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


This is the character system for SSQ: GAIDEN. SSQ Gaiden is an extra game added on after REVOLUTION. It is not meant to have some huge explanation like REVOLUTION had.

SSQ Gaiden is a continuation of SSQ in an arcadey format, which is about Xavier Ridgecrest and his "Time Questers" attempting to find several lost artifacts, including Swords of Light, Darkness, Order, and Chaos, and Armageddon itself, in order to ensure they aren't in the wrong hands. Anything more in depth than that, you should just join the room and ask about.

Creating a Character

Step 1: The Charsheet

First, open a new tab in your browser and go to charsheet.

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 Knowledge score) 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 Knowledge 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.


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 100. 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.


->Health: 0-100 -> *10 -> 0-1000
->Flux: 0-100 -> 0-100

->Agility: 0-100 -> *.1, then +2 -> 2-12
->Versatility: 0-100 -> *.1 + 4 -> 4-14 (or 0-100, for Skills)

->Magic: 0-100 -> 0-100
->Tech: 0-100 -> 0-100

->Dodge: 0-100 -> *.25 -> 0-25
->React: 0-100 -> *.70 -> 0-70

->Insert Skill Name Here: 0-10 -> +(Insert Skill's related Attribute (AGI, Knowledge, or Versatility) name here) -> 0-100
->Yes you can have: 0-10 -> +(AGI/Knowledge/Versatility) -> 0-100
->Many Skills: 0-10 -> +(AGI/Knowledge/Versatility) -> 0-100

->Insert Weapon Here
---->Weapon like this

->Insert Armor Here

->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

->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


These stats control how long your character can take punishment.


These stats control your flexibility in reacting to situations.


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