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Set-Piece n. A scene or sequence with high stakes and excellent production values, as appropriate to the cinematic genre.

For instance, in an action film, a set-piece might be a car chase through a crowded shopping mall, or a martial arts fight amid the scaffolding of a construction site. There is far more to an exciting and cinematic fight scene than endless blacktop and nondescript rooms. Fights can occur in all kinds of places in the narrow, rain-slick alleyways of a city; on the deck of a ship pitching in a storm; on the hard icy floor of a hockey rink; waist-deep in the thick muck of a Florida swamp; or, even in the strange landscape of some alien world. This ebook offers a means of creating exotic locales for combat, and provides a number of modifiers to reflect the unique nature of such places. With these rules as guidelines, the Gamemaster should be able to quickly derive appropriate modifiers for any situation or location not covered here. The core of these rules is the Locale Description System. By noting the degree to which each of the following factors affects combat, GMs can easily handle any situation they may wish to throw at their players.

SLIPPERINESS
The slipperiness of the terrain determines how slick it is. Slick terrain is very difficult to move on, and fighting even more so. Slipperiness is rated from 1 to

SET-PIECES

4. Each level of slipperiness has the following effects. RATING ONE Slightly slippery, such as a rain-slicked street. Movement: A character who moves more than half his base land speed in a round and crosses a slippery surface must make a Balance check (DC 10) or fall prone when he reaches the end of his move. Trip Attack Bonuses: A character making a trip attempt receives a +2 circumstance bonus to his opposed check. RATING TWO Quite slippery, such as wet grass or wet metal plating. Movement: A character who moves more than half his base land speed in a round and crosses a slippery surface must make a Balance check (DC 15) or fall prone when he reaches the end of his move. Trip Attack Bonuses: A character making a trip attempt receives a +4 circumstance bonus to his opposed check.

RATING THREE Very slippery, such as ice or an oil spill. Movement: A character who moves more than a quarter of his base land speed in a round and crosses a slippery surface must make a Balance check (DC 20) or fall prone when he reaches the end of his move. Modified Bull Rush Rules: A character affected by a bull rush is moved back 10 feet, plus 5 feet for every 5 points by which his opponents Strength check result exceeds his own. The character performing the bull rush must make a Reflex save (DC 10) or fall prone at the end of the bull rush. Taking Damage: Any character taking damage must make a Balance check (DC equals the damage dealt), failure mean the character is knocked back 5 feet and falls prone. Halve the DC if the damage dealt is piercing or ballistic. Trip Attack Bonuses: A character making a trip attempt receives a +4 circumstance bonus to his opposed check.

SET-PIECES RATING FOUR Almost frictionless, something which could result from an FX ability or be part of the conditions of an alien world. Movement: A character who moves more than a quarter of his base land speed in a round and crosses a slippery surface must make a Balance check (DC 30) or fall prone when he reaches the end of his move. Modified Bull Rush Rules: A character affected by a bull rush is moved back 10 feet, plus 10 feet for every 5 points by which his opponents Strength check result exceeds his own. The character performing the bull rush must make a Reflex save (DC 20) or fall prone at the end of the bull rush. Taking Damage: Any character taking damage must make a Balance check (DC equals the damage dealt), failure mean the character is knocked back 10 feet and falls prone. Halve the DC if the damage dealt is piercing or ballistic. Trip Attack Bonuses: A character making a trip attempt receives a +6 circumstance bonus to his opposed check. Roll 1-2 3-4 5-6 Distance Moved 14 intended movement 12 intended movement 34 intended movement

can also add some fun and danger (always necessities in a cinematic fight). The hero who charged across the hockey rink to tackle the fleeing villain may find himself lying on his back in the path of that oncoming zamboni machine.

SLOPE

Slope determines how steep the ground is. After a certain point (60 degrees), a slope is considered a wall, and normal climbing rules apply. When fighting on a sloped surface (the Gamemaster must determine is the degree of slope is significant enough to merit using these rules on a case-by-case basis), several modifiers apply. Attack Roll Bonuses: An attacker upslope from the target of his attack gains a +1 circumstance bonus to SLIPPERINESS NOTES melee attack rolls. A character gains a +4 stability bonus on any Balance Modified Bull Rush Rules: A target affected by a checks or Reflex saves to resist slipperiness if he has bull rush must make a Reflex save (DC 10) or fall prone more than two legs or is otherwise exceptionally at the end of the bull rush. stable. Movement: Moving up a slope is more difficult Flying or incorporeal creatures are not hampered than moving across level ground, and moving down is by slipperiness. Also any character who can cling to easier. Anyone performing a run upslope loses 5 feet surfaces or is under the influence of a appropriate FX from the total distance traveled; anyone performing a ability is likewise not hampered. run downslope gains 5 feet. Creatures native to a particular terrain are typically unaffected by its slipperiness. Gear or preparation (throwing a gritty absorbent on oil slicks, wearing skates on ice) may also grant considerable bonuses or cancel all effects entirely, at the GMs discretion. The combat rules assume a character is standing on a surface at least five feet wide. This is not the case PARTIAL MOVEMENT when fighting on a narrow ledge high over the city (OPTIONAL RULE) street below. A character risks falling during combat If the gamemaster would like to add some more when standing on any surface less that two feet wide. randomness the effects of slipperiness, he may Whenever the character takes damage a Balance randomly determine the distance moved by a check must be made to avoid being knocked off. The character who has failed his Balance check while DC for this check is equal to the damage dealt. Halve moving across a slippery surface. the DC if the damage dealt is piercing or ballistic. If a character falls while moving across a slippery This would replace the basic rules for balancing on a surface, roll 1d6 and consult the following table. narrow surface found in the d20 Modern SRD under While this is optional, and adds time to combat, it the Balance skill description and would only apply

NARROW FOOTING

SET-PIECES while fighting on a narrow surface. prone when he reaches the end of his move. Should a character be knocked off, he will always have a chance to grab an edge if at least one hand TERRAIN AND OBSTACLES is free. It can be assumed that a character holding a weapon will drop the weapon in order to save The modern d20 rules presume much of the action his life! A successful Reflex save (DC 15) means the in the game will be taking place in a modern city, so character has grabbed onto the edge and is dangling certain details are glossed over. The following rules dramatically. If the character suffers any subsequent may be more at home in a fantasy d20 game, but damage he will have to make a Fortitude save (DC 10 they will provide the granularity needed for a rules enhancement that allows for a modern setting + damage dealt) to hold on. where the environment can play as important a role in combat as the bad guys.

OBSTACLES
Not all fighting areas are clear. Even if there is generally enough room on either side to swing a weapon and no danger of falling, there may still be obstacles that can hinder combat. For example, fighting in a dense forest is somewhat different than fighting in either an open space or in a tight passage; a character does not have total freedom of movement, but neither is his movement wholly constrained. The amount of general clutter in an area can be rated as follows. RATING ONE Numerous loose items, small objects on the floor, light objects easily batted away during combat a typical crowded barroom. Defense Penalties: Characters suffer a 1 circumstance penalty to Defense. Movement: A character who moves more than his full base land speed in a round and crosses a obstacle-filled area must make a Balance check (DC 5) or fall prone when he reaches the end of his move. RATING TWO Several large or immobile objects placed so as to minimally impede movement, but which cannot be easily ignored, or a very uneven floor that presents many opportunities to trip a moderate forest. Attack Roll Penalties: Attack rolls suffer a 1 circumstance penalty. Defense Penalties: Defense suffers a 1 circumstance penalty. Movement: A character who moves more than his full base land speed in a round and crosses a obstaclefilled area must make a Balance check (DC 10) or fall

Difficult Terrain: Difficult terrain hampers movement. Each 5 feet of difficult terrain counts as 10 feet of movement. You cant run or charge across difficult terrain. Flying and incorporeal creatures are not hampered by difficult terrain. Obstacles: Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesnt completely block it, each obstructed 5-foot square or obstacle between 5foot squares counts as 10 feet of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the 5-foot square on the other side. If you dont have sufficient movement to cross the barrier and move into the square on the other side, you cant cross the barrier. Some obstacles may also require a skill check to cross. Flying and incorporeal creatures can avoid most obstacles Squeezing: In some cases, you may have to squeeze into or through an area that isnt as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 10 feet, and while squeezed in a narrow space you take a 4 penalty on attack rolls and a 4 penalty to Defense. To squeeze through or into a space less than half your spaces width, you must use the Escape Artist skill (DC 30). You cant attack while using Escape Artist to squeeze through or into a narrow space, you take a 4 penalty to Defense, and you lose any Dexterity bonus to Defense.

SET-PIECES RATING THREE Movement in a straight line is almost impossible; a character must continually step around, over, or under blockades, and they cannot be swept aside a dense rain forest. Attack Roll Penalties: Attack rolls suffer a 2 circumstance penalty. Charging: Since a character does not have a clear path to his target, charges cannot be performed. Cover: Any target more than 10 feet away from an attacker gains one-quarter cover. Defense Penalties: Defense suffers a 2 circumstance penalty. Movement: A character who moves more than half his base land speed in a round and crosses a obstaclefilled area must make a Balance check (DC 10) or fall prone when he reaches the end of his move. harsh, and seeing is difficult. Simply staring into the light is painful, and a character who looks down of otherwise shields his eyes exposes himself to attacks. Unless a character has the Blind-Fight feat or the ability to sense opponents through sounds, smell or other means, all targets in melee are assumed to have one-half concealment; all ranged targets have threequarters concealment. It is possible for a character to force himself to overcome the glare, negating these penalties, but at a cost. If he succeeds in a Fortitude save (DC 15) he may attack without penalty, but each round he does so he has a 10% change of being blinded for 1d4 days.

BLINDING

Blinding glare is just that, a light so bright that even the briefest exposure can blind someone. This is likely to be found on other planets, or in particularly RATING FOUR extreme conditions. Rapid movement is impossible. Every step involves Unless a character has the Blind-Fight feat or the carefully moving around blockages of various sorts ability to sense opponents through sounds, smell the mechanical interior of a clocktower or a maze of or other means, all targets in melee have threedense pipework. quarters concealment; all ranged targets have total Attacks: Attack rolls suffer a 3 circumstance concealment. As above, a character can force his eyes penalty. open long enough to get a solid bearing, but the Charging: Since a character does not have a clear Fortitude save is DC 25, and the blinding chance is path to his target, charges cannot be performed. 20%. Cover: Any target more than 5 feet away from an attacker gains one-quarter cover. GLARE NOTES Defense: Defense suffers a 2 circumstance Characters with low-light vision are especially penalty. susceptible to glare. Increase the Fortitude save DC to Movement: Moving more than 5 feet in a single overcome glare by 5, and the blinding chance by 5%. round necessitates a Balance check (DC 10 + 5 for each additional 5 feet moved) or the character falls prone.

Prop n. The harsh desert sun. The glistening ice fields of the Any movable articles or objects used on the set of a Antarctic. The brilliant glow of three suns in an alien play or movie. Props are distinct from the scenery or sky. All of these can severely hinder combat. There sets, large objects in many productions that can be are two levels of glare: brilliant and blinding. These considered part of the stage. are described below.

GLARE

PROPS

BRILLIANT
This is the level of glare most likely to be found in a typical campaign setting. The light is bright and

Your action set-piece can now be littered with props. Props are simply items that give players new opportunities in combat. When characters interact with these props they can make changes to the

SET-PIECES set-piece or can perform a variety of new combat maneuvers. When a character is adjacent or in the same square with a prop, he may perform one or more combat maneuvers by using that prop. For example, a character could kick over an oil barrel to create a slippery area or upend a table to provide some makeshift cover. Every prop has a simple stat block as follows. Prop Name: Simply the name of the prop, like bar stool or barrel of oil. Action Name: The prop will have one or more uses. These new combat actions and the skill, base attack, or ability checks required for success will be detailed here. Some props are one-use only. If this is the case it will be noted here. If not otherwise stated, assume a prop can be used over and over again. Prerequisites: Occasionally a prop may require a minimum ability score or skill to use. Any prerequisites will be given parenthetically after the name of the props action(s). BARREL [PROP] A wooden or metal barrel. Rolling Barrel: Make a Strength check (DC 15) as an attack action to knock over the barrel and roll it in a straight line for a distance of 15. An opponents caught in the path of the barrel must make a Reflex save (DC equal to the Strength of the character using the prop), or take 2d6 points of damage. Additionally, any opponents of Small size of smaller are knocked prone on a failed save. BENCH [PROP] A low-lying wooden or metal bench. Bench Throw (Strength 14): You can pick up and throw a bench. An attack made in this way has a range of 10 and can target up to two adjacent squares. Make a ranged attack against each target in the affected area. A successful hit deals damage equal to 1d6 + double your Strength bonus.

BUCKET [PROP] A plastic or metal bucket. Bucket Blackout: You can pick up a bucket and drop it onto an opponents head with an attack PROP DESCRIPTIONS The following section gives you stats for a wide action. Make a touch attack against your opponent, variety of props to populate the set-pieces of your if successful the opponent is blinded until he can modern d20 game. These examples can serve as remove the bucket with a move action. guidelines for building your own props. Most action movies will probably give you plenty of other useful CHAIR [PROP] A simple chair. ideas for props. Assisted Jump: You can use the chair to give Remember many of these props can be used yourself a boost for any Jump checks made from the as melee or thrown weapons as per the existing square the chair occupies. You gain a +2 circumstance improvised weapons rules in the d20 Modern SRD. bonus to Jump checks made in this fashion. Chair Slide: You kick the chair at a nearby opponent BANISTER [PROP] in an effort to make a trip attack. A trip attempt made This handrail runs the length of any set of stairs. Banister Slide: Make a Balance check (DC 15) to in this way has a range of 10 and does not provoke an slide down the banister. This allows you to move attack of opportunity. up to double you base speed or the length of the banister (whichever is shorter), with only a single CHANDELIER [PROP] A large decorative lighting fixture suspended from move action. Banister Charge: Make a Balance check (DC 15) the ceiling. Swing: You can leap to the chandelier, grab it, to slide down the banister and into a target adjacent to the banister and at least 10 feet away from you. and use it to swing across the room. Make a Jump All other effects are as per the charge rules, but the check as normal to reach the chandelier and then charge only requires an attack action, not a full-round use it to swing as a free action. The distance traveled is dependant on the size of the room, length of the action. chandeliers chain, and so forth. Attacks made while

SET-PIECES swinging are treated as a charge. Falling Chandelier: Make an attack check with a ranged weapon against a Defense of 20 to destroy the chandeliers supporting cable or chain. Anyone standing in the 5 square below the chandelier suffers 3d6 points of damage, Reflex save (DC 15) for half damage. The square a chandelier lands in is now considered difficult terrain. Once the chandelier is destroyed in this manner it can no longer be used as a prop. CURTAINS [PROP] A window covering of significant size. Curtain Blackout: You can make an attack action to attempt to pull down a curtain and drop it over an opponents head. You and the opponent must occupy squares adjacent to the square containing the curtain at the time of the attack. Make a touch attack against your opponent; if successful he is blinded and entangled (per the conditions in the d20 Modern SRD) until he takes a move action to shrug free of the curtain. Once this action is used the curtain ceases to be a useable prop. Curtain Rappel: You grab hold of an exceptionally long curtain and slide down safely to the floor. Moving in this manner is a move action and does not provoke attacks of opportunity. GAS CAN [PROP] A small metal or plastic container for gasoline. Makeshift Explosive: A gas can perforated with gunfire will cause an explosion. Treat this as a Simple Explosive (2d6/5 feet). When using this action, you do not need to be near the prop, only able to shoot it. Once this action is used the can ceases to be a useable prop. action, you do not need to be near the prop, only able to shoot it. This action can only used if the Oil Slick action has not yet been used and once this action is used the oil barrel ceases to be a useable prop. PROPANE TANK [PROP] A large tank used to refill propane canisters. Makeshift Explosive: This tank can be perforated with gunfire to cause an explosion. Treat this as a Complex Explosive (6d6/15 feet). When using this action, you do not need to be near the prop, only able to shoot it. Once this action is used the tank ceases to be a useable prop. RUG OR CARPET [PROP] A small rug or section of carpet that covers part of the floor. Rug Pull (Strength 15): You can literally pull the rug out from under an opponent as an attack action. Make a Strength check (DC equals the combined Constitution score of any characters in a square occupied by the prop). Success indicates that opponents affected by the props action must make a Reflex save (DC equal to the Strength of the character using the prop), or fall prone. To use this props action you must be adjacent to the rug, and not in the squares it occupies.

SKATEBOARD/SERVING CART/ MECHANICS CREEPER [PROP] Something with wheels thats just large enough to accommodate the human form. Dive And Roll: As a move action you dive onto the prop and let your momentum carry you forward. You must move at least 10 before diving onto the prop to make the dive and roll work. If you use an attack action in the same round you have dived onto OIL BARREL [PROP] the prop you will move another 15 in a straight line A metal barrel filled with oil. before or after your attack action (your choice). You Oil Slick: This barrel can be knocked over with are considered prone (per the conditions in the d20 a Strength check (DC 10) and an attack action. If Modern SRD) while using this prop. A move action is successful, you can select a 10-foot by 10-foot area required to climb off the prop and stand up. that is adjacent to this prop to become slippery (rating 3). This prop is good for one use only, after TABLE [PROP] which it can be treated as a barrel prop. A table of average size; a kitchen table. Makeshift Explosive: This barrel can be perforated Table Flip: You can make a Strength check (DC 15) with gunfire to cause an explosion. Treat this as a as a move action to flip the table over onto its side. Moderate Explosive (4d6/10 feet). When using this The table occupies the same squares as before, but

SET-PIECES
IMPROVISED SHIELD

In the d20 Modern SRD shields dont get much, if any, play. Some of the props listed here would make good improvised shields, particularly the chair, bench, and table. The simple statblock below can be used for these impromptu and improvised shields. The GM can determine the armor penalty and weight according to the size and material the prop is composed of. Armor Type Equipment Nonprof. Max. Dex Bonus Bonus Bonus +1 -Armor Speed Penalty (30 ft.) Varies -Weight Varies

Improvised Shield Impromptu +1

now provides cover on one side. Your positioning behind this cover will dictate the degree of cover (onequarter, three-quarters, etc.) it will afford you. You can move the table with another Strength check (DC 15) as a move action to change which facing provides the cover. Table Bull Rush (Strength 15): You can pick up the table and use it when performing a bull rush. You gain a +2 circumstance bonus to your Strength test for the bull rush. Depending on the size of the table, the size of your character, and the orientation of the table relative to your opponents the GM may rule the table provides a certain degree of cover from opportunity attacks provoked during the bull rush.

SET-PIECES

SET-PIECES
CREDITS

WHAT IS D20 POSTMODERN?


D20 Postmodern is Big Finger Games catch-all title for their line of Modern d20 add-ons and enhancements; but more than that, it is a state of mind.

Postmodern art and entertainment allow that creative imitation of sources is just as artistically valid as faithfully recreating an actual subject and posits that perhaps, given our skewed view of the actual object, imitating the unreal rather than the real is a Set-Pieces is TM and 2009 Michael Todd. All Rights Reserved. more successful undertaking.
Big Finger Games and the Big Finger Games logo are trademarks owned by Michael Todd. Some artwork from Otherworldy Art Portfolio Volume 3. The original purchaser of this electronic product may print copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

Michael Todd Writing, Layout

Therefore, in many cases, postmodern art is based as much on other art as it is on reality, and the rigid rules of the real world take a backseat to the demands of creation. We laugh at old movies where the good guys never run out of bullets, but since those movies exist, in John Woo movies we accept that Chow Yun Fat only runs out of bullets when it is dramatically important that he do so. After all, the movie isnt about counting bullets; its about Chow Yun Fat being cool. Roleplaying games can take a lesson from that. With d20 Postmodern, Big Finger Games stated goal is to provide a mix of authentic cinematic action, colorful and robust character options, precise and flavorful rules, and inspiring and sophisticated storytelling for your Modern campaign.

SET-PIECES
Designation of Product Identity: The Big Finger Games company name, logo, trade dress and layout; all characters, weapons, artifacts, spells, creatures, gods, place names, geographic locations, organizations, fictional histories, and stories. This does not include materials reprinted from the d20 System Reference Document, which are already Open Game Content. Designation of Open Content: Subject to the Product Identity designation above, the remainder of the text of Set-Pieces is open content. OPEN GAME LICENSE Version 1.0a
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(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 holders 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 1.0a Copyright 2000, Wizards of the Coast, Inc. d20 System Reference Document Copyright 2000-2004, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,David Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Path of the Sword Copyright 2002, Fantasy Flight, Inc. Mastering Iron Heroes Copyright 2005 Monte J. Cook. All rights reserved. POSTMODERN: Set-Pieces, Copyright 2009 Michael Todd. Published by Big Finger Games.

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