You are on page 1of 10

JOX

Crash and Burn, Baby

OGL Edition
Introduction Creating Robots
This simple game was inspired by a Creating robots is sim ple. Robots are
much maligned (and unjustly so) movie of the initially defined by two different qualities – their
early 1980s, the only live action giant robot range of motion and their structural integrity.
combat movie ever to hit the big screen. Sure, Write these two things down on your sheet of
when compa red to the standards of today’s paper, as shown directly below:
CGI effects, the film looks very dated, but at
the time of its release, it was visually stunning Range of Motion
(if somewhat short on plot). Structural Integrity

As was the case with your jock’s traits,


Creating Jox you’ll need to allocate some points amongst
Creating “jox” (i.e., giant robot pilots)is your robot’s traits, as well. Here, you have 15
a simple affair. Jox, as they stand, are defined points that you may allocate amongst these two
largely by three different things – their things, with more points alloca ted to a trait
physique, their piloting skill, and their ability to indicating more X (X being said trait).
talk trash on other pilots. Write these three Again, the only restriction on allocating
things down on a blank sheet of paper, thus: these points at the present time is that each of
these two traits must have at least 1 point
Physique allocated to them. Both of these traits are
Piloting Skill important, so while you m ay be tempted to
Talking Trash skim p on some of them, m y advice is as
follows – don’t.
Now, next to each of these three things, Now, after you have allocated points to
you’ll need to write a number. What number? your robots’ basic traits, as described above,
Well, that depends on you. You begin with 10 you’ll need to bolt some optional attachm ents
points to distribute amongst these things. The onto its chassis in order to give your jock a
more points that you allocate to a given trait, fighting chance in the arena. Here’s how
the better your jock will be for it. customizing your robot works....
The only restriction on allocating these
points at the present time is that each of these
three traits must have at least 1 point allocated
Customizing Robots
to them. All of these traits are important, so All giant robots in the world of Jox are
while you may be tempted to skimp on some of built in humanoid form. All such units have a
them, my advice is as follows – don’t. head, torso, two arms, and two legs by default.
Finally, after you have done the above Each of these chassis parts has a num ber of
two things, take a few moments to give your spaces to accommodate equipment and/or
jock a name and define their personality, as weaponry – heads have 2 spaces, torsos have
well as what country’s team they pilot robots for 4 spaces, arms have 3spaces each, and legs
(robot combat is a bit like the Olympics). have 2 spaces each.
Now that you’ve created a jock, whose Some players may want to customize the
role you will assume during actual play, you appearance of their robot by doing away with
need to create the robot that they will pilot. one or more of these body parts. If this is the
case, those spaces normally attributed to the
chassis parts that the player foregoes are,

1
instead, distributed amongst the remaining Having a DC U installed in your robot
chassis parts evenly (or as close to evenly as adds 1 to its Structural Integrity rating and, if a
mathematics allow). given piece of equipment is Taken Offline
By default, every robot in the Jox setting during combat, can re-route the power from
comes front-loaded (i.e., pre-equipped) with another piece of equipment to bring the
the following equipment, none of which takes damaged equipment back online.
up spaces:
Improved Comb at Computer
Co ckpit Package: A suite of instruments that Spaces Required: 2 (Torso or Head)
includes a pilot’s harness, basic HUD, and This combat computer upgrade allows
basic combat computer. pilots to aim their ranged weapons with more
precision by crunching numbers faster and
Basic Sensor Array: A suite of simple radar more accurately than stock computers.
and sensors with an effective range of 15". Mechanically speaking....
An improved combat computer grants
Past these stock features, you’ll need to pilots a +2 bonus to their Piloting Skill when
choose what other armor, weapons, and tech making ranged attacks against another robot
your robot will be equipped with. What follows or other target that registers on their sensors.
is a list of equipment, with specific space
requirements noted. Choose equipment until Improved Sensor Array
you have filled the spaces available to you. Spaces Required: 1(Torso or Head)
This sensor array upgrade adds both
.50 Gatling Gun bio (i.e., life) and stealth detection capability to
Spaces Required: 1 (Any) a robot’s basic sensor array, and increases its
Damage Rating: 2 effective scanning distance to 30" inches.
Effective Ran ge: 2" Mechanically speaking...
A large, ten-barreled, liquid cooled, A pilot whose robot is equipped with an
rotating machine gun, the .50 Gatling Gun is improved sensor array suffers no penalty when
largely ineffective against other robots. attempting to fire on soft targets (i.e., targets
that don’t register on radar, such as stealth
60 millimeter Gauss Cannon equipped robots or living beings).
Spaces Required: 2 (Any)
Damage Rating: 4 Improved Servos
Effective Range: 6" Spaces Required: 1 per Limb
A large kinetic cannon (pre-loaded with Enhanced servomotors grant a robot a
4 shots) which propels a large, steel shell down greater Range of Motion in the arena, making
an electromagnetically charged barrel. them very dangerous opponents. Mechanically
speaking....
Damage Control Unit Improved servomotors add two to a
Spaces Required: 2 (Torso) robot’s Range of M otion rating and allow the
This unit is actually a suite of smaller pilot to make one additional attack every round
systems that automatically sense and extinguish spent in the arena. In order to benefit from a
cockpit fires, seal cockpit breaches, and rout servomotor upgrade, new servomotors must be
power to auxiliary back-up systems in case of placed in all of a robot’s limbs.
emergency. Mechanically speaking....

2
Jump Jets Effective Range: 4"
Spaces Required: 1 per Leg (or 2 torso) A large projectile weapon (pre-loaded
A ‘jump jet’ is powerful thruster utilized with eight shots) that launches volleys of small,
in pairs (if mounted in a robot’s legs) or as a magnetic grenades which stick to any metal
single unit (if mounted in the back of a robot’s surface successfully targeted, exploding upon
torso), that grants a robot more mobility in the impact with deadly force.
arena. Mechanically speaking...
Having jump jets installed in your robot Missile Pack
grants jox a +2 bonus to their Piloting Skill Spaces Required: 2 (Any)
when checking for Initiative on the battlefield Damage Rating: 5/missile
during combat. Effective Range: 12"
Four guided missiles mounted in a pod
Kinetic Armor capable of being jettisoned after it has been
Spaces Required: 1 (per Chassis Part) emptied of it payload.
A series of highly absorbent plasticine
plates affixed to a robot’s chassis which protect Pilo t Ejection Assembly
against all forms of kinetic damage (e.g. Spaces Required: 1 (Torso or Head)
bullets, robot melee attack, etc). Mechanically A pressurized pneumatic canister that,
speaking.... when triggered, jettisons the robot’s cockpit
The pilot of a robot fitted with kinetic door and the pilot. If your robot is KO’d and
armor, subtracts 4 from any kinetic damage your opponent is closing in for the kill, ejecting
dealt to it. N ote that, in order for kinetic armor early could save your bacon. Mechanically
to be effective, the entire surface of the robot speaking....
must be protected. If your robot is perilously close to being
destroyed, ejecting will allow you to escape
Laser Cannon your bot’s fate to fight another day (even if it
Spaces Required: 1 (Any) costs you some fans in the process).
Damage Rating: 3
Effective Range: 8" Plasma Cannon
A small energy cannon that fires a very Spaces Required: 2 (Any)
narrow beam of focused light. Damage Rating: 4
Effective Range: 10"
Laser Gatling Gun A large energy cannon that fires a
Spaces Required: 2 (Any) focused stream of plasma energy.
Damage Rating: 6/volley
Effective Range: 8" Plasma Gatling Gun
As above, but may fire a shot from each Spaces Required: 3
one of its 3 barrels per round. Unfortunately, it Damage Rating: 8/volley
must be allowed to cool for two rounds after Effective Range: 10"
each volley fired or it will meltdown, becoming As above, but may fire a shot from each
completely useless. one of its 3 barrels per round. Unfortunately, it
must be allowed to cool for two rounds after
Ma gnetic Grenade Launcher each volley fired or it will meltdown, becoming
Spaces Required: 2 (Any) completely useless.
Damage Rating: 3/volley

3
Reflective Armor A pilot whose robot is not equipped with
Spaces Required: 1 (per Chassis Part) an improved senor array suffers a -3 penalty to
A series of highly reflective metal plates their Piloting Skill when attempting to target a
affixed to the exterior of a robot’s chassis which robot equipped with stealth plating. Note that
protect against damage from all light-based a robot’s entire chassis must be covered in
energy weapons. Mechanically speaking.... stealth plating in order for it to function.
The pilot of a robot fitted with reflective
armor, subtracts 3 from any light-based energy
damage dealt to it. Note that, in order for In the Arena
reflective armor to be effective, the entire The smell of hydraulic oil, the sounds of
surface of the robot must be protected. clashing metal, the hundreds of screaming fans
in the spectator box – the crux of Jox is, of
Sonic Assault Cannon course, arena combat. In the far future, robot
Spaces Required: 3 (Any) combat is the most popular form of televised
Damag e Rating : 8 entertainment (and the only job opportunity for
Effective Range: 5" former wartime robot pilots). Here’s how arena
A large, bulky, experimental weapon combat works in Jox....
that uses an extremely focused, high-frequency
sonic pulse to structurally damage solid Staging
objects. Also.... Before an arena combat ever formally
A robot that si equipped with a sonic begins, staging takes place. During staging,
assault cannon must reduce its Range of the support team of each jock whose bot is
Motion rating by two, reflecting the unwieldy involved in a combat moves said bot to a
nature of the weapon, due to its size. starting position of their choice within the
arena – provided that their chosen starting
Sonic Dampening position is agreeable to all other jox who will
Spaces Required: 1 (per Chassis Part) be involved in the combat being staged.
An thin coat of experimental plasticine If any jock thinks that a starting position
spray applied to a robot, sonic dampening gives an opponent an unfair advantage, he
absorbs airborne vibration, reducing damage may veto the use of said starting position. Jox
from all sonic-based weapons. Mechanically have a total of three such veto votes that they
speaking.... may enact per arena combat – after a jock has
If your robot has been coated with sonic invoked all three of their vetoes, they can no
dampening, subtract 5 from any sonic-based longer voice their opposition to bot starting
damage dealt to it. Note that, in order for positions during a given combat staging.
sonic dampening to be effective, the entire After all participating bots have been
surface of the robot must be coated. assigned a starting position that is satisfactory
to all participating pilots (i.e., after any and all
Stealth Plating opposition has been voiced and resolved).
Spaces Required: 1 (per Chassis Part)
A series of thick, absorbent, plates that
are applied to a robot’s chassis, rendering it
Round Breakdown
The following is a detailed breakdown
invisible to radar and forcing a jock whose
of an arena combat round between robots.
robot doesn’t have im proved sensors to target
it manually. Mechanically speaking....

4
1. Determine Initiative Now the target gets a chance to defend.
Jox determine who can act when.
In order to strike an opponent with an attack,
2. Take Movement they must be within the effective range of the weapon
Jox take movem ent in initiative order. being used to make the attack. In case you’re
wondering, the effective range of a robot’s punch or
3. Attack and Defend kick is 1".
Jox attack or defend in initiative order.
To defend against an incoming attack
4. End of the Round (by way of parrying or dodging), a jock rolls a
If only one opponent left standing, then number of six-sided dice equal to their Piloting
combat is over. If m ultiple opponents Skill, plus any applicable equipment bonuses.
remain, a new round begins. After these dice are rolled, even results are
collected, and odd results discarded.
Determine Initiative Whichever jock rolled m ore even results
gains the upper hand in the conflict (i.e., their
Every jock involved in an arena combat
action succeeds, and their opponent’s action
begins a round by rolling a number of six-sided
fails). If a defensive maneuver succeeds, then
dice equal to the rating of their Piloting Skill,
no damage is dealt to the ta rgeted robot – if
plus any equipment bonuses (see also Jump
an attack succeeds, however....
Jets). After these dice are rolled, collect all
Damage equal to the Damage Rating
even results (e.g. 2, 4. 6) and push any odd
of a weapon, plus the difference between the
results (e.g. 1, 3, 5) to the side.
number of even results produced by the jock
Jox take action during a round in
who initiated an attack and the jock who tried
descending order of highest number of even
to defend against it, is subtracted from the
results rolled to lowest number of even results
Structural Integrity of the robot that the attack in
rolled. Jox who roll the same number of even
question successfully hit.
results take action simultaneously (i.e., their
The good news is that, if a robot has
players act one after another, but the action
any armor equipped, it may protect them a bit
outcomes are applied simultaneously).
from damage, allowing the bot to ignore a
given number of damage points. Such ignored
Take Movement damage is subtracted from the total amount of
During a round, a robot may move a damage dealt, reducing it.
number of inches on the tabletop up to its
Range of Motion rating (e.g. a robot with a
ROM rating of 8 may move up to 8 inches on For the record, a robot’s punches and kicks
have no Damage Rating.
the tabletop per round). All movement must be
taken at this time or be forfeited.
Systems Damage
Attack and Defend Any time that a robot sustains damage
To attack another robot, a jock rolls a as the result of a successful attack, the jock
number of six-sided dice equal to their Piloting who is piloting the damaged robot needs to
Skill, plus any applicable equipment bonuses. roll one six-sided die – if the result of this die
After these dice are rolled, all even results are roll is an odd number, then one of their robot’s
collected and odd results are pushed aside. optional systems has been Taken Offline.

5
When a system is taken offline, it fails Brawl Breakdown
to function and, if it grants any bonuses to the
The following is a detailed breakdown
jock, they lose those bonuses. The good news
of a barroom brawl between jox.
is that, when it is determined a system goes
offline, the jock who is piloting the damaged
1. Picking a Fight
robot gets to decide just what system it is that
A jock initiates verbal parley.
gets shut down.
2. Talk Trash
Bot K nock Outs Jox spew som e insults at one another.
If a bot’s Structura l Integrity rating is
ever reduced to zero (or less), that robot is out 3. Attack and Defend
of commission – it (and its jock) are out of the Jox attack or defend in initiative order.
match. That said, the robot isn’t destroyed just
yet – this requires that an opponent take one 4. End of the Brawl
final, cruel, action. If one jock has issued a challenge and
Where robots tha t have merely been another accepted it, then the brawl is
knocked out can be repaired for future arena over. If no challenges have been made,
combats, destroyed bots cannot be salvaged. or if a challenge has been made, but
Destroyed bot are utterly demolished, hulks of not answered, the brawl continues.
rusted metal and burned slag.

Picking a Fight
End of the Round Less complex than initiating combat in
After all jox and robots have taken the arena, initiating a barroom brawl is as easy
movement and made an attack (or attacks, if as tapping a fellow jock on the shoulder and
their equipment permits them) during a round, saying “You, know Vladim ir – you really suck!”
a round comes to an end. What that means or some other such offensive remark. This jock,
depends on two things, as follow. obviously, acts first in the brawl and the object
If only one robot is left standing at the of his ire acts second.
end of a given round, the combat is over and In order to determine when other jox act
that robot (as well as their jock) is deemed the during the brawl, their players need to roll a
victor, winning a few more fans and some number of six-sided dice equal to their Talking
much needed prestige. Trash rating, collect the even results, and push
If more than one robot is left standing the odd results to the side (much as they did
at the end of a round, then a new round begins when determining initiative in the arena).
and combat continues until a clear victor can These bystanders take action during a
be cited by the panel of judges. brawl in descending order of highest number of
even results rolled to lowest number of even
On the Street results rolled. Jox who roll the same number of
even results take action simultaneously (i.e.,
Professional jox have no real personal
their players act one after another, but action
life outside of the arena, but they do manage
outcomes are applied simultaneously).
to fraternize with other jox in local bars. That
If you like, you may want to think of
said, such fraternization often leads to trash
picking a fight as being the social equivalent of
talking and fist fights, jox being the egotistical
combat staging.
blowhards that they are....

6
Talking Trash To defend against an incoming attack,
a jock rolls a number of six-sided dice equal to
Verbal sparring is part and parcel of the
their Physique rating. After these dice are
jock lifestyle – those jox who can talk trash pull
rolled, even results are collected, and odd
in the biggest crowds. As wrestling fans of our
results discarded.
own time have discovered, a good off-screen
Whichever jock rolled m ore even results
enmity adds a lot to an on-screen brawl. The
gains the upper hand in the conflict (i.e., their
same holds true in the world of Jox.
action succeeds, and their opponent’s action
When talking trash, jox issue a scathing
fails). If a defensive maneuver succeeds, then
verbal attack aimed at a given opponent, and
no damage is dealt to the jock – if an attack
then, to determine its impact on the intended
succeeds, however....
target, roll a number of six-sided dice equal to
Damage equal to the Damage Rating
their Talking Trash rating, collect the even
of a hand weapon (if any), plus the difference
results and discard the odd results.
between the number of even results produced
The target of such an attack is granted
by the jock who initiated an attack and the jock
the opportunity to deflect it with a witty rem ark
who tried to defend against it, is subtracted
of their own, also by rolling a number of six-
from the Physique rating of the jock that the
sided dice equal to their Talking Trash rating,
attack in question successfully hit.
collecting the even results, and ignoring the
The good news is that, if a jock has any
odd results (as per normal).
armor equipped, it may protect them a bit from
Whichever jock rolled m ore even results
damage, allowing them to ignore a given
gains the upper hand, knocking their opponent
number of damage points. Such ignored
down a notch, and reducing their cool....
damage is subtracted from the total amount of
damage dealt, reducing it.
Losing Your Cool
Points equal to the difference between
the number of even results produced by the Common hand weapons in the world of Jox
jock who initiated a volley of insults and the include knives (DR: 1), laser pistols (DR: 4), and slug
jock who tried to deflect them, are subtracted guns (DR: 3). The fists and feet of jox lack a
Damage Rating.
from the Talking Trash rating of the jock who
got knocked down a peg.
Should a jock’s Talking Trash rating be Jock Knock Outs
reduced to zero or less in this m anner, they go If a jock’s Physique rating is ever
off the deep end, exploding in a violent rage reduced to zero (or less), that jock is laid out
and attacking their antagonist with their fists. on the floor of the bar. Delivering such a
Which brings us to.... public beating is considered tantamount to
issuing an arena challenge, and receiving such
a public beating is considered tantamount to
Attack and Defend accepting said challenge (See Below).
To attack another jock, a jock rolls a
Note that a jock who has been laid out
number of six-sided dice equal to their
isn’t actually dead just yet – th is requires that
Physique rating. After these dice are rolled, all
an opponent take one final (and illegal) action.
even results are collected and odd results are
Although it may be barbaric, the world of Jox
pushed aside. N ow the target gets a chance to
still has no place for cold-blooded murder –
defend against this attack.
there’s no honor in killing a defenseless man.

7
If one jock should ever murder another Prestige. These points may later be “cashed in”
outside of the arena, they’ll only be piloting a by a player in order to boost the traits of their
robot one more time – in a match versus The jock or their robot, with an increase of one
Judge; a colossal bot equipped with numerous point in either costing an amount of Prestige
secret weapons specifically designed to mete equal to the trait’s current rating.
out punishment upon criminals.

Final Words
End of the Brawl This game was originally designed in
After each jock involved with the brawl just a little under five hours to provide some
has talked some trash and at least one of them entertainment following the cancellation of a
has lost their cool and taken a swing at their regularly scheduled game session. Since that
foe, then the brawl may be over, provided that time, this game has undergone several
one of the parties issued a challenge during revisions, including the one that you are
the action (i.e., dared their opponent to step currently reading.
into the arena). Here, Jox has been further expanded
If a challenge has been both issued and and released, in part, under the Open Game
accepted, then the brawl is over – the jocks License (Version 1.0a) to promote said license
involved rush off to the arena. If a challenge as being viable for games not based upon
has been issued, but not accepted, then the rolling a single d20 and as being the only
brawl continues, possibly sucking in a number explicitly defined open license in circulation.
of bystanders (if they haven’t been involved by As a license, the OGL does not restrict
this point in time already). or inhibit the circulation of games if they fail to
Finally, if no challenge has been issued implement a d20-based mechanic, nor does it
or answered, the brawl continues until these demand that games released under it make
conditions are met – in the world of Jox, honor use of such a mechanic (of course, if you’re
can only be redeem ed in the arena! looking to maximize your profit margins, doing
so is a good idea).
Stalemates Further, the OGL very specifically spells
out the terms of its use, rather than defaulting
When two opponents have the same
to extremely vague legalize or the deliberate
number of even die roll results generated on
non-definition of terms such as “according to
their behalf, a stalemate occurs (i.e., for the
terms to be determined by the licensor”. Once
time being, neither side of the conflict being
content is released under the OGL, it stays
resolved gains the upper hand).
open – period. This isn’t the case with many
other popular “open” licenses.
After Battles When you buy or download a product
After a brawl or an arena combat has released under the OGL, you can rest easy
been resolved, all reduced traits (e.g., Trash knowing that the open content therein won’t
Talking, Physique, Structural Integrity, etc) are (and can’t) be yanked from the market in the
fully replenished (provided that a given jock or future. Additionally, the terms under which you
robot hasn’t been killed or destroyed). can use such content are very specific – which
Additionally, the victor of a given arena protects you from frivolous lawsuits.
battle (i.e., the pilot whose bot is left standing
when the dust clears) is awarded a point of

8
DESIGNATION OF OPEN GAMCONTENT: With the original material as Open Game Content, You represent that Your
C ontribu tions are Your original creation and/or Yo u hav e s ufficie nt rights
exception of product identity, Jox is completely open game to grant the rights conveyed by this License.
content (see license, below).
6.Notice of License Copyright: You must update the COPY RIGHT
N O T IC E portion o f th is Lice nse to inclu de the e xac t te xt of the
DESIGNATION OF PRODUCT IDENTITY: The terms
CO PYRIGHT N O T ICE of a ny O pe n G am e C onte nt Y ou are co py ing,
“Jox”, “The Judge”, “Combat Engine” and the Combat mo difying or distributing, and You mu st ad d the title , the copyright date,
Engine logo, and the section of this document entitled and the copyright holder's name to the COPY RIGHT N O T ICE of a ny
original Open Game Content you Distribute.
“Introduction” are hereby declared product identity. The
Combat Engine logo and “Jox” are trademarks of James D. 7. Use of Product Identity: You agree not to Use any Product Identity,
Hargrove. You may not use designated product identity incl ud ing as an indication as to compatibility, except as expressly licensed
without permission (see CETM.rtf for more information). in ano ther , inde pe nde nt A gree me nt with the owner of each element of that
Product Identity. Y ou a gree no t to indic ate co mpa tibility o r co-a da ptab ility
with a ny T rade mark or Re gistere d T rade mark in conjunc tion with a wo rk
OPEN G AME LICENSE Version 1.0a
co ntai ning Op en G ame C ontent e xcep t as expre ss ly l ic e nsed in another,
indep ende nt Agree ment with the ow ner of s uc h Tra de mark or Registered
T he follow ing te xt is the p r o perty o f Wiza rds o f the C oa st, Inc. and is
Trad emark. T he use of any Prod uct Identity in Open Ga me C onte nt does
C opy right 200 0 W izards of the C oa st, Inc ("Wiza rds" ). A ll Rights
not co nstitute a cha lle nge to the o wne rshi p o f tha t Prod uc t Ide ntity . T he
Reserved.
owner of any Product Identity used in O pe n G am e C onte nt shall re tain all
rights, title and interest in and to that Product Identity.
1. De finitions: (a)" C ontribu tors" mea ns the c opy right and/or trad ema rk
owne rs who have contributed Open G a me Content; (b)"Derivative
8. Identification: If you distribute Open Game Content You must cle arly
Ma terial" means copyrighted mate rial i nclu ding d eri va tive w ork s a nd
indica te which portions of t he w o rk that you are distributing are Open
tra nslati ons (inc lud ing into othe r co mp ute r la ngua ges ), po tat ion,
Ga me C ontent.
mo difica tion, co rrectio n, additio n, extensio n, upgrad e, impro ve ment,
co mp ila tion, abridgment or other form in which an existing work may be
9. Updating the License: Wizards or its designated Agents may pub lish
rec as t, transformed or adapted; (c) "Distribute" m e a ns to reproduce,
updated versions of this License. You may use any authorized version of
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
this Licens e to c o py , modify a nd d istrib ute any O pe n G am e C onte nt
distribute; (d)"Open G am e C onte nt" m ea ns the ga me me cha nic a nd includes
originally distributed under any version of this License.
the methods, procedures, processes and routines to the e xtent su ch c onte nt
does not emb ody the Pro duc t Identity and is an enhancement over the prior
10 Copy of this License: Yo u M UST includ e a co py o f this Licens e with
art and any additional content clearly identified as Open Game Content by
every copy of the Open Game Content You Distribute.
the Contributor, and means any work co ve red by this Lice nse , includ ing
tra nslati ons and d eriva tive w orks unde r cop yri ght law, bu t sp ec ifically
11. Use of Contributor C red its : Y ou ma y no t ma rke t or ad ve rtis e the Open
exclu d e s P rod uc t Ide ntity . (e ) "P rod uc t Ide ntity " mea ns p rod uc t and
Ga me C onte nt using the name of any Contributor unless You have written
product line nam es , logo s a nd id enti fying marks including trade dress;
permission from the Contributor to do so.
artifacts; creatures characters; stories, storylines, plots , thematic elements,
dialogue, incidents, language, artwork, symb o ls, designs, depictions,
12 Inability to Comply: If it is impossible for You to co mply with any of
likenesses, forma ts, po se s, c onc ep ts, them es and grap hic, p hoto grap hic a nd
the terms of this Lice n s e with respec t to some or all of the Ope n Game
other visual or audio representations; names and descriptions of characters,
C onte nt due to statute, judicial order, or governmental regulation then You
spells, enchantments, personalities, teams, pe rso nas , likene ss es and special
may not Use any Open Game Material so affected.
abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos , symb ols , or graphic de signs; and a ny
13 T erminatio n: This Licens e will te rminate a utom atic ally if Y ou fa il to
other trademark or registered trademark clearly identified as P r o d uct
co mply with all term s here in and fail to cu re s uc h brea ch within 30 days of
identity by the own e r o f the Pro duc t Identity, and w hich sp ec ifically
be co ming awa re of the brea ch. A ll su blice nses shall survive the termination
excludes the Op en G ame C ontent; (f) "Trademark" means the logos, names,
of this License.
ma rk, s ign, mo tto, de signs that are us ed by a C ontribu tor to id entify its elf
or its p rodu cts or the a ss oc iate d pro duc ts contributed to the Open G ame
1 4 R e formation: If any provision of this License is held to be
License by the C ontribu tor (g) "Us e", "U se d" o r "Us ing " m e a ns to use,
une nforce ab le , su ch p rov ision s hall be reform ed only to the e xtent
Distribute, copy, edit, format, modify, translate and otherwis e c rea te
necessary to make it enforceable.
Derivative Material of Open Game Content. (h) "You" or " Y ou r" m ea ns
the lice nsee in terms o f this agree ment.
1 5 C O P Y RIG H T N OT IC E
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
2. The License: This License applies to any Open Game Content that
co ntai ns a no tic e ind ica ting tha t the Open Game Content may only be Used
Jox, Copyright 2006 by James D. Hargrove; author James D. Hargrove
under and in te rms o f this Licens e. Y ou m us t affix su ch a notice to a ny
Open G am e C onte nt tha t y ou Us e. N o terms may be added to or subtracted
Jox (OGL Edition), Copyright 2006 by James D. Hargrove; author James
from this License except as described by the License itself. No other terms
D. Hargrove.
or co nditions ma y b e a pp lie d to any O pe n G am e C onte nt distribute d u sing
this License.

3.O ffer and Acce ptance: By Using the O pen Ga me C onte nt Yo u indic ate
Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreein g t o us e this


License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this Lice nse to Use, the Open
Ga me C ontent.

5. Re pre se nta t i o n of A utho rity to C ontribu te: If Yo u a re c ontribu ting

You might also like