Happy Heart ~ BP: 2
50% of the time, at the beginning of the wearer's Phase of each turn, the wearer is healed by 1 HP.
Wearing more than one copy runs the calculation again for each copy worn, potentially restoring more than 1 HP.
Happy Flower ~ BP: 2
50% of the time, at the beginning of the wearer's Phase of each turn, the wearer restores 1 VP.
Wearing more than one copy runs the calculation again for each copy worn, potentially restoring more than 1 VP.
Happy Star ~ BP: 2
50% of the time, at the beginning of the wearer's Phase of each turn, the wearer restores 1 MP.
Wearing more than one copy runs the calculation again for each copy worn, potentially restoring more than 1 MP.
Happy Moon ~ BP: 3
50% of the time, at the beginning of the wearer's Phase of each turn, restores a random stat (HP, VP, or MP) by 1.
Wearing more than one copy runs the calculation again for each copy worn.
Lazy Heart ~ BP: 2
Whenever the wearer uses the Do Nothing command, they are healed by 1 HP.
Wearing more than one copy makes Do Nothing heal HP equal to the number of copies worn.
Lazy Flower ~ BP: 2
Whenever the wearer uses the Do Nothing command, they recover 1 VP.
Wearing more than one copy makes Do Nothing restore VP equal to the number of copies worn.
Lazy Star ~ BP: 2
Whenever the wearer uses the Do Nothing command, they recover 1 MP.
Wearing more than one copy makes Do Nothing restore MP equal to the number of copies worn.
Lazy Moon ~ BP: 3
Whenever the wearer uses the Do Nothing command, they recover 1 point in a random stat (HP, VP, or MP.)
Wearing more than one copy runs the calculation again for each copy worn.
Hardy Heart ~ BP: 9
Whenever the wearer uses the Defend command, they are healed by 1 HP.
Wearing more than one copy makes Defend heal HP equal to the number of copies worn.
Hardy Flower ~ BP: 9
Whenever the wearer uses the Defend command, they recover 1 VP.
Wearing more than one copy makes Defend restore VP equal to the number of copies worn.
Hardy Star ~ BP: 9
Whenever the wearer uses the Defend command, they recover 1 MP.
Wearing more than one copy makes Defend restore MP equal to the number of copies worn.
Hardy Moon ~ BP: 10
Whenever the wearer uses the Defend command, they recover 1 point in a random stat (HP, VP, or MP.)
Wearing more than one copy runs the calculation again for each copy worn.
Pity Flower ~ BP: 3
Whenever the wearer is damaged by an attack, there is a 50% chance that the wearer will recover 1 VP.
Wearing more than one copy runs the calculation again for each copy worn, potentially restoring more than 1 VP.
Pity Star ~ BP: 3
Whenever the wearer is damaged by an attack, there is a 50% chance that the wearer will recover 1 MP.
Wearing more than one copy runs the calculation again for each copy worn, potentially restoring more than 1 MP.
HP Drain ~ BP: 3
The wearer's attacks all deal 1 less damage but heal the user by 1 HP when used.
Wearing more than one copy reduces power by the number of copies worn but heals the same number of HP.
VP Drain ~ BP: 3
The wearer's attacks all deal 1 less damage but restore 1 VP when used. Full VP cost must be present before attack.
Wearing more than one copy reduces power by the number of copies worn but restores the same number of VP.
MP Drain ~ BP: 3
The wearer's attacks all deal 1 less damage but restore 1 MP when used. Full MP cost must be present before attack.
Wearing more than one copy reduces power by the number of copies worn but restores the same number of MP.
Triumph Buzz ~ BP: 3
The wearer automatically heals 3 HP at the end of a successful battle.
Wearing more than one copy makes winning battles heal 3 HP times the number of copies worn.
Victory Buzz ~ BP: 3
The wearer automatically recovers 3 VP at the end of a successful battle.
Wearing more than one copy makes winning battles restore 3 VP times the number of copies worn.
Glory Buzz ~ BP: 3
The wearer automatically recovers 3 MP at the end of a successful battle.
Wearing more than one copy makes winning battles restore 3 MP times the number of copies worn.
Vigor Saver ~ BP: 6
All VP-fueled attacks used by the wearer cost 1 less VP than usual. Costs cannot fall below 1.
Wearing more than one copy reduces VP costs by the number of copies worn.
Aura Saver ~ BP: 6
All MP-fueled attacks used by the wearer cost 1 less MP than usual. Costs cannot fall below 1.
Wearing more than one copy reduces MP costs by the number of copies worn.
Hedonism ~ BP: 5
Items that restore HP, VP, and/or MP will heal the user by 1 more point of these than usual.
E.g., a Mushroom will heal 6 HP instead of 5, but won't heal VP or MP, while a Honey Shroom will heal 6 HP and 6 VP.
Wearing more than one copy increases healing item potency by a number of points equal to the number of copies worn.
Jam Buds ~ BP: 2
When the wearer uses a Jammin' Jelly, VP is restored to the target's entire team.
Power Nap ~ BP: 1
While Asleep, the wearer heals 1 HP at the beginning of their Phase of each turn.
Wearing more than one copy will restore HP equal to the number of copies worn.
Just Chillin' ~ BP: 1
While Frozen, the wearer recovers 1 VP at the beginning of their Phase of each turn.
Wearing more than one copy will restore VP equal to the number of copies worn.
Magic Dragon ~ BP: 1
While high, the wearer recovers 1 MP at the beginning of their Phase of each turn.
Wearing more than one copy will restore MP equal to the number of copies worn.
Green Thumb ~ BP: 2
When the wearer is Seeded, the seeder is hurt and the wearer healed instead of vice versa.
Hurt Comfort ~ BP: 3
When the wearer would be hurt by Poisoning, a Burn, or alcohol poisoning, the wearer is instead healed by that much HP.
Life Insurance ~ BP: 5
While dead, the wearer will recover 1 VP and 1 MP at the beginning of their Phase of each turn.
Wearing more than one copy will recover VP and MP equal to the number of copies worn.
1-Upsmanship ~ BP: 21
If the wearer is dead and an opponent of the wearer gets revived, the wearer is automatically revived to the same number of HP.
If two copies are worn, then if a foe's revival heals VP and/or MP as well, then the wearer also recovers those points.
Petard Hoist ~ BP: 25
When the wearer receives Instant Death, the wearer is instead healed to full HP.
If two copies are worn, Instant Death will also fully restore either VP or MP (wearer's choice when putting the badge on).
If three copies are worn, Instant Death will fully restore the wearer's HP, VP, and MP instead of killing.
Made of Love ~ BP: 10
When the wearer fuses with someone, the fusion heals 1 HP at the beginning of its Phase of every turn.
Wearing more than one copy will restore HP equal to the number of copies worn.
Made of Honor ~ BP: 10
When the wearer fuses with someone, the fusion recovers 1 VP at the beginning of its Phase of every turn.
Wearing more than one copy will restore VP equal to the number of copies worn.
Made of Magic ~ BP: 10
When the wearer fuses with someone, the fusion recovers 1 MP at the beginning of its Phase of every turn.
Wearing more than one copy will restore MP equal to the number of copies worn.
Clingy ~ BP: 20
At the moment when the wearer fuses with someone, the fusion is healed to full HP.
However, when the fusion unfuses, the wearer (but not the other fuser[s]) receives Instant Death.
If two copies are worn, the fusion's VP and MP are fully healed too, but the wearer also takes 100 [X] damage when unfusing.