Elive's Assorted Badges
Table of contents
A list of homebrew Paper Story badges I came up with, complete with my own custom art! Some badges are based on rulesets from other homebrew makers (Or I guess for now just two), so their names will be placed in the badge descriptions to indicate what homebrew you might have to look at in order for it to make sense.
If the technique uses Magic for one of its checks, or would include a specialization in Magic (or something similar such as spells or sorcery), it counts as "Magic-based". This includes techniques done through improvised spells.
Badges
Qi-Creative
BadgeSkills
• 5 BP
• 250 Coins
You can cast Spontaneous Spells using Heart and Athletics (Still uses FP to access dice pool), and add a free 1d6 when you do so.
Failures and Crit: Fails for these checks deal damage to you equal to your power.
Mr. Crafty
BadgeSkills
• 2 BP
• 200 Coins
Item value when Crafting from Scratch starts with +10 coins.
As long as you succeed in the roll, you can mix items without needing to spend a Grade of Success when Enhancing.
Street Artist
BadgeSkills
• 2 BP
• 150 Coins
You can always make a free Appeal check when traveling through time-skips, rolls, or cell-movement (The minimum success grade for this check is always Nice! and does not raise the required grade for subsequent appeal checks).
White Magic
BadgeSkills
• 1 BP
• 50 Coins
All your Spontaneous Spells and *Magic-based techniques now have Element (Light), even if not a Technique. When making a Magic check meant for healing, it heals +2 HP.
Green Magic
BadgeSkills
• 1 BP
• 50 Coins
Negative status effects inflicted on you last for an extra turn.
So long as you succeed the check, your Enchantments, Curses and *Magic-based techniques that inflict status effects automatically gain an extra grade of success.
Black Magic
BadgeAttack
• 1 BP
• 50 Coins
All your *Magic-based techniques with a primary check have Unwieldy (Primary), but also have +1 Attack.
Gamble Aura
BadgeAttack
• 2 BP
• 100 Coins
All your techniques with a primary check, that don't already have the Fumble or Lucky-Hit traits, now have Fumble (Harmless, Exhausting) and Lucky-Hit (Strongx2).
The FP cost remains unaffected.
Extra Flare
BadgeAttack
• 2 BP
• 100 Coins
Upon a successful stylish-use of a damaging technique, inflict a Lingering ([X]) fire on the target(s) for 3 turns, where [X] is the number of instances of this badge you've equipped.
Grazing Power
BadgeDefense
• 3 BP
• 200 Coins
Gain a separate +1 Attack Boost for every attack you've dodged last turn, expires at the end of the subsequent turn.
Twist Guard
BadgeDefense
• 3 BP
• 150 Coins
When you successfully superguard a melee attack, inflict Disorient (2) on the attacker for 1 turn.
Fine Together
BadgeDefense
• 5 BP
• 150 Coins
When rolling Steady as an action to resist effects, one other ally can lower the duration of their own status effects by as many Grades of Success you got as a free action.
Splash Strike
BadgeTechnique
• 1 BP
• 74 Coins
By spending 3 FP, you can treat a single-target technique as if it had Element (Water) and Burst.
Sap Slam
BadgeTechnique
• 1 BP
• 74 Coins
By spending 3 FP, you can treat a single-target technique as if it had Element (Earth) and Drainx3.
Shock Smash
BadgeTechnique
• 1 BP
• 74 Coins
By spending 3 FP, you can treat a single-target technique as if it had Element (Shock), Stunx3, and Shortenx2. Secondary check defaults to Magic.
Dark Dunk
BadgeTechnique
• 1 BP
• 74 Coins
By spending 3 FP, you can treat a single-target technique as if it had Element (Dark), and Fearx3. Secondary check defaults to Bully or Magic.
(Idea by @bigmeatyflaws)
Money Mash
BadgeTechnique
• 1 BP
• 100 Coins
By spending 3 FP, you can treat a single-target technique as if it had Element (Light) and steals 2d6 coins from the target.
Blue Magic
BadgeTechnique
• 2 BP
• 74 Coins
When this badge is equipped, specific Actions some enemies can take will have the "Learning" tag (GM Decision), and you will be noted of this when it is used, or if you make a Knowhow check.
When you are affected by this action (Damaged, Healed, Inflicted with ailment, etc.) make a Knowhow or Magic check:Great!: At the end of combat, the GM will turn the action into a Technique, attached to this individual badge. The Technique can be given Variant (Knowhow) or Variant (Magic) for free.
Only one Technique can be attached to a copy of Blue Magic, and the wearer can choose to overwrite the previous technique attached.
You do not need to survive combat after succeeding the check for the Technique to be gained.
Red Magic
BadgeTechnique
• 4 BP
• 150 Coins
Choose 2 *Magic-based Techniques (Including the same one) with an FP total greater than 0. You can use them in a single turn, one after the other, but the total FP cost is doubled.
Traits of Delay, Cooldown and Exhausting are added together, Delay only activates before the first technique begins, and Cooldown (given to both techniques) and Exhausting only activate after the last technique.
Quick Assist
BadgeTechnique
• 3 BP
• 150 Coins
This Badge make uses of Lucy's Partner System.
As an action, choose a technique from a partner currently on standby and spend SP as if the technique had Alt-Cost (SP) (At least 2 SP).
They quickly swap in and out, performing the technique.
Potent Conserve
BadgeBoon
• 5 BP
• 300 Coins
The FP cost of the wearer's Latent traits is lowered by 1, to a minimum of 1.
Weather Report
BadgeBoon
• 3 BP
• 100 Coins
At the start of battle, roll a d6. A corresponding weather terrain emanates from you, giving everyone said terrain at lv. 2 for 3 turns.
If multiple characters have this badge, only one takes effect.
- Gale
- Heatwave
- Rain
- Sandstorm
- Smog
- Snow
Geo-Favour
BadgeBoon
• 4 BP
• 200 Coins
Upon obtaining this badge, pick any environmental terrain type to attach to it. When you are under the effects of that terrain, you negate its Cons and treat its level as +1 for Pros.
Crimson Noise
BadgeBoon
• 2 BP
• 150 Coins
Upon battle victory, make a Notice Check:
Good!: The tense energy from the battle creates a random small item.
Stars Beyond
BadgeBoon
• 2 BP
• 150 Coins
Gain +2 SP for every extra grade of success beyond an Unbelievable!.
Gang-Up
BadgeBoon
• 4 BP
• 200 Coins
This Badge make uses of Lucy's Partner System.
When in battle, and you're the only player character, the partner this badge is attached to may enter the battle, as well as your current partner. (P version applies to up to 3 partners).
Quick Draw
BadgeBoon
• 4 BP
• 500 Coins
Allows you to change your gear in battle as a free action.
When Hustled, using different gear techniques does not increase the required grades of success during your turn's actions (Other actions do, and using techniques from previously equipped gear this turn still increases the required grades).
MINUS-Badges
"Nobody's sure what these things really are. Some have speculated they're made of Ztar energy, or perhaps from star pieces of comets that tried to deliver a wish of true evil. Whatever the case, wearing 'em seems to give way for more badges to take effect, darkness giving way to light, or something. Just remember, if you're gonna wear them, the stars themselves might make sure you pay the toll.."
MINUS-Badges are special types of badges, effectively their inverse.
Each one grants a negative effect, one that's hard to use in your favor, and each one is more horrid the rarer the badge it's attached to is.
In exchange, the badge increases your BP temporarily, perhaps even over your current limit, allowing you to equip more regular badges.
Keep one thing in mind though: only one MINUS-Badge can take effect at a time.
Skill Minus
BadgeMINUSSkills
• -1 BP
• 50 Coins
-1 to all your Skills when this badge is equipped, to a minimum of 0.
Feeble Body
BadgeMINUSDefense
• -2 BP
• 100 Coins
All negative status ailments inflicted on you have double level and duration.