Super Smash Quest - Season 2 (Early) - 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 Questers. 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 five 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.

More floors can be added as needed, and there is much more than this document will delve into.

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.
  11. Manipulating a GM to do your bidding 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): There is only one initiation at this time. The way it is done is as follows:

  1. Roll "3 d11+9" to determine HP, SP, and BP. HP is health points, SP is smash power (used for special moves), and BP is badge points (used for item carrying capacity). The number you choose for HP will be multiplied by 5. The number you choose for SP will be multiplied by 2. The number you choose for BP will have 5 subtracted from it.
  2. Roll your BP number (use dX format) to determine your item. If the item is the Self Hurter, it will be worn by the initiat-ee for two missions.
  3. Roll "5 3d2" for STR (Strength), SPD (Speed), and DEF (Defense). Use the three highest numbers to determine where each number goes.
  4. Roll "4 d64" for your first moves. All of these moves will start at the Alpha level.

Section 3 (AC): AC, or Armor Class, is determined by the following formula: 10 + DEF bonus + SPD bonus + misc bonus. You gain a bonus starting at 6, and more bonuses come up five stat points later.

Section 4 (Equipment): All Questers will start with at least 300 coins, 3 lives, and a Smash Dex for free. More coins can be earned at the start by rolling a triple on the first roll.

Article 7. Money

Section 1 (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 2 (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 3 (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.
  • Fighter Remote: Used for initiating and de-initiating.
  • Move Swapper: Trading moves is possible. Place the helmet on and wait for an electric pokémon.
  • Smash Dex: Standard issue; has many uses such as translator, communicator, and know-it-all index.
  • Move Giver: Allows for others to use Melee-compatible moves without the need of magic or anything.
  • Move Stealer: STEALS the stats of someone for later use; great for the uncompliant.
  • 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. All EXP is tabulated and level ups are given accordingly. At each level up, HP, SP, or BP can be upgraded; STR, DEF, or SPD also have that same chance. Depending on the level number, a special move might be awarded. Special moves can also be awarded for mission completion. If the mission was a failure, however, various consequences can result in it.

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. The Moves Page details the regular moves, while links from there dictate each individual special move. Various items and moves can affect the roll. Ways of attacking include the use of items, grabs, regular moves, & specials.

Section 2 (Defense): The one on defense has no roll for defense; it happens automatically. If the number rolled is lower than one's AC, then the attack will miss. If the number is higher than one's AC, the attack hits, unless a defensive-based move is to be used (at the cost of SP).

Section 3 (Winner): During a battle, the offense goes before the defense. If offense rolls higher than the adversary's AC, 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 situation.

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. Win to earn EXP and coins. At the beginning, it takes 50 EXP to level up.

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 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

Primary Effect
Secondary Effect
50-50 shot of something happening
Alpha roll for Judgement
in battle, if numbers tie, this determines who breaks it
Beta roll for Item Pull and Stone Drop
Beta roll for Judgement
expired dodge roll
in battle, determines possible extra effect
Gamma roll for Item Pull and Stone Drop
Gamma roll for Judgement

Epsilon roll for Judgement

Omega roll for Judgement, Item Pull, and Stone Drop

base roll for attacking; variations possible
various other things; 11 or higher is best
determines Pokémon gotten from pokéball
used during initiation for item
2 d25
initiation roll used to determine HP and defense roll

3 d2
Syncing up; used for two Questers working together

3 d11+9
Initiation roll: HP, SP, and BP
4 d60
Initial roll for earning special moves
5 3d2
Used for STR, SPD, and DEF on initiation

Article 13. Extra Tables

Some of the following tables will be updated later as the saga continues.

Item Pull Rolls
Roll # Item Effects
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 or KO

Stone Drop Rolls
Roll # Stone Effects
1 Regular 10 HP
2 Regular 10 HP
3 Gordo 20 HP + Stun
4 Regular 10 HP
5 Thwomp 25 HP
6 Regular 10 HP
7 Gordo 20 HP + Stun
8 Gordo 20 HP + Stun
9 Mario 50 HP or KO

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

Initiating: Item Roll
Roll Range Item
1 or 2 Self Hurter
3 to 7 Wall Jumper
8 to 11 Power Jumper
12 to 15 Zora Breather

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

Level Up Bonuses
Level # EXP Reward
1 0 You start here.
2 50 Special Move Earned.
3 100 Nothing.
4 150 Special Move Earned.
5 200 100 EXP needed to level up now.
6 300 Special Move Earned.
7 400 2 extra SPD points
8 500 Special Move Earned.
9 600 2 extra BP points
11 800 150 EXP needed to level up now.
12 950 Special Move Earned.
13 1100 Nothing.
14 1250 Special Move Earned.
15 1400 200 EXP needed to level up now.
16 1600 Special Move Earned.
17 1800 2 extra STR points
18 2000 Special Move Earned.
19 2200 2 extra SP points
21 2600 250 EXP needed to level up now.
22 2850 Special Move Earned.
23 3100 Nothing.
24 3350 Special Move Earned.
25 3600 300 EXP needed to level up now.
26 3900 Special Move Earned.
27 4200 2 extra DEF points
28 4500 Special Move Earned.
29 4800 2 extra HP points
31 5400 350 EXP needed to level up now.
32 5750 Special Move Earned.
33 6100 Nothing.
34 6450 Special Move Earned.
35 6800 400 EXP needed to level up now.
36 7200 Special Move Earned.
37 7600 2 extra SPD points
38 8000 Special Move Earned.
39 8400 2 extra BP points


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.

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

Amendment 3: The Combo Amendment

From here on out, all combos do not have to end in a smash attack or a special move. HOWEVER, if said moves are used in the middle of a combo, the combo ends then and there.