NERO CANADA RULE BOOK. Version 4.1

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1 NERO CANADA RULE BOOK Version 4.1 APRIL 4, 2015

2 CONTENTS 1. Introduction... 8 The 5 Key Rules:... 8 The Hold Rule:... 8 The Substance Rule:... 8 The Body Contact Rule:... 8 The Rogue Rule:... 9 The Information Rule:... 9 The Basics... 9 Player vs. Character... 9 In Game and Out of Game... 9 Player Character (PC)... 9 Non-Player Character (NPC)... 9 Character Concepts and Motivations: The Basics... 9 Logistics Periods Game Skills Physical Representation (Phys-Rep) The Honour System Creating Your Character Step-By-Step Character Creation Dave Builds a Character Races Barbarians Biata Drae Dwarf Half Orc P a g e High Elf... 15

3 Hobling Human Listani Mystic Wood Elf Ogrim Sarr Scavenger Stone Elf Wild Elf antusa Class Description Build Points Armour & Hit Points Build Skills Racial Skills Weapon Skills Knowledge Skills Endurance Skills Craft Skills Combat Skills Combat Skill Prerequisites Stealth Skills Stealth Skill Prerequisites Magical Skills Primary vs. Secondary School of Magic Spell Slots Spell Pyramid Prerequisites Skill Descriptions P a g e

4 3. Magic Casting Spells Spells Classifications Damage and Healing Spells Chaos & Power Reversible Spells Dumb Defenses Formal Magic Formal Scrolls Combat and Game Mechanics General Rules What do I see? Clarify Count Tagging Out Escaping Entering Game Killing Blow Carrying Other Characters Day vs. Logistics Period Captivity Searching Stealing OOG Communication Loss of Game Skills Fate of Party Rip From Combat Safety Rules P a g e

5 Charging Invalid Strikes Turtling Combat Rules One Second Rule Miscant Casters Call Weapon Target Call Two Second Defense Rule Free Hand Rule Packet Attacks & Strikes Boffer Weapon Damage Touch Casting Bows and Crossbows Quivers Thrown Weapons Combat Damage The Different Forms of Attacks Weapon Damage Attack Strikes Packet attacks Combat Defenses Dumb Defenses Smart Defenses Passive Defenses Flesh and Spirit Energy Alive, Stable, Bleeding Out, Dying and Dead The Different Stages P a g e

6 Resurrection Final Death Treasure and Items Tags Coin Items of Value Bricks Commodities Components Formal Scrolls Magic Items Production Manufacturing Production Master Crafted Production Blacksmithing Production Costs Additional Skills Scroll Making Production Costs Additional Skills Potion Making Production Costs Additional Skills Alchemy Additional Skills Tinkering Additional Skills Master Production P a g e

7 7. Equipment Armour True Armour Stacked Armour Armour Limits Refitting Armour Weapons Weapon Types Base Weapon Damage Weapon Tags Packets Spell Packets Alchemy Packets Arrow Packets Effects Mechanics Duration Reservoir Removal & Detection of Effects Effects List Appendix Celestial Spells Earth Spells Focus & Mastery Special Attack Types Armour Evaluation Weapon Construction Key Considerations P a g e

8 Construction Materials Weapon Type Guidelines Weapon Types Blade Head Weapon Guideline Chart Sample Starting Characters Dwarven Warrior Hobling Rogue Human Earth Adept High Elven Celestial Scholar Common Special Abilities P a g e

9 1. INTRODUCTION Nero Canada is a Live Action Role-Playing (LARP) community which holds weekend events through the spring, summer and fall. At Nero Canada you are immersed in the world of Tyrra as one of the famous adventures of Thrush Peake. Every decision you make has a consequence so you must think on your feet while engaging in epic role playing and boffer combat encounters. A team of experienced plot writers help set the stage for your adventures. If you chose to be a Non-Player Character, also known as an NPC, you will work with the plot team to help tell an epic story. Volunteering as an NPC is an excellent way to learn the rules and gain experience with the Nero Canada system. Alternatively you can be a Player Character (PC) and shape your own narrative. As a PC you will become one of the famous heroes of Thrush Peake, saving the world and gaining riches, glory and power. As a PC you can be anything from a stealthy cutpurse to an elegant noble, a veteran mercenary warrior to a learned mage. The choice is yours. This book will help guide you through your adventures. THE 5 KEY RULES: There are many rules in this book but there are five that are of critical importance. These rules support the safety of the game and respect between players. Failure to follow any of these rules may result in your removal from the game. THE HOLD RULE: If you hear anyone say Hold you must stop what you are doing, drop to one knee and look at the ground in front of you. Do not come out of this position unless specifically instructed or you hear the person who called the Hold, call out Lay On. THE SUBSTANCE RULE: NERO Canada is a drug free and alcohol free environment. Tobacco may be smoked only in designated smoking areas. THE BODY CONTACT RULE: You are never allowed to come into physical contact with another player unless given explicit permission to do so. Some skills require physical touching but this always takes the form of touching on the upper shoulder. A player always has the option to refuse touching, in which case you should mime touching their shoulder without making physical contact. You are not allowed to engage in hand to hand combat at any time even if the players express permission. 8 P a g e

10 THE ROGUE RULE: Breaking into a player cabin or tent in-game may not be done unless an authorized marshal or a resident of the cabin is with the player breaking in. Further clarification can be found under Stealing. THE INFORMATION RULE: When you are not playing your character or your character is in a state where they could not hear In Game information, any information so gathered is not to be used by your character and should remain completely out-ofgame. ` THE BASICS PLAYER VS. CHARACTER Throughout this volume we will refer to players and characters. Whenever we are speaking of the player we mean the person who is paying to play the game. The term player is used frequently when we speak about rules of conduct. The character refers to whatever role the player is currently assuming. The character may be a one-time quick role or may be the player s main role throughout the event. IN GAME AND OUT OF GAME After game has started players can exist in two modes. The first is In Game (IG), and this means they have a role and should be treated as their character would be treated. All speech and mannerisms should be done within the game, and according to the game rules, as this player is actively participating in the game. Sometimes during play a player needs to take a break. This is considered going Out Of Game, OOG and should be done only when absolutely necessary. When a player is OOG they should be treated fairly and with respect and dignity even if the character the person may sometimes assume is not worthy of this kind of treatment. One can assume that a player is IG unless they have their hand or a weapon on their head or are wearing a white head band. PLAYER CHARACTER (PC) A Player Character (PC) is a character whose background and motivations are chosen by a player. A player then pays to play NERO and assumes the role of their PC for the event. The only restrictions they have on their behaviour are those imposed by the rules of the game and the society that is created by their fellow players. A PC gains experience as the player comes to events and may also gather IG wealth, power and influence. A PC is considered to be owned by its player. NON-PLAYER CHARACTER (NPC) A Non-Player Character (NPC) is a character whose background and motivations are chosen for a player by the volunteer staff known as the plot team. The plot team decides what the abilities and stats of the NPC are, why it exists and what its motivations are. CHARACTER CONCEPTS AND MOTIVATIONS: THE BASICS The heart of a live action role playing game is taking on a different role and interacting with others doing the same thing. Here are some things to keep in mind when choosing your role. First define what your character s concept is. Is she a murderer for hire or a damsel in distress? The second step is to have motivations or a purposeful lack thereof. Motivations simply guide your actions. Once you have these basics you can start understanding what your character would be thinking and feeling. When you NPC your concept and motivation is provided for you by the staff. 9 P a g e

11 There are a couple of tools to help you get into character. These include: Wearing a costume Adopting an accent Walking with a limp Adopting a physical mannerism that you don t normally do. Some people write down their character's motivations in a journal and read it before play begins. Other people have mood music that helps to get them into the mood. The purpose of all of these exercises is to try and remain in character for as long as possible. The more you are able to do this the more fulfilling the game will be. LOGISTICS PERIODS The game is divided into artificial chunks of time called Logistics Periods. The beginning of a Logistics period signals that all per day abilities and spell memorization may be refreshed. The character also heals to full body every logistics period. Normally each module and adventure day will have 1 logistics period, which is assumed to start at the beginning of the event. Every weekend is assumed to have 2 logistics periods, one that starts with the game and ends Saturday at 6pm and the second that starts Saturday at 6pm and ends with the game. Longer events will have more logistics periods, typically one per day. In special cases an event will have more logistics periods. This will be announced in advance of the beginning of the event. Production skills and other game items rely on logistics periods, so we will be making reference to these artificial blocks of time within the rules below. Please note that there is a 2 hour window at the beginning of logistics within which all spells must be memorized, and per day abilities refreshed. This takes 10 minutes of in game time where your character rests and refreshes their abilities. If the player is on a module and the marshal allows it this 2 hour window may be extended. Should a player miss the 2 hour window they may not use any Game Skills until they refresh their abilities (which must be done at the next possible opportunity). GAME SKILLS Characters have both skills and abilities which govern the actions they can perform in game. For example in order to swing a sword in the game you need to buy the skill One Handed Edged. Because this act is governed by a skill, you must have this skill on your character card or you cannot perform this action. Other actions, such as opening a door, are not governed by skills or abilities. There are of course effects that can prevent you from being able to open a door, such as Web, but that has nothing to do with game skills. There are some effects in game what rob you of all your game skills temporarily. When you lose your game skills you are not able to perform any action governed by a game skill and all the abilities your character possesses, except for passive defenses are turned off. PHYSICAL REPRESENTATION (PHYS-REP) A physical representation is a prop or other object that represents some sort of in game object. This can range from a large foam pillar that is meant to be a stone obelisk to a boffer sword that is meant to be a magical broad sword. Phys-Reps are the property of the players and should be treated with respect. It is important to note that certain Phys-Reps represent many items of a similar nature. For example a Phys-Rep for a sword may be an orc s broadsword, a farmers rusty rapier and a hardened silver long sword over the course of a day. There are two ways to specify what a Phys-Rep is. If the Phys-Rep is being used by a Player Character it should have a Tag. If the Phys-Rep is being used by an NPC then their role may include items and they do not need Tags unless the item is going to become treasure at some point. 10 P a g e

12 Certain Phys-Reps represent one very specific item in game, usually a powerful magical item. The same Phys-Rep must always be used for that item and if that Phys-Rep is damaged or destroyed a new one must be built that is identical. Magical items and weapons require this type of specific representation so they are recognizable every time. Therefore if a player has a magical item and provides a Phys-Rep for that item it becomes the property of NERO Canada until said item expires. This rule exists just in case the item is stolen IG. NERO Canada must have the flexibility to use the Phys-Rep as dictated by IG actions for the duration of the item. When the magical properties of the item expire the Phys-Rep will be returned to the player. THE HONOUR SYSTEM There will be no one following you around counting your spells and abilities or making sure you can do what you are doing, although Plot or Rules marshals may occasionally do spot check. The game relies on the honour system in order to work. Players who are caught cheating will be subject to disciplinary action and may be asked not to come back. Please don t put us in that position. 11 P a g e

13 2. CREATING YOUR CHARACTER STEP-BY-STEP CHARACTER CREATION The first thing you must do if you want to PC at a Nero event is create a character. To do so, think about what you want to do, what roles you want to fill and where you want to go with the character. Do you want to be a ferocious Half-Orc Warrior? An aloof High Elf wizard? A Hobling rogue with a heart of gold? A human healer? Do you strive for wealth and power? Knowledge? Fame? Do you adventure for revenge? To test yourself against the best? Because you have no other choice? First decide how you want to play your character, then decide how to make them. If it s your first event you ll have a chance to remake your character before your second event in case there is anything that you don t like about them, so your choices aren t final. DAVE BUILDS A CHARACTER Dave is making a new character to play for next event. He wants to play something different from his first character (a Listani Earth Scholar), so he decides that he would like to try his hand at fighting this time. He wants a character who is a tough and capable front line fighter; who can be a strong anchor to the line in the town s fight against evil. Dave settles on a Dwarven Warrior. They re tough, they have great defensive abilities and they are definitely NOT like the Listani (except for their penchant for drinking). Since this is a new character, Dave starts with 75 build points to spend. Since he s a Dwarven Warrior he ll have 30 body: 10 base, plus 1 per 5 build (75/5=15), plus 5 for being a Dwarf. He is also capable of wearing up to 20 points of armour. Next Dave needs to consider his skills. The first thing any Warrior needs is a weapon. Dave wants to be a defensive character, so he decides that he ll fight with a 1 handed hammer and a shield. To wield those, Dave needs to buy 1- Handed Blunt and Shield, which cost 4 build and 5 build respectively for Warriors. Dave also wants to be able to do a bit of damage with that weapon, so he decides to buy some proficiencies. Proficiencies are purchased incrementally, first you purchase 4 Critical Attacks, and then you trade those critical attacks in and purchase a +1 Proficiency. Dave is going to get a total of +4 proficiency, which costs a total of 40 build, leaving Dave with 26 build. It s a large chunk of his available build, but with all of the fighting that Dave expects to do it will be well worth it. With the weapons chosen, it s time for Dave to look at becoming the stalwart defender that he wants. Dwarves have a great racial ability called Steady as a Mountain. It seems like a great ability to have in an emergency, so he adds that to the list. Steady as a Mountain costs 7 build, leaving Dave with 19 build to go. Another great defensive ability which will give Dave more Armour is Armour Optimization. Dave decides to grab a few points in that, grabbing +6 Armour Optimization for 9 build, leaving him with 10 build. Last but not least, Dave will grab 2 Physical Parries for 8 build. They let him stop big slays and strikes aimed at him and his allies, just the thing to hold the line in the face of a ton of enemies. In the end, Dave ends up with a stout, strong Dwarven Warrior, who he names Bruggar. 12 P a g e

14 Bruggar will: Fight with a Hammer and Shield. Swing for 6 points of damage with his Hammer. Have 30 Body and 26 Armour. Twice per day he ll be able to Parry for himself or his friends. If things start going poorly, he ll be able to use his Steady as Mountain ability to stay up and keep fighting. Other sample characters can be found here. RACES In this book we have included a summary of the different races. If you want more detail on a race, please refer to the available Nero Canada Race Packages which are published separately. Each race has one racial resist and two skill based abilities that can be purchased with Build Points. A character must purchase either the resist or one of the abilities by 15 th level, a second by 25 th level and the third by 35 th level; if a character hits the listed level before buying the required racials, they may not buy anything else until they meet this requirement. Each Racial Skill may only be purchased once. To balance out their abilities and required costume/makeup modifiers some races also have an additional Adjustment to certain skills. See the Build Cost section for costs of Racial abilities and the Skill Descriptions section for descriptions. Should you ever change your race through something other than a Race Change effect you will temporarily lose your racial abilities until you are restored to your original form. You must abide by all make-up, costume and role play guidelines for your chosen race in order to play your character. BARBARIANS Barbarians are a Clan-based superstitious people that can be expected to offer mythic explanations even for well understood natural occurrences. They look to their ancestors for guidance and answers. Many distrust Celestial magic as it is thought to harm one s connection with the ancestors. Past wars have made the other Races suspicious of the current peace with the barbarian clans. Barbarian ignorance and dismissive attitude towards the rules of civility does not help dissuade this distrust. Barbarian Players dress in bones, feathers, leathers and fur. Some Players also use make up, fake scarring (to symbolize ritual scarring they may have undergone) and many other makeup and costuming ideas. Resist: Magic Abilities: Rage & Poultice Adjustment: Read Magic costs +4 build 13 P a g e

15 BIATA The Biata are a race of bird-like humanoids known for their wisdom. They are deeply ordered and hierarchical and are always searching for a cause to promote. When they find that cause they get behind it with a drive and fanaticism that few can match. Biata share a deep connection with Tyrra. Until recently, the Biata had a deep aversion to Celestial Magic. Most Biata will remember and display a physical discomfort to the touch of Celestial Magic. Biata can communicate thoughts and feelings with a willing participant through a melding of their minds. Biata are linked to one particular type of bird. The player, at a minimum, must then cover their eyebrows with feathers held on by liquid latex. It is not uncommon to see Biata with feathers growing in their hair. Some even have small talons. Racial Resist: Magic Abilities: Mental Freedom, Celestial Damper Adjustment: The first time you purchase Resuscitate it costs 4 less build. Read Magic costs +4 build DRAE The honour-bound Drae seek to bring honour to the surface dwellers. Kin of the Elven races, the Drae are a darkskinned race of mysterious Elves that live underground, shunning sunlight. They have Jet-black skin, pointed ears and white or silver hair. Drae society is very House-oriented, much like a fantasy version of a Feudal Japan Shogunate. Drae are expected to strictly follow an intricate code of honor and send themselves to resurrection should they fail to do so. Anyone aware of a Drae character s specific code can trust that Drae without question in regards to that code or when that Drae specifically swears upon their honor. Drae players must wear full black face make-up and pointed ears. Some also wear white or silver wigs or use coloured hairspray. Racial Resist: Magic Abilities: Cover of Darkness, Self-Control Adjustments: +5 Body between 6pm and 6am. -5 Body between 6am and 6pm. DWARF The Dwarves are strong, stalwart and stubborn. Dwarves are sturdy individuals who tend to dwell in mountainous regions. Dwarves in NERO Canada are not necessarily short. They all have beards, including the females, and their Race enjoys and appreciates excellent craftsmanship. Dwarves are often surly. They have a deep love for all things mechanical, especially those things that allow for more efficient mining. A dwarf player must wear a full sized prosthetic beard. The best beards are ones that are held on by an elastic band that goes behind the wearer s head. This make-up modifier can be quite annoying, and itchy, to maintain. We do not accept full real life beards as a substitute. It is also unacceptable as a PC to simply use make-up to signify a beard without the full prosthetic. 14 P a g e

16 Racial Resist: Poison Abilities: Stalwart, Steady as a Mountain Adjustment: Read Magic costs +4 build HALF ORC Half Orcs are warriors to the core and ready to face any challenge. They're their own race with their own culture. A horde-based society, they hold prowess in combat to be the most important thing in life. Half Orcs have a pack mentality, choosing the toughest to lead them and following until they find someone tougher. Generally viewed as warlike and crude, many Half-Orcs have difficulty understanding complex concepts. Half-Orcs have a double edged Horde mentality. They are expected to create a horde of at least two people. A horde almost entirely consists of other Half-Orcs, however it is not unknown for a horde to include other Races. Half- Orcs are expected to fanatically follow the rules of No man left behind in regards to their Horde Mates. In return Half-Orcs can count on the fanatical assistance from other Half-Orcs from within their Horde. Half Orcs have green skin and players must wear full green face makeup. If possible they should also have outlandish ear and hair jewelry. Racial Resist: Poison Abilities: For the Horde, Superior Strength Adjustment: Read Magic costs +4 build HIGH ELF High Elves are an ancient and proud people who have walked the face of Tyrra since time was recorded. They have a rich and intricate society which is based upon a caste system. Unlike other caste societies, Elves believe that all castes fill a vital role in society and therefore one is not superior to another. High Elves actively believe, and often make a point of showing, that they are the first and most superior race. Along with this superior attitude comes a great love of luxury and fine surroundings, and an appreciation for beautiful things, be they natural or crafted. In addition to this haughtiness, High Elves honour, protect, and revere nature and the living world. Other Races will often hear disdain in the words of a High Elf even when it is not intended. High Elf players must wear prosthetic ears and should consider wearing fancy costuming to fit in with their high culture. Racial Resist: Magic Abilities: Magical Nature, Fae Blood Adjustment: First Aid and Healing Art each cost 2 less build HOBLING Hoblings are generally carefree and full of life. They tend to be quick-witted and cheerful, and make good storytellers, using charisma to their advantage. They do not always confine their stories to the inns and taverns, which can frequently cause them trouble with the law. Hoblings are light hearted and have a great love for mundane comforts, such as pie and a warm hearth. Other races, when first meeting Hoblings, will often dismiss the capabilities and power of this race. A clever Hobling can often use this dismissiveness to take a foe unawares, both socially and on the battlefield. 15 P a g e

17 Hoblings have furry feet and hands, and must have bushy eyebrows and sideburns; even the women. Hobling players must have prosthetic sideburns and are encouraged to have bushy eyebrows as well. Hoblings must speak in a High- Pitched Voice. Racial Resist: Poison Abilities: Fast Food, Nimble Adjustments: Legerdemain costs 4 less build HUMAN Humans are the predominant Race on Tyrra, outnumbering all of the other Races combined. They are found everywhere, from the King s Advisors to the meanest beggar in the outer Baronies. Humans are known to be a diverse lot. Humans are by far the most common race in the Kingdom, and as such, they are treated with a certain amount of familiarity by most of the population. People feel comfortable with human culture. Humans, therefore, aren't viewed with as much natural suspicion by the general populace as some of the less populated races and generally have an easier time getting about. Racial Resist: Any Abilities: Tyrran Bond, Versatility Adjustments: None LISTANI The Listani are vagabonds and generally full of life; a race of clan-based nomads. They love to dance and sing and especially love to fool non-listani. To be Listani is to be boisterous, fiery and revel in dance and song. As a generally outcast race of people, Listani are fiercely loyal to those of their clan. Often even Listani of other Clans are treated as family and cousins and as such Listani can expect camaraderie and trust from other Listani. The Listani also have a special relationship with the spirit world and can see some spirits. (Note: Listani can see those spirits wearing a blue headband) Other Races are quick to assume that they are thieves and should thefts occur Listani are the first to be accused. Listani are generally a bright and festive people celebrating the splendor of life and freedom to the fullest. Listani players must sport an outrageous accent and wear bright, colourful, outlandish clothing. Racial Resist: Any Abilities: Listani Curse, Spiritual Rebirth Adjustment: None MYSTIC WOOD ELF Mystic Wood Elves (MWE) are believed to be closely tied to both the Elves and the Fae. The freedom to love who they choose and go where they choose is of the utmost importance to them. They cannot tolerate the suppression of freedoms and tend to fight to protect them. As such, slavery is the most heinous act in MWE culture. Mystic Wood Elves refuse to be bound or shackled, growing uncomfortable in enclosed environments where they do not have easy escape. Mystic Wood Elves are often the guardians of the Groves that form the doorway to the Fae Realm The inability to pin down the flights of fancy of a Mystic Wood Elf has made the other races view them as capricious. 16 P a g e

18 Mystic Wood Elves have pointed ears and are the only Elves to have horns, so the rumours of their lineage may have some truth to them. Players must wear prosthetic horns on your forehead and prosthetic Elf ears.. Racial Resist: Magic Abilities: Fae Blood, True Freedom Adjustments: The first time you purchase Resuscitate it costs 4 less build. OGRIM Ogrim have a highly militant culture. Solitary and territorial, holding honour in combat to be the most important thing in life, Ogrim challenge any other Ogrim they meet to their own version of an Honour Duel (known as Skoree ). Generally viewed as aggressive and crude, many Ogrim are believed to have difficulty understanding complicated subjects. Ogrim have yellow skin and players must wear full yellow face make-up. Some players wear prosthetic protruding lower fangs. Racial Resist: Poison Abilities: Superior Strength, Survivor Adjustments: Read Magic cost +4 build. SARR Sarr are a race of intelligent and fierce bipedal hunting cats. There are several different clans of Sarr each of which has a different cat form including: Tiger, Leopard, Jaguar, Lynx, Lion, etc. Sarr prefer to use edged weapons as they draw blood from the target and avoid the use of blunt weapons if possible. Sarr have the deadly calm and the unexpected ferocity of one of the Big Cats. Sarr may associate with whomever they choose, but are most often seen as lone hunters or part of a matriarchal pride. Saar are experts at tracking and locating individuals Sarr must have full face make-up and prosthetics to appear as half predatory cat and half human. Racial Resist: Poison Abilities: Claw, Nine Lives Adjustments: Archery costs +4 build. SCAVENGER Scavengers are savage animal-people, as diverse as the animals of the realm. Scavenger is a generic term used for any type of Race not covered - they are humanoids with animal-like characteristics (limited to mammals only - rat, badger, skunk, dog, etc.) Scavengers are considered to be outcasts from society. It is extremely rare to see one in a position of authority. Scavengers are efficient trackers who can sometimes communicate with animals. Scavengers are expected to display the mannerisms and features of the mammal that makes up half their nature. Scavengers must choose one standard mammal and wear make-up so you appear to be half human, half animal. The make-up must be full face and usually involves prosthetics such as a snout, ears, tail, etc. 17 P a g e

19 Racial Resist: Poison Abilities: Claw, Hide Adjustments: None STONE ELF Stone Elves are biologically and culturally distinct from the other types of Elves. They have pure white skin, and rather practical, simple clothing. This Race prides itself on mental discipline, and never displays emotion of any kind - any lapse in control and the Elf will meditate until it is regained. Their culture isolates itself in a vast city built beneath mountains. The Stone Elves, as a culture, place immense value on knowledge, and it is said that their Great Library is a repository of all there is to know. Stone Elves view emotion as a disease, a weakness and something to be avoided at all cost. Logic and reason guide the life of a Stone Elf. Stone Elves do not deny that they are occasionally subject to emotion, but seek to repress it. Like Biata, Stone Elves can communicate thought and feelings with a willing participant through a melding of the minds. Stone Elf players must wear full white face make up and prosthetic elf ears. Racial Resist: Magic Abilities: Control Anatomy, Self-Control Adjustments: None WILD ELF If the High Elves are considered refined, their Wild Elf cousins can be described as savage. With a close bond to nature, Wild Elves are marked with tribal paints and wear furs and leathers. Due to the importance Wild Elves place upon the natural world they have less regard for the rules of civility than the other Elves. Sometimes Wild Elves can communicate with animals. Wild Elves can be territorial, most in Thrush Peake are from the Akanazi (or Horse) Tribe. Other major Tribes are Dolphin, Fox, Panther, Rooster, Sea Horse, and Stag. Wild Elves are the embodiment and caretakers of the wilds of Tyrra. The prosperity and growth of the wilds are in direct proportion with Wild Elves fortunes. All Wild Elves are expected to be members of a Tribe. There are many existing Tribes to choose from. If a player wishes to create a new Tribe they must have the approval of plot. Wild Elf players must wear tribal markings and prosthetic ears. Racial Resist: Magic Abilities: Poultice, Wood Walk Adjustments: The first time you purchase Resuscitate it costs 4 less build ANTUSA The antusa were created through alterations on other Races with powerful magic. This Race is not currently recognized by the Kingdom as a race that has citizenship and is therefore not afforded the same rights and protections as a member of the Kingdom of Haylem. Closely tied to the Lizardmen, these lizard folk have a distinctive reptile connection, but are as unique in appearance as Scavengers. 18 P a g e

20 antusa are as diverse in manner as Humans. antusa are often mistaken as monsters by peasants and other ignorant folk. antusa have an otherworldly presence that distinguishes them from the common Lizard Men. While a distinct race from Lizard Men, they are closely related and are therefore afforded a degree of respect from the Lizardmen living throughout the kingdom. The antusa Player must have full face make-up and prosthetics that makes them appear to be half human, half lizard. They should use gold, green and browns, for the most part. Racial Resist: Poison Abilities: Star Blooded, Elemental Essence Adjustments: The Suppress effect damages a antusa 25 body, in addition to its normal effect. CLASS DESCRIPTION There are 4 Classes to choose from in Nero Canada, each with their own strengths and weaknesses. The class you select dictates what skills are easiest to learn, how sturdy you are and how much armour you can wear. In addition, your class may make it harder or easier for you to attain certain positions within the in-game world. Warrior: The Warrior is the bulwark in a battle. The typical warrior is good at being on the front line and placing themselves in harm s way. A Warrior excels at combat but find magic is extremely difficult to learn. Rogue: The Rogue is best described as an opportunist. They have access to powerful offensive skills that get better if they can get behind their opponent. Like the warrior, they find magic extremely difficult to learn. Scholar: The scholar is single-mindedly focused on Earth or Celestial magic (or both if very powerful). They must choose one of these to be their primary school. Earth Magic focuses on healing and fighting undead whereas Celestial magic focuses on Elemental magic and blasting your foes. The opposite of warriors, scholars find it extremely difficult to use weapons. Adept: The Adept is a mix between the Warrior and the Scholar, good with magic, weapons and armour, but unfocused. The ultimate jack of all trades, Adepts can do a bit of everything but don t do anything as well as either the Warrior or the Scholar. BUILD POINTS Build points are what a player uses to buy skills for their character. A starting character gets 75 build points. A character receives additional build points for attending Nero Canada Events. A player s Body Points as outlined below is also based on the number of Build Points a character has. Players gain Build Points as follows: 19 P a g e

21 Current Standard Event Standard Per Logistics Period Logistics Period Build Total with Token with Token build 1.50 build 3.00 build 0.75 build 1.50 build build 1.00 build 2.00 build 0.50 build 1.00 build build 0.50 build 1.00 build 0.25 build 0.50 build A Player can double the Build Points they get for an event by expending a Prestige Token. Tokens are earned by NPCIng, volunteering or donating props to Nero Canada. For events longer than 2 Logistics period, additional tokens may be required to get double build for the event. ARMOUR & HIT POINTS A character's Body Points and the maximum amount of armour a character can wear is dictated by their class. (see Armour Evaluation for further details on Armour Phys Reps) Class Body Points Max Armour Points Warrior Base for every 5 build points* 20 points Rogue Base for every 10 build points* 15 points Scholar Base for every 20 build points* 10 points Adept Base for every 10 build points* 15 points *rounded down Body Points increase as the character gets more Build Points. The amount of body points a player gets is modified by their race. The following modifiers apply to body points based on character race. This modifier is only applied once. (at character creation): Modifier Affected Races + 5 Body Barbarian Dwarf Half-Orc Ogrim Sarr antusa - 5 Body High Elf Wild Elf Mystic Wood Elf Hobling Maximum Armour remains constant as long as a player s class remains the same. The additional skills Wear Extra Armour & Armour Optimization can increase a character s maximum armour and the Stamina skill can increase their Body Points. 20 P a g e

22 BUILD SKILLS RACIAL SKILLS Race Resist Cost 1 st Racial Cost 2 nd Racial Cost Barbarian Magic 5 Rage 5 Poultice 5 Biata Magic 5 Mental Freedom 5 Celestial Damper 5 Drae Magic 4 Cover of Darkness 4 Self-Control 4 Dwarf Poison 4 Stalwart 4 Steady as a Mountain 4 Listani One of Poison/Magic 5 Listani Curse 5 Spiritual Rebirth 5 Half-Orc Poison 4 For the Horde 4 Superior Strength 4 High Elf Magic 5 Magical Nature 5 Fae Blood 5 Hobling Poison 5 Nimble 5 Fast Food 5 Human One of Poison/Magic 5 Versatility 5 Tyrran Bond 5 Mystic Wood Elf Magic 5 True Freedom 5 Fae Blood 5 Ogrim Poison 4 Survivor 4 Superior Strength 4 Sarr Poison 4 Nine Lives 4 Claw 4 Scavenger Poison 4 Hide 4 Claw 4 Stone Elf Magic 4 Control Anatomy 4 Self-Control 4 Wild Elf Magic 5 Wood Walk 5 Poultice 5 antusa Poison 4 Star Blooded 4 Elemental Essence 4 WEAPON SKILLS Skill Name Warrior Adept Rogue Scholar Prerequisites Archery None One Handed Blunt None One Handed Edged None Shield None Staff None Thrown Weapon None Two Handed Edged None Two Handed Blunt None Style Master A Weapon Skill Melee Weapon Master None One Handed Melee None Weapon Master Two Handed Melee None Weapon Master Dual Wield A Weapon Skill Mastery A Weapon Skill 21 P a g e

23 KNOWLEDGE SKILLS Skill Name Warrior Adept Rogue Scholar Prerequisites First Aid None Healing Arts First Aid Resuscitate First Aid Read Magic None Herbal Lore None Legerdemain None ENDURANCE SKILLS Skill Name Warrior Adept Rogue Scholar Prerequisites Thick Blooded None Early to Rise None Hearty Constitution None Stubborn Spirit Thick Blooded Fast Healing None Fortitude None Stamina None Wear Extra Armour +5 N/A None Armour Optimization None CRAFT SKILLS Skill Name Warrior Adept Rogue Scholar Prerequisites Craftsman <Type> (1-5) None Craftsman <Type> (6-10) Craftsman <Type> 5 Craftsman <Type> (11-20) Craftsman <Type> 10 Blacksmithing (1-5) None Blacksmithing (6-10) Blacksmithing 5 Blacksmithing (11-20) Blacksmithing 10 Scroll Making (1-5) Celestial Spell Slot Scroll Making (6-10) Scroll Making 5 Scroll Making (11-20) Scroll Making 10 Potion Making (1-5) Earth Spell Slot Potion Making (6-10) Potion Making 5 Potion Making (11-20) Potion Making 10 Alchemy (1-5) Herbal Lore Alchemy (6-10) Alchemy 5 Alchemy (11-20) Alchemy 10 Tinkering (1-5) Legerdemain Tinkering (6-10) Tinkering 5 Tinkering (11-20) Tinkering P a g e

24 COMBAT SKILLS Skill Name Warrior Adept Rogue Scholar Prerequisites Critical Attack Set # A Weapon Skill or Claw Proficiency #1-4 (+1 to See below +4) Critical Attack Set # See below Proficiency #5-8 (+5 to See below +8) Critical Attack Set # See below Proficiency #9-12 (+9 to See below +12) Critical Attack Set # See below Proficiency #13+ ( See below onward) Resist Disarm Proficiency Per Skill Reduce Damage Proficiency Per Skill Slay Proficiency Per Skill Parry Proficiency Per Skill Resist Shatter/Destroy Proficiency Per Skill Fast Refit Proficiency Per Skill Unwavering Proficiency Per Skill COMBAT SKILL PREREQUISITES See the example below for the progression of Critical Attacks and Proficiencies. When a character buys a Proficiency they lose the last 4 Critical Attacks purchased. Buy Set 1 Critical Attack #1 Spend 2 Build Character swings 2 Damage with a long sword and 1x per day can swing for 12 Buy Set 1 Critical Attack #2 Spend 2 Build Character swings 2 with a long sword and 2x per day can swing for 12 Buy Set 1 Critical Attack #3 Spend 2 Build Character swings 2 with a long sword and 3x per day can swing for 12 Buy Set 1 Critical Attack #4 Spend 2 Build Character swings 2 with a long sword and 4x per day can swing for 12 Buy Proficiency #1 Spend 2 Build Character swings 3 (+1) with long sword but no longer has the swings. Buy Set 1 Critical Attack #1 Spend 2 Build Character swings 3 (+1) with a long sword and 1x per day can swing for 13 Buy Set 1 Critical Attack #2 Spend 2 Build Character swings 3 (+1) with a long sword and 2x per day can swing for 13 Buy Set 1 Critical Attack #3 Spend 2 Build Character swings 3 (+1) with a long sword and 3x per day can swing for 13 Buy Set 1 Critical Attack #4 Spend 2 Build Character swings 3 with a long sword and 4x per day can swing for 13 Buy Proficiency #2 Spend 2 Build Character swings 4 (+2) with long sword but no longer has the swings. Buy Mastery Spend 10 Build Character swings 4 with any weapon STEALTH SKILLS Skill Name Warrior Adept Rogue Scholar Prerequisites Back Attack Set # A Weapon Skill or Claw Back Stab #1-4 (+2 to +8) See below Back Attack Set # See below Back Stab #5-8 (+10 to See below +16) Back Attack Set # See below Back Stab #9-12 (+18 to See below +24) Back Attack Set # See below 23 P a g e

25 Back Stab #13+ ( See below onward) Disarm Opponent Back Stab Per Skill Frontal Assault Back Stab Assassinate Back Stab Per Skill Dodge Back Stab Per Skill Destroy Armour Back Stab Per Skill Deadly Blow Back Stab Per Skill Escape Back Stab Per Skill Waylay A Weapon Skill STEALTH SKILL PREREQUISITES Back Attack/Back Stab progression and prerequisites work like Critical Attack/Weapon Proficiencies except each Back Attack adds +20 and each Back Stab adds +2. When a character buys a Back Stab they lose the last 4 Back Attacks purchased. NOTE: Back Attacks, Back Stabs, Assassinate and Deadly Blow can only be used when a player, including their weapon, is behind the lateral line (as defined by the line made by the shoulders of the target) of the intended target with both feet. A player cannot stand behind the target and hit them in the front with their weapon. The player may deliver strikes to the arm, leg or any other valid hit location so long as the blow hits behind the lateral line. IF a player uses a Frontal Assault skill in conjunction with a weapon attack, they do not have to be behind the lateral line for that attack MAGICAL SKILLS Skill Name Warrior Adept Rogue Scholar Prerequisites Primary School Level Primary School Level Primary School Level Primary School Level Primary School Level Primary School Level Primary School Level Primary School Level Primary School Level Secondary School Level Secondary School Level Secondary School Level Secondary School Level Secondary School Level Secondary School Level Secondary School Level Secondary School Level Secondary School Level Primary Formal Magic (1-5) Primary Formal Magic (6-10) As per Spell Pyramid Prerequisite rules in the section below th Level Spell in Primary Formal Levels in Primary 24 P a g e

26 Primary Formal Magic (11-15) Secondary Formal Magic (1-5) Secondary Formal Magic (6-10) Secondary Formal Magic (11-15) Formal Levels in Primary th Level Spell in Secondary Formal Levels in Secondary Formal Levels in Secondary Elemental Focus x 9th Level Celestial Spell Elemental Mastery Elemental Focus Protective Focus x 9th Level Spell Protective Mastery Protective Focus Healing Focus x 9th Level Earth Spell Healing Mastery Healing Focus Confining Focus x 9th Level Spell Confining Mastery Confining Focus Cursing Focus x 9th Level Earth Spell Cursing Mastery Cursing Focus Reservoir Focus x 9 th Level Celestial Spell Reservoir Mastery Reservoir Focus Undead Focus x 9 th Level Earth Spell Undead Mastery Undead Focus Combat Wizardry x 9th Level Spell Elemental Chameleon rd lvl Celestial Spell Slot Accuracy st Level Spell Harvest th Level Spell Magic Ricochet x 9th Level Spell PRIMARY VS. SECONDARY SCHOOL OF MAGIC When a character purchases their first magical spell slot, either Celestial or Earth, that becomes their Primary school. The Primary school is the favoured school for the character until they receive a Spirit Forge or other life altering event. Primary School spells are cheaper than Secondary School spells to purchase. A character s highest level spell in the Secondary school must always be the same or lower than the characters highest level spell in his or her Primary school. SPELL SLOTS Purchasing a spell slot allows a character to memorize a spell of that level in the slot. The character may then at any time throughout the next day use the spell they have memorized by incanting and throwing the spell. Each slot may only be filled with one spell of the appropriate level and may only be thrown once per day unless another skill alters this. SPELL PYRAMID PREREQUISITES There are several rules when purchasing spells. The rules are: 25 P a g e

27 You must always have a greater number of lower level spells slots than higher level spell slots until you have four slots of one level. Once you have four slots at one level you must always have an equal or greater number of lower level spell slots to higher level spell slots. The difference in the number of spell slots you have between two levels must never be more than two. Bonus spells derived from the Focus skills do not count for or against the spell limitations/requirements per level. In order to learn a Celestial Spell slot you must first have the skill Read Magic and in order to learn an Earth Spell slot you must first have the skill Healing Arts. Spell Pyramid Examples: SKILL DESCRIPTIONS <Type> Focus <Type> Mastery You may only ever purchase one Focus Skill. This skill grants the character a bonus Spell Slot that must be used to memorize a spell of the type chosen at every appropriate level. This extra spell slot does not follow the pyramid rules. Not all spell types have a spell at every level. In this situation extra slots are only granted at the appropriate levels. This skill may be bought for your primary or your secondary column and may only be bought once. This skill only affects one pyramid. See the Appendix for details. At every level where the character has a bonus spell slot from the <type> Focus skill the character may convert any spell of that level in memory into a spell of the Mastery <type> at any time. This in effect voids the character s need to memorize spells of the Mastery <type> because they can spontaneously convert any remaining spells of the same level in memory to that <type> spell on the fly. <type> Mastery must be purchased for the same column as the <type> Focus and only affects that column. See the Appendix for details. 26 P a g e

28 Accuracy Alchemy Archery When the caster misses with a thrown spell (not a Strike) they may say accuracy and try again to hit their target, once per day per time the skill is purchased. The spell must not have hit any valid target whatsoever (this includes inanimate objects where applicable). The caster must be able to properly begin the incant and throw the packet within 2 seconds of using the skill. If the character is unable to cast the spell because they lack packets or are under a game effect that prevents casting, then the skill is consumed and wasted. Note that if a target has used a defense, dumb, smart or passive, the spell hit but was countered. Accuracy may not be used in this case. Each use of the Accuracy skill allows you to throw one additional packet. Example: A character who incants I call forth 20 flame and then throws a packet at someone and misses entirely may then say Accuracy within 2 seconds, incant I call forth 20 flame and throw another packet without using a second spell from memory. See the Production section for further details. Allows the character to use a bow. See the Equipment section for further information. Armour Optimization Assassinate Each time this skill is purchased the character receives 2 extra armour points above any other armour they are wearing. The skill can be bought a maximum of 5 times. This skill stacks with the Hobling racial skill Nimble. You must have a valid armour tag and rep to use this skill or some form of Natural or Arcane armour. Example: A character with a 10 point suit of armour who purchases the Armour Optimization skill 5 times will have 20 total points of armour. Once a day for each time this skill is purchased a character may deliver a mighty blow with Damage equal to x the number of Back Stabs the character has. This blow can be delivered using any weapon with which the character has skill and is not limited to one hand or the other. To use this skill the player must make the strike and say <number><damage type> Assassinate. An Assassinate must be delivered behind the targets Lateral Line. Example: A character with 4 Back Stabs (swinging +8 from behind) would assassinate for 70. A character with 9 (+18 from behind) would assassinate for 120. Back Attack Back Stab Blacksmithing With each Back Attack that a character has they may once a day add +20 to a single swing on a chosen weapon type. The weapon type must be identified at time of purchase. Back Attacks are bought in sets of 4. When the corresponding Back Stab is purchased the Back Attacks are lost and the character may start buying the next set. Only one Back Attack may be used per swing. Example: A character with a 1 handed weapon, 2 Back Stabs (+4 from behind) and 3 Back Attacks can swing for 26 from behind 3 times per day (base weapon damage of 2, +4 from Backstabs and +20 from the Back Attacks). With each Back Stab that a character has they may add +2 to all damage calls on a chosen hand and weapon type on attacks made from behind. When a character has 4 Back Attacks a player may choose to trade them in and pay the build cost for the corresponding Back Stab (a character may never have more than 4 back attacks). The weapon type must be the same as was identified for the Back Attack being traded in. Example: A character with a 1 handed weapon (2 damage) and 4 Back Stabs will swing for 10 damage from behind and 2 damage from the front. See the Production section for further details. 27 P a g e

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