TEXT: What is “The Lost 
  Unicorn of Oz?” 
  Greetings, adventurers of Oz. This is the first in 
  a line of adventures for Instant Oz, designed to 
  be played with minimum preparation and used 
  with the premade Heroes found in the Instant 
  Oz rules. As an option, one of the players can 
  play the Secondary character, Ceros, so a 
  filled-out Hero Record for him has been 
  provided. 
   
  Players: Unless you want the story contained in 
  this document to be spoiled for you, please put 
  this down and let the Historian use it. However, 
  if you do catch some glimpses of the story here, 
  be a dear and pretend you didn't see it. 
  Remember, your Hero doesn't know this stuff, 
  even if you do. 
   
  Historian: Make sure you read this adventure 
  from front to back. If you're looking at it on a 
  computer, feel free to print it out and have it 
  handy, if that helps. Keep in mind that it's 
  possible for players to go in a different direction 
  than the adventure dictates. They may draw 
  different conclusions about the information 
  given them. 
   
  For instance, the object that the Heroes are 
  looking for is meant to be found in the Forest of 
  the Fighting Trees in the Quadling country. 
  However, they might decide that the trees 
  they're looking for is in a forest in the Gillikin 
  Country. If they come to that conclusion, 
  rethink what happens when they come close to 
  the goal. Maybe some of the fighting trees were 
  transplanted here, or there's a family of 
  temperamental bears living near where the 
  pendant fell. This could be your chance to get 
  creative. 
   
  Make sure to involve the players and their 
  Heroes by testing their abilities and getting 
  them to spend Story points. Also, Make sure 
  their Troubles are brought into play. This 
  adventure was written with Lye, Na'iya, Lulu 
  and Naynda's shortcomings in mind. Temp 
  them with Story Points. 
  Cutaway scenes 
  In the Oz books, the action isn't always 
  centered on the main characters. In The 
  Emerald City of Oz, the story alternates 
  between Dorothy with her aunt and uncle and 
  the Nome King's general, Guph. While this kind 
  of thing is good storytelling in the books, it 
  might be boring for the players to just listen to 
  the Historian go on about what's not happening 
  to their characters, so if you choose to use 
  cutaway scenes, give players the roles of the 
  characters playing out the scene. 
   
  It is possible that what the secondary characters 
  are doing will cause problems for the Heroes 
  later. Good. This kind of thing is encouraged. If 
  players are tempted to try and work things out 
  to the advantage of the Heroes, offer some 
  Story Points to dissuade them and let their 
  Heroes keep them. If they do really well in the 
  cutaway scenes, throw in an extra SP for good 
  measure, especially if it really causes problems 
  later. 
   
  On the other hand, if the players really want to 
  try and get an advantage for themselves, charge 
  them Story Points, then ask them for a good 
  explanation. In Ozma of Oz, Billina's player 
  would have paid a SP to edit the cutaway scene 
  so that the hen was under the Nome King's 
  throne listening in to him and his Chief Steward 
  talking, thereby learning about Roquat's pattern 
  in his transformations. 
   
  If a player pays a SP without a cutaway scene 
  having been played, you can take a moment to 
  do a flashback cutaway scene, allowing another 
  opportunity for role-play and Story Points. 
  
  The Story 
  In The Lost Unicorn of Oz, a pair of falling stars 
  plunges to Oz, one in the distance and one near 
  the Heroes. The one that lands near the Heroes 
  is a unicorn foal by the name of Ceros, who only 
  claims that he's from a far-away place and has 
  to get back as soon as possible and asks the 
  Heroes to help him. To get home, he has to find 
  a pendant that magically sent him to Oz. 
   
  However, 
  Mombi, 
  the 
  witch 
  from 
  The 
  Marvelous Land of Oz, has been working on 
  getting her magic back and restoring her former 
  glory, such a glory as it was. She knows about 
  the pendant and wants it for herself, feeling this 
  will be the key to her new magical prowess. 
   
  Finding out where the pendant is, the Heroes 
  and Ceros set off to retrieve it, but Mombi 
  seeks to follow them, thwart their quest, and 
  take the pendant for herself. 
   
  What the players don't know 
  Ceros is a time traveler. The home he is trying 
  to return to is Oz 80 years hence. The pendant 
  he's looking for was an experiment by Glinda 
  the Good to see if she could replicate the 
  effects of the Silver Shoes. The experiment was 
  a success for the most part, only Ceros, when 
  visiting her, played with it. He was wondering 
  aloud what things were like in the past, and 
  that's when it activated, sending him into the 
  past. 
   
  Ceros is also no mere unicorn. He's a shape 
  changer, like his mother before him. His normal 
  form is a pretty teenage boy with a slender 
  build and short, white hair. He can become the 
  young unicorn, who only stands high enough to 
  look Lye in the eyes, that the Heroes meet. The 
  problem he's having is that he's stuck in the 
  unicorn form due the wild magic that sends him 
  through time. 
   
  The pendant originally landed near the house of 
  Old Mombi, who found it. She was toying with it 
  and said something off the cuff, which activated 
  the pendant and it vanished from her hand and 
  reappeared on the branch of a fighting tree in 
  the Quadling Country. Sensing the powerful 
  magic on the object, she wants it back. 
   
  When Ceros interacts with 
  other Ozians 
  Unfortunately, Ceros is a teenager (humanly 
  speaking), and the wonder of being in the place 
  in time that he is tends to get the best of him. 
  He doesn't really want to do anything silly or 
  damaging, but he's just so excited, and he's also 
  not up on his Oz history. He does know the 
  Heroes, as well as Ozma and Dorothy, just not 
  those of this time period. 
   
  When playing Ceros, either as a Secondary 
  character or letting a player use him, here's 
  some ideas for things for him to say and do: 
   
   
  "So, Dorothy, would you like to 
  compare 
  notes 
  in 
  spellcasting 
  sometime? I'm having some trouble in 
  my lessons." 
   
  Calls Ozma "other mother." 
   
  Sometimes looks at Ozma sadly, like he 
  knows something. 
   
  "Wow, Princess Ozma, you and Dorothy 
  look so young!" 
   
  "Betsy and Trot? Who are they?" 
   
  Makes a cryptic comment about "the 
  war." 
   
  Does any of that make sense, especially with 
  what we know about Oz? Of course not. It 
  should be unsettling for the players to hear, 
  too. 
   
  The Pendant 
  The pendant that Ceros takes and activates is 
  on a slim silver chain. It's in the shape of a 
  harpy, which is what drew Ceros's attention in 
  the first place, due to his father being "the 
  harpy king." The magic is activated by desiring 
  
  where to go and the shaking the pendant to 
  make its wings move, but it will only teleport 
  the user if they're wearing it, as well as anyone 
  else the wearer is touching. 
   
  Ceros had put it on and made the comment 
  about knowing what Oz was like years ago. 
  Mombi, on the other hand, wasn't wearing it 
  when she made the comment "It could have 
  been far away and hard to get to, rather than 
  with me." 
   
  Character Write-Ups 
   
  Ceros 
  Careful: Fair 
  Clever: Great 
  Flashy: Good 
  Forceful: So-So 
  Quick: Fair 
  Sneaky: Good 
   
  Gifts: Runner: Focus to Quick rolls when 
  galloping in unicorn form); Beautiful (Focus 
  when manipulating people by flaunting his 
  looks, works in either form) 
  Troubles: Impetuous; Being a little too friendly 
  or affectionate 
   
  Old Mombi 
  Careful: Good 
  Clever: Good 
  Flashy: Fair 
  Forceful: Great 
  Quick: So-So 
  Sneaky: Fair 
   
  Gifts: Resourceful (Skill), Master Strategist 
  (spend a SP to get an edge on the Heroes), 
  Witch* 
  Troubles: Helpless Old Woman; Holding a 
  grudge against Ozma; Bully 
  *The Heroes of Oz core book gives full rules for 
  magic users. For this adventure, Mombi can do 
  simple transformations and small effects, but 
  she hasn't gotten much of her magic back. 
  Starting the adventure 
  The Heroes are in the Gillikin Country in the 
  North. Princess Ozma is wishing to have a 
  favorite soup of hers, and the proper 
  seasonings are only found in the Gillikin 
  Country.  
   
  Read this to the players: 
  "It's been a long day, but it's worth it if it 
  makes Princess Ozma happy. You have found a 
  whole patch of the herbs that go into her 
  special soup, and you have just bagged the last 
  of it. The sun is setting, and you're looking 
  forward to getting back to the Emerald City. 
   
  As you begin walking south, the sky lights up in 
  a bright explosion. When you look up, you see 
  two fireballs falling from the sky. One of them 
  lands far towards the East, but the other 
  crashes in the forest not too far away from 
  you. What do you do?" 
   
  If any of the Heroes, at any point, want to try 
  and track down where the farthest one went, 
  they can roll their Clever against a Great 
  Difficulty. The closest one, on the other hand, is 
  easy to find; a minute's walk will do it. If a 
  player really wants to roll to find it, the difficulty 
  is So-So. Should the roll result in a failure, well, 
  that should be particularly interesting. Perhaps 
  the forest is aflame and obscuring the landing 
  site. 
   
  Upon reaching the fireball's crash site, the 
  Heroes find that some trees have been knocked 
  down and are smoldering, and in a small crater 
  lay a young and unconscious unicorn. He's not 
  difficult to revive, and it will take a few 
  moments for him to get his bearings, but he's 
  basically all right. 
   
  And then he says "Hi!" to each Hero individually 
  and by name. Yes, he does know each of them, 
  to varying degrees of familiarity. You can play it 
  out to figure how familiar, but seeing as he, in 
  his own time, hangs out in the Emerald City 
  often, he'll know Lye most of all. 
  
   
  Once he's stable and has spoken with the 
  Heroes, he gets still and closes his eyes. After a 
  moment, his eyes fly open, and he says "Oh no, 
  I can't... I can't do it..." He looks panic-stricken 
  for a moment, but then calms down, refusing to 
  explain, and then asks to go with the Heroes to 
  the Emerald City. The fact is, he just tried to 
  take his human form, but he couldn't do it. 
   
  Mombi's House 
  If the Heroes decide to investigate where the 
  second fireball crashed, they'll come to 
  Mombi's cottage. A short distance from the 
  cottage is a small smoldering hole, which is 
  where the pendant crashed. Inside the cottage, 
  Mombi is quickly getting some provisions 
  packed so that she might get the pendant back. 
   
  Mombi is a loner, and she also doesn't want the 
  Heroes to know about the pendant, so she'll be 
  very short with them, demanding them to go 
  away and refusing to talk at great length. It 
  should be very obvious that she has something 
  to hide. Ceros might try and politely question 
  her. He knows who she is, but has never 
  actually met her. 
   
  After a short (and angry) visit with the Heroes, 
  Mombi will hastily head away to the south, 
  towards the Emerald City. She'll get there 
  before them, unless the players do something 
  to prevent it. Feel free to offer a Story Point to 
  let her get away. 
   
  Book and Pictures 
  When the Heroes get back to the Emerald City 
  to deliver the herbs, they are informed by 
  someone (the cook they deliver the herbs to, 
  Omby Ambi, whoever they think to ask) that 
  Ozma is in private consultation. 
   
  The person Ozma is in consultation with is 
  Mombi. Having had, and then lost, the pendant, 
  she's trying to get Ozma to help her by using 
  the magic picture. In spite of her awful 
  upbringing with her, Ozma is inclined to help 
  her, since she has such a nice heart, especially 
  with Mombi saying things like "I'm changed! 
  Can't you do this one thing for the person who 
  raised you from a baby?" 
   
  This would be a great spot to do a cutaway 
  scene. Pick someone to play Mombi and 
  someone else to play Ozma. Mombi is going to 
  do or say whatever it takes to get her way. If 
  Ozma's player wants to try rolling against being 
  convinced, do a Conflict roll of Mombi's Careful 
  Approach versus Ozma's Forceful of Good.  
   
  The other option is to offer Story Points to 
  Ozma, 
  so 
  that 
  she 
  will 
  be 
  convinced 
  automatically 
  (and 
  offer 
  a 
  role-playing 
  challenge to the player), or to Mombi along 
  with some roleplaying suggestions (or a bonus 
  to her dice roll, if in Conflict). A good 
  complication to give for this scene would be for 
  Mombi to convince Ozma not to tell the Heroes 
  anything, and to just refuse to help them. 
   
  Remember, Story Points given to players for this 
  scene go to the players' Heroes.  
   
  It is possible that the players will think to check 
  out the magic picture or go to Glinda to peek 
  into her Book of Records. While this is a good 
  idea, the Book of Records is notoriously vague 
  regarding any event (Clever roll at Superb 
  Difficulty to get anything beyond a vague 
  mention, if any mention at all), and the magic 
  picture will show the pendant hanging from the 
  branch of a fighting tree. A dice roll of Good or 
  higher reveals the location. Story Points will add 
  more information. 
   
  Note: Since Story Points allow players to edit 
  the scene, some players might take advantage 
  of that to suggest other places where the 
  pendant could be. Allow that, and adjust the 
  notes in this adventure to match, and even use 
  the opportunity to utilize the Heroes' Gifts and 
  Troubles. Perhaps Lulu's player suggests it's in 
  the Winkie country? That'll allow her to use her 
  
  "Knows the Winkie Country like the back of her 
  wing" Gift. If someone put it in the Gillikin 
  Country, then Naynda's Trouble of "On the run 
  from Flathead slavers" might come into play. 
   
  And it's okay to transplant things from one part 
  of the adventure to the other, if it makes 
  everything fit.  
   
  If the players don't want to do the cutaway 
  scene with Ozma and Mombi, then the Heroes 
  will find that Ozma's been convinced by Mombi 
  not to divulge any information and she'll be 
  extremely reluctant to help them. A successful 
  roll against a Superb difficulty can break 
  through her barriers (and Lye's "Matter-of-Fact 
  Diplomat" or Na'iya's "Shameless Flirt" Gifts 
  could help). Note: Trying to be Forceful with 
  Ozma raises the Difficulty to Legendary (and 
  why would anyone want to do that?). 
   
  Mombi and the Trees 
  Once the Heroes get to the Forest of Fighting 
  Trees, they find that Mombi has already beaten 
  them to it, and she's in pitched battle. One of 
  the trees has caught her up and is shaking her, 
  and she's trying to use her magic to free herself 
  and get to the pendant. She's not being very 
  successful, and she's screaming and hollering. 
  When she sees the Heroes, she'll start begging 
  them for help. 
   
  The fighting trees have Outstanding Fighting, 
  Superb Strength, and Great Moving (they can’t 
  walk, but those branches are quick), so fighting 
  them physically or avoiding them is going to be 
  difficult. Even if the Heroes get past the initial 
  wall of trees, getting the pendant off of the 
  fighting tree it hangs upon is going to require 
  creativity. 
   
  Naynda is probably the only one who can take 
  on the trees physically, due to his bulk, his 
  Strong Material Gift, and high Forceful level. 
  Na'iya and Lulu are quick, and Lye can defend 
  herself with her umbrella, although she will be 
  at a disadvantage. 
  The tree with the pendant is a little ways in, 
  past the first few rows of trees, and the tree 
  itself will fight, although it's only doing that out 
  of instinct rather than to protect what it has. 
   
  Once the Heroes have the pendant, they can 
  give it to Ceros, who will be grateful. They don't 
  have to get it around his full neck; just hanging 
  it on his horn is enough, although someone else 
  will have to shake the thing for him to make the 
  wings move. 
   
  It is possible that Mombi might make one last 
  play for the pendant. She could try and grab it 
  from Ceros, or use a spell of some kind, disguise 
  herself as Lady Sockyarn if the Heroes had met 
  her in the adventure (see "Safehouse," below), 
  or something else. 
   
  A word of warning: A Hero who's holding the 
  pendant and shaking it for Ceros will have no 
  trouble. Ceros will simply vanish and the Hero 
  will have an empty hand. However, something 
  that even Ceros doesn't know is that touching 
  the person making the journey will drag them 
  along for the ride. If any Heroes are giving Ceros 
  a hug or a pat on the back (or Mombi, if she's 
  struggling with him) or are in any way touching 
  him, they will end up in the future with him. 
   
  Adventures Beyond the Present 
  The Oz of the future is a strange place, far 
  different from the marvelous land that L. Frank 
  Baum wrote about. For one, Ceros's timeline is 
  a completely different branch, so none of the 
  stories by Ruth Plumly Thompson, John R. Neill, 
  Jack Snow, Rachel Cosgrove, or Eloise Jarvis 
  McGraw 
  & 
  Lauren 
  Lynn 
  McGraw 
  ever 
  happened. Rather, the Oz following Glinda of Oz 
  is a place that has come thru the fires of war 
  and tragedy, but is still a place of wonder, 
  beauty and excitement, and should still be 
  played as such. 
   
   
   
   
  
  Should the Heroes wind up in the future, here's 
  a suggested timeline: 
   
  Following Glinda of Oz, Oz is beset by 
  shadow creatures, servants of the Lord 
  of Despair 
   
  The Changing Beasts, Ceros's people, 
  come to Oz. Oz becomes their base of 
  operations from which to battle the 
  Lord of Despair. 
   
  The Tin Woodman marries a woman of 
  tin who used to be a flesh woman that 
  he knew from his childhood. 
   
  Dorothy wants to help defend Oz from 
  invaders, so she learns to use magic. 
   
  Ozma marries the leader of The 
  Changing Beasts, The Prince of Lions, in 
  a move both political as well as 
  emotional. They have a son named 
  Avalon who leaves Oz in his teens to 
  explore the continent. 
   
  Polychrome marries Na'iya and has a 
  daughter named Sparkx with him. 
   
  The Prince of Lions takes many of his 
  people away from Oz to fight the forces 
  of evil. He never returns. Among those 
  staying are the Princess of Unicorns and 
  the King of Harpies, who become close 
  friends of Ozma. 
   
  Oz is invaded by the Kingdom of the 
  Machine Nightmares. Many are forced 
  to flee Oz. 
   
  Ozma, changed from the pacifist she 
  was, leads an army to retake Oz and 
  succeeds, but at the cost of many 
  casualties, including the King of Harpies, 
  the Tin Lady, and even close friends like 
  Betsy and Trot (hence, why Ceros 
  doesn't know them). 
   
  Many of those lost start turning up on 
  Earth, 
  sometimes 
  as 
  celebrities, 
  although they don't know about their 
  past lives in Oz. 
   
  The Princess of Unicorns locates the 
  reborn King of Harpies and, after 
  bringing him back to Oz, has a son with 
  him. This is Ceros. 
   
  Ceros is raised in Oz with Ozma's help 
  (this is why he calls Ozma "other 
  mother") and is really good friends with 
  Dorothy. On one of his visits to Glinda, 
  he finds the Harpy pendant, which 
  carries him back in time, and to the 
  start of this adventure. 
   
  Going into the future could be the start of a 
  new series of adventures, although that won't 
  be dealt with here. Do the Heroes start a new 
  life of adventure in the Future Oz? Do they go 
  back home? Or do they try and use the pendant 
  to change the events of the past and make a 
  happier Oz? 
   
   
   
  
  Safehouse 
  This is an optional area meant to be for 
  roleplaying. It's not vital to this story's plot, but, 
  true to Oz, it is a place for the Heroes to 
  encounter. The purpose is for the Heroes to talk 
  and for the players to stretch their roleplaying 
  muscles. If you're trying to keep this adventure 
  to a single night or running it at a convention, 
  you can leave it out and it won't hurt. This can 
  be used for any adventure you run in Oz. 
   
  This is similar to when Dorothy stopped along 
  the Road of Yellow Brick in The Wizard of Oz at 
  the residence of Boq, or when the Tin 
  Woodman, the Scarecrow and Woot the 
  Wanderer stopped at Mrs. Yoop's castle in The 
  Tin Woodman of Oz. Only, Lady Sockyarn isn't 
  going to turn them into something. At worst, 
  she might try and force them to try on some 
  clothes she's made. 
   
  Travel through Oz can take some time. If the 
  Heroes are traveling for an extended period of 
  time, or they need a safe place to be (even in 
  the Forest of Fighting Trees), then the cottage 
  of Lady Sockyarn can be a good place for them 
  to rest. She's happy to let people stay in her 
  home, and doesn't have a problem with either 
  Lulu or Ceros coming in. 
   
  Lady Sockyarn is a sweet and pretty lady. She 
  keeps her long, red hair in a knitted slouch hat. 
  She wears a light knitted summer dress (color 
  depends on what country in which you put her) 
  and socks on her feet. There's knitted blankets 
  on the wash line. When the Heroes come 
  knocking, she has knit work in her hand. As you 
  can likely tell, she loves to knit.  
   
  Inside her cottage, which is open and sunny due 
  to all the windows, the place is wall-to-wall 
  shelves of yarn spools and skeins. Yes, sock 
  yarn, and a cursory glance shows that 
  everything that could be made of cloth is 
  knitted of it. 
   
  Lady Sockyarn herself is gracious and cheerful, 
  and immediately invites the Heroes in for tea 
  and refreshments. She's happy to hear about 
  the Heroes' mission and, either at your option 
  or the spending of a Story Point, she might be 
  able to tell the Heroes something helpful (or 
  you could give them a SP to accept mistaken 
  information). 
  During 
  conversation, 
  she'll 
  occasionally stop talking to count stiches, or she 
  might say "Let me finish this row real quick," 
  before picking up the conversation once more. 
  She's never without a knitting project in hand. 
   
  Magical Yarn 
  Since Lady Sockyarn specializes in knitting and 
  has been doing it for many years, she has 
  acquired quite a collection of yarn of all fabrics. 
  Remember, all sock yarn. Among the many 
  cotton, polyester and other textiles, she has 
  yarn spun from emeralds (given to her by 
  Glinda the Good), gold, silver, diamond, and 
  even wood and tin. She has plenty, so she might 
  be convinced to part with some. Who knows, 
  they might have use? 
   
  Roleplaying challenges 
  If Naynda is in the party, she'll try and dress 
  him. This is a great place for Naynda's vanity to 
  come out. Since he needs clothes to keep 
  sunlight from blinding his friends, this is a great 
  place to stock up his wardrobe. He could 
  possibly get too caught up in it (might he stay 
  and become her mannequin?). 
   
  If Lulu's in the party, her curiosity should get the 
  better of her. Lady Sockyarn has yarn with 
  metallic accents in it, and it's only natural that 
  Lulu would want to try and snag some. A SP 
  could be offered if she finds a skein of yarn spun 
  from 24-karot gold to either steal it, or to get 
  caught stealing it. How would Lady Sockyarn 
  react to a thief? 
   
  If Na'iya is in the party, he's not about to pass 
  
  up a chance to flirt with a pretty lady (keep it 
  G-rated if your group includes children). While 
  she might appreciate his compliments and 
  teases, she's not likely to act on anything, and is 
  more likely to offer to knit him clothes that 
  match his tastes with what he's wearing 
  (perhaps she knits him the pants in his Instant 
  Oz character portrait?) 
   
  If Lye is in the party, she's likely to grow 
  impatient (her "Bored and restless" Trouble) 
  with Lady Sockyarn's dedication to her project. 
  But Lady Sockyarn, like many knitters, is able to 
  listen while she's knitting, even if she doesn't 
  look like it. If Lye pauses, Lady Sockyarn will be 
  saying something like, "5, 6, 7, 8... go on, you 
  were saying?"  
   
  Lady Sockyarn will let the Heroes stay the night 
  if they'd like. She'll see them off the next 
  morning with snacks for the trip and some 
  clothing to give to Ozma and Dorothy as gifts. If 
  you want to take a more sinister turn here, she 
  may not want the Heroes to leave.  
   
  Lady Sockyarn's Stats 
  Careful: Great 
  Clever: Good 
  Flashy: Good 
  Forceful: So-So 
  Quick: Fair 
  Sneaky: Fair 
   
  Gifts: Fast and prolific knitter (can produce a 
  complicated project in a sitting) 
  Troubles: Obsessive with gifting her projects 
  and offering to make things for others 
  
  Hero Record
  This Hero belongs to
  The Ladder
  To the Moon
  Monumental
  Legendary
  -----------------
  Outstanding
  Superb
  Great
  Good
  Fair
  So-So
  Awful
  The Ladder describes how
  good or bad your Hero is
  at doing different things.
  Notes
  Gifts
  Troubles
  Runner - Focus on Quick
  Rolls when running
  Beautiful - Focus:
  manipulating people by
  flaunting his looks, works in
  either form
  Impetuous
  Being a little too friendly or
  affectionate
  Story Points
  Give Heroes an extra edge
  Using Story Points
  Automatically succeed with
  style on an unopposed roll
  instead of rolling the dice.
  Get an automatic +4 result
  without rolling the dice.
  Change the result of a roll up
  or down one level after
  rolling, either on your roll or a
  Historian’s roll.
  Reroll the dice & keep the
  best result
  Make a change to the scene in
  the Hero’s favor
  If you’re stuck, get a clue
  from the Historian
  Starting Story Points: 3
  Extras that give Heroes special
  abilities and advantages
  Complications and challenges that
  give Heroes problems
  My Hero’s name is ____________________________and is a/n _______________ _______ ________ _________________
  from_______________________who _____________________________________________________________________.
  (Name)
  (Adjective)
  (Age)
  (Type)
  (Profession)
  (Does or Has Something)
  Ceros
  active
  teenage unicorn
  adventurer
  Changes his shape between unicorn and human
  Permission is granted to copy or print this sheet for personal use only. Especially if the paper is made from fighting trees.
  Approaches
  The way that Heroes do things
  Fair
  Careful
  Great
  Clever
  Good
  Flashy
  So-So
  Forceful
  Fair
  Quick
  Good
  Sneaky
  Emerald City
  (Place)
  
  Appendix I: Open Game License Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter 
  Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, 
  Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John 
  Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin 
  Cyberblues City Copyright 2015, Polar Blues Press; Polar Blues 
  Fate Core System and Fate Accelerated Edition © 2013 by Evil Hat Productions, LLC. Developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy 
  Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue. 
  Instant Oz Copyright 2011. Darkstar Eclectic Media. Author: Mike Conway 
  Instant Oz: The Lost Unicorn of Oz Copyright 2013 Darkstar Eclectic Media, Author: Mike Conway 
   
  Declaration of Open Game Content: Write-ups for Ceros and Old Mombi as well as the rules for Cutaway Scenes. 
  Declaration of Product Identity: Proper names and everything else not declared as Open Game Content. 
  About Fudge: Fudge is a roleplaying game written by Steffan O’Sullivan, 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. 
  The Fudge System logo is a trademark of Grey Ghost Press, Inc., and is used under license. Logo design by Daniel M. Davis, www.agyris.net. 
  
SOURCE: textdata/thevault/FUDGE [multi]/Heroes of Oz (More FUDGE than FATE)/Lost+Unicorn+of+Oz+-+Layout.pdf