Super Smash Quest - Season 8 - System - SSQ101v4 Oct 22nd 2006 Tau 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


Errata

Version 'Tau' Fixes

Version 'Sigma' Fixes

Version 'Rho' Fixes

Version 'Pi' Fixes

Version 'Omikron' Fixes

Version 'Xi' Fixes

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.127,500
HPYour health, measured in points. NOT percentage points.Level*2
STRYour physical strength.10+(Power points spent)
SPDYour movement rate.10+(Power points spent)
EVDYour ability to evade attacks.10+(Power points spent)
MNTYour mental capabilities.10+(Power points spent)
ACArmor class; dictates difficulty in hitting you.10+(EVD 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
ModsCalculated 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. The amount of EXP to the next level will NEVER be more than five digits; if you get one with six or more, you forgot to add the total EXP for level 50 to your EXP, and then whatever you earn on top of that.

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:

Joe Charsheet

Level:
EXP: 127,500/132,600
HP:
TP:

Strength:
Speed:
Evasion:
Mental:
AC:

Ability Points: 25

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

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

Weapon:

Armor:

Inventory
Coins: 50,000
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.Zombie
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.Metal Sonic
40DemigodOnly those with extreme power have stats in this range. They are strong enough to fight entire armies, and do not go down easily.Sephiroth
50GodThe ultimate in power. Anyone with this sort of power is matched only by other Gods, and has the ability to destroy entire worlds.The Businessman

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.

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 50, that's a total of 70 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, SPD, EVD, MNT.)
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 50. The GM gives you EXP for doing various tasks, like defeating monsters and finishing puzzles. Note that you start out with the total EXP that it takes to get level 50 already, and add on to it as you go along. These numbers are TOTAL Exp needed, rather than how much between the levels.

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 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.

NameDescription
Improved ReachAttack 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 MovementAttack 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 1This 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.
KnockbackThe attack knocks the opponent so many units away from you, depending on how many times it is taken.
RangeUsed for ranged projectiles; the projectile will fly as many units as are in this ability before dying out somehow.
Barrier Type 1Simple ability; damage in the attack actually is used to block damage. However, energy projectiles pierce it.
Charge Type 2Same 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.
GrabReduces enemy AC by 5 if it hits; also can be used to interrupt enemy attacks and any throw attacks immediately after this instantly hit.
ThrowHurls the enemy (STR/10) units away from you; they take damage from landing, too.
Charge Type 3Same as Charge Type 2, only AC-1 when it comes to dodging and anyone who knocks into the charge takes 2 damage.
ReflectorReflects 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 2A 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.
StunSimply 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.
DazeThe 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, both combatants roll a SPD check to see who reacts first. Then the winner attacks first, using their four TP... at maximum. After this, well, the next person in order attacks, and so forth; you can save up TP and try to use it against others during their turns, though, if they attack you. You can also save it up so that you have more TP next round.

The following information applies only to one-on-one duels or Melee Stadium battles.

Depending on how one's 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.

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. Furthermore, it rarely appears in normal battles, but instead deals with melee stadium battles.

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.


Weapons

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 open 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 CoinsRough Approximation of Upgrade types
0-200,000Anti-Undead and 'Shiny' upgrades
200,001-800,000Magical abilities and Versatility enhancers
800,001-1,500,000Riches and Deadly Enchantments
1,500,001-4,000,000Crazy and Weird Stuff
4,000,001-10,000,000Accessories 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.


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. 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, just cost 1 Ability Point per level, and can, at most, be made level 10.

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 25 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.

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 Feet-1 to knockback for moves which hit you.8
Jump AttackWith 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 SyncSync with the area you're fighting in, gaining possible bonuses or defects.10
Eye of TruthScan something and find the truth; uses 2 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 instantly hits. It cannot crit, though.14
RipostePeople who miss you up-close trigger AoOs.15

Then there's non-combat abilities. These are used to make sense of your environment.

What can your character do outside of battle?
Noncombat Abilities
NameDescription
BluffHelps you make lies seem to be true.
ClimbGet up those tough surfaces.
ComputersIncreases ability with computers; the more you have, the less likely you are to reformat the hard drive. ;)
ConcealAids 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.
ControlsWhile 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
DemolitionsHelps you to defeat enemy doors and buildings... and mecha.
Detect MotiveFind out why people do stuff.
DigUsed for digging, duh.
DisguiseYou know more about the uniforms and customs of others. Thus, you can imitate them better.
DiplomacyTalk to people, hopefully getting them to help you.
EntymologyUsed to discover the hidden meanings of what people say.
GadgetsDeals with everything in-between computers, machines, and armor stuff. Usually experimental objects, or possibly magical artifacts.
HideYou use this to hide from... something?
KnowledgeKnowledge of... something. Pick something.
ListenHear stuff from far away. Just stay away from Navi.
LoreRecall ancient traditions and history. Comes in handy whenever confronted with an ancient opponent.
LuckUse this to 'think out' a situation. In reality, the GM directs you around.
Move SilentlyEvade enemy detection.
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.
PsionicsUse this to interface with psionic interfaces.
Read ArchaicAllows you to understand ancient languages.
RoboticsDeal with pesky robot problems a lot easier.
RunBest used for escaping, or perhaps running to somewhere.
SearchLook for lost objects, like the remote to your TV.
TrapsAllows you to second-guess enemy traps!
TumbleAvoid damage from big falls.

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
Noncombat AbilityWhether it be controlling panels, searching, or hiding, it all takes a similar amount of time.2
Normal MoveA quick jab here or there; good way to use up excess TP.1
MovingMove at a normal pace (SPD/10) across the arena.1
EscapingWhen the enemies have the best of you, it's time for an EVD 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.2

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 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.

TypePenalty to SPDBonus to ACMaximum bonus from EVD to ACKnockback ReductionSTR check DC for throwing
Skin-5+3+8-110
Scale-10+6+6-115
Plated-15+9+4-220
Suited-20+12+2-225

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.


Vehicles

When things get really bad, and/or they involve outer space or enemy vehicles, normal combat often isn't the answer. No... these vehicles are. Based off of the vehicles of Star Fox, they're relatively simple.

Any vehicle is only worth the sum of its abilities, and that is what we deal with here. All of the vehicles available can already fly and posess a minimum amount of shielding. They also have (to some degree) boosters, which allow them to speed up, and also affect outer space movement.

First, here is the minimum chassis. You will notice that ships have prices based on ranking; and that is relatively simple. For rank up, the ship costs 10,000 coins. That said, the basic, most simple model will set you back a whopping 60,000 coins. The average fighter is ranked at 13, which makes it an impressive 130,000 coins. For a professional, though, a 15-16 rank fighter is a must. The maximum possible is a whopping 20 rank, but such a fighter is usually difficult to construct, as it would require techniques not commonly employed. Extra charges may apply to anything made over the 13 mark.

That said, the components differ wildly between ranks. So I'll start by listing them off, and their different ranked part possibilities.

Vehicle Components
Name00.511.52345
Main WeaponN/AMachinegunLaserCurveTwinPlasmaZapperAttack Proj.
Lock TypeN/A Single MultiWide 
Bomb+1 rank for each bomb vehicle carries.
Shield Up to 8
Boost Minimum 2; Maximum 4 

This all seems relatively confusing, except that it's based on simple logic. All the places with no words under them indicates you can't get anything for that amount of points in that category. Now, each category works differently, but they all add similar amounts of points to the ranks.

That said, The Main Weapon is arguably the most important; it involves the damage attributes of your machine. This is what you fire against targets you actually encounter close-up. The rolls you make are generally a flat (firing rate) d20+(Accuracy) rolls, for (damage) damage per hit. The occasional skill may aid in accuracy, but once the enemy is in the crosshairs, they've already blundered. The damage is subtracted from the enemy's shields. Should you or the enemy run out of shields, they are shot down.

Main Weapon Statistics
NameFiring RateDamage per HitAccuracy
Machinegun40.25+1
Single30.5+5
Curve12+0
Twin60.5+6
Plasma41+6
Zapper13+10
Attack Proj.1VariesVaries

The attacks are simple. As you go up the scale, power increases, as does firing rate. Accuracy is variable. The only weird one is the Attack Projector, which allows for you to convert your attacks into ship-sized ones. Needless to say, you can't just pick up a high-powered main weapon and expect to succeed; a lack of maneuvering will likely make it hard to use.

For those who need to lock-on for extra accuracy, the lock-on types add the ability to do so--at the cost of some TP.

Lock Specifics
NameRangeLock-on TimeTargets
Single1 TP1 TP per Charge1
Multi2 TP1 TP per Charge per TargetAll
Wide5 TPInstant Charge; 1 TP per extra target.All

I almost forgot. The major idea behind lock-on is that, while making the attack nearly unavoidable (only a precise barrel roll or strategic movement can deflect it), it also powers up the attack. For every charge adds together the damage as if you'd fired for each TP used, in addition to making it extremely hard to dodge. However, for each charge, the target gets more chances to attempt to dodge...

Bombs and shields are easy. The Nova Bomb is widely used among all vehicles; each point in there allows you to carry one. They're good for their 'fire and forget' capability; they blast away clouds of weak enemies and wound tough ones. Just avoid using it on fast enemies; they easily dodge. Anything hit by the wrath of a nova bomb loses a chunk of their shield; 3, exactly. Shields are also simple. They take damage for you, and the more, the better. Too much shielding bogs down the movement of any craft, though.

Then we get to the vital part of things. The Boost. You can do many wonderful things with it; loop-de-loops, u-turns, and the best of all: dodging/barrel rolls. Loop-de-loops cost 1 boost to use; u-turns cost 2. Loop-de-loops are used to escape most fire for 1 TP; however, charge shots chase you. U-turns allow both avoidance of fire and a way to quickly turn around; but it eats 2 TP. Barrel rolling eats up 1 boost per TP it's used; but immediately after you cannot barrel roll for 1 TP. You can also speed up, using 1 boost per TP to double your speed, or brake, using 1 boost per TP to halve it.

Which begs the question of movement. The movement ability of your vehicle is calculated by 14- (Main Weapon Rank + Bomb Rank + Shield Rank - Boost Rank). This means the maximum movement ability is 10, and the minimum 1. Your combination must allow for movement, as otherwise your vehicle is literally too heavy to move. Every movement point is used against enemy fire, as a direct dodge roll: d20+movement rank to casually evade attacks and such. This is also used to turn; the opponent's ability to follow you is determined by their own d20+movement rank vs. your own.

Skill also matters. Based upon skill ranks, it may be possible to increase movement, accuracy, and even eke more damage out of your machine... though this has not been fully added yet.


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
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)]. 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 ControlAnother 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 AttackGain either an extra special or normal attack.1
FlightAn oft-requested X0 bonus. You can move SPD/10 units via flight per TP for every level in this ability.3
Old-Fashioned LuckyWant 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 AbilityA unique ability that is custom and is meant especially for you.5

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 (50,000, as most characters start at level 50), if you're a new character. If you are a continuing character, you just use whatever money you had. You gain money based on missions; however, sometimes you can roll the slots instead of just collecting your pay. The details are below.

Slot Machine Numbers and Combos

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.10,125
1MushroomHeals 10 HP.2,000
2Ivantek Recovery VialHeals 20 HP.5000
3Ultra ShroomHeals 50 HP.10,000
4Phoenix DownRestores 1 life, and fully heals target.75,000
5Full CureGets rid of one status effect.5000
6Air TankGives an hour's worth of air.5000
7Cell PhoneAllows you to call up the store from anywhere and buy up to 5 items.10,000
8Metal ColaGain 1 more TP per round for three rounds.12,500
9SmokebombEscape from bad situations.3500
10C-4Blow up pesky doors with this!20,000
11Wilt ShroomPerfect for chucking at cars on the freeway.10
12Mr. Saturn Iced CoffeeMakes 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
13Ivantek GrenadeThrow it to cause a DC 10+YourSPDmod Explosion, which deals 50 fire damage to all enemies caught in its 2 unit sphere of destruction.6000
14Ivantek Immobilization GrenadeThrow it and a DC 10+YourSPDmod explosion of nets n' sticky goo causes the enemy to lose EVD to AC for a round.4000
15Ivantek Poison GrenadeHurl 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!3000
16Ivantek Flash GrenadeThrow 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
17Ivantek EMP GrenadeThrow 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