CHARACTER CREATION FOR OZ
(I did not create nor do I own this, I'm just hosting it here for my players, please do not share.)
Roll or Choose a Background
- First, roll or choose from the Backgrounds table below and note the page number. You will refer to that page for the next few steps.
- Choose a name, then record each of your characterâs starting items. See Inventory and Inventory Slots for how to record items.
- Roll on each of the included tables in the background. Record your characterâs items, skills, or abilities from each result. Some backgrounds may ask you to refer to the tables in the Marketplace as well.
Backgrounds
d20 |
Background |
1 |
Assassin |
2 |
Awakened |
3 |
Bounty Hunter |
4 |
Educator |
5 |
Engineer |
6 |
Farmer |
7 |
Foreigner |
8 |
Guide |
9 |
Huckster |
10 |
Mechanist |
11 |
Medium |
12 |
Miner |
13 |
Muckraker |
14 |
Physician |
15 |
Quack |
16 |
Show business |
17 |
Socialite |
18 |
Soldier |
19 |
Steward |
20 |
Thief |
21 |
Wrestler |
Attributes, Guard, and Traits
- Roll for your characterâs Attributes and Guard.
- Roll for the rest of your characterâs Traits, and then on the the Bonds table.
- Finally, roll for your characterâs Age (2d20+10). If you are the youngest character, roll on the News Clippings table. The result should be read aloud to the other players. The Warden should incorporate News Clippings into the setting as they see fit.
Attributes
- Player Characters have just three Attributes: Heart, Brain, and Courage.
- Roll d6+d12 for each of your characterâs Attributes, in order. (That is: roll a d6 and a d12 and add the two results to determine your Heart, then do the same for Brain and then Courage.)
- Attributes are not universal descriptors. A character with low Brain is not necessarily unintelligent; their risk is simply higher.
Guard
- Roll 1d6 to determine your PCâs starting Guard, which reflects their ability to avoid damage in combat.
Inventory
- Characters have a total of ten inventory slots but can only carry four or five items comfortably without the help of bags, backpacks, horses, carts, etc.
- Each PC starts with a Backpack that can hold up to six slots of items or Fatigue. Carts (which must be pulled with both hands), horses, or mules can make a huge difference in how much a PC can bring with them on an adventure. Hirelings can also be paid to carry equipment.
- Inventory is abstract, dependent only on the fiction as adjudicated by the Warden. Anyone carrying a full inventory (i.e. filling all 10 slots) is reduced to 0 Guard. A character cannot fill more than ten slots.
Inventory Slots
- Most items take up one slot unless otherwise indicated.
- Petty items do not take up any slots. Bulky items take up two slots.
- A bag of coins worth less than 100gp is petty and does not occupy a slot.
Character Traits (d10)
Physique
|
|
|
|
1 |
Athletic |
6 |
Scrawny |
2 |
Brawny |
7 |
Short |
3 |
Flabby |
8 |
Statuesque |
4 |
Lanky |
9 |
Stout |
5 |
Rugged |
10 |
Towering |
Skin
|
|
|
|
1 |
Birthmarked |
6 |
Soft |
2 |
Marked |
7 |
Tanned |
3 |
Oily |
8 |
Tattooed |
4 |
Rosy |
9 |
Weathered |
5 |
Scarred |
10 |
Webbed |
Hair
|
|
|
|
1 |
Bald |
6 |
Long |
2 |
Braided |
7 |
Luxurious |
3 |
Curly |
8 |
Oily |
4 |
Filthy |
9 |
Wavy |
5 |
Frizzy |
10 |
Wispy |
Face
|
|
|
|
1 |
Bony |
6 |
Perfect |
2 |
Broken |
7 |
Rakish |
3 |
Chiseled |
8 |
Sharp |
4 |
Elongated |
9 |
Square |
5 |
Pale |
10 |
Sunken |
Speech
|
|
|
|
1 |
Blunt |
6 |
Gravelly |
2 |
Booming |
7 |
Precise |
3 |
Cryptic |
8 |
Squeaky |
4 |
Droning |
9 |
Stuttering |
5 |
Formal |
10 |
Whispery |
Clothing
|
|
|
|
1 |
Antique |
6 |
Frayed |
2 |
Bloody |
7 |
Frumpy |
3 |
Elegant |
8 |
Livery |
4 |
Filthy |
9 |
Rancid |
5 |
Foreign |
10 |
Soiled |
Virtue
|
|
|
|
1 |
Ambitious |
6 |
Honorable |
2 |
Cautious |
7 |
Humble |
3 |
Courageous |
8 |
Merciful |
4 |
Disciplined |
9 |
Serene |
5 |
Gregarious |
10 |
Tolerant |
Vice
|
|
|
|
1 |
Aggressive |
6 |
Lazy |
2 |
Bitter |
7 |
Nervous |
3 |
Craven |
8 |
Rude |
4 |
Deceitful |
9 |
Vain |
5 |
Greedy |
10 |
Vengeful |
BONDS
|
|
D20 |
Bond |
1 |
You dreamt one night of Princess Ozma. When you awoke, you looked under your pillow and found a jewelled pendant (worth 500gp). Next morning you read of a theft in the newspaper. |
2 |
A distant cousin left you a small inheritance. Take 20GP and a Strange Compass (petty) that always points towards something deep somewhere in the Emerald Citadel. |
3 |
You carry a Portrait in a locket (petty) of a past love who disappeared in the Emerald City long ago. Somehow you know that they are still alive. |
4 |
You found a Tiny Crystal Prism (petty) in the gutter on the side of the orad. When held up to the light, it shows visions of an unknown location. Sometimes you feel a presence looking back at you. |
5 |
You once freed a Winged Monkey from a net. In return, it gave you a whistle (petty). Blow it, and the creature will come, once, to repay its debt. |
6 |
You inherited an old Journal, bound in green leather. Each evening, its pages are filled with the events of the day, crassly written from the journalâs perspective. The writing is crude but accurate. |
7 |
You protect a long-dormant family secret. Take one half of an Ancient Key (petty). They say that if joined with its twin, it opens a Gate through any door. |
8 |
You received a Letter (petty) detailing incontrovertible proof that your parents were upper order Zuminati. The note also indicates a date and location where you are to meet the letterâs author. |
9 |
You owe a great debt to a member of the one of the personalities of Oz and carry a Ring (petty), which serves as proof of their protection as well as your obligation. |
10 |
You were once lost in the woods as a child. This impressed upon you the importance of knowing your way. You always know which way is north, and know the number of hours until the next sunrise or sunset. |
11 |
A roaming storyteller once spun you tales of great treasure hidden deep under the Emerald City. You thought it a tall tale, till they gave you A Rolled-Up Map (petty) marked with an X. |
12 |
During your travels, you met a fading hunter who asked you to deliver a message to their loved ones. Take a Letter (petty), sealed with green glue. It is addressed only to the Lady of Ix. |
13 |
You found a wounded beast in an alley but chose to ignore it. You see it everywhere now, but only when youâre alone. It looks sad but not angry. You cannot become panicked when acting alone. |
14 |
You promised a childhood friend that youâd bring them back a rare gift, something unique in all the world. Take a Bracelet (petty) woven from twine and wildflowers. |
15 |
You crossed a Nome, and it cursed you with a Stone Heart. With each passing month, the stone grows heavier by one slot. Until your debt is lifted, you cannot truly die. |
16 |
You carved a flute (petty) from a tree in the Gargoyle Grove. Your act did not go unnoticed. You cannot seem to rid yourself of the whistle either. |
17 |
The Army of Revolt did your family a service, giving you a dried Ozumbine flower (petty) as proof. When the flower turns white, it means the favor is owed. |
18 |
An entertainer once visited your home, filling it with story and song. He left one day without a word, leaving behind only A Miniature Lute. Something rattles inside. |
19 |
A white bird appeared to you in a dream, holding a twig in its mouth. You awoke the next morning with the Twig (petty) in your hand. You believe it brings you luck. It smells faintly of seaweed. |
20 |
One of your ancestors wronged Verdella, who cursed their bloodline. Your visage causes mirrors to shatter. Youâve noticed that the shards can sometimes reveal illusions. |
NEWS CLIPPINGS FROM THE GOZETTE
|
|
d20 |
News Clipping |
1 |
Li-Mon-Eag Problem in the Warren. Li-Mon-Eags nesting in the upper columns of the performance hall and eating the birds. Board members are worried a civilian attack is imminent. |
2 |
Cursed Smithy In Tinkerton. Terrible deeds happen here and locals fear itâs cursed. |
3 |
Corrupt Judge. Judge Sifter accused of taking a pay-off for a case decision. The trail leads to Little Utensia, but Watchers are baffled. |
4 |
Missing Faculty. Several professors at Wogglebug University have gone missing over the past months. No one says that the disappearances are connected, but it's a strange coincidence. |
5 |
Phanfasm Attacks. A bed & breakfast in Feathertown is the subject of regular Phanfasm attacks, and the neighbourhood bars its doors and windows at night. |
6 |
Teardrop Jewels. Strange, teardrop-shaped stones have been found in Hyup, sparking a âgold rushâ of sorts for jewelers and thieves alike. The locals believe they are the tears of the Oz itself, weeping for a great tragedy yet to come. |
7 |
Buzzing Trees. Famers in The Great Farmland speak of a loud buzzing sound emanating from deep within the Forest of Winged Monkeys. They also say that the sound is getting closer. |
8 |
Magic Tennis. There are rumours of residents near Pumperdink Plaza defying Ozma's decree and using magic -- to play tennis! Enlightennis, as it's called, is held in secretive, ever-changing locations, and players are allowed to use magic during the matches. |
9 |
Secret Market. The wealthy streets of Emerald View play host to a so-called "black" market where buyers ask no questions and the goods for sale are unlike anything in the Emerald City. |
10 |
Wheeler Gang Terrorizes Stadium. In Loonville, stadium attendees are plagued by a Wheeler gang who seem to come and go as they please. |
11 |
Mysterious Fire in Toasting. Beloved local shop Gourd's Spice Shelf is no more, after being destroyed in a mysterious fire. Mr Gourd was unreachable for comment. |
12 |
Gargoyle Attacks. Gargoyles are attacking in flocks in Old Mill, stripping windmills of their wood. What is behind this bizarre behavior, no one can say. |
13 |
Confused Man Wanders the Streets. Neighbours have been disturbed my a man knocking on doors in Pokes asking for his keys. He gives his name as Obliti but vanishes if they call the Watchers. |
14 |
Housing Collapse in Black Branches. Three buildings in a row have collapsed near the Great Black Tree. Building inspectors say no faults in construction, but neighbours are worried. |
15 |
Is This Your Spear? Watchers in Junction are looking for the owner of a very peculiar spear with the head of a yellow diamond. |
16 |
Water Trouble in Thi. Water pipes in Thi have been subject to intermittant blockages and rattles coming from inside the pipes have caused speculation of a rattlesnake swarm. |
17 |
Sitting Comfortably? Seat cushions from the historic Tower of Oz are going missing in North Watch, right under the nose of the elite Watchers training there. |
18 |
Radium Keys for Reasonable Price. Apply c/o The Daily Gozette to Pug in Bricks. Set of three. |
19 |
Priceless Jade Sculpture on Display. The Jade Casino will begin displaying a priceless jade sculpture of Queen Lureline this week. Noted historian Dr Homin Orgiv has raised questions about its authenticity. |
20 |
Complaints about Weather Warehouse. The Weather Warehouse in Repository has been the subject of complaints in recent months about the proliferation of weather-tracking equipment on the roof. Neighbours say the equipment blocks the sunlight. |
MARKETPLACE
All prices are in green pennies
Armor
|
|
Shield (+1 Armor) |
10 |
Helmet (+1 Armor) |
10 |
Denim Jacket (+1 Armor) |
15 |
Leather Jacket (1 Armor, bulky) |
20 |
Chainmail (2 Armor, bulky) |
40 |
Plate (3 Armor, bulky) |
60 |
Weapons
|
|
Knife, Cudgel, Sickle, Bat, Knitting Needles, etc. (d6 damage) |
5 |
Pitchfork, Cosh, Axe, etc. (d8 damage) |
10 |
Spear, Bayonet, Rapier, etc. (d10 damage, bulky) |
20 |
Pistol (d6 damage) |
5 |
Musket (d6 damage, bulky) |
20 |
Rifle (d8 damage, bulky) |
30 |
Transport
|
|
Cart (+4 slots, bulky) |
30 |
Wagon (+8 slots, slow) |
200 |
Horse (+4 slots) |
75 |
Mule (+6 slots, slow) |
30 |
Carriage Seat |
5 |
Shipâs Passage |
10 |
Upkeep & Recovery
|
|
Room & Board (per night) |
10 |
Private Room & Board (fits 4) |
35 |
Stable & Feed (per night) |
5 |
Medical Healing |
50 |
Rations (3 uses) |
10 |
Animal Feed (3 uses, bulky) |
5 |
Hirelings (per day)
|
|
Alchemist |
30 |
Animal Handler |
5 |
Blacksmith |
15 |
Bodyguard |
10 |
Local Guide |
5 |
Lockpick |
10 |
Navigator |
10 |
Sailor |
5 |
Scholar |
20 |
Tracker |
5 |
Trapper |
5 |
Veteran Bodyguard |
20 |
Gear
|
|
Air Bladder |
5 |
Antitoxin |
20 |
Bandages (3 uses) |
30 |
Bathing Goods (Soap, Perfume, etc.) |
5 |
Book |
50 |
Caltrops |
10 |
Card Deck |
5 |
Chain (10ft) |
10 |
Chalk (petty) |
1 |
Chest |
25 |
Chisel |
5 |
Common Agents (Glue, Grease, etc.) |
10 |
Common Tools (Hammer, Shovel, etc.) |
10 |
Compass |
75 |
Complex Instruments (Bagpipes, Fiddle, etc.) |
50 |
Containers (Sack, Waterskin, etc.) |
10 |
Cooking Gear (Pots, Utensils, etc.) |
10 |
Costume Gear (Face Paint, Disguise) |
15 |
Dowsing Rod |
15 |
Expeditionary Gear (Climbing Spikes, Pulley, etc.) |
10 |
Fire Oil |
10 |
Fishing Rod |
10 |
Games (Cards, Dice, etc.) |
10 |
Gloves (petty) |
20 |
Grappling Hook |
25 |
Lantern |
10 |
Mirror |
5 |
Net |
10 |
Oil Can (6 uses) |
10 |
Outdoor Comfort (Blanket, Hammock, etc.) |
10 |
Parchment (3 uses) |
10 |
Pole (10ft) |
5 |
Repellent (Wolfsbane, Mugwort, etc.) |
10 |
Rope (25ft) |
5 |
Sedative |
30 |
Sewing Kit |
20 |
Simple Instruments (Pipes, Lute, etc.) |
10 |
Smoking Pipe (petty) |
15 |
Specialized Tools (Ink, etc.) |
20 |
Spiked Boots |
15 |
Spyglass |
40 |
Tent (fits 2, bulky) |
20 |
Thieving Tools (Lockpick, Metal File, etc.) |
25 |
Torch (3 uses) |
5 |
Trap (d6 Heart damage) |
35 |
Whistle (petty) |
15 |
Wilderness Clothes (Poncho, Cloak, etc.) (petty) |
15 |
BACKGROUNDS
1. ASSASSIN
You are a specter in the night, a fleeting shadow that slips by its prey, unseen. Each kill you make is a test of cunning and animal determination, a contest between life and death. You know that one day you will lose. You look forward to it.
Guild Membership
You belong to the Union of Marshals Undertaking Regional Defence, Extermination, and Reprisal (U-MURDER). "The Marshals"
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Tarp
- Leather Jacket (1 Armor)
- Short Sword (d6)
- Spring-Loaded trap (4 Heart damage)
WHAT DID YOU LAST HUNT?
d6 |
What did you last hunt? |
|
1 |
A mock firefly, baiting water carriers with its glowing lure. Take a Mechanical Limb (d8, petty when worn) to replace the one it tore off and an Oil Can (6 uses). The limb is immune to heat and poison. Needs to be oiled daily. |
|
2 |
An ice nettle, trapping and draining sheep. You lost your commission when the fungus you introduced killed half the flock. Take a Rime Seed (1 use). It freezes any body of water, no matter the size. Donât eat it. |
|
3 |
A hullahbaloo that killed someone close to you. You now carry its Tooth (petty) on a chain around your neck as a warning to others of its kind. The tooth hums softly when something is stalking you. |
|
4 |
A sand elemental that buried a homestead. You saved a seed of the homestead's Lunchbox Tree. (Plant it to grow a new one.) Also, take Iron Bracers (+1 Armor, bulky). |
|
5 |
A hollow wolf that had been frightening travelers. You took pity on the half-starved creature and nursed it back to health. Now it is loyal to you unto death. It is also a great tunneler. 5 Guard, 11 Heart, 13 Brain, 8 Courage, teeth (d6). |
|
6 |
A fluffy warblesinger. The eggs attract a sizeable profit but have to be skilfully extracted from the mother. Take a Paring Knife (d6), an extra 20gp, and a pang of regret. |
|
d6 |
|
What tool is always in your pack? |
1 |
Fermented Spirits |
Keeps you warm at the best of times and as an explosive at the worst. 3 Uses. |
2 |
Trail Shaker |
A noisy instrument that reveals nearby trails, even when deeply hidden. |
3 |
Drowse Balm |
A wax bar. If boiled in water, the steam acts as a soporific agent. |
4 |
Spike and Cord |
For traversing difficult terrain or for creating makeshift traps and structures. |
5 |
Iron Rattle |
A noisemaker for distracting or scaring your quarry. Sounds convincingly like a snake. |
6 |
Hardening Glue |
Makes any flat material (cloth, leather, sand) as hard as stone. Expensive (20gp a bottle, 3 uses). |
2. AWAKENED
You used to be something else, something... not alive, until you suddenly were. Since that time, you've grown to enjoy the world of the living, even if the lessons have sometimes been painful. You don't need to eat, drink or breathe like ordinary people.
Guild Membership
You are a Node of the Inter-Oz Network of Thing-People (InterNet of Things).
Starting Gear
- 3d6 green pennies
- Candlestick (3 uses) or mirror
- Repair materials: either
- A sewing kit with sharpened awl (d6) (if soft)
- A hammer (d6) and nails (if wood)
- A hammer (d6) and small anvil (bulky) (if metal)
- agree with Warden if a different material
- Extra stuffing or oilcan (restores 1 Heart) (1 use)
- A letter written in a child's hand addressed to you that you found when you woke up calling you their "best friend"
HOW DID SOMEONE TAKE ADVANTAGE OF YOUR NAIVETE?
d6 |
How did someone take advantage of your naivete? |
1 |
Tricked into servitude: Someone convinced you that you owed them a debt for bringing you to life and made you work for them without pay. Take a bucket (1 Armor) and cleaning rags (3 uses). |
2 |
Sold for parts: You were deceived into believing you needed to help your so-called friend by selling parts of yourself. You're still not entirely whole. Take receipts of sale for your parts. |
3 |
Used as bait: A supposed friend used you as bait in a trap for their enemy. You barely survived. Take an expensive-looking costume jacket and top hat or bonnet. |
4 |
Bogus investment: You were persuaded to invest your savings in a fraudulent scheme, losing everything. Take 3d6 fraudulent green pennies. |
5 |
Unfair trade: You were convinced to trade something of great value that you possessed for something worthless. Take a bottle of patent miracle medicine (no effect). |
6 |
Test subject: A wizard tested spells on you. A prismatic duplicate of you appears sometimes under conditions of extreme stress, such as combat. It has your Attributes and Guard and attacks as you do. It disappears on Critical Damage (take 1d4 Courage damage). |
WHAT MAKES YOU DIFFERENT THAN ORDINARY PEOPLE?
d6 |
What makes you different than ordinary people? |
1 |
Replaceable head: You can replace your head with a substitute - say, a vegetable of the right size, or a wooden block with painted eyes, or a new paper silhouette or similar. |
2 |
Extendable limbs: Your arms and legs can extend up to twice their normal length. |
3 |
Detachable parts: You can detach and reattach your limbs at will. |
4 |
Animated voice: Your voice can mimic any sound or voice you have heard. |
5 |
Wheels: Attach them to increase your speed on flat surfaces. |
6 |
Internal storage: You have a hidden compartment within your body where you can store small items securely. |
3. BOUNTY HUNTER
When someone or something goes missing, and someone wants to get it back, they call you. You take the gold, no questions asked, and you return the goods, no excuses given. You live by a code.
Guild Membership
You are a member of the Hunter's Pact.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Axe (d10, bulky)
- Leather Jacket (1 Armor)
- Rifle (d8, bulky)
- Spyglass
WHAT PERSONAL CODE OR PRINCIPLE DO YOU UPHOLD?
d6 |
What personal code or principle do you uphold? |
1 |
No innocent blood: No bystander will come to harm on your watch. Take a Steadymade Buckler (+1 Armor). While holding this shield, you cannot be moved so long as both feet are planted on firm ground. |
2 |
Revere the tools of death: Weapons are to be respected and maintained. Take a Improved Patent Whetstone. Following a half-hour ritual sharpening, attacks with the weapon are enhanced until Heart damage is dealt. |
3 |
To the death, always: You never back down from a fight, no matter the odds. Take a Death-Whistle, 1 charge. Its scream frightens away all who hear it (save Courage or flee). Recharge: Capture the final breath of a dying warrior. |
4 |
Revere the dead: Death is a journey we all take, and it deserves respect. Take an extra 30gp. You always place two green pennies on the eyelids of a slain foe. Somehow, you always find the coin. |
5 |
Loyalty to the work: Your word is your bond. Once youâve accepted a job, you see it through to the end. Take a weathered Tally Stick. Once a vow is marked onto its face, the stick hardens (d8) until it is complete. The stick will snap in half if the vow is ever broken. |
6 |
Always pay your debts: You always repay what you owe, whether in coin or in kind. You expect nothing less from all others. Take a Blacked-Out Ledger, then roll a second time on the Bonds table. |
WHAT TYPE OF VELOCIPEDE IS YOUR USUAL RIDE?
d6 |
|
What type of velocipede is your usual ride? |
1 |
Boneshaker |
Thick metal tubes, virtually indestructible imposing creature. 8 Guard, 1 Armor, bladed wheels (d10+d10), +2 slots. |
2 |
Roadster |
Hardy and adaptable. Tough or Perilous terrain are one step easier. 6 Guard. +4 slots. |
3 |
Tandem Convertible |
Impressively strong, capable of carrying heavy loads. 4 Guard. +6 slots (only +2 slots if carrying two people). |
4 |
Safety |
Intelligent, it can understand simple commands and even has an instinct for danger. 6 Guard. +4 slots. |
5 |
Wheelman's Special |
Excellent steering and suspension, it can perform intricate maneuvers in a time of need (no Brain save to flee). 4 Guard. +3 slots. |
6 |
Wizard |
Wild but very fast (even in Tough terrain). Rides light. 4 Guard. +2 slots. |
4. EDUCATOR
You are a teacher at heart. You analyse and study the wisdom of the ancients and impart it to students -- and you yourself are of course still a student, for the world is full of things to learn.
Guild Membership
You are a fellow of the Oz Academy.
Starting Gear
- 3d6 green pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Blank slate
- Chalk
- Cane (d6)
- Academic regalia in cloth-of-emerald (1 armor, bulky)
WHAT BOOK DO YOU POSSESS THAT YOU DON't SHARE WITH YOUR STUDENTS?
d6 |
What book do you possess that you don't share with your students? |
1 |
The Emerald Enigma. Bound in green velvet. Said to be comprehensive guide to the hidden secrets and magical properties of the Emerald City - but, of uncertain provenance and reliability. |
2 |
The Wicked Chronicles. Wrapped in black silk. Contains detailed accounts of the Wicked Witches' spells and their dark histories. |
3 |
The Clockwork Compendium. Encased in a brass cover. Describes the intricate workings of mechanical beings of Oz. |
4 |
Herbarium Ozianum. Bound in living leaves. Catalogs the magical plants of Oz, including their uses and dangers. |
5 |
Cyclones and How to Spot Them. Covered in storm-gray leather. A storm chaser's diary, claiming to catalogue the magical cyclones that transport beings to and from Oz, including their origins and effects. |
6 |
The Forbidden Forest. Wrapped in bark and vines. Details the dark and dangerous creatures that inhabit the forests of Oz, and the spells to control them. |
WHAT EDUCATIONAL AID ALWAYS COMES IN HANDY?
d6 |
What educational aid always comes in handy? |
1 |
Magic Chalk: Allows you to draw diagrams and symbols that come to life. |
2 |
Accountant's Abacus: This small brass abacus performs instant calculations, tracks resources, and predicts financial trends. |
3 |
Animated Flashcards: Flashcards that animate to demonstrate concepts and ideas vividly. |
4 |
The O to Z: A small book of maps that shows the shortest distance between two points using available transportation and contains tidbits of information about points of interest. |
5 |
Student's Friend: A propelling pencil that writes by itself, taking notes and summarizing key points during lectures. |
6 |
Illusion Projector: A device that projects realistic illusions to illustrate complex subjects. Short range. |
5. ENGINEER
You love to make things work and you've been training since you were young. Maybe things go wrong sometimes. Maybe you're a little too keen. Or maybe everyone else lacks your vision.
Guild Membership
You are a member of the Company of Engineers.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Battery-powered Lantern
- Oil Can (6 uses)
- Needle-knife (d6)
- Protective Gloves (petty)
WHAT WENT HORRIBLY WRONG?
d6 |
What went horribly wrong? |
1 |
There was an explosion, and you lost your sense of smell. Well, almost: you can sniff out gold as a pig does truffles. Take a Tin of Snuff (6 uses) to dampen the impact. Use it every day or become deprived. |
2 |
You dematerialized a beloved pet. Now it follows you around, invisible but always present. Although it cannot interact with the physical realm, you are able to share its senses. (Add a Fatigue each time.) It follows basic commands. |
3 |
You were exposed to a long-acting truth serum whose effects have yet to wear off. The disorder has its advantages: you cannot repeat lies youâve heard, either. |
4 |
You were adept at creating fake gold, which is almost as good. Eventually, your ruse was discovered, and you had to make a hasty retreat. Take a heavy Metal Ingot and Gold Powder (3 uses). |
5 |
Your alchemical recipe worked, but a rival stole the blueprint before your claims could be proven. Take a prototype Blunderbuss (d12, blast, bulky) that takes one round to reload, and a taste for revenge. |
6 |
Ridiculed for discovering how to turn gold into lead, you were a laughing stock. Take a bottle of Universal Solvent (2 uses) that dissolves anything it touches into its constituent parts. |
WHAT MARVEL IS THE PRODUCT OF YOUR LATEST INGENUITY?
d6 |
|
What marvel is the product of your latest ingenuity? |
1 |
Pyrophoric Gel |
A sticky green fluid that catches fire when exposed to air. It lasts for 8 hours and cannot be extinguished. |
2 |
Blast Sphere |
A head-sized iron ball filled with explosive powder that detonates on impact. d12, blast, bulky. |
3 |
Aqua Vita |
Purifies any liquid, converting it to pure water. Drinking it cures 1d6 Heart. 1 use. |
4 |
Mimic Stone |
Records a short phrase that can later be played back. |
5 |
Spark Dust |
Ignites easily and quickly. Useful for starting a fire or as an incendiary device. 3 uses. |
6 |
Handy Helper |
A miniature clay replica of yourself that follows your every command. It hates being enthralled to you and complains bitterly whenever possible. Any damage done to the homunculus is also done to you. 3 Guard, 4 Heart, 13 Brain, 5 Courage |
6. FARMER
Protectors of the harvest, defense against pests, thieves, and beasts. A position of great honor, while it lasts: many farmers do not live out their natural lives. Roll a second time on the Bonds table. You are a member of the Farmers' Union.
Guild Membership
You are a member of the Farmers' Union.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Denim jacket (1 Armor, bulky)
- Rifle (d6)
- Hatchet (d6)
- Repellent (pick the type, 3 uses)
WHAT GOT THE BETTER OF YOU?
d6 |
What got the better of you? |
1 |
A voracious swarm of pests that swallowed crops and animals alike. With nothing to defend, you left. Take Gale Seed Extract (3 uses). Ingesting it lets you sprint with a speed four times your regular rate. Afterward you add two Fatigue. |
2 |
A playful fireling elemental. The fires consumed nearly everything, and afterward you were able to gather a pouch of Fireseeds (d8, blast, 4 uses). |
3 |
An antlered, toothy phanfasm that nearly ended you. Take a blood-stained Bone Knife (d6). On Critical Damage, its next attack becomes enhanced from contact with blood. |
4 |
The Withering, a type of stem rot. Take a Diseased Crop (6 uses) that quickly decays any plant it touches. |
5 |
Wheelers, or so you thought. You are now a Freewheeler [8 Guard, 15 Heart, 14 Brain, claws (d6+d6), bite (d8)]. Your Courage remains the same. You can turn to a Wheeler at will (once per day) but must make a Courage save to revert. Anyone left alive from your attacks must make a Courage save to avoid Freewheeling themselves. |
6 |
Crop thieves. Not all of them survived, but you were outnumbered. Start with +d4 Guard and a Bowie Knife (d8). |
d6 |
|
What tool saved your life? |
1 |
Bloodvine Whip |
d8 damage. On Critical Damage, it drains the targetâs blood, granting the weaponâs next attack the blast quality |
2 |
Clatter Keeper |
A hand-cranked device that emits a loud noise, frightening away most creatures. |
3 |
Sun Stick |
Provides ample warmth and light for up to one hour. Recharge: Leave in heavy sunlight for a full day. 1 use. |
4 |
Root Tether |
When thrown, binds a creature as large as a wolf to the soil for a short time. |
5 |
Greenwhistle |
A small flute that calms plants, making passage through areas heavy with plant life a bit easier. |
6 |
Everbloom Band |
A circlet adorned with flowers that never wilt. On Critical Damage, the flowers dissolve into dust, but you act as if your save succeeded (Heart loss still occurs). |
7. FOREIGNER
An odd birthmark, a strange smell: somehow, the touch of elsewhere still lingers. Wherever you are, you have trouble fitting in. Roll on the Omens table (even if youâre not the youngest player), but keep the results private for now.
Guild Membership
You are a member of the Lollipop Guild.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Salt Pouch
- Heirloom Amulet (petty, glows in the presence of magic)
- Sling (d6)
- Dagger (d6)
WHO TOOK YOU IN?
d6 |
Who took you in? |
1 |
A park ranger. You were both quite happy, until it all ended. Take a Rifle (d8) and a Leather Jacket (1 Armor). |
2 |
A wizened apothecary, who taught you the healing arts but maintained a clinical detachment. Take a Healing Unguent (restores d4 Heart, 1 use). |
3 |
A country club cook, who taught you about edible plants. When it came time to leave, you took with you only a Cast-Iron Frying Pan (d8) and left a promise that one day you would return. |
4 |
A gruff dragon mechanic from Thi. You were always kept at armâs length. Now the garage is shuttered, and youâve moved on. Take a Mechanicâs Apron (petty) and a Welder's Outfit (2 Armor, bulky). |
5 |
A troupe of traveling entertainers. For a time, they were like family to you. One day you woke up and they were gone with no explanation. Take a Storybook, a Dagger (d6), and some burning questions. |
6 |
An assistant to the Gillikin Warden. When their rules became too strict, you snuck away. Take a Purple Cloak (warm, petty) and a Spellbook of Control Plants. Control Plants: Nearby plants and trees obey you and gain the ability to move at a slow pace. Leaves grow along the spine, and it smells faintly of decay. |
WHAT KEEPS BAD TIDINGS AT BAY?
d6 |
|
What keeps bad tidings at bay? |
1 |
Pipeweed |
Your good luck charm. Conversations tend to flow more easily after a smoke. 6 uses. |
2 |
Stink Jar |
Shattering this jar releases an odor so foul all nearby must make a Heart save or immediately vomit. 1 use. |
3 |
Ivy Worm |
A green worm often mistaken for a weed. Swallowed whole, it absorbs any toxins or rot in the body before exiting through the usual way. |
4 |
Dream Stone |
A smooth blue stone that helps recall dreams more clearly. Overuse can cause dream-addiction. |
5 |
Drowning Rod |
A finger-sized wooden stick that doubles in size each time it is fully submerged in water. It does not shrink down again. |
6 |
Rabbitâs Foot |
You were wearing it when they found you. They say it is the foot of she who left you and that it protects you from witch magic. Petty. |
8. TOUR GUIDE
You know the secrets of the Emerald City, its highways and byways, its parks and factories, its restaurants and amusement parks.
Guild Membership
You are a member of the Key to the City.
Starting Gear
- 3d6 green pennies
- Rations (3 uses)
- Battery-powered flashlight
- Guide's signal flag
- Picnic basket with sharp knife (d6)
- Healing Salve (restore 1d4 Heart, 1 use)
- Guide's whistle (Locate trailhead: shows a magically marked path back to a fixed point when blown). Also functions as a normal whistle.
WHAT FORGOTTEN SECRET ABOUT THE EMERALD CITY DID YOU DISCOVER WHILE RESEARCHING YOUR TOURS?
d6 |
What forgotten secret about the Emerald City did you discover while researching your tours? |
1 |
You learned that there is a whole set of tunnels under the Warren -- most are used by bunnyfolk, but some are older. Take a Head-mounted lantern and a spool of twine |
2 |
You found out that many of the Emerald City's jewels are actually enchanted glass. Take a Shard of Enchanted Glass (d6). |
3 |
You got permission to explore some of the interesting tunnels used by the maintenance guilds. Take a Key to the Waterworks (opens some maintenance hatches in the city). |
4 |
You learned that no one actually knows how deep Lake Quad is. Take a depth guage and a fishing pole (d4). |
5 |
You found plans for an Underground station that was completed but never connected in the old station museum collections. Take glasses that let you see in the dark and a short-range two-way radio set. |
6 |
You found a network of fountains that turn on for exactly five minutes at ten minute intervals. Take a waterproof wristwatch. |
WHAT MAKES YOUR TOURS UNFORGETTABLE?
d6 |
|
What makes your tours unforgettable? |
1 |
Charismatic Storytelling |
Your engaging stories and anecdotes captivate your audience. Take a copy of The Unofficial O to Z a satirical guide to the city with extra lurid details. |
2 |
Exclusive Access |
You have access to areas of the city that are off-limits to most. Gain a Special Access Pass (allows entry to some restricted areas). |
3 |
Historical Artifacts |
You carry replicas of Ozian relics that you use to illustrate your stories. Gain a set of Replica Relics (can be used to educate or distract). |
4 |
Magical Demonstrations |
You perform small "magical" tricks to entertain your guests. Gain a set of Magic Props. |
5 |
Exciting Conveyance |
You give tours aboard an paddle boat or "dragonette" as they are known. Gain a dragonette key (seats six). |
6 |
Staged Excitement |
Your "dangerous tours" involve staged criminal activities such as hold-ups or kidnappings, in which you drive off the ne'er-do-wells. Gain a prop gun and a tour license from the local Watch. |
9. HUCKSTER
You are a purveyor of dreams taken physical form, a poet of commerce, a maestro of merchandise. Buying, selling, and wrapping things up in a beautiful package (metaphorically and physically) seems to come naturally to you.
Guild Membership
You are a member of the Mercantile Guild.
Starting Gear
- 6d6 green pennies
- 3 meal coupons at a neighbourhood restaurant
- battery-powered promotional flashlight
- sandwich board (+1 Armor)
- colorful paints (3 uses)
- strong silk ribbon (25 feet)
- sharp scissors (d6)
WHAT DUBIOUS PRODUCT LINE DID YOU RECENTLY SELL?
d6 |
What dubious product line did you recently sell? |
1 |
Rare and colorful fish, only slightly venomous.Take a jar of glowing fish scales (can be used as a light source or a distraction). |
2 |
Real "ivory" canes. Take a walking stick (d8) carved with a promotional message and including a hidden compartment (can store small items secretly). |
3 |
Cheap wooden toys. Customers complained they came to life. Take a "Baby Gargoyle" toy (animates at night, is friendly to you). |
4 |
Fashionable patent hats. Take a "Smart Hat" (provides a temporary intelligence boost but causes a headache afterward). |
5 |
Flashy but poorly made shoes. Take a pair of natty "Speed Spats" (temporary speed boost, three uses). |
6 |
Snappy rackets. Take a tennis racket and three balls (d8). 2 in 6 chance a racket string will snap after hitting a ball. |
WHAT KEEPS CUSTOMERS COMING BACK, EVEN THOUGH THEY MIGHT HAVE BEEN DISAPPOINTED BEFORE?
d6 |
|
What keeps customers coming back, even though they might have been disappointed before? |
1 |
Unmatched Charisma |
Your charm and persuasive skills are well-nigh irresistible. |
2 |
Neighbourhood discount club |
You offer deals that are too good to pass up. Take a set of discount tokens (3 tokens). |
3 |
Entertaining Performances |
Your sales pitches are a spectacle. Take a set of juggling balls (can be used to entertain or distract). |
4 |
Reliable Repairs |
You offer free repairs for broken items. Take a repair kit, which can be used to fix small items (3 uses). |
5 |
Mystery Boxes |
Every purchase comes with a mystery box that piques curiosity. Take a deluxe mystery box (contains three random items). |
6 |
Personalized Service |
You remember every customer and their preferences. You often have a chance to remember something about key NPCs. |
10. MECHANIST
You are known by the smell of molten metal and the jingle of tin. You are no mere merchant but an artisan of fire and metal.
Guild Membership
You are a member of the Brotherhood and Sisterhood of Mechanists.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Torch (3 uses)
- Pincers
- Roll of Tin
- Gloves (petty)
- Hammer (d6)
WHAT IS YOUR TRADE?
d6 |
What is your trade? |
1 |
You build small contraptions for local guilds (and donât ask too many questions). Take an extra 40gp and a wanted poster with your face on it. Given time and materials, you can open almost any door or vault. |
2 |
You deal in home goods and tools, hawking your wares to townspeople across the lands. Take 20gp worth of items from the gear table. You are fluent in the Travelerâs Cant. |
3 |
You were a military smelter, before peace destroyed your livelihood. Take a smelting hammer (d10, bulky) and a tin helm (+1 Armor). Given time and adequate materials, you can repair armor. |
4 |
You sell rare and quality items to wealthy and middle class alike. Take a Spyglass, a Necklace (petty) worth 20gp, and a Scroll of Mirrorwalk (petty). |
5 |
You offer protection as a service, quietly watching for threats as money exchanges hands. You start with +d4 Guard, and carry a Bayonet (d10, bulky) and a Leather Jacket (+1 Armor). |
6 |
You scavenge raw tin and iron from busted machines. Start with a young Donkey (+4 slots, slow), a Crossbow (d8 damage, bulky), and a Saw (d6). |
WHAT NEVER FAILS TO GET YOU OUT OF TROUBLE?
d6 |
|
What never fails to get you out of trouble? |
1 |
Fire Eggs |
Six small pellets made of sea salt, wood, and crockery-dust. They explode at low heat (d8, blast) but the flames dissipate quickly. |
2 |
Black Tar |
Versatile: both sticky and highly flammable. 3 uses. |
3 |
Spiked Boots |
Cracks heads (d8) as easily as it does ice and muck. Travel is also a bit slower, but easier. |
4 |
Tinkerâs Paste |
Seals shut any fist-sized opening. 3 uses. |
5 |
Fireworks |
A dazzling albeit dangerous display. Enough explosive material to blow off a finger or three. 2 uses remain. |
6 |
Carrion Cat |
A clever pet, small enough to hide in your pack (bulky), but strong enough to scare off smaller predators. Snarky. Requires one Ration a day, and it must be meat. |
11. MEDIUM
You are a half-rainbow, perhaps, or maybe a half-starlight. Born of both the mortal world and the unseen, you are an enigma to some and feared by many. Yours is the tale of what happens when two worlds collide.
Guild Membership
You are marked by the Eye of Illumination.
Starting Gear
- 3d6 green pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Spellbook (Scry: You can see through the eyes of a creature you touched earlier today.The ownerâs eyes turn milky-white for an hour after use.)
- Iron Knife (d6)
- Herbs Pouch (restore 1 Heart, 3 uses)
- Voluminous veil (petty)
WHAT KEEPSAKE DO YOU HAVE FROM YOUR UNUSUAL PARENT?
d6 |
What keepsake do you have from your unusual parent? |
1 |
A Black Rose Fiddle (bulky). Its music causes intense sadness and immobility in nearby mortals. (Others are merely fascinated.) You donât know how to play. |
2 |
Misty legs. You are extremely light, and can fall a few stories without getting hurt. Try to avoid strong winds and fans. |
3 |
A Phanfasm that dwells within you but manifests whenever you are in danger. It has your same Attributes and Guard and attacks with claws (d8+d8). It disappears on Critical Damage (take 1d4 Courage damage), re-appearing again on the next full moon. |
4 |
A Raven Familiar [8 Guard, 3 Heart, 11 Brain, 13 Courage, beak, (d6)]. It speaks as an intelligent being and is entirely devoted to you. |
5 |
A Briar Thorn. It can pierce any organic material (quite painfully) but when removed leaves no trace of the intrusion. |
6 |
A tail hair from a Unicorn. Use it to summon its owner for an act of great service, but only once. It could also fetch a hefty price, from the right buyer. |
WHAT CONCOCTION DO YOU CARRY, AND WHAT RARE INGREDIENTS DID YOU GATHER TO MAKE IT?
d6 |
|
What concoction do you carry, and what rare ingredients did you gather to make it? |
1 |
Rebirth Ash |
Remnants of a bark spirit. Sprinkle to reignite a fire that has died or return to life a creature that has died only moments before. 3 uses. |
2 |
Glamour Feather |
Plume of a firebird. Can make any creature appear convincingly as someone (or something) else. 1 use. |
3 |
Hawthorn Seed |
An acorn from the other side, gathered on the spring equinox. When planted, it sprouts a luxurious shelter, collapsing at moonrise the next day. 1 use. |
4 |
Stonetree Sap |
Sap obtained in exchange for blood. Hardens when rubbed on any surface (+1 Armor). 3 uses. |
5 |
Nightdust Powder |
Made from the ritual burning of six owls. When tossed in the air, day turns to night for a short while. 2 uses. |
6 |
Hex Stone |
Gathered from a river that flows from the other side. Removed from its iron tin, it can absorb the effects of an active magical effect. If destroyed, the magic is released. 1 use. |
12. MINER
You follow the whisperings of the deep earth, the rhythmic pulse of the mycelium forest that grows beneath the surface. The dark holds no terror for you. Also, you really love rocks.
Guild membership
You are a member of the League of Underground Workers
Starting Gear
- 3d6 green pennies
- Rations (3 uses)
- Pick (d6)
- Candle Helmet (+1 Armor, dim, 6 uses)
- Rope (25ft)
- Metal Pail
WHAT STRANGE MINERAL DID YOU DISCOVER?
d6 |
What strange mineral did you discover? |
1 |
Audiolium. Resembles aluminum ore, but when exposed to light, it screams so loudly that all nearby attacks (including your own) are impaired. 2 uses. |
2 |
Luminite, also called Miner's Hope. A crystal with a dull pulsing glow. When crushed, it creates a cold blue light for a short while. 2 uses. |
3 |
Venomstone. A pretty crystal of white that resembles a flower. Highly toxic and very rare (worth 50gp to assassins). Illegal pretty much everywhere. 1 use. |
4 |
Miner's Arsenic. Exposure to its aroma causes intense nausea and vomiting. Either way, it clears the room. Bottled (1 use). |
5 |
Minimium. Powdered and made into a paint, paint it on your skin to shrink to the size of a mouse (only works on living beings). (Your belongings stay the same size.) You return to normal size within the hour, often in fits and starts. 1 use. |
6 |
Soul gem. A peculiar crystal found only in ancient burial sites. Gaze at it for 10 minutes to restore d6 Courage, after which it cracks and cannot be used again. You will dream of the dead and their stories. |
|
|
WHAT KEEPS YOU SANE, EVEN IN UTTER DARKNESS?
d6 |
|
What keeps you sane, even in utter darkness? |
1 |
Glowsnail |
Casts a soft, bioluminescent light. Feeds on one ration every two days. |
2 |
Silk Moth Shawl |
A weatherproof blanket, it can also douse a fire without being damaged. |
3 |
Milkflower |
A gentle stimulant. Chewing it makes you immune to panic for the next hour. 3 uses. |
4 |
Luxcompass |
Hums softly as it moves closer to the Sun. Eventually the noise becomes unbearably loud. |
5 |
Sloth-Tarp |
A tough and weatherproof fabric, useful for hanging off trees. When inside, you have +1 Armor. |
6 |
Minerâs Grease |
Great for dislodging a gem, tool, or limb from a tight crack. Highly explosive. 3 uses. |
13. MUCKRACKER
You are a keen discoverer of information, digging up scandal and conspiracy and holding it up to the light of truth for your readers.
Guild Membership
You are a member of the Newspaper Guild.
Starting Gear
- 3d6 green pennies
- Rations (3 uses)
- Flashlight
- Propelling pencil and leads
- Notebook
- Letter opener/knife (d6)
- Press pass (petty)
WHAT STORY DID YOU SIT ON INSTEAD OF PUBLISHING?
d6 |
What story did you sit on instead of publishing? |
1 |
You found a hidden ledger itemizing a corrupt official's secret dealings. |
2 |
You found an old Merchant's Guild map showing secret entrances to the Nome Kingdom, marking where jewels were extracted. |
3 |
You found a spellbook belonging to a powerful sorceress that implicates her in dark magic. |
4 |
You discovered a scandal within the Newspaper Guild itself, and you gain a network of informants within the guild. |
5 |
You have the evidence of a forbidden love affair, and you gain a token of gratitude from one of the lovers. |
6 |
Someone sent you a coded document detailing a conspiracy at the highest levels of the land (requires deciphering to fully understand). |
HOW DO YOU KEEP YOUR SENSITIVE NOTES SECRET?
d6 |
How do you keep your sensitive notes secret? |
1 |
Invisible ink: You use a special ink that only becomes visible under certain conditions. You gain a lemon and a candle. |
2 |
Coded language: You have developed a unique code that only you and a few trusted individuals can decipher. |
3 |
Film: You photograph your notes with a box camera and then destroy them, but you can make prints from the negatives, which can be easily hidden and transported. |
4 |
Memory palace: You use a mental technique to store sensitive information in your mind, recalling it only when necessary. |
5 |
. |
6 |
Disguised as mundane notes: You hide sensitive information within seemingly ordinary notes or articles, making it difficult for others to notice. |
14. PHYSICIAN
Modern medicine has enabled wonders that our ancestors could only dream of, and you extends this power to its utmost.
Guild Membership
You are a member of the Society of Physicians.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Bonesaw (d6)
- Bandages (3 uses)
- Aspirin (restores 1 Heart, 3 uses)
- Stained Medical Finery (petty)
HOW HAVE YOU "IMPROVED" YOURSELF?
d6 |
How have you "improved" yourself? |
1 |
You have a replacement eye that can magnify objects, act as a telescope, and provide minimal night vision. You cannot wear anything metal on your head, and the presence of strong magnets make you deprived. |
2 |
One foot is mostly metal (kick, d6), and you treat some Tough terrain as Easy. Carry a Oil Can (6 uses). Without a daily application, you are deprived and noisy. |
3 |
One of your fingers has been swapped, the bone replaced by gold and iron. Take a Hook and a Screwdriver that can attach to the fingertip. |
4 |
Both ears have been surgically enhanced, tripling your hearing. You can focus on a specific sound, such as a conversation, at a great distance. You wear an ear flap to protect against sudden loud noises (Courage save to avoid temporary paralysis). |
5 |
Your chest is lined with alchemical sigils, toughening the skin (1 Armor). Wearing other metallic armor nullifies the effect. |
6 |
One arm is fully metal and comes off at the shoulder. It can be used as a weapon (d8, bulky when not attached) and can move independently if you are within sight of it. |
d6 |
Tool |
What rare tool is essential to your work? |
1 |
Limbex |
Regrows a body part over the course of a day. 1 use. |
2 |
Graftgrub |
A small worm that can fuse inanimate objects with parts of the body. 1 use. |
3 |
Miracle Salve |
Heals wounds from fire or chemicals (restoring full Heart) but nothing else. 2 uses. |
4 |
Coca leaves |
A stimulant. Go first in combat, and automatically pass any Courage saves for one hour. Addictive: Save Heart or become deprived after 24 hours without it. 4 uses. |
5 |
Pneuma Pump |
Portable iron lungs (bulky). Enables life-saving surgery or underwater breathing. |
6 |
Lodestone |
Draws out dangerous elements from the body and acts as a powerful magnetic force. |
15. QUACK
Wits are your sharpest weapon, a facade your strongest shield. But when you do lose, you lose badly.
Guild Membership
You are a member of the Possibilitarians' Association.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Cart (+4 slots, bulky when pulled)
- Trick Playing Cards
- Fancy Hat (petty)
- Cane Sword (d6)
HOW WAS YOUR FRAUD EXPOSED?
d6 |
How was your fraud exposed? |
1 |
Your âpatientsâ kept reporting miraculous recoveries, despite your lack of training. Start with Bandages (3 uses) and a knack for healing. |
2 |
After seducing a wealthy patron, their family hired a criminal gang to retrieve you. You got away and need to lay low. Start with Beauty Cream, 2 uses. Apply to appear irresistibly beautiful for the next 12 hours. |
3 |
You were a peddler of fake prophesies, but when one turned out to be true, it drew unwanted attention. Roll on the Omens table, but keep the result to yourself. Start with a concealable Knife (d6, petty). |
4 |
Your latest stunt destroyed a priceless artifact and injured a dozen bystanders. Start with a Captainâs Uniform (petty), a Ceremonial Sword (harmless, 60gp), and a Bouquet of Flowers. |
5 |
You unknowingly handled (and accidentally destroyed) something of great magical power. Magic acts unpredictably in your hands (Courage save to avoid disaster). If you are the target of magic, the same applies to its wielder. |
6 |
Your âseancesâ with the dead were in actuality a ruse involving a cleverly hidden spellbook of Auditory Illusion. Inevitably, a patron discovered your secret. Start with the Spellbook and a bundle of scarves. Auditory Illusion: You create illusory sounds that seem to come from a direction of your choice. Produces random and occasionally inopportune sounds throughout the day |
WHAT KEEPSAKE COULD ALWAYS IDENTIFY YOU?
d6 |
|
What keepsake could always identify you? |
1 |
Royal Crest |
Born into royalty, you chose a different life. The crest grants you access but also alerts your family of your whereabouts. Petty. |
2 |
Miracle Oil |
A smelly, slippery concoction. 2 uses. |
3 |
Surgeonâs Soap |
A lye and ash block that makes skin temporarily transparent, revealing the anatomy within. 4 uses. |
4 |
Goat Powder |
Derived from the placenta of a baby goat. Temporarily cures any affliction, but symptoms return within hours. |
5 |
Cursed Sapphire |
Worth 200gp, it noticeably returns to your pocket shortly after you spend it. You canât seem to get rid of it. |
6 |
Alchemical Tattoo |
A dog, cat, or bird that can leave your body on demand. It follows your commands to the best of its abilities and can pass its injuries (as Heart loss) back onto you. Petty. |
16. SHOW BUSINESS
What inspires the soul more than song, words, and spectacle? Why practice for years to master the arcane when youâve already got real magic inside?
Guild Membership
You are a dues-paying, card-carrying member of the Union of Entertainers.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Costume
- Simple Instrument (Harmonica, Spoons, etc.)
- Lucky Jacket (+1 Armor)
- Sling (d6)
d6 |
What happened at your final performance? |
1 |
Despite your training in the deadly arts, an actor died and you were blamed. Take a stage Rapier (d6) and a false identity. |
2 |
The crowd loved your catchy tune about a noble and his romantic failings. The noble in question, not so much. Take the Read Mind Spellbook and a warrant for your arrest. Read Mind: You can hear the surface thoughts of nearby creatures. Long-term possession can cause the reader to mistake the thoughts of others as their own. |
3 |
Your debut composition reduced the audience to a gibbering mess, murmuring of bright creatures descending from the night sky. Later you noticed that the notes resembled stellar constellations. Take a Book On Astronomy, and a lot of questions. |
4 |
You mocked a visiting magician and were cursed for it. You speak only in perfect rhyme. Ironically, this has only made you more popular among your peers. Take a Thesaurus (20gp). Without it, you are deprived. |
5 |
You were scarred in an on-stage accident. The crowd cheered, thinking it was part of the act. Take well-worn Stage Mail (1 Armor), a memorable scar, and a fear of applause. |
6 |
Your respectable puppeteering skills were matched only by your mimicry. After you mimicked the head of the theater, your former colleagues were done with you. Take an Uncanny Hand-Puppet and a **Rabbit Skull (petty) that protects against charms. |
WHAT PROP WERE YOU UNABLE TO LEAVE BEHIND?
d6 |
|
What prop were you unable to leave behind? |
1 |
False Cuffs |
Comfortable, realistic-looking cuffs. Only you know the trick to get out of them. |
2 |
Pocket Theatre |
A set of small puppets and a folding stage. Good for quick distractions. |
3 |
Ghost Violin |
A dark-gray violin that plays a haunting tune, mirrored by an invisible, distant twin. |
4 |
Tragic Tales |
Banned in proper company, this book becomes less bawdy and more harrowing towards the end. Worth 100gp. |
5 |
Phamtastic Mask |
A plaster mask that allows one to take on a monsterâs countenance. Once it comes off, add a Fatigue. |
6 |
Rebreak Glass |
A wine flute that can be broken multiple times, reforming after 24 hours. Makes a really loud noise. |
17. SOCIALITE
At home with the great and the good, you flit from one exclusive entertainment to another. You know everyone, and everyone knows you.
Guild Membership
You are a member of the Emerald Club.
Starting Gear
- 3d6 Green Pennies
- 2 sets of Party Clothes (petty)
- A pair of opera glasses with Radium trim (proI reduce a dim glow)
- A ticket to the upcoming exhibition
- A pearl-handled pistol (d6)
- A set of Wheeler-skates (all the rage!)
WHICH FAD DID YOU INTRODUCE TO SOCIETY WITH DISASTROUS CONSEQUENCES?
d6 |
Which fad did you introduce to society with disastrous consequences? |
1 |
Chewing Gum. Take a flask of sovereign solvent (6 uses), which unsticks all manner of things. |
2 |
Board Games. Take a bag of marbles, a bag of sharp metal playing pieces (d4 if you step on them), and a wad of counterfeit bills (easy to confuse with paper money). |
3 |
"Dragon" Racing. Take a driving helmet (1 Armor) and an outrageously long scarf (25 feet). (Dragons are autonomous carts). |
4 |
Unicycle Jousting. Take a spell scroll of Multiarm (You temporarily gain an extra arm.After use, the caster is wracked with phantom limb syndrome for a day.) and a lance (d8, bulky). |
5 |
Phanfasm Baiting. Take a tin foil hat, a magic lure, and a Radium knife (d6). |
6 |
Home Brickmaking. Take a bag of cement powder (add water, sets in 5 minutes), a trick brick with a concealed chamber, and a brick-on-a-stick (d8, bulky). |
WHAT MAKES PEOPLE DESPERATE TO KNOW YOU?
d6 |
|
What makes people desperate to know you? |
1 |
Beauty |
You know the secret to keeping mind and body in top form. Take "The O to Z Diet Plan" and a jar of Mindfulness cream (roll twice on Courage saves and take the higher number - one use only). |
2 |
Society |
You can make a party appear out of seemingly nowhere. Take a portable party kit (decorations, snacks, music, invitations), and a scroll of Visual Illusion (A silent, immobile, room-sized illusion of your choice appears.Filled with rich, colorful pages very much like a childrenâs bedtime story.) |
3 |
Gossip |
You know things about other people -- and are prepared to trade that information. Take an inconspicuous notebook and a cipher key. Roll again on the Bonds table. |
4 |
Wealth |
Your investments always pay off. Gain a folder of pitches from up-and-coming businesses, 6d6 gold and roll again on the News Clippings table. |
5 |
Taste |
You are a fashion leader, and whatever you wear, people will believe it is the latest fashion. Take a box of three hats. |
6 |
Influence |
Your opinions are sought and respected. The party increases its TOTO score by 1 whenever your are a member. Gain an invitation to the castle or keep of a District Warden. |
18. SOLDIER
You once swore an oath to protect the borders and the princess, and to protect Oz and all her citizens. Even though your Army days are behind you, in your mind the oath still stands.
Guild Membership
You are a member of the Veteran's Association.
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Battery-powered flashlight
- Oil Can (6 uses)
- Bayonet (d10, bulky)
- Hardened Leather Jacket(1 Armor)
WHY DID YOU JOIN THE ARMY?
d6 |
Why did you join the Army? |
1 |
It seemed like fun, and then you discovered you were good at it. When taking the Supply action, your yield increases by one step (e.g. 1d4 > 1d6). |
2 |
As a convict, the army was simply a means of avoiding punishment. Take a set of Lockpicks and the Key (petty) to a safehouse. |
3 |
You were born into a wealthy family but you grew to despise it. Take a Goosefelt Tarp (fits two) that you stole before leaving home. |
4 |
When your family lost everything, you joined the army to avoid becoming a burden. Take extra Rations (3 uses) and a brace of Throwing Knives (d6). |
5 |
Your life was saved by a member of the Army of Revolt, and you were inspired to join their ranks. Take a Snare Trap and a Sketchbook filled with detailed drawings. |
6 |
You were in a dark place and decided that your life needed a little direction. Youâre still not so sure it was the right choice. Take an Oilskin Coat and Mapping Paper. |
WHAT TOKEN DO YOU CARRY FROM YOUR DAYS OF SERVICE?
d6 |
|
What token do you carry from your days of service? |
1 |
Impressive Pin |
A metal badge of honor from the Guard. It can open doors but leaves a trail. Petty. |
2 |
Oath Compass |
Points not towards North, but instead to the nearest member of the Guard. It also lets you know when theyâre getting close. |
3 |
Pullstones |
Two jet-black stones. When separated, the stones will always roll toward one another. |
4 |
Fireflask |
Highly alcoholic, yet strangely delicious. When thrown, it creates a wall of flames 10ft high that burns out after a few minutes. 1 use. |
5 |
Pain Band |
Touch an injured creature to transfer their wounds to you. (Exchange their lost Heart with your own.) Recharge: Wear the ring while in perfect health. You will lose 1 Heart, permanently. Petty. |
6 |
Poacherâs Woe |
Strongly-scented arrows (3 uses). The scent is powerful enough to track with ease. |
19. STEWARD
You are a mere digit on the unerring hand of justice. You go where others fear to tread, unyielding and unbroken. Roll a second time on the News Clippings table.
Guild Membership
You are a member of a particular Watch (see below)
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candlestick (3 uses)
- Watcher's Uniform (petty)
- A Flask of Strong Drink (restores 1 Courage, one use)
- Silver Knife (d6)
- Rifle (d8, bulky)
TO WHICH WATCH DO YOU BELONG?
d6 |
To which watch do you belong? |
1 |
Day Watch. Take a Pocket Leyfinder. It points to nearby ley lines and other sources of arcane power. If you lose it, the punishment is expulsion from the watch and imprisonment. |
2 |
Night Watch. Take a Star-Iron Mace (d8). It shines faintly in darkness and becomes very hot in the presence of witchcraft. |
3 |
Wild Watch. Take a short sword (d8) and Studded Leather Jacket and Helmet (2 Armor, bulky). You have contacts in most towns (the more rural, the better) willing to provide aid, food, or even weapons. |
4 |
Personal Watch. Take a Voidglass Shard. Peer through it to see invisible marks, creatures, and other magical effects. Lose the use of your eye for an hour afterwards (you are deprived). |
5 |
Hidden Watch. Once per day, you can change into a wolf. Take a Quicksilver Chain. Without it, you are unable to shift back. |
6 |
Fire Watch. Take a Quell Stone (2 uses) wrapped in burlap. Extinguishes any nearby flames once exposed to air. |
WHICH VIRTUE HAVE YOU SWORN TO UPHOLD IN ORDER TO UPHOLD THE HONOR OF THE WATCH?
d6 |
Which virtue have you sworn to uphold in order to uphold the honor of the Watch? |
1 |
Honesty. Choose a weapon type (blunt, blade, etc). Attacks against you of this type are impaired. If your vow is broken, you lose d4 Courage. |
2 |
Purity. You carry the Disassemble Spellbook. Only you can use it. If your vow is broken, it explodes (d12 Heart damage). Disassemble: Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them. Regenerates any torn or defaced pages. |
3 |
Selflessness. You are immune to mind-altering magical effects, such as charm, hatred, frenzy, and so on. If you break this vow, you lose d6 Courage. |
4 |
Mercy. Choose a weapon type (blunt, blade, etc). Attacks with this weapon are enhanced. If your vow is broken, you can never use that weapon type again. |
5 |
Charity. Once per day you can shrug off a Fatigue. If your vow is ever broken, you permanently lose one inventory slot. |
6 |
Valor. The first time you inflict Critical Damage, you receive +d4 Guard, returning to the previous limit at the end of combat. If your vow is broken, you die. |
20. THIEF
You live in the grey space between those who have power and those who donât. You find opportunity where others see only chaos. With nimble fingers, you unburden both the richest merchant and the lowliest guard.
Guild Membership
The Gilded Society
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Torch (3 uses)
- Twin Daggers (d6+d6, bulky)
- Long Leather Coat (1 Armor)
- Lockpicks
- Black Outfit (petty)
WHAT WAS YOUR LAST BIG JOB?
d6 |
What was your last big job? |
1 |
A wealthy personâs summer home. The place was full of fancy wine (+20gp) but not much else. Take Fence Cutters. |
2 |
A bank. (You were caught.) You bear a brand only visible by firelight, and anyone who sees the mark can ask you for a beer. Take Retractable Wires. |
3 |
A guild warehouse. Take a Ladder (bulky, 10ft) and Blinding Powder (1 use). |
4 |
Moneylender. Someone beat you to the job but left behind a Scroll of Arcane Eye (petty). Arcane Eye: You can see through a magical floating eyeball that flies around at your command. |
5 |
Watcherâs quarters. You escaped but left some friends behind. Take Strong Silk Rope (30ft) and a queasy feeling. |
6 |
A university. You were seen but not pursued. You still donât know why. Take Smoke Pellets (3 uses). |
WHAT HELPS YOU STEAL?
d6 |
|
What helps you steal? |
1 |
Catring |
2 charges. Climb up walls and fall safely. Recharge: Place the ring on a stray catâs tail. |
2 |
Gildfinger |
1 charge. A finger glove that mimics any mundane key. Recharge: Bundle it with at least 100gp for a night. |
3 |
Glimpse Glass |
3 uses. A monocle that lets you see through walls or other obstructions. It shatters after the last use. |
4 |
Sweetwhistle |
1 charge. Listeners hear a soft, familiar voice in the distance that they cannot resist following. Recharge: Lose a dear memory. (Describe it.) |
5 |
Vagrantâs Veil |
1 charge. Wear it to blend seamlessly into crowds, appearing as a simple pauper. Recharge: Donate the dayâs winnings to the poor. Petty |
6 |
Reverse Teetotum |
1 use. When spun, time skips backwards 30 seconds. Everyone remembers what happened. |
21. WRESTLER
You perform feats of strength for money. You were good at wrestling humans, sure, but you are great at wrestling beasts. You share a connection with animals that others can only dream of... as long as you don't become their snack.
Guild Membership
You are a member of the Ozian Athletics Federation (OAF).
Starting Gear
- 3d6 Green Pennies
- Rations (3 uses)
- Candle (3 uses)
- Leather Whip (d6)
- Soporific Darts (Heart save or fall asleep, 6 uses)
- Lure
- Rope (25ft)
WHAT CREATURE IS YOUR SPECIALITY?
d6 |
|
What creature is your speciality? |
1 |
Primates |
Take a Quick-Flame Rod and an Oil Can (6 uses). Monkeys (and humans) find the sight of fire irresistible. |
2 |
Felines |
Take a sack of Whiskerwort. Its odor can calm and control even the largest of cats. |
3 |
Canines |
Take a wreath of Wolfsbane and a Large Net. Effective against werewolves as well. |
4 |
Birds |
Take a Warble-Whistle (3 charges). It can imitate any bird call and can even be used to send simple messages. Recharge: Feed a baby bird as its mother would, then blow. |
5 |
Cattle |
Take a Horn that emits a mournful bellow. So long as you play, cattle will seek you out and follow you, even to their deaths. |
6 |
Serpents |
Take a Warming Stone that generates an irresistible heat and a vial of Antitoxin (2 uses). |
WHAT HAVE YOUR LEARNED FROM THE CREATURES OF THE WILD?
d6 |
What have you learned from the creatures of the wild? |
1 |
That there is far more to the world than meets the eye. With quiet concentration, you can borrow the senses of a nearby creature of your specialty. |
2 |
That the behavior of beasts is a language in itself. When observing beasts of your specialty you gain insight into weather patterns and impending disasters. |
3 |
That the pulse of the hunt is a powerful impulse. You have a sense for when predators, even those not of your specialty are near. |
4 |
That the land is a language unto itself. Your chance of becoming lost in a terrain dominated by the beasts of your specialty is reduced by one step (e.g. 4-in-6 becomes 3-in-6). |
5 |
That natureâs symphony can be heard if you attune to its rhythm. When surrounded by creatures of your specialty, they can alert you to approaching danger before it arrives. |
6 |
That survival is all about adaptability. Once per day, you may take on a simple feature from a creature of your specialty (webbed fingers, night vision, etc.). Add a Fatigue each time. |