Players and GMs may wish to use the framework of the Core Rules but with a different dice mechanic. Whereas rolling three six-sided dice (3d6) provides a nice probability curve, some gamers prefer the more linear results that rolling fewer dice provides. Here are some notes for using different dice mechanics with the Core Rules.
When making skill rolls and attribute rolls, instead of rolling three six-sided dice (3d6), roll two ten-sided dice (2d10).
Leave all Target Numbers and modifiers, including bonuses from spending Action Points, the same as presented in the Core Rules.
Damage from attacks should still use six-sided dice.
When making skill rolls and attribute rolls, instead of rolling three six-sided dice (3d6), roll one twenty-sided die (1d20).
Instead of the Target Numbers for the Difficulty Levels given in the book, use the following Target Numbers.
Description | TN |
---|---|
Average/Easy | 5 |
Tricky | 10 |
Challenging | 15 |
Difficult | 20 |
Demanding | 25 |
Extreme | 30 |
Legendary | 35 |
Using the Target Numbers listed above will change the die roll needed for a given skill roll or attribute roll from those listed on page 34. Below is a modified table to reflect the use of 1d20 and the new Target Numbers, for those who have an interest in such details.
Attribute +Skill |
Avg (TN 5) | Tricky (TN 10) | Chall (TN 15) | Diff (TN 20) | Deman (TN25) | Extr (TN 30) | Leg (TN 35) |
---|---|---|---|---|---|---|---|
1 | 4 | 9 | 14 | 19 | 24 | 29 | 34 |
2 | 3 | 8 | 13 | 18 | 23 | 28 | 33 |
3 | 2 | 7 | 12 | 17 | 22 | 27 | 32 |
4 | 1 | 6 | 11 | 16 | 21 | 26 | 31 |
5 | No roll | 5 | 10 | 15 | 20 | 25 | 30 |
6 | No roll | 4 | 9 | 14 | 19 | 24 | 29 |
7 | No roll | 3 | 8 | 13 | 18 | 23 | 28 |
8 | No roll | 2 | 7 | 12 | 17 | 22 | 27 |
9 | No roll | 1 | 6 | 11 | 16 | 21 | 26 |
10 | No roll | No roll | 5 | 10 | 15 | 20 | 25 |
11 | No roll | No roll | 4 | 9 | 14 | 19 | 24 |
12 | No roll | No roll | 3 | 8 | 13 | 18 | 23 |
13 | No roll | No roll | 2 | 7 | 12 | 17 | 22 |
14 | No roll | No roll | 1 | 6 | 11 | 16 | 21 |
15 | No roll | No roll | No roll | 5 | 10 | 15 | 20 |
16 | No roll | No roll | No roll | 4 | 9 | 14 | 19 |
17 | No roll | No roll | No roll | 3 | 8 | 13 | 18 |
18 | No roll | No roll | No roll | 2 | 7 | 12 | 17 |
19 | No roll | No roll | No roll | 1 | 6 | 11 | 16 |
20 | No roll | No roll | No roll | No roll | 5 | 10 | 15 |
A single 20-sided die results in a linear probability. That is, the chance of rolling any number on the die (5%) is the exact same as for rolling any other number. Because of this linear probability, using 1d20 instead of 3d6 for skill rolls makes it easier for characters with lower attribute and skill scores to achieve low difficulty tasks, but also requires characters to have higher attribute + skill score totals to succeed at tasks of Extreme and Legendary difficulty.
The modifiers given for 3d6 rolls will be too high when using 1d20. To convert modifiers in the core rules for use with 1d20, simply divide the modifier by two and round up. For example, if the modifier for a skill roll using 3d6 is listed as +3, you would change that to a +2 modifier when rolling 1d20 (3/2 = 1.5, rounded up to 2).
Similarly, the bonus from spending an Action Point becomes +3 when rolling 1d20.
Damage from attacks should still use six-sided dice.
The character is a member of a military organization, such as the U.S. Armed Forces, Royal British Navy or the Colonial Space Marines. The exact name, nature and rank structure of the organization depends on the genre and setting. GMs and developers are encouraged to develop Military Rank tables specific to their own genre or setting.
The character has the perks and responsibilities commensurate with his rank in the organization. For example, a navy Captain has the run of his (or her) ship, can hold hearing for non-judicial punishment (known as "Captain's Mast"), and can issue orders to his crew, but they also must obey maritime laws and Navy regulations, answer to those of higher rank (such as Admirals), may be watched by the public and the media, etc.
Military Rank (MR) is rated 1 to 10, with 10 being the highest attainable rank within the group. When a character buys Military Rank in a group or organization, he pays 1 to 5 points for each level or "grade" within that group, depending on the importance or influence of the group in the campaign (see the table below).
Importance | Cost/Lv | Strata |
Trivial | 1 | Enlisted ranks |
Minor | 2 | Commissioned officer |
The value of Military Rank may be adjusted based on the importance of the military organization within the campaign. If the military organization is the predominant feature of the campaign in which most if not all of the PCs are a part, then the suggested values below should be sufficient. If the organization is less accessible to most people in the setting but of an elevated importance within the setting, then the GM should consider increasing the importance of the Membership Rank by 1, 2 or even 3 points (see the example lists below).
Characters may substitute their Military Rank for a skill in appropriate situations, at the GM's discretion. The GM should impose penalties and bonuses to an NPCs' effect number to reflect special circumstances.
Likewise, GMs may also allow characters with Military Rank in a group with higher "importance" than the opposing character to receive a bonus to their effect number. For each level of difference of importance of each character's Military Rank, the character belonging to the group with the higher importance adds +5 to his effect number.
Lieutenant Fornier (who has a PRE of 5) is trying to order an MP corporal (E-4, or Rank 4) to let her into the custodial barracks so that she can talk to one of her soldiers, who was arrested for striking an MP the day before. The corporal (who has a WIL of 4) has orders to only allow his supervisor or higher ranking MPs into the custodial barracks, so the GM tells Christine to roll her character's PRE + Rank +5 (for being one level "higher" in importance than the corporal, who is enlisted) + 3d6. She rolls the dice and gets 10, making the total of her attempt 5 (PRE) +2 (Rank) +5 (bonus) +10 (the dice roll) = 22. The GM, meanwhile, rolls 3d6, and gets 7, making the corporal's total 4 (WIL) +4 (Rank) +7 (the dice roll) = 15. Because Lieutenant Fornier's roll was higher, the corporal backs down and lets the Lieutenant into the barracks.
If the same situation had occurred in the dead of night, when absolutely no visitors are allowed into the barracks, the GM could apply a bonus (of, say, +3 or even +6) to the corporal's roll, or simply not allow a roll at all.
This rule is intended to allow some flexibility in the use of skills and to allow players with Military Rank to use it instead of a normal skill to influence others, when appropriate. Players and GMs should note that, while making it easier to get other people to do things, using (or abusing) one's Military Rank may still have its consequences.
The opposite of this trait is the Outsider disadvantage.
Several suggested Military Rank tables are provided below. The GM is encouraged to create such a list for the campaign if none of the examples below are sufficient.
Notes:
* There is only one such position within the organization.
** These grades may correspond to two or more ranks; the rank depends on the duty/position of the individual.
These grades correspond with Non-commissioned Officer ranks, as a rule.
Cost | Grade | Rank (Continental Army) | Rank (Royal British Army) |
---|---|---|---|
10 | E-9† | ||
9 | E-9**† | ||
8 | E-8**† | ||
7 | E-7† | Sergeant | |
6 | E-6† | ||
5 | E-5† | ||
4 | E-4 | Corporal | |
3 | E-3 | ||
2 | E-2 | ||
1 | E-1 | Private (or Musician) |
Cost | Grade | Rank (Continental Army) | Rank (Royal British Army) |
---|---|---|---|
20 | O-10 | Commander in Chief | General* |
18 | O-9 | Lieutenant General | |
16 | O-8 | Major General | Major General |
14 | O-7 | Brigadier General | Brigadier General |
12 | O-6 | Colonel | Colonel |
10 | O-5 | Brigade Major | Lieutenant Colonel |
8 | O-4 | Major | Major |
Aide-de-Camp | |||
6 | O-3 | Captain | Captain |
4 | O-2 | Lieutenant | First Lieutenant |
Subaltern | |||
2 | O-1 | Ensign | Second Lieutenant |
Cornet |
Cost | Grade | Rank (U.S. Army) | Rank (Royal British Army) |
---|---|---|---|
10 | E-9† | ||
9 | E-9**† | Sergeant Major | |
Teacher of Music | |||
8 | E-8**† | ||
7 | E-7† | Sergeant | |
Quartermaster Sergeant | |||
6 | E-6† | ||
5 | E-5† | ||
4 | E-4 | Corporal | |
3 | E-3 | ||
2 | E-2 | Dragoon | |
1 | E-1 | Private (or Musician, Driver, Farrier, Miner, Saddler, Sapper) |
Cost | Grade | Rank (Continental Army) | Rank (Royal British Army) |
---|---|---|---|
20 | O-10 | General* | |
18 | O-9 | Lieutenant General | Lieutenant General |
16 | O-8 | Major General | Major General |
14 | O-7 | Brigadier General | Brigadier General |
12 | O-6 | Colonel | Colonel |
Aid-de-camp for General | |||
10 | O-5 | Brigade Major | Lieutenant Colonel |
8 | O-4 | Major | Major |
6 | O-3 | Captain | Captain |
4 | O-2 | First Lieutenant | First Lieutenant |
2 | O-1 | Second Lieutenant | Second Lieutenant |
Cost | Grade | Rank (USA) | Rank (CSA) |
---|---|---|---|
10 | E-9 | ||
9 | E-9**† | Sergeant Major | |
8 | E-8† | ||
7 | E-7**† | Sergeant Major | Hospital Steward |
Ordnance Sergeant | |||
6 | E-6† | First Sergeant | Quartermaster Sergeant |
Regimental Qrtrmstr Sgt | |||
5 | E-5 † | Quartermaster Sergeant | First Sergeant |
Drum Major | |||
4 | E-4 | Sergeant | Sergeant |
Company Quartermaster Sgt | |||
3 | E-3 | Corporal | Corporal |
Farrier/Blacksmith | |||
2 | E-2 | Private | Private |
1 | E-1 | Musician |
Cost | Grade | Rank (USA) | Rank (CSA) |
---|---|---|---|
20 | O-10 | General (of the Army)* | General (of the Army)* |
18 | O-9 | Lieutenant General | General |
16 | O-8 | Major General | General |
14 | O-7 | Brigadier General | General |
12 | O-6 | Colonel | Colonel |
10 | O-5 | Lieutenant Colonel | Lieutenant Colonel |
8 | O-4 | Major | Major |
6 | O-3 | Captain | Captain |
4 | O-2 | First Lieutenant | First Lieutenant |
2 | O-1 | Second Lieutenant | Second Lieutenant |
Cost | Grade | Rank (US Army) |
---|---|---|
10 | E-9 | |
9 | E-9**† | Regimental Sergeant Major |
8 | E-8† | Regimental Sergeant Major |
7 | E-7**† | Battalion Sergeant Major |
Battalion Supply Sergeant | ||
6 | E-6† | First Sergeant |
Color Sergeant | ||
5 | E-5† | Sergeant |
Mess Sergeant | ||
4 | E-4 | Supply Sergeant |
3 | E-3 | Corporal |
2 | E-2 | Private First Class |
1 | E-1 | Private |
Cost | Grade | Rank (US Army) |
---|---|---|
20 | O-10 | General |
18 | O-9 | Lieutenant General |
16 | O-8 | Major General |
14 | O-7 | Brigadier General |
12 | O-6 | Colonel |
10 | O-5 | Lieutenant Colonel |
8 | O-4 | Major |
6 | O-3 | Captain |
4 | O-2 | First Lieutenant |
2 | O-1 | Second Lieutenant |
Cost | Grade | Rank (US Army) |
---|---|---|
10 | E-9 | |
9 | E-9**† | |
8 | E-8† | |
7 | E-7**† | First Sergeant |
Master Sergeant | ||
6 | E-6† | Technical Sergeant |
5 | E-5† | Staff Sergeant |
4 | E-4 | Sergeant |
Technician 4th Grade | ||
3 | E-3 | Corporal |
Technician 5th Grade | ||
2 | E-2 | Private First Class |
1 | E-1 | Private |
Cost | Grade | Rank (USA) |
---|---|---|
22 | O-11 | General of the Army* |
20 | O-10 | General |
18 | O-9 | Lieutenant General |
16 | O-8 | Major General |
14 | O-7 | Brigadier General |
12 | O-6 | Colonel |
10 | O-5 | Lieutenant Colonel |
8 | O-4 | Major |
6 | O-3 | Captain |
4 | O-2 | First Lieutenant |
2 | O-1 | Second Lieutenant |
Cost | Grade | Rank (US Army) |
---|---|---|
10 | E-9 | |
9 | E-9**† | |
8 | E-8† | |
7 | E-7**† | Master Sergeant |
First Sergeant | ||
6 | E-6† | Sergeant First Class |
5 | E-5† | Sergeant |
4 | E-4 | Corporal |
3 | E-3 | Private First Class |
2 | E-2 | Private Second Class |
1 | E-1 | Recruit |
Cost | Grade | Rank (USA) |
---|---|---|
22 | O-11 | General of the Army* |
20 | O-10 | General |
18 | O-9 | Lieutenant General |
16 | O-8 | Major General |
14 | O-7 | Brigadier General |
12 | O-6 | Colonel |
10 | O-5 | Lieutenant Colonel |
8 | O-4 | Major |
6 | O-3 | Captain |
4 | O-2 | First Lieutenant |
2 | O-1 | Second Lieutenant |
Cost | Grade | Rank (USA) | Rank (USAF) | Rank (USMC) | Rank (USN) |
---|---|---|---|---|---|
10 | E-9† | CSM of the Army* | CMSgt of the Air Force* | SgtMaj of the Marine Corps* | Master CPO of the Navy * |
9 | E-9**† | Command Sergeant Major | Chief Master Sergeant | Sergeant Major | Master Chief Petty Officer |
Sergeant Major | Master Gunnery Sergeant | Fleet/Command Master Chief PO | |||
8 | E-8**† | Master Sergeant | Master Sergeant | Master Sergeant | Senior Chief Petty Officer |
First Sergeant | First Sergeant | First Sergeant | |||
7 | E-7† | Sergeant First Class | Master Sergeant | Gunnery Sergeant | Chief Petty Officer |
6 | E-6† | Staff Sergeant | Technical Sergeant | Staff Sergeant | Petty Officer First Class |
5 | E-5† | Sergeant | Staff Sergeant | Sergeant | Petty Officer Second Class |
4 | E-4 | Corporal | Senior Airman | Corporal | Petty Officer Third Class |
Specialist | |||||
3 | E-3 | Private First Class | Airman First Class | Lance Corporal | Seaman |
2 | E-2 | Private E-2 | Airman | Private First Class | Seaman Apprentice |
1 | E-1 | Private | Airman Basic | Private | Seaman Recruit |
Cost | Grade | Rank (USN) | Rank (USA, USAF, USMC) |
---|---|---|---|
20 | O-10 | Admiral* | General* |
18 | O-9 | Vice Admiral | Lieutenant General |
16 | O-8 | Rear Admiral (Upper Half) | Major General |
14 | O-7 | Rear Admiral (Lower Half) | Brigadier General |
12 | O-6 | Commander | Colonel |
10 | O-5 | Lieutenant Commander | Lieutenant Colonel |
8 | O-4 | Captain | Major |
6 | O-3 | Lieutenant | Captain |
4 | O-2 | Lieutenant Junior Grade | First Lieutenant |
2 | O-1 | Ensign | Second Lieutenant |
Characters with this skill understand and can speak a foreign language. If the character is literate he can also read and write the language (does not apply to languages for which there is no writing system, such as traditional Navaho).
This skill much be purchased separately for each language "branch" that the character understands. Specialties are specific languages within the branch. In order for a character to have an understanding of all languages within a given language "family," the character must purchase a minimum of one level in each branch within that family.
All characters start with a score of 3 in their native language (unless they have a trait which limits their starting score) and a score of 1 in the parent branch. The character's native language should be noted on the character sheet.
In addition to being used in skill rolls, the skill score represents the character's fluency with languages within the chosen group, as shown on the table below.
Level | Fluency |
1 | Rudimentary; simple words and phrases only. Thick, noticeable accent (obviously not a local). |
2 | Basic; simple conversations. Moderate accent (requires Average Awareness roll to detect). |
3 | Conversational fluency. Minor accent or regional dialect (requires Challenging Awareness roll to detect). |
4 | Fluent; complex dialogue and expressions. No accent. |
6 | Expert; speaks perfectly, better than most natives. |
8 | Master; command of the language rivals the most learned scholar (a rarity!). |
Language (Type) is a Universal Skill; all characters receive it at level 2 at no cost. The "Type" for this skill is the character's native language.
Available language groups and the Specialties (individual languages) available are shown on the following page.
Languages and language branches in italics (such as Luwian and Anatolian) are archaic or "dead" languages in a modern setting. Those indicated by an asterisk are languages with no written component.
The 20 most commonly used languages in the world are shown in bold text.
Berber* | Shluh, Tamazight, Riffian, Kabyle, Shawia, Tuareg, Guanch |
Chadic | Hausa |
Cushitic | Somali, Galla, Sidamo, Beja, Afar, Saho |
Egyptian | Coptic, Egyptian, Heiroglyphics |
Semitic | Arabic, Maltese, Hebrew, Amharic, Tigrinya, Tigre, Aramaic, Gurage, Harari, Geez, Syriac, Akkadian, Phonoecian, Punic, Ugaritic, Nabatean |
Japonic | Japanese, Ryukyuan |
Korean | Korean |
Mongolian | Buryat, Kalmyk, Mongolian |
Tungusic | Evenki, Lamut, Manchu, Nanai, Sibo |
Turkic | Azeri, Balkar, Bashkir, Chuvash, Kazakh, Kirghiz, Nogai, Salar, Shor, Tatar, Turkish, Turkmen, Uigur, Uzbek |
Apache, Navajo*
Mon-Khmer | Khmer, Mon, Palaung, Wa, Bahnar, Sedang, Khasi, Nicobarese, So, Nancowry, Sengoi, Temiar |
Munda | Santali, Mundari, Ho, Savara, Korku |
Viet-Muong | Vietnamese, Muong |
Central | Brahui, Gondi, Kurukh, Kui, (Elamite) |
Southern | Telugu, Tamil, Kannada, Malayalam, Tulu |
Aleut, Intuit
Gestures | Deaf Sign Language (by country), Hand & Arm Signals* (military) |
Anatolian | Hittite, Lycian, Lydian, Luwian, Palaic |
Armenian | Armenian, Lomavren |
Baltic | Latvian, Lithuanian, Prussian |
Celtic | Breton, Cornish, Cumbrian, Galatian, Gaulish, Irish Gaelic, Manx, Scottish Gaelic, Pictish, Welsh |
Germanic | Afrikaans, Anglo Saxon, Dutch, English, Flemish, Frankish, Frisian, German, Gothic, Lombardo, Old English, Old Norse, Norwegian, Scots, Swedish, Vandal, Visigoth, Yiddish |
Hellenic | Byzantine Greek, Classical Greek (Attic), Modern Greek (Deotic, Katharevoussa), Koine, Mycenaean |
Illyric | Albanian |
Indic | Ardhamagadhi, Assamese, Bengali, Gujerati, Hindi, Kashmiri, Konkani, Maldivian, Marathi, Nepali, Oriya, Pali, Punjabi, Romany (gypsy language) , Sanskrit, Sindhi, Sinhalese, Urdu |
International | Esperanto, Ido (improved Esperanto), Intal, Interglossa, Interlingua, Novial, Romanova, Unish, VolapŸk |
Iranian | Avestan, Baluchi, Farsi, Kurdish, Ossetian, Pashto, Persian, Tadzhik |
Romance (Latin) | Corsican, Dalmation, French, Italian, Italo-Dalmation, Latin, Oscan, Portuguese, Romanian, Sabine, Sardinian, Spanish, Umbrian |
Slavic | Bosnian, Bulgarian, Byelorussian, Czech, Kashubian, Kashubian, Knaanic, Macedonian, Old Church Slavic, Polabian, Polish, Romano-Serbian, Russian, Serbo-Croation, Slovak, Slovene, Sorbian, Ukranian |
Formosan | Amis, Atayal, Paiwan, Tsou |
Melanesian | Fijian, Motu, Yabim |
Micronesian | Chamorro, Gilbertese, Marshallese, Nauruan, Palau, Ponapean, Trukese, Yapese |
Polynesian Branch | Hawaiian, Maori, Marquesan, Niuean, Rapa Nui, Rarotongan, Samoan, Tahitian, Tongan, Tuamotu, Uvea |
Western Malayo | Achinese, Balinese, Batak, Bikol, Buginese, Cham, Igorot, Ilocano, Jarai, Javanese, Madurese, Malagasy, Malay / Indonesian, Maranao, Pampangan, Pangasinan, Rhade Sundanese, Tagalog, Visayan |
Adamawan | Mbum |
Bantu | Ambo, Bemba, Bubi, Bulu, Chagga, Chiga, Chokwe, Duala, Fang, Ganda, Gisu, Hehe, Herero, Kamba, Kikuyu, Kongo, Lingala, Lozi, Luba, Lunda, Lwena, Makonde, Makua, Matebele, Mbundu, Mongo, Nkole, Nyamwezi, Nyanja, Nyoro, Pedi, Ruanda, Rundi, Shona, Sotho, Sukuma, Swahili, Swazi, Thonga, Tonga, Toro, Tswana, Tumbuka, Venda, Xhosa, Yao, Yaundé, Zulu |
Eastern | Banda, Gbaya, Sango, Zande |
Efik | Efik, Ibibio, Tiv |
Ijo | Ijo |
Kwa | Adangme, Agni, Baule, Bassa, Ibo, Edo, Ewe, Fanti, Fon, Ga, Grebo, Idoma, Kru, Nupe, Twi, Urhobo, Yoruba |
Mande | Bambara, Dyula, Kpelle, Loma, Malinke, Mende, Soninke, Susu, Vai |
Voltaic | Bariba, Dagomba, Gurma, Kabre, Mossi, Senufo |
West Atlantic | Balante, Dyola, Fulani, Gola, Kissi, Serer, Temne, Wolof |
Sinitic | Cantonese, Dungan, Fukienese, Gan, Hakka, Huizhou, Jinyu, Mandarin, Min, Min Bei, Min Dong, Min Nan, Min Zhong, Pu-Xian, Wu, Xiang, Yue |
Southern Branch | Miao, She, Yao |
Tai | Be, Chuang, Kam-Sui, Lao, Li, Nung, Puyi, Shan, Thai, Tung, Zhuang |
Tibeto-Burman | Bodo, Burmese, Chin, Garo, Jonkha, Kachin, Karen, Lahu, Lepcha, Lisu, Lushei, Manipuri, Meithei, Mizo, Moso, Murmi, Newari, Tibetan, Yi |
The following skill lists are provided as examples of how to customize the generic skill list in the Core Rules for a specific setting or genre.
In the following lists, you will notice that some skills have been renamed, replaced with others, moved to different skill groups or omitted entirely. In addition, in some cases a skill has had the "(Type)" or "(Spec)" element removed. This was done simply to de-emphasize certain skills which will tend to come into play less often in the particular genre.
GMs are free to make additional changes to these lists to further tailor them for his or her own game, or to make up new lists entirely.
Italicized skill names indicate a Universal skill. All characters receive this skill at level 2 at no cost.
* Indicates a suggested Common skill for serfs in fantasy and medieval settings; † Indicates a suggested Common skill for male nobles in fantasy and medieval settings; ‡ Indicates a suggested Common skill for female nobles in fantasy and medieval settings.
Skill Group | |||
---|---|---|---|
Skill | Tools | Gov Attr | Spec/Types |
Arts & Crafts Skill Group | |||
Art (Type) | I | Body/Mind | Painting, Sculpting, Sketching |
Cooking | I | Mind | |
Craft (Type)* | I | Body | Candle-making, Carpentry, Cobbling, Shipwright, et al. |
Jeweler | I | Body | |
Smith | I | Body | Armorer, Blacksmith, Swordsmith |
Athletics Skill Group | |||
Brawling | Body | (Replaces Unarmed Combat) | |
Climbing | Body | ||
Contortionist | Body | ||
Sports (Type) | I | Body/Mind | |
Swimming | Body | ||
Throwing (Spec) | Body | Darts, Knives, Stones, et al. | |
Communication Skill Group | |||
Instruction | Mind | ||
Negotiation (Spec) | Mind | Diplomacy, Political | |
Orate (Spec) | Mind | Bard, Speeches | |
Persuasion (Spec) | Mind | Bribery, Fast Talk, Flirting, Intimidation | |
Poetry | Mind | ||
Writing | Mind | ||
Covert Skill Group | |||
Disguise | Body | ||
Forgery (Spec) | I | Body | Crests & Seals, Handwriting |
Lockpicking | I | Body | |
Shadowing | Mind | ||
Sleight of Hand | Body | ||
Stealth | Body | ||
Education Skill Group | |||
Alchemy | I | Body | |
Chirurgery ‡ | I | Body | |
Geography (Spec) | Mind | Specific region or continent | |
Herbalism | I | Body | (Replaces First Aid) |
History (Spec) | Mind | Locality, National, Organizational | |
Knowledge (Type) | Body/Mind | Specific topic | |
Language (Spec) | Mind | Specific language, Native Language | |
Religion (Type) | Mind | Specific religion (e.g., Christianity, Paganism, Wotanism) | |
Enterprise Skill Group | |||
Appraisal | Mind | ||
Industry | I | Mind | (Replaces Engineering) |
Professional (Type) | Body/Mind | Specific career (knight, squire, steward, etc.) | |
Stewardship | Mind | ||
Trading | Mind | ||
Focus Skill Group | |||
Area Knowledge (Type) | Mind | Specific town or region | |
Awareness (Spec) | Mind | Hearing, Vision, Taste/Smell, Touch | |
Concentration | Mind | ||
Deduction | Mind | ||
Intuition | Mind | ||
Lip Reading | Mind | ||
Melee Weapons Skill Group | |||
Axes (Spec) | I | Body | Battle Axes, Great Axes, Hand Axes |
Flexible Weapons (Spec) | I | Body | Flails, Chains, Nunchaku, Ropes, Three-section staves, Whips |
Knives | I | Body | |
Maces/Clubs (Spec) | I | Body | Great Clubs, Maces, Tetsubô, Warhammers |
Polearms (Spec) | I | Body | Glaives/Halberds, Spears, Lance, Ôno, Pikes |
Swords (Spec) † | I | Body | Great Swords, Foils, Longswords, Kenjutsu, Machetes, Rapiers, Short Swords, 2-handed Swords |
Military Science Skill Group | |||
Battle (Spec) | Mind | Field, Seiges | |
Drill/ March | Body | (New skill) | |
Sailing (Spec) | I | Body/Mind | Sailboats, Tall Ships |
Seige Weapons (Spec) | R | Body | Ballista, Catapult, Trebuchet (Replaces Artillery) |
Skirmish | Mind | (Replaces Tactics) | |
Missile Weapons Skill Group | |||
Boomerangs | R | Body | |
Bows (Spec) | I | Body | Longbows, Short bows, Composite bows. |
Crossbows (Spec) | R | Body | Heavy Crossbows, Light Crossbows |
Sling Weapons (Spec) | I | Body | Atlatl, Bolas, Simple Slings |
Slingshots | I | Body | |
Nature/Outdoor Skill Group | |||
Animal Handling (Spec) I | Mind | By animal (e.g., birds) | |
Faerie Lore (Spec)* | Mind | Elves, Faeries, Trolls, etc. | |
Fish and Game (Spec)* | I | Body/Mind | Fishing, Hunting, Trapping |
Navigation (Spec) | Mind | Land, Sea | |
Riding (Spec) †‡ | I | Body | By animal (e.g., horses) |
Teamster (Spec) | I | Body | |
Tracking | Mind | ||
Performance Skill Group | |||
Acting | Mind | ||
Dancing (Spec) | Body | By culture (Saxon, etc.) | |
Instrument (Type) | I | Body | Specific instrument or family |
Juggling | Body | ||
Mimicry | Mind | ||
Singing | Body/Mind | ||
Social Skill Group | |||
Conversation | Mind | ||
Intrigue † | Mind | ||
Society (Type) | Mind | Courtier†‡, Serfdom* | |
Style | Mind | ||
Symbols | Mind | Arcane & Occult Symbols, Heraldry†‡, Runes |
Italicized skill names indicate a Universal skill. All characters in all Action! System games receive this skill at level 2 at no cost.
* Indicates a suggested common skill in modern military and espionage/spy settings.
Skill Group | |||
---|---|---|---|
Skill | Tools | Gov Attr | Spec/Types |
Arts & Crafts | |||
Art (Type) | I | Body/Mind | Painting, Sculpting, Sketching. |
Cooking (Spec) | I | Mind | Cuisine, Ethnicity, Fast Food, Gourmet |
Craft (Type) | I | Body | Candle-making, Carpentry, Glazing (i.e., lacquering), Cobbling, Sandal-making, Shipwright, Tanning, et al. |
Jeweler | I | Body | |
Photography | R | Body | |
Smith (Spec) | I | Body | Armorer, Blacksmith, Swordsmith |
Athletics | |||
Acrobatics | Body | ||
Climbing | Body | ||
Contortionist | Body | ||
Para (Spec) | R | Body | Hang-glider, Parachute, Paraglide, Parasail |
Sports (Type) | I | Body/Mind | Baseball, Basketball, etc. |
Swimming | Body | ||
Throwing (Spec) | Body | Darts, Football, Knives, Stones, et al. | |
Unarmed Combat (Type) | Body | Brawling, Judo, Karate, Kung Fu, Wrestling, et al. | |
Communication | |||
Instruction | Mind | ||
Orate (Spec) | Mind | ||
Negotiation (Spec) | Mind | Diplomacy, Hostage, Political | |
Persuasion (Spec) | Mind | Bribery, Fast Talk, Intimidation, Propaganda, Romance, Seduction | |
Poetry | Mind | ||
Writing (Spec) | Mind | Journalist, Literature, Music, Playwright, Reports, Screenwriter, Speeches | |
Covert Skills | |||
Disguise | I | Body | |
Gambling | Body/Mind | ||
Lockpicking | I | Body | |
Shadowing | Mind | ||
Sleight of Hand | Body | ||
Stealth | Body | ||
Education | |||
Geography (Spec) | Mind | Specific region or continent | |
History (Spec) | Mind | Locality, National, Organizational, World | |
Knowledge (Type) | Body/Mind | Specific topic | |
Language (Type) | Mind | Specific language, Native Language | |
Religion (Type) | Mind | Christianity, Islam, Judaism, Paganism, Wicca or any other religion allowed by the GM. | |
Research (Spec) | Mind | Internet, Library, Medical, Publications, Records, Scientific | |
Enterprise | |||
Accounting | Mind | ||
Appraisal (Spec) | Mind | Specific class of items (e.g., antiques, paintings, swords, gemstones, etc.) | |
Bureaucracy | Mind | ||
Business | Mind | ||
Economics (Spec) | Mind | ||
Professional (Type) | Body/Mind | Specific career (attorney, courier, fire-fighter, police officer, soldier, spy, etc.) | |
Trading | Mind | ||
Focus | |||
Area Knowledge (Type) | Mind | Specific town or region | |
Awareness (Spec) | Mind | Hearing, Vision, Taste/Smell, Touch | |
Concentration | Mind | ||
Intuition | Mind | ||
Lip Reading | Mind | ||
Meditation | Mind | ||
Heavy Weapons | |||
Artillery (Spec) | R | Body | AAA, Cannon, Rockets, Ship Gun, Tank Gun |
Machine Guns (Spec) | R | Body | Anti-aircraft, Heavy, Medium |
Missile Launchers (Spec)R | Mind | Anti-aircraft, Cruise Missiles, ICBMs, Orbital Platforms. | |
Portable Launchers (Spec)R | Body | Grenade Launchers, Anti-tank Weapons, Mortars. | |
Vehicle Weapons (Spec) | Body | Bombs, Machine-guns, Missiles, Rockets | |
Investigation | |||
Cryptography | Mind | Ciphers, Digital/Computer | |
Deduction | Mind | ||
Forensics | R | Mind | Fingerprints, Fibers, Imprints |
Intel Analysis | Mind | ||
Interrogation | Mind | ||
Surveillance (Spec) | Mind | Bugging, Reconnaissance, Stakeouts | |
Medicine | |||
Dentistry | I | Mind | |
First Aid* | I | Mind | |
Physician (Spec) | I | Mind | General, Neurology, Oncology, Pediatrics, Podiatry, Psychiatry, et al. |
Pharmacology | Mind | ||
Surgery (Spec) | I | Body/Mind | Cosmetic, Emergency, Neuro/Brain, Oral, or any other specialty approved by the GM. |
Melee Weapons | |||
Axes | I | Body | |
Bayonets | I | Body | |
Flexible Weapons (Spec) | I | Body | Flails, Chains, Nunchaku, Ropes, Three-section staves, Whips |
Knives | I | Body | |
Maces/Clubs | I | Body | |
Polearms | I | Body | |
Swords | I | Body | |
Military Sciences | |||
Combat Engineer (Spec) I | Mind | Bridges, Defenses, Mines, Roads | |
Demolitions | I | Mind | |
Gunsmith (Type) | I | Mind | Heavy Weapons, Small Arms |
Strategy (Spec) | Mind | Land Battles, Logistics, Sea Battles, Seiges, Skirmishes | |
Tactics (Spec) | Mind | Ambushes, CQB, Patrols, Reconnaissance | |
Nature/Outdoor | |||
Animal Handling (Spec) I | Mind | Birds, Dogs, Horses, et al. | |
Fish and Game (Spec) | I | Body/Mind | Fishing, Hunting, Trapping |
Navigation (Spec) | Mind | Land, Sea | |
Riding (Spec) | I | Body | Camels, Horses, et al. |
Survival (Spec)* | Mind | Arctic, Desert, Temperate, Tropical, Water (ocean). | |
Teamster | I | Body | |
Tracking (Spec) | Mind | Animals, Vehicles | |
Performance | |||
Acting | Mind | ||
Dancing (Spec) | Body | Ballet, Ballroom, Break, Disco, Tap, Tribal, et al. | |
Instrument (Type) | I | Body | Specific instrument (or family, with GM's permission). |
Juggling | Body | ||
Mimicry | Mind | ||
Singing | Body/Mind | ||
Ventriloquist | Body | ||
Sciences | |||
Astronomy | Mind | ||
Biology | Mind | ||
Chemistry | Mind | ||
Mathematics | Mind | ||
Physics | Mind | ||
Simple Missile Weapons | |||
Boomerangs | R | Body | |
Bows | I | Body | |
Crossbows | R | Body | |
Sling Weapons | I | Body | |
Spearguns | I | Body | (New skill) |
Small Arms | |||
Black Powder Weapons I | Body | ||
Pistols | R | Body | |
Rifles | R | Body | |
Shotguns | R | Body | |
Sub-machineguns | R | Body | |
Social | |||
Conversation* | Mind | ||
Intrigue | Mind | ||
Philosophy | Mind | ||
Society (Type) | Mind | Corporate, High (Etiquette), Military, Streetwise | |
Style | Mind | ||
Symbols | Mind | Arcane/Occult, Corporate Logos, Heraldry, Naval Flags | |
Social Sciences | |||
Anthropology | Mind | ||
Archaeology | Mind | ||
Criminology (Spec) | Body/Mind | Class of crime (e.g., homicide, kidnapping, burglary, etc.) | |
Politics | Mind | ||
Psychology (Spec) | Mind | Animal, Behavioral, Criminal, Counseling, Profiling, or any specialty approved by the GM. | |
Technical | |||
Computers (Spec) | Mind | Hacking, Programming, Use | |
Electrician | I | Mind | |
Electronics (Spec) | I | Mind | Appliances, Comm, Security Systems |
Engineering (Type) | Mind | Architectural, Propulsion, Structural, Transportation | |
Mechanic (Spec) | I | Mind | Specific part or system (e.g., brakes, jet engines) |
Operate Electronics (Spec) | Mind | Communication, Sensors | |
Transportation | |||
Driving (Spec)* | R | Body | Cars, Motorcycles, Tractors/Semis |
Piloting (Spec) | R | Body | Helicopters, Fixed Wing, Vectored Thrust |
Sailing (Spec) | I | Body/Mind | Sailboats, Tall Ships |
Tracked Vehicles | Body | (New skill) | |
Watercraft (Spec) | R | Body/Mind | Hovercraft, Large Vessels, Motorboats, Submarines |
Italicized skill names indicate a Universal skill. All characters in all Action! System games receive this skill at level 2 at no cost.
* Indicates a suggested common skill in science fiction settings.
Skill Group | |||
---|---|---|---|
Skill | Tools | Gov Attr | Spec/Types |
Arts & Crafts | |||
Art (Type) | I | Body/Mind | Painting, Sculpting, Sketching. |
Cooking (Spec) | I | Mind | Ethnicity, race or species |
Craft (Type) | I | Body | Specific craft |
Jeweler | I | Body | |
Smith (Spec) | I | Body | Armorer, Weapon |
Athletics | |||
Acrobatics | Body | ||
Climbing | Body | ||
Contortionist | Body | ||
Sports (Type) | I | Body/Mind | By sport (Grav-ball, etc.) |
Swimming | Body | ||
Throwing | Body | ||
Unarmed Combat (Type) | Body | Brawling, Judo, Karate, et al. | |
Zero-G | Body | ||
Communication | |||
Instruction | Mind | ||
Negotiation (Spec) | Mind | Diplomacy, Hostage, Political | |
Orate (Spec) | Mind | Commmand, Speeches, Storytelling | |
Persuasion (Spec) | Mind | Bribery, Fast Talk, Intimidation, Seduction | |
Poetry | Mind | ||
Writing | Mind | ||
Covert Skills | |||
Disguise | I | Body | |
Gambling | Body/Mind | ||
Lockpicking | I | Body | |
Shadowing | Mind | ||
Sleight of Hand | Body | ||
Stealth | Body | ||
Education | |||
Geography (Spec) | Mind | By continent, planet or star system | |
History (Spec) | Mind | Culture, Organization, Star System | |
Knowledge (Type) | Body/Mind | Specific topic | |
Language (Type) | Mind | Specific language, Native | |
Religion (Type) | Mind | Specific religion | |
Research | Mind | ||
Enterprise | |||
Accounting | Mind | ||
Appraisal | Mind | ||
Bureaucracy | Mind | ||
Business | Mind | ||
Economics | Mind | ||
Professional (Type) | Mind | By career (Diplomat, Fleet officer, Surveyor, etc.) | |
Trading | Mind | ||
Focus | |||
Area Knowledge (Type) | Mind | By city, region, planet or star system | |
Awareness (Spec) | Mind | Hearing, Vision, Taste/Smell, Touch | |
Concentration | Mind | ||
Intuition | Mind | ||
Lip Reading | Mind | ||
Meditation | Mind | ||
Heavy Weapons | |||
Artillery | R | Body | |
Missile Launchers | R | Body | |
Portable Launchers | R | Body | |
Starship Weapons | R | Body | |
Vehicle Weapons | R | Body | |
Investigation | |||
Cryptography | Mind | ||
Deduction | Mind | ||
Forensics (Spec) | R | Mind | Energy, Physical |
Intel Analysis | Mind | ||
Interrogation | Mind | ||
Surveillance | Mind | ||
Medicine | |||
Dentistry | I | Mind | |
First Aid | I | Mind | |
Physician | I | Mind | |
Pharmacology | Mind | ||
Surgery (Spec) | I | Body/Mind | Cosmetic, Cybernetic, Emergency, Neuro/Brain, Oral, or any approved by the GM |
Melee Weapons | |||
Axes (Spec) | I | Body | Primitive, Vibro |
Flexible Weapons (Spec)I | Body | Primitive, Vibro | |
Knives | I | Body | Primitive, Vibro |
Maces/Clubs (Spec) | I | Body | Primitive, Stun |
Polearms (Spec) | I | Body | Primitive, Vibro |
Swords (Spec) | I | Body | Primitive, Vibro |
Military Sciences | |||
Combat Engineer | I | Mind | |
Demolitions (Spec) | I | Mind | Energy, Traditional |
Gunsmith (Type) | I | Mind | Hvy Weapons, Small Arms |
Strategy (Spec) | Mind | Surface, Space | |
Tactics | Mind | ||
Nature | |||
Animal Handling (Spec) I | Mind | Dogs, Albian Beetles, etc. | |
Fish and Game | I | Body/Mind | |
Riding (Spec) | I | Body | Albian Beetles, Horses, etc. |
Surface Navigation | Mind | ||
Survival (Spec) | Mind | Arctic, Desert, Tropical, Vacuum, Water (ocean). | |
Teamster (Spec) | I | Body | Horses, Oxen, or any beasts allowed by the GM |
Tracking | Mind | ||
Performance | |||
Acting | Mind | ||
Dancing (Spec) | Body | By type (Ballet, Ballroom, Popular, Tap, Tribal, et al.) | |
Instrument (Type) | I | Body | Specific instrument or family |
Juggling | Body | ||
Mimicry | Mind | ||
Singing | Body/Mind | ||
Ventriloquist | Body | ||
Sciences | |||
Astronomy | Mind | ||
Biology | Mind | ||
Chemistry | Mind | ||
Mathematics | Mind | ||
Physics (Spec) | Mind | Astrophysics, General, Nuclear, Quantum | |
Simple Missile Weapons | |||
Boomerangs | R | Body | |
Bows | I | Body | |
Crossbows | R | Body | |
Sling Weapons | I | Body | |
Slingshots | I | Body | |
Small Arms | |||
Black Powder Weapons I | Body | ||
Energy Pistols | R | Body | |
Energy Rifles | R | Body | |
Slug-thrower Pistols | R | Body | |
Slug-thrower Rifles | R | Body | |
Social | |||
Conversation* | Mind | ||
Intrigue | Mind | ||
Philosophy | Mind | ||
Society (Type) | Mind | Corporate, High (Etiquette), Military, Streetwise | |
Style | Mind | ||
Symbols (Spec) | Mind | Arcane Symbols, Corporate Logos, Starship Insignia | |
Social Sciences | |||
Anthropology (Spec) | Mind | Specific race or culture | |
Archaeology | Mind | ||
Criminology | Body/Mind | ||
Politics | Mind | ||
Psychology (Spec) | Mind | Alien (species), Animal, Behavioral, Criminal, Counseling, or any approved by the GM. | |
Technical | |||
Astrogation | Mind | ||
Computers (Spec) | Mind | Hacking, Programming, Use | |
Electrician | I | Mind | |
Electronics (Spec) | I | Mind | Appliances, Comm, Security Systems, Weapons |
Engineering (Type) | Mind | Architectural, Propulsion, Structural, Transportation | |
Mechanic | I | Mind | |
Operate Electronics (Spec)* | Mind | Communication, Sensors, Ships Weapons | |
Transportation | |||
Ground Vehicles* | R | Body | (Replaces Driving) |
Piloting* | R | Body | |
Sailing | I | Body/Mind | |
Starships (Spec) | R | Body | Capital Ships, Cargo Ships, Starfighters, System Boats |
Watercraft | R | Body/Mind |
To provide a slower flow to the spending of expendable points (action points, experience points, etc), GMs may chose to use these Ready Pool mechanics with the Action! System Core Rules to add a flavor of building tension between the heroes and villains, or to simulate the use of heroic luck. Rather than allowing the players to spend their points right from their total numbers, the GM can tailor his campaign to restrict point spending in a tighter direction.
A Ready Pool is a temporary staging area usable by characters to temporarily store expendable points, preparing these points to be spent during role-play conflict. This space may be set aside for each player character, non-player characters, and game master controlled characters. Expendable points are placed into and removed from this pool by the player or GM, when the opportunity presents itself, usually during some form of conflict. Points removed from a ready pool must either be spent by the character, or placed back into the character's point totals. Points from shared ready pools, however, disappear when the conflict is over, and cannot be regained.
Ready Pools can only be used in campaign rules where action points, action dice, experience points or any other expendable points can only be spent if they are already waiting in a pool (these points cannot be spent from the character's point totals).
At the beginning of conflict, all character and NPC pools are empty. Any points not used from the pool are removed and placed back into the character's point totals. After a character performs his action during a combat turn, the player has the option of allocating expendable points into his character's ready pool. The minimum and maximum number of points available to put into a ready pool depends specifically on the type of ready pool and what house rules the Gamemaster has imposed.
Once expendable points have been allocated into a pool, the player may access this pool to retrieve those points at any time, and spend those points (up to the maximum points allowable) according to the Action! System Core Rules on Action Point spending (or any house rules that the GM may provide). The points can be spent to boost attack, defense, damage, and skill rolls, etc.
GMs may allow their player groups to maintain a "group pool" of expendable points to be shared among the members of the player group. A group pool holds points for the duration of an adventure, a subplot, or even as short as a scene; the duration depending specifically on the game theme (realistic games may only allow points in a group pool to last until the end of a scene, where cinematic or pulp games may allow points to last until the end of an adventure, after the villain has been vanquished!). Expendable points that have been allocated to a group pool disappear at the end of their duration, and are not regained by the participating members.
To spend points from a group ready pool, all the players participating in the pool must agree that someone in their party has access to these points. Once a consensus has been established, the character wishing to spend pool points may do so. Combining character and group ready pool points may not exceed the maximum number of allowable expendable points (Example: In an action point pool, the character may not spend more than a total of 3 action points using group pool and his own pool action points).
Ready Pools can be depicted in many ways during game play. Action points (or other expendable points for that matter) may be represented by using poker chips, life point counters (from trading card games), coins, toothpicks, paper clips or other small transportable item. Small cups may represent pools, a special box on your character sheet or just a pile on the floor for your point chips. As the points are allocated and spent, the point counters can be placed in the pool cup, and taken out when they are spent.
Action Point Pools hold and prepare action points to be spent during role-play conflict. Each player character has one action point ready pool, and may share in an optional group action point pool. During a player character's action, the player has the option of spending action points from his ready pool as if he were spending an action point as described in the Action! System Core Rules. After the character acts that turn, the player may allocate an action point into his action point pool. Once the conflict is over, the action points allocated to the ready pool are removed and reallocated to the character's total action points, paying close attention to the 3-action point per adventure limit.
Action Dice Pools function the same as Action Point Pools, except that when a player spends action points from the ready pool, he rolls 1d6 for each point he spends (up to three), and adds this total to his skill roll, attack, defense, or any other relative total as defined for action point use in the Action! System Core Rules.
Experience Point Pools are long term storage of experience points for player characters to spend at a later date to purchase adds to attributes, skill points, powers, or other abilities that are available to be purchased using experience points. Players can create multiple pools corresponding to separate aspects of their characters to restrict spent experience to develop those aspects (a skill only experience ready pool will allow a player to only spend experience from the pool for skill levels).
Other pools can be created and used with action points or other expendable points. Attribute pools can be created so that action points may be allocated for resistance or skill rolls. Damage pools may be used to apply extra dice to weapon or power damage, so as to simulate a power trick or stunt. Movement pools may be used to simulate sudden bursts of speed or help with control rolls. The options are endless...
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Permission to copy, modify and distribute this document is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. Instructions on using the License are provided within the License itself.
All of the text in this document preceding the 'Legal Information" section is Open Game Content as described in Section 1(d) of the Open Game License.
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The text of the "Legal Information" section of this document and the "Open Game License version 1.0a" itself are not Open Game Content. Instructions on using the License are provided within the License itself.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Action! System Core Rules version 1.1 copyright 2003 by Gold Rush Games; Authors Mark Arsenault, Patrick Sweeney, Ross Winn.
Alternate Dice Mechanics: 1d20 & 2d10 Extension copyright © 2003 by Gold Rush Games. Author Mark Arsenault.
Military Rank Variant copyright © 2003 by Gold Rush Games. Author Mark Arsenault.
Detailed Language Rules Variant copyright © 2003 by Gold Rush Games. Author Mark Arsenault.
Optional Skills Lists Variant copyright © 2003 by Gold Rush Games. Author Mark Arsenault.
Readying Pool Mechanics Variant copyright © 2003 by Gold Rush Games. Author David Boddie.