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8-BIT

HEROES
AN ICRPG POWER-UP
8-BIT
HEROES AN ICRPG POWER-UP

Written and Designed by

JOSEPH D STIRLING & GEORGE TARAY

You will need a copy of Index Card RPG Core, or the Index Card RPG Free Quickstart Rules
to understand some of the terms used in this supplement. Only rules that have been
modified are discussed here. Go to ICRPG.Com for more information.

Inspired by Super Mario Bros 1, 2, 3, Lost Levels, Super Mario World, and all the great
side-scrollers of years past; all references to Super Mario Bros, Metroid, Mega-Man,
Contra, Final Fantasy, and all related material is © Nintendo™.
Index Card RPG (ICRPG) is © RUNEHAMMER GAMES.
This fan-made PDF was created for fun and love of the game, and is FREE TO ALL.
WARP ZONE OF CONTENTS

INTRODUCTION NEW MECHANICS 8-BIT HERO


CREATION
1 2 3

8-BIT LOOT HERO SHEET


THREATS
5 17 22
INTRODUCTION

I have fond memories of getting my first Nintendo when it came out in the long,
long ago. I discovered D&D that same year. Not until 2018 did I think: what if I
used the magic of ICRPG and put it on a sandwich with 2-D side-scrolling Mario
Bros?
Well, this is the result of that. I took all my favorite bits from several original
Nintendo titles and slapped a heavy dollop of ICRPG all over that stuff. I hope you
have as much fun with it as I have. Thanks for playing!
-Joseph D Stirling

There's something about booting up the old console with your favorite games...
The heavy plastic of the controller, the scan lines of those old TVs, 8-bit graphics,
and chip-tune sounds; it sticks with you. It's like going home.
This little module is a love-letter to the kid in me that wanted to make games for
a living. But more than that, my hope is that after reading this you'll invite your
friends to play this new Nintendo game you found. Couch co-op at its finest.
It's dangerous to go alone, take this.
-George Taray

MAKE IT YOUR STORY THE MUSHROOM KINGDOM


This adventure setting is meant to pay The Heroes of old have been gone for
homage to those childhood moments more than 20 years. Since then, King
in front of the television and bring that Bowser has taken control of the Eight
nostalgia to the table with dice. It’s Lands.
great for one-shots and pickup games,
as well as a fun introduction to table- But now the Four Hats of Power have
top RPG’s for children. been found once more and a new party
of Heroes will rise. With these powerful
weapons against evil you have brought
hope back to the world.
Feel free to use this booklet in whole or
in part at your table. Keep what you Will you wear the hat and be the
like and toss out the rest, you know Hero?
what works best for your Group.
Can you save the Mushroom
Kingdom?

1
NEW MECHANICS

NEW STATS HEARTS


Unlike traditional ICRPG, the core six Every Hero has one Heart with 10 Hit
Stats have been reduced to only four. Points and cannot gain more than that.
These are used for Attempts, Saves,
and Effort rolls as normal. Armor is Heroes cannot be dropped to 0 HP
unchanged from ICRPG Core. while Big or Super. If damage would
drop them to 0 HP, instead they lose
Power: Melee Attacks and Recovery their Power-Up and are shrunk to Small
with 1 HP remaining.
Skill: Ranged Attacks, Jumping, and
Dodging
Magic: Casting and Using Items EXTRA LIVES AND DYING
Damage: Effort bonuses are merged Death isn’t Game Over, a Hero reduced
into this single stat to 0 HP only loses a Life. If they have
more than 1 Life when they die they
will re-spawn Near their Allies on their
next Turn.
EFFORT
If they have no Extra Lives left, they
The Effort Dice represent a Hero’s Size have to roll a Death Timer and will die
and Power-ups. A Hero will always add when the timer runs out. Any Ally may
the Damage Stat to their Effort rolls give a Dying Hero one of their Extra
regardless of Size. Lives as an Action.
Small always rolls a D4 When a Hero dies they lose ALL their
Big upgrades to a D6 Item Cards and their Power-Up.

Super gets to roll a D8 There are many ways to earn a 1-Up


and gain an Extra Life in the game.
Ultimate remains a D12 and is not
tied to a Hero’s Size • Coins! Spend 10 Coins on your turn
to buy a 1-Up.
If a Hero takes 4+ damage in one hit
their Size is reduced and they lose their • Loot! 1-Ups can be found in Loot
current power up. For example: losing Boxes.
a Super Power-up will shrink the Hero • Boss Fights! Every Hero
to Big, just like in the original game! wins a 1-Up when a Boss is
Super Big Small defeated.

2
8-BIT HERO CREATION

CREATING YOUR HERO


When creating a new Hero you have 6 Points to distribute among your Stats, just
like in ICRPG Core. Next choose your Class and write in your Class Ability. Finally,
pick your Bio-Form and add in your Stat Modifiers.
All Heroes begin Small with no Gear and can hold up to 3 Item Cards.
Only one Power-Up can be equipped at a time.

CLASSES
RED HAT MUSHROOM HAT
The Strong Hero: Attempts to Stomp The Quick Hero: Move Far and still
are always Easy make an Attempt

GREEN HAT CROWN


The Nimble Hero: Attempts to Jump The Royal Hero: Float up to Near as a
are always Easy Move.

3
8-BIT HERO CREATION

BIO-FORMS
HUMAN TROOPA
You have been transported to the After breaking free from the Koopa
Mushroom Kingdom by some bizarre Collar that had you enslaved, you have
means you can’t remember. regained a will of your own.
“Can someone point me towards “I choose my own path now.”
the Interstate?”
• +1 Power
• +1 to Any Three Stats
• +2 Armor

MUSHROOM FOLK GOOMBA


Jovial and friendly by nature, you’re Even a Goomba has a heart, and
always willing to lend a hand no yours is outraged to see what has
matter the task. become of the Eight Lands.
“It looks awfully scary, but you “...hmph...”
don’t have to go alone.”
• +2 Power
• +2 Skill
• +1 Damage
• +1 Magic

4
8-BIT THREATS

FOR GM’S
This section won’t cover everything, that’s an impossible task as every GM knows.
It’s up to you to figure out where to place Monsters, Coins, Elevator Platforms, etc.
Everything will go great as Long as there are Enemies to stomp, Loot Boxes to hit,
and pits to jump.
Make Loot Boxes plentiful so the Heroes have to make a choice on what to keep.

MAP TRANSITIONS
To keep everyone on the same page in regards to Using Pipes and other Screen
Changes, consider giving the other Players one more Turn before moving everyone
to the new area. This doesn’t apply to hidden coin areas, but helps keep things
moving for everyone.
When a Hero completes a World, either by beating the Boss, Hitting the Flag, or
Entering the Castle, the Level ends immediately and everyone is taken to the next
World.
Due to the length of these side-scroller maps, You and the Players may find it
easier to Horizontally Flip every other World to avoid having to scroll all the way
back to the beginning. This will have the Heroes travel to the Right in World 1,
moving Left in World 2, then back to the Right for World 3, and so on. This isn’t a
requirement by any means, just a suggestion for ease of use with your Virtual
Tabletop.

BOSSES
Each World has a Boss guarding the Exit. With exception to Bowser, the Bosses
can be completely ignored if the Heroes choose to make a run for the Castle Door.
However, if they stay and Fight the Boss every Hero picks up a reward for doing so.
Beating a World Boss gives Every Hero a +1 to their Stat of Choice and an Extra
Life.
Stats for the Bosses and all the Enemies can be found at the end of this Section.

5
8-BIT THREATS

THE EIGHT LANDS


WORLD 1 WORLD 3
• Contains 1 Loot Pipe, Map 1-1 • Platforms and Pulley Platforms
• Enemies: Goomba, Koopa Troopa, • Enemies: Bob-Omb, Para-Bob-Omb,
and Piranha Plant Bullet Bill, Shy Guy, Turret
• Boss: Donkey Kong • Secret Loot: Commando Gear in
Loot Box at the end or earned when
• Ladders can be climbed destroying a Turret
• Broken Ladders use SKILL • Boss: Defense Wall with built-in
Turrets
• Jump Rolling Barrels with SKILL
• Shy Guy throws Bob-Omb every
• Enter Castle to end the Level D4 Rounds
• Hard SKILL to jump the wall and
end the Level
WORLD 2
• Contains 1 Loot Pipe, Map 2-1
• Elevator Platforms move up and WORLD 4
down, a Hero taken “off-screen” will • Platforms and Pulley Platforms
lose a Life, SKILL Save to avoid
• Enemies: Bob-Omb, Bullet Bill, Shy
• Enemies: Spiny, Goomba, Koopa Guy, Lakitu throwing Para-Bob-Omb
Troopa, Piranha Plant
• Secret Loot: Mega Buster in Loot
• Boss: Mecha Koopa Box above Spikes, Platform allows
• Enter Pipe to end the Level access

• A hidden Warp Zone can be found • Boss: Bob-Man


by running along the roof like in the • Jumps around the Platforms and
game, leads to Worlds 4, 5, 6 leaves Mines

6
8-BIT THREATS

THE EIGHT LANDS


WORLD 5 WORLD 7
• Platforms, Pulley Platforms, Falling • Empty World, no monsters or coins,
Platforms, Springs (SKILL to jump only Loot Boxes
Far)
• When a Loot Box is hit it spawns a
• Enemies: Dry Bones, Para-Troopa, Random Encounter, roll D6
Hammer Bros
1 D6 Goomba
• Boss: Sledge Bros 2 D6 Koopa Troopa
3 D6 Bob-Omb
4 D6 Shy Guy
WORLD 6
5 D4 Chain Chomp
• Blue Doors open when Hit 6 D4 Hammer/ Fire/ Boomerang Bros
• Red Door requires Power Suit or
Mega Buster to open • Random Encounter Victory earns
Coins for beating enemies as
• Enemies: Spiny, Fire Bros, Boo normal, AND gives each Hero a
Loot Roll
• Stone Mouth spawns Boo every
D4 Rounds in room before of • Secret Loot: Masamune stuck in
Chozo Statue grass at Level Center, Hard POW to
pull
• Secret Loot: Power Suit held by
Chozo Statue • Boss: Sephiroth

• Boss: Metroid • In the last Loot Box, Cannot be


avoided if hit
• Loot Box can be ignored to end
Level

7
8-BIT THREATS

THE EIGHT LANDS


WORLD 8 WORLD HAZARDS
• A grueling gauntlet in Bowser’s Long Pits: jump with SKILL, failing
Castle, go nuts means falling in the pit, no roll for
regular pits
• Use up all of the Hero’s Loot, Extra
Lives, etc; this is the Final Boss Falling in a Pit: Lose a Life and re-
spawn on the previous Ledge
• Lava Pits, Fire Sticks, Lava Bubbles
Falling in Lava: Lose a Life and re-
• Enemies: Buzzy Beetle, Dry Bones, spawn on the previous Ledge
Venus Fire Plant, Hammer Bros,
Fire Bros, Cheep-Cheep, Bullet Bill, Lava Bubbles: try to hit Heroes,
Blooper, Thwomp SKILL to avoid D8 damage
• Underwater: only move Near unless Elevator Platforms: move Near up,
Loot negates this, SKILL to avoid down, left, or right on GM’s Turn
Hazards
Pulley Platforms: raise and lower on
• Boss: BOWSER! Hero’s Turn based on weight, heavier
side drops Near
• NEVER Leaves the Bridge
• Can be Jumped with Hard SKILL
• Instantly defeated with POW to
Cut Chains with the Axe or
Masamune

8
8-BIT THREATS

ENEMIES
Enemies only have 1 Life and their Hearts stack for total Hit Points as normal.
When an Enemy is defeated the Hero that lands the final blow will gain Coins as
listed with each Enemy.

GOOMBA PIRANHA PLANT


Headbutt for D4 Damage Moves up/ down Every Turn
1 Coin Bite for D6 Damage
D4 Coins

KOOPA TROOPA
Damage Resist 1
Beak for D6 Damage
Red Shell immune to Fire SPINY
Blue Shell immune to ice +1 Stats
D4 Coins Damage Resist 1
Deal D4 Damage to Melee Attackers
Bite for D6 Damage

9
8-BIT THREATS

BOB-OMB 1 HP SHY GUY


Follows Heroes +2 Stats
D4 Boom Timer when Near Heroes Shoots Near for D6 Damage
Explodes when killed or Timer expires D6 Coins
Boom deals ULT to Close, SKILL for ½
1 Coin

PARA BOB-OMB 1 HP TURRET


Parachutes in, floats Near +4 Stats, +2 Damage
Treat as Bob-Omb when it lands Shoots Far for D6 Damage
Heroes that Double Move are Hard to
Hit
1 in 6 Chance to drop Commando Gear
D8 Coins

BULLET BILL
SKILL to avoid D8 Damage
1 Coin

10
8-BIT THREATS

LAKITU PARA-TROOPA
+2 Stats +1 Stats
Flight, follows Heroes Damage Resist 1
Throw Spiny or Para-Bob-Omb every Flight
Round
Shell as Koopa Troopa
D8 Coins
Beak for D6 Damage
D4 Coins

DRY BONES
+2 All Rolls
CHAIN CHOMP
Damage Resist 1
+2 All Rolls
Beak for D6 Damage
Bite Near for D6 Damage
Bones re-animate in D4 Rounds
D6 Coins
D4 Coins

11
8-BIT THREATS

BOO FIRE BRO


Invincible +4 All Rolls
Ice Touch for D8 Damage 2 Actions
Steal Item with Attack Damage Resist 2
Move Far every D4 Rounds Immune to Fire
Throw Fireball Far for D8 Damage
D8 Coins

HAMMER BRO
+4 Stats, +2 Damage
2 Actions BOOMERANG BRO
Damage Resist 2 +4 Stats, +2 Damage
Throw Hammer Near for D6 Damage Damage Resist 2
D8 Coins Throw Boomerang Far for D6 Damage,
Steals equal number of Coins with Hit
Steal Random Item on Nat 20
D8 Coins

12
8-BIT THREATS

BUZZY BEETLE VENUS FIRE PLANT


+2 Stats +4 Stats, +1 Damage
Damage Resist 2 Throw Fireball Far for D8 Damage
Immune to Fire and Ice Bite Near for D6 Damage
Bite for D8 Damage D6 Coins
D4 Coins

THWOMP CHEEP-CHEEP
Damage Resist 4 Patrol Between Locations
Drops on Heroes for ULT Damage, Deal D4 Damage to Everything in their
SKILL to avoid Path
D10 Coins

BLOOPER
Tentacle for D6 Damage
Ink Cloud when killed makes All Rolls
Hard
D4 Coins

13
8-BIT THREATS

BOSSES
The Boss of each World does not drop Coins. Instead, every Hero gains +1 to Stat
of Choice and an Extra Life when the Boss is defeated. Defeating a Boss is not
required to beat a Level and every one except Bowser can be avoided.

DONKEY KONG
+3 All Rolls
2 Actions
Rolls Barrel Near every Turn
Barrels move Near every Turn, D6
Damage to everything in its Path,
SKILL for ½
Ground Pound all Close for D4
Damage

MECHA KOOPA
+2 All Rolls
2 Actions
Damage Resist 2
Launch D4 Mini-Missiles for D4
Damage each
Charge Near for ULT Damage
Fire Breath Close for D8 Damage

14
8-BIT THREATS

DEFENSE WALL
+4 Stats
3 Actions
Shoot Far for D4 Damage
Flamethrower All Near for D8 Damage
*Included in Map, no Monster Token

BOMB-MAN
+4 Stats, +1 Damage
2 Actions
Jump Far
Throw Bomb Near, deals D8 Damage
to All Close
Drop Mine, deals ULT Damage when
triggered, SKILL to avoid

SLEDGE BRO
+3 All Rolls
2 Actions
Throw Sledgehammer Far for ULT
Ground Slam for D8 Damage to
Everything

15
8-BIT THREATS

METROID
+4 Stats, +2 Damage
Attach to Hero for D6 Damage
Deal D4 auto-Damage if Attached, Heal for same
Deal D4 Shock Damage to Melee Attackers

SEPHIROTH
+5 Stats, +2 Damage
Sword Attack for D6 Damage
Counter Strike all Attacks for D4 Dmg
Sweeping Slash hit All for ULT every D4 Rounds

BOWSER
+6 All Rolls
3 Actions, roll D4 for each
Damage Resist 3
Immune to Fire
Spike Shell deals D4 Damage to Melee Attackers
1 Throw Hammer for D6 Damage
2 Breath Fire for ULT, SKILL for ½
3 Bite and Claw for 2D6 Damage
4 Heart Mushroom heals self for D8 HP

16
LOOT!

COINS!
Coins collected during the game can • Buy +1 to Any Stat
be spent at any time on a Hero’s Turn
and take an Action to use. Every • Buy an Extra Life
option costs 10 Coins. • Buy Loot from a Merchant Box

POWER-UPS AND EQUIPMENT


Power-Ups activate when used and Most Items can be saved in a Hero’s
last until a Hero is shrunk. Equipment Card Storage but they can only hold
can be used on their Turn or held in up to 3 Loot Cards at a time. Loot can
Card Storage until the Hero dies. be saved or dropped on their Turn.

WHAT’S IN THE BOX!


Three types of Loot Boxes can be 1 - 5 D6 Coins, roll again and add on a 6
found littered through the Eight Lands: 6 - 9 Roll D10 or D100 by World
Coin Boxes, Loot Boxes, and Merchant
Boxes. Loot Tables between Worlds 10 Sell 3 random Items, 10 Coins each
are different based on difficulty.

WORLD 1 LOOT - D10


1 1-Up Mushroom: gain an Extra Life
2-5 Big Mushroom: grow to Big
6-7 Super Mushroom: grow to Super
8 Fire Flower: grow to Super, use MAG to throw a Fireball to Far
9 Heart Mushroom: heal D8 Hit Points instantly
10 Super Star: INVINCIBLE, add ULT to All Effort for D4 Rounds, Cannot be Saved

17
LOOT!

WORLDS 2-7 LOOT - D100


1 TPK Clock: All Heroes gain +1 to Any Stat, set World Timer at 6- finish Level or All Heroes lose 1 Life
2-3 3-Up Moon: gain 3 Lives
4-5 Mini Mushroom: shrink to Mini and become impossible to hit, Mini Effort is Always 1
6-15 Big Mushroom: grow to Big
16-19 1-Up Mushroom: gain an Extra Life
20-25 Fire Flower: grow to Super, use MAG to throw a Fireball to Far
26-30 Heart Mushroom: heal D8 Hit Points instantly
31-33 Ice Flower: grow to Super,use MAG to throw Snowball to Far and Freeze enemy for D4 Rounds
34-35 Gold Flower: grow to Super, gain x2 Coins for D4 Rounds
36-38 Boomerang Flower: grow to Super, use SKILL to throw Boomerang Far, collects Coins and Loot
39-46 Super Mushroom: grow to Super
47-51 Super Feather: grow to Super, use POW to Fly or Spin Attack all Close enemies
52-54 Green Shell Armor: +2 ARM
55-57 Red Shell Armor: +2 ARM and Immunity to Fire
58-60 Blue Shell Armor: +2 ARM, Move normal underwater
61-64 Shell Ammo (6): use SKILL to throw Near, hits everything in its path
65-67 Paratrooper Wings: attach to Yoshi or Shell Armor to gain Unlimited Flight, Cannot be Saved
68-69 Rock Mushroom: grow to Super, +4 ARM, use POW to roll through enemies
70-71 Vanish Mushroom: Invisible for D4 Rounds, attacks are Easy and deal x2 Effort
72-74 Frog Suit: Move normal underwater, jump Far
75-76 Goomba Shoe: jump Far, use POW to Ground Pound All Close enemies
77-79 Hammer Suit: +2 ARM, use SKILL to throw Hammers to Near
80-81 P-Wing: grow to Super, gain Flight for D4 Rounds
82 Spiked Blue Shell Ammo (3): auto-hit Everything in a line for ULT
83-84 Spiny Shell Armor: +2 ARM, deal Effort to all Close attackers
85-86 Beetle Shell Armor: +4 ARM, Immune to all Elemental Damage
87-88 Tanooki Suit: +2 ARM, use POW to Fly/ Spin Attack All Close, use MAG to Ignore Damage for D4 Rnds
89-91 Baby Yoshi: use POW to Eat a Close enemy, Eat 3 enemies to fully grow Yoshi, see Page 20
92-94 Warp Whistle: use MAG to Warp to the next World, single use
95-99 Super Star: INVINCIBLE, add ULT to All Effort for D4 Rounds, Cannot be Saved
100 POW Box: instantly Deal Effort +ULT to All enemies within Far, Cannot be Saved

18
LOOT!

WORLD 8 LOOT - D100


1-5 TPK Clock: Heroes get +1 to Any Stat, World Timer at 6- finish Level or All Heroes lose a Life
6-15 Shell Ammo (6): use SKILL to throw Near, hits everything in its path
16-20 Mini Mushroom: sjrink to Mini, become impossible to hit, Mini Effort is always 1
21-25 Trapped Box: spawn D4 Mecha Koopa, see page 14
26-30 Green Shell Armor: +2 ARM
31-35 Blue Shell Armor: +2 ARM, Move as normal underwater
36-40 1-Up Mushroom: gain an Extra Life
41-45 Fire Flower: grow to Super, use MAG to throw a Fireball to Far
46-50 Heart Mushroom: heal D8 Hit Points instantly
51-55 Trapped Box: Poison Gas deals D8 Damage to Everything Near, POW Save for ½
56-60 Super Mushroom: grow to Super
61-65 Super Feather: grow to Super, use POW to Fly or Spin Attack all Close enemies
66-70 Spiny Shell Armor: +2 ARM, deal Effort to all Close attackers
71-80 Hammer Suit: +2 ARM, use SKILL to throw Hammers to Near
81-85 Trapped Box: a glitch eats 1 random Item from your Card Storage
86-92 Spiked Blue Shell Ammo (3): auto-hit Everything in a line for ULT
93-96 Baby Yoshi: use POW to Eat a Close enemy, Eat 3 enemies to fully grow Yoshi, see page 20
97-99 Super Star: INVINCIBLE, add ULT to All Effort for D4 Rounds, Cannot be Saved
100 POW Box: instantly Deal Effort +ULT to All enemies within Far, Cannot be Saved

19
LOOT!

MERCHANT BOX - D10


When a Merchant Box is found, roll for 3 Items. Each Item costs 10 Coins but only
1 can be purchased before the Merchant vanishes.

1 Green Mushroom: grow to Super, Double Jump for D4 Rounds


2 Red Mushroom: grow to Super, Crit on natural 15+ for D4 Rounds
3 Blue Mushroom: grow to Super, absorb up to 10 points of damage
4 Rock Mushroom: grow to Super, +4 ARM, use POW to roll thru enemies
5 Spiked Blue Shell Ammo (3): auto-hit everything in a line for ULT
6 Hammer Suit: +2 ARM, use SKILL to throw Hammers Near
7 Warp Whistle: use MAG to Warp to the next World, single use
8 Goomba Shoe: jump Far, use POW to ground pound all Close enemies
9 Tanooki Suit: +2 ARM, POW to fly or spin atk, MAG to ignore dmg for D4 Rnds
10 Yoshi Egg: hatches with 10 Effort, use SKILL to hatch Baby Yoshi- see below

YOSHI
There are three stages of Yoshi, there just has to be, but this doesn’t mean you
have to go through all three stages each time. It’s completely possible to find a
Yoshi that’s already hatched or even fully grown.
A Yoshi Egg needs to be hatched with a SKILL Attempt and 10 total Effort.
Baby Yoshi must be carried. It can Eat Close Enemies that have 1 Heart or less
with a POW Attempt. Once it has eaten 3 Enemies it will grow into a Yoshi Mount.
Yoshi lets the Rider attack up to Near with it’s Tongue, which can
also collect Coins and Loot. You can Discard Yoshi to automatically
pass any Jump Attempt.

20
LOOT!

SECRET LOOT
Secret Loot is powerful and unique, each is one of a kind and cannot be lost or
stolen. A Hero can only ever have 1 Secret Loot at a time and picking up a new
one replaces the old one. A Hero must be Big or Super to use Secret Loot.

COMMANDO GEAR POWER SUIT


A full set of Camouflaged Fatigues Fight like a girl with the most badass
with a Red Bandana, Machine Gun, armored attack suit in the Eight Lands.
and Grenade Belt.
• +4 ARM
• Hard to Hit in Green Terrain.
• Use an Action to Super Jump Far.
• Machine Gun hits D4 Targets up to
Far, a Nat 1 Attack Roll means • Use an Action to Charge an Enemy
you’re out of Ammo- spend an for ULT.
Action to Reload.
• Arm Gun deals ULT on a Nat 18+.
• Throw a Grenade Near for D4
Damage to all Close. • Ball Form is Invincible but can only
Move.
• The Red Bandana just looks cool.
• Can open the Red Door in World 6.

MEGA BUSTER MASAMUNE


A super powered arm cannon that’s
Mega Sweet! It’s THE Masamune, need I say more?

• Reduce enemies Damage Resist by • Ignores All Damage Resistance.


1 with each hit if able. • Always deals ULT Damage.
• Shoot again on Nat 15+. • Swing again on Nat 15+.
• Use an Action to Charge Up your • Use an Action to build up your Blade
shot to auto-hit a single enemy on Fury Limit Break to auto-hit D6
your next Turn for x2 ULT. enemies on your Next Turn.
• Can open the Red Door in World 6. • Can cut the Chain in World 8.

21

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