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IRON KINGDOMS

TRUE 20 Conversion

by Luke Walker

Books: Iron Kingdoms Character Guide and Monsternomicon vol 1

Iron Kingdoms and all related distinctive logos and terms are trade marks of Privateer Press, Inc. © 2000-2006. All rights
reserved. True 20 and all related distinctive logos and terms are trade marks of Green Ronin Publishing. © 2000-2004. All rights
reserved. This document may be printed and/or reproduced for personal use only, and this copyright notice must be left intact.
No part of this text may be reproduced without permission of the publisher.
CHAPTER ONE: RACES

Each PC chooses a Race from the IKCG instead of a Background in True 20. The
Races provide additional benefits to the PC at 1st level above what is otherwise
granted in True 20.

All Ability Adjustments set out in the IKCG are halved.

The following Skills are converted to the appropriate True 20 Skill:

† Spot » Notice
† Hide or Move Silently » Stealth
† Spellcraft » Knowledge (Supernatural)
† Balance » Acrobatics
† Profession (Sailor) » Survival
† Use Rope » Sleight of Hand

Any Automatic Class Skills are converted to additional Starting Skills that the PC
gains for free i.e. the PC gains 4 ranks in those Automatic Class Skills.

HUMAN CULTURES

All Human PCs may select a free Feat chosen from his cultures Popular Starting
Feat list.

The following Feats converted to the appropriate True 20 Feat:

† Alertness » Skill Focus (Notice)


† Combat Casting » Sorcery*
† Combat Expertise » Defensive Attack
† Combat Reflexes » Improved Initiative
† Improved Unarmed Strike » Improved Strike
† Persuasive » Talented (Bluff and Diplomacy)
† Power Attack » Aggressive Attack
† Weapon Finesse » Accurate Attack
*new feat (see chapter four)

Jingoistic and Socially Isolated Flaws are removed. Instead, one or other of these
Flaws are common amongst all Humans. The GM is free to impose the penalties
of these Flaws when Humans are dealing with other cultures or races.

Kossites get a +1 to Dexterity.

Midlunders’ +1 bonus to Fortitude is removed and the Great Fortitude Feat is


added to their Popular Starting Feat list.

Tordorans’ +1 bonus to Will is removed and the Iron Will Feat is added to their
Popular Starting Feat list.

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Caspians do not get a +2 to Charisma.

Schardes do not get a +2 racial bonus to Swim.

OTHER RACES

Unlike Humans, each Non-Human race must begin 1st level in the following
Roles (determined from Favoured Class):

† Iosan » Adept
† Bogrun, Gobbers Expert » Expert
† Dwarves, Nyss, Ogrun, Trollkin » Warrior

Dwarves: +2 racial bonus to Appraise is removed. When a Dwarf breaks his oath
he suffers -1 to Ability scores for each day it remains unbroken (max -5). If the
breach is repaired, the Dwarf recovers -1 each day until fully restored.

Bogruns and Gobbers: +2 racial bonus to Move Silently is removed. NB:


camouflage now adds to Stealth. Low Light Vision is replaced with the Night
Vision Feat. Bogruns resistance to temperature is replaced with a +2 racial bonus
to Fortitude Saves against temperature based effects.

Iosan: All racial benefits that effect Scrying are replaced with:

† +2 racial bonus to Sense Motive and Second Sight to detect the Scrying
Power.
† +2 racial bonus to the difficulty of being the subject of the use of the Scrying
Power.
† Sorcery* (Scrying Power).
*new feat (see chapter four)

Low Light Vision is replaces with the Night Vision Feat. Iosan may treat long
swords, long bows, short swords and short bows as simple weapons.

Nyss: May treat the Nyss Claymore as a martial weapon. Nyss bonuses and
penalties to spell based temperature effects apply to all corresponding
temperature effects.

Ogruns: +2 bonus to AC and bonus HP are removed. NB: large size grants a +2 to
Toughness. +1 Level Adjustment is removed. When an Ogrun is disloyal to his
sworn master, he suffers -1 to Ability scores for each day he remains disloyal
(max -5). If the breach is repaired, the Ogrun recovers -1 each day until fully
restored. Ogruns may not take Arcane Magic.

Trollkins: DR against nonlethal damage is removed and replaced with a +2 racial


bonus to Toughness to non-lethal damage. Trollkins’ recovery checks are reduced
in time in the manner described in the IKCG. +1 Level Adjustment is removed.
Trollkins may not take Arcane Magic unless they are of the Sorcerer sub-race.
Trollkin Sorcerers have +1 to Con (not +4).

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CHAPTER TWO: CLASSES & PRESTIGE CLASSES

All Classes and Prestige Classes have been replaced with True 20’s three Roles.
However, many Iron Kingdom Classes and Prestige Classes have given rise to
new Skills, Feats and Powers.

CHAPTER THREE: SKILLS

The following Skills have been added to the True 20 Skill list:

† Alchemy (Int) Trained Only – covers Craft (alchemy) & (bone grinding).
† Command (Cha) – new skill covered in the Black Company Setting.
† Craft (Int) Trained Only – covers all mundane Craft Skills.
† Knowledge (science) (Int) Trained Only
† Mechanika (Int) Trained Only – covers Craft (mechanika) and civilian uses
of Jack Handling.
† Technology (Int) Trained Only – covers Craft (clockwork), (gunsmithing),
(steam engine) & (tools) and Disable Device.
† Warcraft (Int) Trained Only – covers Craft (canoneer), (demolitions) & (small
arms) and military uses of Jack Handling.

Alchemy is used for Bone Grinding (creating Enhancers and Tokens) as set out in
the Monsternomicon. The XP costs for such creations are replaced with a Wealth
Check equal to the Craft DC less 5. Enhancers can be created for the Quick
Power, Subtle Power and Widen Power Feats. The Craft DC for Enhancers is 15 +
the bonus to fatigue DC (i.e.23 for Quick Enhancers, 17 for Subtle Enhancers and
21 for Widen Enhancers).

Craft no longer requires specialisation. It covers all mundane crafts. It can also be
used to create a Woldwardens. This requires the Imbue Item Feat, Earth Shaping
Power, Imbue Life Power, Plant Shaping Power and 3 complex Craft checks (one
for each Power).

Mechanika can be used to create a Mechanical Familiar. This requires the Imbue
Item Feat, Imbue Life Power and a complex Craft check.

Technology covers all uses of the Disable Device Skill. It can be used to create a
Magelock Pistols and Rune Bullets. This requires the Imbue Item Feat, Gun Mage
Feat and a complex or simple Craft check, respectively. A Magelock Pistol is
immune to all damage from using the Gun Mage Feat. A Rune Bullet allows the
gun’s damage to be added to the Power’s damage when using the Gun Mage
Feat. They also grant a +1 to hit as they are considered mastercraft ammunition.

Warcraft is used instead of Concentration to reload firearms. The DC is equal to


the DC of the Craft (small arms) Skill set for each firearm. A PC with the Exotic
Weapon Proficiency (small arms) may use Warcraft untrained for loading guns

4
CHAPTER FOUR: FEATS

The following Feats are added to those available in addition to those in True 20.
The Feats grant the benefit listed here or in the IKCG as modified below:

GENERAL

† Advanced Synthesis (General): Prerequisites: Society Membership (Order of the


Golden Crucible). PC may increase Craft DC of Alchemic Items by 5 and reduce
the time to create them by half.
† Adventurer’s Zeal (General): It works in the manner set out in the Adventuring
Scholar Prestige Class.
† Calloused Hands (General): Prerequisites: Craft, Mechanika or Technology 6
ranks.
† Combat Loading (General): Prerequisites: None. Works like the Improved
Combat Loading Feat except it removes the need for a Warcraft Skill roll when
reloading.
† Earth’s Skin (General): Prerequisites: Cleric of Dhunia, Adept level 3 and Earth
Shaping Power. This Feat doubles the PCs Toughness bonus against acid, cold,
electricity, fire and sonic damage.
† Elemental Mastery (General): Prerequisites: Cleric of Dhunia, Adept level 8 and
any Shaping Power. It works in the manner set out in the Blackclad Prestige
Class. However, it can be taken for any one element in with the PC has the
Shaping Power at 11+ ranks. The Feat allows the PC to use the Shaping Power to
communicate with that element and travel through that element up to a distance
determined in a manner set out in the Sense Mind Power.
† Faithful Resolve (General): Prerequisites: Society Membership (Illuminated
One).
† Fell Calling (General): Prerequisites: Trollkin. It works in the manner set out in
the Fell Caller Class. The prerequisite is the PC must be a Trollkin. The Feat
grants access to 2 Fell Calls per day and can be taken a number of times. The
existing prerequisites still apply the damaging effects for Stunning Blast, Sonic
Blast and Doom’s Quaking Call are now Perform (Fell Calling) ranks/2. Sonic
Blast causes deafness in addition to damage. This imposes a -4 to initiative and to
Power usage. Confusion’s Call lasts for 1 minute and is negated by a Will Save. If
effected the result is 1 – wanders away for 1 minute, 2-6 does nothing for 1
round, 7-9 attack nearest creature for 1 round, 10 act normally for 1 round.
† Firearms Training (General): Prerequisites: None. Same benefit as the Exotic
Weapon Proficiency (Small Arms) Feat.
† For the Motherland (General): Prerequisites: Society Membership (Greylords
Covenant).
† Group Subdual (General): Prerequisites: None.
† Inquisitor (General): Prerequisites: Society Membership (Illuminated One). +2
bonus to Knowledge (Supernatural) and Second Sight to detect Power use.
† Mechanical Secrets (General): Prerequisites: Society Membership (Steam and
Iron Workers’ Union). PC may reduce Wealth DC on Mechanika Skill rolls by 5.
† Mindfire (General): Prerequisites: Cleric of Dhunia, Adept level 3 and Fire
Shaping Power.

5
† Power Resistance (General): It grants against a +1 bonus to all Saves to resist
Powers.
† Rite of Assessment (General): Prerequisites: Cleric of Great Fathers.
† Salvage Ammunition (General). Prerequisites: Warcraft 10 ranks.
† Sorcery (General): You are able to use a particular Power despite no formal
training. You can use it as if you know it at a rank equal to your total level +3.
You are not considered trained in the power for purposes of prerequisites and
other traits. You have less control over your Power than a truly trained Adept
does with Powers. Whenever you are under stress, you must make a Will saving
throw against a Difficulty of 10 + half your total level – twice the number of times
you have taken the Sorcery feat. If you fail, you are stunned and one of your
Powers (as chosen by the GM) goes off randomly. The Power has its normal
effect, but the GM chooses its target and parameters (if any). You suffer normal
fatigue from this wild use of Powers and cannot take any other action on the
round it manifests. You can spend Conviction to automatically control a wild
talent for one use. If you acquire the Power for the same Power as your Sorcery
feat, you gain control over it and can use it normally. You cannot acquire this feat
by spending Conviction.
† Society Membership (General): Choose one society or organisation. This Feat
grants the benefits of the Connections, Contacts and Wealthy Feats when dealing
with that society.
† Spring of Understanding (General). Prerequisites: Cleric of Dhunia, Adept level
3 and Water Shaping Power.
† Steamo (General). Prerequisites: Mechanika or Technology 4 ranks. +4 Fortitude
and Toughness against heat damage.
† Strength of the Earth (General): Prerequisites: Cleric of Dhunia, Adept level 3
and Earth Shaping Power.
† Stronghammer Smith (General): Prerequisites: Ogrun.
† Summon Elemental (General): Prerequisites: Cleric of Dhunia, Adept level 6
and any Shaping Power. You can summon an elemental, a spirit which animates
a particular element. This requires a check using the appropriate Shaping Power
for that element (Water Shaping for water elementals, Fire Shaping for fire
elementals, and so forth) with a Difficulty equal to 10 + twice the elemental’s
level. Summoning a 5th-level elemental is Difficulty 20, for instance. Summon
Elemental is fatiguing (Difficulty 10 + the elemental’s level). The summoned
elemental will do your bidding for a number of rounds equal to your Adept level
before disappearing, leaving behind only the now-inert element it used for its
body. You must have some amount of the desired element nearby to summon an
elemental of that type.
† Summon Infernals (General): Prerequisites: Corruption 1+ and a Shaping Power
9 ranks. You can summon Infernal to serve you. This requires a check of 1d20
+ Adept level + your Charisma score with a Difficulty of 10 + twice the Infernal’s
level. Summoning a 5th level Infernal is Difficulty 20, for instance. Summon
Infernal is fatiguing (Difficulty 10 + the Infernal’s level). The summoned creature
will do your bidding for a number of days equal to your adept level before
returning from whence it came. Summon Infernal is requires a Corruption check.
† Tall Tales (General).

6
† Thunderous Exaltation (General): Prerequisites: Cleric of Great Fathers.
† Unbreakable Concentration (General): Prerequisites: Greylord and
Concentration 8 ranks.
† Undine Summons (General): Prerequisites: Cleric of Dhunia, Adept level 3 and
Water Shaping Power.
† University Education (General): Prerequisites: Wealthy or Int +2.
† Vigilance and Voice of Law (General): Prerequisites: Cleric of Great Fathers.
† Wind Shroud (General): Prerequisites: Cleric of Dhunia, Adept level 3 and
Wind Shaping Power.
† Witchhound (General): Sense Arcane Magic users with a Wis DC (15-
Corruption).

ADEPT

† Gun Mage (Adept): It works in the manner set out in the Gun Mage Class. It
allows the PC to use Elemental Strike Power through a pistol so that any feats
benefiting gun use apply. The pistol takes damage equal to the Power ranks on
each shot.

EXPERT

† Bodging (Expert): It works in the manner set out in the Bodger Class. The Feat
allows the Bodger to make bodged repairs at halve the time, Wealth DC and
Craft DC as normal repairs. However, the item must be maintained for hour a
day or fall back into disrepair. If the Bodger has access to junkyards, the Bodger
may replace the Wealth check with a Search check. For normal construction and
repairs, a Bodger may use the feat to reduce the Wealth DC by 5 with a successful
Search Skill check at DC 15.
† Fabricate Identity (Expert): It works in the manner set out in the Spy Prestige
Class.
† Jack Wrenching (Expert): It works in the manner set out in the Bodger Class. As
an attack action, a PC may make any mechanical device work for 1d6 rounds.
This can be used on any one device 1d3 times. If the PC has Taunt Feat, Jack
Wrenching can be used at a range of up to 30ft.
† Rugged Mechanika (Expert): Prerequisites: Mechanika 14 ranks. All Mechanika
made by the PC have +5 Toughness.

WARRIOR

† Armour Proficiency (Warcaster Armour) (Warrior)


† Bayonet Charge (Warrior): Prerequisites: None.
† Gunslinging (Warrior): Prerequisites: Dex +1.
† Improved Combat Loading (Warrior): Prerequisites: Combat Loading. Reduce
the time to load any gun by 1 standard action. If the gun can be reloaded with 1
standard action, reduce the time to a move action.
† Sharp Shooter (Warrior). The PC may add Dex as a damage bonus to any
ranged weapon after taking an Aim action.

7
CHANGED FEATS

The following feats are changed:

Familiar (Adept): This Feat may now be taken to bond with a Mechanical
Familiar,as set out in the Arcane Mechanic Class, or a Magelock Pistol, as set out
in the Gun Mage Class, with the following changes:

† Spell Link is now gained at level 3-4.


† Ranged Touch and Touch is removed.
† Gun Scrye is performed as if it were the Scrying Power at (Adept level +3)
ranks.
† The Pistol’s bonus to HP is now a bonus for the PC’s Will Save to resist the
ill effects of the Wild Talent (Elemental Strike).

Improvised Tools (Expert): This Feat now also allows the PC to remove the
penalty from using Improvised Weapons.

CHAPTER FIVE: MAGIC

The Armour Check Penalty from Armour also applies to any Power checks.

A PC who takes the Sorcery Feat uses Cha for that Power. A user of Sorcery is
called a Sorcerer. A Sorcerer suffers from corruption as a Mage. A Cleric who
takes the Sorcery feat is subject to both Corruption as a Mage as well as the
strictures of his faith, when using that Power.

Other than Sorcery, when a PC first takes a Power, he must decide whether the
source of his Magic is arcane or divine. If it is divine then the PC must decide
which God he is a follower.

A user of Arcane Magic is called a Mage and uses the Int Attribute for Powers.
Mages gain Second Sight and Ward Powers for free. All other Powers are
accessible to Mages except Purifying Light.

Mages suffer from Corruption when using any magic that upsets the natural
order. Healing, raising the dead, corrupting or torturing others, mentally
enslaving others and dealing with Infernals all give rise to Corruption. When a
person does an act of evil (DC 10 to 25) or a Mage uses Arcane Magic in evil ways
(DC 10 + ranks/2), the person must make a Will Save. If he fails, he gains a point
of Corruption.

8
Corruption acts as a bonus for Infernals to notice that person and a negative
reputation when dealing with Infernals. A person can remove this penalty by
giving into Corruption and loosing his soul. The person may now use Corruption
as a positive Reputation when dealing with Infernals and also as the stat for all
Power usage. Corruption can be reduced by spending 10 Conviction earned from
his Virtue (not Vice).

A user of Divine Magic is called a Cleric and uses the Wis Attribute for Powers.
Any Cleric may use any Power listed under their God’s Domains untrained and
gains Purifying Light, Visions and Ward Powers for free. The Powers a Cleric
may choose must come from his God’s domains. Clerics do not suffer from
Corruption when using their God’s Powers.

DOMAINS

If a God has a Power listed more than once (including Purifying Light, Visions or
Ward) then his Cleric’s gain a +2 divine bonus to using that power.

† Adventure: Body Control, Supernatural Speed.


† Air: Wind Shaping, Weather Shaping.
† Animal: Beast Link (Bliss, Calm, Dominate, Sleep).
† Artifice: Earth Shaping, Metal Shaping, Object Reading.
† Assassination: Phase, Psychic Blast.
† Autumn: Drain Vitality, Wind Shaping.
† Chaos: Any 1 Power.
† Dark Lore: Scrying, Second Sight.
† Death: Ghost Touch, Harm.
† Destruction: Elemental Strike, 1 Shaping Power.
† Druid: Imbue Life (also considered to have the Imbue Item Feat to create Wold
Wardens)
† Earth: Earth Shaping, Nature Reading.
† Evil: Mind Touch (Dominate, Pain).
† Farmstead: Beast Link (Calm, Sense Minds), Nature Reading.
† Fire: Elemental Resistance, Fire Shaping.
† Good: Enhance Others, Heart Reading.
† Healing: Cure, Cure Poison.
† Knowledge: Object Reading, Visions.
† Law: Mind Touch (Dominate), Truth Reading.
† Luck: Any 1 Power.
† Madness: Mind Touch (Mind Reading, Mind Shaping)
† Magic: Second Sight, Ward.
† Mechanika: Energy Shaping, Tech Link (Dominate, Sense Minds, Sleep).
† Mendicant: Cure Blindness/Deafness, Cure Disease.
† Mercantilism: Object Reading, Suggestion.
† Protection: Psychic Shield, Ward.
† Righteousness: Heart Shaping, Psychic Weapon.
† Seafaring: Water Shaping, Weather Shaping.

9
† Plant: Nature Reading, Plant Shaping.
† Plunder: Manipulate Object, Phase.
† Predation: Beast Link (Dominate, Pain), Combat Sense.
† Spring: Cure Disease, Enhance Others.
† Strength: Body Control, Enhance Self.
† Summer: Heart Reading, Light Shaping.
† Travel: Apport, Treleport.
† Trickery: Blink, Illusion.
† Tyranny: Mind Touch (Mind Reading, Mind Shaping).
† Undeath: Drain Vitality, Imbue Unlife.
† War: Harm, Purifying Light.
† Warrior: Combat Sense, Purifying Light.
† Water: Nature Reading, Water Shaping.
† Winter: Cold Shaping, Elemental Resistance.

A follower of the Devourer Wurm who is also a member of the Circle also
receives the Druid domain, provided he has taken Earth Shaping and Plant
Shaping for his Chaos and Destruction domains.

NEW POWERS

Metal Shaping
Fatiguing
You can shape metal. A Metal Shaping check can have one of the following
effects:

† Sunder Metal: Your can strike metal within sight and inflict damage equal to
half your power rank, rounded down.
† Craft Metal: You can add a bonus of your ranks/4 to any Craft Skill check
involving an object that is substantially metal.
† Improve Weapons and Armour: You can improve weapons and armour. A
Metal Shaping check grants the weapon or armour a bonus to its base Damage
bonus or Armour bonus. You can select a bonus lower than what you get on
the table to reduce fatigue Difficulty, which is 10 + the bonus.

Result Bonus
Up to 4 +1
5–14 +2
15–24 +3
25–34 +4
35+ +5

Time: Sunder Metal is an attack action. Crafting Metal and Improving Weapons
and Armour are move actions. The bonus from Improving Weapons and Armour
lasts for 10 rounds (1 minute) per use.

10
Purifying Light
Fatiguing, Maintenance (see below)
You can wield the power of pure light as a weapon against the enemies of your
God. This feat allows you to do two things.

† Light Strike: First, you can cast a supernatural bolt of light like an Elemental
Strike, except it only affects enemies of your God.
† Shining Ward: Second, you can call forth a shining light to fill an area up to
60 feet across. Maintaining the area of pure light requires concentration. Any
enemies of your God must make a Will save in order to enter the area of light,
and another Will save each round to remain there. A failed save means the
creature cannot enter the area and must leave immediately if it is already
inside it.

Both uses of Purifying Light are fatiguing. You make the fatigue save after
each light strike and after you stop maintaining a shining ward.

Tech Link Power is used to contact technological items including mechanika


such as Steamjacks. Its usage is identical to Beast Link.

CHANGED POWERS

The Fatigue rolls for using Cure, Cure Blindness/Deafness, Cure Disease, Cure
Poison and Imbue Unlife Powers also act as a save against non-lethal damage.
The non-lethal damage and fatigue effects are cumulative.

Energy Shaping Power has the following changes:

† the Magnetokinesis application is removed.


† the Drain Power application may now be reversed to charge power sources
such as accumulators (see Mechanika below).

Imbue Life Power has been altered and is now only used in creating “intelligent”
constructs such as Woldwardens, Mechanical Familiars and Steamjacks.

Sense Minds Power now only applies to the types of minds that the PC can
contact. For example, if the PC has Mind Touch it can sense sentient minds, Beast
Link it can sense animal minds, and Tech Link it can sense technological minds
such as a Steamjack’s cortex.

MECHANIKA

A Mage may charge accumulators at the rate of 1 charge for each level of fatigue
suffered. The Mage must make a Will Save Difficulty 18 to stop charging as
normal.

In addition, a Mage may use Energy Shaping to get a more powerful charge. The
Energy Shaping check result provides the following charges:

11
Result Charge
15-19 +1
20-24 +2
25-29 +3
30-34 +4
35+ +5

The power field of Warcaster Armour may absorb a number of Bruised and Hit
results equal to the bonus Hit Points/5. The absorption recharges at the rate of 1
per round.

CHAPTER SIX: WEALTH

GP Wealth DC GP Wealth DC GP Wealth DC


<1 2 150-199 19 15,000-19,999 35
1 3 200-274 20 20,000-27,499 36
2 4 275-349 21 27,500-34,999 37
3 5 350-499 22 35,000-49,999 38
4 6 500-649 23 50,000-64,999 39
5-6 7 650-899 24 65,000-89,999 40
7-8 8 900-1,199 25 90,000-119,999 41
9-11 9 1,200-1,499 26 120,000-149,999 42
12-14 10 1,500-1,999 27 150,000-199,999 43
15-19 11 2,000-2,749 28 200,000-274,999 44
20-26 12 2,750-3,499 29 275,000-349,999 45
27-34 13 3,500-4,999 30 350,000-499,999 46
35-49 14 5,000-6,499 31 500,000-649,999 47
50-64 15 6,500-8,999 32 650,000-899,999 48
65-89 16 9,000-11,999 33 900,000-1,199,999 49
90-119 17 12,000-14,999 34 1,200,000+ 50
120-149 18

12
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unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.

15. COPYRIGHT NOTICE


Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan,
Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet,
Monte Cook, Skip
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir,
and John Snead.
Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.
Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.
The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson.
Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
Iron Kingdoms Character Guide Copyright 2003. Privateer Press LLC; Authors
Iron Kingdoms World Guide Copyright 2003. Privateer Press LLC; Authors
Monsternomicon Vol. 1 Copyright 2003. Privateer Press LLC; Authors
Liber Mechanika Copyright 2003. Privateer Press LLC; Authors

13
NAME:

Race: Religion: Nationality:

ROLE: LEVEL:

Virtue: Vice: Conviction:

STR C ATTACK =
D Dodge = = + + + + 10
O E + 10
DEX Ref Parry =
F
M Total Combat Attr. Size Misc
CON Fort D
B A Melee = + 15
M Ranged = = + + + 15
INT A
TOUGHNESS = +
T Total Item Attr. Misc Size
WIS Will
0+ 5+ 10+ 15+
CHA Bruised Dazed Staggered Unconsciou
=Hurt Wounded Disable sDying
d
FEATS: FATIGUE » Winded Fatigued Exhausted

SKILLS: Total Rnk Attr Misc SKILLS: Total Rnk Attr Misc

Acrobatics° ____ = __ + __ + __ Knowledge° ____ = __ + __ + __


Alchemy° ____ = __ + __ + __ ________________________________
Bluff ____ = __ + __ + __ Language° ____ = __________
Climb ____ = __ + __ + __ Mechanika° ____ = __ + __ + __
Command ____ = __ + __ + __ Notice ____ = __ + __ + __
Concentration ____ = __ + __ + __ Perform ____ = __ + __ + __
Craft ____ = __ + __ + __ Ride° ____ = __ + __ + __
Diplomacy ____ = __ + __ + __ Search ____ = __ + __ + __

POWERS: Total Rnk Attr Misc


Disguise ____ = __ + __ + __ Sense Motive ____ = __ + __ + __
Escape Artist ____ = __ + __ + __ Sleight of Hand° ____ = __ + __ + __
_____________ ___ = __ + __ + __
Gather Info. ____ = __ + __ + __ Stealth ____ = __ + __ + __
_____________ ___ = __ + __ + __
Handle Animal ____ = __ + __ + __ Survival ____ = __ + __ + __
_____________ ___ = __ + __ + __
Heal° ____ = __ + __ + __ Swim ____ = __ + __ + __
_____________ ___ = __ + __ + __
Intimidate ____ = __ + __ + __ Technology° ____ = __ + __ + __
_____________ ___ = __ + __ + __
Jump ____ = __ + __ + __ Warcraft° ____ = __ + __ + __
_____________ ___ = __ + __ + __

EQUIPMENT: REPUTATION:

WEALTH:

PROFESSION:

14

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