Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Class Abilities Race Abilities

Cleric Dwarf
● HD: d6 ● Classes: Cleric, Fighter, Thief
● Combat: Blunt weapons, all armor, ● Abilities: CON ≥ 9, CHA ≤ 17
shields. ● Weapons: Small/normal-sized weapons
● Turn undead. See table. only.
● Cast Cleric Spells. ● Detect construction tricks: 2-in-6.
Fighter ● Detect room traps: 2-in-6.
● HD: d8 ● Darkvision: 60’.
● Combat: All weapons, all armor, shields. ● Saving Throws: +3 vs Dragon Breath,
Magic-User +4 vs all others.
● HD: d4 Elf
● Combat: Dagger, walking staff, no armor. ● Classes: Any, Fighter/Magic-User,
● Read magic. One action. Magic-User/Thief
● Cast Magic-User Spells. ● Abilities: INT ≥ 9, CON ≤ 17
Thief ● Max HD: d6
● HD: d4 ● Darkvision: 60’
● Combat: All weapons, leather armor. ● Detect Secret Doors
● Sneak Attack: +4 to attack, 2x damage. ● Passive: 1-in-6
● Thief Skills. See table. ● Active: 2-in-6
● Houserules: ● Immunity to Ghoul Paralysis
○ Read languages: 80% at level 4. ● Surprise: 2-in-6 (instead of 1-in-6)
○ Scroll use: 90% at level 10. ● Saving Throws: +2 vs Magic Wands.
Optional Skill Rolls (for Hard Task)
Halfling
Level Target Number
● Classes: Cleric, Fighter, Thief
NM or 1 17 ● Abilities: DEX ≥ 9, STR ≤ 17
2 -3 16 ● Max HD: d6
4 -5 15 ● Weapons: Use medium weapons with 2
6 -7 14 hands. No large weapons allowed.
● Range Weapons: +1 attack bonus
8 -9 13
● VS larger-than-man foes: +2 AC bonus
10 -11 12 ● Initiative bonus: +1
12 -13 11 ● Chance to be detected outdoors: 10%
14 -15 10 ● Chance to be detected indoors: 30%
16 -17 9 ● Saving Throws: +3 vs Dragon Breath,
+4 vs all others
18 -19 8
20 7 Experience Points
● Roll 1d20 + Ability modifier + ● Record defeated monsters and treasure
Situational modifier ≥ Target number during play.
● Average Task: +5 bonus ● When back to safety, tally XP for the
● Very Hard Task: -5 penalty. group. Divide XP equally among the party.
● If a monster needs to do an ability roll, ● Defeated monsters give XP in monster
Save vs Death Ray (*House rule). description.
● Characters gain 1 XP per 1 GP (optional).
Cleric Spell Progression Magic-User Spell Progression
Level 1 2 3 4 5 6 Level 1 2 3 4 5 6
1 - - - - - - 1 1 - - - - -
2 1 - - - - - 2 2 - - - - -
3 2 - - - - - 3 2 1 - - - -
4 2 1 - - - - 4 2 2 - - - -
5 2 2 - - - - 5 2 2 1 - - -
6 2 2 1 - - - 6 3 2 2 - - -
7 3 2 2 - - - 7 3 2 2 1 - -
8 3 2 2 1 - - 8 3 3 2 2 - -
9 3 3 2 2 - - 9 3 3 2 2 1 -
10 3 3 2 2 1 - 10 4 3 3 2 2 -
11 4 3 3 2 2 - 11 4 4 3 2 2 1
12 4 4 3 2 2 1 12 4 4 3 3 2 2
13 4 4 3 3 2 2 13 4 4 4 3 2 2
14 4 4 4 3 2 2 14 4 4 4 3 3 2

Cleric Turn Undead (Monster HD) Thief Abilities (1d100 ≥ Target)


Level 1 2 3 4 5 6 7 8 Level OL RT PP MS CW H L
1 13 17 19 - - - - - 1 25 20 30 25 80 10 30
2 11 15 18 20 - - - - 2 30 25 35 30 81 15 34
3 9 13 17 19 - - - - 3 35 30 40 35 82 20 38
4 7 11 15 18 20 - - - 4 40 35 45 40 83 25 42
5 5 9 13 17 19 - - - 5 45 40 50 45 84 30 46
6 3 7 11 15 18 20 - - 6 50 45 55 50 85 35 50
7 2 5 9 13 17 19 - - 7 55 50 60 55 86 40 54
8 T 3 7 11 15 18 20 - 8 60 55 65 60 87 45 58
9 T 2 5 9 13 17 19 - 9 65 60 70 65 88 50 62
10 T T 3 7 11 15 18 20 10 68 63 74 68 89 53 65
11 D T 2 5 9 13 17 19 11 71 66 78 71 90 56 68
12 D T T 3 7 11 15 18 12 74 69 82 74 91 59 71
13 D D T 2 5 9 13 17 13 77 72 86 77 92 62 74
14 D D T T 3 7 11 15 14 80 75 90 80 93 65 77
● Roll 1d20 ≥ Target number. On a ● Hide and Move Silently: The GM should
success, 2d6 HD of undead are affected. roll for these two abilities, as the thief
● T: undead is automatically affected always believes the attempt is successful.
● D: undead will take 1d8 damage per ● OL: Open Locks. RT: Remove Traps.
Cleric level (roll once and apply the same PP: Pick Pockets. MS: Move Silently.
damage to all undead monsters affected). CW: Climb Walls. H: Hide. L: Listen.

Compiled by Gabe Fua 2021


Encounters Combat
Encounter Sequence Sequence per combat round (10 sec)
1. Time shifts to combat rounds (10 sec) 1. Initiative rolls: Roll 1d6 + DEX mod.
2. Surprise check (Elves +1): High numbers act first, then count down.
a. Normal: 2-in-6 Deafened: -1 penalty. Blinded: -2 penalty
b. Ambush: 4-in-6 2. Morale and Loyalty check.
c. Deafened: 3-in-6 3. Act on initiative number:
d. Blinded: 4-in-6 a. Opt to wait until later to act.
3. Initiative rolls. Roll 1d6 + DEX mod. b. Typical actions.
High numbers act first. 4. Return to step 1 until the end of combat.
a. Deafened: -1 penalty.
b. Blinded: -2 penalty
Morale & Loyalty
4. Monster Reaction. Roll 2d6 + CHA mod ~ Morale Check: Roll 2d6 ≤ Monster morale.
of the leader. ~ Loyalty Check: Retainers have a Loyalty
5. Actions. score of 7 + employer’s CHA mod. Use like
6. One turn has passed. Morale score.
~ When to check:
Monster Reactions: Roll 2d6 + CHA mod ● During the first encounter.
Adjusted Die Roll Result ● When the monster party is reduced to
2 or less Immediate Attack half strength (by numbers for multiple
monsters, or by HP for one monster).
3-7 Unfavorable
8-11 Favorable Delay Initiative
12 or more Very Favorable ~ Opt to wait until a later initiative number:
combatant states that they are waiting for
Base Movement another combatant to act. At the initiative
Armor Type Lightly Heavily number, both act simultaneously.
Loaded Loaded ~ Long reach: A character with a long reach
No Armor or Magic Leather 40' 30' weapon may choose to attack a closing enemy
Leather Armor or Magic 30' 20' on that enemy’s initiative number, even if the
Metal character rolled lower for initiative.
Metal Armor 20' 10'
Typical Actions
Load Threshold in Pounds (lbs ~ Standard action: Move (encounter move
Dwarf, Elf, Human Halfling distance) + melee attack or ranged attack or
Strength Light Heavy Light Heavy cast a spell.
Load Load Load Load ~ Run: Move (2 x encounter move distance).
3 25 60 20 40 ~ Charge: Move (2 x encounter move distance) +
attack (+2 bonus). Incur -2 AC for that round.
4-5 35 90 30 60
~ Parting shot: Free attack (+2 bonus) vs
6-8 50 120 40 80 opponents fleeing from the fight.
9-12 60 150 50 100 ~ Fighting withdrawal: Move back (half
13-15 65 165 55 110 normal encounter movement distance) +
16-17 70 180 60 120 melee attack.
18 80 195 65 130 Game Units
● Game Turn: 10 minutes
● Combat Rounds: 10 seconds
Attack Rolls: Roll 1d20 + mod ≥ AC Monster Attack Bonus
~ Distance: Melee within 5’, missile beyond 5’. Monster Hit Dice Attack Bonus
~Melee modifiers: STR modifies attack rolls NM/less than 1 +0
and damage.. 1-7 Equal to HD
~ Missile modifiers: DEX modifies attack rolls.
8-9 +8
STR modifies attack rolls for thrown weapons.
+1 at short range, –2 at long range. 10-11 +9
~ 1s and 20s: 1s always miss, 20s always hit. 12-13 +10
14-15 +11
Situational Attack Modifiers
● Attacking From Behind: Ignore shield 16-19 +12
AC and +2 to attack roll (do not combine 20-23 +13
with the Sneak Attack ability) 24-27 +14
● Attacker/Defender is invisible: +4 / -4 28-31 +15
● Attacker/Defender is blinded: -4 / +4
32 or more +16
● Defender is pinned: +4
● Flat of the blade attack: -4 (half subdual Monster (as Fighter) Saving Throws
damage). 0 HP = surrender. Level DP MW PP DB S
● Kick: -2 (1d4 subdual damage)
0-1 12 13 14 15 17
● Punch: +0 (1d3 subdual damage)
● Cover and concealment. See table below. 2-3 11 12 14 15 16
4-5 11 11 13 14 15
Cover and Concealment Penalty
6-7 10 11 12 14 15
Target is Covered Concealed
8-9 9 10 12 13 14
25% -2 -1
10-11 9 9 11 12 13
50% -4 -2
12-13 8 9 10 12 13
75% -6 -3
14-15 7 8 10 11 12
90% -8 -4
16-17 7 7 9 10 11
18-19 6 7 8 10 11
Oil Grenade-Like Missiles
~ Direct hit: 1d8 fire damage, plus 1d8 damage 20 5 6 8 9 10
next round, unless the character spends the DP: Death Ray or Poison. MW: Magic Wands.
round extinguishing the flames. PP: Paralysis or Petrify. DB: Dragon Breath.
~ Splash Hit: 1d6 fire damage within 5’of the S: Spells.
point of impact. A save vs Death Ray to avoid Constitution Loss
this damage.
Regain 1 point per day with normal rest.
~ Duration: Effective for 10 rounds. Those
Save vs Death Ray to get back the final point.
attempting to cross the burning oil will receive
If CON mod changes, adjust HP appropriately.
1d6 fire damage each round they are in it.
Energy Drain
Holy Water
Negative Levels: suffer semi-permanent loss of
~ Direct hit: 1d8 damage.
1 HD worth of HP, -1 to attacks and saves, -5% to
~ Splash Hit: 1d6 damage within 5 feet of the
thief abilities, and -1 highest-level spell slot.
point of impact.
Hit Points: Use average +1 of the character HD.
~ Duration: Effective for 1 round
Restoration spell: required to undo effects.

Compiled by Gabe Fua 2021


Survival Dungeoneering
Healing Doors (modified by STR mod)
Gain +1 HP per day of rest & sleep.
Open Stuck door: 1-in-6.
Gain +2 HP per day of full bed rest.
Open Locked door: 1-in-10.
Rest Duration: 6 hours minus CON mod.
Open Metal bars: 1-in-20.
If not enough sleep: -1 AC, -1 to attack rolls.
Cumulative per night of not enough sleep. Hear Noise / Listen
Remove penalties: requires normal rest. Hear on: 1-in-6 (thief has thief ability–Listen)
Death Light
At 0 HP, the character is dead. Torch: Lasts for 1d4 + 4 turns (or 6 turns).
Negative Hit Points (optional): at 0 HP, the Lantern: Lasts for 1d6 + 18 turns (or 24 turns).
fallen is unconscious. Lose 1 HP per round. At Light range: 30’ radius +20’ of dim light.
-10 HP, the fallen is dead.
● Stabilize: Someone can spend a round to
Secret Doors
stabilize the fallen to bring them back to Searching takes 1 turn per 10’ of wall (pg. 37)
0 HP and stop them from further losing 1 Roll 1 on 1d6 to find it. +INT mod, +1 for elves.
HP per round. Traps
● Getting damaged again after that will Trap triggering: 2-in-6 chance (GM discretion)
resume the loss of 1 HP/round. Triggered traps: save vs Death Ray to avoid.
● Recovery: Magical healing, rest with Detect Traps: 1-in-6 chance.
8-hour sleep (+1 HP) or full all-day bedrest Dwarves have a 2-in-6 chance.
(+2 HP) can bring stabilized characters Thieves use the thief ability–Remove Traps.
back to positive hit points. When the Searching takes 1 turn per 10' square area.
character has at least 1 HP, they regain
consciousness. Sample Traps
● Spellcasters who drop to 0 HP lose all Alarm: 30’ radius. Save vs Spells or be deafened for
unused spell slots for the day. 1d8 turns. Alerts monsters.
Other instant death effects (optional): Arrow trap: Hidden crossbow shoots (AB+1) and
Instead of instant death, take damage equal to does 1d6+1 damage. Could be poisoned.
1d6 for every HD of the victim. Chute: Through a hidden trap door or illusion. Save
vs Death Ray (+DEX mod) or fall down the chute.
Poisons May take falling damage or other damage from
Save vs Poison or die. hazard below (eg. acid, spikes).
Neutralize Poison spell: can revive a poisoned Falling debris: Save vs Paralysis (+DEX mod) or take
person if cast within 10 rounds of death. 1d10 damage.
Instead of dying (optional rule): Flashing light: Save vs Spells or be blinded for 1d8
● Take 1d6 damage per round for 6 rounds. turns.
● Fall into a coma for 1d6 turns. Oil slick: Those walking save vs Death Ray (+DEX
● Suffer -4 attacks, AC and saves for 6 turns. mod) or fall prone. Will ignite easily.
Triggered spell: Such as curses, wall of fire.
Saving Throw Adjustments
Blade trap: From ceiling (AB+1), 1d8 damage.
Against Poison: +CON mod
Portcullis: Gate falls. Save vs Death Ray or take 3d6
Against Illusions: +INT mod damage.
Against Mind Control: +WIS mod
Wandering Monster Encounter
Falling Damage
Every 3 turns, there’s a 1-in-6 chance.
Take 1d6 damage per 10' fallen, up to a
maximum 20d6.
Wilderness Magic
Wilderness Movement Rates Spells
Movement (Feet per Round) (Miles per Day) ● Preparation: at each start of the day,
10' 6 spells are prepared to fill in empty slots or
replace previously prepared spells.
20' 12
● Preparation requirements: full night’s
30' 18
rest (ie. 6 hours).
40' 24 ● Preparation time: 1 turn for every 3
50' 30 spell levels of the spell being prepared.
60' 36 ● Persistence: only spells cast must be
70' 42 replaced. Spells prepared but not used on
a previous day are not lost.
80' 48
● Casting requirements: at least one free
90' 54 hand and the ability to speak.
100' 60
Spoiled Casting Conditions
110' 66
● If a spellcaster is attacked (even if not
120' 72 hit) or must make a saving throw (even
~ Based on an 8-hour day of travel through if not successful) on the same Initiative
open, clear terrain. number on which the spell is cast.
~ Forced march: 12 hours per day, +50% to the ● Two spellcasters casting spells at each
distance traveled (1d6 dmg, save vs Death Ray). other on the same Initiative number
~ Waterborne Travel: 12 hour day of travel will both succeed in their casting.
(ships may travel 24 hours per day). ● But casters may disrupt another
~ Traveling by air: overland movement rates with a spell only if they have a better
doubled, and all terrain effects are ignored. Initiative and choose to delay
casting until right before the other.
Overland Travel
Terrain Adjustment Magic-User Spells
Jungle, Mountains, Swamp x1/3 ● Magic-users prepare spells by studying
Desert, Forest, Hills x1/2 their spellbooks.
● Spellbooks are written in a magical
Clear, Plains, Trail x2/3
script that can only be read by the one
Road (Paved) x1 who wrote it, or through the use of the
Missile Weapon Ranges read magic spell.
● Read magic is so ingrained that it can be
Weapon S (+1) M (0) L (-2)
prepared without a spellbook.
Longbow 70 140 210
Shortbow 50 100 150 Magic-User Spell Acquisition
To transcribe a new spell into a spellbook:
Heavy Crossbow 80 160 240
● Taught by another Magic-User ( takes
Light Crossbow 60 120 180 1 day for each spell)
Dagger, Hammer, Hand ● Studying another’s spellbook (takes
Axe 10 20 30 1 day for every spell level of the spell)
Oil or Holy Water 10 30 50 Cost: 500 gp per spell level transcribed.
Sling 30 60 90
Spear 10 20 30
Compiled by Gabe Fua 2021
Equipment Weapons
Weapon Cost Size Weight Dmg.
General Equipment
Axes
Item Cost Weight
–Hand Axe 4 gp S 5 1d6
Backpack 4 gp ⅒
–Battle Axe 7 gp M 7 1d8
Candles, 12 1 gp ⅒
–Great Axe 14 gp L 15 1d10
Chalk, small bag of pieces 2 gp ⅒
Bows
Clothing, common outfit 4 gp 1
–Shortbow 25 gp M 2 –
Glass bottle or vial 1 gp ⅒
––Shortbow Arrow 1 sp ⅒ 1d6
Grappling Hook 2 gp 4
––Silver version* 2 gp ⅒ 1d6
Holy Symbol 25 gp ⅒
–Longbow 60 gp L 3
Holy Water, per vial 10 gp ⅒
––Longbow Arrow 2 sp ⅒ 1d8
Iron Spikes, 12 1 gp 1
––Silver version* 4 gp ⅒ 1d8
Ladder, 10 ft. 1 gp 20
–Light Crossbow 30 gp M 7
Lantern, Hooded 8 gp 2
––Light Quarrel 2 sp 0.1 1d6
Map or scroll case 1 gp ½
––Silver version* 5 gp 0.1 1d6
Mirror, small metal 7 gp ⅒
–Heavy Crossbow 50 gp L 14
Oil (per flask) 1 gp 1
––Heavy Quarrel 4 sp ⅒ 1d8
Paper (per sheet) 1 gp 1
/100
––Silver version* 10 gp ⅒ 1d8
Pole, 10' wooden 1 gp 10
Daggers
Quiver or Bolt case 1 gp 1
–Dagger 2 gp S 1 1d4
Rations, Dry, one week 10 gp 14
–Silver* Dagger 25 gp S 1 1d4
Rope, Hemp (per 50 ft.) 1 gp 5
Swords
Rope, Silk (per 50 ft.) 10 gp 2
–Shortsword 6 gp S 3 1d6
Sack, Large 1 gp ⅒
–Longsword/Scimitar 10 gp M 4 1d8
Sack, Small 5 sp ⅒
–Two-Handed Sword 18 gp L 10 1d10
Tent, Large (ten men) 25 gp 20
Tent, Small (one man) 5 gp 10 Hammers & Maces
–Warhammer 4 gp S 6 1d6
Thieves' picks and tools 25 gp 1
–Mace 6 gp M 10 1d8
Tinderbox, flint and steel 3 gp 1
–Maul 10 gp L 16 1d10
Torches, 6 1 gp 1
Whetstone 1 gp 1 Other Weapons
Wineskin/Waterskin 1 gp 2 –Club/Cudgel/ 2 sp M 1 1d4
Walking Staff
Winter blanket 1 gp 3
–Quarterstaff 2 gp L 4 1d6
Writing ink (per vial) 8 gp ⅒
–Pole Arm 9 gp L 15 1d10
Armor and Shields –Sling 1 gp S ⅒
Armor Type Cost Weight AC ––Bullet 1 sp ⅒ 1d4
No Armor 0 gp 0 11 ––Stone n/a ⅒ 1d3
Leather Armor 20 gp 15 13 –Spear 5 gp M 5
Chain Mail 60 gp 40 15 ––one handed 1d6
Plate Mail 300 gp 50 17 ––two handed 1d8

Shield 7 gp 5 +1
Conversions Pounds to Kilograms
Pound Kg
Scale
1 0.5
Dungeons: Feet
Outdoors: Yards (area of effect measurements 2 0.9
remain in feet) 3 1.4
4 1.8
Money Exchange Rate
1 platinum piece (pp) = 5 gold pieces (gp) 5 2.3
1 gp = 2 electrum pieces (ep) = 10 sp = 100 cp 10 4.5
1 ep = 5 silver pieces (sp) 15 6.8
1 sp = 10 copper pieces (cp) 20 9.1
30 13.6
Unit Conversions
40 18.1
Feet to Meters
50 22.7
Feet Meters
100 45.3
1 0.3
200 90.6
3 0.9
500 226.5
5 1.5
900 407.7
6 1.8
7 2.1
8 2.4 Estimates
9 2.7 8 inches = 1 fork
6 feet = 1.8 meters = height of a fridge, mattress
10 3
length, 6 bowling pins stacked.
15 4.5 20 feet = half as tall as a telephone pole
20 6 60 feet = 1 bowling alley
30 9 15 feet = 4.5 meters = 1 car length
40 12 1 mile = 1,760 yards = 5,280 feet
1 mile = roughly 2000 paces, 20 minute walk
50 15
100 30 1 yard / 3 feet (roughly 1 meter)
200 60 ● 1 guitar
● A long stride of a person
Miles to Kilometers ● Width of a typical doorway
Miles Km ● Half the length of a bed
1 1.6 ● Height of a countertop
● 4 rungs up a ladder
2 3.2
● 5 steps up a staircase
6 9.7 ● Width of a dining table
24 38.6 ● Height of a 5 year-old
48 77.2
72 115.8

Compiled by Gabe Fua 2021


A BASIC FANTASY SUPPLEMENT

Open Game License


INTRODUCTION subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content
Character Classes: A Basic Fantasy Supplement (hereinafter “the distributed using this License.
Supplement”) is based on the System Reference Document v3.5 ("SRD"),
which is Open Game Content. The text of the Open Game License itself is 3.Offer and Acceptance: By Using the Open Game Content You indicate
not Open Game Content. Instructions on using the License are provided Your acceptance of the terms of this License.
within the License itself.
4. Grant and Consideration: In consideration for agreeing to use this License,
Designation of Open Game Content: The entire text of the Supplement the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
(except the Open Game License, as noted above) is Open Game Content, license with the exact terms of this License to Use, the Open Game Content.
released under the Open Game License, Version 1.0a (reproduced below)
as described in Section 1(d) of the License. Artwork incorporated in this 5.Representation of Authority to Contribute: If You are contributing original
document is not Open Game Content, and remains the property of the material as Open Game Content, You represent that Your Contributions are
copyright holder. Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.
Designation of Product Identity: Product identity is not Open Game Content.
The following is designated as product identity pursuant to OGL v1.0a(1)(e) 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
and (7): (A) product and product line names, including Basic Fantasy Role- portion of this License to include the exact text of the COPYRIGHT NOTICE of
Playing Game, Basic Fantasy RPG, and BFRPG, as well as the phrase “make any Open Game Content You are copying, modifying or distributing, and You
mine Basic”; (B) all artwork, logos, symbols, graphic designs, depictions, must add the title, the copyright date, and the copyright holder's name to the
likenesses, formats, poses, concepts, themes and graphic, photographic COPYRIGHT NOTICE of any original Open Game Content you Distribute.
and other visual representations, including the “eye” logo, which is the
7. Use of Product Identity: You agree not to Use any Product Identity, including
personal mark of Chris Gonnerman for his various products, and which is
as an indication as to compatibility, except as expressly licensed in another,
Copyright © 2002 Chris Gonnerman, and the “Scribbled Dragon,” which is
independent Agreement with the owner of each element of that Product
Copyright © 2005 Erik Wilson; (C) logos and trademarks, including any
Identity. You agree not to indicate compatibility or co-adaptability with any
trademark or registered trademark clearly identified as product identity by
Trademark or Registered Trademark in conjunction with a work containing
the owner of the product identity, and which specifically excludes the open
Open Game Content except as expressly licensed in another, independent
game content.
Agreement with the owner of such Trademark or Registered Trademark. The
More information on the Open Game License can be found at: 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
http://www.wizards.com/d20 Identity used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
OPEN GAME LICENSE VERSION 1.0A
8. Identification: If you distribute Open Game Content You must clearly
The following text is the property of Wizards of the Coast, Inc. and is indicate which portions of the work that you are distributing are Open Game
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. Content.
1. Definitions: (a)"Contributors" means the copyright and/or trademark 9. Updating the License: Wizards or its designated Agents may publish
owners who have contributed Open Game Content; (b)"Derivative Material" updated versions of this License. You may use any authorized version of this
means copyrighted material including derivative works and translations License to copy, modify and distribute any Open Game Content originally
(including into other computer languages), potation, modification, distributed under any version of this License.
correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, 10. Copy of this License: You MUST include a copy of this License with every
transformed or adapted; (c) "Distribute" means to reproduce, license, rent, copy of the Open Game Content You Distribute.
lease, sell, broadcast, publicly display, transmit or otherwise distribute;
(d)"Open Game Content" means the game mechanic and includes the 11. Use of Contributor Credits: You may not market or advertise the Open
methods, procedures, processes and routines to the extent such content Game Content using the name of any Contributor unless You have written
does not embody the Product Identity and is an enhancement over the prior permission from the Contributor to do so.
art and any additional content clearly identified as Open Game Content by
12. Inability to Comply: If it is impossible for You to comply with any of the terms
the Contributor, and means any work covered by this License, including
of this License with respect to some or all of the Open Game Content due to
translations and derivative works under copyright law, but specifically
statute, judicial order, or governmental regulation then You may not Use any
excludes Product Identity. (e) "Product Identity" means product and product
Open Game Material so affected.
line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements, dialogue, 13. Termination: This License will terminate automatically if You fail to comply
incidents, language, artwork, symbols, designs, depictions, likenesses, with all terms herein and fail to cure such breach within 30 days of becoming
formats, poses, concepts, themes and graphic, photographic and other aware of the breach. All sublicenses shall survive the termination of this
visual or audio representations; names and descriptions of characters, spells, License.
enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or 14. Reformation: If any provision of this License is held to be unenforceable,
supernatural abilities or effects, logos, symbols, or graphic designs; and any such provision shall be reformed only to the extent necessary to make it
other trademark or registered trademark clearly identified as Product identity enforceable.
by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 15. COPYRIGHT NOTICE
motto, designs that are used by a Contributor to identify itself or its products Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
format, modify, translate and otherwise create Derivative Material of Open Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
Game Content. (h) "You" or "Your" means the licensee in terms of this David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
agreement. James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

2. The License: This License applies to any Open Game Content that Basic Fantasy Role-Playing Game Copyright © 2006-2011 Chris Gonnerman.
contains a notice indicating that the Open Game Content may only be Basic FantasyClasses:
Role-Playing Game Charts Supplement
and Tables Copyright © 2010 Simone Felli
Used under and in terms of this License. You must affix such a notice to any Character A Basic Fantasy Copyright © 2014
Open Game Content that you Use. No terms may be added to or Basic Fantasy Role-Playing Game GM Screen Sheets Copyright © 2021 Gabe Fua
E
N
D
O
F
L
I
C
E
N
S
E

You might also like