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Rule Book - Fables of Fenorra

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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 />

36


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 />

37


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 />

41


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 />

52


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 />

60


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 />

62


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 />

66


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 />

67


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 />

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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 />

80


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 />

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<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 />

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-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 />

95


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 />

96


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 />

97


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 />

98


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 />

106


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 />

107


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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