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NERO Neridia Craftsman Policies

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Craftsman Policies

The staff of NERO Neridia feels that the expanded use of Craftsman (Other) skills can aid in developing the depth of the game. These skills are not meant to replace actual action during the game. No one will be allowed to simply say "Craftsman Runner, I run faster than you and escape," or, "Craftsman Bard, I’m really singing even though I can’t carry a tune." There will however be times during the game where craftsman skills will be of use, even great use to the player. The player will be able to tell a marshal or plot member that they have a given craftsman skill to see if they may, due to their training, know anything relevant about an encounter. In general we do not recommend simply shouting out a craftsman skill or calling a hold for this. Simply talk to the marshal or plot member when there is time. At the beginning of any module please tell the director of any craftsman skills possessed. In addition there will be opportunities to use various craftsman skills in interaction with the Neridia Economic System. Various skills may modify a player’s chances of making a profit in a given situation, some may even be required to be involved in a particular situation.

We are standardizing our use of the craftsman system within the Neridia campaign so that all players with craftsman (other) will expect the same treatment. We will be publishing a list of fully supported craftsman skills which we feel make sense in the interaction with the game world. The list will be as complete as possible but if you have a craftsman skill that is not on the list please feel free to submit it to the NERO Neridia staff for consideration. The list of supported skills is to avoid skills which do not fit into the game mechanic such as for example "high-altitude coin-flipping" or "underwater basket weaving". For each craftsman skill category a player has they will receive a writeup regarding that skill and their use of it at each event that they pre-register for with at least two weeks notice. If the notice is shorter the staff of Neridia will attempt to complete their writeup but cannot guarantee it. If a player pays at the door for an event the staff of Neridia will attempt to complete a writeup for them before the end of the first day of the event but cannot guarantee it. Multiple craftsman skills of the same type will also give a more in depth writeup with greater detail. There is no use for more than ten craftsman skills in a single subtype, though more than ten related craftsman skills may be of additional use.

Each month a player with craftsman skill will be able to submit one question they are researching regarding their craftsman skill or one thing they are attempting to do with their craftsman skill. In general the staff of Neridia will respond immediately upon submission with a notification of receipt and within two weeks time with a writeup by e-mail or two weeks plus the delivery time by U.S. Postal Delivery.

In addition to the skill itself a craftsman who acquires certain tools of the trade in game will be able to use them to increase their ability in their chosen field. For example a craftsman sage (dragon lore) who finds a tome of dragon lore may be able to use it to gain greater information. A craftsman siege-engineer will be able to accomplish more if he has a siege weapon. These in game modifiers are cumulative but not necessarily directly additive.

In addition Neridia Plot will write directly into encounters, plotlines, and modules, places where certain craftsman skills will be able to determine information based on the skill. The more specific the skill the greater the depth of the information but the less likely it will be to apply to a given scenario. There may even be situations in which a particular craftsman skill is required to be involved. These situations will always be in the hook or beginning of a module so a player will never become involved in a module only to find out half way through that they need a particular craftsman skill to continue.

"Prophecy Policy":  The prophetic ability of certain craftsman skills is used through a specific type of divination which the PC chooses to specialize in.  Examples of this include astrology, card reading, reading tea leaves, reading bones, and numerous other forms.  The plot committee of NERO Neridia recognizes this as a highly developed roleplaying aspect of the game and has defined a policy for gaining plot input over and above what the normal skill of astrology would give.  First the PC must have at least two of the appropriate skill (Craftsman Other:  Divination Type), with the more of the skill taken, the greater the specificity of the foretelling.  Then, the PC must inform a plot committee representative of the foretelling and the specific question to be asked, with as much time as possible given for plot to discuss the question.  Finally the PC must then perform a divination which is roleplaying based and geared to entertain those whose fortunes are being read.  The divination must last a minimum of 30 minutes.  this may never be used to gain specific information about another PC's actions and it is not superior in nature to the formal magics Dreamvision or Create High Horoscope.  This policy is geared to increase the overall entertainment of the PCs and is not necessarily limited to the gypsy race--any PC may ask for similar considerations with the similar requirements.

 

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Excerpts from 7th edition NERO rulebook, Copyright © 1997, NERO International, Inc.
Copyright © 1999 TriState LARP, Inc.   
Last modified: November 12, 1999