This is the document which explains how to join SSQ. It can also solve many other system-related questions. This version has been improved in order to accommodate the new season.
Here are links to each section.
SSQ 101 Contents
- SSQ 101
- The Rules
- Making Your Character
- Taking your Turn
- Status effects and Elements
- Leveling Up
- The Items
So you wanna join Super Smash Quest? That's good, but there's a few rules you should know about. Violating any of these rules and not responding to GM warnings is grounds for banning. Coming back later, after the issue which you were banned was worked out, and doing it again is grounds for being banned for life and then put in the Hall of Shame. And when I mean responding, I don't mean cursing out the GM who's warning you. Calming down, leaving the room for a small bit, or otherwise ceasing your disturbance-causing behavior is what is wanted. And if you don't like these rules, then stay out!
- 1. Do not flame anyone, unless a GM (for some reason) says it's okay.
- 2. Do not cheat the game system in any way.
- 3. Do not play the game to merely have a powerful character.
- 4. Do not steal ideas from this game without giving credit to the original creator. (And hopefully telling them about it)
- 5. No one is always right.
- 6. Respect yourself and others.
- 7. Listen to the GMs unless they violate the rules--if so, tell Metal immediately.
- 8. No profanity other than 'crap', 'damn', 'Linkshot', 'screw', 'suck', and 'hell.'
- 9. No sexually explicit or overtly suggestive material. Keep that far away from this place.
- 10. No lawbreaking. This includes distributing copyrighted music for free and cracking programs.
- 11. Do not act as a telephone for someone who I've ignored or banned.
- 12. Anything and everything from Dimensional War RPG is frowned upon. If you're in that place, please go away.
- 13. Pressing any belief on someone is forbidden.
- 14. Attempting to find loopholes in these rules is grounds for immediate permaban.
- 15. (Ops only) Do not kick people for fun, though you can kick yourself if you want.
- 16. If you hate authority in general and show it unrepentantly, you shall be permabanned.
- 17. Do not angst in my channel.
- 18. No foreign dicebots allowed. No robots either. Only dice rollers approved by Metal.
- 19. No channel wars, no inter-channel raids, no banning or kicking because of personal issues.
- 20. Those who are permabanned or banned are forbidden from ban evading.
- 21. Permabanned people are banned for life, without exception.
- 22. Advertising is okay, as long as you only do it occasionally. Advertising sites found offensive will result in trouble.
- 23. Impersonating other users is forbidden.
- 24. Inviting troublemakers to my channel is forbidden.
- 25. Trying to stop the ops from doing their jobs is forbidden.
- 26. Organizing people to hurt this channel is forbidden.
- 27. What Metal says is final. If you wish to challenge it, provide a logical argument consisting of evidence in a calm manner.
- 28. Metal also has final say on what happens with bans and the like.
- 29. Trying to take over the channel is forbidden.
- 30. Channel authority can only be given/taken away by Metal.
- 31. While we treasure the popular opinion, should it be unreasonable, it shall be ignored.
- 32. People cannot be characters that are already taken.
- 33. Whining, begging, or asking too much for stuff is against the rules.
- 34. Only the GMs can GM official mission or battles.
- 35. Marking down the wrong stuff on your char sheet intentionally will be found out and dealt with.
- 36. If you can't keep a hold of your character sheet for more than two weeks at a time, you're done.
- 37. Attempts to abuse the rules will be dealt with harshly.
- 38. Read as much of SSQ 101 as you can before asking questions.
- 39. Chatting with 'Aimspeak' besides 'brb, g2g, lol, rotfl, bbl, bbs, k, w00t, n00b, and j/k' is forbidden.
- 40. Proper use of grammar and capitalization is almost mandatory. It is forbidden to refer to yourself as 'i' instead of 'I.'
- 41. There is no excuse for bad typing.
- 42. Punctuation, such as !, ?, and ., must be used as much as possible; using it too much is bad, though.
- 43. Begging for missions is bad.
- 44. No, we will not allow cheeze abilities or new items to be submitted.
- 45. Only GMs and especially approved people can make missions.
- 46. Wolfman/VG and Metal AND Nick can never be banned, unless temporarily if somebody is controlling them while they're gone.
- 47. No one, not even SMBHQ staff members, can be given more than a little slack. These rules are not for breaking. Even Metal must obey them.
- 48. Blackmail and extortion results in instant permabanning.
- 49. If it wasn't said enough, spell things correctly!
- 50. Discrimination of all forms is forbidden.
- 51. No player is allowed to help, suggest, advise, or otherwise "guide" the creation of someone else's character.
- 52. No player shall be allowed to play as a character which they did not make, besides GMs.
After reading up on the rules, you'll probably want to create a character. In order to do this, you must follow the steps below.
And while you're making, updating, or leveling up your character, please heed these limits.
There's a few other things you should know. First thing, you must beat the AC to hit an enemy, or beat the DC when trying to accomplish a difficult task. If you match the AC/DC, you automatically fail. Furthermore, all builds can go into defense mode for their action rather than doing nothing, adding +2 to their AC until their next turn. It can be used cumulatively; so, if you use all three actions to defend, that's +6 AC until your next turn.
One final note. You get a finite amount of lives for each mission. If you lose them all in one mission, you get no pay, and a fraction of the EXP you earned. Lives are regenerated between missions, up to the amount the GM says. Make sure to keep track of damage you've taken when missions are paused, too.
This build is the most common since it's the most well rounded. Modeled after the Smashers themselves, it grants you all the necessities and provisions you need to take whatever comes your way.
Normal State: Smashers are capable of executing a number of acrobatic moves, including double jumps. You also have four Normal Moves and four Melee Moves at their disposal. These are created by the GM; you must describe how each move works, then the GM translates that into statistics. Remember to write down the formulas, even after generating the attack's damage and to-hit using your current stats.
Normal Moves: Four special attacks made to do what simple punches and kicks can't. Includes things like spin attacks, drill-kicks that hit multiple times (though weakly), and wide swipes.
Melee Moves: Four special attacks with supernatural power. Engulf your fist in flames and deliver mighty blows, call lightning, put enemies inside eggs, and more! These moves must be patterned after the B, Forward+B, Up+B, Down+B roles set by the video games.
Double Jump: Can't jump a gap? Fear not! You can try again. In MID AIR, mind you.
Normal Mode: Under these circumstances, you're more limited than a character made with the Smasher Build. You have six Normal Moves as opposed to four Melee Moves and four Normal Moves, and you can't double jump at all. All moves are given stats by the GM; you must describe to the GM the name and affects of each move.
Entering Overdrive: Overdrive comes into play when you dish out a whole lot of punishment with what little you have; you aren't a Smasher, and therefore Melee Moves aren't at your disposal. To enter Overdrive, you must fill your OP Gauge. For each successful hit you get, add 1 point. At 8 points, you enter Overdrive. This gauge resets after each mission. You can only gain a number equal to the amount of actions you have to the OP Gauge per turn. So, if you have 2 actions, you can only add 2 to the gauge each turn, making it take four turns to get into overdrive at best.
Staying in Overdrive: The OP Gauge described above only concerns itself with entering Overdrive. The OP value on your char sheet, which you improve by leveling up, is the value you're set at once you've transformed. Every hit you take will lower it by 1 point. Initially (at level 0), it's at 4 points. You stay in Overdrive between battles.
|Special Overdrive Mode Features|
|Enhanced Moves||Your Normal Moves become replaced by these. They're more potent than Melee Moves, and there's more of them and they can be used with higher frequency.|
|Double Jump||Overdrive characters are normally unable to double jump. Under Overdrive Mode, they can do it better than a Smasher, gaining a +2 bonus to both jumps.|
|Awareness||The heightened sense of coordination and general awareness of your surroundings grants a +2 bonus to all attack rolls.|
|Special Movement||Overdrive Mode grants a special mode of transport. Teleportation, Burrowing, or Flight are common examples.|
|Super moves||These four attacks exceed Melee Moves in power, having a much greater scope and gravity to them. However, you deplete 2 OP every time you use one.|
For those who prefer mind over matter in a very materialistic way, there's the Caster Build. They use spells to manipulate reality itself, resulting in a variety of powerful abilities. While this grants Casters extraordinary abilities no matter what the occasion, they don't always maintain that power. Eventually, their magic can be depleted, and without it they're not much better off than an Overdrive character in Normal Mode.
Spellcasting: Casters cannot double jump and don't have special moves of any sort. Instead, you have a set of spells . You gain a new spell point every three levels and can buy new spells. The stipulation is that you can't use spells without MP (of which they have 50 to begin). Spells automatically hit, but can be subject to a number of factors that impede their usefulness. Casters start four spell points. (This includes all the spells you would have gotten from leveling up to level 7.)
Tiers: There are three tiers of spells. Tier 1 includes weak, but easy to use spells. Tier 2 has spells that are used commonly, and are more powerful. Tier 3 contains only the best spells out of the bunch, but are the hardest to use. You can only use tier 1 spells three times per turn, tier 2 spells twice per turn, and tier 3 spells once per turn. Of course, you could do something like use two tier 1 spells and then a tier 3, it's just that you can't use too many spells of the same tier in the same turn. Their damage limits are far less limiting; 200 per action with tier 1 spells, 400 per action with tier 2, and 1000 per action with tier 3 spells.
Spells and Progressions
|Bang #||An explosion blasts three targets for INT damage.||8|
|Barrier ###||A barrier halves damage of physical attacks sent at you for INT/8 rounds by the target.||10|
|Barta #||A ray of ice flows across the ground, chilling enemies for 4 INT mod ice damage.||10|
|Baton Toss ##||You switch places in turn order with an ally of choice.||10|
|Cure #||A white light cures the target of 5 INT mod damage.||15|
|Curse ##||A black mist curses the enemy with a random bad status effect.||16|
|Disarm ##||The target is instantly disarmed of their weapon.||10|
|Fire ##||The target is engulfed in flames for 4 INT mod fire damage.||10|
|Gaj ##||A bolt of energy blasts one robotic target for 10 INT mod damage. (Varying effectiveness on cybernetic enemies)||10|
|Gra #||A black hole crushes the enemy, removing 10% of their current HP.||10|
|Qua #||An Earthquake which threatens all enemies hurts the targets for 2 INT mod earth damage.||10|
|Sonicboom ##||A projectile of sound energy damages the target for 30 damage, regardless of any damage-reducing abilities.||14|
|Sword's Dance #||Three spinning swords increase your next non-magical attack's to-hit and damage by 3 INT mod.||15|
|Teleport ###||You instantly escape a battle or succeed a jump check.||12|
|Thunder ##||A bolt of electricity damages the target for 4 INT mod electric damage.||10|
|Whirl #||A whirlwind hits the enemy for 4 INT mod wind damage.||10|
|Aeroblast ##||A canonball of wind blasts the enemy for 14 INT mod wind damage.||30|
|Agility ###||You concentrate on increasing your speed, adding 3 INT mod to your AC for one round.||35|
|Another Gate #||Two dimensional portals are opened beside your target. They must roll an INT check; they take 10((maximum possible roll) - (current roll)) damage.||38|
|Bio #||A blob of poison explodes on the target, dealing 10 INT mod damage and poisoning them.||30|
|Combination Spell #####||You can cast two spells mixed together on your next action.||20|
|Cura #||A white light cures the target of 15 INT mod damage.||30|
|Disable ##||A random non-magic attack of the enemy is disabled for three rounds.||33|
|Esuna #||A white mist cures the target of all status effects, good or bad.||18|
|Haste ##||The target gains SPD/8 extra actions per round for 3 rounds.||40|
|Fira ##||The target is burnt by an inferno for 14 INT mod fire damage.||30|
|Gen ##||A powerful blast of green energy blasts a non-sentient monster for 30 INT mod damage.||40|
|GiBarta #||A beam of ice flies into the target, dealing 14 INT mod ice damage.||30|
|GiGaj ##||A strong bolt of energy fries a robotic target for 30 INT mod damage.||30|
|GiGra #||A large black hole crushes the target, removing 25% of their current HP.||20|
|GiQua #||A massive Earthquake which threatens all enemies hurts the targets for 12 INT mod Earth damage.||30|
|Multibounce #||You are able to jump on the heads of all of your enemies once, dealing STR mod damage to each of them.||6|
|Reflect ###||A magical barrier reflects INT mod /3 magic attacks sent at you back to the sender.||30|
|Star Rain ##||A rain of nonelemental energy hits all enemies for 13 INT mod damage.||30|
|Swift #||Various nonelemental homing stars instantly hit the enemy for 9 INT mod damage, regardless of defenses.||30|
|Shield ##||A magical shield halves damage taken from magical attacks for three rounds by the target.||30|
|Thundara #||A lightning bolt zaps the target for 14 INT mod electric damage.||30|
|Amnesia ##||You become oblivious to reality for three rounds, during which your INT is increased by 10.||50|
|Chaos Control #||You use the power of chaos to slow down time, allowing you to do two round's worth of actions in this one; however, you cannot stack this spell, and you are unable to attack on that next round, seeing as you did it already.||100|
|Comet #||Deadly nonelemental comets rain down on two targets, dealing 34 INT mod damage.||50|
|Curaga #||A white light cures the target of all damage.||50|
|Dispell #||The target is instantly sealed for INT mod rounds, disabling their magic. (Note: Some enemies are too powerful to keep sealed for longer than 3 rounds.)||70|
|Firaga #||A deadly pillar of fire incincerates the enemy for 35 INT mod fire damage.||50|
|Flare ##||A thermonuclear blast of nonelemental energy annihilates the enemy for 40 INT mod damage.||80|
|Holy #||Immense holy energy smites the enemy for 50 INT mod damage.||100|
|MegaMagic ##||All of your MP is sacrificed to deal extreme damage to the enemy. It takes one turn to charge, and deals MP * 5 damage.||ALL|
|Megid #||An extremely powerful explosion of evil energy explodes all nearby enemies for 20 INT mod dark damage.||100|
|NaBarta #||An explosion of ice surrounds you, instantly freezing and dealing 16 INT mod ice damage to all nearby enemies.||50|
|NaGaj ##||An extremely powerful bolt of energy annihilates a robotic target for 74 INT mod damage.||70|
|NaGra #||An area-wide black hole removes 25% of the current HP of all nearby enemies, or can be used to remove 35% from one target.||60|
|NaQua #||A gigantic, town-destroying earthquake shreds all nearby enemies for 18 INT mod earth damage.||70|
|Naryu's Love #||The love of a powerful goddess protects you from all types of damage for three rounds.||100|
|Power Bounce #||You become able to relentlessly leap on the head of the enemy 10 INT mod times, dealing STR mod every hit. (Can be blocked by DR)||60|
|Psychic #||Immense psychic energy shreds the minds of all foes, IF you posess superior intellect. Opposed INT checks against all enemies. The one with the lower roll takes 20 * the difference in their INT checks.||66|
|SaGen ##||A large, powerful blast of green energy blasts all non-sentient monster enemies for 30 INT mod damage.||60|
|Solar Beam #||You charge up the power of the sun for one action, then unleash the fury of (Daylight modifier)((INT mod)(30)) earth and fire damage. Warning: Will not work very well without bright sun.||50|
|Thundaga #||A powerful lightning bolt fries the target for 30 INT mod electric damage and paralyzes the enemy.||50|
|Wall ##||You are granted an extremely powerful wall, which halves the damage of both magic and physical attacks for 6 rounds.||100|
And here are the spell progressions. You must get the preresiquite to use the higher up spell. For example, you need Thunder before you can get Thundara.
|Tier 1||Tier 2||Tier 3|
|Teleport||Another Gate||Chaos Control|
The spells not on this chart do not have progressions. If 1 'point' equals 1 tier one spell, then for spells without progressions, a tier 1 costs one point, a tier 2 costs three, and a tier 3 costs 6. Those with progressions each cost one point, seeing as they build on one another. Those missing a tier 1 spell still cost three, but then the tier 3 version of that spell only costs 1 more point. Each of these spells belong to specific 'mages' which increase their power by specialization. They only get certain spells. To one in a mage, the spells outside their current mage do not exist. Thus, they must buy spells from tier 2 and above which lack an in-mage preresiquite spell for the more expensive amount of points. After gaining all the spells in a mage, that character has mastered the mage, and obtains all of the abilities that come with it. They may then go on to multiclass in another mage, but during that time they can only use the spells of the mage they are mastering, and must pay twice the spell points to gain spells from there. However, once that is mastered, they will have obtained all the spells they are allowed; spell points from that point on may be used as upgrade points. All who do not choose a mage start as Red Mages.
Mage Types and Combination Spells
This class of mage specializes in destruction, of all kinds. As a result they gain added power with damaging attacks, as well as a few fringe benefits.
Aura of Fear: Many people fear or despise those who specialize in destruction. As a result, you may roll opposed INT checks with a +10 bonus to your own to see if you frighten away unwanted enemies or civillians.
Destructive Knowledge: Due to your innate knowledge of destruction magic, you deal 1/4th (Rounded) more damage with all damage spells.
Unholy Rage: Should an enemy damage you for more than half of your HP with one hit, you will become enraged and able to launch a spell back at them, even when it is not your turn. This ability may be used once per mission.
A class for the general people of Nintendus; high on physical attacks but with some special magic to boot. Best suited for those who want to use magic AND their weapons. Their variety of special skills are unmatched. Their spells act differently, too.
Alternate Technique: Nintendus Mages cast their spells differently; Fire becomes Fireball and deals double damage, Teleport becomes Farore's Wind and deals 3 INT mod damage to a target of choice (in addition to the other things it does) and Fira becomes Din's Fire, which hits all enemies.
Fighter Training: With extensive experience in fighting, Nintendus Mages have the power to use all of the normal moves which Retro builders use.
Life Force: Nintendus Mages are notoriously hard to kill. They get a +5 to mortality checks.
Quickdraw: With their knowledge in weapons, the Nintendus Mages know how to draw or put away any weapon without wasting time.
Theftproof: The mages of Nintendus know and hate thieves; they cannot be stolen from.
Weapon Artistry: The people of Nintendus love their weapons. As a result, they get +5 to hit with their weapon of choice (Note: Only one weapon may be chosen for this.)
Those who want to be just like pokemon, can now be just like that! Despite the limited spell set, the special abilities of the Questermon are rather impressive.
Move Stocker: Questermon may choose to bring only four spells into battle. Those moves, instead of having MP, will have 'uses' instead. Tier 1 moves have 30 uses, Tier 2 have 15, and Tier 3 have 5. Either way, it can be useful. Also, should they run out, they can use 'struggle', an insta-hit move which deals STR damage to the opponent but 1/2 STR damage back to the Questermon.
Poke-Empathy: Questermon can understand what pokemon say, and gain a +10 bonus to commanding any pokemon.
Thunder Strangeness: Questermon have a one in d3 chance of missing with the attack, but it deals three times the damage.
All who are unable to make up their minds on what mage they want to be are automatically placed in this type. It's not really a mage, but rather a list of what a non-specialized caster can and can't do. However, taking spells which, in combination, cannot be placed all in one mage automatically and permanently puts you as this type.
Combo-Challenged: Red Mages cannot participate in or make spell combinations.
Multimage-Challenged: Red Mages are unable to 'master' their type; rather, they are always in it unless they choose to specialize (before taking the wrong spells) in a mage. As a result, one cannot multimage with this mage type.
Weak Healing: To show the Red Mage's inexperience at healing, their Haste Spells only give SPD/16 extra rounds and they heal 3/4 of the normal amount denoted by spell listings.
These versatile mages live to manipulate time and space. While they do not have very many special qualities, they boast the largest range of spells out of any spellcaster.
Astral Focus: All damage done by these spells, when cast by a time mage, is multiplied by 1.1--only applies to spells which deal damage that is not a percentage or permanently set.
Gate Guard: Time mages cannot be damaged by Another Gate or other spells that are similar, due to their resistence to such magic.
Time Sense: With such an innate sense of time, the time mage can detect subtle shifts in time itself.
Always a help to the party, White Mages are all about healing, curing, and destroying evil. While they only have one damaging spell, it is incredibly powerful. However, be warned; they are usually supposed to heal others. If you're a pacifist, this is the mage type for you.
Holy Gift: Whether it be their holy energy or that they are being protected by some deity, all White Mages gain +10 to mortality checks and cannot be poisoned. Death effects also do not hurt them.
Healing Knowledge: Due to intrinsic knowledge of many healing spells, healing power is boosted 1.5x for White Mages.
Party Power: The presence of a White Mage grants its party +3 to hit on all attacks until the battle is over.
Wrath of Heaven: Should a White Mage be facing an intensely evil foe and is in dire need of help (I.E. unable to run away or defend themself adequetely) they will be granted the ability to cast Holy on their foe, no MP required.
Using the 'Combination' spell, you can combine different spells... as long as they are listed here. First you cast the combination spell, and on the next action, you can cast a combination of two spells. Should you posess three actions, you may cast combine spell twice to combine three spells. And if you have FOUR actions, you may combine, that's right, four spells. Of course, the combinations can either increase or decrease the MP of the spells, and often enough increases the effectiveness of the spells involved.
|Psychic + Barta Series, Thunder Series, or Fire Series||Elemental Kinesis||Gain control of the element in question for a round. All attacks made with that element heal you, and you can send other people's attacks of the same element back at them. You are also capable of pitching instant 70 damage attacks with that element each action during that round. Requires an INT of 30+.||100|
|Barta Series, Thunder Series, Fire Series||Triblaster||Deals 1.5x the power of all three moves put together.||1/2 cost of all spells in combo.|
|Amnesia + Psychic||Mind Shredder||The enhanced waves affect all enemies; your INT check against them has an extra +10 to it, and the ones with the lower roll take 30 * difference. You also get +10 to INT for three rounds.||80|
|Holy + Megid||X-Zone||This spell, the most chaotic one of them all, utterly obliterates whatever it hits, as well as dealing 25 INT mod dark and light damage to all allies.||300|
|Curaga + Esuna||Crystal Purification||A spell which heals plenty of damage as well as all status effects; works regardless of current status effects. 20 INT mod damage healed.||40|
|Wall + Reflect||Invincibility||With the power of two great spells, you become invincible for two rounds!||100|
|Chaos Control + Holy + Megid||Dimensional Eraser||One of the strongest combinations ever devised. This power focuses pure chaos energy into the target, eliminating them entirely, but also destroying their existance from history a few days back. This can be used to reverse the deadliest foes... but requires a white mage, a black mage, and a time mage, all masters, all with three actions.||600 (200 from each caster)|
|Baton Toss + Chaos Control + Haste||Hyper Speedup||This devastatingly powerful spell sets you at the head of the lineup, with haste for six rounds, and the ability to do two rounds of actions at a time as normally under chaos control.||130|
|Disarm + Disable + Dispell||Displace||This ability allows you to knock a non-boss foe out of battle without fighting them and yet gaining EXP anyway. Best for peaceful resolution of conflicts.||80|
|Gen + NaGaj||Vol||Kills one non-boss monster instantly.||60|
|Fira + GiQua||Volcano||A Volcano rises up under the opponent, dealing 30 INT mod earth + fire damage which ignores DR. All others in battle must roll DC (Your INT) roll to avoid 5 INT mod fire damage which ignores DR from your attack.||80|
|Bang + Firaga||RaFoie||All of the opponents are blasted by firery explosions from your magic. 30 INT mod fire damage to all enemies; deals an additional (number of enemies) INT mod fire damage to all enemies on top of that.||100|
|Whirl + Barta + Fire||Whirlpool||A whirlpool of water is summoned in the middle of the arena, threatening everyone. All must do DC (INT + 5) checks to avoid falling in; those who do are treated to 20 INT mod wind + Ice damage and are unable to be attacked or attack until the whirlpool dissipates. The whirlpool dissappears after 3 rounds.||40|
|Teleport + Psychic||Telekinesis||You are able to hurl one enemy, object, person, etc weighing INT * 10 pounds or less at high speeds either into another target or just to somewhere else. The object in question must be within INT feet of you. Damage is 2 (AC of object thrown) to whatever the object hits; the object itself either takes 2 of its own AC back or 2 of the AC of what it hits, depending upon what it hits.||57|
The Retro Build
The original, classic build which all the others are derivative of. This type of character works well either for emulating old Questers (Any returning Quester is entitled to getting some of their original moves) or for new people who find themselves overwhelmed by the other builds.
This build is based on emulating the moves of the Smashers, via stored knowledge in a device named the 'Fighter Remote.' You use SP to operate these moves. All of the moves use the same amount of SP, depending upon the level.
As I just said, the moves are ranked by levels. Depending on how many times you've used a move, you can OUT-perform the Smashers at them! All moves start at alpha, then go to beta, then gamma, then Epsilon, and finally omega. Gamma level moves are identical to how the actual smasher performs them. Then, respectively, the SP costs are 5, 10, 15, 20, and 25. Once you have a move at omega level, you can perform the alpha level without using SP. You increase the level of each move by using it. Thus, after five uses, an Alpha move becomes a beta one. Note that these are not totals; so after reaching beta, it takes another 7 uses to get to gamma. Or, if you are counting totals, then you need a total of 12 uses to reach gamma mode. You must be a certain level to use the higher moves. You cannot progress if you get a move to a level you cannot use. All of the 'uses' must be in the highest mode of that level, thus, if you cannot use the highest level, then you cannot increase the amount of uses. Almost any Quester (Since they start at level 7) can use an Alpha move. Mildly experienced ones can use beta, ones of level 12 or higher can use gamma, and so on. All of this is summed up in the handy dandy chart below.
Of course, you need to determine your SP. Your SP count is (STR mod + SPD mod + INT mod)/3, rounded appropriately, multiplied by five, and then with 20 added to it. This is your principal fuel for the moves; without it, you cannot use any melee moves (besides the alpha levels of moves at omega level), and as a result need to get more SP or will have to resort to using a weapon... or these basic moves which only 5th Builders can use.
|Regular/Air Attack||STR mod||2STR mod||A regular attack, like a punch, a kick, or an aerial slap. Non-5th-builders can use this too.|
|Jumping Stomp||SPD mod||STR mod||This basic attack hits more than once. You can jump attack up to 3 times per action, if you're able to hit each time. Otherwise, that action ends when you miss.|
|Jumping Drill||SPD mod||d(STR mod * 6)||This spinning jump involves many kicks. If you're lucky, you'll deal more damage than with a jumping stomp.|
|Grab||SPD mod||(Enemy's AC)||Grab the enemy! You can then either throw them with another SPD mod (If at another enemy, if that enemy is hit, they take 2x the damage of what the thrown enemy takes) or you can hold them still, reducing their AC to 10 until your next round.|
|Smash Attack||STR mod||STR||wallop the enemy with a smash attack! Can only be used once per turn. Often sends enemies flying.|
|Meteor Smash||STR mod||STR * 5||Charge up for a whole round. If you can avoid being hit, you can unleash a ton of damage on the enemy! Similar to a smash attack, you can't use it twice in a row.|
You can only bring four moves to a mission; for each use of the 'Move Expander' quirk, you may bring more, for up to a total of eight moves brought to the mission at maximum. Of course, you're wondering, 'How do I get these moves?'
You get four moves to start, entirely at random. You gain one new move at the end of each mission, to boot. They're all at random, of course, which is the major sacrifice of this build. The moves are sorted according to what fighter they belong to. High-level (Level 20+) Smashers, Overdrivers, Item Maniacs, or those who have had past characters with unique moves of some type may request to have their own moves added to the pool of obtainable moves. If they have the right moves, then they shall be added to the list. Bringing all the moves of the same fighter adds +2 to hit for all of those moves and +5 damage to the total damage (Read: After all other damage calculations, and only counts once, rather than per-hit) of all the moves from that fighter.
Fifth Build users may also gain moves by defeating their proper owners in the arena; however, they must risk a move of their own. They can also challenge other Fifth-Builders to a match where moves are at stake. These moves can also be traded. There are rumors of so-called 'Secret' moves, which were either secretly downloaded from their owners but then hidden, lost stores of ancient knowledge, universal powers of unimaginable power, or merely newly 'stolen' moves. These moves cannot be traded or lost, and take TWICE the uses of normal melee moves to master. However, they are unstoppable when put into action.
Other builds can come into possession of these moves. They, too, must calculate SP. However, their SP is based on INT mod * 5 alone, without any +20 to back it up. Furthermore, they can only have two moves at maximum, bring only one per mission, and can only get up to Gamma level. The moves also take twice the uses to level, and twice the SP to use. However, they can be traded and wagered like normal moves. Unfortunately, other builds cannot receive moves that have had their Gamma Level used at all.
Below, is a list of fighters, with their moves and the like detailed. Some fighters closely mimic others; there's special rules on getting their moves. There's also some moves in red, which require an INT of 20 or higher. They must be used carefully, for they have a tendency to be overkill.
The move tables which are linked together indicate that those fighters closely mimic one another. You can only have one set of moves from those linked sets. This is to prevent people from hoarding similar moves in order to become more versatile than what should be possible.
Special Melee Move Info
|1||Wad of Paper||Deals 1 damage.|
|2||Rubber Ball||Deals a whopping 2 damage.|
|3||Paper Airplane||Deals 6 damage.|
|4||Small Rock||Deals 7 Earth damage.|
|5||Wheel||Deals a flat 10 damage.|
|6||Giant Vase||Deals 12 damage.|
|7||Hunk of Cheese||Explodes, dealing 15 damage.|
|8||Weak Firecracker||Explodes, dealing 16 fire damage.|
|9||Sharp Pin Missile||Stabs the enemy, reducing their to-hit by 1 for a round.|
|10||Small Grenade||Explodes, dealing 20 fire damage.|
|11||Several Darts||Deals 25 damage.|
|12||Iron Spear||Deals a whopping 30 damage.|
|13||Axe||Deals 32 damage.|
|14||Shotgun Spread||Deals d50 damage.|
|15||Large Missile||Explodes, dealing 40 damage.|
|16||Rocket||Explodes for 41 damage.|
|17||Giant Fireball||Roasts the enemy, dealing 50 fire damage.|
|18||Cannonball||Knocks the opponent one back in attack order; deals 60 damage.|
|19||Giant Barrel Full of Lit Explosives||Makes a GIGANTIC explosion, hitting all enemies for 100 damage.|
|20||Deathzooka||Paralyzes, Confuses, and Freezes the opponent, in addition to dealing 50 damage.|
|21||Imploding Banana||Implodes the enemy, dealing 3/4 of their max HP back to them in damage; on bosses, deals 200 damage.|
|Item Pull Items|
|1||Self-Hurter Veggie||Take 10 damage|
|2||Normal Veggie||STR mod + 10 damage|
|3||Mr. Saturn||5 damage; can be reused.|
|4||Strong Veggie||20 + 2 STR mod damage|
|5||Bob-omb||50 + STR mod fire damage|
|6||Skull Veggie||Kills weak enemies|
|7||Razor-sharp Fez||35 + SPD mod damage, effects three enemies|
|8||Beam Saber||2 STR damage, pierces DR; can be reused until end of battle.|
|9||Death Veggie||Deals 200 damage or Death|
|10||Pick two items of your choice and use them both!|
|1||Self-Hurter||Take 2 STR mod damage.|
|2||Weak Hammer||Deal STR mod damage.|
|3||Shield Hammer||Instantly Paralyze the enemy.|
|4||Strong Hammer||Deal 3 STR mod damage.|
|5||Electric Hammer||Deal 3 STR mod electric damage and instant paralyze the enemy.|
|6||Fire Hammer||Deals 4 STR mod fire damage; instant burn.|
|7||Food Hammer||Deals 2 STR mod damage to the enemy; regain 4 STR mod HP.|
|8||Ice Hammer||Deals 2 STR mod damage and freezes the enemy for three rounds.|
|9||Death Hammer||Either deals 5 STR damage or instant death; up to the GM.|
|Red Fireball||Shoot a ball of fire at the enemy. 3 SPD mod to hit; 2 STR mod fire damage.||4 STR mod fire damage.||Two fireballs; 2 SPD mod to hit; 2 STR mod fire damage each.||3 SPD mod to hit for each.||Three fireballs instead of two.|
|Mario Tornado||Spin around, flailing your fists, and knocking around the enemies. 2 STR mod to hit, STR mod + d(STR mod * 4) damage.||Now deals 2STR mod + d(STR mod *6) damage.||Now has 4 STR mod to hit.||Now deals 3STR mod + d(STR mod * 8) damage.||Strongest version: 6 STR mod to hit, 4STR mod + d(STR mod * 10) damage!|
|Super Jump Punch||Leap up, knocking the coins outta people! STR mod to hit, 3 STR mod damage. Gain equal coins to damage.||2 STR mod to hit, 4 STR mod damage, coins and damage.||Now gain two coins for every point of damage!||3 STR mod to hit, 5 STR mod damage, two coins per damage point.||5 STR mod to hit, 5 STR mod damage, three coins per damage point.|
|Super Cape||STR to hit; 2 STR mod damage.||Now reflects projectiles if used as counter-attack and succeeds!||Confuses those who are hit.||Reflects all attacks if used as a counter-attack and succeeds.||Always succeeds as a counter-attack!!!|
|Megavitamin||Shoot two vitamins at the enemy! 2 attacks; 2 SPD mod to hit, STR mod damage per hit.||3 attacks.||4 attacks.||2 STR mod damage per hit.||3 STR mod damage per hit.|
|Doc Tornado||Twirl around to damage the enemy. STR mod to hit; d10 STR mod damage.||d14 STR mod damage.||Now 3 STR mod to hit.||d16 STR mod damage.||5 STR mod to hit, d20 STR mod damage.|
|Pay Up Punch||Steal some cash! SPD mod to hit, steals 5 STR mod coins. (No damage)||Steals 7 STR mod coins.||3 SPD mod to hit.||Steals 9 STR mod coins.||7 STR mod to hit.|
|Super Sheet||Smack those enemies with a sheet of paper! STR mod to hit, STR damage.||2 STR mod to hit, 50% chance of paralyzation.||Always paralyzes.||3 STR mod to hit.||2 STR damage now.|
|Bob-omb Blast||Chuck a bomb at the enemy. STR mod to hit; 4 STR mod fire damage.||Now 3 STR mod to hit.||Paralyzes the opponent.||Now deals STR + SPD mod damage.||Throw TWO bombs instead of one!|
|Wario Hurricane||Shred opponents to bits by spinning around! SPD mod to hit, 2 STR mod wind damage. Threatens two enemies.||4 STR mod wind damage.||Confuses whoever it hits.||Affects three people.||Hits all; 2 SPD mod to hit, STR wind damage.|
|Flying Headbutt||STR mod to hit, deals AC + STR mod damage. Paralyzes target.||3 STR mod to hit.||Gain equal amount of coins as damage.||Deals 2 AC + STR mod damage.||Damage is now fire aligned; gain 3x damage in coins.|
|Weapon Smack||Weapon to hit; paralyzes and confuses target.||Deals weapon damage.||STR mod + Weapon to hit, STR mod + Weapon damage.||Threatens two people.||Threatens three people, 2 STR mod + Weapon to hit and 2 STR mod + Weapon damage.|
|Flaming Jump Punch||Burn the enemy with a raging fist of fire! 2 STR mod to hit, deals 2 STR mod + INT mod fire damage.||Critical range of the move is now 18-20,||4 STR mod to hit.||Deals 3 STR mod + 2 INT mod fire damage.||Critical range now 16-20, deals 3 STR mod + 3 INT mod fire damage.|
|Luigi Cyclone||Spin around and give your opponents a tornado of a bad time! 2 SPD mod to hit, d6 SPD mod wind damage.||4 SPD mod to hit.||6 SPD mod to hit.||2d5 SPD mod wind damage.||3d6 SPD mod Wind damage.|
|Green Fireball||Nuclear fireballs of doom! 3 Hits; SPD mod to hit, INT mod fire damage.||-No Improvement-||2 INT mod fire damage.||2 SPD mod to hit.||4 Hits!|
|Green Missile||Fly into people! 2 SPD mod to hit, AC + INT mod fire damage.||'Misfires' on a critical hit or miss; take half damage (nonelemental) as your own, and then deal quadruple damage to the enemy or yourself, respectively. CANNOT BE LUCKIED||3 SPD mod to hit, AC + 2 INT mod fire damage.||Misfires now occur on 19-20 and 1-2.||Misfires occur on 1-3 and 18-20; take only double damage on crit miss, deal eight times the damage on a crit hit.|
|Birdie Smash||Summon a deadly golf club, then smash the enemy, causing yourself to fly upwards. Weapon + STR mod to hit, Weapon + STR mod damage.||Paralyzes enemies.||Deals Weapon + 2 STR mod wind damage.||To-hit is now 2(Weapon) + STR mod.||Deals Weapon + 2 STR mod + AC wind damage, To-hit is 2(Weapon) + STR mod + BP.|
|Waluigi Power Spin||Get out yer Tennis racket, and spin up, then send your opponent spinning away! BP to hit, Deals Level damage. 50% chance of confusion.||Always confuses, BP + SPD mod to hit.||2 BP + SPD mod to hit.||Deals d3-1 level damage.||Deals d3 level damage!|
|Super Bob-omb||Blast away! Hurl a deadly bomb at everyone. SPD mod to hit, INT mod fire damage. Affects all enemies.||INT mod + BP fire damage.||SPD mod + 1/2 Level to hit.||3 INT mod + BP fire damage.||Instantly burns all who are hit.|
|Super Swim||Swim through the air, attacking the enemy with water! INT mod to hit, deal AC water damage, affects three enemies.||Hits all enemies.||3 INT mod to hit.||AC + BP water damage.||AC + BP + Level + Number of unique items on hand damage. (Only mundane items)|
|Supersonic Punch||Hit the enemy with the world's fastest punch! SPD to hit, SPD mod damage.||Two punches!||SPD + 2 SPD mod to hit.||Three punches!||2 SPD mod damage. Five punches.|
|Flame Dash||Curl up into a ball of fire and burn some people! 2 SPD mod to hit, 3 STR mod fire damage.||4 SPD mod to hit.||Affects three people.||STR fire damage.||Affects all!|
|Homing Dash||Fly through the air, curled into a ball, bashing whatever you despise. Opposed SPD checks; deals SPD mod damage if you win.||+2 SPD mod to the SPD check.||+ SPD to the SPD check.||4 SPD mod damage.||Homing; enemy must roll without SPD mod to their SPD check.|
|Spindash||Use the technique of many Mobians, and attack with sheer kinetic force. 1 action to charge up; 3 SPD mod to hit, deals SPD damage.||Can be charged up two actions, dealing 2 SPD damage.||Can be charged up three actions; 3 SPD damage.||SPD to hit.||Pierces armor; paralyzes those hit.|
|Chaos Burst||Surround yourself in a burst of violently chaotic energy! 2 INT mod to hit, 2 INT mod Dark + Light (aka Chaos) damage.||4 INT mod chaos damge.||3 INT mod to hit, 5 INT mod chaos damage.||Hits 3 enemies.||Hits all, causes Confusion, 4 INT mod to hit.|
|Power Punch||Using the raw power of chaos, punch the enemy away! 1 action to power up; 2 STR mod to hit, STR + INT mod damage.||4 STR mod to hit.||STR + 3 INT mod damage.||STR + INT damage.||No power-up necessary; only takes one action.|
|Chaos Spear||Smack the enemy with three arrows of pure energy. 3 hits, INT mod to hit, INT mod damage.||2 INT mod damage.||2 INT mod to hit.||3 INT mod damage.||3 INT mod to hit.|
|Light Dash||Using an ancient power, fly into the enemy with the speed of light! SPD to hit, INT mod damage.||SPD + SPD mod to hit, INT mod light damage.||SPD + 3 SPD mod to hit.||2 SPD to hit.||3 SPD to hit.|
|Master Spin Attack||Spin around and threaten people with your weapon! Weapon + STR mod to hit, Weapon + STR mod damage.||2 (Weapon) + STR mod damage.||2(Weapon) + 3 STR mod damage.||3(Weapon) + 3 STR mod damage.||4(Weapon) + 4 STR mod damage.|
|Bow and Arrows||Shoot people with arrows! 3 SPD mod to hit, 3 SPD mod damage.||5 SPD mod damage.||5 SPD mod to hit.||7 SPD mod to hit.||Threatens all enemies.|
|Magic Boomerang||SPD to hit, 2 SPD mod damage; can't be used twice in a row.||Instant paralyze.||4 SPD mod damage.||SPD + 2 SPD mod to hit.||Hits all.|
|Hyrule Bomb||2 STR mod to hit, 4 STR mod fire damage. On miss, deals STR mod damage to you instead!||4 STR mod to hit.||7 STR mod fire damage; on miss, deals 2 STR mod damage to you instead!||6 STR mod to hit.||On miss, take no damage.|
|Kokiri Spin Attack||Do a really fast spin! STR to hit, STR mod damage.||Do a slower but deadlier spin; 2 hits, 2 STR mod to hit, first hit does STR mod, second does 2 STR mod.||3 hits; third hit does 3 STR mod damage.||Four hits; fourth hit does 4 STR mod damage.||3 STR mod to hit.|
|Small Bomb||3 SPD mod to hit; deals 2 SPD mod fire damage if you hit; SPD mod damage to you if you miss.||SPD to hit.||SPD fire damage; 2 SPD mod damage to you if you miss.||SPD + 2 STR mod to hit.||You do not take damage if you miss.|
|Wooden Boomerang||SPD to hit, SPD mod damage; can't be used twice in a row.||Confuses enemy.||SPD + 2 SPD mod to hit.||Deals 3 SPD mod damage.||Threatens all enemies.|
|Bow and Fire Arrows||Shoot the enemy with flaming arrows! 2 SPD mod to hit, 3 SPD mod fire damage.||SPD fire damage.||4 SPD mod to hit.||SPD + 2 STR mod fire damage.||6 SPD mod to hit, SPD + 4 STR mod fire damage!|
|Din's Fire||Engulf yourself in a field of fire, threatening all enemies! Affects all enemies, INT mod to hit, INT mod damage.||2 INT mod to hit, deals fire damage.||3 INT mod to hit, 2 INT mod fire damage.||4 INT mod to hit, 3 INT mod fire damage.||6 INT mod to hit, 5 INT mod fire damage.|
|Farore's Wind||Fly across vast distances like the wind, damaging anyone who gets in your way. INT to hit, INT mod damage.||Deals 2 INT mod wind damage.||INT + 2 INT mod to hit.||2 INT to hit.||3 INT to hit.|
|Naryu's Love||Block attacks with a shield! Reflects projectiles back at enemies.||Reflects projectiles for +INT mod damage.||Reflects projectiles for +5 or deals an instant INT mod damage.||Instant hurt upped to 2 INT mod damage.||Reflects projectiles for +10.|
|Needles||Attack the opponent with a ton of needles! 3 hits, SPD mod to hit, SPD mod damage.||4 hits.||6 hits.||8 hits.||3 SPD mod to hit.|
|Shiekah Teleport||Teleport in an explosion, setting nearby enemies on fire. 2 INT mod to hit, 3 INT mod fire damage.||4 INT mod to hit.||Now deals INT fire damage.||6 INT mod to hit.||Deals INT + 4 SPD mod fire damage.|
|Whip||Whip that enemy good! STR to hit, STR mod damage.||Now deals 3 STR mod damage.||STR + 2 SPD mod to hit.||STR + 4 SPD mod to hit.||Deals STR damage.|
|Thunder Jolt||Launch small bolts of lightning at people! SPD to hit, SPD mod electric damage.||2 SPD mod electric damage, 50% chance of paralyze.||5 SPD mod electric damage.||Insta paralyze, SPD + SPD mod to hit.||SPD + 3 SPD mod to hit, 7 SPD mod electric damage.|
|Thunder Bolt||Call upon lightning to strike you and your foes from above! Threatens two enemies, SPD mod to hit, 3 INT mod electric damage.||Threatens three enemies, 4 INT mod electric damage.||2 SPD mod to hit, 5 INT mod electric damage.||7 INT mod electric damage.||11 INT mod electric damage.|
|Skull Bash||Charge up and bash enemies with your skull. 3 STR mod to hit, 3 STR mod damage.||Can be charged for one round for triple damage.||Two rounds of charge.||Three rounds.||Base of 5 STR mod to hit and 4 STR mod electric damage.|
|Agility||Use this move to escape enemy attacks or jump! +SPD mod to jump/AC when used, lasts for that enemy's attack or one jump.||+2 SPD mod||+3 SPD mod, works for two jumps in a row or two enemy attacks in a row.||+4 SPD mod||Works for three jumps in a row (Still counting as one third jump) or all of an enemy's attacks in a row.|
|Baby Jolt||Damage yourself and your foe with electricity! 2 SPD mod to hit, INT electric damage. Deals INT mod electric damage to you. (Not affected by elements)||Paralyzes the enemy; 3 SPD mod to hit.||Deals INT + 2 INT mod damage.||SPD to hit.||No longer damages you!|
|Baby Bolt||This lightning is a threat to yourself and others! INT mod to hit, 2INT electric damage; instant paralysis. Deals 4 INT mod damage to yourself. (Not affected by elements)||2INT + 3 INT mod electric damage.||Affects three enemies.||3 INT mod to hit.||No longer hurts you!|
|Agility||Move at high speeds, zapping yourself and others. Two hits; SPD to hit, INT damage to yourself and others per hit. (Self-hurting happens even when you miss)||3 INT mod damage to yourself.||2 INT mod damage to yourself.||Effects three enemies.||2INT to hit, no damage to yourself!|
|Baby Bash||Charge up, and electricute both yourself and others! Takes 3 actions to charge; 3 INT mod to hit, deals 3 INT electric damage to both you and any enemy you hit. Affects all. (Not effected by elements)||4 INT mod to hit.||2 Actions to charge.||INT + SPD mod to hit.||No longer damages you!|
|Falcon Punch||Punch somebody with a flaming eagle! STR mod to hit, STR fire damage.||3 STR mod to hit.||STR to hit.||STR + 2 STR mod fire damage.||2STR + STR mod fire damage.|
|Falcon Kick||Kick with the speed of fire. SPD mod to hit, 3 SPD mod fire damage. Threatens two enemies.||4 SPD mod fire damage, threatens three enemies.||Affects all enemies; 2 SPD mod to hit.||SPD to hit.||2 SPD to hit!|
|Falcon Dive||Fly into somebody and make them explode!!! Opposed STR checks; if you win, deal 3 STR mod fire damage.||Your STR check gains another 2 STR mod to it for purposes of this move.||Deals STR fire damage.||STR check now has STR added to it.||STR check now with STR + 2 STR mod; deals STR + 2 STR mod fire damage.|
|Raptor Boost||Give somebody a flaming uppercut! 3 SPD mod to hit, 2 STR mod fire damage.||Deals 4 STR mod fire damage.||SPD to hit.||Can be used to instantly hit enemy (regardless of actions remaining) when they crit miss.||Instantly burns opponent.|
|Ball Lightning||Charge up and hurl a big ball of slow moving lightning! INT mod to hit, 4 INT mod electric damage.||Now INT electric damagel 50% chance of paralysis.||3 INT mod to hit.||Instant paralysis, 4 INT mod to hit.||Exploding ball; affects three targets, INT + 2 SPD mod electric damage.|
|Dark Slash||Go up and give the enemy a taste of steel. ...Or old rock, whatever. 2 hits, 2 SPD mod to hit, STR mod damage.||2 STR mod dark damage.||3 hits.||4 SPD mod to hit.||Four hits! Add weapon damage to total damage dealt.|
|Tremblor Punch||Punch the ground angrily, causing an Earthquake! Hits all; STR mod to hit, STR mod damage.||Now 2 STR mod Earth Damage.||3 STR mod to hit.||Deals 3 STR mod Earth Damage; 50% chance of paralysis.||Aftershock effect; 1 in d4 chance of dealing half again more damage with another attack roll.|
|Gerudo Rocket||Fly upwards with the power of dark energy! 2 INT mod to hit, 3 INT mod dark damage.||Deals INT dark damage.||3 INT mod to hit, INT + INT mod dark damage.||INT + 3 INT mod dark damage.||Deals 2 INT dark damage, INT to hit!|
|Ball Lightning||One ball of lightning shot at opponent. 2 SPD mod + INT mod to hit; 2 INT mod electric damage.||2 SPD mod + INT mod to hit; 3 INT mod electric damage.||Two balls of lightning, each with 2 SPD mod to hit, and dealing 2 INT mod electrical damage.||Two balls of lightning; 2 SPD mod + INT mod to hit, 2 INT mod electrical damage per hit.||THREE balls of lightning, with SPD mod + INT mod to hit, and 2 INT mod electrical damage per hit.|
|Air Raid||Ram into the opponent, with 3 SPD mod to hit, and 3 STR mod damage.||Affects two opponents; same to-hit and damage as alpha.||Affects three opponents; same to-hit and damage as alpha.||Affects all opponents; same to-hit and damage as alpha.||Affects all opponents; 5 SPD mod to hit, 5 STR mod damage.|
|Razor Dash||Curl up into a ball, become studded with spikes, and fly into the opponent! STR mod to hit, d10 * STR mod damage.||3 STR mod to hit, d10 * STR mod damage.||3 STR mod to hit, d14 * STR mod damage.||4 STR mod to hit, d16 * STR mod damage.||4 STR mod to hit, d16 * STR mod damage, instantly paralyzes target.|
|Ring Toss||Hurl green rings in all directions. Affects three opponents, with SPD mod to hit and STR mod damage.||Affects all; same to-hit and damage as alpha.||Affects all, 2 SPD mod to hit, 2 STR mod damage.||Affects all, 3 SPD mod to hit, and 2 STR mod damage. Damage dealt is stolen as coins.||Affects all, 3 SPD mod to hit, and 3 STR mod soul damage, steals as many coins as damage dealt, and 50% chance of confusing the opponents hit.|
|Shadow Ball||Hurl a ball of darkness at the enemy. 2SPD mod to hit, 3INT mod dark damage.||Can be charged up for a round to triple damage.||Can be charged for two rounds, resulting in 9x the damage.||Base attack now 2SPD mod to hit, 9 INT mod dark damage. Can now only be charged for one round.||No charging needed/possible; 2 SPD mod to hit, 13 INT mod dark damage.|
|Teleport||Instead of using an action, save it. When attacked, you can try to dodge it by using a roll with a 3INT mod bonus. If you roll higher, you dodge. Can only be used with one action.||Now has 5 INT mod bonus.||Can be used with two actions. Also can be used outside of battle to move up to 5 INT mod feet. (increases with bonus to dodge roll)||7 INT mod bonus.||Can be used with all actions; 8 INT mod bonus.|
|Confusion||Spin the enemy with psychic energy. 3 INT mod to hit, 2 INT mod psychic damage.||Automatically confuses target.||Now deals 4 INT mod psychic damage.||Now has 5 INT mod to hit.||Instantly hits for 5 INT mod psychic damage.|
|Hypnosis||Attempt to hypnotize the opponent to sleep. 4 INT mod to hit, instant paralyze. (Sleepiness is represented by paralyzation)||Affects two targets.||6 INT mod to hit.||Affects three targets.||8 INT mod to hit, affects all enemies.|
|Mack the Repairman|
|Power Drill||Drill the enemy to death with a power tool! STR mod to hit, 2SPD mod damage. Can be charged for one round for 3x damage.||Can be charged for two round for a total of 9x damage.||Only one round of charge possible; 2STR mod to hit, 2SPD damage.||No charge possible; 4 SPD mod to hit.||Now doeals 3SPD damage.|
|Power Saw||Slice the enemy to pieces with a power saw! 3 SPD mod to hit, 3 SPD mod damage.||Hits two enemies.||5 SPD mod to hit.||Hits three enemies.||Hits all enemies, 7 SPD mod to hit.|
|Electric Fan||Attack people with a deadly electric fan! 2 hits; STR mod to hit, 2SPD mod damage.||Each hit now has 2STR mod to hit.||3 hits; STR mod to hit, 2SPD mod electric damage.||4 hits; same damage and to-hit as Gamma.||5 hits; 3STR mod to hit, 3 SPD mod electric damage.|
|Power Nails||Shoot nails at people! 2 hits; 2SPD mod to hit, STR mod damage.||3 hits, now.||Each hit now has 3 SPD mod to hit.||Each hit deals 2STR mod damage.||Each hit has 4 SPD mod to hit, and deals 3 STR mod damage.|
|Corrosion||Strike at three people with dark energy. INT mod to hit, INT dark damage.||Now with 2 INT mod to hit, and 2INT mod dark damage.||Now affects all enemies.||Poisons all who are hit.||4 INT mod to hit, 4 INT mod dark damage.|
|Magic Barrier||Create a barrier which prevents a total of 4 INT mod damage from hitting you.||Now up to 6 INT mod damage stopped.||Now prevents one status effect as well.||Magic attacks do half damage to the barrier.||Blocks a whopping 10 INT mod damage.|
|Dark Energy Wave||Blast the enemy with dark energy. 3 INT mod to hit, INT mod * 6 dark damage.||5 INT mod to hit now.||Chance of instant death. Roll d100; a 10 or lower means instant death.||Instant death roll now up to 20.||7 INT mod to hit, INT mod * 14 dark damage, 30 or below gives instant death.|
|Mindblast||Deals 2 INT mod psychic damage instantly.||3 INT mod psychic damage.||5 INT mod psychic damage.||Can be charged 1 level; damage tripled if charged for an entire round.||2 levels of charging; takes two rounds. Now has a base damage of 5 INT mod psychic damage.|
|DVD Launcher||Summon a handy DVD launcher; you won't be needing those Gigli DVDs! 3 hits; SPD mod to hit, SPD mod damage.||3 SPD mod to hit.||Improved Critical; Does critical hits on natural 18-20.||Cannot make a critical miss, and deals 2 SPD mod damage per hit.||Ignores DR, deals 3 SPD mod damage per hit!|
|Tri-Attack||Overwhelm the enemy with elemental powers! 2 INT mod to hit, INT mod fire electric and ice damage.||3 INT mod fire electric and ice damage.||Freezes on hit.||Paralyzes on hit as well.||Instant burn; 4 INT mod to hit.|
|Deathmachine||Summon a gigantic cannon and blast the enemy with random objects. Roll 5 d12 to see what comes out; SPD mod to hit. (See chart above--Five hits)||Three more objects, and twice the firing rate! Roll 10 d15 to see what comes.||Five more projectiles; roll is now 10 d20.||3 SPD mod to hit.||Extra projectile type (21); 5 SPD mod to hit.|
|Crystal Purification||Heal yourself with the power of crystals! Regain 3 INT mod damage.||Cures one status effect.||Can be used on a friend in addition to yourself; regain 4 INT mod damage.||Cures two status effects.||Regain 8 INT mod damage.|
|Giant Punch||Smash the opponent with a big punch. STr mod to hit; STR damage.||You can charge up the move for round to do triple damage!||Charge up for two rounds for nine times the damage!||Always at level two charge; I.E., base damage is 3 STR damage. can only charge one round now.||Always level 3; deals 9 STR damage all the time!|
|Earthquake Slap||Smack the ground with your hands... kinda lame. STR to hit, STR mod damage.||Affects three targets.||Hits all, 2 STR mod damage.||STR + STR mod to hit, damage is Earth elemental.||Two hits instead of one; twice the fun!|
|Spinning Kong||You, too, can spin in circles like a helicopter! Affects three enemies; 2 STR mod to hit, 2 STR mod damage.||Hits all; 3 STR mod to hit.||4 STR mod damage.||6 STR mod damage.||9 STR mod damage.|
|Headbutt||Smash enemies down with your noggin! 3 STR mod to hit, STR mod damage. Instant paralysis.||Now also confuses the enemy.||Deals 3 STR mod damage.||STR to hit.||Strange energies allow you to Seal the enemy if you hit!|
|Geno Beam||Blast people with beams of pure energy! 3 INT mod to hit, 3 INT mod damage.||Charge one round to triple damage.||Can be charged two rounds.||Three rounds.||Four rounds, 5 INT mod to hit.|
|Geno Boost||Boost your Defense! +INT mod to AC, lasts 1 round.||+3 INT mod to AC.||Boosts both defense and offense (+3 INT mod to hit for one round)||Lasts for two rounds.||+4 INT mod to offense and defense; if an Omega Geno Beam is used immediately on the first action of the next round, the boost remains until the Omega Geno beam is fired.|
|Geno Whirl||Give those enemies a whirl! 3 SPD mod to hit, 3 SPD mod damage.||5 SPD mod damage.||5 SPD mod to hit.||7 SPD mod to hit.||One-in-d9-chance of instant kill; only can insta-kill non-boss enemies.|
|Geno Flash||Hit your foes with a flash of light! Threatens three enemies, 2 INT mod to hit, 2 INT mod damage.||Hits all, can be charged 1 round for 3x damage.||Base Damage is 4 INT mod.||Charge level 2 always reached; takes whole round to fire, can be charged for 18x INT mod damage instead.||Can be fired at full power for extra 10 SP; base damage is 24 INT mod, takes whole turn to fire.|
|Vulcan Punch||Hit the enemy with a fast punch of energy! SPD to hit, STR mod damage.||3 STR mod damage.||SPD + SPD mod to hit, affects two targets.||SPD + 3 SPD mod to hit.||STR + 2 STR mod damage.|
|Double Kick||Does what its name says. 2 hits, SPD mod to hit, 2 STR mod damage.||2 SPD mod to hit.||3 STR mod damage.||3 SPD mod to hit.||4 SPD mod to hit.|
|Rising Break||Rush at the enemy, then fly upwards, hitting them tons of times! SPD mod to hit, d10 STR mod damage.||3 SPD mod to hit.||2d7 STR mod damage.||SPD to hit.||4d4 STR mod damage; SPD + SPD mod to hit.|
|Vulcan Grab||Grab the enemy, then hurl them at another enemy! Opposed STR checks. If you succeed, you deal 3 STR mod damage to the enemy, and may make a d20+SPD mod throw. If you hit your target, it takes Enemy AC + 3 STR mod damage.||2 SPD mod to throw; STR check gains extra STR mod bonus.||Throw threatens two enemies; throw has 3 SPD mod to hit.||SPD to throw; 2 extra STR mod to STR check.||Throw always hits.|
|Mr. Game and Watch|
|Judgement||Smack the enemy with a hammer of randomness! 2 STR mod to hit; roll d2 after hitting to see what happens.||Now a d4; more, better hammers availablle as a result.||Now a d6.||Now a d8.||Access all hammers with the random hammer roll now at d9, the maximum.|
|Fire||Fly up into the air with the help of pixellated firemen! STR mod to hit, STR damage.||Now 3 STR mod to hit.||5 STR mod to hit.||Deals STR + 2 STR mod damage.||Now 7 STR mod to hit; deals 2 STR damage.|
|Chef||2 hits; SPD mod to hit, 2 SPD mod damage.||Now three hits.||Each hit now deals 3 SPD mod damage.||Two SPD mod to hit.||FOUR hits!|
|Oil Panic||Grab enemy attacks! Use this to send one projectile back at the enemy. Use d20+SPD mod to hit the enemy with the attack you send back.||Absorbs two projectiles.||Deals double damage when attacks are sent back.||Up to three projectiles.||Triple damage!|
|Sword Shot||Shoot an image of a sword at the opponent. 3 SPD mod to hit, 3 STR mod damage.||5 STR mod damage.||5 SPD mod to hit.||Hits all.||Deals 7 STR mod damage.|
|Phantasmal Wave||Hit the enemy with a wave of energy! SPD to hit, SPD mod damage.||Deals 2 SPD mod soul damage.||3 SPD mod to hit.||Hits all.||SPD soul damage.|
|Meta Glide||Glide into the enemy, giving them some pain! 3 STR mod to hit, AC + STR mod damage.||2 AC + STR mod damage.||STR to hit.||Now deals Light damage; affects two enemies.||Hits all.|
|Meta Tornado||Spin upwards into a tornado of person-throwing fury. 3 SPD mod to hit, 2 SPD mod wind damage.||Hits all.||Deals SPD wind damage.||Confuses all hit.||SPD to hit.|
|Dagger||Stab an enemy with a dagger! 2x damage to undead. SPD to hit, STR mod damage.||Two hits; only 2 SPD mod to hit, though.||Three hits; SPD mod to hit.||2 SPD mod to hit.||3 SPD mod to hit; 2 STR mod damage.|
|Holy Water||Attack the enemy with a bowl of holy water! 2 SPD mod to hit, 3 INT mod holy damage.||Multiple 'Splashes'; 2d5 INT mod holy damage.||More splashes; 3d4 INT mod holy damage.||Damage increases; 3d5 holy damage.||Instant Paralyze, 4 SPD mod to hit.|
|Axe||Chop the enemy in two! 3 STR mod to hit, 3 STR mod damage.||Critical edge; 19-20 crit.||STR to hit, STR damage.||Critical is now 18-20.||Critical is 16-20!|
|Cross||Hurl a ton of weak crosses at the enemy. 3 hits, SPD mod to hit, INT mod holy damage.||Four hits.||Five hits.||Six hits!||3 SPD mod to hit.|
|PK Flash||Charge up a buncha energy to zap the enemy. 2 INT mod to hit, INT mod damage. If charged up one round, deals 3x damage.||3 INT mod to hit; base damage 2 INT mod.||INT to hit.||Base damage is 3 INT mod; psychic damage.||Attack is always fully charged; which means it always deals 9 INT mod psychic damage.|
|PK Thunder||Summon lightning outta your head! 4 INT mod to hit, INT mod electric damage.||INT + INT mod to hit.||Also deals Soul Damage; INT + 2 INT mod to hit.||Deals 3 INT mod electric soul damage.||You may use the move to hit yourself; the move deals double damage if you hit the enemy, but you also take 1x damage! (Elemental quirk does not effect this)|
|PK Fire||Hit the enemy with a bolt of fire, trapping them in a subsequent cone of fire! INT mod to hit, deals d6 INT mod fire damage.||Now deals d8 INT mod fire damage.||Enemy loses an action if hit; 2 INT mod to hit.||2d4 INT mod fire damage!||5d2 INT mod Fire and Soul damage!|
|PK Shield||Use this attack to absorb projectile damage. Absorbs 1/4th projectile's damage; dissipates when hit by a projectile or non-projectile attack.||Absorbs 1/2; does not dissipate when hit by projectiles.||3/4 absorbed.||Dissipates after being hit with two non-projectile attacks.||Absorbs 2x projectile damage.|
|Psi Thunder||Blast the enemy with psychic lightning! INT mod to hit, INT mod electric psychic damage, instant paralyze.||Two hits.||No upgrade.||No upgrade.||2 INT mod to hit, 2 INT mod electric psychic damage.|
|Psi Teleport||Blast the enemies while teleporting! 2 INT mod to hit, 3 INT mod psychic damage.||4 INT mod to hit.||5 INT mod psychic damage.||5 INT mod to hit.||7 INT mod to hit, 7 INT mod psychic damage!|
|Psi Starstorm||Blast the enemy with stars! 3 hits, INT mod to hit, INT mod damage.||Four hits.||Five hits.||Six hits.||Eight hits.|
|Mirror||Block enemy attacks with a mirror! Lasts one round; if an enemy misses you, they are hit by a mirror image of that attack. After one occurrance of this, the mirror breaks.||+2 to AC for that round; mirror can mirror two attacks/hits.||+4 AC||+6 AC||+8 AC; continues mirroring all attacks that miss for that round.|
|Fox's Blaster||Nail the enemy with a hail of blaster fire! SPD mod to hit, SPD mod damage. Three shots.||Four shots.||Five shots.||Six shots.||2 SPD mod to hit.|
|Fox's Force Field||Protect yourself with a force field! Creates a field of 3 INT mod HP which takes half damage from all attacks, protecting you until it runs out of HP.||4 INT mod HP.||5 INT mod HP.||Reflects projectiles back at owners for same damage.||Only takes 1/4th damage!|
|Fire Fox||Catch on fire and blast the opponent! SPD to hit, SPD mod fire damage.||2 SPD mod fire damage.||Threatens three enemies.||SPD + 2 INT mod to hit.||2 SPD mod + 4 INT mod fire damage.|
|Fox Phantasm||Attack many enemies at once with a quick dash! 3 SPD mod to hit, SPD mod damage, threatens three enemies.||Hits all, deals wind damage.||SPD to hit.||3 SPD mod wind damage.||SPD wind damage, confuses all hit.|
|Falco's Blaster||Shoot the enemy with heavy-duty sideways lasers! SPD mod to hit, SPD damage.||Now deals SPD + 2 SPD mod damage.||3 SPD mod to hit.||SPD + 4 SPD mod damage.||SPD to hit; 50% chance of paralyzing enemies.|
|Falco's Reflector||Reflect enemy projectiles! When used to defend, reflects projectiles and deals projectile damage + 5 back to the enemy.||Now +10.||Can be used as a weapon with a d20+SPD mod roll to deal 5 damage, or reflects as usual.||Now +15.||Now has 3 SPD mod to hit and deals 15 damage + Paralyze to those you hit it with.|
|Firebird||Become engulfed in fire and fly into the enemy. STR mod to hit, STR fire damage.||Deals STR + STR mod fire damage.||Threatens three targets.||3 STR mod to hit.||Instantly burns anyone it hits, and deals STR + 2 STR mod fire damage.|
|Falco Phantasm||Fly through the enemy at mach speed! SPD to hit, SPD mod damage.||SPD + 2 SPD mod to hit.||Deals 3 SPD mod damage.||Hits three enemies.||Hits all, SPD + 4 SPD mod to hit.|
|Ice Shot||Shoot mini icebergs at the enemy! 3 SPD mod to hit, 2 INT mod ice damage.||3 INT mod ice damage, 50% chance of freeze.||5 INT mod ice damage.||5 SPD mod to hit.||9 INT mod ice damage.|
|Blizzard||Engulf the enemy in a blast of ice! SPD mod to hit, 4 INT ice damage.||INT ice damage, 50% chance of freeze.||INT + 2 INT mod ice damage.||INT + 4 INT mod ice damage.||2 INT ice damage, insta-freeze, 2 INT mod to hit, affects two enemies.|
|Belay||Fly upwards with rope... kinda! SPD to hit, STR mod damage.||AC + STR mod damage.||2 AC + STR mod damage.||SPD + 2 SPD mod to hit.||2 SPD to hit, 2 AC + 2 STR mod damage.|
|Squall Hammer||Spin around, hitting the enemy repeatedly with your weapon! d2 hits, Weapon to hit, Weapon Damage.||2 hits.||d2+1 hits.||3 hits.||4 hits!|
|Inhale||Inhale an enemy and steal their ability! You keep that ability until hit by a critical or you decide to drop it, or you die. (Even between missions!) 2 SPD mod to hit; 0 damage if copied, 4 STR mod damage if spitted out.||Now deal 2 STR mod damage when copying.||4 SPD mod to hit.||6 SPD mod to hit.||6 STR mod damage when spit out; 4 STR mod damage when copied.|
|Final Cutter||Fly up with a blue blade, then slice everybody! STR mod to hit, STR mod + Weapon damage.||Two hits; second hit being a projectile.||2 STR mod to hit.||The projectile threatens all enemies.||2 STR mod + Weapon damage.|
|Stone Drop||Flatten the enemy by turning into a stone! 2 STR mod to hit, 3 STR mod Earth damage.||Roll a d2 for damage; get 3 STR mod, or 6 STR mod and paralysis to the enemy.||d4; fourth possibility is 7 STR mod.||4 STR mod to hit.||d5; fifth option either instant-knockout or 10 STR mod damage.|
|Pop Star Hammer||Smash a foe away with this hammer! STR mod to hit, STR damage.||2 STR mod to hit, STR + STR mod damage.||STR + 3 STR mod damage.||2STR damage.||3 STR mod to hit, 2 STR + 3 STR mod damage.|
|Sing||Lull (Or stun) the enemy to sleep with your singing! Enemies must all roll a DC (Your INT) check. Those which fail become sleepy. (Paralysis)||Chance of enemy missing turn becomes 1 in d2.||Enemies who fail lose an entire turn.||Two turns.||Three turns; DC is your INT + INT mod.|
|Pound||Beat on the enemy with your fist! 4 STR mod to hit, 2 STR mod damage.||4 STR mod damage.||5 STR mod to hit, 50% chance of paralysis.||6 STR mod damage.||10 STR mod damage!|
|Nightmare||Using strange metaphysical powers, destroy people by going to sleep! INT mod to hit, 10 INT mod damage. Self-paralysis.||12 INT mod damage.||Paralyzes the target.||14 INT mod damage.||20 INT mod damage!!!|
|Rollout||Spin around, then roll into the enemies! 3 STR mod to hit, 3 STR mod damage.||Effects three enemies.||Hits all; 4 STR mod to hit.||Can be charged for one round, quadrupling damage.||Two round charge possible; 16x damage.|
|Toad Counter||Pull out Toad in the nick of time (save an action) to block an incoming attack!||Those who you block take 5 damage!||10 damage!||15 damage!||20 damage!|
|Item Pull||Attack with random items!3 SPD mod to hit; d3 for random item.||4 SPD mod to hit; d4 for random item.||d6 for random item.||d8 for random item.||5 SPD mod to hit; d10 for random item.|
|Parasol Uppercut||Uppercut enemies with your main weapon! Weapon + SPD mod to hit, Weapon damage + SPD mod damage.||Weapon + 3 SPD mod damage.||2(Weapon) + SPD mod to hit.||Weapon + 2d5 SPD mod damage.||3(Weapon) + SPD mod to hit, Weapon + 5d2 SPD mod damage.|
|Peach Bomber||Bomb the opponent! SPD mod to hit, SPD damage.||SPD + INT mod fire damage.||3 SPD mod to hit.||Affects three enemies.||Hits all, instant burn.|
|Fire Breath||Breathe (or summon) fire on the enemy! 3 hits, INT mod to hit, INT mod fire damage. Cannot be used two rounds in a row.||Five hits.||2 INT mod fire damage.||8 hits!!!||You can use it as much as you want.|
|Koopa Klaw||Give somebody a nice slice with your hands. STR mod to hit, STR damage.||d2 chance of an 'extra bite', which deals another STR mod of damage.||Bite deals 2 STR mod damage.||d3-1 possible bites; roll after a hit.||2 STR mod to hit, d4-1 possible bites!!|
|Bowser Bomb||Fly up into the air and flatten the enemy! STR mod to hit, 2(AC) damage.||2 STR mod to hit.||3(AC) damage.||3 STR mod to hit.||Deals STR mod damage to nearby enemies on successful hit.|
|Shell Spin||Spin around, thrashing in all directions. Hits all; STR mod to hit, STR mod damage.||3 STR mod damage.||50% chance of paralyze..||3 STR mod to hit.||Automatically paralyzes enemies.|
|Missile||Shoot a highly accurate missile at the opponent! Ignores 2 AC, 2 SPD mod to hit, SPD mod fire damage.||Super Missile Option; deals 3 SPD mod fire damage instead of ignoring 2 AC.||Homing missile ignores 4 AC; Super Missile deals SPD fire damage.||Homing Missile has 3 SPD mod to hit, and deals 2 SPD mod fire damage. Super Missile deals SPD + 2 SPD mod fire damage.||Super Missile has 3 SPD mod to hit and deals 2 SPD fire damage. Homing missile ignores 8 AC.|
|Drop Bomb||Drop a bomb on the ground to explode people! 2 SPD mod to hit, 4 SPD mod damage.||Multiple bombs; deals 2d6 SPD mod damage on hit.||Deals 3d5 SPD mod damage on hit.||4d5 SPD mod damage!||5d5 SPD mod damage, 4 SPD mod to hit.|
|Screw Attack||Spin upwards, dealing a ton of electric damage! 2 SPD mod to hit, 2d3 SPD mod electric damage.||2d5 SPD mod electric damage.||4 SPD mod to hit.||2d7 SPD mod electric damage!||4d4 SPD Mod electric damage, instant paralysis.|
|Charge Shot||Charge up and fire off a blast of electricity! 2 SPD mod to hit, 3 SPD mod damage.||Charge for one round to deal 3x damage.||Charge for two rounds to deal 9x damage.||Now always charged level 2; 9 SPD mod damage. Can be charged one level.||Always charged up; deals a whopping 13 SPD mod damage.|
|Shield Breaker||Slash through the enemy's defenses! Ignores DR. STR mod to hit, Weapon damage.||STR mod + Weapon to hit.||Can be charged one round to do 3x damage.||Charge for two rounds to do 9x damage!||Level 2 charge reached; 3(Weapon) damage, can be charged for two rounds for up to 27x damage.|
|Dolphin Slash||Fly upwards, slashing the enemy quickly. SPD to hit, SPD mod damage.||SPD mod + Weapon damage.||SPD + 2 SPD mod to hit.||2SPD to hit.||SPD + Weapon damage.|
|Sword's Dance||Hit the enemy with many furious consecutive attacks! STR mod + Weapon to hit, STR mod + Weapon damage.||Two hits, but only if the first attack hits.||Three hits, but only if the two before hit.||Four hits, but only if the previous three hit.||Five hits; last hit deals 2x damage!|
|Marth's Counter||Counter most ranged attacks! Instantly blocks one full ranged attack.||Flings shrapnel at the enemy; 5 damage to them.||15 damage.||30 damage.||A whopping 50 damage, also blocks close-up attacks.|
|Flare Blade||Attack the enemy with a flaming sword attack! STR mod to hit, Weapon + INT mod fire damage.||Can be charged one round; deals 3x damage.||Two rounds possible; 9x damage.||Three rounds possible; 27x damage.||Four rounds possible; INSTANT DEATH.|
|Roy's Counter||Block close-range attacks! Instantly blocks one close-range attack.||Deals back Weapon damage.||Damage dealt back is fire element.||Burns enemy.||Deals 3(Weapon Damage) Fire damage.|
|Rising Flare||Up into the air you soar, flinging a firery attack! 3 STR mod to hit, INT mod + Weapon fire damage.||3 INT mod + Weapon fire damage.||2 Weapon fire damage.||Instant burn.||4 INT mod + 4 Weapon fire damage.|
|Double Edge Dance||Destroy the enemy with flaming hits! 2 STR mod to hit, Weapon + 2 STR mod hit.||d2 hits.||d4 hits.||4 STR mod to hit.||3d3 hits!|
|Egg Lay||Trap the enemy in an egg! 3 SPD mod to hit, enemy loses one action.||Enemy loses two actions.||Enemy cannot defend self while in egg.||Enemy loses 3 actions.||Enemy is confused, sealed, and paralyzed for three rounds after escaping the egg.|
|Hip Drop||Smash the enemy with your weight! 3 STR mod to hit, AC damage.||Paralyzes enemy.||Shoots out two stars to the side; 3 SPD mod to hit, 3 SPD mod damage; they effect nearby enemies, or if the main drop failed, your target.||Nothing!||4 STR mod to hit with drop, 4 SPD mod to hit with stars.|
|Egg Toss||Hurl an ultra-accurate egg at the enemy! SPD + INT mod to hit, SPD mod damage.||SPD + 3 INT mod to hit.||SPD + INT to hit, SPD mod + INT mod damage.||Threatens three enemies.||SPD + SPD mod + INT + INT mod to hit.|
|Rumble Tumble Egg||Turn into an egg and run people down! Effects all, 2 SPD mod to hit, SPD mod damage.||3 SPD mod to hit, 2 SPD mod damage.||4 SPD mod to hit, 3 SPD mod damage.||SPD to hit, 4 SPD mod damage.||SPD to hit, SPD mod damage, paralyzes those hit.|
|Hat Trick||Pull a fedora with blades on the rim out of nowhere and hit the enemy with it! SPD mod to hit, Level Damage, hits three enemies.||3 SPD mod to hit.||Hits all enemies.||Level + 2 SPD mod damage.||2(Level) + 2 SPD mod damage, 4 SPD mod to hit.|
|KO Punch||Knock out those enemies with a powerful punch! STR mod to hit, STR damage.||3 STR mod to hit.||STR to hit, Paralyzes on hit.||STR + STR mod to hit, STR + STR mod damage.||1 in d2 chance of instantly destroying non-boss enemies!|
|Face Wash||Leap up, then smash the enemy's head into the ground. 2 STR mod to hit, AC - 10 damage, +2 SPD mod to hit of next attack.||Deals AC damage.||+4 SPD mod to hit of next attack.||4 STR mod to hit.||Paralyzes on hit, 2(AC) - 10 damage.|
|Bottle Smash||Pull out a bottle and smash it on the enemy's head, gaining a weapon that lasts three rounds! 3 STR mod to hit, 3 STR mod damage.||Can be thrown, dealing double damage and gaining SPD mod to hit, but breaking the bottle instantly.||Deals 5 STR mod damage.||7 STR mod damage.||9 STR mod damage, STR to hit.|
A very important part of the game is battling. Rarely, though, do people know the full rules of engagement. First thing, each person has actions. All Questers start with two actions. At level 17, you get three. If you get a special item or something, you can max out at 4 actions. Each action can be used for the following:
- Using an item
- Using a Normal, Melee, Enhanced, Super, or Trance move
- Using a Fifth Build Melee Move, Casting a spell
- Taking out a weapon, switching weapons, switching between normal and special modes on a weapon, attacking with a weapon, using a spell via a weapon, or attempting to disarm somebody of their weapon
- Running away: Do a SPD check, opposed to all enemies. If you beat more than half of the enemy checks, you escape.
- Charging an attack, activating a special ability
- Chatting with an enemy or ally
- Scanning an enemy with a smash dex
- Going into defense mode (+2 to AC until next round, adds up when used multiple times)
- Jumping (STR check), or running (SPD feet), or solving a puzzle/using a computer
- Manipulating a background object, like destroying a chandelier chain
- Distracting the enemies, causing them to attack you
- Passing the action, doing nothing
- Preparing to attack an enemy, getting a +2 to hit with the next attack at that target
- Many other things
At the start of any battle, announce your SPD. The GM will announce a battle order, much like this:
Order: Metal Sonic, Aribar, Garrick, VG, Joe, Illian.
If you are, say, Joe, then you must wait until Metal Sonic, Aribar, Garrick, and VG have finished their turns before you can attack. Make sure to stay around for your attack--if you must temporarily leave, announce it, and possibly an attack you will do if your turn comes while you are gone. You will be skipped if you take more than 1 minute to respond; if writing a long description, say something like (Wait a sec, writing long description). Also, stay around for enemy turns. So, in this case, Metal Sonic is the enemy. So stay around so you can announce when you're hit and the like.
When using a damaging attack (I.E. Status effects, stat damage, regular damage, elemental damage), roll the to-hit roll(s) if there are any. The GM will declare if you hit or miss. If you get a crit (natural 20), you deal double damage. If you get a natural 1, you are at risk for a counter-attack from the enemy. Note: You cannot crit-miss on a multi-hit attack. Then, announce the raw (unreduced by DR, unmultiplied by crit) damage. (If there's a damage roll, roll it as normally) The GM will announce the final damage if it is different. If not, then do your next action. Once done will all actions, announce that your turn is over. Then the GM will go on to the next person.
At the end of every battle, the GM will dictate awards of EXP and Coins, and possible other awards. Also, make sure to count how many lives you have; if you take more than your HP, you must roll a mortality check (d20+STR). Once above your mortality, you are considered to be 'mortally wounded', and thus easy to kill. If you fail a check, you lose that life, 'dying', so to speak. However, you merely wind up coming back, SSB style, on a revival platform. If you run out of lives, you are out of that mission, and get no further rewards. You only get a fraction of the EXP you earned up to the point you died. You also get no end-of-mission coin bonus. You cannot use 'Lucky' or 'Crazy' quirks on mortality rolls. Finally, a critical roll on a Mortality roll is an automatic success, unless you have taken more than your maximum HP +200 in damage, in which you still die. If you get a critical roll, then you miraculously survive the damage most of the time. If you get a natural one, you instantly die, related to either shock or failure of your body to withstand the hit.
Here is reference on the various special elements and status effects attacks can use.
|Status Effect Name||Effect if it hits|
|Confuse||Enemy rolls a dice equal to the number of people in the battle, including themself. Whoever the dice chooses, they attack. This lasts for d6 rounds.|
|Freeze||Opponent is unable to attack or defend for one round. Only ice attacks can freeze. If the frozen target is hit by fire, they are defrosted, but take double damage from that fire attack due to antipode.|
|Hyper||The target gains SPD/8 extra rounds for the duration of 3 rounds.|
|Invincible||The target is invulnerable for 2 rounds.|
|Paralysis/Sleep||The enemy must roll d3 every round. If they get a 1, they cannot attack. SPD is halved by this status effect. Only electrical attacks can paralyze.|
|Poison||The target takes 5 damage every round, until they are cured or die.|
|Sealed||The target is unable to use special attacks for (Attacker's INT mod) rounds. Only Soul attacks can Seal.|
Fire -> Ice -> Earth -> Electric -> Wind -> (Go back to beginning)
Psychic -> Soul -> Psychic
Dark vs. Light: The one with the higher INT deals super-effective damage and takes less damage when hit by the weaker person's opposite aligned attacks.
The arrow that points to another element shows what element is weak against what. For example, Fire -> Ice means Ice is weak against fire. Also, Wind -> Fire means Fire is weak against wind. If the opposite of these situations happens, and you attack a fire elemental with ice, then you deal the standard half damage. Rounded down. Dark and Light have different alignments, depending on the fighters. Psychic is strong against Soul, and Soul is strong against Psychic.
When hit by an elemental attack that is the same as your element, one of two things happens. Either you take half damage, if you're aligned with the element, or you are healed, if you have an affinity for that element. When hit with an element that your element is strong against, you either take half damage (aligned) or no damage (affinity). And if you're hit with an element that your element is weak against, you either take 1.5x damage (aligned) or 2x damage (affinity).
When you get a critical hit with an elemental attack, various special things happen, depending on the element.
|Fire||Burns the opponent, temporarily reducing their STR by 4 for 4 rounds.|
|Ice||The opponent is frozen solid, getting the status effect of the same name.|
|Earth||The enemy is unable to defend themselves for one round, trapped by dirt.|
|Electric||The enemy is paralyzed.|
|Wind||If applicable, the enemy is blown out of the battle. Otherwise, deals triple damage.|
|Psychic||The mental shock reduces the enemy's INT by 10 for one round.|
|Soul||The direct and deadly soul damage knocks the enemy out for two rounds.|
|Dark||Dark energy surrounds the opponent, decreasing their to-hit by 10 for three rounds.|
|Light||The holy energy burns the evil out of the enemy, causing them to lose an action out of their turn for the rest of the battle. Only works on evil enemies.|
Weapons serve as an alternate way to attack enemies, or to power up certain moves. They come in ranks, from 0 to 50. You get one to start with. Or you can buy another base weapon for 2000 coins.
When first making your weapon, you must choose what stat it will be based off of. This also must be approved by a GM. For example, if a sword is based on SPD, it will have to be oriented towards speed. A gun, naturally, will not be able to use STR. INT based weapons must focus on their magical side. Now then. Once you have chosen which stat the weapon is to be based off of, write a description of it and name it. Here's an example.
- Description: An ordinary baseball bat, like the one you might see in the game of the same name.
- History: Taken from a random baseball field to be used as a weapon.
- Based on: STR
- To hit: d20+STR mod
- Damage: STR mod
- Special Mode: None
As you can see, the modifier of the stat you choose will determine the to-hit and damage. This is a rank 0 weapon. It hasn't been upgraded yet. Before we talk about upgrades, though, take a look at this. Remember, you must be either the same level as or higher than the level of the weapon to use it. So a level 10 person can use a level 10 weapon, but not a level 11 weapon. Neither can a level 45 person use a level 50 weapon, but they can use a level 4 weapon.
|Rank||Description||How to Upgrade|
|0||Either an unupgraded weapon or an item.||1000 coins per upgrade on an unupgraded weapon; cannot upgrade items.|
|1-5||Normal Weapon||1000 coins per upgrade, until you reach rank 5.|
|6-10||Enhanced Weapon||2500 coins per upgrade.|
|11-15||Super Weapon||4000 coins per upgrade, and 100 EXP as well.|
|16-20||Legendary Weapon||5500 coins per upgrade, and 300 EXP.|
|21-25||Mega Weapon||7000 coins per upgrade, 500 EXP as well.|
|26-30||'Ultimate' Weapon||8500 coins, 700 EXP, and 1 upgrade point.|
|31-35||Unique Weapon||10,000 coins, 900 EXP, and 2 upgrade points per upgrade!|
|36-40||Divine Weapon||11,500 coins, 1100 EXP, and 3 upgrade points per upgrade.|
|41-45||Peerless Weapon||13,000 coins, 1300 EXP, and 4 upgrade points per upgrade. Weapon becomes indestructible, unless it is self-using or a vehicle..|
|46-50||Perfect/Relic Weapon||20,000 coins, 2000 EXP, and 10 upgrade points per upgrade! Becomes linked to your soul.|
As you can see, you're right now on rank 0. As you upgrade your weapon further, it will become harder to upgrade. The last five upgrades are nearly impossible until you get to an extreme level. Once a weapon has hit rank 50, it becomes 'finished', and completely unique to you. Weapons of this rank, like Valcion, are extremely powerful, and require the experience of a level 50 character to wield. They also seem to be able to change fate. Regardless, you'll need to know what you can upgrade and how before you can smack people with a legendary baseball bat. If that wasn't clear enough, then I'll walk you through it. First thing. You have your level 0 weapon. To upgrade to rank 1, it costs 1000 coins. To rank 2, another 1000. You go along like this until you've gotten to rank 5. To get to rank 6 from rank 5, it costs 2500 coins. Then 2500 to get to rank 7. Etc, until rank 10, where you must pay 4000 coins and 100 EXP to get to rank 11. Rinse, lather, repeat.
Using the guidelines above, you can improve your weapon. Below are the various things you can increase. Some require more than one upgrade; others even have a variable amount of upgrades needed, depending upon the upgrade. For example, to make a weapon hit more than once, you'll be doubling the upgrades used! Of course, all weapon types are encouraged, but some are trickier than others.
You cannot use more than five units to upgrade damage directly without adding an equal amount of upgrade units in enhancements that either enhance damage indirectly or do not enhance damage first.
|Upgrade Units||Name||Description||Modes Enhanced|
|X2||Add Attack||The weapon attacks more than once per use. increases unit use by number of shots. Thus, if you have three shots, it takes three units to upgrade the weapon. It also requires that you have one or more upgrades on the weapon. This counts for all past and future upgrades to the weapon.||Both|
|1||Add Modifier||Add the modifier of the weapon's main stat to hit or to damage.||Both|
|4||Add Stat||Add the entire main stat to hit or to damage.||Both|
|4||After-effect||The attack, after being used, has a one in four chance of 'echoing' and threatening the enemy one round after you attack with the weapon.||Normal|
|2||Armor coating||The weapon takes 4 less damage for each of these upgrades, and you get a +4 to checks avoiding the weapon's destruction.||Both|
|1||Badge Power||You may delegate BP to the weapon. For every 2 BP delegated, the weapon gets +1 to hit and +1 to damage. However, the weapon will need to be equipped like a badge to work, and cannot be used if it isn't equipped like a badge. Every use of this upgrade increases the amount of BP delegated by 1.||Both|
|3||Badge Space||The weapon can hold 1 BP worth of badges for every time this upgrade is applied. Cannot be used to exceed limit of 20 BP.||Both|
|MP Cost||Cast Spell||The weapon can cast a spell. The weapon must have a higher INT-based to-hit or damage than the unit cost of the spell for the current person using the weapon to cast the spell. Can only be used once per round.||Special|
|5||Charge||The weapon can be charged. Each action of charging triples the damage it does, but it is restrained to the amount of 'Charge' enhancements that are on it. (I.E. 1 charge action per time 'Charge' is put on the weapon)||Normal|
|3||Check Enhancer||All non-attack checks made using the main stat that the weapon uses get a +5.||Special|
|1||Concealable||The weapon is easy to hide, and hard to notice even when it's out.||Normal|
|1||Counter-slice||The weapon can be used to instantly hit the opponent if they crit-miss you.||Normal|
|3||Critical Edge||increase the critical hit range by 1.||Both|
|3||Critical Enhancement B||With this, critical damage becomes x3 instead of x2. When used again, it becomes x4... up to a maximum of x10.||Both|
|1||Element||The weapon is now elemental-based.||Special|
|2||Energy Sapper||You can try fueling the weapon with OP, SP, or MP. +10 to hit and damage for each OP, +2 to hit and damage per SP, and +1 per hit and damage per MP. For each use of this upgrade, you can use 5 more of each to fuel the weapon.||Special|
|1||Energy Stealing||The weapon heals you for 10% of the damage it causes.||Special|
|5||Enhanced Mobility||The weapon allows you to hover 3 feet, fly like an airplane (For 10 minutes), or swim underwater (for 20 minutes) per use of this upgrade.||Special|
|5||Extra mode||The weapon gains another mode, of either special or normal type. This mode can then receive the appropriate type of upgrades. This is not needed to have special mode; you have special mode by default.||Either|
|3||Fearsome Weapon||By taking out the weapon, you can scare away some enemies. Opposed INT checks to see if you scare the enemies away.||Normal|
|4||Foolproof||The weapon ignores your own critical failures.||Both|
|1||Glow||The weapon glows in the dark, providing dim light.||Normal|
|5||Healing||Convert damage to healing; halve it. The weapon can now be used to heal. It must first be Light Element, though.||Special|
|2||Homing||For every time this is taken, the weapon ignores 1 AC of the target.||Both|
|4||HP Plus||The weapon adds 2 * weapon rank HP to your max HP. Or to its own HP, if it's a vehicle. Cannot be taken more than once for a non-vehicle weapon.||Both|
|X1.5||increase Area||Threaten one more target with the weapon. Multiplies the unit cost by 1.5, rounded up, of all new upgrades.||Both|
|3||Item Locator||The weapon beeps when you're near important or findable items.||Both|
|5||Learning Weapon||The weapon can gain levels like normal Questers. The EXP needed for the next level is the same as if the weapon was a Quester. You may give it EXP to increase its rank whenever you gain EXP from a mission.||Both|
|5||Life support||The weapon protects you from harsh environments for 10 minutes.||Special|
|1||Lock-on||You can use an action to double the weapon's to-hit for the next attack; equal to aiming or targeting.||Normal|
|SP Cost||Melee Move||The weapon allows you to use a melee move. Must have a higher STR-based to-hit or damage than the SP cost of the move to be used by the current person equipping the weapon.||Special|
|3||Momentum increase||Add AC to damage.||Normal|
|6||Power Balancer||Add another stat as the weapon's main stat. Must be approved by GM. From that point on, that stat's modifiers are also added to-hit and to damage.||Both|
|5||Power Source Slot||You can try to power the weapon with such things as chaos emeralds and mushrooms. They have a limited amount of power, and the bonus gained varies.||Special|
|2||Quickdraw||It doesn't take an action to take the weapon out or put it away.||Both|
|3||Quick Swap||You can switch between special and normal and any other modes on the weapon without using an action.||Both|
|2||Returning||The weapon returns on command.||Both|
|4||Self-help||Cause a positive status effect on yourself. Take again to be able to use it on allies. Take once more to use it on enemies, I.E. Undead.||Special|
|X2||Self-Using Weapon||The weapon can be deployed on its own. It will intelligently attack enemies by itself. It has one action per main stat. However, this doubles the cost of upgrades forever, as well as requires the same amount of upgrades as the weapon has in upgrades to get.||Both|
|1||Shiny||The weapon reflects light. A lot.||Both|
|1||Silent||The weapon cannot be heard easily; it makes very little noise.||Normal|
|5||Slot Roller||Double damage done, but now it occurs at random. Roll d(Your damage * 2) to see what happens.||Both|
|2||Specialization||Pick one enemy type or environment. You gain +5 to hit and +5 damage against that target or while in that environment.||Both|
|2||Status Effect||The weapon can inflict a negative status effect.||Special|
|2||Strafe||You can spread each shot on a multi-hit weapon out; for example, 1 shot at target 1, and 1 shot at target 2, in a weapon that attacks twice per use.||Normal|
|2||Stylish Hits||Subtract points from to-hit to deal more damage from a flashy attack. For example, subtracting 1 from to-hit increases damage by 3 points.||Normal|
|1||Theft-proof||Anyone trying to steal the weapon takes 5 damage.||Both|
|10||Vehicle||The weapon is actually a vehicle. For each time this is taken, one weapon can be mounted onto the 'vehicle.' The HP is 10 * Weapon Rank + 100 for every time this ability is taken.||Both|
|1||Viewfinder||The weapon has a viewfinder, which helps the user pinpoint things far away or in the dark.||Special|
Special Mode and Normal mode are the two modes a weapon can be in. Anything labeled for only one of the modes only works in the respective mode. Special mode is more powerful, but has a -5 to hit, -1 to hit for every element, and -3 to hit for every status effect. Note that spells continue to auto-hit in this mode. Furthermore, while in special mode, you can only use the weapon once per round. It takes an action to change between modes. The HP of a weapon, whenever an attack made to attack weapons comes into play, is Weapon Rank * 5, unless it's a vehicle. The vehicle option is pretty neat. However, you'll want a power source slot if you want it to move on its own power. Enhanced mobility is also suggested, as is armor and the like. A viewfinder adds to the experience. Of course, it costs a lot of upgrades. You can add either weapons or modules (Make a weapon mounted to the vehicle a vehicle as well) to the vehicle to make it better. You can mount up to five weapons to the vehicle. If the vehicle is damaged, then you'll have to pay to repair it. Also, the vehicle has two weapons to boot. (Representing what it does in 'normal' and 'special' mode, of course.) It can only use its 'special' mode weapon whenever it has to enter special mode to use one of the abilities that only works in special mode. If it isn't clear to you by now, when in special mode, normal mode upgrades don't count, and vice versa... except, of course, when determining HP and the like based on total weapon rank.
Let's say you want to dual, triple, or even quadruple wield weapons. Well, that's allowed, but... with restrictions. First thing, combine the levels needed to use the weapons. So, like, if one weapons needs you to be level 10 to use, and the other needs to be level 20, then you need to be level 30 to wield them both. Dual wielding allows you to use the weapons simultaneously when you attack; it even allows you to use them both when doing an attack that uses weapon stuff on it. When using different weapons, though, some things are changed. First thing: the to-hit of the weapons is an average. If you use a sword with +10 to hit, and a low-accuracy axe with+5, then you add them together, divide by two, and round. 15 / 2 = 7.5. 7.5 rounds up to 8. Thus, you'll get a +8 to hit on attacks with you dual wielding those. But there's more! When weapons are dual wielded, your ability with each individual weapon is diminished, in order for you to hit more. As according to this chart:
|STR||Melee||-5 to damage per hit.|
|STR||Ranged||-5 to hit.|
|SPD||Melee||-5 to hit.|
|SPD||Ranged||-5 to hit.|
|INT||Melee/Ranged||-1 to hit, -3 to damage per hit.|
This only applies if you're using the same range and the same main stat. If you aren't, then the penalties are STACKED. So, if you use a STR-based sword with an INT-based ice-shooting wand, you'll get -8 to damage per hit, and -1 to hit. Needless to say, this isn't for novices. If you don't understand this, then don't dual-wield. Now then, one last thing. These penalties are also stacked, if, say, you're triple or quadruple wielding through a special badge/item. If you have three SPD-based pistols which are obviously ranged, then you get -4 to hit. And, if you're REALLY tricky, and say, quadruple wield, using a STR-based sword, an INT-based wand, a SPD-based rapier, and a STR-based boomerang, then you get -8 to hit, and -8 damage per hit. One final thing. you cannot use items while dual or higher wielding unless you somehow have an extra arm not used for wielding a weapon.
|Aquatic||You can breathe underwater.|
|Backstabber||You can tell believable lies with opposed INT checks. However, if you fail, it is worse than lying without the skill.|
|Badge Attacker||You may do an attack that does (number of badges)% damage and has a (Number of badges) modifier.|
|Badge Collector||You have a penchant for collecting badges. Each badge you get is 500 coins cheaper.|
|Coin Puncher||Sacrifice 10 coins for every +1% damage you want add to a punch attack.|
|Commander||With opposed INT checks, you can try to command enemies using special powers. Lasts for one round.|
|Conflict Negotiator||If the group and an enemy have an obvious conflict, you can try to solve it peacefully with an INT check.|
|Crazy||Three times per mission, you may add INT mod to an attack roll.|
|Crowd Pleaser||Whenever in a battle surrounded or near a crowd of people, the people will often throw things to help you.|
|Damage Dodger||If enemy attack is only 1 away from missing, half damage.|
|Dizzy Stomper||Three times per mission, you can make a jump attack instantly confuse the enemy on hit.|
|Double Dipper||You may use two items per round. Can be taken twice, to be able to use three items per round instead of two.|
|Electrified||Enemies who physically hit you take 5% Electric damage.|
|Elemental||You are aligned to an element. If you take it again, you gain an affinity with an element. See the 'Status Effects and Elements' page for more details.|
|Extra Jumper||You can do an extra jump.|
|Eye Spy||You instantly see the HP of the enemy.|
|Feinter||You may attack an enemy with an INT-based attack that, when it 'hits', misses. The attack after this automatically hits.|
|Forager||During a mission, if an item is needed, you can search for it with a d20+INT check.|
|Form-Keeper||Allows you to keep your true form at all times.|
|Greedy||Makes enemies drop MORE items. (Announce at the end of battle)|
|Sharp Eyes||Allows you to see through all darkness, and across long distances.|
|Intimidating||You can scare most weaker enemies and civilians away with opposed INT checks.|
|Item Creator||You are able to create one new item for each time you get this quirk. The GM must approve the new item.|
|Item Hog||Increases chances of enemies dropping items. (Announce at the end of battle)|
|Kirby Floater||Replace jump with 5d5 for shorter 'puffs'.|
|Life Saver||Instead of losing a life, you can choose to lose all of your money.|
|Lucky||You can re-roll 3 dice per mission.|
|Luckier||You must take Lucky before taking this quirk. You gain one more use of lucky. (Can be taken repeatedly)|
|Master of Disguise||Use an INT check to disguise yourself. It lets you sneak around!|
|Mimic||Once per session, you may copy the main ability of an enemy and use it against them. Lasts until battle ends.|
|Move Expander||Gain one move, depending upon your build. (Can be taken repeatedly)|
|Money Finder||Gain 10 coins for every time you're hit.|
|Perceptive||You cannot be surprise attacked.|
|Psychotic||In battle, all damage and attack rolls are doubled against 1 enemy; you cannot heal/defend yourself. Can be used at will. (AC is reduced to 5)|
|Quake Smasher||Three times per mission, your attack hits all enemies on ceiling or ground.|
|Refunder||Refunds money for all items used in battle.|
|Sacrificial||You may sacrifice a life to auto-kill a non-boss enemy, add a life to a friend, or heal all of your friends at once.|
|Salvager||Attracts enemies that have items.|
|Shady||You can hide in the darkness, and move without making sound... with a good SPD check.|
|Specialist||Pick an enemy, environment, element, or faction. You get a +10 bonus when fighting those people. Must be approved by a GM.|
|Stadium Fanatic||You can summon melee stadium items 3 times per mission.|
|Super Grabber||You can easily carry an unwilling opponent wherever you want once you have restrained them.|
|Thief||Two opposed SPD checks let you steal and then escape without being counter-attacked.|
|Tough Skin||You are immune to a status effect of your choosing.|
|Truth-Seer||See the truth, but only once per mission.|
|Vengeful||When killed, you come back, dealing double damage against your killer for the first action you do. (Damage limit is doubled during this time)|
|Wall Jumper||You can now continuously jump off of walls.|
|Weapon Thrower||Throw your weapon at any enemy; it insta-hits. Can be used twice per mission.|
|World Traveler||Allows you to travel between light and dark worlds twice per mission.|
|Absorb Gel||4||¢4400||Healed twice by healing-related things; take 4x damage from crits.|
|Agility +||3||¢3000||+1 to SPD stat.|
|All or Nothing||4||¢4000||For every hit in one turn, your attack damage is doubled. Otherwise, it is reduced to 0.|
|Armor Coat||4||¢5000||+2 to AC.|
|Angry Skull||4||¢4400||+1 to hit with all attack rolls.|
|Awareness Enhancer||1||¢9200||Go one higher in attack order, no matter what your speed is.|
|BP Converter||1||¢1337||Converts all excess BP (Plus the BP used by this badge) into stat points; divide BP by 6, round down, add to STR, SPD, and INT.|
|Bowser Fang||5||¢5600||All counter-attacks deal 10% more damage.|
|Brilliant Badge||3||¢3500||+1 to STR, +2 to INT.|
|Boxing Gloves||2||¢2700||+5% damage when you punch someone, -5% when equipped with a weapon.|
|Coupon Book||6||¢6800||Get a 20% discount on all items! Cannot be unequipped.|
|Defend Plus||8||¢8800||Add 4 to AC.|
|Evasion Shoes||5||¢5000||+5 to SPD checks.|
|Extend-o-glove||4||¢4300||Extends grabbing and punching range; +4 to those attack rolls.|
|Extra Arm||8||¢8200||Allows you to have another weapon out simultaneously and wield it, too!|
|Feeling Fine||5||¢5500||50% chances of blocking or curing status effects.|
|Golden Gear||5||¢3000||You are great at fixing things; +5 to repair-related rolls.|
|Goldeneye||5||¢5600||You gain +5 to attack rolls with guns.|
|Guidebook||5||¢5700||Gain 10% more EXP. Must be equipped for entire mission.|
|Happy Heart||5||¢5000||Regain 3% health every turn.|
|HP Drain||6||¢6600||For every hit, you gain back 1%, for up to 5% healed each turn.|
|Hyper Hat||15||¢50000||You gain another action. This cannot be unequipped.|
|Item Encyclopedia||6||¢5500||You are an expert in items. +5 to using mundane items. You also can identify items with a DC 15 INT check.|
|IQ Chip||5||¢6700||+1 to INT, +1 to AC.|
|Jumpman||4||¢4200||Jump attack damage quadruples, but can't use weapons.|
|Luck Enhancer||3||¢3400||Gain one more reroll with the Lucky quirk.|
|Magic Bag||5||¢5200||Gain 30 MP while this is equipped. Can only be unequipped/equipped between missions.|
|Money Money||8||¢10000||After a battle, you gain twice the coins as usual.|
|Move Disk||4||¢4000||Gain another move from the quirk 'Move Expander.'|
|Ohoracle Badge||1||¢1000||Heals 1% for all punch attacks used per turn.|
|P-Down, D-Up||2||¢2500||Decrease STR by 2, increases AC by 2.|
|Peach Hover||3||¢3000||Adds +3 to jump bonus.|
|Power Jump||5||¢3500||All jump attacks deal 5% more damage.|
|Power Jumper||2||¢1800||Adds +2 to jump bonus.|
|Power Plus||6||¢7300||+2 to STR.|
|Prestige Badge||5||¢2300||People are more likely to listen and agree with you. +5 to persuasion related rolls.|
|P-up, D-Down||2||¢2500||Decrease AC by 2, increase STR by 2.|
|Quirky Q||3||¢3333||Gain another quirk. This badge cannot be unequipped.|
|Rainbow Rock||5||¢5000||Magic/Psionic attacks deal 1.25 times normal damage.|
|Range Defender||5||¢4600||AC doubles when against one type of attack (Melee/Ranged), but is halved against the other type.|
|Safety Badge||4||¢3400||+10 to mortality rolls.|
|Silly Dice||5||¢5200||Adds d10 damage to all attacks.|
|Shell Defense||12||¢13000||Gain a whopping 6 AC.|
|Spike Badge||4||¢4200||Deal 2x damage to all spiked enemies.|
|Stone Skin||4||¢4500||You can take 10% more damage without needing a check.|
|Strange Sack||7||¢7777||Gain 10 more item slots.|
|Super Smash||8||¢7600||Your smashes do double damage.|
|Wonder Badge||4||¢3000||Increases critical hit range to 19-20.|
|Weapon Enhancer||7||¢8200||+1 to all rolls with weapons, and you can make your attacks target enemy weapons directly, if you halve the to-hit.|
|Weapon Plus||5||¢4000||Your weapon does 10% more damage.|
After you've got your character together, you're still not quite done. You get to choose between 9 upgrade types. They upgrade various statistics, making them stronger. Since you start at level 7, you get to choose seven of these. You may take the same upgrade more than once.
|HP/%||You may take 5% more damage.|
|STR||You gain 1 STR point.|
|SPD||You gain 1 SPD point.|
|INT||You gain 1 INT point.|
|AC||You gain +1 to AC.|
|BP||You gain 3 more BP.|
|Quirk||You gain a Quirk.|
|Build||Gain another build-related upgrade.|
|???||Gives you a completely random upgrade. However, there is a very slight chance of getting two upgrades at once! ...And a slight chance of getting no upgrade at all. Roll d8; roll d7 if you're a smasher.|
Along with this, you gain 2000 coins or a chance to use the slot machine with every level up. The slot machine will also come up when you knock an enemy's HP up to 777%, or you can use it twice instead of getting 7000 coins with your new character.
Slot Machine Numbers and Combos
- 1: You get 1 coin.
- 2: You get a measly 20 coins.
- 3: You get a puny 60 coins.
- 4: Now we're... sorta talkin'. 200 coins for you.
- 5: Here we go! A whopping 500 coins for you!
- 6: Woohoo! 3000 coins!
- 7: You're pretty lucky. 7000 coins, on the house!
- Three of the Same Number Besides 7 or 1: Add the results together... then multiply by 3 again!
- Three 1s: You get nothing. Ha-ha.
- Three 7s: You get the jackpot! 50,000 coins for you.
- 123: You gain 1,230 coins.
- 42 is somewhere in result: You gain an extra 420 coins to your result.
- 15 in the result: You gain 50 bonus coins.
- 55 in the result: You gain 150 bonus coins.
- 555 is the result: Woohoo! 5000 bonus coins for you!
- 13 is somewhere in result: Your total is halved. Mwahahahahaha.
- Two 6s or two 2s: You may roll again instead of taking your current result.
Of course, you need to know the EXP for leveling up and such before you can start the game. Since you start at level 7, set your EXP to the amount of EXP it exactly takes for level 7. Whenever your EXP passes the total for a level above your current one, you level up. The chart below tells you what you need to know.
|EXP total||Level||Extra Bonus|
|300||2||Gain a Quirk.|
|1000||4||Gain a Quirk.|
|2100||6||Gain a Quirk.|
|2800||7||Now can do two attacks!|
|3600||8||Gain a Quirk.|
|5500||10||Gain a Quirk, and DO YOU WANT TO KNOW???|
|7800||12||Gain a Quirk.|
|10,500||14||Gain a Quirk.|
|13,600||16||Gain a Quirk.|
|15,300||17||You may now attack 3 times, which is NOT the maximum!|
|17,100||18||Gain a place in the Hall of Fame.|
|21,000||20||DO YOU REALLY WANT TO KNOW???|
|23,100||21||+10 to maximum HP.|
|25,300||22||Whoops. Next level, please.|
|28,600||23||Gain 1 BP.|
|33,500||25||Gain 5 free weapon upgrades.|
|44,500||29||Gain 10 random cubes!|
|47,500||30||DO YOU EVER WANT TO KNOW???|
|50,600||31||From this point on, gain 3000 instead of 2000 coins per levelup.|
|57,100||33||+1 to STR, INT, and SPD.|
|60,500||34||+1 to BP.|
|71,300||37||Gain a special Specialist Quirk which adds +20 to-hit instead of +10.|
|75,100||38||Gain a single Melee Move at Gamma level, reroll if you get one you can't use..|
|79,000||39||Gain nothing at half-past never.|
|83,000||40||WHY DO YOU WANT TO KNOW???|
|91,300||42||Gain 10 free weapon upgrades.|
|95,600||43||The absolute value of zero.|
|100,000||44||100,000 coins! Whoo!|
|104,500||45||Nothing here, either.||109,100||46||Gain a random badge.|
|113,800||47||Nothingness + 0|
|118,600||48||Gain a lot of 0s.|
|123,500||49||0 divided by 0... or... more zero!|
|128,500||50||IS IT EVEN POSSIBLE TO KNOW???|
|133,600||51||+30 to Maximum HP.|
|138,800||52||0 + 0 * 0 / 0|
|144,100||53||+1 to STR, SPD, and INT.||149,500||54||Othing-nay.|
|155,000||55||W00t! 55,555 coins for you!|
|160,600||56||The value of a Continental Dollar.|
|166,400||57||Five free weapon upgrades, on da house!||172,200||58||+1! I mean 0.|
|178,100||59||The powers of leveling up combine to give you 20 more to your maximum HP!|
|184,100||60||IS IT IMPOSSIBLE TO KNOW???|
|190,200||61||Uhhh... hmmm.... ... ... *hurls a random badge at you and runs*|
|196,400||62||Ummmm.... *just runs away*|
|202,700||63||Uhhh.... take it! Five more free weapon upgrades!|
|209,100||64||It's you 64! Get N or get out! 64 bits of power!|
|215,600||65||I'm all out of weapon upgrades... take five blue potions instead.|
|222,200||66||So many twos...|
|228,900||67||*Looks through pockets* ....Here's two random extra upgrades.|
|235,700||68||Up and up we go... where it ends, no one knows.|
|242,600||69||Koloo Limpah Something! ...You now have twice as many coins as before. Ahhh! Tingle! *Flees*|
|249,600||70||SHOULD ANYONE KNOW???|
|256,700||71||With the power invested in me, I giveth thee a random retro move at Gamma level! Reroll if you can't use it (Red text).|
|263,900||72||I had a good idea for a bonus here, but then it violently exploded on me.|
|271,200||73||The magical odd number of oddness grants you... two quirks, if you have the room.|
|278,600||74||Brain Malfunction! Ahhh! No bonus for you!|
|286,100||75||You get another move, spell, what have you, if you can, depending on build.|
|293,700||76||No, you do not get free gas at 76 Gas Stations. It just isn't an in-game issue.|
|301,400||77||Amazing! You gain a FOURTH action, if you don't have one yet.|
|309,200||78||Who's more obsessed with SSQ, you or me?|
|317,000||79||Kolorado, Alakazam! Your max BP is set to 20, not a sham!|
|325,000||80||STOP TRYING TO KNOW!!!|
You may combine two level 10 bonuses to make a far more versatile bonus. However, you cannot add a level 10 bonus to an already-made bonus. Level 10 bonus stuff is known to be un-upgradable, and unique. Thus, you must have immense patience to wait to gain ten levels after gaining your first bonus.
|0||????||Gain a random item from this list. Roll d163 to see which item.||¢1471|
|1||Able Juice||Mmm. . . Tastes like apple juice! Cures bad status effects on one ally.||¢500|
|2||Bad Mushroom||This mushroom has gone bad. . . 10% damage to an enemy and a 25% chance of Poison.||¢445|
|3||Dizzy Dial||So hypnotic! This dial has a 20% chance of confusing all enemies.||¢425|
|4||Elixir||A tasty drink for everyone. The entire party's HP is healed by 40%.||¢880|
|5||Energizer||This item energizes an ally and raises their attack damage by 10% for the rest of the battle.||¢200|
|6||Fire Bomb||Heheheh. . . BOOM! An explosion burns all enemies for 15% Fire damage. Speed save (DC 10 + User's Speed Modifier) to avoid damage.||¢455|
|7||Fire Flower||Flower power! Three waves of fire dealing 10% damage each burn a foe. Speed save (DC 10 + User's Speed Modifier) to avoid a wave.||¢450|
|8||Flower Tab||This tab is a must buy for any rich Caster! increases Max MP by 1.||¢1500|
|9||Freshen Up||This item does everything but cure the common cold. Cures the party's bad status effects.||¢2500|
|10||Fright Bomb||Boo! Renders all enemies frightened of the user. They may possibly run away, cower in fear, or attack half-heartedly. Intelligence save (DC 10 + User's Intelligence Modifier) to resist the fear.||¢600|
|11||Froggie Drink||Tastes like frog legs! The entire party's HP is restored by 15%.||¢500|
|12||Honey Syrup||Not for Pooh bears anymore. Restores 5 MP.||¢100|
|13||Ice Bomb||A chilly blast of cold ice freezes all enemies for 15% Ice damage. Speed save (DC 10 + User's Speed Modifier) to avoid damage.||¢450|
|14||Kerokero Cola||The ultimate cola! This drink fully restores the party's HP.||¢4000|
|15||Maple Syrup||Great for eating with pancakes. Restores 20 MP.||¢400|
|16||Max Mushroom||Mmm. . . Perfect healing. . . This mushroom completely restores one ally's HP.||¢1500|
|17||Megalixir||This elixir is mega-rific. Restores the party's HP by 60%.||¢1220|
|18||Mid Mushroom||Who ever knew healing tasted so good? Restores 40% HP to one ally.||¢680|
|19||Mushroom||If a Toad ate a Mushroom would he be a cannibal? Restores 15% HP to one ally.||¢225|
|20||POW Block||Caution! To be used without adult supervision. Damages all ground enemies for 20%. Speed save (DC is 10 + User's Speed Modifier) to avoid damage.||¢540|
|21||Power Blast||A super-energizer. This item increases the party's attack damage by 20% for the rest of the battle.||¢8000|
|22||Red Essence||What would Blue Essence do? Or Green Essence for that matter? Grants the 'Invincible' status effect.||¢3800|
|23||Rock Candy||Since it's too hard to eat you might as well throw it at your enemies! Deals d100 damage to all enemies. Speed save (DC is 10 + User's Speed Modifier) to avoid damage.||¢1000|
|24||Royal Syrup||This syrup is of royal descent! Completely restores an ally's MP.||¢1000|
|25||Paralyze Bomb||This bomb has a 25% chance of paralyzing the enemy party.||¢475|
|26||Star Egg||Ooh. . . This is a powerful egg! This egg deals (Number of Quirks * 5)% damage to all enemies. Speed save (DC is 10 + User's Speed Modifier) to avoid damage.||¢500|
|27||Sub Tank||This tank starts empty but can hold up to 100% extra HP. Whenever the user pleases he or she may empty the entire tank to restore his or her HP by whatever was in the tank. The Sub Tank cannot be emptied in segments.||¢1200|
|28||Energy Capsule||Comes in round and square capsules! These capsules add 10% HP to the Sub Tank's reserves.||¢200|
|29||Met Hat||The latest fashion trend. This item adds 2 AC and also you can skip your turn so you can hide under the hat, thus protecting you from all attacks. You can't attack until you use another turn to get out from under it, though. Lasts only for one battle.||¢1500|
|30||Power Charge||Super power charging unit thingy activate! This item makes your next attack deal double damage.||¢2000|
|31||Rush Coil||They should have named this the Rush Slinky. Everyone loves Slinkies! While this item gives a +5 bonus to jump checks when used, it must be deployed on a surface before being used.||¢500|
|32||Rush Search||Woof, woof! A replica of Rush helps you search for items or other things providing you with a +5 bonus for searching for something.||¢500|
|33||Weapon Energy Capsule||Nothing like the taste of plasma in the morning. This capsule has been modified so that Casters regain 10 MP if used, or if an Overdrive character uses it he gains one point to his OP Gauge. Any other build gains nothing for using a Weapon Energy Capsule.||¢200|
|34||Calcium||Mmmm. . . Calciumy. . . This item temporarily increases your Intelligence by d6 for ten turns.||¢600|
|35||Carbos||Tastes like chicken! Temporarily increases Speed by d6 for ten turns.||¢600|
|36||Guard Specialization||This item can be a double-edged sword. It blocks out all Magic, Melee, Overdrive, and Special attacks for three turns.||¢500|
|37||HP Up||The HP-equivalent of a Flower Tab, this HP Up improves HP by one point.||¢1500|
|38||Protein||Just like spinach only better! This item temporarily increases Strength by d6 for ten turns.||¢1200|
|39||Rare Candy||Rare candy is the best kind of candy! It gives you 50 Experience Points, but if you levelup due to these points you don't get any upgrade points.||¢1000|
|40||X Accuracy||Pokemon tested, Professor Oak approved. All attack rolls have a +5 bonus for 5 rounds.||¢3000|
|41||X Defend||Whatever happened to Y Defend? Or C Defend? This item increases your AC by 3 for five rounds.||¢1200|
|42||Bomb||Heheheh. . . Boom! Hey, didn't I already say that up above? This explosive bomb deals 30% damage to anyone in its small blast radius. Ranged attack roll (Speed Modifier) to hit.||¢500|
|43||Blue Potion||Tastes like blue gravy! Restores half your max HP and MP.||¢1200|
|44||Deku Nut||Probably the most common item in Hyrule. When thrown at a group of enemies they must make an Intelligence save (DC 15). Failing paralyzes them.||¢200|
|45||Deku Stick||Useful for using as a torch. You can strike an enemy for 10% damage (20% Fire if on fire), but there is a 75% chance the stick will break.||¢200|
|46||Green Potion||Tastes like. . . Green chicken? Restores half your max MP.||¢600|
|47||Guardian Acorn||Why not a Guardian Walnut? Damage taken is halved for five rounds.||¢2400|
|48||Lon Lon Milk||Yummy! Comes in both regular and chocolate! Restores 5% HP. Two drinks per bottle.||¢200|
|49||Piece of Power||This tiny triangle increases all damage you do by 15% for five rounds.||¢1200|
|50||Powder Keg||This is one big bomb. It requires a Strength of 16 or higher to even use it! It has a one round delay before exploding, damaging everything in its explosive range for 40% damage. Speed save (DC is 15) to avoid damage.||¢700|
|51||Red Potion||Mmmm. . . Tastes like red milk. Restores half your max HP.||¢600|
|52||Shovel Claw||These sharp claws stay on your hands for ten rounds before disappearing. If used to attack a foe they deal 5 + Strength Modifier damage, and if used to dig or climb you get a +5 bonus to your roll.||¢600|
|53||Jet Booster||This little jetpack-thing will follow you around for ten rounds before running out of fuel and becoming useless. It adds a +5 modifier to all jump checks and lessens damage from falls.||¢600|
|54||White Gloves||Ooh! Comfy! These gloves add 1 to Speed and 2 to punching damage, but not much else. Lasts for one battle.||¢500|
|55||Ring||Shiiiiiiiney. . . Each of these rings restore 1% HP. If you collect 100 of then you can use them to regain one life during a mission.||¢10|
|56||Treasure Scope||Use this to find items! This scope gives you a +5 bonus to search and trap related checks.||¢500|
|57||Spring||This is a rarely seen item. It allows you to bounce over projectiles (1 in d10 chance of missing) and a jump attack hits all nearby enemies. Lasts until hit.||¢550|
|58||Super Sneakers||These sneakers can only be used once. It adds 10 Speed and puts you first in the order lineup and lasts for three rounds. Does nothing outside of battle.||¢3200|
|59||Brain Stone||Mmm. . . Brains. Err. . . I mean. . This stone can keep one status effect from affecting you. You decide whether to use it or not when you're affected.||¢600|
|60||Guts Capsule||What kind of guts are these? Goomba Guts? increases Strength by 1 permanently.||¢9600|
|61||IQ Capsule||I are more smartest then you! Increases Intelligence by 1 permanently.||¢9600|
|62||Rush Promoter||Warning! May cause metallic objects to rust. When thrown at a metallic enemy it deals 25% damage to them and reduces their Speed by 4.||¢505|
|63||Super Plush Bear||Aww. . . How cuuuuuuute? Half of the damage you'd normally take is dealt to this bear, which has 100% HP. When at 100%+ it is ripped apart.||¢3000|
|64||Teddy Bear||Not just for children anymore! . . I've got to stop reusing jokes. Half of the damage you'd normally take is dealt to this bear, which has 50% HP. When at 50%+ it is ripped apart.||¢1500|
|65||Speed Capsule||ZOOOOOOOOOOM! This capsule increases your Speed by 1 permanently.||¢9600|
|66||Madam Grunty's Official Mario Hat||Made with the best materials money can buy! That is, if the best material is moldy fabric. . . Reduces Intelligence by 2, but raises your maximum HP by 10%.||¢100|
|67||Madam Grunty's Gargoyle Soup||Mmm, mmm, good! Err. . . This soup increases your Speed, Strength, and Intelligence by 4, but halves your HP and the EXP you get for the battle you use this soup in.||¢132|
|68||Madam Grunty's Power Pole||Pretend you're some great wizard and save Middle-Nintopia! This cheap weapon deals Strength / 3 damage.||¢504|
|69||Madam Grunty's Official Powersword||Who needs a Master Sword when you have a Powersword? Deals a flat 30% damage, but all moves have a -10 roll modifier.||¢705|
|70||Madam Grunty's Deadly Cube of Doom||Now for sale online with ninety-nine easy payments of ¢9999.99! When thrown at an enemy it Freezes, Poisons, Confuses, and Paralyzes them if it hits. If not. . . Well, you get the status effects!||¢306|
|71||Astral Cube||This cube is thrown at an enemy for 10% Soul damage.||¢200|
|72||Berserk Cube||When thrown at an ally, or an enemy, the target's attacks deal x1.5 damage, but their AC is reduced by 5.||¢575|
|73||Confuse Cube||The target of this cube has a 50% chance of being Confused.||¢350|
|74||Cure Cube||Throw healing items at your allies? Yeah. Like that would catch on! Cures 10% HP.||¢200|
|75||Darkness Cube||This cube is thrown at an enemy for 10% Dark damage.||¢200|
|76||Death Cube||Anything this cube hits has a 10% chance of instant death.||¢500|
|77||Debarrier Cube||This strategic cube lowers down most barriers, magical or technological.||¢300|
|78||Esuna Cube||A cube that cures a target of bad status effects.||¢500|
|79||Fire Cube||This cube is thrown at an enemy for 10% Fire damage.||¢200|
|80||Gravity Cube||The target of this cube takes 10% damage.||¢200|
|81||Haste Cube||When thrown at an ally it gives them an extra turn for one round.||¢700|
|82||HP Absorb Cube||This cube absorbs 10% HP from a foe.||¢250|
|83||Ice Cube||This is a good cube. Deals 10% Ice damage.||¢200|
|84||Weak Cube||A weak cube. Deals 5% damage.||¢50|
|85||Light Cube||This cube is thrown at an enemy for 10% Light damage.||¢200|
|86||Lightning Cube||Hurrah for electricity! This cube deals 10% Lightning damage.||¢200|
|87||Poison Cube||No! It is NOT purple Jell-O! 10% damage, 50% chance of Poison.||¢350|
|88||Paralyze Cube||50% chance of paralyzing the opponent.||¢350|
|89||Ultima Cube||Why not the Giga Cube or something? Deals 20% neutral damage.||¢350|
|90||Wind Cube||This cube is thrown at a foe for 10% Wind damage.||¢200|
|91||Wood Cube||This deals 10% Earth damage.||¢200|
|92||Insanity Potion||This weird nuclear green potion doubles your to-hit mods but halves your damage... it also makes you attack the enemy with random attacks every d4 rounds. Lasts until battle ends. Freaky!||¢500|
|93||Molecular Pill||Yet another weird item... allows you to walk on top of liquids. It also causes you to occasionally walk through walls... use with caution.||¢600|
|94||Death Sunglasses||When worn, they act as normal sunglasses... but when thrown, they explode, damaging everyone in the battle for 10% damage!||¢350|
|95||Disco Ball Inferno||It's a normal disco ball... but when thrown, it explodes, blinding everyone on the field!||¢450|
|96||EMP Grenade||Disables all electronic devices for one round when used.||¢500|
|97||Psycho Stone||When used, quadruples your attack power, but causes you to attack a randomly chosen target for the entire battle without ending! If they die before the battle ends, you will be attacking their corpse.||¢1337|
|98||Warp Stone||This causes everyone to randomly switch turn order. It can also be used to warp one Quester to a location of choice with a good INT check. (They must know where the location is)||¢100|
|99||Dark Crystal||This crystal makes dark attacks deal 10% more damage (Ex: An attack that previously deals 150 damage now deals 15 more). Lasts until the end of a battle.||¢300|
|100||Earth Emerald||An emerald enchanted to strengthen earth magic, all earth attacks deal 10% more damage. Lasts until the end of a battle.||¢300|
|101||Fire Ruby||Imbued with the power of fire, all fire attacks deal an extra 10% more damage. Lasts until the end of a battle.||¢300|
|102||Ice Sapphire||This sapphire makes all ice attacks deal 10% more damage. Lasts until the end of a battle.||¢300|
|103||Holy Diamond||A gem commonly seen with clerics. This diamond makes healing effects restore 10% more HP. Lasts until the end of a battle.||¢300|
|104||Light Moonstone||Enchanted with holy might this moonstone makes all light attacks deal 10% more damage. Lasts until the end of a battle.||¢300|
|105||Lightning Topaz||All hail electricity! Err. . This topaz makes all electric attacks do 10% more damage. Lasts until the end of a battle.||¢300|
|106||Psychic Amethyst||This gem makes psychic attacks deal 10% more damage. Lasts until the end of a battle.||¢300|
|107||Soul Stone||Enchanted to increase the power of the soul. This stone increases a soul attack's damage by 10%. Lasts until the end of a battle.||¢300|
|108||Wind Pearl||This pearl makes wind attacks deal 10% more damage. Lasts until the end of a battle.||¢300|
|Ivan Robotnik Items|
|109||Robot Spray||This spray instantly kills one robot that has less than 300 total HP!||¢3000|
|110||Miracle Medicine||Pop this pill, and you're cured of all status effects and immune to all of them for one battle.||¢6000|
|111||Four Leaf Clover||Use this pretty plant to gain one reroll in the next battle! Can only use one per mission.||¢5000|
|112||Ultra Glue||Throw this at an enemy, and they become unable to move for one round! (Reducing SPD to 0)||¢4500|
|113||Spiked Shoes||These marvelous shoes bestow the ability to walk on walls and +5 to kicking damage for on battle.||¢3333|
|114||Force Field||This force field generator has 20 HP. Ranged attacks go through it. As long as it's active, melee range attacks cannot hit you.||¢5000|
|115||Tranq Gun||It's a gun. Three shots. d20+SPD to hit. You may fire once per action. If it hits the enemy, they're paralyzed.||¢5555|
|116||Turbo Gum||Better than the average gum! For an entire battle, +1 to SPD.||¢7500|
|117||Duct Tape||An all-purpose item! Heal 5% damage, fix a broken weapon, or close ducts! Three uses per roll.||¢6000|
|118||Door Opener 3000||Tired of locked doors? With this handy-dandy ring, they open! 3 uses.||¢9000|
|119||Fire Extinguisher||This safe item puts out fires or deals 15% ice damage and freezes the opponent on a successful d20+SPD mod attack! 5 uses. Quad damage against fire enemies.||¢6500|
|120||Item Teleporter||ZAP! Move one item to you or to a location away from you in seconds.||¢2500|
|121||Crystal of Power||Use this crystal to instantly ace one STR check.||¢500|
|122||Anti-Theft Rune||If somebody tries to rob you, this rune will stop them, then disappear.||¢600|
|123||Item Magnet||This horseshoe-shaped crystal magnet has three uses. It picks up all the unowned items in a room and brings them to you.||¢1000|
|124||Holographic Bridge||Press the red button on this crystal remote, and a holographic bridge will appear across most pits. One use.||¢750|
|125||Chaos Stone||This strange rock gives random status effects to everybody, including your allies!||¢1200|
|126||Truth Crystal||This green crystal, when used in your dex, allows you to always get all the stats on your target. One use.||¢1500|
|127||Porthole Marker||Just draw on any opaque surface, and you've got a porthole to see through, that only you can see! 3 uses.||¢1200|
|128||Annihilation Stick||Hit one non-boss enemy with this to instantly kill it, and get no EXP from it.||¢2000|
|129||Mystic Licorice||After eating this weird, crystal licorice, you'll glow in the dark for the rest of the mission!||¢350|
|130||Amulet of Silence||With this black stone, you can instantly cast 'Sealed' on any foe. One use.||¢2500|
|131||Fireproof Shirt||This classy, one-size-fits-all crystal shirt allows you to venture into extremely hot places! Lasts for one mission.||¢800|
|132||Invisibility Potion||Drink this, become invisible for one round in battle! Enemies will not attack you during this round; +5 to hit on all attacks.||¢2500|
|133||Trap Disabler||This stone disables any traps its thrown into. One use.||¢800|
|134||Glass Elevator||Stick this glass disk on the ground to summon an elevator which goes up 25 feet.||¢2300|
|135||Crazy Glasses||Be careful! These glasses reveal the truth, but distort reality. Once taken off, they disappear.||¢1700|
|136||Element Detector||Throw this dust on the ground to discover what type and what element of enemies you are most likely to find.||¢1000|
|137||Sphere of Protection||This sphere protects you from status effects for three rounds.||¢1500|
|138||Weapon Warper||Instantly disarm one target of your choice, with this weird, pointed crystal wand.||¢2000|
|139||Philosophy Stone||Turns one item, weapon, or badge of your own into gold coins!||¢300|
|140||Hatpin of Wonder||This weird hatpin causes all enemies to attack you. Lasts one mission.||¢500||141||Shield of Nyrah||This silvery shield projector protects the user from mind-controlling affects as well as illusions for one mission.||¢5500|
|142||Amnesia Dust||This golden dust causes one target of low will to forget the last five minutes of their memory.||¢3700|
|143||Shell Phone||Allows you to 'shop' anywhere in the world. Good for one shopping session.||¢2600|
|144||Deadly Top||Spin this top, and it'll fly into the enemy's forehead and drill them for d40 damage!||¢1200|
|145||Prismatic Spoon||Hurl this to the ground to make a portal in/out of the X-zone.||¢1200|
|146||Throwing Hat||Throw this hat at the enemies. They will have to do an INT check--and take 5 damage for every point in their roll!||¢1200|
|147||The Animator||One press of the button on this remote, and common household objects can come to life and help you! Note: Requires nearby household objects.||¢1200|
|148||Gravy Bucket||Mmmm... Gravy! Drink it to become hyper and invincible! (It also cures all status effects)||¢1200|
|149||Dice of the Damned||Throw these dice at the enemy, with a d20+SPD mod. If they hit, the enemy will be unable to gain crit-hits, and get a -10 to all rolls for three rounds.||¢1200|
|150||Gigantic Eraser||Ever done a turn, and hated the result? Just use this eraser to get to re-do your entire turn! (Note: Undoes everything you did from the turn you are re-doing.)||¢1200|
|Quester-Made Items (10% of each purchase goes to the creator, except when noted)|
|151||Ice Block||It's a block... of ice! d20+SPD mod to throw at enemy. Deals 15% Ice damage, 50% chance of freezing. Creator: Charles||¢200|
|152||Greylokian Battle 'Brella||When opened, it blocks 50% of ranged attacks thrown at you. (d2; get a 1, the ranged attack is blocked) Lasts three rounds. Creator: Cornelius||¢800|
|153||Bazooze-ka||Like to party? Spread the love of kegs everywhere by filling your enemies until they become drunk and confused! d20+STR M+SPD M to fire. Creator: Wolfman||¢1000|
|154||Fury Materia||Doubles the rate the overdrive gauge fills! Handy for Overdrivers. Lasts for one battle. Creator: Kinnin||¢1800|
|155||Metal Cola||This cola has a metallic taste... but it allows you to have an extra action. You do a random attack against a target of choice during this action. Creator: Metal Man||¢400|
|156||Manual||Use this to automatically pass any non-opposed INT check. Three uses. Creator: Tetra||¢800|
|157||Gem of Contingency||+5 bonus to Mortality checks. 1 use. Creator: Aribar.||¢650|
|158||Eye Laser||+5 to hit for an entire battle. Creator: Garrick Fy'arr.||¢3000||159||Gene Resequencer||This machine alters your DNA to make you grow to many times your size. You deal d4 times more damage with every attack but your AC is divided by the same number. Creator: Tetra||¢1200||160||Silver Slime||One person's bad memories turned into a silvery ooze is another person's weapon, I always say. Pick up a bucket of this slime and chuck it at an unsuspecting enemy with a d20+SPD mod roll to drench them! Neurotoxins from the slime slowly enter the victim's body and infect the brain. The enemy is poisoned and loses 10 INT at the end of their turn. Creator: Charles||¢4500||161||Wonder Drink||Like the idea of the Wonder Badge but would rather use those BP for other purposes? If you do, you can take a swig of this drink, which increases your critical range by one for 3 turns. Creator: Digi||¢3000||162||Superball||No, this is not a relative of the Pokemon-entrapping kind. This high-velocity bouncy ball is hurled at a target with a d20+(2*SPD mod) roll, hitting for a flat 20% if successful. However, from then, it bounces back at one other random target, which can include the thrower; the GM rolling the same roll as before. If this hits, the second victim takes 10%. Creator: Digi||¢800||163||PEZ Dispenser||An item that allows you to carry 5 items for the slot of 1. But you have to use them in the order you put them in there. Shatters into tiny plastic shards after 5th item is used. Creator: Julian||¢1500|