Super Smash Quest - Season 6 - System - SSQ 101v3

SSQ 101

This is a document which explains the system of Super Smash Quest.

Here are the links to each section.

SSQ 101 Contents

The Rules

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!

The Rules

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Recent Changes

For all of you who want to just know what's changed in this version, look here. An overview of the changes are as follows.

So, basically, I have made the system more balanced and given the players more freedom. Enjoy!

(PROPOSED Amendment)

Specialized Stats

Contained within here is a prototype plan to allow people to specialize in one stat over another. It allows people to choose their stat of favor and gain the respective bonuses, and it helps keep everyone nice and neat. Below is the table of what each specialization gets. Anything they don't have listed Stat bonus-wise, they don't get. Like so, INT bonus people won't be getting free STR-based DR.

Stat of ChoiceBonuses
INTBonus HP: STR mod * 2. Bonus MP: INT mod * 10. AC: 10 + SPD mod, cannot be added on to by levelup bonuses. DR: Only attainable by armor. Abilities: Gain 3 AP for every INT mod you have. 4 AP at level 0 instead of 2. Ability stacking prices halved, but of course rounded. (So, first one is 1, second is 1, third is 2 AP, etc.) 2x INT mod used when negotiating, searching, or any other INT-based check.
SPDBonus HP: STR mod. AC: 10 + SPD mod, can be added onto by levelup bonuses. DR: Only attainable by armor. Abilities: 1 AP for every INT mod you have. 2 AP at level 0. Add SPD mod onto your SPD for purposes of turn order. Also add SPD mod on top of normal mod you'd use whenever you are doing a check to dodge something.
STRBonus HP: STR mod * 10. AC: 10 + SPD mod, cannot be added on to by levelup bonuses. DR: Gain bonus DR for each STR mod you have. Can be added on to by levelup bonuses. Abilities: Gain 1 AP for every INT mod you have, 1 AP at level 0. Use all of STR for mortality check; can survive up to (Max HP + 500) damage, if you get a crit on the mortality roll. Also, double STR mod to STR-mod based evasion rolls.
NoneBonus HP: STR mod * 5. AC: 10 + SPD mod, takes 2 levelup points per AC if you want to gain it that way.. DR: Gain DR from armor, or it can be purchased for 2 levelup points per DR. Abilities: Gain 2 AP for every INT mod you have, 2 AP at level 0. No special bonuses.

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Making Your Character

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. First things first: You start at level 7.

  • 1. Pick a build. (Smasher, Overdriver, Mage, Retro Build)
  • 2. Distribute statistic points. (45 points to divide between STR, SPD, and INT)
  • 3. Determine bonuses. (Scroll down to see an in-depth table) These are for the points you stuck in STR, SPD, and INT. Whenever I say 'STR mod', for example, it's the bonus from the points in STR that you're using. Either look at the table below or subtract the stat by 10, divide it by 2, and round down.
  • 3.5. Determine bonus HP (and MP, if you're a spellcaster). Bonus HP is STR mod * 5, bonus MP is INT mod * 5.
  • 4. Determine AC and AP and DR. AC is 10 + SPD mod, AP is INT mod+2, and DR is STR mod/5, rounded down. For every point of DR you have, AC goes down TWO POINTS. You can elect whether or not to gain DR based on STR; if you do not elect to gain it, then you shall be able to have high STR and AC with impunity.
  • 5. Determine coins. Choose either a flat 21k coins or a slot machine roll + 14k coins.
  • 6. Determine quirks. Pick five quirks of your choice from the table; copy and paste their information into your sheet.
  • 7. Spend levelup points. You have seven of them to use.
  • 8. Determine your attacks. (See each build for instructions.)
  • 9. Buy armor, weapons, vehicles, and items with your money.

And while you're making, updating, or leveling up your character, please heed these limits.


  • You may carry 5 different items. Of each unique item, you may have 9 extra. That is a total of 50 items. If you exceed the limit, for every item over, subtract 5 from your AC and to-hit. The limit does not count weapons.
  • You may only wear one armor thing at a time, and only use one vehicle at a time.
  • Any attack, save for Super, Level 10 Bonus, Spells, or Retro moves, can never institute a penalty to become more powerful.
  • You can't go more than 200 HP over your limit in normal mode. If you do, you will die, no matter how many crit mortality rolls you get.
  • You can never have more than half of all the quirks in existence.
  • You cannot use more than three mundane items which last more than one action at once.
  • You cannot use Smasher 'melee' moves twice in a row in the same turn.
  • If you are hit while charging, the charge goes away.
  • You can have up to four actions on a normal (non-hasted) character. Any attempt to get more will be denied.
  • The maximum you can have in any stat is 50; no more beyond that. Rightly you're likely to be around level 80 at that point, so it shouldn't bother you.

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. Three, to be exact. If you lose all three, then you lose one life from your next mission. If you are revived, then you better not die again. At which point you'll lose another life from the next mission. And if you're desperate enough to be revived one more time, then, avoid death. Otherwise, you'll lose the last life of the next mission, thus you will have to sit through an entire mission doing nothing but recovering from the three beatings you received from your earlier fights.

Stat Bonus Table
Number in StatBonus

Smasher Build

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.

Overdrive Build

This Build of character is unorthodox, but provides an interesting alternative to Smasher Build. While Overdrive Build is limiting under normal circumstances, Overdrive Mode itself makes you an incredible force to be reckoned with, enhancing your attacks and granting amazing abilities. Anything a Smasher can do normally an Overdriven character can do better. Overdrive Mode is also the only surviving super mode as of now.

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 MovesYour 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 JumpOverdrive 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.
AwarenessThe heightened sense of coordination and general awareness of your surroundings grants a +2 bonus to all attack rolls.
Special MovementOverdrive Mode grants a special mode of transport. Teleportation, Burrowing, or Flight are common examples.
Super movesThese 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.

Caster Build

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.

Spells and Progressions

Tier 1
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 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
Tier 2
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 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
Tier 3
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 incinerates 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 light 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 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 possess superior intellect. Opposed INT checks against all enemies. The one with the lower roll takes 20 * the difference in their INT checks in psychic damage.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)) light, electricity 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 prerequisite to use the higher up spell. For example, you need Thunder before you can get Thundara.

Tier 1Tier 2Tier 3
SonicboomSwiftSolar Beam
Sword's DanceAgilityAmnesia
TeleportAnother GateChaos Control
 MultibouncePower Bounce
 Star RainComet

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 prerequisite 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

Black Mage

Spell List
Tier 1Tier 2Tier 3
CurseCombination SpellMegamagic

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 civilians.

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.

Nintendus Mage

Spell List
Tier 1Tier 2Tier 3
DisarmCombination SpellNaryu's Love
FireFiraPower Bounce
Star Rain

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.)


Spell List
Tier 1Tier 2Tier 3
Baton TossAgilityPsychic
CurseCombination SpellSolar Beam
Sword's DanceSwift

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.

Red Mage

Spell List
Tier 1Tier 2Tier 3
Baton TossCuraNaGaj
Star Rain

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.

Time Mage

Spell List
Tier 1Tier 2Tier 3
Baton TossAnother GateChaos Control
Star RainSaGen

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 resistance to such magic.

Time Sense: With such an innate sense of time, the time mage can detect subtle shifts in time itself.

White Mage

Spell List
Tier 1Tier 2Tier 3
CureCombination SpellHoly

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 adequately) 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 possess 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.

Spell Combinations
SpellsCombo NameDescriptionMP
Psychic + Barta Series, Thunder Series, or Fire SeriesElemental KinesisGain 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 SeriesTriblasterDeals 1.5x the power of all three moves put together.1/2 cost of all spells in combo.
Amnesia + PsychicMind ShredderThe 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 + MegidX-ZoneThis 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 + EsunaCrystal PurificationA 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 + ReflectInvincibilityWith the power of two great spells, you become invincible for two rounds!100
Chaos Control + Holy + MegidDimensional EraserOne of the strongest combinations ever devised. This power focuses pure chaos energy into the target, eliminating them entirely, but also destroying their existence 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 + HasteHyper SpeedupThis 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 + DispellDisplaceThis 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 + NaGajVolKills one non-boss monster instantly.60
Fira + GiQuaVolcanoA Volcano rises up under the opponent, dealing 30 INT mod 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 + FiragaRaFoieAll of the opponents are blasted by fiery 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 + FireWhirlpoolA 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 + PsychicTelekinesisYou 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.

Melee Move Levels & SP Costs & Number of Usages Needed to Obtain Level & Level Required to Use
LevelSPUsesLevel Needed

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.

Basic Moves
Regular/Air AttackSTR mod2STR modA regular attack, like a punch, a kick, or an aerial slap. Non-5th-builders can use this too.
Jumping StompSPD modSTR modThis 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 DrillSPD modd(STR mod * 6)This spinning jump involves many kicks. If you're lucky, you'll deal more damage than with a jumping stomp.
GrabSPD 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 AttackSTR modSTRWallop the enemy with a smash attack! Can only be used once per turn. Often sends enemies flying.
Meteor SmashSTR modSTR * 5Charge 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

Deathmachine Items
1Wad of PaperDeals 1 damage.
2Rubber BallDeals a whopping 2 damage.
3Paper AirplaneDeals 6 damage.
4Small RockDeals 7 damage.
5WheelDeals a flat 10 damage.
6Giant VaseDeals 12 damage.
7Hunk of CheeseExplodes, dealing 15 damage.
8Weak FirecrackerExplodes, dealing 16 fire damage.
9Sharp Pin MissileStabs the enemy, reducing their to-hit by 1 for a round.
10Small GrenadeExplodes, dealing 20 fire damage.
11Several DartsDeals 25 damage.
12Iron SpearDeals a whopping 30 damage.
13AxeDeals 32 damage.
14Shotgun SpreadDeals d50 damage.
15Large MissileExplodes, dealing 40 damage.
16RocketExplodes for 41 damage.
17Giant FireballRoasts the enemy, dealing 50 fire damage.
18CannonballKnocks the opponent one back in attack order; deals 60 damage.
19Giant Barrel Full of Lit ExplosivesMakes a GIGANTIC explosion, hitting all enemies for 100 damage.
20DeathzookaParalyzes, Confuses, and Freezes the opponent, in addition to dealing 50 damage.
21Imploding BananaImplodes the enemy, dealing 3/4 of their max HP back to them in damage; on bosses, deals 200 damage.

Item Pull Items
1Self-Hurter VeggieTake 10 damage
2Normal VeggieSTR mod + 10 damage
3Mr. Saturn5 damage; can be reused.
4Strong Veggie20 + 2 STR mod damage
5Bob-omb50 + STR mod fire damage
6Skull VeggieKills weak enemies
7Razor-sharp Fez35 + SPD mod damage, effects three enemies
8Beam Saber2 STR damage, pierces DR; can be reused until end of battle.
9Death VeggieDeals 200 damage or Death
10Pick two items of your choice and use them both!

Judgement Hammers
1Self-HurterTake 2 STR mod damage.
2Weak HammerDeal STR mod damage.
3Shield HammerInstantly Paralyze the enemy.
4Strong HammerDeal 3 STR mod damage.
5Electric HammerDeal 3 STR mod electric damage and instant paralyze the enemy.
6Fire HammerDeals 4 STR mod fire damage; instant burn.
7Food HammerDeals 2 STR mod damage to the enemy; regain 4 STR mod HP.
8Ice HammerDeals 2 STR mod damage and freezes the enemy for three rounds.
9Death HammerEither deals 5 STR damage or instant death; up to the GM.

Melee Moves

Red FireballShoot 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 TornadoSpin 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 PunchLeap 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 CapeSTR 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!!!
Dr. Mario
MegavitaminShoot 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 TornadoTwirl 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 PunchSteal 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 SheetSmack 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 BlastChuck 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 HurricaneShred 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 HeadbuttSTR 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 SmackWeapon 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 PunchBurn 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 CycloneSpin 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 FireballNuclear 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 MissileFly 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 LUCKIED3 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 SmashSummon 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 + AP.
Waluigi Power SpinGet out yer Tennis racket, and spin up, then send your opponent spinning away! AP to hit, Deals Level damage. 50% chance of confusion.Always confuses, AP + SPD mod to hit.2 AP + SPD mod to hit.Deals d3-1 level damage.Deals d3 level damage!
Super Bob-ombBlast away! Hurl a deadly bomb at everyone. SPD mod to hit, INT mod fire damage. Affects all enemies.INT mod + AP fire damage.SPD mod + 1/2 Level to hit.3 INT mod + AP fire damage.Instantly burns all who are hit.
Super SwimSwim 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 + AP water damage.AC + AP + Level + Number of unique items on hand damage. (Only mundane items)

Supersonic PunchHit 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 DashCurl 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 DashFly 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.
SpindashUse 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 BurstSurround 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 damage.3 INT mod to hit, 5 INT mod chaos damage.Hits 3 enemies.Hits all, causes Confusion, 4 INT mod to hit.
Power PunchUsing 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 SpearSmack 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 DashUsing 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 AttackSpin 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 ArrowsShoot 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 BoomerangSPD 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 Bomb2 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.
Young Link
Kokiri Spin AttackDo 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 Bomb3 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 BoomerangSPD 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 ArrowsShoot 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 FireEngulf 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 WindFly 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 LoveBlock 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.
NeedlesAttack 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 TeleportTeleport 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.
WhipWhip 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 JoltLaunch 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 BoltCall 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 BashCharge 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.
AgilityUse 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 modWorks for three jumps in a row (Still counting as one third jump) or all of an enemy's attacks in a row.
Baby JoltDamage 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 BoltThis 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!
AgilityMove 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.Affects three enemies.2INT to hit, no damage to yourself!
Baby BashCharge up, and electrocute 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!

Captain Falcon
Falcon PunchPunch 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 KickKick 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 DiveFly 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 BoostGive 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 LightningCharge up and hurl a big ball of slow moving lightning! INT mod to hit, 4 INT mod electric damage.Now INT electric damage 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 SlashGo 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 PunchPunch the ground angrily, causing an Earthquake! Hits all; STR mod to hit, STR mod damage.Now 2 STR mod Dark Damage.3 STR mod to hit.Deals 3 STR mod Dark Damage; 50% chance of paralysis.Aftershock effect; 1 in d4 chance of dealing half again more damage with another attack roll.
Gerudo RocketFly 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!

Metal Sonic
Ball LightningOne 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 RaidRam 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 DashCurl 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 TossHurl 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 psychic damage, steals as many coins as damage dealt, and 50% chance of confusing the opponents hit.

Shadow BallHurl 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.
TeleportInstead 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.
ConfusionSpin 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.
HypnosisAttempt 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 DrillDrill 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 deals 3SPD damage.
Power SawSlice 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 FanAttack 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 NailsShoot 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.

CorrosionStrike 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 BarrierCreate 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 WaveBlast 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.
MindblastDeals 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.

Metal Man
DVD LauncherSummon 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-AttackOverwhelm 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.
DeathmachineSummon 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 PurificationHeal 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.

Donkey Kong
Giant PunchSmash 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 SlapSmack 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.Two hits instead of one; twice the fun!
Spinning KongYou, 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.
HeadbuttSmash 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 BeamBlast 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 BoostBoost 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 WhirlGive 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 FlashHit 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.

Knuckle Joe
Vulcan PunchHit 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 KickDoes 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 BreakRush 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 GrabGrab 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
JudgementSmack 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 available as a result.Now a d6.Now a d8.Access all hammers with the random hammer roll now at d9, the maximum.
FireFly up into the air with the help of pixelated 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.
Chef2 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 PanicGrab 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!

Meta Knight
Sword ShotShoot 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 WaveHit the enemy with a wave of energy! SPD to hit, SPD mod damage.Deals 2 SPD mod psychic damage.3 SPD mod to hit.Hits all.SPD psychic damage.
Meta GlideGlide 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 TornadoSpin 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.

DaggerStab 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 WaterAttack 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.
AxeChop 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!
CrossHurl 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 FlashCharge 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 ThunderSummon lightning outta your head! 4 INT mod to hit, INT mod electric damage.INT + INT mod to hit.Also deals psychic Damage; INT + 2 INT mod to hit.Deals 3 INT mod electric psychic 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 FireHit 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 psychic damage!
PK ShieldUse 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 ThunderBlast 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 TeleportBlast 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 StarstormBlast the enemy with stars! 3 hits, INT mod to hit, INT mod damage.Four hits.Five hits.Six hits.Eight hits.
MirrorBlock 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 occurrence 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 BlasterNail 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 FieldProtect 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 FoxCatch 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 PhantasmAttack 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 BlasterShoot 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 ReflectorReflect 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.
FirebirdBecome 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 PhantasmFly 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 Climbers
Ice ShotShoot 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.
BlizzardEngulf 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.
BelayFly 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 HammerSpin around, hitting the enemy repeatedly with your weapon! d2 hits, Weapon to hit, Weapon Damage.2 hits.d2+1 hits.3 hits.4 hits!

InhaleInhale 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 CutterFly 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 DropFlatten the enemy by turning into a stone! 2 STR mod to hit, 3 STR mod 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 HammerSmash 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.

SingLull (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.
PoundBeat 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!
NightmareUsing 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!!!
RolloutSpin 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 CounterPull 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 PullAttack 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 UppercutUppercut 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 BomberBomb 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 BreathBreathe (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 KlawGive 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 BombFly 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 SpinSpin 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.

MissileShoot 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 BombDrop 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 AttackSpin 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 ShotCharge 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 BreakerSlash 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 SlashFly 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 DanceHit 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 CounterCounter 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 BladeAttack 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 CounterBlock 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 FlareUp into the air you soar, flinging a fiery 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 DanceDestroy 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 LayTrap 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 DropSmash 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 TossHurl 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 EggTurn 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.

Julian Sawyer
Hat TrickPull 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 PunchKnock 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 WashLeap 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 SmashPull 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.

Charles L. Magellean
X-Naut RamRam the enemy with your shoulder! Instantly do STR-10 damage.Instantly do (STR-10) * 5 damage.Instantly do (STR-10) * 10 damage.Instantly deal (STR-5) * 10 damage.Instantly deal STR * 10 damage!!!
Eye LaserShoot a laser out of your eye and slow down the enemy! d20+1+(STR/3) to hit; enemy loses one action.Also deals (First digit of INT) damage!Deals (First digit of INT) * 10 damage!Enemy loses two actions. d20+1+(STR/2) to hit.d20+1+STR to hit!
Destructive RocketBlast the enemy with a good old fashioned rocked. Pierces DR, d20+ STR mod to hit, deals STR mod damage.Deals 3 STR mod damage.Deals 5 STR mod damage.Deals 7 STR mod damage.Deals 10 STR mod damage, d20+ 2 STR mod to hit.
Dodongo BreathBreathe a continuous beam of fire into the enemy! d20+SPD mod to hit, 4 SPD mod fire damage!6 SPD mod damage!2 SPD fire damage!3 SPD mod to hit.SPD to hit.


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Taking your Turn

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:

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 and a status effect, if applicable. 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, until you are revived. Every time you run out of lives, you lose one of your three lives for the next session. This means you can be revived a maximum of twice. When you die, you receive only rewards up to the last point of the mission you were alive for. You cannot use 'Lucky' or 'Crazy' quirks to cheat 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.

Following this information will speed up battles for everybody, so it's suggested you do as suggested.
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Status Effects and Elements

The elements are simple in nature; all attacks, weapons, etc can have them. The element type of the attacking object is then compared to the elemental resistance of the target. Elemental resistance is measured in percentiles. Here's a handy chart to tell you what each percentile does for you.

Percent (%)Effect
-200% through -101%Take a whole ton of damage. Triple the attack damage, then add (normal damage from the attack) times (percentage below -100%) to the damage.
-100% through -1%Take extra damage. Multiply normal attack damage by the pecent (without the negative) and add the result to the normal damage you would take.
0%No effect; take normal damage.
1% through 100%Blocks damage equal to percentage. Multiply damage by percent, then subtract the result from the normal damage you would take.
101% through 200%Heals you for (percent - 100) times the damage the attack would normally do.

With that in mind, remember you round numbers with decimals .5 or higher up and .49 and below down. And there is a simple way to remember these, if you keep your own resistances at 200, 100, 50, 0, -100, or -200 respectively. 200 means you're fully healed by any attacks of that element, 100 means you take no damage from that element, 50 means you take half damage, 0 means no change in the damage you take, and -100 means you take 2x damage, and -200 means you take 4x damage. Below is a table of the elements themselves, status effects related to them, and all that jazz. All status effects last three rounds, unless otherwise stated. You must have an attack of the right element first before adding on the ability to use the respective status effect.

ElementStatus EffectResult
FireBurnThe target's STR mod is halved.
Ice/WaterFreezeThe target is unable to attack or defend themself. They get a STR check to break out for each action they have free on their turn.
ElectricityParalyzeThe target goes last in turn order, and their SPD mod to AC is halved.
WindBlown AwayThe target is knocked far away, out of the battle for one round. This status effect is disabled in Melee Matches.
EarthImmobilizedThe target is stuck in place, preventing them from dodging at all.
SoulSealedThe target cannot perform any of their special attacks.
PsychicTranceThe target's mind is disabled; they can be ordered around by ANYONE. Of course, they can only do so much on their turn.
TimeStopThe target has been frozen in time; until the next round, they can be attacked at will without a chance of missing.
LightPurificationThe target's to-hit modifiers and damage is weakened based upon their weakness to light and strength in darkness.
DarkCorruptionThe target's Dark resistance is increased, and they begin attacking all non-evil targets with dark-infused versions of their old attacks.
LawMind ControlYou are able to order the target around for the rest of your turn.
ChaosInsanityThe target attacks random targets with random things. COMPLETELY random in effect.
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This is a prototype weapon creation system. To make a weapon with it, first you buy the 'Word' letters. (As seen below.) Remember, these purchases are FINAL; you cannot add to the 'Word' part of the weapon after it is made. Then you make the 'Prefix' part of the weapon, which can only be three letters long. It goes at the front of the serial number. It, too, must be made when the weapon is first made, and cannot be changed after that. The third part, coming right after the Word, is the 'Suffix', where you stick letter upgrades to the weapon. While they often improve the weapon, there is only so much you can put onto it before you wind up needing to make another weapon. You can have up to four letters of those, normally. Right after that are the two important numbers in the serial code; the damage of the weapon, and the to-hit. These are bought when the weapon is made; they can be increased by prefixes and suffixes, but they stay the same in the weapon's serial number. Now that you've heard all this, here's an example:


As you can tell, each weapon made in this system is unique. You can rearrange the letters within their part of the serial number, and create rather unique combinations. Now, for a breakdown of this weapon.

This weapon is a longbow (that is what we will call it, that is.) The Suffix D means that it uses SPD/10 to hit, and the P means SPD mod/3 is added to the damage. These are, of course, added onto the damage of 100 and the to-hit of +20.

The word itself breaks down to mean many things. R means it is ranged; E means it has an element (fire, in this case, but there's no way to tell from just a serial number). And D means it pierces DR. Quite a handy weapon, eh?

The Suffix is X, which is a placeholder. No Upgrades have been applied yet; should there be some, it will change to show those.

And as I said earlier, the 100 indicates it deals 100 damage and has +20 to hit on its own. The Prefix's gleaned stuff is added to this. To pay for these, well, you check what range it is. For example, if you have 0 to-hit, and want to add 3 to-hit with the weapon (while it's being made), then you see it costs 2500 per +1 to hit for that range. So it'll cost 7500 coins to make it +3. Expensive, yes, but useful. The same goes for damage. Remember that the price per point increases with each range. It may be expensive, but, hey, who wouldn'y want +40 to hit and 70 damage?

The suffixes help upgrade your weapons. All melee weapons without a focus on magic are considered 'blades', while all ranged weapons which are similar to pistols or modern guns go under 'guns', and all purely magical implements go under 'staves' for the purpose of those upgrades. They are the only part of the weapon purchasable after the weapon is made. If a weapon doesn't have any upgrades, the X takes the space for the suffix.

With that in mind, go knock yourself out and buy stuff from the tables below. Remember, each letter gives a certain thing to the weapon; and maybe you can find out if the PEN is mightier than the SWORD?

Serial Number System: Prefixes
AAdds DR to damage.3000
BAdds AP/5 to hit.5000
CAdds (Number of unique items on hand) to hit.4000
DUses SPD/10 to hit. Must be a ranged weapon.7000
EAdds Level/10 to hit.3500
FAdds (Total number of items) to damage.6000
HAdd HP/10 to damage.3000
IUses INT/10 to hit.8000
JAdds HP/50 to hit.3000
KAdd (AC-10)/8 to hit.3000
LAdds level to damage.5000
MAdds MP/20 to hit.6000
NAdds INT mod/3 to damage, cannot have P or T upgrades.5000
OAdds (AC-10) to damage.4000
PAdds SPD mod/3 to damage.6000
QAdds MP/15 to damage.5500
RAdds AP-5 to damage.3000
SUses STR/10 to hit.8000
TAdds STR mod/3 to damage. Cannot be ranged.6000
UAdds your current number of actions to hit.4000
VAdds (INT mod + STR mod + SPD mod)/9 to damage.10,000
WAdds (INT + STR + SPD)/30 to hit.8000
XAdds (Roll to-hit) - (bonus to hit) to damage.5500
YAdds (Number of upgrades in armor you're wearing) to damage.7000
ZAdds (Current number of lives) to hit.6000
Serial Number System: Damage
Serial Number System: To-hit
Serial Number System: Words
AWeapon does another hit. Divide damage and to-hit amongst the number of hits (rounding if necessary).(Price of all other prefix and word upgrades)
BIncreases Critical Range of weapon by 1. Can be taken up to 5 times.20,000
CCharge-able (Subtract number of letters on weapon from AC; charge one round, multiply damage by 1.5(number of actions)).10,000
DPierces DR50,000
EElement (Choose) can be taken until you have each element on your weapon.20,000
FIncreases critical damage of weapon to X3, and if taken again, X4.25,000
GHeals (damage of weapon/2) instead of harming.30,000
HHoming; ignores SPD mod to AC of enemies. Must be ranged.40,000
ILocates items; beeps when you're near important ones.10,000
JDeals d(Normal Damage *2) in random damage now.35,000
KEnhances either INT, SPD, or STR (Choose) checks; adds +5 to them.25,000
LAbility to lock on; increases to-hit by 5 when you take an action to aim. Can be taken up to 3 times.15,000
MWeapon can use a Gamma melee move; uses your SP to operate.35,000
NPrefix can be one letter longer.70,000
OSuffix can be two letters longer.35,000
PWeapon can use a level 1 spell 3 times per mission.30,000
QWeapon can be taken out/put away without wasting an action.10,000
RWeapon is now ranged.1000
SWeapon does a status effect of your choosing.70,000
TWeapon hits an extra target. (Can be used up to four times; on fifth upgrade, weapon hits all if it is ranged)25,000
UUndead touch (Damages undead normally)15,000
VThe weapon cannot be stolen; it hurts those who try for 15 damage.15,000
WWeapon is self-using; can be deployed and left to its own devices.40,000
XWeapon returns to your hand on command.10,000
YPierces barriers and magical protection, I.E. Force Fields.60,000
ZIf weapon kills an enemy, you get another attack with it.35,000
Serial Number System: Suffixes
LetterNameWeapon TypeDescriptionPrice
AAttack AcceleratorAllThis upgrade accelerates the weapon's speed, making it harder to control but better at dealing damage. Doubles damage, halves to-hit; to-hit cannot exceed 40 on the weapon this is to be applied to.25,000
BBasic Computer TerminalAllThe weapon is able to access and show information present on computer networks.10,000
CTargeting ComputerAllThis computer requires one round to acquire targets, during which you cannot move or dodge (It still works if you get hit though). It then does the attacking for you, as long as you select a target--adding +20 to hit. It cannot be confused, but it can be disabled.50,000
DEnergy SapperBladesThe weapon steals 10% of the damage it causes and uses it to heal you.20,000
EElectric BladeBladesElectrifies the blade, adding 15 electric damage (separate from the blade's damage.)15,000
FMelee ChipAllUpgrades on-board Melee Move capability to Epsilon. Must be used with weapon which has Melee Move on it.30,000
GPower SlotAllPlug in something powerful, and get a bonus... as long as the object has power.10,000
HHolographic ProjectorGunsAllows you to project fake attacks. If the fake attack hits, the enemy will be confused (Not the status effect) and open to being hit by a real attack.25,000
IInfrared TrackerAllAllows you to hit enemies you can't see... but at random.15,000
JPoison CoatBladesAll attacks have a 10% chance of poisoning the opponent, if they hit.10,000
KCoin BurnerAllTake one action to feed 10,000 coins into the weapon. The weapon gains +10 to hit and deals 100 more damage in the next attack.50,000
LAiming LaserGunsAdds a flat +5 to-hit to the weapon.30,000
MBayonetGunsAdds a simple bayonet, which deals 30 damage per hit and has +15 + (STR/10) to hit.50,000
NMagic StorageStavesAllows you to store 1/2 of your max MP (draining it from your current MP) for later usage.15,000
OSpell PowerStavesWeapon can cast a level 2 spell once per mission, a level 1 three times per mission, or a level 3 spell once per mission if the weapon has enough MP stored on it and you already know the spell. Chosen when the upgrade is made.20,000
PEnergy UpgradeAllThe weapon pierces DR, however it is unable to hurt undead and nonorganic enemies. Furthermore, the weapon can have only up to five letters in its word portion.25,000
QPseudo-Cube LauncherGunsAllows gun to shoot of a pseudo cube, taking one action to load it. +200 to damage, pierces DR, and to-hit is doubled for the shot.45,000
RThrowing WeaponBladesAllows you to throw the weapon to hit far-away targets, but you gotta pick it up afterwards.10,000
SSpiked WeaponAllThe weapon is hard to steal; those who touch it take 15 spike damage. This stacks if, say, you hit the enemy with the weapon. However it is considered separate damage DR-wise.25,000
TTargeting SightGunsAllows you to use an action to aim at an opponent, adding +5 to hit for the next shot with the weapon.10,000
UCloak FieldAllThe weapon can be made invisible for one round; the minute it is fired, though, it can be seen.15,000
VGrapplingAllThe weapon can be used to grapple with whatever it hits, allowing you to either drag in far-away opponents or climb walls.15,000
WSuperchargerAllWhen activated, weapon deals 2x damage, but heats up so much you take 1/2 of the damage you deal in return. If used more than three times in a row, weapon EXPLODES.50,000
XPlaceholderAllIndicates a lack of suffixes/upgrades.0
YWide BeamGunsAllows you to hit one more target; however your damage and to-hit is split between the added target and all the others.25,000
ZGravity Homing EngineBladesCauses your weapon to inexorably track one target, removing their SPD to AC. However, you can only attack that opponent for the duration of that opponent's existence.40,000

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After years of being defenseless against damage, the Questers have finally managed to master the artform of armor-making. Using this system, and enough money, one can create a set of armor or just a small piece of it. Of course, you can only equip one armor set at a time. Beware, though: armor reduces your ability to use magic spells. It can do everything from making a small percentage of failure to preventing you from casting ANY spells.

The whole armor system is simple. Each upgrade is equivalent to so much DR. Of course, you can also just get DR outright, however that eats your AC. For more cash, you can get less DR but have fewer penalties as well. Any combination of regular DR, Light DR, Magic-Friendly DR, and Perfect DR is allowed, so should you want to alternate your DR, that's fine too. Just remember that the penalties from all kinds stack. Normal DR is used to measure the strength of the armor; the maximum possible is 50. You cannot equip armor with higher DR than your level.

These ranks detail the equivalent power of the armor. It's more of a guide than something which dictates what material your armor is made out of. It also shows the price for an armor-sized amount of material for each material.

AC cannot go below 10, however SPD mod can continue going into the negatives forever.

DR Unit Price Ranges
RangeDescriptionPrice per DR unit
1-5Plastic Armor¢1000
6-10Tin Armor¢5000
11-15Iron Armor¢25,000
16-20Steel Armor¢125,000
21-25Titanium Armor¢250,000
26-30Super-Carbon Armor¢500,000
31-35Chozo Armor¢1,000,000
36-40Omnimium Armor¢2,000,000
41-45Lightainium Alloy Armor¢4,000,000
46-50Emerecium Armor¢10,000,000

And here is the chart which details everything from the different types of DR to other neat things armor can do for you.

Armor Upgrades
DR "Cost"NameDescription
3Ability EnhancerGives you 1 AP for each use of this upgrade.
10Cloaking DeviceThe demented madman's favorite tool of mass mayhem. You must choose this upgrade or Stealthy; to have both is not an option. With this upgrade, you can go completely invisible for 30 seconds (1 round in-combat), during which time your enemies only have a 1 in d2 chance of hitting you; a 1 in d4 if you have the Silence upgrade. For each extra upgrade, you may either make it even harder to hit you (1 in d4 without Silence, 1 in d8 with, and then unhittable for that round with the third upgrade) or make it last longer. (1 extra round per upgrade). You cannot have both.
1ConcealedYour armor is not easily visible.
5DefensesThe armor is spiked or electrified. All who touch the armor will take damage; in the case of electricity, they will take damage if they touch it with metal objects. Deals 10 damage per touch for each upgrade used.
3Element BlockerBlocks 25% of the damage from an element of choice. Can be stacked until 100%; costs twice as much for each 25% blocked of a second element. At 100%, blocks all status effects related to that element to boot.
10Extra MovementThe armor allows (within reason) flight, burrowing, swimming, or climbing capabilities. Only one of these upgrades may be used, and the armor must have 10 normal DR worth of upgrades beforehand.
5Item SpaceThe armor has slots to carry items in. 5 of them, to be exact, with 10 maximum copies in each slot. However, for every 10 items (this is total) loaded on, it will subtract 1 from your SPD mod. This penalty can be made to only occur every 20 with two of these upgrades, and eliminated with three. You can also stack on the upgrades to increase carrying capacity, but it'll slow you down as mentioned.
5Life supportThe armor protects you from harsh environments for 1 hour per use of this upgrade.
5Light DRAdds 1 DR, but does not affect SPD mod. Still, 4% chance of failing at casting magical spells per point.
5Magic-Friendly DRAdds 1 DR, with no penalty to magic, but still gives a -2 penalty to SPD mod.
3Onboard ComputerThe armor is equipped with circuitry which aids the user. Each use of this upgrade increases the computer's power. Level 1 computer is used for basic hacking, programming, and communications; it offers little in the way of advice. Level 2 happens to possess a sort of 'Danger Meter' and the sort, and will detect certain anomalies, much like Samus's. It's the one of choice for those who want the average help. For those needing more aid, there's the Level 3, which can hack for you and lock onto enemies, adding a +5 bonus to hit. The Level 3 can only lock on to one enemy per turn for only one attack, though. The Level 4 is even more sophisticated, locking on to up to three foes for your entire round. However, it also has a bit of a mouth, and will order you around if you seem to be performing poorly. The Level 5 is the ultimate in computing; infinite target lock-on possible, +10 to hit, and it just needs one action for every three targets. It will also take control of your movements at important moments to save you or aid you. This computer is a motor mouth, though. It may even develop a personality of its own. Of course, level 6 and above is not the sort of stuff you can buy; that's a robot.
1Ordinary DRBlocks 1 damage point per use, but gives a -2 penalty to SPD mod and a 4% chance of failing at casting magical spells per point.
10Perfect DRAdds 1 DR. No penalties.
5Power Source SlotAllows you to insert various relics of power. May make you stronger, or just waste your time, depending on the relic.
5SilenceThe armor makes all of your movements silent, allowing you to sneak up on enemies--provided they aren't watching for you.
4Stat BoosterRaises one stat (STR, SPD, INT) by 1 for the user.
4StealthyThe armor allows you to easily blend in with your surroundings.
3VisorThe armor has a visor, and thus, allows you to see in the dark (dim light/darkness/smoke and mist), then see things which no normal person's senses can see (X-Ray, Heat, Sonar), and finally into other realms entirely (Dark World/X-Zone/???) in that order. You must take the upgrades in order; to have Heat Vision, for example, you must take this upgrade five times. To see ???'s world, take it 9 times. In the order as the visor abilities were introduced.
3Weapon SpaceUp to five of these may be put on your armor. You may make a (non-detachable) weapon for each respectively; they automatically have the concealed and quickdraw abilities. Count those as if you've already purchased them both for price of extra upgrades and upgrade total. However, these weapons grant much freedom; they do not use up a single hand. However, rules of wielding multiple weapons still applies, and there must already be 5 DR worth of damage blocking or 1 Life Support upgrade in place (represents the actual frame with which the weapons are embedded into)

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For those with wallets full of money to spend, there is something beyond mere armor, items, and weapons. It is vehicles. There are a few missions which involve the mandatory use of them; but the vehicles that you are lent are often beaten up, old, or just not your style. Vehicles can also give the edge in combat, as they are well known weapons for villains who lack combat prowess. All vehicles fit into one of the following size categories. "Ship" also refers to ground and sea based vehicles.

Vehicle Size Categories
PassengersCategoryDescriptionCost per upgrade
1Single-SeaterA personal ship of your own. Ranges from a small pod to the size of a modern jet fighter. Only seats one person, but hey, it's a lot cheaper than the other models.¢10,000
2-200Specialized ShipToo small to be a major ship, but large enough to deal with any special purpose. Ambulance, transport, stealth, bomber, you name it.¢50,000
201-1000CruiserA major ship generally used to support the main ship of the fleet. It also can stand on its own. A fearsome vehicle indeed.¢250,000
1001-5000BattleshipThe status symbol of any fleet. Often the main weapon as well, it is used to deal with major threats and to suppress most enemy attacks. Known for overuse of weaponry.¢1,250,000
2500-10,000FlagshipOnly one of these are allowed per fleet, mainly do to logistical costs of maintaining one. They are even larger, and usually distinctive. All but vastly superior ship builders will fear your flagship, and often seek to destroy it first if they know of any weaknesses.¢6,250,000
10,001-∞PlanetoidThe most powerful thing possible. Only insane scientists or galaxy-conquering tyrants can afford these; they can be increased in size infinitely, but no one can afford much beyond a planet. Most are only the size of a moon.¢31,250,000

The gist of it is simple. Each class of vehicle represents that size range. The first upgrade counts as buying the frame which has the minimum amount of space and can seat the minimum amount of people in the range. You can then increase the power of the craft with a variety of upgrades. The only limit is size, and thus, each upgrade uses so many 'structural' points. To boot, it takes an engine to power all of this. While it is assumed you have the basic thrusters or movement mechanisms to move the ship, the engine denotes the character of the ship thereof. The engine is its own part of the ship. And thus, you will need to buy one along with the frame. The base engine gives enough to make the ship move and operate, but it is suggested you delegate more structural points to it in order to gain mobility, speed, power, and the ability to equip more components. The engine generates another type of points of its own: Power points. It takes 1 power point to operate a basic frame and move at normal speeds thereof. Weapons, upgraded movement systems, and the like increase the drain on the engine. You must be careful; if you make the engine too important, and stretch it to the maximum, one good hit can knock power offline to many systems. The engine is also one of the main things which constrains the size of each vessel; the single-seater can only handle one, but the others can have more. All in all, it's a balance between space for upgrades, engine power, and versatility.

Engine and Structural Limitations
ClassPower PointsStructural Points
Specialized Ship3050

The following table demonstrates the limitations of each ship build. The engine uses one structural point per power point it produces. Different things use different amounts of power points; some things don't use any at all, as they draw off of a low-energy source present throughout the ship's powered structure. This is why an overabundance of lasers will shut down your ship in short order; while powerful, they draw horrendous amounts of power. It is why most ships have to turn various systems on and off. These limitations also control what each sized ship can do. A Single-Seater cannot have a death ray, for example. One with rapid fire lasers will most likely be dedicated to those alone. A great example of such is the Arwing. It has powerful lasers, but they draw most of the power. A somewhat weak shield protects it, but it's best suited to dodging attacks. The nova bomb system consumes no power whatsoever, thanks to the fact that each bomb powers itself. They are expensive, however. Higher up ships can have more goodies, the most notorious being the planetoids. Most people who build them put on planet-destroying deathrays. While possible, they are usually impractical and take almost all of the station's power to activate. Of course, even larger ones are likely to sport them and use them like mere toys.

But there is more. Not all vehicles are space ships. There are atmospheric planes, boats, and land vehicles too. They are cheaper to make, and thus, cost less per upgrade, as shown below. None of these can be planetoids, due to the fact that they reside on planets.

Sub-Space Vehicles
Airplane25% offThese, much like spaceships, only operate on planets with atmospheres.
All-Terrainer30% offWorks on land, water, magma, underwater, you name it. Only second to flying vehicles in complexity.
Submarines35% offThese must be under water to operate; many can surface, but with limited capabilities. The need to make them strong against high pressure makes them more expensive than boats.
Amphibious Vehicle40% offWorks both on water and on land, making it a very tricky machine.
Land Vehicles50% offOnly viable on land; the larger, the more cumbersome. They are prone to aerial attacks and rough territory.
Boats75% offA limited type at best. These have the added burden of only functioning on water.
Turrets90% offUnmoving vehicles, mostly, they can only rotate. Great for defensive installations.

Note that the higher up vehicles can function on more places. A space ship works hovering over the ground, under water, in the air, and everywhere. A submarine works both above and below water, and in areas without air, somewhat. Land Vehicles work on land, which is far more present than water. And boats only work on water. The in-between vehicle types combine different abilities to be more versatile.

Vehicles are upgraded in a different way; each size allows for different amounts of upgrades besides the first one. Furthermore, vehicles use a wide variety of abilities resembling armor and weapons by themselves, making it a complex thing to design. The main measurement, structural points, limits how many upgrades you can have. Some require power to operate, too. Their HP is as the following: (Ranks) * 1000. Any weapons on them are considerably less healthy; (Weapon Rank) * 100. To add to this, the speed of ships is measured by their engine's power point capacity. Ships do not have 'AC', because they cannot move out of the way on their own. Instead, the user rolls an Evasion check, which involves their skill in piloting (1/2(SPD mod + INT mod)) modifier.

NameStructural PointsPower PointsDescription
Armor10A favorite amongst defending people. Adds 10 DR per upgrade, unfortunately it makes the ship act like its engine is 1 unit weaker and puts a -1 to evasion related checks.
Arsenal52For weapons with ammunition only. Holds a vast amount of ammunition, enough to refill 10 weapons simultaneously. You also get to buy ammo at a bulk rate, which is 250,000 coins to fill one of these up. They can be stacked.
Computer55A very pricey add-on, but it makes life easy. The first level automates mundane functions and enforces basic safety precautions. The second alerts you in case of danger and announces any threats, as well as providing navigation assistance. The third level responds to voice commands and will alert you of any important news. The fourth has a limited capability to run the ship, and can 'auto-pilot' as long as there's people around to make sure everything's running. The final one may even develop a personality, and can fly the ship, use all remote or self-controlled weapons, and basically do everything a human pilot can.
Engine1-1The heart of any vehicle. Engines with 10 or above structural points allocated to them can be accompanied by backup engines of any point count above 5. These bad boys power your ship; the more of them, the faster your ship moves.
Escape Pods51For those who like to escape when their vehicle is about to be destroyed. Costs an extra point for every use of 'Passenger/Crew Space' on the vehicle, or whenever the vehicle's passenger space is expanded in the future. You can forgo the extra cost when expanding the capacity, but you don't want another Titanic, do you?
Force Fields2VariableThese useful things protect you from harm. They grant 100 HP * (Number of power points allocated) worth of damage blocking. However, the field itself takes damage. It has 2 * (Number of power points allocated) DR and regenerates 1/10th of its current HP to itself at the start of every round. As a result, shields are hard to get back up once knocked out. This upgrade must be taken once for every size increment; thus, once for a Single Seater, Twice for a Specialized ship, etc. It is a normal practice to have an engine/generator dedicated only to the shields.
Landing Strip51This upgrade requires 10 units worth of storage space for every usage of this upgrade. It converts the space into an area where other ships can be landed. The first use costs 10 structural points, covering the cost of various mechanisms needed to maintain a flying airport. And this is only for Single-Seaters. To fit each class above that, you will need to square the amount of storage space for a Single Seater, then get this upgrade once for every 10 units worth of storage space. Thus, to fit in a Specialized ship, it'd require 100 structural units worth of space, then 10 units worth of the landing strip upgrade. In the case of the Specialized Ship, though, we halve that. So only 50 structural units and 5 units of the air strip. For all other ships above that, though, you'll need a TON of space.
Maneuvering Thrusters51Basic means to make your vehicle more agile. It adds +5 to evasion checks against enemy weaponry as well as against moving hazards, sharp turns, and the like.
Passenger/Crew Space11This upgrade expands your ship's capacity to include more people. It increases in increments of tenths of the maximum possible people, except in Planetoids, where it is always 1000 people. You can thus place any amount up to the new maximum of people aboard. For most ships, you can take this a maximum of 10 times.
Propulsion +15This powerful upgrade makes your ship move as if it had an engine 5 units more powerful than it currently is. Unfortunately, it sucks up power to do so.
Repair System1015Ever hate having to pay expensive repair fees? Well, if you pay now, you can have a ship that does the work for you! However, it requires a good deal of money to do anything great. The base model repairs structural damage only. The second level repairs the main engine and computers. The third level repairs navigation capabilities as well as sensors. The fourth ensures the safety of all but force field engines. And the fifth repairs force field engines, as well as doubles the rate the force fields recover if not busy repairing something else. The system repairs 1 unit's worth of damage for level one, two for level two, four for level three, eight for level four, and sixteen for level five.
Security System58Can't go too far without one of these. While it is fairly vague as to the extent of what a security system does (Varies widely), it is well known that ships with high security are rarely stolen and at times unhackable, rendering those who would want to steal them dead or worse if possible.
Self-Destruct102Why is it that everyone uses this upgrade? Upon your command, the vehicle explodes, dealing (Vehicle HP) * 10 damage to everything within a (Vehicle rank) * 5 feet range.
Sensors21For every use of this upgrade, you gain a +1 to checks on identifying enemy ships and to attacks against them. This also increases your range by 5 feet out in all directions... though it tapers off after a certain point.
Stealth Systems310A very useful but power-eating upgrade. Used to jam sensors and evade detection. Thus, each point in this adds +3 to any rolls involving evading lock-ons or the like. The first three levels cover evading various detection systems in increments of 100%; if detected with 1-2 of these upgrades, your vehicle shall have a weird signature unlike what it really is. At 3, it cannot be detected. After that, the last two cover sound and sight, respectively. You can turn the stealth systems on and off to whatever amount you please. For example, they're useless in a direct battle where you need a lot of power to open fire.
Storage10For every usage of this, you gain a 10 foot cubed sized space to safely store goods.
Transforming Gear105You, too, can have transforming vehicles! When engaged, takes entire turn to transform vehicle. MUST be powered at all times to sustain any transformation save the original form. The transformation has the same amount of ranks as the original, however for every one use of this upgrade, 10 ranks worth of upgrades may be changed to something else on the other form. More uses of this stack; however, the transform upgrade must be present on all forms. You can, yes, choose to have more than one form, but you need one of these separately for each form, and all must be powered to change into any form.
Warp Drive5030Ever wanted to go somewhere really, really fast? This reality-piercing device allows you to teleport long distances instantly. However, after the warp, it puts a lot of stress on the engine. The engine only puts out (Normal power points/30) +10. Every 'action' it regains 1 power point until it hits full power. Only until it hits full power can the warp drive be engaged again.
Weapon30 or (Weapon ranks/3)Each use of this grants you a place to mount a weapon. How the weapon is built is highly critical to the overall power consumption. Weapons with ammunition consume no power points, while those with unlimited usage potential use power points. While manual or remote-controlled weapons do not use any extra power on top of this, a self-using weapon requires 5 more power points to operate. Weapons with ammunition will reload themselves, however it is limited by the ammo reserves.
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These are the bread and butter of a Quester. Depending on your abilities, you can do a variety of things. As for gaining them, here's the lowdown. (Also repeated in the leveling up section and 'making a character' too) To start, you get two free ability points, or AP. What you do with them I'll explain shortly. You also gain one basic ability every two levels on levels 2-10. After that, you gain an extra AP every 5 levelups. Also, you gain 1 AP for every INT mod you have. Now then, down to the part where you use all these points.

AP are spent on Abilities. Tier 1 abilities, also known as basic abilities, cost 1. To upgrade to the next tier of the same ability, it also costs one AP. After hitting tier 3, though, some abilities can be stacked, which is different from upgrading them from tier to tier. For the first 'stacking' of the ability, it costs 1 AP. However, the second costs 2, the third 3, etc, continuing on up to infinity and beyond, should anyone posess the points for such madness. You cannot buy abilities out of order. Now, for the abilities, of course!

NameTier 1Tier 2Tier 3Stackable
AbsorptionAbsorb healing energy better than ever! Healed 2x; take 4x damage from crits.Healed 3x.Take 3x from crits.
AdaptedYou can live in tough environments. Can breathe underwater.Can live in really hot, cold, or toxic areas.Can live in outer space.
CrazyGo nuts on your opponent! +INT mod to hit, but you use a random attack at them. Can only be used once per mission.+3 INT mod! Twice per mission.+INT! Thrice per mission.
Crowd PleaserYou are appealing to large crowds of people, who will cheer for you.Crowds hurl stuff at your enemies.Crowd interferes with battle en masse; helping you and attacking the enemy.
Elemental AlignmentCan only be used on elemental resistances for two elements which haven't been modified from 0 yet. Sets one to 50 and another to -50. Those element resistances can only be edited by this quirk from now on.100 and -100.200 and -200!
Elemental AuraYou are surrounded by an aura of (element) which automatically damages the enemy for (INT mod) damage if they touch you. Them, not their weapons.2 INT mod damage.Also affects them if they hit you with a weapon that they're holding.
Enhanced (Reflexes/Strength/Intelligence)Choose one of the three types. You cannot get the other two once you have chosen. Adds +2 to all checks in that stat.+3.+5
Extra ArmFor one reason or another, you have an extra arm. Can only be taken with original two 'free' AP points and/or the backing of some sort of level X0 bonus for the third.Two arms.Three extra arms! Ahhhh!
FeinterYou can make an attack intentionally miss, thus knocking the enemy's SPD off their AC for the next attack.Lasts for two actions instead of one.Following attacks always hit.
Form-KeeperKeep your form in the Dark World.Protected against morphing magic or attacks.Keep form at all times.
HP StealerFor every hit you make, you regain 1 HP.5 HP.10 HP.
HyperGain one action every third round.Now every second round.Permanent extra action which works every round.
Improved InitiativeFor purposes of init, your SPD gains 5. This is not added to your SPD, just how you are considered in attack order.Bonus is now 10.15. Add 5 per stack.*
IntimidatingWith an INT check, try to scare away weak enemies away from battle.INT check +5.+15/Adds +5 to check every time stacked.*
Item CarryingYou can carry 5 extra items.10.15
Item FinderEnemies that drop items will drop more items around you/make them drop items if they wouldn't normally.You can detect which enemies have items by using an action.You can attack enemies who are near death with an 'Item Attack', turning their corpse into an item if you kill them with it. INT mod to hit, INT damage.
ItemologistYou know all sorts of things about items. +5 to rolls involving them.You also know how to make them more effective. All items do 2x damage/1.5x healing when you use them.You can identify any item, even ones from other planets/worlds, with an INT check.
Item UserUse more items than usual! Able to use two items per round.Three items per round.Four items per round!
Life SaverInstead of losing a life, you can choose to lose 10,000 * Level coins instead.5000 * level coins instead.2500 * level coins instead.
Long ReachYou have a longer grabbing/punching range.+4 to those attack rolls.+8 to them.
LuckyGetting bad dice rolls? Grants 3 rerolls of your own rolls per session.5 rerolls.6 rerolls. Adds 1 reroll per stack.*
Magic WhizMagic attacks deal 1.25 extra damage.Magic attacks use 10 less MP. (Minimum MP usage is 1)+2 to INT mod when considered in a magical attack.
Martial Arts MasterYou are a master in unarmed combat. +5 to-hit and +10 damage to all unarmed attacks, -10 to-hit and -5 to damage when using weapons.+15 to-hit and +30 damage, and -30 to-hit and -15 to damage with weapons.+20 to-hit and +50 damage, -50 to-hit and -20 damage to weapons.
Master of DisguiseLimited disguise technique; blend in with other non-cyborgs of similar build to you.Blend in with cyborg versions, clones, and similar build of beings.Mimic exactly the appearance of a person of similar type to you; or mimic a nonspecific being of different species.
Mega JumperGain an extra jump.+5 to jump rolls.Can 'hover' for one round mid-air after your last jump, allowing horizontal movement equal to your SPD/2.
MimicOnce per session, you may copy the main ability of an enemy and use it against them. Lasts until battle ends.Lasts for entire session.You may copy two abilities (Keeping one at a time) per session.
Money FinderGain 10 coins for every time you're hit.Gain 20.Gain 40!
Move ExpansionGain 1 spell point/another normal move/another melee move/whatever. Ask Metal for what, exactly, depending on your build.Gain 2 more!One last additional thing.
Multi-HitterOnce per mission, your attack hits all enemies on the ground.Your attack only hits all enemies on ceiling or ground.Hits all enemies, three uses.
PerceptiveYou cannot be surprise attacked.+5 on rolls to find things.You may choose to automatically detect if the target is telling the truth once per day.
Pilot (Ship Type)You gain +10 in piloting related rolls with (Ship Size category) (Ship movement type).Your expertise is expanded to include one size category bigger or smaller of the ship movement type.An extra +5 to evasion rolls in such craft.
PsychoticAll attack rolls doubled against one enemy; you cannot heal or defend yourself.Also doubles damage.You can heal yourself.
Quick LearnerGain 5% more EXP per mission.8%.10%.
Precise AttacksCrit range is 19-20.Must go to next tier to see any added effects.Crit range is 18-20.
Prestigious+5 to persuasion rolls.+10.+15. Also, +5 for every stack.*
Random DamageYour attacks all do d(Normal damage of attack multiplied by 2) damage.Every other attack works as such, unless you want them all to.You can turn the ability on and off at will.
RegenerationRegain 3% of your HP every round.5%.10%!
Sharp EyesSee in darkness.See through fog.See things from a long distance away.
Shopping ExpertiseSave 20% on all item prices!30% discount!40% discount!
Smash ManiacYour smashes do double damage per to-hit sacrificed.You can do them as much as you want.All smashes do double damage on top of the double to-hit sacrifice bonus.
SpecialistAgainst a type of enemy, in an environment of your choice, or something else, you gain +5 to hit.+10+15.
Spike KillerImmune to spike defenses; can attack up-close with impunity.Deal double damage to spiked enemies.With a halved to-hit, you can destroy the spike defenses of the enemy.
Stadium FanOnce per mission, summon an item from the arena to aid you in battle.Two items.Three items! Add one item per stack.*
Super HealthyYou're hard to kill. +5 to Mortality checks.+8.+10!
Thick SkinnedBlock a status effect that you set this ability to 30% of the time. (One in d3.)Works 2/3 of the time.Always works.
ThiefTwo opposed SPD checks let you steal and then escape without being counter-attacked.Only one check needed.+10 to thief check.
Truth-SeerSee the truth (Not determining the truth of what people say) once per mission.Twice per mission.Thrice per mission. Add once per use.*
VengefulWhen you are killed, you come back, dealing 1.5x damage for the first action you do against your killer.1.75x.2x.
Weapon ExpertYou can attack enemy weapons directly, if you halve your to-hit.No halving.+5 to rolls related to weapons that are not attack rolls, except attacks against weapons.
World TravelerTravel to the Dark World (But not back) twice per mission.Travel back and forth between the light and dark world once in total per mission.Travel between the two worlds twice per mission.
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Leveling Up

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.
STRYou gain 1 STR point.
SPDYou gain 1 SPD point.
INTYou gain 1 INT point.
ACYou gain +1 to AC.
DRYou gain 1 DR, and lose 1 AC.
APYou gain 1 AP.
ERYou gain +10 to resistance against an element of your choice.
BuildGain another build-related upgrade.
Smasher: Incompatible with this upgrade.
Overdrive: The OP gauge, which is obtained upon overdrive, can be increased by 1.
Spellcaster: You may gain one spell point, to buy spells with.. Of course, you have to be the right level first. Or, you can gain +10 to max MP.
Retro: Gain 5 SP.
???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 d9; roll d8 if you're a Smasher. You can opt out of the DR upgrade and roll again if you want.

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

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.

Leveling Up Information
EXP total Level Extra Bonus
100 1 Nothing.
300 2 Gain a Basic Ability.
600 3 Zilch.
1000 4 Gain a Basic Ability.
1500 5 Zip.
2100 6 Gain a Basic Ability.
2800 7 Now can do two attacks!
3600 8 Gain a Basic Ability.
4500 9 Nada.
5500 10 Gain a Basic Ability, and DO YOU WANT TO KNOW???
6600 11 Empty.
7800 12 Gain nothing for free.
9100 13 Superstitious Number!
10,500 14 Nothing here either.
12,000 15 +1 AP.
13,600 16 No.
15,300 17 You may now attack 3 times, which is NOT the maximum!
17,100 18 Gain absolutely nothing.
19,000 19 None.
21,000 20 DO YOU REALLY WANT TO KNOW???, +1 AP.
23,100 21 +10 to maximum HP.
25,300 22 Whoops. Next level, please.
28,600 23 Gain 1 invisible limo. That you can't see or touch either.
31,000 24 Create nothing.
33,500 25 Gain 5 free weapon upgrades, +1 AP.
36,100 26 Invent nothing.
38,800 27 Vacuum.
41,600 28 Nein!
44,500 29 Gain 5 OMNI and 5 Pseudo cubes!
47,500 30 DO YOU EVER WANT TO KNOW???, +1 AP.
50,600 31 From this point on, gain 3000 instead of 2000 coins per levelup.
53,800 32 Not Present
57,100 33 +1 to STR, INT, and SPD.
60,500 34 +1 to nothing.
64,000 35 Vast Nothingness, +1 AP.
67,600 36 +20 HP
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???, +1 AP.
87,100 41 Absolutely nothing.
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 +1 AP.
109,100 46 Gain a random ability.
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???, +1 AP.
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! Also, +1 AP.
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???, +1 AP.
190,200 61 Uhhh... hmmm.... ... ... *hurls a random ability 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. And +1 AP.
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???, +1 AP.
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 abilities, 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. And +1 AP.
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! *Explodes*
325,000 80 STOP TRYING TO KNOW!!!, +1 AP.
333,100 81 Just being here is a reward in itself.
341,300 82 Gain 3 free armor upgrades!
349,600 83 Nothing here, friend.
358,000 84 Ahhh! 1984! Here, protect yourself with 10 bags of Amnesia dust!
376,500 85 +1 AP.
385,100 86 +10 to all mortality checks, since you have legendary strength now.
393,800 87 Alas, no special here.
402,600 88 Gain a special present made by Metal Man himself.
411,500 89 Gain the 411 with a one-use only ultra scan, which always works and tells you everything!
420,500 90 NOT EVEN METAL WANTS TO KNOW???, +1 AP.

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.

See the build area to deal with build-specific leveling up.
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The Items

ID Item name Description Price
0 ???? Gain a random item from this list. Roll d25 to see which item. ¢3720
1 Amnesia Dust This golden dust causes one target of low will to forget the last five minutes of their memory. ¢2000
2 Bazooze-ka Like to party? Spread the love of kegs everywhere, Wolfman style, by filling your enemies until they become drunk and confused! d20+3SPD Mod to fire. ¢1500
3 Blue Potion Tastes like blue gravy! Restores half your max HP and MP. ¢1500
4 Door Opener 3000 Tired of locked doors? With this handy-dandy ring, they open! One use. ¢8000
5 Gem of Contingency +5 bonus to Mortality checks. 1 use. Creator: Aribar. ¢1000
6 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.) ¢3000
7 Green Potion Tastes like. . . Green chicken? Restores half your max MP. ¢1000
8 Guts Capsule What kind of guts are these? Goomba Guts? Increases Strength by 1 permanently. ¢9000
9 Ice Block It's a block of ice, just like how Charles Magellean would like it! d20+5SPD mod to throw at enemy. Deals 50% Ice damage, 50% chance of freezing what it hits. ¢1000
10 Item Teleporter ZAP! Move one item to you or to a location away from you in seconds, as long as that location is not blocked by a wall. ¢3000
11 IQ Capsule I are more smartest then you! Increases Intelligence by 1 permanently. ¢9000
12 Kerokero Cola The ultimate cola! This drink fully restores the party's HP. ¢4500
13 Maple Syrup Great for eating with pancakes. Doubles the amount of MP you have left and doesn't take an action to use!.(Cannot exceed your maximum MP or item uses per turn.) ¢2000
14 Max Mushroom Mmm. . . Perfect healing. . . This mushroom completely restores one ally's HP. ¢2000
15 Megavitamin Makes you really healthy! Cures all status effects, good OR bad. Also makes you immune to status effects for one round. ¢3500
16 Omni Cube The ULTIMATE cube! Activate with the push of a button, then throw at the intended target, with a d20+5SPD mod roll. If it hits, it deals 50 damage of your element of choice. It can also heal 25 damage or cure one status effect. ¢2000
17 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. Another innovative item invented by Julian Sawyer. ¢2500
18 Power Charge Super power charging unit thingy activate! This item makes your next attack deal double damage. ¢8000
19 Pseudo cube The fruit of Oak's secret research. Used to power his special weapons, it can also be thrown, instantly dealing 200 damage to all enemies... and taking three actions to throw. ¢9000
20 Red Potion Mmmm. . . Tastes like red milk. Restores half your max HP. ¢1000
21 Royal Syrup The official syrup of the mushroom king! Completely restores an ally's MP. ¢1500
22 Shell Phone Allows you to 'shop' anywhere in the world. Good for one shopping session. ¢2000
23 Speed Capsule ZOOOOOOOOOOM! This capsule increases your Speed by 1 permanently. ¢9500
24 Weapon Warper Instantly disarm one target of your choice, with this weird, pointed crystal wand. ¢3000
25 X Accuracy Pokemon tested, Professor Oak approved. All attack rolls have a +10 bonus for 3 rounds. ¢2500

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