Nothing Special   »   [go: up one dir, main page]

Modern Day d20

Download as pdf or txt
Download as pdf or txt
You are on page 1of 16

Microlite 20 Modern-Day

By Andrew Domino (www.dominowriting.com/games.html), last revised September 21, 2011


Creative Commons NonCommercial ShareAlike 3.0 Unported License
Based on the Microlite 20 Purest Essence Rules: www.microlite20.net/files/Microlite20_purest_essence.pdf

This is an adaptation of the Microlite 20 Purest Essence rules for characters in any time period. Primarily, it
is designed for contemporary adventures, where characters can be police, soldiers, computer experts,
wilderness explorers, pilots, rock stars, cowboys and even supernatural heroes like modern sorcerers and
vampire detectives. These rules are designed for a cinematic game, one that simulates the larger-than-life
adventures and heroes seen in movies, TV shows, novels and comic books.

STATS
There are 3 stats: Strength (STR), Dexterity (DEX) and Mind (MIND).
Roll 4d6, drop lowest die. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining
stats.

After adjusting stat scores for character focus (see below), determine your stat bonuses by using (stat score
-10) /2, round down. This math is done for you here.

Stat Score Stat Bonus


3 -4
4—5 -3
6—7 -2
8—9 -1
10 — 11 +0
12 — 13 +1
14 — 15 +2
16 — 17 +3
18 +4

Quick Stats (optional): To generate a character even faster, assign stat scores of 16, 13 and 11 to Strength,
Dexterity and Mind any way you wish. You can increase a stat score by decreasing another stat score by the
same amount.

CHARACTER FOCUS
This replaces both race and class in Microlite 20 Purest Essence. Choose a character focus, gain the listed
stat and skill benefits, and select one of the special abilities — whichever one best fits your image of the
character. At first level, also choose a second special ability. This ability can be from the same character
focus, or any other character focus. Several modern-day class templates with suggested special abilities are
listed at end of this document.

Every third level (3, 6, 9, 12, 15, 18), you gain another special ability from any character focus list, and one
or more of your previous special abilities may improve as described below.

It’s assumed all characters are human. To have a character of another race, see the section on Species,
below.

Charisma: You are a diplomat, political leader,  Charming: You can make friends with anyone,
spy, con artist, entertainer, etc. especially those who find you appealing.
You gain a bonus equal to ½ your level (round
+1 MIND, +1 to any two skills (except up) whenever you try to recruit someone to
Communication), +3 Comm your side, calm down an aggressive opponent,
gather information, deceive someone into
thinking you’re an ally, forge an agreement
with someone, etc. Most of these actions are You or one ally you are in physical contact with
MIND + Comm or MIND + Subt. will immediately recover a number of hit
points equal to ½ your level (round up). This
 Connections: You can call on a friend or can be done a number of times per day equal
business acquaintance for a piece of special to your MIND bonus, +1 every time you gain
equipment, information or safe entry into a another special ability.
city or other area.
It’s up to the game master to decide exactly  Magic: You can use ancient books and mystical
what the results of your request are. Your studies to cast spells, or you have access to
connections can be called upon a number of psychic powers, or even gifts from a
times per day equal to your MIND bonus +1. supernatural background.
Gain +1 use of this ability every time you gain You have spell points equal to your MIND bonus
another special ability. + ½ your level (round up), +2 every time you
gain another special ability. You can cast any
 Encourage: You know just what to say to rally spell from any spell list your game master
your allies in battle or stir up a crowd in makes available. Each spell costs a number of
protest. spell points equal to its spell level (for
All of your allies (but not you) gain a bonus to example, the third-level arcane spell Fireball
all skill, attack, damage and other rolls equal costs 3 spell points to cast, and causes 1d6
to ½ your level (round up), for the next round. damage for each character level you have).
This can be done a number of times per day You regain all your spell points after a night’s
equal to your MIND bonus, +1 every time you sleep. You cannot cast the same spell a second
gain another special ability. time until you have “recharged” your spell
points.
 Resources: You are good with cash and credit
— yours or other peoples’.  Minor Super Power: You have a superhuman
Add +1 to your financial status (see below). If abilities, though not enough to consider
you need a particular item not listed on your yourself a comic-book style costumed
character sheet during an adventure (and the adventurer.
game master allows it), roll 1d6. On a result of Choose one or two super powers appropriate to
2 or better, you have a good-quality, working the game setting (typical powers include
version of the item. On a result of 1, you don’t hypnosis, time travel and exceptional
have the item after all. toughness). You can use those powers at any
time the game master allows. Attacks cause
 Taunt: With insults and challenges, you enrage 1d6 + level damage, and other powers add
your enemies, making them lose control your level to appropriate stat + skill rolls,
before they attack you. Armor Class or other effects. If you are using
Instead of making a normal attack, roll MIND + Microlite 20 Costumes, each power must have
Comm vs an opponent’s MIND + Comm. On a a base cost of 10 or 15 Power Points, and has a
success, the opponent suffers -2 to all rolls power rank equal to the character’s level.
(stat + skill, initiative, attacks, damage, etc.)
for the remainder of the battle. You can  Research: You know a little bit about
taunt, succeed or fail, a number of times per everything, and with just a few hours time,
day equal to your MIND bonus, +1 every time you can learn anything you don’t already
you gain another special ability. know.
You can add ½ your level (round up) to any skill
Intellect: You are a scholar, occult expert, ranks you have in a skill when making a non-
scientist, surgeon, computer technician, combat roll using a skill. This can be done a
researcher, engineer, etc. number of times per day equal to twice your
MIND bonus, +1 every time you gain another
+2 MIND, +3 Know or +3 Tech special ability.

 First Aid: You have a background as a doctor  Technical: You’re good at putting things
or other healer, and can keep your allies alive together — and taking them apart.
when it’s needed most. You have a bonus equal to your ½ your level
(round up) + 2 to create or disassemble non-
living items (traps, vehicles, weapons, You have a bonus equal to your ½ your level
computer programs, etc.). Creating an item is (round up) + 2 to drive or pilot a vehicle, and a
usually MIND + Tech (or MIND + Know), while bonus equal to 1/2 your level (round up) to
disassembling one is usually MIND + Tech. identify what’s wrong with a broken vehicle,
and to fix it.
 Terrain Expertise: You know your way around
any city, or in the great untamed wilderness.  Heavy Hitter: You do damage with weapons...
Choose a terrain type, like urban, forest, a lot of damage.
mountains, jungle, arctic, etc. You have a Select one type of attack (melee/hand-to-hand,
bonus equal to your ½ your level (round up) to missile/ranged or magic/supernatural).
any stat + skill roll (but not attack roll) in that Whenever you roll damage dice on a successful
terrain type. Each time you gain another attack of that type and a die shows its highest
special ability, you can select another terrain result (for example, 6 on 1d6), roll that die
type or gain +1 to a terrain type you have again and add the new result to the total. If it
already selected. shows the highest result again, do not roll a
third time. In addition, reroll any damage die
Might: You are a soldier, mercenary, that has a result of 1 until it does not show 1.
professional athlete, heavy weapons
specialist, survival expert, etc.  Intimidate: You have a fearsome appearance,
a disturbing grin or maybe just a bad
+2 STR, +3 Phys reputation.
You are immune to fear effects, and add ½ your
 Armor Training: You can wear a heavy suit of level (round up) to any rolls you make to
armor and still be prepared for any kind of intimidate or generate fear in opponents
fight. (usually STR + Phys, MIND + Subt or STR +
You do not lose your DEX bonus to AC when Comm).
wearing heavy armor (AC bonus of +5 or
more). You also gain an extra +1 to AC, +1  Tough: You are hard to kill.
each time you gain another special ability. Add +1 to your AC, and double the number of hit
points you gain each level (for example, if you
 Berzerk: You may not look like a maniac, but roll a 3, you gain 6 hit points). Add another +1
you can fly into a rage when you’re in battle, to your AC each time you gain another special
or when someone says the wrong thing. ability.
Gain +2 to melee attacks and damage, +2 to STR
bonus, and -2 to AC for a number of rounds in  Two-Weapon Fighting: You have a pair of
a row equal to your STR bonus (before the weapons you can use in harmony.
berzerk bonus is applied), though you can end You can make two attacks on the same turn.
a berzerk session early. You can shift into Each has a -3 attack penalty (decrease the
berzerk mode a number of times per day equal penalty by 1 each time you gain another
to your regular STR bonus, +1 every time you special ability, to -2, -1, and finally no
gain another special ability. penalty). You must have two of the same
weapon, one in each hand, to use this ability.
 Combat Style: You are an expert warrior,
skilled with dozens of weapons. Stealth: You are a killer, martial artist, thief,
Select one type of attack (melee/hand-to-hand, runner, gymnast, stunt performer, etc.
missile/ranged or magic/supernatural). Add +1
to all attack and damage rolls when making +2 DEX, +3 Subt
that type of attack. This improves by +1 every
time you gain another special ability.  Assassinate: You can strike a deadly blow
Optionally, instead of improving the attack when an opponent doesn’t see you coming.
bonus when you gain another special ability, If you successfully sneak up on a foe or target an
you can select a different type of attack and enemy with a missile/ranged attack without
improve its bonus by +1. their knowledge (DEX + Subt vs DC of MIND +
Subt), add your Subt skill rank to the damage
 Driver: You are at home behind the wheel of a of your first attack.
car, a plane, a boat or a starship.
 Dodge: You can twist and turn to be out of the  Lucky: You always seem to be in the right
way of an attack. place at the right time.
If you are successfully hit by an enemy, You can automatically change any of your die
immediately make a DEX + Phys roll (vs DC of roll results to a 20 (except a damage roll), as
enemy’s attack roll result, including bonuses). if you rolled a natural 20 for purposes of
On a success, you suffer no damage. This can critical success or critical hit. You can also
be attempted, succeed or fail, a number of automatically change any die roll made by an
times per day equal to your DEX bonus + ½ opponent to a 1 (except a damage roll). You
level (round up), +1 every time you gain must declare you are using your lucky ability,
another special ability. and if it is luck for you or unluck for someone
else, immediately after the die is rolled. This
 Fencing: You rely on quickness when facing an can be done 3 times per day, +1 every time
enemy one-on-one. you gain another special ability.
Your melee/hand-to-hand attack bonus when
using light, one-handed weapons is determined  Martial Arts Training: You have a mastery of
by DEX bonus + level, not STR bonus + level. unarmed combat techniques like karate, judo,
tae kwon do, etc.
 Hunt Down: Your instincts and social skills help Your punches, kicks and other natural weapon
you track your prey — beast or bad guy. attacks cause 1d6 + ½ level (round up)
Name a specific target (like “John Smith,” “the damage. You also gain an extra +1 to AC, +1
dog that bit me,” “the 30-year-old man seen each time you gain another special ability.
talking to drug smugglers in this photo,” etc.).
You can only select one target per day, and a  Quick Draw: You have fast reaction time, and
target cannot be named while you or the can be armed and dangerous in just moments.
target is in combat. You gain a +2 to attack You have a +2 bonus to your Initiative, +1 each
rolls and stat + skill rolls intended for the time you gain another special ability.
target and the target alone (like MIND + Comm
to ask around about the target’s whereabouts,  Sneak: You are quiet as a whisper and as light
or DEX + Subt to follow the target silently). on your feet as a shadow.
Add another +1 to your Hunt Down ability each You add ½ your level (round up) to any rolls you
time you gain another special ability. make to sneak, hide, or even spot others who
are trying to sneak. This is usually DEX + Subt
or MIND + Subt.

SPECIES (Optional)
To create a character of a non-human species, simply remove the stat bonus listed by a character focus (and
the +1 to any two skills except for Communication, listed by the Charisma character focus) and select a
species. It provides a +1 to one stat score, which can take the stat score above 18, and a special ability of
some kind.

The character will be able to interact with others like a human (stand on two legs, speak fluently, breathe
air, be roughly the same size and shape as a human, etc.), but will look like a typical member of its species,
unless the player chooses differently. Several species common in fiction are listed below. Use these as
examples when creating new species.

Logical Thinker: +1 Mind, Emotional Control special per day equal to your STR bonus. You do not
ability: Add +3 to any attempt to resist being gain hit points for changing into your alternate
psychologically or supernaturally influenced form using this special ability, but use the
(intimidated, frightened, tricked by an illusion, statistics and bonuses of the creature instead of
mentally controlled, etc.). This is usually MIND + your own while in animal form. You cannot
Know. speak, use equipment or other abilities of your
Lycanthrope (were-creature): +1 Dexterity, original form when in animal form.
Alternate Form special ability: You can Robot: +1 Strength, Durable special ability: You
transform into a specific type of wild animal, have DR of 2 (you lose 2 fewer hit points each
and only that type of animal, a number of turns time you take damage).You do not need to eat,
drink, sleep or breathe. You are immune to Dog-Folk: +1 Mind, Pack Hunting special ability: On
poisons, diseases and toxins intended for non- a MIND + Know roll to smell something or to
mechanical creatures. track a target, add +3 to your roll. If you and at
Vampire: +1 Strength, Bloodsucking special ability: least one ally are attacking the same enemy,
You have a bite melee/hand-to-hand attack add +1 to your attack roll.
causing STR bonus damage. You immediately Fish-Folk: +1 Dexterity, Water Native special
heal hit points equal to the amount of damage ability: Add +3 to any roll to move silently, run
the attack causes. You must successfully grab or escape capture (usually DEX + Subt), but only
the opponent (STR + Phys vs enemy’s STR + Phys when you are in water. You can also swim as
roll) to make this attack. fast as you walk on dry land, and can breathe
underwater without special gear.
Cat-Folk: +1 Dexterity, Claws special ability: You Hawk-Folk: +1 Dexterity, Keen Eyesight special
have a set of claws in your fingers you can ability: If you are attempting to spot something
instantly reveal or hide. They cause 1d4 +1 hidden or find something that is very tiny
damage. On a DEX + Phys roll to leap or climb, (usually MIND + Subt or MIND + Tech), add +3 to
add +3 to your roll. You also have night vision, your roll. You can also fly as fast as you walk on
and can see in the dark as clearly and as far as dry land.
you can see in the daytime.

SKILLS
Each character starts with five skill points to be assigned to any skills the player chooses. Any skill points not
assigned are lost. Roll higher than the Difficulty Class given in the adventure to succeed. Each time the
character gains a level, the character gains another five skill points.

 Physical (Phys): athletics and acrobatics.


 Subterfuge (Subt): sleight of hand and stealth.
 Knowledge (Know): science and research.
 Communication (Comm): diplomacy and connections.
 Technology (Tech): computer programming and equipment construction/repair.

Skill rank = skill points + any character focus skill bonuses + any other bonuses. A skill’s total rank cannot be
more than your level +5.

Skill roll = d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers. For
example, climbing would use STR bonus + Physical. Dodging a falling rock is DEX bonus + Physical. Finding a
trap is MIND bonus + Subterfuge. Disabling a trap is DEX bonus + Technology. Fast-talking a guard is MIND
bonus + Communication.

APTITUDES (Optional)
The five skills Microlite 20 characters have cover nearly any activity a character might try. For characters
who are especially talented in specific areas, they can select aptitudes (also called affinities). An aptitude
gives the character an additional +2 when that aptitude applies to a skill use, or a character can reroll the
skill attempt when an aptitude applies to a skill use. Decide whether the character’s aptitudes provide a
bonus or a reroll when selecting aptitudes.

For example, a character with the aptitude “Tracking,” which is related to the Knowledge skill, gains +2 to
MIND + Know rolls when he is attempting to track, but not when he is attempting something else using the
Knowledge skill and STR, DEX or MIND.

A character can have up to three aptitudes. If you choose fewer than three, you begin with +2 hit points for
each aptitude you do not select, or you can reroll any die roll you make once per game session, with one
reroll per aptitude you do not select.
Suggested aptitudes include:

Physical: Climb, Endurance, Lift, etc.


Subterfuge: Drive, Move Silently, Read Lips, etc.
Knowledge: Chemistry, History, Tracking, etc.
Communication: Bluff, Intimidate, Persuasion, etc.
Technology: Computers, Device Inventing, Vehicle Repair, etc.

HEROISM (Optional)
Heroism points represent a character’s determination, fighting spirit, and even a little luck. A character has
a number of Heroism points equal to his or her level x 2.

Heroism points can be used to add to any attack, damage or stat + skill roll at a rate of +1 per 1 Heroism
point spent. You can only spend up to your level in Heroism points on one single roll (for example, a level 10
character can only spend up to 10 Heroism points, for a +10 bonus). Heroism points do not need to be spent
all at once, but when they are completely spent, they are gone for the rest of game session. A character’s
Heroism points are restored to their starting amount at the beginning of a game session.

COMBAT
Initiative: Equal to DEX bonus. Each hero can make two actions on a turn, usually move 30 feet (6 spaces)
for a human-sized character and make one attack, use one skill, or perform one other activity.

Hit Points: STR stat (not bonus) +1d6 per level (or +4 per level). If hit points fall to 0 (zero), the character is
unconscious. A character will regain consciousness with at least 1 hit point. A character will die at -10 hit
points.

After a battle, each hero recovers a number of hit points equal to STR bonus, and regains consciousness.
More hit points have to be regained via rest or medicine. A character regains a number of hit points equal to
level after a full night’s sleep.

Armor Class: 10 + DEX bonus + natural armor AC bonus + purchased armor AC bonus. If a character wears
heavy armor (AC bonus of +5 or more), the character does not gain DEX bonus to AC.

Attack Bonuses
Melee/Hand-To-Hand Attack Bonus: STR bonus + level
Missile/Ranged Attack Bonus: DEX bonus + level
Magic/Supernatural Attack Bonus: MIND bonus + level

A die result of 20 is automatically a hit, no matter what the opponent’s Armor Class is. It is also a critical
hit, causing double damage.

Likewise, a die result of 1 is automatically a miss, no matter what the attacker’s attack bonus is. It is also a
critical failure, causing the weapon to fail (break or jam) or the attack to hit a friend.

Automatic Firearms: Characters that use automatic weapons (marked on the equipment list
with an asterisk *) don’t need to keep track of each and every bullet they fire. Instead,
automatic pistols have an abstract “ammo count” of 2, and automatic rifles have an “ammo
count” of 4. Each type of attack a weapon makes costs some amount of this “ammo cost,”
and when the weapon reaches an ammo count of 0 (zero), it can only make single shots until
the battle ends. It’s assumed that characters always have enough ammunition to reload their
weapons after a battle.

Single Shot: Ammo Count Used: 0. Causes weapon’s listed damage.


Burst Fire: Ammo Count Used: 1. The attack has a -4 penalty to hit, but causes double
damage (quadruple damage on a critical hit).
Full-Auto Spray: Ammo Count Used: 2. Choose a line 15 feet across (or a line of 3 adjacent
spaces). Roll to hit once, with a -4 penalty to hit, and check the result against each
opponent’s Armor Class. Each one that is hit suffers the weapon’s listed damage. Automatic
pistols cannot use this attack.

NON-VIOLENT COMBAT (Optional)


The emphasis on combat rules shows how important violence is to the Microlite 20 game. That level of detail
can be brought to any sort of confrontation simply by renaming a few things.

In non-violent combat, the opponents aren’t trying to kill one another. Instead of making a roll of attack
bonus vs. Armor Class, each combatant makes a stat + skill roll, using the same pair of stat bonuses and
skills. If the attacker’s result is equal or higher, he or she causes “damage” equal to 1d6 + stat bonus of the
stat used in the combat. That damage is removed from a set of imaginary hit points, equal to the stat score
of the stat used in the combat. When those imaginary hit points fall to 0 (zero) or less, the combat is over,
and the loser is defeated (knocked unconscious, humiliated, etc). These imaginary hit points are not related
to the character’s actual hit points in any way. They cannot be healed, and all damage to imaginary hit
points disappears when the combat is over.

For example, a boxing match would use STR + Phys rolls, and the STR stat score for imaginary hit points. A
war of insults or an attempt to fast-talk a mark might use MIND + Comm rolls, and the MIND stat score for
imaginary hit points.

Social Combat: In a game where characters rely more on their talents for intrigue, seduction and
intimidation, the complex combat rules of standard Microlite 20 may not be appropriate. In that case, the
game master and players may decide to revise the stats, combining Strength and Dexterity into Body (BOD)
and splitting Mind into Mind (MIND), representing knowledge, and Charisma (CHA), representing social skills.

Attack bonuses remain the same, though both the melee/hand-to-hand and missile/ranged attack bonuses
will be determined using BOD bonus + level. In the same way, other characteristics like hit points and
special abilities will use the new stats. Stat + skill rolls also change to fit the new stats: A backflip over a
charging bull is BOD + Subt, while calming an angry mob is CHA + Comm, and flashing a winning smile may
be CHA + Phys.

LEVEL ADVANCEMENT
Instead of adding up experience points, simply count encounters. After nine encounters appropriately
challenging for the characters (game master’s decision), the characters advance one level, gain 1d6 (or +4)
more hit points and 5 more skill points. If the level is a multiple of three (i.e. level 3, 6, 9, etc.), add +1
point to STR, DEX or MIND. Don’t forget to adjust special abilities, attack bonuses, heroism, armor class, and
other character information when level and stat scores improve.

Remember that each battle is an encounter — but so is a trap, an enemy that’s defeated without fighting
and even high-stakes skill situations (for example, a simple roll to find the right trail probably isn’t an
encounter, but a roll to negotiate a billion-dollar corporate takeover probably is).

MINIATURES AND BATTLE MAPS


If you have miniature figures (about 1 inch to 2 inches, or 25 to 28 mm tall) to represent the characters and
their enemies, you’ll need a ruler or a battle map covered in spaces (squares or hexes 1 inch or 1 ½ inches
in size). Alternately, you can simply measure distances using a ruler, considering each inch a “space.”

One space equals 5 feet or 2 yards, and the average character and monster moves 6 spaces per turn, even
diagonally. Figures can move through the same space as another character or enemy, but cannot end
movement in the same space as another figure. Rubble, darkness, heavy growth and other difficult terrain
“costs” 2 spaces of movement for each space the figure moves into.

If there’s a question whether a character could see an enemy to hit it, draw an imaginary straight line from
the center of the attacker’s space to the center of the target’s space (or one of its spaces, if it takes up
more than one space on the map). If there is no large obstacle or enemy in the path, the character can
make the attack. Allies of the attacker do not block its path, nor do obstacles filling less than half a space in
the path. Characters can attack through windows and other partial obstacles at a -2 penalty to hit.

Simplified Attacks (Optional): To avoid calculating attack ranges each turn, melee attacks must be made
against an enemy in a space adjacent to the character. Thrown and short-range weapon attacks can be
made against an enemy up to 10 spaces away. Long-range weapon attacks can be made against an enemy up
to 25 spaces away.

MONEY AND EQUIPMENT


Financial Status: Instead of tracking cash, credit and investments, the game master will assign each
character a financial status. Characters can normally afford any equipment the game master allows, but to
buy expensive or rare equipment, the character will need to make a MIND + Comm roll (to haggle with a
seller) or a MIND + Know roll (to find the money in a savings plan). Add the financial status bonus listed
below to these die rolls.

Not Important: +7 Comfortable: +0


This character is from a society that does not This character has a steady day job that brings
care about money, like an alien race, or has the in decent pay, or some other way of making
ability to create money at any time. ends meet without much worry. The character
Multimillionaire: +5 can occasionally afford a major expense. He or
she has a house and access to typical
This character is head of a major multinational
transportation for the time period (horse,
corporation or foundation, or is a member of a
automobile or starship).
nation’s royal family, and has almost unlimited
access to funds and technology. He or she has Struggling: -2
multiple residences and forms of transportation. The character has difficulty finding enough
Wealthy: +2 money to pay the bills at the end of the month,
and has to skip some basic necessities from time
This character is a self-made millionaire or
to time. The character has very little money,
celebrity. He or she has a large house and
few items and may be homeless or nomadic. The
expensive transportation (like a carriage or
character depends on friends and family for
luxury car).
support. He or she has a small residence (such
Sponsored: +3 as a wooden hut or apartment), and an
This character works for a government agency, inexpensive means of transportation (mule,
army or other organization that takes care of bicycle, old car, etc.).
living expenses and gear.

The following are lists of many common weapons, armor and other equipment a character is likely to have.
It’s assumed a character also has appropriate ammunition and other materials needed to maintain and use
weapons and armor. A character can select any of these items, as long as the game master approves.

Eras: Game settings are divided into four general time periods. Characters usually cannot use equipment
from an era later than their own, but can use any from earlier eras, if it is commonly available.

Ancient Era: This includes the earliest recorded time, to the Middle Ages, to the widespread use of guns.
Prehistoric and ancient Greece and Rome settings are in the “early ancient era,” while traditional
fantasy, medieval and Renaissance adventures take place during the “late ancient era.”
Historical Era: This includes the age of exploration, to the Industrial Revolution, to World War II. Settings
like swashbucklers (pirates and musketeers), the Wild West and Victorian Europe take place during the
“early historical era,” while stories of the world wars and pulp novels take place during the “late
historical era.”

Modern Era: This includes adventures in the time after the second World War, to the present day, to the
very near future. Modern era adventures may include espionage, police work, military activity,
supernatural conspiracy or alien investigation. Near-future adventures often include inner-city war
zones, time travel and computer intrigue. The time between World War II and the rise of the personal
computer (the early 1980s) is the “early modern era.” Adventures after that time with only a small
amount of fantastical technology — the present day or very near future — are in the “late modern era.”

Future Era: Science fiction worlds of after-the-disaster survival or intergalactic travel. Space opera settings
have a multitude of alien races, laser weapons and starships capable of moving between planets. Post-
apocalypse settings feature high-tech weapons, mutated warrior tribes and desolate landscapes.

Physical Weapons
Punch: 1d2 + STR bonus damage
This can also represent attacks from a head-butt, knee, fangs, claws, wings, spikes or quills.
Kick: 1d3 + STR bonus damage
This can also represent attacks from a large animal bite, horns, a tail or antlers.

Melee Weapons Damage Era When It First Appears


Battle Axe: 1d8 Ancient
A large single or twin-bladed chopping weapon.
Caltrops: 1d4 Ancient
Small triangular spikes which leave one tip pointed upright, no matter how they land. These weapons
are often left on the ground to injure an enemy’s feet or tires.
Club: 1d6 Ancient
A one-handed metal, plastic or wooden bar; blackjack, police baton, hand hammer or baseball bat.
Flail: 1d8 Ancient
A spike-covered iron ball or solid rod connected to a hand grip by a small length of chain.
Great Sword: 1d10 Ancient
A long, heavy two-handed steel blade swung by the most powerful warriors; claymore.
Hatchet: 1d4 Ancient
A small, one-bladed stone or steel axe; pick, cleaver or tomahawk. This weapon is balanced for
throwing.
Katana: 1d10 Ancient
The valuable and deadly sword of the martial arts warrior, often carried with a smaller second blade
called a wakizashi (use as a long sword).
Knife: 1d4 Ancient
The standard small close-combat weapon; a hunting tool, dagger, bayonet, dirk, kris or vibro-knife.
This weapon is balanced for throwing.
Long Sword: 1d8 Ancient
The standard one-handed steel sword, half the height of the average human; broad or bastard sword.
Mace: 1d8 Ancient
A solid cudgel with a spiked or reinforced head; morning-star.
Makeshift Hand Weapon: 1d4 + STR bonus Ancient
Any small item like brass knuckles, lengths of chain, switchblade knives, shards of broken glass, rocks
and even chairs. This weapon is balanced for throwing.
Net: see note Ancient
When wrapped around enemies, a net interferes with movement; lasso. This weapon is balanced for
throwing. Note: A character hit by a net loses a turn, then can make a DEX + Phys roll each turn to
escape as the only action the character can take on that turn.
Nunchaku: 1d6 Ancient
A small pair of rods connected by a string or chain and lashed at enemies, or used to entangle
weapons.
Pike: 1d8 Ancient
Used mostly as a banner, pikes are extended-length spears; jousting lance.
Polearm: 2d4 Ancient
A large curved blade attached to the end of a staff; scythe, bisento or halberd.
Sai: 1d4 Ancient
Three-pronged short knives used in pairs to both attack and parry. This weapon is balanced for
throwing.
Scimitar: 1d6 Ancient
A curved-blade sword; kopesh.
Short Sword: 1d6 Ancient
A short, sharp chopping weapon, often made of bronze or iron; pirate cutlass, sickle, machete,
gladius or cinquedea.
Spear: 1d6 Ancient
A short staff with a sharp metal or stone tip; trident or harpoon. This weapon is balanced for
throwing (often called a javelin).
Staff: 1d6 Ancient
A pole slightly taller than the average human and often made of wood or steel; quarterstaff or bo.
War Hammer: 1d8 Ancient
A giant mallet used to crush enemies; maul.
Whip: 1d3 Ancient
A long, thin strand of leather or monofilament wire (in the future era) used to lash at foes from a
distance, entangle weapons or swing into action.
Cavalry Saber: 1d6 Historical
The thin, single-edged steel blade used by military commanders from the Victorian age to modern
times, more as a symbol of rank than a weapon.
Fencing Sword: 1d6 Historical
The narrow, delicately crafted blade used in duels; epee, rapier or sabre.
Chainsaw: 3d6 Modern
An industrial-strength blade swung randomly at enemies.
Taser: 1d3 (see note) Modern
A hand-held unit which fires high-voltage blasts of electricity through wires. Note: After taking
damage, a character hit by this attack must roll STR + Phys vs DC 15 or be paralyzed for 1d4
turns/minutes.
Laser Sword: 2d8 Future
A blade surrounded by (or made of) laser energy.
Stun Baton: 1d3 (see note) Future
A small rod which discharges energy on contact. Note: After taking damage, a character hit by this
attack must roll STR + Phys vs DC 15 or be paralyzed for 1d6 turns/minutes.

Ranged Weapons Damage Era When It First Appears


Blow Gun: 1d2 Ancient
A small, thin tube which uses air power to fire spiked darts a short distance.
Bola: 1d6 Ancient
Triple weights connected by a line, whirled around the head and used to entangle a foe. This weapon
is balanced for throwing.
Boomerang: 1d4 Ancient
A curved or circular blade which returns to the thrower after striking a target. This weapon is
balanced for throwing.
Crossbow, Large: 1d10 Ancient
A full-size weapon which requires two hands to use and a pause to reload.
Crossbow, Small: 1d4 Ancient
A wrist-mounted or one-handed bow which is fired like a gun.
Longbow: 1d8 Ancient
A bow made from natural fibers (wood and sinew or plant material) which can be used while riding or
to hit an enemy from a great distance.
Shuriken: 1 Ancient
Small hurled “throwing stars.” This weapon is balanced for throwing.
Sling: 1d4 Ancient
A weapon which hurls a small item (usually a stone) after being whirled around the head.
Slingshot: 1d4 Ancient
A Y-shaped handle which supports an elastic sling and fire small stones.
Carbine: 2d8 Historical
The breechloading buffalo rifle used in the American Civil War (.44 Sharps, .44 Winchester, etc.).
Derringer: 1d6 Historical
A very small pistol which can fire only one shot, but is easy to conceal.
Double-Barreled Shotgun: 2d8 Historical
The 12-gauge range rider’s weapon found in Wild West settings, with a break-open stock.
Dueling Pistol: 1d8 Historical
A small, wide-barreled gun; used for duels in the time of the American Revolutionary War.
Flame-thrower: 3d6 Historical
A fuel-filled backpack and a high-pressure hose which fires blasts of fire that continue to burn;
napalm.
Gas Gun: see note Historical
This pistol fires gas bursts from canisters; flare gun. Note: the damage of this weapon depends on the
type of gas canister placed into the weapon.
Grenade: 3d6 Historical
A fragmentation explosive that injures by concussion and shrapnel. This weapon is balanced for
throwing. This weapon causes damage in a 10 foot (2 space) circle.
Infantry Rifle: 2d8 Historical
The basic bolt-action soldier’s armament in both of the World Wars.
Large Pistol * : 2d6 Historical
A large, semi-automatic weapon used by military officials and individuals in intense combat
situations. Most are .357, .44 or .45 caliber (.45 A.C.P., .44 Magnum, Glock 17, Desert Eagle, etc.).
Musket: 1d10 Historical
The black powder rifle used during the time of the American Revolutionary War; blunderbuss,
flintlock.
Machine Pistol: 2d6 Historical
The personal firearm carried by officers in the World Wars (Mauser, .22 caliber, etc.).
Matchlock Rifle: 1d10 Historical
The earliest gun, with a wide barrel and flame-lit firing mechanism; harquebus. This weapon may be
found in the late Ancient Era.
Tommy Gun * : 2d8 Historical
A rapid fire sub-machine gun made popular by the gangsters of the 1920s.
Air Rifle: 1d10 Modern
A small pellet-firing weapon; BB gun, .22 single-shot rifle.
Assault Rifle * : 2d8 Modern
The standard-issue automatic rifle used by modern military forces and militias (M-16, AK-47, etc.).
Composite Bow: 1d8 Modern
A contemporary recurve bow, made of fiberglass and equipped with sights and an adjustable draw.
Hunting Rifle: 2d10 Modern
The standard target-shooting rifle; sniper weapon (Winchester .30-06, .308, etc.).
Mini-Gun * : 3d8 Modern
A rapid-fire weapon that can only be carried by the strongest warriors (STR 16 or more).
(Regular) Pistol * : 2d6 Modern
A handgun with a clip- or revolver-style cartridge, used as the modern law enforcement sidearm.
Most are .38, 9 mm or 7.65 mm caliber (.38 special, Walther PPK, etc.).
Rocket Launcher: 10d6 Modern
A shoulder-mounted weapon that launches small explosive missiles; bazooka.
Sub-Machine Gun * : 2d6 Modern
An easily concealed rapid-fire gun (Uzi, Mac-10, etc.).
12-Gauge Shotgun: 2d8 Modern
A modern pump-action weapon, sometimes sawed-off to conceal it.
Tranquilizer Gun: see note Modern
A weapon which fires darts full of a “sleep” toxin potent enough to knock a target unconscious. Note:
a character hit by this weapon immediately makes a STR + Phys roll vs DC 20 or falls asleep for 1d10
turns/minutes.
Ion Gun: see note Future
A weapon used to disable electronic devices. Note: non-electronic targets are not hurt by this
weapon, but electronic targets are shut down until they are repaired.
Laser Pistol * : 2d6 Future
A handgun which fires concentrated shots of laser energy; raygun, phaser or blaster.
Laser Rifle: 2d8 Future
A larger form of the laser pistol; the standard science fiction military weapon.
Needler: 2d4 Future
A small firearm which throws narrow metal shards or short pulses of laser energy.
Pulse Rifle: 2d10 Future
A weapon which fires massive bursts of laser energy.
Rail Gun: 3d10 Future
A hand-held cannon which fires large projectiles at a very high velocity; “tank killer” or BFG.
Stun Gun: 1d4 Future
A special gun which dizzies targets with each successful hit. Note: After taking damage, a character
hit by this attack must roll STR + Phys vs DC 15 or be paralyzed for 1d6 turns/minutes.

Other Weapons Damage Era When It First Appears


Acid: 1d6 Ancient
Capsules of a burning fluid which can dissolve metal and flesh; disease-bearing vials.
Bomb: 4d6 Ancient
A one-time explosive triggered by pressure, a timer or a tripwire; must be set up to use.
Poison: 1d6 (see note) Ancient
A debilitating gas or liquid often applied to weapons or food. The effects last until the poison is
counteracted, the affected body parts are healed or the target is killed. Serious poisons can kill
instantly. Note: after applying damage, the target of this attack must roll STR + Phys vs DC 15 or
more, or suffer another 1d6 damage on the target’s next turn.
Dynamite: 2d6 Historical
A single stick of TNT. This weapon is balanced for throwing.
Smokescreen: see note Historical
Note: This gas produces smoke which obscures all normal sight for 1d8 turns/minutes. Can be used in
a gas gun.
Nerve Gas: see note Modern
A gas which stings the nervous system; mace spray. Can be used in a gas gun. Note: the target of this
attack will be blind for 1d4 turns.
Sleep Drug: see note Modern
Targets who inhale this gas or powder fall unconscious for a short time. Can be used in a gas gun.
Note: a character hit by this weapon immediately makes a STR + Phys roll vs DC 20 or falls asleep for
1d6 turns/minutes.
Tear Gas: see note Modern
A lung-burning smoke used by police to break up riots. Note: a character hit by this weapon
immediately makes a STR + Phys roll vs DC 15 or suffers -1 to all die rolls for 1d6 turns/minutes.
Armor AC Bonus Era When It First Appears
Leather: +2 Ancient
A layer of toughened leather or heavy fur, sometimes strengthened with metal studs. Often biker
leather jackets, military “bomber jackets” and even protective sports gear in the modern and future
eras.
Note: this armor does not protect against bullets or lasers.
Chainmail: +5 (Heavy) Ancient
Standard medieval body armor — a coat of small, interlinked steel rings worn over a sturdy cloth
layer. Also bronze plate armor.
Note: this armor does not protect against bullets or lasers.
Full Plate: +8 (Heavy) Ancient
A series of flat steel pieces overlapping one another, worn by medieval warriors.
Note: this armor does not protect against lasers, but does protect against bullets.
Shield: +2 Ancient
A special torso-length wood, steel, plastic or energy-based armor plate which is carried separately.
Note: shields in the ancient and historical eras do not protect against bullets or lasers, and shields in
the modern era do not protect against lasers, but do protect against bullets.
Gas Mask: see note Historical
A special face covering that protects against gas attacks. Note: fully protects against weapons that
require a target to breathe in a harmful gas, but does not offer any other protection.
Bulletproof Vest: +3 Modern
A lightweight coat worn under normal clothing and used to stop bullets; flak jacket.
Note: this armor does not protect against lasers, but does protect against bullets.
Military: +5 (Heavy) Modern
Standard contemporary body armor — a flexible body suit of plastic plates inside padded clothing.
Riot Gear: +7 (Heavy) Modern
Super-heavy armor made of multi-layered durable metal and plastic materials, used by elite combat
forces. Found in the modern era as the highest level of protection and in the future era as standard
military armor.
Power: +10 (Heavy) Future
The hard-core science fiction computerized full-body, environmentally sealed battle suit.

Adventuring Gear Era When It First Appears Adventuring Gear Era When It First Appears
Bag: Ancient flint and steel, compass, miniature first aid
Canvas, vinyl or leather backpack or sack kit, fishing line, etc.
used to carry treasure, additional items, etc. Disguise Kit: Historical
Camp Gear: Ancient Makeup, clothing and language guides to
Typical wilderness basics — small stove, help make false identities convincing (+1 to
rations, tent, sleeping bag or blanket, etc. rolls to disguise). May also include fake
Grappling Hook: Ancient identification and full-face masks (in the
A three-pronged metal hook with a wire modern era).
cable or heavy rope used for support when First Aid Kit: Historical
climbing. Used for instant medical care. Provides
Light Source: Ancient temporary support until trained
A reusable light source such as a flashlight, professionals are on the scene (+1 to rolls to
lantern or torch; also materials needed for treat injury).
light (batteries or flint and steel). Hand-held Communicator: Historical
Lock Picking Kit: Ancient A two-way voice transmitter/receiver; a
A set of small tools used for picking locks (+1 “walkie talkie” or miniaturized in a
to rolls to pick locks). wristwatch, earpiece or similar gadget.
Rope: Ancient Toolkit: Historical
25 feet of coiled, inch-thick hemp rope. Set of basic tools used to repair machines
Survival Gear: Ancient and equipment (+1 to rolls to repair items).
Basic emergency equipment — small
knife/flare gun (not a weapon), matches or
Binoculars: Modern Infra-Red Goggles: Modern
Used for extended vision (3 times normal A special pair of glasses that provide vision
sight). May appear in earlier eras as a in the infra-red spectrum (heat vision or
spyglass. “night sight”).
Computer System: Modern Re-breather: Modern
A small personal computer, complete with Headgear that contains temporary oxygen
communications software and standard supply, about 15 minutes worth.
operating programs for its purpose. May be Surveillance System: Modern
desktop, laptop or hand-held device (like a A wired microphone and hidden digital video
phone). May be attached to a larger and still camera used in remote
organization’s network. investigation.
Homing Beacon: Modern Weapon Targeting: Modern
Small tracking devices that can be hidden on High-tech sights and/or scope used to
targets. Includes hand-held unit used to increase accuracy with bows, rifles and
monitor tracking devices. pistols (+1 to hit with weapon the targeting
gear is attached to).

CLASS TEMPLATES
Characters of every type can be found in historical, modern and near-future fiction, but they often fit into a
few general “templates.” Each includes a suggested character focus and several special abilities that fit the
template, as well as an appropriate financial status, and common equipment used by characters of that
type.

Activists are political leaders, business managers, royal authorities, even musicians and artists — anyone
knowledgeable about the world around them, and trained in the art of diplomacy, the ability to
convince others their cause is best for the good of everyone. Always ready to explore new ideas and to
make their opinions be heard, activists are idealistic and determined. They have an intense desire to
make things better for the whole of their world, by making political moves or by using their artistic
talents to bring attention to an issue.
Character Focus: Charisma
Special Abilities: Connections, Encourage, Research
Financial Status: Working with the government brings financial reward (Wealthy), while protesting
business and political leaders is more about doing what’s right than what’s profitable
(Struggling).
Equipment: Activists aren’t fighters, instead relying on their powers of persuasion to get others to
bend to their will. They dress the part very well, however, in a suit or a performer’s costume.

Investigators are often charming and clever, and always athletic and quick-thinking. They bend the rules to
get what they want — and some take that mission a step farther, above the law. Much of the work of an
investigator involves discovering things others have tried to hide, and not everyone they talk to is always
willing to cooperate. But an investigator wouldn’t dream of leaving the life far behind; nothing else
provides the same kind of thrill.
Investigators are detectives, thieves, secret agents, journalists, explorers — anyone who wants to know all
the secrets.
Character Focus: Stealth
Special Abilities: Connections, Hunt Down, Lucky, Research, Sneak
Financial Status: Pursuit of the truth often doesn’t leave much time for making money
(Comfortable), though some investigators are happy to spend as much as they can, as long as
they don’t have to pay for it (Sponsored).
Equipment: Loose, easy-to-move-in clothing; a small, easily concealed weapon such as a knife or
handgun; and a large amount of cash for bribes and unpaid debts.
Scholars are researches and inventive geniuses, skilled in various areas of obscure knowledge, and gadgets
from a simple lock to a complex supercomputer. A scholar will often involve him or herself in dangerous,
experimental technology or attempt to break into heavily guarded offices to learn private information —
and to prove he or she can do it. Scholars are not known for their social skills; many are more
comfortable surrounded by tools and machines than in crowds of people.
Doctors, mechanics, inventors, computer hackers, occultists and almost anyone with a scientific mind can
be a scholar.
Character Focus: Intellect
Special Abilities: First Aid, Research, Technical
Financial Status: Technical know-how is worth money, no matter where or when you’’re living
(Comfortable or Wealthy).
Equipment: Scholars carry the tools of their research, and some survival gear when in the field.

Soldiers are good to have as allies and terrifying to have as enemies. Whether driven by money, a desire to
redeem themselves for a criminal past or simply a feeling that their brute strength and quickness are
best meant for a life of adventuring, soldiers spend their time defending others, practicing their skills
and making sure their next fight is their opponent’s last.
Soldiers aren’t always part of a military organization: knights in shining armor, martial artists, police
officers, sharpshooters, mercenaries, bodyguards, gladiators, tournament fighters, bouncers, outdoor
guides and even pilots have the skills and talents of soldiers.
Character Focus: Might
Special Abilities: Assassinate, Combat Style (any), Driver, Quick Draw, Tough
Financial Status: Warriors are usually always willing to fight, both because they constantly need
money and because it’s what they’re best at (Comfortable), though some soldiers are members of
well-supported military organizations (Sponsored).
Equipment: Soldiers prefer not to be weighed down by a large number of possessions, relying instead
on pure force to protect them with what they need. Soldiers often specialize in some kind of
weapon — a sword, a gun or their own two fists.

Supernaturals have exotic powers — magic spells, gifts from divine sources, psychic talents of the mind, or
simply heroic abilities that break the laws of physics. They can change the very essence of reality — and
use that power in many ways. They can strike fear in the hearts of “mundanes” (non-adventurers
without supernatural powers), use their gifts to battle evil forces, or turn their powers to helping those
less fortunate, by solving crimes, healing the injured, or making new discoveries.
Character Focus: Intellect
Special Abilities: Charming, Intimidate, Lucky, Magic, Minor Super Power, Research
Financial Status: Those with mystic powers come from all walks of life (any status).
Equipment: Many who have supernatural abilities wear ordinary clothing to hide their talents, while
a few embrace their uniqueness, and highlight how strange and rare they are.
OPEN GAME LICENSE Version 1.0a Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
6.Notice of License Copyright: You must update the COPYRIGHT
Reserved.
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
1. Definitions: (a)"Contributors" means the copyright and/or modifying or distributing, and You must add the title, the copyright
trademark owners who have contributed Open Game Content; date, and the copyright holder’s name to the COPYRIGHT NOTICE
(b)"Derivative Material" means copyrighted material including of any original Open Game Content you Distribute.
derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension,
7. Use of Product Identity: You agree not to Use any Product Identity,
upgrade, improvement, compilation, abridgment or other form in
including as an indication as to compatibility, except as expressly
which an existing work may be recast, transformed or adapted; (c)
licensed in another, independent Agreement with the owner of each
"Distribute" means to reproduce, license, rent, lease, sell, broadcast,
element of that Product Identity. You agree not to indicate
publicly display, transmit or otherwise distribute; (d)"Open Game
compatibility or co-adaptability with any Trademark or Registered
Content" means the game mechanic and includes the methods,
Trademark in conjunction with a work containing Open Game
procedures, processes and routines to the extent such content does not
Content except as expressly licensed in another, independent
embody the Product Identity and is an enhancement over the prior art
Agreement with the owner of such Trademark or Registered
and any additional content clearly identified as Open Game Content
Trademark. The use of any Product Identity in Open Game Content
by the Contributor, and means any work covered by this License,
does not constitute a challenge to the ownership of that Product
including translations and derivative works under copyright law, but
Identity. The owner of any Product Identity used in Open Game
specifically excludes Product Identity. (e) "Product Identity" means
Content shall retain all rights, title and interest in and to that Product
product and product line names, logos and identifying marks including
Identity.
trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and 8. Identification: If you distribute Open Game Content You must
graphic, photographic and other visual or audio representations; clearly indicate which portions of the work that you are distributing
names and descriptions of characters, spells, enchantments, are Open Game Content.
personalities, teams, personas, likenesses and special abilities; places,
locations, environments, creatures, equipment, magical or supernatural
9. Updating the License: Wizards or its designated Agents may
abilities or effects, logos, symbols, or graphic designs; and any other
publish updated versions of this License. You may use any authorized
trademark or registered trademark clearly identified as Product
version of this License to copy, modify and distribute any Open Game
identity by the owner of the Product Identity, and which specifically
Content originally distributed under any version of this License.
excludes the Open Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to 10 Copy of this License: You MUST include a copy of this License
the Open Game License by the Contributor (g) "Use", "Used" or with every copy of the Open Game Content You Distribute.
"Using" means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content. (h)
11. Use of Contributor Credits: You may not market or advertise the
"You" or "Your" means the licensee in terms of this agreement.
Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
12 Inability to Comply: If it is impossible for You to comply with any
Used under and in terms of this License. You must affix such a notice
of the terms of this License with respect to some or all of the Open
to any Open Game Content that you Use. No terms may be added to
Game Content due to statute, judicial order, or governmental
or subtracted from this License except as described by the License
regulation then You may not Use any Open Game Material so
itself. No other terms or conditions may be applied to any Open Game
affected.
Content distributed using this License.

13 Termination: This License will terminate automatically if You fail


3.Offer and Acceptance: By Using the Open Game Content You
to comply with all terms herein and fail to cure such breach within 30
indicate Your acceptance of the terms of this License.
days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-
14 Reformation: If any provision of this License is held to be
free, non-exclusive license with the exact terms of this License to Use,
unenforceable, such provision shall be reformed only to the extent
the Open Game Content.
necessary to make it enforceable.

5.Representation of Authority to Contribute: If You are contributing


15 COPYRIGHT NOTICE
original material as Open Game Content, You represent that Your
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

You might also like