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Boundless Brainstorming: Geography, Ages, Tech: Looking for Consultant(s)

Started by Xathan, January 24, 2012, 12:31:43 AM

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Xeviat

Questions then:

1) You said you aren't worrying about what kind of adventures the setting will suit, but that you want the setting to suit everything. What feel are you going for? What would the first adventure/campaign that you would want to run in the setting be (without player input that is)?

2) Which classic/standard dnd/tolkienesque races are you going to use? I know you're going to use a lot.

3) Are there things that arcane magic can't do, but divine can? What are the storybased compensatory elements to psionics, anima (great name, may steal, been looking for a "western" sounding word for Ki), and shamanism (I'm assuming "primal" as D&D4 calls it)?

4) What era of Earth would you say magitech pushes things? Industrial Age? Modern? Information Age? Near Future?

5) If the world is so magical, do the other classes use magic from items, or do they have a bit of their own? Is a naked fighter balanced against a naked wizard? Can anyone perform alchemy? Does it just take some training, or is it a lifestyle (as in a feat, or a class, in d20 terms)?
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

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Xathan

Quote from: Xeviat
Questions then:

1) You said you aren't worrying about what kind of adventures the setting will suit, but that you want the setting to suit everything. What feel are you going for? What would the first adventure/campaign that you would want to run in the setting be (without player input that is)?

First thing I'd want to run here? A very classic "there's a nearby problem we need help dealing with" that has elements of intrigue (The nearby problem was actually working for a local magistrate) and combat. Something simple and basic to get a feel for the setting. :P I know that's not very helpful, but thinking about kinds of games to run almost always kills settings for me when I'm this early in development.

FEEL, on the other hand, is something I can't definitely comment on. I want it to feel fantastic - high fantasy like is almost never done. I want people to feel like they've stepped into the future but the world is magical, like they can pick up a sword or an arcane sniper rifle and either way fit right in. I want the setting to be awesome, and not in the modern sense, but in the original, where the vistas and the landscapes and the settings take your breath away and are things you would never, ever be able to encounter anywhere on Earth. That's what Boundless is about - bringing the fantastic back into Fantasy.

Quote2) Which classic/standard dnd/tolkienesque races are you going to use? I know you're going to use a lot.

Most if not all. Elves, Dwarves (sigh), Orcs, Goblins, Gnolls, Hobgoblins, Halflings, Gnomes (sigh), Lizardfolk, Centuars, variants thereof...if it's humanoid and playable, you'd be able to find it somewhere. Now, I'll be splitting it up some by region, either having a race absent or having a different subtype in a particular region, but if you look hard enough you'll be able to find the overwhelming majority of them, except for ones I find stupid and aren't as iconic as dwarves and gnomes, much as I dislike both races. :P

Quote3) Are there things that arcane magic can't do, but divine can? What are the storybased compensatory elements to psionics, anima (great name, may steal, been looking for a "western" sounding word for Ki), and shamanism (I'm assuming "primal" as D&D4 calls it)?

To the first, yes in both directions. Divine magic can heal and protect much better, whereas arcane is much better at blowing things up...and it's much better at creating a permanent magic item. Divine items are a bit cheaper to make but require faith to use, where an arcane item works for whoever can operate it.

To the second, the benefit of shamanism, psionics, and anima is twofold. First, items that protect against/nullify magic typically are not geared towards defending against the powers of those three sources, making them usable in areas where they would not normally be. Secondly, none of them are detectable until the effects manifest, so they have more subtle impacts. From a story perspective, shamanism is mostly going out of style - only a few limited groups still cling to it, so a shaman is viewed as strange and wondrous...and most people don't know anymore what they can actually do. Psions are uniquely suited for battling aberrant creatures on their own terms and have a keen insight into them, since they share the same power source, and unlike the other two can waggle their fingers and mutter things and everyone will assume they're an arcanist. Animists have the advantages you'd expect from ki users - viewed as mysterious, wise, and extremely well trained and disciplined, the latter of which are almost always true.

Quote4) What era of Earth would you say magitech pushes things? Industrial Age? Modern? Information Age? Near Future?

Near Future if we skipped the Information Age and the modern age happened without mass production. It creates a really weird result: the technology is futuristic, but there aren't assembly lines cranking things out (through golems do much of the work). As such, it feels futuristic...but buildings still use actual stone and wood, metal/chainmail armor is still worn, and animals provide the most reliable means of transportation on land.

Quote5) If the world is so magical, do the other classes use magic from items, or do they have a bit of their own? Is a naked fighter balanced against a naked wizard? Can anyone perform alchemy? Does it just take some training, or is it a lifestyle (as in a feat, or a class, in d20 terms)?

Every class can get magic from items, of course, and there will be at least one (if not two or three) variant classes for each class that will give them access to either magic or alchemy or both. A fighter, for example, might have a variant class that gives them a limited selection of supernatural abilities in place of the armor bonuses they get in pathfinder, or a different variant class where they have additional training in alchemy and can use alchemical items (especially explosives) better at the cost of some bonus feats.

Alchemy is as easy as engineering or chemistry is in the real world: the very basics of it pretty much anyone could manage (Moving something with a lever is a feat of engineering we could all figure out, as is baking soda + vinegar), but the more advanced and complex uses require extensive training OR apprenticeship.

In d20 terms, to build and make the most of alchemical items, it requires feats and/or a class, but any class can use an alchemical item - not much training is needed in that regard, you just won't be able to fix it if something goes wrong. (There will be feats for "Alchemical Weapon Proficiency", "Alchemical Armor Proficiency" and "Mutagen Proficiency," as well as related feats for arcane items, so you need some training to use them without penalty.)

Thanks for the questions, keep them coming! :D
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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, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

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[/spoiler]

Humabout

On Steam, Diesel & Clockwork:  So long as it's cheaper to make things with magic than to use other technology, it shouldn't feel like a handwave.  This would, of course, include mass production - that's really where these things took off.  Remember that there's always the possibility of combining them.  Frex, a magical eternal flame of insane heat could replace the heat source of any steam turbine, from charcoal-burning trains to nuclear power plants.

On Other Power Sources:  This is completely disregarding system, but it's worth considering.  How do these sources interact with Arcane, Divine, and Alchemical sources?  Psionics and Ki draw on inner energies (I'm assuming), so can they even be blocked by magic of any kind?  You mention Animism; I assume you are refering to shamanistic magic that utilizes spirits?  If so, how does that really differ from utilizing gods?  They both rely on outside sources of power, except that where the shaman sticks to little guys, clerics go balls to the wall and tap God on the shoulder.

On Screw Physics:  An easy way I've found to handle this sort of thing is to stipulate that physics always works, but it gets trumped by magic.  That is, magic allows mages to do whatever they can imagine, but as soon as the magic ends, physics takes over again.  A mage might create a 7-ton stone floating 8.72 inches off of the ground, but as soon as that spell ends, the physics will take over and the stone will come crashing down.  Fantastic landscapes are awesome, and if you want to explain them with minimal handwavium, you might give them further depth and discuss the magic that keeps the location from responding to physics.

On The Intellectual Age:  Alien genetic therapies dammit!  Mus thave alien conspiracies!  Heck, Baba Yaga was just a transdimensional alien who spun around Eastern Europe in her hut-with-chicken-legs-shaped spaceship!

On The Synthesis Age:  Did you just cram transhumanism into this?  Dammit!

Quesitons!
So what sort of sociopolitical organization does the world have?  Have they developed nation-states?  Are they still clan-based?  It makes a big difference in the end, because nation-states can pool tremendous resources.  If a nation-state wants to equip all of its soldiers with alchemical auto-bows, it can just blow the money on its defense budget.  A clan doesn't have the resources to do that.  Just something to consider.

That's all I have for now.  I'll have to find a few extra lifetimes (I suspect) to catch up on the other settings you reference.  If you'd like me to look at something specific, let me know and I'll start there.
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Xathan

Quote from: Humabout
On Steam, Diesel & Clockwork:  So long as it's cheaper to make things with magic than to use other technology, it shouldn't feel like a handwave.  This would, of course, include mass production - that's really where these things took off.  Remember that there's always the possibility of combining them.  Frex, a magical eternal flame of insane heat could replace the heat source of any steam turbine, from charcoal-burning trains to nuclear power plants.

It's cheaper and more effective - I am reconsidering my stance on clockwork and steam because the one advantage they have over arcane and alchemical is the one you mentioned, and that's the ability of mass production. I hadn't considered clockwork/steam that uses magic/alchemy as a power source - at that point, I can see it fitting it. However, part of this comes down to tone - I'm not sure how much I want that in the setting. But a goal of mine was looking at the logical implementation of magic, and it's harder to ignore now that that's been pointed out. The initial idea I had behind why it wasn't developed - because they already had magic and alchemy and those worked just fine, so why put the effort into developing clockwork and steam when we have something that works - does kind of break down when you consider mass production.

QuoteOn Other Power Sources:  This is completely disregarding system, but it's worth considering.  How do these sources interact with Arcane, Divine, and Alchemical sources?  Psionics and Ki draw on inner energies (I'm assuming), so can they even be blocked by magic of any kind?

You assume correctly as to where they come from - and magic can block them, but it's exponentially more difficult to block them than it is to counter other sources of "classic" magic. Add that to the fact that a magic user has to be prepared for it, and psionics and ki give very little warning to when they're going off, and for the most part it's very dangerous to mages. That being said, what they can counter is some of the effects of those powers: a bolt of kinetic energy from a psion is still force, and can be blocked same way a mace could, and someone empowering their fists with ki still needs the fist to connect. It's much less efficient and much more dangerous than dealing with other classic magic OR dealing with mundane weaponry, but magic users aren't completely at the mercy of a psion or monk.

QuoteYou mention Animism; I assume you are refering to shamanistic magic that utilizes spirits?  If so, how does that really differ from utilizing gods?  They both rely on outside sources of power, except that where the shaman sticks to little guys, clerics go balls to the wall and tap God on the shoulder.

You assume correctly again, though Anima is the re branding of ki to make it more western, and Shamanism is typically used to refer to communing with spirits. The end result of Shamanism and Divine magic is very similar, with one major difference - a spirit doesn't have the sustaining power to maintain a magic item or power one (without killing itself, and a shaman who is willing to try and make spirits do that will likely find spirits unwilling to answer his calls). In short, Shamanism almost always results in short term effects, while Divine magic can create longer effects since the gods have a lot more power to spare once they've been tapped on the shoulder.

QuoteOn Screw Physics:  An easy way I've found to handle this sort of thing is to stipulate that physics always works, but it gets trumped by magic.  That is, magic allows mages to do whatever they can imagine, but as soon as the magic ends, physics takes over again.  A mage might create a 7-ton stone floating 8.72 inches off of the ground, but as soon as that spell ends, the physics will take over and the stone will come crashing down.  Fantastic landscapes are awesome, and if you want to explain them with minimal handwavium, you might give them further depth and discuss the magic that keeps the location from responding to physics.

The big thing is I want that stone to be able to stay floating. I'm going to explain fantastic structures and items and such without handwavium (really, that's the point of much of this setting), but things like how the Great Trees grow so tall, why the air up there is still easily breathable, why the Underdark's gravity is just "whatever you're standing on is down," I would have to spend pages of pages explaining something that ultimately works just as well as "That's the way it works."

QuoteOn The Intellectual Age:  Alien genetic therapies dammit!  Mus thave alien conspiracies!  Heck, Baba Yaga was just a transdimensional alien who spun around Eastern Europe in her hut-with-chicken-legs-shaped spaceship!

Hahaha! The idea that Aberrations (who might as well be aliens) sparked intelligence is one that's been floated around - so in short, yes, that is a theory. Especially since Aberrations have psionics, the magic of the mind, and would have an easy time making things intelligent - the only problem with this theory is "Why the hell would they create rivals to themselves?", but then again, the answer could be "Because they don't think the way we do" or "They're batshit crazy" or "It seemed like a good idea at the time" - if they are the source of intellect, the Aberrations aren't sharing why, and aren't answering yes or no. (Unless eating your brain is their way of saying yes or no.)

QuoteOn The Synthesis Age:  Did you just cram transhumanism into this?  Dammit!

Yes, yes I did. Couldn't resist. :)

QuoteQuesitons!
So what sort of sociopolitical organization does the world have?  Have they developed nation-states?  Are they still clan-based?  It makes a big difference in the end, because nation-states can pool tremendous resources.  If a nation-state wants to equip all of its soldiers with alchemical auto-bows, it can just blow the money on its defense budget.  A clan doesn't have the resources to do that.  Just something to consider.

There are nation-states and city states - most clans are either in environments so inhospitable that modernization hasn't caught up with them yet, have something backing them powerful enough to keep them, or have been wiped out/integrated. So there are cases where nations have a large portion of their forces equipped with alchemical or arcane or (in the case of Theocracies) divine weapons - typically nations or city states that either have an expansionist or military mindset, or nations that share a border with a group in the former category.

QuoteThat's all I have for now.  I'll have to find a few extra lifetimes (I suspect) to catch up on the other settings you reference.  If you'd like me to look at something specific, let me know and I'll start there.

No need to really look at the other settings - the relevant material from them will appear here, it was just fun for me to point out some of my inspirations for people who remember those settings and for my own enjoyment. Not reading them will in no way diminsh what you find in Boundless once I life, polish, and mash. :P
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: 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.
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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.
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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 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.
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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.
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
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, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Xeviat

Because I like putting things in game terms, have you considered the results of "over equipping" an army? Giving those soldiers equipment that makes them far more powerful, either offensively or defensively (or both), raises the challenge they pose, no? Or does the training required to wield magical rifles and such come with the requisite levels for them to be assumed?

My point is, if a group were to be fighting an army of conscripts equipped with lightning guns, would dropping explosions on them wipe out tons of people as you'd expect it to in the real world, or would they also be equipped with the defensive equipment to bring them up to par.

Not sure why this came to mind. It's something I noticed when looking at the technology ages in d20 Modern and Future; late era people are significantly more their equipment. It may make things a bit pain to balance while still having the semblance of believability.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

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Humabout

Frankly, the thing about modern armies is that they are their equipment and the training to use it.  Even in older times, this was the case, but to a much smaller extent.  The pike is a great example of this:  you surround some slow-firing musketeers with ranks of men with really long, pointy sticks.  This lets an entire block of men stab at opponents while the musketeers get ready to unleash hell.  Then the musketeers get to shoot at whatever they want, and the pikesmen resume marching stabity death.  That's more efficient than a highly-trained mounted knight.  Period.  It has to do with the fact that an increase in the number of combatants on one side of an encounter results in an increase in effectiveness proportional to the square of the increase in number.  So a group of two combatants who can engage an enemy force simultaneously is 4 times (2^2) as effective as a group of 1 comtatant.  Ranged weapons or really long pole weapons allow you to implement this in ways that the classic knight cannot.

Now, take that and mix in technology.  Guns are force multipiers.  Equip a bunch of yokels with guns, and the lethality and range of guns will make up for lack of training.  Do this on a large scale and you've got a conscript army who could easily be more effective than a highly-trained, highly-mobile corps of mounted knights.  That's why the US Army doesn't employ men in massive plate armor armed with the modern equivalent of a pointy stick.

All of that said, the ability of a nation-state to easily hire and equip such an army is somethign ot take into consideration.  Why don't these nation-states trounce everyone else into submission?  How do city-states even continue to exist?  What about fueldal societies?  They'll ge their clocks cleaned, too.  And none of this addresses the economic advantages of a nation-state over all other forms.  There's a reason the real world doesn't have city-states anymore (no Tongo and Narua don't count dammit!).
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Xathan

Quote from: Xeviat
Because I like putting things in game terms, have you considered the results of "over equipping" an army? Giving those soldiers equipment that makes them far more powerful, either offensively or defensively (or both), raises the challenge they pose, no? Or does the training required to wield magical rifles and such come with the requisite levels for them to be assumed?

There's a degree of training beyond what a simple soldier needs to use the more advanced weapons - in game terms, the feats to remove the penalties on alchemical/arcane weapons have a BAB requirement (though many classes offer them at an earlier level as a class feature). However, common soldier's and non-elite military members will have levels in one of the NPC classes I'll be creating, so they'd need that training to make the best use of those weapons.

That being said, you can give someone an arcane rifle, say "Point this end at the bad thing and push this to make it go pew pew" and while they won't be particularly accurate with it, it'd still do some damage - but you'd likely be better served in terms of investment giving them a crossbow or an autobow at most.

QuoteMy point is, if a group were to be fighting an army of conscripts equipped with lightning guns, would dropping explosions on them wipe out tons of people as you'd expect it to in the real world, or would they also be equipped with the defensive equipment to bring them up to par.

If they were fighting conscripts, the group would likely be able to kill a decent number of them - though the fact that the lightning guns would be touch attacks would make the conscripts more likely to hit and help compensate for the penalty to the rolls. Special Ops types - who would be more likely to go up against a group of PCs anyway - would have defensive gear and advanced training to keep them at par.

QuoteNot sure why this came to mind. It's something I noticed when looking at the technology ages in d20 Modern and Future; late era people are significantly more their equipment. It may make things a bit pain to balance while still having the semblance of believability.

Yeah, it's something I'm working on, and the mechanical aspects of this are easily the most fluid part of this setting. It's going to be a trick to make work, but should be awesome if I can pull it off.

Quoterankly, the thing about modern armies is that they are their equipment and the training to use it.  Even in older times, this was the case, but to a much smaller extent.  The pike is a great example of this:  you surround some slow-firing musketeers with ranks of men with really long, pointy sticks.  This lets an entire block of men stab at opponents while the musketeers get ready to unleash hell.  Then the musketeers get to shoot at whatever they want, and the pikesmen resume marching stabity death.  That's more efficient than a highly-trained mounted knight.  Period.  It has to do with the fact that an increase in the number of combatants on one side of an encounter results in an increase in effectiveness proportional to the square of the increase in number.  So a group of two combatants who can engage an enemy force simultaneously is 4 times (2^2) as effective as a group of 1 comtatant.  Ranged weapons or really long pole weapons allow you to implement this in ways that the classic knight cannot.

Now, take that and mix in technology.  Guns are force multipiers.  Equip a bunch of yokels with guns, and the lethality and range of guns will make up for lack of training.  Do this on a large scale and you've got a conscript army who could easily be more effective than a highly-trained, highly-mobile corps of mounted knights.  That's why the US Army doesn't employ men in massive plate armor armed with the modern equivalent of a pointy stick.

Keep in mind that these factors don't take into account a number of things that exist in a fantasy setting. Men on drakes, force fields, magic armor, reflective abilities - unlike in the real world, defensive abilities scale with and sometimes exceed attack abilities.

QuoteAll of that said, the ability of a nation-state to easily hire and equip such an army is somethign ot take into consideration.  Why don't these nation-states trounce everyone else into submission?  How do city-states even continue to exist?  What about fueldal societies?  They'll ge their clocks cleaned, too.  And none of this addresses the economic advantages of a nation-state over all other forms.  There's a reason the real world doesn't have city-states anymore (no Tongo and Narua don't count dammit!).

First of all, equipping an entire army with these devices is cost prohibitive - it'd be like putting the entire US army in tanks. Would be incredibly powerful, but expensive as all hell. And city-states exist because of one factor: Spellwebs, large magical fields that grant those attuned to them superior abilities (Spell like abilities, fast healing, flight, etc) that make them extremely tough nuts to crack.
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Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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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, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Humabout

QuoteKeep in mind that these factors don't take into account a number of things that exist in a fantasy setting. Men on drakes, force fields, magic armor, reflective abilities - unlike in the real world, defensive abilities scale with and sometimes exceed attack abilities.
Everything you've mentioned is a force multiplier.  And quite often defensive ability does exceed attack capabilities.  Brigandine armor often was proof against firearms, as was full plate.  Today, a man with a machinegun can open fire on a tank and just chip the paint.  That sort of thing is a multiplied by the number fo men present.  You then square that.  So yeah, it matters, but not as much as the size of the force.

Interstingly, this sort of thing makes a difference in PC tactics, as well.  Multiple PCs concentrating on one foe at a time will fare better than if everyone squares off against a different threat.  Using RL tactics can be a fun excercise and freaking out your GM!

QuoteFirst of all, equipping an entire army with these devices is cost prohibitive - it'd be like putting the entire US army in tanks. Would be incredibly powerful, but expensive as all hell. And city-states exist because of one factor: Spellwebs, large magical fields that grant those attuned to them superior abilities (Spell like abilities, fast healing, flight, etc) that make them extremely tough nuts to crack.
Fair enough, but remember that a nation-state could put all of their soldiers in low-quality full plate and give everyone a sword and shield (like Rome did).  They could have entire "tank" corps, and field forces of griffon-mounted knights, as well.  A big city-state might have 70,000 people within its walls and its surrounding countryside (realisticly, anyway).  Larger than that and you historically tend toward fuedalism, nation-states, or empires.

I don't know about spellwebs, but the power a nation-state can draw to bear is tremendous in comparison with a city-state.  It's just a sense of scale as much as anything.  For example, AThens' army at the Battle of Marathon was about 10,000 strong.  The Imperial Army of the Holy Roman Empire (Germany) was 40,000 strong, and Rome at its height had an army of 450,000 soldiers.  That would give the Holy Roman Empire 16-1 odds against the athenians, all things equal, and 2,025-1 against the Romans.
`\ o _,
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Xathan

Quote from: Humabout
QuoteKeep in mind that these factors don't take into account a number of things that exist in a fantasy setting. Men on drakes, force fields, magic armor, reflective abilities - unlike in the real world, defensive abilities scale with and sometimes exceed attack abilities.
Everything you've mentioned is a force multiplier.  And quite often defensive ability does exceed attack capabilities.  Brigandine armor often was proof against firearms, as was full plate.  Today, a man with a machinegun can open fire on a tank and just chip the paint.  That sort of thing is a multiplied by the number fo men present.  You then square that.  So yeah, it matters, but not as much as the size of the force.

I see your point here. Honestly, I can't really find a flaw in that logic at this point. :P

QuoteInterstingly, this sort of thing makes a difference in PC tactics, as well.  Multiple PCs concentrating on one foe at a time will fare better than if everyone squares off against a different threat.  Using RL tactics can be a fun excercise and freaking out your GM!

Same principle applies to focus firing in RTS's and FPS's - each target you kill is one less target that can damage you. The downside is if your DM gets wise, he'll employ monsters smart enough to do the same, and even if it doesn't mean a wipe, it increases PC death rates significantly.

Quote
QuoteFirst of all, equipping an entire army with these devices is cost prohibitive - it'd be like putting the entire US army in tanks. Would be incredibly powerful, but expensive as all hell. And city-states exist because of one factor: Spellwebs, large magical fields that grant those attuned to them superior abilities (Spell like abilities, fast healing, flight, etc) that make them extremely tough nuts to crack.
Fair enough, but remember that a nation-state could put all of their soldiers in low-quality full plate and give everyone a sword and shield (like Rome did).  They could have entire "tank" corps, and field forces of griffon-mounted knights, as well.  A big city-state might have 70,000 people within its walls and its surrounding countryside (realisticly, anyway).  Larger than that and you historically tend toward fuedalism, nation-states, or empires.

I don't know about spellwebs, but the power a nation-state can draw to bear is tremendous in comparison with a city-state.  It's just a sense of scale as much as anything.  For example, AThens' army at the Battle of Marathon was about 10,000 strong.  The Imperial Army of the Holy Roman Empire (Germany) was 40,000 strong, and Rome at its height had an army of 450,000 soldiers.  That would give the Holy Roman Empire 16-1 odds against the athenians, all things equal, and 2,025-1 against the Romans.

The big advantage of spellwebs is, for example, applying a healing effect to your entire army, or perhaps a sustained fast healing, increasing their damage and strength, empowering their arrows and weapons, giving them flight - plus the advantage of sustaining them during a siege.

And, even if spellwebs are not that powerful, even if realistically they'd be overwhelmed, it'd be a matter of terrain and, well, I'm willing to apply the rule of cool and say "They exist because I like them existing." :P

[/quote]
AnIndex of My Work

Quote from: Sparkletwist
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Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: 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.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
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, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Xathan

This is just a sample of what I'm looking at, statistically, for some alchemical/clockwork weapons. :)

Alchemical
Ranged Weapons
CostDamage (S)Damage (M)CriticalRangeWeightTypeClip SizeSpecial
Clipbow140 gp1d61d819-20/x330ft2lbsBal.4-
Longshot160 gp1d81d1019-20/x360ft4lbsBal.6-
Farbow200 gp2d42d619-20/x3100ft4lbsBal.3-
Autobow (Pistol)300 gp1d61d819-20/x330ft4lbsBal.20Autofire
Autoshot400 gp1d81d1019-20/x360ft8lbsBal.30Autofire
Spraybow350 gp2d42d619-20/x310ft4lbsBal.2Burst
Dragon's Breath300 gp2d42d6-30ft*10lbsFire1Cone
Acid Spit325 gp1d61d8x220ft7lbsAcid1Clinging

Autofire: A weapon with autofire can be fired in one of two ways, aside from the normal shooting method. When a weapon of autofire has a full clip, it can be used to either fill a 10ft spread, forcing all targets within the spread to make a reflex save (DC 13) for half damage. Second, it can be used to fill a 20 ft by 5 ft line, either straight from the shooter to a space straight away, or a line that runes parallel from the shooter - again, a reflex save (DC 13) cuts the damage in half. This DC increases with the weapon's enchantment bonus. Doing so completely empties the weapon's clip.

Burst: A burst weapon, upon hitting the target, forces its target to make a DC 13 reflex save or be knocked prone. This DC increases with the weapon's enchantment bonus.

Clinging: A weapon with the clinging quality does its damage again on the round after its initial attack, unless the user makes a DC13 reflex save. This DC increases with the weapon's enchantment bonus.

Cone: A cone weapon does it's damage in a cone and does not extend beyond its first range increment. A reflex save (DC 13) halves the damage. This DC increases with the weapon's enchantment bonus.

Clips:

A clip costs 1-10gp, depending on size and weapon type.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: 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.
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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 any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
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, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Xathan

I've begun to realize that focusing on a single, massive project is a bad idea, and I'm going to break this setting back up into component pieces - but use the elements from Boundless that are unique to it to create a setting in and of itself. Basically, instead of having one huge sweeping project, I'm going to have 4-5 smaller projects (Right now, I have Terra Macabre (which I'm going to shave some things off of that were making the setting too large and complex), Aelithia, X20/E6, and strongly considering Sreth and Sooth 2.0) So this setting isn't dead, it's just getting put on a diet and workout regime.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: 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 any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
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, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]