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These are then used to determine:
These are then used to determine:
* Health Points - equal to Heart + Defense. When you take damage, these go down: at 0 HP, you are KO'd.
* Health Points - equal to Heart. When you take damage, these go down: at 0 HP, you are KO'd.
* Flower Points - equal to Heart + Coolness. Used to activate abilities, cast spells, and gain bonuses.
* Flower Points - equal to Heart + Coolness. Used to activate abilities, cast spells, and gain bonuses.


Some Class Abilities and Perks can modify HP and FP.
Some Abilities and Perks can modify HP and FP.


== Basic Mechanics ==
== Basic Mechanics ==

Revision as of 08:37, 30 March 2009

Super Mario RPG, also known as Mario World, though not to be confused with the SNES vidya gaem of the same name, is a /tg/-created system for a Super Mario RPG, using simple mechanics based on D6s, low numbers, and a Stat-system based on the Mario game series. It borrows somewhat from the Warhammer Fantasy Roleplaying Game and Dark Heresy PnP games.

Note that the game is in its very beginning stage; it is at this point very fluid. Nothing is concrete yet, as we are laying the framework. When more details are ironed out, they will be added to this page whenever possible. Playtesting so far is minimal, let alone existant; with time, there will hopefully be more. If a GM chooses to run the game with players, in lieu of any information on this page, (s)he is welcome to add their own houserules and material to their game.

Thus far, the game assumes the players are minions in Bowser's army, known as the Koopa Troop; while this isn't as restrictive as it sounds (especially based on your DM), there's no reason you have to run your game that way. At this time, all content simply supports this method of play; we hope to encompass all the awesome aspects of the Mario World.

For those who need references to and information about anything involving the Mario universe (especially if you plan to add it to your game or to elaborate on items currently listed), check the Super Mario Wiki.

Stats

Characters have 6 basic stats. Characters begin with 2 in each stat (modified by their race) and have 7 points to use in building their character, with a limit of 5. Alternatively, roll a d6 for each Stat, and divide the results for Defense and Speed by 2, rounded up. The stats are:

  • Heart - Represents physical health, but also guts, determination and spirit.
  • Smarts - Intelligence; used for operating machines, casting spells, and being perceptive.
  • Coolness - A combination of charisma, looks and so on. Helps convincing people to do things your way.
  • Power - Raw, physical strength. Used to determine damage, how much you can carry, and other feats of force.
  • Defense - Toughness, stamina: separate from Heart, this represents how thick-skinned you are. Used to resist pain, and reduces damage from attacks.
  • Speed - How fast you move, but also physical dexterity; used for running, jumping, dodging and sneaking.

These are then used to determine:

  • Health Points - equal to Heart. When you take damage, these go down: at 0 HP, you are KO'd.
  • Flower Points - equal to Heart + Coolness. Used to activate abilities, cast spells, and gain bonuses.

Some Abilities and Perks can modify HP and FP.

Basic Mechanics

Subject to change.

To accomplish an action that requires some luck or skill, a character rolls 1d6 plus the most appropriate statistic, versus a DR (difficulty rating) set by the GM. If their result is equal to or higher than the DR, they succeed; lower, and they fail. Extremes of low and high in the result can mean more extreme failure and success. All characters can expend a Flower Point before making their roll to add +1 to the result for every point they spend. Characters facing off against each other (for example, arm wrestling) both roll and compare the results to each other. And most of the time, that's it!

Combat

As always, combat is somewhat more complex. Characters begin combat by that gaming staple, rolling for initiative! Each player rolls a d6 and adds their Speed for their Initiative. In the occurrence of a tie, the character with the highest Speed goes first; failing that, dice off.

Characters may take one action per turn, and unless otherwise specified (by a particular ability, for example) can move up to double their Speed in feet as well. Once a character has taken an action, resolved the effects and moved (if they want), the initiative goes to the next character.

Attacking

The most commonly used action in combat is to Attack. Every creature, large and small, can Attack. A Slam is the most basic attack action, in which you simply throw your body against the enemy.

When you attack, you roll a d6 and add your Speed, to get your Hit Rating. If you Hit Rating is the same or better than your victim's Dodge Rating (Speed+Defense), you hit.

Note: Special attacks may use different combinations of stats to calculate Hit Rating or Dodge Rating. Such attacks will indicate in their descriptions what stats, if any, are added to calculate the success of the attack. A basic Slam attack, however, uses d6 + Speed.

To calculate damage, add your Power and Weapon Bonus (and any other bonuses, such as from equipment, Power-Ups, or even special circumstances) for your Damage Rating; subtract your target's Defense Rating, and they take that much damage.

Example:

Kenny Koopa Attacks a Goomba! He rolls a 5 and adds his Speed (4), making his Hit Rating a 9. The Goomba's Dodge Rating is only 6, so he hits! Kenny's Damage Rating is 5 (Power 5 + 0, as he has no weapon), and subtracting the Goomba's Defense Rating (A flat 3, as this little guy has no armor or special abilities), the Goomba takes 2 damage.

An alternate system is that every ability declares two stats (eg, 'speed vs defense') and a weapon bonus (eg, +3). The attack rolls his stat plus 1d6, compared to the defender's stat plus 1d6. On a tie or better, the attacker hits. He then deals damage equal to his stat plus his weapon bonus minus the defender's stat, plus 1d6.

Alternatively, GMs can choose to have NPCs take 3 on all attack and defense rolls, to speed up play.

Abilities

There are three kinds of Abilities: Attack, Power-Up, and Passive. Attack abilities are resolved as above: not all attacks deal HP damage, though! Some deal damage to other stats. Thus, all abilities that give penalties to other characters are attacks of some kind. Some attacks have secondary effects that come into play when they successfully deal damage. Some attacks can be used for free, and some require FP. Power-Ups, on the other hand, are beneficial abilities that temporarily increase stats, regain FP or heal damage. They always cost something to use, usually FP but occasionally something else. Finally, Passive Abilities are permanent upgrades to a character's capabilities, often gained

Example:

Kenny Koopa is still fighting that Goomba. He decides to pull out the stops and use a Shell Manuever (A kind of Koopa Troopa ability), Shell Spin! Shell Spin costs 2 FP, but seeing as Kenny has 10 FP (6 Heart + 4 Coolness), he's not too worried. Shells Spin dictates that you add half your Speed to your Damage Rating. Kenny rolls a 3, and added with his Speed of 4 again beats the Goomba's Dodge rating. Kenny adds half his Speed to his Power, making his Damage Rating 7, and subtracts the Goomba's Defense Rating, dealing 4 points of damage. As Kenny skids to a stop, the Goomba flops over, entirely out of Hit Points.

Abilities are gained two ways: as Class Abilities, at first level and every other level thereafter, and as Perks.

He Knows About Timed Hits!

Players Characters, and certain Non-Player Characters (known as Bosses), have access to a mysterious, little-understood force called Timed Hits.

Timed Hits allow a character to increase their chances of success and to regain their spent Flower Points if they do succeed. The character gains the bonus depending on how well their players describe their actions: the more entertaining, interesting, funny or cool the description is, the bigger the bonus and regain. The bonus is added to the result of a roll: if the roll is successful, the character then regains FP equal to the bonus.

  • A simple 1-point Hit results when the description is simply not boring. Sprinkling a few adjectives around, or speaking in-character, can qualify an action for this bonus.
  • 2-point Hits' descriptions are much the same as 1-point Hit descriptions, but the action itself is somehow clever or imaginative, making use of the scenery or doing something very original.
  • 3-point Hits are rare and powerful things. The only guideline for awarding a 3-point Hit is for almost all the players and the GM to agree that the action is awesome or funny enough to qualify. A description that makes all the players sit back a moment in awe, or burst out laughing, is probably a 3-point Hit.

What does it mean?

What the Timed Hits system essentially does is:

  • Reward players for entertaining each other
  • Make Player Characters more "lucky".
  • Prevent the PCs from ever being completely dry on FP, so long as they keep up their creative energy.
  • Lend the players' characters an air of prestige in the eyes of NPCs, should they find out that the PCs Know About Timed Hits.

Mechanics in Action

Boomba has been challenged by the Paragoomba fraternity, as part of his initiation, to steal cakes from the kitchen. He has managed to get to the kitchen, but the pantry is locked! He tries to search for the key. Thus, he rolls d6 and adds his dim Smarts. He rolls 2 and gets a total of 4, but fortunately the key was just hanging on the wall and the GM made it a pretty simple Difficulty 3 task. Boomba gets into the pantry, and gets the cakes!

But, uh-oh! The chef is back! The chef is a Birdo, and Boomba must make a Speed check to Sneak past him. This is opposed by the chef's Smarts. Boomba has a zippy Speed of 4, but the chef has a Smarts of 4, as cooking is a Smarts-based task. They roll, and Boomba scores a 5. However, the cakes are pretty heavy, and he suffers a -1 penalty to his roll in addition to his Speed bonus. The final result is an 8. The chef rolls a 2, increased to 6 by his Smarts, which is not enough to notice Boomba, who makes a stealthy getaway out the door. Success! He has stolen 9 cakes. That's as many as three 3s.

And that's terrible.

Careers

One possibility for this system is to use Careers, much like Dark Heresy and WFRP. This is in its beginning stages; the following is what has been constructed thus far.


Koopa Troopa Careers


Koopa (First Tier)

This is the starting career for Koopas. These are newly enlisted soldiers in the Koopa Troop in need of training. From here, the Koopa earns his shell and becomes one of the most recognizable military troops in all of Marioland: The Koopa Troopa.


Koopa Troopa (Second Tier)

The general infantry of the Koopa Troop, this is a Koopa who has earned his shell. In this career, a Koopa Troopa gains his definitive shell, providing much of their needed defensive power, and the most basic Shell Maneuvers.

Requirements: None


Red Koopa Troopa (Third Tier)

The next level in basic Koopa Troopa rank, Red Troopas are awarded their red shell, and taught several new techniques, including general tactics and strategy, and Shell Maneuvers. Koopas can only reach this rank by being promoted by their superiors; while anyone can wear a shell, it takes some smarts to know how to use 'em!

Requirements: None


Blue Koopa Troopa (Fourth Tier)

Career Entries: Red KT

Being promoted to this rank means the Troopa has valued strategy over brute strength; why, you might've been a Magikoopa in another life! The blue shell bestowed to these Koopas has a slight Magikoopal enchantment; it makes the Soldier faster in almost every way, in thinking and , well, running around! These keen Koopas are taught powerful Shell Techniques, and some nifty tricks only these quick-witted fellows could pull off. Blue KT's gain +3 to their Speed.

Requirements: Smarts 6


Yellow Koopa Troopa (Fifth Tier)

Career Entries: Blue KT

Blue KT's who excel in the field of battle, outwitting and outshining their foes through the use of excellent strategy and sometimes genius tactical mindedness (Sounds pretty impressive!) qualify for the Koopa Troopa Test of Excellence. What is this Test, exactly? Well, that is up to the Koopa's commander to decide. With intimate knowledge of his subordinate's fighting techniques, a Koopa Commander, together with a powerful Super Magikoopa, carefully craft the trial that will prove whether the soldier is up to snuff. Quite a bit of trouble to go through for a promotion, huh? The fight might be tailored against the Koopa's weaknesses, he may face a myriad of opponents, or the battle might not even be physical in nature! The kicker (oh, you thought that it was hard enough?) is that the soldier is completely disallowed from using any of his Shell Maneuvers, or any other abilities! The true test is whether the Koopa can reinvent himself on the battlefield; the victorious Koopa is the one that creates a brand new technique all his own in the midst of battle! AMAZING!

Upon successful completion of the KKToE, the Koopa Troopa is reverently awarded his yellow shell, a powerful upgrade of the blue shell that raises all the Koopa's abilities, and is specially tailored, if necessary, to the new technique! The technique itself is recorded in the Koopa Troop Tome of Techniques, preserving the Koopa's legacy for all time. How exciting!

The Yellow Koopa Troopa gains +3 to Speed, Power, Smarts, Coolness, Heart, and Flower Power with his awesome shell worn. He also receives a permanent +2 Coolness bonus, as he is recognized now as a warrior of incredible strength and prowess.

Requirements: Must have been instrumental in defeating a threat to the Koopa Kingdom, or an equal act of courageousness and loyalty (DM discretion).


Koopatrol (Sixth Tier)

Career Entries: Any 5th Tier

These are the elite guard of Bowser himself, and no two Koopatrol are the same; each brings a different mindset, and different abilities to the table. Yellow Koopa Troopas who prove themselves to be utterly, undeniably faithful to King Bowser, through perhaps an act of self-sacrifice, or making a great discovery that improves the life of Koopakind, may be knighted, and promoted to the rank of Koopatrol. The deciding factor to this is a vote by the Koopatrol (used as the name of the group itself), and is always open to debate. Several controversial knightings have occurred, leading to the resignation of Koopatrol members.

Upon being knighted, the Koopa Troopa receives his Koopatrol armor and shell, some of the most powerful of it's type. A koopatrol is almost invulnerable to physical attack thanks to this armor, and a warrior of this caliber is sure to defeat his enemies with ease; one of the greatest problems Koopatrol have is how to control themselves, as not only is their power great, but their status as well. A Koopatrol's backing is no small thing; the Hammer Brotherhood itself is proof of this.

The Koopatrol's primary concern is for the safety and Welfare of King Bowser and the Koopa Kingdom, and thus they will drop anything at a moment's notice to defend their lord and country.

Requirements: As stated, the Koopa must prove without doubt his loyalty to king and country. Oftentimes, this means that all other allegiances must be formally broken.


Koopa Striker (Fifth Tier)

Career Entries: Blue KT


Soopa Striker (Sixth Tier)

Career Entries: Koopa Striker


Koopa Paratroopa (Third Tier)

The aerial aces of the Koopa Troop. These Koopas are awarded the winged shell, giving them the ability to fly, and are taught the amazing ability used by the Koopas' greatest antagonist Mario, the Jump ability. While it takes some time to master basic flying, these soldiers are still quite formidable. Taught basic aerial Shell Maneuvers.

Requirements: None


Little Hammer Bro (Third Tier)

So, you want to be a Hammer Brother, eh?! Well, it's gonna take some doin'! A Little Hammer Bro is a fresh new recruit to the Hammer Brotherhood, yet to prove himself. He is awarded his very first Hammer, and taught the basics of combat. While this career does give greater offensive capability, the Little Hammer Bro has yet to earn his Hammer armor, and so still has to be careful. Taught defensive Shell Maneuvers and Basic Hammer Maneuvers.

Requirements: 6 Power


Magikoopa Apprentice (Third Tier)

A Magikoopa? Really? You think you have the smarts? A Magikoopa Apprentice is a Koopa who has ingratiated himself in some way to the Magikoopakademy (whew!) and begins his studies of Koopa Magic. He is given his apprentices robes (a rather muted brown), his apprentice wand (a rather muted brown stick), and his (you guessed it) apprentice spell-book. The Apprentice is taught the most basic of offensive and buff spells, but loses the ability to use Shell Maneuvers.

Requirements: 6 Smarts


Lakitu (Third Tier)

Lakitu, that mysterious master of the clouds! Lakitu are Koopa trained in the use of Lakitu Clouds, which are obtained through trade with Nimbus Land. The Lakitu Corps is a prestigious organization, and thus doesn't let just any old Koopa join their ranks; some Koopas buy their way in, while others impress higher ranking members (for example, Lokitu, the clever leader of the Lakitu Corps). Either way, obtaining a Lakitu Cloud is no easy task. Lakitu are taught basic Cloud Maneuvers.

Requirements: None


Super Koopa (Third Tier)

Super Koopas are the result of Magikoopa's experiments with the feathers of the extremely rare Cape Hawk; the subjects are endowed with Superkoopian strength and speed. But to properly utilize their new abilities, they must abandon their shells. To become a Super Koopa, a Koopa must successfully prove, without a doubt, his utter loyalty to Bowser and the Koopa Kingdom. Once this is done, the Koopa must undergo the test of worth, where the Koopa must retrieve the Cape Feather to be used for his transformation. Lastly, the Koopa must survive his transformation, and keep control throughout. Super Koopas are organized into the League of Super Koopas, and often are called upon to deal with the biggest threats to Koopakind. Super Koopas are taught basic Super Maneuvers, such as how to fly, and how to control their vast power.

Requirements: None


Here are the outlines for some careers:

Alternative to taking Blue Koopa Troopa:

Gargantua Koopa Troopa (4) Red Garganuta KT (5) Spike Shell Bruiser (6) or Gargantua Paratroopa (5) Undecided at the moment. Red GKT is a possibility, but is somewhat plain. Something that highlights a. You're 4 times bigger than regular Koopas, you're big and strong and tough, b. you're flying around, c. building on those two to culminate into something really cool.


Hammer Bro Outline

Little Hammer Bro (3) Hammer Bro (4) Sledge Bro (5) Chief Hammer (6)

Fire Bro (5) Bob-Omb Bro (6)

Boomerang Bro (5) ??? (6)

With the Boomerang Bro progression, I wanted to turn it into a weaponmaster type thing. Being able to use any weapon and all that.


Paratroopa Outline

Paratroopa (3)

Red Paratroopa (4) Blue? (5) ??? (6)

Stumped with this one too: I didn't want to just go "Same as regular Koopa, just flying". Any suggestions are good.

Gargantua Paratroopa (5) Red Gargantua KPT (6)

Yes, those are the same as the possible Koopa Troopa progression. It is possible to have a Gargantua Paratroopa that is more ground based, with some flight abilities, or mainly flight based, delving deeper into flying abilities.

Jetroopa (5) Stealth Jetroopa (6)

Hawk Troopa (5) Angel Troopa (6)


The following are proposed "classes", nifty ideas that can easily be converted to careers. These can also be applied as basic classes for NPCs.

  • Shopkeeper - Canny merchants, uniting the world with trade. Shopkeepers initially gain the Buy In Bulk ability, which doubles the amount of items they can carry. Requires 5 Smarts and 4 Coolness.
  • Craftsman - Specialists in skill and knowledge. The first level in Craftsman gives a character the That's My Thing ability: upon gaining it, the character declares their Craft, and from then on gains a +3 bonus to their Smarts whenever they can justify the application of their professional knowledge. Requires 6 Smarts.
  • Ninja - Everyone has Ninjas. Their starting ability is Ninja Tricks, which allows them to gain +2 to their Speed for a cost of 1FP. Requires 5 Speed and 5 Coolness.
  • Pirate - Colorful rogues known for their swashbuckling ways. They gain the Whar Ye Arr ability, which gives them +2 Coolness when their player speaks in a pirate accent. Requires 5 Heart and 5 Coolness.
  • Bum - Homeless, jobless vagrants. Joining this elite group grants a player the Mean Streets ability, which allows them to sacrifice their Coolness for Defense for one day. No requirements.


Some work has been done on stating out some of the career paths. Here is a listing of the work:

Basic Koopa rules: All Koopas start with a basic shell that has no special properties. All abilities tagged "Shell Maneuver" require the Koopa to be wearing a shell to be used.

Koopa

  • Tier 1
  • Buyups: +1 everywhere
  • Horizontal speed: 5
  • Jump Height: 2

Koopa Troopa

  • Tier 2
  • Prereqs: Koopa
  • Buyups: +2 heart, +1 defense, +1 power
  • Horizontal speed: 5
  • Jump height: 3
  • Abilities:
  • Green Shell (passive): You obtain a shell befitting your rank. You gain a +1 bonus to defense that does not count against buyups.
  • Shell Toss (attack shell maneuver): 2 FP. You toss your shell out up to 3 squares in a straight line, ignoring drops or pits. You perform a power vs defense attack against the enemy in the destination square with a +1 weapon bonus. Your shell then returns to you.
  • Withdraw (special shell maneuver): 2 FP. You withdraw into your shell, giving up on the ability to attack that turn in exchange for a +2 bonus to defense until the beginning of your next turn.
  • Shell Spin (attack shell maneuver): 1 FP. You spin rapidly in your shell, performing a speed vs speed attack with a +3 weapon bonus.

Red Koopa Troopa

  • Tier 3
  • Prereqs: Koopa Troopa, Green Shell
  • Buyups: +3 heart, +2 defense, +1 smarts
  • Horizontal speed: 5
  • Jump height: 3
  • Abilities:
  • Shell Toss
  • Withdraw
  • Shell Spin
  • Red Shell (passive, stacks with Green Shell): You gain a shell befitting your rank. The range of ranged shell maneuvers increases by +1, and the defense bonus from withdraw increases to +3.
  • Power Shell (attack shell maneuver, requires Shell Toss): 4 FP. You perform a Shell Toss, except you attack every enemy in the path of the shell, and with a +2 weapon bonus.

Blue Koopa Troopa

  • Tier 4
  • Prereqs: Red Koopa Troopa, Red Shell
  • Buyups: +4 heart, +1 defense, +2 speed
  • Horizontal speed: 5
  • Jump height: 4
  • Abilities:
  • Shell Toss
  • Withdraw
  • Shell Spin
  • Power Shell
  • Blue Shell (passive, stacks with Red Shell): You gain a shell befitting your rank. The static defense bonus from your shell increases to +2, and Shell Toss and Shell Spin no longer cost FP.
  • Moving Shell Spin (attack shell maneuver, requires Shell Toss, Shell Spin, and Withdraw): 6 FP. You withdraw into your shell and spin yourself into an enemy, effectively performing Withdraw and Shell Toss (with a +3 weapon bonus) in the same action.

Yellow Koopa Troopa

  • Tier 5
  • Prereqs: Blue Koopa Troopa, Blue Shell
  • Buyups: +5 heart, +1 defense, +1 coolness, +1 speed
  • Horizontal speed: 6
  • Jump height: 4
  • Abilities:
  • Shell Toss
  • Withdraw
  • Shell Spin
  • Power Shell
  • Moving Shell Spin
  • Yellow Shell (passive, stacks with Blue Shell): You gain a shell befitting your rank. All attack shell maneuvers have their weapon bonus increased by +1, and all ranged shell maneuvers have their range increased by a further +1.
  • Dizzy Shell (attack shell maneuver): 6 FP. Perform a shell toss with a +3 weapon bonus. If you hit, in addition to dealing damage, the enemy is unable to both move and attack on his next turn, and must choose one or the other.
  • Fire Shell (attack): 2 FP. Perform a shell toss, but as a coolness vs speed attack.

Koopatrol

  • Tier 6
  • Prereqs: any tier 5 koopa
  • Buyups: +6 heart, +3 defense, +2 power, +2 smarts, +2 coolness
  • Horizontal speed: 6
  • Jump height: 4
  • Abilities:
  • Shell Toss
  • Withdraw
  • Shell Spin
  • Armored Shell (passive, requires Yellow Shell, stacks with Yellow Shell): Your static defense bonus from your shell increases to + +3, and you become impervious to all damage when performing withdraw.
  • Winged Armored Shell (passive, requires Red Winged Shell, stacks with Red Winged Shell): Your static defense bonus increases to +2, and you have a +3 bonus to defense rolls against jump attacks.
  • Aerial Prowess (passive, requires Cape Feather): The FP cost of Air Raid is reduced to 2.
  • Koopatrol Pride (passive): You gain a +3 bonus to all coolness checks against other koopas.

Paratroopa

  • Tier 3
  • Prereqs: Koopa Troopa, Green Shell
  • Buyups: +3 heart, +1 coolness, +1 defense, +1 speed
  • Horizontal speed: 6
  • Jump height: 4
  • Abilities:
  • Withdraw
  • Winged Shell (passive, stacks with Green Shell): You obtain the winged shell you have been training for. You gain a fly speed of 5
  • Sky Dive (passive): Your basic attack gains a weapon bonus of +2 when you are above your target.

Red Paratroopa

  • Tier 4
  • Prereqs: Paratroopa, Winged Shell
  • Buyups: +4 heart, +1 defense, +2 speed
  • Horizontal speed: 6
  • Jump Height: 4
  • Abilities:
  • Withdraw
  • Sky Dive
  • Red Winged Shell (passive, stacks with Winged Shell): You obtain a shell befitting your rank. Your fly speed increases to 6, and you gain a +1 bonus to defense rolls against jump attacks.
  • Shell Shot (attack shell maneuver): 4 FP. You travel 5 blocks in any straight-line direction, and make a speed vs speed attack with a +2 weapon bonus against the character in your destination square. You then return to your square of origin.

Super Koopa

  • Tier 5
  • Prereqs: Red Paratroopa, Sky Dive
  • Buyups: +5 heart, +3 speed, +1 coolness
  • Horizontal speed: 7
  • Jump Height: 5
  • Abilities:
  • Cape Feather: You obtain a cape feather, which you may wear in place of your shell. While wearing your cape feather, you have a fly speed of 7 and +2 speed which does not count against your buyups.
  • Air Raid (attack): 3 FP. You must be wearing a cape feather for this attack. You perform a speed vs defense attack against all adjacent enemies, with a +3 weapon bonus.

White Magikoopa

  • Tier 3
  • Prereqs: Koopa Troopa, 4 smarts
  • Buyups: +3 heart, +2 smarts, +1 coolness
  • Horizontal Speed: 5
  • Jump Height: 3
  • Abilities:
  • Magic Attack (attack): 0 FP. You shoot a blast of magic at a foe within 10 blocks This is a smarts vs speed attack with a +2 weapon bonus.
  • Magic Healing (special): 3 FP. You heal an ally within 3 blocks by 1d6+3 hp.

Red Magikoopa

  • Tier 4
  • Prereqs: White Magikoopa, Magic Attack
  • Buyups: +4 heart, +2 smarts, +1 power, +1 defense
  • Horizontal Speed: 5
  • Jump Height: 3
  • Abilities:
  • Attack Buff (special): 4 FP. You increase one ally's weapon bonus for his next attack by +5
  • Staff Smack (attack): 0 FP. You attack an adjacent enemy with a smarts vs defense attack, with no weapon bonus.

Gray Magikoopa

  • Tier 5
  • Prereqs: Red Magikoopa, 6 smarts
  • Buyups: +5 heart, +3 smarts, +2 coolness
  • Horizontal Speed: 5
  • Jump Height: 3
  • Abilities:
  • Flying Broomstick (passive): You obtain a flying broomstick. While riding it, you have a fly speed of 4.
  • Invisiblity (special): 6 FP. One ally within 5 squares of you is invisible until the next time he attacks, or for one hour.

Blue Magikoopa

  • Tier 6
  • Prereqs: Gray Magikoopa, Flying Broomstick
  • Buyups: +6 heart, +3 smarts, +3 coolness
  • Horizontal Speed: 5
  • Jump Height: 3
  • Abilities:
  • Teleport (special): 5 FP. You teleport 10 squares in any direction instead of moving normally
  • Magic Wand (passive): You obtain a wand befitting your rank. The range of your magic attack increases to 15, and the weapon bonus increases to +3
  • Transforming Bolt (special): 10 FP. You transform one ? Block within 5 squares into a spiny.


NOTE: There is a bit of confusion as to how buyups work. These will be explained once there is a concrete definition.

NOTE: Koopas will obviously not be the only race available. In the future, once the Koopa definitions are nailed down, there will be work on other races, like Goombas and Boos and maybe even Toads. We are only focusing on Koopas at the moment simply to get a firm handle of the system.

Perks

Perks are representative of odd quirks and characteristics that help in defining your character. A single Perk is chosen during character creation. Any stat benefits are added to a character's Base stats. More Perks are apt to be made up on the spot and will be added here when possible, limited only by the imagination. As such, this is an ongoing list. GMs and players can also choose to create their own Perks for their games at their own discretion.


"I met Bowser once!!": What a cool dude! When trying to impress others, you gain a +3 bonus to your Coolness check. If you actually have met Bowser, you gain a +6 on your Coolness check instead, you lucky dog!

Thought-full: You sure are a brainy guy. Did you eat dictionaries when you were a kid or something? Gain a permanent +2 to Smarts. This can only be taken at character creation.

Minion ([Minion Type]): You have a Bully, Bob-omb, Baby Chomp, or other small character who follows you around everywhere you go! While generally used for purely aesthetic effect, your Minion can also perform tasks for you, like carry extra items, as well as assist you in combat.

Speedster: You're fast. Really fast! Other creatures of your race are in fact amazed at your quickness! You receive a permanent +2 bonus to Speed.

Thrifty: You know your way around money like the back of your own hand...if you have hands, that is. When talking to a merchant or other seller of items, you may make a Coolness check. For every number you roll above 5 on your check, you receive a 5% discount on items bought from that merchant, and a 5% increase on money gained on sold items. For example, if you roll an 8 on your Coolness check, you receive a 15% discount and bonus. Cha-ching! This effect lasts for one hour and can be used for no FP cost.

Unnoticeable: You're a pretty shadowy guy. People on the streets barely see you as you walk past! You receive a +2 bonus to all Sneak checks. In addition, if your character sneaks up on an NPC, you (the player) can shout 'Boo!' out loud to scare him or her, receiving a +2 bonus to Coolness checks involving friendly NPCs, or lowering the Defense of enemy NPCs by -2. Both effects last one minute.

Lucky: Lady Luck is on your side! Are you those dice of yours loaded? Taking this perk gives you the ability Lucky Boost: When rolling to attack or use a skill, after rolling but before the DM states whether or not you've succeeded, you're allowed to flip a coin. If heads, you can add +1d4 (+2d4 at level 10 and above, +3d4 at level 20 and above) to the final result of your roll. This ability can be used once a day, with no FP cost.

Springy: You're spring-loaded, and can jump as if you were on a pogo stick! You receive a +3 (at level 10, +5, and at level 20, +7) bonus to all Jump checks.

Special Perk (Hometown: Yos'ter Island): Minion (Baby Yoshi): Being born on Yos'ter Island, you've either bought, befriended, or captured one of the enigmatic dinosaur-like Yoshis (in this case, an infant Yoshi). The Yoshi may be a color of your choice (legendary colors notwithstanding; DM discretion). If you take care of it well enough, it could be your own mount!

Special Perk (Race: Koopa): Greased Shell: Your lovingly polished shell gives you a permanent +2 bonus to Speed, and you do an extra two damage to foes when using any Shell Maneuver. A Koopa cannot take both the Greased Shell perk and the Speedster perk.

Hometown

The Hometown is, well, where the PC comes from. As well as giving the PC bonuses or penalties to stats, they provide other interesting benefits (and drawbacks) based on the conditions of living in the Hometown, as well as adding to the depth of the character. Besides any number of roleplaying applications (Your family lives there, you have a reputation, you're joining the Koopa Troop to save it), Hometowns can also determine your starting equipment. More Hometowns are apt to be made up on the spot and will be added here when possible, limited only by the imagination. As such, this is an ongoing list. GMs and players can also choose to create their own Hometowns for their games at their own discretion.

The following are all Hometowns created thus far:


New Koopsburg: A chilly, somewhat smoggy, and very very busy metropolis. Koopsburgians tend to wear beanie caps and wind breakers to combat the harsh, icy wind - plus they look pretty stylish! Citizens of this busy burg have a +1 bonus to Speed, representing their adaption to the frenetic life that takes place here. They also gain a -1 penalty to Heart, as the Smogg that lives above New Koopsburg is terrible for a Koopa's (or anyone's, for that matter) health. Koopsburgians tend to have little patience, delving right to the heart of the matter.

Yos'ter Isle: A tropical paradise among tropical paradises, this island out in the ocean is the ultimate vacation spot. The flora is absolutely beautiful, there are endless beaches, and there's not a care in the world to be had. Perfect for honeymoons. Oh, and did we mention this is one of the native islands of the Yoshi?

Inhabitants of Yos'ter Island live a healthy, happy life, eating delicious exotic fruits, frolicking in the sun, and having boundless fun. For these reasons, Yos'terans don't experience confrontations very frequently, and so aren't as capable in a fight. They receive +1 to Heart, but suffer -1 to all attack rolls (not damage). Those who hail from Yos'ter Isle may choose, at character creation, to take the Special Perk "Minion (Baby Yoshi)."

Mushroom City, a.k.a. Toad Town: If the Mushroom World were ancient Europe, then the Mushroom Kingdom would be the Roman Empire, and Mushroom City would be Rome. The heart and soul of the entire domain, this town is the capital of the Mushroom Kingdom. It holds residence to Peach's Castle, grand home of Princess Peach Toadstool herself; there is also a small two-story mushroom house just outside the city limits that is home to a certain red-and-green duo. Chances are high that you've met all three of them personally at one point or another. A clean, happy place, it is perpetually busy and bustling, yet nice and quiet at the same time, with all the amenities one could ever hope for, including and definitely not limited to schools, suburbs, hotels, shops, game rooms, and even a dojo (home to an old master whose legendary power is said to rival that of Jinx himself...).

In no strange quirk, Toad Town is the proverbial (and almost literal) center of the kingdom, with all corners of the world readily accessible from the city (including the Warp Zone). As well, being a port town and a railway town (just to name a few), Mushroom City is a massive hub for trade and knowledge, with people from all over the world able to pass through and with some of the brightest minds in the entire kingdom taking residence here. It's also how so many rumors and legends are able to pass through the city, and it doesn't help that the Toads are notorious gossips. +1 Smarts and Coolness; increase to +2 when dealing with other people.

Delfino Isle: Where the weather's always fine, the water's always warm, and there's enough fruit to go around. Unlike Yos'ter Isle, Delfino Isle is more populated and modern, proven by its hallmark hotspot, the Delfino Plaza. It even has its own theme park! Characters from Delfino Isle get a +1 bonus to any swimming checks, but take a -1 penalty to Heart when in a freezing area.

Tadpole Pond: Home of the legendary amphibious sage Frogfucius and his many pupils, as well as personal retreat of the famous composer Toadofsky. It is a place of learning and arts, away from the strife of the rest of the world. They say water carries information, and all the waters of the world eventually pass through the pond, especially from the Pipes. It explains how Frogfucius remains connected to the world, even in isolation. If ever a group finds itself lost or at a dead end with no clue where to go next, more often than not, they'll find their answer here. Characters from Tadpole Pond get +1 to Smarts and -1 to Power.

Monstro Town: The home of reformed bandits, resigned soldiers, and those looking for a second chance in life. A veritable mixing pot of creatures, many who live here are those who've made mistakes in their life and had to start over, though the youth population is growing rapidly. A peaceful town (as ensured by its citizens), it is a sort of neutral zone, making it very popular for trade and for activities less appreciated elsewhere. There's a dojo that belongs to a legendary martial artist (or used to, before you-know-who came and went). There is also a door there no one has opened, but everyone says there is an entity of great legend hidden behind it, an entity perhaps not of this world...

Those raised here have seen a lot of what the world has to offer, whether they've had to start a new life here, or grew up playing in Jinx's dojo. Characters with Monstro Town as their hometown have a +1 bonus to Smarts checks to identify weird stuff. Those raised in Monstro Town and trained in the dojo regularly as they grew up receive a +1 to Power and Defense in addition to their +1 Smarts bonus when identifying weird stuff. However, years of strict training have left those raised in the dojo quite stoic and blunt, which looks like snobbishness to most other people, and so you receive a -2 to Coolness.

The Pipes: You grew up in the sewers, having to be constantly wary of your surroundings to avoid getting flushed out in a flood or getting eaten by Belome. It's a hideaway for all kinds of riffraff and toughguys, so don't be surprised if you get jumped now and then. Stars forbid you come across something large and scary in there (like a giant Blooper or a pack of stray ghosts). On the plus side, you know all the shortcuts around the world and can navigate the Pipes like no one's business. Many of the best guides to the Warp Zone make their home there. Characters from the Sewers receive a +1 bonus to their Sneak, Look, and Listen skills, but suffer a -1 loss to Coolness (you never really lose that smell, no matter how hard you try).

Mole Mountain: Home of the moles, their motto goes "A hard-working mole is a good mole." Previously working for Bowser, the moles have lately adopted a more neutral stand to world politics, preferring to focus on mining and processing metals. Those from Mole Mountain say they feel at home working inside the dark mines. +1 Heart from all that hard work, and they get extra bonuses when underground or in dark places (this includes the Pipes).

Nimbus Land: That's a long way down. Scratch that; that's a long, long, LONG way down. Nimbus Land is the kingdom in the sky, a civilization hidden high in the stratosphere. The prosperous kingdom is led by the king and queen and their brave, albeit temperamental, son, Prince Mallow. Though they are hidden high in the sky, people back on terra firma know of their existence and praise them for their proud works of art and other contributions to civilization, translating to +1 Smarts. Those who live in the sky are pre-inclined to stay up there: if you choose to be a flying-type class (like a Paratroopa or Lakitu), you get extra bonuses and/or abilities.

Barrel Volcano: A very hot place, brimming with lava and Blargs, it is a harsh place to live and does not support a community, but there lives a mysterious shopkeeper deep within the volcano. Characters from the Barrel Volcano gain +1 Defense and are not bothered by heat, but are severely weak to cold, having a -2 penalty to Heart in cold areas as well as extra damage from cold-type attacks.

Sarasaland: Neighbor of the Mushroom Kingdom, Sarasaland is the mystical island domain comprised of four varied regions: Birabuto (Egyptian desert), Muda (oceanic coast), Easton (Easter Islands), and Chai (Chinese mountains; capital). The kingdom as a whole is ruled by Princess Daisy, a headstrong and cheerful tomboy of a monarch as well as Princess Peach's best friend and assumed lover of that younger, green-clothed Italian. While the Koopa Troop does not have an overt presence in Sarasaland, if any, it is notable that some of those mooks who worked for Tatanga during the alien's attempted takeover claim lineage to those members of the Koopa Troop, including Goombas and Koopas; such claims are currently being researched. It's an odd and fanciful domain that lends itself to many legends and high adventure. [TBD.]

Beanbean Kingdom: Next-door neighbor of the Mushroom Kingdom, the Beanbean Kingdom is a sovereign entity where the majority of the populous somehow claims and proves lineage to, of all things, the humble bean. Under the competent rule of the monarch Queen Bean, her son Prince Peasely, and the chancellor Lady Lima, the kingdom is a stable and fruitful domain with its own pride, history, and legend, which includes the Beanstar, a relic of great power said to grant any wish (and the center of a plot to take over the world by the crazed crone Cackletta). With a dedication to fine living and education, the kingdom is a destination for many people, with its own university, a high-class winery (that deals in fine bean soda instead of wine, oddly enough), a Yoshi Theater, and an island retreat. The Beanbean Kingdom also has an elevated city specifically for immigrants of the Mushroom Kingdom, for those who want a taste of home. [TBD.]

Items

Items are a big part of the Mario World. Many grant abilities, serve as effective weapons (effectively granting an attack ability), or are used in dealing with other characters. A character can only carry a number of items equal to their Power, but some items (such as Coins) come in Stacks of multiples that count as a single item. If you have a Minion, you can choose to have it carry extra items for you, increasing your threshold. A sample of items:

  • Fire Flower - grants character the Fireball ability until they next take damage; when that damage is taken, the character ignores the HP loss but loses the Fire Flower's effect. The Fireball ability is a ranged attack that costs 1FP, base stat Power, with a +4 Weapon Bonus.
  • Super Mushroom - heals all existing damage and doubles the character's size until they next take damage; when that damage is taken, the character ignores the HP loss but loses the Super Mushroom's effect. Extra bonuses will be granted with this greater size.
  • Koopa Shell - Multiple types, based on colour, exist and serve as signs of rank for Koopas; different-coloured shells all have different properties, but all shells can be used as weapons. Any strike against a shell causes it to go skimming over the ground in the opposite direction: this is a ranged attack, base stat power, with a +2 Weapon Bonus. Alternately, a Koopa shell can be worn, for a +2 bonus to Defense.
  • Hammer - No one said you had to be a Hammer Bro to swing one of these. Those who aren't trained in the way of the Hammer Brother can only use the ability Hammer Throw, treating it as a projectile weapon. Stats and other finery TBD.
  • Kuribo's Shoe - A rare and powerful item that allows a player to hop around inside a large green boot. While within the Kuribo's Shoe, the player receives +3 to all Jump checks and +1 to Speed, but you can only move by jumping. In addition, your bouncing up and down makes you hard to target; your Dodge Rating is increased by 2 as long as the Shoe is equipped. Attempting to jump on top of an enemy while equipped with Kuribo's Shoe is a Stomp attack: calculate Hit Rating and Dodge Rating as normal, but if you hit, you can add half of a Jump check (rounded down) to your damage. (For example, a Goomba in a Kuribo's Shoe Stomps his enemy, another Goomba. Assuming he hits, he rolls 1d6+Power to receive a 4, then makes a Jump check, the result of which is a 6. His total damage is 7, not counting the other Goomba's Defense.)
  • Food - Eating food restores HP. A character can only regain HP from food three times a day.
  • Coins - Filthy lucre. Can be carried in stacks of 10, or up to 100 in a Coin Pouch.
  • 1-Up Mushroom - When bought or found, the mushroom sits in a character's inventory. When the character is somehow reduced to 0 HP and is KO'd, the mushroom is automatically consumed, reviving the character to X HP. Certain types of 1-Up are more potent than others, such as a 1-Up Max, which revives to full HP. Whether this affects a character's FP is still to be determined.

Equipment

Equipment is a subset of items, treated separately from consumable items like those above. Equipment, simply put, is what you're wearing. No one likes a streaker. It includes weapons, clothes, armor, and other accessories that you put on and wear. What you are wearing obviously affects your appearance: you can hide in a disguise, you can dress up for the princess's gala or just a night out on the town, and other applications. What you wear can change your stats and/or abilities, whether for better or for worse, and can impact your character's performance (e.g., wearing a Magikoopa's Hat gives +1 Smarts, and wearing the Kamina Shades grants +20 Coolness and the extra ability "Fight the Powah"). What you can wear is almost unlimited, especially when it comes to accessories; they can include hats, glasses, armbands, collars, shoes, regalia, and anything else you can come up with.

Badges

The Paper Mario series offered the Badge system, wherein Mario, if he had enough Badge Points (BP), could "equip" (that is, embroider or pin on his clothes) different badges, giving him new abilities and changing how effective and powerful he is. There were also cosmetic badges that changed the color of his clothes or the effects made when he does something (like hearing a woman moan or a Yoshi cheer every time he slams his Hammer, or changing the sparks that fly from the ground when said Hammer hit something).

As it pertains to this game, Badges are still up for debate as to whether they will be implemented into this system. We will update accordingly when decisions are made.

Leveling Up

Characters in Mario World level up as decided by the GM, typically when they make significant accomplishments. When a character levels up, they gain one stat point to distribute among their stats as they wish; in addition, at odd-numbered levels they get a Class Ability, and at even-numbered levels they gain a Perk Slot. Characters can chose to gain a new Class, if one is available, when they gain an odd-numbered level.

If Heart, Coolness or Defense is improved, the character also gains more FP or HP.

Champion and Hero

At level 10, characters become Champions, and from then on they roll 2d6 for all their rolls, rather than just one, and double their bonus from Timed Hits. At level 20, they become Heroes; they then roll 3d6, and triple their Timed Hits bonus.