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
Version 'Rho' Fixes
- Attacks section detonated. With TNT. To make room for new attack system.
- Added in new attack section.
- Put up description of the more confusing abilities.
- Put up information on turn order and counter-attacking.
- Included information on how bosses and Mission enemies may act differently.
- Mildly edited movement at the beginning of a battle and such. Proceeding onto weapons.
- Deleted old weapon information. See archived 'Pi' version for prices.
- Information on how to get your weapons converted, how the new weapon systems work, etc. completed.
- Deleted old armor information.
- Put up new armor information, including how the models work. Consult Metal if you want armor.
- Updated information on stats to reflect changes; setup is now STR SPD EVD MNT.
- Removed erroneous appearance of 'Move Points' from leveling up.
- Removed 'Free Weapon' and 'Free Armor' X0 bonuses; Weapons are already free (Well, the first one you get is) and armor is available for a nominal fee.
- Removed items referring to SP.
- Added starting coin stuff to coins (50,000), and starting level (50).
- Also, Made Stats section more in-depth.
- Removed faulty references to 'AGI' with AC (Now refers to EVD).
- Fixed bottom of combat section; SPD is now used to determine order.
- Supernatural, Innate, and Disabilities deleted. They never worked right anyway.
- -control abilities combined into one major 'Controls' ability.
- Jump ability deleted; SPD takes care of that now.
- Conceal ability added.
- Miscellaneous tweaks.
- Energy Control moved to X0 bonuses.
- Information on 'Unique' abilities added.
- Unique ability added to X0 module. Flight edited, Special ability and random attack and weapon specialization and some others deleted for either being obsolete or pointless now. Ability power edited.
- Moved around and deleted stuff under TP usage section.
- Updated armor section to refer to proper EVD and SPD stats.
- Fixed reference to AGI in grenades with items. As well as references to it in the attack system.
- Mild edit to Attack abilities, including fixed references.
Version 'Pi' Fixes
- Weapons balanced out; now you can only have so many damage upgrades, depending on the quality. Remember, you can't upgrade a Civic into a Porche.
- Nerfed Ethereal Body ever so slightly. Now elemental attacks hit you normally, if you're fully Ethereal.
- Added 'Ghost Touch' for those who wish to hit the few Ethereal Body enemies you have regardless of usage of (Freeeeee) elements.
- Begun addition of Vehicle components.
Version 'Omikron' Fixes
- Equipment abilities fused with Noncombat abilities. Unless they have a *, they now can go all the way to +10! Yay!
- Specialized Disability edited to deal with the new Noncombat ability situation.
- Eliminated Enhancements from Armor, moving Cloaking and Radio to normal added things.
- Began construction of vehicle parts, beginning with engines.
- Added vehicles to navigation links at top.
- Armor Piercing removed from Special moves. (Reason: Making powerful weapons, then an attack to give them Armor piercing, thus cheapness ensues)
- Armor upgrade prices made standardized (5000 coins).
- 'Agile' armor upgrade deleted. Please, armor must remove a certain amount of AC to do its job.
- Redid most armor, removing the tiers from it and instead listing it based on the type.
- Moved 'Weapon Slot' into armor upgrades.
- Deleted remaining (Read: Dead) Armor enhancements.
- Shortened Armor description appropriately.
- Added preliminary listing of attributes for engine classes.
- Added explanation for AC and how it relates to armor.
- Armor Proficiency ability updated.
- Chaos Control moved to X0 bonuses.
- Old Fashioned Lucky added to X0 bonuses.
- Free Armor X0 Bonus updated.
Version 'Xi' Fixes
- Weapon TP usage changed to 1 for small weapons, 2 for medium and large weapons.
- 'Accuracy Bonuses' garbage changed to 'Upgrade' in the weapons section.
- Rare Candy, Steel Powder, and X-naut vial removed from items; Mr. Saturn Iced Coffee added.
- Vehicles section begun.
- Fixed erroneous references to 'shields.'
- Made Elemental alignment free for all intents and purposes. Except on armor.
- Edited 'Ability Damage' to be less powerful. (Nerf nerf nerf)
- Added limitations on weapon and armor equippage. They're still less than what I'd want to limit it to. (Please don't kill me.)
- Fixed various conflicts in wording in the armor section, as well as eliminating a few holes in the system there.
- Nerfed the nefarious force-field enhancement.
- Poison and Confuse DCs fixed up.
- 'Free' armor in the X0 Bonuses section fixed up.
- Ivantek items added to the items. Items items items!
- Still in progress.
Version 'Nu' Fixes
- Errata Added
- Power Point text, above the table of costs, corrected to show current version.
- Paragraph about SP-increasing upgrades added to bottom of Attacks introduction.
- Coin damage removed from Special Attacks; unused and thus useless.
- Use Weapon edited; usage of to-hit or damage adds special qualities too. Exactly what is added clarified.
- Combo removed; obsoleted by current system, no one appears to need it.
- Defense attack removed; redundant with Ambush Attack.
- Experience Stealer removed; too much of a hassle even if anyone used it.
- Limit Break Clarified
- 'Random' moved to X0 bonuses; too complex for normal Special Moves. Same with Random Projectiles.
- Vampiric moved to Debilitating Abilities.
- Attack up Nerfed.
- Purify clarified.
- Mild nerf on Ability damage.
- Death removed; dumb thing, nobody would take it.
- Added Ranged Normal Attacks.
- Normal move weapon module updated.
- Weapons (in the Weapons section) can no longer be used alone. It only served to confuse people.
- Added an intermediate version of Armor piercing to weapons, which allows for more raw power, but less armor piercing.
- Added Spell-like 'Homing' ability to weapons.
- Scope removed; Dumb thing to have.
- Chaos Control NERFED
- X-Zone Noncombat changed to Energy Control.
- Weapon attack removed from TP list.
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.||Level*2|
|STR||Your physical strength.||10+(Power points spent)|
|SPD||Your movement rate.||10+(Power points spent)|
|EVD||Your ability to evade attacks.||10+(Power points spent)|
|MNT||Your mental capabilities.||10+(Power points spent)|
|AC||Armor class; dictates difficulty in hitting you.||10+(EVD 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, SPD, EVD, and MNT.||(Stat/2)-5|
This system is a spinoff of DnD's old way. Just in case that chart wasn't good enough, I'll explain it more in-depth here.
First, obviously, there's your level, which is based on your EXP. It determines your HP, your overall number of points to spend in stats, and such. It also controls how powerful your moves are.
EXP, or Experience, merely counts the amount of Experience Points (EXP) you have. This magical amount of points is added to based on missions, and from there it can pile up. Once it gets high enough, you gain a level, and all the goodies associated with it.
HP is health points, how much damage you can take without literally keeling over and dying. It is calculated by level * 2. It can be healed by numerous items--but only to a limited extent.
STR represents strength, and is used in physical feats of strength, such as lifting enemies and/or smashing stuff.
SPD represents speed, which is your movement speed and ability to jump. It comes in handy when you need to go places, and it also allows you to attack earlier in the order.
EVD is for evasion. All it does is add to your AC (Armor Class) and is used in checks to evade enemy attacks, as well as used to evade traps when they trigger.
MNT is your mental strength, and is used when using psychic abilities, as well as to think out complex situations.
AC, or armor class, is the number which, if the enemy rolls equal to or below it, denotes that they miss by default.
TP is for time points, which you regain 4 of every round in combat. You use them to do stuff.
The other stuff speaks for itself. Now, for those character sheet-challenged, here's a (really basic) character sheet to use:
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, SPD, EVD, 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.
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, SPD, EVD, MNT.)|
|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 are slower. As a result, it is equally valid to attack the enemy with either normal or Special attacks. However one usually should alternate between the two.
First thing's first. Rather than spend tedious hours surfing through a list and picking abilities, you must make up what your attacks do, and then have Metal make them for you. While there isn't much for you to know about this, here's some useful information anyway.
First, all of your moves have as many points in them as you have levels. Everyone starts at at least level 50, so if you're a newbie or converting from the old way, you're 50 now. Anyway, every time you level up, all of your moves gain a point too. At this point, you may do two things: keep your moves the same and wait, or have Metal add that point's worth to your move. Some moves may be trickier to upgrade this way, and Metal may advise you to wait until you have more. Don't worry, your move will be upgraded once you have enough points.
Second thing, Special moves take 2 TP, and normal ones take 1 TP. Some weird moves may take more or less, but they're the exception to this rule.
That's the easy part. The more difficult part is a variety of small terms he will start throwing around. While this won't reveal how to make your own moves, it will give you a more in-depth description on how the abilities work. Here's a table which describes the more difficult to understand attack powers... it, however, only shows what is considered to be possibly confusing. Several other abilities are not here, on account of either how simple they are, or just to prevent people from making their own attacks.
|Improved Reach||Attack can hit people who are so many units away. Depends on amount of times this is taken. (I.E. 1 = reaches 1 unit outwards.|
|Horizontal/Vertical Movement||Attack causes you to move so many units in either a horizontal or vertical way. If both, it causes you either to travel an odd-shaped predetermined path or allows you to move in whatever way you want, limited by how many units of each you have. This also, by virtue, extends the range of the attack.|
|Charge Type 1||This allows you to double the attack's damage by doubling the TP it uses. However, if you aren't protected somehow, it triggers an AoO. If hit, you lose the charge and the chance to attack.|
|Knockback||The attack knocks the opponent so many units away from you, depending on how many times it is taken.|
|Range||Used for ranged projectiles; the projectile will fly as many units as are in this ability before dying out somehow.|
|Barrier Type 1||Simple ability; damage in the attack actually is used to block damage. However, energy projectiles pierce it.|
|Charge Type 2||Same as the other charge, only you can attempt to dodge an incoming attack with AC-2 and you may pause the charge, keeping whatever charge you have until you wish to use it.|
|Grab||Reduces enemy AC by 5 if it hits; also can be used to interrupt enemy attacks and any throw attacks immediately after this instantly hit.|
|Throw||Hurls the enemy (STR/10) units away from you; they take damage from landing, too.|
|Charge Type 3||Same as Charge Type 2, only AC-1 when it comes to dodging and anyone who knocks into the charge takes 2 damage.|
|Reflector||Reflects ranged attacks, but disables your ability to dodge. Must be brought up every time you wish to dodge something, and thus, requires TP.|
|Barrier Type 2||A special barrier which lasts three rounds and can be toted around like an item; however once broken, it cannot be used again for at least another round. Also, it still can be pierced by ranged projectiles.|
|Stun||Simply put; the attack can pierce enemy attacks and if it hits, interrupts them, making them lose 1 TP and being unable to attack for a little bit. However, after the second use in a row, it loses effectiveness.|
|Daze||The attack stupefies or otherwise confuses the enemy to the extent they are unable to think or dodge for a short time immediately after the attack. This gives you about 1-2 TP to attack again without them being able to dodge. However, usage of this over and over again allows them to, eventually, overcome it and sock you in the face.|
Now, as you see, there's a lot to do with reach and range here. Why? You're gonna be keeping track of it. You must move into range of the enemy to hit them with your attacks, REGARDLESS of how accurate they are. If they're ranged, well, whoopee, you can reach at them without getting very close. However, almost nobody has all ranged attacks.
At the start of the battle, depending upon how high in init you get, you are free to move towards or away from enemies. You can also use attacks to move. Sometimes they're faster, but they move in very blocky increments. Once you actually get in range of at least one attack, the fun begins.
First, both combatants roll a SPD check to see who reacts first. Then the winner attacks first, using their four TP... at maximum. However, depending on how their moves go, their turn may end short and they may be the victim of the enemy's attacks!
Here's how it works. Person A attacks Person B at, say, point blank range, with a normal punch. If they swing and hit, well, it's a normal move, so they get a chance to attack again. If they miss, the opponent gets a chance to roll an opposing EVD check and, if they beat the missing attack's roll, THEY get to attack back. If they fail, the other person continues their turn.
Normal attacks can be used up to three times before they begin to lose accuracy, so if they have a good time with their hitting, they can pummel you around quite a bit. Now, let's say Person A wants to deal more damage. So, they use a Special move. If they hit, the enemy is also unable to interfere. However, if they miss, the enemy gets to roll a regular EVD check against their move and get their own chance to attack back. If they fail, the person may continue.
Naturally, even if you get a chance to interfere, technically the target's move isn't over yet. So, either you need to wait 1 TP for the enemy move to end, or you can be risky and attack it back with one of your own. If you do attack it back with a non-stunning move, though, it will only cancel out their move. A stunning move, however, can cut through their attack and hit them instead. At the same time, it prevents them from using a counter-attack.
This seems fine and dandy until Person C comes in. Now, let's say Person C is on Person A's side. Things are simpler that way, as there's room for Person C to attack Person B from behind. Again, SPD checks for all to see how reacts first. Now, we have a variety of scenarios. Person A can hit Person B with a knockback attack, sending him to Person C. Person A can cancel their turn and allow Person C to use as much TP as Person A had left to attack Person B. This, however, sacrifices Person C's turn, likely allowing Person B to attack, or, if Person C messes up, even counter-attack Person C.
Also, Person B has several choices. He can attack Person A and then rapidly switch to Person C if he hits Person A, however if he misses, both Person A and C can attempt to attack him, with whoever he isn't facing having a good chance of hitting him. Even if both fail, only with a long-reaching attack can Person B attack both Person A and C.
This increases with every set of people. In SSQ Missions, though, things can get strange. First, some solo opponents may be able to continue attacking even while being hit. These are 'recoil-less' enemies, and usually make up unthinking/unfeeling enemies, as well as bosses. Some enemies take hits and continue with their attacking through everyone's turns; these are continuous bosses, and generally involve large monsters or bosses which take on ALL of the Questers at once. Other bosses can do weirder things, such as attack in all directions, evade all counter-attacks, or infinitely counter-attack. (When you counter-attack successfully it becomes your turn and you use up your TP for the round; thus if another foe misses you you cannot suddenly counter-attack them, as they are considered to be attacking you while you counter-attack another foe. Some enemies, however, can continually counter-attack due to super-abilities.)
If this is all confusing, you do not have to worry; the GM can and will announce when counter-attacks, turns, and such come around for you. This is only necessary for deepeer strategy-making.
Weapons help define your character's attack style. Do you focus on hitting far-away enemies? Are you a laser-gun wielding pilot? Is your unit some sort of sword-wielding brigade? You decide. And with the simple weapon creation system, ANYTHING is possible.
It all starts out simply. Metal will ask you a series of questions. The first question is very simple. Is your weapon primarily ranged, close-range, or magical? (Note: Magical weapons often blur the lines with ranged and close-range, but they behave very differently. So if your weapon is primarily magical, disregard what sort of range it has and go for magical.)
Beyond that, you'll be given a few choices on what subtype it is. This generally decides what it adds: damage, accuracy, reach, or even something else! So choose carefully, thinking both of your moves and your combat style.
After that he'll offer yet some more customization, where, once again, you answer a question as to what is closest to your weapon. No oen choice may fit it perfectly, but to prevent the amount of work needed to make a weapon from spiralling out of control, one must sacrifice a little bit of precision to make weapon-making quick and painless.
After that, you can decide how much money you'll pay. And then, what upgrades you want. This page will not reveal them all (that'd be a spoiler) but, here is a table to help you see what your money CAN do for you.
|Range of Coins||Rough Approximation of Upgrade types|
|0-200,000||Anti-Undead and 'Shiny' upgrades|
|200,001-800,000||Magical abilities and Versatility enhancers|
|800,001-1,500,000||Riches and Deadly Enchantments|
|1,500,001-4,000,000||Crazy and Weird Stuff|
|4,000,001-10,000,000||Accessories and Reality-altering abilities|
|10,000,000+||Ungodly super powers|
As you can see, someone with insane amounts of money can attain great additions to their offensive abilities... but, not even the most powerful weapon will just mindlessly increase power. First, you can only use them with the right type of attacks. Second, they often come with random abilities which help balance them out. Third, selling them is difficult, due to their... uniqueness.
As for upgrading them, along the way you will be offered chances to do so. Some involving money, others involving skill. Depending on how you go, you'll get different chances, and everyone has their chance, eventually. Weapon upgrades always offer a better weapon, although it might not actually cost more. Some upgrades have more to do with showing off wealth than actual power; those will often not be kept between models.
And, if you're insanely lucky, a time may come when you can actually choose your upgrades from a list! However, such would require either a mastery of blacksmithing or an innate knowledge of how the universe functions. So, good luck finding that.
And that's all you need to know on weapons.
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. Combat abilities focus on various extra things you can do in battle., while Noncombat ones deal with out-of-combat situations.
All abilities cost Ability points. Most of them go in the range of 1-10, with 1 being just a semblance of knowledge/some power in that ability, and 10 being the best you can get at the ability. Now, some tiers work differently. Combat ones can be purchased at certain AP costs and cannot be leveled up, for example. Noncombat ones, however, act normally.
The first type of ability, ironically, has no real documentation, because it is unique with every person. To start with, you get one unique ability, which Metal assigns. How it works is unique to you. If you desire another, you may pool 100 of your ability points to buy one. You also can buy one every 50 levels instead of X0 bonuses; look at the resiquite section, first.
Below 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||-1 to knockback for moves which hit you.||8|
|Jump Attack||With a non-ranged 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 2 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 instantly hits. It cannot crit, though.||14|
|Riposte||People who miss you up-close trigger AoOs.||15|
Then there's non-combat abilities. These are used to make sense of your environment.
|Bluff||Helps you make lies seem to be true.|
|Climb||Get up those tough surfaces.|
|Computers||Increases ability with computers; the more you have, the less likely you are to reformat the hard drive. ;)|
|Conceal||Aids you in hiding in a way that, even when under attack, there's a chance they will miss you. This is usually due to hiding behind something, say, a table. Do a check with this stat, and, depending upon your environment and check, Metal assigns relevant information.|
|Controls||While Computer knowledge deals with keyboards and mice, this skill deals with a common theme; controls. Panels, and such, often appear, and this helps you mess with them. It cannot, however, think for you. :p|
|Demolitions||Helps you to defeat enemy doors and buildings... and mecha.|
|Detect Motive||Find out why people do stuff.|
|Dig||Used for digging, duh.|
|Disguise||You know more about the uniforms and customs of others. Thus, you can imitate them better.|
|Diplomacy||Talk to people, hopefully getting them to help you.|
|Entymology||Used to discover the hidden meanings of what people say.|
|Gadgets||Deals with everything in-between computers, machines, and armor stuff. Usually experimental objects, or possibly magical artifacts.|
|Hide||You use this to hide from... something?|
|Knowledge||Knowledge of... something. Pick something.|
|Listen||Hear stuff from far away. Just stay away from Navi.|
|Lore||Recall ancient traditions and history. Comes in handy whenever confronted with an ancient opponent.|
|Luck||Use this to 'think out' a situation. In reality, the GM directs you around.|
|Move Silently||Evade enemy detection.|
|Piloting||This requires you to choose one of the following: MTA, CAC, Arwing, Wolfen, Capital Ship, Car, Plane, Boat, Space Stations, Hoverdiscs, Egg-o-matics, or possibly 'Other' (ask Metal.) The thing you choose is what you have knowledge of piloting in.|
|Psionics||Use this to interface with psionic interfaces.|
|Read Archaic||Allows you to understand ancient languages.|
|Robotics||Deal with pesky robot problems a lot easier.|
|Run||Best used for escaping, or perhaps running to somewhere.|
|Search||Look for lost objects, like the remote to your TV.|
|Traps||Allows you to second-guess enemy traps!|
|Tumble||Avoid damage from big falls.|
All actions take time; save for AoOs, which are triggered and used up separately. For long, many have asked how much TP various actions take; and they are to be listed here, now.
|Almost anything else||When it doubt, use this.||2|
|Noncombat Ability||Whether it be controlling panels, searching, or hiding, it all takes a similar amount of time.||2|
|Normal Move||A quick jab here or there; good way to use up excess TP.||1|
|Moving||Move at a normal pace (SPD/10) across the arena.||1|
|Escaping||When the enemies have the best of you, it's time for an EVD check.||4|
|Smash Dex Scan||Read off stats of your foes, chat to people far away, or just look up information; it occasionally exposes you to the enemy, though, causing AoOs.||2|
|Special Move||Beat up the enemy with one of your main moves.||2|
The world of Super Smash Quest is full of fantastic and painful ways to get hurt. Many Questers prefer to wear armor in order to avoid some of this pain, though it usually comes with a handfull of tradeoffs.
First things first. There are four classes of armor. Skin, Scaled, Plated, and Suited. All of which, of course, are possible for you to use. However, whatever armor you use must FIRST be approved by Metal, who will then give you the price. You are not allowed to just purchase the armor, as some combinations are more viable than others, and depending on the character, it may be best to use one instead of another.
That said, though, there's only four types; four choices. Buy it once, apply the effects of it to your stats, then you never need to worry about it again, unless you're interested in becoming faster.
|Type||Penalty to SPD||Bonus to AC||Maximum bonus from EVD to AC||Knockback Reduction||STR check DC for throwing|
Now, what we have here is the basic abilities (and disabilities) of any suit of armor. Simply put, all armor slows you down and reduces your ability to use your speed to dodge attacks. However, it replaces that with several other things.
The first stat, Penalty to SPD shows how much the armor slows you down. Normally, you can move SPD/10 units per TP. This subtracts from SPD in that calculation. So if you had 20 SPD, you could normally move 2 units per TP. In Scale or Skin armor, however... it becomes (20-10)/10 and (20-5)/10 respectively. Despite both results being different (1 and 1.5, respectively), all decimals are rounded down. Because of this, you cannot wear any armor which makes your ability to move in units below 1 per TP, or else it will be literally too heavy for you to wear.
The second stat, bonus to AC, shows how much it adds to your AC (Armor class), with which you can dodge attacks. Simple enough.
The third stat, maximum bonus from EVD to AC, does what it says. In Plated armor, no matter how much EVD you have, the most bonus you can get out of it to AC is 4. Not even one with 50 EVD can get more than +4 to AC from their EVD mod while wearing it. This, naturally, limits its usefulness as equipment for speed demons.
Knockback reduction is simple, too. For every point it reduces, attacks which hit you knock you back one less unit. This helps balance out the slow movement; you won't have to move as far due to your heavy armor holding you down. It can also become a great advantage in matches, where knockback usually decides the winner and the loser.
STR check DC, as well, is simple. Whenever someone wishes to shove, push, pick you up, or throw you, they must roll a STR check. If they can't beat the DC, you're too heavy to pick up! People without armor usually have a DC of 5 in this regard.
Again, while prices may vary, picking one of these is optional. You don't have to wear armor, and a good 50% of people may never need to wear it either. It's best chosen based on your character.
When things get really bad, and/or they involve outer space or enemy vehicles, normal combat often isn't the answer. No... these vehicles are. Coming in five varieties (Car, Plane, Helicopter, Pod, Humanoid), they can do all the jobs bigger than that of a normal Quester. While rarely used, a good vehicle comes in handy when the time comes.
We start with the various possible chassis you can pick from. Each one has its good sides and down sides, which I will explain later.
|Name||Base HP||Upgrade Slots||Weight||Description||Cost|
|Car||5000||6||5||The average, boxy, almost 80's-ish car, one of the smaller chassis.||60,000|
|Plane||7500||10||4||An average airplane, which can move faster but costs more.||75,000|
|Helicopter||6250||15||3||For those who want a floating weapons platform or to land wherever they want; comes with wings to mount yet more weapons onto.||67,500|
|Pod||1000||5||1||A small, undefended but easy to customize pod-shaped chassis.||10,000|
|Humanoid||2000||6||6||A human-shaped model, which comes with built-in capability to operate gigantic weapons!||100,000|
The base HP is the base HP, nothing fancy. When the chassis is destroyed, your vehicle has been -completely- demolished, and must be rebuilt. Armor and other stuff allows you to avoid this unfortunate happening.
The Upgrade Slots are the places where you mount weapons, force fields, and maybe even armor. It allows you to add extra stuff to your vehicle to make it better.
The Weight is literally, the weight. In Nintendian vehicle units. The higher this is, the more costly the engine is gonna be.
Finally, the cost is (roughly) figured by (Base HP/Weight) * (10 * Upgrade Slots), but this is edited in cases like the helicopter. It's used to determine the cost, though, if you want something really weird that's custom.
Vehicles have a large amount of HP and deal twice the damage they would usually deal when up against things smaller than vehicles. (Say, people.) This is balanced by the fact they are incredibly easy to hit by aformentioned people, unless they are blessed with extremely fast movement. This is because of their size.
All vehicles need an engine. Depending upon the engine class, and the vehicle's weight, the vehicle moves faster or slower. All vehicles need an engine or engines which, together, have a power rating exceeding their weight to move. While it is cheaper to use several weak engines than one huge one, the former option usually takes up all or most of your slots. You pay not so much for the power but for the space they give you.
|Pseudo-Cube Generator||1||1||The weakest engine on the market, but it only takes up a little space. Can be easily stacked to allow more power.||5000|
|Ivo Jet Assembly||2||2||Made for pushing Ivo's pod, these work somewhat but take up valuable space.||10,000|
|Propeller-V12 Merlin||3||6||An old standby based on a machine used in long-gone wars from Earth. It's the cheapest plane engine available.||75,000|
|Ivantek Hover Engine||4||6||A bulky consumer model meant for making civillian hover-cars.||50,000|
|Anti-Gravity Jet||1||2||A step up from its predecessor, with Dr. Light's help, a more efficient (but expensive) model of propulsion.||50,000|
|Space Federation Plasma Booster||2||5||The Space Federation has the edge in the small-class, with their plasma boosters popularly (and illegally, for those races) being doubled in order to outpace even F-Zero engines.||300,000|
|Eggman Turbo-Jets||3||12||Ivo Robotnik, in the search for beating Sonic, created these insane turbo-jets, which, interestingly enough, are supposed to be DOUBLED UP. Anything with these is likely to outpace everything short of an unheard of technology.||1,250,000|
|F-Zero PowerDynamo Engine||4||8||An insanely powerful engine intended for driving a slightly stripped down car chassis at speeds exceeding 800 MPH.||500,000|
|Arwing G-Diffuser||1||5||The most powerful booster of its type. Intended for stunt planes, those with this sort of booster can use many weapons. Known for its durability.||1,000,000|
|Electrion Propulsor||2||8||Using a strange technology, this weird device propels the vehicle with electricity. It's cheaper than the superior G-Diffuser.||800,000|
|Class I Warp Drive||3||30||Something no less short of insane, it cruises at 10 power but, with all other peripherals deactivated, can be set to 'warp speed', allowing for one to escape most conventional pursuers.||5,000,000|
|Ivantek Plasmanic Jet||4||15||A newly developed device which posesses an amazing cruising speed, and which, if doubled up, can even chase the nefarious Warp Drive. However it takes up more space.||1,500,000|
The class of engine determines many things. It shows what environment the vehicle is intended for, the price of the vehicle, and the versatility intended. Class I, being cheap, only means that the chassis in question will work as it would normally. So planes and helicopters fly, pods only hover, humanoid mecha walk and hover, and cars can only drive. None may enter outer space, and they reach average maximum speeds of 100-200 MPH.
Class II engines indicate an exploration beyond; all equipped with them can fly, and those which could normally fly are now space-worthy, and airtight. They have far higher average speeds.
And Class III engines... allow interplanetary travel.
With all'a that out of the way, we can get to the part you've been waiting for. Vehicle parts n' stuff. These, above all, regulate the vehicle's offensive and defensive power. Please note that some (especially the thicker armor) add weight.
|Weapon Slot||X||Allows you to mount a custom-made weapon, meant for the vehicle. Vehicle weapons deal twice the damage of their normal counterparts, but make up for this by being too huge for most people to lift. They take up 1 slot for every bit of quality. (So, 1 slot for Human, 2 for Superhuman, etc) Then, add more, depending on the size. (0 for small, 1 for medium, 2 for large).||Slot Count * 10000|
|Reinforcement Armor||1||The armor of choice for small or otherwise hard to reinforce objects. Grants the vehicle +10 to DR.||20,000|
|Armor Plating||3||Adds 1 to the weight of the vehicle, but also adds a whopping +50 DR.||130,000|
|Force Field||1||Adds a force field with (Excess power from Engine)*100 HP, which recovers 10*(Excess power from engine). It has but one problem... knocking it out shocks the engine itself, thus if it is ever knocked completely offline, it won't be put back up easily.||200,000|
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|
|Chaos Control||An ability which allows you to dodge attacks, teleport, stop time, and move objects. This ability sets up a guage for chaos points, which indicates how much chaos energy you have to draw on. It is [10*(Levels in this Ability)]. Dodging attacks costs (Enemy Attack Roll)-(Your AC) Chaos Points; Teleporting costs (Distance in TP)*5, stopping time costs a flat 10 TP per round's worth of time (and is multiplied by the TP size of the area stopped, if it is outside yourself or other objects), and moving objects is (Object modifier)*3. You can only use 10%*(Levels in this ability) of your max Chaos Points per ability used. Each X0 bonus adds a level in this ability; also, it can only be taken if Metal approves of it and your character has a reason to have it.||1|
|Energy Control||Another ability, this one allows control over a single element or type of energy per use. With this, you can attempt to hijack enemy energy attacks which miss you entirely and which you can counter (via EVD check) with a MNT check. If that succeeds, you can hurl the attack back at them. This has many other uses, which appear over time.||1|
|Extra Attack||Gain either an extra special or normal attack.||1|
|Flight||An oft-requested X0 bonus. You can move SPD/10 units via flight per TP for every level in this ability.||3|
|Old-Fashioned Lucky||Want a free reroll per mission? Each use of this nets you a free reroll per mission. Note that, occasionally, an enemy or trap can 'jam' your luck.||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. Cannot be stacked on the same ability.||1|
|Unique Ability||A unique ability that is custom and is meant especially for you.||5|
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 (50,000, as most characters start at level 50), if you're a new character. If you are a continuing character, you just use whatever money you had. You gain money based on missions; however, sometimes you can roll the slots instead of just collecting your pay. The details are below. The slot machine will also come up when you knock an enemy's HP up to 777%.
Slot Machine Numbers and Combos
- 1: You get 1 coin.
- 2: You get a measly 20 coins.
- 3: You get a puny 60 coins.
- 4: Now we're... sorta talkin'. 200 coins for you.
- 5: Here we go! A whopping 500 coins for you!
- 6: Woohoo! 3000 coins!
- 7: You're pretty lucky. 7000 coins, on the house!
- Three of the Same Number Besides 7 or 1: Add the results together... then multiply by 3 again!
- Three 1s: You get nothing. Ha-ha.
- Three 7s: You get the jackpot! 100,000 coins for you.
- 123: You gain 1,230 coins.
- 42 is somewhere in result: You gain an extra 420 coins to your result.
- 15 in the result: You gain 50 bonus coins.
- 55 in the result: You gain 150 bonus coins.
- 555 is the result: Woohoo! 5000 bonus coins for you!
- 13 is somewhere in result: Your total is halved. Mwahahahahaha.
- Two 6s or two 2s: You may roll again instead of taking your current result.
Below are the items themselves. They do a variety of neat effects... but cost coins.
|0||????||Gain a random item from the list below.||10,125|
|1||Mushroom||Heals 10 HP.||2000|
|2||Ivantek Recovery Vial||Heals 20 HP.||5000|
|3||Ultra Shroom||Heals 50 HP.||7500|
|4||Phoenix Down||Restores 1 life, and fully heals target.||75,000|
|5||Full Cure||Gets rid of one status effect.||5000|
|6||Air Tank||Gives an hour's worth of air.||5000|
|7||Cell Phone||Allows you to call up the store from anywhere and buy up to 5 items.||10,000|
|8||Metal Cola||Gain 1 more TP per round for three rounds.||12,500|
|9||Smokebomb||Escape from bad situations.||3500|
|10||C-4||Blow up pesky doors with this!||20,000|
|11||Wilt Shroom||Perfect for chucking at cars on the freeway.||10|
|12||Mr. Saturn Iced Coffee||Makes you hyper (+1 TP per round) for the duration of an ENTIRE MISSION. However, makes you speak like a Mr. Saturn for that time, and you have a one in d4 chance of doing nothing but pushing around items on your turn.||10,000|
|13||Ivantek Grenade||Throw it to cause a DC 10+YourSPDmod Explosion, which deals 50 fire damage to all enemies caught in its 2 sphere of destruction.||1000|
|14||Ivantek Immobilization Grenade||Throw it and a DC 10+YourSPDmod explosion of nets n' sticky goo causes the enemy to lose EVD to AC for a round.||4000|
|15||Ivantek Poison Grenade||Hurl it at the enemy to make a DC 10+YourSPDmod cloud engulf the battlefield. All who fail to avoid it are poisoned... including you and other good guys!||2000|
|16||Ivantek Flash Grenade||Throw it to cause a DC 10+YourSPDmod flash of blinding light, which threatens everyone who hasn't closed their eyes. If it blinds them, they get -10 to-hit for a round, and lose 5 from their AC.||7000|
|17||Ivantek EMP Grenade||Throw it to cause a DC 10+YourSPDmod sphere of EMP to disrupt all electronic devices for a round. Unfortunately, it effects your stuff too!||5000|