There are many creatures in the NERO world that have special
abilities or powers. The effects of these are described below. This list is not
necessarily complete, and new abilities will be added as needed. Documentation
for any ability is always required.
You may always request to see a skill card for any NPC you
encounter. Checking documentation must always be done in a courteous and polite
manner. Accusatory tones and yelling cannot be tolerated. If a marshal is
nearby, the NPC can refuse to show you the card and show it to the marshal
instead, but the basic theory still applies: you are always allowed to check to
make sure that the NPC has the skill he or she is claiming. Any problems should
be brought to the attention of a marshal so that it can be verified if the
player is playing the correct part and then provide the correct documentation
to the player.
Some monsters are made of multiple NPCs. These are either
organisms that can divide into many segments, or are larger than man sized. In
some cases, these creatures will be affected differently by battle magic
spells. The spell may only affect one of the creature’s segments. A spell such
as Pin may only affect the segment it
hits, allowing the creature to pivot around the affected part.
Once again, the monster should have documentation describing
any special allowances it may have.
Occasionally, a monster’s abilities may change from event to
event or even during an event! This can be the result of many things, from
mutation to strange magics to a new tribe moving into the area.
Remember: The information on the NPC cards and in this
section is out-of-game. Even though you saw a monster card that said a monster
was immune to sleep, your character would only know that your Sleep spell had no effect when you tried
it or when you were told in-game that it would not work.
Special
Attacks
The following powers are used mainly in combat, and most of
them require that the creature do body damage in order to affect you. The few
that do not are labeled as such in their description. Some, such as Superhuman Strength, modify the monster
instead of the monster’s chosen prey.
The people playing the monsters will call most special
attacks every time they hit you, even if the power may not affect you on that
particular swing.
Special Attacks that require body damage do not work unless
the damage they do is applied to your Body Points. In other words, the monster
must get through your armor and touch your skin with their “claws.” (Bless and Greater Bless spells do not count as “Body” Points for this
purpose.) If you are incapacitated or unconscious, then they merely have to
touch you for the attack to affect you.
“Arcane”, “Magic”, and “Elemental” effects that are identical
to spells have exactly the same qualities as the spell, including duration,
effect removal, etc. “Physical” effects are not affected by Dispel Magic,
“Physical” cannot be applied to other effects besides Pin/Bind/Web/Confine.
“Poison” effects that duplicate alchemical effects have exactly the same
qualities as the Alchemical Substances, including duration, effect removal,
etc. “Carrier” effects that duplicate spells are treated like “Arcane”.
“Carrier” effects that duplicate alchemical substances are treated like “Poison”.
All “Carrier” effects that are ambiguous are treated as “Arcane”. “Mixed”
effects, like “Magic Feeblemind” should rarely be seen, and can all be removed
by either Dispel Magic or Purify Blood. Also note that the
<Damage> portion of “Elemental” is optional, since not all “Elemental”
effects include damage.
Packet
Attacks: Some creatures can generate a ranged attack using spittle,
magic, elemental power, or some other method. The creature throws a packet and
must hit another character. If the attack is poisonous (cured by a Purify Blood), the packet must be
orange. If the attack is not poisonous, then orange packets may not be used.
The effects depend on what is thrown.
Magic attacks are blocked by a Shield Magic or reflected by a Reflect
Magic. The creature calls out “Magic <effect name>.”
Poison attacks are blocked by a Poison Shield. The creature calls out “<type> Poison.”
Elemental attacks are blocked by an Elemental Shield. The creature calls out “<damage> Elemental
<Effect>.”
Physical attacks have no standard spell defense. The creature
calls out “Physical <spell name or effect>.”
Arcane attacks have no standard spell defense. The creature
calls out “Arcane <spell name or effect>.”
Packet delivered special attacks must hit you or your
immediate possessions in order to be effective.
Carrier
Attacks: Some creatures can generate unusual damage by using body
weaponry or claws which will affect a victim if the attack does body damage.
The effect is called with the weapon strike instead of the usual “normal”
verbal. The creature will call out the carrier attack with every swing, even if
the power may not affect you on that particular swing. These attacks do not
work unless the damage they do is applied to your Body Points. In other words,
the monster must get through all of your Armor Points and all of your defensive
spells and damage your Body Points with their claws. (Bless and Greater Bless
spells do not count as “Body” Points for this purpose.) If you are
incapacitated or unconscious, then they merely have to touch you for the attack
to affect you.
Carrier attacks can never “heal” creatures. For example, a
creature healed by fire cannot be healed by a creature swinging “12 Elemental
Fire.” Some creatures can use their magical carrier attacks through weapons.
Whenever any defense is used against a carrier attach (or any
other attack for that matter), the defense affects the entire attack. For
example, if a weapon call of “10 Sleep” is used upon an Elf, they might choose
to call “Resist”. In this case, the entire attack is negated – no damage is
taken at all. The same goes for defenses like Cloak and Bane. If
a Bane is used, the entire attack is sent back, and applied to, the
attacker.
Effects
Base
Claws/Body Weaponry: Monsters with this ability can strike with large claws
or fists. The phys reps will always be covered in red duct tape; however, you
cannot tell the difference between claws and real weapons unless you can
actually see the red tape. The claws cannot be Disarmed, Shattered, or Destroyed. The NPC cannot call a Hold to
pull out claws. Consider the claws retractable.
Control
Greater Undead: Some undead creatures can control other less powerful
undead in the area, making them do whatever they want. This effect is stronger
than Charm, Shun, Dominate or Fear. The most recent Control Undead, Vampire Charm or Enslavement effect
will take precedent if there is a conflict.
Curse of
Transformation: Some monsters (notably werewolves and vampires) have
the ability to curse their victims so that they will turn into versions of
themselves under appropriate circumstances. Werewolves can turn their victims
into werewolves who will then change on the next full moon (and every full moon
thereafter). Vampires can turn their victims into lesser vampires. Both curses
can be reversed if appropriate steps are taken before the victim changes.
Deadly
Spittle: Some monsters have a toxic spittle that they can shoot at
characters. This attack will be represented by the NPC throwing a spell packet
at the player and calling out the attack type (either “Poison” or “Acid” or
whatever). If the packet hits you, then you will take the damage of the attack.
If the verbal contains the word “poison,” then the Poison Shield spell defense will block it, as will the racial ability Resist Poison.
Disease: This attack
acts exactly like the spell Cause Disease.
Drain: This attack
acts as the spell Taint Blood but
without the loss of Body Points. Drain
will last for ten minutes or it can be removed with a Life spell. This effect is not affected by a Dispel Magic.
Drain Life:
This
attack is the same as Drain but lasts
until a Life spell is given or the
victim resurrects. It cannot be removed by a Dispel Magic.
Elemental
Damage: The attacker will call a type of damage followed by a number.
This type of attack is an elemental attack. “10 Elemental Fire” does 10 points
of damage to any creature affected by fire.
Engulf: Some
monsters have the ability to engulf or absorb an unconscious character in
preparation of digesting them. In some cases the creature’s digestion is very
rapid, and the body is dissolved quickly. In other cases the character’s body
is taken into the monster and carried along with it. The creature will have to
be slain in order to recover the body so that it may be given a Life spell. If you are engulfed by such
a monster, you must walk around with the creature until you are beyond the help
of a Life spell. You may then proceed
to the Healers’ Guild for resurrection.
Fear: Some
creatures have the ability to invoke a magical fear. The racial ability Resist Charm can be used as a defense
against this ability and an Awaken
spell will free someone who is Feared.
The feared victim must attempt to break Line of Sight and cannot attack the
creature they fear in any way. If breaking Line of Sight is impossible, the
victim will stay as far from the attacker as possible. Even if Line of Sight is
broken, the effect lasts ten minutes or until the creature is dead. For example, Drina gets Feared by a vampire. She runs screaming around a
corner and ten seconds later (as per the “Line of Sight” rule), she feels calm
again. If the vampire then appears around the corner, Drina must run screaming
again, as the ten minutes are not up. The victim cannot cast an Awaken spell on himself or herself until
out of Line of Sight.
Infection: Some
creatures have the ability to infect helpless victims with material that will
turn the person into a version of the creature. Unlike a werewolf or vampire
curse, this is only a physical transformation of the victim’s body. Players
will be told of specific triggers if necessary. Victims will lose all memory of
their former lives, and the player must follow the commands they are given by
the Monster Master until the character is slain. The spirit may then proceed to
the Healers’ Guild to be resurrected as normal. Infection is done just as a Killing Blow, with a count of “1
Infection, 2 Infection, 3 Infection.” An infected character will remain so even
if killed and then given a Life spell.
Sometimes only a resurrection will free a character from an Infection.
Nausea: Some
creatures generate a noxious odor with which they can affect their foes. The
effect is the same as a Taint Blood
spell except that the effect only lasts for 10 minutes and no Body Points are lost.
A Purify Blood cast before that time
will free the character from the effects of the Nausea.
Physical
Pin/Bind/Web/Confine: Some monsters can shoot a substance that uses a
physical means to trap victims (such as giant sticky strands of silk). The physical
effect is not stopped by any spell protections as it is not magical. The effect
lasts for 10 minutes. An Oil of
Slipperiness applied to the Body less than an hour beforehand will protect
against one such attack. A Release spell
or an Alchemical Solvent will free
the victim. The victim can be cut by someone using an edged weapon with a three
count (“One I cut you out, two I cut you out, three I cut you out.”) If you
have an Endow or Delayed Endow spell, you may break free, expending the spell in the
process. Someone else with an Endow type
spell can likewise break you free. When using an Endow to break free of a
Physical binding, the character calls “Endow – I rip free one, I rip free two,
I rip free three”, roleplays that he is ripping free of the binding, and is
free of the effect. An endow may be used to break another character out of a
Physical binding, with the same call and similar roleplay.
Poison: Some
creatures can shoot poison which will cause damage. The monster will call out
the poison name followed by “Poison” to indicate that anyone struck is
affected. The packet thrown must be orange. Any poison is rendered inert
quickly after removal from the monster’s body or the death of the creature and
thus is not available for use by characters. Anyone struck by a poison attack
is affected by the poison as if they had ingested the poison. Poison Shield and Resist Poison blocks this.
Ricochet: Some
monsters can redirect a battle magic spell that hits them. This is represented
by the creature stating “Ricochet <spell incant>” and throwing a packet.
This ability follows all of the normal spellcasting rules. If the monster says
the verbal incorrectly, doesn’t throw a packet, or the packet misses, the
ability is used up; however, the monster will not be affected by the original
spell. This ability must be used immediately or the chance to use it is gone,
and cannot be used before a Shield Magic
or other appropriate spell defense.
Spell
Strike: A few powerful magical creatures and magical items have the
ability to generate spell effects in their weapons. The spell effects are just
as the spell, except that they are delivered with a weapon strike instead of a
spell packet. As with any weapon strike, all weapon safety rules must be
followed. The spells are still subject to spell defenses as a normal spell, but
parrying the weapon indicates that you have been affected by the spell. This
ability does not require Body contact. When this power is used, the player will
call “Spell Strike <spell name>” and will deliver a NERO-safe hit. The
skill can still be used even when silenced. This call is out-of-game but
in-game, the effect is recognizable to all who hear it.
The spell portion of a Spellstrike is only stopped by
defenses that would stop the attack if it were delivered by packet. Therefore, Magic
Armor, although it stops “the next single strike by a NERO-Safe weapon”,
does not stop a Spellstrike. Since a Spellstrike is
weapon-delivered, the user must have the in-game skill to wield the weapon in
order to use the Spellstrike. For example, if the user is under a game
effect that prohibits the use of in-game skills, then they cannot use a Spellstrike.
Also, if the Spellstrike is in a non-ranged weapon, then the attack
might not affect creatures under the effects of a Sanctuary and Desecrate,
as per the spells’ description. Spellstrikes of any other type are not
recognized; “Arcane-strike”, “Elemental-Strike”, “Poison-Strike”, and
weapon-delivered “Physical” attacks cannot be used, even by variant.
Superhuman
Strength: Any creature with superhuman strength can do more damage with
any particular weapon than can a normal human. This bonus damage is split in
half if the creature is fighting with any weapon other than a two handed one.
Note, however, that creatures with Superhuman
Strength can gain only limited advantage from either an Endow or a Delayed Endow. (See the spell description for more details).
Creatures with Superhuman Strength
may also throw “boulders.” A NERO boulder is a large bag filled with loosely
wadded newspaper or similar fill. A boulder is a two handed weapon and cannot
be used with only one hand. Boulders do a base of 4 points of damage plus the
strength bonus of the creature who throws it. A boulder cannot be Parried but can be Dodged. If you accidentally parry or block a boulder then you must
take the damage. The skill of Thrown
Weapon is needed to throw a boulder. Creatures with Superhuman Strength can also smash down doors. Walls may never be
smashed. This ability can also be used to perform certain limited roleplaying
tasks such as dragging an unconscious or debilitated creature for ten seconds.
It cannot be used to throw other creatures or jump long distances. Note that
this ability does not grant the creature the ability to “rip free” from binding
effects.
Vampire
Charm: Vampires can charm a person if they can maintain eye contact
for 10 seconds. This power does not require body contact. If you are charmed by
a Vampire, then you must obey all commands the Vampire gives you. These
commands are absolute and are much more powerful than a Charm spell; if a vampire tells you to commit suicide, you will do
so unquestioningly. Spell defenses will not stop a Vampire Charm; however, the racial skill Resist Charm will protect the character from this effect. Unless
stated differently on the monster card, the effect lasts ten minutes. This
effect is stronger than Charm, Shun, Dominate or Fear. The
most recent Control Undead, Vampire Charm or Enslavement effect will take precedent if there is a conflict.
Special
Defenses and Vulnerabilities
Some creatures have special defenses that protect the
creature from attacks, or make it more vulnerable to certain effects.
Remember, local chapters can use these definitions and/or
change individual monster cards. For instance, a particular chapter may have a
plot that makes all Lesser Undead vulnerable to Ice. In this case, the chapter
would have monster cards that read “Lesser Undead, No Metabolism,
affected by Ice normally”. Or, they might use the normal monster cards, and
pass out an additional card to each NPC that say “Weekend of March 1st,
1999, - all Lesser Undead are affected by Ice normally”. As always, all documentation must be
produced if any other player asks to see it.
Acidic
Skin/Acidic Blood: Some monsters are covered with a corrosive material
that will slowly eat away at any material that comes in contact with the
creature. After the battle is over, the NPC will take all weapons tags from
anyone who struck it with a weapon, as the acid has destroyed them.
Unshatterable items are not affected by this attack.
Bottles: Some
creatures have a “bottle” that holds the monster’s spirit separate from their
body. These creatures can die many times and will remember everything up to the
moment of death. Bottled creatures are not affected by Life or Death spells.
Damage Cap:
This ability allows the creature to take a maximum
amount of damage from weapon attacks that would otherwise affect it. Damage
Caps can affect all damage based weapon attacks that affect the creature, or it
may be limited to a certain category of attacks. Damage Cap is never applied to
spells. In all cases, other attributes of the attack will still apply even if
only partial damage was taken. The call for a Damage Cap is “Cap x”, where “x”
is the amount of damage the creature is taking. Please note that this ability
is not the same as “Reduced Damage” or “Threshold”. For example, Jeff the NPC
leaves monster camp with a monster card which says “Damage Cap 6”. Jeff faces
off with two PCs, one who swings “4 Normal” and another who swings “8 Normal”.
When hit with “4 Normal”, Jeff will simply take the damage, responding with a
roleplaying “ouch!” if possible. When hit with “8 Normal”, Jeff will respond
“Cap 6” – meaning he’s only taking 6 points from all attacks 6 or higher. If
Jeff were hit by a Dragon’s Breath, he would simply take the spell,
since Damage Cap never affects spells. If Jeff were hit with a “7 Waylay”,
and his creature wasn’t immune to the Waylay skill, he would fall
down (and still call “Cap 6”).
Double from
<damage type or effect>: Some creatures take double damage
from certain effects or spells. All damage of that type that would normally
affect the creature is doubled.
<Effect>
Shield: This monster ability acts just like Resist except that it must be used on the first applicable attack
that would affect the creature. This means they can only be used after Spell
Defenses like Shield Magic and Reflect Magic. This is a “dumb
resist” in that the monster cannot choose when to use it. For example, a creature with a Magic Shield must resist the first spell that would affect it; a creature with Lightning
Shield must resist the first lightning
based attack that would affect it.
Escape
Pin/Bind/Web/Confine: Some creatures can rip free from binding spells.
Ripping free of a binding spell will still hurt the creature. Ripping free from
a Pin spell will cause 2 points of
body damage to the creature. Ripping from a Bind
will cause 4, from a Web 8, and
from a Confine 16 Body Points. This
is a three-count action with the phrase “One I rip free, two I rip free, three
I rip free.” Damage is taken at the beginning of the three-count, so that if
the creature is forced to start over, they will take the damage again. While
the creature is doing the three-count, it is vulnerable to attack. While
ripping free, the creature may not use any skill requiring movement, such as Dodge. This ability has nothing to do
with Superhuman Strength. A creature
with the skill Escape Pin/Bind/Web/Confine can only use this skill upon itself,
never upon others.
Gaseous
Form: Creatures that are forced into gaseous
form when they are killed, drop their possessions. Creatures which can turn
into gaseous form while still “alive”, whether a certain number of times per
day or “at will”, can bring their possessions with them. Creatures that turn
gaseous will drop any other creatures being carried at that time. While they
are in this form they are immune to all attacks except Solidify. They may move at a normal walking rate. They cannot fly,
nor can they move objects they aren’t already carrying. Gaseous creatures can
be seen but cannot be communicated with in any way whatsoever.
Group Mind:
Some
types of creatures (notably some giant insects) have a group mind. Each
creature’s mind is but part of a larger whole. What one of them sees or
experiences, they all know; however, Holds cannot be called for the NPCs to
converse. Creatures that are part of a Group Mind are immune to control
affects. An Awaken spell will not
free them of the group mind’s control.
Harmed by
<damage type or effect>: Some creatures take damage when
struck by certain spells or effects.
Heal from
<damage type or effect>: Some creatures are healed by
certain types of spells or effects (For example, air, earth, fire, water, or
all of them). Creatures with this ability cannot be healed by carrier attacks,
but can be healed by packet attacks.
Immune
to/from <damage type or effect>: Many creatures have immunities to
some spells or effects. Creatures must call “No effect” when using this
ability.
Immune to
<Type> Weapons: Several types of creatures require special weapons
(for example, silver or magic) to hit them. Normal weapons will do no damage,
but the special weapon (or better) will do full damage. These creatures will
tell you “no effect” if your damage is not affecting them. It is possible in
very rare circumstances for a creature to be affected by Normal weapons but be
Immune to Magic weapons.
Mind
Abilities: Some creatures can perform mental abilities such as “mind
melds.” These abilities are all completely roleplaying in nature. Generally
speaking, a creature with this ability can instill or remove roleplaying
insanity or otherwise “cure” mental damage. This ability can not be used to
tell if another player is telling the truth or to have that player remember his
or her death or otherwise get around any NERO rule. A player always has the
right to refuse to roleplay any of these skills and can at any time decide to
“break off” the contact or be cured. In order to use this roleplaying skill,
the players must be touching each other and be concentrating completely by
either staring in each other’s eyes or having their eyes closed. You cannot
perform any in-game skills while roleplaying this.
Natural
Armor: Some monsters have a skin that acts like armor. It can be
refit in sixty seconds but cannot be breached. It cannot be Shattered or Destroyed in any way nor can it be salvaged after the creature is
killed. Creatures with natural armor can never wear physical armor.
No
Metabolism: Some monsters have an alien or
complete lack of metabolism. For those with an alien metabolism, all
immunities, defenses, etc., must be listed on the monster’s card. (The card
cannot simply state “Alien Metabolism”, since there is no standard definition
for this.) However, the statement “No Metabolism” on a monster’s card
now has a standard definition, as follows: “Immune to Death, Disease, Drain,
Drain Life, First Aid, Life, Nausea, Paralyze, Poisons, Sleep, Taint Blood, Waylay,
Wither Limb. May cast spells while taking body damage.”
Non-Corporeal
Form: Some monsters are non-corporeal, having no physical form but
made mainly made of magic or energy. While they are in this form they are
immune to normal weapons, and cannot be affected by most binding magics. They
may move at a normal walking rate, and may pass through objects if the object
is not living matter (wooden walls are fine, but trees are living and cannot be
passed through). While walking through an object, they may not change
directions. They cannot walk through walls at an angle, nor stop inside a wall
or walk backwards through a wall. They cannot fly or move up through an object;
they may only move down. They cannot carry or move objects they aren’t already
carrying.
Phase: Some
creatures can become non-corporeal for an instant, avoiding an attack as the Dodge skill, and announcing “Phase.”
Unlike Dodge, Phase can be used even if the creature is completely immobilized,
such as if in a Confine, Physical Web
or a Paralysis.
Reduced
Damage: Some monsters take less than full damage from physical
weapons or types of eldritch damage. Some monsters can even take a maximum
amount of damage (a “damage cap”) from every blow. The NPC must call “reduced”
when using this ability.
Regeneration:
Some
creatures can regenerate Body Points by spending time to regenerate, much like
refitting armor. The time it takes to regenerate is most often one minute but
this may vary from creature to creature. If the regeneration time is interrupted
by a weapon blow or a spell that affects the creature, the process must begin
again. If the process is completed, then the creature regains all lost Body
Points.
Renew
skills: This ability allows a creature to renew one or more abilities
or skills that have limited uses by fulfilling some condition defined by that
creature’s abilities. The most common condition is to take a minute to reset
the ability in a manner similar to resetting armor, where any interruption
prevents the abilities from returning. Some creatures may also renew skills
when entering an area or even if they use another power like Revive.
Resist: This
ability is similar to an Immunity except that it is for a limited number of
times per day. Unlike an <Effect>
Shield, the creature with this skill can decide when to use it.
Revive: A creature
with this skill can rise back up after five minutes of semi-death. Instead of
dissipating and going to resurrect, the creature rises with full Body Points.
The creature will either have a limited number of uses of this ability or there
will be some special method of preventing the creature from reviving; for
example, some creatures can be prevented from using this skill by applying a
Killing Blow with a silver blade.
Rift: Some
creatures can open a rift to another plane or time to allow for entrance or
exit. This is a three counted action.
Solidify: This skill
forces a gaseous form to become immediately solid. It is packet delivered with
the verbal “solidify.” Note that the creature may still turn gaseous again.
Suicide
Ability: Some creatures have the ability to destroy themselves if they
are captured. This ability is the equivalent of a Killing Blow. In some cases, it can be triggered by a Group Mind
even if the creature itself is incapacitated.
Threshold: This
allows the creature to take Reduced Damage (only a single point of damage) from
any blow equal to or below its Threshold. As per the skill Reduced
Damage, the creature must call “Reduced” whenever a blow is landed. However, don’t expect to hear the call for
every blow. Once you’ve acknowledged the call, the creature is under no
obligation to continuously call “Reduced”, unless new players join the fight.
These fights sometimes last a long time, so common courtesy on both sides is
highly recommended. If you can exceed the limit of the hide, then the creature
will take full damage from your blow. A Killing Blow
can always go through a Threshold.
Spell Defenses and suits of armor are affected by all blows, even if the
creature wouldn’t normally be affected. For
example: Fred the troll has a Threshold of 4, a suit of armor worth 10, and a Shield
spell and a Bless spell active. He is attacked by Mirse the
Merciless Mercenary who is calling “two normal.” The first hit from Mirse will
remove Fred’s Shield spell, the next
five will breach Fred’s armor, and the next hit will remove his Bless spell. After those points are lost, Fred
will begin saying “no effect” to the rest of Mirse’s blows.