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 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. More races are always present and can be created at anyone's discretion, but these are the "core" races.
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. |
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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 2 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: 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 an 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 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: 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!
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).