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Warrior Code Open Battle Gaming System Core Rules Version 1.

0(a)
Purpose
This document describes the Warrior Code Open Battle Gaming System. This system is a framework for playing live action battle gaming. The system described includes many variations already in use by many of the existing battle gaming organizations. The rule set is available for all to use and may be modified under the terms of the Open Gaming License version 1.0a.

Legal
Open Game License
The Warrior Code Open Battle Gaming System Core Document is published under the Open Gaming License version 1.0a. All content in this document is Open Gaming Content. All derived documents must also be published under the Open Gaming License version 1.0a. Section 15 of the license on any derived content must include the following copyright statements: Open Game License version 1.0a, Copyright 2000, Wizards of the Coast Inc. Warrior Code Open Battle Gaming System Core Rules, Copyright 2010, David W. Graham

Warrior Code Trademark


Warrior Code is a trademark of Battle Game Sorts and Hobbies, LLC. This trademark may be used in the description of activities that use the Open Battle Gaming System Core Rules or any qualifying variation. This trademark may be used in sales of equipment that conforms to guidelines set in Warrior Code Open Battle Gaming System Padded Weapon Rules. All users of the trademark (regardless of how large or small) are to file a usage registration with Battle Game Sports and Hobbies, LLC. Use of the trademark is licensed free to non-profit entities and small non-entities (informal clubs) for non-commercial use. Registration for non-commercial users is at http://www.OpenBattleGaming.org/register. The trademark can be licensed for commercial use. Complete details on licensing commercial products and services as Warrior Code compatible can be found at http://www.OpenBattleGaming.com. Battle Game Sports and Hobbies, LLC reserves the right revoke the license to use the trademark by any entity violating the Warrior Code Trademark Licensing Agreement. Battle Game Sports and Hobbies, LLC reserves the right to modify the Warrior Code Trademark Agreement at any time.

Liability
PLAY AT YOUR OWN RISK. Following these rules in no way constitutes any endorsement of safety. Liability is held by the individuals involved in any battle gaming activity. NO ENFORCEMENT. OpenBattleGaming.org is an information repository about the game described in this document. It is not an organizational body. Groups of individuals are free to pick and choose to amongst the rules. There is no governing body to enforce any safety standards.

2010 David W. Graham, OGL 1.0a Open Game Content

Warrior Code Open Battle Gaming System Core Rules Version 1.0(a)

Rules Interpretation
The official rules interpretation is given in the book Battle Gaming: The New American Sport, from Battle Game Sports and Hobbies LLC. ISBN 0-9844834-0-3

Additional References
Weapon safety rules are specific to the mock weapon technology to be used during combat. For traditional battle game padded weapons consult the Warrior Code Padded Weapon Rules Document. Armor rules are specific to the mock weapon technology in use. For traditional battle game padded weapons consult the Warrior Code Armor Rules for Padded Weapons Document.

Combat System
Combat Rules Unhelmeted Combat Rule Unhelmeted combat is defined as any combat where at least one player involved in the combat is not wearing a helmet or is wearing only a non-ridged head piece. In unhelmeted combat no player may wear a metal helmet. Athletic Battle Gaming Athletic battle gaming style is defined by the following restrictions: Athletic Weapons Classes All weapons classes may be used and do one point of damage. No relic weapons may be used. Athletic Armor Classes All armor classes provides zero additional points of protection. Athletic Shield Classes All shields are immune to all weapon damage. Athletic Player Classes Only the Warrior, Archer, and Referee player classes are to be used. Athletic Creature Classes Only the Human creature class is to be used. Target Zone Definitions head zone The head zone consists of the following sub zones: face This target subzone spans the area of the head from forehead (nominally starting at the hairline, or where the hair line might be expected, across the face to the where the underside of the jaw meets with the neck. It also spans from the left ear (inclusive) across the face to the right ear (inclusive). upper head This target subzone spans the area from the small of the neck up and over the top of the head to the forehead (nominally ending at the hairline, or where the hairline might be expected). It also spans from the right ear (excluded) across the back of the head to the left ear (excluded). This is the portion of the head upon which hair often grows. neck This is the entire neck spanning from top of the collarbones up to the base of the jaw in front and the small of the neck in back. arm zone The arm zone consists of the following sub zones:

2010 David W. Graham, OGL 1.0a Open Game Content

Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) underarm This target subzone is the lower side of the upper arm from where it joins with the body to halfway down the upper arm. This target subzone only exists on the lower inside of the arm and does not include the front or outer part of the arm. main arm This target subzone consists of most of the arm and starts at the shoulder and extends down to the wrist. It does not include the underarm area described above. open hand This target subzone includes front and back of hand up to the wrist. A hand is only considered an open hand target subzone if it is not holding a legal weapon or shield. hand zone The hand zone consists of the following sub zones: hand on weapon This target subzone includes front and back of hand up to the wrist. A hand is only considered a hand on weapon target subzone if is holding a legal weapon or shield. torso zone The torso zone consists of the following sub zones: torso The torso is the main trunk of the body. This target subzone stretches from shoulder to shoulder. It extends from the base of the neck to the small of the back and groin. buttocks The buttocks subzone includes the buttocks. This is subzone extends from the small of the back down to the point where men's briefs or women's bikini would normally meet the leg. leg zone The leg zone consists of the following sub zones: inner leg The inner leg subzone is the portion of the inside leg adjacent to the groin from the torso halfway down to the knee. upper leg The upper leg subzone extends from the bottom of the buttocks down to the top of the knee. It does not include the kneecap or sides of the knee but includes the back of the thigh down to the crease be-hind the knee. It does not include the inner leg strike zone area. lower leg The lower leg subzone extends from the top of the knee on the front or the crease behind the knee in the back down to the ankle. foot in air This target subzone is the entire foot below the ankle when it is off the ground. foot zone The foot zone consists of the following sub zones: foot on ground This target subzone is the entire foot below the ankle when the foot is on a supporting surface. Target Zone Rules Face Strikes No weapon shall target or strike an unprotected face. The target player must wear

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Head Strikes No handheld weapon shall strike an unprotected upper head. The target player must wear adequate helmet protection to prevent head injury before upper head target subzone can be struck during combat. Head Projectiles No projectile weapon shall target an unprotected head unless referees have deemed the projectile adequately padded to prevent injury. Neck Strikes No weapon shall strike an un-protected neck. Even when neck protection is provided, no player should ever intentionally strike at another players neck. Striking Definitions shot The act of swinging, throwing, or firing an approved mock weapon at an opponent. strike The act of swinging, throwing, or firing an approved mock weapon at an opponent and making contact with a damage inflicting weapon surface. tag A strike that qualifies to deliver damage to a target zone. tagged out When a player has suffered a death wound and is considered dead. graze A graze is any strike that collides with clothing only. A graze from a handheld weapon does not result in a tag. A graze from a fired weapon does count as a tag as long as the flying projectile changed direction (even slightly). flat A flat is when any non-striking surface of a weapon contacts a player. A flat does not result in a tag. Striking Rules Clean Strike A strike in which an approved striking surface collides with a target zone and results in the weapon stopping, or in the case of projectile weapons, the projectile bounces off on a different vector. A clean strike results in a tag on the target zone. Draw Cut A draw cut is a strike with a bladed handheld weapon where a sharp edge striking surface is slid across a target zone. A draw cut does not result in a tag unless it has been voluntarily acknowledged by the recipient. Shot in Motion If players are fighting and the first player tags the second player while the second player is performing a shot on a third player (or the first player). In the case where either: a) b) the second player received a death wound, or one or both arms of the second player delivering the second player's shot have received light or mortal wounds. The shot thrown by the second player will still cause a tag if: 1) the shot thrown does not change direction, and 2) the strike contact occurs within one second of the tag performed by the first player, and 3) the strike qualifies as a clean strike.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Late Shot A shot thrown under the conditions de-scribed in parts (a) and (b) of the Shot in Motion rule, but fails to meet conditions (1) or (2) or (3) is called a late shot. Late shots do not result in a tag. Touch Thrust All thrusting attacks delivered with a mock sharp point need only touch the opponents target zone in order to count as a tag. Striking Too Hard Any strike that leaves bruises or causes injury or undue pain has been delivered with too much force. Players must either control the power of their strikes or improve the safety of their equipment. Referees are obligated to enforce at least one of these options. Noticeable Contact Noticeable contact is the lower limit for strike power. It is recognized that at some point a player cannot adequately recognize strike contact. All strikes that are noticeable by players are expected to be acknowledged as tags. Striking Multiple Targets If more than one target zone is contacted in a single shot, any and all target zone that receives a clean strike receives damage. Friendly Fire Players are expected to acknowledge any tag from a valid shot, even if that shot was thrown by a teammate, army member, or other allied player. Catching a Striking Surface If a player intentionally catches or swats a striking surface with part of the body, the appropriate target area takes damage. Weapons are not Shields If a player performs a static block by lying or strapping a handheld weapon on top of a target zone or shield, and the weapon is struck by a shot, the shot is considered to have contacted the underlying target zone or shield which is subject to all the rules for tagging or shield damage. Wound Definitions light wound Light wounds occur when a target zone reaches health point due to taking weapon damage. When a target zone is lightly wounded, it cannot be used during further combat. If the leg target zone is lightly wounded, the leg must be locked at the knee and dragged (hopping is not permitted because it makes players too unstable) and the player may not run. If the arm target zone is lightly wounded, the player must drop anything being carried in that arm and the arm should hang uselessly at the players side. mortal wound Mortal wounds occur when a target zone reaches zero (0) health points due to taking weapons damage. When a target zone is mortally wounded, it cannot be used during further combat. If the leg target zone is mortally wounded, the player must go down to the knee of that leg. The player can drag herself (hopping is not permitted because it makes players too unstable). The player is permitted to walk when supported by another player (running is not permitted). If the arm target zone is mortally wounded, the player must immediately drop anything being carried in that arm and the arm must be placed behind the back.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) If a player receives a mortal wound to the torso zone, he cannot run in combat until healed. death wound Death wounds occur when a target zone drops below zero (0) health points due to taking weapon damage. Limbs that become severed do not take death wounds. A player that receives two mortal wounds has suffered a single death wound. When a player receives a death wound, he should fall to the ground. Wound Rules Mortal Wound Time To Live Mortal wounds result in player death after 5 minutes if healing is not administered. Mortal Wound Fighting After receiving a Mortal wound, a player can continue to fight but is subject to the wound restrictions. Severed Limb The arm zone and the leg zone are considered severed when they pass zero (0) health points, resulting in a mortal wound. Any additional damage from the same strike is absorbed by the severed limb, but since the limb is severed, the wound is still considered mortal and not a death wound. If a previously severed arm (placed behind the back) is tagged in any part, the damage is considered to be placed upon the torso target zone. If a severed leg (with knee on ground) is tagged in any part, the damage is considered to be placed upon the foot on ground target zone. Pierced Limb The arm zone and the leg zone are considered pierced when struck with a piercing weapon and the remaining health points are equal to or less than point. The pierced limb takes a light wound. Any additional piercing damage does not cause additional wounds to a lightly wounded pierced limb. Additional slashing damage will result in a Severed Limb. Broken Limb The arm zone and the leg zone are considered broken when struck with a bludgeoning (black) weapon and the remaining health points are equal to or less than point. The broken limb takes a light wound. Any additional bludgeoning damage does not cause additional wounds to a lightly wounded broken limb. Additional slashing damage will result in a Severed Limb. Either Leg Wound When a player has suffered a wound to a leg zone, the player may choose to kneel on both legs. The opponent is now unable to tell which leg is wounded and which is not. When a player is rolling on the ground and has a wounded leg, the opponent is also unable to tell which leg is wounded and which is not. In both case, when an opponent makes a clean strike at either leg, the player receives the appropriate wound as if it fell on the good leg. Weapon Part Definitions striking surface The portion of any mock weapon that is used to score damage points and wounds in combat. non-striking surface The portion of any mock weapon that does not normally strike other players. It will not score damage points and wounds in combat.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) blade The portion of a slashing-type weapon that strikes the opponent. Cut (purple), hack (blue), and cleave (red) weapons all have blades. blade edge Represents the sharpened edge that a blade would have. A blade edge is a striking surface. blade flat The broad sides of a blade. A blade flat is a non-striking surface. blade back Represents an unsharpened edge found on the back of some blades. A blade back is a non-striking surface. In cases where the striking with a blade back may cause safety issues, demark the blade back surface with a strip of silver duct tape. bludgeon A portion of a weapon that may be used like a club to strike another player. A bludgeon is a striking surface. physical point The pointed end of a handheld mock weapon. sharp point A physical point that can be used to inflict puncturing (green) damage to an opponent. It's also the end of any projectile weapon that is built with a shaft. A sharp point is a striking surface. blunted point The physical point that cannot be used for puncturing (green) attacks. A blunted point is a nonstriking surface. handle All portions of a handheld weapon that does not include the blade(s) or physical point(s). haft The portion of a handheld mock weapon upon which blades and physical points may be mounted but not used to hold the weapon. On a real weapon, it is the portion of the handle that is rarely gripped when swinging or thrusting with the weapon. A haft is a non-striking surface. hilt The portion of a mock weapon handle that is not the haft and consists of the guard, grip and pommel. grip The portion of a mock weapon that is normally held while the weapon is in use. A grip is a non-striking surface. guard A portion of the mock weapon that protects the hands on the grip from receiving a weapon strike. A guard is a non-striking surface. lanyard A loop of strapping that is connected to the hilt of a weapon and worn around the wrist for the purpose of preventing the weapon from becoming lost when dropped. pommel The end of a mock weapon handle that is opposite the blade. normal pommel A pommel that is not designed for striking. A normal pommel is a non-striking surface. spiked pommel A pommel that can be used to inflict puncture (green) damage to an opponent. A spiked pommel is a striking surface. shaft The body of a linear projectile such as an arrow, bolt, or javelin. A shaft is a non-striking surface.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) hinge A point where the weapon bends or folds under normal use. Weapon hinges are limited to those that will not trap an arm, leg, or neck. A hinge is a non-striking surface. Weapon Use Classes handheld Any weapon that inflicts damage on an opponents target zone as the attacking player wields the weapon in one or both hands. wielded Any handheld weapon that is currently being held within a players hand. A wielded weapon may be used to block other handheld weapons and thrown projectiles. A wielded weapon laying upon a shield does not protect the shield from damage. carried Any weapon not held in a players hand. Carried weapons do not block other weapons and provide no damage protection to any target zone over which they may be carried. thrown Any weapon that inflicts damage by contacting an opponents target zone after the attacking player has thrown the weapon as a missile with one or both hands. A thrown weapon is a projectile weapon. slung Any weapon that inflicts damage by contacting an opponents target zone after the attacking player has thrown the weapon as a projectile with the assist of a simple tool. bow fired Any projectile weapon that inflicts dam-age by contacting an opponents target zone after the attacking player has fired the weapon using a bow or crossbow. Bow fired projectiles are limited to the small, short, and long classes. Bows are to be fired from draw at short range. Crossbows that cannot reduce draw weight are not to be fired at short range. siege fired Any projectile weapon that inflicts damage by contacting an opponents target zone after the projectile was fired with the use of a siege engine. A siege weapon is a mechanical device that is either fixed in place or requires more than one player to op-erate. Referees are to establish and mark a safety zone area directly in front of (and optionally on the side of) each siege weapon. No combat is to take place within that safety zone. The siege engine is not to be fired if any players are within the safety zone. firearms Any mock firearm weapon projectile. Use of such projectiles should be closely regulated by referees and require adequate face protection to prevent injury. Weapon Size Classes small Any handheld weapon less than 18 inches in length. Any projectile less than 12 inches in length. short Any handheld weapon at least 18 inches in length and less than 36 inches in length. Any projectile weapon of at least 12 inches and less than 24 inches in length. long Any handheld weapon at least 36 inches in length and less than 48 inches in length. Any projectile weapon at least 24 inches in length and less than 48 inches in length. reach Any weapon (handheld or projectile) at least 48 inches and less than 60 inches in length. great Any weapon handheld or projectile at least 60 inches.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Weapon Mass Classes normal The center of the weapon damage system. A normal mass weapon must have a minimum size classification of short. Normal mass weapons include all weapons that meet normal mass requirements but fail to meet the minimum requirement for heavy mass weapons. light Smaller and/or lighter than a normal mass weapon. Light weapons do the damage of their normal counterparts. Light mass weapons include all weapons that fail to meet the minimum requirement for normal weapons, but are still considered safe for use. All small weapons are considered light mass weapons. heavy A heavy mass weapon is larger and heavier than a normal mass weapon. Heavy handheld weapons do twice the damage of their normal counterparts when swung with two hands. A heavy mass weapon must have a minimum size classification of reach. Handheld Weapon Damage Classes cutting A handheld weapon with at least one blade edge and with a mass classification of light. A cut inflicts damage point per successful strike with the blade edge. The demarcation color for cutting damage is purple. hacking A handheld weapon with at least one blade edge and with a mass classification of normal. A hack inflicts 1 damage point per successful strike with the blade edge. The demarcation color for hacking damage is blue. cleaving A handheld weapon with at least one blade edge, a size classification of reach or great, and a mass classification of heavy. A cleave inflicts 1 damage point per hand wielding the weapon per successful strike with the blade edge. The demarcation color for cleaving damage is red. bonking A handheld weapon with at least one bludgeon striking surface and with a mass classification of light. A bonk inflicts damage point per successful strike with the bludgeon surface. The demarcation colors for bonking damage are purple and black together. bashing A handheld weapon with at least one bludgeon striking surface and with a mass classification of normal. A bash inflicts 1 damage point per successful strike with the bludgeon surface. The demarcation colors for bashing damage are blue and black together. crushing A handheld weapon with at least one bludgeon striking surface, a size classification of reach or great, and a mass classification of heavy. A crush inflicts 1 damage point per hand wielding the weapon per successful strike with the bludgeon surface. The demarcation colors for crushing damage are red and black together. puncturing A handheld weapon with at least one sharp point of any mass classification. A puncture inflicts 1 damage point per hand wielding the weapon per successful strike with the sharp point. The demarcation color for puncturing damage is green. Projectile Weapon Damage Classes pelting A small projectile weapon of at least 4 inches in length and less than 12 inches in length that has been thrown may produce pelting damage. Pelting damage inflicts 0.1 damage point per successful contact. The demarcation color for pelting damage is white. Pelting damage is not cumulative.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) chucking A projectile weapon greater than or equal to 12-inches in length and less than or equal to 24-inches in length that has been thrown may produce chucking damage. A chucking weapon inflicts 1 damage point per successful contact of the weapon. The demarcation color for chucking is pink. hurling A thrown missile projectile of greater than 24 inches in length will produce hurling damage. A hurled weapon inflicts 2 damage point per successful contact of the sharp point. The demarcation color for hurling damage is yellow. impacting All bow fired or slung projectiles produce impacting damage. An impacting weapon inflicts 4 damage point per successful contact of the bludgeon surface or sharp point. The demarcation color for impact damage is orange. clobbering A projectile weapon that has been siege fired may produce clobber damage. A clobbering weapon inflicts 8 damage point per successful contact of the blade edge, bludgeon surface, or sharp point. The demarcation color for clobbering damage is two orange stripes over a white background. Projectile Weapon Rules Twirling Weapons Always do Damage Any contact between target zone and thrown twirling weapon causes a tag. The damage from the weapon is transferred regardless of what portion of the weapon contacted the target zone. Head Pelting At the referees discretion, pelting weapons may be targeted at the unhelmeted head zone. Weapon Grouping Classes bludgeoning Any weapon that has a damage classification of bonking, bashing, or crushing. The demarcation color for the bludgeoning weapon grouping class is black. hinged Any weapon that contains a hinge. missile Any projectile weapon where the body of the weapon is expected to stay linear during flight and damage is inflicted by a sharp point. piercing Any weapon that has a damage classification of puncture or any weapon that can be classified as a missile. projectile Any weapon with a use classification of thrown, slung, bow fired, siege fired, or firearm. slashing Any weapon that has a damage classification of cutting, hacking, or cleaving. thrusting Any weapon that when used in a forward thrusting movement inflicts puncture damage from a sharp point at the end of the weapon. twirling Any projectile weapon that is expected to tumble and spin during flight. The maximum length of a twirling weapon is 24 inches.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Shield Definitions shield points Every shield has a given number of points of damage that can absorbed by the shield before it is destroyed. Shield Size Classes tiny Includes all shields that are less than or equal to 1 square foot in area or, if round, 13 inches in diameter. small Includes all shields that greater than 1 square foot in area and less than or equal to 3 square feet in area or, if circular, 24 inches in diameter. medium Includes all shields that greater than 3 square foot in area and less than or equal to 5 square feet in area or, if circular, 30 inches in diameter. large Includes all shields that greater than 5 square foot in area and less than or equal to 8 square feet in area or, if circular, 38 inches in diameter. huge Includes all shields that are at least 8 square feet in area. Shield Use Classes wielded A shield is considered wielded if and only if a shield handle is in the palm of a hand. Shields that are wielded provide all the protections offered by that shield. carried A shield that a player is transporting but is not wielded. free standing A portable shield erected in mid game as an independent barrier for players to hide behind. fixed A fixed shield is one that does not move while in use. All castle walls, ship gunnels, or building walls are considered fixed shields. A portable fixed shield can be erected in mid game as an independent barrier for players to hide behind. Fixed shields need not be padded but must not have any sharp protrusions. weapon attached A tiny or small shield may be attached to a weapon. In such weapon shield combinations, the shield portion acts as a shield and the weapon portion acts as a weapon. If either the weapon or the shield is destroyed in the game, the entire combined weapon-shield may not be used. Weapon attached shields can also be classified as wielded or carried and may be slung. Shield Rules Destroyed Shield A shield that has been reduced to zero shield points. It will remain destroyed until the next reset point (the start of another game or an act of regeneration). The shield can no longer be wielded and must be dropped. Any additional damage received by a shield after it has been destroyed transfers to the arm wielding the shield. Shield Immunities Shields are immune to damage from the following damage classes: cutting, hacking, bonking, bashing, puncturing, pelting, chucking, hurling, and impacting. Maximum Shield Height The maximum height for a wielded shield is limited by the height of the wielding player. The shield should not exceed in height the distance between the wielding players ankles and shoulders.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Maximum Shield Width The maximum width for a wielded shield is 38 inches. Slung Shields A player may carry a single slung shield. The shield will provide all the protections of a shield. The slung shield may not cover more than two adjacent sides of the players body. Negated Shield All shields a player has are considered negated when that player is transporting two or more shields. A slung shield is also negated if it covers more than two adjacent sides of the players body. A shield that is negated is considered costuming or garb and offers the player no protection. Standing Shield Damage - Damage in excess of the shield points is assumed to transfer to the torso of any and all players crouched within 2 feet behind a free standing or fixed shield. Unattended Shield - An unaccompanied shield found on the battlefield is considered a free standing shield (even if not standing up) and is susceptible to becoming destroyed through appropriate weapon damage. Relic Definitions relic weapon A relic weapon is a weapon where a game designer or referee has intentionally given a damage classification or other rule effecting power that would not normally be assigned to that weapon. The weapon should be demarked to indicate its relic classification. cursed weapon A cursed weapon is a relic weapon with a reduced damage classification or negative rule effecting power. Core Relic Rules Weapon Normal When applied to a handheld weapon, the weapon does hacking or bash-ing damage. Weapon Normal is a relic enhancement for handheld light class weapons and a curse when added to handheld heavy class weapons. The Weapon Normal power is demarcated with a tied band of blue flaggers ribbon with 3 inches of streaming tails. Weapon Heavy When applied to a handheld weapon, the weapon does cleaving or crushing damage. Weapon Heavy is a relic enhancement for all light and normal handheld class weapons. The Weapon Heavy power is demarcated with a tied band of red flaggers ribbon with 3 inches of streaming tails. Weapon Double Heavy When applied to a handheld weapon, the weapon does 4 point damage (double crush or cleave). Weapon Double Heavy is a relic enhancement for all handheld weapon classes. The Weapon Double Heavy power is demarcated with two tied bands of red flaggers ribbon with 3 inches of streaming tails. Weapon Light When applied to a handheld weapon, the weapon does cut or bonk damage. Weapon Light is a curse on all normal and heavy class handheld weapons. The Weapon Light power is demarcated with a tied band of purple flaggers ribbon with 3 inches of streaming tails. Wounds Kill When applied to any weapon, wounds caused by this weapon are death wounds. The Wounds Kill power is demarcated with a tied band of yellow and black stripped flaggers ribbon with 3 inches of streaming tails.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Penetration When applied to a piercing weapon (handheld puncture or missile projectile) it causes the weapon to penetrate all armor regardless of armor points or the number of hands on the weapon for a handheld strike. The Penetration power is demarcated with a tied band of orange and black stripped flaggers ribbon with 3 inches of streaming tails. Full Immunity When applied to a shield, it causes the shield to be immune to damage from all weapons and cannot be broken. The Full Immunity power is demarcated with a tied band of yellow flaggers ribbon with a minimum of 3 inches of streaming tails visible from the front of the shield. Armor Definitions armor classes There are seven armor classes: none, very light, light, medium, heavy, very heavy, and extra heavy. No combination of armor may exceed the extra heavy class. These armor classes exist regardless of which armor rule you apply. armor zones The armor zones represent areas of the body that are covered with armor and match exactly in area the target zones. Each armor zone has its own set of armor points even if the same piece of armor covers more than one zone. armor points The number of damage points that the armor zone can absorb before any additional damage points are passed on to the underlying target zone. shoddy armor The shoddy armor designation indicates that the armor is of a lesser construction quality superior armor The superior armor designation indicates that the armor is of superior construction quality. Armor Rules Athletic Armor Rule The players' skill in the sport of battle gaming is not affected by the use of armor. Armor worn in a game is done either for looks or for safety. Basic Armor Rule It is possible to kill a player with a single blow from a heavy mass weapon or two handed puncture wound, but with normal mass weapons, the armor gives a small amount of game play advantage. Extended Play Armor Rule Armor serves to extend the combat, providing players the option of armor that protects from multiple hits. Extended play armor roughly represent a relative level of armor protection based on the materials and manufacture of the armor. Sports Actions Handle Equipment A player may carry and use any handheld weapon,, shield,, bow, crossbow, sling, or atlatl, that he personally owns or has received specific permission to use. Strike Opponent A player may strike at an opponent upon a defined target zone with the striking surface of an approved weapon. Strike Weapon A player may strike at an opponents handheld weapon or thrown weapon with any surface of an approved weapon.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Strike Shield A player may strike at an opponents shield with the any surface of an approved weapon. Block Weapon A player may use an approved handheld weapon or shield to block an opponents handheld striking weapon. Glean Throwing Weapon A player may pick up any throwing weapon found on the battlefield. After inspecting it for safety, the player is permitted to use the weapon. The weapon is to be returned to its owner at regeneration or the end of the game scenario, whichever is first. Throw Weapon A player may throw any approved throwing weapon at an opponent. Block Thrown Projectile A player may use any approved handheld weapon or shield to block an opponents thrown weapon. Catch Thrown Projectile A player may catch a thrown projectile by grabbing a non-striking surface. If the projectile is caught with a grab on a striking surface the player suffers a wound. Shield Block Fired Projectile A player may use an approved shield to block an opponents fired projectile weapon, taking shield and/or body damage if appropriate. Attacker Actions Foul Weapon or Shield A player may use an ax head, hammer head, pick head, hinged weapon chain, or other weapon to trap or entangle an opponent's weapon or shield. If weapons are entangled, it is permissible to attempt to disarm the opponent. Shield Open A player may use his shield to pry open another players shield. Weapon Grab A player may grab and hold any weapon haft or shaft with her hands. This grab does not include handle grips. If a player wishes to grab a handle grip, she must declare an Open Handed Grapple action. A player who grabs a striking area of a weapon suffers a wound. Once grabbed, the player may attempt to wrest the weapon from the opponent. Shield Press An attacker can use her shield to press against another players shield to push him back. The attacker must already be in close contact with the defender at the beginning of the press. The press should be a continuous pressure and cannot be a sudden impact with the shield. Shield Check On a grassy surface, clean leafy surface or on athletic mats, a player may attempt to use a shield to overbear any defender and push him to the ground. The shield check action is limited to two steps leading up to the impact of the shield. Shield Check must be performed on the front or sides of a standing opponent, not the rear. The opponent must be aware of the attacker at the time of the Shield Check. Run-by Attack A player is permitted to run or sprint across the field of battle and attack another individual as long as there is no attempt to knock down the defender. The attacker must pass to either the left or the right of the defender while executing her attack. When this action is performed by one group against another group, all members of the attacking group must pass between the members of the group of defenders. A player

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) performing the Run-by Attack consents to possible collision, knock down, or Shield Check by defenders using Stop and Block or Form a Shield Wall actions. Defenders Choice Actions Stop and Block The defender consents to a mid field collision and possible knock down by stepping in to stop and block a Run-by Attack. The attacker consents to the risk of a mid field collision with a possible knock down by initiating the Run-by Attack. Form a Shield Wall A group of four or more defenders can form a shield wall to block the advance of a group of opponents. The defenders consent to the risk of collision if the shield wall is tight enough to prevent easy passage of the opponent players. Open Handed Grapple Open Handed Grappling is the act of rolling and wrestling on the ground, usually with the goal of having the opponent agree to yield or striking him with a weapon. Kicking, body locks, nerve pinches, hitting or striking with hands or feet are not permitted in Open Handed Grappling. To consent to the risk of and to initiate the Open Handed Grapple, an attacker will look at the defender, getting her attention, and saying clearly Grapple? If the defender consents to the risk of the grappling, she will say Grapple On! At this point grappling can begin. Players may exchange and use each others weapons during Open Handed Grappling. Call for Honor Duel The honor duel is a one-on-one combat amidst the chaos of battle. For a player to call for honor duel, the player faces a single opponent and calls Honor? The opponent accepts the challenge with In honor! At which point, all other attackers back off and let the challenge go forward. There is no rule that the other attackers must disengage, but if they are polite, they will uphold the request for the one-on-one duel. Optional Combat Rules Armor Stops all Cutting and Bonking Weapons All armor is immune to cutting (purple) and bonking (purple/black) handheld weapons, regardless of how many damage points the armor has absorbed. Armor Stops One Handed Punctures All armor is immune to single handed puncture (green) damage, regardless of how many damage points the armor has absorbed. Atomic Clock A strike from a player never results in a tag if that player received a death wound prior to the strike; regardless of how close in time strike was to the death wound. A strike from a player never results in a tag when the arm throwing the strike is wounded prior to the strike; regardless of how close in time strike was to the arm wound. Aware Opponent In hand-to-hand melee combat, an opponent must be aware of an attackers presence before an attack shot can be made. Awareness may be gained through a light weapon tap, light shield contact, a verbal warning, or other non-combative method to gain attention. Called Leg Wound When a player has suffered a mortal wound to a leg zone, the player may choose to kneel on both legs. If the player is struck in the wounded leg, he may call wounded leg and not take an additional wound. The opponent may ask which leg is the wounded leg and the player is obliged to respond and tell his opponent which leg is wounded and which is not.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Four on One When not in a battle line engagement, there may be no more than four attackers against any one defender. Improved Targets The arm zone and the leg zone have a base of 1 health points. The torso zone has a base of 1 health point. Magic Switch When a player's arm is wounded, the player may quickly pass the weapon to the non wounded arm before taking the wound. No Corkscrew An attacker shall not rapidly circle an opponent who is down on a knee, forcing that opponent to spin on his knee. The attacker shall not position herself such that the opponent down on a knee is looking up into the sun. One of Multiple Targets If there is a strike to more than one target zone by a single shot, the victim is to choose the target zone that received more of the shot as the single target to take the damage. Push Thrust All thrusting attacks delivered with a mock sharp point must contact with sufficient force to push the opponent in order to count as a tag. Mock weapons used in this manner must conform to the push thrust safety requirements for the mock weapon technology in use. Same Leg Wound When a player suffers a second mortal wound on a leg that already suffered a mortal wound, the player has now officially received a death wound. Short Clock The time between blows for Shot in Motion is reduced to second. Two Handed Punctures Do One Damage Point When a puncture point of a weapon contacts with an opponents target zone, it delivers one point of damage regardless of how many hands a player has on the grip of the weapon.

Player and Creature Class Template


All player and creature classes defined in the Warrior Code are to have the following attributes described: Name Each player class must be named. Description A brief description of what this player or creature class represents. Base Class It is possible to simply build one player or creature class upon the description of another player or creature class. This practice allows game designers to modify an existing player class by adding or deleting actions as well as modify available weapons, shields, and armor classes. Clothing Required In many cases, it is desirable to specify what costume or uniform a player must have to play a given player or creature class. Experience Required In some cases, it is useful to require players to have already performed certain tasks prior to using the player or creature class.

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2010 David W. Graham, OGL 1.0a Open Game Content

Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Training Required It may be necessary for a player to go through a safety training course or authorization process before the player is permitted to perform the actions given in the player or creature class. System of Advancement The Warrior Code Core Rules provides no mechanism for a system of advancement through a player or creature class. This is a field for local use or future use. Weapon Classes Each player or creature class provides a list of weapon classes that may be used by the class. Shield Classes Each player or creature class provides a list of shield classes that may be used by the class. Armor Classes Each player or creature class provides a list of armor classes that may be used by the class. Special Equipment Needed Each player or creature class may specify special equipment that may be needed during game play. Standard Actions Each player or creature class provides a list of standard actions that may be used by the class. Class Actions A list of all actions that a person who is playing the class may use during a battle game.

Core Player Classes


Warrior Name: Warrior Description: A warrior of medieval or ancient history. All players are by default considered to be warriors unless classified otherwise. Base Class: None Clothing Required: A medieval-styled tunic with belt, earthtone pants and earthtone shoes. Experience Required: No experience needed, all new players start as warriors. Training Required: A referee is to instruct new players on the rules of combat. System of Advancement: None Weapons Classes: All weapons with the exception of fired projectiles Shield Classes: Any Armor Classes: Any Special Equipment Needed: None Standard Actions: Any Sport Action, Attack Action, or Defense Action Player Class Actions: None

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Archer Name: Archer Description: An Archer is a Warrior who also performs archery. Base Class: Warrior Code Warrior Clothing Required: A medieval-styled tunic with belt, earthtone pants and earthtone shoes. Experience Required: All players wishing to play an Archer must have had three events of experience playing Warrior and understanding the combat system. Training Required: All players wishing to play an Archer must be instructed in the safe use of a bow and combat arrows by a referee. Archers must also be instructed in how to inspect combat arrows for damage. They must be able to demonstrate to the referee that they understand these instructions. System of Advancement: None Weapons Classes: Any Shield Classes: Any Armor Classes: Any Special Equipment Needed: None Standard Actions: Any Sport Action, Attack Action, or Defense Action Player Class Actions: Fire a Bow A combat arrow can be fired from an approved bow at opponents during the battle game. Only half the draw of the bow is to be used if the opponent is within 15 feet. Crossbows may not be fired at a range of less than 15 feet of a target player. Glean an Arrow An archer can pick up arrows off the battlefield, inspect each arrow, and if the arrow shows no damage, use that arrow in the combat. If the arrow appears damaged, it must be immediately surrendered to a referee. Warrior Healer Name: Warrior Healer Description: Those players who are designated as healers may perform a healing act upon another player Base Class: Warrior Code Warrior Clothing Required: A medieval-styled tunic with belt, earthtone pants and earthtone shoes.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Experience Required: All players wishing to play Warrior Healer must have had some experience playing Warrior and understanding the combat system. Training Required: None System of Advancement: None Weapons Classes: All weapons with the exception of fired projectiles Shield Classes: Any Armor Classes: Any Special Equipment Needed: Bandages (Some players like to add red stains to their bandages) Standard Actions: Any Sport Action, Attack Action, or Defense Action. Player Class Actions: Light Historical Healing Act A healer may tie a bandage around the wounded target zone of a player. Doing so restores a hit point (curing a light wound or making a mortal wound into a light wound) to the target zone affected on the player. Healer and player may move during this action. Only one bandage is permitted per target zone. Historical Healing Act A healer may tie a bandage around the wounded target zone of a player while stopped and counting to 30. Doing so restores the target zone to base health points eliminating one light or mortal wound. Healer and player may not move during this action. Only one bandage is permitted per target zone. Magical Healing Act A healer touches a wounded target zone and must recite a poem of 180 syllables. Both the healer and the player being healed may not move during the process. The healing restores the target zone to base health points eliminating one light or mortal wound. Commoner Name: Commoner Description: A Commoner is any non-combat player required for the battle game scenario. Base Class: None Clothing Required: A medieval-styled tunic with belt, earthtone pants and earthtone shoes. A gold headband. Experience Required: None Training Required: Commoners must be instructed by a referee that by entering the battle game area, they may be hit by weapons. The player must demonstrate that he understands and agrees to this risk. System of Advancement: None

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Weapons Classes: None. Commoners cannot carry weapons. Shield Classes: None. Commoners cannot carry shields. Armor Classes: None. Commoners cannot wear armor. Special Equipment Needed: As needed for game scenario. Standard Actions: As defined in game description. Player Class Actions: Ignore Combat Action All commoners can ignore any combat action performed against them. (They can also apply the Complaint to Referee action if needed!) Common Healer Name: Common Healer Description: Those players who do not wish to be participating in combat but wish to play in a battle game can choose to be Common Healers. A common healer is a neutral noncombatant who can perform healing actions on any players. Base Class: Warrior Code Commoner Clothing Required: A medieval-styled tunic with belt, earthtone pants and earthtone shoes. A gold headband. Experience Required: None Training Required: Commoners must be instructed by a referee that by entering the battle game area, they may be hit by weapons. The player must demonstrate that he understands and agrees to this risk. System of Advancement: None Weapons Classes: None. Common Healers cannot carry weapons. Shield Classes: None. Common Healers cannot carry shields. Armor Classes: None. Common Healers cannot wear armor. Special Equipment Needed: Bandages (Some players like to add red stains to their bandages for dramatic effect) Standard Actions: As defined in game description. Player Class Actions: Light Historical Healing Act A healer may tie a bandage around the wounded target zone of a player. Doing so restores a health point (curing a light wound or making a mortal wound into a light wound) to the target zone affected on the player. Healer and player may move during this action. Only one bandage is permitted per target zone.

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2010 David W. Graham, OGL 1.0a Open Game Content

Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Historical Healing Act A healer may tie a bandage around the wounded target zone of a player while stopped and counting to 30. Doing so restores the target zone to base health points eliminating one light or mortal wound. Healer and player may not move during this action. Only one bandage is permitted per target zone. Magical Healing Act A healer touches a wounded target zone and must recite a poem of 180 syllables. Both the healer and the player being healed may not move during the process. The healing restores the target zone to base health points eliminating one light or mortal wound. Ignore Combat Action All commoners can ignore any combat action performed against them. (They can also apply the Complaint to Referee action if needed!) Game Referee Name: Game Referee Description: A referee is an individual who oversees the battle game. It is expected that this individual will be on the battlefield during the battle game. Clothing Required: A gold tunic, tabbard, headband or armband. Experience or Training Required: A game referee should be familiar with all the Warrior Code rules and all variances in use by the particular club or organization. In addition, the game referee should have reviewed the Warrior Code description for the game to be played. System of Advancement: None Weapons Classes: None. The game referee should not carry weapons as he may confuse players during the battle gaming play. Shield Classes: None. The game referee should not carry a shield as he may confuse players during the battle gaming play. Armor Classes: None. The game referee should not wear armor as he may confuse players during the battle gaming play. Special Equipment Needed: Optional: whistle or horn, walkie-talkie or cell phone, notepad and pen Standard Actions: All Referee Actions. Player Class Actions: None

Core Creature Classes


Human Name: Human Description: All players by default play as humans.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Base Class: None Clothing Required: As per player class Experience or Training Required: None System of Advancement: None Weapons Classes: As per player class Shield Classes: As per player class Armor Classes: As per player class Special Equipment Needed: None Standard Actions: As per player class. Creature Class Actions: None Elf Name: Elf Description: The Elf in the Warrior Code is based on the hu-man sized elves as originally found in Irish fairy legends. These creatures were distinctly defined by J.R.R. Tolkien in his Lord of the Rings Trilogy. This vision of the elf creature was adapted to Dungeons and Dragons, Warhammer as well as World of Warcraft. The Elf is a crea-ture of grace and beauty. They are extremely honorable, treat others with great respect and wish to be treated with respect also. Base Class: None Clothing Required: A tunic or shirt of better quality than just a T-tunic. Elves wear leather boots. Experience or Training Required: None System of Advancement: None Weapons Classes: No hinged weapon may be used Shield Classes: As per player class Armor Classes: Any in good condition (not shoddy) Special Equipment Needed: Rubber pointy ears Standard Actions: Elves always must accept a request of Call for Honor Duel. When they know of such a dual in progress they are to prevent the interference of others in the dual. Creature Class Actions:

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Light Magical Healing Act on Self An elf may heal one light wound upon herself during each of her game lives. To heal the light wound, she must stand still and touch a wounded target zone and recite a poem of 60 syllables. The elf may not move during the process. The healing eliminates one light wound on the target zone. The healing has no effect on mortal wounds. Elf, Drow Name: Elf, Drow Description: Originally, the Trow of Scottish folklore, this creature was blended with Dkklfar of Norse legend by J.R.R. Tolkien to create a vision of dark elf which has been used in many medieval fantasy works. They are unfriendly to all, yet these creatures still have a strong code of honor. They are stealthy creatures of the night and conceal themselves entirely in black. Base Class: Warrior Code Elf Clothing Required: All clothing, armor, and weapons of black Experience or Training Required: None

System of Advancement: None Weapons Classes: All handheld bladed weapons must be single edged only. No hinged weapons. Projectile weapons may be used. All weapons must be covered in black paint or cloth. Shield Classes: As per player class Armor Classes: Any. Must in good condition (not shoddy), must be black in color Special Equipment Needed: Black face paint and rubber pointy ears. Standard Actions: Same as Elf class Creature Class Actions: Same as Elf class Orc (Ork) Name: Orc (Ork) Description: Originally, the ancient race of the orc-neas from Beowulf and later reworked by J.R.R. Tolkien in his Lord of the Rings Trilogy. The Orc is a hostile primitive race of savages, which has since become a common fantasy race found in Dungeons and Dragons, Warhammer as well as World of Warcraft. Base Class: None Clothing Required: Worn or tattered tunic. Armor should be patchwork of mixed parts taken from various armor forms.

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Experience or Training Required: None System of Advancement: None Weapons Classes: As per player class Shield Classes: As per player class Armor Classes: Up to heavy. Very heavy and extra heavy require a level of construction and fit that is not to be found amongst Orcs. Orc armor is the combination of scavenged parts from the battle-field. It should often be of "shoddy" construction. Special Equipment Needed: Green or gray face paint and rubber pointy ears Standard Actions: As per player class. Creature Class Actions: None

Core Game Creatures


Zombie Name: Zombie Description: A dead corpse that moves as if it were still alive Base Class: Warrior Code Human, Warrior Code Warrior Clothing Required: As per base classes with optional rags Experience Required: As per base classes Training Required: Referee must validate player is familiar with creature abilities and limitations. System of Advancement: None Weapons Classes: All weapons with the exception of fired projectiles Shield Classes: Any Armor Classes: Any Special Equipment Needed: Tan headband with raggedy tan strips coming off the sides and back. Standard Actions: Any Sport Action, Attack Action, or Defense Action Creature Class Actions: Move Slowly (required) Zombies move more slowly than their human counterparts. 24 2010 David W. Graham, OGL 1.0a Open Game Content

Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Announce Zombieness (required) Zombies identify themselves by saying the word brains frequently. Really! Only they say it like a zombie. Skeleton Name: Skeleton Description: The skeletal remains of a dead corpse that moves as if it were alive Base Class: Warrior Code Human, Warrior Code Warrior Clothing Required: Suggested: Halloween skeleton suit. Experience Required: As per base classes Training Required: Referee must validate player is familiar with creature abilities and limitations. System of Advancement: None Weapons Classes: All weapons with the exception of fired projectiles Shield Classes: Any Armor Classes: Any Special Equipment Needed: Tan headband with a black circle containing a white skull. Standard Actions: Any Sport Action, Attack Action, or Defense Action Creature Class Actions: Ignore Piercing Weapons Skeletons have immunity to all piercing weapons. Goblin Name: Goblin Description: A Goblin is a small evil spirit of European legend. These creatures are considered evil yet weak. They generally look like disfigured gnomes. Base Class: Warrior Code Human, Warrior Code Warrior or Archer Clothing Required: Suggested: Raggedy tan tunics. Experience Required: As per base classes Training Required: Referee must validate player is familiar with creature abilities and limitations. System of Advancement: None Target Zones Health Points: Arm: , Leg: , Torso: 0

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Warrior Code Open Battle Gaming System Core Rules Version 1.0(a) Weapons Classes: Short, or Long, May use only two items: two weapons, bow and weapon, or weapon and shield. Shield Classes: Tiny Armor Classes: Up to Very Light. Special Equipment Needed: Tan headband with two small green cloth ears sewn to it. Standard Actions: Any Sport Action, Attack Action, or Defense Action Creature Class Actions: None Hill Giant Name: Hill Giant Description: A giant humanoid creature like those found in ancient legends of the Greeks and Romans. Base Class: Warrior Code Human, Warrior Code Warrior Clothing Required: Suggested: Large brown tunic. Experience Required: As per base classes Training Required: Referee validate player is familiar with creature abilities and limitations. System of Advancement: None Target Zones Health Points: Arm: 3, Leg: 3, Torso: 2 Weapons Classes: Any handheld long, reach or great weapon as well as thrown javelins Shield Classes: Medium to Huge Armor Classes: Up to Heavy Special Equipment Needed: Tan headband containing a white circle with the letter "G" written in black at the center. Standard Actions: Any Sport Action, Attack Action, or Defense Action Creature Class Actions: Tower Over Others Any player within 30 feet of the giant must go down upon his knees. This simulates the large size of the giant and does not imply any leg wounds. Inflict Heavy Damage All hacking and bashing weapons used by the giant have the relic power Weapon Heavy. All cleaving and crushing weapons used by the giant have the relic power Weapon Double Heavy.

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2010 David W. Graham, OGL 1.0a Open Game Content

Warrior Code Open Battle Gaming System Core Rules Version 1.0(a)
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Warrior Code Open Battle Gaming System Core Document Copyright 2010, David W. Graham

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