Information: A relative of the Slingshot, but one distant enough that it doesn't
count as Bow-type. Its ammunition is called "sling-bullets," and while it can only hold one at a
time, like a Slingshot the user can load it and fire in the same turn, making it more efficient
than a Bazooka. That being said, if the user doesn't have any ammo, they can just pick up a rock
to use instead; rocks count as the same Pebble item used for
Slingshot ammo, which can also be thrown to attack without either of the weapons, but it will do
the most damage when slung from a Sling (though still less than using a proper sling-bullet).
Like with the Slingshot, finding and picking up a Pebble in mid-battle takes up a turn, and each
Pebble takes up a slot in a character's inventory, whereas Sling-Bullets come in packs of 10, so
they're generally the better choice, unless you want the Earth Elementality.
Name: Venusian Raygun
Type: Projectile
Subtype: Laser
Element: None
Ailment: None
Power: 3
Hits: 1
Ammo: Infinite
Information: A type of laser gun used by the tiny Space Piranhas that inhabit
Piranha Planets. It's similar to a Shrooblaster,
but has a flared dish around the antenna-like barrel, and instead of firing a single round pulse,
it emits a thin, continuous beam, though this is a similar pinkish color to Shroob shots. Perhaps
the Piranha Plants are native to Venus and came to the Mushroom World via their Piranha Planets...
hence the term Venus flytrap.
Name: Grapple Gun
Type: Projectile
Subtype: Grapple
Element: None
Ailment: None
Power: 2
Hits: 1
Ammo: Infinite
Information: A gun that fires a grappling hook attached to a rope, allowing the
user to be pulled up to high places. As such, in the field it grants the user a maximized
Platform stat of 9, although depending on the game the Maestro may limit its use to specific
grapple points. It is not much use in battle, although it does not run out of ammo since it pulls
the hook back after every use.
Name: Leaf Blower
Type: Projectile
Subtype: Blower
Element: Wind
Ailment: None
Power: 1
Hits: 1
Ammo: Infinite
Information: A backpack engine with a tube on one side designed to blow out air in
order to move around light debris such as fallen leaves. This one is solar-powered with a large
battery so as to effectively never run out of power, and since air is all around, ammo isn't a
problem save for unusual situations like being
underwater or in
space. That being said, it isn't designed as a
weapon, so it only deals very minor Wind damage, only potentially being useful against someone
who's weak to Wind. But it may have applications in field puzzles.
Name: Super Scope
Type: Projectile
Subtype: Scope
Element: None
Ailment: Paralysis, Turns: 1, Chance: 1/6
Power: 1, 3, 6
Hits: 6, 2, 1
Ammo: 30
Information: An energy gun that can either be fired rapidly for multiple low-damage
hits per turn, or charged up for fewer, stronger hits. The options are 6 hits dealing only 1
damage each, 3 hits each dealing 2, or one hit dealing 6. Executing any of these three options
uses up 6 points out of the gun's energy reserves of 30, although a fourth option is to only fire
a single weak shot dealing 1 damage, which only uses up 1 ammo point. Either way, the gun is
useless after it runs out of energy; it can be recharged at certain locations in the field, but
generally not in mid-battle.
Name: Ultra Scope
Type: Projectile
Subtype: Scope
Element: None
Ailment: Paralysis, Turns: 1, Chance: 1/6
Power: 1, 3, 6
Hits: 6, 2, 1
Ammo: 60
Information: A Super Scope with twice the maximum energy capacity.
Name: Mr. Laser Shades
Type: Projectile
Subtype: Shades
Element: None
Ailment: None
Power: 19
Hits: 2
Target: One to Two
Ammo: 5
Information: A pair of sunglasses modified into a deadly energy weapon by the
Stickmen. They unleash two laser blasts per turn for massive
damage, but can only fire five shots before running out of juice. Like the Super Scope, they can
be recharged at certain spots in the field, but generally not in mid-battle.
Name: SupaMerge Headset
Type: Projectile
Subtype: Shades
Element: None
Ailment: Forced Fusion, Turns: 5, Chance: 100%
Power: 0
Hits: 1
Target: Two
Ammo: Infinite
Information: A technological visor from Mario + Rabbids Kingdom Battle
that fires blasts which forcibly fuse characters together. This was used to create various
Mario-themed Rabbid bosses, but in Arpeggio ties neatly into the existing
fusion system. That being said, it was also portrayed
as able to fuse inanimate objects, which isn't covered by that system; I might render that part
as special attacks, for example "fusing" a single target character with a heavy inanimate object
to inflict Paralysis or something, which would still be curable in all the normal ways, just with
the added flavor of the inanimate object in question popping back out. Or alternately, fusing two
otherwise-useless inanimate objects into a weapon or something, or fusing a character with a
weapon in order to force that weapon to count as perpetually equipped—this could even happen to
the SupaMerge itself, as it did in the game.
Name: Taser
Type: Projectile
Subtype: Taser
Element: Thunder
Ailment: Paralysis, Turns: 3, Chance: 75%
Power: 0
Hits: 1
Ammo: Infinite
Information: A device designed to deliver a paralyzing electric shock without
causing permanent harm. It is used by police and citizens alike as an alternative to lethal
weapons. Oddly enough, the name "Taser" is technically an acronym for "Tom Swift and his
Electric Rifle," also the title of a novel from 1911.
Name: Tranquilizer Gun
Type: Projectile
Subtype: Tranquilizer Gun
Element: None
Ailment: Sleep, Turns: 5, Chance: 100%
Power: 0
Hits: 1
Ammo: 1 (Tranquilizer Dart)
Information: A gun that fires darts containing a liquid sedative to put the target
to sleep. This is designed for zoologists and such, not combat, so it can only hold one dart at a
time, making it as inefficient as a bazooka.
Information: A long, narrow tube into which one can blow in order to propel a small
projectile, usually a poisonous dart. It can only hold one dart at a time, making it function
similarly to a bazooka; however, taking after Lanky Kong's weapon in Donkey Kong 64,
it can also fire grapes, and since grapes come in bunches of 30 that count as one item, an entire
bunch of 30 can be loaded into a Blowgun at the same time (though only one is fired at a time,
and they only do 1 damage). Like the other Kong weapons, there's also a homing variety of ammo,
although unlike the rest of them, regular and homing grapes can't be loaded in at the same
time—but homing grapes come in bunches of 30 as well, allowing the Blowgun to hold more homing
ammo than any other Kong weapon. Homing grapes still only do 1 damage, though.
Name: Point-of-View Gun
Type: Projectile
Subtype: Point-of-View Gun
Element: None
Ailment: User's Status, Chance: 100%
Power: 0
Hits: 1
Ammo: Infinite
Information: A device designed by Deep Thought and commissioned by a consortium of
intergalactic angry housewives. It momentarily makes the target see things from the user's point
of view, transferring the user's Status Conditions to the target, turns remaining or damage to
the 5-HP mechanism included.
Name: Ribbon Wand
Type: Projectile
Subtype: Ribbon Wand
Element: None
Ailment: Paralysis, Turns: 1, Chance: 100%
Power: 0
Hits: 1
Target: One to All
Ammo: Infinite
Information: A small wand that fires a paralytic tractor beam, immobilizing all
those targeted and allowing the wielder to move them around with no more effort than that of
pointing the wand. This was used by Aquamarine in
Steven Universe, and made her a nearly insurmountable foe despite her diminutive
size. In Arpeggio terms, its Paralysis only lasts for one turn in battle, requiring the user to
repeatedly spend their turn renewing it, but because it's 100% accurate, they can do this
indefinitely; a Paralyzed character can still use psychic attacks, so that's one way to break out
of the loop, but it's still a weapon that shouldn't really be given to players due to its
exploitability. The wand can be made to lose its rigidity and effectively turn into a short
ribbon, hence its name, which Aquamarine wore as a bow in her hair.
Name: Fire Antibody
Type: Projectile
Subtype: Antibody
Element: Fire
Ailment: None
Power: Attack x2
Hits: 1
Target: All
Ammo: Fire Pathogens (Stored in Item Inventory)
Information: A red, eight-eyed antibody from the bloodstream of Dr. Zeus's brother,
Mr. Hades. It modifies the host's immune system to resist Fire Pathogens, so the host can use
them to attack. Contrary to basically every rule, the power of the attack depends on the user's
Attack Power, the attack hits all enemies, and the Pathogen is not loaded into the Antibody, but
used like an attacking item. Ammo is therefore limited by the size of your inventory. This was
the first "weapon" that Project U acquired in Dr. Zeus's Green Eggs and Spam, though
he didn't learn of its origins until later into Dr. Zeus's story.
Name: Water Antibody
Type: Projectile
Subtype: Antibody
Element: Water
Ailment: None
Power: Attack x2
Hits: 1
Target: All
Ammo: Water Pathogens (Stored in Item Inventory)
Information: A blue, eight-eyed antibody from the bloodstream of Dr. Zeus's much
friendlier brother, Prof. Poseidon. It works just like the Fire Antibody, but with Water
Pathogens, and it was Project U's second "weapon" in Green Eggs and Spam. In the
original Something, the name "antibodies" was used for the fired projectiles, which
looked like what are now the one-eyed Pathogens. Either way, the eight-eyed design is capable of
blinking in many different patterns, which at the time represented the height of my programming
prowess.
Name: Lightning Antibody
Type: Projectile
Subtype: Antibody
Element: Thunder
Ailment: None
Power: Attack x2
Hits: 1
Target: All
Ammo: Lightning Pathogens (Stored in Item Inventory)
Information: A yellow antibody from the bloodstream of Dr. Zeus himself, and the
final "weapon" in U's primary arsenal, allowing the user to wield Lightning Pathogens. According
to the game's background lore, these three antibodies were scattered across the multiverse when
the three brothers each lost a single drop of blood in their battle against King Asgard, the
original ruler of the Land of Asgard, which Dr. Zeus took over after his death.
Name: Vacuum Block
Type: Projectile
Subtype: Block
Element: Wind
Ailment: Inhaled (see Information)
Power: n/a
Hits: 1
Target: All
Ammo: Infinite
Information: A block of the floating-over-your-head Mario variety that, when
stricken from below, causes the striker to inhale with the force of a hurricane. This deals no
damage, but may tear off parts of certain enemies or even inhale small enemies entirely, allowing
for game mechanics resembling Bowser's in Mario & Luigi: Bowser's Inside Story.
Since the inhaler doesn't make contact with enemies, the Vacuum Block is treated as a projectile
weapon, meaning that whacking people with it as a melee attack would be equivalent to pistol
whipping and only deal Attackx1 damage (this melee attack does not count as Wind-type, but
inhaling does, which means that enemies immune to Wind cannot be inhaled).
Name: Fenton Thermos
Type: Projectile
Subtype: Thermos
Element: None
Ailment: Trapped inside (ghosts only)
Power: n/a
Hits: 1
Ammo: Infinite
Information: A coffee thermos modified into a ghost-catching device by Jack and
Maddie Fenton. Its beam has no effect on non-ghosts, but sucks ghosts inside, where they can't
escape until it's opened back up. They are not actually harmed by this, however, so short of
keeping them inside forever it's not a permanent solution. It can hold an infinite number of
ghosts at once, but there may be some danger of ones already inside getting out if it's opened to
add more. This is the kind of mechanic that a game of Arpeggio would need to be built around in
order for it not to be overpowered.
Name: Color Gun
Type: Projectile
Subtype: Colorizer
Element: None
Ailment: Colorized (see Information), Chance: 100%
Power: 0
Hits: 1
Ammo: Infinite
Information: A gun used primarily by criminals in LEGO City. It stores a special
color solution that can change the color of whatever it hits. The gun can only store one color at
a time, but can fire an infinite number of shots of that color. To change the color in the gun,
the user must find a Color Swapper machine in the field. Some objects in the field respond to
being changed to certain colors, and in battle, colorization changes the Elemental Modifiers of
the target, which can be used to give opponents weaknesses to your team's Elements, or to give
your team resistances to enemies' Elements. Colorization lasts until the battle ends but will be
removed by items and abilities that cure Status Problems. The available colors and their
modifiers are as follows, and the color currently stored in the Color Gun should be listed in
parentheses after its name in a character's weapon inventory.
Red
Blue
Yellow
Purple
Green
Brown
Cyan
White
Orange
Pink
Black
Silver
Gold
Lime
Lavender
Rainbow
Beige
Earth
+2
--
+2
+2
-2
x0
--
+2
--
+2
+5
-2
x0
HP
VP
MP
XX
Ice
+2
+2
--
--
+2
+2
x0
--
--
+2
+5
-2
x0
HP
VP
MP
XX
Water
+2
x0
+2
+2
-2
+2
+2
--
--
+2
+5
-2
x0
HP
VP
MP
XX
Wind
--
--
--
--
+2
+2
--
x0
--
+2
+5
-2
x0
HP
VP
MP
XX
Fire
x0
-2
--
--
+2
-2
+2
+2
--
+2
+5
-2
x0
HP
VP
MP
XX
Thunder
--
+2
x0
--
--
-2
--
--
--
+2
+5
-2
x0
HP
VP
MP
XX
Poison
--
--
--
x0
+2
--
--
--
--
+2
+5
-2
x0
HP
VP
MP
XX
Plant
-2
+2
--
--
x0
+2
--
--
--
+2
+5
-2
x0
HP
VP
MP
XX
Name: Super Color Gun
Type: Projectile
Subtype: Colorizer
Element: None
Ailment: Colorized, Chance: 100%
Power: 0
Hits: 1
Ammo: Infinite
Information: An upgraded version of the Color Gun capable of storing all of the
available colors at once, eliminating the need for Color Swappers. The user simply chooses their
desired color when firing.
Name: Aperture Science Handheld Portal Device (ASHPD or Portal Gun)
Type: Projectile
Subtype: Portal Gun
Element: None
Ailment: None
Power: (see Information)
Hits: (see Information)
Ammo: Infinite
Information: A gun designed by Aperture Science that can create two linked portals
against flat surfaces. This of course opens up an entirely new method of traversing the field,
allowing many obstacles to be bypassed, and for the Maestro to design field puzzles similar to
Portal's test chambers. In battle, both portals can be repositioned in one turn, and
they have the following uses (none of which cost any VP):
Use #1: One portal is placed on the ceiling and the other is then fired underneath an
enemy, causing the enemy to fall out of the ceiling and receive damage from a
Long Fall. This does not work on flying
enemies and cannot be used at all if there is no ceiling in the battlefield, although any surface
large enough to support a portal and high enough off the ground can count as a "ceiling" in this
case—it could be a vertical wall, but obviously the technique will not work if both portals face
upward. Once this is used, the portals remain there until placed elsewhere, but serve no further
purpose, as enemies are not likely to fall through again on their own.
Use #2: A variation of Use #1, the upper portal is placed above a second enemy, causing
the first enemy to fall onto the second one. In this case, each target takes damage equal to the
falling target's Weight stat, and Long Fall damage is not involved. The falling character can
fall onto and damage a flying character, but again a flying character cannot fall. If either
target is Electrified, Reciprocal, Spiky, etc., these conditions will damage the other
target.
Use #3: Both portals are placed near one character specified as the
"portal-jumper-inner," and following this, all attacks targeting the portal-jumper-inner will
miss (explained as the character jumping through the portals just before being stricken) except
for fieldwide multitarget attacks and psychic attacks. Unlike Uses 1 and 2, once Use #3 is set up,
the character will continue to dodge all attacks indefinitely, but since only two portals can
exist at once, if another use of the Portal Gun is executed, the dodging effect will then end
until reestablished.
Use #4: In this case, the user of the ASHPD uses their turn to specify that they will
be using portals to redirect the next attack targeting them, but does not technically place the
portals until under attack. (If they are not attacked during that turn, then nothing happens, and
they can act normally during the next turn, but will not redirect any later attacks unless they
specify this option again on future turns.) If attacked, the character will automatically use
portals to redirect the incoming attack and will take no damage from it. The character can choose
to redirect the attack toward an enemy (or choose not to), but obviously, melee attacks cannot be
redirected toward the actual attacker—instead, the attacker can be made to take Long Fall damage
as per Use #1; if redirected toward another enemy, the other enemy will take the attack's damage,
but the attacker will not take any damage. If the attack is projectile, the very attacker can be
targeted. If the attack is multitarget, only the Portal Gunner is protected, not their teammates.
Psychic attacks cannot be redirected with portals, and like Uses 1 and 2, the portals must be
repositioned each new turn for the effect to work again.
Notes: While it would seem an attractive prospect to trap an enemy in an infinite fall
using floor and ceiling portals, officially this is not allowed, and explained as the enemy
managing to move sideways out of the portal tunnel, just as Chell can (as such, if attempted,
this would result in Use #1 rather than enemy paralysis). Also, the Maestro may specify some
surfaces as unable to support portals, and some characters, such as GLaDOS, may have the ability
to deactivate existing portals, which could for example end the dodging effect of Use #3. Lastly,
if a player comes up with a creative use of portals not covered by the options listed here, it
might be able to be executed without the need for writing up a special attack and spending VP
just like these techniques, but it is possible to design armed special attacks for the Portal Gun
just like for any other weapon.