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.
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 Perk- 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.
Fame can be lost through various dishonorable activities. Aside from making it harder to sponsor you, ending any season with negative fame will cause you to be EJECTED from MKL FOREVER!
If you end up with no coins and can't land a sponsor, have no fear. In between seasons, for the mere cost of -1 fame, you can gain +1 coin! How we do this is best left unmentioned. Just don't end the season with fame in the red...
PerksTiny Perks-1 CoinQuickfire Start-gain a +2 bonus to the racing check on your rocket starts. Not paired with a hiccup.
Armor Shell-A cheap way to protect your racer from damage, if you would take a hiccup, you negate it-and discard this module and any related hiccup. You can have more than one of these on your kart, unlike most modules. Armor shells are recovered and repaired after the race by your Pit Crew, so they're not permanently gone.
Loot Vacuum-You gain a +2 to Grab checks, and your position for grabbing item boxes is calculated as one position higher-you also gain immunity to boos.
K-F.L.U.U.D-A high power pressure washer, guaranteed to keep your kart clean! Grants immunity to effects of the debuff tag, and comes with a single charge shield tag effect. No cost and refill this charge whenever entering an aquatic track segment.
Gold Glider-Hanging air helps you avoid attacks! Grants immunity to the effects of the blast tag, and comes with a single charge shield tag effect. No cost and refill this charge whenever entering an aerial track segment.
Small Perks=Cost 3 CoinItem Boost-Karts with an Item bonus get
+1 on Loot Rolls. Also protects you from getting poison and doom shrooms (these are bad).
Speedy-Allows a maximum Momentum of
6 (normally 5)
High Acceleration-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
Frog Kart-Gives a +2 bonus to hazard checks vs items with the Hurricane, ground pound, hydro pump, or trap tags-such as obvious fake item boxes, POW Blocks, and Bananas. Also makes it easier to access certain secret routes.
Free Item-driver starts race with a free
item. The Item Roll to determine what item they start with is made during the Cleanup Phase of Turn One, with appropriate modifiers.
Compensator-
cancels out a Hiccup. Unlike other Modules, this does not inflict a Hiccup of its own. Can be activated at will during a race to swap between hiccups to compensate for.
Rubber Band Forward-Gives a
+2 bonus to avoid Falling Back or to pull ahead if you are the only racer in a section and not in 1st place.
Streamlined-Grants +1 to Pass Checks made while
DraftingRamming Speed-Provides
+2 on Ram ChecksShield Box- A circular energy shield that protects from most things-but it's got limited power! Has to be manually activated, and adds an active item to your reserve slot that grants three charges of the shield tag effect. You can freely activate and d deactivate the shield during the race without losing charges.
Medium Perks=Cost 6 CoinNitrous-gives
ONE Momentum on a successful Powerslide. Also makes it easier to access certain secret routes.
Aerodynamic-gives
ONE Momentum on Draft check of 6 or higher (normally 10)
Great Handling-reduces
Hazard Check penalty on Drive Aggressively by
1Perfect Placement-
dragged Items provide a
+1 bonus to avoid being passedLarge Perks=Cost 12 CoinJuggernaut- 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 AheadIllegal Perks-? CoinDirty Weapons-1 Coin. Whenever this Kart fires a weapon with the projectile tag (homing, lobbed, or aimed) or the blast tag, 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 and cause suspicion gain!
Hiccups1. Featherweight- -1 on Ram Checks.
2. Low Loot-1 on Loot Rolls.
3. Slow- This Kart's Maxiumum Momentum is 4 (standard is 5)
4. Hazard Magnet- -1 to hazard checks against items that with the trap, hurricane, ground pound, or hydro pump tag.
5. Rubber Band Back- Racing Checks made to Pull Ahead or to avoid falling back take a
-1 penalty6. Sticky Wheel- When Driving Aggressively, a roll of 2 results in the
loss of
ONE Momentum7. Rough Aerodynamics- When Drafting, you
must have higher Momentum than the Kart ahead of you.
8. Inefficient Slipstream- When Drafting, only gain
ONE Momentum on a check of 12 or higher (normally 10)
9. Poor Handling- When Driving Aggressively, Hazard and Grab checks take a
-2 Penalty (normally -1)
10. Damaged Bumper-
Dragged Items are too high behind your Kart to be truly effective. All dragged items have the Light tag attached, reducing their defense bonus to 0.
11. Signal Interference- Your Kart interferes with items that are tagged as Homing, causing their
attacks to be made with a +2 bonus.
12. Faulty Weapons- Works similar to the Dirty Weapons perk above, except you cannot choose to suppress the effect. Your Faulty Weapon ability
triggers your weapons to go
Haywire on a Nat 6, and you face gaining suspicion and risk
heavy fines and
loss of Fame.
13. Loose Screws- No immediate effect, but if you take another mid-race hiccup, part of your kart flies apart and is destroyed. If attached to a module, you lose it and gain a 25% coin refund rounded down on the modules price after the race, to a minimum of 1, unless the module cost 1 coin-then you are sent a box of consolation non-abrasive tissues. If a kart hiccup, the hiccup you just took becomes permanent and replaces this.
14. Cold Start- It's hard to get up in the morning. Always have -1 less total momentum on your rocket starts.
15. Greased Up- A greasy Kart is an unhappy kart. If under the effect of an item with the debuff tag, add one extra turn in duration.
16. Engine Cough- Hack hack! Items with the speed boost tag and dash panels only give you 1 momentum instead of 2, and any cleanse effect tied to a speed boost tag, without the invincible tag, is disabled.
17. Ghost Kart- You better start believing in ghost stories, you're driving one! Start every race with a trick boo, and 25% every turn for your Kart to gain a trick boo if you don't have one. This roll is suppressed if your reserve item slot is full. Of course, how do you know your reserve item isn't a trick boo?
18. Grounded Gives a +2 bonus to anyone attacking your Kart with items that have the projectile tag. Also makes it harder to access certain secret routes.
19. Deathrattle That doesn't sound good. No immediate effect, but your next mid-race Hiccup becomes permanent (and thus cannot be cured mid-race) and replaces this. If it is a module hiccup, replace deathrattle with two hiccups on the module.
20. Mold Growth 10% chance to start the race with a poison shroom, and 10% every turn for your Kart to grow a Poison Shroom if you don't have one. This roll is suppressed if your reserve item slot is full.
21. Fish Food You're gonna need a bigger Kart-this hiccup makes you particularly tasty to fat monster fish. Add an additional hazard unique to your Kart which strikes on aquatic track segments. It will attack randomly once a lap, and the penalty of failing which is wiping out and falling back in the track. You'll be spared Bubbas wrath on your initial module roll.
22. Angry Sun For some reason the very existence of this Kart has enraged the heavens, who have sent an enraged Sun to smite you. Only attacks in aerial track segments. Otherwise acts similar to Bubba. I'll spare you from the Sun on your initial module roll.
21. Ban Worthy Your module is impeccable and without flaws, or really shifty looking-and thus draws heavy attention from MKL inspectors. It's entirely impossible it is actually illegal. After a race when you use this module, you gain one suspicion. if your kart is impounded as part of investigation or ever given a close inspection, gain one suspicion and it gets confiscated! If applied to your kart, you gain 1 suspicion after a race if you don't submit it for immediate inspection. Clears after the race and cannot be a permanent hiccup.
22. Tweaked Your module seems subtly dishonest, in a way that's difficult to really detect without taking a close look at it. If your kart is impounded as part of investigation or ever given a close inspection, gain one suspicion and it gets confiscated! Best to keep everyone away! If applied to your kart, you gain 1 suspicion after a race if you don't submit it for immediate inspection. Clears after the race and cannot be a permanent hiccup.
23. Hacked A real pain in the butt, this mod is in a 'legal grey area' where you can't exactly use it without triggering suspicion-but you might just get away with it. And if they inspect your kart, they might let it go...or they might confiscate it and fine you. What a piece of junk! If it affects your race, you can submit it for inspection, or gain a suspicion on a failed d6-Clears after the race and cannot be a permanent hiccup.