B OWSE RAt a little over seven feet tall, the reptilian King of the Koopas is nothing to scoff at. Since the Great Collide he has been stripped of his kingdom, his castle, and his minions, and now seeks to regain his authority… or hijack someone else’s. Bowser is proud, boastful, and just a little arrogant, but is also a charismatic leader and a force to be reckoned with.CHECKSRoll 3d10and take the highest result for checks to intimidate, bully, frighten, or motivate others.Roll 2d10and take the highest result for any checks of strength or resilience, including defense checks or rolls for melee damage.Roll 1d10 for anything else.XPWhenever your arrogance, stubborness, or big mouth gets you or the rest of the party into deeper trouble, gain 1 XP.When one of your attempts to gain power or prestige is stopped on the cusp of its completion, or when power and resources you've already amassed are usurped by someone else, gain 3 XP.Whenever you engage in a big, dramatic duel with an old rival over a matter of great importance, gain 5 XP.YOU BEGIN WITHKoopa Shell: When an enemy would deal damage to you, you may choose to negate the damage. You may also use this ability to shake off a single status ailment. After you use this ability, roll 1d10; on a 1-5, the ability is shut down.LEVEL UP CHOICESBowser's Castle: You own a massive castle. Once per full rest, you may declare that you find a pipe that leads from wherever you are to your castle and back. The pipe will remain for as long as you will it. The first time you take this ability, this is all you get; however, you may take it multiple times, unlocking one of the following:Armory: Your castle has a well stocked armory, where bullet bills and bob-ombs are manufactured. In addition to being stocked with weaponry that you and your allies can access (small explosives, bullet bill cannons, etc), any checks to build, repair, comprehend, or otherwise work with machinery gain a flat +2 bonus inside your castle.Defensible Position: Your castle is full of Thwomps, Chain Chomps, lava pits, and other traps. No one is able to get too far into your castle without your permission, and when anyone tries you become instantly aware of it.Magikoopas: You possess a vast library, and a team of magikoopas. You and your allies gain a flat +2 on any checks to discern, understand, reverse engineer, or work with magic while inside your castle.Fire Breath: Bowser can unleash a spray of fire from his mouth or launch a single blast of fire over a distance, gaining +2 to damage against foes weak to Fire. You can also spray a 15 by 15 foot square in front of you, hitting all targets within at no penalty, but hitting multiple targets with this ability turns it off. If you roll a 10 on an attack check with your fire, you also inflict Burning status to the target(s). You also gain a permanent +2 on defense checks against fire-based attacks, and do not suffer ill effects from exposure to extreme heat.Bowser Bomb: You can throw your weight down with immense impact, stunning foes in the area. When you use this ability, every enemy in the general vicinity that’s touching the ground is rooted in place; they can still attack and otherwise act, but they cannot move from where they are for 10 seconds (or until the start of your next traditional combat turn, whichever is sooner). This ability can be used as a main action OR a side action; after it’s used as a side action, shut the ability off.Koopa Clan:You have access to a small squad of Koopa Troopas (five individuals, which can be split up as you desire), which follow you wherever you go. They operate under standard Follower rules, and any you lose are replaced when you take an full rest. All checks they make are at 1d10, but they receive +2 on defense checks against physical damage to account for their armored shells. Each of your Koopas has 2 HP.Scare ‘Em Good!: If you roll a 10 on an attack check, you may inflict the target with the status effect Fear, as well.Showdown!:When you make an attack check, you may choose to take -2 on the check to inflict Challengedstatus on your target. A Challenged enemy cannot make an attack check that doesn’t include you as a target, though this status is broken ifyouattack anyone but the Challenged. Thunder in a Can: You may may lift an object regardless of its weight, or automatically succeed on any test of strength or similar physical feat (even if you’ve already rolled for it). After you use this ability, roll 1d10; on a 1-5, shut this ability off.Whirling Fortress: You can tuck yourself into your shell, spinning forward with your spikes out. While in this form, only an actual wall or pit can stop you; you cannot be contained, restrained, or delayed by people alone. You travel at about the speed of a car, but you can barely turn and you have trouble stopping. You can slip into your shell as a side action, but popping back out is a main action.