Please reblog if you blog about any of the following topics:
Magic: the Gathering
Dungeons and Dragons
RPGs in general
Warcraft/World of WWarcraft/Warcraft the movie
*FOLLOW BACK APPRECIATED BUT NOT REQUIRED THANK YOU*
Some doodles of one of my many tabletop babies, Wendelin Fesenmaier (a ghoul who has regained his conscience and uses magic to disguise his horrific appearance, but who retains his uncontrollable hunger for flesh—he tries to be good, really, he tries!!)~ Someday I’ll reboot him. Perhaps soon? >:3
So I’m not saying we need a “soft spoken boy from an RPG Maker Game with Creepy Elements who has blue eyes and shaggy blond hair from Probably Europe^tm who is barely a (fancily dressed) teenager, whose tragic past has led to misfortune for not only him but several people around him (because of death and forces beyond his control), and it falls to him to deal with its consequences in the present” support group…
‘Nintendo - ‘Hot Mario Brothers’’ [’Mario Kart DS’; ‘Mario and Luigi: Partners in Time’ ; ‘Mario Party 7′]
[WII / DS] [JAPAN] [BILLBOARD, SUBWAY] 
Photographed by sanchome, via Flickr
In 2005, Nintendo employed the services Japanese owarai duo, Ninety-nine, to portray real-life versions of Mario and Luigi for their ‘Hot Mario Bros.’ campaign. The most famous example of this campaign was the Japanese commercial for Mario Kart DS, which depicted Luigi engaged in an online match with players from around the world. and losing in a most familiar matter…
You and your fellow players are time travelers living your lives in that dream, time. At any point in play you may declare that you dream a new dream of time to alter the course of events, and roll the relevant attribute to see if you may make it true. All time travelers will remember past events, but must respect your worldly changes should you succeed. At any point, you may declare your intention to physically travel (as opposed to notionally traveling as with typical Attribute use) to a past or future point; if half or more players agree to it, you may travel to that point. If a majority disagree, you are overruled.
Resolution is via rolling 1d6, with a target below or equal to the relevant attribute to succeed. A 6 is always a failure, and a 1 is always a success. To invoke an attribute, consider the scenario at hand, and propose a way things could be different that you may achieve your goals. Propose it, and if at least two other players think it sounds possible, roll to see if you may accomplish this change.
Characters have seven points to spend on Attributes. Attributes start at 1 and cost 1 point for every additional level.
Foresight- This is your ability to justify causes. Whenever you alter that dream, time, to retroactively have a thing or be prepared, roll your Foresight. If your roll below, the dream changes and you have the resources you need. If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of Wakening. On a 1, you may waive the normal benefits of the role to instead lose a point of Wakening.
Selfhood- This is your ability to be yourself. Whenever you dream of being some way other than you arenow, roll Selfhood. If you roll below, your life had always taken the course that had lead you to be as you wish to be. If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of Entanglement.
On a 1, you may waive the normal benefits of the role to instead lose a point of Entanglement.
Empathy- This is your ability to understand others. Whenever you dream a new dream of time to change how a person would act or react, roll Empathy. If you roll below, they act in this new way. If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of either Wakening or Entanglement- if you are acting against the world at large, you choose; if you are working against another player, they may choose.
On a 1, you may waive the normal benefits of the role to instead make another player lose a point of any Menace; once per story, you may instead chose to remove a painful truth or an alienation from another player’s sheet with their consent.
Whenever you would directly attack a fellow time traveler, in addition to the normal applicable rolls, the attacking player announces the Menace they wish to increase. If the attacked succeeds on their role, the defender chooses an Attribute to defend themselves with. Roll it; if the defender both rolls a success and that number is equal to or lower than the number the attacker rolled, the attacker’s change fails and they gain a point of the Menace they chose. If the defender fails to do this, the change in time takes and they gain the announced Menace.
Whenever a Menace reaches 6, your character is no longer able to manipulate that dream, time, and leaves play.
Whenever a Menace is gained, the dream frays. Interpret this as you will.
Entanglement- This is a measure of how entangled you are in that dream, time. When it reaches 6, you are so completely enmeshed in it that you can no longer choose a new dream for yourself. Every four points you gain, define a painful truth you cannot truly be rid of, and add it to your character sheet.
Wakening- This is a measure of how divorced you are from that dream, time. When it reaches 6 you are so completely separate from it that you wake up and cease to dream, vanishing. Every four points you gain, define something that alienates you from the world, and add it to your character sheet.