Wargrounds Core Rules will be in effect. The following rules written below will supersede core rules for this given gameday. As finals include more roleplay driven interactions and gameplay, all players must familiarise themselves with sections 2-6 of the Immersive Rules and Guide.
During Finals, there will be a scheduled break at lunch time. When players return to the field for the second half they do so at full hit points and stamina/mana.
There is no limit to the amount of items a player can carry unless otherwise specified. Players will have access to trinkets, potions, and other interesting items as they explore the field and make purchases from merchants.
Marx is the de facto currency of the Wargrounds, single value ducats that manifest in places saturated with its magical energies. These precious objects of compressed magical potential are the primary means of purchasing goods from the denizens of the Wargrounds.
Players receive one marx for each game attended during a season, including the final itself for a total of 6 possible marx to start with on a game day. If a player did not sign in their attendance is not counted (if a gameday is cancelled, 1 Marx is automatically added to each player's total).
Marx and items are lootable goods. A player may loot an OOA by asking them for their loot as long as they are not currently engaged in combat. A player being looted must be honest and must indicate if they have Marx, items, both, or neither (they do not need to specify how much or what they have). The looter gets to decide if they would like to loot 50% (rounded down) of all Marx, or 1 item of their choice. Once the looting player decides on either Marx or item, the player being looted must give 50% (rounded down) of all Marx, or show the looter their current items that may be chosen from. The looter cannot change their mind once they have decided between Marx or an item. Players may only be looted once per encounter. This does mean that a looter can choose to loot a player’s marx and receive nothing if the looted player only has a single marx. Players can be looted during an encounter - at your own risk!
Some warbands and players may carry additional items to be looted for roleplay purposes. Whether or not these replace a Wargrounds lootable item or are engaged with at all is at the discretion of the looting player. These MUST be returned to the owners at the end of the event.
These items are purely for purchase within a gameday. Not every item will be available at each final, and not all sold by the same vendor. Most one use items will be represented by pieces of printed paper. To use, tear the paper and say the name of the item (This must be done within sight and hearing of at least one other player, and all torn paper must be kept in a players pocket or pouch until it can be properly disposed of). If the item uses a prop, return it to sign in after use when convenient. Unless otherwise stated, all items may be used both in and out of encounters and require a free hand.
Arcane Bomb
Enchanted Grenades that produce a variety of effects without using mana: Molotov - Single use Cast of Fireball, Glue Bomb - Single use Cast of Freeze, Choke Gas Bomb - Single use Cast of Silence
1 use item
$2 Marx
Bear Trap
A single use bear trap that can be placed following 5 seconds of roleplay setting up. If a player steps on a bear trap, they are immobile as per the freeze spell, and take 2 points of damage. The trap must then be flipped over to indicate it has been used.
1 use item
$2 Marx
Bless Potion
Upon use, the player heals 1 HP and regains 1 Stamina as if affected by the Bless spell. If they do not use Stamina, they regain 2 HP instead.
1 use item.
$1 marx.
Explosive
To use, loudly say EXPLOSIVE, count down from 3-2-1, and then throw. Any player hit by the explosive is immediately taken out of action, but cannot be looted. If the explosive is not thrown on 1, the player using the explosive is taken out of action instead and the explosive is wasted, and they also cannot be looted. Players can use the explosive in melee as per a touch spell, however both the player attacked and the player with the item become out of action.
1 use item.
$3 marx.
Heal Potion
Upon use, the player heals 5 HP as if affected by the Heal spell.
1 use item.
$2 marx.
Restore Potion
Upon use, the player regains half their total mana or stamina.
1 use item.
$2 marx.
Spell Scroll
A single use spell or ability as described in the class rules. If the scroll requires a tag or touch to deliver and the user does not have an appropriate spell tag or weapon, the scroll is wasted. 30 second cast time.
1 use item
$Varies
Weapon Venom
Poison applied to a weapon that gives a single use of Critical Strike as an Assassin.
1 use item
$2 Marx
Witches Curse
A single use, randomized curse, that may be given to an out of action player. For the next 30 minutes, the curse is applied to the player, and they must seek out NPC assistance if they wish for this to end sooner. Only one curse may be applied to an out of action player at a time, however they may receive multiple instances of curses through multiple out of action situations.
1 use item
$1 Marx
When direct conflict happens between two or more players, this starts an encounter. Encounters resolve when there is a clear victor of the encounter, through completely taking down their opponent/s, or by having the enemy flee. Players are advised to use their best judgement as to when an encounter has been resolved (if players cannot agree when an encounter is over they should consult with an NPC or admin.)
An encounter doesn’t need to have combat involved. Two warbands meeting to negotiate and posture at each other can be considered an encounter if everyone involved agrees.
Hitpoints and stamina / mana follow all the normal game day rules unless otherwise stated, and are not replenished post encounter
At finals, Mage Rituals take 1 minute of uninterrupted ritual roleplay, rather than the standard 30 seconds. In addition, Fighters and Scouts gain access to “Repairs”. Much like the rituals, Repairs are 1 minute uninterrupted roleplay actions such as tinkering with armour, or sharpening and/or poisoning weapons. As per the normal gameday rules, upon successful completion of the Ritual or Repair, half of the players total resources are regained, rounded up.
Finally, both Ritual and Repair must occur at Warband camps, unaligned players must seek the aid of an NPC to regain resources.
Treat encounters like singular games for purposes of ammunition. For example, a bandgun round can only be picked up after an encounter has concluded, whilst an arrow may be collected during that encounter for re-use in that encounter.
If you find ammunition or anything that appears to have been dropped by a player, please pick it up and take it to sign in.
When a player is taken down to 0HP, they are Out Of Action (OOA). This follows all the same rules for death as outlined in the core rules, however there is no countdown to respawn.
Do not move towards respawn until the current encounter you were involved in has been resolved.
When an encounter is resolved and all looting is complete, a player that is OOA will need to proceed to either their faction’s NPC or an unaligned NPC. Faction NPCs offer reliable but limited respawn, usually respawning players with full hitpoints without restoring any spent stamina or mana. Unaligned NPCs may be more fickle or demand payment, but may provide a full restore of health and stamina/mana along with other boons (and sometimes downsides).
Players in Warbands may seek out the unaligned NPCs for a more roleplay related experience when it comes to respawning, which may take the form of small quests, boons, favors, conditions, etc. ALL roleplay rules apply and any player uncomfortable with the conditions are recommended to let the NPC or other admin know. Please see the Immersive Play Rules regarding consent. If your warband’s camp has a Banner and it has been approved by the admins, you may instead respawn at that Banner with full hit points and stamina / mana three times per half.
Most game modes will feature Points of Interest (PoI). A Point of Interest is considered to be “claimed’ by a faction so long as at least one member of that faction is within it. The PoI belongs to that faction until no members remain inside it. If there are individuals from multiple factions within a PoI, it is considered contested and belongs to no one until only members of a single faction remain inside.
For roleplay purposes, people from other factions may be invited in and do not count as contesting. Players are encouraged to use their best judgement for these situations and the currently holding faction’s decision always takes priority. If disputes arise, please raise with the nearest Admin.
If you find a chest during your adventures, please feel free to check it out. First check the lid if it has any specific instructions prior to opening. If all requirements have been met, you may open the chest. If inside the chest there is a piece of paper, read what's written prior to taking your loot. Once that is done, loot accordingly. Please do not under any circumstances move the chest (moving chests makes it hard to replenish them and find them at the end of a gameday).
At most finals, there will be a bounty board hosted by an NPC called the Huntmaster. Players here can post and be paid out for bounties.
Any player may post a bounty for any other player. They must provide a description of their target and the reward (The reward must be given upfront to the Huntmaster). Players may collect on a bounty by capturing the targeted player. To be captured, they must be OOA. The capturing player informs the target they have been captured. Keeping a player captured requires at least one free hand. If for any reason the capturing player cannot keep a hand free to keep their captive, the captive is immediately free; they regain half their hit points and are no longer OOA.
If the captured player is delivered to the Huntmaster, the bounty hunter receives their reward. A bounty cannot be collected by a player belonging to the same faction as the target. The captured player may either respawn there or the next nearest respawn point.
At the start of each half, two players will be chosen at random and have bounties placed upon them.
Roleplaying the capture involving prop handcuffs, ropes, and other restraints is encouraged, but must follow all the guidelines for roleplay, especially consent. It is strongly encouraged that players not actually be bound or restrained in any way (Handcuffs are held, not locked onto wrists, etc)
The Huntmaster will also be running an Arena. Players may arrange a duel or skirmish within the Arena space and set any conditions that all players agree to (ie - knives only, one HP only). When a player hits 0 HP in a duel, they do not go out of action. Instead, they step out of the arena and are considered to have the same amount of HP they had when they went in. Whoever is the last one standing in the arena is the winner. The Huntmaster must be present for duels or skirmishes to occur.
Duels and arena fights are a great way to settle in character arguments or disagreements but be mindful of bleed as outlined in our roleplay guide.
Throughout each final, one (or more) monster hunts will occur, organised by the Huntmaster. These will occur at a scheduled time, with a maximum of 15 players able to sign up for this at a time. As hunting spots are limited, preferences will be given to players who have not signed up for a Hunt that day, attending multiple hunts can only occur if space is available.
Players will be required to roleplay tracking the monster, with the Huntmaster providing rumoured locations and sightings, each Monster will have unique mechanics that will be initially unknown to players, however in every instance each monster strike will deal “Cleave” damage. Once the monster is killed, players will be able to remove a trophy from it, and returning safely to The Arena will allow them to receive the bounty specified at hunting sign in. This may be in Marx, items, or more.
If the trophy is held by a player that is brought to an OOA state, then the trophy, and reward, are lost.