SSQ 101 V4
This is the manual for Super Smash Quest's system. Use this to make, edit, tweak, or otherwise change your character. This can also be looked up in order to tell the answer to various frequently asked questions.
SSQ 101 V4 Phoenix Contents
- Errata
- Main Stats
- Leveling Up
- Attacks
- Weapons
- Abilities
- Time Point Usage
- Armor
- Vehicles
- Level X0 Bonuses
- Items/Coins
Errata
Version 'Pi' Fixes
- Weapons balanced out; now you can only have so many damage upgrades, depending on the quality. Remember, you can't upgrade a Civic into a Porche.
- Nerfed Ethereal Body ever so slightly. Now elemental attacks hit you normally, if you're fully Ethereal.
- Added 'Ghost Touch' for those who wish to hit the few Ethereal Body enemies you have regardless of usage of (Freeeeee) elements.
- Begun addition of Vehicle components.
Version 'Omikron' Fixes
- Equipment abilities fused with Noncombat abilities. Unless they have a *, they now can go all the way to +10! Yay!
- Specialized Disability edited to deal with the new Noncombat ability situation.
- Eliminated Enhancements from Armor, moving Cloaking and Radio to normal added things.
- Began construction of vehicle parts, beginning with engines.
- Added vehicles to navigation links at top.
- Armor Piercing removed from Special moves. (Reason: Making powerful weapons, then an attack to give them Armor piercing, thus cheapness ensues)
- Armor upgrade prices made standardized (5000 coins).
- 'Agile' armor upgrade deleted. Please, armor must remove a certain amount of AC to do its job.
- Redid most armor, removing the tiers from it and instead listing it based on the type.
- Moved 'Weapon Slot' into armor upgrades.
- Deleted remaining (Read: Dead) Armor enhancements.
- Shortened Armor description appropriately.
- Added preliminary listing of attributes for engine classes.
- Added explanation for AC and how it relates to armor.
- Armor Proficiency ability updated.
- Chaos Control moved to X0 bonuses.
- Old Fashioned Lucky added to X0 bonuses.
- Free Armor X0 Bonus updated.
Version 'Xi' Fixes
- Weapon TP usage changed to 1 for small weapons, 2 for medium and large weapons.
- 'Accuracy Bonuses' garbage changed to 'Upgrade' in the weapons section.
- Rare Candy, Steel Powder, and X-naut vial removed from items; Mr. Saturn Iced Coffee added.
- Vehicles section begun.
- Fixed erroneous references to 'shields.'
- Made Elemental alignment free for all intents and purposes. Except on armor.
- Edited 'Ability Damage' to be less powerful. (Nerf nerf nerf)
- Added limitations on weapon and armor equippage. They're still less than what I'd want to limit it to. (Please don't kill me.)
- Fixed various conflicts in wording in the armor section, as well as eliminating a few holes in the system there.
- Nerfed the nefarious force-field enhancement.
- Poison and Confuse DCs fixed up.
- 'Free' armor in the X0 Bonuses section fixed up.
- Ivantek items added to the items. Items items items!
- Still in progress.
Version 'Nu' Fixes
- Errata Added
- Power Point text, above the table of costs, corrected to show current version.
- Paragraph about SP-increasing upgrades added to bottom of Attacks introduction.
- Coin damage removed from Special Attacks; unused and thus useless.
- Use Weapon edited; usage of to-hit or damage adds special qualities too. Exactly what is added clarified.
- Combo removed; obsoleted by current system, no one appears to need it.
- Defense attack removed; redundant with Ambush Attack.
- Experience Stealer removed; too much of a hassle even if anyone used it.
- Limit Break Clarified
- 'Random' moved to X0 bonuses; too complex for normal Special Moves. Same with Random Projectiles.
- Vampiric moved to Debilitating Abilities.
- Attack up Nerfed.
- Purify clarified.
- Mild nerf on Ability damage.
- Death removed; dumb thing, nobody would take it.
- Added Ranged Normal Attacks.
- Normal move weapon module updated.
- Weapons (in the Weapons section) can no longer be used alone. It only served to confuse people.
- Added an intermediate version of Armor piercing to weapons, which allows for more raw power, but less armor piercing.
- Added Spell-like 'Homing' ability to weapons.
- Scope removed; Dumb thing to have.
- Chaos Control NERFED
- X-Zone Noncombat changed to Energy Control.
- Weapon attack removed from TP list.
Main Stats
Starting out, you have a variety of stats, as shown below.
Name | Explanation | Calculated by |
---|---|---|
Level | An index of how powerful you are. Ranges 0-400. | EXP |
EXP | Experience; how much experience you have in combat and the campaign's subject. | The GM |
HP | Your health, measured in points. NOT percentage points. | END*10 |
SP | Your smash points, which are used to pull of special moves. | MNT * 5 |
STR | Your physical strength. | 10+(Power points spent) |
AGI | Your physical agility. | 10+(Power points spent) |
END | Your physical endurance. | 10+(Power points spent) |
MNT | Your mental capabilities. | 10+(Power points spent) |
AC | Armor class; dictates difficulty in hitting you. | 10+(AGI mod-Armor Penalty) |
DR | Damage reduction; dictates your ability to absorb damage. | END mod+Armor |
TP | Time points; dictates how much you can do on your turn. Regenerates by 4 every round; maximum 8 TP can be had at once. | Your turn |
AP | Ability points; dictates how many abilities you have. | Level/2; Also, 5 for Innate Abilities. |
Mods | Calculated from STR, END, AGI, and MNT. | (Stat/2)-5 |
Joe Charsheet
Level:
EXP: 0/(EXP to next level)
HP:
SP:
TP:
Strength:
Endurance:
Agility:
Mental:
AC:
DR:
Ability Points:
Special Attacks
Attack 1:
Attack 2:
Attack 3:
Attack 4:
Attack 5:
Normal Attacks
Attack 1:
Attack 2:
Attack 3:
Attack 4:
Inventory
Slot 1:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Number | Type | Description | Example |
---|---|---|---|
5 | Subhuman | A creature with below human abilities in a stat has a penalty to using it and usually isn't very good at it. | Goomba |
10 | Human | This is what the average human can do; it has no bonuses or penalties, and allows the user flexibility. | Human |
20 | Superhuman | Those with special abilities or who are above normal humans usually posess this sort of power. | Ivan Robotnik Infantry |
30 | Supernatural | This kind of power is coveted by most and wielded by few. It happens to give the user terrific ability in whatever stat it is in. | Ganondorf |
40 | Demigod | Only those with extreme power have stats in this range. They are strong enough to fight entire armies, and do not go down easily. | Nova |
50 | God | The ultimate in power. Anyone with this sort of power is matched only by other Gods, and has the ability to destroy entire worlds. | ??? |
You build up your stats using Power Points. At level 0, you start out with 10 in all four main stats (STR, END, AGI, and MNT) and 20 ability points to throw around. Now then, how much does it cost? Well, that's easy too. For stat point ranges 10-20, it costs 1 point to upgrade. So 5 points gets you 15 in a stat. It then increases to two per point 21-30, three per point 31-40, and four per point 41-50. Here's a chart in case you can't visualize this.
Range | Type | Cost |
---|---|---|
11-20 | Human | 1 |
21-30 | Superhuman | 2 |
31-40 | Supernatural | 3 |
41-50 | Demigod | 4 |
Using this, you can calculate your starting stats and increase them as you level up. You get one power point every time you level up, after all. And, since the minimum level is 30, that's a total of around 50 points, even if you're just starting. Questers cannot go above level 200, though; and enemies cannot exceed level 400.
Leveling Up
This process is relatively simple, save for EXP. Besides that, every couple of levels you get certain bonuses. Here's the breakdown.
Name | Gained | Use |
---|---|---|
Power Points | Every Level | Powering up raw stats. (STR, END, AGI, MNT.) |
Move Points | Every 10 Levels | Powers up a Special Move by one level. |
Ability Points | Every 2 Levels | Gains you another ability, or powers up an existing one. |
Super Bonus | Every 10 Levels | Does something super-special! |
And of course there's EXP. Refer to the chart to see how much EXP you need to level up. You start at level 30. The GM gives you EXP for doing various tasks, like defeating monsters and finishing puzzles. The EXP you get for defeating monsters is usually equal to the amount of damage you did to defeat them, as a group.
Level | Total EXP needed | Level | Total EXP needed | Level | Total EXP needed | Level | Total EXP needed |
---|---|---|---|---|---|---|---|
0 | 0 | 25 | 32,500 | 50 | 127,500 | 75 | 285,000 |
1 | 100 | 26 | 35,100 | 51 | 132,600 | 76 | 292,600 |
2 | 300 | 27 | 37,800 | 52 | 137,800 | 77 | 300,300 |
3 | 600 | 28 | 40,600 | 53 | 143,100 | 78 | 308,100 |
4 | 1,000 | 29 | 43,500 | 54 | 148,500 | 79 | 316,000 |
5 | 1,500 | 30 | 46,500 | 55 | 154,000 | 80 | 324,000 |
6 | 2,100 | 31 | 49,600 | 56 | 159,600 | 81 | 332,100 |
7 | 2,800 | 32 | 52,800 | 57 | 165,300 | 82 | 340,300 |
8 | 3,600 | 33 | 56,100 | 58 | 171,100 | 83 | 348,600 |
9 | 4,500 | 34 | 59,500 | 59 | 177,000 | 84 | 357,000 |
10 | 5,500 | 35 | 63,000 | 60 | 183,000 | 85 | 365,500 |
11 | 6,600 | 36 | 66,600 | 61 | 189,100 | 86 | 374,100 |
12 | 7,800 | 37 | 70,300 | 62 | 195,300 | 87 | 382,800 |
13 | 9,100 | 38 | 74,100 | 63 | 201,600 | 88 | 391,600 |
14 | 10,500 | 39 | 78,000 | 64 | 208,000 | 89 | 400,500 |
15 | 12,000 | 40 | 82,000 | 65 | 214,500 | 90 | 409,500 |
16 | 13,600 | 41 | 86,100 | 66 | 221,100 | 91 | 418,600 |
17 | 15,300 | 42 | 90,300 | 67 | 227,800 | 92 | 427,800 |
18 | 17,100 | 43 | 94,600 | 68 | 234,600 | 93 | 437,100 |
19 | 19,000 | 44 | 99,000 | 69 | 241,500 | 94 | 446,500 |
20 | 21,000 | 45 | 103,500 | 70 | 248,500 | 95 | 456,000 |
21 | 23,100 | 46 | 108,100 | 71 | 255,600 | 96 | 465,600 |
22 | 25,300 | 47 | 112,800 | 72 | 262,800 | 97 | 475,300 |
23 | 27,600 | 48 | 117,600 | 73 | 270,100 | 98 | 485,100 |
24 | 30,000 | 49 | 122,500 | 74 | 277,500 | 99 | 495,000 |
Attacks
Each Quester has five Special attacks and four Normal attacks. Special attacks are more powerful than any normal attack, and can involve a more diverse set of moves, but cost SP, while normal moves are basic but infinitely usable. Also, Special moves take more time to use than, say, normal ones.
Special Moves
These are your bread and butter. The only reason not to use them is when they take up more SP than you can use, or because they'd be wasteful to use. They have a huge amount of variety. The better the move, the higher the SP cost--they can be expanded quite a bit. From Alpha to Omega (1-5) they range. You start out with five moves and gain a point with which to upgrade one of them every 10 levels; however, they must all be upgraded equally; so they msut all be Beta before you can use Gamma, and so on.
Which brings us to our next point. Each move is made out of Move Points (MP), which goes on to make your move a reality. Your move starts out with six (6), and increases 2 for every rank up to Omega. So, the points goes 6, 8, 10, 12, 14. You choose whether your move deals damage or not, and can use a variety of move abilities on your moves.
Now, once you've got these shiny moves in your head, it's time to make the moves. Either you or the GM may make them; when it comes to making them, if you want to make an average attack move, you'll probably wish to use your first 6 points to decide base damage, damage modifier, and accuracy modifier. This consists of picking which stats to do what; you have free reign in this area, though it is suggested you choose sensible stats. For example, a magical punch would have STR base damage, MNT mod damage modifier, and STR mod accuracy modifier. This usually takes up all 6 points; to begin adding fancy things, wait until the next level, OR you can pick to go without some (but not all) the basics for a weird move.
All special moves take 3 TP to use, and require the appropriate SP to use. They are limited by their range, which starts out being able to hit anything within 10 feet (1 TP) of you. Some moves can be put off and used against enemies when they miss; some heal you; some can hit enemies from far away; and others protect you with barriers. All cost MP to make and SP to use. Your special moves are fully upgraded by level 200, the maximum Quester level. All Smashers, being the representation of an average videogame hero, are level 100 and posess all gamma moves.
And if you're in the mood for elements, just look at the chart below. An X means the element on the left column deals super effective damage to the one on the top column; an O means normal damage, a - means 1/2 damage, and an N means no damage. Elements are freeeee!
Attacks come in two types of damage; Physical or Magical. Magical damage is dealt by attacks with MNT to damage, while Physical is dealt by those with STR to damage. Weapon damage added to an attack of a different type will count separately when used against, say, an incorporeal foe.
Some attack powers, like weapon ones, or DR piercing, or spells, add to the SP cost. Make sure to add that to the total.
|
Name | Effect | MP |
---|---|---|
Accurate + | +2 to-hit | 1 |
Add Full Stat to Damage | Establishes the move's base damage. Pick either STR or MNT and add that to damage directly. | 4 |
Add mod | Adds the modifier of STR or MNT to the attack's damage, or you can add either STR, MNT, or AGI mod to accuracy. Can only be added once to damage and once to Accuracy. | 1 |
Add Range | Make attack hit things 1 TP more out of range. Must use either AGI or MNT mod to accuracy. | 1 |
Align to Element | Aligns attack to one element. Can be taken repeatedly to combine more elements. A free upgrade. | 0 |
Charge | For each use of this, allows you to use more TP to power up the attack; X*Normal TP (Limited by how many times you take this) deals (X+1)*Normal damage. | 2 |
Damage + | Deals 5 more damage. | 1 |
Flurry | Adds another hit. Cost is (Attack MP)*(Number of hits). You can halve the cost if the number of hits is random. The cost multiplier is always rounded up, though. Also, you cannot make it random if you only do two hits. | |
Grab | On a successful hit, you grab the enemy, lowering their AC by 5 until you let go. Continued opposed STR checks are needed for every time (in-between moves) that you continue holding them. Can also be used to grab inanimate objects! | 2 |
Half of a Module | You can buy 'half' of one of these modules. Divide cost of the module and effectiveness by 2, round up. | |
Homing | Attack almost always hits; 10 + (same mod used for accuracy) DC which the enemy must beat a check of the same type. Doubles SP usage. | 4 |
Throw | Attack hurls the object/enemy, turning their own DR (or size) against them. Enemies may make tumble checks against throws; instantly hits if used after a grab. Deals extra damage based either on DR or size of enemy, and what surface they hit. | 2 |
Use Weapon | Use a weapon's bonus to hit (NOT including STR mod, AGI mod, or MNT mod) or to damage (Once again, only what the weapon adds ALONE). Usage of either also adds on the weapon's special qualities. Additions to-hit and damage cannot be stacked by repeatedly taking this ability. Increases the SP cost of the move by 2 for every use. | 1 |
Advanced Attack Abilities | ||
Ambush | Can be used freely to hit AoO targets | 2 |
Area Effect + | Threatens within 2 TP (circle) 3 TP (cone) 4 TP (Thick beam) 5 TP (Line). Use 'Add Range' to increase these. | 2 |
Critical Ability | Halves the cost of an attack ability when bought together; that attack ability only comes into play on a critical hit. Status effects bought this way always hit w/the crit. | |
Crit Range + | Increase Crit range by 1 | 2 |
Delayed Attack | Your attack hits one round later than usual; however, when it does, the enemy must roll an awareness check (d20+MNT mod) vs. (DC 10 + Attack Acc + Amount of times this ability is on the attack) or otherwise lose AGI to AC against the attack. | 2 |
HP/SP Fueled | Attack can convert HP or SP (choose one with each use of this upgrade) into raw damage, at the rate of 5 damage for every 20 HP and 5 damage for every 10 SP. Each use of this extends the range of HP or SP used by 20 or 10, respectively. | 1 |
Limit Break | An attack used while in dire straits but is more powerful than most attacks. Can only be used when you have less than 100 HP left, and the damage was inflicted by the enemy. Furthermore, you have to have exhausted at least half of your SP. The attack can only be used in this situation; the other 90% of the time, it cannot be used. The attack, as a result, directly uses your SP to add damage to the attack (each SP = +1 damage) and +(100-Current HP) to damage extra. The accuracy roll for the attack is double that of what it'd normally have. It also has one of these extra abilities: Hit all, Double Damage, Double Accuracy, Perma-Regen (Lasts for the rest of the battle), or SP regen (Lasts for rest of the battle), each of which are used after the attack. It can only be used once per mission. | 6 |
Machinegun + | The attack can deal an extra hit if you roll 5 more over the enemy's AC. Taken twice, it can deal two extra hits if you roll a whopping 10 over their AC. It cannot be taken three times. However, each time it is taken, you must subtract 2 from the attack's to-hit. | 2 |
Tag Team | Use this with an ally's move which also has tag team; the two attacks will be combined and be benefitted by by the synergy, allowing for higher to-hits and damage than normal, adding an extra 25 to damage for each member in the teamup. However, the SP cost of such a maneuver is (SP of two attacks put together)*2 and it costs all four TP to use. Furthermore, the tag teamers can only do this ability on the turn of the slowest member; thus, they have to wait if they're much faster. Each use of this attack on your attack allows another member; however, each member will also need the extra uses of this. So, each will need 1 use for a two-member attack; 2 uses for a three-member, 3 uses for a four-member, and 4 uses each to go on as far as there are members with 4 uses each. The cost of the move increases accordingly. | 2 |
Barrier Abilities (Require Barrier) | ||
Absorb | Regain 1/2 damage blocked. | 2 |
Barrier | Transform whatever damage the attack deals into a barrier, which blocks as much damage as the attack would deal. When this is exceeded, it blocks the entire attack that broke it, and then is broken by this. | 4 |
Reflect | Allows a barrier made with the attack to reflect ranged attacks back at the enemy. | 2 |
Healing Abilities (Require Healing) | ||
Attack Up | Attacks deal 1.5x damage for the next 3 rounds for one target. | 8 |
Defense Up | Increases DR of target by 5. | 4 |
Haste | Moves the target one up in the battle order for three rounds. | 4 |
Healing | The attack heals instead of dealing damage. | 4 |
Hyper | Target gains 1 more TP per round for three rounds. | 4 |
Regen | Target regains (your END) HP per round for 4 rounds. | 6 |
Revive | Revive a target; but it costs you (EXP from your previous level to your current one) to use, effectively lowering you by one level. | 10 |
SP transfer | Attack costs 10 more SP, which is then given to the target. | 2 |
Stat buff | Increase STR, MNT, AGI, or MNT temporarily by 1. It can also heal stat damage (in which case, the buff is consumed to heal 1 damage to the stat of choice. | 4 |
Purify | Removes status effects. | 6 |
Debilitating Abilities | ||
Ability Dmg | Damages an enemy's STR, END, MNT, or AGI by 1. Cannot deal more than 10 total in damage to all of an enemy's abilities, nor can it knock them below 10. Damage lasts three rounds. | 3 |
Energy Damage | Deals 1/5 of the damage it'd usually do to enemy SP | 2 |
Freeze | Target loses AGI to AC for three rounds. | 4 |
Burn | Enemy DR is halved for three rounds. | 4 |
Stun | Enemy loses a turn. | 6 |
Steal | Steal coins off the enemy. | 3 |
Confuse | Attack causes enemy to target at random for (Attack level) rounds. Can be broken with 1 TP and a check with a DC of 10+Enemy MNT mod by a MNT check. | 4 |
Poison | Enemy loses 3% of their current HP per round. DC 20 + enemy MNT mod. END check to break. | 2 |
Vampiric | Saps 1/3 of damage done. | 4 |
Normal Moves
These moves are the most basic; and consist of quick jabs, smacks, or the occasional electrical zapping punch of doom. They, unlike Special Moves, are pre-set to the usage of 2 move points, but can be chained together rapidly, for they normally cost one time point. This can be upped to two if you need one extra upgrade, but otherwise there is no way to increase their potency. You start with four, and they can be increased in number by certain abilities. They have a relatively limited selection of abilities. You must choose either between magical or physical or Ranged normal moves.
Name | To-Hit | Damage | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Magical | +MNT mod | MNT mod | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Physical | +STR mod | STR mod | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ranged | +1.2(AGI mod) | 3 TP range |
Name | Effect | Cost |
---|---|---|
Accurate | +3 to hit | 1 |
Damage + | +5 to Damage. | 1 |
Element | Align to an element. Free. | 0 |
Flurry + | Adds another attack in the series. | 2 |
Smash | Gain 10 damage for every extra TP used on move. | 1 |
Stun | -4 to enemy's AC for next attack. | 2 |
Weapon | Uses a weapon's to-hit bonus or damage bonus; pick one per use. However, it slows down the attack to as fast as the weapon can be used. | 1 |
Weapons
These are your every day, multi-purpose tools of destruction. They can add power to your attacks, be used alone, or just as backup when you run out of SP. They come in a wide variety of shapes, sizes, and types, although only a few will actually concern you.
The first thing to learn is their sizes. Three of them there are; small, medium, and large. Small weapons may be weak, but they are easy to dual-wield. Medium weapons are a bit heftier, but leave a hand free for multitasking. And large weapons take up most of your attention; they're so large as to require both hands. Why does this matter? Simple. Weapons, while helpful, require a certain amount of dexterity to wield. They also have a certain range of damage, based on their size. And each size takes a certain amount of TP to use when used alone.
Size | Base Damage | Freedom of Movement | TP to use | Examples |
---|---|---|---|---|
Small | 2 | Complete, save for wielding large weapons. | 1 | Pocket Knife, Pistol, Magical Amulet |
Medium | 5 | Dual Wielding is difficult; slows down things like climbing. | 2 | Sword, Rifle, Magic Wand |
Large | 8 | Unable to use items, dual wield, or even do things with both hands at once. | 2 | Masamune, Bazooka, Magical Staff |
These numbers may seem low, but they are the bare minimum. Each weapon in that size category starts out with only base damage (2, 5, and 8, depending upon size) but can be improved by subsequent upgrades and is increased depending upon the overall quality. That is, how it ranks up, from Human to Godly. The base damage it does is multiplied by its quality; that is, a medium sword would deal 5 with human, 10 with superhuman, 15 with supernatural, 20 with demigod, and 25 with god. But the price also increases.
As for dual wielding, it is highly dependent of the weapons used and the hand. The weapon in the off hand receives a -10 accuracy penalty if there is a weapon in the normal hand as well and they're both small. One weapon in the off hand alone is always -5 accuracy. If a medium weapon is in the normal hand, then a small weapon in the off hand gets a -15 penalty. If the medium weapon is in the off hand and a small one in the normal hand, -20. If you wield two medium weapons, then there's a -25 penalty to the one in the off hand, and a -5 one to the one in the normal hand. It is impossible to wield anything else when using a single large weapon. This can only be alleviated by the ambidexterity ability, which adds up to +10 to accuracy in the off hand. If fully taken, the ambidexterity ability splits remaining penalties between the two weapons equally. A final note; for every -5 to accuracy on an off-hand weapon there is, -1 to damage dealt with that weapon.
A similar effect goes with weapon types; you can take (under abilities) knowledge of any one weapon type. If you use a weapon you don't have knowledge of, you get a flat -5 penalty to accuracy. This can be negated (and even become up to +5) with the appropriate knowledge. These sorts of things stack with dual wielding penalties. Also, a weapon that is held in both hands (large weapons only) gains twice the damage bonus.
Once you have a type and a size and a quality picked out, you're ready to buy your weapon. However, there is more you can do; a weapon can be enhanced a variety of ways, based upon adding upgrades. The cost of each unit of upgrade, as well as what costs these upgrade units, is/are below. The limit is +10; beyond that point, the weapon cannot take any more enchantments. Also, there is a steadily increasing cost for applying the upgrades; first, a 5000 coin flat fee (waived if the enchantments are done at the same time of the weapon's creation) to start. Then, (Enchantment + number) * 1000 coins for each + added on at once. So, to go from +2 to +4 is 12,000 coins on a normal weapon; upgrade prices are multipled based on the quality of the weapon involved, to boot. As is the initial fee.
Weapons must be used in conjunction with attacks. When used, they can add to the attack's to-hit or damage--mostly to the damage. In normal moves, they affect the TP of the move. Small weapons take 2 TP, Medium take 3, and Large take 4 in a normal move. Their special qualities are automatically added to the attack when they are used in some way. When dual-wielding, the weapon which takes longer to use's TP count is used, but you may use both weapons simultaneously (with the restrictions) in that TP.
You can only equip weapons of the same rank as you. So, you can equip up to Superhuman at the start, Supernatural once you pass level 50, Demigod past level 100, and God past level 150.
|
|
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Abilities
These powers are what helps separate one Quester from another. They define not only the Quester's innate abilities, but unique ones they learn during their travels. They gain one ability point every other level, and for Innate Abilities, they start out with 5 points. They can increase the amount of points they have for Innate Abilities by taking Innate penalties; these represent characters who are stronger in certain aspects naturally but, as a result, weaker in other ways. (See: Vampires, Werewolves, Elementals, Higher End Wizards, etc.) Combat abilities, on the other hand, focus on various extra things you can do in battle. There's more to this, of course.
All abilities cost Ability points. Most of them go in the range of 1-10, with 1 being just a semblance of knowledge/some power in that ability, and 10 being the best you can get at the ability. Now, some tiers work differently. Combat ones can be purchased at certain AP costs and cannot be leveled up; Supernatural ones cost twice as much to upgrade; Innate ones use a fixed set of AP (5); Equipment and Noncombat ones act normally. Furthermore, Supernatural abilities cannot go above a certain rank, depending upon your level. For example, at level 20, you can only go up to rank 1 in any Supernatural abilities you choose. And at 40, rank 2, etc. For every 20 levels you have, you can take up to one rank in a Supernatural ability. Also, for every 20 levels you have, you can have ranks in another Supernatural ability. Thusly, they are highly dependent upon your level, and don't even enter play until level 20.
Innate abilities and disabilities are listed separately, and have a "level" thing, which indicates how many points were spent. Most go from 1-10, though others don't. Disabilities always range from 1-7 in their effect. Disabilities, unlike abilities, are optional challenging things which earn you more points to spend on Innate abilities. They require you to roleplay them, though.
Innate Abilities | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Name | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Adaptation | Survive in Medium-bad air quality. | Toxic air quality. | Breathe underwater for 2 hours. | Breathe underwater Forever. | Live without air for 2 hours. | Live without air Forever. | Survive Decompression for 3 hours. | Survive Decompression forever. | Live in acidic/basic environments. | Exist ANYWHERE. | |
Elemental Alignment | Have the abilities of an elemental; switch any elemental attack to the element you are aligned with for 1 SP. | Inherent resistances and weaknesses of your element. | Switch non-elemental attacks to your element at will. | Now surrounded by a field of your element; damages physical attackers for MNT-mod damage if hit. | Attack with element for 10 damage to deal MNT damage (DC 10+MNT mod+Level in this ability AGI check, 3 TP) | Healed by attacks of the same element. | Change attack element to yours for free. | Elemental attack from 5 now deals 2MNT damage. | 1.5x damage bonus to attacks which are your element. | Use MNT checks to control enemy attacks of your element. | |
Ethereal Body | Makes you semi-incorporeal. With a MNT check, DC 10+[10- current level in this ability] you can reach through walls and solid objects. | Normal attacks deal 2/3 normal damage to you; magical ones do double. | 3/4 from physical attacks. | 1/2 from physical attacks. | 1/4 from physical attacks. | Become totally incorporeal. Normal attacks miss, Full damage from elemental attacks, and 2x from magical ones. | Reach through walls. | Go THROUGH walls. | Posess objects with corporeal bodies and control them (opposed MNT checks). | Travel between nearby realms freely. | |
Magical | You are attuned to magic energy; SP now calculated by MNT * 5.5. | MNT * 6 | MNT * 6.5 | MNT * 7 | MNT * 7.5. | MNT * 8 | MNT * 8.5 | MNT * 9 | MNT * 9.5 | MNT * 10 | |
Normal | Convert your innate ability ability points to normal ability points, usable with the other abilities. For each level in this skill, you gain 1 more normal ability point; you can use innate disabilities to get up to 5 more normal ability points. | ||||||||||
Supreme Health | Being a far healthier person than normal, your HP is calculated by END * 11. | END * 12. | END * 13. | END * 14. | END * 15. |
And here are the disabilities.
Innate Disabilities | |||||||
---|---|---|---|---|---|---|---|
Name | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
Specialized | You focus on innate abilities only; cannot take Supernatural abilities. | Cannot take NonCombat abilities which have no *. | Cannot use Combat abilities. | Cannot use nonCombat abilities, even ones with a *. | |||
All Thumbs | Your "hands" are different, making even normal tasks difficult. To start, you have fewer fingers than normal or stubby fingers, which interfere with certain activities. | You have very few fingers. | You have no thumb; weapons cost 2x that can be held by you. | Pincer-like claws and/or gripping 'tongs.' | Shovel-like hands; makes most items useless. | Useless stub; can barely manipulate anything. | Lack of anything to manipulate objects with; rules out weapons and several types of mobility. |
Environmental Weakness | You are weak against a common environmental features. The presence of them halve your TP recovery. | They halve your accuracy/to-hit. | Eliminates your DR. | Halves your AC. | Halves your HP. Anything past this level must be a very common environmental feature. | Halves your base stats; reduces TP usable per round to 1. | Environmental feature in question is lethal to you. |
Lack of Communication | You have a hard time communicating... you speak a strange language which is unpronouncable by normal people. They must roll MNT checks to decipher it. | Cannot be dictated easily, or cannot be translated correctly. | Indecipherable, but others like you can understand it. | Imable to make any sentient communication; can make primitive hand gestures. | Can only make animal-like noises. | Can't even make those noises. | A curse prevents anyone from ever communicating to you as well. |
Missing Limbs | (Cannot be used with "All Thumbs") You happen to be missing various limbs; the reasons for missing them can be almost ANYTHING. Missing a leg, to start. | Missing your off-hand's arm. | Missing the arm with your main hand. | Missing both legs. | Missing either a leg and your main arm, or both legs and your off arm. | Missing both legs and your main arm. | Have absolutely no arm/legs. |
Unhealthy | You happen to lack HP, and start with only END * 9 HP. | END * 8 | END * 7. | END * 6 | END * 5. | END * 3. | END * 2 |
Unlucky | Any time during a mission, one of your rolls can be rerolled by the GM. 1 unlucky reroll. | 2 unlucky rerolls. | 3 | 4 | 6 | 9 | 14 |
Unmagical | You happen to not care and/or lack magical energy. SP = MNT * 4 | MNT * 3 | MNT * 2 | MNT | 1/2MNT | 1/4MNT | 1/8MNT |
And here are combat abilities. These are things you buy once, and they give you various niche abilities which can come handy in combat.
Combat Abilities | ||
---|---|---|
Name | Description | Cost |
Inspector | Use 1 TP to check out an enemy's item. | 1 |
Quick Dex | Dex the enemy using only 1 TP. | 2 |
Quick Item Use | Item usage only costs 1 TP. | 3 |
Perfect Escape | Able to escape battles instantly. | 4 |
Quickdraw | Take out and put away weapons without using TP. | 5 |
Extra AoO | Can attack two enemies for AoOs per round. | 6 |
Taunt | Waste 3 TP in order to get an enemy to attack you. | 7 |
Lead Feet | Makes it really hard for the enemy to blow you over. | 8 |
Jump Attack | With a STR based attack, you may leap upwards and fall unto the enemy, dealing (GM-assigned number)*(normal damage), depending upon a jump roll, which eats an extra TP. | 9 |
Environment Sync | Sync with the area you're fighting in, gaining possible bonuses or defects. | 10 |
Eye of Truth | Scan something and find the truth; uses 10 SP and 1 TP. Can be combined with smash dex usage. | 11 |
Description Power | Increase the power and to-hit and dramatic effect by writing a description of a paragraph's length; GM decides how much this helps. Can only be used once per battle. | 12 |
Eye of Evil | Have the ability to provoke evil beings and cause curses to become unbound; does random effects when used. Uses 2 TP. | 13 |
TimeStopper | Use up two turns to power up a time-stopping ability, which costs 50 SP to use. The one attack (Must be a Special Move of Beta level or higher) instantly hits. It cannot crit, though. | 14 |
Riposte | People who miss you up-close trigger AoOs. | 15 |
Then there's non-combat abilities. These are used to make sense of your environment, show your character can use various weapons and equipment, etc. The items marked with an * cannot be used 'untrained', and show proficiency in difficult subjects like weapon use. As of such they start at a -5 penalty, and the first five levels in the ability are merely used to eliminate that -5.
Noncombat Abilities | |
---|---|
Name | Description |
Ambidexterity* | Splits weapon to-hit penalties equally across both hands; each one adds a +1 to using the off-hand, which takes away from the off-hand penalty. Then the penalties are added together and split. So, a -25 penalty with the off-hand medium weapon (while wielding two medium weapons) becomes -15. Then, that is added to the -5, which makes -20. Then that is divided by two, so each hand's weapon gets a -10. |
Armor Type* | Pick from the four armor types: Skin, Scaled, Plated, Suited. The first 5 reduce and then eliminate a -5 AC penalty for wearing unfamiliar armor; the next 5 are used to raise AC back up to 10 should the armor you wear push it below there. |
Bluff | Helps you make lies seem to be true. |
Climb | Get up those tough surfaces. |
Computers | Increases ability with computers; the more you have, the less likely you are to reformat the hard drive. ;) |
Demolitions | Helps you to defeat enemy doors and buildings... and mecha. |
Detect Motive | Find out why people do stuff. |
Dig | Used for digging, duh. |
Disguise | You know more about the uniforms and customs of others. Thus, you can imitate them better. |
Diplomacy | Talk to people, hopefully getting them to help you. |
Entymology | Used to discover the hidden meanings of what people say. |
Energy Control | Aids you in using the various types of energy. |
Gadgets | Deals with everything in-between computers, machines, and armor stuff. Usually experimental objects, or possibly magical artifacts. |
Hide | You use this to hide from... something? |
Jump | EXTREMELY useful skill, which aids a variety of things. |
Knowledge | Knowledge of... something. Pick something. |
Listen | Hear stuff from far away. Just stay away from Navi. |
Luck | Use this to 'think out' a situation. In reality, the GM directs you around. |
Magical Controls | Able to use and/or deal with magic-based building controls. |
Metaphysical Controls | The likes of Magitek, godlike buildings and/or machines, and the likes of which you may never see... |
Move Silently | Evade enemy detection. |
Piloting | This requires you to choose one of the following: MTA, CAC, Arwing, Wolfen, Capital Ship, Car, Plane, Boat, Space Stations, Hoverdiscs, Egg-o-matics, or possibly 'Other' (ask Metal.) The thing you choose is what you have knowledge of piloting in. |
Psionics | Use this to interface with psionic interfaces. |
Read Archaic | Allows you to understand ancient languages. |
Robotics | Deal with pesky robot problems a lot easier. |
Run | Best used for escaping, or perhaps running to somewhere. |
Search | Look for lost objects, like the remote to your TV. |
Technological Controls | Able to use and/or deal with technological building controls. |
Traps | Allows you to second-guess enemy traps! |
Tumble | Avoid damage from big falls. |
Weapon Type* | Ability in a certain weapon type; must be narrowed down to a certain weapon main type (AGI-based, MNT-based, or STR-based) with a certain base damage and certain type of bonus to-hit (the stat part.) This, in layman's terms, means 'a type of weapon', for example, a spear, a machinegun, or perhaps a magical stone. Again, it starts at -5 and the first 5 in this skill are merely used to negate that. |
And at the very bottom, here, are the most desirable abilities; the Supernatural or legendary ones, which can only be attained through outright superiority. Spend your points wisely.
Supernatural Abilities | |
---|---|
Name | Description |
Lucky | You have extroadinary luck. Every use of this ability gains you 10 luck points. You can then 'spend' a luck point to add d6 to the results of a roll, which comes in handy with bad rolls. You can only use one luck point per roll, and once they run out, they're gone; so within the lifetime of a character, only 100 points can be accrued and used. Also, they cannot be used to make a roll go higher than a crit or on rolls which have already been responded to. |
Serious Toughness | You are incredibly durable (END 30+ required) and thus can take more of a beating than anyone else, and still survive. This ability grants you the ability to do a 'mortality check' when you take more damage than you have HP. The DC of the check is (Current HP-Maximum HP) and you use a d20+END mod+(Levels in this ability). You can use this ability once for every point you have in it per mission. |
Martial Arts Master | This ability ups the amount of normal attacks you have by 1 for every use of it; also, at level 10, it doubles the Move points available to each of those moves. |
Flight | You are able to fly around at will, whether it be by telekinetic power, wings, or rocket boots. For every level in this skill, you may fly for (level in skill) rounds worth of time, up to (level in skill) TP distance. At 10, this becomes unlimited flight. |
Status Effect Immunity | Protects from an increasingly large array of status effects. From levels 1-10, adds the protection against the following effects respectively: Poison, Confuse, Steal, Slow, Freeze, Paralyze, Burn, Stun, Curse, Death. |
Exceptional Skillpower | Allows you to invest 10 more points into a noncombat ability of choice per use; can be spread about or stacked. |
Mind Reading | Allows you to read the minds of other beings; each level allows you to read the mind of a being with 5 more MNT; so you can read the mind of a being with equal to or lower than (level in ability)*5 MNT. The reading becomes more precise and accurate for every 10 above the target's MNT your mind reading ability is. |
Time Point Usage
All actions take time; save for AoOs, which are triggered and used up separately. For long, many have asked how much TP various actions take; and they are to be listed here, now.
Name | Description | TP |
---|---|---|
Almost anything else | When it doubt, use this. | 2 |
Defending | Get into your defensive stance and prepare for the worse. Adds +4 to AC for each use. | 2 |
Limit Break | Eats up all your TP. Arr! | All |
Noncombat Ability | Whether it be jumping, searching, or hiding, it all takes a similar amount of time. Each jump uses 2 TP. | 2 |
Normal Move | A quick jab here or there; good way to use up excess TP. | 1 |
Running | When the enemies have the best of you, it's time for an AGI check. | 4 |
Smash Dex Scan | Read off stats of your foes, chat to people far away, or just look up information; it occasionally exposes you to the enemy, though, causing AoOs. | 2 |
Special Move | Beat up the enemy with one of your main moves. | 3 |
Tag-Team Attack | Team up; has to take place on slowest tag-team member's turn. | 4 |
Armor
The world of Super Smash Quest is full of fantastic and painful ways to get hurt. Many Questers prefer to wear armor in order to avoid some of this pain, though it usually comes with a handfull of tradeoffs.
First things first. There are four classes of armor. Skin, Scaled, Plated, and Suited. You can only use a Suit with a proper smith to make it and proficiency. The better the DR, the more it affects your AC, unfortunately. You cannot wear armor which brings your AC to 5 or below, but there are many things which help with that.
First and foremost, your STR mod may be used to lessen the penalty. If your armor brings your AC below 10, you may add your STR mod to boost it back up to ten. For example, if you have 10 AC, and you put on Scaled armor, normally you couldn't even move, having only 5 AC. However, if your STR mod is 6, that is added to the 5, and adds it up to 10. Any STR mod which would push it past 10, however, is ignored.
Furthermore, proficiency in the armor adds to it like the STR mod does. For every point past 5 in an armor proficiency level, you can add a +1 to AC if it drops below 10. Once again, this cannot be used to exceed 10 AC.
Armor can be more than just a bunch of dead steel on your back, too. Specifically, you can add on to armor, making it more intelligent, helpful, or versatile. Often it is easier to enhance your armor than to actually enhance your own stats, though it costs coins to do so. Depending upon the size of your armor, you can add certain abilities to it.
An overview of the armor statistics is below.
Protection Type | DR | AC Penalty | Cost | Description |
Skin | 5 | 3 | 7,500 | A thin covering which blocks some damage. |
Scaled | 10 | 5 | 10,000 | A linked set of rings or scales made of a hard material. |
Plated | 15 | 8 | 15,000 | Thick plates of metal which fit loosely. |
Suited | 20 | 12 | 25,000* | A custom made suit which makes movement difficult. |
You might notice the prices. The lighter the armor is, the cheaper it is to start out with. Contrary to this, though, upgrade prices are a flat 5000 coins per +1's worth of upgrade. Armor enhancements are the nicest of the bunch; they act the same for all armor, but require slots, and can be pricey.
Below are all your options for armor, as well as costs. You can only upgrade an armor up to +10, though each upgrade costs the same amount.
You can add on enhancement slots with armor upgrades; as well as reduce AC penalties. The cost of each armor upgrade + (a +1, of course) is 5000 coins. One can do many things, if they have the money.
Name | Description | Cost |
---|---|---|
Add DR | Add 1 to the armor's DR. This is not multiplied by quality. | +1 |
Airtight | Armor is air-tight, allowing you to breathe underwater or in space with the right equipment. (Requires Medium or heavier armor) | +4 |
1st Generation Cloak Technology | Enormous, bulky equipment which allows you to become invisible for three rounds before running entirely out of power. Cannot be used on Light Armor. When it works, though, +5 to AC. The actual bonus, however, is increased ability to sneak around. | +10 |
2nd Generation Cloak Technology | An upgraded version of the former, intended to allow wealthy Questers to have more functional armor. It, too, generates invisibility that lasts 3 rounds, but it recharges one round's worth of invisibility every five rounds. It also costs twice as much as a normal +10 upgrade. Sadly, it cannot be used on Light Armor either. | +10 |
Elemental Resistance | Halves damage from an element of choice. | +3 |
Enhancement Slot | Adds on 1 enhancement slot for light armor and medium armor; adds two for heavy armor. Can only be used twice per armor. | +2 |
Flight | Armor allows flight, for one round, and up to 1 TP's distance. Take repeatedly to increase flight ability. Note that the mobility is jet-pack like. | +2 |
Grapple + | The armor makes grabbing things easier, adding a +5 to related checks. | +4 |
Heavy DR | Add 3 DR at the cost of adding 1 to the AC penalty. | +1 |
On-Board Computer | A basic computer, which aids you in computer checks and such. Take repeatedly to increase computer intelligence. It could do your taxes too. Adds +1 to computer use checks. | +1 |
Jet Boosters | These allow you to boost your speed temporarily. Your running/flying speed, that is. Adds +10 to run checks, and to flying speed related stuff. | +3 |
Radio | Allows you to converse with others at long range without holding a dex and taking up TP. | +2 |
Scan Visor | Lowers Dex TP to 1 (not to 0), allows you to scan people without taking out your dex. | +2 |
Stat Boost | The armor boosts a stat of choice by 1. | +3 |
Weapon Slot | Allows you to integrate a weapon into your armor, thusly allowing you to use it without holding it. It also cannot be easily disarmed, and you never need to equip/unequip it as long as you have your armor on. | +2 |
Vehicles
When things get really bad, and/or they involve outer space or enemy vehicles, normal combat often isn't the answer. No... these vehicles are. Coming in five varieties (Car, Plane, Helicopter, Pod, Humanoid), they can do all the jobs bigger than that of a normal Quester. While rarely used, a good vehicle comes in handy when the time comes.
We start with the various possible chassis you can pick from. Each one has its good sides and down sides, which I will explain later.
Name | Base HP | Upgrade Slots | Weight | Description | Cost |
---|---|---|---|---|---|
Car | 5000 | 6 | 5 | The average, boxy, almost 80's-ish car, one of the smaller chassis. | 60,000 |
Plane | 7500 | 10 | 4 | An average airplane, which can move faster but costs more. | 75,000 |
Helicopter | 6250 | 15 | 3 | For those who want a floating weapons platform or to land wherever they want; comes with wings to mount yet more weapons onto. | 67,500 |
Pod | 1000 | 5 | 1 | A small, undefended but easy to customize pod-shaped chassis. | 10,000 |
Humanoid | 2000 | 6 | 6 | A human-shaped model, which comes with built-in capability to operate gigantic weapons! | 100,000 |
The base HP is the base HP, nothing fancy. When the chassis is destroyed, your vehicle has been -completely- demolished, and must be rebuilt. Armor and other stuff allows you to avoid this unfortunate happening.
The Upgrade Slots are the places where you mount weapons, force fields, and maybe even armor. It allows you to add extra stuff to your vehicle to make it better.
The Weight is literally, the weight. In Nintendian vehicle units. The higher this is, the more costly the engine is gonna be.
Finally, the cost is (roughly) figured by (Base HP/Weight) * (10 * Upgrade Slots), but this is edited in cases like the helicopter. It's used to determine the cost, though, if you want something really weird that's custom.
Vehicles have a large amount of HP and deal twice the damage they would usually deal when up against things smaller than vehicles. (Say, people.) This is balanced by the fact they are incredibly easy to hit by aformentioned people, unless they are blessed with extremely fast movement. This is because of their size.
All vehicles need an engine. Depending upon the engine class, and the vehicle's weight, the vehicle moves faster or slower. All vehicles need an engine or engines which, together, have a power rating exceeding their weight to move. While it is cheaper to use several weak engines than one huge one, the former option usually takes up all or most of your slots. You pay not so much for the power but for the space they give you.
Name | Slots | Power | Description | Price |
---|---|---|---|---|
Pseudo-Cube Generator | 1 | 1 | The weakest engine on the market, but it only takes up a little space. Can be easily stacked to allow more power. | 5000 |
Ivo Jet Assembly | 2 | 2 | Made for pushing Ivo's pod, these work somewhat but take up valuable space. | 10,000 |
Propeller-V12 Merlin | 3 | 6 | An old standby based on a machine used in long-gone wars from Earth. It's the cheapest plane engine available. | 75,000 |
Ivantek Hover Engine | 4 | 6 | A bulky consumer model meant for making civillian hover-cars. | 50,000 |
Name | Slots | Power | Description | Price |
---|---|---|---|---|
Anti-Gravity Jet | 1 | 2 | A step up from its predecessor, with Dr. Light's help, a more efficient (but expensive) model of propulsion. | 50,000 |
Space Federation Plasma Booster | 2 | 5 | The Space Federation has the edge in the small-class, with their plasma boosters popularly (and illegally, for those races) being doubled in order to outpace even F-Zero engines. | 300,000 |
Eggman Turbo-Jets | 3 | 12 | Ivo Robotnik, in the search for beating Sonic, created these insane turbo-jets, which, interestingly enough, are supposed to be DOUBLED UP. Anything with these is likely to outpace everything short of an unheard of technology. | 1,250,000 |
F-Zero PowerDynamo Engine | 4 | 8 | An insanely powerful engine intended for driving a slightly stripped down car chassis at speeds exceeding 800 MPH. | 500,000 |
Name | Slots | Power | Description | Price |
---|---|---|---|---|
Arwing G-Diffuser | 1 | 5 | The most powerful booster of its type. Intended for stunt planes, those with this sort of booster can use many weapons. Known for its durability. | 1,000,000 |
Electrion Propulsor | 2 | 8 | Using a strange technology, this weird device propels the vehicle with electricity. It's cheaper than the superior G-Diffuser. | 800,000 |
Class I Warp Drive | 3 | 30 | Something no less short of insane, it cruises at 10 power but, with all other peripherals deactivated, can be set to 'warp speed', allowing for one to escape most conventional pursuers. | 5,000,000 |
Ivantek Plasmanic Jet | 4 | 15 | A newly developed device which posesses an amazing cruising speed, and which, if doubled up, can even chase the nefarious Warp Drive. However it takes up more space. | 1,500,000 |
The class of engine determines many things. It shows what environment the vehicle is intended for, the price of the vehicle, and the versatility intended. Class I, being cheap, only means that the chassis in question will work as it would normally. So planes and helicopters fly, pods only hover, humanoid mecha walk and hover, and cars can only drive. None may enter outer space, and they reach average maximum speeds of 100-200 MPH.
Class II engines indicate an exploration beyond; all equipped with them can fly, and those which could normally fly are now space-worthy, and airtight. They have far higher average speeds.
And Class III engines... allow interplanetary travel.
With all'a that out of the way, we can get to the part you've been waiting for. Vehicle parts n' stuff. These, above all, regulate the vehicle's offensive and defensive power. Please note that some (especially the thicker armor) add weight.
Name | Slot Count | Description | Cost |
---|---|---|---|
Weapon Slot | X | Allows you to mount a custom-made weapon, meant for the vehicle. Vehicle weapons deal twice the damage of their normal counterparts, but make up for this by being too huge for most people to lift. They take up 1 slot for every bit of quality. (So, 1 slot for Human, 2 for Superhuman, etc) Then, add more, depending on the size. (0 for small, 1 for medium, 2 for large). | Slot Count * 10000 |
Reinforcement Armor | 1 | The armor of choice for small or otherwise hard to reinforce objects. Grants the vehicle +10 to DR. | 20,000 |
Armor Plating | 3 | Adds 1 to the weight of the vehicle, but also adds a whopping +50 DR. | 130,000 |
Force Field | 1 | Adds a force field with (Excess power from Engine)*100 HP, which recovers 10*(Excess power from engine). It has but one problem... knocking it out shocks the engine itself, thus if it is ever knocked completely offline, it won't be put back up easily. | 200,000 |
Level X0 Bonuses
These bonuses used to be an exclusive thing, only obtained maybe once or twice in a Quester's season-long existance. Upon a new season, they would be reset. However, with the current system, people actually collect large amounts of these. And thus, this was created to help them. For Metal cannot be around quite long enough to answer hordes of questions related to the almost 6-7 of these on average a Quester has. So, instead, one can pick from the list below with minimal interferance from Metal himself. Enjoy. Also, the 'cost' is in X0 bonuses, if you didn't get that.
Please note, your idea may not fit into one of these categories. If that is so, please tell Metal; he will make a new one to fit whatever you want, as long as it's reasonable.
Name | Description | Cost |
---|---|---|
Bonus Mission | Design your own mission, and Metal can run it for you. Such mission is likely to explore the backstory of your character and include various background-related rewards for everyone rather than just yourself. Though Metal decides a wide variety of things, so keep that in mind. | 5 |
Chaos Control | An ability which allows you to dodge attacks, teleport, stop time, and move objects. This ability sets up a guage for chaos points, which indicates how much chaos energy you have to draw on. It is [10*(Levels in this Ability)]. Dodging attacks costs (Enemy Attack Roll)-(Your AC) Chaos Points; Teleporting costs (Distance in TP)*5, stopping time costs a flat 10 TP per round's worth of time (and is multiplied by the TP size of the area stopped, if it is outside yourself or other objects), and moving objects is (Object modifier)*3. You can only use 10%*(Levels in this ability) of your max Chaos Points per ability used. Each X0 bonus adds a level in this ability; also, it can only be taken if Metal approves of it and your character has a reason to have it. | 1 |
Flight | An oft-requested X0 bonus, you can now have unlimited flight--for a price. | 3 |
Free Armor | Free armor? Awesome! Grants you 20,000 coins to spend on armor only, and a special ability (designed by you and Metal) which is unique to that armor. You may, of course, opt to take an extra 10,000 in coins for armor instead. | 2 |
Freebie Weapon | Grants you a free weapon, equivalent to your level. This means a human one for levels 0-50, superhuman for 51-100, supernatural for 101-150, Demigod for levels 151+. The weapon is whatever size you want and has upgrades equal to every 5 levels closer you are to the highest level you get that quality of weapon. (Ask the GM for details.) | 1 |
Old-Fashioned Lucky | Want a free reroll per mission? Each use of this nets you a free reroll per mission. Note that, occasionally, an enemy or trap can 'jam' your luck. | 1 |
Money Money Money! | Get yourself a try at the super, duper, ultimate slot machine. It's like the normal one except with 10x the payout! One spin per use. | 1 |
Noncombat Ability Power | +10 to whatever noncombat ability this is applied to. | 1 |
Random Attack | Turns a Special Move into a highly customized Random Attack. | 1 |
Special Ability | An ability which is not listed; specifically, something weird or special related to you, which is paid for by these points rather than normal Ability ones. | 1 |
Specialization | Allows you to specialize in a weapon; the use of which, logically, increases stuff like AC, to-hit, and the like. The more specialized, the better; in decreasing order... one weapon (only that one) against a certain foe, +10; one weapon in certain environmental conditions, +8; one weapon, +6; a weapon type, +4; and all weapons of the same base damage, +2. This is countered by an equal negative when not using that weapon; thus, choose carefully, as it effects all of your other moves and such when taken. | 1 |
Stat Boost | A flat-out stat boost, of AGI, MNT, STR, or END. Adds 1 to the respective stat per use of this, and must be tied to armor or equipment; however once there it doesn't count as an upgrade to the equipment, but rather a 'special feature' of it. You must use a minimum of 3 X0 bonuses to get this. | 3+ |
Super/Extra Attack | Makes one of your attacks 'special', which means it works in a way not already detailed in the system or otherwise more powerful than usual. This usually entails defects, and requires a GM's attention to make. | 3 |
Items/Coins
Here's the last of the system's original modules. This deals with your items, and your coins. Now, much has changed; the old shortages need not apply, and a good deal of old items are now available. But, to the contrary, there seems to be a shortage of the more powerful items...
But first, we must deal with the money you start out with. That is, exactly, level * 1000, if you're a new character. If you are a continuing character, you just use whatever money you had. You gain money based on missions; however, sometimes you can roll the slots instead of just collecting your pay. The details are below. The slot machine will also come up when you knock an enemy's HP up to 777%.
Slot Machine Numbers and Combos
- 1: You get 1 coin.
- 2: You get a measly 20 coins.
- 3: You get a puny 60 coins.
- 4: Now we're... sorta talkin'. 200 coins for you.
- 5: Here we go! A whopping 500 coins for you!
- 6: Woohoo! 3000 coins!
- 7: You're pretty lucky. 7000 coins, on the house!
- Three of the Same Number Besides 7 or 1: Add the results together... then multiply by 3 again!
- Three 1s: You get nothing. Ha-ha.
- Three 7s: You get the jackpot! 100,000 coins for you.
- 123: You gain 1,230 coins.
- 42 is somewhere in result: You gain an extra 420 coins to your result.
- 15 in the result: You gain 50 bonus coins.
- 55 in the result: You gain 150 bonus coins.
- 555 is the result: Woohoo! 5000 bonus coins for you!
- 13 is somewhere in result: Your total is halved. Mwahahahahaha.
- Two 6s or two 2s: You may roll again instead of taking your current result.
Below are the items themselves. They do a variety of neat effects... but cost coins.
ID | Name | Description | Cost |
---|---|---|---|
0 | ???? | Gain a random item from the list below. | 10,125 |
1 | Mushroom | Heals 50 HP. | 2000 |
2 | Ivantek Recovery Vial | Heals 100 HP. | 5000 |
3 | Ultra Shroom | Heals 250 HP. | 7500 |
4 | Green Potion | Replenishes 25 SP. | 4000 |
5 | Ivantek Magic Vial | Replenishes 50 SP. | 7000 |
6 | Gold Potion | Replenishes 125 SP. | 17,000 |
7 | Phoenix Down | Restores 1 life, and fully heals target. | 75,000 |
8 | Full Cure | Gets rid of one status effect. | 5000 |
9 | Air Tank | Gives an hour's worth of air. | 5000 |
10 | Cell Phone | Allows you to call up the store from anywhere and buy up to 5 items. | 10,000 |
11 | Metal Cola | Gain 1 more TP per round for three rounds. | 12,500 |
12 | Smokebomb | Escape from bad situations. | 3500 |
13 | C-4 | Blow up pesky doors with this! | 20,000 |
14 | Wilt Shroom | Perfect for chucking at cars on the freeway. | 10 |
15 | Mr. Saturn Iced Coffee | Makes you hyper (+1 TP per round) for the duration of an ENTIRE MISSION. However, makes you speak like a Mr. Saturn for that time, and you have a one in d4 chance of doing nothing but pushing around items on your turn. | 10,000 |
16 | Ivantek Grenade | Throw it to cause a DC 10+YourAGImod Explosion, which deals 50 fire damage to all enemies caught in its 2 sphere of destruction. | 1000 |
17 | Ivantek Immobilization Grenade | Throw it and a DC 10+YourAGImod explosion of nets n' sticky goo causes the enemy to lose AGI to AC for a round. | 4000 |
18 | Ivantek Poison Grenade | Hurl it at the enemy to make a DC 10+YourAGImod cloud engulf the battlefield. All who fail to avoid it are poisoned... including you and other good guys! | 2000 |
19 | Ivantek Flash Grenade | Throw it to cause a DC 10+YourAGImod flash of blinding light, which threatens everyone who hasn't closed their eyes. If it blinds them, they get -10 to-hit for a round, and lose 5 from their AC. | 7000 |
20 | Ivantek EMP Grenade | Throw it to cause a DC 10+YourAGImod sphere of EMP to disrupt all electronic devices for a round. Unfortunately, it effects your stuff too! | 5000 |