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 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> 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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