+ All Categories
Home > Documents > OooRPGv0.5

OooRPGv0.5

Date post: 14-Apr-2018
Category:
Upload: flicker66
View: 214 times
Download: 0 times
Share this document with a friend

of 22

Transcript
  • 7/27/2019 OooRPGv0.5

    1/22

    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 to30.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

    Toughness (TGH) : Determines how strong your character is, how hard they can hit, and how muchthey can carry.

    Nimbleness (NIM) : Determines your characters ability to run, jump, steal, anddodge.

    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 easil

    y 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 skillsin 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 theycan think of.+1 VIT+2 HRO-1 NIM

  • 7/27/2019 OooRPGv0.5

    2/22

    -1 TGH

    -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 is disproved on a near daily basis. People of the Slime arefound in a varietyof colors.+1 HRO+1 TGH+1 SRT-1 VIT

    -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 oralchemists.+2 VIT+1 JRK+2 NIM

    -2 SRT

    -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 fallenlong ago somehow find their way to the topsoil once more, usually with the helpof a magic user

    or two. Well-rounded in Fighting and magic, they are skilled at a variety of tasks.-2 VIT+1 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 is determined 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.

  • 7/27/2019 OooRPGv0.5

    3/22

    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 heor 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 andaverage TGH skill checks, however, they only have a 2/3 chance of passing a tough skill checkand a 2/5 chance of passing an impossible one.

    Reccomended 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, revealingthe 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 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 perfor

    med the Feat of Awesomeness.

  • 7/27/2019 OooRPGv0.5

    4/22

    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 ro

    unds.-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, 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 gainan 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 thenewly-opened entrance.

    -----Combat-----

    Combat is split into two simple phases; Party attack phase and Enemy attack phase. Whoever initiates the combat recieves 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 determinedbythe amount of hit points the enemy has, always rounding up to the more difficultcheck difficulty. For example:

    -Your candy fighter rolls to deal damage on a zombie. The zombie has 8 hit poi

    nts, so the check rounds up to ten (Which is a simple skill check.) With a TGH of 12, your fighterrolls a 5 from a d10. You subtract the ammount you roll from your total TGH, a

    nd 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 th

  • 7/27/2019 OooRPGv0.5

    5/22

    e 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 round

    s upwards to 20. However, if the hero was to roll a 1 instead of a 4, the resulting damage wouldhave been 6; bringing the Whywolf down to 10 Hitpoints. This would make the ne

    xt skill check simple instead of average, and would therefore use a d10 insteadof a d20 becausethe 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, yourfighter unluckilyrolls an 18. Because the resulting roll was higher than the TGH total, the ski

    ll 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 12hit points. TheWhywolf 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 theparties isdead, or combat is obstructed by the DM.

    When a players Health reaches 1 hitpoint, He or she is incapacitated for the rest of the battle. They may not attack, move, cast, or use items, and they may notbe targeted byenemies. When combat ends with a player incapacitated, the player is resurrectedwith 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 co

    mbined TGH and VIT of 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 vials send liquid flying in all directions, and magic has a tendancy tofollow its target.

    -----Heroism and Jerkiness-----

    There are 3 types of people in Ooo. Heros, Nobodies, and Jerks. Most villiagersare nobodies, while those who go out and explore the land of Ooo find themselvesto become eitherHeroes or Jerks along the way. Nobodies look up to Heroes, and are easily intimi

    dated 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 tocrack. The difficulty of a convincing skill check is deterined by the DM, but usually goes something like this.

  • 7/27/2019 OooRPGv0.5

    6/22

    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 askill 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 upwith 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 openwith thecharacter and his party now.

    Awesomeness Modifiers:-If a nobody sees your character pass an awesomeness skill check, he or she maybe easier to sway towards your side. However, if your character is seen havingfailed afeat 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 asthe 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. Magicpoints are spentby casting spells. They regenerate when your character sleeps at an Inn or otherplace 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 ofmagic is a spell-scroll. Players who start the game with a Smartness skill of 6or more are automatically given common spell scrolls. As magic-users level up, they gainaccess to new spells and abilities. The higher-level a spell is, the tougher itwill be to cast and the more magic points it will cost to cast. However, you get

  • 7/27/2019 OooRPGv0.5

    7/22

    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 LegendarySpell Scrolls can also be found or bought throughout the land. Spell Scrolls arecounted as an item and must 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 8 hit. If Poof of Dust causes damage, the player must rolla SRT check againstthe target. If the SRT check is passed, the enemy is blinded and may not attackfor 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 hype

    ractive bolts hit up to 3 enemies (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 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 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 time and 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 tu

  • 7/27/2019 OooRPGv0.5

    8/22

    rns. After 3turns, the target will return and continue combat. If combat is ended before theenemy returns, combat is ended as normal.

    Outside of combat, the caster may teleport a target to a desired location, teleport themself 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 locaion.

    - 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 someinteresting,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 twoturns.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 modifierand +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.

  • 7/27/2019 OooRPGv0.5

    9/22

    Combining ingredients:

    Ingredients are combined and put into a vial with a Smartness check. The difficulty of the check is dependant 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 thehigher-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 asimple 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 requirean averageskill 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 SRTand 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 thetarget. If failed,the potion breaks against the ground and is ruined.

    Since Allies usually want to recieve the benefits of a friendly potion, the alchemist only needs to make a simple SRT check in order to use the potion on a team

    mate. If thecheck 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 chara

    cters TGH - For every toughness point they have, they gain one Carry point up toa maximumof 20. Every object in the land has a weight. Lifting one weight point reqires 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.

  • 7/27/2019 OooRPGv0.5

    10/22

    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 halfof its basevalue weight points. For instance, a Steel Helmet that would usually weigh 2 points would only weigh 1 while being worn. Eqipment can add a variety of stylish bonuses to yourcharacter, while some enchanted items may also grant magical bonuses that may bebeneficial outside of combat as well as inside. A list of equipmet can be foundlater 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 feelswould 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 WP

    Sword+2 TGH2 WP

    Battleaxe+1 TGH+1 VIT2 WP

    Huge Sword+2 TGH+1 VIT4 WP

    Re-Doodoo-diculously Huge Sword+3 TGH+2 VIT6 WP (Does not gain the weight loss bonus from being equiped)

    Candy Apple Mace+2 VIT+1 TGH

    3 WP

    Spear+3 TGH-1 VIT2 WP

    Rock Candy Spear+4 TGH4 WP

  • 7/27/2019 OooRPGv0.5

    11/22

    Lance+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 Weapon

    Poisoned Shiv+2 TGH2 WPPoison 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 SRT1 WP

    Wand

    +2 SRT1 WP

    Fancy Wand+3 SRT2 WP

    Sucky Staff+2 SRT2 WP

    Staff+3 SRT

    2 WP

    Fancy Staff+4 SRT3 WP

    Clothing:

    Wrapper (Can only be worn by Candy People)

  • 7/27/2019 OooRPGv0.5

    12/22

    +1 VIT1 WP

    Casual Clothes+1 VIT1 WP

    Battle Harness+2 VIT2 WP

    Fancy Clothes+2 HRO/JRK2 WP

    Iron Amor+3 VIT4 WP

    Steel 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 WP

    Regal Clothes+2 SRT+2 HRO/JRK

    2 WP

    Plain Robes+1 SRT1 WP

    Fancy Robes+2 SRT1 WP

    Regal Robes+3 SRT2 WP

    Headwear:

    Hairband+1 VIT1 WP

    Travelers Hat+1 VIT

  • 7/27/2019 OooRPGv0.5

    13/22

    1 WP

    Miners Helmet+2 VIT1 WP

    Iron Helmet+2 VIT2 WP

    Steel 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 WP

    Tophat+1 HRO1 WP

    Hipster Bandana+2 JRK1 WP

    Raggedy Witches Hat+1 SRT1 WP

    Witches Hat

    +2 SRT1 WP

    Awesome Witches Hat+2 SRT+1 VIT2 WP

    Tiara+1 TGH+1 VIT+1 SRT2 WP

    Crown+1 TGH+1 VIT+1 SRT2 WP

    Footwear:

  • 7/27/2019 OooRPGv0.5

    14/22

    Sandals+1 TGH1 WP

    Tennis Shoes+1 VIT1 WP

    Baby Shoes+1 SRT1 WP

    Boots+2 TGH1 WP

    Iron Boots+1 VIT+1 TGH2 WP

    Steel 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

    Sucky Magicians Greaves

    +1 SRT1 WP

    Magicians Greaves+2 SRT1 WP

    Fancy Magicians Greaves+3 SRT2 WP

    Boots of Moving Really Freakin' Fast+1 VIT

    1 WPWearer of the boots moves at incredible speed. If the party enters combat, the wearer will always be able to strike first, even if the enemyinitiated combat and would usually attack first.

    Boots of Moving Really Freakin' Slow+1 TGH1 WPWearer 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.

  • 7/27/2019 OooRPGv0.5

    15/22

    -----The Towns, Cities and Villiages of Ooo-----

    Throughout the party's adventure, they are bound to come across one of the manythriving settlements of Ooo. 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 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 informationotherwise lost.

    Royal Halls are where the Nobolity of Ooo reside. Depending on the wealth of thetown, Royal Halls can be anything from shacks to grand palaces. It is here thatadventurers 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 usually

    worthwhile.

    Markets are where Adventurers can buy goods, equipment, and ingredients. Marketscan be sprawling Bazaars or quiet lines of shops, or even a single vendor. Eachshop 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, playerscan rest their heads and regain lost Health Points, Magic Points, and cure anymodifier afflictions.

    -----Currency, Shops and Buying Stuff-----

    The most common form of currency in Ooo is sugar cubes. Sugar cubes can be foundin caches, treasure chests, 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 completely weightless. In fact, nobody is quite sure where store sugarcubes arestored - 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.

  • 7/27/2019 OooRPGv0.5

    16/22

    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- 2650

    Every time your character levels up, they recieve two skill points that they maydistribute as they wish in their stat lineup.

    -----Beastiary-----

    Worm1 VIT3 TGH3 exp

    Large Worm4 VIT3 TGH5 exp

    King Worm10 VIT6 TGH20 exp

    Mole2 VIT2 TGH5 exp

    Big Mole3 VIT3 TGH

    10 exp

    Bat1 VIT4 TGH10 exp

    Rat2 VIT2 TGH

  • 7/27/2019 OooRPGv0.5

    17/22

    5 exp

    Big Rat5 VIT2 TGH8 exp

    Skeleton8 VIT5 TGH15 exp

    Zombie12 VIT7 TGH25 exp

    Warrior Zombie15 VIT8 TGH30 exp

    Zombie Warlord17 VIT

    10 TGH40 exp

    Magic-User7 VIT10 SRTCan cast up to level 2 spells30 exp

    Mutant3-15 VIT3-15 TGH3-13 SRT

    Can be a magic user10-40 exp

    Candy Citizen5 TGH4 VIT5 SRT15 exp

    Candy Warrior8 VIT8 TGH30 exp

    Slime Citizen4 TGH4 VIT6 SRT15 exp

    Slime Warrior9 TGH7 VIT

  • 7/27/2019 OooRPGv0.5

    18/22

    30 exp

    Evil Slime6 TGH4 VIT15 exp

    Lumpy Citizen4 TGH6 VIT3 SRT15 exp

    Lumpy Warrior5 TGH8 VIT4 SRT30 exp

    Feral Cat4 TGH6 VIT15 exp

    Feral Dog8 TGH12 VIT20 exp

    Feral Hamster9 TGH6 VIT20 exp

    Feral Log3 TGH8 VIT

    10 exp

    Ent18 VIT12 TGH50 expSummons one Feral Log per turn.

    Jiggler11 VIT6 TGH20 expAttacks twice

    Jiggler Queen24 VIT18 TGH60 expAttacks twice

    Corrupted Jiggler13 VIT8 TGH

  • 7/27/2019 OooRPGv0.5

    19/22

    30 expAttacks twice

    Corrupted Jiggler Queen26 VIT20 TGH80 expAttacks twice

    Whelpling13 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 SRT45 EXPBreathes fire. (Average cast, TGH 12 hit, 3 targets.)

    Dragon27 VIT25 TGH30 SRT100 expBreathes fire. (Average Cast, TGH 18 hit, 4 targets.)

    Snowbomination13 VIT16 TGH30 exp

    Snow Man

    9 VIT12 TGH20 exp

    Penguin6 VIT4 TGH10 exp

    Fire ElementalVIT 13SRT 17Can cast Bolt of Fire (Average cast, TGH 12 hit, 1 target.)

    35 exp

    Fire SpriteVIT 9SRT 12Can cast Spark of Ember (Simple cast, TGH 6 hit, 1 target.)35 exp

    HyoomanVIT 15

  • 7/27/2019 OooRPGv0.5

    20/22

    TGH 17exp 30

    MinotaurTGH 19VIT 23exp 45

    Lesser DemonVIT 21TGH 18exp 50

    DemonVIT 26TGH 24exp 70

    Greater DemonVIT 30TGH 26SRT 25Can cast Rain of Hellfire (Tough cast, TGH 20 hit. All targets.)exp 100

    DeathVIT 28TGH 14SRT 32Can cast Noxin Plague (Impossible cast, TGH 12 hit to all enemy targets per turnuntil combat is resolved)Can cast Deathly Touch (Simple cast, Instantly kills single target.) (Used for plot purposes. Don't abuse this, DMs.)Exp 200

    WhywolfVIT 12

    TGH 13Weak to Obnoxygen (Whywolves take a TGH hit every turn equivilant to that of theenemy party's total combined Jerkiness level.)EXP 40

    Cosmic OwlVIT 50TGH 35SRT 50Can cast End Universe (Impossible cast, destroys the mortal world and all of itsenhabitants.) (Plot purposes.)

    Housie

    VIT 6TGH 4EXP 15

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

  • 7/27/2019 OooRPGv0.5

    21/22

    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 70

    GoldfishVIT 12TGH 7EXP 15

    Giant GoldfishVIT 16TGH 12EXP 25

    Giant Corrupted GoldfishVIT 22TGH 18EXP 50

    Wall of FleshVIT 42TGH 13Many Limbs (Can attack up to 3 times)EXP 50

    DopplegangerVIT -TGH -SRT -'My own clone!' (The Doppleganger has the same stats and class of a chosen player charater, adding +3 to all stats.)

    EXP 60

    CHANGELOG

    v0.5 - NIM added. Classes removed. Spell-Scrolls added. Currency added. Characte

  • 7/27/2019 OooRPGv0.5

    22/22

    r 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'twant credit for a text file. Leave that shit at deviantart. Just have fun.

    Adventure Time and all of its respective properties are owned by Pendleton Wardand Cartoon Network.This is a fan project, and not intended to be sold or redistributed outside of legal guidelines.