You have a lot of choices to make when you create a character. There are 14 races, 4 general classes and a choice of spells, fighting styles, and other skills. You can learn almost any skill as any character, but the cost for each skill varies with your character's class and race.
What types of characters can I play at NERO?
Player Races and Cultures
Humans have no bonuses, but no drawbacks. They are the most average race. There are many cultures of humans, so how you roleplay a human is up to you.
Barbarians are not known for being a sophisticated race. Many Barbarians tend to be fighters, and while scholars are rare, they are not unknown. Most Barbarians shun Celestial Magic in all forms and prefer Earth Magic. Barbarians can learn to Detect Celestial magic, but it is difficult for them to learn scholarly skills. They are stronger in body than the average human.
Gypsies are similar to humans, but they tend to wear bright clothing, be friendly and out-spoken, and always speak with an accent that is not common to the local area. Gypsies have the ability to Gypsy Curse a person, as well as to remove Gypsy Curses given by themselves or another Gypsy.
Dwarves have thick beards or fine goatees (in the case of many female Dwarves). They are very proud of their beards, considering them to be a mark of Dwarven strength. Dwarves learn scholarly skills with some difficulty, and may not use two handed weapons. However, they are known for their ability to Resist Poisons, a skill that they may chose to learn. Dwarves are slightly stronger in body than humans, though not as tough as Sarr or Barbarians. They are also known for their craftsmanship in making weapons and armor. Armorsmith and Weaponsmith are easier than average for them to learn.
There are many cultures of elves, just as there are with any NERO race. Some are very civilized, while others can be barbaric, similar to Barbarians. Elves can learn to Resist Charms and Sleep, but are less strong in body than humans. Elves may not use two handed swords or two handed blunt weapons, though they can use other two handed weapons and they can learn archery for half the effort normally required for their class. Elves always have pointed ears, regardless of culture.
Stone Elves have pale white skin and tend to have black or dark colored lips. They are very stoic, and show no emotion, including fear, joy or sorrow. Stone Elves are difficult to play without some practice, so they are not recommended unless you have a very good poker face. Like other elves, they can learn to Resist Charm and Sleep, and are weaker in body than humans.
Dark elves have black skin and light colored hair. They are known for their strict adherence to honor, based loosely on medieval Japan. Like elves, they may learn to Resist Charm and Sleep, and are weaker in body than humans, but only during the hours of 6am to 6pm (daytime). They may not use two handed swords or two handed blunt weapons, but they can learn Archery for half the effort normally required for their class.
Mystic Wood Elf
Mystic wood elves have pointed ears and two horns on their foreheads. They are known for being light hearted, but many mystic wood elves also have a serious side when it is needed. They can learn to Break Charm and to Resist Charm, and it is easier for them to learn Craftsman skills. However, they must learn a Craftsman skill for every level of experience. Mystic Wood Elves can use any weapon, unlike other elves.
Hoblings have bushy eyebrows, sideburns and sometimes tufts of hair on their hands and feet. Most hoblings are excellent storytellers, with a penchant for entertainment. Hoblings cannot be Fighters and cannot use two handed weapons, but they can use any other kind of weapon. They are slightly weaker in body than humans. Hoblings can also learn to Disarm Traps for half the normal cost for their class. Hobling Rogues and Scholars are fairly common, though Templars are not unknown.
Half Orcs are a warlike race with green skin, and are mainly fighters since scholarly skills take twice as much effort to learn. They can learn Strong Arm in some areas, which adds to the damage they can do while wielding a weapon. Half Orcs are stronger in body than humans, and often settle rank among local compatriots through combat.
Half Orcs have yellow skin, and like Half Orcs are more warlike as a race than average. They are stronger than the average human and can learn Strong Arm in some areas. Scholarly skills take twice as much effort to learn for Half Orcs. Half Orcs usually rank their compatriots based on combat, and most have an innate fear of undead. When cornered by undead they will fight ferociously, but they usually need a good reason to confront a force of undead.
Sarr are catlike people, with sub-cultures of feline races like tiger, white tiger, ocelot, cheetah, lynx and margay. Each sub-culture has some characteristics of the feline race on which they are based. The lion are typically the leaders of a group, and most Sarr civilizations, including their homeland, Myrr, are matriarchal in nature. Sarr may learn to Resist Poisons but may not use blunt weapons, ranged weapons and they may not learn Waylay. Sarr may detect a alchemical substances and disease by scent, but not determine what the substance is through scent alone.
Biata are a bird-like race with feathers in their eyebrows and often with feathers on their hands and in their hair. Biata may learn to Resist Sleep, Break Charms and to Resist Charms, but they may not learn to Read Magic. Most Biata intensely dislike Celestial Magic and often consider themselves to be descended from gryphons.
Scavengers are not any one group, but are almost any naturally occurring species of animal. They have the characteristics of the animal that they take from, but may not look like another race of character. Scavengers may detect a alchemical substances and disease by scent, but not determine what the substance is through scent alone. Scavengers lack the education available to most others, and as such, it takes twice as much effort to learn scholarly skills. Like Sarr and Dwarves, scavengers may learn to Resist Poison.
One of the four character classes in NERO is a Fighter. Fighters may learn any skill, but weapons skills and general increased damage cost less Build Points (BP) for them to buy then any other class. Fighters get more Body Points per level than any other character class.
One of the four character classes in NERO is a Templar. Templars are a mix between Fighters and Scholars, and may learn any skill, though the cost varies by what is considered to be a skill that at which a Templar is naturally adept. Templars get Body Points at the same rate as Rogues, which is half the rate of Fighters.
One of the four character classes in NERO is a Rogue. Rogues can buy any skill, but increased damage while attacking from behind a foe and other "rogue-like" skills (Disarm Traps, Pick Locks, Waylay, etc) are the least expensive for Rogues. Rogues get Body Points per level at the same rate as Templars.
One of the four character classes in NERO is a Scholar. Scholars are primarily spell casters, and tend to choose one of the two types of magic schools as a primary school to cast. They can learn Read/Write, Read Magic, and other scholarly skills for the least amount of BP of all of the character classes. Scholars get Body Points at about half the rate of Rogues and Templars, so they are best when not in the front lines of a battle.
Realms of Magic
Celestial Magic is one of the two main types of magic in the NERO Game System. It is considered by some characters to be from the stars, or from the sky, but there is no proof of either claim. Celestial spells include some protective spells, binding spells and mostly damaging spells. All spells are cast by saying an incantation such as "I call forth a flame bolt!" and then throwing spell packet to represent the spell. If the spell packet misses, the spell did not affect its intended target. If the packet hits, the spell was cast successfully.
Earth Magic is mostly known for Healing spells, including the Life spell, binding spells and Protective spells. Earth Magic is commonly thought to come from the ground, or Tyrra (the in-game term for the Earth). The reverse of many Earth spells are known as Chaos or Necromancy.
Allows the use of a bow and arrows. Arrows are spell packets with streamers attached. To nock and arrow, pull the streamer through your fingers, with three one second motions and then throw the arrow packet. Once the packet has left your hand, call your damage.
One Hand Blunt
This skill allows the use of a mace, hammer, or other blunt and one handed weapon. This skill does not allow you to wield two weapons at once. The damage for all one handed weapons longer than a dagger (26 inches) is 2.
One Hand Edged
Allows the use of a dagger, short sword, long sword, axe, or a spear. This skill does not allow you to use two weapons at once. The base damage for all of the above, except a dagger, is 2. The base damage for a dagger is 1.
The polearm skill allows you to use a polearm as a weapon. Polearms are always used two handed, and cannot be used to block more than twice in a row while holding it with only one hand. The base damage for a polearm is 3.
Allows the use of a shield to block physical weapon blows and arrows. Shields will not block spell attacks, gasses, or traps. Shields cannot be used to hit another person.
The small weapon skill allows the use of one weapon that is under 26 inches long (the maximum length of a dagger). The base damage for a small weapon is 1.
Allows the use of a staff as a weapon. Staves are always used two handed, and cannot be used to block more than twice in a row while holding it with only one hand. The base damage for a staff is 2.
The Thrown weapon skill allows you to throw specific types of weapons. Only closed cel foam weapons may ever be thrown with this skill. No pipe of any type should ever be part of a thrown weapon. The base damage for a thrown weapon is 1.
Two Hand Blunt
Allows the use of a two handed club or mace as a weapon. Two hand blunt weapons are always used two handed, and cannot be used to block more than twice in a row while holding it with only one hand. The base damage for a two handed blunt is 3 and it may not be used to stab or thrust.
Two Hand Sword
Allows the use of a two handed sword. Two handed swords are always used two handed, and cannot be used to block more than twice in a row while holding it with only one hand. The base damage for a two handed sword is 3.
The skill Florentine allows you to fight with two weapons, though the second weapon may be no longer than a dagger. The base damage for the weapons does not change with this skill.
Two Weapons (Style)
The skill Two Weapons allows you to fight with two weapons, the second of which can be no longer than a short sword. The base weapon damage does not change with this skill.
This skill allows you to use all types of melee weapons. It does not allows you to use more than one at a time, and does not allow you to use ranged weapons. However, you may use any melee weapon that is not restricted by your character's race.
This skill allows you to use any Style, such as Florentine, Two Weapons and Shield with a one handed weapon. This skill does not increase your damage, nor does it allow you to use a weapon that you have no skill with.
One Hand Weapon Master
This skill allows you to use all one handed melee weapons. It does not allows you to use more than one at a time, and does not allow you to use ranged weapons. However, you may use any one hand melee weapon that is not restricted by your character's race.
Two Hand Weapon Master
This skill allows you to use all two handed melee weapons. It does not allows you to use more than one at a time, and does not allow you to use ranged weapons. However, you may use any two hand melee weapon that is not restricted by your character's race.
Not all people of Tyrra can read and write. In fact, many of them cannot. This skill allows your character to read and write. It is a prerequisite for Read Magic, Herbal Lore and Healing Arts. It is up to you how well your character can read and write.
Read Magic allows you to read scrolls, a form of celestial magic. It is also a prerequisite for Celestial Magic spells. You may read and cast from any scroll that is not more than 4 levels above the highest level Celestial spell that your character can cast.
Herbal Lore allows you to determine the presence of alchemical substances in another substance. It will not allow you to tell whether a person has been poisoned. Herbal Lore is a prerequisite for Alchemy.
First Aid allows you to stop someone from bleeding to death. If a person has not been "killed" or is not "dead", then one minute of First Aid (roleplaying bandaging them) will heal them by one point, from -1 upto a maximum of 0. At 0 they will be unconscious for 10 minutes and then will have 1 body point. First Aid does not allow you to determine what may be wrong with a person. First Aid is a pre-requisite for Healing Arts.
Healing Arts allows you to diagnose a condition (Are you dead? Are you dying? How many body points are you down?, Are you sleeping? Are you unconscious?). The act of performing Healing Arts takes at least three seconds. Healing Arts is a prerequisite for Earth Magic spells.
The Waylay skill allows you to knock someone one unconscious. However, in order to knock them out, you must sneak up behind them and tap them gently between the shoulderblades. When you do this, call <damage> waylay. The maximum damage you can do with a waylay is 1 plus 1 for each backstab your character has. This damage will go straight through armor but may be blocked by a Magic Armor. Your hand must be less than 6 inches from the back end of the weapon (pommel) and you must use the pommel to tap the person being Waylaid.
This skill allows you to attempt to pick a lock. Even if you know how to pick a lock in real life, if your character does not have this skill, then you may not attempt to pick any lock you find in-game. No modern (electric lock picks, etc) tools can be used, and no lock should be of better than medieval quality (no combination locks, etc).
This skill allows you to attempt to disarm a trap. Even if you know how to disarm a trap or figure out how to without the skill, if your character does not have this skill, then you may not personally attempt to disarm any trap you find in-game.
The skill allows you to evaluate the worth of an item through inspecting it for at least three seconds. Not all items are considered to be "worth value", and the monetary value may not be exactly what the item will fetch in the open market. This skill will allow you to trade items "of value" in the place of training (Max-out) money after an event.
The Earth Magic skill is bought by spell slot. Spells must be bought in pyramid fashion. The Spells that you may cast are written at the bottom of the sheet with their incantations. These are the spells in your character's spell book. Spells start at 1st level and end at 9th level. How to cast a spell will be explained.
The Celestial Magic skill is bought by spell slot. Spells must be bought in pyramid fashion. The Spells that you may cast are written at the bottom of the sheet with their incantations. These are the spells in your character's spell book. Spells start at 1st level and end at 9th level. How to cast a spell will be explained.
A critical attack allows you to do one extra point of damage against one foe with a weapon your character knows how to use. You may have up to four critical attacks, which may not be stacked. Four critical attacks are a prerequisite for a Proficiency.
A Proficiency (prof) allows you to add one to the base damage of your weapon at all times. Proficiencies must be bought per weapon. You must trade in four critical attacks to buy a Prof. You must choose a hand for Proficiencies for one handed weapons.
A Master Proficiency (prof) allows you to add one to the base damage of your weapon at all times. Master Proficiencies count for all weapons that your character can use. You must trade in four critical attacks to buy a Prof. You must choose a hand for Proficiencies for one handed weapons.
Once your character has two Proficiencies or Master Profs, you may choose to buy a Slay/Parry. This skill may be used once per day, and either allows you to do 20 + 5* profs + base weapon damage once per day (you must say "Prepare to Die!" right before you use it), or allows you to "Parry!" a blow. If you Parry a blow you do not take damage from it, and you may choose to parry for someone else who is within easy reach. You must parry with a weapon that you are Proficient in.
Once your character has two Proficiencies or Master Profs, you may choose to buy a Slay/Parry. This skill may be used once per day, and either allows you to do 20 + 5* profs + base weapon damage once per day (you must say "Prepare to Die!" right before you use it), or allows you to "Parry!" a blow. If you Parry a blow you do not take damage from it, and you may choose to parry for someone else who is within easy reach. You must parry with a weapon that you can use.
A critical attack allows you to do two extra points of damage against one foe from the back with a weapon your character knows how to use. You may have up to four back attacks, which may not be stacked. Four back attacks are a prerequisite for a Proficiency. If you can see the shoulder blades of your foe, you may add the damage for the back attack to your base weapon damage.
A Backstab allows you to add two to the base damage of your weapon when you are striking an opponent from behind. Backstabs count for all weapons that your character can use. You must trade in four Back Attacks to buy a Backstab. You must choose a hand for Backstabs for one handed weapons. If you can see the shoulder blades of your foe, you may add the damage for the back attack to your base weapon damage.
A Dodge/Assassinate can be used to strike one opponent once from behind with a mighty blow (20 + 5*backstabs + base weapon damage) or to Dodge any one attack (spell, weapon blow, gas, except some traps). You must have two Backstabs before your character may buy a Dodge/Assassinate (which is commonly called a Dodge).
The Armorsmith skill allows you to make and repair armor. In most cases, anyone can refit armor (takes 60 seconds to kneel down and roleplay repairing it on the field), but a character with this skill can make new armor. Each level of Armorsmith allows you to make 4 production points worth of material per day. With an Armor Forge, you may double your production. For more complete rules, see the NERO Rulebook.
The Weaponsmith skill allows you to make weapons. Each level of Weaponsmith allows you to make 4 production points worth of material per day. With a Weapons Forge, you may double your production. For more complete rules, see the NERO Rulebook. Since weapons do not degrade, this skill does not include repairing weapons, but it will allow you to silver a weapon (make a weapon that does Silver damage).
The Alchemy skill allows you to make alchemical substances. You may make 4 production points of material per level of Alchemy per day. With one level of alchemy, you may mix an elixir with food or drink. With 3 levels of Alchemy, you may throw gasses (orange packets). With an Alchemy Laboratory, you may double your Production Points. For more complete rules, see the NERO rulebook.
The Create Potion skill allows you to make potions (potions are a form of storing Earth spells). For each level of Create Potion you have, you may make 4 Production Points worth of material per day. With a Potion Laboratory, you may double your production. For more complete rules, see the NERO rulebook. Anyone may use a potion, but a potion may not be mixed with food or drink.
The Create Scroll skill allows you to make scrolls (scrolls are a form of storing Celestial spells). For each level of Create Scroll you have, you may make 4 Production Points worth of material per day. With a Scroll Laboratory, you may double your production. For more complete rules, see the NERO rulebook. Only characters with the Read Magic skill may read scrolls.
The Create Trap skill allows you to make Traps, though it does not allow you to set or disarm them. For each level of Create Trap, you may make 4 Production Points of material per day. With a Trap Laboratory, you may double your production. For more complete rules on types of traps and costs, see the NERO rulebook.
Wear Extra Armor
This skill allows you to wear two extra points of armor past your class (Fighter, Templar, Rogue, Scholar) maximum per level of the skill purchased. You may only wear a maximum of 22 points as any class. (If you are a scholar, your maximum is 10 normally, if you had three levels of Wear Extra Armor, you could wear 16.)
Craftsman skills are mainly roleplaying skills. These can include (but are not limited to) professions such as ship building, sailor, baker, midwife, lore of various types, knowledge skills, fictional written languages, merchant, and many more. These are not set skills, but represent knowledge other than fighting and casting skills that your character may have. In some cases, these skills can help your character gather more information.
For each level of Craftsman (Other) you have, your character receives 2 silver per day in return for what they may have used the knowledge for. This only occurs on game days, so you cannot receive silver unless you are playing your character.
Race Specific Skills
Resist Charm allows you to "Resist" one Charm effect per day per level of the skill your character has. Charm, Fear, and Vampire Charm are examples of "Charm effects". This skill works on gasses, spells and other forms of Charm attack. It may not be used while unconscious.
Resist Sleep allows you to "Resist" one Sleep effect per day per level of the skill your character has. This skill works on gasses, spells and other forms of Charm attack. It may not be used while unconscious.
Resist Poison allows you to "Resist" one "poison" effect per day per level of the skill your character has. This skill works on anything with the word "poison" in it - gasses or ingested toxins. It may not be used while unconscious.
With one minute of roleplay, a character with this skill may "break charm" to stop another character from being under a Charm effect. Charm, Fear, and Vampire Charm are examples of "Charm effects". It takes one minute of concentration, but the subject does not have to be conscious as the act of breaking a charm can be done without speaking.
Detect Celestial Magic
Barbarians sometimes have the ability to Detect Celestial Magic. Long ago in the history of the Barbarians, some event occurred that made them dislike Celestial Magic, so they trained themselves to be able to find it. This skill may be used once per day per level of the skill purchased. It requires a spell packet to be held to or thrown at your target. If the subject is only affected by Earth magic, nothing will happen. If the subject is affected by Celestial Magic, the subject (or the celestial parts) will glow.
Certain races have the ability to be stronger than average. These races may chose to buy the skill Strong Arm, which allows them to add one to their one handed damage. Strong Arm is bought per hand.
Hoblings are sometimes known for their ability to "move swiftly", as they are often limited in a fighting role by their size and physical build. This skill allows them to "Dodge!" out of the way of one attack once per day. This attack can be a spell, weapon blow or gas. A Dodge may only be used to avoid certain types of traps.
Gypsies are known for their ability to Curse another person who has wronged them or their clan or family. This skill allows you to Curse once per day per level of skill, or it can be used to remove a Gypsy Curse that has been cast upon a person. If the target of the Curse dies, or the Gypsy who cast the Curse dies, the Curse is cured. One typical style of Gypsy Curse is the phrase "May <something bad happen to> my <item, relative, etc> if you do not <jump, dance, skip, etc> with everything you do and say!" For more information, see the NERO Rulebook.
Basic General Information
When your character wears armor, you must wear a physical representation of the armor, aka, a phys rep. Your armor will be rated for a certain number of armor points and you will receive a card for that many points of In-game armor that your character may use. Once you take some damage on your armor, you may refit it to full. If you take an amount of damage equal to rating value of the armor, the armor is considered "breached" and may only be refit up to a maximum of 2 points less than what it previously was.
Refitting takes 60 seconds and may not be done while walking or moving. Kneel and roleplay fixing the pieces of your armor while refitting.
The base weapon damage for a small weapon (weapons under 26 inches long) is 1 point.
The base weapon damage for all other one handed weapons and staves is 2 points.
The base weapon damage for all two handed weapons (except staff) is 3 points.
If you use a Critical Attack, add one point while fighting one specific enemy.
If you have a Proficiency (Master or other), and are using that weapon, then add 1 point of damage against any foe from any direction.
If you use a Back Attack, add 2 damage while fighting one specific enemy from the back.
If you have a Backstab, add 2 damage while fighting any enemy from the back.
Backstabs and Proficiency’s stack when backstabs can be used, and one critical attack or one back attack can stack with Proficiency’s and/or Backstabs.
Your weapon damage bonus is listed on your Character Card.
The basic spells and amount of damage that you can take as your character are listed from first to last below.
Magic Armor - A spell that provides you with protection from the first weapon blow that strikes you. Once used, it must be recast to be used again.
Shield Magic - The same as a Magic Armor, except it only protects against the first spell attack and not against weapon attacks.
Shield/Greater Shield - Spells that give you 2 and 4 points of virtual armor, respectively. Weapon attacks and some damaging spells will use these points.
Armor - Weapon attacks and some damaging spells will damage your armor before your body.
Bless/Greater Bless - Spells that give you 2 and 4 points of virtual body points, respectively. Weapon attacks and all damaging spells will use these points.
Body - Body Points are the last defense. If you are a caster, you may not cast a spell while taking damage. If you run out of body points, you are unconscious or possibly dying.
You are fighting a monster and it hits you with it's claw. You call "Magic Armor!" and the hit is negated. Then it hits you some more... doing enough damage to go through your Shield, Greater Shield and armor in one mighty blow (this is a strong beast). It hits you again and goes through your Bless, Greater Bless and into your body... injuring you. It hits you once more... and you are out of body, so you fall to the ground.
No matter how many points you are hit for, you cannot go below -1 points. If you are lucky and end up at 0, you are only unconscious and will wake up in 10 minutes if you are not hit again.
For the first minute while you are at -1, you can be First Aided, Healed with curing spells or potions, and you are "Dying" if someone does "Healing Arts" on you.
After the first minute, you are considered "Dead" and need a Life spell (curing spells and potions will not work until you get a Life spell). If you get a Life Spell within 5 minutes of turning "Dead" you will be alive with 1 body point (and need healing).
If you do not get a Life spell in Five minutes of being dead, your character "Resurrects" and you must put all of your in game things on the ground where your body was. You turn into a spirit and walk to where you can be resurrected. We'll explain more about this one if it happens.