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, stay exactly where you are, drop to one knee,
and 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 make the
Incredible Journey, if there is a dispute about the effects of a spell, or if
you are unsure about a rule that has an immediate effect on the battle.
Understand that the game rules have been written in such a
way to try to prevent Holds from being necessary except in rare out-of-game
situations. Do not abuse this rule.
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. However, if someone is claiming to have an outrageous amount of
power, then you are certainly free to call a Hold and challenge that person to
prove that they can in fact do what they claim.
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.
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.
Note that because of this rule, everyone striking an opponent
needs to have a weapon, although the weapon may only be there to represent a
monster’s claws. People playing monsters usually use short swords to represent
claws even though the monster is not using a weapon. Therefore, you must
pretend that the weapon being used by the monster is actually its claws. Note
that a Disarm spell will have no
affect on this type of monster. In some chapters, the monster’s claws will be
red to differentiate them.
Similarly, a shield may not be used to strike an opponent.
Only weapons may be used to strike an opponent.
Pinning
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:
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” 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 she or he 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.
For example: Scooby the mage
is suddenly jumped by Snotnose the goblin. Snotnose swings at the weaponless
Scooby who blocks the swing with the palm of his hand. Scooby can’t claim that
the hit had no effect because it hit an illegal target (his hand); he has to
take the damage from the swing.
Blocked and deflected shots do not count. This is admittedly
a judgement 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. Here is where we
start getting into judgement calls by the players on themselves: Was that hit
on the neck or the shoulder? Did I really get hit? (You often can’t feel hits
at all if you have good armor.)
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, you must either immediately drop the weapon or take any damage that
hits your weapon as if you had been hit.
Example one: Scooby Disarms
Snot-nose’s weapon and grabs it. Just then, Stinky the goblin jumps up and
strikes at Scooby. Scooby holds up Snotnose’s weapon to block. Stinky hits the
weapon for three points and Scooby must subtract those points in the usual way.
Example two: Dame Winsom has
the skill Weapon Master. She
fights against a spectre and is Drained.
According to the rules for Drain, she
can no longer use her skills. The spectre strikes at her many times and hits
both her weapon and her shield. She must take all of the damage called by the
spectre.
Example three: Dame Winsom
is carrying her two handed sword when she hears “I summon a force to wither
your right arm!” She drops her arm to her side and holds her weapon with one
hand. Any strikes against the weapon will affect her, as you cannot use a two
handed weapon with one hand.
The key to the NERO combat system working is to fight with
out-of-game honor, even if your character has no honor in-game. If you don’t
count hits on yourself, soon your opponent will stop counting his or her own
hits as well. It’s a self-correcting system. Give your opponent his or her due
and die gracefully.
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. On the other hand, you can’t just tap the person a hundred
times a second like a hummingbird wing in flight; you have to give some swing
to your strikes.
A general rule is that a swing should progress between 45 to
90 degrees. The swings must be controlled and must not hit too hard. 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.
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
(see below).
“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.
Spell
Packet Attacks
All packet-delivered attacks are effective on contact with
the target or any of the target’s immediate possessions, such as a shield or
cloak.
Packet attacks include spells, gas globes, and certain
monster abilities. Note that unlike the weapon rules, a packet attack will
count if it hits “nonlegal targets” such as the head or groin— but that’s not
to say you should aim at these illegal targets.
Calling
Damage
Whenever you swing a weapon in NERO, you must call out the
amount of damage you do with that weapon, followed by the attributes your
attack may have. When in combat with the same opponent, there is no need to
continue calling your damage beyond the first or second swing.
Although Normal weapons can hurt most monsters, there are
some creatures that can only be hurt by special weapons such as Silver or
Magic. There are also some monsters which are only affected by Normal. It is
very important that you announce your damage clearly so that everyone around
you can hear.
If you have no special attributes on your attack, then you
must call “Normal.” If you are using a Flame
Blade spell, you could call out “Flame.” If you have a silvered weapon,
then you must call “Silver.” If you have a magic sword, you must call out
“Magic.” Please note however that if your sword is both silvered and magical,
you need not call out both silver and magic. Any creature that can be hit by
silver weapons can also be hit by magic, and so only the magic needs to be
called. If using a Flame Blade, you
may choose to call “Flame” instead of “Magic” or “Silver” if you know that the
monster you are attacking will take more damage from the flame than from the
magic.
If you use a spell or Vorpal
Coating that adds damage to a weapon, then the spell is used up regardless
of whether the blow was successful or not. You add the amount the spell would
add to the damage. You do not have to announce the spell or coating.
For example, if you have a longsword doing 2 points of
damage, you must call out “2 Normal!” with every hit. If you have an Endow or a Vorpal Coating 2, it is still normal damage, so you will call “4
Normal!” If you’re using a magical sword or an Enchanted Blade spell, you will say “Magic.”
Even if under the effects of a Silence spell, you must still call out any damage you deliver so
your opponent knows what damage to take. If under the effects of a Gypsy Curse that require you to stutter
or otherwise speak differently, you must still call out your damage normally.
Remember: the damage being called is all out-of-game.
If you are using Florentine
or Two Weapon skills, then you must
call out the damage of each weapon individually when using both of them to
fight.
Conversational
Combat
All non-ranged attacks must be delivered in a clear,
conversational tone of voice (i.e., no yelling). Further, once you have
announced your damage to your opponent, there is no need to continue announcing
it until another opponent appears. This is in addition to existing rules for
damage, and does not supercede them in any way.
Calling
Hits
Calling hits against yourself is strongly encouraged by
saying “hit” or “ouch!” Acknowledging which hits you are accepting and which
ones you feel you blocked will help curb anger from your opponent. In large
melees this is not always possible, as there are too many swings coming at you
and too much confusion, but in any case, this should always be attempted to
assure fair playing by all.
Killing
Blows
There are many ways in our game to render an opponent
completely helpless. These include Web spells,
Paralyze spells, tying them up
physically (thus making them immobile from the neck down), or just hitting them
until they drop unconscious.
Once a person has been incapacitated, it is not too difficult
to kill them. This is represented by a Killing
Blow.
If the character is being actively guarded by companions,
however, it is another matter entirely! When you have leisure to do so, it is
easy to find a chink in the armor or slip a dagger under the helmet and deliver
a Killing Blow. It is considerably
more difficult to do so if someone is trying to prevent you from accomplishing
that very feat. Therefore, there are a few restrictions as to its use.
To give a Killing Blow,
you must stand over the victim, placing your weapon or your hand on their
torso, and remain that way while you recite “One killing blow; Two killing
blow; Three killing blow.”
If anyone strikes you during the count or knocks your weapon
away, then the Killing Blow is
interrupted and fails to kill the person. Please note that even though there is
a three-count for Killing Blows, the Killing Blow only counts as one strike.
A Killing Blow must
be struck on the torso of the victim—an arm, leg, or shoulder is not enough.
Likewise, the blow cannot be struck on a moving target. If you have Waylaid someone, you must wait for the
body to come to rest before you can deliver the Killing Blow.
A Killing Blow can
be delivered by anyone, whether they have a weapon or not.
Some creatures are immune to normal weapons. To be effective,
the Killing Blow must be applied with
a weapon that can damage the creature. For example, if a creature is affected
by silvered or magical weapons but not normal weapons, the Killing Blow must be applied with a silvered or magical weapon. In such
a case, using a hand to perform the Killing
Blow would not work.
Once a Killing Blow
has been given to you, you are dead and should begin your death count. When
tags are done some time later (it may be inappropriate to do Tags while your PC
is dead and on the ground), you must remember to give up a Life Spell Tag (if
you were given a Life Spell within 5 minutes) or the “Alive” flag from your
Life Ticket. Similarly, if you Kiling Blow someone, you should request the
“Alive” Flag or a Life Spell Tag immediately or very soon afterward. The
“Alive” flag itself is worthless and can be thrown away—the purpose of handing
it over to your killer is to make sure that the rules are followed and that the
victim’s death is counted.
If the person delivering the Killing Blow does not stick around to get the “Alive” tag from the
Life Ticket, this does not mean that the death wound has miraculously closed
and you are alive again. You must rip the flag off yourself. To do otherwise
would be blatant cheating and you would be subject to disciplinary action.