Super Mario RPG
I. Introduction
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 not nearly ready to see play.
Players take on the role of intrepid souls exploring the world, be they wanderers, soldiers, adventurers or anything in between. The game is also meant to be highly customizable, permitting many more different templates, characters, items and so forth than are shown here. GMs and players are encouraged to be imaginative and creative.
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.
II. Character Creation
Like most tabletop pen-and-paper games, each player controls a single character, or PC.
This section details everything needed to make a character. You'll need a single d6.
The steps are as follows:
- Choose your race.
- Determine your Stats.
- Record your racial features.
- Roll up your Hometown and Perk. [TBD]
- Roll for your starting Job. [TBD]
- Record the details of your Job. [TBD]
- Spend your first, and free, Star Point. [TBD]
- Play!
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 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 heads. 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, albeit many are insufferable gossips. While not necessarily as hardy as the Koopas, Toads are an adaptable people, boasting a vast intellect and remarkable agility, despite their stature. Most 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 passer-bys; 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 sentient mushroom creatures, essentially mutated mushrooms 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 sentients. 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 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. 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, sentient 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.
-Stats-
Now that you've chosen your race, you can determine your Stats. Stats represent your PC's raw physical and mental skill.
Heart (H): | This Stat represents your character's physical health, but also guts, determination and spirit. |
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Power (P): | This Stat represents your character's raw, physical strength. |
Smarts (S): | This Stat represents your character's intelligence and mental fortitude. |
Coolness (C): | This Stat represents your character's charisma, looks and and social skills. |
Defense (D): | This Stat represents your character's ability to withstand injury. |
Speed (Sp): | This Stat represents your character's physical quickness, manual dexterity, and reaction speed. |
Health Points (HP): | This Stat represents how much damage your character can suffer before becoming KO'd. It is derived from Heart. |
Flower Points (FP): | This Stat represents your character's potential to perform techniques. It is derived from Heart + Coolness. |
An average Koopa or Toad civilian would possess a 3 in Heart, Power, Smarts and Coolness, while possessing a 1 in Speed and Defense.
Character Profile
Stats for anyone and everyone are recorded in a character profile, like the one below:
*Soon to come*
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, and Coolness, roll 1d6+1 (This will result in a number from 2 to 7).
For Speed and Defense, roll 1d6/2 (This will result in a number from 1-3).
Bowser's Favor: On a single roll where you rolled a one, you may reroll.
Point Buy
You have 10 points to add to your Stats.
Heart, Power, Smarts, and Coolness start at 3, and have a limit of 7.
Speed and Defense start at 1, and have a limit of 3 each, 5 total.
Racial Features
Koopa
Koopa characters receive the following Stat bonuses and Abilities:
Stats: As long as he is wearing his tough shell, a Koopa receives an extra point of Defense but loses one point of Speed. Shell aside, he also gains one point in Power.
Abilities: Bowserkin - When a Koopa is at low Health (1 or 2), he becomes more resilient and gains one temporary point in Power and Defense. This lasts until their Health comes back up, or they are KO'd.
Toad
Toad characters receive the following Stat bonuses and Abilities:
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
Boo characters receive the following Stat bonuses and Abilities:
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
Goomba characters receive the following Stat bonuses and Abilities:
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 who is at 1 or 2 health may enter a frenzy and has a 50% chance to make an additional attack. OR Tattle - On a successful Smarts (1) check, a learned Goomba may observe an enemy and discover its remaining health and any general knowledge about it.
Shy Guy
Shy Guy characters receive the following Stat bonuses and Abilities:
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. (Player creativity and GM's discretion needed!)
Yoshi
Yoshi characters receive the following Stat bonuses and Abilities:
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 itself in range of its tongue. He may hold the object in his mouth for [Heart x 2] turns until he is forced to swallow it. 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
Bob-omb characters receive the following Stat bonuses and Abilities:
Stats: A proud Bob-omb is stalwart and rarely backs down from a challenge, and people find that inspiring. She receives a point in both Heart and Coolness.
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 equal to her Coolness rating. The force of her explosion is equal to her Power rating. She must recuperate for a turn after exploding.
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.
Roll | 1 | 2 | 3 | 4 | 5 | 6 |
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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! |
III. Core Mechanics
The primary mechanic is a dicepool system similar to Shadowrun: when performing any sort of test or check, roll Xd6, where X is the character's most pertinent stat to the task at hand as well as any additional modifiers such as from equipment or power-ups (note that total mods cannot exceed the value of the stat). A die that rolls a 4-6 counts as a "success" or "hit," and the successes are totaled and compared against a threshold or an opposing test. If the threshold is met, the check is successful. The more net hits, i.e. the more hits rolled above the threshold or opposing test, the greater the degree of success. Implementing the rule of "exploding dice" (a die that rolls a 6 counts as both a success and a free reroll) is still under debate.
Example: A character finds a strange mushroom growing just outside a power plant, and he wants to know what it is. To identify the mushroom, it would be a Smarts check; if he has 3 Smarts and is carrying a book on flora and fauna, which the GM rules is a +1 modifier for the test, he rolls [3+1]d6 = 4d6. The threshold for the test is (secretly) established at 1. In this case, no successes means the character can't immediately find the mushroom in his book or can't jog his memory enough to remember it at this time. One success means the character properly identifies the mushroom as a Volt Shroom, while two successes would both identify the mushroom and offer more exact information, particularly its function (renders a character or object electrified for a period of time).