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Errata
NERO 8th Edition and
Formal Magic System Errata
Issued 03 / 06 / 2003
These errata are considered official rulings and
clarifications/alterations to the 8th Edition NERO Rulebook and the
Formal Magic System. These are not optional, nor play-tests but
modifications to the base rules system. All NERO Chapters are
required to honor these errata and all players are responsible for
reading them as well. These errata replace any and all previous
errata of the 8th edition rules.
The NERO rules system is intended to allow players and staff hours
of live-action fun without any amount of play stoppage. It is the
responsibility of the players and staff to remember this when
reading and interpreting the rules. We have done our best to clear
up vagaries and make these rules sound, and we will continue to do
so in the future. Still, players and staff should avoid constantly
trying to find loopholes or language that allows them to do things
that are against the spirit of the rules, as the spirit of the rules
as determined by the NERO International Office will be observed in
all cases where interpretation is necessary.
The NERO International Rules Council
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.
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.
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.
CARRIER ATTACKS
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.
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.
DAMAGE AURA
In addition to adding a damage bonus, the formal magic spell Damage
Aura alters the nature of the damage delivered to "magic."
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.).
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.
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
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.
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.
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.
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.
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.
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.
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.
VENGEANCE FORMAL MAGIC
Vengeance is only activated by an actual killing blow, not by
anything like or similar to a killing blow.
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.
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