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<blockquote data-quote="kronos182" data-source="post: 8147542" data-attributes="member: 6668634"><p>A few more Mario Bro. Game items.</p><p></p><p><strong><span style="font-size: 18px">Penguin Suit</span></strong></p><p>The Penguin Suit looks like a penguin ones, found in winter or snowy areas or purchased in the Mushroom Kingdom. While worn, the suit grants the wearer gains +1 equipment bonus to Defense, but suffers a -2 armour check penalty, max Dex bonus +3, -5 ft to speed, Jump checks suffer -5, and can create an ice ball similar to the Ice Flower. Can create a single ice ball as a free action once per round. The wearer is not affected by ice, walking on it like normal ground (doesn't need to make balance checks, slips or slides on it), and gains a swim speed of 30 ft. If the wearer is on a large icy and snow covered stretch of ground, they can run up to 30 ft then lay flat on their stomach, making a Tumble check DC 15 and can slide up to 30 feet +5 feet for every 3 points the check is beaten. The wearer loses the suit in a puff of smoke after suffering 50 points of damage, or if takes the suit off, or after wearing it for a maximum of 6 hours.</p><p>Ice ball - 2d4, 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: 15 lbs</p><p>PDC: 16</p><p></p><p><strong><span style="font-size: 18px">Feather Charm</span></strong></p><p>The user of this white and gold feather gains a flight speed of 60' with a maneuverability of good until he is damaged. The user cannot use the run action while flying, and suffers a reduction in speed if he is wearing medium or heavy armor or carrying a medium or heavy load.</p><p>Weight: 0 lbs</p><p>PDC: 18</p><p></p><p><strong><span style="font-size: 18px">1 Up Heart</span></strong></p><p>This item appears as a cartoon-ish styled red heart that spins, about 6 inches wide, 5 inches tall and 3 inches long. This item, upon activating will heal the user 10% of their total hit points instantly. When found, the 1 Up Heart is activated upon being touched, thus if it is to be saved it must be placed without organic material (a person's hand) touching it. It can be stored in any container for about 2 months.</p><p>If bought in a store, they are stored in special containers that can store a 1 Up Heart for 6 months.</p><p>1 Up Hearts appear randomly in the Mushroom Kingdom, with some rare instances in other Fiction locations.</p><p>Weight: 2 lbs</p><p>PDC: 18</p><p></p><p><strong><span style="font-size: 18px">Bonus Flower</span></strong></p><p>This purple, white and yellow stripped flower is quite rare even in the Mushroom Kingdom, typically only appearing after the defeat of powerful beings (bosses, npcs and creatures with at least 6 HD). When activated by eating the flower, it will provide 1 of 4 bonuses. Roll 1d4 when activated: 1) the character has all their HP restored; 2) The character gains a +5 bonus to attack rolls for 1d4 minutes; 3) The character gains a +4 Deflection bonus to Defense for 1d4 minutes; 4) The character gains +5 to all saves and skill checks for 1d4 minutes.</p><p>The Bonus Flower can be stored for 3 months before it wilts away and dies.</p><p>Weight: 2 lbs</p><p>PDC: 26 (+4 rare) in Mushroom Kingdom, 28 outside.</p><p></p><p><strong><span style="font-size: 18px">Boo Mushroom</span></strong></p><p>This white mushroom with a ghost face with fanged mount (based on Boos), upon consumption, grants the user the ability to fly at 30 ft, poor maneuverability, become intangible (same as incorporeal, immune to nonmagical weapons, with magical weapons having a 50% miss chance, and able to move through most solid objects), and can become invisible. The wielder can fly for up to 2 hours or until takes damage, while can only be intangible for a maximum of 30 minutes (can be broken up and spread out over the time 2 hours the mushroom is active), and can be invisible for up to 1 hour (can be broken up with a minimum of 5 rounds). When picked, the mushroom is good for 4 months, preserving a Boo mushroom causes it to loose its powers. But are still tasty to eat.</p><p>Weight: 8 oz</p><p>PDC: 16</p><p></p><p><strong><span style="font-size: 18px">Boomerang Flower</span></strong></p><p>These flowers have round flowers have a flower that is shaped like a white boomerang with a blue stripe on one side with two black eyes. These flowers, after eaten, temporarily grant the user the ability to throw boomerangs. 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 plains (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 Boomerang Flower can be used within 3 months before its effects disappear.</p><p>Once eaten (a move equivalent action), the user gains the ability to throw a white with blue striped boomer. The user can use the boomerang to retrieve distant items which will automatically be added to the user's bag/backpack they are carrying if there is enough space for the item. Must make an attack roll against the item at -4 to the roll. These effects last for 1d6+2 rounds.</p><p>Boomerang - 1d6, 20x2, bludgeoning, 60 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: 21</p><p></p><p><strong><span style="font-size: 18px">Mega Mushroom</span></strong></p><p>This yellow mushroom with large yellow caps with red spots, upon consumption, grants the user the ability to grow to incredible size, becoming stronger and more resistant to damage. The user grows to 10 times their size, typically colossal, gaining +24 to their Strength, but -4 to Dex, gaining 50 temporary hit points, suffering -8 to Defense and gaining DR 15. The effects last for 2d4+1 rounds, or when the temporary hit points are depleted, then the user returns to normal size. When picked, the mushroom is good for 4 months, preserving a Mega mushroom causes it to loose its powers. But are still tasty to eat.</p><p>Weight: 8 oz</p><p>PDC: 22</p><p></p><p><strong><span style="font-size: 18px">Rock Mushroom</span></strong></p><p>This grey mushroom has a rocky texture, blending in with surrounding rocks where it can be found. Upon consumption, the user is transformed into a rock version of themselves, granted increased strength and durability, as well as the ability to curl up into a ball and can move about faster and ram targets. The user gains +4 Natural armour to Defense, -5 armour check penalty, DR 20 and Energy Resistance Cold, Fire and Electricity 25, +4 to Strength, with a slam attack that deals 1d4 damage plus Str modifier, can't jump and gains +450 lbs. The user can't swim, sinking like a rock, but doesn't need to breath and can survive depths of up to 600 ft, immune to gases, poison and diseases. The user gains the ability to curl up into a ball, gaining a speed of 50 ft, with a ram attack dealing 2d6 damage and a creature in the user's path or struck by the ram attack is knocked prone on a failed Reflex save DC 15. While in the ball the user loses Dex bonus to Defense. Unfortunately the user also can't eat or be healed, although can be repaired as if they were an object, or the mud to stone spell can heal for 2d6 Hit Points per casting. The effects last for 2d4 rounds. When picked, the mushroom is good for 4 months, preserving a Rock mushroom causes it to loose its powers. But are still tasty to eat but has a slight metallic taste.</p><p>Weight: 5 lbs</p><p>PDC: 22</p></blockquote><p></p>
[QUOTE="kronos182, post: 8147542, member: 6668634"] A few more Mario Bro. Game items. [B][SIZE=5]Penguin Suit[/SIZE][/B] The Penguin Suit looks like a penguin ones, found in winter or snowy areas or purchased in the Mushroom Kingdom. While worn, the suit grants the wearer gains +1 equipment bonus to Defense, but suffers a -2 armour check penalty, max Dex bonus +3, -5 ft to speed, Jump checks suffer -5, and can create an ice ball similar to the Ice Flower. Can create a single ice ball as a free action once per round. The wearer is not affected by ice, walking on it like normal ground (doesn't need to make balance checks, slips or slides on it), and gains a swim speed of 30 ft. If the wearer is on a large icy and snow covered stretch of ground, they can run up to 30 ft then lay flat on their stomach, making a Tumble check DC 15 and can slide up to 30 feet +5 feet for every 3 points the check is beaten. The wearer loses the suit in a puff of smoke after suffering 50 points of damage, or if takes the suit off, or after wearing it for a maximum of 6 hours. Ice ball - 2d4, 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: 15 lbs PDC: 16 [B][SIZE=5]Feather Charm[/SIZE][/B] The user of this white and gold feather gains a flight speed of 60' with a maneuverability of good until he is damaged. The user cannot use the run action while flying, and suffers a reduction in speed if he is wearing medium or heavy armor or carrying a medium or heavy load. Weight: 0 lbs PDC: 18 [B][SIZE=5]1 Up Heart[/SIZE][/B] This item appears as a cartoon-ish styled red heart that spins, about 6 inches wide, 5 inches tall and 3 inches long. This item, upon activating will heal the user 10% of their total hit points instantly. When found, the 1 Up Heart is activated upon being touched, thus if it is to be saved it must be placed without organic material (a person's hand) touching it. It can be stored in any container for about 2 months. If bought in a store, they are stored in special containers that can store a 1 Up Heart for 6 months. 1 Up Hearts appear randomly in the Mushroom Kingdom, with some rare instances in other Fiction locations. Weight: 2 lbs PDC: 18 [B][SIZE=5]Bonus Flower[/SIZE][/B] This purple, white and yellow stripped flower is quite rare even in the Mushroom Kingdom, typically only appearing after the defeat of powerful beings (bosses, npcs and creatures with at least 6 HD). When activated by eating the flower, it will provide 1 of 4 bonuses. Roll 1d4 when activated: 1) the character has all their HP restored; 2) The character gains a +5 bonus to attack rolls for 1d4 minutes; 3) The character gains a +4 Deflection bonus to Defense for 1d4 minutes; 4) The character gains +5 to all saves and skill checks for 1d4 minutes. The Bonus Flower can be stored for 3 months before it wilts away and dies. Weight: 2 lbs PDC: 26 (+4 rare) in Mushroom Kingdom, 28 outside. [B][SIZE=5]Boo Mushroom[/SIZE][/B] This white mushroom with a ghost face with fanged mount (based on Boos), upon consumption, grants the user the ability to fly at 30 ft, poor maneuverability, become intangible (same as incorporeal, immune to nonmagical weapons, with magical weapons having a 50% miss chance, and able to move through most solid objects), and can become invisible. The wielder can fly for up to 2 hours or until takes damage, while can only be intangible for a maximum of 30 minutes (can be broken up and spread out over the time 2 hours the mushroom is active), and can be invisible for up to 1 hour (can be broken up with a minimum of 5 rounds). When picked, the mushroom is good for 4 months, preserving a Boo mushroom causes it to loose its powers. But are still tasty to eat. Weight: 8 oz PDC: 16 [B][SIZE=5]Boomerang Flower[/SIZE][/B] These flowers have round flowers have a flower that is shaped like a white boomerang with a blue stripe on one side with two black eyes. These flowers, after eaten, temporarily grant the user the ability to throw boomerangs. 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 plains (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 Boomerang Flower can be used within 3 months before its effects disappear. Once eaten (a move equivalent action), the user gains the ability to throw a white with blue striped boomer. The user can use the boomerang to retrieve distant items which will automatically be added to the user's bag/backpack they are carrying if there is enough space for the item. Must make an attack roll against the item at -4 to the roll. These effects last for 1d6+2 rounds. Boomerang - 1d6, 20x2, bludgeoning, 60 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: 21 [B][SIZE=5]Mega Mushroom[/SIZE][/B] This yellow mushroom with large yellow caps with red spots, upon consumption, grants the user the ability to grow to incredible size, becoming stronger and more resistant to damage. The user grows to 10 times their size, typically colossal, gaining +24 to their Strength, but -4 to Dex, gaining 50 temporary hit points, suffering -8 to Defense and gaining DR 15. The effects last for 2d4+1 rounds, or when the temporary hit points are depleted, then the user returns to normal size. When picked, the mushroom is good for 4 months, preserving a Mega mushroom causes it to loose its powers. But are still tasty to eat. Weight: 8 oz PDC: 22 [B][SIZE=5]Rock Mushroom[/SIZE][/B] This grey mushroom has a rocky texture, blending in with surrounding rocks where it can be found. Upon consumption, the user is transformed into a rock version of themselves, granted increased strength and durability, as well as the ability to curl up into a ball and can move about faster and ram targets. The user gains +4 Natural armour to Defense, -5 armour check penalty, DR 20 and Energy Resistance Cold, Fire and Electricity 25, +4 to Strength, with a slam attack that deals 1d4 damage plus Str modifier, can't jump and gains +450 lbs. The user can't swim, sinking like a rock, but doesn't need to breath and can survive depths of up to 600 ft, immune to gases, poison and diseases. The user gains the ability to curl up into a ball, gaining a speed of 50 ft, with a ram attack dealing 2d6 damage and a creature in the user's path or struck by the ram attack is knocked prone on a failed Reflex save DC 15. While in the ball the user loses Dex bonus to Defense. Unfortunately the user also can't eat or be healed, although can be repaired as if they were an object, or the mud to stone spell can heal for 2d6 Hit Points per casting. The effects last for 2d4 rounds. When picked, the mushroom is good for 4 months, preserving a Rock mushroom causes it to loose its powers. But are still tasty to eat but has a slight metallic taste. Weight: 5 lbs PDC: 22 [/QUOTE]
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