The True Crescent and Cross

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True20 Stuff

This information adapts the True 20 Roleplaying Adventure Game for use with The Crescent and Cross Campaign Setting, a mythical rendition of the Kingdom of Jerusalem in 1130. The Tales of the Caliphate Nights setting (you can find a summary of it in True20 p143) does a fantastic job covering the Islamic cultures of Asia and North Africa, as such this write-up will primarily cover additional matieral needed to cover European Cultures or expand the rules presented in Caliphate Nights. You'll often see the Tales of the Caliphate Nights sourcebook referenced here with relavant page number of rules uses or referenced, also often abbreviated as TCN.

Contents

Hero Creation

Being a mythic version of earth everyone is human and uses the benefits listed (True20 p16). Each hero is created with the following:

  • Ability Scores: 6 points
  • Bonus Feat: 1 extra feat at 1st level chosen from General, Background or one appropriate to your role at 1st level.
  • Bonus Skill: 1 extra skill at first level and 1 addition skill point each level there after.
  • Favored Feats: Heroes may choose 2 favorite feats or 1 supernatural power using their total level as their adept level for this one power. Choices should reflect the characters culture of origin or specific background.
  • Choose Vice & Virtues: Each hero must choose 3 with at least 1 Vice and 1 Virtue. See the Expanded List of Vices and Virtues for inspiration.
  • Character Features: Choose up to 6 points of True 20 Character Features to reflect their personality and background.
  • Languages: Heroes begin with 3 Language ranks in a language appropriate to their culture of origin and bonus language ranks equal to their Int score.
  • Social Station: Select your final Social Station.

Society

You can find a wealth of information the history and cultures of the region in The Crescent and Cross Setting Overview. Cultural Acclimation can be a difficult thing, particularly for Europeans new to the Holy Lands and modifiers may apply to social skills as a result (TCN p11)

Social Stations

Social Stations are a reflection of ones place in society and as important in the feudal kingdoms of Europe as they are in the Caliphates. It is not only reflected in a heroes wealth and power but ingrained in their bearing and demeanor and it is often easy to gage someones general station just by looking at them. As per the rules in Tales of the Caliphate Nights (p35) most social interactions suffer when trying to use them across Social Stations while a few could benefit.

Players can freely choose a social station between 0 and 2 as best fits their background, while stations 3 and above require feats (usually the benefit feat).

Some stations in European culture differ their equivalents in Islamic culture. In terms of adjustments to social skills use the guide for the culture of origin of the person the hero is interacting with for modifiers to social skills.

Some examples of stations in Feudal Europe are included below.

Station 0
Lepers, Criminals, Deserters, Heretics, escaped Serfs, Thralls
Starting Wealth: -2
Station 1
Serfs, Jews, Muslims, Indentured Servants, Performers, Poor Freemen
Starting Wealth: +0

Station 2

Free Commoners, Guilded Craftsmen, Soldiers, Yeomen, Common Clergy
Starting Wealth: + 2
Station 3
Merchants, Master Craftsmen, Clan Elders, Low level officiates, Military Officers, Landless Knights, Elder Clergy
Starting Wealth: +6
Station 4
Landed Knights, Minor Nobility, Powerful Merchants, Guildmasters, High Clergy
Starting Wealth: + 10
Station 5
Nobility, Bishops, Royal Family, State Officials
Starting Wealth: +14

Character Features

In hopes of helping players develop rich and entertaining backgrounds and characters we'll be using my True 20 Character Features system.

Archetypes

Adept
Heretical Philosopher
Saint
Expert
Brigand
Noble
Scholar
Troubadour
Warrior
Crusader
Knight
Mercinary

New Feats

Combat

We'll be using the True 20 Bleeding and Infection Rules. This makes combat sting a bit more and brings some of the after effects of combat outside the encounter with bleeding and infection as well as more difficulty recovery. The idea is to capture the feel of harsher combat as well as make those with healing skills (rather than magic) have more use.

Magic & Faith

(Section Under Heavy Construction and Incomplete) Every new adept must choose a magical tradition describing their path of study and supernatural powers. Each tradition allows access to particular set of supernatural abilities from which the Adept must choose power their powers.

Seer

This tradition uses some sort of ritual purification or focus to allow the adept to pull back the veil obscuring the sight of mortal men to peer into the world beyond. Their powers grant them the ability to see the future, read hidden signs in the physical world and in dreams as well as commune with spirits.

Game Rules
All Seers are able to perform a ritual taking 8 hours requiring them to make a Knowledge(Arcane) skill check against a difficulty of 15 + desired power rank. Success allows them access to a power from their list they do not already have without having to spend a conviction point.
Seers must choose a particular divination path from the list below that describes the particular form of ritual. Each ritual takes 4 hours at the end of which the roll is made and the diviner acquires a level of fatigue.
  • Oracles - Meditate while breathing in fumes from the deep earth or burning herbs, or ingesting special herbs.
  • Casters - Conduct complicated readings using Runes, Bones, Cards or Entrails.
  • Astrologers - Reading signs in the stars and heavens charts and elaborate tools for tracking the heavens.
  • Prophets - Spend time in prayer and supplication making a Knowledge(Appropriate Religion) skill check instead of Knowlege(Arcane).
Powers List
Beast Link, Bliss, Calm, Cloud MindsTB, CurseTCN, Dream ShapingTCN, Enhance Senses, Fate SightTCN, Find the PathTCN, Heart Reading, Heart Shaping, Illusion, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Nature Reading, Oath-BindingTCN, Object Reading, Pattern SenseTCN, Psychic Blast, Psychic Reflection, Psychic Shield, Psychic Trap, Psychic Weapon, Scrying, Second Sight, Sense Minds, Spirit SenseTCN, Suggestion, True SeeingTCN, True VisionTB, Truth Reading, Visions.

Ritual Magicians

Ritual Magicians use obscure lore and arcane symbols tied to the very fabric of creation itself.

Game Rules
Their highly structured understanding of the order of magic allows them to reduce the Fatigue difficulty of any supernatural power by 1 for every additional full round they add to the casting time up to a maximum of 6 full rounds.
Powers List
Apport, Beast Link, Bind SpiritBT, Blink, Boil BloodBT, Celestial ShapingTCN, Cold Shaping, Cure Blindness/Deafness, Cure Disease, DispelTCN, Dominate, Drain Vitality, Earth Shaping, Elemental Aura, Elemental Blast, Elemental Resistance, Elemental Weapon, Energy Shaping, Enhance Ability, Enhance Other, Fire Shaping, Flesh Shaping, Harm, Illusion, InfectBT, Light Shaping, Mana BlastBT, Mana ShieldBT, Manipulate Object, Move Object, Mystic ImbuementTCN, Nature Reading, Oath-BindingTCN, Pain, Pattern SenseTCN, Phase, Plane Shift, Plant Shaping, ProtectionTCN, Psychic Shield, SandstormTCN, Scrying, Self-shaping, Severance, Sleep, Summon ElementalsTB, Supernatural Weapon, Teleport, Ward, Water Shaping, Weather Shaping, Wind Shaping, Wind Walk

Shaman

Practitioners of mystic arts far older than the waring faiths of Islam and Christianity still survive in remote places throughout the world. They are the wise elders of their people with powers tied closely to the earth, spirits of the land and long held cultural traditions.

Game Rules
Shaman receive Nature Reading for free when selecting this path. Since the practitioners link between natural magics and their own spirit are so close they may choose to take a point of constitution damage instead of gaining a level of fatigue on a failed fatigue check.
Powers List
Beast Link, Bind SpiritBT, Bliss, Body Control, Calm, Cold Shaping, Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison, Dream ShapingTCN, Earth Shaping, Elemental Aura, Elemental Resistance, Elemental Weapon, Enhance Ability, Enhance Other, Enhance Senses, Fate SightTCN, FertilityTCN, Find the PathTCN, Fire Shaping, Ghost Touch, InfectBT, Mystic ImbuementTCN, Nature Reading, Plane Shift, Plant Shaping, SandstormTCN, Second Sight, Self-shaping, Sleep, Spirit SenseTCN, Summon BeastsTB, Summon SpiritBT, Supernatural Strike, Supernatural Weapon, True SeeingTCN, True VisionTB, Truth Reading, Visions, Water Shaping, Weather Shaping, Wind Shaping, Wind Walk

Sorcerers

Sorcerers bargain, summon or command dangerously powerful spirits to perform incredible supernatural acts.

Game Rules
Every Sorcerer begins with either the Djinn Summoning (TCN p97), Summon Outsider (TB p185) or Summon Spirit (BT p43) supernatural power as well as Sense Spirit. In European cultures all forms of Sorcery are outlawed as they frequently are in Islamic cultures and commoners do not typically react well to those evoking spirits.
Attempting to control willful spirits is a dangerous game at best, any Sorcerer who rolls a natural 1 on any power check the spirits they are trying to control lash out at the caster. They must immediately make a will save against a Difficulty equal to the original power check. Failures on the will save result in lethal damage as if they had failed a toughness save by the same amount.
Powers List
Apport, Beast Link, Bind SpiritBT, Blink, Boil BloodBT, Cold Shaping, Corrupting ShadowTB, CurseTCN, DispelTCN, Djinni BindingTCN, Djinni SummoningTCN, Dominate, Drain Vitality, Elemental Blast, Enhance Senses, Find the PathTCN, Ghost Touch, Harm, Imbue Unlife, InfectBT, Manipulate Object, Move Object, Nature Reading, Oath-BindingTCN, Pain, Pattern SenseTCN, Phase, Plane Shift, ProtectionTCN, Psychic Shield, SandstormTCN, Scrying, Sense Minds, Shadow ShapingTB, Spirit SenseTCN, Summon OutsiderTB, Summon SpiritBT, Ward, Water Shaping, Weather Shaping, Wind Shaping, Wind Walk

The Faithful

Stories of miracles performed by the faithful in any of the major religions are common.

Game Rules
Any of The Faithful receive True Faith feat (TCN) and the Baraka Power (TCN) for free. The divine asks much of it's followers and those who perform miracles do not reset cumulative fatigue modifiers as a magician might (though they may still spend conviction to do so). Removing 1 point of cumulative fatigue modifier takes 10 minutes of prayer and supplication within the tradition of the practitioners faith.
Powers List
BarakaTCN, Bind SpiritBT, Bliss, Body Control, Calm, Celestial ShapingTCN, Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison, CurseTCN, DispelTCN, Elemental Resistance, Elemental Weapon, Enhance Ability, Enhance Other, Fate SightTCN, FertilityTCN, Ghost Touch, Heart Reading, Heart Shaping, Imbue Life, Mana BlastBT, Mana ShieldBT, Oath-BindingTCN, ProtectionTCN, Psychic Shield, Purifying LightTB, Second Sight, Severance, Spirit SenseTCN, Suggestion, Supernatural Strike, Supernatural Weapon, True SeeingTCN, True VisionTB, Truth Reading, Visions, Ward

Dabblers

Dabblers represent diverse groups with mystic traditions mixed with expertise or warrior training. Under Construction.

Assassin

Under Construction.

Powers List: Blink, Cloud MindsTB, Combat Sense, Corrupting ShadowTB, Drain Vitality, Enhance Ability, Flesh Shaping, Illusion, Light Shaping, Object Reading, Phase, Self-shaping, Shadow ShapingTB, Suggestion, Supernatural Speed

Languages

The Holy Land is a crossroads of world cultures and the diversity of languages found in the region are a testament to this. Arabic, Greek and Egyptian are by far the most common languages among natives of the area with French, Italian and Greek being most common amongst Europeans. Language and Literacy rules from Tales of the Caliphate Nights (p11-12) apply with a Language Rank of 1-5 reflecting proficiency and literacy.

Characters begin with 3 Ranks in their native language plus an additional number of language ranks equal to their intelligence score. Heroes from strong multilingual regions may receive additional language ranks as the background dictates. Those with strong religious or scholarly backgrounds may also receive additional language ranks as well (usually Latin, Greek or Arabic).

Languages of the Crescent and Cross provides an overview of common languages spoken in the setting.

Influence System

The politics of the Kingdom of Jerusalem can be as brutal as the battlefields. The struggles for control of some of the worlds holiest sites and relics are as bitter within the faith as it is between the faiths. Sometimes these struggles are open for all to see, but often they take place in the shadows to contest for deep secrets unearthed in the Holy Land.

The True 20 Influence System serves add a political game into the setting for players who wish to participate in such things.

Equipment

Below is an expanded or more detailed list of equipment for use in the genre and setting. Note that some liberty is taken with weapons in terms of historical accuracy and naming. For instance some weapons didn't exist until the renaissance but are iconic enough to fit the feel of the setting so they are used.

Melee Weapons

Weapon Damage Type1 Range Increment Size Cost Other Styles or Names
Simple Weapons
Club+2(20/+3)Bludgeoning10 ft.Med4Cudgel, Shillelagh
Dagger+1(19-20/+3)Piercing or slashing10 ft.Tiny7 Dirk, Knife
Dagger, punching+1(20/+4)PiercingSmall7Rondel
Handaxe+2(20/+3)Slashing10 ft.Small6Hatchet, Smallaxe
Longspear3+3(20/+4)PiercingLarge6 Pike, Footman's Lance
Mace+3(20/+3)BludgeoningMed7
Morningstar+3(20/+3)Bludgeoning and piercingMed7
Quarterstaff4+2(20/+3)BludgeoningLarge4
Scythe+3(19-20/+3)Piercing or slashingLarge6
Shortspear+2(20/+3)Piercing20 ft.Med5Trident
Sickle+2(20/+3)SlashingSmall6
Spear+3(20/+4)Piercing20 ft.Large
Unarmed strike0(20/+3)Bludgeoning--
Martial Weapons
Battleaxe+3(20/+4)SlashingMed9Danish Axe
Broadsword+3(19-20/+3)SlashingMed11 Longsword, Arming Sword, Falchion
Flail+3(20/+3)BludgeoningMed8
Flail, heavy+4(19-20/+3)BludgeoningLarge15
Greataxe+5(20/+4)SlashingLarge10 Bardiche
Greatclub+5(20/+4)BludgeoningLarge7 Maul
wikip:Greatsword:Greatsword+5(19-20/+3)SlashingLarge15 Claymore
Guisarme3+3(20/+4)SlashingLarge10 Lochaber axe
Halberd+4(20/+4)Piercing or slashingLarge10Poleaxe, Glaive
Lance+3(20/+4)PiercingLarge7
Ranseur3+3(20/+4)PiercingLarge10 Military Fork
Sap2+2(20/+3)BludgeoningSmall2
Scimitar+2(18-20/+3)SlashingMed11 Shamshir, Saif
Shield, heavy+2(20/+3)BludgeoningMedspecial
Shield, light+0(20/+3)BludgeoningSmallspecial
Sword, short+2(19-20/+3)PiercingSmall9 Long Knife, Kilij
Warhammer+3(20/+4)Bludgeoning or PiercingMed8Military Pick, Horseman's Pick
Exotic Weapons
Net-10 ft.Med7
Sword, bastard+4(19-20/+3)SlashingLarge15 Longsword
Whip2+1(20/+2)SlashingMed4

Ranged Weapons

Weapon Damage Type Range Increment Size Cost Proficiency
Bola2+1(20/+3)Bludgeoning20 ft.Small3Exotic
Longbow+3(20/+4)Piercing100 ft.Large13Martial
Turkish Bow+4(20/+3)Piercing80 ft.Med13Martial
Crossbow, heavy+4(19-20/+3)Piercing120 ft.Large13Simple
Crossbow, light+3(19-20/+3)Piercing80 ft.Med11Simple
Javelin+2(20/+3)Piercing30 ft.Med4Simple
Dart+1(20/+3)Piercing20 ft.Tiny3Simple
Shortbow+2(20/+4)Piercing60 ft.Med8Simple
Sling+1(20/+3)Bludgeoning50 ft.Small3Simple

Table Notes

  • 1 Deals both types of Damage if 'and' or players choice if 'or'.
  • 2 Deals Non-Lethal Damage.
  • 3 Reach Weapon - Adds +5 ft. of Reach for strikes. Adds +1 to Defense (Dodge and Parry) by keeping opponents at bay. You lose this bonus if denied your Dodge bonus for any reason.
  • 4 Double Weapon - Can strike with both sides of a weapon as if fighting with Two Weapons and using a Light Weapon in your off hand.

Weapon Notes

These weapon details have been adapted from the SRD.

Bolas Thrown weapon that can entangle an opponent, see True20 (p83) for rules.

Crossbow, Heavy You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action. Crossbows to not add a strength bonus to damage. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Light You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Crossbows do not add a strength bonus to damage. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Dagger You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).

Flail or Heavy Flail With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Guisarme A guisarme is a reach weapon. You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd If you use a ready action to set a halberd against a charge. You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Javelin Since it is not designed for melee, you are treated as non-proficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.

Lance A lance is a reach weapon dealing critical damage when used from the back of a charging mount, in the event of an actual critical the bonus damage is added again. While mounted, you can wield a lance with one hand.

Longbow You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted.

Longspear A longspear is a reach weapon and can be set against a charge.

Net A net is used to entangle enemies when thrown and has a maximum range of 10 feet. If you hit, the target must make a reflex check equal to the attack roll or become entangled. See Entangled (True20 p108) condition for more details. A net is useful only against creatures within one size category of you and must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Quarterstaff A quarterstaff can attack as a normal weapon or a double weapon at the discretion of the wielder.

Ranseur A ranseur is a reach weapon that also gives a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Scythe A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

Shield, Heavy or Light You can bash with a shield instead of using it for defense losing the parry bonus provided by the shield until your next round.

Shortbow You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted.

Shortspear A shortspear is small enough to wield one-handed. It may also be thrown.

Sickle A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Sling You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.

Spear A spear can be thrown or set against a Charge.

Unarmed Strike An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Turkish Bow You need at least two hands to use a bow, regardless of its size. You can use a Turkish Bow while mounted.

Whip A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip can make a melee attack out to a range of 15 feet but is not considered a reach weapon. You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

Armor

Below is a list of general armor catagories and the types of armor that fall under them. Styles will vary widely depending on the culture of origin.

Armor Type Toughness Cost
Gambesonlight+112
Leatherlight+112
Cuir Bouillilight+213
Reinforced Leatherlight+213
Mailmedium+318
Hide Lamellarmedium+318
Brigandinemedium+419
Iron Lamellarmedium+419
Heavy Mailmedium+419
Banded Mailheavy+521
Reinforced Heavy Mailheavy+521
Plate Mailheavy+521
Plate Armourheavy+623

Armor Descriptions

  • Banded Mail - Overlapping shapped bands of metal sewn over Cuir Bouilli or thick hide.
  • Brigandine - Heavy canvas or leather lined with small plates rivited in place. Often worn by men-at-arms and other professional soldiers.
  • Chainmail - Small metal rings linked and woven together usually worn over light padding.
  • Cuir Bouilli (Boiled Leather) - Thick Leather stiffened with boiled wax or laqueured.
  • Gambeson - Quilted or padded cloth sometimes worn under heavier armor.
  • Heavy Mail - A heavier version of Chainmail with double woven links or reinforced with thick woven cloth and worn over padding. It is commonly worn by Knights and Nobles.
  • Lamellar - Sometimes called Scale armor it is made of rows of overlapping iron, laquered leather, or hide plates sewn togehther over heavy cloth.
  • Leather - Light treated leather or furs.
  • Plate Armour - Shapped metal plates reinforced at the joints with chainmail and worn over thick leather or a Gambeson. This is rare and expensive armor rarely seen on any but the richest noble.
  • Reinforced Heavy Mail - Heavy Mail worn over Boiled Leather armor and a padded Gambeson. It is the common armor of Heavy Knights during wartime.
  • Reinforced Leather - Leather armor reinforced with sewn in rings, studs or thicker leather scales.

Mixed Armor

It is often common for individuals to wear incomplete or mismatched sets of armor. Doing so simply subtracts a number of the players choosing from the Toughness bonus granted for the heaviest armor worn, considered the base armor for sake of proficiency. Issues of effects of pieces of lighter armor are already accounted for in the reduced Toughness bonus and it's effects on Finess Attacks and Armor Check.

Special Materials

Some materials possess special qualities that can be highly valued in equipment. These materials usually come from various regions or can be trade secrets within any of the powerful guilds.

Cold Iron

Cold Iron is pulled from rare pure iron veigns from the earth and hardned by skillful hammering without being heated. In addition to overcoming damage reduction of Fey and Djinn anyone wielding a Cold Iron weapon can spend a Conviction Point to gain the use of the Ghost Touch supernatural power. For all purposes (fatigue save, maintaining) it is treated as if the wielder used the Ghost Touch supernatural power with an adept level equal to their character level. Cold Iron weapons add +3 to their price and take twice as long to make as other weapons.

Damascus Steel

Also called Iron Wood for the wood-like grain of it's metal, Damascus Steel is a distinctive dark metal forged by master blacksmiths in Syria, Persia and India. Any weapon made of Damascus Steel must be of masterwork quality and adds +3 to the weapon cost on top of cost of masterwork. Weapons made from Damascus Steel grants +2 to Toughness and Sundering rolls.

Yew

Bows made of wood from the Yew tree were made famous by English Longbow makers and is prized by archers everywhere for it's flexibility and the distance it adds to any bow. Although common in Western Europe and the English Isles, unblemished saplings suitable enough to be made into a proper bow are somewhat rare. Bows made of from Yew must be of masterwork quality and have their range increment increased by half (1.5) with +3 added to the price above masterwork.

Resources

Copyright & Disclaimers

Created by Scott Turnbull. This material covered under the OPEN GAME LICENSE Version 1.0a.

Playtesters: Nathan Baker, Suzanne Baker, and Courtney Turnbull.

References

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