TEXT: 0 
   
   
   
  
  1 
   
   
   
   
  
  2 
   
   
   
   
   
   
   
   
   
   
  True vigilante 
  
  3 
   
   
   
   
  This work is dedicated to Justin Isaac whose support 
  and friendship has inspired me to write this Game.   
  Justin, this one’s for you! 
  Eric 
  
  4 
   
  DCC Compatibility 
  7 
  Introduction 
  8 
   
   
  Crimefighter 
  9 
  Dark Avenger 
  11 
  Gadgeteer 
  13 
  Martial Artist 
  15 
  Protégé 
  17 
  True Vigilante 
  19 
   
   
  Starting Cash 
  22 
  Armor 
  23 
  Melee Weapons 
  25 
  Ranged Weapons 
  27 
  Items 
  29 
   
   
  Gadgeteer Items 
  31 
       Armor 
  32 
       Gun 
  33 
       Boots 
  34 
       Head Gear 
  35 
       Gloves 
  36 
   
   
  Ninja Beat ‘em Up (0-level funnel) 
  37 
  Open Game License 
  45 
  
  5 
   
  Issue One: 
  True Vigilante  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You’re no hero. 
   
  You’re a vigilante: 
  a crimefighter, 
  a dark avenger, 
  a gadgeteer, 
  a martial artist, 
  a protégé, 
  a true vigilante. 
   
  You seek blood and justice, 
  winning it with fists and violence, 
  brutalizing the criminals, lowlifes and scum of the underworld, 
  protecting the weak, breaking the vultures that prey upon them. 
   
  There is vengeance to be had and syndicates bled, 
  and you will not stop until your justice has been served… 
   
  
  6 
   
   
   
  
  7 
   
  dcc compatibility  
  Gunzo! True Vigilante Issue#1 is completely compatible with 
  DCC RPG and you will need the DCC RPG core rule book to 
  play.  Throughout these pages, certain rules and other 
  information may be referenced from that book with the page 
  number appearing in parenthesis like this: (193, DCC RPG).  
  This tells you where to locate the additional information you 
  will need to fully understand what is being discussed. 
   
  Unlike DCC RPG, True Vigilante is set in the modern world.  
  You can use real world cities as your home base for your 
  campaign.  And since it’s set in the real world, the characters are 
  normal humans in costume.  However, if you’d like a more 
  traditional DCC RPG experience, you can mix and match the 
  Classes from DCC RPG Core Book to create your own unique 
  campaign world.  And while, the classes in True Vigilante are 
  not magical, monstrous or otherworldly, this does not mean that 
  the villains in the game have the same restriction.  Feel free to 
  pull from any DCC RPG compatible monsters or run any 
  adventures, just with small tweaks to keep the modern theme. 
   
  TRUE VIGILANTE plays well with: 
   
  Bronx Beasts by Dan Steeby 
   
  Vehicle Mayhem by Tuesday Night Fiend Club 
   
  Ghost Like Crime by Abiology Games 
   
  Leopard Women of Venus by Spandangle Press 
   
  Among others.   
  
  8 
   
  Introduction 
  Portions of this game are based 
  on a prior Bloat Games release, 
  “SURVIVE THIS!! Vigilante 
  City”, created by myself and 
  Josh Palmer.  When I initially 
  envisioned STVC, I thought it 
  would be awesome to create a 
  true vigilante RPG, along the 
  lines of Batman:  The Animated 
  Series or Kickass!  I pictured all 
  the characters being normal 
  humans in costumes, no 
  superpowers.  These characters 
  would be fragile and often 
  outmatched versus their 
  hardened criminal opponents.  
  The game would be highly 
  lethal as these characters were 
  not the people who should be 
  out there fighting the villains, 
  yet here they were, making a 
  stand, righting the wrongs, and 
  punching criminals in the teeth!   
   
  However, in the development process for STVC, a lot of 
  things were added like Mutants, Anthropomorphs, 
  Psychics, Mystics, Speedsters, etc, all things that while 
  cool, didn’t jive with my initial concept.  I love STVC, I 
  really do, but this is my chance to strip away all the 
  ‘super-powered’ options and bring this game back to a 
  guy or a gal in a mask, kicking ass.  No more, no less. 
  
  9 
   
  Crimefighter 
  What is right is right and what is wrong can be fixed.  
  Crime Fighters are special individuals who were drawn 
  to uphold the laws and protect their community.  They 
  believe no one is above the law, not even themselves or 
  their friends and team mates. 
   
  Hit Points:  Crimefighters gain 1d6 HP per level. 
   
  Weapon Training:  Crimefighters are trained in small 
  Pistols and Handguns and all blunt Melee weapons. 
   
  Alignment:  Crimefighters can be Good or Neutral 
  Alignment but are restricted from Evil Alignment. 
   
  Disguise Self:  Same as Thief (36, DCC RPG) 
   
  Investigation Skills:  Crimefighters are able to gather 
  information from sources and contacts.  (d20)  
   
  +1 Contact at levels: 1, 3, 5, 7, 9 & 10. 
   
  Subterfuge:  Crimefighters are adept at trickery and 
  are skilled at disguise, espionage, forgery, lock picking, 
  lying, spying and tracking (in the city).  They gain a +2 
  to all checks in dealing with anyone that is 
  intentionally trying to deceive them. (d20) 
   
   
   
   
  
  10 
   
  Crimefighter 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 
  Atk 
  Crit 
  Die/Table 
  Action Die 
  Ref 
  Fort 
  Will 
  1 
  +1 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  2 
  +2 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  3 
  +2 
  1d10/III 
  1d20 
  +2 
  +1 
  +2 
  4 
  +3 
  1d10/III 
  1d20 
  +2 
  +2 
  +2 
  5 
  +4 
  1d12/III 
  1d20 
  +3 
  +2 
  +3 
  6 
  +5 
  1d12/III 1d20+1d14 
  +4 
  +2 
  +4 
  7 
  +5 
  1d14/III 1d20+1d16 
  +4 
  +3 
  +4 
  8 
  +6 
  1d14/III 1d20+1d20 
  +5 
  +3 
  +5 
  9 
  +7 
  1d16/III 1d20+1d20 
  +5 
  +3 
  +5 
  10 
  +8 
  1d16/III 1d20+1d20 
  +6 
  +4 
  +6 
  
  11 
   
  Dark avenger 
  Usually a victim of crime themselves (or a crime done to 
  a loved one), Dark Avengers are out to make sure 
  criminals suffer.  It is not just enough to get revenge on 
  those who wronged them but the Dark Avenger wants 
  to punish all criminals.  Unlike the Crimefighter, the 
  Dark Avenger worries not about upholding the law and 
  civil liberties.  They are rage and revenge, and crime 
  must pay. 
   
  Hit Points:  Dark Avengers gain 1d10 HP per level. 
   
  Weapon Training:  Dark Avengers prefer to forgo 
  traditional weapons and firearms and like to get up close 
  and personal using their fists and feet as primary 
  weapons.  (Fists:  1d4+STR Mod damage, Kick:  1d6+STR 
  Mod damage) 
   
  Alignment:  Dark Avengers can be Neutral or Evil 
  alignment but are restricted from Good. 
   
  Interrogation:  Dark Avengers are talented at extracting 
  information from people in unorthodox and often 
  unlawful ways. (d20) 
   
  Intimidation:  Dark Avengers can intimidate as a means 
  to scare a target into divulging information or doing 
  something against their will. (d20) 
   
  Stealth:  Same as Thief (36, DCC RPG) 
   
   
  
  12 
   
  Dark avenger 
   
  Level 
  Atk 
  Crit 
  Die/Table 
  Action Die 
  Ref 
  Fort 
  Will 
  1 
  +d2 
  1d10/III 
  1d20 
  +1 
  +1 
  +1 
  2 
  +d3 
  1d12/III 
  1d20 
  +1 
  +1 
  +1 
  3 
  +d4 
  1d14/III 
  1d20 
  +2 
  +1 
  +2 
  4 
  +d5 
  1d16/IV 
  1d20 
  +2 
  +2 
  +2 
  5 
  +d6 
  1d20/IV 
  1d20+1d12 
  +3 
  +2 
  +3 
  6 
  +d7 
  1d24/V 
  1d20+1d14 
  +2 
  +4 
  +4 
  7 
  +d8 
  1d30/V 
  1d20+1d16 
  +3 
  +4 
  +4 
  8 
  +d10 
  1d30/V 
  1d20+1d20 
  +3 
  +5 
  +5 
  9 
  +d12 
  2d20/V 
  1d20+1d20 
  +5 
  +3 
  +5 
  10 
  +d14 
  2d20/V 
  1d20+1d20 
  +6 
  +4 
  +6 
  Mighty Deeds:  (See 47, DCC RPG) 
   
  
  13 
   
  Gadgeteer  
  Always up to date on the latest developments in cutting 
  edge, next-generation technology, the Gadgeteer fights 
  crime with their brain and tech, allowing her toys to do 
  the brunt of the heavy lifting in their crime fighting 
  compacity. 
   
  Hit Points:  The Gadgeteer gains 1d4 HP per Level. 
   
  Weapon Training:  The Gadgeteer is trained in all 
  forms of Ranged weapons but tends to stick to the most 
  high-tech and/or latest cutting-edge weapons. 
   
  Alignment:  The Gadgeteer can be any alignment. 
   
  Technological Expert:  The Gadgeteer is an expert at all 
  forms of technology, such as computer use, robotics, 
  electronics and laser technology.  Gadgeteers receive a 
  +2 to rolls involving technology at levels 1, 2, 4, 6, 8 & 
  10. (d20) 
   
  Mechanics:  Gadgeteers have the knowledge of 
  mechanics, basic and advanced, and the ability to fix 
  and repurpose them at +2.  (d20) 
   
  Gadgeteer Items*:  See Gadgeteer Items on Page 30 for 
  further details. 
   
   
   
   
   
   
  
  14 
   
  Gadgeteer  
   
   
  Level 
  Atk 
  Crit 
  Die/Table 
  Action Die 
  Ref 
  Fort 
  Will 
  1 
  +0 
  1d6/I 
  1d20 
  +1 
  +0 
  +1 
  2 
  +1 
  1d6/I 
  1d20 
  +1 
  +0 
  +1 
  3 
  +1 
  1d8/I 
  1d20 
  +1 
  +1 
  +2 
  4 
  +1 
  1d8/I 
  1d20 
  +2 
  +1 
  +2 
  5 
  +2 
  1d10/I 
  1d20+1d12 
  +2 
  +1 
  +3 
  6 
  +3 
  1d10/I 
  1d20+1d14 
  +2 
  +2 
  +4 
  7 
  +3 
  1d12/I 
  1d20+1d16 
  +3 
  +2 
  +4 
  8 
  +4 
  1d12/I 
  1d20+1d20 
  +3 
  +2 
  +5 
  9 
  +4 
  2d14/I 
  1d20+1d20 
  +3 
  +3 
  +5 
  10 
  +5 
  2d14/I 
  1d20+1d20 
  +4 
  +3 
  +6 
  
  15 
   
  Martial Artist 
  Ranging from silent Shaolin Monks to loud mouthed 
  MMA Fighters to Ninjas and everything in between, 
  Martial Artists come in all styles and disciplines.  
  Dedicated, trained and focused, these masters of martial 
  combat are not to be taken lightly in any combat 
  situation.
  Hit Points:  Martial Artists gain 1d8 HP per level. 
   
  Weapon Training:  Martial Artists are trained to use 
  Martial Weapons which include both melee and ranged 
  weapons.  Examples of Martial Weapons:  Katana, Sai 
  Sword, Bo Staff, Blowgun, Shuriken, Nunchacku, 
  Nunchucks, etc.  They never use guns or other modern 
  weaponry.  (Hand Strike:  1d4+STR Mod damage, Kick:  
  1d6+STR Mod damage) 
   
  Martial Artists never wear armor as they find it too 
  restrictive.  +2 to AC for body hardening. 
   
  Alignment:  Martial Artists have no alignment 
  restriction; however, most are of Good alignment. 
   
  Martial Arts Awareness:  Martial Artists train to be 
  prepared for anything and to react fast and as such they 
  gain a +1 to Initiative at levels 1, 3, 5, 7 & 9. (d20) 
   
  Perfect Strike:  Martial Artists can burn 3 luck points to 
  ensure that their next melee attack is successful and 
  does full damage.  Perfect Strike can be used up to the 
  Martial Artist’s level per day.  EX:  Level 3, use 3 times. 
  
  16 
   
  Martial Artist 
   
  Level 
  Atk 
  Crit 
  Die/Table 
  Action Die 
  Ref 
  Fort 
  Will 
  1 
  +d2 
  1d10/III 
  1d20 
  +1 
  +1 
  +1 
  2 
  +d3 
  1d12/III 
  1d20 
  +1 
  +2 
  +1 
  3 
  +d4 
  1d14/III 
  1d20 
  +2 
  +2 
  +2 
  4 
  +d5 
  1d16/IV 
  1d20 
  +2 
  +2 
  +2 
  5 
  +d6 
  1d20/IV 
  1d20+1d12 
  +3 
  +3 
  +3 
  6 
  +d7 
  1d24/V 
  1d20+1d14 
  +2 
  +4 
  +4 
  7 
  +d8 
  1d30/V 
  1d20+1d16 
  +3 
  +4 
  +4 
  8 
  +d10 
  1d30/V 
  1d20+1d20 
  +4 
  +5 
  +5 
  9 
  +d12 
  2d20/V 
  1d20+1d20 
  +5 
  +6 
  +5 
  10 
  +d14 
  2d20/V 
  1d20+1d30 
  +6 
  +5 
  +6 
  Mighty Deeds:  (See 47, DCC RPG) 
  
  17 
   
  Protege 
  No longer referred to as “Side-kicks”, Protégés are 
  Vigilantes in training.  Usually under the tutelage of an 
  experienced Vigilante, the training Protégé are often 
  younger, some as young as middle school age, but not 
  always.  There is no age restriction.  The only 
  requirement is a desire to be a Vigilante and a 
  willingness to learn. 
   
  Hit Points:  Protégé gains 1d6 HP per level. 
   
  Weapon Training:  Protégé do not use firearms.  They 
  are trained in a wide variety of weapons but tend to 
  prefer Blunt Weapons for melee and throwing stars for 
  ranged attacks. 
   
  Alignment:  Protégé are restricted to Good and Neutral 
  alignments.   
   
  Acrobatic Maneuvers:  Protégé are skilled in 
  maneuvers such as flips and tumbles and receive a +1 
  bonus at level 1, 3, 5, 7 & 9 when attempting to use 
  acrobatics.  They receive a +1 to AC for this skill. (d20) 
   
  Good Luck Charm:  Same as Halfling (60, DCC RPG). 
   
  Escape Artist:  Protégé are adept at escaping the 
  clutches or the bindings of their enemies.  They receive 
  at +3 to all Escape attempts. (d20) 
   
  
  18 
   
  Protege 
   
  Level 
  Atk 
  Crit 
  Die/Table 
  Action Die 
  Ref 
  Fort 
  Will 
  1 
  +1 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  2 
  +2 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  3 
  +2 
  1d10/III 
  1d20 
  +2 
  +1 
  +2 
  4 
  +3 
  1d10/III 
  1d20 
  +2 
  +2 
  +2 
  5 
  +4 
  1d12/III 
  1d20 
  +3 
  +2 
  +3 
  6 
  +5 
  1d12/III 1d20+1d14 
  +4 
  +2 
  +4 
  7 
  +5 
  1d14/III 1d20+1d16 
  +4 
  +3 
  +4 
  8 
  +6 
  1d14/III 1d20+1d20 
  +5 
  +3 
  +5 
  9 
  +7 
  2d16/III 1d20+1d20 
  +5 
  +3 
  +5 
  10 
  +8 
  2d16/III 1d20+1d20 
  +6 
  +4 
  +6 
   
  
  19 
   
  True vigilante 
  “The crime in this city is getting out of hand and the problem 
  is not going to fix itself.  If City Hall and the Police Force are 
  too crooked or too scared to do something about it then I’ll just 
  do it myself!” 
   
  You have decided to go full Vigilante and clean up the 
  streets yourself.  Impulsive and quick to action, you 
  never plan, you just do.  Using the elements of chaos and 
  anarchy is your method. 
   
  Hit Points:  True Vigilantes gain 1d8 HP per level. 
   
  Weapon Training:  True Vigilantes can use any low-tech 
  weapons but prefer melee weapons like Bats, Crowbars, 
  Knives, Lead Pipes and ranged weapons like Revolvers. 
   
  *Improvised Weapons:  True Vigilantes don’t plan as 
  they often act on impulse and as such, many of their 
  weapons tend to be improvised.  From sharp scraps of 
  metal to bricks to rocks to stop signs to gas bombs, they 
  receive a +3 to attack and damage when using 
  improvised weapons. (d20) 
   
  Alignment:  True Vigilantes can be any alignment but 
  their extreme actions usually lead them to be evil. 
   
  Extreme Justice:  When intentionally attempting to 
  maim, cripple or disfigure an enemy, True Vigilantes can 
  burn a luck point to do an additional 3 damage. (d20) 
   
  Demolitions:  True Vigilantes have the knowledge of 
  how to create and use explosives. (d20) 
  
  20 
   
  True vigilante 
   
  Level 
  Atk 
  Crit 
  Die/Table 
  Action Die 
  Ref 
  Fort 
  Will 
  1 
  +1 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  2 
  +2 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  3 
  +2 
  1d10/III 
  1d20 
  +2 
  +1 
  +2 
  4 
  +3 
  1d10/III 
  1d20 
  +2 
  +2 
  +2 
  5 
  +4 
  1d12/III 
  1d20 
  +3 
  +2 
  +3 
  6 
  +5 
  1d12/III 1d20+1d14 
  +4 
  +2 
  +4 
  7 
  +5 
  1d14/III 1d20+1d16 
  +4 
  +3 
  +4 
  8 
  +6 
  1d14/III 1d20+1d20 
  +5 
  +3 
  +5 
  9 
  +7 
  2d16/III 1d20+1d20 
  +5 
  +3 
  +5 
  10 
  +8 
  2d16/III 1d20+1d20 
  +6 
  +4 
  +6 
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  21 
   
   
   
   
   
  
  22 
   
  Starting Cash 
   
  Roll 1d24 
  $ 
  Where Your Wealth Comes From. 
  1 
  1 
  Currently homeless  
  2 
  2d6 
  Living with squatters 
  3 
  3d6 
  Living in your car  
  4 
  4d6 
  Lives in the sewers under the city  
  5 
  50 
  Unemployed  
  6 
  150 
  Game Designer 
  7 
  250 
  Struggling Artist 
  8 
  1000 Teacher 
  9 
  1200 Normal Middle Class 
  10 
  1250 Farmer 
  11 
  1500 Paramedic  
  12 
  1750 Successful Animal Trainer 
  13 
  2000 Successful Artist 
  14 
  2500 Mechanic 
  15 
  3000 Bookie  
  16 
  5000 Scam Artist 
  17 
  7500 Linguist 
  18 
  10k 
  Corporate Spy 
  19 
  10k 
  Cat Burglar  
  20 
  25k 
  Just a good saver 
  21 
  40k 
  Healthcare Worker 
  22 
  70k 
  City Official 
  23 
  100k Doctor/Lawyer 
  24 
  300k Come from old money 
   
   
   
  
  23 
   
  Armor 
  All Characters have a base AC of 10 and gain their 
  Agility modifier. Example:  Your Character has a base of 
  10 and gets a +1 for their Agility Modifier, giving them an 11 
  AC.  You buy Padded Armor that gives a +1 AC bonus.  You 
  now have a 12 AC. 
   
  Note:  AC bonus is cumulative. However, the most one 
  can increase their AC by with armor is a +4. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  24 
   
   
  Armor 
   
  Armor 
  AC 
  Bonus 
  Check 
  Penalty 
  Price 
  Fumble 
  Die 
  Speed 
  Gas Mask 
  +0 
  - 
  50 
  D4 
   
  Helmet, 
  Simple 
  +1 
  - 
  50 
   
  D4 
   
  Helmet, 
  Heavy 
  +2 
  - 
  150 
  D4 
   
  Kevlar 
  Vest 
  +3 
  -3 
  400 
  D6 
  -5’ 
  Leather 
  Armor 
  +2 
  -1 
  100 
  D4 
   
  Leather 
  Coat 
  +2 
  - 
  100 
  D4 
   
  Ninja 
  Outfit 
  +0 
  +0 
  100 
  - 
   
  Padded, 
  Light 
  +1 
  - 
  25 
  D4 
   
  Plastic 
  Armor 
  +3 
  -2 
  125 
  D6 
   
  Shield, 
  Riot 
  +2 
  -1 
  500 
  D6 
  -5’ 
  Shield, 
  Simple 
  +1 
  - 
  75 
  D4 
   
  Steel-
  Toed 
  Boots 
  +0 
  - 
  75 
  D4 
   
  Trench 
  Coat, 
  Simple 
  +1 
  - 
  50 
  D4 
   
  Football 
  Pads 
  +2 
  -2 
  120 
  D6 
  -5’ 
  Bulletproof 
  vest 
  +3 
  -4 
  2000 
  D8 
  -5’ 
  Tactical 
  Survival 
  gear 
  +4 
  -5 
  25000 
  D8 
  -5’ 
   
   
  
  25 
   
  Melee Weapons 
  Weapon  
  Damage 
  Range 
  Cost 
  Notes 
  Axe, Heavy 
  d10 
  25 
  75 
  Heavy. Two-
  Handed 
  Axe, Light 
  d6+1  
  40 
  30  
  Medium 
  Baseball 
  Bat 
  d6 
  - 
  25 
  Light 
  Baseball 
  Bat, 
  Wooden w/ 
  Nails 
  d6+1 
  - 
  15 
  Light 
  Brass 
  Knuckles  
  d6 
  --  
  10  
  Light. 
  Added to 
  punch 
  damage 
  Chain 5’ 
  d6-1 
  - 
  5 
  Light.  
  Club 
  d6  
  --  
  10  
  Light 
  Crowbar 
  d6 
  10 
  5 
  Light.   
  Dagger 
  d6-1 
  50 
  20 
  Light 
  Explosives 
  3d6/ 
  charge 
  20 
  200/ 
  charge 
  Requires 
  Demolitions. 
  Full damage 
  within 10’ & 
  ½ damage 
  within the 
  next 10’. AGI 
  check to 
  take ½ 
  damage. 
  Ignites 
  targets 
  Flail 
  d8 
  - 
  200 
  Medium 
  Hockey 
  Stick 
  d6 
  - 
  50 
  Light 
  Knife, 
  Machete 
  d6+1 
  30 
  30 
  Medium 
  
  26 
   
  Knife, 
  Small 
  d4-1 
  50 
  - 
  Light 
  Maul 
  d10 
  - 
  350 
  Heavy. Two-
  Handed.  
  Nightstick  
  d4 
  --  
  25  
  Light 
  Nunchaku 
  d6-1 
  - 
  30 
  Medium 
  Pepper 
  Spray  
  Stun  
  --  
  20  
  Light. Stun 
  for 2 rounds  
  Pole Arm 
  d8 
  - 
  200 
  Heavy. Two-
  Handed 
  Sai (pair) 
  d6 
  30 
  50 
  Light 
  Screwdriver d4 
  - 
  2 
  Light 
  Spear  
  d6  
  15  
  40 
  Light 
  Staff  
  d6  
  --  
  30  
  Light 
  Stun Gun  
  Stun  
  --  
  35  
  Light. Stun 
  for d4 
  rounds  
  Sword, 
  Katana 
  d6+1 
  - 
  1000 
  Medium.  
  Sword, 
  Short 
  d6 
  --  
  150  
  Medium 
  Sword, 
  Long 
  d8 
  - 
  300 
  Medium. 
  Two-Handed 
  Trident 
  d8 
  20 
  150 
  Medium. +1 
  to attacks 
  underwater 
  War 
  Hammer 
  d6+1 
  30 
  100 
  Medium 
  Whip  
  d6-1  
  - 
  15  
  Medium. 
  Reach 5’  
   
   
   
   
   
   
   
  
  27 
   
  Ranged Weapons 
  Weapon 
  Damage 
  Range 
  Am-
  mo 
  ROF Cost/ 
  Ammo 
  Notes 
  Armor 
  Piercing 
  Bullets 
  +d6 
  - 
  10 
  - 
  150 
  Illegal.  
  bypasses  
  AC 
  Automatic 
  Rifle 
  d6+3 
  150 
  30 
  1-3 
  2000 
  (40) 
  Heavy 
  Bow, 
  Short  
  d6 
  60 
  20 
  1-2 
  150 
  (15) 
  Medium 
  Bow, 
  Long 
  d8 
  150 
  20 
  1 
  250 
  (15) 
  Medium 
  Crossbow, 
  Light 
  d4+1 
  80 
  20 
  1 
  150 
  (15) 
  Medium 
  Crossbow, 
  Heavy 
  d6+1 
  60 
  20 
  1 
  300 
  (15) 
  Medium 
  Flame 
  Thrower 
  2d6/ 
  round 
  30 
  10 
  1 
  400 
  (50) 
  Heavy. 
  Ignites 
  target  
  Grappling 
  Gun 
  d4-1 
  200 
  1 
  1 
  300  
  Shoots a 
  hook and 
  rope up 
  to 200’ 
  Grenade, 
  EMP 
  - 
  100 
  1 
  1 
  250 
  each 
  Does 3d6 to 
  unprotected 
  electronics 
  within 25’  
  Grenade 
  4d6 
  100 
  1 
  1 
  55 
  Anyone 
  within 20’ 
  knocked 
  back 10’ 
  Grenade 
  Launcher 
  - 
  425 
  1 
  1 
  1000 
  Has a belt 
  that holds 
  4 grenades. 
  Hand 
  Gun/ 
  Pistol 
  d6+1 
  100 
  6 
  1 
  300 
  (30) 
  Medium 
  Hunting 
  Rifle 
  2d6+1 200 
  15 
  1 
  300 
  (30) 
  Heavy 
  Javelin 
  d6 
  40 
  1 
  1 
  25 
  Light 
  Laser 
  Pistol 
  2d6 
  600 
  8 
  1-2 
  8000 
  (200) 
  Heavy.  
  Laser 
  Rifle 
  3d6 
  1000 12 
  1-3 
  10000 
  (300) 
  Heavy.  
  
  28 
   
  Molotov 
  Cocktail 
  d6 
  30 
  1 
  1 
  2 
  each 
  Fire 
  Damage 
  10’ area 
  Ignites 
  target 
  Rocket 
  Launcher 
  I 
  6d6 
  1000 1 
  1 
  2000 
  1 use.  
  Semi-
  Auto 
  Pistol 
  2d6 
  75 
  10 
  1-2 
  500 
  (30) 
  Medium 
  Semi-
  Auto 
  Rifle 
  2d6+2 150 
  20 
  1-2 
  800 
  (30) 
  Heavy 
  Shotgun 
  3d6 
  30 
  5 
  1 
  500 
  (25) 
  Heavy.  
  Shuriken 
  d4 
  50 
  1 
  1-2 
  5 
  each 
  Light 
  Sling 
  d4-1 
  75 
  1 
  1 
  5 (0) 
  Light 
  Sniper 
  Rifle 
  3d6 
  500 
  10 
  1 
  3000 
  (100) 
  Heavy. 
  +3 to 
  attack 
  if 100’+ 
  away 
  from 
  target 
  Sub-
  Machine 
  Gun 
  2d6+1 60 
  20 
  1-3 
  900 
  (50) 
  Heavy.  
  Taser 
  Stun 
  25 
  15 
  1 
  250 
  Light. 
  Stun for 
  d4 
  rounds  
   
   
   
  
  29 
   
  Items 
  Item 
  Cost 
  Notes 
  Backpack, 
  Large 
  10 
  +4 Carried Items 
  Candles x10 
  5 
  20’ of light 
  Clothes, Fancy 
  250 
  Well made, stylish suit or 
  clothes.  
  Clothes, 
  Moderate 
  50 
  Shirt, pants, shoes, socks, 
  undergarments, etc. 
  Clothes, Simple 
  10 
  Shirt, pants, shoes, socks, 
  undergarments, etc.  
  Computer, Data 
  Room 
  Millions 
  Large database, system, 
  network, etc.  
  Computer, 
  Portable 
  Hacker’s 
  1000 
  +1 to Computer Skills & +2 to 
  Computer Hacking 
  Computer, 
  Wrist Mini 
  5000 
  Hologram display, w/ 2-way 
  radio, small database.  
  Energy 
  Detectors 
  3000 
  Detects one:  Electricity, Heat, 
  Kinetic, Lack of Heat, Light or 
  Radiation.   
  First Aid Kit, 
  Advanced 
  20 
   
  Flashlight 
  5 
   
  Flint & Steel 
  5 
   
  Handcuffs 
  15 
  5 HP 
  Lantern 
  10 
  30’ of light 
  Matches (100 
  box) 
  2 
   
  Motion Sensors 
  1000 
  Detects motion within 300’  
  Portable 
  Breather 
  300 
  Mask.  
  Radio 
  10 
   
  Rations, Fancy 
  3 
  1 Days’ worth  
  Rations, Simple 
  1 
  1 Days’ worth 
  Rope 50’ 
  5 
  +2 to Climb 
  Satellite Uplink  75000 
  GPS, internet, instant tracking 
  & communication 
  Shuko 
  75 
  Climbing spikes. +4 to Climbing 
  Swiss Army 
  Knife 
  15 
  Versatile tool   
  Walkie-Talkie 
  (Pair) 
  100 
  2-mile range 
  
  30 
   
  Utility Belts 
  Each Belt starts with 12 empty slots. 
  Item 
  Slots 
  Notes 
  Caltrops 
  1 
  20’ area. Anyone 
  walking over takes 1 
  damage 
  Cell Phone 
  1 
   
  Crampons 
  1 
   
  Duct Tape 
  1 
   
  Flash Bang x4 
  1 
  Range: 50’. Blinds 
  anyone within 20’  
  Flint & Steel or 
  Matches 
  1 
   
  Gas Mask/ 
  Rebreather 
  2 
  Advantage on Gas 
  related checks 
  Glow Sticks x4 
  1 
  20’ light 
  Grappling Hook 
  1 
   
  Handcuffs 
  1 
   
  Lockpick 
  1 
  +2 to Lock picking 
  Memory Stick 
  1 
   
  Pen & Paper 
  1 
   
  Rope 50’ 
  1 
   
  Shark Repellent  1 
  Will cause sharks to 
  swim away for 1d4 
  turns. 
  Smoke Bombs 
  x4 
  1 
  Range: 50’. Causes 
  blindness in a 20’ area 
  Tool Kit 
  (Advanced) 
  3 
  3 Screwdrivers, 4 
  wrenches, pliers, 
  magnet, head lamp, 
  clamps, bolts, nuts, 
  screws, etc.  
  Tracers x2 
  1 
  1-mile range  
  Walkie Talkie x1 1 
   
   
   
  
  31 
   
  Gadgeteer Items 
  Gadgeteers are masters of tinkering with simple devices 
  and weapons and changing them into multi-usage tools 
  or dangerous killing machines.  They can try to jury-rig 
  just about anything mechanical.  Judges should allow 
  reasonable creativity when Gadgeteers create or 
  upgrade items.  
   
  At each level, Gadgeteers can upgrade either their 
  Armor, Gun, Boots, Head Gear or Gloves up to the 
  maximum number of upgrades available (See chart 
  below for details).  They can also upgrade 1 item per 
  gaming for either a player character or a non-player 
  character. 
   
  Level 
  Max total # of personal upgrades 
  1 
  2 
  2 
  4 
  3 
  6 
  4 
  8 
  5 
  10 
  6 
  12 
  7 
  14 
  8 
  16 
  9 
  18 
  10 
  20 
   
   
   
   
  
  32 
   
  GADGETEER ITEMS 
  ARMOR UPGRADES 
  Armor Plating 
  +2 AC 
  Body Spikes 
  +1 to AC, anyone that hits you with a hand 
  to hand attack takes 2 damage 
  Force Field 
  Creates a force field around you that gives 
  you +1 AC & has 10 HP (5-minute 
  recharge) 
  Gliding Suit 
  Can glide and may make a DEX check 
  when falling to take no damage (you take 
  ½ damage if you fail) 
  Hydraulics 
  +2 STR 
  Jet Pack 
  Requires 4th Level: Can use for 1 minute.  
  While active you can Jump 50' or fly at 10’ 
  Move (needs to recharge for 5 minutes) 
  Nano-Repair Bots 
  Requires 4th Level. You can take an action 
  to repair d6 HP to one of your gadgets or to 
  begin to repair a gadget. The time it takes 
  to repair varies by item. You can only fix 
  one thing at a time. 
  Parachute 
   
  Radar 
  Cannot be surprised, +2 to Initiative 
  Shielded 
  The Armor is protected from EMPs and 
  electrical disruption 
  Spider Legs 
  Requires 6th Level. Attached to back. 
  Retractable. Adjustable length (10'-20'). 
  When out: Can climb walls & ceilings, +5 to 
  Climb Checks. 
  Spotlight 
  Mounts on the shoulder. Telescopes out up 
  to 60’. 
  System Computer 
  Requires 4th Level: You have an intelligent 
  computer system that assists you. It will 
  talk to you and sometimes gives you 
  important information.   
  
  33 
   
  Gadgeteer Items 
   
  GUN UPGRADES 
  Armor Casing 
  Your gun is reinforced. It has 
  Toughness +3 and has 20 HP. It can 
  be used to parry. 
  Basic Gun 
  Upgrade 
  Requires 4th Level. +80’ to Range, +2 
  damage & ROF becomes 1-3. 
  Boomerang 
  Use an action to return your Big 
  Gun to your hand within 1000’. 
  Flame 
  Thrower 
  Range: 30’ Damage: 2d6/ Round + 
  Ignites target. 6 Shots. 
  Grenade 
  Launcher 
  Requires 3rd Level. Ballistic.  
  Damage by grenade. Holds 6 
  grenades. Range: 120' 
  Heat Seekers 
  Ballistic. 10 Rounds. Shoot as Basic 
  Gun. +4 to hit the target if it emits 
  heat & it deals +2 damage. 
  Laser Gun 
  Upgrade 
  Requires 6th Level. +100’ to Range, 
  +d6 damage. 
  Mega-Weapon 
  Requires 8th Level. +10 damage.  
  Once every other round.   
  Rocket 
  Launcher 
  Requires 4th Level. Range.  Ballistic. 
  Holds 4 missiles.  Range: 1000'. 
  Damage: 4d6 in a 10' area. 
  Shielded 
  The Big Gun is protected from 
  EMPs and electrical disruption 
  Target System 
  Upgrade 
  +1 to range attacks 
  
  34 
   
  Gadgeteer Items 
   
  BOOTS UPGRADE 
  Blade 
  Additional d4 damage. 
  Bounce Boots 
  Springs release for +10 to Jump. 
  Caltrop 
  Droppers 
  Releases a 10’ area of caltrops that 
  do d4 damage when stepped on. 
  Flippers 
  Doubles underwater maximum 
  Move. 
  Level Boots 
  Small thrusters’ level you when 
  you fall, so always land on your 
  feet. Negates any fall damage 
  below 50’. 
  Levitation 
  Requires 3rd Level. You can float 
  up to a 1’ in the air for up to 5 
  minutes (24-hour recharge) 
  Quiet Boots 
  +4 to Stealth 
  Quick Boots 
  Doubles maximum Move. 
  Rocket Boots 
  Requires 5th Level. Can jump 40’ 
  (needs 1 minute to recharge) 
  Shielded 
  Boots are protected from EMPs 
  and electrical disruption 
  Wall Walker 
  Requires 3rd Level. Can walk on 
  walls and ceilings (1/2 Move 
  maximum) 
   
   
   
   
  
  35 
   
  Gadgeteer Items 
   
  HEAD GEAR UPGRADES 
  Armored 
  +1 to AC 
  Basic 
  +6 to Listen checks, small radio (2 
  miles), voice recorder 
  Radio System 
  Advanced radio system (100 miles), 
  recorder, Microphone extension. 
  Voice 
  Modulator 
  Can change voice, amplify your 
  voice & throw voice. Microphone 
  extension.  
  Infra-Red 
  Can see heat and movement 
  Reverse 
  Camera 
  You can see behind you. 
  Targeting 
  System 
  +2 to range attacks 
  X-Ray 
  Goggles 
  Gives you the ability to see through 
  clothes and thin walls. 
  Language 
  Translator 
  Translates spoken languages within 
  300’ 
   
    
   
   
   
   
   
   
   
   
  
  36 
   
  Gadgeteer Items 
   
  GLOVE UPGRADES 
  Claws 
  Retractable 18” claws that do d6 
  damage. 
  Finger USB 
  Drive 
  USB Drive, information storage, basic 
  encyclopedia 
  Flame 
  Punch 
  Melee attack releases a short fireball 
  from the knuckles. Deals d8 damage 
  (30 seconds to recharge) 
  Garrote 
  10’ of piano wire that does d4 + STR 
  damage 
  Knuckle 
  Spikes 
  Adds d4 damage to punches 
  Laser 
  Finger 
  Requires 2nd Level. Energy range attack 
  Range: 40’ Damage: d4+1 ROF: 1 
  Laser Palm 
  Requires 4th Level. Energy range attack 
  Range: 120’ Damage: 2d6 ROF: 1-2 
  Needs to recharge for 1 minute to reuse 
  Stun Gun 
  Stuns the target for 1 minute 
  Thieves’ 
  Gloves 
  +3 to Sleight of Hand attempts. 
   
   
   
   
   
   
   
   
   
  
  37 
   
   
   
   
  
  38 
   
  Ninja beat ‘em up! 
  Level 0 funnel  
   
  The tanaka family is just one faction of the 
  dangerous Iron Clan Ninja Gang.  Ran by the 
  head of the Tanaka Clan, Master Jiro Tanaka 
  and his daughter (and general) Yuko Tanaka, 
  this sect has taken up residence in Western 
  High school in the part of the city known as 
  “the War Zone.” 
   
  The students and faculty of western HS are 
  now slaves and drug mules, who manufacture, 
  sales and distribute KrySTLE-SMACk, a new 
  strain of Drugs, throughout all of the City.  
  Krystle-Smack is the Tanaka Clan’s primary 
  source of revenue. 
   
  The slaves are worked around the clock, 
  beyond exhaustion, often until they pass out.  
  Then the initiate Ninjas of the clan will 
  shoot a dose of KS into the unconscious 
  slave’s bloodstream, reviving them, only to 
  then beat them unconscious again as a form 
  of punishment for collapsing. 
   
  This is where the player characters come 
  into play.  The players play as the parents 
  of enslaved students.  Since the police won’t 
  help, those characters that are brave 
  enough have banded together and have 
  decided to fight their way in, get the kids 
  (and possibly the staff) and fight their way 
  out! it’s been determined that the best way in 
  is through one the access hatches in the 
  roof of the school. So, which one are you 
  going to choose? 
   
  To get started, the players will need to 
  create 4 characters each.  Flip a coin 
  to determine each Character’s Sex, 
  roll 3d6 straight down the line to 
  determine Attributes, roll 1d4 + Stamina 
  Mod for Hit Points, Choose an Alignment 
  and roll on the Random Occupation and 
  weapon tables on the next page. 
   
   
   
  
  39 
   
  Random Occupation Table 
  D50 
  Occupation 
  D50 
  Occupation 
  1 
  Scientist 
  26 
  Engineer 
  2 
  Teacher 
  27 
  Therapist 
  3 
  Fast Food 
  28 
  Retail 
  4 
  Human Resources 
  29 
  Developer 
  5 
  Finance 
  30 
  Insurance 
  6 
  Construction 
  31 
  Catering 
  7 
  Artist 
  32 
  Writer 
  8 
  Data Entry 
  33 
  Warehouse 
  9 
  Doctor 
  34 
  Nurse 
  10 
  Dentist 
  35 
  Real Estate 
  11 
  Banking 
  36 
  Landlord 
  12 
  Unemployed 
  37 
  Stay Home Parent 
  13 
  Student 
  38 
  Musician 
  14 
  Trucker 
  39 
  Police Officer 
  15 
  Stripper 
  40 
  Drug Dealer 
  16 
  Administration 
  41 
  Politician 
  17 
  Lawyer 
  42 
  Criminal 
  18 
  Farmer 
  43 
  Thespian 
  19 
  Pro Athlete 
  44 
  Game Designer 
  20 
  Fireman 
  45 
  EMT 
  21 
  Con Artist 
  46 
  Professor 
  22 
  Animal Trainer 
  47 
  Stunt Person 
  23 
  Detective 
  48 
  Pro Wrestler 
  24 
  Uber Driver 
  49 
  Waitress 
  25 
  Boxer 
  50 
  Heir/Heiress  
   
  Random Weapon Table 
  D20 
  Weapon/Damage 
  D20 
  Weapon/Damage 
  1 
  No Weapon 
  11 
  Plunger (d3) 
  2 
  Mop/Broom (d3) 
  12 
  Candle Stick Holder (d4) 
  3 
  Baseball (d3) 
  13 
  Baseball Bat (1d6) 
  4 
  Hockey Stick (d6) 
  14 
  Hand Axe (d6+1) 
  5 
  Chain 5’ (d6-1) 
  15 
  Small Knife (d4-1) 
  6 
  Nightstick (d4) 
  16 
  Screwdriver (d4) 
  7 
  Pepper Spray (Stun 2 
  Rounds) 
  17 
  Stun Gun (stun d4 rounds) 
  8 
  Whip (d6-1) 
  18 
  Crossbow light (d4+1) 4 bolts 
  9 
  Hand Gun (d6+1) 6 shots 
  19 
  Hunting Rifle (2d6+1) 10 Shots 
  10 
  Shot Gun (3d6) 8 Shots 
  20 
  Re-roll Twice, keeping both 
  results.  (2 Weapons) 
   
  
  40 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  41 
   
   
   
  Ninja Initiate 
  (Pictured on the previous page) 
  Init +1; Atk Weapon +2 melee (1d6) or 
  thrown Star +1 missile fire (dmg 1d4); 
  AC 12; HD 1d8; MV 20’ or climb 20’; Act 
  1d20; SP none. SV Fort +3, Ref +2, Will +1; 
  AL C. 
   
  Yuko tanaka (Ninja) 
  (Pictured on the previous page) 
  Init +3; Atk Weapon +5 melee (1d6+3); 
  AC 13; HD 3d8; MV 20’ or climb 20’; Act 
  1d20; SP +10 to Ninja Vanish, see below. 
  SV Fort +6, Ref +3, Will +4; AL C. 
   
  *Ninja Vanish: As an action, an Iron Clan Ninja 
  can attempt to disappear. They hurl a smoke 
  bomb to the ground, creating a 20’ area of 
  Darkness.  You may move out of the smoke.  
   
  **Ambush: When attacking from hiding or 
  stealth and the Ninja is unseen, they deal 
  Surprise Attack damage at +2 damage.  
  
  42 
   
   
   
  Jiro Tanaka Master 
  Init +4; Atk Weapon +5 melee (1d8+2) or 
  thrown Star +3 missile fire (dmg 1d6); AC 
  14; HD 4d8; MV 20’ or climb 20’; Act 1d20; 
  SP +10 to Ninja Vanish, See below. 
  Mutated Techno Ninja.  SV Fort +5, Ref +3, 
  Will +4; AL C. 
   
  *Ninja Vanish: As an action, an Iron Clan 
  Sensei can attempt to disappear. They hurl a 
  smoke bomb to the ground, creating 20’ 
  area of Darkness.  You may move out of the 
  smoke. 
     
  **Ambush: When attacking from hiding or 
  stealth and the Sensei is unseen, they deal 
  Surprise Attack damage at +3 damage.   
   
  ***Summon Ninja: Once per day, a Ninja Sensei 
  can summon d4 Iron Clan Ninja’s to aid them. 
  
  43 
   
   
        = Rooftop Access 
  1 – Roll 2 times on the ninja present chart. 
   
  2–4 – English and Social Studies Rooms.  
  Roll on the Ninja present chart for each. 
   
  5 & 18 – Science Labs with 10 experiment 
  stations each.  This is where all the 
  chemical work is done for the drugs.  Lots 
  of staff & Students.  Roll on the Ninja 
  present chart. 
   
  6 – Cafeteria.  This is where the drug 
  packaging is taking place.  Students & 
  teachers, living and dead, are present here.  
  Roll 2 times on the Ninja present chart. 
   
  7 & 22 – Lockers.  No one here. 
   
  8 & 23 – Restrooms.  Empty. 
   
  9 – Faculty Breakroom.  Master Jiro Tanaka 
  and his personal guard of 4 Initiate Ninjas 
  are here! 
   
  10 - Gymnasium.  This is the sleeping 
  quarters for the Iron Clan members.  
  However, currently only 2 Ninjas are found 
  here, both asleep. 
   
  11 & 13 – Empty storage closets.  
   
  12 – Stage area.  
   
  14 – School Office.  If searched, Yuko 
  Tanaka can be found meditating, however, she 
  cannot be surprised by the players. 
   
  15-17 – English and Social Studies rooms.  
  Roll on the Ninja present chart for each. 
   
  19-21 – Math Rooms.  Piles of stinky dead 
  corpses of students & faculty.  Most died 
  from torture or starvation. 
   
  D10 
  Ninja Present 
  1-3 
  No Ninja present. 
  4-6 
  1d4 Initiate Ninja Present 
  7 
  1d6 Initiate Ninja Present 
  8 
  1d8 Initiate Ninja Present, 4 students 
  chained to the wall. 
  9 
  Make-Shift Dojo, 2d10 Initiate Ninja 
  present! 
  10 
  2d6 Initiate Ninja Present, 10 
  Deceased faculty members, torture 
  room 
  
  44 
   
   
   
   
   
  
  45 
   
  DESIGNATION OF PRODUCT IDENTITY True Vigilante and Gunzo! copyright and 
  the Product Identity of Eric Bloat and Bloat Games, 2019. All art is copyright by 
  the artists and was licensed for use by Bloat Games.  
  DESIGNATION OF OPEN CONTENT All other content not designated Product 
  Identity is open content.  
  OPEN GAME LICENSE Version 1.0a  
  The following is the property of Wizards of the Coast, Inc. 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 
  this by 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 
  
  46 
   
  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 coadaptability 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 1.0a Copyright 2000, Wizards of 
  the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson.   
  DCC RPG, Copyright 2012 Goodman Games, all rights reserved, visit 
  www.goodman-games.com or contact info@goodman-games.com. 
  True Vigilante Issue #1, copyright 2019 GUNZO! Bloat Games, Author:  Eric 
  Bloat 
  
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  “Alone, silent, she stalks the night.  
  Those who break the law shall feel 
  her wrath!  She is protector of the 
  weak, guardian to the city.  Criminals 
  call her the devil.  Those she saves 
  swears she’s an angel.  She is ever 
  present, her dedication unwavering. 
  From her rooftop perch she waits, 
  listening for screams, scanning the 
  streets below for dangers.  Suddenly 
  she leaps into the black of the night. 
  She is on the hunt. Villains be warned!  
  The vigilante is coming for you!” 
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/EXTRAS/Magazines/True Vigilante Issue 1 (DCC).pdf