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thrown in the normal flight path <strong>of</strong> an arrow fired<br />
from the bow. It cannot be thrown overhead or<br />
around corners. It cannot be “flicked.” The damage<br />
call must be completed before throwing the packet.<br />
The hand throwing the arrow (yellow packet) is the<br />
hand that concerns Pr<strong>of</strong>iciencies. Master<br />
Pr<strong>of</strong>iciencies carry over to archery.<br />
All Vorpal Poisons, Enchanted Blade, Silver Aura<br />
and Elemental Blade spells work normally. Vorpal<br />
tags are to be taped to the bow, not the packet.<br />
Damage Aura or Magic Aura upon a bow confers the<br />
ability for the archer to throw packets for the weapon<br />
type “magic.” All weapons that fall under the skill<br />
Archery will have the weapon type <strong>of</strong> each missile<br />
altered if the weapon itself is targeted by a magical<br />
aura <strong>of</strong> any type. This includes a Damage Aura,<br />
Elemental Aura, and/or Magic Aura, and means that<br />
each individual missile does not need to be targeted<br />
by the formal magic spell in order to create the<br />
desired effect.<br />
Bows that are un-shatterable still need to be restrung<br />
after blocking.<br />
Real bows and arrows are not permitted.<br />
Spears<br />
One handed spears can only be used to perform<br />
thrusting attacks and can never be thrown. A<br />
character hit by any part <strong>of</strong> a spear other than the 8<br />
inch head takes no damage.<br />
Two handed weapons: Two handed weapons must<br />
be used with both hands at all times. If you lose the<br />
use <strong>of</strong> one arm (as from a Wither Limb effect), then<br />
you cannot wield the weapon at all. If the weapon is<br />
approved using a stronger inner material than PVC<br />
piping then the weapon should have double padding<br />
by having a layer <strong>of</strong> pipe insulation covered by open<br />
cell foam.<br />
Weapon Safety Checks<br />
Before every NERO event, all weapons must be<br />
approved at check-in by the weapons marshal. Since<br />
the requirements for the construction <strong>of</strong> weapons are<br />
fairly strict, it is not unusual for a weapon to be<br />
disqualified at check-in. Even a weapon which<br />
qualified at a previous event may be disqualified<br />
(Weapons do wear out). NERO reserves the right to<br />
fail any weapon that is deemed unsafe or hazardous.<br />
Any experimental weapon using unusual materials<br />
can fail safety check at any time. Bring a couple <strong>of</strong><br />
standard weapons with you as a backup in case yours<br />
fails inspection. Often the deficiency can be corrected<br />
with the addition <strong>of</strong> a little open cell foam or tape, so<br />
it is good to bring these extra supplies with you in<br />
case your weapon is not allowed so you can fix it.<br />
If you are having trouble with weapon construction,<br />
then bring what you have so far to a NERO event,<br />
and you can show it to the marshals who will give<br />
you a hand when they can. The old saying “practice<br />
makes perfect” is especially true with both weapon<br />
making and use.<br />
Weapon Tags<br />
Every weapon must have two tags. The first is the<br />
Weapon Safety Tag. This tag proves that your<br />
weapon has gone through safety check and is<br />
approved to be used for that event this tag will be<br />
affixed to the weapon.<br />
The second tag is the Weapon Tag. This is the tag<br />
that shows that the weapon is in-game. When you<br />
purchase a weapon from a weaponsmith or from<br />
logistics, you will be buying this tag to keep on you.<br />
A player may only carry as many tags as he/she has<br />
physical representations.<br />
Some weapons can be strengthened to withstand two<br />
or more Destroy or Shatter spells. When you have<br />
this done to your weapon, you will be given a new<br />
tag to reflect the changes. Weapons can also be<br />
silvered which can be very useful when fighting<br />
certain monsters, as with strengthening, you will<br />
receive a new tag.<br />
Weapon Construction<br />
Weapon combat is a large part <strong>of</strong> the NERO game.<br />
Because <strong>of</strong> NERO’s reliance on weapons, proper<br />
weapon construction is necessary to insure safe yet<br />
semi-realistic combat.<br />
The guidelines in this section cover making a b<strong>of</strong>fer<br />
weapon and choosing a latex or other manufactured<br />
weapon for play in the NERO game.<br />
Pre-made weapons<br />
There are a number <strong>of</strong> manufactured weapons that<br />
fall into the NERO guidelines for safety. If you<br />
purchase a pre-made weapon, it is your responsibility<br />
to determine the type <strong>of</strong> construction that was used.<br />
You must know what type <strong>of</strong> core the weapon has<br />
and what type <strong>of</strong> foam was used. Latex weapons are<br />
not required to have a thrusting tip, and may never be<br />
used for thrusting, stabbing or poking. Latex and<br />
b<strong>of</strong>fer swords are available for sale and many can be<br />
used for NERO combat resolution. A current list <strong>of</strong><br />
approved vendors and styles can be found online at<br />
www.nerolarp.com<br />
Make Your own<br />
You may also choose to make your own b<strong>of</strong>fer or<br />
latex foam weapons. Making a weapon can range<br />
from very simple to very hard depending on the<br />
materials you choose and the design <strong>of</strong> your weapon.<br />
The following sections walk through the construction<br />
<strong>of</strong> a very simple weapon, but also provide<br />
information about some advanced materials you can<br />
try later on. It is highly recommended that you build<br />
a simple weapon for you first attempt.<br />
There are a number <strong>of</strong> weapons that fit within a<br />
medieval fantasy setting that are not mentioned here.<br />
NERO allows creativity in developing new weapons<br />
but all must be approved before use. Experimental<br />
weapon types must conform to the basic standards <strong>of</strong><br />
safety. You should check with the marshals before<br />
and during construction so that you do not end up<br />
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