NERO® Mentoring v1.1

Version 1.1 2006-10-01

For NERO Rules: Graham Hine. Mickey Golosvker

Objective

To encourage role play by allowing high level players to grant abilities and skills to lower level characters.

Rule

The points below set out the details of how Mentoring works:

  • Both parties must agree on the relationship.
  • Mentoring takes 15 minutes to take effect. During this time, the Mentor or Student cannot engage in combat without interrupting the 15 minute count and requiring it to start over if desired. Plot staff may waive this time or allow it to happen in storyline. Teaching for loose or skills may occur during this time.
  • The student gains abilities based on the difference in level between them and their Mentor as outlined in the table below. The table ends at 26 levels of difference and no further benefit is gained.
  • Duration:
    • Mentoring may only be invoked for a particular module
    • Mentoring never lasts longer than the module for which it is invoked and may end earlier at marshal discretion. It may be renewed for other modules.
    • If the Mentor or Student leaves the module for any reason, the relationship and benefits immediately end.
  • You can only be in one Mentor/Student relationship at a time. No chain-mentoring.
  • Courtesy: Don't delay a module to set up Mentoring.
  • Roleplay: The Mentor should be actively advising and helping the Student, and the Student should be actively seeking help and acknowledging the Mentor's assistance.
  • Plot Discretion: If the person in charge of a module thinks that the Mentor/Student relationship is inappropriate in any way, they may void it.
  • Some modules may, at the Marshal’s discretion, not permit Mentoring. Confirm with the marshal before relying on being able to mentor.
  • Scholars and Templars gain a certain number of additional spells to cast. They vary depending on the primary school of the caster.
    • If the Primary school is Celestial, caster gains Lightning Bolt spells.
    • If the Primary School is Earth, caster gains Cure Wounds spells (reversible as normal to necromancy).
    • If the Primary School is Harmonics through the use of that playtest, caster gains Cure Wounds spells.
  • Fighters gain proficiencies. The proficiencies can be allocated as the student sees fit, though they are not master proficiencies.
  • Rogues gain backstabs in the hand of their choice.
  • Everyone gains temporary body points. These temporary body points are lost before normal body points, after bless and greater bless, but can be healed while the Mentoring relationship exists.

Abilities are granted as follows, cumulatively:

Level Difference

Fighters

Rogues

Scholars

Templars

11

2 body

1 body

1 body
1 spell

1 body
1 spell

12

2 body

1 body

1 spell

1 body
1 spell

13

2 body

1 body

1 body
1 spell

1 body
1 spell

14

2 body
+1 Proficiency

1 body
+2 Back

1 spell

1 body
1 spell

15

2 body

1 body

1 body
1 spell

1 body
1 spell

16

2 body

1 body

1 spell

1 body
1 spell

17

2 body

1 body

1 body
1 spell

1 body
1 spell

18

2 body
+1 Proficiency

1 body
+2 Back

1 spell

1 body
1 spell

19-26

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