Koopa Weapons
Swords -- Koopa swords are actually blades which a koopa sticks out while spinning around in his or her shell.  As a result, a koopa using a sword is one of the best-defended things in the whole Mushroom kingdom.  Unfortunately, they're moving nearly blindly.

As such, the actions of a koopa using a blade actually count for both attack and defense, and any hits are considered to be body hits. (Including arquebus hits.  I've
seen turtles that got shot.  He was pretty much fine.) Unfortunately, in battle, such koopas' PC's must roll 1d6.  On anything less than four, the koopa will scatter.  A hit from a blunt weapon will stun a koopa using a blade for one turn.

*Shellshank*
Level Required: 2
Atk: x + 1    Def: 2x + 2     Speed: 4/1    Dmg: Blade

Chelyrdredge
Level Required: 3
Atk: 2x + 1    Def: 2x + 2    Speed: 4/1    Dmg: Blade

Spears -- As children of Poseidon, the koopas are known and feared for their abilities with spears.  Ph33r them and their pointy 1337ness.

Trachemyspear
Level Required: 2
Long Attack: 2x + 1    Def: x + 2   Speed: 4/1    Dmg: Blade
Short Attack: x     Def: 2x + 3     Speed: 4/1     Dmg: Blade

Ranged -- Koopas, while certainly preoccupied with defense, tend to shun ranged combat for being too risky.  As a result, they have created a unique style which includes pulling into their shells, hoppiing out, shooting and hopping back in before anyone notices.  It is immensly aggravating and makes them terrible shots.

As with koopa blades, actions count for both attack and defense values.

Testudinal Tommygun
Level Required: 2
Atk: x - 2 +/- 1d6    Def: 2x + 3    Speed: 5/1   Damage: Blade
Each action uses one round.

Hammers -- There are currently no hammers in use by the koopas, because of a tradition that, since the original Hammer Bros. were last seen, there can be no great wielder of the hammer with a shell.  There are, however, rumors of a movement to start up hammer use again to make the koopas more formidable.

Heavy Weapons -- Koopa heavy weapons launch spare koopa shells, or on occasion koopas, although the practice is frowned upon and considered dangerous.  When the koopa shells hit the ground, they automatically move two spaces in any direction, tripping anything in their paths and dealing blunt damage to the legs of their targets.

Carapacial Catapult
Range: 4    Area: Special
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The Hitchhiker's Guide to the Mushroom Kingdom

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