most_precious_blood
Newbie
The NERO Alliance rulebook edition 3.0 states the following regarding weapon damage "verbals":
"Clear damage verbals will be enforced. If the victim cannot understand the damage called, he or she does not have to take the damage. Warriors must pronounce their verbals just like spellcasters must pronounce their spell incants."
This means that if you swing your weapon, and it contacts your target before you are finished calling your damage verbal, the target is not affected by that particular swing.
This applies to melee weapon swings. However, in the case of thrown weapon attacks, bow attacks, and crossbow attacks; the damage verbal must be fully incanted before the thrown weapon, arrow packet, or bolt packet leaves your hand, otherwise the attack is not considered valid.
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The NERO Alliance edition 3.0 rulebook states the following regarding spell incants:
"To cast a spell, the caster must have a spell packet in hand. The hand and arm with the spell packet in it must be free. Hands that are holding something else, are broken, or are tied or bound either physically or with a binding spell are not considered free."
"The caster must then correctly recite the short phrase associated with the spell in a voice loud enough to be heard by the intended target. Within two seconds after finishing the verbal, the caster must then throw the packet and hit the target or the target's direct possessions, including cloaks, shields, weapons, pouches, or a carried object. You must finish the verbal before throwing the packet, otherwise the spell is blown."
"... you cannot fake a spell incantation, or otherwise bluff the casting of a spell. You also cannot start the incantation to a spell you do not have memorized. Spellcasters lose the power to cast a spell as soon as the incant has begun. You cannot start the incantation for a spell, change your mind, and then still have that spell. You must wait until the following game-day to restudy and store the mystic power to cast the spell again."
If you begin an incant for a spell you do not have memorized, for example "With Mystic Force..." fully intending to cast a pin (yet realizing you have no more memorized partway through) you will lose a spell of the same effect group (Such as web) from your memory, as if you had cast (and failed) that spell instead.
If after successfully completing an incant and releasing a spell you wish to begin immediately casting another spell, you must have the packet for the next spell you wish to cast in hand before beginning your next spell incant.
The packet must be in the hand you intend to cast the spell with, and you cannot switch the packet to your other hand in mid-incant to circumvent this rule and thus "speed-cast" out of your "cauliflower hand".
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The NERO Alliance edition 3.0 rulebook states the following regarding Alchemy Gasses:
"Before throwing the packet, the user must announce <Type> gas poison-- for example Sleep gas poison. This phrase simulates preparing the gas. Even though the verbal is not in-game so even a silenced or mute character may use one. If the verbal is not said properly then the attack is unsuccessful as the gas was not prepared properly."
In the case that the incant is either incorrectly, or incompletely stated, the gas globe is used up in the attempt.
If after successfully completing a verbal and releasing a gas packet you wish to begin immediately preparing another gas, you must have the packet for the next gas poison you wish to throw in hand before beginning your next alchemy verbal.
The packet must be in the hand you intend to use the alchemy with, and you cannot switch the packet to your other hand in mid-incant to circumvent this rule and thus "speed-gas" out of your "cauliflower hand".
As alchemy gas globes are considered in-game items, alchemy gasses may be thrown from a hand which holds other gas globes. Gas globes are the only in-game items which may be held in your hand while throwing gas globes. For example: You may not throw gas globes from a hand that is also wielding a sword.
Repeated or intentional violations of these rules policies will result in a verbal warning, or disciplinary action at the marshall's discretion.
If you have any questions, or comments regarding this rules policy, reply below or pm a NERO Alliance Seattle marshall.
In Service,
-Gideon
"Clear damage verbals will be enforced. If the victim cannot understand the damage called, he or she does not have to take the damage. Warriors must pronounce their verbals just like spellcasters must pronounce their spell incants."
This means that if you swing your weapon, and it contacts your target before you are finished calling your damage verbal, the target is not affected by that particular swing.
This applies to melee weapon swings. However, in the case of thrown weapon attacks, bow attacks, and crossbow attacks; the damage verbal must be fully incanted before the thrown weapon, arrow packet, or bolt packet leaves your hand, otherwise the attack is not considered valid.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The NERO Alliance edition 3.0 rulebook states the following regarding spell incants:
"To cast a spell, the caster must have a spell packet in hand. The hand and arm with the spell packet in it must be free. Hands that are holding something else, are broken, or are tied or bound either physically or with a binding spell are not considered free."
"The caster must then correctly recite the short phrase associated with the spell in a voice loud enough to be heard by the intended target. Within two seconds after finishing the verbal, the caster must then throw the packet and hit the target or the target's direct possessions, including cloaks, shields, weapons, pouches, or a carried object. You must finish the verbal before throwing the packet, otherwise the spell is blown."
"... you cannot fake a spell incantation, or otherwise bluff the casting of a spell. You also cannot start the incantation to a spell you do not have memorized. Spellcasters lose the power to cast a spell as soon as the incant has begun. You cannot start the incantation for a spell, change your mind, and then still have that spell. You must wait until the following game-day to restudy and store the mystic power to cast the spell again."
If you begin an incant for a spell you do not have memorized, for example "With Mystic Force..." fully intending to cast a pin (yet realizing you have no more memorized partway through) you will lose a spell of the same effect group (Such as web) from your memory, as if you had cast (and failed) that spell instead.
If after successfully completing an incant and releasing a spell you wish to begin immediately casting another spell, you must have the packet for the next spell you wish to cast in hand before beginning your next spell incant.
The packet must be in the hand you intend to cast the spell with, and you cannot switch the packet to your other hand in mid-incant to circumvent this rule and thus "speed-cast" out of your "cauliflower hand".
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The NERO Alliance edition 3.0 rulebook states the following regarding Alchemy Gasses:
"Before throwing the packet, the user must announce <Type> gas poison-- for example Sleep gas poison. This phrase simulates preparing the gas. Even though the verbal is not in-game so even a silenced or mute character may use one. If the verbal is not said properly then the attack is unsuccessful as the gas was not prepared properly."
In the case that the incant is either incorrectly, or incompletely stated, the gas globe is used up in the attempt.
If after successfully completing a verbal and releasing a gas packet you wish to begin immediately preparing another gas, you must have the packet for the next gas poison you wish to throw in hand before beginning your next alchemy verbal.
The packet must be in the hand you intend to use the alchemy with, and you cannot switch the packet to your other hand in mid-incant to circumvent this rule and thus "speed-gas" out of your "cauliflower hand".
As alchemy gas globes are considered in-game items, alchemy gasses may be thrown from a hand which holds other gas globes. Gas globes are the only in-game items which may be held in your hand while throwing gas globes. For example: You may not throw gas globes from a hand that is also wielding a sword.
Repeated or intentional violations of these rules policies will result in a verbal warning, or disciplinary action at the marshall's discretion.
If you have any questions, or comments regarding this rules policy, reply below or pm a NERO Alliance Seattle marshall.
In Service,
-Gideon