Perks

Perks

Perks provide warfield advantages to volunteers that highlight the flavor of different larps and boffer clubs in the Northwest.

 

How to acquire Perks:

  1. Sign up here for a shift prior to the event or at the Information Booth on site.
    1. If you sign up to volunteer two weeks prior to the event, points earned after the war may apply to perks.  
  2. After completing your shift return to the information booth with your time-card and spend points on the Perks and you will receive a Perk Token.
    1. Volunteers may purchase one Perk for two volunteer points.  
    2. Each additional perk after the first Perk cost double the previous perk
  3. Perk Tokens must be worn and visible on the battlefield to use the perk.
    1. Volunteers may give their Perks to someone else prior to the war starting.
    2. Perks may not be exchanged after the war has started.

 

Defensive Perks:

Armor (Dargarth Rule)
Armor absorbs a number of points of damage equal to its AR. Armor only protects areas covered. Armor must be of a size to cover a significant portion (approximately one-third) of a Hit Zone. Armor extending continuously from another Hit Zone is not required to significantly cover neighboring Hit Zones to count as Armor. Weapons that strike both Armored and unarmored Hit Zones are considered to have hit the unarmored Hit Zone.  Metal corners must have the radius of, and less cutting ability than a penny.  Armor that is lacking on thickness, made of non-standard materials, or otherwise fails to meet requirements, can be passed at one point less, at discretion of the weapon/armor checker.

AR1

      1. Leather armor is 1/8″ (approximately 8 ounces) thick. Multiple layers of leather can be sewn, riveted, or glued together to attain an equivalent thickness. Any single piece of armor that contains an area under 1/8″ in thick (like belts and fastening straps) does not count as armor.

AR2

      1. Chain mail must be made with links no larger than 1/2″ rings of 12-gauge steel or bronze, 3/8″ rings of 14 gauge steel or bronze, or 1/4″ rings of 16-gauge steel or bronze. Chain mail made of sturdy links that fails to meet the requirement of AR2 (such as Shark Mail) counts as AR1.
      2. Splint mail is made of 18-gauge steel or bronze plates on 5/64” (approximately 5 ounce) or thicker leather with rounded edges. Plates must be evenly spaced, at a distance of no more than the size of the plates apart.

AR3

      1. Scale mail is made of steel or bronze squares with rounded bottoms. The scales must be at least 18-gauge steel or bronze and no larger than 2″x3″, and must be fastened to heavy material or leather in alternating rows.
      2. Butted mail is made of minimum 18-gauge steel or bronze plates that are fastened onto heavy material or leather. The plates must touch, or butt up against one another. There may be no gaps between the plates.
      3. Plate mail must be made of steel or bronze; the metal must be 18-gauge minimum.
      4. Banded mail is made of overlapping layers of at least 18-gauge steel or bronze. When properly fitted it should leave no edges exposed. Bands can be tied or riveted to heavy material.

War Shields (KBA)
The War Shield perk allows the user to use a shield that exceeds the maximum Belegarth size limit. The shield must be used as shield or Pavise.

Back Shields (Request by Belegarth Fighters)
By default shields must be held in the hand or strapped to the forearm in order to count as a shield.  The back shield perk allows the user to wear a shield as a backpack and count as a shield. Players may still only use one shield at a time.

Harden Shield (Influenced by KBA)
Player with the Harden Shield perk can absorb one additional strike before their shield breaks. Three hits to destroy from a two handed Class 2 weapon, two hits from a Sunder attack, or one hit from siege.  

 

Offensive Perks:

Piercing  (Adapted from Amtgard)
Attacks from a fighter with the Piercing perk will ignore all armor. Requires a two handed thrusting melee weapon, javelin, or bow/crossbow. The attacker must call “Piercing” to let the target know you have the Perk.

Poison (Battle of the Bows)
Attacks from a fighter with the Poison perk that disables a limb will kill the target. Poison is only effective when attacking with a Class 1 thrusting  weapon or a Class 4 weapon.  The attacker must call “Poison” to let the target know you have the Perk.

Sunder (adapted from Dargarth)
Two handed attack with a Class 2 weapons destroyed in a shield or three hits of damage against armor. The attacker must call “Sunder” to let the target know you have the Perk.

Siege (Adapted from Amtgard)
A Player with the Siege Perk is required to operate a Siege Weapon. The attacker must call “Siege” to let the target know they were hit by a siege weapon.

Siege Weapons are extremely powerful engines of destruction that, historically, were used for everything from anti-personnel to tearing down walls from a great distance.  Examples of this type of weapon include ballistas, catapults, onagers, and trebuchets. The abilities and limitations of siege weapons are as follows:

  1. Siege weapons should have a historical or fantasy counterpart that they mimic in form and function. Ammunition from siege weapons must conform to the following rules:
    • Siege Weapons that fire a single projectile will kill a Player and Destroy all their carried equipment if the projectile touches a Player or anything they are carrying or wearing while in motion.
    • Siege weapons that fire multiple projectiles simultaneously (such as a grapeshot catapult) count as an armor penetrating projectiles. No effect on shields.
    • A siege weapon may not fire at a player within 20’ unless explicitly designed to do so such as boiling oil simulated with rocks in a cauldron dropped from a tower.
    • Siege ammunition must, at minimum, conform to the standards of an arrow/bolt, javelin, or  rock.
    • Siege weapons can be destroyed, hardened, and repaired like a shield.
  2. Siege weapons must be approved prior to being used.

 

Recovery Perks:

Fast Recovery
Players with the ”Fast Recovery” perk requires half the time to heal, resurrect, and repair.

Medic
A player may heal a disabled limb by placing their hand on the wounded player’s shoulder and slow count (one second per count) to 20 (10 count for players with the  Fast Recovery Perk). A Medic may not heal themselves, but may be healed by another Medic. A Medic can only heal one person at a time.

Resurrection
A player with the Resurrection Perk may return a Dead Player back to life by placing their hand on the defeated player’s shoulder and slow count (one second per count) for 60 seconds (30 count for players with the Fast Recovery Perk). If player performing the resurrection on one player at a time.  

Repair
A player with the Repair Perk may restore all weapons, shields, and armor simultaneously by placing their hand on the target player’s shoulder and slow count (one second per count) to 20 (10 count for players with the  Fast Recovery Perk). A player may perform a repair on one player’s equipment at a time, you may repair your own equipment.

Comments are closed