Super Mario RPG: Difference between revisions

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Some attacks have secondary effects.
Some attacks have secondary effects.


==== Other Abilities =====
==== Other Abilities ====
Other abilities do a variety of things, such as healing and buffing. Debuffing abilities count as attacks.
Other abilities do a variety of things, such as healing and buffing. Debuffing abilities count as attacks.



Revision as of 14:01, 18 December 2008

The Super Mario RPG engine is a /tg/-created sketch for a Super Mario RPG, using a simple rule-system based on D6s and a very limited Stat-system based on the Mario game series.


Stats

Characters have 6 basic stats. 1st-level characters begin with 2 in each stat (modified by their race) and have 7 points to use in building their character. Characters get 2 more points per level to use in improving their character. Stats can be raised no higher than (level + 4), but this is modified by racial bonuses and penalties. 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 + Defense. When you take damage, these go down: at 0 HP, you are KOd.
  • Flower Points - equal to Heart + Coolness. Used to activate abilities, cast spells, and gain bonuses.

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 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 comparing their Speed rating: faster characters go first (but may not be able to act in the first turn, if the GM rules that they are Surprised). Characters with equal speed roll dice to determine who goes first. This initiative order is set for the rest of the combat.

Characters may take one action per turn, and unless otherwise specified (by a particular ability, for example) can move up to (Speed x 2) feet as well. Characters can choose not to use an action in order to double their movement. 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 common action in combat is to attack. An attack is an ability that does some sort of damage to another character. The attacker simply rolls a d6, adds the attack's Stat (usually Power, often Smarts for magic, sometimes others), and compares it to the target's DR (Dodge Rating). If the result is equal to or higher than their DR, the attack hits. They then add the attack's Stat to their weapon's Weapon Bonus and subtract the target's Defense to calculate the attack's Damage. That Damage is then taken directly from the target's Health Points.

Some attacks have secondary effects.

Other Abilities

Other abilities do a variety of things, such as healing and buffing. Debuffing abilities count as attacks.

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 describes 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. An description that makes all the players sit back a moment in awe, or burst out laughing, is probably a 3-point Hit.

Races And Class

Race/Class, which is used in most roleplaying systems, is also featured in the Super Mario PnP RPG. Mainly focusing on the enemies Mario encounters during the video games. The adventures revolves around the minions of Bowser, and the society of which these live in. In contrast to the Mario video games, where the point of view is from the Mushroom Kingdom.

A list of the different races, and their classes; (The races and classes used in this list looks roughly like this, altough changes may or may not have occurred.)

Koopa

  • Paratroopa
  • Hammer Bro
  • Dark Koopa
  • Koopatrol
  • Lakitu
  • Magikoopa

Goomba

  • Spiked Goomba
  • Paragoomba
  • Hyper Goomba
  • Gloomba
  • Goomboss

Shy Guy

  • Sniffit
  • Jungle Guy
  • Jester Guy
  • Fly Guy
  • Medi Guy
  • Ghoul Guy
  • Spy Guy
  • Pyro Guy

Boo

  • Blindfold boo
  • Balloon boo
  • Big boo
  • Dark Boo
  • Shadow Sister

Chomp

  • Baby Chomp
  • Red Chomp
  • Stone Chomp
  • Gold Chomp
  • Big Chomp
  • Chomp Shark
  • Nibbles
  • Flame Chomp