• 2 •
! 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
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" nder Roleplaying Game. Paizo Publishing, LLC does not guarantee
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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
• 1 •
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
• 3 •
=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...
• 3 •
• 4 •
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.”
• 5 •
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
• 5 •
• 6 •
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.
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
• 7 •
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
• 26 •
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
• 27 •
match type illustrated: mccGufFiN
• 34 •
“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
• 35•
Monster
Mash
match type illustrated: moNstER mAsH
• 12 •
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
• 42 •
–A disembodied hand appears � om below, wraps its powerful � ngers around you and with great strength it pulls you to the earth.
• 13 •• 45 •
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
• 40 •
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
• 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.
• 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
• 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.
• 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
• 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
• 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
• 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
©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.www.Confl ictRoleplaying.com
<Fold>
Good game, LOSER!
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
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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
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2
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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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• 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
• 25 •
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
• 26 •
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