Super Smash Quest - Season 13 - System - SSQ 101v5


SSQ Brawl 101 V5

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 find the answers to various frequently asked questions.

SSQ 101 V5 Contents


Errata

Version 5.5

Version 5.4

Version 5.3

Version 5.2

Version 5.1

Version 5.0


Stats

Before I mention anything, I shall give an example charsheet. As we go, each part will be explained. This charsheet also matches your own when you start; as you can see, all stats are at their default on this. You can copy/paste it into notepad if you want to have an offline sheet for stats.


Joe Charsheet
HP: 100
H%: 65
EXP: 0
BP: 0
Coins: 10

Brawl Moves:

Weapon: (No attack-separate weapon to start)

Abilities:

Badges:

Items:


We start with the first set stats you will define. These are listed below.

NameDescription
HPYour character's ability to take damage. Starts at 100. Used almost all the time. Run out of this, and you die. Various items can recover it, though.
H%/Health ThresholdYour character's ability to resist being knocked off of a stage. Starts at 65, and is calculated by HP * .65. In a % match, this is used. If you take higher than this in such a match, you'll begin flying out of the arena, possibly to your doom. You can survive, but it gets harder and harder every time to do so. You do not actually put any points into this directly.
BP/Badge PointsA measurement of your ability to equip badges. Naturally, there's plenty of space on you to equip them, but each badge equipped creates a field that cancels out other badges if it gets too strong. BP measures your ability to dampen such a field.

HP starts at 100, H% starts at 65, and BP starts at 0. You start out with 25 points to divide between these two stats; these points are called Stat Points. You can also spend them on Wario Tokens, allowing you to get a handfull of badges early. Specifics are below:

Once you're done there, just record your values in those stats to your sheet. Multiply your HP by .65 to get your H% value, and then you're done!


Abilities

Abilities are used for a lot of things, inside and outside of combat. They represent your character's general strengths and weaknesses in various skills. You get 50 'points' to 'spend' in them, by which I mean you get 50 units to use to increase your ranking in skills. This represents your character's starting abilities. You must use at least 10 of them in your 'combat' abilities, for those abilities are very important. How to spend the starting points, you ask? Simple. All abilities start at level 1, and every point you put in them, to start, raises them by 1. So if you put 1 into Computer use, your skill level in that ability raises to 2.

This is, of course, until you hit level 4 in an ability. Then you must spend 2 points per level. For example, to get from 3 to 4 costs 1 point; to get from 4 to 5 costs 2; to get from 5 to 6 costs 2 as well. For the math challenged amongst us, I have a nice little table which shows how much it costs in total to have a starting character have X amount of levels in a skill. Note that the maximum you may have in a starting skill is 7, so the chart ends there.

Total Point costs for raising Abilities (At character creation)
LevelTotal Cost
10
21
32
43
55
67
79

There is another important choice you must make when creating a character. For spending EXP on abilities is more pricey; twice as much as it is to spend starting points, in fact. This means, for example, to get from level 3 to 4 in an ability with EXP, it normally costs 2 points. But there is a silver lining. Combat abilities always use the 'starting' formula for increasing, so it always goes 1 per level, then 2, etc; you can also retain this for five of your non combat abilities, thereby declaring them 'favored.' So when creating your character, please mark five of your abilities as 'favored' and remember in the future that they remain cheaper than your other abilities.

Once you have progressed a while, or perhaps spent a lot of starting points in a single ability, you will get beyond level 7. To get beyond that costs a whopping 3 points (or 6 if it isn't favored/combat) and that continues on for the next couple abilities. Since, again, this concept may confuse people, I have created a nice table to explain the concept. This time it shows cost per level as opposed to totals, as you will likely be looking at this after your character has been created and in a few missions. This chart only covers levels you can buy; since 0 is not a level and you start with 1 for free, they are not shown.

Cost per level in EXP for abilities
Level RangeCost for Favored/Combat abilitiesCost for unFavored/Noncombat abilities
2-412
5-724
8-1036
11-1348
14-16510

This pattern repeats forever, just so you know.

Next up, I will explain specialties. Instead of buying a level in an ability, you may buy a specialty. The specialty is special, in that it always costs 1 point if the attack is not favored, or 1/2 a point if it is. (It being a combat ability does not count, as it would be particularly nasty to allow people to stock up on those extremely quick at the bargain price of 2 for 1 point.) Specialties reflect specialized types of knowledge or abilities within the main broad one; therefore it is restricted to portraying those. Specialties in combat abilities always go at the 1 point rate and can only be specialized to one attack/weapon. Of course, you ask, what does a specialty do? It simply adds +2 to the roll of that ability whenever that specialty is a part of the subject of the roll.

Now then, to the abilities themselves. I have conveniently tabulated a list of the various abilities and what they do, so you know what you have to choose from. The ones in bold are combat abilities. This also ends the explanation part of this section; there is no more to mention.

NameDescription
AthleticsRun! Jump! Slide! Push! This is the rich man's STR stat. Used for opposed tug of wars, carrying things, pushing things, and prying things open. It is mostly used in traps, climbing walls, and leaping back to the stage, as well as contests of strength.
Computer UseMany of you have this ability OOCly, but it's also good to have ICly. Use computer terminals, hack into them, deal with software issues--use in tandem with Item Making to build computers, repair serious hardware damage, and such. A high level in this allows one to almost transparently hijack whatever computer network they encounter--very useful, indeed.
DefendYour ability to block, defeat, dodge, or otherwise outwit enemy attacks. Highly useful. However, the enemy is likely to have attacks of a higher accuracy than your defense, so it isn't everything. On the plus side, a high one of these ensures that you won't be left defenseless after a long combo.
DiplomacyA handy ability when you talk to anybody; used to understand people's language and, in turn, convince them of your motives. Or to just get the straight truth out of otherwise uncooperative witnesses. Or to sway people to your side, defuse hostage situations, what have you.
EnduranceNo, not the ship. This is used to measure your ability to withstand poisons, take extreme environmental conditions, and do a task over and over again. It is general toughness, and used around to withstand that which one could not normally take.
HideWhen the going gets tough, the tough hide. This can be used in conjunction with many other skills, but it most specifically deals with hiding out of sight. Sniping is possible--general attacking will spoil your hiding spot though. Useful for being sneaky.
Item ConstructionThe ability to not only make new items from new parts, but new ones from old parts. Take enough junk and put it together right, and you've got something new, be it a weapon, mundane item, badge, or something else. A handy skill, all around.
KnowledgeThe pursuit of this is common; specialties are highly recommended. Any old knowledge will do in normal situations, but there are a lot of cases where specialties are handy. For example, knowledge of how to make a rocket out of a few bottles of soda may be handy, but it won't explain why Space Pirates treat their underlings like trash.
Melee AttackHulk smash! That's what you got here. Smashing stuff, using swords, poles, anything that you pick up and wind up smashing into stuff. Also, your fists. Used when smashing things, which doesn't always work (contrary to popular opinion.)
Move SilentlyUsed for sneaking around, moving without disturbing people. This, unlike Hide, usually means you're active and moving somewhere. You can get the drop on someone with this, allowing for a sneak attack.
PerformanceYour ability to play musical instruments, sing, dance, even put on an elaborate lie or disguise yourself. This and more, including 'faking' skill in something else, are the forte of this skill.
PilotUsed for controlling things with logical controls, like cars, planes, boats, jets, amusement park rides that have such controls, mining equipment, manned drills, interdimensional transporters which must navigate a wormhole, etc. This is often used when one must fight against other pilots, as the enemy is as keen to attack with giant space ships as you are. Computer use recommended for computerized controls.
PresenceVarious things involving who you are; you can put on airs of superiority, scare people, make yourself seem famous, make yourself seem unimportant; simple, slight changes which alter how people perceive you, although most people seem to use it to scare away foes.
Ranged AttackBlam! Boom! Your ranged weapons and attacks use this. It involves aiming for the target properly, so you can hit them easily. Very useful for bow users, gun users, and the like.
RepairComputer broken? Door broken? Other people, broken? Never fear! With this skill, you can mend damage to inorganic and organic systems with a little time. Of course, you'll need supplies for organics, but as for those pesky machines, sometimes all it takes is a good whack with this to fix 'em.
SearchFind things in a room; find stuff left around; discover what the position of an object means. Determine what caused something, and perhaps why. Find out who did what, when, and where; all you need is a good roll on this check.
TheftAlmost hand-in-hand with Stealth, this is used for taking things without anyone noticing. Be it digital (computer use check in that case), or physical, this is used for that. It is also used for defeating anti-theft devices like locks.
WillA very important ability; can be used to resist mind-altering effects, do things even when in immense pain, fight the impossible, and defeat enemies in battles of opposed willpower. It can overcome fears and give you the strength to forge on even when all is lost, if used properly.

Badges

These mystical items from the Paper World are a preferred type of equipment. While Wario wished to gain exclusive rights to the Stadium, he was shut out of such a monopoly; so instead, he sells these. Even then, he pays much out of his pocket--all new Questers get 5 'Warioware' credits to buy a select few badges with. Those badges, and their costs, are as follows: Extra Jumper (3), Grab Extender (5), Kirby Float (6), Peach Hover (4), Power Jumper (3), Self Hurter (4), Shell Defense (5), Wall Jumper (2), and Magic Wand (7). Even worse for Wario, more Warioware credits can be bought with stat points.

Badges take Badge Points to equip; if you don't have enough, then you can't equip that badge/equip it with the others, depending on the case. But once equipped, they enhance your stats as shown below.

Badges
NameEffectBPCost
BullhornYou can taunt enemies into submission. At the end of your turn, roll Presence. The enemy will, on their next turn, take a penalty equal to the number of successes you got to all their actions.5340
Double SmashBy charging for one tick, you can throw two smash attacks consecutively. The second smash incurs no flurry penalties whatsoever.7800
DoublerCreates a clone of yourself. Cuts the damage of all attacks and powers to 75% (x.75), but the clone will imitate you exactly.15400
Extra JumperAdds a second "double jump" on top of your usual series of jumps. This means that Up+B moves become quadruple jumps!8240
Grab ExtenderAdds a long reach to your grab attacks, giving you a tremendous upper hand. Adds +2 dice to all grabs and allows you to catch onto ledges that you miss by a threshold of 2 successes or less.5200
Hawk EyeYou can see through magical darkness.4300
Kirby FloatYour usual series of jumps is replaced by an ability to do five short "puffs;" Each jump roll is reduced by 2 dice, but you have five of them now.5160
Magic MirrorAllows you to travel between the light and dark world if there's a portal in the area to use.7300
Master HeartReplace your usual array of moves with twelve powered-up ones, but become unable to use normal attacks, weapons, or items at all.152000
Max UpYou can use a charged move at full power without having to charge it up. Instantly adds 5 ticks of charge to any charged move you use. You must use the charge when doing this. But, seemingly, you can't find this in any stores!159999
Meteor BadgeYou can use an aerial attack to send enemies hurtling downward out of control. As an attack action, you can leap into the air and smash enemies straight down, denying them a chance to recover or otherwise simply disrupting their actions. Roll a normal attack; if you hit, you send the enemy straight downward, or sideways, or even straight up! You can do this, 3 times per mission.6340
Moon PearlYou can keep your normal form in the dark world.7300
Move ExpanderYou gain four more special move slots.151000
Peach HoverAfter a double jump, you'll fall much slower than usual. Reduces threshold by 3 after a double jump.8320
Power JumperAdds 2 dice to double jumps.6240
Self HurterWhenever you use a special move, you take 3% damage. However, your special moves are all powered up and deal +50% damage (x1.5).5200
Shell DefenseProtects you with a shell-like field of energy. Boosts defense by +1.8360
Soul BadgeYour regular attacks are all psychokinetic; you use Willpower in place of the normal Damage%. Smash Attacks have +2 to damage% and +2 to damage rolls. Otherwise stats remain the same.15400
Spike ProtectorAllows you to walk on spikes and attack spiked enemies without taking damage.10320
TransformerTransform into an alter ego! Create a second character with EXP equal to your own. You may give it any moves you do not already use and has its own badge list, but it can equip badges you're already using.15400
Wall JumperKick off walls to gain an extra jump. Resets double jump when used, allowing it to be used again if it's already been used.3200
Zora BreatherAllows you to breathe underwater.12280

Brawl Moves

The new fighter remote also gives Questers new abilities; namely, their own. Every Quester has four of these, and they're tailored to their individual abilities. After you have a char sheet up, describe to Metal Man your four individual moves; he will then make them and add them to your bio.

They may be periodically edited or changed to ensure game balance. Additionally, feel free to point out mistakes in the moves.


Weapons

Weapons act as a fifth attack, and are interchangable. You can either buy some basic weapons (with their basic attacks) or get more fancy ones in the field. You can also upgrade them, however this process varies a lot. You have to find a weaponsmith and ask them what you want, and then get a quote. Remember, though; no weapon will ever be superior to a Melee Move; but the fact you can change which one you have equipped (and thus use to attack) makes them as a whole, more versatile at times.

Coming soon: Basic, buyable weapons list.


Experience Points

In your travels, you gain various EXP points. You spend them as following:

As for Stat Raising Points, you have 25 at start and spend them differently. You can only raise two stats: HP and BP. Each point spent on HP raises it by 5, and each point spent on BP raises it by 1.


Battling and Missions

Now that you have a taste for the stats, and (hopefully) have a character sheet, you can learn how to use all of them in battle and missions.

SSQ 101 version 5 uses an unconventional dice system in comparison to other versions. Rather than using a d20 roll, it uses a "dice pool" of d10s. Whenever you're asked to roll dice, you'll be asked to roll an ability. For instance, the GM will say, "Initiative." Take a look at your character sheet. You will roll a number of d10's equal to the numbers you're asked for. If you have 2 Initiative, for instance, you'll roll 2 d10's. This is accomplished by trying q2. For any other combination, say, 5 dice, you'd use the same format, typing q5 that time instead. Rather than going by the total that appears on all the dice, we go by the number of "successes" that turn up. Any roll from 7 through 9 is a success. A 10 counts as two successes. It goes without saying that the more successes you get, the better. Every roll you're asked to do will have some number of successes you will need in order to successfully accomplish the task. We have a table here for your convenience:

Threshold

Degree of Difficulty

0 Normal, everyday task
1 Standard
2 Difficult
3 Challenging
4 Nearly Impossible
5 Impossible

All you need to do is meet the threshold and you will succeed. This goes for any dice test; even combat-related ones. However, the more successes you get past the threshold, the better your success is. Depending on the task at hand, bonuses may be applied based on how many successes you get past threshold.

Next, for battles. To start a battle, all fighters in a battle must roll an initiative test. This is always defined as rolling Initiative. This will set the initial turn order for the battle. Whoever rolls highest goes first, whoever rolls lowest goes last, and all other fighters are ordered between those two.

Unlike most games, where battles take place in rounds, battles take place with lengths of time called "ticks" here. A tick is a few seconds of time, but basically you can think of it as being one turn. When the initiative roll is rolled, whoever got the highest roll starts at Tick 0. Everybody else subtracts their roll from his, and that's the tick they start on.

For example, if Mario rolled 5, Bowser rolled 2, and Pichu rolled 6, Pichu would start at tick 0, Mario would go at tick 1 (6-5=1), and Bowser would go at tick 4 (6-2=4). To recap, the order is: Tick 0: Pichu, Tick 1: Mario, and Tick 4: Bowser. Don't worry about the blank ticks in between them, they don't matter. Yet.

Whenever a fighter makes a move, it has a value called Speed. This is a measure of how many ticks it will be until their next turn if they use this move; in other words, how slow or fast the move is. After the turn is over, the fighter adds that speed to his current tick and that's the next tick he moves on.

For example, we take the above turn order: Tick 0: Pichu, Tick 1: Mario, and Tick 4: Bowser.

That should give you an idea of how ticks work and how turn order progresses dynamically. Thankfully, we have a script that handles this. All one must do to make it work is type E, followed by the speed of the move used, and the script will progress to the next character's turn and report the current turn order.

As you can see, it's important to think strategically when choosing moves. Is it better to choose a fast move and get your turn sooner, or a more powerful one? Choices...

Now for some more specific details. You have a number of combat skills: Melee, Ranged, Thrown, Dodge, and Block. These are primarily the skills used in battle to attack and defend. Athletics is also particularly handy, but for now, we'll concentrate on those skills.

To put it simply, in any situation where you're using a short-ranged attack like with your fists, a sword, or any number of weapons such as the beam saber, you use the Melee skill. Whenever you're shooting a projectile, such as Samus's charge shot, Fox and Falco's blasters, and the infamous Super Scope, use the Ranged skill. These are all for accuracy. Some moves may be different, though.

All characters have a series of Defense Values, or DVs, which consist of two skills. Most of the time you use Defense DV. Whenever you're attacked, you'll roll as many d10s as you have ranks in these skills, using the q. For example, if your rank is 5 in defense and you're dodging a laser, you roll q5. However many successes you roll, that's the number the opponent has to beat in order to hit you.

Note that for every action you take between your current turn and the next one, your DV will decrease by 1; the more on the offensive you are, the less you're trying to defend yourself, and the easier it is for someone to hit you. This is another reason you want to be careful about Speed in a fight; the sooner you get your next turn, the sooner your DV goes back up.

To sum that up:

Then there are attacks. Every attack has a handful of statistics, many of which are detailed above, but those not will be stated here for convenience.

Accuracy: The roll you make to see if you hit. The higher you roll, the better. Every success you get past the enemy's DV is added as bonus dice to your damage rolls.
Damage: The amount of % damage associated with this attack. You multiply this by the Shock value listed above; that's how much damage the attack deals on a successful hit.
Bonus: The amount of damage or whatever extra you get for more than base success.
Speed: The number of ticks you add to your current tick to get the tick of your next turn.
Rate: You can take multiple actions on your turn. The rules for doing that are detailed below, but for reference's sake, Rate is the number of extra actions you can take in addition to using this attack. You must always use the lowest rate of any attacks that you intend to chain together.
Other: Anything else regarding the attack goes here; special concerns like whether it can send people flying, status effects, et cetera.

When acting on your turn, you have several options available:

Normal Attack:
Desc: Any traditional attack. Can be on ground or air.
Roll: Melee
Damage: 5%
Bonus: 1% per 2 successes over
Speed: 4
Rate: 3

Smash Attack:
Desc: Send foes flying! Traditionally ground based.
Can be charged up via "Super Smash" Smash Power
Roll: Melee - 1
Damage: 10%
Bonus: 1% per 1 success over, 1% per tick charged.
Notes: Only one Smash attack can be used per turn, and usually at the end.
Speed: 6 (not 8)
Rate: 2

Grab:
Desc: Grab onto someone! Next attacks can vary!
Roll: Melee
Damage: None
Speed: 6
Rate: 2

Throw:
Desc: Got someone? Toss em overboard!
Roll: Melee
Damage: "Throw"
Speed: 6
Rate: 3
Notes: Works best once you have someone grabbed. Depends on HP/H%.

Use Item:
Desc: When you use an item, it takes up time. Don't worry, you can combo them easily!
Roll: Depends on item
Damage: Depends on item
Speed: 4
Rate: 3
Notes: Consumes the item unless the item otherwise specifies.

Smash Dex Scan:
Desc: Need enemy information? Just scan 'em with your dex.
Roll: None, insta-scans.
Damage: None.
Speed: 5
Rate: 2
Notes: Some people may counter-attack you to try to disrupt the scan. Be careful.

Use Skill:
Desc: Whether it be confusing, hiding, or weird, this is what you use when you use a skill in battle.
Roll: (Skill used here)
Damage: Depends on results
Speed: 3
Rate: 2
Notes: Counter-attacking may happen against you, or even counter-skill usage.

Equip Weapon:
Desc: When you change what weapon is equipped, you do this. You can also change it without taking any time... immediately before a battle.
Roll: None
Damage: None
Speed: 6
Rate: 1 (Can only be comboed with an attack with that weapon)
Notes: Can be counter-attacked. If they succeed, they may just disarm you!

Inactive:
Desc: Can't move? Can't act? Sorry!
Speed: 8

Idle:
Desc: Not around to take your move? Even worse! BACK OF THE LINE!
Speed: 10

Moving:
Moving can be done at any time, alongside any action. It's totally freeform. Occasionally rough or treacherous terrain or high jumps might prompt some kind of check, but otherwise do what you want.

Combos
Combos work off of a very simple setup: you can do more than one attack, indeed, you can do almost as many attacks you want. All you have to do is subtract 1 from your second attack's accuracy, 2 from your third attack's accuracy, 3 from your fourth attack's accuracy, etc. You can even choose to begin a combo mid-turn, as you do the subtracting on your subsequent attacks.

This is limited by the rate of the attacks you use, of course. You can only do as many extra attacks as there is rate in the lowest rate move in the combo. Simply put: Rate 3 = you can use it in a combo with up to 4 attacks total. Rate 2 means you can use it in a combo with up to 3 attacks total, rate 1 means it can only be used in a 2 attack total combo, and 0 means it is the only move you can use that turn, if you use it.

When it comes to declaring the ticks used after a combo, simply use the highest speed move you used in the combo's speed for that.

The above information is all an awful lot to swallow. However, in application, it's all very simple. Everything with the exception of special moves falls under the above headers. The only rule you need to keep in mind is this: Any action you can type, you can do. Just don't exceed the lowest rate and remember what the consequences will be.

As for defending... whenever you're attacked, you'd be wise to describe your defense. You can defend however you like; even with an opposed attack. Such a move does require an attack roll to go along with it and will cause your DV to be decreased accordingly until your next turn comes up. However, not all defenses are equal; you can't block an unstoppable deathray, and it's nigh-impossible to dodge a proper homing attack.

Damage can be dealt in one of two ways: HP or Health%. Usually one or the other will be in use during a mission. HP is just plain old Hit Points; when you're reduced to 0, you die and lose a life. Health % is a little more complicated. Usually, HP is used.

Health % is health handled just like in the Super Smash Bros. games. You'll notice on your character sheet that you have a % Threshold (Or just Threshold). This is the number that your Health% has to exceed before you're in any danger. At that point, you'll have to make recovery rolls whenever you take damage from "high-power" moves such as Smash Attacks. The recovery threshold, or % Target Number, is 1 + 1 per each 10% over your threshold that you go. So if your threshold is 100% and you've taken 125% damage, your target number will be 3.

Recovery Rolls come in around here. You may need to make a recovery roll for a lot of reasons under Health% mode. Usually it involves being thrown out of an arena of some kind. In this situation, you must make an Athletics (Double Jump) roll. If you beat the threshold, you land safely on solid ground. If you don't beat it, kiss a life goodbye as you plummet to oblivion. You may not be required to make a roll like this, depending on the circumstances and what the GM decides. You can bolster your recovery by using a third jump, or Up+B attack. Simply roll the accuracy roll for that attack and add that number of successes to the pool; if you still don't beat the threshold, again, kiss a life goodbye.

There may come a time when you are so utterly pulverized by an attack that there is no resisting and you're sent flying off into the distance a la Team Rocket in a bad rerun of Pokemon. This is a Star Finish. This happens when you're over threshold by a quarter or more (125% if you're at 100%, for example) and someone beats your DV by 1/2 of its current value or more. In other words, if your DV is 6 and they beat it by 3, and you're at threshold or higher, we'll have to excuse you while you kiss the sky.

Above all things, a Quester has got to be one stylin' fighter to have the right to defend the Stadium and all the worlds. This means skill and strength, but it also means just being cool. The more you can impress your GM with the description of your attack--either with how "flush" the combo actually would be, or with dramatics and showmanship--the better you fight. The GM can bestow a Style Bonus upon you for such theatrics. For an average post, you get no bonus. For a good one, you get +1 to all actions. For a really amazing one, you can get a bonus as high as +2 or +3. This can include bonuses to your DV or opposed attack rolls if you're defending. Stylish bonuses are, however, always up to the GM's judgment, not yours; so make sure you fight stylishly!

Also, for a note, certain GMs give more style bonuses than others. Metal Man hardly uses any, while Nick and Wolf tend to use more; plan accordingly.


Items

While your attacks, weapons, and badges may come in handy all the time, sometimes you need a little pick-me-up. That's where items come in. You buy these with your coins from missions, and then you can use them. You have an infinite inventory, so feel free to stock up. If you're feeling adventurous, you can even try getting the random item and see what you get by rolling for which item you get!

Items
IDNameDescriptionCost
0MushroomYou start out with three of these. They're handy fungi, often used by Mario, which heal HP. 35 HP, in fact. They heal only 23% in a H% battle, but they remain useful. Don't drop them, though--they'll run off without you!5
1Phoenix DownNeed a life? Get a life! This pricey item will not only fully heal you, but restore an entire life. You can have only 3 lives maximum, though, so I suggest not using it if you're maxxed out. Also, if you die and have lost all your lives, this item cannot revive you--you're so beaten up as to receive a Game Over. So be careful!250
2Heart ContainerThis is not so much a heart, but a container for one. This one's been warped by its travels to this universe, though--it only fully heals you. It does not add 10 HP. Rumors say, though, that there is a heart container out there which can add HP... but it isn't this one. For now, it's good for some serious healing.17
3Duct TapeWhen things get broken, the repairmen usually reach for something like this. This is a roll of Duct tape; enough for three uses. It automatically counts as two successes on a repair check per use, and can be used to put back together almost ANYTHING. It can also be used to mute enemies with a successful melee check (thus removing their spell capability for a short bit) and to create nearly Macguyver-like devices out of spare parts. Is there ANYTHING it can't do?8
4C-4Ever have a door or obstacle which just won't go away? Never fear, C-4 is here! Apply directly to fore-surface, then press a button, and run far away. Within 2 minutes, it will explode, usually destroying whatever it is that you can't stand being in your way. Not 100% guarunteed to work, but it's useful enough. On a side note, while it does do a lot of damage, using it with enemies is not recommended--it has a radius large enough to possibly hit both sides, the walls around them, and basically harm everyone close enough to see it go off!11
5Piton GunHave a surface up above you just gotta reach? Perhaps you're vertically challenged? Do you have the urge to pull somebody flying over your head to the ground? Then you'll want the new, improved, PITON GUN! With just one shot, and a ranged attack roll, you can grapple far away objects instantly! On success, you can use it to traverse long distances up or sideways, grab far-away enemies, or simply get that macguffin you've always wanted! However, it comes with a catch--being powered by explosive charges, you only get three charges before it dies. So buy, buy, buy again!8
6EMP GrenadeWhen robots, machines, and mad scientists strike, you can never have too many of these. One throw stuns all electronic devices within range; throwing three at once can possibly destroy them outright. It just requires a good ranged attack roll; so, you need never fear red, glowing glass things again!5
7GrenadeThis here's your average grenade. Ranged attack roll; pull the pin, and throw it at the enemy. It'll explode, and depending on your ranged roll, hit one or more of your foes with some old fashioned fire, for a range of 15-25 damage. Good for clearing out hallways of weak foes.8
8MegaVitaminDr. Mario's specially formulated vitamins. So powerful, they not only cure colds, but most status effects. One use per vitamin, so don't plan on getting too ill too soon--Dr. Mario's natural greed led him to make this item more expensive than it could be.12
9Electric TorchA handy torch-shaped object with a lightbulb. It can be used to light up dark areas, and blind some enemies. Mostly, though, it's a torch. It lasts for about 5 rooms in any dark area before the low-life batteries go kaput.4
10Gas MaskSome areas are filled with noxious gasses. Using this, you can move through them easily. The filter, however, tends to get stuffed up after you take it off, due to a manufacturing defect. As you need to take it off to eat and drink, or eat other items, it's unlikely to last beyond a mission.7
11Air TankNeed a breath of fresh air? This, combined with the gas mask, allows you to go underwater, or into an airless environment. Not outer space, though--you'll need a space suit to complete that outfit. It lasts about as long as the gas mask, though, so don't get too cocky.4
12Stun GrenadeFor the non-machines, this grenade works best. It stuns humans and other related organisms with a blinding blast of light--best tell your teammates to cover their eyes, or they'll be stunned too! Depending on the environment, it can only stun them a bit, a lot, or completely knock them out, too. The more you throw (with a ranged check), the better the stun.4
13Random ItemPay for a bag which has one random item in it. Roll a d13. You get the item whose ID matches what you rolled.26