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8-Bit Heroes
8-Bit Heroes
HEROES
AN ICRPG POWER-UP
8-BIT
HEROES AN ICRPG POWER-UP
You will need a copy of Index Card RPG Core, or the Index Card RPG Free Quickstart Rules
to understand some of the terms used in this supplement. Only rules that have been
modified are discussed here. Go to ICRPG.Com for more information.
Inspired by Super Mario Bros 1, 2, 3, Lost Levels, Super Mario World, and all the great
side-scrollers of years past; all references to Super Mario Bros, Metroid, Mega-Man,
Contra, Final Fantasy, and all related material is © Nintendo™.
Index Card RPG (ICRPG) is © RUNEHAMMER GAMES.
This fan-made PDF was created for fun and love of the game, and is FREE TO ALL.
WARP ZONE OF CONTENTS
I have fond memories of getting my first Nintendo when it came out in the long,
long ago. I discovered D&D that same year. Not until 2018 did I think: what if I
used the magic of ICRPG and put it on a sandwich with 2-D side-scrolling Mario
Bros?
Well, this is the result of that. I took all my favorite bits from several original
Nintendo titles and slapped a heavy dollop of ICRPG all over that stuff. I hope you
have as much fun with it as I have. Thanks for playing!
-Joseph D Stirling
There's something about booting up the old console with your favorite games...
The heavy plastic of the controller, the scan lines of those old TVs, 8-bit graphics,
and chip-tune sounds; it sticks with you. It's like going home.
This little module is a love-letter to the kid in me that wanted to make games for
a living. But more than that, my hope is that after reading this you'll invite your
friends to play this new Nintendo game you found. Couch co-op at its finest.
It's dangerous to go alone, take this.
-George Taray
1
NEW MECHANICS
2
8-BIT HERO CREATION
CLASSES
RED HAT MUSHROOM HAT
The Strong Hero: Attempts to Stomp The Quick Hero: Move Far and still
are always Easy make an Attempt
3
8-BIT HERO CREATION
BIO-FORMS
HUMAN TROOPA
You have been transported to the After breaking free from the Koopa
Mushroom Kingdom by some bizarre Collar that had you enslaved, you have
means you can’t remember. regained a will of your own.
“Can someone point me towards “I choose my own path now.”
the Interstate?”
• +1 Power
• +1 to Any Three Stats
• +2 Armor
4
8-BIT THREATS
FOR GM’S
This section won’t cover everything, that’s an impossible task as every GM knows.
It’s up to you to figure out where to place Monsters, Coins, Elevator Platforms, etc.
Everything will go great as Long as there are Enemies to stomp, Loot Boxes to hit,
and pits to jump.
Make Loot Boxes plentiful so the Heroes have to make a choice on what to keep.
MAP TRANSITIONS
To keep everyone on the same page in regards to Using Pipes and other Screen
Changes, consider giving the other Players one more Turn before moving everyone
to the new area. This doesn’t apply to hidden coin areas, but helps keep things
moving for everyone.
When a Hero completes a World, either by beating the Boss, Hitting the Flag, or
Entering the Castle, the Level ends immediately and everyone is taken to the next
World.
Due to the length of these side-scroller maps, You and the Players may find it
easier to Horizontally Flip every other World to avoid having to scroll all the way
back to the beginning. This will have the Heroes travel to the Right in World 1,
moving Left in World 2, then back to the Right for World 3, and so on. This isn’t a
requirement by any means, just a suggestion for ease of use with your Virtual
Tabletop.
BOSSES
Each World has a Boss guarding the Exit. With exception to Bowser, the Bosses
can be completely ignored if the Heroes choose to make a run for the Castle Door.
However, if they stay and Fight the Boss every Hero picks up a reward for doing so.
Beating a World Boss gives Every Hero a +1 to their Stat of Choice and an Extra
Life.
Stats for the Bosses and all the Enemies can be found at the end of this Section.
5
8-BIT THREATS
6
8-BIT THREATS
7
8-BIT THREATS
8
8-BIT THREATS
ENEMIES
Enemies only have 1 Life and their Hearts stack for total Hit Points as normal.
When an Enemy is defeated the Hero that lands the final blow will gain Coins as
listed with each Enemy.
KOOPA TROOPA
Damage Resist 1
Beak for D6 Damage
Red Shell immune to Fire SPINY
Blue Shell immune to ice +1 Stats
D4 Coins Damage Resist 1
Deal D4 Damage to Melee Attackers
Bite for D6 Damage
9
8-BIT THREATS
BULLET BILL
SKILL to avoid D8 Damage
1 Coin
10
8-BIT THREATS
LAKITU PARA-TROOPA
+2 Stats +1 Stats
Flight, follows Heroes Damage Resist 1
Throw Spiny or Para-Bob-Omb every Flight
Round
Shell as Koopa Troopa
D8 Coins
Beak for D6 Damage
D4 Coins
DRY BONES
+2 All Rolls
CHAIN CHOMP
Damage Resist 1
+2 All Rolls
Beak for D6 Damage
Bite Near for D6 Damage
Bones re-animate in D4 Rounds
D6 Coins
D4 Coins
11
8-BIT THREATS
HAMMER BRO
+4 Stats, +2 Damage
2 Actions BOOMERANG BRO
Damage Resist 2 +4 Stats, +2 Damage
Throw Hammer Near for D6 Damage Damage Resist 2
D8 Coins Throw Boomerang Far for D6 Damage,
Steals equal number of Coins with Hit
Steal Random Item on Nat 20
D8 Coins
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8-BIT THREATS
THWOMP CHEEP-CHEEP
Damage Resist 4 Patrol Between Locations
Drops on Heroes for ULT Damage, Deal D4 Damage to Everything in their
SKILL to avoid Path
D10 Coins
BLOOPER
Tentacle for D6 Damage
Ink Cloud when killed makes All Rolls
Hard
D4 Coins
13
8-BIT THREATS
BOSSES
The Boss of each World does not drop Coins. Instead, every Hero gains +1 to Stat
of Choice and an Extra Life when the Boss is defeated. Defeating a Boss is not
required to beat a Level and every one except Bowser can be avoided.
DONKEY KONG
+3 All Rolls
2 Actions
Rolls Barrel Near every Turn
Barrels move Near every Turn, D6
Damage to everything in its Path,
SKILL for ½
Ground Pound all Close for D4
Damage
MECHA KOOPA
+2 All Rolls
2 Actions
Damage Resist 2
Launch D4 Mini-Missiles for D4
Damage each
Charge Near for ULT Damage
Fire Breath Close for D8 Damage
14
8-BIT THREATS
DEFENSE WALL
+4 Stats
3 Actions
Shoot Far for D4 Damage
Flamethrower All Near for D8 Damage
*Included in Map, no Monster Token
BOMB-MAN
+4 Stats, +1 Damage
2 Actions
Jump Far
Throw Bomb Near, deals D8 Damage
to All Close
Drop Mine, deals ULT Damage when
triggered, SKILL to avoid
SLEDGE BRO
+3 All Rolls
2 Actions
Throw Sledgehammer Far for ULT
Ground Slam for D8 Damage to
Everything
15
8-BIT THREATS
METROID
+4 Stats, +2 Damage
Attach to Hero for D6 Damage
Deal D4 auto-Damage if Attached, Heal for same
Deal D4 Shock Damage to Melee Attackers
SEPHIROTH
+5 Stats, +2 Damage
Sword Attack for D6 Damage
Counter Strike all Attacks for D4 Dmg
Sweeping Slash hit All for ULT every D4 Rounds
BOWSER
+6 All Rolls
3 Actions, roll D4 for each
Damage Resist 3
Immune to Fire
Spike Shell deals D4 Damage to Melee Attackers
1 Throw Hammer for D6 Damage
2 Breath Fire for ULT, SKILL for ½
3 Bite and Claw for 2D6 Damage
4 Heart Mushroom heals self for D8 HP
16
LOOT!
COINS!
Coins collected during the game can • Buy +1 to Any Stat
be spent at any time on a Hero’s Turn
and take an Action to use. Every • Buy an Extra Life
option costs 10 Coins. • Buy Loot from a Merchant Box
17
LOOT!
18
LOOT!
19
LOOT!
YOSHI
There are three stages of Yoshi, there just has to be, but this doesn’t mean you
have to go through all three stages each time. It’s completely possible to find a
Yoshi that’s already hatched or even fully grown.
A Yoshi Egg needs to be hatched with a SKILL Attempt and 10 total Effort.
Baby Yoshi must be carried. It can Eat Close Enemies that have 1 Heart or less
with a POW Attempt. Once it has eaten 3 Enemies it will grow into a Yoshi Mount.
Yoshi lets the Rider attack up to Near with it’s Tongue, which can
also collect Coins and Loot. You can Discard Yoshi to automatically
pass any Jump Attempt.
20
LOOT!
SECRET LOOT
Secret Loot is powerful and unique, each is one of a kind and cannot be lost or
stolen. A Hero can only ever have 1 Secret Loot at a time and picking up a new
one replaces the old one. A Hero must be Big or Super to use Secret Loot.
21