L UIG IThe brother of the famous Mario, Luigi has spent most of his life living in his sibling’s shadow. Though timid, often to the point of cowardice, Luigi is also perfectly capable of overcoming that fear when need be. He has saved the Mushroom Kingdom (and the rest of his world) almost as many times as Mario, even if he doesn’t get quite as much credit. Indeed, while Mario is a celebrity and a hero, very few citizens of the Mushroom Kingdom even seem to recognize Luigi. With the Great Collide turning everything upside down, Luigi hopes to strike out, make a name for himself, and be a hero on his own two feet--not just riding the coattails of his older brother.CHECKSRoll 3d10and take the highest result for checks that involve plumbing, construction, writing, or gambling.Roll 2d10 and take the highest result for defense checks to avoid or dodge, checks that involve general athleticism or acrobatics, checks to navigate a labyrinth (especially sewage systems and the like), checks to hide or be stealthy, checks to build or repair machines or engines, checks to drive a land-based vehicle, and checks of general intellect.Roll 1d10 for anything else.XPWhenever your fear, clumsiness, or general awkwardness holds you back, gain 1 XP.When you have a great accomplishment ignored, or someone else takes credit for your success, gain 3 XP.When you overcome your fear and defeat a powerful foe that utterly terrifies you, gain 5 XP.YOU BEGIN WITHPlayer Two: Though known for living in the shadow of others, you’re a competent leading man in your own right. When someone succeeds on a check that involves running, jumping, climbing, or swimming, you may immediately follow up by automatically succeeding at the same task--following in their footsteps perfectly. It works the other way around, as well; when you (manually) succeed on a check to run, jump, swim, or climb, you may choose a nearby ally and let them automatically succeed at the same task, following in your footsteps.LEVEL UP CHOICESFrog Suit: When the task calls for it, you can bust out a form-fitting Frog Suit as a side action. While wearing the Frog Suit your land speed is halved, but you swim with perfect grace and agility, can breathe underwater, and swim twice as fast as you normally run. You can switch out of the Frog Suit as a side action, as well.Gameboy Horror:You possess the Gameboy Horror, a handheld device invented by the scientist E. Gadd. The Gameboy Horror acts as a communication device; it can tap into local networks (cell phone, radio, etc.), allowing you to talk with those that have cell phones or other devices. It acts as a scanner and a digital archive, granting you a +2 on checks to identify or recognize creatures, objects, and phenomena. Lastly, it acts as a translator, allowing you to speak and understand any language you encounter.Mini Mushroom: You collect Mini Mushrooms, which are dark blue fungi with white spots. When you eat a Mini Mushroom as a main action, you shrink to about six inches tall. You take a -3 penalty on all attack checks, but get a +3 bonus on all defense checks--as you are very small, and very, very hard to hit. The effects of a Mini Mushroom last until you choose to discard them as another main action, or until you take damage. After you use a Mini Mushroom, roll 1d10; on a 1-5, shut this ability down.Thunderhand: They don’t call you the Green Thunder for nothing. You can add an electrical element to your physical strikes, gaining a +2 bonus against enemies weak to Electricity. Your touch can also conduct energy to machines, powering them up if they’ve ran out of juice. If you roll a 10 on an attack check with Thunderhand, you may inflict the target with System Shock--but if you do this, shut the ability down.Poltergust 5000: A vacuum pack invented by the brilliant E. Gadd, you are well acquainted with its use. As a side action, you can pull up to 3 enemies within 10 feet of each other up to 15 feet toward you. You can, alternatively, focus the vacuum effect to suck items straight to you from a distance--even pulling up to one item per side action right off an enemy, or sucking it out of their pocket, essentially stealing an item of choice. Lastly, you can use the Poltergust as a weapon against ghosts, phantoms, illusions, vapors, and other incorporeal or gaseous beings, gaining a +2 bonus on attack checks made against those without bodies. If you attack a possessed target with the Poltergust, you force the possessing spirit out of the subject.Polterpup: During the course of your adventures, you have befriended a Polterpup--a ghost that is also a dog. Your Polterpup follows standard follower rules; it has 3 HP, and rolls 2d10 on checks to notice things, track creatures, find hidden passages or entrances, and search for particular items. If it drops to 0 HP, your Polterpup will vanish, only to return when you take a full rest.Strobulb:More than just a flashlight (though it is also a flashlight), the Strobulb’s light reveals invisible foes, recent footprints, and sees through illusions. You can also power up the Strobulb, making its light brighter for an intense flash. As a side action, you may inflict Blindon an enemy within 10 feet; when you use this aspect of the Strobulb, roll 1d10. On a 1-5, shut the whole ability down.Stuffwell: An extradimensional suitcase invented by E. Gadd, Stuffwell has infinite space. As long as you can manage to cram it into the suitcase, it will fit, and you can retrieve anything from within Stuffwell as a side action. You also keep a lot of useless junk in there. Whenever you need a non-magical, non-unique item (like handcuffs, a sketch pad, a smaller briefcase, etc) you may simply declare that you have one. After you use this aspect of the ability, roll 1d10; on a 1-5, shut this aspect of Stuffwell down.Vanish Cap: You have a magic hat, which looks incredibly similar to your normal hat. You can swap your regular hat for the Vanish Cap as a side action; when you do, you gainInvisiblestatus. You are guaranteed Invisibility for 3 rounds, including the one you put the hat on in; at the start of every round after that, roll 1d10. On a 1-5, you become visible again. You can also simply choose to become visible. In either case, shut this ability down.