Information: A spiky metal ball on a short handle. I couldn't fit this into any of
the main weapon types (though for a version with the ball on a chain, see the
Flail), so it just counts as a unique type outside of any
Weapon Triangles. The spikes make it decently effective nonetheless.
Name: Battering Ram
Type: Melee
Subtype: Ramrod
Level: n/a
Element: None
Ailment: None
Power: Attack x2
Hits: 1
Weight: 5
Information: A long, thick, heavy rod designed to smash down locked doors. When
used for this purpose in the field, it grants a boost of +1 to Strength; however, it has its own
Weight stat of 5, and therefore requires that much Strength to be used. Multiple characters can
contribute to a field ram, adding their Strength together with the +1, and contributing to the
Weight cost, but in battle the Battering Ram's basic attack can only involve one character, so
that one character needs at least 5 Strength. Non-ramming field tasks like lifting don't get the
+1 boost, either.
Name: Tennis Racket
Type: Melee
Subtype: Mace
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Defend Bonus: Reflective
Information: A tennis racket (also spelled racquet). Normally used for the sport
and only used for combat by Princess Peach in Super Smash Bros., it's not much good
as a direct weapon, but if you use the Defend command while it's equipped, you'll be able to use
it to bat projectiles back at the attackers, potentially making it strategically invaluable. It
falls outside of any Weapon Triangles, but does share a subtype with the Mace due to a similar
swing.
Name: Golf Club
Type: Melee
Subtype: Golf Club
Level: n/a
Element: None
Ailment: None
Power: Attack x2
Hits: 1
Information: This covers everything from a putter to a driver. They all make
reasonably effective blunt weapons, as displayed by Peach in Super Smash Bros., but
they fall outside of any Weapon Triangles. In the field, swinging with a driver, iron, or wedge
to hit a small object will cause that object to travel a distance value, equivalent to throwing
it with the Hand-Eye stat but instead using the Strength stat to back the swing (and possibly
varying by increments of 1 depending on the club, if you want to bother with that). But many
objects will be too big and/or oddly-shaped for this to work properly.
Name: Frying Pan
Type: Melee
Subtype: Pan
Level: n/a
Element: None
Ailment: None
Power: Attack x2
Hits: 1
Information: An improvised weapon used by the likes of Princess Peach, Tayce T.,
and Zess T. A Maestro may decide to require this item in order for a character to cook recipes,
but otherwise it's just a heavy blunt object that falls outside any Weapon Triangles.
Name: Spatula
Type: Melee
Subtype: Spatula
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A cooking utensil designed to flip burgers and the like. Because of
this, when used as an unorthodox weapon in battle, it can also
flip over enemies such as Koopas with its attacks.
This applies to both its basic attack and special attacks designed for it (unless those specify
otherwise), but obviously only happens in a game where flipping is being implemented, since it's
an optional mechanic in Arpeggio. If it's not being used, the spatula could instead be another
weapon that allows cooking in the field, like the frying pan (or the Maestro could even require
both the pan and the spatula to be used at once for cooking, since they do kind of complement
each other in that regard).
Name: Towel
Type: Melee
Subtype: Towel
Level: n/a
Element: None
Ailment: None
Power: Attack x2
Hits: 1
Information: A largish bath towel from Marks & Spencer; it proves surprisingly
versatile yet is very easy to use. It is considered a melee weapon, but it can also be used to
cast magical spells. Lastly, it can be used to prevent damage from a
Long Fall in the field, but does not have
the other effects of umbrella-type weapons when equipped.
Name: Automated Drone Boomerang Prototype (A.D.B.P. or Beemerang)
Type: Melee
Subtype: Boomerang
Level: E
Element: None
Ailment: None
Power: Attack x1 (Projectile)
Hits: 1
Information: The boomerang used by Vi in Bug Fables. It was invented by Professor
Honeycomb, and somehow acquired by Shades, who sold it to Vi. Boomerangs normally count as
Axe-type weapons in Arpeggio due to Fire Emblem comparisons, but
this one really isn't wielded like an axe, so it gets its own unique "Boomerang" subtype. An
attack designed to be used with a Boomerang would probably be compatible with Axe-type boomerangs
as well as this (and even the Sword-type Lizal
boomerangs), but not non-boomerang Axe-type weapons. At any rate, the Beemerang also has the
"hold" ability in the field, meaning that it can be thrown and made to spin in place at its
destination until the user recalls it (hence the "Automated Drone" bit). This can rotate switches
and gears, and can be used to set up booby trap-like
First Strike situations.
Name: Enhanced A.D.B.P. (Ehanced Beemerang)
Type: Melee
Subtype: Boomerang
Level: D
Element: None
Ailment: None
Power: Attack x1 (Projectile)
Hits: 2
Information: In Bug Fables, the "A.D.B.P. Enhancer" was a Medal, that game's
equivalent to a badge. Since in this form I've already created a
unique weapon subtype for the Beemerang, it would seem excessive to give it its own unique badge,
so I'm instead formatting it as a stronger weapon in the same subtype. That being said, it deals
the same amount of damage, but gets in two hits per turn. The medal added an extra hit to Vi's
multiple-hit skills, but didn't alter her basic attack; this will let the basic attack hit twice
for no VP cost, so it's a bit different. It can still use the hold ability in the field.
Name: Ball & Chain
Type: Melee
Subtype: Anchor
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: Intended as a device to restrict the movement of prisoners, it's a
heavy metal ball attached to a chain that's clamped to the leg. Equipping this weapon has the
same effect as holding the Iron Ball item from the
Pokémon series: it prevents the character from flying, allowing ground attacks to always hit
them. That being said, in terms of game mechanics it doesn't otherwise restrict action, though
it's no extra help as a weapon either. It's worn by
Ruffians from Bug Fables (who are so strong that they
can even act twice each turn despite wearing it) and
Debt Slaves from Super Paper Mario.
Name: Soopa Doopa Koopa Troopa Poopa Scoopa
Type: Melee
Subtype: Pooper Scooper
Level: n/a
Element: None
Ailment: Poison, Turns: 1, Chance: 25%
Power: Attack x1
Hits: 1
Information: It's just a pooper scooper with fancy Koopa Troopa branding. It's a
small scoop on a stick for picking up dog poop or the like without having to bend over. Not much
use as a weapon, but I had to make the pun. If a Koopa Troopa comes armed with this, you can
assume he's done something to displease Bowser and has been punished with cleanup duty.
Name: Obviosutyl
Type: Melee
Subtype: Multitool
Level: n/a
Element: None
Ailment: None
Power: Attack x2
Hits: 1
Information: Basically a giant Swiss army knife containing every type of melee
weapon. The Obviosutyl is considered to be Weapon Triangularly good against every other melee
weapon, always dealing +1 and taking -1, even against weapons that lie outside any actual Weapon
Triangles. It doesn't get the bonus against projectile or magic weapons, unarmed targets, or
another Obviosutyl, and it can't be used in armed special attacks designed for any weapon, only
those designed specifically for it. It was named after a typo.
Name: Killy Putty
Type: Melee
Subtype: Variable
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A blob of putty (available in one of many colors) that can transform
into any type of melee weapon. With Killy Putty equipped, a character can use armed special
attacks of any melee weapon type. That said, it can't transform into projectile or magic weapons,
and it only becomes very weak versions of melee weapons, having a WBAP of only Attackx1 damage.
Armed attacks executed with Killy Putty are treated as their marked weapon type for Weapon
Triangle purposes, but the putty turns back into putty immediately after use, so the Weapon
Triangle is not a defensive factor while it's equipped. An armed basic attack may be performed
with Killy Putty and is treated as the melee weapon type of the attacker's choice, but still only
has a power of Attackx1. Importantly, while Killy Putty can be used by anybody regardless of
Weapon Levels, characters earn no weapon use points from performing armed attacks with Killy
Putty, so it's no use to train up to higher Weapon Levels. Killy Putty often serves as an
emergency backup weapon in case a character's main weapon is lost or stolen, but the putty can be
stolen just like any other weapon.
Information: Modified Killy Putty designed to respond to the user's skill in
whatever weapon type it transforms into, allowing them to use putty facsimiles of stronger
weapons if they have a higher Weapon Level in that type. With a single blob of Really Killy Putty
equipped, a character can use armed melee attacks of any weapon type with effective WBAPs
corresponding to their current Weapon Levels in each, all the way up to x4 damage at A. This
incredible versatility makes it highly sought-after, but it's extremely difficult to manufacture,
so it's rarely seen in stores and sells for exorbitant prices when it is. Keep in mind that you
still won't earn weapon use points with it, and that it can still be stolen—in fact, thieves will
likely target it before your regular weapons due to its value.
Name: Bestiary
Type: Melee
Subtype: Book
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A green book containing information about various nefarious species
and individuals. When equipped, it allows the wielder to use the
Tattle ability in addition to being able to whack people
with it. It is Goombella's signature item, but
it can be used by anyone. In a more complicated game of Arpeggio, multiple Bestiaries may exist,
with each only containing information on a specific set of enemies.
Name: Pokédex
Type: Melee
Subtype: Book
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A red device functioning as an electronic book that is able to obtain
information on Pokémon by scanning them. It works just like the Bestiary, except that it only
allows Tattle to be used on Pokémon characters.
Name: The Hitchhiker's Guide to the Galaxy (Hitchhiker's Guide, H2G2, or The Guide)
Type: Melee
Subtype: Book
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: An electronic book with the words "Don't Panic" printed in large,
friendly letters on the cover. It is an alternate version of the Bestiary that can be used in
sci-fi settings, but in this case the Maestro may choose to embellish or outright falsify the
information in the Tattle entries that it provides. The plot of the game could even revolve
around the players writing a new, more accurate edition of the book.
Name: Cookbook
Type: Melee
Subtype: Book
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A yellow book containing a vast list of cooking recipes. Anyone who
equips it will be able to cook items with no chance of making a Mistake (unless they attempt an
invalid recipe). Like the Bestiary, it does not have much use as a melee weapon, but is treated
as one in the game mechanics. The book must be equipped for the increased cooking odds to apply,
but since cooking is done outside of battle, this is mostly a formality. The Cookbook also
reveals the effects of all items, but like using Tattle on an enemy, the character must possess
the item to be able to identify it properly.
Name: Operator's Manual
Type: Melee
Subtype: Book
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A guidebook that explains how to use a specific piece of
machinery—often a vehicle. Naturally, there are different,
non-interchangeable manuals corresponding to different vehicles, but in battle they all count as
this weapon. It's obviously of no actual use as a weapon, and frankly doesn't need to exist at
all unless the players make a point of questioning why they automatically know how to operate
every vehicle they find. If they raise the issue, a manual may be found in one of the vehicle's
inventory slots. Whether the vehicle can only be driven by someone who currently has the manual
equipped, or instead its knowledge can be permanently retained after a cursory glance, is up to
the Maestro. (But in real life, please don't read and drive, kids.)
Name: Lantern
Type: Melee
Subtype: Light
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A glass jar with an unlimited magical light source inside; it is
primarily used to light dark rooms rather than to attack. It is adjustable, so that the user can
keep the room dark if they desire. Carried by Lantern
Ghosts, it can remove the Darkness Weather
Condition in battle for no VP cost, taking up the user's turn. If the larger setting is naturally
dark, it can also be dimmed to return the Weather to Darkness.
Name: Big Lantern
Type: Melee
Subtype: Light
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: The lantern used by the
Big Lantern Ghost, therefore containing
Watt (or maybe a different
Li'l Sparky). Like a regular lantern, it can be used
to remove the Darkness Weather Condition for no VP cost (though using up a turn), or, more
likely given the circumstances, dialed down to return a naturally dark room to a state of
Darkness. Unlike most weapons, when equipped, the Big Lantern can be targeted by attacks
separately from its wielder; it cannot be destroyed this way, but each hit that it takes will
increase the brightness of the room.
Information: A flashlight similar to the one Luigi used in Luigi's Mansion. It's
basically just a more modern version of the Lantern, but its focused beam of light can stun
ghosts, though not any other kinds of beings. It can also remove Darkness just like the
Lantern.
Name: Lighter
Type: Melee
Subtype: Button
Level: n/a
Element: None
Ailment: Burn, Turns: 1, Chance: 100%
Power: 0
Hits: 1
Information: A cigarette lighter. Most often used in the field to light cigarettes,
cigars, or Mister Dragon's breath,
as its combat applications are negligible. However, it is treated as a weapon nonetheless.
Name: Remote Control
Type: Melee
Subtype: Button
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: Various electronic devices, such as televisions and robots, may be
operated using remote control items. Though not universal (the same remote does not control every
machine in the game), in battle they are all treated as this Remote Control weapon. Naturally,
theft of the weapon can effectively transfer control of the object.
Name: Poké Ball
Type: Melee
Subtype: Button
Level: n/a
Element: None
Ailment: None
Power: Attack x1 (Projectile)
Hits: 1
Information: A Poké Ball occupied by a captured Pokémon, moving it from the regular
item inventory to the weapon inventory. While it is equipped, the Pokémon tied to it will fight
for the wielder; this system is described in more detail
here. Switching active Pokémon is
accomplished by equipping different Poké Balls containing different Pokémon, but just like in
their own games, only one Pokémon can be active at once. The name of the Pokémon contained within
a Poké Ball will be listed in parentheses after the Poké Ball's name. A Pokémon already tied to a
Poké Ball cannot be captured by another Poké Ball, but since Poké Balls count as weapons, they
can be stolen; that being said, if the Pokémon inside has a strong bond with its proper Trainer,
it may refuse to obey the thief (but will still be forced to appear on their side of the
battlefield and act, or refuse to act, on their Phase of each turn). Throwing a Poké Ball at
anyone other than a Pokémon will fail to capture them, instead counting as a projectile basic
attack merely dealing x1 damage.
Name: Digivice
Type: Melee
Subtype: Digivice
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A small Tamagotchi-like device that, when carried by the corresponding
Digidestined, allows that person's partner Digimon to digivolve. Without this setup, a Digimon
needs much time and training to digivolve, and generally can't revert back to an earlier form.
The Digivice essentially transforms emotional energy into digital energy, channeling it from the
Digidestined into the Digimon, but this has no noticeable draining effect on the Digidestined,
and in fact it is common for the first instance of digivolution to occur accidentally, following
a strong emotional response (such as to the Digimon being in danger). Some practice is needed on
the parts of both the Digidestined and Digimon to master the process, but once done the Digimon
can essentially digivolve or de-digivolve at will, even skipping stages by "warp digivolving."
Other, more complex methods of digivolution may require additional persons or items, such as
Digi-Eggs for "armor digivolving" or another Digimon for "DNA digivolving" (which is essentially
fusion), and later models of Digivices may allow for
things like scanning special cards to give Digimon smaller boosts than digivolution. All that
aside, simply whacking somebody with a Digivice doesn't really do much good.
Name: Gem Destabilizer
Type: Melee
Subtype: Destabilizer
Level: n/a
Element: Thunder
Ailment: Instant Death (to light constructs only), Chance: 100%
Power: Attack x1
Hits: 1
Information: A device resembling a tuning fork with streaks of electricity running
through the middle. It's designed to destabilize the bodies of Gems, which are hard light
constructs projected from their gemstones, instantly "poofing" them (destroying their bodies,
which can later be regenerated by the gemstone) without having to actually put any effort into
overpowering them. It's relatively harmless to organic beings, but can destroy other light-based
creatures or objects, such as Star Trek holograms or Green Lantern constructs.
Name: Gem Rejuvenator
Type: Melee
Subtype: Destabilizer
Level: n/a
Element: None
Ailment: Instant Death AND Amnesia (to light constructs only), Chance: 100%
Power: Attack x1
Hits: 1
Information: A small cylinder that telescopes out into a pole and generates a
curved blade made of energy, forming a lightsaber-esque scythe. It's not as dangerous as a
lightsaber, as its blade doesn't melt through everything: it's specifically designed to affect
Gems, both poofing them and performing a sort of "factory reset," getting rid of all of their
memories in order to restore them to the state they were in upon first emerging. From the
perspective of the oppressive Diamond Authority, this "fixes" problematic Gems who've developed
rebellious behaviors, turning them back into something obedient. Luckily, it is possible to
restore a rejuvenated Gem's memories, but this requires finding the right experiences to remind
them of who they really are, which is no mean feat and will probably involve a musical number. A
Rejuvenator won't do much physical damage to half-Gems, but it will block off all of their
Gem-based powers until they can undergo a similar revelation.
Name: Mailbag
Type: Melee
Subtype: Bag
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A brown satchel in which mailmen keep all of the letters that they're
supposed to deliver. It doesn't make for much of a weapon, but
Parakarry uses it to store all his letters (some
of which would probably fly out if he actually whacked someone with it). There is no defined
limit to the number of letters it can store.
Name: Monkey Wrench
Type: Melee
Subtype: Wrench
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: A very special weapon item that primarily has a use other than
attacking: if the wielder chooses to use an HP-restoring item while it is equipped, they have the
option to apply the HP restoration to a vehicle instead of a character. Normally, vehicles
require specific repairing items or locations to have their HP restored, so the Monkey Wrench
makes repairing them much easier.
Name: Guitar
Type: Melee
Subtype: Musical Instrument
Level: n/a
Element: None
Ailment: None
Power: Attack x1 (Sound: Projectile)
Hits: 1
Information: A guitar; physically reinforced if acoustic and sporting infinite
battery life if electric. Obviously not designed as a weapon, the user can nevertheless whack
someone with it, or alternately strum it with the volume maxed out in order to deal sound-based
damage, which will avoid damage from things like spikes and Electrification while also doing
extra damage to sound-sensitive characters like Venom. Playing music can be used for role-playing
purposes in the field, but normally has no particular effect in terms of game mechanics; however,
special attacks can be designed to make songs played on it have desired effects in battle,
allowing for a character to function similarly to how Greg does in Steven Universe: Save
the Light. Various other instruments could also function similarly.
Name: Power Drill
Type: Melee
Subtype: Drill
Level: n/a
Element: None
Ailment: None
Power: 1 [/]
Hits: 4
Information: A handheld power drill. Not designed as a weapon, but painful
nonetheless, its spinning bit can pierce some defenses.
Name: Spin Drill
Type: Melee
Subtype: Drill
Level: n/a
Element: None
Ailment: None
Power: 1 [/]
Hits: 5
Information: An oversized drill bit that served as a power-up in Super Mario
Galaxy 2. In Arpeggio form, it counts as a weapon, so you won't lose it when you take
damage, but it lies outside of any Weapon Triangles. The Spin Drill is traditionally held
overhead until used, and use takes the form of jumping above the target and somehow immediately
orienting the drill beneath the user's feet, then riding it down as it, well, drills. It can also
be used to quickly tunnel through the ground in the field, but once set moving it can only go in
a straight line and won't stop until it exits the dirt (it will bounce off of harder materials
and change its direction, usually at right angles). This works best when the field features
gravity mechanics similar to those in the Galaxy games, where the drill could send the user all
the way through small planets to the other side.
Name: Weedwhacker
Type: Melee
Subtype: Propeller
Level: n/a
Element: None
Ailment: None
Power: 1 (+2 to Made of Plant)
Hits: 3
Information: Also called a string trimmer, weed-eater, or various other names, it's
an extreme gardening tool that uses metal wire coated in plastic and spun at high speed to tear
apart vegetation. They're normally gas-powered and require frequent replacement of the strings,
but I'm lazy, so this one somehow has infinite fuel and string. In battle, it'll get you a few
weak hits per turn, but will do more against plant-based targets.
Name: Jackhammer
Type: Melee
Subtype: Piston
Level: n/a
Element: None
Ailment: Dizzy, Turns: 1, Chance: 100%, Target: User
Power: 1 [/]
Hits: 6
Information: A cordless jackhammer. Using it to attack will create an earthquake
that damages all enemies except for those who are not in contact with the ground, ceiling, or
walls, but will render the user Dizzy from riding around on it. It can also quickly demolish
multiple nearby objects in the field, or uncover secrets buried in the ground. In England, it's
called a Pneumatic Drill.
Name: Moe-Eye Sunglasses
Type: Melee
Subtype: Glasses
Level: n/a
Element: None
Ailment: None
Power: Attack x1
Hits: 1
Information: The distinctive pink sunglasses worn by the
Moe-Eye, strange rock creatures from the Sand Kingdom.
Though of no real use as a weapon, when equipped, these things allow the wearer to see otherwise
unseeable things. This means that, for the wearer, the effects of
Invisibility, as well as
Fog and
Smog, are ignored, allowing attacks to have their
normal accuracy. For such purposes, unarmed special attacks may be performed while the sunglasses
are equipped (functioning as they normally would without a weapon), though armed attacks that
require another weapon are unable to take advantage of the glasses. The glasses also work in the
field, allowing the wearer to see invisible platforms and the like. Psychic attacks can be used
while the glasses are equipped, but they do not negate Nirvana or Noise.