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Mario D20 Free For All Battle (Preparation)
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Sonic the Hedgehog
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Joined: 14 May 2007
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PostPosted: Mon May 14, 2007 10:43 pm   Reply with quote

Magikoopa #42 wrote:
Sonic the Hedgehog wrote:
lul does the character HAVE to be a mario character?

If I can, i want to use Sonic the Hedgehog for a character

HOLD ON, ILL USE PENGUIN FOLK IN SONIC AINT USEABLE : D


How about a penguinfolk with super speed?

DEAL!
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Pipe Land    
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Marker Magikoopa
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PostPosted: Mon May 14, 2007 10:50 pm   Reply with quote

Shadow The Hedge Hog wrote:
Shadow The Hedgehog or Gigabowser


The person who made the PDF file is trying to keep it as being something with just rules for Nintendo characters, so there are no hedgehogs in the game, but I think that GigaBowser might be possible.
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Shop #42    
Larry Koopa
Sam



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PostPosted: Mon May 14, 2007 10:51 pm   Reply with quote

OK! IM A KOOPA that has a spikey shell, sharp teeth, "Look at avatar" and i am very sneaky.. is that good enough?
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Koop    
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Marker Magikoopa
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PostPosted: Mon May 14, 2007 10:57 pm   Reply with quote

So it seems that the participants will be...
1. ? Block
2. Larry Koopa
3. Sonic the Hedgehog
4. Shadow the Hedge Hog

If one of these guys doesn't show up for the contest on Thursday, I'll allow the first person who offers to take their place and character in the contest.

And Larry, characters in Mario D20 are usually defined by their species and what classes they have levels in. A koopa who has levels in Bandit will be different from one with levels in Healer or Mage or Sharp Shooter.

A description of what abilities, weapons, strengths, and weaknesses you want your character to have will probably help alot (as long as they're somewhat possible).
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Shop #42    
21



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PostPosted: Mon May 14, 2007 11:05 pm   Reply with quote

Ack, incase it wasnt obvious, I was hoping I could join this too... maybe somebody could forget... >_>
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Soul Reaper
Yamada Hanataro
Jailed Vampire Werewolf
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PostPosted: Mon May 14, 2007 11:07 pm   Reply with quote

so I'm Gigabowser and I will win

Last edited by Yamada Hanataro on Mon May 14, 2007 11:08 pm; edited 1 time in total
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Alchemy slam.    
Sonic the Hedgehog
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PostPosted: Mon May 14, 2007 11:08 pm   Reply with quote

Shadow The Hedge Hog wrote:
so I'm shadow and I will win

when in reality, you are gigabowser for the contest, and shadow for the forum =o
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Pipe Land    
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Marker Magikoopa
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PostPosted: Tue May 15, 2007 1:01 am   Reply with quote

Francis wrote:
wow, thats alot of info. Umm, could you maybe run through an example of what a few rounds of battle might look like?
Example of one round of combat
NOTE: I will use Sonic in this example, but only because I won't have to come up with precise stats for him, so don't expect me to let you use him in the actual battle. Also, I thought that it would be more entertainning if it featured a Mario vs. Sonic battle.

Sorry, but this is going to be a pretty rushed example. When Thursday arrives, I plan on having the battlegrid shown after each person's turn. There will also be alot more use of numbers.

Round 1
The combat has just begun, and it turns out that a ? Block is behind Mario

Sonic
I rush towards the ? block and try to take whatever's inside of it.

GM
Sonic's speed is enough to reach the ? Block with a single move action. I'll also count taking the item as a single move action. So that would use up your entire turn. Also, since you had moved close enough to Mario durring your dash towards the block, I'll have to let him have an attack of opportunity against you. Do you use that attack of opportunity Mario?

Mario
Yeah, I try to whack him with the mallet I'm holding.

GM
Ok then. *works out the chance of Mario managing to hit Sonic with the mallet, and uses the website with the random number generator to decide if the chance was good enough, and finally displays the result.* It seems that Sonic's high dexterity was just enough to reach the ? block without getting a mallet to the face. Inside of it, he finds a metal cap. It's now Mario's turn.

Mario
Finally! I run after him and let him have it with the mallet.

GM
*checks a few things* It seems that that would be kinda close to what a charge attack is, and the D&D player's handbook has a rule for it. It doesn't provoke an attack of opportunity and increases your chances of the attack landing, but it'll make you easier to hit until your next turn. Would you like to do that?

Mario
Yes.

GM
*checks to see if the attack lands* You manage to slam you mallet into him. You do *calculates the damage from the attack* (insert result here) damage to him. It is now Popple's turn.

Popple (who turns out to be not that far from Sonic)
I want that metal cap, see? I go up to him and steal it, see?

GM
He's only half of your movement speed away from you, so you are able to use your tumble skill to try to avoid attacks of opportunity, and you also have the "Mug" talent. Will you be putting those to work?

Popple
Yes, see?

GM
*calculates whether the tumble skill managing to prevent attacks of opportunity from Sonic* You manage to do some fancy acrobatics to keep Sonic from being able to hit you as you approach him. *calculates whether the steal attempt and the attack from the use of the mug talent succeed* You manage to steal the metal cap from him, and smack him (I actually haven't played any of the handheld Mario RPGs, so I don't know what Popple attacks with). It is now Bowser's turn.

Bowser
They're all lined up nicely? GRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHH!!!!!!!! I let them have a taste of my fire breath. It does say in the pdf file that it can hit everyone in a straight 60' line from me right?

GM
*checks* Yeah. So, how much MP are you using for it?

Bowser
All that I can.

GM
OK then. *finds out which characters make the save DC for the attack* It looks like Mario was the only one to withstand the heat, but he still takes half damage. *calculates the damage* And it does (insert damage here) to Popple, and Sonic, while Mario takes half of that. Sonic has been dropped to 0 HP now, so he's out. It's your turn now Mario.

Sonic
Darn!

Note: No plumbers, hedgehogs, beanfolk, koopas of royal descent, or ? blocks were harmed in the making of this example.
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Shop #42    
Elite Nerr
Francis



Joined: 16 Apr 2007
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PostPosted: Tue May 15, 2007 7:45 am   Reply with quote

Magikoopa #42 wrote:
Example of one round of combat

Awesome, thanks! That makes things a lot easier to understand. Sounds like fun Smile
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Francis' Fort Garage Sale    
Larry Koopa
Sam



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PostPosted: Tue May 15, 2007 10:08 am   Reply with quote

ok i get it now
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Koop    
Bowser
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PostPosted: Tue May 15, 2007 1:34 pm   Reply with quote

EDIT: Actually, scratch that! I ALMOST forgot I had some important work to do!
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WHO HA HOO HEY HOOM
Paper Luigi
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PostPosted: Tue May 15, 2007 4:35 pm   Reply with quote

I'm in, as Luigi!
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PaperLuigi's Inconvienence Store    
Lifeless Intellectual
Crappy Shifty Luigi
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PostPosted: Tue May 15, 2007 4:47 pm   Reply with quote

Anyone using Bowser?
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The BroBot Market    
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Marker Magikoopa
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PostPosted: Tue May 15, 2007 6:48 pm   Reply with quote

Shadow The Hedge Hog's character

Gigabowser
Royal Koopa
Large Monstrous Humanoid
Hit Points: 65 hp
Magic Points: 23 mp
Initiative: -4
Speed: 30'
Armor Class: 9 (-4 Dex, +4 class, -1 size), touch 9, flatfooted
5
Defense: 13
Base Attack/Grapple: +15/+20
Attack: Claw +19 melee (1d6+11) or ranged touch
attack +4
Full Attack: Claw/Claw/Bite +19/+19/+17 melee
(1d6+11/1d6+11/1d8+13) or ranged touch attack +3/-2
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon
Special Qualities: Fire resistance 20
Saves: Fort +19, Ref +2, Will +4
Abilities: Str 32, Dex 2, Con 17, Int 6, Wis 6, Cha
11
Skills: Intimidate +10
Feats: Multiattack, Power Attack, Heroic Monster

Breath Weapon (Ex): As an attack action, a royal
koopa can spend 6 MP to spit a ball of fire. This
deals 4d6 points of fire damage to one creature
within 60' on a successful ranged touch attack.
Alternately, the royal koopa can spend up to 2 MP
per Hit Die to breathe flames into a 30' cone or 60'
line, dealing 1d6 points of fire damage per 2 MP
spent. Affected creatures are allowed a Reflex save
for half damage (DC 17), the save DC is
Constitution-based.

Power Attack description: You may subtract a number
from your attack roll to add the same number to your
damage roll. This must be made before the attack roll
is done. (in layman's terms, you make a bigger attack
that has a greater chance of missing)

Star Blessed (Str): When you spend MP to
improve a Strength check or a Strength-based
skill check, you gain a +2 bonus per MP spent.
Immune to Strength damage and Strength drain.




I'm not willing to use anymore creatures listed in chapter 7 of the PDF file as player-controlled characters unless they have an (insert creature here) as characters thing listed.

I'm going to go back to work on the other 3 characters.


Last edited by Marker Magikoopa on Fri May 18, 2007 8:25 pm; edited 3 times in total
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Shop #42    
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Marker Magikoopa
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PostPosted: Wed May 16, 2007 6:11 pm   Reply with quote

And here's ? Block's character.

Paul
Cheep-Cheep
Medium Magical Beast (Aquatic)
Levels: 3 Bandit, 5 Sharpshooter, 2 Level Adjustment
Hit Points: 59
Magic Points: 29
Initiative: +7
Speed: speed 5', swim 40', fly 40' (Poor)
Armor Class: 18 (+3 Dex, +5 class), touch 18, flat-
footed 10
Defense: 1
Base Attack/Grapple: +7/+5
Attack: Bite +5 melee (1d6-2 bludgeoning and
slashing and piercing), FLUDD +14 ranged (1d6+6
nonlethal bludeoning) increment 30'
Full Attack: FLUDD +14/+9 ranged (1d6+6) increment
30'
Space/Reach: 5'/5'
Special Qualities: Low-light vision, create water, Gills
Saves: Fort +9, Ref +11, Will +3
Abilities: Str 6 Dex 24 Con 18 Int 8 Wis 12 Cha 10
Skills: Bluff +7, Hide +14, Listen +8, Move Silently +14, Swim +5,
Spot +8, Tumble +10
Feats: Armor Pierce, Far Shot, Exotic Weapon Proficiency (FLUDD),
Point Blank Shot
Talents/Class Abilities: Deadeye (twice), Greater Shrapnel Burst,
Improved Shrapnel Burst, Pinpoint Accuracy +2, Preserve (25%),
Sharp Aim, Shrapnel Burst
Weapon Proficiencies: all simple/martial ranged weapons, FLUDD, club,
mallet, and dagger

Gills (Ex): A saltwater cheep can hold its
breath out of water for a number of hours equal
to ½ its Constitution score.

Create water as a spell-like ability, caster level
½ character level or existing caster level,
whichever is higher.

Weapon: FLUDD
Dmg: 1d6
Critical: x2
Range Increment: 30'
Type: Bludeoning
Max Dex Bonus: +3
Armor Check Penalty: -4
Spell Failure Chance: 25%
The Flash Liquidizer Ultra Dousing
Device is intended for use as a cleaning tool in
hard-to-reach areas, but works quite well in combat
too. Its modular design accepts multiple nozzle
heads for specialized functions, but its default is a
simple spray nozzle. The FLUDD must be strapped
on to be properly used, taking up the same
equipment slot and imposing the same penalties as
scale mail without granting any Defense, but the
wielder does not need to draw it and can keep both
hands free as long as he isn't firing. The FLUDD
carries 5 gallons of its own ammunition, water, and
uses one gallon each time it is fired. The wielder
may refill 2 gallons as a swift action while
submerged in water. The FLUDD deals nonlethal
damage, but its wielder may take a -4 penalty (in
addition to the nonproficiency penalty for not
having the Exotic Weapon Proficiency feat) to deal
lethal damage with it. As a full-round action, a
character may empty the FLUDD's tank in all
directions in a 60' burst, dealing 1d4 points of
nonlethal bludgeoning damage per gallon (1d3 for
small wielders) to each creature in the effect.
Creatures are not allowed a save to avoid this effect.
Concentrated-fire can be exceedingly effective
against creatures that can be broken up or
smothered. The FLUDD typically deals 3d6 points
of lethal damage (2d6 for small wielders) to oozes,
swarms, and other dispersible or dousable creatures,
though the exact effects are up to the GM.

Poor flight maneuverability: When flying, this creature must move atleast half of its fly speed or land at the end of the turn. If he is too high to land, he falls. He can turn 45 degrees after each 5' he flys. He can fly upward at an angle of 45 degrees at half of his fly speed. After flying downward, he must level off for 10' of distance before he's able to fly back upward.



I appreciated his input on what he wanted his character in this to be like. The whole being able to fly thing might be difficult for me to deal with though. I'll still allow the character that ability though.

I would also like to take this time to mention that I've decided to delay the contest a bit. I've noticed that it's taking me longer than I thought it would to make the characters, so I've decided to have it start on Sunday instead of Thursday. I've noticed that it seems to take me about a day to create each character, so I should be able to get the other two characters done by the end of Friday. After that, I'll have to put up with the "That's My Bowser" quiz showdown, and I can then proceed to create the battlegrid that's going to be used.
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Shop #42    
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