Super Mario RPG
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 its 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, 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 + 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.
Some Class 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.
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.
Skills
To perform an action involve a specific skill, you just need to roll 1d6 + whatever stat would be relevant involving that skill. Confirmed skills include Look, Listen, Sneak, and Swim at this time, and the appropriate stats for each would be Smarts, Smarts, Speed, and Power, respectively. The target number for a task is up to the DM's discretion, but skills that require extraordinary ability in some stat will typically have a higher target number than more basic skills.
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!
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)
Big Hammer 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.
* 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.
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.
Special Perks have specific requirements, such as a certain Hometown, race, or class, and the requirement is specified in the perk description.
"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, or Baby Chomp who follows you around everywhere you go!
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 +3 (+5 at level 10 and above, +7 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 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 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)."
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 (as ensured by its citizens), it is a sort of neutral zone, making it very popular for 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 +1 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 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.
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 receive a +1 bonus to their Sneak, Look, and Listen skills, but suffer a -1 loss to 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 of their existence and praise them 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.
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 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.
- 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.
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.