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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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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 />

102

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