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    By Sarah Newton and Chris Birch

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    How do I play this?This chapter outlines the core concepts o the Fate rules andgives you the basics o how to playLegends of Anglerre.

    The Cast of Legends

    of AnglerreTheres a bunch o names or what people do in the game,

    whether real lie players or ctional characters.Story Teller helps the group tell a story, devises the plot,

    background, setting, plays the roles o extras and enemies,and is responsible or knowing the rules and ensuring theplayers have a great time.Player Character also called a PC, the ctionalcharacter devised by the player to explore the story.Players tell the Story Teller what their character does inthe situations they encounter. The character is describedby things like skills and aspects which explain what theycan and cant do and how competent they are.Extras called Non-player Characters or NPCs in othergames, theyre peripheral to the storyline, met along the

    way and briefy played by the Story Teller to enhance thegame. Theyre usually described by their best three skills

    and any other dening eatures.Minions aceless hordes o orcs, goblins, guards andother bad guys that hinder the players progress throughthe story, usually described by one skill rating, such asAverage (+1) palace guards.Companions close allies and supporters o the playercharacters who accompany them on their adventures.

    Theyre described more simply than player characters.Named Characters other major characters in the storywho have a name (as opposed to Guard #3). Maybetheyre the PCs boss, a major ally or enemy, an arch-nemesis, evil sorceress or insane demon lord. Theyredescribed just like player characters.

    Characters: the

    BasicsLegends of Anglerre characters comprise a number oelements describing who they are, what they can do, and

    why theyre special. You can create them through a seriesophases (page 15), or jump right in (page 14). Recordthese elements on your character sheet to dene whatyour character can and cant do during the game. Heres asample player character, Captain Brandon.Player: This is you - the person playing this game.Character Name: The name or your ctional character.It can be a normal name like Brandon Carter, somethingevoking mystery like Brandon o the Lost Ones, orsomething dangerous like Brandon Deathdealer.Background:Where you were brought up and what kindo lie you led - and i there was a twist o ate that changed

    your lie. You can also write down any other characterinormation, such as how you know the other playercharacters, and what legends youve experienced together.

    You can use the Random Liepath Generator (page 23) tohelp ll in details.Occupation: Which occupation (i any) your characterollows.

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    Equipment: Legends ofAnglerre characters usuallypossess useul things like horses,swords, armour, magic items,mysterious maps and strangetrinkets. Note them down here

    with any bonuses they provide.Skills: Whether a character,

    war galley, empire, or monster,everything in Legends of

    Anglerre is described by skills,rom Average (+1) to Legendary(+8). I you need a skill youhavent selected, it works atMediocre (+0).Stunts: Stunts relate to skills,giving you a bonus or advantagein certain situations.Aspects: Aspects describe whatthe characters like as a person,his or her motivations, drives,

    history, resources. Aspects cangive you bonuses in situations

    where theyre relevant.Fate Points: Fate points areused to get bonuses, briefy takecontrol o the story, and poweraspects and some stunts.Stress: As you ail in social orphysical conficts you lose stresspoints, and can be taken out ithey drop to zero.Consequences: Characters cantake consequences to reducestress suered in conficts.Consequences have increasinglybad eects on you, and you canonly take three rom the our

    available (Minor, Major, Severe, Extreme).

    Rules SummaryThis section gives a quick overview o the Legends of

    Anglerre rules; or more detail, have a look at ChapterSeven: Aspects and Chapter Twelve: How to do Things.

    The LadderMost things in Legends of Anglerre are described usingthe ladder, below. It uses adjectives to describe the qualityo things like character, monster or empire skills, galleyequipment, how much things cost, or the diculty oaccomplishing a task.For example, someone might be a Good (+3) elementalist,or Average (+1) at Academics. There could be a Great(+4) ballista on a galley, or a horse could have Superb (+5)

    Athletics. A sword might have a cost o Good (+3), or thestrange power o a giant ancient dragon might be Legendary(+8). The Knights o Anglerre might have Fair (+2) Resources

    (Ships) as an organization skill, or it might be a Superb (+5)task to break into a treasure chest.

    We normally use the adjective-and-numberormat, as in Good (+3), but its up to you. We nd itseasier to grasp names like Good or Superb than justnumbers.

    +8: Legendary

    +7: Epic+6: Fantastic

    +5: Superb

    +4: Great

    +3: Good

    +2: Fair

    +1: Average

    0: Mediocre

    -1: Poor

    -2: Terrible

    -3 Abysmal

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    Average (+1) represents the ability o someonewho does something regularly, maybe proessionally, butnot exceptionally. Most people are Average (+1) at thethings they do or a living (like Weapons or a warrior),and Mediocre (+0) at most other things. Its only whentheyre driven to excel that people surpass those limits.

    Legends of Anglerre heroes are exceptionalindividuals who push the boundaries o what normalpeople can do, and can be Great (+4), Superb (+5), or even(eventually) higher at their central passions.

    Rolling the Dice, Shifts, andEffortWhen rolling dice in Legends of Anglerre, take two

    dierent coloured six-sided dice, and decide which one

    will be the minus die beore you roll. Roll both dice,

    and subtract the minus die rom the other die, and add the

    result to your skill level.Your total is compared with another number (a

    diculty, or a total rolled by an opponent) to determine

    success, and is reerred to as your eort.For example, i your skill is Fair (+2) and you roll +3 on thedice, your eort is 5.

    I your eort is higher than the number required,you get shits equal to the dierence between your rolland the number. You can spend shits on special eectsenhancing your action, making it aster, better, hurting thetarget more, discovering more about something, and so on.

    For example, i your eort is 5 and the diculty is Good (+3),then youve succeeded with 2 shits.

    SkillsSkills represent things characters are trained to do orhave experience in. For constructs like sailing ships andcastles, skills indicate equipment installed; or monstershow intelligent or strong they are; or organizations likeempires and kingdoms, skills indicate resources, the powero their navy or diplomatic or secret services.

    highest level, but have to adhere to the ollowing rule: tohave a skill at a certain level, you must have at least thesame number o skills on the next level down, plus onemore.

    For example, i you have one skill on the Good (+3) level, youneed to have at least two skills at the Fair (+2) level, and threeskills at the Average (+1) level.

    We call this the skill pyramid: the skills orm a

    pyramid shape, and help balance the game. See ChapterEight: Skills and Stunts and Chapter Twelve: How ToDo Things or more on skills.

    1 Great, 2 Good, 3 Fair,4 Average

    2 Good, 4 Fair, 6Average

    1 Good, 5 Fair, 7Average

    StuntsStunts are related to skills, describing ways to gettemporary bonuses during play maybe a dice roll bonus,the ability to do something automatically, permission todo something others cant, and so on.

    I this is one o those situations, you can use thestunts bonus, usually an eect, or a +1 or +2 to a specictask. Generally you only get +2 bonuses in more limitedsituations. Powerul stunts oten require the character tospend a Fate point.

    AspectsAspects can range rom a description like Lucky Dog toFavoured by the Nature Goddess, and include occupationdescriptions which unlock special stunts. Aspects can beinvokedto briefy aect your situation and help you, orcompelled to hinder you. The cool thing is, you earn aFate point whenever one o your aspects is compelled.

    For example: Captain Brandon is feeing rom the undeadlegionnaires o the Sorcerer Braxis. The Story Teller says, Hey,Brandon, you know you have that aspect Clumsy oa? Well,I gure you looked back to see i they were still chasing you,

    and tripped over in the darkness. He slides a Fate point toBrandons player: the undead might catch Brandon now,but his player has a Fate point he can use or a bonus later.Remember, this is about storytelling, not winning: the un is inletting Brandon succumb to ate and seeing what happens.No ones out to kill your character in these rules: its aboutenjoying the challenge o the situations you end up in.

    During play, i you think one o your aspects isrelevant to what youre doing (and the Story Teller agrees),you can invoke the aspect. This costs 1 Fate point, andyou cant use the same aspect again in the same roll oraction.

    Rolling a six-sided die minus another six-sided die gives you a number rom -5 to +5,including zero. On average youll get zero,or close to zero. Since doing things involves

    adding the dice roll to your skill level,usually youll be as good as your skill, butoccasionally youll do a lot better, or worse.

    Skills are described using the adjectives andnumbers rom the ladder. For example, you could haveGreat (+4) Weapons or Fair (+2) Survival. Character,construct, and organization character sheets have apyramid o boxes where you ll in your chosen skills.Depending on the skill level, you get greater or smallerbonuses to dice rolls. You cant take every skill at the

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    Invoking an aspect gives you a +2 to your roll,or you can re-roll the dice. I you rolled badly, maybe you

    want the re-roll, but i youll succeed by adding +2 thenthats the obvious choice.

    You can tag someone elses aspect, too, such asClumsy Oa or Easily Embarrassed, or even an aspectbelonging to a location, like Dark Cavern. This generatesa +2 bonus or you or another character (you decide who).This can be useul or targeting large or hard-to-damageenemies, as players can cooperate to give bonuses to oneplayer, who then delivers the killing blow.

    Sometimes scenes have hidden aspects charactersdont know about. I a player guesses a hidden aspect (orgets pretty close), the Story Teller can let him tag it ora Fate point, ater which its available to other charactersnormally.

    A character creating an aspect through amanoeuvre or a consequence gets a ree tagon that aspect but it must be used immediately, in the same scene.

    You can also tag a scene or location aspect to useone o your skills instead o another.

    For example, Captain Brandon has the Dashing Captaino the Guard aspect, and is trying to convince the baron tolet him command the troop riding out. Lets say theyre at ameeting o the Knights o Anglerre, and the scene has a Fearand Trepidation aspect due to the approaching evil hordes.Brandons Rapport skill is low but his Intimidation is high,so he argues he can tag the scene aspect to use his higherIntimidation skill to convince the baron he needs Brandonout there leading the Knights. For the rest o the scene he usesIntimidation instead o Rapport with the baron, but ater thescene goes back to using Rapport.

    Fate PointsEach player has a number o Fate points, and can earnmore by playing their character authentically (as thecharacter would act), even in some cases making mistakes.

    Normally, a character starts every session with 10Fate points, minus the number o stunts they have: this iscalled the reresh total. I they currently have less, theyregain just enough Fate points to bring them up to theirreresh: i they currently have more than their reresh, theykeep the current total.

    So, didnt do well on the dice roll? Ateryouverolled the dice, you can spend one Fate point to do one o

    several things: add +1 to the total o any dice roll;

    power a particularly stunt i it requires a Fate point touse;

    make a minor narrative declaration. The Story Tellerhas veto power, but should strongly consider anydeclaration justied by your aspects;

    invoke an appropriate aspect, adding +2 to the diceroll OR re-rolling the dice;

    tag an aspect belonging to the scene or anothercharacter.

    Having negative aspects is a great way o earningFate points, as they can get a character in trouble and makethe story more interesting. The Story Teller pays a Fate pointto a player to compel their characters negative aspect.

    A player can buy their character out o a compeli they dont want their negative aspect to surace just now.This means paying the Story Teller a Fate point insteado receiving one. The Story Teller could then escalate thepayment to two Fate points, and the player must pay twoFate points to buy out o it, or take the greater reward andlet their character succumb to events. This can escalate to amaximum o three Fate points.

    Making a Declaration or Invoking for

    EffectA declaration is a players opportunity to directly aectthe story without taking action. For example, i yourerepairing your war galleys ballista beore the pirates ndyou, and need a particular tool, you can pay a Fate point todeclare it would be standard practice to have one on board.

    Alternatively, when the pirates nd you, youcould make a declaration that wait, thats Captain Seaord,I served with him once - he always sails past once shoutingtaunts beore attacking.

    Making a declaration with a Fate point givesyou momentary control o the story to add or describesomething useul to you. Its always at Story Tellersdiscretion, and should never be too powerul: in the aboveexample you couldnt say, wait, thats Captain Seaord,hes a riend o mine - hell help us!

    Stress - Physical and

    ComposurePhysical stress is taken when youre getting shot at bycrossbows, hit by a sword, covered in acidic monsterblood, breathing poisonous gas, alling o moving horsesor stepped on by giants.

    Composure stress is taken when youre insulted,traumatized, embarrassed, or scared right out o your littledragon pants (come on admit it!). Basically were talkingmore than a ew harsh words: this is scary hurtul stu, butdoesnt actually harm you physically.

    Stress measures how hurt you are. When you takea total o 5 Physical or Composure stress (some stunts let

    you take more), youre out o the picture - what we calltaken out. What that means is up to the Story Teller, butit could be dead, mindless, scared to death, unconsciousand captured, having sorcerers doing unspeakable thingsto you whatever it is, its bad.

    However, stress clears or heals at the end o ascene, unless the next scene ollows straight on (or examplein an ongoing confict). Its only when you take too muchstress that you have to take longer-lasting consequences(see below) to avoid being taken out.

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    ConsequencesConsequences can be taken to absorb stress. They includeMinor (absorbs 2 stress), Major (absorbs 4 stress), Severe(absorbs 6 stress) and Extreme consequences (absorbs8 stress), representing anything rom a sprained ankleor being emotionally shaken to a terrible chest woundor mental trauma. Characters can only take threeconsequences, and only one o each type. See page 161 or

    more on consequences and healing.Some characters cant take consequences theyre

    usually minions, extras and possibly companions. Theymay also take less stress than player characters, anythingrom 1 stress or a basic guard up to 5 stress or notablehenchmen.

    Playing the GameThis section summarises how character attributes are used,and how to run the game.

    AspectsAspects belonging to a character, troop o knights, empireor monster are used in a positive way (called an invocation)or a negative one (called a compel). You can also useaspects belonging to other people, objects, or scenes: thisis called a tag.

    InvocationPay a Fate point and add +2 to your eort, or re-roll the dice

    Ater making a skill roll, a player may try and convincethe Story Teller that one o his aspects applies to thecircumstances o the roll. I the Story Teller agrees, theplayer mayspend a Fate pointand either add +2 to the

    current eort or re-roll the dice. You cant invoke an aspectmore than once on a single dice roll, although you caninvoke multiple dierent aspects, as long as you pay theFate points.

    CompelGain Fate points

    I the Story Teller decides an aspect limits a charactersavailable choices in a situation (or the player convincesthe Story Teller o the same), the character must react in a

    way appropriate to the aspect. This gains the player a Fatepoint. The player may decide to reuse this limitation on

    his actions, but must pay a Fate point to do so.

    TagAs Invocation

    I someone knows another character, object, or scene has aparticular aspect, they can invoke it as i it was their own,paying a Fate point, describing how the aspect applies totheir action, and getting a bonus or re-roll. A character

    who creates an aspect on a scene, character or object, suchas Slippery Floor by pushing over a barrel o oil, gets therst tag o that aspect or ree.

    Doing ThingsWhen a character, creature, ship, castle or kingdom tries to dosomething and no one tries to stop them, its an unopposedtask. When someone tries to stop them, its a confict.

    Doing Something UnopposedWhen a character tries to do something, add their mostappropriate skill level (i.e. an Average skill is +1, Fair is +2)

    to the dice roll. The result must beat a diculty numberto succeed.

    Diculties are measured on the same ladder aseverything else. So, it might be Mediocre (+0) dicultyto manoeuvre a galley in calm waters, but Good (+3)diculty to repair it ater serious damage.

    Its pretty easy to work out diculties. Foreveryday tasks like riding a horse down a street, dont evenroll: let the task succeed! For tasks requiring some skill, but

    which arent dicult, give it an Average (+1) diculty (thatcould be an everyday task done under pressure, too). Thatmeans the player needs a result o +1 rom their skill leveland dice roll added together. For more dicult tasks, start

    with Average (+1), then add +1 or every extra problem thecharacter aces, ie i they need to do it quickly, are beingshot at, theyre moving a heavy object, or jumping a longdistance.

    For example: Captain Brandon is ollowing a hooded strangeron horseback. Riding a horse and pursuing a stranger is prettystandard or Brandon, and an Average (+1) diculty Survivalskill roll. I its more complex, like weaving through trees andchasing the suspect, it should be Fair (+2) diculty. I its reallycomplex, like swerving through a crowded street, pursuing thesuspect, whilst being shot at by crossbows rom the roos, itsGreat (+4) diculty. Heres how that was worked out:

    Brandon riding a horse (Mediocre +0); pursuing thestranger (+1). Total: Average (+1) diculty.

    Brandon riding a horse (Mediocre +0); pursuing thestranger (+1); through dense trees (+1). Total: Fair (+2)diculty.

    Brandon riding a horse (Mediocre +0); pursuing thestranger (+1); through busy crowds (+1); which areoncoming (+1); while being shot at (+1). Total: Great(+4) diculty.

    The storys more important than working out thenumbers: i youre not sure, pick a number between 1 and

    5 depending on how dicult you want the task to be. Seepage 177 or more on setting diculties.

    Shits determine whether a characters eortshave any extra eect, such as completing the task morequickly or accurately, causing more damage, or doingsomething cool.

    For example, Brandons deciphering an odd map in theBandit Kings outpost. His Academics skill is Mediocre (+0);its Fair (+2) diculty because he needs to do it beore any

    guards return (+1), and the map uses a language he doesntknow (+1). Lets say he gets a total o +4 (0 rom his skilland +4 rom the roll). This gives him 2 shits: the Story

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    Teller suggests that by reading the map Brandon has oundnot only the location o the Bandit Kings castle, but clues asto their next move.

    ConflictsAny time two or more characters are opposed in a waythat cant be quickly or cleanly resolved, use this system todetermine what happens.

    Running ConflictsFrame the SceneThe Story Teller describes any scene aspects the players

    would know about (but not any hidden aspects), andwhere everyone is located in an abstract measurementcalled zones. Zones determine how movement is handled you can spend a shit rom any roll to move one zoneand perorm your action. Moving more than one zonetakes up your action or the exchange, and requires itsown skill roll.

    Establish InitiativeYour group can decide whether the order characters act inan exchange is based on their skills, or whether a dierentcharacter acts rst each exchange, moving one step roundthe table each time. When its your turn to act, you:

    Take ActionDescribe what your character is doing and, i necessary,make a skill check, either a simple unopposed action or acontest. In a contest, whoever deends against your actionor opposes your eort makes a corresponding skill check.

    I you win the contest or succeed at the simple

    action, you spend the shits generated to resolve your action.I you lose the contest, your action ails; i you lose by threeor more, the deender gets spin, and can add or subtract 1 ormore points rom the next immediate dice roll, provided hecan narrate his characters infuence (see page 167).

    I you choose not to act on your turn, you makeall your deence rolls at +2. You may also supplement an

    action with a simple action (like moving and attacking,opening a door, drawing a weapon and attacking) bytaking a -1 penalty to your roll, eectively spending a shitin advance. Such supplementary actions shouldnt beanything that would normally require a separate roll.

    Resolve Action

    You can spend shits in several ways:

    In a direct attack, you infict stress on yourtarget equivalent to the number o shits, plus any bonusdamage rom weapons. The target ticks o that numbero points on his stress track, and checks to see i hes beentaken out (i his stress track is reduced to zero). I he hasanyconsequences let, he can take a consequence insteado stress: a consequence is an aspect representing lastingeects rom the confict (until healed), and can be tagged.

    A Minor consequence absorbs 2 stress, a Major 4 stress,a Severe 6 stress and an Extreme consequence absorbs 8stress. I the character cant take any more consequencesand is reduced to zero stress, theyre taken out. This meansthe character is dying, and something must be done i

    they want to survive. Some players like the danger o theircharacter dying; others dont want to see their hard workgo to waste. So think about this: i you let a character betaken out without simply being killed, how can they beutterly deeated in a signicant and memorable way? Havethey been captured, lost an arm, had their athers magicalsword taken, suered horric scars aecting their Rapport,

    woken up next to a dead loved one and set up as theirmurderer? Story Tellers should impose a cost on characterscoming back, seemingly rom death.

    For example: Captain Brandon is hated by Jeddas Therrow,an evil knight whos been secretly helping the Bandit King.

    Jeddas sees Brandon as a threat to the Bandit Kings plans tobetray the Knights o Anglerre at a coming battle. Brandons

    picked up on Jeddas strange activities, so Jeddas tries tointimidate him. Jeddas Intimidate Skill is Good (+3), andBrandons Resolve is Fair (+2). Jeddas rolls a 0, a total eort o+3 (0 roll plus +3 skill), while Brandons player smirks as hisdice come up +4 or a total eort o +6 (+4 roll plus +2 skill).

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    Brandons obviously not scared by Jeddas, and on his next rollhas a +1 spin bonus against him. Lets say he uses the bonusin his own Intimidation attack, scoring +8 against Jeddasdeence o +2. This inficts 6 stress on Jeddas, who eithertakes a Minor consequence Wary o Brandon to reduce theComposure stress by 2 and ticks o 4 Composure stress boxes,or a Major consequence Scared o Brandon and ticks o 2Composure stress.

    Brandon generated spin because he beat Jeddas by amultiple o +3 over Jeddas total, meaning Brandon could add+1 per spin point to his next roll, or deduct -1 rom Jeddasnext roll. He has to narrate this, so says Brandons demandto know what Jeddas is really up to shocks Jeddas onto thedeensive.

    OverfowA character who inficts more damage than thetarget can absorb can use the extra shits as abonus in a supplemental action (which cant bean attack or oensive manoeuvre). For example,Brandon takes out a 5-stress guard with 6 shits,

    and uses the 1 overfow to move one zone away.ManoeuvresI its not a direct attack, you resolve your action

    as a manoeuvre. I youre trying to prevent

    something happening, thats called a block: your

    shits become the diculty or anyone trying to

    do whatever youre trying to block. Blocks must

    be airly specic.Manoeuvres cover actions like moving,

    deending yoursel, blocking something romhappening, or trying to aect or change theenvironment (possibly creating an aspect).

    On a move action you move one zoneper shit. Other miscellaneous actions are resolvedthe same as you would outside o combat.

    I youre trying to infict a conditionon an opponent or scene which isnt directlydamaging (like blinding or conusing them), youspend all your shits to place a temporary aspecton your target. The rst tag on a temporaryaspect placed this way is ree.

    For example: pulling a cord to trip up pursuingguards could place a temporary aspect Stumblingon them, which you could give to a characterwaiting in ambush or a ree tag, giving him a +2

    attack bonus.

    Begin a New ExchangeAter everyone has acted, begin the process again,

    continuing until all opposing parties are taken out or have

    conceded(chosen to lose on their own terms).

    So...Thats basically it. Its pretty simple once you grasp using

    the dice and the ladder, invoking and tagging aspects and

    using Fate points. As a Story Teller youre not out to beat

    the players, youre working together to have a brilliant time

    telling an amazing story. Dont worry i you get diculties

    wrong, choose the wrong skills, or orget to use spin, Fate

    points, overfow or stunts. Its just a story, and the most

    important thing is whether you all had un exploring it

    together. Youll pick up the important stu as you play!Go ahead and read the rest o the chapters when youre

    ready these detail playing the game, covering skills, aspects,stunts, creating castles and sailing ships, playing kingdoms andempires, ghting giant monsters, and much more.

    Creating Characters on the FlyI you want to get playing right away, you can createcharacters quickly, without all the preparation. Simplypick a name, and i you want write down a good and abad aspect. Seriously, thats it. Dont worry: you can addmore aspects, skills, and stunts as you go. Each player gets5 Physical and 5 Composure stress, and can take up tothree consequences rom Minor, Major, Severe or Extreme.

    Usually youd start with 10 Fate points, minus

    the number o stunts you have: or this rst session, startwith 1 Fate Point or each aspect the players come up withor their character. Every time a player thinks o anothercool aspect or stunt to add to their character, give themanother Fate point to a maximum o 5.

    Now to skills (see page 61 or ull descriptions).This is the easy bit. Say the characters all jump aboard agalley but no ones got the Pilot skill. Someone ancy it?No problem: add it to their skill pyramid at whatever skilllevel they like, or simply roll it at Mediocre +0.

    1 Great, 2 Good, 3 Fair,

    4 Average

    Come up with a cool aspect? Great! Write itdown. Read about a great stunt (page 61) in the rulebook?Great - just add it.

    This way you build characters as you play,without spending too much time dreaming them up. Itsgood or people new to this kind o game, or who dontyet understand what aspects or stunts do, or what skills aregood or their characters.

    Players starting like this can add up to 20 pointso skills to their skill pyramid: each skill level aboveMediocre (+0) costs 1 point, and you must always haveone more skill at each lower level than the level above. Foraspects and stunts, dont select more than hal as manyaspects as the character has skills and not more than hal asmany stunts as they have aspects.

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    Character CreationI you want to spend some time creating a more roundedcharacter with your riends, then ollow this process. Iyoud like to create a character on your own, see page 23.

    Character Creation Steps

    1. Think about your character concept (see somecharacter ideas on page 24).

    2. Make up a cool Legends of Anglerrename oryour character.

    3. Go through the phases(see below) in order,picking two aspects each phase.

    4. Assign your skills.

    5. Select stunts or your character.

    Creating the CharacterCharacter creation takes place over three to ve phases;theres also a simpler on-the-fy version (page 14) iyou want to dive right in. Each phase outlines events ina characters lie: the rst sets up their general backgroundand training; the last three or our detail the charactersadventures his legends.

    Character creation is a group activity, ideally withat least three players (remember, the more players or acharacter creation session, the better!) and a Story Teller. Theprocess includes ways to create ties and history betweenthe characters and the setting. Character creation can otentake a ull session o play, and is a good opportunity tolay the settings oundations and give everyone a commonunderstanding o each others characters.

    During character creation, players should talkout loud about their characters, make suggestions to

    each other, discuss how their characters work together,talk about relationships and interactions, and otherwiseestablish some o the campaign background.

    PreparationBeore the rst phase, think about your character concept.

    Your character could be modelled ater a hero rom theStarblazer antasy comics, or other antasy comics, books,or lms, or could be based around something you want tobe able to do, like fy a dragon, wield a magic sword, or cast

    spells. Legends of Anglerreheroes can usually be describedbriefy, so think o a concept you can express simply. I you

    can express it with an exclamation mark at the end, all thebetter!

    Think also about your characters upbringing andearly development:

    What were his amily circumstances like? Rich?Poor? Scholarly? Isolated? Pious? Political? Unusual?Dangerous? Constantly under attack? Weve providedsome un ways to generate random ideas on page 24.

    How big is the amily? How well does your characterget along with them?

    Where is the character rom? What region? You coulduse the random generators in Chapter Twenty-Two:Other Worlds, Others Realities, or pick a place ineither theAnglerre Swords and Sorcery setting inChapter Twenty-Four or the Hither Kingdoms HighFantasy setting in Chapter Twenty-Five.

    How was the character educated?

    What were your characters riends like? Did he getinto much trouble?

    NamesLegends of Anglerrenames are antasy names, and otenhave a particular cadence. The most common involve atitle and a short rst name (such as Prince Veyne or KingSnorri), a short rst name and an epithet (such as Myrdanthe Mage or Demarak Oathbreaker), or a rst name anda last name (such as Myki Saladoth or Xavius Caladon).Fantasy names are simple, euphonious, and resonant

    with the characters personality: heroes oten have short,heroic names like Shakash the Slayer; villains have nasty-sounding, oten meaningul names, like Lord Craven.

    More conventional names are ne, too, but areoten more appropriate i your character also has an alias(such as Brandon Carter, Captain o the Guard) or isintentionally cultivating an image!

    Starting PointsCharacter capability and competence is roughly gaugedby their highest (or peak) skill; thus, a character withhis highest skill at Superb (+5) is reerred to as a Superbcharacter. There are as many dierent levels o characteras there are levels o skill; here were ocussing on just three:Good, Great, and Superb.

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    Creating Characters on the FlyI you just want to get playing right away, then seeCreating Characters on the Fly on page 14. This is perecti you dont really know what skills, stunts or aspects areimportant yet, letting you add them as you discover thegame rules.

    Laramus the Housebreaker Good PC

    Physical Stress:

    Composure Stress:

    Fate points: 7 Scale: Small (2)

    Consequences: 3

    Skills

    Good (+3) Resolve

    Fair (+2) Burglary Sleight o Hand

    Stealth

    Average (+1) Melee Weapons Endurance

    Athletics Deceit

    Alertness Survival

    Aspects

    Finders Keepers!The sword is MINE!

    Light-ngeredHelp me Alwain!I didnt touch nothing!

    What would the King say?

    Stunts

    Trap Sense: Use Burglary instead o Alertness orInvestigation against traps.Pickpocket: Pay a Fate point to make a Sleighto Hand attempt as a ree action.Lightoot: +2 to circumvent weight-based traps,and +2 diculty to trace your steps.

    Equipment

    Mysterious and maybe magical long sword (+3damage bonus)

    More Powerful Characters andDifferent Styles of PlayLegends of Anglerre, like many antasy role-playing games, ocuses initially on heroicgames, where characters are larger than liegures deeating evil villains, saving haplessheroines, and slaying monsters. This chaptercreates characters who t into those kinds ogames perectly.

    Its not the only way to play, however.Some games ocus on hugely dierentthemes, rom saving the world, to destroyingevil artiacts; rom discovering youre thereincarnation o a god, to taking on the godsthemselves! Legends of Anglerre can happilyplay in those styles, too, though there are a ewdierences o emphasis and dierent ways totreat your characters. All this and more is dealt

    with in Chapter Eighteen: Epic and MythicGaming, below.

    Good CharactersGood characters are relatively inexperienced, startingcharacters. I you want your game to begin at the start o a

    characters career, start here.As a Good character youve gone through three

    phases and have 6 aspects, and can now pick 3 stunts and 15skill points worth o skills or example 6 Average (+1) skills,3 Fair (+2), and 1 Good (+3). Good characters give your gamea gritty, down-to-earth eel, perect or perilous adventures

    with ordinary olk swept up in excitement and danger!An example o a Good character is Laramus the

    Housebreaker.

    Great CharactersGreat characters are reasonably experienced proessionals.They may be mercenaries, journeyman mages, ranking

    priests or solid and respected guild members. Pick a Greatcharacter i you want someone whos no longer wet behindthe ears and more than capable o holding their own.

    Youve gone through our phases and have 8 aspects and 4stunts. You can now pick twenty points o skills, such as 4

    Average (+1), 3 Fair (+2), 2 Good (+3), and 1 Great (+4).Good characters are a compromise between having enoughexperience to make it interesting, and retaining plenty oscope or character development.

    An example o a Great character is Faralon theRanger.

    Superb CharactersSuperb characters are highly competent, real heroes, themovers and shakers o a campaign. I you want to play agame o kings, warlords, high priests, and mighty sorcerers,choose Superb characters.

    A party o Superb characters is oten more than

    a match or many o the threats plaguing other antasy

    characters, and such characters instead aim or more epic

    - or even mythic - achievements, such as exploring other

    planes o existence, orging kingdoms, or changing the

    world. Youve gone through ve phases and have 10 aspects

    and 5 stunts. You can now pick thirty-ve points o skills,

    such as 5 Average (+1), 4 Fair (+2), 3 Good (+3), 2 Great

    (+4) and 1 Superb (+5). Superb characters really hit the

    ground running!An example o a Superb character is the wizard

    Astraade.

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    OverviewIn some antasy games particularly swords and sorceryones the world is populated almost exclusively by humanbeings. The Anglerre setting in Chapter Twenty-Four is

    just such a world. In other games, humans may not bethe only intelligent species, sharing the world with elves,dwarves, goblins, giants, auns, and many other creatures.The Hither Kingdoms setting in Chapter Twenty-Five isan example. In Legends of Anglerre, such non-humanintelligent species are known as races, and this chaptershows you how to use them in your game.

    Humans - the Fantasy

    StandardHumans are the deault assumed race in Legends of

    Anglerre, and the rules as written apply to creating humancharacters. Creating non-human characters is similar seethe guidelines below.

    Fantasy RacesThis chapter ocuses on creating characters rom popularantasy races like elves, dwarves, and the little people.Legends of Anglerre lets you play any race you canimagine, as long as the Story Tellers says its okay, so werealso providing some unusual races as examples, plusguidelines or creating your own. Want to play a dragon?Heres how to do it!

    First, to create a non-human character, makesure one o your aspects is a racial aspect, something likeNoble High El o Canaspire, or Gru Dwar rom theDwerrow March. It can be as elaborate as you like.

    Strictly speaking, thats all you need now yourean el, or a dwar, and can invoke that aspect when you

    want. But you probably want more than that. To do that,you can select special aspects and stunts expressing yourcharacters racial abilities. You can create these yoursel, but

    weve included examples in the write-ups below. In somecases this lets your character do things normal humanbeings cant. You dont get these abilities automatically you still have to spend a stunt slot, say, to select theDetect Secret Doors stunt i youre an el, or an aspectslot or the At Home Underground aspect i youre adwar, but these choices are available to you (we say theyreunlocked) by virtue o belonging to that race.

    ElvesElves are tall humanoids o ethereal beauty. Immortal, orat least extremely long-lived, depending on your setting,theyre usually highly sophisticated and oten naturallymagical. They have no acial hair, and do not age; they mayrequire little or no sleep, again depending on setting, insteadpassing time meditating upon the world and their gods.

    Elves are rarely priests, but their naturalmagical abilities are oten a orm o religious reverence inthemselves. Elven characters should take an elven aspect(see below).

    An example setting-specic write-up o elves

    can be ound in Chapter Twenty-Five: The HitherKingdoms.

    Typical Elven Occupations: Magic-user, Warrior, NobleTypical Power Skills: Glamour, Lie, Nature

    Special Features

    Depending on setting, elves may take power skills byvirtue o their Elven aspect. The Hither Kingdomssetting, or example, allows elves ree access to somemagical powers, but not all.

    Because elves are long-lived, they may sometimes begin

    with skill levels o Great (+4) or Superb (+5) or higher.

    Elves may take stunts such as: Eagle Eyes, EnhancedHearing, Fast, and Jump.

    Elven AspectsElven aspects include the ollowing:

    OtherworldlyThe character seems like he doesnt quite belong to this

    world.Invoke: the character can resist emotional ormental attacks, distance himsel rom the current

    situation.Compel: the character doesnt know how to reactin the current situation.

    Forest-FriendThe character loves orests and trees theyre part o hishome.

    Invoke: the character can take advantage o theorest environment in physical manoeuvres.Compel: the character must protect threatenedorests or trees.

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    Long-LivedThe character is extremely long-lived, and tends to takethe long view in comparison with his shorter-lived humancomrades.

    Invoke: the character recalls a personal experiencerelevant to the current situation.Compel: the characters uninterested in theminutiae o everyday lie, and possibly slow to react.

    Elves rom the Hither Kingdoms have additional aspectsspecic to that setting (see page 310).

    Elven StuntsElves may select the ollowing stunts:

    Detect Secret DoorsYou get a +2 bonus to nd or notice secret doors, concealedpanels, and the like.

    Elf Sight

    You can see in near total darkness and get a +1 bonus tovision-related skill checks.

    Elven LoreYouve been around or a long time, and get a +1 bonus toknowledge skill checks involving really old stu (legends,artiacts, history maybe you were even there when ithappened!).

    Enemy of the Dark LordYoure a sworn enemy o goblinkind and the orces o evil.You get a +2 bonus to resist evil magical infuences.

    DwarvesDwarves are hirsute, stout, and stocky humanoids about

    two-thirds the height o a human. They traditionally

    dwell in mountains and deep underground. Theyre

    natural miners, accomplished smiths, well-suited to their

    underground habitats. In some settings, theyre traditional

    enemies o the elves.

    Dwarves arent amed as magic-users, although

    they make splendid articers, enchanters, and alchemists.

    Depending on your setting, the power skills they may

    choose may be restricted. Dwarven characters should take

    at least one dwarven aspect (see below).An example setting-specic write-up o dwarves

    can be ound in Chapter Twenty-Five: The HitherKingdoms.

    Typical Dwarven Occupations: Articer, Warrior, NobleTypical Power Skills: Alchemy

    Special Features

    Depending on your setting, dwarves may berestricted in taking power skills.

    Dwarves oten have high levels o the Articerskill, and take the Personal Device and PersonalMagical Item stunts (see pages 71 and 118).

    Dwarven AspectsDwarves oten have one or more o the ollowing aspects:

    At Home UndergroundThe character is completely at home in undergroundenvironments.

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    OverviewCharacter creation in Legends of Anglerre can be veryreeorm i you want it to be. You can select aspects, skills,and stunts to assemble exactly the character you have inmind. There arent any articial restrictions to prevent youdoing this.

    At the same time, characters in antasy settingstend to conorm to one o several archetypes, rom heroic

    warriors to cunning thieves, noble priests to arcane wizards.This chapter looks at how to create characters belonging tothose archetypes.

    Weve called these archetypes occupations. Theyinclude: ghters, magic users, priests, rogues, and a catch-all called proessional. Weve also provided sample buildsor each occupation, showing you how you can customizean occupation still urther. So, you can create a ghtercharacter whos a martial artist, or an athletic swashbuckler,and theyll perorm dierently in play.

    These arent the only occupations, o course. Weveprovided examples o more high-powered occupations inChapter Eighteen: Epic and Mythic Gaming, and o

    course you should eel ree to make your own i you dontnd one here you like.

    Occupations and

    Occupation AspectsI you decide to take an occupation, you should also takean occupation aspect, which may be as simple as Fighteror the name o a build, or as colourul as you like. Youdont have to take an occupation, but youll get some extracool abilities i you do. Some occupations unlock certainrestricted stunts, or example, or even provide completelyunique ones or their members.

    The ollowing broad occupations contain samplebuilds indicating the sorts o characters you can create.Feel ree to modiy these, or use them as templates tocreate your own. Even i you dont use the Magic Useroccupation, say, you may still want your characters to haveaccess to stunts like Great Casting and Binding. Just makesure your character has a relevant aspect (like Student oForbidden Sorceries), and let them take the stunts they

    want.Always remember: Legends of Anglerre isnt a

    game where youre restricted to rigid templates or sets o

    abilities, and occupations and builds arent straitjackets tolimit you, but just guidelines to help you do even morecool stu. Feel ree to strike out on your own!

    Sample Occupations

    Occupation Sample Builds

    Fighter Sword and Shield FighterLarge Weapon Warrior

    Agile Swashbuckler

    ArcherPhalanx FighterBarbarian WarriorMartial Artist

    Magic User WizardSummonerElementalistNecromancer

    Alchemist

    Priest ClericDruidHoly Warrior

    Rogue Thie RangerPirateExplorerScavengerBard

    Proessional ArticerMerchantDiplomatNoble

    Fighter

    The classic antasy warrior, rom individualistic fghtersspecializing in one-to-one combat, to trained soldiers skilledat fghting in ormation.Stunts Unlocked: Combat Awareness, Cleave, CombatDodge, Advanced Combat Dodge, Weapons Specialist

    Occupation Stunts

    Access to Restricted EquipmentRequires Military Training and appropriate aspect (such asKnight, Ship Captain, etc)

    You can select rom restricted items o equipment (see page 47).

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    Armour TrainingYoure trained to wear and use armour eectively, reducingthe armour penalty or all armour worn by 1.

    Advanced Armour TrainingRequires Armour Training

    Youre trained in one type o armour intensively, reducingthe armour penalty or that armour by 2.

    Formation TrainingRequires Military Training and an appropriate aspect (such asPhalanx Fighter, below)

    You gain a +2 bonus to combat actions taken when ghtingin ormation.

    Military Training (Melee Weapons)Requires an appropriate occupation aspect (Warrior, Soldier,etc)

    You know exactly where to place your blows or maximumeect, gaining a +1 damage bonus.

    Sample Build: Sword and Shield Fighter Aspects: Tribal Warrior, Knight in Shining Armour

    Key Skills: Melee Weapons

    Basic Stunts: Military Training, Weapon Specialist(Long Sword), Shield Training, Flawless Parry, Riposte

    Advanced Stunts: Turnabout, Cleave ThroughHordes, Crippling Strike, Whirlwind Attack

    Equipment: Long Sword, War Shield, Chain Armour,maybe a riding animal

    Sample Build: Large Weapon Warrior Aspects: No talk - just kill!

    Key Skills: Might, Melee Weapons, Endurance

    Stunts: One Hit to the Body, Military Training,Weapons Specialist (Great Sword, Great Axe, Maul),Herculean Strength, Cleave

    Advanced Stunts: Great Blow, Thick-Skinned,Flawless Parry, Made o Steel, Riposte

    Equipment: Great Sword, Battle Harness

    Sample Build: Agile Swashbuckler Aspects:Watch my fickering blade!

    Key Skills:Athletics, Alertness, Melee Weapons

    Basic Stunts: Ready For Anything, CombatAwareness, Combat Dodge, Flawless Parry, Riposte

    Advanced Stunts: Advanced Combat Dodge,Turnabout, Tactical Advantage, Fancy Footwork

    Equipment: Rapier, Leather Armour, Dressy Clothes

    Sample Build: Archer Aspects:You never even saw me

    Key Skills: Ranged Weapons, Stealth, Alertness

    Basic Stunts: Military Training, Weapon Specialist(Bow), Deensive Archery, Stay on Target, In Plain Sight

    Advanced Stunts: Quick Shot, Lightning Hands,Refex Shot, Long Shot, Master o Shadows

    Equipment: Bow, Leather Armour, Short Sword

    Sample Build: Phalanx Fighter Aspects: Built like a brick wall, Stay in position!

    Key Skills: Melee Weapons, Might, Endurance

    Basic Stunts: Military Training, Armour Training, ShieldTraining, Weapon Specialist, Formation Training

    Advanced Stunts: Advanced Armour Training,Flawless Parry, Riposte, Turnabout, Group Combo

    Equipment: Heavy armour, 1-handed weapon andshield OR 2-handed long weapon

    Using the Sample BuildsYou can use the sample builds to create a characterquickly. Just pick one, jot down the aspects,key skills, basic stunts and equipment on yourcharacter sheet, and youre good to go!

    Weve provided 5 basic stunts (andadvanced stunts, too, i you want a powerul

    character), but check with your Story Teller howmany you should actually pick (see page 17): inmany games youll only start with 3 or 4.

    These sample builds are a great StoryTeller resource, too. I you want a noble or an evilsorcerer at short notice, just use the builds here!

    The Adventurers PackAdventuring characters are assumed to have theollowing equipment: a bedroll; re-makingequipment; a backpack or sack; some ood; acouple o torches or maybe a lantern; a waterskin.I your character isntan adventuring type (say, ascribe in a monastery or a noblewoman), he orshe wont have this stu.

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    Sample Build: Barbarian Warrior Aspects: Unsophisticated, Close to Nature, Massive

    Thews, Suspicious o Magic

    Key Skills: Might, Survival, Endurance

    Basic Stunts: Herculean Strength, Savage Fighter,Cleave, Tracker, One Hit To The Body

    Advanced Stunts: Solo Combo, Thick-Skinned,Made o Steel, Animal Companion, Now YouveMade Me Mad

    Equipment: Tattoos, 2-handed weapon, hides andurs, maybe a riding animal

    Sample Build: Martial Artist Aspects: Lean and Ascetic, Mystic Fighter, Peripheral

    Awareness, In the thick o combat there is no I, NoMind

    Key Skills: Fists, Athletics, Alertness

    Basic Stunts: Martial Artist, Combat Awareness,Flying Kick, Combat Dodge, Flow Like Water

    Occupation Stunts

    Area EffectRequires Multicast and two other power stuntsFor a Fate point, you can aect all the targets in a singlezone, plus one additional zone per point o spin (see page167). I appropriate, treat as an area attack o area 1 andorce 1 (see page 179).

    Distance CastingRequires Scrying and two other power stuntsFor a Fate point, you can aect targets at long distances.

    Each point o additional range on the Organization ScaleTable (page 187) reduces the eective skill level by 1 (so,using a power on a target anywhere in the world wouldbe a -7 to skill level). I the target isnt in sight treat it as ahidden target (see page 174).

    Duration CastingRequires two other power stunts

    You can extend your spell durations by one step per shit(see page 156).

    Advanced Stunts:Advanced Combat Dodge,Demoralizing Stance,Danger Sense, Bend Likethe Reed, Lethal Weapon

    Equipment: Robes

    Magic UserYoure skilled in the manipulationo magical energies.Stunts Unlocked: See

    Occupation Stunts below,

    plus special ability stunts on

    page 116.

    Weaknesses and Limitations:

    some settings require Magic

    Users to wield magicians staves

    or have other limitations (see

    page 171).

    Abilities: In campaignswith magical specialization,

    select a specialization, such

    as elementalist, necromancer,

    summoner, etc (see the sample

    builds below or examples).

    These specializations may

    restrict which power skills

    you can choose. In campaigns

    without magical specialization,

    select any power skills rom

    Chapter Nine: Powers.

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    System LicenseOPEN GAME LICENSE Version 1.0aThe ollowing text is the property o Wizards o the Coast, Inc. and is Copyright 2000 Wizards o the Coast, Inc (Wizards). All Rights Reserved1. Defnitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Matemeans copyrighted material including derivative works and translations (including into other computer languages), potation, modifcation, correctaddition, extension, upgrade, improvement, compilation, abridgment or other orm in which an existing work may be recast, transormed or adap(c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Contemeans the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the ProdIdentity and is an enhancement over the prior art and any additional content clearly identifed as Open Game Content by the Contributor, means any work covered by this License, including translations and derivative works under copyright law, but specifcally excludes Product Iden(e) Product Identity means product and product line names, logos and identiying marks including trade dress; artiacts; creatures characters; stostorylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, ormats, poses, concepts, theand graphic, photographic and other visual or audio representations; names and descriptions o characters, spells, enchantments, personalities, teapersonas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or eects, losymbols, or graphic designs; and any other trademark or registered trademark clearly identifed as Product identity by the owner o the Product Idenand which specifcally excludes the Open Game Content; () Trademark means the logos, names, mark, sign, motto, designs that are used bContributor to identiy itsel or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Usor Using means to use, Distribute, copy, edit, ormat, modiy, translate and otherwise create Derivative Material o Open Game Content. (h) Yor Your means the licensee in terms o 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 Uunder and in terms o this License. You must afx such a notice to any Open Game Content that you Use. No terms may be added to or subtracrom this License except as described by the License itsel. No other terms or conditions may be applied to any Open Game Content distributed uthis License.3.Oer and Acceptance: By Using the Open Game Content You indicate Your acceptance o the terms o this License.4. Grant and Consideration: In consideration or agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-ree, n

    exclusive license with the exact terms o this License to Use, the Open Game Content.5.Representation o Authority to Contribute: I You are contributing original material as Open Game Content, You represent that Your Contributare Your original creation and/or You have sufcient rights to grant the rights conveyed by this License.6.Notice o License Copyright: You must update the COPYRIGHT NOTICE portion o this License to include the exact text o the COPYRIGNOTICE o any Open Game Content You are copying, modiying or distributing, and You must add the title, the copyright date, and the copyrholders name to the COPYRIGHT NOTICE o any original Open Game Content you Distribute.7. Use o Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licenseanother, independent Agreement with the owner o each element o that Product Identity. You agree not to indicate compatibility or co-adaptabwith any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensedin another, independent Agreement with the owner o such Trademark or Registered Trademark. The use o any Product Identity in Open GaContent does not constitute a challenge to the ownership o that Product Identity. The owner o any Product Identity used in Open Game Conshall retain all rights, title and interest in and to that Product Identity.8. Identifcation: I you distribute Open Game Content You must clearly indicate which portions o the work that you are distributing are Open GContent.

    9. Updating the License: Wizards or its designated Agents may publish updated versions o this License. You may use any authorized version o License to copy, modiy and distribute any Open Game Content originally distributed under any version o this License.10 Copy o this License: You MUST include a copy o this License with every copy o the Open Game Content You Distribute.11. Use o Contributor Credits: You may not market or advertise the Open Game Content using the name o any Contributor unless You have wripermission rom the Contributor to do so.12 Inability to Comply: I it is impossible or You to comply with any o the terms o this License with respect to some or all o the Open GaContent due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so aected.13 Termination: This License will terminate automatically i You ail to comply with all terms herein and ail to cure such breach within 30 daybecoming aware o the breach. All sublicenses shall survive the termination o this License.14 Reormation: I any provision o this License is held to be unenorceable, such provision shall be reormed only to the extent necessary to makenorceable.15 COPYRIGHT NOTICEOpen Game License v 1.0 2000, Wizards o the Coast, Inc.Fudge System 1995 version 1992-1995 by Stean OSullivan, 2005 by Grey Ghost Press, Inc.; Author Stean OSullivan.FATE (Fantastic Adventures in Tabletop Entertainment) 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks.Spirit o the Century 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera.Starblazer Adventures 2009, Cubicle 7 Entertainment Ltd.Legends o Anglerre 2010, Cubicle 7 Entertainment Ltd.For purposes o this license, the ollowing things are considered to be Product Identity in addition to anything covered in section 1, above: Anymaps, layout, characters, color quotations and dialogue, names, and examples. Any material reerencing or otherwise pulled rom the STARBLAZcomic series and related materials; any material relating to the ANGLERRE and HITHER KINGDOMS campaign settings; all skill and sdescriptions in Chapter Five Occupations, Chapter Nine Powers, Chapter Eighteen Epic and Mythic Gaming; all material in Chapter Sixteen Fog o War, Chapter Twenty-Six Bestiary.For purposes o this license, the ollowing things are considered to be Open Game Content in addition to anything covered in section 1, aboverules mechanics in Chapter Three Character Creation, Chapter Ten Devices, Artiacts and Magical Items, Chapter Twelve How to Do Things, ChaFourteen Gods, Guilds and Empires, Chapter Fiteen Sailing Ships and War Machines.Other Copyrights