Power-Ups are the most common weapons in the Mushroom Kingdom, almost always costing less than a 1-Up. They are also the most fragile: all Power-Ups are Destroyable; that is, if the person using it takes damage, the Power-Up will be destroyed.
Because of their ubiquity, many Power-Ups are available at fine shops throughout the Mushroom Kingdom; their usual price is listed, but beware that that price is subject to availability: Fire Flowers might be cheap in the desert, but very expensive in the cold reaches of the arctic.
Only one Power-Up can be active at a time, and if the characters have a spare in their pockets, it takes a turn's action to switch items. Using a Power-Up when a Power-Up is already active will simply cancel out the previous one, though there may be ways to preserve Power-Ups from this cancellation.
These have yet to be created - but an enterprising GM could probably do that!
Mushrooms
Bee Mushroom
Boo Mushroom
Spring Mushroom
Rock Mushroom
Propeller Mushroom
Flowers
Cloud Flower
Boomerang Flower
Requires Boomerang Bros
Caps
Wing Cap
Vanish Cap
Metal Cap
Misc.
P Balloon
Penguin Suit
Dash Pepper
The quintessential item, the Super Mushroom has saved many lives. When ingested, it makes the user one block taller than normal; this may also increase their girth, depending on the character. This dramatic increase in size grants a small attack bonus (+1 Strike), a small movement bonus (+1 Move), and a bigger Lift bonus (+2 Lift). Like all Power-Ups, the Super Mushroom - and the extra height it grants - disappear if the target is damaged (-3 Destroyable).
While this large, the character may not be able to fit through some passages, or may be too big to dodge some attacks: they may, however, duck. While ducking, the character may not attack, but their height is reduced back to 1 until they stop ducking. They may also slide and duck, where they can go their Move in distance at 1 block high, if they were moving the same direction the previous round. If the character attempts this and cannot make it through the passage, they may continue moving forward in their 'ducked' state 1 space per round.
The Bunny Carrot is a simple power-up, first found on Mario's private island, and believed to grow inside of large trees (oddly enough). When eaten, the user grows comical bunny ears, so large that they create air resistance, and make the wearer Floaty (+2). These carrots are also especially good for the eyes; they increase their user's Spot by 3 (+3), and they can see better in the dark. Like all Power-Ups, the effects of the Bunny Carrot disappear if their user takes damage (-3 Destroyable).
The Fire Flower is the most basic of the Mushroom Kingdom's native weapons: when obtained, it magically changes the user's outfit's colors, and allows them to throw fireballs. These fireballs are ground-bound (-1) and, of course, firey (+0), but have an impressive range before fizzling out (+2 Range, +2 Lasting) and are powerful in their own right (+3 strike). Like all Power-Ups, Fire Flowers disintegrate if their user takes damage (-3 Destroyable).
A distant cousin of the Fire Flower found only in Sarasaland, the Super Flower allows its user to throw Superballs. These balls have similar range and duration (+2 Range, +2 Lasting) but are somewhat weaker (+1 Strike) and are not fiery. While not affected by gravity, Superballs can only be thrown in diagonal directions (-2), and will bounce off of any solid surface at a right angle. They can destroy blocks (+1 Strike Synergy). However, their most useful trait is the curious property of being able to pick up small items for their user, even multiple items with a single Superball (+3 Pickup). Like all Power-Ups, Super Flowers disintegrate if their user takes damage (-3 Destroyable).
When used, the Raccoon Leaf results in the character growing raccoon ears and a tail! The tail has two uses: as a weapon, it has a limited range of 1, an attack of 1, and can knock an opponent back one space (+1). But its real use comes as a mode of transportation: With a running start (-2) of at least two turns' full movement (and no action) (-4 Slow), the user may then leap into the air and fly! ...Almost. In reality, it acts as a much higher jump (+10 Jump). Regardless of the height of a jump, a person with a raccoon tail has the ability to gently glide back to the ground (Floaty, +2). Like all Power-Ups, Raccoon Leaves disintegrate if their user takes damage (-3 Destroyable). The Super Cape, from a southern tropical island, is very similar to the Raccoon Leaf, and uses the same stats.
The Frog Suit is designed specifically to enable fast, accurate swimming through even the most powerful of currents. When in a Frog Suit, a person can last indefinitely underwater, and will not sink, or even fall an inch while submerged (+1 doesn't hate water +1 doesn't sink); they may stay in place in the water, no matter the currents, or gravity, or anything, and can swim through currents as if they weren't there. They also become immune to Water-element attacks (+5 Immune to Water).
Either Move or Jump may be used to determine how far the Frog Suit wearer may travel, and they may travel in any direction; in addition, the Frog Suit increases whichever of Jump or Move is higher by 2 while underwater (+2). However, the Frog Suit is fragile, and will be destroyed if damaged (-3). If worn on land, the wearer's Move is reduced to 1 (-2).
This little blue mushroom shrinks its user to incredibly tiny dimensions. The user becomes vulnerable to regular-sized traps and hazards (-2 Health Only), and their Resist in general is greatly diminished (-6 Resist Down 3). However, while shrunk, the user is incredibly light and will remain so no matter what (+2 Anti-Weight), and can jump even higher than when normal sized (+4 Jump), and they fall much more slowly (+2 Floaty). They also move much more quickly than normal (Move +4) In fact, with a running start (-2), they can actually run across the surface of any body of water (+5). Like all Power-Ups, the Mini-Mushroom disintegrates if their user takes damage (-3 Destroyable).
These magical wings can be used by anyone; once attached, they work as if the person had been born with them. They allow the user to jump again in mid-air (+4) with an additional Jump (+2), and allow them to float down slowly (Floaty +2). However, taking any damage will destroy the wings (-3)!
Kuribo's Shoe is a rare and powerful weapon, and a favorite of Goombas. It provides an extra point of Jump (+1), but the real power of Kuribo's Shoe is in its sole. When a foe is stomped upon by Kuribo's Shoe, it may well instantly destroy the enemy (+5 Phantom Hazard); if that fails, it still deals significant damage (+4 damage), but this attack only works when landing on top of an enemy (-6 Downwards Only, +1 Bounce). It also renders the wearer invulnerable to Weight (+2), spikes, and instant-death floors (Phantom Proof, +4). Like all Power-Ups, Kuribo's Shoes disintegrate if their user takes damage (-3 Destroyable).
The Ice Flower is an exotic twist on the Mushroom Kingdom's favorite flower: when obtained, it magically changes the user's outfit's colors, and allows them to throw bouncing spheres of freezing energy. These ice-balls are ground-bound (-1) and, of course, icy (+0), but have an impressive range before fizzling out (+2 Range, +2 Lasting) and are powerful in their own right (+3 strike), and are known to freeze weak enemies solid (Stun Hazard +4). Due to the concentration required to wield an ice-ball, the user of the Ice Flower cannot both move and throw in the same turn (Heavy -3).
While in this form, any water they come in contact with will freeze solid for five rounds; as such, those with Ice Flowers can walk across water and even climb up waterfalls. The user also becomes immune to any Ice-based attack (+5), but becomes weak to Fire-based attacks (-2). Like all Power-Ups, Ice Flowers disintegrate if their user takes damage (-3 Destroyable).
A deadly disguise, this suit honors the legions of Hammer Bros. who have come before, and uses a Buzy Beetle's shell for its own. While wearing this suit, its user has access to the Throwing Hammer weapon, but do not need to spend FP to use it (+6, see "Techniques and Magic" +1 lacking FP-Dependent). Additionally, if the user ducks and does not move or attack in any way (-3 Heavy), they become immune to fire (+5 Fire Immunity). Additionally, it grants the user +3 Resist (+3). Like all Power-Ups, the Hammer Bros. Suit disintegrates if their user takes damage (-3 Destroyable).
Considered the ultimate form of the Racoon Leaf, the Tanooki Suit offers all the powers that the Racoon Leaf does: a tail spin attack, with a range of 1, attack of 1, and a knockback of 1 (+1); the ability to gain lots of air from a two-turn no-action running start (+3); the ability to float down to the ground from any height (Floaty, +2).
However, the Tanooki Suit's greatest draw is its ability to turn the user into an invulnerable statue for a short time! It requires an action to become a statue, and the user cannot move while becoming a statue (Heavy, -3). Being a statue lasts for a maximum of three turns (including the turn it begins on) (+3 Lasting Attack), but the user can cease being a statue on their turn as an action. While a statue, the user is immune to everything: Poison, Slow, Weight, Seal, Stun, and even instant-death traps (+14). The Tanooki Suit also makes the wielder immune to more mundane damage - whoever is a statue will not take damage from any attack; essentially, their Resist score becomes infinite. While a statue, the user is also considered under the Weight condition (-3), cannot move (-3), and cannot take any actions except to cease being a statue (-4). However, while a statue, an enemy must have a Spot of at least your natural (non-statue) Resist in order to notice that you are the statue; an enemy may walk right past you while you are a statue and never know it (+5)!
If used in the air, the Tanooki Suit's ability to become a statue is a dangerous attack! It can, of course, only be directed downwards (-6), and is dangerous to friend and foe alike (-3). You may go through multiple enemies at once while falling as a statue(Pierce, +5). Finally, this attack is quite powerful, moreso than even the Spin Attack technique (+6 Attack).
Like all Power-Ups, the Tanooki Suit disintegrates if its user takes damage (-3 Destroyable).