
The fantasy world of Dyllaria can be a hostile place. You may be ambushed by brigands while traveling through the forest, or an army of undead may lay siege to your town in the dead of night. What better way to defend yourself than with a blade or magic?
All combat is carried out in real time, using weapons, spells, or both. The weapons used at a NERO event are the "boffer" type, made of PVC pipe and foam pipe insulation. Spells are represented by spell packets -- small cloth bags filled with birdseed. The only body contact allowed during battle is by weapon or spell packet. No grabbing, shoving, or hitting is allowed.
The rules system used allows characters to possess a variety of skills, no matter what class or race they are playing. This flexibility causes battle to be very unpredictable. Characters can fight with weapons, spells, or both. Just because someone looks like a fighter, don't be surprised if they start casting lightning bolts!
WEAPON COMBAT
When fighting with a sword or other weapon, legal targets include the entire body EXCEPT the head, groin, and hands. If you are accidentally hit in the head, groin, or hand, you do not count the damage caused by the hit.
Hits that were blocked or deflected do not count. Obviously, this will call on each player's judgment. If your opponent's sword slides off your weapon and barely grazes your body, do not count it. If your block was weak and your opponents weapon hits you with a considerable amount of force, be honest and count the damage. Remember, the combat system relies heavily on the players' honesty. Do not cheat, it only takes away from the fun.
Another important issue of combat is how hard a person swings. Swing hard enough so that your opponent can feel it, but not so hard that it leaves welts. Remember, don't hit anyone harder than you would want to be hit. A good general rule is to make each swing fall between a 45 and 90 degree angle.
In order to keep track of damage taken, combatants must yell out how much damage they are doing each time they swing their weapon. Also, any special attributes of the weapon must also be called out. If you are fighting with a regular longsword you would call out "Two normal!" every time you swing. If you were using a silver or magic longsword you would call out "Two silver!" or "Two magic!".
The last aspect of combat that needs to be covered is the "Killing Blow". If your opponent is rendered immobile (through the use of a web spell, being tied up, etc.) or knocked unconscious he/she will be easy to kill. This is accomplished through the use of a killing blow.
To deliver a killing blow, you must stand over your opponent, place your weapon on his/her torso, and recite, "Killing blow one, killing blow two, killing blow three." Afterwards, your opponent will be dead. If you are interrupted at any time during the process, the killing blow does not count; you must start the count over.
MAGIC COMBAT
Legal targets for spell packets include any object held or worn by the opponent, including capes, weapons, etc. If you are hit anywhere with a spell and/or alchemy packet, it takes effect.
In order for a spell to be cast, the caster's arm must be free to move. A short phrase must be recited, such as "I call forth a dragon's breath!". The spell packet must then be thrown at the intended target. If for any reason the incantation was interrupted or incorrect, the spell does not take effect and is lost. Also, if the caster takes any damage while reciting the incantation, the spell is ruined.
COMBAT SAFETY
Swinging weapons and/or throwing packets too hard can become unsafe, and any player can and should bring it to the attention of a rules marshal if they feel this is happening. In addition, a player is never allowed to be so close to another player during combat that one of them could reach out and touch the other's torso. This is called charging. Shield bashing is strictly prohibited, and the padding required on the edge of a shield is in place for the purpose of protecting the weapons that strike it. Spell and/or alchemy packets cannot be so large that they do not completely fit into a 35mm film canister. All weapons and armor must be checked by a weapon safety marshal in order to be used during game play. If a weapon safety marshal is unavailable, a certified rules marshal can check weapons and armor for safety.
SAFETY VIOLATIONS
If a person has been given a reasonable amount of warnings (not less than 2 during any one event) concerning unsafe behavior during
combat and/or the use of unsafe equipment, it is perfectly legitimate for a rules marshal to pull that person from combat for the duration of the encounter. If this occurs more than once during an event or more than three times within the course of a year, it is also perfectly legitimate for a rules marshal and/or player to petition the rules committee for stricter action against the player in question.