- 1 Introduction
- 2 Characters
- 3 Equipment
- 4 Rules
- 5 Running 2050 Campaigns
- 6 Creature Catalog
- 7 Legal
code::2050 is a near-future ruleset using the Dungeons and Dragons 5th Edition d20 system. It is supplemental to D&D5e, meaning that it is designed with an understanding that all of the existing 5e rules are applicable and compatible. It is not necessary to own the 5e source books (though it is highly recommended), but these rules do require the underlying D&D5e OGL rules, which are here: http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
This page includes all current SRD OGL rules for code::2050. For licensing, please see “Legal” at the bottom.
Note: These rules are in a playtesting phase and are therefore incomplete. We value any input and feedback on these rules, which can be delivered straight to our eyeballs here: http://www.legendarypants.net/project-2050-feedback/
With the introduction of guns, there is a need for gun-focused fighting styles for the appropriate classes which gain this feature.
Quick Shot When wielding a pistol, you may use your reaction at any time to make a single attack with that pistol.
Stock-Strike When wielding a 2-handed gun, you may use a bonus action to make a melee attack on a target using the two-weapon fighting rules. The damage for this attack is 1d4.
Burst Control When using a weapon to make a burst attack, a successful hit gives your three damage dice instead of two.
Suppressive Fire The DC to avoid taking damage from an automatic fire weapon wielded by you is 11 + proficiency bonus + dexterity modifier.
You have an affinity for the digital world and cyberspace seems as natural and as real an environment as your own neighborhood. Whether it’s liberating software, stealing sensitive data, or just bringing sites down to crash and burn, you’re always busy. You’ve focused on digital infiltration and theft, and have honed your skills to an art of heroic levels.
You gain the following features and benefits:
Computer Literate At level 3 when you choose the Hacker archetype, you gain proficiency with the Computers tool. If you already have this proficiency, you gain proficiency in a tool of your choice.
Additionally, you may use the bonus action granted by your Cunning Action to navigate a computer network, launch scripts, or perform Perception/Investigation checks when using a computer or Rig.
Finally, you gain proficiency in a computer language of your choice. You gain a new computer language proficiency at 9th, 13th, and 17th levels.
Hacker’s Rig At level 3, when you choose the Hacker archetype, you gain proficiency in the Hacker’s Rig tool and construct your first Hacker’s Rig. This portable device is a cobbled-together system of tweaked and modified computer parts specialized for running subversive computer scripts and breaking into secure systems.
When gaining this feature, you may elect to switch one of your Expertise skills to the Hacker’s Rig. Alternatively, you may choose Hacker’s Rig when gaining a new Expertise skill.
You may use your Hacker’s Rig proficiency instead of your Computers proficiency whenever your Rig is attached to the target device and is activated. For the purposes of latency, the Rig does not constitute an additional hop.
If your Rig is ever destroyed or lost, you must spend 24 hours constructing a new one at a cost of 150 gp per Rogue level.
Research At level 9, if you have Net access, you may spend 10 minutes researching to grant up to 6 willing humanoids advantage on the next check of a skill of your choice. You may only choose one skill to affect for all of the targets, and a target may only have this advantage for one skill at a time. This advantage goes away after the target completes a short or long rest.
Jack In At level 13, working in a non-sensory world has become second-nature to your meatbrain. If you have a neural jack, it does not count toward your maximum cybernetic implants.
Multitasking At level 17, you have spent so much time doing two things at once that you’ve perfected it. On your turn for your Action, you may perform two actions as long as they are different. These actions must be completely different, and not simply the same action with a different target.
|Small Pistol||-||1d4 piercing||-||Ammunition (range 25/75), reload (17 shots)||Glock 9mm|
|Large Pistol||-||1d6 piercing||-||Ammunition (range 30/100), reload (10 shots)||HK45|
|Rifle, hunting||-||1d8 piercing||-||Ammunition (range 200/600), reload (5 shots), two-handed||Remington Sendero 700|
|Shotgun, pump||-||2d4 piercing||-||Ammunition (range 10/40), reload (4 shots), two-handed||Remington Model 870|
|Submachine Gun||-||1d4 piercing||-||Ammunition (range 25/75), reload (30 shots), burst, automatic (30 shots)||MP5|
|Rifle, automatic||-||1d6 piercing||-||Ammunition (range 100/300), reload (30 shots), burst, automatic (30 shots), two-handed||M4 Carbine|
|Shotgun, automatic||-||2d4 piercing||-||Ammunition (range 10/40), reload (10 shots), burst, automatic (10 shots), two-handed||Saiga-12|
Ammunition This weapon requires ammunition to be in the weapon for operation. Further, this ammunition is destroyed upon use.
Reload (# shots) After the designated number of shots, the weapon must be reloaded. Reloading may be an Action or a Bonus Action (character’s choice).
Burst This weapon may fire a three round burst. This attack replaces a single attack as part of the Attack Action, and also consumes the character’s Bonus Action. If this attack successfully hits, you roll the weapon’s damage twice before adding damage modifiers. This attack cannot be performed if the weapon is not loaded with at least 3 pieces of ammunition.
Automatic (# shots) This weapon may be fired on full automatic. This action consumes the designated amount of ammunition and cannot be performed unless the weapon is loaded with at least that much. Choose a 10 ft cube within normal range. All creatures inside that cube must make a DEX save against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. If they fail to save, the weapon deals a single hit to them (do not apply your Dexterity modifier to this damage).
|Concussion||-||1d6 thunder damage within 5'||1||grenade, finesse|
|Fragmentation||-||4d6 piercing damage within 20'||1||grenade, finesse|
|Incendiary||-||2d6 fire damage within 5'||1||grenade, finesse|
|EMP||-||4d6 lightning damage within 15'||1||grenade, finesse|
Grenade A grenade is an explosive device that is thrown toward a target. When throwing a grenade, the character makes a ranged weapon attack in order to hit a square. If the square is within 20 feet, this attack is made normally. Between 20 and 60 feet, the attack is made at disadvantage. An attempt may not be made at a target beyond 60 feet. If the result of the attack is a 12 or higher, the grenade detonates in the target square. If the result is below 12, the grenade detonates in a random square adjacent to the target square (roll 1d8 to determine).
Concussion Grenade This grenade is mostly loud and bright, though being too close can hurt. Any creature within 5 feet of this explosion takes 1d6 thunder damage. Additionally, any creature within 20 feet of this explosion must succeed on a DC 12 DEX save or be blinded and deafened for 2 rounds. Any casters within 20 feet of this explosion must make a concentration check if applicable.
Fragmentation Grenade This grenade is made to explode in a cloud of deadly shrapnel. Any creature within 20 feet of this explosion takes 4d6 piercing damage. A successful DC 12 DEX save will halve this damage.
Incendiary Grenade This grenade mostly just makes heat, and lots of it. Any creature within 5 feet take 2d6 fire damage. A successful DC 12 DEX save will halve this damage. Flammable objects within 10 feet of this explosion catch fire.
EMP Grenade This grenade emits a strong electromagnetic pulse which damages electronic systems. Any electronic constructs within 15 feet take 4d6 lightning damage. A successful DC 12 CON save halves this damage.
Gas Grenade This grenade releases a noxious gas that burns the lungs. A cloud of gas occupies a 20 foot cube centered on the grenade. Any creature starting its turn in the cloud, or when it enters a square of the cloud, must succeed on a DC 12 CON save or become poisoned. At the end of their turn, affected creatures may attempt this save again to remove the poison. A strong wind can disperse this cloud, or it will disperse naturally after 10 minutes.
Smoke Grenade This grenade releases a thick smoke which obscures vision. A cloud of thick smoke obscures a 40 foot cube centered on the grenade. A strong wind can disperse this cloud, or it will disperse naturally after 10 minutes.
|Armor||Cost||Armor Class (AC)||Strength||Stealth||Weight|
|Bulletproof Clothing||-||11 + DEX Modifier||-||-||8 lb.|
|Kevlar Vest||-||12 + DEX Modifier||-||-||10 lb.|
|Kevlar Full Body Armor||-||13 + Dex modifier (max 2)||-||-||15 lb.|
|Bulletproof Vest & Plates||-||14 + Dex Modifier (max 2)||-||-||25 lb.|
|Heavy Military Armor||-||16||STR 13||Disadvantage||50 lb.|
|Multi-Layered Anti-Ballistic System (M-LABS)||-||18||STR 15||Disadvantage||65 lb.|
Bulletproof Clothing Fancy clothes knit with nanotubes and whatnot. Lightweight and normal-looking, but also stops handgun rounds pretty well.
Kevlar Vest A basic vest of bulletproof material which provides excellent protection against handguns. As worn by standard beat cops. It can be hidden under loose fitting clothing, but it definitely makes you a bit bulkier.
Kevlar Full Body Armor Full-body coverage of the basic bulletproofing material plus a helmet. Great for stopping handgun rounds and even the occasional poorly-aimed rifle round. This is usually worn by special police forces.
Bulletproof Vest & Plates A sturdy bulletproof vest lined with tough ceramic plates. This armor can take a fairly high caliber bullet while keeping its owner’s meat relatively intact. This is what is worn by the typical infantry troop. Comes with a matching helmet!
Heavy Military Armor An upgrade to the bulletproof vest & plates, this provides better coverage over the rest of the body, including smaller plates for legs and arms.
Multi-Layered Anti-Ballistic System (M-LABS) When the military decides that they need you to be indestructible, they just park you in one spot and layer as much bulletproof clothing and armor on you as possible. This level of armoring is typically worn by those that are manning turrets on vehicles, which leaves them outside the protection of the vehicle.
|Chemist's Tools||-||10 lb.|
|Electrician's Tools||-||8 lb.|
|Electronics Tools||-||5 lb.|
|Geologist's Tools||-||10 lb.|
|Mechanic's Tools||-||10 lb.|
|Gunsmith's Tools||-||10 lb.|
Artisan’s Tools Just like in the 5e SRD, these are tools of the trade for various professions. The tools included here are for modern professions that don’t have a good medieval-fantasy equivalent.
Computers This item encompasses the vast array of digital devices in the wired world. From smart thermostats to supercomputers, skill with these tools can help in all aspects of digital life. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make when using any computerized device to break digital security, code and run scripts, alter the functions of devices, and scour electronic systems for information.
|Name||Cost||Mount Cost||Damage Reduction||HP||Footprint (in squares)|
|Motorcycle||-||5 ft||4||10 (2d8)||1x2|
|ATV||-||5 ft||4||12 (2d10)||1x2|
|Car||-||10 ft||6||20 (4d8)||2x3|
|Pickup||-||10 ft||6||24 (4d10)||2x4|
|Tractor-Trailer||-||15 ft||8||30 (6d8)||2x14|
|Bulldozer||-||15 ft||10||36 (6d10)||3x5|
|HMMWV||-||10 ft||8||30 (6d8)||2x3|
|2.5 Ton Truck||-||15 ft||10||40 (8d8)||2x5|
|APC||-||20 ft||12||48 (8d10)||2x5|
|Tank||-||20 ft||16||56 (8d12)||3x6|
|Mk II Eyeball||-||2||Spend 1 charge to grant advantage on Perception and Investigate checks for 10 minutes or grant 30/60 Darkvision for 1 hour. If you have two of these installed, you may spend a charge from each to grant the skill advantages for 30 minutes or 30/60 Darkvision for 3 hours.|
|Intracranial Processor||-||2||Spend 1 charge to grant advantage on Intelligence or Wisdom checks for 10 minutes. If you have two installed, you may spend a charge from each to grant these advantages for 30 minutes.|
|Powerplant||-||2||The powerplant's charges may be used as charges for other cybernetic augmentations you have installed.|
|Cyber Leg||-||2||Spend 1 charge to increase speed by 10 feet or jump distance by 10 feet. You may also spend a charge to grant advantage on Strength checks requiring leg-strength for 10 minutes. If you have two of these legs, you may spend 1 charge from each to increase your speed by 30 feet or increase jump distance by 30 feet, or grant advantage for Strength checks requiring leg-strength for 30 minutes.|
|Cyber Arm||-||2||Spend 1 charge to grant advantage on all attacks which can use STR as the modifying attribute until the start of your next turn. You may also grant advantage on Strength checks which require arm-strength for 10 minutes. If you have two of these arms installed, you may spend a charge from each to grant advantage on Strength checks requiring arm-strength for 30 minutes or impose disadvantage on Escape attempts for a target that you are grappling.|
|Reflex Wiring||-||2||Spend 1 charge to grant advantage on all attacks that can use DEX as the modifying attribute until the start of your next turn. You may also spend 1 charge to grant advantage on Dexterity checks for ten minutes. If you have two installed, you may spend a charge from each to grant Dexterity check advantage for 30 minutes.|
|Cultural Database||-||2||Spend 1 charge to grant advantage on Charisma checks for 10 minutes or gain fluency in one language for 1 hour. If you have two of these installed, you may spend a charge from each to grant Charisma check advantage for 30 minutes or gain fluency in one language for 3 hours.|
|Subdermal Armoring||-||N/A||Your AC can't be less than 16, regardless of what kind of armor you are wearing.|
|Skeletal Reinforcement||-||N/A||+1 AC. Take 2d6 less fall damage.|
|Networked Power Conduit||-||N/A||With this installed, a charge on any augmentation can be used for any other augmentation.|
|Neural Jack||-||N/A||With this installed, a character may directly plug a computer into an interface at the base of the skull. While connected, the character has advantage on all computer-related tasks.|
Any time a character wishes to do something involving computers, it will likely require an ability check using any Computers tool proficiency the character may have. Most of the time, this will be an Intelligence(Computers) check, though sometimes Dexterity(Computers) can apply (EG playing a twitchy computer game or trying to break into something really fast).
A rogue with the Hacker archetype may elect to use the Hacker’s RIg instead whenever physically possible. That character may use their proficiency with the rig to make the same sorts of checks.
Computers have a “language,” of sorts, which represents general literacy and ability to use them. These are usually based on the type of computer, but there is no reason that any computer can’t use any language. All players begin with proficiency in Parfait. Other languages may be acquired through class and background choices.
Parfait The basic consumer software suite present on every smart device and personal computer.
BizOS The software suite used by businesses and corporations for running their networks and computers.
Skippy The software used by automated systems such as drones, self-driving cars, and consumer robotics.
SAGaN The software used by the educational, scientific, and medical communities. This is also the software used by most cybernetic implants.
DOMIN-OS The software used by the military and government entities.
When making an ability check using a computer, the player has a disadvantage if they are not proficient in the computer’s language. If using a Hacker’s Rig, this rule still applies.
When casting a spell that targets a computer, if the spell requires language (such as Command), then you must be proficient in a computer language that the target uses.
When making ability checks using a computer, the latency of the connection can apply disadvantage or advantage to the roll according to the following:
Disadvantage when accessing networks remotely through the Net or over a long series of hops (DM’s judgment on the latter, but if you bounce through fifteen offshore data centers or a satellite, it’s probably too far).
Normal when accessing a device or network directly through WiFi or accessing another device networked to your own (EG accessing a NAS through a connected terminal)
Advantage when accessing a device via a hard-wired port (directly plugging your rig into a server, for example)
Tools: Proficiency in driving and performing actions with vehicles are handled through associated tool proficiencies. NOTE: It is not usually necessary to be proficient in a vehicle class to simply operate a vehicle normally (IE driving around).
Vehicles(riding) Motorcylcles, ATVs
Vehicles(personal) Cars, pickup trucks, small box trucks
Vehicles(commercial) Tractor-trailers, construction equipment, buses
Vehicles(military) HMMV, 2.5 ton truck
Vehicles(armor) Tanks, APCs
In cases where two proficiencies can apply to the same vehicle (HMMV can be both military and personal), the character may elect which to use.
If a character is struck by a vehicle, it suffers 1d6 bludgeoning damage for every 5 mph of speed the vehicle has (to a maximum of 20d6) and is knocked prone. If the target is as large or larger than the vehicle, it is not knocked prone by a collision. Instead, the vehicle’s movement is stopped. Whenever something is struck, half of the damage dealt to the target is also dealt to the vehicle (the innate Damage Reduction of the vehicle cannot be applied to this damage).
Vehicles in Combat
If a vehicle is being used in combat, one character is considered to be the “driver” of the vehicle. In the case of a self-driving vehicle, it is itself the “driver.”
On the driver’s turn, that character may spend a bonus action to move the vehicle up to 90 feet of normal terrain and make simple turns. Alternatively, the driver may perform more complex activities (such as drifting, driving in reverse, etc.) or traverse any difficult terrain (at half speed) by using an action.
Any character in or on a vehicle that has moved since the start of their last turn is at disadvantage for all attacks.
Rapid dismount: If a character elects to dismount a vehicle that has moved since the beginning of their last turn, they must make a Dexterity(acrobatics) check with a DC of 12. Failure results in taking 1d6 bludgeoning damage and being prone. On success or failure, the required mounting movement cost of the vehicle still applies to this action.
Striking a character: Striking a character with a vehicle in combat provokes a DC 10 Dexterity save from the target (or targets). Failure results in 2d6 bludgeoning damage and being knocked prone. If a target is successful, it may spend a reaction to jump out of the way, moving to the nearest square which will provide safety from the collision (if available). If the target successfully saves, but does not have a reaction available (or there is no available space to jump), it receives half damage and is knocked prone.
If the target is as large or larger than the vehicle, it is not knocked prone by a collision. Instead, the vehicle’s movement is stopped if the target did not jump clear.
Whenever something is struck, half of the damage dealt to the target is also dealt to the vehicle (the innate Damage Reduction of the vehicle cannot be applied to this damage).
Implant Fatigue: The body can only handle so much stress from cybernetic augmentations. At any time, a character may have 2 + Constitution Modifier implants installed. For every implant beyond this limit, the character gains a level of exhaustion every 24 hours. This fatigue applies even if the implant is deactivated, unless otherwise noted.
If a character dies as a result of implant fatigue, he may only be resurrected by means of a True Resurrection or Reincarnate spell. These spells will produce a new body free of any implants.
Implant Charges: During a short rest of limited use, a cybernetic implant recovers a single charge. During a long rest of limited use, an implant recovers all of its charges. Using a charge on an implant for a special effect is a bonus action.
Acquiring a cybernetic implant generally requires invasive surgery and a period of recovery. While the DM can determine this, a suggested rule is 1d4 weeks of recovery for a limb, 2d4 weeks for anything in the torso, and 3d4 weeks for anything in the brain. In a heroic recovery campaign, “weeks” can be “days.”
Running 2050 Campaigns
Running a Hack
Here’s a guide to quick-and-dirty hacking. It’s broken down into several steps, each with a one-sentence description of what you’re doing, a thumbnail difficulty based on who you’re trying to hack, suggested penalties for failing at that point, and then some clever text to give it a little flavor. And at the end short discussions about scripting, hacking, and countermeasures.
The thumbnail DC of each step is based on the size of the entity you’re hacking:
|Small||Home / Small Business (10 employees)||Town|
|Midsize||Medium Business (100 employees)||Small City|
|Large||Large Business (1,000 employees)||Large city|
|Huge||Multinational Corporation (10,000 employees)||Megacity / Nation / Military|
|*Includes the police or security forces for that size government.|
Step 1: Connect
Action: Connect your rig to a network access point, either wirelessly or through a port.
Difficulty: Small: 15, Midsize: 15, Large: 10, Huge: 10.
Penalty: Physical dangers finding and getting to the access point, loss of access through password violations.
The difficulty is in finding an open connection; the bigger you are, the more connections you have, and the easier it is to find one. But a lot of the difficulty is going to depend on where that connection is. You may be able to connect through the Net while nibbling jamón in Madrid, or you might be able to plug into a port in an office building while pretending to be a repairman, or your team may have to shoot their way into a security substation at a corporate warehouse. How you get here is up to your GM.
Step 2: Seek
Action: Look for the data, device, etc. that you need.
Difficulty: Small: 5, Midsize: 10, Large: 15, Huge: 20.
Penalty: The time required to search.
Sure, shuffling through a home server is child’s play, but big corporations have big networks and big data farms, and that robocab company has thousands of vehicles. Finding the exact file or exact cab you’re looking for might take longer than you’re expecting. Hopefully you’ve done your homework, or have someone on the inside to get you pointed in the right direction and save you some time. And, hey, the clock is ticking!
Step 3: Defeat
Action: Bypass, suppress, or defeat any countermeasures you encounter.
Difficulty: Small: 5, Midsize: 10, Large: 15, Huge: 20. (Varies internally based on secrecy.)
Penalty: Small: Setback, Midsize: Setback, Large: Dangerous, Huge Government: Dangerous, Huge Civil: Deadly (Based on Trap DCs and Attack Bonuses from the 5e Online Compendium section on traps.)
Lots of potential dangers here, and this is where you’re most likely to get pinched if you screw up. Depending on the size of the prize and the nastiness of the guy you’re hacking, that might hurt a lot. Grabbing some incriminating dirty pics from some guy’s home server? You’ll probably only get booted from his network. Snag something secret from the Army? Go to jail, go directly to jail. Going after a big paycheck by hacking the formulation for a new drug from MegaPharmaCo? Those bastards’ll kill ya. And, of course, the more sensitive something is, the better it is protected. Nobody is bothering to protect the coffee order for the canteen, but that drug formula? Yeah: locked up tighter than a gnat’s ass.
Repeat steps 2 & 3 as the DM dictates.
Why repeat? Maybe you have to open a series of doors for your team. Maybe you have to check several different data silos to find what you’re looking for. Maybe your target isn’t in the first robocab you hack to drive itself off a cliff. Maybe the DM’s a dick and wants to see you suffer.
Combine steps 2 & 3 as the DM dictates.
Or maybe your DM is awesome and wants to save everyone some time. Maybe you’re sleeping with her. Whatevs, it’s all good! The DM can easily elect to combine these steps – even multiple iterations – into a single roll to get you there a little quicker.
Step 4: Achieve
Action: Do what you came here to do.
Difficulty: GM’s estimation.
Penalty: Consequences of failing to complete the mission.
This is you earning your paycheck. You may be stealing data, leaving data, altering video, opening doors to clear a path for your team, implanting a script, tapping a camera, crashing a pizza delivery drone, rerouting a jumbo jet, whatever floats your boat (and gets you paid). It’s going to be up to the DM to decide how hard it is to make that happen, especially after you made it this far!
Step 5: Exfiltrate
Action: Finalize and log off.
Difficulty: Small: Auto, Midsize: 5, Large: 10, Huge: 15. (GM’s estimation.)
Penalty: Physical dangers of leaving the access point, danger of exposure through traces in the target system, dangers from any remaining countermeasures.
You’re not out yet. You got your data, but you tripped a countermeasure and now you’re going to have to shoot your way out; or you are at a plaza in Madrid, but even then this may not be as easy as unplugging your rig and walking away. You may need to alter logs or adjust inventories in order to disguise the hack and to cover your tracks, or your team may be deep in a corporate archive with the item you need for your next hack in a satchel, looking for you to guide them out. Hell, the DM may run you through steps 2 & 3 again as you wend your way out. Good luck, Hacker!
Cybermen (From Scott)
The Project 2050 information contained on this page is free-to-distribute in accordance with WotC’s Open Game License version 1.0a (below).
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code::2050 SRD Copyright 2017, Legendary Pants, LLC; Authors: Matthew Stanford, Shawn Stanford