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Out of Game · Rule Book · Chapter 3

The Skill System

The NERO skill system uses rules and conventions to let players simulate actions that are not possible in real life, most notably magic.

A player’s real-world ability does not determine what their character can do. Character skills define those limits. For example, a character must possess the One-Handed Edged Weapon skill to use a longsword. Even though a real person could physically pick up a sword and attempt to block with it, a character without the skill cannot do so in the game.

The abilities represented by purchased skills reflect extensive training, hours of practice over many months. A character with such training would easily overcome someone with no weapon skill at all. Because players capabilities may not align with their characters’ level of expertise, these restrictions exist to accurately represent that difference.

The proficiency system works the same way. It represents a degree of mastery that a player may never personally achieve. This system ensures that a character’s skill level matters more than the player’s real-world ability, allowing less physically skilled players to compete fairly against more skilled ones.

This is the nature of a fantasy game. Characters can gain abilities that allow them to do things their players cannot do in real life.

NERO characters advance by purchasing skills. Each skill grants the ability to perform a specific task or set of tasks. Many skills have a limited number of uses per day, while others may be purchased multiple times to improve their effectiveness. Always review individual skill descriptions carefully.

Standard Reset

Skills that are limited to a certain number of uses per day (such as spells or slays) refresh at 6:00 PM the following day. This refresh is called a reset. On adventure days, a reset occurs before each module or adventure.

Limited Reset

Some chapters offer an additional reset at 6:00 AM, known as a limited reset. Limited resets do not refresh craft or production skills, formal magic skills, cantrips, or magic items. Availability of limited resets varies by chapter.

Spell Slots

Spell acquisition follows a unique set of rules that differ from most other skills in the game. When you purchase a 1st-level spell from the skill list, you are not selecting a specific spell. Instead, you are purchasing the ability to cast one 1st-level spell. This capacity is referred to as a Spell Slot.

A spell slot may be use to cast any spell of its level that you know. Only one spell may be cast per spell slot. Once that spell is cast, the slot is empty and remains so until the next limited or standard reset, or until it is restored by another effect.

If you possess multiple spell slots of the same level, you may use each slot to cast any combination of spells of that level that you know.

Spell slots must be purchased following a pyramid-style progression. This creates a structure where there must be at least a one-slot difference between any adjacent spell levels.

For example, to purchase your first 2nd-level spell slot, you must already have exactly two 1st-level spell slots but you may not have three at that time.

Once you have purchased four spell slots of any single level, you are no longer required to purchase additional slots of that level to support higher-level spell slots. This is called a Column. At this point, that level effectively becomes a stable, allowing the pyramid to continue building upward.

You may purchase more than four spell slots of a given level, but only if there are at least as many spell slots of the level below to support the increased total. In addition, the pyramid must remain continuous, meaning the level above must contain exactly one fewer spell slot than the level you are purchasing.

For example, to purchase a fifth 2nd-level spell slot, you must already possess a fifth 1st-level spell slot and a fourth 3rd-level spell slot to properly support it.

Example Of Pyramid Rules

You currently have three 1st-level spell slots, two 2nd-level spell slots, and one 3rd-level spell slot. This arrangement forms a valid pyramid (see Figure 3.1).

Figure 3.1
3
2 2
1 1 1

You wish to purchase a 4th-level spell slot. Before doing so, you must strengthen the foundation of your pyramid so it can properly support that higher level. First, you purchase an additional 1st-level spell slot, followed by an additional 2nd-level spell slot. You must then purchase another 3rd-level spell slot (see Figure 3.2).

Figure 3.2
3 3
2 2 2
1 1 1 1

At this point, your pyramid is properly prepared for the new spell level. The required support for a 4th-level spell slot is now in place, as there are two 3rd-level spell slots beneath it. The foundation for those 3rd-level slots was created earlier when you had three 2nd-level spell slots, and that structure continues downward through the pyramid.

You may now purchase your first 4th-level spell slot (see Figure 3.3).

Figure 3.3
4
3 3
2 2 2
1 1 1 1

If you later wish to purchase a 5th-level spell slot, you may do so without purchasing additional 1st-level spell slots, as four is the maximum required. However, you must still support the new 5th-level spell slot by purchasing a 2nd-level, then a 3rd-level, and then a 4th-level spell slot, in that order, to maintain the pyramid structure (see Figure 3.4).

Figure 3.4
5
4 4
3 3 3
2 2 2 2
1 1 1 1

You now once again have a complete pyramid. At this point, you may choose to stop purchasing 2nd-level spell slots,as like your 1st level, you have reached the maximum required. Your pyramid can then continue upward with the purchase of another 3rd-level spell slot, followed by a 4th-level, a 5th-level, and finally your first 6th-level spell slot.

If you already possess all the spell slots shown in Figure 3-4 and later decide that you want a fifth 2nd-level spell slot, you must first purchase an additional 1st-level spell slot and a fourth 3rd-level spell slot to properly support it. After purchasing the required 1st and 3rd-level spell slots, you may then purchase the desired 2nd-level spell slot (see Figure 3.5).

Figure 3.5
5
4 4
3 3 3 3
2 2 2 2 2
1 1 1 1 1

The pyramid must always continue to be built from the ground up. The progression of required spell slot purchases is fixed unless you are purchasing more than four spell slots of a single level.

There is no set limit to the number of spell slots you may have at any level, provided this progression is maintained. By continuing to expand the base of the pyramid, you could eventually possess nine 1st-level spell slots, eight 2nd-level spell slots, seven 3rd-level spell slots, and so on, up to a single 9th-level spell slot.

Skill Costs

The charts below and on the following pages list the Build Point costs for all skills. Each skill includes four cost columns: F (Fighter), R (Rogue), S (Scholar), and T (Templar). All classes may purchase any skill, though some classes may be required to spend more Build Points than others.

When purchasing skills, you must also meet any listed prerequisites. For example, to purchase Weapon Proficiency, you must already possess a weapon skill to become proficient in and have four Critical Attack skills. To learn how to cast celestial spells, you must first know Read and Write and Read Magic.

A helpful way to plan your character is to envision them at a higher level and work backward. Determine which skills you want to acquire and calculate the total Build Point cost required to reach that goal.

Production Skills

To create game items such as Weapons, Armor, Potions, Scrolls, Traps, Alchemical Elixirs, Contact Poisons, and Gas Globes, a character must first purchase the appropriate Production Skill using Build Points.

The Adventuring Gear charts list which items may be created with each Production Skill. To produce an item from these lists, the character must select the desired item and ensure they have sufficient Production Levels to complete it.

Each item or special item property has a required Production Level cost. On each Game Day, a character receives one Production Level for each level purchased in the relevant Production Skill. This total is called the character’s Base Production Level.

There are three ways to increase total daily production: Trade Mastery, Workshops, and Materials. These options increase total output but do not alter the Base Production Level.

Trade Mastery

A character with ten or more levels in a single Production Skill is considered a master of that trade. A master gains one additional “Master” Production Level per level of that Production Skill.

Workshops

Access to a workshop provides one additional “Workshop” Production Level per level of the relevant Production Skill.

Materials

A character may purchase refined materials at Logistics to increase production output at a rate of one silver per additional Production Level, up to a maximum equal to the character’s Base Production Level.

Local chapters may issue Production Components as in-game representations of refined materials, either as treasure or through merchants, instead of or in addition to silver. Each Production Component counts as one silver for increasing production output. The combined bonus from silver and Production Components may not exceed the Base Production Level.

Example: Talon has 20 levels of Create Scroll, giving him a Base Production Level of 20 per Game Day. Because he has more than 10 levels in this skill, Talon qualifies for Trade Mastery and gains 20 additional Master Production Levels. He spends 10 silver and submits 10 Production Components at check-in, granting another 20 Production Levels. Talon also uses a scroll workshop, which provides an additional 20 Workshop Production Levels. In total, Talon has 80 Production Levels available for creating scrolls. This represents the maximum production output Talon can achieve based on his Base Production Level.

All production items have an expiration date. Items remain valid for 24 months from the date of creation. The expiration date is listed on the item’s tag and is known to anyone who examines it. Once expired, an item is considered broken, rusted, or otherwise depleted. This condition may be remedied by using the appropriate Production Skills to issue a new item tag. This process explains how items such as heirloom weapons may remain in use despite naturally expiring over time.

Special Abilities

If a production skill has Special Abilities, only Base Production Levels can be used for them. If a Base Production Level is used for a Special Ability then it cannot be used to make a game item, but the use of workshops, silver, production components, or Master Levels is undiminished.

Workshops

It is possible to become more productive in making Production items if you have access to a workshop that specializes in making them. A character with a workshop can make additional Levels of items to a maximum of their Base Production Level.

There are specialized workshops for making

  • alchemical elixirs, gases, and contact poisons,
  • making weapons and armor,
  • creating potions
  • creating scrolls
  • making and arming traps.

Access to these workshops is found through in game means, often by way of a local guild or noble connection.

Workshops are chapter specific.

Goblin Production

Goblin points can be used to purchase production items. They can not be used to add special abilities to items. The scale and rules governing their use are available on the NERO Website. These rules have been known to change, so make sure you check the NERO Website periodically.

Skill Descriptions

Prerequisite: Herbal Lore

Alchemy skill allows the character to create non magical elixirs, poisons, oils, and solvents. For each time Alchemy is bought, the character gets one Production Level. Alchemy cannot be used to determine the presence of an alchemical substance or magical potion in a creature’s bloodstream.

Make Elixirs, Contact, & Gas Poisons

The list of substances, that can be made with the skill Alchemy and their Production cost is in the Adventuring Gear chapter.

Mix In Item

(Requires 1 Level Of Alchemy)

Allows you to mix an ingested substance into a food or drink. Anyone can use an ingested substance if not mixed in food or drink. (In other words, anyone can drink a Cure Light Damage elixir straight from the bottle, but you must have Alchemy 1 in order to mix that elixir into a drink or food.)

Handle Poison

(Requires Effect Levels Of Alchemy)

To employ a gas or apply a contact substance other than Vorpal Coating requires at least the purchase of a number of levels of the Alchemy skill equal to the production level value of the poison being used. Note that all gas packets must be orange to differentiate them from spell packets (which cannot be orange).

Prerequisite: 2 Backstabs Per Purchase

This skill allows the character to perform a deadly stealth attack a number of times per day equal to the number of times the skill has been purchased. Assassinate may be used with any weapon the character is capable of wielding, but the skill must be purchased separately for a specific hand.

Assasinate

An Assassinate may only be delivered from behind the target. Effects such as Parry, Magic Armor, or similar protections may defend against an Assassinate. To execute an Assassinate, the attacker must be positioned behind the target and have a clear view of the target’s shoulder blades.

The attack may not be delivered from the front or side, and the attacker may not reach around the target. If the strike does not land on the back of the torso, arms, or legs, it has no effect.

Due to its nature, an Assassinate cannot be held active and cannot be transferred to another target; it is expended on a single strike. The attack does not require the target to be unaware or surprised.

An Assassinate does 100 damage and is called as “100 (weapon type)(damage type) Assassinate.”

For example: “100 Normal Assasinate”, or “100 Magic Lightning Assasinate”

Blade Fury

Every fourth Assassinate performed by a character deals 200 damage instead of the normal 100. This damage value cannot be increased or modified by any means.

A Dodge may be used in place of an Assassinate. Each time this skill is purchased, the character may call “Dodge” to avoid the effects of one NERO weapon or packet attack. Dodge does not protect against traps (with the exception of weapon traps) or Killing Blows. Dodge may not be used while the character is fully immobilized, such as when Confined or Paralyzed.

Assassinates and Blade Furies always deal full damage to creatures that have a damage threshold or damage cap.

Assassinate/Dodge may be purchased once for every two Backstabs acquired.

Prerequisite: Weapon Skill

This skill allows a character to deal an additional two points of damage to a single opponent when attacking from behind for the duration of a battle. A battle is defined by line of sight, as per spell rules. This ability may be used once per day for each time the skill is purchased. The bonus applies to any weapon for which the character is properly skilled. When purchasing this skill, the player must designate which hand it applies to.

To use a Back Attack, the character must be positioned behind the target and be able to see the target’s shoulder blades. The attack may not be delivered from the front or side, and the character may not reach around the target.

After acquiring four Back Attacks, the character may exchange them to purchase a Backstab (see below). Once this exchange is made, the character may begin purchasing Back Attacks again.

Example: You have progressed to the point where you have earned one Backstab. You now gain +2 damage on every successful attack from behind with any weapon you are able to use. Afterward, you begin purchasing Back Attacks again. Each additional Back Attack you acquire allows you to deal two more points of damage to a single opponent, so when you activate these abilities, you deal +4 damage.

Prerequisite: Four Back Attacks Traded

This skill allows a character to deal an additional two points of damage to any opponent successfully struck from behind while standing behind the target. To perform a Backstab, the character must be positioned behind the victim and be able to see the victim’s shoulder blades; the attack may not be delivered from the front or side, and the character may not reach around the target. When purchasing this skill, the player must designate which hand it applies to.

This skill may be purchased multiple times, and its effects are cumulative. Backstab may be used with any weapon for which the character has the appropriate weapon skill.

Prerequisite: Racial Trait: Telepathic

This skill allows a user to end active charm effects on another creature once per day for each time the skill is purchased. The effects that may be broken are Calm, Calm Animal, Charm, Charm Animal, Shun, Shun Animal, and Fear.

To use Break Charm, the character must be able to physically touch the affected individual, have the target’s attention, and engage in one full minute of uninterrupted role-played conversation with them.

If the user performs any other skills during this time, if the target is attacked, or if the interaction is interrupted for any reason, the attempt fails. Attempting to use this skill on a character who is not under a charm effect still expends the use for the day.

This ability does not interact with Spell Defenses, either offensively or defensively. A character may not use Break Charm on themselves.

Prerequisite: Read Magic And Pyramid Style

This skill grants the character a Celestial Magic spell slot of the level purchased. This spell slot functions as described in the Skills System chapter and allows the casting of Celestial Magic spells of that level.

This skill represents a trade or profession that serves as a source of income. It does not grant any additional in-game mechanical skills.

At times, it may be used by the Plot Committee as a basis for providing useful or thematic information. For example, if a character selects “Craftsman: Historian,” it is the character’s responsibility to learn in-game history in order to discuss it with others, and at the Plot Committee’s discretion, they may or may not receive information relevant to an active or upcoming storyline. Craftsman skills must represent professions that would reasonably generate income.

For each Craftsman skill purchased, a character receives two silver at check-in for each game day. A character who reaches ten levels in a single Craftsman skill is considered a “master” of that trade and is rewarded for their expertise, earning five silver per day per level instead of the normal two silver per day per level. Master craftsmen whose trades are considered honorable may, by social convention, be addressed with the title “Master.”

Examples of Craftsman professions include, but are not limited to, actor, architect, artist, astrologer, baker, bard, brewer, butcher, calligrapher, candle-maker, carpenter, farmer, farrier, forester, historian, hunter, jeweler, masseuse, merchant, musician, sage (field of study must be specified), sailor, scout, scribe, tailor, tavern keeper, and undertaker.

Prerequisite: Earth Magic Spell Slot (Level 4).

This skill allows a character to create potions based on earth magic. Each time this skill is purchased, the character may produce one Production Level worth of potions. The character must possess a spell slot of the appropriate level for the potion being created. Not all spells may be made into potions; spells that can be converted into potions will be clearly indicated in their headings.

Prerequisite: Celestial Magic Spell Slot (Level 4).

This skill allows a character to create scrolls imbued with celestial magic. Each purchase of this skill permits the creation of one Production Level worth of scrolls. The character must have a spell slot of the level being produced. Not all spells may be made into scrolls; spells that are eligible will be identified in their respective headings.

Prerequisite: Disarm/Arm Trap.

A character with this skill may create traps as described in the Traps and Locks chapter. Creating a trap costs Production Points and follows the rules outlined in the Adventuring Gear chapter.

Prerequisite: A Weapon Skill.

This skill allows a character to deal one additional point of damage to a single opponent from behind for the duration of a battle once per day for each time the skill is purchased. Battle duration is defined by line of sight, as per spell rules. This bonus applies only to a specific weapon and a specific hand, which must be designated when the skill is purchased.

After acquiring four Critical Attacks, the character may trade them in to purchase a Weapon Proficiency. Once this exchange is made, the character may begin purchasing Critical Attacks again.

Example: You have advanced to the point where you have acquired Weapon Proficiency. You now deal +1 damage on every hit with a longsword. You then begin purchasing Critical Attacks again. Each Critical Attack you learn allows you to deal one extra point of damage once per day to a single opponent, meaning you deal +2 when using these abilities. When you later purchase Weapon Proficiency again, you deal +2 damage constantly and may continue buying Critical Attacks to reach +3 once per day for each Critical Attack learned.

Prerequisite: Two Weapon Or Master Proficiencies Per Purchase.

This skill allows you to either deliver a devastating attack or negate a physical attack once per day for each time the skill is purchased.

A Critical Slay/Parry may be purchased once for every two full Weapon or Master Proficiencies. Both uses of this skill follow the same handedness and specific weapon restrictions as Critical Attack and Weapon Proficiency.

A character with multiple Critical Slays/Parries may expend a Parry while maintaining an active Slay without consuming the active Slay.

A Critical Slay deals 100 damage and is called as “100 (weapon type) (damage type) Slay,” such as “100 Silver Ice Slay.” A Critical Slay always deals full damage to creatures with damage thresholds or damage caps.

Before activating a Critical Slay, the character must announce “Prepare to die!” which is an out-of-game statement and may be made even while silenced. The Slay is considered expended at the moment this statement is made and remains active until the blow lands or five minutes pass, whichever occurs first.

If the blow lands, the damage may be negated by valid game defenses such as Phase, Dodge, Parry, or Magic Armor. The five-minute duration cannot be shortened or interrupted by any means, including weapon disarm or destruction, using a defense, being killed and revived, or falling unconscious.

When engaging a new opponent while a Slay is active, the character must announce “Active Slay,” which is also an out-of-game statement and may be made while silenced.

A character struck by a Slay who does not die must acknowledge the successful hit by saying “Hit” or by appropriate role-play, indicating to the attacker that normal damage calls must resume.

Blade Fury

Every fourth Critical Slay performed deals 200 damage instead of 100, and this value cannot be increased by any means.

Parry

Parry may be used in place of a Critical Slay, allowing the character to call “Parry” to negate the effects of a single physical attack delivered by a weapon or packet.

Parry may only be used against physical attacks from boffer weapons, arrows, or attacks that include the word “Physical” in the incant; it may block weapon traps but not explosive traps and cannot be used against spellstrike.

A Parry cannot be used if the character does not have a weapon in hand or if the weapon is not free. A two-handed weapon must be held in both hands to use Parry.

A character may Parry an attack aimed at another character if they can touch the intended target with their weapon. When doing so, the defender must call “Parry for (X),” where X is the name of the person being protected.

This skill represents a character’s ability to absorb damage by learning to roll with blows. It may be purchased a maximum of ten times, and each purchase adds two points of armor to the character’s total.

A character must be properly costumed to use this skill (see Costumes). Dexterity Armor is depleted only after all Physical Armor has been destroyed. To refit Dexterity Armor, a character must spend 60 seconds stretching and role-playing loosening tightened muscles, and must be in a state where they are capable of movement and using skills.

Refitting Dexterity Armor is handled separately from refitting Physical or Arcane Armor. A character must be able to move in order to benefit from Dexterity Armor; if movement is lost, the protection is also lost until mobility is regained.

Any points lost before the protection was lost are not restored. Dexterity Armor stacks with Physical or Arcane Armor up to the character’s Wear Point limit (see Wear Points).

This skill allows a character to attempt to disarm or set traps, though it does not guarantee success. A character must possess this skill in order to even attempt to disarm or arm a trap, including cutting an obvious trip wire.

Traps may only be set in the presence of a marshal. Using this skill is difficult without simple tools such as a knife, candle, or probe.

Prerequisite: Healing Arts.

This skill grants the character an Earth Magic spell slot of the level purchased, allowing the casting of Earth Magic spells of that level. This spell slot functions as described earlier in the Skills System chapter.

This skill allows a character to determine a reasonably accurate monetary value for any tagged in-game item that is not a production item, formal component, or magic item. This skill does not reveal whether an item is magical. In most chapters, players will receive an item identification sheet that enables characters with this skill to determine the value of evaluated items.

This skill allows the user to stabilize a dying creature with a metabolism, restoring the recipient to one Body Pointsand they regain conciousness This skill has no effect on a creature that is not within the first minute of their death count. The Healing Arts skill is required to determine whether a creature is dead. Using First Aid requires one full uninterrupted minute during which the user may perform no other game skills. If the skill has no effect, the target must call “No Effect” when it is first applied. At the end of the minute, the user must call “Stabilize” to indicate completion. If the character providing First Aid is interrupted, the death count resumes from the point at which First Aid began. A character may only apply First Aid to one individual at a time. The one-minute duration represents binding wounds and stopping bleeding, and the skill should be role-played accordingly using bandages or similar props.

Prerequisite: A Weapon Skill.

This skill allows a character to wield two weapons in combat, one in each hand. Neither weapon may be a two-handed weapon, and at least one weapon must be classified as a Small Weapon. If the weapons deal different damage values, the appropriate damage call must be made for each attack.

Prerequisite: (School) Level 9 Spell Slot.

This skill allows a character to read and use Formal Magic scrolls of their chosen school, either Earth or Celestial. It does not require the construction of a second spell pyramid and is purchased in a linear fashion similar to Create Scroll. This skill also allows the character to identify the level and type of Formal Magic components. A character may cast one cantrip of their school per day for each level of Formal Magic they possess. See the Formal Magic and Cantrip sections for additional details.

Prerequisite: Racial Feature: Gadabari Curse

Each time this skill is purchased, a Gypsy may bestow or remove one Gypsy Curse per day. A Gypsy may only place a Curse if they feel they have been gravely insulted or threatened.

There is strong cultural stigma among Gypsies against removing another Gypsy’s Curse without the express permission of the original curser or the tribe’s bandoleer. Gypsy Curses are intended to entertain through humor or drama and should not create out-of-game discomfort or excessive burden.

If a Curse would cause out-of-game embarrassment or difficulty, the affected player may negotiate out-of-game for a different Curse but must still accept one of the approved Curses.

To bestow a Curse, the Gypsy must be able to see and speak to the victim. This skill is not packet-delivered and may not be used while silenced, unconscious, or blindfolded. A Gypsy may be bound or magically held and still Curse as long as they can see and speak.

Gypsy Curses are not magical and pass through Circles of Power and other magical barriers. The Curse takes effect immediately upon completion of the verbal, and the victim must hear the Curse being delivered.

Unconscious characters cannot be Cursed. Effects do not begin until all props and instructions are provided, and no Hold should be called. The Curse remains until removed by Remove Gypsy Curse or until either the Gypsy or the victim is resurrected.

To remove a Curse, a Gypsy must touch the willing and conscious victim and state “Your Curse is Removed.” Removing a Curse expends one daily Gypsy Curse use and may have social consequences among other Gypsies. One Remove Gypsy Curse removes all active Gypsy Curses.

Curse removal should be role-played theatrically with appropriate spectacle. Gypsy Curses cannot be blocked by Spell Defenses, Dodged, Resisted, or removed by Dispel Magic, Remove Curse, or Destroy Magic. Gypsy verbals are not disrupted by taking damage and begin with a personalized prefix chosen by the Gypsy, such as “May a thousand ills befall me if…” or similar.

Gypsy Curses are purely role-playing effects and must never hinder combat effectiveness. The cursed character should role-play the nuisance consistently and fully.

Allowed Curses are limited to those approved, including:

Uncontrollable Action

Phrase: “(Individual Prefix) If You Do Not ______ With Everything You Do And Say!”

The blank is filled with a harmless but irritating action such as rhyming, barking, laughing, jumping, singing, sneezing, skipping, coughing, whistling, burping, limping, tripping, spinning, crying, or similar behavior.

Effects

The affected character must continually attempt to follow the stated requirement while speaking or acting, such as forcing all speech to rhyme, repeatedly tripping, laughing, or sneezing uncontrollably, or otherwise consistently complying with the terms of the Curse.

Deformities

Phrase: “(Individual Prefix) If You Do Not _______!”

The blank is filled with a physical alteration such as growing a pig’s tail, developing facial warts, sprouting a lion’s mane, or similar changes.

Effects

The affected player must wear appropriate makeup, props, or a mask to represent the altered appearance. All required items must be provided by the Gypsy bestowing the Curse.

A player may refuse to wear a mask or physical appendage if it would present a safety risk or interfere with combat, and may refuse makeup due to allergies or similar concerns. In such cases, the Gypsy may substitute a different Curse from the approved list.

A Deformity Curse may never be used to imitate another race or monster and may not include features such as vampire fangs, elf ears, or ghoul claws. Only features resembling real-world deformities are permitted.

These deformities may never be used offensively as weapons and may not be used to disguise a character in order to commit crimes without being recognized. A character affected by this Curse must remain clearly identifiable as themselves.

Personality Changes

Phrase: “(Individual Prefix) If You Do Not Help Those Less Fortunate Than Yourself!”

The following Curses affect a character’s behavior or mindset during play. How the Curse is portrayed is entirely up to the affected player, not the Gypsy who bestowed it.

Effects

The affected character will attempt to assist any non-hostile character they observe in distress or who asks for aid.

Phrase: “(Individual Prefix) If You Do Not Become The Opposite Of Yourself!”

Effects: The affected character chooses an aspect of their personality and reverses it. A greedy character may become generous, and a calm, reasonable character may become irritable or aggressive. This Curse does not function as a Charm and does not compel loyalty or friendliness toward the Gypsy. The affected player determines how their character’s personality is altered by this Curse.

Prerequisite: Read & Write And First Aid.

This skill represents a character’s basic medical training and is required in order to learn any Earth Magic spells. A character with Healing Arts may determine whether another creature is diseased, sleeping, paralyzed, dead, dying, unconscious, or feigning injury, and may also assess the general extent of their injuries. To use this skill, the character must touch the subject and role-play an examination, announce “Healing Arts,” and then ask out-of-game diagnostic questions, to which the subject must answer truthfully. The time required to complete the examination is based on the length of the questions and responses, but may never be less than three seconds. Only the following out-of-game questions may be asked:

  • How many Body Points are you down?
  • Were you waylaid?
  • Are you diseased?
  • Are you sleeping?
  • Are you paralyzed?
  • Are you regenerating?
  • Are you unconscious? (at 0 body)
  • Are you dying? (at -1 body)
  • Are you dead?
  • How much time until you wake up, become conscious, become unparalyzed, die, or resurrect?

Questions outside this list are not permitted, including inquiries about maximum Body Points, the source or type of damage, poisons, spell types, or speculation about attackers. A conscious subject is aware that a Healing Arts examination is being performed and may refuse it unless they are helpless; Healing Arts may not be used on a conscious individual without their knowledge.

This skill also allows the user to identify a magical potion through brief examination, which must be role-played and requires a minimum of three seconds to complete.

Prerequisite: Read & Write

This skill allows the user to detect the presence of and identify an alchemical substance and is required in order to create any alchemical substances. Use of this skill must be role-played and requires a minimum of three seconds to complete.

Once an alchemical substance has been identified, the user may spend one full minute role-playing its removal from food or drink, destroying the substance in the process. This skill may not be used to identify blood types, detect poison within a creature’s bloodstream, or discern information from blood samples.

Prerequisite: A Weapon Skill.

This skill allows the character to use a Critical Attack with any weapon for which the character has the appropriate weapon skill. Handedness must still be specified, but the Critical Attack is no longer restricted by weapon type.

When this skill is purchased, any existing standard Critical Attacks the character possesses must be upgraded to Master Critical Attacks.

Prerequisite: Two Master Proficiencies Per Purchase.

This skill allows the character to use a Critical Slay with any weapon for which the character has the appropriate weapon skill. Handedness must still be specified, but weapon type is not restricted.

When this skill is purchased, the character may upgrade any existing standard Critical Slay or Parry skills to their Master versions.

Prerequisite: Four Master Critical Attacks

These higher-cost proficiencies may be used with any weapon for which the character has the appropriate weapon skill. The character must still declare handedness but does not need to declare a weapon type.

Master Proficiencies are purchased in the same manner as standard Proficiencies and may be combined with normal Proficiencies and Backstabs when determining damage. An existing Proficiency may be upgraded to a Master Proficiency by paying the difference in Build Points.

This skill allows a character to attempt to pick locks, though success is not guaranteed. To make effective use of this skill, a player should possess an appropriate set of prop lock-picking tools.

Alternate Lock Picking

In some cases, a chapter may choose to use an alternate lock-picking method. Using this method requires one full minute of uninterrupted concentration, and the chapter may also require the player to solve a puzzle.

The character must possess a suitable lock-pick phys-rep at least two inches long, which may be as simple as a straight piece of metal, tweezers, or even a dental pick.

The phys-rep must be held in the character’s hand, with both hands placed on the lock, and nothing else may be held during the attempt.

A character without this skill is unable to read even simple written signs, scrolls, numbers, or maps. With this skill, a character may read all non-magical writing.

This skill does not allow the character to read foreign languages they do not know, nor does it allow automatic decoding of coded messages, though it does permit attempts to translate or decipher such writings.

Prerequisite: Read And Write.

This skill is required for any character wishing to learn Celestial Magic spells or to read and cast magic scrolls. With Read Magic, a character may read magic scrolls up to four levels higher than their highest Celestial Magic spell slot.

For example, a character with no Celestial spell slots may read scrolls up to and including fourth level, while a character with one Celestial spell slot may read scrolls up to and including fifth level, and so on.

To cast a spell from a scroll, the character must physically hold the scroll, have sufficient light to read it, read the scroll aloud, speak the verbal incantation, touch the spell packet to the scroll, and then throw the packet.

This skill also allows the character to quickly identify a magic scroll simply by reading it.

Prerequisite: Racial Trait: Willful

This skill allows a character to resist one charm effect per day for each time the skill is purchased, and applies to the following effects: Calm, Calm Animal, Charm, Charm Animal, Shun, Shun Animal, Fear, and Vampire Charm. No other effects may be resisted using this skill; for example, Berserk and Feeblemind cannot be resisted in this manner.

If the charm effect originates from a spell or poison that would normally be negated by a spell defense, the spell defense must be used first. This skill may be used to resist ingested potions and elixirs if desired.

To use Resist Charm, the character must call “Resist” within three seconds of being affected and must be conscious. A character may not roleplay being affected and then later call “Resist,” making it immediately apparent to observers that the charm did not take effect.

Prerequisite: Racial Trait: Tough

This skill allows a character to resist one poison effect for each time the skill is purchased. This includes all alchemical substances, including ingested elixirs, as well as any Monster Attacks that include the word “poison.”

If the poison effect would normally trigger a spell defense, the spell defense must be used first.

To use this skill, the character must call “Resist” within three seconds of being struck by the poison and must be conscious. A character may not pretend to be affected and then later declare a resistance.

Prerequisite: Racial Trait: Willful

This skill allows a charaacter to resist one sleep effect per day for each time the skill is purchased. This does not apply to Waylay.

If the sleep effect originates from a spell or poison that would normally be stopped by a spell defense, the spell defense must be used first.

This skill may also be used to resist ingested sleep potions and elixirs if desired.

To use Resist Sleep, the character must call “Resist” within three seconds of being affected and must be conscious. A character may not role-play being affected and then later call “Resist,” making it clear to observers that the sleep effect did not take hold.

This skill allows a character to use a shield in combat. Shield use in NERO is intentionally restricted to balance the fact that shields are props, therefore indestructible, except through in-game effects such as Shatter or Destroy.

A character may not hold or carry any in-game items in the hand or arm used to wield a shield or weapon, including gas globes, magic items, or additional weapons.

If this rule is violated, any damage that strikes the shield or weapon is not blocked and is taken as though the shield were not present.

Worn items such as rings, bracelets, and gloves are permitted as long as they are worn normally and not carried.

Items may be attached to the back of a shield provided they do not extend beyond the shield’s outer edge and do not enhance its defensive value.

Each time this skill is purchased, the character may create one Production Level’s worth of weapons or armor. In addition, a smith may produce items with specific special properties or limited-use abilities per day.

When creating, silvering, or strengthening an item, the smith must obtain the appropriate item tags from Logistics. Goblin Points may not be used to add special properties to items.

Smithing follows the Production Skills rules as detailed in the Adventuring Gear chapter.

Special Property: Silvering A Weapon

A silvered weapon gains the Silver weapon type. Silvering a newly created or existing weapon costs four Production Levels and one silver piece per linear inch of the weapon’s striking surface.

A quiver of arrows or bolts costs five silver pieces and four Production Levels to silver.

Rendered weapons may be silvered.

Special Property: Strengthening An Item

Strengthening allows an item to resist Shatter and Destroy effects, including explosive traps. Items larger than a door may not be strengthened.

A full suit of armor may be strengthened, but a new tag must be issued to cover the entire suit.

Strengthening an item costs four total Production Levels and requires Shatter Resistant components found in game.

For each Shatter Resistant component used, the item gains the ability to negate its own destruction from a Shatter or Destroy effect twice, ever. No more than three Shatter Resistant components may be used on a single item.

When this property is used, the item’s holder calls “Resist” and marks off one use on the item’s tag.

Special Property: Enhanced Armor

Enhanced Armor allows a suit of armor to use a higher-value tag than its physical representation would normally allow.

Creating Enhanced Armor requires double the normal Production Levels needed to make the armor, and one Shatter Resistant component per armor location must be used during creation.

Enhanced Armor provides one additional point of armor per location, and these extra points count toward the character’s Wear Point total.

Special Ability: Improving A Weapon

A smith may improve a weapon to grant a damage bonus to anyone wielding it. This bonus does not stack with damage bonuses from Formal Magic auras; only the higher bonus applies.

The improvement remains in effect until the next standard reset. The smith applies this bonus by spending unused base Production Levels, as outlined in the appropriate production chart, that have not already been allocated to another purpose.

No weapon may receive a bonus greater than +3, and a weapon may not be improved more than once during the same standard reset period.

Rendered weapons may be improved.

Special Ability: Rapid Refit

A smith may spend one unused base Production Level to refit a suit of armor more quickly than normal. This ability cannot be thrown but may be used on another character.

To activate this ability, the smith must keep one hand free, remain stationary, and role-play repairing the armor for at least three seconds before calling “Physical Refit Armor.”

If the smith or the recipient of the refit is struck at any point during the role-play time or before the call is completed, the refit is interrupted and the skill use is expended.

Initial Purchase Prerequisite: Two-Handed Melee Weapon

Additional Purchases Prerequisite: Two Weapon Or Master

Proficiencies Per Purchase

A character wielding a polearm, two-handed sword, two-handed blunt weapon, or staff may use this skill against an opponent.

To activate the ability, the user swings, makes contact with the target, and calls “Stop Thrust.” The target may respond with an appropriate defense such as Parry, Dodge, or Phase, but may not block the attack with a weapon or shield.

If affected, the opponent may not advance toward the user for five seconds, though they may still attack, retreat, or defend themselves.

When this skill is purchased, you gain one use of it, and you may buy an additional use for every two Proficiencies in an appropriate weapon.

This skill does not apply to non-melee two-handed weapons such as bows or crossbows.

Prerequisite: A Weapon Skill

This skill grants the character the benefits of the Shield, Florentine, and Two Weapons skills. When purchasing Style Master, the character must sell back any of these individual skills already possessed.

Prerequisite: Florentine

This skill allows the character to wield and use two weapons in combat, one in each hand. Neither weapon may be a two-handed weapon, and one weapon must be no longer than a short sword. If the weapons deal different damage values, the appropriate damage must be called with each attack.

First Purchase Prerequisite: None

Additional Purchases Prerequisite: Five Character Levels

Per Purchase

This times-per-day skill allows a character to knock another character or monster unconscious. A creature affected by Waylay remains unconscious for five minutes unless awakened by an Awaken spell or potion, and retains their current Body Points while unconscious.

Waylay may be delivered with any NERO-safe, non-ranged, one-handed short weapon for which the character has the appropriate weapon skill.

To use this ability, the attacker must be behind the target and able to see the target’s shoulder blades; the attack may not be delivered from the front or by reaching around.

Waylay cannot be held active, cannot change targets, and is expended on a single strike. Surprise is not required.

The attacker must call “Physical Waylay” when delivering the attack. If the weapon has special properties, such as being silvered, magical, or enhanced by an elemental aura, the call remains “Physical Waylay.”

This skill may be purchased once, with one additional purchase allowed for every five character levels, rounded down.

This skill allows a character to use all non-ranged weapons. It does not grant the ability to use Shield, Florentine, or Two Weapons.

When purchasing Weapon Master, the character must sell back any individual skills that are encompassed by Weapon Master.

Prerequisite: Four Critical Attacks

This skill grants a constant additional point of damage with the chosen weapon for each time the skill is purchased. A character may purchase Proficiencies for multiple weapons, but each weapon requires a separate Proficiency.

When buying this skill, the player must designate the hand to which it applies, following the same handedness rules as Critical Attack and Critical Slay.

A single Proficiency may not apply bonus damage to both weapons when using Florentine or Two Weapons.

When attacking with a weapon Proficiency, the additional point of damage is included as part of the normal damage call.

Weapon Skills

The following weapon skills may be purchased. Detailed descriptions of these weapon skills can be found in the Adventuring Gear chapter. Two-handed weapons must be used with both hands at all times.

This skill allows a character to use a NERO-safe bow or crossbow. For safety reasons, real bows and crossbows of any draw weight are not permitted. Bows and crossbows are considered two-handed weapons.

This skill allows a character to wield a one-handed blunt weapon, including sap, bludgeon, short hammer, long hammer, short mace, and long mace. Blunt weapons may not be used to thrust, and any thrust made with the tip of the weapon deals no damage. The weapon may be used in either hand.

This skill allows a character to wield a one-handed edged weapon, including dagger, hatchet, short sword, long sword, short axe, and long axe. The weapon may be used in either hand. This skill also allows the use of a one-handed spear, which is a thrust-only weapon.

This skill allows the character to use all one-handed edged and one-handed blunt weapons. When purchasing this skill, the character must sell back any individual weapon skills that are included within it.

This skill allows the character to wield any hafted two-handed weapon with a blade on the far end, such as two-handed axes or halberds.

This skill allows the character to wield any small weapon, including sap, bludgeon, dagger, hatchet, or any other close-combat weapon under 26 inches in length. Weapons must be at least 12 inches long. This skill may not be sold back when purchasing One Handed Edged or One Handed Blunt, but must be sold back if One Handed Weapon Master is purchased. The weapon may be used in either hand.

This skill allows the character to wield a staff. For safety reasons, staff use in NERO is restricted; players may not trip opponents, thrust, or perform certain real-world staff techniques. A staff has two edges for the purposes of Vorpal Coatings and is considered a two-handed weapon.

This skill allows a character to use hand-thrown missile weapons. All thrown weapons must be soft-sculpted or made entirely of pipe insulation without a solid core. Thrown rocks must be at least six inches in diameter and constructed of open-cell foam rather than pipe foam. Thrown weapons may not have sharp edges or corners. Spell packets may not be used as thrown weapons. Javelins may be thrown, but one-handed spears may not.

This skill allows the character to wield a two-handed blunt weapon. Blunt weapons may not be used to thrust, and any thrust with the tip of the weapon deals no damage.

This skill allows the character to wield a two-handed sword only. Any other two-handed edged weapon falls under the Polearm skill.

This skill grants the ability to use all two-handed weapons, including two-handed swords, two-handed blunt weapons, staves, and polearms. When purchasing this skill, the character must sell back any individual skills included within Two Handed Weapon Master.

This skill allows a bow, crossbow, polearm, two-handed sword, two-handed blunt weapon, or staff to block up to two blows while held with only one hand. The third blow causes the weapon wielder to fumble as per the spell effect unless the weapon is grasped with both hands before the third strike. This skill cannot be used while holding a weapon or shield in the opposite hand. One Handed Block is automatically known by any character who purchases a two-handed weapon skill.

This skill allows a character to benefit from five additional armor points beyond their class limitations for each time the skill is purchased, up to a maximum of forty additional armor points.


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