__Koopalings:__

**Iggy Koopa** **Quote :**

__Main:__(10 PTS to start with)

Speed: Min - - - - - - - Max

Strength: Min - - - - - - - Max

Agility: Min - - - - - - - - - Max

Deception: Min - - - - - - - - - - Max

__Special Abilities:__(5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

__Gifts:__(Pick up to two gifts. 5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

Special Abilities --

1. Koopzilla Shell -- Causes Iggy to become several times his normal size, increases his attack power by 2 pts. but loses 1 pt. in accuracy.

2. Dizzy Spell -- Iggy's glasses make his eyes spin at a slow rate, causing his enemy to temporarily follow his commands. Increases Deception by 1 pt., accuracy depends on Deception skill point total before attack.

3. Hot Shell Flare -- Ducks his head into his shell to shoot fireballs out from the inside of his shell. Fireball size depends on the abilities' skill point total, accuracy is opposite of the amount of abilities' skill point total (example 5 skill pts equal 1 pt for accuracy, 1 skill pt equals 5 pts for accuracy).

Attacks --

1. Koopa Stomp -- A basic kick or stomping attack. Skill point total determines power, loses 1 pt. in accuracy.

2. Sound Beam -- Uses wand to produce a number of rings. Size and number of rings depend on skill point total. Same amount of pts as skill points determine accuracy.

3. Shell Shelter -- Ducks into koopa shell as a shield. Skill point determines effectiveness of shield. Use 1 dice roll to determine reduce of damage.

Gifts --

1.Jaded Skin -- Hardens the skin to soften the blow from an attack. Roll number of dice based on points marked on gift. If roll equal or more successes than the attacker's roll, essentially invincible to the attack. Less successes softens the blow by subtracting your successes from the attacker's successes. (WARNING: Cannot evade and use gift in the same turn.)

**Morton Koopa** **Quote :** __Main:__(10 PTS to start with)

Speed: Min - - - - - Max

Strength: Min - - - - - - - - Max

Agility: Min - - - - - Max

Deception: Min - - - - - - - - - - Max

__Special Abilities:__(5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

Special Abilities --

1. Sand Storm Blast -- Morton causes a huge sand storm blast, clouding an enemy's vision. Roll amount of skill points in dice to determine it's effectiveness and the same amount of dice to determine accuracy.

2. Quake Stomp -- Causes an earthquake as he stomps on the ground, temporarily paralyzing his enemy. Roll amount of skill points with the dice to determine its power and a second roll of half the skill points to determine accuracy.

3. Silence Screech -- Emits a very high pitched screech from his mouth, temporarily removing turns from an enemy. Roll amount of skill points with dice to determine the power and a second roll to determine accuracy, using the same amount of dice as with the power. Successful dice rolls over 4 from attack determines the numbers of turns an enemy will lose.

Attacks --

1. Koopa Stomp -- A basic kick or stomping attack. Skill point total determines power, loses 1 pt. in accuracy.

2. Sound Beam -- Uses wand to produce a number of rings. Size and number of rings depend on skill point total. Same amount of pts as skill points determine accuracy.

3. Shell Shelter -- Ducks into koopa shell as a shield. Skill point determines effectiveness of shield. Use 1 dice roll to determine reduce of damage.

**Lemmy Koopa** **Quote :** __Main:__(10 PTS to start with)

Speed: Min - - - - - - - - - Max

Strength: Min - - - - - Max

Agility: Min - - - - - - - - Max

Deception: Min - - - - - - - - Max

__Special Abilities:__(5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

Special Abilities --

1. Balls of Fury -- Lemmy ducks into his shell and shoots balls out from inside his shell at his enemy at a ferocious rate of speed. Roll same amount of dice as skill points total for damage and amount of balls then roll same amount of dice to determine accuracy.

2. Tunnel Burrow -- Pulls a tunnel out from under the ground to duck in as a shield. Roll same amount of dice as skill points total for effectiveness of shield. Use same amount of dice as skill points total to determine reduce of damage.

3. Ice Beam -- Fires a ray of ice from his staff, temporarily freezing an enemy and hurting them from the cold ice. Roll amount of skill points in dice to determine the damage, same roll as before for accuracy and three dice roll for amount of turns they are frozen for. Successful rolls over 4 each count as one turn lost.

Attacks --

1. Ball Throw -- Throws a single ball at an enemy. Roll amount of skill points for damage and one less dice for accuracy.

2. Koopa Stomp -- A basic kick or stomping attack. Skill point total determines power, loses 1 pt. in accuracy.

3. Ball Kick -- Kicks a single ball at an enemy. Roll amount of skill points for damage and same amount of dice for accuracy.

**Ludwig Von Koopa** **Quote :** __Main:__(10 PTS to start with)

Speed: Min - - - - - -Max

Strength: Min - - - - - - - - - - Max

Agility: Min - - - - - Max

Deception: Min - - - - - - - - - Max

__Special Abilities:__(5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

Special Abilities --

1. Fireball Inferno -- Ludwig shoots a random amount of fireballs from his mouth, engulfing his enemy in flames. Roll amount of skill points for damage/amount of fireballs and roll same amount of dice to determine accuracy.

2. Silence Screech -- Emits a very high pitched screech from his mouth, temporarily removing turns from an enemy. Roll amount of skill points with dice to determine the power and a second roll to determine accuracy, using the same amount of dice as with the power. Successful dice rolls over 4 from attack determines the numbers of turns an enemy will lose.

3. Quake Stomp -- Causes an earthquake as he stomps on the ground, temporarily paralyzing his enemy. Roll amount of skill points with the dice to determine its power and a second roll of half the skill points to determine accuracy.

Attacks --

1. Koopa Stomp -- A basic kick or stomping attack. Skill point total determines power, loses 1 pt. in accuracy.

2. Shell Shelter -- Ducks into koopa shell as a shield. Skill point determines effectiveness of shield. Use 1 dice roll to determine reduce of damage.

3. Sound Beam -- Uses wand to produce a number of rings. Size and number of rings depend on skill point total. Same amount of pts as skill points determine accuracy.

**Roy Koopa** **Quote :** __Main:__(10 PTS to start with)

Speed: Min - - - - - -Max

Strength: Min - - - - - - - - Max

Agility: Min - - - - - -Max

Deception: Min - - - - - - - - - - Max

__Special Abilities:__(5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

Special Abilities --

1. Instant Rage -- Roy goes into an instant fit of rage, using a fury of punches on his enemy. Roll the amount of skill points to determine damage and number of punches and the same roll to determine accuracy.

2. Quake Stomp -- Causes an earthquake as he stomps on the ground, temporarily paralyzing his enemy. Roll amount of skill points with the dice to determine its power and a second roll of half the skill points to determine accuracy.

3. Power of Intimidation -- Gives off a powerful glare with his eyes to frighten an enemy and cause them to lose two skill points on their next attack. Roll amount of skill points to determine the effectiveness of the attack and the same amount to determine the accuracy.

Attacks --

1. Koopa Stomp -- A basic kick or stomping attack. Skill point total determines power, loses 1 pt. in accuracy.

2. Shell Shelter -- Ducks into koopa shell as a shield. Skill point determines effectiveness of shield. Use 1 dice roll to determine reduce of damage.

3. Sound Beam -- Uses wand to produce a number of rings. Size and number of rings depend on skill point total. Same amount of pts as skill points determine accuracy.

**Wendy Koopa** **Quote :** __Main:__(10 PTS to start with)

Speed: Min - - - - - - Max

Strength: Min - - - - - Max

Agility: Min - - - - - - - - Max

Deception: Min - - - - - - - - - Max

__Special Abilities:__(5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

Special Abilities --

1. The Peppermint Ring Storm -- Wendy goes into a fit of anger, throwing several of her large rings at an enemy, causing them to become hit or tripped up. Roll amount of skill points to determine the power and number of rings thrown and another roll of the same amount to determine the accuracy.

2. Tunnel Burrow -- Pulls a tunnel out from under the ground to duck in as a shield. Roll same amount of dice as skill points total for effectiveness of shield. Use same amount of dice as skill points total to determine reduce of damage.

3. Pout Heard 'Round the Kingdom -- Uses a very loud, high pitched and irritating scream that distracts an enemy and causes them to lose a number of turns. Roll amount of skills points to determine damage and another roll to determine the amount of turns an opponent loses. Remember, any of the dice that is over 4 equals a turn lost.

Attacks --

1. Koopa Stomp -- A basic kick or stomping attack. Skill point total determines power, loses 1 pt. in accuracy.

2. Shell Shelter -- Ducks into koopa shell as a shield. Skill point determines effectiveness of shield. Use 1 dice roll to determine reduce of damage.

3. Peppermint Ring Throw -- Throws a single peppermint ring at an enemy. Roll amount of skills points to determine damage and half of skill points for accuracy.

**Larry Koopa** **Quote :** __Main:__(10 PTS to start with)

Speed: Min - - - - - - - Max

Strength: Min - - - - - - - Max

Agility: Min - - - - - - -Max

Deception: Min - - - - - - - Max

__Special Abilities:__(5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

Special Abilities --

1. Piranha Ally -- Creates a Piranha Plant Ally to double attack on an enemy. The Ally HP is determined by multiplying skill points with how many skill points you have for this ability. Roll amount of skill points to determine the attack damage of the Ally and another roll of the same amount to determine the accuracy. Any damage caused by the attack is multiplied by two.

2. Tunnel Burrow -- Pulls a tunnel out from under the ground to duck in as a shield. Roll same amount of dice as skill points total for effectiveness of shield. Use same amount of dice as skill points total to determine reduce of damage.

3. Dark Flash -- Causes the surrounding area to go into total darkness, reducing an enemy's accuracy. Roll amount of skill points to determine the accuracy. The amount of successful rolls determine how many points in accuracy the opponent loses on the next attack.

Attacks --

1. Koopa Stomp -- A basic kick or stomping attack. Skill point total determines power, loses 1 pt. in accuracy.

2. Shell Shelter -- Ducks into koopa shell as a shield. Skill point determines effectiveness of shield. Use 1 dice roll to determine reduce of damage.

3. Sound Beam -- Uses wand to produce a number of rings. Size and number of rings depend on skill point total. Same amount of pts as skill points determine accuracy.

A Koopaling isn't the strongest of characters but they have devastating and useful abilities. Standard HP (Hit Points or life) for them is 35.

__Mario and Friends:__

**Mario**

**Quote :** __Main:__(10 PTS to start with)

Speed: Min - - - - - - - -Max

Strength: Min - - - - - - - - Max

Agility: Min - - - - - - Max

Deception: Min - - - - - - - Max

__Special Abilities:__(5 PTS to start with)

1. Min - - - - - - - - - - Max

2. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

?. Min - - - - - - - - - - Max

Special Abilities --

1. Punch Combo -- Mario releases a one-two knockout punch combination to an enemy. Roll amount of skill points to determine damage and number of punches and another roll of the same amount to determine accuracy.

2. The High Jump -- Causes him to jump up high in the air and land on an enemy multiple times in a row. Roll amount of skill points to determine damage and number of jumps and another roll of the same amount to determine accuracy.

3. The Starman -- This makes the character invincible to any attack for a certain amount of turns. Roll amount of skill points to determine the number of turns of invincibility and another roll of the same amount to determine the accuracy.

Attacks --

1. Super Punch -- Throws a single punch at an enemy. Roll amount of skill points to determine damage and another roll with one less dice to determine accuracy.

2. Plumber Stomp -- Kicks or stomps on the enemy. Roll amount of skill points to determine damage and another roll with one less dice to determine accuracy.

3. Fireball Throw -- Throws a number of fireballs at an enemy, engulfing them in flames. Roll amount of skill points to determine damage and number of fireballs and another roll of the same amount to determine accuracy.