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Jun 9th, 2017
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  1. Super Mario RPG: Inkling Weaponry (And Octo Weaponry)
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  3. All Inkling weapons are either melee weapons that use Power, or ranged weapons that use Speed. Some special abilities granted by Inkling weapons use the same Main stat to hit and to deal damage. Inklings have no magic of their own, but they can learn magic from others. A successful attack with an Inkling weapon or a special ability granted by an Inkling weapon inflicts the Blind status effect on the target for 1 turn, effectively penalizing their next attack. Inkling weapons cost 2 PP because of their Blind-inflicting property.
  4. A character must be an Inkling, Octoling, Blooper, or Octoomba to use an Inkling weapon, or otherwise have a source of ink to power the weapon and its special abilities.
  5. Some Inkling special abilities exist in the form of items, in which case they come with their own supply of ink and anyone can use them.
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  7. Most Inkling weapons grant 2 special abilities from the Sub-weapon category, and 1 special ability from the Special weapon category.
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  9. Sub-weapons:
  10. Ink Bomb (2 FP): An ink-filled container, rigged to explode either on impact or on a timer. Several variants exist, such as Burst Bombs, Suction Bombs, and Curling Bombs, but they all mostly work the same for the purposes of the game. Ink Bombs use (Main stat) to hit, and deal (Main stat) damage to all enemies in an encounter.
  11. Seekers (1 FP): An ink bomb strapped to a targeting computer and some means of propulsion. Good for when you absolutely, positively, need to hit something. Seekers use (Main stat+2) to hit, and deal (Main stat) damage to target enemy.
  12. Splash Wall (3 FP): A pole with ink-spraying hoses attached to it. Useful as a screen against enemy attacks. When used, creates a Splash Wall "decoy" in front of one ally. An ally with a decoy can't be hit by direct attacks. Any attack targeting an ally with a Splash Wall decoy will hit the decoy instead. The Splash Wall has Toughness equal to (Deployer's level +4) and starts with HP equal to its Toughness. The Splash Wall can't take any defensive actions. The Splash Wall has the Melee Payback status effect, reflecting half of any damage it takes from a melee attack back at the attacker. The Splash Wall loses 1 HP at the beginning of the turn of the character who deployed it.
  13. Sprinkler (1 FP): An automatic ink sprinkler. Can be a big help in putting pressure on your enemies, but easily destroyed. When used, creates a Sprinkler that attacks a targeted enemy immediately, and a random enemy in the same encounter on each subsequent turn. The Sprinkler has 1 Toughness, 3 HP, and Speed equal to (Deployer's level +4). It makes Speed-based ranged attacks. The only defensive action a Sprinkler can take is to Counter melee attacks. Any other kind of attack is almost guaranteed to destroy a sprinkler. The Sprinkler loses 1 HP at the beginning of the turn of the character who deployed it. Any character can only have one Sprinkler deployed at a time.
  14. Point Sensor (2 FP): An electronic box covered in beeping, blinking lights. Point sensors use Speed vs. target's Speed to hit (you can't guard against something that doesn't do damage), and Inflict the Tagged status effect on one enemy. A Tagged enemy can't conceal their presence, can't escape the encounter, and any attacks made against them get +1 dice on the to hit roll. Point Sensor does not inflict the Blind status effect.
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  16. Special weapons:
  17. Bomb Rush (5 FP): Only available for weapons that have the Ink Bomb Sub-weapon. The character can keep making successive Ink Bomb attacks, with a -1 to hit and damage per attack after the first, for as long as they keep scoring at least one success.
  18. Inkstrike (6 FP): Launch a missile that hits all enemies in an encounter, inflicting (Main stat x2) damage.
  19. Killer Wail (6 FP): Cause (Main stat) damage to all enemies in an encounter, ignoring Toughness. Killer Wail does not inflict the Blind status effect.
  20. Echolocator (4 FP): The Echolocator automatically inflicts the Tagged status effect on all enemies in an encounter for 3 turns.
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