KingdomsofOoo WoDhack
KingdomsofOoo WoDhack
KingdomsofOoo WoDhack
Alpha Test
Hacked by GremlinLegions
With additional contributions from Jonathan Walton and other
G+ Adventure Time fans
Adventurers!
Well, do you?!
The most difficult step is at the very beginning choosing a Name befitting
an awesome Adventurer such as yourself! One would think it trivial, yes? Yet
so much time is lost waiting for creative minds to find that ever-elusive perfect
name. Dear oh dear.
Thankfully, names must be simple within the Kingdoms of
Ooo! Pick any normal name, or a pets name, or the name of a
food or household object, or some other nonsensical word, and
that is your name!
Add to it a Title an ever-so-brief description
of who or what you are. Perhaps you are Bob
the Wandering Minstrel, or Princess Lasereyes
of the Robot Kingdom, or The Great Big Toe the
Great! Make it fun, make it memorable, and
make it quick, for you shall start playing in
only a few, short minutes!
Talents
Every Adventurer has five numbers that describe how good they are at things
Adventurers doand so do you! You are an Adventurer, after all! We often call
these Talents, and they are a handy way of comparing yourself to others. You
get to spread a generous helping of points on your five tasty Talentsbut only
fifteen points, yes?
When you do something that Adventurers are expected to do, such as swinging
from ropes, kicking a monster, or sweet-talking a pretty face, you get to roll
two dice and add them to one of your Talents to see if you succeed. Which
Talent? Well, that will certainly depend, won't it?
MBrave means you are daring and fearless; use it to leap into danger or face
terrifying monsters.
MLucky means you are curious and imaginative; use it to make a wild guess
or avoid a surprise.
MSmart means you are wise, clever, and probably a bit nit-picky; use it to
solve a puzzle or recognize a lie.
MTough means you are strong, healthy, and sometimes gruff or mean; use it
to lift really big things or beat up monsters with mighty blows!
MWitty means you are alert, talkative, and maybe mischievous; use it to
Distribute fifteen points among your five
Talents, to a maximum score of 6.
catch someone's
attention or make
them believe what
you're saying!
Traits
Some Adventurers can do certain things better than others, maybe even things
no one else can do! There may be things that they struggle with, too! Perhaps one
is adept with a sword and fly through the air, but unable to tell direction; there
may be individuals with magical skill and a collection of ancient artifacts, but
with a secret past that haunts them! I hear these exceptional things are called
Traits, I am certain, and you will choose three of them no no, no more than
that...that would be quite strange!
Your Traits are short phrases that describe the strange things you can and
cannot do. Start with three of the following, and fill in some details if you would
be so kind:
I can __ ...
I like __ ...
I can't __ ...
I know __ ...
I always __ ...
I must __ ...
They can be silly, strange, or even spicy. Talk with your fellow Adventurers first,
and maybe Key-Per too, just to make sure not everyone chooses to be Storm
Wizards with Staves of Wonder. However would you tell each other apart?
Then, add one of the following to each phrase you chose, again slathering on
details like jelly on toast. Don't choose the same one twice! You have so many
options, you should at least try out some different ones! Write them down and
impress your friends with your penmanship!
... because I __ .
... whenever I __ .
... if I __ .
... with my __ .
... instead of __ .
... unlike __ .
Oho, perhaps you would like to know what to do with your Traits, yes?
you roll two dice and add them to a Talent? Well, if you have a Trait that
can help you out, you can roll one more die, and toss away the lowest of
the three! Oh gee!
scientific genius, perhaps you would want to make a mutant taffy monster!
Or maybe you'd want to grant someone's wish with your Glittery Magic! Do
you think your big, sharp, nasty teeth will allow you to chew through that
thick metal door? If Key-Per agrees that this is something your Trait is useful
for, you can try it! It still requires a normal roll, but oh my, the possibilities!
MYour Trait may also include special insight or wisdom about the
What, you don't have any yet? Well, read on, Adventurer...
Level
Experience
There is an ancient and mystical way of showing how much you have learned
during an adventure! Whenever you overcome hardships, failure, defeat, spicy
foods, moral conflict, or other challenging challenges, Key-Per will add a token
of Experience to a shared pool. At the end of an adventure, you and your
friends get to share the Experience, which can be used to increase your Level,
or even add new Traits! You dont get any Experience to start with. I know, I
am sorry about that, getting your hopes up and all. But fret not, for you shall
be earning them soon! Best that these tokens be made of something inedible...
candies are a poor choice, as they will vanish far too quickly! Oh dear...
Alignment
Tell me, dear Adventurer, what drives you on your quests? Why do you do...
whatever it is you do? Think of two or three tasty words that guide your
morality this will be your Alignment! Write them down for posterity...no, not
on your posterior. Ha ha. Silly Adventurer!
What, are you lacking inspiration? Here are some jolly examples of Alignments
that are common in Ooo:
Good
Perhaps you are an orderly and fair Lawful Good, a nit-picky and
argumentative Stubborn Good, a happy-go-lucky but somewhat
Oblivious Good, maybe a friendly and helpful Jolly Good, or a
roguishly scruffy-looking Selfish Good?
Evil
Are you a diabolical Chaotic Evil warlord, a Pervy Evil wizard who
kidnaps potential wives, a ravenous and bloodthirsty Hungry Evil beast,
a plotting and devious Secretly Evil mastermind, or maybe youre just
Not Quite Evil at all?
Neutral
Are you completely uninvolved and detached from the world as True
Neutral, a Contemplative Neutral sage of useless wisdom and advice,
a dangerously unhinged Sociopathic Neutral, an Honorable Neutral
warrior who never fights dirty, or maybe youre an Apathetic Neutral
that just doesnt give a darn anymore?
Others
Don't think of the examples above as some definitive list, my good
Adventurer they are merely the most common Alignments that seem
to get in the most trouble be the most visible. But there are as many as
there are snowflakes in Ice King's beard! You could be an Obsessive
Nerdy librarian, a Daringly Stylish minstrel, someone who's
Stubbornly Nitpicky, or a Whimsically Weird Key-Per!
Stuff
Of course, by now I am sure youre wondering where you can buy gobs of
weapons, armor and other sundry Stuff, yes?
There is no need for such details, you silly Adventurer. Surely, you could not be
a dangerous swordsman if you did not have a dangerous sword, and what kind
of crazed alchemist does not have a pouch of foul powders and vials of potent
potions? These are part of who you are and what you do! If it makes sense to
both you and Key-Per that you would have a specific item, particularly if it is
related to one of your handy-dandy Traits, then you have it. Easy! Make sure,
though, to write down any important Stuff, because you don't want to forget
about them.
You may pick up new Stuff during your travels, too. While you have them, you
treat them like new Traits, as long as the description somehow includes the
Stuff. It could be something like, "I can breathe fire if I drink this bubbling
red potion," or "I always see ghosts except when I take off this magical amulet."
Afterwards, though, if you don't spend some Experience on them, Key-Per will
forget all about them before the next adventure, and they'll be gone forever (or
at least until they become important to a future story). Oh, the loss!
Finally...
What are you waiting for, Adventurer? Are you ready to jump into some daring
quests? Have fun!
Now, take note, dear Adventurer, for only you and your friends will be needing
to roll dice. Whether you are acting upon your own initiative, or in reaction to
someone else's intent, Adventurers are the only characters that ever need to worry
about rolling them bones (or etched plastic cubes, if that is your preference).
Key-Per will never need to roll, only describe what the many strange and sundry
characters he controls are saying and doing...because that already takes a lot of
effort! Take pity on poor Key-Per!
Problems
When you Pass your roll, you do succeed, but you will have to deal with some
sort of Problem too...oh, what a fickle soul Key-Per can be! Here are some
unfortunate examples of Problems that can happen on a Pass:
Getting Hurt
Despite the dangers you may face, reckless Adventurer, you have a great
advantage over the perils and pitfalls in the lands of Ooo your Level Tokens!
I believed I mentioned before that they can be spent when using your Traits,
yes? Well, you can also spend them to do heroic feats!
...what? I said that before too? Oh, I need to explain how it works? Oh, certainly.
There are three ways to spend your Level Tokens to your advantage:
Earning Experience
Now, I am most certain that I explained earlier that Experience are non-edible
Tokens that you collectively earn throughout your Adventures, correct? Ah,
good. Well, this is where I shall explain how it is actually earned.
During your adventures, my jolly Adventurers, Key-Per may be determined
that you face challenges that will test your metal...er, mettle. This can be tricky,
because he normally doesn't have dice to roll!
Instead, Key-Per may offer to add one Experience Token to the pool in
exchange for changing your roll by one rank, typically for the worse, such as
turning a Pass into a Miss (because what challenge would there be if Key-Per
gave you Experience to make your roll better?) If you decline the opportunity,
Key-Per can still change your roll, but only by adding two Experience
Tokens to the pool first.
Also, every time you spend a Level Token to improve someone else's roll, you
put it into the Experience pool. It pays to help others, and everyone gets to
learn from your example!
Spending Experience
At the end of your day's adventure, you and your fellow Adventurers get to
collect the Experience Tokens and divvy them up between yourselves. Good
show! Write down how much you've collected so far, so you don't risk losing any
of the Tokens, and you'll be ready for your next adven...
...what?
...you want to SPEND your Experience?
...oh, yes, I guess I did hint at that. How do you expect me to remember these
things?
Make Up Everything
Scribble and doodle as you go. Draw all over the place. Give things irreverent,
incomprehensible, illogical names. Describe them in colorful, complicated,
and contradictory ways. Mix things up. Catch them off-guard. Disgusting cute
things that have voices as deep as the Pit. Wonderfully monstrous things that
act daintily and quiet. If the Adventurers ask for explanations, turn it back
around on them why don't they know why it is the way it is? They can always
use a Level Token and a Trait to answer...
Monsters
The world of Ooo has spawned many terrible and wonderful creatures, full of
foul odors and spiteful hatreds. In such a diversely evil ecosystem, there is no
limit for your imaginative monstrous creations. Simple or complex, earthly or
cosmic, tiny or titanic, anything goes. Especially since Key-Per rarely has to roll
dice, there is that much more opportunity to make some truly strange things.
When in doubt, put the responsibility for describing a monster on the
Adventurers! Ask them leading questions about the monster, based on a few
rough ideas that you may have. Such as, "As it creeps forward, why does the
monster make a 'plip-plop' sound?" or, "What did the foul beast just use to rend
that stone wall into gravel?" If they can think of a good answer, use it! If you
don't like their answers, but it spurs your own imagination, then yell at them
triumphantly, "Ha ha! No, you fools! It was the butler all along!!"
...uh...ahem...or something like that.
Give your monsters style, give them dialogue, give them names and families,
give them bow ties and fezzes.
...okay, maybe not the fezzes.
Most importantly, though, give them Tricks, at least two or three of them.
Tricks are similar to the Traits that Adventurers have, helping to explain not
only what the monster is or what they do, but also
Darn it, Gunther!
how they cause the Problems that you heap upon
I can't think of
the Adventurers. The monster doesn't just Hurt
any Tricks!
them, it roasts their toes with its fiery breath! The
Adventurers aren't just slowed down, their bodies get
stuck together with the green ooze seeping from the
monster's pores!
Aura of Sadness
Turns itself inside-out
Is a different monster in disguise
Gets really stretchy
Invites you over for tea or a card game
Insatiable appetite
Inflates like a balloon
Jumps into shadows
Mimics the appearance of your friends
Grows really big or really small
Has blood made of something delicious (jelly, ice cream)
Sprouts extra body parts (limbs, eyes)
Apologizes profusely
Falls in bromance with you
Dances professionally
Its monster weirdness gets in the way of its desires
Divides into multiples of itself
Resurrects itself from being dead
Bounces off things like a ball
Tells you about the many oaths it swore
Brags about something it did
Brags about something you did, but it pretends IT did
Knows the person you're talking about very well
Revels in its lack of information
Dissolves into a puddle
Is the very last of its kind
Becomes two-dimensional
Reveals its obsession for a certain common substance (cake, watches)
Has offputtingly bad manners
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