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Character Classes

Races

Classes are used to describe your character's natural talents. This may or may not have anything to do with your character's profession -- for example, not all rogues are thieves and not all scholars are spell casters. Your own physical characteristics and abilities need not match those of of your chosen character. It can help in your adventuring career if your actual physical skills are congruent with your character's fantasy skills. The NERO system does allow players to play characters that are very different from themselves and still be able to prosper. You must pick one (and only one) of these classes. You may change your class, race or skills for sufficient reason, with the approval of your Local Rules Committee.

Fighter - Fighters take naturally to the physical combat arts and rely mainly on strength and stamina to accomplish their goals. They can wear up to twenty points of armor.

Rogue - Rogues have a natural bent toward dexterity based skills, and also the practice of Alchemy. Rogues are limited in how many Armor Points they can use, with a maximum of twelve points. The lower hit points and relatively high costs for combat skills do not make them well suited for front line combat roles.

Scholar - Scholars are adept at many mental skills and readily learn the magical arts. Scholars are even more limited in how many Armor Points they can use than are Rogues, with a maximum of ten points.

Templar - Templars are spell casters who are somewhat more adept than scholars at physical combat skills. They are not religious in any way; NERO specifically prohibits religion in the game. Their combat training leaves them better able to fight, but takes away from their studies. They cannot use as many Armor Points as Fighters, but can use more than Rogues or Scholars, with a maximum of fourteen.


Character Races

Classes

Barbarian                        TOP

Barbarians come from the vast uncivilized regions of the continent and are unused to "civilized" society. Barbarians have a dislike for celestial magic, and many them will not voluntarily adventure with a celestial mage or allow celestial spells to be cast on them.

These barbarians can learn a limited Detect Celestial Magic skill and have two more body points than a human character of the same class and level. Scholarly skills cost double for them.


Biata                        TOP

Biata are descended from a barbarian tribe, but they do not act like barbarians. They have large, upturned feathery eyebrows and often grow feathers in their hair and claws on their fingers as well. Biata tend to be very "lawful" in their philosophy of life -- they tend to be very good or very evil, but always with a purpose.

They distrust celestial magic as do barbarians and dislike having celestial spells cast apon them. Biata cannot buy Read Magic. They can buy Break Charm, Resist Charm, and Resist Sleep.


Drae                        TOP

Drae are commonly known as dark elves, a mysterious race that mostly lives under ground, shunning sunlight. They have jet black skin, white hair, and pointed ears.  These beings are known for honoring their word and they are fierce opponents in combat.

They cannot purchase the skills Two-Handed Blunt and Two-Handed Sword, and they have two less Body Points than a Human of the same class and race during the day (6 am to 6 pm).  They can buy the skills Resist Charm and Resist Sleep, and they pay half cost for the skill Archery.


Dwarf                        TOP

Dwarves are sturdy individuals who live in mountainous regions.  They enjoy strong ale, wealth, and camaraderie.  All dwarves, both male and female, grow a full beard that is a great source of pride and status.

They get one more body point than a Human character of the same class and level and can buy the skills Weaponsmith and Armorsmith for one point less. They can also buy Resist Poison. Dwarves cannot purchase any Two-Handed Weapon skill. Dwarves pay double cost for Read Magic. 


Elf                        TOP

Elves are long-lived people with pointed ears.  These beings are some of the most scholarly and learned individuals in all of Tyrra.  They seldom trifle with games and other such nonsense, but they are very fond of song, dance, wine, and poetry.  Elves are most often of Quentari or Amani descent, but two other varieties of Elf known as Stone Elves and Wild Elves are known to exist.

Like Drae, Elves can buy the skills Resist Sleep and Resist Charm. They have one less body point than of a human of the same class and level. They can buy the Archery skill at half cost but cannot take Two-Handed Blunt or Two- Handed Sword skills.


Gypsy                        TOP

Gypsies are a group of wandering human nomads who have specific laws that govern their actions independent of any government.  They even have their own hierarchy that involves Bandoliers and a Gypsy King/Queen.  All "true" Gypsies must be members of the Gypsy race.  Non-humans can join the Gypsy tribe, but may not become "true" Gypsies without going through a change of race.

Gypsies can cast or remove Gypsy Curse which is limited by the Gypsy code of honor. 


Half Ogre                        TOP

Half Ogres are actually not human/ogre hybrids, but are a race that closely resembles ogres in coloration and behavior. They are tougher than average and have yellow skin.

They have two more body points than a human of the same class and level. They do not take well to scholarly endeavors, and have to pay twice as much for Scholarly Skills.


Half Orc                        TOP

Half Orcs may have at one time been Human/Orc hybrids, but they have now evolved into a race of their own.  They have green skin and protruding lower fangs or teeth.  They are tougher than most other races, but are generally less intelligent as well.

Half Orcs have two more body points than a Human character of the same class and level, and they must pay double for all Scholarly skills.


Hoblings                        TOP

Hoblings are peaceful people who enjoy the finer things.  They have furry feet and hands, as well as bushy eyebrows and sideburns. 

Hoblings have one less body point than a human of the same class and level.  They can buy Resist Poison.  Hoblings cannot be fighters and cannot use two handed weapons of any type. Because of their aptitude, they can buy Pick Locks and Disarm Traps at half price.


Human                        TOP

Humans are the most common race in the lands of Dyllaria. They have round ears and hair on their heads (usually). They sometimes have beards and mustaches. They vary considerably in size, with males usually being larger than females. They also vary considerably in color, ranging from very pale to very dark. They can be very war-like or peaceful. They are, in other words, very unpredictable.


Mystic Wood Elf                        TOP

Mystic Wood Elves are a strange race of creatures originally from the Mystic Wood in Northern Evandarr. The word elf in their name is somewhat of a misnomer, as they are not actually elves.  Mystic Wood Elves have small horns on their foreheads and pointed ears. 

Like Elves they can buy Resist Charm, and they can also purchase the skill Break Charm. They are natural artisans and can buy Craftsman (Type) skills for two points. As a Mystic Wood Elf, you must buy at least one skill from the Trades and Crafts listing per level.


Sarr                        TOP

Sarr are a race of felinoids. Sarr must wear makeup to appear as one of the large hunting cats.

Sarr have a natural immunity to toxic materials, and may buy Resist Poison. They also have Scenting Ability, and as such may detect poisons on a substance if they spend one minute inspecting it.  Sarr may only used edged weapons, and are prohibited from using all ranged weapons as well.  If Small Weapon skill bought, the weapon used must be a dagger or hatchet.  Sarr cannot buy the skill Waylay.


Scavenger                        TOP

Scavenger is a generic term used for any type not covered by other races. They are humanoids with animal like characteristics (rat, badger, skunk, dog, etc.). 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 another race.

All Scavengers are very hardy survivors on the fringe of civilization. They may buy Resist Poison. As with Sarr, they have Scenting Ability and can detect poison on a substance if they spend one minute inspecting the item.   They must also pay double cost for all Scholarly Skills.

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