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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 />
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