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. This will soon be superseded by a far simpler and more effective system; stay tuned.
Systopia Contents
- The Rules
- Charsheet
- Basic Stats
- Leveling Up
- Attacks
- Abilities
- Shields
- Items
- Status Effects and Elements
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
- 1. Avoid flaming people.
- 2. Do not cheat the game system in any way.
- 3. Do not play the game to merely have a powerful character.
- 4. No one is always right.
- 5. Respect yourself and others.
- 6. Listen to the GMs unless they violate the rules--if so, tell Metal immediately.
- 7. No profanity other than 'crap', 'damn', 'Linkshot', 'screw', 'suck', and 'hell.'
- 8. No sexually explicit or overtly suggestive material. Keep that far away from this place.
- 9. No lawbreaking. This includes distributing copyrighted music for free and cracking programs.
- 10. Do not act as a telephone for someone who I've ignored.
- 12. Pressing any belief on someone is forbidden.
- 13. Attempting to find loopholes in these rules is grounds for immediate permaban.
- 14. If you hate authority in general and show it unrepentantly, you shall be permabanned.
- 15. Do not angst in my channel.
- 16. No foreign dicebots allowed. No robots either. Only dice rollers approved by Metal.
- 17. No channel wars, no inter-channel raids, no banning or kicking because of personal issues.
- 18. Advertising is okay, as long as you only do it occasionally. Advertising sites found offensive will result in trouble.
- 19. Impersonating other users is forbidden.
- 20. Inviting troublemakers to my channel is forbidden.
- 21. Trying to stop the ops from doing their jobs is forbidden.
- 22. Organizing people to hurt this channel is forbidden.
- 23. Channel authority can only be given/taken away by Metal.
- 24. People cannot be characters that are already taken.
- 25. Whining, begging, or asking too much for stuff is against the rules.
- 26. Only the GMs can GM official mission or battles.
- 27. Marking down the wrong stuff on your char sheet intentionally will be found out and dealt with.
- 28. If you can't keep a hold of your character sheet for more than two weeks at a time, you're done.
- 29. Proper use of grammar and capitalization is almost mandatory. It is forbidden to refer to yourself as 'i' instead of 'I.'
- 30. There is no excuse for bad typing.
- 31. Punctuation, such as !, ?, and ., must be used as much as possible; using it too much is bad, though.
- 32. Begging for missions is bad. Asking when the next mission is is not.
- 33. No, we will not allow cheeze abilities or new items to be submitted.
- 34. Wolfman/VG and Metal can never be banned, unless temporarily if somebody is controlling them while they're gone.
- 35. Blackmail and extortion results in instant permabanning.
- 36. Do not protest proposed plans by GMs until the plan itself is made so that you can actually have a factual basis to protest it by.
- 37. On a similar note, do not pressure GMs over when you think rules were broken. It is solely at their discretion, as long as they saw the event in question. If they didn't, you are free to inform them what happened.
- 38. The current leader chooses who will replace him; if he is indisposed for one (1) year without any sort of communication, then a new one is to be elected by popular vote.
- 39. The current head GM posesses the right to use their characters from their storylines and limit how they are used by others.
Character Sheet
Joe Charsheet
Level:
EXP:
EXP (Next level):
HP: ((L-1 x (10+END mod))+100)
SP: ((L-1 x MNT mod) + 20)
TP: (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
Basic Statistics
The Systopia system is based on a basic rule. First, we have our stats.
- Strength: Your physical strength, useful for swinging around close-range weapons and punching people out. Aka STR.
- Endurance: Your ability to continue, to survive, to take damage. This is a useful stat for toughies. END.
- Agility: This stat controls your ability to move around, evade certain attacks, and the like. Aka AGI.
- Mental: Your mind power, which is used to add that extra oomph to magical attacks and other similar things. MNT.
These are but the basic statistics. Governing them and most of the system is a concept where stats are divided into areas of power.
Number | Type | Description | Example |
---|---|---|---|
5 | Subhuman | A creature with below human abilities in a stat has a penalty to using it and usually isn't very good at it. | Goomba |
10 | Human | This is what the average human can do; it has no bonuses or penalties, and allows the user flexibility. | Human |
20 | Superhuman | Those with special abilities or who are above normal humans usually posess this sort of power. | Denon Infantry |
30 | Supernatural | This kind of power is coveted by most and wielded by few. It happens to give the user terrific ability in whatever stat it is in. | Ganondorf |
40 | Demigod | Only those with extreme power have stats in this range. They are strong enough to fight entire armies, and do not go down easily. | The Commanders |
50 | God | The ultimate in power. Anyone with this sort of power is matched only by other Gods, and has the ability to destroy entire worlds. | 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.
Name | Calculated By | Description |
---|---|---|
TP | 4 | This stat refills by four every round and determines how many actions you can take during your turn, or, occasionally, in between turns. |
HP | 100 +((Level-1) * (10 + END mod)) | This is your ability to take damage. The higher it is, the more hits you take. It is powered by Endurance. |
Defense | END mod + Armor | Rounds down. This stat takes the bite out of enemy attacks; the damage they deal has your Defense subtracted from it, if they hit you. |
Evasion | 10 + AGI mod | This 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.
Range | Type | Cost |
---|---|---|
11-20 | Human | 1 |
21-30 | Superhuman | 2 |
31-40 | Supernatural | 3 |
41-50 | Demigod | 4 |
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.
Also note that levels are limited; to encourage variety, and to coincide with a future upgrade (which will make this here obsolete), levels of Questers cannot go beyond 200, and those of enemies, 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.
Name | Gained | Use |
---|---|---|
Power Points | Every Level | Powering up raw stats. (STR, END, AGI, MNT.) |
Move Points | Every 4 Levels | Powers up (or two of them creates) a Special Move. |
Ability Points | Every 6 Levels | Gains you another ability, or powers up an existing one. |
Super Bonus | Every 10 Levels | Does something super-special! |
And of course there's EXP. Refer to the chart to see how much EXP you need to level up. You start at level 30. The GM gives you EXP for doing various tasks, like defeating monsters and finishing puzzles.
Level | Total EXP needed | Level | Total EXP needed | Level | Total EXP needed | Level | Total EXP needed |
---|---|---|---|---|---|---|---|
1 | 0 | 26 | 32,500 | 51 | 127,500 | 76 | 285,000 |
2 | 100 | 27 | 35,100 | 52 | 132,600 | 77 | 292,600 |
3 | 300 | 28 | 37,800 | 53 | 137,800 | 78 | 300,300 |
4 | 600 | 29 | 40,600 | 54 | 143,100 | 79 | 308,100 |
5 | 1,000 | 30 | 43,500 | 55 | 148,500 | 80 | 316,000 |
6 | 1,500 | 31 | 46,500 | 56 | 154,000 | 81 | 324,000 |
7 | 2,100 | 32 | 49,600 | 57 | 159,600 | 82 | 332,100 |
8 | 2,800 | 33 | 52,800 | 58 | 165,300 | 83 | 340,300 |
9 | 3,600 | 34 | 56,100 | 59 | 171,100 | 84 | 348,600 |
10 | 4,500 | 35 | 59,500 | 60 | 177,000 | 85 | 357,000 |
11 | 5,500 | 36 | 63,000 | 61 | 183,000 | 86 | 365,500 |
12 | 6,600 | 37 | 66,600 | 62 | 189,100 | 87 | 374,100 |
13 | 7,800 | 38 | 70,300 | 63 | 195,300 | 88 | 382,800 |
14 | 9,100 | 39 | 74,100 | 64 | 201,600 | 89 | 391,600 |
15 | 10,500 | 40 | 78,000 | 65 | 208,000 | 90 | 400,500 |
16 | 12,000 | 41 | 82,000 | 66 | 214,500 | 91 | 409,500 |
17 | 13,600 | 42 | 86,100 | 67 | 221,100 | 92 | 418,600 |
18 | 15,300 | 43 | 90,300 | 68 | 227,800 | 93 | 427,800 |
19 | 17,100 | 44 | 94,600 | 69 | 234,600 | 94 | 437,100 |
20 | 19,000 | 45 | 99,000 | 70 | 241,500 | 95 | 446,500 |
21 | 21,000 | 46 | 103,500 | 71 | 248,500 | 96 | 456,000 |
22 | 23,100 | 47 | 108,100 | 72 | 255,600 | 97 | 465,600 |
23 | 25,300 | 48 | 112,800 | 73 | 262,800 | 98 | 475,300 |
24 | 27,600 | 49 | 117,600 | 74 | 270,100 | 99 | 485,100 |
25 | 30,000 | 50 | 122,500 | 75 | 277,500 | 100 | 495,000 |
Attacks
In this game, you must plan out the stats for every individual attack your character has. It may seem daunting at first, but once they're all finished they're actually pretty easy to keep track of. Attacks are categorized into the following groups: Normal, Smash, Melee, Ranged, and Magic.
- Normal Attacks are your standard punches, kicks, sword slashes, headbutts, etc..
- Smash Attacks are more powerful than normal attacks, but slower. In the Super Smash Bros. Melee video game, they would involve mashing the control stick and hitting the A button to charge up and execute an extremely strong attack. Smash Attacks all begin with one level of High Knockback that can't be removed.
- Melee Attacks represent the special attacks that can be used only at point blank range, such as Donkey Kong's Giant Punch, Roy's Flare Blade, or Bowser's Bowser Bomb. They're as strong as Smash Attacks, but they're faster, cost SP to use, and can be upgraded.
- Ranged Attacks represent special attacks that act like projectiles, such as Fox's pistol, Samus's Charge Shot, or Link's Bow & Arrow. They're identical to Melee Attacks statistically with two exceptions. First, instead of using the STR mod for accuracy, they use the AGI mod. Second, you don't add your STR to the damage that they deal; it's just a flat value.
- Magic Attacks are the spells of SSQ. Examples of these in SSBM include Ness's PK Flash and Zelda's Din's Fire. Instead of relying on an accuracy roll of any kind, they essentially guarantee a hit; the enemy has to make an AGI save against the spell's DC, which is calculated by adding the user's MNT mod to 10. If the enemy rolls higher than that, he evades part of the attack and takes half damage. If he rolls lower, he takes all the damage.
Now then, to show you how many attacks you get in total. You don't have to make them all. In fact, only four of the Special and four of the normal and three smashes are needed.
Special Moves
- B
- Forward+B
- Down+B
- Up+B
Smashes
- Forward+Smash
- Down+Smash
- Up+Smash
Normal (Ground)
- Grab
- Attack
- Walk+Attack
- Run+Attack
- Down+Attack
- Crouch+Attack
- Up+Attack
- Forward+Attack
- Slide Attack
Normal (Air)
- Slam Down
- Slam Forward
- Slam Back
- Slam Up
- Attack (no direction)
Throws
- Up
- Down
- Forward
- Stationary
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 encouraged to make ALL of the moves. Plan them out first; think of how to describe the attack, what it looks like, and what it's name is. Once you've done that, it's time to make the attacks themselves. Attacks are made by taking basic templates, provided in the table below, and applying benefits and drawbacks to change what they do. Benefits and drawbacks are detailed further below.
Type | Damage | Accuracy | TP | Description |
---|---|---|---|---|
Normal Attacks | STR | STR mod | 2 | A basic, close-range attack that uses strength-based damage. Comes with a single free benefit to make it easier to customize. Can also use MNT damage and MNT mod accuracy, if its used in a sensical way and can work on its own (I.E. don't just use it to power up weapons; it has to stand on its own, like a telekinetic blast.) |
Smash Attacks | STR+15 | STR mod | 4 | A close-range attack that deals very high strength-based damage and delivers a lot of knockback, but at the cost of speed. Comes with one free benefit to make it easier to customize, plus a free level of High Knockback that can't be removed. |
Melee | STR+15 | STR mod | 3 | A 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. |
Ranged | 15 | AGI mod | 3 | A 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! |
Magical | MNT+15 | DC 10+MNT mod | 3 | For 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. |
Let's begin with Special Attacks since there's fewer of them than there are of Normal and Smash attacks. Their power can be increased by spending Move Points, which you gain by leveling up. Specials range from Alpha to Omega in power; Alpha is the level of a starting move, Omega is the level of one that's maxed out. As a Special move gains levels, it has a greater SP cost.
Level | Benefit Points Added | Move Points needed | SP Cost |
---|---|---|---|
Alpha | 1 | 0 (2 to create a new move at this level) | 2 |
Beta | 1 | 1 | 4 |
Gamma | 1 | 1 | 6 |
Epsilon | 1 | 1 | 8 |
Omega | 1 | 1 | 10 |
As you can see, each time you level the move up, you gain one benefit point to use on the move. 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.
Normal and Smash moves only ever get 1 benefit point to customize them with, which doesn't leave a whole lot of room for customizing. However, you can gain more benefits to use--both for Smash/Normal moves and Special moves--by taking Drawbacks, which can be either found in the Drawbacks table further down, or by taking Benefits and simply reversing them.
Name | Description | C | R | M | S | N |
---|---|---|---|---|---|---|
Absorb Shield | Requires 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. | * | * | |||
Accurate | Attack has a better time hitting. Attack must be 2 TP or less, or ranged. +2 to hit/DC. | * | * | * | * | * |
Area Effect | Attack 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) | * | * | * | ||
Charge | You 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. Attack must be 3 TP or higher. | * | * | * | ||
Combo | Creates 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. But you only pay SP for the first; the rest are freebies. However they must have the same number of abilities/disabilities. | * | * | * | * | |
Critical Attack | Moves 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 Shield | Requires Defender, No Damage, and Deflect Shield. The shield deals 5+MNT mod damage. | * | * | |||
Defender | The 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. | * | * | * | ||
Deflector | Requires 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 Shield | Requires 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. | * | * | |||
Element | Not actually a benefit or a drawback. Makes your attack aligned with an element. | * | * | * | * | * |
Extra Damage | Adds 5 to damage. | * | * | * | * | * |
Extra Element | Encompasses 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 Jump | Can be used as a jump, as long as you explain HOW it helps you jump. | * | * | * | ||
Fast Attack | Decreases TP used by 1; attack cannot go below 1 TP. | * | * | * | * | * |
Fast Defense | Requires 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. | * | * | * | ||
Flurry | Adds 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. | * | * | * | ||
Grab | Attack's damage is halved, but it counts as a grab attack. | * | * | * | * | |
Healing | The attack heals instead of harming. It must be 3 TP or more. | * | ||||
High Knockback | Knocks 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. | * | * | * | * | * |
Increase Guage | Increases guage of an "Overdrive" move by 200; if used, must be taken once for each use of the Overdrive drawback. Cannot be used more or less times than you have the drawback. | * | * | * | ||
Jump Boost | Allows for an extra jump check to be made with any accuracy bonuses added on top of the jump check. | * | * | * | ||
Machinegun | The attack hits one more time for every 5 points you roll over the enemy's EVD. Counts as two benefits. | * | * | * | * | * |
Magical | Attack uses MNT/4 to boost damage. | * | * | * | * | |
Ranged | Only 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 Attack | The 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 Damage | The attack deals 2d(damage rounded to nearest 10) damage. | * | * | * | ||
SP Damage | Deals damage to an enemy's SP equal to 1/5 the HP damage it would deal. Weak Damage/No Damage can be used to make the attack deal only SP damage, however you can only use one, which means only one drawback. | * | * | * | ||
Status Effect | The 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. It allows both good effects for you and allies and bad ones against bad guys. | * | * | * | ||
Telekinetic Grab | Must 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 Attack | Attack can only be used after a grab attack, instantly hitting and not costing any AP. | * | * | * | * | * |
Thrown Projectile | The move gains +STR mod to damage, representing that you throw the projectile in question. | * | ||||
Tumbler | Can 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 Grab | Must be stacked on Grab. A successful attack insures a successful grab; no STR checks are necessary. | * | * | * | * |
Name | Description | C | R | M | S | N | |
---|---|---|---|---|---|---|---|
Armor Challenged | Your attack is doubly affected by DR. | * | * | * | * | * | |
Backfiring Attack | If it fails to hit the enemy, it hits YOU! Counts as two drawbacks. Cannot be used with healing stuff. | * | * | * | * | * | |
Dull Attack | The attack has no critical hit range. Cannot be used with spell benefit. | * | * | * | |||
Extra SP Cost | Increases SP cost by 5% of your maximum SP. | * | * | * | |||
HP Cost | The 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. | * | * | * | |||
Overdrive Attack | You must deal 1000 damage before you can use the attack. Once you hit a thousand, a guage of 1000 (units) is established. Each TP that you use burns 100 off the guage, and it also loses an amount equal to the SP used to attack with the move when it is used. Every time this drawback is used, the amount of damage needed to make the attack usable increases by 1000, but the guage does not. | * | * | * | |||
Pain Split | You 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 Strike | Your attack opens you up to AoOs from all enemies within range. | * | * | * | * | ||
Self-Debuff | The 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%. | * | * | * | |||
Stationary | Your attack requires you to stand still until your next turn, eliminating your AGI to evasion. | * | * | * | * | * | |
Weak Attack | The attack loses its +15 to damage. (Applicable only to Close-range, Magical, or Smash attacks.) | * | * | * | |||
No Damage | The 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. | * | * | * | * | * |
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. 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 six 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. And a * under the S column means the ability is stackable. Some abilities can only be taken with your first five AP, and are considered to be 'built-in' to your character, I.E. they always had that ability. Now, for the abilities, of course!
Abilities | ||||
---|---|---|---|---|
Name | Tier 1 | Tier 2 | Tier 3 | S |
Absorption | Absorb healing energy better than ever! Healed 2x; take 4x damage from crits. | Healed 3x. | Take 3x from crits. | |
Adapted | You 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. | |
Crazy | Go 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. | Same, but thrice per mission. | |
Elemental Alignment | Can 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 Aura | You 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 Check | Choose 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 | |
Evasion | Allows you to dodge magic moves sent at you outright if you beat the DC 1/3 of the time. | 1/2 of the time. | All the time. | |
Form-Keeper | Keep your form in the Dark World. | Protected against morphing magic or attacks. | Keep form at all times. | |
Hyper | This, 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 Initiative | For 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. | * |
Item Carrying | You can carry 5 extra items. | 10. | 15 | |
Item Finder | Enemies 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. | |
Itemologist | You 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 a MNT check. | |
Item User | Use more items than usual! Able to use two items in 3 TP. | No change; upgrade to next level for one. | Three items per 3 TP. | |
Lucky | Getting bad dice rolls? Grants 1 reroll of your own rolls per session. | 2 rerolls. | 3 rerolls. Adds 1 reroll per stack. | * |
Mega Jumper | Gain 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. | |
Mimic | Once 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 Finder | Gain 10 coins for every time you're hit. | Gain 20. | Gain 40! | |
Move Expansion | Gain one Move point. | Gain Another move point. | One last additional move point. | |
Multi-Hitter | Once 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. | |
Perceptive | You 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. | |
Quick Learner | Gain 5% more EXP per mission. | 8%. | 10%. | |
Prestigious | +5 to persuasion rolls against allies. | +10. | +15. Also, +5 for every stack. | * |
Regeneration | Regain 3 HP every round. | 5. | 10! | |
Sharp Eyes | See in darkness. | See through fog. | See things from a long distance away. | |
Shopping Expertise | Save 20% on all item prices! | 30% discount! | 40% discount! | |
Specialist | Against a type of enemy, in an environment of your choice, or something else, you gain +5 to hit. | +10 | +15. | |
Spike Killer | Immune 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 Fan | Once per mission, summon an item from the arena to aid you in battle. | Two items. | Three items! Add one item per stack. | * |
Thick Skinned | Block 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-Seer | See the truth (Not determining the truth of what people say) once per mission. | Twice per mission. | Thrice per mission. Add once per use. | * |
Vengeful | When you are killed, you come back, dealing 1.5x damage for the first attack you do against your killer. | 1.75x. | 2x. | |
World Traveler | Travel 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. |
Shields
The Questers have recently taken to making their own shields, following the trend of the armies of Nintendus to use them. They take up one arm; if your hands are full as a result, you cannot take out items. Though they can be put down during battle with 1 TP, and picked back up with another. They are used to evade attacks; the shield is too small to act as armor, despite its excellent ability to take hits. They get progressively more expensive up the line. Depending upon where you get your shield from, you will have a different insignia. Currently known ones include Ivan's Eisnaught Brigade, Quester, Denon's Infantry. The more advanced ones lack insignias because they are unique and often kicked around between owners rather than staying with one person/alliance.
Shields can be given enchantments by level X0 bonuses, and obviously you can't use a two-handed weapon while wielding one.
Level | Description | Evasion Bonus | Price |
---|---|---|---|
Human | A run of the mill iron shield. | +1 | 10,000 |
Superhuman | A shield made out of lightweight alloys. | +2 | 50,000 |
Supernatural | A magically enchanted or high-tech shield. | +4 | 130,000 |
Demigod | A virtually weightless photon or magic energy barrier. | +8 | 290,000 |
God | A divine shield capable of blocking on its own. | +16 | 610,000 |
As you can see, shields are expensive. This is due to scarcity of materials and a lack of workers--not likely to be cleared up soon.
The Items
Following the devastation of Nintendus, most items that were once common vanished. The Questers, unable to call upon allies for supplies, have been forced to use only the most basic of items until further notice. As a result, these are the only items available, save for Kuja's, which cannot be procured by normal means. It takes 3 TP to use most items.
ID | Name | Description | Price |
---|---|---|---|
1 | Air Cannister | This, and an appropriate distribution system, allows the user to breathe comfortably for one hour in conditions lacking oxygen. | 5,000 |
2 | Cube | Highly accurate elemental projectiles, which represent whichever element the user wants, save for chaos. d20+AGI roll to throw, deals 15 (element) damage. 500 coins. | 500 |
3 | Energy Drink | A sugar-filled drink which restores 30 SP. | 1,000 |
4 | Force Field | A force field projector, which protects the user from 500 HP worth of damage before breaking. Can be turned on and off at will. Unfortunately, one cannot attack through it. It takes one TP to turn on/off. | 10,000 |
5 | Grab Bag | A bag full of three items selected entirely at random from this list. | 13,500 |
6 | Healing Bomb | When thrown, detonates, healing 500 HP off of all targets in range. | 10,000 |
7 | Healing Spray | A spray cannister which heals away 100 damage. | 1,000 |
8 | Lock Picks | Adds a +10 bonus to checks involving unlocking locked doors. One use per set. | 1,500 |
9 | Megavitamins | Cure all but a few status effects and debuffs. 3 uses. | 6000 |
10 | Porta-Shopper | Allows you to buy items off in the field. Can teleport in 5 items (once paid for) before disintegrating. | 5,000 |
11 | Pseudocube | Energy grenades. Deals 150 damage to all targets within range, including friendly targets. Hurl into wanted area and all of those within the blast path will need to roll DC 15 AGI checks to evade. | 5,000 |
Status Effects and Elements
The elements are simple in nature; all attacks, weapons, etc can have them. The element type of the attacking object is then compared to the elemental resistance of the target. Elemental resistance is measured in percentiles. Here's a handy chart to tell you what each percentile does for you.
Percent (%) | Effect |
---|---|
-200% through -101% | Take a whole ton of damage. Triple the attack damage, then add (normal damage from the attack) times (percentage below -100%) to the damage. |
-100% through -1% | Take extra damage. Multiply normal attack damage by the pecent (without the negative) and add the result to the normal damage you would take. |
0% | No effect; take normal damage. |
1% through 100% | Blocks damage equal to percentage. Multiply damage by percent, then subtract the result from the normal damage you would take. |
101% through 200% | Heals you for (percent - 100) times the damage the attack would normally do. |
With that in mind, remember you round numbers with decimals .5 or higher up and .49 and below down. And there is a simple way to remember these, if you keep your own resistances at 200, 100, 50, 0, -100, or -200 respectively. 200 means you're fully healed by any attacks of that element, 100 means you take no damage from that element, 50 means you take half damage, 0 means no change in the damage you take, and -100 means you take 2x damage, and -200 means you take 4x damage. Below are the elements themselves, status effects related to them, and all that jazz. All status effects last three rounds, unless otherwise stated. You must have an attack of the right element first before adding on the ability to use the respective status effect.
Fire Ice/Water Electricity Wind Light Dark Chaos (Unobtainable by normal means)
Status Effect Benefit
When you buy the Status Effect benefit for a special attack or spell, you gain one rank for your status effect. The rank determines how many different effects you can have.
There is some discussion as to whether good or bad status can be considered a benefit, a disability, or neither. The real answer is both. Here's how it works:
When targeting Self or Ally: Negative status counts as a drawback, positive counts as a benefit.
When targeting Enemy: Negative status counts as a benefit, positive counts as a drawback.
For the time being, you can only make beneficial status effects. I.E. negative ones against enemies and positive ones for yourself.
Area Effect: Both are benefits. It's assumed that you don't apply it to whoever it would be detrimental to apply it to. A negative status would only be applied to enemies; a positive one would only be applied to allies. No effects are applied to yourself.
Your choice of who a status applies to is limited in most cases. If it's an attack that deals direct damage as well as a status effect, such as a poisoned knife attack, it's considered to target an enemy. If it has no damage component and is a Spell, you can choose whether it's applied to an ally, an enemy, or yourself. If the attack also has the Area Effect benefit, you automatically take Area. You can take Self in addition to any of these as a benefit if the effects are primarily positive or as a drawback if they're primarily negative.
The save should be decided based on inspection; if the status can be resisted by will power, it should be an Mnt save. If it can be resisted by physical fortitude, it should be an End save. If it requires that the victim evade at least some part of the attack—such as when it threatens to light them on fire—it's an Agi save. The option of denying the victim a save against the status is only allowed if the attack that causes the status requires an accuracy roll, and in that case, no save counts as a benefit.
The break decides with what save the status effect can be broken before it runs its course. If it requires strong force of willpower to break free of it, as with hypnosis, it it's a Mnt break. If it requires fortitude to weather its ill effects, as with poison, it's an End break. If the victim literally has to break free with brute strength, as with entanglement, it's a Str break. If it's like fire and has to be stop-dropped-and-rolled to be put out, it's an Agi break. A successful save ends the status. Usually, the status can't be broken, in which case, choose none. Choosing to allow a Break roll counts as a disability. Normally, a status effect lasts five rounds.
Notes on Break and Save – If there are no negative effects, ignore these.
And now, in short, here are the various things used to describe and make status effects. Naturally, you only get one effect per rank, but you can use some things as drawbacks in order to have more without spending more. Good effects are the easiest to use.
Status Effect:
Rank:
Effects:
Target: (Self/Ally/Enemy/Area)
Save: (None/Agi/Mnt/End)
Break: (None/Mnt/End/Str/Agi)
Effects | |
---|---|
Positive | |
HP Regen | +5 HP regeneration/round. |
SP Regen | +2 SP regeneration/round. |
TP Haste | +1 TP regain/round. (Maximum:+2 TP regain/round.) |
Stat Buff | +5% (Stat) |
Elemental Resist | +10% resistance to one element. |
Element Change | Changes damage type to a different element. |
Damage Up | +5% damage to all attacks. |
Armor Up | +2 DR |
Movement Up | Move faster than usual; +5 to Jump and Tumble checks. |
Concussion Power | All attacks gain a level of High Knockback. |
Negative | |
HP Poison | 5 HP damage/round. |
SP Venom | 2 SP damage/round. |
TP Slow | -1 TP regain. |
Stat Debuff | -5% (Stat) |
Elemental Weakness | (-10% resistance to one element) |
Element Change | Changes damage type to a different element. |
Damage Down | -5% damage from all attacks. |
Armor Down | -2 DR |
Accuracy Down | -2 to accuracy. |
Slow | Move slower than usual; -5 to jump and Tumble checks. |
Paralysis | Chance to not be able to perform any actions. A save must be rolled every round until the status wears off. A success means the victim can act. Requires no Break. |
Hold | Cant move at all, even as a result of High Knockback, but can do some actions. |
Stop | Can't move at all or perform any actions. Requires a level of Slow and no Break roll allowed. |
Sour Collision | All attacks lose a level of High Knockback. |
Confusion | Afflicted person acts randomly. Roll a d(Number of possible attacks) roll to see what you use. |
Berserk | Afflicted person attacks random targets. |
Fear | Afflicted person flees. |