| Toads/Shy Guys | |||||||||
| Toads and Shy Guys are NPC only and are only here to help during the game or advance the storyline. | |||||||||
| Home Story Rules Races Professions Weapons Skills Items Battling Miscellaneous The Hitchhiker's Guide to the Mushroom Kingdom Character Creation |
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| Toad Territory: Toad Town: After they lost to the Boos/Dryites, the Toad territory was restricted to Toad Town. Toad Town is split into two parts, North and South. The Peach supporters live to the North, the Daisy supporters to the south, but that is no longer relevant. In the north there is Russ T's library, the Master's dojo, Merlon's house, the Flower Garden, and accesory shop, an recovery item shop, the Toad House, and the Post Office. In the south there is Tayce T's restaurant, Rip Cheato's Bargain Basement, Fice T's watchhouse, Harry's attack-item shop, the Shy Guy Toybox, the wharf, and Club 64, home of Chantelle, the Toad Singer. |
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| Toad NPCs: Russ T: The wisest toad, and arguably the smartest person in the Mushroom Kingdom, Russ T has knowledge of many things, including how to build weapons of other races. If you make weapons or armor and want to make weapons or armor for other races, you need to visit Russ T to find out how. It is also said he is the only one capable of deciphering Blueprints. The Master: Visit the Master to train in his dojo. For every 5 days you train you can gain an +1 attack bonus, a +1 defense bonus, or an endurance point. Training lasts an hour a day, and you must post that you're exercising at least 5 times in the span of that hour (including the start and end post). Mempership to the dojo can be bought for 50 coins. One can also have sanction sparring at the dojo. Merlon: Not a Toad, but residing in Toad Town, the wise wizard can guide your way with his fortune telling. If you bring him an MP flower, he'll upgrade a Level 4 skill to level 5. If you bring him an FP flower, he'll give you the ability to use magic. The Postmaster and Parakarry: Need mail delivered? Just leave it to these guys, they'll deliver it post haste. Mailboxes for Parakarry's pick-up can also be found in all major towns. Tayce T: The great chef and owner of her own restaurant and bakery. Visit her for some great meals. Chantelle: The female singer and pop diva of Club 64, the Mushroom Kingdom's #2 club (the PMIFC is #1). Keeper T: He runs a small toad house in Toad Town. It only has 2 rooms. Harry: He runs a shop with Item Smith items. Bean-omb Sex: Male Age: 42, in Bob-omb years. (look, ma, no hands!) Played by: DIM Bean-omb is naturally blue, but his outer coat is covered with dark marks from explosions that came a little too close. Although a little key-happy when it comes to explosions, Bean-omb is generally a nice guy. His odor, however, is so offensive that you may never get close enough to find out. He blows stuff up mostly as a sport. Profession - Lvl 3 Explosive Engineer Weapon - Lvl 1 Bob-ombs, Lvl 2 Shrapknife, Lvl 3 Arquebus, 3 points stored. Skill - Lvl 3 in regeneration, Lvl 2 unarmed combat, Lvl 1 climbing, 1 point stored. Starting Items: Shrapknife, Bob-omb, Tent, 125 coins All Toad Town NPCs charge twice as much as normal, due to their bitterness about losing the first war, except for Bean-omb, who's just odd. |
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| Shy Guy Territory: Shy Guy's Toybox: After they lost to the Boos/Dryites, the Shy Guy territory was restricted to the toybox, and the guys themselves were rarely let out. They occasional sneak out to cause trouble or if they're hired. The Toybox is split up into four stations on the railroad: Red, Blue, Green and Pink. The Mercenary Guild is located at the Red Station, the Theives Guild at the Pink, the Spies Guild at the Green. and the Assassins Guild at the Blue. |
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| Shy Guy NPCs: Mercenaries: Mercenaries can be hired to join armies, be bodygaurds, etc, anything that requires fighting. They cost a bunch, and their abilties and prices vary, so its best to shop around before you choose one, so you don't get ripped off. They demand payment everyday, so as soon as you run out of money, they're gone. Theives: Hired shy guys who will do one job, whether it's a break-in, a pickpocketing, etc, as long as the price is right. A roll of the dice over many factors as the theft goes on will determine whether the thief gets away with it, but a good thief has a good chance. Spies: Need to find out some information but are too clumsy to do it yourself? Hire a spy. Once again, money is the key. Assassins: Need to knock someone off but don't think you can do it in combat? Hire an assassin. They are very costly, and don't always have good chances of succeeding, but they may be worth your time. Assassins come in three types: Fighters, Snipers, and Poisoners. Rules for Pricing and Success Rates: The price of a Shy Guy depends on what skills he has. For Level 1 of a skill, it's +5 coins, for Level 2, it's +15, for Level 3, it's +30, for Level 4, it's +50. This is for the one-time shy-guys: for Mercs, the prices are divided by 2, since it's assumed one will have them for longer periods of time. Those prices are per day. For a shy guy to succeed, several dice are rolled over the course of the mission. Each time the shy guy moves from one place to another, or does an action, 1d6 is rolled, to see if he is noticed, depending on his Silent Moving/Theivery skill. If he is noticed, he fails, and you wasted your money, unless he is a Fighter Assassin. A fighter assassin can try to fight off those who noticed him, but he loses 1/1 speed due to being caught by surprise. Other dice are rolled as well, such as a to-hit die for Snipers. Mercs and Fighter assassins partake in combat normally. Poisoners usually have an easier time planting the seeds of the assassination, but once the poison is out of their hands, it's up to the fates. |
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