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Who's Played "Mutants & Masterminds"?

Started by Epic Meepo, November 16, 2006, 05:58:30 PM

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Epic Meepo

I've been perusing the "Mutants & Masterminds" system from Green Ronin, but I haven't decided whether or not I want to invest in the sourcebook. Who here has played "Mutants & Masterminds" and what are your thoughts?

Specifically, are its points-based mechanics balanced enough to keep characters in a party from outshining one another? (That's my biggest concern with the system; after scanning through the rulebook only once, I've already noticed several areas where it seems possible to create unbalanced characters. And it makes me nervous seeing all those sidebars that say, essentially, "The GM may wish to limit this disgustingly unbalanced power because...")
The Unfinished World campaign setting
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Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]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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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.

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Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Elven Doritos

Quote from: Epic MeepoI've been perusing the "Mutants & Masterminds" system from Green Ronin, but I haven't decided whether or not I want to invest in the sourcebook. Who here has played "Mutants & Masterminds" and what are your thoughts?
Specifically, are its points-based mechanics balanced enough to keep characters in a party from outshining one another? (That's my biggest concern with the system; after scanning through the rulebook only once, I've already noticed several areas where it seems possible to create unbalanced characters. And it makes me nervous seeing all those sidebars that say, essentially, "The GM may wish to limit this disgustingly unbalanced power because...")
[/quote]

The gameplay style and general atmosphere of M&M specifically encourage people not to base yourself entirely in stats-- the idea is to build a concept and character, not a set of statistics. The emphasis is on fun over rules-- in a game where you can potentially lift entire buildings or become a living bomb, player responsibility becomes a big part of the game. (What's that line by Spider-Man, hmm...)

I give this system a 8.5/10, and that's from practical use-- I really enjoyed my time GMing M&M, and my players seemed to enjoy it too.
-ElDo
Oh, how we danced and we swallowed the night
For it was all ripe for dreaming
Oh, how we danced away all of the lights
We've always been out of our minds
-Tom Waits, Rain Dogs

SilvercatMoonpaw

Any system can be abused.  At least, that's what everyone keeps telling me.  I've been playing a 1/week M&M game for a few weeks now, and I'd have to say that it's a perfectly fine system, where getting overshadowed happens when the GM focuses on a certain aspect of it (such as combat).  I recently retooled one of my characters to work better in combat, but that's because the GM designs the stuff that way.  A skill-focused character would shine in a skill-focused game.  There may be some powers that come out more powerful than others (my example is I use Emotion Control, and if the target fails their save then I can get them to stop fighting us).  However, this may not actually be a "bad" thing, more of a reflection that there is more than one way to do things.

M&M's greatest advantage is that you really get to decide everything about your character's stats.  My first M&M character was a housecat with magic powers, and because I could build everything with the same ponts I didn't have to worry about balancing size and senses on some LA scale.  Also the mechanics are really flavor-free when you strip away the outer layers, meaning that you can make your power "look" however you like.  And the greatest advnatage as seen from the point of view of a D&D player: no reliance on your items.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Matt Larkin (author)

It sounds kind of interesting, and I've heard several good things about it.

ElDo, do you think it is too specialized to be useful outside the genre?  Or could it be adapted to some other genre (like fantasy, sci fi, cyberpunk, or whatever) if the system itself is pretty good?
Latest Release: Echoes of Angels

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SilvercatMoonpaw

There isn't anything in the system designed to keep people from choosing powers other than how many points they want to spend on other things.  But this doesn't mean you can't play low-powered stuff, just that the GM would have to place a limit on powers up front.  Other things, such as skills and feats, don't cost as much as they probably do in other settings, and there are no restricitons on getting them besides points to spend.

Phoenix Knight, you'd have to be more specific about what you're looking for:
Fantasy: M&M would have a hard time modeling versatile spellcasting.  Upside is you can play any magical beasty you want, and no limit on how often you can cast those spells.
Sci fi: Superheroes are pretty much sci-fi.  If you mean more realistic, M&M might not cut it because some of its assumptions rely on comic-book-type physics.
Cyberpunk: (How is this not some form of sci-fi?)
So long as you are willing to work with what it does and modify what you need, M&M should work for any game in which you don't mind a bit of a skew toward no "per-day" stuff.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Elven Doritos

Quote from: SilvercatMoonpawPhoenix Knight, you'd have to be more specific about what you're looking for:
Fantasy: M&M would have a hard time modeling versatile spellcasting.  Upside is you can play any magical beasty you want, and no limit on how often you can cast those spells.
Ritualist feat is your friend. It gives you the "researched a magical effect and makin' it happen" feel.


QuoteSci fi: Superheroes are pretty much sci-fi.  If you mean more realistic, M&M might not cut it because some of its assumptions rely on comic-book-type physics.
The book does however offer examples of changing to "real world" physics, and by lowering the PL, you can achieve more "realism".

-ElDo
Master of Madness
Oh, how we danced and we swallowed the night
For it was all ripe for dreaming
Oh, how we danced away all of the lights
We've always been out of our minds
-Tom Waits, Rain Dogs

Matt Larkin (author)

I guess that kind of answers my questions, SCM.  I wasn't looking for anything in particular, it's just I've heard good things about the system but don't really have interest in comic books or superheroes.

Yeah, really everything is a form a sci fi, from fantasy, to superheroes.  I was just talking about more the cyberpunk subgenre (like SR), which I see as very different from, say Star Trek.  But you are correct.

And it sounds like it would be hard to go with anything real down to earth, so it might be better for high fantasy than my typical venue.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

SilvercatMoonpaw

Quote from: Phoenix Knightâ,¬Â¦it sounds like it would be hard to go with anything real down to earth, so it might be better for high fantasy than my typical venue.
I would agree with that, despite anything the book might say about making powers "more realistic".  I assume by "down to earth" you mean something a real human could achieve, or achieve with a bit of GM fiat (but not Holliwood fiat).  Because M&M doesn't put too much effort into equipment and especially obtaining equipment (but enough, in my estimation) it requires a desire to eliminate that pesky middleman (though the book does present a d20 Modern-style wealth score).  Skills and feats are really easy to obtain (but I like it this way because you can deside how much of a skill you want right at the beginning, plus many of the feats make certain skills much more interesting that they otherwise would).  It's not going to give you d20 Modern's level of control, but it will give you a feeling of flexibility.  It's not for ultra-realism, or maybe even close.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Epic Meepo

Correct me if I'm wrong, but the limit on maximum rank only applies to skills, right? There's no limit on feat ranks or power ranks?

That's where my main problem with the rules comes in:

Without even trying to break the rules, I said: "It would be cool to have a hero who's like Aladdin." To do that at power level 10, you could spend 50 power points making your hero roguish, then dump your remaining 100 power points into Summon Minion (so you can have a genie). When you do that, you get a minion with 750 power points. That's five times more than you started with. (For that matter, if you just use the Minion feat, you can get a minion with 1,500 power points!)

Not wanting to break the rules, I ditched that idea and moved on to the next concept I came up with: twin sisters, Harmony and Melody, who grow more powerful when they are together. To do this, I figured that each would have a bunch of different powers, and then they can mimmic one another with the Mimmic power. But just like Summon Minion, ranks in the Mimmic power, when used as part of a tag team, lead to characters effectively having more power points than they had before they purchased that power.

So the first two character concepts I came up with both break the rules by effectively getting back more power points than they spend!

(On the plus side, upon contemplating a third concept, I was very amused to find the M&M system lets you very easily create Voltron. Just use equipment rules and the Fusion power. Ta-dah! Voltron!)
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]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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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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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 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.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

SilvercatMoonpaw

Quoted from the Summon power:
"Summoned minions are subject to the normal power level limits".
Same for the minion feat.

Also, minions have some restrictions:
They cannot score critical hits against non-minions (which would include villains).
Non-minions can take 10 on attack roles against minions.
If a minion fails their Toughness save they are automatically either unconcious or dying.

I suppose if you have enough points you can make your minion technically immune to attacks (Defense 10 (20 pp), Impervious Protection 10 (20 pp), still 730 left).  You do raise a valid point.  I suppose that most people wouldn't want to play a backseat to their own minion.  I will ask around the M&M boards about this.

Your second example is also valid: You do gain two people with the same powers.  But let me clue you in on an even easier way to do that:
Mimic (all powers) costs 4 points per rank.
Duplication (rank 10 at 150 pp total character) costs 2 points per rank, add +1 point per rank so that your duplicates are subject to the minion rules, and now you have your combo at 1 power points less per rank!

You have identified the flaws in parts of the system, but this is the part where the immortal refrain "the GM's call" comes in.  But you're tired of hearing that, so I won't say it.

No system is perfect.  I hate d20's "you have to play this combination of things at these specific points, or figure out how to design your own" approach.  If I'm going to design my own, I want my game to give me that.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

So far its been determined on the M&M boards that the twin example really isn't any better than having an extra member on the superhero team.  Plus if a villain can catch them when they can't touch they are more vulnerable then if it was only one person who had all those powers (they are anything they mimic must still conform to the PL limits, plus if they make up one player they can only have as many points spent on them as on one character).

Jury is still out on huge minion.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Xeviat

For anyone who's played M&Mm before, where are the alternate HP rules?

I'm currently making a character for the system, and I was curious about this, as I'm going to take many of the ideas from the book and apply them to my D&D games (like knockback, throwing objects/creatures, and all that).
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

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SilvercatMoonpaw

Masterminds Manual, a completely seperate book.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Xeviat

Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Epic Meepo

Does anyone know what material from the core rulebook was dropped to create the "Pocket Player's Guide"? I've been able to find and flip through a core rulebook, but I've haven't been able to find out exactly what is included in the elusive "Pocket" version of the rules.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]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.

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.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]