Conflict Roleplaying Rulebook

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description

At its heart, Conflict® is like any other roleplaying game. You have stats that determine what your character can do, you determine his actions, and you roleplay his exchanges with the world. The difference is that Conflict® focuses on tactical combat versus other players and teams. Driving the combat are clearly defined objectives and your team will to win. Characters’ classes, abilities, feats and your choices on how to use them are not limited in anyway. In Conflict, the only thing that limits your character is your team’s ability to execute a strategic plan and of course, the opposing team. This system is fully compatible with the Pathfinder® Roleplaying Game Core Rulebook™.

Transcript of Conflict Roleplaying Rulebook

Page 1: Conflict Roleplaying Rulebook
Page 2: Conflict Roleplaying Rulebook

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! is book is compliant with the Open Game License (OGL) and

is suitable for use with the world’s most popular fantasy roleplaying

game. ! e OGL can be found on page 120 of this product.

To learn more about the Open Game License and the d20 System

License, please visit wizards.com/d20.

Compatibility with the Path" nder Roleplaying Game requires the

Path" nder Roleplaying Game from Paizo Publishing, LLC. See

h# p://paizo.com/path" nderRPG for more information on the Path-

" nder Roleplaying Game. Paizo Publishing, LLC does not guarantee

compatibility, and does not endorse

this product. Path" nder is a regis-

tered trademark of Paizo Publishing,

LLC, and the Path" nder Roleplaying

Game and the Path" nder Roleplaying Game

Compatibility Logo are trademarks of Paizo

Publishing, LLC, and are used under the

Path" nder Roleplaying Game Compat-

ibility License. See h# p:// paizo.com/path" nderRPG/compatibility

for more information on the compatibility license.

Designation of Open Game Content: None, Elements that are in the

public domain or have previously been designated as Open Game

Content are not included in this declaration.

No portion of this work other than the material designated as Open

Game Content may be reproduced in any form without wri# en per-

mission. Con$ ict Roleplaying © 2010, Con$ ict Games LLC All Rights

Reserved.

Printed in USA

Con$ ict Games LLC Area 7515PO Box 4668-7515New York, New York 10163-4668 O& ce: 845-445-1021

ISBN: 0-9824507-0-2

ISBN-13: 978-0-9824507-0-3

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Roleplaying Rulebookc o n f l i c t

Design: Mark M. Sco�

Written by: Mark M. Sco� , John E. Ling, Jr, Amber Sco� , Brendan Davis

Editing: Luchina Smith, Con! ict Games Design Team

Design Contributions: Mike Campell, George Basley, James

Art Direction: Mark M. Sco� , Con! ict Games Design Team

Art: Rick L Hunter, Jon Hodgson, Sco� Purdy, Andy Hepworth, Mark Hyzer, Brandon Leach, Marcus F. Sco�

Cover Illustration: Ihar Balaikin

Art Direction: Mark M. Sco� , Con! ict Games Design Team

Cartography: Michael K. Tumey, Con! ict Games Design Team

Technical Engineer: Lloyd Warner

! e Con$ ict Roleplaying Rulebook introduces players to tactical team-versus-team roleplaying, where players compete against other players in

dozens of objective-driven matches.

www.ConfictBooks.com

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=taBle oF conteNtsChapter 1

New Concepts ........................................................................6Glossary ...................................................................................8

Chapter 2

Tallying Ba! lepoints .............................................................10Ba! lepoints Example ...........................................................11

Chapter 3

Starting A Match ....................................................................14Supplemental Rules ...............................................................15

Chapter 4

Introduction To Match Types .............................................16Match Type Format...............................................................17Match Type: Ambush ...........................................................18Match Type: Kill Of " e Hill ..............................................20Match Type: Bloodspill ........................................................22Match Type: Snatch And Grab ...........................................24Match Type: Mcgu# n ..........................................................26Match Type: Hellbreak .........................................................28Match Type: Regicide ...........................................................30Match Type: Brother’s Keeper ............................................32Match Type: Monster Mash ................................................34Match Type: Conquer & Reap ...........................................36

Chapter 5

Map Elements Introduction ................................................38Creating Your Own Map Elements ....................................40How To Ride A Rust Monster 47

Chapter 6

What Are Con$ ict Laws .......................................................54Law Descriptions & Summary ...........................................55

Chapter 7

Con$ ict Maps .........................................................................58Introduction To Con$ ict-Maps ..........................................58

Map End Con% gurations ......................................................59Team Initiative ........................................................................60

Chapter 8

Introduction To Passcards .................................................61Abbreviations .........................................................................63" e Role Of Passcards ..........................................................64Examples Of Passcard® Use..................................................66

Chapter 9

Introduction To Team Feats ................................................67Team Feats Listing & Descriptions ...................................68

Chapter 10

Optimizing Your Character .................................................71Enemy De-Bu# ng .................................................................72Healing .....................................................................................73Ba! lepoints Optimizing ......................................................74Introduction ............................................................................78

Chapter 11

Campaigns & Con$ ict Matches ..........................................80Hidden Movement ................................................................81Metagaming ............................................................................82Planted Items ..........................................................................88Combat Charts .......................................................................91

Chapter 12

Pregenerated Characters ......................................................94Intro: Con$ ict Pregens .........................................................94Stat-Blocks & Ba! lepoints ...................................................95

Appendix

Special " anks &Acknowledgements ...............................113Passcards™ ...............................................................................115Index .........................................................................................118Game License Version 1.0 ....................................................120

Intro...

battle Points...

Supplemental Rules...

Match Types...

Map Elements ...

Conflict Laws...

Conflict maps...

Passcards...

Team Feats...

Player’s Tips & Tactics ...

Game mastering...

Pre-Configs...

Appendix...

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welcome to the conFlict

Respect � y Opponent

Your opponents are like hot coals —you can either respect them from the start, or you’ll be forced to

respect them a" er they burn you. Which-ever way you choose, you’re going to respect them.

“Its be� er to respect your opponents before the match than to get burned and humbled into respecting them a� erwards.”

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A Word on Pronouns

In Con! ict Roleplaying, we strive to keep our pronouns in order.

We believe both in the equality of male and female gamers as well as

grammatical correctness. For ease of reading, the pronoun she in our

examples always refers to the GM, while the pronoun he refers to a

player.

Chapter 1What is Conflict Roleplaying?

iNtroDuction What is Conflict Roleplaying?Competition. " at’s what this book is all about. Raw, unlimited yet

governed competition. Players versus players gaming is by no means

a new concept, but we as a tabletop gaming community have yet to

embrace the beauty of it. Most of us still play with the idea of being a

member of a group of cooperative players, or the famous “All for One

and One for All” mentality, which is # ne for a certain tabletop gamers.

For some of us, being cheerfully cooperative just doesn’t cut it. " ere’s

an itch to prove our dominance over the other players, or maybe just

one annoying player in particular. If you have ever had that itch, then

you hold in your hands the right material to scratch it. Con! ict is

Rules and matches and even maps are designed to put you in direct

opposition with the person on the other side of the table. " rough

your own tactics, strategies, luck and blu$ s, you will be in complete

control of your level of success or failure. Con! ict players typically

join up in small teams and face o$ against another team of players. " e

goals of those teams can be as simple as kill as many of the oppos-

ing teams’ members as you can or as complex as an entire adventure

where teams have to race (or chop) their way to the # nish. " e books

from Con! ict Games will supply the rules, Match Types and gam-

ing accessories needed to add an exciting new twist to the game you

already love.

AttitudeCon! ict Roleplaying starts with a change of a% itude. " e guy you

used to # ght along side is now your enemy. " erefore, be prepared to

compete and don’t play nice: play to win. Con! ict’s style of gaming

is a far cry from your typical dungeon crawl or “save the princess”

campaign. Con! ict positions players in competitive stances against

each other, not the Game Master. " e GM has a much easier job of

facilitating the competition, not managing complex stories, subplots

and non-player characters. Although there’s a lot of fun for the GM,

the players are not simply arranged to # ght against her se% ings and

creatures.

What Do You Need To PlayIn addition to this book, to play a Con! ict match the following items

are needed:

• Path# nder® Roleplaying Game Core Rulebook™ or Compatible

Open Gaming Licensed Core rules book.

• A few completed character sheets to play and swap.

• A set of dice as detailed in the Path# nder® Roleplaying Game

Core Rulebook™.

• A Con! ict–compatible map—you can # nd some on our website.

• Miniatures and/or counters to represent characters and/or Map

Elements.

• Copies of Passcards for each player—this book contains one you

are free to photocopy for personal use.

• Writing implements (pens or pencils).

• A couple of friends.

What Do You Need To Know A number of new concepts and philosophies combine to form the

basis of Con! ict Roleplaying. " ese ideas, considered as a whole,

unite to create the general atmosphere of competition. Players and

Game Masters are encouraged to read the below section carefully.

" e concepts de# ned next should remain as the principal aspects of

Con! ict Roleplaying. " ey are as follows:

•Ba� lepoints

•Enumerated Maps

•Match Types

•Map Elements

•Laws

•Passcards

•Team Feats

•Planted Items

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gLossaryConflict Keywords

Words used by Conflict players:Ba! lepoints (BP): A rating system to roughly estimate

the character’s ability to compete.

" e higher the score the more the

capable the character.

Ba! lepoint Cap: " e maximum Ba! lepoints a player

can use during character creation

or when choosing a Pregen char-

acter.

Casualties: Players that are killed, defeated or

disquali# ed during match play.

Character Builds: " e composition of a character, in-

cluding elements such as his class,

level, race and Ba! lepoints and the

optimization of those elements. As

there are myriad ways to optimize

a character, players o$ en compare,

discuss, laud, and criticize builds

during Match play.

Con% ict Maps: A large map with a 1-inch grid.

Each square on the map is enumer-

ated. " is allows players to com-

municate the locations of hidden

traps, dangers or other teammates

Faith Points (fp): Rewards given out for Match wins

during tournament play.

Hallows: A platform or marked area on the

map that certain Match Types are

based on. Entering or occupying

Hallows are part of the victory con-

ditions set by some Match Types.

Laws: Universal rules applied to everyone

in the match and agreed to prior to

the match.

Map Arcanum™: A separate document that holds

important terrain–related facts

about a map, to help players make

decisions on their actions.

Map Elements: Magical objects players can pur-

chase and place strategically on the

map.

Map Points (mp): A currency used by players to

purchase Map Elements.

Match: When two or more teams compete

against each other.

Match Length: " e number of rounds before a

match ends or goes into sudden

death. " is is announced by the

GM prior to the start of the match.

Match Types: " e name of the match and it’s

main objective.

Passcards: Sheets of paper that are used to

privately provide the Game Master

or team member with details of

what players are planning.

Pregen: Character sheets that are ready to

play and include its Ba! lepoint

score. Typically, Pregen have al-

ready been approved by the GM.

Planted Items: Preexisting items placed by the

GM on the map at the start of a

Match.

Teams: A cooperative unit of one or more

players.

Teams Feats: Special feats granted to all mem-

bers of a team, based on the num-

ber of members in a team.

Tokens: A physical representation of the

characters or Map Elements.

Variants: A di* erent version of the same

Match Types.

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Battlepoints� e Ba� lepoints (BP) rating system is used to help level the playing

� eld by roughly estimating the character’s ability to compete in Con-

� ict Matches. Speci� c sections of a character sheet is given a value and

the sum of those sections are considered the character’s total BP.

Battlepoint Cap� e GM assigns a Ba� lepoint Cap prior to every Con� ict match. � e

Ba� lepoint Cap is the maximum Ba� lepoints any character can total

prior to the start of the match. � is cap applies to pre-made charac-

ters as well as characters created from scratch. � e Ba� lepoints Cap

is based on the average level of the characters in the match. A GM

will generally know that his group of players want to play at a certain

character level (i.e., 3rd, 10th, 15th, etc). � e GM can use Table 2.1 as a

guideline to determine the appropriate Ba� lepoints Cap.

A Level O� : As a rule, characters can choose to be up to one level

above or below the character level that the cap was based on.

For example: � e Ba� lepoint Cap for 6th level characters is 85. If a player

wanted to play a 5th level character and add more equipment to meet the

cap, that would be � ne. Similarly, if he wanted to play a 7th level character

and have less equipment, that would be okay too. However, anything lower

then 5th or higher than 7th, would not be allowed, even if he managed to

keep his Ba� lepoints below the Ba� lepoints Cap.

Higher Levels: � e Con� ict game designers made every e! ort to

preserve fair play and eliminate broken mechanics. However, some

GMs � nd it challenging to adjudicate matches at higher levels of play.

Characters above 10th level gain powerful skills and abilities that add

a layer of complexity to the game. For this reason, we remind GMs

that it is acceptable to limit characters to 10th level or lower if they so

choose. � is does not mean that higher level characters are prohibited,

just that GMs should approach such matches with caution.

Battlepoints Introduction

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Table 2.1 - Ba& lepoint CapCharacter

LevelsSuggested

Ba� lepoints CapCharacter

LevelsSuggested

Ba� lepoints Cap

1 24 11 294

2 28 12 375

3 37 13 475

4 50 14 600

5 65 15 754

6 85 16 979

7 114 17 1,218

8 143 18 1,550

9 185 19 1,955

10 233 20 2,480

Battlepoints Chapter 2

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Handicap MatchNo.

Objective McGu! n simulates a violent sporting event, not unlike the medi-

eval sport Mob Ball. Players form into two teams, and Hallows are

assigned on either side of the map. A loadstone, called the McGu! n,

is put into play and each team must " ght to bring it to the opposing

team’s Hallow to score points. # e loadstone reappears instantly in its

original location a$ er a point is scored.

Here’s the Twist!1. # e McGu! n is fragile. It can be destroyed. If it is destroyed it

returns to its original location.

2. # e McGu! n is dimensionally anchored so it is una% ected by spells

that take it outside the Material Plane.

Victory Conditions# e team that scores the most points by the end of the match wins.

Teams score points by bringing the McGu! n to their opponents’ Hal-

low and holding it there for one round.

Setup

Map Points Adjustments: Map points are not assigned

Starting Points Adjustments: No Adjustments

Match Length Options: 15 Rounds, 20 Rounds, 25 Rounds

Rules• # e GM chooses a square near the center of the map and places a

token representing the McGu! n on that square.

• # e GM places a Hallow on each side of the map and assigns

each team to each Hallow.

Match Events! e Great McGu" n: # e McGu! n is a magically sentient loadstone

that doesn’t like to be moved. It appears as a perfectly circular orb,

pitch black in color and smoothly polished. # e McGu! n is about

the size of a large grapefruit and weighs 51 pounds. A handle fused to

the top of the McGu! n allows smaller hands to carry the item. # e

oddest thing about the McGu! n is the illusory mouth that appears

whenever it is moved. When jostled or carried, the McGu! n com-

plains endlessly and creates an e% ect to slow movement.

# e DC to hear the McGu! n’s squawking is 10 plus 1 for every ten

feet between the character and the McGu! n.

While the McGu! n is being carried (or moved without being carried,

such as in a cart) it creates an e% ect that reduces movement of the

character carrying or moving the McGu! n by one-half. If multiple

characters cooperate to move the McGu! n, all participating charac-

ters have their movement reduced. # e e% ect ends when the character

drops or otherwise discards the McGu! n.

Anyone carrying or otherwise moving the McGu! n glows with an

emerald radiance, with intensity equal to that of a torch. # e light

creates an e% ect equal to that of the dimensional anchor spell. In ad-

dition, the light prevents concealment bene" ts from darkness, blur,

or similar spells and e% ects. # e McGu! n cannot leave its plane of

existence, which means characters cannot place the McGu! n in a bag

of holding or similar item. # e light is too dim to have any special ef-

fect on undead or dark-dwelling creatures vulnerable to light.

When thrown the loadstone will drop in the adjacent square, no

more that 5 feet away.

# e McGu! n has hardness 10 and hit points 10.

GM Notes• # e McGu! n begins in the center of any Con& ict map.

VariantsExploding McGu" n: # e McGu! n in this variant is unstable and

explodes frequently. Every round there is a 10% (d100) chance of this

occurring. When the McGu! n explodes, it in& icts 6d6 points of dam-

age to everything within a 10 foot radius (Re& ex save for half).

Single Hallow: # ere is only one Hallow. # e players are divided into

Defenders and A+ ackers. # e Defenders must protect the Hallow and

prevent the other team from scoring. # e GM can assign anywhere

from 1 to 10 points and if the A+ ackers score more then what was

assigned, they win.

Team Mcgu" n: Each team starts with a mcgu! n. A single hallow is

placed in the center of the map. # e team to bring their mcgu! n to

hallow the most number of times wins. A$ er each score the mcgu! n

returns to a GM designated point in the map.

“� e villages have sent their strongest competitors to reap

glory and honor. Today we meet on the ! eld, spill our blood

and trample our adversaries; that we might seize the

McGu" n and take it into our enemies Hallow.“

Match Type: McGuffinmcGufFiN

Team NamesAdjustments

Minimum Team Members

Maximum Teams

<none> 2 4

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match type illustrated: mccGufFiN

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“Someone let the monsters loose! � e beasts killed their

keepers and are rampaging. � e king has o� ered riches and

titles to the team that can kill the most of these creatures. If

you are brave, come and claim your glory. “

Handicap MatchYes

Objective! e objective of this Match Type is for either team to kill as many of

the monsters assigned to their team as possible.

Here’s the Twist!No barrier or restriction keeps characters from crossing to the other

side of the map. ! erefore, characters are free to a" ack opposing team

members, protect the opposing team’s monsters, or even heal the op-

posing team’s monsters.

Victory ConditionsAt the end of the match, the dead monsters will be counted and

sorted based on the team to which they belonged. ! e team with the

most number of dead monsters wins. ! e team must have a least one

surviving member to be declared the winner. Slaying your opponents’

monster will give your team a negative point for each monster slain.

Setup

Map Points Adjustments: 100 (All Teams)

Starting Points Adjustments: Characters must be place prior to any

monster placement.

Match Length Options:15 Rounds, 20 Rounds

Rules• ! e GM decides what monsters are used during the match.

• ! e players must place their characters on the map prior to the

monsters’ initial placement.

• ! e GM decides on an even number of monsters and chooses the

monsters’ initial starting locations.

• ! e GM controls the monsters.

• A Hallow is placed in the center of the map and each team

receives a Hallow. ! e GM chooses the Hallows’ locations and

places them on the map.

• Monsters should be roughly 1⁄3 of the average character level.

Match EventsMonster Team Markings: Each monster that enters the match

displays prominent colored strips in its skin, feathers, scales, etc. If

the monster wears armor, the colored strips appear on its armor. Each

team knows what color monster they must kill to score points. In a

match with two teams, the default colors are blue and red. For three

teams, yellow monsters appear, and for four teams, white monsters

appear. In a standard match, the colored strips are visible on the mon-

sters’ chests and backs. All characters, unless impaired by darkness or

similar e# ects, can easily tell one monster group from another

Monster Spawning: Every two rounds a$ er the % rst and prior to any

other actions (or at the rate chosen by the GM), a new monster for

each team appears at one of the Hallows. ! e GM can select which

monster appears in which Hallow, or determine the monsters’ posi-

tions randomly. ! e monsters are placed in initiative order prior to

any other actions. Monster are active and aware at the begin of the

round. Monster Spawning does not trigger an a" ack of opportunity.

Monster. ! e act of spawning generates no sound or visual cues.

GM Notes• ! e GM needs to keep a running tally of each team’s dead mon-

sters and announce the counts loudly at the start of each round.

• A monster will tend to a" ack the team that they are assigned to.

• Classes who has special abilities or bonus versus speci% c mon-

sters must announce which monster races his abilities will be

applied to prior to the match.

VariantsZombie Night: In this Match Type, zombies are the target of all the

fun. Zombies are easy to kill, but teams can use negative energy to

repair their opponent’s marked zombies. ! is can make it di& cult for

one team to gain the advantage.

! e Intelligent Gang: Each team must hunt down a small yet tacti-

cally intelligent group of humanoids or monstrous humanoids, such

as dark elves or hobgoblins. ! e monsters are aware of the teams’

presence and prepared for their situation. Be sure to use some of the

Con* ict Taunts listed in Chapter 10.

Here ! ey May be Giants: Instead of groups of monsters, each

team is assigned one very di& cult monster. ! e % rst team to kill their

monster wins. If none of the monsters are dead by the time the match

ends, the team whose monster has the fewest hit points wins.

Cherry Picking: In this variant, teams can score points by landing the

killing blow on any teams’ monsters.

Match Type: Monster MashmoNster mAsh

Team NamesAdjustments

Minimum Team Members

Maximum Teams

<none> 2 4

Page 11: Conflict Roleplaying Rulebook

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Monster

Mash

match type illustrated: moNstER mAsH

Page 12: Conflict Roleplaying Rulebook

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CATCH PLATES: LESSER

MP Cost: 50

Triggered By: All Teams

Size: 10 x 10

Trigger: Proximity

Reset: Auto

Perception DC: 20

Disable: DC 20

Saving ! row DC: Re! ex DC 20

E" ect: A catch plate is triggered when it detects a ! ying creature above

it and will a" empt to snag the creature out of the air. If caught, the

creature is immediately pulled to the ground, su# ering no damage

from the fall and is considered pinned for 2 rounds. A successful

Re! ex save avoids this e# ect. Lesser catch plates can “catch” one char-

acter per round.

$ e following e# ects occur without a saving throw:

• Alarm E" ect:

A Ghost Sound spell is triggered simulating an alarm of 4 nor-

mal humans screaming obscenities to the creature that triggered

the plates.

• Slowed Flight:

All spaces directly above the catch plates count as 2 squares of

movement for creatures in the air.

Tactical Notes:• catch plates are useful for snaring ! ying opponents a" empting to

get from one point to another on the map.

• A% er the catch plates grab an opponent, follow-up with area of

e# ect spells, such as Cloud Kill, Wall of Fire, Acid Fog, etc.

• $ e Alarm E# ect of catch plates is great for catching unseen or

hidden opponents.

• Because catch plates pin opponents, they make it easier to defeat

elusive opponents.

• Pinned characters have lower armor class and are subject to a

rogue’s sneak a" ack.

• In matches that involve magic users, catch plates are a good idea

due to their common ! ying tactics.

CATCH PLATES: GREATER

MP Cost: 100

Triggered By: Non-Purchasing Teams

Size: 20 x 20

Trigger: Proximity

Reset: Auto

Perception DC: 30

Disable: DC 30

Saving ! row DC: Re! ex DC 30

E" ect: Greater catch plates can “catch” up to four characters per round.

$ e e# ects are the same as the Lesser version with the following ad-

ditional e# ect occurring & rst.

Suppress Airborne Magic:

Area: Target

Duration: Instantaneous

Saving ! row: None

Spell Resistance: No

Description: $ e catch plates suppress any spell or magical e# ect

that grants the ability to be airborne. $ e magic is suppressed

for 1d6 rounds. Only the ability to be airborne is suppressed, all

other powers of the item or spell remain una# ected, unless the

power has a dependency on being airborne. In which case, it

may be deem ine# ective by the GM. Natural ! ight is una# ected.

Tactical Notes:• Greater catch plates suppress ! y magic with no saving throw!

CATCH PLATESmap Elements

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–A disembodied hand appears � om below, wraps its powerful � ngers around you and with great strength it pulls you to the earth.

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PODS

Chapter 5map ELemEntsIt looks like a stalking jelly � sh ! oating in the air. Filled with a lethal substance the pod has no sting, but explodes in a deadly burst. –

POD: LESSER

MP Cost: 50

Triggered By: All Teams

Size: 10 x 10

Trigger: Proximity

Reset: No Reset

Perception DC: N/A

Disable: N/A

Saving ! row DC: Never Miss

E! ect: At the GM’s discretion, pods can be pre–" lled with any non–

magical liquid or powder. # is occurs prior to the start of the match.

A pod can hold the equivalent of one dose or $ ask of substance. When

triggered, pods are naturally assigned to spew out their contents in

every direction. # e square the pod occupies is considered the center

of the e! ect and all others in a 5 foot radius are considered splash

squares. pods will automatically trigger once it is damaged beyond

its hit points. No other spell e! ects can be added to lesser pods. lesser

pods levitate a few feet o! the ground in plain sight. # e expense of the

substance placed in the pod must be added to a character’s Ba! lepoints

on the purchasing team.

pod Statistics:

• A lesser pod weighs 6 pounds plus the weight of the contents.

• A lesser pod’s AC is 11 (+2 size, –5 Dex, +4 natural).

• A lesser pod has 1 hp.

Tactical Notes:• Fill lesser pods with contact poison to paralyze, wound, drain and

eventually kill opponents.

• pods can be used as a visual deterrent for your opponents.

• Anticipate your opponents moving around the pods to predict-

able paths into a larger trap or ambush.

• Alternatively you can " ll a pod with an alchemical substance such

as acid or alchemist’s " re if you anticipate your foes moving in

clusters.

• Careful not to box your team in with the location of the pods. Re-

member the Pod e! ects all teams and it is easy to have an action

readied against you.

• To maximize the invisibility e! ect, put the pods in places oppo-

nents are likely to move through; in front of your team’s Hallow

for example.

• # e expense of the substance must be added to a character’s BP.

POD: GREATER

MP Cost: 50

Triggered By: All Teams

Size: 10 x 10

Trigger: Proximity

Reset: No Reset

Perception DC: N/A

Disable: N/A

Saving ! row DC: Never Miss

E" ect: In addition to the lesser pods’ functions, the greater pods are

naturally invisible until they are triggered.

Pod Statistics:

• A pod greater weighs 10 pounds plus the weight of the

contents.

• A greater pod’s AC is 11 (+2 size, –5 Dex, +4 natural).

• A Greater Pod has 5 hp.A Greater Pod with

the Fog Down law in effect

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Creating Your Own Map Elements! e Map Elements in Con" ict add a level of depth and dynamism to

the matches. While there is an ample supply of Map Elements pro-

vided in this book for both Con" ict® matches and tournaments, some

GMs and players may get the urge to create their own Map Elements.

Creating your own Map Elements is a fun way to customize the game

to your own preferences. Some ideas will require several tries to

implement properly; others will come to you perfectly all at once. ! is

section contains suggestions and ideas to guide you in creating your

own Map Elements.

Map Elements: Purpose! e $ rst step is to consider the

purpose of the new Map Element.

Try to outline the concept of the

Map Element in one or two sen-

tences. Consider the e% ect it will have on each

of the teams. ! e purpose of a Map Element

can be found below. Of course more ideas of

Map Element purposes will spring to mind as

you develop new Map Elements.

• Bene� cial: granting advantageous e% ects

to those who use it

• Hinderer: in" icting detrimental ef-

fects on those who use it

• Revealer: disclosing new informa-

tion about the match

• Teleporter: moving creatures from

one area to another

• Monster: providing a new op-

ponent to challenge.

Example: Sarah the GM gets an idea for a new Map Element. By using the

Map Element, a character can view another area of the map remotely. She

jots down the concept along with the name, “Distance Viewer.”

Map Element: Allegiance! e next step is to decide who can activate the Map Element. Can any

team bene$ t from its placement, or can only one team make use of

it? If only one team can use the Map Element, do other teams su% er

a penalty if they try, or does it simply not work? Any of these options

are valid and a% ect the cost of the Map Element. As a general rule,

Map Elements usable by anyone are cheapest. Map Elements usable

by only one team, but which in" ict no penalties on other teams, are

more expensive. Map Elements usable by only one team, and which

in" ict a penalty on other teams, are the most expensive.

Example: Sarah decides the Distance Viewer is usable by only one side. ! e

team that places the Map Element can use it to view an enemy team’s Hal-

low. If another team tries to activate the Distance Viewer nothing happens.

Map Elements: Activation! e next step is to determine activation requirements for the Map

Element. Some activation methods include: standing on a particular

square, saying a catch phrase in a speci$ c location, concen-

trating in an area or on an object, or manipulating an

object in some way. With some exceptions, Map

Elements should not be portable. Monsters,

of course, can roam, but most Map

Elements are immovable squares

or very heavy objects, such as stat-

ues. ! is makes the placement of

Map Elements more important

and adds to the tactical nature

of the game.

You must also decide how

much time it takes to activate

the Map Element. Many activate in-

stantly when a character interacts with

them; for example, guillotine plates

work whenever stood upon. If your

Map Element seems like it should

take more time to activate, con-

sider the time needed to activate a

similar e% ect and use that as your guide.

Example: Sarah imagines a stone pedestal, shaped like a lectern. She

decides that to activate the Distance Viewer, a character must stand behind

the lectern and grasp the edges while concentrating. Casting a clairvoyance

spell is a standard action, so Sarah decides that activating the Distance

Viewer is a standard action.

is a fun way to customize the game

eas will require several tries to

come to you perfectly all at once. ! is

deas to guide you in creating your

have on each

Map Element

re ideas of

ng to mind as

ageous e% ects

ental ef-

forma-

s from

p-

low. If another team tries to activate the Dis

Map Elements: ActivationMap Elem ts ti ti! e next step is to determine activation r

Element. Some activation methods inclu

square, saying a catch phrase in a

trating in an area or on an ob

object in some way

Elements should

of cours

Elemen

or ver

ues. !

Ma

an

mu

the Map

stantly wh

them; for

work whe

Map El

take m

sider

similar e% ect and use that as your guide.

Share with the Confl ct™ Community

You’ll $ nd more ideas for new Map Elements on our forums

and blogs located on the web at:

www.Con" ictRoleplaying.com

Creating Your Own Map Elementsmap Elements

Page 15: Conflict Roleplaying Rulebook

• 41 •

Introduction to Match TypesmAtch tyPEs

! is chapter contains ten Match Types for GMs and players to choose

from, along with several variations to keep things interesting and

new. ! e variations o" er some twist on the objective, which in turn

changes the tactics and strategies for each team.

An Introduction to Match TypesMatch Types are scenarios of play that pit teams of players against one

another. ! ink of Match Types as di" erent competitive events, or as

formulas for competition. Each Match Type has its own objective and

conditions of victory. At the beginning of each session, the players

and GM collectively agree on a Match Type, or the players allow the

GM to select a Match Type. Once the group selects the Match Type,

the players or the GM divides the characters into teams. ! e match

begins and the # rst side to achieve the Match Type’s objective wins.

Replaying a MatchEach Match Type can be played again and again with di" erent results.

! is depends on what strategies players utilize and what character

builds they use. A simple change in opening tactics can alter the out-

come or feel of a Match Type. ! ere is no carry-over from one match

to the next; players cannot keep items or spell e" ects a$ er the match

ends. However, if the players and characters remain the same for a

rematch, then the GM can rule that some knowledge of the teams

carries over between matches. Each team “remembers” the opposing

teams’ appearances and combat tactics. With this information a team

may plan, adjust, or change their match tactics accordingly.

Total Party KillsA TPK (total party kill) occurs when all members of a single team

die. ! is always results in victory for the other team. Regardless of the

objective, if all team members fall prior to the objectives being met,

that team loses.

Casualties! e GM makes the # nal determination on whether a character is a

casualty or not. Players that are temporarily incapacitated but could

return to the # ght should not be considered casualties until the match

ends without the characters having returned. When characters die,

players should leave the miniature on the map. Such characters may

still be looted, reincarnated etc. For example, Khabar the # ghter fails

his Fortitude save and falls victim to a � esh to stone spell cast by the

opposing team’s wizard. Khabar’s miniature remains on the map and

it takes 3 rounds for the wizard on his team to break the spell. During

that time, Khabar is not a casualty because his body wasn’t destroyed.

Random Match SelectionGMs and players should discuss which Match Type to play and select

one on which everyone agrees. It is the GM’s prerogative to select

the Match Type. ! e GM may also choose to roll randomly on the

Random Match Types Table located in the appendix of this book.

Once the Match Type is selected be sure to consider the variants of

that Match Type as well.

Match StalematesStalemates happen in Con% ict Roleplaying. Sometimes neither side

can get the edge it needs to win, and that is okay.

Here are some possible solutions to resolve stalemates:

• Sudden Death: For Match Types where slaying the opposing

team is the objective, the next team to kill an enemy team mem-

ber wins.

• Extended Match: Play for an additional 5 rounds.

Match EventsMatch events add a twist to Match Types. Some matches may seem

easy to design tactics for, but the match events add a layer of complex-

ity that requires be& er tactics and dynamic strategy, and leads to more

fun. Match events are, in essence, magical e" ects that are the center of

the Match Type. ! ey create new challenges that apply to all teams.

Match events might be magical e" ects that a" ect certain players. For

example, in Regicide, the king’s crown has properties that a" ect only

the character designated the king. Match events might target di" erent

players at di" erent times – for example, in Kill of the Hill, the faerie ! re

e" ect targets the characters in the lead, and ceases when they fall out

of the lead or become casualties.

� e Hallow: Several matches includes a Map Element named ! e

Hallow. Players should familiarized themselves with it description

listed on page 41.

Cannot Be Circumvented: Players must understand that the match

events are the purview of the GM. ! e whole point of the match event

is to add a new dimension to the match; for this reason, most contain

a “cannot be circumvented” clause. Magic and tactics, no ma& er how

powerful, cannot overcome the restrictions a match event imposes. An

a& empt to disable a match event is a challenge to the GM’s authority,

and could result in disquali# cation. Making the match event work for

your team, though, is another story. Players are encouraged to think

creatively to # nd ways to turn a seeming disadvantage into an advan-

tage or part of a plan. Accept and work with the match event instead of

# ghting against it to enrich the experience for all players.

Page 16: Conflict Roleplaying Rulebook

• 54 •

What are Conflict Laws?Con! ict Laws are rules that the GM can apply to most Match Types.

Laws are termed universal in that they apply equally to all characters

regardless of class, race, or team a" liation. # ink of laws as natural

laws present in the world that characters cannot circumvent by any

means.

Laws are optional, but their application adds more strategy to the

match by limiting or expanding players’ options. # e GM and the

players should agree on which laws apply to a match, if any. # ere is

no limit on the number of laws that a group can use in a match, so long

the laws integrate well.

A law can a$ ect the match in three di$ erent ways:

• Character Generation Laws

• Action Laws

• Player Laws

Character Generation LawsCharacter Generation Laws govern how the players are allowed to cre-

ate their characters. By eliminating certain aspects or abilities from all

teams, the GM can a$ ect how the teams develop tactics. For example,

the Shadow-Bound Law requires players to create rogue characters. If

players know they face an all-rogue team, the strategies they will take

that into account when they create strategies, perhaps focus-

ing on speed and ambushes.

Action LawsAction Laws alter the terms of the Match Type. # e law adds an ele-

ment to the match that directly a$ ects the characters. For example, an

Action Con! ict Law might change the characters’ starting positions,

or restrict their options during game play.

Player LawsPlayer Laws a$ ect the players si% ing around the table. # ese laws are

usually light-hearted and are designed to add to the fun at the gaming

table.

Creating LawsWhile the laws described in this chapter make for fun and exciting

matches, you and your group might come up with your own ideas for

laws. Just as most groups develop house rules to customize their game

play, a group can develop custom laws that work be% er for their group.

When creating laws, remember a few key guidelines.

• Laws should be applicable to most matches.

• Laws should a$ ect all characters on all teams uniformly.

• Law should change the potential strategies and tactics of a match.

Finally, remember when creating laws that all players must agree to

put a law into e$ ect. Laws need to be fair to everyone.

What are Conflict LawsconFlict laws

Page 17: Conflict Roleplaying Rulebook

• 55 •

Law Descriptions! is chapter lists all the available Con" ict Laws and explains their

e# ects.

Law Name Each o$ cial Con" ict Law is given a name for reference.

EffectsA Con" ict Law can a# ect the match in three di# erent ways. ! is chap-

ter is divided into three sections: Character Generation Laws, Action

Laws, and Player Laws. Details of the law, including what it does and

how it works, appear in the line following the E# ects listing.

The Spirit Of The LawEach Con" ict Law has a speci% c purpose – an e# ect it wishes to cre-

ate. ! is central idea the law was designed around is the “spirit of the

law. ! e spirit of a Con" ict Law is subjective, and the GM is encour-

aged to judge the law’s purpose and ask players not to violate the spirit

of the law.

GM Notes! is section advises the GM on possible discussion topics that could

come up during game play. ! e section also advises the GM on vari-

ants of the law she could use.

BLADE BOUNDCharacter Generation

E� ect: ! is Law restricts all players to classes that rely on mundane

weapons and skills. Players may select from only the following classes

during character generation.

• Barbarian

• Fighter

• Monks

• Ranger

• Rogue

! e Spirit Of ! e Law: Blade Bound is intended to make the match

low-magic and bloody. By removing area damage through spells such

as % reball, this law encourages heavy ground tactics for a good ol’

fashioned hack-and-slash.

GM Notes:

• For multiclassed characters, all classes chosen must be among the

the list of permi& ed classes.

• Paladins have been le( o# the list of permi& ed classes due to their

spellcasting abilities. ! e GM may wish to consider allowing

Paladins but disallowing spell-completion magic items (such as

wands and scrolls).

DEAD LANDSCharacter Generation

E� ect: ! e match occurs on magic-dead ground. No magic of any

kind functions within the match. ! is includes, but is not limited to,

spells, magic items, and spell-like abilities.

! e Spirit Of ! e Law: Without magic, the characters must engage

in a gri& y match that grinds down to strategy and luck. ! e match

becomes simpler to adjudicate without magic e# ects.

GM Notes:

• Racial abilities that a# ect saving throws and skill are not a# ected

by this law.

• Racial abilities that confer a magical bonus or e# ect, such as a

gnome’s ability to speak with animals, are lost.

• ! e GM should check for spell-like abilities prior to the match

and make sure the player realizes how this Law a# ects his charac-

ter.

Law Descriptions & SummaryChapter 6coNFLict lAws

Table 6.1 Conflict Laws Summary

d12 Law Summary

1 Blade Bound Restricts character classes to mundane types.

2 DeadlandsRemoves the use of magic. ! e match is set in Deadlands where magic fails to work.

3 Face O# Characters begin the match only 10 feet apart from one another.

4 No SidekicksProhibits use of animal or creature compan-ions. Also prohibits summoning.

5 Fog of WarA misty vapor % lls the % eld of ba& le, provid-ing concealment and limiting sight.

6 Panic Law Force teams to act quickly or su# er penalties.

7 Radiance ! e map is illuminated completely.

8 Shadow BoundRestricts character classes to Rogues and Rangers.

9Simple Movement

Characters can only move by mundane means.

10 Spell BoundRestricts character classes to arcane and divine types.

11 Steal the RollChoose who rolls your opponent’s important

rolls twice a match.

12 GM’s Choice ! e GM selects what she feel will work best.

Page 18: Conflict Roleplaying Rulebook

• 82 •

Illusion Rules Illusions can add many tactical options to a team, but can be di! cult

for GMs to adjudicate. When adjudicating illusion it is helpful to

know the illusion types:

• Figments: Spells like minor image, silent image create an image

that fools sight, and possibly other senses at higher levels. Fig-

ments can move within the area of e" ect, but only as directed by

the caster (who must maintain concentration). Concentration re-

quires a standard action each round, which means that the caster

can concentrate on the # gment, possibly moving it, and then take

a move or move-equivalent action. $ e caster must retain line of

e" ect to the illusion. A # gment’s AC is 10 + its size modi# er.

• Glamer: Spells like disguise self changes the subject’s apparent

qualities – for example, making an object look, feel, or smell like

something else.

• Pa! erns: A pa% ern creates an image that has an e" ect in the

viewer’s mind (pa% erns, such as hypnotic pa! ern, are always

mind-a" ecting spells).

• Phantasm: A phantasm (like phantasmal killer) exists only in

the mind of the subject. $ ere is no visual illusion corresponding

with the mental e" ect.

• Shadow: A shadow (shadow conjuration) is partly, but not quite,

real.

Keep the following rules in mind when handling illusions:

Familiarity: A caster can only create an illusion of something he is

familiar with. If the caster has never seen a dragon, he will not be able

to create a realistic dragon illusion. He could make an illusion of what

he thinks a dragon looks like, though, and hope his opponent has

never seen a dragon either!

No Automatic Saving " rows: Enemies do not automatically receive

saving throws to see through an illusion. $ ey must study the illusion

closely or interact with it (for example, a% ack it or try to touch it) to

receive a save. A successful save reveals the illusion as false, but leaves

a translucent outline of a # gment or phantasm. A failed save means the

enemy fails to notice the illusion is fake.

Impossible Actions: No save is required in circumstances where

the illusion is obviously fake. A dragon that walks through a wall and

breathes heatless # re that doesn’t burn anything has to be an illusion.

“Its not Real!”: If a character points out an illusion to others, the

others gain a +4 bonus to their own saving throws. At the GM’s discre-

tion, this can also occur when observing or overhearing another

team’s interaction with the illusion.

MetagamingMetagaming is the act of taking speci# c knowledge the player has and

having his character act upon that knowledge. $ e classic example

is a group’s # rst encounter with trolls. Most players are aware that a

troll’s regeneration is a" ected by # re and acid. Given that knowledge,

the wizard who had cast cold–based spells up to that point suddenly

begins to blast away with # re–based spells. $ is is metagaming. Un-

derstandably, many groups frown upon this sort of activity. As GM,

you need to quickly and decisively adjudicate it when it comes up. As

with all RPGs you also need to guard against metagaming yourself, or

making it easier for others to do so.

No to MetagamingSometimes, you simply need to tell the player, “No,” though o" ering a

reason is a good idea for the harmony of your table. “Remember, you

don’t know Catspaw is hiding around that corner, so your character

shouldn’t be acting on that information.”

GM–Centric MetagamingIn most roleplaying games, GMs need to watch for the same sort of

metagaming as players. GMs know things that there’s li% le chance the

monsters know, and acting on that knowledge is just as bad—maybe

even worse—than a player acting on out of game knowledge. But

a Con/ ict® match is a bit di" erent. GMs of Con/ ict® aren’t run-

ning monsters and devising plots—unless you’re playing a Monster

Mash—but instead serving as an impartial arbiter of the rules. $ e

bigger cause for concern for a GM is that her actions tip o" an obser-

vant player, the roleplaying equivalent of poker’s “tell.”

Your Gestures: $ e easiest give–away action is with your movements

and gestures. For example, a5 er a player hands in his Passcard the

natural inclination is to look at the game mat to see where he is and

where he’s going. $ is is especially important for characters who have

their mini removed from the board because of stealth or invisibility.

Clever players are going to learn to follow your eyes and use them to

determine the general location of hidden opponents. You can resolve

this by simply not looking, of course. But sometimes, GMs need to

look to verify movement rates and such. Another way to counter this

common tell is to keep a version of the map behind your GM screen.

You can use that to denote the location of any hidden player or object,

which keeps your eyes o" the main map. If you’re using PassCards®

available from Con/ ict Games a copy of the map appears on the back,

for just such a use. Another option is to scan the map in the same

manner every time you check a Passcard—for example, start at the

MetagamingGamemAsteriNg

Page 19: Conflict Roleplaying Rulebook

• 83 •

top le! of the map and scan le! to right and back again a few times,

secretly watching for a particular area.

Opposed Rolls: Another less–obvious GM action that gives away

information is calling for opposed rolls. If a wizard under the e" ects

of greater invisibility casts dominate person on a foe, you need to get

a Will save from the target. But calling for the save telegraphs part of

the wizard’s actions, and could give the opposing team a small piece of

tactical information. One solution to this dilemma is to ask for a Will

save from all members of the target’s team, even though you only need

the one character’s save.

Multiple Characters And Metagaming

Sometimes you need four characters and you only have two players. In

these cases we encourage players to control multiple characters.

Allowing players to control two characters is a fun way to expand a

Con# ict® tactical scenario, but as GM you need to watch that the play-

ers don’t suddenly develop telepathy between their two characters.

If the characters can’t communicate, you need to put in a li% le work

to ensure the player doesn’t act as though they can. For example, the

player controls both a & ghter and a wizard. ( e & ghter is currently in-

visible and in the square behind an enemy. ( e wizard drops a & reball

on the ba% le, and it happens to be placed perfectly, thus avoiding the

& ghter’s square completely. ( e wizard has no way of knowing where

the & ghter is located, even though the wizard’s player does. ( is is

a form of metagaming, and something you need to step in to try to

avoid—for example, as a resolution you might assign a percent chance

that the wizard accidentally catches the & ghter in the & reball.

Adjudicating Opposed RollsDuring a Con# ict Roleplaying® tactical match, opposed rolls will

frequently impact play. Whether it’s a sneaking monk’s Stealth versus

the & ghter’s Perception or a rogue’s Blu" to feint versus the cleric’s

Sense Motive check , any given game is likely to have moments where

players on both teams need to roll dice to resolve the moment. How

you handle that depends a lot on the scenario. If the character is aware

of what’s going on, it’s best to allow the player to roll his own die. For

example, a hidden monk plans to jump from the shadows and disarm

the cleric of his holy symbol. While the cleric isn’t aware of the monk

at the start of the action, by the time the monk races over and grabs

hold of the holy symbol, the cleric is aware. ( ere’s no need for you

to roll in this case. Players love rolling dice, regardless of the game

system. You should do your best to keep the dice in their hands as

much as possible.

Rolling for Players: ( e rogue wants to sneak by the archer standing

guard over the Hallow. ( e player gives his Passcard to you and rolls

his Stealth check. To this point, the player of the archer is unaware of

the rogue; therefore, it’s entirely reasonable for you to roll the archer’s

Perception check. In fact, this is why players provide you with these

details on their Passcard at the start of the match, and should continue

to keep you abreast of any changes. If the archer detects the rogue,

you then inform the player, either by passing a note or simply stating

it out loud. If you feel stating the archer’s result out loud will lead to

metagaming from others, it’s best to pass the note. Otherwise, save

time by simply telling the player what his character detected.

Player Rolls: If you’re not concerned about metagaming or there’s

li% le potential for it, by all means let the player roll his own opposed

roll. You should allow players to roll their own checks as o! en as pos-

sible—nobody likes to have the dice taken out of their hands. Asking

the player to roll his own dice usually results in faster resolution, too.

Players o! en have key statistics such as their Perception modi& er

memorized, and it’s much faster to just say the result rather than hav-

ing to pass notes.

Combo Method: You can also consider a combination method,

where you ask the player to roll a d20 without saying what it’s for then

add the appropriate modi& er yourself. ( e biggest advantages to this

method are keeping the dice in the player’s hands while still reducing

the potential for metagaming. When the rogue a% empts to slip past

the archer, you simply ask the archer’s player to roll a d20. You look

up his Perception modi& er—which he gave you on his Passcard at the

start of the match—and determine the result.

Opposed RollsChapter 11Gamemastering

Page 20: Conflict Roleplaying Rulebook

• 96 •

Modifiable Stat Block!

Male ________ human _______ wizard __________ 7 ____

NE ___ Medium humanoid (human) ____________________

Init +5 __ ; Perception +8 ___

DEFENSE

AC 13 __, touch 13 ____, ! at-footed 11 ___________________

(+1 Dex, +1 dodge, +1 de! ection) _______________________

hp 55 _____ (7d6+28) __________

Fort +5 ___ , Ref +6 ___ , Will +7 ____

OFFENSE

Speed 30 " . ______

Melee dagger +2 (1d4–1/19–20) ________________________

Ranged light crossbow +4 (1d8/19–20) ___________________

Special A! acks intense spells +3 damage ___________________

_______________________________________________

Spell–Like Abilities (CL 7th __ )

7/day—force missile (1d4+3) __________________________

Wizard Spells Prepared (CL 7th) (touch +2, ranged touch +4) ____

_______________________________________________

4th—black tentacles, shout* (DC 20) ______________________

3rd—dispel magic, ! y, " reball* (DC 19) ____________________

2nd—! aming sphere* (DC 18), scorching ray*, blindness/deafness (DC

17), protection # om arrows _____________________________

1st—grease (DC 16), mage armor, burning hands* (DC 17) ( x2),

shocking grasp*

0 (at will)—acid splash, bleed (DC 15), detect magic, ray of frost*

* Evocation spell (subject to intense spells special a$ ack)

TACTICS

Before Combat: ___________________________________

_______________________________________________

_______________________________________________

_______________________________________________

During Combat: __________________________________

_______________________________________________

_______________________________________________

_______________________________________________

STATISTICS

Str 8 __ ,Dex 13 __ ,Con 14 __ ,Int 20 ___ ,Wis 12 __ ,Cha 10 __

Base Atk +3 ___ ; CMB +2 ___ ; CMD 15 ___

Feats Dodge _______, Extend SpellB _______ , Improved Initia-

tive ______, Lightning Re! exes __________ , Scribe ScrollB ___

, _______________Spell Focus (evocation)B , Toughness _____

_______________________________________________

Skills Fly +11 ____ , Knowledge (arcana) +15 ___ , Perception +8

, Sense Motive +8 __ , Spellcra" +15 ____ , Stealth +8 ___ , Swim

+6 ___ , _______ , _____________ , __________ , _____

Languages Common, Draconic, Elven, ______ , ____________

SQ arcane bond (Sta% ) _______________________________

Combat Gear: potion of cure light wounds (x2) (3 BP each); Other

Gear helm of vast intelligence +2 (40 BP), cloak of resistance +1 (10 BP),

ring of protection +1 (20 BP), light crossbow (0 BP), 10 bolts (0 BP)

Spellbook All prepared spells plus:0—All except enchantment and

illusion1st—Endure elements, shield, obscuring mist, ray of enfeeblement

3rd—Lightning bolt* * Evocation spell _____________________

Gear Adjustments & Notes: ___________________________

_______________________________________________

Ba$ lepoint Breakdown

Ability scores __ BP

Character Levels __ BP

Race ____________________________ __ BPMagical Equipment

__ BP

Magical Equipment

__ BP

Magical Equipment

__ BPNon-Magical Equipment

__ BP

Total: ___ BP

sPeLlsliNger: warren

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. www.Confl ictRoleplaying.com

Page 21: Conflict Roleplaying Rulebook

• 97 •

Male human ! ghter 7

NE Medium humanoid (human)

Init +5; Perception +1

DEFENSE

AC 25, touch 13, " at-footed 23 (+10 armor, +1 de" ection, +1 Dex, +1

dodge, +2 shield)

hp 64 (7d10+21)

Fort +7, Ref +5, Will +5; +2 vs. fear

OFFENSE

Speed 30 # .

Melee +1 Ba$ leaxe +14/+9 (1d8+8/X3)

Ranged light crossbow +8 (1d8/19–20)

TACTICS

Before Combat Dreadknight takes few pre–match actions. Position-

ing on the map is the most important aspect of Dreadknight’s prepara-

tion.

During Combat Dreadknight wades into melee combat as quick as

possible to make use of his considerable damage ability with his bat-

tleaxe. When ! ghting near an enemy spellcaster, he makes use of his

Lunge feat, taking the –2 penalty in order to gain reach. If he ! nds a

particular target easy to hit, he uses Power A$ ack to further increase

his damage output. If dropped to half his normal full hit points, he

consumes one of his potions of cure light wounds and positions him-

self near a teammates heal can provide more healing in subsequent

rounds.

STATISTICS

Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8

Base Atk +7; CMB +11; CMD 24

Feats Disruptive, Dodge, Improved Initiative, Iron Will, Lightning Re-

" exesB, LungeB, Power A$ ackB, Weapon Focus (Ba$ leaxe)B, Weapon

Specialization (Ba$ leaxe)B

Skills Climb +9, Intimidate +9, Swim +9

Languages Common

SQ armor training +2, bravery +2, weapon training (axes +1)

Combat Gear: potion of cure light wounds (x2)(3 BP each); Other

Gear +1 full plate (23 BP), heavy steel shield (0 BP), ring of protection

+1 (20 BP), +1 ba$ leaxe (23 BP), longbow (0 BP), 20 arrows (0 BP)

Advancement: Dreadknight’s advancement should focus on adding

additional levels of ! ghter, increasing his ba$ le prowess as he does.

Combat bonus feats should focus on improving his ability with his

ba$ leaxe, while his general feats should aim to increase his defenses

whenever possible. As Dreadknight gains additional Ba$ lepoints, he

should focus on be$ er armor and weapons, as well as items that will

improve his overall combat ability such as a belt of giant strength.

114 Total Battlepoints. DReAdkNigHt

Ba$ lepoint Breakdown

Ability scores 15 BP

Character Levels 23 BP

Race 0 BP

Potion of cure light wounds: 50 gp x 5 (single use item)

250 gp; 250 / 100 = 2.5 = 3 points each 6 BP

+1 Ba! leaxe: 2,310 gp / 100 = 23.1 23 BP

+1 full plate: 2,650 gp / 100 = 26.5 = 27 BP

Ring of protection +1 2000 gp / 100 = 20 BP

Heavy steel shield: 20 gp; 0 points

Longbow: 75 gp; 0 points

Arrows: 1 gp; 0 points 0 BP

Total: 114 BP

Chapter 12

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Good game, LOSER!

Page 23: Conflict Roleplaying Rulebook

Player’s Name: Character Name:

Main Hand: Team’s Name:

O� -Hand: Date of Play:

LINE OF SIGHT

Vision/Distance:

Perception:

TEAM FEATS

1.

2.

3.

Star

ting

Item

s He

ld

Initiative

Passcards™

AC BuffsAbbreviations: C= COMPETENCE CI = CIRCUMSTANCE

D= DEFLECTION DG= DODGE E= ENHANCEMENT

I= INSIGHT LK= LUCK N= NATURAL M= MORALE

P= PROFANE SA= SACRED SH= SHIELD SZ=SIZE

AC Touch Flat-footed

Scratch Pad# Hit Points

Max HP Current HP

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. www.Confl ictRoleplaying.comPassCards™ Version 1.0

Movement

BattlePointsBATTLE POINT CAPMY BATTLE POINTS

MODIFIERSBONUS

MODIFIERSSPEED(S)

Match VictoryY E S ! N O P E

MATCH TYPE MATCH LENGTH IN ROUNDS

10 15 20 Unlimited Other:

Match Laws Map Elements Locations Enter Map Coordinates

qBlade Bound

qDeadLands

qFace-to-Face

qFog of war

qNo SideKicks

qPanic Law

qSteal the Roll

qRadiance

qShadow Bound

qSimple Movement

qSpell Bound

q

MOVEMENTATK (Attack) CT (Cast) CL (Caster Level) CH (Charge) DMG (Damage) FA (Free action) FR (Full Round Action) MV (Move Action) RDY (Ready) SA (Standard Action) STH (Stealth) SW (Swift action)

Round Start End Actions DM TalkBack

1

Notes, E� ects & Bu� s:

2

Notes, E� ects & Bu� s:

3

Notes, E� ects & Bu� s:

4

Notes, E� ects & Bu� s:

5

Notes, E� ects & Bu� s:

6

Notes, E� ects & Bu� s:

7

Notes, E� ects & Bu� s:

8

Notes, E� ects & Bu� s:

9

Notes, E� ects & Bu� s:

10

Notes, E� ects & Bu� s:

11

Notes, E� ects & Bu� s:

12

Notes, E� ects & Bu� s:

13

Notes, E� ects & Bu� s:

14

Notes, E� ects & Bu� s:

15

Notes, E� ects & Bu� s:

ABBREVIATIONS

yyLeegiblyLeegiblyPrriint Lerrriint LntntnnPrrPrPlease PPlease PPPleaPlPlease nt L giblyP ease nt L giblynPlease PPr nt LegibllyyblyliblblgiiegegLeegLeePPrriintPPrriintseePleasPleaslease nt L gibly

Saving Throw Buffs

Fort. Re# ex: Will:

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Page 24: Conflict Roleplaying Rulebook

• 24 •

match types summary Match Types Summary

D10 Match Description Summary Variant Handicap1

1 Ambush , is handicap match gives the smaller team time to

prepare the map for the oncoming team of hunters. , e

hunters will have to face Map Elements, traps and / nally

a readied and magically-prepared team in a slayer’s match.

Di erent Ba" lepoint Caps: , e defenders receive a smaller Ba6 lepoint cap.

Even Kill Victory Conditions: , e Ambushers must kill a number of Defenders equal to

the original size of the ambush team to win.

Reduced Preparation: , e ambushers receive only one round in which to prepare.

Double-Cross: Even number of team members. However, one member of the ambushers

is actually a spy, placed there by the defenders.

Y

2 Kill of the

Hill

Playing as individuals, characters / ght to keep their feet

on a shi7 ing Hallow. Point leaders are engulfed in faerie

� re and dimensionally anchored to make them easier

targets. , e character who survives the match with the

most rounds on the “hill” wins.

Single Hill: Only one unmoving hill in play. N

3 Bloodspill Test your character–building skills and your ability to

work as a team in this classic slayer’s match. Last team

standing wins.

For Each His Own: Teammates / ght as a team until all enemies are dispensed, then must

turn on each other for only one winner will be crowned.

Legendary Grudge Match: One player gets to play an iconic character.

Legendary Face O : An iconic character is on each team. , is can include character from

custom campaigns.

N

4 Snatch N

Grab

First team to kidnap their opponent and drag him into

their Hallow wins.

Protectorates: Captured opponents must be kept alive.

Tight Lipped: Captured opponents must be held for a longer period of time

N

5 McGu# n A sentinel loadstone is at the center of this match. , e

goal? To get the magical weighted sphere back to your

Hallow before the other team rips you to shreds.

Team McGu# n: Each team starts with a McGu; n. A single Hallow is placed in the center

of the map. Stop the other teams from entering the Hallow with the McGu; n while

protecting your own approach.

Exploding McGu# n: , e McGu; n is unstable. Get it back to your Hallow before it

randomly explodes in your hands.

McGu# n With Map Elements: Add Map Elements to the bloody fun!

N

6 Hellbreak , ey have your teammate and you need to get him back.

You only have a few rounds to penetrate their defenses

and get you boy home.

Cunning Tactics: One side is provided an addition two rounds to prepare for the match.

Prisoner Exchange: Each team has a prisoner that must be defended while trying to free

your friend in the enemies’ Hallow

Y

7 Regicide “Kill , e King!” Protect your teammate from the other

team’s assassins. , e problem: , e king’s crown can be

seen for miles.

Enemy Selection: , e assassinating team gets to choose which character is the king.

One Side Regicide: Only one team may have a king; the other teams are the assassins.

Safe Points: , e opposed teams agree not to harm any king for one full round a7 er the

king enters a Hallow’s safety.

N

8 Brother's

Keeper

Two Brothers vs other pair of brothers. Each with the

magical ability to protect their blood brother from harm.

A7 er a brother falls, there are a few critical seconds

where revenging his death will bring him back to life.

Vorpals: One member of each team begins the match with limited use of a vorpal sword. N

9 Monster

Mash

Bring on the monsters! , e team to slay the most mon-

sters in a short period of time wins. , e twist is, there is

nothing stopping teams from foiling each other’s plans.

Protecting the other team’s monster, healing monsters,

even slaying the other team are all legal and encouraged.

Zombie Night: In this Match zombies are the target of all the fun.

Intelligent Gang: Teams are assigned a small yet tactically intelligence group of humanoids

who are aware and prepared for the situation they are in.

Here $ ere Be Giants: Instead of groups of monsters, teams are assigned a very large one.

Cherry Picking: In this variant, teams can score points by landing the killing blow on any

teams’ monsters.

N

10 Conquer &

Reap

Seize or be Seize! Protect your Hallow at all costs while

trying to conquer your opponents’. Resources are limited

so planning and quick strike are the keys to victory.

Single Hallow: , ere is only one Hallow. , e teams are simply defenders and a6 ackers

Scramble: In this variant, each team is free to abandon their own Hallow in order to secure

a victory.

Aggressive Expansion: To win, a team must occupy their own Hallow and every other

team’s Hallow for one round.

Y

1Indicates if the Match Type can be played with an uneven number of players. If you roll this result and have an odd number of players, reroll or consider playing multiple characters.

117

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iNDEX Page 1

119

Monster mash, Red team,

Opponent #35

Index

A

Acknowledgements 113

Adding Your Own Planted Items 90

Adjudicating Opposed Rolls 84

A! itude 5

B

Ba! lepoint Cap 9

Ba! lepoints 9Ability Scores 10Ba! lepoints Summary 11Character Levels 10Magical Equipment 12Non-Magical Equipment 12Other Sources 12Purchasing Equipment 12Race 10

Non-Standard Races: 10Racial Hit Dice Calculation 10

Tallying Ba! lepoints 10Wealth By Level 12

Ba! lepoints Optimizing 74

C

Campaigns & Con" ict Matches 80, 81Integrating Con" ict Matches 81

Choosing A Match Type 15

Choosing Teams 15

Combat ChartsArmor Class Modi# ers 92A! ack Roll Modi# ers 92Combat Maneuvers 92Common Items: Hardness And Hit Points 91Condition Summaries 93Enlarged And Shrinking Creatures 93

Con" ict Gamemastering 79Adjudication And $ e Referee Role 79A% er $ e Match 80Know Your Rules 79Mmmm... Fudge! 80Rematch Options 80Rules Lawyers 80

Con" ict Laws 54

Con" ict-Maps 58Center Lines 58Center Square 58Grid Coordinates 58Map End Con# gurations 58Map Ends 58Restricted Area 58

D

Destroying Stu( 91

Disquali# cation 87Disquali# cation Conditions 87

A! acking A Team Member 87Breaking Con" ict Laws 87Challenging $ e Gm 87Disruptive Behavior 87Flight 87Involuntarily 87

Leaving $ e Map 87Handling Disqualifying Behavior

Character Disquali# cation 88Instant Disquali# cation 88Issue A Warning 88Lost Of Action 88Other Penalties 88Player Disquali# cation 88Restate Actions 88Team Disquali# cation 88

G

Glossary 8

H

Hallow. See Map Elements: Hallow ($ e)

Handling Player Stall Tactics 85

Hidden Movement 82

I

Illusion Rules 83

K

Keeping Track Of Hidden Characters 82

L

Laws 54, 55Action Laws 54Blade Bound 55Character Generation Laws 54Con" ict Laws Summary 55Creating Laws 54Face O( 56Fog Of War 56No Sidekicks 56Panic Law 56Player Laws 54Radiance 57Shadow Bound 57Simple Movement Law 57Spell Bound Law 57Steal $ e Roll 57

What Are Con" ict Laws 54

Line Of Sight And Hidden Movement 82

M

Map Arcanum 60

Map Elements 40Awareness 40

catch plates 42Creating Your Own Map Elements 52

Ground Rules 40Guillotine Plates 43

Hallow ($ e) 41Activation 41

Hallow’s Magic 41Announcement 41Expansion 41

Hallow Shi% 41Magical Barriers 41

Scoring 41How To Ride A Rust Monster 47

Launch Plates 44Map Elements Summary 53

Map Points 40Placement 40

Pods 45Rusty 46

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