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!
===Specials and Abilities=== As previously mentioned, a special technique (be it a spell or physical attack) usually costs Flower Points to use. The question is, what exactly can your character do? To put it another way, does your character have a specific list of commands they can use? Well, yes and no. Super Mario RPG permits for modular and freeform play, not just in equipment and changing classes, but also in what a character can do in the world. Unlike the video games, there are no hard limits in what a character can do in a pencil-and-paper game; while Mario may not be able to grab his Bob-omb buddy and hurl them at an enemy to explode on contact via fastball special, you can. A lot of the time, this can happen at no cost to anyone. However, for the purposes of checks and balances, some of the fancier moves you can do will require you to spend FP to do it. If you narrate a particular action that sounds like it can fall under a particular technique, your GM may ask you to spend some FP before you attempt the action. Like all things, this falls to GM discretion and moderation and whatever he/she thinks requires using FP. For the most part, you should only expect to be spending FP in combat. A good way to think of what can cost FP is to start with a basic command tied to your equipment; in this case, we'll focus on the Hammer's Smash -- the basic melee attack. The base command on its own doesn't cost anything -- it's as simple as it gets. However, if you want to add a qualifier to that base command to do something more, that may come at an FP cost. For example, to turn the Smash into the Power Smash -- a Smash with +2 Power -- will add a cost of 1 FP, if only because it's a straightforward, singular improvement to the attack. Another variant you can make is the Piercing Smash -- a Smash that ignores the enemy's Toughness -- also for a cost of 1 FP. By comparison, you can create the Serial Smash, which lets you make successive Smash attacks against a single enemy repeatedly for as long as you keep scoring at least one success at -1 Power per successive swing. It's a potent attack, but that creates a whopping 3 FP cost for the skill; an attack like that is no joke. These "qualifiers" -- prefixes and suffixes to the base command -- are a quick way to judge if an attack you have in mind will cost FP or not. They can also be stacked together, if you choose, for a far more potent attack, but it adds the FP costs together into a cumulative cost. It must also be within reason that the character performing the special can reasonably understand the idea behind a would-be special and not be able to do it just because the player wants to. You can make up attacks as you go, but it should also stand to reason that certain attacks like the previously-mentioned Piercing Smash come only with experience or tutelage. Characters themselves can begin the game with and learn specials of their own, unique of any equipment they use. Most of the time, they have a flat FP cost depending on the ability, though the cost only applies in combat; for example, a Boo's Outta Sight racial special costs 2 FP in combat. Characters can learn all different kinds of specials, from ki attacks to enchanting songs to tattling on their enemies and finding out their abilities to just plain hulking up. If sufficiently justified, a character can begin the game with a number of specials of their own, such as an opera singer with varied songs that buff the party or debuff the enemy, with more songs to be learned in the future. It's usually a feat of note when a character learns a unique special. Also, there can be specials unique only to a particular item or piece of equipment. These specials can't be moved or tampered with (usually) and make a piece of equipment that much more unique. As an example, the fabled Sun-Kissed Claymore, found only in the depths of a temple somewhere in the Dry Dry Desert, has the special power Sun Spit [3 FP], which casts a lance of burning sunlight from the end of the sword at an enemy for 3 unblockable damage; this is in tandem with the sword's latent light-casting glow when unsheathed. ====Status Effects==== The following is a short list of example status effects that can be inflicted over the course of a game. Most of these are applicable within the scope of combat and usually wear off after the end of a fight. You have the option of having these effects apply in the overworld as well. In combat, when using an attack that applies a status effect, the number of net hits the attacker succeeds with is the number of turns the victim is afflicted with the status effect. Items, unless stated otherwise, have a default duration of 3 turns. Some status effects are more common than others, and some characters -- player and NPC alike -- may be immune to certain status effects. You can create a special attack that inflicts a status effect, similar to creating any other special attack, but status effect powers usually carry a cost of 2-3 FP, depending on the severity of the status effect. Most status effects can be healed with a restorative item like an Able Juice or Refreshing Herb, or any other method of restoring vitality, such as a good night's sleep. * [[Lamenters|Blind]] - The character is blinded and cannot see. Apart from any overworld effects, on any attack test, the range on scoring a success is 5-6 instead of 4-6. * [[Dwarf Fortress|Burn]] - The character is on fire and takes 1 damage every turn for its duration. * [[Tzeentch|Confusion]] - The character has a 50% chance of targetting a friend with an attack. * [[Skaven|Dodgy]] - The character's reflexes and reactions are sharper; they may double their Speed further when dodging attacks. * [[Adeptus Mechanicus|Electrified]] - The character is surrounded by an electric aura of power. If the character is struck, the attacker will take 1 damage. * [[Chaos|Fear]] - The character is quaking in their boots as their Power and Toughness are halved. * [[Valhallan Ice Warriors|Frozen]] - Turning into a life-sized popsicle, the character cannot move, attack, or defend. * [[Dreadnought|Heavy]] - The character's Speed drops to 1, but their Power increases by 2. * [[Khaine|Huge]] - Become huge! Power is doubled, but Speed is halved. * [[Grey Knights|Light]] - The character's speed increases by 1, but their Power drops to 2. * [[Squats|Mini]] - Become tiny! Toughness is halved, but Speed is doubled. * [[Nurgle|Mushroom]] - The character is turned into a mushroom! They regain 1 HP per turn, but cannot move or attack. * [[Derp|No Skills]] - The character is unable to utilize any FP-consuming moves, whether from a mental block or some other inhibiting effect. * [[Blood Ravens|Payback]] - The character reflects half of all damage they take back at the attacker. * [[Venenum|Poison]] - The character is suffering from debilitating poison, taking 1 damage every turn for the duration. * [[Empire|S'crow]] - The chracter is transformed into a scarecrow! They cannot move or attack, and they can only use FP to attack or defend. * [[Dark Angels|Stat DOWN]] - Decreases one of your stats by 1. * [[Sisters of Battle|Stat UP]] - Increases one of your stats by 1. * [[Squats|Stun]] - The character is unable to act, whether knocked loopy, paralyzed, or similar.
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