- Billina the Hen
- This yellow hen met up with Dorothy on her second visit to Oz.
She was instrumental in defeating the Nomes and returning the
Royal Family of Ev back to normal after they were turned into
ornaments by the Nome King. She currently lives in the Emerald
City, and hatches many chicks. Billina is highly respected for
being able to lay eggs, and therefore no one in Oz ever eats
chicken or eggs. Billina is fun to play as an old, crotchety,
southern grandma type. The movie Return to Oz shows Billina in a
fun light.
Billina is extremely valuable as a front line of defense
against the Nomes, since she lays eggs. Maybe the Nomes could
have someone kidnap her and her chicks so that Oz could be
vulnerable to invasion.
Nim +1, Str 0, Bra +1, For 0, Kee +1, Wil +2, Per +1, Sca -5
Faults: Obstinate, Gifts; Lays eggs, Beak/Talons (+2 ODF)
ODF: -3, DDF: -5
- Button Bright
- Button Bright is a cute little boy with pudgy cheeks and big blue
eyes. Whenever anyone asks him any question, he always responds
"Don't know." Always wears a sailor suit, although he's never
been to sea (he doesn't even know what it is!). Fond of asking
'Why'?. Button Bright is a good comic relief device. If he
travels with the PC's, have everyone describe how wise he is,
thinking all of his 'Whys' and 'Don't knows' are philosophical
genius.
Nim 1, Str 0, Bra -2, For 1, Kee -2, Wil 0, Per 2, Sca -1
Faults: Doesn't Know, Gifts: Darn Cute
ODF: -1, DDF: 0
- Cowardly Lion
- You know the story, so I won't rehash how he got courage here.
The Cowardly Lion was awarded the mantle of the King of Beasts
after slaying a giant spider, and rules all of the animals of Oz.
He lives in the Emerald City, with the rest of the Royal
Menagerie. The Lion could ask the PC's to settle disputes
between animals in the jungle of Oz, bring rogue animals to
justice for the crime of murder, or rescue an NPC from evil
animals in the jungle.
Nim 1, Str 2, For 2, Bra 0, Kee 1, Wil 3, Per 1, Sca 2
Gifts: Teeth/Claws (+2 ODF), Faults: none
ODF: +6, DDF: +4
Skills: Jumping 3, Intimidation (roaring) 2, ruling 2
- Dorothy Gale, Princess of Oz
- Dorothy Gale from Kansas has had many bizarre adventures in Oz,
and Ozma asked her to live in Oz, with her Aunt Em and Uncle
Henry. Dorothy is well loved by the people of Oz, and greatly
feared by their enemies. She has difficulty pronouncing
difficult words.
Nim 1, Str 0, For 2, Bra 1, Kee 2, Wil 3, Per 2, Sca -1
Gifts Darn Cute
Faults Mispronunciation
ODF: -1, DDF: 1
- Eureka the Pink Kitten
- Eureka is a kitten that Dorothy accidentally brought to Oz.
Eureka is a always hungry, and likes to eat mice and little
animals. She once hid one of the Wizard's little piglets, and
was tried for murder by Ozma. Eureka didn't tell that she hid
the piglet until the end of the trial, saying that she thought
a murder trial would be 'fun'. Eureka is usually kept locked
up in Dorothy's room, but she could come out and cause mischief
by playing cruel jokes on others. Malcontents with a grudge
against the inhabitants of the Emerald City could use Eureka as
a double agent, since she is fond of deceptions and jokes.
Nim 2, Str 0, For 0, Bra 1, Kee 2, Wil 1, Per -1, Sca -5
Gifts Night vision, Claws (+2), Nine Lives
Faults Hungry, Conceited
ODF: -3
DDF: -5
Skills Tracking 2, Practical Jokes 1
- Glass Cat (Bungle)
- From The Patchwork Girl of Oz: "The cat was made of glass, so
clear and transparent that you could see through it as easily
as through a window. In the top of its head, however, Was a
mass of delicate pink balls which looked like jewels, and it
had a heart made of a blood-red ruby. The eyes were two large
emeralds, but aside from these colors all the rest of the
animal was clear glass, and it had a spun-glass tail that was
really beautiful."
The Glass Cat was brought to life by Dr. Pipt to test the
Powder of Life. She escaped with Scraps and Ojo, and had many
strange adventures in Oz before she became a pet in the Emerald
city. Bungle said 'My brains are wonderful; You can see 'em
work' entirely too much. Bungles brains were replaced by Ozma
with a transparent brain, so now she is less vain and a more
agreeable pet.
Nim 2, Str 0, For 1, Bra 1, Kee 1, Wil 1, Per 1, Sca -1
Gifts Night vision, Claws +2, Nine Lives
Faults Vain (now removed), Missing Heart, Doesn't Act Properly for an
Animal (refuses to catch mice because she thinks it is 'undignified')
ODF: +1
DDF: 0
Skills
- Glinda
A curly red haired, blue eyed, beautiful good witch that rules the south.
She lives in a great palace made of rare marbles. She also has a court of
100 maids of honor-the most beautiful girls in Oz (Per 3), that attend to
her and embroider, sing, and dance. There are orchards of flower trees and
fruit trees. Glinda works the most powerful magic of Oz, and can serve as a
teacher for PC's learning magic. She can also strip the power of people who
abuse magic. She is a likely source of missions for the PC's , since she
knows of most things that occur in Oz due to her Magic Book.
Nim 1, Str 0, For 1, Bra 2, Kee 3, Wil 3, Per 2, Sca 0
Gifts Magical Aptitude 4
Faults Obstinate,
ODF: 0
DDF: 1
Skills
Equipment: Magic Book, Magic Pearl,
Spells: Eye Like Telescope, Dispel Illusion, Kiss, Teleport, Seal, Dispel
Transformation, Forget Magic, Storm Away, Make Tent, Twist Path,
- Glinda's Girl Soldiers
Wear uniforms of gay colors, officers carry swords and shields with peacock
feathers. Regular soldiers carry silver-tipped spears with shafts inlaid
with mother of pearl.
Standard Soldier
All Attributes 0 but STR and FOR +1, Spear 1, ODF: +4, DDF: +1
Officer
All Attributes 0 but Brains +1, Sword 1, Military 1, ODF: +3, DDF: +1
Glinda rides in a palanquin with silk curtains that is carried by twelve
servants. She sometimes uses a stork chariot.
- Guardian of the Gate
This fellow finds out what business people have in the Emerald City, and
issues green tinted glasses so visitors are not blinded. All of the glasses
have a small gold lock, which along with a string, ensures visitors cannot
remove the glasses. The guardian of the gate has the only key that can
unlock the glasses. He basically lets in anyone who is smiling ('For how
can a creature with such a smile mean harm'?), and interrogates weird
looking characters ('Are you a man or a pumpkin'? or 'Is this wooden horse
alive'?).
All attributes 0 but Keenness 2.
Equipment: Box of glasses, only key that can unlock emerald glasses
- Gump
A bizarre creature with the head of a Gump that was killed and stuffed (a
Gump is like a moose), a body of two sofas lashed together, a broom for a
tail, and wings made of palm leaves. It was instrumental in the escape from
Jinjur's army, but decided to be taken apart after this adventure. The
Gump's head is still living, and is hanging in Ozma's palace in the Emerald
City. Stats are given for his full form. The Gump can carry up to eight
passengers. As just a head, he has Scale 1, and -3 Nim, -3 Str, and 2 For.
As only a head, he can't fly, has no fire fault, can't move, and still has
no need to sleep/eat/drink.
Nim -2, Str 0, For 2, Bra 0, Kee 0, Wil +1, Per +1, Sca 2
Gifts No need to sleep/eat/drink, flight, pain tolerance
Faults Fire does +2 ODF, wings spoil, can't walk
ODF: +2
DDF: +4
Skills None
- Hungry Tiger
The Hungry Tiger is always hungry for little babies and chipmunks. However,
because of his Conscience, he doesn't. This may be good behavior for a
beast, but it is bad behavior for a tiger. The Hungry Tiger left the forest
to adventure with other rejects turned heroes like the Cowardly Lion. The
Hungry Tiger is mostly a humor device, always saying he wants to eat little
babies and other cute things but cannot due to his conscience.
Nim +1, Str +2, For +1, Bra -1, Kee 0, Wil +1, Per 0, Sca 2
Gifts Claws/Teeth (+2 ODF), Conscience
Faults Berserker, Doesn't act properly for an animal
ODF: +6
DDF: +3
Skills
Hunting 2
- Jack Pumpkinhead
Created by Ozma when she was still the boy Tip, he is a man made of wood
with a pumpkin 'Lantern Jack' (jack-o-lantern) for a head. He always wears
purple trousers, a red shirt, and a pink vest with white polka dots. He
lives in a house (a huge hollow pumpkin) with his own pumpkinfield outside
of the Emerald City.
Nim 0, Str 0, For +2, Bra -2, Kee -2, Wil 0, Per +1, Sca +1
Gifts No need to eat/sleep/rest, pain tolerance
Faults Color blind, poorly made, spoils, fire does +1 ODF
ODF: +1
DDF: +3
Skills Carving pumpkins 2, farming 1
- Jellia Jamb-favorite servant of the Emerald City
Jellia is a cute young girl, with a playful mischievous streak. She serves
many roles, one of them being an 'interpreter' for the Emerald City (she
often tells fibs about what the visiting dignitaries often say). Jellia is
very well loved, and is a favorite servant of the residents of the Emerald
City.
- Jim
Jim is Zeb's old horse, who used to be a cab puller in Chicago, but who now
works with Zeb in Frisco City. Jim ended up in Oz with Dorothy and Zeb when
an earthquake struck. Zeb is an ornery but loyal friend, and isn't afraid
to kick in order to defend his friends. He returned to Hugson's ranch is
Frisco city after some bizarre adventures in Oz.
Nim 0, Str 1, For 2, Bra 0, Kee 0, Wil 1, Per 0, Sca 2
Faults
Gifts
ODF: 3
DDF: 4
Skills Kicking 1, Cab Pulling 2
- Johnny Dooit
- From The Road to Oz: "At this they quickly whirled around to find a funny little man sitting on a big copper chest, puffing smoke from a long pipe. His hair was gray, his whiskers were gray; and these whiskers were so long that he had wound the ends of them around his waist and tied them in a hard knot underneath the leather apron that reached from his chin nearly to his feet, and which was soiled and scratched as if it had been used a long time. His nose was broad, and stuck up a little; but his eyes were twinkling and merry. The little man's hands and arms were as hard and tough as the leather in his apron, and Dorothy thought Johnny Dooit looked as if he had done a lot of hard work in his lifetime."
Johnny Dooit is the greatest inventor in Oz. He has enchanted tools that allow him to build pretty much anything he can think of. For example, when posed with the question of how to cross the deadly desert, he built a Sand Boat that could enable the Shaggy Man and his friends to cross the desert safely.
Johnny can serve as a 'get out of jail' free card for characters, winning a favor for him after finding him a special tool or component for one of his devices. He could also be very dangerous if he was kidnapped by someone mean and forced to build evil devices?
Nim 0, Str 2, For 1, Bra 3, Kee 1, Wil 1, Per 0, Sca 0
Faults Sings Silly Songs
Gifts Teleport (as the spell; Johnny can teleport himself and his chest to
his next 'job' instantly)
ODF: 2
DDF: 1
Skills Inventing 3
Equipment: Magic Tool Chest (has tools that help Johnny build new
inventions in 1d6 rounds)
Mr. H.M. Wogglebug, T.E.(Highly Magnified and Thoroughly Educated)
From The Land of Oz:
Tip had not yet taken his eyes off this wonderful personage. What he saw was
a great, round, bug like body supported upon two slender legs which ended in
delicate feet -- the toes curling upward. The body of the Woggle-Bug was
rather flat, and judging from what could be seen of it was of a glistening
dark brown color upon the back, while the front was striped with alternate
bands of light brown and white, blending together at the edges. Its arms
were fully as slender as its legs, and upon a rather long neck was perched
its head -- not unlike the head of a man, except that its nose ended in a
curling antenna, or "feeler," and its ears from the upper points bore
antennae that decorated the sides of its head like two miniature, curling
pig tails. It must be admitted that the round, black eyes were rather
bulging in appearance; but the expression upon the Woggle-Bug's face was by
no means unpleasant.
For dress the insect wore a dark-blue swallowtail coat with a yellow silk
lining and a flower in the button-hole; a vest of white duck that stretched
tightly across the wide body; knickerbockers of fawn-colored plush, fastened
at the knees with gilt buckles; and, perched upon its small head, was
jauntily set a tall silk hat.
This Woggle-Bug became giant after Professor Knowitall used a magnifying
glass on him. He became thoroughly educated (his degree) by listening to
lectures while a small bug. He adventured with the Scarecrow, Tip, and the
Tin Woodsman. He was made Public Educator and served as Ozma's tutor after
Jinjur's Army of Revolt was expelled from the Emerald City. He is currently
the president of the College of Art and Athletic Perfection, which is a good
place for the young men of Oz who don't like to work. Those who attend the
college are no worse off than before!
Nim 0, Str -1, For 0, Bra +2, Kee +2, Wil 0, Per 0, Sca 0
Gifts Pause and Reflect
Faults Motion Sickness
ODF: -1
DDF: 0
Skills Culture 3, Rhetoric 3, Law 3, Mathematics 3
Ojo
Ojo was just a poor, unlucky boy in Munchin Country until he and Unc Nunkie
left their farm to go to the Emerald City. When his Unc Nunkie was turned to
marble, he went on a quest that took him all over Oz, got him arrested, and
made him a hero. He now lives with Unc Nunkie in a comfortable cottage
outside the Emerald City.
Nim 1, Str 1, For 1, Bra 1, Kee 0, Wil 0, Per 1, Sca -1
Gifts
Faults Cries, Unlucky (now removed)
ODF: 0
DDF: 0
Skills
Omby Amby and the Army of Oz
Omby Amby was the only private in the Army of Oz. He was eventually made an
officer due to his bravery. He is the only person in the Army of Oz that
actually fights, since most of his superior officers were recruited so that
the army would have more 'dignity'. The army fought by the Generals
commanding their subordinate officers, and down the chain of command until
the lower officers commanded Omby Amby to fight.
Nim +2, Str +3, Bra 0, For +2, Kee 0, Wil +2, Per +1, Sca 0
Faults
Gifts
ODF: +4
DDF: +1
Skills Gun +3
Equipment Gun (+3 ODF when shot; +1 when used as a club)
Officers of the Army of Oz
All attributes 0, Fault: Afraid to fight (blame it on heart condition,
fatigue, unacceptable risk, etc) Equipment: Sword +3 ODF (never used)
Ozga
A distant cousin of Ozma. Tick Tock and friends rescued her from the Rose
Kingdom, since the Rose Kingdom wanted a king instead of a Queen. She has
fallen in love with Private Files of Oogaboo.
Nim 1
Str 0
Bra 0
For 0
Kee 1
Wil 1
Per 2
Sca -3
Faults
ODF: -1
DDF: -3
Skills
Gifts: Thorns (+2), Talk to flowers-can ask flowers for directions, and the
flowers turn toward the correct way to go.
Ozma
The daughter of Pastoria, the original ruler of the Emerald City before the
Wizard. She was transformed by Mombi into a boy named Tip. Tip escaped
Mombi, created Jack Pumpkinhead and the Sawhorse, and had several adventures
before being transformed into Ozma again by Mombi. Tip was very opposed to
being transformed into a girl, but Ozma is currently a well-loved ruler.
Ozma rules with kindness, justness, and fairness. She is also devoutly
pacifist, and even refused to attempt to repel the Nome King's invasion with
force, since war made people unhappy. Ozma doesn't see Oz as a land for
refugees from earth; she only admits those she believes would be an asset
to the land.
Nim 0, Str 0, For 0, Bra +1, Kee +2, Wil +2, Per +3, Sca -1
Gifts Darn Cute, Fairy Powers: Fairy Call (a trill whistle that summons
other fairies), Thought Reading, Privacy Circle (by walking in a circle and
muttering a nonsense phrase, prevents magic ease dropping),
Faults
ODF: -1
DDF: -1
Skills Ruling 3, Diplomacy 3
Equipment Magic Carpet, Magic Picture, Magic Belt, Silver Wand, Wireless
Phone
Patchwork Girl (Scraps)
From The Patchwork Girl of Oz:
Ojo examined this curious contrivance with wonder.
The Patchwork Girl was taller than he, when she
stood upright, and her body was plump and rounded
because it had been so neatly stuffed with cotton.
Margolotte had first made the girl's form from the
patchwork quilt and then she had dressed it with a
patchwork skirt and an apron with pockets in it--
using the same gay material throughout. Upon the
feet she had sewn a pair of red leather shoes with
pointed toes. All the fingers and thumbs of the
girl's hands had been carefully formed and stuffed
and stitched at the edges, with gold plates at the
ends to serve as finger-nails.
Brought to life by Dr. Pipt's Powder of Life, Scraps is a half crazy, but
likeable living crazy quilt. She is very fond of the Scarecrow.
Nim 2, Str 0, For 1, Bra -2, Kee -1, Wil 2, Per 1, Sca -5
Gifts No need to eat/sleep/rest, pain tolerance, invulnerable to blunt
damage
Faults Fire does +2 ODF, wetness Incapacitates, clumsy, half crazy, sings a
silly song
ODF: -5
DDF: -4
Skills
Polychrome, the Rainbow's Daughter
From The Road to Oz:
A little girl, radiant and beautiful, shapely as a fairy and
exquisitely dressed, was dancing gracefully in the middle of the
lonely road, whirling slowly this way and that, her dainty feet
twinkling in sprightly fashion. She was clad in flowing, fluffy robes
of soft material that reminded Dorothy of woven cobwebs, only it was
colored in soft tintings of violet, rose, topaz, olive, azure, and
white, mingled together most harmoniously in stripes which melted one
into the other with soft blendings. Her hair was like spun gold and
flowed around her in a cloud, no strand being fastened or confined by
either pin or ornament or ribbon.
Polychrome is one of the rainbow's daughters and a sky fairy. She loves to
play on rainbows with her sisters, but often falls off of the rainbow and
ends up in Oz. Although a bit flighty, she has a good heart. She loves to
dance.
Nim 1, Str 0, For 2, Bra -1, Kee -1, Wil 2, Per 3, Sca 0
Gifts: Fairy power-Nomes cannot harm her in any way. She teleports and
reappears a few feet away from her current location, so the attacks of Nomes
can never hit her.
Faults Gets Cold: Since she is used to living close to the sun, Polychrome
needs to move in order to keep warm. If she is restrained or put in a cold
place, she loses one health level a round until unconscious. She must be
warmed up in order to heal this damage.
ODF: 0
DDF: 2
Skills Dancing 2
Queen of the Field Mice
This character is the normal sized field mouse ruler of all of the field
mice in Oz. Generally, she is best used as a way to bail out the pc's
without them realizing it. If the party is in a jam (like having everyone
but a Tin Man asleep in a poppy field) have the Queen be chased by a wildcat
or other animal, and let the PC save the queen. Since she has the Fault of
blood debt, she will be obligated to help out the party. The Queen will give
the party a whistle with which to contact her. She has thousands of mice at
her disposal at any time. Generally, the mice can accomplish pretty much
anything in huge swarms, even defeating large enemies by biting them in the
eyes or pulling big characters out of poppy fields. Note they can only come
to the aid of characters in fields (these are FIELD mice, not cave, house,
or forest mice).
Nim -1, Str -1, For 0, Bra 2, Kee 2, Wil 2, Per 2, Sca -8
Gifts thousands of field mouse followers
Faults Blood debt
ODF: -9
DDF: -8
Skills Hiding 2, ruling 2
Quox
From Tick Tock of Oz:
Had Quox been at all bashful, I am sure he would have felt
uncomfortable at the astonished stare of every eye in the group--except
Tubekins, of course, who was not astonished because he had seen Quox so
often. Betsy thought a "young" dragon must be a small dragon, yet here was
one so enormous that the girl decided he must be full grown, if not
overgrown. His body was a lovely sky blue in color, and it was thickly set
with glittering silver scales, each one as big as a serving tray. Around
his neck was a pink ribbon with a bow just under his left ear, and below the
ribbon appeared a chain of pearls to which was attached a golden locket
about as large around as the end of a base drum. This locket was set with
many large and beautiful jewels.
The head and face of Quox were not especially ugly when you consider
that he was a dragon, but his eyes were so large that it took him a long
time to wink, and his teeth seemed very sharp and terrible when they showed,
which they did whenever the beast s
milled. Also, his nostrils were quite large and wide, and those who stood
near him were liable to smell brimstone, especially when he breathed out
fire, as it is the nature of dragons to do. To the end of his long tail was
attached a big electric light.
Perhaps the most singular thing about the dragon's
appearance at this time was the fact that he had a row of seats attached to
his back, one seat for each member of the party. These seats were double,
with curved backs, so that two could sit in them, and there were twelve of
these double seats, all strapped firmly around the dragon's thick body and
placed one behind the other in a row that extended from his shoulders nearly
to his tail.
A disrespectful young dragon (3056 years old!) that made fun of the Ancient
One (the oldest and wisest dragon), Quox was sent by the Private Citizen to
be his Instrument of Vengeance against the Nome King.
Nim -1
Str 2
Bra 1
For 1
Kee 1
Wil 0
Per 0
Sca 3
ODF: 7
DDF: 4
Gifts: Claws (+3), Fire (+3)
Fault: Sleeps Too Soundly-A character must cause Quox damage in order to
wake him from slumber.
Equipment-Magic Ribbon-whoever looks at it loses their magic knowledge.
Jeweled Locket-attached to the magic ribbon, this locket opens and six eggs
roll out. These eggs are like ?heat seeking missiles?, rolling to hit
Nomes.
Sawhorse
The sawhorse was brought to life by Ozma while she was tip. He still serves
as Ozma?s royal steed, and now has gold plating on his feet so they don?t
wear out. He regularly pulls a Red Wagon that Ozma and Dorothy ride in.
Nim +2, Str +2, For +2, Bra -2, Kee -2, Wil +2, Per 0, Sca 1
Gifts None
Faults Obstinate, fire does +1 ODF
ODF: +3
DDF: +3
Skills Running 3
Scarecrow
He now lives in a mansion in the country with his own farm, finding city
life distasteful. His house is shaped like a giant ear of corn, five
stories (1-reception with a hand organ, 2-banquet room, 3-5 bedrooms), and
made of gold, with a statue of the scarecrow on the top of it. S
Nim -1, Str +1, For +3, Bra +3, Kee +2, Wil +1, Per +1, Sca -5
Gifts Unfazeable, Pause and Reflect, No need to eat/sleep/rest, pain
tolerance, invulnerable to blunt damage, cover up
Faults Fire does +2 ODF, wetness Incapacitates, clumsy
ODF: -4
DDF: -2
Skills Ruling 2,
Shaggy Man (Motto: Take it easy)
The Shaggy Man is a good natured wanderer from earth. His clothes are
shaggy and full of holes. He has a long shaggy beard and long shaggy hair.
Everyone with a heart loves him, since he carries the love magnet. He
doesn?t like money, since it makes people vain and mean. The Shaggy Man
loves to wander to no place in particular.
Nim 1, Str 0, For 1, Bra 1, Kee 2, Wil 2, Per 1, Sca 0
Gifts
Faults
ODF: 0
DDF: 1
Skills
Equipment: Love Magnet, Wireless Phone, Knife
Soldier with the Long Whiskers-Body guard of Ozma, Royal Army of Oz
Formerly, this man was the entire Army of Oz. He was afraid of his loaded
gun going off and little girls. He still serves as a bodyguard to Ozma of
Oz, although a larger army has taken his place.
Nim 1, Str 1, For 2, Bra -1, Kee -1, Wil -1, Per 0, Sca 0
Gifts
Faults Afraid of girls, Afraid of gun accidents, forgets where he put gun
ammunition
ODF:
DDF:
Skills
Tick Tock the Clockwork Man
From Ozma of Oz:
For, standing within the narrow chamber of rock, was the form of a
man--or, at least, it seemed like a man, in the dim light. He was
only about as tall as Dorothy herself, and his body was round as a
ball and made out of burnished copper. Also his head and limbs were
copper, and these were jointed or hinged to his body in a peculiar
way, with metal caps over the joints, like the armor worn by knights
in days of old. He stood perfectly still, and where the light struck
upon his form it glittered as if made of pure gold.
Tick Tock was discovered by Dorothy and Billina in the Land of Ev, hidden in
a cave. He was the slave of the evil King Evoldo of Ev, but he was angered
when he couldn?t kill Tick Tock by beating him, as he did to all his
servants, so Tick-Tock was imprisoned. He was found by Dorothy Gale and
became a favorite of Ozma. An internal phonograph enables Tick Tock to
talk.
Nim 0, Str +2, For +2, Bra +1, Kee +1, Wil 0, Per +1, Sca 4
Gifts No need to eat/drink/rest
Faults Must be wound for Talking, Thinking, and Walking/Movement. Helpless
when he falls on his back-he needs someone to pick him back up (much like a
turtle).
ODF: +6
DDF: +6
Skills
Tin Man (Nic Chopper), Emporer of the Winkies
Nic Chopper used to be an ordinary Munchkin woodchopper, in love with a
young Munchkin girl named Nimee Aimee. Nimee Aimee was a slave of a Witch,
and the Witch didn?t want Nic running off with her slave. The Witch cast a
spell that caused Nic to chop his leg off. He then went to a tinsmith to
get a tin leg fastened. The witch then caused him to cut off all of his
body parts one by one while wood chopping. Eventually, Nic was made entirely
of Tin. Nimee was still in love with him (he would be a bright husband, he
had no temper, there was no need to wash his clothes, and he would never
grow tired dancing), but the Tin Woodsman found he could no longer love her,
since he had no heart. You know how he got his heart. He is now the Emporer
of the Winkies, and rules them justly. He is now nickel plated, so he
doesn?t have to be polished as much. Nim 1, Str 2, For 2, Bra 0, Kee 1, Wil 2, Per 1, Sca 2
Gifts Doesn?t need to eat/drink/rest, Dandy (gets shined with putz-pomade)
Faults Needs to be oiled, code against killing, cries
ODF: +7
DDF: +4
Skills Axe 3, woodcutting 3, ruling 1,
Equipment Axe (+3), oilcan
Toto
Dorothy?s dog. He is very loyal to his friends, and loves to bark at foxes,
cats, and other sworn enemies of dogs.
Nim 2
Str 2
For 2
Bra 0
Kee 1
Wil 2
Per 0
Sca -3
Gifts Teeth +2
Faults
ODF: +1
DDF: -1
Skills
Tracking 2
Ugly One
The Ugly One is the long lost brother of the Shaggy Man. He was a former
gold prospector in California, until the Nome King kidnapped him and made
him a prisoner in the Metal Forest, and cast a spell on him to make him
ugly. He was eventually rescued by the Shaggy Man, and Polychrome freed him
from his curse. The Shaggy Man says ?Now, he?s as handsome as he ought to
be? while Betsy Bobbins declares him ?Quite handsome?. He is loyal and
good, just like the Shaggy Man.
Nim 0, Str 1, For 1, Bra 1, Kee 0, Wil 0, Per 0, Sca 0
Gifts
Faults
ODF: 1
DDF: 1
Skills Prospecting 1
Unc Nunkie
Unc Nunkie is Ojo?s uncle, who says only one word at a time. He was
accidentally turned to marble, but the valiant efforts of Ojo returned him
to normal. He now lives with his nephew in a cottage outside the Emerald
City. He is a humorous device. Have NPC?s joke that he is very talkative
when he answers a series of questions with one word.
Nim -1
Str -1
Bra 1
For 1
Kee 1
Wil 1
Per 0
Sca 0
Faults Only says one word at a time
Gifts
ODF: -1
DDF: 1
Skills
Farming 1
Wizard of Oz (Oscar Zoroaster Phadrig Isaac Norman Henkle Emmannuel Ambroise
Diggs)
You know most of the story. Found his way into Oz via a balloon mishap.
Originally a circus balloonist from Omaha, Nebraska. After being exposed as
a humbug, he ballooned back to the U.S. He has since returned to Oz, and is
on his way to becoming a true wizard.
Nim -1, Str -1, For 0, Bra +2, Kee +2, Wil +2, Per 0, Sca 0
Gifts Magical Aptitude 2
Faults
ODF: -1
DDF: 0
Skills Ventriloquist 3,Baloonist 2, Sewing 2, Sleight of Hand 3, Invention
2
Spells: Make Tent, Wash Dishes, Enchant Food, Enchant Wheels, Teleport
Others
Equipment: Sword (collapses into tiny knives), nine piglets from the tiny
island of Teenty Weenty (used in magic tricks), satchel, lantern, 2
revolvers, bubble machine
Woozy
The Woozy was freed from his prison by Scraps. It has proven to be a great
animal, and now lives with the other animals in the Royal Menagerie. The
Woozy eats bees, has very hard skin, and doesn?t need to eat but still gets
hungry. It has no teeth or claws. The Woozy?s eyes flash fire and it
growls when very angry. The Woozy thinks its growl is fearsome, but in
reality it is only a soft ?Queek?. It gets angry when people say ?Krizzle
Kroo? because he doesn?t know what it means. The Woozy always keeps
promises because he is square. The Woozy?s stats are in Chapter One.
Zeb
Zeb (short for Zebediah) is a second cousin of Dorothy?s, and fell into Oz
via an earthquake. He makes a living by driving his horse Jim on a farm.
He is strong and appreciates the simple things in life. He returned to
Hugson?s ranch is Frisco city after some bizarre adventures in Oz.
Nim 1
Str 2
Bra 0
For 2
Kee 0
Wil 1
Per 0
Sca -1
Faults
Gifts
ODF: -1
DDF: -1
Skills
Horse Driving +2, Farming +1
Equipment: Buggy whip
BAD GUYS
[Image]
General Jinjur of the Army of Revolt
Led a war against the city of Oz with an army of girls. The war was secret,
and she often remarked it was a miracle that an army of girls should keep
such a secret for so long. Jinjur decided to conquer Oz because it was
ruled by men for long enough-and she wanted to use all of the jewels in the
Emerald City for jewelry, and use the royal treasury to buy new gowns. The
girls were confident that there would be no casualties, since no one would
harm girls, and there wasn?t an ugly face in the whole army. When they
conquered the city, they made all of the men do the housework and cooking,
and all the women of the city gossipped.She wore a uniform with the silken
waist being of emerald green and her skirt of four distinct colors -- blue
in front, yellow at the left side, red at the back and purple at the right
side. Fastening the waist in front are four buttons -- the top one blue, the
next yellow, a third red and the last purple. The soldiers wore similar
uniforms, with the color of their native part of Oz being the front color of
the skirt. The soldiers were armed with two knitting needles each, held in
their hair when not in use.
After she was foiled, Jinjur married a man with nine cows and seems very
content. For now?..
Nim +1, Str 0, For 0, Bra +2, Kee +2, Wil +2, Per +2, Sca -1
Gifts Darn Cute
Faults Afraid of mice
ODF: +1
DDF: -1
Skills Needles 2, Cooking 2, Cleaning 1, Sewing 2
Equipment: 2 knitting needles (+2 ODF)
Army of Revolt Soldier
Nim 0, Str -1, For -1, Bra +1, Kee +1, Wil +1, Per +2, Sca -1
Gifts Darn Cute
Faults Afraid of mice
ODF: 0
DDF: -1
Skills Needles 2, Cooking 2, Cleaning 1, Sewing 2
Equipment: 2 knitting needles (+2 ODF)
Mombi the Sorceress
Mombi is responsible for transforming Ozma into Tip. This sorceress agreed
to transform Ozma into a boy in exchange for some of the Wizard?s magical
knowledge (much of it humbug). She worked with Jinjur for a while, until
Glinda took her powers away after transforming Tip back into Ozma.
Nim -2, Str -2, For -1, Bra +2, Kee +2, Wil +2, Per -2, Sca 0
Gifts Magical Aptitude (Black Magic) 3
Faults Obstinate
ODF: -2
DDF: -1
Skills
Spells: Illusion, Eye Like Telescope, Transform to Plant, Turn to Marble,
Transform to Shadow, Transform to Ant, Transform to Griffin, Sex Change
Nome King, Roquat of the Rocks, The Metal Monarch, Ruler of the Underground
World
From Ozma of Oz:
This important monarch of the Underground World was a little fat man
clothed in gray-brown garments that were the exact color of the rock
throne in which he was seated. His bushy hair and flowing beard were
also colored like the rocks, and so was his face. He wore no crown of
any sort, and his only ornament was a broad, jewel-studded belt that
encircled his fat little body. As for his features, they seemed
kindly and good humored, and his eyes were turned merrily upon his
visitors as Ozma and Dorothy stood before him with their followers
ranged in close order behind them.
The Nome King looks a bit like Santa Claus. However, he is a devious, evil
trickster. He first had a run in with Ozma and friends when he made slaves
of the royal family of Ev. After Billina the hen guessed what kind of
ornaments the royal family and her Oz friends had been transformed into
after overhearing the Nome King gloat about his plans, Dorothy took his
Magic Belt. The Nome King is the Darth Vader of Oz. He is constantly
crafting schemes of conquest, and melodramatically reveals his plans to his
victims. The Nome King is crafty, and often uses the law to justify his
aberrant behavior. He likes to smoke tobacco from a pipe, lit with a
red-hot coal. His favorite drink is melted silver. He tortures, beats,
kills, slices up, and feeds dogs with his subordinates that displease him.
He uses blackbirds to spy. The Nome King is surly, and beats on a gong when
he needs to be attended to. He is never satisfied with his vast wealth, and
hates surface dwellers that have taken precious metals he believes to be
his. He hates everyone and everyone hates him, so no one ever visits on a
peaceful errand. Ruggedo was deposed as King after being defeated by Quox,
exiled from his kingdom by eggs. Ruggedo paid a surface worlder to sew as
many pockets in his clothes as possible, in order to reenter the Kingdom of
the Nomes to steal as many gems as possible. He succeeded, but was caught.
Instead of being angry, Kaliko, the new king, allowed him to take whatever
he could carry. Kaliko even treated Ruggedo to a fine meal with Kaliko?s
new friends from Oz. Ruggedo expressed remorse for his past behavior at the
dinner, and vowed to reform. As readers of the Oz books know, he wasn?t
very successful?.
Nome curses: ?Nails and nuggets!?, ?Picks and puddles!?, ?Jumping
Jellycakes!?
Nome food: broiled mushrooms, mineral bread, petroleum butter
The Nome King
Nim +1
Str +1
Bra +2
For +2
Kee +2
Wil +3
Per +2
Sca -1
Faults Eggs do ODF 2 each round that they are on the Nome.
Gifts Travel through earth-all Nomes can magically become one with the
earth and travel through it without displacing any earth. They move through
the earth at the same speed as they would normally travel, Magic (Black
Magic) 2
ODF: 2
DDF: -1
Skills Diplomacy 2, Law 2,
Spells: Transform to Dove, Ugliness, Transform to Fiddle
Equipment Scepter +2 ODF,
All Nomes are short, fat, have long ears, and curly toes. The Nomes live
underground, and make diamonds, gold, silver, and other precious items. The
purposefully make these items hard to get to, since all of these things
belong to the Nome King. Nomes hate surface dwellers, since they steal
their precious metals and stones. The Nome Army follows orders to the
letter-unfortunately, they also lack initiative. They are often defeated
when someone else attacks them, and their leaders forget to order them to
fight. There are 50000 nomes in the army, and General Blug was their
commander, until he called the Nome King a fool. General Guph, who hates
happy and good people, led the failed attack on Oz.
Nomes
Nim 0
Str +1
Bra -2
For +1
Kee -2
Wil -2
Per -1
Sca -1
Faults Eggs do ODF 2 each round that they are on the Nome.
Gifts Travel through earth (see Nome King entry for description).
ODF: +2
DDF: +2
Skills Weapons +1
Equipment: Sword +3, Spear +3, Axe +3, Steel Armor +2
Kaliko is the Nome King?s chief steward, basically a butler that waits on
him (the Nome King often kicks him in the shins when things aren?t going
well). Kaliko is often the Nome that persuades the others not to rebel,
not matter how much the King whips them when they refuse to work. The Nome
King would be very lucky to find another chief steward as loyal and
intelligent as Kaliko.
Kaliko was made the new Metal Monarch after Ruggedo was driven out by Quox.
The Nomes listened to Kaliko better than they ever did to the Nome King.
Kaliko made General Guph the new chief steward, and promised not to throw
his specter at Guph unless Guph really deserved it. Kaliko isn?t as stingy
as Ruggedo when it came to giving non-Nomes gems. The new Nome King allowed
Queen Ann and the Army of Oogaboo to take some gems from the kingdom, since
there were plenty to go around.
The King also has a Chief Counselor, a kind of consultant that never tells
the Nome King what he wants to hear and insults the King to his face. The
Long Eared One is a Nome with huge ears that can hear anything that happens
in the lands outside of Oz. His Chief Magician has spells (turn things
invisible, twist path).
Executioners-The Nome King?s executioners exist to torture and kill the Nome
king?s enemies after they are captured. Pang is the head executioner.
Equipment: Golden pincers, silver prods, silver chains, golden clamps,
golden handcuffs (all inlaid with beautiful precious stones)
The Nome King?s Rotten Tricks:
Slimy Cave: This is simply a slimy cave, and used to house prisoners of the
Nomes.
Gold Crucible: The Nome King tortures his metal visitors in this white hot
crucible.
Trap Holes: The King uses holes with retractable tops that are controlled
by levers in his throne room to trap ?visitors? to his domain, by quickly
opening and closing the holes in the dark tunnels. There are hidden springs
in the pits that open the retractable tops when tripped (Keenness roll of
difficulty +2 to detect).
Magnetic Rubber Wires: control the bouncing of the Rubber Country, which
borders the entrance to the Nome King?s castle. The rocks and ground here
are made of rubber, and when the wires are activated, characters bounce
uncontrollably. There is a wide stream with many rocks that must be crossed
if the characters want to reach the Nome King?s caverns. The water is dry,
though, so the characters can just walk through the water without getting
wet to avoid being bounced around forever.
The Metal Forest
From Tick Tock of Oz:
The next moment, they were all standing upon the edge of the marvelous Metal
Forest. It lay under another mountain and occupied a great, domed cavern
the roof of which was higher than a church steeple. In this space the
industrious nomes had built, during many years of labor, the most beautiful
forest in the world. The trees--trunks, branches and leaves--were all of
solid gold, while the bushes and underbrush were formed of filigree silver,
virgin pure. The trees towered as high as natural live oaks do and were of
exquisite workmanship. On the ground were thickly strewn precious gems of
every hue and size, while here and there among the trees were paths pebbled
with cut diamonds of the clearest water. Taken all together, more treasure
was gathered in this Metal Forest than is contained in all the rest of the
world--if we except the Land of Oz, where perhaps its value is equaled in
the famous Emerald City.
The Nome King imprisons some of his enemies in the Metal Forest. There is
also a section of the forest where regular fruit bearing trees grow, so
prisoners don?t starve. The trees grow ?Three Course Nuts?, which are like
hollow coconuts. These nuts contain a cup of soup, meat, vegetables, salad,
cheese, crackers, nuts, and raisins. Each three course nut contains exactly
the same portions. ?Breakfast Nuts? are similar, but with coffee, oatmeal,
and fruit.
The Hollow Tube: The hollow tube drops people that pass through it to the
other side of the world. It was created by a magician (Heirgargo) for his
exclusive use, who traveled so fast through the tube that he hit a star so
hard that the star exploded. The Nome King likes to have his Chief Magician
turn the top of the tube invisible, and then have the Chief Magician twist
the path the King?s enemies are on, so that they fall into the tube.
Characters falling through the Hollow Tube arrive in the land of the
Tubekins. The land of Tubekin is green and pleasant, and has one huge
castle (the Hall of State) where the Private Citizen lives and a small group
of private castles where the other Tubekins live. All of the Tubekins look
the same, and all are Kings and Queens ruled by the Private Citizen. The
Hollow Tube is private property, so traveling in it is a crime. Nine days
and ten nights of torture is the penalty, although the Private Citizen will
often waive this penalty if the Nome King is to blame for the trip through
the tube. This beautiful place is one of the chief residences of fairies who
minister to the needs of mankind. So many important fairies lived there
that to avoid rivalry they had elected as their Ruler the only important
personage in the country who had no duties to mankind to perform and was, in
effect, a Private Citizen.
Tubekins
From Tick Tock of Oz:
But soon they gained courage to look more closely at the Peculiar Person.
As he was a type of all the inhabitants of this extraordinary land whom they
afterward met, I will try to tell you what he looked like. His face was
beautiful, but lacked express
ion. His eyes were large and blue in color, and his teeth finely formed and
white as snow. His hair was black and bushy and seemed inclined to curl at
the ends. So far no one could find any fault with his appearance. He wore
a robe of scarlet which did not cover his arms and extended no lower than
his bare knees. On the bosom of the robe was embroidered a terrible
dragon's head, as horrible to look at as the man was beautiful. His arms
and legs were left bare, and the skin of one arm was bright yellow and the
skin of the other arm a vivid green. He had one blue leg and one pink one,
while both his feet--which showed through the open sandals he wore--were jet
black.
Private Citizen (aka the Great Jinjun, Tititihoochoo)
The Private Citizen looks like an average Tubekin, except his eyes were
black and had red sparks in them. His robe is white instead of scarlet. He
is just and fair, and prefers to speak to the member of the party that does
a lot of work instead of figureheads that give orders. He has no heart, but
is extremely intelligent and just, so the only beings that need fear him are
those that have done wrong.
All Attributes +2
Skills Ruling 2
Fairy Powers: Teleport (as spell), Conjure Objects (make small object),
Invisible Hands (telekinetically handle objects at a distance that could be
lifted by the character), Project Voice (voice becomes super loud-heard by
people throughout a palace)
Queen of Light and her attendants (Sunlight, Moonlight, Daylight, Starlight,
Firelight, Electra) These fairies are the living embodiments of these types
of light. They act as living batteries for the kind of light they
represent. If they were removed from Tubekin and imprisoned and made
unhappy, the kind of light they represent would vanish. Maybe the Nomes or
other mean people would steal Sunlight, just because it would make people
miserable to have no sunlight. The PC?s, of course, would have to mount a
daring rescue mission.
Attributes zero, except for 3 Personability, and Gift: Source of Light (the
character is the source for the kind of light they represent, but cannot
harness the power)
Princess Langwidere of Ev
This vain and cruel princess has thirty different heads, but only wears one
at a time. The heads are referred to by number. Each head has different
properties. For example, number 17 is a redhead, and has a bad temper. She
loves to acquire new pretty heads, and is very vain (mirrors cover almost
every angle of her palace). She keeps her heads in cabinets, and the only
way to open the cabinets is with the blood red ruby key she keeps on her
wrist. She is always looking for new heads for her collection, and will
offer to trade one of her current heads for the head of pretty PC?s. If
they refuse, she has her soldiers throw them in her prison tower. She has
no real aspirations for power-she just wants to spend all of her time
admiring her beautiful heads. The true royal family of Ev was restored to
power by Ozma after they were rescued from the Nome King. The princess is
currently not in power, but she still wants more pretty heads for her
collection?
Nim 0
Str -1
Bra 1
For 0
Kee 1
Wil 2
Per +2
Sca 0
Faults Vain, Condescending (towards commoners)
Gifts Exchangeable heads
ODF: -1
DDF: 0
Skills None
Ev?s Soldiers
The soldiers have low morale, and are unhappy. There are ten, led by a fat
colonel.
All Attributes 0, Brawling 1.
Wicked Witch of the West
The baddest of the bad. She was destroyed by Dorothy in The Wizard of Oz.
She couldn?t come back; could she?
Nim -1, Str -1, For -1, Bra +2, Kee +3, Wil +3, Per -3, Sca 0
Gifts Black Magic 4
Faults Water does +3 ODF, only one eye
ODF: -1
DDF: -1
Skills
Equipment: Silver whistle (summons pack of 40 great wolves to do her
bidding, or 40 crows, or bee swarm)
Spells: Eye Like Telescope, Turn Object Invisible
Monsters and Bizarre People
Bunbury
From The Emerald City of Oz:
The path to Bunbury seemed little traveled, but it was distinct enough
and ran through the trees in a zigzag course until it finally led them
to an open space filled with the queerest houses Dorothy had ever seen.
They were all made of crackers laid out in tiny squares, and were of
many pretty and ornamental shapes, having balconies and porches with
posts of bread-sticks and roofs shingled with wafer-crackers.
There were walks of bread-crusts leading from house to house and
forming streets, and the place seemed to have many inhabitants.
When Dorothy, followed by Billina and Toto, entered the place, they
found people walking the streets or assembled in groups talking
together, or sitting upon the porches and balconies.
And what funny people they were!
Men, women and children were all made of buns and bread. Some were
thin and others fat; some were white, some light brown and some very
dark of complexion. A few of the buns, which seemed to form the more
important class of the people, were neatly frosted. Some had raisins
for eyes and currant buttons on their clothes; others had eyes of
cloves and legs of stick cinnamon, and many wore hats and bonnets
frosted pink and green.
The people of Bunbury have isolated themselves, since they are very afraid
of being eaten by other beings. Their butter is on the inside so it doesn?t
run (they do the running themselves). C. Bunn, Esquire is the patriarch of
the Cinnamon Bun family, the most aristocratic family in town. Other
families include the Browns, Whites, and Grahams. Pop Over and Mr. (Turn
Over), the Graham Gems (3 sets of obnoxious twins), Johnny Cake (a stale
cake man that is never cross grained), the Sugar Bunns, the Currant Bunns,
the Spanish Bunns, French Bunns (very polite), Parker H. Rolls (a bit proud
and overbearing), Raisin Bunns, Crumpets are also citizens. The main
industry of the town is butter mining, and harvesting dough nuts from the
dougleander and doughdera trees. The penalty for eating a citizen is to be
baked in the huge ovens of the city.
Standard Bunn
All Attributes 0, Skills by occupation, Scale-6, Gift-Impervious to Blunt
Damage Fault-Everyone wants to eat them, Get Stale after too long.
Bunnies of Bunnybury
This beautiful marble, rabbit-sized city is inhabited by bunnies, and was
created by Glinda. The bunnies are all dressed lavishly, in silk and gem
covered outfits of the latest fashion. They are ?civilized? and walk on
their hind legs. Live in a village with a high marble wall. The is a sign
that says ?NO ADMITTANCE EXCEPT FOR BUSINESS?, and only those with a letter
from Ozma or Glinda are allowed admittance by Bristle, Keeper of the
Wicket. They also won?t admit animals that like to eat bunnies. Visitors
must submit to being ?reduced?, which happens when they near a bunny sized
door, and the characters shrink to Scale -5 for the duration of the time
that they are in Bunnybury. The soldiers carry spears, wear shakos on their
heads, and wear uniforms of green and gold. The King constantly blubbers
and cries because he doesn?t want to be king but he HAS to be. He would
rather be doing rabbit-like things, and can?t handle being ?civilized? in
one lifetime. It is against the law to resign as King. The King?s right
hand man is named Blinkem. The Whiskered Friskers are the excellent band
and dance troupe. He has a Bodyguard of Royal Pike men (same as the army,
but the King?s bodyguard). There is also a troupe of Royal Jugglers, and
the Winsome Waggish Warblers are the royal quartette of singers.
Use Bunny stats in Animal section of character creation, with Fault of
Doesn?t act properly for animals (rabbits wearing clothes and living in a
city? Not very rabbit-like behavior).
China People
These are people made of china, which live in a china village in Quadling
country. The village is separated from the rest of the country by a tall
marble wall. Their village is composed entirely of china, which makes it
very brittle. The people are about the size of dolls, and dress in lavish
outfits of many colors adorned with gold and jewels. They seem to be
subsistence farmers, milking cows and such. All of the animals here are made
of china as well. The people are very brittle, and the china people believe
that anyone that breaks off an arm of a china person must lose their own.
China people don?t understand that creatures made of flesh cannot be glued
back together. China people cease to be animated once they leave the china
village, turning back into inanimate objects. A notable china person is
Joker, the clown, who has been broken so many times that he is crazy.
China Person
All Attributes 0
Sca -4
Gifts No need to eat/drink/rest
Faults Cease to be animated when leave china village
ODF: -4
DDF: -4
Skills Varies
China Animals
Use stats for normal animals but subtract 4 from scale. This reflects the
small size of the animals and their china bodies.
Chiss, the Giant Porcupine and Evil Spirit-cowardly, can shoot quills,
unlike an American porcupine. Lives in the forests of Munchkinland.
Nim 0, Str 0, For +1, Bra -1, Kee -1, Wil -2, Per -1, Sca 3
Gifts
Quills +3 that can be shot
ODF: +6
DDF: +4
Cuttenclips
The Cuttenclips live in a village made entirely of paper that is surrounded
by a high marble wall, to prevent drafts. The air above the village is
enchanted by Glinda so it never rains. The city clearly has a warning of no
laughing, sneezing, coughing, or fast moving. All of the people here, all
of the buildings, all of the animals, the plants, and even the water(?) is
paper. The Queen, Miss Cuttenclip, who created the entire village and its
people, lives in a real wood house in the center of the village, and was
given Enchanted Paper by Glinda, since Glinda admired her paper dolls so
much.
Miss Cuttenclip
All attributes 0 but Per +2, Scale -1 Skill: Paper doll making +3,
Equipment: Scissors and Enchanted Paper
Donkeys of Dunkitown
From The Road to Oz:
The other donkeys by this time were sitting up and examining the
strangers with big, glassy eyes. They made a queer picture, indeed;
for they wore wide, white collars around their necks and the collars
had many scallops and points. The gentlemen-donkeys wore high
pointed caps set between their great ears, and the lady-donkeys wore
sunbonnets with holes cut in the top for the ears to stick through.
But they had no other clothing except their hairy skins, although many
wore gold and silver bangles on their front wrists and bands of
different metals on their rear ankles. When they were kicking they
had braced themselves with their front legs, but now they all stood or
sat upright on their hind legs and used the front ones as arms.
Having no fingers or hands the beasts were rather clumsy, as you may
guess; but Dorothy was surprised to observe how many things they could
do with their stiff, heavy hoofs.
They donkeys of Dunkitown are very afraid of their neighbors, the foxes.
They pound sheets of metal with their hooves to scare them away. The
believe that ?donkey? means clever, as it is written in Encyclopedia
Donkaniara. They also love to use big words. Their brick houses are laid
out in a haphazard manner, since only stupid beings need streets and house
markers, and straight streets are ugly. Madam de Fayke, Hoofist is a
fortune teller that reads the fortunes of donkeys by looking at their
hooves. King Kik-a-bray rules the Donkeys. The King will bestow the ?gift?
of a donkey head on anyone who speaks with big words, since they deserve to
be as handsome as donkeys. The donkeys will attempt to feed visitors hay,
grass, and oats, not understanding that people eat different food.
Nim 0
Str 1
Bra 1
For 2
Kee 0
Wil 0
Per 0
Sca 2
Faults
Gifts
ODF: 3
DDF: 4
Skills Kicking 2
King Kik-a-bray
Same as above, but has a magic staff that helps him cast the spell Donkey
Head and Conjure Food.
Dragonettes
Dragonettes are miniature dragons that are found outside of the Gargoyle
Country and near Pyramid Mountain. They are baby dragons (66 years old)
that are kept tied to rocks by their mother, who disappears for weeks on
hunting trips for elephants, buffalo, and even people! The dragonettes are
stuck up, thinking they have a superior pedigree since they are descended
from Atlantean dragons. They will express their desire to eat trespassers,
and are quite rude. They look like stereotypical green dragons with yellow
eyes.
Nim 1
Str 1
Bra 1
For 2
Kee 1
Wil 2
Per 1
Sca -1
Faults Stuck up
Gifts Teeth +2
ODF: +2
DDF: +1
Skills None
Fighting trees-Found in the South, these are animated trees that get angry
with trespassers.
Nim +1, Str +1, For 0, Bra -2, Kee -3, Wil 0, Per -3, Sca +1
Gifts None
Faults Vulnerable to fire (+2 ODF)
ODF: +2
DDF: +1
Skills None
Flutterbudgets
Insomniacs, exaggerators, people that worry about EVERYTHING.
Flutterbudgets have all of these qualities, and their village is a place
where people that are Flutterbudgets are sent. They worry about their eyes
growing shut while asleep, babies being run over while safely inside the
house, that amputation may be necessary for a prick on a finger, etc.
People that are very nervous about ifs are sent to this ?Defensive
Settlement of Oz?.
All attributes 0; flaw of Worry too much
Foxes of Foxwell
From The Road to Oz:
While the travelers were looking with curiosity at this beautiful
arch there suddenly marched out of it a company of soldiers--only the
soldiers were all foxes dressed in uniforms. They wore green jackets
and yellow pantaloons, and their little round caps and their high
boots were a bright red color. Also, there was a big red bow tied
about the middle of each long, bushy tail. Each soldier was armed
with a wooden sword having an edge of sharp teeth set in a row, and
the sight of these teeth at first caused Dorothy to shudder.
King Dox (aka King Renard the Fouth) rules the Foxes of Foxwell. The foxes
are civilized, wearing human clothes and raising fowl to survive. The foxes
naturally eat the fowl, and use the feathers for women?s clothing and
bedding. The foxes are kind to famous visitors, but may be hostile towards
bird-like characters or trespassers looking to cause trouble. The foxes
have elaborate homes with gold curtains and other finery. The foxes enjoy
plays, but hate Aesop?s fables (since they almost always depict foxes as
evil).
Fox
Nim 2
Str 0
Bra 1
For 0
Kee 1
Wil 1
Per 1
Faults
Skills Sword 2
Scale: -5
Gift: Teeth (+2 ODF)
ODF: -3
DDF: -5
Equipment: Sword +2
King Dox
Same as above, but 2 Bra and Kee, Magic Potential and Fox Face spell.
Fuddles
Live in Fuddlecumjig in Oz. The Fuddles are beings that are living, three
dimensional jigsaw puzzles. When startled or scared, they just fall to
pieces. Fortunately, the nice people of Oz regularly visit them to put them
together again. The Lord High Chigglewitz (Larry), is a bald-headed fat man
dressed in a blue coat with brass buttons, and he is missing a piece in his
left leg which makes him limp a little bit. Grandmother Gnit is a Fuddle
that sews mittens. The Fuddles never match each other, ?since they are
puzzles to themselves and there would be no fun to it?.
All Attributes 0, skills by occupation, and Major Fault: Poorly Made
(completely fall apart when startled/scared). A character must make a
Keenness roll vs. the Brains of the Fuddle being reassembled. Assembling a
Fuddle takes 4D6 minutes.
Gargoyles
From Dorothy and the Wizard in Oz:
The Gargoyles were very small of stature, being less than three feet
in height. Their bodies were round, their legs short and thick and
their arms extraordinarily long and stout. Their heads were too big
for their bodies and their faces were decidedly ugly to look upon.
Some had long, curved noses and chins, small eyes and wide, grinning
mouths. Others had flat noses, protruding eyes, and ears that were
shaped like those of an elephant. There were many types, indeed,
scarcely two being alike; but all were equally disagreeable in
appearance. The tops of their heads had no hair, but were carved
into a variety of fantastic shapes, some having a row of points or
balls around the top, others designs resembling flowers or vegetables,
and still others having squares that looked like waffles cut
criss-cross on their heads. They all wore short wooden wings which
were fastened to their wooden bodies by means of wooden hinges with
wooden screws, and with these wings they flew swiftly and noiselessly
here and there, their legs being of little use to them.
Gargoyles hate visitors. They attempt to capture them for use in bizarre
rites. The Gargoyles have to sleep, so they take their wings off at night.
The wings allow anyone who puts them on their person to fly while in the
domain of the Gargoyles.
Nim 2
Str 1
Bra -1
For 2
Kee 1
Wil 0
Per 0
Sca 0
Faults Afraid of loud noises, Vulnerable to Fire
Gifts Flight, Pain Tolerance
ODF: 1
DDF: 2
Skills
Giant Spider
Terrorizes the forests of the South. Virtually held the animal kingdom
hostage before the Cowardly Lion killed it and became King of Beasts. There
is a tribe of mean purple spiders in Gillikin Country, who try to imprison
people to do their housework. They are ruled by the spider king.
Nim +1, Str +2, For +1, Bra -2, Kee +1, Wil 0, Per -3, Sca 4
Gifts Webs (strength +1), sticks to things, teeth/claws (+2 ODF), night
vision
Faults Afraid of White Crabs (crabs can also automatically snip their webs)
ODF: +8
DDF: +5
Growleywogs
From The Emerald City of Oz:
These Growleywogs were certainly remarkable creatures. They were of
gigantic size, yet were all bone and skin and muscle, there being no
meat or fat upon their bodies at all. Their powerful muscles lay just
underneath their skins, like bunches of tough rope, and the weakest
Growleywog was so strong that he could pick up an elephant and toss it
seven miles away.
.To reach their Domain, the Ripple Lands must be crossed. All people
travelling there must roll Fortitude vs. 2, or suffer 2 damage + 4 FUDGE
dice damage from seasickness (this damage can never cause a Near Death
result, just Incapacitation). The Growleywogs are motivated by slaves, hate
happy people, and would backstab any ally in a second if they thought it
would get them more power. They were part of the Nome Kings attempted
invasion of Oz.
Typical Growleywogs
Nim 0
Str +3
Bra 0
For +2
Kee 0
Wil 0
Per -3
Sca 1
Faults None
Gifts None
ODF: +4
DDF: +3
Skills
Brawling 2
Grand Gallipoot of the Growleywogs
Same as above, but Bra +1 and Fault: mumbles.
Hammer Heads
These unpleasant creatures have no arms, wrinkled necks, are quite short,
and flat heads. They can extend their necks to whap creatures with their
flat, hard heads. Not intellectuals, they delight in not letting people
pass over hills in Quadling country.
Nim 0, Str +2, For 0, Bra -1, Kee -1, Wil 0, Per -2, Sca -1
Gifts Hard head (+1 ODF), extendible neck
Faults Nor arms
ODF: +2
DDF: -1
Skills Head attack +1
Hip-Hopper the Champion
A hopper that lives in the mountain in Quadling Country. Has only one leg,
which looks like a pedestal. A champion wrestler, first bested by Toto the
dog.
Attributes same as Hoppers, but Skill of Wrestling 2
Hoppers
Have only one leg, which looks like a pedestal. Also have long arms. Get
around by hopping. Live in a huge marble cave in a tall mountain in
Quadling country. The Horners live in beautiful marble houses, and their
cave is carved with exquisite designs. The cave is divided in two halves of
equal size by a huge marble fence. Have an ongoing war with the Horners,
who live in the same cave on the opposite side of the marble fence..
Nim +1, Str +1, For +1, Bra 0, Kee 0, Wil +1, Per 0, Sca 0
Gifts
Jumping +2, ?Running? +2 (in a series of fast hops)
ODF: +1
DDF: +1
Horners
Have a single horn in the center of their head, which is ivory and six
inches long. The people are short and round, wear snow-white robes, and no
shoes. Their hair is three colors: red (which hangs over their eyes), and
a yellow circle of hair around a green topknot . Their chief wears a shiny
star in his hair. The chief has 19 daughters, who are brought up by a code
designed by the village?s decorated bachelor. The daughters are not allowed
to play, and must act polite, demure, and proper. Have an ongoing war with
the Hoppers. The war started when a Horner made a joke that Hoppers have
less understanding because of their one leg (if you stand on your legs
they?re under you-so they?re your understanding-get it?). Dicksey is the
name of the troublemaking Horner that told the joke that started the war.
Their side of the cave is just dull gray rock instead of marble, and their
houses are made of the same material. However, the Horners mine radium, a
beautiful frosted silver metal, which they use to make the inside of their
homes beautiful. Radium also acts as a medicine (when a character carries a
piece of radium, the character cannot contract any kind of disease). There
is also a dark well in the radium mines, which has water that may be a
component needed for a charm..
Nim -1, Str 0, For 0, Bra 0, Kee +1, Wil 0, Per 0, Sca 0
Gifts
Horn +2
ODF: +2
DDF: 0
Iron Giant
Another Smith + Tinker creation, this giant pounds the ground to make
roads. Unfortunately, he is being used by the Nome King to guard the
entrance to his lair in Ev. The giant pounds the ground at regular
intervals, so if someone beats his Nimbleness score, the character passes
safely out of the way of his hammer. Only the Nome King has the key to shut
down this behemoth.
Nim -1, Str +2, For +2, Bra -2, Kee -2, Wil 0, Per -2, Sca 7
Gifts
ODF: +12
DDF: +9
Equipment Hammer (+3)
Kalidahs-dreadful creatures with the bodies of bears and the heads of
tigers, with long claws. Encountered in the forests of munchkin country.
Nim +1, Str +1, For +1, Bra -2, Kee +1, Wil 0, Per -3, Sca 3
Gifts
Claws +3
ODF: +4
DDF: +4
Laziest Man in Oz-Lives in Quadling Country. Is round, and hates to work.
He can be persuaded to help out the party if they offer him something that
enables him to be more lazy, like a square meal tablet (then he doesn?t have
to do the hard work of chewing!).
All stats zero, Fault of Lazy.
Loons Of Loonville
The creatures they beheld were round and ball-like, round in body, round in
legs and arms, round in hands and feet, and round of head. The only
exception to the roundness was a slight hollow on the top of each head,
making it saucer-shaped instead of dome-shaped. They wore no clothes on
their puffy bodies, nor had they any hair. Their skins were all of a light
gray color, and their eyes were mere purple spots.
The Loons live in Loonville, really a clearing in the woods of Gillikin
country that forms a dome due to the branches interweaving together above a
clearing in a purple forest. King Bal Loon (get it?) is their monarch. The
Loons are very cautious of strangers, preferring to capture, try, and
perforate them as soon as possible, since the Loons are so vulnerable. Til,
a female loon that wore a big rubber skirt and a feather in her hair, was
the Loon mender. The ?warts? on the Loons are places where the mending
string was tied in a knot. Punctured Loons must be mended and blown up
again. Loons will try to attack pc?s by attempting to ?puncture? them with
thorns (+1). Loons? social standing is measured by how pumped up they are,
the most pumped up being of the highest station. Of course, King Bol
determines how pumped up Loons should be.
Loon
Nim +1, Str 0, For 0, Bra 0, Kee 0, Wil +1, Per 0, Sca -7
Gifts
Invulnerable to Brawling-like Stuffed Animateds, the only thing that can
damage them is to be punctured.
Jumping +3
Faults
However, the Loons are much more vulnerable to punctures than Stuffed
Animateds. Any damage from puncture causes automatic Incapacitation, and
the Loon is helpless until it is mended and blown up again.
ODF: -7
DDF: -7
Mangaboos
The Mangaboos are living vegetable people. There are six suns above their
domain, which cause everything in their land to change colors. Gravity is
also weak here, so if a character falls off of a building or is thrown, the
character slows down and lands without incurring any damage. Characters
with scale below can literally walk on air here, walking vertically as
though they are climbing on invisible staircases. Characters with smaller
scale can generally climb higher. The Mangaboos live in glass houses, which
oddly grow by themselves in their land. Mountains, rock, and the bridges of
the Mangaboo country are also glass. The Mangaboos are very angered when
someone breaks any of the glass buildings or bridges in their town, since it
takes a very long time for the glass structures to grow. The people are
very handsome, are the size of an earth child, and dress in green robes.
Their leader has a glittering star on the hair on his forehead. Sorcerers
of the Mangaboos wear yellow robes and are covered with thorns. They have
no hearts and can neither smile nor frown. Mangaboos grow on bushes, the
seeds of which are dead Managaboos. They have a sort of caste system, where
a sorcerer grows on a sorcerer bush, royalty from a royal bush, and so on.
The Mangaboos are not fond of outsiders, and would kill any trespassers that
they do not deem useful. Useful characters may find that the Mangaboos with
to plant them in order to grow more useful people. If the characters are
found to be neither useful or welcome, the Mangaboos will attempt to feed
them to the carnivorous Twining Vines, and drive all animals into the
bottomless Black Pit. The Black Pit is actually a cave that leads to the
other side of the glass mountains that surround the kingdom of these
vegetable people (being afraid of the dark, the Mangaboos don?t realize
sentencing characters to the black pit allows them to escape). When a
Mangaboo gets old and begins to sprout, the Mangaboo must be buried to
ensure that the people survive. The Mangaboos were ruled by an evil prince,
until Dorothy and the Wizard picked the Royal Princess. The wizard also
killed the evil sorcerer Glick. The royal princess currently rules the
Mangaboos, but only time will tell if the Prince will have his revenge and
if the seeds of Glick will grow up to become evil?
Typical Mangaboo
Nim 1
Str 0
Bra 0
For 0
Kee -1
Wil 0
Per 0
Sca -4
Faults
Gifts
ODF: -1
DDF: -4
Skills varies depending on occupation
Equipment: Thorn branch (+3 weapon)
Mangaboo sorcerer
Nim 1
Str 0
Bra 0
For 0
Kee -1
Wil 2
Per 0
Sca -4
Faults
Gifts Magical aptitude (Black Magic) 2, thorns +2
ODF: -2
DDF: -4
Spells: Stop breath, twinkling bells
Twining Vines
Nim 1
Str 2
Bra -3
For 2
Kee -2
Wil 0
Per 0
Sca 2
Faults Teeth +2
Gifts
ODF: +4
DDF: +4
Miss Foolish Owl and Mr. Wise Donkey, Advisors - Munchkinland
These two are ?advisors? that characters can seek out to find an answer to a
question. The Donkey is very wise, and will answer the questions of the
characters that look ?dignified? in highly technical language that would
make Mr. H.M. Wogglebug, T.E. blush. The owl will answer questions in
poetry so horrible Scraps the Patchwork girl would find it offensive.
Stats: per normal animals, but both have Brains and Keenness of 2, and the
Owl has a fault of sings silly songs.
Mister Yoop
"MISTER YOOP--HIS CAVE
The Largest Untamed Giant in Captivity.
Height, 21 Feet.--(And yet he has but 2 feet.)
Weight, 1640 Pounds.--(But he waits all the time.)
Age, 400 Years 'and Up'--(as they say in the Department Store
advertisements).
Temper, Fierce and Ferocious.--(Except when asleep.)
Appetite, Ravenous.--(Prefers Meat People and Orange Marmalade.)
STRANGERS APPROACHING THIS CAVE DO SO AT THEIR OWN PERIL!
P.S.--DON'T FEED THE GIANT YOURSELF."
Lives in the mountains of Quadling country, in a cage. He was captured by
Quadlings after he ate too many of their horses, and when he knocked down
some of their houses while angry. Likes to eat people and animals. Has
survived for six years on a diet of eight ants and one monkey. His arms are
long enough to block the mountain pass where the characters will have to get
by. He?s not too smart, and can?t tell animateds from people, and could be
tricked into grabbing an animated, and will get angry and throw it away when
he discovers they cannot be eaten. Mr. Yoop is no gentleman.
Nim -1, Str +2, For +2, Bra -2, Kee -2, Wil 0, Per -2, Sca 4
Gifts None
ODF: +6
DDF: +6
Mrs. Yoop
Lives in a big purple castle on the top of a mountain in Gillikin country.
The castle is huge, and has two giant doors, and one window. She is an
Artist in Transformations, or Yookoohoo, the cleverest type of magic user in
Oz. Mrs. Yoop has no great love of Mr. Yoop, since he would often kick her
in the shins when she did not wait on him. She enjoys transforming
creatures for her own amusement. She casts the spell on her doors so
unwitting parties can walk in, but not out. Her Magic Apron allows the
wearer to command the doors to open.
Mrs. Yoop
Nim -1, Str +1, For +1, Bra +1, Kee 0, Wil +2, Per -2, Sca 4
Gifts Magic (Yokohoo) +3
ODF: +5
DDF: +5
Musicker
From The Road to Oz:
Tiddle-widdle-iddle, oom pom-pom,
Oom pom-pom; oom pom-pom!
came the music to their ears, more distinctly as they drew nearer the
house. Presently, they saw a little fat man sitting on a bench before
the door. He wore a red, braided jacket that reached to his waist, a
blue waistcoat, and white trousers with gold stripes down the sides.
On his bald head was perched a little, round, red cap held in place by
a rubber elastic underneath his chin. His face was round, his eyes a
faded blue, and he wore white cotton gloves. The man leaned on a
stout gold-headed cane, bending forward on his seat to watch his
visitors approach.
Singularly enough, the musical sounds they had heard seemed to come
from the inside of the fat man himself; for he was playing no
instrument nor was any to be seen near him.
Quote:
My lungs are full of reeds like those
In organs, therefore I suppose,
If I breathe in or out my nose,
The reeds are bound to play.
So as I breathe to live, you know,
I squeeze out music as I go;
I'm very sorry this is so--
Forgive my piping, pray!
The Musicker, also known as Allegro de Capa, plays music as long as he
breathes. He lives by himself, since no one can stand his annoying music
for long. An interesting adventure could be to go an a quest in order to
find a cure for the poor Mr. Capo?s condition, so people could enjoy the
music he makes again, since constant familiarity breeds contempt.
Alternatively, Mr. Capa could have important information, and the players
would have to stretch to their breaking point to hear what he has to say.
Musicker
All stats 0, but Fortitude -1, Skill of music at 2, Fault of Cannot Stop
Making Loud Music. Characters must make a Will roll at difficulty of -3,
adding 1 to the difficulty each round to avoid becoming annoyed with Mr.
Capa and running away.
Phanphasms
Phanphasms are Erbs, Erbs being the most powerful and merciless of all evil
spirits
They live on Mountain Phantastico near Ev, which is surrounded by a gully
with lava. Poisonous salamanders and fire serpents live in the lava. There
is a single stone bridge that crosses the lava gully, guarded by a scarlet
alligator (which breathes flames). Their homes on the top of the mountain
appear to be huts made of stacked stones, but in reality, there are
beautiful buildings and palaces, obscured by illusions. The First and
Foremost rules the Phanphasms, and were part of the Nome Kings force that
attempted to invade Oz. They don?t wish for power or magic: their greatest
pleasure is destroying happy creatures and spreading misery. Their favorite
form is that of a bear with different animal heads (tiger, owl, etc), but
can change into any kind of animal or being.
Typical Phanphasm
Nim 0
Str 1
Bra 2
For 1
Kee 1
Wil 2
Per 0
Sca 2
Faults
Gifts Can Change into any kind of creature
ODF: 3
DDF: 3
Skills Club 1
Equipment Club (+2 ODF=5 ODF)
Queen Ann of Oogaboo and her army
Queen Ann rules the tiny kingdom of Ooogaboo. Bored with the small kingdom,
she assembled an army composed of all of the able bodied men of Oogaboo to
conquer Oz. Although she has a chip on her shoulder, Queen Ann really only
wants to use force as a last resort, since it is just easier to conquer
lands by putting a flag on them and declaring them conquered. After a long
adventure in the Nome Kingdom, Queen Ann grew tired of conquest and decided
to return to Oogaboo. Ozma was king enough to teleport her and her army
back home.
The Army
The army is composed of four Generals, four Colonels, four Majors, four
Captains, and one Private (first Private Files, and then Tick Tock).As the
reader may suspect, the officers in the army don?t fight, since they are
gentlemen. However, they are very brave in commanding Private Files to
fight (everyone has a different kind of bravery, and how could anyone be
brave in every area?).
Private Files, General Cone, General Apple, Major Stockings, Colonel Plum,
Colonel Cheese,
Equipment: Swords (+2), Muskets
Poisonous Salamanders
Nim 1
Str 0
Bra -2
For +1
Kee 0
Wil 0
Per -3
Sca -8
Faults None
Gifts Poison (1 ODF/Round until victim beats 1 with a Fortitude roll)
ODF: -8
DDF: -7
Skills None
Fire Serpents
Nim +1
Str +1
Bra -2
For 0
Kee 0
Wil 0
Per -3
Sca -5
Faults None
Gifts Breathe Fire (-4 ODF)
ODF: -4
DDF: -5
Skills
Scarlet Alligator
Nim 0
Str +1
Bra -1
For +1
Kee +1
Wil 0
Per -1
Sca 0
Faults
Gifts Fire Breath (2 ODF), Teeth (+2 ODF)
ODF: +3
DDF: +1
Skills Brawling 2
Rigamaroles
The Rigamaroles are normal people that cannot answer a question with ?yes?
or ?no?. Here is what a Rigamarole said when the Wizard asked him if she
was in Rigamarole Town (excerpted from The Emerald City of Oz):
Sir," replied the boy, "if you have traveled very much you will have
noticed that every town differs from every other town in one way or
another and so by observing the methods of the people and the way they
live as well as the style of their dwelling places it ought not to be
a difficult thing to make up your mind without the trouble of asking
questions whether the town bears the appearance of the one you
intended to visit or whether perhaps having taken a different road
from the one you should have taken you have made an error in your way
and arrived at some point where--"
The Rigamaroles also don?t stop talking (much like many college professors
and ministers). Anyone who speaks like a Rigamarole is sent here, so the
village is really a prison colony for people who can?t stop droning.
All attributes 0, Fault of Never stops talking
Rocs
Rocs are huge predatory birds that dwell near Pyramid Mountian. Rocs are
usually hungry and mean.
Nim 1
Str 1
Bra -2
For 0
Kee 1
Wil -1
Per -3
Sca 2
Faults
Gifts Beak +2, Flight
ODF: 5
DDF: 2
Skills
Tracking 1
Roses of the Rose Kingdom and the Royal Gardener
The Rose Kingdom is the inside of a huge greenhouse. The roses are the size
of a human child, and have the faces of people. The roses have arms and
legs. The Royal Gardener of the Rose Kingdom is a funny little man that
dresses in a rose colored costume that has ribbons at the knees and elbows.
He has a deeply lined face, twinkling eyes, and wears ribbons in his hair.
It is against the law to be a stranger in the Rose Kingdom, as is breaking
the glass of the greenhouse. The penalty for both is death, according to
the little book the Royal Gardener carries. The Gardener currently rules
the kingdom, waiting for a King Rose to blossom. The roses of the Kingdom
only want a King, so they exiled Ozga from their Kingdom after she was
picked by Betsy Bobbins
Typical Rose
Attributes 0
Sca -4
Faults Admires Self
Gifts Thorns +2, : Talk to flowers-can ask flowers for directions, and the
flowers turn toward the correct way to go.
ODF: +2
DDF: -4
Royal Gardener
Equipment: Pitchfork, watering pot, book of laws.
Nim 1
Str 0
Bra 1
For 0
Kee 0
Wil 1
Per 1
Sca 0
Faults
Gifts
ODF: +2
DDF: 0
Skills: Gardening 2, Pitchfork 1
Equipment: Watering pot (+1), Pitchfork (+2), book of laws
Scoodlers
From The Road to Oz:
They moved forward a little faster to see what the dog was barking at,
and found perched upon a point of rock by the roadside a curious
creature. It had the form of a man, middle-sized and rather slender
and graceful; but as it sat silent and motionless upon the peak they
could see that its face was black as ink, and it wore a black cloth
costume made like a union suit and fitting tight to its skin. Its
hands were black, too, and its toes curled down, like a bird's. The
creature was black all over except its hair, which was fine, and
yellow, banged in front across the black forehead and cut close at the
sides. The eyes, which were fixed steadily upon the barking dog, were
small and sparkling and looked like the eyes of a weasel.
The thing gave a jump and turned half around, sitting in the same
place but with the other side of its body facing them. Instead of
being black, it was now pure white, with a face like that of a clown
in a circus and hair of a brilliant purple. The creature could bend
either way, and its white toes now curled the same way the black ones
on the other side had done.
The Queen
For the Queen of the Scoodlers proved to be much more dreadful in
appearance than any of her people. One side of her was fiery red,
with jet-black hair and green eyes and the other side of her was
bright yellow, with crimson hair and black eyes. She wore a short
skirt of red and yellow and her hair, instead of being banged, was a
tangle of short curls upon which rested a circular crown of
silver--much dented and twisted because the Queen had thrown her head
at so many things so many times. Her form was lean and bony and both
her faces were deeply wrinkled.
Scoodlers are mean. They love to turn people and pretty creatures into soup
(when faced with the Shaggy Man?s love magnet, they said ?We love you-in
soup!?). They can remove their heads from their bodies and throw them as
weapons. The scoodlers can move their bodies towards their heads, as long
as their heads can see their bodies; otherwise, they stumble about
helpless. They can walk ?both ways?, forewords and backwards, and their
feet are shaped like the letter ?T?. They live in a mountain in small huts
made of rocks. The center of the Scoodler village is dominated by a huge
soup kettle with lots of wood beneath it. The Scoodlers are ruled by an
evil Queen. The queen will ask if the characters think she is beautiful;
if they say no, they will be made into soup. If they say yes, she will
thank them and make them into soup. Captured characters will be taken to a
hut that contains other ingredients for making soup: carrots, potatoes,
etc. There will be a single guard to prevent their escape.
Scoodlers
Nim 2
Str 0
Bra -1
For 0
Kee 1
Wil 0
Per -2
Sca 0
Faults Must be able to see attached head or flail about helplessly
Gifts Detachable head; damage 1 when thrown
ODF: 0
DDF: 0
Skills: Head throwing 2
Tottenhots
Twilight had fallen by the time they came to the trees, beneath which were
the black, circular objects they had marked from a distance. Dozens of them
were scattered around and Dorothy bent near one which was about as tall as
she was to examine it more closely. As she did so the top flew open and out
popped a dusky creature, rising its length into the air and then plumping
down upon the ground just beside the little girl. Another and another
popped out of the circular, pot-like dwelling, while from all
the other black objects came popping more creatures--very like
jumping-jacks when their boxes are unhooked--until fully a hundred stood
gathered around our little group of travelers.
By this time Dorothy had discovered they were people, tiny and
curiously formed, but still people. Their skins were dusky and their hair
stood straight up, like wires, and was brilliant scarlet in color. Their
bodies were bare except for skins fastened around their waists and they wore
bracelets on their ankles and wrists, and necklaces, and great pendant
earrings. Toto crouched beside his mistress and wailed as if he did not like
these strange creatures a bit. Scraps began to mutter something about
"hoppity, poppity, jumpity, dump!" but no one paid any attention to her.
Ojo kept close to the Scarecrow and the Sc
arecrow kept close to Dorothy; but the little girl turned to the queer
creatures and said:
"Who are you?"
They answered this question all together, in a sort of chanting
chorus, the words being as follows:? We?re the jolly Tottenhots;
We do not like the day,
But in the night 'tis our delight
To gambol, skip and play.
We hate the sun and from it run,
The moon is cool and clear,
So on this spot each Tottenhot
Waits for it to appear.
We're ev'ry one chock full of fun,
And full of mischief, too;
But if you're gay and with us play
We'll do no harm to you."
The Tottenhots are very mischievous, throwing around smaller opponents and
sitting on heavier ones. However, they are cowardly and cry if hurt too
much, and then disappear into their holes again. They complain that they?re
only fooling around, and really only want to play all night. The party
could strike a bargain, allowing the Tottenhots to play while the party
stays in their underground homes. Live in the deserts of Quadling country.
Nim +2, Str +1, For 0, Bra +1, Kee +1, Wil -2, Per -1, Sca -3
Gifts
Jumping +2
ODF: -2
DDF: -3
Trapper Plants-Huge plants that trap creatures inside their huge leaves.
They can be made to leave people alone by whistling a pleasant tune. The
players actually have to whistle a tune for the storyteller. If he enjoys
it, the plants let the party go. If not, the party needs to figure
something else out.
Nim 0, Str +2, For 0, Bra -3, Kee -2, Wil -2, Per -2, Sca +1
Gifts
Large leaves that entrap people (+1 wrestling)
Faults
Vulnerable to whistling-if a good tune is whistled, the plants let their
victims go.
ODF: +4
DDF: +1
Utencils of Utencia
A race of violent, nationalistic silverware. They live in Utencia, which is
basically a Kingdom of cupboards, tables, and other kitchen containers. It
is inhabited by kettles, saucepans, flatirons, corkscrews (Mr. Pop, a
crooked lawyer), Prince Carver (a mean carving knife), sieves, High Priest
Colander (the holiest thing in the kingdom-get it?), Sir Jabber (a can
opener with a prying disposition), Judge Sifter, Mr. Paprika (a pepperbox
that are highly seasoned but need common sense), King Kleaver, who smokes a
pipe is says ?Fat and gristle!? when angry. The Spoon Brigade is the
military of Utencia, composed of 60 spoons (carry muskets and swords), which
is led by Captain Dipp.
Spoon Brigade
Nim 1
Str 1
Bra 0
For 1
Kee 0
Wil 0
Per -1
Sca -5
Faults None
Gifts None
ODF: -4
DDF: -4
Skills Axe 1, Musket 1
Equipment Sword (+2 ODF= -2 ODF), Musket ( -2 ODF)
King Kleaver
Nim -1
Str +2
Bra -1
For +2
Kee 0
Wil 0
Per -1
Sca -3
Faults
Gifts Sharp Edge (+3 ODF = +2 ODF total)
ODF: +2
DDF: -1
Skills Slicing +2
Victor Columbia Edison, the Living Phonograph-accidentally give life by the
crooked magician. Of course, the phonograph talks and is a dreadful
annoyance.
Nim +1
Str 0
Bra 0
For 0
Kee 0
Wil 0
Per -2
Sca -3
Faults Noisy and annoying
Gifts Pain Tolerance
ODF: -3
DDF: -3
Skills Music -2 (plays it, but annoying)
Wheelers
From Ozma of Oz:
It had the form of a man, except that it walked, or rather rolled,
upon all fours, and its legs were the same length as its arms, giving
them the appearance of the four legs of a beast. Yet it was no beast
that Dorothy had discovered, for the person was clothed most
gorgeously in embroidered garments of many colors, and wore a straw
hat perched jauntily upon the side of its head. But it differed from
human beings in this respect, that instead of hands and feet there
grew at the end of its arms and legs round wheels, and by means of
these wheels it rolled very swiftly over the level ground. Afterward
Dorothy found that these odd wheels were of the same hard substance
that our finger-nails and toe-nails are composed of, and she also
learned that creatures of this strange race were born in this queer
fashion.
These creatures are found in the land of Ev. They live on a coast near a
forest with Lunch-Pail trees. These are trees that grow lunchpails full of
food (commonly ham sandwiches, apples, cake and cheese). The wheelers will
threaten to execute anyone that takes a pail. The wheelers write warnings
in the sand (?BEWARE THE WHEELERS?) because they are not very good fighters,
and are afraid of their enemies.
Nim 1
Str 0
Bra -1
For 1
Kee -2
Wil -1
Per -2
Sca 1
Faults Can?t travel up hills, can?t travel on very rough terrain
Gifts
ODF: 1
DDF: 1
Skills Ramming 1, Intimidation 1
Whimsies
From The Emerald City of Oz:
These Whimsies were curious people who lived in a retired country of
their own. They had large, strong bodies, but heads so small that
they were no bigger than door-knobs. Of course, such tiny heads could
not contain any great amount of brains, and the Whimsies were so
ashamed of their personal appearance and lack of commonsense that
they wore big heads made of pasteboard, which they fastened over their
own little heads. On these pasteboard heads they sewed sheep's wool
for hair, and the wool was colored many tints--pink, green and
lavender being the favorite colors. The faces of these false heads
were painted in many ridiculous ways, according to the whims of the
owners, and these big, burly creatures looked so whimsical and absurd
in their queer masks that they were called "Whimsies." They foolishly
imagined that no one would suspect the little heads that were inside
the imitation ones, not knowing that it is folly to try to appear
otherwise than as nature has made us.
The Chief of the Whimsies had as little wisdom as the others, and had
been chosen chief merely because none among them was any wiser or more
capable of ruling. The Whimsies were evil spirits and could not be
killed. They were hated and feared by every one and were known as
terrible fighters because they were so strong and muscular and had not
sense enough to know when they were defeated.
The Chief's false head had blue hair, a turned-up nose, and a mouth
that stretched half across the face. Big green eyes had been painted
upon it, but in the center of the chin were two small holes made in
the pasteboard, so that the Chief could see through them with his own
tiny eyes; for when the big head was fastened upon his shoulders the
eyes in his own natural head were on a level with the false chin.
These dumb galoots live near Ev and love to fight. They are not bright at
all, and are too dumb to know when they are beat. Whenever the Chief asks
an intelligent question, his people get angry and beat him or throw him in
water.
Typical Whimsy
Nim 0
Str +3
Bra -3
For +2
Kee -3
Wil 0
Per -2
Sca 0
Faults
Gifts
ODF: +3
DDF: +2
Skills Brawling 1
Whimsy Chief
Same as above, except Bra and Kee -2, and Faults of Dances Uncontrollably
and Sings a Silly Song.
Winged Monkeys
Excerpted from The Wizard of Oz
"Once," began the leader, "we were a free people, living happily
in the great forest, flying from tree to tree, eating nuts and fruit,
and doing just as we pleased without calling anybody master. Perhaps
some of us were rather too full of mischief at times, flying down to
pull the tails of the animals that had no wings, chasing birds, and
throwing nuts at the people who walked in the forest. But we were
careless and happy and full of fun, and enjoyed every minute of the day.
This was many years ago, long before Oz came out of the clouds to rule
over this land.
"There lived here then, away at the North, a beautiful princess,
who was also a powerful sorceress. All her magic was used to help
the people, and she was never known to hurt anyone who was good.
Her name was Gayelette, and she lived in a handsome palace built
from great blocks of ruby. Everyone loved her, but her greatest
sorrow was that she could find no one to love in return, since all
the men were much too stupid and ugly to mate with one so beautiful
and wise. At last, however, she found a boy who was handsome and
manly and wise beyond his years. Gayelette made up her mind that
when he grew to be a man she would make him her husband, so she
took him to her ruby palace and used all her magic powers to
make him as strong and good and lovely as any woman could wish.
When he grew to manhood, Quelala, as he was called, was said to
be the best and wisest man in all the land, while his manly beauty
was so great that Gayelette loved him dearly, and hastened to make
everything ready for the wedding.
"My grandfather was at that time the King of the Winged Monkeys
which lived in the forest near Gayelette's palace, and the old fellow
loved a joke better than a good dinner. One day, just before the wedding,
my grandfather was flying out with his band when he saw Quelala walking
beside the river. He was dressed in a rich costume of pink silk and
purple velvet, and my grandfather thought he would see what he could do.
At his word the band flew down and seized Quelala, carried him in their
arms until they were over the middle of the river, and then dropped him
into the water.
"`Swim out, my fine fellow,' cried my grandfather, `and see if
the water has spotted your clothes.' Quelala was much too wise
not to swim, and he was not in the least spoiled by all his good
fortune. He laughed, when he came to the top of the water, and
swam in to shore. But when Gayelette came running out to him she
found his silks and velvet all ruined by the river.
"The princess was angry, and she knew, of course, who did it.
She had all the Winged Monkeys brought before her, and she said at
first that their wings should be tied and they should be treated
as they had treated Quelala, and dropped in the river. But my
grandfather pleaded hard, for he knew the Monkeys would drown in
the river with their wings tied, and Quelala said a kind word for
them also; so that Gayelette finally spared them, on condition
that the Winged Monkeys should ever after do three times the
bidding of the owner of the Golden Cap. This Cap had been made
for a wedding present to Quelala, and it is said to have cost the
princess half her kingdom. Of course my grandfather and all the
other Monkeys at once agreed to the condition, and that is how it
happens that we are three times the slaves of the owner of the
Golden Cap, whosoever he may be."
"And what became of them?" asked Dorothy, who had been greatly
interested in the story.
"Quelala being the first owner of the Golden Cap," replied
the Monkey, "he was the first to lay his wishes upon us. As his
bride could not bear the sight of us, he called us all to him in
the forest after he had married her and ordered us always to keep
where she could never again set eyes on a Winged Monkey, which we
were glad to do, for we were all afraid of her.
"This was all we ever had to do until the Golden Cap fell into
the hands of the Wicked Witch of the West, who made us enslave the
Winkies, and afterward drive Oz himself out of the Land of the
West. Now the Golden Cap is yours, and three times you have the
right to lay your wishes upon us."
Typical Winged Monkey
Nim +1, Str +1, For +1, Bra 0, Kee +1, Wil -2, Per -1, Sca -1
Gifts Flight
Skills
ODF: 0
DDF: 0
Winged Monkey Leader
Nim +2, Str +2, For +2, Bra +1, Kee +2, Wil -2, Per -1, Sca 0
Gifts Flight
Skills Ruling 1,
ODF: +1
DDF: +1
J. Hanju Kim <hanjujkim-at-gmail-dot-com>
Last modified: Tue Mar 21 16:56:16 2006