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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7514510" data-attributes="member: 6668634"><p>A few more Mario Bros. items...</p><p></p><p>Blue Shell</p><p>This blue coloured shell are from the blue Koopa Troopas. Typically acquired after defeating on, although some can be found in the wild, abandoned by blue Koopa Troopas that have out grown them. These shells can be either thrown as a weapon, or worn.</p><p>When thrown, these shells will slide across the ground to strike a target with a range increment of 20 feet (out to 5 range increments), dealing 5d6 bludgeoning damage, plus the target must make a Reflex save DC 25 or be thrown back 1d4x10 feet, taking 1d4 additional damage for every 10 feet thrown back if they strike something (a wall, barrier or another person, if another person also suffers the same damage the original target takes from being thrown).</p><p>Weight: 15 lbs</p><p>PDC: 30 (Rare +4)</p><p></p><p>Blue Shell Suit</p><p>Alternatively, a blue Koopa Troopa shell can be worn as the Blue Shell Suit. While worn, the suit grants the wearer +5 to Swim checks and a Swim speed of 10 ft, as well as breathe underwater for as long as the suit is worn, gains +8 equipment bonus to Defense, but suffers a -6 armour check penalty, max Dex bonus +3, -10 ft to speed, Jump checks suffer -10. The wearer can also duck into the shell as a move action. While ducked in the shell, can not move or make any actions, but gains immunity to all physical damage (bludgeoning, slashing, piercing, ballistic, concussion and force), and gains DR 10 against all energy attacks. The wearer loses the shell suit in a puff of smoke after suffering 50 points of damage after damage reduction, or if takes the suit off, or after wearing it for a maximum of 6 hours.</p><p>Weight: 15 lbs</p><p>PDC: Requires a Blue Shell</p><p></p><p>Fire Flower</p><p>These flowers have round flowers that have a white center with two black eyes surrounded by a yellow, then a red ring. These flowers, after eaten, temporarily grant the user the ability to throw fire balls. These flowers can be found inside Blocks, which usually are found in the Mushroom Kingdom, although some can be found in some Fiction urban areas (Search DC 30 with only a 5% chance of Blocks in the area), or in forests (10% chance of fire flower growing in the area outside of the Mushroom Kingdom). Once picked must be used within 1d4 days. If properly preserved, the Fire Flower can be used within 3 months before its effects disappear.</p><p>Once eaten (a move equivalent action), the user gains a red aura and the ability to throw baseball sized balls of fire. The user also gains Fire Resistance 5 and gains 15 temporary hit points which are depleted first. These effects last for 1d6+2 rounds. </p><p>Fire ball - 2d6, 20x2, fire, 30 ft, can throw as many attacks as the user has on a full attack option for as long as the powers are in effect.</p><p>Weight: 5 oz.</p><p>PDC: 25</p><p></p><p></p><p>Ice Flower</p><p>These flowers have round flowers that have a white center with two black eyes surrounded by an ice blue, then a slightly darker blue ring. These flowers, after eaten, temporarily grant the user the ability to throw ice balls. These flowers can be found inside Blocks, which usually are found in the Mushroom Kingdom, although some can be found in some Fiction urban areas (Search DC 30 with only a 5% chance of Blocks in the area), or in cold climates (10% chance of fire flower growing in the area outside of the Mushroom Kingdom). Once picked must be used within 1d4 days. If properly preserved, the Ice Flower can be used within 3 months before its effects disappear.</p><p>Once eaten (a move equivalent action), the user gains a blue aura and the ability to throw baseball sized balls of ice. The user also gains Cold Resistance 5 and gains 15 temporary hit points which are depleted first. These effects last for 1d6+2 rounds. </p><p>Ice ball - 2d6, 20x2, cold, 30 ft, can throw as many attacks as the user has on a full attack option for as long as the powers are in effect.</p><p>Weight: 5 oz.</p><p>PDC: 25</p><p></p><p></p><p>Frog Suit</p><p>This suit looks like a frog, with the eyes on the top of the user's head, and their face is in the mouth. The frog suit grants the user increased swimming ability, ability to breathe underwater, great jumping power, but their movement on land is severely hampered. The suit grants the user Swim speed 30 ft, +10 on Swim checks, the ability to breathe underwater and +10 to Jump checks, with no limit of how high the user can jump, and +5 to Balance checks when on ice or other slippery surfaces, such as oil slicks and grease. However their land speed is reduced by -20 feet. The suit disappears once removed or after 8 hours.</p><p>Weight: 5 lbs.</p><p>PDC: 17</p><p></p><p></p><p>Hammer Suit</p><p>The Hammer Suit is based on the Hammer Bros, and can be acquired by defeating one, or purchased in the Mushroom Kingdom. The suit consists of a black helmet and a black shell that covers the user's torso, plus the suit can magically create hammers the user can use in melee or thrown. If the user ducks into the shell, they gain some extra protection, particularly against fire. </p><p>While worn, the suit grants the wearer gains +5 equipment bonus to Defense, but suffers a -4 armour check penalty, max Dex bonus +3, -5 ft to speed, Jump checks suffer -5, and can create hammers magically that can be used in melee or thrown. Can create a single hammer as a free action once per round. The wearer can also duck into the suit as a move action. While ducked in the shell, can not move or make any actions, but gains immunity to fire (not lasers) and gains DR 5 against other attacks. The wearer loses the suit in a puff of smoke after suffering 50 points of damage after damage reduction, or if takes the suit off, or after wearing it for a maximum of 6 hours.</p><p>Hammers deal 3d4, 20x2, bludgeoning damage, can be thrown with a range increment of 20 feet, or used in melee, create one per round as a free action. After a thrown hammer strikes a target, or misses a target, it disappears.</p><p>Weight: 15 lbs</p><p>PDC: 29</p><p></p><p>Metal Cap</p><p>This grey and metallic cap can magically transform the wearer into a metal version of themselves, granting increased strength, durability, but makes them significantly heavier. Upon donning the metal cap, the user is turned to metal, gaining +6 Natural armour bonus to Defense, -4 armour check penalty, DR 30 and Energy resistance 20 to Fire, Cold, Electricity and Sonic damage, +4 to Strength, a slam attack that deals 1d6 damage plus Str modifier, can't jump, and gains +500 lbs. The user can't swim, sinking like a rock, but doesn't need to breathe, and can survive depths of up to 500 feet, immune to gases, poison and diseases . Unfortunately the user also can't eat or be healed, although can be 'repaired' as if they were an object. The metal cap can only be worn for 6 hours and disappears once taken off or the time elapses or suffers 50 points of damage after Damage Reduction.</p><p>Weight: 20 lbs.</p><p>PDC: 31</p></blockquote><p></p>
[QUOTE="kronos182, post: 7514510, member: 6668634"] A few more Mario Bros. items... Blue Shell This blue coloured shell are from the blue Koopa Troopas. Typically acquired after defeating on, although some can be found in the wild, abandoned by blue Koopa Troopas that have out grown them. These shells can be either thrown as a weapon, or worn. When thrown, these shells will slide across the ground to strike a target with a range increment of 20 feet (out to 5 range increments), dealing 5d6 bludgeoning damage, plus the target must make a Reflex save DC 25 or be thrown back 1d4x10 feet, taking 1d4 additional damage for every 10 feet thrown back if they strike something (a wall, barrier or another person, if another person also suffers the same damage the original target takes from being thrown). Weight: 15 lbs PDC: 30 (Rare +4) Blue Shell Suit Alternatively, a blue Koopa Troopa shell can be worn as the Blue Shell Suit. While worn, the suit grants the wearer +5 to Swim checks and a Swim speed of 10 ft, as well as breathe underwater for as long as the suit is worn, gains +8 equipment bonus to Defense, but suffers a -6 armour check penalty, max Dex bonus +3, -10 ft to speed, Jump checks suffer -10. The wearer can also duck into the shell as a move action. While ducked in the shell, can not move or make any actions, but gains immunity to all physical damage (bludgeoning, slashing, piercing, ballistic, concussion and force), and gains DR 10 against all energy attacks. The wearer loses the shell suit in a puff of smoke after suffering 50 points of damage after damage reduction, or if takes the suit off, or after wearing it for a maximum of 6 hours. Weight: 15 lbs PDC: Requires a Blue Shell Fire Flower These flowers have round flowers that have a white center with two black eyes surrounded by a yellow, then a red ring. These flowers, after eaten, temporarily grant the user the ability to throw fire balls. These flowers can be found inside Blocks, which usually are found in the Mushroom Kingdom, although some can be found in some Fiction urban areas (Search DC 30 with only a 5% chance of Blocks in the area), or in forests (10% chance of fire flower growing in the area outside of the Mushroom Kingdom). Once picked must be used within 1d4 days. If properly preserved, the Fire Flower can be used within 3 months before its effects disappear. Once eaten (a move equivalent action), the user gains a red aura and the ability to throw baseball sized balls of fire. The user also gains Fire Resistance 5 and gains 15 temporary hit points which are depleted first. These effects last for 1d6+2 rounds. Fire ball - 2d6, 20x2, fire, 30 ft, can throw as many attacks as the user has on a full attack option for as long as the powers are in effect. Weight: 5 oz. PDC: 25 Ice Flower These flowers have round flowers that have a white center with two black eyes surrounded by an ice blue, then a slightly darker blue ring. These flowers, after eaten, temporarily grant the user the ability to throw ice balls. These flowers can be found inside Blocks, which usually are found in the Mushroom Kingdom, although some can be found in some Fiction urban areas (Search DC 30 with only a 5% chance of Blocks in the area), or in cold climates (10% chance of fire flower growing in the area outside of the Mushroom Kingdom). Once picked must be used within 1d4 days. If properly preserved, the Ice Flower can be used within 3 months before its effects disappear. Once eaten (a move equivalent action), the user gains a blue aura and the ability to throw baseball sized balls of ice. The user also gains Cold Resistance 5 and gains 15 temporary hit points which are depleted first. These effects last for 1d6+2 rounds. Ice ball - 2d6, 20x2, cold, 30 ft, can throw as many attacks as the user has on a full attack option for as long as the powers are in effect. Weight: 5 oz. PDC: 25 Frog Suit This suit looks like a frog, with the eyes on the top of the user's head, and their face is in the mouth. The frog suit grants the user increased swimming ability, ability to breathe underwater, great jumping power, but their movement on land is severely hampered. The suit grants the user Swim speed 30 ft, +10 on Swim checks, the ability to breathe underwater and +10 to Jump checks, with no limit of how high the user can jump, and +5 to Balance checks when on ice or other slippery surfaces, such as oil slicks and grease. However their land speed is reduced by -20 feet. The suit disappears once removed or after 8 hours. Weight: 5 lbs. PDC: 17 Hammer Suit The Hammer Suit is based on the Hammer Bros, and can be acquired by defeating one, or purchased in the Mushroom Kingdom. The suit consists of a black helmet and a black shell that covers the user's torso, plus the suit can magically create hammers the user can use in melee or thrown. If the user ducks into the shell, they gain some extra protection, particularly against fire. While worn, the suit grants the wearer gains +5 equipment bonus to Defense, but suffers a -4 armour check penalty, max Dex bonus +3, -5 ft to speed, Jump checks suffer -5, and can create hammers magically that can be used in melee or thrown. Can create a single hammer as a free action once per round. The wearer can also duck into the suit as a move action. While ducked in the shell, can not move or make any actions, but gains immunity to fire (not lasers) and gains DR 5 against other attacks. The wearer loses the suit in a puff of smoke after suffering 50 points of damage after damage reduction, or if takes the suit off, or after wearing it for a maximum of 6 hours. Hammers deal 3d4, 20x2, bludgeoning damage, can be thrown with a range increment of 20 feet, or used in melee, create one per round as a free action. After a thrown hammer strikes a target, or misses a target, it disappears. Weight: 15 lbs PDC: 29 Metal Cap This grey and metallic cap can magically transform the wearer into a metal version of themselves, granting increased strength, durability, but makes them significantly heavier. Upon donning the metal cap, the user is turned to metal, gaining +6 Natural armour bonus to Defense, -4 armour check penalty, DR 30 and Energy resistance 20 to Fire, Cold, Electricity and Sonic damage, +4 to Strength, a slam attack that deals 1d6 damage plus Str modifier, can't jump, and gains +500 lbs. The user can't swim, sinking like a rock, but doesn't need to breathe, and can survive depths of up to 500 feet, immune to gases, poison and diseases . Unfortunately the user also can't eat or be healed, although can be 'repaired' as if they were an object. The metal cap can only be worn for 6 hours and disappears once taken off or the time elapses or suffers 50 points of damage after Damage Reduction. Weight: 20 lbs. PDC: 31 [/QUOTE]
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