Savage Land of Oz. Legendary Wild CardsPosted: August 1, 2012
That’s what they say about the Land of Oz. But it ain’t all rainbows and sunshine. Not since the Wicked Witch of the West came back.
But we’re getting ahead of ourselves. It’s been 10 years since Dorothy left the Land of Oz to return to her family in Kansas. In her absence, Oz has become a darker, gloomier place, largely expressed through the changes in its champions, the Tin Man, Scarecrow and Lion… and Prince Ozra? Some background on our Wild Cards for this Savage Worlds RPG:
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d6, Climbing d6, Streetwise d6
Charisma: –; Pace: 6; Parry: 6; Toughness: 10 (2 from Tin Flesh)
Hindrances: Habit, Major (oil — must use oil can at least once per day), and Quirk (Noisy: tin “flesh” makes a little noise when he walks, particularly if he hasn’t been oiled. -2 to stealth), Loyal, Heroic
Edges: Arcane Background (Super Powers), Armor (Tin Flesh), First Strike, Command, Natural Leader
The TIN MAN is Lord Protector of the Emerald City. He has thrown himself into this important role — though, with no wicked witches, flying monkeys or Winkie soldiers to fight, he feels even that role is hollow and unfulfilling. He pines for the old days of adventuring with Dorothy, the Lion and Scarecrow.
Secretly, the TIN MAN fell in love with Dorothy. When she went back to Kansas, his heart was broken (While he still is Loyal to Scarecrow, Dorothy’s final words to the party before she went back to Kansas, “I think I’ll miss you most of all, Scarecrow” left him with a deep pain that has never left).
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d12, Notice d6, Climbing d6, Tracking d8, Survival d10, Stealth d10
Charisma: –; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Yellow (Yes, he’s still sometimes a cowardly lion), Outsider (-2 Charisma for his bestial appearance), All Thumbs (Uses weapons or equipment at -2)
Edges: Arcane Background (Super Powers), Beast Friend, Claws (= knives), Frenzy, Berserker, Extra Limb (Prehensile Tail)
When the “Cowardly” Lion faced down the Wicked Witch and her minions, he learned to embrace his more violent, bestial nature. Since their adventure, he went back to nature to live as “King of the Forest”. He misses his old friends, Dorothy, the Tin Man and Scarecrow, but he rarely sees the last two because he mostly stays in the forest where he feels he belongs — though he could be made to leave for the chance to adventure once more.
While he has changed much in these last 10 years, he is still truthfully something of a cowardly Lion — but if he can overcome his fear of danger, he makes a great ally in a fight.
Attributes: Agility d4, Smarts d12, Spirit d10, Strength d4, Vigor d4
Skills: Fighting d4, Investigation d12, Streetwise d8, Knowledge (Arcana) d6, Notice d6, Climb d4, Repair d6, Stealth d6, Taunt d8
Charisma: Pace: 6; Parry: 4; Toughness: 4
Hindrances: , Phobia (Fire — even lit candles make him nervous), Curious, Loyal, Quirk (often acts and talks like a brainiac)
Edges: Arcane Background (Super Powers), Power Points, Healing (Self, with straw or other available vegetable matter), Entangle (with vegetation, straw, etc), Teleport (to a location with vegetable matter that he can use to create a new body).
After the events in the Wizard of Oz, Scarecrow decided to upgrade his education. It turned out that he had a natural aptitude for learning that had never been exploited while standing around as an ordinary scarecrow. Assimilating knowledge at an almost magical level, he quickly became the head of Emerald City’s library and ultimately, the new “Wizard” of Oz. His magic is all plant-based and gives him powerful abilities that can be exploited in almost any environment — though even without his abilities, his uber-brain makes him a worthy adversary in any situation.
His personality is more cerebral and unemotional now — subconsciously, he tries to show off his intelligence because he is now embarrassed about his previous condition where he thought he was brainless. He looks back with nostalgia on his days with Dorothy, the Tin Man and the Lion, but is too busy with his studies in the Emerald City to venture out into the Land of Oz very much.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d8
Skills: Climbing d4, Fighting d6, Guts d4, Healing d4, Investigation d8, Knowledge (Arcane) d8, Notice d4, Persuasion d6, Riding d6, Spellcasting d8, Swimming d4
Pace: 4 (Obese); Parry: 5; Toughness: 6 (1 from Obese)
Hindrances: Obese, Mean, Quirk (minor — will remind people of his royal background at any opportunity), Quirk (Lacks confidence)
Edges: Arcane Background (Magic), Wizard
Powers: Pummel (via belch), Havoc (giant belch), Slumber (through boring stories. He only needs to begin the first line of the story).
PRINCE OZRA is QUEEN OZRA’s younger brother is nearly 1,000 years old. He is an obnoxious moron most of the time (though curiously, has some pretty good Skills that use Smarts).
He is firmly aware that since QUEEN OZRA is immortal (like all citizens of Oz) he will never rule this land. He does long for an adventure to prove his mettle.
When the Wicked Witch of the West threatened Oz, he was captured and imprisoned in her castle. He barely managed to escape — an impressive accomplishment — but he still regrets not being able to save more of his people during that turbulent time. He is a little jealous of the recognized champions of Oz, the TIN MAN, LION and SCARECROW, and wants to prove himself as a hero.
Now that we’ve introduced the cast of our Wizard of Oz RPG, let’s tell our story in Savage Land of Oz Part 1. Emerald City Blues