Gaiden - System

Table of Contents

  1. Introduction
  2. Creation
  3. Charsheet
  4. Skills
  5. Quirks
  6. Weapons
  7. Armor
  8. Items
  9. Equipment
  10. Attacks
  11. Spells
  12. Combat
  13. Vehicles
  14. Appendix I: History
  15. Appendix II: World Destroying Spells
  16. Changelog

Introduction

This is the character system for SSQ: Orionis. SSQ Orionis is about a planet where a being named Soleil has created a new fighting stadium. This stadium is not like the original one; it is intended to be there primarily for entertainment and exploration of other worlds as well as past parts of SSQ. The Time Questers, honored guests of this world, seek to discover the meaning behind these simulations... and also to simply do something other than have to save the world every fifteen seconds.

SSQ Orionis is a 'continuation' mostly in name only, as you generally won't see the main plots of past SSQ recreated other than in simulacrum. However, the past still exists, and sometimes pieces of it that were lost (especially from late SSQ 1) come floating up, as if unearthed after many, many years...

Side note: The GM who maintains this page has not yet made a separate tab for this game, so you may be seeing this inside of Gaiden's site. That is normal, do not be alarmed.

Creating a Character

Step 1: The Charsheet

First, open a new tab in your browser and go to charsheet. NOTE: To be updated, possibly inlined into this sheet, with the proper styling of the current SSQ rather than trapped in Revolution styling. If that made no sense to you, feel free to ignore this note.

Step 2: Assigning Stats

It's rather simple. You take 300 points (or more based on what EXP you earned before, if you're a returning player), and put them into the attributes based on how you want to allocate them. Utilize the form to place the stats. All the math is done for you. Just watch the "Current EXP Usage" until it hits 300. Then you're good. Review with the GM and copy/paste the bottom part into a text editor and save it for later.

Step 3: Obtaining Weapons

Weapons are ad hoc objects the GM assigns to you. Describe your character to the GM and they'll give you one-two weapons to start. If you have a pre-existing character, you'll obtain the weapons that you already have converted to the new system. These weapons can be optionally used to boost power of Normal and Special attacks.

Step 4: Obtaining Armor

Armor is also an ad hoc object assigned to you. Describe what you are likely to have, then the GM will give you the proper stats for your armor. If you have an old character, you will get any old armor items too. Just remember everything is subject to balancing, so if a past system gave you something ridiculous... don't expect to have it here too. (It'll just be 3/4 of the way it used to be rather than overpowered.)

Step 5: Obtaining Skills

You may spend up to (Your Allocation Points) on Skills. Pick from the list below in Skills and choose as many points as you want in them.

Step 6: Obtaining Quirk(s) (OPTIONAL)

If you want a Quirk or two, ask the GM while making your sheet, and describe what you need. The GM will create something that, for each quirk, has a Pro and a Con and thus will reshape the way you play the game. Record them on your sheet. (See Quirks for details.)

Step 7: Creating Attacks

You may either create attacks on your own, or ask the GM to help you. When creating attacks, follow the instructions below in the Attacks section. Note that it's based on how much Versatility you have. Also note that it's usually best to specialize in Magic or Technology rather than try to do both, at least at first. When you have more points, it's easier to use Magitek style attacks. Finally, note that you can more easily build up Normal than you can Magic or Tech on your sheet. This is because unlike Normal, Magic and Tech have neat little powers that make them harder to build up otherwise.

Step 8: Magic (OPTIONAL)

If you have Magic, you may spend your Allocation points learning various spells. These spells will then be available to take with you on sessions and cast, using your Magic stat.

Step 9: Leveling Up

As you go in your travels, you will acquire more points. These points can then also be dumped directly into your stats. Re-calculate the resulting stat where appropriate. So if you get 10 points and place them into Agility, then you have 40 points. Multiply that by *.1, get 4. Then add 2 to it. Your new resulting agility is 6.

Charsheet

Description of Stats

The system now uses a d100 (100-sided die) for most rolls. Everyone has a series of stats that generally go 0 through 200. Points are assigned to the stat; you are given a set amount of points to start, and slowly gain more points to invest in the stats as you play. To calculate the effect of those stats you've built up, all you have to do is multiply the points in a stat by the modifier, to get the final resulting stat. How that stat is used is then going to be described after the charsheet below.

Charsheet

Durability
->Health: 0-200 -> *10 -> 0-2000
->Flux: 0-200 -> 0-200

Ability
->Agility: 0-200 -> *.1, then +2 -> 2-22
->Versatility: 0-200 -> + 100 -> 100-300

Offense
->Magic: 0-200 -> 0-200
->Tech: 0-200 -> 0-200

Defense
->Dodge: 0-200 -> *.25 -> 0-50
->React: 0-200 -> *.70 -> 0-140

Skills
->Insert Skill Name Here: 0-20 -> +(Insert Skill's related Attribute (AGI, VERS, ATK) name here) -> 0-220
->Yes you can have: 0-20 -> +(AGI, VERS, ATK) -> 0-220
->Many Skills: 0-20 -> +(AGI, VERS, ATK) -> 0-220

Weapons
->Insert Weapon Here
---->Format
---->Attributes
---->Of
---->Weapon like this

Armor
->Insert Armor Here
---->Same
---->Attribute
---->Formatting
---->Here

Attacks
->Attack Name here
-->Insert Type here (Normal or Special?)
-->0-100%ACC, 0-100% DMG
-->Weapon Name Here (If it uses a weapon)
-->Range here (Short, Mid, or Long? Remember to apply penalties for it being more than short range)
---->Resulting Accuracy (to be used in the aXX part of the aXXdXX diceroll) ACC, Resulting DMG (the final number used to subtract from the health of people who are hit by it) DMG

Equipment
->Slot 1
-->Insert Equipment Name Here (Insert quality of Equipment here, e.g. Fancy Equipment, Mundane Equipment, etc)
---->The Description of the Equipment/what it does goes here
->Slot 2
-->You can use all of these slots (Insert Quality of Equipment here)
---->So don't think you only have the one slot
->Slot 3
->Slot 4
->Slot 5

Durability

These stats control how long your character can take punishment.

Ability

These stats control your flexibility in reacting to situations.

Attack

These stats control your ability to damage and destroy your enemies.

Defense

These stats control your ability to avoid damage.

Dice Rolls

All rolls are d100, aka 100-sided dice, aka percentile dice. Essentially each roll is split between the aggressor and the defender. The person attacking wants a high roll; they get the high part of the dice. The defender wants a low roll; they get the low part of the dice.

Let's say there are two characters, Attacker and Defender. Attacker has an attack with 40 accuracy, and Defender is trying to dodge and has 20 for their dodge. In that case, the attacker types a40d20, and the automatic script calculates the odds of the attack succeeding. In this case, that would be 100 - (100/((Defense/Attack)+1)) or 100 - (100/((20/40)+1)) or 100 - (100/(.5 + 1)) or 100 - (100/1.5) or 100 - 33 or ultimately 66%. Thus, the dice results go as follows:

100-33: Attacker hits Defender.
33-1: Defender dodges the attack.

Now let's do another example. The Attacker has 20 accuracy, and Defender has 40 dodge. In that case, it looks like this: 100 - (100/((40/20)+1)) or 100 - (100/(2 + 1)) or 100 - (100/3) or 100 - 33 or 66. (Rounding is obviously going on, in these cases.) Thus the rolls look like this:

100-67: Attacker hits Defender
66-1: Defender dodges the attack.

As you might expect, the higher dodge is more likely to succeed.

Now we have an interesting case. The attacker has 60 Accuracy and the Defender has 50 dodge. So what happens? 100 - (100/((50/60)+1) or 100 - (100/(.83+1)) or 100 - (100/1.83) or 100 - 55 or ultimately 45% chance of success for the attacker. 100-56: Attacker hits Defender.
55-1: Defender dodges the attack.

Now if this is all rather hard to calculate, don't worry. The GM and the GM's dice do all of the fancy percentile effects. All you have to worry about is knowing the numbers for attack and defense before each roll, so as to keep combat rolling.

That's all there is to it; every major interaction in this game works like this. The rest are explained whenever they come up.

Skills

Skills represent little niche abilities that you have as a character. You can use them to get out of certain situations faster than if you didn't have them, or approach things from a different angle than the usual 'smash it to pieces' one.

Each skill point you allocate costs 2 Allocation points. So 5 in a skill means you used up 10 Allocation points, and 10 in a skill means 20 allocation points, etc.

Skill rolls use the stat as noted in the list as the base (so if you have 50 Agility, the roll starts with 50 for your roll), then you add your skill ranks onto it. (So if you have 20 Sneak, your Sneak roll is now 70.) The things you are trying to defeat have set amounts of difficulty, which act as the 'defense' you must break.

Skills will always be lower in priority than plot continuity, so don't expect to be able to just spam a few skills to deal with every problem. They are meant to add options, not end the non-combat part of the session in 10 seconds. The final note is, you have to still supply a reasonable explanation with your usage of the skill. So don't go, "I use Acrobatics to solve the math equation" -- it will fail. With that in mind, here's the list:

Quirks

Quirks are entirely optional. There isn't anything to do here if you don't have any interest in them. But if you do, read on...

Quirks help make things different. In a normal game with entirely normal characters, you can technically tune out most of everything other than just stomping the enemies, doing the quests and otherwise aiding beneficial NPCs. Maybe you want to be a bit of a pacifist though? Well you can just roleplay that out. But the system doesn't provide a lot out of the box for that sort of character, now does it? Well, most people don't play that kind of character.

But in case that's your goal, the quirks let you do certain things. A Pacificistic Quirk, for example, would grant benefits to your Flux point recovery and also increase your EXP whenever things end in a way where loss of life is prevented. Now if that were just implemented by itself, it'd just be a flat benefit, so there has to be a 'con' to go with the 'pro'. In this case, it'd be the Pacifist having lower attack effectiveness--10% less damage and less accuracy when it comes to attacks that deal damage. So it acts as a challenge to force you to try harder to get your reward.

Every Quirk is entirely optional and if you find it too hard you can have them removed in between sessions, but when you have them, well, it can make life more interesting. If you want a Quirk, specify it during character creation or during an inactive time in the room when the GM is around. Maybe something interesting can result?

In the future, a table of some general purpose quirks shall be here, because what's the point if nobody has any guidance on how to make one?

Weapons

Weapons are an old classic. Everybody has them. Except martial arts masters. But even then, their techniques tend to make their body a weapon instead. So... what is a weapon?

It's just a collection of stats. The stats of the weapon boost your attacks. The only restriction is you have to make the attack and the weapon make sense. So if your weapon is a gun, you can't expect it to work very well with a healing technique: most people die when hit by bullets, after all. Weapons have specific stats that are assigned by the GM. In general, you don't have to think about much except for what it does.

Here is an example:

Baseball Bat
+5 accuracy
+15 damage
Special Effect: Attack rolls that hit 100-91 in accuracy deal an additional 15 damage.

Here's another example:

Sniper Rifle
+25 accuracy
+5 damage
Special Effect: Every additional agility point expended on aiming increases the damage by 5, up to +25 damage.

When you use these with an attack, they add their accuracy and their damage to your attack. The Special Effect only triggers if the condition is met.

The only other thing to consider is that when you equip a weapon, you have it on your person, ready to use. Weapons that aren't equipped can't be used, and you have to spend 1 AGI to take out a weapon you don't actively have equipped and put away the one you currently have equipped. You can have up to two weapons out at any given time.

Now let's say you've had your weapon a while, and it's not doing the job anymore. Then you use some upgrades. Upgrades are modules that make the weapon better. Each upgrade adds +1 to the weapon. So a Baseball Bat with an accuracy upgrade becomes +1 better. Here's some of the upgrades you can get:

This is only the sample list. You can find more upgrades than this, even collect them; many are limited in quantity and are hard to copy. You can mix and match your upgrades, but you can only ever have up to +10 of upgrades on any single weapon. If your weapon still isn't good enough even with all of those, you should probably go about getting a new one, after all. The main important thing to know is that upgrades can be installed without paying coins or anything; you can also pry them off of enemy weapons you find on the ground. It's up to you, in the end, what you'll make your weapon capable of.


Armor

Armor is never something that gets mentioned much, unless you're Xavier. Most people have other ideas than just wearing a bunch of medieval armor to block attacks. But of course there's more than just that... but it's still limited what it can do. On the flip side, there's always some force fields you can wield... if you have enough power to power them with.

All characters have an armor slot. The armor you wear uses this slot. If the armor is heavier, it'll decrease some stats elsewhere and/or reduce AGI, depending in what way it is heavy.

Armor comes in many shapes and sizes and is generally custom to each character.

Additions are before the modifiers. So +10 block means before the .45 multiplication to get the final result for what's on your roll.

Like equipment, Armor tends to be rather freeform. Here are some examples of armor:

Keep in mind what you have will vary. These are just examples. Upgrading armor is also simple: you pay money and the +s and -s increase and decrease, respectively. You can also alter the entire purpose of the armor; such is handled in a freeform manner, but the more huge the changes, the more coins you pay.

Items

As we all know, the world of SSQ is loaded with items. What we don't know is how to use them. So how do we use these items? Well it's simple.

Healing
Able JuiceMmm... Tastes like apple juice!Cures all bad status effects on one ally.300
Eggman SandwichA delicacy imported from Alsa.Still half of your max HP.250
Ivantek Magic VialIvan Robotnik's magic-giving energy will make you cast all kinds of things. Reduces casting time by 1 for all spells you cast for 1 round (although 1 is still the minimum AGI)500
Ivantek Recovery VialIvan Robotnik's patented super-healing vial technology will make you feel better!Heals all of your HP.700
Attack
BumperAn Smash favorite that really bounces people around.Hurl to instantly knock the opponent 50 feet away, should it hit. Use your Normal or Tech stat to aim.300
Elemental CubeOak's elemental energy cubes are still useful even now.Throw for a guaranteed 40 damage of the element of your choice, should it hit. Use your Magic stat to aim. (Ignores React/etc)400
Fire ExtinguisherThis safe item puts out fires or deals damage.35 ice damage if it hits. Uses Tech to aim. 5 charges.500
Poison MushroomThis mushroom has gone bad...30 damage to an enemy and if you get 50% or higher on the roll, causes Corrode Status effect.300
Buff
Crescent FruitAn uninviting, fuzzy, grey, tart fruit. It's surprisingly sweet too.Increases all rolls by +20, but reduces dodge and react by half and adds 1 AGI use to all attacks.500
Fury Materia Makes you as angry as the ancient Quester, Kinnin.Doubles the rate you can attack (half AGI cost for each attack, 1 minimum AGI use though) but also causes a 50% chance each attack that you end up randomly attacking whoever is near you with one of your Normal attacks as well!800
Metal Cola The official soda of Xavier Ridgecrest, invented years before those wannabes in Team Fortress made theirs.This cola warps reality, causing each of your attacks to occur d3-1 times, while dealing 10 damage to you every time you hit the enemy with them.400
Super SneakersSonic's trademark speed-up sneakers, contained inside the classic monitor they are usually found inside.Adds +15 to your dodge (Note: 25 is the hard cap for how high dodge can be) and puts you first in the order lineup, but they only last 1 round now. Can still make you really fast out of battle too.700
Tools
Air TankAn old, inexplicably persistent Quester item, often used in the weirdest of places.Gives an hour's worth of air. Can also be used to cause explosions and propel things, if you have good enough Tech stat.300
C-4Despite the advent of better door materials than steel, this is still a popular demolition device.Blow up enemies and doors alike with this--causes huge amounts of damage to anyone exposed to it. Specifically, everything within about 300 feet of it is threatened by a whopping 300 damage--that includes friend and foe alike. Note that it can be disarmed relatively easily by people unplugging the detonator, so don't try it on personnell if you want to have a reasonable success chance.600
Cell PhoneOriginal Questers never really 'got' normal cell phones, possibly because they began Questing long before cell phones were ubuiqitous.Allows you to call up the store from anywhere and buy up to 5 items, which are all warped to you instantly.250
Duct TapeIt's the handy-dandy fix-all that everybody knows and loves!Fix a broken item or add another use to a limited-use item, or fix equipment. Note that if the equipment in question is legendarily powerful or does something super-powerful, it can only add 1 use to it. 5 uses.300
EMP GrenadeAn old Quester standby, used to turn off enemy robots and disrupt enemy machines in general.Disables all electronic devices for one round when used.700
SmokebombYou, too can be a ninja, with these patented smoke capsules!Escape from bad situations, or use as a smokescreen to enter bad situations.300
Wilt ShroomAn ancient, wilted mushroom, that is gray in color.Perfect for chucking at cars on the freeway. Or... maybe something more. Who knows what these things have been planning all this time?5

Equipment

An optional section. Contains the following types of Equipment: Time Devices, Crystals, and Other Important Things.

Time Devices: Contain Time Energy. Can be used a certain amount (depends on the device.) Warps people from one time/space to another. You can only have one equipped at a time.

Crystals: Come in themes, of Order, Chaos, Light, Dark, or if Erastian, even more complex ones. Stacking them up can cause energy cascades and explosions. They can also be used to warp reality and are the currency of Magitek as well as utilized by other forces than just the Solarians.

Other Important Things: Equipment that has a long legacy in SSQ. Smash Dexes, Schnelltott, Vendetta, things like that. They are well known and legendary, and have become such that sometimes, they seem to replicate or return even after being lost. Beware though, they are so well known, others may come to try and take them from you if you have them.

Attacks

There are two kinds of attacks. You get Normal attacks, which are faster-paced, normal attacks that don't require any special focus or concentration to wield. And you get Special attacks, which are the classic special moves you're more used to.

Allocating Attacks

Your Allocation Points (Versatility + 100) are what attacks cost to have. You should leave some left over for skills and other goodies. Normal attacks cost 10 Allocation Points, and Special attacks cost 20 Allocation points. You may allocate some or all of your points, and you may revisit and re-allocate your points as you choose. Just that in each session, you may only have up to your Allocation Points' maximum in allocated moves, so keep that in mind.

Normal Attacks

These attacks are simpler. There are only a few decisions to make:

  1. How much focus on damage and how much focus on attack? You can allocate out of 100 between damage and accuracy.
  2. Since the Normal Stat mostly consumed space, instead of it, we now use whichever is higher on your character: Tech or Magic. This stat then functions as your 'Normal' stat.
  3. Once you've decided, say, for example, 20 on damage and 80 on accuracy, then to determine how much your attack deals / what the roll is, multiply that by your Normal stat, then divide by one hundred. So if you have a Normal stat of 50, then this move's damage is 20 * 50 / 100, or 2 * 5, thus 10 damage. And accuracy is 80 * 50 / 100, or 40.
  4. Then you may decide whether or not to use a weapon with the normal attack. If you use a weapon, pick a weapon that will be set to be the one that works with this attack. If you don't, then you allocate +10 to damage or accuracy as it is unarmed.
  5. Then you pick a range. Close range means it can only hit people adjacent to you. Mid-range means it can hit people further away but you have to subtract 5 from damage. Long-range means you must subtract an additional 10 from damage and 10 from accuracy. Note that you cannot have negative damage or accuracy, so if that results from the range you wish, adjust the allocation of accuracy/damage and try again. Also if the attack is unarmed, keep in mind that the attack will move you to the distance you've picked--and if that happens to be over a pit or blocked by something... well, tough luck. You'll always have to move that distance when using that unarmed Normal attack.
  6. Finally you can pick how many targets it hits. Note that, this overrides any other concept of target, e.g. unless otherwise stated, you only can hit one target at a time, even if two foes are standing right up in your face. One target: you can keep your attack as it is. Two targets: Damage is halved between two targets when you swing at two of them. Three or more targets: Damage is split between all three targets when you swing at all of them, and you take a -5 to accuracy when you do that.
  7. Then you're done. The attack uses 1 AGI no matter what you pick.

You can spam these Normal attacks continuously; so don't fret if they're relatively low on damage. On the flip side you can choose to up the damage, but then you'll have less accuracy... do you feel lucky enough to hit in those circumstances?

Special Attacks

First off, what's the same: you still allocate 100 percent between ACC and DMG. So you know, you pick things like 30% ACC and 70% DMG, or yes, even 100% ACC and 0% DMG if you wish. But what stat you use for the next calculation changes. You may also choose to make self-buffs. In that case, they use no accuracy and no damage; they only buff. Those get +1 module to play with.

These attacks require a crucial decision: do you use Magic or Tech? Each has a separate set of abilities to it. Combining both is also possible, if you wish to do the complex math of adding both your stats together, then halving them, but if that's too scary to you... it's best you don't do it. (Additionally, when combining the two, the abilities linked to each ability only use the half of your stat that applies to them--so again, rather complex.)

There's three types of modules: Normal, Tech, and Magic. Normal modules can be used by either Magic or Tech attacks. Only Magic attacks can use Magic modules. Tech Attacks can use Tech modules. Magitek attacks can use either. The minimum Special attack uses at least two modules, thus costing 2 AGI to use. You can make the AGI as high as you want, but beware: too much AGI and you need to wait multiple turns just to use the thing once.

You may stack modules as much as you want, as a result. Just that you won't have the time to do it if it gets too big.

Normal Modules
NameDescription
AccurateAdds (Main Stat)/2 to the attack's accuracy.
Multi-HitsAttack can potentially hit again. If you roll in the top 50% of your success range, deal another hit's worth of damage. (Subsequent uses of this stack, so 60% or higher -> deal another hit, 70% or higher -> another hit, 80% or higher -> another hit, and if you absolutely are crazy and add yet another one, the final allowable added hit would be at 90% or higher.)
DamageAdds (Main Stat)/2 to the attack's damage.
ChargeYou can use 1 AGI to add Main Stat to the attack's damage or subtract (Main Stat)/4 from the attack's damage and gain Main Stat to the attack's accuracy.
WeaponAttack can make use of a weapon to boost its power. You may stack these, but only the highest weapon attributes are taken; E.G. if you combine a +5 ACC +10 DMG weapon and a +22 ACC +4 DMG weapon, you will get +22 ACC and +10 DMG, not +27 ACC and +14 DMG. Remember you must take this module once for every weapon that can be used in the attack. Also if you don't use the weapon(s) you're allowed to use with the attack, you get the AGI back.
Status EffectIf you roll in the top 50% of your success range, the effect of your choice from the contained chart occurs and lasts for (Main Stat)/20 rounds.
NameEffect
GrabPrevents the enemy from dodging and forces them to react. Can throw enemy away for more damage/effects. Enemy may escape if you don't do so immediately.
CorrodeEnemy takes (Main Stat)/20 * (100 - Their Roll) damage if they move during their turn.
StunEnemy dodge is reduced by 25%.
RangeAttack hits one range increment further than it would normally. (Attacks start with hitting only close range.)
TeamupMove's effectiveness increased by 50% when teamed up with someone else.
TargetMove can hit one more target. Damage and effects are split between the targets, but you roll a full-accuracy roll for each target.
FocusAll attacks become (Main Stat)/4 more accurate for (Main Stat)/25 rounds.
FlexAll attacks become (Main Stat)/4 more damaging for (Main Stat)/25 rounds.
DefendReaction Blocks become (Main Stat)/4 % more accurate and block that much more damage for (Main Stat)/25 rounds.
SpeedMove up (Main Stat)/20 ranks in the turn order and gain (Main Stat)/10 more to dodge for (Main Stat)/25 rounds. (Remember the hard cap on Dodge is 25.)
DeterminationSurvive (Main Stat)/33 lethal attacks for (Main Stat)/15 rounds.
FuryDeal (Main Stat)/2 additional damage with every attack for (Main Stat)/15 rounds but also take (Main Stat)/5 more damage to yourself every time you attack!
Magical Modules
NameDescription
HealTarget of move gains (Magic)/2 HP back.
StealSteals enemy's equipment (you have to name what you want before you use the attack) if you land in the top 50% of your success range.
SummonYour attack summons an avatar of whatever the attack is that will continually get turns and do the attack each turn. Lasts (Magic)/10 rounds and has (Magic)*2 HP in case somebody attacks it (and dodges with (Magic)/2 effectiveness when under attack.)
Status EffectIf you roll in the top 50% of your success range, the effect of your choice from the contained chart occurs and lasts for (Main Stat)/20 rounds.
NameEffect
ConfuseEnemy targets randomly until they've been hit out of it or hit themselves.
SlowReduces enemy AGI for their next round by (Magic)/10.
DisableDisables one of the enemy's abilities (move or quirk or other non-weapon one) at random for (Magic)/10 rounds.
HomeAttack can curve back and try to attack again at 50% accuracy if it misses.
RepelEnemies that touch you in melee range take (Magic)/10 damage for (Magic)/20 rounds after you've summoned this effect.
Technological Modules
NameDescription
CopyMove copies an enemy ability you have seen. It can be an item, or a move, or a quirk. If it is a move, keep in mind your stats (as in, the stats you have, not the enemy's stats, applied based upon how the move is allocating tech/magic) are used with the move, not the enemy's, so do not expect to gain hulk-like strength if you copy an unnaturally strong enemy's punch. The copy effect lasts (Technology)/10 rounds in combat. Additional restriction: Copying items means it only gets one use. GM will decide whether quirks or moves should also be this temporary (but if they aren't insanely overpowered, then it will last as noted.)
HazardYour attack doesn't directly attack anyone but it sticks around (Technology)/10 rounds until it is triggered by somebody encountering it by moving near it. You may disable this effect to make your attack 1 AGI faster.
PierceAttack will continue going and hit up to (Technology)/15 targets beyond the initial target, and reaction blocks only work at 50% effectiveness with regards to reducing damage from this attack.
ScanGives you insight on whatever you hit, using the % over the enemy's defense that you hit them to determine how detailed that is.
Status EffectIf you roll in the top 50% of your success range, the effect of your choice from the contained chart occurs and lasts for (Tech)/20 rounds.
NameEffect
WeakenBlocking attempts will reduce damage only by 25% due to chemical/technological weakening.
BlindEnemy accuracy is reduced by 25%.
DisarmKnocks away a piece of an enemy's equipment that's been equipped (Technology)/10 movement range away.
TechnoTechnology based attacks deal (Technology)/2 more damage for (Main Stat)/30 rounds.
RegenRegenerate (Technology)/5 HP back for (Main Stat)/15 rounds.

Spells

Magic is an essential quality that many beings have in this game's universe. It allows the manipulation of time and space itself, to obtain predictable results that logic and science simply cannot. However, it has a number of limits and important implications to consider.

Magic relies on three key stats. Versatility is foremost. It determines how many spells you can have memorized. You may spend Allocation points on obtaining spells using the table placed beneath this section (keep scrolling down to see the spells.).

Not all spells are obtainable off the bat; some may require prohibitive amounts of Versatility to be spent on them. Others must be bought, or found, or require the actual possession of some sort of item.

If you run out of Allocation Points, you may use a special equipment item, often spellbook or crystal ball related, in order to store more spells. Just note there is a speed cost -- spells cast this way will often take 1 or more extra AGI to cast (depends on item).

The list of spells is chronicled below. Or if you absolutely must look at them, the World Destroying Spells are in Appendix II.

Magic uses (Magic) accuracy when utilized as an attack.

Rune Magic

Ancient Vring magic that happens to be pretty good for anybody who wants a fairly decent toolset without spending a lot of Allocation Points to collect the set.. All-round and fairly safe to just learn all of these if you're in need of a simple but useful toolset.

Rune Magic (Cost to master this set: 13 Allocation Points)
NameDescCasting TimeAP
BerkanoReduces enemy's AGI by (Magic)/10 for a round. Also lets you stop something that's moving (or slow it down otherwise if it's too big/too fast) out of battle.11
KenazAccuracy +10 buff for a round. Out of battle allows you to see in the dark and through smoke/fog.11
LaguzDeals (Magic)*2 water damage with a (Magic + Spellcraft) accuracy check, flooding the area. Water can also be used to scry on people's dreams if you have one of their personal possessions (not just something simple; something IMPORTANT TO THEM) to sacrifice to it.32
TeiwazPre-emptive buff that blocks an entire status effect causing move if it hits you.23
InguzAllows you to instantly charge up a charged move to a bit, or charge even moves that can't normally be charged, for 2.5x damage.23
UruzHeals (Magic)*3 HP.33

Alsan Magic (Cost to master this set: 21 Allocation Points)

The magic of Alsa. Full of tricky things that can be done. Best utilized by those who want to manipulate their way through everything.

NameDescCasting TimeDifficulty
EleDeals (Magic)*1.5 damage in a chosen element instantly, or ((Magic)*3.0)+Spellcraft skill damage if you want to use a (Magic+Spellcraft Skill) accuracy check or more than that if you hit the enemy's elemental weakness. Note that it needs line-of-sight to hit a target and cannot teleport inside anything.22
RejoinRejoin either your party members, or objects you dropped, or if in battle, you can warp back to where you last were inside the battle. Can also be cast on other people and things to move them around.23
WardBlocks (Magic)*5 damage from yourself, or can protect up to (Magic/10) people from various environmental effects (including poison gas, evil spirits, etc) for up to (Magic/10) hours.22
BangAn explosion blasts a target instantly for (Magic) damage; can be used to hit people internally, counter-attack people, or damage mechanisms. Can teleport through solid matter, although it is still stopped by magical or technological force fields.13
PanelActivate, repair, and power almost any machine of choice. In battle, can deal (Magic)*3 damage to all machines in an area with a (Magic) accuracy check.33
AlterSummon images, disguise yourself, make other things change in appearance, even make yourself invisible or silent. (One thing per casting.)24
KinesisMove objects or yourself around the battle (or non-battle) field. Use (Magic) accuracy to attempt to grab hostile people in battle if you want to throw them too. Can also let you fly for (Magic)*100 feet at a time without resting.22
Baton TossSwitch places with somebody else, including an enemy. Use (Magic)+Spellcraft accuracy if you wish to switch places with a hostile target. Distance is unlimited, but you have to have a very good idea of where somebody is; otherwise, you must figure that out before you can try to move them. Size of object being moved is also limited to 2x your own size. Ship-based baton pass requires a proper amplifier and size limits remain in place, and you cannot swap a ship with proper shields with your place.14

Nintendus Magic

The extreme magic of Nintendus. Mostly useful for destroying everything, but there's healing in here as well. (Cost to master this set: 106 Allocation Points)

NameDescriptionCasting TimeDifficulty
FlamestormImmolates enemies with fire. (Magic)*5 fire damage to one target, or (Magic) fire damage to all targets.410
IcesplosionFreezes everything around you. (Magic) ice damage and enemies are frozen solid for (Magic)/10 rounds; frozen enemies cannot dodge or react. Freezing ends when enemy is hit.310
ThordainRains lightning upon your foes. (Magic) electric damage to one target and (Magic)/2 damage to the ones next to them; the initial target is also stunned (Dodge reduced by 25% for (Magic/30) rounds).310
MegidFires a disc of pure darkness intent on cutting the enemy's life-force from this world. Opposed Magic check, enemy takes (Magic)*2 damage and Death status effect if they fail. (Death kills all lower level enemies and deals an additional (Enemy current HP/25) damage to bosses.)315
HolyLights up an enemy with the holy wrath of positive energy. (Magic)*5 damage to one target; but the target must be evil, otherwise only (Magic) damage. Holy enemies may even be healed by this, if they are holy enough!415
CuragaHeals yourself and everyone on your side for (Magic)*3 HP.410
Sky SlamFly up into the air and do (additional AGI beyond just the casting time of this spell)*(Magic) damage, assuming you hit with an attack roll that can use Magic, Tech, or Normal for accuracy against your target.28
BiogaPoisons the enemy heavily. No damage initially; but ((Magic)/3)*Number of Rounds Effect Is Around) damage continually hits them on their turn until the poison is cured.28
Another GateAttacks the enemy with otherworldly energy. Deals ((Magic/10) * d100-20)+Spellcraft damage; if it goes negative, it damages you instead!210
DisjunctionDestroys enemy enchantments, magically created status effects, illusions, and so on. Opposed Magic check; if you win, enemy's effect is damaged based upon the difference in the roll. Low successes will only damage the enchantment, and the enchantment/illusion may have many layers, so it may take multiple disjunctions. If you lose, you take (their Magic) damage.110

Solarian Magic

The magic of the Solarians. Useful mostly for creating things or manipulating them. Or just blowing them up. (Cost to master this set: 116 Allocation Points)

NameDescriptionCasting TimeDifficulty
True AmalgamationOften nicknamed "Magitek" by those who don't know the history of the spell. Creates magitek items by combining two or more things. Must be fed a steady stream of coins or solar energy to work. Rarely is used with souls due to the often devastating effects to whoever's soul is used (and if the soul is taken hostilely, may result in a cursed item that hates its creator.) While what can be created is fairly open to whatever is wanted by its creator, the more substantial the item, the more likely fate will bend around it and it might become semi-sentient on its own or influence weaker-willed beings around it. Can also be used to create ephemeral items; these don't combine any pre-existing items and disappear relatively quickly after one use, and only take 2 AGI instead of 6 to summon. Magitek Skill improves your results, also.620
Battle AmalgamationA quick and easy way to create ephemeral items that you can use in combat. These don't combine any pre-existing items and disappear relatively quickly after one use. Confused with "True Amalgamation" but no item survives beyond (Magic + Tech)/10 rounds in combat and vanish when combat is over. Effect of individual items limited to (Magic + Tech); any more than that is capped, and requires True Amalgamation. (e.g. can only heal Magic + Tech HP at most, or deal that much damage, and requires Magic + Tech + Magitek (skill) accuracy roll to hit.)27
SolarballSummons a miniature sun, which deals (Magic+Tech+Magitek)*(Additional AGI used to cast this spell) damage.625
Judgment of the SunSummons an area-wide blinding energy pulse from the sun. Damages technology and non-Solarian magic spells as well as people. Opposed Magic check against said tech, people and spells determines which things it damages; it dispells enemy spells, it damages technology (GM determines exactly how), and it deals (Magic)/2 damage to people.618
Radiance of the SoulEnergizes the soul like the sun. Take a constant (5% of current HP)-Magitek Skill damage while it is active; stays active until dismissed or you run out of HP. Attack effects amplified by 2x while it is active.315
Warmth of the StarsHeals all status effects, then also HP. Can be proportionally controlled; cost of spell depends on how much you're healing. Costs 2 AGI to initially heal 1 status effect and 20% of target's HP; +1 more AGI for each status effect and +1 AGI for each 40% of max HP you heal to the target.2+18
DisruptionCurses technology to turn against its wielders. (Sort of an 'Anti-Panel'.) Opposed Magic roll against said technology to see if it succeeds. If the tech wins, you take (Magic)/2 backlash damage. Note that the effect lasts (Magic + Tech + Magitek)/20 rounds.313

Time Cop Magic

The magic of the Time Cops. Only some of it has been deciphered by Questers, and its usefulness can be... questionable. (Cost to master this set: 75+? Allocation Points)

NameDescCasting TimeDifficulty
PlaneWarp between different planes of existence. In specific: opens a portal to a different world, which can be of whatever--the plane of Air, so on. Cast once to enter it, cast again to exit it. Due to the nature of said movement, can be used to 'jump' long distances. However, ultra-long distances will inflict Chronomentia, so beware. It takes active concentration to keep the portal open, also, so for every round past your own combat round you want the portal open, uses 1 AGI to keep it around.520
Time StopGain an additional round just for yourself, stopping everyone else in time.530
DisasterCauses a natural disaster to eradicate a large area. Size depends on how much time is spent focusing the spell. Destroys 100*(Magic) square feet of area per AGI fed into spell. Note that you are also effected by the destruction; also it is a disaster so it's not direct damage so much as the entire area being destabilized and falling to pieces.825
ReconstructionRepairs damage that has been done to the fabric of reality. Doesn't necessarily repair anything else, although other 'decay' or 'entropy' related damage can be healed, sometimes. For every 1 AGI spent on this, heals (Magic/2 round down) "HP" of reality itself/the target it's aimed at.1X10

Combat

Obviously, the main use for this system is combat. Most of the out of combat scenarios happen in a freeform manner. So how does combat actually go down?

Stage 1: The Initiative

Both sides must roll initiative to see who goes first. Roll d(your agility stat). The highest rolls go first, the slowest ones go last. Ties are decided by who rolled first.

Stage 2: The Turn

Each person gets a turn. The first person in the initiative goes first. Their turn consists of them having as much Agility as their Agility stat says they have. So if they have 4 Agility, they get 4. Agility is used on actions.

Stage 3: The Action

Each action consumes Agility. This is determined by the kind of action performed. Each attack has a set amount of Agility use. The average attack uses 3 Agility; if you build your attack to use less Agility, though, it will use less. Charge attacks can use variable amounts of Agility. For now, the example will concentrate on the average case and so, the case of having 3 AGI for the cost of a move.

Stage 3a: The Attack Action

If you choose to use a move, then you go through a couple steps. First you check your accuracy (which ranges from 1 to 100), then you roll a(accuracy)d(enemy's defense). The GM dice script compares your accuracy to the enemy's defense of choice and then to the result on the roll. If you succeed, you hit; if the enemy succeeds, their defense action (be it dodge or react) occurs instead.

Stage 3b: The Utility action

These always take 1 agility. They involve actions like picking up dropped weapons, moving around the battlefield, pushing buttons, or extended conversations mid-battle.

Stage 4: The Defense Phase

When it's not your turn, it's the Defense Phase. You can be attacked by anything--the battlefield, enemies, even crazed/confused teammates. When you're attacked, the enemy rolls a(enemy's accuracy)d(your defense; choose to dodge, or react and use that value here). The result, as before, is explained by the script. If they hit, their effects occur to you (damage, etc); and they'll notify you. Otherwise, your defense action occurs. So if you react and choose to block, you take 50% less damage, if you react and choose to parry, your parry attack hits the enemy, and if you dodge, the enemy's attack misses you.

Stage 5: The End Phase

Once all of one side has been defeated or run away, the battle is over. Points are rewarded based on how combat went/who needs it most, and any loot is distributed, then the battle is complete and out-of-combat freeform re-commences.

Vehicles

Vehicles: The thing I never make a system for. Until NOW!

To ensure that this system for vehicles makes any sense, let's just... make it really simple for now.

Vehicles have the following attributes:
Vehicle Name
Shields (if any) (May be multiple layers): 0-1,000,000,000
Energy (If relevant to attacks/actions): 0-1,000,000,000
HP: 0-1,000,000,000
Evasion/Defense: 0-200
Will: 0-200
Weapons/Attacks:

Vehicles have stats, just like characters do. Since this system is rather ad-hoc, the GM assigns the initial numbers. Upgrades can be had for certain amounts of coins, also determined by the GM. You can upgrade any stat of the ship up to three times. Ships deal 10x the damage and have 10x the HP of normal characters; depending on the ship, it may also do that much to people if in a direct attack, or not, depending on the ship. (Generally smaller ships don't; the bigger ones do, but their accuracy is divided by 10 when firing at tiny targets. The smaller ships get full accuracy, but don't get 10x damage on the non-ship targets.)

Weapons are similar, and can also be upgraded up to three times; up to three more weapon attacks/abilities can be added too.

"Will" is the ability of the pilot to deal with problems that arise on the ship and raw tactical ability. Opposed Will checks occur when the two vehicles are evenly matched, such as a dogfight; the winner's action overrides the loser's action in such a case.

Furthermore, vehicle ranges exist; close range, medium range, far range, and out range, all of these are scaled 10x compared to 'normal' ranges when on foot. Vehicles tend to be able to fight at Medium range, though, as 'close range' weapons are generally problematic unless you're piloting a mecha.

This is a rough draft and will be upgraded from time to time.


Appendix I: History

Since it's too long to ask any sane person to read, the history is replicated here:

Appendix II: World Destroying Spells

These are some seriously old spells, from all the way in SSQ^2. You are unlikely to EVER find them, but they must be listed as a few boss characters may have them, or in a bizarre circumstance you might get a temporary (read: Plot related) access to them. The weird formatting is to help remind one these are old spells and not a part of the current system, merely listed as conveniences in that bizarre edge case.

Summons/World-damaging Spells (All are 1 use per session only and generally only findable on Alsa and there's only one of most of them in existence in the entire universe and you now need to also dedicate some Allocation Points to figure out how to use them. Allocation Point Cost to master this set (if you've lost your mind or become Omnus): 184 )

NameDescCasting TimeDifficulty
Antimatter BeamAnnihilates target, keeps on going. Leaves no traces and is silent. Can permanently destroy bodies but not souls. (Magic)*1.5 accuracy, ((Magic)*100)+Spellcraft damage, pierces pretty much all defenses in existence.415
ArmageddonMindboggling destruction horrendously damages target. Usually OHKO, although unlike Nullus, doesn't permakill. ((Magic)*2)+Spellcraft accuracy roll, (Magic)*1000 damage.615
CaptureCaptures the essence of a recently defeated foe; they can be used as a summon. One can be held at a time. Can only be used on defeated foes. If you get additional ones, the previous one's essence is destroyed. Or if the foe is strong, released. So be careful.66
Divining RodCan find pretty much anything, anywhere. Can also cure status effects that no longer exist in the system, or figure out what old things used to be. However, it comes from a sentient being and not from an objective truth, ergo you may get some false results. Very suspicious...15
EnergiaSummons immensely strong energy; use to supercharge an attack or power something huge. Can't do anything on its own; when used, multiplies effect of things by (Magic/10) amount, which you can use all at once or divide between things.310
Godly ProtectProtect something in a way which is immensely hard to break. Lasts 1 day. Ignores any attempt to damage it, but whatever is inside cannot even be heard or seen and is not effected by time or space -- even basic functions like needing to eat or breathe are no longer needed. Only the caster of this spell may communicate with whatever is inside it, telepathically.57
NullusPermanently annihilates a being, object, or portal, if it is unguarded. Subject to limitations based upon the power of the person wielding it. That is, you must be powerful enough to destroy that object unassisted if you want to be certain it will STAY gone.210
Pure ElementSummons a portal to the plane of the element in question, which damages based on enemy's own element of choice.48
ReversalSend all the enemy's attacks back to them. All of their attacks for the entire battle so far, ripping a hole in reality. The only limitation is you must roll a (Magic) roll for each attack you reverse, and you cannot reverse an attack twice; that would cause it to hit YOU instead!46
Sardis Mongul's Space FleetBarrages enemy with hundreds of kamikaze space ships, and also blows up the nearby terrain something fierce. Threatens all enemies on the battlefield, deals (Magic)*10 damage, has (Magic) accuracy.45
StillDestroy target's magical abilities... permanently, if you are lucky. Requires that the subject is restrained and cannot, say, attempt some sort of counterattack or run away. Also that said foe is 'defeated'; if they are still not defeated, even in spirit only... your sealing of their abilities will fall apart eventually. Effectiveness is improved by repeated castings / your own Magical Power being strong enough to overcome enemy's Magic stat.620
Time ReversalRelive the past day like certain artifacts in certain stories. However, utilizing it causes Chronomentia, and that stat is so obscure it's not even listed in the system anymore, so don't use it more than once a (IRL) year if you want to stay sane.620
TsunamiAnnihilates out entire area with gigantic wave of water. Or at least, an area of 1000*(Magic) square feet, dealing (Magic)*10 damage to people hit by the initial impact wave and with a (Magic)*2 accuracy roll. Recommended to not use anywhere near civilization, if you don't want to be known as an evil villain and hunted down. Oh, and the waves end up having faces on them like it's that certain movie with that certain undead person in it, so they WILL know you caused it.610

Interpreting the Changelog

5/12/14 v.0.0.25: The left-most column is the date in mmddyy format. The version number is after v. The version number is three numbers: The first one is the overall version indicator, which indicates major variants of the system. Version 1 was REVELATION's system. When the current system is ready, it will reach version 2.

The number to the right of it is a sub-release; it's just used to track progress based on major milestones (overhauling entire chunks of the system.) The right-most number is all the changes that have been done, which helps me keep track as to when I should re-check everything for coherency, since it should never get higher than about 150ish without bumping up the number to the left of it...

Changelog

09/17/22 v.0.2.45

After a million years, updated the initial blurb. It's uncertain what else was changed between this and the previous system, too. Sorry about that.

Added note about the weird charsheet styling vis-a-vis REVOLUTION. No worries, it will be fixed.

Closed a hanging ul tag that was causing bizarre indentation. Thank Sunny for noting this subtle but annoying bug.

Unarmed attacks can now put +10 to accuracy or damage. Before it was slanted in favor of accuracy, even though clever re-allocation of the stat could ensure you always come out ahead if you chose accuracy. So may as well just make it the same for both to be fair.

Clarified that no, you cannot use the copy module to have Red Essences for Tech/10 rounds.

Clarified that it is your stats 100% that are used with the move, the difference is that you are now using their move's allocation of tech/magic/etc. on copy.

Clarification on why there are World Destroying Spells in Appendix II.

Clarified in normal moves that you normally hit only one target, no matter how close or bunched together enemies may be.

Cleaned up the attack/defense examples with dice rolls, formatting-wise.

Cleaned up yet another missing ul in the 'attack' stats.

I got kind of lost in a haze of fixing bizarre issues revealed by removing the ul tag issues, in which the entire house of cards of formatting fell in on itself. So basically a bunch of styling tweaks occurred.

The cap for stats is now 0-200.

Damn, and I screwed up the quick jump to Quirks too? What was wrong with me? Fixed that.

Doubled starting coins.

Skills can go up to 20 now!

Associated stats with ships are also having the doubled caps.

Ele's damage increased between the version before and this one, so now I'm calling it out here because that's a change!

I'm just kind of done with confusing skill allocation so I changed it so versatility doesn't get divided and you just add 40, and that's your 'Allocation Points' (AP), which everything you have currently equipped (moves, magic, vehicles, tasty snacks) consumes. More Versatility means more stuff!

Then I boosted that further since I feel having 5 in 3 skills is reasonable to start, so that means add 100, not 40.

Added skills for attacking: Magitek, Spellcraft, Engineer. These will aid in very specific types of attacks, and other modules will be needed to use them in your attacks at all. Also some spells will benefit from their usage.

Teaser for up-and-coming quirks table.

Updated attack allocation to mention Allocation points.

Updated skills to mention Allocation points.

Updated spells to reference AP (Allocation Points)

Ele's *3 damage is no longer instant, you choose between 1.5x Magic instantly or 3x with accuracy roll. But you can now add Spellcraft to your accuracy roll and damage.

Differentiate Ele from Bang; Bang is always instant, teleports through solid materials, but can't go through energy fields.

Panel is no longer instant in hitting.

Limitations on Baton Pass extended to ship based swaps.

Another Gate benefits from Spellcraft.

Disjunction is not a guaranteed deletion of enemy spells.

Separated Battle Amalgamation and True Amalgamation so the rules could be more detailed and specific. True Amalgamation is not likely to ever be used in battle so technically this means it takes less AP to bring into battle now. Also both benefit from Magitek skill.

Solarball benefits from Magitek skill.

Warmth of the Stars benefits from Magitek skill.

Various and sundry removal of 'Knowledge' in favor of 'Allocation Points', as well as simplification that the spells you bring are based upon what you have allocated, although you may use equipment to add more spells (but they take longer to cast).

Armageddon and Antimatter Beam now benefit from Spellcraft.

Laguz benefits from Spellcraft, no longer instant.

Updated hanging '40' reference with the starting Versatility.

05/03/20 v.0.2.6

Removed dangling references to Parrying/Blocking.

Tweaked pre-set armors based on this.

Removed strange flex about how REVOLUTION is a system that lets you skip roleplaying when doing certain skill checks.

Finally Multi-Hits uses the dash so I can ctrl-f it.

Weapon only consumes the AGI if you use the weapon(s) with it; otherwise it doesn't. (After all, no weapon means you can swing/attack that much faster.

Changelog for the previous change added here; these are all the changes from REVOLUTION to now special move module-wise:

  • Multi-hits is different, update your move to contain the new cutoffs (it will hit more, more often)
  • Charge is buffed, similarly check it to add more damage / accuracy to the move than before;
  • Reminder with Weapon that you need to take it multiple times if you have more than 1 weapon you want to stack;
  • Grab Status effect now forces reaction instead of the (gone) dodge/block;
  • Teamup now works even with people who don't also have Teamup (so a buff);
  • Focus buff now adds more accuracy than before;
  • Defend now singles out Reaction Blocks and has more of an effect;
  • Speed refers to the hard cap on dodge;
  • Fury deals more damage to both yourself and the enemy;
  • Heal heals twice as much as before;
  • Status Effect Disable (under magic) now has an actual time limit instead of an undefined amount of time it will happen;
  • Hazard can be toggled off to make your attack 1 AGI faster;
  • Wording of Weaken (under tech) was made easier to understand;
  • Blind reduces enemy accuracy more;
  • Disarm scales with your Tech score and inconveniences enemy more;
  • Regen is twice as effective and lasts twice as long.

04/19/20 v.0.2.000

Many changes. I procrastinated a bit so all of them might not be here. But a few in a nutshell:

Stats are now 2-ish per subdivision instead of 3. The huge proliferation of useless or pseudo-useless stats is over. There's only the 8 stats instead of 12 to deal with; if anything ended up being necessary, it was rolled into pre-existing stats.

Tweaked Items to be better priced and more useful, somewhat.

The only relevant equipment these days tends to be crystals or time devices; listed them appropriately.

Attacks now use either Tech or Magic. Normal moves just can't use their modules (they use either tech or magic, whichever is higher, for accuracy/damage), otherwise they are the same.

Modules for Special Attacks tweaked a bit to be less bad, although I forget all the nerfs and buffs specifically.

Spells tweaked. Mostly, weak spells got buffed. Maybe one or two nerfs in there somewhere.

World Destroying Spells are rather important to the plot so I trimmed a bunch of the junky / Nintendo-y ones because this isn't a reference party but rather an RPG I wrote, not copy-pasting stuff from the past / other people's work.

Also I fixed up the spells to be less generic because if people are just searching for 'Space Ship' they might question their life choices.

This is only the beginning and will mutate from playtesting.

05/28/18 v.0.1.073

Uruz and Curaga heal less. Uruz heals Magic * 2 instead of Magic * 8, and Curaga was made to take 4 AGI to cast. Healing was, to put it succinctly, way too powerful.

But at the same time, regular moves were too weak, so no more *.80 multiplication on your Tech / Magic stats.

Additionally the way death/defeat was handled caused said overuse of curing, so modified it so that essentially, being knocked to 0 HP isn't a big deal; it's being specifically killed that is.

Duct tape clarified (does not allow continually adding uses to EVERYTHING)

"Magitek" spell clarifed (It is "Amalgamation" as per the original SSQ lore, also re-iterated the importance of combining things for the 6-AGI usage.)

Updated the lore description in Appendix I.

Updated the spells in Appendix II.

Clarified what Plane does.

09/10/17 v.0.1.065

Accurate adds 50% of your Main Stat to Accuracy.

Damage adds 50% of your Main Stat to Damage.

Charge adds 75% to the attack's damage or subtracts 25% damage to add 100% to accuracy.

Teamup effectiveness increase is 50%.

Grab now works with top 50% like everything else.

Broke out Status effects and noted they all work like this.

Multi-Hit now gains extra hits, the more you succeed in your attack.

Heal only is /2 instead of /4.

08/22/17 v.0.1.057

Various spell rebalancing, as noted below:

Uruz now takes 4 AGI.

Laguz takes 3 AGI now.

Ele takes 2 AGI now.

Kinesis takes 2 AGI now.

Flamestorm takes 4 AGI now.

Megid takes 3 AGI now.

Magitek can now create ephemeral objects for only 2 AGI now.

07/14/17 v.0.1.049

Added "Reconstruction" spell.

04/16/17 v.0.1.048

Limited Ele to Magic*2 and Laguz to Magic*3 damage.

You can now make self-buff Type B attacks that use no accuracy and no damage; these get +1 module.

03/12/17 v.0.1.046

Made Quirks.

Made Skills.

Changed "Fate Points" to Flux Points and made them easier to use.

Added in how to set up your character with all of this.

Added the new things to the charsheet.

Deleted the old (obsolete) Quirks.

03/05/17 v.0.1.040

Made Equipment.

Fixed the fact that this changelog wasn't updated year-wise when the year shifted. OOPS!

Added in the items. At least, the base set. There's more than these in the world, but rather than try to predict everything I'm going to start with just some basic old ones.

  • And put in the armor, simplistic as it is with how it works.

    01/29/17 v.0.1.036

    Made debuff gauge recover once/battle rather than once a turn.

    Status effects now occur if your attack was in the top 50% of its range rather than top 20%.

    All status effects work this way instead of there being weird exceptions to the rule.

    Stuck in the missing CRUCIAL information that Type B attacks ALSO get the 100% split between ACC and DMG.

    Simplified Magitek to be able to use any module without any weird, mind-wrecking calculations other than the initial 50% rule.

    Stacking Weapon modules or similar explained to end up just taking the highest weapon's ACC, DMG, etc rather than additively doing so.

    Rearranged sections to more accurately reflect what a new player would want to see.

    Added sections to Character Creation about Weapons and Attacks and noted about EXP for returning players.

    Revamped Combat Section to reflect the automated system we're using.

    01/22/17 v.0.1.027

    Added attacks. And I mean, a whole ton of data about attacks.

    Rearranged the table of contents.

    Deleted some old old stuff that's not needed from the bottom half of the section.

    12/28/16 v.0.1.024

    Added Chronomentia--an important new mechanic--to the system.

    Formatting--got rid of the hr / horizontal rule HTML elements because the new site layout has every heading do a section divider automatically.

    VASTLY simplified weapons implemented.

    Deleted the vast horde of confusing and worthless things to do with Energy stuff. If I do it in this system, it won't be the way it was before.

    12/20/16 v.0.1.020

    Adjusted dice to deal with partial hits with partial effects/damage. It sounds simple, doesn't it?

    And I moved the World Destroying Spells off to the side since they don't always show up.

    12/18/16 v0.1.019

    More work on the spells. Boy, this takes forever.

    11/27/16 v.0.1.018

    Re-added old spells, whittled down, have to work on what they do now though.

    Began work on the magic system.

    11/13/16 v.0.1.016

    Placed some more info on what's not done yet.

    Explained how combat works now.

    Explained the new stats.

    Explained the new d100 dice system.

    No more z-dice system.

    Improved formatting of the changelog.

    Added in a history appendix. (Nobody in their right mind is gonna want to read the whole thing their first time through, anyway.)

    Began swapping out the old system for a d100 based one. However, I will use a z-based variant to test that said d100 system is working properly, too.

    Put in an extremely detailed plot summary.

    Swapped in the old items because the new item system sucked so much nobody ever understood it. Total failure, that.

    3/27/16 v.0.1.008

    Bumped up the version number because it's been so long and these are the first major changes after that bugfix in 2015.

    Grouped quirks by their intended purpose rather than having them all confusingly sit there in one list. (So, parry quirks go together, magic quirks go together, etc)

    Added an Enhanced Parry Accuracy Quirk.

    Adjusted Parry to use your SKI by default, and reduced penalty for missing.

    Made Copy Flourish more specific.

    Clarified that it takes 1/4 your max SE to use a healing move out of battle.

    Added a helpful reminder to myself to remember to apply Corrosion when enemies are hit by it.

    Improved description for 'Disable" flourish.

    Made Disarm not ALWAYS work so it wouldn't be spammed 24/7.

    DefDown now reduces BLOK by 50% so it will have a noticeable effect rather than be pretty much useless.

    Determined now lets you make one last attack if you have it when you run out of HP, and can negate one use of an instant death effect.

    Furious will now force you to attack up close and take more damage from ranged attacks, but in return gives you 4x one of the other buffs.

    Made "Magnetic" do more.

    Made "Agile" make more sense. (Dodge roll +1.)

    Aesthetic quirks aren't really used so they're deleted now.

    Spell scholar now actually notes it has (ENG) uses per spell put in the spellbook.

    Deleted the Wizard quirk since nobody uses it.

    Made Energy Charge more visible and made SE useable as an emergency source of TP.

    9/23/15 v.0.0.185

    Added Special magic quirk (and explanation there, too.)

    Added Rune Magic, Special Magic systems (and explanations)

    11/16/14 v.0.0.183

    Fixed misworded bizarro paragraph in the combat/attack example

    Normalized most of the HTML in this form

    10/23/14 v.0.0.181

    Changed wording of the introduction to be less terrible.

    Deleted old confusing element system in favor of just 'tagging' elements, so people could use any element but it only matters damage-wise if other enemies/characters happen to have resistances/weaknesses to them.

    Cleaned up confusing wording around the system a bit.

    10/4/14 v.0.0.178

    Fixed up the Quirks some more. Still working on them. Aesthetic quirks are in place, plans are made for Parry but not executed yet.

    8/30/14 v.0.0.177

    New Element Table. Working on the sillier ones. Starting with the basics, though.

    8/28/14 v.0.0.176

    Fixed typo with "Bonus Variable Damage" in the Weapon section.

    Added data on stacking spell casts/limits to how many spells you can cast in a turn. Also removed a weird 'cost' typo near that area in spells.

    8/16/14 v.0.0.174

    Added todo list, to help me work on things when I have a spare moment, rather than having to constantly re-remember what I was going to do.

    Made it cost 2 TP to use a Spell Scholar spell.

    Fixed a bug in "Fury" mentioning Block successes. On top of that, reduced the penalties a little bit.

    Dealt with a rogue table row messing with things in the Quirk table.

    8/3/14 v.0.0.170

    Specified more things about Spell Scholar; namely, getting 6 spells to start and that the starting book has 3 pages (if that wasn't clear already). Also that, unless you choose otherwise, the spells are laid out so they would all be visible at once (since they're your starting spells).

    Fixed typos on Wizard desc.

    Using more than one weapon/equipment point worth of weaponry on an attack now takes additional TP, lest it become a completely Gilgamesh-style cheese festival of unlimited (or at least, all-6 module) power whenever you attack with more than 1 weapon.

    "Ability" Quirks are now just referred to as Quirks, because Unique Quirks are separate enough on their own that it doesn't warrant additional verbiage to call the main ones by. (This needlessly long sentence brought to you by my inability to say things concisely.)

    Modified quirks and removed the following quirks: Aquatic, Attuned, Binocular Vision, Reputation, Genius,Linguist, Musician, Psychic, Seeker, Stoic, Tainted. Also, Turnabout is now Parry, and some other quirks behave differently. Feel free to experiment and change your character to work better with these modified quirks.

    Added element table. (Is currently experimental, so expect modifications.)

    Spells elucidated; Spell Scholar, Wizard, and Sorceror are the available options.

    7/21/14 v.0.0.163

    Clarified the upgrade to armor as being able to let you integrate more equipment permanently into it.

    Increased Equipment Points and Carry Capacity to deal with the influx of slot usage from weapons, armor and equipment in general.

    Explained the cost of making a weapon 'larger.'

    Made it more clear how many modules you actually end up having with weapons.

    7/16/14 v.0.0.159

    FlexiChg made actually useful to use with regards to decreasing TP; loss of effect is made more limited at first.

    EQUIP is now Equipment Points (EP); CARRY is Carry Capacity (CC); both are changed so as to make them easier to remember and use rather than just weird names floating in space.

    Flourish counting made easier; you can still use the calculation, but you shouldn't bother unless you have enough stats to get more than the base number of them per level in the module.

    Made Module Swap actually usable without just wasting your Flourish on it.

    Clarified the everliving daylights out of Status Effects and Buffs.

    Put pre-set durations on status effects so as to help balance those out some.

    Fixed Attack Construction System link to nowhere in the early section on how to stat a character.

    7/10/14 v.0.0.152

    Made EXP exist. 10 EXP -> 1 UP. Should allow for slower growth and thus less chance of maxxing out as early as 40 sessions in.

    Similarly, coins descend from Equipment Points worth of equipment, and are also rewarded in every session.

    Cleared up that, yes, it is impossible to have above 10 in any stat, ever, even with buffs.

    Additionally that any amount of block above 180% is not used for anything and effectively is wasted.

    Added costs for upgrading armor and also weapons.

    Added badges. Now you can get quirks in item form and equip them, if that's what you need.

    Made it possible to buy more quirks at the rate of 1 UP/Quirk.

    Repellent made a bit stronger.

    Clarified what Repellent means by saying 'duration.'

    Fixed a long lasting bug that kept saying the total wrong for when you use 8 TP (16 modules, not 11)

    Reduced duplication of "Energy Charges" and updated a less updated variant of it to look correct.

    Clarified horribly confusing weapon section introduction.

    Clarified that, yes, you may have a move that buffs yourself while damaging the enemy with damage and/or status effects.

    Flexicharge now effects all move effects, not just damage.

    AccDmg replaced with Variable hits. The confusion can now end, because it now simply focuses on a variable amount of hits rather than a bunch of calculations for piddling amounts of damage.

    7/5/14 v.0.0.137

    Simplified damage formulas for POW and ENG related damage.

    Dealt with the weirdly bad writing for Corrosion's effects.

    Found and squashed that rogue letter next to Scanner for good.

    Added some status and buff effects.

    Added soul weapon and energetic to the quirks.

    Made base HP +25 so that people aren't made of glass and liable to suddenly imploding...

    Made Spell Scholar an alternate means of gaining spells.

    Made attack example less confusing and more relevant to modern system.

    6/29/14 v.0.0.129

    Made requirements on Weapons no longer an endlessly easy to add source of cheese.

    Noted starting armor amount in armor section (where it's rather useful to know.)

    Clarified relatively confusing 'whether or not you can use a weapon with a move' desc in weapons.

    Added Spellmaster quirk so people could actually use the spells from the Energy section.

    Removed rogue 'n' from the Changelog and near Scanner.

    6/27/14 v.0.0.124

    Added table of requirements.

    Block now works a bit better; plate/shields increase your block faster.

    Added in ability for when you have >90% block.

    6/25/14 v.0.0.121

    Actually HTMLized the spell tables this time.

    6/24/14 v.0.0.120

    Added in Spell tables

    Cleaned up, made most of Energy Section

    6/18/14 v.0.0.119

    Big chunk of quirk modifications (mostly making them less redundant and also more direct in their effects

    Added/modified charsheet to have Weapons and Armor above attacks. (It's rather obvious when you realize how often you need to see them.

    Fancier/more useful charsheet.

    Table headers added where appropriate.

    6/12/14 v.0.0.115

    Made this changelog less vertically huge (scrollbox added)

    Highlighted the existence of Energy weapons some more.

    Made Energy Synchro allow ENG/2 rather than ENG/3 TP/Smash energy charges to be spent.

    Added "Shop Seeker" item.

    Added "Magnetic" status effect.

    Made "Mind-Read" flourish into "Scanner" as it should be.

    Modified attack example to be up to date.

    Made damage for AccDmg into 10%.

    Modified item table to have proper header style.

    6/10/14 v.0.0.106

    Time Reservoir now spelled correctly, now has stats.

    Fixed a random indentation error in vehicles.

    6/9/14 v.0.0.104

    Stubborn no longer makes absolutely no sense.

    Stoic now sucks less.

    Explained how Flourishes work on weapons more directly.

    Added a helpful reminder that you cannot decrease your TP on your moves without using Flexicharge. Well, two of them to be sure.

    Repeated myself a couple times on purpose so that people know they need Weapon Link to use weapons with an attack.

    Added CARRY stat, explained how much people can carry with it. Updated the backpack item to also explain it.

    Better explanation for "Ultimate Object of Power"

    6/8/14 v.0.0.97

    Weapon Link now dictates how many weapon slots worth of weapon you can use, rather than a single weapon or not.

    Added "Smash Focus" item.

    Added 'light switch' flourish.

    Removed limits on modules for moves--there was no point once the broken 6th upgrades were fixed.

    Overhauled AccDmg so it works properly now.

    ENG-weapon related portion no longer incorrectly refers to POW on its 6th upgrade.

    Oldschool move quirk is now 'Power move' quirk. Power on!

    6/7/14 v.0.0.90

    Data on quirks added, specifically to how to create a character. Additionally, Quirks only have two things to handle, so instead of referring to them as points you just get 10 of them plus that one unique quirk.

    Added a brand new "Combat" Section to help begin explaining how this system is like in action.

    Adjusted HP rate to be * 25 rather than *20, for a slight addition to HP growth.

    6/5/14 v.0.0.87

    Gave AccDmg some actual clear explanation of what damage it did.

    Aquatic absorbed the ability of the Swimmer Perk, removing redundancy.

    Made the highest level of Accuracy just very accurate rather than insta-hit.

    Added more equipment.

    Cleaned up Vehicle section formatting error.

    More flourishes.

    Another status effect.

    6/4/14 v.0.0.80

    Cleaned up the Quirks to better fit the new system.

    6/3/14 v.0.0.79

    Added in/ported the old Perks as Quirks. More porting ongoing.

    6/2/14 v.0.0.78

    Added basic vehicle data.

    Noted about upgrading stats in the character creation section.

    Removed placeholders about adding more buffs/items (they will be added, but may as well not clutter it up)

    6/1/14 v.0.0.75

    Made the Flourishes work right in their new context.

    Made the max module of Weapon Link require 6 HEL.

    Integrated Flourishes properly by making them a module you take like all the others.

    Corrected an error where I said the wrong calculation for Smash Energy charges.

    Deleted the now redundant Flourish stat.

    Weapons now directly add Flourish modules rather than some redundant indirect thing.

    Made it possible to actually achieve 6 Weapon Link.

    5/30/14 v.0.0.68

    Added Smash Energy, and the concept of Energy "Charges"

    Added Energy Weapons

    Flourishes are once again determined by Skill.

    Added more links to the stat creation explanation. (Mostly quick-jump ones.)

    Noted the existence of Spell-like effects from Energy Weapons.

    More buffs added. More to come.

    5/22/14 v.0.0.62

    Added status effects.

    Added a few buffs.

    5/20/14 v.0.0.60

    Fixed typo with spelling of "Flourishes"

    Fixed example of attack creation so that it actually uses a weapon.

    Added several new Flourishes.

    More equipment.

    Removed redundant, outdated examples for Flourish.

    5/19/14 v.0.0.55

    Added Flourishes table.

    Edited away an error saying Flourishes used the wrong stat.

    5/17/14 v.0.0.53

    POW is for damage, while ENG is now for Flourishes. Update charsheets appropriately.

    In the process of making the character creation system, clarified a number of things, altered a few others, and will probably be editing the other sections continually to bring them in compliance with what the character creation part says.

    Made it so that the attacks are referred to properly; not three types of modules but three base steps, the first one being made out of modules.

    Constructed more data for the character creation section, including redundant but useful explanations of stats.

    5/16/14 v.0.0.49

    Added the Equipment section.

    Added sample equipment.

    Created Character Creation Section.

    Nerfed the Booster's dodge function.

    5/15/14 v.0.0.45

    Weapons don't have all that complex stuff about types of accuracy, because they just add to attacks now. Only limit is ranged vs. melee.

    Not enough time to do this yet, but ENG is going to be made solely to increase flourishes (and their effects) while POW shall be the only means of damage generation.

    Made weapons add the amount of modules to your attacks rather than indirectly doing so.

    Made it so that you gain two modules, not one, per TP spent to increase length of an attack.

    Added in the sixth upgrade to attacks.

    5/14/14 v.0.0.40

    Much more data on weapons.

    5/13/14 v.0.0.39

    Halved the amount of BLOK (because armor is meant to complement BLOK, and in doing so that also eliminates the need for some convoluted 'special bonus' for the 10th point of RES.)

    Put in basic armor data.

    5/12/14 v.0.0.37

    Explained those crazy numbers I put in the Changelog.

    Made Introduction more useful to the people who actually use this document.

    Put a stub up for Armor.

    Began a stub for Weapon Requirements.

    Fixed a flub in the early sections about 10 10-sided dice.

    Cleaned up attack section descriptions muchly.

    Noted that you make the attacks, not some sort of automatic stat-based machine.

    Stopped rambling about 'automatic' modules, as that was confusing.

    Made it clear how damage is calculated.

    Made requirements for level 5 modules a bit more sensible.

    5/11/14 v.0.0.27

    Added an example to the attack section.

    Basic work on the weapon section, not complete yet.

    Flexicharge is less useless (better progression of charge)

    Made insta-hit cost more.

    Cleaned up the extra upgrade that was one too many on Weapon Link.

    Made it clear that you need weapon link to use a move with a weapon at all.

    Further clarified TP cost's increasing of modules.

    5/10/14 v.0.0.20

    Cleaned up and fixed the Table of Contents.

    Added basic calculations of TP for attacks.

    Added descriptions of flourishes.

    5/09/14 v.0.0.17

    Added table of automated attack modules.

    Began work on Flourishes.

    5/04/14 v.0.0.15

    Fixed unclosed tag linking to stat desc.

    Fixed erroneously statted example for rolling dice.

    Removed placeholder 'Introduction' links.

    Removed reference to 'NUMB' since it is now ATTAK.

    Changed version number display in changelog to be less spammy.

    5/03/14 v.0.0.10

    Added note that you start with 0 in each of your core stats.

    Fixed broken inter-document links. Hopefully.

    Added in description of how to increase stats and of UP.

    Added missing Agility stat description.

    Began work on how to assign stats.

    5/02/14 v.0.0.5

    Fixed weird alignment caused by really bad open tag in table of contents.

    Repaired table of contents links a bit. Made Changelog fancier (but probably more broken for the short term.)

    Added in explanation of my wacky dice system.

    Added in prototype sheet to look at/copy/paste/mock.

    Now it has an introduction.

    5/01/14 v.0.0.0

    Basic character stat data, unfinished skeleton.