Classes

"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 spellcasters."

Class, along with your character's race, determine the number of build points required to purchase certain skills. All non-racial skills are available to members of any class. Skills commonly attributed to a class will require less build points for that class, therefore making it easier to learn. For example: The skill "Read Magic", a pre-requisite to casting Celestial Magic is only 4 points for a Scholar or a Templar, whereas the same skill costs 8 build points for a Fighter. Similarly, the skill "Shield" costs 5 build points a fighter, whereas a scholar would pay 15 build points for the same skill. It is suggested that you pick your class based on which skills you predict your character utilizing the most.

"Your own physical characteristics and abilities need not match those of your chosen character but it can help you in your adventuring career if your actual physical skills are congruent with your characters fantasy skills. The NERO system does allow players to play characters that are very different from themselves and still be able to prosper.”

You can choose whatever class or profession you wish, regardless of your physical abilities. Your characters skills are based on what is printed on your character sheet, not your physical ability, intelligence, or dexterity. Most players find that their out-of-game skills improve with practice and time.

Fighter

”Fighters take naturally to the physical combat arts and rely mainly on strength and stamina to accomplish their goals. They can wear almost any type of armor.”

As a class, fighters are granted the highest number of hit points and the highest number of available armor points. They have the lowest build point cost for combat & smithing related skills.

Rogue

”Rogues have a natural bent towards dexterity based skills, and also the practice of alchemy. Rogues are limited in how much armor they can wear. The lower Body Points, lighter armor and relatively high costs for combat skills does not make them well suited for front line combat roles.”

Rogues can be very versatile characters. They are proficient in creating, arming, and disarming traps; picking locks; stealth combat; and the alchemical arts.

Scholars

“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.”

Scholars pay the lowest build point cost for casting magic and creating potions and scrolls. There are two base types of magic a scholar may choose from: Earth and Celestial. A scholar must pick which "school of magic" he or she wishes to be proficient in. This is referred to as the caster's "Primary School." The other, or "Secondary School" costs twice as many build points to purchase as the Primary School.

Earth Magic focuses primarily on the arts of healing and necromancy. Several spells in the earth school are reversible. Healing spells may also be used to harm the living or heal undead by changing the incantation. Similarly, the same spell which destroys lesser undead may also be used to raise one from the grave. Chaos-casting and necromancy are highly debated within the game. Casting these spells is considered illegal in some lands.

Celestial Magic focuses primarily on dealing damage. Celestial mages call upon the four elements: fire, ice, stone, and air, as well as the very threads of magic itself to cause harm to their opponents.

Once scholars have mastered a spell in their highest spell tier they may purchase an even more advanced magical skill called "Formal Magic."

Templar

”Templars are spellcasters 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”

Templars are a combination of the fighter & scholar templates. They pay lower costs for magical skills than Fighters and Rogues and less for combat skills than Scholars.

Additional Resources

8th Edition Rule Book

Formal Magic System

8th Ed. & Formal Magic Errata

Rules & Playtests

*Italicized content quoted from the NERO 8th Edition Rule Book.

 
 
 
 
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