SWORDS & SIX-SIDERS™
PLAYER’S BOOK
The New Free PDF Version: April 2015 Table of Contents General Rules Common Abbreviations Character Creation Dwarf Elf Halfling Human Ability Scores Fighter Myrmidon Thief Wizard Money Starting Equipment Basic Equipment Weapons Damage Armor Armor Class (AC) Damage Reduction (DR)
2 2 3 3 4 4 5 5 6 6 7 8 9 9 9 9 9 10 10 10
Hit Points (hp) Hit Dice (HD) Leveling Rounds Surprise Initiative To-Hit/Attack Rolls Damage Rolls Cast Spells in Combat Healing Healing Potions Saves Ability Checks Spellbooks Memorizing Spells Learning New Spells Save vs. Spells Spell List Spells OGL
Written & Illustrated by Steve Robertson Published by Vanquishing Leviathan LLC © 2015 Vanquishing Leviathan LLC www.vanquishingleviathan.com e-mail:
[email protected] Swords & Six-Siders ™ is ™ is a trademark of Vanquishing Leviathan LLC
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SWORDS & SIX-SIDERS ™ PLAYER’S ™ PLAYER’S
BOOK
"Unsheathe your swords, ready your spells, and watch your step, for dragons dragons do not yield their loot willingly!" Swords & Six-Siders™ Six-Siders™ is a fantasy role-playing role-playing game inspired by the works of Gary Gygax, Dave Arneson, and Ken St. Andre. This is a rules-lite game of dungeon exploration and fantasy adventure, and only uses six-sided dice. All that is needed to play are the Player & Game Master books, pencil and paper, six-sided dice, two or more players, and your imagination.
GENERAL RULES This game resolves all rolls with a six-sided die, a d6. A roll of a natural 1 (the number actually rolled on the die, apart from any modifiers) always fails, fails, and a roll of a natural 6 always succeeds. succeeds. Whenever there is a roll, there is always at least a 1-in-6 chance for success or failure. Unless stated otherwise, round all fractions up. The only real rule is to have fun. If there are any rule disputes, the GM should make his decision with the consent of the players. When in doubt, err on the side of common sense and fun.
Common Abbreviations d6 or 1d6 = six-sided die roll AC = armor class CHA = charisma CON = constitution DEX = dexterity DR = damage reduction GM = Game Master
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gp = gold piece HD = hit dice hp = hit point INT = intelligence S&SS = Swords & Six-Siders™ Six-Siders™ STR = strength WIS = wisdom
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CHARACTER CREATION Characters begin at level 1 with 0gp. 1. Choose race, record languages, and roll ability scores. 2. Choose class, record abilities, and choose spells (if any). 3. Roll hp. If starting hp is less than 3, raise hp to 3. 4. Select armor, weapons, and starting equipment. 5. Calculate and record AC, DR, and bonuses/penalties to attack, damage, and saves. 6. Name your character something cool. RACES Dwarf Dwarves are a short and stout mountain dwelling folk, known as much for their churlish attitudes as for their lengthy beards. They have a keen eye towards underground and stone construction, detecting traps, sloping passages, and new construction with great skill. Dwarves have excellent low-light vision, but they cannot see in absolute darkness. Hit Dice: When rolling hp, dwarven myrmidons, thieves, and wizards reroll all 1s, and dwarven fighters reroll all 1s and 2s. Defensive Bonus: +1 to AC against foes larger than humans. Save Bonus: +1 to all saves vs. magic or poison. Languages: Dwarf, Common, Gnome, Goblin, and Kobold. Ability Modifiers: -1 to DEX and CHA. Limitations: Due to their smaller stature, they cannot wield large weapons, such as the two-handed sword or the long bow.
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Elf Elves have a slender frame with graceful features. They tend to be aloof, preferring to dwell in forests far from the cities of men. They have keen eyesight, allowing them to see far and notice details others miss. Hit Dice: When rolling for hp, elves must reroll all 6s, regardless of class, due to their frail nature. Immunity: Elves are immune to all forms of magic involving charm, sleep, and paralysis. Languages: Elf, Common, Gnoll, Hobgoblin, and Orc. Ability Modifiers: -1 to STR and CON.
Halfling Halflings are a short, plump, good-natured race that enjoys life in their shires, nestled in the rolling hills. Halflings can move silently and are almost impossible to spot while hiding. Defensive Bonus: +1 to AC. Save Bonus: +1 to all saves vs. magic or poison. Languages: Halfling and Common. Ability Modifiers: -2 to STR. Limitations: Because of their small size, halflings cannot use any large weapons, bows or crossbows; they must use both hands to wield a normal-sized weapon.
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Human Humans are a diverse lot, coming in all shapes, sizes, and temperaments; they can adapt and thrive in almost any environment. Languages: Common, plus one of their choice (may be chosen in play). Ability Modifiers: Humans gain 2 bonus points to the ability scores of their choice, either a +2 to a single ability, or +1 to two different abilities. ABILITY SCORES Each character has six abilities: STR: Strength, muscle, power. INT: Intelligence, IQ, knowledge, education level. WIS: Wisdom, common sense, awareness, self-control. DEX: Dexterity, skill, hand-eye coordination, agility. CON: Constitution, health, fitness, vitality. CHA: Charisma, personality, appearance, leadership ability. Each of the character’s abilities has a score of 1 to 6. To determine the character’s ability scores, roll a d6 three times and record the numbers. Then record their three “opposite” numbers (for ex.: the opposite of 6 is 1, the opposite of 5 is 2, the opposite of 4 is 3, etc.). This should result in six scores with a range of 1 to 6. Distribute the scores among the abilities in whichever way fits the concept for that character. Next, apply any racial ability modifiers. An ability score cannot be reduced lower than 1 nor raised above 6, regardless of modifiers. A score of 1 has a -1 penalty, and a score of 6 grants a +1 bonus to saves involving that ability.
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CLASSES Fighter Fighters are formidable in combat, able to use all armors and wield all weapons. Cleave Attack: When a fighter lands a killing melee blow, any excess damage hits an adjacent target of the fighter’s choice. Level hp* 1 2-6 2 4-12 3 6-18 4 8-24 5 10-30 6 12-36 *Reroll all 1s.
Attack† Damage† +1 ─ +1 +1 +2 +1 +2 +2 +3 +2 +3 +3 †Includes ranged attacks.
Myrmidon Myrmidons are able to fight and cast spells. They may cast spells while wearing light or medium armor, but not heavy. Both hands must be free (no weapon or shield) in order to cast a spell. Myrmidons can use scrolls, but cannot create scrolls.
Level hp Attack* 1 1-6 ─ 2 2-12 +1 3 3-18 +1 4 4-24 +2 5 5-30 +2 6 6-36 +2 *Includes ranged attacks. Page 6
Damage* ─ ─ +1 +1 +2 +2
Level 1 2 3 3 3 3
Spells 1 Level 2 ─ ─ ─ 1 2 3
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Thief Thieves are able to fight, but they excel in stealth and trickery. To make use of their exceptional skills, they cannot carry large weapons or shields, or wear anything beyond light armor. Backstab: +1 to hit and bypasses DR when attacking an opponent from behind that is already engaged in combat. Fool’s Luck: Thieves may reroll any roll once per day, but they must take the second roll. Thieving Abilities: Thieves have special skill in performing actions related to stealth, such as moving silently, climbing, picking locks, hiding in shadows, finding and disarming traps, disguise, hearing noises, picking pockets, and the like. Other classes may attempt these sorts of activities, but thieves do it better. For example, just about anyone can pick a lock provided they have a set of professional lock picks and enough time, but thieves can pick most locks quickly and automatically with the proper tools. Even without proper lock picks, thieves can attempt to pick a lock using only improvised objects. Another example: Anyone can attempt to climb a cliff with the special gear and enough time, but thieves can attempt to climb sheer walls without tools, and do so quickly. When the thief does need to make such a roll, it is made like any other save, but with a bonus equal to half of the thief's level rounded up, plus or minus any bonus/penalty due to ability scores. Level hp Attack* 1 1-6 ─ 2 2-12 ─ 3 3-18 +1 4 4-24 +1 5 5-30 +2 6 6-36 +2 *Includes ranged attacks. Page 7
Damage* ─ +1 +1 +2 +2 +2
Thief Skills +1 +1 +2 +2 +3 +3
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Wizard Wizards are masters of magic. Although feared for their powerful spells, they are physically weak and unskilled in combat. In order to cast spells, both hands must be free (no shield or weapons) and they cannot be wearing armor heavier than light armor. Wizards can create magic scrolls for spells they know. Each scroll takes 1 week to make, and costs 250gp per 1st level spell, 500gp per 2nd level spell, and 1,000gp per 3 rd level spell. Scrolls disintegrate upon use.
Level hp* 1 1-5 2 2-10 3 3-15 4 4-20 5 5-25 6 6-30 *Reroll all 6s.
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Level 1 2 4 4 4 4 4
Spells Level 2 ─ ─ 2 4 4 4
Level 3 ─ ─ ─ ─ 2 4
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Money Money in S&SS is measured in gp (gold pieces). Other forms of currency exist within the game world, such as silver and copper pieces, but everything is expressed in terms of gp for simplicity. Mundane purchases are not tracked; it is assumed characters own whatever mundane equipment and weapons they need. In S&SS, gp can be spent on training costs in order to gain levels, for useful items such as various potions and scrolls, or for special magical services such as removing curses and raising the dead. Starting Equipment New characters begin with whatever basic equipment, weapons, and armor that he can use and carry (use common sense). Basic Equipment Backpack Small Sack Large Sack Rope Grappling Hook
10’ Pole Iron Spikes Crowbar Waterskin Iron Rations
Lantern Oil Flask Torches Tinder Box Small Mirror
Weapons & Damage SMALL Short Sword Hand Axe† Club Dagger† Sling & Stone Dart† Short Spear†
MEDIUM LARGE Sword Two-Handed Sword* Battle Axe Great Axe* War Hammer Great Maul* Mace Pole Arm* Short Bow & Arrow* Long Bow & Arrow* Crossbow & Quarrel* Spear† Staff †Can be thrown. *Requires two hands to use. MELEE: Two-handed melee weapons do d6+1 damage, all other weapons do d6 damage. Fighters may dual wield, allowing them to reroll damage (once) if the first damage roll is a 1.
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RANGED: Crossbows bypass DR, but can only be fired every other round. Range from longest to short is: Long Bow, Short Bow, Crossbow, Sling, Spear, then the rest of the thrown weapons. Armor, Armor Class, & Damage Reduction AC 4 5 6
Armor worn None Helmet or Shield Helmet and Shield
DR 1 2 3
Body Armor Light Armor Medium Armor Heavy Armor
A character’s AC (armor class) represents how hard it is to hit them. The higher the AC, the harder they are to hit, representing the number needed to hit them on an attack roll. Starting AC is 4; shields and helmets each provide a +1 bonus to AC. Dwarves and halflings receive an AC bonus due to their small size. Body armors only provide DR; they do not affect AC. Any character can wear a helmet and carry a shield, but a shield cannot be used when using a weapon that requires two hands, casting spells, or using thieving skills. A character’s DR (damage reduction) represents how many points of damage are subtracted from a hit (every hit does at least 1 point of damage, regardless of DR). For body armor, light, medium, and heavy refers to how much of the body is covered and therefore protected. The more protection, the more it weighs, reducing speed and mobility. Light armor causes a slight reduction in speed, but allows full mobility for casting spells, climbing, swimming, and other such activities. Medium armor causes a greater reduction in speed, hinders climbing, and prevents swimming and the use of thieving skills. Wizards cannot cast spells in medium armor, but myrmidons can. Characters in heavy armor cannot go faster than a jog, and then only for short distances. Heavy armor prevents characters from climbing, swimming, or casting spells.
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Hit Points & Hit Dice Hp (hit points) measure a character’s vitality, toughness, combat skill, and luck. Hp are determined by rolling a character’s HD (hit dice). Characters start the game with one HD roll according to their race and class, and accumulate additional hp every time they gain a level. When characters are reduced to 0 hp, they are either slain or knocked unconscious, depending on the will of the attacker.
“I’ve returned with wounds and money. Train me in the art of dungeon fighting.”
Leveling Characters gain levels by paying training costs with the gp they acquired during their adventures. Therefore, leveling can only happen while back in town, and only with the gp they themselves earned. Money alone is not sufficient to level, for the training builds on the real life experiences gained the hard way. A character cannot gain more than one level per adventure, as it takes time to process the lessons learned. Gp spent on healing potions, scrolls, and other things do NOT count towards training costs. All races and classes use the same level chart. Level 1 2 3 4 5 6
Training Cost ─ 1,000gp 5,000gp 15,000gp 30,000gp 60,000gp Page 11
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COMBAT Rounds: Combat is tracked by rounds, consisting of 6 seconds each.
Surprise: When characters first encounter a monster, roll for surprise for each side that is susceptible to being surprised. On a d6, if the result is a 1 or 2, then that side is surprised. When one side is surprised and the other is not, the side that is not surprised gets a free action ─ to move into position, cast a spell, attack, or flee.
Initiative: Once any surprise actions have been resolved, at the beginning of every combat round, everyone rolls for initiative (this can be done as one roll for the group or for each individual, whichever the GM prefers). On initiative rolls, the number on the roll represents which second in the round the character performs his action, since there are 6 seconds per round. 1s go first, then 2s, 3s, etc.
Attack/To-Hit Rolls: To make an attack, roll 1d6 and add any to-hit modifiers. If the sum is equal to or greater than the target’s AC, then the attack hits. Remember that a natural 6 always hits, and a natural 1 always misses, regardless of AC or modifiers.
Damage Rolls: When an attack hits, roll for damage plus any damage modifiers. If the target has any DR, subtract the DR from the damage done. Remember, every successful hit does at least 1 point of damage, regardless of the damage roll or DR.
Casting Spells in Combat: Casters cannot cast spells while in melee range of an opponent. If a caster is hit by a spell or a ranged attack prior to the caster’s turn in the round, the spell he is casting is interrupted and wasted.
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Healing Apart from healing magic, characters are able to regain lost hp upon returning to town and resting. Characters in town regain up to 6 hp per day of rest ─ roll 1d6; if the result is higher than the character’s level, then lower the amount to that character’s level. Ex.: If a 3rd level character rolls a 6, the amount of hp healed that day is lowered to 3, since that is the most hp he can recover in a day through normal bed rest. 1st level characters only heal 1 hp per day.
Healing Potions Drinking a healing potion restores 1d6 hp. Because these potions are so potent, characters are limited in how many they may drink. Fighters may drink one potion per level per day; all others may only drink up to half their level in healing potions per day. Healing potions typically cost 250gp, but since they are made from rare and difficult to cultivate plants, prices have been known to fluctuate, depending on supply and demand.
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Saves Saves are allowed when attempting to reduce (by half) or eliminate the effects of non-standard attacks (such as poison or spells). To make a save, roll 1d6 and add half the character’s level (rounded up) plus any other modifiers. If the sum is 6 or more, the save succeeds. A natural 6 always succeeds, and a natural 1 always fails. Ability Checks When a character attempts to do something exceptional, but not impossible, he must make an ability check. To make an ability check, roll a d6 and add/subtract any ability score bonuses/penalties. In some cases, the GM may allow the character to add half his level (rounded up) to the roll. If the roll plus modifiers equals 6, then the attempt succeeds. A natural 6 always succeeds, and a natural 1 always fails. Ex.: A 3rd level fighter with a strength of 6 attempts to kick open a locked door. Since the character is a fighter, and fighters are skilled in using brute force, the GM allows the fighter to add half his level to the roll. So the fighter would roll a d6, +2 from his level bonus, and +1 due to high strength. The fighter would succeed on a roll of 3+. Ex.: A 6th level wizard with a strength of 3 attempts to kick open a locked door. Since wizards are not known for their physical prowess, the GM does not allow him to add a level bonus to the roll. In this situation, the only way this wizard can kick open the door is if he rolls a natural 6. If the wizard had a strength of only 1, the GM may not have allowed the wizard a chance to roll at all. Ex.: A 1st level thief with an intelligence of 1 tries to read an inscription written in an unknown language. Since cracking codes is a kind of thieving ability, he would add his thief bonus to the roll. His thieving ability bonus of +1 (half his level, rounded up) cancels out the -1 penalty for his low intelligence (the relevant ability), so he would need to roll a 6 to read the inscription.
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SPELLS
Spellbooks & Memorizing Spells Wizards and myrmidons need their spellbooks to memorize their spells. Replacing a lost or destroyed spellbook is possible, but will cost 1,000gp per level of the character. Before a caster can cast a spell, the caster must have a full night’s rest and then take time to memorize the spells they intend to use for that day. Once memorized, the spells are retained until they are cast. Once cast, the spell is forgotten. In order to cast the same spell more than once per day, the caster will have to use additional spell slots.
Learning New Spells Wizards and myrmidons automatically gain one spell of their choice from each spell level they are able to cast. They learn an additional spell (determined randomly) for each spell slot they later gain. Ex.: A 2nd level wizard would have 4 spells in his spellbook, one of his choice, and 3 determined randomly. Additional spells may be added to one's spellbook through acquiring scrolls and spellbooks as loot. To determine a spell randomly, roll a d6. The player may choose between the two spells with that number. If the character already has both spells, the player may choose any spell of his choice.
Save vs. Spells With the exception of a few spells like Sleep, Magic Eyebeam and Turn Undead, most spells with a harmful effect allow the target to roll a save to avoid or reduce the spell's effect. A successful DEX save reduces damage from a Fireball by half, a WIS save can be made to avoid a Charm Person, a CON save negates an unwanted polymorph, and so on.
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SPELL LIST
1st LEVEL SPELLS 1 2 3 4 5 6
Arcane Portal Charm Person Darkvision Detection Grease Illusion
Light/Darkness Magic Eyebeam Mirror Image Sleep Tongues Turn Undead
2nd LEVEL SPELLS 1 2 3 4 5 6
Beast Master Dispel Magic ESP Fireball Freeze Gaseous Form
Haste/Slow Invisibility Levitate Life Drain Lightning Bolt Stinking Cloud
3rd LEVEL SPELLS 1 2 3 4 5 6
Arcane Eye Cloudkill Contact Other Plane Fly Insect Plague Invisibility Sphere
Plant Master Polymorph Restoration Telekinesis Teleport Wall of Fire/Ice/Stone/Thorns
Spell Description Abbreviations Abbreviations Used in Spell Descriptions ft = feet hr = hour D = duration r = radius min = minute R = range sq = squared lb = pound
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1st LEVEL SPELLS ARCANE PORTAL R: Touch Magically opens/locks a door.
D: Permanent
CHARM PERSON R: 60ft D: 1 day/level Makes one humanoid believe it is your ally. DARKVISION R: Touch See in absolute darkness.
D: 1 day
DETECTION R: 60ft r D: Instant Detects a class of objects (such as traps, magic, secret doors, etc.), causing them to briefly glow. GREASE R: 60ft D: 1 day Makes 10ft sq or one object slippery. ILLUSION R: 60ft D: Concentration +1 round/level Creates an illusion with sound, smell, and thermal effects, but does no damage. LIGHT/DARKNESS R: 60ft D: 1 week 60ft r of bright light or absolute darkness. MAGIC EYEBEAM R: 60ft D: Instant Magic eyebeams automatically hit its any target in sight for 1d6+half of level, bypassing DR. MIRROR IMAGE R: Self D: 1 day Creates 1d6 decoy duplicates. Any successful hit actually hits one of the images, causing it to disappear. SLEEP R: 60ft D: 1 hr/level Puts (1d6 + half of level) creatures into magical slumber. It can only effect monsters of up to 2HD, or one 3HD monster. TONGUES R: Self D: 1 day You understand, read, and speak a language of your choice. TURN UNDEAD R: 60ft D: 1 hr/level 1d6+half of level HD of undead flee from your presence, or allows you to command one undead. Does not work on undead if they are above the caster's level.
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2nd LEVEL SPELLS BEAST MASTER R: Self D: 1 hr/level Speak with all normal, nonmagical animals, and make them view you as their friend. DISPEL MAGIC R: 120ft Cancels magical spells and effects.
D: Permanent
ESP R: 120ft Hear and see at a distance.
D: 1 min/level
FIREBALL R: 120ft D: Instant 1d6 x half of level in damage, 20ft r. FREEZE R: 120ft D: 1d6 rounds Freezes 1d6 humanoids in ice for 1d6 rounds, doing 1 hp of cold damage per round. GASEOUS FORM R: Touch D: 10 min/level Subject becomes insubstantial and can fly slowly. HASTE/SLOW R: 120ft D: 1 min/level A number of creatures equal to half of your level move faster (slower), gain an extra attack/round (attacks every other round), +1 (-1) AC and DEX saves. INVISIBILITY R: Touch D: 1 min/level or until it attacks Subject is invisible and sees invisible. LEVITATE R: 120ft D: 1 min/level Subject moves up and down at your direction. LIFE DRAIN R: Touch D: Instant Touch drains 1d6+half of level, healing the caster by the same amount. LIGHTNING BOLT R: 120ft D: Instant Electricity deals 1d6 x half of level in a 60ft bolt, rebounding if necessary to reach its full length. STINKING CLOUD R: 120ft D: 1 round/level Creates nauseating vapors in a 30ft r. -1 AC and cannot attack while in the cloud.
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3rd LEVEL SPELLS ARCANE EYE R: 180ft D: 1 round/level Invisible floating eye moves 30ft/round. CLOUDKILL R: 180ft D: 1 round/level Creates a poisonous cloud with a 30ft r, moving up to 30 ft/round. Kills monsters with 2 HD or less; 3-4 HD save or die; 5+ HD take no damage. CONTACT OTHER PLANE D: Instant Lets you ask 1d6+level yes or no questions, or a number of full questions equal to half your level. FLY R: Touch D: 1d6+level min Subject flies at speed of 60ft/round. INSECT PLAGUE R: 180ft D: 1d6+half of level rounds Stinging insect swarm attacks creatures, doing 1d6/round to a 30ft r (bypassing DR). INVISIBILITY SPHERE R: Self D: 1 min/level or until attack Makes everyone within 10ft r invisible and able to see invisible. PLANT MASTER R: Self D: 1 hr/level You can talk to and sway the actions of plants and plant creatures. POLYMORPH R: Touch D: 1 min/level Transforms subject into any creature of similar size. RESTORATION R: Touch D: Instant Heals subject by 3hp/caster level and curing all diseases, poisons, and mental conditions, or raises the freshly dead back to life with 1hp/level of recipient. TELEKINESIS R: 180ft D: 1 min/level Moves any object or creature, up to 100 lbs/level. TELEPORT R: 180ft D: Instant Teleports you and anyone you are touching a short distance. WALL OF FIRE/ICE/STONE/THORNS R: 180ft D: 1 day Creates a wall of fire, ice, stone, or thorns up to 2 x 10 x 60 ft.
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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
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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. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. END OF LICENSE Designation of Product Identity and Open Game Content: The term “Swords & Six-Siders™” is product identity and trademarked; all formatting and art is product identity. All spell descriptions are Open Game Content, all other text is product identity. Swords & Six-Siders™ is the trademark of Vanquishing Leviathan LLC. Swords & Six-Siders™ Player’s Book © 2015 Vanquishing Leviathan LLC. Swords & Six- Siders™ Player’s Book published by Vanquishing Leviathan LLC. www.vanquishingleviathan.com
[email protected] “In that day the LORD will punish Leviathan the fleeing serpent, with His fierce and great and mighty sword, even Leviathan the twisted serpent; and He will kill the dragon who lives in the sea.” Isaiah 27:1
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