Welcome to the online help document that explains how to
join this olde RPG. Now, before we start, I shall explain some
basic concepts. I have noticed many people not reading this
entirely, or correctly. So, once again, the standard warning
applies.
First thing. This RPG is on the internet. You need an
internet connection to join. Any one will do. Next, you need to
get an IRC client. Go to mIRC's website, or Trillian's. Instructions
for using each of those are different, and I leave it up to you
to figure those out. However, you can't join without the
required information. You must set the program to
irc.sorcery.net for the server. Once you have joined the
sorcerynet server, type /join #supersmashrpg or any other
equivalent command. Just make sure it says #supersmashrpg . Now
that you're in the room, brush up on your reading and writing
skills. Make sure to include correct capitalization and
punctuation. And if it is possible, spell things correctly.
At this point, get to know some of the people in the room,
and try to be polite. You may ask all the questions you want.
Oh, yes. If the room is in session, put parenthesis around what
you are saying. You know, ()s. When I say 'In Session', I mean
when people are in character, possibly fighting, talking, or
running around. Now that we have those type of basics
completed, it's time for the next type.
Remember, you have to write down your char sheet in notepad.
If you are unable to keep track of numbers and/or do basic
math, please do not apply. Also, we want a certain level of
spelling and grammar, as I said earlier. Keep your
abbreviations away from our RPG.
This game uses dice, and is text based. If you don't like
online dice or non-picture games, then run. Run away. As far as
you can. Close this window! RUUUUNNNN!!!! ....Anyway. The dice
are rolled with this format: d20. That rolls a 20 sided die. d6
rolls a 6 sided die. d(n) rolls n number of dice, without the
()s of course. In this game, you wind up fighting a variety of
enemies. In order to fight them, you use the combat system.
That's just up ahead. As for everything else, you may do what
you want, within reason. No player killing without a good
reason. You're only supposed to hunt down bad guys. And with
that, the basics are completed. Now for the fun part. Back to Top
This part of the tutorial is the hardest, but the most
rewarding. Keep a clear head, and always ask questions--or you
will regret it later.
Refer to the below section, Character Builds, for more
detailed character creation information. You may pick 1 and
only 1 build for your character.
Before I can say anything else, I shall show you the most
generic char sheet in the game.
Generic Char Sheet
Build:
Level: 2
Health %: 0%/100%
STR: (Divide 45 between these three stats)
SPD: (Divide 45 between these three stats)
INT: (Divide 45 between these three stats)
AC: 10 + SPD mod
BP: 20 - AC
Quirks: Pick 3
Actions: 1
Items: None to start, save for weapon
Coins: 7000 or slot machine
Attacks
Depends on Build
THIS IS A CHAR SHEET, YOU CAN USE IT. ALSO AN EXAMPLE
SHEET.
It isn't as ominous or complex as other sheets. Now, let me
explain each part, bit by bit.
Oh yeah. Since some people who don't like to read complained
about this, it shall be right here for all to see.
You get 45 points. Divide them as you wish
between INT, STR, and SPD.
Build: If you choose the Smasher Build, you use the default
sheet. If you choose any other builds, add the corresponding
information. You may also want to add in Trance Moves if you
take the Smasher build.
Health: In this game, you don't have 'HP.' Instead, you have
health percentage. You can take up to 100%, more if you have
upgraded your HP, before having to do a STR check. If you fail,
you die. If you succeed, you survive. It isn't very good,
unless you heal yourself. Anyway, just make sure to keep track
of your health. The GM can't remember everything for you.
STR: Strength. Both of constitution and physical strength.
You'll end up using this when weapons enter the fray, but you
don't start with them quite yet. To get a modifier on STR, SPD,
or INT, subtract 10 and divide by 2, then round down. That is
the bonus for that stat.
SPD: Speed. This stat is used to determine your order when
you fight, your AC, and your running speed. An important stat,
but still equal to the others in usage.
INT: Intelligence. This covers all forms of intelligence.
While the intelligence of characters is usually judged by your
own actions, this stat will control what your character sees.
If your character is an idiot, they might walk into traps, walk
right past doors, and do the most useless attacks against the
wrong enemies. The opposite is true for those who have much in
this stat.
AC: Armor Class. This is in place of dodging. When an enemy
attacks you, it must beat this number, or else it will miss
you.It is determined by 10 + SPD Modifier.
BP: Badge Points. All badges use this. The only items that
don't use BP are either mundane or weapons. The amount of these
you get is equal to 20 -AC. So if you're slow, you'll be the
most heavily armored, and vice versa. As always, keep track of
your stats.
Quirks: Also known as feats. These are what make fighters
unique. You gain one every 2 levels, no matter what. You also
gain 2 of them to start with. Now that everyone starts at level
2, you automatically get another quirk.
Actions: This is how many attacks and other things you can
do per turn. Using an item, attacking something, or
manipulating a background object takes up 1 action. You start
with 1, you gain another at level 7, and end up with 3 total at
level 17.
Attacks: These are your special moves, which are made with
the help of the GMs, and their special move construction
system, GMCS.
This should be enough to get started. But you have a bit of
work left. Before you continue, look at these limits.
Limits
You may carry 10 different items, including badges and
weapons. Of each unique item, you may have 9 extra. That is
a total of 100 items.
You cannot gain more than 300 HP.
Weapons cannot have more than 10 upgrades, and cannot
do more than 15% damage. Dual-wielded weapons have a limit
of 6 per weapon and 8% damage max.
You cannot stack badges or quirks that give you more
AC. 1 badge and 1 quirk that raises AC is the maximum.
Any attack, save for Super, Level 10 Bonus, or Trance
moves, can never institute a penalty to become more
powerful.
The maximum limit of AC is as follows: 20 for people
who get up to level 10, then level + 10 afterwards.
You cannot have more than 20 BP.
You can never have more than half of all the quirks in
existance.
A super move cannot do more than 1000% damage,
total.
Normal moves cannot deal more than 100% without a crit,
Melee moves cannot do more than 200% without a crit,
Enhanced moves cannot do more than 400% without a crit,
super moves cannot do more than 1000% without a crit. This
is PER ACTION.
You cannot use more than three non badge non weapon
items which last more than one action at once.
You cannot use melee moves (Read: The ranged and melee
ranged moves used by Smash build people. So this includes
ranged Melee Moves. Do not think I mean Melee ATTACKS.)
twice in a row.
If you are hit while charging, the charge goes
away.
Pick one of the three builds below to make your character.
If you already have a sheet made before this build thing was
created, it is the Smasher Build. Update all char sheets
accordingly. Furthermore, modules are gone, and it is
encouraged to have GMs make attacks for you as the new system
goes.
Smasher Build
This build is the most common since it's the most
well rounded. Modeled after the Smashers
themselves, it grants you all the necessities and
provisions you need to take whatever comes your
way.
RULES
Normal State: Smashers are capable
of executing a number of acrobatic
moves, including double jumps. You also
have four Normal Moves and four Melee
Moves at their disposal.
Normal State Features:
Normal Moves: Four special
attacks made to do what simple
punches and kicks can't. Includes
things like spin attacks,
drill-kicks that hit multiple times
(though weakly), and wide
swipes.
Melee Moves: Four special
attacks with supernatural power.
Engulf your fist in flames and
deliver mighty blows, call
lightning, put enemies inside eggs,
and more! These moves must be
patterned after the B, Forward+B,
Up+B, Down+B roles set by the video
games.
Double Jump: Can't jump a gap?
Fear not! You can try again. In MID
AIR, mind you.
Entering Trance State: During times
of overwhelming distress, Smashers can
transform into Trance State. This
occurs only during a time designated by
the GM as "a time of overwhelming
distress" since Trance gives almost
deific power.
Special Trance State features:
Enhanced Attacks: All Normal Moves
and standard attacks deal 3X
damage.
Flight: Characters in Trance
State are capable of flight.
Trance Moves: Characters in
Trance State replace their Melee
Moves with Trance Moves, which
reflect their inner selves. Trance
Moves are capable of things like
summoning a small star from
nothing, unleashing destructive
energy streamers that level whole
buildings, or bestowing power upon
an entire group of people.
Legendary Endurance: Your HP is
doubled in Trance State.
Overdrive Build
This Build of character is
unorthodox, but provides an interesting
alternative to Smasher Build. While
Overdrive Build is limiting under
normal circumstances, Overdrive Mode
itself makes you an incredible force to
be reckoned with, enhancing your
attacks and granting amazing abilities.
Anything a Smasher can do normally an
Overdriven character can do better.
Overdrive Mode is also more reliable
than Trance in many ways, though it's
not quite as potent.
RULES
Normal Mode: Under these
circumstances, you're more limited than
a character made with the Smasher
Build. You have six Normal Moves as
opposed to four Melee Moves and four
Normal Moves, and you can't double jump
at all.
Entering Overdrive: Overdrive comes
into play when you dish out a whole lot
of punishment with what little you
have; you aren't a Smasher, and
therefore Melee Moves aren't at your
disposal. To enter Overdrive, you must
fill your OP Guage. For each successful
hit you get, add 1 point. At 8 points,
you enter Overdrive. This guage resets
after each mission. You can only gain a number equal to the amount of actions you have to the OP Guage per turn. So, if you have 2 actions, you can only add 2 to the guage each turn, making it take for turns to get into overdrive at best.
Staying in Overdrive: The OP Guage
described above only concerns itself
with enterying Overdrive. The OP value
on your char sheet, which you improve
by leveling up, is the value you're set
at once you've transformed. Every hit
you take will lower it by 1 point.
Initially (at level 0), it's at 4
points.
Special Overdrive Mode features:
Enhanced Moves: Your Normal
Moves become replaced by these.
They're almost as potent as Melee
Moves, but there's more of them and
they can be used with higher
frequency.
Double jump: Overdrive
characters are normally unable to
double jump. Under Overdrive Mode,
they can do it better than a
Smasher, gaining a +2 bonus to both
jumps.
Awareness: The heightened sense
of coordination and general
awareness of your surroundings
grants a +2 bonus to all attack
rolls.
Special Movement: Overdrive Mode
grants a special mode of transport.
Teleportation, Burrowing, or Flight
are common examples.
Super moves: These four attacks
exceed Melee Moves in power, having
a much greater scope and gravity to
them. However, you deplete 2 OP
every time you use one.
Caster Build
For those who prefer mind over
matter in a very materialistic way,
there's the Caster Build. Casters can
choose three different sub-builds that
grant different spells: Psion,
Artificer, and, of course, Wizard.
While this grants Casters extraordinary
abilities no matter what the occasion,
they don't always maintain that power.
Eventually, their magic can be
depleted, and without it they're not
much better off than an Overdrive
character in Normal Mode.
RULES
Spellcasting: Casters cannot
double jump and don't have special
moves of any sort. Instead, you
have a set of spells dependant on
whether you choose Psion,
Artificer, or Wizard. You gain a
new spell every three levels and
can buy new spells later. The
stipulation is that you can't use
spells without MP (of which they
have 50 to begin). Spells
automatically hit, but can be
subject to a number of factors that
impede their usefulness.
Psion: You use psionic
powers to boost your own
abilities and to assault your
enemies' bodies and minds.
Psionics tend to appear more
like special moves and attacks
than magic or machinery. Often
times psions have been mistaken
for extremely diverse
Overdrivers or Smashers.
Psionic Spells
Level 0+ Spells
Name
Effect
MP
Chainstrike
Hit all the enemies with a purple ray. Divide 30 damage between them. Must target more than 1 enemy.
12
Disarm
Knock the weapon out of the target's hands.
3
Flash
Choose one target. They receive a -4 to all rolls for their next turn.
5
Invisible
Become semi-invisible, adding 10 to your AC.
15
Mindjolt
Cause 30 damage and stun the opponent.
20
Minor Crush
Crush mundane objects, or deal 1/5 the enemy's current HP back to them.
8
Minor Disguise
Alter your appearance slightly.
3
Minor Healing
Instantly heal the target for 10 HP.
5
Protection
Pick one attack of the enemy. You are now immune to it for this battle.
10
Teleport
Move to another location up to 20 feet away instantly.
3
Trick
Make the target agree with you on a minor order, idea, or otherwise.
3
Level 5+ Spells
Name
Effect
MP
Confuse
The opponent takes 5 damage and is now confused.
5
Despell
Cause a level 0+ spell to fail, if it is still going during your turn.
8
Destroy
Using a huge amount of energy, the opponent is blasted with psychic power. 50 + INT damage.
25
Dissappear
You become fully invisible, making all physical attacks, including your own, useless. Lasts 5+INT mod rounds.
18
Enhanced Teleport
Instantly move up to 50 feet, or up to 20 feet with a friend about your size.
5
Levitate
Cause the target to float 10 feet off the ground, disabling their melee attacks. (Or something else.)
5
Memory Erase
Erase the target's knowledge of the last 5 minutes of events.
5
Minor Control
Cause the target to do a minor thing, like push a single button, against their own will.
15
Minor Telekinesis
Throw up to 25 lb objects, push larger ones, move objects up to 30 feet away.
10
Persuade
You can get the target to agree with you on a reasonable medium order, idea, or otherwise.
8
Project Attack
Cause a melee range attack to instantly hit the opponent, even if they are up to 20 feet away.
12
Recovery
Heal 20 HP to the target.
15
Sensory Overload
INT must be 16+. This attack causes the opponent to lose their next turn and be unable to defend themselves, their senses overloaded.
7
Shadow Ball
Concentrate your hatred into a ball and strike an enemy with it for 20 + INT damage.
13
Switcheroo
Switch weapons between two targets.
2
Level 10+ Spells
Name
Effect
MP
Amnesia
Cause the target to forget who they are for one day.
30
Blackout
Instantly ko's an enemy that's fairly weak.
10
Charge Erase
Dissipate a level 2 or lower charge instantly.
15
Convince
Cause an enemy to agree with you on a rather hard to agree with order, idea, or otherwise.
16
Destroy Spell
Cause a spell of 5+ capacity to fail.
16
Disable
Disable one of the target's moves at random.
15
Elemental Kinesis
Hit the enemy with a beam of a chosen element for 25 damage.
15
Endure
This magic, if used at the right time, will save you from death if hit by an extremely powerful attack.
10
Fly
Grant yourself the ability to fly for a while.
10
Healing Force
The target recovers 50 + INT HP.
25
Ilusion
Fool most people with a highly convincing illusion of one person, object, or a small building.
20
Mind Erase II
Destroy the subject's memory of the current day.
25
Mind Read
You can read the mind of one person, getting 1 piece of information per use.
18
Mindbomb
Deal 20+INT damage to all the enemies.
25
Mirror Image
Create a mirror image, which effectively makes a 50% chance of you being hit.
20
Phobia
Attack the enemy with their biggest phobia. Their response will vary.
15
Psychic
Using psychic power, you overwhelm the enemy. Deals 66 + INT damage.
30
Psychosis
Cause a weaker enemy to defect and help you for the rest of the mission.
30
Reflect
Physical attacks do half damage to you.
15
Self Attack
Make the target attack itself.
15
Spell Combine
Use this skill with a friendly spellcaster. If you both use it, next turn you may combine two of your spells for a super attack.
10
Telekinesis
Manipulate 5 objects, each up to 100 lbs, up to 50 feet away.
20
Theft
Steal an object off of the opponent.
15
Ultimate Teleport
You may teleport anywhere within 1 mile instantly per use.
20
Weapon Assault
Using a weapon you have, you may attack the enemy INT mod times with it.
20
Weapon Puppet
Take a weapon away from the enemy, then use it against them!
19
Artificer: You use
mechanical enhancements and
machines to fight. Grenades and
missiles containing spell-like
effects, armor that allows
flight or burrowing, and
potions with special
enhancements are not
uncommon.
Artificial Spells
Level 0+ Spells
Name
Effect
MP
Haywire
Instantly gives a machine the Haywire status effect.
6
Missile
Shoot the enemy with a missile that deals 5+INT Mod fire damage.
8
Remote Control
Control a machine that you are allowed to control from up to 50 feet away.
5
Shutdown
Disable an enemy machine for one round.
10
Repair
Repair 10 points of damage from a machine.
10
Summon Machine
Summon a low-level machine to assist you.
15
Overclock
Double a machine's abilities; halve its HP/uptime.
8
Upgrade
Using this magic and 1000 coins, upgrade a machine. How it's upgraded depends on the machine.
15
Iron Plate
Using this spell, put armor on the target that absorbs 20% of damage.
20
Detect
Detect up to 2 machines or machine-related phenomena within 100 feet.
12
Self Destruct
The machine enchanted with this spell will explode when defeated, damaging 3 adjacent targets for 1/10 of its HP.
13
Underclock
Double the HP/uptime, halve the machine's abilities.
8
Instruct
Teach a machine capable of learning (INT 5+) a new skill or one of your own quirks.
15
Reformat
Delete all data on a friendly or defeated enemy machine, making it programmable by you.
20
EMP pulse
This causes all machines in the area to shut down for 2 rounds.
25
Level 5+ Spells
Name
Effect
MP
Steel Plate
Give the target armor that absorbs up to 40% damage.
25
Status Grenade
Blast the enemy with one negative status effect (Chosen when you take this spell) that is within your level.
12
Triple Missile
Fire three missiles, which deal 10+INT mod each (30+3(INT mod) damage total) in fire damage to the opponent.
25
Flamethrower
Summon a flamethrower, which attacks all enemies for 5 fire damage.
15
Unlock Door
Unlocks any technological door.
20
Machine Invisibility
Become invisible to all machines for 3 rounds.
12
Mass Haywire
Give haywire to all enemy machines.
10
Machine Control
Control an enemy machine of lower power than you for 1 round.
7
Taser
Deal 8% + INT mod electricity damage, and stun the opponent instantly.
15
Take Apart
Halves enemy machine's effectiveness/HP by taking it apart.
18
Magnet
Use magnetic force to deal 5% to all nearby machines and grab small metallic objects within 30 feet.
11
Short Circuit
Cause a machine to do random actions for d3 rounds.
14
Targeting Ray
Magically home in on a target, gaining +5 to all attacks to the target for the rest of the battle.
15
Level 10+ Spells
Name
Effect
MP
Titainium Plate
Give the target armor that absorbs up to 50+INT% damage.
30
Deadly Grenade
Blast the opponent with 20% damage and 3 random, bad side effects.
18
Total Malfunction
Make a machine do completely random actions attacking random targets for d6+INT mod turns.
20
Ultra Rocket
Blast the enemy with a huge rocket that deals 50% damage.
30
Optical Flare
Blind 3 machines for the rest of the battle.
22
Super Upgrade
With 10,000 coins and this spell, instantly upgrade a machine to its maximum. If used again, the item becomes legendary.
50
Scanner
Find the weakness of the enemy instantly rather than having the Smash Dex give vague answers.
15
Super Summon
Summon 1 strong machine or two medium-strong or 3 weak machines to assist you.
25
Machine Revive
Totally revive a broken machine.
30
Explosion
Cause an enemy machine to simultaneously explode.
40
Immobilize
Electrify the enemy, rendering their AC 0 and preventing them from doing anything unless someone else frees them.
18
Search +
Find what you're looking for quickly.
20
Read Machine
Discover some information from a machine without using it at all.
15
Magician: The most common
and recognizeable Caster type
uses diverse spells to achieve
a number of ends. Their spells
can handle anything from
warping time and space itself
to simply and flatly immolating
an object.
Magical Spells
Level 0+ Spells
Name
Effect
MP
Aura of Defense
Nobody can attack you next round; but you can't attack either.
10
Cheap Shot
Your next attack instantly hits.
25
Combination Spell
Combine two spells and use them both at once, or combine one of your spells with another friendly spellcaster's spells.
11
Curse
Give the enemy a random bad status effect.
6
Dispell
Destroy a magic effect equal to the level of this spell.
15
Fireball
Pelt the enemy with INT mod fireballs, which deal 10 fire damage each.
9
Illusion
Cause an illusion which fools one sense of the target for 5 rounds.
7
Jolt
Zap the enemy for a flat 15 electric damage, 50% chance of stun.
12
Magic Missile
Deal INT damage to the enemy instantly.
15
Magic Teleport
Dissappear in a cloud of smoke and instantly move up to 15 feet.
15
Minor Healing
Heal 20 damage off of the target.
10
Morale Booster
Everyone on your side gets a +1 to hit on the next round.
15
Prestidigtation
Perform a cheap magic trick, like making flowers appear, palming objects, or sawing people in two.
10
Snatch
Instantly steal a random item off of a foe.
15
Trap Detector
Find traps within 20 feet of your position.
17
Turn Swap
Switch places and turn orders with a target.
11
Level 5+ Spells
Name
Effect
MP
Ability Ace
Instantly ace an ability check.
25
Cement Shoes
Enemy loses all to-hit bonuses for one round.
15
Decoy
Create a clone of yourself which dissappears when hit, but allows you to counter-attack instantly.
15
Destroy Trap
Causes 1 nearby trap to explode.
10
Destroy Undead
Halves the HP of an undead monster.
20
Disarming Attack
Next round, all of your attacks will disarm the enemy instantly if they hit.
10
Elemental Blast
Hit the enemy with 10 * INT mod damage of an element of choice.
25
Ice Storm
All enemies take 15 ice damage.
18
Implode
Enemy's HP is halved.
30
Medium Healing
Heal 50 damage off of the target.
30
Mega Money
Double the money you halve, but halve your HP.
30
Mirror
Any spells launched at you will be reflected back at the caster for one round.
22
Summon Monster
Summon a medium-power monster to help you for 2 rounds.
12
Level 10+ Spells
Name
Effect
MP
Badge Breaker
Disable enemy's badges, or if they have no badges, their special abilities are disabled.
10
Blindness
Blind one enemy for the rest of the battle.
10
Megid
Deals 100 darkness damage; you cannot attack next round.
60
Meteo
Blast the opponent with a huge meteor of dark magic. Deals 50 + INT damage, also blinds and poisons the enemy.
60
Nafiraga 3
Enemy is engulfed in a pillar of flame for 20 * INT Mod damage.
50
Power Word: Silence
Silences the target, preventing them from casting magic.
60
Regen
Regain 5 HP every round until the battle is over.
15
Revive
Revives dead (Game Over) Player.
80
Seismic Toss
Deal (Your Level) * 2 damage to the target.
15
Melding: Like the other two
builds, Casters have a super form
of sorts. In fact, they can have
several different forms to choose
from. To achieve this form, you
must fuse with a certain object, be
it a familiar, a crystal of power,
or some other thing. The abilities
granted during your transformation.
This transformation must be VERY
specific and pre-planned; you can't
just spontaneously meld with a
random rock or nuclear reactor.
Otherwise, Meld can be accessed for
one battle per mission. It depletes
any and all remaining MP
afterwards.
Special Meld Form features:
Increased Vitality: As the
main part of your Meld Form,
your HP and MP are multiplied
by 1.5x.
Multi-Part Body: Meld Form
is invariably larger than your
normal form. You have at least
one extra part to your body.
Each extra part has your HP and
MP x (1/number of parts
including yourself). Use the HP
and MP after transformation to
figure this number.
Special Attacks: For each
spell you sacrifice in this
form, you gain a special attack
that's the equivilant of a
melee move.
Special Movement: You gain
a special kind of
movement.
Partitive Abilities: Each
part retains up to 4 spells and
has 3 special attacks of its
own. Up to two of these parts
bestow a special property.
Final Doom: If you die in
Meld Form, you will not only
lose a life, you'll also miss
out on the rest of the mission
and be transported back to the
hospital wing.
Item Mancer Build
This is the weirdest build out there. Item Mancers rely on items for their combat. Thus, they are focused on the acquisition of weapons, badges, and items.
RULES
Normal Form: The Item Mancer has the ability to double jump. Furthermore, they gain +5 against all trap-related checks, and +2 to anything that involves cracking locks. They're a crafty lot, very skilled at using the items scattered across Nintendus. Unfortunately, they are not as graceful as the Smashers.
Mancer Moves: You gain, in total, three 'Mancer' moves. These are a tiny bit stronger than melee moves, but far fewer. If you should choose not to have moves at all, you gain another 5 slots for unique items.
Item Abilities: The Item Mancer is renowned for their item carrying capacity. They can hold, without any other badges or bonuses, a whopping 35 unique items, and 20 copies of each item. This may be boosted by other quirks, items, etc. They also gain 1.5x the money of a normal Quester, and gain a random mundane item at the end of every mission.
Badge Bonus: The bonuses of BP-increasing items are doubled, except for Badge Maniac.
Create Legendary Item: The Item Mancer, being an expert with weapon creation, or at least knowledgable, can actually create something equivalent to a level 10 bonus item. However, the item must first be full upgraded (10 upgrades), and then an entire level up must be sacrificed, as well as 30,000 coins, to make the item legendary. After five missions, the new item will be ready.
Maniac Mode: A distant cousin to Overdrive mode, this ability is triggered after using up 3/4 of your items, or 20 items, whichever is higher. This counter is reset after every mission. Once this has been done, you become completely mad with item usage. Every turn, for five rounds (Which DOES carry over between missions if not used), you may either summon 10 of a non-stat boosting item (At the GM's will), or use three items. Either way, these actions do not affect your normal turn; you take your turn normally after doing one of these two things, save for another bonus. While in this mode, if you are about to lose a life, you may sacrifice three unique slots worth of mundane items, chosen at random, to survive. (Must be 10 or more items total between the 3 slots.)
Here is reference on the various special elements and status
effects attacks can use.
Elements:
Fire
Ice
Dark
Light
Psychic
Electric
Wind
Earth
Status Effect Name
Level Required
Effect if it hits
Berserk
7
Only able to use physical attacks. 1.5x damage with
physical attacks. Lasts 3 rounds. Does not stack.
Daze
3
Enemy must roll d2 when it's their turn for 3
rounds. If they get a 1, all attacks miss.
Freeze
4
Enemy loses the next round, unless hit with a fire
attack before it's their turn.
Poison
3
Enemy takes 3% damage each round, until cured or
they do a STR check instead of taking their turn.
Confuse
5
Enemy rolls a dice equal to the number of people in
the battle, including themself. Whoever the dice
chooses, they attack. Lasts until someone or something
hits them.
Stun
4
Enemy loses next round, and the round after that,
all attack rolls lose their bonuses.
Hyper
6
The target gains SPD/8 extra rounds for the
duration of 3 rounds.
Invincible
8
The target is invulnerable for 2 rounds.
Paralysis
3
The target's to-hit bonuses and AC are halved,
rounding down. Lasts 3 rounds.
Doom
9
The target will die in 5 rounds, regardless of HP.
(Only works on enemies with a lower level than
you)
Regen
5
The target regains 3% HP every turn for the rest of
the battle, unless poisoned.
Cure
3
The target loses one random status effect, good or
bad.
Sleep
6
The enemy loses 10 - INT Mod rounds to sleep,
unless they take more than 50% damage while
asleep.
Haywire
7
The enemy goes insane. This breaks most machines,
and causes random effects in organic enemies.
Blindness
4
The enemy is blind. -8 to all rolls, and -4 to AC.
This lasts for 6 rounds.
Sealed
7
The enemy cannot use special moves until the seal
is broken by Cure or they are healed, or if they do an
INT check.
Fire -> Ice -> Earth -> Electric -> Wind ->
(Go back to beginning)
Psychic -> Soul -> Psychic
Nintendus: Dark and Light resist each other.
Dark World: Dark -> Light
X-Zone: Dark and Light are super-effective against each
other.
Saga: Light -> Dark
The arrow that points to another element shows what element
is weak against what. For example, Fire -> Ice means Ice is
weak against fire. Also, Wind -> Fire means Fire is weak
against wind. If the opposite of these situations happens, and
you attack a fire elemental with ice, then you deal the
standard half damage. Rounded down. Dark and Lighthave
different alignments, depending on the world. Psychic is strong
against Soul, and Soul is strong against Psychic.
And now, for smash moves. For regular smashes, subtract a
number from your to-hit bonus. For every digit you subtract,
you deal 1% more damage. For example, subtract 3 from a +10
bonus, and you will deal 3% more damage for that move, and have
a +7 bonus.
Meteor Smashes are simply a term for when a smash move
knocks a person into the distance.
Meteor Finales are one-hit kill finishing moves that require
you to have a crowd rating of 20. Then, you must get a natural
20, aka a crit. The result? Instant death for the enemy. And
now, for the weapons. Back to Top
This new system differs from all of the old ones by one
thing: weapons. The weapons have once again lost some of their
importance. However, they still exist. First things first. A
weapon does not always increase damage. It can do many other
marvelous things, such as poison, confuse, freeze, add
accuracy, speed up attacks, and so on. No weapon can exceed 15%
damage; and even then, that type of weapon is a heavy-duty one.
So remember: You don't have to make the strongest weapon in
existance. Now then, the first thing everyone starts out with
is a weapon of one of these types. Take your pick, but
remember, you probably won't get to change your mind later.
Weapon Types
Slashing
Bashing
Stabbing
Piercing (Guns)
Exploding (Rockets, Fausts, etc)
Punching (Gloves/'Unarmed' Combat)
As you can see, there is a lot to choose from. You
automatically get to start with one of these for free. Should
you want to dual weild the types that can be dual-weilded, you
may buy another--at the expense of 10 BP in addition to 2000
coins in payment. Furthermore, all bonuses and penalties are
negated while dual-weilding, so you end up concentrating on
doing a lot of attacks at once. Now that you have your weapon
type, you might be wondering, how do they damage the opponent?
Take a look at this chart.
Weapon Damage
Slashing: 5% + STR mod
Bashing: 1/2 STR
Stabbing: 8%
Piercing (Guns): 3% per bullet
Exploding: STR damage + INT Mod
Punching: Various percentages of STR, starting at 1/4
of STR
After 'buying' one of these weapons, you may integrate them
into your group of attacks, by adding Use Weapon to a slot.
However, you obviously do not want to stay with the same gun
forever. So, you have two choices for updating a weapon. One,
is using 1000 coins per mod to the weapon, or sacrificing 1
upgrade point for instant upgrade. The choice is yours... and
here is a chart that tells you what you can buy for these
weapons. Magic and Psionic are different. They can use all of
the following upgrades, and for each time they buy 'Magic' or
'Psionic', they can add another spell. They may pick any of
their current spells when it's time to 'Use Weapon.' Magic can
also be stacked on top of other weapons. There is a maximum of
10 upgrades per weapon; 6 upgrades for weapon if you're doing
the dual-wielding route. YOU CAN NEVER EXCEED THIS.
Melee and Non-Projectile Weapon Upgrades
Lighter Weapon: +2 to hit, -5% damage.
Heavier Weapon: +5% damage, -2 to hit.
Upgrade Material: +2% damage
Add Status Effect: You may use a status effect. Usable
ones have to be at your level. Subtract 3 from the level of
the status effect. If it matches or is lower than your
level, you can use it. Remember, there's a 50% chance of
the status effect working, when you hit.
Make Invisible (+4 surprise bonus on first round of
combat)
Add Spell-Like ability: Take four times for higher level
spell, eight times for highest level spell. Can be redone
when charges are empty.
Weapon-based Quirk: Adds a Quirk to the user.
Add Element: Adds 3% of selected elemental damage.
Ranged and Projectile Weapon Upgrades
Add Damage: Adds SPD mod damage per shot. Cannot be
used more than 3 times.
Increase Range by 10
Add 1 to Firing Rate
Add Element
Add Spell-Like ability: Gain 50 charges of a certain
spell. Take twice for higher level spell, three times for
highest level spell. Can be redone when charges are
empty.
Targeting Sight: +3 to Accuracy
Add Status Effect: You may use a status effect. Usable
ones have to be at your level. Subtract 3 from the level of
the status effect. If it matches or is lower than your
level, you can use it. Remember, there's a 50% chance of
the status effect working, when you hit.
Secondary Mode: Allows you to create a secondary mode,
in which it acts like 2 weapons in 1! Can include a melee
mode.
In addition to this, there are several classes of weapons.
The only upgradable class is the normal weapons type.
Items are usually flimsy and don't last long. Weapons can be
upgraded, but with limits. Legendary Weapons exceed those
limits and have special abilities. Relics are high-powered
weapons which are one-of-a-kind and expensive. Artifacts are
specific-purpose weapons and items.
And there you go. Good luck customizing and using your
weapons. Back to Top
You can tell believable lies with an INT check.
However, if you fail, it is worse than lying without
the skill.
Backup Moves
You may keep a separate set of moves; can be
switched before mission.
Badge Attack
You may do an attack that does (number of badges)%
damage and has a (Number of badges) modifier.
Bounce Jumper
You take half damage from falls, and can jump from
one enemy to another easily.
Commander
With an INT check, you can try to command enemies
using special powers.
Conflict Negotiation
If the group and an enemy have an obvious conflict,
you can try to solve it peacefully with an INT
check.
Crazy
Once per round, you may add your INT mod to any
attack. This constitutes an unorthodox attack. However,
all other attacks that round will have no bonuses or
penalties.
Elemental
You are healed by a certain element--but you
inherit the element's weakness.
Feinter
You may attack an enemy with an INT-based punch
that, when it 'hits', misses. This sets them up to
automatically be hit by all of the next attack.
Flight
You can fly SPD feet up into the air, at STR speed.
However, the GM may limit your flight abilities for
purpose of plot or no purpose at all.
Intimidating
You can scare most weaker enemies and civilians
away with a good INT check.
Insanity
Once per mission, you may go into 'Insane mode.'
This mode grants you random attacks against random
enemies. However, the strange and fierce manner of your
attacks lower the enemy AC down by your INT
modifier.
Lucky
You can re-roll 3 dice per mission.
Manipulate
You give the target a +10 mod to their first attack
in exchange for losing a turn. However, you also have a
-10 to all attacks on the next turn.
Master of Disguise
You can easily change your identity, and fool
others. INT check again!
Mimic
Once per day, you may copy the main ability of an
enemy and use it against themselves. Lasts until battle
ends.
Perceptive
You cannot be surprise attacked.
Persuasive
People are more likely to listen and agree with
you. +5 to persuasion related rolls.
Powerful Will
Psychic, intimidating, and other mind-related
tricks do not affect you as much.
Repairman
You are great at fixing things; +5 to
repair-related rolls.
Sacrificial
You may sacrifice a life to auto-kill a non-boss
enemy, add a life to a friend, or heal all of your
friends at once.
Shady
You can hide in the darkness, and move without
making sound... with a SPD check.
Specialist
Pick an enemy, environment, element, or faction.
You get a +10 bonus when fighting those people.
Super Grab
You can easily carry an unwilling opponent wherever
you want once you have restrained them.
Super Smash
Your smashes do double damage.
Tag-Teamer
You may switch with someone else, including
enemies, when fighting.
Tough Skin
You are immune to a status effect of your choosing.
Can be taken only once.
True vision
You can see through disguises, optical illusions,
and darkness, with an INT check.
Stat Modifiers
Name
Effect
Agile
+1 to SPD stat.
Badge Maniac
Your BP is doubled. Can only be taken once. MUST BE
LEVEL 10 OR HIGHER.
Badge Trick
Gain up to 3 BP in badges, cannot be taken if you
are a Badge Maniac.
Defensive
+2 to AC. CANNOT BE STACKED WITH ANOTHER
QUIRK.
Miser
+3000 to your total coin count.
Pugilist
+5% damage when you punch someone, -5% when
equipped with a weapon.
Range Defender
AC doubles when against one type of attack
(Melee/Ranged), but is halved against the other
type.
Smart
+1 to INT, +1 to AC.
Strong
+2 to STR.
Strong Defense
You use STR mod instead of the SPD mod for
defense.
Sturdy
You can take 10% more damage without needing a
check.
Weapon Maniac
+1 to all rolls with weapons, and you can run up
and break the enemy weapon with opposed STR
checks.
Item Modifiers
Name
Effect
Forager
During a mission, if an item is needed, you can
search for it with a d20+INT check.
Guerilla Fighter
You can easily turn any object into a weapon--they
add 5% to your attack when used.
Item Attack
You can do an attack which has a
d20+Totalnumberofuniqueitems to hit and
Totalnumberofuniqueitems damage.
Item Creator
You are able to create one new item for each time
you get this quirk. The GM must approve the new
item.
Item Encyclopedia
You are an expert in items. +5 to using non-weapon
non-badge non-Level 10 Bonus items. You also can
identify items with a DC 15 INT check.
Item Maniac
You can now carry twice the amount of one type of
item (20) instead of 10.
Item Monger
All items are twice as effective; all armor,
shields and weapons are half as effective.
Item trap
You can create a trap out of items on a successful
INT check. DC is (number of items) * 5.
Resourceful
You have an easy time finding and procuring
objects... and saving money while you're at it! Only
pay 80% of normal price for some items, get items from
other stores at wrong store sometimes.
Thief
With a SPD roll as an attack during battle, you can
steal things off of the enemy! Another SPD check allows
you to flee with your cargo.
Those are all of the quirks. You know how to use them, so
let's go on to the next section. Back to Top
If you are reading this, SSQ's system is complete enough to
start. Get going on those sheets! For a look at the map of SSQ's world, see This Picture. Now then... let me introduce
you to EXP and leveling up.
First thing. You start at level 4. To level up to the next
level, multiply the next level's number by 100. That's how much
EXP you need to level up. Or check the level up table.
Upon leveling up, you will get a variety of things.First, every
two levels, you will get a new quirk, except after a certain point. Also, every level, you
gain 2000 more coins to spend. Now, for the tricky part.
Ala Paper Mario, you may upgrade one of your stats every
level you gain. However, each upgrade is different in some way.
I will have the breakdown of it down here:
Upgrades
HP/%: You may take 5% more damage.
STR: You gain 1 STR point.
SPD: You gain 1 SPD point.
INT: You gain 1 INT point.
AC: You gain +1 to AC.
BP: You gain 3 more BP.
Quirks: You gain a Quirk.
Build: Gain another build-related upgrade.
Smasher: Incompatible with this upgrade.
Overdrive: The OP gauge, which is obtained upon overdrive, can be increased by 1.
Spellcaster: You may gain one 0+ spell. With two, you can get one 5+ spell. With three, you can get one 10+ spell. Of course, you have to be the right level first.
Item Mancer: Able to carry one more copy of an item per slot.
???: Gives you a completely random upgrade. However,
there is a very slight chance of getting two upgrades at
once! ...And a slight chance of getting no upgrade at
all...
EXP to level up, in order. Remember, you ALWAYS get 2000
coins each levelup.
EXP total
Level
Extra Bonus
100
1
Nothing.
300
2
Gain a Quirk.
600
3
Zilch.
1000
4
Gain a Quirk.
1500
5
Zip.
2100
6
Gain a Quirk.
2800
7
Now can do two attacks!
3600
8
Gain a Quirk.
4500
9
Nada.
5500
10
Gain a Quirk, and DO YOU WANT TO KNOW???
6600
11
Empty.
7800
12
Gain a Quirk.
9100
13
Superstitious Number!
10,500
14
Gain a Quirk.
12,000
15
Zero.
13,600
16
Gain a Quirk.
15,300
17
You may now attack 3 times, the maximum!
17,100
18
Gain a place in the Hall of Fame.
19,000
19
None.
21,000
20
DO YOU REALLY WANT TO KNOW???
23,100
21
Create a custom item.
25,300
22
Gain 1 BP.
28,600
23
Create a custom Arena.
31,000
24
Create a custom quirk.
33,500
25
Create a Melee Match item.
36,100
26
Create a custom badge.
38,800
27
Vacuum.
41,600
28
Nein
44,500
29
Gain 10 random cubes!
47,500
30
DO YOU EVER WANT TO KNOW???
50,600
31
From this point on, gain 3000 instead of 2000 coins per levelup.
53,800
32
Not Present
57,100
33
+1 to STR, INT, and SPD.
60,500
34
+1 to BP.
64,000
35
Vast Nothingness
67,600
36
+20 HP
71,300
37
Gain a special Specialist Quirk which adds +20 to-hit instead of +10.
75,100
38
Gain a single old-fashioned Melee Move at Omega level.
79,000
39
Gain nothing at half-past never.
83,000
40
WHY DO YOU WANT TO KNOW???
You cannot stack badges that raise the same stat. Instead,
the strongest badge is used and the others ignored.
These nice upgrade thingies can be helpful is used
correctly. Of course, when you get to a certain level,
something special may happen...
You may combine two level 10 bonuses to make a far more versatile bonus. However, you cannot add a level 10 bonus to an already-made bonus. Level 10 bonus stuff is known to be un-upgradable, and unique. Thus, you must have immense patience to wait to gain ten levels after gaining your first bonus.
Also, you can use cubes as grenades. They deal 10% damage of
their element when thrown, and can be combined with support and
other cubes to do more than just explode. They are cheap, so
you can buy lots of them. A chart of cubes and prices is coming
soon.
Anyway. To our next odd end, we have starting money. How
much, you ask? Well, two choices. One is a flat 7000 coins to
blow on anything you wish. Another is using the slot machine.
It's your choice. While we're at it, I'll detail the results of
the slot machine.
Slot Machine Numbers and Combos
1: You get 1 coin.
2: You get a measly 20 coins.
3: You get a puny 60 coins.
4: Now we're... sorta talkin'. 200 coins for you.
5: Here we go! A whopping 500 coins for you!
6: Woohoo! 3000 coins!
7: You're pretty lucky. 7000 coins, on the house!
Three of the Same Number Besides 7 or 1: Add the
results together... then multiply by 3 again!
Three 1s: You get nothing. Ha-ha.
Three 7s: You get the jackpot! 50,000 coins for
you.
123: You gain 1,230 coins.
42 is somewhere in result: You gain an extra 420 coins
to your result.
13 is somewhere in result: Your total is halved.
Mwahahahahaha.
Two 6s or two 2s: You may roll again instead of taking
your current result.
And there you go. Just remember, you don't get any second
chances with the slot machine. And now, for some common sense
tips.
Common Sense Tips
POWERGAMING WILL RESULT IN A WARNING, THEN PERMANENT
BANNING.
Your character can die, and will die, so be careful
around traps.
Don't tick off people with power. Trust me.
Stealing is frowned upon, even by the bad guys!
OOC talk in a session must have ()s around it. Example:
(Hi Fred. There's a mission going on.)
Don't advertise your RPG unless Metal Man says you
can.
No begging to get in the room. Period.
No whining.
You are given a great amount of freedom in this game.
Don't squander it or overuse it.
Read through all of this if you can. I don't like
hearing that I haven't written something when it is PLAINLY
here. Just ask me if it's in here, rather than THREATEN ME
about it.
Obey the rules and everything else.
Finally... I don't tolerate illegal activities in my
room.
Now then... to get back on topic... Hmmm. Oh yeah, lives.
You have a set number of lives to do a mission. If you lose
them all, you fail that mission. The result? No pay, no
benefits, and you only get a small amount of EXP. However,
lives regenerate between missions... for that set amount of
lives for the next mission. And... that's about it for now. You
can start playing with a char sheet! Back to Top
You've heard all about it. The fantastic battles that
defined this RPG in the past. Well, now they're back! There are
only a few modifications when entering the Stadium and fighting
others.
Stadium Rules
No instant-death moves
No more than 3 attacks per combo
No outside help
HP is set to 100%
BP is set to 10
You may bet as much as you want
The fighters must agree on an arena
Those rules are only the beginning of the fabulous Melee
Stadium rules. When you have gotten all the fighters together,
you must agree on the frequency of items, the arena, any
handicaps, any bets, how many lives, and possibly a time
limit.
And now, another handy dandy chart detailing the progression
of items.
Item Frequency
Very High: d5 Items every round
High: d5 items, 50% chance of appearing
Normal: d3 items, 1-in-3 chance of appearing
Low: d2 items, 1-in-4 chance of appearing
Very Low: d2 items, 1-in-5 chance of appearing
Handicaps are simple. If you want to equalize things for a
less skilled or less leveled up player, just give them a
handicap of 20%. They will be able to take 120% damage before
being destroyed. Now, below, will be the chart for all the
purdy arenas you can choose from. Levels means the level of
platforms. For example, Final Destination has only 1 level of
platforms, because it is one flat platform. Corneria has two
levels, because it has the lower one on the back of the great
Fox, and a higher one on the top of great fox. Someone on one
level can only hit someone on another level if they use
appropriate ranged moves. See the chart below for details.
Now then, there's obviously a crowd watching these battles.
Depending on how well you fight, the crowd will either boo you
or cheer at you. There's a scale that measures the crowd
reaction. At the beginning of a battle, you start with a 10 on
a scale of - through 20. The higher you are on the scale, the
more the crowd likes you. The lower you are on the scale, the
more the crowd hates you. And now, for a chart of what happens
at each rating.
Ratings and Effects
0: -3 penalty to all moves, crowd throws huge objects
at you.
1: -2 penalty to all moves, medium-sized objects
thrown.
2: -1 penalty to all moves, small-sized objects thrown
in great quantity.
3: Small-sized objects thrown in medium quantity.
4: Small-sized objects thrown in small quantity.
5-9: Crowd dislikes you.
10-15: Crowd does very little.
16: Crowd chants your name, you gain +1 morale
bonus.
17: Bonus goes up to +2.
18: Crowd starts cheering you, damage increased by 5%
and keep the +2 bonus.
19: Bonuses increase to +3 and 10%.
20: Capable of performing METEOR FINALE.
Arenas
Name
Size
Levels
Hazards
Description
Battle Highway
Medium
2
Cars like to drive through and smash
into people.
The highway used as a battleground in
Sonic Battle.
Battlefield
Small
3
A simple arena. No hazards.
A bunch of floating platforms.
Big Blue
Very Small
4
Cars constantly move, and the ground
almost always kills, not to mention going upside
down.
A whole lot of F-zero racers doing
what they do best.
Brinstar
Small
3
Acid comes up and burns the lower
levels every 2 rounds.
The inside of Brinstar.
Brinstar Depths
Very Small
2
A constantly rotating arena that
destroys uncautious players.
The depths of Brinstar.
Corneria
Very Large
2
Arwings and Wolfens strafe the decks
every 3 rounds.
A huge space ship flying over
Corneria.
Crystal Tower
Small
5
You can easily be thrown through the
glass and into the outside, or cause computers to
fall on you.
The crystal tower of computers from
the Spirit Fields.
Death Mountain
Small
3
Beware of flaming keese and
magma!
A few platforms floating over the
crater of Death Mountain.
Dry, Dry Desert
Large
1
Tornadoes, Bandits, and Pokeys drift
in and out.
The great desert where a special type
of Lime is found.
Digital Airport
Medium
2
Weird 'programs' with ray guns
occasionally shoot at you.
The digital computer system of
Netopia's Airport.
Dream Land
Small
3
A tree occasionally blows you
around.
One huge platform with trees and more
platforms.
Exor
Very Small
1
Exor is flying through many
things… watch out!
A thin area on Exor as it flies
through various worlds.
Final Destination
Large
1
Very simple, no hazards.
One huge floating platform.
Flat Zone
Very Large
3
Platforms change, and oil spills are
common, as well as 3%-damage inducing tools flying
from above.
The inside of a Game and Watch
machine.
Floating Castle
Medium
2
Various oddworld monsters attack at
random.
The place where Alys and the Questers
defeated Bowser and Ganondorf.
Fountain of Dreams
Medium
3
Platforms rise up out of the ground
randomly.
A large, overflowing fountain of star
power.
Fourside
Large
3
A flying saucer occasionally
appears.
A huge city.
Glitch Arena
Very Large
5
Things change a lot here; entire
levels fall down and crush people.
The glitched arena that destroyed the
second stadium.
Glitzville Pit
Medium
1
The crowd throws objects, and being
thrown out of the ropes is defeat.
The arena of Glitzville where Mario
became a world champion.
Great Bay
Small/Very Small
2
Half of the arena submerges every 2
rounds!
The Great Bay is basically a huge
turtle and platforms on the sea.
Green Greens
Large
2
Various blocks appear. Hitting bomb
blocks means 10% damage; the tree also blows people
around.
Three floating islands covered in
blocks.
Ice Mountain
Very Large
9999
The ground scrolls. If you stay on
level for more than 2 rounds, you're killed.
Millions of platforms that lead up a
huge mountain.
Jungle Japes
Large
2
If you fall downwards, you will be
defeated nearly instantly.
A bunch of platforms and buildings
sticking out of a river.
Kongo Jungle
Small
3
Klap Traps leap out of the river every
d5 rounds, dealing 10% damage to who they hit.
Kongo Jungle is an array of platforms
hanging over the edge of a deadly waterfall.
Kongo Jungle (Again)
Large
2
A barrel occasionally saves
you… and occasionally kills you.
Many wooden platforms, and a floating
barrel.
Marble Zone
Very Large
1
Some of the platforms randomly sink
into the lava: also beware of lava fireballs.
The Marble Zone basic land.
MMS
Large
1
When it gets windy, people and items
are blown towards the end of the ship.
The old ship many Questers used in the
past.
Mushroom Kingdom
Very Large
4
Blocks filled with random things, POW
blocks, sinking platforms, and pipes with piranha
plants!
The olde Mushroom Kingdom.
Mushroom Kingdom II
Very Large
3
The evil Birdo shoots eggs at people,
and a pidget flies around on a carpet.
The pixelized land of Super Mario
II.
Mute City
Large
3
The platforms appear and disappear a
lot, with cars attack occasionally.
A bunch of platforms on the Mute City
racetrack.
Onett
Very Large
4
Cars drive by and hit people on the
lower levels for 25% damage.
A part of Ness's home city.
Poke Floats
Very Small
4
Platforms constantly move about, which
causes many deaths.
…Weird… floating…
balloons…
Pokemon Stadium
Small
5
This place continuously morphs with a
d4: 1: Normal, 2: Fire, 3: Rock, 4: Water.
The main battle platform of pokemon
stadium.
Princess Peach's Castle
Medium
2
Bullet Bills attack every 2 rounds;
those hit take 20% damage.
The castle of Princess Peach, riddled
with switches and attacked by bullet bills.
Quester HQ
Very Large
1
No pits, but plenty of glass, chairs,
and other objects can be picked up and used.
The inside of the Quester's HQ.
Rainbow Cruise
Medium
60
The arena is constantly moving, so you
must stay alert.
A ship, some platforms, and some weird
blocks dominate this arena.
Santa's Workshop
Very Large
4
Presents, elves with flamethrowers,
Wily dressed as Santa and Team Rocket attack
often.
The workshop in which the Questers
saved Christmas.
SEED
Small
1
The shorted-out computer sends
monsters and destroys pathways at random.
The ultimate battlefield of
PSRPG2.
Shinra Tower
Medium
2
Various SOLDIERs attack at
random.
The inside of Shinra's main
tower.
Smithy Sat
Medium
2
Enemy planes and Fallen Questers
attack at random.
The satellite Smithy planned to use to
rule Nintendus.
Space Station X
Medium
2
This small station is home to many
breakable windows, Mew dropping things, and
meteorite hits!
A tribute to videogamerpg's old
HQ.
Temple
Very Large
6
No hazards.
A huge battlefield meant for epic
battling.
The Archelago
Large
1
The ship moves back and forth, random
Quester Hunters join in on the fight!
The Bridge of the Quester Hunter's
flagship.
The Moon
Very Small
2
Various craters can collect items,
often dangerous ones. It's also easy to be thrown
off.
The moon, complete with low
gravity.
Undersea Lab
Small
1
The area is very small, various
security systems attack, and being knocked outta
the dome is instant death!
The secret prison/lab of Master
Hand.
Venom
Medium
4
Arwings and Wolfens attack every 2
rounds, dealing 5% per hit.
The Great Fox, flying towards or away
from the viewers.
Wily's Castle
Medium
2
A dragon flies by every so often,
shooting fireballs. As well, the ground blocks like
to fall.
The inside of Wily's Castle.
Wing Fortress
Medium
1
A laser on the ceiling constantly
attacks people, not to mention spiked platforms of
doom.
The inside of Robotnik's Wing
Fortress.
X-zone
Very Small
8
The various platforms move around and
fly with abandon.
The flashing background and platforms
of the X-zone.
Yoshi's (Other) Island
Medium
4
Clouds on the sides like to dissipate
under your feet.
A huge platform with the super happy
tree, and clouds.
Yoshi's Island
Large
2
The blocks, if hit, cease to exist for
a short time.
A large chunk of Yoshi's island
floating in the air.
Yoshi's Story
Small
3
Every so often, Shy Guys come in and
attack people.
This arena is a small island in the
middle of a weird cardboard land.
And now, for the items!
Melee Stadium
Items
ID
Item name
Description
1
Barrel
These barrels are just filled with items! Or
TNT. On a d2 roll 1 = filled with items and 2 =
explosive. If thrown at an enemy it deals 15% damage
(40% if fake). Up to d5 items come out of the barrel if
it is real.
2
Beam Sword
Mario! I am your fath -- Errr. . . This melee
weapon thwaps an enemy for 15% damage.
3
Bom-omb
Ker-Boom! If left alone for more than two
rounds it'll start to walk around and endager all
fighters. Anyone who is hit by this beaut take 40%
damage.
4
Bunny Hood
Wheee! While you're much faster with these
ears on, an additional 10 Speed to be exact, you will
have almost no traction. Lasts for three rounds.
5
Cloaking Device
Now you see me, now you don't. For two rounds
you turn almost completely invisible. You have a 75%
chance (A 1-3 on a d4 roll) of attacks missing
you.
6
Crate
Another large thing filled with items or
explosives. On a d2 roll 1 = filled with items and 2 =
explosive. If thrown at an enemy it deals 15% damage
(40% if fake). Up to d3 items come out of the crate if
it is real.
7
Egg
These little eggs are useful for throwing. On
a d2 roll 1 = filled with items and 2 = explosive. If
thrown at an enemy it deals 5% damage (40% if fake). An
item comes out of the egg if it is real.
8
Fan
Can this really be considered a weapon? It
deals 2% per attack, but can attack three times per
action. If thrown at a foe they are sent rocketing into
the air.
9
Fireflower
Flower power! Three waves of fire dealing 10%
damage each burn a foe. Speed save (DC 10 + User's
Speed Modifier) to avoid a wave.
10
Food
Everything from cake to icecream can appear.
Each food item restores d10% HP.
11
Freezie
An icecube with eyes? If you hit an enemy
with it they are frozen. If you get a critical miss,
however, you're frozen!
12
Hammer
This weapon can be good or bad depending on
whether it is real or not. On a d2 roll 1 = real (30%
damage) and 2 = fake (head flies off, 5% damage). While
using the Hammer you can only jump once and your AC
against ranged attacks is reduced by 5.
13
Heart Container
Unlike in ye olde days where it increased
your life, now it just heals 100% HP. So if your HP was
135% it is now 35%.
14
Home-run Bat
Fear the all-mighty home work bat of doom +1!
This weapon deals STR damage and on a critical hit it
smashes opponents out of the ballpark! Errr. . .
Arena.
15
Lip's Stick
An unusual item to say the least. . This
flower deals 5% damage and poisons the enemy for 3
rounds.
16
Metal Box
Now you can pretend you're Metal Man! While
you take 10% less damage (So 20% is now 10% to a
minimal of 1%), you also have 10 less Speed.
17
Mine
This mine deals little damage when thrown at
a foe (5%), but once it is thrown it sticks to a
surface and sets up a motion sensor. If anyone comes
near the mine, even the person who throws it, it
explodes for 40% damage.
18
Mr. Saturn
BOING! When thrown at a foe it deals 5%
damage. If left to its own devices the creature will
steal uncollected items around the arena. Don't let him
take anything important!
19
Parasol
Oooh. . . Purdy! The Parasol only deals 7%
damage, but its main use is to slow your descent when
falling.
20
Party Ball
Happy ! When thrown at an enemy it deals 5%
damage and drops d7-1 items.
21
Pill
Another item carrying thing of doom. On a d2
roll 1 = filled with items and 2 = explosive. If thrown
at an enemy it deals 5% damage (40% if fake). An item
comes out of the pill if it is real.
22
Poison Mushroom
While this shroom makes you extremely small
and weak, you get faster as well. You gain four Speed
and lose four Strength.
23
Pokéball
Gotta catch 'em a -- Sorry. . . Got caught up
in the moment. When thrown at an enemy the Pokeball
deals 5% damage, but the best part is the pokemon that
comes out. See the next worksheet for the effects of
each Pokémon.
24
Ray Gun
You'd be surprised at how deadly Yoshi's shot
is with this. This gun can be fired up to three times
per turn for 5% damage per shot. The gun has a total of
16 charges before it must be thrown for 5% damage.
25
Screw Ball
This item makes all of the user's jumps mimic
those of Samus's Screw Attack. Any jump attacks against
a foe deal an extra 10% damage and has a 40% chance of
stunning the target.
26
Red Shell
This shell trades off damage but gains the
ability to home in on a target. The shell only deals 7%
damage, but homes in on the nearest target attacking
them with a d20+10 roll.
27
Green Shell
Bowling for Questers, anyone? On a ranged
attack roll you can bop an enemy for 15% damage.
28
Starman
Can't you just hear that Starman theme
already? If this little star is picked up the user
turns invincible for a round.
29
Star Rod
This rod is a rather weak weapon if you don't
know how to use it. Normal attacks with it do 4%
damage, but if you shoot a star out of it for 15%
damage. Most wands only have 3 charges.
30
Super Mushroom
This mushroom has the exact opposite effects
of the Poison Mushroom. It makes you twice as large as
you normall are, increases your Strength by 4, and
decreases your Speed by 4.
31
Super Scope
Some faithful fans may remember this from the
NES days.The Super Scope has 60 shots total. You may
fire off up to d10 per turn for 2% damage, or charge up
for a round and use 10 shots to deal 30% damage.
32
Maximum Tomato
Behold the power of tomatoes! This tomatoe
restores 50% HP. So if you took 56% damage you'll have
6% after you eat the tomato.
33
Flipper
Similar to the Bumper, but slightly stronger
and this item can stay in the air too. It deals 10%
damage when thrown at a foe. Anyone who goes near the
Flipper must make a Speed save (DC 12) or be bumped
around losing their turn and taking 2% damage.
34
Bumper
Yay pinball! When thrown at the enemy it
deals 8% damage. . . Then it becomes an annoyance to
all. Anyone who goes near the Bumper must make a Speed
save (DC 10) or be bumped around losing their turn and
taking 1% damage.
And here are the pokeball results!
Pokéball
Results
d35
Pokémon
Description
1
Articuno
Anyone caught in this legendary bird's
Blizzard attack takes 5% Ice damage and is
automatically frozen. d20+7 attack modifier.
2
Beedrill
Beedrill flies off the arena and returns with
nine friends ready to attack the entire arena. Each
Beedrill deals 4% damage. 10 d20+7 attack
modifier.
3
Bellossom
So. . . Sleepy. . . Bellossom releases a
Sleep Powder on the area around it causing anyone
caught in the powder to fall asleep. d20+7 roll
modifier.
4
Blastoise
Blastoise's Hydro Pump is devasting on small
levels. For three rounds a blast of water tosses
fighters backwards and deals 10% Ice damage. d20+7
attack roll.
5
Celebi
Like it's counterpart, Mew, the releaser of
Celebi gains 200 coins and anyone else who sees the
Pokémon gains 10 coins.
6
Chansey
Chansey helps out both its releaser and his
competiton by throwing three Egg items onto the
field.
7
Charizard
This dragon breaths 3 waves of flames on both
sides of him for 4% Fire damage each for three rounds.
3 d20+7 attack roll.
8
Chikorita
Awww. . . Isn't it cuu--AAH! LEAVES OF DEATH!
Chikorita's Razor Leaf attack throws fifteen leaves at
a foe dealing 2% damage each. 15 d20+7 attack
modifier.
9
Cindaquil
Cindaquil leaps into the air and aims a
weaker version of Charizard's Flamethrower at the
ground. For two rounds Cindaquil shoots five waves of
flames dealing 2% damage each at the ground. 5 d20+7
attack modifier.
10
Clefairy
What this Pokémon does is a mystery.
Roll another d35 (reroll if 10 comes up again).
Clefairy does whatever the pokemon selected does. The
attack modifier is x dx+10, however.
11
Electrode
If Electrode comes your way you should most
definitely move! A round after it is released Electrode
explodes dealing 30% damage to everything in its blast
radius and possibly KOing the target.
12
Entei
A Fire Spin erupts around this little puppy
causing anyone who tries to jump over the dog to take
10 hits for 3% fire damage per hit. 10 d20+7 attack
roll.
13
Goldeen
This has to be the best pokemon you can get!
. . . . That is, if you consider useless splashing
around great. This pokemon does nothing.
14
Hitmonlee
This kicking Pokémon lines up his
attack to hit as many combatants as possible and lets a
kick fly that deals 25% damage while screaming,
"Psyduck!". . . Is he a Psyduck in disguise? d20+7
attack modifier.
15
Ho-oh
This pheonix of a Pokémon just sits
where it is released for a round before flying into the
air and releasing a scorching column of Sacred Fire
above and below it dealing 30% Fire damage. d20+7
attack modifier.
16
Koffing
Cough! Cough! Koffing's smog attack targets
all attackers in its smoke and deals 3% damage to them.
Lasts for three rounds.
17
Lugia
This legendary bird launches a huge Aero
Blast at the arena dealing 30% Wind damage to all who
cannot avoid the blast. d20+7 attack modifier.
18
Marill
Useless Pokémon, away! Marill runs
back and forth dealing 2% damage to any fighters it
runs into. d20+7 attack modifier.
19
Meowth
Similar to Koffing, Mewoth uses Pay Day in a
circular fashion on the combatants around it for thjree
rounds. Anyone caught in the attack takes 5% damage and
has 5 coins drained from the target to Meowth's
releaser.
20
Mew
Mew! This pokemon may seem useless at first,
but you won't think so when you notice your coin pouch
is heavier! The releaser of Mew gains 200 coins, and
anyone who sees the pokemon gains 10.
21
Moltres
Lazy good for nothing bird. . . It just sits
there and anyone who is stupid enough to touch the
flaming bird takes 20% damage. After three turns it
takes off into the air and leaves the arena.
22
Onix
Onix flies up into the air and begins to drop
rocks down from above. It throws down ten rocks that
deal 5% damage each, but have extremely poor accuracy.
d20 attack modifier.
23
Porygon2
Once released from its Pokéball this
'mon rockets forth and hits the nearest combatant for
20% damage. d20+7 attack modifier.
24
Raikou
A huge force field of electricity appears
around this electrifying Pokémon. All who touch
its force field takes 25% Electric damage.
25
Scizor
Scizor improves on Marill's wimpy attack. It
runs forward to the edge and off the stage endangering
anything in its path for 5% damage. After running off
the edge it comes back up and attacks the nearest
person for 20% damage. d20+7 attack modifier
26
Snorlax
Not even the toughest weight loss program
could help THIS fellow. It lauches up into the air and
then comes slamming down on a large part of the stage
for 25% damage. d20+7 attack modifier.
27
Starmie
This starfish's Swift attack can be
devastating. It deals 3% damage per star for five
turns. 5 d20+7 attack roll.
28
Staryu
Weaker than their evolved form, Staryus use a
Swift which releases a beam of stars dealing 1% damage
per star for three turns. 5 d20+7 attack modifier.
29
Suicune
Similar to Entei's Fire Spin, Suicune's Icy
Wind unleashes a horizontal wave of ice launching ten
waves of biting wind for 3% Ice damage each. 10 d20+7
attack modifier.
30
Togepi
So cute! Hey! The lights turned out. Togepi
uses Night Shade causing the entire arena to be veiled
in darkness. For three rounds everyone acts as if they
have an uncurable Blindness status effect.
31
Unown
Similar to Beedrill's attack, the Unown flock
together and fly across the arena endangering all
combatants ten times for 2% damage each. 10 d20+7
attack modifier.
32
Venusaur
This plant-like pokemon causes an earthquake
all around the area it is released. Anyone caught it
the quake takes 10% damage and is thrown into the air.
Lasts for two rounds.d20+7 attack roll.
33
Weezing
Weezing's Smoke Screen is superior to its
unevolved form's Smog. Smoke surrounds the pokemon for
four rounds dealing 5% damage to anyone who comes into
its attack.
34
Wobbuffet
You don't want to attack this thing, or it
will make its entire purpose in life to kill whatever
attacked it. If any attack hits Wobbuffet it will
instandly strike back dealing half the attack it was
hit by's damage and then disappear. It lasts for ten
rounds if it is not hit by anything then it
disappears.
35
Zapdos
All hail the bird of electricity. . . Or
else! Zapdos's Thunder Shock attack hits a target ten
times for 2% damage each. 10 d20+7 attack
modifier.
Below are the items. Each set is only purchasable from the
right store. Of course, the store in the stadium has them all.
You may sell them to other Questers too. They can be used in
many different places. When sold back to the store type it came
from, you get 1/2 original cost back. If sold, on the other
hand, to a store of the wrong type, you may either get 3/4 the
original price or 1/4. The stadium store is exempted from
this.
Super Smash RPG
Buyable Items
ID
Item name
Description
Price
Misc. Item
0
????
Gain a random item from this list. Roll d126
to see which item.
¢1000
Mario Items
1
Able Juice
Mmm. . . Tastes like apple juice! Cures bad
status effects on one ally.
¢500
2
Bad Mushroom
This mushroom has gone bad. . . 10% damage to
an enemy and a 25% chance of Poison.
¢445
3
Dizzy Dial
So hypnotic! This dial has a 20% chance of
dazing all enemies.
¢425
4
Elixer
A tasty drink for everyone. The entire
party's HP is healed by 40%.
¢880
5
Energizer
This item energizes an ally and raises their
attack damage by 10% for the rest of the battle.
¢200
6
Fire Bomb
Heheheh. . . BOOM! An explosion burns all
enemies for 15% Fire damage. Speed save (DC 10 + User's
Speed Modifier) to avoid damage.
¢455
7
Fire Flower
Flower power! Three waves of fire dealing 10%
damage each burn a foe. Speed save (DC 10 + User's
Speed Modifier) to avoid a wave.
¢450
8
Flower Tab
This tab is a must buy for any Caster!
Increases Max MP by 1.
¢1500
9
Freshen Up
This item does everything but cure the common
cold. Cures the party's bad status effects.
¢2500
10
Fright Bomb
Boo! Renders all enemies fightened of the
user. They may possibly run away, cower in fear, or
attack half-heartedly. Intelligence save (DC 10 +
User's Intelligence Modifier) to resist the fear.
¢600
11
Froggie Drink
Tastes like frog legs! The entire party's HP
is restored by 15%.
¢500
12
Honey Syrup
Not for Pooh bears anymore. Restores 5
MP.
¢100
13
Ice Bomb
A chilly blast of cold ice freezes all
enemies for 15% Ice damage. Speed save (DC 10 + User's
Speed Modifier) to avoid damage.
¢450
14
Kerokero Cola
The ultimate cola! This drink fully restores
the party's HP.
¢2000
15
Maple Syrup
Great for eating with pancakes. Restores 20
MP.
¢400
16
Max Mushroom
Mmm. . . Perfect healing. . . This mushroom
completely restores one ally's HP.
¢1500
17
Megalixer
This elixer is mega-rific. Restores the
party's HP by 60%.
¢1220
18
Mid Mushroom
Who ever knew healing tasted so good?
Restores 40% HP to one ally.
¢680
19
Mushroom
If a Toad ate a Mushroom would he be a
cannibal? Restores 15% HP to one ally.
¢225
20
POW Block
Caution! To be used without adult
supervision. Damages all ground enemies for 20%. Speed
save (DC is 10 + User's Speed Modifier) to avoid
damage.
¢540
21
Power Blast
A super-energizer. This item increases the
party's attack damage by 20% for the rest of the
battle.
¢8000
22
Red Essence
What would Blue Essence do? Or Green Essence
for that matter? One ally is invincible for 3
turns.
¢5000
23
Rock Candy
Since it's too hard to eat you might as well
throw it at your enemies! Deals d100 damage to all
enemies. Speed save (DC is 10 + User's Speed Modifier)
to avoid damage.
¢1000
24
Royal Syrup
This syrup is of royal decent! Completely
restores an ally's MP.
¢1000
25
Sleepy Bomb
So. . . Sleepy. . . This bomb has a 25%
chance of putting the enemy party to sleep.
¢475
26
Star Egg
Ooh. . . This is a powerful egg! This egg
deals (Number of Quirks * 5)% damage to all enemies.
Speed save (DC is 10 + User's Speed Modifier) to avoid
damage.
¢500
Megaman Items
27
Sub Tank
This tank starts empty but can hold up to
100% extra HP. Whenever the user pleases he or she may
empty the entire tank to restore his or her HP by
whatever was in the tank. The Sub Tank cannot be
emptied in segments.
¢1200
28
Energy Capule
Comes in round and square capsules! These
capsules add 10% HP to the Sub Tank's reserves.
¢200
29
Met Hat
The latest fashion trend. This item adds 2 AC
and also you can skip your turn so you can hide under
the hat, thus protecting you from all attacks. You
can't attack until you use another turn to get out from
under it, though. Lasts only for one battle.
¢1500
30
Power Charge
Super power charging unit thingie activate!
This item makes your next attack deal double
damage.
¢2000
31
Rush Coil
They should have named this the Rush Slinkly.
Everyone loves Slinkies! While this item gives a +5
bonus to jump checks when used, it must be deployed on
a surface before being used.
¢500
32
Rush Search
Woof, woof! A replica of Rush helps you
search for items or other things providing you with a
+5 bonus for searching for something.
¢500
33
Weapon Energy Capsule
Nothing like the taste of plasma in the
morning. This capsule has been modified so that Casters
regain 10 MP if used, or if an Overdrive character uses
it he gains one point to his OP Gauge. Smashers gain
nothing for using a Weapon Energy Capsule.
¢200
Pokemon Items
34
Calcium
Mmmm. . . Calciumy. . . This item temporarily
increases your Intelligence by d6 for ten turns.
¢600
35
Carbos
Tastes like chicken! Temporarily increases
Speed by d6 for ten turns.
¢600
36
Guard Specialization
This item can be a double-edged sword. It
blocks out all Magic, Melee, Overdrive, and Special
attacks for three turns.
¢500
37
HP Up
The HP-equivalent of a Flower Tab, this HP Up
improves HP by one point.
¢1500
38
Protein
Just like spinach only better! This item
temporarily increases Strength by d6 for ten
turns.
¢1200
39
Rare Candy
Rare candy is the best kind of candy! It
gives you 50 Experiance Points, but if you levelup due
to these points you don't get any upgrade points.
¢1000
40
X Accuracy
Pokemon tested, Professor Oak approved. All
attack rolls have a +5 bonus for 5 rounds.
¢3000
41
X Defend
Whatever happened to Y Defend? Or C Defend?
This item increases your AC by 3 for five rounds.
¢1200
Zelda Items
42
Bomb
Heheheh. . . Boom! Hey, didn't I already say
that up above? This explosive bomb deals 30% damage to
anyone in its small blast radius. Ranged attack roll
(Speed Modifier) to hit.
¢500
43
Blue Potion
Tastes like blue gravy! Restores half your
max HP and MP.
¢1200
44
Deku Nut
Probably the most common item in Hyrule. When
thrown at a group of enemies they must make an
Intelligence save (DC 15). Failing stuns them and
succeeding Blinds them for three rounds.
¢200
45
Deku Stick
Useful for using as a torch. You can strike
an enemy for 10% damage (20% Fire if on fire), but
there is a 75% chance the stick will break.
¢200
46
Green Potion
Tastes like. . . Green chicken? Restores half
your max MP.
¢600
47
Guardian Acorn
Why not a Guardian Walnut? Damage taken is
halved for five rounds.
¢2400
48
Lon Lon Milk
Yummy! Comes in both regular and chocolate!
Restores 5% HP. Two drinks per bottle.
¢200
49
Piece of Power
This tiny triangle increases all damage you
do by 15% for five rounds.
¢1200
50
Powder Keg
This is one big bomb. It requires a Strength
of 16 or higher to even use it! It has a one round
delay before exploding, damaging everything in its
explosive range for 40% damage. Speed save (DC is 15)
to avoid damage.
¢700
51
Red Potion
Mmmm. . . Tastes like red milk. Restores half
your max HP.
¢600
Sonic Items
52
Shovel Claw
These sharp claws stay on your hands for ten
rounds before disappearing. If used to attack a foe
they deal 5 + Strength Modifier damage, and if used to
dig or climb you get a +5 bonus to your roll.
¢600
53
Jet Booster
This little jetpack-thing will follow you
around for ten rounds before running out of fuel and
becoming useless. It adds a +5 modifier to all jump
checks and lessens damage from falls.
¢600
54
White Gloves
Ooh! Comfy! These gloves add 1 to Speed and 2
to punching damage, but not much else. Lasts for one
battle.
¢500
55
Ring
Shiiiiiiiney. . . Each of these rings restore
1% HP. If you collect 100 of then you can use them to
regain one life during a mission.
¢10
56
Treasure Scope
Use this to find items! This scope gives you
a +5 bonus to search and trap related checks.
¢500
57
Spring
This is a rarely seen item. It allows you to
bounce over projectiles (1 in d10 chance of missing)
and a jump attack hits all nearbly enemies. Lasts until
hit.
¢550
58
Super Sneakers
These sneakers can only be used once. It adds
10 Speed and puts you first in the order lineup and
lasts for three rounds. Does nothing outside of
battle.
¢1200
Earthbound Items
59
Brain Stone
Mmm. . . Brains. Err. . . I mean. . This
stone can keep one status effect from affecting you.
You decide whether to use it or not when your
effected.
¢600
60
Guts Capsule
What kind of guts are these? Goomba Guts?
Increases Strength by 1 permanently.
¢9600
61
IQ Capsule
I are more smartest then you! Increases
Intelligence by 1 permanently.
¢9600
62
Rush Promoter
Warning! May cause metalic objects to rust.
When thrown at a metallic enemy it deals 25% damage to
them and reduces their Speed by 4.
¢505
63
Super Plush Bear
Aww. . . How cuuuuuuute? Half of the damage
you'd normally take is delt to this bear, which has
100% HP. When at 100%+ it is ripped apart.
¢3000
64
Teddy Bear
Not just for children anymore! . . I've got
to stop reusing jokes. Half of the damage you'd
normally take is delt to this bear, which has 50% HP.
When at 50%+ it is ripped apart.
¢1500
65
Speed Capsule
ZOOOOOOOOOOM! This capsule increases your
Speed by 1 permanently.
¢9600
WACKO-brand Items
66
Madam Grunty's Official Mario Hat
Made with the best materials money can buy!
That is, if the best material is moldy fabric. . .
Reduces Intelligence by 2, but raises your maximum HP
by 10%.
¢100
67
Madam Grunty's Gargoyle Soup
Mmm, mmm, good! Err. . . This soup increases
your Speed, Strength, and Intelligence by 4, but halves
your HP and the EXP you get for the battle you use this
soup in.
¢132
68
Madam Grunty's Power Pole
Pretend you're some great wizard and save
Middle-Nintopia! This cheap weapon deals Strength / 3
damage.
¢504
69
Madam Grunty's Official Powersword
Who needs a Master Sword when you have a
Powersword? Deals a flat 30% damage, but all moves have
a -10 roll modifier.
¢705
70
Madam Grunty's Deadly Cube of Doom
Now for sale online with ninety-nine easy
payments of ¢9999.99! When thrown at an enemy it
Blinds, Stuns, and Paralyzes them if it hits. If not. .
. Well, you get the status effects!
¢306
Cubes
71
Astral Cube
This cube is thrown at an enemy for 10% Soul
damage.
¢200
72
Berserk Cube
When thrown at an ally, or an enemy, the
target's attacks deal x1.5 damage, but their AC is
reduced by 5.
¢575
73
Confuse Cube
The target of this cube has a 50% chance of
being Confused.
¢350
74
Cure Cube
Throw healing items at your allies? Yeah.
Like that would catch on! Cures 10% HP.
¢200
75
Darkness Cube
This cube is thrown at an enemy for 10% Dark
damage.
¢200
76
Death Cube
Anything this cube hits has a 10% chance of
instant death.
¢500
77
Debarrier Cube
This strategic cube lowers down most
barriers, magical or technilogical.
¢300
78
Esuna Cube
A cube that cures a target of bad status
effects.
¢500
79
Fire Cube
This cube is thrown at an enemy for 10% Fire
damage.
¢200
80
Gravity Cube
The target of this cube takes 10%
damage.
¢200
81
Haste Cube
When thrown at an ally it gives him or her an
extra attack during their turn.
¢700
82
HP Absorb Cube
This cube absorbs 10% HP from a foe.
¢250
83
Ice Cube
This is a good cube. Deals 10% Ice
damage.
¢200
84
Weak Cube
A weak cube. Deals 5% damage.
¢50
85
Light Cube
This cube is thrown at an enemy for 10% Light
damage.
¢200
86
Lightning Cube
Hurrah for electricity! This cube deals 10%
Lightning damage.
¢200
87
Poison Cube
No! It is NOT purple jello! 10% damage, 50%
chance of Poison.
¢350
88
Sleep Cube
Must right description. . . But so sleepy. .
. 50% chance of Sleep. . . Zzzz.
¢350
89
Ultima Cube
Why not the Giga Cube or something? Deals 20%
neutral damage.
¢350
90
Wind Cube
This cube is thrown at a foe for 10% Wind
damage.
¢200
91
Wood Cube
This deals 10% Earth damage.
¢200
Neo-Earth Items
92
Insanity Potion
This weird nuclear green potion doubles your
to-hit mods but halves your damage... it also makes you
attack the enemy with random attacks every d4 rounds.
Lasts until battle ends. Freaky!
¢500
93
Molecular Pill
Yet another weird item... allows you to walk
on top of liquids. It also causes you to occasionally
walk through walls... use with caution.
¢600
94
Death Sunglasses
When worn, they act as normal sunglasses...
but when thrown, they explode, damaging everyone in the
battle for 10% damage!
¢350
95
Disco Ball Inferno
It's a normal disco ball... but when thrown,
it explodes, blinding everyone on the field!
¢450
96
EMP Grenade
Disables all electronic devices for one round
when used.
¢500
97
Psycho Stone
When used, quadruples your attack power, but
causes you to attack a randomly chosen target for the
entire battle without ending! If they die before the
battle ends, you will be attacking their corpse.
¢1337
98
Warp Stone
This causes everyone to randomly switch turn
order. Mostly useless.
¢100
Whaller Items
99
Dark Crystal
This crystal makes dark attacks deal 10% more
damage (Ex: An attack that previously deals 150 damage
now deals 15 more). Lasts until the end of a
battle.
¢300
100
Earth Emerald
An emerald enchanted to strengthen earth
magic, all earth attacks deal 10% more damage. Lasts
until the end of a battle.
¢300
101
Fire Ruby
Embuned with the power of fire, all fire
attacks deal an extra 10% more damage. Lasts until the
end of a battle.
¢300
102
Ice Sapphire
This sapphire makes all ice attacks deal 10%
more damage. Lasts until the end of a battle.
¢300
103
Holy Diamond
A gem commonly seen with clerics. This
diamond makes healing effects restore 10% more HP.
Lasts until the end of a battle.
¢300
104
Light Moonstone
Enchanted with holy might this moonstone
makes all light attacks deal 10% more damage. Lasts
until the end of a battle.
¢300
105
Lightning Topaz
All hail electricity! Err. . This topaz makes
all electric attacks do 10% more damage. Lasts until
the end of a battle.
¢300
106
Psychic Amethyst
This gem makes phychic attacks and psionics
deal 10% more damage. Lasts until the end of a
battle.
¢300
107
Soul Stone
Enchanted to increase the power of the soul.
This stone increaes a soul attack's damage by 10%.
Lasts until the end of a battle.
¢300
108
Wind Pearl
This pearl makes wind attacks deal 10% more
damage. Lasts until the end of a battle.
¢300
Ivan Robotnik Items
109
Robot Spray
This spray instantly kills one robot that has less
than 300 total HP!
¢3000
110
Miracle Medicine
Pop this pill, and you're cured of all status
effects and immune to all of them for one battle.
¢6000
111
Four Leaf Clover
Use this pretty plant to gain one reroll in the
next battle! Can only use one per mission.
¢5000
112
Ultra Glue
Throw this at an enemy, and they become unable to
move for one round! (Reducing SPD to 0)
¢4500
113
Spiked Shoes
These marvelous shoes bestow the ability to walk on
walls and +5 to kicking damage for on battle.
¢3333
114
Force Field
This force field generator has 20 HP. Ranged
attacks go through it. As long as it's active, melee
range attacks cannot hit you.
¢5000
115
Tranq Gun
It's a gun. Three shots. d20+SPD to hit. You may
fire once per action. If it hits the enemy, they fall
asleep.
¢5555
116
Turbo Gum
Better than the average gum! For an entire battle,
+1 to SPD.
¢7500
117
Duct Tape
An all-purpose item! Heal 5% damage, fix a broken
weapon, or close ducts! Three uses per roll.
¢6000
118
Door Opener 3000
Tired of locked doors? With this handy-dandy ring,
they open! 3 uses.
¢9000
119
Fire Extinguisher
This safe item puts out fires or deals 15% ice
damage and freezes the opponent on a successful d20+SPD
mod attack! 5 uses. Quad damage against fire
enemies.
¢6500
120
Item Teleporter
ZAP! Move one item to you or to a location away
from you in seconds.
¢2500
Quester-Made Items (10 coins of each purchase goes to the creator, except when noted)
121
Ice Block
It's a block... of ice! d20+SPD mod to throw
at enemy. Deals 15% Ice damage, 50% chance of freezing.
50 coins of each purchase goes to Locos!
¢200
122
Greylokian Battle 'Brella
When opened, it blocks 50% of ranged attacks thrown at you. (d2; get a 1, the ranged attack is blocked) Lasts three rounds. Creator: Cornelius
¢800
123
Bazooze-ka
Like to party? Spread the love of kegs everywhere by filling your enemies until they become drunk and confused! d20+STR M+SPD M to fire. Creator: Wolfman
¢1000
124
Fury Materia
Doubles the rate the overdrive gauge fills! Handy for Overdrivers. Lasts for one battle. Creator: Kinnin
¢1800
125
Metal Cola
This cola has a metallic taste... but it allows you to have an extra action. You do a random attack against a target of choice during this action. Creator: Metal Man
¢400
126
Manual
Use this to automatically pass any non-opposed INT check. Three uses. Creator: Tetra
¢800
127
Gem of Contingency
+5 bonus to Mortality checks. 1 use. Creator: Aribar.