Buy Now: http://store.ConflictBooks.com
cRoleplaying o n f lRulebook ict Design: Mark M. Scott
Written by: Mark M. Scott, John E. Ling, Jr, Amber Scott, Brendan Davis Editing: Luchina Smith, Conflict Games Design Team Design Contributions: Mike Campell, George Basley, James Art Direction: Mark M. Scott, Conflict Games Design Team Art: Rick L Hunter, Jon Hodgson, Scott Purdy, Andy Hepworth, Mark Hyzer, Brandon Leach, Marcus F. Scott Cover Illustration: Ihar Balaikin Art Direction: Mark M. Scott, Conflict Games Design Team Cartography: Michael K. Tumey, Conflict Games Design Team Technical Engineer: Lloyd Warner The Conflict Roleplaying Rulebook introduces players to tactical team-versus-team roleplaying, where players compete against other players in dozens of objective-driven matches. This book is compliant with the Open Game License (OGL) and
ibility License. See http:// paizo.com/pathfinderRPG/compatibility
is suitable for use with the world’s most popular fantasy roleplaying
for more information on the compatibility license.
game. The OGL can be found on page 120 of this product.
Designation of Open Game Content: None, Elements that are in the
To learn more about the Open Game License and the d20 System
public domain or have previously been designated as Open Game
License, please visit wizards.com/d20.
Content are not included in this declaration.
Compatibility with the Pathfinder Roleplaying Game requires the
No portion of this work other than the material designated as Open
Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
Game Content may be reproduced in any form without written per-
http://paizo.com/pathfinderRPG for more information on the Path-
mission. Conflict Roleplaying © 2010, Conflict Games LLC All Rights
finder Roleplaying Game. Paizo Publishing, LLC does not guarantee
Reserved. Printed in USA
compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compat-
Conflict Games LLC Area 7515 PO Box 4668-7515 New York, New York 10163-4668 Office: 845-445-1021 ISBN: 0-9824507-0-2 ISBN-13: 978-0-9824507-0-3
www.ConfictBooks.com
••14••
Chapter 1
Intro...
=taBle oF conteNts
New Concepts ........................................................................6 Glossary ...................................................................................8 Chapter 2
battle Points...
Tallying Battlepoints .............................................................10 Battlepoints Example ...........................................................11 Chapter 3
Map End Configurations......................................................59 Team Initiative........................................................................60 Chapter 8
Passcards...
Introduction To Passcards .................................................61 Abbreviations .........................................................................63 The Role Of Passcards ..........................................................64 Examples Of Passcard® Use..................................................66 Chapter 9
Supplemental Rules...
Team Feats...
Match Types...
Player’s Tips & Tactics ...
Starting A Match ....................................................................14 Supplemental Rules...............................................................15 Chapter 4 Introduction To Match Types .............................................16 Match Type Format...............................................................17 Match Type: Ambush ...........................................................18 Match Type: Kill Of The Hill ..............................................20 Match Type: Bloodspill ........................................................22 Match Type: Snatch And Grab ...........................................24 Match Type: Mcguffin ..........................................................26 Match Type: Hellbreak.........................................................28 Match Type: Regicide...........................................................30 Match Type: Brother’s Keeper ............................................32 Match Type: Monster Mash ................................................34 Match Type: Conquer & Reap ...........................................36 Chapter 5
Map Elements ... Map Elements Introduction ................................................38 Creating Your Own Map Elements ....................................40 How To Ride A Rust Monster 47 Chapter 6
Conflict Laws...
What Are Conflict Laws .......................................................54 Law Descriptions & Summary ...........................................55 Chapter 7
Conflict maps...
Introduction To Team Feats ................................................67 Team Feats Listing & Descriptions ...................................68 Chapter 10 Optimizing Your Character .................................................71 Enemy De-Buffing .................................................................72 Healing .....................................................................................73 Battlepoints Optimizing ......................................................74 Introduction............................................................................78 Chapter 11
Game mastering...
Campaigns & Conflict Matches ..........................................80 Hidden Movement ................................................................81 Metagaming ............................................................................82 Planted Items ..........................................................................88 Combat Charts .......................................................................91 Chapter 12
Pre-Configs...
Pregenerated Characters ......................................................94 Intro: Conflict Pregens .........................................................94 Stat-Blocks & Battlepoints ...................................................95 Appendix
Appendix...
Special Thanks &Acknowledgements ...............................113 Passcards™ ...............................................................................115 Index .........................................................................................118 Game License Version 1.0....................................................120
Conflict Maps .........................................................................58 Introduction To Conflict-Maps ..........................................58
• •53• •
welcome to the conFlict
Respect Thy Opponent
Y
our opponents are like hot coals— you can either respect them from the start, or you’ll be forced to respect them after they burn you. Whichever way you choose, you’re going to respect them. “Its better to respect your opponents before the match than to get burned and humbled into respecting them afterwards.”
•4•
iNtroDuction
Chapter 1 What is Conflict Roleplaying?
What is Conflict Roleplaying?
What Do You Need To Play
Competition. That’s what this book is all about. Raw, unlimited yet
In addition to this book, to play a Conflict match the following items
governed competition. Players versus players gaming is by no means
are needed:
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 fine for a certain tabletop gamers. For some of us, being cheerfully cooperative just doesn’t cut it. There’s
•
Pathfinder® 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 Pathfinder® Roleplaying Game Core Rulebook™.
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
•
A Conflict–compatible map—you can find some on our website.
you hold in your hands the right material to scratch it. Conflict is
•
Miniatures and/or counters to represent characters and/or Map Elements.
Rules and matches and even maps are designed to put you in direct opposition with the person on the other side of the table. Through
•
your own tactics, strategies, luck and bluffs, you will be in complete control of your level of success or failure. Conflict players typically join up in small teams and face off against another team of players. The goals of those teams can be as simple as kill as many of the oppos-
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.
ing teams’ members as you can or as complex as an entire adventure
What Do You Need To Know
where teams have to race (or chop) their way to the finish. The books
A number of new concepts and philosophies combine to form the
from Conflict Games will supply the rules, Match Types and gam-
basis of Conflict Roleplaying. These ideas, considered as a whole,
ing accessories needed to add an exciting new twist to the game you
unite to create the general atmosphere of competition. Players and
already love.
Game Masters are encouraged to read the below section carefully. The concepts defined next should remain as the principal aspects of
Attitude Conflict Roleplaying starts with a change of attitude. The guy you used to fight along side is now your enemy. Therefore, be prepared to compete and don’t play nice: play to win. Conflict’s style of gaming is a far cry from your typical dungeon crawl or “save the princess” campaign. Conflict positions players in competitive stances against
Conflict Roleplaying. They are as follows: •Battlepoints •Laws •Enumerated Maps
•Passcards
•Team Feats •Planted Items
•Match Types •Map Elements
each other, not the Game Master. The 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 fight against her settings and creatures.
A Word on Pronouns In Conflict 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.
• 75 •
gLossary
Conflict Keywords Words used by Conflict players: Battlepoints (BP):
A rating system to roughly estimate the character’s ability to compete. The higher the score the more the
Battlepoint Cap:
Map Points (mp):
A currency used by players to
Match:
purchase Map Elements. When two or more teams compete
Match Length:
against each other. The number of rounds before a
capable the character.
match ends or goes into sudden
The maximum Battlepoints a player
death. This is announced by the
can use during character creation or when choosing a Pregen char-
Match Types:
GM prior to the start of the match. The name of the match and it’s
Passcards:
main objective. Sheets of paper that are used to
Casualties:
acter. Players that are killed, defeated or
privately provide the Game Master
Character Builds:
disqualified during match play. The composition of a character, including elements such as his class,
what players are planning. Character sheets that are ready to
level, race and Battlepoints and the
or team member with details of Pregen:
optimization of those elements. As
play and include its Battlepoint
there are myriad ways to optimize
score. Typically, Pregen have al-
a character, players often compare, discuss, laud, and criticize builds Conflict Maps:
Planted Items:
during Match play. A large map with a 1-inch grid. Each square on the map is enumer-
GM on the map at the start of a Teams:
Match. A cooperative unit of one or more
Teams Feats:
players. Special feats granted to all mem-
ated. This allows players to communicate the locations of hidden
ready been approved by the GM. Preexisting items placed by the
Faith Points (fp):
traps, dangers or other teammates Rewards given out for Match wins Tokens:
A physical representation of the
Hallows:
during tournament play. A platform or marked area on the map that certain Match Types are
Variants:
characters or Map Elements. A different version of the same
based on. Entering or occupying Hallows are part of the victory conLaws:
ditions set by some Match Types. Universal rules applied to everyone in the match and agreed to prior to
Map Arcanum™:
the match. A separate document that holds important terrain–related facts about a map, to help players make
Map Elements:
decisions on their actions. Magical objects players can purchase and place strategically on the map.
•8•
bers of a team, based on the number of members in a team.
Match Types.
Battlepoints
Chapter 2 Battlepoints Introduction
Battlepoints
The Battlepoints (BP) rating system is used to help level the playing field by roughly estimating the character’s ability to compete in Conflict Matches. Specific sections of a character sheet is given a value and the sum of those sections are considered the character’s total BP.
Battlepoint Cap The GM assigns a Battlepoint Cap prior to every Conflict match. The Battlepoint Cap is the maximum Battlepoints any character can total prior to the start of the match. This cap applies to pre-made characters as well as characters created from scratch. The Battlepoints 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). The GM can use Table 2.1 as a guideline to determine the appropriate Battlepoints Cap. A Level Off: 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: The Battlepoint 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 fine. 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 Battlepoints below the Battlepoints Cap. Table 2.1 - Battlepoint Cap Character Levels
Suggested Battlepoints Cap
Character Levels
Suggested Battlepoints 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
Higher Levels: The Conflict game designers made every effort to preserve fair play and eliminate broken mechanics. However, some GMs find 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. This does not mean that higher level characters are prohibited, just that GMs should approach such matches with caution.
•9•
m GufFiN c
Match Type: McGuffin
“The villages have sent their strongest competitors to reap glory and honor. Today we meet on the field, spill our blood and trample our adversaries; that we might seize the McGuffin and take it into our enemies Hallow.“
pitch black in color and smoothly polished. The McGuffin is about
Handicap Match
plains endlessly and creates an effect to slow movement.
the size of a large grapefruit and weighs 51 pounds. A handle fused to the top of the McGuffin allows smaller hands to carry the item. The oddest thing about the McGuffin is the illusory mouth that appears whenever it is moved. When jostled or carried, the McGuffin comThe DC to hear the McGuffin’s squawking is 10 plus 1 for every ten
No.
feet between the character and the McGuffin.
Objective McGuffin simulates a violent sporting event, not unlike the medieval sport Mob Ball. Players form into two teams, and Hallows are assigned on either side of the map. A loadstone, called the McGuffin, is put into play and each team must fight to bring it to the opposing team’s Hallow to score points. The loadstone reappears instantly in its original location after a point is scored.
While the McGuffin is being carried (or moved without being carried, such as in a cart) it creates an effect that reduces movement of the character carrying or moving the McGuffin by one-half. If multiple characters cooperate to move the McGuffin, all participating characters have their movement reduced. The effect ends when the character drops or otherwise discards the McGuffin. Anyone carrying or otherwise moving the McGuffin glows with an
Here’s the Twist!
emerald radiance, with intensity equal to that of a torch. The light
1. The McGuffin is fragile. It can be destroyed. If it is destroyed it
creates an effect equal to that of the dimensional anchor spell. In ad-
returns to its original location.
dition, the light prevents concealment benefits from darkness, blur,
2. The McGuffin is dimensionally anchored so it is unaffected by spells
or similar spells and effects. The McGuffin cannot leave its plane of
that take it outside the Material Plane.
existence, which means characters cannot place the McGuffin in a bag of holding or similar item. The light is too dim to have any special ef-
Victory Conditions The team that scores the most points by the end of the match wins. Teams score points by bringing the McGuffin to their opponents’ Hallow and holding it there for one round.
more that 5 feet away.
GM Notes
Team Names Adjustments
Minimum Team Members
Maximum Teams
<none>
2
4
Map Points Adjustments: Map points are not assigned Starting Points Adjustments: No Adjustments Match Length Options: 15 Rounds, 20 Rounds, 25 Rounds
Rules
•
When thrown the loadstone will drop in the adjacent square, no The McGuffin has hardness 10 and hit points 10.
Setup
•
fect on undead or dark-dwelling creatures vulnerable to light.
•
The McGuffin begins in the center of any Conflict map.
Variants Exploding McGuffin: The McGuffin in this variant is unstable and explodes frequently. Every round there is a 10% (d100) chance of this occurring. When the McGuffin explodes, it inflicts 6d6 points of damage to everything within a 10 foot radius (Reflex save for half). Single Hallow: There is only one Hallow. The players are divided into
The GM chooses a square near the center of the map and places a
Defenders and Attackers. The Defenders must protect the Hallow and
token representing the McGuffin on that square.
prevent the other team from scoring. The GM can assign anywhere
The GM places a Hallow on each side of the map and assigns
from 1 to 10 points and if the Attackers score more then what was
each team to each Hallow.
assigned, they win.
Match Events The Great McGuffin: The McGuffin is a magically sentient loadstone that doesn’t like to be moved. It appears as a perfectly circular orb,
• 26 •
Team Mcguffin: Each team starts with a mcguffin. A single hallow is placed in the center of the map. The team to bring their mcguffin to hallow the most number of times wins. After each score the mcguffin returns to a GM designated point in the map.
match type illustrated:
m cGufFiN c
• 27 •
moNster mAsh
Match Type: Monster Mash
“Someone let the monsters loose! The beasts killed their keepers and are rampaging. The king has offered riches and titles to the team that can kill the most of these creatures. If you are brave, come and claim your glory. “ Handicap Match Yes
Match Events
Monster 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
Objective The objective of this Match Type is for either team to kill as many of the monsters assigned to their team as possible.
appear. In a standard match, the colored strips are visible on the monsters’ chests and backs. All characters, unless impaired by darkness or similar effects, can easily tell one monster group from another
Here’s the Twist!
Monster Spawning: Every two rounds after the first and prior to any
No barrier or restriction keeps characters from crossing to the other
other actions (or at the rate chosen by the GM), a new monster for
side of the map. Therefore, characters are free to attack opposing team
each team appears at one of the Hallows. The GM can select which
members, protect the opposing team’s monsters, or even heal the op-
monster appears in which Hallow, or determine the monsters’ posi-
posing team’s monsters.
tions randomly. The monsters are placed in initiative order prior to any other actions. Monster are active and aware at the begin of the
Victory Conditions At the end of the match, the dead monsters will be counted and sorted based on the team to which they belonged. The team with the
round. Monster Spawning does not trigger an attack of opportunity. Monster. The act of spawning generates no sound or visual cues.
most number of dead monsters wins. The team must have a least one
GM Notes
surviving member to be declared the winner. Slaying your opponents’
•
sters and announce the counts loudly at the start of each round.
monster will give your team a negative point for each monster slain.
Setup Team Names Adjustments
Minimum Team Members
Maximum Teams
<none>
2
4
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 • • • • •
•
The GM needs to keep a running tally of each team’s dead mon-
• •
A monster will tend to attack the team that they are assigned to. Classes who has special abilities or bonus versus specific monsters must announce which monster races his abilities will be applied to prior to the match.
Variants Zombie 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. This can make it difficult for one team to gain the advantage. The Intelligent Gang: Each team must hunt down a small yet tacti-
The GM decides what monsters are used during the match.
cally intelligent group of humanoids or monstrous humanoids, such
The players must place their characters on the map prior to the
as dark elves or hobgoblins. The monsters are aware of the teams’
monsters’ initial placement.
presence and prepared for their situation. Be sure to use some of the
The GM decides on an even number of monsters and chooses the
Conflict Taunts listed in Chapter 10.
monsters’ initial starting locations.
Here They May be Giants: Instead of groups of monsters, each
The GM controls the monsters.
team is assigned one very difficult monster. The first team to kill their
A Hallow is placed in the center of the map and each team
monster wins. If none of the monsters are dead by the time the match
receives a Hallow. The GM chooses the Hallows’ locations and
ends, the team whose monster has the fewest hit points wins.
places them on the map.
Cherry Picking: In this variant, teams can score points by landing the
Monsters should be roughly ⁄3 of the average character level.
• 34 •
1
killing blow on any teams’ monsters.
sh
Ma
ns
te
r
moNstER mAsH
Mo
match type illustrated:
• 35•
map Elements
CATCH PLATES –A disembodied hand appears from below, wraps its powerful fingers around you and with great strength it pulls you to the earth. CATCH PLATES: LESSER
CATCH PLATES: GREATER
MP Cost:
50
MP Cost:
100
Triggered By:
All Teams
Triggered By:
Non-Purchasing Teams
Size:
10 x 10
Size:
20 x 20
Trigger:
Proximity
Trigger:
Proximity
Reset:
Auto
Reset:
Auto
Perception DC:
20
Perception DC:
30
Disable:
DC 20
Disable:
DC 30
Saving Throw DC: Reflex DC 20
Saving Throw DC: Reflex DC 30
Effect: A catch plate is triggered when it detects a flying creature above
Effect: Greater catch plates can “catch” up to four characters per round.
it and will attempt to snag the creature out of the air. If caught, the
The effects are the same as the Lesser version with the following ad-
creature is immediately pulled to the ground, suffering no damage
ditional effect occurring first.
from the fall and is considered pinned for 2 rounds. A successful
Suppress Airborne Magic:
Reflex save avoids this effect. Lesser catch plates can “catch” one char-
Area: Target
acter per round.
Duration: Instantaneous
The following effects occur without a saving throw:
Saving Throw: None
•
Alarm Effect:
Spell Resistance: No
A Ghost Sound spell is triggered simulating an alarm of 4 nor-
Description: The catch plates suppress any spell or magical effect
mal humans screaming obscenities to the creature that triggered
that grants the ability to be airborne. The magic is suppressed
the plates.
for 1d6 rounds. Only the ability to be airborne is suppressed, all
Slowed Flight:
other powers of the item or spell remain unaffected, unless the
All spaces directly above the catch plates count as 2 squares of
power has a dependency on being airborne. In which case, it
movement for creatures in the air.
may be deem ineffective by the GM. Natural flight is unaffected.
•
Tactical Notes: Tactical Notes: •
catch plates are useful for snaring flying opponents attempting to get from one point to another on the map.
•
After the catch plates grab an opponent, follow-up with area of effect spells, such as Cloud Kill, Wall of Fire, Acid Fog, etc.
•
The Alarm Effect 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 attack.
•
In matches that involve magic users, catch plates are a good idea due to their common flying tactics.
• 42 14 •
•
Greater catch plates suppress fly magic with no saving throw!
map ELemEnts
Chapter 5
It looks like a stalking jelly fish floating in the air. Filled with a lethal substance the pod has no sting, but explodes in a deadly burst. – POD: LESSER
PODS
POD: GREATER
MP Cost:
50
MP Cost:
50
Triggered By:
All Teams
Triggered By:
All Teams
Size:
10 x 10
Size:
10 x 10
Trigger:
Proximity
Trigger:
Proximity
Reset:
No Reset
Reset:
No Reset
Perception DC:
N/A
Perception DC:
N/A
Disable:
N/A
Disable:
N/A
Saving Throw DC: Never Miss
Saving Throw DC: Never Miss
Effect: At the GM’s discretion, pods can be pre–filled with any non–
Effect: In addition to the lesser pods’ functions, the greater pods are
magical liquid or powder. This occurs prior to the start of the match.
naturally invisible until they are triggered.
A pod can hold the equivalent of one dose or flask of substance. When
Pod Statistics:
triggered, pods are naturally assigned to spew out their contents in
•
every direction. The square the pod occupies is considered the center of the effect 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 effects can be added to lesser pods. lesser
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
pods levitate a few feet off the ground in plain sight. The expense of the substance placed in the pod must be added to a character’s Battlepoints 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 predictable paths into a larger trap or ambush.
•
Alternatively you can fill a pod with an alchemical substance such as acid or alchemist’s fire if you anticipate your foes moving in clusters.
•
Careful not to box your team in with the location of the pods. Remember the Pod effects all teams and it is easy to have an action readied against you.
•
To maximize the invisibility effect, put the pods in places opponents are likely to move through; in front of your team’s Hallow for example.
•
The expense of the substance must be added to a character’s BP.
15 • • 45
map Elements
Creating Your Own Map Elements
Creating Your Own Map Elements
by only one team, but which inflict no penalties on other teams, are
The Map Elements in Conflict add a level of depth and dynamism to
more expensive. Map Elements usable by only one team, and which
the matches. While there is an ample supply of Map Elements pro-
inflict a penalty on other teams, are the most expensive.
vided in this book for both Conflict® matches and tournaments, some
Example: Sarah decides the Distance Viewer is usable by only one side. The
GMs and players may get the urge to create their own Map Elements.
team that places the Map Element can use it to view an enemy team’s Hal-
Creating your own Map Elements is a fun way to customize the game to your own preferences. Some ideas eas will require several tries to
Distance Viewer nothing happens. low. If another team tries to activate the Dis
implement properly; others will come to you perfectly all at once. This
Map Elem Elements: ts Activation ti ti
section contains suggestions and ideas deas to guide you in creating your
The next step is to determine activation rrequirements for the Map
own Map Elements.
Element. Some activation methods inclu include: standing on a particular
Map Elements: Purpose The first step is to consider the purpose of the new Map Element.
square, saying a catch phrase in a specific location, concentrating in an area or on an ob object, or manipulating an object in some way way. With some exceptions, Map Elements should not be portable. Monsters,
Try to outline the concept of the
of cours course, can roam, but most Map
Map Element in one or two sen-
Elements are immovable squares Elemen
tences. Consider the effect it will have on each
or very ver heavy objects, such as stat-
of the teams. The purpose of a Map Element
ues. This makes the placement of
can be found below. Of course more re ideas of
Map Elements more important Ma
Map Element purposes will spring ng to mind as
and adds to the tactical nature an
you develop new Map Elements.
•
of the game.
Beneficial: granting advantageous ageous effects You must also decide how
to those who use it
• • •
much time it takes to activate mu
Hinderer: inflicting detrimental ental effects on those who use it
the Map Element. Many activate in-
Revealer: disclosing new informaforma-
stantly wh when a character interacts with
tion about the match
them; for example, guillotine plates work whe whenever stood upon. If your
Teleporter: moving creaturess from
Map El Element seems like it should
one area to another
•
Monster: providing a new opp-
take m more time to activate, con-
ponent to challenge.
sider the time needed to activate a
Example: Sarah the GM gets an idea for a new Map Element. By using the
similar effect and use that as your guide.
Map Element, a character can view another area of the map remotely. She
Example: Sarah imagines a stone pedestal, shaped like a lectern. She
jots down the concept along with the name, “Distance Viewer.”
decides that to activate the Distance Viewer, a character must stand behind
Map Element: Allegiance
the lectern and grasp the edges while concentrating. Casting a clairvoyance
The next step is to decide who can activate the Map Element. Can any team benefit from its placement, or can only one team make use of it? If only one team can use the Map Element, do other teams suffer a penalty if they try, or does it simply not work? Any of these options are valid and affect the cost of the Map Element. As a general rule, Map Elements usable by anyone are cheapest. Map Elements usable
• 40 •
spell is a standard action, so Sarah decides that activating the Distance Viewer is a standard action.
Share with the Conflct™ Community You’ll find more ideas for new Map Elements on our forums and blogs located on the web at: www.ConflictRoleplaying.com
Introduction to Match Types
mAtch tyPEs
This chapter contains ten Match Types for GMs and players to choose from, along with several variations to keep things interesting and
Random Match Selection GMs and players should discuss which Match Type to play and select
new. The variations offer some twist on the objective, which in turn
one on which everyone agrees. It is the GM’s prerogative to select
changes the tactics and strategies for each team.
the Match Type. The GM may also choose to roll randomly on the
An Introduction to Match Types
Random Match Types Table located in the appendix of this book.
Match Types are scenarios of play that pit teams of players against one
Once the Match Type is selected be sure to consider the variants of
another. Think of Match Types as different competitive events, or as
that Match Type as well.
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,
Match Stalemates Stalemates happen in Conflict Roleplaying. Sometimes neither side can get the edge it needs to win, and that is okay.
the players or the GM divides the characters into teams. The match
Here are some possible solutions to resolve stalemates:
begins and the first side to achieve the Match Type’s objective wins.
•
Replaying a Match Each Match Type can be played again and again with different results. This depends on what strategies players utilize and what character builds they use. A simple change in opening tactics can alter the outcome or feel of a Match Type. There is no carry-over from one match to the next; players cannot keep items or spell effects after 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.
Sudden Death: For Match Types where slaying the opposing team is the objective, the next team to kill an enemy team member wins.
• Extended Match: Play for an additional 5 rounds. Match Events Match events add a twist to Match Types. Some matches may seem easy to design tactics for, but the match events add a layer of complexity that requires better tactics and dynamic strategy, and leads to more fun. Match events are, in essence, magical effects that are the center of the Match Type. They create new challenges that apply to all teams. Match events might be magical effects that affect certain players. For example, in Regicide, the king’s crown has properties that affect only the character designated the king. Match events might target different
Total Party Kills
players at different times – for example, in Kill of the Hill, the faerie fire
A TPK (total party kill) occurs when all members of a single team
effect targets the characters in the lead, and ceases when they fall out
die. This always results in victory for the other team. Regardless of the
of the lead or become casualties.
objective, if all team members fall prior to the objectives being met,
The Hallow: Several matches includes a Map Element named The
that team loses.
Hallow. Players should familiarized themselves with it description
Casualties
listed on page 41.
The GM makes the final determination on whether a character is a casualty or not. Players that are temporarily incapacitated but could return to the fight 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 fighter fails his Fortitude save and falls victim to a flesh 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.
Cannot Be Circumvented: Players must understand that the match events are the purview of the GM. The 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 matter how powerful, cannot overcome the restrictions a match event imposes. An attempt to disable a match event is a challenge to the GM’s authority, and could result in disqualification. Making the match event work for your team, though, is another story. Players are encouraged to think creatively to find ways to turn a seeming disadvantage into an advantage or part of a plan. Accept and work with the match event instead of fighting against it to enrich the experience for all players.
• 41 •
What are Conflict Laws
conFlict laws
What are Conflict Laws?
ing on speed and ambushes.
Conflict Laws are rules that the GM can apply to most Match Types.
Action Laws
Laws are termed universal in that they apply equally to all characters regardless of class, race, or team affiliation. Think of laws as natural laws present in the world that characters cannot circumvent by any means.
Action Laws alter the terms of the Match Type. The law adds an element to the match that directly affects the characters. For example, an Action Conflict Law might change the characters’ starting positions, or restrict their options during game play.
Laws are optional, but their application adds more strategy to the match by limiting or expanding players’ options. The GM and the
Player Laws
players should agree on which laws apply to a match, if any. There is
Player Laws affect the players sitting around the table. These laws are
no limit on the number of laws that a group can use in a match, so long
usually light-hearted and are designed to add to the fun at the gaming
the laws integrate well.
table.
A law can affect the match in three different ways:
Creating Laws
• Character Generation Laws • Action Laws • Player Laws Character Generation Laws
While 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 better for their group.
Character Generation Laws govern how the players are allowed to cre-
When creating laws, remember a few key guidelines.
ate their characters. By eliminating certain aspects or abilities from all the Shadow-Bound Law requires players to create rogue characters. If
• • •
players know they face an all-rogue team, the strategies they will take
Finally, remember when creating laws that all players must agree to
teams, the GM can affect how the teams develop tactics. For example,
that into account when they create strategies, perhaps focus-
• 54 •
Laws should be applicable to most matches. Laws should affect all characters on all teams uniformly. Law should change the potential strategies and tactics of a match.
put a law into effect. Laws need to be fair to everyone.
coNFLict lAws Law Descriptions This chapter lists all the available Conflict Laws and explains their effects.
Chapter 6 Law Descriptions & Summary
BLADE BOUND Character Generation Effect: This Law restricts all players to classes that rely on mundane
Law Name Each official Conflict Law is given a name for reference.
Effects
weapons and skills. Players may select from only the following classes during character generation.
how it works, appear in the line following the Effects listing.
• • • • •
The Spirit Of The Law
The Spirit Of The Law: Blade Bound is intended to make the match
Each Conflict Law has a specific purpose – an effect it wishes to cre-
low-magic and bloody. By removing area damage through spells such
ate. This central idea the law was designed around is the “spirit of the
as fireball, this law encourages heavy ground tactics for a good ol’
law. The spirit of a Conflict Law is subjective, and the GM is encour-
fashioned hack-and-slash.
A Conflict Law can affect the match in three different ways. This chapter is divided into three sections: Character Generation Laws, Action Laws, and Player Laws. Details of the law, including what it does and
aged to judge the law’s purpose and ask players not to violate the spirit of the law.
Fighter Monks Ranger Rogue
GM Notes:
•
GM Notes
Barbarian
For multiclassed characters, all classes chosen must be among the the list of permitted classes.
This section advises the GM on possible discussion topics that could
•
Paladins have been left off the list of permitted classes due to their
come up during game play. The section also advises the GM on vari-
spellcasting abilities. The GM may wish to consider allowing
ants of the law she could use.
Paladins but disallowing spell-completion magic items (such as wands and scrolls).
Table 6.1 Conflict Laws Summary d12
Law
1 Blade Bound 2 Deadlands 3 Face Off 4 No Sidekicks 5 Fog of War 6 Panic Law 7 Radiance 8 Shadow Bound Simple 9 Movement 10 Spell Bound 11 Steal the Roll 12 GM’s Choice
Summary
DEAD LANDS
Restricts character classes to mundane types. Removes the use of magic. The match is set in Deadlands where magic fails to work. Characters begin the match only 10 feet apart from one another. Prohibits use of animal or creature companions. Also prohibits summoning. A misty vapor fills the field of battle, providing concealment and limiting sight. Force teams to act quickly or suffer penalties. The map is illuminated completely. Restricts character classes to Rogues and Rangers.
Character Generation
Characters can only move by mundane means.
•
Restricts character classes to arcane and divine types. Choose who rolls your opponent’s important rolls twice a match. The GM selects what she feel will work best.
Effect: The match occurs on magic-dead ground. No magic of any kind functions within the match. This includes, but is not limited to, spells, magic items, and spell-like abilities. The Spirit Of The Law: Without magic, the characters must engage in a gritty match that grinds down to strategy and luck. The match becomes simpler to adjudicate without magic effects. GM Notes:
•
Racial abilities that affect saving throws and skill are not affected by this law. Racial abilities that confer a magical bonus or effect, such as a gnome’s ability to speak with animals, are lost.
•
The GM should check for spell-like abilities prior to the match and make sure the player realizes how this Law affects his character.
• 55 •
Metagaming Illusion Rules
GamemAsteriNg Metagaming
Illusions can add many tactical options to a team, but can be difficult
Metagaming is the act of taking specific knowledge the player has and
for GMs to adjudicate. When adjudicating illusion it is helpful to
having his character act upon that knowledge. The classic example
know the illusion types:
is a group’s first encounter with trolls. Most players are aware that a
•
troll’s regeneration is affected by fire and acid. Given that knowledge,
Figments: Spells like minor image, silent image create an image that fools sight, and possibly other senses at higher levels. Figments can move within the area of effect, but only as directed by the caster (who must maintain concentration). Concentration requires a standard action each round, which means that the caster can concentrate on the figment, possibly moving it, and then take a move or move-equivalent action. The caster must retain line of effect to the illusion. A figment’s AC is 10 + its size modifier.
•
•
Glamer: Spells like disguise self changes the subject’s apparent
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 Metagaming Sometimes, you simply need to tell the player, “No,” though offering a reason is a good idea for the harmony of your table. “Remember, you
something else.
don’t know Catspaw is hiding around that corner, so your character
Patterns: A pattern creates an image that has an effect in the
shouldn’t be acting on that information.”
mind-affecting spells). Phantasm: A phantasm (like phantasmal killer) exists only in the mind of the subject. There is no visual illusion corresponding with the mental effect.
•
begins to blast away with fire–based spells. This is metagaming. Un-
qualities – for example, making an object look, feel, or smell like
viewer’s mind (patterns, such as hypnotic pattern, are always
•
the wizard who had cast cold–based spells up to that point suddenly
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 Throws: Enemies do not automatically receive saving throws to see through an illusion. They must study the illusion closely or interact with it (for example, attack 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 figment 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 fire 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 discretion, this can also occur when observing or overhearing another team’s interaction with the illusion.
• 82 •
GM–Centric Metagaming In most roleplaying games, GMs need to watch for the same sort of metagaming as players. GMs know things that there’s little 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 Conflict® match is a bit different. GMs of Conflict® aren’t running monsters and devising plots—unless you’re playing a Monster Mash—but instead serving as an impartial arbiter of the rules. The bigger cause for concern for a GM is that her actions tip off an observant player, the roleplaying equivalent of poker’s “tell.” Your Gestures: The easiest give–away action is with your movements and gestures. For example, after 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. This 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 off the main map. If you’re using PassCards® available from Conflict 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
Gamemastering top left of the map and scan left to right and back again a few times, secretly watching for a particular area.
Chapter 11 Opposed Rolls
Adjudicating Opposed Rolls During a Conflict Roleplaying® tactical match, opposed rolls will
Opposed Rolls: Another less–obvious GM action that gives away
frequently impact play. Whether it’s a sneaking monk’s Stealth versus
information is calling for opposed rolls. If a wizard under the effects
the fighter’s Perception or a rogue’s Bluff to feint versus the cleric’s
of greater invisibility casts dominate person on a foe, you need to get
Sense Motive check , any given game is likely to have moments where
a Will save from the target. But calling for the save telegraphs part of
players on both teams need to roll dice to resolve the moment. How
the wizard’s actions, and could give the opposing team a small piece of
you handle that depends a lot on the scenario. If the character is aware
tactical information. One solution to this dilemma is to ask for a Will
of what’s going on, it’s best to allow the player to roll his own die. For
save from all members of the target’s team, even though you only need
example, a hidden monk plans to jump from the shadows and disarm
the one character’s save.
the cleric of his holy symbol. While the cleric isn’t aware of the monk
Multiple Characters And Metagaming
at the start of the action, by the time the monk races over and grabs hold of the holy symbol, the cleric is aware. There’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: The rogue wants to sneak by the archer standing guard over the Hallow. The 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.
Sometimes you need four characters and you only have two players. In
Player Rolls: If you’re not concerned about metagaming or there’s
these cases we encourage players to control multiple characters.
little potential for it, by all means let the player roll his own opposed
Allowing players to control two characters is a fun way to expand a
roll. You should allow players to roll their own checks as often as pos-
Conflict® tactical scenario, but as GM you need to watch that the players don’t suddenly develop telepathy between their two characters. If the characters can’t communicate, you need to put in a little work to ensure the player doesn’t act as though they can. For example, the player controls both a fighter and a wizard. The fighter is currently invisible and in the square behind an enemy. The wizard drops a fireball on the battle, and it happens to be placed perfectly, thus avoiding the fighter’s square completely. The wizard has no way of knowing where the fighter is located, even though the wizard’s player does. This 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 fighter in the fireball.
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 often have key statistics such as their Perception modifier memorized, and it’s much faster to just say the result rather than having 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 modifier yourself. The biggest advantages to this method are keeping the dice in the player’s hands while still reducing the potential for metagaming. When the rogue attempts to slip past the archer, you simply ask the archer’s player to roll a d20. You look up his Perception modifier—which he gave you on his Passcard at the start of the match—and determine the result.
• 83 •
sPeLlsliNger: warren
Modifiable Stat Block!
Male ________ human _______ wizard __________ 7 ____ NE ___ Medium humanoid (human) ____________________ Init +5 __ ; Perception +8 ___
DEFENSE AC 13 __, touch 13 ____, flat-footed 11 ___________________ (+1 Dex, +1 dodge, +1 deflection) _______________________ hp 55_____ (7d6+28) __________ Fort +5 ___ , Ref +6___ , Will +7 ____ OFFENSE Speed 30 ft. ______ Melee dagger +2 (1d4–1/19–20) ________________________ Ranged light crossbow +4 (1d8/19–20) ___________________ Special Attacks 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, fly, fireball* (DC 19) ____________________ 2nd—flaming sphere* (DC 18), scorching ray*, blindness/deafness (DC 17), protection from 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 attack) TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________ _______________________________________________ _______________________________________________
SQ arcane bond (Staff ) _______________________________ 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: ___________________________ _______________________________________________ Battlepoint Breakdown Ability scores Character Levels Race ____________________________
__ BP __ BP __ BP
Magical Equipment
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 Initiative ______, Lightning Reflexes __________ , Scribe ScrollB ___ , _______________Spell Focus (evocation)B , Toughness _____ _______________________________________________ Skills Fly +11 ____ , Knowledge (arcana) +15 ___ , Perception +8 , Sense Motive +8__ , Spellcraft +15 ____ , Stealth +8 ___ , Swim +6 ___ , _______ , _____________ , __________ , _____ Languages Common, Draconic, Elven, ______ , ____________
• 96 •
__ BP Magical Equipment
__ BP Magical Equipment
__ BP Non-Magical Equipment
©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
__ BP Total: ___ BP www.ConflictRoleplaying.com
Male human fighter 7 NE Medium humanoid (human)
DReAdkNigHt
Chapter 12 114 Total Battlepoints.
Init +5; Perception +1 DEFENSE AC 25, touch 13, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +1 dodge, +2 shield) hp 64 (7d10+21) Fort +7, Ref +5, Will +5; +2 vs. fear OFFENSE Speed 30 ft. Melee +1 Battleaxe +14/+9 (1d8+8/X3) Ranged light crossbow +8 (1d8/19–20) TACTICS Before Combat Dreadknight takes few pre–match actions. Positioning on the map is the most important aspect of Dreadknight’s preparation. During Combat Dreadknight wades into melee combat as quick as possible to make use of his considerable damage ability with his battleaxe. When fighting near an enemy spellcaster, he makes use of his Lunge feat, taking the –2 penalty in order to gain reach. If he finds a particular target easy to hit, he uses Power Attack 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 himself 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-
should focus on better armor and weapons, as well as items that will improve his overall combat ability such as a belt of giant strength. Battlepoint Breakdown Ability scores Character Levels Race Potion of cure light wounds: 50 gp x 5 (single use item)
15 BP 23 BP 0 BP
250 gp; 250 / 100 = 2.5 = 3 points each +1 Battleaxe: 2,310 gp / 100 = 23.1 +1 full plate: 2,650 gp / 100 = 26.5 =
6 BP 23 BP
Specialization (Battleaxe)B
Ring of protection +1 2000 gp / 100 = Heavy steel shield: 20 gp; 0 points
Skills Climb +9, Intimidate +9, Swim +9
Longbow: 75 gp; 0 points
Languages Common
Arrows: 1 gp; 0 points
flexesB, LungeB, Power AttackB, Weapon Focus (Battleaxe)B, Weapon
SQ armor training +2, bravery +2, weapon training (axes +1)
27 BP 20 BP
0 BP Total: 114 BP
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 battleaxe (23 BP), longbow (0 BP), 20 arrows (0 BP) Advancement: Dreadknight’s advancement should focus on adding additional levels of fighter, increasing his battle prowess as he does. Combat bonus feats should focus on improving his ability with his battleaxe, while his general feats should aim to increase his defenses whenever possible. As Dreadknight gains additional Battlepoints, he www.ConflictRoleplaying.com
©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
• 97 •
Good game, LOSER!
<Fold>
Passcards
™
Starting Items Held
Player’s Name:
MATCH TYPE Match Laws qNo SideKicks qPanic Law qSteal the Roll qRadiance
MOVEMENT Round
Start
End
Main Hand:
Team’s Name:
Off-Hand:
Date of Play:
15
qShadow Bound qSimple Movement qSpell Bound q
20
Unlimited Other: Map Elements Locations
Initiative MODIFIERS
Perception: Movement
TEAM FEATS
SPEED(S)
1. 2. 3. DM TalkBack
1
MODIFIERS
Saving Throw Buffs
ATK (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)
Actions
BATTLE POINT CAP
BONUS
Vision/Distance:
Enter Map Coordinates
ABBREVIATIONS
BattlePoints
MY BATTLE POINTS
LINE OF SIGHT
MATCH LENGTH IN ROUNDS 10
qBlade Bound qDeadLands qFace-to-Face qFog of war
Character Name:
Fort.
Reflex:
Will:
Notes, Effects & Buffs: 2
AC Buffs
Notes, Effects & Buffs:
Abbreviations: 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
3
AC
Notes, Effects & Buffs:
Touch
Flat-footed
4 Notes, Effects & Buffs: 5 Notes, Effects & Buffs: 6 Notes, Effects & Buffs:
Scratch Pad # Hit Points
7 Notes, Effects & Buffs: 8
Max HP
Current HP
Pl Plea P Please Pleas lease ease se eP Pr rint n L Le Legibl eg e giiibl g gibly bly bl ly
Notes, Effects & Buffs: 9 Notes, Effects & Buffs: 10 Notes, Effects & Buffs: 11 Notes, Effects & Buffs: 12 Notes, Effects & Buffs: 13 Notes, Effects & Buffs: 14 Notes, Effects & Buffs: Match Victory
15 Y
Notes, Effects & Buffs: PassCards™ Version 1.0
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E S
!
N
O P E
www.ConflictRoleplaying.com
match types summary Match Types Summary
D10
Match
1
Ambush
Variant
Handicap1 Y
prepare the map for the oncoming team of hunters. The
Different Battlepoint Caps: The defenders receive a smaller Battlepoint cap. Even Kill Victory Conditions: The Ambushers must kill a number of Defenders equal to
hunters will have to face Map Elements, traps and finally
the original size of the ambush team to win. Reduced Preparation: The ambushers receive only one round in which to prepare.
Description Summary
This handicap match gives the smaller team time to
a readied and magically-prepared team in a slayer’s match. Double-Cross: Even number of team members. However, one member of the ambushers is actually a spy, placed there by the defenders. 2
Kill of the
Playing as individuals, characters fight to keep their feet
Hill
on a shifting Hallow. Point leaders are engulfed in faerie
Single Hill: Only one unmoving hill in play.
N
Test your character–building skills and your ability to
For Each His Own: Teammates fight as a team until all enemies are dispensed, then must
N
work as a team in this classic slayer’s match. Last team
turn on each other for only one winner will be crowned.
standing wins.
Legendary Grudge Match: One player gets to play an iconic character.
fire and dimensionally anchored to make them easier targets. The character who survives the match with the most rounds on the “hill” wins. 3
Bloodspill
Legendary Face Off: An iconic character is on each team. This can include character from custom campaigns. 4
5
Snatch N Grab
First team to kidnap their opponent and drag him into
Protectorates: Captured opponents must be kept alive.
their Hallow wins.
Tight Lipped: Captured opponents must be held for a longer period of time
McGuffin
A sentinel loadstone is at the center of this match. The
Team McGuffin: Each team starts with a McGuffin. A single Hallow is placed in the center
goal? To get the magical weighted sphere back to your
of the map. Stop the other teams from entering the Hallow with the McGuffin while
Hallow before the other team rips you to shreds.
protecting your own approach.
N
N
Exploding McGuffin: The McGuffin is unstable. Get it back to your Hallow before it randomly explodes in your hands. McGuffin With Map Elements: Add Map Elements to the bloody fun! 6
7
8
Hellbreak
Regicide
Brother's Keeper
They have your teammate and you need to get him back.
Cunning Tactics: One side is provided an addition two rounds to prepare for the match.
Y
You only have a few rounds to penetrate their defenses
Prisoner Exchange: Each team has a prisoner that must be defended while trying to free
and get you boy home.
your friend in the enemies’ Hallow
“Kill The King!” Protect your teammate from the other
Enemy Selection: The assassinating team gets to choose which character is the king.
team’s assassins. The problem: The king’s crown can be
One Side Regicide: Only one team may have a king; the other teams are the assassins.
seen for miles.
Safe Points: The opposed teams agree not to harm any king for one full round after the king enters a Hallow’s safety.
Two Brothers vs other pair of brothers. Each with the
Vorpals: One member of each team begins the match with limited use of a vorpal sword.
N
Bring on the monsters! The team to slay the most mon-
Zombie Night: In this Match zombies are the target of all the fun.
N
sters in a short period of time wins. The twist is, there is
Intelligent Gang: Teams are assigned a small yet tactically intelligence group of humanoids
nothing stopping teams from foiling each other’s plans.
who are aware and prepared for the situation they are in.
Protecting the other team’s monster, healing monsters,
Here There Be Giants: Instead of groups of monsters, teams are assigned a very large one.
N
magical ability to protect their blood brother from harm. After a brother falls, there are a few critical seconds where revenging his death will bring him back to life.
9
Monster Mash
even slaying the other team are all legal and encouraged.
Cherry Picking: In this variant, teams can score points by landing the killing blow on any teams’ monsters.
10
Conquer & Seize or be Seize! Protect your Hallow at all costs while Single Hallow: There is only one Hallow. The teams are simply defenders and attackers Reap trying to conquer your opponents’. Resources are limited Scramble: In this variant, each team is free to abandon their own Hallow in order to secure so planning and quick strike are the keys to victory.
Y
a victory. Aggressive Expansion: To win, a team must occupy their own Hallow and every other team’s Hallow for one round. 1 Indicates 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• 26 •
iNDEX Page 1 Leaving The Map 87 Handling Disqualifying Behavior Character Disqualification 88 Instant Disqualification 88 Issue A Warning 88 Lost Of Action 88 Other Penalties 88 Player Disqualification 88 Restate Actions 88 Team Disqualification 88
Index A Acknowledgements 113 Adding Your Own Planted Items 90 Adjudicating Opposed Rolls 84 Attitude 5
B Battlepoint Cap 9 Battlepoints 9 Ability Scores 10 Battlepoints Summary 11 Character Levels 10 Magical Equipment 12 Non-Magical Equipment 12 Other Sources 12 Purchasing Equipment 12 Race 10 Non-Standard Races: 10 Racial Hit Dice Calculation 10 Tallying Battlepoints 10 Wealth By Level 12 Battlepoints Optimizing 74
C Campaigns & Conflict Matches 80, 81 Integrating Conflict Matches 81 Choosing A Match Type 15 Choosing Teams 15 Combat Charts Armor Class Modifiers 92 Attack Roll Modifiers 92 Combat Maneuvers 92 Common Items: Hardness And Hit Points 91 Monster mash, Red team, Condition Summaries 93 Opponent #35 Enlarged And Shrinking Creatures 93 Conflict Gamemastering 79 Adjudication And The Referee Role 79 After The Match 80 Know Your Rules 79 Mmmm... Fudge! 80 Rematch Options 80 Rules Lawyers 80 Conflict Laws 54 Conflict-Maps 58 Center Lines 58 Center Square 58 Grid Coordinates 58 Map End Configurations 58 Map Ends 58 Restricted Area 58
D Destroying Stuff 91 Disqualification 87 Disqualification Conditions 87 Attacking A Team Member 87 Breaking Conflict Laws 87 Challenging The Gm 87 Disruptive Behavior 87 Flight 87 Involuntarily 87
G Glossary 8
H Hallow. See Map Elements: Hallow (The) Handling Player Stall Tactics 85 Hidden Movement 82
I Illusion Rules 83
K Keeping Track Of Hidden Characters 82
L Laws 54, 55 Action Laws 54 Blade Bound 55 Character Generation Laws 54 Conflict Laws Summary 55 Creating Laws 54 Face Off 56 Fog Of War 56 No Sidekicks 56 Panic Law 56 Player Laws 54 Radiance 57 Shadow Bound 57 Simple Movement Law 57 Spell Bound Law 57 Steal The Roll 57 What Are Conflict Laws 54 Line Of Sight And Hidden Movement 82
M Map Arcanum 60 Map Elements 40 Awareness 40 catch plates 42 Creating Your Own Map Elements 52 Ground Rules 40 Guillotine Plates 43 Hallow (The) 41 Activation 41 Hallow’s Magic 41 Announcement 41 Expansion 41 Hallow Shift 41 Magical Barriers 41 Scoring 41 How To Ride A Rust Monster 47 Launch Plates 44 Map Elements Summary 53 Map Points 40 Placement 40 Pods 45 Rusty 46
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