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- Beanish
- +1 Cool, +1 Choose, -1 Defense
- Hoohoo- The beanish can roll to tell joke to an opponent or NPC Cool times per day. If the roll is a 5 or 6, interactions with the NPC earn +1 roll, or the enemy will be stunned for a turn. The player can also attempt to tell a joke to the GM for added leniency on the roll.
- Birdo (Also achievable by PPing an egg hole to a Yoshi)
- +1 Smarts, +1 Coolness, -1 Power
- "Egg" - A birdo may shoot an egg from her mouth. She may hold a number of eggs per day equal to her Coolness rating. The impact of the egg equals her power rating.
- Blargg
- +1 Power, +1 Defense, -1 Speed.
- Fire body- Burns the opponent on critical or successful counter.
- Blooper
- +1 Cool, +1 Speed, -1 Defense.
- Ink Shot- Bloopers can shoot off ink at Cool*2 times per day. Each shot does Speed/4 points of damage, minimum of 1 damage, and can be rapid fired for 4 shots in one round. The ink also becomes dangerous for anyone that touches it while it's on the ground, but the Blooper can quickly slide on it.
- Bullet Bill
- +1 Speed, +1 Power, -1 Smarts
- Can roll a Speed Check vs Difficulty Factor 1 and if Success, goes first, regardless of Initiative roll.
- Cheep Cheep
- +1 Heart, +1 Smarts, -1 Speed
- "Yes mermaids are real... and Nessie": Cheep Cheeps are renowned experts of the deep and thus very good story tellers. +1 when interacting with characters out of combat.
- Crazee Dayzee
- +2 Heart, -1 Power
- Amazy Dayzee- You grant good luck to anyone around you. Cool times per day, you can add +1 to a teammate's defense, perception, encounter, or creation roll. But not to your own.
- Dinosaur: This covers Rex, Reznor, and that water Yoshi thing from 3D World.
- +1 Power, +1 Defense, -1 Smarts.
- Sturdy- When HP falls below 1, rather than fainting the Dino goes into a smaller form and gains 1/5th of his max HP rounded up. The Dino must then wait an hour before reverting to his original form.
- Duplighost (Also achievable by PPing duplication to a Boo)
- +1 Heart, +1 Smarts, -1 Defense
- Duplicate any character. When in combat this constitutes an action. Stats are unknown unless a Perception Check is passed.
- Little Mouser/ Squeak.
- +1 Speed, +1 Coolness, -1 Power.
- Frisk- When using a physical attack against an enemy, a Squeak can roll to steal a random item.
- Luma
- +1 Attack, +1 Speed, -1 Smarts.
- Galaxy Spin: Lumas can do a quick spin 'Cool' times per day. This spin negates all hostile projectiles aimed at the luma, or any character the luma happens to be near. The Luma must wait 2 turns before using this ability again.
- Monty Mole
- +1 Power, +1 Defense, -1 Speed.
- Tunnel Master: Replace Speed with Power when moving through cramped areas.
- Ninji
- +1 Cool, +1 Speed, -1 Heart.
- Weapon morph- The Ninji can transform itself into any known melee weapon it chooses to be. It can levitate itself as a weapon, but it cannot move fast enough to fight on its own.
- Noki
- +1 Defense, +1 Smarts, -1 Power.
- Tropical Natives- +1 Speed when moving in water, or sand. +1 Smarts when creating objects using sea-based material.
- Penguin/Bumpty.
- +1 Defense, +1 Speed, -1 Choose.
- Belly Slide: Can go into belly slide mode, where the penguin will slide forward, attacking and piercing through anything it collides with. Must use a free action to stop itself on the next turn.
- or
- Ice Bird: Can shoot ice balls, and create one block of ice that is 1 ft shorter than the penguin. If another ice block is created, the previous one melts.
- Penguin (Alternate)
- +1 Smarts, +1 Heart, -1 Choose.
- "Arctic Blast": Ice Attribute attacks do no damage and Water Attribute attacks do 1/2 damage.
- "No Better than a T-Rex": Because you have flippers for hands your dexterity is severely lacking. Roll 2 Critical Failures (1) on a roll and drop a held item.
- Pianta
- +1 Power, +1 Heart, -1 Speed
- Pianta Chuck - +1 towards all throw-related tests
- Piranha Plant
- +2 Power, -1 Smarts
- Pyrosynthesis- The piranha plant can spit and set itself on fire cool times per day. It will also heal on successful counter of a fire-based attack.
- or
- Pot Junkie- +1 to speed when moving through pipes, pots, and dirt(Not sand or hard stone). It can also burrow through soft earth, and its roots double as legs.
- Shadow
- +1 Cool, +1 Smarts, -1 Speed.
- Shadow Melt- Can melt into their own shadow. Afterwards, they can move around freely on the ground or on walls. Can't move around if someone else was brought in with them.
- Shaman.
- +1 Wisdom, +1 Coolness, -1 Power.
- Mind Vision: Once per day, you can foresee the location of any person or object you want. If there's more than one existing version of the object, or if you specify a species instead of a single person, you will see the nearest one.
- Spike
- +1 Speed, +1 Power, -1 Heart.
- Hammer Eater- You can summon a large spiked object of various shapes from your mouth cool times per day.
- Star
- +1 Defense, +1 Speed, -1 Cool.
- SuperStar: Once per day, a star can grant any 1 person invincibility for 10 seconds outside of combat, or 2 turns in combat.
- Star Sprite
- +1 Smarts, +1 Defense, -1 Speed.
- Telekinetic Power: Physical strength is calculated using Smarts instead of Power.
- Wiggler
- +2 Heart, -1 Speed
- "White Flower": Wiggler's are easily identified by the white flower growing on their head, making them look very unintimidating. +1 Coolness when dealing with other races.
- "Vigor Up": for 2 FP, a wiggler can trigger Stat UP (Power) on himself. (for the default 3 turns)
- Winkle
- +1 Defense, +1 Cool, +1 Smarts, -2 Speed.
- Winkle Games- Winkles are skillful creatures, despite being slow and not having arms. +1 to any dexterous action.
- Kong
- +1 Speed, +1 choose, -1 choose.
- Expand Dong- Once per combat session, roll Smarts (TN 2) to obtain a banana. On use, banana heals 5 HP and user obtains banana peel.
- ____________Crossover races____________
- Color Mage (Final Fantasy)
- +1 Smart, +2 Choose, -1 Defense, -1 Choose.
- Ability depends on what stat goes up by 2.
- Heart: White Mage- Can heal 5 hp of any party member cool times per day without using FP.
- Power: Red Mage- Can shoot fire based attacks, and heals hp on successful counter of a fire based attack.
- Defense: Green Mage- All buffs applied to themselves can also be applied to any chosen teammate simultaneously.
- Smart: Blue Mage- Can shoot ice based attacks, and heals hp on successful defense or counter of an ice based attack.
- Speed: Yellow Mage- Cool times per day, can add +1 speed for 1 round, or 6 seconds. Their body is electrified and does damage on contact during this.
- Cool: Black Mage- Cool times per day, can increase the stat of any party member by 1 for 6 seconds, or 1 round.
- Moogle (Final Fantasy)
- +2 Heart, -1 Power, -1 Defense, -1 Smart.
- Team Mascot- +2 to all NPC interactions.
- And
- Hidden Power: +1 to all magic attack rolls.
- Puffball (Kirby)
- +1 Speed, +1 Power, -1 Defense.
- Copy Power- If you absorb an enemy that has 1-2 HP, you get their ability, and a fitting hat until you take a strong hit or release it on your own.
- or
- Knight Power- You get any one weapon, and a cape that can turn into wings.
- Waddle Dee (Kirby)
- +1 Heart, +1 Cool, +1 Smart, -1 Power, -1 Defense
- Hearty fools- Add half your heart stat into all attack rolls.
- Chozo (Metroid)
- +1 Speed
- Chozo Blood- +1 to all stats on movement checks.
- Hocotatian (Pikmin)
- +1 Smart, +1 Coolness, -1 Heart.
- Veggie Lovers- Heal double from eating vegetables.
- Koppaian (Pikmin)
- +1 Smart, +1 Heart, -1 Coolness.
- Starving Fruit Lovers- Heal double from eating Fruit, and receive an hour-long buff to speed afterwards.
- Pikmin (Pikmin)
- Red- +1 Power > Physical attacks do fire damage.
- Blue- +1 Defense > +1 speed underwater, can breathe underwater.
- Yellow- +1 Smart > Can control itself easily while in the air. Physical attacks do electric damage.
- Purple- +1 Power, +1 Defense, -1 Speed > Can stomp cool times per day to cause a paralyzing shockwave.
- White- +1 Speed, +1 Cool, -1 Defense > Can spit poison cool times per day, and see underground.
- Rock- +2 Defense, -1 Smart > Every physical attack causes enemies to have -1 defense.
- Pink- +1 Speed, +1 Smart, -1 Power > +1 Power and Speed when fighting against flying enemies.
- Green- +1 Smart, -1 Defense, -1 Power > Can take control of an enemy with 1-2 HP left, indefinitely. Gains their stats.
- Djinn
- +2 Coolness, +1 Heart, -2 Choose.
- The Lamp- Every djinn has a metal object they must project. If this object is attacked, the Djinn takes double damage. If the Djinn is attacked instead, Defense gets a +3 bonus.
- Half-Genie (Shantae)
- +1 Coolness.
- Djinn Blood- The half-genie chooses one power that slowly gets stronger as they level up.
- Speedbeast (Sonic the Hedgehog)
- +1 Speed, +1 choose, -1 Defense.
- Ring Bonus- If the beast's HP reaches 0 and they have more than $0, they can choose to drop all of their held money to survive, and continue fighting. The money can be picked back up, but not until the fighting is finished
- Bokoblin (Zelda)
- +1 Speed, +1 Power, -1 Smarts
- Warrior Mook- +1 on all defensive rolls.
- Moblin (Zelda)
- +2 Power, +1 Defense, -2 Smarts
- Guardian Mook- Takes double damage when attacks are countered, but gets +2 on all defensive rolls except dodge.
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