Rules & Playtests

The following rules and playtests are being utilized for the 2011 season. Any updates throughout the year will be posted both to this page and the forums.

This page was last updated April 6, 2011

Core Rules

NERO 8th Edition Rule Book

NERO Formal Magic System

NERO 8th Edition & Formal Magic System Errata

National Playtests

Additional Spells v1

Additional Spells v2

Alternative Lock-picking System v1.1

Archery Aura v1

Base 5 Alchemy v1.2

Base 5 Damage/Healing v1.2

Blade Fury v1

Carrier Attacks v1.1

Critical Parry Modification v1

Critical Slay/Assassinate Modification v1

Damage Types v1.1

Dexterity Armor v2.5

Limited Reset v1

Modified Detect Magic Spell v1

New Character Rebuild v1.1

New Player Deaths v1

One Handed Block v1

Physical Attacks v1

Resurrection Modification v1.1

Return (Type) v1.2

Smithing v2.5

Spell Crossover v1

Staff Thrust v1

Stop Thrust v1

Midwest Regional Playtests

Nature Magic Spells v3.0

Nature Formal Magic v2.0

Nature Formal Cantrips v2.0

Physical Armor v2

Special Metal: Mithril v2.5

Local Playtests

Base 10 Celestial Damage

Estate System v1

Modifications v1

Tinkering v1.04

Wild Magic v1.2

*Nature Magic & Wild Magic are currently being utilized as Monster Abilities only. It is possible that you will encounter NPCs or Monsters with the ability to utilize these spells.

Regional & local chapters are currently being playtested to determine their efficiency & impact on the game. These play-tests are subject to change and will eventually be either removed or sent to NERO International for further work & approval.

 
 
 
 
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