Jab’s Builds! (Miss Piggy! The Swedish Chef! Sweetums! Gonzo!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Nippers & Munchers

Post by Jabroniville »

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NIPPER PLANT
First Appearance:
Super Mario Bros. 3 (1988)
Game Appearances: Mario 3, Yoshi's Island
Japanese Name: Puchi Pakkun ("Petite Piranha")
Role: Annoying Tiny Attackers
PL 5 (34)
STRENGTH
-1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 5 (+3, +1 Size)
Perception 3 (+1)

Advantages:
Close Attack 2

Powers:
"Piranha Bite" Damage 3 [3]
Immunity 5 (Stomp Damage) [5]

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

Offense:
Unarmed +7 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +2, Will -1

Complications:
Enemy (Mario & Luigi)

Total: Abilities: 8 / Skills: 6--4 / Advantages: 2 / Powers: 17 / Defenses: 3 (34)

-Nipper Plants were SO ANNOYING in Mario 3, since they moved quickly AND leapt into the air with shocking speed. They were apparently supposed to be young versions of Piranha Plants, but since they were both mobile AND harder to hit, they were much more dangerous overall. Mario World featured none, but the Yoshi-based sequel did. This makes them one of the least-recurring enemies in the franchise.

Variations:
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FIRE-SPITTING NIPPER PLANT- PL 6 (55): Blast 6 (Feats: Accurate 3) (Extras: Multiattack) [21]
-In a very strange situation, at the endpoint of World 7-8 in Mario 3, a single Nipper Plant is seen that shoots fire in all directions! This is the only appearance of this Mook in all of the Mario-verse.

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MUNCHER: Athletics Check to get over different types of gaps- Damage 10 (DC 25).
-Munchers are a variety of Piranha Plant that can't move, and merely sits there as an obstacle, acting the same as Spikes or Lava. That is, one touch, and YOU DIE. This makes them by far the most lethal type of Plant in the games, but they're very rare (only found in Mario 3, World, and the Wii Mario Bros. games, and only show up in the REALLY hard levels), and the games often give you series of Star-Men or Yoshis to run on top of them (both are immune to Muncher Damage). In Mario 3, they were black or blue, but red in the Mario All-Stars update, and switched to black thereafter- this was because of graphical limitations, as Munchers are actually "Foreground Tiles", and were limited based off of the color sprites available in each particular level (the NES had limitations on the number of colors that could be used at once).
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Volcano Lotus

Post by Jabroniville »

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VOLCANO LOTUS
First Appearance:
Super Mario World (1990)
Game Appearances: Mario World, Super Princess Peach
Japanese Name: Ponki (from "ponpon", onomatopoeia for popping something out)
Role: Underwater Menace
PL 5 (26)
STRENGTH
0 STAMINA 5 AGILITY --
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
None

Advantages:
Ranged Attack 5

Powers:
"Piranha Bite" Strength-Damage +2 [2]
Immunity 15 (Stomp, Fire & Flying Attack Damage) [15]

"Lotus Fire" Blast 5 (Feats: Ignores Obstacles 2, Homing) [13]

Offense:
Unarmed +0 (+2 Damage, DC 17)
Lotus Fire +5 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +5, Fortitude +5, Will +0

Complications:
Enemy (Mario & Luigi)
Disabled (Immobile)- Volcano Lotuses are unable to move.

Total: Abilities: -12 / Skills: 00--0 / Advantages: 5 / Powers: 28 / Defenses: 3 (26)

-Volcano Lotuses were seen in Mario World as recurring foes, and they would throw four fireballs into the air, which would then slowly fall down. This was one of the hardest enemy attacks to avoid if there were other enemies around. Additionally, they were immune to TONS of attacks, meaning that only a Star-Man or Yoshi could kill them, but thankfully they were immobile and could easily be avoided otherwise.

Variants:
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LAVA LOTUS- PL 5 (27): Immunity 1 (Drowning) [1]
-Lava Lotuses pre-dated the Volcano Lotuses, but were underwater creatures.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Obstacles

Post by Jabroniville »

OBSTACLES:
-Many Mario "foes" are simply just obstacles that don't do anything other than fall or spin around, getting in his way. Others have eyes and may be sentient beings, but are in a similar boat- they're not attackers.

MECHANICAL TRAPS:
Fire Bar: DC 20 Athletics to Dodge, Damage 4 (DC 19). One The oldest of the old-school, the Fire Bars appeared in Bowser's castles in the very first Super Mario Bros. game for the NES. After that, most later games dropped them in favor of more technologically impressive obstacles... but they made a big comeback in the 3D era! Turns out that "shifting wall of fire" is actually dangerous in three dimensions, too, rendering them quite effective.

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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 Tanooki Suit's "Statue Stomp" ability can destroy them. Bizarre.

Falling Spike: DC 19 Athletics to Dodge, Damage 5 (DC 20). They just fall from the ceiling, and aren't very hard to avoid.

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Cannonball: Blast 4, Accuracy +5. Much like a Bullet Bill, but a non-sentient, smaller weapon. Its tiny size and diagonal firing arc makes it harder to hit and avoid, but they're more rare.
Giant Cannonball: Blast 7, Accuracy +7. The same as a Cannonball, but obviously much larger. They were rarely-seen Mario 3, but were harder to avoid given their tremendous size.

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Rocket Engine: 15ft. Line, Damage 5 (DC 20). Mario 3's powerful rockets that are usually found on the Airship Stages.
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.
Chainsaw: DC 23 Athletics to Dodge, Damage 5 (DC 20). Very annoying things that flew around on the wires in Mario World, typically in "Open Sky" levels.

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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.

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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.

POSSIBLY-SENTIENT OBSTACLES:
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.

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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.

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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.

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Stretch: DC 18 Athletics to Dodge, Damage 4 (DC 19). Peculiar Obstacles seen in Ghost Ships in Mario World- 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.

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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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Bomp: DC 18 Athletics to avoid. Eye-bearing, Thwomp-like obstacles that push Mario out of his intended path in Mario 64.

Romp: DC 22 to avoid. Giant, eye-bearing rolling tubes that insta-kill Mario in the Galaxy games.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Bob-omb

Post by Jabroniville »

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BOB-OMB
First Appearance:
Super Mario Bros. 2 (1987)
Game Appearances: Mario 2 (USA), Mario 3, Mario World, Mario 64, Mario Sunshine, Mario Galaxy 1-2, Yoshi's Island, Paper Mario Series, Mario & Luigi Series, Mario vs. Donkey Kong Series, New Super Mario Bros. Series
Japanese Name: Bob/Bomuhei ("Bob"/"Bomb Trooper")
Role: Suicidal Mook, Living Weapons
PL 3 (27), PL 7 (27) When Dying
STRENGTH
-1 STAMINA -- AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -2

Skills:
None

Advantages:
Fearless

Powers:
"Machine" Immunity 30 (Fortitude Effects) [30]
"Made of Metal" Protection 2 [2]
"Metal Strike" Damage 2 [2]

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +0

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

Complications:
Responsibility (King Koopa's Will)
Disabled (Suicidal)- Bob-ombs will explode in a suicidal maelstrom upon defeat. The explosion is essentially a 7 rank Damage effect with a 15-foot range, often catching allies along with Mario himself.
Involuntary Transformation (Static Bomb)- If Stunned, KO'd or otherwise incapacitated, a Bob-omb will be motionless for a short while. Someone can use the Bomb as a short-range Blast for one round until it explodes.

Total: Abilities: -14 / Skills: 00--0 / Advantages: 1 / Powers: 34 / Defenses: 6 (27)

-Bob-ombs are one of the few Mario 2 enemies (initially from Doki Doki Panic) that got re-used for almost every later game- they became iconic suicidal death machines, even making into that theatrical atrocity Hollywood produced, and got a namedrop in the Scott Pilgrim comics & movie (which you'd think would be right up my alley, being nerd-focused, but I actually despised the film, and not just because I want to punch Michael Cera in the testicles a dozen times). They're cut li'l round bombs with legs that walk around until Mario Stomps 'em, causing them to explode in a flash, often hurting either Mario or other Bob-ombs in range. This actually makes them QUITE tricky, as you usually end up fighting a whole group of them, and they start bumping into each other and blowing up in a big line. Other Bob-ombs have been known to be friendly, and other baddies can fall from the sky, via parachutes.

-Bob-ombs are the most mediocre threat imaginable, being slow-moving drones that have little in the way of real attacks. HOWEVER, once you go through the easy step of killing them, off comes the Rank 7 Explosion! This suicidal attack isn't really part of their basic stats (I mean, how do you justify charging someone for something THAT WILL KILL THEM?), but it's the most notable thing about Bob-ombs- they're PL 7s disguised as PL 3s.

Variants:
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BOB-OMB BUDDY- PL 3 (27):
-Friendly Bob-ombs from Mario 64, these red-hued fellows aide Mario in his quest by lighting cannons for him. They are said to be enemies of the evil Bob-ombs.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

The Koopa Kids

Post by Jabroniville »

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THE KOOPA KIDS
First Appearance:
Super Mario Bros. 3 (1988)
Game Appearances: Mario 3, Mario World, New Super Mario Bros. Series, Paper Mario Series
Role: Stage Bosses, Forgotten Characters (until the 2000s)
PL 9 (105)
STRENGTH
3 STAMINA 6 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Athletics 10 (+13)
Deception 6 (+5)
Expertise (Mushroom Kingdom) 3 (+3)
Intimidation 6 (+5)
Perception 1 (+1)

Advantages:
All-Out Attack, Daze (Intimidation), Diehard, Fast Grab, Move-By Action, Ranged Attack 6, Startle

Powers:
Leaping 2 (30 feet) [2]
"Koopa Shell" Protection 1 [1]
"Koopa Attack" Strength-Damage +2 [2]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7, Fortitude +6, Will +4

Complications:
Responsibility (King Koopa's Will)

Total: Abilities: 54 / Skills: 26--13 / Advantages: 12 / Powers: 16 / Defenses: 10 (105)

-The Koopa Kids (often called Koopalings) were a great addition to the Mario series- since Bowser shouldn't be used as a Boss for EVERY SINGLE WORLD, it made sense to have an array of Mini-Bosses to do his bidding. Making them annoying, immature, sadistic children (Miyamoto denies that they are supposed to be Bowser's kids, though) was a brilliant master-stroke that really added to the world they'd created. Naming them after famous musicians, the creators gave them some reasonably-unique personalities, and made each one the Boss of one of the Lands in Mario 3. Super Mario World re-used them, giving them some more unique abilities & level concepts (knocking some off of platforms and into lava, others appear in a game of "whack-a-mole", some dive-bomb you from the ceiling, etc.). Their personalities were only really developed in the aforementioned Mario 3 and Mario World cartoon shows, though the Kids all had different names for some goofy reason- possibly because Nintendo of America hadn't decided on them yet, so the cartoon's staff had to just invent some on the fly, and went with names that reflected their personalities.

-The Kids disappeared after Mario World, because the series started adding numerous Giant Bosses in Mario 64 and generally kept that trend going. This was one of MANY issues my grumpy ass had with the N64 generation of games, and the lack of rectifying the problem only made it worse. To be frank, it removed a lot of the character from the series in favor of throwing "Giant Nameless Goons" at you. It wouldn't be until the New Super Mario Bros. games that the Koopalings would return, and I think they have a lot more personality than the boring ol' "take an enemy and make him big" personality-less style common to the later games in the series.

-Unfortunately, Boss Fights involving them tend to be duplicated a fair bit- I'd give them all unique vehicles or something, because a legion of seven short, squat Koopa Kids kind of invites the same sameness that all the Giant Bosses does/did. And the game designers (including Miyamoto himself) seem to be doing that "Japan Continuity Problems" thing where they can't make up their minds as to what's canon and what's not, and so the Koopalings keep shifting between "They're Bowser's Kids" and "Bowser only has one kid now".

-Statistically, the Kids are Mario-esque, packing PL 7.5 Unarmed capabilities (they can all hurt you with their touch), but the potential for greater Magical power. In Mario 3, they all packed a Blast 8 Device in their "Magic Scepters", making them PL 9 Blasters. In other games, they gain nearly random weaponry at times (and fights take place in different kinds of stages), so I'll throw out the basis stats and a few extras here and there, but not really a comprehensive statting of every single thing they've ever done.

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IGGY KOOPA- PL 9 (120): Intelligence 5, Inventor, Expertise (Science) 8 (+13) [15]
-Iggy is a skinnier Koopaling, and is the first one fought in Mario World, where you have to dump him off of a moving platform and into Lava. In the games, he's shown as being the smart, Inventor one, gaining that Advantage plus some boosted Intelligence. However, as time goes on, he becomes increasingly more manic and crazed, and would likely drop all of these stats and become a "baseline" Koopaling. In the cartoons, he was called Hop, and acted like a Twin Clone to his brother Hip. Iggy is, of course, named after punk icon Iggy Pop.

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LUDVIG VON KOOPA- PL 9 (138): Intelligence 5, Expertise (Music) 8 (+7), Technology 4 (+9), Inventor, Blast 8 [33]
-Ludvig, called Kooky in the cartoons, is the dignified-but-malicious, sadistic Koopaling, and got by far the most use in the 'toons, where he got the Inventor role given to Iggy in the games. Shown with a funny accent (since he's based off of Ludvig van Beethoven, naturally), he was his father's Right-Hand Turtle (and was usually the final Koopaling fought), and came up with countless schemes all by himself. In Mario World, he was a Fire-Breather who leapt about after being Stomped on- he's one of the easier Kids to defeat in the game (I did it during my 2012 set without dying or even being hurt), but the trick is to make sure he flips into an on-screen position.

-In Mario 3, he could do a Ground Pound that left Mario Stunned, like the Sledge Bros. and Morton's power. In Mario 3, he ruled over the Pipe Maze, but took up the shortest World of Mario World, where he was a castle at the end of the Twin Bridges zone, which only had a tiny handful of levels in it (with two possible pathways, one from the Vanilla Dome's secret portion, and the other from passing the Vanilla Dome normally. In the cartoons, he was named "Kooky von Koopa".

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LEMMY KOOPA- PL 9 (109): Acrobatics 8 (+13) [4]
-Lemmy is the most insane & childish of the Koopalings (an impressive distinction with THIS group, to be sure), named for Lemmy Kilmister of the horribly-overrated growl-band Motorhead. His stock in trade is being a tiny weirdo, the "Clown Prince of Koopas", who runs around on a big Circus Ball, Blasting away from the higher vantage point. In Mario 3, he threw out Bouncy Balls with his Sceptre (which soon filled the screen, but you could at least jump on them), but in Mario World, he was in a game of Whack-A-Mole where there were two fakes and one Lemmy popping up out of pipes in a short room with a Podoboo bouncing around. You had to pick the right one three times, while avoiding a Flaming Ball, making it for a tricky level. His trademark Ball isn't really anything that aids him- it's just a weird trademark of his that requires some Acrobatic Balance. In the cartoons, he was named Hip, and was the clone of Hop (Iggy).

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MORTON KOOPA, JR.- PL 9 (114): Strength 3, Fighting 9, Movement 1 (Wall-Crawling), "Ground Pound" Affliction 7 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition, Area- 30ft. Burst) (Flaws: Must Be Touching Ground, Limited Degree) [9]
-Morton is the largest Koopa Kid, and packs a distinctive star-shaped mark on his face. He is named after a comedian rather than a musician- Morton Downey Jr. (most famous to me because of when "Rowdy" Roddy Piper sprayed him with a fire extinguisher at WrestleMania one year). This led to some confusion among fans, as since he was Bowser's son... did that mean BOWSER's real first name was Morton? Or did he have some relative named that? Morton himself was a standard Koopaling, and in Mario World he did a weird bit where he talked along the ceiling and dropped down- you had to Stomp him three times to win, and avoid him during his invincible walking pose. His size makes him a bit stronger than his sibs, but he equals out in PL. In the cartoons, he was named Big Mouth Koopa, Jr., talked too much, and was much shrimpier, but the games make him out to be a Powerhouse, much like brother Roy.

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LARRY KOOPA- PL 9 (105): No Bonuses
-Larry was named for Larry Mullen, Jr., the drummer for U2 (aka "The one who isn't Bono or The Edge, or that other guy"), or, in an origin that's given these days, because "he looked like a Larry". He's easily the most "generic" design out of the Koopalings, making him a good fit for the first boss- Wendy was a girl, Lemmy & Iggy look crazy & shrimpy (and have rainbow hair), Morton has the star-mark, Roy has the shades, and Ludvig has the wacky hair. As such, he's the first boss of Mario 3, but waited all the way till the end of Mario World, where he was on a more-complicated version of the platform that his bro Iggy rode in the same game. In the cartoons, he was named Cheatsy, and was the resident schemer & cheater of the crew (obviously, given the name). In the games, he's the youngest of the crew, and most often, the weakest as well. He was called "Cheatsy" in the cartoons.

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WENDY O. KOOPA- PL 9 (105): No Bonuses
-Wendy is named for Wendy O. Williams of The Plasmatics, and is the token girl of the Koopalings- made clear by the giant bow on her head, the lipstick, and the bracelets. This is pretty much the most-obvious and notable example of what TV Tropes calls "Tertiary Sexual Characteristics"- a shorthand description for how in most media involving simple designs, the females get picked out by being overtly feminine, adding "girly" attributes (generally the colour pink) to the more generic designs of the males. In general, this leads to many cartoons & comic strips with doofy husbands, but hot wives, since their T.S.C.s involve lipstick, long hair and breasts (check out modern-day Luann strips to get this image- Frank is a portly guy with a cartoonish head, while his wife is basically as hot as any other female character).

-The cartoons (where she's known as "Kootie Pie Koopa") made her the most annoying character EVER, shrieking and whining like Shrieky in Care Bears, while the games often gave her fighting styles like her siblings- as the ruler of Water Land, she fought with the standard "Ring Blast" (though her Rings were made of candy), and in Mario World she used Lemmy's Whack-a-Mole style (with a flatter series of pipes, but TWO Podoboos bouncing about).

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ROY KOOPA- PL 9 (114): Strength 3, Fighting 9, Movement 1 (Wall-Crawling), "Ground Pound" Affliction 7 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition, Area- 30ft. Burst) (Flaws: Must Be Touching Ground, Limited Degree) [9]
-Roy (named for the rocker Roy Orbison- hence the sunglasses) is the other big powerhouse of the Koopalings. Roy was HELLA-challenging in Mario 3, since he near-constantly Stunned you, leaving you utterly vulnerable to his attacks- your best bet was to repeatedly bounce on only his shell, Stomping him every time he recovered without touching the ground. Easier said than done- I've watched Play-Throughs of the game that made his whole stage (full of criss-crossing Cannonballs) look like the very definition of "Nintendo Hard". In Mario World, he was basically a clone of Morton Jr., but the room constantly shrank down, giving you less time.

-Roy is typically the strongest and most bullying of the Koopalings (his cartoon name was "Bully", even), and he was initially given a Kansai regional accent in Japan- more typical of country folk and comedians.
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KorokoMystia
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Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Donkey Kong! Lakitu! Hammer Bros.! Princess Peach!)

Post by KorokoMystia »

The Koopalings are great, really. They might be a bit samey at points, since a lot of them were Pallette Swaps originally, but quirky Sub-Bosses are always good to have. Bowser Jr. stole their thunder somewhat (especially after it was retconned that they aren't Bowser's children at all), but they do still have them co-exist in the games. Their first reappearance after World was in Superstar Saga, in which they were pretty much just Sub-Bosses with no dialogue. (Thankfully the 3DS remake rectified this, giving them dialogue as well as an expanded role, as they feature in the "Minion Quest" sub-mode.) Mario Odssey introduced the Broodals, which were pretty clearly attempting to copy the "quirky miniboss squad" style of the Koopalings, only with rabbits instead.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Ninji

Post by Jabroniville »

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NINJI
First Appearance:
Super Mario Bros. 2 (1987)
Game Appearances: Mario 2 (USA), Mario World, Paper Mario Series, Mario & Luigi Series
Role: Jumping Bastards
PL 3 (21)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

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

Advantages:
None

Powers:
"Ninji Bite" Strength-Damage +2 [2]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Bite +4 (+2 Damage, DC 17)
Initiative +1

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

Complications:
Enemy (Mario & Luigi)

Total: Abilities: 14 / Skills: 8--4 / Advantages: 0 / Powers: 2 / Defenses: 1 (21)

-Ninjis are little Jumping owl-ish Ninja things from the American version of Mario 2, who actually reappeared in Mario World (I had NO IDEA), leaping about in the dark corridors of Bowser's Castle. After that, they're typically reserved for minor spots in side-games here and there. The Super Mario Bros. Super Show actually used them once, and portrayed them as martial arts experts with thick Japanese accents.

-Ninjis are basically like Goombas, but a bit harder to hit since they're like Stealthy little ninjas (hence the name). Their pointy-toothed design has given way to "red buttons on the chest", but they still fight the same way- jumping when the heroes get too close.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Shy Guy

Post by Jabroniville »

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SHY GUY
First Appearance:
Super Mario Bros. 2 (1987)
Game Appearances: Mario 2 (USA), Yoshi's Island, Mario & Luigi Series, Paper Mario Series
Japanese Name: Heiho (reverses "hohei"- "Foot Soldier")
Role: Goomba Replacements
PL 3 (17)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

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

Advantages:
None

Powers:
"Shy Guy Attack" Strength-Damage +2 [2]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Shy Guy Attack +4 (+2 Damage, DC 17)
Initiative +2

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

Complications:
Enemy (Mario & Luigi)

Total: Abilities: 10 / Skills: 8--4 / Advantages: 0 / Powers: 2 / Defenses: 1 (17)

-Shy Guy is similarly-weak, and is basically the generic Goomba of USA's Super Mario Bros. 2. They pretty much vanished from the Mario-verse after that game(since they're from a different base game), but were heavily featured on the Super Mario Super Show, but slowly made appearances here and there, mostly in Yoshi-themed games. They also showed up in Mario RPG, but never in a mainstream Mario Platformer (unless you count Yoshi's Island, which used them as the most-common foe). There's a big thing on the Mario Wiki page questioning whether or not the masks are actually their faces, which I find amusing- I mean, a series with continuity like THIS, and you're gonna go panel-hunting for stuff?
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Hammer Bros.! Peach! Piranha Plants! Koopa Kids!)

Post by Jabroniville »

So the next bunch of builds will all be set to Mario 2 characters- primarily their most iconic Mooks, then the Stage Bosses that Koroko reminded me of. Because I totally forgot Tryclyde existed, and I don't remember Fryguy AT ALL.

Also, I found a great YouTube channel that explains the evolution and different versions of SEVERAL Mario characters. Hell, they even managed to fill 7+ minutes about the FUZZY.
slade the sniper
Posts: 163
Joined: Sat Dec 24, 2016 11:15 pm

Re: Jab’s Builds! (Hammer Bros.! Peach! Piranha Plants! Koopa Kids!)

Post by slade the sniper »

"Lemmy is the most insane & childish of the Koopalings (an impressive distinction with THIS group, to be sure), named for Lemmy Kilmister of the horribly-overrated growl-band Motorhead."

So, I have loved your builds for years, but now I am Offended (with a capital "O"). Why would you say this? This, this, this is Trigglypuff level spasm inducing!

Ok, I am over it...

Are you going to have Baby Bowser as a separate write-up, or did I miss something somewhere? As for Bowser, instead of making him a different thing, I just made him a Dragon Turtle from D&D with polymorph.

This is the stupid idea I had done up for a game years ago that didn't happen (thankfully).

Mario and Gang
Mario, CPT, loves being Airborne (red beret). His brother Luigi is Special Forces (green beret).
Sarasaland is a country in Africa, with very few human inhabitants, the majority are saprolings, and the inhabitants know their peaceful land as the Mushroom Kingdom. It was “founded” by the self styled “king and queen.” They were Afrikaners that were quite involved in the anti-ANC operations during the 1960’s. Due to their past support, the US grants them some support when they ask for help…Mario is sent to assist them in their clearly delusional problems.
Mario and his brother Luigi are “plumbers” (aka presidential troubleshooters, a holdover from the Nixon administration), but they are also somewhat aligned with various mafia families. Of course they are soon romantically involved with Princess Peach and her younger sister Princess Daisy. Princess Peach is actually in love with the Dragon Turtle King of their neighboring kingdom of Koopa. The Humans and the Saprolings have a rather peaceful Mushroom Kingdom that the humans are in charge of and the humans and saprolings do not want to become part of the Koopa Kingdom of turtles and dragon turtles. Unfortunately, Peach is…less than thrilled by this and takes every opportunity to abandon her kingdom and spend time with her lover, Bowser (she does have several half dragon children with him after all). Why? Because this is King Bowser in his human form:
Image
Unfortunately, Daisy and Luigi have two children and Mario and Peach have two children as well.
Pauline is Mario’s ex-wife (who was captured by Donkey Kong) and she causes a lot of issues. Donkey Kong is a super smart gorilla similar to Gorilla Grodd and others.
Mario and his brother are not really all that “into” saving this place, but they have a lot of outstanding debt to the mafia families. When the Yakuza started muscling into their market (via the Dragon King Bowser), Wario and Waluigi (both of which are poorly translated Nung names), they had to get serious.
Where is the Mushroom Kingdom? In Africa, next to Wakanda, Gorilla City and Democratic Republic of Congo. Very important real estate for an intelligence agency.

-STS
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KorokoMystia
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Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Hammer Bros.! Peach! Piranha Plants! Koopa Kids!)

Post by KorokoMystia »

And yet it's still a better idea than the movie.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Fryguy

Post by Jabroniville »

Image

I have no memory of this ever happening in the show.


FRYGUY
First Appearance:
Super Mario Bros. 2 (1987)
Game Appearances: Mario 2 (USA) only
Japanese Name: Hibobo (Hi + Bobo = "Fire" + onomatopoeia for a burning sound)
Role: Stage Boss
PL 7 (103)
STRENGTH
2 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+7)
Deception 3 (+4)
Expertise (Mushroom Kingdom) 4 (+4)
Intimidation 3 (+4)
Perception 2 (+2)
Stealth 2 (+5)

Advantages:
Ranged Attack 4

Powers:
Flame Aura 6 [24]
Flight 2 [4]
Fireball 6 (Feats: Accurate) [13]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Fireball +6 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +4

Complications:
Responsibility (King Wart's Will)
Involuntary Transformation (Small Fryguys)- Fryguy will split into four if damaged enough times- these smaller versions are more vulnerable and easier to defeat.

Total: Abilities: 40 / Skills: 18--9 / Advantages: 4 / Powers: 41 / Defenses: 9 (103)

-I don't remember Fryguy ever appearing in the Super Show, but I guess he did, popping up as a fiery Blaster-type. He appears in the game, taking three shots of Mushroom Blocks before he turns into four smaller Fry Guys.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Clawgrip

Post by Jabroniville »

Image

CLAWGRIP
First Appearance:
Super Mario Bros. 2 (1987)
Game Appearances: Mario 2 (USA) only
Japanese Name: Chokki (from "chokichoki"- a cutting sound typically made by scissors)
Role: Stage Boss
PL 7 (67)
STRENGTH
2 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+7)
Deception 3 (+4)
Expertise (Mushroom Kingdom) 4 (+4)
Intimidation 3 (+4)
Perception 2 (+2)
Ranged Combat (Thrown Objects) 2 (+6)
Stealth 2 (+5)

Advantages:
Fast Grab, Improved Hold, Ranged Attack 4

Powers:
Immunity 1 (Drowning) [1]
"Claws" Strength-Damage +2 [2]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Thrown Rocks +6 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +4

Complications:
Responsibility (King Wart's Will)

Total: Abilities: 40 / Skills: 20--10 / Advantages: 6 / Powers: 3 / Defenses: 9 (67)

-Clawgrip is a large grab that throws boulders- like the fight against Birdo, you have to grab the projectiles and throw them back. Five successful strikes will kill him.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Tryclyde

Post by Jabroniville »

Image

TRYCLYDE
First Appearance:
Super Mario Bros. 2 (1987)
Game Appearances: Mario 2 (USA) only
Japanese Name: Gabucho (from "gaburi"- a biting sound)
Role: Stage Boss
PL 7 (85)
STRENGTH
2 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+7)
Deception 3 (+4)
Expertise (Mushroom Kingdom) 4 (+4)
Intimidation 3 (+4)
Perception 6 (+6)
Stealth 2 (+5)

Advantages:
Improved Hold, Ranged Attack 4

Powers:
"Snake Bite" Strength-Damage +1 [1]
"Fireball" Blast 6 (Feats: Accurate 3) [15]
Movement 1 (Slithering) [2]
"Two Heads" Enhanced Advantages 2: Second Chance 2 (Perception Checks, Mind Control) [2]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Fireball +6 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +4

Complications:
Responsibility (King Wart's Will)

Total: Abilities: 40 / Skills: 22--11 / Advantages: 5 / Powers: 20 / Defenses: 9 (85)

-Tryclyde is a three-headed snake who acts as the boss in two levels of Super Mario Bros. 2/Doki Doki Panic, but unlike the others, had little effect on the series as a whole.
Jabroniville
Posts: 24692
Joined: Fri Nov 04, 2016 8:05 pm

Mouser

Post by Jabroniville »

Image

You know what would be awesome? If Mouser COMMITTED SUICIDE.

MOUSER
First Appearance:
Super Mario Bros. 2 (1987)
Game Appearances: Mario 2 (USA) only
Japanese Name: Don Churuge (Spanish for "Sir" + "Chu"- onomateopoeia for a rodent's squeaking noises)
Role: Stage Boss
PL 7 (64)
STRENGTH
2 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+7)
Deception 3 (+4)
Expertise (Mushroom Kingdom) 4 (+4)
Intimidation 3 (+4)
Perception 2 (+2)
Stealth 2 (+5)

Advantages:
Equipment 5 (Bombs)

Powers:
"Mouser Attack" Strength-Damage +1 [1]

Equipment:
"Bombs" Blast 7 (Extras: Area- 30ft. Burst) (21 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Bomb Blast +7 Area (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +4

Complications:
Responsibility (King Wart's Will)

Total: Abilities: 40 / Skills: 18--9 / Advantages: 5 / Powers: 1 / Defenses: 9 (64)

-Someone mentioned it last time I posted it (Mageofthesands, it turns out- I vaguely remember that name), and it's true, Mouser was seemingly EVERYWHERE for a short time. I hated the bastard, mainly due to that one damn image they JUST KEPT USING, showing him bent over with both arms outstretched and that cocky smirk on his face. That SAME IMAGE kept showing up in Mario-themed stuff, including those cereal box stickers they used to have- Mouser was virtually omnipresent, despite showing up in exactly one game. He was also incredibly prominent in the Super Show, appearing in 23 episodes in total, making him King Koopa's most prominent subordinate.

-Mouser was a boss in the American Mario 2, and just sat there and threw bombs at you. This is, in fact, his only real appearance in the Mario series, unlike Ninji and Shy Guy, who reappeared in a few other things.

-Mouser is a pretty simple, yet durable, Boss, and has a PL 7 Bomb attack.
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