Waylay
This skill allows the character to attempt to sneak up on
another character or monster and knock him, her or it unconscious. You do not
need a weapon skill to perform a Waylay,
but must have a foam phys rep of a rock or bludgeon. This phys rep must be
built to the specifications of a small weapon (see page 73 for more details).
The victim of a Waylay
will be unconscious for ten minutes unless given an Awaken spell or potion.
The damage from a successful Waylay will bypass Armor Points and will affect Body Points. A Magic Armor spell will protect someone
from a Waylay, although it will then
be expended.
This skill can be performed with any NERO-safe weapon. It is not a standard NERO weapon attack. The
character performing the Waylay must
use the butt end of the weapon, lightly
tapping the target on the shoulder blades (do not hit their spine!).
The character using this skill must call out the attack
verbal by stating “<damage> waylay.” Damage is determined by starting
with a base of one and adding one for each Backstab
purchased. A Back Attack may also be
utilized to add one more point of damage, but will be used up in the process.
An Endow spell will add two points
and will also be used up in the process. The following skills do not add any benefits to the Waylay skill: Critical Attack, Weapon
Proficiency, Critical Slay, Flame Blade, Enchanted Blade, Vorpal
Coatings, Damage Aura, and Assassinate.
Example one: Grunsox the
rogue has purchased three Backstabs and
the Waylay skill. He sneaks up and
surprises Enchanto the Mage, calling “4 Waylay!” and tapping Enchanto lightly
on the shoulder blade. Enchanto has no Magic Armor spell so he falls unconscious.
Example two: Grunsox and
Nira are both sneaking up on two trolls in order to waylay them. Nira calls “1
Waylay!” while Grunsox calls “4 Waylay” at the same time. The trolls have a
threshold of 3, so Nira does not knock hers unconscious (although she does do a
point of normal damage to it). Grunsox’s troll, however, falls to the ground.
A player using this skill may also call out “Zero waylay.”
Armor that protects and covers the back of the neck provides
limited protection from a Waylay. A
leather coif will protect against a “2 Waylay” and a metal coif or helmet will
protect against a “3 Waylay.” Even if the headpiece provides protection against
the Waylay, the victim will still
take the amount of damage called. No armor will protect against a Waylay of 4 or higher. Also, Superhuman Strength can add to
the damage of a Waylay
For example: Grunsox has a
metal helmet which gives him protection against a “3 Waylay.” Unfortunately,
that’s all he has armor-wise, as his Armor Point tag shows only 3 points left.
Nira surprises him with a 3 Waylay from behind. Although his helmet provides
protection, he still takes the 3 points of damage.
In order for the waylay to be successful, the attacker’s
weapon hand must be within 6 inches of the contact point.
If the target knows that the attacker is coming and announces
it by saying “I know you’re back there,” or otherwise showing that he or she
is/was aware of the waylayer’s intentions, then the Waylay does not work. The victim will of course still take normal
damage from the blow. Walking around all day randomly saying “I know you’re
back there” will not stop a Waylay.
Waylay can be used
in combat if the target is caught by surprise. A victim who is unconscious,
willing, or under a Web, Confine, or Paralysis effect is automatically surprised for purposes of this
skill. It is also possible to Waylay a
target the waylayer is talking to if the victim looks away or if the attacker
gets behind the target.
A person who is successfully waylaid will not know who the
attacker was (it is, after all, a surprise attack). They cannot later identify
him or her as the attacker, although the victim may have suspicions if they
were just talking to someone before being knocked unconscious.
Once the target is unconscious and has fallen to the ground,
the attacker may give a Killing Blow if
so desired. The regular rules of Killing
Blows still apply; for example, you must wait for the unconscious person to
come to rest.
It is impossible to Waylay
non-humanoid monsters that have no necks, and certain other monsters may
also be immune due to alien physiology or no metabolism. Most magical constructs
such as golems are likewise immune as they are not life forms in a true
definition of the term. Undead are all immune.
Weapon
Master
This skill allows the use of all non-ranged weapons. It does
not allow the use of Shield, Florentine, or Two Weapons. When buying this skill, you must “sell back” any
skills that are included in Weapon Master.
Weapon
Proficiency*
This allows the character to do a constant extra point of
damage with one weapon for each time this skill is purchased.
A person can be proficient in as many weapons as desired, but
a Proficiency for each weapon must be
bought separately.
When Weapon Proficiency
is bought, the player must specify for which hand the skill is to be used, as
with Critical Slay or Critical Attacks. You cannot use the
same proficiency to do an extra point of damage with both weapons if you are
fighting with Florentine or Two Weapons skills.
When attacking with a proficiency, you should merely call out
the extra point of damage as regular damage.
Count all previously bought Weapon Proficiencies and Master
Proficiencies when determining the cost of this skill. For example, if you
have one Master Proficiency and one Weapon Proficiency, then the next Proficiency would be the cost for Weapon Proficiency #3.
Weapon
Skills
The following weapon skills can be purchased. For exact
descriptions of each of these weapon skills, see the chapter on Weapons.
Archery: This skill
allows the character to use a bow or crossbow. In NERO, bow use is very limited
for safety reasons. NERO Chapters may place further limitations on bows and
crossbows due to local laws and regulations. Be sure to check with your local
chapter and any chapter you plan on visiting to make sure you are compliant
with their requirements. For insurance and safety reasons, crossbows and real
bows of any draw weight are not allowed.
One Handed Blunt: This skill
allows the character to wield a one handed blunt weapon. This includes Sap,
Bludgeon, Short Hammer, Long Hammer, Short Mace, and Long Mace. A blunt weapon
cannot be used for thrusting, and any thrust with the tip of the weapon does no
damage. The weapon may be used with either hand.
One Handed
Edged: This skill allows the character to wield a one handed edged
weapon. This includes Dagger, Hatchet, Short Sword, Long Sword, Short Axe, or
Long Axe. The weapon may be used with either hand. This skill also allows a
character to wield a one handed spear, but the spear is a thrust-only weapon.
Polearm: This skill
allows the character to wield any hafted two handed weapon with a blade on the
far end (a meat cleaver on a stick). This includes any two handed axes,
halberds, etc.
Shield: This skill
allows the character to use a shield in combat. Shield use in NERO is
unrealistic, as NERO shields are indestructible. To compensate for this, shield
use is somewhat restricted as well, as dictated in the chapter on Armor.
Small
Weapon: This skill allows the character to wield any small weapon,
and includes Sap, Bludgeon, Dagger, or Hatchet or any other small (under 24
inch) close combat weapon. Note that the weapon must be a minimum of 12"
in length. You cannot “sell back” this skill when buying the skills One Handed Edge or One Handed Blunt, although you must sell it back if you buy One Handed Weapon Master.
Staff: This skill
allows the character to wield a staff. Staff use in NERO is restricted for
safety reasons, so a player using a staff must keep both hands gripped within
the middle 3 feet of the staff. You cannot trip people with a staff or perform
many other staff moves that are staples of staff use in real life. Thrusting
with a staff is not allowed. A staff has two edges for the purposes of Vorpal Coatings.
Thrown
Weapon: This skill allows a character to use hand-thrown missile
weapons. All thrown weapons must be soft-sculptured or made of only pipe
insulation with no pipe inside. Thrown weapons should not have any sharp
corners on them. Spell packets may not be used as thrown weapons. This includes
javelins, but never includes one-handed spears. This skill is needed, along
with Superhuman Strength, to throw
boulders.
Two Handed
Blunt: This skill allows the character to wield a two handed blunt
weapon. Note that a blunt weapon cannot be used for thrusting, and any thrust
with the tip of the weapon does no damage.
Two Handed
Sword: This skill allows the character to wield a two handed sword,
and only a two handed sword. Any other two handed edged weapon falls under the
Polearm skill.
Weaponsmith*
This allows the character to earn a living repairing and
making weapons. The cost of materials depends on the weapon being repaired or
constructed. This skill works on the “Production Skills” system as detailed in
the chapter on the Skill System.
In addition, the weaponsmith can silver or strengthen a
weapon. When performing any of these services, the weaponsmith must get the
proper tags at logistics. Note that a special tag must also be obtained for any
weapon that is strengthened.
Silvering a
weapon: Silvering a weapon allows the weapon to harm monsters than
can only be hurt by silver such as certain undead. To silver an existing
weapon, the weaponsmith must pay 10 Production Points. The weaponsmith must
also pay one silver per linear inch of blade (or the largest reasonable
circumference of an odd shape). This is the wholesale cost to the weaponsmith,
who may then of course charge more for the finished product. Silver removed
from a silvered weapon will return half that value.
Strengthening
a weapon: Strengthening a weapon allows it to withstand Shatter and Destroy spells and explosive traps. To strengthen an existing
weapon, the weaponsmith must pay 80 Production Points and twice as many coppers
as it cost to make the weapon in the first place. In addition, the weaponsmith
must use a strengthening component which must be bought or found in-game.
Once strengthened, the weapon will withstand two Shatter or Destroy spells. When hit with a Shatter
or Destroy spell, the person with
a strengthened weapon must say “Resist.”
Wear
Extra Armor*
With
this skill, a character can get two additional armor points beyond their class
limitations for every time this skill is bought. For example, a scholar could
buy this skill three times and be able to legally wear six extra points of
armor.