Version: 1.2
Objective: This playtest expands racial abilities and opens them up to purchase and use for all races at an increased cost. The primary purpose of this is to facilitate a broader range of character concepts and role-play otions to all NERO players
Secondary Objective: Secondary benefits of this playtest are the elimination of racial restrictions and disadvantage. This also serves to expand the viable options for players and characters in the future.
Summary: The Races of Tyrra each ossess natural tendencies and attributes, in NEOR these are represented by traits, the traits a character has determine the skills that are easier to learn for that character. Each race also receives a featured skill, most often a weapon that comes naturally to that race. The traits and features that are associated with each race are found on table 2. Table 1 lists all available racial skills, as well as two costs. One lower cost for races that have the same trait as the category of the skill, and another higher cost, for characters without hte trait. Characters may oly purchase one racial skill per level, and oly skills who lowest cost is 4 build points or less can be purchased multiple times.
Note: This playtests removes all restrictions and benefits related to race listed in the Nero 9’th edition rulebook. Body point changes, build discounts, and skill purchase requirements; they are all considered removed when using this playtest.
Skill Name | Category | Cost with Trait | Cost without Trait |
---|---|---|---|
Mighty Slay | Strong | 10 | 20 |
Strong Arm | Strong | 10 | 20 |
Rip from Binding | Strong | 4 | 8 |
Light Touch | Fast | 2 | 4 |
Dodge | Fast | 12 | 24 |
Sneak Attack | Fast | 8 | 8 |
Merchant | Tradesman | 5 | 10 |
Harvester | Tough | 5 | 10 |
Grand Master | Wild | 10 | 20 |
Resist Poison | Telepathic | 4 | 8 |
Resist Physical | Survivor | 5 | 10 |
Toughness | Tough | 4 | 8 |
Detect Magic | Wild | 4 | 8 |
Dispel Magic | Wild | 4 | 8 |
Battle Rage | Wild | 2 | 4 |
Resist Sleep | Willful | 2 | 4 |
Resist Charm | Willful | 2 | 4 |
Remove Fear | Willful | 2 | 4 |
Awaken | Telepathic | 2 | 4 |
Calm | Telepathic | 2 | 4 |
Break Charm | Telepathic | 5 | 10 |
Detect Poison/Antidote | Survivor | 3 | 6 |
Will to Live | Survivor | 10 | 20 |
Ready Armor | Survivor | 4 | 8 |
Race | Traits | Feature |
---|---|---|
Barbarian | Strong, Wild | 2 Handed Mastery |
Biata | Willful, Telepathic | Mentalist |
Drae | Fast, Willful | Crossbow Mastery |
Wild Elf | Wild, Fast | Bow Mastery |
Dwarf | Tough, Tradesman | Hammer Mastery |
Elf | Fast, Willful | Bow Mastery |
Stone Elf | Willful,Telepathic | Mentalist |
Gypsy | Survivor,Tradesman | Gypsy Curse |
Half Ogre | Strong, Tough | 2 Handed Mastery |
Half Orc | Strong, Wild | Axe Mastery |
Hobling | Fast,Tough | Short Weapon Mastery |
Human | Choice of One | None |
Sarr | Fast, Survivor | Claw Mastery |
Scavenger | Tough, Survivor | Claw Mastery |
Category: Strong
Cost with Trait: 10
Cost without Trait: 20
This skill functions exactly as a Master Critical Slay. It can be used once per day.
Category: Strong
Cost with Trait: 10
Cost without Trait: 20
This works exactly as described in the Ninth edition rulebook.
Category: Strong
Cost with Trait: 4
Cost without Trait: 8
This skill allows the character to Rip free from a binding effect with a 3 second counted action. It can be used once per day. Binding effects are Pin, Bind, Web, or Confine, regardless of delivery source.
Category: Fast
Cost with Trait: 2
Cost without Trait: 4
This skill can be used once per day to generate any of the following effects; one attempt to Pick a lock or Set/Disarm a trap (one attempt being roughly 1 minute of action), Throw one Gas poison (regardless of alchemy level), or apply full Backstab bonus damage with a single thrown weapon attack, even when attacking from the in front of the enemy.
Category: Fast
Cost with Trait: 12
Cost without Trait: 24
This skill works exactly as listed under Assassinate/Dodge in the Ninth edition rulebook, however it cannot be used to Assassinate. It can be used once per day.
Category: Fast
Cost with Trait: 8
Cost without Trait: 16
This skill works like Backstab, however it does not count towards pre-requistes for dodge or any other skill. It is not an expendable skill.
Category: Tradesman
Cost with Trait: 5
Cost without Trait: 10
This skill allows the character to exchange their “master” levels of production for items of equal level rom another type of normal production skill. These choices are limited to Alchemy, Potions,Scrolls,Traps, and Weapons.
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
This skill allows the character to harves their own “materials” to agment productinm, They need not furnish silver ot recive the bonus levels.
Grand Master
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
This skill allows the character to revie bonus “workshop"levels of production without access to aa workshop. If the character has access to a workshop they many double the bonus “workshop” levels.
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
This skill functions exactly as described in the 9’th edition NERO Rulebook
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
This skill allows the character to resist one attack with “physical” in the verbal or weapon blow, once per day.
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
This skill allows the character to invoke the “Bless” spell and the “Eldritch Bless” cantrip effects through natural means. It is activated by the phrase “I invoke toughness”. Using this skill requires the ability to speak, and 3 seconds of role-lay. It can be used once per day. These effect do not stack with “Bless” or “Eldritch Bless”
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
This skill allows a character to detect magic by touch
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20
Races: Barbarian
Races with this feature have a natural skill with 2 handed weapons of all types. Once a character with this feature learns any weapon skill that character may then wield all weapons covered by the skill 2 handed weapon master as it appears in the 9th edition nero rulebook without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to non-ranged 2 handed weapons they wield.
This Feature grants all the abilities listed in the Ninth edition NERO rulebook under Mentalist. In addition, a character with this skill may expend his powers for the day to act as an inspiration spell on a friendly target, it is activated with 3 seconds of role-lay and the phrase " I invoke inspiration”, it is then delivered by tough only. It counts as a character’s one use of hte inspiration effect, as if it was the spell.
Races with this feature have a natural skill with crossbows
This feature works exactly like the racial skill listed above it is granted to races with this feature free.
This feature works exactly as described in the ninth edition NERO rulebook. However it can be used an unlimited number of times per day, up to once per minute. A character can only have one target cursed at one time.
Races with this feature have a natural skill with axes. Once a character with this feature learns any weapons skill, that character my then wield all axes without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to axes they wield.
Races with this feature have a natural skill with short weapons. Once a character with this feature learns any weapons skill, that character my then wield all axes without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to short weapons they wield.
Races with this feature have a natural skill with Claws. Once a character with this feature learns any weapons skill, that character my then wield all axes without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to short weapons they wield.
– fix this