Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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