TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Based on White Star by James Spahn, available from Barrel Rider Games, which is in turn based on 
  Swords and Wizardry Whitebox by Matt J. Finch 
   
  White Star™ is a trademark of James M. Spahn, Barrel Rider Games™ is a trademark of James M. Spahn 
  Used with permission under license 
   
  This book copyright ©2015 Jacob DC Ross/Thunderegg Productions 
   
  Some artwork copyright Octivirate Entertainment, used with permission 
   
  Some artwork copyright Walt Robillard, used with permission 
   
  Some artwork copyright HermaDolph, used with permission 
   
  This book is dedicated to my wife, Amy, and daughter Ella, who are the reason that I write 
   
  Special thanks to every member of the White Star: Whitebox Science Fiction Roleplaying group on G+ 
  and James M. Spahn 
   
   
   
   
   
   
   
   
   
   
  
  Assimilants 
  This supplement is the first in a line of third-party books expanding the enemies found within the White 
  Star core rulebook. It presents ships, encounters, adventure hooks and more. 
   
  Keep in mind that the multiverse is huge. If you decide that something presented here violates how 
  Assimilants are presented in your game, feel free to change it. 
   
  Assimilant Culture 
  Assimilants began their existence thousands of years ago on a long-forgotten world. The entire 
  civilization was uplifted when their culture attained the Singularity, which created a gestalt mind. The 
  uplift was imperfect, and the minds split into factions, each led by a strong-willed individual. 
   
  These factions, called Swarms, fought for a time, although many simply fled to strike out on their own. 
  Some Swarms are considered benevolent, and integrate any individual, so long as the individual is 
  willing. Less charitable Swarms force prospective members to apply and undergo rigorous training.  
  Certain Swarms see it as their mission to assimilate all living beings, and do so despite objections, 
  though they attempt to minimize casualties. The most feared Swarms assimilate forcefully, and kill 
  indiscriminately. 
   
  Each Swarm is led by a Monarch, who brings order to the myriad minds. They entrust control of ships 
  and facilities to Overlords, who do the micromanagement. An Overlord’s assignment is called a Hive. 
  While a Hive can function without an Overlord, it does so at less-than-optimal ability, and a Swarm 
  cannot function without a Monarch for extended periods. 
   
  Assimilant Encounters 
  What does an Assimilant look like? They’re basically humanoid with bits and bobs of mysterious metal 
  poking through their skin. It’s common for the vast majority of their skin to be covered in armor. 
   
  What does an Assimilant sound like? Their voices screech in a near-melodic tone. Assimilants speak in 
  clipped phrases, and they tend to make unnerving eye contact. 
   
  What does an Assimilant smell like? Smell is a non-issue for Assimilants, which gives them a sweaty 
  musk. Inside an Assimilant ship is almost unbearably hot and humid, with the aroma of body odor 
  mingling with metal and lubricant. 
   
  
  How to Use the Assimilants 
  The race of cyborgs makes a natural antagonist for many games. They care suited for a variety of genres. 
   
  Space Opera 
  The Assimilants are a major threat, if they choose to take notice of lesser species. If you want to make 
  them a monolithic menace, increase the shield rating on all of their ships by ten times the listed value. 
  It’ll take a lot of coordinated fire to bring them down. A single large Assimilant spider could pose a 
  danger to an entire sector of space. 
   
  Horror 
  Make the Assimilants a less-common presence in space. Don’t bother with using the premade ships in 
  this book. Have them instead target other ships for conversion. Players exploring hulks in space are 
  liable to face conversion if they wander unprotected. Horror Assimilants never speak, or at least they 
  don’t speak intelligibly. Don’t hesitate to let loose with a chilling howl whenever they attack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Assimilant Foes 
   
  Assimilant Servitors 
  This is the basic laborer and staff member found throughout various Swarms. 
  AC 
  5/14 
  HD 
  3 
  To-Hit 
  +3 
  Attacks 
  Internal Laser Pistol (1d6+2) or Slam (1d6) 
  Saves 
  16 
  Special 
  Laser Modulator 
  Movement 9 
  HDE/XP 
  3/75 
  The Laser Modulator negates all damage from a laser pistol, laser rifle or Star Sword on a successful 
  save. 
   
  Assimilant Warrior 
  The Warrior caste is responsible for the protection of the Swarm. They are heavily armed and trained for 
  combat. 
  AC 
  4/15 
  HD 
  5 
  To-Hit 
  +5 
  Attacks 
  Shoulder-Mounted Laser (1d6+6) or Slam (1d6) 
  Saves 
  14 
  Special 
  Enhanced Laser Modulator 
  Movement 12 
  HDE/XP 
  5/90 
  The Enhanced Laser Modulator not only deflects weapon fire on a successful save, but also reflects it 
  back to its attacker on a natural 20. 
   
  Assimilant Loot 
  Depending on how much damage was done to the body, Assimilants can be looted for cybernetic 
  implants, either those found in the White Star core rulebook, or in this supplement. The nice thing 
  about these implants is that they install themselves, usually in about an hour. The bad thing is that 
  they’ve got tracking devices and have a nasty habit of trying to convert the rest of you. A skilled 
  technician can remove the trackers, but it’s still going to take a Saving Throw every hour for a full 
  day to resist conversion. 
   
  
  Node Brain 
  Node brains are the pilots of Assimilant ships. Fighters, such as the Wasp ships, feature low-level nodes 
  with the intelligence of a dog. Node Brains are assigned to ships of Spider size or larger. 
  AC 
  10/9 
  HD 
  2 
  To-Hit 
  +2 
  Attacks 
  Uses various ship-board weapons 
  Saves 
  12 
  Special 
  Pilot Proficiency 
  Movement 2 
  HDE/XP 
  2/30 
   
  Pilot Proficiency improves a ship’s AC by 1, and causes all weapons to be pilot-linked (may fire two in a 
  round, or forego movement to fire all in a round). It also improves their Save ability to 12, while a 
  regular NPC of their HD would only have a Save of 17. These bonuses are built into the stats of the 
  Spider. If the Node Brain is detached or killed, apply a penalty of 1 to the Spider’s AC and none of the 
  weapons are no longer pilot-linked. 
   
  Assimilant Overlord 
  The Overlord manages a Hive. They are ideal officers who command with total efficiency. While about as 
  combat-effective even as Servitors, Overlords enhance the capabilities of their subordinates. 
   
  AC 
  3/16 
  HD 
  4 
  To-Hit 
  +4 
  Attacks 
  Integrated Laser Pistol (1d6+1) or Management 
  Saves 
  15 
  Special 
  Laser Modulator 
  Movement 12 
  HDE/XP 
  4/80 
   
  The Laser Modulator functions as the Modulator from the White Star Core book. On any turn the 
  Overlord chooses to use Manage as their attack, all Assimilants within the Overlord’s sight gain +1 To-Hit 
  and Saves. 
   
   
  
  Assimilant Monarch 
  A Monarch directs their personal swarm. They are the heart, soul and mind of the collected 
  consciousness. Perhaps they are powerful individuals who bent the Swarm to their will, or perhaps they 
  are manifestations of the Swarm’s mind made physical. 
   
  AC 
  2/17 
  HD 
  7 
  To-Hit 
  +7 
  Attacks 
  Integrated Plasma Lance (1d6+3) 
  Saves 
  12 
  Special 
  Supreme Laser Modulator 
  Movement 12 
  HDE/XP 
  7/210 
  The Integrated Plasma Lance functions as a sword and a pistol at will. A Monarch’s Supreme Laser 
  Modulator functions as the Warrior’s, but it reflects the attack back on 18-20. 
   
   
   
   
   
   
   
   
   
  Overlord and Monarch Intrigue 
  Some Overlords (1 in 1d6) and Monarchs have Parasite Arrays, which let them mimic any being they 
  see if they succeed a saving throw. It takes a save from the PCs to see through the deception. 
  Overlords launched from a Parasite Queen (see Assimilant Wasp below) don’t come with this 
  modification by default, but any who do are severe threats. Some set up identities as merchants and 
  sell Assimilant-tainted wares to unsuspecting colonies. 
   
  
   
  Assimilant Ships 
  Assimilant ships perform their duties for the Swarm. Like the Servitors, Warriors, Overlords and 
  Monarchs, they are cybernetic beings, although they generally begin their life as machines and become 
  more organic when they become fully operational.  
   
  Wasp Drone 
  AC 
  3/16 
  HP 
  20 
  Shields 
  0 
  Movement 
  16 
  Targeting 
  +2 
  Attack 
  Laser Gatling (4d6) [pilot-linked] 
  Modifications FTL Drive, Ion Charge, Laser Modulator 
  The Laser Modulator functions as an Assimilant Servitor’s personal modulator. 
   
  Wasp Queen 
  AC 
  3/16 
  HP 
  25 
  Shields 
  3 
  Movement 
  16 
  Targeting 
  +3 
  Attack 
  Laser Gatling (4d6) [pilot-linked] 
  Modifications FTL Drive, Shield Capacitor x3, Enhanced Laser Modulator, Drone Management 
   
  The Enhanced Laser Modulator works as an Assimilant Warrior’s. Drone Management provides a +2 
  Shield bonus (and the effects of the Shield Capacitor) to any Wasp Drones under their command (max 
  4). 
  Parasite Queens 
  A Wasp queen may be a Parasite Queen (1 in 1d6 chance). The Parasite Queen has a single 
  Implantation Missile, which is a combination of an egg and a computer virus. If it hits the missile 
  delivers an embryonic Overlord, which grows to maturity in a day, and it also begins to probe the 
  ship’s computer (it won’t act until the Overlord is mature). This can become a cat-and-mouse game 
  of chasing the Overlord and finding his hideout before he completes a Node Brain (which can 
  immediately cut off life support to kill the crew). 
   
  
   
  Assimilant Spider 
  The Spider represents the Assimilants’ main battleship. It’s designed to capture and convert enemy ships 
  and crew. 
   
  AC 
  4/15 
  HP 
  150 
  Shields 
  12 
  Movement 
  5 
  Targeting 
  +2 
  Attack 
  Laser Cannon (6d6) [pilot-linked] x4 
  Modifications FTL Drive, Shield Capacitor x3, Supreme Laser Modulator, Tractor Beam 
  The Supreme Laser Modulator functions the same as a Monarch’s. 
   
   
   
   
   
   
   
   
   
   
  Abandoned Spider 
  The players come upon a drifting Spider. It appears to be partially powered, but there are no life 
  signs. As they explore within organic characters begin to manifest random cybernetic implants. 
  Anyone with medical training can remove the tracking devices easily before they take root. These 
  implants are actually harmless, until the players bearing them come into contact with an Overlord or 
  Monarch. When this happens they have to save three times in a row to keep from being converted. 
   
  
  Conversion 
  Assimilants convert others to their way, either through force or persuasion. The process of turning a 
  human into an Assimilant takes about a day inside a Spider or at a Hive Base. It can be done in the field 
  by an Overlord, Monarch or Wasp Queen, but the process takes a week away from proper facilities. 
  Conversion suppresses the abilities of a Star Knight, Alien Mystic or other such character. 
   
  A Spider can convert ships or machinery into Wasp Drones, which produces a single Drone each week. A 
  Drone can be upgraded to a Wasp Queen with a month’s work. Hive Bases can produce a Drone in a day 
  (and usually have space to make about 5 at a time), and a Queen in four days. Spiders can’t make more 
  Spiders, but Hive Bases can, at the rate of one per month. Captured ships that haven’t been destroyed 
  can be dismantled and made into ships using their current HP on a one-for-one basis, so an intact Stunt 
  Fighter could be used to make a Wasp.  
   
  Variant Conversion 
  Here are some ideas for mixing up the conversion process. Use them to represent the tactics of different 
  Swarms or the atmosphere you want to convey. 
   
  Ship Parasitism 
  Instead of dismantling ships and fabricating new ones from them, the Assimilants might convert ships 
  directly to Assimilant control. The Assimilants board, disable the computer and install the Node Brain, 
  which begins to take root and grow. The process takes one hour for every HP the ship has remaining. If 
  the Hive doesn’t have a Node Brain to spare, they’ll take the captain, pilot or engineer (or perhaps all 
  three, see Bits and Bobs below) and convert them to be a Node Brain (which takes one day). After this 
  the  
   
  Bits and Bobs 
  Sometimes there just isn’t enough organic matter to work with, so you’ve got to improvise. This process 
  is a horrific alternative to using conversion bots on a living being. The bots go to work on multiple bodies 
  (living or not) and use the material from all of them to form new organic bodies for the machine 
  components. Somehow even though they get broken down at a cellular level, the resulting Assimilants 
  bear uncanny resemblances to their various base donors. 
   
  Undoing Conversion 
  Most Swarms modify a being’s body to fit a base template. While this doesn’t much affect a human, a 
  sentient bear is going to look a lot different if he gets his conversion reversed. Reversible conversions 
  don’t quite bring everyone to the same appearance. Rather than similar-looking Servitors, each 
  Assimilant looks much like they did in their previous life. 
  
   
  Converting Existing Ships and Characters 
  To convert a ship to Assimilant tech, the biggest change you have to make is to install a Laser Modulator. 
  Choose the type of Modulator that’s listed on the ship closest in max HP to the converted ship. All 
  Assimilant ships with shields have Shield Capacitors. Ships the size of a Spider or larger have Tractor 
  Beams. Depending on how far along the conversion has progressed, a ship might look partly or totally 
  Assimilant. 
   
  To convert a regular character or NPC, simply use the stats for a Servitor. If you want to preserve some 
  aspect of the original, such as a skilled Pilot, feel free to make the new Assimilant a special case. Maybe 
  they’re a Node Brain now with access to all of their Pilot abilities, so you could just add the Servitor’s 
  Modulator and Laser but otherwise use the character as-is. If the Assimilants convert a Space Centaur 
  you lose a lot of flavor if you reduce their Movement. In that instance it might be more fun to actually 
  enhance their Movement, even if it doesn’t fit in with the theme of plodding doom. While regular 
  conversion destroys Gifts and Meditations, it could, at your discretion, instead change their nature, such 
  as only allowing telepathic effects against robots or the like. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Assimilant Heroes 
  It’s all well and good to fight against Assimilants, but what if you want to play as one? These classes, the 
  Free Servitor and the Free Node Brain represent Assimilants who have been liberated from their 
  Swarms, which allows them to easily integrate with mixed parties. You can also use them to portray 
  simple cyborgs or integrated ship pilots. 
   
  Free Node Brain 
  Node brains integrate with starships, although they could conceivably merge with a boat, mech suit or 
  building. Node Brains have some restrictions, including the fact that they don’t have a Strength rating, 
  and their CON is automatically 5. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1+1 
  +0 
  15 
  2 
  2,500 
  1+1 
  +1 
  14 
  3 
  5,000 
  2 
  +1 
  13 
  4 
  10,000 
  2 
  +2 
  12 
  5 
  20,000 
  3 
  +2 
  11 
  6 
  40,000 
  3 
  +3 
  10 
  7 
  80,000 
  4 
  +4 
  9 
  8 
  160,000 
  4 
  +5 
  8 
   
   
  Free Node Brain Abilities 
  Weapon/Armor Restrictions: Node Brains don’t move, so they are restricted from using any personal 
  weapons or armor. The chamber in which they sit can be reinforced, and they can use vehicle-scale or 
  stronger weapons, so long as they’re installed on their ship. 
   
  Integration: Free Node Brains are aware of everything that goes on within their ship, provided there are 
  microphones or cameras set up for observation. They have access to the computer, engineering and 
  other functions no matter where on the ship they’re located. 
   
  Stick Jockey: A Free Node Brain gains a +2 bonus to Initiative during combat. 
   
  Node Management: For every even-numbered level the Free Node Brain may designate one weapon as 
  pilot-linked, improve AC, Targeting, Movement or Shields by 1. 
   
  
  Integral Systems: For every odd-numbered level after the first the Free Node Brain may either install a 
  single starship modification or increase the ship’s HP by 5. 
   
  Changing Ships: A Free Node Brain can change the ship they’re attached to, but it causes the original 
  ship to lose all bonuses. It takes a week to fully integrate, plus another week for each level after the first. 
   
  Saving Throw: A Free Node Brain gains a +2 bonus to resists damage from exploding consoles or 
  computer viruses. 
   
  Free Servitor 
  Free Servitors are useful in many different situations. Their implants grow within them as they gain 
  experience and they can direct their function to specialize in virtually any pursuit. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1+1 
  +0 
  16 
  2 
  2,500 
  2 
  +1 
  15 
  3 
  5,000 
  3 
  +2 
  14 
  4 
  10,000 
  4 
  +2 
  13 
  5 
  20,000 
  5 
  +3 
  12 
  6 
  40,000 
  6 
  +3 
  11 
  7 
  80,000 
  7 
  +4 
  10 
  8 
  160,000 
  8 
  +5 
  9 
   
   
  Free Servitor Abilities 
  Bio-Mechanical Bud: You begin the game with 1 implant of your choice, plus an integral laser pistol 
  (1d6+2) that can retract into your arm. You gain another implant of your choice at every odd level. 
   
  Saving Throw: A Free Servitor gains a +2 bonus to resist mental commands from any source. 
   
  Free Overlord (6th): You gain the ability to create your own cybernetically linked squad. You may implant 
  a receiver in each member of the party (maximum 5 other individuals). All members (including yourself) 
  gain +1 Initiative and -1/+1 AC while within about 100 feet from one another. Once per day one member 
  can use a Saving Throw bonus from any other member. 
   
  
  New Toys 
  Assimilants and others have access to impressive augmentations. Here is a selection of a few. 
   
  Cybernetic Glands 
  You can, once per day, give yourself a boost of adrenaline that provides a +1 bonus to all saving throws 
  and attacks for three rounds. 
   
  Cybernetic Nose 
  You can detect pheromones to automatically tell a being’s mood. This doesn’t work on species that 
  don’t secret pheromones. 
   
  Void Fortification 
  You don’t decompress without a space suit, and regular solar radiation has no effect on you. It’s a good 
  idea to take cybernetic lungs, too. 
   
  Rigs 
  Rigs represent full-body conversions. They are patterned into wild shapes and require specialized gear 
  to place your body inside. This sometimes means cutting up your body so that only he torso or even just 
  the head and spine are left. The rest of you stays in a preservation tank until you can be sewn back 
  together. 
   
  For convenience just assume that your rigs all have the same capabilities as your base body unless 
  stated otherwise. Node brains might be able to use these, just roll up a Strength rating to use. If the DM 
  says that it’s okay, you can customize your rigs with other implants. Among the Swarms Rigs are most 
  commonly found as the personal toys of Monarchs and Overlords, with the occasional Warrior shock 
  troop receiving extensive modification. 
   
  Centaur Rig 
  You replace your lower half with four fast legs. Your movement speed is quadrupled while you run. You 
  can carry a rider who may attack with appropriate weapons. 
   
  Octopus Rig 
  You can breathe underwater, and your arms and legs are replaced with tentacles. The crushing depth of 
  the ocean has no hold on you. Your tentacles can stretch up to ten meters. 
   
  
  Serpent Rig 
  You replace your lower half with a snake-like coil. If you want to, you can force an enemy to succeed a 
  saving throw after you hit them with the tail (1D6+1) to hold them in place while you attack other 
  beings. You can’t move while you constrict the other foe, but you can make attacks against anyone in 
  reach or in range of your guns. The enemy has to make a saving throw every round or take 1 damage (+1 
  damage if your strength is 15+). They can’t do anything else until they succeed or you let them go. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  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. (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, designs, 
  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 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. 
  System Reference Document Copyright 2000-2003 Wizards of the Coast Inc., Authors Jason Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Ratelif, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
   
  Swords and Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
   
  Swords and Wizardry WhiteBox Rules by Marv Breig, Copyright 2008-2011 Matthew J. Finch 
   
  White Star: White Box Science Fiction Roleplaying, Copyright 2015 Barrel Rider Games, author James M. Spahn 
   
  Assimilant Menace!, Copyright 2015 Thunderegg Productions, author Jacob DC Ross 
   
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/White Star/White Star Supplemental/Assimilant Menace (WhtStar).pdf