Editing
Super Mario RPG
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==II. Character Creation== Like most tabletop pen-and-paper games, each player controls a single character. This is their "player character," or "PC" for short. This section details everything needed to make a character. You'll need a single d6. The steps are as follows: * Design your concept. * Choose your race. * Determine your Stats. * Record your racial features. * Roll up your Hometown. * Choose your two Perks. * Spend your chargen resources towards starting equipment, items and unique character traits, and determine your starting pocket change. * Play! === Concept === A character is only as unique as her premise. Even in the simplistic and colorful Mushroom World, there are equally colorful characters that truly bring out and highlight how lively the world is. One's character is more than just numbers and items on a page; she is a (usually) living, breathing person with ideals and ambitions. The simplest way to come up with a character is to make a short blurb about who and what she is, such as "Treasure-loving Archaeologist," "Hammer-for-Hire," or "Trickster Wizard" to name a few. This will be the character's foundation to be based and built upon. Nothing's stopping you from writing a full history of a character; do whatever you feel is necessary. '''This step is strictly optional, but it never hurts.''' === Races === The Mushroom Universe is full of bizarre and interesting creatures, each with their own strengths and weaknesses. The following is an overview of each playable race. More races are always present and can be created at anyone's discretion, but these are the "core" races. ====Koopa==== One of the most common races in the Mushroom World, Koopas (known in some circles as ''Nokonoko'') are humanoid (evolved from quadrupeds, though some still exist) reptiles, turtles in particular; the biggest and baddest of them all is the infamous King Bowser Koopa himself, the aptly-named "Koopa King." Koopas walk all paths of life, and while Koopas make up the vast majority of the Koopa Troop, Bowser's personal army, many others live independently, be it in peaceful hamlets, as brave adventurers, and even as citizens of the Mushroom Kingdom. Arguably their greatest strength is their adaptability, for rarely is a Koopa pigeonholed into any one role. Of course, this doesn't preclude them from becoming extremely specialized; some of the greatest warriors and magic wielders are Koopas, among numerous other occupations. ====Toad==== The other most common race in the world alongside the Koopas, Toads (''Kinopio'' is an alternative designation) are the mushroom-headed humanoids of the Mushroom World, known for their speckled "hats" and overall short stature. While the Mushroom Kingdom boasts unmatched diversity, Toads are the face of the kingdom, though to live and travel abroad are not uncommon occurrences. Opposed to the Koopas and Goombas of the warlike Koopa Troop (not to be confused with other Koopas and Goombas), most Toads are peaceful. However, many are insufferable gossips, and certain individuals have a bit of a reputation for habitual cowardice. While not necessarily as hardy as the Koopas, Toads are an adaptable people, boasting a vast intellect and remarkable agility, despite their stature. Most adventurer Toads become scholars, magic-users or thieves, but that doesn't stop the braver ones from gaining martial prowess. ====Boo==== Boos (also known as ''Teresa'') are marshmallow-like ghosts, the spirits of the dead that remain in the realm of the living for a variety of reasons, willing or otherwise. Often inhabiting abandoned estates and the dark places of the world, Boos tend to be either very shy or very bold. That is to say, many exalt in scaring the wits out of hapless passers-by; however, they've yet to shake their reputation for being notoriously shy. Being semi-incorporeal, they do not boast fine motor control, but they can exert some force on the world. They can also fade in and out of sight -- possibly between the lands of the living and the dead -- and fly. Boos tend towards being magic-users or socialites, due to their difficulty in handling physical objects. ====Goomba==== Goombas (alternately known as ''Kuribo'') are tiny sapient mushroom -- or acorn, depending on who you ask -- creatures, essentially mutated mushrooms/acorns with feet. Their size varies mildly, but most come waist-high to a Koopa. Alongside Koopas, Goombas are the most iconic of soldiers in the Koopa Troop, the "gruntiest of grunts," so to speak, while many others live in independence, often as full-fledged citizens of the Mushroom Kingdom. Stature aside, their most striking detail is their lack of arms, although they are known to fine-manipulate objects as if they had limbs (a mystery of the universe). In open defiance of their build and lot in life, Goombas are among the most steadfast and fiercest of all sapients. They are capable of very high jumps, and some varieties have small wings. Some are martially adept, while others become scholars. ====Shy Guy==== One of the grand question marks of the world, Shy Guys (''Hei-Ho'' by another name) are squatty humanoids whose most striking detail, regardless of their garb, build or environment, is an unsettling white -- sometimes decorated -- mask to hide their true identity, hence the name; only a truly select few have ever seen beneath the mask, though they refuse to say what is there. Note that a Shy Guy may choose to emulate the appearance of emotion via subtle swapping of various masks to that which is most appropriate to the occasion. One of the most mysterious and enigmatic races in the world, Shy Guys are thought to originate from the dream world of Sub-Con, though like most things about them, it is not truly known. It doesn't help that their society, however it manifests, is almost exclusively insular. What is known is that apart from being nearly unrepentant tricksters, they are one of the most technologically savvy races, employing all manner of tools they find or make. ====Yoshi==== Yoshis, either named for an individual or the entire race, are intelligent, bipedal dragons/dinosaurs that come in all colors of the rainbow -- and then some! -- with large snouts and smiles. Hailing from mostly tropical regions, most notably Yoshi Island, their claim to fame is being omnivores of the highest caliber: with long, sticky, prehensile tongues and a seemingly bottomless stomach, Yoshis will eat almost anything and everything. Their digestion is almost instantaneous, and often, they excrete an item they eat as a speckled egg they either use for storage or to throw as explosive projectiles. Depending on what they eat, they can gain abilities ranging from growing wings to breathing fire. Sometimes serving as mounts or protectors, they possess their own, tribal society. ====Bob-omb==== With a fuse on the top and an individual-designed turnkey on their backside, modern Bob-ombs are, put simply, sapient bombs with feet. Like Goombas, they have no immediately discernible arms, yet they can manipulate objects with little issue. Intelligent and living as full citizens of their nation of choice, most are stoic and tough, often moving with military precision, though as the colloquialism implies, many suffer from -- pardon the pun -- a short fuse. As expected of any bomb, a Bob-omb's special ability is to self-detonate in an admirable explosion; while one may think such an act as suicide, modern Bob-ombs have perfected the art of blasting to where it is no longer an issue. Their explosions, outside of functional use, are seen as the highest form of expression for Bob-ombs. ====Human==== In the Mushroom universe, humans as we know them are actually an overall rarity compared to other races. They are not built much differently from other humans, but compared to Toads, Koopas and their ilk, humans are fewer and further between than others. The only areas on record with a significant human population are the unsurprisingly modern metropolises Diamond City and New Donk City. That said, the few humans of notable renown are among the greatest and most powerful sapients in the universe. Apart from Mayor Pauline, famed pirate Captain Maple Syrup, the eccentric Professor Elvin Gadd, and those who work for WarioWare Inc., there are only seven humans (or human-esque beings) of substantial note in the setting: the mystical Princess Rosalina of the stars, the wily Wario Bros., Wario & Waluigi, the strong Princess Daisy of Sarasaland, the fair Princess Peach of the Mushroom Kingdom, and the superstars among all superstars themselves -- the Super Mario Bros., Mario and Luigi. As those names prove, humans may be few and far between, but they have among the greatest ambition of all sapients and reach for the stars in all things. === Stats === Now that you've chosen your race, you can determine your Stats. Stats represent your PC's raw physical and mental skill. There are six Core Stats and two Derivative Stats. {|border=0 |- !align=right|Heart (H): |This Stat represents your character's willpower, guts, determination and spirit. |- !align=right|Power (P): |This Stat represents your character's raw, physical strength. |- !align=right|Smarts (S): |This Stat represents your character's intelligence and mental fortitude. |- !align=right|Coolness (C): |This Stat represents your character's charisma, looks and and social skills. |- !align=right|Toughness (T): |This stat represents your character's resilience, burliness and overall physical presence and health. |- !align=right|Speed (Sp): |This Stat represents your character's physical quickness, manual dexterity, and reaction speed. |- !align=right|Health Points (HP): |This Stat represents your character's vitality, namely how much damage your character can suffer before becoming KO'd. It is derived from, and is equal to, '''Heart + Toughness''' (unless otherwise noted). |- !align=right|Flower Points (FP): |This Stat represents your character's extra effort, notably the potential to perform Specials (techniques, spells, etc.). It is derived from, and is equal to, '''Heart + Coolness''' (unless otherwise noted). |} An average Koopa or Toad civilian would possess a 3 in all Heart, Power, Smarts, Coolness, Toughness, and Speed. Over the course of a campaign, stats can be buffed or debuffed, either permanently or temporarily, but aside from HP/FP, they can never be reduced below the minimum of 1. ==== Determining Stats ==== There are two ways to determine Stats: random rolls, or point buy. The methods to each are displayed below. =====Random Rolls===== For Heart, Power, Smarts, Coolness, Toughness, and Speed, roll 1d6+1 for each in turn (This will result in a number from 2-7). '''Bowser's Favor:''' On a single roll where you rolled a one, you may reroll. =====Point Buy===== You have 7 points to add to your Stats. Heart, Power, Smarts, Coolness, Toughness and Speed start at 3, and each have a limit of 7. You may shuffle the existing points around before applying your new points, but you cannot reduce a stat below 1 -- even after racial modifiers -- nor exceed the chargen limit of 7. === Racial Features === Depending on the race chosen, your character naturally receives the following Stat modifiers and Abilities. If playing a non-standard race, discuss potential modifiers and Abilities with your GM, if any. This also applies towards playing as a variant of a given race, such as the Koopa's Paratroopa (begins with a Winged Shell) and Fire Brother (spits fireballs) variants. ====Koopa Features==== '''Stats:''' All Koopas come standard with their own, removeable, oft-treasured Koopa Shell (Armor: +1 Toughness, -1 Speed). Shell aside, he also gains one point in Power. '''Abilities:''' ''Bowserkin'' - When a Koopa is at low health (1-2 HP), he becomes more resilient and gains one temporary point in both Power and Toughness. This lasts until either his health is restored from this minimum, or he is KO'd. ====Toad Features==== '''Stats:''' A Toad receives an extra point in Smarts, reflecting her well-read, peaceful nature. '''Abilities:''' ''Scholarly Aptitude'' - A Toad makes up for her lack of strength with her cleverness and knowledge, be it in whatever pursuit of her choice. Instead of Heart + Coolness, she may therefore choose to calculate her Flower Points as equal to Heart + Smarts. ====Boo Features==== '''Stats:''' A Boo receives an extra point in Coolness; her charisma is otherworldly, not to mention it takes work to make a good scare. '''Abilities:''' ''Outta Sight'' - A Boo -- and whoever is holding onto her -- is capable of fading invisible and incorporeal at-will for a number of times per day equal to her Coolness rating. A single use counts as from initiating the fading to the Boo dispelling the invisibility, regardless of length of time. ====Goomba Features==== '''Stats:''' A Goomba is tough, stubborn and used to taking a fall, so he gains an extra point in Heart. '''Abilities:''' '''CHOOSE:''' ''Frenzy'' - A Goomba at low health (1-2 HP) may enter a frenzy and has a 50% chance to make an additional attack. '''OR''' ''Tattle'' - A well-read Goomba has a habit of being able to tell apart what's what. On a sufficient Smarts (1) check, a Goomba can immediately identify an enemy's species, basic stats and general strategy. Note that being able to Tattle is a perk that any character can pick up. ====Shy Guy Features==== '''Stats:''' A Shy Guy is inventive and clever, but he is also reclusive and unsettling. He gains two points in Smarts, but he loses a point of Coolness. '''Abilities:''' ''Gadget'' - A Shy Guy may begin the game with a helpful gadget of their design. Get creative, and discuss with your GM how best to design the item. A Gadget is considered a handy tool that the Shy Guy can employ on a semi-regular basis; with enough justification, it can even count as a weapon or other piece of equipment. ====Yoshi Features==== '''Stats:''' A Yoshi is innately strong and fleet of foot, regardless of the weight he carries. It doesn't change that he's still a dinosaur. He gains an extra point in both Power and Speed, but he loses a point in Smarts. '''Abilities:''' ''Swallow'' - A Yoshi may swallow nearly any object smaller than himself in range of his tongue. He may hold the object in his mouth for [Heart x 2] turns until he is forced to swallow or spit it out. He can then lay an egg, which he can use to either store an item or make a ranged attack. An egg lasts until it is used, and a Yoshi can possess a number of eggs equal to his Coolness rating. ====Bob-omb Features==== '''Stats:''' A proud Bob-omb is stalwart and rarely backs down from a challenge, and people find that inspiring. However, stubby legs on a walking bomb only let her move so quickly. She receives a point in both Heart and Coolness, but loses a point in Speed. '''Abilities:''' ''Bomb'' - For breaking down walls or just making an explosive impression, a Bob-omb may self-detonate at-will for a number of times per day equal to her Coolness rating. The force of her explosion is equal to her Power rating. She must recuperate for a turn after exploding. ====Human Features==== '''Stats:''' A human is generally versatile and excels at whatever he puts his mind to. He receives a free point in one stat of his choice. '''Abilities:''' ''Starlike Ambition'' - A human is quick to learn things, and his ambition inspires him to reach for the heavens and become a legend. Unless otherwise noted, a human receives a 1 FP discount on the cost of all specials; this cannot reduce the cost of a special below 1 FP. === Hometowns === Everyone was born somewhere! If you don't want to choose your character's origin yourself, then roll 2d6 to determine where you're from on the chart below. {| border="1" cellspacing="0" cellpadding="5" ! Roll || 1 || 2 || 3 || 4 || 5 || 6 |- ! 1- Wilderness | Plains || Forest || Desert || Mountains || Island || Choose your own! |- ! 2-Farm | Bean Valley || Flower Fields || Twilight Town || Moleville || Starborn Valley || Choose your own! |- ! 3-Village | Petalburg || Dry Dry Outpost || Fahr Outpost || Monstro Town || Koopa Village || Choose your own! |- ! 4-Town | Poshley Heights || Seaside Town || Rogueport || Marrymore || Rose Town || Choose your own! |- ! 5-City | Toad Town || Nimbus Land || Diamond City || Mushroom City || Shiver City || Choose your own! |- ! 6-Abroad | Sarasaland || Beanbean Kingdom || Isle Delfino || Dinosaur Land || Dark Land || Choose your own! |} === Perks === ((Idea taken from [[ChromeStrike]])) It's not just a player character's exceptional stats or ambition that separate him from everyday inhabitants of the Mushroom World. More often than not, it's a certain quality or ''je ne sais quoi'' that sets him apart from others like him. These are represented as '''perks''': minor qualities or feats that further distinguish a character and make him truly unique. They are bonuses to rolls or stats that occur under very specific conditions, and the best part is that you can make your own! After all, it's one thing to say your character keeps cool under pressure, but it really brings that point home when it's serialized in a perk such as ''"Cool Heads Prevail: +1 dicepool bonus on a spell check to dispel/counter fire spells."'' At character generation, a character chooses two perks with which to distinguish their character. Players are encouraged to create their own perks, including naming them; anyone can help, and the GM has final say in approving, tweaking, or disallowing any particular perks, for the sake of balance or otherwise. A rule of thumb is that the larger or more profound the bonus, the less likely it should be expected to come up regularly in-game. The following are common guidelines or ground rules to follow when creating perks, along with examples. Unless otherwise noted, assume that any bonus listed is to a player's dicepool. * '''+1 bonus to a combat check:''' These require a very specific condition(s) to be met. These should neither add to hit always with a specific type of weapon or spell (e.g. hammers, shells, ice spells, etc.), nor to dodge, defend or resist damage unless under particular circumstances. **''I Like These Odds:'' +1 to hit when outnumbered 2:1 or more **''Thunderstruck:'' Ignore debuffs from electric-based damage, such as numbness. **''Clever Girl:'' +1 to base damage value when sneak-attacking from natural flora **''Take a Breath, Man:'' +1 to hit when unharassed for a full turn **''"That's HIGH Archmage to you!":'' +1 to offensive casting and counterspelling checks when directly battling other wizards **''"Mayday, mayday!":'' +1 to damage resistance against falling damage when shot down from the air * '''+1 Stat bonus towards a specialty or skill:''' These perks generally should have nothing to do with combat; these are the closest thing to skill bonuses than anything else. **''Mr. Atlas:'' +1 Power when lifting, pushing or carrying something **''Ironshroom:'' +1 Toughness towards tests of endurance **''Horticulturist:'' +1 Smarts when identifying flora or fauna **''"I never said THAT.":'' +1 Coolness when fast-talking/bluffing if there is some truth in the PC's words **''Every Goomba for Himself!:'' +1 Speed to escape when surprised **''First Impressions:'' +1 Coolness when meeting someone for the first time, particularly those of equal or greater social standing * '''+2 bonus in specific, infrequent scenarios:''' These perks are miscellaneous in nature, almost wholly trade-based. Be it academic study, networking, handyman work or a job at the circus, these apply to careers, hobbies, or some past history of the character. **''Duct Tape & Elbow Grease:'' +2 to repair an item if using secondhand materials or improvising **''Quality Control:'' +2 to appraise an item of its performance and craftsmanship **''Queen of the Opera:'' +2 to mesmerize an audience and to subsequent social rolls during and following a singing performance **''Karry Koop-dini:'' +2 bonus when escaping any binds or cuffs **''Royal Attaché:'' +2 to social rolls when addressing foreign officials and royalty not of the character's native citizenship **''Pull It Together:'' +2 to hit when dealing nonlethal damage to an ally ===Money, Equipment, Items & Traits=== Your character is almost complete, but if you've been paying attention, you'll notice your character doesn't actually have anything to her name yet; alas, she possesses naught but the clothes on her back right now. Fortunately, this can be fixed with some free money and a pre-existential shopping spree. First, add the values of your character's H, P, S and C stats together into a single number. Mark this number down, because this is your character's ''starting pocket change'' in Coins (see ''Currency'' in '''Mechanics''' for more information). Next, divide this sum by 3, rounding appropriately to the nearest whole number. This new number is your character's available '''Purchase Points (PP)'''. Purchase Points can represent several things: the overall resources available to your character, be it monetary, genetic or anything in between, as well as the general worth of your character's gear, income and/or training up to this point. They may not necessarily represent a character's overall quality of living, nor does purchasing something with PP mean they actually bought anything off the open market; a wizard's robe could be a hand-me-down passed down from generations of family, for example. It's a rather nebulous currency that only appears in character generation, but suffice to say, these PP are what you will use to equip and place the last touches on your character before setting off into the wild blue yonder. You don't need to spend all your available PP, but it can't hurt. Every 1 PP is good for '''one''' of the following: *A baseline single weapon (a set of projectile weapons counts as this, e.g. a pile of throwing needles), magic focus or set of armor/magic robe *A single enchantment/refinement of said weapon/focus/outfit (e.g. a Strong Hammer [+1 P] would cost 2 PP: one for the Hammer, one for +1 Power) *Two (2) basic consumables, such as a Mushroom, Honey Syrup, Able Juice, etc. *One (1) additional Perk. This new Perk follows the same rules as those in the '''Perks''' section. *An extra character trait/quirk. This can be rather broad, but it should be considered that a character is changed on an intrinsic, internal level of some form. The following are common examples: **A Koopa can trade in his standard Koopa Shell for a different kind of shell, such as a Spiked Shell or Winged Shell. **A Koopa can get another, separate Koopa Shell altogether. It's not unheard of for a Koopa to own multiple shells, after all. Making it a nonstandard shell still costs another point, though. **A Koopa can spit fire/ice/whatever from his mouth. **A Goomba can gain wings, becoming a Paragoomba. **A Boo can change shape into a more humanoid form. The most common references are to another race (most often their original form in life), a humanoid figure similar to Vivian and the Shadow Sirens, or even the human form itself. "Ghostly beauty" can take on a whole new meaning. **A Boo can become fully corporeal, providing more appreciable mass and motor control. **A Bob-omb does not possess a wick and/or triggers explosions through alternate means (remote trigger, timer, etc.). **A Shy Guy can trade his default white mask for another of varying function. The most common replacement is the Snifit Mask, allowing a Shy Guy/Snifit to spit bullets from his mouth. Shy Guy "emoting" masks count as one mask for this purpose. **A Shy Guy can gain another, separate basic mask, not unlike a Koopa's shells. Similarly, making the separate mask a nonstandard mask also costs another point. **A character is a considerable measure larger or smaller than the average. **A character can weave magic without the need of a focus. Note that this might be achievable through in-game means, though it will take considerable effort. **A character has some manner of mutation or genetic quirk (e.g. a Toad's spots glow in the dark).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information