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
- Main Stats
- Stat Calculation
- Leveling Up
- Time Point Usage
- Level Super Bonuses
Version 'Psi' Fixes
- Updated stat calculator to include bonus damage and to-hit.
- Made Stat Calculator its own section (MUCH easier to access for me, at least.)
- Added damage bonuses and to-hit bonuses to the Main Stats table.
- Increased HP to (Level*5)+(END*2.5).
- Updated descriptions of attack modules.
- Jump and Sneak attack updated.
- Added a handfull of new items.
- Created an entire section on movement, complete with chart.
- Fixed ????'s item price.
- Made item ID count up to 24, as there was no item 11.
Version 'Chi' Fixes
- Listed when AC maxes out.
- Added disclaimer asking people to warn Metal when they get Super Bonuses.
- Fixed references to five-item carrying capacity to ten.
- Increased information on weapons in the weapons table.
- Removed extra skill silliness at the end of vehicles.
- Re-added chart backgrounds.
- Knockback Resistance now the name for Knockback/Throw resistance; since it was never used for throws.
- Added a stat point counter, to prevent anyone from going over/under their allotted amount.
- Removed Counter check, as it is unused and a source of confusion in this system.
- Removed strikethrough'd old junk. There was a time when this system was an experiment and it was still in force, but that time is no longer now.
- EXP chart extended to level 200.
- Daze and stun given more concrete descriptions, and limits to their TP-eating powers.
- Outdated gibberish about counter checks and complex insanity during battles removed.
- Weapons section updated to represent current system in use; no more mega-coin inflation!
- Counter Attack, Jump Attack, Aggressive Attack fixed; no more flying through outer space to hit people, neither can you sacrifice half your TP in order to vastly increase your attack power.
Version 'Phi' Fixes
- Garbage stat system annihilated, replaced with more sensible thing.
- Added level field to char sheet generator; made it work more accurately.
- Added 'stat points' to leveling up area.
- Added both Miscellaneous and Attack abilities to the abilities section.
- Added Defense abilities and fixed flight. Sorry that took so long, folks.
Version 'Upsilon' Fixes
- Massive overhaul of stats; the new three stats put in, instructions on how to use them, and accompanying magical stat calculator.
- Created description for aformentioned stats; removed outdated garbeldegook.
- Point gain section updated.
- Attacks category updated with usage of new stats, and movement of the more complex attack stuff to proper Stadium matches.
- Eliminated the mostly useless Combat abilities, moving escape to being a normal ability and the two eyes and environment sync to the Super bonus section.
- X0 bonus renamed to 'Super Bonus' completely.
- Deleted armor; replaced by WGT.
- Removed a variety of unused abilities and removed luck skill too.
- Deleted/repriced a variety of items.
- Added item limits, modified some Super bonuses.
- Edited list of time point consumption.
- Put up attack point information.
Version 'Tau' Fixes
- Last version before final phase of system transition.
- Added reminder to EXP-related things, in order to prevent the question 'So, I have to get 312,394 more EXP to level up, right?'
- Added information to ability points to help new people.
- Attacks section changed; more complex rules reserved for unusual or dramatic situations, while more traditional ones used in common combat.
- Removed anarchronistic slot machine note.
- Added in default coin value for starting players.
- Increased prices of some items.
- Removed 'oen' typo from weapons.
- Decreased price of ability-points bought unique ability.
Version 'Sigma' Fixes
- Vehicles section redone in new, easier-to-use fashion.
- Information on pricing, main weapons, etc. added.
- Removed obsolete references to innate abilities.
- Updated statistic reference to show current characters for examples.
- Minimum level references fixed.
- Removed obsolete reference to monster HP and damage.
- Removed faulty lack of closing tag to this very section. (The Irony!)
- Fixed inaccurate reference mentioning starting with 80 power points instead of 70.
Version 'Rho' Fixes
- Attacks section detonated. With TNT. To make room for new attack system.
- Added in new attack section.
- Put up description of the more confusing abilities.
- Put up information on turn order and counter-attacking.
- Included information on how bosses and Mission enemies may act differently.
- Mildly edited movement at the beginning of a battle and such. Proceeding onto weapons.
- Deleted old weapon information. See archived 'Pi' version for prices.
- Information on how to get your weapons converted, how the new weapon systems work, etc. completed.
- Deleted old armor information.
- Put up new armor information, including how the models work. Consult Metal if you want armor.
- Updated information on stats to reflect changes; setup is now STR SPD EVD MNT.
- Removed erroneous appearance of 'Move Points' from leveling up.
- Removed 'Free Weapon' and 'Free Armor' Super bonuses; Weapons are already free (Well, the first one you get is) and armor is available for a nominal fee.
- Removed items referring to SP.
- Added starting coin stuff to coins (50,000), and starting level (50).
- Also, Made Stats section more in-depth.
- Removed faulty references to 'AGI' with AC (Now refers to EVD).
- Fixed bottom of combat section; SPD is now used to determine order.
- Supernatural, Innate, and Disabilities deleted. They never worked right anyway.
- -control abilities combined into one major 'Controls' ability.
- Jump ability deleted; SPD takes care of that now.
- Conceal ability added.
- Miscellaneous tweaks.
- Energy Control moved to Super bonuses.
- Information on 'Unique' abilities added.
- Unique ability added to Super module. Flight edited, Special ability and random attack and weapon specialization and some others deleted for either being obsolete or pointless now. Ability power edited.
- Moved around and deleted stuff under TP usage section.
- Updated armor section to refer to proper EVD and SPD stats.
- Fixed reference to AGI in grenades with items. As well as references to it in the attack system.
- Mild edit to Attack abilities, including fixed references.
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 Super bonuses.
- Old Fashioned Lucky added to Super bonuses.
- Free Armor Super 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 Super 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 Super 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.
Starting out, you have a variety of stats, as shown below.
|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.||127,500|
|HP||Your health, measured in points. NOT percentage points.||(Level*5)+(2.5END)|
|STR||Your physical strength.||0-20|
|END||Your endurance capabilities.||0-20|
|MNT||Your mental acuity.||0-20|
|TP||Time points; dictates how much you can do on your turn. Maximum 8 TP can be had at once.||4 + ((Level-50)/50)|
|AC||Evasion ability; a combination of being able to avoid attacks and/or their chances of bouncing off of you. This maxes out at 30.||1/2(SPD+END)|
|Increased Damage (Special Moves)||Your strength adds to your special attacks' damages directly. This reflects your overall offensive power.||STR|
|Increased Damage (Normal Moves)||Normal attacks get less effect from STR; but they still get some, to their damage.||2(STR/5)|
|To-hit Bonus||All attacks' to-hit are benefitted by your MNT, by virtue of more intelligent aiming.||MNT/2|
|Damage Bonus||Added to the end result of an attack's damage; only counts once per attack. (Does not stack with multiple hits on the same attack.||1/8(STR+MNT)|
|Movement Rate||The amount of space, in units, you may move per TP allocated to moving.||SPD/2|
|Turn Order Check||Rolled for turn order during battle.||d20+SPD|
|Trap/Mass Avoidance||Used to evade traps in the field or attacks which target everybody in battle.||1/2(SPD+MNT)|
|Knockback Resistance||Your capability to absorb knockback; shortens distance you are moved by it.||d20+1/20(STR + END)|
|Skill Ability Bonus||Bonus to all skill checks, based on your mental prowess.||1/4(MNT)|
This system is based on your level. You gain 2 points of stats every 5 levels, and you have four stats, STR, END, SPD, and MNT, which can range from 0-20. Most people start at level 50, giving them 20 points to throw around. Each point in each stat directly effects a huge variety of substats. To make life easier, I made the calculator below. Plug in the stats you want and it'll show you what you get.
Your Name here
Stat Points used: /
This process is relatively simple, save for EXP. Besides that, every couple of levels you get certain bonuses. Here's the breakdown.
|Stat Points||2 every 5 levels||Stick directly into your four main stats to improve them. These create some of themore dramatic power increases.|
|Attack Points||Every 10 levels||Increases your attack power. Technically, you get 1 every level, but it's updated every 10.|
|Ability Points||Every 2 Levels||Gains you another ability, or powers up an existing one.|
|Super Bonus||Every 10 Levels||Does something super-special!|
|Unique Bonus||Every 50 Levels||Even more... super... special... yeah.|
And of course there's EXP. Refer to the chart to see how much EXP you need to level up. You start at level 50. The GM gives you EXP for doing various tasks, like defeating monsters and finishing puzzles. Note that you start out with the total EXP that it takes to get level 50 already, and add on to it as you go along. These numbers are TOTAL Exp needed, rather than how much between the levels.
|Level||Total EXP needed||Level||Total EXP needed||Level||Total EXP needed||Level||Total EXP needed|
|Level||Total EXP needed||Level||Total EXP needed||Level||Total EXP needed||Level||Total EXP needed|
And for level 200, you need 2,010,000 EXP.
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 are slower. As a result, it is equally valid to attack the enemy with either normal or Special attacks. However one usually should alternate between the two.
First things first. Rather than spend tedious hours surfing through a list and picking abilities, you must make up what your attacks do, and then have Metal make them for you. While there isn't much for you to know about this, here's some useful information anyway.
First, all of your moves have as many points in them as you have levels. Everyone starts at at least level 50, so if you're a newbie or converting from the old way, you're 50 now. Anyway, every time you level up, all of your moves gain a point too. At this point, you may do two things: keep your moves the same and wait, or have Metal add that point's worth to your move. Some moves may be trickier to upgrade this way, and Metal may advise you to wait until you have more. Don't worry, your move will be upgraded once you have enough points.
Second thing, Special moves take 2 TP, and normal ones take 1 TP. Some weird moves may take more or less, but they're the exception to this rule.
That's the easy part. The more difficult part is a variety of small terms he will start throwing around. While this won't reveal how to make your own moves, it will give you a more in-depth description on how the abilities work. Here's a table which describes the more difficult to understand attack powers... it, however, only shows what is considered to be possibly confusing. Several other abilities are not here, on account of either how simple they are, or just to prevent people from making their own attacks.
|Improved Reach||Attack is not ranged, but has a minor reach capability (hits up to 1 unit in front of you.) This is used for weapon-based or slightly reach-based moves.|
|Horizontal Movement||The attack forces you to move so far left or right. The reward, though, is that it can hit enemies that far away too.|
|Charge Type 1||This allows you to double the attack's damage by doubling the TP it uses. However, if you aren't protected somehow, it triggers an AoO. If hit, you lose the charge and the chance to attack.|
|Knockback||The attack knocks the opponent so many units away from you, depending on how many times it is taken. It is intended to knock enemies into obstacles, other players, or perhaps into the arena wall.|
|Range||Used for ranged projectiles; the projectile will fly as many units as are in this ability before dying out somehow.|
|Barrier Type 1||Simple ability; damage in the attack actually is used to block damage. However, energy projectiles pierce it.|
|Charge Type 2||Same as the other charge, only you can attempt to dodge an incoming attack with AC-2 and you may pause the charge, keeping whatever charge you have until you wish to use it.|
|Grab||Pick up items and hold onto things; any throw attacks used immediately after this instantly hit.|
|Throw||Roll a STR check to throw an item, person, or otherwise. It will take (and deal) damage to other people they hit, but will only be moved if they aren't thrown at an obstacle.|
|Charge Type 3||Same as Charge Type 2, only AC-1 when it comes to dodging and anyone who knocks into the charge takes 2 damage.|
|Reflector||Reflects ranged attacks, but disables your ability to dodge. Must be brought up every time you wish to dodge something, and thus, requires TP.|
|Barrier Type 2||A special barrier which lasts three rounds and can be toted around like an item; however once broken, it cannot be used again for at least another round. Also, it still can be pierced by ranged projectiles.|
|Stun||An attack which knocks 1 TP off of the enemy; the enemy can only lose 1 TP a turn. If used 5 times on the same target in the same battle, it loses all effectiveness.|
|Daze||The attack stupefies or otherwise confuses the enemy to the extent they are unable to think or dodge for a short time immediately after the attack. This gives you about 1-2 TP to attack again without them being able to dodge. However, usage of this more than three times in one battle causes the target of it to shake it off.|
Now, as you see, there's a lot to do with reach and range here. Why? You're gonna be keeping track of it. You must move into range of the enemy to hit them with your attacks, REGARDLESS of how accurate they are. If they're ranged, well, whoopee, you can reach at them without getting very close. However, almost nobody has all ranged attacks.
At the start of the battle, both combatants roll a turn order check to see who reacts first. Then the winner attacks first, using their TP, all of it should they choose. After this, well, the next person in order attacks, and so forth; you can save up TP and try to use it against others during their turns if they attack you and your move is a counter move. You can also save it up so that you have more TP next round.
In SSQ Missions, though, things can get strange. First, some solo opponents may be able to continue attacking even while being hit. These are 'recoil-less' enemies, and usually make up unthinking/unfeeling enemies, as well as bosses. Some enemies take hits and continue with their attacking through everyone's turns. Other weird things can occur, too.
This game involves some movement, in SSB:M style. Basically, think of the battlefield as a 10 by 10 square divided into spaces. Now, when a battle starts, the Questers are on square 0, in the middle. Move one step forward, and you're in space 1. Move back one, you're in space -1. This goes out until space 5 and space -5. The enemy is commonly found in space 2.
You may, once per turn, move up to your full movement rate with 1 TP, left or right. People may overlap in one space. In fact, many moves require it to hit. The chart below should help illustrate what I'm saying.
Knockback's intention is to knock people to the edges (5 and -5, respectively), where their AC is reduced by 5 due to being on the edge of the battlefield. This can also be used to knock them into pits, which exist below 0 on the vertical scale. They will also take damage if intentionally thrown at people, or into certain obstacles. Range is able to hit people, regardless of their vertical distance, as long as they are 2 or more horizontal units away. Otherwise, they must have enough range to go straight up and hit them, ignoring their horizontal distance.
Jumping is another movement type, which causes you to gain vertical movement. Normal jumping only allows you to stay up for the duration of your turn. Glide jumping allows you to 'glide' up to (amount of times it is taken) horizontal movement as you go back down. Float jumping allows you to increase your duration in the air, and hover jumping allows you to stay even longer. Finally, flying allows you to stay up for a very long time and stay in the air. However, you must have the range to hit them when you're up there just like you must down on the ground!
But in the average battle, all that will matter is the horizontal location. Keep that in mind, and it should be easy to keep track of.
Weapons help define your character's attack style. Do you focus on hitting far-away enemies? Are you a laser-gun wielding pilot? Is your unit some sort of sword-wielding brigade? You decide. And with the simple weapon creation system, ANYTHING is possible.
It all starts out simply. Metal will ask you a couple questions, then generate a weapon based upon them. You keep that weapon with you; and later on you will have chances to upgrade it (some coins required), replace it (more coins required), or even more expensive, obtain a legendary version of that weapon type (mega coins/adventuring needed). That's about it. They can add to-hit, to damage, to crit range, to the amount of targets you can hit, they can increase healing powers, and also boost skills and abilities. They can do other things, too, and X0 bonuses/uniques can add to them easily.
And it's easy to tell the power of your weapon, too. Weapons add up to 5 of whatever stat they add, occasionally they add extra stats on the side too. 5 is the maximum possible without some sort of extra aid; they are 'Legendary' weapons. 4 is clearly a masterwork piece; 3 is the best model a normal consumer can buy. 2 is average, and 1 is cheap. Extra stuff on the side stacks with this; if for some reason a weapon had 5 in three different things, it is clearly the stuff of legends.
Pricing of weapons is erratic, too. Depending on who you ask, a simple upgrade from +1 damage to +2 can be 100, 1000, 10,000, or even 100,000 coins! So choose wisely.
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. Questers gain one ability point every other level. These deal with mostly out-of-combat situations.
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. Miscellaneous/Attack/Defense ones cost a flat 3 points each, while skill ones, however, just cost 1 Ability Point per level, and can, at most, be made level 10.
There is also the unique ability, which has no real documentation, because it is unique for every person. To start with, you get one unique ability, which Metal assigns. How it works is unique to you. If you desire another, you may pool 25 of your ability points to buy one. You also can buy one every 50 levels instead of Super bonuses; look at the resiquite section, first.
|Credit Card||Usable when you're in a pinch and need money; three choices for credit cards. First, the Metal Man Express card, which allows you to borrow up to 1000 coins for as long as you want, with 1% interest per year. Next, the Sawyer Savings card, which allows a maximum of 250,000 coins and has a 20% interest; and must be paid back within 5 missions of the first borrowing. Finally is the Warioware Deluxe Card, which you can borrow all you want, but with a nasty 50% interest rate; and you have within 40 missions to pay it back. If you don't, you're in serious trouble. You pick one and are stuck with it after using this; you may use this multiple times to collect all three.|
|Increased Carrying||Allows you to carry up to 12 copies of each item you have instead of 10.|
|Quick Dex||Reduces time to use dex to 1 TP.|
|Quick Draw||Take weapons out/put them away without using TP.|
|Quick Item||Takes 1 TP to use an item.|
|Quick Revive||Reappear right after you've died with half TP instead of missing a turn.|
|Remote Shopper||Allows you to buy three different items during a mission, per mission, with an extra 10,000 coin surcharge to the total for remotely buying them.|
|Super Shopper||10% off the purchase price of all items!|
|Aggressive Attack||Add +5 to hit (Cannot exceed +20 total) and +5 to damage; AC is halved until next turn. You cannot use it on more than one attack per turn, and you cannot use it consecuitively with two attacks, even if several turns are between them. You cannot use it two turns in a row either.|
|Boomerang Attack||Halve to-hit on any ranged attack, and use 1 extra TP; in return, if it misses, you can roll again for the 'boomerang' effect.|
|Counter Attack||Allows you to use all your attacks as counters; but they take double the TP to use for that, and if you miss, the enemy hits you AND your attack hits you instead!|
|Jump Attack||Adds a single glide jump to a move of your choice, at the cost of adding an extra TP to using the attack. The move now involves jumping up 1 unit as you move 2 units towards them. Allows otherwise out-of-range attacks to hit further-away enemies.|
|Sneak Attack||Allows you to make not one, but two attacks against an enemy pre-battle, if you get the sneak on them. This, however, uses TP.|
|Spread Attack||Attack as many foes as you want with one attack, but you must divide the to-hit and damage out equally (rounding down) to all of them; furthermore, it eats one extra TP.|
|Sunder Attack||Subtract -5 to an attack's to-hit; if you get a natural 20, the attack automatically kills any non-boss enemy; for boss enemies, it usually does some major damage.|
|Team Attack||Once per battle, team up with an ally to do a more powerful attack; the details depending on the combo and levels; both people must have this ability to get the boosted damage; otherwise you can do a lesser version on your own.|
|Conceal||Attempt to vanish, using d20+1/2MNT. The roll you get becomes your AC for one round; costs 2 TP; also, if you move to attack or are hit, you lose the hide bonus.|
|Defend||Increase AC by 4; eats 2 TP. Lasts until next round. Cannot attack until next round when this is used. (Best used near end of turn.) Cannot be stacked.|
|Duplicates||Create artificial duplicates of yourself; one per use of this skill. They look and mimic you, but only you are real; costs 1 TP per duplicate and 10 HP.|
|Item Sacrifice||Sacrifices all the items of one type (and all its copies) from your inventory to take a hit for you; be careful. Grenades will explode on both you and your opponent. Takes 1 TP to set up, must be set up before the end of your round, and re-set-up at the end of every round if you wish to keep the 'protection.' 50,000 coins can also be used in a pinch.|
|Fake Death||Play 'dead', causing all but a few enemies to cease attacking you for the rest of the battle, assuming you stay still. Some attacks may hit you anyway. If you get up, those enemies will not believe you staying dead until your corpse is gone; so beware.|
|Parry||Use an attack, for double TP, to parry an enemy's; can only be used once per round. If you miss, enemy merely hits you.|
|Perfect Escape||Once per mission, escape a battle without rolling a check.|
|Return Postage||Use 2 TP of your turn to guard; if hit, 1/2 of the attack's damage (up to 50 damage) will be returned to the person who hit you. If they miss, though, your guard is knocked off and they (and nearby enemies) get an AoO against you.|
|Bluff||Helps you make lies seem to be true.|
|Climb||Get up those tough surfaces.|
|Computer Use (Type)||Computers and similar controls are so widespread that to use them is a mastery; you may choose from control panels, operating systems, programming/hacking, repair, hardware, and finally, identification.|
|Conceal||Aids you in hiding in a way that, even when under attack, there's a chance they will miss you. This is usually due to hiding behind something, say, a table. Do a check with this stat, and, depending upon your environment and check, Metal assigns relevant information.|
|Demolitions||Helps you to defeat enemy doors and buildings... and mecha.|
|Detect Motive||Find out why people do stuff.|
|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.|
|Escape Artist||Helps you to escape both battles and traps, and prisons.|
|Hide||You use this to hide from... something?|
|Listen||Hear stuff from far away. Just stay away from Navi.|
|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.|
|Read Archaic||Allows you to understand ancient languages.|
|Search||Look for lost objects, like the remote to your TV.|
|Traps||Allows you to second-guess enemy traps!|
|Tumble||Avoid damage from big falls.|
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.
|Almost anything else||When it doubt, use this.||2|
|Ability||Whether it be controlling panels, searching, or hiding, it all takes a similar amount of time.||2|
|Normal Move||A quick jab here or there; good way to use up excess TP.||1|
|Moving||Move at a normal pace across the arena.||1|
|Escaping||When the enemies have the best of you, it's time for an escape artist 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.||2|
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. Based off of the vehicles of Star Fox, they're relatively simple.
Any vehicle is only worth the sum of its abilities, and that is what we deal with here. All of the vehicles available can already fly and posess a minimum amount of shielding. They also have (to some degree) boosters, which allow them to speed up, and also affect outer space movement.
First, here is the minimum chassis. You will notice that ships have prices based on ranking; and that is relatively simple. For rank up, the ship costs 10,000 coins. That said, the basic, most simple model will set you back a whopping 60,000 coins. The average fighter is ranked at 13, which makes it an impressive 130,000 coins. For a professional, though, a 15-16 rank fighter is a must. The maximum possible is a whopping 20 rank, but such a fighter is usually difficult to construct, as it would require techniques not commonly employed. Extra charges may apply to anything made over the 13 mark.
That said, the components differ wildly between ranks. So I'll start by listing them off, and their different ranked part possibilities.
|Main Weapon||N/A||Machinegun||Laser||Curve||Twin||Plasma||Zapper||Attack Proj.|
|Bomb||+1 rank for each bomb vehicle carries.|
|Shield||Up to 8|
|Boost||Minimum 2; Maximum 4|
This all seems relatively confusing, except that it's based on simple logic. All the places with no words under them indicates you can't get anything for that amount of points in that category. Now, each category works differently, but they all add similar amounts of points to the ranks.
That said, The Main Weapon is arguably the most important; it involves the damage attributes of your machine. This is what you fire against targets you actually encounter close-up. The rolls you make are generally a flat (firing rate) d20+(Accuracy) rolls, for (damage) damage per hit. The occasional skill may aid in accuracy, but once the enemy is in the crosshairs, they've already blundered. The damage is subtracted from the enemy's shields. Should you or the enemy run out of shields, they are shot down.
|Main Weapon Statistics|
|Name||Firing Rate||Damage per Hit||Accuracy|
The attacks are simple. As you go up the scale, power increases, as does firing rate. Accuracy is variable. The only weird one is the Attack Projector, which allows for you to convert your attacks into ship-sized ones. Needless to say, you can't just pick up a high-powered main weapon and expect to succeed; a lack of maneuvering will likely make it hard to use.
For those who need to lock-on for extra accuracy, the lock-on types add the ability to do so--at the cost of some TP.
|Single||1 TP||1 TP per Charge||1|
|Multi||2 TP||1 TP per Charge per Target||All|
|Wide||5 TP||Instant Charge; 1 TP per extra target.||All|
I almost forgot. The major idea behind lock-on is that, while making the attack nearly unavoidable (only a precise barrel roll or strategic movement can deflect it), it also powers up the attack. For every charge adds together the damage as if you'd fired for each TP used, in addition to making it extremely hard to dodge. However, for each charge, the target gets more chances to attempt to dodge...
Bombs and shields are easy. The Nova Bomb is widely used among all vehicles; each point in there allows you to carry one. They're good for their 'fire and forget' capability; they blast away clouds of weak enemies and wound tough ones. Just avoid using it on fast enemies; they easily dodge. Anything hit by the wrath of a nova bomb loses a chunk of their shield; 3, exactly. Shields are also simple. They take damage for you, and the more, the better. Too much shielding bogs down the movement of any craft, though.
Then we get to the vital part of things. The Boost. You can do many wonderful things with it; loop-de-loops, u-turns, and the best of all: dodging/barrel rolls. Loop-de-loops cost 1 boost to use; u-turns cost 2. Loop-de-loops are used to escape most fire for 1 TP; however, charge shots chase you. U-turns allow both avoidance of fire and a way to quickly turn around; but it eats 2 TP. Barrel rolling eats up 1 boost per TP it's used; but immediately after you cannot barrel roll for 1 TP. You can also speed up, using 1 boost per TP to double your speed, or brake, using 1 boost per TP to halve it.
Which begs the question of movement. The movement ability of your vehicle is calculated by 14- (Main Weapon Rank + Bomb Rank + Shield Rank - Boost Rank). This means the maximum movement ability is 10, and the minimum 1. Your combination must allow for movement, as otherwise your vehicle is literally too heavy to move. Every movement point is used against enemy fire, as a direct dodge roll: d20+movement rank to casually evade attacks and such. This is also used to turn; the opponent's ability to follow you is determined by their own d20+movement rank vs. your own.
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 Super 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. Also, please tell Metal when you use these. Otherwise he may become lost if you bring it up suddenly in a session.
|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 Super 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|
|Energy Control||Another ability, this one allows control over a single element or type of energy per use. With this, you can attempt to hijack enemy energy attacks which miss you entirely and which you can counter (via EVD check) with a MNT check. If that succeeds, you can hurl the attack back at them. This has many other uses, which appear over time.||1|
|Environment Sync||Sync with the area you're fighting in, gaining possible bonuses or defects.||2|
|Eye of Truth||Scan something and find the truth; uses 2 TP. Can be combined with smash dex usage. 1 use per mission per level in this Super bonus thing.||1|
|Eye of Evil||Have the ability to provoke evil beings and cause curses to become unbound; does random effects when used. Uses 2 TP.||3|
|Extra Attack||Gain either an extra special or normal attack.||1|
|Flight||An oft-requested Super bonus. Comes in two flavors; near-infinite 'hovering', which allows one to permanently move around 1 unit off the ground, and up to 3 if they want to move around higher, but they have to always be hovering; the other is powered flight, which allows people to move through the air up to (STR*2) units before running out of stamina for a couple minutes. This movement, however, is similar to that of a plane; no stop-on-a-dime capabilities, usually in only one direction, and at that if you're knocked over, righting yourself is difficult. Finally, some traps may attack you; and it's hard to dodge with powered flight.||3|
|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. You cannot use more than one at a time, either.||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|
|Ability Power||+10 to whatever non-Unique ability this is applied to. Cannot be stacked on the same ability.||1|
|Unique Ability||A unique ability that is custom and is meant especially for you.||5|
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 (50,000, as most characters start at level 50), 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.
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. Furthermore, you can only have up to ten of each item. You may find items not on this list, too.
|0||????||Gain a random item from the list below.||100,875|
|1||Mushroom||Heals 10 HP.||1,000|
|2||Ivantek Recovery Vial||Heals 20 HP.||5000|
|3||Ultra Shroom||Heals 50 HP.||10,000|
|4||Phoenix Down||Restores 1 life, and fully heals target.||50,000|
|5||Full Cure||Gets rid of one status effect.||5000|
|6||Air Tank||Gives an hour's worth of air.||5000|
|7||Cell Phone||Allows you to call up the store from anywhere and buy up to 5 items.||10,000|
|8||C-4||Blow up pesky doors with this!||50,000|
|9||Wilt Shroom||Perfect for chucking at cars on the freeway.||10|
|10||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|
|11||Ivantek Grenade||Throw it to cause a DC 10+AGI Explosion, which deals 25 fire damage to all enemies caught in its 2 unit sphere of destruction.||10,000|
|12||Ivantek EMP Grenade||Throw it to cause a DC 10+AGI sphere of EMP to disrupt all electronic devices for a round. Unfortunately, it effects your stuff too!||5000|
|13||Metal Cola||Makes you hyper for 3 rounds after drinking. May be flammable!||5000|
|14||X-Naut Power Potion||Causes you to grow to twice your normal size, adding 5 damage to all your attacks... but also decreasing your AC by 5.||5000|
|15||Stale Red Essence||Protects you from one attack. Usage of more than one per battle causes you to gain one less TP per turn for the rest of that battle.||10,000|
|16||Pokeball||Summons a pokemon to attack for you. Effect is random. Pokemon vanishes with pokeball after first use.||7,000|
|17||Dan Cheese Danish||Causes instant confusion to whoever it hits--d2 roll, however, when you take it out. If fail, you are confused instead. Must successfully hit with a throw too.||5000|
|18||Ba-zooze-ka||A next-generation booze delivery system. Upon hitting the enemy, it renders them flammable and may cause them to slip. It is also likely to cause drivers of motor vehicles to crash.||10,000|
|19||Piton Gun||Usable to scale one vertical climb, assuming the top has something to grapple on. It runs out of powder after one use.||5000|
|20||Electroshock Pin||Useful for shorting out door controls. Also, if you use it on yourself when out of HP, 50% chance of stabilizing at 1 HP, assuming you have not taken more than 50 damage over your max HP. However a second use kills you instantly.||13,000|
|21||Ruin Miasma||An expensive item which gives the user instant magical power. It can double special magical attack damage for three rounds, but usage of more than once every other mission leads to total, complete, unending addiction in which you must have at least one per mission, or your Special magic attack power is halved.||100,000|
|22||Trimate||Fully heals you and removes all status effects. Usage of more than three per mission leads to addiction.||100,000|
|23||Destructocube||Professor Oak's latest invention; a dodecahredral cube which has the damage of a normal cube raised to three powers (1000). It deals 1000 damage in a blinding explosion reminiscent of a sun exploding, but effects all but the furthest away row in the battlefield. It also can be reflected. And, finally, it is insanely expensive.||1,000,000|
|24||Iggy Koopa's X-Zone Bomb||On par with Professor Oak's weapon, Iggy's weapon creates a localized black hole which shreds through people and machines like nobody's business. Being a black hole, however, it only destroys 3/4th their HP and effects the entire battlefield, including the thrower.||1,000,000|