Instant Oz

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The time has come! Be the Hero in your own Oz story! Instant Oz is the Quickstart Rules for the Heroes of Oz Roleplaying Game. Founded on the world-renowned Oz stories by L. Frank Baum, Instant Oz gets you right into the story. With character-centered play, players guide the story to create their own adventures in Oz. The Land of Oz is like no other fantasy world ever created, and for decades, fans have been inspired to create their own stories inside the setting of the original American fairy tale. With 40 official books and over 200 fan novels, Oz has influenced many authors, filmmakers, artists, and comic book makers. With more and more Oz-based movies, comics, and games coming out, Oz is the place to be in fantasy, and now it's your turn. With Instant Oz's easy-to-use mechanics (based upon the popular and well-supported Fudge System from Grey Ghost Games) you now can step into the land of Oz. -Rules-light to speed up play. Don't get bogged down with the rules -Flexible conflict - as family-friendly or bloody as your group needs it! -Four original characters to begin playing with - complete with filled-out character sheets! -Illustrations straight from the books for that authentic Oz feel -Guidelines for parents to play Instant Oz with children. Take a look and find out more at http://www.heroesofoz.com

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<ul><li>1.Being a fast and easy way to start playing Heroes of Oz with a minimum of fuss and bother. L. Frank Baum Mike Conway John R. Neill Frank Kramer Nicki HaladayAbout Fudge: Fudge is a roleplaying game written by Steffan OSullivan, with extensive input from the Usenet community of rec.games.design and other online forums. The core rules of Fudge are available free on the Internet at http://www.fudgerpg.com and other sites. Fudge was designed to be customized, and may be used with any gaming genre. Fudge gamemasters and game designers are encouraged to modify Fudge to suit their needs, and to share their modifications and additions with the Fudge community. The Fudge game system is copyrighted 2000, 2005 by Grey Ghost Press, Inc., and is available for use under the Open Game License. See the fudgerpg.com website for more information.Heroes of Oz and Instant Oz 2011 Darkstar Eclectic Media. No part of this work may be reproduced, stored in a retrieval system or transmitted by any form or by any means, electronic, mechanical, photocopying, recording of otherwise without the written permission of the copyright holders except under the terms of the Open Game License. The characters of Lye Ten Opp, Lulu, Naynda the Diamond Stud, and Na'iya are owned by Mike Conway and made available under a Creative Commons Attribution licence. Declaration of Product Identity: Heroes of Oz, Instant Oz, Darkstar Eclectic Media and its logo, The Fudge System logo, all setting information, proper names, examples and artwork are closed content. Declaration of Open Content: All game rules and write-ups are open content.</li></ul><p>2. Part 1 Getting Started Instant Oz is the fast-play game with all the rules you need to start playing. It's meant to get you into the game with ready-made Heroes and adventures (available separately on our website). Then, when you are ready for more, Instant Oz transitions easily into the Heroes of Oz main rules.Players: 3-5 is the best. Historian: This is the person that runs the game. He will need to read the sample adventure before play so that he know what is happening as the game goes on. Dice: Instant Oz uses Fudge Dice, which are basically regular six-sided dice that have two pluses (+), two minuses (-) and two blank sides (0). You can find these online, make your own, or just take 4 regular dice and roll 1-2 for a minus, 3-4 for blank sides, and 5-6 for pluses. Pencil and paper: There is a character sheet, the Hero Record, included for each Hero in this booklet. You can record any information on these sheets or any handy piece of paper. You'll want to write your notes with a pencil because things will change on your sheets. Tokens, poker chips or glass beads: Use these to represent Story Points. This way you're not constantly erasing and rewriting the amount on the Hero Record. Simply get the correct amount of chips at the beginning of the game session, then record what you have left at the end of it. Imagination: Naturally!Roleplaying games are fun for anybody, regardless of gender. If you're a boy or a girl, you can have fun. However, we don't really want to do the clumsy thing of "s/he," and the singular "they" is always a subject of controversy. Therefore, since L. Frank Baum was a man and he liked to write female heroes, Historians will always be referred to as "he" while Heroes and players are called "she." However, girls can be Historians (Ruth Plumly Thompson, anyone?) and boys can play Heroes.Abilities: The five things that form the base of characters, and what everything is rolled against. Combat: A type of Conflict (see below). Concept: The idea behind a character. Conflict: Drama that happens between characters. Consequences: Things that happen to characters because of Conflicts. Gifts: Abilities and advantages that give Heroes an edge. Hero: The character that belongs to a player. Historian: The person in charge of making the game run smoothly. Ladder, The: The progress of the levels starting at Terrible and going up. Levels: Words that show how good or bad a character is at something. Player: The person in charge of a Hero. Roles: The three classifications of characters: Heroes, Secondaries and Extras. 3. Story Points: Extra points that are used by Heroes to give them an edge in the story. Troubles: Complications that make a Hero's life interesting. Type: The origin of a character, and what she's made of.Having trouble remembering the level names? Change it to something that makes sense to you and your group. If you don't like "Fair," try "Typical" or "Average." Maybe you don't like "Superb" but you like "Awesome." It's your game, make it as you like it.Instant Oz will give you a taste of what it's like to adventure in the magical Land of Oz. Assign someone to be the Historian, Choose There are other levels beyond Outstanding , but these are meant to be levels that show how good characters do when the dice are one of the included Heroes, and sally forth! rolled. If a Hero is at Superb and they roll +2, then they got a Legendary reult. Characters are limited to Outstanding, unless the Levels describe how good your Hero is at doing different things. In Historian is running a truly epic game. The extra levels are: Instant Oz, Levels are made up of words and arranged into The Ladder. The levels are (from best to worst):And there you have it. And now... No thanks for the kitty? Why yes, of course. Thank you, Eureka. Prrr... Thank you, Nick. 4. Instant Oz and Heroes of Oz have three roles of characters with different levels of abilities, and each has a place in the story. These are the main characters, and are specifically the characters that the players are playing. This is where the name of the main game comes from, and comes from the convention of "the hero of the story." Construct - you're made of something artificial like metal, glass or straw Other - something that doesn't fit in above Concept: A short description of how you imagine your Hero, from a few words to a sentence, but no more than that. Dorothy started out with "Little Kansas Farm girl, Big Adventure." Lye Ten Opp's Concept is simply "Emerald City Socialite." Concepts can also benefit a Hero for a Story Point (see Story Points on the next page). Concepts will flavor how some Abilities are rolled.Secondaries include supporting characters and villains controlled Abilities are descriptions of how you accomplish tasks. Everyone by the Historian. They have all the same stats as Hero, but they can (except for Extras) has the same six Abilities: only access the pool of Story Points that the Historian has. Lifting Moving These are the unnamed people and things that come and go in the Fighting Heroes' lives. They are not only the towns folk, merchants, servants, Thinking soldiers, etc., but also everything else that populates the world. Talking Everything in this game is treated as a character, be it a living Making cleaver, a peasant, or a weak cave wall. Extras only have whatever Traits are needed, whether it's just a Gift, two or more Abilities or Each Ability is rated with a Level. We talk about what each Ability means and how you use them in Part 2: The Basic Rules. a couple of Troubles.Name: This is your Hero's name. Type: You will be one of four types of Heroes: Fairy - human-shaped magical person native to Oz or the surrounding countries Human - look in a mirror Animal - Most don't have hands, but do have natural weapons like claws or teeth or beak. Creatures like the Woozy fit this categoryA Gift is an extra ability that gives a Hero a special advantage of some kind. This advantage takes the form of either a +2 bonus to dice rolls; or it gives the Hero something good, like a magical power, piece of equipment, or something otherwise awesome, effectively breaking the rules legally. Examples of the first kind include Wogglebug College Athlete, Beautiful Face, Mighty Strength, Mentally Gifted, Slight of Hand Master, and Healthier Than He Looks. The second kind of Gift can be things like The Right Tool for the Job, Right Place at the Right Time, Magic Dishpan, First-Name Basis with 5. the Kings and Queens of Nonestica, Love Magnet, Blessed by Fairies, other weakness that causes problems with other people or limits the Ruler of a Country, and Popular. Hero's actions. In some cases, a Hero may roll the dice to resist the Trouble (for instance, rolling against Fighting to keep from running away from a fear). Most of the time, the Difficulty for such a roll will be Good, but it can be harder (if a Hero is afraid of spiders, it's going to be much more difficult for her to keep from running away when the spider is 10 feet tall and towering over her). Of course, not resisting a Trouble can be great for getting Story Points (see next section).Those who adventure in the Land of Oz face challenges of all kinds, from creatures with tooth and claws to stubborn citizens to gaping chasms. Overcoming these problems brings the rewards of Story Points (SP's), which can be used to help overcome other challenges or provide other benefits (explained below). Heroes start off with 3 Story Points, and the next game session starts Heroes will not have a specific Gift for every little thing a they can do with each player having 3 Story Point again, should her total from and be. Rather, Gifts are meant to describe what mainly defines the before be below that. Heroes can keep unspent Story Points (so a Hero would begin a new adventure with 4 SP's, three plus the one Hero. but if she ends an adventure with more than three, she doesn't get any extra). As the story unfolds, Heroes can earn SP's by the following Nobody's perfect, especially people in Oz. Troubles are complications means: that make Heroes less-than-heroic (and more fun to play). These can The Hero does something cool. be fears, bad habits, having someone to care for, a dedication to an If the Hero does something exciting or creative that elicits gasps of ideal, a romantic interest, being clumsy at their job, getting lost all "Whoa" or high-fives or in some way really entertains the other the time, vulnerability to a common object, being vain, soft-hearted, players and Historian, then she deserves a Story Point. etc. to name but a few. If the Historian uses one of the hero's Troubles to further the There's no full list of Troubles for Heroes to draw from, as each Hero story.is unique. They can be written up as a single word, a sentence or even Button Bright's Trouble of wandering off and getting lost easily will a quote. Like Gifts, Troubles come in two varieties: A facet of an earn him a SP when he's supposed to be staying with the group. If the Ability that the hero is weak in and gives her a -2 to rolls, or some Nome King tricks the Tin Woodman into going into a wet place where 6. he'll be at the mercy of his Trouble of "Rusts solid when wet," he they could possibly die. However, bad things happening to Heroes will get a Story Point. is what makes stories in books so exciting. If nothing bad happened to them, you'd have a very dull story. If the player finds a way to involve their Heros Trouble in the story, and the Historian agrees.Story Points exist as a reward for putting Heroes in danger. If you're willing to inconvenience your Hero for the sake of the story, you should get something for it. Since good stories are driven by the characters (not the other way around), the rewards of SP's give players the opportunity to mold the story to the benefit of the Optionally, a Historian can also do this with a Hero's Concept or Heroes, as you'll see how here: Type, as well. On the other side of the table, if the player takes advantage of a situation where a Trouble could cause problems for her Hero, especially if the Historian misses the opportunity, then she can get a SP for that.Example When Lulu the Raven, who has a Trouble of stealing small items off of people, spots an unusual necklace, the player will get a SP for saying "Look at that unusual piece of jewelry. I simply can't resist the urge to snatch that up and take a look at it." She could succeed or fail her Agility roll, but regardless, she'd get that SP. Of course, she could spend the SP she just got to automatically succeed at the task, but where would be the fun in that? If the Hero is defeated or Taken Out in some way without using the Conflict rules.You can just decide to let the other party win the battle instead of your Hero or just let an opportunity go, rather than rolling dice and resisting or trying to do it. There can be any reason for this, like strategy, just for the thrill of escape later, for comedy, or when it looks like rolling the dice might lead to a worse outcome than just giving in.Now that the heroes have gone through all the trouble of getting these pesky Story Points, how are they used? Mainly, they're used to fudge the story towards benefiting the Heroes. Story Points can be spent at three times: Before rolling the dice, after rolling the dice, and during scenes. Before Rolling the DiceTechnically, this could be called "Instead of Rolling the Dice," but these are still made when the possibility of rolling dice is imminent. Succeed with Style - A Story Point may be spent to accomplish an Unopposed action automatically and with panache. This is good for impressing hard-nosed rulers as well as avoiding bodily harm. The Historian may bar this use for certain actions (Toto's not lifting that 10-foot-high boulder, but something else he does might work to move it).Example A fantastic example of using Story Points in this fashion is in The Lost Princess of Oz, where The Frogman leaps over the ravine separating the Yips from the rest of Oz. He could have chanced this with a dice roll, but instead, a Story Point was spent, and he sailed Why are you bribing me to get bad things to happen to my Hero? over chasm. Of course, he had to go back to get Cayke the Cookie In many role-playing games, you want to avoid bad things happen- Cook, so this might not have been a smart use of SP's. He can, ing to your Heroes, because they get burdened with penalties and however, use another to do the same thing when he carries her Example In "The Wonderful Wizard of Oz," the Scarecrow, the Tin Woodman, and the Cowardly Lion could likely have taken down the winged monkeys and saved Dorothy, but since the Historian wanted Dorothy and the Lion captured, all four of them would have gotten a SP for their defeat. 7. across. It did, however, do the job of impressing Cayke even further. cave with dragons at their backs (see Dorothy and the Wizard in Oz), When he carries her over next, he could also use a Story Point for... and Dorothy suddenly remembered that Ozma looks in on her at a certain time of day and will teleport her to the Emerald City when Highest Roll - A player may spend a Story Point to get an automatic she makes a gesture. +4 result without rolling the dice. Unlike Succeed with Style, this can be used in a Conflict, but it doesn't have th...</p>