Super Smash Quest - Season 7 - System - SSQ101v4 Jun 11th 2006 Mu Build


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

Starting out, you have a variety of stats, as shown below.

NameExplanationCalculated by
LevelAn index of how powerful you are. Ranges 0-400.EXP
EXPExperience; how much experience you have in combat and the campaign's subject.The GM
HPYour health, measured in points. NOT percentage points.END*10
SPYour smash points, which are used to pull of special moves.MNT * 5
STRYour physical strength.10+(Power points spent)
AGIYour physical agility.10+(Power points spent)
ENDYour physical endurance.10+(Power points spent)
MNTYour mental capabilities.10+(Power points spent)
ACArmor class; dictates difficulty in hitting you.10+Shield+(AGI mod-Armor Penalty)
DRDamage reduction; dictates your ability to absorb damage.END mod+Armor
TPTime 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
APAbility points; dictates how many abilities you have.Level/2; Also, 5 for Innate Abilities.
ModsCalculated from STR, END, AGI, and MNT.(Stat/2)-5

Joe Charsheet

Level:
EXP: 0/(EXP to next level)
HP:
SP:
TP:

Strength:
Endurance:
Agility:
Mental:
AC:
DR:

Ability Points:

Special Attacks
Attack 1:
Attack 2:
Attack 3:
Attack 4:
Attack 5:

Normal Attacks
Attack 1:
Attack 2:
Attack 3:
Attack 4:

Inventory
Slot 1:
Slot 2:
Slot 3:
Slot 4:
Slot 5:

Power Levels
NumberTypeDescriptionExample
5SubhumanA creature with below human abilities in a stat has a penalty to using it and usually isn't very good at it.Goomba
10HumanThis is what the average human can do; it has no bonuses or penalties, and allows the user flexibility.Human
20SuperhumanThose with special abilities or who are above normal humans usually posess this sort of power.Ivan Robotnik Infantry
30SupernaturalThis 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
40DemigodOnly those with extreme power have stats in this range. They are strong enough to fight entire armies, and do not go down easily.Nova
50GodThe 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.

Primary Statistics Advancement Cost
RangeTypeCost
11-20Human1
21-30Superhuman2
31-40Supernatural3
41-50Demigod4

Using this, you can calculate your starting stats and increase them as you level up. You get one power point every time you level up, after all. And, since the minimum level is 30, that's a total of around 50 points, even if you're just starting. Questers cannot go above level 200, though; and enemies cannot exceed level 400.



Leveling Up

This process is relatively simple, save for EXP. Besides that, every couple of levels you get certain bonuses. Here's the breakdown.

Level Up Benefits
NameGainedUse
Power PointsEvery LevelPowering up raw stats. (STR, END, AGI, MNT.)
Move PointsEvery 10 LevelsPowers up a Special Move by one level.
Ability PointsEvery 2 LevelsGains you another ability, or powers up an existing one.
Super BonusEvery 10 LevelsDoes 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.

LevelTotal EXP neededLevelTotal EXP needed LevelTotal EXP neededLevelTotal EXP needed
002532,50050127,50075285,000
11002635,10051132,60076292,600
23002737,80052137,80077300,300
36002840,60053143,10078308,100
41,0002943,50054148,50079316,000
51,5003046,50055154,00080324,000
62,1003149,60056159,60081332,100
72,8003252,80057165,30082340,300
83,6003356,10058171,10083348,600
94,5003459,50059177,00084357,000
105,5003563,00060183,00085365,500
116,6003666,60061189,10086374,100
127,8003770,30062195,30087382,800
139,1003874,10063201,60088391,600
1410,5003978,00064208,00089400,500
1512,0004082,00065214,50090409,500
1613,6004186,10066221,10091418,600
1715,3004290,30067227,80092427,800
1817,1004394,60068234,60093437,100
1919,0004499,00069241,50094446,500
2021,00045103,50070248,50095456,000
2123,10046108,10071255,60096465,600
2225,30047112,80072262,80097475,300
2327,60048117,60073270,10098485,100
2430,00049122,50074277,50099495,000


Attacks

Each Quester has five Special attacks and four Normal attacks. Special attacks are more powerful than any normal attack, and can involve a more diverse set of moves, but cost SP, while normal moves are basic but infinitely usable. Also, Special moves take more time to use than, say, normal ones.

Special Moves

These are your bread and butter. The only reason not to use them is when they take up more SP than you can use, or because they'd be wasteful to use. They have a huge amount of variety. The better the move, the higher the SP cost--they can be expanded quite a bit. From Alpha to Omega (1-5) they range. You start out with five moves and gain a point with which to upgrade one of them every 10 levels; however, they must all be upgraded equally; so they msut all be Beta before you can use Gamma, and so on.

Which brings us to our next point. Each move is made out of Move Points (MP), which goes on to make your move a reality. Your move starts out with six (6), and increases 2 for every rank up to Omega. So, the points goes 6, 8, 10, 12, 14. You choose whether your move deals damage or not, and can use a variety of move abilities on your moves.

Now, once you've got these shiny moves in your head, it's time to make the moves. Either you or the GM may make them; when it comes to making them, if you want to make an average attack move, you'll probably wish to use your first 6 points to decide base damage, damage modifier, and accuracy modifier. This consists of picking which stats to do what; you have free reign in this area, though it is suggested you choose sensible stats. For example, a magical punch would have STR base damage, MNT mod damage modifier, and STR mod accuracy modifier. This usually takes up all 6 points; to begin adding fancy things, wait until the next level, OR you can pick to go without some (but not all) the basics for a weird move.

All special moves take 3 TP to use, and require the appropriate SP to use. They are limited by their range, which starts out being able to hit anything within 10 feet (1 TP) of you. Some moves can be put off and used against enemies when they miss; some heal you; some can hit enemies from far away; and others protect you with barriers. All cost MP to make and SP to use. Your special moves are fully upgraded by level 200, the maximum Quester level. All Smashers, being the representation of an average videogame hero, are level 100 and posess all gamma moves.

And if you're in the mood for elements, just look at the chart below. An X means the element on the left column deals super effective damage to the one on the top column; an O means normal damage, a - means 1/2 damage, and an N means no damage. 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.

Which Element, if any?
FireIceEarthElectricityWaterWind
Fire-X-O-X
IceN-XOOO
EarthXO-X--
ElectricityOON-XO
WaterXOON-O
WindNOXOO-
What will your Special Attack do?
NameEffectMP
Accurate ++2 to-hit1
Add Full Stat to DamageEstablishes the move's base damage. Pick either STR or MNT and add that to damage directly.4
Add modAdds 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 RangeMake attack hit things 1 TP more out of range. Must use either AGI or MNT mod to accuracy.1
Align to ElementAligns attack to one element. Can be taken repeatedly to combine more elements.1
Armor PiercingThe 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
ChargeFor 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 DamageAttack gains (coins)/5,000 to damage; but you lose 5,000 coins per use of the move.2
Damage +Deals 5 more damage.1
FlurryAdds another hit. Cost is (Attack MP)*(Number of hits). You can halve the cost if the number of hits is random.
GrabOn 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 ModuleYou can buy 'half' of one of these modules. Divide cost of the module and effectiveness by 2, round up.
HomingAttack 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
ThrowAttack 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 WeaponUse 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
AmbushCan be used freely to hit AoO targets2
Area Effect +Threatens within 2 TP (circle) 3 TP (cone) 4 TP (Thick beam) 5 TP (Line). Use 'Add Range' to increase these.2
ComboCreates 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 AbilityHalves 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 12
Defense AttackAttack can counter enemies if they miss (w/TP or AOO)4
Delayed AttackYour 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 StealerWhen used against non-Questers, gain EXP equal to the damage you deal with the attack.4
HP/SP FueledAttack 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 BreakAn 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
RandomRandomizes 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 ProjectilesCreates 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 TeamUse 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
VampiricSaps 1/3 of damage done.4
Barrier Abilities (Require Barrier)
AbsorbRegain 1/2 damage blocked.2
BarrierTransform 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
ReflectAllows a barrier made with the attack to reflect ranged attacks back at the enemy.2
Healing Abilities (Require Healing)
Attack UpAttacks deal 1.5x damage for the next 3 rounds.8
Defense UpIncreases DR of target by 5.4
HasteMoves the target one up in the battle order for three rounds.4
HealingThe attack heals instead of dealing damage.4
HyperTarget gains 1 more TP per round for three rounds.4
RegenTarget regains (your END) HP per round for 4 rounds.6
ReviveRevive 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 transferAttack costs 10 more SP, which is then given to the target.2
Stat buffIncrease 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
PurifyRemoves curses and unwanted darkness from targets who have good hearts.6
Debilitating Abilities
Ability DmgDamages an enemy's STR, END, MNT, or AGI by 1.4
Energy DamageDeals 1/5 of the damage it'd usually do to enemy SP2
FreezeTarget loses AGI to AC for three rounds.8
BurnEnemy DR is halved for three rounds.10
StunEnemy loses a turn.12
StealSteal coins off the enemy.6
DeathSacrifice (Enemy's EXP) from yourself to kill a weaker foe. Is a move all by itself.14
ConfuseAttack 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
PoisonEnemy loses 3% of their current HP per round. DC 20 + YourMNT + Attacklevel END check to break.2

Normal Moves

These moves are the most basic; and consist of quick jabs, smacks, or the occasional electrical zapping punch of doom. They, unlike Special Moves, are pre-set to the usage of 2 move points, but can be chained together rapidly, for they normally cost one time point. This can be upped to two if you need one extra upgrade, but otherwise there is no way to increase their potency. You start with four, and they can be increased in number by certain abilities. They have a relatively limited selection of abilities. You must choose either between magical or physical normal moves; all of them will be magical or physical, depending upon your choice.

What type are your normal attacks?
NameTo-HitDamage
Magical+MNT modMNT mod
Physical+STR modSTR mod
What will your normal attack do?
NameEffectCost
Accurate+3 to hit1
Damage ++5 to Damage.1
ElementAlign to an element.1
Flurry +Adds another attack in the series.2
SmashGain 10 damage for every extra TP used on move.1
Stun-4 to enemy's AC for next attack.2
WeaponUses 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

Weapons

These are your every day, multi-purpose tools of destruction. They can add power to your attacks, be used alone, or just as backup when you run out of SP. They come in a wide variety of shapes, sizes, and types, although only a few will actually concern you.

The first thing to learn is their sizes. Three of them there are; small, medium, and large. Small weapons may be weak, but they are easy to dual-wield. Medium weapons are a bit heftier, but leave a hand free for multitasking. And large weapons take up most of your attention; they're so large as to require both hands. Why does this matter? Simple. Weapons, while helpful, require a certain amount of dexterity to wield. They also have a certain range of damage, based on their size. And each size takes a certain amount of TP to use when used alone.

What size is the weapon?
SizeBase DamageFreedom of MovementTP to useExamples
Small2Complete, save for wielding large weapons.2Pocket Knife, Pistol, Magical Amulet
Medium5Dual Wielding is difficult; slows down things like climbing.3Sword, Rifle, Magic Wand
Large8Unable to use items, dual wield, do things with both hands at once, or even use shields.4Masamune, 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.

How much does your weapon's base cost?
SizePrice
Small5000
Medium7500
Large10,000
What quality is the weapon?
QualityPrice/Damage Mod
Subhuman1/2
Human1
Superhuman2
Supernatural3
Demigod4
God5
What type is the weapon?
TypeAcc BonusDamage BonusExtra Bonus
Close-RangeNoneSTR mod1.5x STR mod used with large weapons for damage and to-hit.
RangedAGI/10NoneInstant range; hits things up to 3 TP away at start.
MagicMNT/201/2MNT modSemi-Ranged, hits things 2 TP away. Full MNT mod is used to damage with large weapons.
How much does it cost to upgrade?
NumberCost
Fee5000
+11000
+22000
+33000
+44000
+55000
+66000
+77000
+88000
+99000
+1010,000
What upgrades do you want?
NameDescriptionCost
AccuracyAdd +1 to accuracy.+1
AmmunitionRanged weapons only. Weapon has ([10*Damage mod]/Damage) shots; it must be reloaded when it runs out. (Takes 3 TP to reload.)-2
Crit Damage +Increase crit damage by one step (X2 to X3, X3 to X4)+4
Crit Range +Increase crit range by 1.+3
DamageAdd 5 to damage. Unaffected by quality.+1
ElementalAlign damage to an element.+1
HomingIgnores 2 AC of the enemy.+3
LaserPierces 10 DR per use; weapon deals only 3/4 normal damage when used in Laser mode.+4
MachinegunThe weapon 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 weapon's to-hit.+3
Range +Can only be used with MNT or AGI weapons; adds 1 TP to range. TP weapons have a max range of 4 TP.+2
ScopeUsable only on AGI weapons. If you use one TP to aim, you can either add 2 TP to the range of the gun's next shot or +2 to accuracy. Can only be taken once.+1
UnwieldyBehaves one size bigger, but deals the lower size's base damage.-2

Abilities

These powers are what helps separate one Quester from another. They define not only the Quester's innate abilities, but unique ones they learn during their travels. They gain one ability point every other level, and for Innate Abilities, they start out with 5 points. They can increase the amount of points they have for Innate Abilities by taking Innate penalties; these represent characters who are stronger in certain aspects naturally but, as a result, weaker in other ways. (See: Vampires, Werewolves, Elementals, Higher End Wizards, etc.) Combat abilities, on the other hand, focus on various extra things you can do in battle. There's more to this, of course.

All abilities cost Ability points. Most of them go in the range of 1-10, with 1 being just a semblance of knowledge/some power in that ability, and 10 being the best you can get at the ability. Now, some tiers work differently. Combat ones can be purchased at certain AP costs and cannot be leveled up; Supernatural ones cost twice as much to upgrade; Innate ones use a fixed set of AP (5); Equipment and Noncombat ones act normally. Furthermore, Supernatural abilities cannot go above a certain rank, depending upon your level. For example, at level 20, you can only go up to rank 1 in any Supernatural abilities you choose. And at 40, rank 2, etc. For every 20 levels you have, you can take up to one rank in a Supernatural ability. Also, for every 20 levels you have, you can have ranks in another Supernatural ability. Thusly, they are highly dependent upon your level, and don't even enter play until level 20.

Innate abilities and disabilities are listed separately, and have a "level" thing, which indicates how many points were spent. Most go from 1-10, though others don't. Disabilities always range from 1-7 in their effect. Disabilities, unlike abilities, are optional challenging things which earn you more points to spend on Innate abilities. They require you to roleplay them, though.

What abilities does your character start out with?
Innate Abilities
Name12345678910
AdaptationSurvive 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 AlignmentHave 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 BodyMakes 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.
MagicalYou are attuned to magic energy; SP now calculated by MNT * 5.5.MNT * 6MNT * 6.5MNT * 7MNT * 7.5.MNT * 8MNT * 8.5MNT * 9MNT * 9.5MNT * 10
NormalConvert 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 HealthBeing 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.

What disabilities does your character have?
Innate Disabilities
Name1234567
SpecializedYou focus on innate abilities only; cannot take Supernatural abilities.Cannot take NonCombat abilities.Cannot use Combat abilities.Cannot use Equipment abilities.
All ThumbsYour "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 WeaknessYou 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 CommunicationYou 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.
UnhealthyYou happen to lack HP, and start with only END * 9 HP.END * 8END * 7.END * 6END * 5.END * 3.END * 2
UnluckyAny time during a mission, one of your rolls can be rerolled by the GM. 1 unlucky reroll.2 unlucky rerolls.346914
UnmagicalYou happen to not care and/or lack magical energy. SP = MNT * 4MNT * 3MNT * 2MNT1/2MNT1/4MNT1/8MNT

And here are combat abilities. These are things you buy once, and they give you various niche abilities which can come handy in combat.

What combat tactics does your character know?
Combat Abilities
NameDescriptionCost
InspectorUse 1 TP to check out an enemy's item.1
Quick DexDex the enemy using only 1 TP.2
Quick Item UseItem usage only costs 1 TP.3
Perfect EscapeAble to escape battles instantly.4
QuickdrawTake out and put away weapons without using TP.5
Extra AoOCan attack two enemies for AoOs per round.6
TauntWaste 3 TP in order to get an enemy to attack you.7
Lead FeetMakes it really hard for the enemy to blow you over.8
Jump AttackWith 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 SyncSync with the area you're fighting in, gaining possible bonuses or defects.10
Eye of TruthScan something and find the truth; uses 10 SP and 1 TP. Can be combined with smash dex usage.11
Description PowerIncrease 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 EvilHave the ability to provoke evil beings and cause curses to become unbound; does random effects when used. Uses 2 TP.13
TimeStopperUse 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
RipostePeople 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.

What equipment is your character familiar with?
Equipment Abilities
NameDescription
AmbidexteritySplits 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 TypePick 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.
ComputersIncreases ability with computers; the more you have, the less likely you are to reformat the hard drive. ;)
GadgetsDeals with everything in-between computers, machines, and armor stuff. Usually experimental objects, or possibly magical artifacts.
Magical ControlsAble to use and/or deal with magic-based building controls.
Metaphysical ControlsThe likes of Magitek, godlike buildings and/or machines, and the likes of which you may never see...
PilotingThis 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 StuffPick 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 ControlsAble to use and/or deal with technological building controls.
Weapon TypeAbility 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.

What can your character do outside of battle?
Noncombat Abilities
NameDescription
SearchLook for lost objects, like the remote to your TV.
DiplomacyTalk to people, hopefully getting them to help you.
HideYou use this to hide from... something?
JumpEXTREMELY useful skill, which aids a variety of things.
TumbleAvoid damage from big falls.
Detect MotiveFind out why people do stuff.
ClimbGet up those tough surfaces.
Read ArchaicAllows you to understand ancient languages.
PsionicsUse this to interface with psionic interfaces.
RunBest used for escaping, or perhaps running to somewhere.
LuckUse this to 'think out' a situation. In reality, the GM directs you around.
KnowledgeKnowledge of... something. Pick something.
ListenHear stuff from far away. Just stay away from Navi.
Move SilentlyEvade enemy detection.
EntymologyUsed to discover the hidden meanings of what people say.
DigUsed for digging, duh.
DemolitionsHelps you to defeat enemy doors and buildings... and mecha.
TrapsAllows you to second-guess enemy traps!
BluffHelps you make lies seem to be true.
X-ZoneAids you in using chaotic energy.
DisguiseYou know more about the uniforms and customs of others. Thus, you can imitate them better.
RoboticsDeal 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.

What abilities does your character excel in?
Supernatural Abilities
NameDescription
LuckyYou 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 ToughnessYou 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 ControlAn 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 MasterThis 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.
FlightYou 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 ImmunityProtects 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 SkillpowerAllows you to invest 10 more points into a noncombat ability of choice per use; can be spread about or stacked.
Mind ReadingAllows you to read the minds of other beings; each level allows you to read the mind of a being with 5 more MNT; so you can read the mind of a being with equal to or lower than (level in ability)*5 MNT. The reading becomes more precise and accurate for every 10 above the target's MNT your mind reading ability is.

Time Point Usage

All actions take time; save for AoOs, which are triggered and used up separately. For long, many have asked how much TP various actions take; and they are to be listed here, now.

How much TP does this action take?
NameDescriptionTP
Almost anything elseWhen it doubt, use this.2
DefendingGet into your defensive stance and prepare for the worse. Adds +4 to AC for each use.2
Limit BreakEats up all your TP. Arr!All
Noncombat AbilityWhether it be jumping, searching, or hiding, it all takes a similar amount of time. Each jump uses 2 TP.2
Normal MoveA quick jab here or there; good way to use up excess TP.1
RunningWhen the enemies have the best of you, it's time for an AGI check.4
Smash Dex ScanRead 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 MoveBeat up the enemy with one of your main moves.3
Tag-Team AttackTeam up; has to take place on slowest tag-team member's turn.4
Weapon AttackHit enemies with your weapon. Small: 1, Medium: 2, Large: 3.1/2/3

Armor

The world of Super Smash Quest is full of fantastic and painful ways to get hurt. Many Questers prefer to wear armor in order to avoid some of this pain, though it usually comes with a handfull of tradeoffs.

First things first. There are 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.

Armor Specifics
Weight ClassDRAC PenaltyEnhancement SlotsBase CostUpgrade Cost
Light2215,0001,000
Medium53410,0005,000
Heavy86920,00010,000

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.

Armor Upgrades
NameDescriptionCost
Add DRAdd 1 to the armor's DR, adding 1 to AC penalty for every 3 uses of this. This is not multiplied by quality.+1
AgileThe armor is designed to allow more freedom of movement. Take away 1 point of AC penalty per use.+3
AirtightArmor is air-tight, allowing you to breathe underwater or in space with the right equipment. (Requires Medium or heavier armor)+4
Elemental ResistanceHalves damage from an element of choice.+3
Enhancement SlotAdds on 1 enhancement slot for light armor and medium armor; adds two for heavy armor. Cannot exceed maximum enhancement slot limit.+2
FlightArmor allows flight, for one round, and up to 1 TP's distance. Take repeatedly to increase flight ability.+2
On-Board ComputerA 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 VisorLowers Dex TP to 1 (not to 0), allows you to scan people without taking out your dex.+2
Stat BoostThe 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.

Armor Enhancements
NameDescriptionSlot usageCost
Cloak DeviceAllows the armor of choice to render the user invisible; requires vast amounts of power to continuously cloak.5150,000
Flight EngineAllows unending flight; armor flies much like an airplane mecha and is limited to in-air operations only.525,000
Force FieldA 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.3120,000
Grapple PowerThe armor has grappling implements in it, adding +5 to related checks.320,000
Jet BoostersThese allow you to boost your speed temporarily. Your running/flying speed, that is. Adds +10 to run checks, and to flying speed related stuff.415,000
Mega-WeaponAllows for weapons much larger than usual; each range up costs more and more money, depending on what the GM says.3100,000+
Multi-Fire ArrayThe 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.250,000
Power CoreAllows for a total of 5 upgrades at once instead of 3, or powers a cloak or force field or warp drive.1200,000
RadioAllows you to converse with others at long range without holding a dex and taking up TP.110,000
Space BoostAllows 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.330,000
Warp DriveWant 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.5500,000
Weapon SlotAllows 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.210,000

Level X0 Bonuses

These bonuses used to be an exclusive thing, only obtained maybe once or twice in a Quester's season-long existance. Upon a new season, they would be reset. However, with the current system, people actually collect large amounts of these. And thus, this was created to help them. For Metal cannot be around quite long enough to answer hordes of questions related to the almost 6-7 of these on average a Quester has. So, instead, one can pick from the list below with minimal interferance from Metal himself. Enjoy. Also, the 'cost' is in X0 bonuses, if you didn't get that.

Please note, your idea may not fit into one of these categories. If that is so, please tell Metal; he will make a new one to fit whatever you want, as long as it's reasonable.

What is your X0 Bonus about?
NameDescriptionCost
Bonus MissionDesign 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
FlightAn oft-requested X0 bonus, you can now have unlimited flight--for a price.3
Free ArmorFree 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 WeaponGrants 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 AbilityAn 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
SpecializationAllows 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 BoostA 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 AttackMakes one of your attacks 'special', which means it works in a way not already detailed in the system or otherwise more powerful than usual. This usually entails defects, and requires a GM's attention to make.3

Items/Coins

Here's the last of the system's original modules. This deals with your items, and your coins. Now, much has changed; the old shortages need not apply, and a good deal of old items are now available. But, to the contrary, there seems to be a shortage of the more powerful items...

But first, we must deal with the money you start out with. That is, exactly, level * 1000, if you're a new character. If you are a continuing character, you just use whatever money you had. You gain money based on missions; however, sometimes you can roll the slots instead of just collecting your pay. The details are below. The slot machine will also come up when you knock an enemy's HP up to 777%.

Slot Machine Numbers and Combos

Below are the items themselves. They do a variety of neat effects... but cost coins.

What items do you want?
IDNameDescriptionCost
0????Gain a random item from the list below.21,000
1MushroomHeals 50 HP.2000
2Ultra ShroomHeals 250 HP.7500
3Green PotionReplenishes 25 SP.4000
4Gold PotionReplenishes 125 SP.17,000
5Phoenix DownRestores 1 life, and fully heals target.75,000
6Full CureGets rid of one status effect.5000
7Rare CandyGives you 1000 EXP.150,000
8Steel PowderIncreases DR by 5 for three rounds.6000
9Air TankGives an hour's worth of air.5000
10Cell PhoneAllows you to call up the store from anywhere and buy up to 5 items.10,000
11Metal ColaGain 1 more TP per round for three rounds.12,500
12SmokebombEscape from bad situations.3500
13C-4Blow up pesky doors with this!20,000
14X-Naut VialA weapon to damage others or a way to heal yourself.8000
15Wilt ShroomPerfect for chucking at cars on the freeway.10