Items

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