TEXT:   
    
     
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  2014 Viral Games
  Written by Anonymous, Bug Pope, 
  nono, and Viral
  
  Gummiberry Juice
  Flaws
   Absent-minded
   Acrophobic
   Big
   Clumsy
     Cranky
   Foolhardy
   Glutton
   Gullible
   Know-it-all
   Nearsighted
   Old-fashioned
   Preoccupied
   Timid
   Weak
  
  
  
  Talents
  Artist  
  Brave 
  Doctor 
  Fast 
  Fighter 
  Lorekeeper 
  Magician 
  Mechanic 
  Musician 
  Naturalist 
  Pilot 
  Strong 
  
  
  
  Objects carried
  Name
  Description
  ½-
  bottles
  Bounce
  Hide
  Courage
  Cleverness
  Luck
  bottles
  
  Scores
  All Gummis have four basic scores that defi ne their character: 
  Hide, Bounce, Courage, and Cleverness. 
  • Hide: Used to disappear from sight, move around without 
  being noti ced, and know who and where to go to when you 
  need to hide. 
  • Bounce: Used to engage in physical confl ict, run away, and 
  other tasks of physical exerti on such as climbing a tree.
  • Courage: Used to stand your ground, inti midate other 
  characters, or otherwise act during frightening situati ons.
  • Cleverness: Used to build new things, fi gure out how things 
  work, or to trick other characters.
  You may assign a 6, 8, 10, or 12 to a parti cular score, although 
  each number may only be used once. For example, you could 
  have a character with a Hide score of 10, a Bounce score of 8, 
  a Courage score of 6, and a Cleverness score of 12. 
  Your score determines the size of die you roll for acti ons using 
  that score. For example, if your Courage score is 8, you roll a d8 
  when using your Courage score. If your Bounce score is 12, you 
  roll a d12 when using your Bounce score.
  The adversary or obstacle opposing you has a number 
  of Adversary Points, or AP. To overcome the obstacle or 
  adversary, you must roll a total equal to or greater than the 
  stated AP. For example, if the AP required is 8, your total roll 
  must be at least 8.
  Talents
  Choose three talents for your character. 
  Whenever you are called on to use your Hide, Bounce, Courage, or 
  Cleverness scores, you may roll a second die of the same size, if you have a 
  suitable talent. For example, a character with a Cleverness score of 10 and 
  the Pilot talent would roll 2d10 to operate a fl ying machine.
  A descripti on of these talents is found on the next page. The players are 
  free to make up their own talents with GM approval.
  Luck
  You start the game with 2 Luck.
  You can spend a point of Luck to automati cally make your Hide, Bounce, 
  Courage, or Cleverness roll its maximum. For example, if your Bounce score 
  is 12 and you spend a point of Luck, your Bounce roll will automati cally be 
  12. You can spend another point of Luck to automati cally make your 
  talent roll its maximum, if you are using a talent.
  If you run out of Luck, you are taken over. This can mean a 
  lot of things depending on the story, but your character is no 
  longer under your control. Possible reasons for being taken 
  over include being captured, being ensorcelled, or being knocked 
  unconscious. Either way, the GM is in charge of 
  your character for the durati on of the next scene 
  in which they appear.
  Creating a character
  You may assign a 6, 8, 10, or 12 to a parti cular score, although 
  each number may only be used once. For example, you could 
  have a character with a Hide score of 10, a Bounce score of 8, 
  Your score determines the size of die you roll for acti ons using 
  that score. For example, if your Courage score is 8, you roll a d8 
  when using your Courage score. If your Bounce score is 12, you 
  12. You can spend another point of Luck to automati cally make your 
  talent roll its maximum, if you are using a talent.
  If you run out of Luck, you are taken over. This can mean a 
  lot of things depending on the story, but your character is no 
  longer under your control. Possible reasons for being taken 
  over include being captured, being ensorcelled, or being knocked 
  unconscious. Either way, the GM is in charge of 
  
  Description of Talents
  • Arti st: You are a skilled painter, or 
  maybe a sculptor.  You can create 
  realisti c works of art, given ti me and 
  the right tools.
  • Brave: You laugh in the face of 
  danger! You rarely get scared, and 
  even then, you’re not really scared.
  • Doctor: You are skilled at the healing 
  arts, from bandaging broken legs to 
  diagnosing symptoms to making medicines.
  • Fast: Look at you go! Nobody runs a race like you.
  • Fighter: You’re a born warrior, and know how to use weapons 
  eff ecti vely and eﬃ  ciently.
  • Lorekeeper: You know a lot about the ancient Gummis!
  • Magician: You can use magic (see Magic for more informati on 
  on casti ng spells).
  • Mechanic: You are great at building and fi xing things.
  • Musician: You can sing or play an instrument very well.
  • Naturalist: You know all about plants, or maybe you’re 
  great with animals. You probably don’t know much about 
  herbal remedies unless you also have the Doctor talent.
  • Pilot: You can operate boats or fl ying machines, even if you’ve 
  never seen one before.
  • Strong: You have the strength of a human!
  Magic
  Gummis with the Magician talent may have one simple spell (for 
  example, lighti ng a candle) that they are able to cast without 
  any components or eff ort, as long as they can concentrate. 
  Other spells require an component, like a sheet of paper or a 
  magic ring. The fi rst casti ng of these spells is treated as a non-
  story obstacle with an AP determined by the GM.  
  Subsequent casti ngs of the same spell during the 
  story require the magician to spend a point of 
  Luck each ti me the spell is re-cast. This point of 
  Luck is lost without any eff ect (other than letti  ng 
  the magician cast a spell more than once).
  Flaws
  Flaws are aspects of your character that can be 
  expected to work against you. However, fl aws give 
  you the opportunity to earn more Luck, so it might 
  be to your best advantage to make sure your fl aws 
  come into play during the game! The player and 
  GM should work together to decide how the fl aw 
  comes into play. The GM has the fi nal decision on 
  whether or not a fl aw can be used.
  A player may select up to three fl aws for their character 
  during creati on.
  A descripti on of these talents is found on the next page. Players 
  are free to make up their own fl aws with GM approval, but no 
  fl aw can earn you more than 3 Luck at a ti me.
  Arti st
  Doctor
  Fighter
  Magician
  Musician
  Pilot
  Brave 
  Fast
  Lorekeeper
  Mechanic
  Naturalist
  Strong
  Talents
  : You’re a born warrior, and know how to use weapons 
  : You can use magic (see Magic for more informati on 
  Subsequent casti ngs of the same spell during the 
  story require the magician to spend a point of 
  Luck each ti me the spell is re-cast. This point of 
  Luck is lost without any eff ect (other than letti  ng 
  the magician cast a spell more than once).
  Flaws are aspects of your character that can be 
  expected to work against you. However, fl aws give 
  you the opportunity to earn more Luck, so it might 
  be to your best advantage to make sure your fl aws 
  come into play during the game! The player and 
  GM should work together to decide how the fl aw 
  comes into play. The GM has the fi nal decision on 
  whether or not a fl aw can be used.
  A player may select up to three fl aws for their character 
  Strong
  Strong
  
  Description of Flaws
  Absent-minded: You get 1 Luck whenever you forget something 
  important because of this fl aw.
  Acrophobic: You get 1 Luck whenever you 
  refuse to do something because of heights.
  Big: You get 2 Luck when you get stuck 
  somewhere because of this fl aw.
  Clumsy: You get 1 Luck whenever you 
  break something that is important to a 
  character you care about because of this 
  fl aw.
  Cranky: You get 1 Luck whenever you 
  drive someone away from you by acti ng 
  cross at them.
  Foolhardy: You get 1 Luck whenever you att empt an acti on before 
  anyone else can respond.
  Glutt on: You get 1 Luck whenever you take food that doesn’t 
  belong to you.
  Gullible: You get 2 luck whenever you let 
  someone trick you.
  Know-it-all: You get 1 Luck every ti me you 
  att empt to solve a problem “your way”, 
  instead of the best way.
  Nearsighted: You get 3 Luck in every scene in 
  which you are blinded by losing your glasses 
  because of this fl aw.
  Old-fashioned: You get 1 Luck whenever you refuse to do 
  something because it’s not what the ancient Gummis would do.
  Preoccupied: You get 1 Luck whenever you fail to noti ce 
  something important the GM describes.
  Timid: You get 2 Luck whenever you refuse to help 
  someone in a fi ght because of this fl aw.
  Weak: You get 2 Luck when you can’t move or lift  
  something because of this fl aw.
  Gummiberry Juice
  Every Gummi starts the story with one bott le of 
  Gummiberry Juice. Drinking the full bott le raises your Bounce 
  score to 20 for the next three acti ons. Drinking half a bott le 
  raises your Bounce score to 20, but the eff ects only last for 
  the next acti on.
  It also gives you 2 Luck, but you must use this Luck 
  before the eff ects of the juice wear off . 
  A human or ogre who drinks Gummiberry Juice develops 
  incredible superstrength instead. A human under its 
  eff ect can lift  and throw huge boulders as if they were 
  weightless. This eff ect only lasts for the next acti on. 
  The enti re bott le must be drunk all at once, or nothing 
  happens. Humans and ogres can only benefi t from Gummiberry 
  Juice once per day; further bott les do nothing.
  Drinking more than one bott le’s worth at a ti me always has 
  detrimental eff ects, no matt er who drinks it.
  Absent-minded
  Big
  Crabby
  Glutt on
  Know-it-all
  Old-fashioned
  Timid
  Acrophobic
  Clumsy 
  Foolhardy
  Gullible
  Nearsighted
  Preoccupied
  Weak
  Flaws
  : You get 1 Luck whenever you take food that doesn’t 
  : You get 3 Luck in every scene in 
  which you are blinded by losing your glasses 
  score to 20 for the next three acti ons. Drinking half a bott le 
  raises your Bounce score to 20, but the eff ects only last for 
  the next acti on.
  It also gives you 2 Luck, but you must use this Luck 
  before the eff ects of the juice wear off . 
  A human or ogre who drinks Gummiberry Juice develops 
  The enti re bott le must be drunk all at once, or nothing 
  happens. Humans and ogres can only benefi t from Gummiberry 
  Juice once per day; further bott les do nothing.
  Drinking more than one bott le’s worth at a ti me always has 
  detrimental eff ects, no matt er who drinks it.
  
  Items
  There are two main kinds of items: Permanent items and 
  expendable items. Items make things easier, or let you use certain 
  scores that you normally wouldn’t be able to use in the situation.
  Permanent items raise a character’s score by 2 whenever the GM 
  rules that the item is useful. For example, having a rope makes 
  it easier to climb a cliff. If your Bounce score is normally 8, you 
  would roll a d10 when using Rope with your Bounce score. A 
  character with a score of 12 adds +2 to the roll, instead of raising 
  the score.
  A permanent item might be  a slingshot, a spyglass, a book about 
  ancient Gummi lore (in which a failure represents the character 
  being unable to decipher the old text), or some other physical 
  object. Gummis can normally only carry one permanent item with 
  them on an adventure.
  Permanent items are normally usable throughout the entire story. 
  However, the player can decide to lose the item. In this case the 
  item is destroyed, lost, or otherwise unavailable for the remainder 
  of the story.  The player receives 1 Luck for losing an item.
  Expendable items can be used to automatically make your Hide, 
  Bounce, Courage, or Cleverness roll its maximum if the GM rules 
  that the item is useful.
  Expendable items are consumed, broken, or otherwise ruined the 
  first time they are used. Example items of this type include turkey 
  legs to feed to hungry monsters, smoke bombs to cover your 
  escape, or other items which are only able to be used once.
  Expendable items can be lost, but the character does not gain any 
  Luck for losing them.
  Example permanent items
  Flute
  Not only does it sound nice, but it can also do bird calls. It 
  can help you with Hide, but only when inside woods or other 
  environments where a songbird wouldn’t be out of place. Can 
  also be used do distract or trick adversaries, and possibly charm 
  snakes if you even run into one.
  Marbles
  Lets you use Cleverness instead of Bounce when running from 
  foes (as long as the pursuers walk on the ground; it does nothing 
  against fliers or crawlers). However, they can also be used to find 
  your way out of a maze or similar if you remembered to leave a 
  trail of marbles.
  Parachute
  Really just a blanket, but it lets you roll Courage (and maybe Pilot) 
  to safely get down from any height. You can carry “passengers”, 
  but you must then make an additional Bounce roll to account for 
  the extra weight.
  Rope
  Helps in climbing related situations, if there’s something (or 
  someone) to tie it to. Can also be used to set traps by clever 
  Gummis, and tie up defeated foes (although if used for the latter, 
  it can’t be used again for the rest of the encounter).
  Slingshot
  Lets you use Hide for combat, representing attacking someone 
  from out of sight, and can be used to knock down or push stuff 
  that’s out of reach, pop bubbles, etc.
  
  Problems
  At the beginning of every story, each player writes down three 
  possible minor problems for their character. A roll-off  (using a 
  d20) determines which character will be the focus of the story; 
  however, the other players get to decide which problem becomes 
  the focus of the story.
  Adversaries, Obstacles, and AP
  The GM starts with 100 or 200 points worth of adversaries 
  and obstacles, depending on whether the players want a short 
  story or a longer one. These points are referred to as AP. Every 
  signifi cant problem relati ng to the story’s focus that opposes one 
  or more of the characters is assigned AP from the story’s total. 
  The player characters must use their Hide, Bounce, Courage, and 
  Cleverness scores (as well as any relevant talents) to overcome 
  the obstacles or adversaries. If the total rolled by the player 
  is equal to or greater than the obstacle’s AP, the character 
  overcomes that parti cular obstacle. If the roll fails to overcome 
  that obstacle, the character loses 1 Luck.
  Adversaries and obstacles can take many forms. Common 
  adversaries are monsters such as ogres. Obstacles can include 
  forbidding sheer cliff s, raging rivers, locked iron doors, or 
  worse. The GM may also rule that some situati ons are so 
  terrifying that characters must make Courage rolls in order 
  to act at all. These situati ons are considered obstacles, and 
  count against the total story AP.
  When all the story’s AP has been assigned, the players no longer 
  face any challenges relati ng to the story’s focus.
  A descripti on of villains and how to create them is found on the 
  second page following.
  AP values
  5 AP is a standard number for an easy obstacle. 7-8 is a litt le 
  trickier. The GM may add or subtract up to 5 AP based on the 
  acti ons of the characters or the circumstances.
       • Fighti ng one ogre: 10 AP
       • Fighti ng two ogres: 12 AP
       • Fighti ng three ogres: 14 AP
       
  • Tricking one ogre: 4 AP
       • Tricking two ogres: 6 AP
       • Tricking more than two ogres: 7 AP
       • Sneak past guard at night: 5
       • Sneak past guard in broad daylight with 
  few hiding places: 8
       • Sneak past sleeping guard: 3
  If the players are confronted with an obstacle 
  of a higher AP and come up with a good idea to 
  solve the problem that would be at a lower AP, the 
  GM should subtract the original higher AP from 
  the story’s total AP.
  The GM may decide that some problems 
  cannot be circumvented in this way.
  Non-story obstacles
  Non-story obstacles are unrelated to the main story. For example, 
  if a Gummi stops in the middle of a chase to steal a nearby 
  dessert, the GM may rule that the AP to steal the dessert is not 
  subtracted from the story’s AP.
  Adversaries, Obstacles, and AP
  and obstacles, depending on whether the players want a short 
  story or a longer one. These points are referred to as AP. Every 
  signifi cant problem relati ng to the story’s focus that opposes one 
  or more of the characters is assigned AP from the story’s total. 
  The player characters must use their Hide, Bounce, Courage, and 
  Cleverness scores (as well as any relevant talents) to overcome 
  overcomes that parti cular obstacle. If the roll fails to overcome 
  adversaries are monsters such as ogres. Obstacles can include 
       • Fighti ng three ogres: 14 AP
       
  • Tricking one ogre: 4 AP
       • Tricking two ogres: 6 AP
       • Sneak past guard at night: 5
       • Sneak past guard in broad daylight with 
  few hiding places: 8
       • Sneak past sleeping guard: 3
  If the players are confronted with an obstacle 
  of a higher AP and come up with a good idea to 
  solve the problem that would be at a lower AP, the 
  GM should subtract the original higher AP from 
  the story’s total AP.
  The GM may decide that some problems 
  cannot be circumvented in this way.
  Non-story obstacles
  
  Your Home
  Aft er all the players have created their Gummis, it’s ti me to decide 
  where they live! To begin, every player should write down a brief, 
  one-sentence descripti on of the home they have in mind. This 
  could be a hollow tree in the middle of a dense forest, a forboding 
  mountain, an uncharted island, or some other remote locati on. 
  The most important thing about your home is that most humans 
  don’t know about it, so try to imagine a place that doesn’t see a 
  lot of traﬃ  c and is inconspicuous to outside observers. Aft er all, 
  the existence of Gummi Bears is supposed to remain a secret!
  Aft er all of the players has given their descripti on, each player 
  (and the GM) votes for which locati on they like the most. The 
  locati on with the most votes becomes your home.
  Every player gets to describe one feature of the Gummis’ home. 
  For instance, one player might want the home to have a series 
  of quicktunnels, while another might want a helpful ghost who 
  resides in or near the home.
  Neighbors
  Neighbors are other characters who live fairly close to the 
  Gummis (no more than two or three days’ walk). The Main Villain 
  (see next page) is one neighbor, but other neighbors can be 
  friendly, hosti le, or even unaware of the Gummis. 
  Every player gets to describe one neighbor (or group of 
  neighbors). For instance, one player might describe a bustling 
  castle ruled by a kindly king, while another player might describe 
  a blind shepherd who lives in the nearby woods, and a third 
  might describe a dragon who once collaborated with the ancient 
  Gummis, but of whom the current Gummis are unaware.
  
  Creating Villains
  Aft er all the players have created their Gummis, it’s ti me to create   
  some adversaries!
  The most important adversary in the game is the Main Villain. 
  This character’s home is somewhere fairly close to the Gummis’ 
  home, and either knows about the existence of the Gummi Bears, 
  or fi nds out during the fi rst story. Not every story has to feature 
  the main villain, but most will. 
  Creatures who work for a villain are called minions. Most 
  main villains have at least a dozen minions, but some 
  main villains might not have any minions!
  The GM can create the main villain, but it’s more 
  fun if the players are involved. Just like voti ng for your 
  home, every player writes down a brief descripti on of the villain 
  they have in mind, along with a moti vati on (for instance, “Take 
  over the nearby kingdom”) and the villain’s stronghold (for 
  instance, a ruined, ogre-infested castle in the swamp). Aft er this, 
  every player (and the GM) votes for their favorite. 
  The main villain might not be primarily concerned with the 
  Gummis, but will never turn down a chance to capture them 
  and exploit their Gummiberry Juice, their technology, their 
  magic, or all three! 
  It’s important to note that the Gummis should have 
  a good reason to oppose the main villain. Usually this is 
  because the Gummis care about whatever it is that moti vates the 
  villain. For instance, the Gummiglen Gummis oppose Duke Igthorn 
  because they don’t want him to conquer Dunwyn Castle.
  Some stories don’t have any villain. Instead, the story’s AP is 
  based on other factors, such as wilderness, puzzles, or other (not 
  necessarily villainous) characters like wild animals. 
  Evil scores
  Every villain has at least one Score, just like the Gummis. However, 
  instead of Hide, Bounce, Courage, or Cleverness, evil scores are 
  unique to that villain. These scores are used to create extra 
  AP.
  For instance, the leader of the bird-like Carpies has a 
  Flying score of 10. Whenever he opposes the Gummis 
  by fl ying, the GM can roll a d10 and use the result as 
  extra AP. This “spare” AP can be combined with the 
  remaining story AP to increase the threat faced by the 
  Gummis.
       •  The main villain gets three evil scores: 10, 6, and 4.
       •  Recurring villains get two evil scores: 6 and 4. 
       •  Minor villains only have one evil score, but it’s a 10.
  Example evil scores include “magic”, “technology”, 
  “huge”, “invisible”, “warlord”, etc.
  The main villain’s stronghold also has an evil score of 12. This 
  score is only used when the Gummis are actually inside the 
  villain’s stronghold.
  Minions usually don’t have any evil scores, but are instead treated 
  like a regular obstacle with an AP value.
  home, and either knows about the existence of the Gummi Bears, 
  or fi nds out during the fi rst story. Not every story has to feature 
  Creatures who work for a villain are called minions. Most 
  home, every player writes down a brief descripti on of the villain 
  they have in mind, along with a moti vati on (for instance, “Take 
  over the nearby kingdom”) and the villain’s stronghold (for 
  instance, a ruined, ogre-infested castle in the swamp). Aft er this, 
  The main villain might not be primarily concerned with the 
  Gummis, but will never turn down a chance to capture them 
  and exploit their Gummiberry Juice, their technology, their 
  Every villain has at least one Score, just like the Gummis. However, 
  instead of Hide, Bounce, Courage, or Cleverness, evil scores are 
  unique to that villain. These scores are used to create extra 
  AP.
  Gummis.
       •  The main villain gets three evil scores: 10, 6, and 4.
       •  Recurring villains get two evil scores: 6 and 4. 
       •  Minor villains only have one evil score, but it’s a 10.
  Example evil scores include “magic”, “technology”, 
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 6-8 (Attention Span of 1-2 hours, Can count over 20, Understands basic addition & subtraction, Beginning readers)/Adventures of the Gummi Bears - The RPG.pdf