Sunteți pe pagina 1din 2

Swordsmen & skeletons Third edition, one page fantasy roleplaying rules ©John W. Vogel jr.

2020
By John Vogel. Edited by Carl Heyl.

1. CREATing A CHARACTER: Distribute 75 points (maximum 18, minimum 3) A roll of 20 (on the die, not modified) to hit or save always succeeds (though
among 6 requisites. Nephilim roll extra STR and CON later (q.v.). immunities to attacks or magic, if any, will still result in no effect), and a roll of 1
Strength (STR): Modifies attack rolls and damage. Each +1 bonus = +250 Gold (again, on the die) always fails, regardless of bonuses or penalties.
Pieces [GP] in weight carried without slowing movement (see EQUIPMENT). 5. CASTING SPELLS: These rules apply unless the spell description specifically
Intelligence (INT): Bonus spell levels a Wizard memorizes per day. says otherwise: A spell affects one target in the same room, unless line of sight is
Wisdom (WIS): Bonus spell levels a Priest memorizes per day. blocked or target is adjacent to the caster, lasts the duration of the encounter
Dexterity (DEX): Modifies Armor Class and saving throws (SV) to avoid traps. (damage lasts until healed), and is negated by a SV unless target is willing. Each
Constitution (CON): Modifies hit points/level, SVs to heal and against poison. spell can only be cast once/day, unless memorized multiple times. A Priest or
Charisma (CHA): Modifies chance to persuade. Wizard can memorize and cast 2 levels of spells/character level/day (+ WIS or INT
REQUISITE MODIFIERS bonus); he cannot memorize spells of higher than half his character level rounded
up, nor more spells of a higher spell level than any lower spell level.
3 4-5 6-8 9-12 13-15 16-17 18 Every point above 18

-3 -2 -1 0 +1 +2 +3
grants an extra +1 bonus Priest Spells (Miracles)
Level 1
2. CHOOSING A CHARACTER CLASS, RACE AND ALIGNMENT Cure Light Wounds: Living target regains 1d6+2 lost hit points, range=touch.
Player Character (PC) Classes Detect Evil or Magic: Detects one of these states on all creatures and items in the same room, no SV.
Light: Illuminates the room OR blinds one target (-4 to hit, cannot make ranged attacks).
Priest: +1 to attack roll/2 levels, Hit Dice (HD)=1d6/level (hit points gained per Zeal: Creates a shield of pure law about the recipient, granting +2 AC.
level); uses any armor and mace; casts Priest spells. Gains a Mystic Power*, Level 2
Consecration: Necessary for a cross or holy water to effect the undead. Permanent.
developed secretly with the GM (game master); he loses this if he acts chaotically.
Hold Person: Paralyzes 1d4 man-like targets (if only one creature is targeted, it SVs at -2).
Swordsman: +1 to attack roll/level, HD=1d8/level; uses any armor and weapon; Forbidding: Destroys up to 1d4 x Priest’s level in hit dice of undead targets, nearest first.
gains an additional attack/round at each level evenly divisible by 6. +3 to ALL SVs. Speak with Animals: Affects all in the room, lasts for one day. Caster can SV to persuade them to serve.
Level 3
Gets a Fighting Maneuver*, Wyrd Talent* or Skill*, developed with the GM. Remove Curse/Disease: Either effect is removed, unless the GM has extra requirements.
Wizard: +1 to attack roll/3 levels, HD=1d4/level; uses dagger, no armor; casts Defiance: +3 to spell saves for 1 day.
Wizard spells. Gains a Fey Talent*, or Lore*, developed secretly with the GM. Speak with Dead: Caster may need a persuasion SV, or dead Chaos creatures will try to deceive.
Spirit Power: Grants the power of a spirit amulet. Requires the fresh heart of the appropriate spirit beast.
Monstrous Adventurer (Race is Monster-type): It begins as a first level (1 HD) Level 4
whelp, +1 HD per level. Before it matures (reaches full monster HD), it must SV Cure Serious Wounds: Triple strength cure light wounds.
Neutralize Poison: Destroys any poison or cures any poisoned character. Range=touch.
to use or benefit from any AC over 16, attack causing over 1d8 damage, special Protection Circle: 10’ radius, keeps out magical monsters, others attack into it at -1 to hit and AC, no SV.
ability, or attribute. It can be sorcerous, tremendous (requires +4 levels for Sticks to Snakes: Creates 1d8 snakes, AC 16, HD 1, Damage 1d3+poison, MV 9; they obey the caster.
maturity) or both. May suffer from Disadvantage(s)**, developed with the GM. Level 5
Angelic Fire: All evil, magical monsters in the room are blinded (-4 to hit, cannot make ranged attacks).
Character Races: Men attack at -2 in darkness; other races are unaffected. Commune: GM must answer 3 of the priest’s “yes or no’ (only) questions, about anything, honestly.
Man: Gains a Background Ability* developed with the game master (PCs only). Dispel Evil: As Dispel Magic (see Wizard spell), OR a single magical monster saves or is annihilated.
Tremendous Beasts: Adds Tremendous (see monsters, below) to 1d6 animals; often used on trained dogs.
Dwarf: +4 SVs vs. magic, and for underworld exploration and weapon smithing. Holy Zeal: More powerful version of Zeal; divine light grants +5 AC.
Elf or Half Elf: Sorcerous (q.v.), spells determined randomly at dawn; +2 to Wizard Spells
track or move unseen in woods (forest lore); -4 to persuade (haughty). Level 1
Half Orc: +1 damage; +2 AC; -2 to persuade; +4 to track (sense of smell). Change Form: Target takes on the appearance (not abilities) of any roughly man sized, man-like creature.
Charm Person: One man-like creature becomes caster’s ally.
Goblin: +1 (on D6) to surprise underground or in marsh; +4 to hide or evade. Light: Illuminates the room OR blinds one target (-4 to hit; cannot make ranged attacks).
Halfling: +6 to move unseen in woods or darkness, -1 damage in melee. Wizard’s Dart: Causes 1d6 magical damage per Wizard’s level to one enemy (SVs for half damage).
Sleep: Puts 2d8 levels of living targets to sleep, all must be under 5 HD, no SV.
Nephilim (Half Giant): +1d3 STR and CON; sorcerous, -6 SV to heal (cursed). Read Magical Writings: Required to read sorcerous books and hieroglyphs, but not spell scrolls.
*Powers, skills, etc., grant individualization and extra capability. **Disadvantages Level 2
Hold Person: Paralyzes 1d4 man-like targets (if only one creature is targeted, it SVs at -2).
at the GM’s discretion, can balance monstrous adventurers that are too powerful. Detect Evil or Magic: Detects one of these states on all creatures and items in the same room, no SV.
Alignment: Law (good): Other PC alignments allowed only by GM’s consent), Reveal Invisible: All invisible creatures and objects in the same room become visible.
Chaos (evil), and Neutral (unintelligent monsters). Law must be honorable; Chaos Invisibility: Range=touch, lasts until target attacks: grants +4 AC, and cannot be attacked at range.
Mirror Image: Creates 1d4 images of the caster; if he is damaged, an image is destroyed instead.
need not, but -3 SV penalty to persuade. Even Chaos does not trust Chaos! Phantasmal Force: An illusory monster joins the party; it is real in all ways until disbelieved, which requires a
3. BUYING EQUIPMENT: Beginning Characters have 100 gold (GP) SV and an action. It must be a monster the Wizard has battled (caused it at least 1 hit point of damage).
Item Cost Item Cost Level 3
100’ rope & grapnel 2GP Holy Water Vial (1d8 damage to undead no SV)‡ 25GP Dispel Magic: Negates any spell; roll 11+ on 1d20, + Wizard’s level, -target caster’s level.
Flint, Steel & 6 torches 1GP Cross (undead struck check morale, no SV) 50GP Fiery, Icy or Lightning Wrath: Causes 1d6 damage per Wizard’s level to all enemies in room, in line of sight,
as a fire, cold or electric attack. SV for half damage. Note that these are three separate spells.
Flask of wine or oil ‡‡ 5GP Riding horse and saddle (MV 24) 50GP
Fly: Target flies at MV 18 per turn, lasts one day. Range=touch.
Sword (1d8 damage) † 10GP Bow and 20 arrows (1d6 damage) † ‡ 20GP
Haste: Caster and all allies get 2 attacks/round.
Mace/spear (1d6 5GP Leather armor (Armor Class [AC] 12, Move [MV] 5GP
Group Invisibility: As invisibility; affects all allies within 10’.
damage) † 12) Unarmored characters have MV 12, AC 10.
Level 4
Dagger (1d4 damage) † 2GP Chainmail (AC 14, MV 9: As 250 GP weight) 75GP
Charm Monster: As charm person, affects any living monster.
Shield (AC +1) ‡‡‡ 5GP Plate armor (AC 16, MV 6: As 500 GP weight) 500GP Polymorph Other: Permanently turns target into any creature.
†Silvered weapons cost triple. ‡Range=same room, in line of sight; not adjacent. Vial/flask has one use; oil Polymorph Self: Caster turns into any creature; gains its MV (flight, if any), but no other powers.
causes 1d8 damage, burns thrower on 1 to hit. ‡‡Grants +2 to persuade. ‡‡‡ Must be held in shield hand. Fire or Ice Wall: 60’ long. 20’ high, creatures under 4 HD cannot pass through. Others first check morale, then
4. HOW TO PLAY: On entering a room (or clearing, cave, etc.) each side rolls 1d6 take 1d6 damage, doubled if of opposite element (i.e., a white dragon entering a Fire Wall); no SV.
Fear: All foes SV or flee, regardless of line of sight.
to determine surprise; if only one side scores a 1-2, they get a free round, then Remove Curse: As Priest spell, but only effects curses, not disease.
throw d6 each round to see which side goes first. Characters move up to full MV Level 5
and do one other thing (attack, cast a spell, switch weapons, persuade, etc.). To Animate Dead: Creates 1d6 skeletons/level over 8 to obey the Wizard, permanent.
Attack: Roll d20 >=monster’s AC, as modified by character level and strength, to Hold Monster: As hold person; affects any living monster, not undead, constructs or similar.
Iron Wall: 60’ long, 20’ high, 3’ thick. Impenetrable by most forms of attack.
hit, +2 from the side, +4 from the rear. Monsters attack as swordsmen. Roll Tremendous Beasts: Adds Tremendous (see monsters, below) to 1d6 animals; often used on trained dogs.
damage per type of weapon (as above, unarmed=1d2) or for each of the monster’s Monstrous Power: Grants the power of a monstrous amulet. Caster must have the fresh heart (less than a
attacks that hit; PCs modify by strength. If a character tries something novel or day old) of the appropriate monster.
Bind Spirit: A dimensional or undead monster must SV or obey; still, if Wizard SVs, it cannot attack him.
difficult, he must Save: Roll >=17 on a 20 sided die (D20), +1/level, (+3 more Summon Earth Spirit: A giant comes to serve the wizard; it turn on him if he loses concentration (is hit).
for swordsmen), characters may get a bonus or penalty for requisites at the GM’s 6. Gaining Levels: Killing monsters is worth 100 experience points (XPs) per Hit
discretion. Monsters flee at 50% losses, unless they make a D20 Morale Check Die (HD), quadrupled if they cast spells, can only be hit by magic, and/or have
of 9+; they check again each time they lose another comrade. At zero hit points magical or ranged attacks, or doubled if they have other beneficial special powers.
monsters are dead; PCs are unconscious at 0, dead at -5. Each dawn, living Treasure is worth one XP per Gold Piece (GP) value. Characters need 2,000 XPs to
characters SV modified by CON, for up to 5 hit points to heal (or 1 if the SV fails). reach second level, doubled per level through 7th, then +100,000/level.
Traps cause 1d6 damage per dungeon level; poison paralyzes; SVs negate either.
7. encountering WANDERING MONSTERS: Monster HD are D8 unless otherwise noted. Special attacks allow SV for no effect or per spell rules.
1 Blue Dragon S W † AC: 17 HD: 9 Damage: 2x1d6 & 3d6* Special: Breath as Lightning Wrath, 3 times per day (range), +6 SV vs lightning MV: 9/24 (flight)
2 Centaur S R AC: 15 HD: 4 Damage: 1d6 & 1d8 Special: SV to read the stars once per night, for reroll of any single die the next day; male MV: 18
3 Giant Spider F AC: 13 HD: 2d10 Damage: 1d6 + poison Special: Poison melee attack; surprise on 1-3 on d6 MV: 18
4 Gnoll M AC: 14 HD: 2 Damage: 1d10 Special: +6 SV to sniff out opponents MV: 9
5 Goblin C M AC: 12 HD: 1d6 Damage: 1d6 Special: -1 to hit in sunlight MV: 9
6 Harpy C R AC: 12 HD: 3 Damage: 2x1d3 &1d6* Special: Flies, charm person 1 time per encounter, female MV: 6/18 (flight)
7 Hill Giant M † AC: 15 HD: 8 Damage: 2d10* Special: STR 21 (already factored into statistics), throws boulders (range) MV: 12
8 Human Bandit C M AC: 12 HD: 1 Damage: 1d8 Special: Surprise on 1-3 on d6 MV: 12
9 Lizardman R AC: 14 HD: 2 Damage: 2x1d3 & 1d8 Special: Breathes underwater, swims MV: 6/12 (swim)
10 Medusa F R AC: 14 HD: 6 Damage: 1d4 & poison* or Gaze Special: Gaze attack turns target to stone until/unless dispelled (range), female MV: 9
11 Ogre M R AC: 14 HD: 5 Damage: 2d6 Special: STR 19 (already factored into statistics) MV: 9
12 Orc M AC: 13 HD: 1 Damage: 1d8 Special: -1 to hit in sunlight, causes +1 melee damage MV: 12
13 Skeleton U AC: 11 HD: 1 Damage: 1d6 Special: Never checks morale; mindless MV: 12
14 Werewolf R AC: 14 HD: 4 Damage: Bite 2d4* Special: Only damaged by fire, silver or magic MV: 12
15 White Dragon S W † AC: 17 HD: 6 Damage: 2x1d4 & 2d8* Special: Breath as Icy Wrath, 3 times per day (range), +6 SV vs cold MV: 9/24 (flight)
16 Wight U F AC: 15 HD: 3 Damage: drains 1 level or HD only* Special: Only damaged by silver or magic MV: 9
17 Wolf AC: 12 HD: 2d10 Damage: 1d6 Special: As gnoll & howl panics horses (rider must SV each turn or horse will only buck) MV: 18
18 Wraith U F AC: 16 HD: 4 Damage: 1d6 + drains 1 level or HD* Special: Only damaged by magic MV: 9/15 (flight)
19 Sorcerous Monster Casts 1d3 random spells; maximum spell level = HD/2, round up. A monster can get this result multiple times, and be both sorcerous and tremendous. Roll again for monster type
20 Tremendous Monster Huge, savage creature; +4 to HD, AC, and damage per attack. Can get this result multiple times, and be both sorcerous and tremendous. Roll again for monster type.
Attributes: *Attacks count as magical. S= Sees invisible. F= Fanatic; +2 Morale. C= Cowardly; -2 Morale. U= Undead; immune to sleep, charm, hold, life drain and cold powers; subject to Priestly Forbidding. M= Man-
like creature. R= Romantic; a living but unconscious player character of the opposite sex SVs, modified by CHA, to be captured (rather than slain outright) with some chance of escape in the future. W= Wealthy; monster
gets one automatic treasure of each type (see below) before it starts making treasure rolls. Monstrous Adventurers do not get this attribute. †Pinning: A PC adjacent to a live or undead dragon, or 8+ HD monster (mark
it in some way); and adjacent to a wall on the opposite side cannot leave his square. Monster abilities similar to spells are treated as spells, but affect only adjacent targets, unless specifically stated otherwise.

8. TREASURE AND MONSTERS: Wandering Monster Encounters: Roll 1d6 each time you enter a Adam: That requires a SV. The roll is 17+, +4 for his level, and +3 because he’s a Swordsman. But, listening
takes patience, and Clagar has a Wisdom penalty of -1. Note: Example of GM discretion. You need to score a
previously unseen area (open a door, turn a corner, etc.) on a roll of 6, roll 1d20 on the table above. For a
(total) 11 or better on a twenty sided die (1d20). Optional Rule, Mulligans: Each PC can reroll one failed
weaker/tougher dungeon (Level 1-3 or 7-9) roll twice; encounter the weaker/tougher monster. Number of
SV or attack once per adventure per positive total of his INT and WIS modifiers; the reroll is final. If total INT
monsters encountered=1d8-HD+dungeon level. There is a 7% chance per hit die for the toughest monster
and WIS modifiers are negative, the GM can force the PC to reroll a number of successful SVs or attacks equal
encountered (maximum 90%) to have the following treasures, roll once for each: 1d6 x 1,000 Gold Pieces ,
to that total. There should be at least some reason why being clever or foolish might affect the SV.
a Gem (weighs 1 GP) worth 1d6 x 1,000 GP and a single Magic Item. Roll 1d12 for magic items: 1=Cursed
Clint: [Rolls] 13 +4 +3 -1 is 19. I got it, what do I hear?
Item: Roll again, item has reverse effect; PC must use it unless Remove Curse is cast. 2-3=Healing Salve:
Adam: Low, gruff voices, probably not human. It sounds like they are arguing. Note: S&S has no rules for
Heals 1d6 hit points, one use only. 4-5=Potion: Casts a random spell, one use only. 6-7=Scroll: As potion but
languages; these can be created if desired. Magic is required to speak with/understand animals or the dead.
only priests and sorcerous monsters can use priest spell scrolls, only wizards and sorcerous monsters can use
Bob: [To Clint] Let Brokus open the door. He can try his hold person spell if things get rough.
wizard spell scrolls; swordsmen and non-sorcerous monsters cannot use scrolls. 8=Enchanted Item: Ring,
Bob: Brokus opens the door quietly, trying to gain surprise.
wand, hat, whatever; casts the same random spell a fixed 1d3 times per day. 9=Enchanted Weapon: Random
Adam: The door opens. Adam lays out the room. It is 30’ x 40’, set up on a chess board -more elaborate
type, roll 4d6, use the lowest single die for its bonus to hit and damage per attack; can kill monsters that are
options exist- as 6 x 8, 5’ squares, crossing each of which requires 1 MV per turn. There are no visible exits.
immune to non-magical weapons. If two or more 6s are rolled, throw 1d6 for an additional damage effect,
Three large gnolls, near the opposite wall, backs to the adventurers, are arguing over a chest. Roll for surprise.
against the target only, on each successful hit: 1-3=+1d6 fiery, icy or lightning damage (no SV), 4=poison
Bob: [Rolls 1d6], a 2, we surprised them! Adam: Maybe. They can’t surprise you; their backs are to you and
(SV applies), 5=holy (as forbidding spell, SV applies), 6=unholy, 1 level drain, wielder gains half the hit points
they are intent on their argument [more GM discretion]. But, gnolls have a special ability; +6 SV to sniff out
lost by the monster, lasts until dawn (SV applies). 10=Enchanted Armor: Random type, roll 4d6, use the
opponents. Here I’ll rule that they might have caught your scent before you opened the door, and gotten
lowest single die for its bonus to AC. Additional effects are immunity to a random power (roll as weapon,
back on guard quick enough to avoid surprise. The roll is 17+, +2 for their level (2 HD monsters) and +6 for
above), except 6, which gives the wearer all undead (U) Attributes. 11=Spirit Amulet: +1d4 to random
the special ability bonus; they need to roll a 9 [rolls 11, so scores 19], neither party is surprised; nobody gets
requisite, animal based: lion=STR, fox=INT, owl=WIS, ferret=DEX, bull=CON, peacock=CHA. 12=Monstrous
a free round. Roll for initiative. [Each side rolls 1d6, players score 5, gnolls score 3]. You guys go first.
Amulet: Roll two random monsters. Gain the weaker (GM’s call) ‘Special’ column abilities (above); only one
Bob: Okay [he looks at the position of the three gnolls on the board], one of the gnolls is directly between
monstrous amulet can be worn at a time. ‘Tremendous’ and ‘Sorcerous’ results, also count as special abilities.
Brokus and another gnoll. That means line of sight is blocked, and he could only get a maximum of 2 gnolls
Each time a treasure roll (gold, gem or magic item) is made successfully, roll again for another of the same
with his hold person spell? Note: Line of sight is blocked if a straight line to the target passes even partially
type, until a roll is failed. There is a 1-2 on d6 chance that the toughest monster (the chief) is aware of and
through a square holding a creature or object, but only large creatures/objects block large creatures/objects.
will use each magic item present; otherwise all items are hidden, and unknown to the monsters.
Adam: Right. Note: Gnolls are man-like monsters, so the hold person spell can affect them. If there were
9. EXAMPLE OF PLAY (read this section completely): Swordsmen & Skeletons invalid targets in the room (maybe undead, or not man-like), the spell would affect valid targets only.
was written as an experiment. It was an attempt to see if all of the essential elements of an old school Bob: If Brokus first runs to the middle of one of the side walls, could he target them all?
roleplaying game could be condensed onto a single sheet of paper. It was a successful experiment, but it Adam: [Looks at the board from that angle] Yes, they would all be in line of sight; no one of them would be
does assume a working knowledge of roleplaying conventions. The best way to learn to play S&S (or any blocking the others. The distance is only 4 squares, so Brokus can easily get there.
rpg, though S&S is both very simple and very complete) is to take it to a friend who is an experienced role Bob: Brokus does so and casts his spell. It affects 1-4 gnolls, [rolls 1d4] 2.
player. He will figure out the rules in no time, and you can be playing shortly. However, if no one in your Adam: That will affect a maximum of 2 gnolls. Each saves on a 17, +2 for level [they are 2 hit dice each],
group has ever played an rpg before, the sample session below should make things clear enough. so needs a 15. One scores an 18 and is unaffected, the other scores a 7 and is paralyzed for the rest of the
Three friends, Adam, Bob and Clint are playing a session. Adam is the GM. He has written up a dungeon combat, so he is out of action. Note: It is valid to tie up paralyzed or unconscious targets, for later questioning.
(could be a city or wilderness) on a piece of graph paper, filling it with traps, monsters and treasure. The Clint: Clagar charges the nearest non-paralyzed gnoll and attacks. Since the gnoll is AC 14, and I’m a level 4
players adventure through it, and Adam maps it for them as they go. Bob is playing Brokus, a 4th level dwarf fighter [+4] with an 18 STR [+3], I’ll need a 7 to hit. [dice roll is 10] got him. Now I roll for damage [1d8 for
Priest: STR 13, INT 9, WIS 18, DEX 9, CON 16 and CHA 10, armed with mace, chainmail and shield, AC 15 a sword, +3 for 18 STR], rolled a 2, +3 is 5. Note: He must be adjacent to attack without a ranged weapon.
(no bonus for 9 DEX), he has 21 hit points (4d6, and an additional 2 points per level for 16 CON) spells cure Adam: The gnoll is wounded, he gives a hyena-like yowl and blood spurts from his jaw. He swings at Clagar
light wounds x4, hold person x1, forbidding x1, and three bonus levels of spells for his high WIS: detect magic, with his scimitar; he’s trying to hit your AC 17, and he gets a +2 for his level, rolls a 14 (+2 = 16), barely
detect evil, and light; he has 9,400 experience points from previous adventures. With Brokus is Clagar the misses, otherwise he’d have done 1d10 damage.
Red (Clint), a 4th level human Swordsman: STR 18, INT 9, WIS 6, DEX 16, CON 16 and CHA 10, armed with Bob: Brokus will close in on the same gnoll and attack. A 4th level Priest gets +2 and +1 for STR 13, so he
sword, chainmail and shield, AC 17 (because of a +2 bonus for 16 DEX), he has 27 hit points (4d8, and an needs an 11. Scores 13 and hits! His mace does 1d6, +1 for STR 13, he rolls a 3 and causes 4 damage.
additional 2 points per level for 16 CON) since he and Brokus are boon companions and have always Adam: The gnoll is at zero hit points; he drops dead. Since they are now at less than 50% of their original
adventured together, they have divided their experience evenly, and he also has 9,400 experience points. numbers, (even though one is only paralyzed) the remaining gnoll needs to check morale. That’s an
Both are aligned with law. Each player has written his character information on a 5 x 8 card. They have unmodified roll of 9, and [checking the monster table] gnolls get no bonus or penalty to it. [Rolls 5] the gnoll
wandered in the dungeon and have arrived at a closed door. screams and tries to run. Since he’s breaking away from you, you’ll each get a free attack. Note: Yet more
GM discretion. a very important facet of rpgs. No set of rules can account for everything, nor should try to.
Bob: Brokus gives the door a slight push, just enough to move it a fraction of an inch. Is it locked? Advice for the GM: Read the rules and play example carefully, and almost all questions will be answered.
Adam: No, it seems to move freely. Note: The GM need not require a SV for an easy action.
When the odd situation does arise, if the players have a reasonable argument that will not ruin the game,
Clint: Clagar listens at it to see if he can hear anything inside. give them the benefit of the doubt. However, in the end, the GM’s ruling is absolute.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work
may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law,
but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically 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 the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. Offer
and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms
of this License to Use, the Open Game Content. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this
License. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright
holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such
Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. Use of Contributor Credits: You may
not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 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. 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. 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. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
izards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.

S-ar putea să vă placă și