Author Topic: Season 3 Event 6 Special Rules  (Read 196 times)

derekjones

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Season 3 Event 6 Special Rules
« on: October 17, 2017, 08:40:55 AM »
NERO Chronicles strives to make each and every Halloween event special and memorable in some way. The Halloween event for 2017 is no different. For this event we will be making some exceptions and changes to the NERO LARP Rules that we would normally use. These changes always reflect plot points found in game that are only meant to last for the duration of the Halloween event. The rules changes presented here are not meant to last beyond the Halloween event, though some repercussions from these changes may extend beyond the Halloween event.

Halloween events are known to be more stressful and far more deadly than usual. Please keep this in mind and have a great time at the event!

As always, if you have a concern about any of the things presented here I encourage you to contact me to begin a discussion. 

RULES ALTERATIONS

1. All player characters will enter game under a Curse of Transformation to Greater Undead. This will function like a level 7 transform and will prevent any current transform that the character may have from functioning. This Curse of Transformation may not be suppressed at will by the character.

1a. We will be assigning undead types randomly and notifying all preregistered players of their result by 10-20-2017. If you have special makeup issues like allergies, please let us know as soon as possible so we can take that into account for your Curse of Transformation. Walk-ins will be handled on a case by case basis.

1b. We ask that players provide their own makeup and costuming if possible. We understand if this is not financially feasible for everyone so just let us know if you will need to utilize NPC camp's makeup.

2. Expired tags of all types will be honored as LCO for this event only. For non-standard items, their effects will be determined by marshal interpretation, if applicable. Non-standard items need to be checked in.

2a. Some game actions will still require unrestricted and current tags in order to last beyond this event. Please see management if you have questions.

3. Magic from times past has reappeared within the Terran Valley. The following spells are valid and able to be memorized by anyone that meets the casting requirements (Can your character cast that level and school of magic?). Magic Key,  Greater Bless, Greater Shield, Suppress Magic, Heal/Harm, Doom, Wizard's Lock, Wall of Force. A separate posting will be made to define these spells.

3a. A target affected by the spell Imprison will be able to be moved/carried by an outside force and will last 1 hour. Circle of power will last 1 hour and is required for the casting of Formal Magic.

4. Activation of items will not require saying the full incant of the spell. You must still announce the amount of damage/healing done at the end of the activation. For example a Flame Bolt item only requires "Activate Flame Bolt 40", a Web item only requires "Activate Web".

5. Spells will remain under memorization rules.
« Last Edit: October 17, 2017, 02:52:16 PM by derekjones »

derekjones

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Re: Season 3 Event 6 Special Rules
« Reply #1 on: October 17, 2017, 02:05:20 PM »
Wall of Force
Level 7 Celestial Spell
Duration 5 Days

This spell uses a preexisting, free standing vertical frame to create a shimmering Wall of Force that will stretch no more than 10 feet across. The Wall will rise to a height of 25 feet or the height that will fit the frame. The frame must be completely enclosed and the Wall of Force must be able to be placed vertically within the frame. It must be clear to all observers where the boundaries of the Wall are. Normal walls may be used as the sides of the frame, but the floor should be marked with a physical representation so it is clear where the Wall has been placed. Two trees 10 feet apart or less would be an acceptable physical representation for a Wall of Force as long as a representation for the floor is indicated, as would any doorway or portal 10 feet wide or less. If all of the sides are clearly indicated by a portal, then a floor phys rep is not required. Once the Wall of Force has been cast, the physical representation cannot be moved. Neither the Wall nor the frame may be Destroyed or Shattered. Normal traps will not affect it, although some Massive Mechanical traps may cause it to fail in a manner similar to the Imprison spell. Wall of Force, Circle of Power, Ward, and Wizard Lock effects may not overlap in any way. These barriers may be within one another, but must always be fully within, or fully external to, each other. For example, you may surround a Circle with another Circle, you may put a Ward on a building that is fully within a Circle, etc. Celestial and Earth spells may combine freely for these effects. Nothing may pass through the Wall once the Wall is cast, including spells, thrown gasses, weapons and creatures.

Air may pass through, but other gases may not. A gaze attack such as a Vampire Charm can be effective through a Wall, as will a Gypsy Curse. The wall will last for five days, but may be dropped by the caster at any time if he or she touches the phys rep and states “Wall down.” This statement is out-of-game, although any observers who hear the statement are aware that the Wall was dropped, and they might know who dropped it. The wall is also dropped if affected by a Dispel Magic.

“With eldritch Force I build a Wall.”
« Last Edit: October 17, 2017, 02:44:35 PM by derekjones »

derekjones

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Re: Season 3 Event 6 Special Rules
« Reply #2 on: October 17, 2017, 02:10:13 PM »
Doom
Level 9 Celestial Spell
Duration Instant

This spell will cause the affected target's body points to drop to -1, and cause any armor points active on the affected target to be reduced to 0. This spell causes eldritch damage similar to Magic Missile. Extremely powerful, or massive creatures, may take 500 points of body damage instead of being reduced to -1 if noted on their monster card.

"I set your doom upon you."
« Last Edit: October 17, 2017, 02:44:17 PM by derekjones »

derekjones

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Re: Season 3 Event 6 Special Rules
« Reply #3 on: October 17, 2017, 02:17:08 PM »
Heal/Harm
Level 9 Earth Spell
Duration Instant

The spell Heal is an Earth healing spell that will restore the affected target to full maximum body points if the target is affected positively by healing magic. Against targets that are affected negatively by healing magic, Heal will reduce the affected target's body points to -1.

The spell Harm is a necromantic chaos spell that will reduce the affected target to -1 body points if the target is affected negatively by necromantic chaos spells. Against targets that are affected positively by necromantic chaos spells, Harm will restore the target to full maximum body points.

"I call upon the Earth to heal your body."
"I call upon Chaos to harm your body."
« Last Edit: October 17, 2017, 02:43:52 PM by derekjones »

derekjones

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Re: Season 3 Event 6 Special Rules
« Reply #4 on: October 17, 2017, 02:37:16 PM »
Suppress Magic
Level 9 Celestial Spell
Duration Line of Sight

This spell will suppress the ability of the affected target to utilize magic on their own. The affected target may not cast spells or formal magic, may not use potions and scrolls, and may not use magic items. This spell does not prevent the target from being affected by magic originating from elsewhere. Magic items retain their inherent properties such as indestructible, and spirit locked.

This spell will dispel active spells on the target including any protectives and enchantments (read as anything affected by Dispel Magic) of spell level 8 and below with the following exceptions, Mystic Lock, Ward, Circle of Power. The spell Suppress Magic will remove an Imprison spell.

This spell will suppress the activation of a glyph as if the spell Dispel Magic had been cast upon it.

This spell will instantly destroy base or lesser undead , golems of base or lesser in quality, and base or lesser elemental creatures. Larger magical creatures may take an effect similar to a Shun spell as according to their monster card.

This spell may not be defended against by the following spells: Shield Magic, Reflect Magic, Displacement.

derekjones

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Re: Season 3 Event 6 Special Rules
« Reply #5 on: October 17, 2017, 02:43:31 PM »
Greater Bless/ Greater Shield
Level 3 Earth and Celestial Spells
Duration 1 Day

These spells are similar to the first level spells Bless and Shield. These third level variants grant 10 points of protection and are stack-able with their first level variants.

derekjones

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Re: Season 3 Event 6 Special Rules
« Reply #6 on: October 17, 2017, 02:48:46 PM »
Magic Key
Level 4 Celestial Spell
Duration Instant

This spell will instantly open any normal mechanical lock that could be picked by someone with the skill Pick Locks. Barriers and door jams are unaffected by this spell.

derekjones

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Re: Season 3 Event 6 Special Rules
« Reply #7 on: October 17, 2017, 03:03:41 PM »
Wizard's Lock
Level 8 Celestial Spell
Duration 5 Days

This spell functions similar to the spell Ward with the following exceptions:
Wizard's Lock is instantaneous to cast.
Wizard's Lock is removed by Dispel Magic.