Super Mario RPG

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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.


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 KO'd.
  • 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. All characters begin with:

  • Slam - The basic attack, as the character simply throws their own body against their opponent. Base Stat is Power, Weapon Bonus is +1.
  • Use Item - Self-explanatory.

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

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

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.