These are some combat techniques and magic spells that are known of in the Mushroom Kingdom; there are many more, some rare, some common. Any character may begin with any of these techniques, purchasable for their listed price in character-creation points.
Charge is the gathering of energy within oneself, to put more oomph behind an attack. Charge costs 1 FP (-1 FP Dependant), and when used, the character's Attack goes up by 1 for the next attack only. This is not the same as the Strike-Up Status; Charge does not wear off over time, and can be used repeatedly, increasing the user's next attack by 1 each time. You cannot Charge someone else; it only works on yourself (Range 0).
The character spends his turn carefully examining the enemy. If its Spot check is greater than the enemy's Resist, then the character learns all the enemy's statistics, as well as any obvious weaknesses, strengths, or other interesting information. This ability requires 1 FP to be consumed. If you can't see the enemy, you can't Tattle on it.
This is a favorite technique among Koopa heroes. The caster creates a Koopa Shell for the target out of magic, just over any other protection it may have. This adds 2 Resist (+4 Stat-Up), has a range of 1 (the target must be right next to the caster), and costs 2 FP (-2 FP Dependant).
Healthy Rain is a simple magical technique, useful for healing light wounds. A small raincloud appears over the target, who must be within 3 spaces of the caster (range +2); it heals 3 Health (+3) and costs 2 FP (-2 FP Dependant).
The character dashes forward 3 squares (Range +2), skittering along the ground (-4 Horizontal, Ground-bound -1), and bodily (+1) attacks the enemy, charging straight through them (+5 Piercing), through obstacles (Strike Synergy +1), and through any friends in the way (Dangerous -3) with exceptional damaging capacity (at least +1 Strike). Koopa Troopas use their shell to perform this move, but any physically-oriented warrior can do it with training.
The Mallet (also known as the Hammer, non-throwing variety) is an ancient Mushroom Kingdom weapon, well-respected for its ease of use and ability to pound enemies into the dust. It's more powerful than your average punch (+1 damage), can be used to break weak objects (+1 Strike Synergy), and have been known to cause even more damage on occasion (+1 Critical) but is still a melee weapon. These weapons are easy to come by in the Mushroom Kingdom, though legends say that, in ancient times, powerful magical Mallets were created...
The Ground Pound is a powerful jump technique. The character falls downwards faster than gravity would normally dictate, decimating all in his path, no matter what. It requires 2 FP to be used. (+0 Jump-Element, +1 Bodily, +1 Strike Synergy, +2 damage, +3 Range, +5 Pierce, -6 Down-Only)
This technique is the internalized version of the Fire Flower's power, born not from a plant but from the user's own bravery and strength of character. The 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). However, this ability requires using 2 FP per fireball (-2 FP Dependant). This can be obtained at character creation, for 4 points.
A powerful, high-tech bazooka, made to obliterate any enemies in its path of fire. The Super Scope has two modes of attack: It can fire a simple blast of rapid-fire energy, which quickly fizzles out (+3 Range, +2 damage, -2 FP Dependant) or it can fire a powerful charged shot (+5 range, +5 damage, -4 Slow, -4 FP Dependant). The Super Scope's energy-blasts can only affect living things, and cannot destroy barriers. The rapid-fire shot requires 1 FP, while the larger shot requires 4 FP.
The Spin-Jump is an attack specifically designed to destroy things in its way. It instantly destroys weaker foes, and has all the destructive power of a Bob-Omb blast concentrated into the soles of your feet, and requires 4 FP to be used. (+0 Jump-element, +1 Bounce, +1 Strike Synergy, +5 Attack, +5 Phantom Hazard, +4 Phantom Threat, -4 FP Dependant, -6 Down-Only)
Throwing Hammers are a favorite weapon of Koopas; those skilled in their use are often called "Hammer Brothers". These weapons have an impressive range (+3) and can curve (+1). They have also been known to pass through obstacles (+3), though no one has ever explained why. However, using a Throwing Hammer requires 1 FP (-1 FP Dependant). These can be bought at character creation, for 6 points. Koopas have also been known to use Boomerangs in a very similar fashion.