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JOX

Second Edition

Crash and Burn, Baby


All of these traits are important, so
Introduction while you may be tempted to skimp on
some of them, my advice to you is as
This simple game was inspired by follows – don’t.
an unjustly maligned movie; the only Finally, after you have done the
live action giant robot combat movie above two things, take a few moments
to ever hit the silver screen at the to give your jock a name, write down
time of this game’s first publication a sentence or two that defines their
in 2006. Sure, when it is compared to personality, note the government they
today’s CGI giant robot films, it pilot a robot for, and name their two
does look dated, but it was visually biggest corporate sponsors.
stunning in its day.
This game is a love letter to
that movie. It’s focused entirely on Robot combat in the default
recreating the themes of that film setting of Jox is the primary means
(notably, televised giant robot arena of settling foreign policy disputes
combat as sports entertainment). You and the primary form of televised
can easily use it for other types of entertainment. Additionally, jocks
giant robot combat games, but this is and robots are sponsored by various
what it does first and foremost. military contractors and corporate
entities who manufacture consumer
goods for the world at large.
Creating Jocks So, basically, it’s the worst
aspects of government, mass media,
Creating jocks (i.e. giant robot advertising, and capitalism taken
pilots) is simple. Jocks are defined to extremes. Defining such elements
by three different things – their during character creation gives you
physique, their robot piloting skill, a chance to personally have a stake
and their ability to talk trash on in creating the campaign world that
other jocks. Write these things down your game takes place in.
on a sheet of paper:

Physique Now that you’ve created a jock


Piloting Skill whose role you will assume during
Talking Trash play, you need to create the robot
that they will pilot.
Now, next to each of these three
things, you’ll need to write down a
number. What number? That depends on Creating Robots
you, my friend. You begin with ten
points to distribute amongst these Creating robots is also simple.
things. The more points allocated to Robots are defined by two different
a given trait, the better your jock qualities – their range of motion and
will be at that thing. their structural integrity. Write
The only restriction that exists down these two things down on your
on allocating these points is that sheet of paper, as shown at the top
each of these three traits must have of the following page.
at least one point allocated to it.

-1-
Range of Motion By default, every robot in the
Structural Integrity Jox setting comes pre-equipped with
the following two equipment packages,
As was the case with your jock’s neither of which takes up space:
traits, you’ll need to allocate some
points amongst your robot’s traits, Cockpit Package:
as well. Here, you have 15 points to Instruments and equipment that
allocate amongst these two things, includes the jock’s harness, a basic
with more points being better. HUD, and basic combat computer.
Again, the only restriction on
allocating these points is that each Basic Sensor Array:
of these two traits must have at A simple radar and sensor suite
least one point that is allocated to with an effective range of 15" on the
it. Likewise, as was the case with tabletop battlefield.
jock traits, both of these traits are
very important, so my advice remains Past these two stock packages,
the same regarding the temptation to choose what other armor, weapons, and
skimp on either – don’t. tech your robot is equipped with.
Now, after you have allocated Following is a list of equipment,
points to your robot’s basic traits, with space requirements for mounting
as described above, you’ll need to noted. Choose any equipment you like
bolt some optional equipment onto its until you have filled the spaces
chassis to give your jock a fighting available (you may have some leftover
chance in the arena. Here’s how that spaces, depending upon the equipment
works... configuration you choose).

.50 Gatling Gun


Outfitting Robots
Spaces Required: 1 (any)
Damage Rating: 2/attack (kinetic)
All giant robots in the world of
Effective Range: 3"
Jox are built on a chassis of roughly
A ten-barreled, liquid cooled,
humanoid form. All such units have a
rotating machine gun. Considered to
head, torso, two arms, and two legs.
be a “light” weapon in the world of
Each such chassis part has a number
Jox, the ammunition for this weapon
of spaces to accommodate equipment.
is comparatively small, meaning that
Heads have 3 spaces, torsos have 4
a lot of it can be carried onboard a
spaces, each arm has 3 spaces, and
giant robot. Mechanically, this means
each leg has 2 spaces.
it never runs out of ammunition.
If you wish to customize the
appearance of your robot by doing
155mm Gauss Cannon
away with one or more of these “body”
Spaces Required: 2 (any)
parts or substituting different body
Damage Rating: 4/attack (kinetic)
parts for the standard humanoid ones,
Effective Range: 6"
the spaces that are normally assigned
A kinetic cannon that propels
to chassis parts that you forego or
large, cobalt, shells down the length
change are distributed amongst the
of its electromagnetic super-charged
new or remaining robot chassis parts
barrel. The 155mm gauss canon comes
as evenly as possible.

-2-
pre-loaded with four very explosive Improved Servos
shells. One such shell can be fired Spaces Required: 1/limb
per gauss cannon attack. Enhanced servomotors grant a
robot a greater Range of Motion in
Damage Control Unit the arena, making them very dangerous
Spaces Required: 2 (torso) opponents. Mechanically...
This unit is actually a suite of Improved servomotors add two to
several smaller systems that senses a robot’s Range of Motion rating and
and extinguishes cockpit fires, seals allow the jock to make an additional
cockpit breaches, and routes power to attack on their turn.
auxiliary back-up systems in case of In order to benefit from a
emergency. Mechanically... servomotor upgrade, new servomotors
Having a DCU installed in your must be mounted in all four robot
robot adds four to its Structural limbs. Non-humanoid robots cannot be
Integrity rating and, if a piece of equipped with this upgrade.
equipment is Taken Offline in combat,
you can use the DCU to re-route the Jump Jets
power from another piece of equipment Spaces Required: 1/leg (or 2 torso)
(disabling it) to bring the damaged Jump jets are powerful thrusters
equipment back online. utilized in pairs (if mounted in a
robot’s legs) or as a single unit (if
Improved Combat Computer mounted in back of a robot’s torso),
Spaces Required: 2 (torso or head) that grants a robot more mobility in
This upgrade allows jocks to aim the arena. Mechanically...
their robot’s ranged weapons with Having jump jets installed in a
more precision by crunching numbers robot grants a +2 bonus to a jock’s
faster and more accurately than stock Piloting Skill when rolling dice to
combat computers. Mechanically... determine Initiative in combat.
The improved combat computer
grants jocks a +2 bonus to their Kinetic Armor
Piloting Skill when making ranged Spaces Required: 1/chassis part
attacks against targets that register
on their sensors. A series of highly absorbent
plasticine plates affixed to the
Improved Sensor Array exterior of a robot’s chassis which
Spaces Required: 1 (torso or head) protect against all forms of kinetic
This sensor upgrade adds both damage (e.g. bullets, robot melee
bio (i.e. life) and stealth detection attacks). Mechanically...
capability to a robot’s basic sensor A robot fitted with kinetic
array. And it increases its effective armor subtracts 1d6 from any kinetic
scanning distance from 15" to 30" on damage dealt to it. In order for
the tabletop. Mechanically... kinetic armor to be effective, the
In addition to the extended entire surface of the robot must be
scanning range, a jock whose robot is equipped with it.
equipped with the improved sensor
array suffers no penalties if firing Laser Cannon
on stealth-equipped robots. Spaces Required: 1 (any)

-3-
Damage Rating: 3/attack (laser) If you feel that your robot is
Effective Range: 24" perilously close to being destroyed,
A small energy cannon that fires ejecting on your turn will allow you
a very narrow beam of super-focused to escape your robot’s fate to fight
light that can penetrate metal. another day – but it will undoubtedly
cost you some fans in the process.
Laser Gatling Gun Real jocks crash and burn, baby.
Spaces Required: 2 (any)
Damage Rating: 3/shot (laser) Plasma Cannon
Effective Range: 24" Spaces Required: 2 (any)
As a laser cannon, but may fire Damage Rating: 4/attack (plasma)
a shot from each one of its 3 barrels Effective Range: 12"
per attack (each rolled separately). An energy cannon that fires a
powerful, focused, stream of super-
Magnetic Grenade Launcher heated plasma capable of cutting even
Spaces Required: 2 (any) the densest of metals. No armor can
Damage Rating: 3/attack (kinetic) defend against plasma weapons.
Effective Range: 4"
A large projectile weapon that Plasma Gatling Gun
launches volleys of small, magnetic Spaces Required: 3 (any)
grenades that stick to metal surfaces Damage Rating: 4/shot (plasma)
successfully targeted, exploding upon Effective Range: 12"
impact with deadly kinetic force. The As a plasma cannon, but may fire
launcher comes pre-loaded with eight a shot from each one of its 3 barrels
volleys of grenades. One such volley per attack (each rolled separately).
can be fired per attack. It must be allowed to cool down for
two rounds after each volley fired or
Missile Pod it will meltdown and go offline.
Spaces Required: 2 (any) As was the case with the plasma
Damage Rating: 5/missile (kinetic) cannon, no armor can effectively
Effective Range: 30" defend against volleys that are fired
Four guided missiles mounted in by the plasma Gatling gun.
a pod that deal kinetic damage when
they successfully strike an opponent. Reflective Armor
All of these missiles may be fired at Spaces Required: 1/chassis part
once on a single given combat turn A series of highly reflective,
(all rolled separately) or one at a polished, metal plates affixed to the
time on different turns. exterior of a robot’s chassis that
protect against damage from all laser
Pilot Ejection Assembly weapons. Mechanically...
Spaces Required: 1 (torso or head) A robot fitted with reflective
A pressurized pneumatic canister armor subtracts 1d6 from any laser
that, when triggered, jettisons the damage dealt to it. In order for
robot’s cockpit door and the jock, reflective armor to be effective, the
letting them escape to safety. If entire surface of the robot must be
your robot is close to being KO’d, equipped with it.
ejecting will save your bacon.

-4-
Sonic Assault Cannon Stealth Plating
Spaces Required: 4 (any) Spaces Required: 1/per chassis part
Damage Rating: 8/attack (sonic) A series of thick, absorbent,
Effective Range: 5" plates that are applied to a robot’s
A large, bulky, experimental chassis, rendering it invisible to
weapon that uses extremely focused, radar and forcing a jock whose robot
high-frequency sonic energy to damage doesn’t have an improved sensor array
solid objects. Also.... to target the stealth robot manually,
A robot that is equipped with a instead. Mechanically...
sonic assault cannon must reduce its A jock whose robot is not
Range of Motion rating by two, as the equipped with an improved senor array
weapon is extremely unwieldy due to suffers a -3 Piloting Skill penalty
its massive size. when attempting to target a robot
equipped with stealth plating. In
Sonic Dampening order for stealth plating to be
Spaces Required: 1/chassis part effective, the entire surface of the
A thin coat of plasticine spray robot must be equipped with it.
applied to a robot, sonic dampening
absorbs airborne vibration, reducing
damage from all sonic-based weapons. In the Arena
Mechanically...
A robot that has been coated The smell of hydraulic oil, the
with sonic dampening subtracts 1d6 sound of clashing metal, the hundreds
from any sonic damage dealt to it. In of screaming fans in the spectator
order for sonic dampening armor to be box – the crux of Jox is, of course,
effective, the entire surface of the arena combat. In the distant future,
robot must be coated with it. robot combat is the most popular form
of televised entertainment (and the
only job real opportunity for former
wartime robot pilots). Here’s how
arena combat works in Jox...

Staging
Before an arena combat session
ever formally begins, staging takes
place. During combat staging,
the support team of each jock
whose bot is involved a combat
moves said bot to a starting
position of their choice within the
arena – provided their starting
position of choice is agreeable to
all of the other jocks who will
be involved in the combat that is
being staged.

-5-
If a jock thinks that a starting Jets). After these dice are rolled,
position gives an opponent an unfair collect all even results (e.g. 2, 4,
advantage, they may choose to veto 6) and push any odd results (e.g. 1,
said starting position. Jocks have a 3, 5) to the side.
total of three such vetoes that they Jocks take action during a round
can use per combat staging. After a in descending order of highest number
jock has invoked all three of their of even results rolled to lowest
vetoes, they can no longer voice any number of even results rolled. Jocks
opposition to an opponent’s starting who roll the same number of even
robot position during staging. results take action simultaneously
After all participating robots (i.e., their players act one after
have been assigned starting positions another, but the action outcomes are
that are agreeable to participating applied simultaneously).
pilots (i.e. and after any and all
opposition has been resolved), combat
Take Movement
resolution beings.
During a round, a robot may move
The Combat Round a number of inches on the tabletop up
to its Range of Motion rating (e.g. a
The following is a breakdown of robot with a ROM rating of 8 may move
an arena combat round between robots. up to eight inches on the tabletop
per round). All movement must be
1. Determine Initiative taken at this time. Any movement not
Jocks determine who acts, when. taken at this time is forfeited.

2. Take Movement
Robots move in the order that
Attack
was determined in Step 1.
To attack another robot, a jock
rolls a number of six-sided dice
3. Attack
equal to their Piloting Skill, plus
Robots attack in the order that
any applicable equipment bonuses.
was determined in Step 1.
After these dice are rolled, all even
results are collected and odd results
4. End of the Round
are pushed aside. Now the target gets
If only one opponent is left
a chance to defend.
standing, combat ends. If more
than one opponent remains, a
new combat round begins. In order for a robot to hit
an opponent with attack, they must
be within the effective range of
Determine Initiative
the weapon that is being used to
make the attack.
Every jock involved in an arena
In case you’re wondering, the
combat begins a round by rolling a
range of a robot’s punch or kick
number of six-sided dice equal to the
attacks is 1" on the tabletop.
rating of their Piloting Skill, plus
any equipment bonuses (see also Jump

-6-
To defend against an incoming their robot’s systems (including its
attack (e.g. deflecting, dodging), a weapons) has been Taken Offline.
jock rolls a number of six-sided dice When a system is taken offline,
equal to their Piloting Skill, plus it fails to function and, if it
any applicable equipment bonuses. grants any bonuses, those bonuses are
After these dice are rolled, all even lost. The good news is that, when it
results are collected and odd results is determined a system goes offline,
discarded. the jock who is piloting the damaged
If the defender rolls a number robot gets to decide just what system
of even results equal to or greater it is that gets shut down.
than those rolled by the attacking
jock, the defensive maneuver succeeds Bot Knock Outs
and no damage is dealt to the
targeted robot. On the other hand, if
If a bot’s Structural Integrity
the attacker rolls more even results
rating is ever reduced to zero (or
than the defender...
less), that robot is knocked out of
Damage equal to the Damage
commission – it (and its jock) are
Rating of the weapon that was used to
out of the match. That said, the
attack, plus the difference between
robot isn’t destroyed just yet – this
the number of even dice results
requires that an opponent take one
produced by the attacking jock and
final, cruel, action.
the defending jock, is subtracted
Destroyed robots are utterly
from the Structural Integrity of the
demolished, reduced to smoking hulks
robot that the attack hit.
of slag. If a jock is in a robot when
it is destroyed In the arena, they
For those wondering, the kick are killed instantly.
and punch attacks of a robot have a
Damage Rating of 1 and do kinetic End of the Round
damage when they strike.
After all jocks and robots have
If a robot has any special armor taken movement and made an attack (or
equipped, it may protect them a bit attacks, if their equipment permits
from damage, allowing the robot to them) during a round, the round comes
ignore a random amount of damage to an end. What that means depends on
inflicted. Such ignored damage is two things, as follow.
subtracted from the total amount of If only one robot is left
damage dealt, reducing it. standing at the end of a given round,
the combat is over and that robot (as
well as their jock) is deemed the
Systems Damage
victor, winning a few more fans and
some much needed prestige.
Any time that a robot sustains
If more than one robot is left
damage as the result of a successful
standing at the end of a round, then
attack, the jock who is piloting the
a new round begins and the combat
damaged robot needs to roll one six-
then continues until a clear victor
sided die. If the result of this die
can be cited by the panel of judges.
roll is an odd number, then one of

-7-
In order to determine when other
On the Streets jocks act or speak during a brawl,
they need to roll a number of six-
Professional jocks have no real sided dice equal to their Talking
personal life outside of the arena, Trash rating and collect the even
but they do manage to fraternize with results, pushing the odd results to
other jocks in local bars. That said, the side (exactly as they did when
such fraternization often leads to determining their initiative in the
trash talking and fist fights, jocks combat arena).
being the egotistical blowhards that These bystanders speak or talk
they are. during a brawl in descending order of
highest number of even results rolled
to lowest number of even results
Brawl Breakdown
rolled. Jocks who roll an identical
The following is a breakdown of number of even results speak or take
a barroom brawl between jocks. action simultaneously (i.e. their
players speak or take action one
1. Pick a Fight after another but the outcomes are
A jocks picks a fight. Who acts applied simultaneously).
when is determined.

2. Talk Trash
Jocks spew nasty insults until
somebody loses their cool.

3. Attack
Jocks attack in the order that
was determined in Step 1.

4. End of the Brawl


If a jock has issued a challenge
and another jock has accepted the
challenge, then the brawl is over. If
no challenges have been made, or if a
challenge has been made, but has not
been answered, the brawl continues.

Picking a Fight
Less complex than initiating
combat in the robot arena, initiating
a barroom brawl is as easy as tapping
a fellow jock on the shoulder and
saying “You, know – you really suck!”
or some other offensive remark. This
trash-talking jock, obviously, speaks
and acts first in a brawl and the
object of his ire acts second.

-8-
If you like, you may want to Talking Trash rating of the jock who
think of picking a fight as being the got knocked down a peg.
social equivalent of combat staging Should a jock’s Talking Trash
as discussed on pages 5 and 6. rating be reduced to zero or less in
this manner, they go off the deep
end, exploding in a violent rage and
Talking Trash attacking their antagonist.
Verbal sparring is part and
parcel of the jock lifestyle – those Attack
jocks who can talk trash pull in the
biggest crowds. As wrestling fans of To attack another jock, one
our own time have discovered, a good rolls a number of six-sided dice
off-screen enmity adds a lot to an equal to their Physique rating. After
on-screen brawl. The same holds true these dice are rolled, all even
in the world of Jox. results are collected and odd results
When talking trash, jocks issue are pushed aside. As usual, a target
a scathing verbal attack aimed at a of such an attack gets a chance to
given opponent, and then, in order to defend against it.
determine its impact on the intended To defend against an incoming
target, roll a number of six-sided attack, a jock rolls a number of six-
dice equal to their Talking Trash sided dice equal to their Physique
rating, collect the even results and rating. After these dice are rolled,
discard the odd results. even results are collected and odd
The target of such an attack is results discarded.
granted the opportunity to deflect it If the defender rolls a number
with a witty remark of their own, of even results equal to or greater
also by rolling a number of six-sided than those rolled on behalf of the
dice equal to their Talking Trash attacking jock, no damage is dealt to
rating, collecting the even results, the jock – if an attacker rolls more
and ignoring the odd results. even results, however...
If the defender rolls a number Damage equal to the Damage
of even results equal to or greater Rating of any hand weapon wielded (if
than those rolled on behalf of the any), plus the difference between the
insulting jock, their words fail to number of even results produced by
provoke the defender. On the other the attacker and the defender is then
hand, if the insult-maker rolls more subtracted from the Physique rating
even results than the defender, they of the jock that the attack hit.
knock their chosen target down a
notch, and reduce their cool.
Common hand weapons in the
world of Jox include ceramic knives
Losing Your Cool and other personal edged weapons
(DR: 2), modern laser pistols (DR:
Points equal to the difference 4), and old school slug guns (DR:
between the number of even results 3). The fists and feet of a jock
produced on behalf of a jock who have a Damage Rating of 1 for the
slung an insult and a jock who tried purposes of resolving brawls.
to deflect it are subtracted from the

-9-
Jock Knock Outs End of the Brawl
If a jock’s Physique rating is After each jock involved with
ever reduced to zero (or less), that the brawl has talked some trash and
jock is laid out on the floor of the at least one of them has lost their
bar. Delivering such a public beating cool and taken a swing at their foe,
is considered tantamount to issuing then the brawl may be over, provided
an arena challenge, and receiving that one of the parties issued a
such a public beating is considered challenge during the action (i.e.
tantamount to accepting a challenge dared their opponent to step into the
(See Below). combat arena).
Note that a jock who has been If a challenge has been both
laid out isn’t actually dead just issued and accepted, then the brawl
yet. This requires that an opponent is over – the jocks involved rush off
take one final (and illegal) action. to the arena. If a challenge has been
Although it may be barbaric, the issued, but not accepted, then the
world of Jox has no place for cold- brawl continues, possibly sucking in
blooded murder – there’s no honor in a number of bystanders (if they
killing a defenseless man. haven’t been involved by this point
If one jock should ever murder in time already).
another outside of the arena, they’ll Finally, if no challenge has
only be piloting a robot one more been issued or answered, the brawl
time – in a match versus The Judge; a continues until these conditions are
robot equipped with numerous secret met – in the world of Jox, honor can
weapons specifically designed to mete only be redeemed in the arena!
out punishment to criminals.

After Battles
Should your jock be murdered
in the bar, you get to play the After a brawl or an arena combat
part of The Judge in the subsequent has been resolved, all reduced traits
arena battle to avenge your jock. (e.g. Physique, Structural Integrity,
The Judge is a massive robot Trash Talking, etc) are replenished
with double the number of equipment (provided that a given jock or robot
spaces of a regular bot, as well as hasn’t been killed or destroyed).
25 points to allocate amongst its Additionally, the victor of a
two traits, instead of 15. given arena battle (i.e. the jock
You should create new, neat-o whose bot is left standing when the
weapons to arm The Judge with (in dust clears) is awarded a point of
addition to regular weapons). Such Prestige.
weapons should be designed by all Points of Prestige may later be
of the players, as a group. cashed in by a player in order to
I recommend saving these so- boost the traits of their jock or
called “secret” weapons on index their robot, with an increase of one
cards, so they can be referenced point in the traits of either costing
easily for future games. an amount of Prestige equal to the
trait’s current rating.

-10-
DESIGNATION OF OPEN GAME CONTENT: With the exception of product identity, the entire text of Jox
Second Edition is completely Open Game Content (see license, below).

DESIGNATION OF PRODUCT IDENTITY: The terms “Jox”, “The Judge”, and the section of this document
entitled “Introduction” are hereby declared product identity.

Additional Credits: Cover art and image of robot on page 5 by Skortched Urf Studios, used under
license. Image of jock on page 8 by Jeshields, used with permission. Font Robort by Thomas
Novosel.

OPEN GAME LICENSE Version 1.0a

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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 1.0 Copyright © 2000, Wizards of the Coast, Inc.

Jox, Copyright © 2006 by James D. Hargrove; author James D. Hargrove

Jox (OGL Edition), Copyright © 2006 by James D. Hargrove; author James D. Hargrove.

Jox Second Edition Copyright © 2020 by James D. Hargrove; author James D. Hargrove

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