| Common Weapons | |||||||
| Boots -- Boots are the weapons of the jumping masses which offer blunt damage and can only target the head. Though many fools are caught by the high attack rates of the boots, it should be noted that defense against head-attacks is quite plentiful. However, boots don't need to be unequipped for another weapon to be used and make it less painful to walk around, offering superb defensive capabilities. Furthermore, Mario's ultra-boots are rumored to be around somewhere, just waiting to be found and put into use again. *Pair o' Boots* Level Required: 1 Atk: 2x Def: 2x - 1 Speed: 3/1 Dmg: Blunt Pair o' Nice Boots Level Required: 1 Atk: 2x + 1 Def: 2x + 1 Speed: 3/1 Dmg: Blunt Swords -- Originally only popular with shyguys, the prominence of the bladed weapons in recent adventures and adventure stories has steadily increased their popularity over time. There are no restrictions placed on swords, and they tend to offer a very balanced ratio of attack to defense capabilities. The swords of many a hero of old await a warrior to remove their dust and let them sing again despite the fact that they were just called a recent development. *Short Sword* Level Required: 1 Atk: x + 1 Def: x + 1 Speed: 5/1 Dmg: Blade Scimitar Level Required: 2 Atk: x Def: x + 1 Speed: 2x/1 Dmg: Blade Claymore Level Required: 2 Atk: 3x + 4 Def: x - 1 Speed: x/2 Dmg: Blade AND Blunt Spears -- The favored weapons of guards everywhere, spears are liked because of their reach, which often keeps the user safe whilst he attack. However, this reach also makes it difficult to make defense manuevers. Because of this, attack and defense are alters. A long attack lets the user step back and reach with the spear, a short puts the user right up to his foe. A Long Attack allows you to hit an opponent with 1 level of flight higher than you without penalty. *Spear* Level Required: 1 Long Attack: Atk: 2x Def: x Speed: 4/1 Dmg: Blade Short Attack: Atk: x Def: 2x Speed: 5/1 Dmg: Blade Iron Spear Level Required: 2 Long Attack: Atk: 2x + 1 Def: x Speed: 4/1 Dmg: Blade Short Attack: Atk: x + 2 Def: 2x + 2 Speed: 5/1 Dmg: Blade Plunger Level Required: 3 Long Attack: Atk: 2x Def: x Speed: 5/1 Dmg: Blunt Short Attack: Atk: x + 1 Def: 2x Speed: 6/1 Dmg: Blunt If the Plunger hits, there's a 20% chance that the target will get stuck to the plunger. The target must spend 1 action freeing himself before his can do anything else the next turn. Hammers -- Hammers are a widely popular form of resorting to senseless violence in the Mushroom Kingdom. Although many would think to simply use axes which are like hammers but more destructive, tradition runs deep in the veins, and no one actually goes ahead and does it. Hammers show clear favor to the offensive side of combat, as wielders tend to prefer to destroy an opponent's strength before he can do the same. Mario's hammer is somewhere out there, as well as the miscategorized Foe-hammer, Glamdring. *Battlehammer* Level Required: 1 Atk: x + 3 Def: x Speed: 7/2 Dmg: Blunt Warhammer Level Required: 1 Atk: 2x + 2 Def: x Speed: 5/2 Dmg: Blunt Pettydomesticdisputehammer Level Required: 2 Atk: 2x + 4 Def: x + 1 Speed: 3/1 Dmg: Blunt Missiles - Originally a small discipline practiced by a few masters, over the years, the use of ranged weapons in battle has become a near-necessity. *Longbow* Level Required: 1 Atk: 2x + 1 - (d/2) Def: x - 1 Speed: 7/2 Dmg: Blade Harpoon Gun Level Required: 2 Atk: 3x - (d) Def: x Speed: 7/2 Dmg: Blade The harpoon gun can be used while underwater. If it is, it gains a double atk bonus on those above water, though its def is 0 and the speed falls to 5/2. A harpoon gun can also be used to attack those underwater, with the same changes. Siege\Heavy Weapons -- Whether it be hurling burny-stuff, giant spears or boulders, every army on the go needs some kind of heavy weapon to break up troop formations and pesky walls. Catapult: Range: 4 Chaff: Level Required: 3 Area: 2 Duration: 2 rounds Damage: None Units in area of effect cannot use ranged weapons for duration. Pitch: Level Required: 2 Area: 2 Duration: 3 rounds Damage: Blunt Greek Fire: Level Required: 2 Area 3 Duration: 5 rounds Damage: Blunt Boulder: Level Required: 3 Area: 1 Unit/building Duration: N/A Damage: Crushing blow Scatter rolls gain additional +1 if operator's level is below 4 and target is a unit. |
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