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Ooo RPG -----Creating a Character----Creating your character is a simple process. First, choose your race.

You may want to make up what your character looks like, after all, the inhabitants of Ooo are all extremely different. Secondly, roll for your stats. A player will roll 2d6 for every skill, taking the higher of the two resulting numbers as the total for that skill. The absolute minimum a skill can be (Including modifiers) is 1, while the highest a skill can be is 20. Equipment Modifiers can push as skill past 20 and up to 30. With every level, a player gains two skill points they can add to any skill of choice. Third, apply the stat modifiers to your resulting statline. -----Stats----Vitality (VIT) : Determines how many life points you have. One point in VIT equals one hitpoint.

Toughness (TGH) : Determines how strong your character is, how hard they can hit, and how much they can carry. Nimbleness (NIM) : Determines your characters ability to run, jump, steal, and dodge. Smartness (SRT) : Determines how intelligent your character is, how easily they can use magic, make potions, use inventions, and the ammount of magic points they can have. Heroism (HRO) : Determines how the inhabitants of Ooo see you, and how easily you can convince them to see things the heroic way.

Jerkiness (JRK) : Determines how the inhabitants of Ooo see you, and how easily you can bully them into seeing things your way. Awesomeness (ASM) : Determines how awesome your character is, and the awesome feats they can perform. Required for feats of awesomeness.

-----Playable Races-----Candy: The people of the Candy Kingdom are proud. Protected by the walls and prosperity of the thriving, sugary metropolis, the inhabitants may hone their skills in combat, diplomacy, and heroism. Near every type of sugary treat is found behind the candy-cane walls, so the player may choose to play as whatever sweet they can think of. +1 VIT +2 HRO -1 NIM -1 TGH Explodes when Startled (People born of the Candy Kingdom detonate if startled. Candy characters without either Toughness or Smartness at 10 or above must make an average SRT or TGH check if they are the first target to recieve damage in combat. If the check is passed, no damage is done. If it is failed, they take additional damage equal to that of what was originally inflicted.

-Slime: The oozing people of the slime are scattered all around Ooo, forming small villiages and communities. Generally well-natured, they find the time to study both combat magic. Many think that their small bodies of translucent goop can't be a worthwhile fight, but this is disproved on a near daily basis. People of the Slime are found in a variety of colors. +1 TGH +2 VIT to Physical attacks -2 VIT to Magic (The VIT bonuses are only used for factoring the difficulty of a roll to damage the player.) -Lumpy: Living far from the mortal land of Ooo, the Lumpy are found to be, well, rather dim. Their soft, durable, floating bodies of lumps make for wonderful fighters; however, their poor social skills and low intellegence keep them from becoming adept magic users or alchemists. +2 VIT +1 JRK +2 NIM -2 SRT Any Lumpy creature or player has the ability to use the Lumpycanthropic Bite. Enemies bitten by the Lumpy will eventally turn Lumpy themselves. When a Lumpy character successfully deals attack damage to an enemy, they may attempt an Impossible TGH check to inflict the enemy with the lumps. When a character has the lumps, they take a -3 modifier to SRT, HRO, and NIM as well as a +3 modifier to JRK. The Lumps can only be cured by finding and ingesting a CureAll shard, which can be found in shops or dungeons. -Nut: The Nut kingdom is a small one; rarely do its inhabitants stray from the safety of the small town walls. Little is known about the satisfying inside of the hard shell coating the Nut people. However, their resiliant armored skin makes them great fighters. +3 VIT -1 HRO -1 JRK -Undead: All across the land of Ooo, the corpses and remains of warriors fallen long ago somehow find their way to the topsoil once more, usually with the help of a magic user or two. Well-rounded in Fighting and magic, they are skilled at a variety of tasks. -1 VIT -1 SRT +2 TGH +1 SRT +1 JRK -Animal: Though not a race in itself, many animals in Ooo are sentient and capable of thought, speech, and combat. A variety of animals can be found in Ooo, however, only those who are bipetal or quadripetal are capable fighters. +1 TGH +1 SRT +1 NIM -1 HRO -1 JRK -----Skill Checks----There are 4 kinds of checks: Simple, Average, Tough, and Impossible. The difficulty of the check is determined by the DM, however, the player may choose the skill they wish to check if it can logically be explained to the DM and he or she agrees. For a simple check, a player will roll a d10. The player must roll below or equal the skill that is being

checked in order to pass. Example: Your candy fighter is trying to push over a medium-sized tree. Your fighter has a TGH level of 4, so they attempt to push the tree down. You roll a d10, and get a 3. This means your character has successfully pushed over the tree. However, if he or she had rolled a 5, they would have failed the check. Simple: d10. Must roll equal to or below the required skill. Average: d20. Must roll equal to or below the required skill. Tough: d30. Must roll equal to or below the required skill. Impossible: d50. Must roll equal to or below the required skill. At a maxed out TGH level of 20, a player will automatically pass all simple and average TGH skill checks, however, they only have a 2/3 chance of passing a tough skill check and a 2/5 chance of passing an impossible one. Recommended checks for various activities: TGH - Strength, effectiveness in hand to hand combat, Pushing/Pulling large objects, Carrying large items. SRT - Adequately observing your surroundings, finding hidden objects, revealing the intentions of others (Identifying stats), building inventions, finding clever ways to solve a situation at hand, reading. NIM - Running, Jumping, Climbing, Dodging, and Stealing. ASM - Doing cool tricks, such as striking awesome poses or leaping onto a fire-breathing dragon and riding it into the sunset.

-----Feats of Awesomeness----Feats of awesomeness are wild, crazy, or flat-out cool things done by your character. These are done by volunteering to roll for an awesome check alongside a regular skill check. For instance, you decide to bust through a brick wall and look cool doing it. You make a TGH check for smashing through the wall, however, you roll an ASM check of the same value. If the ASM check is passed, all of the following will happen: -Nearby Allies will gain a +(1/2/3/5) modifier to either TGH, VIT, or SRT for 3 combat rounds. -Nearby Enemies will suffer a demoralizing -(1/2/3/5) modifier to TGH and SRT for 3 combat rounds. -Nearby Nobodies will gain +(1/2/3/5) Respect points for the player who performed the Feat of Awesomeness. If you fail an Awesome check, it means you screwed up the task and ended up looking like a huge dork. As long as the regular skill check was passed, you completed the task, however, you made yourself laughable in the process. All of the following will happen: -Nearby Allies will suffer a demoralizing -(1/2/3/5) modifier to TGH, VIT, and SRT for 3 combat rounds.

-Nearby Enemies will gain a +(1/2/3/5) modifier to TGH and SRT for 3 combat rounds. -Nearby Nobodies will lose -(1/2/3/5) Respect points for the player who failed the Feat of Awesomeness. If the regular skill check is failed, the awesome check is automatically failed. You made yourself look like an even bigger dork. The task goes uncompleted, and all of the negative bonuses of failing an awesome check are applied. Way to go, loser. When a character successfully passes an impossible Awesomeness check, they gain an Awesome Point. Awesome points can be used at any time in the game to do one of three things: -Reroll a failed skill check -Revert in-game time by ten minutes -Change ONE LETTER in the name of something around them. For instance, a party comes across an impassable brick wall. Players could use an awesome point to change the 'Brick Wall' into a 'Brick Hall', allowing the party to pass through the newly-opened entrance. When a player states that they want to make an awesomeness check, they can roleplay the scenario for a bonus of up to a +5 ASM modifier. For instance: "I attack the monster and do something awesome." Would reward the player no bonus. "I attack the monster by bringing my sword down on its head and pulling its skull out." Would reward the player a +2 bonus. "I leap into the air and bring my blade down upon the Zombie Warlord, thrusting the shaft of the sword through its head and removing it from the lifeless body." Would grant the player a +5 bonus because it's so freakin' awesome. -----Combat----Combat is split into two simple phases; Party attack phase and Enemy attack phase. Whoever initiates the combat receives the first phase and may strike first. Health is determined by a player or creature's vitality. With 20 points in Vitality, a player may have up to 20 Hit Points, while an enemy may have up to 50. Blows are dealt by either SRT or TGH checks. A player rolls the chosen Skill Check to attack a monster or enemy. The difficulty of the skill check is determined by the amount of hit points the enemy has, always rounding up to the more difficult check difficulty. For example: -Your candy fighter rolls to deal damage on a zombie. The zombie has 8 hit points, so the check rounds up to ten (Which is a simple skill check.) With a TGH of 12, your fighter rolls a 5 from a d10. You subtract the amount you roll from your total TGH, and end up with seven. The zombie takes seven damage, leaving it with one hit point. -Your candy fighter rolls to deal damage on a Whywolf. The whywolf has 16 hitpoints, which rounds up to an average skill check (d20). With a TGH of 7, your fighter rolls a 4. You subtract the 4 from your total TGH, dealing the resulting damage (3) to the whywolf. This leaves the Whywolf with 13 hitpoints. On the next attack made against the whywolf, the skill check will still be Average because the 13 remaining hitpoints rounds upwards to 20. However, if the hero was to roll a 1 instead of a 4, the resulting damage would have been 6; bringing the Whywolf down to 10 Hitpoints. This would make the next skill check simple instead of average, and would therefore use a d10 instead of a d20 because the monster is in a weakened state.

-Your candy fighter rolls to deal damage to a Skeleton. The skeleton has 12 Hit points, making the skill check an average one (d20). With a low TGH of 5, your fighter unluckily rolls an 18. Because the resulting roll was higher than the TGH total, the skill check is failed and no damage is done. The same steps are taken for enemy phases. -During the enemy attack phase, a Whywolf attacks your candy fighter. With a TGH of 7, the Whywolf rolls an average skill check against the player, who has 12 hit points. The Whywolf rolls a 2, dealing 5 damage to the player. The player now has 7 hit points left, leaving any further skill checks against him as 'simple'. A phase goes on until every character in a party has made a roll for attacking, casting a spell, throwing a potion or using an item. Combat ends when one of the parties is dead, or combat is obstructed by the DM. When a players Health reaches 0 hitpoints, He or she is incapacitated for the rest of the battle. They may not attack, move, cast, or use items, and they may not be targeted by enemies. When combat ends with a player incapacitated, the player is resurrected with 5 hitpoints, regardless of VIT. If all players are Incapacitated in a battle, the game is over. A character can dodge a hand-to-hand attack by making a NIM check against the combined TGH and VIT of the attacker the same way you would roll to hit. A successful check will completely nullify all damage done. This cannot be done for thrown potions or magic, as shattering vials send liquid flying in all directions, and magic has a tendancy to follow its target. Attempting to dodge does not count as your action for that round. For every time you make an attempt to dodge and succeed, you temporarily lose 1 NIM for the rest of the fight. For every time you fail a dodge, however, you temporarily lose 2 NIM for the rest of the fight. Once the fight is over, NIM is restored to normal. Changing equipment in combat can be done instead of attacking. For every piece of equipent you change, you skip one chance to attack. Dodging may still be attempted. -----Heroism and Jerkiness----There are 3 types of people in Ooo. Heros, Nobodies, and Jerks. Most villiagers are nobodies, while those who go out and explore the land of Ooo find themselves to become either Heroes or Jerks along the way. Nobodies look up to Heroes, and are easily intimidated by jerks. Both sides can use this to their advantage, whether it be to gain information, goods, or services. Making a Convincing roll: -Nobodies in the land of Ooo require a bit of persuasion before much interaction can be made. While some are easy, others can be incresingly difficult to crack. The difficulty of a convincing skill check is deterined by the DM, but usually goes something like this. Townspeople (Villiagers, the everyman) - Simple Shopkeepers (Informants, traders, ect) - Average Low Nobility (Knights, Dukes, ect) - Tough High Nobility (Prince/sses, Kings, ect) - Impossible In order to gain the trust of a nobody (Or force it out of them) You must pass a skill check for either Heroism or Jerkiness for the corresponding difficulty. Example: You're looking to gain the trust of a shopkeeper. Your candy fighter has a Heroism skill of 12,

so you make an average skill check and roll a d20, ending up with a 7. The shopkeeper is impressed with the fighter, and decides that he likes him. The Shopkeeper may give you discounts, share information, or be more open with the character and his party now. Awesomeness Modifiers: -If a nobody sees your character pass an awesomeness skill check, he or she may be easier to sway towards your side. However, if your character is seen having failed a feat of awesomeness, they recieve a negative bonus instead. Example: A villiager saw your character pass an average feat of awesomeness. When your character attempts to befriend/intimidate the villiager, your character has a +2 modifier towards his or her Heroism/Jerkiness. A villiager saw your character fail an average feat of awesomeness. When your character attempts to befriend/intimidate the villiager, your character has a -2 modifier towards his or her Heroism/Jerkiness.

-----Magic----Many inhabitants of Ooo have honed the art of Magic. Magic is flashy and colorful (Sometimes unnecesarrily so) and requires a higher level of thinking to use (As well as the right kinds of artifacts). Magic Points are the basic upkeep system of magic, and is determiened by your characters Smartness (SRT) skill. For every Smartness point your character posesses, they have two magic points. This can lead to a maximum total of 40 Magic points. While individual magic points may deminish, the maximum amount of points you may have may not lower. Magic points are spent by casting spells. They regenerate when your character sleeps at an Inn or other place of rest. Spells: Without spells, the concept of magic would be useless. A player can only use magical spells if they have an artifact to channel magic through. The most common type of magic is a spell-scroll. Players who start the game with a Smartness skill of 6 or more are automatically given common spell scrolls. As magic-users level up, they gain access to new spells and abilities. The higher-level a spell is, the tougher it will be to cast and the more magic points it will cost to cast. However, you get what you pay for - Advanced Magic-Users can learn some truly magnificent spells. In order to cast a spell, the user must make a SRT skill check as required. If the SRT check is failed, the spell fails and the points used to the cast the spell are wasted. More advanced Spell-Scrolls can be found throughout the land of Ooo. Alongside the Common Spell Scroll which most aspiring magic users seem to be born with, Advanced and Legendary Spell Scrolls can also be found or bought throughout the land. Spell Scrolls are counted as an item and must be in the magic-users inventory at all times if they wish to cast spells, however, they are completely weightless and take up no Carry Points. Level 1 Spells (Requires a Common Spell Scroll) Poof of Dust: 1mp. Single Target. Simple cast. The caster uses Dustomancy to manipulate particles of airborne liter as a projectile. Counts as a TGH 8 hit. If Poof of Dust causes damage, the player must roll a SRT check against the target. If the SRT check is passed, the enemy is blinded and may not attack for one turn.

Gaudy Flash: 1 mp. Up to three targets. Simple cast. The caster shoots wild sparks of energy all around him or her. The flury of hyperactive bolts hit up to 3 enemies (Only one spark per enemy) causing minor damage. Counts as a TGH 5 hit. Healing Pinch: 2 mp. Single friendly target. Simple cast. The caster pinches an ally, transfering his or her magic points into raw health, healing the target for 1d6 Hitpoints. Level 3 Spells (Requires a Common Spell Scroll) Vorpal Hand: 2mp. Single friendly target. Simple cast. The caster turns a friendly target's free hand into a shimmering blade of silver. This adds a +2 TGH modifier to that character for two combat turns. Shadow Deception: 2 mp. Up to two targets. Simple cast. The caster uses Shadowmancy to falsely manipulate the enviornment, create nonexistant clones of themselves, or confuse enemies. Enemies targeted by this spell have a -3 TGH modifier for two combat turns. Bolt of Frost: 3mp. One target. Average cast. The caster fires a single bolt of sheer cold at an enemy. Counts as a TGH 12 hit. Level 5 spells (Requires a Common Spell Scroll) Eyes of the Dragon: 4 mp. Target self. Average cast. The caster grants him or herself the ability to see the world as dragons do. With increased reaction time and faster thinking, the caster gains a +4 SRT bonus for 3 combat turns. Can only be used once every five turns and can not modify SRT to go past 20. Razamafoo: 5 mp. Single target. Avaerage cast. The caster shouts the word 'Razamafoo!'. This has different effects inside and outside of combat. In combat, an enemy is teleported away from the fight for 3 turns. After 3 turns, the target will return and continue combat. If combat is ended before the enemy returns, combat is ended as normal. Outside of combat, the caster may teleport a target to a desired location, teleport themselves to a desired location (So long as they can see where they're teleporting themselves), or reverse the positions of the caster and target, bringing the caster to the targets previous location and the target to the casters previous location. - more will be here, be patient :) -----Alchemy----Various herbs, plants, and ingredients can be found scattered throughout the land of Ooo. Inhabitants have found that combining these ingredients can have some interesting, and sometimes beneficial, effects. Below is a list of the recorded alchemy materials found in Ooo. Common Ingredients: Poison Licoriceplant - Deals 2 damage to a target per turn for 3 turns. Brown Sugar - Heals 2 damage to a target per turn for 2 turns. Shimmering Dirt - Blinds a target, causing them to lose one combat turn.

Peppermint - Strengthens a target, causing them to add a +2 TGH modifier for two turns. Vanilla Extract - Hightens the senses of a target, granting them a +2 SRT modifier for two turns. Pixie Poots - Restores 5 mp to a magic-user. Uncommon Ingredients: Thornplant Goop - Deals 4 damage to a target per turn for 2 turns. Tea Leaves - Grants a +2 TGH modifier and a +1 SRT modifier for 3 turns. Mystical Snow - Freezes a target, causing them to lose two combat turns. Sugarcaine - Grants a +2 SRT modifier and a +1 TGH modifier for 3 turns. Whywolf Fur - Restores 10 mp to a magic-user. Rare Ingredients: Condensed Lightning - Deals 5 damage to up to 3 targets, or 15 damage to a single target. Extract of Wizard - Hightens the senses of a target, granting them a +4 SRT modifier for 4 turns. Sheeps Wool - Puts the target to sleep, causing them to lose 3 combat turns. Legendary Ingredients: Demon Heart - Grants the target incredible power, giving them a +5 SRT modifier and +5 TGH modifier for 5 turns. Vampire Blood - Deals 7 damage to up to 4 targets, or 28 damage to a single target. More ingredients are still yet undiscovered.

Combining ingredients: Ingredients are combined and put into a vial with a Smartness check. The difficulty of the check is dependent on the rarity of the ingredients - Combining common materials warrant a simple skill check, while uncommon requires an average skill check (Rare being tough, and Legendary being impossible). Any two ingredients can be combined into a single vial, and the required check is always that of the higher-quality ingredient. Example: Your Nut Alchemist is attempting to combine the leaves of a Poison Licoriceplant and Shimmering Dirt into a potion. Since both materials are common, only a simple SRT check is required. Your Nut Alchemist is attempting to combine Peppermint and Tea Leaves into a potion. Since one of the ingredients is uncommon, creating the potion will require an average skill check instead of a simple one. If the required skill check for combining the ingredients fails, then both of the ingredients are ruined and no potion is made. Using Potions in Combat: Throwing potions is different from other forms of combat. In order to successfully shatter an alchemaic potion vial against an enemy, you must add your characters TGH and SRT and make a skill check with the resulting number against the targets remaining Hit points. If the check is passed, the effects of the potion are applied to the target. If failed, the potion breaks against the ground and is ruined. Since Allies usually want to receive the benefits of a friendly potion, the alchemist only needs to make a simple SRT check in order to use the potion on a teammate. If the

check is failed, the potion is ruined. A player using a potion on themselves will always successfully do so, no check is required. -----Items, Equipment, and Inventory----Inventory: A single resident of Ooo can only hold so much. This is represented by the characters TGH - For every toughness point they have, they gain one Carry point up to a maximum of 20. Every object in the land has a weight. Lifting one weight point requires one carry point, so a character with a Toughness of 20 could carry up to 20 weight points worth of objects. An objects weight point value is listed in the items profile (WP). All alchemy ingredients are only one point heavy, as are all potions. Equipment: Every character, Nobody, and monster in the land of Ooo has 4 equipment slots - Headwear, Clothing, Footwear, and Weapon. An item that is equipped only has half of its base value weight points. For instance, a Steel Helmet that would usually weigh 2 points would only weigh 1 while being worn. Equipment can add a variety of stylish bonuses to your character, while some enchanted items may also grant magical bonuses that may be beneficial outside of combat as well as inside. A list of equipment can be found later in the document, however, the possibilities for weapons and clothing are limitless. Like magic spells and alchemy ingredients, the DM may add or remove whatever he or she feels would be fun for the players. Toughness Modifiers given by equipment do not add to maximum Carry points. List of items in Ooo Weapons: Dagger +1 TGH 1 WP Sword +2 TGH 2 WP Battleaxe +1 TGH +1 VIT 2 WP Huge Sword +2 TGH +1 VIT 4 WP Re-Doodoo-diculously Huge Sword

+3 TGH +2 VIT 6 WP (Does not gain the weight loss bonus from being equiped) Candy Apple Mace +2 VIT +1 TGH 3 WP Spear +3 TGH -1 VIT 2 WP Rock Candy Spear +4 TGH 4 WP Lance +3 VIT +1 TGH 4 WP Valiant Lance +3 VIT +3 TGH 7 WP (Does not gain the weight loss bonus from being equipped) Fingerless Gloves +1 VIT +1 TGH 1 WP Fist Weapon (Fist Weapon rule: The Fighter may attack twice in one turn while using a Fist Weapon.) Iron Gauntlets +2 VIT +2 TGH 2 WP Fist Weapon Poisoned Shiv +2 TGH 2 WP Poison Weapon (Poison Weapon rule: When a poisoned weapon deals damage, half of the damage inflicted is dealt on the target again next player turn.) Sucky Wand +1 SRT 1 WP Wand +2 SRT 1 WP Fancy Wand +3 SRT 2 WP

Sucky Staff +2 SRT 2 WP Staff +3 SRT 2 WP Fancy Staff +4 SRT 3 WP Clothing: Wrapper (Can only be worn by Candy People) +1 VIT 1 WP Casual Clothes +1 VIT 1 WP Battle Harness +2 VIT 2 WP Fancy Clothes +2 HRO/JRK 2 WP Iron Amor +3 VIT 4 WP Steel Armor +4 VIT -2 NIM 5 WP (Does not gain the weight loss bonus from being equipped) Rock Candy Armor +5 VIT -3 NIM 6 WP (Does not gain the weight loss bonus from being equipped) Workmans Apron +1 SRT +1 VIT 2 WP Regal Clothes +2 SRT +2 HRO/JRK 2 WP Plain Robes +1 SRT

1 WP Fancy Robes +2 SRT 1 WP Regal Robes +3 SRT 2 WP Headwear: Hairband +1 VIT 1 WP Travelers Hat +1 VIT 1 WP Miners Helmet +2 VIT 1 WP Iron Helmet +2 VIT 2 WP Steel Helmet +3 VIT -1 NIM 3 WP Rock Candy Helmet +4 VIT -2 NIM 4 WP (Does not gain the weight loss bonus from being equipped) Fedora +1 JRK 1 WP Tophat +1 HRO 1 WP Hipster Bandana +2 JRK 1 WP Raggedy Witches Hat +1 SRT 1 WP Witches Hat +2 SRT

1 WP Awesome Witches Hat +2 SRT +1 VIT 2 WP Tiara +1 TGH +1 VIT +1 SRT 2 WP Crown +1 TGH +1 VIT +1 SRT 2 WP

Footwear: Sandals +1 TGH 1 WP Tennis Shoes +1 VIT 1 WP Baby Shoes +1 SRT 1 WP Boots +2 TGH 1 WP Iron Boots +1 VIT +1 TGH 2 WP Steel Boots +2 VIT +1 TGH 3 WP Rock Candy Boots +3 VIT +1 TGH 3 WP (Does not gain the weight loss bonus from being equipped) Comfy shoes +1 HRO/JRK 1 WP

Sucky Magicians Greaves +1 SRT 1 WP Magicians Greaves +2 SRT 1 WP Fancy Magicians Greaves +3 SRT 2 WP Boots of Moving Really Freakin' Fast +1 VIT 1 WP Wearer of the boots moves at incredible speed. If the party enters combat, the wearer will always be able to strike first, even if the enemy initiated combat and would usually attack first. Boots of Moving Really Freakin' Slow +1 TGH 1 WP Wearer of the boots moves at a snails pace. During combat, the wearer will not be able to attack for the first respective turn of combat.

Magical Artifacts: Cure-All Shard -Cures a single target of all negative modifiers, diseases, afflictions, curses, and restores hit points to maximum. Nobody is quite sure where these magical shards come from, however, they are said to have been part of a larger artifact plundered from Lumpy Space long ago. 1 WP. Glacial Crown -Said to be stolen from the crypt of a once-great and powerful wizard, this mysterious crown has been passed from hand to hand across the land of Ooo. Little is known about its original owner, or how he acquired the crown himself. The Glacial Crown has the following profile: +3 SRT +2 TGH +2 VIT +1 NIM 1 WP Equipping the crown as headgear allows you to cast Frost Lightning. Frost Lightning is an Average Cast spell that deals 3d6 TGH damage to a single target. Rockin' Red Guitar -This stringed instrument was found by a group of explorers from the Nut kingdom. "A marvelous instrument," one of the explorers wrote. "So perfectly tuned and vibrant sounding. Its lusterous red sheen is beautiful to the eye... A wonder it's still in such good condition. However, seems to have one defunct: A small bit of the red paint has faded to white, as if it was just sucked away." The Rockin' Red Guitar is equipped as a weapon and has the following profile:

+3 TGH +3 VIT +5 HRO +7 ASM 2 WP Hero's Sword -A finely crafted and worn sword, said to have belonged to a mighty hero long ago. Though the Hero's remains could never be found, his sword is still in-tact - Although rusty and chipped. Curators assume that the damage is due to deterioration - Surely, no hero could have used a sword in such poor condition. The Hero's Sword is equipped as a weapon and has the following profile: +5 TGH +8 ASM 3 WP

-----The Towns, Cities and Villiages of Ooo----Throughout the party's adventure, they are bound to come across one of the many thriving settlements of Ooo. From the royal Candy Kingdom, to the many Slime Villiages, to the otherworldly Lumpy Space, Towns are a place of rest. Every town is different, but there are are a few key aspects to towns. Most towns have a Pub, a Royal Hall, a Market, and an Inn. Pubs are places of gathering. A pub can be a dining hall, resturaunt, sporting event, or any other popular area. It is here that players may find quests, Odd-Jobs, or information otherwise lost. Royal Halls are where the Nobolity of Ooo reside. Depending on the wealth of the town, Royal Halls can be anything from shacks to grand palaces. It is here that adventurers may speak (Or attempt to speak) to Dukes, Dutchesses, Princesses, Princes, Queens, and Kings of Ooo. Nobility are often known for needing to get things done, and rewards are usually worthwhile. Markets are where Adventurers can buy goods, equipment, and ingredients. Markets can be sprawling Bazaars or quiet lines of shops, or even a single vendor. Each shop sells different goods, examples can be seen in the Shop section later in the document. Inns are where all good adventurers stop for the night. For a small fee, players can rest their heads and regain lost Health Points, Magic Points, and cure any modifier afflictions.

-----Currency, Shops and Buying Stuff----The most common form of currency in Ooo is sugar cubes. Sugar cubes can be found in caches, treasure chests, and hidden vaults all over Ooo. Shopkeepers will gladly exchange their goods they provide for a sum of Sugar Cubes - Where you found the succulant squares is rarely an issue. Due to the magical properties of Sugar Cubes, they do not take up inventory space and are completely weightless. In fact, nobody is quite sure where store sugar cubes are stored - What you have just sort of appears when you need to buy something.

-----Leveling Up----Every adventurer in Ooo desires to be stronger. Leveling your character up is done by successfully completing skill checks and defeating enemies in combat. Completing a simple skill check will gain you 5 exp. Completing an average skill check will gain you 15 exp. Completing a tough skill check will gain you 30 exp. Completing an impossible skill check will gain you 80 exp. Values for Exp gained for defeating an enemy will be detailed in the Beastiary. EXP requirements for leveling up: Level 1 - 0 Level 2 - 85 Level 3 - 200 Level 4 - 400 Level 5 - 650 Level 6 - 950 Level 7 - 1300 Level 8 - 1700 Level 9 - 2150 Level 10- 2650 Every time your character levels up, they receive two skill points that they may distribute as they wish in their stat lineup. This INCLUDES Level 1 - At level 1 you receive two stat points to distribute. -----Bestiary----Worm 1 VIT 3 TGH 3 exp Large Worm 4 VIT 3 TGH 5 exp King Worm 10 VIT 6 TGH 20 exp Mole 2 VIT 2 TGH 5 exp

Big Mole 3 VIT 3 TGH 10 exp Bat 1 VIT 4 TGH 5 NIM 10 exp Rat 2 VIT 2 TGH 5 exp Big Rat 5 VIT 2 TGH 8 exp Skeleton 8 VIT 5 TGH 15 exp Zombie 12 VIT 7 TGH 25 exp Warrior Zombie 15 VIT 8 TGH 30 exp Zombie Warlord 17 VIT 10 TGH 40 exp Magic-User 7 VIT 10 SRT Can cast up to level 2 spells 7 NIM 30 exp Mutant 3-15 VIT 3-15 TGH 3-13 SRT 10-40 exp Candy Citizen 5 TGH 4 VIT 5 SRT

15 exp Candy Warrior 8 VIT 8 TGH 5 NIM 30 exp Slime Citizen 4 TGH 4 VIT 6 SRT 15 exp Slime Warrior 9 TGH 7 VIT 2 NIM 30 exp Evil Slime 6 TGH 4 VIT 15 exp Lumpy Citizen 4 TGH 6 VIT 3 SRT 15 exp Lumpy Warrior 5 TGH 8 VIT 4 SRT 30 exp Feral Cat 4 TGH 6 VIT 8 NIM 15 exp Feral Dog 8 TGH 12 VIT 7 NIM 20 exp Feral Hamster 9 TGH 6 VIT 12 NIM 20 exp Feral Log 3 TGH

8 VIT 10 exp Ent 18 VIT 12 TGH 50 exp Summons one Feral Log per turn. Jiggler 11 VIT 6 TGH 20 exp Attacks twice Jiggler Queen 24 VIT 18 TGH 60 exp Attacks twice Corrupted Jiggler 13 VIT 8 TGH 30 exp Attacks twice Corrupted Jiggler Queen 26 VIT 20 TGH 80 exp Attacks twice Whelpling 13 VIT 15 TGH 8 SRT 35 exp Breathes fire. (Fire breath is a simple magic attack that damages up to 2 enemies with a TGH 7 hit.) Drake 18 VIT 19 TGH 14 SRT 6 NIM 45 EXP Breathes fire. (Average cast, TGH 12 hit, 3 targets.) Dragon 27 VIT 25 TGH 30 SRT 8 NIM 100 exp Breathes fire. (Average Cast, TGH 18 hit, 4 targets.) Snowbomination 13 VIT 16 TGH

30 exp Snow Man 9 VIT 12 TGH 20 exp Penguin 6 VIT 4 TGH 10 exp Fire Elemental VIT 13 SRT 17 Can cast Bolt of Fire (Average cast, TGH 12 hit, 1 target.) 35 exp Fire Sprite VIT 9 SRT 12 Can cast Spark of Ember (Simple cast, TGH 6 hit, 1 target.) 35 exp Hyooman VIT 15 TGH 17 exp 30 Minotaur TGH 19 VIT 23 exp 45 Lesser Demon VIT 21 TGH 18 exp 50 Demon VIT 26 TGH 24 exp 70 Greater Demon VIT 30 TGH 26 SRT 25 Can cast Rain of Hellfire (Tough cast, TGH 20 hit. All targets.) exp 100 Death VIT 28 TGH 14 SRT 32 Can cast Noxin Plague (Impossible cast, TGH 12 hit to all enemy targets per turn until combat is resolved)

Can cast Deathly Touch (Simple cast, Instantly kills single target.) (Used for plot purposes. Don't abuse this, DMs.) Exp 200 Whywolf VIT 12 TGH 13 NIM 7 Weak to Obnoxygen (Whywolves take a TGH hit every turn equivilant to that of the enemy party's total combined Jerkiness level.) EXP 40 Cosmic Owl VIT 50 TGH 35 SRT 50 Can cast End Universe (Impossible cast, destroys the mortal world and all of its enhabitants.) (Plot purposes.) Housie VIT 6 TGH 4 EXP 15 Pixie VIT 9 TGH 2 SRT 8 NIM 5 Can cast Magic Bolt (Simple cast, TGH 7 hit. One target.) Can cast Destroy Old Lady (Simple cast, destroys target Old Lady.) EXP 25 Faux-Angel VIT 21 TGH 15 SRT 24 Can Cast Decieve (Tough cast, adds a -4 modifier to TGH and SRT to all targets for two turns.) EXP 70 Goldfish VIT 12 TGH 7 EXP 15 Giant Goldfish VIT 16 TGH 12 EXP 25 Giant Corrupted Goldfish VIT 22 TGH 18 EXP 50 Wall of Flesh VIT 42

TGH 13 Many Limbs (Can attack up to 3 times) EXP 50 Doppleganger VIT TGH SRT NIM 'My own clone!' (The Doppleganger has the same stats and class of a chosen player charater, adding +3 to all stats.) EXP 60 Battle Cube VIT 14 TGH 12 NIM 6 EXP 35

CHANGELOG v0.6.5 - Improved the rules for dodging. Updated monster stats to include NIM. v0.6 - Added the 'Explodes when Startled' and 'Lumpycanthropic Bite' racial traits. Added Magical Artifacts. v0.5 - NIM added. Classes removed. Spell-Scrolls added. Currency added. Character creation added. Dodging added. Changelog added. Awesome Points added. v0.4 - Beastiary added. Items added. v0.3 - Magic Spells added. Alchemy and Alchemy ingredients added. v0.2 - Towns section added. Leveling up section added. v0.1 - Ooo RPG is started. Combat added. Skills/Skill Checks added. Races added. Heroism/Jeriness added. Awesomeness system added. THINGS TO ADD More spells (Up to level 20) More alchemaic ingredients More classes More beastiary entires Balance Feel free to take this project, modify it, redistribute it and play it. I don't want credit for a text file. Leave that shit at deviantart. Just have fun.

If you have any comments, questions, suggestions, or you just want to talk, e-mail me at OooRPG@hotmail.com, or contact me on steam (My username is Nickholas78) Adventure Time and all of its respective properties are owned by Pendleton Ward and Cartoon Network. This is a fan project, and not intended to be sold or redistributed outside of legal guidelines.

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