DM Guide

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Weapons

Players should be encouraged to pick out a unique weapon that suits their character. This is why
weapons are sorted into broad categories instead of specific weapons. Every couple of levels,
you may want to consider providing a shop or a gift box that provides your players with a new
weapon with stats corresponding to the chart. The following section is to help determine names
of the weapon.

Below is a chart of how the base Earthbound weapons would roughly compare to each character
level in EBTT:

Level Ness Paula Jeff Inventions Yo-yo


1 Cracked Bat Yo-yo
3 Tee ball bat Fry pan Slingshot
5 Sand lot bat Thick fry pan Pop gun Magnum air
gun
7 Minor league bat Stun gun Bionic
Slingshot
9 Mr. Baseball bat Deluxe fry pan Toy air gun
11 T-Rex’s bat Chef’s fry pan Zip gun Trick yo-yo
15 Big league bat Double beam Combat yo-yo
19 Hall of fame Magic fry pan Hyper beam Laser gun
bat / Casey bat
23 Ultimate bat Non-stick fry Spectrum
pan beam
27 Magicant bat French fry pan Crusher beam Death Ray
31 Gutsy bat Baddest beam
35 Legendary bat Holy fry pan Moon beam gun Gaia beam

Enemies

Starmen.net fortunately offers a full database of all Earthbound enemies and their stats, all of
which translate into EBTT’s mechanics. The database can be found at:
http://starmen.net/mother2/ebdb/enemies.php

Here’s an example statblock:

Runaway Dog

HP: 21
PP: 0
Offense: 4
Defense: 5
Speed: 26
Hit/Dodge: 2
Smash Mod: 0
Fire Damage: 100%
Freeze Damage: 100%
Flash: 99% chance of success
Paralysis: 99% chance of success
Brainshock: 0% chance of success
Hypnosis: 99% chance of success
Wall Staples: 75% chance of success

Use a biting attack: Low-level attack


Make a piercing howl: No effect

Low-level attacks have a damage multiplier of 2*. High-level attacks have a damage multiplier
of 3*.

It’s not necessary to keep track of a monster’s Guts stat, so you can just quickly check if it has a
smash modifier and move on.

A monster’s speed determines its initiative. For every 13 points of speed, give them 1 point of
Hit/Dodge.

Unless otherwise noted, status effects generally have a 50% chance to work on normal enemies
and 10% against bosses.

Flash is ineffective against blind enemies and generally has a 10% success rate against machines.

Extra-terrestrials such as Starmen and Mooks seem to be more resistant against Paralysis. An
enemy with a more easily understood anatomy or form of movement may be easier to paralyze,
for example if they had a simple body or they are a familiar everyday creature or object. An
older opponent may also be more easily paralyzed.

Brainshock generally works better on more intelligent opponents and less so on un-intelligent
and mindless creatures. Brainshock has a 99% success rate even against Giygas and Pokey.

Hypnosis works better on less intelligent opponents. It should have an inverted rate of success
when compared to Brainshock. Generally no one should be immune to both effects.

You might notice that Wall Staples were not included in Earthbound. By default, most enemies
in Mother 3 had a success rate of 75%. If you’d like a more tactical number, consider the
following: If the enemy is slow moving, they’re more likely to be pinned down. If the enemy is
made of a soft material, like clay or carpet, they’re more likely to be pinned down. Consider if
the enemy is too small to be pinned by the large staple, like a rat. Or perhaps they’re too big for
the staple to fit around and too hard for the staple to pierce through.

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