Jab’s Builds! (Cindarr! Leoric! Darkstorm! Vehicles! Avengers Academy!)

Where in all of your character write ups will go.
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KorokoMystia
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Re: Jab’s Builds! (Abubo! Johann! Mario & Luigi! Goombas!)

Post by KorokoMystia » Sun Aug 25, 2019 4:04 am

That bit about you thinking the Goombas were owls reminds me of the Giana Sisters games (the original one was an infamous ripoff of Mario for the Commodore 64, to the point that Nintendo sued over it, since it was pretty much an unlicensed port/reskin), since the Goombas were turned into owls:
Image

Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Paragoomba

Post by Jabroniville » Sun Aug 25, 2019 6:34 am

Image

PARAGOOMBA
First Appearance:
Super Mario Bros. 3 (1988)
Game Appearances: Mario 3, Mario World, Mario Galaxy 2, Mario Odyssey, New Super Mario Bros. Series, Mario & Luigi Series, Paper Mario
Japanese Name: Pata Kuribo ("flapping" Kuribo)
Role: Flying Jobber
PL 5 (37)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Deception 2 (+0)
Expertise (Mushroom Kingdom Denizen) 2 (+1)

Advantages:
None

Powers:
"Goomba Bite" Strength-Damage +2 [2]
"Paragoomba Wings" Flight 2 (8 mph) (Flaws: Winged) [2]
"Wings Block First Shot" Protection 2 [2]

"Microgoombas" Affliction 4 (Strength; Hindered & Vulnerable/Exhausted & Restrained) (Feats: Accurate 3) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree) [11]

Offense:
Unarmed +6 (+0 Damage, DC 15)
Bite +6 (+2 Damage, DC 17)
Microgoombas +6 (+4 Affliction, DC 14)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +2, Will +0

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 14 / Skills: 4--2 / Advantages: 0 / Powers: 17 / Defenses: 4 (37)

-Paragoombas were new to Mario 3, and represented the Paratroopa archetype being placed upon a different old Mario creature. This made for an interesting enemy, flying in erratic circles with tiny Goombas attached to it that could slow Mario's advance. Slightly more terrifying than a regular Goomba, the Paragoombas are harder to hit and more accurate thanks to their odd movements, making them PL 5.

-Some Paragoombas contain a swarm of Microgoombas, which can't hurt Mario, but possess the ability to hamper his movement and slow his attacks down. Without it, they save 11 points- this makes them EXTREMELY dangerous in a game full of Bottomless Pits, and they're best dealt with by killing the Paragoomba before he can drop them.

Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Abubo! Johann! Mario & Luigi! Goombas!)

Post by Jabroniville » Sun Aug 25, 2019 6:34 am

KorokoMystia wrote:
Sun Aug 25, 2019 4:04 am
That bit about you thinking the Goombas were owls reminds me of the Giana Sisters games (the original one was an infamous ripoff of Mario for the Commodore 64, to the point that Nintendo sued over it, since it was pretty much an unlicensed port/reskin), since the Goombas were turned into owls:
Image
Haha, weird! I've never heard of that one.

Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Abubo! Johann! Mario & Luigi! Goombas!)

Post by Jabroniville » Sun Aug 25, 2019 6:48 am

So for this set, I'm including things like "Game Appearances"- unfortunately I decided too early to include the side games, so EVERYONE has "Paper Mario Series" and "New Super Mario Bros. Series", since both series include every single villain that Nintendo can think of.

I'm also adding "Japanese Name", since I find that fascinating. It turns out, 90% of the foes in the Mario games have names that are onomatopoeia for things, like "shuffling", "rustling", and more. All of that got thrown out for the American names, which are often completely different. And names like Toadstool/Peach (IT'S STILL TOADSTOOL TO ME, DAMMIT!) were at odds with each other until very recently.

Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Mini Goombas

Post by Jabroniville » Sun Aug 25, 2019 8:02 am

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PILE-DRIVER MICRO-GOOMBA
First Appearance:
Super Mario Bros. 3 (1988)
Game Appearances: Mario 3 only
Japanese Name: Burokku Mame Kuribo ("Block Bean Kuribo")
Role: Hidden Menace
PL 4 (16)
STRENGTH
-2 STAMINA 0 AGILITY 2
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Deception 2 (+0)
Expertise (Mushroom Kingdom Denizen) 2 (+1)
Stealth 2 (+3)

Advantages:
Close Combat 3, Improved Initiative

Powers:
Leaping 2 (30 feet) [2]
"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

"Brick Block" (Flaws: Removable) [9]
Strength-Damage +4 (4)
Immunity 5 (Fire Damage) (5)
Protection 2 (2)
-- (11 points)

Offense:
Unarmed +4 (-2 Damage, DC 13)
Brick Block +4 (+2 Damage, DC 17)
Initiative +6

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

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: -6 / Skills: 6--3 / Advantages: 4 / Powers: 20 / Defenses: 3 (16)

-Pile-Driver Micro-Goombas were a bit of a pain in the ass in Mario 3, as they were able to surprise you with giant leaps and semi-irregular attack patterns. This actually makes them more dangerous than your average Goomba, and they're ALL OVER the Desert Hill Kingdom. These enemies never reappeared.

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MINI GOOMBA
First Appearance:
Super Mario Bros. 3 (1988)
Game Appearances: Super Mario 3, Mario 64, New Super Mario Bros., Mario Galaxy 1-2, Mario Odyssey
Japanese Name: Mame Kuribo ("Bean Kuribo")
Role: Nuisance
PL 5 (17)
STRENGTH
-2 STAMINA 0 AGILITY 2
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Deception 2 (+0)
Expertise (Mushroom Kingdom Denizen) 2 (+1)
Stealth 2 (+3)

Advantages:
Close Combat 3, Improved Initiative

Powers:
Leaping 2 (30 feet) [2]
"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

"Stick to Mario" Affliction 4 (Strength; Hindered & Vulnerable/Exhausted & Restrained) (Feats: Accurate 2) (Extras: Ranged, Extra Condition) (Flaws: Limited Degree) [10]

Offense:
Unarmed +4 (-2 Damage, DC 13)
Stick to Mario +5 (+4 Affliction, DC 14)
Initiative +6

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

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: -6 / Skills: 6--3 / Advantages: 4 / Powers: 21 / Defenses: 3 (17)

-Mini Goombas eventually replaced Pile-Driver Micro-Goombas entirely, with later games using them as mobile menaces that would hitch onto Mario & company, preventing them from moving quickly.

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KorokoMystia
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Re: Jab’s Builds! (Abubo! Johann! Mario & Luigi! Goombas!)

Post by KorokoMystia » Sun Aug 25, 2019 11:54 am

"Kuri" apparanetly means "chestnut". Quite a few characters and monsters in Japanese media seem to have names derived from it like DBZ's Krillin (or rather, Kuririn in Japanese) and Yugioh's Kuriboh.

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kreuzritter
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Re: Jab’s Builds! (Abubo! Johann! Mario & Luigi! Goombas!)

Post by kreuzritter » Sun Aug 25, 2019 12:39 pm

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Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Large Goombas

Post by Jabroniville » Sun Aug 25, 2019 1:27 pm

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GRAND GOOMBA
First Appearance:
Super Mario Bros. 3 (1988)
Game Appearances: Mario 3, Mario 64, Mario Galaxy 1-2, New Super Mario Bros.
Role: Giant Jobber
PL 5 (27)
STRENGTH
5 STAMINA 5 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Deception 2 (+0)
Expertise (Mushroom Kingdom Denizen) 2 (+1)
Intimidation 4 (+2, +4 Size)

Advantages:
Close Combat 2

Powers:
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Summon Goomba 2 (Flaws: Limited to When Injured) [2]

Offense:
Unarmed +5 (+5 Damage, DC 20)
Initiative +1

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

Complications:
Responsibility (King Koopa's Will)
Involuntary Transformation (Regular Goomba)- When injured, a Grand Goomba will turn into two regular Goombas- one the result of the Summon Power, and he becomes the other one.

Total: Abilities: 10 / Skills: 8--4 / Advantages: 2 / Powers: 9 / Defenses: 2 (27)

-A Grand Goomba seems like a more fearsome threat, but he's actually EASIER to kill than a regular one in Mario 3 (since he's such a big target, it's harder to miss, and it only takes one Stomp like normal)! Mario Bros. Wii included the ability to make a Grand Goomba turn into two Regular Goombas when struck, so I included that variant here. He's a PL 5 Giant Jobber, still not that dangerous, though getting there.

MEGA GOOMBA
First Appearance:
Super Mario Bros. 3 (1988)
Role: Giant Jobber
PL 6 (33)
STRENGTH
7 STAMINA 7 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Deception 2 (+0)
Expertise (Mushroom Kingdom Denizen) 2 (+1)
Intimidation 4 (+2, +4 Size)

Advantages:
Close Combat 2

Powers:
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Summon Grand Goomba 2 (Flaws: Limited to When Injured) [2]

Offense:
Unarmed +5 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +1 (DC 11), Parry +2 (DC 12), Toughness +7, Fortitude +7, Will +0

Complications:
Responsibility (King Koopa's Will)
Involuntary Transformation (Grand Goomba)- When injured, a Mega Goomba will turn into two Grand Goombas- one the result of the Summon Power, and he becomes the other one.

Total: Abilities: 10 / Skills: 8--4 / Advantages: 2 / Powers: 13 / Defenses: 4 (33)

-Mega Goombas are simply an upgrade of Grand Goombas, but are quite dangerous given their sheer size.

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drkrash
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Re: Jab’s Builds! (Abubo! Johann! Mario & Luigi! Goombas!)

Post by drkrash » Sun Aug 25, 2019 4:39 pm

Just referring back to Jab's introductory comments, my eldest son *hates* Mario. My younger son is no fan, and I'm indifferent but leaning pretty negatively.

I have no nostalgia for the games (my console history went from Colecovision to late SNES, skipping most of Nintendo's heyday) and I think the character is pretty stupid. But I suppose it doesn't rise to the level of hate.

My sons will wait for the Sonic builds and I'll wait for superheroes and fighting games. But I hope everyone else loves these builds! :)

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Koopa Troopas

Post by Jabroniville » Sun Aug 25, 2019 8:50 pm

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KOOPA TROOPA- GREEN
First Appearance:
Super Mario Bros. (1985)
Game Appearances: Mario 1-3, Mario World, Mario 64, Mario Galaxy 1-2, Mario Odyssey, Mario Land, Yoshi's Island, Mario & Luigi Series, New Super Mario Bros. Series, Paper Mario Series, Most Side-Games
Japanese Name: Nokonoko (onomatopoiea for slow-moving/plodding things)
Role: Second-Tier Jobber
PL 4 (25)
STRENGTH
1 STAMINA 3 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

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

Advantages:
Teamwork

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

"Koopa Shell" (Flaws: Removable) (Feats: Restricted to Koopas) [6]
Protection 1 (1)
Regeneration 5 (5)
-- (6 points)

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

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +3 (+4 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: 10 / Skills: 6--3 / Advantages: 1 / Powers: 9 / Defenses: 3 (25)

-Koopa Troopas are the OTHER key jobber in the Mario-verse, initially coming in Green and Red varieties. They're mostly identical except for the fact that Green ones will walk clean off of platforms, while Reds will turn around and go the other way. They're better fighters because of this, basically.

Variants:
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CLIMBING KOOPA- PL 3 (22): Athletics 6 (+7), No Shell [-3]
-Climbing Koopas are a Mario World foe that climbs about on those fences in the Castle Levels- they're pretty easy to kill (climb over top of them and move down, or just punch them from the other side of the fence). They're decent Climbers obviously, but that's it.

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BOMBSHELL KOOPA- PL 4 (26): Features 1: Explodes after Death [1]
-The first Mario Land game features Koopas, but as the game couldn't handle the complex mechanics of the bouncing shells, they were turned into Bombshell Koopas, whose shells exploded on impact, like Bob-ombs.

Image

BEACH KOOPA- PL 3 (19): No Shell [-6]
-These undershirt-wearing Koopas debuted in Super Mario World, and exist as Shell-less Koopas.

---

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KOOPA TROOPA- RED
First Appearance:
Super Mario Bros. (1985)
Game Appearances: Mario 1-3, Mario World, Mario 64, Mario Galaxy 1-2, Mario Odyssey, Mario Land, Yoshi's Island, Mario & Luigi Series, New Super Mario Bros. Series, Paper Mario Series, Most Side-Games
Japanese Name: Nokonoko (onomatopoiea for slow-moving/plodding things)
Role: Second-Tier Jobber
PL 4 (32)
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:
"Koopa Attack" Strength-Damage +2 [2]

"Koopa Shell" (Flaws: Removable) (Feats: Restricted to Koopas) [6]
Protection 1 (1)
Regeneration 5 (5)
-- (6 points)

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

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3 (+4 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: 18 / Skills: 6--3 / Advantages: 1 / Powers: 8 / Defenses: 2 (32)

-They can hit pretty hard, but only if they're using their dash. Since the shell is a Device, it allows Mario or anyone else to pick it up and use it as a temporary weapon. They also possess Regeneration, since any injured Koopa will eventually heal from it's damage and pop back out to attack you, which is why you should totally use Fire or throw them off things. The only difference between varieties stats-wise is higher Intellect & Awareness, allowing the Reds to avoid falling into pits and the like.

Variants:
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BLUE-SHELLED KOOPA TROOPA- PL 5 (34): Fighting 5 [2]
-Blue-Shelled Koopa appear in Super Mario World, and are a tad faster than Red-Shelled ones, making them a PL higher. The main thing with Yellow & Blue-Shelled Koopas is the different powers they give to Yoshi- Blue Shells let him Fly (and are thus the most useful), while Yellow creates a Burst Area Damage effect and some Knockback-like stuff.

Image

BLUE ELECTROKOOPA- PL 5 (50): No Shell, Energy Aura 4 & Protection 3, AE: Blast 4 (Homing), Ranged Attack 4 [18]
-These odd-looking quadrupedal Koopas are in Mario Sunshine- they attack via throwing electrified Shells that can regenerate. Spraying them with water will get them killed by their own shell, though.

RED ELECTROKOOPA- PL 5 (48): No Shell, Energy Aura 4 & Protection 3, Athletics +6 [16]
-Red Electrokoopas climb like Climbing Koopas did, and also have an Aura. You can use the "attack from the other side of the fence" trick to dispose of them.

Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Yellow Koopas

Post by Jabroniville » Sun Aug 25, 2019 11:06 pm

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KOOPA TROOPA- YELLOW
First Appearance:
Super Mario World (1990)
Role: New Koopa
PL 6 (49)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Mushroom Kingdom Denizen) 2 (+2)
Ranged Combat (Shells) 6 (+6)
Stealth 2 (+3)

Advantages:
Close Combat, Teamwork

Powers:
"Koopa Attack" Strength-Damage +2 [2]
"Stops Shells Dead" Immunity 5 (Thrown Objects) [5]

"Koopa Shell" (Flaws: Removable) (Feats: Restricted to Koopas) [7]
Protection 2 (2)
Regeneration 5 (5)
-- (7 points)

"Kamikaze Koopa!" (All Have Flaws: Limited to When Re-Entering Shells)
"Spinning Dash" Damage 6 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Grounded Targets) [3]
Protection 1 [1]
Speed 2 (8 mph) [1]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Spinning Dash +6 Area (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3 (+4 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: 20 / Skills: 12--6 / Advantages: 2 / Powers: 19 / Defenses: 2 (49)

-Yellow-Shelled Koopas are the same as Red ones, basically, but if Beached (ie. tossed out of their Shells), they can re-enter any other Shell and become super-invincible Kamikaze Koopas, flying around the stage with reckless abandon. They are also unable to be struck with Thrown Objects (Shells, Blocks, etc.)- they'll stop them with one foot, then kick them right back!

Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Koopa Paratroopas

Post by Jabroniville » Sun Aug 25, 2019 11:18 pm

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KOOPA PARATROOPA- GREEN
First Appearance:
Super Mario Bros. (1985)
Game Appearances: Mario Bros. 1-3, Mario World, Mario & Luigi Series, Paper Mario Series, New Super Mario Bros. Series
Japanese Name: Patapata (onomatopoiea for "flapping")
Role: Second-Tier Jobber
PL 5 (29)
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 +5 (DC 15), Parry +5 (DC 15), 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: 5 (29)

---

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KOOPA PARATROOPA- RED
First Appearance:
Super Mario Bros. (1985)
Game Appearances: Mario Bros. 1-3, Mario World, Mario & Luigi Series, Paper Mario Series, New Super Mario Bros. Series
Japanese Name: Patapata (onomatopoiea for "flapping")
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 +4 (DC 14), 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: 2 (33)

-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 while hopping, 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. Curiously, they've largely vanished from the later games in the series, perhaps because a flying enemy is much harder to deal with in a 3D Platformer.

Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Abubo! Johann! Mario & Luigi! Goombas!)

Post by Jabroniville » Sun Aug 25, 2019 11:39 pm

drkrash wrote:
Sun Aug 25, 2019 4:39 pm
Just referring back to Jab's introductory comments, my eldest son *hates* Mario. My younger son is no fan, and I'm indifferent but leaning pretty negatively.

I have no nostalgia for the games (my console history went from Colecovision to late SNES, skipping most of Nintendo's heyday) and I think the character is pretty stupid. But I suppose it doesn't rise to the level of hate.

My sons will wait for the Sonic builds and I'll wait for superheroes and fighting games. But I hope everyone else loves these builds! :)
So I won’t find a deluge of comments from you like I did for my three weeks of Fighting Game builds? DARN :P.

Jabroniville
Posts: 11978
Joined: Fri Nov 04, 2016 8:05 pm

Super Koopa

Post by Jabroniville » Mon Aug 26, 2019 1:09 am

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. Others will have slightly different attack patterns, differentiated by their shoes and cape colors- some have glowing capes, meaning you can stomp on them, depowering them and gaining their cape. Some will lift off from the ground, as well.

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drkrash
Posts: 242
Joined: Fri Nov 04, 2016 5:23 pm

Re: Jab’s Builds! (Abubo! Johann! Mario & Luigi! Goombas!)

Post by drkrash » Mon Aug 26, 2019 1:49 am

Jabroniville wrote:
Sun Aug 25, 2019 11:39 pm
drkrash wrote:
Sun Aug 25, 2019 4:39 pm
Just referring back to Jab's introductory comments, my eldest son *hates* Mario. My younger son is no fan, and I'm indifferent but leaning pretty negatively.

I have no nostalgia for the games (my console history went from Colecovision to late SNES, skipping most of Nintendo's heyday) and I think the character is pretty stupid. But I suppose it doesn't rise to the level of hate.

My sons will wait for the Sonic builds and I'll wait for superheroes and fighting games. But I hope everyone else loves these builds! :)
So I won’t find a deluge of comments from you like I did for my three weeks of Fighting Game builds? DARN :P.
Yeah, yeah....

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