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 The Downlow in Dice Roll

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KoopetteLeBoo
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Age : 58
Location : Ottawa, Canada

PostSubject: The Downlow in Dice Roll   Sun Feb 01, 2015 1:50 pm

Covering character sheets, basic creation and how to roll the dice in battle and situations. Each section is separated by post, so if you don't see it in the opening post just scroll down!

Character Sheets:

Name:
Gender:
Age:
Species:
Appearance:
Backstory/history:

Basic Stats:

Speed: # (1 pt. Slowest / 5 pts. Average / 10 pts. Really Fast)
Strength: # (1 pt. Weakest / 5 pts. Average / 10 pts. Hits/Moves Stuff like a Tank)
Agility: # (1 pt. Gets Tired Easily / 5 pts. Average / 10 pts. I Can Go All Night)
Special: # (1 pt. Nothing / 5 pts. Average / 10 pts. Hits all cylinders~Look out world)
Counter: # (1 pt. What's a Counter? / 5 pts. Average / 10 pts. Bruce Lee)
(10 free points when you first create a character. Disperse freely. All categories are automatically at 1 pt. for a minimum. 10 pts. is the maximum for each category.)
Accum. XP: (Default is 0. These are pts. that are awarded to the players at the end of a storyline by the Dice Roller ST. You can use these points to build up your basic stats or to build up stats in your 'Special Abilities' or even buy 'Advanced Special Abilities', which will be covered in this tutorial as well.)
Special Abilities: (A pool of abilities are open for you to choose from. You can choose as many as you like but be aware that some abilities are only usable for certain species in the Marioverse, these limits will be noted next to the ability of whom it can be applied to. As with the basic stats above, you get 5 free points when you first create a character to disperse as you wish but choose carefully on how many abilities you take! Points don't grow off trees! As with basic stats, 1 pt. is the minimum start base and 10 pts. is the maximum for each category.)
Advanced Special Abilities:(These can be purchased with XP points that are awarded by the Dice Roller ST. A list will be provided in the store with the pts. value listed next to each one. Some of these also only apply to certain species, so as before this will be noted if it is the case. 1 pt. minimum start base for each, 10 pts. maximum.)

What does all this mean?

Name: What's your characters name? Simple as that.
Gender: Male? Female? Both? Neither? Whatever floats your Titanic!
Age: How old are they in terms of years? Or is it undetermined?
Species: Plumber? Koopaling? Koopa? Yoshi? A hybrid? The Marioverse is open to you.
Appearance: What does your character look like? Is the skin color orange, green, yellow or polka-dot? If it has long hair, no hair, short hair.. they wearing shoes or they go barefoot? Any clothes? Color of shell. Eye color.. describe what your character looks like. Detailed as little or as much as you want to be!
Backstory/history: What has your character been through? Where have they been and why are they the way they are? Talk about anything and everything here about your character all the way down to their personality!

Speed: How quick is your character? Are they slow as snails or do they fly like the wind? A character's speed makes a huge difference in those pursuits or getting away from one. Speed also is useful for dodging attacks or anything else that might come your way.
Strength: Are they a paperweight or Arnold Schwartzenkoopa? This also affects the pack in your punch, kick and stomps on your foe or that annoying person you're on the road with. The lower the points, the weaker.. the higher the points, you get the picture.
Agility: How long can they run for? Only a few feet before coughing up a lung or can they run and jump around till the end of eternity? The lower the points, the weaker the agility. The higher the points, the stronger it is.
Special: This can be an attack or a talent that your character has that separates them from the crowd. How well do they perform it? Are they an awful beginner or master of their trade? Lower points means the worst, higher points indicate better skill of their trade.
Counter: Mostly used in battle situations, how well are they at blocking an attack from somebody else? Do they have lightning fast reflexes when avoiding those kicks and punches or are they slow to react and seem to get hit by everything and everybody? The lower the points, the slower the reflexes.. the higher, the faster they are.
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KoopetteLeBoo
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PostSubject: Re: The Downlow in Dice Roll   Sun Feb 01, 2015 4:42 pm

Character Creation

Special Abilities:
Shell Shelter (Koopaling, Koopa Troopas, Koopas and Koopa Hybrids) -- Character hides in shell and uses it as a shield. -Roll dice after attacker rolls theirs. More successes than the attacker blocks attack, lower successes takes a limited amount of attack.-

Angel's Touch -- Character can heal another player by just touching them. Basically helps get them back to their feet. -If over half the roll is successful, healing has been completed in turn. If fail, player has to use up next turn to try the roll again. Healing is then completed once half the roll is successful.-

Ice Beam -- A koopa wand for the general Koopa species and a regular magic wand for any other species. Shoots out a beam of ice at a foe to freeze them solid. -First roll determines if it connects, must be at least half successes to work. Second roll, same amount of dice from the first roll determines how many character posts the player must wait before unthawing and resuming. Amount of successful dice determines the # of posts.-

Underwater Modifier (Crocodile or Alligator Hybrids, Dolphins, all underwater Marioverse characters) -- -Increases their attack dice by +2 dice when in a battle scene underwater.-

Fire Modifier (Blarggs, Reznor, Podobos, Hot Foots, Dragon Hybrids and other Marioverse characters found in lava and fire areas) -- -Increases their attack dice by +2 dice when in a battle scene in lava or in a place with fire-

Frog Suit (Cannot be used by underwater Marioverse characters) -- A spandex green frog suit that a character can wore to enhance abilities in the depths. -Increases their speed and counter dice rolls by +2 in a battle scene underwater.-

Advanced Special Abilities:

Power of Intimidation (Cost: 60 XP) -- Character gives off a powerful glare with his eyes to frighten an enemy and cause them to become paralyzed in fear. -Roll to determine how many dice you take away from the other player's next move. Successes equal the number of dice the player loses. If greater than the player's skill, the amount of dice is cut in half (if the number doesn't break even, take one more dice)-

Piranha Ally (Cost: 120 XP) --Character can create a Piranha Plant Ally to double team on an enemy. -Roll number of skill points for the Ally and then roll regular strength attack of the character. Combine successes between the two and if its greater than counter or evade of the other player, the attack is a success.-

Dark Flash (Cost: 100 XP) -- Character causes the playing area to become shrouded in complete darkness and make seeing and attacking an enemy nearly impossible. -Roll number of skill points available. Amount of successes are how many dice are taken away from each player that attacks the character in any battle move or ability for four complete turns. However, the character loses two dice in their attack rolls for four turns as well.-

Kuribo's Shoe/Glove (Cost 90 XP) -- Uses the green goomba shoe or in other cases, a green glove to punch or kick/stomp a player with a bit more of a pack. -Add three dice to your skill points in strength during the roll. Successes are no different than a normal attack, must be more than half to be successful attack.-

3-UP Moon (Cost 120 XP) -- A character can run faster than normal, heighten their ability to counter attacks, increase strength in their special or the strength in their attacks for a short time. -Skill points are increased by +3 in all any of the basic areas for three complete turns. If any skill is already at 9 points, you can roll 12 dice. Must notify in action of usage of the 3-UP Moon in some kind of physical form. Can only be used once per storyline.-
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KoopetteLeBoo
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PostSubject: Re: The Downlow in Dice Roll   Tue Feb 03, 2015 9:57 pm

Quote :

Player 1: Strength: ######### (9 Skill Pts.)
Player 2: Speed: ########## (10 Skill Pts.)

Example of an evasion maneuver. Player 1 is the attacker, Player 2 is on the defensive and the evader.

Player 1 Post: Mario leaps high in the air and starts to drop down to stomp on a koopa troopa.
(Rolls 9 Dice to achieve full strength on the stomp and to leave the troopa hurting.)

'Mario' rolls 9 dice (3, 7, 9, 10, 2, 6, 5, 1, 10) = 5 Successes! (Successes are any number over 5, count the # of dice that are over that number)

Player 2 Post: Grateful that he was in better athletic shape than most troopas, the koopa troopa makes a quick decision to roll out of the way.
(Rolls 10 Dice to leave that plumber with nothing but grass to stomp on.)

'Koopa Troopa' rolls 10 dice (9, 7, 6, 10, 3, 1, 6, 8, 1) = 6 Successes! (Not quite a perfect getaway, but the koopa troopa gets away just in time with more successes than the attacker.)

Player 2 Post: Just getting out from under the shadow of the plumbers boot, the koopa troopa effectively got around Mario's little stomp.

Quote :
Player 1: Strength: ###### (6 Pts.)

Example of a basic attack. Any player can be the attacker.

Player 1 Post: Lemmy attempted to punch the ignorant Magikoopa in the nose.
(Rolls 5 Dice. Lemmy ain't happy but he ain't gonna break anything either.)

'Lemmy' rolls 5 dice (5, 4, 7, 9, 2) = 2 Successes! (Not much more than a light pop to the kisser.)

Quote :
Player 1: Strength: ###### (6 Pts.)

Example of an attack with no evade/counter. Player 1 attacks, Player 2 does nothing to avoid the attack (or distracted with another post).

Player 1 Post: Lemmy attempted to punch the ignorant Magikoopa in the nose.
(Rolls 5 Dice. Lemmy ain't happy but he ain't gonna break anything either.)

'Lemmy' rolls 5 dice (5, 4, 7, 9, 2) = 2 Successes!

Player 2 Post: The magikoopa laughed at the pathetic attempt of a punch from the scrawny Lemmy, hardly feeling it.

Quote :
Player 1: Strength: ##### (5 Pts.)
Player 2: Counter: ######### (9 Pts.)

Example of an attack with a counter. Player 1 attacks, Player 2 reverses the move.

Player 1 Post: The koopa troopa makes an attempt at a sorry attempt of a kick to the gut of the plumber.
(Rolls 5 Dice. Even at his best, it would only take air out of the guy at best.)

'Koopa Troopa' rolls 5 dice (8, 6, 7, 10, 6) = 5 Successes!

Player 2 Post: Seeing the koopa troopa was being ever so predictable, Mario reached both hands out to grab the leg prematurely.
(Rolls 9 Dice. He's determined to make this look easy.)

'Mario' rolls 9 Dice (9, 9, 6, 7, 8, 5, 7, 3, 8 ) = 8 Successes!

Player 2 Post: Despite the koopa troopa's valiant attempt, Mario caught the koopa troopa by the leg easily.
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