Super Mario MG World

My attempt at making the Mario-verse into a world filled with MGs.

A place where people can create and share their own monsters and world settings.
ShadowKnux372
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Super Mario MG World

Post by ShadowKnux372 »

Well, I was given the go-ahead by Nyctos to metaphorically take over, so here I am giving it a shot. Based in part to connect with the Mario RP I did before (and may do again), but mostly because I like the concept, here I am attempting to bring to life MG versions of the baddies from the Mario series of games. If inspiration strikes, I may delve into more and try to do stuff for the MG Mario World in general, but for now, let's just stick with one mess-up at a time, shall we?

I will update this as I go along, with the profiles meeting MGU first, then here, as the topic has flourished quite a bit there before I brought it here.

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Goomba
Spoiler: show
Habitat: Various & Numerous
Diet: Omnivorous
Disposition: Strong-willed, Stubborn, Flirtatious


When one thinks of denizens of the Mushroom Kingdom, the first inhabitants that come to mind are inevitably Toads and Goombas. Indeed, no species are seen in so many places and so many varieties as these two. Many theorize this may be a case of divergent evolution, given the similar structure in appearance. Although many region-specific sub-varieties exist, the most common, "base" Goomba can be spotted in any territory.

Like Toads, Goombas are short of stature, averaging three to four feet, and live life with a mushroom-like cap atop their head. Unlike the other mushroom-themed species, however, their mushroom cap is more angular and a single solid color, ending in a flat top, due to their preferred method of roughhousing. Compared to Toads, a Goomba is more stout, though with little discernible increase in their scant bust size, and their light brown skin is slightly rough in texture, again likened to a mushroom. Like the Toads, hair grows from beneath the mushroom cap, of varying colors and lengths, usually blonde or brown. Another notable feature for Goombas is their fangs, one or two of which will poke outside their mouth when closed. Goombas insist this is a trademark quirk that adds to their attractiveness.

Attractiveness is indeed something a Goomba focuses on, and they make no effort to hide their confidence in their appearance, and will flaunt it at any opportunity, given a chance. Their short, sometimes stubby arms and legs, their thin bodies with little in the way of bust or behind, rounded facial features and large, piercing black eyes, the loose-fitting clothing they slip themselves into...A Goomba will always have something she is proud to show off.

Subtlety is not something Goombas are known for, and they are perfectly comfortable with this. When a man is being pursued romantically by a Goomba, he will be acutely aware by her brazen advances. A Goomba will typically regard a man she finds attractive with obvious amorous gazes and somewhat direct flirtations, but will typically forgo this approach for a blunt declaration of their intent, usually for sex. Less restrained and civilized Goombas will use even more direct methods, striking the man with their head to knock him down and have her way with him.

A Goomba's strength lies within their legs and their skull. Despite their short legs, which sometimes stretch even less than a Toads, they possess great strength within them, giving them great jumping ability. Combined with this, their skull is rigid and powerful beneath the mushroom cap, which also cushions their skull against damage from their own attacks, which would consist of leaping into the air and aiming their skull at their target. Headbutting to prove which Goomba has the thicker skull is a favorite childhood game.

Once a man has been subsequently "charmed" by a Goomba, they waste no time getting into the act; Goombas are as direct in sex as they are in everyday life, and foreplay often takes only a short time before the Goomba will mount her man and vigorously ride him. Their small, energetic bodies are fairly resilient, and their leg strength allows them to milk their man easily and quickly, matching their own penchant for quickly driving themselves to their own orgasm. Stamina and stubbornness are two things Goombas are well-known for in the bedroom, and even if they tire out quickly, they'll rise for another round just as quickly, and nights spent with a Goomba will consist of several vigorous sessions until both parties are truly spent and exhausted.

Koopa (Koopa Troopa)

Spoiler: show
Habitat: Various, Typically Plains and Rural Civilizations
Diet: Herbivorous
Disposition: Amiable, Social, Competent, Loyal

As the name would suggest, the Koopa (full term: Koopa Troopa) makes up the majority of Queen Bowsa's Koopa Troop. As such, their appearance is the most basic and the one most associated with their race and the Koopa Troop's image. Standing at an average height, with rounded features and short arms and legs leading to small hands and feet, the average Koopa does not strike an imposing figure. Still, they are Bowsa's soldiers, and thus, are not completely helpless. Their primary feature and best defense is the shell that surrounds their back, almost hiding their small pointed tail poking from above their bottom, and wraps around their chest with a snug-fitting carapace as well. This shell is thick and durable, and almost impossible to smash, crack, or otherwise damage. Combine this with the loyalty most Koopas have towards their leader, and one can understand why so many are under her employ.

Contrary to their default position as the footsoldiers of the Koopa Troop, many Koopas live quiet lives in rural areas and towns they've created for themselves, and are noted to be quite peaceable and amiable to travelers and visitors from any side. Indeed, Koopas seem to have little interest in the Mushroom-Koopa war that persists, and are quite content with making a normal living. Koopas are known for being jack-of-all-trades in skills, from cooking and cleaning, to crafting and sports, and the like. Combine this with their nature, and many friendly trades and relations exist with the species.

On the subject of Koopa craft and society, their shells are not, contrary to appearance, a physical part of their body, but rather carefully crafted clothing they wear, in something similar to armor. A Koopa will be born shell-less, but will, once able to walk on their own, be given a child's shell, new or inherited, and will be given new shells as they grow out of previous ones. Shells come in a variety of colors, though the primary seen shell colors are green, red, yellow, and blue. Yellow shells are said to be heavier, Blue lighter, and Red a snugger fit than the average Green.

Despite their solidarity and skillful craft, a Koopa shell has one design flaw that remains to be fixed. They are designed to fit snugly but also to be easy to remove. As such, a particularly strong jolt or strike placed just right will send the shell careening off of the Koopa, or even send the Koopa flying out of the shell, leaving an empty shell and a very embarrassed Koopa in her underclothes...if she was even wearing them at the time.

Beneath the shell, a Koopa's profile is petite and dainty, which could explain the need for such a solid frame to hide themselves in. Their limbs are small, but less fragile than one might expect, probably due to their living most of their life within their heavy shell. Their figure is slightly rounded, their skin an inoffensive dull yellow, and their bust is below average, but not as flat as their carapace, which repressed their bust from view, would have one believe. Most Koopas have a sense of color coordination, and their underwear, as well as their shell, often matches their already matching eye and hair color.

Outside of their shells, Koopas are much more meek and quiet than their outgoing personalities from before. Most Koopas won't be seen outside their shell except with family and lovers, and even then, they are shy and reserved about removing their protection. This duality in nature carries on to romance with men, as well. Koopas have myriad skills available to them, but many are content with pursuing the life of a housewife, a role they fit quite well once they have assumed it. Although they will likely be as friendly as normal when being charmed or attempting to charm a man (usually by making gift for him, be they food or crafts), they will still be nervous come time to disrobe.

In the bedroom, a Koopa leaves it to her lover to take the lead, and lay her upon the bed to bring the both of them to the apex of pleasure together. This is despite the fact that, with their shell on, a Koopa has a difficult time returning upright from being knocked to their back. Despite their shyness towards the initiation of the act, once participating, a Koopa clings to her man with affection and desperation, as the waves of pleasure fill her as he does. It seems in lieu of the protection their shell gave them, they seek the touch and embrace of their lover to keep them safe during this, the time when they are most vulnerable. As such, Koopas often find themselves attracted to dependable, caring men they can care for and leave themselves in the care of.

Piranha Plant
Spoiler: show
Habitat: Forests and Plains
Diet: Carnivorous
Disposition: Lustful, Confident, Aggressive


A species of plant life native to the Mushroom Kingdom, the Piranha Plants are well known for their allure and their aggressive nature, as well as for their large numbers and penchant for appearing in numerous places without warning. A Piranha Plant is a voluptuous, towering plant-woman, her skin a lush dark green, their limbs long and slender, with legs ending in feet that have the appearance of roots, and at their heel connects a leaf about the same size of their foot, signifying their plant-like nature. Their hair extends down to their back, and is colored a bright red, spotted with white in periodic places. Their full, red lips are often curled into a wicked smile which contains several pointed teeth, which they use for eating and for intimidation.

Piranha Plants are hunters by nature, and it is something they do with aplomb and exuberance. When a Piranha Plant is not sleeping, she is hunting, be it for food, or for a mate. Piranha Plants are underground travelers; whenever they travel, they sink into the ground with surprising rapidness, and will erupt from the ground elsewhere, or even within the large pipes that litter the Mushroom Kingdom, sometimes making Warp Pipes inaccessible until someone sacrifices themselves to sate her needs and have her move on. Wherever the place they sprout up from, they will strike not long afterward, using their roots, which beneath the ground can extend into vines, to lash out and capture her prey. In the case of men, they will then use a combination of the natural allure of their bodies, and their position of strength and imposing abilities, to coerce him into mating with her and sating her desires.

Some members of the Piranha Plant species develop a limited ability to breathe fire as they grow older, though only in short bursts, and typically only used as another intimidation technique, or to impress. These unique variety are sometimes referred to as "Venus Fire Traps," though officially, they are considered the same species as normal Piranha Plants.

Aside from their aggressive nature in achieving their wants and needs, Piranha Plants are also notorious for their particular area of expertise in the bedroom. They are masters of oral pleasure...put crudely, they are experts at blowjobs. This is not only something they are highly skilled at, but something they take great pride and joy in doing. Once a man is ensnared by the Piranha Plant, she will hungrily and greedily partake of his penis, driving it to erection easily if it were not already there, and once trapped in the confines of her mouth, a man will not be able to escape her lips until she decides to release him, and often then only so he can quickly begin feeding her lower mouth. As they are aggressive to ensnare and mount a man, so they are aggressive in coitus with a man, as well, and only once their recent capture is thoroughly milked of his semen will she retreat beneath the ground and leave him to recuperate while she finds a place to rest and sleep.

Piranha Plants are most docile when they are asleep, but great care must be taken if one catches one out in the open, as they are also incredibly light sleepers, and if forcibly woken, far from being groggy and sluggish, they will be even more aggressive and lusty than normal, and will immediately lash out and seize the poor person who woke them up and thoroughly exhaust them with every facet of her body until both of them use up enough energy to pass out together. And if the man is not fortunate enough to wake up and escape before she has, he will most likely be woken up by her incredible oral skills, and mounted once again.

Even married Piranha Plants do not lose their dominant, spontaneous nature and hunger for sex, though they are slightly less aggressive about it. A man wed to a Piranha Plant will have to look forward to her oral skills greeting him in the morning, upon his return home from work or other trips, and before bedtime each day. This is on top of whatever times she may appear next to him and attempt to push or seduce him to the bed for vaginal sex, so men with Piranha Plant wives are often exhausted all throughout the day.

Paratroopa (Koopa Paratroopa)
Spoiler: show
Habitat: Various, Usually Plains and Small Civilizations
Diet: Herbivorous
Disposition: Playful, Energetic, Free-Spirited


A fairly common sub-species of the Koopa Troopa, the Koopa Paratroopa (Paratroopa for short) has all the features common to the normal Koopa Troopa: average height, rounded features on their face and body, short arms and legs with small hands and feet, protruding from out of the appropriate places from their sturdy, round shell that grips them all around their torso tightly, ending just above their bottom, where a small, pointed tail will protrude. The same, almost genetic color-coordination is present as well, with eyes, hair, and shell color often all matching, with green and red being the most common for Paratroopas. The biggest difference between a Paratroopa and a normal Koopa, is the feathery wings that grow from beneath the shoulder blades, which grow and develop at the same rate a Koopa normally does, reaching full length (slightly less than the Paratroopa's height) upon adulthood. The birth of a Paratroopa is simply a matter of genetic luck; both Koopas and Paratroopas can give birth to members of either species.

Due to the development of wings, a Paratroopas lifestyle and personality take a different direction than the average Koopa. Their wings are strong enough to easily lift them off the ground once developed enough (usually around puberty), and allow the Paratroopa vastly greater mobility and freedom of movement than her grounded sister species. With the weight of their shell keeping them weighted, a Paratroopa is a sturdy, if not very fast, flyer, and will remain flying and steady during all but the harshest of weather conditions. Additionally, due to their wings growing directly from their back, Paratroopa shells must be forged separately and differently from normal Koopa shells, with small slats for the wings to be placed through and given enough room to also be usable.

Due to this special design and the resiliency of the wings, as well as their airborne lifestyle, a Koopa Paratroopa's balance is overall better than a Koopa's. She is harder to knock off balance when on the ground, quicker to right herself if pushed to her back, and her shell will not go flying off of her body due to a particularly strong blow or jolt, though the attempt will often cause great discomfort and irritation as the shell is pushed against the base of the wings and stopped by them. However, despite this resiliency, the wings of a Paratroopa do have a very glaring flaw that can cause problems. The plumage of a Paratroopa is very loosely and weakly attached despite the strength of the wings, and while a strong blow won't relief them of their shell, it will, in all likelihood, cause their feathers to fall off their wings and be lost, which will ground the Paratroopa and keep her from flying. Fortunately, plumage is incredibly quick to grow back, and a Paratroopa who lost her feathers in the morning would likely have them back by the time she went to sleep. When still attached, wing care is fairly important to a Paratroopa, and offering to help groom them, or being offered the chance to help, should be taken as a sign of attraction.

With their increased ability to roam, Paratroopas are generally of even higher spirits and energy than normal Koopas, and tend to have less sedentary lifestyles as a result, having developed a bit of a wanderlust and being more drawn to jobs that allow them to travel, most famously as letter carriers under the various Kingdoms. They also carry themselves with more confidence and exuberance, and are slightly more proactive in their advances towards a man during their life. Rather than make and give gifts towards a prospective man, she will actively flirt, or invite him along on her travels, or to fly with her if she is particularly enamored by him. As with Koopas, a Paratroopa's personality will switch somewhat once in the bedroom with a man. Since she has been seen in a compromising position even less than the average Koopa, a Paratroopa will often be even more nervous when removing their special shell and letting them be seen beneath. Once past the initial shyness of revealing herself to someone new, though, a Paratroopa takes a more energetic approach to lovemaking, holding him close as she invites him to ride her, and perhaps even reverse positions so that she will be the one riding him. A Paratroopa's wings will flap energetically when she reaches her orgasm, and it's not unheard of, were she on top, for couples to find themselves lifted slightly of the ground mid-coitus from the power of her orgasmic wing spasms.

Blooper
Spoiler: show
Habitat: Oceans and Seas
Diet: Carnivorous
Disposition: Laid-back, Inquisitive, Persistent


A common denizen of the Mushroom Kingdom oceans, the Blooper is a curious species of creature. With their lithely built body, their slender, long limbs, the ring of tentacles attached to a bell-like "skirt" that grows from their waist, and an angular cap-like dome over their head, they bring to mind something like a mixture of squid and jellyfish. Her skin is a pale pink color, and her cap and skirt, and the tentacles attached, are a milky white color. Sinewy black hair billows out from below this pointed cap, and across their face, from one inky-black eye to the other, are shadowy markings that make a sort of mask over their eyes, adding to their unique appearance. The tentacles attached to their bell-skirt, numbering anywhere from four to ten, are prehensile, extendable, and fully controlled by the Blooper herself, able to lash outward and grasp anything they find interesting enough to pull closer, and the possess more strength in their tentacles than one would expect, though the strength of their actual limbs is average.

Generally, Bloopers move about the water aimlessly, bobbing and floating around at random. Their cap will compress itself to allow them to sink if they wish, and then expand to catch more water and allow them to float upward, letting them control the depth of their movement, barely using their legs to give them minimal horizontal movement, all with a blissful expression of nonchalance on their face. All this changes the moment something catches their eye, be it the movement of prey, the glint of an unseen object, or any such thing. With a sudden glint in her eyes and a shift to complete focus, all her tentacles, and her limbs, spring into action, propelling themselves towards their intended target. They will not rest until they have seized said object or are physically deterred with force, either. Once seized, the Blooper's expression will shift again, to curiosity, as they examine the object with all the senses they can, touching, tasting, smelling, and otherwise learning what it is they've caught in their clutches.

While uninteresting objects will be abandoned, and food consumed, men that are snatched by Bloopers will find themselves played and toyed with. A Blooper seems to have a twisted understanding of mating and sex; they see it as a sort of game to play, and enjoy it as such. The goal of their "game" seems to be figuring out which spots their current partner likes to have touched, or otherwise discover what arouses them, and bring them to full size before they partake of their reward for winning the game, and mount their partner. Although the idea is the same, Bloopers do show a slightly different approach depending on their age: younger Bloopers show a playful innocence and curiosity to the game, whereas more experienced, older Bloopers show confidence and directness in their approach.

Despite their oddities, Bloopers are an affectionate species, and men will find themselves wrapped by her tentacles as they make love, less to ensnare, and more to excite; a big part of winning the game is keeping your play partner close, they seem to think, though their grip will slacken upon their own orgasm, as the "game" reaches its end. Afterward, depending on the attraction, a Blooper will either shift back to nonchalance, in which case she will float away, no longer considering the man something out of the ordinary and requiring immediate examination, or she will extend her grip once again, and insist that they are now a couple. From that point on, any time the man returns to her waters, she will know, and immediately prioritize interacting, particularly playing her favorite game, over any other activities at the time.

Bloopers travel alone or in groups, and in the case of groups, are typically lead by a mother, who swims alongside her children, who always remain close. In times when something catches the eye of the group, the mother will take the initiative to investigate, with the children following behind closely. In the case of discovering a man in this situation, what happens depends on the mother; if she is single, she will take priority and seize the man for herself, though the children are allowed to watch and, on particularly good days, touch at times. If the mother considers herself attached to a man, however, she will send the oldest daughters out to have their way with him, until they return to her or attach to the man, before swimming off once again.

Despite their playful and generally non-violent nature, Bloopers do have a defense mechanism when they realize they are in danger. Special glands on the underside of the cap-like growth on their head will activate, and create ink, which, upon forceful compression of the cap, will burst out into a cloud around the Blooper, obscuring her from vision and allowing her to swim away to somewhere safer, forgetting about the threat in due time and returning to their usual way of life.

Cheep-Cheep
Spoiler: show
Habitat: Seas, Lakes and Oceans
Diet: Omnivorous
Disposition: Spunky, Playful, Carefree


A common sight in the bodies of water dotting the landscape of the Mushroom Kingdom, the Cheep-Cheep is a race of creatures bearing the features of both human and fish. From below the waist, the body, tail, and fins of a fish, colored by scales of red, gray, green, or yellow all over, save for the underside, which always remains a pale peach color. Above the waist, the Cheep-Cheep is a small, youthful creature, akin to a child in their appearance and body-style, with little curves, short limbs, and a flat chest and body. Their hair is typically kept short and colored blond, and their blue eyes shine with all the energy and joy of the ocean itself. Their petite frame serves to decrease resistance under the water, and Cheep-Cheeps are known for being quick swimmers when they need to chase after or run away from something.

Cheep-Cheeps have a playful and inquisitive streak a mile long, much like the Blooper, but their motivations are much more discernible than those of the quirky squid-like creature. In addition, a Cheep-Cheep's conditions for having their interest caught are more discriminating than a Blooper, and they will not often go chasing after an inanimate object that just happened to sparkle in the corner of their eye. Their attention span is somewhat short, however, so often times they will swim from one place to another looking for something to play with or something to do. Cheep-Cheeps that spy another creature to play with will likely make an immediate bolt for said creature, only to swim circles around it and happily insist that they play together. Most of the time, when the object of their interest is another undersea creature, this often just consists of undersea races, or contests to see who can leap higher out of the water, and the like. If her target is a man, however, more often than not, the "game" is sex.

Although child-like in their form, Cheep-Cheeps are well attuned to the desires of their body and their attraction towards men, so they make no qualms about chasing after one to accost him or otherwise initiate intercourse with them. Once properly attracted to one, their tiny body will latch onto the man with surprising grip, and their playful thrashings, flopping like a fish out of water, will stroke and please the man's organ in ways unlike any other, and their energetic ministrations will quickly bear fruit. As Cheep-Cheeps are not often quick to establish a relationship of husband and wife, one must take caution if accosted by one; Cheep-Cheeps travel in schools of upwards of ten members, and if one does not attach herself to the man, she will likely call the other members towards them so as to share in the fun that can be had, further exhausting her newest playmate.

So energetic and quick is the Cheep-Cheep, that even the vast ocean itself cannot contain them, and Cheep-Cheeps have developed a game and pastime of swimming at top speeds underneath the waves, then quickly turning upwards with no loss in speed, to jettison themselves out of the water and into the air. Because of their speed, they can reach great aerial heights and distances. Although this was most likely originally conceived as a way of alleviating boredom in the Cheep-Cheeps lives, this has also served as another viable and functional technique to surprise and catch a man; the Cheep-Cheep will spy a passerby on an elevated platform such as a bridge, and aim herself so that, when she flies through the air, he is directly in her path, seizing him in a full-body hug that will likely dislodge him from his position and send him into the water with her, where she will insist that since she caught him, he should play a game with her...

Hammer Sister
Spoiler: show
Habitat: Urban Areas, Koopa Fortresses and Strongholds
Diet: Omnivorous
Disposition: Tough, Confident, Boisterous


While the Koopa may be the face of the Koopa Troop, and the creature most anyone would associate the most with said force, there are several factors that make them less than satisfactory as the main staple of their units. Their non-aggressive nature and tendency to retire into the life of a housewife after falling in love are the most glaring, alongside their less than average offensive capabilities. Their loyalty to their Koopa leader keeps them as the most numerous members of the armies, but the force's backbone is known to be the soldiers known as Hammer Sisters.

Hammer Sisters (which are "sisters" in the sense of a sisterhood; not all are biological siblings) are Koopas that resided in more Bowsa-aligned territories, and took towards training and learning the abilities that allow them to properly serve the Koopa Troop. Taller and more burly compared to a regular Koopa, a Hammer Sister retains the broad shell that covers their body, and adds a smaller version to their head as a helmet, only allowing small amounts of their darker shades of hair to poke out. Their limbs are longer and more muscular compared to the lean frame of a Koopa, due to all their work, and their shell is higher grade than a Koopa or Paratroopas, and thus, are incapable of being removed by anything other than the Hammer Sister's own will.

Although slightly less numerous in number than Koopas and Paratroopas, Hammer Sisters are, as mentioned, the main staple of soldiers and workers for the Koopa Troop. True to their namesake, they are taught from a young age how to utilize hammers (wooden while in training, metal upon graduation), both as weaponry and as construction equipment. Thus, not only are they skilled enough to use their hammers as bludgeoning tools, and even projectiles, they are expert craftsmen and are the heads of Bowsa's engineering departments for the Koopa Troop. With their arm strength, skill with the hammer, and eye for details, they are experts in both construction and destruction. In fact, their only flaw as builders seems to be that they can only build and demolish; the in-between step of "fixing" seems to be something they can't quite get right, and is often left to the Rachel Wrenches (a variety of Margy Moles employed by the Koopa Troop) to repair machines that need to be fixed or upgraded rather than replaced.

Due to their tougher upbringing and lifestyle, a Hammer Sister has a much rougher personality than Koopas are known for. They are more blunt, more direct, and somewhat cruder than their rural cousins. They don't mince words, and have more colorful grasp of the language, especially in company of other Hammer Sisters during projects. They are confident and boisterous, and eager to show off their strength or skill with their favorite tool, and if in the company of a man, they'll say in no small terms that they are anxious to see his best "tool." Their directness translates into romance and their approach towards men, as well. During construction projects such as creating buildings or building a large weapon, if a man they find attractive walks by, most Hammer Sisters will postpone what they are doing in order to call out to the man with crude comments and lewd propositions.

Whether due to their "flattery" or some other factor, a Hammer Sister that has bedded a man will happily mount him on the bed and plunge herself onto him, riding him with all the passion and force one would expect given her personality and musculature. They're often so hungry for sex that they'll milk several sessions from a man each time, and with just as much force and strength each time, all while letting the man know, in very direct terms, how much and what specifically she's enjoying about the act. Of course, due to their exuberance, many replacement beds get built by Hammer Sisters in their spare time. Most relationships with Hammer Sisters are casual, but within those that go further, up to marriage, a Hammer Sister will still remain loyal to her work and her training, and often spends time away from home on her projects. After working up a sweat building and working, they will return home and work up a different, more enjoyable sweat with her husband. Often times, to make up in part for them being away, a Hammer Sister will build trinkets in their spare time and breaks to give to their loved one. While the romantic nature of the gifts can be dubious at times, one can see the effort and affection put into the object, even more so than is put into their normal work.

Lakitu
Spoiler: show
Habitat: Nomadic, Generally near civilizations
Diet: Omnivorous
Disposition: Lazy, Quiet, Observant


The Lakitu is a unique sort of "cousin" to the Koopa Troopa species. While not technically related to the species, they do share similarities in the physicality and design, such as a similar skin tone of dull yellow, short, rounded limbs leading to small, petite hands, and rounded faces topped with short hair, tending towards bright colors. The differences between a Lakitu and a Koopa are their more narrowed, black eyes, which typically are a sign of their nearsightedness, causing many Lakitu to require glasses, and their striped shell, which is smaller, not even covering their entire back, leaving more shoulder and waist area exposed, though this slightly smaller size allows them to keep their shell on without risk of losing it from a strong impact. Their chief difference, however, is the fact that Lakitu are often seen airborne without the use of wings grown from their back.

Perhaps due to some latent ability related to Koopa ancestry, perhaps just an increased innate knowledge of a specific kind of Koopa magic, or perhaps something much stranger and unknown, but the Lakitu is almost never seen without the presence of a cloud, which they use as a personal vehicle of sorts. Although able to be dissipated with enough intervention or through dislodging the rider, a Lakitu can create a cloud via manipulation of whatever arcane energies they know via teachings passed down throughout the generations. These clouds are thick enough and solid enough that they can easily carry the Lakitu, or people heavier than the Lakitu that are allowed a ride, or both the Lakitu and a passenger. Some Lakitus are able to create larger clouds that can house even more passengers, allowing Lakitus to work as makeshift transport services for people or items.

Despite technically being aligned with the Koopa Troop, Lakitus are not known for having any sort of grand motivation towards the force's cause. Indeed, Lakitus are not known for having a lot of motivation for anything. They sit in their clouds, reclining somewhere in midair, and observe the actions of others from where they are, detached from the conflicts both physically, and emotionally. Lakitus are distant, quiet, and observant creatures, and don't often interact with others of their own volition, needing to be approached before they actually will speak up, though even then, their neutral expression and attitude will remain, as if they are disinterested with all things, to the point where many detractors think of them as stand-offish or stuck-up. While they are dispassionate towards most things, this is unduly harsh.

A Lakitu lives her life in a state of almost perpetual relaxation, entertaining herself with quiet lifestyles and hobbies, or otherwise just observing things rather than interacting with them. Such is the reason they are almost never seen on the front lines of the Koopa Troop, or otherwise in the midst of action. Instead, they are usually employed as part of the Troop's media divisions, recording important battles and events such as attempts to win kart races and grand celebrations. Because of their airborne nature, a Lakitu can acquire great angles and shots, dangling cameras from powerfully-made fishing lines, something they often use for actual fishing in their off-time, and submitting their recorded footage later for use in propaganda and other motivational techniques.

Their dispassion in life even extends slightly towards their love life, as well. While most members of the Mushroom Kingdom or Koopa Troop lead fairly active love lives, or are highly proactive in assuming one, Lakitus do little in the way of actively seeking men. When desire strikes them, they tend to simply take care of it themselves, and it's not entirely uncommon for someone to come across a low-flying Lakitu's cloud and find themselves given an explicit peep show, the Lakitu showing little in the way of surprise or indignity as she continues to please herself. That is not to say their sex drive is nonexistent; it's actually quite active. The Lakitu simply finds other ways to fulfill them through chance encounters or exchanges. The aforementioned peep show scenario often resolves itself by the Lakitu asking the spying man to make up for his voyeurism by actively participating, for example. Other scenarios are where a night of intimacy is given in exchange for ferrying them, or even an activity nicknamed "Man-fishing," where the Lakitu will dangle an enticing item (such as rare mushrooms) down from their cloud, and pull up a man that takes the bait to have him be her newest catch at the moment. Most of the time, this trickery is fairly obvious, so it's mostly men who want to be caught who "fall" for the bait.

In intimacy, a Lakitu takes a submissive route, effectively giving the man freedom to do what he wishes with her, however he wishes. Their bodies are fairly sensitive, and as such, they know they will be given pleasure from the act, so they allow their men to do whatever most pleases them in the bedroom. Though they may act fairly quiet, their moans and breaths coming out short and small as it goes on, there's no denying they enjoy the act. The quietness may be due to needing to concentrate; most sex with Lakitus occurs on their clouds, and were they to lose too much focus, the cloud might dissipate and leave both lovers tumbling through the air. Whatever the case, afterward, a Lakitu will keep her lover close to her, wrapping them in her cloud until they have rested, and allowing him to leave her if he so wishes. Those that stay to pursue a relationship will find a girl who, although quiet, will be close, wanting to cling close, pursue hobbies together, and cuddle at any opportunity, and ferry them wherever they wish with their cloud. Usually with a quick stop for intimacy somewhere along the way.

Due to their nomadic nature and willingness to ferry and carry others, the Lakitus have a reputation amongst Spinies that, should a Spiny need some assistance in getting somewhere, or getting to someone, to seek out a Lakitu to help them. A Lakitu cloud not occupied by one Lakitu or a Lakitu and her lover will often have a Lakitu and a Spiny as a result, and the two species are often associated with each other.

Spiny
Spoiler: show
Habitat: Caverns and Underground areas
Diet: Carnivorous
Disposition: Aggressive, Jealous, Bitter


A race of underground creature and a sister species to the Buzzy Beetle, the Spiny is a creature warned about to any explorer making their way towards an underground trek. With good reason, perhaps, as these red-shelled women are a very aggressive, almost violent species. Like the Buzzy Beetle and in contrast to the Koopa Troopa species, the shell of a Spiny is a natural biological growth covering their back completely, and is very sturdy and resistant to physical force. Furthermore, Spinies, true to the namesake, evolved several large spikes adorning their shell for defense and offense. Spinies are even able to curl themselves into a sphere, a spiked ball that one would be wise to give a wide berth. Although they can be forced to their back and are momentarily disoriented by this, it does not take long for them to right themselves afterward, even more aggravated than before. A short, pointed tail juts from beneath the bottom of the shell, and hair typically kept short and slightly spiked itself, and they possess bright red eyes that often glare at someone from a distance.

Spinies have a bad reputation for their attitude and their penchant for assaulting travelers making their way through their home territories in caves and caverns. If one ever feels he's being watched from somewhere, and not by someone who wants to be friendly, it's likely they're being observed by a Spiny. Like Buzzy Beetles, the Spiny's hands and feet are slightly curved and clawed, allowing them to hook into softer sections of underground walls and climb them and even cling to the ceiling if need be. This allows them an element of surprise in addition to their dangerous appearance and aggressive attitude. When trespassers are confronted, a Spiny will leap down from their perch on a wall or ceiling, and women will be chased off with threatening words and gestures, and men will be leaped at and vigorously assaulted sexually, the Spiny using them for her own gratification. Despite this aggressiveness, it's towards the apex of the act that a Spiny seems most calm, and at their least hostile.

Judging by the actions depicted, and the accounts of the occasional Spiny who has achieved a steady relationship, their aggression and hostility stems from self-image issues. They constantly compare themselves to others, primarily their "sisters," the Buzzy Beetles, and constantly come up short, in their eyes. Reacting to this self-deprecation with hostility and a begrudging acceptance, they take their aggression out on others, and assault men in such a way because they feel they would not be approached and be deprived of carnal pleasures otherwise, and although they might deny it, affection seems to be all they really want, alluded to by their more placid demeanor just before and after the finale of coitus. Due to their nature, of course, once the afterglow begins to wear off, they will quickly make their exit from their victim, leaving him to go on his way, be it away from her, or to approach her himself.

Those occasional Spinies that find themselves approached afterward are naturally dubious, or rather, incredulous, and even while in a relationship, their self-deprecation will remain, the Spiny often comparing themselves to others and wondering why their lover has "settled" for them. Any attempts to compliment their appearance will be met with a blushing Spiny vigorously denying and decrying these falsehoods, further and further denying their lover's appraisals until, overwhelmed, they slam their lips against them, invade their mouths with their tongue, and wordlessly mount them with a passion even more fiery than ever before. Often afterwards they find themselves unable to maintain face-to-face contact due to their faces burning red with embarrassment.

Despite their generally ill attitudes, the Spinies are known to have decent relationships, of sorts, with two other species of the Mushroom Kingdom, the Buzzy Beetles and the Lakitus. Despite their jealousy towards the Buzzy Beetles and their general amiability and cuteness, they are usually not violent towards them, tending more towards ignoring them, whereas the Buzzy Beetles, naive as they are, do not even realize the Spiny is jealous or holds any ill feelings, and maintains that they are great friends. As for the Lakitu, their laid-back and distant nature means they hold no qualms with the Spinies, and are even known to help Spinies that have ventured out from their caverns into open areas, by ferrying them on their clouds and, if they spotted an attractive man on the way, helping toss them with enough precision to land the Spiny in a prime position to mount her target.

Buzzy Beetle
Spoiler: show
Habitat: Caverns and other underground areas
Diet: Herbivorous, also minerals
Disposition: Naive, Dim, Bubbly


While often times explorers will be warned and wary of the dangers posed in cave and cavern exploration, with the tales of dangerous locales, hazardous terrain, and vicious creatures waiting to assault and ravage or harm them in some way, it's fairly obvious that most of these tales are directed towards creatures other than the most common of life within the Mushroom Kingdom underground, the Buzzy Beetle. These petite girls, with their small limbs and big eyes, short, smooth hair of darker colors such as blue and black, and tiny tail, don't bring a very threatening atmosphere with them, and their attitude is no different. Although they evolved to possess a shell that covers their entire back, presumably for defense considering their ability to retract into it, they are not anti-social in the least, and explorers wandering through their territory are almost guaranteed to be accosted by a Buzzy Beetle at least once.

The approach of a Buzzy Beetle is anything but aggressive, however. Far from it, Buzzy Beetles are incredibly social and friendly creatures, prone to dropping whatever they were doing to approach a new face or a familiar visitor who crosses their path. The only dangers a Buzzy Beetle might present is the sheer eagerness with which they leap at their new friend(s), to which they even may drop on top of their targets from the ceiling; Buzzy Beetles' fingers and toes are slightly curved and clawed, allowing them to hook into certain cave walls and ceiling. Once approached, a Buzzy Beetle eagerly seeks any sort of social interaction from their new friend, be it stories, games, or hugs, they seem to simply thrive on attention and affection, and are not shy about giving affection back, with impromptu hugs and rubbing of bodies. Buzzy Beetles are a naive species, but don't seem particularly perturbed by mild lack of understanding or graces. So even if they may not understand some of the things they are told, or the effects of what they are doing, they enjoy every moment they can. They even find it fun when they are pushed or knocked onto their back, which leaves them wriggling and rolling in an attempt to write themselves from their prone position. They live simple lives with simple tastes and simple pleasures.

So simple and naive are they, that many Buzzy Beetles have a limited understanding of what sex is. They desire, certainly, but many go through life seemingly unaware of what to do when desire starts to build within them (and when asked, they would happily say that the feeling of desire is in itself something they like), until they, usually accidentally, stumble upon a way to relieve themselves. As such, almost all Buzzy Beetles' first times usually end up being an accidental encounter; they rub against another affectionately (be it man, woman, or even another Buzzy Beetle), find themselves feeling better than usual, and follow through on this strange, fun new experience. Even once they have discovered the joys of sex, they remain naive about it, and see it as another, highly enjoyable way of interacting with their friends. As such, explorers approached by them for games to play may find one of the games involving holding a Buzzy Beetle close as she writhes in orgasm atop him. Although their naivety towards the subject means that many Buzzy Beetles are somewhat free with themselves, just as many find that they prefer "playing" with one certain person, and may eventually decide to follow him out of their usual habitat, into the open world for even more new fun and exciting times, hopefully with their favorite playmate.

Their lack of aggression and naivety puts them in stark contrast with their sister species, the Spiny, with which the Buzzy Beetles are often being compared to. These comparisons are one of the reasons the Spinies tend to treat their sisters with indifference, if not scorn. This deters the Buzzy Beetles little, however, and they seem completely oblivious to any ill will their "sisters" might hold for them, and a Buzzy Beetle will happily cling to and otherwise approach Spinies as friends and prospective playmates, even while the more aggressive, spiked creature tries to pry them off of her in a bid for freedom and isolation from her bubbly nature. A tactic that rarely works, if ever, and will not deter the Buzzy Beetle for long, if at all.

Bullet Betty
Spoiler: show
Habitat: Castles and Fortresses
Diet: None
Disposition: Determined, Emotionless (unless "charged")


A product of combining the powers of the Koopa Troop's sorcery with their engineering and technology, the Bullet Betty is the first artificial being created as to be a weaponized soldier to the Koopa Troop's every-expanding forces. They were fashioned in the appearance of lithely built, taller than average humanoids, with jet black hair that falls to their neck behind their head, and cold eyes the color of silver. Their mechanical and artificial shows in the black metal plates that seem to be worn at parts of their bodies; elbows, knees, shoulders, back, legs, and the like. Although appearing at first to be an accessory of some sort, these metal plates are as much a part of the Bullet Betty as the dark-colored flesh they are comprised of.

A Bullet Betties primarily purpose is as a type of artillery fire, and to perform this duty, a Bullet Betty has an interesting function, which allows them to, in essence, "curl" themselves into a more suitable form. Due to their mechanical nature, this process is more complex, but it appears to the average eye that the Bullet Betty will curl themselves up into a position akin to the fetal position, and their plates will lock into place, seamlessly, leaving them in a more cylindrical shape more suited for their duty. After taking this form, they will be loaded into the large custom cannons built to fire them, dubbed "Betty Blasters" by the soldiers that man them. A Bullet Betty contains enough energy in them, at full strength, to give them moderate distance if they had a running start before transforming, but Betty Blasters allow for much less stringent conditions for carrying out their assigned duty. The metal material is very solid and powerful, and the cannons allow them to fly great distances, smashing through buildings and walls easily, until their momentum gives out. While excellent at creating collateral damage, a Bullet Betty will use a different technique if their trajectory leads them to a human target, where their hands pop out from their place in her new form, and she will grab the target and hold them to her, and try to slow their momentum until such a time as they can uncurl and pin the target to the ground without causing major injury.

Although women will typically be held until such a time as they force the Bullet Betty off or the Bullet Betty retreats back to her point of origin, men who have been tackled by a Bullet Betty face a different fate. Due to their quiet nature and their nigh-expressionless face, most are not quite sure whether it's curiosity or affection motivating her, but a Bullet Betty, while pinning their male victim, will begin to caress, to molest, to grind, and otherwise interact with him in an intimate way, until she has brought him to erection, whereupon they will move the one plate of metal that is designed to be moved, and begin to mate with him. Although they seem emotionless all throughout this odd sort of foreplay, once conjoined with a man, they act with what could be called pleasurable confusion, their face reddening and contorting from the strange, enjoyable sensation that arks throughout their body.

Perhaps it was designed in them, or perhaps it simply developed within their programming, but sex is when a Bullet Betty will show the most emotion, the most enjoyment, compared to their almost robotic attitudes from before. Their regulated breath becomes uneven, their cold eyes become warm and moist with emotion, their every movement, previously precise and mechanical, becomes erratic and irregular, as they are filled with a sensation unlike anything their built-for-battle bodies can handle. So great is this feeling that Bullet Betties are mass-produced simply because most of them will retire with a man upon their first firing; only 10% at best of fired Bullet Betties return during a battle. The effects of mating even last afterward, the Bullet Betty being more emotional for a time, smiling and laughing with the joy of being around a lover. Eventually this fades away, like a storage of energy, and they will revert back to being more expressionless, though their attachment to their man remains, and their emotions will return the next time she is "charged" and invigorated by intimate acts.

Shy Gal
Spoiler: show
Habitat: Hidden Societies (usually near civilization), Subcon
Diet: Omnivorous
Disposition: Child-like, Timid, Secretive


Shy Gals are a somewhat well-known inhabitant of the Mushroom Kingdom, though opinions will vary on whether their presence is beneficial or a hindrance to the kingdom as a whole. These short creatures, known for standing no taller than four feet at their tallest, are never seen in public without being completely draped in robes that cover their entire body from head to toe, and the blank, expressionless mask they wear over their face. The robes themselves are loose, and come in a variety of colors, with red, green, yellow and blue being the most common variants. Due to this way of dressing, few people know exactly what a specific Shy Gal looks like, save for those they are intimate with, and many a general opinion seem less than interested in prolonged encounters with the little ones.

Shy Gals tend to act in a very child-like manner when out and about, running around quickly from one place to another, playing games that seem to make no sense to an outside viewer, dancing at odd and random moments...They even partake in the mischief of children, playing pranks such as laying banana peels, swiping items they want right from the hands of their owners, and scurrying off to their home, somewhere hidden from the public eye, yet always nearby. Those that have been able to cross the threshold into the Shy Gal's hideouts will find that even these plays are decorated in a way that evokes the imagery of childhood, with toy boxes being a popular theme amongst them.

Despite their mischief and playful demeanor, Shy Gals are, as their name suggests, timid by nature, and, just like children, when faced with adversity, strife, or an angry person who just had their mushroom stolen and caught the thief, they run, sometimes with fearful squeals. They are athletic and fleet-footed, and rare is the person who has the speed and stamina to catch a Shy Gal that has a reason to want to escape their clutches. Prone to panic when cornered, a particularly amusing sight to some is to find a group of Shy Gals in the middle of some strange activity, and spooking them, watching them all squeal and scurry about in panic, bumping and tripping over each other in an attempt to find their safe haven.

Although many see them as a nuisance, they truly mean no harm with their pranks and actions, and those that have associated with a Shy Gal long enough, or have piqued her immediate interest (something that is usually signaled by finding a Shy Gal spying on you from the corner of one's eye, having their swiped gifts given to the object of their affection without being seen, and such), may eventually find out the greatest mysteries of the Shy Gal: their motivations and their true appearance. A startling revelation to almost anyone who has witnessed is the true visage of a Shy Gal: A petite, yet adult-figured woman beneath the mask and robes, with shapely legs and arms despite her small stature, slightly narrowed eyes, skin tinted slightly olive in color, pupils slightly paler and whiter than her sclera, and long, luxurious hair that falls below their shoulders, often matching the color of their robes.

Their reasons for hiding their form stem from unique self-image issues; a Shy Gal seems embarrassed by their form, thinking it unattractive, if only for the speed with which they grow into these forms. Shy Gals grow quickly from birth into a fully adult form that they stay in for the rest of their lives. This also acts as an explanation of their timid behavior and child-like mannerisms; their timidity comes from their image problems, and their child-like behavior is a product of their body never giving them a proper childhood. As such, they hide their forms beneath their robes and masks, and act the part of children, for few look upon a child playing children's games with any suspicion, compared to an adult.

Their forms will only be revealed in private, through gentle coaxing, and amidst great embarrassment, to the most important people in their lives, their family and their lover. Their timidity means they can rarely bring themselves to make the first move towards intimacy, and they give themselves to him, trembling as he takes her into his arms and coaxes her to the bedroom to bring themselves closer. This intimacy, the knowledge they do have about intimacy proves they are adults in body and mind, and are merely children at heart, and as lovers, they are quiet and demure, so bashful at their exposure that they can scarcely make a sound or movement without blushing heavily. Once the act is finished, a Shy Gal may need to be held close just to prevent her from scrambling to retrieve her clothes and put them back on, her safeguard from the world.

Phanto
Spoiler: show
Habitat: Subcon, Treasure Rooms
Diet: None
Disposition: Possessive, Vindictive, Vengeful


A rarely seen spirit native to the realm of Subcon, the Phanto can occasionally be seen in rare locations of the Mushroom Kingdom, always guarding an important treasure of some type. When lying dormant and in wait, a Phanto will be seen as nothing more than a mask of two colors, split down the middle, with a wickedly evil grin, gazing down at a certain object within their territory. The Phanto appears to be a mask possessed by a spirit of, ironically, possessiveness, and as such, all Phantos are "locked" onto a certain item that they guard aggressively, and their dormant masks will always have their blank eyes on that item, waiting for the unsuspecting adventurer or treasure hunter to come by and take the item before them. This innocuous appearance they take leads many to assume they are simply decoration, and do not understand their true nature until it is too late.

The moment their treasure has been disrupted and seized, the Phanto will spring to life, the eyes of the mask gleaming with a red, malevolent energy, as a pitch-black ethereal mist forms beneath the mask, taking the form of a humanoid shape, decidedly feminine, if one is able to get a good enough look before she strikes at him. Their spiritual form is lithely built with a flat, even figure, and almost lanky with their long arms, which even seem to extend slightly to grasp at the target of their aggression. So long as her favored possession remains in the grasp of the trespasser, the Phanto will relentlessly pursue the thief until either they drop the item, whereupon she will snatch it up and return it to its rightful place and return to her dormancy, or until she seizes the thief and pries the object out of their fingers by force. Due to their spiritual, ethereal nature, they can pursue their victims through any solid material and across any length of distance to retrieve their object.

Although primarily a danger to thieves and adventurers with sticky fingers, there are a few cases of Phantos who have "imprinted" on men they've caught with their treasures. While pinning the man and prying her treasure from him, they sought something else from him as a type of retribution, and forced themselves on the man. Phantos that do this imprint their same sense of possession and protectiveness to the man they violate, and afterward, he is seen as another of her "treasures," and to make sure she doesn't lose him, she will follow him always, either by putting him in possession of her mask, or simply reappearing in his possession after every attempt to rid himself of her. In this case, much like when they will never give up a chase until they have their treasure returned to them, a man who has been marked by a Phanto will find that he will never be able to truly detach from her.

Their possessiveness passes on to their man, and should he vanish, he will be relentlessly pursued until found, and a Phanto's link to their "treasures" assures that they always have some idea of where their treasure is. Discovery of her man after his disappearance will often lead to frenzied, spontaneous sex as she reaffirms to them both that he is hers. Naturally, this personality streak lends itself to massive amounts of jealousy, as well, and should a Phanto believe her man is becoming too close with another female, she will spirit him away, glaring at the prospective female "thief," and find a place to mount him and make sure he enjoys her otherworldly body too much to consider letting himself be stolen from her.

Snifit
Spoiler: show
Habitat: Subcon, Near Shy Gal societies
Diet: Omnivorous
Disposition: Mischievous, Childish, Bratty


The Snifit could be considered a cousin to the Shy Gal line of creatures, and if one were to compare the two, most would say that of the two mischief-makers, the Shy Gal is decidedly easier to deal with. Similar to Shy Gals in that their entire body is covered by a robe and masks, the Snifits are identified by their dark gray coloring of their robe, and the difference in the design of their masks. While the blank expressionless face remains, where the mask of the Shy Gal would be flat and featureless besides, the Snifit's mouth of the mask is hollowed out, and lengthened like like the barrel of a cannon or other similar projectile weapon. This fashioning and customization is done due to the Snifits' difference in personalities and actions compared to the Shy Gal.

If the Shy Gal acts with the innocence of childhood, then the Snifit acts with their rambunctiousness and aggression. The Snifit's primary method of playing around usually involves pranks, and these are done with less innocent intent than any prank a Shy Gal would come up with, and contrary to the Shy Gal, who would run away and hide if discovered caught in the act, a Snifit will retaliate, using the hollowed area of their mask in conjunction with their own skills to fire projectiles out at their aggressor, usually watermelon seeds and the like, which the Snifit can fire with high velocity, enough to deter anyone who would try to punish them for their fun. Due to their more malevolent pranks and their lack of any sense of regret or shame for the nuisances they create, Snifits are considered the bigger pain for civilizations to deal with, which is why many are glad Snifits are rarely seen out of Subcon.

Like the Shy Gal, the Snifit, beneath her cloak and mask, is fully adult in form despite their short stature, though they are slightly more curved in figure and their skin is a duller tone compared to the average Shy Gal. Their attitude in romance is different, as well, and a Snifit who is "flirting" with a man is often just focusing more pranks on that particular man, as well as occasionally pelting him with the odd seed to get his attention, before giggling and flitting away at any annoyance he might show her. Should he eventually confront her up close, she'll confess it was an attraction that caused her undue focus towards him, and offer to consummate their romance.

Snifits are different from the Shy Gals, even in their reasoning for being cloaked. Contrary to the Shy Gals, who are primarily embarrassed of their appearance, a Snifit thinks nothing of it, merely donning the robe and masks due to their tentative relation to Shy Gals, and because remaining masked makes it harder to identify them and pay retribution for their pranks. Even their attitude towards sex is less shy and more playful, and due to their hollow masks, they will even offer oral sex to a man through the mask if they can find a private place and do not have time for a complete round. During actual sex, they even may sometimes take the top position and bounce atop the man, something a Shy Gal would never have the courage to do. Even so, they will still quickly scramble for their clothes afterward, to resume their masked nature.

The relationship between Shy Gals and Snifits seems to be an odd one. Neither species seem to think anything good or bad about the other specifically, and Snifits are often seem living amongst the Shy Gals, though it seems more like they are moochers in this regard, keeping to themselves and generally doing whatever they want, which is hardly different from their personality outside the domain. Snifits think nothing bad about the Shy Gals, though, like with anyone else, they consider the Shy Gals ample targets for their myriad of pranks they have in their repertoire, and delight in causing them mischief as much as they cause them to others.

Pokey
Spoiler: show
Habitat: Deserts
Diet: Omnivorous (can also use Photosynthesis)
Disposition: Cheerful, Kooky


A native of the deserts of the Mushroom Kingdom, the Pokey is a kind of living cactus that pretends to be nothing more than a bit of normal plantlife until something strikes their fancy, whereupon they will spring to live, and wobble and hobble their way towards it until it catches them or otherwise gets distracted. Their skin is a shade of yellow (though more cactus-like green varieties have been spotted), rough and covered with small, barely visible bumps from where their spines are housed. Their eyes are wide and their pupils are small, making their gaze always seem somewhat stark and almost manic, and their hair is a short mess of sandy blond. Their limbs are long and rounded, and their entire body, most strikingly, appears to be segmented; where there would normally be a joint on a more conventional body, such as the elbows or knees, their body curves and rounds out, connecting just barely to the next "piece" of their body, such as their lower leg, their hand...even their head is only tenuously attached to their neck.

A Pokey's segmented body is one of the reasons they are warned about to travelers making their way through desert regions. Due to their tenuously attached nature, a Pokey's gate is ambling and uncoordinated, as they walk awkwardly, lumbering around towards their target at varying speeds with their gaze locked onto them. Though their speed is usually nothing to be worried about, they have developed a method of "attack" that makes up for their mobility issues. A Pokey can throw a part of her body at her target, such as her hands, to pin or strike at him. After a few moments, the Pokey's body will regrow the lost limb, and the detached projectile will crumble away into dust. These nuisances can serve as a distraction enough that the Pokey can find her target.

Another tactic for restricting her designated victim is her spines. As a cactus, each of the miniscule bumps on her skin hold a spine, and they are retractable and extendable, controlled by the Pokey. If she is close enough and her target is still reluctant, she can, and will, extend her spines out in such a way that her victim is surrounded by extended needles, essentially locked in place for fear of becoming a pincushion (though rare is the actual usage of the spines to actually prick someone; it's primarily an intimidation technique). Once within a Pokey's grasp, man or woman, the Pokey is likely to have fun with her captured prey. Pokey's are known for another facet of their body that's rough in texture and slightly bumpy...their vagina. A woman who is being grinded against, or a man who has been mounted, finds themselves being rubbed in ways that they are unlikely to feel from any other kind of creature, something that the Pokeys take obvious pride in.

Although not malevolent in nature, per se, Pokeys are slightly warped in their nature in personality; their crazed gaze and their odd step is not solely because of the design of their body. One of the reasons they seem to intent on bothering travelers and having their way is simply due to their own isolation, boredom, and any other number of strange motivations that lie behind their wide eyes. It's not unheard of for Pokeys to decide to leave the desert home with a captured traveler, citing some strange chain of logic as to why they would do so, and any question posed to a Pokey is more likely to get a rather off-the-wall comment than a straight answer.

Bob-Omb
Spoiler: show
Habitat: Castles, Fortresses, and Industrial Societies
Diet: None
Disposition: Explosive, Impulsive (Or Reserved, Restrained)


Another type of artificial life created by combining the efforts of the Koopa Troop's magical research division and engineering department, the Bob-Omb is like the Bullet Betty in that she is created and designed with a specific type of purpose involved, primarily for siege operations against opposing fortresses that need to be bypassed, demolished, or infiltrated. Smaller and slightly more round in design compared to a Bullet Betty, the Bob-Omb's short limbs and large red eyes strike a unique appearance in tandem with her young adult, slightly curved body, with hair kept in a ponytail and usually colored brown or blond. Like the Bullet Betty, their joints and certain areas have metal plates, usually colored black or red, attached to them that, despite their appearance, are just as much a part of her as her slightly red-tinted skin. Just like the Bullet Betty, a Bob-Omb can "curl" into a small, bipedal form, complete with the wind-up key from their back (reports are mixed on whether this is a crucial part of the design or just artistic license from the Koopa who designed them), and their hair sticking from the top. Their hair is kept that way because it is crucial to their appointed task: explosive detonation.

Like a Bullet Betty, a Bob-Omb has an internal energy source that builds up over time, and when full, the Bob-Omb can, at will, start the process to release this energy. This is signified by the igniting of their hair, which is fastened in appearance to a fuse, and once the fuse burns to the base, they will "explode," the latent energy in their body being surged outward from their location, causing damage to anything in the vicinity. This is nothing more than extremely exhausting to the Bob-Omb, who will often collapse after their explosive duty is taken care of, until their energy reserves return (signified by the regrowth of their ponytail).

Despite being highly efficient as a living weapon and explosive, and having played parts in felling many a stronghold, the Bob-Ombs can be a nuisance to their leaders and creators, if only due to one thing: their temperament. Bob-Ombs are extremely temperamental, especially those put to work under the Koopa Troop's employ, and they are prone to aggressive retaliation to small slights; nobody is quite sure what is going to set a Bob-Omb off, but once one has been set off, their energy, normally used for blowing up walls, is likely going to be shoved in their face, creating one very singed and ash-covered victim of a Bob-Omb's ire. It is because of this backfiring tendency that many sections of the Koopa Troop seem almost more than willing to unload their entire Bob-Omb army in a single mission, simply on the hopes that most will find something else to go to and not return.

This aggression and impulsive behavior seems to be learned behavior, in some cases. Certain societies comprised entirely of Bob-Ombs exist in certain places, and the citizens seem remarkably calm and almost detached in their nature. A far cry from the average Bob-Omb, they seem almost as if they are trying to restrain their explosive nature. Their explosions are few and far between, but they seem to be much more cathartic for them, their placid smiles afterward a sign of such. Some say temperature may be a factor in these attitude shifts, as the calmer societies always seem to be located in more northern, colder-climate areas.

As one would expect, whether they are the "explosive" average Bob-Omb or the "dormant" reserved Bob-Omb, when in the bedroom, the explosive machine-girl is a dynamo of energy, one who seems to glow with energy as the passion increases in the act, often shifting from submissive at the beginning to dominant in the later parts, going from bottom to top in the process. This glowing-with-energy comparison is not entirely metaphorical; it's fairly common for a Bob-Omb's energy capacity to be filled up faster and even leak out slightly as they continue their intimate acts, and their orgasm will sometimes be accompanied by an altered output of energy from their body; essentially the force of the explosion without the actual explosion, akin to a large burst of air as their apex is reached, leaving them a simmering, content form prone on their lover's chest.

Although seeming mostly for decoration and able to be wound by the Bob-Omb naturally, the key on their back is a part of them as well, and actually highly sensitive. Many is the time that someone close to a Bob-Omb decided to help her by "winding her up," and watched as the Bob-Omb would writhe and gasp in pleasure, falling weak-kneed to the ground, and practically begging for intimacy once the person finally decided to release. Any session after a Bob-Omb has been wound up is guaranteed to end with one of their explosive orgasms.

Birdo
Spoiler: show
Habitat: Subcon primarily, varied elsewhere
Diet: Omnivorous
Disposition: Bubbly, Girly


A rather strange denizen of the world, the Birdo species seems to be a race most closely linked to dinosaurs, drawing comparisons to the Yoshi species primarily when observed. They possess a similarly smooth type of skin, colored a myriad of colors such as green, blue, gray, and red, though the vast majority of them are pink in color, and a similar lizard-like tail with several small, rounded spikes, from above their rear end. The variations are their more feminine appearance and build, being full of curves and of a youthful appearance, a moderate bust and full, lush red lips. Though like the Yoshis, they have an oral focus and fixation, the Birdo does not have the same lengthened, prehensile tongue that the other species is known for.

Matching their often-pink and almost overly-feminine appearance, the Birdo species is known to act overtly "girly," as well: they tend towards being obsessed with fashion and looking cute, abhor things that are "gross," have high-pitched voices, typically wear girly clothes and bows in their varying shades of red hair, and so on. Not many are exactly sure whether this is something natural to the Birdo species, or whether this is all an act the Birdos seem compelled to do so, though many a theory abounds about it being linked to the species ancestry and possible gender issues of said ancient ancestry. Whatever the case is, a Birdo is unlikely to be forthright, and will just respond to such a question that, since she is a girl, she should act like a girl, and will leave it at that.

Another similarity to the Yoshi species is the Birdo's penchant for egg-laying. Periodically in their lives after reaching adulthood, Birdos will, like Yoshis, need to lay a set number of unfertilized eggs their body produces, usually around a half dozen fist-sized units, which they will then discard by eating or selling or other such techniques. Bizarrely, it's also known that some Birdos will rid eggs by putting them in their mouth, then using their oral skills to fire them out at a moderate velocity, which appears to be something used to deter trespassers amongst less social Birdos. As well as unfertilized eggs, impregnated Birdos will give birth to young in eggs as well, though obviously, the eggs are much larger than their unfertilized batch. Once laid, a Birdo protects the eggs with great passion, making sure no harm or smudges or the like befall her babies until they've hatched and greeted the world.

When it comes to courtship, Birdos attempt to flaunt their femininity and their cuteness, giving almost comedic effort into giggling, blushing, and otherwise flattering and being flattered by the object of their affection. Gifts of their unfertilized eggs, which is not only a sign of trust, given the intimate nature of egg-laying, but also due to their eggs being considered gourmet items that fetch high coin prices in certain locales, is another tactic they might use. If truly bold and attracted enough, a Birdo may use the somewhat direct tactic of proving to the man that she has the proper "skills" to be a good bride. What this entails is a sample of their oral skills, which, as mentioned, draw some comparisons to Yoshis in their fixations. Behind their full red lips lies a powerful set of mouth muscles, and, when applied to a man, have enough power to apply an almost vacuum-like effect of suction, which can send waves of pleasure unlike any other through the entire man's body from his loins.

Despite their girly nature, it is in the bedroom where Birdos show a slightly less chaste nature. Though still retaining femininity and a girly attitude, complete with an almost compulsory shyness to foreplay, their oral skills are just a taste of their libido level. Fellatio is almost always the first step after foreplay, and once attached to her man, the Birdo's vacuum suction will not cease until he has been brought to orgasm, and rare is the scenario where a Birdo will not swallow all that is released (they claim the protein helps their body, in terms of beauty and egg quality). Although after releasing, they will allow the man to choose whatever position he may wish to continue in, though all the while they will encourage him and utter almost melodramatic declarations of love and romance, with the occasional lusty statement peppered in when their girly nature slips just slightly. Naturally, since it's the "proper" thing to do after such an act, a Birdo will insist on cuddling for several moments after the act is complete.

Paragoomba
Spoiler: show
Habitat: Plains and grasslands
Diet: Omnivorous
Disposition: Persistent, Strong-Willed, Confident


A fairly commonly seen subspecies of the Goomba, the Paragoomba is to the Goomba what the Paratroopa is to the Koopa; namely a variety of the species that has developed wings and flight capabilities. Like the Goomba, their skin is a very verdant shade of brown, with an angular, flat-topped mushroom cap of the same color upon their head, short, flat bodies with small limbs and hands and feet. The wings that develop from their back are shorter and stubbier when compared to the wings of the Paratroopa, and they are also somewhat weaker, given that the Paragoomba is a lighter creature and requires less effort to become airborne. Perhaps due to their stubby nature, Paragoombas are known for having less stability in the air, and are more prone to getting their plumage knocked off an being grounded until the feathers regrow within a day. Perhaps because of this, wing care is less important to the Paragoomba, and while they are likely to flaunt their wings and sing their praises, it's rare to see them actually seeking a few moments of grooming the soft feathers into a more presentable form.

Despite their wings numerous shortcomings in comparison to a Paratroopa's, a Paragoomba takes to their developed airborne nature with a playful enjoyment, flitting around their home area without a care in the world. Though their enjoyment of their wings and what those appendages grant them is somewhat less innocent than the enjoyment one would see from a Paratroopa. A Paragoomba may play pranks such as dropping items on top of people, may spy on people through the corners of second-story windows, and so on. Paragoombas are somewhat well-known for lording their airborne nature over others, which is why not many are all too shaken up when anything from a falling Goomnut to a particularly strong breeze grounds them and knocks their feathers away, leaving them on the ground and sulking away until their wings grow back.

Their flaunting and showboating is likely just because the wings give Paragoombas even more confidence in their abilities and desirability than a regular Goomba. They give them added speed, mobility, even strength in a sense, which they make no effort to hide their thoughts on the matter. They become even bolder than their non-winged counterparts, and become more forward than the flirtatious sister species. A fairly common tactic for a Paragoomba is to literally fall into the arms of someone they like, gifting him with a kiss before flitting off with a laugh, and usually a playful taunt to follow and catch them. Because their flight strength and skills are somewhat less stable than a Paratroopa, this can sometimes be literal, as the Paragoomba's confidence in her fleeing tactic might lead her into the path of a tree or other feather-dislodging obstacles.

As with Goombas, Paragoombas are energetic lovers that don't dabble much in the art of subtlety as to their approach, or the noises they make when involved with their man. They prefer an on-top position, allowing them to stretch their wings as they ride the man vigorously, singing the praises of their body and insisting to hear the man compliment them and stroke their ego, as well as other parts of them, while they go at it. Like the Paratroopa, a Paragoomba's orgasm spasms are likely to be accompanied by intense fluttering of their wings. Unlike the winged shelled creature, however, their wings don't have the strength to lift the pair of lovers in such a way, and will instead send a flurry of soft feathers about as they end up dispensing of their own plumage, usually leaving a physically pleased but slightly sulky de-winged Paragoomba in the aftermath.

Micro-Goomba
Spoiler: show
Habitat: Plains and Grasslands, anywhere there are Goombas
Diet: Omnivorous
Disposition: Scrappy, Sly


A unique mutation to the Goomba line, Micro-Goombas are Goombas that grow up in the sense of their figure and proportions, but fail to substantially increase in body mass, leaving them, even at full adulthood, as tiny creatures that hardly grow bigger than the length it takes to traverse from the average person's hand to their arm. Though their appearance remains the same of that of any Goomba, with an angular flat-topped brown mushroom cap, round eyes of darker colors, hair tending towards brown or blonde, a flat body with small arms and legs, and the like, though the average Micro-Goomba seems to have a slightly more reddish tint to their brown skin than a regular Goomba.

With their shrunken size meaning they cast an even less aggressive visage than the average Goomba, the Micro-Goomba adopts an attitude and spunkiness that exceeds their normal-sized brethren, and rather than going for any sort of physical force means of aggression or intimidation, Micro-Goombas specialize in cunning, with tricks and pranks, attempting to be slick as mild compensation for their biological shortcomings. While this can manifest itself in less scrupulous means, this often means that a Micro-Goomba will simply react to slights by playing a nasty prank on the offender, particularly if the slight was about their height (or lack thereof). Many a Micro-Goomba end up taking jobs in economy, though care should be taken to examine their products thoroughly before purchasing, consuming, and the like.

Despite their small size, or perhaps because of it, Micro-Goombas are especially proactive, and confident, in their activities in the bedroom. Like the average Goomba, they lack subtlety and favor the direct approach in courting, though since their headbutts carry decidedly less power and force behind them, if they are going a less seductive route, it is usually through trickery in their deals, such as offering discounted items that are laced with an aphrodisiac of some sort. Whenever they have got a man within their clutches, they show exactly what they are proud of, and use their small bodies to show a tightness of their loins that few creatures are said to match, and which they will use to milk him thoroughly and show him that the phrase "bigger is better" is false, at least where they're concerned.

Micro-Goombas are often seen, and sometimes associated with, Paragoombas, with whom they have an odd sort of relationship. As a way of quick transportation and finding a potential target, Micro-Goombas may hitch impromptu rides on the Paragoomba, often upsetting her flight path, and leap off when they spot a man that strikes their attention. Due to this, Paragoombas see them as anything from an unending nuisance that doesn't stick around long enough for them to punish, to a mere temporary discomfort that must be dealt with and put up with whenever it comes up. Because Micro-Goombas that use this technique often do it in groups, men that are targeted in such a way will often find themselves servicing and being serviced by several of the diminutive girls in one single session, exhausting him not just through their tight, small bodies, but through their numbers and cumulative lust, as well.

Fire Sister
Spoiler: show
Habitat: Deserts and drylands
Diet: Omnivorous
Disposition: Fiery, Hot-Tempered, Passionate


The rare birth of a Koopa who's skin has taken on a more coppery red tone compared to the dull yellow of the average member of the tortoise-like species is a time of wonder and celebration for the parents. This unique and uncommon birth means that the child will be trained from a young age to be what is known as a Fire Sister, a species tangentially related to the Hammer Sister. The red tone of their skin is an indicator that these particular Koopas were born with a latent gene, thought to be related to their fierce ancestry, that allows them to breathe fire. Thus, their training will be to learn how to keep this pyrotechnic ability under control and put it to proper use. As they grow, their red color will often deepen, and their hair tends to stay in the range of fiery red and oranges, and crimson eyes, and custom deep red shells, making them look every bit like the living furnaces they are sometimes likened to.

Fire Sisters are seen often with their related species the Hammer Sister, despite the Fire Sister belonging to the Koopa Troop's combat division as opposed to the Hammer Sisters' primary assignment of engineering. Even compared to the Hammer Sister's directness and flare for physical work, a Fire Sister stands out with the amount of passion she shows in her work. Their comparison as "living furnaces" is not unwarranted. A Fire Sister's energy seems to be on constant smolder, just waiting for a spark to set her off for a burst of energy until her passion will go dormant once again. Though even their dormancy has an energy and fire all its own. Whether it is battle, love, or even mundane tasks, a Fire Sister will throw herself fully into the situation, even over-dramatizing it in the case of mundane situations they are tasked with.

As their training has given them control of their bodies and the fire within, they are completely able to regulate the amount and heat of the fire they can breath from their mouth. Most Fire Sisters seen use short bursts of pyrotechnic flare, which fly through the air and singe anything that comes in contact with it. The fire they breathe is equal in temperature and strength as that temporarily granted by consumption of the Fire Flower plant, only they have the advantage of having no time limit on their abilities. Even beyond their short bursts, they can also breathe great bursts of flame that cover a wide range and distance, though this taps into much more energy and often requires rest afterward. Because of their pyrotechnic displays, they are a powerful force to be reckoned with when seen on the battlefield. The only mitigating factor of their strength in the Koopa Troop is the general rarity of their birth.

When it comes to manner of love and lust, Fire Sisters are perhaps as subtle as the Hammer Sisters are known to be, except even less so. They actually seem to prefer loud, public declarations of love, whether giving the confession or receiving it, and enjoy the passion put forth in such a declaration, declaring their love and want for their partner and not caring about the looks one would get for such a public declaration. Once past the confession and into the bedroom, Fire Sisters are extremely passionate, in energy and in volume. Whichever person in the bedroom is taking the dominant position, they insist that all their energy be put into it, and many men take the bottom in part because it's simply easier to let her expend her energy. Due to their fire within and thus, increased body temperature, a Fire Sister is especially hot inside, giving a sensation to men that they are happy to flaunt and subject him to at any decent opportunity, until the fire of lust within both of them finally subsides for the moment.

Boomerang Sister
Spoiler: show
Habitat: Castles & Fortresses, Grasslands
Diet: Omnivorous
Disposition: Flirtatious, Athletic


Another member of a sect of the Koopa Troop similar to the Hammer and Fire Sisters is the sect of Boomerang Sisters. This unique branch of the service has mixed reports on exactly how it came to be developed, ranging from the ravings of one of the more odd higher-ups, to the tale of a Koopa general who won a battle against an entire army with only a boomerang. Whatever the case, the sect has served the Koopa Troop fairly well over the years, and as such, is a permanent, if rarely utilized or inhabited, part of the army. True to their description, Boomerang Sister's are trained to be able to utilize a Boomerang as a powerful weapon for battle, and of the trio of Hammer, Fire, and Boomerang, Boomerang Sisters are the most agile and accurate of the trio, and despite the seemingly ridiculous nature of their weaponry, not to be underestimated.

With their training comes a more nimble looking form, and Boomerang Sisters are often taller and more lithe in appearance than their kindred species, with light blue shells and lighter colors overall across their body. Most commonly they are seen stretching, keeping their limbs nimble and strong for whenever they are needed. With their training being less hardcore and physically taxing than the training of some of the more powerful soldiers, the Boomerang Sisters aren't quite as strong offensively or defensively as their comrades when in hand to hand battling, which is another motivation to train themselves to be highly proficient in long-range combat, striking with a throw, angled just precisely so that it will strike on the return, when they have already quickly and acrobatically moved themselves to an entirely different location.

The lessening in intensity of their training also means that of the trio, the Boomerang Sisters are the most calm and subtle of the group, as well as the easiest to deal with in social situations. They have a sense of grace and amiability about them, and even when off-duty, most can be found practicing some form of calisthenics or meditation or similar activities. They take well to an audience, and some view the viewing or joining in of their activities as a sign of attraction. As mentioned, they are more subtle than their "siblings," and take a more gradual, indirect approach, such as offering to correct a person's form, by gently running her hands along their body as she corrects their position.

Once they have sufficiently attracted someone and reached the point that activities become intimate, they are able to show off another facet of their training and abilities that gets lauded in some circles. Boomerang Sisters are flexible...highly flexible, and this becomes evident once their restrictive shell is removed so they can be one with their lover. They can position themselves in a variety of poses, exotic and erotic, to add a flair to the bedroom that few are able to replicate, and finding that one position that works the best over all others is a fun adventure that the Boomerang Sister always loves to embark on together. As with attractions, they are subtle, seductive lovers, prone to playful caresses and coos of encouragement while she twists and turns with her chosen mate, making sure to keep the atmosphere erotic all throughout the exercise.

Sledge Sister
Spoiler: show
Habitat: Castles & Fortresses, Industrial societies
Diet: Omnivorous
Disposition: Strict, Dedicated, Repressed


In the Koopa Troop, if the Hammer Sister is likened to the construction worker, then the Sledge Sister would be the foreman. These gargantuan members of a sister species tower over the Hammer Sister's, standing two heads at least over them, and ripple with muscles behind their generous curves on their body. In appearance, they appear like Hammer Sisters given advanced musculature, height, and mass. Larger, curvier, stronger...but despite their similarity in appearance, such as similar skin tone, shell or hair color, and the like, the Sledge Sister has a different personality that stands out especially when they are in the typical mixed company of the Hammer Sister when on the job.

Compared to them, the Sledge Sister is much more strict and dedicated to the job. When the Hammer Sisters slack off, usually to whistle and yell catcalls at an attractive man who passes by, it's inevitably a Sledge Sister managing the construction that will come along and set the girls back to work, usually alongside escorting the man out of the area through the quickest path, in order to alleviate the distraction to her workers. They themselves will pick up some slack if they have to, wielding large sledgehammers in a single hand and allowing them to show their strength amongst the steel and cement they use to build. Still, compared to the Hammer Sister, who will usually sing, hum, talk, or otherwise do something to add excitement to the job, the Sledge Sister remains completely focused on her current task, not allowing herself to be distracted by anything.

Naturally, due to this, most Hammer Sisters and other workers under a Sledge Sister will be quick to remark on how stifling and uptight she is. While this may seem true, it's only because they take their work seriously, and feel they need to be strict to keep their workers in line. Once off the clock, they are able to relieve some of their own stress accumulated from all they have to deal with, heading out to gatherings, pubs and bars, and the like, in order to let of some steam. Naturally, a tried and true method of stress-relief, and one of their favorite methods, is sex. A Sledge Sister will often be a mix of subtle and direct when approaching a man, with an obvious flirtatious attitude, but without the blunt and fast approach, at first. Pressing her womanly body up against a man, "accidental" rubs of his body, offhand compliments and come-ons...all are likely to be used as a Sledge Sister builds up to the moment when she is hopefully accepted, whereupon the man will be snatched, and a room for lovemaking will quickly be found.

Once in the bedroom, a man will find himself becoming the outlet with which all of a Sledge Sister's stress is vented upon and released. She will be almost merciless with his body and hers, pounding against him powerfully enough to nearly break him and that which they mate upon, and even beds reinforced by Hammer Sisters themselves may crack and splinter under the sheer force and strain. A session will not end until they've exhausted themselves to near immobility, when they collapse and begin to let sleep overtake them, clearly sated at the moment. While off the clock they are affectionate, lusty women who know their allure and their strength, once the time comes for them to take up a job comes, nothing will distract them from their focus at that point, not even their significant other. Though once the time comes for her job to be over, her eyes and focus will inevitably fall on him to help her relieve her stress once again.

Boo
Spoiler: show
Habitat: Abandoned homes and societies
Diet: None
Disposition: Tricky, Mischievous


The most well-known of the ghost-like creatures that roam the Mushroom Kingdom, the Boo is the most commonly seen, as well. Residing in homes that have long since become old and dilapidated, and thus thematically perfect for their desires and attitudes. A Boo looks quite like the stereotypical image of the ghost, with a semi-transparent, pale white body that floats above the ground, ending in a wispy tail that twists and waves as if always caught in a light breeze, much like the ethereal silver hair that sits atop their head. Their body is thin and small, flat in chest and short in limbs, and when they smile, and they often do in their mischievous ways, fangs can be seen that always seem to gleam in the light, while their black-colored eyes gleam in their own mischievous light, as well.

Being ghosts, and embracing such a fact, the Boos are happy to haunt old habitats and spook and scare any hapless passerby simply for the sake of their own enjoyment. Boos are granted a set of powers that also bring to mind the stereotype of ghosts: possession of inanimate objects, invisibility and intangibility, and the like, are fairly common techniques for a Boo, and will be put to use to make sure that anyone who stays in their domicile (dubbed "Boo Houses" or "Ghost Houses" by those that are known to house Boos) never forgets their stay, for better or for worse. All throughout this spiritual pranking, the Boo's cackle of a laugh will echo through the halls, filled with her mirth and glee at her own tricks and jokes.

Although when in the power position of being unseen, be it through invisibility or simple positioning, a Boo has a crippling weakness that surprises many the first time they meet: being looked at face-to-face sends nearly cripples them with embarrassment and shyness, sending most Boos into an instinctive reaction of becoming red-faced, covering their faces, only peeking their gaze to check and see if they've stopped looking at them, never even moving from that spot until they are sure that they're no longer being watched, whereupon things return to normal unless the process repeats. Thus, the best way to escape their clutches is to find them, look at them, and back one's way out the door.

The Boo's way of seduction is tied into their mischievous, trickster ways, as well. Using their ghostly abilities to disorient a man, or constantly sending him to a single particular room, the bedroom, until they can make their move and sneak up on him. As expected, a Boo will be proactive and sensual while keeping her face out of sight of the man; caressing him from behind, as well as licking certain parts of him with their ghostly tongue, mounting him in positions that leave her back to him, and the like, which allows them to maintain their confident air while in the midst of sex. When joined with a lover, however, there are times when she leaves herself open, and this can allow the man to turn the tables on her, taking hold of her and moving her to a position where they face each other. Like with their non-carnal actions, when face-to-face in the midst of coitus, their petite face burns with embarrassment and shyness, and they cover it with their hands even while their face still twists in pleasure, moaning out tiny pleas of embarrassed ecstasy. Once finished, their attitude afterward also depends on the position they were in at the time. A seductive Boo will likely laugh and sing the praises of both their actions before vanishing, while one that was turned to face her lover will likely sulk, still red-faced and embarrassed, against him, obviously unable to look him in the eye.

Dry Bones
Spoiler: show
Habitat: Dungeons, Castles, Fortresses
Diet: Omnivorous
Disposition: Simplistic, Naive


A rarely seen relative of the Koopa Troopa line, in the sense that the Dry Bones is the animated form of the remains of a long-gone Koopa Troopa. As such, the have a similar appearance to the shelled women, though due to their undead nature, they differ in many aspects, as well. While their body type and shell are similar, a Dry Bones shell is white and bony in appearance, another remnant of their ancient past life, and their skin, compared to the dull yellow of the average Koopa, is a pale white color. Their eyes are slightly sunken and colored a dull grey, and at their joints, their body remains completely skeletal, connecting their hands, feet, and head to each other via their bleached, strong bones. Their hair is dull gray and stringy, and sitting atop their head is an almost ornamental part of a skull, thought to be a remnant of truly old ancestry, a remnant of a time before Koopas were even remotely humanoid.

Dry Bones were said to be a first foray and attempt by the magic division of the Koopa Troop into the possibility of necromancy to produce soldiers for the army. Although moderately successful and fairly simple to raise the bony remains of fallen soldiers of the past, the Dry Bones proved unfit for their desires, and those that had been raised where left as servants for whatever tasks they could be appointed. Indeed, a Dry Bones is not entirely fit for battle, not being very physically strong, and falling apart at single solid blow...quite literally, their joints would slip out of place, and their body would fall apart. Their only advantage was that they were almost impossible to put down; after falling apart, a moment later, their limbs would animate themselves and seek out the main body, and reattach themselves so that she can stand once again.

Dry Bones were rather exemplary at taking orders, but were less than satisfying with carrying them outs. Dry Bones are possessed of a simple nature, with limits on their ability to speak or understand certain tasks. But that doesn't mean they didn't try...warriors, cooks, guards...they did attempt them all, with varying amounts of success, and at the very least, never gave up until they were appointed some other task to take care of in lieu of the original command. They seem to find purpose and joy in doing what they are asked, especially if they get praise despite their sometimes mediocre results.

Naturally, although the original amount of Dry Bones created were fairly small, their number increased as it was found out that they could indeed conceive more of their kind with the help of a male, which they had begun to find themselves interested in between their designated missions. In love, a Dry Bones again shows her limited understanding and general simplicity in their approach. They attempt to appease the man through acts of romance and kindness; asking if there is anything she can do for him is a constant approach, and more romantic aspects are attempted, such as flower bouquets....sometimes with less-than-fresh flowers. Or attempts at meals cooked with love...often overcooked with love.

Still, in spite of their dubious results, or perhaps because of them, Dry Bones across the ages have found lovers, and as expected, they are submissive and willing to please in any manner they can, even if it's something they've yet to try or quite understand how to do. Sex is yet another thing they give their all to, and love to be praised on performance in the afterglow. After they've retrieved parts of them that may have been lost during the midst of the lovemaking or while her body was being wracked by the throes of an orgasm, of course.

Thwomp
Spoiler: show
Habitat: Castles and Fortresses
Diet: Omnivorous
Disposition: Rough, Aggressive, Prideful


A common inhabitant of the Castles and Fortresses under the employ of the Koopa Troop, the Thwomp is a being very well-tailored to the guard duty they are often assigned to. With the form of somewhat short, yet burly women made of stone and brimming with muscle, they strike an imposing figure even before one has aroused their ire and caused them to lash out at you. Hair fashioned in a set of spikes adorns their head, only a slightly lighter shade than their gray stone skin, though certain locations have seen Thwomps of shades of dark blue. Despite their seemingly artificial appearance, given their status as creatures of living stone, they are not an attempt at creating artificial soldiers, instead being naturally occurring creatures of the Mushroom Kingdom, said to originally be creatures born of volcanoes.

Uncommon to see in areas outside of the castles and fortresses, it's assumed the Koopa Troop keeps Thwomps in their employ with promises of easy work and simple leisure; in exchange for them being able to throw their weight around (literally, in some cases) and guard the corridors, they are given good pay, good food (by Koopa Troop standards), and, most enjoyable in their eyes, free will to do whatever she wishes with any men she happens to catch snooping around their domain.

The primary method of a Thwomp's manner of guarding her area, effective enough that construction of certain fortresses may specifically include platforms for them, is to hide themselves at a higher altitude, surveying the area they're meant to protect, until they see an unwanted intruder sneaking by. Waiting for just the most opportune moment, they leap from their platform, falling down to their current target and pinning them down with her strength and weight. Few who have been captured by a Thwomp have ever been able to wriggle away, and just as few are able to be fast enough in corridors to avoid her imminent descent from above.

Naturally, because they are so hard to get away from, Thwomps that decide they like the man they've landed upon almost always get their way, and as such, forcibly remove his clothes and mount him. Even within the throes of passion, Thwomps are able to keep the manned pinned, as well as keeping him locked within them with their powerful lower muscles. Perhaps the only thing that stains their exemplary records as guards is the fact that, besides mounting a man while on the job having a high likelihood of occurring, the Thwomp will be so fixated on the pleasure she is giving and bringing to herself that she will be unlikely to notice any other presence passing by, allowing other trespassers to sneak right by while they are otherwise distracted.

Although still considered high in rank as defenders of the castles and fortresses, Thwomps have a fairly high turnover rate, as many do not hold much loyalty to their job or the Koopa Troop itself, and most will retire once they have found themselves a man they particularly like, leaving their position open for the next Thwomp to be hired. It makes no matter to the one retiring from active duty, as they now can simply spend their days doing what they like to do most of all: pounding repeatedly against their man.

Big Bertha
Spoiler: show
Habitat: Oceans and Lakes
Diet: Omnivorous
Disposition: Seductive, Motherly


Big Bertha is the general nickname for a fairly common sub-breed of the Cheep-Cheep species which experiences a massive growth spurt to their form upon reaching puberty. Whereas the average Cheep-Cheep will often grown no further than the lower teens, physically, a Big Bertha quickly grows several curves upon her form, growing a rather large bust in the process, and generally growing larger and longer in all aspects, be it their limbs, their tails, or their hair. Although able to be colored much the same as any regular Cheep-Cheep, most Big Bertha's are in possession of long red hair, and most commonly red or light green colored scales on their fish half below their waist. The physical changes come couples with disposition changes, and Big Berthas trade in the exuberance for a more matronly attitude to go along with their maternal appearance.

Due to their more shapely form, they are slower than the energetic Cheep-Cheep, as they are no longer quite as streamlined in appearance. Their top speed underwater never quite reaches that of the Cheep-Cheep, and though even they can use the Cheep-Cheep's "attack" method of leaping out of the water, it garners much less vertical and horizontal distance than the younger, smaller fish-girls, meaning this technique only works on the lowest-hanging of bridges. As such, Big Berthas have changed their methods to something less direct.

When they've spotted a man they like, they will simply seduce him, using their feminine wiles and voluptuous appearance to enchant and attract him to staying with her. Soothing words, sensual compliments, "come-hither" gestures while sunbathing...a Big Bertha's repertoire of techniques is nearly endless, all for the sake of luring a man close. Once in her embrace, she will hold him close and use her matronly body to pleasure him in several ways, cooing in pleasure and practically coddling him and smothering in her love and lust, there in the water, on the shore, or wherever else she managed to lure him to.

As expected of one with such a motherly attitude, Big Berthas often act as surrogate mothers to Cheep-Cheeps within her territory, organizing the schools of younger fish-girls to keep them at least somewhat in line, and helping them attract a man in ways other than dive-bombing him, if possible, although uncommon is the Cheep-Cheep that has the patience to listen to her advice. Although many members of the school of Cheep-Cheeps may be surrogate daughters to them, Big Berthas are fairly virile in their own right and love children, and inevitably, she will give birth to several additional members of the school (Big Berthas giving birth to Cheep-Cheeps is the default; Big Bertha births are an uncommon occurrence that can happen to either species) over the course of her life.
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Re: Super Mario MG World

Post by Tsar CUBE »

I like the Goomba's agressivness and how her hair comes out from under her cute mushroom cap :XD:
I think she is close to making me into a lolicon X3

The Koopa Trooper is quite adorable as well. I get the feeling that she will have a lot of comic scenarios especially ones involving her getting knocked out of her shell and acting all shy and embarassed afterwards :shy:

As for the Piranha plant, all I can say is WOW, just WOW, she is totally my type and what I wouldn't give to be married to one :nosebleed:

Do they sell seeds for them, I really want some :haha:

Paratroopa seema like a cheerful Harpy equialent, I think Feathers would quite like her too. The wing flapping during orgams part is a nice touch I must say :3

I wonder what they would think if they were asked to deliver a love letter and found it adressed to them X3
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Re: Super Mario MG World

Post by ShadowBladeX »

Wow! So the profiles are gonna be here too? Sweet!

Oh and Tsar, if you think Feathers will like the Paratroopa, then I can't wait till he sees the Parabuzzy/Para-Beetle! :haha:
Men, we led those dumb bugs out to the middle of nowhere to keep 'em from gettin' their filthy claws on Earth. But, we stumbled onto somethin' they're so hot for, that they're scramblin' over each other to get it. Well, I don't care if it's God's own personal anti-son-of-a-bitch machine, or a giant hoola hoop, we're not gonna let 'em have it! What we will let 'em have is a belly full of lead, and a pool of their own blood to drown in! - Sergeant Avery Johnson (Halo)

My favorite monster girls (Names for those whom I remember. Will update when I come up with more names.
Spoiler: show
Number one spot: Liandra Aria (Salamander)/Lady Ryong (Ryu)
Serena Drakemore(Elf)
Tiamat (Dragon)
Leona DeLocke (Dark Elf)
Victoria Degale(Alp)
Xentheria - Lilim
Elizabeth (Eliza) Fatima(Lizardman)
Witch
Nova (Ignis)
Akira (Werewolf)
Sarah Del Rizer (Vampire)
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Re: Super Mario MG World

Post by Tsar CUBE »

ShadowBladeX wrote:
Oh and Tsar, if you think Feathers will like the Paratroopa, then I can't wait till he sees the Parabuzzy/Para-Beetle! :haha:
Do you mean the Buzzy Beetle... that's the closest one to the ones you mentioned I can;t see ones with the exact names as you mentioned though (though I don't know much about Mario creatures) :^^;:

And I think her bubbly nature is just adorable combined with her naivety :love:

I don't know what feather's stand on insect types is but I know he would love her personality though :nosebleed:
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Re: Super Mario MG World

Post by ShadowKnux372 »

Actually, he means one of my newest profiles to come out that I haven't put up just yet. XD Parabuzzy is like the other ones in that she's a flying version of the species she's based on.

That said, here's two new profiles for those who want them!

Chain Chomp
Spoiler: show
Habitat: Castles & Fortresses, Grasslands & Plains
Diet: Carnivorous
Disposition: Fierce, Loyal, Protective


Another entry in the Koopa Troops efforts to create artificial soldiers for specific tasks, Chain Chomps are created expressly for guarding important areas or items, and as such, have been built around the concept of being linked to a certain area, and with the idea of striking powerfully against any trespassers that come into that area. Like the Bullet Betty and Bob-Omb, the Chain Chomp carries its primary purpose in a "curled" form comprised of all the metal plates attached to their body linking together smoothly. Their body in this form is completely rounded, black in color, save for two white "eyes" that form to glare in intimidation at any trespassers. This form can also open a "mouth" full of pointed metallic blades that form "teeth," also good for imitating, and if need be, biting. Though the primary method for a Chain Chomp to subdue an invader is to simply lunge, full-body, at the intruder and knock them down with the force of their leap combined with the density of their steel form. Even those who would take advantage of sleeping Chain Chomps guarding something will have problems, as they are very light sleepers, and the slightest sound will wake them up and alert them to something that needs to be lunged against.

Being given the tasks of "guard dogs," (so much so that their curled form activates a vocal modulation that makes anything they say sound like the barks of a large canine) they have a very loyal personality, but also a very fierce and protective one, as well. So energetic they are towards those they are friendly, and so aggressive they are towards intruders in their given area, that their design includes a "tail," comprised of several linking orbs comprised of the same material as her body, that can be extended and lengthened, before being tied or otherwise linked to a single spot. Understanding their job and duty, a Chain Chomp will not go any farther than the maximum range she is allowed to stretch from that single point, until her tail is unhooked and she is free to roam.

Uncurled, the average Chain Chomp possesses a youthful form, though as there are size variations from giant Chain Chomps to much smaller than average, the physical mass of the humanoid form varies just as much between very young girls (Nicknamed "Chain Chomplets" on occasion) and adult women, though most all retain similar features, being generally lithe in their build, with pale skin with a vaguely silver tint to it, and jet black hair that is short and smooth against their head, and wide, rounded eyes with black pupils. Their personality is hardly different in their normal form, with the main difference being their exuberance for recreation and fun compared to their exuberance for their duty when curled up and on the job.

Although at first, the Chain Chomps were exclusively found under the employ of the Koopa Troop, in modern times, they have become widespread, due to various conditions, such as abandonment, separation due to over-exuberance towards exploration, being given to people in other locations, or following their "owner" when their owner retired from active service. As "guard dogs," Chain Chomps are often treated as pets, and act as such. The Chain Chomps see nothing wrong with this, seeing it as what they were born to do, and happily serve their masters loyally once they have imprinted on them. Although imprinting is the decision of the Chain Chomp, they seem quick to imprint on anyone they like in particular, be it because they purchased them, helped them, played with them, or the like. Once the loyalty of a Chain Chomp has been earned, it is hard to lose. However, those that have nullified the loyalty of these creatures have found themselves very much in danger...

Chain Chomps, as one would expect due to their energy, possess a high libido. So much so, that, with their powerful sense of smell, simply smelling the pheromones of one who is aroused or recently participated in sex will send them into a heightened state of arousal, desperate to seek relief. Although they actually are surprisingly less direct than one would expect, at least before the initialization of sex. Rather than attack their own master or lover, they will plead with them to help them relief themselves, and to let them help relieve their lover. Such ways of showing their arousal include high-pitched whining, rubbing against the legs of her lover, rubbing her own legs together as the discomfort of arousal makes itself more known, rolling onto her back and otherwise presenting herself and trying to entice her lover, and the like. Once initiated, Chain Chomps are fairly versatile in regards to position, simply preferring that the sex be energetic, whether they are allowed to mount the man and ride herself to orgasm, or if the man wishes to mount her like a dog and drive into her until they both reach the apex.

Parabuzzy (Para-Beetle)

Habitat: Grasslands, Mountains, High-Altitude Locations
Diet: Omnivorous
Disposition: Helpful, Playful, Chipper

Spoiler: show
Like the Paragoomba and Paratroopa, the Parabuzzy (sometimes referred to as the "Para-Beetle" in certain regions) is a subspecies variant of the Buzzy Beetle that has grown a pair of short, feathery wings attached to her shell. Like the other "Para-" species, this grants her the capability of flight, the wings being dense and powerful despite their small size in comparison to others, and Parabuzzies are found in much more varied locations than the regular Buzzy Beetle, energetically exploring the world as soon as they are old enough to go out from their homestead and explore the vast unknown, enjoying all the new locations. Parabuzzies differ little in appearance than their caveborn counterparts, though the color of their hair and shells tends to be a lighter blue than the almost-black color of the average Buzzy Beetle, and their skin is also a slightly less pale color, due to more exposure to sunlight.

Because they explore the world and do not confine themselves to a somewhat secluded life underground like their sibling species, Parabuzzies are not quite as naive as the Buzzy Beetle is, understanding more concepts and details that would just garner a confused smile and laughter from her grounded sisters. Despite this, a Parabuzzy's attitude is hardly different than the Buzzy Beetle, being just as cheerful and friendly as they are, and just as energetic. They still have a tendency to quickly approach new people and dive towards them to greet them, and with their new aviation, they can do so from any direction, taking many a traveler by surprise.

They love to help travelers, as well, and many a Parabuzzy make a type of living acting as escorts and transports through certain terrains, such as ferrying over canyons, through mountains, or past roadblocks that have developed for one reason or another. Although not particularly fast, Buzzy Beetles are very smooth flyers and work well as caravans of a sort, having enough space and smoothness on their shell that it is perfectly feasible to have someone sit or stand on their back while they slowly, happily make their way to their destination. They usually don't even ask for payment, having simply enjoyed the trip and the company she had along the way. Parabuzzies are hard to ground, unlike the other "Para-" species. While it is possible to knock the plumage off of a Parabuzzy and ground her for a moment, it takes a lot more force than it would for the others, and the wings will grow back just as fast as the other species.

As with life details, sex is another matter they know more about than their sheltered grounded counterparts, actually knowing what the act is called and what it entails, but they have the same happy, energetic nature to it, often hugging close to someone they are affectionate towards, or travelers they have ferried and taken a particular shine two, and teasing pleading to be embraced carnally, squeezing and writhing in pleasure atop or beneath their chosen lover. Although their wings will spasm when orgasm is reached, they are unlikely to cause anything except the occasional loss of feathers, which many Parabuzzies like to use or offer as decorative wear towards those they like.
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Re: Super Mario MG World

Post by Fanfic Fetishist »

!!!

I actually have a pic that could work as a reference for a Chain Chomp MG, if you don't mind me posting it...
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Re: Super Mario MG World

Post by ShadowKnux372 »

Sure, go ahead if you want. :)
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Re: Super Mario MG World

Post by Fanfic Fetishist »

Nintendo (Super Mario Bros.) - Chain Chomp.png
Artwork by Lord Stevie.
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Re: Super Mario MG World

Post by ShadowBladeX »

Oh wow...That is one sexy Chain Chomp my friend!
Men, we led those dumb bugs out to the middle of nowhere to keep 'em from gettin' their filthy claws on Earth. But, we stumbled onto somethin' they're so hot for, that they're scramblin' over each other to get it. Well, I don't care if it's God's own personal anti-son-of-a-bitch machine, or a giant hoola hoop, we're not gonna let 'em have it! What we will let 'em have is a belly full of lead, and a pool of their own blood to drown in! - Sergeant Avery Johnson (Halo)

My favorite monster girls (Names for those whom I remember. Will update when I come up with more names.
Spoiler: show
Number one spot: Liandra Aria (Salamander)/Lady Ryong (Ryu)
Serena Drakemore(Elf)
Tiamat (Dragon)
Leona DeLocke (Dark Elf)
Victoria Degale(Alp)
Xentheria - Lilim
Elizabeth (Eliza) Fatima(Lizardman)
Witch
Nova (Ignis)
Akira (Werewolf)
Sarah Del Rizer (Vampire)
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Re: Super Mario MG World

Post by ShadowKnux372 »

Laura Koopa: The Ruthless Omni-Athlete.
Spoiler: show
"This war's just one big game to me...and I play to win! ♥"


A princess of the royal Koopa family and one of Queen Bowsa's eight daughters, Laura Koopa is one member of the fraternal triplets born to the Koopa Queen, consisting of herself, Lemmie, and Ignasia (Iggie). Recognized as a member of the royal family by the smattering of spikes on her light blue shell, Laura's other notable physical features include her toned limbs, lean yet strong, her sky blue eyes, and the medium length blue hair generally kept close to her head via one sporty decoration or another. On the back of her neck, she has a blue star-shaped birthmark that few have bore witness to.

Laura is most known for her enjoyment of sports, and subsequent competitive streak. The "Omni-Athlete" has trained herself to be proficient in nearly every sport that is played within the Mushroom Kingdom and beyond, to the best of her ability, which puts her a mark above even some of the best stars the Kingdom has to offer in that sport. Within this reputation is her second reputation, tied to her competitive streak: Laura adamantly refuses to lose, by any means. Those that have challenged her, or found themselves challenged on the field of athletic competition, have found themselves engaged in battles well beyond their capability. While seemingly nonchalant in her daily life by those that work under her, Laura is completely different while playing these "games," and is ruthless and determined to crush her opponents.

This determination manifests itself in many an unscrupulous tactic; Laura does not care if she's not playing "fair" with her opponent, seeing it as simply another viable tactic in matches, where winning seems to be everything. Whether it's something as simple as puncturing a bicycle's tire before a race, or digging pitfalls in a tennis court, Laura will not skimp on methods to tilt the matches in her favor so that she is not only victorious, but overwhelmingly so. She's not afraid to gloat, either, as any of her fallen opponents can immediately attest to.

Despite this trait, which seems like it would be merely annoying rather than dangerous, should Laura appear on the field of battle, people learn not to underestimate the trained athlete simply because her focus is on recreational sports. Whether using her favorite tennis racket or baseball bat to lob Bob-Ombs far into the battlefield, using a Betty Blaster as target practice (with an almost 100% accuracy rating), or using hit-and-run tactics that show her training in track & field and boxing were well-met, Laura is much like any member of the royal Koopa family, and feared if seen on the battlefield.

Like most of the rest of the family, Laura has participated in some of her mother's grander takeover schemes for the Mushroom Kingdom and beyond. While her physical abilities are more than adequate, her skill with the magic wands used in the Great Airship Offensive and the more recent family attempt to kidnap the Princess was less than stellar, preventing her from doing much in the way of assistance, and being handily defeated by the hero Mario, sent to rescue the princess. Interestingly, it was during the bid to conquer Dinosaur Island where Laura's tactics were most effective. Serving as the last familial block before her matriarch, Laura fought intruders in a custom battlefield, a rocking, uneven island in the middle of a pool of lava, which also contained Podoboo spirits to attack, while she played a game of "dodgeball" with her opponent, with customized orbs of condensed fire that were charmed in a way that she could hold them with no issues. As with many of the great villains, Mario is the only one to have been recorded as defeating the sporty Koopa princess. No doubt she holds a grudge for those, her only supposed losses...

Morgan Koopa, The Cold-Hearted Extortionist
Spoiler: show
"Sorry, but if you wanna pass through my territory, you gotta pay a toll. Now...your money, or your body? ♥"


Second-oldest of the Koopa children in the royal family, and just as intimidating as any of them when confronted, the Koopa Princess known as Morgan stands tall and imposing at nearly seven feet, the spikes on her black shell standing out in their opposing color, and takes a startlingly dark brown tone to her skin, in comparison to the general Koopa-like skin tone of most other Koopas and most of her family in general. Built with muscles to match, and with a penchant for dressing in imposing, yet formal clothes, nobody who has ever run into Morgan has ever forgotten her, even before taking a look at her face. Startling to see, and a strange natural development in her skin tone, half of Morgan's face stands at a stark white, against her usual dark chocolate skin tone. Interestingly, the part of her face that retains the same skin tone as the rest of her body is in the shape of a star.

Morgan takes control of her territories through intimidation and extortion. With a penchant for looking imposing due to her unnatural looking facial markings, and the size and musculature to back up her atmosphere, Morgan quickly amassed followers from those who would swear loyalty to avoid pain, or were drafted due to debt, and thus, she has a sizable force with which to continue her ways. Favoring the power of money and the influence it can bring, Morgan is very much the boss of her territories, with members of her "gang" everywhere to ensure things are going smoothly for her operations and lifestyle. Although not exactly inherently violent, Morgan-controlled territories are hotbeds for under-the-table gambling rings and other scams to flourish...so long as Morgan is given her fair cut for allowing them to exist.

Those that break her rules, or other marks that seem to spark her interest such as the occasional foolish-looking tourist, are brought before Morgan herself, in whatever secluded location she is currently using for her headquarters, by her ever present cronies, which seem as if they can appear in droves from just a snap of her fingers. There, they're made to make a deal of some kind with the Koopa princess...likely some type of extortion of coin from their wallet. Whether it's "protection money" to keep them from suffering unfortunate "accidents" or the first purchase of an extremely potent new item of some kind (which have almost always turned out to be hoaxes) for triple the actual price, a person will be walking away from Morgan with their wallet considerably lighter. Unless they happen to be a male that might have somehow interested the Koopa princess enough for her to make them "pay" some other way....

Though rarely seen in person and preferring to let her smattering of loyal and fearful followers to take care of anything that requires getting their hands dirty, nobody believes that Morgan can't take care of herself in a fight. A few rebellious attempts to liberate her control from territories, as well as depictions of her fights in previous skirmishes involving the entire Koopa royal family, have seen the Princess take a much more direct approach. Nothing much can be said in the way of "fluff" in Morgan's way of doing things; she is efficient, direct, and powerful. Single blows have been all that was needed to fell an opponent or knock unconscious a particularly mouthy subordinate, before Morgan simply walks off once the battle is finished, her cool and professional appearance hardly changing expression before returning to her business.

Morgan's most famous territory seizing operations, and more famously, their liberation, come from the times when she participated with her family in grand schemes. The highly lucrative desert lands fell quickly to her strategic maneuvers (primarily by using all her forces to attack the various territories, leaving the castle with the barest minimum defenses, as she infiltrated it directly) during the Great Airship Offensive, the environmentally varied Donut Plains became hers in The Bid To Take Over Dinosaur Island (proving less lucrative than assumed when the primary location for business ended up being a Ghost House and inhospitable), and a mountainous region became her claim in the most recent family attempt to kidnap and get rid of Princess Peach.

All these business ventures and seizing of power were eventually thwarted by the hero Mario. Having experienced great financial loss and black marks upon her professional record, diminishing the loyalty and respect she commanded from some followers, Morgan's opinion of the hero is undoubtedly low. Should the two cross paths again, "payback with interest" is putting lightly what extortion Morgan will wish to inflict upon him...

Wendy O. Koopa, The Self-Absorbed Diva
Spoiler: show
"Expensive Food, Jewelry, Houses...whatever I want, I get! And now...I want you! ♥"


The second youngest of the Koopa children or the royal family, Wendy O. Koopa is also the most princess-like in her mannerisms. Unfortunately, this means the child exemplifies all the negative traits associated with that archetype, being a spoiled, narcissistic and petulant child obsessed only with having fun and looking pretty. While still young, this personality seemed almost cemented with the pink-colored shell she was born with, which blossomed into an obsession with the bright color. Her clothes, including the ever-present bow on her head, her lipstick, the fingernails on her clawed hands...all had to be pink and beautiful in her eyes. With little reason for her to train and seeing little point in anything like that, having little concern for the battles that her mother and family were going through, Wendy's form can best be described as dainty...if primarily because anyone who calls her anything else will face dire consequences if she found out.

Spoiled utterly rotten, Wendy is completely used to getting her way and commanding her followers through violent, childish threats and tantrums. Her upbringing is hardly to blame for this attitude, having hardly been spoiled by someone like Queen Bowsa, but when not under her mother's thrall and attention, Wendy would demand items be brought to her, and those that refused were to have some sort of horrible fabrication told to the Queen, which would likely lead to worse punishment than Wendy would actually be capable of thinking up or committing. Thus, through her mother's reputation and her own bratty nature, she has several servants pampering to her day and night.

Given her personality, these demands are just as childish as her attitude; one minute she will be demanding a pink-colored pony, the next, to sample ice cream that absolutely must be made from the snow up in Shiver City, and so on and so forth. Although still young, Wendy isn't above demanding her servants bring her a temporary "boyfriend" for her to enjoy for some time, either. Although mistreating of her servants, few dare talk back or slack of for fear of reprimanding from her, or worse, her mother. Hardly a moment goes by when Wendy is not angrily demanding something to be given to her, or otherwise preening herself in front of mirrors and the like, so obsessed with looking pretty as she is. Always she will have some manner of jewelry upon her person, primarily bracelets and necklaces.

Unfortunately for those who have thought to resist, despite her girly, petite exterior and bratty attitude, Wendy still inherits some of the strength from her mother, if little of the finesse. Slaps and kicks to weak spots from her will still pack quite a wallop, and those who don't have a lot of power will find themselves being heavily beaten after their attacks do minimal damage, leading to punishment for "daring to hit a girl." Even from far away, Wendy isn't afraid to hurl the jewelry she wears as heavy, awkward, and above all, painful projectiles. She can always have her servants replace these items, after all.

Even more surprising is Wendy's magical capabilities, proving to be quite adept at the wand, as exampled during the Great Airship Offensive and the recent family bid to capture Princess Peach, where Wendy's usage of the magic extended beyond normal magic shots and into materializing hoops of potent energy, and The Bid To Take Over Dinosaur Island, where she created false versions of herself to full intruders (which were imperfect, but still rather impressive). Unfortunately for Wendy, none of these tactics was enough to stop the hero Mario, who treated the spoiled princess no easier than he did the rest of the royal Koopa family. Having not only been forced to lose the fun "toys" and "houses" that were her wands and Dinosaur Island castle, but also simply not getting her way, which was winning against him, Wendy is sure to place revenge against Mario near the top of her list of wants...

Ignasia "Iggy" Koopa, The Manic Inventor
Spoiler: show
"Heeheehee...a little adjustment here, a little tune-up there, and you'll be better than new! ♥"


Oldest of the fraternal triplet daughters and one of the middle children in the royal Koopa family, "Iggy" Koopa is one of the more solitary of the children, tending to herself and pursuing her own interests even before she was considered old enough to move to her own location and manage her own territories. Taller than most of the younger children and gangly to match, the intimidation Iggy strikes has little to do with her physical appearance. Light green, unkempt hair, a small light green shell, little in the way of musculature, and a pair of thick-rimmed glasses upon her face, Iggy does not look like much physically, and if questioned, there's little question she'd scoff at the idea of physical altercations.

However, Iggy still commands respect, through the one thing she was interested in to the point of being a prodigy since her childhood: technology. In simplest terms, Iggy is a technological genius, and has been behind the major improvements in Koopa Troop technology for several years now, providing upgrades and new types of weapons for armies, as well as new varieties of the living weapons of the Koopa Troop, such as Bob-Ombs and Bullet Betties. She is even behind the creation of the admittedly still developing line of "Mecha-Koopas," her own creation and design, thought up when she was still a child. Considered the head of the Koopa Troop engineering department, Iggy has been honing and learn every detail of machines and their function and designs since she was young, and there's no better authority to go to for finding out the fine details of a machine.

Iggy has the reputation for being a "mad scientist," which may not be wholly undeserved. As said before, Iggy keeps a low profile and is a loner...in regards to human company. Preferring the company of machines, at least ninety percent of Iggy's followers in her territories are artificial soldiers, the few biological ones being trusted members of the Engineering Department of the Koopa Troop, for aiding in repairs and upgrades and testing, as Iggy thinks up new additions and models for testing out. Iggy can go for days locked in her room, blueprints and schematics being thought up and disposed of at an alarming rate, and explosions heard nearby are more likely to be a weapons test gone wrong than a rebellion or an angered Bob-Omb's explosion.

Iggy has little direct contact with her family and armies, instead constantly manufacturing soldiers so that she is still considered to be "participating" in the ancient war, without actually sullying herself and wasting her time in these matters. As such, her attempts during the few times she teamed up with the entire family, such as the Great Airship Offensive, The Bid To Take Over Dinosaur Island, and the recent group kidnapping of Princess Peach, were given minimal effort. Iggy essentially gave up her Dinosaur Island castle to return home, and put up only token resistance in the other operations. Though rumors persist amongst a few participants in battle that Iggy can do more than simply put weapons to use with great skill if she appeared to battle in person; several gossips and even a few of her underlings think that her experiments with enhancements weren't solely relegated to other people...
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Re: Super Mario MG World

Post by Chaos »

Piranha Plant: Love the agressive nature, plain and simple :^^:

Blooper: Hehe, she'd be so adorable and cuddly. I never thought you'd be able to make this squid girl something I would like, but you sir have proved me wrong.

Bullet Betty: A very, VERY interesting take on a classic enemy/ammunition. I love how you designated her, (along with Bob-Omm and Chain Chomp), as constructs of the Koopa Army. And they way she takes the form of a bullet is even more interesting.

Sledge Sister: I'd be more than happy to be her outlet for the day's pent up work. I cant deny that description of her is quite enticing. I do kinda like the Hammer Sisters...but I think that Sledge Sister's determined drive is much more sexy.

Thwomp: MY FAVOURITE! :happyness: I love the tall agressive types. I'd stand perfectly still if I knew I was below her trap. :love: I hope you do her sister, Whomp, in the near future. Keep up the awesome work!
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Re: Super Mario MG World

Post by Tsar CUBE »

I actually kind of like Wendy, she isn't my ideal spoiled princess type but still up there :haha:

Would be nice to know more about her... sexual... wants/quirks, etc...

Laura is quite nice too, very possessive of winning :XD:
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Re: Super Mario MG World

Post by Fanfic Fetishist »

I really like your Mario Monstergirls. Will you be bringing more of them over here?
Check out Pokegirls Epsilon!:
viewtopic.php?f=6&t=923

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Darkness, Light, there is no difference. Stand tall, embrace both, and you can find the true path!
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Re: Super Mario MG World

Post by ShadowKnux372 »

Yeah, I'll eventually bring over all the ones I've developed and featured over at MGU here. I just haven't gotten to it yet; keep forgetting to. :wall:

Good to know there are people looking at it over here, though.
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Re: Super Mario MG World

Post by ShadowKnux372 »

Here we go, might as well pump up the list while I'm thinking about it.


Rory Koopa, The Boisterous Brawler
Spoiler: show
"I'll give you the first punch. 'Cause after that...you won't last five seconds! ♥"


When speaking of Rory Koopa, citizens of her territories and nearby areas make certain to speak in hushed tones and tread carefully with their vocabulary, lest their words somehow reach the ears of this dominant and powerful Koopa Princess and cause her to seek retribution for some purported slight against her. The third oldest of the royal Koopa children, Rory is the tallest and burliest of them all, standing even taller than her older sister Morgan, and packing her entire reptilian body with muscles that are toned daily to be at maximum strength. Despite her height and musculature, there are two features of her that strike against this image, and the wrong comments made about them will likely get a person injured. These features would be her hair and her shell color, pink and purple respectively, which few associate with the image of physical strength. Rumors persist, far away from Rory's ears, that a complex about this appearance is the reason for Rory's inclination towards physicality.

Whatever the reasons, whatever the case, Rory Koopa is known for her muscles, and even more known for putting them to use at every opportunity. A braggart and a brawler at her core, Rory makes her living training and exercising her body to peak physical condition, before unloading her strength on something, be it a practice dummy or an actual opponent. Most of her life is spent simply in the pursuit of getting stronger, and as far as she seems to be concerned, that's all she needs to be, the rest taking care of itself, or being taken care of with just the right amount of force. Rory is no stranger to intimidation to get her way, though unlike her much younger sister Wendy, she's more than just a thug or a person who will simply take what she wants; instead, she just insures that she's never cheated or otherwise played for a fool via the honest promise of painful retribution. Generally not hard to get along with, provided she's given a wide berth, any insult towards her, any attempt at cheating her or otherwise tricking her is going to rise her ire, and those that have seen a truly angry Rory, one that fights in anger over her personal enjoyment of the sport, relate these tales to others with a shiver in their body and a tremor in their voice.

Making a living is far from difficult for her. Despite being a daughter of Queen Bowsa and thus royalty, Rory lives a very simple lifestyle, not even bothering with a large, glamorous abode to house herself in, merely opting for some place that can be properly decked out for training, and reinforced to resist damage should she start getting too rough with her training, or other leisure activities, such as a good round of sex she likely strong-armed someone into. Rory is most seen earning her money the best way she knows how: prize fighting. Rory is a well-known champion fighter all across Mushroom Kingdom territories and beyond, and much money is to be had from ticket sales when she makes an appearance, fighting fans the world over looking up to her despite her roughness in appearance and mannerisms (many say that famous Glitz Pit champion Rawk Hawk assumed her career in the hopes of one day matching Rory in power).

Uninterested in family affairs, Rory still keeps moderate contact with the family, and has participated in their group attempts at takeovers, The Great Airship Offensive, The Bid To Take Over Dinosaur Island, and a recent attempt at kidnapping Princess Peach being the most famous appearances in battle she has taken. During those plans, while many siblings altered techniques depending on the circumstances, location, and their part of the plan, Rory's "plan" remained constant: fight them and smash them. A surprisingly effective tactic, she held off many with her sheer power, which was enough to shake the ground with a powerful strike, making a foe uneven in their footing enough that she could get close and fell them, with an exuberant grin and a well-placed strike.

As with all her siblings, each of these plans eventually ended with defeat at the hands of the hero Mario. Having tried her best to hold off the hero, and failed despite her attempts, Rory finally knew what it was like to fight to the fullest, the rush of putting all her potential into a battle. Despite her loss, she holds a minimum amount of ill will towards the hero, unlike most of her siblings, unhappy for the loss, but now motivated even more to gain enough strength to fight at her full potential, and this time, succeed in bringing the hero down...

Lemmie Koopa, The Quirky Illusionist.
Spoiler: show
"I'm gonna show you a little trick! Time to make you...disappear! ♥"


Of the three fraternal triplets of the Koopa royal family, Lemmie Koopa is the oldest, and few make assumptions otherwise. The smallest of the three, Lemmie stands smaller than even her younger sister Wendy, short limbs and body type giving her a childish appearance, even before someone spies the strangely multicolored hair she has decked herself out in. Her shell is colored a bright orange, and two orange-colored stripes lay next to her eyes. Lemmie possesses two differently colored eyes, the left being orange, the right being green, giving her an even more unique appearance that makes her stand out amongst the royal family.

Even before appearances are seen, Lemmie stands out for her personality, "quirky" being the kindest and most fitting words most people can find to say about her. Lemmie seems to be the family clown, on first glance; most appearances she makes involve her balancing on a rather large rubber ball of some kind, singing or dancing or some such show of mirth as she rolls by and commits herself to these tricks and her show, even occasionally dolling herself up in clothes that fit the part, looking like some type of jester (though most note this particular clothing seems geared to be attractive over funny). More than a harlequin, Lemmie is also excellent at magic tricks, able to wow crowds of travelers and followers with shows of prestidigitation and sleight of hand with seemingly little effort.

Despite her penchant for literal clowning around and passion for magic shows, Lemmie is not to be underestimated. There is a glint in her eye, some barely-visible reflection of motive behind the different colored orbs, that cause many a secretive discussion about her to theorize that Lemmie is slightly unhinged, having the least tenuous grasp of sanity, and that's what causes her to act as she does. People find out the hard way that Lemmie's sense of humor involved in her tricks may not always be funny...especially to those on the receiving end, who might find a precious item of theirs has "magically disappeared," or rebellious or otherwise non-useful personnel finding themselves being the assistant in the disappearing act...and reappearing in the middle of the Lavalava Island volcano or some similarly difficult location.

With the magnitude of her illusions that are done regularly, it surprises little to find out that of the children, Lemmie is very nearly the most magically powerful, and the recent plot to kidnap Princess Peach and The Great Airship Offensive from years past show her capabilities when augmented and pointed towards offense; Lemmie was able to give opponents a terrible experience, casting powerful blasts of magic alongside conjuring obstacles and other traps to deter them, all while her eerily melodic laugh echoed across the area. Even when without a powerful magic wand to augment her abilities, Lemmie caused problems during The Bid To Take Over Dinosaur Island, confusing foes who reached her with a "game" of trying to find the real her amongst several copies (at the time, rather shoddy in appearance, but since then, she can create illusions that are almost indiscernible from the real her).

Nevertheless, with all her magic and trickery, like the rest of her family, Lemmie was thwarted by the hero Mario in all these cases, her illusions debunked and defeated, sending the young princess back to her own territories. Although seeming to care little about losing, having simply returned to her daily life of frivolousness, one wonders if, behind those slightly manic eyes, Lemmie plans to put the Mushroom Kingdom's hero through the ultimate in disappearing acts....

Ludvina Von Koopa, The Isolated Maestro.
Spoiler: show
"Of all the melodies in the world...power is the sweetest song of all. Shall we dance? ♥"


The oldest of the Koopa children in the royal family, and the one spoken of with the most reverence aside from the Queen herself. Standing only slightly shorter than her younger bruiser of a sister Rory, Ludvina seems to have a theme of blue coloring; her shell and eyes are a dark blue, and her hair even darker so, smooth and kept well-groomed atop her face, full of smooth features, if one can keep their eyes away from her piercing, cold stare. Her body frame is tall and elegant, and she exudes an aura of power and nobility that one actually would associate with a person of her lineage. Very few times will Ludvina be seen without a conductor's baton she keeps on her person, something that is the first clue to Ludvina's interests.

Ludvina is very musically inclined, and devotes herself entirely to music and its compositions, particularly in classical style. To the world, she is a cold, analytical composer of melodies that haunt the hearts of those that serve in her territories, though none of those who find themselves haunted can say whether this is a good thing or a bad thing. For hours at a time, Ludvina will be alone in her studies, the only sign of life within her home the echoes of instruments as she dedicates herself to the greatest melodies to be created in the world. When seen outside her studies, she socializes little, saying little more than what is necessary, be it requests, or commands, or anything else besides. Often times, besides the biological necessities, Ludvina will only leave her home to travel, to hear the ambient sounds of nature, assumed to be further inspiration for her music.

Despite this predilection towards a non-violent hobby, Ludvina is said to be the strongest of the Koopalings in all regards, second only to her mother at this point. The charred remains of failed compositions is a clue to this, as before the birth of Bowsa Jr., no other Koopaling had inherited their mother's ability to breathe fire, except for Ludvina. It seems the only thing that keeps Ludvina from being a terror capable of taking over alongside her mother is her inclination towards isolation. Ludvina's home territories are quite out of the way and hard to find, and as such, little is seen or heard of her compared to the more publicly exposed and more maligned of Bowsa's daughters.

Even when taking part in familial bids for power, Ludvina tended towards isolation, finding ways to defend her areas and remain away from battles to focus on her studies. During The Great Airship Offensive, the distant island Pipe Land was retrofitted by Ludvina and her followers to turn all useless Warp Pipes into massive instruments, turning the entire island into something akin to a pipe organ. With which, Ludvina would fire at intruders (and occasionally fire out intruders to exile them) through cannons, all in tune to the beat of a gigantic orchestra. During The Bid To Take Over Dinosaur Island, she retired herself to a distant mountain area, rigging a bridge that led there to sound off musical tones when pressure was felt, different tones for different pressures, letting her know exactly what sort of threat was imposing itself upon her. And in the most recent group attempt at kidnapping the Princess Peach, Ludvina demonstrated handily that her magical strength was as strong as the rumors implied it was.

Although rarely reported to directly participated in physical confrontation, few assume that Ludvina can't hold herself in a fight. Many owe this to the remarks of a single Toad, said to be the only one who hasn't blocked out the memory, who describes Ludvina in battle as "the most deadly dance you'll ever see." Even with her power, like her siblings, Ludvina's efforts in the familial efforts failed due to the efforts of the hero Mario. Since then, Ludvina has retired to her home territories once again, and none know whether she cares not for her losses, or is even now preparing the hero's swan song...

Bowsa Jr., The Second Coming of the Koopa Queen.
Spoiler: show
"Don't mess with me! You mess with me, you mess with Mama! And nobody messes with Mama! ♥"


The youngest of the royal children of the Koopa family, Bowsa's most recent daughter, and the most similar to her mother in appearance, Bowsa Jr. is perhaps also the most well-known of the children in recent times. Although clearly still a child, with her tiny body, short flame-colored hair inherited from her mother, and small horns that have yet to grow past their childhood dullness (and is a trait inherited from her mother that no other Koopaling possesses), Bowsa Jr., has shown a marvelous penchant for mischief and mayhem that can come par to her mother's myriad of past achievements and attempts. In recent times, Bowsa and Bowsa Jr. both are seen together in their attempts at seizing power or taking over the Mushroom Kingdom territories, a duo that few wish to try and resist.

Bowsa Jr.'s loyalty to her mother is something that is well-known around the Koopa territories. This is most likely due to not only being the youngest child at the moment, but also because, unlike the rest of the Koopalings, on their own already and away from their mother, Bowsa Jr.'s homestead is the same as the Queen, living with her mother and privy to her plans and lifestyle. Though even without those factors, most assume she would still be the most loyal to her mother; fitting for one who is said to look almost identical to the Koopa Queen in her childhood years.

Since she is still young, Bowsa Jr. has not awakened into much power as of yet, especially in comparison to the rest of her family. Her magical skills are sub-par, her physical prowess still needs work, and her fire-breathing abilities have only just awakened, less powerful than her mother or oldest sibling Ludvina. Bowsa Jr.'s most powerful abilities at the moment are simply the skills she gained with the stolen E. Gadd technology, a magical paintbrush, taken during the Isle Delfino operation years past, which allows her to paint illusions that come to life and cause much mischief, and allow her to disguise herself, which led to the Shadow Mario fiasco on Isle Delfino. Despite this lacking in personal skills, many state that Bowsa Jr. has the most potential, and, as her title suggests, could become as strong as the Koopa Queen herself.

Perhaps because of this, as well as her loyalty to her mother, Bowsa Jr. spends much of her time making her own plans for power grabs, and just as often she will make attempts against the Mushroom Kingdom as she does assist her mother in the same attempts. It seems Bowsa Jr. has a strong love for her entire family despite the fact that her older siblings are so distant from her, and have rarely interacted with her. It was Bowsa Jr. who organized the most recent attempt to kidnap Princess Peach, the last time anyone has seen the siblings all assist their mother since the two operations of several years ago, before she was even born.

On the subject of Princess Peach, Bowsa Jr. seems to possess a passionate dislike for the Mushroom Kingdom leader that nearly rivals her loyalty for her mother. Her first public appearance and assistance of her mother started with a bid against the princess, and many a kidnapping has been committed directly by the young Koopaling, who seems more committed to making the woman disappear than towards any other sort of power grab. Although nobody is really sure of the exact reason for this amount of distaste for the opposing royalty, a few bits of rumors reach the ears of the public, about the child Koopa saying that, with Princess Peach gone, "Mama would be happy." Naturally, this "rivalry" has put Bowsa Jr. against the hero Mario more than any other Koopaling, and perhaps any other person besides her mother, and there's no doubt she considers the hero as another obstacle in her motivations that needs to be taken care of...

Bowsa, Queen of All Koopas.
Spoiler: show
"Gwahahaha! Say your prayers, Peach, 'cause your kingdom's gonna be all mine! ♥"


The mother of the eight Koopalings, and the queen and ruler of the Koopa-controlled territories, the Koopa Kingdom, is the imposing and powerful Bowsa. Standing at a towering height of at least eight feet, the Koopa Queen is a mass of muscle and power, attached to the form of an intimidatingly alluring woman. With a tough, dark green shell that covers her back, covered with spines to add even more to her defense, a pair of curved, powerful horns sticking from through her fiery red hair, piercing crimson eyes, and muscles rippling through her limbs and light yellow skin-tone, Bowsa always strikes an imposing presence just from appearance alone. This is even before she opens her mouth to make commands or shows off her strength in some show of prowess.

Since childhood, Bowsa was though to be "the ultimate example of Koopa evolution." Said to be either the first example of the Koopa's evolutionary future, or, more likely, one who retains the most traits of their ancient, bestial past, the title is not wholly undeserved. Since childhood, she possessed great strength and fortitude, both physical and magical, and possessed a flame-breathing ability that no Koopa, whether Ludvina, Bowsa Jr., or any Fire Sister has been able to match in power. So great is the woman's strength, that the shackle-like bracelets on her arms and legs that can be seen are said to be power restraints, to keep her strength from going completely out of her control.

Even her personality is powerful, in a sense. Bowsa is full of vigor and attitude, a very boisterous person that commands her troops with the power of her words as much as the intimidation of her body, and rare is the time when Bowsa will be without confidence and a taunt or other method of gloating. While often this comes some time before failure usually attributed to outside interference, Bowsa is also stubborn and relentless, and within a week of a failed plan, a new tactic will be put to use, with just as much confidence and force put behind it as the previous ones, if not more. As such, for years, since her ascension to queenhood at a young age, she has made attempt after attempt to seize power and control over all territories.

Of course, due to this, Bowsa is most known for her rivalry with opposing ruler Princess Peach, and Mushroom Kingdom hero Mario, and one can hardly think of one person without thinking of the other two. The end result of any power grab, whether it involves the kidnapping of Princess Peach or not, will end with a battle between the heroic member of the Mushroom Kingdom, and the Koopa Queen herself, and despite the sheer power and magnitude of these clashes, each time, Mario has defeated her. Though her losing streak is massive, Bowsa loses no respect for this, as Mario is the only person who has steadily and earnestly defeated the powerhouse ruler, and considering the reputation Mario has, nobody is willing to fault her for this. Instead, Bowsa will keep up her steady stream of plans and attempts until she finally comes out on top of her eternal rival.

Despite being a mother of eight, nobody who is not a close servant to the Koopa Queen sworn to secrecy have any inkling on who it was that was allowed and able to impregnate the Koopa Queen, or whether it was multiple men who gave her daughters and heiresses, or one single man that was somehow able to attract the great Koopa Queen...

Bombshell Koopa
Spoiler: show
Habitat: Castles & Fortresses, other areas of Koopa Troop influence
Diet: Omnivorous
Disposition: Dry, Sarcastic, Aloof


A very-rarely seen variety of Koopa classified separately due to their unique position in the Koopa Troop. Bombshell Koopas appear like most normal Koopas, save for their generally more subdued coloring, with their shell, and often their hair, uniformly being black. Their shell is larger and thicker than most other Koopas, giving them a slower speed in comparison, and it seems more artificial in appearance than the usual crafted shell; while not exactly metal, it is smoother and harder to ascertain the more natural ingredients to its composition. Their limbs appear shorter, but are actually the same size, if not longer and stronger, than the average Koopa, due to the heftiness of the shell they possess, and their hair is kept short to maintain visibility for their given duty.

The reason for their rarity, as well as the reason for their strange and unique shell, is similar to the Boomerang Sister, in that they are specially designated member of the Koopa Troop with little knowledge in where exactly their concept came from and why. But whereas the Boomerang Sisters proved useful in their unique way of working, Bombshell Koopas were not so effective in their design. Before the Bob-Ombs were created and mass-produced, it was the Bombshell Koopas who provided work efforts as tactically placed explosives, and were expected to use this as a defensive mechanism, as well.

With a rare mixture of the Koopa shell craftsmanship and the magic that would later play a chief part in Bob-Omb creation, the heavy and large shells of the Bombshell Koopa are designed to, once triggered by either a specific amount of outside force or by the Bombshell Koopa herself, to activate an internal timer. When said timer runs out, the shell would explode with energy, causing damage to anything within range. As such, Bombshell Koopas were expected to get in, set off a timer, and get out, or, if disrupted on the way to their target, take out whatever it was that cost them their mission. Due to their slow speed, they often had escorts of faster, more agile soldiers to protect them onto their mission.

With their one-use limitations and the failure rate to successfully reach targets that needed to explode, as well as the moral issues involved with sending soldiers that could get caught in their own blasts, the Bombshell Koopas were quickly canned for the majority after their inception, seeing little action besides a small operation in Sarasaland during the Tatanga Invasion. After that, few Koopas were ever trained in this manner and given the proper munitions, unless in desperate times. Given their reputation in these days, as well as their past missions as almost-disposable soldiers with serious handicaps in the force, most Bombshell Koopas ended up having rather dry, dismissive attitudes towards their jobs and with their interactions with others. Quick to dismiss important matters and quick to throw a sarcastic comment to the side or even in someone's face, Bombshell Koopas also quickly became known as almost express loners of the army.

Many retired in the middle of service, having vacated their exploding shell into some other area where they could find something else to do with their lives. Most ended up running into men along the way, and while their dry attitude doesn't seem to lend itself well to romance, they have their ways of showing affection, usually by letting their dry remarks contain subtle compliments and affectionate statements, small smiles when they speak instead of completely deadpan expressions. When able to stretch themselves sexually, they still have a somewhat calmer attitude compared to others; while it's clear they enjoyment, they're still rather quiet, letting their words and smaller noises saying what needs to be said, rather than being noisy about it, something they seem to think is unnecessary. As far as they are concerned, if the man is smart enough to have attracted her in the first place, he'll know how to figure out if she's enjoying herself.

Yoshi
Spoiler: show
Habitat: Various, originally Dinosaur Island
Diet: Omnivorous
Disposition: Friendly, Social


A very widespread and well-known species, the Yoshi are a race of dinosaurs that trace their origins to Dinosaur Island, but since the operation where Bowsa and her Koopalings tried to take over their habitat, the species has migrated and become more widespread, proliferating all over the Mushroom Kingdom as well as their original homes. These lizard-like beings come covered in slick, smooth skin that colors their entire body, and the Yoshi species comes in every color of the rainbow, with green being the most common. Their features are rounded and soft to the touch; most Yoshi's stand at average to above-average height as adults, and generally have a fair amount of curves over their body. Their hair is usually short over their head, often obscuring a short row of dull red spines that go down their neck, and the color varies as much as their skin, but rare is the Yoshi that has their hair color match their skin color. Besides their lizard-like form, Yoshi are also most known for their tongue: a long, prehensile, and sticky organ that can grab hold of objects the size of her mouth and yank them towards her, or vice versa, should she need to.

Yoshi are known for their appetite; they have a fast metabolism and are consistently hungry, and have cast-iron stomachs that allow them to eat nearly everything that could conceivably be edible, and even a few items that are more dubious in that regard. Though able to eat nearly anything, they do still have taste buds, so the tastes of a Yoshi on their favorite food will vary with the Yoshi. This means that many are often wary, be they homesteads or businesses, when a Yoshi comes over for dinner, though at least one wouldn't have to worry about leftovers afterward.

Despite their hunger issues, Yoshi are a popular species, not only for their reputation (born from the information that it was through the assistance of various Yoshi that Mario was able to save Dinosaur Island, and possibly their species), but simply for their nature. Typically living in large groups back when their only habitat was their isolated islands, Yoshi are a social species, and very friendly and helpful. If one has a problem, a Yoshi feels an almost instinctive urge to help in some way, as was the way problems were solved back in the past. Often times this is an act of carrying tired people, as they are most known for, and what many hear was their primary method of assisting Mario years ago. Even beyond their helpful nature, they are bright, friendly creatures that love to interact with groups or families.

Though always amiable in their attitudes, of particular note is the relationship between Yoshi and the other species, Birdos and Koopas. With Birdos, the two seem to get along particularly well, particularly on the side of the Birdo, who seem to have a large amount of admiration and affection for the other dinosaur-like species they share some similarities with. Conversely, Koopas seem mildly wary of the Yoshi despite Yoshi showing no aggression towards them. In fact, Yoshi often like Koopas a little more than some, and seem to want to show affection through oral contact more often, something that often makes the Koopas slightly uneasy. Neither species really knows why they feel that way, but many theorize it has to do with the ancient ancestry of the species, and the possible predatory relations thereof.

Although not exactly "flirty," Yoshi are able to make their attractions towards people known, usually simply through the progression of innocent acts of affection turning into something more intimate. Hugs have caresses added to them, kisses to the cheek have the slight flick of their sticky tongue added to the end, and the like, and the relationship progresses as such, until a Yoshi and her chosen mate find themselves happily able to consummate a new type of social interaction with each other, in private. Happy lovers that react well to most any stimulation, they naturally are highly regarded for what they can put their tongue to use for in the bedroom.

Yoshi are an egg-laying species, laying infertile eggs (that usually become a snack later on) at a weekly rate, as well as having young through egg-laying, as well. Yoshi born from eggs are small, stunted in appearance compared to their adult forms, and are well-known for having an even larger appetite and faster metabolism than their adult counterpart, and will need to be fed near constantly after they hatch. This is in part due to just how fast they grow up. Newborn Yoshi reach the appearance of young children of several years of age, in scant but a week, after which their appetite evens out to the more natural, yet still above-average, appetite that Yoshi's are known for.

Banzai Betty
Spoiler: show
Habitat: Castles & Fortresses
Diet: None
Disposition: Boisterous, Stubborn


Another of the Koopa Troop's artificial soldiers designed for specific tasks, the Banzai Betty is a variation of the Bullet Betty, designed as heavy artillery...emphasis on "heavy." Compared to the average Bullet Betty, who in human form takes a lithe teenage appearance and in their curled forms would stand vertically above the knees of the average adult human, the Banzai Betty stands much, much larger, standing between six and seven feet when in their more humanoid form, and built with thick, rigid limbs full of muscle, with tanned skin and red eyes, and the typical metal plates biologically attached to parts of their body. Intimidating in their humanoid form, they are perhaps even more so when in their bullet form, becoming huge pieces of artillery that are around triple the mass of the Bullet Betty, and even typically designed with almost manically aggressive "faces" painted on the front for psychological affect.

The Banzai Betty was the first attempt to make rather larger artificial soldiers, compared to the early models of Bullet Betty and Bob-Ombs, and before Chain Chomps were made larger on occasion. As such, a lot more magic was needed to give the creature sentience, and perhaps due to this, they contain a much less subdued personality, in comparison to the typically-emotionless, docile-unless-disturbed, or vicious-only-to-intruders personalities of her counterparts. While built for the job like the rest of them, the Banzai Betty takes more pride not only in her job, but in her appearance and strength, and is more prone to flaunting these abilities or being a show-off about her skills than the others. To that point, rather than being a silent, if large and powerful, piece of weaponry when launched from special "Banzai Blasters," a Banzai Betty's presence on the battlefield will likely be announced by loud and confident cries by the Betty herself.

Little is known to deter a Banzai Betty once fired, and little has been able to stand in the way and withstand the force of a charging Banzai Betty, who, while typically launched from above-mentioned Blasters like her smaller counterparts, have enough magic in them from their creation that they can charge up even more force to launch themselves manually than a normal Bullet Betty. This technique is usually put to use when they have something specific they want to catch; in the most common of cases, that would be a man that has interested them enough.

Outside of their job and given duties, Banzai Betties spend their leisure time indulging themselves in whatever interests them. Typically this involves physical activity of some kind, especially one that others are participating in for them to show off and compete in, though if unavailable, they're fine with simply training themselves to even better levels. Beyond that, they are simply impulsive, and will simply run off to do whatever it is that strikes their fancy at the moment, and until they've finished or grown board, almost nothing can deter them from their chosen task or recreation.

Like Bullet Betties, Banzai Betties typically tackle a man they have found and mount him to start initiating intercourse. Of course, unlike the emotionless until "charged" with intimacy process of the smaller pieces of living projectiles, Banzai Betties are confident, aggressive lovers who flaunt their sexual abilities as much as their physical, showing off their muscular tone, the strength and resiliency of their bodies, as well as more superficial endearments, such as the alluring color of their skin or the size of their bust, impressively above-average as it is. Much like how their job as artillery ends with a powerful bang, so does sex, ending with a furious pounding and an explosive orgasm that leaves them drained...but only for a short while, before their energy reserves are refueled and they return to normal.

Mandy Mole
Spoiler: show
Habitat: Underground caverns, Canyons
Diet: Omnivorous
Disposition: Clumsy, Curious


A race of mole-people that inhabit the underground areas of the Mushroom Kingdom, Mandy Moles are small of stature, and have somewhat squishy, rounded bodies, lightly tanned in skin tone, before giving way to browner-colored fur that covers their arms and legs, which both end in clawed tips that are excellent for digging, something the species excels at. Their shaggy, often dirty hair is a sandy brown color, and a pair of pointed ears sits, often lopsided, atop their heads. Most Mandy Moles are seen with glasses, typically darkened to appear like sunglasses, though these are items that are actually necessary for the species poor eyesight, mostly theorized as due to their constant existence underground.

Mandy Moles don't often interact with the surface world due to this, but have started to come out of their domicile in recent years to interact with the world at large. Due to their lack of exposure to the above ground world, they are a curious lot, and often end up focusing on mundane things like they were rare treasures when first venturing into the larger environments. Even when more used to the world, a Mandy Mole will still tend to interact with items with great focus and curiosity, enjoying the simple things, sometimes even more than the bigger and fancier things in life.

This comes as a bit of a blessing to some, considering that, due to their poor eyesight, Mandy Moles have a penchant for clumsiness, and cheaper stuff is easier to replace when an excited Mandy Mole carries it away, only to trip on her own two feet and send the object flying into a wall. It's a curious duality to their skills that Mandy Moles possess; while adept at digging and able to move quickly through soft dirt and reach a destination with little issue, they have some manner of difficulty remaining steady on their own feet above ground, even discounting their poor eyesight as a factor. While annoying to most, some see this as an endearing trait to them, and at the very least, Mandy Moles try to replace broken items, if they can't have them fixed somehow.

Because of their limited vision, many Mandy Moles approach people they've come to know by vague shape and voice to allow them to feel their features in order to ascertain a more concrete image of them. Often, if it turns out that the image they gather pleases them, these simple analyzing touches can turn into loving caresses, and infatuated Mandy Moles often go in for a kiss while mid-touching, quickly seeking affection and intercourse due to the exuberance with which they throw themselves into their infatuation, much like every other facet of their lives. Sex with a Mandy Mole is an energetic affair, and full of movement, not the least of which because of the Mandy Mole's constant caressing, wanting to memorize every detail of the body of her lover, even while in the middle of the affair.

Rachel Wrenches
Spoiler: show
Habitat: Castles & Fortresses
Diet: Omnivorous
Disposition: Informal, Inventive


A variety of Mandy Moles that were either born above-ground or spent enough time there to become more used to the vision and mobility problems that plagued their more basic species. Rachel Wrenches are employees of the Koopa Troop, hired for their abilities with mechanical objects. Like with the Mandy Moles, they are small mole-girls with rounded, soft features, light brown fur covering their arms and legs, which end in claws that help with digging, and pointed ears on their head amidst their light brown, unkempt hair, and a darker shade of brown to color their skin. Like Mandy Moles, they tend to be seen with eyewear, but unlike the sunglasses-like glasses that their kin wear, Rachel Wrenches are often seen instead with a pair of workers' goggles over their eyes or otherwise on their person.

Rachel Wrenches are known for their dedication to machinery and the inner workings of such, possessing the same level of curiosity and dedication to their craft, but on a less clumsy and childish level; they take their hobbies very seriously, and rare is the sight of a Rachel Wrench without some type of machine to tinker with, or at the very least, a wrench she carries, a tool associated with them as much as the hammer is to a Hammer Sister, and can be used as weaponry just like the hammer-using Koopa, with the accuracy and skill of the Boomerang Sister's techniques. Their skill with machinery was enough to get them constantly hired and employed within the Koopa Troop, in order to take care of machinery upkeep and upgrades, something the Hammer Sisters, their comrades in building, lack as a general skill. As such, when a weapon or other piece of machinery is too valuable to be dismantled and replaced, Rachel Wrenches are called in to discern the problem, internal or external, and repair it. Alternatively, they are called in (or announce the ideas themselves) to attempt upgrades to increase efficiency, such as less reloading time for Betty Blasters, one of their first major upgrading accomplishments.

Their exposure to Hammer Sisters, and their general focus on fixing and upgrading, has given them a more lax personality compared to the playful exuberance of their siblings the Mandy Moles, and they have a more crude personality, in that they speak simply and frankly, and often don't clean themselves up for company, the occasional spot of oil marring their face until someone points it out, and their hair or clothes often dirty from working on something. They're fairly amiable as social creatures, though they often still remain focused on their work while talking to someone, barely looking up while they tinker, even while deep in conversation or interaction with someone else. Because of this focus, while they aren't really loners per se, they are seen in mixed company less often than the Hammer Sisters.

As lovers, the Rachel Wrenches fall somewhere between their associates Hammer Sisters and Mandy Moles; they are energetic lovers and don't have many qualms about what they do or voicing their opinions on the lovemaking during the session. They tend towards the submissive and bottom positions, unlike the other more energetic species, though, but this hardly hinders the process. Almost humorously, Rachel Wrenches analyze sex like they analyze machinery, and after a first session with someone, during the afterglow and likely cuddling, they tend to go over details that they think could be "tinkered with" or "upgraded." The grins they have while mentioning this means they know how silly it sounds, but embrace it anyway. Perhaps even more humorously, some Rachel Wrenches are known to have their lovers make love to them while they attempt to focus on work, like with conversation; they claim it's good for testing their focus and seeing how long they last.

Tatanga, The Space Lord.
Spoiler: show
"Give in to your whims, and surrender your body to me...One world, under Tatanga...♥"


A strange and mysterious invader from beyond the stars, the being known as Tatanga stands at an average height, yet gives off a commanding presence, dressed in a strange suit of form-fitting body armor that looks like no material found in the Mushroom Kingdom or anywhere on the planet. Tatanga's skin is a deep purple, and her ears long and pointy, aiming upwards. Her body is muscular without being bulky, obviously a being who keeps herself strong for the conquests she aims for, her cold, black-colored eyes echoing the power-hungry desires she possesses.

Tatanga's species and origins are a mystery to most researchers, the barest of information only confirming the obvious that she comes from a distant planet and sought to take over ours like so many previous conquests. The mysteries of information beyond that comes also from the short amount of time that Tatanga spent on our world; she was driven away in her initial operation by the Mushroom Kingdom hero, Mario, despite the takeover attempt originating in the neighboring kingdom of Sarasaland. This was, according to most history tomes, the only time that the Princess Daisy suffered a kidnapping attempt, unlike the Mushroom Kingdom Princess Peach.

While driven off quickly after her arrival and attempt to seize power and control, accounts gathered from the areas of Sarasaland reveal that it was fortunate for Tatanga to have been driven off so quickly, as her special abilities rendered her quite formidable by herself. Gathered information suggests that Tatanga travels with little to no companions or followers of her own; all her support is gained from the planet she seeks to conquer. As it seems, Tatanga possesses a hypnotic ability that puts the targeted individual into a trance-like state, their body becoming an obedient to Tatanga's orders, while the mind is locked away in an illusion, shown the target's deepest fantasies made real. This information is both gathered from, and explains the actions of, nearby Koopas and Goombas who were seen supporting Tatanga in the short time she was gathering power, who only remembered the realistic fantasy images they were put through, only learning of what they had done after the fact.

This power allows her to amass a number of followers from the home planet she seeks to take over, a strategic move for amassing power and instilling a touch of psychological warfare to those who find themselves fighting former comrades, or worrying they will be the next to be turned without realizing it. This knowledge has lead many to the theory that Princess Daisy held some kind of resistance or key to halting Tatanga's hypnotic abilities, and was the reason for her kidnapping and attempted disappearance, before Mario stepped in to rescue her and drive the intergalactic conqueror away. Although defeated, Tatanga was not dealt with permanently, and one wonders if she is waiting beyond the stars, for the perfect moment to strike again...

Bony Beetle
Spoiler: show
Habitat: Caverns & Underground Areas, Castles & Fortresses
Diet: None
Disposition: Lethargic, Sweet


Another race of skeletal, undead creatures, the Bony Beetle is like the Dry Bones, in that she is the animated remains of long-gone Buzzy Beetles and related species. Like their more technically-living relatives, the Bony Beetle has smooth, low-cut hair that tends toward dark colors like blue and black. However, the Bony Beetles tend towards paler variances in their tone, be it their hair, their wide eyes (which are usually held only half open when regarding people), or their skin tone. The shell across their back is natural and large like the Buzzy Beetle, but rather than a smooth, dark-colored appearance, it is entirely skeletal, rougher under the touch. Interestingly, it's also able to shift the position of the various hexagonal plates that make its appearance, in a way that causes some to stand upward, leaving them with a makeshift spine set on their backs, allowing them defensive measures while they lay upon the ground.

Unlike the Dry Bones, a purposeful experiment that was eventually canceled, the Bony Beetle came into existence and public knowledge entirely by accident. It wasn't known what exactly caused their appearance and growth, but the most accepted theory is that residual energies from the animation of Dry Bones in years passed seeped out during the process and animated Buzzy Beetle remains below or nearby the castles that were conducting the attempts. Regardless of their origin, Bony Beetles, like the Dry Bones, began to propagate afterward, growing in number even without magic animating the remains of ancient Buzzy Beetles.

Perhaps because of their origins, Bony Beetles are like Buzzy Beetles, but missing something key as well. Like their counterpart, they are kind, inquisitive, and generally innocent and sweet to all they meet and all who come across them without ill intent. However, whereas the Buzzy Beetles are known for their boundless energy and playfulness, Bony Beetles...aren't. They are actually almost devoid of the energy that one associates with Buzzy Beetles, and are very lethargic creatures, constantly yawning mid-sentence, regarding others with half-lidded eyes and sleepy smiles, and indeed spending a good amount of time asleep, with their spines up if they feel they might be in danger. Their lethargy is so much that they move very little from their points of origin, and those that are found elsewhere are there usually only because they found a lover who was willing to carry them with them to their home or other destination (fortunately, they're quite light, even more so than the petite Buzzy Beetle).

Though lacking in their energy, they're still quite happy to have company, like their counterparts. With their laid-back, quiet nature, those that prefer a calmer existence actually find the Bony Beetles to be more amiable than the Buzzy Beetle. Bony Beetles love to be close to others they've befriended, particularly sleeping with them, in the platonic sense as much as the carnal. It's usually only in the embrace of a friend or lover that a Bony Beetle will feel no need to extend her spines out during sleep. As lovers, they are quiet and submissive, as would be expected. Slow, tender lovemaking is the norm with couples involving Bony Beetles, the girls sharing another similarity with their living counterparts in that they enjoy being held closely while the two gain pleasure from each other.

Super Koopa
Spoiler: show
Habitat: Dinosaur Island, Plains and Grasslands
Diet: Herbivorous
Disposition: Grandiose, Brash


The grandly-named "Super Koopa" is a sub-species of Koopa Troopa that came about after The Bid To Take Over Dinosaur Island, when certain Koopa Troopas discovered the feathers that were native to the island were great material for clothing, and added magical properties to the clothes that were even more potent than just the feather by itself, and quickly began mass-producing articles of clothing. The most wide-spread of these materials was the cape that Super Koopas are known for, a large cape, usually yellow or red in color, that can be wrapped around the entirety of the Koopa's body for warmth, which was the original purpose for the item, as many Koopas found themselves without replacement shells for their own lost shells during the battles involved in this operation.

Super Koopas look just like any normal Koopa Troopa would, save for the fact that they have come to embrace a shell-less nature, hiding their shame with the cape wrapped around their body, but only at the request of others. They've embraced the free nature allowed not only through the lack of the shell, but the magical properties of the cape, which lightens their body and efficiently catches all the air in the vicinity and manipulates it, allowing them to fly through the air, most of them taking the traditional "superhero" pose of doing so with their arms out and their cape fluttering behind them.

Superhero is indeed the mindset the Koopas seem to have concerning their attitudes and appearance. Technically, they are simply Koopa Troopas with a magical item in their possession; it was the original owners of the items that decided they were a new, separate species and should be referred to as such. They typically fly around quickly and smoothly, in an almost show-off kind of manner, before stopping before someone they assume needs some kind of help. With a boisterous laugh or grandiose speech, they'll help out the person, making quite a show of the act itself, even if it was something like simple retrieval of an item or helping carry someone somewhere.

In this same brash and confident demeanor is their approach to intimacy and personal appearance. Perhaps because of their upbringing, they are not possessing of the sense of shame and embarrassment one would find from the average shell-less Koopa Troopa, instead embracing their half-clothed appearance that many raise eyebrows at when they see the underwear-clad caped Koopa flying in their direction. They likely think of it as prudish to cover themselves with their shell, and not just because the shell made it nearly impossible for they and their predecessors to fly. Naturally, this confidence means that, in the face of a man that has caught their fancy, they will flaunt their body in an attempt to attract him, often having themselves covered with their cape so that they can dramatically reveal themselves before a person. The cape they wear is also used as a sign of deep affection, in the sense that they share the cape and only allow a lover to possibly wear their cape and try out its flight-granting capabilities, when they don't need use for it at the moment; otherwise they are almost never seen without the cape on their person.

Even while lovemaking, they are fairly open and adventurous. A Super Koopa is likely to have any number of the following lovemaking quirks: a penchant for airborne sex, a tendency to wrap her and her lover with the cape to increase the intimacy and the closeness of the act, or a bit of exhibitionism, usually combining with the other two in some way, often resulting in a Super Koopa who likes to wrap up with her lover, then fly above a crowd while making love and let everyone see the joy she and her lover are feeling at the moment. Naturally, quirks or no, the Super Koopa is a confident and almost aggressive lover, though more so with their energy than the force behind their thrusts and sexual movements.

Swooper
Spoiler: show
Habitat: Caverns & Underground, Abandoned Homes
Diet: Carnivorous
Disposition: Curious, Aggressive


A creature often spoken of in warning to those who choose to adventure in cavernous areas or long-abandoned abodes that are said to be haunted, the Swooper is a creature with the features of a bat, primarily the long, leathery wings, the pointed ears atop her head, and the feet that make grasping perches second nature for them. Swoopers are identified by these features, and the coloring, purple shades of skin color, deeper on the outside of the wings, and pink on the underside (which is most common, though green-colored and blue-colored Swoopers are occasionally seen). The Swooper, and most all of their derivative species, are also recognized by the button nose that stands out on their face, not the least of which is because of it's red tint, at contrast with the darker or duller colors of their face and body.

Swoopers make their home in these secluded areas for their quietness and isolation, and yet still always seem to exist in groups of several within their homes. Quiet and nocturnal, a Swooper at rest is a Swooper attached to the ceiling, their clawed feet hooking into the roof of their domicile, as they wrap themselves in their wings and sleep until it is time to finally awaken and take flight. Silence seems to be their forte, as even a surprised Swooper will take flight with near-silence, the tinny flap of their wings unfurling being the only possible chance of being heard, and even then only a possibility. In addition, they are light sleepers to anything other than natural ambient noises, and the simple sound of a dislodged pebble or a squeaky floorboard being stepped on is enough to wake them and send them careening downward from their perch.

When airborne and awake, Swoopers are quiet and quick flyers, living up to the "swoop" part of their name, and proving it quite easily within their capabilities to lunge downward and careen into an intruder, usually in groups. Somewhat territorial, Swoopers are more aggressively intrigued by something new in their homes than they are outright violent, often crashing into the object of their interest simply because they wish to be the first one to interact with it from their brood, hence the erratic and hurried, yet somehow near-silent, way of flight into their target. Although they scramble to be the first, it's highly likely that unless properly "claimed," (which is usually only an issue in the case of a mate) other Swoopers are likely to partake of the new prize once the previous one has had their fill or sated their curiosity, leaving it behind for the rest of the miniature swarms to enjoy.

Once in a Swooper's clutches, a person finds themselves the victim of a rather energetically curious companion, someone who has been compared by a few as having the inquisitive nature of the Buzzy Beetle, but with a hyperness that borders on annoyance. It is true that they tend to move from one place to another quickly, and follow a person they are interested in, usually circling him until he satisfies their curiosity or they expend all their energy and fly back somewhere to perch and rest. With men, often times the pressing subject of interest is whether or not the man wishes to sate her or himself with her, and those that respond in the affirmative find themselves mounted with just as much suddenness and energy as their meeting with the Swooper likely was. Their movements are so erratic and energetic that no two sessions with a Swooper are the same, and they tend to bring themselves to multiple orgasms in each session through the pleasure and their own enthusiasm.

Fuzzy
Spoiler: show
Habitat: Forests & Wooded Areas
Diet: Omnivorous
Disposition: Aggressive, Competitive, Energetic


A denizen of the wooded areas dotting the Mushroom Kingdom landscape, Fuzzies are a strange race of creatures that often have warning attached to any area they are known to inhabit. They take the appearance of small, child-like creatures, most never even reaching four feet, and covered head to toe in tiny black hairs, giving them a dark coloring save for their wide open eyes. Most assume the skin color is either normal or matching the colors of the hair, as there are no reports of ever seeing a "bald" Fuzzy in the wild, and nobody living near or with one has been able to keep a solid enough grip on the girls to try and figure out; it's clearly something they do not want to have happen to them.

Fuzzies are known for near-boundless energy, and their primary method of transportation is hopping and leaping about at random, rather than simply walking or running. With an almost manic look in their wide eyes, they jump to and fro, with no set path or pattern to their leaps, until they reach a specific destination or target to indulge themselves in (food and the like) before bouncing off again at random. Known for being noisy and constantly giggling as they jump from one place or tree to another, Fuzzies are also recognized by a verbal tic of adding the nonsensical word "Meork" somewhere in their every sentence. The word seems to mean nothing, which simply adds to the strangeness of the Fuzzy's constant use of it.

Fuzzies are a territorial and aggressive species, and intruders in their domains are given an immediate reaction and attempted to be drawn away, initially by the sound of the Fuzzies simply yelling and demanding immediate departure. If unheeded, or if in the case that the Fuzzy is feeling more aggressive or amorous in the case of an attractive male, the Fuzzy that initiated the alarm and any others in the vicinity will leap from their hiding places (Fuzzies are notorious for hiding in bushes and trees to ambush travelers), and immediately assault the traveler, jumping about and then jumping on them until they retreat from their domain. When assaulting those they wish to "play" with, however, rather than simply jumping on them, they grab onto their prey as well, and, oddly, will kiss them, before leaping off.

It seems to be their way of showing affection over aggression, but some researchers retain a theory that the hairs on a Fuzzy's body, or perhaps even their kisses, have an odd sort of "draining" affect on victims, lowering their resistance (as well as increasing their susceptibility to accepting the Fuzzy's "advances"), while energizing the Fuzzy further, hence their hit-and-kiss tactics. Whatever the case, a Fuzzy will keep leaping and kissing until she has overtaken the victim and is able to mount them and have her way. Often times, this overwhelming is done in groups, but unlike other creatures that are often seen in groups (Cheep-Cheeps and Swoopers, for example), Fuzzy's have little sense of cooperation and sharing. While a group of Fuzzies may band together to overwhelm a target, the minute victory is obtained and it becomes time to take their spoils, Fuzzies will turn on one another for who gets the first (and often only) turn with it. Often times, if in the case of larger groups of Fuzzies, this could mean a target regains their strength and escapes before the Fuzzies have finished fighting over them.

Big Boo
Spoiler: show
Habitat: Abandoned Homes (Boo/Ghost Houses)
Diet: None
Disposition: Seductive, Deceptive, Submissive


Another spiritual denizen of houses long since abandoned to living beings and given way to house the wayward spirits, the Big Boo is rather simply named, as they simply are Boo spirits that have developed or formed in a much larger form compared to the normal spirit inhabitant of Ghost Houses. Compared to the Boo, which typically takes a form of a girl on the middle range of teenage years, the Big Boo forms much taller and wider, averaging at the rather motherly appearance of a woman in the third generation of life, or afterlife, as the case may be. Like their smaller counterparts, they are pale in skin tone and vaguely transparent, with a wispy ghost "tail" replacing their legs. They share the black-colored eyes as well, though some specimens have been seen with hints of blue or red in their eyes. Contrasting to the Boo is the Big Boo's proportions, having curvy bodies, sizable busts, and much larger height, usually two feet over an average Boo, that give rise to their namesake as "Big" Boos. There are some theories and reports that Big Boos can be "artificially" created by several Boos banding together and merging their bodies and consciousness into a new Big Boo (these theorized versions are often called "Atomic" Boos), but reports are mostly unconfirmed at present.

Their personality, like their appearance, bears some similarities to the Boo, as well as some differences. Both are playful and trickster-like when facing someone who has walked into the domicile, but whereas the average Boo takes an approach that is sneaky and somewhat aggressive, the Big Boo's technique is more direct, yet subtle, most obvious when seen being used on a man that has struck their fancy. Whereas Boos likely using the tricks of their spiritual abilities, rearranging rooms and levitating objects in attempts to lead a person to their bedroom, a Big Boo contacts them directly...though while still invisible. While invisible and unseen, yet close by, the Big Boo entices her "prey" with promises and whispered words of the treasures that lie in her bedroom, namely her and the skills she possesses.

Since it is rare to find an explorer who immediately responds to mysterious voices promising good things to them, the Big Boos often have to make several attempts, and they are quite prepared to do so, perhaps even reveling in it, as they coo in their ear, tease them with her voice, and while invisible, stroke them gently across sensitive or sensual areas, such as the arms or neck, until their target has had too much stimulation and temptation to resist, nearly begging for her appearance and some time with her. It's only then that a Big Boo is likely to reveal her own chambers, and allow her "victim" in for a night with her.

Once in the bedroom, Big Boos are confident seductresses even once they finally reveal themselves to their prey, still using sensual touches and other such tactics, with sidelong glances, or from behind, until they are joined. However, even with their confidence which has a more subtle and concrete atmosphere to it in comparison to a regular Boo, they fall into the same trapping debilitation as the normal Boo, wherein they cannot keep their confidence when face to face, and those that end up looking a Big Boo in the eye find themselves only seeing her face for a short amount of time, before it flushes red and is quickly covered by the squirming, suddenly-meek ghost-woman, who is quick to hide her face some other way once finished, be it turning away, or snuggling into their chest and teasing them about how mean they were, to do that to her.

Thwimp
Spoiler: show
Habitat: Castles & Fortresses
Diet: Omnivorous
Disposition: Aggressive, Ambitious, Self-Conscious


Members of the same race of living stone creatures as the Thwomps, the Thwimp is a sub-species that differs in one primary factor: height. Both Thwomps and Thwimps share the same basic features: stone-based body, of a typically gray coloring, a muscular frame despite the general shortness of their limbs, and hair fashioned into spikes much like their "big sisters." Though the term gets thrown around in circles, most make sure to avoid saying such a thing in the presence of a Thwimp, due to their reaction to the one thing that differs them from the Thwomp. Thwimps' growth cycles are stunted early in their lives, and the species never grows to the height of a Thwomp, which, while not particularly impressive (average to below average in general), is still larger than Thwimps, who end up looking like rather well-built children throughout their lives, not even gaining the moderate bust their bigger counterparts have.

This lack of vertical height has given most Thwimps a complex about their size, particularly in comparison to their sibling species, causing them to be a bit aggressive in tone and defensive in their mannerisms, constantly trying to prove to others that their height doesn't matter as much as people make it seem, and not to judge them for it (regardless of whether any such judgement was being made at the time). As such, they are constantly vying to be hired for the same jobs that the Thwomps are often given within the Koopa Troop, in an attempt to prove themselves. Unfortunately, to their chagrin, many times they are overlooked in favor of their more imposing counterparts on these jobs, furthering their ire and discontent for their size.

Those that do get hired, however, work hard to prove themselves, bringing a more serious devotion to the job, and an entirely different tactic for guard duties. Whereas a Thwomp's tactic is to find a high vantage point and descend harshly from above on an unsuspecting intruder, Thwimps take a more direct approach, staying on the ground level of their appointed area, and waiting for any trespassers. When a hapless adventurer comes along, they are treated to a surprise, should they underestimate the girl because of her size. While their bodies are smaller, their muscles have just as much strength as the Thwomp, and this is put to use with their leaping ability. In a single bound, a Thwimp can reach the height that Thwomps typically sit themselves upon to wait, before descending downward to pin down their target. Smaller size or no, a being made entirely of stone is still incredibly difficult to pry off of oneself.

One area Thwimps have an admitted similarity is their tendency to become attracted to men they have pinned down on the job. In their case, however, this leads to an unfortunate dilemma on the part of the stone girl. A Thwomp would have little issue with forgetting the job and having their way with their helpless victim, but a Thwimp's desire to do well at her job and show up her larger counterpart often leads to her jumping back and forth between her duty and her lust...rather literally, as she might jump from her pinning position back to her post, even mid-coitus, if she hears a sound that seems like a trespasser or superior coming by, and leaping back just as the man tries to escape, causing a rather humorous repeating loop of actions, until something jars her from the loop, be it the man's escape or convincing her to drop the overachieving intent and the insecurity, and stay with him.

Mega Mole
Spoiler: show
Habitat: Underground Areas, Grasslands & Plains
Diet: Omnivorous
Disposition: Laid-back, Placid


The simply-named Mega Mole is a member of the same race as the Mandy Mole and Rachel Wrenches, possessing the same features in terms of skin tone, hair style and shade, and fur that covers the arms and legs, which end in claws used primarily for easy digging, and possess glasses, typically fashioned to look like sunglasses, to help with below-average eyesight. Like the others, Mega Moles are typically varying shades of tan in skin, hair, and fur color, though some specimens with a more red or coppery tone have been spotted around the world. Unlike their lithe and thinly-built sibling species, however, Mega Moles are, as their names suggest, larger in most all aspects. They stand taller, usually a foot on average, and have wider frames and features. While the Mandy Mole might have rounded features to her, a Mega Mole may just simply be...rounded. They are big girls, not only in height and bust, actually gaining a moderate one, compared to the flatness of their "sisters," but their arms, legs, hips, and other areas are often somewhat rounded and squishy, giving them a zaftig appearance.

Mega Moles are often seen either above-ground or below, and tend to be more free in their desires to roam from one to the other. As such, they lack the exuberance and naivety that the Mandy Moles are well-known for, but also haven't focused themselves enough to develop the devotion towards objects that Rachel Wrenches have a reputation for. Instead, Mega Moles are known more for their placid mannerisms and their laid-back attitude. Little seems to faze a Mega Mole's calm demeanor, and they practically ignore problems in favor of moving along through life at a steady pace, just enjoying the spirit of being alive and able to do the things she likes to do. Due to this, some think that Mega Moles are dim and unable to really understand complicated issues, which is not the case; they just don't care much for said issues.

Despite their placidity, the Mega Mole does still have her quirks. Though not quite as ill-fated on their feet, the Mega Mole still have a touch of the imbalance on land, leading to an occasional bout of clumsiness, usually in the form of tripping to the ground, before dusting themselves off and laughing about the touch of misfortune. And despite knowledge that they are not stupid, they can be forgetful, at times, and it's not uncommon for a Mega Mole to set herself to go somewhere for one task, and end up distracted by another task or commodity, until the memory snaps back into her head. Again, such mistakes will simply be smiled and laughed off before she returns to her original goal.

When it comes to finding mates, Mega Moles are fairly direct about it. They don't feel any concerning amounts of shyness, nor do they have the energy for exuberance, or see any point in drawing out the process or being coy. A man who has attracted the attention of a Mega Mole is likely to be approached and confessed to, whether they are old friends or new acquaintances. Like most problems or good events, denial or accepting of her affections is met with a placid reaction, a Mega Mole feeling no ill will if denied, and if accepted, a simple hug will show the man exactly how joyous he has made her inside. When in the bedroom, the Mega Mole is fairly receptive to most any act, stimulated rather easily by touches and other methods of foreplay, and are fairly adventurous, making them adaptable lovers. Though they lean on the sides of quiet submissiveness, liking the simplicity of having their mate lay atop them, clinging to their curves and soft body as they vent their affections towards each other together.

Blargg
Spoiler: show
Habitat: Volcanic areas, Dinosaur Island
Diet: Carnivorous
Disposition: Dense, Aggressive, Playful


A unique race of creature, the Blargg draw some similarities to Yoshi, in that their ancestry is linked to lizard or dragon-like creatures, and both likely draw their origin from Dinosaur Island. Uniquely, though, the Blargg's ancient ancestors may have quite literally been born from volcanoes and the lava within, or at least originated from such a location. Blargg's are large, lizard-like women, with smooth, slick skin colored in varying patterns of red-with-yellow across their body. Their features are wide and large, leaning to the zaftig side of the spectrum, while at the same time towering above most at heights upward of six or seven feet. From just below their neck, a chain of rounded, white plates jut from their spine area, ending before their short little lizard tail above their butt.

Despite their body type not appearing to have much in the way of power, their size lends them what their appearance might lack, and one overtaken by a Blargg in their territory may be surprised by their persistence and strength. Though strong, Blarggs are not exactly violent; they are aggressive, but playfully so. Because their habitats, dangerous as they typically are to the average person, have few visitors, Blarggs tend to react strongly to new company, to the point of attempting to tackle down a person usually much smaller than them. She means no harm, but the energy and strength tends to make it seem almost like an attack on the part of the Blargg. Which inevitably leads to warning about their locations, leading to few visitors, and perpetuating the cycle.

Blarggs, as the above situation might suggest, are rather simple creatures, and somewhat dense. Advanced control of their strength and the knowledge that their size might be a hindrance is not the only things they don't quite understand, and Blarggs that have been introduced to civilization have often had a long and arduous trial of acclimation. Still, this affords them a simple existence that concerns itself with little more than eating, sleeping, and feeling good during the times they are awake. Of particular note is their penchant for bathing....in lava. Aiding the theory of being born from volcanoes, Blarggs can submerge themselves in the lavas of their homes with no discomfort, even finding it pleasurable, as if they were soaking within a hot tub. If in civilization, a Blargg will substitute the lava for scalding hot water, and will find just as few problems submerging themselves in it for hours on end. One should be careful if their Blargg significant other happily offers or asks to bathe with them, as they are not immediately aware that others may not be so hardy in hot temperatures.

Because of their simplicity, Blarggs are fairly easy to attract and become attached to lovers fairly quickly. They don't require a lot of incentive to remain with their mate, easily impressed and easy to please as they are, nor do they require a lot of build up to the act of lovemaking, either; for them, a drawn-out romantic process and lengthy foreplay can be just as fun as a spontaneous bout of sex, they both feel good in the end, after all. Whether initiated by her or her mate, bouts of sex with the Blargg typically end with her taking the topmost position to seek pleasure, which they garner fairly easily. However, despite their easiness to please in the bedroom, Blarggs also have a rather large appetite for sex, and several orgasms are likely to be achieved by both parties before the Blargg is truly satisfied.

Magikoopa
Spoiler: show
Habitat: Castles & Fortresses
Diet: Omnivorous
Disposition: Mischievous, Smug, Intelligent


The face of the Koopa Troop's Magic Division and the reason for its existence and for all the magical might the forces have to this day, the Magikoopa are precisely what they sound like, Koopas that have followed the path of arcane arts, focusing on utilizing the latent magical abilities within them for their own purposes, and for the Koopa Troop itself. In physical appearance, a Magikoopa looks much like any average Koopa: short limbs emerging from their shelled bodies, a small tail poking from the bottom, pale-yellow skin tints, myriad of different colors for shells and their hair, laid atop their rounded head and facial features. Most of the time, when in public, however, a Magikoopa's body will be covered by the robes that are worn, essentially their uniform for their magical duties within the Troop, and they will possess a standard magic wand on their person (which was mass-produced after studying the magic wands when the Koopa Troop participated in The Great Airship Offensive). Often times when on-duty, they'll be seen wearing glasses as well; these are simply to assist in reading the various tomes that come with magical study, and aren't necessary for their daily life.

Due to their number and all the required magic involved in many of the Koopa Troop's operations, several specific schools of magic are taught to Magikoopas, and the robes they wear are colored to symbolize what level of power they are, and what type of magic they are currently focused on. All Magikoopas start with gray robes, as trainees, who are taught the basics of their magic for offense, defense, and daily life. Once past that phase, a Magikoopa chooses a division of magic to study until graduating. Red-robed Magikoopas study offensive techniques, such as attack magic and strengthening their muscles or an ally's for a time. Yellow robes signify the study of defensive magics, a popular technique being to charge an electrical field around oneself for defense. Green robes also signify a defensive tilt, but are more symbolic of stealth-based magics, invisibility being the most well-known of their projects. White robes are worn by those who focus on healing and other recuperative magic. Although many a Magikoopa are fine with graduating from one class of magic, nothing stops them from studying others and learning them, and those that have studied and graduated all classes are given blue robes to wear, the highest class color there is, and considered the most elite level of Magikoopa.

With the amount of studying done, and with the magic powers they possess and aid their lives with, Magikoopas are known for being highly intelligent soldiers in the Koopa Troop's employ. They are also, however, known for being highly confident, and mischievous as well. Sometimes described as being adult in body, but magical girls in their hearts, when a Magikoopa isn't being made to study her tomes or practice her magic, they're often found using the same magic to enjoy themselves, sometimes at the expense of others, as one might find something they're holding onto flying away, sometimes with them in tow, or might find themselves spirited away, having possessions turn invisible....all while a Magikoopa is undoubtedly snickering away somewhere nearby. They even avoid punishment from some by simply using more magic to escape or make chasing after them an unfavorable choice compared to letting them go.

Naturally, this penchant for trickery, confidence, and magical foolery lends itself to their attitude towards intimacy, as well, and Magikoopas are well-versed and specialists in the art of teasing a person towards them. They seem to greatly enjoy being the ones approached, particularly with mad desire in the eyes of their target, most likely because it enhances the effect of their teasing. They will flirt with their intended lover, with supposedly "innocent" glimpses of her body beneath her robes, to outright tempting gestures such as offers to lift said robe and see what she may or may not be wearing underneath. Even the occasional spell of lust is not beyond them, and is in fact a favorite technique among those who have married, as they revel in watching their lover's composure go down as their lust rises, in their eyes and in their mannerisms.

Despite their love of lust-filled partners and teasing mannerisms, Magikoopas are not quite submissive in the bedroom, as one would expect. Their teasing specialty stretches even to there, where their every touch, and their every word, seems designed to tease and amplify the lust even while seeking to alleviate it through intercourse. Essentially, a Magikoopa likes to keep her lover within her thrall, and prefers to be the one making the decisions. She decides where and how the lovemaking will go, and, under the manipulative touch and melodious voice she possesses, her lover is often swayed to her decision, often to the point of pleading for it, which, as expected, seems to be the Magikoopas aim, before their lusts are vented with each other.

Mechakoopa
Spoiler: show
Habitat: Castles & Fortresses
Diet: None
Disposition: Dutiful, Stoic, Varied (After Glitch)


The Mechakoopa is an interesting piece of history within the Koopa Troop. Before the days of combining magic and technology for artificial soldiers such as the Bob-Omb and the Bullet Betty, attempts were still being made towards bolstering the forces of the army through whatever means that seemed feasible. One such method, unorthodox as it was, came from a then-young Ignasia "Iggy" Koopa, one of the princesses of the royal Koopa family. Already a mechanical prodigy despite her young age, Iggy had created blueprints for an admittedly-crude but functionally acceptable prototype artificial soldier: thus the "Mechakoopa" was born. Said creatures are highly robotic in their appearance, though still designed with some semblance of humanity to them. Their limbs are obviously detachable (noted by the large screws near the joints) and colored green, while their body is lean and colored orange. Their face area contains an orange faceplate over the lower half, green skin beneath, and red eyes, matching the artificial hair on their head. From the back of their body is a large wind-up key, much the same as the ones utilized in the design of Bob-Ombs.

The personality of a Mechakoopa is very limited, fitting with their original purpose and design. As soldiers, they were designed to manage any and all tasks, mundane or otherwise, which would be programmed into the Mechakoopa, before they would be winded up to build energy within their bodies and keep them going for some time (A fully wound Mechakoopa, at the time, would be able to function normally for a week before exhausting themselves), after which they would perform their duties stoically until the task was done, changed, or their energy reserves were depleted completely. They functioned admirably at their task, and worked quite well as prototype artificial soldiers, as expected of the genius scientist Koopa princess.

Unfortunately, due to being an early project, a problem did eventually develop within the functionality of the Mechakoopa. After some amount of time, some type of programming "glitch" would arise within them, and their stoic personality and mannerisms would melt away. Unfortunately, this problem was difficult to deal with in the beginning, because almost no two Mechakoopas would show the same "glitch"; one would manifest a motherly personality, another a childish one. One would become totally devoted to warrior-like discipline, another would become clumsy and embarrassed...it took over a year to discover the cause, and that the "glitch" was more than simply that. The Mechakoopa's programming was growing on its own, and eventually shifted itself from their original settings, due to affections that built within the circuitry of these girls, causing them to become the personality most likely to attract the one they had become fond of.

With this glitch arising in most every soldier, and the techniques for producing Bullet Betties and similar soldiers discovered and being put to use, the Mechakoopas were retired as soldiers in the Koopa Troop, and left to their own devices with those who wanted them. Although not originally designed for such things, being one of her biggest creations, Iggy Koopa personally saw towards upgrading each Mechakoopa's body in certain areas for "intimate" functionality that their new personalities could put to use, and included the new specs in an updated blueprints, should any more be produced for any means in the future.

Dino Rhino
Spoiler: show
Habitat: Dinosaur Island
Diet: Carnivorous
Disposition: Stubborn, Territorial, Aggressive


Although Dinosaur Island is most known as the home and origin of the well-known Yoshi species, the island is naturally home to several other species of dinosaur-like creatures, such as the Dino Rhino. These creatures possess a tough, almost leathery skin, tinted green with shades of blue or gray, and red or magenta-colored hair often kept wild and untamed for the most part. Behind their ears, their head is framed by a small-sized frill of strong bones and structures, and like the Yoshi, they possess a pointed tail and a small line of spine-like bumps on the back of their neck, though these are smaller than the Yoshis possess. They are massive, busty women, almost brutish in their form, standing at such great heights and brimming with muscles across their thick limbs and bodies.

Dino Rhinos are a widespread species across Dinosaur island, both common and uncommon to see, in a sense. While any one area is likely to see a Dino Rhino living somewhere within, it is highly unlikely to see another Dino Rhino in the nearby vicinity. Dino Rhinos are a highly territorial species, and quite possessive of anything they deem as their own, including their own home realm, and intruders, particularly other Dino Rhinos, should expect a battle of some kind for the "right" to the possession of whatever the stakes are. Most commonly, this means a show of extreme force, something the Dino Rhino obviously excels at.

Although when not feeling challenged for power or dominance in some way, they are placid and even lazy in some ways, a Dino Rhino will still spend leisure time working out and insuring themselves of their own power. In many cases, these workouts lead to a desire to prove their own strength, and many times this is what leads to the battles of power and dominance that plague Dino Rhino-inhabited parts of Dinosaur Island. It seems like the species practically breeds rivalry within its own ranks, and while possessive of what they do have, often the only times a Dino Rhino feels compelled to try and take or fight for something that belongs to someone else is when that someone else is another Dino Rhino. This extends to everything from personal items, to territory, and naturally, to mates.

On the subject of mates, the Dino Rhino are as aggressive and showy as one would expect, in order to attract mates. Shows of force and strength, confident flashes of their body, crude, lewd, and direct statements of attraction or intent...subtlety isn't something the Dino Rhino subscribes to when it comes to courting. They are just as aggressive and lewd as the seem when in the bedroom, and abide by the idea that so long as it feels good, it works out for her. Naturally, they are dominant and powerful lovers, wild beasts in the bedroom once they have secured a mate, something they will ferociously keep and protect, particularly from other Dino Rhinos. Not uncommon is the tale of someone who has found themselves caught as the prize between two dueling Dino Rhinos vying for their affection. Stories persist its possible to find a way to end the fight in neutral, compromising terms, but few have apparently had the bravery to come between the two battling reptiles and find such a way.
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Re: Super Mario MG World

Post by Fanfic Fetishist »

Nice. Glad to see the rest of these brought over. :D
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Re: Super Mario MG World

Post by ShadowKnux372 »

I'm glad somebody does. Here's some more. :^^:


Mini-Rhino
Spoiler: show
Habitat: Dinosaur Island
Diet: Carnivorous
Disposition: Aggressive, Defensive, Possessive


Alongside the territories or Dinosaur Island inhabited by Dino Rhinos, there are likely to be many members of the subspecies known as the Mini-Rhino. True to their name, their appearance is that of Dino Rhinos that haven't grown to quite the same towering size as the gargantuan reptile woman they are related to. They share their same green with gray or blue tints coloring to their skin, their same narrow eyes, the same color of red or magenta shaded hair, a similar, but smaller set of frills and neck spines, small tails, and even possess a manner of musculature that the Dino Rhinos possess, though form-fitted to be more natural to their stature. They naturally lack the bust of their bigger sister species, and usually grow no taller than half the height of the Dino Rhino, usually stopping at four feet tall.

Despite their size compared to the Dino Rhino, Mini-Rhinos have almost equal strength within their petite frames, as many who underestimated them can attest to. Though they have this strength, they tend not to flaunt it like their bigger sibling species, keeping the strength in reserve for when it's necessary. Perhaps it is this limitation on shows of power that have given way to their relationship with the Dino Rhino. Unlike how a Dino Rhino will challenge any other of its species for territorial rights and possessions, Dino Rhinos are quite tolerant of Mini-Rhinos, even treating them like actual siblings, and sharing some of their items with them. As such, the two species get along rather amicably, and don't often fight for possessions.

However, since their size makes them seem less intimidating, and because Dino Rhinos still possess more strength, most Mini-Rhinos are given territorial rights and possessions only at the whims of the Dino Rhinos that "own" the area they reside in, and the Mini-Rhinos have accepted this, rather than getting themselves into a fight with their larger counterparts. With such limited resources, though, the Mini-Rhinos have become somewhat possessive themselves, though their penchant for greediness is more defensive than the Dino Rhino; rather than the "take what you want to have" philosophy of the larger species, Mini-Rhinos seem to abide by a "protect what you have" philosophy. As such, most lashings from a Mini-Rhino come from when they feel something they own is threatened or otherwise about to disappear from their grasp.

Mini-Rhinos are also sometimes know as "Dino-Torches," due to one ability they have that the Dino Rhinos do not, and subsequently the one defensive maneuver that might be keeping them from being forcibly dismissed from Dino Rhino territory: the ability to breath fire. The Mini-Rhino is able to breath rather impressive blasts of flame outward, and use this as their primary defensive mechanism when they feel it's needed. Despite the large amount of breathable fire, Mini-Rhinos rarely feel winded after unleashing such infernos, and seem to be able to keep up the ability for quite some time before needing some rest.

When Mini-Rhinos desire their own possessions without being handed them, they have to be rather covert about it, and this shows itself most often when in pursuit of a mate. Often times, a few Mini-Rhinos will have to work together if they want to secure a mate without the knowledge or consent of the "ruling" Dino Rhino. It's not uncommon for a person to find themselves the prize of an agreement between two or three Mini-Rhinos, who worked together to distract the Dino Rhino, then find and secure said mate for their enjoyment and affections. As one would expect, the Mini-Rhinos are passionate and aggressive lovers that often jump their mates to ride atop them until they have completely exhausted the both of them. Mini-Rhino mates are the one item that have never been successfully taken forcibly from them by Dino Rhinos; it's highly likely that one primary reason for Dino Rhinos allowing Mini-Rhinos relatively free reign in their domain, is because they've seen firsthand what a Mini-Rhino is like when bullied too far.

Sumo Sister
Spoiler: show
Habitat: Castles & Fortresses, Strategic Points, Grasslands and Plains
Diet: Omnivorous
Disposition: Dedicated, Friendly, Confident


Yet another of the various "Sister" species of Koopa that comprise many specialized sections of Koopa Troop defensive and offensive specialists, the Sumo Sister is another of the rarely-used-in-modern-times soldiers of the force, though at least in theory, their creation and purpose made more sense than the initiation of the Boomerang Sister sect. As their name would imply, Sumo Sisters are rather gargantuan; they easily rival the Sledge Sister in their size and height. They share a similar skin tone (though in general, a Sumo Sister often has slightly darker shaded skin), and shell size, and usually color, though most Sumo Sisters stay in the realm of a simple black coloring for their thick, sturdy shell on their back. Interestingly, many a Sumo Sister have a small horn upon their head, usually only just barely poking out above the dark-shaded hair that covers their head. While the size is shared with the Sledge Sister, the Sledge Sister is known for the obvious muscles shown within her large body. Sumo Sisters, however, are more known for the extensive curves...they are very full-bodied women, to say the least.

Their size and mass, and extensively zaftig appearance, lends many to believe they aren't quite as strong as they seem, nor a force to be reckoned with. This is a mistake often made only once when in their presence. Despite their appearance, a Sumo Sister has just as much strength behind her form as a Sledge Sister her size would, except put to more defensive measures, as per the training of their sect; Sumo Sisters were initiated and designed to be almost literal defensive walls at strategic locations, bodyguards to make sure that even through force, nobody would get through to important areas, particularly in areas where Thwomps or Thwimps couldn't be found or utilized for the job. The Sumo Sisters are quite excellent at their job, as well, with few ever able to get past their strength and defensive measures whenever they are put on the job. So powerful are the Sumo Sisters that a well-placed stomp of their powerful legs will make the nearby area tremble from the core of the ground, disorienting opponents. Some even say truly powerful Sumo Sisters can raise columns of fire from the ground with this move...

Sumo Sisters are quite dedicated to the job, and take it very seriously when they actually are given some assignment of guarding that wasn't relegated to another member of the Troop. However, despite their seriousness when "on the clock," the job is just that to them, a job. Once the shift or assignment is over, the near-stoic, serious attitude they take to their duty melts away to a much more friendly atmosphere, no ill will held to those she might have been standoffish to while on-call, and ready to relax and have some fun. They enjoy group gatherings and parties, and make for entertaining party guests often eager to try party games and the like, or otherwise entertain and impress the masses, and make new friends and goof around with the old ones.

They are just as friendly and amiable towards lovers and potential lovers, as one might expect, and are often flirty and chummy when it comes to making advances on someone they find attractive to them. Once properly "seduced," they make for energetic lovers that lean towards either side of the spectrum when it comes to dominance or submissiveness. In control of their strength, dominant positions give them the chance to let loose and be very powerful and exhausting lovers that can squeeze all the lust from their lover. On the submissive side, they themselves revel in the fact that they have several areas of their body that allow a lover to "grab a handful of her," and otherwise have much in the way of "cushions for pushing," so to speak, so they are able to, and perfectly happy with taking the submissive and seeing just how hard their lover can and wants to go at them.

Rex
Spoiler: show
Habitat: Dinosaur Island
Diet: Carnivorous
Disposition: Friendly, Dim, Determined


Another of the reptilian residents of the far-off land of Dinosaur Island, the Rex are a species of dinosaur-women that vary in size more than appearance. Most any Rex species will be covered over most of their body and small tail with dark-blue tinted scales, save for their underbelly areas, where the scale color is a reddish-orange color, in contrast. A small horn appears on their forehead late in their development, as well as a pair of small, leathery wings on their back. Unlike most species with wings, however, the Rex is apparently unable to fly by their own wing-power, and the appendages are thought to simply be a remnant of their past that simply has yet to disappear throughout their evolution. As mentioned, while their general appearance is similar, Rexes have been seen in all manner of sizes and body builds, from child-like forms even after becoming adults, to blossoming early into amazonian builds and towering heights.

Whatever their form, the Rex's personality generally stays in the same area, of being friendly creatures with a penchant for being playful, though most of their games lean towards roughhousing more than anything else. Rather, they don't seem to realize their "games" might be a little more rough than the other person can handle, given not all creatures possess the strength a Rex and other related species might possess; Rexes are known for being a little dim in some aspects, unfortunately. Most say they are more quick on the uptake than a Blargg would be, but the point still stands that a Rex may need to be taught a few times to fully understand the details that a random tackle or suplex are more likely to rouse ire than playful energy.

Despite their playfulness and somewhat dim nature, Rexes are rather hard-workers and steadfast at a task, once they've gained the focus enough to do said task. If a person needs something done that fits a Rexes abilities, and the job must be done somehow, a Rex is a good choice for the job, simply because once they start, the will not stop until the task is done. Rexes are thought to possess incredible immune systems and defense mechanisms, because it has been observed that Rexes will walk through ill weather, terrain, and even ignore outside forces that might attempt to stop her, until her appointed task is well and truly taken care of. They are not invincible, however; it's right after the job has been determined done that any ill effects such as sickness or injury will finally come to appear, all at once, on the Rex.

As one would think, this extends to mating and courtship, as well, and Rexes are determined once they've found an attractive mate, to attract said mate to them and please the both of them once the attraction takes hold. A Rex will ride atop her mate vigorously and playfully, but the event will be rather exhausting, most likely; many a Rex seem to view that a round of sex isn't "done" until they've climaxed two or three times, and thus, exhaustion and a ceasing of frenetic, intimate loving won't stop until their body finally registers that they have indeed reached that set number, allowing her and her likely-spent lover to finally rest. At least until her energy comes back and she feels she needs more...

Spike Top
Spoiler: show
Habitat: Caverns, Caves, Underground Areas
Diet: Omnivorous
Disposition: Playful, Shy, Friendly


Another variation of the Buzzy Beetle species of life, the Spike Top stays true to its name, by possessing a single large spike in the center, likely evolved for defensive measures, perhaps like the Spiny, marring their otherwise smooth shell upon their back, colored a dark blue like most Buzzy Beetle species (though red-shelled variations of the species have been seen before). Like their progenitor species, Spike Tops are a fairly small species of females, with lithely built bodies, short limbs, smooth and rounded features, and even roundly-cut hairstyles clinging to their head, just above a pair of wide, innocent-looking eyes. Like with the others, their digits are slightly curved and pointed, allowing them to easily cling to walls and ceiling amongst their underground habitats, to hide or surprise those who would come into their domain. At times, however, they will perch by sinking their spike into the wall or ceiling, though this has the drawback of making them more susceptible to being a victim of gravity, or having them stuck, should they trip and land on their back at some point, with their spike keeping them tethered to the ground.

Spike Tops, however, are unlike their Buzzy Beetle siblings, in how they initially approach those who have piqued their interest and entered their habitat. While most explorers come into these areas expecting to be accosted by a Buzzy Beetle leaping from somewhere to investigate and socialize with them, finding an area that seems empty, yet hearing a distinct, barely stifled giggle from somewhere nearby, is the telltale sign of having come across a Spike Top. Spike Tops, perhaps because of their different appearance, or perhaps because it's simply how they are, are playfully shy creatures, and their way of initiating interaction is to hide somewhere nearby, and hope they are found. As such, they--most likely on purpose--often end up hiding in places where they would be hard to find....were it not for the spike from their shell giving away their position.

Once found, Spike Tops are a friendly and amiable species, as most Buzzy Beetle breeds are known for, but they are undoubtedly shyer than their sister species, and as such, often spend time much closer to their friends or loved ones, clutching closely for their company while in crowded areas in public. While shy, they aren't cripplingly so, and even as they might hide behind a friend when being introduced to a new acquaintance, they do it with a smile on their face and a giggle in their voice. It's almost like a fun game they have developed to go along with their personality, as even with lovers, they will occasionally hide somewhere and want to be found, or otherwise obscure themselves with a giggle, such as covering their face after a particularly flattering compliment.

Although shy when it comes to the matter of most public interactions, Spike Tops have desires like any other creatures, and find their own ways to clue a lover in to their current needs and desires, typically by a particularly tight cling against their chest, or a special tug of their shirt or clothes. Once clued in to the deed, a private place to commence the deed needs to be found for them, and then the Spike Top can shyly cling to her lover and squirm from the pleasure she feels from them. Alone with their lover, they aren't particularly loud in their cries of pleasure, though still vocal in a way, and still just as prone to playfully covering their face in shyness and happiness from what they're feeling. An interesting note is that, while a from-behind position in sex is rather difficult to manage and would seem counterproductive to properly feeling pleasure, the couples features Spike Tops that have managed have noted that having their spike gripped both for support and keeping the girl steady leads to an exhilarating--and rather kinky--experience.
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Re: Super Mario MG World

Post by Fanfic Fetishist »

I love 'em all, ShadowKnux. :D Sumo Sister is relevant to my interest, as I like bigger girls, and Spike Tops are just too cute.
Check out Pokegirls Epsilon!:
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Re: Super Mario MG World

Post by Link_Bakeneko »

I read some of theses awhile back on MGU and now having read the ones I got to say awesome job ShadowKnux, keep the good work.

P.S the Shy Girl is so cute IMO.
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Re: Super Mario MG World

Post by ShadowKnux372 »

Chargin' Chelsea
Spoiler: show
Habitat: Castles & Fortresses, Grasslands & Plains, Other strategic points
Diet: Omnivorous
Disposition: Competitive, Confident


The Koopa Troop has gone through several interesting and unorthodox types of soldiers and training methods, to be sure. Yet another type of strange special type of soldier are the sect of Koopa Troopas known collectively as "Chargin' Chelsea." Much like most of the Troop's groupings, those under this classification look much like the average Koopa Troopa, with their burly shells covering their back, and their slightly rounded features and short limbs. The differentiating factors for Chargin' Chelseas lie in their increased burliness--possessing a good deal more musculature than average Koopa Troopas or those trained in less physically taxing lines of work--and size, as well as their "uniform." In order to both increase their defenses, as well as being thematically appropriate for the type of training they commit themselves to, Chargin' Chelseas are typically decked out in full-body clothes typically used for games of football.

Although the clothes are suited towards the game of football, the training for Chargin' Chelseas assimilates baseball at times, as well, and the group are known simply for being sports-themed soldiers of the Koopa Troop (also known for being the original; soccer-themed soldiers would later develop in the form of "Koopa Strikers" and any derivatives thereof). Naturally, battles conducted with them are taken seriously and treated as a competition between their side and the enemies side, the Chargin' Chelseas using mixtures of brute force--from which the "Chargin'" part of their names is derived--and other tactics, a popular one being to stand in formation so that a foe approaching from the front assumes they only have one foe, when really, three soldiers wait to spread out and attack.

Being sports-centric in training and battle, the Chargin' Chelseas are known for confidence to the point of bragging, and highly competitive streaks and penchant for making games where no other games can be found. If they cannot sate themselves with physical competitions against another, they will take to other games or bets, gambling with games of chance or otherwise turning normal tasks into competitions with bets placed for the victor of these games, of which they are constantly sure they are going to be. Although less-than-graceful in defeat, they do capitulate to the victor and grant them the spoils, but this only motivates them further towards besting those who have beat them later, friend or foe.

As one would expect, during personal time, they like to turn charming and mating into a game of sorts, as well. It's quite a common story for those involved with a Chargin' Chelsea to learn that their relationship was born of a bet made between two soldiers on whether or not they could attract them, usually within a certain period of time, though most Chargin' Chelseas admit that the bet eventually became the secondary motivation. Once involved with someone, sex with a Chargin' Chelsea is a vigorous affair, and, although for the most part they are only playful bets or goals, they will often place some sort of stipulation or such to the endeavor, such as making the other climax first, or reaching a certain number of climaxes before the end of the session. Whatever the goal, in the end, both parties "win."
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