Things added onto Spelunk, to make it mesh better with the Mushroom Kingdom. These are largely just numbers for easier number-crunching, especially in conjunction with the EXP and Badge system, or for character creation.
A character with the Mount trait can move and jump as normal while another character rides them. The rider's Resist must be less or equal to the mount's Lift score. While being ridden, the mount and rider move in concert, using the mount character's Move and Jump scores. Only one of the two may attack or otherwise act in a given turn, though; the other forfeits their action. The rider may use this action to abandon the mount and Jump off them as normal.
If the user of an item takes damage, and the item has the Destroyable quality, then the item is instantly destroyed. Items with this property are often found near locations that require their use to proceed, but can be stored for later use like most other items. While stored, a Destroyable item cannot be damaged.
This attack is affected by gravity. For every space it moves forward, it then moves down one, much as a falling character may. When it runs out of range, it stops as normal. Cannot be taken for an attack without the Range modifier.
A number of enemies in the Mushroom Kingdom are immune to certain elements (for example, Buzzy Beetles are immune to fire), but a number of enemies may also be vulnerable to any given element (Koopas are vulnerable to Jump attacks). Elemental attacks can also be used in some puzzles, and some barriers may go down faster to an element-charged attack than they would to more mundane attacks. There are five elements commonly acknowledged in the Mushroom Kingdom: Fire, Earth, Water, Ice, and Jump (aka Air).
Many characters are weak to some element: if they are dealt non-zero damage by an attack with the Element they are weak to, they are Stunned automatically, and their Resistance drops to 0 for the purposes of resisting damage (after the initial attack is resolved) while stunned so (but not if stunned with some other attack). This can be negated if the character is rendered invulnerable to Stun or the element's damage via treasure; a character cannot both be Resistant to Stun and Weak to an Element naturally.
A character Resistant to an Element gains +2 Resist against that element, no matter how it comes in contact with him or her. If an element-charged attack would also inflict a status or have other effects, but deals 0 damage, a Resistant character may ignore those effects. Characters may not be Resistant to more than one Element naturally.
A character Immune to an Element cannot take damage from that element, period. A Buzzy Beetle can swim through lava; a Snowman will not feel the harshest blizzard. Characters may not be Immune to more than one Element naturally.
This ability or statistic boost only becomes accessible when the character is In Danger, at 5 HP or less.
This ability or statistic boost only becomes accessible when the character is In Peril, at only 1 HP. No character may begin with anything accessible When In Peril naturally.
With this, the character may float down at only half the normal pull of gravity, much as if they were underwater - instead of falling 6 spaces a turn while in the air, they may choose to fall 6, 5, 4, or 3 spaces instead. Floaty may also be added to an attack to 'inflict' Floaty-ness on another character for five rounds.
An attack with Lasting Attack will move its Range every turn, and stay in existence at the end of the turn, for however many points of Lasting Attack are purchased, or until it comes in contact with something that would normally absorb the attack. This may be added to an attack multiple times to increase its lifetime/range.
An attack with the Bodily modifier must have a Range greater than 1, and cannot have the Pass-Through trait. When the character uses an attack with the Bodily modifier, the projectile in question is themselves - they physically traverse the space between themselves and the target. When the hit the target, they do not take damage from any Damage Aura. When the attack is ended, the character is at the end of the attack's Range, instead of where they began the attack from - and if that's next to an enemy with Damage Aura, watch out!
An attack with Bounce must also have the Down-Only trait. When an attack with Bounce is used, the character immediately initiates a new Jump, based from the square where they first connected the attack with the enemy. This does not require the character to have the Multiple Jumps trait, and does not count towards the number of jumps a character may execute.
An attack with the FP Dependent score consumes at least 1 FP every time it's used. The -1 version uses 1 FP, the -2 version uses 2 FP, and so on, with the -6 version using 6 FP per use of the item, attack, or skill. This essentially replaces Ammunition in Plumb, but it is still possible to find things that use specific Ammunition instead of FP, or even both at once.
Some spells and techniques in the Mushroom Kingdom are designed to heal, not harm. Every point of Healing bought will heal the target of an 'attack' by 1 Health. Healing cannot be taken for anything that does not use FP; that is the province of items.
This 'attack' trait allows you to temporarily increase any statistic of your target by half the number of points invested (ie, 1 to 3, rounding down). Allowable statistics include: Run, Jump, Open, Lift, Strike, Use, Spot, Resist. This lasts for five rounds, and does not stack for any given statistic: if two effects are in play on one character, only the greatest will count. This may only be had on an ability that consumes FP naturally.
This attack trait allows you to temporarily lower any statistic of your target by half the number of points invested (ie, 1 to 3, rounding down). Allowable statistics include: Run, Jump, Open, Lift, Strike, Use, Spot, Resist. This lasts for five rounds, and does not stack for any given statistic: if two effects are in play on one character, only the greatest will count. This may only be had on an ability that consumes FP naturally.
This trait must be applied to an attack. When the attack is used, if it impacts a small item, the item will be immediately transferred to the user's inventory. The +2 version of this ends the attack right there, but the +3 version allows the attack to continue. The definition of "small item" is left open to interpretation, but as a rule, coins and power-ups will count, but equipment and enemies will not.
The rules for Item Creation; specifically concerned with how much a given item costs, in Coins.
If an Item is temporary, such as a Power Up or a healing item, it is worth (point cost) x 10 Coins.
If an Item is permanent, such as Equipment or a Badge, it is worth (point cost) x 100 Coins.