K IRB YKirby is a small, pink creature from the world of Dream Land. Though somewhat child-like, he’s a very brave and cheerful hero that’s saved his friends many times over. Though mostly innocent, he does have an incredible appetite and is a bit of a glutton. While he may not look all that intimidating, Kirby also conceals an astounding power: the power to consume his foes and imitate their abilities, with Kirby taking on different physical forms based on what he’s eaten. After the Great Collide, Kirby is adventuring, looking for new things to experience while keeping the world a good place to live.CHECKSRoll 3d10 and take the highest result for checks to cook.Roll 2d10 and take the highest result for defense checks to dodge or avoid, attack checks made by spitting bad guys at other bad guys, checks involving running, jumping, or swimming, checks to ride animals, and checks to navigate outer space or worldless voids.Roll 1d10 for anything else.XPWhen you make a new friend, gain 1 XP.When you get to experience a great joy you’ve never had before--visiting an alien theme park, enjoying a new world’s best cuisine, hearing a new style of music, etc--gain 3 XP.Whenever you save the sanctity of peoples’ minds, dreams, or their ability to have wishes come true, gain 5 XP.YOU BEGIN WITHInhale: You can pull enemies into your mouth, then either launch them at other foes or swallow them to gain their powers. When an enemy drops to 0 HP within 10 feet of you, you may immediately suck them into your mouth. If you have a defeated enemy in your mouth, you can use a main action to turn them into a non-elemental star and launch them as a 2d10 (take the higher) attack. You can also swallow an enemy in your mouth at any time, even if it’s not your turn. Either move will destroy the remains of the victim. Your Level Up Choicesare all alternate forms; if you swallow an enemy equating to a form you’ve unlocked, you take on that form and assume the listed powers. You can only possess one such form at a time; if you swallow a new enemy, the new form overrides the old one. If you swallow an enemy equating to a form you haven’t unlocked yet, nothing happens. If an enemy could qualify as fitting two or more forms, choose one. Your form lasts until you decide to stop having it--it will persist even through a full rest.Lastly, you can inhale a large amount of air and flap your arms to fly for brief periods. You fly about as fast as you normally move in combat, but can only fly for 10 seconds (or 1 combat round) at a time before tumbling out of the air.LEVEL UP CHOICESAnimal Kirby: To become Animal Kirby, you must Inhalean enemy that’s an animal or natural beast. You gain an outfit that resembles a bear or wolf. While Animal Kirby, you roll 2d10 on checks to notice things or checks involving your senses. Your sense of smell is enhanced, as well, letting you roll 2d10 for checks to track someone and making you immune to Blind. You can dig through dirt, sand, gravel, and snow at about the pace you can normally move in combat, burrowing a tunnel in your wake. You can also climb walls with your claws, scaling even sheer surfaces with little effort.Beam Kirby: In order to become Beam Kirby, you must use your Inhale ability on a foe that practices magic (Magikoopas, Summoners, etc), heavily relies on non-elemental spells, or relies heavily on laser or plasma weapons. You gain a two-sided jester-like hat and a magic wand. You can fire star blasts over a large distance, or lash out with a whip-like chain of stars to attack up to 2 targets at no penalty within 15 feet. Your beams and stars gain +2 against foes weak to Electricity, and you gain +1 on all defense checks against magic. You can also use your stars like a grappling hook, grabbing onto small items within 30 feet and pulling them to you, or pulling yourself straight to larger objects.Beetle Kirby: To become Beetle Kirby, you must Inhalean enemy that’s a bug. You gain a big, sharp beetle horn, which can be used to skewer or slice. You also gain bug-like wings, which allow you to fly about as fast as you can run. When you roll a 1-5 on a melee attack check, you may launch the target into the air, rendering them airborne until the start of their turn (and vulnerable to abilities that capitalize on that) or throwing them up to 15 feet in any direction. You also gain incredible strength, and roll 2d10 (take the higher) on checks of athleticism, physical strength, or stamina in this form.Bomb Kirby: To become Bomb Kirby, you must Inhalean enemy that’s a machine or heavily utilizes mechanical armor or weapons (including traditional guns and, well, bombs). You gain a pointed hat and the power to conjure big, round bombs. You can pull and toss one bomb as a side action, and it will explode in 10 seconds (or at the start of your next traditional turn, if you are in combat). Your bombs explode in a roughly 10 foot radius, and you may make a free attack (2d10, take the higher) against anything caught in the blast radius at no penalty. You may also roll 2d10 on checks to disarm bombs or traps while in this form.Doctor Kirby: To become Doctor Kirby, you must Inhalean enemy that’s a scientist, an enemy that’s a blob or slime, or an enemy that’s been biologically engineered or modified but doesn’t fall into a different category (such as Resident Evil-style zombies). You gain a doctor’s coat and glasses. In this form you can throw large pills over a distance, which bounce off of walls but burst on contact with enemies. You can also throw a healing pill at an ally as a side action; a healing pill will either remove Poison status, or heal 2 HP, at your choice. You roll 2d10 for checks involving biology, chemistry, or medicine in this form. Fighter Kirby: To become Fighter Kirby, you must Inhalean enemy that’s a skilled unarmed fighter (a martial artist, a wrestler, a boxer, etc). You gain a bright red headband with a star on the front. While in this form you can fire chi blasts over a distance, and you are able to detect chi up to 30 feet away; you are immune to Blindin this form. When you fully defend against any sort of attack, you may immediately rush up to 30 feet to make a melee counter-attack without using your turn. If you roll a 10 on a melee attack check, you can follow up with a backdrop that moves the target to a different spot within 5 feet of you and stuns the foe; they can still act, but cannot move from where they are until the start of your next turn.Fire Kirby: In order to become Fire Kirby, you must use your Inhaleability on a foe with a strong affinity for fire (creatures made of fire, creatures that breathe fire, etc), or a demon that doesn’t fit into a different category. You gain a small crown, and fire emits from the top of your head. While in this form you receive +2 on defense checks against Fire based attacks, and are immune to extreme heat and Burningstatus. Enemies that make melee attacks against you automatically take 1 damage, and you are able to rush forward like a fireball to deal +2 against foes weak to Fire. If you roll a 10 on any attack checks in this form, you may inflict Burning status. Lastly, as a side action, you may cure all allies within 10 feet of you (and you) of Freezing status.Leaf Kirby: To become Leaf Kirby, you must Inhalean enemy that’s a plant. You gain a crown full of leaves that sprout from your head in all directions. In this form, you can throw razor sharp leaves to attack enemies from a distance. You also roll 2d10 on checks that involving hiding or stealth while in this mode. You can collapse into a pile of leaves as a main action, which camouflages you (even if the environment is inappropriate for such); you cannot move or act while in this state, but you are treated as though you’re Invisible, and can return to normal as a side action. Lastly, you can perform an intricate leaf dance as a side action; leaves swirl around you in a massive vortex. All enemies within 30 feet are pulled 10 feet closer to you.Mirror Kirby: To become Mirror Kirby, you must Inhalean enemy that’s made of ice or has a strong affinity for cold, or an enemy that’s a ghost, illusion, or phantom of some kind. You gain a blue-and-violet jester hat, and a wand with a crystal tip. In this form, you receive +2 on defense checks against Cold based damage and are immune to extreme cold. You can fire glassy blades from your wand, which receive +2 on attack checks against foes weak to Cold. When you fully defend against an energy based attack (such as magic or lasers), you may counter-attack, creating a brief mirror to launch the attack back at its originator or at a different target. Lastly, you may create a copy of yourself as a side action. Your copy acts as a Follower and uses your stats, but can only access Mirror Kirby form and only has 1 HP. You may only have one such copy at a time.Stone Kirby: To become Stone Kirby, you must Inhalean enemy that’s mostly made of rock, bone, cement, or other tough materials. You gain a +2 on all defense checks in this form, and you are too heavy to be moved; any abilities that would push, pull, or launch you do not affect you. You are immune to Poisonand Burningstatus in this state. As a main action, you may leap into the air and slam yourself into the ground; all enemies in the general vicinity in contact with the ground are stunned. They can still act, but cannot move for 10 seconds (or until the start of your next turn). Allies within 5 feet of you gain a +1 on defense checks, as they can duck and weave behind your stoneyness.Sword Kirby: To become Sword Kirby, you must use your Inhaleability on a foe that’s a blade-based fighter (such as a swordsman, a ninja, a knight, etc) or has prominent blades or edges. You gain a long, green hat and a fancy sword. Once per fight, you may attack however many enemies are within 5 feet of you at no penalty, hitting them all with a powerful spin slash. You roll 2d10 on attack checks made with your sword, and you may inflict Challengestatus on foes you deal damage to. You are immune to Fear in this form.