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


This is the character system for SSQ: Revolution. Revolution is a science fiction RPG. This RPG is about the group formed by Xavier Ridgecrest: The Questers. Specifically the "New Questers", given how there have been multiple groups of that name before.

The New Questers work with Xavier. Xavier is the leader of a planet named Erastia. He works with the New Questers to defeat Autumnus and the Time Cops. This is so that Erastia and the nearby planets will no longer be controlled by their tyrannical mastery of time and history itself.

To aid in further understanding, you can read these notes on the history of the setting.

The RPG runs mostly on technological and magical items, at a level of sophistication that would best be described as a combination of Star Trek and Stargate SG1 with Phantasy Star Online/Dungeons and Dragons-esque equipment. As such, it's not so strange to find characters who range from merely being fantasy warriors with swords and magic items and spellbooks to fully cyborgified future-genetically modified computer-packing laser gun warriors.

In the end, the system has only a few differences between magic and technology--primarily that magic requires usage of the user's own magical energy force while technology runs on various fuels and ammunition.

Some degree of magitek exists, too--items that blend both worlds. It's primarily used by the Solarians, a race of pale, tall, elf-like beings with eyes that tend to be vaguely similar to stars in coloration. Some people believe the mixture of the two risks tainting a person's soul with the effects of technology, making them unable to feel... but it's never been conclusively proven.

Anyway, with all of that knowledge, you should know most of what you need to know to play this game. Reading the story logs can be useful, but in the end, a lot of new things are going to happen, so don't spend too much time wondering about whether or not old things will be needed to be known.

Creating a Character

Step 1: The Charsheet

First, copy these stats into a text editor of some kind.

Step 2: Assigning Stats

It's rather simple. You take 250 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. Ideally you place at least 50 amongst each major category; so 50 between all the defense stats and 50 among the attack ones, etc. Of course, you can specialize (and you may want to) so place more where you feel your character's strengths are. After that, take the raw point values and multiply them to get the resulting effect. So for Agility, for example, if you put in 30 points, multiply it by *.1 (which equates to dividing it by 10), which results in 3. Then add 2 to it, resulting in 5 agility. The 5 is the number you have when you go to attack and look for how many points you have left of agility in that turn, for example. And you proceed that way with all the other stats.

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 Type A and Type B attacks.

Step 4: Obtaining Armor

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

Step 5: Obtaining Skills

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

Step 6: Obtaining Quirk(s) (OPTIONAL)

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

Step 7: Creating Attacks

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

Step 8: Magic (OPTIONAL)

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

Step 9: Leveling Up

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


Description of Stats

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


->Health: 0-100 -> *10 -> 0-1000
->Debuff: 0-100 -> *.1 -> 0-10
->Flux: 0-100 -> 0-100

->Agility: 0-100 -> *.1, then +2 -> 2-12
->Knowledge: 0-100 -> 0-100
->Versatility: 0-100 -> *.1 + 4 -> 4-14

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

->Dodge: 0-100 -> *.25 -> 0-25
->Block: 0-100 -> *.45 -> 0-45
->Parry: 0-100 -> *.90 -> 0-90

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

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

->Insert Armor Here

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

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


These stats control how long your character can take punishment.


These stats control your flexibility in reacting to situations.


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