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Abbreviated NEROŽ Rules

Important rules:

Hold: When you hear "Hold" called, put your head down and close your eyes until you hear the "Lay On" call. When you hear "Lay On" called, repeat it in a firm voice, so others farther from the call may hear it.


Physical Contact: The only contact allowed during battle is by weapon. Grabbing, hitting, kicking, etc. are forbidden. Intimate physical contact in non-combat situations should be kept to what is appropriate in a family-oriented setting. No sexual contact is allowed on site.


Drugs & Alcohol: Absolutely no drugs or alcohol are allowed on site. People under the influence of drugs or alcohol are not permitted to play.


Stealing: There are rules for stealing in-game items. Please see a game Marshal for details. Failure to abide by the rules will cause you to have to return the stolen item, and could possibly cause you to be accused of real-life theft.


Honor System: The heart of the NEROŽ rules system is your own conscience. No one can make you take all your hits and count your body correctly except you. Fair and honorable play is assumed and expected.

Terms:

Body Points: The amount of damage you can take before you fall unconscious or begin to die. Weapon Damage is subtracted from Body Points.


Unconscious: When you reach zero body points, you fall unconscious. If nothing else happens to you, you will awake in 10 minutes at 1 body point.


Bleeding: When you reach -1 body points or less, you are bleeding. After one minute of bleeding you are dead.


Dead: When dead, if you receive a Life spell within 5 minutes, you will awaken at 1 Body Point. Any protective magics or elixirs that were in effect on you will be gone. If you do not receive a life spell within 5 minutes, you will drop all your in-game possessions and proceed to the NPC shack to attempt resurrection (you'll be given further instructions there).


Damage Types: You'll hear types such as "Normal," "Silver," and "Magic." Don't be extremely concerned. As a PC, you take damage from just about everything, just take the damage listed in the weapon damage call (such as "2 Normal").


Spell Damage: Like weapon damage calls, the amount of damage is included in the call for the spell. Simply take the amount of damage in the call. If it is a non-damage spell and you don't know what it does and the effect is not obvious ("sleep"), if there is time you may ask someone nearby. However, in the confusion of a battle, there may not be an opportunity. Simply consider yourself disabled - mistakes can be rectified later if necessary.


In-Game vs. Out-of-Game: In-Game conversations and actions are anything that your character is doing in the game world. Out-of-Game conversation and actions range from things like discussing the application of a rule, to chatting about what you did at work last week. Superfluous Out-of-Game conversation is discouraged as it disrupts the atmosphere of the game.

Combat:

When swinging a weapon, you must call your damage with your swing for the blow to have an effect. Blows need only make contact, it is not necessary to hit with force. Excessively fast and/or powerful swings are discouraged. The hands, the head and the groin are not valid targets for a weapon swing. Hits taken to those parts of the body should not be counted and you should avoid aiming at those targets. However, you may not deliberately interpose your hand (or head) to block a swing that would otherwise hit a valid target.


When blocking a strike using a weapon or shield, the block must absorb at least half the force of the blow to be considered an effective block. You may only use a weapon for which you have bought the game skill. For example, if you have the skill "One-Handed Edged" you may use a sword or a dagger, but not a mace. You must have two hands free to use a two-handed weapon. You may not carry any other in-game object in a hand that is wielding a weapon or shield. If you do, the weapon or shield becomes useless, and you must take any damage that hits the weapon or shield. If you are rendered unconscious, bleeding or otherwise incapacitated, fall to the ground. Drama is encouraged, but be safe. By all means if people are stomping all around you in booted feet, keep your hands in and protect your head.

Special Combat Abilities:

Back Attack: The Back Attack skill allows you to do 2 extra points of damage per swing against one opponent for the duration of a fight, but only when hitting from behind.


Critical Attack: The Critical Attack skill allows you to do 1 extra point of damage per swing against one opponent for the duration of a fight.


Backstab: Every four Back Attacks may be traded in for a Backstab, which allows you to do 2 extra points of damage per swing at all times when attacking from behind.


Weapon Proficiency: Every four Critical Attacks may be traded in for a Weapon Proficiency that allows you to do one extra point of damage per swing at all times.


Assassinate: This is a single powerful blow from behind that does a large amount of damage. The ability can be bought after first purchasing a number of Backstabs.


Slay: a very powerful weapon blow that does a large amount of damage. The ability can be bought after first purchasing a number of Weapon Proficiencies.


Waylay: A sneaky knockout blow from behind. You may use a soft foam physical representation of a rock, beer mug, etc., or the butt end of a NEROŽ-safe weapon. You strike the person from behind on the shoulder blade (not the head, neck or spine!) and call out X Waylay, where X is the amount of damage you do. "1 Waylay" is the default. Waylay damage increases as you buy Backstabs.. Each Backstab adds one to your Waylay. If the waylay takes effect -- the person or monster does not have a Magic Armor spell on and does not have a damage threshold or other protection or immunity, the person falls unconscious and will awaken in 10 minutes. you can only Waylay a person who is unaware of what you are about to do. If a person gives an indication such as saying "I know you're back there," or "Expecting Waylay" the Waylay will fail. Note, the target takes the amount of damage you specify in your Waylay call; it is possible to kill someone by hitting them too hard with a Waylay. "0 Waylay" is a valid call that can be used to knock out a target without injuring them.

Spell Casting and Throwing Gas Globes:

The most important rule of spell casting or throwing gas globes is this: you must finish your incantation completely before releasing the packet. Failure to do so results in a "miscant" and the spell takes no effect, but is still lost. It often helps to have an additional personal "trigger" word at the end of the incantation that is said either silently or aloud when throwing. For example, if the incantation is "I call forth a magic missile 5" it is helpful to say something like "I call forth a magic missile 5, throw" and train yourself to release on "throw."


You must have one hand free when casting a spell or throwing a gas globe - even if you are dexterous enough to be able to throw a packet while holding a dagger in the same hand, you are not allowed to do so.


Gas globes are in-game items. They can be stolen, and cannot be held in the hand with another in-game item in use, such as a sword or shield.


Spell incantations are actual words in-game, so you cannot cast spells if you are unable to speak. The verbal call for an alchemical gas globe is an Out Of Game statement, thus, even if your character cannot speak in-game, she can still activate and throw the gas globe.


Spells are purchased in a pyramid fashion. For example you might have four first level spells, three second level spells, two third level spells and one fourth level spell. The rules for spell purchase are too complex for the scope of this document. Please ask a rules Marshal for details, or consult the Player's Handbook. Each spell slot entitles you to cast one spell of that level once per day.


You must have a spell book of the appropriate school of magic on your person in order to be able to cast spells of that school. Even if you have unused spell slots, you cannot cast those spells without a spell book (Some chapters use a Playtest on this rule. Please check the
Playtests in use for further information.).


You cannot cast a spell while taking body damage. You must flee and avoid damage for two seconds before being able to cast.


If you take body damage while throwing a gas globe, the globe is destroyed with no effect on either caster or target.

Protective Spells and Effects:

These are some common protective effects you may encounter in the game. Some of them you may have cast upon yourself, others you will normally see only on monsters. Most protective effects require you to call out the name of the effect when it is used. This does not apply to Bless, Greater Bless, Shield and Greater Shield.

Bless: Adds 2 Body Points to your total. These are the first lost when you take Body damage


Shield: Adds 2 Armor Points to your total. These are the first lost when you take damage to your Armor.


Magic Armor: Absorbs the full effect of the next weapon blow or other physical damage that hits you. You take no damage. This effect works once, then it is gone.


Greater Bless: Same as Bless, but adds 4 Body Points. These spells can be stacked for a total of 6 extra Body.


Greater Shield: Same as Shield, but adds 4 Armor Points. These spells can be stacked for a total of 6 extra Armor.


Shield Magic: Absorbs the full effect of the next spell that hits you. You take no effect from the spell. This effect works once, then it is gone.


Elemental Shield: Absorbs the full effect of the next type of elemental attack that hits you. You take no effect. This effect works once, then it is gone.


Reflect Magic: Reflects the next spell that hits you back on the caster. The spell takes effect on the caster.


Parry: This is a special fighter ability that allows the player to completely block any weapon attack that normally would have hit, except a Waylay. This is an advanced ability available for purchase with character build points. Each purchase of the skill allows its use once per day.


Dodge: This is a special rogue ability that allows the player to completely block any weapon or packet-delivered attack that normally would have hit, except a Waylay. This is an advanced ability available for purchase with character build points. Each purchase of the skill allows its use once per day.


Resist: Some non-human races and some monsters have the ability to resist certain effects, such as poison or sleep effects.


Battle Magic Return: Some monsters have the ability to "Return" magic back to the caster. This does not harm the caster, but the spell takes no effect on the monster, and the caster regains the energy for the spell after one minute of meditation (in other words, the spell slot is not used up).


Phase: Some monsters can make themselves partially or completely non-corporeal to avoid attacks. A spell cast at a monster that phases it may be rememorized.


Reduced: A monster that calls "Reduced" when you hit it is taking less damage from your swings than normal. The monster will always take at least 1 point of damage from your hit. Damage cannot be Reduced to 0.


Cap X: A monster that calls Cap X (where X is a number, such as Cap 5), takes no more than that amount of damage per hit, no matter how large your damage call is. The abilities Slay and Assassinate bypass damage caps. See the core rules or a Marshal for details about Slay and Assassinate.


No Effect: There are a variety of reasons why a monster might call "No Effect" to your attack. The most likely reason is that it is immune to that type of damage or effect.

 

 

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