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Species

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Species

While all the peoples of the Mushroom Kingdom are wildly different, their advantages are roughly alike. A playable Species in Paper Story looks something like this:


Species Name

A description of the Species and how they fit into the world. These descriptions are simple and general, and do not define individual members of their Species.

Stat Modifiers
Base Power & Defense

Pros
The Skill Specialisations and other Traits that make denizens of that Species more capable.
Some Traits, like Immune, will be described in more detail like this.

Some collections of positive traits will be grouped in a coloured box, like this.

Cons
The Traits that a character of that Species have to deal with that are generally less desirable.
Some Traits, like Weakness, will be described in more detail like this.

Some collections of negative traits will be grouped in a coloured box, like this.

Other Traits
Any other qualities the species has that may not fit neatly into a Pro or a Con go here in one large block underneath Pros and Cons.
Most often this is for Species with a State Trait, which grants them contextual bonuses/penalties.

Tech Defaults
Sets of Technique Traits a character of that Species can include when they start designing a Technique, without affecting its cost.
Multiple instances of a Trait are listed as "Trait x2", "Trait x3", and so on.

Each Technique can only benefit from one set of Tech Defaults without affecting its cost at a time.

Each set of Tech Defaults is set apart by colour and by line, with multiple Traits in a set split up by commas.

Example Tech 1
Example Tech 2, 2nd part of Tech 2
Example Tech 3

Any Required or Optional effects are listed underneath, and can (or must) be taken as additional Tech Defaults on any Innate Technique.

Example Techniques
An example of a Technique a first-level character of this Species might use.
Includes potential outcomes and skills required for Primary and Secondary checks.

Example (X FP)
Primary Check
Secondary Check
Includes potential outcomes and skills required for Primary and Secondary checks.
The traits used to make this Technique are shown here


Some of the more commonly adventurous folk of the Mushroom Kingdom are listed here; it is however far from all the available options, as the Mushroom Kingdom and its surrounds are huge and incredibly diverse.

For some of the rarer Species, or those less inclined to adventure – from Toads to Chomps to Piantas – refer to the Species Compendium.


Bob-Omb

Bob-Ombs are demolitions experts. As much as it confuses people, Bob-Ombs suffer no ill effects from blowing themselves up, and many seem to relish the act.
Despite this they are rarely violent and often even-tempered.

+1 Heart, +1 Spirit
1 Power, 1 Defense

Pros
+ Athletics (Explode)
+ Crafts (Demolition)
or + Crafts (Explosives)
+ Crafts (Repairs)
Immune (Poison)
1 Resist (Ice)
Construct (Lifelike)

Cons
Weakness (Blast, Fire)
You take +2 damage and detonate harmlessly, leaving you completely Stunned (6) for the next 2 turns.
Handless

Tech Defaults
Burst
Indirect
Ranged
Scaling

Optional: Element (Blast) on attacks,
or Element (Blast) and Variant (Athletics) on Indirect attacks.

Example Techniques

Quick Blast (0 FP)
Quickly detonates to blast foes away.
Athletics (+Explode):
Nice!: 4 DMG
Element (Blast), Indirect, Variant (Athletics), Strong, Commitment (Primary)

Bob-Ombast (7 FP)
A powerful explosion that blasts everything away – including your allies.
Athletics (+Explode):
Nice!: 4 DMG
Good!: 8 DMG
Deals +2 DMG for each extra Grade.
Element (Blast), Scaling, Variant (Athletics), All (Indirect), Strong x3, Unwieldy


Boo

The origins of Boos are shrouded in mystery. What is known for sure though is they're ghosts with a penchant for trickery. While most are reclusive, few Boos can resist a good scare.

+2 Spirit
1 Power, 0 Defense

Pros
+ Trickery (Dodge)
+ Knowhow (Lore)
+ Bully (Surprises)
Immune (Fear, Poison)
Immune (Shadow)
You recover HP equal to the attack's raw damage (minimum 1 HP).
If there's any excess HP, your Attack is Boosted (1) for a number of turns equal to the excess HP.
Hover
Fly
Intangibility
Invisibility
Mirage
Undead (Lifelike)

Cons
Weakness (Life Magic, Sudden Light, Stars)
Any HP you would normally recover is treated as damage instead; then, you take double damage.
If this Technique wouldn't usually deal damage, it deals 2 Piercing damage.
You're left Dazed (1) for a number of turns equal to the damage taken.
Legless

Tech Defaults
Boost (Dodge)
Element (Shadow)
Fear x2
Secure (Intangible)

Optional: Element (Shadow) on Indirect or Ranged Techniques.

Example Techniques

Frightening Smack (0 FP)
A spooky backhand terrifies the foe, causing them to either flee or cower in fear.
Coordination:
Nice!: 1 DMG
Good!: 2 DMG
Bully (+Surprises):
The target chooses to attempt to flee, or one of the below Statuses.
Nice!: Stun (1) or -1 Attack for 4 turns
Good!: Stun (2) or -2 Attack for 4 turns
Great!: Stun (3) or -3 Attack for 4 turns
Wonderful!: Stun (4) or -4 Attack for 4 turns
Fear x4, Unwieldy

Outta Sight (0 FP)
Hides you and your allies away from attacks.
Trickery (+Dodge):
Nice!: Become Secure for one turn.
Secure, Allies, Shared, Harmless


Dayzee

Dayzees are quiet and soft-spoken sorts, which is fitting given their soothing lullabies.
While they may be quick to flee, their strength of character is undeniable, and their voices are breathtaking.

+2 Courage or +1 Spirit, +1 Courage
1 Power, 0 Defense

Pros
+ Athletics (Run)
+ Cheer (FP)
+ Perform (Sing)
Immune (Water)
You heal +5 HP instead.
1 Resist (Earth, Shock)

Cons
Weakness (Fear)
The Level and Duration of all Statuses you suffer associated with fear are doubled.
Weakness (Fire)
You take +2 damage and suffer from a Lingering (1) burn, lasting a number of turns equal to the damage taken.

Tech Defaults
Charm
Daze x2
Flowery
Variant (Perform)

Optional: Add a single Split Slot to Flowery Techniques which can't contain Strikes,
or Ranged on Techniques with Variant (Perform),
or Element (Earth) on melee attacks.

Example Techniques

Pollen Pounder (0 FP)
An aggressive headbutt rife with pollen puts foes to sleep.
Coordination:
Auto: 1 Earth DMG
Nice!: 2 Earth DMG
Bully:
Nice!: Daze (1) for 2 turns
Good!: Daze (2) for 2 turns
Daze x2, Element (Earth)

Lullaby (3 FP)
Targeted singing puts the target to sleep while dealing damage.
Perform (+Sing):
Good!: 4 DMG
Perform (+Sing):
Nice!: Daze (2) for 3 turns
Good!: Daze (3) for 3 turns
Daze x3, Ranged, Empower, Strong, Variant (Perform) x2, Commitment (Primary), Unwieldy


Goomba

Underdogs by nature, Goombas have a lot of guts and a lot to prove. Whether it's bonking heads or hitting the books, Goombas strive to better themselves constantly.

+1 Heart, +1 Courage
1 Power, 0 Defense

Pros
+ Athletics (Jump)
+ Knowhow (Battle)
+ Cheer (Aggression)
Carrier

Cons
Weakness (Aerial, Crushing)
The Level and Duration of all Statuses you suffer from these attacks are doubled.
Handless

Tech Defaults
Aerial
Boost (Any)
Repeat
Sequential

Example Techniques

Headbonk (0 FP)
A double-tapping aerial strike, made with the head.
Athletics (+Jump):
Auto: 1 DMG
Nice!: 1 DMG x2
Aerial

Charge (2 FP)
Focus your power for 4 turns.
Cheer (+Aggression):
Nice!: +1 Attack for 4 turns
Good!: +2 Attack for 4 turns
Great!: +3 Attack for 4 turns
Wonderful!: +4 Attack for 4 turns
Boost (Attack) x4, Self, Harmless


Koopa

Koopas are fit and easygoing. Though cowardice is often in their nature, they can be quite formidable when push comes to shove.
Often associated with Bowser's armies in the past, these days there are many peace-loving Koopas in the Mushroom Kingdom.

+2 Heart
1 Power, 1 Defense

Pros
+ Athletics (Shells)
or + Athletics (Swim)
+ Guard (Melee)
+ Steady (VS Weaken)
1 Resist (Water)

Cons
Weakness (Aerial, Blast, Quake)
You are flipped over; you retain your Defense against Aerial and Blast attacks initially, but otherwise your Defense is negated while you're flipped.
This leaves you completely Stunned (6) for the next 2 turns.

Tech Defaults
Boost (Defense)
Disorient
Indirect
Overrun

Optional: Variant (Athletics) on Indirect attacks.

Example Techniques

Shell Toss (0 FP)
Hits one target in melee with your shell.
Athletics (+Shells):
Auto: 1 DMG
Nice!: 2 DMG
Indirect, Variant (Athletics)

Shell Shield (3 FP)
Bolsters the target's Defense with a borrowed shell.
Guard:
Nice!: +1 Defense for 4 turns
Good!: +2 Defense for 4 turns
Great!: +3 Defense for 4 turns
Wonderful!: +4 Defense for 4 turns
Boost (Defense) x4, Harmless (Indirect)


Squeek

Squeeks are crafty little mice. Their keen noses and beady little eyes lead many to lives of crime, but their small stature and their potent senses keep them from getting into any serious trouble.

+1 Spirit, +1 Courage
1 Power, 0 Defense

Pros
+ Notice (Scent)
+ Trickery (Stealth)
or + Trickery (Theft)
+ Persuade (Smooth Talk)
Immune (Charm)

Cons
Weakness (Scent)
The Level and Duration of all Statuses you suffer from scent-based sources are doubled.

Tech Defaults
Confuse x2
Piercing
Snatch
Variant (Trickery)

Example Techniques

Tricky Slap (0 FP)
Slaps an enemy, ignoring defense.
Coordination:
Auto: 1 Piercing DMG
Nice!: 1 Piercing DMG x2
Piercing

Tricky Thief (0 FP)
Slinks past to steal an item from the target.
Trickery (+Theft):
Choose one option based on your Grades of Success.
Nice!: 1d6 Coins, +1d6 per Grade of Success
Nice!: A small Item
Good!: A large Item
Great!: An equipped Item
Snatch, Empower, Selective, Harmless

While your Species is a significant part of your character, it doesn't define them. Try thinking about what sets them apart from the rest of their Species!

Subspecies

Subspecies aren't playable Species in and of themselves; instead, they act as templates you can apply to existing Species.
They can be applied to any of the existing Species, as long as they meet the requirements and your character's final Stats aren't reduced below 0.

See the example Subspecies on the following page for a quick primer, and a sample of some of the most common Subspecies.

Above all else, keep in mind that t his is intended to easily put together unique concepts not covered by the base Species; if a particular combination of Species and Subspecies doesn't work the way you'd like, or you think certain qualities should be available to your concept, try talking it over with your GM.

Subspecies-

A description of the subspecies and how they fit into the world.

[Tags] Examples of pre-existing creatures which the subspecies could be used to create.

Stat Modifiers
Power/Defense Modifiers

Add
The Pros – and Cons – that come with this subspecies, these are added onto the existing species.

If a subspecies would duplicate any traits, only one instance of that trait is kept – typically the most impactful instance (the strongest value, or the worst Weakness, for instance).

This can be subjective, so check with your GM if you're not sure.
This doesn't apply to anything with a + sign; if a subspecies adds +1 Defense, that means it stacks directly onto your Defense!

If an Immunity conflicts with a Weakness, with no remaining window for the Weakness to take effect, the Weakness is completely removed from the final species.

Remove
Everything that a creature of the existing species gives up for the subspecies.

If multiple subspecies are being applied, this applies retroactively; the order you apply subspecies templates doesn't matter. If you'd lose something at any point in the process, typically, the final species can't have it.

If however a character would gain something through this subspecies, but it's listed for removal on the same subspecies, they still keep it; additions take priority over removals!

Added Tech Defaults

Sets of Technique Traits a character of this subspecies can include when they start designing a Technique, without affecting its cost.

No matter what, if you apply a subspecies, the final species can't have more than 4 Tech Default sets (not counting optional or required sets). If you would have more than that, you have to choose what to keep and what to drop.

If an effect is listed as "+ Optional", and you've taken the associated Tech Default on the subspecies, then you add the optional effect to the final species.

If an identical set of Tech Defaults, optional or required effects would be added twice, ignore any duplicates.

Removed Tech Defaults

If the existing species has any of the listed traits in any of its Tech Default sets, or in its optional or required effects, it loses each instance of it.

Just like standard traits, these are removed retroactively, and you ignore anything the subspecies adds on itself.

Conditions

Conditions that must be met for the subspecies to be applied to a species, if applicable.


Dry-

Dry creatures are the skeletal remains of once healthy folk.
While they're weaker than their live counterparts, they're relentless, continuously picking themselves back up with an endless supply of bones.

[Material] e.g. Bony Beetle, Dry Bones

-1 Heart, +1 Spirit
+1 Defense

Add
+ Trickery (Camouflage)
+ Bully (Surprises)
+ Steady (Resilience)
Immune (Charm, Fear, Fire, Ice, Poison)
Fire can be used to disable your Resilient Trait while crumpled or KO'd.
Immune (Shadow)
You recover HP equal to the attack's raw damage (minimum 1 HP).
If there's any excess HP, your Defense is Boosted (1) for a number of turns equal to the excess HP.
Weakness (Air, Blast)
You crumble to the floor and are unable to act, as if you've been KO'd. You retain your HP, and as long as you're not actually KO'd, you can recover through your Resilient Trait.
Weakness (Life Magic, Sudden Light, Stars)
Any HP you would normally recover is treated as damage instead; then, you take double damage.
If this Technique wouldn't usually deal damage, it deals 2 Piercing damage.
You're left Dazed (1) for a number of turns equal to the damage taken.
Clone
Resilient
Undead

Remove
Specialisations from the base species in Athletics, Guard, Knowhow, Magic, Cheer and Persuade; remove any remaining specialisations from the final species one at a time until you have at most 3

Construct
Invisibility
State (Berserk, Scrunched)
Undead (Lifelike)

Weaknesses, Immunities and Resistances from the base species

Added Tech Defaults

Dismiss (Enemies Only)
Fear x2
Minion (Skeletons)
Ranged

Removed Tech Defaults

Element (if from base species)
Flowery
Hearty
Indirect

Conditions

Can't be combined with other [Material] subspecies.


Para-

Para creatures are winged variants of other races, making them more agile, though less sturdy and more reliant on their wings.

[Environmental] e.g. Fly Guy, Paratroopa

-1 Heart, +1 Spirit

Add
+ Athletics (Flight)
+ Notice (From Overhead)
+ Trickery (Dodge)
Weakness (Air)
You must make a Steady check versus Disorientation (1), lasting a number of turns equal to the damage taken (minimum 1 turn).
Carrier
Fly

Remove
Specialisations from the base species in Athletics, Guard and Steady; remove any remaining specialisations from the final species one at a time until you have at most 3

Hover
Sinker

Added Tech Defaults

Aerial
Disorient
Element (Air)
+ Optional: Element (Air) on Indirect and Ranged Techniques
Indirect

Removed Tech Defaults

Overrun
Quake
Selective
Underfoot

Conditions

Can't be combined with other [Environmental] subspecies.
Can't be added if the base species would normally have Fly.


Spiny-

Spiny creatures are covered in spikes, making them stronger and more resilient in battle – although they aren't exactly known for their hospitality.
For any warrior, though, being Spiny would be quite the boon; Koopas in particular will go out of their way to acquire spikier shells.

e.g. Koopaling, Spiny

+1 Heart, -1 Courage

Add
Immune (Contact)
This Immunity is negated if the attacker uses an Indirect attack or is otherwise unaffected to your spikes.
Depending on the nature of the attack and the position of your spikes, certain attack may still bypass this immunity.
Contact
The attacker takes 1 Piercing DMG, and you make a Steady check; the attacker is Dazed (1) for 1 turn for each Grade of Success.

Remove
Carrier
Contact

Added Tech Defaults

Piercing
Strong
Terrain (Spikes)

Removed Tech Defaults

Boost
Dismiss
Flowery
Hearty

Conditions

Can't be added onto species which already have Immune (Contact).

Species and Subspecies can be combined in all sorts of ways. Dry Bones, Bony Beetles and Bone Goombas are one thing, but why stop there? What about a Dry Dayzee, or a Para Spiny Skull Squeek? Let your imagination run wild!


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