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vs.

Elves

James D. Hargrove
Game system based on vs. Monsters by Philip Reed.
Writing & Design
James D. Hargrove

Editing & Layout


James D. Hargrove

vs. Elves is Trademark and Copyright © 2006 by James D. Hargrove. vsM


Engine and the vsM Engine logo are trademarks of Philip Reed and are
used with permission. Visit www.philipjreed.com for more information about
the designer.
By defa ult, the action in games of vs.
Introduction Elves takes place in the walled city of Balphor,
On the western seaboard of far distant as described herein. Should you choose to
Verdan, the human city of Balphor has been set expand the scope of your own vs. Elves game
upon by the armies of the Autumn Queen. Ill to encompass more of Verdan, feel free to do
equipped to deal with such a threat, the men of so, but realize that this will change the focus of
Balphor have barred the gates to their great actual game play significantly.
city, sealing themselves off from the world that
exists outside. As the elves lay siege to the city,
its residents do the only thing that they can do. The Gateway to Verdan
They wait for death to claim them. The last stronghold of humanity in the
vs. Elves takes place within the walls of ancestral Elven homeland of Verdan, Balphor
Balphor, on the western seaboard of Verdan, at is a massive, walled, port city that has served
the close of the 7th Aeon. Players assume the as mankind’s gateway into the Elven lands for
roles of human settlers, besieged by the armies the past eighty years. With the ascension of the
of the Autumn Q ueen, the cruel ruler of Verdan Autumn Queen to the throne of Verdan, this
in the wake of King Oberon’s assassination. gateway has been barred forever. Humans are
The Autumn Queen will not rest until her lands no longer welcome in Verdan.
are purged of human taint. She will not rest
until you are dead. The City Center
In order to play vs. Elves, you will need The central district of Balphor is both
a copy of this document, a standard deck of the city’s largest and most secure quarter. It is
playing cards, and a copy of the vsM Engine here that the House of Lords, the ruling council
(which is made freely available by the cunning of Balphor, resides and here that the wealthy
and devious Philip Reed). Swing by Mr. Reed’s make their homes. The massive lim estone
website for more information. buildings at the city’s center are packed tightly
together, the many streets warded with heavy
gates of iron, and the many walls lined with
The World of vs. Elves cleverly concealed murder holes.
The default vs. Elves setting is not your In more peaceful times, this quarter of
typical fantasy affair. Homo Sapiens is the least the city was untouched by crime, but as death
common species of sentient being, elves are tightens its icy grip upon humanity in Verdan,
truly supernatural, and dwarves are simply hysteria grips all of Balphor – even the upper
humans with a disability (as opposed to an classes. In these dark times, the city center has
entire race of bearded alcoholics who live been transformed into a realm of paranoia and
underground). And there’s more.... fear. Only the brave dare tread the cobbled
The technology in the world of vs. Elves streets of Balphor’s city center.
is far more advanced than that which crops up
in most medieval European fantasy analogues The Arts District
(the city of Balphor serves as an analogue to
The arts district has always been a very
Victorian Europe instead). Swords are still in
colorful neighborhood, but it has becom e a
use, but firearms are the preferred weapons of
lawless land of excess in recent months. If you
the city’s defenders, and gaslights cut through
can imagine a vice, you can find a place to
the fog as it wafts off the nearby sea.
indulge it in the arts district of Balphor. Here,

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amongst the ranks of a chaotic Bohemian The Slum District
community, there are drug dens, prostitutes Home to the vast majority of Balphor’s
and unscrupulous merchants lining the streets citizens, the slum district has always been a
for as far as the eye can see. hive of villainy, but in the wake of the Autumn
The arts district is, understandably, very Queen’s siege it has become a full-blown
popular. All of Balphor’s citizens, rich or poor, combat zone. Many in the House of Lords fear
can lose themselves in a pipe full of opium or that the growing chaos gripping Balphor may
flagon full of mead, living out their final days spark a civil war of sorts in the slums.
in blissful ignorance of the violent war that is Unfortunately, what few members of the
currently unfolding around them. city’s militia that remain at their assigned posts
are spread so thin that, the citizens who live in
The Forge District the slums have been left to their own devices
In Balphor’ s forge district, thick black for the time being. Hopefully the fea rs of the
smoke is belched forth from brick smokestacks city’s Lords will not come to pass.
into the air, blotting out the beautiful azure
skies of Verdan. The scent of sweat and iron The Down Below
permeates the forge district, even in these dark Beneath the cobbled streets of Balphor
times, when much of Balphor’s populace has lies a winding maze of sewer tunnels, ancient
resigned itself to a fate worse than death at the catacombs, and caverns long forgotten. Here,
hands of the Autumn Queen. in these dark places, many rumors say that
Precious few of mighty Balphor’s forges there dwell things of nightmare. The ‘land’ of
still operate, but those that do provide weapons Down Below is a common fixture of bedtime
for the staunch defenders of the city, choosing stories for naughty children who live within the
not to surrender silently to the Elven armies that walled city of Balphor.
stand outside of the city gates. These forges are
heavily guarded by the remaining mem bers of
the city’s militia, while the others have fallen The History of Balphor
into a state of disrepair. Generously deeded to the nations of
humanity by the now dead King Oberon nearly
The Docks District a century ago, Balphor is an ancient port of
Largely abandoned in recent months, Verdan. Founded nearly three millennia ago
the docks of Balphor were once the gateway to and serving as everything from a military port
Verdan for thousands of human colonists every to the seat of Verdan’s crown royalty over the
year. Currently, they are blockaded by the years, Balphor has a long and storied history.
Royal Elven Navy who have orders to fire upon A long and storied history that, for the most
any approaching human ships – whether they part, humanity knows nothing about.
are leaving the harbor or entering it.
Only a small group of militia men stand The War of Unity
guard at the city docks, vigilantly warding the Balphor is a city that has been razed by
city of Balphor from an invasion by sea. Should war many times, but the first such time that it
the Royal Navy choose to actively attack the was toppled by force came during the Elven
harbor, even Balphor would quickly fall before War of Unity. Verdan was split between those
the armada’s mighty cannons. elves who sought unity as a race, and those

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who championed the many virtues of individual The Recent Past
existence. Balphor, then home to the Grand Ninety-five years ago, King O beron of
Council (a band of Elven m agi), served as the the Elven Empire deeded the city of Balphor to
last bastion of hope for this latter group. And the distant human kingdom of Farthing in an
here, this group of elves was snuffed out like a unprecedented show of friendship between the
candle that had burned too long. races. Good King O beron sought to foster a
strong relationship with the humans because he
The Crown Jewel saw them both as strong military allies and a
Following the War of Unity, the great means to seize property for the Empire upon
city of Balphor was rebuilt to serve as the seat the far distant Western continents.
of the newly formed Elven Em pire. For nearly This strong peace with humanity stood
300 years, all of Verdan was ruled from within for nearly 100 years – then King Oberon was
the walls of Balphor. And then the Great Revolt assassinated, and the Autumn Queen took his
came about. The then king was toppled in a place upon the throne of Verdan. The result
daring coup, the local military forces seized was a swift and sudden ‘purging’ of humanity
control of the walled city, and once again war from the realms of Verdan. And now she has
gripped the lands of Verdan. set her sights upon Balphor. It seems as though
The mad General Prax and his army the great city will be razed once more.
seized Balphor with an iron grip. The general
declared himself God Emperor of Verdan and
threatened to annihilate any who dared stand Player Characters
against him. In the end, his threats were hollow In the city of Balphor there are precious
and he, along with his city, was obliterated by fee citizens who have not sunk into the depths
the combined might of those armies still loyal of apathy or despair. Most of the city’s militia
to the Elven Empire and its true king. has disbanded and, as a result, Balphor has
been plunged into chaos. W hile the elves wait
The Ruins Rebuilt outside of the city’s heavy iron gates with their
For nearly 800 years, Balphor stood a weapons poised, civil unrest threatens to
ruin upon the western shore of Verdan. It was destroy it from within.
eventually revived, not by the Empire, but by Player characters in games of vs. Elves
those who had been pushed to the Empire’s are a rare breed – they would raise their sword
outer edges. Here, amongst the abandoned and fight, rather than silently accept their fate.
ruins of once mighty Balphor, a new generation Player characters are heroes in every sense of
of elves established a simple fishing village the word, individuals battling against seemingly
where they could eke out simple lives. unsurmountable odds, rather than throwing in
This village would grow as more elves the towel and calling it quits.
sought to distance themselves from the growing Whether they are a member of the city
inland metropolises of the Empire. Once such militia, a private detective, or simply a citizen
a metropolis, Balphor now offered a taste of who has taken up arms, a player character is a
the simple life. Inevitably, however, it grew. cut above the common man (or woman). The
And grew. And eventually, it was again a port one thing that all player characters have in
city of unparalleled grandeur upon the shores common is their indomitable will. They will not
of the tumultuous Azure Sea. go quietly into that dark night.

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Creating Player Characters New Equipment
All of the equipment present in the vsM
For the most part, characters in games
Engine SRD, with the exception of motorized
of vs. Elves are created in the same manner
vehicles, Bibles, and other equipment culled
that player characters are created in the core
from modern Earth (e.g., flashlights and cell
vsM Engine rules. What few differences do exist
phones), is appropriate for inclusion in a vs.
are discussed below.
Elves game. The following new equipment is
presented to help the GM evoke the unique
New Good Stuff feel of the vs. Elves setting.
The following new Good Stuff options
are provided to help you custom-tailor the vsM
Engine to the world of vs. Elves: Weapons & Ammo
Weapon Name Value
• Dark Elf: You are one of the long hidden
Ga tling G un* Queen
elven revolutionaries (see Game Mastering)
thought to have been wiped out during the G a tlin g B u lle ts ( 50 ) Five

War of Unity. Although you lack the psychic *This is a tripod mounted, hand-cranked, unwieldy bit o f artillery
be st suited for stationary firing (althou gh it co uld be m ounted in the
connection of Empire elves, you have the ba ck o f a wa go n fo r ea sy p orta bility ).
ability to see in the dark (no light source
needed) and get to pull an extra card when
attempting to actively deceive someone. Drug s & Paraph ernalia
Substance Name Value
• Sorcerer: You possess the ability to bend
O piu m (six gra ms) Four
arcane energies to your will (see Weaving
Magic for more details). Opium Pipe (cheap) Two

Opium Pipe (ornate) Three


New Bad Stuff Ale (on e p int) Two
The following new Bad Stuff option has
W hiskey (one liter) Two
also been provided to help you custom tailor
the vsM Engine to the world of vs. Elves. W ine (one liter) Three

W ine (one cask) Four


• Dependent: You are dependent upon a G arter Flask Two
certain mood altering substance to function
normally. For every day that you go without
this substance, you suffer a -2 penalty to all Miscellaneous Goods
attribute ratings. And, yes, penalties levied
Item Name Value
in such a manner are cumulative.
New spape r* Zero

• Dwarf: You are afflicted with a rare genetic Lockpick Set Three
disorder that causes you constant pain, has
Pocket Wa tch Six
stunted your growth, and limits your ability
to move gracefully (draw one less card when Silver Holy Symbol Four

resolving actions dependent upon agility). *In these dark times, newspapers are pu blishe d ir re gu larly at b est,
and their informa tion is usually e rroneo us (bu t alway s entertaining).

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• Levitate (2): A sorcerer causes the target
Weaving Magic of this spell to levitate in the air. Such a
Casting magic spells in games of vs. targ et may be moved up or down at the
Elves is a simple affair, for the most part. The caster’s discretion, although no horizontal
following is a short list of spells comm on to the movement is possible via levitation.
vs. Elves setting. A player character with the
‘Sorcerer’ Good Stuff can cast any of these • Light (1): This spell causes a small beam
spells at will, provided that they pay the cost in of light to emanate from a fixed point (e.g.,
Health points listed in parentheses. the end of a staff). This light has a range of
five meters, shines with the intensity of a
• Ball Lightening (2): The sorcerer can flashlight and lasts for a total of 15 minutes
conjure a small ball of electrical energy at (although the caster can snuff it out at will).
his fingertips and hurl it at an opponent. This
spell inflicts damage as a Hunting Rifle if it • Petrify (8): Casting this spell upon a target
strikes its target successfully. turns said target into a statue. The target
loses one point of Health per turn, as their
• Bolt (1): The caster can conjure small bolt flesh slowly turns to stone. When their Health
of magical energy from his fingertips and rating is reduced to zero, they are petrified.
throw it at an opponent in combat. This bolt The effects of this spell linger until its caster
inflicts damage as a Bow if it successfully has died or willfully revoked them.
strikes its intended target.
• Raise Dead (8): This spell does not return
• Darkn ess (1): The casting character can a dead individual to life – it animates their
create an area of magical darkness within body and places it under the control of the
their line of sight that measures up to five casting sorcerer. This is the manner in which
meters in diameter. Such darkness lasts for many so-called ‘undead’ are created.
five minutes before it dissipates and, until it
does so, it trumps all artificial light sources. • Repel U ndea d (6): All mindless (e.g.,
skeletons, zombies, etc) undead creatures
• Heal (2): This spell restores three Health will ignore the target of this spell (in combat
points to a target, up to their initial Health or otherwise) for ten minutes.
rating (i.e., this spell can’t boost the target’s
Health rating higher than its initial score). • Sleep (2): The target of this spell falls into
a deep sleep for a total of fifteen minutes,
• Heal All (4): This spell restores all of a but will immediately awaken if attacked.
target’s lost Health points, up to its initial
rating (i.e., the spell can’t boost the target’s • Teleport (6): A caster who weaves this
Health rating higher than its initial score). spell blinks out of existence and reappears
at a location of his choosing, with the caveat
• Invisibility (4): The target of this spell (but that he must have previously visited said
not its possessions, footprints, and so on) is location. Note that a sorcerer may transport
rendered invisible for five minutes. This spell other people with him by making physical
can also be used to effect inanimate objects. contact with them while casting the spell.

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Note that ranged combat spells (e.g., cast, but only those who wilfully surrendered to
ball lightening, bolt, petrify) are resolved like the hive mind were engulfed by it. These elves
any other ranged attack is. Also, even if such a became a new, highly efficient, master race –
spell fails to strike its target, the caster must still and those elves who resisted the hive mind
pay the associated Health cost. became hunted, branded as traitors.
Finally, note that it is possible to kill Eventually, those traitors, led (ironically)
yourself by taxing your body too much when by the very sorcerer who had first envisioned
casting spells – it is for this reason that magic the hive mind, was trapped within the city of
is not as prolific in the world of vs. Elves as it is Balphor. Here, the hive elves struck their final
in many fantasy settings. blow and exterminated their brethren in one
foul swoop. W hen the smoke cleared, the city
of Balphor was no more.
Game Mastering
Unlike many fantasy settings, that of vs. The Dark Elves
Elves comes with a built-in self destruct button. Unbeknownst to the hive elves, several
Roleplaying in vs. Elves is, by default, set upon members of the resistance managed to escape
a very specific stage, with the player characters destruction at the siege of Balphor. Without a
pitted against a very powerful enem y (an entire connection to the hive mind, these elves would
species, in fact) and their lives hanging in the not reap the full benefits of the newly founded
balance. The chips are down, and things look Elven Empire, but they would also be able to
grim for the player characters. avoid detection by its members. And they
would not forget the act of evil perpetrated at
The Setting Secrets the seaside city of Balphor.
These elves have plotted and schemed
The following elements of the vs. Elves
setting should be gradually revealed to player for centuries, hiding undetected amongst the
characters over the course of the campaign, ranks of their murderous brethren, waiting to
not laid bare all at once. wipe out the vile hive entity that consumed the
once noble Elven race (unbeknownst to the rest
of the world). And with the Autumn Queen’s
The Elven Hive Mind push to purge hum anity from Verdan, a rare
This is what the War of Unity was really
opportunity has presented itself.
about. Long ago an Elven sorcerer of some
renown discovered a way to forge a psychic
bond between all living members of the Elven
The Doomsday Device
race. When this sorcerer unveiled his discovery, Somewhere beneath the walled city of
many hailed it as a cure for the many social ills Balphor, hidden deep within the bowels of the
that plagued the Elven race. Not everybody Down Below, lies the one device capable of
saw it that way, and many scoffed at the idea unraveling the Elven Empire forever. Lost for
that creating an artificial hive mind would solve millennia, it is knowledge of this device and its
all of the world’s social ills overnight. involvement in the Great Revolt that fuels the
Eventually, the Elven nations were split Autumn Queen’s current quest to exterminate
on whether or not to unify the race under one all humans living in Verdan.
leader, via the artificial hive mind, or strive to When the Grand Council realized the
exist as individuals. In the end, the spells were danger that a unified master race could pose,

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they set about creating a magical device that handful of Balphor’s citizens have taken up
was capable of disrupting the hive mind should arms – the rest are content to die.
it ever be implemented. Unfortunately, they Finally, the long hidden Dark Elves see
never finished building it. the War of Unity unfolding before their eyes
When the hive elves destroyed the city once more. They do not know where the device
of Balphor, thus ending the War of Unity, the created by their ancestors now lies, but they
incomplete device was hidden deep within the know that the time to use it is close at hand,
network of caverns below the smoldering ruins. Can they trust the humans?
Here, cloaked in darkness, the device lies This is where things stand as the first
forgotten until very recently. session of a vs. Elves game unfolds. W here it
goes from here is entirely up to you.

Setting the Stage


The following is a short recounting of Elves as Monsters
the events leading up to the current state of In vs. Elves, the main opponents of
affairs in Verdan. player characters will come in the form of elves
sent to infiltrate the city (although you should
Recent History feel free to throw in a few sessions that revolve
Mad as she may be, the Autumn Queen around other monsters to shake things up). The
managed to piece together the fact that the following elves represents typical members of
aforementioned device once existed. And that their particular sub-species.
was all it took to push her over the edge.
Convinced that the device still existed,
that the humans knew of it, and that they
Empire Elves
planned to use it to destroy the Empire, she All elves of the Empire are connected to
begged good King Oberon to war with the the hive mind and, subsequently, corrupted by
humans before they activated it. Recognizing the madness of the Autumn Queen. The degree
her paranoid delusion for what it was, Oberon to which this insanity effects elves of the Empire
refused her – so she killed him and seized depends upon the genetic make-up of the
control of the hive mind herself. individual sub-species – some merely become
Mustering the combined might of the fanatic warriors, while other are driven into a
Elven Empire, the Autumn Queen’s armies state of homicidal psychosis.
have marched across Verdan, infected with her
insanity, leaving a trail of dead humans in their High Elves
wake. Their march ended outside the great city The ancestors of those elves who fought
of Balphor. Here paranoia has unhinged the to implement the hive mind so many years ago,
Queen and her subjects... do they attack and high elves are considered to be the most pure
risk activation of the device? example of their species. They look as you
The men of Balphor have no idea that would expect an elf to look – they have fair
the magical device even exists. All they know is skin, a slim frame, delicate facial features,
that the once peaceful Elven Empire has turned pointy ears, and a love of foppish clothing. The
against them without cause and that, if things main difference between these and your typical
continue going the way that they have been, high fantasy elves is on the inside.
they can expect to die in Verdan. Only a small

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High elves have been part of the hive Offen se: 6 (Dam age cap six)
mind long enough that they have acclimated to Defense: 4 Mental: 8
the changes that occur when another ruler Ph ysical: 3 Health: 8
seizes the reigns. As such, while the Autumn
Queen’s psychosis has left its mark upon their Due to the malleable nature of the
minds, it has only succeeded in strengthening changeling’s true body, the above ability
their loyalty to the Empire, not driving them ratings apply no matter what form that the vile
over the edge of sanity. creature has assumed.

Special Ability: Can see normally in the Goblins


complete absence of light. These small, vicious, creatures are the
elven equivalent of humanity’s dwarves (i.e.,
Offense: 4 (Damage cap five) they appear to be short, slightly malformed,
Defense: 2 Mental: 5 high elves). O ften shunned in Empire society
Ph ysical: 3 Health: 4 due to their appearance, goblins are still part
of the hive mind and, thus, serve their Queen
Changelings as faithfully as any other elf.
A changeling is a magically altered Goblins have, for the most part, always
high elf that, in its natural form, appears as a been highly susceptible to suggestion and,
grotesque amorphous blob. A changeling is thus, very sensitive to the shared emotions of
capable of enveloping another creature within the hive mind. With the Autumn Queen in
the folds of its body and assimilating that charge, goblins have all but lost their grip on
being. Thereafter, the changeling can assume sanity, becoming cruel, vicious, warriors with
the physical form of the assimilated creature little regard for their own safety.
(but not its knowledge or memories) at will,
simply by concentrating. Special Ability: In combat, goblins enter into
As you might expect, changeling make a state of homicidal mania, unaware of their
very efficient spies and assassins. Only by own well being. As a result, a goblin has a
asking them a series of questions that tests their higher health score than is typical for such a
knowledge, can one discern that they are an weak opponent.
imposter – and if a changeling has taken the
time to study a subject prior to assimilation, Offense: 5 (Damage cap five)
even this may not reveal their presence once Defense: 2 Mental: 3
they assume the identity of their victim. Ph ysical: 4 Health: 6
The Autumn Queen’s insanity has had
the same effect upon those changelings who Ogres (Berzerkers)
are connected to the hive mind as it has had A magically altered troll (see below), the
upon the high elves (i.e., it has strengthened ogre is a mass of walking muscle that has a
their resolve to fight on the Empire’s behalf, but hideous visage and is possessed of a hideous
has not yet had much effect past that). strength. On the battlefield, ogres are feared
by elves and man alike, for they are pure rage
Special Ab ilities: Assim ilate other living trapped within the body of a living being. One
beings (one at a time) and assume their visage does not battle an ogre and live to tell of it.
at will thereafter.

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Ogres are fueled only by the anger, Wights
fear, and paranoia of the Autumn Queen. Such A wight is a foul creature, once a high
berserker warriors are handled by Trolls, much elf, transformed into a creature of undeath by
as an elephan t trainer handles his massive the Elven Empire’s necromancers. Shadowy
charge – until needed, ogres are kept penned warriors, wights move silently through the night,
in cages. When ogres are deployed, they are infiltrating strongholds (and walled cities) under
fitted with a special harnesses that allows their the cover of darkness, gathering intelligence
trainer to come along for the ride, mounted and murdering by moonlight.
atop the beast’s shoulders. Wights have a unique bond with the
hive mind – as undead creatures, they can
Special Ability: Ogres break a few rules of break contact with the hive mind at will. They
the vsM Engine. Most notably, the damage cap rarely do so, but if they feel that the Empire’s
of any weapon brandished against an ogre in interests would be best served by plausible
combat is reduced by two. They also don’t deniability, wights have been known to carry
adhere to the regular rules for attribute ratings. out clandestine missions on their own.

Offense: 6 (No damage cap) Special Ability: Hard to Kill. The only way to
Defending: 4 Mental: 1 kill a wight is to destroy their brain or cut off
Ph ysical: 5 Health: 15 their head. An Ace drawn during an attack
indicates an automatic head shot which
Trolls instantly destroys the wight. You don’t need to
The trolls of Verdan resemble slightly draw for damage when fighting a wight: only a
larger, blue-skinned, blond-haired, versions of head shot will kill them, and any head shot that
the typical high elf. In combat, trolls are fierce hits will kill them automatically.
and valiant warriors, though they are often
employed as ogre handlers by the armies of the Offense: 4 (Damage cap 4)
Autumn Queen, as they are the only sentient Defense: 2 Mental: 5
elves physically capable of reigning in such Ph ysical: 5 Health: See above.
strong and horrible creatures.
Trolls have much the same disposition
as high elves do, thanks to their hive mind
Other Elves
connection, but they also harbor the Autumn There exist, as previously mentioned, a
Queen’s fear that m ankind has its finger on the small number of elves that do not share a
button of a magical doomsday device. It is for connection with the hive mind and that do not
this reason that they fight against humanity. swear fealty to the Elven Empire. These elves
are described below.
Special Ab ility: Trolls alone amongst the
elven sub-species possess the physical strength Dark Elves
necessary to control ogres in combat. The moniker ‘dark elves’ is somewhat
misleading, it being an artefact of the distant
Offense: 6 (Damage cap five) age when certain high elves opposed the idea
Defen se: 4 Mental: 3 of a hive mind and were branded as traitors by
Ph ysical: 8 Health: 7 those who favored said idea. Physically, dark
elves are identical to high elves of the Empire.

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The only real difference is that dark elves have of the Grand Council, the originators of both
no connection to the hive mind and, thus, are the elven hive mind and the device meant to
not tainted by the Autumn Queen’s particular shatter it. These men and women have been
brand of madness. hiding for millennia, concealing their presence
from the world, waiting for an opportunity to
Special Ability: Can see normally in the set right what went wrong so long ago.
complete absence of light.
Special Ability: Can weave spells, per the
Offense: 4 (Damage cap five) rules presented earlier in this document. As
Defen se: 2 Mental: 5 such, they have a high health rating to facilitate
Ph ysical: 3 Health: 4 this special ability.

Waerloga Offen se: 2 (Damage cap 4)


The Waerloga (i.e., Oath Breakers) are Defense: 4 Mental: 5
the dark elves who compose the final remnants Ph ysical: 3 Health: 10

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D E S I G N AT I O N O F O P EN GAME names, m a rk, sign, motto, d es igns that are Ga me C ontent s hall reta in all rights, title
C O N T E N T : With the exception of product used b y a C ontributor to identify itself or and interest in and to that Product Identity.
identity, vs. Elve s is co mple tely open game its pr o d ucts or the a ss oc iate d pro duc ts
co ntent (se e lic ense , belo w). contributed to the O pe n G am e Lic ense by 8. Identification: If you distribute Open
the C ontribu tor (g) "U s e ", "Used" or Ga me C ontent Y ou m us t cle arly ind ica te
D E S I G NA T I O N O F P R O DU C T "Us ing" means to use, Distribute, copy, w hich portio ns of the work that yo u a re
I D E N T IT Y : The terms “vs. Elves”, ed it, forma t, modify , translate and otherwise dis tributing are Op en G ame C ontent.
“Verdan”, “Balphor” and all artwork , with cre ate Derivative M aterial of Open G ame
the exce ption o f the vs M E ngine logo, is C ontent. (h) "You" or "Your" means the 9 . Upd ating the Licens e: W izards or its
hereby declared product identity. The vsM lice nsee in terms o f this agree ment. designated Agents may publish upd ated
Engine logo and vs . M onste rs a re ve rsions of this License. Y ou ma y u se any
tra de ma rks of P hilip Re ed . R onin A rts and 2. The License: T his Lice nse a pplie s to any authorized version of this License to copy,
the Ronin Arts logo are trademarks of Ope n Game C onte nt tha t co ntai ns a notice mod ify and distribut e any Op en Game
Philip Reed and Christopher Shy. You may indica ting that the Open Game Content may C onte nt original ly d istrib ute d u nde r any
not use designated product identity without only b e Use d und er a nd in terms of this version of this License.
permission (see vs M E ngineTM .rtf for mo re License. You must affix such a notice to
informatio n). any O pe n G am e C onte nt that y ou Us e. N o 10 Copy of this License: You MUST
terms may be added to or subtracted from include a copy of this License with e ve ry
OPEN G AME LICENSE Version 1.0a this Lice nse exc ep t as de sc ribed by the copy of t he Open Game Content You
License itself. No other terms or c ond itio ns Distribute.
T he follow ing text is the property of may be ap plied to a ny O pe n G am e C onte nt
Wizards of the C oa st, Inc. a nd is C op yright distributed using this License. 11. Use of Contributor Credits: You may
2000 Wizard s o f the C oa st, Inc n o t market or adve rtise the Open Ga me
("Wizards"). All Rights Reserved. 3.Offer and A c ce pta nce : By Us ing the C onte nt us ing the name of any Contributor
Open Game C ontent You indicate Your unless You have written permis sion from
1. D efi nitio ns: (a)"C ontribu tors" me ans the acceptance of the terms of this License. the Contributor to do so.
co py right and/or trademark owne rs w ho
have contribute d O pe n Ga me C ontent; 4. G r a n t and C onsid era tion: In 12 Inability to Comply: If it is i m pos sib le
(b)"Derivative Material" means copyrighted consideration for agre eing to us e this for You to co mply with any of the terms of
material inc lud ing de rivati ve wo rks and License, the C ontributors grant You a this License with respect to some or all of
tra nslati ons (inc lud ing into other computer pe rpetu al, world wide , roya lty-free, no n- the Op en G ame C ontent d u e to statute,
l a ng u age s ), p o t a t io n , m o d i fi c a t io n, exclusive license with the exact terms of judicial orde r, or governmental regulation
co rrecti on, addition, extension, upgrade, this License to Us e, t he Ope n Game then You m ay not Use a ny Ope n Game
impro ve ment, co mp ila tion, ab ridgme nt or C ontent. Material so affected.
other form in which a n existing w ork may
be recast, transformed or adapted; (c) 5.R ep re s e n t a t i o n o f A u t ho r it y to 13 T erminatio n: This Licens e will te rminate
"Distribute" means to reproduce, license, Contribute: If Yo u a re c ontribu ting original au toma tica lly if Yo u fail to co mply with all
rent, lea se , sell, bro ad ca st, publicly display, material as Ope n G ame Content, You terms herein and fail to cure such breach
transmit or otherwise distribute; (d)"Open rep res ent that Your Contributions are Your within 30 da ys of b ec om ing aw are of the
Ga me C ontent" m ea ns the gam e me chanic original creation and/or You hav e s uffici ent bre ac h. All s ublic ense s s hall s u rviv e the
and includes the methods, procedures, rights to grant the rights conveyed by thi s termination of this License.
processes and ro uti nes to the extent such License.
co ntent does n o t embody the Product 14 Refo rmatio n: If any p rovis ion of this
Identity and is an e nhan c e ment o ve r the 6.Notice of Lic ens e C opyright: You must License is held to be unenforceable, such
prior a rt and a ny ad ditiona l conte nt clea rly up da te t he C O P Y RIG H T N OT IC E portion p r o vision sha ll be re forme d o nly to the
id entified as O pe n G am e C onte nt by the of this Licens e to include the exact text of extent necessary to make it enforceable.
C ontribu tor, and means a ny work covered the C O P YRIGHT NO TICE of any Open
by this Lice nse , incl ud ing tra nslati ons and G am e C onte nt Y ou are co py ing, mo difying 1 5 C O P Y RIG H T N OT IC E
derivative work s u nder c opy right la w , but or d istrib uting, and You must add the title, Open Game License v 1 .0 C op yright 2000,
sp ec ifically excludes Pro duct Identity. (e) the copyright date, a nd the co py right Wizards of the Coast, Inc.
"Product Ident ity" mea ns p rod uc t and holde r's name to the COPY RIGHT
product line names, logos and i d entify ing N O T IC E of a ny original Open Ga me vsM Engine, Copyright 2005 Phi lip Reed,
marks including trade dress; artifacts; Content you Distribute. pub lish e d b y Ronin Arts; vsM Engine by
creatures cha rac ter s; stories , sto rylines , Butch Curry, based on vs. Monsters by
plots, thema tic el em en ts , d ialogue, 7. Use of Product Identity: You agree not to Philip Reed with input from Michael
incidents, language, artwork, sym bols, Use any P rodu ct Identity , including as an Hammes, James Losub, Stephen Da vid
designs, depictions, likenesses, formats, indica tio n a s to compatibility, except as Wark, and others.
p o s es, concepts, themes and graphic, expre ss ly lic ens ed in ano ther , inde pe nde nt
photo graphic and o ther vis ua l or au dio A gree me nt with the o wne r of ea ch e lem ent vs. Elve s, C o p y r ight 2 00 6 b y J am es D .
representations; nam es and descriptions of of that Product Identity. You agre e not to Hargrove; author James D. Hargrove.
c h a ra c t e rs , s p e l l s , e n c h a n t ments , indica te co mpa tibility o r co-a d a ptab ility
personalities, tea ms , pe rso nas , likene s s es with a ny T ra d emark or Registered
and special abilities; places, locations, T rade mark in co nju n ction with a wo rk
e n vi ro n me n ts , cre ature s, e qu ipm ent, co ntai ning Open Game Content except as
magical or supernatural abilities or effects, expre ss ly lic ens ed in ano ther , inde pe nde nt
logos, symbols, or graphic designs; and any A gree me nt with the ow ne r of such
other trademark or registered tradema rk T rade mark or Registere d T rad em ark . T he
cle arly identified as Product ide ntity by the use of a ny Product Identity in Open Ga me
owner of the P rod uc t Ide ntity , and which C onte nt does not co nstitute a c hallenge to
sp ec ifically exc ludes the O pen Ga me the ow nership of that Pro du ct Id enti ty. T he
C ontent; (f) "T rad em ark " mea ns the logos, owner of a ny Product Identity used in Open

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