Katana-Ra Open Gaming License

The Katana-Ra Game System has an open gaming licence that anyone can use to build games in the Katana-Ra System and either distribute free to end users or as paid products to customers. Please review the full Katana-Ra OGL here:

PLAIN ENGLISH GUIDE (FAQ)

(This section is for guidance only and is not part of the legal text)

Do I have to register? Yes. Just send a quick email to finance@wrks-group.com when you start working on your project. Tell us who you are and what you are making.

Can I make a Video Game or Audiobook? Yes! Version 1.5 explicitly allows video games, VTT assets, and audiobooks.

Do I have to pay WRKS Games? Most likely, no. You only pay royalties if you make more than USD 500,000 in a year from Katana-Ra products. If you make less than that, you keep 100% of your revenue.

What happens if I make more than $500k? Congratulations on your massive success! Please email finance@wrks-group.com so we can arrange the 15% royalty payment.

Where do I put the license? You need to include a link to it or a copy of it in your book/PDF/software. See Section IV.5 for details.

Can I use the training rules from the World Book? Yes. Appendix A, Section 5 now explicitly includes the Samurai/Shinobi Training chapter, so you can use those rules for character advancement in your supplements.

KATANA-RA OPEN GAMING LICENSE (KROGL)

Version 1.5

Effective Date: 07 Feb 2026 Licensor: WRKS Games PTE. LTD. (Singapore), Company Registration No. 202443552D.

I. PURPOSE

This Katana-Ra Open Gaming License (the "License") allows third-party creators (the "Licensee") to create and publish derivative works compatible with the Katana-Ra IP. This includes, but is not limited to:

  • Tabletop Roleplaying Game (TTRPG) modules, settings, and adventures.
  • Video games and interactive entertainment.
  • Virtual Tabletop (VTT) assets and compendiums.
  • Audiobooks, podcasts, and audio dramas.
  • Fiction and novels.

By using any material from the Katana-Ra Core Rule Book or Katana-Ra World Book in your own published works, you agree to the terms of this License.

II. DEFINITIONS

  1. "The Licensor" refers to WRKS Games PTE. LTD., a company registered in Singapore (ID 202443552D).
  2. "The Game" refers to the Katana-Ra Tabletop Roleplaying Game.
  3. "Official Materials" refers to the Katana-Ra Core Rule Book and the Katana-Ra World Book.
  4. "Product Identity" refers to the specific artistic presentation, logos (including the WRKS Games logo and the primary Katana-Ra logotype), trade dress, layout, and original artwork contained within the Official Materials.
  5. "Open Game Content" refers to the mechanics, game systems, and specific setting terminology extracted from the Official Materials and explicitly listed in Appendix A of this document.

III. THE GRANT

The Licensor hereby grants the Licensee a non-exclusive, worldwide, non-sublicensable license to use, copy, modify, and distribute the Open Game Content for the sole purpose of creating third-party content ("Compatible Products") in physical, digital, audio, or interactive formats, subject to the terms and conditions herein.

This license is royalty-free, provided the Licensee remains below the revenue threshold defined in Section VII (Financial Terms).

The Licensee may be an individual or a corporate entity.

IV. MANDATORY REQUIREMENTS

To operate under this License, the Licensee MUST adhere to the following conditions in every Compatible Product published:

1. Project Notification

Upon commencing work on a Compatible Product (or at the earliest reasonable stage of development), the Licensee must send an email to finance@wrks-group.com. This email must contain:

  • The name of the Licensee (Person or Company).
  • A short synopsis of the product being created under this license.

2. The Legal Notice

The following text must appear in a legible font size on the copyright page, credits page, or back cover of the Compatible Product:

[Product Name] is an independent production by [Licensee Name] and is not affiliated with WRKS Games PTE. LTD. It is published under the Katana-Ra Open Gaming License.

Katana-Ra® is a registered trademark of WRKS Games PTE. LTD. All rights reserved.

3. The Core Book Reference & Link

The Licensee must clearly direct users to the official source material.

A. For TTRPG Supplements (Modules, Adventures): The following text must appear prominently:

"This game requires the use of the Katana-Ra Core Rule Book. To play this game, you must own a copy of the Core Rule Book, which is available for purchase at https://wrks-store.com/."

B. For Standalone Media (Video Games, Audiobooks, Novels): If the product does not strictly require the book to function (e.g., a self-contained video game or an audio drama), the Licensee must explicitly reference the source material in the credits or description:

"This work is based on the Katana-Ra Core Rule Book and universe. The official game and lore books are available for purchase at https://wrks-store.com/."

4. Clear Distinction

The Licensee must not imply that the Compatible Product is an "official" WRKS Games product. The trade dress (visual layout) of the Compatible Product must not be so similar to Official Materials that it causes consumer confusion.

5. License Visibility

The Licensee must ensure that a copy of this License, or a clearly visible reference link to this License, is included with the Compatible Product. This must be displayed in a manner appropriate for the product's format (e.g., a URL or QR code for physical books, a clickable hyperlink for digital documents, or an included text file for software/digital bundles).

V. ALLOWED CONTENT (The "Yes" List)

The Licensee IS permitted to use the Open Game Content as defined in Appendix A and the following general categories:

  1. Mechanics: All game rules, character creation steps, dice mechanics, and combat systems (including the Sente initiative system).
  2. Terminology: Game-specific terms such as Shinobi, Samurai, Onmyōji, Rikishi, and mechanics terms like Seishin (Spirit), Tekku (Tech), Pawā (Power), and Taikaku (Physique).
  3. Setting Elements:
    1. The geography of the world (e.g., The Upper Level, Middle Level, Nether City/Lower Level).
    2. Major Factions (e.g., Orange Dragons, DuelField Inc.).
    3. Historical concepts mentioned in the text (e.g., The Night Purge / Naitopāji).

VI. RESTRICTED CONTENT (The "No" List)

The Licensee IS NOT permitted to:

  1. Copy Art: Use any illustrative artwork from the Official Materials.
  2. Copy Narrative: Copy distinct narrative flavor text, short stories, or fiction verbatim from the Official Materials (Rule explanations may be referenced or summarized, but copying blocks of flavor text is prohibited).
  3. Use Logos: Use the WRKS Games company logo. (Licensees may create their own "Compatible with Katana-Ra" text badge, provided it does not infringe on the primary logo trademark).
  4. Hateful Content: Publish content that promotes racism, homophobia, transphobia, or illegal discrimination. WRKS Games reserves the right to revoke the license for any product that violates this standard.

VII. FINANCIAL TERMS

1. Royalty-Free Threshold

If the Licensee's cumulative annual gross revenue derived from Compatible Products is less than USD 500,000 (Five Hundred Thousand US Dollars) in a calendar year, no royalty payment is required.

2. Royalty Payment

If the Licensee's cumulative annual gross revenue derived from Compatible Products exceeds USD 500,000 in any given calendar year:

  • The Licensee must notify the Licensor immediately at finance@wrks-group.com.
  • The Licensee is required to pay a royalty of 15% (fifteen percent) on their licensed earnings.

3. Reporting Basis

This reporting is conducted on an honor basis. The Licensor trusts the community to report and pay accurately if this high level of commercial success is achieved.

VIII. LEGAL TERMS

1. Ownership

WRKS Games PTE. LTD. retains all ownership, title, and interest in the Katana-Ra IP. The Licensee retains all ownership of the original content created by the Licensee (e.g., their new story, new characters, or new art).

2. Limitation of Liability

The Open Game Content is provided "as is." WRKS Games PTE. LTD. accepts no liability for any legal claims or damages arising from the Licensee’s use of the content or publication of Compatible Products. The Licensee agrees to indemnify WRKS Games PTE. LTD. against any claims, damages, or legal fees resulting from the Licensee's products.

3. Termination

This License specifically for a Compatible Product will terminate automatically if the Licensee fails to comply with the terms herein and fails to cure such breach within 30 days of becoming aware of the breach. Upon termination, the Licensee must cease distribution of the Compatible Product.

4. Governing Law

This License shall be governed by and construed in accordance with the laws of the Republic of Singapore. Any disputes arising out of or in connection with this License shall be subject to the exclusive jurisdiction of the courts of Singapore.

IX. APPENDIX A: SYSTEM REFERENCE DOCUMENT (SRD)

The following mechanics, tables, and rules terminology extracted from the Katana-Ra Core Rule Book and Katana-Ra World Book are hereby designated as Open Game Content and may be reproduced, referenced, and used by the Licensee in Compatible Products.

SECTION 1: CORE MECHANICS (From Core Rule Book)

1.1. The Dice Check The core mechanic of Katana-Ra utilizes a ten-sided die (d10). To resolve actions where the outcome is uncertain, the player rolls:

1d10 + Attribute + Skill (if applicable)

1.2. Difficulty Ratings (DR) The result of the check is compared against a Difficulty Rating (DR) set by the Game Master (GM).

  • Easy: DR 10
  • Average: DR 15
  • Hard: DR 20
  • Heroic: DR 25+

If the total equals or exceeds the DR, the action succeeds.

1.3. Attributes Characters are defined by four primary attributes:

  1. Taikaku (Physique): Represents physical strength, constitution, health, and raw bodily power. Used for melee attacks, lifting, and resisting physical damage.
  2. Tekku (Tech): Represents technological aptitude, cybernetic tolerance, hacking ability, and understanding of machinery.
  3. Seishin (Spirit): Represents magical aptitude, willpower, mental resistance, and connection to the spirit realm. Used for casting spells and resisting mental influence.
  4. Pawā (Power): Represents social influence, political sway, leadership, and strength of personality. Used for negotiation and intimidation.

SECTION 2: CHARACTER CREATION (From Core Rule Book)

Licensees may utilize the following step-by-step framework for creating characters.

2.1. Concept Players begin by defining a core concept for their character within the Katana-Ra setting.

2.2. Attribute Assignment Players are granted a pool of points to distribute among the four Attributes (Taikaku, Tekku, Seishin, Pawā).

  • Standard Array: Alternatively, players may assign the following values: [Value A, Value B, Value C, Value D] as specified in the Core Rules.

2.3. Choose a Path (Class) The Licensee may use the following Paths and their associated progression tables:

  • Samurai: The warrior noble, focusing on Taikaku and weapon mastery.
  • Shinobi: The agent of stealth, focusing on Tekku and agility.
  • Onmyōji: The mystic, focusing on Seishin and elemental manipulation.
  • Rikishi: The heavy brawler, focusing on extreme Taikaku and grappling.

2.4. Rireki (History) Players select a Rireki (Background) which grants starting bonuses to specific skills or starting equipment. Common examples include "Street Urchin," "Corporate Scion," or "Temple Ward."

2.5. Calculated Statistics

  • Health (HP): Derived from Taikaku.
  • Spirit Points (SP): Derived from Seishin.
  • Cyber Tolerance: Derived from Tekku.

SECTION 3: COMBAT RULES (SENTE) (From Core Rule Book)

3.1. Sente (Initiative) Combat in Katana-Ra uses the Sente system. At the start of combat, or a duel, characters test to see who has the Sente (The First Move).

  • The Check: Characters roll 1d10 + [Relevant Attribute] (usually Seishin or Tekku depending on the situation).
  • The Result: The winner acts first. Combat does not always follow a rigid cyclic order; maintaining Sente allows a character to dictate the flow of battle.

3.2. The Combat Round

  1. Declaration Phase: Intentions are announced.
  2. Sente Phase: Initiative is determined or maintained.
  3. Action Phase: Attacks, Spells, or Skills are resolved.
  4. Resolution Phase: Damage is applied and status effects are updated.

3.3. Attacking and Defending

  • Melee Attack: 1d10 + Taikaku + Weapon Skill vs. Target's Defense.
  • Ranged Attack: 1d10 + Tekku + Weapon Skill vs. Target's Defense.
  • Magic Attack: 1d10 + Seishin + Spell Proficiency vs. Target's Spirit Resist.

3.4. Damage Damage is calculated as Weapon Base Damage + Attribute Bonus. Armor reduces incoming damage by its Armor Value.

SECTION 4: MAGIC & TECHNOLOGY (From Core Rule Book)

4.1. Magic (Onmyōdō)

  • Ofuda: Licensees may reference the use of Ofuda (paper charms) as the material component for casting spells. Spells consume Spirit Points (SP).
  • Mudra: Licensees may reference hand gestures (Mudra) required to shape magical energy.
  • Spirit Negotiation: The mechanic Seirei ga watashi o kiku ("Spirits hear me") allows players to roll Seishin to petition local spirits for aid.

4.2. Cybernetics

  • Installation: Cybernetics require a Tekku check to install and maintain.
  • Tolerance: Exceeding a character's Cyber Tolerance results in "Cyber-Psychosis" or "Rejection," leading to penalties in Seishin.

SECTION 5: ADVANCED WORLD RULES (From World Book)

Licensees are permitted to utilize the mechanics found in the following specific chapters of the Katana-Ra World Book:

5.1. The Nexus Licensees may reference and utilize the mechanics describing The Nexus, including:

  • Rules for dimensional stability or instability within The Nexus.
  • Travel mechanics for traversing between The Nexus and other Layers (Upper, Middle, Lower).
  • Any statistical effects imposed on characters while present in The Nexus environment.

5.2. Samurai / Shinobi Training Licensees may utilize the training mechanics found in the Samurai/Shinobi Training chapter, including:

  • Training Modules: The system for acquiring new skills or stat boosts through downtime training.
  • School Techniques: Specific mechanical bonuses granted by graduating from specific Samurai or Shinobi schools mentioned in this chapter.

SECTION 6: REFERENCE TABLES (From World Book Appendices)

Licensees are explicitly permitted to copy, reference, and use the data contained in the following Appendices of the Katana-Ra World Book:

  • Appendix 1: Equipment lists, weapon statistics, and item tables.
  • Appendix 3: Language rules, glossaries of terms, and cultural mechanics defined in this appendix.
  • Appendix 4: Additional tables, random generation charts, or miscellaneous reference data provided in this section.