| Boo Weapons | |||||||
| Swords -- Being something less than corporeal, Boo swordsmen have adapted the blade to a less-than-corporeal fighting style. Boo blades are slightly out-of-phase with the target to allow the boos to handle them and slightly out-of-phase with the boos themselves to be able to hit the targets. As a result of the magic and mayhem that creates this odd phasing, the swords themselves have a nasty habit of transferring part of the energy taken with each blow to the wielder. However, the swords themselves are slow and unwieldy. For every hit with a Boo sword, there is a 1/3 (1 or 2 on 1d6) chance that 1/2 of the damage dealt will restore fatigue to the boo wielder. If fatigue is restored, there is a 10% chance of a Fear reaction in the target. *Spirit Knife* :Level Required: 2 Atk: x+2 Def: x + 1 Spd: 3/1 Dmg: Blade Spirit Sword Level Required: 2 Atk: x+4 Def: x + 3 Spd: 3/1 Dmg: Blade Phase Blade Level Required: 2 Atk: 2x + 4 Def: 2x + 1 Spd: 3/1 Dmg: Blade Gloves and Fans -- Boos are a conservative group, preferring civilized, honorable duels to all of this random and disorderly beating-down of whoever is nearby. Although this in itself is wholly impractical, the use of gloves and fans has remained as a holdover from more honor-bound times. Some boos even attempt to use chastity belts on the field of honor, but many question why and bring up the question of where, exactly, boos come from. Gloves and fans, being made of leather, can be treated by an owner sufficiently familiar with their workings (Of the Third Level) with oils and tanning agents to temporarily (for one week) have a 50% chance to ignore a -1 penalty on an action. (A -2 penalty becomes -1, -1 becomes null, etc). This treatment costs five coins and four hours of non-constant attention. *Glove (Untreated):* Level Required: 1 Atk: x-2 Def: x-1 Spd: 9/1 Dmg: Blunt *Fan(Untreated):* Level Required: 1 Atk: x-1 Def: x-2 Spd: 9/1 Dmg: Blunt Missile -- Boos tend to enjoy the metaphysical as much as anything without a vascular system. When engaging in ranged combat, boos tend to use small rifles which in turn shoot small rounds, which leave small wounds, but which, rather than relying on momentum or entrance\exit wounds, which are both negligible, sap away directly at the mystical energy of the target, at first merely wearying, but eventually killing it. Anything hit by a Boo Projectile must see a healer, who has a 25% chance of finding a round every 1/2 hour for the level of the healer (a separate roll is made for each round, any number of rounds may be searched for in a time period), else rest will not restore fatigue and any activity will reduce it as though taking a hit to the affected area from a blunt weapon every 15 minutes. 1/2 Damage as it blunted is dealt once every round in combat for every Boo round. Boo firearms are small enough that another weapon maybe carried for defense. *Gentleman's Crossboo:* Level Required: 1 Atk: 2x - (d+2/2) Def: ** Spd: 3/1 Dmg: Special Booling Pistol: Level Required: 2 Atk: 2x - (d/2) Def: ** Spd: 3/1 Dmg: Special Heavy Weapon - Boo heavy weapons rely on screaching like nails on a chalkboard or silverware on a plate as in that one Jim Carey movie to rattle mortar and distract troops. Fortunately, the boxes that carry these shrieking mechanisms are fairly fragile, and a direct hit from pretty much anything will knock one out. Boo boxes function as NPCs automatically using 4/1 actions on defense of x + 1 with level 1 "box armor" weapon skill. One hit disables one. Boo Boxes cause all units within the area of effect except boos to lose 1/1 actions while the whien continues, and if left unchecked, slowly degrade buildings and walls in the area of effect. Treboochet: Level Requird: 2 Range: 5 Area: 3 Damage: None Mystifier Level Required: 2 Range: 2x Area: 2 Creates eerie fog lasting 3 turns over area of effect. |
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