| 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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