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Elive's Assorted Badges

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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.

  1. Gale
  2. Heatwave
  3. Rain
  4. Sandstorm
  5. Smog
  6. 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.


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