Infinitus - 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. Chronomentia
  14. Vehicles
  15. Appendix I: History
  16. Appendix II: World Destroying Spells
  17. Changelog

Introduction

This is the character system for SSQ: Infinitus. The game continues on in the world of SSQ, sometimes returning to Orionis, sometimes going to the ruins of Star City. In either case, this is the system we now use for that system. There is all of about 2-3 people playing this game, so I don't really need to get very fancy here with it.

Creating a Character

Step 1: The Charsheet

Once upon a time, there was an outdated, overwrought charsheet that collapsed under the weight of its complexity to maintain the javascript. I have chosen to replace it with a compact form element and below that, a printout you can place in your text editor. This does double duty as it can potentially demonstrate any likely combination of stats, but just make sure you don't spend more EXP than you have been assigned for your character -- that would be cheating!

Name
EXP
Health
Flux
Agility
Versatility
Magic
Tech
Dodge
React

OUTPUT

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 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.

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. You can, of course, rely on the form to do the calculations for you, so manually calculating things is entirely optional.

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 300. 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. Each stat is described below; the charsheet is up above.

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. Attack deals chip damage (Damage the attack would normally do * (attack roll / 100)).

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. Attack deals chip damage (Damage the attack would normally do * (attack roll /100)).

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. Attack deals chip damage (Damage the attack would normally do * (attack roll / 100)).

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 EXP spent in 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 after the modifier, exception: Old equipment that adds to React or Block. To convert the old equipment to the new system, modify it so that its + to react or block is divided by 4, then round it (.5 or higher goes up, below .5 goes down, and if it were to round to 0, then have it contribute at least +1.)

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 heals half of your max HP.250
Ivantek Magic VialIvan Robotnik's magic-giving energy will make you cast all kinds of things. Halves casting time of all spells you cast for 1 round (although 1 is still the minimum AGI) -- you must drink an additional one of these if you want to halve the length of full-round spells, however.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 to the ranged-range/back row, should it hit. Use your Normal stat to aim.300
Elemental CubeOak's elemental energy cubes are still useful even now.Throw for a guaranteed 4*Magic damage of the element of your choice, should it hit. Use your Magic stat to aim. Unparryable.400
Fire ExtinguisherThis safe item puts out fires or deals damage.3.5*Tech ice damage if it hits. Uses Tech to aim. 5 charges.500
Poison MushroomThis mushroom has gone bad...3*Normal 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 reaction-related accuracy rolls by half and adds 1 AGI use to all attacks (and makes full-round attacks unusable).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 1-AGI attacks as well! Also, you must use an additional one of these in order to halve a full-round attack -- 1 more of these per full-round attack you halve (maximum two full-round attacks in one turn for a total of 3 of this item being used)800
Metal Cola The official soda of Xavier Ridgecrest, invented years before those poseurs in Team Fortress 2 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 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. The explosion threatens up to 3 targets near the explosion point for 5 * Normal damage.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 in an entire battle (or if out of battle, about the size of a house) is threatened by a whopping 750 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 anyone on foot 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 non-military electronic devices for one round when used. You must use two to threaten a single military-class electronic device, or three to try and disrupt all electronic devices (including your own).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. One per person, so you must stack it up if you wish to help everyone flee.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? Good for swapping out with valuable items when thieving.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, Special attacks cost 20 Allocation points, and Super Attacks cost 15 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. 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 and one action. You may intensify the damage or accuracy of the attack by using more AGI, but this costs 4 AGI for 2x and 8 AGI for 4x if you have a weapon included; therefore, it has diminishing returns. If there is no weapon on your normal move, then it costs 2 AGI for 2x and 4 AGI for 4x.

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, or Magitek? Each has a separate set of abilities to it.

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 and 1 action 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. Also, you can increase the damage of any special attack by multiplying the force, 2x for 2x more, 4x for 4x more, etc, though it must be doubling each time, so 2x, and 4x are the only acceptable amounts.

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.) Each hit defeats a separate block use, thus forcing the enemy to use multiple blocks to try to thwart you per stack of multi-hits (should they not use enough, each block only prevents 1 multi-hit and causes them to be hit by said multi-hit for the % they would take, but then you roll for your normal attack for the remaining normal hit + chance of any multi-hits that were not blocked.)
DamageAdds (Main Stat)/2 to the attack's damage.
ChargeAllows access to the in-between charge levels; e.g. 3x, 5x, or 6x multiplication of AGI for the resulting effect to damage.
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 1 round. You may stack multiple status effect types per attack, but you cannot stack multiple of the same on any enemy.
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.
Corrode (Burn/Bleed)An incremental status effect: The first time you take it, the enemy takes (move damage)/10 damage at the end of their turn. Then, if you take this module a second time, it upgrades to them taking (move damage)/10 damage every time they do an action on their turn. Finally, if you take it a third time, it will deal (move damage)/10 damage even when they do defensive actions after their turn. The effect wears off after 1 round as all status effects do.
StunEnemy dodge is reduced by 25%.
RangeCan hit enemies that aren't next to you.
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.
FlexAll attacks become (Main Stat)/4 more damaging.
DefendGain (Main Stat)/10 more block points for 1 round. All the extra points vanish when the round is up.
SpeedMove up (Main Stat)/20 ranks in the turn order and gain (Main Stat)/10 more to dodge and if the move is 2 AGI or less, next round, gain (Main Stat)/100 Actions.
DeterminationGain (Main Stat)/100 stagger points for 1 round, minimum 1. Cannot be used consecutive turns (will only work every other round).
FuryDeal (Main Stat)/2 additional damage with every attack but also take (Main Stat)/5 more damage to yourself every time you attack!
UnparryableAttack is inevitable; double the AGI of the attack after adding this module, enemy is forced to dodge or block.
Unremovable Status effectStatus effect cannot be removed, for the turn it is present; adds 2 AGI to the attack instead of just 1, per status effect that is unremovable.
ParryThe attack can be used to Parry without using a React point; of course, this does mean the attack always costs 1 extra AGI instead, so though you may not need to rely on React points, you'll be eating into your AGI more aggressively with it.
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.) Note: Upgrades in a specific order. Second addition of module: Lasts Magic/5 rounds. Third addition of module: Has (Magic)*3 HP. Fourth addition of module: Dodges with (Magic) effectiveness. Fifth addition of module: Does a super move version of the attack on the last round it's up that deals 2x the damage and has twice the accuracy. Also you may only have one Summon out at a time; new summons replace old ones. Also note unlike other status effects, this can indeed last multiple rounds.
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 1 round.
NameEffect
ConfuseEnemy targets randomly until they've been hit out of it or hit themselves.
SlowdownReduces enemy AGI for their next round by (Magic)/10 and removes 1 of their actions and moves them one down in the turn order. You cannot reduce their actions below 1 or their AGI below 3.
DeleteDeletes one of the enemy's abilities (move or quirk or other non-weapon one) at random.
HomeEnemy cannot dodge the attack (must use block or parry).
RepelEnemies that touch you in melee range take (Magic)/10 damage.
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/magitek) 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 1 round in combat. Additional restriction: Copying items means it only gets one use.
HazardYour attack doesn't directly attack anyone but it sticks around until next round, 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 cannot be blocked; enemy must dodge or react. Additionally, chip damage done by this attack is 25% higher against parries.
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 hit the enemy, the effect of your choice from the contained chart occurs and lasts for 1 round.
NameEffect
WeakenConsumes 1 of the enemy's block points. Rather than lasting 1 round, it just takes that point away for this battle. This means you shouldn't bother with Unremovable on this; it is by default Unremovable, given it just takes that block point away for the rest of the session!
BlindEnemy accuracy is reduced by 25%.
DisarmKnocks away a piece of an enemy's equipment that's been equipped to 1 AGI range away.
TechnoTechnology based attacks deal (Technology)/2 more damage for 1 round.
RegenRegenerate (Technology)/4 HP back for 3 rounds.

Super Attacks

These attacks, by default, use 100% of your main stat on both ATK and DMG. These also get four modules out of the gate. They cost 1 action and 3 AGI but come with a twist; they must also use one of the downsides below. They also cannot be used until 3 rounds into the battle, by default. Additionally, they can use the full abilities of any weapon you have, whereas eventually, usage of weapon abilities will be limited on Special and Normal moves.

They can also be multiplied in damage by multiplying the AGI usage by 2x or 4x.

Super Move Activation Requirements
NameDescription
Super BarThis move, and possibly other super moves that all require this, take from a 'Super Bar', which is a stat that builds up every time you hit your target. A miss contributes 1 point to the bar, while a hit contributes 2. A total miss caused by an Uncanny Dodge or being in the wrong range entirely contributes 0. Once you have 10 points, you may use the move. The bar then depletes to 0, although if you hit with the move, you gain 4 points back, and even if you miss but do chip damage, you'll get 2 points back.
Coin CostA pretty simple requirement: you spend 10,000 coins every time you use the move.
Slow ChargeYou must take an entire round charging up to fire the move.
Final FeudYou must be the target of a super move OR have an enemy knock you into stagger at least once, then that enemy may be targeted by your Super Move.
Calling For BackupYou must be in range to communicate with your forces. Then, you roll a d3-1 to see if they arrive right now, or as many as 2 rounds from now. Additionally you cannot re-use the move for the rest of the battle.
RevengeYou must be KO'd by the target and then revived by a party member before you may then use the move once in retaliation.
SacrificeYou sacrifice a permanent piece of equipment in order to use this move.
Item FuelThe move must be refueled by some sort of limited item. While it will cost you only 3000 coins per use, you can only carry 2 of them on your person at a time.
External Power SourceYou need access to a high amount of electricity, fire, ice, other resources are also possible (but consult with GM first) -- and then at that point you may use the move, noting that it will deplete that resource, so it may have side effects on the nearby terrain or environment. If you lack the resource, you cannot use the move at all. Other places lacking but having some of the resource, may cause it to go off at 50% power.
DangerousThe move is uncontrollable, threatening absolutely everyone and everything around you, including allies. They can take cover, but they have to flee the entire battle area to be safe.
Health PoweredYou take damage equal to what you deal in order to power the move.
Extremely FatiguingYou permanently lose an action for the rest of the battle per use of the move.
StationaryYou become unable to move and can only block for the next 2 rounds while you recover from the move.
Self-KOYou're passed out on the ground and cannot do anything at all for the round afterwards.
UnreliableEach time you use the move, there is a 50% chance it doesn't happen at all. You lose no AGI or actions, but you cannot use the move until 2 rounds later when this happens.
Team SuperBoth you and your partner must use super moves in tandem to use this move at all. Their move must have a different requirement than this one.

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.

Full Turn abilities require your full turn's AGI to use. Therefore, one cannot use them if one has spent their time blocking or reacting prior. On the flip side, they usually can dramatically turn the tide of an entire battle immediately. But if the enemy can dodge, block, or parry them, you yourself then are in trouble, so beware! Half Turn abilities, similarly, require half of your turn to complete.

You may amp up the power of any spell by multiplying the AGI cost. If the multiple results in using all your AGI (as in, the same amount as 'Full Turn'), it gains another 1x effect on top of that. (Note: it must match all your AGI at the start of your turn. For anything else, you would need a special quirk.) It must also follow the pattern of 2x and 4x noted elsewhere (as well as it only improving the damage, not the accuracy, in this case)--only with quirks or special equipment can you tune it to 3x, 5x or 7x.

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: 17 Allocation Points)
NameDescCasting TimeAP
BerkanoReduces enemy's AGI by (Magic)/10 for a round and remove one of their actions. Also lets you stop something that's moving (or slow it down otherwise if it's too big/too fast) out of battle.55
KenazAccuracy +10 buff for a round. Out of battle allows you to see in the dark and through smoke/fog.11
LaguzDeals (Magic)*3 water damage with a (Magic + Spellcraft) accuracy check, flooding the area.Full Turn4
TeiwazPre-emptive buff that blocks an entire status effect causing move if it hits you.23
InguzInstantly charges up a move to 2.5x its damage amount. Alternatively: allows you to access in-between charge levels on your moves, though you still have to spend the initial 4 AGI, then for the rest of your turn you may charge your moves up by the amount you wish, including in-between charge levels.44
UruzHeals (Magic)*3 HP.64

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 that is undodgable and unparryable (but still blockable), 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.33
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 -- but behaves like any other attack and requires you to hit them (e.g. they can block it entirely should they have a block handy). Also noting that in this case, enemies will rejoin their party -- as in, if the main party attacking you is right there, pretty useless to target them with this.44
WardAdds (Magic/25) Block points to 1 target for 1 round, or can protect up to (Magic/10) people from various environmental effects (including poison gas, evil spirits, etc) for up to (Magic/10) hours.64
BangAn explosion blasts a target with undodgable and unblockable (but potentially parryable; use Magic accuracy in that case) 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.53
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, but note they can potentially dodge it. (They cannot block or parry it, though.)Full Turn4
AlterSummon images, disguise yourself, make other things change in appearance, even make yourself invisible or silent. (One thing per casting.)44
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 potentially be Dodged.) Can also let you fly for large distances (and in battle, easily from melee range to ranged-range).44
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. This can be potentially blocked using block points.55

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 parry (but they can potentially block). Freezing ends when enemy is hit.410
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 1 round).410
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 will insta-kill any enemy whose power level is less than half of yours and 50% chance to kill any enemy between that and your power level.) Cannot be blocked. (Deals an additional (Enemy current HP/25) damage to bosses.)412
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! Cannot be dodged.412
CuragaHeals yourself and everyone on your side fully.Full Turn8
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, Magitek, or Normal for accuracy against your target.24
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.66
Another GateAttacks the enemy with otherworldly energy. Deals ((Magic/10) * d100-20)+Spellcraft damage; if it goes negative, it damages you instead!38
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.44

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. Magitek Skill improves your results.Full Turn15
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.)Half Turn10
SolarballSummons a miniature sun, which deals (Magic+Tech+(Magitek Skill, NOT the Magitek Ability stat))*2 damage.Full Turn10
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.Full Turn12
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 4x while it is active.410
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 4 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.4+12
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 1 round.510

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: 98+? 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. In combat, it can potentially end some foes instantly or send them entirely out of the way. Of course, it is also all or nothing, if you miss, you just wasted your turn.Full Turn12
Time StopGain an additional round just for yourself, stopping everyone else in time. Note that in this current incarnation, it consumes your full turn, and so trades your current turn for one where people cannot react, dodge, OR block (unless they themself know Time Stop or other relevant abilities to counter with.) It also increases your Chronomentia by 5. Please read that section as to the deleterious effects of that.Full Turn30
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 4 AGI spent on this, heals (Magic/2 round down) "HP" of reality itself/the target it's aimed at.4X12
Re-doLets you re-do a single interaction in the past of this battle -- say, an attack where you got hit, an attack you made that failed, etc. For the cost of that action and this spell's cost, the entire interaction is re-done, only now you know what roll they will get in advance and can modify your own actions appropriately (say, if the roll is too good, you could just use an item to heal yourself instead of bothering with wasting your AGI on a failed parry, so you can get that AGI back in the future -- or similarly, get back an item by not using it in the past).412
ParallaxMakes an extra clone of yourself shifted in time where you and yourself from the next turn both attack in this turn. Obviously, you don't get a turn next round, but if it works out for you, does it matter? Of course, you only get half of your current turn in addition to the fullness of your future self's turn, or buff your future self... the choices are immense, but every interaction where you directly interact with yourself adds 5 Chronomentia.Half-Turn12
Lens of TimeWhen that move really, absolutely, definitely must hit. Targets a foe using Time Itself instead of normal positional mechanisms, thus creating a 4-dimensional targeting reticule. This does mean that whatever you're using will be restricted to a single target, but this may even be your wish, as it can take uncontrollable hit-all abilities and make them "behave" this way. However, you must spend an entire turn calculating the location -- not to worry though, you don't have to avoid being hit during that turn. Otherwise, Autumnus would have probably deleted this spell for being useless. Anyways, after you've done this, you may make the move of your choice inexorably hit the foe, ignoring all attempts to parry, block, etc -- after all, the lens of time knows what they will do before they do it!Full Turn20

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 as well as how many actions the stat says. So if they have 4 Agility, they get 4. AGI is how much effort an action takes; you can only do your action stat number of actions per turn.

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 and 1 Action; 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 and 1 Action 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, block or react) occurs instead.

Stage 3b: The Utility action

These always take 1 AGI and 1 action. 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 choose to block, you take the attack's chip damage determined by a d75 (attack damage*(d75 / 100)), if you react and choose to parry, your parry attack hits the enemy, and if you dodge, the enemy's attack misses you and only does chip damage (attack damage *(attack roll / 100)) to you. Uncanny dodge of course, can mean the attack deals no damage to you at all.

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.


Chronomentia

Whenever a being warps through time and space, there is always a part of them that fails to make the trip. The more extreme this warp, the worse the effect. Chronomentia is the syndrome that results. Some go far, far too far, and vanish forever. Their body may return, but their mind is not that what it once was, stripped of who they once were. This mechanic tracks that affect; beware, and do not seek the deepest levels. For once there... there is often no way back.

Whenever your character warps more than a week of time back or forwards in time (or more than one galaxy of distance), they gain a point. When the distances start getting larger, the points increase--subject to what the GM says, anyways. Certain spells can also increase your Chronomentia, as Time Cop spells are, inevitably, not friendly to one's mind or soul. As your character gains points, the ill effects of Chronomentia pile up. The only way to decrease the points is a combination of accurately roleplaying the effects of it on your character (which counts as the character expelling the damage through the side effects) or using potentially costly but convenient healing items. Though those cannot heal more advanced cases of Chronomentia.

Here are the point levels and the effects:

Point ValueNameDescription
0No ChronomentiaThere isn't any ill effect going on here. Anybody with this probably doesn't even fly on a plane.
1-10Mild ChronomentiaThis is known as a time lag, and is similar to what happens from flying airplanes across multiple time zones. Nothing too problematic other than feeling a bit out of sync with the local time zone. The only real effects are usually a need to sleep, meditate, or otherwise recover. But robots and specific cyborgs with mitigations in place won't really feel this. Also it goes without saying, about 5 points will evaporate on their own per session without any special work needed here.
11-25Moderate ChronomentiaThe effects begin to manifest here. A feeling of being disconnected begins, as well as a need to relearn what's currently going on. Only people who wake up from comas after a year or five could really say they've experienced something like this. Tiredness is gone, so sleeping won't help this anymore; it requires time spent to try and figure out what is going on. This is the first level where you actually have to do something to try and get rid of the Chronomentia; it will otherwise only vanish 1 point at a time per session.
26-50Severe ChronomentiaInsanity (as in, disconnection from reality itself) begins. Reality no longer makes sense. Without any sort of valid reference to the current time, an obsessive disorder occurs. The person has to anchor their being in a concept or idea or object that they carry around with them in order to function; otherwise they'll likely just spout word salad, wander around fighting ghosts of the time they originated from, or otherwise be so radically disconnected from the reality they're in they see an alternate world from everyone else. The best example of this is Xavier Ridgecrest's insanity in SSS (and early CONFRONTATION); where all morals and sanity have been replaced with a devotion to his specific focus on nostalgia, to the point he randomly does completely insane things to try to 'bring back the past.' But it was in vain; the past was gone, and the only actual way forwards was to let it go. Without intervention by outside characters in addition to your own working on it, this Chronomentia will become 'stable' and not decrease, but may increase if more warping is undertaken.
51-75Terminal ChronomentiaBasic mental function goes away. Nine out of ten people who get to this state immediately die. It's for a simple reason: as they approach the limits of what their body can take, they no longer understand the problem with warping everywhere, and become addicted to it. Anyone who reaches this state becomes a haggard, old version of their normal self due to continual aging. Completely consumed with warping, they no longer understand life or death and forget the object they were using as an 'anchor', instead becoming a puppet for fate itself. The GM will take control of the character (in the off chance you, the player, intentionally do this) and throw them into various mostly unsurvivable conditions. Odds are that character won't survive. But... only someone who intentionally warps dozens or even hundreds of times (or a few times but all extremely far warps) will ever reach this. The Chronomentia will continue to increase by 1 point per session even if nothing is done to provoke it!
76-90Latent Time PsychosisA handful of beings survive death. Maybe they're a vampire. Maybe they're cursed. Maybe they're a cyborg whose organic body is just a meat puppet of the computer part. Whatever the case, no truly living beings can sustain this amount of damage. Even if they're purely organic, they have clearly transcended normal living and become a sort of time-seasoned piece of beef jerky. These entities are truly no longer in control; whatever they used to be is gone. At this point the whims of warping and chaos itself controls them. They are a tool of time itself. And they continue to gain more Chronomentia, at the rate of 5 per session.
91-100Malignant Time PsychosisThis isn't even supposed to be possible. There is no actual known mechanism for this to happen. Some entities have such a strong sense of identity they continue, willfully, past the point of mere zombie-like insanity to that of an enlightenment. An enlightenment of knowledge that is complete nonsense to any rational person. They can control others who have lost their senses to time and are immune to further Chronomentia. Killing them is hard as they are not strictly in any one timezone. Indeed, some philosophers suggest they are a 'distributed organism' that exists across multiple planes and timelines at the same time. This plant-like structure means unless you destroy the head Time Psycho, you'll never be rid of them. And sometimes even with the head gone, the weaker lesser nodes will pop up to harass you until they slowly run out. (Even worse, the sub-nodes of the Time Psycho all have the potential to mutate into a new entity that in turn can become a Time Psycho.) The Time Questers tend to go out and take out anything that becomes like this, out of necessity; rarely will any such being stop of their own accord. There is a weird wall that occurs, however. Called the 'island of stability', very few beings in this state can ever reach beyond it, and only certain technology or mutations or magic can ever make it possible to go beyond it.
101-∞[Redacted]Entities known as [Redacted] or [Redacted] or Psycho Illian have been seen in this state. At this point, they become capable of molding reality itself. The whole point of stopping Malignant cases is to avoid reality erasing/destroying superbeings such as these; they coalesce together into a shared desire to collapse time itself, one way or the other (even if they themself are not fully aware of it). It is academic in nature, as every time they occur, even the fact they existed for any moment of time resulted in the destruction of the current status quo and permanently altered everyone who was in the same galaxy as them. So for the safety of all, it is generally a disaster to be prevented...


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: 0-300
Will: 0-300
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.


Appendix I: Abridged History of the Setting

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.

Also they may reference outdated concepts and probably won't be updated. It is likely they may even be erased from existence eventually... and replaced by new ones.

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 a city block, 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

10/20/23 v.0.2.76 (updateme)

0-100 is now 0-300. This has been incorrect in the past for quite a while. I am trying to reduce the prevalence of these sorts of things.

Fixed the weird versatility confusion, it is just flat points -> value, then the AP is the actually +100 on top of that. I will probably revisit costs a bit as a result of this.

Cleaned up ancient issue saying Mad Men 'Look Like' instead of 'Look AT' flub in the text for Engineering ability.

Confusion with parry's behavior (a comma splice instead of a period) fixed.

An example in Dice Rolls missing Chip Damage description has been fixed.

Uruz now takes 6 AGI as it is very powerful at healing.

Added Super Attacks as a prelude to being able to have 3 levels of power in moves.

Decreased maximum innate charge to 4x and made weapon-using normal moves cost more when doing innate charge. This prevents overpowered usage of a weapon via innate charge.

Multi-Hits now defeat blocks that they encounter, based upon how many multi-hits you have on the move.

Cleaned up Charsheet a bit

Powered up Regen to Technology/4 instead of Technology/5.

Made additional selectable improvements to Corrode: Burn and Bleed. Specifically, it can be considered any one of the three aesthetically, but if you stack the modules, it can proc more, and more, and more often. Also it now deals Attack Damage/10 instead of enemy current HP/10 since it will proc that much more often.

Added limits to how much you can slow down any foe, so you don't just delete their AGI and actions to try and cheese the battle.

If used on a faster/lighter Special move, Speedup can potentially give you another action or two (or three?) next round. Keep in mind that it itself does consume some AGI and an action.

10/15/23 v.0.2.76

Made it possible to fill in values manually into the charsheet.

Cleaned up old references to feet and foot in ranges. It is now binary of melee or ranged.

Fixed ancient Summon module issue where it mentioned 'third' twice.

Fixed Block relying on a nonexistent attack check.

Re-added Chronomentia explainer in.

Cleaned up lingering references to the old way Block worked, which was doubly weird because that was already removed once over prior.

Did some work to differentiate Magitek (Skill) with Magitek (Ability).

Went more in-depth on what Stagger is about and noting most enemies don't use that mechanic at all.

Clarified that damage is multiplied, not status effects or accuracy, when you amp up attacks of various kinds. Exception: You may amp up the accuracy by itself, but only on Normal moves.

Charge moves may also access 6x multiplication.

Weaken explains that it doesn't need Unremovable, it is Unremovable by default.

Inguz made to be more specific and useful now that charging is rather universal.

Added additional Time Cop Spell 'Time Lens'

Chronomentia now updated to note [Redacted] and Psycho Illian.

Stats go 0-300; anything that went 0-200 has been set to 0-300 now.

Tsunami spell cleaned up to make more sense.

Implemented React fully as it has been set up now (a point-based setup where you may use any attack to React, but it costs 1 React point to do so.)

Added 'Parry' Module (for those who would rather not have to use React points on a parry

Slowdown moves people further down in the turn order too.

10/14/23 v.0.2.58

The Infinitus system. Obviously, updated this blurb also.

Spells now cost more AGI up to and including 'whole turn' for extremely powerful (read: end the battle in one move) attacks.

On the flip side, you may now increase the power of less powerful spells or attacks by stacking the AGI usage.

Increased power of Full Turn effects, while noting their limits.

Number of actions per turn has been limited at most to 4; see Charsheet and/or stat section. On the flip side, you can amp up your attacks by spending extra AGI on them.

Nifty fun-time dynamic sheet with sliders added.

Added many derivative stats like Uncanny Dodge and officially made Magitek a thing too.

Made Normal visible in the char sheet also.

Cleaned up spells some more, too many changes to list; best to re-analyze any spells you have to make sure it lines up.

Most modules don't persist across turns and are simplified in combat.

The History is updated.

Combat examples are updated a bit.

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.

Hard cap for Dodge is now 50.

Rules for Summons are improved; you can now stack the ability, gaining progressively stronger summons. Also only one may be out at a time per player.

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.