Gameplay
More actions
Out of Game · Rule Book · Chapter 6
Gameplay
Safety is NERO’s main concern. These rules are designed to give players the feel of medieval combat without the pain and suffering of the real thing.
THE HOLD RULE
This is the single most important rule in this entire book. Read it and take it to heart.
Anyone can call a hold in a fight if they see an unsafe situation happening or about to happen. “Hold!” should be yelled so that everyone in battle can hear it—otherwise, it may be followed by another flurry of swings. When a Hold is called,
1. Stay exactly where you are
2. Drop to one knee (unless you can’t due to a medical reason)
3. Do Not Move.
Do not look around you or talk to people about anything not connected with the Hold. You can use this time to update your tags and remove any spells that you have cast. You can also pick up spell packets from the ground or from your pouch as long as you return to your original spot before the game is resumed.
This is not a time to study someone and see if they are an NPC or a PC, nor is it a chance to look behind you and see if anyone is sneaking up on you. Please play fair and try not to gather information while the Hold is being sorted out. When the reason the Hold was called is resolved, then the person calling the hold should call a Lay-on. First, insure that everyone is ready to resume play, then call “3. . .2. . .1. . .Lay-on!”
Hold can also be called for excessive zeal on the part of an opponent. The infraction should be reported to a marshal. Repeated complaints will get a player removed from combat.
Hold can also be called if anyone’s eyeglasses are knocked off.
You cannot call a Hold to collect spell packets even though they are out of-game. You may pick up packets during a Hold that has been called for another reason.
Collecting tags or treasure is not a legitimate reason for calling a Hold. Tag bookkeeping should be done after the battle is over, not during it.
Anyone who ignores a Hold called for any reason will face severe disciplinary action and possible expulsion. This is usually used for emergencies and not to be treated lightly. Stop what you are doing immediately and find out why a Hold was called, then do what you can to help. You must return to your original spot before the Lay-on is called.
If you see a crowd of people kneeling down, then they are probably in a Hold. Do not approach the group until the Hold is over.
If you are in the middle of a battle and everyone starts dropping to one knee, then a Hold has probably been called and you did not hear it.
COUNTED ACTIONS
Some actions cannot actually be performed for reasons of safety or reality, but must be considered as taking some time to complete. Such actions will have a specific count, usually three, and a definite phrase to indicate what is happening.
For example, to simulate a zombie rising from the ground, the NPC playing the zombie could say “I climb out of the ground one, I climb out of the ground two, I climb out of the ground three.” During the time in which the player is saying this, he or she is completely vulnerable to attack and cannot use any game abilities except Dodge, Phase, Return and Resist. These abilities cause the counted action to be interrupted. The skill is used up, and the count is aborted and must be started again.
A counted action such as breaking a binding effect (using “Rip From ...”), performing a Killing Blow, or going Gaseous requires the same number of seconds as the number of the count, or the duration of the count, whichever is the longest. This means that a Killing Blow requires at least 3 seconds to perform, no matter how fast the player says “Killing Blow 1, Killing Blow 2, Killing Blow 3”. In the case of simultaneous, identical length counts, who ever started the count first “wins” it does not matter how fast you say it. Spell defenses such as Shield Magic do not interrupt a counted action.
For example, Cerik the vampire is turning gaseous. During the three count, he is hit with a Cure Light Wounds spell. He takes the damage from the spell but it is not enough to destroy him, so he can continue his three count.
Example two: Cerik gets hit with a Destroy Undead spell. This would destroy him, so he uses his Phase skill. The use of that skill has interrupted his three count, so the Gaseous Form skill has been used up, and unless he has that skill twice, he cannot attempt it again.
Before performing a counted action, NPCs will often take their places while wearing a white headband. Players who see this can have their characters experience an “eerie feeling” that something is amiss. This is not an excuse to metagame as to exactly what will happen, but role-playing caution is acceptable.
This is not a way to invent your own abilities. All such actions are defined by NERO. Counted Actions are not appropriate for actions you can actually perform safely and within the rules.
BODY CONTACT
The only contact allowed during battle is by weapon. Any other type of fighting contact such as grabbing someone, hitting, or kicking is strictly forbidden. Violation of this rule is the shortest path to disciplinary action.
PINNING AND TRAPPING WEAPONS
Although “pinning” weapons is a mainstay of many swashbuckling movies, many of the moves used to free yourself from a weapon pinning are dangerous and as such not allowed in NERO combat. As a result, the following restrictions have been placed on “pinning” or “trapping” weapons:
TRAPPING
Any weapon shaped in such a way as to trap weapons (whether accidentally, or by design) is expressly forbidden.
“Trapping” occurs when one weapon is used to hold another weapon so that it becomes useless. A weapon with multiple tines for instance can be used to grab and twist the opponent’s blade, thus “trapping” it.
Any weapon that is reported as trapping weapons will not be allowed in game. A marshal has the right to reject any weapon for this reason.
PINNING
“Pinning” occurs when one weapon is used to apply force on an opponent’s weapon, capturing the weapon by holding it against a wall or a tree or other stationery object.
Pinning of weapons can only be done with another weapon, and only outdoors. Indoors, the limitations of the situation lead to an unnecessary chance of injury. If your weapon is pinned, you may pull the weapon straight back to free it. If the weapon is shaped in such a way that it is not possible to pull it out, then you’re stuck—the weapon is pinned and there’s nothing you can do about it. You can back up to try to free yourself and your weapon, but shoving your opponent or charging are not allowed.
CHARGING
During NERO combat you must never come into physical contact with your opponent. It is the responsibility of all parties involved in combat to ensure that there is always a safe distance between combatants. If you are crowding your opponent so much that he or she must step back to avoid body contact with you, you are Charging. No combatant should be able to touch the torso of an opponent in combat. If you can reach out and touch the torso of an opponent, then you are too close. Any combatant who has moved too close must increase the distance to be greater than his or her arm length, though at no time may someone shove away an opponent or otherwise initiate physical contact. In the case of extreme differences in arm length, the combatant with the shorter arm length is allowed to approach close enough to strike their opponent so long as they cannot touch the opponent’s torso with their own hand.
LEGAL TARGETS
Legal targets include the entire body except the head, neck, throat, hands from the wrist out, and the groin. A player observed to be hitting restricted areas repeatedly is subject to disciplinary action.
You may not intentionally block a hit with an illegal target.
Blocked and deflected shots do not count. This is admittedly a judgment call. If the block was good, then the weapon just grazed an arm or leg and the shot does not count. If the block was weak and the swing hit with about half or more normal force then the hit should count.
UNSKILLED WEAPON USE
If you do not have the skill to use a weapon you are carrying, or if you are presently unable to use a weapon in which you are skilled, such as wielding a two handed weapon with one hand you must either immediately drop the weapon or take any damage that hits your weapon as if you had been hit.
SWINGING YOUR WEAPON
The NERO combat system is an honor system. Each player trusts that the person whom he is hitting is correctly counting his or her hits. “But I’m an evil thief.” You still have to count your hits. The NERO combat system relies on all players being honest in real life even if their character is a nefarious liar. Remember, even the NPCs are there to have fun, albeit by dying in a good clean fight.
NERO is a fantasy game with a fantasy combat style. The normal rules of armed combat don’t apply as they are geared toward doing all the things we strive to prevent, i.e. injure your opponent. So because of this some compromises must be made in realism.
BASEBALL SWING:
One thing you must remember: you are only trying to make contact, not hit a home run. Do not reach back, wind up, and take a huge swing at your opponent.
It is usually not necessary to hit hard at all. When fighting an unarmored and unarmed opponent, an easy tap will do. You only need to apply enough pressure to make sure your opponent is aware of the attack.
For example, hitting an armored opponent from behind by surprise might require more vigor than a standard tap. And if it seems that your opponent is not taking his or her hits, it might be because the hits are not being felt under all that armor. You should mention to your opponent when you think you got a hit in, and all players should call hits whenever possible.
MACHINE GUNNING
If you are swinging so fast that you cannot announce the damage fast enough to keep up with the swings, then you are “Drum Rolling” or “Machine Gunning” and your opponent should count all of that as one or maybe two hits.
A good rule of thumb is to have your swing progress between 45 and 90 degrees. Most importantly swings must be controlled and must not hit too hard.
SHIELDS
Shields cannot be used as offensive weapons. Shields are strictly for defense.
Shields do not protect the owner from any kind of trap other than a weapon trap, which uses a weapon blade or missile weapon to deliver its damage.
SHIELD BASHING
Shield Bashing is the intentional use of a shield to gain physical out-of-game advantage over an opponent. Shield Bashing is a serious a violation of NERO safety rules—it is similar to Charging. The potential for injury is great. Excessive use of Shield Bashing will result in warnings and possible loss of the Shield skill.
Shields cannot be used with two handed weapons. You may not wield a weapon with the hand or arm holding the shield. Also your shield arm may not have any other items or weapons attached to it. Tucking a dagger behind your shield arm would negate your ability to use the shield.
SPELL GROUNDING
Any item you throw, toss, or let go of is still considered to be in your possession until it lands and comes to a complete rest. Any attack that hit such an item before it lands and comes to rest will affect its possessor. If the attack targets the thrown/dropped item directly, such as Shatter or Destroy, the item is still affected.
BUCKLERS
A “buckler” shield (a small shield that is strapped onto the arm) must still follow all shield rules. In other words, you cannot have a buckler on your left arm and still hold anything in your left hand.
TURTLING
“Turtling” or hiding behind an impenetrable shield (with little more than your head showing) is not allowed! Anyone using a shield in such a manner could be subject to warnings from the marshals and if necessary, loss of the shield skill. Shields in our game are not all that realistic, and as such you are artificially limited in what you can do with them. In real life you could overbear someone who was hiding behind a shield, but such contact is not allowed in our game. If you are short and using a maximum sized shield that prevents any legal targets from showing then you are Turtling.
Delivery Methods
There are several ways for damage or effects to be delivered in the game. The following delivery methods are used to apply effects or to deal or cure damage: Packet, Weapon, Ingested, Contact, Touch, Area of Effect, and Vengeance.
CONTACT
Contact effects are delivered instantly by touch. When a contact effect is delivered, defenses may be called.
INGESTED
These effects must be consumed to receive the effect. Ingested effects bypass protectives such as Shield Magic and Poison Shield.
PACKET
All packet delivered attacks take effect when they contact the target or any of the target’s immediate possessions, such as a shield or cloak. Arrows are not packet attacks.
Packet attacks include spells, gas globes, and certain monster abilities. Unlike weapon blows, a packet attack counts even if it strikes illegal targets such as the head or groin, though this does not mean you should aim at those illegal targets.
TOUCH
An effect delivered by touch does not affect any defenses. Instead, the target may choose to accept the effect or state “I do not accept” at the moment the effect is delivered. See “Touch-Casting” on page <OV> for additional information.
VENGEANCE
A Vengeance uses a unique delivery method. It automatically targets the character who delivers a Killing Blow to the owner of the Vengeance. For more information on Vengeance, see the NERO Formal Magic Rules.
WEAPON BLOW
Weapon blows are delivered using NERO safe hand held boffers and thrown boffers. Arrows are also considered weapon blows even though they are physically represented by yellow packets.
EFFECTS TYPES
In addition to delivery methods, there are also effect types that determine what protects you from the damage or effect. After you take the effect, it functions the same regardless of effect type.
Arcane: Effects delivered as Arcane are formed from raw magical energies. They are not blocked by regular spell defenses. The same casting rules apply as spells, except you do not need the ability to speak.
Magic: Magic Deliverance is a non verbal method of casting spells. The same casting rules apply as spells, except you do not need the ability to speak.
Elemental: Elemental effects and damage are created from elemental energy rather than a spell and must be blocked by an Elemental Shield. Elemental effects can be removed by Dispel Magic.
Physical: Physical attacks represent an actual physical force, such as a glob of ooze forming a Physical Web, a large rock forming a Physical Stone Bolt, or a burst of wind causing a Physical Repel.
Poison: Poison delivered effects are stopped by Poison shields. They represent effects such as poisoned claws, fangs, or spittle.
Spell: Spell delivered effects are blocked by Shield Magic.
CALLING WEAPON DAMAGE
When you swing a weapon in NERO, you must speak a verbal that states the attributes of the attack. The verbal may contain up to four parts. The first two parts are always used, and the last two are used only in special situations. The parts, in order, are: <damage amount> <weapon type> <damage type> <effect>.
When you continue fighting the same opponent, you do not need to keep calling your damage after the first or second swing. Weapon verbals are out of game and may be spoken while affected by Silence or Gypsy Curse, though anyone who hears them will understand what they are.
DAMAGE AMOUNT
This is the numeric value of the damage dealt by each swing.
WEAPON TYPE
Weapon Type describes the nature of the weapon. There are four weapon types: Normal, Silver, Magic, and Massive.
DAMAGE TYPE
Some creatures take increased or reduced damage from certain damage types. Valid Damage Types may vary as determined by local plot teams or as granted by effects in these rules, provided the call does not duplicate a game effect.
The most common damage types are the thirteen core elements, such as fire, water, order, chaos, and similar, and the Effect Types listed above. The only Effect Types that may not be used as a Damage Type are Magic and Spell. To specify a Carrier Attack as a magical effect, you must use the Arcane Effect Type.
EFFECT
Effects cause the struck character to take the named game effect if the attack damages Body Points. This is called a carrier attack. The effect name is stated as part of the carrier attack. Examples include Paralyze, Death, Drain, Obliterate, and others.
Some effects have an option, for example a Shatter spell requires the caster to choose the item to be shattered. With a carrier attack, stating the option is optional. If the option is not stated, the creature struck by the carrier may choose any valid target that can be affected by the carrier. If no valid target exists, only the damage is taken.
As shown in Table 6-1, the type for all carrier attacks is Physical unless an additional Effect Type is designated as the <damage type> portion of the weapon call.
EXAMPLES
Example one: If you have a normal longsword, the skill One Handed Edge, and no other skills, you deal 2 points of Normal damage and call “2 Normal.”
Example two: If you have a special longsword that adds +1 to your damage call and allows you to call Magic, your call is “3 Magic.”
Example three: If you have a normal longsword and expend an Elemental Blade spell, Ice, on your next swing, your call is “7 Normal Ice.”
Example four: A monster attacks with weaponry that infects your blood with a magical taint that causes debilitating effects. Its call is “10 Magic Taint Blood.” You have 5 Armor Points and 10 Body Points when the blow strikes your chest. Because your Body Points are damaged, you are now under the effect of a Taint Blood spell and have 5 Body Points remaining.
Example five: A monster hits your leg with its sword, calling “5 Silver Fire Death.” You have 10 Armor Points, which are reduced to 5, and you are not subject to the Death effect because the attack did not damage your Body Points.
Example six: A monster hits your arm with its claws, calling “5 Normal Shatter Sword.” You have no armor, so the effect would apply. You are holding a sword in each hand. One sword is Rendered and cannot be affected by the carrier, so the other sword takes the effect. That sword has 2 Shatter Resists remaining, you call Resist and take no damage. Your sword now has 1 Shatter Resist remaining.
CONVERSATIONAL COMBAT
All non ranged attacks must be delivered in a clear, conversational tone, no yelling. Once you have announced your damage to your opponent, you do not need to continue announcing it until another opponent engages you. This rule is in addition to existing damage rules and does not replace them.
NEGATING ATTACKS
If any part of an attack is negated, the entire attack is successfully defended and does not take effect. For example, an Elf who uses Resist Sleep against a Monster calling “10 Normal Sleep” in an attack that would normally deal Body damage takes neither the damage nor the Sleep effect.
Although effects cannot be stacked, being struck by a carrier while you are already under that effect does not make you immune to the damage. If you are under Sleep and are hit by “10 Sleep,” you still take the damage.
This negation applies only to the creature or character, not to items in that character’s possession. Therefore, an Elf with Rendered armor and a Rendered weapon does not negate the damage from the call “10 Normal Shatter.”
CALLING HITS
Calling hits against yourself is strongly encouraged through role playing being struck. Clearly indicating which hits you are taking and which ones you believe you blocked helps maintain combat flow.
THROWING AND TOSSING ITEMS
You may not throw any weapon, shield, or other item unless it is NERO approved for throwing. If a local safety marshal has approved an item for throwing, such as a thrown weapon or javelin, it may be thrown, otherwise it may not.
You may not use a toss and grab method to avoid a spell’s effects. If you toss an item and catch it before it lands, the item remains under your control and is still considered in your possession.
For spells that target the item itself, such as Shatter, an item remains under a player’s control until it comes to a complete rest on the ground and is no longer in the player’s grasp.
Traps and Locks
In order to construct a trap, you must have the Create Traps skill. This skill uses the Production system as described in the chapter “Physical Representations” on page <OV>. All trap designs must be reviewed and approved by a Rules Marshal from the chapter where the trap will be used. Approval is required at every event, even if the trap has been approved previously. All traps must make a noise, flash a light, or otherwise be built so that it is obvious when the trap has been triggered. A trigger must be physically attached or connected to the trap.
Traps are never considered NERO safe weapons and may not be thrown or used as weapons in combat. Doors may only be secured through in game means such as in game locks or a Ward spell. Out of game locks, barricading a door shut with objects, or attempting to hold a door closed against an intruder are not permitted.
TRAP TYPES
There are seven trap types, each with its own construction requirements.
WEAPON TRAPS
A weapon trap contains a weapon mounted on a spring mechanism. The cost is 1 Production Level per 2 points of damage, with a minimum of 2 damage and a maximum of 40 damage. Weapon traps may be reset by anyone with the Disarm Arm Traps skill without paying the cost to rebuild them.
These traps must be mounted to a door, wall, or the inside of a large chest to function. If not mounted to a heavy, stable object of this kind, they cannot be set with enough force to be effective. Weapon traps may not be attached to a body.
The mounted weapon must be a standard NERO safe boffer weapon. This is the only trap type that can be Blocked, Parried, Dodged, or stopped by the Magic Armor spell.
MASSIVE MECHANICAL TRAPS
Massive mechanical traps represent collapsing ceilings, rockfalls, giant scythes, and similar contraptions. They are completely immovable and must be at least 3 inches by 3 inches by 3 inches. Anyone struck by any part of the phys rep when the trap activates takes the full damage. Massive mechanical traps cannot be reset, they must be rebuilt after they are triggered.
The cost is 1 Production Level per 4 points of damage, with a minimum of 16 damage and a maximum of 80 damage. Massive mechanical traps are typically represented by pillows, plastic trash bags filled with newspapers, or other soft items. Any person touched by the phys rep takes the full damage from the trap.
FIRE AND ACID TRAPS
A fire or acid trap represents a device that sprays a burning or caustic liquid in a 5 foot radius measured from the center of the trap phys rep. Anyone within this radius when it detonates takes the full damage from the trap, plus the additional effects listed below.
In addition to a trigger and detonation mechanism, the trap must include a physical representation of the oil or acid container. This container must be 216 cubic inches in size. The detonation mechanism must be attached to the container. The radius is measured outward from this container.
Damage from fire traps can be negated by Cloak vs Fire or Guardian of the Four, Fire.
The cost is 1 Production Level per 3 points of damage, with a minimum of 12 damage and a maximum of 60 damage. This trap is destroyed when it detonates.
EXPLOSIVE TRAPS
Explosive traps function similarly to fire and acid traps, except the container represents the explosive. These traps have a 5 foot radius. All destructible items in the area of effect are destroyed. Armor provides its numeric protection against the blast damage and is then destroyed. Sealed containers do not protect items from explosions. All in game items except un shatterable items are destroyed by an explosive trap. Items inside an indestructible sealed container are not affected if they are within the radius of an explosive trap, unless the trap is inside that container or the container is open. Defenses such as Cloak or Bane versus Shatter or Destroy do not function against an explosive trap.
Explosive traps, like fire and acid traps and gas traps, must have a container. The container is always 216 cubic inches, regardless of the trap’s effects.
The cost is 1 Production Level per 2 points of damage, with a minimum of 30 damage and a maximum of 60 damage. This trap is destroyed when it detonates.
GAS TRAPS
The Production Level cost to create a gas trap equals the highest Production Level gas the trap is designed to hold. The trap builder must also place a dose of the gas poison into the trap. A gas trap is rated at the Production Level used to create it. For example, a gas trap designed to hold a Paralyze gas costs 9 Production Levels for the trap, plus 9 Production Levels for the gas, which must be supplied separately.
The trap must contain both a trap card and the gas poison tag. Gas placed into a gas trap may not be removed, reused, or salvaged under any circumstances.
Multiple Cause Damage gases may be placed into a single gas trap up to the trap’s Production Level limit, but no other gases may be stacked to increase damage or to combine effects.
Gas traps have a 5 foot radius. Anyone within this area when the trap activates is affected as though struck by a gas poison of the same name. The effects of any gas trap, including traps containing multiple gases, are blocked by a Poison Shield or the skill Resist Poison. If two or more traps share the same trigger, they all activate together and a single Poison Shield or Resist Poison will block them all.
Gas traps, like fire and acid traps and explosive traps, must have a container. The container is always 216 cubic inches, regardless of the trap’s effects. Gas trap mechanisms are reusable after activation, but the gas must be replaced.
ALARMS AND NOISE MAKERS
These traps cause no damage, but produce a loud alarm or other noise. Each costs 1 Production Level to create. Alarms and Noise Makers do not have a minimum container size and may be as large or as small as needed to produce the sound. When triggered, the device must generate its own noise. A character with Disarm Traps is required to disarm an Alarm or Noise Maker, but once it has been triggered, anyone may attempt to muffle the sound by throwing blankets over it or using another method.
Trap Mechanics
SETTING TRAPS
Setting a trap requires the real time needed to set the trigger, followed by 60 seconds of counting while both hands remain on the trapped item. Weapon traps and massive mechanical traps must be mounted on large or heavy objects to be set properly.
BACKFIRE
If either hand is removed from the trap during the counting period, or if the character setting the trap is struck by a physical blow or packet attack, the trap backfires on the setter. The backfire affects only the setter and has no radius effect.
SETTING OFF A TRAP
A trap can be set off in three ways, by being moved, by being destroyed, or by its trigger being sprung. The trap must be armed in order to be set off.
BEING MOVED
Once set, a trap may not be moved more than five feet without automatically triggering, even if the person moving it has the Disarm Traps skill. For weapon traps, the trap automatically strikes the person carrying it.
DESTROYED
An armed trap triggers and is then destroyed if it is affected by a Shatter or Destroy effect. This includes traps and other game effects that duplicate Shatter and Destroy. A trap that is not armed does not trigger in this way, though it is still destroyed.
TRAP TRIGGERS
All traps must use a real, physical trigger. When activated, the trap must produce a noise or a light that can be detected by an impartial observer. It must always be possible to determine how to disarm a trap, though doing so may require light and a small mirror. A trap may only be used if it has been approved by a Marshal.
A simple trigger can be built using a clothespin with a spring, two tacks, string or thread, two pieces of wire, and a small piece of cardboard. Attach the wire to the tacks just below the tack heads.
Pull the clothespin apart and place the halves outside down on a table. Push a tack through each half so that the tack heads will touch when the clothespin closes, then reassemble the clothespin.
Punch a small hole in the cardboard and tie one end of the thread to the cardboard. Place the cardboard between the clothespin jaws so it prevents the tacks from making contact.
Tie the other end of the string across a doorway or path so that when someone catches it with a leg, it pulls out the cardboard and completes the connection. This can be used to activate a buzzer or other device to indicate the trap has triggered. A pull cord may also be used to deliberately trigger a trap in a manner similar to a claymore mine.
DEALING DAMAGE
For traps with an area effect, the affected area is measured from the center of the trap phys rep. If a trapped box has a 10 foot tripwire and a player triggers it at the end of the tripwire, that player is not affected if the trap’s phys rep, the center of the radius, is 10 feet away. The area is not measured from the tripwire, snapper, or similar component, it is measured from the trap’s physical representation.
This allows the use of a long pull cord on a trap box, such as a 50 foot pull cord, to operate it like a claymore mine, because the effect originates from the box, phys rep, and trigger, not from the cord.
DISARMING TRAPS
Traps may be disarmed using any method that does not permanently destroy the trap. For example, removing a battery clip may represent disarming a spring mechanism.
Permanent damage is any damage that cannot be repaired by the marshal within ten minutes without tools.
If a gas trap is successfully disarmed, it may be reset, but the gas may not be removed from the trap under any circumstances.
CONTAINERS
Fire and acid, explosive, and gas traps must have a container representing the explosive or liquid contents. The container must be at least 216 cubic inches.
PICKING LOCKS
Any character who wants to place a lock on a box, chest, or door must use a NERO approved lock, which may be purchased from various characters. These locks are simple and are intended to be pickable with thieves’ tools.
In general, if you want to place a lock on a door and you can pick that lock yourself in the presence of a Marshal, you may use that lock. Combination locks may not be used by players, though they may appear in modules.
MARSHALS
Marshals serve as NERO’s referees and guides. They will accompany you in modules and will be available at other times. If you have a rules question or need a witness to make an action official, you must contact the appropriate Marshal.
If a rules interpretation is disputed by one or more players, consult a Marshal. On a module, the Module Marshal is the arbiter. At a full NERO event, you must locate a Full Marshal or a Marshal on duty.
If you wish to appeal a Marshal’s decision, you may speak to an Adjudicator. When interacting with a Marshal or other NERO representative, remain calm and present your case clearly. After a ruling is made, follow it. A Marshal may have information you do not, or may be ruling based on the rule’s intended application. If you believe the ruling is incorrect, you may seek adjudication later. Do not dwell on it during the event.
Avoid nitpicking minor details. Understand and follow the intent of the rules. Play fairly and be considerate of everyone’s enjoyment. You will be taken more seriously by those resolving disputes. Arguing over precise wording or exploiting a misprint can appear manipulative and will not help your case.
Marshals are appointed positions. In general, Marshals remain in game as their characters but may step out to make rulings as needed. Impersonating a Marshal is grounds for immediate disciplinary action. Marshals may not marshal themselves or their friends during game play.
A Marshal may not marshal themselves through an encounter, and should not marshal their own adventuring group if it can be avoided. Perceived bias undermines the Marshal’s credibility and harms future rulings.
CHEATING AND METAGAMING
Players caught cheating or metagaming risk suspension or removal from NERO. Participation is a privilege, not a right.
If you know someone is cheating, report it to a Marshal immediately.
Metagaming can be difficult to identify. It is easy to share stories out of game, and people may not always remember where information was learned. If you do not want others to act on out of game information, the best solution is to avoid sharing secrets out of game.
Peer pressure matters. Do not allow teammates to cheat or metagame. Eventually they may be caught, and others may assume you were involved as well.
Gossip about cheaters and metagamers is harmful. Players often complain about others, but NERO is proud to have very few issues. Gossip can damage the game. Watch what you say. Hearsay and innuendo do not belong in NERO. If you believe someone is cheating or metagaming, do not complain to friends, report it to a Marshal. If a Marshal asks you about a situation, cooperate and do not take it personally.
If someone accuses another player, ask, “How do you know that?” If they have firsthand knowledge, ask, “Why have you not reported that to a Marshal?” If they do not have firsthand knowledge, refuse to listen.
Only by working together, and by trusting each other enough to give the benefit of the doubt, can the game remain fair for everyone. Your cooperation is essential to keeping NERO fun and fair.
BUILD CHEATING
Any player who knowingly reports a false amount of build or levels, or abuses the award system, will be suspended from all NERO Chapters for a minimum of six months. In addition, the character’s build will be reduced to one half of its actual build level.
Example, Joseph is 10th level with 106 build. He attends an event in another chapter and tells check in staff that he does not have his card, but claims to be 12th level with 123 build. After he is caught, he is suspended for at least six months, and his new build total is 53.
Sportsmanship
ALL NERO PARTICIPANTS:
Follow the spirit of the rules and not the letter of the rules.
Play fairly and honestly.
Be considerate of all other NERO participants.
Remember that everyone has the right to enjoy NERO as much as you do.
Contribute to the fun of all NERO participants.
Do not play in a way that reduces the fun of the event or anyone’s ability to enjoy an event.
Staff, Marshals, and similar roles:
Follow the expectations that apply to all NERO participants.
Your job is to run the event. You are not playing against the players. Everyone’s enjoyment is your top priority.
All participants must be treated equally and equitably by you and by other participants. Favoritism is not allowed.
Run events in a professional manner. You represent NERO to everyone present, whether participating or observing.
Administration, national, local, and similar roles:
Follow the expectations that apply to all NERO participants and staff.
Respond and communicate in a timely, respectful, and clear manner.
Uphold staff authority and do not overrule them without careful investigation.
CODE OF CONDUCT
NERO expects members to behave responsibly as adults, respect other players, and follow NERO rules and policies.
NERO does not tolerate dangerous non game physical violence, damage or theft of non game items or property, vandalism, display of pornographic materials, open and gross lewdness, or any actions by an individual or group that demonstrate a wanton lack of respect for the safety or security of people, property, or the environment at any NERO site.
NERO does not condone out of game bigotry or discrimination against any group or individual due to out of game afflictions, including race, gender, age, religion, ethnic background, ideology, sexual orientation, physical appearance, handicap, or disability, or any other aspect of a player’s background.
All players are responsible for knowing the rules in the rulebook and following them during play. NERO reserves the right to remove you from play or otherwise restrict your participation if you disobey NERO rules. NERO will make reasonable efforts to inform you of rules changes, interpretations, and corrections.
Remember that the spirit of the rule should guide you, not a literal reading. If you find a loophole that clearly violates the rule’s intent, bring it to your local rules committee. Knowingly exploiting such a loophole is, at best, poor sportsmanship, and may be considered cheating if the interpretation is seriously contrary to intent.
If there is a dispute over a rules interpretation between players, a Marshal should be called to arbitrate. When dealing with a Marshal or other NERO representative, present your case calmly and answer questions directly. Once a decision is made, follow it. The Marshal may have facts you do not, or may be ruling based on intent.
If you believe a Marshal’s ruling is incorrect or unfair, you may bring the matter to an Adjudicator.
Do not focus on minor details, follow the intent of the rules. If you play fairly and are considerate of others’ enjoyment, your comments will be taken more seriously and will be better respected.
NERO may remove any member who NERO suspects is intoxicated or high.
CONTENT
References to explicit sexual behavior or concepts, especially violent ones, are not permitted.
Safety
ALCOHOL
Alcohol is prohibited at NERO events regardless of age. All alcohol related laws must be followed. NERO events are not an excuse to get drunk in the woods. Anyone caught with a controlled substance is subject to severe disciplinary action. Take this seriously and report any alcohol or drug use you observe.
MEDIC
If your character or another character is injured in game, you may shout for a Healer. If you or anyone else is injured out of game, shout for a Medic and call a Hold. Do not call for a Medic unless it is an out of game emergency. If you hear the call for a Medic, drop to one knee and remain still and silent. Only individuals identified as a Medic by Chapter Staff should respond to the call of Medic.
REAL WEAPONS
If you bring a real weapon into a NERO game, you will be instructed to put it away. Real weapons may not be carried on your person. Swiss army knives, small thieves tool knives, and similar items are permitted. Daggers may be carried for eating or utility purposes, but must be peace bonded, tied in a sheath, when not at the table.
PAGE STATUS
A Page is a person who cannot enter combat for any reason. Some chapters allow children to play under Page status, and adults with a medical condition may also choose Page status. If you plan to bring children to an event, contact the Chapter for details. In most chapters, any child under 14 years old must be a Page. A Page may be any race or class, but may not use combat skills or throw packet delivered attacks.
A Page must never be struck by a weapon. To attack a Page, point your weapon or packet at the Page and state “I kill you, page!” or “I down you,” bleeding out, or another appropriate action. If someone is within 5 feet of the Page, they may choose to defend the Page and block the attack by stating “I defend you” and role play accordingly. A person may not defend a Page if they do not have a weapon, shield, or another ability that allows them to do so. All Pages must wear an orange headband to indicate Page status.
SMOKING
Smoking is permitted only in designated smoking areas. In general, players are discouraged from smoking in public areas out of consideration for others, due to fire safety rules, and because it detracts from the medieval feel of the game.
TORCHES AND FLAMES
Torch and flame rules vary by site policy. In general, torches are not allowed. Open flames are not permitted in cabins, including candles, though candle lanterns and oil lanterns are allowed. Flames must never be left unattended.
To use a flashlight for in game purposes, an Illumination spell must be cast. The flashlight must be diffused, such as by taping cloth over the lens or using a red filter, and must be pointed toward the ground or upward. Whenever possible, avoid using flashlights because they detract from the medieval atmosphere.
A Liquid Light elixir may also be used, preferably represented by chemical light sticks. Small battery operated glass candles and other small battery powered lighting devices may not be used while adventuring, as they often break and can be dangerous. If you use a flashlight to represent a candle or small torch, you must also possess a real candle or torch that the flashlight represents.