2004 RULES CHANGES PREVIEW 11/4/03

 

After much discussion with the NERO International office, we have decided to make the following changes to our local rules systems.  The wide-ranging nature of the rule changes will allow characters to rebuild at the first of the year.  This rebuild will not count as a Spirit Forge, and will allow a character to simultaneously change their class and or race as well, but not the identity of the character itself.  None of the changes listed below will be in effect until January 1, 2004, at which time they will be in effect universally:

 

Change: We will be eliminating Nature Magic as a local play-test system.

As a Result: Each valid Runic Tattoo tag will become any other production item of equal or lesser PP value of the player's choice.  Also, each valid Nature formal magic effect will become an effect or effects from another school at the player's discretion, so long as the number of new effects does not exceed the levels of the old effect and do not exceed the effect limit of the spirit/item in question.  Each record must be altered by hand by any one of Mike Ennis, Tim Saluga, or Jennifer Janson, and will be marked to clearly reflect the nature of the new item/effect.  No other information, such as the expiration or transferability of the item/effect will be altered.  Items can be altered as part of logistics at any normal event, or we will be accepting them as part of the normal pre-registration of the event in which case they will be altered and available for pick-up at check-in.  Alternately you can send your tags in to the WAR Office via snail mail before January 1, 2004 and they will be altered and returned to you within two weeks.  Please be sure to send a self-addressed, stamped envelope so that we can return your tags to you promptly.  The Elemental types Dark and Light will become a Celestial realm, while Dream and Reason will become an Earth realm.

 

Change: We will be eliminating Weapon Strikes and Endurance as valid, build-bought skills.

As a Result: Players will be allowed to respend this build as they see fit.

 

Change: The skill Craftsman (Harvester) is going away.

As a Result: Characters who are members of the local Guild Hall (as designated in the WAR Estate system) will be able to harvest in a way identical to that of the current harvesting system without spending any build points in order to do so.

 

Change: Craftsman (Type) skills that alter the copper cost of making production will no longer do so.

As a Result: Characters who are members of the local Guild Hall (as designated in the WAR Estate system) who have certain skills will be able to receive a copper cost break on production in a way very similar to the break now offered as part of the WAR Craftsman (Type) system.

 

Change: The WAR Production Skills Addendum is being eliminated in its current form.

As a Result: The system will go into the hands of plot who will use it each and every event to offer a way for PP Skill characters the ability to create cool and unique items.

 

Change: The following calls will be removed from play entirely: Calm, <Effect> Animal, Endurance, Heal, Mend, Pestilence, and Petrify.

As a Result: Neither PCs nor NPCs will have access to skills, abilities, or items that produce these effects.

 

Change: Tyrran Damage will go away entirely.

As a Result: Neither PCs nor NPCs will have access to skills, abilities, or items that deliver this type of damage.

 

LATEX WEAPONS PLAY-TEST ANNOUNCEMENT 7/23/03

 

NERO ®
P.O. Box 543
Rye NY 10580
(914) 328-9123
NeroInt@aol.com
www.NeroLarp.com
 
Announcement, July 23, 2003
 
To All NERO Players:
 
NERO International has committed to moving forward with adding sculpted/injection molded foam weapons to the NERO game.  NERO feels that these weapons add a lot to the feel and style to the game and as such we should move forward cautiously with introducing them into NERO.  These types of weapons combined with better props, costumes, and makeup can dramatically improve the look and feel of NERO and take the game to the next level.
 
The first phase of this process which was identifying a few vendors and working with them to create weapons to our initial safety specifications has been completed. 
 
The second phase which is allowing the play-test of these weapons at NERO events will commence August 1st 2003 and last until January 1st 2004. Below are listed the initial requirements of this play-test, all must be followed none are optional.
 
 - Chapters who wish to participate in this play-test/evaluation must create a weapon safety/combat safety training  program that will be taught immediately prior to every event in which they are allowing these weapons to be evaluated. This plan needs to be submitted to NERO International and approved by NERO
International before a chapter may move forward. NERO® National will have a testing plan and document created by August 1, 2003 for any chapters to use that haven't created their own plan.
 
 - All weapons used in this play-test must be purchased through NERO International's partner Games-Online.Com to insure that only weapons from vendors that NERO has worked with on safety/construction specifications are used.  Currently, the Only weapons approved for use as playtest are the Foam Swords sold through Games-Online.Com. We are working with other Latex Sword manufacturers to approve their weapons as well. More details will be provided later.
 
 - Any individuals or vendors who wish to have their weapons evaluated for addition to this play-test or for approval after January 1st 2004 should be told to contact the NERO office for details of the vendor approval program.


The final phase will commence January 1st 2004 and will be the final design/safety specifications of the weapons and any changes to the NERO combat system that may occur as a result of adding this type of weapon.
 
Below are the initial changes to be made to the NERO combat rules and weapons construction/safety policies to accommodate this play-test. These may change during the playtest and chapters must stay with the current play-test policy. 

Initial combat rules changes and clarifications for using Sculpted/Injected foam weapons:

 -   No thrusting
 -   All swings must be under 90 degrees and only light contact
 -   Any person involved unsafely in combat will forfeit the privilege of using these weapons for a duration to be determined by the local chapter
 -   Weapons should be checked after each fight for damage/breakdown of the foam to be extra safe.
 
NERO Sculpted/Injected Foam Weapon construction guidelines:

 -   All foam on the weapon must be '33' weight or softer foam but no less than '25'.
 -   Minimum 5/8" foam depth to core on striking surfaces
 -   Minimum 3/8"  foam depth to core on all non-striking surfaces
 -   Minimum 1 ½" foam depth to core extended past core on both ends of the core
 -   Weapons can have no sharp edges or points.
 -   Weapon tips must be rounded off and not brought to sharp points
 -   Weapon Striking Surface must be rounded off and not brought to sharp points
 -   Core must have protection on weapon tips to prevent tearing/splitting of the foam
 -   Core must not rattle or twist inside the foam
 
Players interested in this playtest should contact their local chapter to check on the status of this playtest in their local game.

Joseph Valenti
President, NERO®

NERO® is the Registered Trademark of NERO International Holding Company
Incorporated. USPTO Registration. # 2,270,409
The NERO Rule Book © is copyrighted 1989-2002 by NERO International Holding
Company Incorporated, All Rights Reserved.
www.NeroLarp.com