Super Mario RPG

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Revision as of 19:15, 12 August 2012 by 131.91.7.1 (talk) (Jobs)
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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 Bowser's minions. At the moment, all current content supports this mode of play; as time goes on, we will of course expand to include other ideas.

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
  • Roll for your starting Job.
  • Record the details of your Job.
  • Spend your first, and free, Star Point
  • Play!


Races

Mario World is full of bizarre and interesting creatures, each with their own strengths and weaknesses. The following is an overview of each playable race.

Koopa

Koopas are one of the most common races in Mario World, and are Bowser's own people. They are extremely adaptive, perhaps their greatest strength. Of course, this doesn't preclude them from becoming extremely specialized; some of the greatest warriors and magic wielders are Koopas, as well as numerous other occupations.

Toad

Toads are the small, mushroom-headed people of Mario World. They are known as the main inhabitants of the Mushroom Kingdom. Though frail, Toads possess a very wide range of mental prowess and are very agile. Most become scholars, magic-users or thieves, but that doesn't stop the braver ones from gaining martial prowess.

Boo

Boos are the spirits of the dead that remain for a variety of reasons. Often inhabiting abandoned houses and the dark places of the world, boos tend to be either very shy or very bold. Boos tend towards being magic-users or socialites, due to thier difficulty in handling physical objects.

Goomba

Goombas are tiny creatures which resemble mushrooms with feet. They lack arms, but are capable of very high jumps and some varieties have small wings. Some are martially adept and others become scholars.

Shy Guy

Shy Guys are a mysterious race which hides thier true faces behind a mask. They're very intelligent and are often seen with some kind of technological marvel.

Yoshi

Yoshis are bipedal dragon/dinosaurs whose abilities range from growing wings to breathing fire. They sometimes serve as mounts or protectors, but also have thier own, tribal society.

-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.
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.

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: Koopas receive one additional point in defense, due to their tough shells, but also lose one point of speed. Koopas also gain one point in power.

Abilities: Bowserkin - When Koopas are at low Health(1 or 2), they become more resilient and gain 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: Toads receive an extra point in Smarts. Small, but often well-read.

Abilities: Magical Aptitude - Toads are more apt to use magic and learn well by studying it, and therefore have Flower Points equal to Heart + Smarts.

Boo

Boo characters receive the following Stat bonuses and Abilities:

Stats: Boos receive an extra point in Coolness.

Abilities: Invisibility - Boos are capable of becoming invisible for a number of turns per day equal to thier Coolness rating.

Goomba

Goomba characters receive the following Stat bonuses and Abilities:

Stats: Goombas are tough and used to taking a fall, so gain and extra point in heart.

Abilities: CHOOSE: Frenzy - A goomba who is at 1 or 2 health may make an additional attack. OR Tattle - A Goomba may observe and enemy, and discover it's remaining health.

Shy Guy

Shy Guy characters receive the following Stat bonuses and Abilities:

Stats: Shy Guys are inventive, but also reclusive. They gain two points in smarts, but lose a point of coolness.

Abilities: Gadget - A shy guy may begin the game with a helpful gadget. (Player creativity and DM's discretion needed!)

Yoshi

Yoshi characters receive the following Stat bonuses and Abilities:

Stats: Yoshis receive an extra point in Power, due to thier strength. They also gain a point of speed.

Abilities: Swallow - A yoshi may swallow nearly any object smaller than itself. It can then lay an egg, which it can use to make a ranged attack. The eggs last until they are used, and a yoshi can have a number of eggs equal to thier Coolness.

Hometowns

Everyone was born somewhere! Roll two d6 to determine where you're from.


Roll 1 2 3 4 5 6
1- Wilderness Special. See below.
2-Farm Bean Valley Flower Fields ? ? ? ?
3-Village Petalburg Dry Dry Outpost Gusty Gulch ? ? ?
4-Town Poshley Heights Twilight Town Fahr Outpost Monstro Town ? ?
5-Market Delfino Plaza ? ? ? ? ?
6-City Mushroom City Rogueport Shiver City New Koopsburg ? ?

Wilderness: You were raised in the wilderness. You gain +1 Heart, Forager, and Survivalist, but lose 2 Coolness. There are so many wild places you could have lived, you get to choose your own; make sure to speak with your DM about this!

Jobs [To be ignored until further discussion]

Basher: You gain +1 to your basic attack rolls in combat.

Abilities: Crushing blow - Spend 5 flower points. Your next attack deals bonus damage equal to half your power.

Bandit: You gain +1 speed when running away.

Abilities: Steal - You may roll a d6 vs. the target's speed. If you succeed, you may steal one item on thier person.

Mage: You gain +5 flower points if you KO an enemy with a spell.

Abilities: Magic Bolt - Spend 3 flower points. You make a ranged attack which ignores defense.

Scholar: You have gain +1 smarts if you are near a source of knowledge. (Library, ect.)

Abilities: Study - You may roll a d6 and discover an enemy's weakness.

Royal: You are considered to have +1 coolness when socializing or lying.

Abilities: Royal Decree - By spending 5 flower points, you may roll a d6 vs. the target's smarts. If you succeed, the target will follow your orders for turns equal to your coolness.

Soldier: You gain an additional point of defense when you perform a basic defense action in combat.

Abilities: Bulwark - You may spend 5 flower points to double your defense for a turn.