Super Smash Quest - Season 1 - System - Quester's Constitution

Quester's Constitution

    We, the Questers of the Nintendo multi-verse, hereby agree to defend the citizens of the various realms that can be reached from any malicious method, keep the various enemies of the Questers away from the Melee Stadium as much as possible, and give the Melee Fighters a chance to relax and practice should they have to join.

Article 1. Name

The name of this organization is known as the Super Smash Bros. Melee's Super Smash Quest. The term "Questers" may be used for short, as may "Super Smash Questers."

Article 2. Setting

The Melee Stadium is located in a remote part of the Mushroom Kingdom to discourage traffic. The best way to access it is by teleportating or using the various warping mechanisms located around the world (Mushroom Kingdom uses pipes, Hyrule uses tiles, etc).

Article 3. Powers

Section 1 (General Abilities): There is a hierarchy within the Stadium. Wolfman is the head of everything, with Mewtwo next in line. Others can have power when given. We have the power to do anything that is needed to keep things running smoothly, within reason. Our powers include, but are not limited to, initiating, kicking out, stopping fights, & the occasional attacking.

Section 2 (Areas of Power): Melee Stadium's constitution is modeled after the original United States Constitution. The Stadium has a president--Wolfman--running over things. The Melee Fighters generally form the judicial part, making decisions in reguards to rules. The Questers are usually the congress, the ones who debate the laws and vote a lot. It is the Questers that can help amend the constitution when it needs to be amended.

Article 4. The Stadium

The Stadium is composed of ten floors above ground and five below ground. Each floor third and above has twenty-five rooms for sleeping, five closets, two sets of bathrooms, water fountains, and some plants and pictures to make the hallways look "peaceful." The Melee fighters have the third and fourth floors reserved at this moment, leaving six floors for the Questers. Above the tenth floor is the roof, which is generally used for maintenence, high camera placement for the arena fights, and a general spot to be alone. Elevators reach to all of the floors.

The second floor contains all of the offices where people work, including Wolfman's office. A good deal of locally owned and operated business's in the Stadium use the offices as storage spots.

The first floor contains the lobby, the receptionist desk, the library for reading, the sick bay for visiting others, and various shops and restaurants. It also has a nice dance hall. Access to the Arena, where the famous battles are fought, is within easy reach from here.

The Arena itself is modeled after the Roman Collesium, with many floors for seating. A control tower resides near the actual Melee Stadium. From there, the arena, items, modes, and other misc. stuff is decided for each fight. The arenas are very realistic....the backgrounds are put to use as well. For example, if Mariner Bay was selected, the turtle could come to the beaches to take a new fighter over there.

The first basement floor and all below floors are for Melee Fighters and Questers only. The first floor mainly is R&R, or Rest and Relaxation. There is also a private library, dining hall, and conference room.

The second basement floor contains the Big Room, the Item Lab, the Holographic Training Rooms (up to five right now), and a few other important areas.

The final floors are currently being built.

Article 5. Rules

Section 1 (Dos and don'ts):

  1. Be respectful to everyone, especially the ones in power.
  2. Cursing too many times or too harshly is forbidden.
  3. Only go through one initiation unless there is an extreme situation that can only be rectified by a new initiation.
  4. Harassing others is prohibited.
  5. Only control the characters that you are entitled to control. Do not try to control the Melee Fighters, for instance.
  6. If you do not understand something that a GM has done, please ask and don't demand that it must be "fixed".
  7. During missions, only chat about the mission unless it is done in "Out of Character" format. To do that, put parentheses ( ) around your statement.
  8. Trying to disobey the GM or do something that shouldn't be done can easily result in losing lives. Don't blow it.
  9. If you discover a loop hole in anything, make sure a higher power person is told.
  10. Pressing religion on anyone is forbidden.

Section 2 (Punishment): While the punishment will fit the crime, an example chart is presented below.

  1. The first offense usually consists of a warning.
  2. A second warning.
  3. You can be kicked out.
  4. A second kick, and a possible loss of money.
  5. Banning for the night, and definite loss of money.
  6. Banning for a week, a GOOD DEAL of coins removed (basically a game over, though not officially).
  7. Banned for LIFE.

Article 6. Initiations

Section 1 (Where): Initiations are done in the Big Room with Mewtwo, Wolfman, or another high authority person in possession with the Fighter Remote at the time.

Section 2 (How): The one to be initiated first decides whether to receive a custom or emulation initiation.

Section 3 (Emulation): The one to be initiated rolls "dX" without quotes, where X is the number of fighters whose stats are currently listed here.

Section 4 (Custom): The one to be initiated rolls many different rolls.

  1. Roll "2 d25" to determine your HP and Defense Roll.
  2. Roll "2 d15" to determine THAC0 and AC. THAC0 means "to hit armor class 0", and AC means "armor class".
  3. Roll "dX" to determine your item. The X represents a fighter; each number is listed here next to each fighter.
  4. Head here and scroll down to the end of the table. Roll "4 dY", where Y is the final number on the bottom row.

Section 5 (Upgrades): The one to be initiated will have at least two upgrade points with which to spend to power up the special moves he/she has earned. Those beginning upgrade points MUST be used immediately; all others earned later can be saved for future times.

Article 7. Money

Section 1 (Start): All Questers start out with 300 coins.

Section 2 (Payments): Money is generally earned by fighting enemies, earning awards, and just showing up. Specific payment plans are unavailable at this time of writing, but more permament plans can be added by the amendment process.

Section 3 (The Store): Game and Watch owns an item store where Questers can buy items with the coins won. All sales are final, and items can not be sold back. Items CAN be traded between other Questers, though.

Section 4 (Other Uses): Money could also be earned and spent via other ways. Those other ways are not specified at this time.

Article 8. Oak

Professor Oak has made many devices for use at the Stadium. Other than the items that can be purchased at the store, he has made the following.

  1. Fighter Remote: Used for initiating.
  2. Move Swapper: Trading moves is possible.
  3. Smash Dex: Standard issue; has many uses.
  4. Move Giver: Allows for others to use Melee-compatible moves without the need of magic or anything.
  5. Move Stealer: STEALS the stats of someone for later use; great for the uncompliant.
  6. Neutralizer: Joint effort with Maverick Hunters; destroys most barriers.

Article 9. Missions

Section 1 (Pre-Mission): After a little chilling out in one of the various areas, the Questers are to gather in the Big Room for a debriefing of the mission. Those that accept will be heading to either the Warp Room to warp to the destination, or the Underground Garage to get a ride to the spot.

Section 2 (The Mission): Once teleported to the spot, either the mission starts immediately or further information comes in, either by someone at Melee Stadium, or by a nearby local. The mission itself usually involves fighting enemies, solving puzzles, or another challenging task.

Section 3 (Post-Mission): Once the task is deemed successful, everyone returns to base where they are given a move, a heart container (extra health), and an upgrade point. If the mission was of less importance, then only one of those three could be given. If the mission was a failure, nothing is won.

Article 10. Battle

Section 1 (Offense): Whenever there is someone that must be attacked, you say what you do, what level the move is, and roll the dice. For most attacks, the roll is d20. If there are any variations, they would be shown on the upgrade chart. If a Quester's THAC0 is below 20, then a +1 bonus is added for each whole number under 20 (for instance, a THAC0 of 18 would have a base attack roll of d20+2). Various items and moves can affect the roll. Ways of attacking include the use of items, grabs, regular moves, specials, and supers.

Section 2 (Defense): Defense rolls are done when you are being attacked. Again, the base is d20. Things that affect the defense roll include dodge bonuses, AC, moves, and items (see the move forms here). If the AC is below 10, a +1 bonus is added for each whole number below 10. Various methods of defense include moving, putting up a "bubble shield", using an item, and using another move in hopes of speed (using the offensive move roll there, even for defensive moves).

Section 3 (Winner): During a battle, the offense goes before the defense. If offense rolls higher than defense, offense usually wins, and vice~versa for defense. If there is a tie, then a d3 roll will be used, where a 1 is offense getting the hit, 3 for defense, and 2 for a wild card, depending on the offensive and defensive methods used.

Section 4 (Wild): While fighting in the wild, most enemies that are encountered have to be fought. That includes the bosses. The enemies can use various attacks known and occasionally unknown to them. By being prepared, victory should follow.

Section 5 (Arena): Often times, Questers must battle each other or various Melee Fighters to make sure they are in fighting form. Lives are almost always on the line against the Melee Fighters, but nearly anything can be wagered on between Questers. Questers are also allowed to spar just for fun.

Section 6 (Holo Room): The Holo Rooms, 5 of them at the time of writing, are places where Questers and others can practice being in the real world. Lives are NOT at risk, but rewards are minimum if any.

Article 11. Lives

Section 1 (General): All Questers start with three lives. At this moment, lives can not be earned, but they can be taken away from either losing all of your health, falling into certain pits (some cause health loss, others don't), or various other methods.

Section 2 (Sick Bay): When all lives are lost, it is "Game Over" and the affected Quester must be out of commission for a week, barring anything crazy. Unless others contribute legally, the affected one must pay a portion of his money or give up an item to pay for the bill. Once recovered, a d15 roll must be used to determine how many lives are "returned".

Article 12. Rolling

Many different rolls are used. The table below shows how each one is used. Others could come into play not on here. Those rolls that require extra details will have a star (*) by the name. The tables involved with the starred numbers are in the final article.

Main Rolls
Roll Primary Effect Secondary Effect
d2* 50-50 shot of something happening Alpha roll for Judgement
d3* in battle, if numbers tie, this determines who breaks it Beta roll for Item Pull and Stone Drop
d4* Beta roll for Judgement expired dodge roll
d5* in battle, determines possible extra effect Gamma roll for Item Pull and Stone Drop
d6* Gamma roll for Judgement  
d8* Epsilon roll for Judgement  
d9* Omega roll for Judgement, Item Pull, and Stone Drop  
d20 base roll for attacking and defending; variations possible various other things; 11 or higher is best
d30 determines Pok�mon gotten from pok�mon  
dX emulation initiation roll for determining fighter custom initiation roll for determining item
dY used to see what new special move was earned  
dZ used to gain new items  
2 d15 initiation roll used to determine THAC0 and AC  
2 d25 initiation roll used to determine HP and defense roll  
3 d2 Syncing up; used for DSS cards or other weird combos  

Article 13. Extra Tables

Item Pull Rolls
Roll # Item Damage
1 regular veggie 10 HP
2 regular veggie 10 HP
3 strong veggie 20 HP
4 regular veggie 10 HP
5 battle item Depends
6 regular veggie 10 HP
7 strong veggie 20 HP
8 strong veggie 20 HP
9 "judgement veggie" 50 HP

Stone Drop Rolls
Roll # Stone Damage
1 Regular 10 HP
2 Regular 10 HP
3 Gordo 20 HP & auto stun
4 Regular 10 HP
5 Thwomp 25 HP
6 Regular 10 HP
7 Gordo 20 HP & auto stun
8 Gordo 20 HP & auto stun
9 Mario ??? HP

Judgement Hammers
Roll # Hammer Name Effects
1 Self Hammer 10 HP (self)
2 Weak Hammer 5 HP
3 Shield Hammer 1 round auto stun
4 Strong Hammer 15 HP
5 Electric Hammer 15 HP
6 Fire Hammer 15 HP
7 Food Hammer 10 HP (enemy) and +10 health
8 Ice Hammer 10 HP and 1 round auto stun
9 Death Hammer 50 HP and/or instant death

Initiation: Health
Roll Range Health
from 1 to 10 100
from 11 to 18 125
from 19 to 22 150
23 or 24 175
25 only 200

Initiation: Defense
Roll Range Defense Bonus
from 1 to 10 no bonus
from 11 to 18 bonus of +1
from 19 to 22 bonus of +2
23 or 24 bonus of +3
25 only bonus of +4

Initiation: THAC0
Roll Range THAC0 Stats Attack Bonus
from 1 to 8 THAC0 of 20 no bonus
from 9 to 13 THAC0 of 19 bonus of +1
14 or 15 THAC0 of 18 bonus of +2

Initiation: AC
Roll Range AC Stats Attack Bonus
from 1 to 8 AC of 10 no bonus
from 9 to 13 AC of 9 bonus of +1
14 or 15 AC of 8 bonus of +2

Sick Bay Lives
Roll Range Lives Returned
from 1 to 8 1 life
from 9 to 13 2 lives
14 or 15 3 lives


Amendment 1: The Critical Miss Amendment

Whenever an attacker rolls a natural 1, the attack completely fails from that point of the attack onward. Depending on the situation, the attacker may be attacked without a chance to dodge.

Whenever a DEFENDER rolls a natural 1, the defender fails to defend and gets attacked by the attacker.

Amendment 2: The Kick Amendment

No GM, or Op, shall ever, for any reason, kick someone out of SSQ or the IRC chat room for the following:
  1. An out of room issue
  2. Only because they do not like the quester
  3. Any reason that is not stated in the rules section of the constitution