Super Smash Quest - Season 7 - System - SSQ101v4 Jun 27th 2006 Nu 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


Version 'Nu' Fixes

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

EXP: 0/(EXP to next level)


Ability Points:

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

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

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

Power Levels
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 10-20, it costs 1 point to upgrade. So 5 points gets you 15 in a stat. It then increases to two per point 21-30, three per point 31-40, and four per point 41-50. Here's a chart in case you can't visualize this.

Primary Statistics Advancement Cost

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
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


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.

Attacks come in two types of damage; Physical or Magical. Magical damage is dealt by attacks with MNT to damage, while Physical is dealt by those with STR to damage. Weapon damage added to an attack of a different type will count separately when used against, say, an incorporeal foe.

Some attack powers, like weapon ones, or DR piercing, or spells, add to the SP cost. Make sure to add that to the total.

Which Element, if any?
What will your Special Attack do?
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 the enemy's DR; it deals 3/4 of the normal damage it would do and costs twice the normal SP it would use.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
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. The cost multiplier is always rounded up, though. Also, you cannot make it random if you only do two hits.
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 (NOT including STR mod, AGI mod, or MNT mod) or to damage (Once again, only what the weapon adds ALONE). Usage of either also adds on the weapon's special qualities. Additions to-hit and damage cannot be stacked by repeatedly taking this ability. Increases the SP cost of the move by 2 for every use.1
Advanced Attack Abilities
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
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
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
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 damage extra. The accuracy roll for the attack is double that of what it'd normally have. It also has one of these extra abilities: Hit all, Double Damage, Double Accuracy, Perma-Regen (Lasts for the rest of the battle), or SP regen (Lasts for rest of the battle), each of which are used after the attack. It can only be used once per mission.6
Machinegun +The attack can deal an extra hit if you roll 5 more over the enemy's AC. Taken twice, it can deal two extra hits if you roll a whopping 10 over their AC. It cannot be taken three times. However, each time it is taken, you must subtract 2 from the attack's to-hit.2
Tag 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
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 for one target.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.