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===Equipment=== There are no strict classes in Super Mario RPG; all a character has to do is literally pick up an item and go. If a character is carrying a hammer, then he can use special melee techniques; if he promptly drops the hammer and picks up a magic wand, he can cast spells as a wizard. Characters have their own inherent techniques, and some weapons can bequeath a unique technique themselves. Armor is somewhat similar: put on a spiked shell, and you both improve your defense and protect yourself from above. Don a caster's robes, and your inherent magic flows more freely, to say nothing of potential enchantments and functions of the robe itself. In many cases, equipment can be enchanted or refined beyond an item's baseline; the refinement can be represented as reduction or improvement of built-in stats, addition of extra stats, spells or features, and so on. Also, a character's gear can be just as individual as the character himself; players are encouraged to describe their equipment and image, how all the pieces fit together to paint the picture of an elegant Boo belle with a glittering rose brooch pinned to her "hair" or a burly, fierce-looking Koopa with a scratched shell and two wicked hammers or anything else in between. In this game, you are what you wear, and there is little to no penalty for changing roles, although some characters will naturally be more proficient at certain roles than others. Of course, your character may not even need equipment when it comes to combat; fists of fury or a good jump or tackle are all a character needs, and perhaps a character can cast spells without the need of a focus (although it can't hurt to use one). It's up to you what you character needs (or wants). Here is a basic list of common pieces of equipment that can be expected. It's not at all comprehensive, but it's a good baseline of what you can wear and use. As with all other things in this system, don't be afraid to make your own equipment and play things by ear with how to apply your gear. * '''Melee Weapons:''' For those who like to get up close and very personal with their opposition, melee weapons will, more often than not, use Power when used against an enemy. The almighty hammer is one of the most popular implements to use, in no small part because it's the favored weapon of a certain mustachioed duo, but other popular items include swords, daggers, axes, pikes, and knuckle-dusters. * '''Ranged Weapons:''' If one prefers to hang back at a distance and peg her enemies with projectiles, these tools are just the ticket; in combat, their attached attribute is Speed. Common ranged implements include the bow (complete with arrows), slingshots, javelins, even just hucking a rock off the ground if need be. * '''Magic Foci:''' Most characters in the Mushroom World have an inherent affinity with the latent magic of the world; more often than not, these varied foci can help more easily draw out and emphasize this magical connection, allowing for the casting of spells with either the Smarts or Coolness stat, whichever is most pertinent to the character. The most common focus is a magical wand, but others include staves and books, the latter of which will probably have spells already in them for easy access. In a pinch, even a wand or tome makes for a semi-decent melee weapon. * '''Armor & Robes:''' Beyond common decency dictating that one shouldn't go trotting about in the nude, it makes practical sense for a character to wear at least ''something'' when adventuring. From the clothes on their back to flexible leathers to chunky fullplate to magical robes and everything in between, people can quickly tell the sort of person a character is not only by the weapon they wield, but also the protection they wear. Magic robes (or equivalent, such as charms) more than likely will provide some bonus to spellcasting, as a rule of thumb; as a baseline, a basic, no-frills enchanted magic robe offers +1 Smarts/Coolness towards spellcasting, with no other bonus. Another rule of thumb is that depending on what sort of armor he's wearing, expect some amount of tradeoff between Toughness and Speed; for example, a basic set of Maple Leather armor grants +1 Toughness in exchange for -1 Speed, while a full suit of Mushroom Fullplate provides +3 Toughness at the expense of -2 Speed for as long as he wears the armor. Also, not every race can wear the same protection as another; for example, only a Koopa can reliably wear a Koopa Shell, and a Toad's Mushroom Fullplate will just look silly on a Goomba (unless the Goomba gets a suit [or helmet] tailormade for him). * '''Badges:''' That mystical, magical and all-around fantastical Badge is a piece of swag that a character wears on their person that inspires them to greater heights and to do more things (if only because it looks nice and the character in question just has to fit the part). Badges can grant passive bonuses, teach new special abilities, even change a character's clothes in an instant. They can be traded at badge vendors or found around the world; a fair number of people even stake their entire careers on finding -- or stealing! -- Badges, the rarer the better. Any given Badge requires '''Badge Points (BP)''' to be equipped (commonly, a badge is rated anything from 0-2 BP). Wearing multiple Badges adds their BP values together into a single value. A character can equip up to her Coolness stat's worth of BP in Badges; she cannot equip over this value's worth. For example, if Madam Kalypso Koop has 5 Coolness, then she can only equip 5 BP's worth of Badges. She can wear three 0BP, one 1BP and two 2BP Badges all at once with no issue, but if she attempts to wear another 1BP Badge, it won't work unless she either improves her Coolness or removes a badge that would put her over her 5BP budget. Here are a few example Badges: **''Spiked Shield (1 BP):'' Protects your character from damage from spikes. **''Power Charge (1 BP):'' Teaches the Power Charge command. ''(Power Charge [1 FP]: Spend the turn supercharging your inner strength, granting a temporary +2 Power bonus towards your next action.)'' **''Flower Power (2 BP):'' +3 FP **''Brains & Brawn (5 BP):'' +1 Power, +1 Smarts **''Magic Flower Make-Up! (0 BP):'' You're a magical girl! At least, you're dressed like one. **''Berserker's Badge (2 BP):'' +3 Speed when you're below 25% HP.
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