Playable Races
The Mushroom World is a big place, full of many different kinds of people of different shapes and sizes. Different races have different strengths, different weaknesses and different abilities that come with them. Listed with each race will be a description, as well as their particular abilities.
More may be added by request. It is recommended to submit said request with a description of their strengths and weaknesses.
Humanoid - Humans come in different shapes and sizes. They are well-rounded physically, and are one of the most adaptable races. Humans are native to the Metro Kingdom, though many have immigrated across the world and adapted to their new surroundings. Their
counterparts from the Beanbean Kingdom share the same attributes, but are green in color.
Toad - Toads are short, stumpy, genderless humanoids that commonly wear mushroom shaped hats of varying colors and shapes. Native to the Mushroom Kingdom, the Toads are one of the more adaptable races, and also seem to be the most varied in terms of occupation. You don't have to go far to find Toads, they are everywhere, taking up whatever identity that strikes their fancy. While small and squishy, the Toads are fast as can be. Their mushroom hats are not actually hats.
Goomba - Goombas are native to the Bowser Kingdom. While they lack arms, the Goombas are capable of great strength using their incredibly hard heads as a weapon, and can rival the Toads in speed. While they are not very resilient, their recovery capabilities are astounding. A downed Goomba is not down for very long. Goombas come in different colors, and may wear equipment such as spiked hats to better their offensive and defensive capabilities.
Goombas also have a variant known as the
Paragoomba who can grow wings and fly. Should a Paragoomba's wings be clipped, they will inherit all the attributes of a normal Goomba until their wings grow back.
Koopa Troopa - Their names are generally shortened to "Koopas". The Koopas are natives of the Bowser Kingdom, creatures who can easily adapt to their surroundings that are distinguishable for the shells they wear on their backs. Their shells give them heavy defensive capabilities, and they can retreat into their shells in order to protect themselves or to attack. Koopas who attack using their shells can attain great speed and power, but are completely unable to control the direction of their shell once launched. While their shells are incredible defensively, the rest of the Koopa's body is not. Their undersides especially are very vulnerable to attack, and should a Koopa be knocked on their back, they have a difficult time getting back to a vertical base. Should a Koopa's shell be broken or lost, it can grow back but it will take some time. Koopas are born with a variety of differently colored shells. These shells are strangely not attached to the body, and can even be taken off by the Koopa itself.
Koopas have a few variants, depending on several factors. A Koopa that can grow wings and fly, is referred to as a
Paratroopa. Should a Paratroopa lose it's wings, they will take the attributes of the standard Koopa until they grow back. A Koopa that takes a hammer for a weapon becomes a
Hammer Bro, and generally wears a helmet. Boomerang wielding Koopas generally become
Boomerang Bros with a similar look. Hammer and Boomerang Bros become more muscular with training, and their bodies become more resilient. Of course, the bulkier bodies make their proficiency with shell attacks decrease, and they generally cast aside shell attacks in favor of using their weapons of choice. Interestingly, their faces also appear to go through an evolution that hardens their complexions, and makes their heads and faces far more durable to damage.
Alpha Koopa - This variant of the Koopa species is very rare, and there are very few known members of this race. While they may differ in shapes and sizes, they are commonly far larger than the average Koopa, with the children being able to reach the size of the average Koopa Troopa very quickly. While they may have different characteristics from one another, such as some having horns, a common trait amongst them is the spikes on their shells. Their shells also do not cover most of their bodies, as they do with normal Koopas. To compensate for this, their bellies are covered with plates. This species can still retreat into their shells and attack, though with their far bigger bodies, their speed is much slower than that of the regular Koopas. On the topic of speed, their speed on the ground is generally the slowest amongst the Koopa species due to their sheer size. But their offensive capabilities are astounding, as they are amongst the biggest powerhouses in the Mushroom World. Most of them also possess the ability to breathe fire, though they are unable to use any other pyrokinetic abilities aside from their fiery breath.
Pianta - Natives of Isle Delfino, the Pianta are a laid-back race that generally wear island attire. Despite their docile and friendly demeanors, they commonly can have terrible tempers. They are generally slow and bulky, but their strength is impressive, almost superhuman. If one is strong enough to grab the trees on their heads and swing them around, there is little the Pianta can do to stop it.
Yoshi - The Yoshi are bipedal, genderless dinosaurs native to Yoshi's Island. The Yoshi are very agile, and amongst one of the faster races in the Mushroom Kingdom, able to run at high speeds and jump to great heights. Their jumping height is further increased by the Flutter Jump, a technique the Yoshi have perfected in order to get the most out of their jump. They are most known for their bottomless stomachs, and long tongues that can grab and pull in objects and people that are several times larger than the Yoshi. Yoshi can swallow sentient beings and objects far larger than them, and turn them into eggs, but it is not ethical for them to do so. Yoshi though, can make an egg after being fed adequately. While Yoshi are physically fragile and cannot take much damage, and also are not good with hand to hand combat or melee weapons, their bodies are living weapons if used right and their strength from throwing their bodies at their opponents, or delivering headbutts, can be devastating. Yoshi can come in a variety of colors, with the color generally decided from the moment the egg is laid.
Boo - A race of short, stout poltergeist who can turn invisible at will, for unlimited periods of time. They are capable of holding objects even while invisible. The only caveat is that they cannot wield weapons or attack while in this form, and must become visible again in order to attack. Boos are also one of the most squishy races, and are even less durable than the Toads. Relying on their abilities, speed and trickery are a necessity for a Boo to survive.
Bob-Omb - Stout, orb-shaped creatures with a literal fuse attached. Can explode at will, and while doing so won't harm the Bob-Omb, they are left disoriented and their defenses are drastically lowered while the shielding around their body recovers. Lack arms. Bulky Bob-Ombs are much larger than their standard counterparts, and in turn are much slower and bulkier. Their explosion technique takes longer to charge, as well. But in exchange, their shields are much heavier and the strength of their explosions can completely level a battlefield.
Unique Abilities
Some races have racial talents, others do not. But there are some who possess rare talents, that go beyond that of their race. These talents can be learned, but must be done through roleplay.
Firebrand - The Firebrand was a technique that allowed the user to control and utilize fire without the use of a Fire Flower. It was innovated by members of an ancient island tribe in the Beanbean Kingdom. Rumor is there exists a trainer somewhere in the Beanbean Kingdom that can draw the power of the Firebrand out of someone who is capable of unlocking it's power. For those who can use the Firebrand, they have the greatest amount of control over the element, able to generate fire in their hands, shoot fireballs, provide a light source, plus light objects and people on fire. Those with the capability to learn the Firebrand have abnormally high body temperatures, and don't freeze easily.
Thunderhand - A technique innovated by ancient Lakitu, that allowed the user to control the power of electricity. The technique was lost to most of the current generation of Lakitu, unfortunately. Though rumor is, there exists a trainer somewhere in the Beanbean Kingdom that can draw the power of the Thunderbrand out of someone who is capable of unlocking it's power. For those who can use the Thunderhand, they have the greatest amount of control over the element, able to generate electricity in their hands, shoot small bolts of lightning, provide power to things that need them, zap things and also zap people.
Flutter Jump - A technique innovated by the ancient Yoshi tribes, passed down and taught amongst Yoshi. In very rare cases, the Yoshi will teach someone who they trust, should they be capable of the feat, to be able to make the most of their airtime with a second jump in mid-air that involves rapid movements of their feet that can propel them through the air. Most people outside of the Yoshi species will be unable to physically pull this off, regardless of physical capabilities. It is a rare, innate talent that only few possess, and is something that requires the help of the Yoshis to bring out.
Minimize - One born with the innate talent to perform the Minimize technique may shrink to the size of someone who has eaten a Mini Mushroom at will, and can change back as they wish. While mini, you may be able to squeeze into areas others may not be able to, though your offensive and defensive capabilities become minimal as well due to your dramatically decreased size.
Weapon Summoning - The ability to attune your essence to a weapon of choice, you can summon it to your side and use it at will before allowing it to disappear again. This can work for anything from blunt weapons such as hammers, to throwing weapons. You may only be attuned to one weapon at a time, and there is a large cooldown before you can attune to a new one once you have done so.
Wings - The ability to summon wings in order to fly. These work like the wings on the Para variations of creatures, and they can be destroyed temporarily before growing back over time. There is no need for this ability to be used by anything that has a Para variation, obviously.