| Penguin Weapons | |||||||
| Hammers -- Being large and waddly, penguins make excellent use of hammers, as their capacity for senseless destruction only actually requires one solid hit. *Chilly Cudgel* Level Required: 1 Atk: x + 2 Def: x Speed: 4/1 Damage: Blunt Brumal Bludgeon Level Required: 2 Atk: 2x + 1 Def: x Speed: 3/1 Damage: Blunt Polar Persuador Level Required: 3 Atk: 2x + 3 Def: x + 1 Speed: 7/2 Damage: Blunt Spears -- Being large and waddly, penguins make excellent use of spears, as they don't require nearly so much movement as stabbing. *Shivery Skewer* Level Required: 2 Long Attack: 2x + 1 Def: x Speed: 4/1 Damage: Blade Short Attack: x Def: 2x Speed: 4/1 Damage: Blade Missile -- Penguins, sensing that the largeness and waddliness that had marked their decline for so many years could be at its end, embraced the new ranged technology, making them excellent sharpshooters and thus the most effective distance army in the Mushroom Kingdom. Anyone hit by a penguin projectile who did not move or make an attack action during the previous turn (battle or combat) will have his or her speed halved that turn, until attended to by a healer. In addition, penguins suffer no penalty for distances less than their weapon level. *Bitter Blaster* Level Required: 2 Atk: x + 2 - (d/3) Def: x - 1 Speed: 4/1 Damage: Blunt Rimy Revolver Level Required: 3 Atk: 2x + 1 - (d/3) Def: x Speed: 4/1 Damage: Blunt Siege\Heavy Weapon -- Penguins have large contraptions which hurl snowballs. It's actually rather obnoxious. The snowballs are magically kept chilly no matter where they are, but cannot be used in Dry Dry Desert or on Lavalava island. Penguins operating any kind of catapult give the catapult +1 range and do not have to roll for scattering. [Penguin catapults tend to be named by the owner or chief operator] Level Required: 3 Range: 3 Area of Effect: 1 |
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