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Star Power

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Players can call on the favour of the Stars to get one up on the competition.

Players can have up to to 10 SP at a time, or more if their maximum SP increases, but they begin each session with 0. Allied players can share their SP with one another at-will, as long as they're nearby and able to support one another.

In addition to fuelling certain rare and powerful artifacts, SP can be used on the following special abilities:

Try Again

By spending 5 SP, the Stars can smile on you and give you a second chance!

When you do this, you can pick up and re-roll any number of dice.
You can even use this ability on someone else's dice, to re-roll an enemy's Status check, or to re-roll your own Critical Failure!

As long as the dice result is open information, it's fair game.

Exceptional Effort

By spending 5 SP, you can give yourself a sudden burst of inspiration with Exceptional Effort!

You can use this ability at-will, whenever you would make a check, to receive an additional Grade of Success.
Multiple uses can be stacked together to add even more Grades of Success!

Second Wind

By spending 5 SP or more, you can rally yourself for a Second Wind!

As an action, you can roll 3d6 for every 5 SP spent; divide the total result up into HP and FP, and recover that amount instantly!

You can use this ability whenever you would normally be able to take an action, even if you're currently KO'd!
Healing with a Second Wind still doesn't let you recover from a KO'd state, though it can put you in a better position to act once you recover.

Improvise

By spending 5 SP or more, you can inspire and Improvised Technique!
It has to make sense and be something you or your allies could reasonably accomplish, but otherwise, the sky's the limit!

You can use this ability at-will to develop a brand new Technique!
If you do this during your turn, you can immediately use that Technique as an action without spending any more SP.

For the rest of the encounter or scene, you and any nearby allies can use that Technique as an action by spending ½ the SP you spent to improvise it.

When designing an Improvised Technique, the final effective FP cost can't be more than ½ the SP spent.
You can include:

  • 1 of your Tech Default sets; as per usual, this doesn't affect the effective FP cost.
  • Any applicable Optional and Required Tech Defaults you have; Required Tech Defaults must be included, as per usual, and neither affect the effective FP cost.
  • Up to one positive and up to one negative Technique Trait for every 5 SP you spent.
    Each new Trait added has to be distinct and unique; you could include multiple variations on Boost, but not multiple instances of Strong.
  • If any of the included Traits can be taken multiple times, you can add up to one extra copy for every 5 SP spent.
  • No matter what, the Improvised Technique can't restore HP, FP or SP.

When you or anyone else uses the Technique, they don't spend any FP or even roll for it!
For every 5 SP used to design a Technique, its Primary and Secondary Checks automatically earn a Grade of Success.

Example: A Dash of Inspiration

A Pianta is confronted by a gang of flying Lakitus!
With their Goomba ally KO'd, and no Aerial or Ranged Techniques, he has no choice but to run – or so it would seem.

By spending 10 SP, the Pianta can improvise a truly impressive Technique!
They include Strong as a Tech Default, then add two additional Traits from their SP – Ranged, and Strike-Through.
The end result is a Technique with Strong, Ranged and Strike-Through x2 (which is added twice, because of the SP spent). This would normally have an effective FP cost of 4 FP, barely less than the 5 FP limit they had to work with!

With a mighty shotput hurl, they launch the Goomba through as many Lakitus as possible!


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This is a mirror of Paper Story's ruleset and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Paper Story TTRPG team.