Dear
Friends, Enemies, and Woozies:
Oz has always held a special place
in my heart. I read all of the books
when I was young, and was amazed by the depth and excitement they contained.
As I grew older, my imagination turned toward role
playing. I went to new worlds with my
friends, and became a new person at the drop of dice.
For some reason, I became interested in Oz again,
and decided to bring Oz into role playing.
The world is very unique, and the monsters can be brought into many different
games. I also love Oz because it is one
of the only fairy worlds that has an “American” feel. L. Frank Baum shattered stereotypes about what should be in fairy
tales with Oz, filling his books with adventure as well as silliness and moral
lessons.
I used FUDGE to create the statistics for the
characters for several reasons. One, I
didn’t want to write a game system, and knew that there were many systems
available for everyone on the net to use.
Since Project Gutenburg provides the public domain Oz novels free of
charge, I decided to use an engine that was available to everyone. Secondly, FUDGE can easily translate into
other systems, and vice versa, allowing characters from Oz to visit other
worlds, and your favorite characters to get lost in the Forest of Fighting
Trees, foil the dastardly Nome King, and marvel at the splendor of the Emerald
City. Third, the rules light, freeform
approach of FUDGE allows for great flexibility in creating bizarre characters,
and also works well for whimsical, cinematic settings, as evidenced by the
excellent Gatecrasher.
Please, feel free to alter anything you want. Feel free to translate other characters into
Oz, whether based on the Oz books, other fairy tales, or you own
imagination. The information in this
sourcebook covers the first eight Oz novels (The Wizard of Oz, The
Land of Oz, The Road to Oz, Dorothy and the Wizard in Oz, The
Emerald City of Oz, The Patchwork Girl of Oz, Tick Tock of Oz,
and Ozma of Oz). I plan to adapt
the characters from the other Oz novels, as well as the other fairy lands
created by L. Frank Baum and post them on this page. I would encourage others to post whatever they wish using these
guidelines, to spread Oz role playing to as many sites as possible!
Thank you!
May your imagination take you on a wonderful journey!
Crisis-escalation
ABOUT FUDGE
FUDGE is a role-playing game written by Steffan O'Sullivan, with
extensive input from the Usenet community of rec.games.design. The basic rules of FUDGE are available on the internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O'Sullivan, P.O. Box 465,
Plymouth, NH 03264.
DISCLAIMER
The following materials based on FUDGE, entitled FUDGE OZ, are
created by Crisis-escalation and made available by Crisis-escalation, and are not authorized or endorsed in any way by Steffan O'Sullivan or any
publisher of other FUDGE materials. Neither Steffan O'Sullivan or
any publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials (c)
Copyright 1992-1995 Steffan O'Sullivan, All Rights Reserved.
Players
can create Oz characters in two ways:
select a package or do it “from scratch”. The package method is good for creating things similar to those
already discovered in Oz books, while the “from scratch” method can be used to
create truly bizarre characters.
FROM
SCRATCH
All
characters have the following attributes:
Nimbleness-measures agility and speed.
Strength-self explanatory, ability to
lift.
Fortitude-Physical endurance and
constitution.
Keenness-perception, intuition.
Brains-measure of intelligence,
knowledge.
Willpower-strength of will, mental
strength.
Personability-character’s likeability,
charisma, looks.
As explained in the FUDGE rules
(FR), all characters in Oz have these.
They are rated on the standard Superb to Terrible scale (FR 1.2). For simplicity’s sake, most characters will
have numbers for their attributes, with –3 being Terrible and 3 being
Superb. Legendary levels are reserved
for truly incredible abilities, such as Glinda the Good’s Magic.
Skills in Oz are narrow and refined. This fits in well with the world, since a
character that may be great at using a sword might be dumbfounded on what to do
with an axe. Many skills that provide
the Oz flavor are listed in this chapter, but GM’s and players are encouraged
to be creative. Keep in mind that the
general tech level of Oz is the earth in the early 1900’s. However, people from earth may have skills
appropriate to the beginning of the 20th century (ballooning, for
example). See 1.32, FR, for more skills
you may want to give your character.
Every character starts out with 5
FUDGE points. Oz isn’t realistic, so
every kind of character is able to carry out almost impossible tasks. FUDGE points can be used to accomplish
Unopposed actions automatically, alter a die roll up or down one level, reduce
wounds by one level, spend 2 points for an automatic +4, and spend 4 points for
a bizarre coincidence. Further explanation
is in FR 1.36.
Oz characters are designed.
Objective character creation is used (FR 1.6). All attributes start at Fair
(0), and the character gets three free attribute levels. A player may lower attributes below fair to
get points to spend in order to raise other attributes. Skills default at Mediocre(-1). Characters can purchase skills at below
mediocre to get skill points to spend elsewhere. Give the characters 40 levels to spend on skills. The difficulty of skills is noted in the
skill list in this chapter.
There are no free gifts in Oz. They must be purchased.
Players may use the exchange rates
to adjust their characters, as in sections1.63 and 1.64 of the FUDGE rules,
reprinted more simply below.
1
gift = 1 fault = 2 attribute levels = 6 skill levels
1
Scale point = 1 gift and 1 attribute level
MAGIC
To make a magic-using character, the character must
purchase Magic Potential at the cost of one gift per level. Animals and Animateds cannot learn magic
(since it is against the nature of animals, and Animateds have no interest in
such things). Use the default rules for
FUDGE Magic, as described in Chapter 7 of the FUDGE rules. Black Magic, White Magic, and Yookoohoo
magic are the specializations described in this book. Each level of Magic Potential costs one gift (i.e. Fair White
Magic costs 4 gifts). PC’s can only
take White Magic.
As with anything else is FUDGE Oz,
if you don’t like the default magic system, change it so you can create an
enjoyable game
ANIMATEDS
So, you want to play a wooden bear? Oz makes it easy! All you have to do is pick the creature’s Size and Material. The Size scale represents the size of the
normal, adult variety of the creature.
A wooden bear would have wood material (+1 Material Scale) and Bear size
(+3 Size scale). Adding these two
together makes a total of +4 Scale!
Pretty tough! However, remember
now you must take four faults and sacrifice 4 attribute levels, or figure out
how many skill levels you must sacrifice ( 4 faults = 24 skill levels-this bear
won’t be able to do a variety of things).
Say you want to play a paper sparrow. –8 (paper material) + (-6 (bird size))= -14
Scale. Congratulations! You get the equivalent of 14 free gifts and
14 free attribute levels! Sounds good,
huh? Well, keep in mind that you may
take Fortitude 3, Strength 3, and Tough Hide (Cardboard 3), but you DDF is
still –8 (a kid like Dorothy with Str –1 would still get you Very Hurt on her
worst roll, and Incapacitate you most of the time).
Of course, you could always just create a banker’s
daughter from Arkansas. Scale –1, cause
she’s still little, giving you one free gift to make her Darn Cute and an extra
point for more Personability.
The
Material Scale
4-Copper
3-Iron, Hard Rubber
2-Tin
1-Wood, China
0-Flesh
-3 Vegetable
-5 Cloth/stuffing
-6 Bread
-7
Thin Rubber
-8
Paper
The
Size Scale
4
Elephant, Giant (21’)
3
Bear
2
Lion, Tiger, Donkey, Horse
1
Fighting Tree
0
Human (adult)
-1
Munchkin, human child, Nome
-2
Bobcat, Wolf
-3 Cat, little dog
-4
Stork
-5
Owl, Fox, Housecat
-6
Crow
-8
Mouse
PACKAGES
With Packages, the humble writer has done most of
the work for you. Just spend your 40
skill levels and whatever else you are instructed to.
Earth
People
Many people from Earth find their way to
Oz. How do they get there?
-cyclones
-ballooning accidents
-shipwrecks (land in lands bordering
Oz)
-earthquakes
-just getting lost
Most visitors to Oz are children from the early
1900’s. They are Scale –1 (so they get
one free attribute level and one free gift), but sometimes adults like the
hippie-ish Shaggy Man or the Wizard of Oz find their way here too. The most common gifts of children arriving
in Oz are Animal Friend and Darn Cute.
Munchkins
A
little race (about the size of earth children) that live in the East. They prefer blue, and men wear rounded hats
that come to a peak that have hanging bells, coats, and tights. Women wear dresses and white bonnets. Munchkins have a scale of –1, so they
receive one free attribute level and a free gift.
Animateds
Animateds
are creatures composed of non-living material that are magically alive.
How
does it come to life?
Wild-Sometimes
things just come to life in Oz. This
happened when the Scarecrow was made, and is an easy origin for an animated.
Powder
of Life-It’s also easy to say that someone sprinkled the powder of life on the
creature to give it life.
Scarecrow/Patchwork
Dolls/Other Stuffed Creatures Made of Cloth and Stuffing
For
the sake of simplicity, all stuffed creatures will be called scarecrows
throughout the text. Blunt damage
doesn’t harm scarecrows. They are
easily thrown around though, and GM’s can use this for comedic effect. Being soft is also useful for characters
that need padding. If the party must
jump from a tall building, they can throw the scarecrow from the top of the
building and jump to land on the scarecrow, avoiding damage. Also receive
default Gift of being immune to pain.
Therefore, no damage penalties from Hurt or Very Hurt. Scarecrows and other stuffed animateds can
hide lots of small items in their bodies, which is often helpful. The stuffing can also be removed from the
animated to cover up members of the party, making it difficult for animals of
scale less than –3 to attack them.
However, being incapacitated means that the character will be ripped to
shreds, and is incapable of action until someone sews up the scarecrow and
restuffs it. Free attribute levels cannot be applied to Strength. Weirdly enough, while their eyes can blink,
scarecrows cannot move their mouths or eat.
They also cannot grow tired or need to sleep. Scarecrows have a scale of
–5, and a Major Fault of fire damage doing +2 damage, and become incapacitated
when wet until they are dried out. In
total, they receive 5 additional free attribute levels and 3 free gifts
(subtracting five gifts for being immune to blunt damage, pain tolerance,
hidden compartments, cover up, and not needing sustenance/rest). The scarecrow
can magically see, hear, and smell as long as the appropriate organs are
painted on its face. PC’s should ham up
the fact that they can speak very well, despite only being _ (fill in numbers of days) old. Damaged animateds can be restuffed with
almost any material, not just the original material. The scarecrow was stuffed with dollar bills once, and was as good
as ever!
Tin
Men/Animals
Tin
Men are humans or animals with all of their body parts replaced with tin. Tin parts are considered to be scale 2, and
the cost is two attribute levels and one faults. The character inherits one gift and two faults. The gift is not requiring rest/food. The character also receives a faults of Clanking and requiring oil. If the character is stuck in the rain, or
has been without oiled joints for a while, the character’s tin parts stiffen up
and the character cannot move until oiled.
Characters
may also choose to be part tin, or replace chopped off limbs with tin
parts. Having a few tin body parts only
costs one gift and one fault, but scale is only increased by one. GM’s that wish to do so can generate more
complicated hit tables to determine if a tin or flesh body part is hit.
Wooden
Creatures
This
is a catch-all term for animateds made of wood. Examples include the Sawhorse, Jack Pumpkinhead, and the Gump
(made of mostly wooden sofas). They are
scale one, and lose one attribute level.
They automatically gain the fault of fire doing +1 ODF to them. They also have the gift of not needing
sleep/drink/rest, so they must take an additional fault. As you can guess, the wooden animated must
have eyes so it can see, ears so it can hear, a mouth so it can talk, and a
nose so it can smell. Just carving
these on the creature is sufficient.
Remember wood floats, so the wood animateds can too!
Mechanical
Men
Clockwork
men or women, like Tick Tock, are very durable. They are made of bronze, and have scale +4. They lose 4 attribute levels, and have four
predefined faults. Three faults are the
need to be wound for action, speech, and thinking. The clockwork person needs to be rewound for one or more of the
above when the clockwork person flubs a roll very badly (rolls –3 to –4 on
FUDGE dice), or at a dramatic moment when the GM determines it is necessary
(usually at the worst possible time!).
Note the clockwork person cannot wind him or herself, since the winding
keys are on their back, out of their reach.
The final flaw is that the creatures are in debt to the person that
winds them. They are loyal to another
person in the party, and believe themselves to be property of that person. As long as their owner is not totally
unreasonable, they generally go along with some of their suggestions. The character must make a WILL roll vs. that
of their master to disobey a direct command.
Animals
There
are all kinds of animals in Oz. Animals
have human scale thinking capacity, but are often bigger or smaller in scale
than humans. All animals can talk to
humans, but also speak in their native animal language automatically. Animals can’t take skills that they normally
wouldn’t know ( a lion could take hunting, but not math or history). Note that even flies and mosquitoes (which sing beautifully and don’t bite,
since they are treated well in Oz) can talk in Oz. The GM has the final word on this. A PC can generally be any kind of animal listed here, but it will
be noted if the animal is usually friendly or unfriendly as an NPC.
Lions/Tigers
Scale
2
Gift: Claws/Teeth (+2 ODF)
Fault: Berserker
Must
take 2 Faults, lose 2 Attribute Levels
Common
Skills: hunting, sneaking, intimidation
(roaring)
Zebra
Scale
2
Loses
2 attribute levels/must take 2 faults
Owl
Scale
–5
Gifts: Talons (+2 ODF), night vision, flight
Five
free attribute levels/2 free gifts
Crow/Jackdaws
(unfriendly NPC)
Scale
–6
Gift: Talons/Beak (+2 ODF), flight
Six
free attributes/4 free gifts
Note: Jackdaws as NPCS hoard money and valuables
in their nests, which are gigantic (each nest is home to 100 or more
Jackdaws). There are usually thousands
of dollars worth of jewelry and bills in the nests.
Stork
Scale
–4
Gift: flight
Four
free attribute levels/3 free gifts
Wildcat
(usually evil NPC)
Scale
–2
Gift: Claws (+2 ODF)
2 free attribute levels/1 free gift
Great
Wolves (usually evil NPC)
Scale
+1
Gift: Claws (+2 ODF)
Fault: Berserker
Field
Mouse
Scale
–8
8
free attribute levels/8 free gifts
Elephant
Scale 4
Gift: Tusks (+2 ODF)
Loses
4 attribute levels/takes five faults
Possible
fault: Forgetful
Bear
Scale
3
Gift: Claws/Teeth (+2 ODF)
Loses
3 attribute levels/takes 4 faults
Fox
Scale: -5
Gift: Teeth (+2 ODF)
Gains
5 free attribute levels/4 free gifts
Wolf
Scale: -2
Gift: Teeth
(+2 ODF)
Gains
2 free attribute levels/ 1 free gift
Kangaroo
Scale: 0
Skills
Jumping 3
Crab
Gift: Claws (+2 ODF), Breathes Water
Scale
–8
8
free attribute levels/gifts
Bunny
Scale
-5
Skills
Jumping
5
free gifts/attribute levels
Mules/Horses
(All mules and horses must come from Earth!
The Sawhorse is the only thing close to a horse in Oz. There are donkeys is Oz, however.)
Scale
2
Loses
2 attribute levels/takes 2 faults
Thoroughly
Magnified Woggle Bugs (and other magnified bugs of different varieties)
Bugs that have been magnified by some means are
human-sized bugs with Scale 0. Created
as any other character, but can have flight (wings), stick to walls, webs, pinchers/stinger (+2 ODF) , night
vision, or other gifts per GM approval.
Mr. H.M. Wogglebug, T.E. is an example.
Players could come up with different names for other varieties of bugs-Wiggle
bugs, Dittlebugs, Doodlebugs – of course, the more absurd the name, the better
the name!
Woozy
“The creature was all squares and flat surfaces and
edges. Its head was an exact square,
like one of the building-blocks a child plays with; therefore it had no ears,
but heard sounds through two openings in the upper corners. Its nose, being in the center of a square
surface, was flat, while the mouth was formed by the opening of the lower edge
of the block. The body of the Woozy was
much larger than its head, but was likewise block-shaped--being twice as long
as it was wide and high. The tail was
square and stubby and perfectly straight, and the four legs were made in the
same way, each being four-sided. The animal was covered with a thick, smooth
skin and had no hair at all except at the extreme end of its tail, where there
grew exactly three stiff.”
A Woozy is an example of a bizarre Oz animal that
could be a p.c. Woozies share the
qualities of Animateds and animals.
Here is the default Woozy Package:
Nim
0
Str 0
For
+2
Bra 0
Kee 0
Wil
+1
Per 0
Sca 0 (+3 for rubber, -3 for size)
Gifts
Fire
Blast from Eyes (+2) (counts as 2 gifts), Tough hide (+2) (counts as 2 gifts)
Faults
Believes
growl is intimidating when it is not (actual growl is a –3 attack vs. willpower
as other animals do to scare-but the Woozy will insist on doing this attack).
Fire
only activates when a silly word the Woozy doesn’t understand is uttered,
making it mad.
3
hairs of a Woozy tail is a common spell ingredient-marking Woozies a common
target for unscrupulous magic users.
ODF:
+2 with fire (note that the fire is independent of scale since it is so
powerful).
DDF:
+4
This
leaves the Woozy with only 36 points to spend on skills, since it still has one
gift over its limit. GM’s may
wonder: this thing is a powerhouse! Why would anyone want to play a little girl
from Kansas if they can play a block shaped fire-breathing monster made of
super-hard rubber? See the chapter on
game mastering if you’re not sure how to treat this character fairly in the
game.
Skills
The following is a list of skills common
to Oz and earth people of the early 20th century. Of course, a character may have different
skills per the discretion of the GM, the only real limitation being that they
must be limited to the technology of the early 20th century and
earlier. Take a look at the FUDGE
rules, chapter one, for more information on skills.
Wrestling (M)
Baseball, Football, Basketball (M)
Culture (M)
Brawling (E)
Diplomacy (H)
Mathematics (H)
Rhetoric (H)
Axe (or other weapon) (E)
Singing (M)
Poetry (M)
Climbing (E)
Running (E)
Jumping (E)
Oz Knowledge (M)
Fishing (M)
Tin Smithing (H)
Wood chopping (M)
Cooking (E)
Oz survival (H)
Law (VH)
Dancing (E)
Hunting (E)
Tracking (M)
Intimidation (E)
Hiding (E)
Ruling (H)
Ventriloquist (VH)
Balloonist (VH)
Sewing (M)
Sleight of Hand (VH)
Puzzles (M)
Invention (VH)
Gifts
and Faults
Listed below are some gifts and
faults that capture the feel of Oz. Of
course, the GM should feel free to allow creative, quirky, and weird gifts and
faults suggested by the player. See
chapter one of the FUDGE rules for more on gifts and faults.
Gifts
Animal Friend-Only possessed by earth
characters. The character has a little
dog, cat, hen, donkey, horse, or other farm animal native to the u.s.a. The animal has 0’s in all attributes, no
skills of note, but does gain any gifts of the animal. It is loyal to its master, but gets a Will
roll vs. its master’s Will if the master is mean or gives a totally
unreasonable request. These animals can talk.
Note PC animals are more powerful, because they are Oz natives,
adventurers and heroes, not mere sidekicks.
Conscience-This removes the automatic Berserker
fault from animals at character creation.
For some reason, the animal has a conscience and won’t do bad things
they usually do, like a tiger eating babies.
Dandy-The character is always dapper and neat in
appearance. This makes the character
popular among beings in regal society, offering a +1 bonus to Personability
rolls.
Darn Cute-The character is so cute, civilized folks
don’t want to hurt it. To attack the
Darn Cute character, the attacker must roll its Personability against that of
the Darn Cute character. If the attacker
can’t beat the Darn Cute character’s personability, it cannot attack. Note that this prevents physical violence
only: it won’t stop the Nome King from
turning a Darn Cute character into an ornament.
Lucky-Character can re-roll FUDGE dice once per
chapter, and take the better of the two rolls.
Magic Potential-Gives the character affinity to use
magic. Costs are one gift per level of
mastery. PC magicians can only use
White Magic.
Pause and Reflect-Oz’s very own get out of jail free
card. Once per story, the character can
pause and reflect. This takes five
minutes of game time, but after thinking, the character finds an ingenious
solution to the party’s current dilemma.
The GM concocts a scheme to get the character out of the mess, take the
player aside and tells them the plan.
The player then looks like the hero by executing the brilliant plan.
Unfazeable-No matter how bizarre the circumstance,
the character takes it in stride. This may be because of a lack of brains or
raw courage. The character doesn’t get
scared when faced with an intimidating monster.
Faults
Admires self (1 gift)-The character is vain. This can be an inconvenience, as the
character is always looking in mirrors, afraid to get dirty, and constantly
talks about its beauty. The glass cat
has this fault.
Afraid of- The character is afraid of mice, spiders,
blue shoes, or whatever. The character
can only scream and act terrified while it can see the thing it fears.
Always helps others- The character feels an
obligation to help those in trouble, and acts to help others. Altruism can get
you in TONS of trouble in Oz.
Always keeps word (1 gift)-The character always
keeps their promises. The Woozy has
this fault.
Berserker-goes into a rage in battle, attacking
everyone until put down if a Willpower roll of +1 is not made after the animal
first draws blood. ANIMALS ONLY!
Blood Debt-If this character is ever saved by
another from certain death, the character must serve the person that saved its
life.
Clanking-Only for characters made of metal. The character clanks when it moves about,
making it impossible to sneak around undetected.
Clutz-The character flubs up a lot, and trips over
its own two feet. The GM can choose
when the character falls flat on its face, or make it happen when the character
rolls a –1 or –2 die result when running or doing another Nimbleness activity
that requires coordination. Our good
friend the Scarecrow has this fault.
Code Against Killing-The character refuses to kill
anything, even beetles, flowers, etc.
The Tin Woodsman has this fault.
Color Blind-The character can’t make out
colors. Jack Pumpkinhead has this
fault.
Condescending-The character has a huge ego, and
unintentionally belittles people. This
can happen at inopportune times, such as berating a giant for being stupid or
telling the Nome King he has no sense of fashion when he’s threatening to turn
you into knick-knacks..
Cries-The character starts to bawl for 1-6 rounds
when something bad happens. The
character can either choose when to cry (but must role-play the situation
well), or the storyteller will determine when the character cries (generally
once per chapter). Ojo has this fault.
Crooked (1 gift)-The character is literally crooked,
constantly in strange contorted postures.
This gives a –2 penalty to Nimbleness.
Dr. Pipt has this fault.
Dances Uncontrollably-The character is compelled to
dance at the most inappropriate times, at least once per story. The player must come up with a silly dance
that the PLAYER does when the character is supposed too. For example, doing a crazy dance in the land
of the China People could cause some big time injuries and make them become
unfriendly towards the party.
Doesn’t act properly for an animal-The animal
doesn’t engage in some activity that is normal for that animal, like a cat that
refuses to chase mice. The Glass Cat
has this fault.
Doesn’t Know-The character doesn’t remember or know
much of anything. The character
responds “I don’t know” to almost every question posed to him.
Homesick-Possessed by some Earth natives that are in
Oz. The character hasn’t adjusted to
the weirdness very well, and sometimes gets sad. –2 to all actions, the GM determines when this flaw happens. Generally, it is only one chapter per
session, and if the other characters role play to cheer up the player and makes
the player crack a smile, the penalty can be lifted. Adventures can be made around the character’s desire to get
home-but it seems that once you visit Oz, you always get back to it somehow,
and many people that were once homesick in Oz now call it home (like Dorothy
Gale).
Lazy-Self explanatory. The character will avoid anything it considers “work” unless it
must do so, work being anything it doesn’t enjoy doing.
Only speaks one word per response (1 gift)-the
character only speaks one word when spoken to.
The character only can speak
when a question is asked. Unc Nunkie
the munchkin has this fault.
Half-Crazy-The character sometimes acts erratically
at inappropriate times. Scraps the
Patchwork Girl has this fault.
Hungry-The character is always talking about being
hungry, and can’t resist food. This
makes the character very susceptible to traps a villain has baited, and can do
little to resist. This can also be an
amusing fault for animals, since they may make quips about wanting to eat party
members. The Hungry Tiger has this
fault (good thing a tiger that wants to eat babies has a Conscience).
Magician Bait-The character has a part that makes
them desirable as parts of a magic formula.
Woozy, for example, has 3 hairs
in his tail that are common spell ingredients.
Evil magicians and witches will undoubtedly try to kidnap the character
and make life difficult for the party.
Mispronunciation-The character mangles almost every
big word he or she attempts to say.
Dorothy had this problem in the novels.
Missing heart, brains, conscience, courage-The
character is missing a certain organ, personality trait, or both. The character should role-play this effect
(i.e., always running from danger if it has no courage, always being amoral if
no conscience). The GM should deduct
experience points from the story/chapter awards if the character doesn’t act
properly. This fault is usually the
basis for a big quest to get the organ or personality trait from a witch or
wizard, and can be the basis for a long journey across dangerous parts of Oz to
do a certain favor for a witch in exchange for having the fault removed.
Motion Sickness-The character gets sick on boats, sawhorses, gumps, etc. The character is at –2 on all actions due to
the sickness, but instantly recovers when not moving.
Obstinate (1 gift)-The character is stubborn. Characters must roll vs. the character’s
Willpower to get it to do simple trivial tasks. The storyteller determines when the character becomes a little
obstinate, generally once a chapter.
Overconfident-The character thinks one of his worst
abilities is great. The character will
insist on trying to use this ability in order to help out the party. An example is the Woozy’s incredible
confidence in his silly sounding growl.
Poorly Made-Only animateds can have this fault. On a badly failed Nimbleness action, the
character can break and require repair, making it unable to act. Jack Pumpkinhead has this fault.
Prejudiced (1 gift)-The character believes that
anything not the same as that from their region of Oz is bad. For example, a munchkin from the back woods
with this fault would refuse to use a red flying carpet because it is not blue,
as is almost everything in munchkin land.
Margolette has this fault.
Sings a Silly Song-The character must burst into a
self-composed silly song at an inopportune time once per story, for example
while hiding from the Nomes in Ev. The
player must actually sing it at the gaming table, and the writer will not be
liable for any trauma that results from taking this fault.
Speaks Nonsense (1 gift)-The character can only
speak in gibberish. The only way the
character may communicate is by passing notes to the storyteller. Any communication during the game must be
made in gibberish.
Speaks in Rhymes (1 gift)-The character must speak
in rhymes once per chapter. The
storyteller determines when. The
character must speak in the form of a six line rhyme applicable to the
situation within one minute, or loses all experience points from the chapter or
the storyteller can have something else bad happen.
Spoils-This fault can only be taken by animateds
with plant parts. Once per story, the
character spoils, and needs a replacement of the plant part that goes rotten or
the character is treated as Incapacitated.
Jack Pumpkinhead has this fault.
Unlucky (1 gift)-the character is just plain
unlucky. The character may have been born on Friday the 13th, have a wart under their left arm, etc. The storyteller can randomly cause one
bad mishap to happen per
chapter. This can either mean the
storyteller makes the character re-roll a good die roll, or can incorporate the
bad luck into the story. Ojo has this
fault.
Wanderer-The character can’t stay in one place for
long. The p.c. has a desire to wander,
never wanting to stay in one place for more than a chapter. Being incarcerated is really unpleasant for
this character-they receive a –2 to all actions while incarcerated since they
are so upset that they cannot wander.
Supernormal
Powers
These
powers can only be possessed by characters of certain types, listed with the
power description.
Cover Up-This supernatural power can be possessed by
stuffed characters. It allows the
character to use his stuffing to protect his or her friends from bee attacks,
small pecking birds, etc.
Fire Blast-The being can shoot fire. Each point of ODF (Maximum of 3) counts as one Gift. Woozies, Dragons, and bizarre characters of the
players’ designs can have this power.
Flight-Only for critters with wings. Allows flight at Nimbleness speed.
Hidden Compartments-Animateds can possess this
gift. It essentially allows them to
hide small items inside of themselves (like the Scarecrow hiding eggs or mice
inside of his body).
Immune to blunt damage-Only sharp weapons can harm
the character. This gift is common for
animated made of cloth or rubbery material.
Of course, if the character is light, it can still be thrown by the impact
of a punch. If arrows are shot at the
character, they just stick in. The character
also cannot be harmed by falls.
Natural weapons-Commonly possessed by animals, can
be claws, teeth, talons, etc. +2 to ODF
(+1 for weapon/+1 for sharpness = +2 ODF).
Nightvison-The character can see clearly in the
dark. Other characters without this
gift are at a –2 penalty.
Nine Lives-Only cats (housecats, not lions or
tigers) and tailors may have this gift.
The characters can die nine times before they really buy the farm. It only takes one round for a character with
nine lives to come back to life. This
gift is a Major Gift, counting as four gifts.
No need for food/drink/rest-Possessed by
animateds. No need to ever eat, drink,
sleep, or rest. The character never
gets tired.
Pain tolerance-The character doesn’t feel any
pain. This gift is most commonly held
by animateds made of a non-flesh material.
The character acts without penalty when Hurt or Very Hurt, but is
considered broken (i.e. ripped up, important pieces broken off) when it reaches
Incapacitated, requiring repair by a character with the appropriate skill.
Stick to Walls-Only for bugs. The character can adhere to surfaces with
their Strength intensity.
Tough Hide-the creature has an abnormally tough
hide. This costs one gift per point of
DDF (Maximum 3).
Webs-Only for bugs.
Allows them to spin webs of a strength equal to the Bug’s Fortitude.
From
The Emerald City of Oz:
No disease of any sort was ever known among the Ozites, and so no one
ever died unless he met with an accident that prevented him from
living. This happened very seldom, indeed. There were no poor people
in the Land of Oz, because there was no such thing as money, and all
property of every sort belonged to the Ruler. The people were her
children, and she cared for them. Each person was given freely by his
neighbors whatever he required for his use, which is as much as any one
may reasonably desire. Some tilled the lands and raised great crops
of grain, which was divided equally among the entire population, so
that all had enough. There were many tailors and dressmakers and
shoemakers and the like, who made things that any who desired them
might wear. Likewise there were jewelers who made ornaments for the
person, which pleased and beautified the people, and these ornaments
also were free to those who asked for them. Each man and woman, no
matter what he or she produced for the good of the community, was
supplied by the neighbors with food and clothing and a house and
furniture and ornaments and games. If by chance the supply ever ran
short, more was taken from the great storehouses of the Ruler, which
were afterward filled up again when there was more of any article than
the people needed.
Every one worked half the time and played half the time, and the
people enjoyed the work as much as they did the play, because it is
good to be occupied and to have something to do. There were no cruel
overseers set to watch them, and no one to rebuke them or to find
fault with them. So each one was proud to do all he could for his
friends and neighbors, and was glad when they would accept the things
he produced.
You will know by what I have here told you, that the Land of Oz was a
remarkable country. I do not suppose such an arrangement would be
practical with us, but Dorothy assures me that it works finely with
the Oz people.
Oz being a fairy country, the people were, of course, fairy people;
but that does not mean that all of them were very unlike the people of
our own world. There were all sorts of queer characters among them,
but not a single one who was evil, or who possessed a selfish or
violent nature. They were peaceful, kind hearted, loving and merry,
and every inhabitant adored the beautiful girl who ruled them and
delighted to obey her every command.
In spite of all I have said in a general way, there were some parts of
the Land of Oz not quite so pleasant as the farming country and the
Emerald City which was its center. Far away in the South Country
there lived in the mountains a band of strange people called
Hammer-Heads, because they had no arms and used their flat heads to
pound any one who came near them. Their necks were like rubber, so
that they could shoot out their heads to quite a distance, and
afterward draw them back again to their shoulders. The Hammer-Heads
were called the "Wild People," but never harmed any but those who
disturbed them in the mountains where they lived.
In some of the dense forests there lived great beasts of every sort;
yet these were for the most part harmless and even sociable, and
conversed agreeably with those who visited their haunts. The
Kalidahs--beasts with bodies like bears and heads like tigers--had
once been fierce and bloodthirsty, but even they were now nearly
all tamed, although at times one or another of them would get
cross and disagreeable.
Not so tame were the Fighting Trees, which had a forest of their own.
If any one approached them these curious trees would bend down their
branches, twine them around the intruders, and hurl them away.
But these unpleasant things existed only in a few remote parts of the
Land of Oz. I suppose every country has some drawbacks, so even this
almost perfect fairyland could not be quite perfect. Once there had
been wicked witches in the land, too; but now these had all been
destroyed; so, as I said, only peace and happiness reigned in Oz.
For some time Ozma had ruled over this fair country, and never was
Ruler more popular or beloved. She is said to be the most beautiful
girl the world has ever known, and her heart and mind are as lovely as
her person.
Life
and death in Oz-It is very difficult to die in Oz. Fortunately, things don’t die easily in Oz. For example, if a character is ripped into
small pieces by a Rak, all of the little pieces will still be alive! The person can’t be put back together,
unless they are a walking puzzle. This
is another big Oz joke. If characters
get damaged in accidents, they are out of commission, but still alive in little
pieces. No one ever starves in Oz, but sometimes people get awfully hungry.
Gold
is the most common metal in Oz, and is used for many purposes since it is so
pliable.
OzCononomics
The
Tin Woodsman comments on OzConomics in The Road to Oz:
"If we used money to buy things with, instead of love and kindness and
the desire to please one another, then we should be no better than the
rest of the world," declared the Tin Woodman. "Fortunately money is
not known in the Land of Oz at all. We have no rich, and no poor; for
what one wishes the others all try to give him, in order to make him
happy, and no one in all Oz cares to have more than he can use."
Supposedly,
there is no money in Oz. Since almost
everything (guns, files, candy, etc.) literally grow on trees, there is little
reason for manufacturing. However, in The
Wizard of Oz, Emerald City residents used pennies, nickels, quarters,
dimes, dollar bills-just like in Kansas or Nebraska. The humble author’s uneducated and baseless opinion is that the
Wizard introduced money during his short period of rule, and Ozma eventually eliminated
its use in Oz. People in Oz do work,
but only for four hours a day. Everyone
gets what they need (scholars see this aspect of Oz as symbolic of Marxism or
populism).
Laws- The one overarching law of Oz is “Behave
yourself!”. However, there are other
additional sub laws. It is illegal for
anyone in Oz besides those sanctioned by Ozma to practice magic (you need a
license!). Surrendering to an invading
army is also illegal. Treason is illegal. Picking six leaf clovers is also
illegal, since they are often used by witches to create charms. The greatest
crime in the Emerald City is to chop leaves from the royal palm tree. Anyone who does this will be killed seven
times and imprisoned for life. When arrested, a person is put in a white robe
with a peaked top that covers the body except for the eye-holes and taken to
prison. Prison in Oz is filled with
books, games, satin furniture, jewel encrusted walls, and a beautiful stained
glass ceiling. The prisoner can choose
from a menu with such items as whitefish and
mutton chops. The prisoner
receives a fair trial before Ozma, who is very merciful and fair. Gambling is also against the law. Anyone who can’t stop talking, and refuses
to answer questions with “yes/no” answers are exiled to Rigamarole town (A
Defensive Town of Oz). Excessive
worriers are sent to the Flutterbudget town (the second Defensive Town of
Oz). Fighting is also illegal. Murder is punishable by death, even when one
animal kills another. The court system
in Oz is like in America, with Ozma serving as a judge, Woggle-Bug serving as
the Prosecutor, and Ozma appoints a public defender and a jury of peers. There are said to be no lawyers in Oz,
although they sometimes seem necessary.
Just like in the real world, the Law almost always brings sorrow,
although Ozma is a just and fair judge.
Food-People
in Oz don’t eat chickens or eggs, out of great respect and admiration for
Billina the hen. Characters in Oz must
eat three meals a day. For each meal
missed, a character must mark off a box on his or her or its wound
indicator. Remember, it’s often easy to
find a hospitable stranger or lunchboxes growing on trees in Oz, as it is easy
to make food with magic.
Gender
issues-Oz is dualistic regarding sexual equality. While it is ruled by women, most people still have the attitude
that a woman’s place is in the home, and corny chivalry is the norm in
courtship. Play this up for laughs-but
please understand that the author doesn’t condone sexism and encourages sexual
equality. Discuss with players that the
sexism is really a joke, and Baum seemed to include it to poke fun at how
hypocritical it was in the real world.
Generally, while most men in Oz say that “a girl should be baking
cookies, not visiting Hammerhead country!” they NEVER have that attitude toward
specific women they know as adventurers, rulers, or someone that DOESN’T want
to do those activities. Of course,
there are exceptions, but remember Oz is sarcastic, and uses some “backwards”
behaviors to make a statement about how silly these attitudes are in real life.
Ozma
also determines where everyone in Oz must live. The people love being ruled by Ozma. . In reality, the rulers of
the four parts of Oz, such as the Tin Woodsman, really only have nominal power,
since Ozma’s edicts take precedence over those of her subordinates.
Music-like
the earth of the early 1900’s. Ragtime
and classical are big, and music is listened to on phonographs. “My Lulu” is a hit song in the civilized
country. The national anthem of Oz is
“The Oz Spangled Banner”. The Royal
Coronet Band is the royal band.
Language-People
in Oz talk in peculiar ways. One funny
thing is the constant use of the word gay(happy) and queer (strange). Other silly things include newly created
animateds constantly saying things like “Gee, this is the first time I saw the
sun!” when obviously they should not
know what something is the first time they see it. But when freshly made
animateds get too annoying, remind the players that they also don’t know the
meaning of danger when a big nasty monster comes their way. It is also common
practice for animateds calling each other queer or odd, oblivious to how
strange looking they are themselves. It
also seems that Oz characters are always arguing about what is better: heart, brains, education, courage,
conscience, etc. Stupid jokes are also good role playing (a sawhorse mangling
words is “a little hoarse”, a bug on a sawhorse is a “horse and buggy”,
etc)-award them with Experience Points when the whole party is cracking up.
Animals can all speak English, but they all have their own languages. For example, birds have bird-language, which
they can intuitively understand, but monkeys and humans cannot. Even people magically transformed into
animals can intuitively understand the animal language. Friends are commonly referred to as
comrades.
All
people in Oz speak the same language, but they often insist on having
interpreters to interpret the language of a different part of the country. Ham this up, having conversations in
English, only to have the “interpreter” change what is said.
EXAMPLE:
Scarecrow: Ask this strange Pumpkin headed lad what he
wants.
Interpreter: What do you want?
Jack
Pumpkinhead: Why, a green bowtie!
Interpreter: The Pumpkinhead asks why one of your eyes is
crossed!
Scarecrow: Why, how rude!
You
get the picture. Eventually, everyone
remembers that everyone in Oz speaks the same language (you can require a
Brains roll of difficulty 1 for players that are REALLY sick of this). Little details like this helps to maintain
the whimsy that makes Oz unique.
Culture-People
in Oz frequently say America must be a queer country, since animals don’t talk,
and there are no patchwork girls running around. The favorite sport of Oz is quoits.
Abandoned
Houses-It seems that in almost every Oz book, when the party is tired or out of
food, they find an abandoned house with nice warm beds and delicious
treats. However, there is almost always
a mean resident out picking daisies or something, that returns shortly to cause
the party trouble. However, once in a
while let the characters find such a house and don’t cause them any trouble,
just to keep them off guard.
Places
OzOgraphy
Oz
is square in shape, surrounded on all sides by a deadly desert (anyone who
touches the sand of the deadly desert is immediately turned into sand and
killed). It is bordered on all sides of
the deadly deserts by many strange countries.
The countries noted in this text, including Ev, the Domains of the
Nomes, Gargoyle Country, and the Ripple Lands are to the West of Oz, past the
deadly desert. It is divided into
roughly four portions, with the Emerald
City being in the center of the square.
It has roughly half a million inhabitants. The flag of Oz has the four portions with their respective
colors, and a green star in the middle to represent the Emerald City.
It
is important to note that much of the lands of Oz are unexplored. Most of the land of Oz is wilderness with
small villages. It is difficult to say
‘how far’ or ‘how long’ it takes to get from point A to point B; Mr. H.M. Woggle Bug , T.E. remarks:
“Oz
geography is quite unique, I must say.
It appears that fixed geometric relationships between destinations in
physical space are hardly static;
rather, they are subject to the forces of OzDynamics. OzDynamics means that certain fixed
landmarks stay the same in more urban areas, and the general boundaries of
areas remain fixed. However, the landscape
and spatial relationships of objects in a wild, uncivilized country are always
subject to dynamic change. Travelers
should note that maps can be useful for finding the general location of a
specific landmark; however, the legends
that tell of distance conventions are hardly accurate most of the time. OzDynamics can cause a new and bizarre
people to pop up at any time. This is
due to the fact that Oz is not well explored;
according to my geography students who take geography School Pills
regularly, only 15.99993345% of Oz is thoroughly explored, and only 3.3532455%
of road maps drawn are thoroughly accurate!
Clearly, OzDynamics makes travel less of a routine, and more of a voyage
of discovery.”
East-Munchkin
land-Everyone here wears blue all the time. Houses are commonly big, round, and
blue. All the plants are blue, including bread trees (that grow loaves of bread)
bun-trees, cake-trees, cream-puff bushes, blue buttercups which yield excellent
blue butter and chocolate-caramel plants.
Grim
Forest of Munchkinland- The forest is so thick that the sun cannot be
seen. The Yellow Brick Road runs
through the forest. It is infested with
Kalidahs, lions, tigers, and bears. The
houses here are a little decrepit, and there are not that many. There is a huge chasm in the middle of the
forest with sharp rocks at the bottom (+5 ODF). Jumping or flying over it seems
to be the only way to pass. There are
also lots of pits, which were crossed using fallen trees in the books. Great for dramatic tension-have a character
trapped on a log in a fight with a Kalidah, with a slip meaning a very long
fall. In the center of the forest is the home of Dr. Pipt. At the end of the forest ( if one is moving
toward Emerald City) there is a great river that must be navigated to get to
the other side.
The
strength of the current is 2.
After
the river, there is of course the poppy field.
The scarlet poppies are among all of the multi colored flowers that
carpet the ground. Each turn breathing
PC’s are in the field, they must roll their Fortitude versus ODF 2. When they reach incapacitated, they fall
asleep until they are discovered and removed from the poppy fields. It takes 5 rounds to run out of the
field. Using a field of poppies in
other places in Oz can add dramatic tension if there is a time limit on the
adventure and no one to bail out the party.
The
yellow brick road, which leads to Emerald City, is of course still in
Munchkinland. The bricks are uneven in places, and sometimes missing
altogether. Sometimes it warps (roll 4DF:
on –2, road warps). The party
sees all the landscape markers it has past, in reverse order! Walking backwards for a stretch will solve
this problem and put them back on track.
The books are vague on how long the road is-it supposedly takes “several
days” walking to reach the Emerald City.
Emerald
City-
From
The Emerald City of Oz:
The Emerald City is built all of beautiful marbles in which are set a
profusion of emeralds, every one exquisitely cut and of very great
size. There are other jewels used in the decorations inside the
houses and palaces, such as rubies, diamonds, sapphires, amethysts
and turquoises. But in the streets and upon the outside of the
buildings only emeralds appear, from which circumstance the place is
named the Emerald City of Oz. It has nine thousand, six hundred and
fifty-four buildings, in which lived fifty-seven thousand three
hundred and eighteen people, up to the time my story opens.
The
Emerald City, which is the most splendid as well as the most beautiful city in
any fairyland, is surrounded by a high, thick wall of green marble, polished
smooth and set with glistening emeralds. There are four gates, one facing the
Munchkin Country, one facing the Country of the Winkies, one facing the Country
of the Quadlings and one facing the Country of the Gillikins. The Emerald City lies directly in the center
of these important countries of Oz. The
gates had bars of pure gold, and on either
side of each gateway were built high towers,
from which floated gay banners. Other
towers were set at distances along the walls, which were broad enough for four
people to walk abreast upon. Houses are
built of green marble, and studded with green emeralds. The streets have lemonade stands, and people
push green carts to move goods (there don’t seem to be any beasts of burden in
the city). Rooms in the main palace are
very plush, with perfume fountains, velvet sheets, complete perfectly fitting
green wardrobes, fresh flowers, and many silly books with queer pictures. While scarecrows don’t care about beds and
lions prefer leaves, human guests will love staying in the Emerald City.
An optical illusion wall separates the green
country from all of the others. The
only way to get through this infinitely high iron gate is to walk through it
with the eyes closed or covered.
There is a Forbidden Fountain in
front of Ozma’s palace, with a clear warning sign. It contains Water of Oblivion, which makes it drinkers forget
anything they have ever known. Of
course, the people can still talk about what they don’t know, since they don’t
forget to talk. By tricking the Nome
King’s army into drinking from the fountain, Ozma was able to prevent the
invasion of Oz without any loss of life.
South-Quadling
Country. The people here are short and
fat (Scale –1). A mountainous,
wild,dangerous place whose inhabitants include the Hammerheads and Fighting
Trees. There is a lot of jungle here,
but also fields of daisies and buttercups, vast sandy plains, and palm
trees. The color of this country is
red. Note that while houses, clothes,
and fences are read, trees and grass are not. The city of the bizarre China
People is also in this country.
Trick
River-this river starts in Quadling Country and appears to flow into Winkie
country. However, every 2 minutes it
may start to flow in the opposite direction (1-3 on 1d6). There are many trees lining the river edge,
so the party can grab onto a tree while the river goes in the wrong
direction. There are also big red fish
in the river, so if the party hooks onto one, they can move in the right
direction, since the fish don’t change direction.
West-Land
of the Winkies. Yellow is the favorite
color. The people are short (Scale –1), and prefer yellow. The Tin Woodsman
rules the land of the Winkies from his Tin Castle. The castle has tin gates, tin trees, tin flowers, tin benches,
and tin statues of his friends. Even
the beds are made of Tin! The tin
plants grow magically, and the Emperor has a pond of tin fish. The tin is so
well polished it is as brilliant as silver.
The castle has silver cloth hangings, fastened with tiny silver
axes. In the center of the castle is a
large silver oil can, that has carvings of the Woodsman’s adventures on
it. There is an Imperial Laundry to
make clothes (and cloth animateds!) presentable. No one is allowed to kill anything here, even the yellow lilies,
since the Tin Woodsman has such a good heart.
His Tin Coronet band is also excellent.
The birds are clockwork, made by genius Winkie tinsmiths. In his courtyard are tin statues of all of
his friends, including Dorothy, Tick-Tock, Toto, and the Scarecrow, among
others. The Tin Woodsman has an
orchestra composed of Winkies, that play on tin instruments. The anthem of the Empire of the Winkies is
“The Shining Emperor Waltz”, composed by Mr. H.M. Wogglebug, T.E.
Jack
Pumpkinhead’s Pumpkin Farm
Jack
lives in a big, hollow pumpkin with a stovepipe running through the stem. He has a big pumpkin farm, which grows some
small and some giant pumpkins, He also
has a small graveyard, where he has buried all of his spoiled heads and marked
them with gravestones.
The
Truth Pond-Hidden somewhere is in the Land of the Winkies is the Truth
Pond. Anyone who bathes in the water
can have any magical transformation removed, so the character looks how he/she
‘truthfully’ does. Also, anyone who
bathes in the Truth Pond is no longer capable of telling a lie.
North-Gillikin
Country. Purple is the color of choice
here, with grass and trees being purple.
The purple fades to lavender when one gets closer to the emerald city.
Other
Lands on the Outskirts of Oz
The
lands bordering Oz are not quite as hospitable to strangers as Oz itself. Most people entering Oz from earth by way of
the shipwreck, earthquakes, or other disasters often land in these outlands
instead of Oz proper. If there is not a
detailed description of the land in this section, there will be a description
in Chapter 4: Monsters and Strange Folk
under the entry of the creatures that inhabit the land.
Ev
In
Ev, the rule of the King is Law.
Therefore, when King Evoldo went to the Nome King for a gift of long
life in exchange for making his Queen, 5 daughters, and 5 sons slaves, it was
perfectly legal. Evoldo then threw
himself into the sea and killed himself.
The family was imprisoned by the Nome King, but was eventually freed by
Ozma and her friends. Ev is a
benevolent monarchy overall, and the Royal Family loves Oz a great deal. However, there are some malcontents, like
Princess Langwidere, and there is no telling if their neighbors in the Nome
Kingdom wouldn’t want the finery of the Kingdom of Ev for themselves…More
information on Ev and the Kingdom of the Nome King can be found in Ozma of
Oz.
The
Nome King’s Domains-A large kingdom based on mining inhabited by the
nomes. More information on the Nomes,
including a description of their domain, can be found in the ‘Bad Guys’ section
of Chapter 3.
Land
of the Mangaboos (Vegetable People)-Naturally, the land is inhabited by the
evil and cruel Mangaboos, living vegetable people. The only way out of the land is by traveling through the Black
Pit to the Valley of Voe.
Valley
of Voe-Borders the Land of the Mangaboos.
The dama fruit grows here, and consequently most beings of this land are
invisible. The people are kind, but
there are also mean invisible bears and lions, who love to eat people (use the
normal stats for these with the gift of being invisible, which causes
characters to be at –3 to hit; the
animals also must be able to see their prey, and cannot track by scent). Fortunately, the bears and lions are afraid
of water here, and Leaves of Voe grow in great quantity (see magic items
section). Talking to invisible people
here will let the PC’s know about these survival hints. Note that fish are visible here, since they
do not eat the dama fruit. The only way
to get out of the Valley of Voe is to climb Pyramid Mountain, or return to the
land of the Mangaboos.
Pyramid
Mountain
This
huge, corkscrew shaped mountain is the domain of the Gargoyles. There is a sign clearly stating that the
mountain is home to dangerous creatures, and visitors should stay out. There are steps carved in the rocky walls of
the mountain leading to its top. There
is an opening halfway up the mountain, and what is beyond is described in Dorothy
and the Wizard in Oz:
The opening in the mountain was on the side opposite to the Valley of
Voe, and our travelers looked out upon a strange scene. Below them
was a vast space, at the bottom of which was a black sea with rolling
billows, through which little tongues of flame constantly shot up.
Just above them, and almost on a level with their platform, were banks
of rolling clouds which constantly shifted position and changed color.
The blues and greys were very beautiful, and Dorothy noticed that on
the cloud banks sat or reclined fleecy, shadowy forms of beautiful
beings who must have been the Cloud Fairies. Mortals who stand upon
the earth and look up at the sky cannot often distinguish these forms,
but our friends were now so near to the clouds that they observed the
dainty fairies very clearly.
The
Cloud Fairies ignore the characters.
However, the huge Rocs may not.
The
braided man, who makes Assorted Flutters for flags and Superior Grade Rustles
for Ladies Gowns makes his home in a cave halfway up the mountains. The man is Half Crazy, and will ask the
characters to take boxes of his fine products (which of course, are empty). He
refuses to take money, since he couldn’t possibly spend it on anything since he
is living in the middle of pyramid mountain.
The man is old, and has long gray hair and a beard braided with
different colored ribbons. He will
explain that he once sold holes for Swiss cheese on earth. When he invented the pot-hole, he thought he
would become rich; however, he looked
too far down into a pothole, fell though, and ended up in pyramid mountain. He also knows the weakness of the gargoyles,
and will tell any P.C. that gives him a ribbon for his beard, which he will ask
for in trade for his products.
Beyond
the mountain is the land of the Gargoyles, as described in Dorothy and the
Wizard of Oz:
"The Country of the Gargoyles is all wooden!" exclaimed Zeb; and so it
was. The ground was sawdust and the pebbles scattered around were
hard knots from trees, worn smooth in course of time. There were odd
wooden houses, with carved wooden flowers in the front yards. The
tree-trunks were of coarse wood, but the leaves of the trees were
shavings. The patches of grass were splinters of wood, and where
neither grass nor sawdust showed was a solid wooden flooring. Wooden
birds fluttered among the trees and wooden cows were browsing upon the
wooden grass; but the most amazing things of all were the wooden
people--the creatures known as Gargoyles.
NPCS
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
ODF: +6
DDF: +4
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
Equipment
Alarm Rings
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
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
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
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
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
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
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
Bra 0
For 2
Kee 0
Per 0
Sca 2
Faults
Gifts
ODF: 3
DDF: 4
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
Bra 3
For 1
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
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
Faults Motion Sickness
ODF: -1
DDF: 0
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
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
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
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
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
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
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
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
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
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
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
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
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.
Str 2
For
2
Bra
0
Kee
1
Wil 2
Per 0
Sca -3
Gifts Teeth +2
Faults
ODF: +1
DDF: -1
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
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
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
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
(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
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
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
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
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
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
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
Ev’s
Soldiers
The
soldiers have low morale, and are unhappy.
There are ten, led by a fat colonel.
All
Attributes 0, Brawling 1.
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
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
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
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
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
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
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
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.
Nim 0
Str +3
Bra 0
For +2
Kee 0
Wil 0
Per -3
Sca 1
Faults
None
Gifts None
ODF: +4
DDF: +3
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
All
right, you all know that Oz originally had four witches: the Northern and Southern witches were good,
and the Eastern and Western were evil.
The former wicked witch of the East was killed by Dorothy’s house. Witches in Oz can be good (use White Magic)
or bad (use Black Magic), and there are no witches or magicians in “civilized”
country (like Kansas in the civilized United States). However, Oz isn’t civilized and magic is real here. Witches wear white, and a non-Ozite can be
mistaken for a witch just like Dorothy Gale was. As we all know, water does +3 ODF versus evil witches (however,
not Wizards or Sorcerers, or Wizardesses or Sorceresses). Keep in mind Good magic IS more powerful
than Evil. All good magic users get a
+1 to all spell use. However, Good
magic users will not use transformation or illusions, since they try to make
things as they are not.
Less
powerful magic wielders are known as Wizards (Wizardess if female), and the
least powerful are Sorcerers (or Sorceress if female). Fairies, like Ozma, don’t cast spells (or
use herbs and potions), but use lots of magic items.
Bad
magic is marked with a (B). Only NPC
villains can have these spells.
The
following magic spells are examples of some magic effects produced in the Oz
books. No, there are no fireballs-magic
is more whimsical and less “fireball coming on line!” in Oz. Keep in mind good magic users cannot use
illusionary or transformative spells.
Other magic effects are possible-use these descriptions are guidelines,
along with the FUDGE Magic rules in Chapter 7 of the FUDGE rules.
Spells
Dispel
Illusion-Removes an illusion created by another magic user. Utter a few magic words and make a gesture
of the player’s choice.
Difficulty: 1
Dispel
Transformation-By winding a golden thread around the transformed magic user,
the transformed magic user is transformed back into its original form. The character cannot transform as long as
the thread is around its neck.
Difficulty: 2
Donkey
Head(B)-The victim’s head is turned into a donkey head. Personability drops by 3, but the character
has their normal Personability when among donkeys.
Difficulty: 0
Eye
Like a Telescope-Enables the spell user to see far beyond normal. The user can see anything within the section
of Oz the user is currently in.
Difficulty: -1
Fault
Removal-Allows the magic user to remove a fault from a character. This can be used once per character, and the
spell may only be used once per adventure.
Difficulty: 3
Forget
Magic-By cooking a powerful draught and forcing the magic user to drink it, the
magic user forgets all the magic s/he ever knew. All spell knowledge vanishes until the magic user learns it
again.
Difficulty: 3
Fox
Face(B)-Transforms the victim’s head into a fox head, making personability 3
points lower. However, foxes may still
find the person attractive (normal personability towards foxes).
Difficulty: 0
Enchant
Food-Enchants an amount of food in a container (lunch-pail, picnic basket) so
it will last for a whole story. Any
food that is eaten simply reappears in the container.
Difficulty: -1
Enchant
Wheels-With a gesture and magic word of the player’s choice, this spell
enchants the wheels of a vehicle to move on their own accord and move until the
vehicle has found the nearest road, then the spell expires.
Difficulty: 0
Illusions(B)-Allows
the magic user to create illusions, as far away as the magic user can see. Common illusions include fire, little girls
in the middle of a dangerous combat, or disguising oneself to look like others.
The illusions seem real, but can be seen through if a Will roll vs. difficulty
1 is made.
Difficulty: 1
Kiss-The
user kisses the recipient of the spell on the forehead. There is then a round shining mark on the
character’s forehead that was kissed.
Any character trying to harm the character with the mark must roll their
Will versus the Will of the spell caster.
Difficulty: 2
Make
Tent-By laying handkerchiefs down on the ground, waving the left hand, and
saying
"Tents of canvas, white as snow,
Let me see how fast you grow!"
The
magic user can create full sized tents, complete with beds and furniture.
Difficulty: -1
Seal-the
magic user can seal any entrance air and light tight. There must already be a door or barrier in place for this to
work. This is mainly used to prevent
the escape of tiny enemies or those turned into shadows.
Difficulty: 1
Sex Change(B)-Transforms the target character into
the opposite sex. The complete ritual is described in The Land of Oz:
The first act of the Witch was to make the boy drink a potion which quickly
sent him into a deep and dreamless sleep. Then the Tin Woodman and the
Woggle-Bug bore him gently to the couch, placed him upon the soft cushions,
and drew the gossamer hangings to shut him from all earthly view.
The Witch squatted upon the ground and kindled a tiny fire of dried herbs,
which she drew from her bosom. When the blaze shot up and burned clearly old
Mombi scattered a handful of magical powder over the fire, which straightway
gave off a rich violet vapor, filling all the tent with its fragrance and
forcing the Saw-Horse to sneeze -- although he had been warned to keep
quiet.
Then, while the others watched her curiously, the hag chanted a rhythmical
verse in words which no one understood, and bent her lean body seven times
back and forth over the fire. And now the incantation seemed complete, for
the Witch stood upright and cried the one word "Yeowa!" in a loud voice.
The vapor floated away; the atmosphere became, clear again; a whiff of fresh
air filled the tent, and the pink curtains of the couch trembled slightly,
as if stirred from within.
Glinda walked to the canopy and parted the silken hangings. Then she bent
over the cushions, reached out her hand, and from the couch arose the form
of a young girl, fresh and beautiful as a May morning. Her eyes sparkled as
two diamonds, and her lips were tinted like a tourmaline. All adown her back
floated tresses of ruddy gold, with a slender jeweled circlet confining them
at the brow. Her robes of silken gauze floated around her like a cloud, and
dainty satin slippers shod her feet.
Difficulty: 2
Stop
Breath (B)-This spell cuts off air circulation to a target’s mouth. The spell takes five minutes to cast, and
the target loses one health level per round until the spell is dispelled or the
caster loses concentration.
Difficulty: 1
Storm
Away-This spell prevents storms from occurring in an area the size of a small
village.
Difficulty: 1
Transform to Dove (B)-By uttering "Adi, edi, idi, odi, udi, oo-i-oo! Idu, ido, idi, ide, ida, woo!", the magic user can transform a target into a dove.
Difficulty: 1
Transform
Object (Y)-Allows the magic user to transform inanimate objects into other
inanimate objects, like pebbles to butter.
Difficulty: 1
Transform
to Ant(B)-Change into an ant, turn back any time.
Difficulty: 1
Transform
to Griffin(B)-Change into a griffin, turn back any time.
Difficulty: 1
Transform
to Plant(B)-Allows to user to transform into a plant. The character can turn
back at any time.
Difficulty: 1
Transform
to Shadow(B)-Turns the character into a shadow until they wish to be
substantial.
Difficulty: 1
Turn
to marble(B)-The potion is made by boiling equal parts milk and vinegar, along
with some magic herbs, over a fire. It
must be allowed to cool overnight, or it will not work. If the potion is drunk, the character turns
to marble but cannot move or speak (treat marble body as +4 scale for damage
purposes). This is a favorite of old
Mombi’s.
Difficulty: 2
Ugliness(B)-The
spell lowers the victim’s Personability to –3.
The spell can only be broken by a kiss of a Fairies.
Difficulty: 2
Unpetrify-Reverses
petrification. The character makes a
magic pass and says a magic word, both determined by the P.C.
Difficulty: 2
Turn
object invisible(B)-Turns object invisible.
Difficulty: 0
Twinkling
bells-This spell allows the caster to make the sound of bells ringing with a
simple gesture.
Difficulty: -2
Twist
Path-(B)Allows the magic user to distort a path in Oz the magic user has
seen. Targets on the path must make a
Keenness roll vs. the Willpower of the magic user to avoid getting lost.
Difficulty: 2
Wash
Dishes-This spell, with a single magic word, washes and neatly stacks any
amount of dishes.
Difficulty: -2
Weapon Possession(B)-This spell allows the user to make a character use their own weapon against themselves. This is the spell largely responsible for Nick Chopper becoming the Tin Woodsman, Emporer of the Winkies.
Difficulty: 2
Teleport-The user must whirl on their left heel three times, and can then teleport anywhere in Oz.
Difficulty: 2
Teleport Others-Allows the user to teleport a character to Earth, Oz, or any other Faerie Land.
Difficulty: 3
Yookoohoo
Magic
Yookoohoo
Magic limitations-Yookoohoo’s cannot return anything that they transform back
into its original shape.
Conjure
Object (Y)-Allows the magic user to create simple tools, such as ladders,
forks, etc. out of thin air.
Difficulty: 0
Door
Lock (Y)-Magic user can make it impossible to exit a door or impossible to
enter it. One or the other, not both.
Difficulty: 1
Thought
Reading (Y)
Difficulty: 1
Transform
to Animal (Y)-The spell allows the magic user to transform a character into an
animal.
Difficulty: 2
Transform
Animal (Y)-Allows the magic user to transform an animal into an inanimate
object , i.e. mouse to biscuit.
Difficulty: 1
Magic
items
Below
are examples of some of the Magic Items of Oz that have appeared in the
novels. Use these as guidelines for
creating other Ozzy magic items.
Alarm
Rings-one ring is put on the left hand, and one on the right. When there is danger, the wearer twists the
rings, and a bell in Glinda’s palace rings, alerting her that the wearer needs
assistance.
Dama
Fruit – Found in the valley of Voe.
These delicious peaches turn anything that eat them invisible. If an invisible creature is killed, it
immediately turns visible again.
DR.
NIKIDIK'S CELEBRATED WISHING PILLS.
Directions
for Use: Swallow one pill; count seventeen by twos; then make a
Wish.-The
Wish will immediately be granted. CAUTION: Keep in a Dry and Dark
Place."
How
do you do it? As our intelligent friend
the saw-horse saw, you start with one half, and then you can easily count to 17
by twos (.5, 1, 3, 5…17). Mathematics,
Pause and Reflect, or old fashioned banging the head against the wall can get
the party the solution to this dilemma.
Better yet, send the players on a quest to find a wise creature that
knows the answer to this riddle! There
are three silver pills in a dose, and characters that have no need to eat
cannot use the pills. Yep, they grant
any wish. If the character’s wish for
all the money in the world, it lands on top of them and suffocates them. If they wish to become the strongest being
in the world, opening a door will cause a building to fall over. Et cetera.
These are best used for minor things, and warn the PC’s of the danger of
getting greedy…..
Enchanted
Paper-Anything cut out of this paper comes alive.
For
Flesh Wounds Shrub-Heals three levels per dose. Works only on humans and animals, not animateds.
Gargoyle
Wings-Small wooden gargoyle wings that allow anyone who wears them to fly.
Golden
Cap-This golden cap has a circle of diamonds and rubies in its brim. Its wearer can use it to call on the winged
monkeys to do the wearer’s bidding 3 times.
Each person can only use the cap 3 times, no matter what. In The Wizard of Oz, the Wicked Witch
of the west demonstrates how to use the cap:
So the Wicked Witch took the Golden Cap from her cupboard and
placed it upon her head. Then she stood upon her left foot and
said slowly:
"Ep-pe, pep-pe, kak-ke!"
Next she stood upon her right foot and said:
"Hil-lo, hol-lo, hel-lo!"
After this she stood upon both feet and cried in a loud voice:
"Ziz-zy, zuz-zy, zik!"
Leaves of Voe-These leaves allow beings that rub the leaves on their feet to walk on water. They only can be found in the Valley of Voe.
Liquid
of Petrification-A few drops turns anything it touches into marble. It works both on inanimate objects and
living things. The only known antidote
is composed of: a drop of oil from a
living man, a six leaf clover, the left wing of a yellow butterfly, three hairs
from a Woozy’s tail, and a flask of water from a dark well.
Love
Magnet-Only works on beings with hearts.
The being must also see the love magnet. The Love Magnet makes everyone that sees it love the character in
possession of the magnet. The Shaggy
Man stole it from a young girl who attracted so many suitors they fought over
her, which made her unhappy.
Magic
Belt-Formerly the Nome King’s. It can
transform creatures into small items:
such as bric-a-brac (ornaments), scorpions, and eggs. It also provides a +3 to the user’s
DDF. The belt also allows the user to
open doors into to lair of the Nomes, and to stop the Iron Giant from pounding
the ground in front of the Nomes’ lair. It can also be used to teleport others
or inanimate objects. However, its
transformative powers do not work on wood.
Gestures and magic words are required for its activation. Dorothy took the belt from the Nome King,
and then gave it to Ozma. The belt can
also be used to teleport characters from Oz to Earth, Earth to Oz, or between
Oz and other Fairy Lands.
Magic
Book/Great Book of Records-Anything that ever happens in Oz is recorded in this
book magically, so Glinda is always well informed. The entries are brief, since even a magic book cannot hold every
detail of every situation. It is locked
with 5 padlocks, the keys to which Glinda keeps in her bosom.
Magic
Carpet-Given to Ozma by Glinda, this carpet allows passage across the deadly
desert that separates Oz on all sides.
It unrolls in front and rolls up in back as it is trod upon.
Magic
Pearl-used by Glinda. The pearl is pure
white, on a gold chain. When it is hung
around someone’s neck, it turns black when the character speaks a falsehood.
Magic
Picture-Currently in the possession of Ozma.
Allows the user to see anything happening anywhere, in fairy lands or on
Earth. The user just needs to wish that
they could see wherever to the mirror.
Magic
Slate-used by the good witch of the north.
To use it, the witch must take off her hat, and balance it on the tip of
her nose. Then the witch must count to
three in a solemn voice. The hat turns
into a slate, which will answer a question posed by the player in one
sentence. The item may be used once per
chapter.
Magic
Tents-Tiny miniature tents that grew to full size and shrunk again when the
user wished.
Powder
of Life-Created by Dr. Pipt. This
powder takes 6 years to make, and the brewer must stir 4 pots for the duration
(two with his hands, two with his feet).
Mombi demonstrates how to use the powder after sprinkling it on an
object in The Land of Oz:
Then, putting the pepper-box back into the basket, Mombi lifted her left
hand, with its little finger pointed upward, and said:
"Weaugh!"
Then she lifted her right hand, with the thumb pointed upward, and said:
"Teaugh!"
Then she lifted both hands, with all the fingers and thumbs spread out, and
cried:
"Peaugh!"
Powder
of Perpetual Youth-Mombi created this powder.
Unfortunately, it isn’t magic at all-it is no good and works no magic at
all. This could be a good wild goose
chase for the party.
Silver
Shoes-What Dorothy REALLY got from the witch.
Just like in the movie, tap the heels together three times, say where
you want to go, take three steps, and you are there. The wearer can go to any fairy land or earth, without limitation.
Silver
Wand
Can
change the color of anything, Create Tent, Wash Dishes, Enchant Food, green
jewel at the end acts as a flashlight, can hear things far away, turn self and
others invisible,
Oz isn’t a big gun, big sword kind of game. Weapons are used in Oz, but really aren’t the focus of the story, or described in much detail in the books. This list may be the shortest list of weapons ever to appear in a role playing game.
Knife
(+2 ODF)
Axe
(+3 ODF)
Spear
(+3 ODF)
Sword
(+3 ODF)
Stick
(+1 ODF)
Gun
(Musket) ODF: 3 (1 shot, 1 round to
reload)
Bows
and arrows: (+2 ODF)
Revolver: 2 ODF (6 shots)
Equipment
Many
of these items are mundane, or bizarre scientific/magical devices. Use these as guidelines for assigning
difficulties for PC’s wishing to invent something in Oz using the Invention
Skill.
Bubble
Machine-Invented by the Wizard. This
marvelous machine blows huge soap bubbles that magically take anyone inside of
them where they want to go. The bubble
disappears after the rider has safely landed in his/her destination.
Invention
Difficulty: 3
Sand
Ship-Invented by Johnny Dooit, this ship had 2 long, ski-like rudders
underneath it that allowed the ship to sail across the Deadly Desert.
Invention
Difficulty: 2
School
Pills-invented by the Wizard, algebra, geography, Latin, spelling, geography,
sugar coated. They allow the use of a
skill at +2 for a period of one hour.
Invention
Difficulty: 1
Square
Meals-Tiny, square shaped tablet invented by Professor Woggle Bug. Contains soup, fish, roasted meat, salad,
apple dumplings, ice cream, and chocolate drops. A six course meal!
Invention
Difficulty: 0
Handcuffs-STR
2.
Invention
Difficulty: -1
Tin
Armor-Worn commonly by servants of the Tin Woodsman in Winkie Country. The armor comes complete with the silly hat
the Tin Woodsman wears. The armor
provides +2 to DDF. However, the armor
is made of many tiny plates of tin and clanks, making it hard to sneak around
in the armor. Also, it reduces
Nimbleness by 2.
Invention
Difficulty: -1
Wireless
Phone-An invention of the Wizard. This
small device allows its users to correspond over any distance in Oz and the
surrounding fairy lands. The phone
turns on when the user says hello, and turns off when it leaves the user’s
hand.
Invention
Difficulty: 1
Role-playing in Oz? Sounds as exciting as a week long Smurfs marathon.
WRONG!
Let’s
clear up some preconceptions about Oz:
An absurd notion!
The Oz books are filled with violence and action. It seems that the Tin Woodsman and Cowardly
Lion were always chopping up nasty creatures in the written version of The
Wizard of Oz. Likewise, there are
many nasty natives within the wild lands of Oz. The land bordering Oz are populated by Nomes, evil Vegetables,
and the menagerie of nasties that banded together to attack Oz just because
they didn’t like nice people in The Emerald City of Oz. Just like in D&D, the Oz stories are
filled with princesses that need rescuing, attempted invasions, nasty monsters
with big teeth, and magic wielding heroes, along with talking animals,
clockwork men, and creatures so bizarre they cannot be described in one
sentence.
You can die in Oz, as described in Chapter 2. MOST people in Oz are nice, but there are
many kingdoms in the wild that are hostile to outsiders. Powergaming munchkins ( I hope munchkins
actually play munchkins in Oz!) can be enticed by promises of magic items from
Glenda or Ozma for a job well done, along with fame. The kind of joking and bizarre happenings may even appeal to some
munchkins. After all, the PC’s are
encouraged to do things that can put ‘godly’ characters in some games to shame!
“Play balance?”
No matter how tough the characters are, there will be something in Oz
tougher. Or a bigger army. Or bizarre
scientific laws that play havoc on the expectations of the PCs. In Oz, bizarre occurrences and creatures are
practically the norm, although everyone in Oz always seems to be surprised by
new creatures.
Min/maxing?
Play on those flaws in creative ways-
For example, if a player picks guns +3 as a skill
and balances it with needlepoint –3, have the players get lost in a forest and
come upon a tribe of huge, nasty giants with big teeth that LOVE
needlepoint. The only way to avoid
being strung up and covered with feathers and beaten severely is to crochet a
beautiful dishrag. This kind of
encounter will encourage PC’s to choose disadvantages carefully, since they
should fully expect the GM to integrate this important part of character
background into the adventure. Insane?
Not in Oz. The bizarreness of Oz
lends itself to a GM doing ‘whatever’ to maintain play balance. Sure, this kind of freeform play isn’t for
everyone, but it can work well in Oz, since so much weird stuff happens.
Adventure types
Rescue-Ozma may be kidnapped. The royal family of Ev may be turned to
stone by the Nome king. This plot may
be trite, but the bizarre creatures and happenings in Oz can make a routine
plot seem fresh and new. One recurring
adventure in the Oz books is rescuing a person from the domains of the Nome
King, and getting past all of his traps and his royal army.
Exploration-Oz isn’t very well explored, by Ozma’s
own admission. The characters could
volunteer to map out some more of Oz, even though the landscape warps
regularly.
Quest-Quests can involve finding sorcerers to remove
faults, finding cures for magical maladies of friends, bringing a renegade magician
to justice, or almost anything else the GM can imagine! Remember, in Oz, ‘getting there’ and the
scenery is half the excitement!
Survival-The unexplored wild lands of Oz are home to
many frightening creatures. Becoming
lost can often turn into a fight just to survive. For people that don’t think Oz can land itself to these kinds of
stories, check out the first half of Dorothy and the Wizard of Oz. Their adventure could be made into a great
action flick, or a great role playing adventure! Think a ‘cute’ version of a D+D romp through a hostile,
unexplored land.
Protection-There are all kinds of fragile peoples in
Oz that may need bodyguards. The
citizens of Bunbury may be discovered by very hungry monsters. The cuttenclips could be threatened by a
rainstorm. A big bull or kalidah could
be loose in the lands of the china people.
All of these people could use some protection and assistance. A adventure of a grand scale would be
protecting the Emerald City from a siege by mean foreigners, or even mean
renegade kingdoms from inside Oz, such as when brave adventurers expelled the
invasion of Jinjur or Oogaboo.
Courtroom Drama-Not joking! Oz has many bizarre laws, as outlined in
Chapter 2, and the GM can surely come up with more laws that can be violated
without the PC’s even knowing that they did any wrong. Although Ozma is fair, she is stubborn and
follows the law to the letter.
Diplomacy-Characters can serve as Royal Diplomats of
Oz. There are many bizarre countries
that border Oz, and not all of them are friendly. Oz always wants to be on good terms with its neighbors, which can
be a rough job if your neighbors are Nomes, Gargoyles, and Wheelers!
Parties-Parties provide great role playing
opportunities, and allows the GM to introduce the characters to many denizens
of Oz. However, having many important
heroes of Oz in one place can be a tempting target for a villain seeking
revenge, or an opportunity for a despot to try to take over the Tin Woodsman’s
palace while he is gone.
The ‘Feel’ of Oz
Oz is really just a fantasy world with American
influence. Instead of elves, there are
fairy characters modeled after things that children look upon with wonder. Oz is said to be a symbolic story about
socialism, populism, or even heaven and hell by different scholars. There are certain threads running through Oz stories.
Another thing to keep in mind about Oz is that the
geography isn’t fixed. New places pop
up regularly, and sometimes it takes longer to get somewhere than the time it
took before. The adventure should drive
the terrain, not the terrain driving the adventure. Oz changes a lot throughout the Oz books, and the GM should feel
free to change landmarks, creature locations, etc to his whim. The GM shouldn’t do anything drastic, such
as moving the emerald city into Gilliken Country and the Nome King’s kingdom to
the middle of the deadly desert, but variations within the wilderness of the
fairy lands is allowed and encouraged.
Make new creatures, bizarre places, and make Oz your own!
A Darker Oz
Several interpretations of Oz, such as Caliber
Comics’ Dark Oz and Disney’s Return to Oz show a land in ruin,
conquered by the Nome King, with the traditional ‘good’ characters warped to
evil or imprisoned. Imagine the
possibilities of a Tin Woodsman who is unfeeling and uncaring and rules his
people with a heart of tin; or a
Fearless Lion King who wants to wipe out all non-animals; or a rotting, depraved Jack Pumpkinhead who
has his wooden fingers sharpened to razor tips. The Nome King and jackbooted Growleywogs keep order in the
Emerald City, stripped of all its gems.
Horrorshow Wheelers torture kind creatures in the countryside like extras
from A Clockwork Orange. A
corrupt Hungry Tiger stalks the cities, eating babies since he has no
Conscience. Johnny Dooit builds hulking
clockwork tanks in readiness to conquer Ev.
Adding horror and evil dictators to Oz is all right; Oz is your game, and feel free to do what
you want.
Dr. Pipt, the wizard creator of the Powder of Life, is hungry for revenge. The cruel crooked wizard has decided to make Scraps the Patchwork Girl and all her friends in Oz pay for causing him to waste his last batch of Powder of Life that he spent six years stirring with both hands and feet. To gain his revenge on Oz, he has enlisted several evil creatures in his plot to turn the Emerald City and all of its peoples to stone.
Unfortunately,
a Fuddle named Jigsedic overheard his plan while walking about lost in
Munchkinland. The angry Dr. Pipt
scattered him into pieces with magic, and gave the pieces to Jackdaws to
scatter across dangerous lands in the South.
Unknown to Dr. Pipt, a field mouse saw the fate of Jigsedic, and
reported this criminal use of magic to Ozma.
PART
ONE: AUDIENCE WITH OZMA
All of the characters are
individually found by field mice. The
mice beg them to go to the Emerald City, since Ozma needs their help. The mice guide the characters to the Emerald
City. If the characters ask why Ozma
has chosen them, the mice say that Glenda’s Magic Book has revealed a great
evil will soon come to Oz, and that the P.C.’s are the only ones that can
prevent it from occurring.
Ozma has gathered the characters
together to ask for their help. Most of
her friends, such as the Scarecrow, the Tin Man, and the Cowardly Lion are in
Rinkitink, a land outside of Oz, at a party.
Ozma is attended to by Jellia Jamb, and Mr. H.M. Wogglebug, T.E. Stress the splendor of the Emerald City, and
the finery that surrounds the characters.
Play off on the contrast between Ozma’s firm and caring attitude versus
the well-meaning pretension of the Woggle-Bug.
Ozma will explain to the characters that the queen of the field mice
sent a messenger to tell her that one of her field mouse scout, Whitey, told
her that he saw a ‘crooked, evil wizard’ rend a man into tiny pieces, and gave
the poor man to Jackdaws, which dropped his pieces all over the wilds of the
Quadling Country. Ozma will plead with
the P.C.’s to help, since most of her friends are far away and unable to
help. She will also mention the Glenda’s
book said that they are the ONLY ones that can stop a great evil from falling upon
Oz. Mr. Woggle-Bug will, with
particular pretension and intelligence, explain to the characters that since
they are relatively unknown in Oz, that they will be able to pass through Oz
without being as conspicuous as the more well known heroes. Whitey, the wide-eyed young field mouse
scout that saw the Jackdaws drop the pieces of the man over the Quadling
country will take the characters to find the poor man. Time is of the essence, and Ozma will give
the characters a magic picnic basket that will provide them with all of the
food that they need for 3 days, 3 nights, 3 hours, and 3 minutes. The characters should be ready to strike out
on the unknown with Whitey as their guide.
PART
2: FORKS, SPOONS, AND KNIVES-OH MY!
The characters follow Whisper
through the pretty grasslands of Oz, until they reach the forest of the
Fighting Trees. Stress the fact that
the forest is dark at night, with winds whistling loudly. Snaps of braches are often heard, along with
strange animal sounds. The trees are so
thick it is difficult to see the sun.
Have one character accidentally snap a branch. Then the Fighting Trees come to life, angry that the characters
have injured one of their friends. The
trees jostle the characters about, bruising them a little without intending to
seriously hurt them. Make it appear all
is lost, the trees numerous, sneering, and threatening to tear the characters
to pieces.
At the last possible moment, the
characters hear “Onward, soldiers!”, and the trees around them grimace in pain. The characters don’t see any reason for
this. The trees then say that they
surrender and promise to “be nice”.
Then, from behind the trees emerges the Spoon Brigade (there will be six
spoons per character). Captain Dipp
will inform them that they have been saved by the nation of Utencia, and will
march the characters out of the forest.
After leaving the forest, Captain Dipp will inform that characters that
they are ‘Prisoners of War’, and that they must be taken to King Kleaver for
trial. If a fight breaks out and the
P.C.’s win and ask for the location of the pieces of the man that they are
looking for, the frightened spoons will inform them that King Kleaver has them.
When they arrive at King Kleaver’s
Kettle, as prisoners or after defeating the spoons, the King will curse “Fat
and Gristle!” at Dipp for being defeated or bringing such absurd prisoners
before him. Play up on all the silly
inhabitants and the silly jokes about them that are described under Utencia. King Kleaver will explain he loves to carve
meat, and that he wishes to carve up the P.C.’s. The pieces of the ‘broken man’ are sitting next to him, along
with cut up ham, chicken, and other meat.
Silly role playing or brute force should allow the characters to
escape. Remember, learn to say yes, and
allow not necessarily the best plan to succeed, but the most entertaining and
silly plan to succeed in the character’s escape and recovery of the pieces of
the ‘broken man’.
CHAPTER
3: A DELICIOUS TOWN
After escaping Utencia, Whitey takes
the characters to Bunbury. The mouse
explains the rest of the ‘broken man’ may be found here.
When the characters arrive in
Bunbury, the residents flee in horror.
The full streets full of people immediately become vacant. Only a young Cinnamon Bun remains in the
street (about age five). He is very
polite, and doesn’t understand what everyone is “ ‘fraid of”. The kid answers any questions the characters
have, and says that some big “scary monsters” have been eating the residents of
Bunbury recently. The characters will
surely want to help, and the dignitaries of Bunbury offer the characters
whatever they want in order to hunt down the monsters (which will probably be
the pieces of the “broken man”).
After the discussion, the characters
see a group of Kalidah (one per player), dressed up as turn of the century
dandies (well dressed gentlemen, in tails, with exquisite watches, cufflinks,
and top hats) that try to explain that they are not monsters, but gentleman
connoisseurs, and food critics for “The Gourmet Jungle Monster” food picture
magazine. This should serve to be a
silly debate, and creative role playing.
As usual, the most entertaining and silly solution, as opposed to the
smartest and best solution, should be successful. Kicking ass, of course, can also be good. After first being attacked, the Kalidahs are
stunned at the affront that the characters have performed upon their
persons. The Kalidah speak of calling
the police, but after discussing it amongst themselves, realize that there is
no police in Bunbury, the forest, or even Oz.
They then decide to handle things the “old fashioned way” and act the
way vicious Kalidah act.
After the thwarting of the Food
Critics, the characters get the rest of the pieces of “the Broken Man”. Whitey notices that the pieces are like a
big, 3-d puzzle. The characters will
then realize that they should put the poor fellow back together again.
CHAPTER
4: THWARTING THE CROOKED WIZARD
After being put back together,
Jigsedic the Fuddle is hysterical, talking about the “crooked wizard” and “his
birds”. Jigsedic is extremely upset by
being broken apart by Dr. Pipt, and will be a mess until the players calm him
down.
Jigsedic will explain that he saw
Dr. Pipt making a deal with General Guph of the Nomes. General Guph offered to give Jigsedic 99
fine gems to finance his scheme to get revenge on the people of the Emerald
City. Dr. Pipt is mad that he wasted
the powder of life he spent six years stirring with both hands and both legs on
such absurd creatures as Scraps the Patchwork Girl and Victor Columbia Edison.
Pipt has offered the gems to 99
Jackdaws, which will carry tiny flasks of a potion that turns people into
marble and break the flasks into the Emerald City Fountain, which provides
water to all the people of the Emerald City.
All who drink the water will then turn to marble. The Jackdaws will eagerly accept, since they
will each receive a pretty gem.
Jigsedic knows where Pipt’s home is, and will show the characters the
way. It is a long trek to his home in
Munchkinland, and the GM can make it quick or an adventure in itself.
Pipt’s tiny cottage is guarded by
two of Guph’s nomes. They are tossing
silver horseshoes, and complaining about how long things are talking since it
will still be fifteen minutes before the magic potion is ready. They also complain about how the Jackdaws
will ‘sell their own eggs’ for any shiny trinkets. They will try to stop the characters with their weapons if they
try to enter.
The inside of the cottage is filled
with roosting Jackdaws. Pipt is stirring the huge cauldron of petrification
potion, and three Nomes ready the flasks to be filled. Guph barks out orders. When the characters are spotted, he orders
the Nomes and Jackdaws to attack. If
the players were listening outside, they know that they can persuade the
Jackdaws to fight for them with an offer of shiny trinkets. This would be fun, explaining how the mighty
Nome general and crooked magician were humbled by common birds. Slugging it out is also an option, but
remember: the most zany and
entertaining, not necessarily the best, plan should prevail. When seriously outmatched or nearing defeat,
Pipt will say some silly magic words, and he and Guph will disappear.
Ozma will be delighted at the
success of the characters, and a parade through Oz and a holiday celebration
will be in order. Her famous friends
will be back from Rinkitink, and will love to meet the characters and hear
about their odd adventures.
NPCS
Dr.
Pipt, the Crooked Magician-the only person who knows how to make the Powder of
Life. Dr. Pipt, has a grudge. He spent six years stirring pots with both
arms and both legs to create the Powder of Life, and it was all ruined by
Scraps, the Patchwork Girl. Her
clumsiness caused him to waste his Powder of Life on the annoying Victor
Columbia Edison, and Scraps, who he made to be his wife’s Margolette’s servant,
ran off and is now a favorite of Ozma of Oz.
Although Ozma returned his wife to normal, she stripped him of his
ability to do magic! Unfortunately for
her, Ozma isn’t as clever as she thought.
Although he cannot use magic any longer, Dr. Pipt has a huge barrel of
Petrification Potion in his basement.
In order to get revenge on Ozma, Scraps, and the others, he planned a
fiendish plot with the help of General Guph of the Nomes.
Role
playing: You are cruel and
deceitful. You will do anything to get
revenge on Scraps and Ozma. The only
person you truly care about is your wife, Margolette, who isn’t as cruel as
you.
Nim 2
Str 0
Bra 2
For 1
Kee 2
Wil 2
Per -1
Sca 0
Faults
Crooked (although the Wizard turned you into a normal man, your anger has
twisted you into becoming crooked again-the accounts for your low
personability)
Gifts
ODF: 0
DDF: 1
Equipment: Vials of the Potion of Petrification
General
Guph
Guph
is the General of the Nomes. He is
hungry for revenge against Oz, since they defeated the Nomes and wiped their
memories clean the last time. After
Guph forgot everything, he wandered back to the Nome Kingdom and read his
Journal of Battle Plans. He was furious
the people of Oz got the best of him.
The General is now looking for more creative ways of destroying the
people of Oz, and will stop at nothing to conquer the Emerald City and return
the riches of Oz back to the Nomes!
Nim +2
Str +2
Bra +1
For +2
Kee +1
Wil +1
Per 0
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: +4
DDF: +3
Equipment: Sword +3, Spear +3, Axe +3, Steel Armor +2
SAMPLE
CHARACTERS
Here are a few sample beginning level characters generated with the guidelines given in Chapter One. Players should feel free to use them if they don’t want to take the time to create their own characters.
Jimmy McNichols, newsboy from Chicago
Nim 1
Str 0
Bra 0
For 2
Kee 1
Wil 1
Per 0
Sca -1
Faults
None
Gifts Darn Cute, Animal Friend (Spot, his mutt of
a dog)
ODF: -1
DDF: 1
Equipment
Slingshot (1 damage)
Jimmy is an orphan from Chicago that made his living selling newspapers. For fun, he and his dog spot stowed away on a ship. The ship sunk in the ocean, but Jimmy and spot managed to survive by climbing on a crate of shoes. Jimmy ended up in the Land of the Wheelers, but scared them away by using his slingshot. He wandered into Ev, and the Royal Family of Ev contacted Ozma about the boy. Ozma found the boy charming, and decided Oz had plenty of charming little girls, but needed more boys. Jimmy responds “I ain’t cute!” whenever anyone pinches his cheeks. He now hands out the Ozmopoloton for free on the corners of the Emerald City.
Theodore Ernest Bear, Attorney at Law
Nim
1
Str 0
Bra 3
For 1
Kee 3
Wil 2
Per 1
Sca -8
Faults
Gifts immune to blunt damage, pain tolerance,
hidden compartments, cover up, and not needing sustenance/rest, unfazeable,
secret compartments
ODF: -8
DDF: -7
One day, a teddy bear came to life. No one knows why. The bear belonged to a rich child in the Emerald City, the daughter of a Royal Gardener. The bear wanted to find meaning in his life, and wandered about the Emerald City. He eventually ended up in Ozma’s palace, and Ozma and her advisors thought carefully about what to have to bear do as an occupation. Ozma thought that since there were no lawyers in Oz, that fine be a fine occupation for the bear, since there have been many trials in Oz, and Mr. H.M. Woggle Bug, T.E. was too busy running the college to be a lawyer any longer. Now, Theodore Ernest Bear is Oz’s official attorney at law.
Click-Clack, the Mechanical Soldier
Nim 2
Str 2
Bra -1
For 2
Kee -1
Wil -1
Per 0
Sca 4
Faults
Protects Master, Must be wound for Thinking, Talking, and Action
Gifts
ODF: 6
DDF: 6
Sword,
Pistol
Manufactured
by Smith and Tinker to be the ultimate soldier, you battle to protect your
owner without mercy. You must choose
which player is your owner, and protect the character as long as you are wound.
Ms. T.E. DiggleBug, S.A. (Ms. Thoroughly Enlarged Digglebug, Superbly Athletic)
Nim 3
Str 2
Bra 0
For 2
Kee 1
Wil 0
Per 1
Sca 0
Faults
Gifts Stick to Walls
ODF: 2
DDF: 2
Running 3, Jumping 3, Basketball 3, Boxing 1
Equipment
School Pills (1 of each: Language, Mathematics, Geography)
College life appealed to you, even when you were a tiny Digglebug. You lived in the gym, and watched the members of the college master athletics. One day, Mr. H.M. Woggle Bug, T.E. saw you running across the floor, jumping over dust mites. Deciding you had immense potential to excel in athletics, he had Glenda the Good magnify you. You are happy, go lucky, and love adventure.
The Great Rejinki, Humbug Wizard
Nim
0
Str 0
Bra 0
For 0
Kee 2
Wil 2
Per 2
Sca 0
Faults
Gifts Magic Aptitude (no spells learned yet),
Animal Companion (snake used in sleight of hand)
ODF:
DDF:
Sleight of Hand 2, Sword 1, Snake Charming 2, Cooking 2, Flute Playing 1
Equipment
Flute, Sword, Snake
The Great Rejinki was formerly a small time snake charmer at a sideshow. of that changed when you got lost on the road to a new carnival. You ended up in Oz, and showed your tricks to the Wizard. He was greatly impressed, and took you on as an apprentice. Soon, after you learn of Oz, you will begin to learn REAL magic!
Annette, the Clumsy Antelope
Nim
-2
Str 1
Bra 1
For 3
Kee 2
Wil 1
Per 1
Sca 2
Faults Clumsy
Gifts
ODF: 3
DDF: 5
Running 3, Foraging 3
Annette never fit in. Antelopes were supposed to be graceful. You always tripped over your own hooves. This got you in trouble when you mistakenly went into a cave full of hungry Kalidahs. Luckily, the Cowardly Lion was nearby, and he saved you. Realizing that you had a good heart, he invited you to live with the other ‘reject animals’, who were the only type suited for city life. You are a favorite of the children of Oz, but you often break vases in Ozma’s palace. Good thing Ozma is so good natured!
Lance, the Rolling, Flying, Surly Cheetah
Nim 1
Str 2
Bra 1
For 2
Kee 2
Wil 2
Per -1
Sca 3
Faults
Vulnerable to Fire, Doesn’t Behave Properly for an Animal, Surly
Gifts Flight
ODF: 5
DDF: 5
Rolling 3, Tracking 2
Emergencies stink! You were once a mighty cheetah, until you were killed and your head was stuffed and hung on a wall. When Dorothy gale needed emergency transportation during an aborted conquest of Oz by a rival kingdom, you were glued together. Your head was glued on the front of a chariot, doll arms glued to your sides so you could turn the wheels, and a beanie glued to your head so you can fly! What a revolting development! You are very surly, but care about your friends deep down.
OZPENDIX
Source Material
BOOKS
Lucky you! All of the Oz novels by L. Frank Baum are public domain. Check out the Gutenburg project on the web in order to find the full texts of the novels. A whole world of source material (over 20 novels!) available free of charge. They are also available at libraries and bookstores.
Michael O. Riley Oz and Beyond,
An excellent discussion of the fairy world created by L. Frank Baum. This book is a great overview of Oz, the lands surrounding, and the characters. Get it from Amazon.com (or elsewhere)-it is a great investment, and contains detailed maps of Oz.
Oz comics-Several companies have published comics based on Oz. My favorites are the black and white Oz comics published by Caliber Comics. This is another darker look at Oz, and may help GM’s not used to whimsy develop more of a feel for action oriented stories in Oz.
INTERNET
The International Wizard of Oz club has a presence on the net and sells Oz books, Oz newsletters, and sponsors Oz conventions.
There are many Oz sites all over the web-too many to list here.
MOVIES
Return to Oz-Definitely a darker version of Oz. The movie looks incredible, even though it was panned by critics. GM’s that want to give Oz a darker feel should definitely check this movie out.
Oz Silent Films-There were four Oz films directed by L. Frank Baum himself. They are: His Majesty the Scarecrow of Oz, the Patchwork Girl of Oz, the Magic Cloak of Oz, and the Wizard of Oz. They are interesting to watch just to get a feel for the ‘retro fantasy’ of the beginning of last century that Oz is set during.