Our games is part of the large multi chapter NERO Tyrran campaign. All games use the same ruleset.
To help those new to NERO master the rules we have provided Rules Summaries:
- For New PCs under the New Player Tab on their Rules page.
- For New NPCs under the NPC Tab on their Rules page.
- A reference set under the Rules Tab at the top of the page.
The full rules and chapter specific notes
There are three options described in the full rules which a chapter can choose to use which speed play. Our chapter uses the all three: Cast on the Fly, Automax, and the Limited Reset at 6 a.m. We allow you to have five attuned magic items at a time. (If you carry more magic items you must have a way to indicate which items are attuned and spend a full minute to switch one of your items for another.)
Kaurath also uses some of the national play-test rules.
We use the Arcane Delivery Playtest which restores the intent of Arcane as the "just take the effect" delivery mechanism.
We use the Foam Weapon play-test rules actively which give +1 bonus for use of the more immersive looking weapons. (We are still waiting for national to update the expiration date.)
We use the Unified Refitting play test on a provisional basis. It simply lets all refit times run in parallel but leaves all other requirements in place.
We will try the Arrow/Bolt Alteration Play test but I will be watching how it works carefully and re-evaluate it after each event.
We are not using the Base 10 Celestial Play test since our players objected so strongly to it when it was a local environmental effect due to active plot for an extended period. The plot team will revisit this decision based on feedback from other chapters and events.
We are already using versions of the PvE Celestial Playtest in monster design. Where relevant it is coded into monster stat cards. We will review our positive after this year based on feedback from other chapters and events.
We also uses the new playtest for Packet Bows such as those made by B3 armory with the draw limiters.
Every game we have some standard announcements about how things work at our camp site, rules clarifications, and chapter policies. You will need to read and accept these before you register to play.
There is a national playtest in place which eases the casting of Formal Magics and allows experienced players to marshall almost all Formals with a little support from the Logistics Team.
Here at NERO Hartford and in some other local chapters we have special rules which encourage and reward more interesting Formal Magical castings which involve more players and have a more immersive feeling to them.
If you are interested in running guest plot you should read On Running Guest Plot at NERO Hartford Events.