Sword Noir One-Pager: The Lost

This one-pager only fits on a page with 10 pt font, but that’s fair, isn’t it? One thing I like about this one is that if the PCs are playing criminals, this is where they distinguish themselves from the scum. I talk about that a bit over at Sword’s Edge.

The Lost

Situation
Regher Gaunt, once an Urban Cohort, achieved something of note when he was drilled out of that corrupt organization for being too corrupt. He’s now a resident of the Gagerum, maybe the biggest slum in Everthorn, and an old enemy has taken the only thing that matters to him, his daughter. He almost got killed trying to get her back, and now he’s turned to the PCs as his only hope. Cut-Lip Caladis—who used to run with the gang known as the Fallen Ones—took the girl and has someone backing him up, a bunch of someones who almost killed Regher. Now Regher’s got nothing, no one to help him, and might not even live to see another morning. All he wants is his daughter safe.

Plot Points
1. Regher actually did his job when he put Cut-Lip to the oars for robbing and killing a family, but Cut-Lip holds a major grudge because this was one time when Regher couldn’t be bought. Regher knows Caladis is willing to kill children, so he’s desperate.

2. This is just sweet revenge for Caladis, who intends to sell the girl into slavery. He tried to interest the Fallen Ones, but only his previous association with themstopped them from gutting him. He’s gone too far. They didn’t steop him but know he’s on the way to the Pit.

3. Caladis indeed has Regher’s daughter, Lydia, at the Pit. He also has 8 hired goons led by Druxis, a mercenary.

Locations
1. The Aerie: The Fallen Ones congregate at an old watchtower that is now on the edge of the North Road, just on the outskirts of East Corners. It’s been modified and heightened so that it now climbs six stories up, and has a diameter of 20 metres at its base and 10 metres at its apex. Each floor serves a different purpose—tavern, gambling hall, brothel, and opium den—with the top two stories the headquarters of the Fallen Ones.

2. The Pit: Three kilometres north-east, off the North road, is an old quarry or mine or something. This is an illegal slave market that opens for one night during the full moon. The Pit is only the most recent location, as whenever the Urban Prefect learns of its location, he sends the Captain and his Whites to shut the place down.

Narrative Characters
1. Regher Gaunt, disgraced Urban Cohort
Concept: Loser (+2) Faculty: Tough Guy (Phy, +2)
Phy 12; Agl 9; Wit 7; Cha 7; Wil 9

2. Cut-Lip Caladis, holds a major grudge
Concept: SOB (+2) Faculty: Back Stabbing (Phy, +2)
Phy 12; Agl 9; Wit 9; Cha 7; Wil 7

3. Adreanna, leader of the Fallen Ones
Concept: Honourable Criminal (+2) Background: Kill My Way to the Top (+2)
Faculty: Drawing Blood (Agl, +2) Flaw: Tied to Oaths (-2)
Phy 9; Agl 15; Wit 12; Cha 12; Wil 9
Voice of Authority (Cha, +2), Sharpest of Blades (Agl, +2)

4. Druxis the merc
Concept: Mercenary (+2) Faculty: Swordsmanship (Phy, +2)
Phy 12; Agl 9; Wit 9; Cha 7; Wil 7

5. Hasault, runs the Pit
Concept: Flesh Merchant (+2) Faculty: Smell Weakness (Wit, +2)
Phy 9; Agl 9; Wit 12; Cha 7; Wil 7

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Sword Noir One Pager: Layers

I talked a little bit about one-pagers over at Sword’s Edge. Here’s the first one-pager for Sword Noir, Layers. You can read the Sword’s Edge article here.

Situation
The criminal boss, Dugald the Lame, has brought the PCs into a major operation that he is planning, one that offers a massive pay-out. He won’t take no for an answer because he says the PCs are the best in the business—and if the PCs insist on saying no, that’s a whole other adventure. Just as the job/deal/whatever is going down, the Urban Cohorts swoop in to arrest everyone. As the PCs may (or may not) learn, Dugald sold them out. Under the guise of the Ghost Crow, he’s been selling anyone he doesn’t like to the Cohorts, getting their money and a free pass for his own operations.

Plot Points
1. Just before starting the job, the PCs recognize a crooked Urban Cohort named Vindiacos skulking around, trying to look non-descript with a big cloak covering his breastplate and weapons. This will hopefully clue them in that things are wonky. If they don’t figure it out, they are faced with double their numbers in Urban Cohorts who are—thankfully—out to arrest them rather than kill them.

2. Either information from the crooked Cohort or other resources lead the PCs to the Maze and Alisanos. He sells the information to the Cohorts, but it comes from the Ghost Crow, who seems to know almost everything about the Everthorn underworld. The Ghost Crow can only be found at his Sea Palace.

3. The Ghost Crow is well-protected by both Urban Cohorts and his own gang of cut-throats both at the launch to the Sea Palace, and on the Sea Palace as well. No one seems to know what the Ghost Crow looks like, or where on the Sea Palace he can be found.

Locations
1. The Maze: Likely in Gagerum or a similar slum, the Maze is a collection of tenements covering over three blocks that have been attached by walkways, additions, and extensions so that they form one giant building, but a building that is its own neighbourhood, inhabiting vertical as well as horizontal space. The Maze has merchants, taverns, inns, a cooper and even a blacksmith. It is run by the Cursed Crew.

2. The Sea Palace: This is a collection of barges, anchored outside the sea walls near the Tides. Buildings have been built on these barges and there are chain and board bridges between barges. There is a brothel, a casino, an opium den, and an inn and tavern. It is not open to anyone, and the Ghost Crow keeps invites to a minimum.

Narrative Characters
1. Duglad the Lame master of Right Banks/Ghost Crow, master of the Sea Palace
Concept: Ringleader (+2) Faculty: Deception (Wit, +2)
Phy 9; Agl 7; Wit 9; Cha 12; Wil 7

2. Vindiacos, Urban Cohort contact
Concept: Corrupt Cohort (+2) Faculty: Bringing the Pain (Phy, +2)
Phy 12; Agl 9; Wit7; Cha 7; Wil 9

3. Alisanos, purveyor of information
Concept: Underworld Merchant (+2) Background: Orphan of the Streets (+2)
Faculty: Connections (Cha, +2) Flaw: All that glitters (-2)
Phy 9; Agl 9; Wit 12; Cha 15; Wil 12
Sell you Anything (Cha, +2), Know It All (Wit, +2)

4. Requin, master of the Cursed Crew and Mayor of the Maze
Concept: Enforcer (+2) Faculty: the Blade (Phy, +2)
Phy 12; Agl 9; Wit 7; Cha 7; Wil 9

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Sword Noir: Valuable Lessons

I learned two things at our Sword Noir game last night.

1. One must enunciate correctly. “Contact” sounds very much like “contract” in the right conditions.

2. While Sword Noir has a magic system, it is possible to do “low level” styles of magic without using the magic system.

Last night, we had both a pyromaniac alchemist and an engineer styled as an early 17th century MacGyver. We didn’t use the magic system. I was thinking about it, but passed on it, as the alchemist was a new player who had been away from RPGs for a bit, and while I tried to keep it simple, magic tends to add complexity to any game.

Thing was, given that in combat their intent was to incapacitate or kill their opponents, there was no need to do anything differently than if someone was using a weapon. Whether a character uses a knife, a sword, a flintlock, a spinning chandelier affixed with table legs or caustic powders, the effect was the same. So the characters simply used different Qualities with different narrative descriptions of the action. No problem.

The alchemist also whipped up a fantasy version of sodium amytal to aid in the questioning of prisoners. And why the fuck not? Everyone had fun and the characters got to be awesome.

I’m interested in seeing where this will go. I’ll let you know more after our next game.

Third lesson learned thrown in for free: I can totally run a game from one sheet of paper with an outline of the situation, 2 special locations, 3 plot points, and 5 narrative characters, as long as I have the whole of Everthorn to back me up. I’ll bet you can too. Using the information provided for Everthorn in Sword Noir, the Kheufer Scrolls, and Crossing the Millers, you’ve pretty much got a fair chunk of Everthorn outlined, if not described.

More on Sword Noir one-pagers to come.

You can find awesome Sword Noir stuff here.

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Sales Figures for September

As you can see from the figures below, Crossing the Millers did pretty well for its first month—and that is, of course, relative to my expectations. Please remember, when looking at those figures, that Sword’s Edge Publishing is a z-list publisher, without staff and without a marketing budget. I count more than 25 sales in the first month as a major win.

Part of the continued strong sales for Sword Noir can be attributed to releasing Crossing the Millers, as any release helps to push sales in back product. Part of it can also be attributed to the “Sword Noir bundle” I have provided over at RPG Now, in which one can purchase Sword Noir and its two existing adventures at a 17% discount on buying them separately. This may have pushed customers who were considering the purchase to actually make it.

I’d like to mention, in case you didn’t know, that anyone who purchased both Sword Noir and the Kheufer Scrolls would have received a coupon for a free copy of Crossing the Millers. If you call into this category but have not received your coupon (likely because I can’t email you through RPG Now), please drop me a line and let me know. Send along your customer number, if you can.

And for those playing along at home, we’ve cleared $ 889.91 of Sword Noir‘s $ 1338.59 cost. I expect sales to drop off dramatically in the following months, so two years to profit may not have been too pessimistic.

It is my hope that October will see the release of Kiss My Axe: Thirteen Warriors and an Angel of Death and then November will see the release of Suffer the Witch, the first Kiss My Axe adventure. That will—hopefully—help to maintain strong sales.

Fingers crossed.

You can find the “Sword Noir bundle” here.

You can find the rest of our catalogue here.

Monthly Sales
Albenistan
Khorforjan Gambit, 2
Qalashar Device, 2
Raid On Ashkashem, 2

Arcane Kingdoms
Arcane Kingdoms, 2
For Simple Coin, 7

Covert Forces
Canada’s Combined Security Reconnaissance Section, 1
Covert Forces Redux, 1
In Her Majesty’s Service, 2

Sword’s Edge System
Crossing the Millers, 32
Sword’s Edge System, Free Rules, 55
Sword Noir, 39
The Kheufer Scrolls, 32

Sales to Date
Albenistan
Albenistan: Election Day (Modern Dispatch 113): 29
Khorforjan Gambit: 93
Qalashar Device: 106
Raid On Ashkashem: 145

Arcane Kingdoms
Arcane Kingdoms: 27
For Simple Coin: 46

Charity Products
Relief Effort: 53

Covert Forces
Canada’s Combined Security Reconnaissance Section: 89
Covert Forces: 100
Covert Forces Redux: 137
In Her Majesty’s Service: 123

Modern Medieval
Gunpowder Plots: 73
Man-At-Arms Advanced Class: 36
Mercenary Advanced Class: 39
Spy Advanced Class: 34
Modern Medieval Compilation: 46
(for Japanese Disaster Relief)

Other
Cyber-state Avatar Toolkit: 35
Line Zero: 32

Roles & Classes
Capable Hero: 84
Combat Hero: 83
Counter-Terrorism Assaulter: 95
Covert Hero: 92
Spec Ops Recce: 93
Special Operations Marksman: 93
Talent Trees Assembled: 68

Sword’s Edge System
Crossing the Millers, 32
Sword’s Edge System, Free Rules 699
Sword Noir 249
The Kheufer Scrolls, 72

Treasure Chest Unlocked
Gems: 66
Incense: 7

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Spec Ops in Various Systems

In a series of posts over at Sword’s Edge, I talk about using light systems for modern military, special operations-type characters. I wrote them because I’m thinking about writing a Spec Ops style adventure using our Sword’s Edge System. I’ve always kind of thought I needed crunchy, robust systems to model military adventures. The posts helped me to rationalize my options, make me consider what different rules sets can deliver.

As part of that, here are some examples of a “shooter” style character—a sniper or other weapons specialist—in different rules sets. I think each system provides different advantages, but I think I’m happy with what SES can do.

You can read the articles here (part 1), here (part 2), and here (part 3).

And have a look at d20 Modern, Modern20, True20, and SES.

The characters are using gear that would not stand out in a post-Soviet, Central Asian Republic—just like the one found in the Albenistan series.

D20 Modern
Tough Hero 2/Combat Hero 2/Sniper 2: CR 6; HD 2d10 plus 2d10 plus 2d8; hp 34; DR 3; MAS 11; Init +3; Spd 30ft.; Def 19, touch 18, flatfooted 16; BAB +5; Grap +6; Atk +6 melee (1d4+1, combat knife), or +8 ranged (2d10 SVDS), or +8 ranged (2d6, P226); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Det 7, the mission; SV Fort +5, Ref +6, Will +3; AP 32; Rep +2

Str 12, Dex 16, Con 11, Int 14, Wis 16, Cha 10
Skills: Balance 4 (+7/+5), Climb 5 (+6/+4), Concentration 5 (+5), Escape Artist (+3/+1), Hide 8 (+13/+11), Jump (+1/-1), Listen 5 (+10), Move Silently 8 (+13/+11), Speak Language (Arabic, Farsi, Pashto, Urdu), Spot 8 (+13), Survival 4 (+7), Tumble (+3/+1).
Feats: Alertness, Armour Proficiency (light), Dead Aim, Far Shot, Personal Firearms Proficiency, Precise Shot, Point Blank Shot, Simple Weapons Proficiency, Stealthy.
Talents (Tough Hero): Remain Conscious
Class Features (Sniper): Improved Dead Aim (+3), Improved Far Shot, Massive Shot
Occ: Military (Hide, Move Silently; Personal Firearms Proficiency)

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio, undercover vest (DR 3, Def 1).

Modern20
Powerhouse 6: HD 6d10; HP 45; DR 4; Init +3; Spd 30 ft. (25 ft. in armour); Defence 17, flatfooted 14; BAB +6; Atk +7 melee (1d4+2, combat knife) or (1d4+1, unarmed), or +11/+10 ranged (2d10+5+2, SVDS) or +9/+8 ranged (2d6+2, P226); SQ Melee Master; AL D7, the mission; SV Fort +7, Ref +5, Will +5, Rec +5; Rep +3; AP: 9

Str 12, Dex 16, Con 14, Int 11, Wis 16, Cha 10
Background: Military (Athletics, Unarmed, Weapons)
Occupation: Hunter (Called Shot, Double Tap)
Hobby: Speak Language
Skills: Acrobatics (+3/+0), Athletics 4 (+5/+2), Firearms 9 (+12), Outdoorsman 9 (+16), Perception 9 (+12), Speak Language (Arabic, Farsi, Pashto, Urdu) 4, Stealth 9 (+16/+13), Unarmed 4 (+5), Weapons 4 (+5)
Feats: Attack Focus (Sniper Weapons System), Attack Specialization, Cross Training (Perception), Far Shot, Greater Attack Focus, Greater Precise Shot, Precise Shot, Talented (Outdoorsman, Stealth), Trackless
Access/Contacts/Followers: Favours 3
Wealth: 12

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; concealable armour; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

True20
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
Skills: Acrobatics +3/+0, Climb +1/-2, Concentration (9) +11, Escape Artist +3/+0, Jump +1/-2, Languages (4) (Arabic, English, French, Pashto, Tajik) +4, Notice (9) +11, Sleight of Hand +3/+0, Stealth (9) +12/+9, Survival (5) +7, Swim +1/-2
Feats: Armour Training, Attack Focus (rifle), Attack Specialization (rifle), Far Shot, Firearms Training, Greater Attack Focus (rifle), Improved Precise Shot, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+7 (+6 base, +3 Dex/+1 Str), Initiative +3
Savings Throws Toughness +4 (+3 armour, +1 Con), Fortitude +6 (+5 base, +1 Con), Reflex +5 (+2 base, +3 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

SES
Concept: Sniper, Great
Background: Hunter, Good
Faculty: Linguist, Good
Flaw: Code of Honour, Basic

Trait                           Quality
Physique: Good      Pathfinder Company, Good; Close Quarters Battle, Good
Charisma:
Cunning:  Good       Outdoorsman, Good

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; concealable armour; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

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Sword Noir: Full Contact

Here’s a Sword Noir plot idea:

The characters were framed for various crimes and have spent the last year or more toiling at the oars of Everthorn’s merchant fleet. They are suddenly released at the behest of the Captain (leader of the Whites, the incorruptible unit within the city’s Urban Cohorts) or some other figure. They are told the same criminal boss framed each of them, and now their benefactor has decided to bring that boss down. The benefactor offers the character their freedom if they can destroy the boss and the boss’s criminal network.

Some variations:

- one character is the wrongly accused and the rest of the PC group are old associates who remain loyal OR other agents of the benefactor

- the benefactor is not a criminal, rather it is one of Everthorn’s elite, and the characters are rescued by either a political rival OR a criminal boss who wants revenge against the elite figure

- the benefactor is lying to the characters to get their cooperation, and at some point in the adventure, the characters learn the truth

You can buy Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery here.

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August Sales

There were no new releases in August, and I think that can be seen clearly in the sales for Sword Noir. I’m not going to say that sales were bad, because before releasing Sword Noir, 13 units in a month would be a very good result. You can see, though, that other than our free rules system, Sword Noir is our biggest seller by a fair margin. My projections for Sword Noir was 10 to 15 a month, so August fit into that nicely.

Crossing the Millers has already energized sales of Sword Noir, but there are no further planned releases for Sword Noir. I might end up releasing more adventures, as I have two more adventures “plotted” out but not written. If I can avoid the use of art and cartography, I think I can make adventures profitable enough to continue releasing them, but the sales of Crossing the Millers should inform that decision. The Kheufer Scrolls had included both art and maps. Crossing the Millers has two maps and no art. If that model sells, I may continue forward with it.

August Sales
Albenistan
Khorforjan Gambit: 2
Qalashar Device: 1
Raid On Ashkashem: 1

Arcane Kingdoms
Arcane Kingdoms, 2
For Simple Coin, 3

Covert Forces
Canada’s Combined Security Reconnaissance Section, 3
Covert Forces Redux, 3
In Her Majesty’s Service, 1

Sword’s Edge System
Sword’s Edge System, Free Rules, 33
Sword Noir, 13
The Kheufer Scrolls, 8

Sales to Date
Albenistan
Albenistan: Election Day (Modern Dispatch 113): 29
Khorforjan Gambit: 91
Qalashar Device: 104
Raid On Ashkashem: 143

Arcane Kingdoms
Arcane Kingdoms: 25
For Simple Coin: 39

Charity Products
Relief Effort: 53

Covert Forces
Canada’s Combined Security Reconnaissance Section: 88
Covert Forces: 100
Covert Forces Redux: 136
In Her Majesty’s Service: 121

Modern Medieval
Gunpowder Plots: 73
Man-At-Arms Advanced Class: 36
Mercenary Advanced Class: 39
Spy Advanced Class: 34
Modern Medieval Compilation: 46
(for Japanese Disaster Relief)

Other
Cyber-state Avatar Toolkit: 35
Line Zero: 32

Roles & Classes
Capable Hero: 84
Combat Hero: 83
Counter-Terrorism Assaulter: 95
Covert Hero: 92
Spec Ops Recce: 93
Special Operations Marksman: 93
Talent Trees Assembled: 68

Sword’s Edge System
Sword’s Edge System, Free Rules 644
Sword Noir 210
The Kheufer Scrolls, 40

Treasure Chest Unlocked
Gems: 66
Incense: 7

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Crossing the Millers: A Sword Noir Adventure

In this adventure for Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery, Finney the Miller, master of East Corners, wants the Fixer’s crew to take care of a romantic rival he suspects has captured his mistress’ eyes, if not her heart. But does this risk a war with a gang that has sworn allegiance to the Millers? Or does it risk something else entirely.

Crossing the Millers is a PDF adventure with 21 pages of content including 3 pages of narrative characters and 6 pre-generated characters for use by the players. While the adventure does not require the use of Sword Noir, the narrative characters and some situations are based on that system and would require modification to use with another system.

Crossing the Millers is now available from RPG Now.

If you have already bought both Sword Noir and the Kheufer Scrolls, you can get Crossing the Millers for free. If you aren’t receiving email from RPG Now, drop me a line with your customer ID and I’ll send you back the discount link.

 

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Kiss My Axe Pre-Gens

Those of you at Gen Con had a chance to check these characters out and maybe even score “the Quick and Dirty Gen Con Edition” of Kiss My Axe: Thirteen Warriors and an Angel of Death. Those of you not at Gen Con, can check out these character as a kind of window into Kiss My Axe. Sections of the game are being retooled, but also work on preparing “Crossing the Millers,” the Gen Con one-shot for Sword Noir: A Role-playing Game of Hardboiled Sword & Sorcery, is on-going, and once that is out, I can turn full time to Kiss My Axe.

So, for your edification and education, here are the pre-gens from “Suffer the Witch.” The characters have been altered due to intended changes in how Pivots work.

The Captain
Concept: Warband Captain, Good                Fighting: Good
Faculty: Fierce Diplomacy, (Wit, Good)       Style: Sword & Shield, Good
Seafaring: Good                                            Protection: Fine Hauberk, Good
Phy: Good; Wit: Good; Cha: Good
See to the Heart of It (Wit, Good)
Pivot: Glory lies with Loyalty: A man true to followers and leader is a man who will be respected and trusted. Luck is gained when the character remains faithful or maintains a trust or promise even in the face of immense reward to do otherwise, or after a particularly disastrous defeat.

The Navigator
Concept: Pilot of the Waves, Good               Fighting: Good
Faculty: Navigation, (Wit, Good)                  Style: Play it Smart, Good
Seafaring: Great                                             Protection: Shield & Armour, Good
Phy: Average; Wit: Great; Cha: Basic
Tales on the Wind (Wit, Good); See the Weakness (Wit, Good)
Pivot: Skill bests Brawn: When raw strength meets raw skill, it is skill that prevails. Luck is gained when a character uses cunning or strategy to achieve success against a superior, noteworthy, or particularly nasty opponent.

The Bard
Concept: Skald, Good                                   Fighting: Good
Faculty: Honeyed Words, (Cha, Good)         Style: Grace of Steel, Good
Seafaring: Good                                            Protection: Like a Ghost, Good
Phy: Average; Wit: Good; Cha: Great
Play Upon Your Heart (Cha, Good); See the Weakness (Wit, Good)
Pivot: I will Do what I Must: Sometimes, one must act in a manner that opposes all that is said to be right in order to achieve victory. Luck is gained when a character acts in a fashion against and element of the Viking Ethos in order to achieve a victory that is significant for others, and is generally in keeping with the general spirit of the Viking Ethos (for example—murdering a war-leader or champion in order to gain a victory in an upcoming battle).

The Berserker
Concept: Warrior, Good                                Fighting: Great
Faculty: Intimidation, (Phy, Good)               Style: Raw Fury, Good
Seafaring: Good                                            Protection: Invincibility, Great
Phy: Great; Wit: Average; Cha: Average
Pivot: Glory through Battle: The place where one gains reputation and honour is in combat. Luck is gained when the character engages in combat even though there are other, easier options available. The combat itself should be at a significant or particularly dramatic, and the combat should be against overwhelming odds or a clearly superior opponent.

The Archer
Concept: Hunter, Good                                 Fighting: Great
Faculty: Tracking, (Wit, Good)                      Style: the Bow, Good
Seafaring: Good                                            Protection: Avoidance, Good
Phy: Good; Wit: Average; Cha: Average
In the Wild (Wit, Good); Through the Heart (Phy, Good)
Pivot: Protection in the Shadows: While all others strive for their names to be known, there is comfort in disappearing into the darkness, to being neither known nor admired. Luck is gained when a character avoids gaining glory or reputation for a noteworthy act or victory that is in keeping with the Viking ethos.

The Warlock
Concept: Weather Witch, Good                    Fighting: Good
Faculty: the Unseen (Cha, Good)                  Style:
Seafaring: Good                                            Protection:
Phy: Average; Wit: Good; Cha: Good
Worker of Wonders, galthr (Great), ehwaz [sending], mannaz [area of effect], othala [air]; the Lame (Basic)
Pivot: I Stand Outside: This character is not part of the society as a whole. The character may be a sorcerer, woman, or foreigner who sails with the Vikings. Luck is gained when the character acts in a manner contrary to societal norms. The action should not simply be contrary, but should challenge Viking society while meeting some element of the character’s concept and the Viking Ethos. The outcome of the action should be successful and noteworthy.

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True20 Special Operations Pre-Gens

For Games on Demand at Gen Con 2011, I was prepared to run four different games. Two were  my own (Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery and Kiss My Axe: Thirteen Warriors and an Angel of Death) and two were not. The two that were not was Old School Hack and True20. For Old School Hack, I was actually going to use Jenn Wong’s Quest for the Golden Panda playset for Fiasco to generate an improvised game. For True20, I had a quick hack of the Khorforjan Gambit prepared.

I’ve already shared the pre-generated characters used for Sword Noir. Here are the pre-gens for the proposed True20 Spec Ops game, which was never played.

The Boss, Army Captain
Expert 3/Warrior 3
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +1, Con +1, Int +2, Wis +1, Cha +2
Skills: Acrobatics +2/-1, Bluff (4), Climb +1/-2, Escape Artist +2/-1, Diplomacy (9), Intimidate (9), Jump +1/-2, Knowledge [civics] (4), Knowledge [current events] (4), Knowledge [tactics] (9), Language [Arabic, English, Pashto], Notice (9) +2, Search (6), Sense Motive (6) +2, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (9), Swim +0/-3
Feats: Armour Training, Attack Focus (firearms), Attack Specialization (firearms), Connected, Far Shot, Firearms Training, Master Plan, Point Blank Shot, Precise Shot, Talented (Notice, Sense Motive)
Combat: Attack +6 (+5 base, +1 Dex), Defence Dodge/Parry +6/+5 (+5 base, +1 Dex), Initiative +1
Saving Throws: Toughness +4 (+1 Con, +3 armour), Fortitude +3 (+2 base, +1 Con), Reflex +3 (+2 base, +1 Dex), Will +5 (+4 base, +1 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: HK G3/SG1 marksman rifle, 6 G3 magazines; Leupold electro-optical scope for G3; Norinco P226 autoloader pistol (12/24/48, 2d6, 17, AP1, SA); 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom (portable satellite radio); tactical radio.

Urban Kit: Norinco P226 autoloader pistol (12/24/48, 2d6, 17, AP1, SA); 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); satcom (portable satellite radio); tactical radio.

Weapon Att           Range    Crit         Dam        Ammo     Special
G3           +7           150         20           +6           30           Autofire
P226       +7           45           20           +4           13

The Intelligence Officer, Navy Sub-Lieutenant
Expert 6
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +0, Con +0, Int +2, Wis +3, Cha +2
Skills: Acrobatics +0/-3, Bluff (9) +11, Climb +0/-3, Computers (4) +6, Diplomacy (9) +11, Disable Device (4) +6, Disguise (4) +6, Escape Artist +0/-3, Gather Information (9) +11, Intimidate (4) +6, Jump +0/-3, Knowledge (current events) (5) +7, Knowledge (streetwise) (4) +6, Languages (2) (English, Dari, Pashto, Tajik, Turkmen) +4, Notice (9) +12, Sense Motive (9) +12, Sleight of Hand +0/-3, Stealth (9) +9/+6, Swim +0/-3
Feats: Armour Training, Attack Focus (pistol), Defensive Roll, Eidetic Memory, Far Shot, Firearms Training, Lucky, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +4 (+4 base), Defence Dodge/Parry +4/+4 (+4 base), Initiative +0
Savings Throws: Toughness +3 (+3 armour), Fortitude +3 (+2 base, +1 Cha), Reflex +3 (+2 base, +1 Cha), Will +9 (+5 base, +3 Wis, +1 Cha)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); tactical radio; military grade laptop

Urban Kit: Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: 5 chem-lights; compass; flashlight; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio.

Weapon Att         Range    Crit         Dam       Ammo   Special
AKM      +4           75           20           +5           30           Autofire
P226       +5           45           20           +4           13

The Medic, Air Force Warrant Officer
Expert 4/Warrior 2
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +1, Dex +2, Con +0, Int +3, Wis +1, Cha +0
Skills: Acrobatics +2/-1, Bluff (4) +4, Climb +1/-2, Computers (4) +7, Concentration (7) +8, Craft [pharmaceutical] (9) +12, Escape Artist +2/-1, Diplomacy (7) +7, Jump +1/-2, Knowledge [behavioural sciences] (7) +10, Knowledge [life sciences] (9) +14, Language [Arabic, English, Farsi, Pashto, Urdu] (1), Medicine (9) +17, Notice (9) +10, Sense Motive (9) +10, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (7) +8, Swim +1/-2
Feats: Armour Training, Attack Focus (firearms), Attack Specialization (firearms), Firearms Training, Improvised Tools, Jack-of-All-Trades, Prone Fighting, Skill Focus (Medicine), Sneak Attack, Talented (Knowledge [life sciences], Medicine)
Combat: Attack +7 (+5 base, +2 Dex), Defence Dodge/Parry +7/+6 (+5 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +3 (+0 Con, +3 armour), Fortitude +2 (+2 base), Reflex +3 (+1 base, +2 Dex), Will +2 (+1 base, +1 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; 5 chem-lights; compass; flashlight; maps, local; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); field medical kit; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: 5 chem-lights; compass; flashlight; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); field medical kit; tactical radio.

Weapon Att         Range    Crit         Dam        Ammo     Special
AKM      +8           50           20           +5           30           Autofire
P226       +8           30           20           +4           13

The Engineer, Army Warrant Officer
Expert 6
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +1, Con +0, Int +3, Wis +2, Cha +1
Skills: Acrobatics +1/-2, Climb +0/-3, Computers (9) +12, Craft (electronic) (9) +12, Craft (mechanical) (9) +12, Craft (structural) (9) +12, Disable Device (9) +12, Escape Artist +1/-2, Jump +0/-3, Knowledge (physical sciences) (9) +12, Knowledge (technology) (9) +12, Language (Arabic, English, Farsi, Tajik, Urdu) (1) +4, Notice (9) +11, Search (9) +12, Sleight of Hand (8) +9/+6, Stealth (9) +10/+7, Swim +0/-3
Feats: Armour Training, Attack Focus (assault rifle), Defensive Attack, Demolitions, Evasion, Far Shot, Firearms Training, Improvised Tools, Point Blank Shot, Precise Shot
Combat: +5 (+4 base, +1 Dex), Defence Dodge/Parry +5/+4 (+4 base, +1 Dex/+0 Str), Initiative +1
Savings Throws Toughness +3 (+3 armour), Fortitude +5 (+5 base), Reflex +3 (+2 base, +1 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; 5 pounds C4 w/detonators; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); AN/PRC-117F squad radio w/ satcom; tactical radio; military grade laptop

Urban Kit: Norinco P226 autoloader pistol (in concealed carry rig); 2 P226 magazines; removable silencer for P226; combat knife; undercover vest;
in rucksack: 5 pounds C4 w/detonators; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio; military grade laptop

Weapon Att         Range    Crit         Dam        Ammo     Special
AKM      +6           75           20           +5           30           Autofire
P226       +5           45           20           +4           13

Demolitions Feat: When using any Skill to complete a task related to Demolitions, including the placing, arming, removal, or disarming of explosives, the character gains a +2 bonus

The Sniper, Army Warrant Officer
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
Skills: Acrobatics +3/+0, Climb +1/-2, Concentration (9) +11, Escape Artist +3/+0, Jump +1/-2, Languages (4) (Arabic, English, French, Pashto, Tajik) +4, Notice (9) +11, Sleight of Hand +3/+0, Stealth (9) +12/+9, Survival (5) +7, Swim +1/-2
Feats: Armour Training, Attack Focus (rifle), Attack Specialization (rifle), Far Shot, Firearms Training, Greater Attack Focus (rifle), Improved Precise Shot, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+7 (+6 base, +3 Dex/+1 Str), Initiative +3
Savings Throws Toughness +4 (+3 armour, +1 Con), Fortitude +6 (+5 base, +1 Con), Reflex +5 (+2 base, +3 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); satcom; tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
SVDS     +11         325         19-20/+4+7           20
P226       +9           45           20           +4           13

Weapons NCO, Army Sergeant
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +2, Dex +3, Con +2, Int +0, Wis +0, Cha +0
Skills: Acrobatics +3/+0, Climb (5) +7/+4, Escape Artist +3/+0, Intimidate (9) +9, Jump +2/-1, Languages (4) (English, German, Hindi, Russian, Tajik) +4, Notice (5) +5, Sleight of Hand +3/+0, Stealth (9) +12/+9, Swim (4) +5/+2
Feats: Armour Training, Attack Focus (machinegun), Attack Specialization (machinegun), Far Shot, Firearms Training, Greater Attack Focus (machinegun), Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+8 (+6 base, +3 Dex/+2 Str), Initiative +7
Savings Throws Toughness +5 (+3 armour, +2 Con), Fortitude +7 (+5 base, +2 Con), Reflex +5 (+2 base, +3 Dex), Will +2 (+2 base, +0 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Norinco Type 81 SAW; 4 Type 81 drum magazines; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); squad radio w/satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); sitcom; tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
SAW       +11         325         20           +6           75
P226       +9           45           20           +4           13

The Scout, Army Sergeant
Expert 2/ Warrior 4
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +2, Con +2, Int +2, Wis +3, Cha +0
Skills: Acrobatics (5) +7/+4, Climb (5) +5/+2, Drive (5) +7, Escape Artist +2/-1, Jump (3) +3/+0, Languages (2) (English, Dari, Farsi, Pashto, Tajik) +4, Notice (9) +12, Ride (4) +6, Search (9) +11, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (9) +12, Swim (5) +5/+2
Feats: Armour Training, Far Shot, Firearms Training, Point Blank Shot, Precise Shot, Sneak Attack, Track, Trackless, Trailblazer, Uncanny Dodge
Combat: +7 (+5 base, +2 Dex), Defence Dodge/Parry +7/+5 (+5 base, +2 Dex/+0 Str), Initiative +2
Savings Throws: Toughness +5 (+3 armour, +2 Con), Fortitude +4 (+2 base, +2 Con), Reflex +4 (+2 base, +2 Dex), Will +8 (+5 base, +3 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: HK G3 battle rifle; 6 G3 magazines; ACOG (night-vision capable) for G3; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); AN/PRC-117F squad radio w/satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
G3           +7            112           20           +6           20           Autofire
P226       +7           45            20           +4           13

For those interested in Sword Noir, it can be found here.

The Khorforjan Gambit can be found here.

You can check out Old School Hack here.

The Quest for the Golden Panda can be found here

Fiasco can be found here.

True20 can be found here.

And just to cover my legal butt. Haven’t done one of these in a while, but here’s the OGL. Using True20 Adventure Roleplaying: Revised Edition really added to the section 15. Holy crap!

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Advanced Player’s Manual, © 2005, Green Ronin Publishing: Author Skip Williams.
Advanced Player’s Guide, © 2004, White Wolf Publishing, Inc.
Algernon Files, © 2004, Blackwyrm Games; Authors Aaron Sullivan and Dave Mattingly.
Armies of the Abyss, © 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas.
The Avatar’s Handbook, © 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson.
Bastards & Bloodlines, © 2003, Green Ronin Publishing, Author Owen K.C. Stephens
Blue Rose, © 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, and John Snead.
Blue Rose Companion, © 2005, Green Ronin Publishing; Editor Jeremy Crawford.
The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
Book of the Righteous, © 2002, Aaron Loeb.
Challenging Challenge Ratings: Immortal’s Handbook, © 2003, Craig Cochrane.
Conan The Roleplaying Game, © 2003 Conan Properties International LCC; Authorized Publisher Mongoose Publishing Ltd; Author Ian Sturrock.
CORE Explanatory Notice, © 2003, Benjamin R. Durbin
Creatures of Freeport, © 2004, Green Ronin Publishing, LLC; Authors Graeme Davis and Keith Baker.
Crime and Punishment, © 2003, Author Keith Baker
Crooks!, © 2003, Green Ronin Publishing; Authors Sean Glenn, Kyle Hunter, and Erik Mona.
Cry Havoc, © 2003, Skip Williams. All rights reserved.
Challenging Challenge Ratings: Immortal’s Handbook, © 2003, Craig Cochrane.
Darwin’s World 2nd Edition, © 2003, RPG Objects; Authors Dominic Covey and Chris Davis.
Design Parameters: Immortal’s Handbook, © 2003, Craig Cochrane.
Fading Suns d20 ©2001 Holistic Design, Inc.
Galactic Races, © 2001, Fantasy Flight Games.
Gimmick’s Guide to Gadgets, © 2005, Green Ronin Publishing; Author Mike Mearls.
Grim Tales, © 2004, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Cyberware game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Firearms game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Horror game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Spellcasting game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Vehicle game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Hot Pursuit, © 2005, Corey Reid, published by Adamant Entertainment, Inc.
Immortals Handbook, © 2003, Craig Cochrane.
Legions of Hell, © 2001, Green Ronin Publishing; Author Chris Pramas.
A Magical Medieval Society: Western Europe, © 2003, Expeditious Retreat Press; Authors Suzi Yee and Joseph Browning.
The Mastermind’s Manual, © 2006, Green Ronin Publishing; Author Steve Kenson.
Modern Player’s Companion, © 2003, The Game Mechanics, Inc; Author: Stan!
Monster’s Handbook, © 2002, Fantasy Flight Publishing, Inc.
Monte Cook Presents: Iron Heroes, © 2005, Monte J. Cook. All rights reserved.
Monte Cook’s: Arcana Unearthed, © 2003, Monte J. Cook. All rights reserved.
Mutants & Masterminds, © 2002, Green Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds, Second Edition, © 2005, Green Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds Annual #1, © 2004, Green Ronin Publishing, LLC; Editor Erik Mona.
Mythic Heroes, © 2005, Benjamin R. Durbin, published by Bad Axe Games, LLC.
OGL Horror, © 2003, Mongoose Publishing Limited.
Possessors: Children of the Outer Gods, © 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com.
The Psychic’s Handbook, © 2004, Green Ronin Publishing; Author Steve Kenson.
The Quintessential Fighter, © 2001 Mongoose Publishing
Relics and Rituals: Excalibur,© 2004, White Wolf Publishing, Inc.
Rokugan, © 2001 AEG
Sea of Blood ©2001 Mongoose Publishing
The Seven Saxons, by Benjamin R. Durbin and Ryan Smalley, © 2005, Bad Axe Games, LLC.
Silver Age Sentinels d20, © 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
Skull & Bones ©2003, Green Ronin, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael Skarka.
Spycraft © 2002, Alderac Entertainment Group.
Spycraft Espionage Handbook, © 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Spycraft Faceman/Snoop Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.
Spycraft Fixer/Pointman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin.
Spycraft Mastermind Guide, © 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.
Spycraft Modern Arms Guide, © 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.
Spycraft Soldier/Wheelman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera.
Spycraft U.S. Militaries Guide, © 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
Spycraft, © 2005, Alderac Entertainment Group.
Swords of Our Fathers, © 2003, The Game Mechanics
Tales of the Caliphate Nights, © 2006, Paradigm Concepts, Inc., Author Aaron Infante-Levy
Tome of Horrors, © 2002, Necromancer Games., Inc.; Author Scott Greene, based on original material by Gary Gygax.
True20 Adventure Roleplaying, © 2005, Green Ronin Publishing; Author Steve Kenson.
True20 Bestiary, © 2006, Green Ronin Publishing; Author Matthew E. Kaiser.
The Unholy Warrior’s Handbook, © 2003, Green Ronin Publishing; Author Robert J. Schwalb.
Ultramodern Firearms, © 2002, Green Ronin Publishing; Author Charles McManus Ryan.
Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Wrath & Rage, © 2002, Green Ronin Publishing, Author Jim Bishop
True20 Adventure Roleplaying: Revised Edition, © 2007, Green Ronin Publishing;, LLC Author Steve Kenson.

Raid on Ashkashem Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Qalashar Device Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Khorforjan Gambit Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; SEP Spec Ops; the Qalashar Device; Raid on Ashkashem; the Khorforjan Gambit.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: everything

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