Super Smash Quest² is an IRC (Internet Relay Chat) role-playing game. In it, players commonly take the role of adventurers exploring an unknown world (based on many video game franchises), attempting to make sense of its many mysteries. It is hosted on irc.sorcery.net:6667 #supersmashrpg and can be accessed with any IRC client.
Super Smash Brothers ; Super Smash Quest ; Metal_Man88 ; RPG ; IRC ; Sorcerynet ; roleplaying ; RPing ; surreal ; Mario ; Sonic ; MUD ; Super Smash Brothers: Melee ; Super Smash Brothers: Brawl ; SSB ; SSB:M ; SSBM ; SSB:B ; SSBB ; SSQ² ; combat ; adventure ; Exalted ; dice ; roleplay

Super Smash Quest² - Characters

Digifanatic


Key Stats
HP238
Exp15
Coins161
Athletics3
Defense5
Diplomacy3
Initiative3
Intelligence4
Melee5
Search3
Technology6
Will4

Appearance

Real name: Ian Hoffman
(often referred to by above nickname, especially "Digi" for short, but usage of "Ian" has been more liberal around newer Questers)

-Human male, about 28 years old, six foot flat and about 170 pounds
-tends to wear a lot of casual clothes. One might not be able to tell he was a Quester if seen alone simply due to his "normal" appearance (typical lack of weapons, human form, and so on).

History

Ian originally grew up in the Northeast United States and became fascinated with modern technology, especially computers, at a young age, about during his grade school years. One day while he and a classmate were working on a school project, his family's computer started acting bizarrely, the fringe effects of a virus named Diablomon (dub name Diaboromon), a malicious Digimon. Trying to cure their own situation, the two stumbled upon the fight between the virus and the eventual winner, Omegamon (Omnimon) (see: animated short "Our War Game"). Here his interest in Digimon took off and the two often held ambitions of wanting to have partners of his own, Ian to a much more drastic extent. Another friend who was aware of this interest jokingly referred to him as a fanatic; he attached the prefix himself to make a nickname out of it, one that has mostly stuck as in inside reference among his fellow Questers, past and present.

At age 12, he was granted a Digivice that should have commenced a tour of duty in the Digital World. However, he declined entering the realm immediately knowing his family would be concerned if he vanished into the portal without warning them of the task at hand. At home later that night, an anonymous third party representative from the SSQ1 planet discovered his situation and convinced him that Questerhood would be a more fulfilling option, especially upon the discovery that many of those on the SSQ1 planet were fictitious characters in video games that Ian and his peers were aware of at the time. This factor, combined with Ian's young age, naivete, and overall interest in this other planet turned him away from duty in the Digital World he would have otherwise assisted in.

His first tenure was very rough; it is not sure whether or not he resigned or was discharged due to his behavior. He returned to his Earth to find out all crises in the Digital World were ridden. (He hasn't found the digital partner he could have had but doesn't consider it a significant concern at this point in his life.) He later spent a few years trying to forget about his tumultous past and look at a peaceful future.

Years later, his fortunes changed. After shifts of power and lapses of time, he had become considered to rejoin the Questers at around the age of 16, granted a second chance by the new Quester leader, Metal Man. Despite being concerned as to whether or not others would accept his return, he returned to the organization, with much long-term success. He hung around through most of the rest of SSQ1, despite periods of dormancy which led up to his mid-20s years.

Nowadays, he is not controversially immature Quester he used to be. Often taking his outgoing, fighting spirit through the known territories of the SSQ^2 planet hoping that he and his fellow fighters can continue the success they've had before. However, he definately doesn't take bonehead actions as a positive answer. When just hanging around, he's talkative, but in an optimistic light, usually speaking to answer questions, helping other Questers, or on other occasions, talking about his past life.

Capabilities
ItemsMoves
Weapon:

Digivice: If you've seen the second season of the Digimon anime, then you'll know what this looks like. It's the egg-shaped model with a stripe of maroon trim across one of the ends. It almost looks like a cell phone with only a few buttons.

He also used to have a few ice-based guns but lost them after donating them to Carrington Institute for weapons research and never getting them back after CI's continent vanished off the SSQ^2 planet.

~~~

Regular items:

Often changes; usually healing items of some form and occasionally other stuff. Currently although subject to change and may not be immediately reflected here:

Mushroom x2 (+30 HP)


Fire Punch: a long standing move with great speed. Only midpowered, but a good move to rely on.
(Melee or Will) * 5 damage, Melee + 2 accuracy, 2 rate.

Icy Kick: the conceptual opposite of Fire Punch; weaker but can be used more often.
(Melee or Will) * 3 damage, Melee + 1 acc, 3 rate, one charge multiplies damage by 2.5x (round down), two charges multiply by 4x

Golf Club Ram: Always a sports enthusiast, this involves a battering-ram motion often to the midsection of his target.
Melee * 8 damage, Melee + 1 acc, 1 rate, high knockback.

Aerial Takedown: a high leap followed by a tackle-like finish. High risk, high reward manuever; as such, not used very often.
Melee * 10 damage, Melee acc, 1 rate, fatigue to enemy, triple jump.

~~~

Weapon move:

Light Ray: one last showcase of raw elemental variety, a potent beam of light energy is fired at a target. Weak for accuracy but pretty good elsewhere.
15 damage, Will acc, 3 rate.

~~~

In addition, Digi also has a few interesting traits, such as:

Elemental Will: always very good with manipulating elements; he can add, remove, or replace an element to his attacks 3X/session.

Barriers: Can activate barriers for allies which stand up against one direct hit, regardless of damage. Allies can move with it and attack through it without harm. 5X/session, can't be used on self.

Cure Spell: +30 HP, 10 charges per session