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Mario Land D6
To Nina Nadu and to my children, Olivia and Henry, you all are myeverything
© 2024. William Moore. This document is licensed under the OPEN GAMINGLICENSE Version 1.0a.
Credits
The author would like to thank LaTeX and Krita (https://krita.org).Without these tools, this document would not be possible.
This game would not have been possible without the play testingperformed by the Clowns Gang, which the following participated in thetesting:
=2em=2em Henry Moore, Olivia Moore, William Moore
All characters in the book are © and registered trademarks ofNintendo.
The setting of Mario Land game system is loosely based on the worldssurrounding the Super Mario games and takes the name directly from theGameBoy Super Mario games. The role-playing system used is OpenD6(https://opend6project.org/). OpenD6 is a game strictly using six-sideddice. This book will present the rules for OpenD6 as they apply to MarioLand RPG. Additionally, you can use aspects from the base game with itswild (and WILD) six-sided dice or you can use any of its flavors.
In this book, when referring to a number followed by a D, this isreferring to a six-sided die. For example, Burlock has an attributewith 5D+1 as its value. This means they roll 5 six-sided dice and add 1to it.
To play the Mario Land role-playing game, you will need some tokensand a few six-sided dice, which can be found just about anywhere anddon’t need to really be accurate, unless you want them to be.
What is outside the scope of this book is how to be a greatgamemaster, a great player, and role-playing in general. The authorfeels strongly it has been covered to death in other role-playing gamesand other materials, which can do these topics greater justice.
The part on the “Denizens and Places of Mario Land” should containcomplete information from Super Mario 1 and Super Mario 2, and it willcontain partial information from Super Mario 3. While not an exhaustivelist, it should serve as a starter, and inspiration, for what you wantin your own adventures!
D6 Basics
Character Creation
Each player begins creation with 18D to be distributed among theirattributes and skills. These dice can be broken into +1’s. There arethree +1’s per die. At +3, it becomes 1D. So, there can be 1D, 1D+1, and1D+2.
Attributes
There are six attributes: Coordination (dexterity in some games),Endurance (stamina in other games), Reflexes (also known as agility),Knowledge, Intellect, and Strength (most games contain this attributename). At the beginning of the game, characters can only put no morethan 2D in a given attribute. These attributes add their dice to theskills or may be used on their own to perform actions.
Movement
In 5 seconds, players move 10 meters. Using a Reflexes roll withdifficulty equal to the number of meters moved rounded up to the nearest10, a player may move faster.
Skills
In OpenD6, skills represent actions a player may take and are basedon an attribute or a combination of attributes. They are given adifficulty number and players must roll this number or higher. In MarioLand, there is a decidedly smaller list than what the standard OpenD6rules contains. However, any of the standard skills can be used withprecedence given towards those presented in this book.
There are difficulty values assigned to ranges for skill checks. Thefollowing table describes them.
DifficultyResult RangeVery Easy1 – 5Easy6 – 10Moderate11 – 15Difficult16 – 20Very Difficult21 – 25Heroic26 – 30Heroic+31+For everything inside “< >”, it must be taken multiple timesfor a different aspect. For example, Burlock wants to brawl and domartial arts. They must take Weaponless Fighting multiple times.For abilities that deal damage, it is equal to the ability value, unlessotherwise specified. Burlock has martial arts at 2D+1. This means ona successful check, this is what the player must roll to determinedamage.
Acrobatics – Based On Reflexes. Requires 5 seconds.They may do any acrobatic task, including those to reasonably avoiddamage from falling. The difficulty of the action is determined by howdifficult the ask is.
Customs of <Specific Region> – Based OnIntellect. Requires 5 seconds. They have knowledge of a particularcustom or customs of a given region. This may be taken multiple timesbut only for a different region. General Traditions have an Easydifficulty. The meanings of said traditions are Moderate. Finally, fullknowledge of the esoteric ones is Very Difficult.
Etiquette of <Specific Region> – Based OnKnowledge and Intellect. Requires 5 seconds. They have knowledge ofsocietal behaviors which are considered generally acceptable. This maybe taken multiple times but only for a different region. Proper tablemanners have an Easy difficulty. Specific forms of conduct are Moderate.Finally, full knowledge of all ceremonies is Very Difficult.
History of <Area> – Based On Knowledge andIntellect. Requires 5 seconds. They have knowledge of an areaṪhis may betaken multiple times but only for a different region. Knowledge of majorevents is an Easy difficulty. This such as nations, leaders, and warsfought are Moderate. Next, legends and myths are Difficuilt. Finally,ancient knowledge is Very Difficult.
Jumping – Based On Reflexes and Strength. Requires 5seconds. Jump splendidly in any direction. Add +5 for each horizontalmeter and +10 for vertical meter which the character will jump. This canbe used as an attack dealing 2D+1 damage.
Lore – Based On Knowledge and Intellect. Requires 5seconds. They may learn any amount of lore, arcane or otherwise. Thedifficulty increases by 1 for each subsequent attempt after failure.
<Melee Weapon> – Based On Reflexes. Requires 5seconds. May use an attack with a specific melee weapon.
<Missile Weapon> – Based On Coordination.Requires 5 seconds. May use an attack with a specific missileweapon.
Ostro Riding – Based On Reflexes. Requires 5seconds. An Ostro may be ridden. The skill difficulty is determined byhow disagreeable is their temperment.
<Weaponless Fighting> – Based On Reflexes.Requires 5 seconds. May use an attack fitting in one of the followingcategories: martial arts, wrestling, or brawling. If multiple categoriesare desired, this skill must be taken multiple times.
Character Evolution
At the end of each session, the storyteller gives character pointsout to the players and in the intersession, they can use to evolve theircharacters. Only skills may be improved and to do so involves spendingcharacter points.
To improve the skill by +1, the player will spend an amount ofcharacter points equal to the part before the D. For example, 15D+2requires spending 15 character points to make it 16D.
Alternatively, the player may choose to add to their skills. Thisfollows the same pattern. If the player wantes to learn a specificmelee weapon, they will need to spend a character point to get 1D(+0) init.
Character Death
If a character receives 5 wounds, they are immediately dead. However,a green-speckled mushroom, for example, may bring them back to 4 woundsif the other characters can get them to eat it. Otherwise, they’re gonefor good.
Weapons
Buzzy Beetle Shell – A shell which will bouncearound the area, wrecking havock and dealing +1 damage every time itmakes contact with something, when kicked. It will not stop untilsomeone jumps on top of it.
Cobrat Shooters – A small Cobrat which shoots abullet dealing +1 damage upon contact.
Koopa Troopa Shell – A shell which will bouncearound the area, wrecking havock and dealing +1 damage every time itmakes contact with something, when kicked. It will not stop untilsomeone jumps on top of it.
Super Hammer – A large hammer which can be used toattack for +2 damage on a given target.
Power-Ups
Power-ups, when activated by players, confer on them some sort ofability. Unless specified, these abilities are permanent until theplayer receives any wounds after activating the ability.
Fireflower – When touched by the player, thefireflower disintegrates and grants the player:
=2em=2em Shoot fireball (Coordination roll) – Target may make aReflexes roll to avoid. Deals +2 damage if successful.
Green-speckled Mushroom – When consumed by theplayer, this heals the player 1 wound.
Leaf – When touched by the player, the leafdisintegrates and the player dons a raccoon suit which only revealstheir face and hands. Grants the player the ability to fly. Can strikewith the following:
=2em=2em Tail attack (Coordination roll) – Target may make aReflexes roll to avoid. Deals +2 damage if successful.
Red-speckled Mushroom – When consumed by the player,this doubles the player’s height and strength based dice.
Starman – When touched by the player, the starmandisintegrates and grants the player invincibility and automaticallydefeats any enemies. Lasts 10 rounds.
Tanooki – When touched by the player, the tanookidisintegrates and the player dons a tanooki suit which only revealstheir face and hands. Grants the player the ability to fly. Can strikewith the following:
=2em=2em Tail attack (Coordination roll) – Target may make aReflexes roll to avoid. Deals +2 damage if successful.
=2em=2em Turn to stone (Endurance) – Turn to stone, madeimmovable, and rendered invincible for 2 rounds. Once used, cannot beused for the rest of combat.
Actions
Combat
Combat in OpenD6 is straight-forward. First, everyone rolls theirReflexes attributes to determine play order, ties are rerolled to breakthem. Next, when an encounter occurs, the steps are as follows:
Apply Offense modifiers
Roll attack dice (e.g. Reflexes for melee weapons)
Compare to attack difficulty
If hit, roll damage (e.g. Strength on a melee weapon)
Defender subtracts Endurance dice and applies result determinewounds.
The general idea is for every factor the damage roll is over theendurance, this is the wounds. For example, an attacker rolls 22 fortheir damage dice and the player rolls 10 for their Endurance. Thisattack is worth 2 wounds because it is less than 30 but greater than20.
Something to keep in mind. If the character performs a defense, thiscounts as an action for the round.
Dice Rolling
This section is all about the rolling of the six-sided dicedetermining the fate of players and their adversaries.
Skill Rolls
When a skill is rolled, the player will combine the attribute dicewith the skill dice, keeping in mind the fact a +3 bonus results in anew die. The rule of thumb is always “Higher isbetter!”
Wild Dice
“Wild dice” are dice set aside with the start of each roll. Alwayshave one die be different somehow than the others when doing dice rolls.This is referred to as the “wild die”. One of three things can happenwith this die. If it rolls a one, it is critical failure and and youimmediately fail the skill attempt. If a six is rolled, it meanssomething special happened. Add another die roll to the total, includingthis six, and may roll again and again if continuous sixes are rolled.Otherwise, it acts just like any old die result getting added to thetotal.
Denizensand Places of Mario Land
Heroes
In Mario Land, there are a handful of creatures which may help youout. This chapter lists their abilities because it is assumed at thispoint you know all about them.
Generic Toads – All stats are 1D. They punch for1D-1.
Luigi
=2em=2em Attributes: Coordination: 1D; Endurance:1D; Reflexes: 2D; Knowledge 1D; Intellect: 1D; Strength: 2DSkills: Jump (4D); Ostro Riding (2D); Super Hammer(2D); Cobrat Shooters (2D)
Mario
=2em=2em Attributes: Coordination: 2D; Endurance:2D; Reflexes: 4D; Knowledge 1D; Intellect: 1D; Strength: 4DSkills: Jump (4D); Ostro Riding (2D); Super Hammer(2D); Cobrat Shooters (2D)
Princess Peach Toadstool – All stats are 1D. She hasthe following special ability outside punching:
=2em=2em Fly (Coordination) – She may hover over the ground for1D rounds.
Toad – All stats are 2D.
Baddies
In Mario Land, there are a number of baddies found. Each onepossessing different abilities and features. They range from small tobig and can be bosses. For the sake of ease, all baddies have the samedice for each of the 4 main stats. There is some assumption offamiliarity for the way each of the baddies looks. Therefore, there willbe no description.
Small Baddies
All small baddies have 1D for all their stats and attacks do 1D+1damage, unless otherwise specified. Furthermore, they can only take 1wound before being defeated.
Albatoss – Flies around. Has only two attacks: dropbob-ombs and bite.
Beezo – Flies around. Has only one attack: stabusing their tridents.
Blooper – Found only in water. Has only one attack:tentacle sting.
Bob-omb – Walks back and forth. When injured or anenemy is sighted, they stand still and explode after 3 rounds, dealingdamage to everything within 10 feet.
Bullet Bill – Only flies around and emerges fromspecific bullet bill shooters. Has only one attack: shove. Cannot beharmed by punching due to the hard shell.
Buzzy Beetle – Walks around. Immune to fire. Hasonly one attack: bite. If defeated, hides in shell and shell can be usedas a weapon. After 10 rounds, emerges from the shell and tries to punchwhoever is holding the shell deemed an enemy.
Cheep-cheep – Flies for 2 rounds from water and thengoes back into the water. Has only one attack: bite.
Cobrat – Found in tall pots. Emerges every 5 roundsand tries to bite or, additionally, shoot bullets from their mouth.
Flurry – Only walks around and found in frozenclimates. Has only one attack: kick.
Hoopster – Climbs vines endlessly. Has only oneattack: bite.
Goomba – Only walks around. Has only one attack:bite.
Hammer Bro – Walks back and forth. One attack: throwhammer.
Koopa Troopa – Only walks around. Has only oneattack: punch. If defeated, hides in shell and shell can be used as aweapon. After 10 rounds, emerges from the shell and tries to punchwhoever is holding the shell deemed an enemy.
Koopa Paratroopa – Can either walk around or flyaround for 2 rounds. Has only one attack: punch. If attacked, the wingsfly off and acts like a regular Koopa Troopa. If defeated, hides inshell and shell can be used as a weapon. After 10 rounds, emerges fromthe shell and tries to punch whoever is holding the shell deemed anenemy.
Laikitu – Flies around on a cloud, throwing spinyeggs at the ground, which immediately hatch into a Spiny.
Ninji – Has only one attack: karate chop.
Panser – Cannot move. Every 5 rounds, it opens theflower and fires 3 fireballs into the air, which slowly fall to theground and fizzle out when touching the ground, and cause damage whentouched.
Para-Goomba – Can either walk around or fly for 2rounds. Has only one attack: bite. If attacked, the wings fly off andacts like a regular Goomba.
Phanto – Cannot move unless summoned by stealingtheir treasure. Once their treasure is stolen, they emerge from the walland chase the thief until the treasure is returned or dropped.
Pidgit – Flies around on a magic carpet. Has onlyone attac: bite. Can be defeated and their magic carpet stolen.
Piranha Plant – Found in pipes. Emerges every 5rounds and tries to bite. Additionally, they may also have another: spitfireball.
Pokey – Moves back and forth and found only indeserts. When touched, the spikes deal 1 wound. When attacked, onesegment is destroyed and Pokeys are not defeated unless all segments aredestroyed.
Shy Guy – Only walks around. Has only one attack:shove.
Small Fry Guy – Walks back and forth. Two attacks:punch and spit fireball. Small Fry Guy is immune to fire attacks.
Snifit – Only walks around. Has only one attack:shoot bullets from mouth.
Spark – Moves back and forth along a predeterminedpath. Has one attack: energy burst, which deals damage if within 5feet.
Spiny – Moves back and forth. When touched, thespikes deal 1 wound. Has one attack: bite.
Trouter – Swims around in water and up waterfalls.Has one attack: bite.
Tweeter – Runs around hopping, periodically. Has oneattack: peck.
Big Baddies
All big baddies have 3D for all their stats. Additionally, they mayonly take 2 wounds. Their attacks do 2D+1 damage.
Birdo – Walks back and forth. Two attacks: punch andshoot eggs.
Fryguy – Walks back and forth. Two attacks: punchand spit fireball. Fry Guy is immune to fire attacks.
Mouser – Walks back and forth. Two attacks: punchand throw bob-ombs.
Tryclyde – Walks back and forth. One attack: spitfireball from all three heads with each fireball treated as a separateattack.
Bosses
All bosses have 5D for their stats, deal 3D+1 damage with theirattacks, and can take 5 wounds.
Bowser Koopa – Walks back and forth. Two attacks:fire breath and punch.
Wario – Walks back and forth. Two attacks: punch andthrow bob-oms.
Wart – Walks back and forth, spitting up vegetables.Other than the damage from spitting up vegetables which hit targets,Wart has one attack: punch.
Vehicles
Autobomb – Controls allow the shooting of afireball, which does a Reflexes roll +2 damage.
Flying Koopa Ships – A giant flying fortresscontaining traps, pitfalls, rotating cannons, and Bullet Bill shooters,as well as various small baddies.
Mechanical Shoe – Has one attack: stomp, which doesa Coordination roll +1 damage.
Ostro – Has one attack: peck, which does 1D+1damage.
Kingdoms
Again, as mentioned previously, not much effort will go intodescribing these individual lands because they’re mentioned in othersources. Instead, I will list those relevant to this book. If astoryteller wishes to use others from other games, feel free!
Koopa Kingdom – The kingdom ruled by the ruthlessBowser Koopa.
Mushroom Kingdom – This is the land of Toads andruled by Princess Peach Toadstool.
SubCon – The kingdom of Wart and only enterablethrough dreams.
Adventures
Adventures in Mario Land can take on any form and can, through themagic of OpenD6, use anything from compatible games. However, thissection will present a few adventure hooks to get you started. Here area few suggested hooks:
Mario is lost in the land of SubCon. He’s running from way too manyShy Guys and Snifits. Can he reach Wart in time and free the land of histyranny?
Bowser has, yet again, captured Princess Toadstool. Will Mario andLuigi, armed with the power of their raccoon suits, be able to save herin time?
The players are enlisted to figure out why buildings are mysteriouslygetting set on fire in the Mushroom Kingdom. Is this the work ofFryguy?
Armed with bomb-omb shooters and Cobrats, they are invading the KoopaKingdom. Can they discover if the rumor of Bowser building airships?
A large group of Goombas keep eating all the crops. Can the team stopthem?
The team of players need to cleanse Princess Toadstool’s castle inthe Mushroom Kingdom of errant Koopa Troopa and Koopa Paratroopasresiding in the castle and running amok. Will the players save thecastle in time before doing too much damage?
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