Official Rulings

(Last Updated: 8/15/00)

These Official Rules are to be used as errata and to modify the NERO 8th Edition, Formal Magic, and Playtest rules they affect. If there is a  conflict between a ruling here and a pre-existing rule these rulings take priority. Please check www.nerolarp.com/boards/rulesdesc//index.cgi for the latest information and rulings.

Ward & Wizard Lock (3/31/2000)

A ward is not instant. The caster must hold the key in the lock for the full five minutes it takes to cast the spell.

Once the ward spell starts, you can cast a wizard lock on a separate room within the ward, but not on the exact same area the ward spell covers.

With any spell, it has been cast when you finish the incant. The spell's effect does not happen until you perform the action that designates the target, such as throwing a packet at a target, touching a target when touch casting, or holding the key in the lock for five minutes for a ward.

The target of ward or wizard lock must be an unmovable structure like a building, tent, or unmovable wagon, therefore it cannot be used to pop a shield in combat.

Spells that do not break a Shield Magic/Reflect Magic/Resist/Cloak/Bane (3/31/2000)

The following spells cannot be used to break a spell shield (of any type) due to their unique casting requirements:

Circle of Power - Circle of Power requires that the circle phys rep be in place before the spell is cast, thus it cannot be thrown with a packet.

Duplicate Ward Key - This spell can only be cast on a ward key, and the caster must be touching both the ward key and the duplicate key rep. Thus it cannot be thrown with a packet.

Wall of Force - Wall of Force must be cast on a pre-existing free standing vertical frame.

Ward - Ward requires a lock and key, and the key must be touched to the portal being warded for five minutes. It cannot be thrown with a packet.

Wizard Lock - This spell is identical to ward except it doesn't take 5 minutes, and it can be dispelled. It cannot be thrown with a packet.

Vengeance Aura (4/4/2000)

Vengeance is only activated by an actual killing blow, not by anything like or similiar to a killing blow.

Activation of Magic Items (4/11/2000)

The Formal Magic Rules override the NERO 8th edition Rulebook on this matter

The correct rule is to activate an item you use the phrase "Activate" followed by the spell incant. EX: "Activate, I call forth a magic missile"

In addition, all the normal rules for casting apply. You must have your hand free, cant be silenced, etc...
So you cannot activate your way out of a binding, being tainted, etc...

Arrow And Bolt Cost (5/2/2000)

Standard arrows and bolts (reuseable if picked up within 5 minutes) - 4 prod. pts. per quiver of 20

Silver arrows and bolts (not reuseable)- 1 prod. pt. per arrow, 1 silver additional cost per 4 arrows / bolts for silvering.

Render Indestructible Formal Magic Ruling (6/19/2000)

The Render Indestructible ritual does not count against the 5 effect limit on an item.

Ritual System Clarification (6/22/2000)

A spirit / item etc... can only retain 5 ritual effects. Any ritual with a duration of instantaneous is not retained, thus Obliterate, Spirit Forge, etc... are not affected by the 5 ritual effect limit.

Tossing of Items (6/30/2000)

You cannot use the "toss and grab" method on any item to avoid the effects of a spell. If you toss an item and grab it before lands on the ground, the item is still under your control, and is still considered your possession.

If the item lands on the ground completely, requiring the player to pick it up, it is considered out of the player's control, and not their possession.

Examples:
Tossing a shield in front of me to block a spell and then grabbing the handle before it hits the ground - The spell still takes affect.

Tossing a shield so it blocks a spell and then drops to the ground requiring me to pick it up off the ground - The spell does not take affect.

Tossing a sword in the air moments before being hit by a spell, and then grabbing it before it hits the ground - The spell still takes affect.

Dropping a sword to the ground moments before being hit with a spell requiring me to pick it up off the ground - The spell does not take affect.

Carrier Attack Clarification (6/30/2000

All carrier attacks must do body damage (reduce your body points), to take affect. Although the attacker will call the carrier attack with each swing, the effect does not happen unless body damage is taken.

All carrier attacks must use the following format:

Damage Amount - Type of Attack - Effect

Valid Types of Attack & defenses for each:
Magic - blocked by Spell Shield
Poison - Blocked by Poison Shield
Elemental - Blocked by Elemental Shield
Arcane - No normal defense

If there is no type of attack named, the carrier attack is considered Arcane.

Defenses:
Magic Armor - This blocks the blow before it hits the body, thus negating the carrier attack.

Cloak / Bane / Racial or Special Resist - Blocks the attack if it would have taken affect if the effect type and defense match.

Ex: An elf is hit by "10 Sleep" - He can use his racial resist.

Spell Shield - Blocks any carrier attack of attack type "magic" if it would have taken affect.

Ex: Spell shield blocks "10 magic sleep" but not "10 poison sleep" or "10 sleep"

Poison Shield - Blocks any carrier attack of attack type "poison" if it would have taken affect.

Elemental Shield - Blocks any carrier attack of attack type "elemental" if it would have taken affect.

When an attack is blocked the entire attack is blocked including any damage.

All ritual effects being swung as a carrier must use either magic or arcane as the attack type.

Throwing of Items (7/6/2000)

You cannot throw any weapon, shield etc... that is not NERO approved for throwing. Basically, if a safety marshal has approved the weapon to be thrown (thrown weapons, javelins, etc...), you can throw it, otherwise you cannot.

Bow / Crossbow Clarification (7/7/2000)

Bows and Crossbows are considered 2 handed weapons (except they cannot be swung as melee weapons) and follow all the rules pertaining to two handed weapons. One Handed Block skill does not apply to bows or crossbows, both hands are required on the weapon if it is being used to block blows.

Bows/Crossbows in principal are missile weapons and are not inteded in spirit to be used in melee as "blocking" weapons. Instead of making tons of new rules governing "restringing" or "bow destruction" or "virtual hands on string" or other things NERO Rules has decided to simply state the spirit of missile weapons, and that is for ranged attack and not for effective melee defense.

Base 5 Playtest Clarification #1 (7/20/2000)

Magic Storm does 5pts of eldritch damage per-packet. NOT 45pts per packet.. sheesh people.

Enslavement Clarification (7/24/2000)

The following are clarifications to Enslavement:

1.) You cannot administer Enslavement to yourself.

2.) Enslavement forces the victim to do something that they wouldn't normally do. You cannot be enslaved to "Act Normally".

3.) Only unrestricted Enslavement elixers can be used on PC's.

Illegal Skills, Powers, etc… (7/26/2000)

Recently it has come to my attention that some chapters may be using skills / powers etc... that are completely illegal AND violate one or more of the core rules tenets. These tenets are posted on the Rulings page.

These restrictions apply to both PCs and NPCs.

Some things that are illegal:
- Invisibility and other skills, powers, etc... with the same end effect. There are only three "states / conditions" that someone at a NERO event can be in. They are either:

A.) Out of game (OOG)
B.) In game and completely visible to those around you. (Yes, you can try to hide in bushes, etc... but you actually have to hide.)
C.) In game and a spirit

The only way you can hide is if you actually hide. You cannot be hidden / less visible due to some skill, power, etc...

- Flying, Jumping further than you can actually jump, burrowing, or any other skill, power, etc... with the same end effect.
This usually requires calling a hold, and you can't call a hold to use a skill. If you are walking on the ground, you can't say that you are really fifty feet up in the air.

- Clairavoyance, Clairaudience, Long Distance Mind Reading, or any skills, powers, etc... with the same effects.

You can't read someones mind, find out what they are saying, etc... You MUST actually hear what they are saying. All "mind abilities / powers" MUST conform to the rules in the 8th Edition rulebook.

- Polymorph, Shape Change, or any skills, powers, etc... that have the same effects.

You can't change your shape into something that can't be represented with makeup and costuming.

Shields (8/15/2000)

As per the 8th Edition Nero rulebook, you cannot hold / carry any in game items in the hand and / or arm being used to hold a shield. This includes gas globes, magic items, weapons, etc...

Potions, Scrolls, Magic Items (8/15/2000)

There has been a lot of confusion lately over how potions, scrolls, and magic items can be used / activated. Here is some clarifications:

Potions - You MUST spend at least three seconds roleplaying the drinking motion with the potion's phys rep in your hand. The phys rep must be big enough to hold 1/4 ounce of liquid.

Scrolls - You must have the scroll out where you can read it, and touch a spell packet to it. You also must actually read the scroll. So, if its pitch black and you don't have a light, no using scrolls.

Magic Items - Magic items must be readily available to be used. They cannot be stashed away in a backpack. For purpose of rules, "readily available" means you can produce the tag(s) and the phys rep for the magic item within ten seconds if asked by a marshal.

Weapon Proficiencies (8/15/2000)

Proficiencies represent skill, not power, strength, etc... You cannot stack profs from different hands together when using a two handed weapon. In all situations the higher prof that is valid for the weapon and hand being used, is the value used.

Example 1: Bob has +2 Master prof RH and +3 master prof LH. When using a 2 handed sword he is +3, not +5.

Example 2: Bob has +2 master prof RH and +5 1 handed edged prof LH. When using a 2 handed sword he is +2, not +5 or +7.

Contacting NERO International Rules

If you need to contact NERO International Rules for any reason, send email to rules@nerolarp.com. If you wish to propose new rules, changes to existing rules, or playtests, please do so through your local chapter's rules contact.

 


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