Super Smash Quest: Infinity - System

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Base Stats

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You start out with 100 HP (Hit Points). Lose them all, and you die. But if you wish to revive, you can spend 3 SP to revive again. SP only regenerates by 1 between each session you're in, though, so spend them carefully; if you run out fully, you may have to play as a Smasher or side-character and earn your SP back that way, while your character recovers from their injuries.

Next are your Abilities, these are basic skills all characters are known to posses from time to time. They are Melee, Ranged, Agility, Resistance, Will, and Technology. They start at 1, and can be increased all the way up to 10.

Finally there is experience points. These represent rewards for participating in sessions and good roleplaying. You spend them to make your character better. It's very simple to advance your characters. For each EXP spent on HP, you get 5 more HP until you hit 125, then it becomes 2 points per +5. When you get to 150, then it's 3 points, and so on. For each EXP spent on SP, you gain 1 to current SP and maximum SP. As for abilities, you level them up by purchasing the cost for each level in order.

The costs being, from level 1-10 respectively: 0, 2, 6, 14, 26, 42, 62, 86, 110, 200. Now that you know this, you can begin spending EXP. Now, let's say you want level 3 in Intelligence. That costs 6 points, right? Nope. It costs level 2 + level 3. You already know the 6 points. Just add 2 onto it, and you've got your total cost: 8. But then maybe you think you need level 4. How do you get from 3 to 4? Just spend the 14 more required for that level.

You start with 1750 coins; this is your starting pay, and intended to last you a while. It should cover the cost of several healing items, weapon and armor upgrades along the way.

Character Sheet

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MAIN INFO
Name:
HP:    100
SP:	 3
TP:	 8
EXP:    30
Coins:   1750
ABILITIES
Melee:        1
Ranged:       1
Agility:      1         Used to roll init, dodge attacks, and to measure your overall speed.
Resistance:   1         Blocks Resistance*5% damage.
Will:         1
Technology:   1
DERIVED STATS
Movement Rate:     One movement per 5 TP
--- Calculated by 5-(Agility/2 rounded down). Minimum 1.
--- The lower the TP it takes, the faster you can move around and potentially flank people. 
Resistance Points: 1
--- You get (Resistance) number of these. Renews each session.
--- Spend one of these to block half an attack's damage, or to block a status effect. 
--- You may spend up to two of these a turn; spending two to block damage on one attack negates it entirely.
ATTACKS
Attack 1: (Name, Accuracy, Damage, Special Stuff, TP usage)
Attack 2: (Name, Accuracy, Damage, Special Stuff, TP usage)
Attack 3: (Name, Accuracy, Damage, Special Stuff, TP usage)
Attack 4: (Name, Accuracy, Damage, Special Stuff, TP usage)
WEAPONS
Weapon 1: (Name, Accuracy Modifier, Damage Modifier, Special Stuff, What Moves it is Compatible With, TP usage)
INVENTORY
Item 1: (Name, What it does) (You start with no items, this is just a template)

Timing and Movement

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Combat Positions
NameEffect
Out of BattleCannot be hit or attack; a few super-long-range moves CAN hit from this far away, however.
CoverCannot be hit by moves; cannot attack.
Out-RangeCan only hit with Ranged moves.
In-RangeCan hit with most moves.
Flanking+1 acc bonus to hitting flanked target.
Behind+3 to hitting what you are behind.

You may have been wondering what TP is for. Well, TP stands for Time Points; they come into use during a battle. When you start a battle, you and the enemy/whoever else is in it must roll for init. Then everyone is put into an ordered list; they go in order based on this list. (Ties are broken by awarding the higher spot to whoever rolled first, so be ready to roll when you hear the call of battle.)

When it is your turn, you get 8 TP to spend. You have various moves (detailed below) and other actions (also detailed below) that you can take; each of these eats a certain amount of TP. Additionally, you have a certain position on the battlefield--specifically, most battles start with everyone out of range of one another, or out-range for short. Your remaining TP does not remain between rounds, so use it or lose it.

Ranged attacks (denoted by using Ranged in the accuracy roll) can hit people from far away, so you don't need to get into range to start attacking. Otherwise, to use a Melee attack, you must get in close range of them, otherwise known as in-range. This depends upon your Movement Rate, as denoted above. You use a certain amount of TP based on the Movement rate.

It takes one move to get in-range from out-range. Then, once in-range, you may move even more; you can move to flank the enemy, gaining a +1 to-hit bonus on all moves in the process. If you are flanking the enemy, you may move once more, moving behind them. Here, you get +3 to-hit on all moves. However, beware--the enemy can move away with one move, going into out-range so as to leave you behind and remove your bonuses.

Once two people are in-range, becoming in-range with either of them puts you in-range with both. However flanking/behind them is still done on an individual basis in such a situation, as it is assumed anyone in-range with you is vigilant and not going to let you passively flank them.

There are some other actions you can do. You can take cover if you are in out-range; this protects you from all attacks, but also prevents you from attacking. Also, the enemy can dispell your cover by moving into in-range, then flanking you. It may take two moves, but it is possible, so be careful.

You may get into a defensive stance, as well. You may spend up to 1+(Resistance/2 rounded down) TP to do so. While in the stance, your dodge is increased by +(number of TP spent going into a defensive stance.).

Attacks and Actions

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Attack Range
Name/Acc rollDamage
MeleeMelee, Tech, or Will * 4
RangedTech or Will * 4

In the Super Smash Quest Infinity world, attacks come in many flavors.

All attacks are made up of several smaller components. These components vary from attack to attack, and players themselves create them. Moves have two pieces you decide: the range and the damage type; these parts make a fairly generic move with one skill tied to accuracy and 4x another for damage; these moves also take up 3 time points.

For each extra part added beyond that, however, the move takes one more time point. Also, some of these may appear on weapons; the ones which cannot appear with weapons are marked with a dagger, or † as it appears on your computer.

You can have only up to 16 * (stat) in damage on one attack. Bleeding is added to this, counting for 2 * (stat) for each increment of Bleeding on the attack.

Attack Extensions
NameDesc
Additional Target †Does what it says. Only other enemies--can't hit the same person multiple times.
Chain Strike Move attacks another enemy (not the same enemy) if you hit; this includes another accuracy roll, but the highest of the original attack roll and new one is chosen to represent this 'chained' attack's accuracy in this case. One per use of this module.
ChargeEach time point spent beyond this move's normal duration deals +3x more damage, and can even be extended beyond your turn, but if you are hit, you lose your charge. This, additionally, cannot be done for more than (Resistance) extra TP, before you begin to take 10 damage for each extra level of charge. This cumulates, so for the first 1 over, you take 10 damage, then 20 for the next one, then 30 more for the third, etc.
*Accuracy ChargeSame as Charge, only each TP spent adds +1 to accuracy. This cannot be stacked with Charge or vice versa.
Copycat Move obtains a single positive attribute from one of the attacks of the enemy you hit it with. (Take this 3 times and it will, instead, copy an ENTIRE attack, for duration of the battle.)
*Defense attack Attack can be used to defend from another attack with, replacing the agility roll--but eats from your next turn's TP. If you hit, damage of your attack is taken away from enemy's attack--if your attack deals more damage, then they take that extra damage.
Critical Hits † An additional 20 damage for every 10 you get on the roll. Cannot add more than 2x the target's normal damage this way.
Explosion Threatens all in-range with you--friend or foe. This means it WILL hit you if the move is melee range and you have no movement on the move.
Fists Only †On a punch that uses neither magic nor tech, deals +3x more Melee damage (Punch only) and +1 to accuracy. Can only use once. Weapons cannot be used with these moves.
HealingDamage is converted to healing damage; Subtract 3x from damage.
Higher rangecan hit out of battle range (Ranged only)
Homing (SPECIAL) Can be used only with Will or Tech moves, must be taken twice to work on Tech moves. Attack instantly hits target it is sent at, but -3x to damage. Cannot be used with modules that have an * by them.
More Accurate †+2 to accuracy.
More Damage †+2x to damage. You can only have up to 16x damage total on one move.
Movement † Acts like your movement, allowing you to move in-range from out-range, flanking from in-range, etc. Can be stacked, of course. If used on Melee attacks, allows you to hit whatever you'd be in-range to hit as a result of the movement of the attack immediately. If used when facing or flanking opponent in-range, however, moves you so your back is turned--due to the nature of the movement. Use carefully.
Overpower For each success above the enemy's defense roll, you deal 10 more damage. Cannot add more than 2x the target's normal damage this way.
Piercing (SPECIAL) Can be used only with Will or Tech moves, must be taken twice to work on Will moves. Attack pierces any resistance enemy has, but -1 to accuracy. Also ensures status effects hit and cannot be blocked damage-wise by resistance point usages.
Status EffectDeals one of the status effects below on a hit; lasts for one round (since hitting them). Can be stacked, either to increase effect or duration, but not both.

Some things don't cost anything to add, but are weird and may cause problems of their own.

"Flavor" Modules
NameDesc
Distraction Draws enemies to hit you more often. Doesn't always work.
Element Aligned to an element. Damages some targets 2x, others 0.5x.
Item † Attack is an item. If it does not hit, it just sits around on the battlefield--ready for anyone, friend or foe, to hurl around again. If it misses a second time, though, it vanishes. It also vanishes off the battlefield after one round.
Randomizer † Attack damage is divided by ten, round down; it then deals (d10+4 * 10)% damage. (Think randomly going from 50% to 150%).
Randomness † One module can randomly alternate between others; you must make a list of them and the dice roll to switch between them so it is not confusing.
Ricochet Move bounces towards nearest target if it misses. Good or bad target, in fact.
Wacky † If you roll 777, hit the jackpot. If you roll 666, bad things happen. If you get a glitch, either of these or both may happen. "Jackpot" and "Bad things" may vary.

And some others add TP when taken.

Flaws
NameDesc
Ammunition You may only use the attack 3 times per session. You cannot use this with SP cost.
Coinflip † Move gets twice as many modules; flip a coin. Heads (1) you hit the enemy, Tails (2) you hit yourself. Must be the last flaw taken, cannot take extra flaws after this one (messes up the math.)
Enemy counter-attack Enemy can counter attack you with no TP loss if you miss. Must be capable of missing to use this attribute.
Less Accurate -2 to accuracy. (Attack must still do some damage or a status effect, and cannot be used on homing attacks, obviously)
Less Damage -2x to damage.
Out of Control Moves you around at random; GM determines where you wind up, and usually it involves bad things like having your back turned on the enemy.
Self-inflicted Status effect † Deals 2x a status effect that is negative to you. (Can be used with all except for slow, for obvious, redundant reasons) (Also you can't go below 1 in a stat, so if it's physically impossible to go that far down, you can't use that move.)
Self-only Attack only effects you. You cannot have increased accuracy OR decreased accuracy modules on this move. This also automatically takes away a move's damage, unless you want to keep it--but you cannot use less damage to then profit from having that damage.
Shared Damage Attack hits you for half the damage it'd cause whenever it hits the enemy.
SP Cost † Costs 1 SP. (Allows you to add TWO modules.) You cannot use this with ammunition. Can only be taken once.
Triggered effect † Two modules on the move only go into effect if the target has a status effect.

Finally, when you get a status effect, or have a move use one, or similar, this table describes what they do. Note that a move can only have up to (value of stat used for damage) increments of these. E.G., a fighter with 3 in Will can only make an attack deal up to Blind 3x or Blind 1x over 3 rounds, rather than increase it until they run out of TP to spend.

Multiple hits with status effect moves do not add to duration or stack the effects. Only new status effects may be added to a target--if they already have that effect, more cannot be added. Also, status effects last from when the target was hit with the status effect to the beginning of the turn of the person who hit them with that effect. For each length increment, another round's worth of time must pass before it goes away.

Status Effects (Those which cannot be used with homing are marked with an *)
NameDesc
Bleeding Attack deals 10 more damage, but a round later. Bleeding ignores resistance. It also counts as +2x as far as the maximum (16x) damage cap on one attack goes.
Blind -1 to target's accuracy rolls.
Disarm* † Enemy must spend 2 TP picking up their weapon; you can do the same to try and steal it, although only if you don't have a weapon equipped. You can still disarm the enemy if you have a weapon, of course.
Insanity* † Next action's target, if it can effect other targets, hits a random target. Does not go away unless this randomness takes place.
Knockback* Knocks target one range thing back; from behind you to flanking you, flanking you to facing you, facing you to out-range, etc. Cannot knock people out of the battle.
Nega-Status † Invert the effects of Blind, Stupefy, Unstable, Stunned, Vulnerable; this must be taken with them, but as a result allows you to buff yourself.
No-Status All Status effects removed.
Slow* † -1 to target's TP. (Does not stack. Instead of lasting one round, just subtracts 1 TP.)
Stunned † -1 to target's agility.
Stupefy -1 to target's will/tech (Counts for both damage and accuracy.)
Targeted +3 to the next attack against target. Does not add to Overpower or Critical: subtract 3 from the successes counted towards either when using this. Cannot be stacked. Only works on the first hit.
Unstable † -1 to target's melee (Counts for both damage and accuracy)
Vulnerable -2 to target's resistance.

When you use your move you roll for the accuracy of the attack, especially with Status effects. The only time you don't is if it's a spell or a homing attack, in which case it instantly hits. (More details about spells can be found later in this document.) Status effects may be blocked by the target's resistance points, so they are not guaranteed--at least, unless your move is piercing.

Accuracy is based partially on the type of move. If it's Melee, it's Melee + the modifier. If it's ranged, it's Ranged + the modifier. If it's a spell, it automatically hits. First you roll the accuracy (calculated by adding the value of the relevant stat to the bonus, then rolling it by typing 'q4', where 4 is the actual value of your accuracy for that move) and then the enemy rolls agility (Which is determined by the agility ability, naturally). Unless their roll beats yours, you hit.

Once you hit, you determine any status effects and apply those if applicable. Then you apply damage (as marked on the move's description), THEN you apply any bizarre extra stuff your move may do.

There are also some standard attacks, which are inferior to most of your own attacks, but allow you to do certain actions in battle faster than you would otherwise.

Standard Attacks
NameAccDmgDescTP
GrabMelee5Grab a foe, giving +1 acc to your next attack or allowing you to throw them. You cannot hold a foe past your own turn as you run out of energy to do so once your turn is over.2
Object ThrowRanged?Pick up an object in the area and throw it. Damage depends on aim and how effectively it hits.2
ThrowMelee?The other half of a grab. Can be done without a grab, but it deals less damage. A failed throw after a grab means they break free. Using this, you can hurl an enemy to hit others, but they get a chance to dodge it.2
Run AwayAgility0Sometimes a foe is a real pain. But to escape a foe who isn't stunned, you need to use this move. In this case, if their dodge beats your roll, they thwart your escape.6
PunchMeleeMelee x 2Sometimes, people without basic punching-type attacks need to punch anyway. This is what they have to use. Sucks, doesn't it?2
DisarmMelee4Knock away your foe's weapon with a single smack!3
Use ItemVariesVariesUse an item. Effects may vary!3

Weapons

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Weapons add on to your attacks; they add accuracy, damage, or extra move modules. They do not consume TP nor do they add TP to the length of your moves. Each weapon has an accuracy type: ranged or melee. Ranged weapons only work with moves that use ranged for their ACC, and melee with those that use melee for their ACC.

Each weapon also has a primary enhancement type. This may be Accuracy, Damage, or Extra. You can buy the other types of upgrade for the weapon, but they can never exceed the level of the primary type. So if you have level 1 in damage, you can't have it add to accuracy or extra modules at all.

This is further complicated by the stat requirements to wield a weapon. You must have 2 * (Weapon's Primary attribute level) in the corresponding Melee or Ranged stat to wield the weapon. As most starting characters do not have more than 3 in those stats, the highest level you can likely wield is level 1; so choose your starting primary module wisely. Since, of course, you can only get level 1 in it, unless for some reason you have 4 in the necessary stat, in which case you could get up to level 2 in the primary stat and then start setting the secondary ones to level 1.

In case reading these lines was too confusing for you, or you're not sure yet, I have provided a basic mini-sheet for a would-be weapon.

WEAPON
Type: Ranged or Melee
Level Require to wield: (2 * Level of Primary Enhancement) in (Weapon Type)
Primary Enhancement Type: Accuracy, Damage, or Extra
Secondary Enhancements: (Whichever ones which are not the primary that you've bought modules in)

Now, as for the enhancements themselves, they are simple. Damage adds more damage; Accuracy adds more accuracy; and Extra adds move modules without taking up any TP. All of these are added onto whatever compatible moves you use the weapon with. So if you have brass knuckles which add +1 to damage, then you can use them with any of your Melee attacks; those attacks will then get +1 to their damage as long as you have the knuckles.

The only caveat is mostly with the 'extra' category. For each level in that category, you may add 1 more module onto the weapon, given it costs 1 TP. You can also add one flaw in order to add yet one more module onto the weapon per level, but if you do so you lose the ability to turn the weapon's enhancement on and off, meaning that when you have it equipped, the weapon's flaws will color all the moves it is compatible with, and you will be stuck with using the weapon's extra modules as well. Finally, you may only use modules which do not have a † next to them on your weapon's upgrade.

Each upgrade type has a progression: they go from level 1 to level 5. You have to pay for each upgrade, as well; it costs 100 for level 1, 200 for level 2, 300 for level 3, 400 for level 4, and 500 for level 5. You have to pay for each step, so if you buy level 2, you must pay 100, then 200 coins, for a total of 300. You must also pay twice as much for upgrading secondary abilities; so if you have level 3 in damage and want level 2 in accuracy, that's going to cost you 600 coins. The progressions are relatively flat; but I have them listed out in case writing them in paragraph form would be too confusing.

Accuracy: +1, +2, +3, +4, +5.
Damage: +1, +5, +10, +20, +30.
Extra Modules: +1, +2, +3, +4, +5.

There is one final wrinkle; when you hit level 3 or higher in your primary weapon stat, you must also assign it a damage type; it will only work with moves of that damage type. The type can be melee, tech, or will; of course, it cannot be melee if the weapon is ranged. This represents the weapon becoming more specialized and trickier to wield, as it begins to acquire a personality of its own.

In summary, weapons add to your attacks, assuming your attacks and the weapon share the same primary type. They are fairly cheap, at least, with your starting coins. Most starting characters can only buy a level 1 weapon, which means they only get one of the three enhancement types to start with. Weapons can be upgraded in the field or anywhere; they grow with the character. Multiple weapons can be owned; they do not take up any real space. Weapon cost and upgrades have a set progression, and there is only a limited number of modules compatible with weapons. Finally, higher level weapons have a specific damage type, making them work with fewer moves.

Armor

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Three categories:


Like weapons, armor generally has a primary function, then ignores the others. Unlike weapons, each primary ability has an ability it disables by being present. Agility -> Impermeability, Impermeability -> Durability, and Durability -> Agility. This is a one-way street, so while you cannot have a primary ability of Durability and a secondary as Agility, you can have a primary of Agility and a secondary of Durability. These reflect the sort of rock-paper-scissors of armor creation: Something big and heavy that takes damage for you is not going to increase your agility. Something which is meant to deflect the attack entirely won't work well if it takes damage itself. And agile armor usually has a number of gaps around joints, making it rather impossible to make it block attacks entirely.

There is a second aspect to this; the cost of the secondary attribute is 3 times that as the primary per level; and must be two levels behind the primary attribute. It is difficult to make armor with more than one attribute, as those which remain usable still somewhat clash with the would-be primary attribute. Only the highest quality armor can get away with, say, Agile armor that takes damage for you, Durable armor that retains an ability to deflect damage even as it takes damage, or Impermeable armor that happens to give a slight bonus to your agility (say, with booster rockets, ala Samus' armor.)

Finally, special abilities (such as life support, blocking certain elements, etc) are generally priced separately from the normal improvements--in addition, they count as an additional rank towards the armor's overall primary attribute. This is important, for in order to wear an armor of a certain level, you need an attribute which corresponds to the type and level. So a +1 Agile armor requires that you have at least 2 agility to use it; Durable armor requires you have the resiquite melee to use it, and impermeability requires either will or tech (depending on the armor) to be able to operate it. You need (the armor's primary attribute level * 2) in said stat to use the armor.

The price scale usually goes as such: (All of these are totals, so level 1 is +1, level 2 is +2, etc)
AgiDurImpCost
+1 to dodge+10 HP+5% soak100
+2 to dodge+30 HP+10% soak200
+3 to dodge+60 HP+15% soak300
+4 to dodge+120 HP+20% soak400
+5 to dodge+250 HP+25% soak500

Extra Improvements
NameDescCost
Resist (Element)Blocks all attacks of said element. Take twice to ABSORB damage from attacks of said element.2000
Life SupportAllows you to live in previously hostile environments; take once to breathe underwater, twice to exist in outer space, and a third time to be capable of going practically anywhere (even in molten magma).1000
FlyingJetpacks tend to be in vogue with armor-wearers for some reason. Take once to make 15-foot burst jumps; take twice to be able to hover and fly up to 30 feet off the ground. Take three times if you've watched too many Iron Man movies.1250
Extra SenseScanners or additional ways of seeing the world can be useful. Take once for each additional ability you wish: Sonar, Infrared, "Dark", X-Ray, "Magic", or Temporal.1800
GrappleYour suit lets you grab ahold of the environment and climb/swing around.1280

Items

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Items are a one-use pick-me-up. They help you do things you can't normally do and also randomly appear in matches. Those that appear in matches vanish after the match. Throughout the realm of Nintendus, you may buy these items for the prices listed below; sometimes they pop up naturally in ? blocks, too. Other, more limited ones may pop up, but they are unique and not liable to appear for sale. You may carry up to (Melee) items at a time.

Items
NameDescCost
MushroomA staple of healing; heals 35 HP.10
Eggman SandwichA delicacy imported from Alsa; heals half of your max HP.25
Elemental CubeOak's cubes are still useful; Throw for a guaranteed 10 damage of the element of your choice.10
BumperA Smash favorite; hurl to instantly knock the opponent back to out-range.10
Metal BoxBecome like Metal Man in appearance; cannot be knocked back, attacks deal 5 more damage, lasts for 1 round.10
Smash EmblemA former standby; Unleash Final Smash fury on the target!999
Super Wolfman Chocolate MilkWolfman's Final Smash alternative, based on a special brand of Chateau Cremia milk from Termina; Doubles stats, but disables all equipment (armor, weapons, etc) for one round.999
EMP GrenadeUseful, at least in that one bad future with all the AI in it; temporarily disables technological enemies for one round, up to 3 at once.20
Metal ColaExisted long before Bonk! Cola, smells of heavy metal; doubles your dodge and attack rolls, halves your damage and deals 25 damage to you. Lasts one round.20
Fire FlowerA smash favorite, based on one Panzer stole from the Mushroom Kingdom eons ago; Deals 15 damage per use, has three uses, can only be used once per turn.15
Julian's SledgeAn easily broken but destructive Hammer replacement; One swing deals 50 damage, but the head of the hammer flies off and hits you for 15 damage.15
NES ZapperAn old accessory that barely works; one in three chance of working. If it does work, can fire a shot that deals 20 damage once a turn, and works for 5 uses. If it doesn't work, explodes and deals 20 damage to you.20
Music CDUtterly useless hunk of plastic; can be chucked for 5 damage.5
"Cloaking" DeviceOnly half-works; the dirty secret is that it halves your damage taken for a round.20
Kirby's MikeScream into this to deal 15 damage to everyone around you--even allies!15

Spells

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Spell Tiers
Tier 0 (Innate) 0 Will (Unique to each person; takes a move slot)
Tier 1 (Novice) 1 Will  
Tier 2 (Intermediate) 3 Will  
Tier 3 (Advanced) 5 Will  
Tier 4 (Summons and World-damaging Spells) 6 Will (Hard to control even with this; only one with 10 will can be sure of themselves with this!)

Spells may be hard to obtain, but can be one of the most rewarding abilities to use--outside of official Infinity Tournament matches, of course. The Stadium Library has all of the Beginning and Middle tier books available, while the high tier ones require special connections to get access to. You can only have as many of these equipped as you have ranks in the Will ability, and they have Will requirements based on their tiers:

Tier 1 and above spells are learned by borrowing the resiquite books and studying them (a will check) once a session until you have obtained a result equal to (spell tier * 2) on your roll. Novice books are free; Intermediate books cost 2 coins per mission; Advanced cost 5; Higher level books must be found first.

Spells, additionally, have a limited number of uses. The maximum is 15 and the minimum is 1. Spells instantly hit, making them a useful asset at times. Their damage, however, can be low. All the spells in play are listed here; you cannot create more spells above Tier 0. But why would you need to do that, when there is such variety?

You can use up to (Will) spells at once, but you cannot do anything else but cast spells on your action if you use more than one in your turn. Tier 0 spells have rates attached to them, however; they will limit the amount of moves you can use just like a special attack.

The highest level spells are highly variable, and really hard to control. It all is in your will roll as to what they do. As there is only one person who can do each spell possible at a time, they tend to be hotly contested. Therefore, people new to spellcasting need not apply...

Brawlers are unlikely to even find World-altering spells, as most of them are on Alsa. Additionally, spell usage is generally not allowed in official matches. A handful may be allowed but this will depend on how things go in various exhibition matches; thus the fate of spells in major matches should not be relied on.

Novice Spells
NameDescUses
EleA level one spell that deals 10 damage based on the element you wish it to be based on.10
ConfusionA light which has a 50% chance of making the target go insane. (Status effect)15
Minor HealMinorly heals target for 15 HP.10
DieKills any enemy which has 1/4th or less of your HP. 9
DarkMakes the room dark.15
LockLocks or unlocks a door you have control over/can easily lock.15
EchoChanges the origin of one sound for up to 15 minutes.10
Read ObjectReads directly into your brain whatever it is you are seeing.8
RejoinWarps you directly to where the group is, can be any member of your group, but limits distance to 30 feet.15
TelepathyAllows you to communicate one line of text to anyone you know in the dimension you are in.6
ImagePrints a square foot image of your choosing onto something nonorganic.10
MissileAlways hits; 5 damage.10
WallBlocks (Will * 3) damage from the target.10
TelekineticHurl up to a 15 lb object at will.8
WardBlocks evil spirits for a 7 by 7 by 7 foot cubed area for a day. Evil spirit must have equal to your will or lower, otherwise they can break through.10
Intermediate Spells
NameDescUses
ElementA level two spell which deals elemental damage of your choosing. 25 damage.10
DistractionAverts the attention of those who fail a DC (your Will) check.10
LightFills the current area with light.10
DescribeDescribes whatever you point at with medium detail.10
TranslateTranslates stuff from other languages.5
ActivateTurns on dead machinery, if it has a power source.8
DisarmDisables enemy's weapon if they fail opposed will checks.10
DestroyEliminates dead or medium-rank (Your HP/2) enemies from your sight.5
KinesisObtain any 100 pound or lighter object immediately.10
CureRestore 30 HP.10
EnchantUsed in combination with a spell. Imbues weapon. Based on rank; Tier 0, 1, 2, and 3 spells can be loaded.1
Stave DeathGrants target one more turn even if they are hit with a fatal blow.3
ReverseMakes foe insane 75% of the time.5
Fatigue-1 to enemy's accuracy, damage decreased by half; 50% chance of hitting.5
ShieldProtects against up to 30 damage with an orb. Even blocks poison gas.5
CoverCan be used any time to take a blow for a friend. The attack instantly hits you instead.5
CounterReflects a phantasm of an enemy attack back at them; the attack must have hit you before the turn.5
VanishMakes you "unseeable" for the equivalent of 2 rounds. Not likely to fool those with a higher will than you.5
Advanced Spells
NameDescUses
Dire ElementDeals 50 damage of elementalness of your choice.10
DisturbanceRenders foe unable to attack or dodge for 1 rounds. Opposed will check; the lower check is hit, if a tie, both sides are hit.5
AnnihilateAnnihilates any non-boss foe instantly.3
CurseEnemy loses 15 HP every round; 25% chance of success.5
DisguiseAssume existence of another person's appearance for an hour.3
UnderstandRead information into mind about targeted object. Accuracy very high.5
StealTakes an enemy weapon for your own if it isn't too powerful.5
ControlMove any object the size of a house or smaller.3
Super WallProtect target from all damage for one round.3
Dimension HoleRip a hole in reality, which will seal itself after doing a dire random effect.10
PanelActivate, repair, and power almost any machine of choice.5
HealingRestores 50 HP.10
DetrapDestroys any traps in the room.3
AlterChange the appearance of anything within reason instantly.5
PlaneWarp between different planes of existence.5
SensoryRead all relevant senses (even ones you don't have) to know about the area you're in.10
HistoryKnow the history of whatever you point at.5
CopyMake it possible to copy the enemy's special attack style as a special skill.10
Time FreezeStop time for a round. Only stops for you.3
CometHit all targets for 50 damage of neutral damage.5
Summons/World-damaging Spells (All are 1 use only and generally only findable on Alsa)
NameDesc
AndrossSummons Andross, who proceeds to blast the target to bits with tiles. Will continue for a while if he fails at first.
NullusPermanently annihilates a being, object, or portal, if it is unguarded.
Pure ElementSummons a portal to the plane of the element in question, which damages based on enemy's own element of choice.
ArmageddonMindboggling destruction horrendously damages target.
Master HandSummons Master Hand, who will aid you for a while and fight the enemy.
Crazy HandSummons Crazy Hand, who will proceed to attack everybody and everything at random... but for high damage!
Space ShipBarrages enemy with hundreds of kamikaze space ships, and also blows up the nearby terrain something fierce.
Antimatter BeamAnnihilates target, keeps on going. Leaves no traces and is silent.
Time ReversalGo back in time and eliminate the future you leave behind. Limited to a day at most. Beware weak rolls!!!
EnergiaSummons immensely strong energy; use to supercharge an attack or power something huge.
Godly ProtectProtect something in a way which is immensely hard to break. Lasts 1 day.
ReversalSend all the enemy's attacks (within reason) back at them.
CaptureCaptures the essence of a recently defeated foe; they can be used as a summon. One can be held at a time.
Divining RodDetermine the nature of the time period you are in, what is important, and what you need to do. May be inaccurate!
StillDestroy target's magical abilities... permanently, if you are lucky.
ZeldaMaster mage aids you with spells and wisdom.
PokemonSummons a random pokemon to aid you. Not all are beneficial--others do not obey if you get a bad roll.
TsunamiWipes out entire area with gigantic wave of water.
GhorSummons a well-known cyborg to pound your foe into powder.
ZeroSummons Zero to destroy your foe and protect you from computer-based viruses. (Like anyone needs that?)

Unique Skills

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Once upon a time, Questers used Unique Skills to do various things the system otherwise did not allow. This was good, EXCEPT these were generally useless, weak, and ate vast amounts of EXP. While Brawlers (and the few remaining Questers) can still use these, it is not recommended; instead a list of pre-existing unique skills you can take is provided here. If you got an older unique that cost more but does the same thing, feel free to swap it out.

I may add more to this list as more old uniques are brought to my mind. Also, the ones above 50 EXP may or may not be hazardous to your health to earn/own/even think about getting.

Pre-Made Uniques
NameDescCost (in EXP)
FlyingOutside of matches, fly over small gaps and hover; inside matches, gain the ability to do a limited-time flight for your 'third jump.'5
Elemental WillCan't make up your mind on what element you want to use? Have the need to make your hair change color every time you feel bored? Well, you can now do either 3 times per session with this.10
Rip Cheato's RevengeHate how your stats are arranged? Spend some EXP and you can rearrange them all!13
SpecialtyA complex unique; sacrifice one ability to double the ability in another. Potential abilities to mess with: Melee Moves, Armor, Weapons, Agility, Resistance, HP. In the case of Melee Moves, halving them halves the number you get and makes each move take 1 more TP than usual; doubling them doubles the amount you get and makes each move take 1 TP LESS than usual. The others are fairly self-explanatory, but the GM can explain more in-depth where needed.15
OverdriveAn old favorite, adapted from a time when magic from another realm polluted the world. Hit the enemy with 16 TP worth of moves and you go 'overdrive', which, for two rounds, halves the amount of damage you take (before even calculating resistance and other things!) and doubles the amount of TP you get.20
Liquid BodyFor the aspiring Terminator 2 wannabes, you can melt and reform; downside is when hit by attacks that deal over a fifth of your HP in damage, you violently explode, and take 4 TP doing the whole 'reform' effect. On the plus side, you can always make primitive weapons out of your flesh/steel/whatever body, though they only deal (melee * 2) damage...25
Fate-Manipulating Cheater-FaceReroll one roll of yours per session.30
Teleporting JerkWarp from place to place. As in, anywhere within 15 feet. Even between doors. Just like Mewtwo! ...Mewtwo probably wouldn't like you for imitating him, though... you may only do it (will) times per session.35
Two CharactersPeople keep wanting to play more than one character, but to manage all those stats is a pain. But hey, if you want to sacrifice 40 EXP for it, and have your EXP gain split between the characters (Just keep the halves and let them add up naturally) then, so be it. Of course, only one can be on stage at once.40
My Backstory is Better Than YoursFor this amount of EXP, I will gladly GM up to three sessions that are mostly about your backstory, which will benefit both you and the others, although within reason, as I have no plans on Brawlers becoming Questers 2.0.45
Summon Plot MacGuffinEver wanted a legendary piece of equipment? Pay this steep price, and one of them (may or may not be your exact choice) will be yours! Just beware of all the people who may want to swipe it from you...50
DoublerFor those of us who wish it was the old days, have more EXP than E Li Three, and/or are insane. Two sets of HP, two sets of turns; just watch out, since you can also be hit twice. :p100
At-Will Final SmashesOkay, I'm just teasing you with this, I know. But in the weird event someone gets this much EXP just for this, they can now summon Final Smashes ONCE PER BATTLE whenever they feel like it!150
Golden RuleGain 100,000 coins. May or may not lead you to buy 20-foot swords/banks/taunt people about how you are always right.200
Magi-tek CheateryGoes will with the previous one, though if you have this much EXP, you've clearly already become Space Goku. Allows you to convert coins into reality-altering stuff. May or may not result in Questers, Metal Man, Mewtwo, or Goku destroying you for threatening reality.9001

These 'old school' uniques cost a variable amount of EXP, and allow you to do whatever isn't covered somewhere else. The only rules there are are what you CAN'T do.

  1. You cannot duplicate an already existing attack
  2. You cannot have a skill which deals direct damage
  3. You cannot have a skill which benefits your EXP or coins
  4. You cannot use it to boost all uses of any one pre-existing ability
  5. You cannot make it work in tandem with another Special Skill
  6. You cannot make it work with teams
  7. You cannot make it if it otherwise unbalances the game (See Metal Man for this one)

This is important, as while almost everyone will want these, only those with a good idea of what they want will likely get it. It is up to you to make new and interesting skills if you are to succeed in using and obtaining them.

SP System

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Sometimes just rolling the dice back and forth becomes monotonous, or unfair. Not because the dice are broken, but because unmitigated randomness can skew one side or another at random. So to combat this, there is the SP system, which consists of using SP to do various things.

You can spend SP in increments of 1, as shown below.

1 SP
Heal 10 damage
Add 1 to an attack's successes after rolling
Add 10 damage to an attack which has hit.
Add 1 to a defensive roll's successes after defending
Regain 1 spell use on a tier 1 spell.
Gain 10 coins.
2 SP
Heal 25 damage
Add 2 to an attack's successes after rolling
Add 25 damage to an attack which has hit.
Add 2 to a defensive roll's successes after defending
Regain 5 spell uses on a tier 1 spell, or 1 spell use on a tier 2 spell.
Gain 25 coins.
3 SP
Heal 50 damage
Add 3 to an attack's successes after rolling
Add 50 damage to an attack which has hit.
Add 3 to a defensive roll's successes after defending
Regain 15 spell uses on a tier 1 spell, 5 spell uses on a tier 2 spell, or 1 spell use on a tier 3 spell.
Gain 100 coins.
Recover from complete and total death.

You get three of these at the start of your character, and you recover 1 back for each session you are in.

There may be other uses of these than shown here--it never hurts to try. Finally, using these does not consume any time in-battle or otherwise.