Super Smash Quest - Season 8 - System - Systopia


Systopia Documentation

This document explains SSQ's system. Please read it carefully, as it starts to become easy to understand after you've learned the basic premise.

Systopia Contents


Character Sheet

Joe Charsheet

Level:
EXP:
EXP (Next level):
HP: ((L-1 x END)+100)
SP: ((L-1 x MNT mod) + 20)
AP: (regenerate 4 every round, max = 8)

Strength - Raw damage (physical), Modifier to Melee ACC
Endurance - Raw HP, Modifier to Defense
Agility - Modifier to Evasion, Modifier to Ranged/Finesse ACC, Modifier to Some Damage
Mental - Raw damage (mental), Modifier to Skill Points, Modifier to Some Damage

Mods = (Stat/2)-5

Accuracy = Roll+STR Mod/+AGI Mod depending on what the attack is + Weapon Bonuses
Evasion = 10+AGI Mod+Shield Bonuses
Defense = Armor+END Mod

Abilities:
Just put 'em here.

Skills: +MNT mod/level, max ranks = 3+Level, beginning Skill Points = (MNT Mod x4)
Balance
Bluff
Climb
Computer Use
Concentration
Diplomacy
Disable Device
Disguise
Entertain
Escape Artist
Hide
Intimidate
Jump
Listen
Move Silently
Pilot
Repair
Ride
Search
Sense Motive
Sleight of Hand
Spot
Survival
Tumble


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The Rules

So you wanna join Super Smash Quest? That's good, but there's a few rules you should know about. Violating any of these rules and not responding to GM warnings is grounds for banning. Coming back later, after the issue which you were banned was worked out, and doing it again is grounds for being banned for life and then put in the Hall of Shame. And when I mean responding, I don't mean cursing out the GM who's warning you. Calming down, leaving the room for a small bit, or otherwise ceasing your disturbance-causing behavior is what is wanted. And if you don't like these rules, then stay out!

The Rules

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Basic Statistics

The Systopia system is based on a basic rule. First, we have our stats.

These are but the basic statistics. Governing them and most of the system is a concept where stats are divided into areas of power.

Power Levels
NumberTypeDescriptionExample
5SubhumanA creature with below human abilities in a stat has a penalty to using it and usually isn't very good at it.Goomba
10HumanThis is what the average human can do; it has no bonuses or penalties, and allows the user flexibility.Human
20SuperhumanThose with special abilities or who are above normal humans usually posess this sort of power.Denon Infantry
30SupernaturalThis kind of power is coveted by most and wielded by few. It happens to give the user terrific ability in whatever stat it is in.Ganondorf
40DemigodOnly those with extreme power have stats in this range. They are strong enough to fight entire armies, and do not go down easily.The Commanders
50GodThe ultimate in power. Anyone with this sort of power is matched only by other Gods, and has the ability to destroy entire worlds.Kuja

As you can see, it is a rather simple system. Also, the in-between levels remain within the nearest power level. For example, an eight in a stat makes you subhuman, an eighteen makes you human, a twenty-eight makes you superhuman, and so on. Of course, no one can surpass Godlike power. The examples themselves are not perfect; The Commanders are known to specialize and Kuja's actual power remains a tightly guarded secret. Ganondorf, naturally, focuses on raw power. These stats affect all of your other stats.

That's right. Other stats. Here they are, and how they're increased too.

Secondary Statistics
NameCalculated ByDescription
AP4This stat refills to four every round.
HP100 +((Level-1) * END)This is your ability to take damage. The higher it is, the more hits you take. It is powered by Endurance.
DefenseEND mod + ArmorRounds down. This stat takes the bite out of enemy attacks; the damage they deal has your Defense subtracted from it, if they hit you.
Evasion10 + AGI modThis stat is used to literally evade attacks. Any attack roll which is equal to or below this number which is aimed at you will miss.
Smash Points (SP)((L-1 x MNT mod) + 20)This stat is used to power special attacks and other moves.

Now that you know what your stats are, well, it's time to assign them. You build up your stats using Ability Points. At level 0, you start out with 10 in all four main stats (STR, END, AGI, and MNT) and 20 ability points to throw around. Now then, how much does it cost? Well, that's easy too. For stat point ranges 11-19, it costs 1 point to upgrade. So 5 points gets you 15 in a stat. It then increases to two per point 20-29, three per point 30-39, and four per point 40-49. Here's a chart in case you can't visualize this.

Primary Statistics Advancement Cost
RangeTypeCost
10-19Human1
20-29Superhuman2
30-39Supernatural3
40-49Demigod4

Using this, you can calculate your starting stats and increase them as you level up. You get one ability point every time you level up, after all. All stats but Skill Points are recalculated when you increase them to go with the higher number.
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Attacks

Once you have your stats all ready, it's time to make attacks. First, you get your four special moves, which all start at alpha. For each one, you choose between one of the three main types of special attacks: Melee, Ranged, and Magical. Each has their specific quirks.

Special Attack Types
TypeDamageTo-HitDescription
MeleeSTR+15STR modA close-range move which uses your strength to damage the opponent. Nothing too special about it, besides how simple it is. Usually includes martial arts, weapons, or wrestling moves.
Ranged15AGI modA longer ranged attack, used to hit targets far away. Most of your effort is used in aiming and throwing/firing the attack. Simulates guns, thrown projectiles, and lasers shot out of your eyes!
MagicalMNT+15DC 10+MNT modFor those of the magical persuasion. Can be made ranged as an extra benefit. Hard for enemies to evade, however it costs TWICE the SP of a special move with either of the other types--any SP usage drawbacks are applied before the doubling.

All Special moves start out taking up 3 Time Points to use, and most use 2 SP, save for magical ones. Their power can be increased by Move Points; they range from Alpha to Omega in their power.

Levels of Special Attacks
LevelBenefit Points AddedMove Points needed
Alpha10 (2 to create a new move at this level)
Beta11
Gamma11
Epsilon11
Omega11

Of course, how is one to use these benefit points? After all, you get one free benefit point with every alpha move. And you start out with four alpha moves. Well, you select them out of the benefit chart below. Each move is coded with CRMSN, or Close-Range | Ranged | Magical | Smash | Normal, which indicates which types of moves it can be used for. So a * under C means it can be used in Close Ranged Special moves. One under S means Smash moves, and one under N means normal moves. I'll get to Smash and Normal moves in a short bit.

Benefits
NameDescriptionCRMSN
Absorb ShieldRequires Defender and No Damage. The attack makes a shield that acts like Deflect Shield in every way except that instead of giving a counter attack, you get two choices. 1: All damage that would have been dealt is cut in half. That number is added to your HP. 2: The SP that the enemy used on their attack is added to your current SP.**
AccurateAttack has a better time hitting. Attack must be 2 TP or less, or ranged. +2 to hit/DC.*****
Area EffectAttack is explosive and deals damage in a radius centered around the enemy that you initially target. All other enemies in the area must make an AGI check DC 10+(your STR or MNT mod)+(Any bonuses for accuracy the attack has)***
BuffThe attack buffs a stat by 5%. Lasts for three rounds.***
ChargeYou can spend twice the TP to double the damage or three times the TP to quadruple the damage. If you decide to, you can continue charging even when you're out of TP, but you can't take hits between the end of that turn and the beginning of the next one or else you lose the charge. At the next turn, any TP costs that weren't covered in the first are deducted. You may elect to pause in your charging at x2 TP and then pay X1 TP to finish charging, though it will cost an additional 1/2 TP to fire.***
ComboCreates a move that can be chained with this one; lasts only as long as you have TP to feed into it. It is, essentially, another move which is linked to the move with this benefit. You can create even longer chains by sticking combo onto the combo move... but you gotta hit with each attack in order for them all to work, not to mention the TP it needs.***
Critical AttackMoves your crit range from 20 to 19-20, 19-20 to 18-20, and so on. Counts as two benefits. Can only be used once on normal and smash moves.****
Damage ShieldRequires Defender, No Damage, and Deflect Shield. The shield deals 5+MNT mod damage.**
DebuffThe attack lessens an enemy's stat by d5 points, if they fail a saving throw against your attack, DC 10+(Corresponding attack type mod)+(Any bonuses for accuracy the attack has). Doesn't use your base accuracy bonus, and uses STR for physical attacks, MNT for magical. Counts as two benefits. Lasts for three rounds.***
DefenderThe attack can be used only when it's not your turn, in response to an attack that's just missed. It uses TP conserved from the previous turn. Requires 2 or more TP.***
DeflectorRequires Defender. The attack deflects ranged energy attacks and ranged physical attacks, but barely in any way that's useful. Ranged counters with this move are at a -6 penalty.*
Deflect ShieldRequires Defender and No Damage. The attack puts up a shield in front of or around you that deflects ranged energy attacks. Ranged physical attacks and melee attacks are unaffected. You may sustain this shield as long as you pay its SP cost for each time you would have to pay AP to use it. You may deflect any attacks that miss by 5 or more by rolling a ranged attack of your own at a -2 penalty.**
ElementNot actually a benefit or a drawback. Makes your attack aligned with an element.*****
Extra DamageAdds 5 to damage.*****
Extra ElementEncompasses both the original and this new element. Weaknesses cancel out. Ex: Mix Fire with Ice; both affects work, but if ice is used against something that's resistant to ice but weak to fire, it'll be treated as weak to fire but not resistant to ice.***
Extra JumpCan be used as a jump, as long as you explain HOW it helps you jump.***
Fast AttackDecreases TP used by 1; attack cannot go below 1 TP.*****
Fast DefenseRequires Defender. You gain a +2 bonus to Evasion if you use the attack to counter before the result of the attack you want to counter is resolved. Of course, if you dodge the attack, then the Defender quirk and everything else related goes into action.***
FlurryAdds a single extra attack identical to the first. Applicable only to attacks with AP 3 or more. Example: Notice how Mario's Red Fireball can shoot up to 3 fireballs. You must pay the SP cost for the move for each extra attack, though.***
GrabAttack's damage is halved, but it counts as a grab attack.****
HealingThe attack heals instead of harming. It must be 3 TP or more.*
High KnockbackKnocks the enemy back quite a bit when it hits. Can only be used on attacks with TP 2 or higher; comes default on Smash attacks.*****
Jump BoostAllows for an extra jump check to be made with any accuracy bonuses added on top of the jump check.***
MachinegunThe attack hits one more time for every 5 points you roll over the enemy's EVD. Counts as two benefits.*****
MagicalAttack uses MNT/4 to boost damage.****
RangedOnly for use with Magical attacks. Makes the attack long-ranged, so that you can hit people without running up in their faces. NOTE: You cannot use benefits which conflict with being ranged. However, you can use magic-only benefits with this, provided they make sense.*
Random AttackThe attack has a variety of random results. It can only be purchased once, but upgrades with your attack. For Alpha level, you get the first two, one of which is a "dud" and the other of which is an Alpha level move. For Beta you get another alpha and a beta. For Gamma you get yet another beta and a gamma. For Epsilon you get another gamma and an epsilon. For Omega you get an Omega. These stack. So for alpha, you have d2. Beta, d4. Gamma, d6. Epsilon, d8. And d9 for Omega.***
Random DamageThe attack deals 2d(damage rounded to nearest 10) damage.***
SP DamageDeals damage to an enemy's SP equal to 1/5 the HP damage it would deal. Deals SP damage instead of HP damage.***
Status EffectThe enemy must roll a save to evade whatever status effect you choose. DC 10+(appropriate mod for status effect)+(Any bonuses for accuracy the attack has), ignoring your base accuracy.***
Telekinetic GrabMust be stacked on Grab. Allows you to use an MNT check instead of a STR check when determining whether or not you grabbed the target.***
Throw AttackAttack can only be used after a grab attack, instantly hitting and not costing any AP.*****
TP BuffIncreases TP recovery by 1. Does not stack with other TP recovery boost moves. Lasts for a number of rounds equal to your AGI mod (Min 1)***
TumblerCan be made any time you'd want to make a tumble check. Tumble check is made with any accuracy bonuses added on top of it.**
Weapon GrabMust be stacked on Grab. A successful attack insures a successful grab; no STR checks are necessary.****

Now then, you also get smash moves and normal moves. A whole lotta them. Here's the info on them.

Basic Attacks
NameTP UsageDamageAccuracyBenefits
Smash Attacks4STR+15STR mod1
Normal Attacks2STRSTR mod1

Smash attacks also come built-in with heavy knockback, which cannot be removed. As you can see, they start out with one 'free' benefit, just to make customizing them easier. Now then, to show you how many attacks you get in total.

Special Moves

Smashes

Normal (Ground)

Normal (Air)

Throws

You only need the special moves, the smash moves, and attack, down+attack, up+attack, and forward+attack done to work as a player, but you're invited to make ALL of the moves, if you want. Oh, yes. One last component for making moves. Should the benefits you get standard be not enough, you can always add drawbacks to cancel out the benefits. And you can eliminate drawbacks by sacrificing benefits. Many benefits can be made into drawbacks too; ask the GM for approval on such.

Drawbacks
NameDescriptionCRMSN
Armor ChallengedYour attack is doubly affected by DR.*****
Backfiring AttackIf it fails to hit the enemy, it hits YOU! Counts as two drawbacks. Cannot be used with healing stuff.****
Dull AttackThe attack has no critical hit range. Cannot be used with spell benefit.***
Extra SP CostIncreases SP cost by 5% of your maximum SP.***
HP CostThe attack sucks 5% of your maximum HP from you to work.****
Limited Uses Limits the amount a move can be used per mission. 3 uses counts as 1 drawback, 2 counts as 2 drawbacks, 1 counts as 3 drawbacks.***
Pain SplitYou take half of the damage your attack causes. This also gives you status effects that your attacks give to other people, damages you for half the amount the attack heals, and debuffs/fatigues you based on any buffs you have in the attack.***
Risky StrikeYour attack opens you up to AoOs from all enemies within range.****
Self-DebuffThe attack debuffs the main stat it uses (STR for close-range, MNT for magic, and AGI for Ranged) by 20% for three rounds. Can only be taken twice; the second time moves it on up to 60%.***
StationaryYour attack requires you to stand still until your next turn, eliminating your AGI to evasion.*****
Weak AttackThe attack loses its +15 to damage. (Applicable only to Close-range, Magical, or Smash attacks.)***
No DamageThe attack deals absolutely no damage (normally). Must be taken after Weak attack on Close-range, Magical, or Smash Attacks. When used on Ranged attacks, it removes the 15 flat damage. If you like really weak attacks, though, you can add on damage after the affect has been used to remove damage beforehand.*****

DISREGARD ALL BELOW THIS

Now then, once you've got all these nice and shiny stats, you may be wondering how to deal damage to punks like Ganondorf and Bowser. Well, it's easy. First, there's the moves ANYONE can do. They're simple, and mostly punches.

Basic Attacks
TypeDamageAccuracyCriticalKnockbackAP UseSP
NormalSTRNo Bonus20/X2Low20
SmashSTR+15No Bonus20/X2High40
SpecialSTR+15No Bonus20/X2Low32

As you can see, I went a bit overboard on the table. Although it is nice for anyone who wants a comprehensive look at these moves. Very basically, they're punches. The Normal one only deals STR damage and uses your native bonus to melee moves without any bonus. The critical is at a natural 20 and causes you to deal double damage. The knockback is low, so it doesn't send people far when hit. It uses a modest 2 AP, so you can usually do two in one round. The Smash is the same, however it takes twice the AP, deals 15 more flat damage, and has high knockback. Meanwhile, the Special also does 15 more damage, but takes 3 AP and eats into yer magic with 2 SP as its cost.

Of course, while these are simple enough ANYONE can do them, it wouldn't be fun without some moves to call your own. Hence... the attack system. You start out with an unknown number of normal attacks. These attacks are simpler and do not need SP to function; however, they can't do as much either. You start out with four carbon copies of the 'Normal' attack described up there. Using these basic benefits, you can customize the base normal move. However, for each added benefit, there must be a drawback. Thusly, you can reverse these benefits to act as drawbacks.

You can also make smash moves, which start out just like the basic smash move mentioned above. However, you can only use them once per turn, and cannot remove the high knockback component on them.

Basic Benefits

Basic Drawbacks

Now that you've got those done, it's time to deal with your special attacks. This time, there's a lot more things you can customize special moves with. With a special attack, you can upgrade it using a Move Point, which is gained from leveling up. Each special attack ranges from 1 to 5. Each level has a name, namely Alpha, Beta, Gamma, Epsilon, and Omega. Whenever the rank is upgraded, the attack costs 2 more SP. You can also change it around when you first make it WITHOUT increasing the rank. However, you must then add one of the Drawbacks to balance it out. Make sure to get all of the non-rank related drawbacks and advantages together before your character is finished. You can turn around almost any benefit to be a drawback, within reason.

Special Benefits
NameDescription
Absorb ShieldRequires Defender and No Damage. The attack makes a shield that acts like Deflect Shield in every way except that instead of giving a counter attack, you get two choices. 1: All damage that would have been dealt is cut in half. That number is added to your HP. 2: The SP that the enemy used on their attack is added to your current SP.
AP BuffIncreases AP recovery by 1. Does not stack with other AP recovery boost moves. Lasts for a number of rounds equal to your AGI mod (Min 1)
Area EffectAttack is explosive and deals damage in a radius centered around the enemy that you initially target. All other enemies in the area must make an AGI check DC 10+(your STR or MNT mod)+(Any bonuses for accuracy the attack has)
BuffIncreases one of your stats by 20%. Does not stack with itself. Lasts for three rounds. Counts as two benefits.
ChargeYou can spend twice the AP to double the damage or three times the AP to quadruple the damage. If you decide to, you can continue charging even when you're out of AP, but you can't take hits between the end of that turn and the beginning of the next one or else you lose the charge. At the next turn, any AP costs that weren't covered in the first are deducted. You may elect to pause in your charging at x2 AP and then pay X1 AP to finish charging, though it will cost an additional 1/2 AP to fire.
ComboCreates a move that can be chained with this one; lasts only as long as you have AP to feed into it. It is, essentially, another move which is linked to the move with this benefit. You can create even longer chains by sticking combo onto the combo move... btu you gotta hit with each attack in order for them all to work, not to mention the AP it needs.
Critical AttackMoves your crit range from 20 to 19-20, 19-20 to 18-20, and so on. Counts as two benefits.
Damage ShieldRequires Defender, No Damage, and Deflect Shield. The shield deals 5+MNT mod damage.
DebuffThe attack lessens an enemy's stat by d5 points, if they fail a saving throw against your attack, DC 10+(your STR or MNT mod)+(Any bonuses for accuracy the attack has). Doesn't use your base accuracy bonus, and uses STR for physical attacks, MNT for magical. Counts as two benefits.
DefenderThe attack can be used only when it's not your turn, in response to an attack that's just missed. It uses AP conserved from the previous turn. Requires 2 or more AP.
Deflect ShieldRequires Defender and No Damage. The attack puts up a shield in front of or around you that deflects ranged energy attacks. Ranged physical attacks and melee attacks are unaffected. You may sustain this shield as long as you pay its SP cost for each time you would have to pay AP to use it. You may deflect any attacks that miss by 5 or more by rolling a ranged attack of your own at a -2 penalty.
DeflectorRequires Defender. The attack deflects ranged energy attacks and ranged physical attacks, but barely in any way that's useful. Ranged counters with this move are at a -6 penalty.
ElementNot a benefit or a drawback. Only applicable to Specials.
Extra ElementEncompasses both the original and this new element. Weaknesses cancel out. Ex: Mix Fire with Ice; both affects work, but if ice is used against something that's resistant to ice but weak to fire, it'll be treated as weak to fire but not resistant to ice.
Extra JumpThis move can be used as a jump when you've already used all your other ones.
Fast DefenseRequires Defender. You gain a +2 bonus to Evasion if you use the attack to counter before the result of the attack you want to counter is resolved.
FlurryAdds a single extra attack identical to the first. Applicable only to attacks with AP 3 or more. Example: Notice how Mario's Red Fireball can shoot up to 3 fireballs. You must pay the SP cost for the move for each extra attack, though.
HealingInstead of damage, the attack heals. HAS to be base MNT, and the attack must have AP of 3 or more.
Jump BoostAllows for an extra jump check to be made with any accuracy bonuses added on top of the jump check.
MagicalChanges base damage to MNT.
MobileThe attack allows you to move through enemy space without provoking AoOs.
Random AttackThe attack has a variety of random results. It can only be purchased once, but upgrades with your attack. For Alpha level, you get the first two, one of which is a "dud" and the other of which is an Alpha level move. For Beta you get another alpha and a beta. For Gamma you get yet another beta and a gamma. For Epsilon you get another gamma and an epsilon. For Omega you get an Omega. These stack. So for alpha, you have d2. Beta, d4. Gamma, d6. Epsilon, d8. And d9 for Omega.
Randomized DamageThe attack deals 2d(damage rounded to nearest 10) damage.
RangedAttack is ranged and uses AGI for its base accuracy.
SP DamageDeals damage to an enemy's SP equal to 1/5 the HP damage it would deal. Deals SP damage instead of HP damage.
SpellAttack almost automatically works. Enemies are entitled a check based on the affects of the attack to try to escape it. The DC of this check is 10+(your MNT mod)+(Any bonuses for accuracy the attack has). Counts as two benefits.
Status EffectThe enemy must roll a save to evade whatever status effect you choose. DC 10+(appropriate mod for status effect)+(Any bonuses for accuracy the attack has), ignoring your base accuracy.
TumblerCan be made any time you'd want to make a tumble check. Tumble check is made with any accuracy bonuses added on top of it.

Special Drawbacks
NameDescription
Armor ChallengedYour attack is doubly affected by DR.
Backfiring AttackIf it fails to hit the enemy, it hits YOU! Counts as two drawbacks. Cannot be used with the heal benefit.
Dull AttackThe attack has no critical hit range. Cannot be used with spell benefit.
Extra SP CostIncreases SP cost by 4.
HP CostThe attack sucks 10 HP from you to work.
Limited Uses Limits the amount a move can be used per turn. 3 uses counts as 1 drawback, 2 counts as 2 drawbacks, 1 counts as 3 drawbacks.
Pain SplitYou take half of the damage your attack causes.
Risky StrikeYour attack opens you up to AoOs from all enemies within range.
StationaryYour attack requires you to stand still until your next turn, eliminating your AGI to evasion.

Now then, what good is all of this without knowing how many moves you start with? Well, not very good at all. So here's all the moves you start with. It may look daunting, but many of the normal moves are very simple and quick to make. Here's the list.

Special Moves

Smashes

Normal (Ground)

Normal (Air)

Throws

Obviously, the Air versions of the normal attacks can only be performed after a jump. You only require a smash, four B moves, a grab, one normal attack to join, but can make the others at your leisure. Oh, yes. For those of you who prefer numbers, here's the breakdown. You get four Special moves, three smashes, fourteen normal moves and four throws. They must roughly correspond to the direction/button movement to make sense. Happy attack-making!

After the attacks are made, they can be upgraded with Move Points. These move points, simple in nature, instantly upgrade the attack up a level. You can also get yourself ANOTHER special move with two of these points, though you have to swap it out with another one on missions, and it still must conform to one of the button alignments.
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Leveling Up

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

Level Up Benefits
NameGainedUse
Power PointsEvery LevelPowering up raw stats. (STR, END, AGI, MNT.)
Move PointsEvery 4 LevelsPowers up (or two of them creates) a Special Move.
Ability PointsEvery 6 LevelsGains you another ability, or powers up an existing one.
Super BonusEvery 10 LevelsDoes something super-special!
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Abilities


These are the bread and butter of a Quester. Depending on your abilities, you can do a variety of things. As for gaining them, here's the lowdown. (Also repeated in the leveling up section and 'making a character' too) To start, you get five free ability points, or AP. What you do with them I'll explain shortly. You also gain one ability point every four levels. Now then, down to the part where you use all these points.

AP are spent on Abilities. Tier 1 abilities, also known as basic abilities, cost 1. To upgrade to the next tier of the same ability, it also costs one AP. After hitting tier 3, though, some abilities can be stacked, which is different from upgrading them from tier to tier. For the first 'stacking' of the ability, it costs 1 AP. However, the second costs 2, the third 3, etc, continuing on up to infinity and beyond, should anyone posess the points for such madness. You cannot buy abilities out of order. Now, for the abilities, of course!

Abilities
NameTier 1Tier 2Tier 3Stackable
AbsorptionAbsorb healing energy better than ever! Healed 2x; take 4x damage from crits.Healed 3x.Take 3x from crits.
AdaptedYou can live in tough environments. Can breathe underwater. This, and all levels of adapted, must be taken with the AP you get at level 0.Can live in really hot, cold, or toxic areas.Can live in outer space.
CrazyGo nuts on your opponent! +MNT mod to hit, but you use a random attack at them. Can only be used once per mission.+3 MNT mod! Twice per mission.+MNT! Thrice per mission.
Crowd PleaserYou are appealing to large crowds of people, who will cheer for you.Crowds hurl stuff at your enemies.Crowd interferes with battle en masse; helping you and attacking the enemy.
Elemental AlignmentCan only be used on elemental resistances for two elements which haven't been modified from 0 yet. Sets one to 50 and another to -50. Those element resistances can only be edited by this quirk from now on.100 and -100.200 and -200!
Elemental AuraYou are surrounded by an aura of (element) which automatically damages the enemy for (MNT mod) damage if they touch you. Them, not their weapons.2 MNT mod damage.Also affects them if they hit you with a weapon that they're holding.
Enhanced CheckChoose one of the four types. You cannot get the other two once you have chosen. Adds +2 to all checks in that stat.+3.+5
Extra ArmFor one reason or another, you have an extra arm. Can only be taken with original five 'free' AP points. Same goes for any other levels of this 'ability'.Two arms.Three extra arms! Ahhhh!
FeinterYou can make an attack intentionally miss, thus knocking the enemy's AGI off their AC for the next attack.Lasts for two actions instead of one.Following attacks always hit.
Form-KeeperKeep your form in the Dark World.Protected against morphing magic or attacks.Keep form at all times.
HP StealerFor every hit you make, you regain 1 HP.5 HP.10 HP.
HyperThis, and all over versions of this ability, can only be taken with your original five AP. Regain an extra AP every three rounds.Now every second round.Gain 5 AP every turn instead of four.
Improved InitiativeFor purposes of init, your AGI gains 5. This is not added to your AGI, just how you are considered in attack order.Bonus is now 10.15. Add 5 per stack.*
IntimidatingWith an MNT check, try to scare away weak enemies away from battle.MNT check +5.+15/Adds +5 to check every time stacked.*
Item CarryingYou can carry 5 extra items.10.15
Item FinderEnemies that drop items will drop more items around you/make them drop items if they wouldn't normally.You can detect which enemies have items by using an action.You can attack enemies who are near death with an 'Item Attack', turning their corpse into an item if you kill them with it. MNT mod to hit, MNT damage.
ItemologistYou know all sorts of things about items. +5 to rolls involving them.You also know how to make them more effective. All items do 2x damage/1.5x healing when you use them.You can identify any item, even ones from other planets/worlds, with an INT check.
Item UserUse more items than usual! Able to use two items per round.Three items per round.Four items per round!
Life SaverInstead of losing a life, you can choose to lose 10,000 * Level coins instead.5000 * level coins instead.2500 * level coins instead.
Long ReachYou have a longer grabbing/punching range.+4 to those attack rolls.+8 to them.
LuckyGetting bad dice rolls? Grants 1 reroll of your own rolls per session.2 rerolls.3 rerolls. Adds 1 reroll per stack.*
Master of DisguiseLimited disguise technique; blend in with other non-cyborgs of similar build to you.Blend in with cyborg versions, clones, and similar build of beings.Mimic exactly the appearance of a person of similar type to you; or mimic a nonspecific being of different species.
Mega JumperGain an extra jump.+5 to jump rolls.Can 'hover' for one round mid-air after your last jump, allowing horizontal movement equal to your AGI/2.
MimicOnce per session, you may copy the main ability of an enemy and use it against them. Lasts until battle ends.Lasts for entire session.You may copy two abilities (Keeping one at a time) per session.
Money FinderGain 10 coins for every time you're hit.Gain 20.Gain 40!
Move ExpansionGain one Move point.Gain Another move point.One last additional move point.
Multi-HitterOnce per mission, your attack hits all enemies on the ground.Your attack only hits all enemies on ceiling or ground.Hits all enemies, three uses.
PerceptiveYou cannot be surprise attacked.+5 on rolls to find things.You may choose to automatically detect if the target is telling the truth once per day.
PsychoticAll attack rolls doubled against one enemy; no AGI to AC and you cannot be healed for the rest of the battle.Also doubles damage.You can heal yourself.
Quick LearnerGain 5% more EXP per mission.8%.10%.
Prestigious+5 to persuasion rolls.+10.+15. Also, +5 for every stack.*
RegenerationRegain 3% of your HP every round.5%.10%!
Sharp EyesSee in darkness.See through fog.See things from a long distance away.
Shopping ExpertiseSave 20% on all item prices!30% discount!40% discount!
Smash ManiacYour smashes do double damage per to-hit sacrificed.You can do them as much as you want.All smashes do double damage on top of the double to-hit sacrifice bonus.
SpecialistAgainst a type of enemy, in an environment of your choice, or something else, you gain +5 to hit.+10+15.
Spike KillerImmune to spike defenses; can attack up-close with impunity.Deal double damage to spiked enemies.With a halved to-hit, you can destroy the spike defenses of the enemy.
Stadium FanOnce per mission, summon an item from the arena to aid you in battle.Two items.Three items! Add one item per stack.*
Thick SkinnedBlock a status effect that you set this ability to 30% of the time. (One in d3.)Works 2/3 of the time.Always works.
Truth-SeerSee the truth (Not determining the truth of what people say) once per mission.Twice per mission.Thrice per mission. Add once per use.*
VengefulWhen you are killed, you come back, dealing 1.5x damage for the first attack you do against your killer.1.75x.2x.
World TravelerTravel to the Dark World (But not back) twice per mission.Travel back and forth between the light and dark world once in total per mission.Travel between the two worlds twice per mission.
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The Items

ID Item name Description Price
0 ???? Gain a random item from this list. Roll d25 to see which item. ¢3720
1 Amnesia Dust This golden dust causes one target of low will to forget the last five minutes of their memory. ¢2000
2 Bazooze-ka Like to party? Spread the love of kegs everywhere, Wolfman style, by filling your enemies until they become drunk and confused! d20+3SPD Mod to fire. ¢1500
3 Blue Potion Tastes like blue gravy! Restores half your max HP and MP. ¢1500
4 Door Opener 3000 Tired of locked doors? With this handy-dandy ring, they open! One use. ¢8000
6 Gigantic Eraser Ever done a turn, and hated the result? Just use this eraser to get to re-do your entire turn! (Note: Undoes everything you did from the turn you are re-doing.) ¢3000
7 Green Potion Tastes like. . . Green chicken? Restores half your max MP. ¢1000
9 Ice Block It's a block of ice, just like how Charles Magellean would like it! d20+5SPD mod to throw at enemy. Deals 50% Ice damage, 50% chance of freezing what it hits. ¢1000
10 Item Teleporter ZAP! Move one item to you or to a location away from you in seconds, as long as that location is not blocked by a wall. ¢3000
12 Kerokero Cola The ultimate cola! This drink fully restores the party's HP. ¢4500
13 Maple Syrup Great for eating with pancakes. Doubles the amount of MP you have left and doesn't take an action to use!.(Cannot exceed your maximum MP or item uses per turn.) ¢2000
14 Max Mushroom Mmm. . . Perfect healing. . . This mushroom completely restores one ally's HP. ¢2000
15 Megavitamin Makes you really healthy! Cures all status effects, good OR bad. ¢3500
16 Omni Cube The ULTIMATE cube! Activate with the push of a button, then throw at the intended target, with a d20+5SPD mod roll. If it hits, it deals 50 damage of your element of choice. It can also heal 25 damage or cure one status effect. ¢2000
17 PEZ Dispenser An item that allows you to carry 5 items for the slot of 1. But you have to use them in the order you put them in there. Shatters into tiny plastic shards after 5th item is used. Another innovative item invented by Julian Sawyer. ¢2500
18 Power Charge Super power charging unit thingy activate! This item makes your next attack deal double damage. ¢8000
19 Pseudo cube The fruit of Oak's secret research. Used to power his special weapons, it can also be thrown, instantly dealing 200 damage to all enemies... and taking three actions to throw. ¢9000
20 Red Potion Mmmm. . . Tastes like red milk. Restores half your max HP. ¢1000
21 Royal Syrup The official syrup of the mushroom king! Completely restores an ally's MP. ¢1500
22 Shell Phone Allows you to 'shop' anywhere in the world. Good for one shopping session. ¢2000
24 Weapon Warper Instantly disarm one target of your choice, with this weird, pointed crystal wand. ¢3000
25 X Accuracy Pokemon tested, Professor Oak approved. All attack rolls have a +10 bonus for 3 rounds. ¢2500

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