This is a list of the starting races that can sign up as part of Princess Peach's royal guard. If you choose an alternate species option then please note it in the Race section of your character sheet.
HumanHumans are a versatile race: jack-of-all-trades, master of none. Next to Toads, they're the most common residents of Toad Town. Humans do not gain any special abilities, but they do gain an additional 50 points to add to their Stat Growths due to being quick learners. Don't forget this when jotting down your abilities!
Starting stats:HP: 18
SP: 8
POW: 6
DEF: 4
BRI: 4
SPI: 4
SPD: 5
STACHE: 6
Alternate species options:Flame-attuned (Humans who have the power of flames in their soul. They're physically unstable due to the energy they constantly produce. They gain the Tertiary Ability Path "Flame-attuned," granting them a fireball ability that slowly grows in power at the cost of -5 HP and -2 DEF.
Heroic (Some Humans are just lucky. They've never had much of a need for training or hard work as helpful boons practically fall from the sky for them. They gain +5 STACHE at the cost of -80% in Growths.)
ToadToads are hardy, diligent works. They have the highest raw strength of any of the humanoid races but lack the innate knack for magic most have. Despite this, their suppressed magical potential presents itself in a different way: they regenerate HP equal to their Brilliance at the start of each turn.
Starting stats:HP: 22
SP: 5
POW: 8
DEF: 6
BRI: 3
SPI: 2
SPD: 4
STACHE: 5
Alternate species options:Cave Mushroom (A type of Toad born underground. Typically wears a black-and-blue outfit instead of a red-and-white one. Gains a natural +30% SP growth at the cost of -3 BRI. This type of Toad is totally inept with magic but has greater reserves for performing special attacks with its weapons.)
Dryite (A type of Toad born in the desert. Typically wears a long series of cloth straps instead of the traditional Mushroom-themed outfit. Having grown up in an area filled with large beasts, they're stealthier than normal, but the danger of magic is totally alien to them. +2 to starting SPD at the cost of -2 starting SPI.)
GoombaGoombas are angry fungal creatures. It's not common for them to sign up as a Royal Guard member, but it can happen. They do not have any arms with which to wield weapons, instead often choosing to train in magic-based Ability Paths. For this reason, they are the most magically-attuned of the common races.
Starting stats:HP: 14
SP: 10
POW: 4
DEF: 2
BRI: 10
SPI: 7
SPD: 5
STACHE: 3
Alternate species options:Gloomba (A Gloomba born and raised in the Mushroom Kingdom's sewer systems. They have a natural blue or purplish hue. Their cave adaption ensures they're naturally tougher, but being raised outside of civilization makes them unfamiliar with common magic. They gain +3 DEF at the cost of -3 SPI.)
Paragoomba (A Goomba with wings. They naturally have +4 SPD and can easily cross harmful terrain. However, taking a hit from a non-magical attack grounds and dazes them for a turn, temporarily removing their flight/movement capability and cutting their DEF in half.)
Koopa TroopaKoopas are a turtle-like creature with hard shells and and a long life span (but low life expectancy). They have the highest DEF of any of the humanoid races. They are also able to retreat into their shells to resist further damage.
Starting stats:HP: 15
SP: 10
POW: 6
DEF: 8
(changed from 10 because that's way OP)BRI: 6
SPI: 3
SPD: 4
STACHE: 3
Alternate species options:Parakoopa (Parakoopas are Koopa Troopas with wings. hey naturally have +4 SPD and can easily cross harmful terrain. However, taking a hit from a non-magical attack grounds and dazes them for a turn, temporarily removing their flight/movement capability and cutting their DEF in half.)
Dry Bones (Dry Bones are durable, skeleton-like Koopas. They're suspectible to magic, though, with a -2 SPI penalty. When they reach 0 HP, they'll automatically revive at 1 HP the following turn. They may only do this once per battle.)
Shy GuyShy Guys are the most versatile of the humanoid races. They hide behind a cookie-cutter mask and dislike combat, taking a penalty of -50% Growth on creation. However, to make up for this, Shy Guy characters may take a Tertiary Ability Path of their choosing to compliment their Primary and Secondary Ability Paths.
Starting stats:HP: 15
SP: 10
POW: 5
DEF: 5
BRI: 5
SPI: 5
SPD: 5
STACHE: 5
BooBoos are crafty floating spirits. They're physically frail but highly deceptive and have the highest natural STACHE of the common races. When they're adjacent to any non-ally combatant, their SPD is reduced to 1 as they phase out of the waking world, hoping no one will notice them. To compensate, Boos have all the flying ability of the Para-races with none of the drawbacks.
Starting stats:HP: 12
SP: 10
POW: 3
DEF: 4
BRI: 6
SPI: 5
SPD: 6
STACHE: 9
Alternate species options:Dark Boo (Dark Boos are Boos that have faded even further from the waking world. They take on a smoky purple hue. At the cost of -2 STACHE, they can move through enemies as well as allies unharmed.)
YoshiYoshis are friendly, raptor-esque creatures with long tongues. They're the speediest of the common races. If they deal the finishing blow to a foe, they can create an egg out of the foe as a long-range throwing weapon with similar stats to the original foe.
Starting stats:HP: 16
SP: 8
POW: 6
DEF: 5
BRI: 4
SPI: 5
SPD: 7
STACHE: 4
FuzzyFuzzies are troublemaking creatures with a paranoid demeanor and a love of (chewing on) nature. They're covered in prickly black spines, and their fangs are perfect for sucking the sap out of trees (or the blood out of foes). While their starting stats are lower than most races, Fuzzies are a great long-term investment due to their racial Tertiary Ability Path: "Friendly Fighting." Over time, they accumulate traits that naturally boost the combat effectiveness of both their teammates and themselves.
Starting stats: HP: 10
SP: 6
POW: 4
DEF: 3
BRI: 3
SPI: 3
SPD: 5
STACHE: 6