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OooRPG

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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 inhabitantsof Ooo are all extremely different.

    Secondly, roll for your stats. A player will roll 2d6 for every skill, taking the higher of the two resultingnumbers 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 canperform.

    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 TGHExplodes when Startled (People born of the Candy Kingdom detonate if startled. Candy characterswithout either Toughness or Smartness at 10 or above must make an average SRTor TGH check if they are the first target to recieve damage in combat. If the check is passed, no damage isdone. If it is failed, they take additional damage equal to that ofwhat was originally inflicted.

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    -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 combatmagic. Many think that their small bodies of translucent goop can't be a worthwhile fight, but this isdisproved on a near daily basis. People of the Slime are found in a varietyof 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 poorsocial skills and low intellegence keep them from becoming adept magic users or alchemists.+2 VIT+1 JRK+2 NIM-2 SRTAny Lumpy creature or player has the ability to use the Lumpycanthropic Bite. Enemies bitten by theLumpy will eventally turn Lumpy themselves. When a Lumpy character successfullydeals attack damage to an enemy, they may attempt an Impossible TGH check to inflict the enemy withthe 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 Cure-All 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 coatingthe 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 thosewho 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 isdetermined by the DM, however, the player may choose the skill they wish tocheck 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

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    checked in order to pass.

    Example: Your candy fighter is trying to push over a medium-sized tree. Your fighter has a TGH level of4, 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 skillchecks, however, they only have a 2/3 chance of passing a tough skill checkand 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 largeitems.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 andriding 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 byvolunteering 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 forsmashing through the wall, however, you roll an ASM check of thesame 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 combatrounds.

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    -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 looklike an even bigger dork. The task goes uncompleted, andall 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 changethe '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 abonus 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 theplayer a +2 bonus."I leap into the air and bring my blade down upon the Zombie Warlord, thrusting the shaft of the swordthrough 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 thecombat 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 to20 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 monsteror enemy. The difficulty of the skill check is determined bythe amount of hit points the enemy has, always rounding up to the more difficult check difficulty. Forexample:

    -Your candy fighter rolls to deal damage on a zombie. The zombie has 8 hit points, so the check roundsup 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. Thezombie 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 upto 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 leavesthe 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 simpleinstead of average, and would therefore use a d10 instead of a d20 because

    the monster is in a weakened state.

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    -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 unluckilyrolls 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. TheWhywolf rolls a 2, dealing 5 damage to the player. The player now has 7 hit points left, leaving anyfurther 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 apotion or using an item. Combat ends when one of the parties isdead, 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 maynot attack, move, cast, or use items, and they may not be targeted byenemies. 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 VITof the attacker the same way you would roll to hit. A successful check willcompletely nullify all damage done. This cannot be done for thrown potions or magic, as shattering vialssend liquid flying in all directions, and magic has a tendancy tofollow its target. Attempting to dodge does not count as your action for that round. For every time youmake an attempt to dodge and succeed, you temporarily lose 1 NIM for therest of the fight. For every time you fail a dodge, however, you temporarily lose 2 NIM for the rest of thefight. 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 thosewho go out and explore the land of Ooo find themselves to become eitherHeroes or Jerks along the way. Nobodies look up to Heroes, and are easily intimidated by jerks. Bothsides 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. Whilesome 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 likethis.Townspeople (Villiagers, the everyman) - SimpleShopkeepers (Informants, traders, ect) - AverageLow Nobility (Knights, Dukes, ect) - ToughHigh Nobility (Prince/sses, Kings, ect) - ImpossibleIn order to gain the trust of a nobody (Or force it out of them) You must pass a skill check for eitherHeroism 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,

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    so you make an average skill check and roll a d20, ending upwith a 7. The shopkeeper is impressed with the fighter, and decides that he likes him. The Shopkeepermay give you discounts, share information, or be more open with thecharacter and his party now.

    Awesomeness Modifiers:-If a nobody sees your character pass an awesomeness skill check, he or she may be easier to swaytowards 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 characterattempts 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 tobefriend/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 (Sometimesunnecesarrily so) and requires a higher level of thinking to use (As well asthe right kinds of artifacts). Magic Points are the basic upkeep system of magic, and is determiened byyour characters Smartness (SRT) skill. For every Smartness point your character posesses, they have twomagic points.This can lead to a maximum total of 40 Magic points. While individual magic points may deminish, themaximum amount of points you may have may not lower. Magic points are spentby 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 havean artifact to channel magic through. The most common type ofmagic is a spell-scroll. Players who start the game with a Smartness skill of 6 or more are automaticallygiven common spell scrolls. As magic-users level up, they gainaccess to new spells and abilities. The higher-level a spell is, the tougher it will be to cast and the moremagic points it will cost to cast. However, you get what you pay for - Advanced Magic-Users can learnsome 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 pointsused to the cast the spell are wasted.More advanced Spell-Scrolls can be found throughout the land of Ooo. Alongside the Common SpellScroll 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 andmust be in the magic-users inventory at all times if they wish to castspells, 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 8hit. If Poof of Dust causes damage, the player must roll a SRT check againstthe target. If the SRT check is passed, the enemy is blinded and may not attack for one turn.

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    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 3enemies (Only one spark per enemy) causing minor damage. Counts as aTGH 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 1d6Hitpoints.

    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 TGHmodifier 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 ofthemselves, or confuse enemies. Enemies targetedby 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 timeand faster thinking, the caster gains a +4 SRT bonusfor 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 3turns, the target will return and continue combat. If combat is ended before the enemy returns, combat isended as normal.Outside of combat, the caster may teleport a target to a desired location, teleport themselves to a desiredlocation (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 thetarget 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. Inhabitantshave 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.

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    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 modifierfor 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 isdependent on the rarity of the ingredients - Combiningcommon materials warrant a simple skill check, while uncommon requires an average skill check (Rare

    being tough, and Legendary being impossible). Any two ingredientscan 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 andShimmering Dirt into a potion. Since both materials are common, only asimple SRT check is required.Your Nut Alchemist is attempting to combine Peppermint and Tea Leaves into a potion. Since one of theingredients is uncommon, creating the potion will require an averageskill check instead of a simple one.If the required skill check for combining the ingredients fails, then both of the ingredients are ruined andno potion is made.

    Using Potions in Combat:Throwing potions is different from other forms of combat. In order to successfully shatter an alchemaicpotion vial against an enemy, you must add your characters TGH and SRTand make a skill check with the resulting number against the targets remaining Hit points. If the check ispassed, 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 asimple SRT check in order to use the potion on a teammate. If the

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    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 everytoughness point they have, they gain one Carry point up to a maximumof 20. Every object in the land has a weight. Lifting one weight point requires one carry point, so acharacter 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 onepoint 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 basevalue weight points. For instance, a Steel Helmet that would usually weigh 2 points would only weigh 1while being worn. Equipment can add a variety of stylish bonuses to yourcharacter, while some enchanted items may also grant magical bonuses that may be beneficial outside ofcombat 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 alchemyingredients, the DM may add or remove whatever he or she feels would be fun forthe players.

    Toughness Modifiers given by equipment do not add to maximum Carry points.

    List of items in Ooo

    Weapons:

    Dagger+1 TGH1 WPSword+2 TGH2 WP

    Battleaxe+1 TGH+1 VIT2 WPHuge Sword+2 TGH+1 VIT4 WPRe-Doodoo-diculously Huge Sword

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    +3 TGH+2 VIT6 WP (Does not gain the weight loss bonus from being equiped)Candy Apple Mace+2 VIT+1 TGH3 WP

    Spear+3 TGH-1 VIT2 WPRock Candy Spear+4 TGH4 WPLance+3 VIT+1 TGH4 WP

    Valiant Lance+3 VIT+3 TGH7 WP (Does not gain the weight loss bonus from being equipped)Fingerless Gloves+1 VIT+1 TGH1 WPFist Weapon(Fist Weapon rule: The Fighter may attack twice in one turn while using a Fist Weapon.)

    Iron Gauntlets+2 VIT+2 TGH2 WPFist WeaponPoisoned Shiv+2 TGH2 WPPoison Weapon

    (Poison Weapon rule: When a poisoned weapon deals damage, half of the damage inflicted is dealt on thetarget again next player turn.)

    Sucky Wand+1 SRT1 WPWand+2 SRT1 WPFancy Wand+3 SRT2 WP

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    Sucky Staff+2 SRT2 WPStaff+3 SRT2 WP

    Fancy Staff+4 SRT3 WP

    Clothing:

    Wrapper (Can only be worn by Candy People)+1 VIT1 WPCasual Clothes

    +1 VIT1 WPBattle Harness+2 VIT2 WPFancy Clothes+2 HRO/JRK2 WPIron Amor+3 VIT

    4 WPSteel Armor+4 VIT-2 NIM5 WP (Does not gain the weight loss bonus from being equipped)Rock Candy Armor+5 VIT-3 NIM6 WP (Does not gain the weight loss bonus from being equipped)

    Workmans Apron+1 SRT+1 VIT2 WPRegal Clothes+2 SRT+2 HRO/JRK2 WPPlain Robes+1 SRT

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    1 WPFancy Robes+2 SRT1 WPRegal Robes+3 SRT2 WP

    Headwear:

    Hairband+1 VIT1 WP

    Travelers Hat+1 VIT1 WP

    Miners Helmet+2 VIT1 WPIron Helmet+2 VIT2 WPSteel Helmet+3 VIT-1 NIM3 WP

    Rock Candy Helmet+4 VIT-2 NIM4 WP (Does not gain the weight loss bonus from being equipped)Fedora+1 JRK1 WPTophat+1 HRO1 WPHipster Bandana+2 JRK1 WPRaggedy Witches Hat+1 SRT1 WPWitches Hat+2 SRT

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    1 WPAwesome Witches Hat+2 SRT+1 VIT2 WPTiara+1 TGH

    +1 VIT+1 SRT2 WPCrown+1 TGH+1 VIT+1 SRT2 WP

    Footwear:

    Sandals+1 TGH1 WPTennis Shoes+1 VIT1 WPBaby Shoes+1 SRT1 WP

    Boots+2 TGH1 WPIron Boots+1 VIT+1 TGH2 WPSteel Boots+2 VIT+1 TGH3 WP

    Rock Candy Boots+3 VIT+1 TGH3 WP (Does not gain the weight loss bonus from being equipped)Comfy shoes+1 HRO/JRK1 WP

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    Sucky Magicians Greaves+1 SRT1 WPMagicians Greaves+2 SRT1 WP

    Fancy Magicians Greaves+3 SRT2 WPBoots of Moving Really Freakin' Fast+1 VIT1 WPWearer of the boots moves at incredible speed. If the party enters combat, the wearer will always be ableto strike first, even if the enemyinitiated combat and would usually attack first.Boots of Moving Really Freakin' Slow+1 TGH

    1 WPWearer of the boots moves at a snails pace. During combat, the wearer will not be able to attack for thefirst respective turn of combat.

    Magical Artifacts:

    Cure-All Shard-Cures a single target of all negative modifiers, diseases, afflictions, curses, and restores hit points tomaximum. 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 beenpassed from hand to hand across the land of Ooo. Little is known aboutits original owner, or how he acquired the crown himself. The Glacial Crown has the following profile:+3 SRT+2 TGH+2 VIT+1 NIM1 WPEquipping the crown as headgear allows you to cast Frost Lightning. Frost Lightning is an Average Castspell 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 marvelousinstrument," 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, seemsto have one defunct: A small bit of the red paint hasfaded to white, as if it was just sucked away."The Rockin' Red Guitar is equipped as a weapon and has the following profile:

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    +3 TGH+3 VIT+5 HRO+7 ASM2 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 rustyand chipped. Curators assume that the damage is due to deterioration - Surely, no hero could have used asword in such poor condition.The Hero's Sword is equipped as a weapon and has the following profile:+5 TGH+8 ASM3 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 ofOoo. From the royal Candy Kingdom, to the many Slime Villiages, tothe 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 RoyalHall, a Market, and an Inn.Pubs are places of gathering. A pub can be a dining hall, resturaunt, sporting event, or any other populararea. It is here that players may find quests, Odd-Jobs, or informationotherwise lost.

    Royal Halls are where the Nobolity of Ooo reside. Depending on the wealth of the town, Royal Halls canbe anything from shacks to grand palaces. It is here that adventurers mayspeak (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 usuallyworthwhile.Markets are where Adventurers can buy goods, equipment, and ingredients. Markets can be sprawlingBazaars or quiet lines of shops, or even a single vendor. Each shop sellsdifferent 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 andregain 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, treasurechests, and hidden vaults all over Ooo. Shopkeepers will gladly exchange theirgoods 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 completelyweightless. In fact, nobody is quite sure where store sugar cubes arestored - What you have just sort of appears when you need to buy something.

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    -----Leveling Up-----Every adventurer in Ooo desires to be stronger. Leveling your character up is done by successfullycompleting 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 - 0Level 2 - 85Level 3 - 200Level 4 - 400Level 5 - 650Level 6 - 950Level 7 - 1300Level 8 - 1700Level 9 - 2150Level 10- 2650Every time your character levels up, they receive two skill points that they may distribute as they wish intheir stat lineup. This INCLUDES Level 1 - At level 1 you receive

    two stat points to distribute.

    -----Bestiary-----Worm1 VIT3 TGH3 expLarge Worm4 VIT

    3 TGH5 expKing Worm10 VIT6 TGH20 expMole2 VIT2 TGH5 exp

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    Big Mole3 VIT3 TGH10 expBat1 VIT4 TGH

    5 NIM10 expRat2 VIT2 TGH5 expBig Rat5 VIT2 TGH8 exp

    Skeleton8 VIT5 TGH15 expZombie12 VIT7 TGH25 expWarrior Zombie15 VIT

    8 TGH30 expZombie Warlord17 VIT10 TGH40 expMagic-User7 VIT10 SRTCan cast up to level 2 spells7 NIM

    30 expMutant3-15 VIT3-15 TGH3-13 SRT10-40 expCandy Citizen5 TGH4 VIT5 SRT

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    15 expCandy Warrior8 VIT8 TGH5 NIM30 expSlime Citizen

    4 TGH4 VIT6 SRT15 expSlime Warrior9 TGH7 VIT2 NIM30 exp

    Evil Slime6 TGH4 VIT15 expLumpy Citizen4 TGH6 VIT3 SRT15 expLumpy Warrior5 TGH

    8 VIT4 SRT30 expFeral Cat4 TGH6 VIT8 NIM15 expFeral Dog8 TGH

    12 VIT7 NIM20 expFeral Hamster9 TGH6 VIT12 NIM20 expFeral Log3 TGH

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    8 VIT10 expEnt18 VIT12 TGH50 expSummons one Feral Log per turn.

    Jiggler11 VIT6 TGH20 expAttacks twiceJiggler Queen24 VIT18 TGH60 expAttacks twiceCorrupted Jiggler

    13 VIT8 TGH30 expAttacks twiceCorrupted Jiggler Queen26 VIT20 TGH80 expAttacks twiceWhelpling

    13 VIT15 TGH8 SRT35 expBreathes fire. (Fire breath is a simple magic attack that damages up to 2 enemies with a TGH 7 hit.)Drake18 VIT19 TGH14 SRT6 NIM45 EXPBreathes fire. (Average cast, TGH 12 hit, 3 targets.)

    Dragon27 VIT25 TGH30 SRT8 NIM100 expBreathes fire. (Average Cast, TGH 18 hit, 4 targets.)Snowbomination13 VIT16 TGH

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    30 expSnow Man9 VIT12 TGH20 expPenguin6 VIT

    4 TGH10 expFire ElementalVIT 13SRT 17Can cast Bolt of Fire (Average cast, TGH 12 hit, 1 target.)35 expFire SpriteVIT 9SRT 12Can cast Spark of Ember (Simple cast, TGH 6 hit, 1 target.)35 expHyoomanVIT 15TGH 17exp 30MinotaurTGH 19VIT 23exp 45

    Lesser DemonVIT 21TGH 18exp 50

    DemonVIT 26TGH 24exp 70Greater Demon

    VIT 30TGH 26SRT 25Can cast Rain of Hellfire (Tough cast, TGH 20 hit. All targets.)exp 100DeathVIT 28TGH 14SRT 32Can cast Noxin Plague (Impossible cast, TGH 12 hit to all enemy targets per turn until combat isresolved)

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    Can cast Deathly Touch (Simple cast, Instantly kills single target.) (Used for plot purposes. Don't abusethis, DMs.)Exp 200WhywolfVIT 12TGH 13NIM 7Weak to Obnoxygen (Whywolves take a TGH hit every turn equivilant to that of the enemy party's total

    combined Jerkiness level.)EXP 40Cosmic OwlVIT 50TGH 35SRT 50Can cast End Universe (Impossible cast, destroys the mortal world and all of its enhabitants.) (Plotpurposes.)HousieVIT 6TGH 4EXP 15

    PixieVIT 9TGH 2SRT 8NIM 5Can cast Magic Bolt (Simple cast, TGH 7 hit. One target.)Can cast Destroy Old Lady (Simple cast, destroys target Old Lady.)EXP 25

    Faux-AngelVIT 21TGH 15SRT 24Can Cast Decieve (Tough cast, adds a -4 modifier to TGH and SRT to all targets for two turns.)EXP 70GoldfishVIT 12TGH 7EXP 15Giant GoldfishVIT 16TGH 12EXP 25Giant Corrupted GoldfishVIT 22TGH 18EXP 50Wall of FleshVIT 42

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    TGH 13Many Limbs (Can attack up to 3 times)EXP 50DopplegangerVIT -TGH -SRT -NIM -

    'My own clone!' (The Doppleganger has the same stats and class of a chosen player charater, adding +3 toall stats.)EXP 60Battle CubeVIT 14TGH 12NIM 6EXP 35

    CHANGELOGv0.6.5 - Improved the rules for dodging. Updated monster stats to include NIM.v0.6 - Added the 'Explodes when Startled' and 'Lumpycanthropic Bite' racial traits. Added MagicalArtifacts.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 ADDMore spells (Up to level 20)More alchemaic ingredientsMore classesMore beastiary entiresBalance

    Feel free to take this project, modify it, redistribute it and play it. I don't want credit for a text file. Leavethat shit at deviantart. Just have fun.

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    If you have any comments, questions, suggestions, or you just want to talk, e-mail meat [email protected], 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.