Post by Blahsadfeguie on Dec 10, 2014 18:49:08 GMT -5
It's a mario RPG whoa!
There are a number of fictional worlds I find interesting other than Pokemon, so on a whim I decided to see if a tabletop RPG had been built based on the Super Mario universe yet. Because this is the internet, of course it exists already! So yeah, I'm just going to take a shot in the dark and try it. Here's what I found, though I made a few modifications and additions to the rules they've given, so if anything in this post conflicts with the wiki page, this post takes priority. What I like about this system is that it emulates the Mario RPG level of simplicity while being deep enough to stay interesting throughout the campaign.
The story takes place in the Mario universe, obviously, in the semi-distant future. The Mario Bros are little more than legends now, and Bowser's descendants have inherited his kingdom and resources. I'm mostly making it up as I go, but those are the details I have settled on so far (also the thread title is a working title). Go wild with your characters' origin and backstory, and it might just influence the plot of the game!
For now, though, I'll just open signups and discussion. We'll see how many people are interested before we continue. To join, simply fill out the following form, and determine your starting stats.
Name: Your character's name
Race: Your character's race (does not have to be any of the "standard" races, but if you pick a nonstandard race, we'll work out the details)
Gender: Male, female, or something else?
Appearance: Describe your character's physical appearance
Personality: Describe your character's personality in as much detail as desired
Backstory: Describe your character's birth/home location, and a bit about their history up to the present time if you want.
Perks: In addition to your Racial Perk, you can create 2 personal perks for your character. See the wiki page for details. (Perks seem to usually be situational skill bonuses and racial perks aren't technically perks according to the wiki but you know what freedom is good and semantics are dumb)
Starting Items: All items and equipment your character starts with, including coins
Traits: Any character traits/quirks you start with
Between starting items and traits, you can take a number of these equal to [(Heart + Power + Smarts + Coolness) / 3] rounded to the nearest whole. See the wiki for examples of what you can take. Your starting coin total will always be equal to the above sum, without dividing by 3.
Stats: You have 7 points to spend on the following stats:
Heart: Constitution/determination
Power: Physical strength
Smarts: Intellect/magical aptitude
Coolness: Style/charisma
Defense: Resilience
Speed: Agility/dexterity
Heart, Power, Smarts and Coolness start at 3 and have a limit of 7.
Defense and Speed start at 1 and have a limit of 3 (and no more than 5 between the two of them).
You can subtract a stat below 3 to add an equal amount of points to another stat, but you must have at least 1 in each stat.
Every level-up, roll a 1d6 for each of these stats. On a 6, the stat increases by 1. You also may add 1 point to whichever stat you wish that didn't get an increase that level.
Derived Stats:
Heart Points (HP): Heart x 2
Flower Points (FP): Heart + Coolness
Badge Points (BP): Coolness
Every level-up, including when your character is created (at level 1), you may choose one of the above 3 values to gain an extra point.
Have a bunch of races and rules and stuff:
Standard Races:
(in the event where a race has more than 1 perk, you may only choose one of them)
Koopa:
* +1 to Power
* Starts with Koopa Shell (armor that grants +1 Defense and -1 Speed when worn)
* Racial Perk: Bowserkin - +1 to Power and Defense as long as HP is below 3
Toad:
* +1 to Smarts
* Racial Perk: Scholarly Aptitude - Instead of using Coolness to calculate your FP stat, you will use Smarts if it is higher.
Boo:
* +1 to Coolness
* Racial Perk: Outta Sight - You can become intangible for 2 FP (4 FP if you want to make something else intangible as well). While intangible, you cannot attack or be attacked. This wears off after 1 round.
Goomba:
* +1 to Heart
* Racial Perk: Frenzy - 50% chance of getting an extra attack as long as HP is below 3
* Racial Perk: Tattle - You may take a combat turn to roll a Smarts check of 1; if successful, you learn the HP of an enemy as well as a blurb about its abilities.
Shy Guy:
* +2 to Smarts, -1 to Coolness
* Racial Perk: Gadget - You start the game with a gadget of your design; discuss its effects with the GM
Yoshi:
* +1 to Power, +1 to Speed, -1 to Smarts
* Racial Perk: Swallow - You can swallow any target smaller than yourself. You can hold an item in your mouth for [Heart x 2] turns until you must swallow it or spit it up. If you swallow, the item is contained in an egg. You can carry a number of eggs equal to your Coolness stat.
Bob-Omb:
* +1 Heart, +1 Coolness
* Racial Perk: Bomb - You can explode for 2 FP, inflicting damage on a target equal to your Power + 2. If done in combat, you spend your next turn recuperating.
Human:
* +1 to any stat
* Racial Perk: Starlike Ambition - All special moves cost 1 less FP.
Read the wiki link for a more in-depth look at combat and other mechanics, but here are the basics:
The majority of actions in the game require skill rolls. To make a skill roll, roll an amount of d6 equal to your rating in the relevant stat. Every die that comes up 4-6 counts as a "hit". Each action requires a variable amount of hits in order to pass the check.
A Critical Success happens when the sum of all face values exceeds 6 x (number of hits needed to pass). A Critical Fail happens when the sum is below 2 x (number of hits needed). A critical success is an automatic pass whether you got the hits you needed or not; likewise, a critical fail is the opposite.
Combat is more or less a series of these skill rolls. There is no combat grid, just a simple turn-based Side A vs Side B akin to the Mario RPGs.
At the beginning of every round, roll for initiative. Your initiative is equal to your Speed stat plus the amount of hits rolled on a speed check, and combatants act in descending order using this number.
Every character can perform 1 action during their turn. This can be making an attack, using a spell/technique, using an item, etc. You can also set how you want to react to incoming attacks until your next action.
When making an attack, take the most appropriate attack stat for the technique and make a skill roll with it. The defender makes a skill roll using their defensive stat for their chosen action (see below). If your hits exceed your opponent's, you deal damage equal to your attacking stat (plus any modifiers) minus your opponent's Defense stat.
Your attacking stat can be any of the following:
-Power, used for purely physical attacks
-Smarts, used for purely magical attacks
-Coolness, used for attacks which combine the two or have a certain "stylish" factor to them
You may select any of the following for your defending action:
-Guard, which uses a Defense roll and adds the number of hits to your Defense stat against that attack
-Dodge, which uses a Speed roll, and if greater than the number of the attacker's hits, the attack does no damage
-Counter, which uses your primary attacking stat, and if greater than the number of the attacker's hits, the attacker takes damage equal to the number of hits you won by, ignoring Defense. This cannot be used against a ranged attack.
Special Abilities: In addition to specific abilities granted by some Equipment, a Badge, or a Perk, you can make up any technique or skill on the spot within the limitations of your character/equipment. See the wiki page for examples. Beefing up your attacks usually requires an FP cost. You can "save" any number of techniques you came up with on your character sheet to be used whenever you can afford it.
Combination Attacks: Two or more characters can perform an attack in tandem to combine their attack checks. This always uses the Coolness stat (you need it for the coordination, and what better stat to execute a flashy team attack?), and costs FP from all participants. This is especially useful when penetrating a boss's heavy defense, for example. However, the participant with the most initiative must declare the attack on their turn and do nothing else. The attack is executed during the participant with the least initiative's turn. No other participants can move during this time, either.
Death is not nearly as prominent here as in other tabletops. When your HP reaches zero, you are KO'd until the battle is over, at which point you recover with 1 HP. If all PCs in a battle are KO'd, you will usually wake up outside of the dungeon, in an inn, or something along those lines. Death is still possible, but only in extreme circumstances, and you will definitely know if you are about to put your character into a potentially lethal situation.
Here's a character of mine as an example. I might end up using him, I might not. I've listed numbers next to stats and equipment; you don't have to put numbers there, it's just to show how those stats were calculated/what they cost.
Name: Broshi
Race: Yoshi
Gender: Male
Appearance: Broshi is an average-build, orange-colored Yoshi with black shoes. He's never seen without his triangular shades.
Personality: Broshi is mostly laid-back and carefree, going wherever the wind takes him. He sees himself as a lone wolf, but he does tend to form very strong bonds with allies. He's fairly easy to tick off, however, when his sense of style is belittled, or when someone close to him is threatened.
Backstory: Like most Yoshis, Broshi was born on Yoshi Island. Island life proved to be too quiet and boring for his tastes, so he eventually moved to the Mushroom Kingdom, where he quickly grew accustomed to doing various odd jobs for the kingdom and its residents. He rarely discriminates based on social status or the nature of the job, so he has earned quite a reputation among the sketchier individuals. He drifts from town to town, making just enough coin to get by and to see what all this world has to offer.
Perks:
-Swallow (Racial)
-Street Cred - +1 to Coolness when talking to bandits, ruffians, and other criminal types
-You Will Be Avenged! - When an ally is KO'd, Broshi gains +1 to all attack rolls for the rest of the battle (doesn't stack)
Starting Items: (6 PP from stats)
-18 coins
-Swift Katana (+1 to hit against dodging enemies) (2 PP)
-Leather Jacket (+1 Defense) (2 PP)
-Mushroom x2 (1 PP)
-Maple Syrup x2 (1 PP)
Traits: none lol
Stats:
Heart: 5 (3+2)
Power: 4 (4+0)
Smarts: 3 (2+1)
Coolness: 6 (3+3)
Defense: 1 (1+0)
Speed: 3 (2+1)
Derived Stats:
Heart Points (HP): 10 (5x2+0)
Flower Points (FP): 12 (5+6+1)
Badge Points (BP): 6 (6+0)
There are a number of fictional worlds I find interesting other than Pokemon, so on a whim I decided to see if a tabletop RPG had been built based on the Super Mario universe yet. Because this is the internet, of course it exists already! So yeah, I'm just going to take a shot in the dark and try it. Here's what I found, though I made a few modifications and additions to the rules they've given, so if anything in this post conflicts with the wiki page, this post takes priority. What I like about this system is that it emulates the Mario RPG level of simplicity while being deep enough to stay interesting throughout the campaign.
The story takes place in the Mario universe, obviously, in the semi-distant future. The Mario Bros are little more than legends now, and Bowser's descendants have inherited his kingdom and resources. I'm mostly making it up as I go, but those are the details I have settled on so far (also the thread title is a working title). Go wild with your characters' origin and backstory, and it might just influence the plot of the game!
For now, though, I'll just open signups and discussion. We'll see how many people are interested before we continue. To join, simply fill out the following form, and determine your starting stats.
Name: Your character's name
Race: Your character's race (does not have to be any of the "standard" races, but if you pick a nonstandard race, we'll work out the details)
Gender: Male, female, or something else?
Appearance: Describe your character's physical appearance
Personality: Describe your character's personality in as much detail as desired
Backstory: Describe your character's birth/home location, and a bit about their history up to the present time if you want.
Perks: In addition to your Racial Perk, you can create 2 personal perks for your character. See the wiki page for details. (Perks seem to usually be situational skill bonuses and racial perks aren't technically perks according to the wiki but you know what freedom is good and semantics are dumb)
Starting Items: All items and equipment your character starts with, including coins
Traits: Any character traits/quirks you start with
Between starting items and traits, you can take a number of these equal to [(Heart + Power + Smarts + Coolness) / 3] rounded to the nearest whole. See the wiki for examples of what you can take. Your starting coin total will always be equal to the above sum, without dividing by 3.
Stats: You have 7 points to spend on the following stats:
Heart: Constitution/determination
Power: Physical strength
Smarts: Intellect/magical aptitude
Coolness: Style/charisma
Defense: Resilience
Speed: Agility/dexterity
Heart, Power, Smarts and Coolness start at 3 and have a limit of 7.
Defense and Speed start at 1 and have a limit of 3 (and no more than 5 between the two of them).
You can subtract a stat below 3 to add an equal amount of points to another stat, but you must have at least 1 in each stat.
Every level-up, roll a 1d6 for each of these stats. On a 6, the stat increases by 1. You also may add 1 point to whichever stat you wish that didn't get an increase that level.
Derived Stats:
Heart Points (HP): Heart x 2
Flower Points (FP): Heart + Coolness
Badge Points (BP): Coolness
Every level-up, including when your character is created (at level 1), you may choose one of the above 3 values to gain an extra point.
Have a bunch of races and rules and stuff:
Standard Races:
(in the event where a race has more than 1 perk, you may only choose one of them)
Koopa:
* +1 to Power
* Starts with Koopa Shell (armor that grants +1 Defense and -1 Speed when worn)
* Racial Perk: Bowserkin - +1 to Power and Defense as long as HP is below 3
Toad:
* +1 to Smarts
* Racial Perk: Scholarly Aptitude - Instead of using Coolness to calculate your FP stat, you will use Smarts if it is higher.
Boo:
* +1 to Coolness
* Racial Perk: Outta Sight - You can become intangible for 2 FP (4 FP if you want to make something else intangible as well). While intangible, you cannot attack or be attacked. This wears off after 1 round.
Goomba:
* +1 to Heart
* Racial Perk: Frenzy - 50% chance of getting an extra attack as long as HP is below 3
* Racial Perk: Tattle - You may take a combat turn to roll a Smarts check of 1; if successful, you learn the HP of an enemy as well as a blurb about its abilities.
Shy Guy:
* +2 to Smarts, -1 to Coolness
* Racial Perk: Gadget - You start the game with a gadget of your design; discuss its effects with the GM
Yoshi:
* +1 to Power, +1 to Speed, -1 to Smarts
* Racial Perk: Swallow - You can swallow any target smaller than yourself. You can hold an item in your mouth for [Heart x 2] turns until you must swallow it or spit it up. If you swallow, the item is contained in an egg. You can carry a number of eggs equal to your Coolness stat.
Bob-Omb:
* +1 Heart, +1 Coolness
* Racial Perk: Bomb - You can explode for 2 FP, inflicting damage on a target equal to your Power + 2. If done in combat, you spend your next turn recuperating.
Human:
* +1 to any stat
* Racial Perk: Starlike Ambition - All special moves cost 1 less FP.
Read the wiki link for a more in-depth look at combat and other mechanics, but here are the basics:
The majority of actions in the game require skill rolls. To make a skill roll, roll an amount of d6 equal to your rating in the relevant stat. Every die that comes up 4-6 counts as a "hit". Each action requires a variable amount of hits in order to pass the check.
A Critical Success happens when the sum of all face values exceeds 6 x (number of hits needed to pass). A Critical Fail happens when the sum is below 2 x (number of hits needed). A critical success is an automatic pass whether you got the hits you needed or not; likewise, a critical fail is the opposite.
Combat is more or less a series of these skill rolls. There is no combat grid, just a simple turn-based Side A vs Side B akin to the Mario RPGs.
At the beginning of every round, roll for initiative. Your initiative is equal to your Speed stat plus the amount of hits rolled on a speed check, and combatants act in descending order using this number.
Every character can perform 1 action during their turn. This can be making an attack, using a spell/technique, using an item, etc. You can also set how you want to react to incoming attacks until your next action.
When making an attack, take the most appropriate attack stat for the technique and make a skill roll with it. The defender makes a skill roll using their defensive stat for their chosen action (see below). If your hits exceed your opponent's, you deal damage equal to your attacking stat (plus any modifiers) minus your opponent's Defense stat.
Your attacking stat can be any of the following:
-Power, used for purely physical attacks
-Smarts, used for purely magical attacks
-Coolness, used for attacks which combine the two or have a certain "stylish" factor to them
You may select any of the following for your defending action:
-Guard, which uses a Defense roll and adds the number of hits to your Defense stat against that attack
-Dodge, which uses a Speed roll, and if greater than the number of the attacker's hits, the attack does no damage
-Counter, which uses your primary attacking stat, and if greater than the number of the attacker's hits, the attacker takes damage equal to the number of hits you won by, ignoring Defense. This cannot be used against a ranged attack.
Special Abilities: In addition to specific abilities granted by some Equipment, a Badge, or a Perk, you can make up any technique or skill on the spot within the limitations of your character/equipment. See the wiki page for examples. Beefing up your attacks usually requires an FP cost. You can "save" any number of techniques you came up with on your character sheet to be used whenever you can afford it.
Combination Attacks: Two or more characters can perform an attack in tandem to combine their attack checks. This always uses the Coolness stat (you need it for the coordination, and what better stat to execute a flashy team attack?), and costs FP from all participants. This is especially useful when penetrating a boss's heavy defense, for example. However, the participant with the most initiative must declare the attack on their turn and do nothing else. The attack is executed during the participant with the least initiative's turn. No other participants can move during this time, either.
Death is not nearly as prominent here as in other tabletops. When your HP reaches zero, you are KO'd until the battle is over, at which point you recover with 1 HP. If all PCs in a battle are KO'd, you will usually wake up outside of the dungeon, in an inn, or something along those lines. Death is still possible, but only in extreme circumstances, and you will definitely know if you are about to put your character into a potentially lethal situation.
Here's a character of mine as an example. I might end up using him, I might not. I've listed numbers next to stats and equipment; you don't have to put numbers there, it's just to show how those stats were calculated/what they cost.
Name: Broshi
Race: Yoshi
Gender: Male
Appearance: Broshi is an average-build, orange-colored Yoshi with black shoes. He's never seen without his triangular shades.
Personality: Broshi is mostly laid-back and carefree, going wherever the wind takes him. He sees himself as a lone wolf, but he does tend to form very strong bonds with allies. He's fairly easy to tick off, however, when his sense of style is belittled, or when someone close to him is threatened.
Backstory: Like most Yoshis, Broshi was born on Yoshi Island. Island life proved to be too quiet and boring for his tastes, so he eventually moved to the Mushroom Kingdom, where he quickly grew accustomed to doing various odd jobs for the kingdom and its residents. He rarely discriminates based on social status or the nature of the job, so he has earned quite a reputation among the sketchier individuals. He drifts from town to town, making just enough coin to get by and to see what all this world has to offer.
Perks:
-Swallow (Racial)
-Street Cred - +1 to Coolness when talking to bandits, ruffians, and other criminal types
-You Will Be Avenged! - When an ally is KO'd, Broshi gains +1 to all attack rolls for the rest of the battle (doesn't stack)
Starting Items: (6 PP from stats)
-18 coins
-Swift Katana (+1 to hit against dodging enemies) (2 PP)
-Leather Jacket (+1 Defense) (2 PP)
-Mushroom x2 (1 PP)
-Maple Syrup x2 (1 PP)
Traits: none lol
Stats:
Heart: 5 (3+2)
Power: 4 (4+0)
Smarts: 3 (2+1)
Coolness: 6 (3+3)
Defense: 1 (1+0)
Speed: 3 (2+1)
Derived Stats:
Heart Points (HP): 10 (5x2+0)
Flower Points (FP): 12 (5+6+1)
Badge Points (BP): 6 (6+0)