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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 />
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