Table of Contents
- Appendix I: History
- Appendix II: World Destroying Spells
SECTIONS BELOW THIS LINE HERE HAVEN'T BEEN FULLY UPDATED YET
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 master 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.
Step 1: The Charsheet
First, copy these stats into a text editor of some kind.
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.
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.
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.)
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.
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.)
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.
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.
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.
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.
Durability ->Health: 0-100 -> *10 -> 0-1000 ->Debuff: 0-100 -> *.1 -> 0-10 ->Flux: 0-100 -> 0-100 Ability ->Agility: 0-100 -> *.1, then +2 -> 2-12 ->Knowledge: 0-100 -> 0-100 ->Versatility: 0-100 -> *.1 + 4 -> 4-14 Offense ->Magic: 0-100 -> *.8 -> 0-80 ->Tech: 0-100 -> *.8 -> 0-80 ->Normal: 0-100 -> 0-100 Defense ->Dodge: 0-100 -> *.25 -> 0-25 ->Block: 0-100 -> *.45 -> 0-45 ->Parry: 0-100 -> *.90 -> 0-90 Skills ->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 Weapons ->Insert Weapon Here ---->Format ---->Attributes ---->Of ---->Weapon like this Armor ->Insert Armor Here ---->Same ---->Attribute ---->Formatting ---->Here Attacks ->Attack Name here -->Insert Type here (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 Equipment ->Slot 1 -->Insert Equipment Name Here (Insert quality of Equipment here, e.g. Fancy Equipment, Mundane Equipment, etc) ---->The Description of the Equipment/what it does goes here ->Slot 2 -->You can use all of these slots (Insert Quality of Equipment here) ---->So don't think you only have the one slot ->Slot 3 ->Slot 4 ->Slot 5
These stats control how long your character can take punishment.
- Health - Literally, how much damage you can take before you die. Now, this is a science fiction setting, so death isn't quite the setback it would be normally--but don't expect to just leap off a cliff and then be ready for battle 15 seconds later. This isn't Super Smash Bros-styled anymore. Although on the flip side, you can now get much more health, so if you do want to be suicidally insane without dying, then go ahead--pile on the HP. Just don't expect to be good at much else.
- Debuff - Basically, how many debuffs you can 'tank' before you are effected. Debuffs build up in this game rather than just being an instant hit. So every time an attack debuffs you, this gauge 'eats' the debuff. Once you've taken more debuffs than your gauge can take, the debuffs start taking effect on you. You recover this gauge fully after each battle ends. Some items and healing moves can recover it even faster.
- Flux - Sometimes you just can't win. You do your best in combat, you try everything, and yet you lose. In real life, this would just happen and your loss would just be permanent. But this is a game. Flux points can just be freely spent to increase the value of your rolls. You regain them all between each session. But beware--Flux is said to often just get you INTO situations, it can't get you OUT of them, especially if you spend heavily to get somewhere you couldn't otherwise. So they say... those who live by lucky chances, die by unlucky chances.
These stats control your flexibility in reacting to situations.
- Agility - How fast can you move your body? How often and how much can you attack? This is the answer to that question. Note that it's not connected to dodging. Dodging can be done with a minimum of movement. (Or sometimes, it can be done with no movement at all.) This is purely about how fast you can attack. The faster you can attack, the more devastation you can do in a round. However, it must be considered carefully--if this is all you have, then you'll do nothing more than weakly flail around, missing everything and being counter-attacked. Balance is a theme you'll see repeated in this system, so keep it in mind.
- Knowledge - What does it mean to mean anything? This is knowledge. Unlike most systems, this game will actually let you use (within reason) your OOC knowledge inside the game to manipulate things. However, the proprietary way things work in the SSQ universe means that such outside knowledge will only allow you to START doing something. This stat is about your ability to actually complete something--you build up points in here, then spend them on skills that enable you to more easily complete difficult actions in sessions.
- Versatility - Just how diverse is your skillset? This controls how many different attacks you have. You get 4 even if you don't invest in this stat. But sometimes, options outweigh everything else in usefulness. So if you want to be able to do more than a few kinds of actions in battle, you'll want to invest in this. (Note: May also make this do more than just that, sometime.)
These stats control your ability to damage and destroy your enemies.
- Magic - How well can you subvert reality? This stat is used to fuel spells. It's also used to gauge how well you can cast them. The higher this is, the better the spells you can cast. Since Magic is not something everybody can do, you can safely choose to ignore this stat, if your character has no ability or interest in using magical spells. Just be warned--you may find yourself pining for this ability later on if you completely ignore it.
- Tech - What's your ability to use the latest (and oldest, and everything in between) tech? This stat is used to wield machinery, weapons and other things that require you to know scientific principles. This is a science fiction RP so you will also be encountering future-tech that may be magic-like, but for our purposes anything that has some sort of logical-mechanical basis behind it will count as tech. Magitek, therefore, is magic that happens to be organized technologically. Needless to say, this stat is more valuable for 'just getting around' in most of this game's world, but there are also magic planets that don't use tech, so keep that in mind.
- Normal - How good are you at using your own body as a weapon? This stat involves melee and close range and improvised weaponry. Things that have no real technology involved. Think kung-fu master or acrobatics. Or even just plain up brawling. The advantage here is your body and anything within reach can become a weapon; the disadvantage is that, historically speaking, most battles have been won by lesser trained people wielding magic or tech in this realm. It's best not to rely on this stat alone, since at least in this world, there is no such thing as a Super Saiyan and people don't just punch tanks to death here. On the flip side, it can come in handy in close quarters fights or when escaping from a prison with no equipment, so don't completely ignore it if that is important to you.
- Dodge - Ah, who doesn't want to just avoid all attacks? Nobody, that's who. This stat lets you opt to just avoid enemy attacks. And if the roll is such that you succeed? It costs none of your agility to do. It's just free! Ah, but it has a catch... even the best dodge master can only dodge half of the time. Furthermore, various abilities allow people to potentially make undodgable attacks, or to debuff your Dodge. Trying to dodge everything has a habit of catching up even to the most experienced battler, so be ready for something to hit you, even if you focus entirely on this stat.
- Block - A very common reaction to most attacks. Blocking decreases the damage you take by half. It can decrease it even more if you have a shield or other equipment that increases that. However, it takes an agility point to block. And if you're out of those, you can't block anymore. But you can become so good at blocking that it can become nearly guaranteed--which is better than dodge can ever do.
- Parry - Much more uncommonly, some people choose to never stop counter-attacking. When they see an attack, they just counterattack. But this is a very high risk, high reward proposition. Instead of using one's normal accuracy, Parry accuracy is used, because you can't just swing blindly--you have to hit the sweet spot. Whether or not you succeed, it takes the entire agility cost of your counter-action to do it. And even if that action for some reason only takes 1 agility normally--it still takes 2. The minimum it can take to parry is 2 agility points. If you succeed, then you'll deal damage to your opponent as if you hit them. But if you fail... not only did you use up your next turn's agility, but you get hit by their attack. So use it wisely--or not at all.
- Sneak: Evade your foes! Evade their traps! Hide about and do whatever it is you need without people seeing you!
- Acrobatics: Leap over, under, and to the side! Shimmy across perilous ledges and squeeze through tight spaces! Make split-second moves to evade the un-evade-able!
- Computer: Break into tough machines! Read ancient crypto-computer-tech! Discombobulate the Reverse Quark Proximitor!
- Lockpick: Pick the doors, pick the locks, pick the correct locks to lock the doors, defeat the mechanical puzzles!
- Discourse: Deal with difficult discussions, push ideas that your frenemies might be interested in, and distract people while your allies take their stuff!
- Gadgeteer: Assemble the right parts to make the right team--be it mechanical or organic, figure out the ancient magitek, or just make an incredibly cool statue, whatever strikes your fancy!
- Accuracy: +2 to accuracy.
- Damage: +5 to damage.
- Element: Makes weapon deal elementally aligned damage.
- Range Increaser: Makes weapon able to hit things another 10 feet away than usual.
- Target Increaser: Weapon can hit one more enemy at a time, due to being made broader in some way.
- Magic Link: Weapon gains (Magic/10) damage.
- Tech Link: Weapon gains (Tech/10) accuracy.
- Theft Protector: Weapon can be called back to you using 1 AGI if it falls out of your grasp. (But isn't guaranteed to come back!)
- Transformable: Take another weapon. You can instantly switch between that weapon and this weapon, but both have slightly weakened stats (GM determined).
- Grapple: Weapon can grab onto surfaces and hold enemies, even if it couldn't do that before.
- Kevlar Vest: +10 block
- Medieval Knight Plate Armor Suit: +50 block, -20 dodge, -10 parry.
- Solarian Force Field: +300 HP, -10 block, -10 dodge, -10 parry. Recharges between sessions.
- Erastian Heavy Metal Armor MK 1: +80 block, -50 dodge, -10 parry, +150 HP. Requires manual repair to recover HP benefit.
- Rocket Booster: +20 dodge, -20 parry, each hit deals +20 damage to you.
- Space Suit: -10 to dodge, -10 to parry, +10 to block, allows full existence and limited mobility in outer space for up to 2 hours.
- Every item is single-use unless otherwise stated.
- There is no limit to the number or variety of items that exist.
- Old items from old games will continue working so if you happen to find them or have them on you, yes, they are still valid.
- There isn't anymore any 'standard' items other than some starter ones mentioned here (and you will definitely find better/cheaper ones than these).
- Effects that are the same from different items/sources don't stack, instead the highest single source of the effect takes priority.
- You can have an unlimited number of items.
- New Questers start with 1500 coins.
- Smash Dex: (Mundane Equipment) Allows for recall of information about anything on Nintendus or Alsa or encountered by Xavier Ridgecrest or other Questers, takes 1 AGI and can be cryptic with its warnings.
- Flashlight: (Mundane Equipment) Lights up a long box-shaped area of 20 x 5 x 7 (w x h x d) so it can be seen. Works in outer space, never runs out of battery, but you know, it's probably not the best one out there.
- Lockpicks: (Mundane Equipment) Allows you to lockpick doors, which requires a Knowledge (Lockpicking) check against the door's lock to attempt. The benefit of lockpicks is making the action only take 1 AGI worth of time rather than 3, and making your attempts not make as much noise as they would otherwise.
- Recorder: (Mundane Equipment) Lets you record sounds and sights and play them back. You have to note when you turn it on or off though, otherwise it won't really be doing either.
- 3D Camera: (Mundane Equipment) Lets you record everything in a 20 x 20 x 20 ft sphere about an area, at least visible to the orb. For best resolution, requires the area be really still and you have to release it and walk 20 feet away from it to let it see behind where you'd be standing. Can hold 3 of these holograms and project 1 at a time.
- Blackjack: (Mundane Equipment) Lets you nonlethally knock out most lower level enemies, if you get the jump on them. They have to be completely unaware of you, have a clearly exposed skull and be biologically/mechanically set up such that hitting them that way should knock them out.
- Hairspray: (Mundane Equipment) You can make epic hairstyles with this... or completely block the view of security cameras, gum up machinery and start fires. The choice is yours.
These stats control your ability to avoid damage.
All rolls are d100, aka 100-sided dice, aka percentile dice. Essentially each roll is split between the aggressor and the defender. The person attacking wants a high roll; they get the high part of the dice. The defender wants a low roll; they get the low part of the dice.
Let's say there are two characters, Attacker and Defender. Attacker has an attack with 40 accuracy, and Defender is trying to dodge and has 20 for their dodge. In that case, the attacker types a40d20, and the automatic script calculates the odds of the attack succeeding. In this case, that would be 100 - (100/((Defense/Attack)+1)) or 100 - (100/((20/40)+1)) or 100 - (100/(.5 + 1)) or 100 - (100/1.5) or 100 - 33 or ultimately 66%. Thus, the dice results go as follows:
100-33: Attacker hits Defender.
33-1: Defender dodges the attack.
Now let's do another example. The Attacker has 20 accuracy, and Defender has 40 dodge. In that case, it looks like this: 100 - (100/((40/20)+1)) or 100 - (100/(2 + 1)) or 100 - (100/3) or 100 - 33 or 66. (Rounding is obviously going on, in these cases.) Thus the rolls look like this:
100-67: Attacker hits Defender
66-1: Defender dodges the attack.
As you might expect, the higher dodge is more likely to succeed.
Now we have an interesting case. The attacker has 60 Accuracy and the Defender has 50 dodge. So what happens? 100 - (100/((50/60)+1) or 100 - (100/(.83+1)) or 100 - (100/1.83) or 100 - 55 or ultimately 45% chance of success for the attacker.100-56: Attacker hits Defender.
55-1: Defender dodges the attack.
Now if this is all rather hard to calculate, don't worry. The GM and the GM's dice do all of the fancy percentile effects. All you have to worry about is knowing the numbers for attack and defense before each roll, so as to keep combat rolling.
That's all there is to it; every major interaction in this game works like this. The rest are explained whenever they come up.
In this world you have various things that are non-trivial to do. But they often happen outside of combat. Previously, the game would just handwave it or rely only on your stat. But in the end, that was akin to just rolling dice over and over again without any real grounding in specialization.
Instead, REVOLUTION offers the ability to gain proficiency in various skills. Mastering these can result in truly predictable success in certain narrow spheres. When you want to roleplay a character who's a real master at sneaking around, for example, you shouldn't have to waste your time constantly describing everything they do. With a high enough sneak score, it just is. That said, skills are limited in functionality.
Skill rolls use the stat as noted in the list as the base (so if you have 50 Agility, the roll starts with 50 for your roll), then you add your skill ranks onto it. (So if you have 20 Sneak, your Sneak roll is now 70.) The things you are trying to defeat have set amounts of difficulty, which act as the 'defense' you must break.
In general, skills are mostly non-combat and to boot, 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. The final note is, skills help you finish something--they work only on the middle to end part of doing a task. You have to still supply the ideas. With that in mind, here's the list:
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?
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:
Special Effect: Attack rolls that hit 100-91 in accuracy deal an additional 15 damage.
Here's another example:
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 is never something that gets mentioned much, unless you're Xavier. Most people have other ideas than just wearing a bunch of medieval armor to block attacks. But of course there's more than just that... but it's still limited what it can do. On the flip side, there's always some force fields you can wield... if you have enough power to power them with.
All characters have an armor slot. The armor you wear uses this slot. If the armor is heavier, it'll decrease some stats elsewhere and/or reduce AGI, depending in what way it is heavy.
Armor comes in many shapes and sizes and is generally custom to each character.
Additions are before the modifiers. So +10 block means before the .45 multiplication to get the final result for what's on your roll.
Like equipment, Armor tends to be rather freeform. Here are some examples of armor:
Keep in mind what you have will vary. These are just examples. Upgrading armor is also simple: you pay money and the +s and -s increase and decrease, respectively. You can also alter the entire purpose of the armor; such is handled in a freeform manner, but the more huge the changes, the more coins you pay.
As we all know, the world of REVOLUTION 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.
|Able Juice||Mmm... Tastes like apple juice!||Cures all bad status effects on one ally.||300|
|Eggman Sandwich||A delicacy imported from Alsa.||Still half of your max HP.||250|
|Ivantek Magic Vial||Ivan Robotnik's magic-giving energy will make you cast all kinds of things.||Reduces casting time by 1 for all spells you cast for 1 round (although 1 is still the minimum AGI)||500|
|Ivantek Recovery Vial||Ivan Robotnik's patented super-healing vial technology will make you feel better!||Heals all of your HP.||700|
|Bumper||An Smash favorite that really bounces people around.||Hurl to instantly knock the opponent 50 feet away, should it hit. Use your Normal or Tech stat to aim.||300|
|Elemental Cube||Oak's elemental energy cubes are still useful even now.||Throw for a guaranteed 40 damage of the element of your choice, should it hit. Use your Normal or Magic stat to aim. (Ignores Block/Parry/etc)||400|
|Fire Extinguisher||This safe item puts out fires or deals damage.||25 ice damage if it hits. Uses Tech to aim. 5 charges.||500|
|Poison Mushroom||This mushroom has gone bad...||30 damage to an enemy and a 25% chance of dealing 30 more damage to them on the next round.||300|
|Crescent Fruit||An uninviting, fuzzy, grey, tart fruit. It's surprisingly sweet too.||Increases all rolls by +10, but reduces dodge and block and parry by half and adds 1 AGI use to all attacks.||500|
|Fury Materia||Makes you as angry as the ancient Quester, Kinnin.||Doubles the rate you can attack (half AGI cost for each attack, 1 minimum AGI use though) but also causes a 50% chance each attack that you end up randomly attacking whoever is near you with one of your Type A attacks as well!||800|
|Metal Cola||The official soda of Xavier Ridgecrest, invented years before those wannabes in Team Fortress made theirs.||This cola warps reality, causing each of your attacks to occur d3-1 times, while dealing 20 damage to you every time you hit the enemy with them.||400|
|Super Sneakers||Sonic's trademark speed-up sneakers, contained inside the classic monitor they are usually found inside.||Adds +15 to your dodge (Note: 25 is the hard cap for how high dodge can be) and puts you first in the order lineup, but they only last 1 round now. Can still make you really fast out of battle too.||700|
|Air Tank||An 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.||500|
|C-4||Despite the advent of better door materials than steel, this is still a popular demolition device.||Blow up enemies and doors alike with this--causes huge amounts of damage to anyone exposed to it. Specifically, everything within about 300 feet of it is threatened by a whopping 300 damage--that includes friend and foe alike. Note that it can be disarmed relatively easily by people unplugging the detonator, so don't try it on personnell if you want to have a reasonable success chance.||1500|
|Cell Phone||Original 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.||300|
|Duct Tape||It'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. 5 uses.||500|
|EMP Grenade||An old Quester standby, used to turn off enemy robots and disrupt enemy machines in general.||Disables all electronic devices for one round when used.||1200|
|Smokebomb||You, too can be a ninja, with these patented smoke capsules!||Escape from bad situations, or use as a smokescreen to enter bad situations.||500|
|Wilt Shroom||An 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?||10|
In the world of REVOLUTION, everybody's got something they use. Be it as mundane as a cell phone or as exciting as a device that can warp them through time and space, it's something. And so we call this equipment.
There are five slots on each character for equipment: Upper Left, Upper Right, Head, Lower Left, Lower Right. You can have equipment in all of these slots without being slowed down. It doesn't matter how your character moves or even if they have more or less limbs; this is the amount of slots everyone has.
Equipment can take multiple slots; if so, it's bulky and thus requires more space on you. You have to designate which slot(s) the equipment takes up as well on your character sheet. Normally, equipment only takes one slot. If nothing is specified on the description, the equipment takes only one slot.
Equipment has multiple qualities. The list is as follows: Ultimate, Legendary, Epic, Fancy, Mundane, Terrible. Ultimate equipment is something that becomes infamous and seemingly never ever goes away, Legendary is something that everyone talks about but hasn't yet reached "Noun/Verb" status, and Epic is the best most normal people have, Fancy is just expensive or well made, Mundane is normal, and Terrible is trash and/or something cursed.
Anything you can't wear on you you carry around but like in PSO or Dark Souls it's cumbersome to switch out in the field so it's best not to do that unless you need to.
Each character's starting equipment is fairly different and depends on your character's backstory and their role in the New Questers organization. Here are some basic equipment types that most New Questers can potentially have (again, discuss what you want with the GM, and this list can potentially be expanded based on new requests):
There are two kinds of attacks. You get Type A attacks, which are faster-paced, normal attacks that don't require any special focus or concentration to wield. And you get Type B attacks, which are the classic special moves you're more used to.
Your Versatility Points (Versatility * .1 or Versatility divided by 10, whichever is easier for you to parse mentally) is the raw amount of attacks you may have. Type A attacks cost 1 Versatility Point, and Type B attacks cost 2 Versatility 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 Versatility Points in allocated moves, so keep that in mind.
Type A Attacks
These attacks are simpler. There are only a few decisions to make:
- How much focus on damage and how much focus on attack? You can allocate out of 100 between damage and accuracy.
- 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.
- 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 +5 to damage or +10 to accuracy to the attack as it is unarmed.
- Then you pick a range. Close range means it can only hit people adjacent to you. Mid-range means it can hit people further away but you have to subtract 5 from damage. Long-range means you must subtract an additional 10 from damage and 10 from accuracy. Note that you cannot have negative damage or accuracy, so if that results from the range you wish, adjust the allocation of accuracy/damage and try again. Also if the attack is unarmed, keep in mind that the attack will move you to the distance you've picked--and if that happens to be over a pit or blocked by something... well, tough luck. You'll always have to move that distance when using that unarmed Type A attack.
- Finally you can pick how many targets it hits. 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.
- Then you're done. The attack uses 1 AGI no matter what you pick.
You can spam these Type A attacks continuously; so don't fret if they're relatively low on damage. On the flip side you can choose to up the damage, but then you'll have less accuracy... do you feel lucky enough to hit in those circumstances?
Type B Attacks
First off, what's the same: you still allocate 100 percent between ACC and DMG. So you know, you pick things like 30% ACC and 70% DMG, or yes, even 100% ACC and 0% DMG if you wish. But what stat you use for the next calculation changes. You may also choose to make self-buffs. In that case, they use no accuracy and no damage; they only buff. Those get +1 module to play with.
These attacks require a crucial decision: do you use Magic or Tech? Each has a separate set of abilities to it. Combining both is also possible, if you wish to do the complex math of adding both your stats together, then halving them, but if that's too scary to you... it's best you don't do it. (Additionally, when combining the two, the abilities linked to each ability only use the half of your stat that applies to them--so again, rather complex.)
There's three types of modules: Normal, Tech, and Magic. Normal modules can be used by either Magic or Tech attacks. Only Magic attacks can use Magic modules. Tech Attacks can use Tech modules. Magitek attacks can use either. The minimum Type B attack uses at least two modules, thus costing 2 AGI to use. You can make the AGI as high as you want, but beware: too much AGI and you need to wait multiple turns just to use the thing once.
You may stack modules as much as you want, as a result. Just that you won't have the time to do it if it gets too big.
|Accurate||Adds (Main Stat)/5 to the attack's accuracy.|
|Multi Hits||Attack deals multiple after-shock hits, depending on how well you hit. Deals (amount over enemy's defense roll)/4 extra damage.|
|Damage||Adds (Main Stat)/3 to the attack's damage.|
|Charge||You can use 1 AGI to add (Main Stat)/4 to the attack's damage or subtract (Main Stat)/2 from the attack's damage and gain (Main Stat)/4 to the attack's accuracy.|
|Weapon||Attack 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.|
|Range||Attack hits one range increment further than it would normally. (Attacks start with hitting only close range.)|
|Teamup||Move's effectiveness increased by 10% when teamed up with someone else who also has Teamup on their move.|
|Target||Move can hit one more target. Damage and effects are split between the targets, but you roll a full-accuracy roll for each target.|
|Grab||If you land in the top 20% of your success range when hitting the enemy, you may choose to hold them (prevents them from dodging and forces them to block or parry) or throw them (Moves them one range unit away from you), potentially into hazardous situations or other enemies.|
|Stun||Enemy dodge is reduced by 10% for (Main Stat)/20 rounds if you land in the top 50% of your success range.|
|Corrode||Enemy takes an additional bit of damage every round; the first action they roll where they have to attack or dodge during their turn, they take (100 - Their Roll) * (Main Stat)/20 damage. Continues for (Main Stat)/20 rounds. IF you land in the top 50% of your success range.|
|Focus||All attacks become (Main Stat)/6 more accurate for (Main Stat)/25 rounds.|
|Flex||All attacks become (Main Stat)/4 more damaging for (Main Stat)/25 rounds.|
|Defend||Blocks become (Main Stat)/5 % more accurate and block that much more damage for (Main Stat)/25 rounds.|
|Speed||Move up (Main Stat)/20 ranks in the turn order and gain (Main Stat)/10 more to dodge for (Main Stat)/25 rounds.|
|Determination||Survive (Main Stat)/33 lethal attacks for (Main Stat)/15 rounds.|
|Fury||Deal (Main Stat)/3 additional damage with every attack for (Main Stat)/15 rounds but also take (Main Stat)/10 more damage to yourself every time you attack!|
|Heal||Target of move gains (Magic)/4 HP back.|
|Steal||Steals 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.|
|Summon||Your 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.)|
|Home||Attack can curve back and try to attack again at 50% accuracy if it misses.|
|Confuse||If you land in the top 50% of your success range. of your success range when hitting the enemy, you cause them to target enemies randomly until they've been hit out of it or hit themselves.|
|Slow||Reduces enemy AGI for their next round by (Magic)/10 if you land in the top 50% of your success range.|
|Disable||Disables one ability (move or quirk or other non-weapon one) at random for one round if you land in the top 50% of your success range.|
|Repel||Enemies that touch you in melee range take (Magic)/10 damage for (Magic)/20 rounds after you've summoned this effect.|
|Copy||Move 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 are used with the move, not the enemy's, so do not expect to gain hulk-like strength if you copy an unnaturally strong enemy's punch. The copy effect lasts (Technology)/10 rounds in combat.|
|Hazard||Your attack doesn't directly attack anyone but it sticks around (Technology)/10 rounds until it is triggered by somebody encountering it by moving near it.|
|Pierce||Attack will continue going and hit up to (Technology)/15 targets beyond the initial target, and blocks only work at 50% effectiveness with regards to reducing damage from this attack.|
|Scan||Gives you insight on whatever you hit, using the % over the enemy's defense that you hit them to determine how detailed that is.|
|Weaken||Blocking attempts will reduce damage 50% less than before due to chemical/technological weakening if you hit the enemy with the top 50% of your success range.|
|Blind||Enemy accuracy is reduced by 10% for (Technology)/20 rounds if you land in the top 50% of your success range.|
|Disarm||Knocks away a piece of an enemy's equipment that's been equipped 1 movement range away if you land in the top 50% of your success range when hitting them.|
|Techno||Technology based attacks deal (Technology)/2 more damage for (Main Stat)/30 rounds.|
|Regen||Regenerate (Technology)/10 HP back for (Main Stat)/30 rounds.|
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. Knowledge is foremost. It determines how many spells you know. You may spend Knowledge 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 Knowledge to be spent on them. Others must be bought, or found, or require the actual possession of some sort of item.
Once you have your knowledge of spells, though, you then have to pick a loadout of spells before each session. The amount of spells you can have on hand is based on Versatility. You may bring Versatility*10 spells to any normal session. However, if you desire more, you may use special equipment to increase it. The equipment will increase how many spells you have... but at a cost. It takes longer to flip through a book or stare at a crystal ball to obtain knowledge of a spell you don't have actively memorized in your mind. The amount of time it takes depends on the item and sometimes also the spell.
Finally, for those who want to specialize, it is possible to focus on certain classes or types of spells. Those spells will fire (Magic)% faster and deal (Magic)% more damage/effects; but you can only use those spells (Magic)/10 times per session.
The list of spells is chronicled below. Or if you absolutely must look at them, the World Destroying Spells are in Appendix II.
Ancient Vring magic that happens to be pretty good for anybody who wants a fairly decent toolset without spending a lot of points on Knowledge 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.
|Berkano||Reduces enemy's AGI by (Magic)/10 for a round. Also lets you stop something that's moving (or slow it down otherwise if it's too big/too fast) out of battle.||1||1|
|Kenaz||Accuracy +10 buff for a round. Out of battle allows you to see in the dark and through smoke/fog.||1||1|
|Laguz||Deals (Magic)*3 water damage instantly, flooding the area. Water can also be used to scry on people's dreams if you have one of their personal possessions (not just something simple; something IMPORTANT TO THEM) to sacrifice to it.||2||2|
|Teiwaz||Pre-emptive buff that blocks an entire status effect causing move if it hits you.||2||3|
|Inguz||Allows you to instantly charge up a charged move to a bit, or charge even moves that can't normally be charged, for 2.5x damage.||2||3|
|Uruz||Heals (Magic)*8 HP.||1||3|
Alsan Magic (Cost to master this set: 21 Knowledge)
The magic of Alsa. Full of tricky things that can be done. Best utilized by those who want to manipulate their way through everything.
|Ele||Deals (Magic)*2 damage in a chosen element instantly, or more than that if you hit the enemy's elemental weakness.||1||2|
|Rejoin||Rejoin 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.||2||3|
|Ward||Blocks (Magic)*5 damage from yourself, or can protect up to (Magic/10) people from various environmental effects (including poison gas, evil spirits, etc) for up to (Magic/10) hours.||2||2|
|Bang||An explosion blasts a target instantly for (Magic) damage; can be used to hit people internally, counter-attack people, or damage mechanisms.||1||3|
|Panel||Activate, repair, and power almost any machine of choice. In battle, can deal (Magic)*3 damage to all machines in an area instantly.||2||3|
|Alter||Summon images, disguise yourself, make other things change in appearance, even make yourself invisible or silent. (One thing per casting.)||2||4|
|Kinesis||Move objects or yourself around the battle (or non-battle) field. Use (Magic) accuracy to attempt to grab hostile people in battle if you want to throw them too. Can also let you fly for (Magic)*100 feet at a time without resting.||1||2|
|Baton Toss||Switch places with somebody else, including an enemy. Use (Magic) 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.||1||4|
The primitive magic of Nintendus. Mostly useful for destroying everything, but there's healing in here as well. (Cost to master this set: 106 Knowledge)
|Flamestorm||Immolates enemies with fire. (Magic)*5 fire damage to one target, or (Magic) fire damage to all targets.||3||10|
|Icesplosion||Freezes everything around you. (Magic) ice damage and enemies are frozen solid.||3||10|
|Thordain||Rains 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.||3||10|
|Megid||Fires 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.||5||15|
|Holy||Lights 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.||4||15|
|Curaga||Heals yourself and everyone on your side for (Magic)*2 HP.||2||10|
|Sky Slam||Fly up into the air and do (additional AGI beyond just the casting time of this spell)*(Magic) damage, assuming you hit with an attack roll that can use Magic, Tech, or Normal for accuracy against your target.||2||8|
|Bioga||Poisons the enemy heavily. No damage initially; but (Magic)/10 damage continually hits them on their turn until the poison is cured.||2||8|
|Another Gate||Attacks the enemy with otherworldly energy. Deals (Magic/10) * d100-20 damage; if it goes negative, it damages you instead!||2||10|
|Disjunction||Destroys enemy enchantments, magically created status effects, illusions, and so on. Opposed Magic check; if you win, enemy's effect is destroyed.||1||10|
The magic of the Solarians. Useful mostly for creating things or manipulating them. Or just blowing them up. (Cost to master this set: 109 Knowledge)
|Magitek||Creates magitek items. 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.||6||20|
|Solarball||Summons a miniature sun, which deals (Magic+Tech)*(Additional AGI used to cast this spell) damage.||6||25|
|Judgment of the Sun||Summons 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.||6||18|
|Radiance of the Soul||Energizes the soul like the sun. Take a constant (10% of max HP) damage while it is active; stays active until dismissed or you run out of HP. Attack effects amplified by 1.25x while it is active.||3||15|
|Warmth of the Stars||Heals all status effects, then also HP. Can be proportionally controlled; cost of spell depends on how much you're healing. Costs 2 AGI + 1 more AGI for each status effect and 1 AGI for each 20% of your max HP you heal.||2+||18|
|Disruption||Curses technology to turn against its wielders. (Sort of an 'Anti-Panel'.) Opposed Magic roll against said technology to see if it succeeds..||3||13|
Time Cop Magic
The magic of the Time Cops. Only some of it has been deciphered by Questers, and its usefulness can be... questionable. (Cost to master this set: 75+? Knowledge)
|Plane||Warp between different planes of existence.||5||20|
|Time Stop||Gain an additional round just for yourself, stopping everyone else in time.||5||30|
|Disaster||Causes a natural disaster to eradicate a large area. Size depends on how much time is spent focusing the spell. Destroys 100*(Magic) square feet of area per AGI fed into spell. Note that you are also effected by the destruction; also it is a disaster so it's not direct damage so much as the entire area being destabilized and falling to pieces.||8||25|
Obviously, the main use for this system is combat. Most of the out of combat scenarios happen in a freeform manner. So how does combat actually go down?
Stage 1: The Initiative
Both sides must roll initiative to see who goes first. Roll d(your agility stat). The highest rolls go first, the slowest ones go last. Ties are decided by who rolled first.
Stage 2: The Turn
Each person gets a turn. The first person in the initiative goes first. Their turn consists of them having as much Agility as their Agility stat says they have. So if they have 4 Agility, they get 4. Agility is used on actions.
Stage 3: The Action
Each action consumes Agility. This is determined by the kind of action performed. Each attack has a set amount of Agility use. The average attack uses 3 Agility; if you build your attack to use less Agility, though, it will use less. Charge attacks can use variable amounts of Agility. For now, the example will concentrate on the average case and so, the case of having 3 AGI for the cost of a move.
Stage 3a: The Attack Action
If you choose to use a move, then you go through a couple steps. First you check your accuracy (which ranges from 1 to 100), then you roll a(accuracy)d(enemy's defense). The GM dice script compares your accuracy to the enemy's defense of choice and then to the result on the roll. If you succeed, you hit; if the enemy succeeds, their defense action (be it dodge, parry, or block) occurs instead.
Stage 3b: The Utility action
These always take 1 agility. They involve actions like picking up dropped weapons, moving around the battlefield, pushing buttons, or extended conversations mid-battle.
Stage 4: The Defense Phase
When it's not your turn, it's the Defense Phase. You can be attacked by anything--the battlefield, enemies, even crazed/confused teammates. When you're attacked, the enemy rolls a(enemy's accuracy)d(your defense; choose to dodge, block, or parry 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 block, you take 50% less damage, if you parry, your parry attack hits the enemy, and if you dodge, the enemy's attack misses you.
Stage 5: The End Phase
Once all of one side has been defeated or run away, the battle is over. Points are rewarded based on how combat went/who needs it most, and any loot is distributed, then the battle is complete and out-of-combat freeform re-commences.
In the world of SSQ: REVOLUTION, there are many ways to warp everywhere. But in the past, there haven't been many discussions of a side effect of all of this warping: Warp Sickness. While past games in this series have played it fairly fast and loose, in this game and beyond, there is now a proper stat to explain the effects on those who have warped too far, too long, and have gone under the midnight sea never to be seen again.
It's a simple point system. 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. 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:
|0||No Chronomentia||There isn't any ill effect going on here. Anybody with this probably doesn't even fly on a plane.|
|1-10||Mild Chronomentia||This 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. But robots and specific cyborgs with mitigations in place won't really feel this.|
|11-25||Moderate Chronomentia||The effects begin to manifest here. A feeling of being disconnected culturally 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. (Characters that have been gone for a while and are re-inserted into the game will also have this level of Chronomentia, generally--so be certain you really want to play the game before you create a character, since extended absences will pile on these effects.)|
|26-50||Severe Chronomentia||Insanity begins. Reality no longer makes sense. People with some mental illnesses get the same sort of feeling. 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.'|
|51-75||Terminal Chronomentia||At this point the ability to function basically goes away. Nine out of ten people who get to this state 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 just warping everywhere, and become addicted to it. Anyone who reaches this state will tend to become a haggard, old version of their normal self due to continual aging. Completely consumed with warping, they no longer understand life or death and even will forget the object they were trying to use as an 'anchor', instead becoming a puppet for fate itself. The GM will take control of your character and most likely throw them into various mostly unsurvivable conditions. Odds are your 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. So don't expect it unless you specifically plan on it, in which case... well, that's your choice, not the GM's.|
|76-90||Latent Time Psychosis||A 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. It is rumored, perhaps, the Time Cops themselves are like this, but they are not; for whatever reason, Time Cops remain fairly in control of their senses, even if they've lost their morality or sense of duty to anything other than their 'Time Plans.' Needless to say, if your character reaches this place, they're dead as far as you're concerned. The GM will keep playing them until somebody manages to destroy them or (if there is some bizarre miracle) heals them.|
|91-100||Malignant Time Psychosis||This 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.) THIS is what Time Cops, at least supposedly, are after: to kill all of these and prevent new ones from showing up. Now if only we knew why they stopped doing it recently...|
Since it's too long to ask any sane person to read, the history is replicated here:
- Erastia was a psychotic dictatorship filled. Its people were insane, materialistic 1980's sci-fi rejects. This dystopia's citizens lava golfed and built malls on the surface of moons--just because they could, not because it made sense.
- The government of Erastia ran many gladiator battles for fun and amusement. They forced lower class Erastians to fight eachother for their sole way of earning a living.
- Xavier originated from an upper class background. But he found it so boring, he sneaked into the lower class areas so he, too, could be in gladiator battles.
- After many grueling battles in which he lost many limbs, he was recruited to the military. But shortly after that, a mysterious organization named "The Time Cops" appeared.
- The Time Cops, an organization that controls Time Itself using their unknown Time Powers, sought to control history and prevent anyone else from getting the ability to warp through time--usually found in the form of "Time Devices".
- Erastia was secretly working on Time Devices. The insane people running the planet were hellbent on controlling all of time. The Time Cops tried to destroy the devices, but Xavier fled with one of the devices. To make matters worse, he didn't even know what he'd stolen.
- In an event that the details of have been lost to history, Autumnus used some sort of unknown being to destroy Erastia. Most of Erastia's population was destroyed... but somehow the planet survived as a post-apocalyptic mess.
- Xavier fled. Shortly after, he experienced severe memory loss several times. Traces of his past actions left behind suggest he worked with resistance fighters against the Time Cops in the past. More recently, he worked with the Original Questers (which is chronicled in the 'Original SSQ' story logs) and defended a planet named Nintendus from a series of video game villains and some other not-so-video-game-ish villains.
- That ended in disaster when Xavier used his Time Device to warp reality in his favor, allowing the Late-Era Original Questers to destroy all of evil. Reality unraveled, and causality itself attacked the Late-era Original Questers. The Late-era Original Questers then had to destroy causality, causing Nintendus to be destroyed and exiling them to a planet named Alsa.
- The Questers on Alsa (chronicled in the logs of SSQ²'s era) did not have Xavier as a leader. They became free spirited and did various actions that alternatively helped and harmed the planet of Alsa. Ultimately they caused so much chaos, the people of Alsa rebuilt Nintendus and exiled the Questers to Nintendus.
- The reformed Nintendus reacted to being reformed and the knowledge of their destruction by banning the Alsan Questers from actively doing any Quester-like activities. Thus, the events of SSQ∞ began (also slowly being logged.) In their place, they created the Brawlers and allowed older ex-Original Questers to mentor them. This fell apart due to the machinations of Evil Wolfman, an evil version of the first leader of the Questers from another dimension.
- Evil Wolfman conquered Nintendus and was ultimately only defeated by the combined efforts of the Brawlers, a returning Xavier, a weird clone of an Original Quester named Garrick from the 40K universe, and some scattered Alsan Questers. In the process, all the Smash Energy that powered Nintendus was destroyed.
- The Questers scattered and Nintendus itself became rather dull due to the lack of magical energy. A doppelganger of Xavier named Illian showed up, and realized Nintendus had been destroyed and remade by the Original Questers. He decided he would seek vengeance for this, for he was the one that had provided some support to Xavier back when (and was why Xavier had the ability to warp Nintendus to help him win in the late Original Quester era.)
- Xavier, having nearly been assassinated by the clone of Garrick, became morose and drunk. He pined for the past when he worked for the Questers, thus beginning the events of the previous SSQ game known as CONFRONTATION. And then it hit him: he still had the Time Device.
- Xavier figured out a way to go back in time and retrieve some of his old friends, while Illian built a massive military as he allied with Garrick and aimed to kill Xavier.
- Illian's allies deserted him and Xavier reformed the Questers, thus reforming the Original Questers, with some new additions.
- Illian warped reality itself with a device known as "The Book"--the same causality thing from before that powered Nintendus--but Xavier and his allies reached outside of reality itself and deleted Illian, ending the events of CONFRONTATION.
- After this, Xavier created the New Questers, who were working directly with him rather than being indirectly linked to Nintendus. Together, in the previous RPG called REVELATION, they freed Erastia. The Time Cop running Erastia was a rogue one named Omnus, who had betrayed Autumnus. Autumnus allowed Xavier to defeat Omnus in order to defeat Omnus, as both Autumnus and Xavier hated Omnus.
- There were Erastians who survived the destruction, who after the event declared Xavier their new leader.
- The New Questers and Xavier ever since have been working to prepare for their next battle: against Autumnus and the Time Cops.
|Andross||Summons Andross, who continuously blasts the enemy with telekinesis and tiles. Has 500 HP of his own and won't stop attacking until destroyed. His attacks deal 50 damage each and use a (Magic)*2 accuracy roll.||4||5|
|Nullus||Permanently annihilates a being, object, or portal, if it is unguarded.||2||10|
|Pure Element||Summons a portal to the plane of the element in question, which damages based on enemy's own element of choice.||4||8|
|Armageddon||Mindboggling destruction horrendously damages target. Usually OHKO, although unlike Nullus, doesn't permakill. (Magic)*2 accuracy roll, (Magic)*1000 damage.||6||15|
|Master Hand||Summons Master Hand, who will aid you for a while and fight the enemy. He has 3600 HP and deals on average around 25-40 damage.||3||6|
|Crazy Hand||Summons Crazy Hand, who will proceed to attack everybody and everything at random... but for high damage! He has 1800 HP and deals on average 80-160 damage.||4||8|
|Space Ship||Barrages 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.||4||5|
|Antimatter Beam||Annihilates target, keeps on going. Leaves no traces and is silent. Can permanently destroy bodies but not souls. (Magic)*1.5 accuracy, (Magic)*100 damage, pierces pretty much all defenses in existence.||4||15|
|Time Reversal||Go back in time and eliminate the future you leave behind. Limited to a day at most. Roll a (Magic) roll to see if your aim succeeds. Beware weak rolls!!!||6||20|
|Energia||Summons 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) amount, which you can use all at once or divide between things.||3||10|
|Godly Protect||Protect something in a way which is immensely hard to break. Lasts 1 day. Ignores up to (Magic)*10 damage per hit, if it takes more, it breaks.||5||7|
|Reversal||Send all the enemy's attacks (within reason) back at them. And by that I mean up to (Magic)/5 of their attacks, which can go back multiple rounds, and you still have to roll a (Magic) accuracy roll to try and hit the enemy with these copies of attacks.||4||6|
|Capture||Captures 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.||6||6|
|Divining Rod||Determine the nature of the time period you are in, what is important, and what you need to do. May be inaccurate! No roll needed, but you are sort of at the mercy of the GM.||1||5|
|Still||Destroy 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.||6||20|
|Zelda||Master mage aids you with spells and wisdom. Note that even bad guys can technically summon this--yes, even Ganondorf. She has defensive spells, 300ish HP and deals 30-135 damage depending on the enemy's weaknesses.||3||5|
|Pokemon||Summons a random pokemon to aid you. Not all are beneficial--others do not obey if you get a bad roll. And by that, I mean a (Magic) roll to help determine the rough quality of what you get, pokemon-and-obeying-you-wise.||3||5|
|Tsunami||Wipes out entire area with gigantic wave of water. Or at least, an area of 1000*(Magic) square feet, dealing (Magic)*10 damage to people hit by the initial impact wave and with a (Magic)*2 accuracy roll.||6||10|
|Ghor||Summons a well-known cyborg to pound your foe into powder. And by well known I mean that Metroid Prime 3 game nobody knows anymore. He sticks around for (Magic)/10 rounds. He has 1200 HP and deals 45-70 HP on average in damage.||5||10|
|Zero||Summons Zero to destroy your foe and protect you from computer-based viruses. Okay, let's be serious, he slashes everything to pieces, for (Magic)/5 rounds. He has 800 HP and deals on average 80-100 piercing damage.||8||8|
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...
EVERYTHING BELOW HERE HASN'T BEEN UPDATED YET
Vehicles have a special place in this game, as this game takes place mostly in space. Besides that, occasionally there's some land or sea to also fly through, so that becomes something to interact with, too. Vehicles are composed of Durability, Maneuverability, Capability, and Armament, for their main stats; these are then broken down into sub-stats, as noted below:
- Turning Radius
- Life Support
Each of these are a flat stat, determined by the vehicle, then modified by pilot ability, which is calculated by (Your stat-(Minimum required stat to pilot vehicle)). The higher your ability, the better you can use the vehicle.