Below is a list of the items that can be found during matches or bought at Mr. Game and Watch's item shop prior to missions. It's an incomplete list but includes most items for prototyping purposes. The space on the left labled "randomness index" is left blank but is meant to reflect the chances of randomly finding the item on a d100 roll.
|
Item |
Randomness Index |
Description |
Cost (Coins) |
Recovery Items
The only way to recover health is through these helpful
consumable items and a handful of Melee Moves. They can be found in
battle or bought from shops like Mr. Game and Watch's, but they
don't appear often outside of shops. |
| Food |
|
This nutritious and delicious plate of food can be anything from
a piece of cheese to a plate of shitake mushrooms, or even a
meatloaf. When eaten, food restores 2-9% health. Roll d8+1 to
determine how much health is restored. The most common type of
recovery item, |
2 |
| Maximum Tomato |
|
A Tomato with a big "M" printed on it. As its name implies, it's
an extremely powerful recovery item--not to mention one of Kirby's
favorites! The Maximum Tomato restores 50% health. |
35 |
| Heart Piece |
|
An extraordinary item in the shape of a heart; it will absorb
into the body of anyone who touches it and restore 100% health. |
70 |
| 1-Up Mushroom |
|
The rarest and most expensive recovery item of all, it will
never appear in a battle. 1-Up mushrooms will add one life to
whoever consumes them. |
500 |
| Red Potion |
|
A staple of Hylian adventurers, this bottle of sweet red liquid
will heal 25% health. |
20 |
| Green Potion |
|
Very dissimilar to the other recovery items in that it doesn't
restore health, the bitter Green Potion will restore 2 Smash Points
when drunk. These smash points are restored in addition to the 1
normally recovered each turn. |
35 |
| Blue Potion |
|
A mix of the Red and Green Potions, a Blue Potion will restore
25% health and 2 Smash Points. |
60 |
| Weapons
All weapons use POW as their Power unles otherwise stated.
|
| Paper Fan |
|
A simple oriental paper fan. While its edge can give one heck of
a paper cut, it's very weak. However, it possesses an amazing hidden
power: the ability to break shields!
| Statistics: |
| Roll: AGI + Melee |
|
| Damage%: 2 |
Smash Damage%: 2 |
| Speed: 5 |
Rate: 4 |
Smash Rate: 2 |
| Other: Shield Break -- On a successful smash
against an opponent who's using a shield, the shield
instantly shatters and the opponent is left dazed. |
|
15 |
| Parasol |
|
This red and white umbrella makes a surprisingly good fencing
weapon. On top of that, it helps ease long falls with its
parachute-like ability!
| Statistics: |
| Power: sta |
Smash Power: POW +1 |
| Damage%: 5% |
Smash Damage%: 7% |
| Speed: 5 |
Rate: 3 |
Smash Rate: 2 |
| Other: Parasol Float -- The Parasol grants
the ability to float slowly when falling. When jumping, you
can elect not to land for a round and stay in the air.
Additionally, you halve recovery target numbers when making
rolls to recover from being sent flying as long as you
possess the parasol. |
|
20 |
| Lip's Stick |
|
Behold the power... of flower. Lip's Stick is a stiff little
posy that makes a surprisingly good bludgeoning implement. It's
known to plant its magic seeds on those it hits.
| Statistics: |
| Power: POW + 2 |
Smash Power: POW + 2 |
| Damage%: 3 |
Smash Damage%: 7 |
| Speed: 5 |
Rate: 3 |
Smash Rate: 2 |
| Other: On a successful attack, the target
must roll Endurance + Resistance against the number of
successes in Lip's Stick's damage roll. If they fail, a
sprout grows on their head and they take d10% damage each
round. They may try this roll once each round until they
succeed. The sprout disappears automatically after 10
rounds. |
|
35 |
| Beam Sword |
|
A weapon simple in concept, yet extremely powerful. The laser
blade of this knife-like weapon will extend sharply when swung.
| Statistics: |
| Power: POW + 2 |
Smash Power: POW + 2 |
| Damage%: 3 |
Smash Damage%: 7 |
| Speed: 5 |
Rate: 3 |
Smash Rate: 2 |
| Other: Extendible -- The blade grants extra
reach, providing an extra +2 bonus to accuracy when
attacking with the beam sword. |
|
35 |
| Home Run Bat |
|
The Home Run Bat's infamous reputation in the stadium is
well-deserved; it's truly a lethal weapon. While at first it seems
mediocre when compared with weapons like the powerful Beam Sword and
the overwhelming Hammer, its smash attack is capable of instantly
destroying any opponent.
| Statistics: |
| Power: POW + 1 |
Smash Power: POW + 2 |
| Damage%: 2 |
Smash Damage%: 25 |
| Speed: 5 |
Smash Speed: 7 |
Rate: 2 |
Smash Rate: 0 |
| Other: Home Run Smash: On a successful hit
against any opponent that isn't virtually nailed to the
ground, the Home Run Bat's smash attack will send them
flying so fast and so hard that they cannot survive and will
instantly be destroyed. This smash comes at a -2 penalty to
accuracy due to its slowness. |
|
50 |
| Hammer |
|
The Hammer has earned a reputation similar to that of the Home
Run Bat for its power. Once grabbed, the hammer fills its wielder
with berserk power and they start flailing it wildly. Each turn the
Hammer's wielder makes two attacks, regardless of whether they want
to or not, each at the same opponent or group of opponents. The
hammer will last for 6 turns, then disappear. Attacks with the
hammer don't suffer flurry penalties.
| Statistics: |
| Power: POW + 1 |
Damage%: 15 |
| Speed: 4 |
Rate: 1 (always performs two attacks) |
|
100 |
| Star Rod |
|
A surprisingly powerful weapon, the Star Power of this rod
allows its wielder to throw stars.
| Statistics: |
| Power (rod smack): POW |
Smash Power: POW + 2 |
| Star Power: 8 |
Star Damage%: 2 |
Ammo: 20 |
| Damage%: 2 |
Smash Damage%: 6 |
| Speed: 6 |
Rate: 2 |
Smash Rate: 2 |
Other:
Ranged attack - The Star Rod may be used to throw a star.
All stars use the same Power and %.
Dual attack - When striking an opponent in melee with the
Star Rod and using a star's worth of ammo, a successful hit
with the melee attack will mean a successful hit with both
the rod and the star. |
|
75 |
| Fire Flower |
|
Mario's trademark Fire Flower can be used by anyone as a
personal flamethrower. Each attack with this weapon is a single puff
of flame.
| Statistics: |
| Power: 6 |
Damage%: 6 |
Ammo: 10 puffs |
| Speed: 4 |
Rate: 3 |
Other:
Ranged. Uses ranged skill instead of melee.
Fire Element. |
|
45 |
| Ray Gun |
|
The Ray Gun is famous for its incredible stopping power. The
concentrated lasers fired from this weapon have a lot of kickback,
but also a ton of force; enough to pierce through armored plating
without any trouble.
| Statistics: |
| Power: 6 |
Damage%: 4 |
Ammo: 16 shots |
| Speed: 4 |
Rate: 2 |
Other:
Ranged. Uses ranged skill instead of melee.
Piercing: Armored foes can only use half their armor. |
|
30 |
| Super Scope |
|
Known for its tendency to frustrate and annoy the opposition by
pinning them down with streams of weak gunfire, the Super Scope is a
stadium favorite. This long gun can fire either a series of small
bullets or a single large, powerful one.
| Statistics: |
| Power: 2 (5 charged) |
Damage%: 1 (5% charged) |
Ammo: 20 shots, 4 fully charged shots |
| Speed: 4 (6 charged) |
Rate: 3 (0 charged) |
Other:
Ranged. Uses ranged skill instead of melee.
Uncharged:
1%: Always does at least 1% damage on a successful hit, even
if all Power are failures.
Rapid Fire: The Super Scope's autofire mode makes it free of
flurry penalties to its attack rolls, although the wielder
will still accumulate flurry penalties to their defense.
Stun Fire: Each hit from the Super Scope draws an opponent
more irrevocably into the stream of gunfire. After taking a
hit from the scope, the target will suffer a -2 cumulative
penalty to all dodge rolls during the attacker's
turn--including successive dodges against the Super Scope.
If a super scope's wielder uses the maximum number of shots
(4) and hits an enemy with all 4, their defense will drop to
0 and they'll be completely stunned until the wielder's next
turn.
Charged:
Piercing: Armored foes can only use half their armor.
Heavy: Powerful enough to send an enemy flying. |
|
35 |
| Cracker Launcher |
|
|
|
| Power-Ups |
| Super Mushroom |
|
An icon of all things Mushroom, the Super Mushroom is one of
Mario's favorite power-ups. It doubles the size of whoever grabs it,
making them a nearly unstoppable fighting machine. Increases
Endurance by +2 and all damage by +5%, but applies a -2 penalty to
all dodge rolls since hitting the user is a matter of hitting he
broad side of a barn. The character's normal damage threshold is
doubled. Lasts for 15 ticks. |
10 |
| Poison Mushroom |
|
The Super Mushroom's ugly little cousin, the Poison Mushroom is
nearly a dead-ringer for it but for the barely noticeable maroon-ish
discoloration of its cap. Instead of making the grabber grow, it
makes them shrink to half their size. Decreases Endurance by -2 and
damage by -5% (minimum 1%), but applies a +2 bonus to all defense
rolls (not just dodge). The character's normal damage threshold is
cut in half. Lasts for 15 ticks. |
10 |
| Metal Box |
|
This green box with a ! printed on each side holds a viscous
metal that will form a shiny metallic skin over whoever grabs it.
This armored coating serves a twofold purpose. First, it reduces the
damage the user takes from each attack by 5%. Second, it makes the
wearer so heavy that it's nearly impossible to send them flying. All
target numbers for recovery rolls of any kind are effectively
divided by 2; additionally, the wearer's health threshold is
multiplied by 1.5. All jumps, however, are made at a -2 penalty.
Lasts 15 ticks. |
35 |
| Bunny Hood |
|
This silly, cute-looking headpiece's appearance belies its true
powers. It bestows upon the wearer incredible speed; even Captain
Falcon has a tough time keeping up with someone equipped with one of
these. The Bunny Hood cuts the Speed of all attacks made in half
(round up) and adds +1 to the rate of all attacks. It also adds a +2
bonus to defense rolls and all rolls made for single and double jumps.
Lasts 15 ticks. |
35 |
| Cloaking Device |
|
When equipped, this disk-like object will render its wearer
completely invisible but for a little distortion in the air when
they move, most especially when they attack. Opponents must make an
AGI roll in order to spot them. If they don't move on their
turn, they can't be seen and can't be attacked at all. If they move,
the threshold is 3. If they attack, the threshold is 2. This lasts
15 ticks. |
40 |
| Starman |
|
Perhaps the most supremely powerful item in the history of the
Mushroom Kingdom, Starmen, also known as Super Stars, will make
whoever touches them completely invincible. Lasts 12 ticks and
includes a very catchy jingle! |
100 |
| Other Items |
| Green Shell |
|
You've got to wonder where the Koopa to whom this belonged got
off to. This simple green shell will slide along the ground when
thrown. Roll Ranged + Dexterity for accuracy. On a successful hit,
it deals 15% damage. It'll bounce off walls, but
it won't turn around if it reaches an edge, so be careful where you
chuck it. Also, successfully jumping on it will cause it to stop. It
basically "acts" every 3 ticks after it's thrown. |
25 |
| Red Shell |
|
The Red Shell works just like the Green one, but it's weaker and
it homes in on the nearest target rather than traveling straight.
After hitting or missing a target, it'll double back and try to hit
them again. The red shell joins the battle 3 turns after it's thrown
and has a speed of 3 for purposes of turn order. It homes in on
whoever's closest to it and will double back if it reaches an edge.
When throwing it, use Ranged + Dexterity for accuracy; thereafter,
on each of its own turns it rolls 5 d10 for accuracy. On a
successful hit from a throw, roll POW for damage; the damage%
is 4. Thereafter it will always rolls 4 d10 for damage on successful
hits. Like the green shell, it can be stopped with a jump. |
25 |
| Bob-omb |
|
One of the most lethal and detested items in all the Smash Bros.
tournaments, the Bob-omb is a familiar sight to Mario's fans. These
little guys will remain inert for three rounds or until struck,
grabbed, or thrown; thereafter, their fuse begins to burn and they
act erratically. If left alone they'll walk around on their little
feet, joining the battle at the GM's discretion and acting
with a Speed of 4 and attacking with an Accuracy of 4. If they touch
anything while they're walking around, they explode. If they're
struck, they explode. If thrown, they will explode. If a pin
drops, they will explode. Regardless of the means used to
trigger their volatile reaction, all Bob-ombs deal 40% damage. Extremely powerful, a Bomb-omb packs enough force to send
enemies flying even at low levels of damage. |
25 |
| Mr. Saturn |
|
Possibly the single least threatening item ever devised, Mr.
Saturn can be thrown like a Bob-omb or a Shell, but will always deal 1% damage on a hit. Can make for a
handy defense against a charging enemy. Has the hidden power to break bubble shields on a successful hit. |
5 |
| Banana Peel |
|
Not as handy as this little beauty, though! A classic
prank, the banana peel is at last a part of the Smash Bros. scene.
We need only wait for a hand buzzer now. If left laying around it'll
slip up all enemies too careless to avoid it. With split-second
timing, it can be used as a quick counterattack. Enemies who slip on
it will be instantly knocked prone and have to get up. |
15 |
| Flipper |
|
The Flipper will hang in mid-air once deployed. It consists of a
rotating doohickey with a couple of pingers at the ends. Attacks
will get them rotating; the faster they spin, the more they'll
deflect anyone who touches them. They only ever deal 1% damage, but
at high speeds they can carry enough deflection to cause someone to
have to recover. |
15 |
| Proximity Mine |
|
When thrown, the proximity mine will stick to a surface. There
it will sit until someone or something triggers it; an attack, a
stray laser beam.... an unsuspecting foot... At that point,
it explodes, dealing 30% damage and sending anything too close
flying. Anything in the area of the mine's blast must roll AGI + Dodge to escape the blast when they realize it's been
triggered. |
25 |
| Gooey Bomb |
|
Not exactly a timed mine, the Gooey Bomb will stick to
enemies with its horrible gelatinous coating. After 15 ticks, it
explodes, dealing 30% damage. The bomb will be passed on to anyone
the carrier touches. |
30 |