Pikmin RPG

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Pikmin RPG
This article or section is pertaining to Pikmin RPG, a fanon game created by Sir Pikmin.
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Pikmin RPG box art.jpg

Pikmin RPG is the first community game created by Pikmin Fanon users.

Plot

It has been many years since Olimar and Co. had left the Pikmin Planet for good. They had spent countless hours with the Pikmin, and because of that the Pikmin began to civilize themselves once again. Enemies still lurked around, of course, but the Pikmin began to find ways on how to defeat the giant beasts. The Pikmin eventually became so civilized, that cities began to pop up around the world- but this posed a problem. Onions, which Pikmin use for reproduction and as a home, became less common. They were rusting, falling apart, and not being used anymore. If all the Onions disappeared, then Pikmin reproduction would come to a halt.

Battle System

The battle system is:

ATB System - The characters have a Speed Bar and when it's filled up, they can use a move. Enemies also have this bar, but it is invisible to the player.

The Party

NOTE: All the party members can be named whatever the player chooses, but there is a default name for each that is entered by pressing the "Don't care" button.

  • Red Pikmin (Default Name: Steve)
    • Class: Hero
    • Magic?: Yes
    • Special Ability: Flee
    • Main Weapon: Metal Scrap
    • Base Stats (At Level 1):
      • HP: 514
      • MP: 43
      • Attack: 64
      • Defense: 53
      • Intelligence: 45
      • Agility: 43

Steve is a young Red Pikmin from a currently unknown town. One day when he is exploring he is attacked by strange monsters. After that, he embarks on a grand adventure. Steve is a well-rounded character, with no real strengths or weaknesses. However, some time through the game he gains the ability to spontaneously change his color, which also changes his abilities somewhat. Steve's weapons are pieces of scrap metal, none of which having any special abilities.

  • Bulborb (Default Name: Bulbie)
    • Class: Soldier
    • Magic?: No
    • Special Ability: Bulborb Charge
    • Main Weapon: Fangs
    • Base Stats (At Level 1):
      • HP: 552
      • MP: 0
      • Attack: 58
      • Defense: 57
      • Intelligence: 20
      • Agility: 26

Bulbie is a young Red Bulborb who is under training in Broblubia. His father, Billborb, is the Soldier Training Specialist. Bulbie and many others are trained under Billborb. One day, Bulbie does something terribly wrong, and causes part of Broblubia Castle to fall down. It is then that he is shunned from his civilization. While walking in loneliness, he finds Steve. He then proceeds to join Steve in his adventure to stop all evil. Bulbie's main weapons include his Fangs, which has a small chance of Poisoning the foe.

  • Gatling Groink (Default Name: Croaker)
    • Class: Mechanic
    • Magic?: No
    • Special Ability: Self Destruct
    • Main Weapon: Cannon
    • Base Stats (At Level 1):
      • HP: 352
      • MP: 0
      • Attack: 39
      • Defense: 37
      • Intelligence: 56
      • Agility: 40

Croaker is a middle-aged Gatling Groink who lives in Kinorg Village. He is the smartest of the Groinks, and as such is pushed around for being weak. One day however, he invents a cannon so powerful that it is extremely dangerous for the villages around Kinorg, as they may think they want to attack them. Croaker then proceeds to hide the cannon at all costs. At one point, Steve and Bulbie visit Kinorg. They then meet Croaker, who is breaking down because of all of the lies he has to say about not having his cannon, and then joins the group. His special ability can blow enemies up, but damage the party as well. If the heroes pick up Useful Items, and they stay at an Inn, Croaker may fix that Useful Item into a new weapon for himself. His main weapons are, of course, cannons.

  • Dweevil (Default Name: Angie)
    • Class: Mage
    • Magic?: Yes
    • Special Ability: Terrain
    • Main Weapon: Treasure
    • Base Stats (At Level 1):
      • HP: 228
      • MP: 51
      • Attack: 31
      • Defense: 36
      • Intelligence: 57
      • Agility: 50

Angie is a teenage Dweevil who comes from the Lake of Liveewd. At a young age she was able to control Fire, Ice, and Lightning as he pleases. She is one of the Dweevils that only come once every millennium. She can change colors at will and is then able to enhance her magic attacks. She is a Pyrokinetic, Cyrokinetic, Electrokinetic, and Vitakinetic, all of which are extremely useful in battle. One day she wanders out of the Lake and finds the group of heroes. She decides to join them and put her magic to good use. She can adapt to her terrain and use an expected attack depending on where she is battling. She throws random Treasure at enemies to attack.

  • Wollywog (Default Name: Woggy)
    • Class: Blue Mage
    • Magic?: Yes
    • Special Ability: Blue Magic
    • Main Weapon: Belly Armor
    • Base Stats (At Level 1):
      • HP: 593
      • MP: 37
      • Attack: 64
      • Defense: 39
      • Intelligence: 21
      • Agility: 21

Woggy is a supernatural Wollywog that possesses extreme Water powers and Poison powers, which are extremely rare amongst Wollywogs. He lives in the Forest of Gow, in a small village with not very many Wollywogs. He isn't very intelligent and rushes into problems with his fists flying. Along with magic, he also is amazing in physical attacks as well. One day he is caring for baby Wogpoles and accidentally dries up the Water that they are swimming in. He is then kicked out of the village for putting lives in danger, and is forced to live on his own. While camping one night, he finds the adventurers and decides to join them. His Blue Magic can detect if an enemy has special shields or magic attacks, while disabling the former in the process. He crushes his enemies with his Belly Armor, which is his weapon of choice.

  • Iridescent Flint Beetle (Default Name: Flint)
    • Class: Thief
    • Magic?: No
    • Special Ability: Steal
    • Main Weapon: Crossbow
    • Base Stats (Lv. 1):
      • HP: 361
      • MP: 0
      • Attack: 40
      • Defense: 53
      • Intelligence: 37
      • Agility: 57

Flint is a crafty party member who is very quick and sneaky. He starts the game under the influence of the Evil Dark Lord, and is forced by him to follow the adventurers and steal the treasure they are after, the Sacred Items. He is always a little behind them, but in the town of Tergans, he catches up to them. The heroes convince him that he is under an evil spell and snaps out of it, then proceeding to join their party. He is amazing at Defense and Agility, and is fairly smart on how to steal things. Enemies who have a chance of dropping something after battle will, after using Steal, drop them double the chance. He mainly uses Crossbows.

  • Polk
    • Class: Noble
    • Magic?: Yes
    • Special Ability: Burst of Shenma
    • Main Weapon: Sword of Shenma
    • Notes: Unlocked by entering code from Pikmin 360 manual.
  • Pikamin
    • Class: Noble
    • Magic?: Yes
    • Special Ability: Burst of Sylla
    • Main Weapon: Sickle of Sylla
    • Notes: Unlocked along with Polk.
  • Pik-Pik
    • Class: Scout
    • Magic?: Yes
    • Special Ability: Poison Streak
    • Main Weapon: Poison Sword
    • Notes: Second main character of the game.

Magic

Magic consists of non-physical attacks that have varying properties. Each magic spell uses up Magic Points (MP) and most can cause status effects.

Regular Magic

Regular magic focuses on doing damage and inflicting negative status effects. Spells are arranged by amount of MP needed to cast.

  • Fire Magic
    • "Fire 1" - Creates a small fire that hits one foe.
      • Base Damage: 15
      • MP: 12
      • May Cause: Burn
      • Attribute?: Fire
      • Who?: Single
    • "Fire 2" - Creates a small fire that hits all foes.
      • Base Damage: 15
      • MP: 14
      • May Cause: Burn
      • Attribute?: Fire
      • Who?: All
    • "Fire 3" - Creates a medium fire that hits one foe.
      • Base Damage: 45
      • MP: 15
      • May Cause: Burn
      • Attribute?: Fire
      • Who?: Single
    • "Fire 4" - Creates a medium fire that hits all foes.
      • Base Damage: 45
      • MP: 17
      • May Cause: Burn
      • Attribute?: Fire
      • Who?: All
    • "Fire 5" - Creates a large fire that hits one foe.
      • Base Damage: 135
      • MP: 22
      • May Cause: Burn
      • Attribute?: Fire
      • Who?: Single
    • "Fire 6" - Creates a large fire that hits all foes.
      • Base Damage: 135
      • MP: 24
      • May Cause: Burn
      • Attribute?: Fire
      • Who?: All
    • "Fire Breath" - A blast of fire that hits all foes.
      • Base Damage: 20
      • MP: 14
      • May Cause: Burn
      • Attribute?: Fire
      • Who?: All
    • "Raging Flames" - Creates a raging fire that hits all foes.
      • Base Damage: 50
      • MP: 17
      • May Cause: Burn
      • Attribute?: Fire
      • Who?: All
  • Ice Magic
    • "Ice 1" - Creates a small icicle that hits one foe.
      • Base Damage: 15
      • MP: 12
      • May Cause: Freeze
      • Attribute?: Ice
      • Who?: Single
    • "Ice 2" - Creates small icicles that hit all foes.
      • Base Damage: 15
      • MP: 14
      • May Cause: Freeze
      • Attribute?: Ice
      • Who?: All
    • "Ice 3" - Creates a medium icicle that hits one foe.
      • Base Damage: 45
      • MP: 15
      • May Cause: Freeze
      • Attribute?: Ice
      • Who?: Single
    • "Ice 4" - Creates medium icicles that hit all foes.
      • Base Damage: 45
      • MP: 17
      • May Cause: Freeze
      • Attribute?: Ice
      • Who?: All
    • "Ice 5" - Creates a large icicle that hits one foe.
      • Base Damage: 135
      • MP: 22
      • May Cause: Freeze
      • Attribute?: Ice
      • Who?: Single
    • "Ice 6" - Creates large icicles that hit all foes.
      • Base Damage: 135
      • MP: 24
      • May Cause: Freeze
      • Attribute?: Ice
      • Who?: All
    • "Ice Breath" - A blast of ice that hits all foes.
      • Base Damage: 20
      • MP: 14
      • May Cause: Freeze
      • Attribute?: Ice
      • Who?: All
    • "Arctic Blast" - Creates a raging blizzard that hits all foes.
      • Base Damage: 50
      • MP: 17
      • May Cause: Freeze
      • Attribute?: Ice
      • Who?: All
  • Electric Magic
    • "Bolt 1" - Creates a small bolt that hits one foe.
      • Base Damage: 15
      • MP: 12
      • May Cause: Paralysis
      • Attribute?: Electric
      • Who?: Single
    • "Bolt 2" - Creates small bolts that hit all foes.
      • Base Damage: 15
      • MP: 14
      • May Cause: Paralysis
      • Attribute?: Electric
      • Who?: All
    • "Bolt 3" - Creates a medium Bolt that hits one foe.
      • Base Damage: 45
      • MP: 15
      • May Cause: Paralysis
      • Attribute?: Electric
      • Who?: Single
    • "Bolt 4" - Create medium bolts that hit all foes.
      • Base Damage: 45
      • MP: 17
      • May Cause: Paralysis
      • Attribute?: Electric
      • Who?: All
    • "Bolt 5" - Creates a large bolt that hits one foe.
      • Base Damage: 135
      • MP: 22
      • May Cause: Paralysis
      • Attribute?: Electric
      • Who?: Single
    • "Bolt 6" - Creates large bolts that hit all foes.
      • Base Damage: 135
      • MP: 24
      • May Cause: Paralysis
      • Attribute?: Electric
      • Who?: All
    • "Dance of Thunder" - Creates a raging storm that hits all foes.
      • Base Damage: 50
      • MP: 17
      • May Cause: Paralysis
      • Attribute?: Electric
      • Who?: All
  • Water Magic
    • "Water 1" - Creates small bubbles that hit one foe.
      • Base Damage: 15
      • MP: 12
      • May Cause: N/A
      • Attribute?: Water
      • Who?: Single
    • "Water 2" - Creates a small wave that hits all foes.
      • Base Damage: 15
      • MP: 14
      • May Cause: N/A
      • Attribute?: Water
      • Who?: All
    • "Water 3" - Creates medium bubbles that hit one foe.
      • Base Damage: 45
      • MP: 15
      • May Cause: N/A
      • Attribute?: Water
      • Who?: Single
    • "Water 4" - Creates a medium wave that hits all foes.
      • Base Damage: 45
      • MP: 17
      • May Cause: N/A
      • Attribute?: Water
      • Who?: All
    • "Water 5" - Creates a large wave that hits one foe.
      • Base Damage: 135
      • MP: 22
      • May Cause: N/A
      • Attribute?: Water
      • Who?: Single
    • "Water 6" - Creates a large wave that hits all foes.
      • Base Damage: 135
      • MP: 24
      • May Cause: N/A
      • Attribute?: Water
      • Who?: All
  • Earth Magic
    • "Earth 1" - Creates a small rock that hits one foe.
      • Base Damage: 15
      • MP: 12
      • May Cause: Stun
      • Attribute?: Earth
      • Who?: Single
    • "Earth 2" - Creates small rocks that hit all foes.
      • Base Damage: 15
      • MP: 14
      • May Cause: Stun
      • Attribute?: Earth
      • Who?: All
    • "Earth 3" - Creates medium rocks that hit one foe.
      • Base Damage: 45
      • MP: 15
      • May Cause: Stun
      • Attribute?: Earth
      • Who?: Single
    • "Earth 4" - Creates medium spikes that hits all foes.
      • Base Damage: 45
      • MP: 17
      • May Cause: Stun
      • Attribute?: Earth
      • Who?: All
    • "Earth 5" - Creates large rocks that hits one foe.
      • Base Damage: 135
      • MP: 22
      • May Cause: Stun
      • Attribute?: Earth
      • Who?: Single
    • "Earth 6" - Creates large rocks that hit all foes.
      • Base Damage: 135
      • MP: 24
      • May Cause: Stun
      • Attribute?: Earth
      • Who?: All
  • Wind Magic
    • "Wind 1" - Creates a small tornado that hits one foe.
      • Base Damage: 15
      • MP: 12
      • May Cause: Confuse
      • Attribute?: Wind
      • Who?: Single
    • "Wind 2" - Creates a small wind gust that hits all foes.
      • Base Damage: 15
      • MP: 14
      • May Cause: Confuse
      • Attribute?: Wind
      • Who?: All
    • "Wind 3" - Creates a medium tornado that hits one foe.
      • Base Damage: 45
      • MP: 15
      • May Cause: Confuse
      • Attribute?: Wind
      • Who?: Single
    • "Wind 4" - Creates a medium tornado that hits all foes.
      • Base Damage: 45
      • MP: 17
      • May Cause: Confuse
      • Attribute?: Wind
      • Who?: All
    • "Wind 5" - Creates large tornados that hit one foe.
      • Base Damage: 135
      • MP: 22
      • May Cause: Confuse
      • Attribute?: Wind
      • Who?: Single
    • "Wind 6" - Creates large tornados that hit all foes.
      • Base Damage: 135
      • MP: 24
      • May Cause: Confuse
      • Attribute?: Wind
      • Who?: All
  • Holy Magic
    • "Holy 1" - Creates a small Holy Flash that hits one foe.
      • Base Damage: 15
      • MP: 12
      • May Cause: Blind
      • Attribute?: Holy
      • Who?: Single
    • "Holy 2" - Creates a small Holy Flash that hits all foes.
      • Base Damage: 15
      • MP: 14
      • May Cause: Blind
      • Attribute?: Holy
      • Who?: All
    • "Holy 3" - Creates a medium Holy Flash that hits one foe.
      • Base Damage: 45
      • MP: 15
      • May Cause: Blind
      • Attribute?: Holy
      • Who?: Single
    • "Holy 4" - Creates a medium Holy Flash that hits all foes.
      • Base Damage: 45
      • MP: 17
      • May Cause: Blind
      • Attribute?: Holy
      • Who?: All
    • "Holy 5" - Creates a large Holy Flash that hits one foe.
      • Base Damage: 135
      • MP: 22
      • May Cause: Blind
      • Attribute?: Holy
      • Who?: Single
    • "Holy 6" - Creates a large Holy Flash that hits all foes.
      • Base Damage: 135
      • MP: 24
      • May Cause: Blind
      • Attribute?: Holy
      • Who?: All
  • Dark Magic
    • "Dark 1" - Creates a small Dark Flash that hits one foe.
      • Base Damage: 15
      • MP: 12
      • May Cause: Silence
      • Attribute?: Dark
      • Who?: Single
    • "Dark 2" - Creates a small Dark Flash that hits all foes.
      • Base Damage: 15
      • MP: 14
      • May Cause: Silence
      • Attribute?: Dark
      • Who?: All
    • "Dark 3" - Creates a medium Dark Flash that hits one foe.
      • Base Damage: 45
      • MP: 15
      • May Cause: Silence
      • Attribute?: Dark
      • Who?: Single
    • "Dark 4" - Creates a medium Dark Flash that hits all foes.
      • Base Damage: 45
      • MP: 17
      • May Cause: Silence
      • Attribute?: Dark
      • Who?: All
      • "Dark 5" - Creates a large Dark Flash that hits one foe.
      • Base Damage: 135
      • MP: 22
      • May Cause: Silence
      • Attribute?: Dark
      • Who?: Single
      • "Dark 6" - Creates a large Dark Flash that hits all foes.
      • Base Damage: 135
      • MP: 24
      • May Cause: Silence
      • Attribute?: Dark
      • Who?: All

Healing

Healing magic focuses on curing damage and bestowing positive status effects. Spells are arranged by type, and indented spells are the more powerful versions.

  • Health Restoration
    • "Recovery 1" - Recovers one ally. Gives about 50 HP.
      • Base Effect: 50
      • MP: 10
      • Who?: Single
    • "Recovery 2" - Recovers one ally. Gives about 200 HP.
      • Base Effect: 200
      • MP: 25
      • Who?: Single
    • "Recovery 3" - Recovers one ally. Gives about 500 HP.
      • Base Effect: 500
      • MP: 55
      • Who?: Single
  • Status Ailment Restoration
    • "Status Healing 1" - Recovers one ally. Removes Poison.
      • Base Effect: Removes Poison.
      • MP: 7
      • Who?: Single
    • "Status Healing 2" - Recovers one ally. Removes Basic Ailments.
      • Base Effect: Removes Poison, Blind, Silence, Burn, and Confuse.
      • MP: 22
      • Who?: Single
    • "Status Healing 3" - Recovers one ally. Removes All but Death.
      • Base Effect: Removes Poison, Blind, Silence, Burn, Confuse, Sleep, and Paralyze.
      • MP: 39
      • Who?: Single
  • Revival
    • "Recall 1" - Revives one ally. Removes Death and Restores 25% HP
      • Base Effect: Removes Death. Gives 25% HP.
      • MP: 13
      • Who?: Single
    • "Recall 2" - Revives one ally. Removes Death and Restores 50% HP
      • Base Effect: Removes Death. Gives 50% HP.
      • MP: 20
      • Who?: Single
    • "Recall 3" - Revives one ally. Removes Death and Restores 75% HP
      • Base Effect: Removes Death. Gives 75% HP.
      • MP: 35
      • Who?: Single

Forbidden Magic

Forbidden magic are spells that are legendary for their great power. However each comes with consequences as well

  • Ultima- The ultimate spell, capable of ravaging space and time.
  • Holy- A holy spell that eliminates darkness wherever it is.
  • Oblivion- Instantly kills one enemy and the caster.
  • Full-Cure- Completely restores the HP and MP of all party members, and makes the enemies invincible for a while.
  • Flare- A solar flare causes major fire damage on all enemies. Inflicts the 'Burn' status on the caster.

Items

Recovery Items

Note: Gels can be used on only one player.

  • Apple Gel - Restores a small amount of HP
  • Lemon Gel - Restores a medium amount of HP
  • Grape Gel - Restores a large amount of HP
  • Orange Gel - Restores a small amount of MP
  • Pineapple Gel - Restores a medium amount of MP
  • Melange Gel - Restores a small amount of HP and MP
  • Miracle Gel - Restores a medium amount of HP and MP
  • Special Gel - Fully restores HP and MP
  • Lottery Gel - Restores a random amount of HP and/or MP

Special Abilities

Special Abilities are unique abilities that only the desired character can use.

  • Flee
    • Useable By:Steve
    • Allows the party to escape from the current battle, losing an amount of Pokos and experience points. This move has a chance to fail, and will simply not work in certain battles, such as boss fights.
  • Bulborb Charge
    • Useable By:Bulbie
    • Calls a random Bulborb to aid the party in some way. Not every Bulborb is available when Bulbie joins the party, and would then have to be unlocked by leveling up or completing a quest. Bolded ones have to be unlocked via a quest, while italicized ones unlock via leveling.
      • Red Bulborb- Attacks for an amount of damage.
      • Blue Bulborb- Absorbs the next magic-based attack the enemy uses.
      • Green Bulborb- Vines paralyze the enemy group.
      • Peach Bulborb- Heals the party for 25% of their health.
      • Spotty Bulbear- Attacks the enemy for the next three turns.
      • Emperor Bulblax- Attacks the enemy for massive damage and absorbs all physical attacks meant for the party for four turns
  • Self Destruct
    • Useable By:Croaker
    • Explodes, dealing damage to self and opponent. Damage is always random between the two or more players.
  • Terrain
    • Useable By:Angie
    • The attack's type depends on the terrain the battle has taken place in.
      • Grass Area - Leaf-type
      • Rocky Area - Ground-type
      • Fiery Area - Fire-type
      • Snowy Area - Ice-type
      • Watery Area - Water-type
  • Blue Magic
    • Useable By:Woggy
    • Allows the user to attack using an ability learned from an enemy. Attack is learned by the user being hit by it, and then surviving the battle.
  • Steal
    • Useable By:Flint
    • Allows the user to steal an item off of the opponents.
  • Burst of Shenma
    • Usable By: Polk
    • In Pikmin 360, it is gained, along with the Sword of Shenma, at the end of the game. In the game it isn't explained how it is gained, but in the comic book adaption, it is given down as a gift from Shenma himself within the sword, also explaining why it can not be used without the sword. It is extremely powerful and can wipe out a group of 5-10 grey pikmin in one hit.
    • In Pikmin RPG, apparently the sword has worn down with use, and along with that, the burst. According to the website, it would take about 3 hits to take out a group of 5 grey pikmin.
  • Burst of Sylla
    • Usable By: Pikamin
    • This works pretty much like the Burst of Shenma, but a weaker version that can not be dodged by the enemy.