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Black Hack - Stellar Hack - Starlite

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100% found this document useful (1 vote)
391 views14 pages

Black Hack - Stellar Hack - Starlite

Uploaded by

xerxeslins
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Stellar Hack

Starlite
Written by Chris Di Donna
Edited by Matthew Stuart
Logo By Melissa Zachariadis

For use with The Black Hack


WHAT IS THIS?
The Stellar Hack (TSH) is a supplement for use with that most excellent traditional tabletop roleplaying game, The
Black Hack. It adds elements for Spaceships, Alien Races and High Tech.

Starlite is the rules focused, content light version, available for free. Enough for the first few levels of play.

You can buy ​The Black Hack​ or read the free​ The Black Hack SRD.​ Also in use with this supplement are T
​ he Black
Hack Additional Things​ and ​The Black Hack: Guns & Ammo​.

ROLLING STATS
One stat is added in this hack, Flavour (FLV). When you meet a new species you probably won’t be able to coast by on
Charisma alone and should stat check your FLV. How your cultures clash on first contact and interact thereafter
depends in large part on whether they want to eat you or not. Some Encounters might even require an immediate
FLV roll if a familiar species is really starving right now.

MOVEMENT AND DISTANCE IN SPACE


Spaceship Distance is larger than Personal Distance. Assuming a Spaceship has landed on a planet, Close is within
visual range, Nearby is in high atmosphere, Far-Away is within orbit and Distant is anything beyond orbit.
Spaceships use Subluminal engines to cover these distances and Superluminal speeds to travel faster than light
between Distant locations.

For a Spaceship interacting at the Personal scale, all Personal distances are considered Close, all ships Weapons
damage is instant kill and stat checks to hit are made at disadvantage. Be careful not to blow a new crater in any
small moons.

EQUIPMENT
You start with 5D6x10 Megagredits to spend on equipment. Significant tech, usually the sort that cause large holes to
be blasted into things, cost Megagredits. Prices for simple things cost mere credits. A single Megagredit is enough
to pay the cost of living for a crew of 10 for a month. This includes things like food, water, oxygen, Stellarflix
subscription and air-conditioning.

EQUIPMENT LISTS

GEAR
Name Cost in mG Thing it does

Omnoculars. 20 Sees Infrared, Ultraviolet, Low light, radiation, radio, windspeed and
direction.

Movement Tracker 20 These are goggles with motion detection sensors. They can
distinguish creature movement and give a false image overlay.
Different goggles are required for different EM wavelengths.

Anti-grav 2 When activated will slow your upward or downward direction by 3


shoes/belt/harness metres a second until you come to a stop.

Vacc Suits 1 Stops you from dying in space. The Oxygen supply has a d10 Usage
Dice. Roll each per hour. Comes with compressed air thrusters for
emergencies, d8 Usage Die per moment of thrust. Made of
commercial grade Fabrock, counts as 2 AP.

Commlinks 1 10 commlinks with a 100km range, voice recognition locking, orbital


range beacon and encrypted channels. Battery has a d12 Usage dice,
roll per hour, twice if the beacon is active.

1
WEAPONS
Base Guns use bullets with an oxygen enriched, long burning, flight stabilising propellant. Guns suffixed with
(various) have versions that can use different ammo types. Guns that use special ammo have a multiplier applied to
the base cost of the gun.

When a Guns Usage Dice is depleted, they cannot fire. When a powered Melee Usage Dice is depleted, they lose the
associated special ability. A weapon reload costs one tenth of the weapons price.
Name Cost in mG Thing it does

Pistol (various) 1 Nearby range. D8 Usage Dice

Assault Rifle (various) 10 Far Away range. D20 Usage dice

Sniper Rifle (various) 12 Distant range. D8 Usage Dice

Cannon (various) 20 Nearby range. Full damage. D8 Usage Dice.

Grenade (various) 1 Nearby Range. Bomb.

Crazy Ammo, Stopping Power 3 times base


Weapon weapon cost

Blunderbollocks Weapon 2 times base


weapon cost.

Power Blade 10 Close Range. 1D8 Usage Dice/Add your level to the
damage.

Electro Whip 10 Close range. 1D8 Usage Dice/Blunderbollocks.

ARMOUR AND BARRIER POINTS


Physical Armour uses the standard Armour Points rule. Personal Energy Barriers and Energy Shields use the
supplemental Usage Dice Armour rule. People say Personal Energy Barriers render you impotent but I don’t believe
them.

Name Cost in mG Thing it does

Fabrock 50 4 Armour Points. Impact ablative and rip resistant cloth. Popular for
utility and industrial outfits as well as vacuum suits.

Shell 100 6 Armour Points. Hard polymer plates attached to fabrock.


Non-interlocking.

Hard 350 9 Armour Points. Interlocking Hard Polymer and ceramic shell armour.

Kinetic Shield 50 D6 Armour Usage Dice. Small personal shield device. Only effective
against projectiles.

Kinetic Barrier 100 D10 Armour Usage Dice. Small personal shield device. Effective against
ranged and melee attacks.

Stasis Shield 1000 D10 Armour Usage Dice. Large personal shield. Effective against all
attacks as well as gas, radiation and fluid.

2
CYBERNETICS
Characters can fit half their level rounded down in cybernetic devices. Cybernetics are powered by a battery. A
device will state if it requires a roll of the battery Usage Dice and how often.

Name Cost in mG Thing it does

Tendomusc MX 50 +2 STR for 1 moment, roll Usage Die per use.

Cerenerves Express GTX 50 +2 DEX for 1 moment, roll Usage Die per use.

Synidia Synapse Accel XPT 15 You can instantly numerate. You get advantage on data
resolution tasks such as stellar cartography, battlefield
assessments and doing your tax. Sniper actions do full damage
as well.

Matrix Intertron C 10 You can enter the computer with your mind, dude. Subtract
your level from all Computer usage stat checks.

Basic Battery 10 D6 Usage Dice

Improved Battery 30 D10 Usage Dice

Superior Battery 50 D20 Usage Dice

BIOTECH
You can get half your level rounded down in biotech implants. You will need to eat twice as much as usual.
Conveniently enough, you find you’re not so picky about raw bloodied meat anymore.

Name Cost in mG Thing it does

Muscles by Juequon 250 +2 STR

Artemis Reflex 250 +2 DEX

Pure Unbroken 250 Once per combat you can trigger an accelerated battle
sense. You attack with Advantage. The effect ends
when you miss as attack.

Jue Jue Popera! 50 A Sonic Attack. 1d6 damage dice. 20 feet knockback.
Use for free with any melee attack. 1d6 Usage Dice.
You can also talk like you are using a megaphone.

Beuford Go 500 You get double movement speed. You can move Far
Away in one action.

CHARACTERS
Choose a Career and a Species. Simply add the abilities of your Species to your Character Sheet.

SPECIES
HUMAN
These persistent opportunists practically infest Known Space. They form odd aggregations of societies, affiliations
and corporations due to their extremely social nature. They tend not to act effectively as a whole species due to an
envious streak. Their flesh is considered the most luxurious and succulent available.

Advantage to CHA rolls with friendly or neutral non-humans, FLV for unfriendly ones.
You have a Social, Professional or Family association you can call on for aid.
3
TIKEETS
Tikeets are a gestalt organism of small wood eating grubs that get about in artisanal mechanical hives, no larger than
a humanoid. They are often mistaken for robots. They are gregarious to a fault and separate hives can mix members
to share experiences and replenish losses. They are simply delicious when candied and an excellent source of protein.
They are not compatible with conventional biotech. Always refer to themselves in the plural.

You have advantage on INT rolls to do with Tech.


Your robotic home grants a base 2 Armour Points in addition to any armour you are wearing.

SKRITS
Originally considered a pest species, Skrits are small simians capable of surviving in space. They spread throughout
Known Space by clinging to spacecraft exteriors. Eventually they were adopted as pets and quickly demonstrated
their intelligence. They are still inclined to fling their poo in times of stress.

You can survive freezing, radiation and vacuum for a week. After that you need to hibernate.

FEMERIANS
Literally a bunch of quadrupedal knuckle draggers. They can get a pretty fast clip going though. Hardy, calm and
hairy herbivores. Both Males and Females fight for mating rights, which is spectacular to watch. They tend to favour
biotech but can operate equipment well enough.

You have Advantage to CON checks related to exertion.


You can feed on just about any vegetation you encounter.

4
ROUGHNECK / MERC / TROUBLE
You are very good at hitting things, also shooting them. You are not a savage
however and have an icy calm and leadership nouse to spare. Also, you can
improvise a mean gumbo from just about anything.

Starting HP​: d10 + 4


HP Per Level/Resting:​ 1d10
Weapons and Armour​: Any and All
Attack Damage​: 1d8 / 1d6 Unarmed or Improvising

Special Features
A Roughneck gets an extra attack per level.

If a warrior has no Personal Energy Barrier and fails a STR or DEX test to
avoid damage from an attack, they can opt to destroy a handheld item to
ignore the damage. Use once per combat.

A Roughneck can use his action to rally his companions and allies, once per
combat. Allies immediately heal 1d6 HP and for the next two moments they
get advantage on all Panic! Tests.

Leveling Up
Roll to see if attributes increase, roll twice for STR and DEX.

5
KNACKER / ENGINEER / FIXER
You’ve a knack for gadgets and thrill to learn the secrets of technology. No one
is as smart as you, obviously, and should be relieved of equipment they aren’t
able to use properly. Clearly. Unlike you. Obviously.

Starting HP​: d6 + 4
HP Per Level / Resting:​ 1d6
Weapons and Armour​: All Pistols, Rifles and Platforms. Fabrock and Shell
Armour. All Energy Barriers.
Attack Damage:​ 1d6 / 1d4 Unarmed or Improvising.

Special Features
Any roll for technology, out of combat, is done with Advantage. Even alien
technology and archaeological artifacts.

You can spot weaknesses in your opponent's Defences. Once per combat you
can make a INT test as an attack against one opponent. If you succeed you
gain advantage to all attacks against that opponent for the rest of the combat.

Once per rest you can push a piece of tech to exceed one of its performance
boundaries. Sensors or Weapons get an extra step of Distance to their range.
A Weapon automatically does full damage. You get a second attempt to open a
lock. You ignore a Usage Die result of 1 or 2.

Leveling Up
Roll to see if attributes increase, roll twice for INT and WIS.

6
SPACESHIPS
Spaceships are complicated vehicles, requiring a crew to operate. Finding a cheap ship that can take you places is
easy, keeping it flying is a whole other matter. Not to mention that there’s always someone trying to steal your stuff.
Or something trying eat you. Usually both.

COMBAT
When in Combat, one player becomes the Captain and the other players will operate the combat systems. Each
combat system, when successfully operated, will provide HD that the captain assigns to Attack or Defence. Finally,
the Captain directs the Attack and resolves the Defence.

A ship can Move and take an Action per moment. The Captain rolls for initiative and the Crew roll to operate their
systems.

When stat checks are made, apply the strong opponents rule. The Captain is opposed for Initiative and the Crew is
opposed by system. For each additional system a crew member operates beyond the first, increase all roll values by 1.
For each additional crew member assisting to operate a system, decrease the roll value by 1.

For each stat check that succeeds, grant a HD to the Captain. For each stat check that fails, grant a HD to the
opposing side. The Captain and the GM assign their accumulated HD to Attack and Defence accordingly, in secret.
They then compare totals.

Where Attack exceeds Defence, the difference may be taken from the losing ship's combat system HD or rolled as HP
damage to the hull.

SHIPS MAIN SYSTEMS

Speed (STR or WIS) ​If Speed HD is reduced to zero, you cannot move toward or away from your target. Speed can be
granted to Attack or Defence by the crew member.

Helm (DEX or INT) ​If Helm HD is reduced to zero, you cannot maneuver or avoid obstacles. Helm can be granted to
Attack or Defence by the crew member.

Shields (INT or WIS) ​If Shields HD is reduced to zero, all damage to the hull is doubled. Shields are opposed to
Gunnery for their stat check. Shields can only be granted to Defence.

Gunnery (DEX or STR) ​If Gunnery HD is reduced to zero, you can no longer assign HD to attack. Gunnery is
opposed to Shields for its stat check. Gunnery can only be granted for Attack. All Gunnery HD is stacked. Gunnery
can grant a HD for each gun slot.

Multiple ships on a side will stack their HD values and Attack HD are still resolved against individual ships.

A ship can increase or decrease a step of distance from another ship by 4HD a moment. Ie: if a Speed 5HD ship is
being pursued by a Speed 4HD ship at Close range, it will take 4 moments to reach Nearby range. If it was a Speed
8HD ship, it would only take a moment. If you have less Speed HD than your opponent, they would decrease a step
of distance at the same rate.

Hull ​is represented as HP and a catch all spec for a ship's structural integrity.

7
SHIP DAMAGE
Anyone not manning a system or Captaining can perform repairs with an Engineering roll. An Engineering roll is an
INT ​then ​STR ​stat check. Passing the roll allows you to restore 1HD to a combat system or roll 1HD to restore HP to
the Hull.

If Hull HP is reduced to zero, immediately roll 1d4 on the Out Of Commision table. If your ship continues to be
damaged, accumulate the roll each time.

OUT OF COMMISSION TABLE


Roll Effect

1-2 Power offline. Pass an Engineering roll to get back online next moment.

2-5 Shaken and stirred. Ship’s HP is at 1 and everyone onboard take 1d4 damage.

5-6 Major Hull breach. The ship is venting air and losing inertial stability fast. All combat system stat
checks are at disadvantage until it is sealed. Pass 1d4 Engineering rolls in a single moment to seal
it.

7-8 System Wide Failure. You are adrift in space with no life support or power.

9 Core Breach. You have 1d4 moments to get off the ship before it explodes.

10 Obliterated. No Survivors.

8
SHIP COMBAT EXAMPLE
Just another day hauling contraband in a Section8 rental Galoxy, when a pirate Tarok drops in for an easy target with a free score.

Joneses: A Tarok has entered sensor range, Captain. It is approaching us at port.


Captain: Everyone get on the job. Burg I want you on the port guns.
Burg: Human I will man the Helm as is my want!
Captain: I don’t have time for your lip Burg! You’re the only one with jacked senses and we’ll need that to be able to
hit a Tarok in this tub.
Burg: Very well then.
Harmel: Helm checking in.
Reeeee: Engines are up to speeeeed.
Joneses: Shields are at full capacity. We are taking fire.

Using the Strong Opponents rule, The Tarok imposes penalties of +2 to Speed and Helm but no penalty to Shields or
Gunnery.
The Crew Rolls stat checks and passes Speed(1 HD to Defence), Gunnery (1HD to Attack) and Shields (1HD to
Defence) but fails Helm (1HD to the Tarok for Attack).
The Captain has 1HD for Attack and 2HD for Defence. The Tarok only has 1HD for Attack and no Defence. The
Tarok attack has failed but the Captain has 1HD of Attack that gets through.
The Captain reduces the Tarok Helm by 1HD.

Burg: Solid hit on its ventral stabiliser.


Captain: Harmel try to keep that bastard in Burgs field of fire. Reeeee it’s moving fast, I need more power to the
engines, lets close the distance.

The Tarok now only imposes a +1 penalty to Helm but still imposes a +2 to Speed.
The Crew passes Speed (1HD to Attack), Guns (1HD to Attack), Shields (1HD to Defence) and Helm (1HD to Attack).
The Tarok has no Attack or Defence this moment. The Captain has 3HD for Attack and decides to roll them for Hull
damage. He rolls a total of 9.

Burg: Direct hit! I have nearly defeated him!


Captain: Come on Engineering we need to catch him or he’ll bring back his friends.
Reeeee: But we must first shimmy to the party in the sun.
Captain: Oh great, Reeeee’s phased out again!

The Tarok uses its evade boosters giving 8HD for Speed, imposing a +5 penalty to the Galoxy’s Speed!
The Crew fails checks for Speed and Helm (2HD to the Tarok for Defence) but passes Gunnery(1HD to Attack) and
Shields (1HD to Defence).
The Galoxy’s Attack has failed. The Tarok at 8HD for Speed moves to Nearby range, out of range for the Galoxy’s
Guns.

Captain: I’m blaming you for this Reeeee.


Reeeee: I blame the shimmy.

9
OTHER SHIPS SYSTEMS
There are many means of Superluminal speed. You might Jump from point to point, Warp or Stutter in a straight
line, pass through a Gate system, Shift in and out of another dimension or Will yourself to being elsewhere. A
Superluminal journey usually occurs within Nearby distance of the start and end location.

All ships come with gravity brakes allowing greater deceleration the nearer they are to a gravity well without causing
inertial trauma.

Sensors are rated by what they can detect at certain range steps. Basic sensors are rated to find spacesuits, ships,
meteors and asteroids at a range of Close, planets, moons and comets at Far Away and Suns at Distant. Sensors that
have a larger base rating increase each subsequent step accordingly.

Most ships run on a power plant that does not require constant refueling.

Every ship only has a limited amount of space for add on modules.

SHIP MODULES

WEAPONS
Name Cost in mG HD What it does

Gatling (Various) 100 1HD Close Range. D8 Usage Dice. Adv. to stat check.

Cannon (Various) 150 2HD Close Range. D10 Usage Dice.

Proximity (Various) 200 2HD Close Range. Fires every other moment. Automated, hits with
a stat check of 12. D8 Usage Dice.

Chassis Cannon 500 10HD Nearby Range. Fire once per combat. Each HD above the
(Various) targets Shields grants an extra HD to Attack.

Crazy Ammo 3 times base


Weapon weapon cost

Stopping Power 3 times base


Weapon weapon cost

Missiles 200 4HD Nearby Range. Bomb. HD applied a moment after they are
fired. D10 Usage dice. Max damage to hull.

10
EQUIPMENT

Name Cost in mG Thing it does

Escape pods 100 For escaping a ship that is breaking up. Your crew will love these.

Sensor package 200 Add one range step to the ship's’ sensors.

Silent Running 500 Switch off all active systems (combat systems to 0HD, Sensors only to
Close). Other sensors can’t detect your ship.

Boosters 10 Add 1HD per booster to Speed for up to a minute.

PLAYERS SHIPS

Galoxy
Galoxy Pty Ltd is a defunct Ultrastellar that made a wide range of small utility carriers, trawlers and tugs. They
were soundly built, functionally outfitted and available at a reasonable price. Second Hand Galoxies are popular
with startups due to their low cost and ongoing reliability.

Crew ​10 Sensors ​Nearby Speed 3​ HD Helm 2​ HD Shields ​3HD

Modules ​4 Drive ​Superluminal Gunnery ​2 180 degree slots, base Cannon. Hull ​20

Tarok
The Tikeet are know for making the best fighter craft due to their mastery of miniaturized technical systems. The
Tarok model provides a great range of fighters for all your vaporizing needs

Crew ​2 Sensors ​Close Speed 5​ HD Helm 4​ HD Shields ​1HD

Modules ​0 Drive ​Subluminal Gunnery ​1 forward facing slot, base Gatling Hull ​10

Intercept/Evade Boosters​: Can transfer HD from Helm to Speed.

SOME OTHER SHIPS OUT THERE

What is it? Speed Helm Shields Gunnery Hull

A sizable derelict that just lit up. 2HD 3HD 5HD 4HD x 4 turrets, Close 15
range

A Space Whale. Territorial. It can Jump 10 1HD 2HD 0HD 5HD Ramming. 50
light seconds at will, 1d10 Usage Die.

Space Pirates! They want all your booze and 3HD 2HD 4HD 1 x 2HD forward facing 20
orifices. Crazy Ammo, 2 x 3HD
turrets. 1 x Tagger turret.

Smugglers. If you aren’t a narc they may be 3HD 2HD 3HD 2 x 2HD turrets. 1 x 15
willing to trade. forward facing missile
launcher.

11
ALIEN ALMANAC
After picking an opponent you can choose to pick an additional trait for interest. If it doesn’t have a name, feel free to
name it.

HD Thing they are and do... But also...

1HD Swarm of small creatures that sting. Totally venomous, 1d6 poison for 2 moments.
Disadvantage to hit them.

2HD Elderly creature that knows where an CON test to avoid them burrowing into your skin. They
ancient thing is buried. hit automatically and do full damage per moment until
removed.

2HD Small creature that burrows or flies or They are ideologically opposed to your goals. Add two
leaps. You have Disadvantage to avoid steps to the Creature Reaction roll.
their blows in the first round of combat.

3HD Hungry Degenerate Humans. Impose Love cheese. Hate Bovines.


ADV to your FLV rolls.

4HD Wild Bleekers. If they ambush you they Can’t whistle. Suffers a lack of joy because of this.
do full damage and characters pass a STR
test or be grappled.

4HD Tikeet mercenaries. Have automated They never sleep. Easily frustrated. Dice drop the
laser pistols installed which fire as a free Creature Reaction table every other minute.
action.

4HD Human opportunists. Armed with They are psychic mythomaniacs. Pass an INT or WIS test
assault rifles. Human exclusive groups to avoid believing their lies.
are never a good thing.

4HD A lone pack predator. Amenable to being They work with you until they can overwhelm you and get
fed. you in a cooking pot. It’s over a fire, with a winch to lower
you in and everything.

4HD Automated laser drone. Attacks. They are your rivals, on the same mission you are.

5HD A digressive activist working to stop the Milk white and sightless eyes, deep philosophical insights.
exploitation of yet another virgin world. Vegan. Disadvantage to FLV rolls.
Won’t admit it likes bacon.

5HD Fixed anti personnel laser turret. They think it’s brown and blue, seriously.

5HD Gelatinous, I don’t know, thing? Takes Have sonar senses so moving undetected through murk
half damage. and ambushing is kinda their thing.

5HD They’re round, they’re black, they fly and Maybe they’re friendly. Maybe they can’t decide if you’d
they have a little red glowing eye. be too chewy.

5HD Quantum form that can manifest and Anaesthetic teeth. Loves dinner conversation with
move along lit areas. Unaffected by helpless prey. If it does HP damage, pass a CON test or be
Lazer or Phazer. Undetectable by paralyzed by the venom.
sensors.

5HD Immobile psychic data bank that Suffering from Hypothermia but it’s 31 degrees celcius
desperately wants to run a backup on the and sunny.
first available source. Always Be
Grappling vs WIS.

12
 
DESIGNATION OF PRODUCT IDENTITY 
The names The Black Hack, The Stellar Hack, and any logos and layout are product identity.  The Black Hack logos and name belong to David Black. 
The Stellar Hack name belongs to Chris Di Donna and The Stellar Hack logo belongs to Melissa Zachariadis 
DESIGNATION OF OPEN GAME CONTENT All text and tables are open game content. 
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. 
 
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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 
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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 co­adaptability 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 1.0 Copyright 2000, Wizards of the Coast, Inc.

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