Jab's Builds: Fear Lords, Dark Man, DC's Thriller, The S-Men

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prodigyduck
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Re: Jab's Builds: Mario, Luigi, Power-Ups, Goombas, Koopa Tr

Postby prodigyduck » Wed Apr 17, 2013 10:10 pm

You are killing me with these Mario builds.... This is wonderful! :D
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Jab's Builds: Mario, Luigi, Power-Ups, Goombas, Koopa Tr

Postby Jabroniville » Thu Apr 18, 2013 1:04 pm

Image

KOOPA PARATROOPA- GREEN
First Appearance:
Super Mario Bros. (1985)
Role: Second-Tier Jobber
PL 5 (27)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+1)

Advantages:
Close Combat 2, All-Out Attack, Teamwork

Powers:
"Koopa Attack" Strength-Damage +2 [2]

"Koopa Shell" (Flaws: Removable) (Feats: Restricted to Koopas) [9]
Protection 2 (2)
Regeneration 5 (5)
"Wings" Flight 3 (16 mph) (Flaws: Winged) (3)
-- (10 points)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3 (+5 Shell), Fortitude +3, Will +0

Complications:
Responsibility (King Koopa's Will)
Power Loss (Regeneration)- Koopas do not Regenerate from Fire, Super-Star or Flying-Form Damage Powers.
Involuntary Transformation (Static Shell)- If Stunned, KO'd or otherwise incapacitated, a Koopa will hide within it's shell. If it does not recover in time, anyone can pick up or use the Shell as a powerful Line Area Damage Effect.

Total: Abilities: 14 / Skills: 4--2 / Advantages: 4 / Powers: 11 / Defenses: 3 (27)

---

Image

KOOPA PARATROOPA- RED
First Appearance:
Super Mario Bros. (1985)
Role: Second-Tier Jobber
PL 5 (35)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+2)

Advantages:
Teamwork

Powers:
"Koopa Attack" Strength-Damage +2 [2]

"Koopa Shell" (Flaws: Removable) (Feats: Restricted to Koopas) [9]
Protection 2 (2)
Regeneration 5 (5)
"Wings" Flight 3 (16 mph) (Flaws: Winged) (3)
-- (11 points)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3 (+5 Shell), Fortitude +3, Will +1

Complications:
Responsibility (King Koopa's Will)
Power Loss (Regeneration)- Koopas do not Regenerate from Fire, Super-Star or Flying-Form Damage Powers.
Involuntary Transformation (Static Shell)- If Stunned, KO'd or otherwise incapacitated, a Koopa will hide within it's shell. If it does not recover in time, anyone can pick up or use the Shell as a powerful Line Area Damage Effect.

Total: Abilities: 22 / Skills: 4--2 / Advantages: 1 / Powers: 11 / Defenses: 4 (35)

-Koopa Paratroopas are the upgrade from early on in the first game- they're basically Elite Mooks of a sort. The Green ones are easier to deal with, since like the basic ones, they tend to just fly off of things, whereas Red Paratroopas fly back-and-forth in patterns. However, the short hopping patterns of Greens make them quite harder to hit than the straight up-and-down patterns of Reds.

Image

SUPER KOOPA
First Appearance:
Super Mario World (1990)
Role: Mass-Attack Foe
PL 4 (34)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+2)
Stealth 2 (+3)

Advantages:
Teamwork

Powers:
"Koopa Attack" Strength-Damage +2 [2]

"Super Cape" (Flaws: Removable) [10]
Flight 5 (60 mph) (Quirks: Must Have Running Start) (9)
Movement 1 (Slow Fall) (2)
Protection 1 (1)
-- (12 points)

Offense:
Unarmed +3 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +3 (+4 Cape), Fortitude +3, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 14 / Skills: 6--3 / Advantages: 1 / Powers: 12 / Defenses: 2 (34)

-Super Koopas tend to fly in small groups, and one member typically loses a Cape Feather when struck, allowing Mario the Cape Power-Up. They're not a major threat otherwise, as they fly in a straight line, quite low to the ground.
Last edited by Jabroniville on Tue Jan 21, 2014 11:10 pm, edited 1 time in total.

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Re: Jab's Builds: Mario, Luigi, Power-Ups, Goombas, Koopa Tr

Postby Jabroniville » Thu Apr 18, 2013 10:44 pm

Image

DRY BONES
First Appearance:
Super Mario Bros. 3 (1988)
Role: Unending Threat
PL 4 (64)
STRENGTH
1 STAMINA -- AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Expertise (Mushroom Kingdom Denizen) 2 (+2)
Stealth 2 (+3)

Advantages:
Close Combat

Powers:
"Undead" Immunity 30 (Fortitude Effects) [30]
"Koopa Attack" Strength-Damage +2 [2]
Protection 4 [4]
Immortality 17 (30 seconds) (Flaws: Limited- Cannot Resurrect From Cape or Super-Star Damage) [17]
Immunity 5 (Fire Damage) [5]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude --, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 0 / Skills: 6--3 / Advantages: 1 / Powers: 78 / Defenses: 2 (64)

-Dry Bones were enemies found in Castle Stages, and were basically unkillable- they would resurrect no matter WHAT you did to them! They're rather slow, uneventful foes otherwise, but their tendency to arrive in small passageways with less room to Stomp, Immunities to two Power-Up abilties, and an inability to ever really put them down makes them tougher. They're VERY expensive for Mario Mooks given the 17 ranks of Immortality require to make up the 30-second Resurrection period (12 seconds is a BIT more accurate to the games, but that's basically a single round in M&M and is too fast for my taste).

Image

MECHA-KOOPA
First Appearance:
Super Mario World (1990)
Role: Robo-Jobber
PL 5 (36)
STRENGTH
3 STAMINA -- AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE --

Skills:
None

Advantages:
None

Powers:
"Mechanical Creature" Immunity 30 (Fortitude Effects) [30]
Protection 5 [5]
Regeneration 4 [4]

Offense:
Unarmed +5 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +4, Fortitude --, Will -1

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: -6 / Skills: 00--0 / Advantages: 0 / Powers: 39 / Defenses: 3 (36)

-I forgot these things existed- they really didn't show up too much. Hell, they only appear in the FINAL STAGE OF THE GAME. King Koopa also throws them out of his Ship Thingie in that game, and they reappear in "Mario Galaxy", where they can also shoot Fire at you.
Last edited by Jabroniville on Fri Apr 19, 2013 1:02 pm, edited 1 time in total.

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Re: Jab's Builds: Mario, Luigi, Power-Ups, Goombas, Koopa Tr

Postby Crinos » Fri Apr 19, 2013 3:59 am

you put the buzzy beetle complications for the mecha koopas.

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Re: Jab's Builds: Mario, Luigi, Power-Ups, Goombas, Koopa Tr

Postby Jabroniville » Fri Apr 19, 2013 1:16 pm

Image

BIG BUBBLE
First Appearance:
Super Mario World (1990)
Role: Flying Obstacle
PL 5 (52)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -- AWARENESS -3 PRESENCE --

Skills:
None

Advantages:
None

Powers:
"Moving Obstacle" Immunity 30 (Fortitude Effects) [30]
Ghostly Aura 6 (Extras: Affects Corporeal) [30]
Flight 2 (8 mph) [2]
Insubstantial 4 [20]
Protection 2 [2]

Offense:
Unarmed +4 (-- Damage, DC 0)
Ghostly Aura +4 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +4 (DC 14), Toughness +2, Fortitude --, Will -3

Complications:
Power Loss (Insubstantial)- Apparently, a Power Slide can kill a Big Bubble.

Total: Abilities: -34 / Skills: 00--0 / Advantages: 0 / Powers: 84 / Defenses: 2 (52)

-Big Bubbles are rarely-seen in Ghost Houses, and are big green orbs that just float around, go through things, and damage Mario by touching him. The Mario Wiki says you can beat them with the Power Slide attack somehow.

OBSTACLES:
-Many Mario foes are basically just obstacles that don't do anything other than fall or spin around, getting in his way. I'm actually not entirely sure about all of these Save DCs and the resistances to use and stuff- it seems to make sense, though, since a falling spike isn't something that HAS accuracy in and of itself, it's just something you have to save against, since you know it's coming. I mean, I could be using Dodge, Athletics or Acrobatics as resistance checks, but I can't find something in the books that say which ones.

Falling Spike: DC 19 Athletics to Dodge, Damage 5 (DC 20). They just fall from the ceiling, and aren't very hard to avoid.
Ball & Chain: DC 22 Athletics to Dodge, Damage 7 (DC 22). Debuting in Mario World, these things spin around repeatedly, but a block in the middle allows you a respite as they spin around you.
Rocket Engine: 15ft. Line, Damage 5 (DC 20). Mario 3's powerful rockets that are usually found on the Airship Stages.
Chainsaw: DC 23 Athletics to Dodge, Damage 5 (DC 20). Very annoying things that flew around on the wires in Mario World.
Grinder: DC 23 Athletics to Dodge, Damage 5 (DC 20). Basically the same as a Chainsaw, but they're large circular blades that travel along dotted lines AND the floor.
Mine: DC 20 Athletics to Dodge, Damage 5 (DC 20). Slow-moving spiked mines that float in the currents in Mario World, though sometimes they drop down. Yoshi can eat them, however, unlike most Obstacles.
Gray Bowser Statue: Inanimate statues that fire Blast 7 fireballs or lasers with +8 Accuracy.
Image
Roto-Disc: DC 21 Athletics to Dodge, Damage 4 (DC 19). One of the most-common and annoying of the obstacles, these have been in all kinds of games. They're basically white discs that circle a central hub. Oddly, the Tannoki Suit's "Statue Stomp" ability can destroy them. Bizarre.
Li'l Sparky: DC 20 Athletics to Dodge, Damage 4 (DC 19). Little sparks with eyes that travel along certain lines. Not a common foe.
Stretch: DC 18 Athletics to Dodge, Damage 4 (DC 19). Peculiar Obstacles seen in Ghost Ships- they're big white blocks that have a couple little Boos in them that pop up and circle around randomly. They're not that hard to avoid since you kind of know what to look for, and Invincible Mario can beat them.
Tweester: DC 27 Athletics to power through, but instead of damage it just moves Mario backwards (and possibly into pits). They appear in Mario 3's Desert Hill stages and a few other games as minor or recurring threats that can be dangerous in a platformer. Note that Mario needs a "12" or higher to power through.
Image
Pillar: DC 18 Athletics to avoid, Damage 10 (DC 25). Easy to avoid, but you don't want to take that hit. They appear frequently as giant wooden columns that drop down in Scrolling Parts of Castle Stages, and you can duck inside holes in the floor to avoid them.
Beak Pillar: DC 22 Athletics to avoid, Damage 7 (DC 22). Basically two pointy tree ends that come together when you try to jump over them.
Spike Pillar: DC 22 Athletics to avoid, Damage 14 (DC 29). Sorta like regular Pillars, but they are INSTA-KILL (like Lava)!! They're big spinning Spike things.
Image
Jelectro: DC 22 Athletics to avoid, Damage 7 (DC 22). Sort of like an aquatic animal, but they never moved and couldn't be killed, making them functionally Obstacles. They can get REALLY annoying in Mario 3, especially once they start piling up in water stages.
Cannonball: Blast 4, Accuracy +5. Much like a Bullet Bill, but a nonsentient, smaller weapon. It's tiny size and diagonal firing arc makes it harder to hit and avoid, but they're more rare.
Easy to avoid, but you don't want to take that hit. They appear frequently as giant wooden columns that drop down in Scrolling Parts of Castle Stages, and you can duck inside holes in the floor to avoid them.
Giant Cannonball: Blast 7, Accuracy +7. The same as a Cannonball, but obviously much larger. They were rarely-seen in Mario 3, but were harder to avoid given their tremendous size.
Image
Fuzzy: DC 28 Athletics to avoid, Damage 4 (DC 19). Possibly the single-most annoying thing in the entire game- Fuzzies circle blocks and other structures, and annoy the hell out of you in "Flying" stages (Winged Yoshis or Puffed-Up Mario), where you can almost never kill them (a few types you could). They function better as Obstacles than Enemies, but they are technically living creatures- just invincible ones.

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Re: Jab's Builds: Mario, Luigi, Power-Ups, Goombas, Koopa Tr

Postby Jabroniville » Fri Apr 19, 2013 11:26 pm

Image
Image

BUZZY BEETLE
First Appearance:
Super Mario Bros. (1985)
Role: Second-Tier Jobber
PL 5 (48)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+2)
Stealth 2 (+3)

Advantages:
Teamwork

Powers:
"Beetle Attack" Strength-Damage +2 [2]
Movement 1 (Wall-Crawling) [2]
"Underground Creature" Senses 1 (Low-Light Vision) [1]

"Beetle Shell"
Protection 1 [1]
Regeneration 4 [4]
Immunity 5 (Fire Damage) [5]
"Power Spin" Damage 4 (Extras: Area- 30ft. Line) [8]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +3 (+4 Shell), Fortitude +3, Will +0

Complications:
Responsibility (King Koopa's Will)
Power Loss (Regeneration)- Buzzy Beetles do not Regenerate from Super-Star or Flying-Form Damage Powers.
Involuntary Transformation (Static Shell)- If Stunned, KO'd or otherwise incapacitated, a Beetle will hide within it's shell. If it does not recover in time, anyone can pick up or use the Shell as a powerful Line Area Damage Effect.

Total: Abilities: 18 / Skills: 6--3 / Advantages: 1 / Powers: 23 / Defenses: 3 (48)

-Buzzy Beetles were a great example of the brilliance of the early Mario franchise. The Fire Flower provided Mario with his greatest weapon in this game, yet here was a simple enemy, different only because it was IMMUNE to that exact attack! The Beetles could still be killed like any ol' Koopa, but that extra boost made them pretty nasty. Later games had them be less powerful (the Raccoon Tail or Cape Spin could kill them, as well as the Spin Jump), since they never gained other Immunities and Mario kept gaining new attacks.
-Buzzy Beetles are PL 5 like Red Koopa Troopas, but are Immune to Fire, and can't be knocked out of their shells, so it's not a Device.

Upgrades:
Image

Spike Tops: PL 5 (69)
- Immunity 5 (Stomp), Spike Aura 4 [21]
-Spike Tops are occasionally seen in Super Mario World, acting sorta like Spinies. They're effectively Buzzy Beetles, however (drawn with six legs in the first game, but the Mario Wii games give 'em four), since they're Immune to Fire as well as the Stomp, giving Mario only a handful of other options for dealing with them (the best one is to just ignore them).

Image

BUSTER BEETLE
First Appearance:
Super Mario Bros. 3 (1988)
Role: Forgotten Jobber
PL 5 (36)
STRENGTH
3 STAMINA 3 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+2)
Stealth 2 (+3)

Advantages:
Ranged Attack 5, Teamwork

Powers:
"Underground Creature" Senses 1 (Low-Light Vision) [1]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Throwing Blocks +5 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3, Fortitude +3, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 20 / Skills: 6--3 / Advantages: 6 / Powers: 1 / Defenses: 3 (36)

-Buster Beetle, a variant from Mario 3, can throw Blocks quite a distance, but he's easier to defeat (one shot and he's done, and no Fireball Immunity!).

Image

PARA-BEETLE
First Appearance:
Super Mario Bros. 3 (1988)
Role: One-Shot Jobbers
PL 4 (45)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+2)
Stealth 2 (+4)

Advantages:
None

Powers:
"Beetle Attack" Strength-Damage +2 [2]
"Beetle Shell" Immunity 10 (Fire & Stomp Damage) [10]
Flight 4 (30 mph) (Flaws: Winged) [4]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3, Fortitude +3, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 18 / Skills: 6--3 / Advantages: 6 / Powers: 16 / Defenses: 2 (45)

-Para-Beetles only show up in ONE stage of Super Mario 3, and fly in simple, straight lines. Oddly, they are IMMUNE to the Stomp attack, but don't hurt Mario either- he can just jump on their back and use them as a temporary platform (though they drop out of the sky a bit).

Image

BONY BEETLE
First Appearance:
Super Mario World (1990)
Role: Undead Jobber
PL 5 (63)
STRENGTH
1 STAMINA -- AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
None

Advantages:
None

Powers:
"Undead" Immunity 30 (Fortitude Effects) [30]
"Beetle Attack" Strength-Damage +2 [2]
Protection 3 [3]
Immortality 17 (30 seconds) (Flaws: Limited- Cannot Resurrect From Cape or Super-Star Damage) [17]
Immunity 5 (Fire Damage) [5]
Spike Aura 4 (Flaws: Immobile -2) [8]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +3 (DC 13), Parry +4 (DC 14), Toughness +3, Fortitude --, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: -4 / Skills: 00--0 / Advantages: 0 / Powers: 65 / Defenses: 2 (63)

-Bony Beetles are basically the "Dry Bones" of the Beetle Species, being Undead variations of the type, who can also form Spikes on their backs if they duck down. They're rather easy to avoid in any case, but like Dry Bones, are impossible to truly kill.

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Re: Jab's Builds: Mario Power-Ups, Goombas, Koopas, Buzzy Be

Postby Jabroniville » Sat Apr 20, 2013 10:52 pm

Image

BULLET BILL
First Appearance:
Super Mario Bros. (1985)
Role: Personificated Projectile
PL 5 (32)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
None

Advantages:
None

Powers:
Immunity 5 (Fire Damage) [5]

"Bullet Blast" (All Have Flaws: Requires Bullet Blaster)
Strength-Damage +4 [2]
Flight 4 (30 mph) [4]

Offense:
Unarmed +4 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +3 (DC 13), Parry +4 (DC 14), Toughness +3, Fortitude +3, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 18 / Skills: 00--0 / Advantages: 0 / Powers: 11 / Defenses: 3 (32)

-Bullet Bills are one of the "Classic" Mario Enemies, and were kind of a pain in great numbers or if you were stuck with a Blaster in front of you and stuff going on, though easy to defeat when solo.

-Bullet Bills could be statted up in numerous ways- Obstacles that are merely fired from guns, unthinking Machines, Summon Minions of the Bill Blasters, etc., but I figured I'd just make them sentient dudes that require the Blaster to actually do much damage. After all, they DO have hands and mean faces on them, so they're implied to be alive. In later games, they have a tendency to home in, but can still be handily avoided. Bullet Biffs from "Mario Land" are the same, despite having little rockets behind them. When you beat "Super Mario World", the Bullet Bills are transformed into Pidgit Bills, which are the same, but look like birds instead.

Upgrades:
Image
Torpedo Ted- PL 7 (41):
Protection 10, Swimming 6 Replaces Flight 4 [9]
-Torpedo Teds are the same as Bills, but are found underwater, dropped by a hand coming out of a Skull Box instead of a Bill Blaster. They are immune to harm (high Protection, raising their PL), but are otherwise the same enemy.

Missile Bill- PL 5 (35): Flaw's Value is Reduced by Half, as they can get Two attacks out instead of one [3]
-An enemy from Mario 3, Missile Bills are the same as Bullets, but have "Heat-Seeking" properties, meaning they will turn around and take another shot.

Image

BANZAI BILL
First Appearance:
Super Mario World (1990)
Role: Personificated Projectile, Giant Mook
PL 6 (36)
STRENGTH
3 STAMINA 5 AGILITY 3
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
None

Advantages:
Close Attack

Powers:
Immunity 5 (Fire Damage) [5]

"Bullet Blast" (All Have Flaws: Requires Bullet Blaster)
Strength-Damage +4 [2]
Flight 4 (30 mph) [4]

Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Offense:
Unarmed +5 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +5, Fortitude +5, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 14 / Skills: 00--0 / Advantages: 1 / Powers: 18 / Defenses: 3 (36)

-Hard as it may seem to believe, Banzai Bills were an early example of the graphical power of the Super NES- regular-size enemies were a staple of video games, but GIANT ones? This guy was MUCH bigger than most sprites you'd see on the Nintendo Entertainment System, and seeing giant things like Banzai Bills & Big Boos was quite special to kids getting the new system for the first time. The first time you saw it, you were like "HOLY CRAP!" and had to jump to get out of it's way.

-Banzai Bills' size makes them harder to avoid, but easier to land on (assuming you can get up high enough- they're far enough off the ground that Mario has to jump off of something to make the Stomp). Otherwise, it's the same enemy, really.
Last edited by Jabroniville on Sat Apr 20, 2013 11:21 pm, edited 1 time in total.

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Re: Jab's Builds: Mario Power-Ups, Goombas, Koopas, Buzzy Be

Postby Jabroniville » Sat Apr 20, 2013 11:12 pm

Image

MONTY MOLE
First Appearance:
Super Mario World (1990)
Role: Annoying Mook, Surprise Attacker
PL 5 (41)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+2)
Perception 6 (+6)
Stealth 2 (+6)

Advantages:
Improved Initiative

Powers:
"Tunnelling Creature"
Burrowing 3 [3]
Senses 1 (Low-Light Vision) [1]
"Tremorsense" Senses 3 (Ranged Touch 2, Radius) [3]
"Mole Attack" Strength-Damage +2 [2]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Initiative +8

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +2, Fortitude +2, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 24 / Skills: 12--6 / Advantages: 1 / Powers: 9 / Defenses: 1 (41)

-GAAAHHHHH DIE MONTY MOLE!!! These little bastards would pop up in GIANT numbers at times, and come bursting out of holes in the ground and charge right towards you. This made them a foe that was hard to avoid at times (coming from below at high speeds), despite the fact that they were as easy to kill as anyone in the game (since they didn't regenerate like Goombas or Koopas).

Image

MEGA MOLE
First Appearance:
Super Mario World (1990)
Role: Giant Mook
PL 6 (41)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+2)
Perception 2 (+2)
Stealth 2 (+5, +2 Size)

Advantages:
None

Powers:
"Tunnelling Creature"
Burrowing 3 [3]
Senses 1 (Low-Light Vision) [1]
"Tremorsense" Senses 3 (Ranged Touch 2, Radius) [3]
"Mole Attack" Strength-Damage +2 [2]

Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Immunity 10 (Stomp Damage, Spike Hazards) [10]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +2 (DC 12), Parry +5 (DC 15), Toughness +5, Fortitude +5, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 10 / Skills: 8--4 / Advantages: 0 / Powers: 26 / Defenses: 1 (41)

-Mega Moles were another show-offy "Big" enemy in Mario World, and had a few unique properties, like being able to walk effortlessly across Spikes, and being Immune to the Stomp, meaning you could use them as riding beasts over certain hazardous parts of the Cave Stages in which they made their homes. They actually hit QUITE hard, being able to hurt Mario & Yoshi simultaneously, rather than just sending Yoshi running.

Image

ROCKY WRENCH
First Appearance:
Super Mario Bros. 3 (1988)
Role: Annoying-Ass Mook Bastards
PL 4 (35)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Expertise (Mushroom Kingdom Denizen) 2 (+1)
Perception 4 (+4)
Ranged Combat (Wrenches) 3 (+5)
Stealth 3 (+5)

Advantages:
Ranged Attack 2

Powers:
"Tunnelling Creature"
Burrowing 5 (4 mph) [5]
Senses 1 (Low-Light Vision) [1]

"Wrenches" (Flaws: Easily Removable) [3]
Blast 3 (Diminished Range) (5 points)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Wrench +5 (+3 Ranged Damage, DC 18)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +2, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 14 / Skills: 12--6 / Advantages: 2 / Powers: 9 / Defenses: 5 (35)

-I hated these bastards. Stupid little Mole-Turtle things, busting out of holes in the ground and throwing wrenches at you... hate them! Despite being just like the later enemy Monty Moles, Rockies tended to be lizard-like at first, but soon just turned into Monty Moles with thrown weapons.

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Re: Jab's Builds: Goombas, Koopas, Beetles, Bills, Moles

Postby Crinos » Sat Apr 20, 2013 11:24 pm

Bullet Bill is the strongest and he Doesn't afraid of anything.

Sorry, Had to say it.

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Re: Jab's Builds: Goombas, Koopas, Beetles, Bills, Moles

Postby HustlerOne » Sun Apr 21, 2013 10:56 am

Wow, I'm surprised you made the Bullet Bills. You even mentioned some of the wacky obstacles Mario has to avoid. :shock: I especially like how you build some of the more obscure stuff that only appear in one stage at times. Gotta love that Tanuki Suit and Hammer Bros suit!
This is some great work.

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Re: Jab's Builds: Goombas, Koopas, Beetles, Bills, Moles

Postby Crinos » Sun Apr 21, 2013 2:59 pm

Yeah.

Also the Rocky Wrenches were weird. In their original artwork they looked like moles with turtle shells. My interpretation is they were a tribe of moles hired to act as engineers by Bowser to maintain the air ships, and wore ornamental shells to signify their rank. They also would come out of port holes to toss wrenches at Mario. And unlike other enemies, more would always spawn out from under the manholes no matter how many times you stomped them.

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Re: Jab's Builds: Goombas, Koopas, Beetles, Bills, Moles

Postby Jabroniville » Sun Apr 21, 2013 10:51 pm

There's a fanfic in there waiting to be written- The Monty Mole species is treated with racist derision by the Koopas, and so one subgroup of them begins wearing Koopa Shells in an attempt to be more reptilian. They are then derided by the other Moles, who call them Uncle Insectivores and race-traitors! Finally after a long struggle, they are truly accepted, and drop the Koopa Shells.

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Re: Jab's Builds: Goombas, Koopas, Beetles, Bills, Moles

Postby Jabroniville » Sun Apr 21, 2013 10:54 pm

Image

SHELLCREEPERS
First Appearance:
Mario Bros. (1983)
Role: Common Enemies
PL 4 (22)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Intimidation 2 (+1)
Perception 2 (+1)

Advantages:
None

Powers:
"Villainous Attack" Strength-Damage +2 [2]
Regeneration 4 [4]

"PO'd Attack"
Enhanced Fighting 2 (Flaws: Limited to When Recovered) [2]

Offense:
Unarmed +4 (+2 Damage, DC 17)
PO'd Attacks +6 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +3 (DC 13), Parry +4 (+6 PO'd, DC 14-16), Toughness +2, Fortitude +2, Will +0

Complications:
Enemy (Mario & Luigi)

Total: Abilities: 10 / Skills: 4--2 / Advantages: 0 / Powers: 8 / Defenses: 2 (22)

-Sidesteppers, Shellcreepers & Fighter Flies are the foes in the "Mario Bros." Arcade Game from 1983. They attack in basic patterns at first, but if you cheese them off (by failing to kill them after stunning them with an Indirect Stomp- neither Bro had a Stomp in this version), they get a lot more dangerous. The Shellcreepers (the predecessors of the Koopas- they are replaced by Spinies in the Mario 3 Sub-Game because the creators were afraid fans would try stomping them like Koopas if they didn't have spikes) are PL 3 most of the time, but upgrade to PL 4 when angry, and the other two go up a PL. Note that in this sub-game, the Bros. lack the Stomp attack, which makes their foes more dangerous.

Other Types:
Image
Sidesteppers- PL 5 (24):
Protection 2 [2]
-The crab-like Sidesteppers take TWO shots to finish off in the original game. They come in blue or red, and when PO'd, turn Pink.
Image
Fighter Flies- PL 5 (24): Fighting 5 [2]
-The Flies have a leaping attack pattern, making them harder to hit (and avoid).

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Re: Jab's Builds: Goombas, Koopas, Beetles, Bills, Moles

Postby Jabroniville » Sun Apr 21, 2013 10:59 pm

Image

PIRANHA PLANT
First Appearance:
Super Mario Bros. (1985)
Role: Common Enemies
PL 4 (26)
STRENGTH
2 STAMINA 4 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 5 (+3)
Perception 3 (+1)
Stealth 4 (+5)

Advantages:
None

Powers:
"Piranha Bite" Strength-Damage +2 [2]
Immunity 5 (Stomp Damage) [5]

Offense:
Unarmed +4 (+4 Damage, DC 19)
Initiative +1

Defenses:
Dodge +2 (DC 12), Parry +4 (DC 14), Toughness +4, Fortitude +4, Will +0

Complications:
Enemy (Mario & Luigi)
Disabled (Immobile)- Piranha Plants generally cannot leave their chosen Pipes. The trouble is, their pipes are always in Mario's path.
Phobia (Mario's Butt)- Piranha Plants will not come out if Mario is standing on the pipe.

Total: Abilities: 10 / Skills: 12--6 / Advantages: 0 / Powers: 7 / Defenses: 3 (26)

-Piranha Plants have been a recurring foe ever since the first NES game, but didn't get modifications until Mario 3, at which point there were a bunch of them.

-The basic Piranha Plant is a simple foe that merely comes out slowly in predictable patterns, attempting to bite you as you move by their home pipes. They typically just make every jump a little bit more dangerous, but the fact that only the Fire Flower, Shell & Star-Man could let you kill them in the first game made them one of the more dangerous Mooks, since only the Spiny was also immune to the Stomp at that time. Like a lot of Mario enemies, they got less deadly with each passing game, thanks to the amount of extra Power-Ups you could get (particularly other Blasts or Flying Suits).

Upgrades:
Image
Red Piranha Plant- PL 5 (31):
Fighting 2, Fearless [5]
-Red Piranha Plants were in the EVIL "Super Mario Bros. 2" game, and were faster than the green versions. And like Crinos says, they couldn't be stopped by you standing on the Pipes- they'd just jump right up your butt if you tried it!
Image
Venus Fire Traps- PL 5 (40): Fire Blast 6 (Feats: Accurate 2) [14]
-Mario 3 featured the debut of the Fire Traps, which functionally acted the same way as Piranha Plants, but would also shoot li'l diagonal-travelling fireballs that made them extra-annoying. I mean, you're doing a Power Slide and wiping out Buzzy Beetles like nuts, and one of THESE sumbitches just pops up and shoots at you? LAME. Mario World had none of them, but Mario 64 and the New Super Mario Bros. games did.
Image
Venus Ice Trap- PL 5 (45): "Ice Ball" Affliction 6 (Strength; Hindered & Vulnerable/Immobile & Defenseless/Paralyzed) (Feats: Accurate 2) (Extras: Ranged, Multiattack, Extra Condition) (Flaws: Lasts For 2 Rounds, tops) (Diminished Range -1) [19]
-Ice Traps were a neat idea- taking the common Fire Trap and gave them the Ice Flower powers in the New Super Mario Bros. games! Basically it's a taste of your own medicine in those games.
Image
Jumping Piranha Plant- PL 5 (44): Fighting 2, Leaping 2 (30 feet), Blast 5 (Feats: Accurate 2) [18]
-These guys appear in Super Mario World, and are actually the most commonly-seen Plant in the game! Instead of slowly moving out on a stalk, they leap a dozen feet into the air, and can hit you as they move back down. This boosts their accuracy. A rare number can even shoot Fireballs at you, which is included here.

Image

PIRANHACUS GIGANTICUS
First Appearance:
Super Mario Bros. 3 (1988)
Role: Giant Mook
PL 5 (29)
STRENGTH
5 STAMINA 6 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 5 (+3)
Perception 3 (+1)
Stealth 4 (+5)

Advantages:
None

Powers:
"Piranha Bite" Strength-Damage +1 [1]
Immunity 5 (Stomp Damage) [5]

Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Initiative +1

Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +6, Fortitude +6, Will +0

Complications:
Enemy (Mario & Luigi)
Disabled (Immobile)- Piranha Plants generally cannot leave their chosen Pipes.
Phobia (Mario's Butt)- Piranha Plants will not come out if Mario is standing on the pipe.

Total: Abilities: 8 / Skills: 12--6 / Advantages: 0 / Powers: 13 / Defenses: 2 (29)

-The Piranha Plants of Giant Land in Mario 3 were like this fella right here- basically a big, fat target, but large enough that he's hard to avoid sometimes.
Last edited by Jabroniville on Tue Jan 21, 2014 11:18 pm, edited 2 times in total.

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Re: Jab's Builds: Koopas, Beetles, Bills, Moles, Piranha Pla

Postby Crinos » Mon Apr 22, 2013 3:28 am

I would give the red Piranha plants the fearless feat. As their biggest selling point was that, unlike normal piranha plants, which don't come out if you stand right near to their pipes, Reds will always come out even if you're on top of the pipe.


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