Super Mario RPG: Difference between revisions
Line 205: | Line 205: | ||
That's a long way down. | That's a long way down. | ||
Scratch that; that's a long, long, 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 | 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 its existance and praise it for their proud works of art and other contributions. | ||
TBD. | TBD. | ||
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. | 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. | 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. |
Revision as of 14:46, 19 December 2008
Mario World 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 it's very beginning stage; it is at this point very fluid. Nothing is concrete yet, as we are laying the framework.
Thus far, the game assumes the players are minions in Bowser's army; 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.
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, with the following modifications: -2 Defense, -1 Speed, to a minimum of 1 in either. 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 + Career Bonus + Equipment Bonus. When you take damage, these go down: at 0 HP, you are KO'd.
- Flower Points - equal to Heart + Coolness + Career Bonus + Equipment Bonus. 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 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. Attack is the basic, well, attack action.
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.
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.
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 your 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 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.
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.
Skills
Skills are organized into three categories: General, Specialized, and Variable Skills.
General Skills
General skills are skills which require no formal training, such as Jump, Climb, and Look. These skills can be performed by anybody regardless of background or perks, and have no limit on success.
Variable Skills
Variable skills are skills that anyone can do to some degree of success, but they cannot truly excel in them without training. Variable skills include most craft skills such as Cooking and Blacksmithing and skills that require some practice to perfect, such as Sneak. If you have no training in a variable skill, the limit on any roll involving that skill is 5, regardless of stat bonus.
Specialized Skills
Specialized skills are skills that, to the unlearned, look incredibly difficult to perform and require formal training to use. Specialized skills include Wizardry (for spellcasters) and Shell Maneuvers (for Koopas). Specialized techniques are often restricted to a certain race or class, but not always. If you have no training in a specialized skill, the limit on any roll involving that skill is either 3 (for non-class or non-race-restricted specialized skills) or 1 (on race/class-restricted specialized skills).
Training
To receive training in a skill, your character must go to an area or institution where that skill is taught. Cooking and Blacksmithing, for example, are learned at their respective academies in most civilized townships. Race/class-restricted specialized skills, like Wizardry and Shell Maneuvers, are learned automatically when you change to that class or perform the specified rites necessary to change to that class. Of course, you may have automatic training in certain skills depending on your Hometown: someone who grew up in Isle Delfino would probably be an excellent swimmer by default, for example.
Races And Class
In the Mario World RPG, a character's Race determines their Class potential. All characters begin at level one with their basic Race Class: as they go up in level and increase their Stats, they can qualify for their racial Sub-Classes, which offer different Abilities.
A list of the different races, and their classes:
Koopa
Koopas do not gain stat bonuses or penalties. They begin with the Withdraw ability, which doubles their Defense and allows their shell to be used as a weapon, but prevents them from performing any other action.
- Paratroopa - Aerial soldiers, trained to better use the mobility of the P-Wing. Like Paragoombas, Paratroopas initially gain the All Look Like Ants ability, which gives a +1 Weapon Bonus to all attacks from above.
- Hammer Bro - Initiates of the Hammer Brotherhood train to use hammers with deadly skill. They gain the Hammer Throw ability, which lets them use their hammers as a 10-foot ranged attack with an extra +1 weapon bonus.
- Dark Koopa
- Koopatrol
- Lakitu
- Magikoopa - Koopas who study in the prestigious Magikoopakademy become Magikoopas, with the ability to cast magical spells of various types. To become a Magikoopa, a Koopa requires 5 Smarts. A Magikoopa uses Heart + Smarts to determine his or her FP instead of Heart + Coolness.
Goomba
Goombas gain +1 to their Defense, but suffer -1 to their Smarts. They begin with the Sideways Shuffle ability, which for 1FP increases the Weapon Bonus of their Slam attack to +3.
- Spiked Goomba
- Paragoomba - Like Paratroopas, Paragoombas gain the All Look Like Ants ability, which gives a +1 Weapon Bonus to all attacks from above.
- Hyper Goomba
- Gloomba
- Goomboss
Shy Guy
- Snifit
- 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
Raceless
Some classes are Raceless, allowing them to be learned by anyone; none of them can be taken at level 1, however.
- 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.
Items
Items are a big part of the Mario World RPG. 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. 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.
- 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 a weapon. 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.
- 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.
Perks
A Perk is any ability that is not gained as a Class Ability or gained from using an Item. Characters receive one Perk for free at first level, and at second level and every other level thereafter, they gain a Perk Slot which may be used to obtain new Perks. A character collects Perks from their experiences, either through developing them themselves, being taught by someone, or just somehow finding or being awarded them. Regardless of how, Perks are gained instantly when the GM says the character has obtained one. Of course, a character cannot learn a Perk unless they have a free Perk Slot.
Perk: "I met Bowser once!!": What a cool dude! When trying to impress others, you gain a +6 bonus to your Coolness check.
Perk: 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.
Perk: Minion ([Minion Name]): You have a Bully, Bob-omb, or Baby Chomp who follows you around everywhere you go!
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!
Perk: Speedster: You're fast. Really fast! Other creatures of your race are in fact amazed at your quickness! Double your starting speed.
Hometown
The Hometown is a special kind of Perk. 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 you starting equipment.
The following are all Hometowns created thus far:
New Koopsburg: A chilly, somewhat smoggy, and very very busy town. 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 the honeymoon. Oh, and did we mention this is one of the native islands of the Yoshi? Stat changes TBD, but those who hail from Yos'ter Isle may choose, at character creation, to take the bonus perk "Minion (Baby Yoshi)." Inhabitants of Yos'ter Island live a healthy, happy life, eating delicious exotic fruits, frolicking in the sun, and having boundless fun. For the same reasons, Yos'terans don't experience confrontations very frequently, and so aren't as capable in a fight. They recieve +1 to Heart, but suffer -1 to all attack rolls (not damage).
Delfino Plaza - Where the weather's always fine, the water's always warm, and there's enough fruit to go around. Characters from Delfino Plaza 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 Frogfucius and his many pupils, as well as the famous composer Toadofsky. It is a place of learning and arts, away from the strife of the rest of the world. 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 (one thing it's citizens make sure of), it is a sort of neutral zone, which makes it very popular to trade, and for activities less appreciated elsewhere.
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 bonus to Smarts checks to identify weird stuff.
Embedded in the side of a nearby mountain to Monstro Town is a not-so-hidden sanctuary. This niche is the home to former enemies and those who prefer a simpler life, be they deserters of the Koopa Army, people just settling down, or anywhere in between. Things can get rowdy, but it's overall a peaceful place. There's also a dojo that belongs to a legendary martial artist (or used to, before you-know-who came and went). There's also a door there no one has opened, but everyone says there is an entity of great legend hidden behind it... 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 to 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.
Sewers: You grew up in the sewers, having to be constantly on wary of your surroundings to avoid getting flushed out in a flood or getting eaten by Belome. Characters from the Sewers get a bonus to sneaking but -1 too coolness.
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 mountain. +1 Heart from all that hard work, and they get extra bonuses when underground.
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 its existance and praise it for their proud works of art and other contributions. TBD.
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.