Warlocks and Wormholes
Warlocks and Wormholes
Hack
to the
Future
Edition
*
Teodor Dubay (Order #43446769)
Version 1.1
Hack to the Future Edition
Version 1.1
Credits
Based on the original roleplaying game rules designed by Gary Gygax and
Dave Arneson and inspired by the third edition of the game designed by
Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
Artwork: The Cover art is © 2017 Gateworld Media. The figure art is by
Gennifer Bone. Check out her Patreon page:
https://www.patreon.com/ladyredfingers!
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Thanks to:
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Introduction
What is this? The many worlds of fantasy have ad-
vanced, technologically, to the point of
Warlocks & Wormholes is a traditional
interstellar travel, developing and encoun-
tabletop roleplaying game; played with pa-
tering new civilizations, empires, king-
per, pencils, dice, and friends; that is set
doms, nations, and every other form of
in an original science fiction universe de-
government, imaginable. Each of these
veloped by Gateworld Media. It uses The
institutions seeks to gain advantages of
Black Hack, a redeveloped version of
resources and territory from the others,
that Original 1970s Fantasy Roleplaying
leading to an intricate series alliances
Game as a base, by David Black, that sim-
and enmities among the various groups.
plifies the original to make play faster
and easier. With all the advances in technology and
magic, the one thing that continued to
The Setting
elude the various peoples was a means to
Future books will add detail to the War- quickly traverse the vast distances of
locks & Wormholes setting, but the ba- space without immense expenditures of
sics are as follows: resources. A little less than 300 years
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Teodor Dubay (Order #43446769)
ago, this changed when an arcane en- U.C.S.B., seek to control, destroy, or oth-
chanter, a powerful psi, and an engineer erwise menace peaceful people. Various
developed the Planar Fulcrum Drive, monstrous horrors exist on far-off
which uses a combination of magic, tech- worlds to endanger explorers and colo-
nology, psionics, and the natural tenden- nists. Finally, lost treasures of immeasur-
cies of the strange moon called Gate- able wealth lay strewn across the known
world to enable the creation of localized worlds, awaiting those brave enough to
wormholes. face whatever terrors might be guarding
them.
Practically overnight, the United Coali-
tion of Sentient Beings (U.C.S.B.) was The Three Forces
able to broker peace between dozens of
A key concept that is important to under-
disparate, universal powers. This enabled
stand the overall Gateworld Multiverse
these powers to utilize the Planar Ful-
is that of ‘the Three Forces.’
crum technology to travel, as long as
they were willing to play nice with the Although referred to by many different
other member nations of the U.C.S.B. terms, the concept of the Three Forces
revolves around the idea that there are
An inexact peace has followed. The
three different ways for sentient beings
U.C.S.B., as a diplomatic and peace-
to alter their environment: through tech-
keeping organization, has maintained the
nology, through magic, and through psion-
balance between dozens of varied
ics.
forces. These forces, in turn, offer re-
sources to the U.C.S.B. in terms of raw Technology is both the slowest means to
materials, capital, technology, magic, per- alter reality and the most common.
sonnel, or any other potentially valuable Forced to use scientific methodology,
offering. However, there are those on all technology is the ‘long and safe path’ em-
sides that wish to change the current powering anyone who chooses to utilize it
balance of power. with specific abilities for each device.
Many of these devices become so com-
Beyond this, there are many dangers in
mon as to be considered ‘mundane.’
the universe. Numerous powers, unwilling
to cooperate with the terms of the
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Certainly the invention of technology re- There are advances that require various
quires intellect and imagination to con- applications of the Three Forces in uni-
tinually innovate, but anyone, of any level son to function.
of intellect, can use technology once it
The best-known example of this is the
has been developed thanks to the ease
Planar Fulcrum technology, which uses
of mass production.
magical effects to enable breaches in
By contrast, magic requires very specific the planes, psionic effects to navigate,
circumstances for most individuals to and technology to maintain the integrity
utilize it. A being must have an ability to of the whole process. Should any single
align itself with magical energy as well as aspect be damaged or disabled, the re-
undergo extensive education, training, sults can be disastrous.
and practice to be able to use even the
Another example of forces working in uni-
most minor of magics. While this means
son are the Soulmechs, robotic bodies
that reasonably few individuals are able
controlled by the rescued souls of the
to use magic, those that can find the po-
recently deceased, snared before they
tential capabilities nearly limitless. Nota-
can move on to their final rest.
bly, increased natural affinity, advanced
training, and aligning oneself with Planar Innovations using both technology and
forces enable individuals to overcome magic are referred to as ‘technomagical.’
weaknesses in other areas of magical re-
There are a handful of individuals who
quirement.
are able to command the power of both
Finally, psionics are the ability to har- magic and psionics. These individuals,
ness one’s internal potential to attain mi- called ‘Warlocks’ are powerful, danger-
raculous abilities. Psionics are, in general, ous, and hunted across the galaxy.
less powerful than magic, but can enable
users to achieve amazing feats that
would be impossible for others. Using
psionic abilities requires both a natural
affinity and intense training and prac-
tice. Meditation, physical exertion, and
self-control are vital to psis.
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From the Author...
Despite having always wished for the ability to create amazing settings; creatures, game systems, etc.,
I’ve always been cursed with an inability to come up with things that are truly unique before someone else
beats me to the punch. Maybe it’s timing I suck at, not originality.
One thing I excel at, however, is remixing. I can take elements invented by others and find the aspects
within them that may not have been accessed in the original incarnation. If presented with a foundation, I
can make something that is engaging and interesting and entertaining.
It is for this reason that role-playing games appeal to me. Having a template upon which to tell stories;
stories that directly engage others; empowers me to tap into that place that drives creation within me.
Building worlds, creating characters, engaging within a mythology, beating monsters, solving mysteries; all
of this is part of why role-playing games appeal to me.
For many years, I have been developing a setting that began in the 2nd Edition of the Advanced version of
the premiere RPG by combining two unique settings into my own which I called ‘Gateworld.’ In the two dec-
ades since the inception of Gateworld, it has changed a great deal, morphing into a science fiction/fantasy
setting that incorporates aspects from all over the multitudes of Open License game settings into a cohe-
sive whole.
Radically varying creatures from incredibly divergent civilizations with motivations as diverse as their
forms all vying for resources that are remarkably limited, a solitary, peace-keeping organization seeking
to represent all of these disparate peoples who happens to control this resource, and; inevitably; a univer-
sal threat to all of them; these are the components of the Gateworld setting that invigorate my continu-
ing development of this concept.
Recently, after suffering a loss, I came up with the name Warlocks & Wormholes and I was reminded
that I had to strike now. The tabletop industry is about to explode with ‘sci-fantasy’ and it is my hope
that W&W will crest the coming wave of similar content.
But it is also my hope that W&W can stand out. With all the years of adding strange ideas that curl their
way though the winding realms of my brain, I feel that the Gateworld setting (which, ultimitely, IS War-
locks & Wormholes, and vice-versa) offers unique story-telling opportunities and I am excited to welcome
all of you into this multiverse I have been exploring for years.
This book greets you with extremely minimal playtesting or proof-reading, not terribly professional, I
know, but dictated by the circumstances that led to me finally releasing it. I appreciate any and all feed-
back in this regard and will include a version tracking document in future updates of the file.
More will come, much more, but I cannot thank you enough for taking this first step with me!
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Rules
Characters (INT), Wisdom (WIS), Charisma (CHA).
If a stat of 15+ is rolled the next must
Anything controlled by the Game Master
be rolled with 2d6 + 2, then continue
(GM), whether it be creature, alien, ro-
with 3d6 until the end or another 15+ is
bot, or some a primitive human, is called
rolled. Once all stats are generated 2
a ‘Menace.’ An Menace’s relative power is
may be swapped around.
determined by their Hit Dice, or HD.
Any character controlled by a player is a Choose a Species
‘Lead.’ These are all purely game-
There are 6 choices. Dwarf, Elf, Hal-
mechanical terms.
fling, Human, Orc, Soulmech - your spe-
Named Menaces have some different cies determines some additional abilities
rules than unnamed Menaces. (see Chapter 3).
Everything a character might possibly at- There are 7 choices. Chaplain, Engineer,
tempt that could result in failure is re- Mage, Psi, Scoundrel, Soldier, or War-
solved by testing attribute stats, in or- lock - your class determines how much
der to successfully test a stat - a player damage you do, your Hit Points and
must roll below it on a d20. unique abilities (see Chapter 3). Keep in
mind that the Warlock may not be avail-
Menaces don’t make tests - a character
able, should the GM wish it.
must avoid their attacks by making a
test, the only time a Menace would roll is Buy Equipment
for damage.
Every new character starts with 3d6 x
Rolling Stats 20 credits with which to buy equipment.
They begin with a set of clothes appropri-
Stats are generated with 3d6 in the fol-
ate for their class.
lowing order Strength (STR), Dexterity
(DEX), Constitution (CON), Intelligence
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Armor Points STR DEX CON
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Time & Turns ing squares and fiddly distances. For con-
verting existing movement rates or meas-
There are 2 important types of tracked
ures (for spells or areas of effect) use
time - Moments (rounds) and Minutes
the following as a guide:
(turns). Moments are used during combat
and fast paced scenes of danger and Min- Stellar Distance is larger than Personal
utes are used when exploring and adven- Distance. Assuming a Spaceship has
turing. A GM may advance the clock as landed on a planet, Close is within visual
they need substituting Minutes for range, Nearby is in high atmosphere,
Hours, Days, or even Months should the Far-Away is within orbit and Distant is
adventure require it. anything beyond orbit. Spaceships use
Atmospheric engines to cover these dis-
Movement & Distance
tances (jets, rockets, thrusters, repul-
Rather than track precise numbers, sors, etc.) and a variety of means (Planar
W&W uses 4 abstract ranges for measur- Fulcrum Conduction, Realspace-Rending,
ing personal distances. Close, Nearby, Temporal Dilation, etc.) to travel the
Far-Away, and Distant. On their turn span between Distant locations.
every character can move somewhere
For a Spaceship interacting at the Per-
Nearby as part of an action, performing
sonal scale, all Personal distances are con-
that action at any stage of the move.
sidered Close, all ships Weapons damage
They can forgo their action and move
is instant kill and stat checks to hit are
somewhere Far-Away instead. Anything
made at disadvantage. Be careful not to
beyond Far-Away can be classified as
blow a new crater in any small moons.
Distant and would take 3 moves to get
to. Initiative
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fail their DEX tests, go after their oppo- A GM will often give the stat required
nents. for the test.
Heavy Weapons
Attacking, Defending, & Damage
Like two-handed weapons, heavy weapons
When a Hero attacks an Menace they do more damage. A heavy weapon may
must roll below their STR stat for a Me- fire a Grenade with no Usage Die, projec-
lee Attack or DEX for a Ranged Attack. tiles with Ammo, or energy with an en-
Likewise, when an Menace attacks, the ergy cell. Heavy weapons work like Two-
character must roll below its STR Handed Weapons with an additional +2 on
against a Melee Attack and DEX against all dice rolled.
a Ranged Attack to avoid taking damage.
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Critical Damage If the characters lose the fight or are
unable to recover the body of the charac-
If a player making an attack rolls a 1,
ter, they are lost forever!
they double the result of the damage
dice they roll. If they roll a 20 when Powerful Opponents
avoiding an attack, they take double dam-
For every HD above the character’s
age. Armor Points are used normally.
level, add +1 to every roll the player
Death & Dying makes for any attribute test that would
determine the outcome of a conflict be-
Out of Action
tween them and an Menace. For example:
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A Named Menace of lower HD is killed carry 5 people (crew and/or passengers)
outright when a Lead gets a 1 on an at- per HD, and may have a maximum number
tack - often in a particularly brutal man- of Guns equal to their HD. Civilian ships
ner. usually have less Guns than military
ships, though they often have at least
When facing off against a Named Men-
one for dealing with space debris.
ace of equal HD, the foe is evenly
matched with the Leads. Should an at- Starships should cost at least 10,000
tack offer Advantage, the Lead must credits per HD and an additional 5,000
then take Disadvan- credits per Gun. The
tage on any subse- GM may choose to
Rules and Rules
quent defense from give the Heroes a
When I started this project, I was con-
the Menace. Likewise, small starship to
vinced I might have only a few pages of
should an attack be at start.
rules. However, as I researched OSR, I
Disadvantage, the found that I could adapt rules from multi-
Starship Combat
Lead takes Advantage ple sources to help present the concept
on the next defense of the universe in which Warlocks & Starship combat
Wormholes takes place.
roll. works like personal
In further updates and editions, these combat, with some dif-
This functions the
may be more cohesive or developed, but ferences. Each star-
same way when Leads for now, I have opted to utilize the same
ship can support one
have Advantage and approach that The Black Hack and other
Pilot and one Co–Pilot.
Disadvantage on de- OSR games have used.
In combat, a starship
fense rolls.
controlled by Heroes
Starships uses the DEX of either the Pilot or Co–Pi-
lot to dodge (player choice), and in a
Starships are statted like Menaces, but
given Moment, either the Pilot or Co–Pi-
with some additional attributes. Like an
lot (not both) can move the ship, as if
Outsider, a given starship has a HD rat-
they were moving themselves. (That is,
ing, and from that derives its damage rat-
doing a double move for the starship
ing, HP, and Armor Points. In addition, a
means forgoing other actions.) A star-
starship has Field Points equal to half its
Armor Points (round up, minimum 1), can
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ship that is Distant from all opponents but can only fire at Close range. Turning
can activate its FTL drive to escape. Point Defense off is also an action.
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Menace Starships associated with their class and regain
that many HP.
A ship controlled by Menaces is, in es-
sence, an Menace with multiple attacks, Resting for a period of 8 hours or more
based on its Guns. Do not forget the Pow- is considered a Long Rest. When a Lead
erful Opponents rule! takes a Long Rest, they may also regain
HP, as with (and in addition to) a Short
Healing
Rest. They may also regain spells and
Characters can gain Hit Points from other abilities.
Spells, Potions, and Abilities. They can
A starship may take a ‘Short Rest’ (re-
never gain more than their maximum -
pair) for an hour to regain Armor Points,
and can never go below zero either.
but cannot roll a Hit Die once a day. In-
When healing a character who is OofA,
stead, at an appropriate repair facility,
just start at zero and count up. That
they can regain all HP at once in a single
character is now back on their feet and
day. Repairs usually cost at least 100
no longer OofA.
credits per HD of the starship. (See the
Advantage & Disadvantage Starships section for more on starships.)
Resting Experience
When Leads rest for about an hour; a Leads learn through defeating and over-
Short Rest, they regain the use of all coming obstacles. Killing one boring Ko-
their Armor points. Also once per day, af- bold won’t bring a revelation of learning
ter a Short Rest, they may roll a Hit Die to someone. Surviving a battle, defeating
a calculating foe, locating an artifact, or
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simply living to tell the tale are the A starship that is carrying more people
things that bring perspective and than its normal capacity is considered en-
growth. The old experience system has cumbered in the same way. The Disadvan-
been completely discarded. tage applies to everyone attempting to
do something on the ship, such as firing
For every session / mission / quest / ma-
its Guns. Similarly, a starship cannot
jor event the Lead survives, they gain a
carry more than twice its normal capac-
level.
ity in people.
The GM will decide which, and it’s recom-
On a starship, a crate of cargo takes up
mended that this decision remains more
the same amount of space as a single per-
or less a constant throughout the cam-
son. For cargo haulers with vast holds,
paign - and a GM should be clear and up-
additional capacity should cost at least
front with the players so they know
100 credits per additional person or
where the ‘goalposts’ are.
crate the ship can handle.
Gaining Levels
Class Weapons
When a character levels up, their maxi-
When using a weapon not listed in their
mum Hit Points increase by rolling the
class, combat tests have Disadvantage.
Hit Die for the class. Also a player
should roll a d20 for each Stat, if the re- Random Encounter
sult is higher - that Stat increases by 1.
When the action slows down, GMs should
Encumbrance introduce a random encounter appropri-
ate to what and where the Heroes are.
A character can carry a number of items
This could be a group of thugs in an ur-
equal to their STR with no issues. Carry-
ban setting, or a strange alien monster
ing over this amount means they are en-
on a far-away world.
cumbered and all attribute tests are
taken with Disadvantage - you can also Menace Reactions
only ever move to somewhere Nearby.
Some Menaces will have predetermined
They simply cannot carry more than dou-
personalities and goals that will guide a
ble their STR.
GM when choosing their actions and feel-
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ings towards the characters. Those that Undead Menaces that are Banished by
do not, such as randomly encountered Clerics must spend all their movement
Menaces, make a Reaction roll on the ta- (and convert actions to movement) to
ble. move away from the Cleric for 2d4 Mo-
ments after being Banished.
Alternately, in a civilized setting, like a
city, where reactions are likely to be less At the behest of the GM, Banished un-
extreme, the GM may allow one Insider dead may be destroyed or otherwise out
to check CHA to make a favorable im- of the fight on a particularly good roll.
pression after a brief conversation.
Usage Die
Roll Reaction
Any item listed in the equipment section
1 Flee then roll again. that has a Usage die is considered a con-
sumable, limited item. When that item is
2 Avoid the Heroes entirely.
used the next Minute (turn) its Usage
3 Trade with Heroes. die is rolled. If the roll is 1-2 then the
usage die is downgraded to the next
4 Give the Heroes aid.
lower die in the following chain:
Mistake the Heroes for a
5
friend. d20 > d12 > d10 > d8 > d6 > d4
6 Trick the Heroes (roll again).
When you roll a 1-2 on a d4 the item is
7 Call for Reinforcements. expended and the character has no more
of it left.
8 Capture/Kill/Eat the Leads.
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dice rolled. More powerful weapons (+2/ tron deity, within the limitations of the
3) can be found if the GM includes them. spells per day. At the beginning of each
day, after a night of rest, the Chaplain
Magic or Advanced Armor doubles the
Lead must choose the spells they have
amount of AP armor would normally have,
for the day.
for example Magic Medium Armor has 12
Armor Points. They operate per the nor- Both have a number of 'spell slots' they
mal Armor Points rules. can cast each day - as shown in the ta-
bles presented with each class. These
Traditional OSR games deal with magic
represent a spellcaster's 'energy' and
items by adding +1 or +2 to attack rolls
the taxing nature of casting spells over a
and AC. If the GM intends to give out
long period. When they run out of spell
stronger magic armor (+2/3) to high
slots, they cannot cast any more spells
level players, carefully consider the ef-
for the day.
fect of tripling the Armor Points.
Psis choose a number of powers based on
Spellcasting / Psionics
the Psi Powers by Level table. They have
Some character classes enable Heroes a number of points to use these based on
to affect reality in unusual ways. their CHA plus their level. Powers may
be activated by spending a number of
Chaplains and Mages have the ability to
points equal to the powers level.
cast spells that are chosen from their ap-
propriate class list (listed in Chapter 3). Once a spell is cast or a power is mani-
fested the Mage / Chaplain / Psi must
Psis have the ability to manifest psionic
test their INT / WIS / CHA - adding
powers, which works in much the same
the spell's level to the roll. If they fail
way as spells.
then they reduce the number of 'spell
Mages can cast any spell they know by slots' corresponding to the spell level
reading from their spellbook or can just cast by 1 or number of power points
memorize a number of spells equal to by the power level. When a memorized
their Level and cast those without it. spell is cast it is not forgotten.
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After roughly 8 hours rest, the number Wormholes
of 'spell slots' or power points a charac-
Wormholes are created by a wide vari-
ter has refreshes to its maximum.
ety of sources. Foremost among these
If a spell or psionic power from a tradi- are the Planar Fulcrum Drives found in
tional OSR or original era game calls for many modern vessels. Wormholes may
a Menace to make a save, the character also be opened by Warlocks manipulating
must test their INT or WIS - to see if Wormhole Generators.
the magic cast was powerful
enough to overcome their de-
fenses (remember the Powerful
Opponents rule).
Spellpads
Warlocks
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Character Options
What follows are the various character The Species that are included in this edi-
options for Heroes. Notably, GMs may tion of Warlocks & Wormholes only rep-
wish to use these same options for spe- resent a small sample of the remarkable
cial Menaces. When creating an Menace menagerie of intelligence that resides
in such a way, simply determine the Level across the galaxy. GMs and players are
and translate the appropriate options encouraged to develop new species for
into an Menace profile. play with the GM being the final arbitra-
tor as to whether or not a species is
The options presented are in single-page
available. Resources for new species may
format so as to present ease of presenta-
be found across the wide range of OSR
tion for players.
and d20 product lines
The character options for Warlocks &
GMs should feel free to use variations on
Wormholes include the Warlock class,
the class abilities to represent Menaces.
but this may be only available to Men-
aces, depending on the wishes of the GM. Most of the species presented represent
Warlocks are remarkably powerful with the most common species from the vast
some significant drawbacks, so inclusion majority of known worlds.
as Heroes is something that must be
taken into consideration.
There are hundreds of sources for new character options out there. I would recommend taking a look at
some of the various System Reference Documents, a number of which have been used as resources for this
game. Other options can be found in anything that is covered under the Open Game License, some of which
have also been used as resources for this game.
Creating new species and classes is as simple as determining what is important about the original and tran-
scribing it to OSR format.
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Species - Dwarf
On most worlds, dwarves are known as being stoic, serious, hard-working, and patient.
They generally have an affinity towards metals of all types and a particular love of
gold. Renown for metal-working skills, the dwarves within the U.C.S.B. are well-
regarded for the quality of components that go into a massive variety of technological
innovations. Dwarves usually enjoy residing within stone and can often be found with
communities that are within asteroid fields that include advanced mine systems that
provide resources for civilizations across the galaxy.
Dwarven society, within the U.C.S.B. includes a curious focus on debt and obligation.
While the arcane mechanics of dwarven debt work perfectly fine within the confines
of dwarven society, it is not unusual for dwarves to take to task others who owe them
some debt. Dwarves who are going on quests to settle a debt are referred to as ‘Set-
tlers.’
• Once per Long Rest, a Dwarf can automatically succeed on an INT test to resist a
spell or magic.
• Once Long Rest, a Dwarf can automatically succeed on a CON test to resist poison.
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Species - Elf
Elves have taken to residing in space remarkably well, given their overall tendency to
prefer the natural world. Elf-tended worlds are lush and green with structures grown
from natural features modified through magic and science. Much of elven technology
follows this model, having been grown and modified rather than built. This puts elven
organizations, in many situations, in a rivalry with dwarven ones who tend to have more
traditional technology.
Elves are an out-going species who have supported the U.C.S.B. since its inception.
They tend to seek diplomatic solutions to issues but are capable of war, should diplo-
macy fail.
• Once Long Rest, an Elf can automatically succeed on an CHA test to resist a charm-
ing effect.
• Elves gain Advantage on all WIS checks to notice or perceive something, even in dark
conditions.
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Species - Halfling
When space opened up as an option to sentient races, most had to adapt to it. Some
adapted well, others took some time. Halflings, however, seemed to have been made to
live, work, and fight in space.
This is, in part, because they were. Like certain other species, halflings were the re-
sult of specific bioengineering. The clues to this have been found on numerous
halfling-exclusive settlements throughout the multiverse but, notably, are lacking in
those environments where halflings live with other species.
The purpose for which halflings might have been created and by whom is unknown.
Halflings have a tendency to adapt to the mannerisms of whatever species with whom
they co-mingle and, in wildly cosmopolitan societies, halfings develop profoundly unique
and divergent sub-cultures. Interestingly, societies that are made up entirely of hal-
flings tend to extreme representations of cultural prioritization with art, music, and
other forms of personal expression prioritized even beyond those of basic survival, in
some cases.
• Once per Long Rest, a Halfling who succeeds on their attack roll with a ranged
weapon, may deal critical damage.
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Species - Human
Adaptable and versatile, humans have a remarkable level of variation and are capable
of functioning in nearly any environment.
Humans are generally considered to be the most populous species in the known galaxy,
but this is more due to the overall ubiquity of the species rather than based on any
form of census data. Many experts think it more likely that goblinoids, as varied as
that species is, very likely outnumber them.
What is factual is that it was primarily humans responsible for the founding of the
United Coalition of Sentient Beings. Humans can be found throughout the U.C.S.B. in
all capacities. There are some, non-humans, who claim that this means that the UCSB
is a human-centric, but the truth of these claims is hard to verify.
• Once per Short Rest, a Human can automatically succeed on an ATTRIBUTE test to
resist a trap, spell, or effect.
• When a human uses a Luck point, there is a chance that the Luck point is retained
even after the effect has remained. Humans make a CHA check to see if this is the
case. The GM may present Advantage or Disadvantage on this check, depending on
circumstances.
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Species - Orc
Orcs are a specific strain of the goblin species that are renown for their size,
strength, and ferocity. They are the second-most common strain of goblin, next to pri-
mary goblin, of course.
For a long time, orcs were considered to be an entirely different species from goblins,
similar to most of the other common goblin variants. When scientific advancement un-
locked the secrets of genetics, the link between orc and goblin was made clear.
Orcs aren’t particularly well-suited for life in space and have become mercenaries,
bounty hunters, and thugs-for-hire across the galaxy. There are a few orc settle-
ments that seek to develop lasting diplomatic relationships with better-equipped neigh-
bors.
• Once Long Rest, an Orc can automatically succeed on a STR test to avoid physical
harm that cannot be dodged.
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Species - Soulmech
When a being is killed, there is a chance that they can attain a level of resurrection as
a Soulmech. Soulmechs are mechanical creatures that house the soul of a recently de-
ceased living creature. The process of how this is done is clouded in secrecy, but
those who are wealthy enough may have their soul saved at the end of their lives and
others are simply press-ganged into subservience to the corporation that has pur-
chased Soulmechs for manual labor which can be bought off through centuries of serv-
ice.
• Soulmechs may choose one non-stat affecting ability from any other race (represent-
ing the soul’s original race).
• Soulmechs speak Universal and one other racial language (should the player choose).
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Teodor Dubay (Order #43446769)
Class - Chaplain
Chaplains are the spiritual warriors who are able to use the strength of their faith to
petition deities for magical power.
Starting HP: d8 + 4
Weapons & Armor: Armor jacket, light armor, medium armor, one-handed weapons,
small shields.
Special Features
Roll with Advantage when testing CON to avoid damage from poison or being para-
lyzed.
A Chaplain can spend an action to banish all Nearby undead by testing their WIS and
adding their level to WIS and the creature's HD to the roll (see page 16).
Leveling Up
Spellcasting
Chaplains are able to choose spells based on the following table. They may choose any
spell that is potentially available to them on the spell list and may choose different
spells after 8 hours of rest.
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Teodor Dubay (Order #43446769)
Chaplain Spells
Bless: Nearby allies gain +1 to stats when making attacks and saves - 1hr.
Find Traps: Notice all nearby traps - 1omins.
Hold Person: Paralyze 1d4 Nearby targets. Test WIS each turn to see if the effect
2
lasts.
Silence: Magical silence covering everything Nearby to a target - 1hr.
Speak with Animals: Can understand and talk with animals - 1hr.
Create Food/Water: Create enough food/water for all Nearby creatures for a day. Cure
Serious Wounds: Heal 3d8+3 HP to a Nearby target.
4
Neutralize Poison: Remove/Immunise poison from a Nearby target - 10mins.
Protection from Evil: Nearby allies gain 6 temp AP against evil creatures - 10mins.
Animate Object: Give a Nearby object motion and a simple intelligence - 10mins. Blade
Barrier: Wall covers a Nearby area, WIS to attack Close targets (3d8) - 10mins. Conjure
Elemental: Summons an elemental with HD equal to caster's lvl -1hr.
6
Find Path: The path to a chosen location is made known - 1hr.
Speak with Monsters: Can understand and talk with monsters - 1hr.
Word of Recall: Give ability to teleport back to the location this spell was cast - 1year.
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Teodor Dubay (Order #43446769)
Spell Level
Chaplain
Level
1 2 3 4 5 6 7
1 - - - - - - -
2 1 - - - - - -
3 2 1 - - - - -
4 2 2 - - - - -
5 2 2 1 - - - -
6 2 2 2 - - - -
7 2 2 2 1 - - -
8 2 2 2 2 1 - -
9 3 3 2 2 2 1 -
10 3 3 3 2 2 2 1
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Class - Engineer
Starting HP: d8 + 4
Weapons & Armor: Armor jacket, light armor, medium armor, one-handed weapons,
two-handed weapons, heavy weapons, small shields.
Special Features
Any roll for technology, out of combat, is done with Advantage. Even advanced alien
technology and archaeological artifacts.
You can spot weaknesses in your opponent's Defenses. Once per combat you can make
a INT test as an attack against one opponent. If you succeed you gain advantage to all
attacks against that opponent for the rest of the combat.
Once per Short Rest you can push a piece of tech to exceed one of its performance
boundaries. Sensors or Weapons get an extra step of Distance to their range. A
Weapon automatically does full damage. You get a second attempt to open a lock. You
or someone in your party ignores a Usage Die result of 1 or 2.
Leveling Up
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Teodor Dubay (Order #43446769)
Class - Mage
Mages are studied individuals who have mastered great magical power.
Starting HP: d4 + 4
Special Features
Roll with Advantage when testing INT to avoid damage or effects from spells or magi-
cal devices.
Leveling Up
At level up, Mages gain 1d4 powers of level(s) they can use added to their spellbook or
spellpad.
Spellcasting
Mages are able to cast spells based on the following tables. They may cast spells
based on the memorization table and may choose spells from the Mage Spells table.
Mages must have spells in their spellbook or spellpad in order to cast them.
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Teodor Dubay (Order #43446769)
Mage Spells
Charm: A Nearby target obeys commands. Test WIS each turn to see if the effect lasts.
Detect Magic: Everything Nearby that is magic glows - 5mins.
Light: Create dim light from a Nearby spot or object - 1hr.
1
Magic Missile: A Nearby, Far-Away or Distant target takes 1d4 damage/level.
Shield: Gain 2 AP/ level.
Sleep: Puts 4d6 HD 'worth' of beings to sleep - 8hrs.
Darkness: Creates darkness covering a Nearby area that blocks all types of vision - 1hr.
Invisibility: A nearby creature is made invisible until it attacks or dispelled.
2 Knock: A Nearby door or lock is opened.
Levitate: The caster floats up to 6 feet from the ground - 10mins/level.
Web: Traps a Nearby area, stopping movement. Test WIS/hr to see if the effect lasts.
Animate Dead: Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.
Cloudkill: Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.
Conjure Elemental: Create an Elemental of chosen type with 3d4 HD.
5 Contact Higher Plane: Ask 1 question/level.
Feeblemind: Reduce a Nearby target's INT to 4 - 10mins/level.
Telekinesis: Move Nearby objects - 1hr.
Teleport: Transports a Nearby target to any place known to the caster.
Anti Magic Shell: Creates a Nearby Zone around the caster blocking all magic.
Death Spell: 2d8 Nearby targets with 7HD or fewer die.
6 Disintegrate: Makes one Nearby target or object turn into a fine powder.
Invisible Stalker: Summons an extra-dimensional monster to perform one task.
Stone to Flesh: Turns a Nearby target into stone (or vice versa).
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Spell Level
Mage
Level
1 2 3 4 5 6 7
1 1 - - - - - -
2 2 - - - - - -
3 3 1 - - - - -
4 3 2 - - - - -
5 4 2 1 - - - -
6 4 3 2 - - - -
7 4 3 2 1 - - -
8 4 3 3 2 1 - -
9 4 3 3 2 2 1 -
10 4 3 3 2 2 2 1
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Teodor Dubay (Order #43446769)
Class - Psi
Psis are beings with psionic potential who have mastered the psionic arts through disci-
pline and study.
Starting HP: d4 + 4
Special Features
Roll with Advantage when testing WIS to avoid damage or effects from psionic pow-
ers, psionic devices, spells, or any other mind–affecting or mysterious forces.
Once per hour, may determine whether someone is lying with an opposed CHA check.
Leveling Up
At level up, Psis may learn new powers based on the table below.
Psionics
Psis are able to manifest psionic powers empowered by the strength of their own will.
They may have access to any powers on the following table as long as they are able to
cast that level of power. Psionics use power points which are determined by doubling
their level plus their CHA. Each power requires a number of power points equal to its
level.
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Teodor Dubay (Order #43446769)
Psi Spells
Charm: A Nearby target obeys commands. Test WIS each turn to see if the effect lasts.
Heal Simple Wounds: Heal 1d6 HP to a Nearby target.
Light: Create dim light from a Nearby spot or object – 1hr.
1
Psi Blast: A Nearby, Far-Away or Distant target takes 1d4 damage/level.
Psi Shield: Gain 2 Armor Points per level.
Theta Wave: Puts 3d6 HD 'worth' of beings to sleep – 8hrs.
Darkness: Creates darkness covering a Nearby area that blocks all types of vision – 1hr.
Hold: Paralyze 1d4 Nearby targets. Test INT each turn to see if the effect lasts.
Invisibility: A Nearby creature is made invisible until it attacks or dispelled.
2
Levitation: The Psychic floats up to 6 feet from the ground – 10mins/level.
Morale: Nearby allies gain +1 to Stats when making attacks and saves – 1hr.
Stillness: Psionic silence covering everything Nearby to a target – 1hr.
Disinfect: Cures a Nearby target of all diseases, and cleans all surface dirt.
Dispel Psionics: Test INT to cancel psionic powers and effects.
3 Morale Field: All Nearby allies defend against attacks with Advantage – 1d4 Moments.
Psi Sense: ‘See’ in absolute darkness – 10min/level.
Telekinetic Explosion: 1d4 Nearby creatures take 1d6/level damage.
Empathic Feedback: When you are hit in melee, attacker takes same damage. – 10mins
Brain Reset: 2d6 Nearby targets immediately make a Reaction roll.
4 Close Wounds: Heal 3d6 HP to a Nearby target.
Dimension Door: Teleport a target to a Distant location.
Neutralize Poison: Remove/Immunize poison from a Nearby target – 10mins.
Adapt Body: Your body automatically adapts to hostile environments. – 2d6 hrs.
Mission: Force a Nearby creature to obey an order, for as long as it takes to complete.
5
Feeblemind: Reduce a Nearby target's INT to 4 – 10mins/level.
Telekinetic Hands: Move Nearby objects – 1hr.
Sever Molecular Bonds: Makes one Nearby target or object turn into a fine powder.
Suspended Animation: Put self in a Coma. You seem dead. Unmolested, 1d6 days to wake.
Telepathy: Communicate mentally with willing creatures within 100 ft. – 1hr.
6
Teleport: Transports a Nearby target to any place known to the psionic.
Temporal Acceleration: Your time frame accelerates for 1 round, gaining 1d6 extra
actions.
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Teodor Dubay (Order #43446769)
Spell Level
Psi
Level
1 2 3 4 5 6 7
1 1 - - - - - -
2 2 - - - - - -
3 3 1 - - - - -
4 3 2 - - - - -
5 4 2 1 - - - -
6 4 3 2 - - - -
7 4 3 2 1 - - -
8 4 3 3 2 1 - -
9 4 3 3 2 2 1 -
10 4 3 3 2 2 2 1
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Teodor Dubay (Order #43446769)
Class - Scoundrel
Thieves, infiltrators, rogues, pirates, and pilots, Scoundrels are the backbone of the
galaxy’s sometime illicit economy.
Starting HP: d6 + 4
Weapons & Armor: Armor jacket, light armor, medium armor, one-handed weapons,
two-handed weapons, heavy weapons, small shields.
Special Features
Roll with Advantage when testing DEX to avoid damage or effects from traps or secu-
rity measures, including when serving as Pilot or Co–Pilot on a starship.
Rolls with Advantage when attacking from behind and deals 2d6 / 2d4 + the Scoun-
drel’s level damage.
Rolls with Advantage when performing delicate tasks, hearing sounds, moving silently,
opening locks, computer hacking, hiding items (smuggling), disabling security devices,
gambling, lying, and fast talking.
Leveling Up
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Class - Soldier
Special Features
Once per hour, whilst in combat, a Soldier can regain d8 lost HP.
When a Soldier is using a rifle, they do not have to add +2 on the DEX roll to hit, just
the +2 to damage. Also, a Soldier has +1 to damage with pistols.
Leveling Up
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Teodor Dubay (Order #43446769)
Class - Warlock
Insane, powerful, and enigmatic, warlocks are capable of channeling both magical and
psionic energy.
Starting HP: d4 + 4
Special Features
Warlocks can directly interact with Wormhole Generators, without the use of a Planar
Fulcrum Conduction Matrix.
Warlocks can destroy magical effects. When a spell is cast, a Warlock may test the
same stat used by the spellcaster. If successful, the Warlock gives up that many
spell-levels to extinguish the magical effect.
Warlocks have Disadvantage to CHA when dealing with all creatures, socially.
Leveling Up
Roll to see if stats increase. Roll twice for INT, WIS, or CHA.
Specialized Spellcasting
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Equipment
Usage
Item Cost Notes
Die
Preserved Rations 15 d8
Fresh Rations 5 d4
Burglar Tools 20 —
Hacker Tools 20 —
Canteen 1 d8
Beer 1 d6
Handheld computer 100 — Rechargeable power pack built in, +1 to INT or WIS, once/day
Rope, collapsible space suit, etc. One use nets you one item the
Exploration Kit 3 d20
GM thinks is reasonable.
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Usage
Item Cost Notes
Die
Weapon, one-handed,
20 — Close range
melee
Weapon, one-handed,
30 — Nearby range, choose either power pack or ammo
ranged
Weapon, two-handed,
40 — Close range
melee
Weapon, two-handed,
60 — Far away range, choose either power pack or ammo
ranged
Weapon, two-handed,
100 — Distant range, choose either power pack or ammo
sniper
Far away range, to-hit +2, damage times 2, choose either power
Weapon, heavy, ranged 200 d6
pack or ammo
Item Descriptions
Let’s face it: nothing about this product should scream anything other than ‘quick n’ dirty.’ It is in the
spirit of this term that the descriptions of items, ships, Menaces, and, well, everything else, are pretty
vague.
I would say that the idea was to present GMs with the opportunity to engage their own entrepreneurial
spirit and define components of the game in ways that best fit with they’re personal styles, but that’s
really just spinning the fact that the constraints of time prevented me from really getting into the
nitty-gritty on a lot of this stuff.
Frankly, the appeal of the Black Hack format was that this succinctness of detail is absolutely true to
the spirit of it.
Certainly there are options that could be available to the Heroes in Warlocks & Wormholes, so feel
free to extrapolate on these tables as much as you like. Feel free to take player suggestions or fulfill
specific requests or whatever you would like. In fact, I would recommend that you share your additions
to Warlocks & Wormholes via some social media or another!
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Ship Type HD Capacity Guns Minimum Cost Notes
Formula: 10,000 credits per HD, 10,000 credits per Gun, Capacity HDx5, 1,000 credits per extra
capacity.
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Teodor Dubay (Order #43446769)
Adventures
Adventuring in the multiverse of Warlocks & Strangeness
Wormholes can take many permutations.
Strange and unusual things lay around every
Players may choose to have their Heroes take corner of the Gateworld Universe. Further-
on nearly any role they can imagine: treasure more, the bizarre is, often, simply another
hunters, peace-keeping agents, smugglers, mer- part of the landscape, merging with the mun-
cenaries, any combination of these, and an dane aspects of life to perfectly offset the
even wider menagerie of careers are all possi- truly unequaled oddities that might work its
ble. GMs should discuss with players the type way into the lives of the the Heroes.
of stories they would like to portray before
As a part of this, always be certain to leave
starting a campaign.
some aspect of your Menaces left to question,
There are three key components that GMs rolling out the clues a little at a time. As the
should look at when developing adventures for campaign unfolds, these clues can add tension
Warlocks & Wormholes. and help to drive the narrative.
This doesn’t necessarily mean that there is con- genetic information through this consumption.
stant combat or even constant danger. A tense A third encounter might reveal that veolmu
diplomatic mission might not have a single laser use this to create advanced bio-technology and
fired or spell cast, but the danger of war or horrifying hybrid monstrosities.
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Teodor Dubay (Order #43446769)
Bake elements of weirdness into every scene even something as unusual as superheroes
and you won’t go wrong. might be applicable, given the situation.
solution to refine it. work across the Astral Plane. It is called the ‘Astra-
net.’
Another example might be advanced hospitals
As with the internet of the real world, information is
having magical healers on staff to handle the
maintained on the Astranet in order for far-reaching
most severe / most time-sensitive / wealthiest
organizations to be able to share data between compo-
patrons.
nents and communicate instantly. In point of fact, the
Dragons as heads of intergalactic corpora- organizations of the Gateworld Multiverse can span
tions, star vessels using immovable rods to an- many worlds and even across dimensional planes.
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Menace HD Actions and Specials
Rod 1 Attacks like bullet with 2d6 damage then dies, hates Psis
Ferax 2
Grimlock 4 Blind.
Iniro 5 Plant.
Robot, medium 5 Zap - CON test or be stunned for 1d6 Moments, use tech.
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Teodor Dubay (Order #43446769)
Menace HD Actions and Specials
Intellect Devourer 6 Eat brains - consume dead PC to gain full HP, 2nd-level Psi powers.
Sand Slave 7 Etoile release - Upon death, releases 1d8 etoile, use tech.
Bodak 9 Undead.
Zap - CON test or be stunned for 1d6 Moments, use heavy weapons,
Robot, large 10
use tech.
Whiperer in the Dark 11 7th level Psi, incorporeal, fly, undead, powerless in direct sunlight.
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Sample Adventures
Here are three sample adventure ideas to give GMs an launching point for their own campaigns.
Necrorbital
Synopsis: While visiting a well-known space station, the Heroes discover that a necromancer has
unleashed a powerful spell that enables the dead to rise and take over the station. The Heroes
must rescue the survivors or simply survive.
Synopsis: On Gateworld, the Heroes must help negotiate a lasting peace between the Drow Domin-
ion and the Goblin Theocracy as the Zeikune ambassador plots to undermine the proceedings for
his own nefarious purposes.
Synopsis: On a far-off gas giant, the Heroes must locate an ancient artifact said to offer unlim-
ited energy to those that can learn its secrets. However, in order to retrieve it, they must trav-
erse the dangerous super-storms, fight space pirates, and battle the monsters who guard the
Golden Monarch.
Synopsis: On the far-off world of Azreus IV, the Emdigo Corporation stores Soulmechs still un-
der contract. Freeing them would be an unmitigated act of rebellion, wouldn’t it?
More on Menaces
Like a bunch of other stuff, in this tome; in fact, more so; Menaces did not have nearly enough time dedi-
cated to them. I really do wish I could have built a number of entries like those I’ve seen in enemy-focused
OSR hacks, but my time-table did not allow for this.
As this project moves forward, I have every intention of updating this document and, well, it may end up look-
ing rather different than it does right now. There may be more content, the adventures may be expanded,
the gear might get something more for a description; basically I just want to make what has been presented,
better.
So many more.
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OPEN GAME LICENSE Version 1.0a
Designation of Product Identity: Warlocks & Wormholes, Gateworld Media, Gateworld, Gateworld Multiverse, Wyrmspire, Planar Fulcrum Drive, Planar Fulcrum,
and cover art are all designated product identity.
Designation of Open Content: All text and tables not corresponding to Product Identity is designated Open Content.
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 copy-
righted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, up-
grade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to repro-
duce, 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 deriva-
tive works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, de-
signs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs
that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use",
"Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPY-
RIGHT 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 enforce-
able.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
The Black Hack. Copyright 2016, Gold Piece Publications; Author David Black.
The Black Hack Additional Things, V 1.0. Copyright 2016, Gold Piece Productions; Author David Black.
The Space Hack. Copyright 2016, Ivanhoe Unbound; Author Kirk Dankmeyer.
The Stellar Hack - Starlite. Copyright 2016, Chris Di Donna; Author Chris Di Donna.
Modern System Reference Document. Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Dragonstar: Starfarer’s Handbook. Copyright 2001, Fantasy Flight, Inc.; Authors Greg Benage, Matt Forbeck
Dragonstar: Galactic Races. Copyright 2002, Fantasy Flight, Inc.; Authors Michael Ferguson, Scott Gearin, Darrell Hardy, Lysle Kapp, Lizard, Kevin Wilson.
Pathfinder Adventure Path #70: The Frozen Stars. Copyright 2013, Paizo Publishing, LLC; Author: Matthew Goodall.
Psionic Bestiary. Copyright 2014, Dreamscarred Press; Authors: Andreas Rönnqvist, Jeremy Smith, Dean Siemsen, Jade Ripley, Jim Hunnicutt, Michael Pixton,
Michael McCarthy, Dale McCoy.
Arcanoplasm from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene.
Belabra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God GamesAuthor Scott Greene,
based on original material by Ed Greenwood.
Brykolakas from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene.
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Teodor Dubay (Order #43446769)