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
- Leveling Up
- Time Point Usage
- Level X0 Bonuses
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.||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+Shield+(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|
EXP: 0/(EXP to next level)
|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 11-19, it costs 1 point to upgrade. So 5 points gets you 15 in a stat. It then increases to two per point 20-29, three per point 30-39, and four per point 40-49. Here's a chart in case you can't visualize this.
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.
This process is relatively simple, save for EXP. Besides that, every couple of levels you get certain bonuses. Here's the breakdown.
|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|
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.
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. As for Status effects, they work somewhat differently from normal damage. The enemy must roll a save (depending on status effect) against a DC set by your stats (Or, in the case of 'Cure', 10+MNT+[Modifiers of effects on you]), and if they fail, the effect is put on them. For every round, they may try to shake the effect off, using yet a different save; the 'Break' one, which depends upon the effect as well. Even if they can't shake it off, an effect only lasts five rounds. As for positive effects, you must make the save yourself to maintain the effect; this can get quite steep, and if you try to conjure invincibility, it takes almost all your TP to keep it going. And, they cannot go beyond 5 rounds without having to be recast by a special attack.
|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.||1|
|Armor Piercing||The attack pierces 10 DR; it deals 3/4 of the normal damage it would do and costs twice the normal SP it would use. Can be stacked; for each use, it pierces 10 more DR, but deals 1/4 less damage. So, if it pierces 20 DR, it deals 1/2 damage. If it pierces 30 DR, it deals 1/4 damage... etc.||4|
|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|
|Coin Damage||Attack gains (coins)/5,000 to damage; but you lose 5,000 coins per use of the move.||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.|
|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 or to damage, or its special qualities. Can only be taken once per weapon abilities you wish the attack to utilize.||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|
|Combo||Creates another attack equal in upgrades to this one, which, if you hit with the attack this is added to, you can use the attack created by this upgrade.||4|
|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|
|Defense Attack||Attack can counter enemies if they miss (w/TP or AOO)||4|
|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|
|Experience Stealer||When used against non-Questers, gain EXP equal to the damage you deal with the attack.||4|
|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 hit extra. 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|
|Random||Randomizes how the attack comes out. The following possibilities are added on Alpha, Beta, Gamma, Epsilon, and Omega levels appropriately: Dud-Alpha-Beta, Alpha-Beta-Gamma, Beta-Gamma-Epsilon, Gamma-Epsilon-Omega, and finally Epsilon-Omega-Omega+2. This makes for a total of 15 possibilities. Use of this eats up the entire attack; no other upgrades can be used.||N/A|
|Random Projectiles||Creates an attack which hurls random projectiles. In order to send more than one out at a time without being cheap, it limits several factors. First, the to-hit for all projectiles must be the same, which eats out of all of their move points. Second, for every projectile used, one 'Random' duplicate move is eliminated. This goes, from Alpha to Omega Respectively: 1, 3, 5, 7, 8.||N/A|
|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|
|Vampiric||Saps 1/3 of damage done.||4|
|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.||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 curses and unwanted darkness from targets who have good hearts.||6|
|Ability Dmg||Damages an enemy's STR, END, MNT, or AGI by 1.||4|
|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.||8|
|Burn||Enemy DR is halved for three rounds.||10|
|Stun||Enemy loses a turn.||12|
|Steal||Steal coins off the enemy.||6|
|Death||Sacrifice (Enemy's EXP) from yourself to kill a weaker foe. Is a move all by itself.||14|
|Confuse||Attack causes enemy to target at random for (Attack level) rounds. Can be broken with 1 TP and a DC 10+YourMNT+Attacklevel MNT check.||4|
|Poison||Enemy loses 3% of their current HP per round. DC 20 + YourMNT + Attacklevel END check to break.||2|
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 normal moves; all of them will be magical or physical, depending upon your choice.
|Magical||+MNT mod||MNT mod|
|Physical||+STR mod||STR mod|
|Accurate||+3 to hit||1|
|Damage +||+5 to Damage.||1|
|Element||Align to an element.||1|
|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, damage bonus, or extra qualities; pick one per use. However, it slows down the attack to as fast as the weapon can be used.||1|
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.||2||Pocket Knife, Pistol, Magical Amulet|
|Medium||5||Dual Wielding is difficult; slows down things like climbing.||3||Sword, Rifle, Magic Wand|
|Large||8||Unable to use items, dual wield, do things with both hands at once, or even use shields.||4||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 accuracy bonuses. The cost of each level of accuracy bonus is shown below; the various upgrades based on it are below that. 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.
The weapon can be used with attacks, though that usage is governed by the attack's abilities. It is usually faster to use the weapon by itself; in that case, you add STR mod to-hit if it's close-ranged, AGI mod+AGI/10 if it's ranged, and MNT mod+MNT/20 if it's magical. It takes 2 TP to use a small weapon alone, 3 for a medium, and 4 for a large. 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.
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.
|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, take 1/4 from elemental physical ones still, 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.
|Specialized||You focus on innate abilities only; cannot take Supernatural abilities.||Cannot take NonCombat abilities.||Cannot use Combat abilities.||Cannot use Equipment abilities.|
|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.
|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|
And then, equipment abilities. These are taken to show your character can use various weapons, equipment, etc; otherwise they get a -5 for using unfamiliar equipment types. Each point spent in these adds +1 to-hit with weapons, while with armor, the first 5 eliminates a -5 AC penalty with unfamiliar armor; the next 5 then increases the DR you get out of the armor. With vehicles, it is added to the to-hit and piloting checks, both of which are otherwise -5. The same goes for controls, computers, and gadgets. These abilities range from 1-10, like most normal ones.
|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 three armor types: Light, Medium, and Heavy. Additional ranks in another equipment ability is needed for any cybernetic or extra abilities beyond that of damage reduction.|
|Computers||Increases ability with computers; the more you have, the less likely you are to reformat the hard drive. ;)|
|Gadgets||Deals with everything in-between computers, machines, and armor stuff. Usually experimental objects, or possibly magical artifacts.|
|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...|
|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.|
|Special Armor Stuff||Pick a brand of armor, or, specifically, the add-on combination on your armor. This applies to that, allowing you to make use of them at all at 5 points, and increasing your ability with anything above that.|
|Technological Controls||Able to use and/or deal with technological building controls.|
|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.|
Then there's non-combat abilities. These are used to make sense of your environment, and behave much like equipment abilities--though there's no -5 penalty to deal with. However, the DCs are higher, as the GM is less likely to want you to find a secret item than to survive using your own weapons.
|Search||Look for lost objects, like the remote to your TV.|
|Diplomacy||Talk to people, hopefully getting them to help you.|
|Hide||You use this to hide from... something?|
|Jump||EXTREMELY useful skill, which aids a variety of things.|
|Tumble||Avoid damage from big falls.|
|Detect Motive||Find out why people do stuff.|
|Climb||Get up those tough surfaces.|
|Read Archaic||Allows you to understand ancient languages.|
|Psionics||Use this to interface with psionic interfaces.|
|Run||Best used for escaping, or perhaps running to somewhere.|
|Luck||Use this to 'think out' a situation. In reality, the GM directs you around.|
|Knowledge||Knowledge of... something. Pick something.|
|Listen||Hear stuff from far away. Just stay away from Navi.|
|Move Silently||Evade enemy detection.|
|Entymology||Used to discover the hidden meanings of what people say.|
|Dig||Used for digging, duh.|
|Demolitions||Helps you to defeat enemy doors and buildings... and mecha.|
|Traps||Allows you to second-guess enemy traps!|
|Bluff||Helps you make lies seem to be true.|
|X-Zone||Aids you in using chaotic energy.|
|Disguise||You know more about the uniforms and customs of others. Thus, you can imitate them better.|
|Robotics||Deal with pesky robot problems a lot easier.|
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.
|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.|
|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)]+MNT mod. 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.|
|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.|
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|
|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|
|Weapon Attack||Hit enemies with your weapon. Small: 1, Medium: 2, Large: 3.||1/2/3|
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 three classes of armor: Light, Medium, and Heavy. Light armor is usually very lightweight and thin; it blocks a mediocre amount of damage but doesn't harm your speed by much, if at all. Medium armor is what most people wear; it has some heavy plates to cover weak spots and makes it harder for the enemy to mess you up, but it also causes your dodging ability to suffer a little. The worst, however, for penalties, is heavy armor. This stuff nukes most of your dodging ability and slows down your Noncombat abilities too. However, it provides the best DR.
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.
|Weight Class||DR||AC Penalty||Enhancement Slots||Base Cost||Upgrade Cost|
You might notice the prices. While the heavier the armor is, the cheaper it is to start out with, and it works similarly with upgrade prices. Enhancement slots are the nicest of the bunch; they act the same for all armor, but require slots, and can be pricey. Armor can also be bought in qualities ranging from Subhuman to God, just like weapons. This multiplies the cost just like any other quality-based item. (1/2, 1x, 2x, 3x, 4x, and 5x, respectively.) This also multiplies the DR, but not the AC penalty or Enhancement slots. And it multiplies the cost of upgrades--ouch!
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. Each addition to base DR also increases the armor's Armor penalty.
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 the upgrade cost. One can do many things, if they have the money.
|Add DR||Add 1 to the armor's DR, adding 1 to AC penalty for every 3 uses of this. This is not multiplied by quality.||+1|
|Agile||The armor is designed to allow more freedom of movement. Take away 1 point of AC penalty per use.||+3|
|Airtight||Armor is air-tight, allowing you to breathe underwater or in space with the right equipment. (Requires Medium or heavier armor)||+4|
|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. Cannot exceed maximum enhancement slot limit.||+2|
|Flight||Armor allows flight, for one round, and up to 1 TP's distance. Take repeatedly to increase flight ability.||+2|
|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|
|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|
Beyond this, are armor enhancements. These neat things increase your armor's abilities and make it more like a vehicle. You may only have three before you must use a power core to power them all; and some upgrades REQUIRE a power core! However, without certain extra special bonuses on the side, no armor can become a true space ship.
|Cloak Device||Allows the armor of choice to render the user invisible; requires vast amounts of power to continuously cloak.||5||150,000|
|Flight Engine||Allows unending flight; armor flies much like an airplane mecha and is limited to in-air operations only.||5||25,000|
|Force Field||A constantly regenerating field which projects a barrier that blocks most incoming attacks. It has 10 DR and 500 HP, and regenerates 25 HP per round. It can be upgraded, but that is a custom affair.||3||120,000|
|Grapple Power||The armor has grappling implements in it, adding +5 to related checks.||3||20,000|
|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.||4||15,000|
|Mega-Weapon||Allows for weapons much larger than usual; each range up costs more and more money, depending on what the GM says.||3||100,000+|
|Multi-Fire Array||The armor is capable of firing two weapons simultaneously that are mounted to it. This upgrade can be stacked to allow as many weapons as you want, as long as they, too, are mounted. However all of these weapons must be of a similar base type.||2||50,000|
|Power Core||Allows for a total of 5 upgrades at once instead of 3, or powers a cloak or force field or warp drive.||1||200,000|
|Radio||Allows you to converse with others at long range without holding a dex and taking up TP.||1||10,000|
|Space Boost||Allows your armor to make the final push into outer space, and converts it to function out there. Requires airtight for you to survive out there.||3||30,000|
|Warp Drive||Want to escape in a hurry, or just travel the solar system? Get one of these! They use a TON of power, though, and if they break, you're likely to be marooned far, far away, long, long ago.||5||500,000|
|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||10,000|
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.
|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|
|Flight||An oft-requested X0 bonus, you can now have unlimited flight--for a price.||3|
|Free Armor||Free armor? Awesome! It follows the same rules as Freebie Weapon for determining quality, and you choose whatever heaviness you want. However, the upgrades themselves are limited by the type. Light armor, naturally, gets +1 in free upgrades, Medium gets +4, and heavy gets +7.||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|
|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|
|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|
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! 50,000 coins for you.
- 123: You gain 1,230 coins.
- 42 is somewhere in result: You gain an extra 420 coins to your result.
- 15 in the result: You gain 50 bonus coins.
- 55 in the result: You gain 150 bonus coins.
- 555 is the result: Woohoo! 5000 bonus coins for you!
- 13 is somewhere in result: Your total is halved. Mwahahahahaha.
- Two 6s or two 2s: You may roll again instead of taking your current result.
Below are the items themselves. They do a variety of neat effects... but cost coins.
|0||????||Gain a random item from the list below.||21,000|
|1||Mushroom||Heals 50 HP.||2000|
|2||Ultra Shroom||Heals 250 HP.||7500|
|3||Green Potion||Replenishes 25 SP.||4000|
|4||Gold Potion||Replenishes 125 SP.||17,000|
|5||Phoenix Down||Restores 1 life, and fully heals target.||75,000|
|6||Full Cure||Gets rid of one status effect.||5000|
|7||Rare Candy||Gives you 1000 EXP.||150,000|
|8||Steel Powder||Increases DR by 5 for three rounds.||6000|
|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||X-Naut Vial||A weapon to damage others or a way to heal yourself.||8000|
|15||Wilt Shroom||Perfect for chucking at cars on the freeway.||10|