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Subpecies Compendium

Table of contents

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 your character's final Stats aren't reduced below 0.

See the example subspecies on the next page for a quick guide on how to use these templates.

Above all else, keep in mind that this 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.

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 add anything that the existing species already has, only one instance of that trait is kept – typically the highest value, the worst Weakness or the highest Power.

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, it adds on top of the base species' 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.

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.

Aqua-

Aqua creatures are mostly composed of water. They don't stray far from the water, so they're rarely seen and a good deal more skittish than average, but in and out of the water, they're incredibly graceful.

e.g. Bubble Blooper, Nep-Enut

+1 Spirit, -1 Courage

Add
+ Athletics (Swim)
+ Knowhow (Fresh Water)
or + Knowhow (Ocean)
+ Notice (Underwater)
Other Element Traits cost +1 FP
This doesn't apply to Tech Defaults
Elemental damage from Contact becomes Water damage
This applies to the final species' traits, but doesn't apply to untyped damage (e.g. from Spiny-) or other effects (e.g. from Items).
Immune (Water)
You heal +5 HP instead.
+ 2 Resist (Fire)
Weakness (Ice, Shock)
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.
Weakness (Poison)
The Level and Duration of all statuses you suffer associated with poisons are doubled.
Aquatic
Carrier (In Water)

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

Immune/Resist (Ice, Poison, Shock)
Weakness (Fire, Magic, Water)

Sinker

Added Tech Defaults

Element (Water)
+ Optional: Element (Water) on attacks and Indirect or Ranged Techniques
Spillover
Terrain
Rain or Underwater only; choose during character creation
Weaken (Attack)

Removed Tech Defaults

Aerial
Element (Fire, Ice, Shock)
Piercing
Quake
Stun
Underfoot

Conditions

The final species can't combine Aqua-, Blooming-, Breezy-, Electric-, Flame-, Frosty- or Rugged-.

Can't be combined with Marine- or Para-.

Blessed-

Blessed creatures have the radiance of the stars themselves, whether it's inherited, earned or through some other twist of fate. Though rare, their presence brings great comfort to people around the world, and many have risen to greatness – though, to be sure, there's nothing inherently good in the Stars' blessings. They work in mysterious ways.

e.g. Bulb Yoshi, Nimbi

-1 Spirit, +1 Courage

Add
+ Heal (Others)
+ Notice (Dark Places)
+ Cheer (Encourage)
or + Persuade (Earnestness)
Immune (Light, Stars)
You recover HP equal to the attack's raw damage (minimum 1 HP).
If there's any excess HP, your Cheer is Boosted (1) for a number of turns equal to the excess HP.
Immune (Poison)
Weakness (Shadow)
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.

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

Weakness (Fear, Life Magic, Light, Magic, Stars)

Undead

Added Tech Defaults

Charm
Dismiss
Element (Light/Stars)
+ Optional: Element (Light/Stars) on attacks and Indirect or Ranged Techniques
Hearty x2
Safe

Removed Tech Defaults

Confuse
Disarm
Lingering
Provoke
Snatch
Weaken

Conditions

Can't be combined with Shadow-.

Blooming-

Blooming creatures are a rare sight, as they prefer to live amongst the trees and other plantlife – either as their caretakers, or simply because it's a comfortable home.

e.g. Flifit, Petal Guy

+1 Spirit, -1 Courage

Add
+ Heal (Photosynthesis)
+ Knowhow (Plants)
+ Persuade (Charm)
Other Element Traits cost +1 FP
This doesn't apply to Tech Defaults
Elemental damage from Contact becomes Earth damage
This applies to the final species' traits, but doesn't apply to untyped damage (e.g. from Spiny-) or other effects (e.g. from Items).
Immune (Water)
You heal +5 HP instead.
+ 2 Resist (Earth)
Weakness (Fire)
You take +2 damage and suffer from a Lingering (1) burn, lasting a number of turns equal to the damage taken.
Weakness (Poison)
The Level and Duration of all Lingering poisons you suffer are doubled.
Elevation
Requires elevated earth to burrow into.

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

Immune/Resist (Fire, Poison)
Weakness (Earth, Magic, Water)

Construct
Sinker
Undead

Added Tech Defaults

Element (Earth)
+ Optional: Element (Earth) on attacks and Indirect or Ranged Techniques
Flowery
+ Optional: Split on Flowery Techniques
Reach
Terrain (Overgrown)

Removed Tech Defaults

Element (Fire)
Launch
Lingering
Piercing
Throw

Conditions

The final species can't combine Aqua-, Blooming-, Breezy-, Electric-, Flame-, Frosty- or Rugged-.

Can't be combined with Dank-, Mecha- or Metal-.

Breezy-

Breezy creatures are rare sights, creatures who seem to embody the wind. They're exceptionally fleet-footed, but less hardy than the norm. Whether they're flying gracefully through the air or gliding over the ground, a Breezy creature on the move is a wonder to behold.

e.g. Ty-Foo, Woollet Bill

-1 Heart, +1 Spirit

Add
+ Athletics (Fly)
or + Athletics (Jump)
or + Athletics (Run)
+ Knowhow (Weather)
+ Bully (Shove)
Other Element Traits cost +1 FP
This doesn't apply to Tech Defaults
Elemental damage from Contact becomes Air damage
This applies to the final species' traits, but doesn't apply to untyped damage (e.g. from Spiny-) or other effects (e.g. from Items).
+ 2 Resist (Air, Ice)
Weakness (Earth, Shock)
You take +2 damage, and are Dazed (1) for a number of turns equal to the damage taken. Your Hover and Fly traits (if applicable) are negated while you're Dazed, leaving you grounded.
Carrier
Either Fly or Hover

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

Immune/Resist (Earth, Shock)
Weakness (Ice, Magic)

Aquatic
Fly
Hover
Sinker

Added Tech Defaults

Disorient
Element (Air)
+ Optional: Element (Air) on attacks and Indirect or Ranged Techniques
Launch
Terrain (Elevated or Gale)
Choose during character creation

Removed Tech Defaults

Element (Earth, Shock)
Lingering
Piercing
Quake
Underfoot

Conditions

The final species can't combine Aqua-, Blooming-, Breezy-, Charged-, Flame-, Frosty- or Rugged-.

Can't be combined with Marine- or Para-.

Bulky-

Bulky creatures are larger and far more imposing than their brethren. While they're less capable in most fields, they more than make up for it in their power and stamina.

e.g. Boom Boom, Bulky Bob-Omb

+2 Heart, -1 Spirit, -1 Courage
+1 Power

Add
+ Athletics (Brawn)
+ Guard (Melee)
+ Steady (Poise)
Carrier
Hover (if this subspecies would remove Fly from the final species)

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

Fly
State (Scrunched)
Weakness (Aerial, Air, Fear)

Added Tech Defaults

Launch
Overrun
Quake
Throw

Required: Unwieldy (Primary) on attacks

Removed Tech Defaults

Aerial
Piercing

Conditions

Can't be combined with Mini-.

Dank-

Creatures that thrive underground aren't much different from their surface-dwelling counterparts, but tend to be somewhat hardier and a good deal less pleasant. They tend to lack ambition, settling for whatever they can get, which pairs poorly with the few opportunities they have.

e.g. Dark Craw, Gloomba

+1 Heart, -1 Courage

Add
+ Notice (Dark Places)
+ Trickery (Darkness)
+ Bully (Status)
+ 1 Resist (Poison)
Weakness (Sudden Light)
You are stunned by the light, Dazing (1) you for a turn for each point of damage taken (minimum 1 turn).

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

Weakness (Poison, Shadow)

Added Tech Defaults

Disorient
Lingering x2
Provoke x2
Weaken (Any)

Removed Tech Defaults

Boost
Dismiss
Hearty

Conditions

Can't be combined with Blooming-.

Dreamy-

Ethereal beings made more of mind than matter, which have since taken form in the physical world. Dreamy creatures tend to be distant, but are more in tune with the magical essence of life – giving them unshakeable bravado and a certain undeniable charisma.

e.g. Cosmic Clone, Dreamy Shy Guy

-1 Heart, -1 Spirit, +2 Courage

Add
+ Magic (Dreams)
+ Perform (Appeal)
+ Persuade (Charm)
Immune (Poison)
Weakness (Sleep)
The Level and Duration of all statuses you suffer associated with sleep are doubled.
Weakness (Fear, Magic, Shock)
If you're currently Intangible, you're wrenched back to a solid state with force, Dazing (1) you for a turn for each point of damage taken (minimum 1 turn).
Clone (Copies, Illusions)
Intangibility

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

State (Berserk)
Weakness (Charm, Confuse, Provoke)

Bonuses to Power, Defense or Resist from the base species
Weaknesses from the base species

Added Tech Defaults

Boost (Any)
Daze x2
Charm
Terrain (Any)
Choose during character creation

Removed Tech Defaults

Dismiss
Hearty
Launch
Quake
Throw
Underfoot

Conditions

Can't be combined with Dry- or Spectral-.

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.

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)
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 (Copies)
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 Dreamy- or Spectral-.

Electric-

Electric creatures are quick and jittery, but since they shy away from direct confrontation, they can be a rare sight. As the world continues to modernise, though, their knack for electrical work has become more and more valuable.

e.g. Electrokoopa, Thunder Lakitu

-1 Heart, +1 Spirit

Add
+ Athletics (Charge)
or + Athletics (Fly)
or + Athletics (Run)
+ Knowhow (Gadgets)
+ Bully (Static)
Other Element Traits cost +1 FP
This doesn't apply to Tech Defaults
Elemental damage from Contact becomes Shock damage
This applies to the final species' traits, but doesn't apply to untyped damage (e.g. from Spiny-) or other effects (e.g. from Items).
Immune (Shock)
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.
Weakness (Earth, Quake, Water)
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.

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

Immune/Resist (Earth, Quake, Water)
Weakness (Magic, Shock)
Aquatic
Carrier (In Water)

Added Tech Defaults

Counter
Element (Shock)
+ Optional: Element (Shock) on attacks and Indirect or Ranged Techniques
Stun
Terrain (Rain of Static)
Choose during character creation

Removed Tech Defaults

Daze
Element (Earth, Water)
Quake
Underfoot
Weaken

Conditions

The final species can't combine Aqua-, Blooming-, Breezy-, Charged-, Flame-, Frosty- or Rugged-.

Flame-

Flame creatures are confident thrill-seekers, but they tend not to worry about the consequences of their actions. Their bravado is legendary, and their reputation precedes them, but they have a tendency to burn bridges wherever they go.

e.g. Blargg, Fire Bro

-1 Heart, +1 Courage

Add
+ Athletics (Fly)
or + Athletics (Jump)
or + Athletics (Run)
+ Bully (Burn)
+ Cheer (Aggression)
Other Element Traits cost +1 FP
This doesn't apply to Tech Defaults
Elemental damage from Contact becomes Fire damage
This applies to the final species' traits, but doesn't apply to untyped damage (e.g. from Spiny-) or other effects (e.g. from Items).
Immune (Fire)
You receive a Boost to Attack for a number of turns equal to the attack's damage, plus the duration of any Statuses it had.
+ 2 Resist (Blast)
Weakness (Ice, Water)
You take double damage; if this Technique wouldn't usually deal damage, it deals 2 Piercing damage.
Your Attack is Weakened (1) for a number of turns equal to the damage taken.

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

Immune/Resist (Ice, Provoke, Water)
Weakness (Blast, Fear, Fire, Magic)

Aquatic
Carrier (In Water)

Added Tech Defaults

Element (Fire)
+ Optional: Element (Fire) on attacks and Indirect or Ranged Techniques
Lingering x2
Spillover
Terrain (Heatwave or Lava)
Choose during character creation

Removed Tech Defaults

Daze
Element (Ice, Water)
Quake
Underfoot
Stun

Conditions

The final species can't combine Aqua-, Blooming-, Breezy-, Charged-, Flame-, Frosty- or Rugged-.

Can't be combined with Marine-.

Frosty-

Frosty creatures have been made hardier by the snow, and relish skating around a frozen wonderland, but they tend to move slowly outside of the cold. They rarely travel from their homes, but when they do, their ice-cold touch proves invaluable.

e.g. Frost Piranha, Ice Puff

+1 Heart, -1 Spirit

Add
+ Athletics (Skate)
or + Athletics (Swim)
+ Bully (Freeze)
+ Steady (Poise)
Other Element Traits cost +1 FP
This doesn't apply to Tech Defaults
Elemental damage from Contact becomes Ice damage
This applies to the final species' traits, but doesn't apply to untyped damage (e.g. from Spiny-) or other effects (e.g. from Items).
+ 2 Resist (Water)
Immune (Ice)
You heal +5 HP instead.
Weakness (Blast, Fire)
You take double damage; if this Technique wouldn't usually deal damage, it deals 2 Piercing damage.
Your Attack is Weakened (1) for a number of turns equal to the damage taken.

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

Immune/Resist (Blast, Fire)
Weakness (Ice, Magic, Water)

Sinker

Added Tech Defaults

Daze x2
Element (Ice)
+ Optional: Element (Ice) on attacks and Indirect or Ranged Techniques
Overrun
Terrain (Snow)

Removed Tech Defaults

Charm
Element (Fire, Water)
Quake
Underfoot

Conditions

The final species can't combine Aqua-, Blooming-, Breezy-, Charged-, Flame-, Frosty- or Rugged-.

Gold-

Gold creatures are infused with enchanted gold, giving them a certain affinity for Coins and other treasure. This affinity even extends to managing their finances, and seemingly conjuring treasure from thin air. All this contributes to a certain confidence that can make them hard to deal with, and blind to their own failings – but undeniably charismatic.

e.g. Amazy Dayzee, Bombshell Bill

-1 Heart, +1 Courage

Add
+ Notice (Treasure)
+ Perform (Appeal)
+ Persuade (Deals)
+ ½ Starting Coins

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

Added Tech Defaults

Boost (Any)
Disorient
Element (Light)
+ Optional: Element (Light) on Indirect or Ranged attacks
Snatch

Removed Tech Defaults

Daze
Dismiss
Tutor

Conditions

Can't be combined with Shadow-.

Hyper-

Prolonged exposure to strange magic has caused some creatures to take on some magic properties themselves. It doesn't do much for their social skills, but they're full of energy, able to empower themselves to a frightening degree and conjure all manner of strange effects.

e.g. Hyper Cleft, Hyper Goomba

+1 Spirit, -1 Courage

Add
+ Athletics (Brawn)
+ Magic (Boosts)
or + Magic (Spontaneous Spells)
or + Cheer (Boosts)
+ Cheer (Aggression)
Immune (Fear)
Weakness (Confuse)
The Level and Duration of any Confusion inflicted on you is doubled.

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

Added Tech Defaults

Boost (Attack) x2, Self
Confuse x2
Flowery
Overrun

Removed Tech Defaults

Boost
Charm
Hearty
Weaken

Conditions

N/A

Marine-

Marine creatures are species adapted for life underwater, making them hardier and tougher in battle, though somewhat more awkward on land. If they can get into the water, though, or bring water onto land, their speed is unmatched.

e.g. Bob-Omb Fish, Torpedo Ted

+1 Heart, -1 Spirit

Add
+ Athletics (Swim)
+ Knowhow (Fresh Water)
or + Knowhow (Ocean)
+ Notice (Underwater)
+ 1 Resist (Fire, Ice, Water)
Weakness (Shock)
You take +2 damage and become Dazed (1) for a number of turns equal to the damage taken.
Aquatic
Carrier (In Water)

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

Added Tech Defaults

Element (Water)
+ Optional: Element (Water) on Indirect or Ranged Techniques
Overrun
Ranged
Weaken (Any)

Removed Tech Defaults

Aerial
Quake
Underfoot
Terrain

Conditions

Can't be combined with Aqua-, Breezy- or Para-.

Can't be added if the base species would normally have Aquatic.

Mecha-

Marvels of technology, mechas come in a variety of different forms. Cold, imposing and relentless, they're exceptional on the battlefield – but their calculating minds are even more impressive. There are downsides to dreaming of electric Sleepy Sheep, though; without that spark of life, they struggle with magic, and can't enjoy delicious Mushrooms.

e.g. Mechakoopa, Mechawiggler

+1 Spirit, -2 Courage
+1 Power, +1 Defense

Add
+ Athletics (Brawn)
+ Crafts (Gadgets)
+ Knowhow (Gadgets)
+ 1 Resist (Air, Blast, Magic)
Immune (Charm, Fear, Poison, Provoke, Sleep, SLeep)
Weakness (Shock, Water)
Shock attacks and Water Techniques deal +2 damage, and force you to make a Steady check versus Confusion (1), lasting a number of turns equal to the damage taken (minimum 1 turn).
Construct
Resilient
Sinker

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

Immune/Resist (Shock, Water)
Weakness (Aerial, Blast, Crushing, Fire, Magic)

Construct (Lifelike)
State (Berserk, Scrunched)
Undead

Added Tech Defaults

Element (Blast)
+ Optional: Element (Blast) on Indirect or Ranged Techniques
Element (Shock)
+ Optional: Element (Shock) on attacks
Tool (Built-In)

Removed Tech Defaults

Element (Earth, Water)
Charm
Drain
Flowery
Lingering
Terrain

Conditions

Can't be combined with Blooming-, Metal- or Rugged-.

Metal-

Metal creatures are by far the hardiest creatures alive, seemingly invincible and able to take just about any kind of punishment. Whether their metal cladding is only skin-deep or if it's an intrinsic part of them, one thing's for certain – these guys are tough.

e.g. Iron Cleft, Metal Guy

+1 Heart, -2 Spirit
+2 Defense

Add
+ Guard (Melee)
+ Crafts (Metalwork)
+ Steady (Poise)
+ 2 Resist (Air, Blast, Earth, Fire, Ice)
Immune (Poison)
Weakness (Quake, Shock, Water)
You take +2 damage and your Defense is Weakened, with a Status Level and duration equal to the damage taken.
Construct (Lifelike)
Sinker

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

Immune/Resist (Fire, Shock)
Weakness (Fear)

Aquatic
Clone
Fly
Hover
Intangibility
State (Scrunched)

Contact traits that deal elemental damage

Added Tech Defaults

Boost (Defense) x2, Self
Daze x2
Secure (Metal Form)
Strong

Required: Unwieldy (Primary) on attacks

Removed Tech Defaults

Aerial
Boost
Dismiss
Flowery
Hearty
Lingering
Overrun

Conditions

Can't be combined with Blooming-, Mecha- or Rugged-.

Mini-

Mini creatures are smaller than the norm for their kind, and with that comes a sharp reduction in their confidence and offensive capabilities. They can't just throw their weight around, so to speak.
Still, being on the lighter side keeps them sharp – they're faster, harder to catch and a good deal more slippery.

e.g. Nipper Plant, Thwimp

-1 Heart, +2 Spirit, -1 Courage
-1 Power

Add
+ Athletics (Flight)
or + Athletics (Jump)
or + Athletics (Run)
or + Athletics (Swim)
+ Notice (Details)
+ Trickery (Dodge)
or + Trickery (Stealth)
Weakness (Crushing)
You take +2 damage and become Dazed (1), lasting a number of turns equal to the damage dealt.

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

Immune (Aerial, Fear)
Carrier
Sinker

Added Tech Defaults

Homing
Hustle
+ Required: When Hustle is added as a Tech Default, add either Self or Split. Only the user can be targeted with Hustle.
Repeat
Selective
Weaken (Attack)

Removed Tech Defaults

Quake
Strong
Unwieldy

Conditions

Can't be combined with Bulky-.

Para-

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

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 added if the base species would normally have Fly.

Can't be combined with Aqua- or Marine-.

Rugged-

Rugged creatures can be found, rarely, living solitary lives in the mountains and caverns of the world. They're tough as rocks, and about as slow. They're great at taking hits though, and their affinity for the earth makes it easy to strike back at large crowds with force.

e.g. Brolder, Sworm

+1 Heart, -1 Spirit
+1 Defense

Add
+ Athletics (Burrow)
+ Notice (Vibrations)
+ Steady (Poise)
Other Element Traits cost +1 FP
This doesn't apply to Tech Defaults
Elemental damage from Contact becomes Earth damage
This applies to the final species' traits, but doesn't apply to untyped damage (e.g. from Spiny-) or other effects (e.g. from Items).
Immune (Shock)
+ 2 Resist (Air, Earth, Fire)
Weakness (Water)
You take +2 damage and your Defense is Weakened (1) for a number of turns equal to the damage taken.
Weakness (Blast, Quake)
Quake attacks only trigger this weakness while you're burrowed underground; regardless, this attack forces you up to the surface.
You take +2 damage and are Dazed (1) for the next turn.
Carrier
Elevation
Requires elevated earth to burrow into.
Sinker

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

Immune/Resist (Blast, Quake, Water)
Weakness (Air, Earth, Fear, Magic)

Aquatic
Fly
Hover

Added Tech Defaults

Element (Earth)
+ Optional: Element (Earth) on attacks
Quake
Secure (Burrowed)
Terrain
Elevated, Sandstorm or Spikes only; choose during character creation
Underfoot

Removed Tech Defaults

Aerial
Daze
Element (Fire, Shock, Water)
Lingering
Piercing
Stun
Weaken

Conditions

The final species can't combine Aqua-, Blooming-, Breezy-, Charged-, Flame-, Frosty- or Rugged-.

Can't be combined with Mecha- or Metal-.

Shadow-

Shadowy figments of creatures that turned away from the light long ago. Those that remain are extremely rare, and seldom trusted – though they're quite good at getting their way. All this leads them to further isolation and shadier lifestyles, despite the strengths they can offer.

e.g. Dark Goomba, Shadow Siren

-2 Heart, +1 Spirit, +1 Courage

Add
+ Notice (Dark Places)
+ Bully (Surprises)
+ Persuade (Manipulate)
Immune (Fear)
Immune (Shadow)
You recover HP equal to the attack's raw damage (minimum 1 HP).
If there's any excess HP, your Bully is Boosted (1) for a number of turns equal to the excess HP.
Weakness (Sudden Light, Stars)
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 (Illusions)
Hover
Intangibility
Invisibility

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

Immunities, Resistances and Weaknesses from the base species

All Defense bonuses; the final species' Defense becomes 0

Construct
Elevation
Fly
Resilient

Contact traits that deal non-elemental damage (e.g. from Spiny-)

Added Tech Defaults

Charm
Drain x2
Element (Shadow)
+ Optional: Element (Shadow) on Indirect and Ranged Techniques
Secure (Intangible)

Removed Tech Defaults

Boost
Dismiss
Hearty
Launch
Strong
Throw

Conditions

Can't be combined with Blessed-.

Spectral-

Spectral creatures are ethereal echoes of once-healthy folk. They're further removed from the living than typical Boos, with little interest in the affairs of mortals – though they're quite knowledgeable and extraordinarily quick-witted in their own right.

e.g. Eerie, Ghoul Guy

-2 Heart, +2 Spirit

Add
+ Knowhow (Lore)
+ Magic (Illusion)
+ Bully (Surprises)
Immune (Fear, Poison)
+ 1 Resist (Ice)
Immune (Shadow)
You recover HP equal to the attack's raw damage (minimum 1 HP).
If there's any excess HP, your Dodge is Boosted (1) for a number of turns equal to the excess HP, and you can make Dodge checks in addition to Blocking until the Boost wears off.
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 (Illusions)
Hover
Intangibility
Invisibility
Undead

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

Immunities, Resistances and Weaknesses from the base species

All Defense bonuses; the final species' Defense becomes 0

Construct Elevation Fly Resilient

Contact traits that deal non-elemental damage (e.g. from Spiny-)

Added Tech Defaults

Fear x2
Minion (Ghosts)
Secure (Intangible)

Removed Tech Defaults

Aerial
Boost
Element (if from base species)
Dismiss
Hearty
Launch
Throw
Strong
Unwieldy
Variant

Conditions

Can't be added onto Undead species. Can't be combined with Dreamy- or Dry-.

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 (Aerial)
This Immunity is negated if the attacker has Immune (Spikes).
Contact
*The attacker takes 1 Piercing DMG, and you make a Steady check; the attacker is stunned 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 applied to existing Spiny species (i.e. species with Contact and Immune (Aerial)).

Tanooki-

Mischievous tricksters imbued with the innate abilities of Super Leaves. Their magical feats are legendary in folklore, though they're quite rare – perhaps because of their natural cunning, they tend to shy away from direct confrontation.

e.g. Tail Thwomp, Tanoomba

-1 Heart, +1 Spirit

Add
+ Athletics (Fly)
+ Trickery (Disguise)
+ Magic (Shape-Change)
Clone (Illusions)
Fly
Latent (Stone Cap)
For 5 FP: Activate the effect of a Stone Cap, targeting yourself.
Mimicry
Weakness (Blast, Quake)
This Weakness only applies while in a stone form.
Your stone form is chipped, nullifying its effects and Dazing (1) you for a turn for each point of damage taken (minimum 1 turn).

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

Clone (Copies)

Added Tech Defaults

Aerial
Indirect
Secure (Stone Form)

Removed Tech Defaults

Launch
Quake
Throw
Underfoot

Conditions

N/A

Toxic-

Creatures with volatile poison coursing through their veins. Usually this adaptation is reserved for wildlife, where they show bright colours as a warning to predators. Toxic creatures are generally seen as dangerous and difficult to get along with – but the strength of their poison is undeniable.

e.g. Poison Puff, Putrid Piranha

+1 Heart, -1 Courage

Add
+ Guard (VS Unarmed)
+ Knowhow (Poison)
+ Bully (Poison)
Immune (Poison)
You heal 5 HP instead.
Weakness (Fire, Water)
Your poison is burned up, diluted or otherwise hampered, causing any checks you make to inflict Lingering poisons to be Weakened at a Status Level equal to half the damage taken (minimum 1).
This effect lasts for a number of turns equal to the damage taken (minimum 1 turn).

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

Added Tech Defaults

Empower x2 (for Lingering poisons only)
Lingering x2
Terrain
Goop or Smog only; choose during character creation
Weaken (Defense)

Removed Tech Defaults

Boost
Charm
Dismiss
Flowery
Hearty
Terrain

Conditions

N/A


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