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NERO Boston
Character Races
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The human race
is not the only race in the world of
NERO®. |
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Barbarian
Race Handbook
Barbarians come from nomadic tribes and
are unused to "civilized" society. They
are a very superstitious lot and may
often perform unusual small ceremonies
to rid themselves of their "curse."
("Oh-oh! Seven hoblings just crossed
path! Bad luck! Now I must tie string
around finger and walk backwards for an
hour!")
This is not to imply that barbarians
have to be stupid, merely uncultured and
somewhat primitive. In order to be
identifiable as barbarians, you should
talk poorly, dress in furs, and
otherwise look primitive.
Although in-game there is a rumor about
barbarians being able to go into a
"berserker rage" where they can do great
damage, such a skill does not exist in
the NERO® game. It's all roleplaying.
Barbarian tribes (usually named after
animals) are often very competitive and
not too friendly.
Barbarian tribes are very earth friendly
and in fact, celestial magic was unheard
of by barbarians until the more
"civilized" beings began moving into
their area. As such, barbarians distrust
celestial magic and consider it "not
natural." Barbarians fear and distrust
celestial magics and will dislike having
celestial protective spells cast upon
them. This distrust only applies to
Celestial Defensive spells, and does not
apply to Celestial Magic Items. It
should be noted that there are some
characters that refuels to use Celestial
Magic Items for roleplay reasons of
their own. This "Celestial Abstinence"
is not required by the rules in any way.
All players are encouraged to roleplay
their characters in any way that they
consider fun.
When a barbarian reaches the age of 18,
he or she will ask the tribe leader for
a Task of Adulthood. This task must
require an extreme amount of bravery and
challenge and may take many years to
accomplish. Only when the task is
completed will the barbarian be
considered a true member of the tribe.
Barbarians who switch tribes are
likewise required to perform such a
task.
Barbarians are strong and thus start off
with two extra body points. They have to
pay double for all Scholarly skills.
They can also buy the skill Detect
Celestial Magic which, once a day, will
allow the barbarian to determine whether
an item has any celestial magics present
upon it. |
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Biata
Race Handbook
According to legend, biata are descended
from a barbarian tribe, but they do not
act or look like barbarians. They have
large upturned feathery eyebrows and
often grow feathers in their hair and
claws on their fingers as well (the
claws are decorative in nature and
cannot be used as weapons).
Biata tend to be very orderly in their
philosophy of life; they always act with
a purpose. They will not do things "on a
whim" and are always working towards
some goal. To other races, this tends to
make them seem like extremists - either
very good or very evil - but even the most
evil biata will have his or her own code
of ethics and will never act erratically
or randomly. This also makes the biata
seem very stubborn.
They are also very secretive about the
origins of their race and will treat all
other races as "outsiders" rarely worthy
of complete trust.
It is said that biata were formed
through magical mating of a gryphon and
a human (or perhaps a barbarian). The
Gryphon barbarian tribe was made up
entirely of biata, and until the last
Great Celestial Change in 590, all biata
looked human.
Having celestial protective spells cast
upon biata causes great discomfort. Most
will refuse to sleep behind Wards and
will not use celestial magic items. This
distrust only applies to Celestial
Defensive spells, and does not apply to
Celestial Magic Items. It should be
noted that there are some characters
that refuels to use Celestial Magic
Items for roleplay reasons of their own.
This "Celestial Abstinence" is not
required by the rules in any way. All
players are encouraged to roleplay their
characters in any way that they consider
fun.
Biata, like stone elves, have spent
years honing mental skills and as such
can perform certain mental mind
abilities. These abilities are all
completely roleplaying in nature.
Generally speaking, a biata can remove
roleplaying insanity based on memories
or otherwise "cure" mental damage on any
willing subject. You cannot use this
ability to tell if another player is
telling the truth or to have that player
remember events forgotten due to a
Forget-it elixir 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" contact or be cured.
In order to use this roleplaying skill,
you must touch the other person and
concentrate completely by either staring
into each other's eyes or having their
eyes closed. You cannot perform any
other in-game skill while roleplaying
this. Any biata who simply touches
someone and says "There, you no longer
have a fear of heights (or whatever)" is
not playing the race properly. For more
information about these skills, see
"Mind Abilities" in the chapter on
Special Abilities.
Biata can buy the skills Break Charm,
Resist Charm, and Resist Sleep. Biata
are attuned to earth magics and as such,
cannot learn Read Magic. |
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Drae
Race Handbook
Drae are dark elves, a mysterious race
that mostly lives underground, shunning
sunlight. They have jet black skin,
white or silver hair, and pointed ears.
They rarely socialize with other races
and keep to themselves and generally
feel themselves to be superior to all
other races.
When playing a drae, the bottom line to
remember is honor. The drae culture
emphasizes honor to such a degree that a
drae who has lost honor must commit
suicide as punishment before honor can
be regained.
This does not mean that you cannot be an
evil drae; it merely means that you will
keep your word once it is given. If you
are disgraced in any way, you will
publicly do what needs to be done for
your honor to be restored.
Drae can have a sense of humor but must
take their own actions very seriously.
There are drae entertainers (though
rare) but even these regard honor as the
highest attribute.
Drae have -2 Body Points in the daytime
(defined as 6 a.m. to 6 p.m.). At 6
a.m., the drae loses 2 points from their
maximum Body Points (never below one
Body Point), adjusting their current
Body Points to match, if necessary. This
means that a drae will never fall
unconscious due to this penalty. At 6
p.m., the drae's maximum Body Points go
up by exactly the same number of points
that they went down the night before.
This rule cannot be used to circumvent
other effects where Body Points are
lost.
Like other elves, they can buy Resist
Sleep and Resist Charm. They cannot buy
the skills Two Handed Blunt or Two
handed Sword. |
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Dwarf
Race Handbook
Dwarves are sturdy individuals who live
in mountainous regions. Dwarves in NERO®
are not necessarily short (remember that
all players and monsters are the same
size as the person playing them), but
taller players should think twice about
playing a dwarf. In-game, the rumor is
that dwarves are the small cousins of
hill giants, and so to the giants, they
were seen as short.
Dwarves tend to be friendly but
secretive. They all have beards,
although many females prefer a long
"goatee."
Their race enjoys and appreciates good
craftsmanship, especially in weapons,
armor, and jewelry. Because they live so
much longer than humans, they tend to
dislike the human's faster paced
lifestyles (but they generally like the
food).
Dwarves have an extreme hatred of trolls
who often attack and take the dwarven
caves for themselves. Their history is
very lengthy but is mostly comprised of
stories and legends of great dwarven
heroes. Some of these stories can take
many hours or even days to tell
completely, and no self-respecting dwarf
would consider telling an abridged
version.
Dwarves are generally peaceful and have
no problem with other races; although
they think elves are pompous, humans are
impatient, hoblings are troublemakers,
and half orcs and half ogres are
incapable of understanding the finer
things in life (like a well made weapon
and a fine wine).
They start with one extra body point and
can buy Weaponsmith and Armorsmith
skills for one point less. They can buy
Resist Poison. Dwarves cannot buy the
skills Polearm, Staff, Two Handed Blunt
or Two Handed Sword. They must pay
double for Read Magic. |
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Elf
Elves are long-lived people with pointed
ears. That may be the only thing all the
elven races have in common!
All elves can buy the skills Resist
Sleep and Resist Charm. They have one
less Body Point than a human character
of the same class and level. They can
buy Archery skill at half cost (round
up), but they cannot buy the skills Two
Handed Blunt or Two Handed Sword.
There are many varieties of elves. The
most common are:
Amani elf: Amani elves are
descendants of Quentari elves. Many
years ago, a political rift developed in
Quentari and many of the elves moved to
the Ash Forest (or the "Amani" forest in
their language) in the Duchy of Ashbury
in Evendarr to start anew. Since then,
they have spread all over the continent.
Amani elves are friendlier and more
down-to-earth than their Quentari
cousins. They get along much better with
other races but still do not socialize a
great deal with them. In fact, some
parts of the Ash Forest are closed to
other races completely. Even though they
socialize with other races, they rarely
marry any other than their fellow Amani
elves. An Amani who falls in love with
another race is not shunned from the
society, but is obviously not treated
with the same degree of respect by his
or her fellow Amani elves.
Race Handbook
-
also see the
Quentari elf Race
Handbook
Quentari elf: Quentari elves come
from the elven kingdom of Quentari. They
consider themselves to be the most
civilized race; all others are barbaric
in comparison. To some degree this is
true; they have the oldest culture, the
greatest cities, and the most learned
scholars. It is this attitude however
that makes their living with other races
a problem, as no one likes being seen as
inferior. Quentari elves tend to largely
be scholars, and it is rare to encounter
a Quentari elf who does not know how to
read and write. When fighting, they tend
to prefer bow and short swords, but even
then, fighting is seen as a last resort
when peaceful negotiations are
unsuccessful.
Race Handbook
Stone elf: Stone elves have
whitish skin, upturned eyebrows, and
pointed ears. Stone elves do not show
emotions and as such are viewed by other
races as humorless and intense. This is
part of their culture as well as being
part of their race. This restriction
makes the stone elves very hard to
roleplay; if you cannot keep a straight
face when told a funny joke, you should
not be playing a stone elf.
They have a natural affinity for
celestial magics and make excellent
celestial casters. Although there are of
course healers in their society, most
stone elf casters are celestial.
Stone elves, like biata, have spent
years honing mental skills and as such
can perform certain mental mind
abilities. These abilities are all
completely roleplaying in nature.
Generally speaking, a stone elf can
remove roleplaying insanity based on
emotions or otherwise "cure" mental
damage on any willing subject. You
cannot use this ability to tell if
another player is telling the truth or
to have that player remember memories
lost to Forget-it elixirs 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" contact
or be cured.
In order to use this roleplaying skill,
you must touch the other person and
concentrate completely. Any Stone elf
who simply touches someone and says
"There, you no longer have a fear of
heights (or whatever)" is not playing
the race properly. For more information
about these skills, see "Mind Abilities"
in the chapter on Special Abilities.
Race Handbook
Wild Elf: Wild elves live in
nomadic tribes like barbarians and share
many barbarian traits. Wild elves are
distinguished in-game by their furs and
other barbarian clothing, even though
they have pointed ears like all other
elves.
Wild elves are not treated as "real
elves" by most of the rest of the elven
race. There is no outright warring going
on, but the wild elves often feel as if
they are second-class citizens even
though they generally have all the
rights as any other citizen.
The wild elf society is similar to the
cultures of some American Indian tribes,
with an emphasis on hunting and tracking
skills.
Race Handbook |
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Gypsy
Race Handbook
Unlike other races that are
distinguished by physical features,
gypsies are defined by costume,
behavior, and culture. To be a gypsy
means to be boisterous, extroverted, and
larger than life. Gypsies, a fiery and
passionate race, love to dance and sing.
The most important aspect of gypsy life
is family. The gypsies (or Romani as
they call themselves) have enormous
loyalty to their people, treating each
as a family member and referring to them
as "brother" or "sister."
Many gypsy tribes may coexist in the
same area, each being ruled by its own
Bandoleer or "Prince/Princess." There is
a Gypsy King but quite often this figure
is far removed from normal gypsy life
and has no great influence over the
local tribes. Usually a gypsy tribe will
have its own distinctive predominate
color or marking, used to differentiate
itself from other tribes in the area.
Gypsies can bestow or remove Gypsy Curse
which is limited by the Gypsy Code of
Honor. The Gypsy Code of Honor requires
that a gypsy be always honest and
trustworthy among members of his or her
own tribe. The gypsy will support the
other tribe members and will do whatever
it takes to help (including lying to,
stealing from, cursing or killing
non-tribe members).
The Gypsy Code of Honor means respecting
the actions of fellow gypsies as well.
If a gypsy throws a Gypsy Curse on
someone, it had better be for a good
reason (otherwise, the recipient might
take action against the entire tribe).
If there was a good reason, then the
entire tribe will support that gypsy.
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Half-Ogre
Half ogres are not human/ogre hybrids,
but are rather a race that closely
resembles ogres in coloration and
behavior and were dubbed half ogres by
those that first encountered them. They
have yellow skin and protruding lower
fangs.
Half ogres are tougher than average and
are almost always fighters. They tend to
be less intelligent and should roleplay
difficulty in understanding complicated
subjects. Note also that half ogres have
a very short life expectancy compared to
other races, and they mature faster, so
that your starting player may only be
four years old!
Half ogres are very tough fighters and
they know it. It will be very rare when
a half ogre shows any fear. They are
usually first to run into battle and
will almost never run away. However,
they have an innate fear of undead and
will have to summon up a ton of courage
to fight any zombie, skeleton or vampire
that comes their way.
Half ogres tend to see the world in
simple ways. What good is writing if you
can't fight with it? They think most of
the other races are spoiled and live too
fancily. Half ogres would rather spend
their money on new weapons and armor
than on fancy homes, fancy food, or
fancy clothes.
Half ogres think that the concept of
nobility is the most ridiculous idea
"civilized" society has to offer. In the
half ogre tribes, the tribal leaders are
the best fighters. In fact, half ogres
are constantly fighting among themselves
for dominance.
If a half ogre sees another, it is
likely that they will fight to establish
who is dominant. The fight is never to
the death but only until one of the half
ogres acknowledges the other's
superiority. There is never any cheating
nor are there sneak attacks in this sort
of battle; there is great honor at stake
in the half ogre community.
They start with two extra Body Points
and must pay double for all Scholarly
skills. |
|
Half Orc
Race Handbook
Half orcs may have at one time been
human/orc hybrids but have now evolved
into a race of their own. They have
green skin and protruding lower fangs or
teeth.
Half orcs are tougher than average and
are almost always fighters. They tend to
be less intelligent and should roleplay
difficulty in understanding complicated
subjects. Note also that half orcs have
a very short life expectancy so that
your starting player may only be four
years old!
Half orcs regard honor in combat as the
highest and most respected goal in life.
They would rather die in combat than of
old age, and would never be seen running
from a battle unless the situation were
completely overwhelming.
The half orc society is clan-based,
where families and blood relations are
regarded as most important. Individual
half orcs may leave the family to
adventure with other races in order to
establish glory and a name for
themselves.
Half orcs start with two extra Body
Points. They must pay double for all
Scholarly skills. |
|
Hobling
Hoblings are peaceful people and
generally are smaller than average. They
have furry feet and hands, as well as
bushy sideburns and eyebrows.
Hoblings love working with their hands
and as such are often craftsmen. They
are friendly and cheerful and have a
great sense of humor, and quite often
use their charisma to their advantage.
Hoblings do not generally like adventure
even though they love the treasure that
can come from adventuring. Their
treasure will be spent on fine food,
good clothes, and a high standard of
living.
Their love of living well means that
most hoblings are businesspeople first.
The thought of doing something for free
is appalling to them, and although to
some this appears to be mere laziness,
in fact hoblings consider this common
sense. They are completely honest in
their business deals however and always
keep to their promises once
made; however, you'd better read any
contract with a hobling very carefully,
as they know all the loopholes. They
make excellent spies as long as the
money keeps coming in.
Hoblings begin with one less Body Point.
Hoblings cannot be fighters and cannot
use two handed weapons. They can buy
Pick Locks and Disarm/Arm Traps at half
price (round up) and can buy the racial
ability Resist Poison. |
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Mystic Wood Elf
Race Handbook
Mystic Wood elves are a strange race of
creatures originally from the Mystic
Wood in Northern Evendarr. They are not
really elves but were called that by the
people who first encountered them.
Mystic Wood elves have elven ears but
also small horns on their foreheads.
Popular theory holds that they are
descended from elven-satyr/nymph
hybrids, but this has never been
proven..
Mystic Wood elves hate (or at the very
least find distasteful) all forms of
enslavement, from slavery and kidnapping
to magical charms and alchemical
controls. For example, a Mystic Wood elf
that finds a Dominate elixir will
probably destroy it. They may also
attempt to break any charms they find on
others.
Mystic Wood elf society is organized
into 3 major clans, and these clans are
viewed as family by the Mystic Wood elf.
Mystic Wood elves have two names, their
"road" name which they commonly use, and
their "real" name which they usually
only share with their most trusted
friends outside the Mystic Wood elven
community. Mystic Wood elves have a
remarkably high tolerance for alcohol
and love travel and adventure. For them,
getting there is not half the fun, it�s
all the fun.
Mystic Wood elves are natural born
artisans, and can buy craftsman (other)
skill for 2 build points instead of the
3 build that it costs other races. For
each level attained, a Mystic Wood elf
must buy at least one of the following
skills: Alchemy, Armorsmith, Craftsman
(type), Create Potion, Create Scroll,
Create Traps, Disarm/Arm Traps, Evaluate
Item, First Aid, Healing Arts, Herbal
Lore, Pick Locks, Read and Write, Read
Magic, or Weaponsmith. Mystic Wood elves
can also resist charm for 3 build and
charm break for 2 build. As they are not
elves, Mystic Wood elves are not bound
by the elven disadvantage package (i.e.,
they do not lose 1 body and can use two
handed weapons). |
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Sarr
Race Handbook
Sarr are a race of felinoids, so the
best way to roleplay a sarr is to think
like a cat!
Sarr should be insatiably curious and
independent. Although they will form
attachments for adventuring groups, they
will also strike out on their own in
search of adventure when the urge hits
them, and can easily turn on former
friends if wronged.
Do not think that sarr are cute little
fluffy kitties; they are some of the
fiercest fighters of all the races. They
never forget an enemy and always seek
revenge no matter how long it takes.
Sarr are susceptible to catnip and also
peppermint leaves. They will become
agitated and will have either an extreme
violent reaction or a playful one. Of
course, when a cat plays, it does so by
attacking something . . .
Sarr must wear makeup to appear as one
of the large hunting cats. The bottom of
the nose should be dark. Whiskers,
stripes or spots may be added if
appropriate. If you play a black panther
sarr, you must wear a prosthetic cat
nose, cat ears, or other additions to
make it clear to all that you are not a
drae.
Sarr may buy the skill Resist Poison.
They also have superior scenting
abilities, and as such may detect an
alchemical substance or disease on an
item if they spend one minute inspecting
it (this racial skill does not allow
them to tell what kind of alchemical
substance or disease is present).
Sarr cannot buy the skills Archery, One
Handed Blunt, Staff, Thrown Weapon, Two
Handed Blunt, or Waylay. The only small
weapon allowable is a dagger or hatchet.
All weapons must be edged. |
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Scavenger
"Scavenger" is a generic term used for
any type not covered by the other races.
They are humanoids with mundane animallike characteristics (rat, badger,
skunk, dog). Players are free to use
their imagination in creating a
scavenger as long as makeup is worn and
it is obvious that the player is not
playing a monster or another player
race (for example, you cannot be a "cat" scavenger because there would be
no way out-of-game to differentiate you
from a Sarr).
Scavengers should roleplay their
particular animal's characteristic. A
scavenger possum should play dead during
a battle. A scavenger dog might enjoy
hunting. A scavenger fox should be
cunning.
All scavengers do not understand the
concept of possessions as do the other
races. They will take what they need and
share what they don't.
In exchange, they of course expect
others to give them what they need when
they need it.
Scavengers are very hardy survivors on
the fringe of civilization and can buy
the skill Resist Poison. They have
superior scenting abilities and may
detect an alchemical substance or
disease on a item if they spend one
minute inspecting the item (this racial
skill does not allow them to tell what
kind of alchemical substance or disease
is present).
As they do not have the upbringing and
education of other races, Scavengers
must pay double cost for all scholarly
skills. |
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Cultures
In addition to playing various races, it
is also fun to play a character from an
unusual culture as well. The in-game
guides to the various countries and
duchies of the NERO® world can give you
some ideas. The more cultures we have in
the game, the richer the roleplaying
experience.
You might also wish to create your own
culture. However, understand that you
should be very careful about what you
say in-game about your culture, because
you may end up having to take it all
back if the Plot Committee says no.
For example, if you have written up a
history of another country far off on
the other side of the world and wish to
play someone from that culture, we
encourage that but you must make sure
that nothing in your concept of this
country violates NERO® policies, rules,
or the in-game history!
You cannot be a traveler from another
planet or from the future or from a
modern democratic society; the basic
concepts of medieval society should
still exist. Use current countries as
described in your Chapter's Player's
Guide as a guideline. And don't be upset
if it is not accepted!
You should write up your concept of your
culture and submit it to your local Plot
Committee for approval along with your
character history. If you want to show
up on an event playing that character
before the history is approved, you
should refuse to speak about your
culture too much in game (also note
that any culture suggestions, once
accepted, become the property of NERO®).
This is a delicate balance we are
creating: we want to encourage players
to create more than a strictly European
medieval feel to the game while at the
same time we want to prevent the game
from becoming impossible to manage. We
can't have six separate island nations
at exactly the same spot on the globe.
That is why it is imperative that if you
want to talk about your culture in-game,
you must get it approved by the Plot
Committee.
In addition, you should be careful if
you wish to play a culture that is based
on a real Earth culture. For example, if
you wish to play a barbarian based on an
American Indian culture, please make
sure that you know something about that
culture. If you walk around going "ugh"
and "how" and calling people "Kemo-sabe"
you may be asked to stop.
The best bet is to not play a character
from a real culture with which you are
not very familiar. We love having
characters from societies based on
medieval Japan or ancient Egypt or the
Hawaiian Islands or Africa, but we
definitely do not want players with no
knowledge of those cultures to play
insulting stereotypes from those
cultures; even if no insult was intended.
The most important thing is to prevent
your character from being insulting to
people whose heritage really is of that
culture. At the risk of saying we want
PCPCs (Politically Correct Player
Characters), please be careful. Just
think first. |
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