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.