A couple of rules issues came up at the April event which I'd like to clarify and/or reinforce.
1. Massive carrier. Like any non-standard carrier, it should be noted either before game or at Logistics to all characters when it is being used. We missed doing that this time. For future reference, Massive carrier does the following in NERO Seattle:
- When someone makes a valid swing with a Massive carrier, if you block it with a weapon or shield, you still take the damage.
- Massive carrier is not Chaos or Body, therefore it affects armor points first.
- Massive carrier is not a spellstrike, therefore you will not take hits to garb, just like normal weapon swings.
- Massive carrier must be called with a valid swing - thus it must be 45 degrees, etc. etc.; blocking with a non-valid swing does not mean you can call "Massive" damage and have the attacker take damage.
2. Light spells/effects on weapons. Light spells and alchemy may not normally be applied to weapons. Allowing such is a Plot decision for module-length periods only; if you think doing so would be appropriate, talk to your Plot person. Regularly adding Light spells or effects to weapons is not supported by the rules.
3. Page headbands *must* have the word PAGE clearly written on them. The headbands must be clearly visible at all times. I reminded most of the pages of this at least once during the weekend. Similarly, there were some people who swung weapons at pages (this includes myself in a gross bout of stupidity). PLEASE be very careful who you swing at. Clearer headbands would make this easier.
If you have other rules issues or questions from this event, please post here or contact me privately as you prefer. In general, there were comparatively few rules questions or issues at the event, and from my perspective it ran pretty smoothly throughout. Hooray for that!
Thanks!
-Bryan
1. Massive carrier. Like any non-standard carrier, it should be noted either before game or at Logistics to all characters when it is being used. We missed doing that this time. For future reference, Massive carrier does the following in NERO Seattle:
- When someone makes a valid swing with a Massive carrier, if you block it with a weapon or shield, you still take the damage.
- Massive carrier is not Chaos or Body, therefore it affects armor points first.
- Massive carrier is not a spellstrike, therefore you will not take hits to garb, just like normal weapon swings.
- Massive carrier must be called with a valid swing - thus it must be 45 degrees, etc. etc.; blocking with a non-valid swing does not mean you can call "Massive" damage and have the attacker take damage.
2. Light spells/effects on weapons. Light spells and alchemy may not normally be applied to weapons. Allowing such is a Plot decision for module-length periods only; if you think doing so would be appropriate, talk to your Plot person. Regularly adding Light spells or effects to weapons is not supported by the rules.
3. Page headbands *must* have the word PAGE clearly written on them. The headbands must be clearly visible at all times. I reminded most of the pages of this at least once during the weekend. Similarly, there were some people who swung weapons at pages (this includes myself in a gross bout of stupidity). PLEASE be very careful who you swing at. Clearer headbands would make this easier.
If you have other rules issues or questions from this event, please post here or contact me privately as you prefer. In general, there were comparatively few rules questions or issues at the event, and from my perspective it ran pretty smoothly throughout. Hooray for that!
Thanks!
-Bryan