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TABLE OF CONTENTS Since the dawn of electronic publishing, the chief complaint by its Spectre Press
What’s not d20 3 detractors was the lack of a physical product. I guess people like books— [www.spectrepress.com]
Adam D. Theriault who knew? The high cost of creating a physical book prevented many
The d20 Multiverse 9 would-be publishers from entering the market place. Some would say this Spectre Press delivers fun and
Chris Johanson entry barrier was good, because it kept out the publishers who were not
affordable games and
d20 Review: 12 serious. Others (many of whom became e-publishers) would be less
Blood & Space accessories for a wide variety of
pleased about the high cost of printing a hard copy book.
World Wrecking for 16 gaming genres. They bring you
Fun & Profit As will usually happen when enough people are involved, a compromise tools you can use to add life to
Greg Porter was created that looks as though it could settle the debate. RPGNow has your games without straining
Whack It Good! Comic 19 been offering Print On Demand (POD) options to publishers for a few your budget.
V. Shane months now, and it is starting to catch on. Currently four RPGNow
Buff, Scry, Teleport 20 products are available via Print On Demand, and there are plans for many
Joe Mucchiello more. Now you can order these products, have them printed and
Model Submission 23 professionally bound, and get them mailed to your home.
Disposable Dragon
Spectre Press Can POD services truly calm the raging flame wars over PDF publishing?
RPGNow Top10 Charts 25 In all honesty, probably not. As long as there is someone doing something
Cover by Eric Lofgren
RPGNow Product Index 26 different, there will be those who don’t like it. Gamers being what they are,
[www.ericlofgren.com]
there is always a reason to argue, even if the points are moot. The fact
remains, however, that e-publishing is about to make another giant leap
forward into the consciousness of mainstream gaming. Go to the RPGNow Eric Lofgren is a prominent
home page, look for the ‘POD’ button, and take a look at what’s available artist in fantasy and science
now. Give it a few months, and that page could be pretty darn crowded. fiction illustration for the
gaming market. His immaculate
CREDITS Do you have a comment? Something you’re itching to tell us? Whatever line art and gorgeous colors are
it is, try out the new forums and let us know what you think. trademarks that identify his
Editor in Chief Contrib. Artists
Matt Drake Eric Lofgren work instantly. He has worked
V. Shane
Design/Layout
Brett Bernstein Cover Artist Matt Drake for such impressive publishers
Eric Lofgren Editor in Chief as Fantasy Flight, Mongoose,
Line Editors
Joe Mucchiello editor@rpgnow.com and Steve Jackson Games.
Ian Johnston
Charles Rice
All content presented in this font is designated Open Gaming Content.
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© 2002 Minion Development
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What’s not d20


Written by
Adam D. Theriault.
Eilfin Publishing
[www.eilfin.com]

Eilfin Publishing is a Fantasy and


Because of our “Best of 2002” list in last for mature audiences only! The novel is a series FRPG (Fantasy Role Playing
month’s issue, we’ve got twice as many new of 15 modern tales of horror and erotica Game) publishing company.
releases scheduled for February. Below, you will featuring the character Jake Alialta. These stories They are committed to making
find new releases from the months of January are interspersed with interesting and strange a Fantasy Role Playing Game
and December. In addition, I have added a interludes, which entail actual news items from that can be enjoyed by one and
section called “Adam’s Picks”, where I will tell around the world such as the mysterious all.
you which product(s) from the new releases I Monkey Man of New Delhi, the Vulture-Man of
liked best. Australia, the 9,000 year old city discovered Any thoughts? Questions? Do
With so many new releases for this issue, you under the Gulf of Cambay, the reality of the you have a non-d20 product
will find quite a large variety. We have westerns, Men-in-Black, and the Mothman of West that you would like me to
horror, board games, miniatures, and more for Virginia. Nightside is a unique and unforgettable examine, put to use, and
you this month! reading experience. explore? I can be reached at:
Ruby Eyes
A novel by Jonathon Nolan. adamt@eilfin.com.
New Releases
Nightside Published by Pisces All Media.
A novel by Jonathon Nolan. Also available in Ruby Eyes is the erotic horror sequel to ADVERTISEMENT
print. Nightside. This adult horror is for mature
Published by Pisces All Media. audiences only! The novel is a highly-charged,
extremely original, and readable Australian story
(Winner of the Maelstrom Prize for best cover
of horror and erotica. The heroes of Nightside
on a new book in either softcover or paperback.
explore Australia’s underground and battle the
Second Place winner for best horror short story.)
most unusual and convincing vampires ever put
Nightside is an erotic horror novel intended into a book series. An unforgettable reading
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© 2002 Minion Development
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experience. A memento from the world fifth century, Christianity, knights and Big Damn Robots!
beyond the fields we know. serfs, the first Vicars of Rome, the Published by Team Frog.
emergence of the Papacy, and lessons from Big Damn Robots is a fast and furious
She*Wolf
Rome for the future. The book provides an game of giant robot combat. Rules are
A nonfiction handbook by Jonathon Nolan.
interesting postscript, detailing several quick and easy to learn, and the carnage is
Published by Pisces All Media. unbelievable. Includes a 28-page rulebook,
interesting elements of Roman life and
She*Wolf is a handbook of Ancient history: modern art and counter-culture, Big Damn Robot Control Sheet, 2 pages of
Rome and its peoples. This history book is computers, witchcraft, and more. A fold-up robots, and rulers.
perfect for wargamers and role-players
selected bibliography is included for those ‘Twas the Day After Christmas
alike. It starts with a 26-page timeline of
interested in further reading. Published by Team Frog.
Roman history, dating from 753 BC to
1453 AD, and then lists the Roman Ouch! My Eye! A fast-paced and simple card game for 2-
Emperors in order of their reign. The An art book by James Versace. 4 players. The premise is simple: rush to
simple and short chapters develop the stores the day after Christmas and get
numerous themes. The first chapters Published by Pisces All Media.
rid of all the stuff you didn’t want while
provide overviews of warfare, slavery, This 50-page book of art features searching for all the bargains you can
social divisions between the sexes, insights and commentary from the artist before the stores run out.
sexuality, and religion. The entire history of himself. Ouch! My Eye! contains artwork
Rome from its inception to the fall of Critter Commandos (3rd Edition)
for fantasy and science-fiction genres,
Roman Empire is covered in good detail, Published by Team Frog.
including roleplaying art. Each piece comes
along with information on the status of Critter Commandos is a fun and
with commentary by the artist, discussing
women, the sacred position of the exciting game for fans of miniatures rules
its background and how the piece came
Emperor, Roman philosophy, Legionaries both young and old. This 3rd Edition
into being. Section One of the book lists 6
and Imperial armies, the development (first includes examples and a more simplified
projects from the beginning of James’
century), maturity (second century), decay game for younger players, as well as
(third century), and the fall (fourth drawing career. Section Two consists of 19 additional units, a campaign system,
century) of Rome itself. The last chapters of pictures inspired by James’ current extensive background material on the
She*Wolf provide information on the Dungeons & Dragons campaign. Section Critter Universe, two sheets of counters, a
decline of education, the lack of accuracy Three contains 15 sets of images ranging sheet of blast templates, and an Internet
in recording history, the evolution of the from mini-comics to portraits. coupon for a deal on miniatures.
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Big Time Professional Rasslin - selected before continuing. Skills are players to capture the Aguan Fish. The
Steel Cage Deathmatch Edition categorized by primary traits (based on research facility’s rooms are separated by
Published by Team Frog. strength, dexterity, perception, reasoning, hatches, along with 4 sentry guns. Fader
Big Time Professional Rasslin is a fast- and willpower). There is a section of units are able to hack the hatches and the
paced wrestling game for 2 or more “special rules” provided, covering how to sentry guns, as well as flood the facility
players. It includes details on three perform actions that go against your rooms in their attempt to reach the Aguan
wrestling leagues, foldups for rasslers, and virtues, what to do when facing one of Fish before their opponents. Each
even a fold-up steel cage for your your vices, and the effects of wounds, mercenary team includes a fader unit, a
deathmatch. alcohol, opium, etc. Fighting is broken into ronin unit, a gun-suit unit, and 3
turns of varying length (depending on the footsoldiers. Teams can attack each other
Shady Gulch: Roleplaying in the GM), comprised of declaring an action, to eliminate the competition before they
Old West determining an order of reaction, and reach their goal. The game requires two 6-
Published by Politically Incorrect Games. performing the action. Damage varies sided dice but otherwise includes all the
Shady Gulch is an old west RPG that according to the success of the attack. materials needed to play: a map tile that
uses PIG’s House Rules, which requires Another section of the book is devoted must be printed four times to create the
two (or more) six-sided dice. Following the entirely to the GM. This section also map board, 20 Hack counters that must be
town description is a list of the major includes information on time and travel, an printed two times (10 counters for each
events in the old west. The next chapter extended list of story ideas, a list of player), the Aguan Fish piece, 10 two-sided
lists the basic rules of the game, including subplots, and optional rules for dramatic flood counters, 4 two-sided sentry guns,
the nature and use of task rolls, advanced events. The book concludes by providing a and four sets of player pieces (in four
task rolls, and contested task rolls. few sample characters, quick reference colors) consisting of a submarine unit, a
Character creation is discussed next. When charts, and a character sheet. ronin unit, a fader unit, a gun-suit unit,
creating a character, the player must select and 3 footsoldier units.
a vocation, at least one virtue (except Delmer Esau’s ‘Cyber-Sea’
outlaws!) and one vice, primary and Published by TAS Games. Atomik Add-On Booklet
secondary traits, and skills. Vocations Cyber-Sea is a tactical board game for 2- Published by The Atomik Vortex Studio.
include: cowboy, gambler, homesteader, 4 players set in the colony of Pacifica, deep This free 10-page booklet from Atomik
tradesman, lawman, outlaw, scholar, down on the ocean floor. The objective is Vortex is an introduction on how to use
soldier, businessman, or drifter. Some to infiltrate a Pacifica research facility with the Atomik series of add-ons into any
vocations have variants, which must be your mercenaries, competing against other game system, even your own home-
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brewed systems. It discusses attributes, into greater detail with the actual creation cyber-limbs, general cyber-limb options,
skills, special traits, success checks, of alien races. Lists are provided to allow cyber-arm options, cyber-hand options,
margins of success (or failure), modifiers, for ease of creating your own alien species: cyber-finger options, and cyber-leg
damage levels, defense levels, rounds & base forms, structure, and physical options. Chapter 4 provides lists of bionic
turns, and scales & measurements. It also properties. Other lists consist of physical modifications, bionic weapons, and super
provides specific information for using exteriors, skeletal structures, musculature, tech implants. It also describes how to
Atomik add-ons with the Fuzion, circulatory systems, circulatory fluids, create full cyborg bodies. Chapter 5
Interlock, Gurps, D20, and FUDGE respiratory systems, reproduction, life provides lists for optronics (visual
systems. cycle, locomotion, feeding methods, enhancements), optronic options,
sensory systems, communication systems, audiotronics (hearing enhancements),
Atomik Alienz neurological systems, neurological auricular options, other senses, and
Published by The Atomik Vortex Studio. enhancements, special feataures, and communications. Chapter 6 provides lists
Atomik Aliens is an Atomik add-on for scaling. Finally, chapter five lists eight alien for neurotronic (cyber-chips wired directly
any game system. To learn how to get the species to help you get started. to the brain) modifications, behavior chips,
most use out of Atomik Alienz, download skill and data chips, military chips, specialty
the free Atomik Add-On Booklet. Alienz Atomik CyberTek chips, and neural interfaces. Chapter 7
begins with the stars of the sky, providing Published by The Atomik Vortex Studio. details biotechnology, the process of
information about our galaxy and Drake’s Atomik CyberTek is an Atomik add-on cloning, mind cloning, genetic engineering
Equation which calculates the number of for any game system. To learn how to get (gengineering), and genetically engineered
habitable worlds in the Milky Way. It goes the most use out of Atomik CyberTek, humans (genie characters). There are also a
on to classify star systems, planets, moons, download the free Atomik Add-On number of genie templates. The book
and orbital dynamics and biozones. The Booklet. Chapter 1 begins by defining the concludes with lists for cerebral
second chapter of Alienz talks about the various types of technology that is alterations, neurogenic augmentations,
theories and types of alien life forms. available: Metal Tech, Bio Tech, Noir Tech, enhanced organs, symbiotes,
Chapter three continues with alien Chic Tech, Steam Tech (aka steampunk), nanotechnology, and viral enhancements.
civilizations, describing ecology, tools, and and Super Tech. Chapter 2 deals with
social order factors. Alienz then goes into cosmetic surgery, providing lists for Atomik Psioniks
the history of a civilization, religion & cosmetic modifications and neoskins. The Published by The Atomik Vortex Studio.
philosophy, and political systems, followed next few chapters list a variety of types of Atomik Psioniks is an Atomik add-on for
by civilization types. Chapter four delves technology. Chapter 3 provides lists of any game system. Chapter 1 begins with
RPGNow
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the origins and nature of psionics, as well be played several different ways: Cheap Folks Color Vyllagers
as a number of potential settings that GMs • Stand-alone: Mythic can be use as a Cardstock Figures
can use to introduce psionics to their complete role-playing game. It is a free- Published by Microtactix Games.
campaigns. It describes how to use psionic form and interpreted system. Many Vyllage-on-the-Cheep sets are do-it-
powers in your games, including several campaign world details will be defined yourself miniature kits. The Cheap Folks set
skills related to psychic phenomenon that contains 84 full color cardstock figures of
as the adventure proceeds.
are not psionic powers in and of all types, plus domestic animals and a
themselves. Chapter 2 lists the groups of • With other RPGs: The main strength of
bonus vyllage building.
psionic powers, starting with Telepathic Mythic is its use in generating dynamic,
Powers. There is a detailed section on unfolding adventures on-the-fly. Mythic Vyllage-on-the-Cheep Color
telepathy itself, which is the most common can be used in place of a GM, even if you Buidlings Sets #1 - #6
and also the most complicated psionic are running a different system, where Published by Microtactix Games.
power. Chapters 3 to 11 list the various any questions that need to be answered Vyllage-on-the-Cheep sets are a series
groups of powers along with the available are done so by using Mythic. of do-it-yourself miniature kits. Set #1
powers for each group. The groups consist • One GM and any number of players: This centers around the gate and wall sections
of telekinesis, perceptive cognition, extra- is how the normal, run-of-the-mill RPG is with main towers and small tower accesses
sensory perception, astral projection, played and Mythic can use this system for the walltop walkways. Inside is the Orc
biokinetic abilities, thermokinetic powers, just fine. However, Mythic is designed so and Cleaver Tavern, the vyllage square, the
electrokinetic powers, psychodynamic that there is very little preparation swineherd’s shack, and a wagon and
powers, and teleporation powers. Chapter needed before running a game. coach. Set #2 features the vyllage
12 goes into psionic technology, listing blacksmith with his home and a complete
• No GM, multiple players: Mythic can be
several types of psychic equipment, forge, a large barn, the cookhouse, a set of
played with nobody in charge. The
amplifiers, and countermeasures. The book merchant’s stalls, and a two-story
players decide on an opening scenario
concludes with a bit of psyber-technology, gentlemen’s club. Set #3 contains the
and Mythic takes it from there. Action is
genetic engineering, and psychotropic vyllage jail, a large farmhouse, the local
decided with yes and no questions and
drugs dwarven miner’s guild, and the vyllage
the application of logical principles. magic shoppe. Set #4 features the vyllage
Mythic Role Playing • No GM, one player: Mythic can be church, a two-story inn, a handful of
Published by Word Mill. played solo! The system works the same peasant shacks, and a small house. Set #5
Mythic Role Playing is a game that can as group play without the group! features the wizard’s tower, two multi-
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story taverns, and the Vyllage Apothecary and 160 strategy cards. In true MicroTactix Adam’s Picks
Shop with herb greenhouse and potter’s style, they have also supplied a cardstock This was a tough decision to make this
shed. Set #6 contains the elven temple, construct, which you can assemble into a month, with such a wide variety of
the stone manor house, the bakery, the storage box to hold all the game products to choose from. From the 26
vyllage butcher shop and house, the components. products listed here, I can’t help but
general store, and the pawn shop and recommend more than one product, so
outbuilding. Artifacts of the Arcane Volume 2
there are two Adam’s Picks this month:
Published by V Shane.
Cheap Folks Color Stone Bridge & Just like in Arcane Creations Volume 1, Artifacts of the Arcane, Volume 2
Towers V Shane has provided a book filled with Gotta love dwarf-styled weapons - and V
Published by Microtactix Games. pictures for use at your gaming table. Shane does it wonderfully. Plus, there are a
Vyllage-on-the-Cheep sets are do-it- Volume 2 contains 63 illustrations, each lot of artifacts in this book that I can print
yourself miniature kits. The Stone Bridge & designed to be printed out and used as out immediately to throw at my players to
Towers set features the “bridge over the cards at the gaming table. They can then really set things off in my games.
river cheep”, a modular stone bridge with be coloured and handed out to your
Atomik Alienz
towers, enabling you to create bridges as players when they find a special or magical
Though I am not a great sci-fi fan,
long and as wide as you like. item during their adventures. Whereas
reading through Atomik Alienz was very
Volume 1 listed a lot of general items,
Impulse Game #1: Stock Car enjoyable. The amount of research that
Volume 2 has a dwarven theme to it. You
Saturday Night went into this book puts many others to
will even find four pre-colored dwarven
Published by Microtactix Games. shame. Even if you do not play science-
images that can be cut out and used as
fiction games, you’ll want to take a look at
This slick and compact racing board miniatures. Images include: dwarven axes,
what Mark Chase has written in Atomik
game offers components that capture the hammers, flails, armor, shields, helmets,
Alienz.
fast-action feel and strategy of small-town swords, boots, hair clasps, and rings. There
stock car racing. Strategy cards held by the are also general items such as pouches, a 
drivers put race tactics and skillful play, deck of cards, wineskins, books, a
rather than die rolls, in control of the complete page of potions, more helmets,
result. The game includes a 3-page rule armor, swords, exotic weapons, a wine
sheet, printable full-color counters, a two- cup, a grapple hook, a tool belt, robes,
section mapboard, turn and lap markers, staves, bows, treasure, and much more.
RPGNow
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The d20 Multiverse Written by Chris Johanson


Twin Rose Software
[www.twinrose.net]

Twin Rose Software is a small


Great Minds… products. One that leaps right out at me is the software and graphics
Here I sit looking at my many folders of PDFs, change in firearm rules in Cyber Style from Dark company.
and browsing through those found on RPGNow. Quest Games. With the coming of D20 Modern,
I know that I’m missing so many, and yet, I look they saw a rules set that many, many people
at what I have and feel blessed. I have really would use, and they rightfully revised their
gotten to see a ‘cross-section’ of the D20 game to make it appeal to a much broader
Market, at least I believe, and already things cross-section of players. Traveller, T20 is sure to
leap out at me that I feel deserve some special have had an influence as well and I am looking
attention. Where should I begin? forward to see what other products come out in
the next year that derive from these futuristic
Many publishers have concepts that they feel Product submissions, questions,
products and bring us something new and
belong in their products, even if someone else and comments on this article
exciting.
has already done them. The “OGL” allows for can be sent to:
The PDF format is a really great way for twinrose@twinrose.net.
this, as writers and publishers can re-use what
publishers to “edit” what they have written
others have done or derive from it. In other
when new content becomes available, for them
cases, two people will come up with the same
to expand on what they’ve already created. I
notion at about the same time, and will describe
would not be surprised to see various paladin
them both separately. While this could present
and cavalier classes modified and revised with ADVERTISEMENT
problems if other rules are based on the similarly
added content from In the Saddle, and in fact
made rules, it can also present great
I’d be excited to see it. Many publishers feel a bit
opportunity.
cautious in using others Open Content, but I
believe that’s what it’s for, and much better to
Revised Editions have everyone using the same rules.
In some cases, a new rule will be so profound Even the same publisher can come out with
or exact that we see revised editions of existing revised editions based on their own content.
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Right in front of me I see Librum Equitis my world. I also find the Book of Eldritch different pages. That for me is value, and I
collection from Ambient, Inc. Here they Might works really well with the rules cannot stress enough the need for keeping
have combined the efforts of all the books applied, and I really only need to use what your players guessing.
in the series, and wrapped them up into I feel fits well within.
one lovely one. As they have moved along Ambient Incs, Everyone Else has also
from the first publication, they have From the Specific
helped hugely with my Oathbound
learned and grown, and with the latest to the General
campaign. The city of Penance is larger
edition they have applied all that wisdom I’ve talked a lot about how specific
than any I’ve seen in any world, and while
and brought new life to existing products. products can be worked into other
Bastion truly explores its depths, the
products, but I think it’s important to
common folk are largely ignored and the
discuss and discover why this works, and
Expand On What casual inn or tavern is hardly touched. It’s
what I look for when expanding on what I
You Have good to have statblocks [ital]en masse[end
have. Sure, lots of publishers will come out
Sometimes, even the PDF fan that I am, ital], ranging in levels, because in such a
with variants on psionics, magic, or even
I’ll purchase a print book at my local store. world as the Forge, it’s hard to imagine
combat and weapons - but how do you
Hard cover, full color, and hundreds of every common person being a first level
pages really does have its appeal. Yet, here commoner. These two products decide what you want to use in your
too, I can find extra value in the PDFs that compliment each other perfectly, in my campaign?
I’ve downloaded. opinion. The first thing to consider when looking
For example, I am a big fan of Occult Bodies and Souls, from Second World at two separate, but similar, rules is
Lore from Atlas Games. It has a great set of Simulations, and the Book of Templates balance and fairness. If something seems
magic systems that I feel fit into the genre from Silverthorne games enhance all of the very powerful, it may in fact give the
of my personal game perfectly. As I delve products that I have—at least, if the players a disadvantage. Remember, that
into it, much of it is beautifully detailed. monsters contain some form of creature. If the more random something is, the more
However, the section on the ill effects of it’s an adventure module, from low to high likely it is to effect the players as they
Power Zones I find are sufficient, but not levels, I can apply templates to keep engage in countless combats while the
as explored as I would like. In comes Wild players guessing. Creature books, NPCs, usually, only appear in one. If a rule
Spellcraft from Natural 20 Press. Now I especially, can be enhanced by template says that on a natural 20, the target suffers
have a system of saves, tables, and effects books. If you have 10 monsters and 20 double damage from a spell, odds are that
that I can apply in these powerful, but templates, you can really have 200 the players will feel that sting much more
sometimes chaotic, magical areas across completely unique encounters with just 30 often than any one NPC. In regards to
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balance, ensure that rules apply equally to prefer, but be sure and watch for signs of way to further expand the D20 Multiverse.
players and NPCs of the same type. metagaming. Next month, I would like to explore a
Another thing to ask yourself is if the Books that expand on a small portion of couple of different races and/or classes and
two rules in question are complimentary, another book fascinate me. Whether it be look at the various books out there that
or replacements for each other. This can be books on specific religions, specific classes, can be of great value in doing so. Many
broken down and the two systems blended or specific creature types, the depth players and DM’s have a favorite class or
together, in some cases, but often one will explored gives me a deeper look. Even if I group, and can feel overwhelmed by the
be the replacement for the other. It is in don’t need the expanding product at the number of products available. Hopefully I
the latter case that you will have to table, I’ll have it in mind when the can guide them through what is out there,
choose, but even then you might be able Centaurs ambush the party - and the and help them decide what they want, and
to pull bits from one section and put it in encounter will often go from a single what they need.
the other, and vice versa. combat into an entire session of 
How do the rules hold up? Don’t be negotiation, foreign motivations, and sub-
afraid to find that a rule doesn’t work with plots. As time goes on, I expect we’ll see
your game, and that another rule might fit books that further expand on these - a
right in instead. When you have two, book on the entire cult structure of “Set”
three, or even more PDFs with similar rules from the egyptian pantheon, for example.
to choose from, there is nothing to say you
have to stick with the first one that you
find. The low cost of PDFs lets us examine Final Thoughts…
them in depth, and decide what is best for As always, I’d like to look back on what
us. As I’ve said before, in many cases we we’ve explored this month and then look
can blend them together and come up forward to what we can expect next
with exactly what we need - but there will month. I’ve spent a good deal talking
be times where we find the replacement to about rules that compliment each other, as
be so perfect that we don’t need to. I feel that is one of the greatest strengths
There’s nothing wrong with this, and you to the D20 System. I hope many publishers
shouldn’t feel obligated to use something read what I said about “Revised Editions”
even if your players have become used to and how it pertains to using other peoples
it. Let them decide what set of rules they content—I think that it would be a great
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Blood & Space Contributed by GameWyrd


[www.gamewyrd.com]

by RPGObjects
Gamewyrd is a roleplaying site
A Review by GameWyrd with reviews, interactive fiction,
SCORE: 8 forums, and much more. The
site is a fantastic resource for
Blood and Space is all about spaceships. It’s all genres. This works well for me; the supplement adventure gamers.
about building and staffing your spaceship, does all the hard work and I’m left to cherry
about equipping it with the best in computers pick.
and defences and dodging around planets and There’s a big long contents section at the start
gravity wells in a dogfight with rival space of the product and that’s just what you want in
pirates. Blood and Space isn’t a game in its own a PDF. The bookmarks are complete too;
right, although I do feel you could use it to run expanding lists based on chapters. I don’t like
a tactical wargame campaign in space. You can the resize option though; whenever you jump to
run Blood and Space with either the fantasy core a bookmark the page resizes. It moves from Fit Scores range from 1 to 10, 1
rules or D20 Modern and that’s a bonus. Blood to Width to Fit in Window. In my case it takes a being the worst and 10 the
and Space does a lot of things right. Heck, Blood clearly readable page resize to an unreadable best.
and Space does an awful lot of things; there’s a 81% scale. Despite the resizing, [ital]Blood and
whole host of rules in the supplement. Blood Space[end ital] is 118 pages in length and PDFs
and Space also distinguishes between the nitty- this long without bookmarks are a nightmare to
gritty, as scientifically accurate as possible, sci-fi navigate so I’m glad they’re there.
and the go with the flow, high action, space There are seventeen new classes, nine basic ADVERTISEMENT
opera. Many Sci-Fi games give you one, the classes and eight new prestige classes. It’s a little
other or a bad mauling of both but Blood and tricky getting all the usual sci-fi suspects into the
Space gives you both separately. There are two class and prestige class structure. For example,
sets of engines; one hard sci-fi and the other both Hotshot pilots and Pilots are basic classes
space opera and there are two sets of weapons; and Marine Commander, Marine NCO and
one hard sci-fi and the other space opera. You’re Colonial Marine are all prestige classes. It’s
left to pick your favourite from the two sub- almost as if there should be a class in between
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the two, perhaps something similar to suitable for Space Opera because in Hard equipment category to warrant a list
“Character Concepts” seen in other books. Sci-Fi there is no Hyperspace. There’s also a summary. I think there’s enough to keep
However, Blood and Space makes the point nice advantage in setting out a long list of shopping interesting. The highlight of the
of not re-inventing the wheel and of trying new skills along side a long list of new equipment chapter for me is the attention
to keep things as simple as possible. This is character classes; the class skill lists are given to economics. Attention, yes, but
a good call and probably rules out too straight from the start. The heroics of again not so much as to turn the game
much fiddling with the d20 system to get Space Opera lend themselves well to feats into a school lesson, just enough to keep it
it to fit careers in the far future. By and but Hard Sci-Fi grit does not. You’ll see that interesting. Credits and the role of
large these classes are a success; there’s a in the lack of Hard Sci-Fi feats and the bartering are explained. Extra rules, for the
reason to play every one of them, nothing quantity of Space Opera feats. It isn’t a likes of Charisma bonuses when wheeling
looks broken and there’s no awkward problem though as there are enough and dealing, are offered and there’s a big
“really wouldn’t be adventuring” career General feats that are suitable to both. bit on trade too. If you have fond
either (such as the allegedly Grove There’s a small set of Tactic feats too. memories of Elite and are looking to Blood
protecting Druid). The most obvious failing The equipment chapter is far more than and Space to revisit them then you’ll be in
is the lack of academic prestige classes. a mere list of equipment. There isn’t a luck.
There’s no natural progression for huge list of different weapons, armour and We begin the study on Starships with a
Engineers, Doctors or Scientists. It seems gadgets. I think this might disappoint sub-section on how to afford one in the
that if you want to get ahead in space you some of the tech-heads. Blood and Space first place. In fact you can make a whole
need to be a marine or a pilot. takes the approach of listing one of a type campaign out of trying to finance your first
Skills and feats share a chapter together. of weapon or armour, or sometimes two in starship and even then the characters
There are as nearly as many pages of new the form of both a pistol and a rifle. So might find themselves with an awkward
skills (eight) as there are of feats (seven). rather than inventing different brand lease. Something that all sci-fi games need
The quantity of new skills ensures that names and nuisances for a whole bunch of to get right is the rules for spaceship
space adventures are possible. You’ll find laser rifles there is just an IR Laser Rifle and construction. Blood and Space tries to do
more than the predictable sci-fi additions an X-Ray Laser Rifle. Later on we find out this within its straight forward framework
here like Computer Use, Repair and we can equip spaceships with UV Lasers. and is largely successful. The complexities
Demolitions. Skills like Boarding, Sensor This is just enough science; it’s not so of Starships are reduced down into five key
Operations and Navigation (Hyperspace) much as to make the game a physics areas: the hull, the drive, weapons,
add a bit of spice and flare. We start to see lesson but it is enough to keep the Science computers and facilities. There are lists for
the first of the genre tagging here; in Sci-Fi. Although there aren’t long lists of each of these things and as with the
Navigation (Hyperspace) is marked as space age stuff there is enough in each weapons and armour they’re presented by
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type rather than some imaginary name— stab in the right direction but don’t quite how much babysitting they need from PCs
with the exception of the drive. For work for me. In short a computer can run (or named NPCs) depends on their
example, you might pick between hull as many programs as it has an Intelligence experience. You might tell your engineers
design “Military #2” or “Military #3” but modifier. Programs include viruses, anti- to put “emergency powers to shields”—
your star drive may be between “Pollux” or viruses, targeting, navigation, knowledge and that’s a sample order in Blood and
“Vega”. It’s deceptive. At a first glance it bases, etc. What about life support? Is that Space that comes with game rules for
doesn’t look as if there is much choice or a freebie? Can one program do both anti- doing just that. You might set your marines
art to spaceship design but there’s more to virus and navigation? Surely you’re off to board and capture an enemy vessel
it. Weapon ports are the obvious example; doomed unless you build a +2 computer or have your fighter pilots escort your big
it’s not just a matter of finding a hull with and spend the first slot on anti-virus starship through dangerous space. Since
lots of weapon ports but a hull that can protection. Can you have more than one boarding is possible then crew versus crew
support the size of weapons you want. computer in a spacecraft: one for combat is possible. The rules for this just
Then there’s cargo space. It seems like an navigation and the other for targeting? I about work; they’re not skirmish rules but
easy thing to do without at first but when couldn’t find out. As I started to read the a further abstraction. There’s an example
you add facilities like medical centres, computer rules I was immediately of crew combat that really does help see
gymnasiums or gun turrets you’ll need a inspired—so the ground rules are right; how the authors imagine the system
hull able to carry a lot. You’ll want medical they just need more work. working. Crew can gain experience (mostly
centres and gymnasium on a large vessel Crews are important. Crews have through beating things up) and demand
too and not just gun turrets. There are two something to do in Blood and Space. The wages.
types of damage a ship’s crew can receive, masses of unnamed crew that might be The last chapter describes starship
physical and morale. Both are bad. The found in the large spacecrafts are broken combat. There’s a little muddle over maps
medical centre heals the first and the down into job categories. You have the with squares, hexes or octagons. A square
gymnasium (and other similar recreational helm, science, medical, engineering, has four sides and four corners and an
perks) heals the second. marines, damage control, flight and octagon eight. So on page 94 where the
I was really pleased to see a whole weapons crew. Crew also has different supplement is considering how the rules
section for computers. Computers must be levels of experience, everything through for spaceship manoeuvrability are affected
important in a starship and have played raw recruits, to experienced crew and to by your choice of map and when we’re
key roles in sci-fi ever since Orac stole the legendary crews. You can issue different told a ship can come about 360 degrees by
show in Blake’s 7, if not before. The sets of orders to the crew and how turning through eight points on a square
computer rules in Blood and Space are a successfully they carry their orders out and map—we’re not being lied to. A ship could
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make the turn in four moves as well sample starships—further proof that there often forgotten about and this addition
though. Really though I shouldn’t start is flexibility in the design system—which comes without too much complexity.
with that nit-pick. The spacecraft combat are nicely presented on special space ship Including both Hard Sci-Fi and Space
rules do work. Blood and Space sticks with character sheets. You’ll recognise the Opera but keeping them as separate
its goal of not introducing confusing rules. illustrations though as they’ve been used options throughout the download also
Space ship combat is modelled on normal elsewhere in the supplement. We get a works. The inclusion of basic and prestige
combat and it is really easy to follow. From blank starship character sheet (easy to classes along with skills and feats ensures
this strong base added extras like dodging print off) of our own too. that Blood and Space is the only added
mines (or blasting through them), guided Blood and Space works. It’s rules for extra you’ll need on top of one set of d20
weapons and complexities of combat in designing, staffing and fighting in space rules to play in space.
Hyperspace tag on nicely. ships of all sizes work. The crew rules add 
Blood and Space concludes with some an important element that seems all too

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World Wrecking ©2002 Greg Porter


BTRC
[www.btrc.net]

for Fun and Profit BTRC is a little game company

(Well, maybe just for fun.) nestled in the foothills of the


Appalachians, slowly and
One thing I am fond of pointing out as and competent at what they do. Depending on tediously handcrafting the
campaign advice is that any and every role- finest roleplaying games and
how long things have been running, they might
playing game should start with a long-term plot supplements for a small
have started to exhaust the conventional
thread already in place. Bits and hints can be audience of die-hard fans, and
adventure possibilities. Old-timers might
introduced in the very first adventure, even if for new converts acquired
remember the “ho hum, yet another dungeon
they end up being unused for months. Hearing through word-of-mouth
crawl” feeling. Or, groups of D&D players who,
advertising.
about a particular villain, a vague omen in the having killed, in order, one of every creature in
sky, evidence that something or someone got to the Monster Manual, went to the Dieties and
where the adventurers were headed, and got
Demigods book and proceeded to do the same.
there first, that sort of thing.  Click here to view products.
Sometimes a campaign needs a change of
These long term plot threads are generally
focus, and this is where world-wrecking comes
meant to be a high-level threat that the
in. If you turn the nature of the world onto its
adventurers eventually confront and overcome.
head, then all the standard rules and means of
But what if they fail?
being successful no longer apply. Adventurers
A classic example would be Call of Cthulhu. may be powerful, but they have to start playing
ADVERTISEMENT
What if the adventurers don’t stop the by a whole new set of rules, and much of what
ceremony to awake dread C’thulhu? made them powerful may no longer be New for EABA™
The Colonies™
Oops. applicable. With that in mind, you usually start
Resistance
Long-term plot threads have the advantage with the most important thing that grants adventures on
occupied Earth
that they are long term. By the time they come power in a particular gameworld. You either
Now available
to fruition, the campaign has been running a remove it, weaken it, modify it, or even add it to from BTRC

while, and the adventurers are fairly experienced a world that was lacking it.
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Magic secular magic would see an opportunity with the ability to take over someone’s
In Larry Niven’s The Magic Goes Away, for purging the opposition, and so on. This mind? How many would be investigative
we have a world where magic is a non- or state of affairs could be permanent, and reporters with the ability to teleport a
very slowly renewable resource, something lead to a new social order. Or, it might be government’s dirtiest secrets out of secret
akin to coal and oil reserves, and magic temporary. Maybe it was caused by a vaults? There would be absolute chaos.
users end up depleting it. When cities like cataclysmic magic event the adventurers Martial law, civil war, coups, purges,
Atlantis are kept stable by magic, and failed to stop, and the side effects will atrocities, rioting mobs, lynchings, all that
centuries-old wizards are kept alive solely eventually wear off and magic will return, good stuff. And the adventurers would be
by their sorceries, a collapse of the old bringing about a new cycle of violence and in the middle of it all, either affected
magic-based power system is a collapse of repurcussions as magic again becomes themselves or forced to take sides on a
civilization itself. In addition, the entire ascendant. Or maybe the magic can be difficult issue. Eventually, things would
magic-based ecosystem collapses. No more brought back by means of a quest, settle down. It might not be any more
unicorns. defeating some ancient evil or breaking peaceful or equitable than the various
You don’t have to go this far. But, if over some eldritch artifact that is hoarding the systems in place now, but people would
a course of months or a year, magic world’s magic to some unknown end. Of eventually find a way to make it work. It
dropped to perhaps ten percent of its course, the quest has to be completed would still be the same gameworld, but it
former strength, then only the most without the aid of powerful magic... would also be quite different.
powerful wizards would retain any ability, On the other side, you can add magic or
and they would be reduced to the level of paranormal powers to a world that has Science
novices. A real pain if your adventurer was none. Perhaps contact with an alien race in The idea of magic or paranormal powers
a wizard. There would be severe social a modern campaign introduces a virus that is a familiar one to most gamers, but the
ramifications. Evil sorcerors who held sway mutates human genetics to activate force that drives and holds society
through fear, terror and undead minions psionic powers. Imagine the chaos if even together can be just about anything. If
would find themselves out of a job and one person in a hundred developed some something thought to be constant and
surrounded by the traditional mob of ability that could not be countered by stable ends up being neither, there are
peasants with torches and pitchforks. conventional science. Today, that would be problems. What if a Traveller campaign
Everyone who ever resented the power of sixty million people with superhuman suddenly had a quantum shift that
wizards or who was ever slighted by a powers. How many of those would be required twice the jump drive capability to
magic user would see an opportunity for terrorists who had an ability to become get anywhere? Places that required a
payback. Religious leaders opposed to invisible? How many would be sociopaths Jump-3 drive would now require a Jump-6!
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And if there is no Jump-6, then these solar something that the gamemaster has prophecies of impending doom might be
systems and planets are cut off from the destined to happen, and the cosmic alarm ignored, or past cataclysms so severe that
rest of the universe until the conditions clock finally goes off. Again, you are really the warnings might be unintelligible. The
change. And if such a planet was in the just removing, adding or modifying a force classic Issac Azimov story Nightfall is an
midst of a war, or was dependent on to the game universe. You can spring this example of an alien culture confronted
outside imports for critical materials or kind of thing with no warning, or maybe with a recurring, unavoidable nightmare. A
components, imagine the chaos. If the with vague ones. Or, maybe everyone sees world could be wrecked by nanotech,
failure of conventional jump drives was it coming, is confident it can be averted, biowarfare or alien spores that start
intermittent but getting worse, people and so most are caught flat-footed when it creating a hostile alien ecosystem here on
might try fleeing these systems while they isn’t. The movies Armageddon and Deep Earth. And never discount the world-
can. Merchant ships would gouge Impact would be examples. Asteroid wrecking potential of a hostile alien
passengers for exorbitant fares, impacts are something we know happens, invasion. Even seemingly innocuous things
governments might try confiscating the we know we are due for one, and can be a problem if taken to extremes. The
ships, there would be spaceport riots, and governments generally ignore the problem upcoming EABA supplement NeoTerra
the whole “mob crowding the US Embassy and figure it won’t happen during their deals with a world where the acceleration
for the last helicopter out of Vietnam” party’s term in power. Then the big rock of computer power and advances in
thing would be going on, on a planetary lays the smackdown on planet Earth. technology happen so fast that laws and
scale. Adventurers whose fortune was Everyone sees it coming, it’s going to be morals can no longer keep up, with
made or based on interstellar commerce bad, but no one knows how bad. catastrophic results.
Civilization is changed, usually knocked Last, remember that you can have more
might find themselves much less wealthy.
backwards for a loop. A result might be than one world-wrecking plot thread. You
A universe of hundreds of accessible star
that players used to being secret agents could start a campaign based on one
systems might become one or two or
dealing with international intrigue on event, and have the ramifications of it be
three, connected to each other but isolated
behalf of a major government now find your long term plot. You start the
from the rest of civilization.
themselves infiltrating bandit groups on campaign with the alien invasion of Earth
Forces Run Amok behalf of farming communities. as a past event. The adventurers have to
As with the previous example, Or, magic might become unpredictably deal with it in the present, and need to
sometimes a world can be wrecked powerful and erratic. Demons or other thwart the alien goals as the long-term
without a failure of the adventurers to hostile supernatural entities might start plot thread to avoid some future
“stop the bad guys”. Sometimes it is just springing up like weeds. Ancient catalcylsmic problem. Or, magic is erratic
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and insanely powerful at the start the occasional series “cliffhanger”


ADVERTISEMENTS
of a campaign, and adventurers where there is the potential for
find out they somehow need to everything to change. Sometimes
restore it to normal levels to avoid it will, sometimes it won’t, but
magic tearing the fabric of the the players and adventurers will
universe apart. It’s like any good be in the middle of the mess
television show or comic book. either way. And that’s usually the
You have individual isolated way they want it.
episodes, recurring problems and 
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Buff, Scry, Teleport Submitted by Joe Mucchiello


Throwing Dice Games
[www.throwingdice.com]

Throwing Dice Games is a d20


company that strives to expand
the rules while maintaining the
At some point, usually around ninth or tenth this ability without seeming arbitrary. It will also
spirit of old-time gaming.
level, every party of adventurers hits upon the look at counter-BuST tactics. First, let’s examine
idea that they can easily overtake their current the three stages of the plan in reverse order.
opponent by surprise, once they have gotten
access to the teleport spell. The first step is to Teleport
When first acquired at ninth or tenth level, the
buff up with spells like bull’s strength, aid, and
caster is only able to carry an additional 450-500
prayer. Secondly, they use scrying (or similar
pounds of additional weight with him. That
magic) to find out where the villain is and to
limitation makes it hard to bring more than two
study the location. Finally, the adventurers join
of his favorite barbarians along. For parties of
hands and teleport right to where the villain is,
four characters, it is just about possible to carry
usually with surprise, and take him out before
the whole company in a single teleport. Larger
he even knows what hit him.  Click here to view products.
parties (composed of less than 2 or more
BuSTing, as it is sometimes called, is a great halflings and/or gnomes) will have to wait until
plan. It is very effective. It can be very annoying the caster is of higher level for all to be affected
to the DM. It can even become boring for the by a single teleport spell.
players after awhile. Eventually, every villain
Although it says scrying can get you to the ADVERTISEMENT
owns several amulets of nondetection, given out
“studied carefully” level of the teleport result
as gifts to their underlings. Their lairs are full of table, DMs would be wise to require 30 minutes
overlapping dimensional anchors, screens, and of study to attain this level of familiarity. Shorter
permanent illusions. Magic-poor enemies only study time would mean the character only has
sleep within large rooms with fifty of their most “seen casually” familiarity. “Viewed once”
highly paid mercenaries on watch. familiarity could occur if the scrying attempt is
This article will look at ways the DM can limit dispelled within the first two minutes.
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While mishaps can be amusing when Making the DC depend upon the level/hit Perhaps one of their villains has an item
they occur, a better way to surprise the dice of the target is also not a good with a continuous reveal magic effect (see
party is to treat all mishaps as similar method. One would think that as a sidebar).
locations. Have the party arrive in the creature gains power (level/hit dice) it Another way to deal with buffing spells
abode of their target’s master. While they should not become harder to pick that is to buff the defender. A contingency spell
had a decent chance against the underling, person out of a crowd. Most assumptions can be triggered by the arrival of 2 or more
the master is much harder to fight. about magic would say that it is easier to people via teleport. This triggered spell
find King Jermine of Holst than it is to find could be endurance, haste, teleport, or any
Scrying
Fred the baker of the Hamlet of Backwater. other spell that grants an immediate
The most important thing to remember
A better way to make scrying more advantage.
about the spell scrying is its casting time. It
takes one hour to cast and only lasts one difficult, and more dangerous, is to turn it
Surprising the BuSTers
minute per level. While this does not into an opposed roll. The modifiers listed
One simple tactic to get your players not
interfere with many buffing spells, it does under Scry become bonuses to the target’s
to BuST too often is to BuST them. Perhaps
preclude spells like aid and prayer. Once Scry check. If the scrier overcomes the base
a paranoid, spellcasting villain takes the
the party mages can cast greater scrying, DC to find his target, but does not beat the
time to find out who is seeking his
this is no longer a problem. full DC, he gets a fleeting glimpse of the
destruction. While normally this will reveal
target before the target dispels the scrying
One of the reasons this tactic is so good the local constabulary, the one time that it
attempt. (You might give the scrier a better
is because scrying is very easy. By seventh shows a group of adventurers is the time
chance against tough opponents by
level, when scrying first appears, an he gathers his underlings for a surprise
granting his Scry check a bonus equal to
intelligent wizard could have 10 ranks in assault on the heroes.
the spell level used to Scry with.) This
Scry, plus his Intelligence bonus with which Another idea is to put an alarm spell in
variant is useful because it gives the villain
to overcome the hardest Scry DC of 20-but the room where the villain spends most of
notice that the party is after him.
this ease of use comes at a price. If the his time. It is set to go off if two or more
villain in question is also a spellcaster with Buffing people teleport into the room. It sends a
many ranks in Scry, the villain has a DC of This part of the process is the hardest to mental notice to the villain’s boss. The boss
20 to find the scrier. overcome without making your villains probably checks out his underling in a
Changing the way scrying works by just seem omniscient. Why do the villains crystal ball and finds him fighting the
making it harder (add 10 to all Scry DCs) always dispel magic on the one character party. Depending on his view of self-
only delays the effectiveness of BuSTing. with bull’s strength and cat’s grace? reliance for his lackeys, he may arrive with
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help early in the combat or afterwards, or Reveal Magic


he may wait until the party leaves and then Divination
BuST them. Level: Sor/Wiz 2
Components: V, S, M
Other Divinations
Range: Touch
Most other divinations do not give the
Duration: 1 round / level (D)
mage casting teleport enough information
Saving Throw: None
to safely teleport. Locate object, locate
Spell Resistance: Yes
creature and discern location all suffer
When this spell is activated by touch, all
from the requirement that the caster has
magic in the area becomes discernible to all
something that belongs to the target or
viewers. The level of visibility is as if the
that the caster has previously seen the
caster has used a detect magic spell, and then
target before. Scrying and greater scrying
spent three rounds concentrating on everyone
do not have this crippling limitation.
and every object within the area. Anyone
This article barely scratches the surface looking at the auras around the subjects can
of the BuST tactic. I hope it was enough to tell how strong each spell is (the spell level)
relate ideas on how to handle a high level and how many spell effects are active on the
party that starts using this method of subject. Any character with ranks in
attack. Spellcraft can see the school of magic the
 effect belongs to-if, and only if, the caster
make a successful Spellcraft check to
determine that effect’s school of magic. Once
the spell is cast, determining number of spells,
New Spell ➡ spell level, and school of magic on a single
subject is considered a free action.
Note: Rumors of a 3rd level Cleric (2nd
level Paladin) spell called Reveal
Good/Evil/Law/Chaos are as true as
rumors of a 3rd level Druid (2nd level Ranger)
spell called Reveal Poison.
Copyright 2002 Tim Drake

Notes:
A. The Disposable Dragon is best constructed from regular paper. Due to the organic nature of the model, parts will need to warp and
bend freely. Thick card stock will be much more difficult to manipulate, and the paper dragon is quite sturdy when completed.
B. Use very small amounts of glue when assembling the dragon. You may find it helpful to use the blade from your craft knife or other
small object to apply glue. Excessive glue will very likely result in an awkward-looking dragon.
C. It is very unlikely that your dragon will come out perfect. The head or tail may twist to one side or the other, and the wings may not
be perfectly straight. This is normal - after all, this is a model of a living (mythical) creature, and a little motion will only serve to make
him look more dynamic.
Assembly Instructions
1. Cut out all parts on exterior lines.
2. Fold all triangular tabs on chest. Apply very small amounts of glue to the
tabs on the left side, then attach to left body. The best place to start gluing is
generally right where the neck meets the torso. Repeat with right body.
3. Do not fold spines on the back of right and left body. Apply small amounts
of glue to the spine plates and glue them to each other to form the dragon's
torso.
4. Glue right tail to outside of right body, and left tail to outside of left body.
Then glue the ends of the tail together.
5. The head folds in half along the top of the snout and is glued to the end of
the neck. Position the head while the glue is wet, and hold it in place until
the glue dries.
6. Attach the arms before the wings. Simply glue them into place wherever they
look good.
7. Fold the tabs on each wing away from the piece. Curl each wing slightly at
the base, then glue the tabs to the dragon's body. The tabs should be hidden
behind the wings once attached, and the wings should stick out and back.
The curl will add stability and keep the wings from drooping.

www.spectrepress.com
Copyright 2002 Tim Drake
www.spectrepress.com
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d20 FANTASY Four-Color to Fantasy $8.95 The Book of Curses $6.00 The Lost City $5.00
101 Arcane Spell Components $4.00 Fringe Races: Rogues $4.95 The Book of Distinctions/Drawbacks $5.00 TIMELINE $5.00
101 Mundane Treasures $4.00 Guide To Map One $9.99 The Book of Eldritch Might $8.00 Traveller’s Aide #1 $5.00
101 Spellbooks, Tomes… $3.00 Heirs of Skull Craig $10.00 The Book of Hallowed Might $8.00 Weird Wars D20 $10.00
Hostile Climes: Depths of Despair $12.00 The Book of Shoken 1 Edition $5.00
A Magical Medieval Society: WE $10.00
Academy Handbook: St. John’s $6.50
In the Depths of BlackWater $3.00 The Complete Guide to Drow $6.95 d20 ADVENTURES
In the Saddle: Horses/Mounts $7.95 The Elements of Magic $9.95 A Touch of Chaos $6.50
Amazon Adventures $7.50
Joe’s Book of Enchantment $6.95 The Enchiridion of Mystic Music $7.95 Bandits Adventure $5.99
Bai-Xin’s Deck of Many Things $5.00
Kid's Colouring Book o Critters $6.00 The Enchiridion of Treasures… $12.95 Bane of the Salt Fen Lich $6.95
Bestiario: Libro Primo $5.00
Lexus - Toeffrun Creation Myth $1.00 The End: Exodus $5.95 Blood Moon $6.50
Beyond Monks $8.00
Librum Equitis Compiled $9.95 The Goy $5.00 Bloodhollow $5.99
Black Powder Gods… $5.95
Locus - Jalston $1.00 The Greek Gods $5.99 By Cult & Dagger $6.25
Bodies and Souls: 20 Templates $5.00
Maelstrom Setting: Pantheon $5.00 The Primal Codex $10.00 By Tooth & Claw $6.25
Book of Broken Dreams $7.00
Maelstrom Fantasy Worldbook $10.00 THE SKY FEDERATION $10.00 City of Shadows $6.50
Book of Eldritch Might II $9.00
Maidenheim Campaign Set $12.50 The Slayer’s Guide to Centaurs $5.00 Cold Visitor $5.00
Book of Eldritch Might III $11.00 Mindscapes: A Psion's Guide $9.00 The Slayer’s Guide to Gnolls $5.00 Danger in Deadwood $5.99
Book of Fools $6.00 Minions: Rebirth $9.99 Gar'Udok's Necromantic Artes. $6.95 Danger on Sizlara Isle $6.50
Book of Templates $7.50 Moon Elves $6.95 Tournaments, Fairs, & Taverns $6.95 Dark Shadows on the Isle of Breezes $6.50
Brotherhoods $5.00 Moonshot $5.00 TREMON: Kingdom of Sorcery $10.00 Deadly Ice $6.00
Call of Duty—A Paladin… $7.00 Oathbound GM Screen $2.99 Unearthed Adventurers: Vol I $7.50 Deep Trouble $2.00
Chain of Being $11.95 Of Sages and Sorcerers $2.50 Visira: City of Sorrows $10.00 Demon God’s Fane $7.00
Chains and Misery $7.50 Patrons of Adventure $5.00 Whispers of Death $5.00 Dungeon Crawl Classics #1 $7.00
City Guide 1 $5.00 Plunder and Murder $10.00 Wild Spellcraft $6.95 Flame of Arone $6.50
City Guide: Coffer of Coins $5.95 Races of Evernor I $7.50 Fool’s Errand $5.00
City of Archendurn $6.00 Races of Evernor II $7.50 d20 SCI-FI Great Aspeigh $3.00
Construct Mechanus $3.00 Requiem for a God $9.00 Blood and Space: d20 Starship $8.95 If Thoughts Could Kill $7.00
Crimson Contracts $11.95 Skreyn’s Register Vol 2 $7.00 Cyber Style: Bang Bang $5.00 Interludes-Brief Expeditions… $7.00
De Arcana Maiestate $8.00 Skreyn’s Register Vol I $7.00 Cyber Style: Grease Monkeys $5.00 Legacy of Akhirat $5.99
D.M. Graphic Cyclopedia $5.95 Slayer’s Guide to Winter Wolves $5.00 Cyber Style: Net of Dreams $5.00 Love Forlorn $5.95
Death: Guardian at the Gate $6.95 Spell Effect Patterns: Cantrips $3.00 Cyber Style: Prime Rules $6.95 Olduvai’s Test $5.95
E-Blight Magic $5.99 Spell Effect Patterns: Cantrips/Orisons $5.00 Darwin’s World Complete $10.00 Queen Of Lies $5.00
e-Minions $5.95 Spell Effect Patterns: Orisons $3.00 Death by Corium Light $5.95 SE1 The Gathering $5.00
e-Villains $5.99 Sprawling Shadows, Evil Race $0.99 Metal Gods $6.95 Starfall: Terror in Sweetwater $6.50
Egyptian Gods $5.99 Sprawling Shadows, Weapons $0.99 Prometheus $6.95 The Andwan Legacy $5.00
Elemental Powers $11.99 Swords Into Plowshares $5.00 Sailing the Sea of Stars $6.00 The Banewarrens $13.00
Everyone Else (revised) $7.00 Swords of Our Fathers $5.00 Sea of Stars: Futuristic d20 $8.00 The Ebon Mirror $7.95
Forgotten Heroes: Paladin $5.00 Terra Ferax Wilderness… $6.00 Terrors of the Twisted Earth $6.95 The Last Initiate $5.00

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The Legacy of Alistair $6.50 Nightside (a novel) $15.00 StarCluster-The Nugik Adventure $10.00 EZ Hero #8 $5.00
The Legend Of The Steel General $9.95 Paladin $5.95 StarCluster RPG Core rules $10.00 EZ Hero #9 $5.00
The Minotaur $5.00 PlainLabel Ancient Armory $6.00 StarCluster Social Supplement 1 $10.00 Heroic Visions $6.95
The Office & Affairs of Love $7.00 Shadow World Master Atlas $20.00 StarCluster Tech. Supplement 1 $10.00 Modern Knights Digital Edition $10.00
The Scourge of Raftport $5.00 Shards of the Stone: Core $6.95 StarCluster Tech. Supplement 2 $10.00 Musical Mistresses $5.95
The Toad God’s Treasure $5.00 Spirits of Archangel $6.00 The Colonies RPG $7.50 Ouch! My Eye! $5.00
The Torch of Arone $6.50 Spiritual Warfare the RPG $9.99 The Colonies (EABA) $8.00 SewerSide $6.99
The Twenty Sides Of The Evil $9.95 Spiritual Warfare Dual Set $15.99 StarCluster/Book of Jalan $10.00 StuperPowers! Deluxe $12.00
The Whispering Woodwind $5.00 Survival Kit #1 $3.50 Vigilance $5.00
The Witchlord of Bargala Wood $6.50 Survival Kit #2 $3.50 MECHA
Thievery 101:Joining the Watchers $5.00 Tales of Wyn D’mere RPG! $10.00 Metalface: COMBO PACK $10.00 MODERN
Thievery 101:Periapt of Famidon $5.00 Test of Thalt $5.00 Metalface: Tech Database I $4.00 Blueprints $5.00
Thieves Folly $6.50 The Bestiary $6.50 Metalface: Operating System $9.00 Celestius Ex $8.00
Thieves in the Forest $5.00 The Dragon and the Bear $11.95 CORPS: Diceless Conspiracy RPG $5.00
Trouble Underfoot $3.00 The Fallen Angel $6.00 HORROR PRODUCTS Dime Heroes pack $7.95
Tsar Rising $7.00 The Floating City $1.00 El Fantastico Contra Dracula $4.99 Down in Flames $6.00
Where Dark Elves Rule $5.99 The Spell Books $6.50 Pariah $5.00 Gangland $5.00
Tomb Reavers $9.95 Priceless $2.50 Haven: City in Violence $10.00
FANTASY Undiscovered Q&A #1 $5.00 Return To Swampy Creek $4.99 Hell Hath No Fury $5.00
A Touch of Darkness $1.00 Undiscovered Q&A #2 $5.00 Scared Stiff LE $9.99 Mean Streets $7.95
Archangel $9.00 Ythrek (EABA Supplement) $6.00 The Collectors $5.00 Path of Rage $10.00
CDC Special Division $1.00 Incredible 2-Headed Satan’s Angels $4.99 The Killing Fields $7.00
Chain of Being $11.95 SCI-FI The Myth of Self $6.95
Donjon $10.00 3G3 Weapon Design Supplement $8.00 COMIC/SUPERHERO Rat Bastard’s Little Black Book $5.00
Donjon Pak B1: Men of Steel… $5.00 Atomik Alienz $6.50 Cartoon Action Hour $10.00 Way of the Fist $5.00
Dreamtime $4.00 Atomik CyberTek $6.00 Comic Book Super Heroes RPG $5.00
Eidolon: City In the Sky $18.00 Atomik Psioniks $6.50 Darkness and Light $5.95 WESTERN
Emer Book I: The Northwest $15.00 CORPS RPG $10.00 ENIGMA: Sword/Sorcery Supers $5.00 Adios A-Mi-Go! $5.00
Emer Book II: The Northeast $15.00 CORPS VDS $10.00 EZ Hero #10 $5.00 Back East: The North $12.00
Faeries $9.95 Cyberpapacy Sourcebook $9.00 EZ Hero #11 $5.00 Back East: The South $12.00
Festival of the Damned $7.95 Dreamwalker $6.25 EZ Hero #12 $5.00 Blaze of Glory $6.00
Fire & Ice $5.00 Dystopia: America 2155AD $6.95 EZ Hero #2 $5.00 Dust Devils $5.95
Foes Manual Vol. 1 $6.99 EABA $12.00 EZ Hero #3 $5.00 Great Rail Wars: Fist Full… $10.00
Game Shepherd Screen $6.00 Hyper-Killer $5.95 EZ Hero #4 $5.00 Great Rail Wars: Raid on Roswell $10.00
Haalkitaine $15.00 Lightspeed $10.00 EZ Hero #5 $5.00 Hexarcana $12.00
Jaiman: Land of Twilight $14.00 OneShot #1: ARMADA X $5.00 EZ Hero #6 $5.00 Independence Day $5.00
Kings of the Desert $8.00 Slag $5.00 EZ Hero #7 $5.00 Law Dogs $12.00

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Perdition’s Daughter $5.00 Cheepsville USA Resid. Cardstock $20.00 Modern Day Maps 2 $5.00 Battle Cattle: Quest/Holy Pail $6.00
Rascals, Varmints, & Critters Two! $12.00 Cheepsville USA Rural Cardstock $5.00 Orcish Name Tables $5.00 Big Time Professional Rasslin $5.00
Shady Gulch: RP in the Old West $5.00 Cheepsville USA Urban Cardstock $5.00 Smuggler’s Bane $3.99 Compact Combat board game $9.00
Critter Commandos (3rd Ed.) $5.00 Starbase Omega 3 Cardstock $18.00 Delmer Esau's 'Cyber-Sea' $5.00
OTHER RPG Dirt Cheep Caverns Basic Set (BW) $6.00 Starbase Omega 3 Figures $5.00 Food Fight $5.00
Arkular $8.50 Dirt Cheep Caverns Basic Set (CLR) $10.00 Tabletop Dungeons: Cavern Hold $3.00 Giant Monster Rampage $5.99
Bare Knuckle Guide To Bar Fightin' $3.00 Dirt Cheep Cityscapes City Blocks $10.00 Temples and Shrines Floorplans $5.00 Mime Smashing $3.00
Complete Caveman’s Club Book $6.00 Dirt Cheep Cityscapes Mad Lab $5.00 The Guard Tower $12.00 Reach Out And Slap Someone! $5.00
Dead Sea Murder $4.00 Dirt Cheep Cityscapes Vehicles $6.00 Tile Sets 1 & 2 $2.50 The Hand of Fate $5.00
Furry Pirates $12.95 Dirt Cheep Cityscapes Skyscrapers $10.00 Vector Heroes #1 $5.00 The Siege Of Draman Del $5.00
GM Mastery: NPC Essentials $8.95 Dirt Cheep Dungeons (BW) $6.00 Vulture Gulch Steam Train (BW) $14.00 Twas The Day After Christmas $1.49
Gori’s Men $1.00 Dirt Cheep Dungeons (CLR) $10.00 Vulture Gulch Steam Train (COLOR) $20.00
Hollyworld $3.00 Dirt Cheep Dungeons Exp 1 (BW) $6.00 Vulture Gulch Fortifications $9.00 SOFTWARE
Horsemen of the Apocalypse $10.00 Dirt Cheep Dungeons Exp 1 (CLR) $6.00 Vulture Gulch Cardstock Buildings $25.00 ARDES Template Pack 1 $11.95
Kanawa Personal Weapons $7.50 Dirt Cheep Interiors Furnishings $14.00 Vulture Gulch Submarine $3.50 Ars Magica Game System template $14.95
Land of OG $6.00 Dirt Cheep Interiors Vyllage Tavern $6.00 Vulture Gulch Denizens Cardstock $5.00 Campaign Suite $24.95
Mythic Role Playing $10.00 DIRT CHEEP KEEPS Basic Set $8.00 Vyllage-on-the-Cheep Ancient Ruins $4.00 Campaign Suite Player's Edition $12.95
Reach Out And Slap Someone! $5.00 Dirt Cheep Sewers (BW) $6.00 Vyllage-on-the-Cheep Castle Ruins $6.00 Character Sketcher $34.95
Road to Armageddon: Combo $20.00 Dirt Cheep Sewers (CLR) $10.00 Vyllage-on-the-Cheep CLR Prev. $5.00 Character Sketcher (UPGRADE) $34.95
Road to Armageddon: GM $12.00 Dirt Cheep Starships $18.00 Vyllage-on-the-Cheep Figures $5.00 CORPS Game system template $14.95
Road to Armageddon: Players $10.00 Dirt Cheep Terrain $10.00 Vyllage-on-the-Cheep Gatehouse $5.00 CS Interludes:Brief Expeditions… $6.00
She*Wolf $19.95 DOLLAR DUNGEON$-Floors $5.00 Vyllage-on-the-Cheep Bldngs 1 $18.00 CS Nightmares and Dreams I $8.00
System DL Manual… $7.95 DOLLAR DUNGEON$-Floors 2 $5.00 Vyllage-on-the-Cheep Bldngs 2 $18.00 CS Nightmares and Dreams I/II $10.00
Who Loves Octavia Pranddishaw? $1.00 Dutch Name Tables $5.00 Vyllage-on-the-Cheep CLR Bldngs 1 $6.00 CS Nightmares and Dreams II $8.00
Dwarven Name Tables $5.00 Vyllage-on-the-Cheep CLR Bldngs 2 $6.00 DM Dungeon Design Tool (MAC) $11.95
ACCESSORIES Elven Name Tables $5.00 Vyllage-on-the-Cheep CLR Bldngs 5 $6.00 DM Dungeon Design Tool (WIN) $11.95
Battlemaps: Dungeon Rooms I $6.00 English Name Tables $6.00 Vyllage-on-the-Cheep CLR Bldngs 6 $6.00 DM’s Familiar $29.95
Battlemaps: Floorplans, Inn I $6.00 French Name Tables $6.00 Vyllage-on-the-Cheep Stone Bridge $3.50 Fractal Mapper 6.0 $34.94
Beasts of Legend Cardstock $5.00 Gaelic Name Tables $6.00 Vyllage-on-the-Cheep Watchtower $6.00 Fractal Mapper 6.0 (Upgrade) $10.00
Big Damn Robots 1.50 Gnomish Name Tables $5.00 Vyllage-on-the-Cheep Bridge/Towers $6.00 Fudge Game system template $14.95
Castles and Keeps Floorplans $5.00 Halfling Name Tables $5.00 WorldWorks /CastleWorks $15.00 Lexus - Unlimited Titles Vol. 1 $3.00
Cheap Folks CLR Vyllagers $6.00 Hell on Earth: Cardstock Cowboys $8.00 WorldWorks/DungeonWorks $15.00 Librum Equitis 2 For CS $5.00
Cheepsville USA SF Cardstock $9.00 Heroic Dungeons $10.00 WorldWorks/VillageWorks $15.00 Librum Equitis For CS $5.00
Cheepsville USA Heroes Cardstock $5.00 Heroic Dungeons Waterways $10.00 Metacreator 2.0 $19.95
Cheepsville USA MainStreet $20.00 Inns and Taverns Floorplans $5.00 OTHER GAMES Metacreator/Ars Magica bundle $24.95
Cheepsville USA Comm. Cardstock $20.00 Mansions and Manors Floorplans $5.00 A Cold Day In Hell $5.00 Metacreator/CORPS bundle $24.95
Cheepsville USA Court. Cardstock $3.50 Modern Day Maps $5.00 Battle Cattle 2nd Edition $6.00 Metacreator/Fudge bundle $24.95

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Role Playing DB 2.1 (Linux) $5.00 RPG Freelancers Guide (Single Issue) $4.00
Role Playing DB 2.1 (WIN) $5.00 RPG Freelancers Guide (Subscript.) $25.00 Prices may vary
RolePlayingMaster $24.00 Storm Knights:Possibilities Wars $3.50 from month to month.
ScreenMonkey v1.0 $34.95 Traveller’s Aide #2 $5.00
Wish You Were Here $6.95
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