Rule changes and policies

The following are nationally required rule changes and policies and will be followed in this chapter.

Policy Name

Objective

Details

Effective Date

NERO Generic Component Number Policy

The objective of this policy is to offer standard identification numbers that can be used to create formal components of non-standard description.

There are now standard generic numbers that any chapter can use to represent formal components without restriction as to the description of the component. This will allow chapters to put out components of description other than the standard Pine Cones, Death Knight Bones, Dragon Scales, etc. Component List

8/13/2002

Items Policy

 

Tagged NERO items cannot be sold for out of game currency. This applies to both chapters and players. Any items sold in violation of this policy will be destroyed and the involved players will be suspended from all NERO International events for a minimum of 3 months. Phys Reps can still be sold, however the NERO tags that represent the in game items cannot be sold, nor can they be included with the phys rep for sale.

11/27/2000

Packet Delivered Damage Policy

The objective of this policy is to improve the flow of battle and lessen the learning curve by including the damage number into the verbal of all packet delivered damage effects.

When casting a packet delivered effect associated with a numeric value such as damage or a protective amount, the caster must call out the associated number at the end of the verbal. This number is considered a part of the verbal, and this follows the standard rules for delivery in all ways. For example (If using the Base Five Damage and Base Five Protectives Play-test:) the correct full incant for Magic Missile is now: “I call forth a magic missile, five.” The correct verbal for Cause Serious Damage gas is “Cause Serious Damage Gas Poison, twenty.” This applies to any effect that causes or cures damage delivered with a packet as well as to protective effects that add body or armor points to the target, such as Cure Wounds, Harm Undead, Cause Wounds, or Bless. This change applies for chapters using core damages as well as those using the Base Five Play-tests.

8/13/2002

Character Re-write Policy

 

A “re-write” is when a new character is created using build from an old character. This is not allowed. The only way a character can be changed is through Spirit Forge or Race Change. A player cannot “retire” a character and get a certain percentage of that character’s build towards a new character. There are two exceptions to this policy. First - a new player may rewrite his character at the end of his second event attended (including events they might have attended as a NPC). Second - A rewrite may be allowed in the decision of an adjudication. Any rewrite done this way must be reigstered with NERO International’s Chief Adjudicator.

11/27/2000

Player Transfers from other LARPs

 

A player transferring in from another LARP must start as a new character. No additional build, levels, items, etc. can be granted to them based on their character in another LARP, or because they are transferring in from another LARP.

11/27/2000

Build Purchasing

 

A chapter cannot sell build for cash, donations, etc. A chapter may give “goblin points” or blankets for donations, or sell “plot submission blankets.” All blankets applied to a character must follow the blanket policy.

11/27/2000

Build Cheating

 

Any player that knowingly reports a false amount of build or levels will be suspended from all NERO chapters for a minimum of six months. In addition, their characters will be reduced to one half of its actual build level. Example - Bob is 10th level with 106 build. He goes to an event in another chapter, tells the check in staff he doesn’t have his card, but is 12th level with 123 build. After he is caught, he will be suspended for a minimum of 6 months, and his new amount of build will be 53.

11/27/2000

Legal Build

 

The only type of legal build is that from the starting amount, and build from event and non-event blankets

11/27/2000

NERO XP Bonus Policy

The objective of this policy is to increase the starting build points of Player Characters.

Each new Tyrran character will start with 65 experience points. Each existing character that has started at 0 XP in the past will be given a bonus of 65 XP. Existing characters that started at a number of XP between 0 and 64 will be given an amount equal to the difference between 65 and their starting amount of XP. Characters that started with 65 or more XP will not be given any bonus experience points.

8/13/2002

Activating  Magic Items

 

The correct process to activate an item is to use the phrase "Activate" followed by the spell incant. For Example: Activate I call forth a magic missile, five.

In addition, all the normal rules for casting apply. You must have your hand free, have a packet, be conscious, etc. So you cannot activate an item when in a Web, unconscious, dead, or when tied up. Activating an item IS NOT a Game Ability as defined by the core rules, so you CAN use an item when you cannot otherwise use a Game Ability or Skill, such as when Concentrating or when Tainted.

3/6/03

Alternate States of Existence

 

There are three Standard States that someone at a NERO event can be in. These are:

A) Out Of Game (OOG)

B) In game and completely visible to those around you. (Yes, you can try to hide in bushes, etc... but you actually have to hide.)

C) In game and a spirit

Alternate States (such as flying, burrowing, invisible, etc.) are permitted, but only under the following guidelines.

Alternate States are allowed only with the express approval of the local plot committee. A state that they deem cannot be properly represented will not be allowed.

A player in an alternate state can generally only affect or be affected by another player in the same state. These states must be represented by a highly visible colored headband that will be obvious to any onlooker. In addition, a character in an Alternate State may need to say the nature of his state by stating "flying," "invisible," "burrowing," etc., in times of darkness or confusion. Guidelines for interaction while in an Alternate State that are in addition to those listed here will be given for each particular situation in which an Alternate State is used.

If a player is in an alternate state that normally could not be seen (such as invisible), other players that would not see them will still have an eerie feeling and may reasonably decide IG not to speak around them.

In all cases, changing states takes a three-count (or longer) during which the one changing state must follow the rules of performing a Counted Action.

3/6/03

Arrow/Bolt Production and Usage

 

A quiver of missiles costs 4 production points to create, and there are 20 shots in each quiver. Each time the character shoots his missile weapon whether he hits or misses his target, a single shot is lost from his quiver. Arrows and other missiles (bolts, etc.) are not recoverable items. Thrown Weapons such as small thrown weapons and javelins are recoverable.

A quiver can be made silver by expending the extra production for silvering and an extra 5 silver pieces in materials cost. Silver arrows are not recoverable.

Streamer packets are considered in-game items until they are fired and cannot be held in the same hand as another game item while either item is in use. Streamer packets on the ground are out of game and can be recovered during a hold like other types of packets. Each quiver physical representation must be able to hold at least twenty streamer packets and cannot be used to carry anything else in the arrow compartment while carrying packet arrows. Each quiver can hold no more than 20 missiles, and a character cannot have tags for more than 20 missiles per quiver rep on his person.

3/6/03

Carrier Atacks

 

All carrier attacks must do body damage (reduce your body points) in order to take effect. Although the attacker will be able to call the carrier attack with each swing, the effect does not happen unless body damage is taken.

All carrier attacks must use the following format:

<Damage Amount> - <Damage Type> - <Effect>
Examples: 20 Normal Sleep, 10 Silver Drain, 5 Flame Fear

Please note that "Damage Type" and "Effect" are two separate categories entirely. The damage type is the type of damage being delivered while the effect is something that has an effect in the game other than damage.

The valid Damage Types are variable and up to the local plot team so long as the call does not duplicate a game effect. Each damage type is its own separate damage type, and a creature’s immunity to one type of damage does not impact the effectiveness of another.

The effect part of the call is optional and can be dropped in favor of a traditional damage call.  If the effect is dropped from the verbal, there is no carrier effect being delivered and the creature is simply delivering damage. THE DAMAGE TYPE PORTION OF THE CALL IS NOT OPTIONAL AND MUST BE STATED WITH EACH SWING. Any valid game effect other than formal magic spells can be delivered via Carrier Attack. Any effect delivered as a Carrier Attack will be considered Arcane in nature unless it has a specific delivery type associated with it as per the Delivery of Effects provision of these errata.

Defenses:When any part of the Carrier Attack is blocked the entire attack is blocked including all damage.  All Carrier Attacks are blocked by Magic Armor, as well as any specific effect defenses (i.e. Resist Sleep, Resist Charm, Cloak vs. Command, etc.) while the effect is being called. In addition, defenses that prevent the damage type will stop the entire attack from affecting the creature.

3/6/03

Carrying items in your Shield/Weapon Hand

 

As per the 8th Edition NERO rulebook, you cannot hold or carry any in game items in the hand and/or arm being used to hold a shield or weapon. This includes gas globes, magic items, weapons, etc. If you do so, any damage inflicted on your shield or the weapon is NOT blocked and you take it as if you didn’t have a shield. Worn items such as bracelets, rings, and gloves are not restricted by this rule in any way so long as they are worn properly and not carried. Attaching items to the back of a shield is completely legal so long as these items do not extend beyond the outside edge of the shield at any point or otherwise enhance the defensive value of the shield.

3/6/03

Damage Aura

 

In addition to adding a damage bonus, the formal magic spell Damage Aura alters the nature of the damage delivered to "magic."

3/6/03

Delivery of effects

 

The following delivery types are recognized as valid ways to deliver effects within the NERO International game: Arcane, Carrier Attack, Elemental, Incantation, Magic, Physical, Poison, and Spellstrike. The delivery of damage is a separate issue, and will not necessarily follow these rules as they are specifically outlined here.

All effects follow the rules of removal as outlined in the chapter entitled Matters of Life and Death. Some effects which have a delivery type as part of the name of the effect (i.e. Slow Poison, Death Poison, etc.) will always be delivered as that specific type. In the case of effects delivered as Carrier Attacks, all will be considered Arcane in nature unless the effect name itself dictates a different delivery type. All effects delivered as incantation and/or spell song will follow the rules outlined for these delivery systems within the core rules or the associated play-test system, as well as these errata. In addition, the following will apply:

Arcane, Elemental, Incantation, Magic, Spellstrike – These effects are magical, and act in a way identical to the spell of the same name once successfully delivered.

Carrier Attack – These effects are generally considered Arcane in nature, and they follow the specific rules outlined in the Carrier Attacks provision of these errata.

Physical - These effects are non-magical, and can only be removed by the specific effect removal (i.e. Awaken, Cure Disease, Remove Weakness, etc.).

Poison - These effects are non-magical, and can be removed by the spell Purify Blood or the specific effect removal (i.e. Awaken, Cure Disease, Remove Weakness, etc.).

3/6/03

Enslavement and

Euphoria

 

Enslavement and Euphoria are powerful abilities which particularly have the potential to ruin the fun of any player.  As such the use of these effects is solely placed into the hands of plot.  These abilities may only be possessed by an NPC controlled directly by plot, and may never be achieved by a PC by any means including but not limited to transformation, alteration, magic item, or LCO effect. No other effect (either LCO or otherwise) may duplicate the ability of Enslavement and/or Euphoria.

At the discretion of the local chapter, these elixirs can each be produced by alchemists for a production point cost of 100 points.  However, each is inactive unless specifically activated by a plot controlled NPC with the specifically noted ability to do so. A player fed the active elixir becomes enslaved to the NPC who activated it, not the person who fed it to them or the first person they see. Each of these elixirs otherwise follow the standard rules for Euphoria and Enslavement as outlined in the core rule book.

In addition, the following rules apply to Enslavement:

- You cannot administer Enslavement to yourself.

- You cannot be enslaved to "act normally," However a person under the effects of enslavement does not act like a robot or strangely, they are just compelled to follow the wishes of the enslaver.

- The duration of Enslavement is permanent, and it can only be cured by the specific antidote or the resurrection of the target as outlined in the 8th edition rule book.

3/6/03

Formal Magic Effect Limits

 

A single spirit or item can only retain 5 formal magic effects. Any formal spell with the duration of instantaneous is not retained, thus Obliterate, Spirit Forge, etc. do not count toward this 5 effect limit. In addition, the following lasting effects are exceptions to this rule and do not count toward the five effect limit on a spirit or item:

Extend Enchantment, Extend Formal Magic, Greater Extension, Investiture, Render Indestructible

3/6/03

Illegal Skills and Powers

 

No character can ever use a plot given power to gain information about a PC’s actions after the fact. This includes approved spells and skills such as Dreamvision as well as other abilities such as clairvoyance, clairaudience, or scrying of any manner.

If a character wants to know what was said or done by a PC first hand, he must actually be present at the time of the action. Plot will never provide this information via one of the listed abilities, or through any similar means, and a PC can never claim to have known it due to ESP or other special abilities after the fact.

3/6/03

Measuring Trap Effect Radius

 

Traps that have an area effect (as listed in the 8th Ed. Rulebook) have their effect area measured from the center of the trap phys-rep. If there is a large, trapped box with a 10 foot tripwire attached and a player sets the trap off at the end of that tripwire they are not affected by the trap since the trigger (the center of the trap radius) would be 10 feet away. It is not measured from the tripwire/snapper/etc, but from the rep for the trap itself. This will allow you to have a 50ft pull cord on a trap box in the field and use it like a claymore mine since the effect goes off from the box/rep/trigger and not from the cord.

3/6/03

PC Races

 

Only the races listed specifically in the core NERO Rules are available for play by PCs. Some NERO chapters have additional races or variations of the listed races but these additional races and variations of the PC races as listed in the core rules are not available for use by Player Characters.

3/6/03

Scavenger Modification

 

The description of Scavenger as listed in the 8th Edition Rule Book is replaced with the following passage:

"Scavenger" is a generic term used for any type not covered by the other races. They are humanoids with the characteristics of a mundane (rat, badger, skunk, dog, etc.) animal.  Players are free to use their imagination in creating a scavenger as long as makeup is worn and it is obvious that the player is not playing a monster or another player race. (For example, you cannot be a "cat" scavenger because there would be no way out-of-game to differentiate you from a Sarr.)

Scavengers should role-play their particular animal’s characteristics to whatever extent they see fit, but animalistic traits should be at least evident in some way.

While some scavengers are closer to their animal half and do not understand the concept of possessions or the niceties of civilization as do the other races, others are truly civilized cultures with long histories.  There is no commonality between different types of scavengers other then the fact that they appear to be humanoid animals.  Some scavengers are very hardy survivors on the fringe of civilization and others are noble beings descended from generations of city dwellers.  

There are a few traits that these animalistic humanoids share just from being animal-like.  All Scavengers can buy the skill Resist Poison. They also have superior senses of smell, and can use Scenting Abilities that allow them to detect an alchemical substance or disease on an item if they spend one minute inspecting the item. (This racial skill does not allow them to tell what kind of alchemical substance or disease is present.)

In addition the animal part of them makes it harder for them to learn to read as other humanoids and thus they must pay double cost for all Scholarly Skills, however this does not necessarily make them less intelligent than any other race, just less able to read.

3/6/03

Sportsmanship Policy

 

All NERO Participants

· Follow the spirit of the rules, as well as the letter of the rules.

· Play fairly and honestly.

· Be considerate of all other NERO participants.

· Remember, everyone has the right to enjoy NERO as much as you do.

· Contribute to the fun of all NERO participants.

· Don't play in a style that detracts from the fun of the event, or anyone's chance to have fun at an event.

Staff, Marshals, etc...

· Abide by the expectations that apply to all NERO participants.

· It is your job to run the event. Remember, you are not playing against the players. Everyone's enjoyment of the event is your top priority.

· All participants must be treated equally and equitably, by you and by other participants. Favoritism will not be tolerated.

· Run events in a professional manner. Remember that you represent NERO to anyone present at an event, whether participating or observing.

Administration (National, Local, etc...)

· Abide by the expectations that apply to all NERO participants, Staff, Marshals, etc....

· Respond and communicate in a timely, respectful, and articulate manner.

· Uphold the authority of your staff, and do not overrule them without careful investigation.

3/6/03

Throwing/Tossing Items

 

You cannot throw any weapon, shield, etc., that is not NERO approved for throwing. Basically, if a local safety marshal has approved the weapon to be thrown (thrown weapons, javelins, etc.), you can throw it, otherwise you cannot.

In addition, you cannot use the "toss and grab" method on any item to avoid the effects of a spell. If you toss an item and grab it before it lands on the ground, the item is still under your control, and is still considered in your possession.

For the purposes of spells that target the item itself (such as Shatter or Disarm), an item is still considered under a player’s control until it comes to a complete rest on the ground out of the player’s grasp.

3/6/03

Usage of Potions/Scrolls/Magic Items

 

Potions - You MUST spend at least three seconds role-playing the drinking motion with the potion's phys rep in your hand. The phys rep must be big enough to hold 1/4 ounce of liquid.

· Scrolls - You must have the scroll out where you can read it, and touch a spell packet to it. You also must actually read the scroll. So, if its pitch black and you don't have a light, no using scrolls.

· Magic Items - Magic items must be readily available to be used. They cannot be stashed away in a backpack. For purpose of rules, "readily available" means you can produce the tag(s) and the phys rep for the magic item within ten seconds if asked by a marshal.

3/6/03

Vengeance Formal Magic

 

Vengeance is only activated by an actual killing blow, not by anything like or similar to a killing blow.

3/6/03

Ward and Wizard’s Lock

 

The casting time for a Ward spell is not instant. The caster must hold the key in the lock for the full five minutes it takes to cast the spell.

As stated in the core rules, a Ward and a Wizard’s Lock cannot occupy the same exact area, but they can be within one another so long as they use separate portals.

As with any spell, a Ward or Wizard’s Lock is lost from memory when you begin the incant with a packet in hand. The spell’s effect will not take place until the full casting time is met, which for a Ward is five minutes after the incant has been completed.

3/6/03

 

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