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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