Armour Class (AC): 13 40ft Speed: Initiative: +4 Passive Perception: 11 Passive Insight: 13 Death Saves: Successes: Failures: Max Hit Points: 28 Current Hit Points: Hit Dice Total: 3d10 Current Hit Dice: ABILITY SCORES STR +2 14 INT +0 10 DEX +2 14 WIS +1 12 CON +2 14 CHA +0 10 SAVING THROWS STR +4 (Advantage) +0 INT DEX +4 WIS +1 CON +2 CHA +0 SKILLS Acrobatics (Dex) +4 Athletics (Str) +4 Deception (Cha) +0 Espionage (Int) +0 Infiltration (Wis) +1 Infotech (Int) +0 Insight (Wis) +3 Intimidation (Cha) +0 Mechanics (Int) +0 Medicine (Wis) +3 Perception (Wis) +1 Persuasion (Cha) +0 Sleight of Hand (Dex) +2 Stealth (Dex) +2 Survival (Wis) +1 Tactics (Int) +0 ROLE: THE MARTIAL ARTIST weapons, and perform incredible feats of athleticism. your enemies with awesome kung fu, wield iconic traditional arts practice, play the Martial Artist class if you want to defeat attack their foes. With a deep knowledge of a particular martial using their own body as a weapon to defend themselves and The Martial Artist is a master of traditional combat, focusing on 3rd-level Krav Maga Practitioner. PROFICIENCIES Proficiency Bonus: +2 Armor: Light armor Ranged: Simple ranged weapons Melee: Simple and traditional melee weapons Tools: First aid kits Vehicles: Motorcycles and cars ATTACKS Unarmed Strike. Melee Weapon Attack. +4 to hit, reach 5 ft., Hit: 1d4+2 bludgeoning damage (finesse) Katana. Melee Weapon Attack. +4 to hit, reach 5 ft. Hit: 1d6+2 slashing damage (finesse, versatile (1d8)) EQUIPMENT A katana and a wilderness pack. Wilderness Pack: Bivouac sack, mess kit, camping stove, 3 grappling hook strapped to the side of it. and signal whistle. The pack also has 50 feet of rope and packs, electric lantern, 10 pitons, a compass, survival blanket, butane canisters, flint and steel, 5 twenty-four-hour ration AGENCY PERSONNEL DOSSIER: THE MARTIAL ARTIST Prepared exclusively for [email protected] Transaction: 1308
FEATURES Background Feature: Track and Field You can push yourself further than others, in short bursts. You may reroll any Strength or Dexterity check but must take the rerolled result. You must take a short or long rest before you can use feature again. Class Feature: Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and melee weapons. You gain the following benefits while you are unarmed or wielding any traditional melee weapons, and you aren’t wearing armor or wielding a shield: • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and and traditional melee weapons. • You can roll a d4 in place of the normal damage of your unarmed strike. • When you use the Attack action with an unarmed strike or a onehanded melee weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a baton, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Class Feature: Qi Your training allows you to harness the energy of qi, the underlying metaphysical energy or ‘life force’ in some schools of martial arts. Your access to this energy is represented by a number of qi points. You have 3 qi points. You can spend these points to fuel various qi features. You start knowing two such features: Flurry of Blows, and Patient Defense. You learn more qi features as you gain levels in this class. When you spend a qi point, it is unavailable until you finish a short or long rest, at the end of which your qi replenishes. • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 qi point to make two unarmed strikes as a bonus action. • Patient Defense: You can spend 1 qi point to take the Dodge action as a bonus action on your turn. Class Feature: Unarmed Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Class Feature: Unarmored Movement Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Martial Artist levels, as shown in the MArtial Artist table. Tradition Feature: Escape Hold If grappled by an opponent you can escape the grapple by making an Attack action with an unarmed strike. If you cause damage to your opponent, you may also escape their grasp, removing the grappled condition. BACKGROUND: Sport Choose one or fill in the blank: Codename: Hammer Nationality: Languages: (Choose 2): Double Life: I’m a famous: Olympian Paralympian Prize Pighter Secret: I was the subject of an illegal doping experiment. Ideal: Excellence comes from dedication and practice. Personal goals matter more than competition. Bond: and I have a friendly rivalry, so I'm always pushing myself. Prepared exclusively for [email protected] Transaction: 1308
Armour Class (AC): 13 (Undercover Vest) 30ft Speed: Initiative: +1 Passive Perception: 13 Passive Insight: 13 Death Saves: Successes: Failures: Max Hit Points: 18 Current Hit Points: Hit Dice Total: 3d8 Current Hit Dice: ABILITY SCORES STR +0 10 INT +1 12 DEX +1 12 WIS +3 16 CON +0 11 CHA +2 14 SAVING THROWS STR +0 +3 INT DEX +1 WIS +5 CON +0 CHA +2 SKILLS Acrobatics (Dex) +1 Athletics (Str) +2 Deception (Cha) +2 Espionage (Int) +1 Infiltration (Wis) +5 Infotech (Int) +3 Insight (Wis) +3 Intimidation (Cha) +2 Mechanics (Int) +1 Medicine (Wis) +5 Perception (Wis) +3 Persuasion (Cha) +2 Sleight of Hand (Dex) +1 Stealth (Dex) +1 Survival (Wis) +3 Tactics (Int) +1 ROLE: THE MEDIC surgical precision. synthesize chemical agents, and attack your enemies with your teammates with emergency medicine, identify or the human body, play the Medic class if you want to support biological warfare. With their ability to heal and investigate ranging from expertise with trauma medicine to chemical and The Medic is the team’s medical and biological expert, 3rd-level Biochemist. PROFICIENCIES Proficiency Modifier: +2 Armor: Light and medium armor Ranged: Simple ranged weapons Melee: Simple melee weapons Tools: First aid kit, hacking tools, surgeon's tools laboratory equipment, and Vehicles: Cars ATTACKS Unarmed Strike. Melee Weapon Attack. +2 to hit, reach 5 ft., Hit: 1 Knife. bludgeoning damage. Melee Weapon Attack. +3 to hit, reach 5 ft., Hit: 1d4+1 piercing Pistol, light. damage (light, finesse, thrown (range 20/60)). Ranged Weapon Attack. +3 to hit, range 40/160 ft., Hit: 1d8+1 piercing damage (reload: 9 attacks, light). EQUIPMENT pack, a first aid kit. A light pistol and a knife, an undercover vest, a medical Medical Pack: A leather doctor's bag, vinyl gloves, face mask, swabs, stethoscope, watch. pen and notepad, pen torch, painkillers, vials, petri dishes, AGENCY PERSONNEL DOSSIER: THE MEDIC Prepared exclusively for [email protected] Transaction: 1308
FEATURES Background Feature: Internal Security Being familiar with the security software and structure of government servers, you have advantage with Intelligence (Infotech) checks while using computers with a government programming infrastructure. Class Feature: First Aid You can tend to your wounded allies during a short rest. If you or one other friendly agent regains hit points at the end of the short rest by spending one or more Hit Dice, or using medical supplies, you can grant them an extra 1d6 hit points. Class Feature: Diagnosis You can determine the type of disease a character has contracted, clearly recognize wounds, their cause, and the cause of death of a person provided you have the time to examine them and by making a Wisdom (Medicine) check. You can also identify the use of known poisons or toxins, dependant on the traceability of the toxin, at the discretion of the GM. Class Feature: Vital Points Your knowledge of the human body allows you to exploit those weak points. If you attack using Dexterity with a weapon with the Finesse quality, you may add 1d6 bonus damage to the damage roll. Archetype Feature: Chemistry You can create chemical compounds that affect the human body. Given the right tools and components you can create medicines, toxins and poisons, nerve agents, and other chemicals that affect the biological processes in living things, at the discretion of the GM. BACKGROUND: Government Choose one or fill in the blank: Codename: Killgrave Nationality: Languages: (Choose 3): Double Life: I lead government research in: Bio Weapons Cybernetics Warfare Psychology for Secret: My government has a secret program of genetic manipulation. is a near perfect double Ideal: Disease doesn't discriminate and neither should our healing. Discretion is the better part of espionage. Bond: No one gets left behind. Prepared exclusively for [email protected] Transaction: 1308
Armour Class (AC): 14 (Stab Vest) 30ft Speed: Initiative: +1 Passive Perception: 15 Passive Insight: 15 Death Saves: Successes: Failures: Max Hit Points: 25 Current Hit Points: Hit Dice Total: 3d10 Current Hit Dice: ABILITY SCORES STR +0 11 INT +1 12 DEX +1 12 WIS +3 16 CON +1 12 CHA +0 10 SAVING THROWS STR +0 INT +1 Advantage DEX +3 WIS +3 CON +3 CHA +2 SKILLS Acrobatics (Dex) +3 Athletics (Str) +1 Deception (Cha) +0 Espionage (Int) +1 Infiltration (Wis) +3 Infotech (Int) +3 Insight (Wis) +5 Intimidation (Cha) +0 Mechanics (Int) +1 Medicine (Wis) +3 Perception (Wis) +5 Persuasion (Cha) +0 Sleight of Hand (Dex) +1 Stealth (Dex) +1 Survival (Wis) +5 Tactics (Int) +1 ROLE: THE Ranger senses to evade danger. with devastating asymmetrical tactics, and rely on your natural if you want to thrive in treacherous locales, engage the enemy belongings. Soldiers of the wilderness, play the Ranger class inhospitable environments with little more than a few The Ranger is is a survivalist, able to endure the most 3rd-level Guerrilla Fighter. PROFICIENCIES Proficiency Bonus: +2 Armor: Light and medium armor Ranged: Simple, explosive, and military ranged weapons Melee: Simple and traditional melee weapons Tools: Forensics tools Vehicles: Motorcycles, cars, and heavy vehicles ATTACKS Unarmed Strike. Melee Weapon Attack. +2 to hit, reach 5 ft., Hit: 1 Machete. bludgeoning damage. Melee Weapon Attack. +2 to hit, reach 5 ft., Hit: 1d6 Bow, compound. slashing damage. Ranged Weapon Attack. +3 to hit, range 80/320 ft., Hit: 1d6+1 piercing damage (reload: 1 attack, two-handed). EQUIPMENT a wilderness pack, and a knife. A machete, a compound bow with 20 arrows, a stab vest, Wilderness Pack: Bivouac sack, mess kit, camping stove, 3 grappling hook strapped to the side of it. and signal whistle. The pack also has 50 feet of rope and packs, electric lantern, 10 pitons, a compass, survival blanket, butane canisters, flint and steel, 5 twenty-four-hour ration AGENCY PERSONNEL DOSSIER: THE RANGER Prepared exclusively for [email protected] Transaction: 1308
FEATURES BACKGROUND FEATURE: Specialist Subject From your years of academic and first hand research you have better knowledge than anyone on the planet about one specialist subject. You have advantage on any rolls relating to this specialist subject, and may discern any basic answers relating to this subject by asking the GM. Class Feature: Natural Explorer You are particularly familiar with forest environments and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to forest terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost in a location you are familiar with. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other people or animals, you also learn their exact number, their sizes, and how long ago they passed through the area. Class Feature: Danger Sense You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Class Feature: Fighting Style Marksmanship. You do not suffer disadvantage from attacking at long range with a ranged weapon. Archetype Feature: Improvised Explosive Devices You gain proficiency with explosives. You may make improvised explosive devices from basic explosive compounds by making an Intelligence (Mechanics) check, at an appropriate DC set by the game master. BACKGROUND: Academic Choose one or fill in the blank: Codename: Trinket Nationality: Languages: (Choose 2): English Double Life: I’m the author of groudbreaking research on: Secret: I orchestrated the sabotage of exploitative: Manufacturing Farming Government forces Ideal: Respect nature or it will kill you. Education and knowledge is the key to progress. Bond: fascinates me. Specialist Subject: Prepared exclusively for [email protected] Transaction: 1308
Armour Class (AC): 14 or 16 (Undercover Vest or Tactical Armour) 30ft Speed: Initiative: +2 Passive Perception: 9 Passive Insight: 9 Death Saves: Successes: Failures: Max Hit Points: 29 Current Hit Points: Hit Dice Total: 3d12 Current Hit Dice: ABILITY SCORES STR +2 15 INT +0 10 DEX +2 15 WIS -1 8 CON +1 12 CHA +0 10 SAVING THROWS STR +4 +0 INT DEX +2 WIS -1 CON +3 CHA +0 SKILLS Acrobatics (Dex) +2 Athletics (Str) +4 Deception (Cha) +0 Espionage (Int) +0 Infiltration (Wis) -1 Infotech (Int) +0 Insight (Wis) -1 Intimidation (Cha) +2 Mechanics (Int) +0 Medicine (Wis) -1 Perception (Wis) -1 Persuasion (Cha) +0 Sleight of Hand (Dex) +2 Stealth (Dex) +2 Survival (Wis) +1 Tactics (Int) +2 ROLE: THE SOLDIER anyone else to achieve your objective. of punishment and push yourself physically further than your enemy with military precision, withstand a huge amount experience, play the Soldier class if you want to neutralize tactics and conflict. With a huge amount of modern warfare The Soldier is a combat specialist, versed in all manner of 3rd-level Platoon Leader. PROFICIENCIES Armor: Light, medium and heavy armor, shields Ranged: Simple ranged weapons, ranged weapons, and grenades. military ranged weapons, heavy Melee: Simple melee weapons Tools: First aid kits Vehicles: Cars and heavy goods vehicles. ATTACKS Unarmed Strike. Melee Weapon Attack. +4 to hit, reach 5 ft., Hit: 3 bludgeoning damage. Pistol, heavy. Ranged Weapon Attack. +4 to hit, range 30/120 ft., Hit: 1d10+2 piercing damage. Submachine gun. Ranged Weapon Attack. +4 to hit, range 40/160 ft., Hit: 1d10+2 piercing damage. (special: burst fire) EQUIPMENT heavy pistol, and a wet work pack. Undercover vest, tactical armour, submachine gun, a Wet work Pack: Assault backpack, balaclava, camouflage BDU, webbing. cable ties, chem lights, torch, personal radio and headset, and AGENCY PERSONNEL DOSSIER: THE SOLDIER Prepared exclusively for [email protected] Transaction: 1308
FEATURES BACKGROUND FEATURE: Rank You hold your choice of military rank in one of the military or paramilitary organisations around the world. You command the respect of any personnel of the same organisation that you outrank, and can order them to engage in activities on your behalf or follow you into a combat situation. While on good terms, you may be able to gain assistance from the organisation or requisition equipment or supplies from them for free. The higher the rank, however, the higher the responsibility, and your organisation may call on you for their own operations, obligating you to assist them. Class Feature: Training CQB. You gain +2 bonus to attack rolls you make with a pistol at short range. In addition, you ignore disadvantage when making ranged attacks against targets within 5 feet with a pistol. Class Feature: Adrenalin Burst You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to gain temporary hit points equal to 1d10+3. Once you use this feature, you must finish a short or long rest before you can use it again. Class Feature: Action Surge Once, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Class Feature: Quickload Reloading is second nature to you, and you can reload your weapon during your Move, instead of your action in combat. Archetype Feature: Fire Team Coordination You may give one of your attacks to an ally you can communicate with, indicating a target to them. The ally makes a melee or ranged attack as normal, using their line of sight, abilities, proficiencies, and the weapon they are holding. If they are unable to make the attack for any reason, the attack is lost. BACKGROUND: Military Choose one or fill in the blank: Codename: Ronin Nationality: Languages: (Choose 2): Double Life: I’m a veteran and mentor to those newly out of the: Army Navy Airforce Secret: I know there is still a military prescence in Ideal: I am willing to make the ultimate sacrifice to protect good people. I will be a sibling to everyone that fights alongside me. Bond: I am coaching to work better in a team. Rank: I am a in the Prepared exclusively for [email protected] Transaction: 1308
Armour Class (AC): 15 (Undercover Vest) 40ft Speed: Initiative: +2 Passive Perception: 12 Passive Insight: 12 Death Saves: Successes: Failures: Max Hit Points: 18 Current Hit Points: Hit Dice Total: 3d8 Current Hit Dice: ABILITY SCORES STR +1 13 INT +0 10 DEX +2 14 WIS +2 14 CON +1 12 CHA +1 12 SAVING THROWS STR +1 (Advantage) +2 INT DEX +4 WIS +2 CON +1 CHA +1 SKILLS Acrobatics (Dex) +2 Athletics (Str) +3 Deception (Cha) +1 Espionage (Int) +2 Infiltration (Wis) +2 Infotech (Int) +0 Insight (Wis) +2 Intimidation (Cha) +1 Mechanics (Int) +2 Medicine (Wis) +2 Perception (Wis) +2 Persuasion (Cha) +1 Sleight of Hand (Dex) +2 Stealth (Dex) +2 Survival (Wis) +2 Tactics (Int) +2 ROLE: THE Technician stunts, and adapt technology to suit your mission parameters. personalized gadgets and perform impressive vehicular play the Technician class if you want to have a set of awesome technology, gadgets, and gear. Mechanics and gadgeteers, The Technician has extensive practical knowledge of 3rd-level Transporter. PROFICIENCIES Proficiency Modifier: +2 Armor: Light, medium, and heavy armor Ranged: Simple, military, heavy, and explosive ranged weapons Melee: Simple melee weapons Tools: Mechanics tools, hacking tools, thieves’ tools Vehicles: Motorbikes, cars, heavy unmanned goods vehicles, planes, and ATTACKS Unarmed Strike. Melee Weapon Attack. +3 to hit, reach 5 ft., Hit: 2 bludgeoning damage. Baton. Melee Weapon Attack. +3 to hit, reach 5 ft., Hit: 1d4+1 bludgeoning damage. Submachine gun. Ranged Weapon Attack. +4 to hit, rng 40/160ft., Hit: 1d10+2 piercing damage. (special: burst fire) EQUIPMENT undercover vest and an infiltration pack. A submachine gun, a baton, mechanics tools, tailored Infiltration Pack:. Includes a backpack, burglary clothing, a grappling hook strapped to the side of it.. lighter, and a canteen. The pack also has 50 feet of rope and a crowbar, a hammer, 10 pitons, a torch, 5 days rations, a bag of 1,000 ball bearings, 10 feet of wire, red headlamp, AGENCY PERSONNEL DOSSIER: THE TECHNICIAN Prepared exclusively for [email protected] Transaction: 1308
FEATURES Background Feature: Track and Field You can push yourself further than others, in short bursts. Once per mission, you may reroll any Strength or Dexterity check but must take the rerolled result. Class Feature: Technical Services Personal Hardware: You have access to a number of permanent, personal gadgets. They require maintenance from you, but in return you know these items insideout. If you use a gadget that, due to its operation is expendable, like an explosive or a chemical compound, you are furnished with a replacement at the beginning of your next mission. These items remain in your inventory as long as you do not lose them, or get destroyed. You do not need to purchase gadgets granted by this class feature with the mission budget, but the cost to replace lost or destroyed items is the same as their cost outlined in the Gadgets chapter. Acquiring New Gadgets: As you gain Technician levels, you can add gadgets of your choice to your kit for free. Each of these gadgets must be of a level for which you have gadget slots. This choice remains in your personal inventory until lost or destroyed. During your missions, you may be able to purchase other gadgets to use, but these will incur a cost to the mission budget. Your own gadgets can be equipped for free. Class Feature: Repairing Equipment You can heal an object’s hit points, or restore a piece of equipment to function, provided you have the appropriate tools and resources. Simple objects of small or tiny size can be restored to full hit points with a single action, while larger objects can be mended for 1d4 HP with an action, or the GM may estimate a time until the larger object is made good. More complex equipment or gadgets can be repaired by making an Intelligence (Mechanics) check against a DC chosen by the gamemaster depending on its complexity, and the item may take more than one action to be restored to working order. Class Feature: Technical Wizard From 3rd level you have a great aptitude with gadgets and field equipment, able to use them with an unrivalled precision. You have 3 technical points, which you can spend on the options below. You regain all spent technical points when you return to your agency's headquarters. • Overclocked Gadget: When you roll damage for a gadget, you can spend 1 technical point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use the Overclocked Gadget technique even if you have already used a different technique during the gadget’s operation. • Rapid Deployment: When you use a gadget that requires an action to use, you can spend 2 technical points to use the gadget as a bonus action. Archetype Feature: Advanced Course You gain a +2 bonus to checks to operate cars. Personal Gadgets Tailored Armor: 1st-level undercover vest. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor, even if you lack the proficiency with the armor’s type. GPS Tracker, pill: 1st-level electronic device. This pill contains a traceable GPS transponder that sends its location to a base station. It is undetectable, but indigestible, meaning it only has a use of 10-24 hours until it is excreted. Video Camera, disguised: 1st-level surveillance device. This video camera is the size of a pinhead, and is disguised in the button of an expensive shirt. It records and transmits video, and is connected to a battery pack that can be secreted or pocketed. Suppressor: 1st-level weapon attachment. When you fire a weapon equipped with a suppressor it cannot be heard within its long range, and within its short range a DC 15 Wisdom (Perception) check is required to detect the shot’s noise. Augmented Reality Glasses: 2nd-level clothing. Augmented reality (AR) glasses use modern projection technology to overlay graphics in the wearer’s field of vision, letting them view data ‘over the top’ of their normal vision. Information can be smartly overlayed in real time based on your view, indicating enemies behind cover, people of interest, track people and vehicles in real time, or give you information pertaining to other weapons, gadgets, vehicles, or the mission—like ammunition, speed, or objectives. The glasses take any style you decide, and include a GPS locator, WiFi connection, satellite uplink, camera, and microphone. BACKGROUND: Sport Choose one or fill in the blank: Codename: Nails Nationality: Languages: (Choose 2): Double Life: I’m a champion race car driver I'm the lead mechanic in the team. Secret: AI is already here and it works for: the French DST Google Russian Hackers Wikileaks Ideal: You're only as good as the tech around you. Support your team and they'll support you. Bond: I make sure the right people have the right tool for the job. Prepared exclusively for [email protected] Transaction: 1308
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. 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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, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Spycraft Copyright 2005, Alderac Entertainment Group. Prepared exclusively for [email protected] Transaction: 1308