
cover the<br />
exposed grip<br />
with tape so<br />
that it is easy<br />
to wield. Use<br />
electrical tape<br />
or hockey<br />
grip tape spiral wrapped around the grip section <strong>of</strong><br />
the weapon, so that it can be held easily. If the<br />
weapon is not thick enough to comfortably wield,<br />
you may use padding beneath the grip tape.<br />
Maintaining Your NERO Weapon<br />
Any latex foam or b<strong>of</strong>fer swords must be stored and<br />
maintained properly in order to remain safe. There<br />
are a few simple things you can do to increase the<br />
longevity <strong>of</strong> your weapon.<br />
-Do not store foam weapons in extreme heat or<br />
cold for any length <strong>of</strong> time. Storing it in your car in<br />
the sun may cause paints to stick, tape to wrinkle and<br />
general degradation <strong>of</strong> the weapon over time.<br />
-Avoid soaking weapons in water and do not use<br />
your weapons if they have become waterlogged.<br />
-Do not rest weapons on the tips, lean on the<br />
foam ends or otherwise mash the foam at the ends.<br />
The tip foam will break down leaving less padding on<br />
the core, which will lead to failure <strong>of</strong> weapons safety<br />
check.<br />
-You may want to consider a fabric bag for<br />
individual latex weapons to keep their finish<br />
protected while in storage.<br />
Shields<br />
Safety is the prime consideration when constructing a<br />
shield. You may use almost any strong material such<br />
as wood, plastic or aluminum, but all edges must be<br />
covered with 5/8” pipe insulation. The face and edges<br />
<strong>of</strong> your shield may not have any sharp edges, bolts or<br />
other protuberances that would potentially cut or<br />
otherwise injure another person.<br />
The longest dimension <strong>of</strong> a shield may not exceed 36<br />
inches, including the pipe foam that covers the edges.<br />
The maximum area <strong>of</strong> a shield is 531 square inches (a<br />
26” diameter circle). The area <strong>of</strong> a shield includes<br />
any cavities, recesses, voids or holes in the shield. A<br />
shield may be made in any shape, be it circular, oval,<br />
“kite” or “c<strong>of</strong>fin” shaped, teardrop shaped or make to<br />
another design.<br />
The parts <strong>of</strong> a shield consist <strong>of</strong> the face, padded<br />
edging, and handle. Corrugated plastic, round sled<br />
blanks or wood are inexpensive and easy to cut to<br />
your preferred shape. You can obtain a handle from<br />
almost any hardware store, and then use a 1” to 1<br />
1/2” strip <strong>of</strong> nylon strapping, or part <strong>of</strong> a belt to make<br />
the strap that will hold the shield to your forearm.<br />
Take care to attach the handle and strap in a manner<br />
that does not leave sharp bolts or edges on the outside<br />
<strong>of</strong> your shield and trim any edges on the inside that<br />
may cut the shield user. While a shield may not be<br />
used <strong>of</strong>fensively at NERO, and may not be used for<br />
“shield bashing”, it is possible that you could trip or<br />
fall on your shield, or someone else could fall into<br />
you. Safety is important, and any shield not<br />
considered safe by a weapons marshal will be failed<br />
at safety check.<br />
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