As a player, you have two associated groups of stats- the Character and the Kart. The Character tracks all your Metagame information, while the Kart is used in Races. Characters can be drawn from any Nintendo franchise, whether they are from the Mushroom Kingdom, Cerulean City, Hyrule... uh,
Space, whatever. Characters are granted on a first come first served basis, although variations are allowed (Mario and Metal Mario, for example.)
Characters have 5 associated stats- Points, Fame, Coin, Crowns, and Cups.
Points are earned in races, are indicative of career racing achievement and are used for qualification purposes.
Fame is similar to Points, but is much more difficult to earn, can be lost through misdeeds or poor PR, and is key to Sponsorships (see Sponsors tab.)
Coin represents the finances of the character- Coin is used to enter races, improve Karts, and perform certain other actions. Unlike the other stats, a player's Coin supply is hidden by default.
Crowns are earned for winning a race, and
Cups are the most prestigious award available.
Each character drives a Kart- by League Rule, each Kart is standardized for competitive balance, and any offenders caught in violation of these rules are subject to heavy fines. Of course,
caught is the operative word there...
Drivers start play with a base Kart and 5 Coin. The rules allow each Kart to be augmented with up to
TWO Modules per race- a player may
own any number of Modules, but only two may be
installed for each race. Modules, unfortunately, are inherently unique, unstable, and react unpredictably with Karts. When you buy a Module, you may choose the Benefit- however, there is always a randomly associated Hiccup that is permanently tied to that Module. Modules cannot be resold, although they can be traded between Players.
Some special races allow more than two Modules to be used, but some villainous drivers cheat, using multiple Modules even in Races that prohibit such skullduggery. The specific method of cheating varies- sometimes the driver simply bribes the inspection official for 5 Coin, and sometimes the driver's sponsor uses its corporate leverage in exchange for... extracurricular activities. More information on sponsors in the appropriate tab.
BenefitsDirty Weapons- Cost 1 Coin, whenever this Kart fires a Shell or throws a Bob-omb, if the attack roll is a natural 6 it inflicts a hiccup on the target. Can be disabled and re-enabled at will throughout the race.
GROSSLY ILLEGAL- bribes start at 5 Coin for one successful use and escalate from there
Item Bonus- Cost 3 Coin, Karts with an Item bonus get
+2 on Item RollsHigh Acceleration- Cost 3 Coin, Karts with high Acceleration get
TWO Momentum any time they
start a turn with
Zero Momentum, and if their Momentum is less than One during the
Cleanup Phase their Momentum is set to
TWO instead of One. This applies at the start of a race, before Rocket Starts
Free Item- Cost 3 Coin, driver starts race with an
item. The Item Roll to determine what item they start with is made during the Cleanup Phase of Turn One, with appropriate modifiers.
Compensator- Cost 3 Coin,
cancels out a Hiccup. Unlike other Modules, this does not inflict a Hiccup of its own
Rubber Band Forward- Cost 3 Coin, gives a
+2 bonus to avoid Falling Back
Speedy- Cost 3 Coin, allows a maximum Momentum of
6 (normally 5)
Streamlined- Cost 3 Coin, grants +1 to Pass Checks made while
DraftingRamming Speed- Cost 6 Coin, provides
+2 on Ram ChecksNitrous- Cost 6 Coin, gives
ONE Momentum on a successful Powerslide in addition to other effects
Aerodynamic- Cost 6 Coin, gives
ONE Momentum on Draft check of 6 or higher (normally 10)
Great Handling- Cost 6 Coin, reduces
Hazard Check penalty on Drive Aggressively by
1Perfect Placement- Cost 6 Coin,
dragged Items provide a
+1 bonus to avoid being passedJuggernaut- Cost 12 Coin, allows a player to
Ram the Driver ahead of the user
immediately, even if respective Momentum would not allow a Pass attempt. Does not necessarily give the rammer the opportunity to pass, and does not work if the target has >2x rammer Momentum.
Highly Maneuverable- Cost 12 Coin, Diving Aggressive gives
ONE extra Momentum on
3 and
4 (so 1 for 3, 2 for 4 and 5, 3 for 6, etc)
Breakaway- Cost 12 Coin, gives a
+1 bonus to Racing Checks made to
Pull AheadHiccupsFeatherweight- -1 on Ram Checks.
Low Loot- -1 on Item Rolls.
Slow- This Kart's Maxiumum Momentum is 4 (standard is 5)
Banana Magnet- This Kart suffers an additional
-1 penalty to avoid Bananas.
Rubber Band Back- Racing Checks made to Pull Ahead take a
-1 penaltySticky Wheel- When Driving Aggressively, a roll of 2 results in the
loss of
ONE MomentumNot Aerodynamic- When Drafting, you
must have higher Momentum than the Kart ahead of you.
Inefficient Slipstream- When Drafting, only gain
ONE Momentum on a check of 12 or higher (normally 10)
Poor Handling- When Driving Aggressively, Hazard checks take a
-2 Penalty (normally -1)
High Bumper-
Dragged Items are too high behind your Kart to be truly effective,
reducing the Dodge bonus to +1 (normally +3)
Signal Interference- Your Kart interferes with the homing device on
Red Shells, causing their
attacks to be made at
+2 (normally +3)
Faulty Weapons- Works identically to the Benefit described above, except you cannot choose to suppress the effect. If you
don't bribe the officials before the race (perhaps because you suffered this Hiccup mid-race,) and the Faulty Weapon ability
triggers because one of your Shell or Bob-omb attacks rolled a 6, you face
heavy fines and
loss of Fame.