Bob-omb Weapons
Pauldra -- A favored attack of the Bob-ombs involves slamming violently into an opponent.  To supplement their already formidable strength, bob-omb smiths have developed a piece of armor usually used to protect the shoulders, the pauldron, which is used in the same way as other races would use a pair of boots.  The high amount of defense offered is a godsend for more conservative bob-ombs, more eager to guard their own lives than end others'. 

*Leather Pauldron:*
Level Required: 1
Atk: 2x     Def: 2x +1     Spd: 3/1    Dmg: Blunt

Brass Pauldron:
Level Required: 1
Atk: 2x + 2     Def: 2x + 2     Spd: 3/1    Dmg: Blunt

Spiked Pauldron:
Level Required: 2
Atk: 2x + 4     Def: 2x + 2     Spd: 3/1    Dmg: Bladed

Swords -- Bob-ombs, lacking the prowess or speed true bladesmen require, have opted instead to use specially built throwing-knives, propelled as only a bob-omb can and with a built-in binding technique based on the mystical ability of bob-ombs to recover items worn and used after explosion.  These are favored by less conservative bob-ombs, as a knife's defensive help is quite weak.

*Shrapknife:*
Level Required: 1
Atk: x + 1     Def: x    Spd: 4/1    Range: 1   Dmg: Blade

Combustblade::
Level Required: 2
Atk: 2x+4     Def: x + 2    Spd: 2/1    Range: 1     Dmg: Blade
10% Chance of causing dizziness for one round.

Missile -- Bob-ombs have the unique advantage of gunpowder to power the flight of small metal balls.  Primitive compared to even Colonial-era muskets, the use of one of these carries as much risk to the wielder as the target. 

Arquebus:
Level Required: 2
Atk: 3x +\- 1d20  Def: x-2   Spd: 3/1 Special    Range: 10   Dmg: Special
When an attack is declared, roll 1d100.  On less than 51, the arquebus explodes, creating an effect similar to a blunt hit to both arm and torso.  Otherwise, roll 1d5, with 1 hitting a head, 2 & 3 hitting body and 4 & 5 hitting legs.  On a head hit, a target dies unless given immediate medical attention by a healer of no less than the third level or a similar item.  On a body hit, the target dies unless given medical attention by a healer of no less than the third level within one day and may no longer participate in combat until healed.  On a leg hit, muliply target's speed by 1.5/2.  If medical attention is not received within 24 hours, the speed loss is permanent and in 48 hours, infection sets in and the target dies. 

Siege\Heavy Weapon -- Bob-ombs are noted for their exceptional siege techniques, almost all of which involve explosions.

Treboomchet:
Level Required: 1
Range: 5    Area: 2    Speed: 1/4    Damage: Explosive

Bob-omb technicians are attempting currently to research the Yoshipult technology to apply it to their own soldiers. 
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