This document explains SSQ's system. Please read it carefully, as it starts to become easy to understand after you've learned the basic premise.
Systopia Contents
Level:
EXP:
EXP (Next level):
HP: ((L-1 x END)+100)
SP: ((L-1 x MNT mod) + 20)
TP: (regenerate 4 every round, max = 8)
Strength - Raw damage (physical), Modifier to Melee ACC
Endurance - Raw HP, Modifier to Defense
Agility - Modifier to Evasion, Modifier to Ranged/Finesse ACC, Modifier to Some Damage
Mental - Raw damage (mental), Modifier to Skill Points, Modifier to Some Damage
Mods = (Stat/2)-5
Accuracy = Roll+STR Mod/+AGI Mod depending on what the attack is + Weapon Bonuses
Evasion = 10+AGI Mod+Shield Bonuses
Defense = Armor+END Mod
Abilities:
Just put 'em here.
Skills: +MNT mod/level, max ranks = 3+Level, beginning Skill Points = (MNT Mod x4)
Balance
Bluff
Climb
Computer Use
Concentration
Diplomacy
Disable Device
Disguise
Entertain
Escape Artist
Hide
Intimidate
Jump
Listen
Move Silently
Pilot
Repair
Ride
Search
Sense Motive
Sleight of Hand
Spot
Survival
Tumble
So you wanna join Super Smash Quest? That's good, but there's a few rules you should know about. Violating any of these rules and not responding to GM warnings is grounds for banning. Coming back later, after the issue which you were banned was worked out, and doing it again is grounds for being banned for life and then put in the Hall of Shame. And when I mean responding, I don't mean cursing out the GM who's warning you. Calming down, leaving the room for a small bit, or otherwise ceasing your disturbance-causing behavior is what is wanted. And if you don't like these rules, then stay out!
The Rules
The Systopia system is based on a basic rule. First, we have our stats.
These are but the basic statistics. Governing them and most of the system is a concept where stats are divided into areas of power.
| Number | Type | Description | Example |
|---|---|---|---|
| 5 | Subhuman | A creature with below human abilities in a stat has a penalty to using it and usually isn't very good at it. | Goomba |
| 10 | Human | This is what the average human can do; it has no bonuses or penalties, and allows the user flexibility. | Human |
| 20 | Superhuman | Those with special abilities or who are above normal humans usually posess this sort of power. | Denon Infantry |
| 30 | Supernatural | This kind of power is coveted by most and wielded by few. It happens to give the user terrific ability in whatever stat it is in. | Ganondorf |
| 40 | Demigod | Only those with extreme power have stats in this range. They are strong enough to fight entire armies, and do not go down easily. | The Commanders |
| 50 | God | The ultimate in power. Anyone with this sort of power is matched only by other Gods, and has the ability to destroy entire worlds. | Kuja |
As you can see, it is a rather simple system. Also, the in-between levels remain within the nearest power level. For example, an eight in a stat makes you subhuman, an eighteen makes you human, a twenty-eight makes you superhuman, and so on. Of course, no one can surpass Godlike power. The examples themselves are not perfect; The Commanders are known to specialize and Kuja's actual power remains a tightly guarded secret. Ganondorf, naturally, focuses on raw power. These stats affect all of your other stats.
That's right. Other stats. Here they are, and how they're increased too.
| Name | Calculated By | Description |
|---|---|---|
| AP | 4 | This stat refills to four every round. |
| HP | 100 +((Level-1) * END) | This is your ability to take damage. The higher it is, the more hits you take. It is powered by Endurance. |
| Defense | END mod + Armor | Rounds down. This stat takes the bite out of enemy attacks; the damage they deal has your Defense subtracted from it, if they hit you. |
| Evasion | 10 + AGI mod | This stat is used to literally evade attacks. Any attack roll which is equal to or below this number which is aimed at you will miss. |
| Smash Points (SP) | ((L-1 x MNT mod) + 20) | This stat is used to power special attacks and other moves. |
Now that you know what your stats are, well, it's time to assign them. You build up your stats using Ability Points. At level 0, you start out with 10 in all four main stats (STR, END, AGI, and MNT) and 20 ability points to throw around. Now then, how much does it cost? Well, that's easy too. For stat point ranges 11-19, it costs 1 point to upgrade. So 5 points gets you 15 in a stat. It then increases to two per point 20-29, three per point 30-39, and four per point 40-49. Here's a chart in case you can't visualize this.
| Range | Type | Cost |
|---|---|---|
| 10-19 | Human | 1 |
| 20-29 | Superhuman | 2 |
| 30-39 | Supernatural | 3 |
| 40-49 | Demigod | 4 |
Using this, you can calculate your starting stats and increase them as you level up. You get one ability point every time you level up, after all. All stats but Skill Points are recalculated when you increase them to go with the higher number.
Once you have your stats all ready, it's time to make attacks. First, you get your four special moves, which all start at alpha. For each one, you choose between one of the three main types of special attacks: Melee, Ranged, and Magical. Each has their specific quirks.
| Type | Damage | To-Hit | Description |
|---|---|---|---|
| Melee | STR+15 | STR mod | A close-range move which uses your strength to damage the opponent. Nothing too special about it, besides how simple it is. Usually includes martial arts, weapons, or wrestling moves. |
| Ranged | 15 | AGI mod | A longer ranged attack, used to hit targets far away. Most of your effort is used in aiming and throwing/firing the attack. Simulates guns, thrown projectiles, and lasers shot out of your eyes! |
| Magical | MNT+15 | DC 10+MNT mod | For those of the magical persuasion. Can be made ranged as an extra benefit. Hard for enemies to evade, however it costs TWICE the SP of a special move with either of the other types--any SP usage drawbacks are applied before the doubling. |
All Special moves start out taking up 3 Time Points to use, and most use 2 SP, save for magical ones. Their power can be increased by Move Points; they range from Alpha to Omega in their power.
| Level | Benefit Points Added | Move Points needed |
|---|---|---|
| Alpha | 1 | 0 (2 to create a new move at this level) |
| Beta | 1 | 1 |
| Gamma | 1 | 1 |
| Epsilon | 1 | 1 |
| Omega | 1 | 1 |
Of course, how is one to use these benefit points? After all, you get one free benefit point with every alpha move. And you start out with four alpha moves. Well, you select them out of the benefit chart below. Each move is coded with CRMSN, or Close-Range | Ranged | Magical | Smash | Normal, which indicates which types of moves it can be used for. So a * under C means it can be used in Close Ranged Special moves. One under S means Smash moves, and one under N means normal moves. I'll get to Smash and Normal moves in a short bit.
| Name | Description | C | R | M | S | N | |
|---|---|---|---|---|---|---|---|
| Absorb Shield | Requires Defender and No Damage. The attack makes a shield that acts like Deflect Shield in every way except that instead of giving a counter attack, you get two choices. 1: All damage that would have been dealt is cut in half. That number is added to your HP. 2: The SP that the enemy used on their attack is added to your current SP. | * | * | ||||
| Accurate | Attack has a better time hitting. Attack must be 2 TP or less, or ranged. +2 to hit/DC. | * | * | * | * | * | |
| Area Effect | Attack is explosive and deals damage in a radius centered around the enemy that you initially target. All other enemies in the area must make an AGI check DC 10+(your STR or MNT mod)+(Any bonuses for accuracy the attack has) | * | * | * | |||
| Buff | The attack buffs a stat by 5%. Lasts for three rounds. | * | * | * | |||
| Charge | You can spend twice the TP to double the damage or three times the TP to quadruple the damage. If you decide to, you can continue charging even when you're out of TP, but you can't take hits between the end of that turn and the beginning of the next one or else you lose the charge. At the next turn, any TP costs that weren't covered in the first are deducted. You may elect to pause in your charging at x2 TP and then pay X1 TP to finish charging, though it will cost an additional 1/2 TP to fire. Attack must be 3 TP or higher. | * | * | * | |||
| Combo | Creates a move that can be chained with this one; lasts only as long as you have TP to feed into it. It is, essentially, another move which is linked to the move with this benefit. You can create even longer chains by sticking combo onto the combo move... but you gotta hit with each attack in order for them all to work, not to mention the TP it needs. But you only pay SP for the first; the rest are freebies. However they must have the same amount of abilities/disabilities. | * | * | * | * | ||
| Critical Attack | Moves your crit range from 20 to 19-20, 19-20 to 18-20, and so on. Counts as two benefits. Can only be used once on normal and smash moves. | * | * | * | * | ||
| Damage Shield | Requires Defender, No Damage, and Deflect Shield. The shield deals 5+MNT mod damage. | * | * | ||||
| Debuff | The attack lessens an enemy's stat by d5 points, if they fail a saving throw against your attack, DC 10+(Corresponding attack type mod)+(Any bonuses for accuracy the attack has). Doesn't use your base accuracy bonus, and uses STR for physical attacks, MNT for magical. Counts as two benefits. Lasts for three rounds. | * | * | * | |||
| Defender | The attack can be used only when it's not your turn, in response to an attack that's just missed. It uses TP conserved from the previous turn. Requires 2 or more TP. | * | * | * | |||
| Deflector | Requires Defender. The attack deflects ranged energy attacks and ranged physical attacks, but barely in any way that's useful. Ranged counters with this move are at a -6 penalty. | * | |||||
| Deflect Shield | Requires Defender and No Damage. The attack puts up a shield in front of or around you that deflects ranged energy attacks. Ranged physical attacks and melee attacks are unaffected. You may sustain this shield as long as you pay its SP cost for each time you would have to pay AP to use it. You may deflect any attacks that miss by 5 or more by rolling a ranged attack of your own at a -2 penalty. | * | * | ||||
| Element | Not actually a benefit or a drawback. Makes your attack aligned with an element. | * | * | * | * | * | |
| Extra Damage | Adds 5 to damage. | * | * | * | * | * | |
| Extra Element | Encompasses both the original and this new element. Weaknesses cancel out. Ex: Mix Fire with Ice; both affects work, but if ice is used against something that's resistant to ice but weak to fire, it'll be treated as weak to fire but not resistant to ice. | * | * | * | |||
| Extra Jump | Can be used as a jump, as long as you explain HOW it helps you jump. | * | * | * | |||
| Fast Attack | Decreases TP used by 1; attack cannot go below 1 TP. | * | * | * | * | * | |
| Fast Defense | Requires Defender. You gain a +2 bonus to Evasion if you use the attack to counter before the result of the attack you want to counter is resolved. Of course, if you dodge the attack, then the Defender quirk and everything else related goes into action. | * | * | * | |||
| Flurry | Adds a single extra attack identical to the first. Applicable only to attacks with AP 3 or more. Example: Notice how Mario's Red Fireball can shoot up to 3 fireballs. You must pay the SP cost for the move for each extra attack, though. | * | * | * | |||
| Grab | Attack's damage is halved, but it counts as a grab attack. | * | * | * | * | ||
| Healing | The attack heals instead of harming. It must be 3 TP or more. | * | |||||
| High Knockback | Knocks the enemy back quite a bit when it hits. Can only be used on attacks with TP 2 or higher; comes default on Smash attacks. | * | * | * | * | * | |
| Jump Boost | Allows for an extra jump check to be made with any accuracy bonuses added on top of the jump check. | * | * | * | |||
| Machinegun | The attack hits one more time for every 5 points you roll over the enemy's EVD. Counts as two benefits. | * | * | * | * | * | |
| Magical | Attack uses MNT/4 to boost damage. | * | * | * | * | ||
| Ranged | Only for use with Magical attacks. Makes the attack long-ranged, so that you can hit people without running up in their faces. NOTE: You cannot use benefits which conflict with being ranged. However, you can use magic-only benefits with this, provided they make sense. | * | |||||
| Random Attack | The attack has a variety of random results. It can only be purchased once, but upgrades with your attack. For Alpha level, you get the first two, one of which is a "dud" and the other of which is an Alpha level move. For Beta you get another alpha and a beta. For Gamma you get yet another beta and a gamma. For Epsilon you get another gamma and an epsilon. For Omega you get an Omega. These stack. So for alpha, you have d2. Beta, d4. Gamma, d6. Epsilon, d8. And d9 for Omega. | * | * | * | |||
| Random Damage | The attack deals 2d(damage rounded to nearest 10) damage. | * | * | * | |||
| SP Damage | Deals damage to an enemy's SP equal to 1/5 the HP damage it would deal. Weak Damage/No Damage can be used to make the attack deal only SP damage, however you can only use one, which means only one drawback. | * | * | * | |||
| Status Effect | The enemy must roll a save to evade whatever status effect you choose. DC 10+(appropriate mod for status effect)+(Any bonuses for accuracy the attack has), ignoring your base accuracy. | * | * | * | |||
| Telekinetic Grab | Must be stacked on Grab. Allows you to use an MNT check instead of a STR check when determining whether or not you grabbed the target. | * | * | * | |||
| Throw Attack | Attack can only be used after a grab attack, instantly hitting and not costing any AP. | * | * | * | * | * | |
| TP Buff | Increases TP recovery by 1. Does not stack with other TP recovery boost moves. Lasts for a number of rounds equal to your AGI mod (Min 1) | * | * | * | |||
| Tumbler | Can be made any time you'd want to make a tumble check. Tumble check is made with any accuracy bonuses added on top of it. | * | * | ||||
| Weapon Grab | Must be stacked on Grab. A successful attack insures a successful grab; no STR checks are necessary. | * | * | * | * |
Now then, you also get smash moves and normal moves. A whole lotta them. Here's the info on them.
| Name | TP Usage | Damage | Accuracy | Benefits |
|---|---|---|---|---|
| Smash Attacks | 4 | STR+15 | STR mod | 1 |
| Normal Attacks | 2 | STR | STR mod | 1 |
Smash attacks also come built-in with heavy knockback, which cannot be removed. As you can see, they start out with one 'free' benefit, just to make customizing them easier. Now then, to show you how many attacks you get in total.
Special Moves
Smashes
Normal (Ground)
Normal (Air)
Throws
You only need the special moves, the smash moves, and attack, down+attack, up+attack, and forward+attack done to work as a player, but you're invited to make ALL of the moves, if you want. Oh, yes. One last component for making moves. Should the benefits you get standard be not enough, you can always add drawbacks to cancel out the benefits. And you can eliminate drawbacks by sacrificing benefits. Many benefits can be made into drawbacks too; ask the GM for approval on such.
| Name | Description | C | R | M | S | N |
|---|---|---|---|---|---|---|
| Armor Challenged | Your attack is doubly affected by DR. | * | * | * | * | * |
| Backfiring Attack | If it fails to hit the enemy, it hits YOU! Counts as two drawbacks. Cannot be used with healing stuff. | * | * | * | * | |
| Dull Attack | The attack has no critical hit range. Cannot be used with spell benefit. | * | * | * | ||
| Extra SP Cost | Increases SP cost by 5% of your maximum SP. | * | * | * | ||
| HP Cost | The attack sucks 5% of your maximum HP from you to work. | * | * | * | * | |
| Limited Uses | Limits the amount a move can be used per mission. 3 uses counts as 1 drawback, 2 counts as 2 drawbacks, 1 counts as 3 drawbacks. | * | * | * | ||
| Pain Split | You take half of the damage your attack causes. This also gives you status effects that your attacks give to other people, damages you for half the amount the attack heals, and debuffs/fatigues you based on any buffs you have in the attack. | * | * | * | ||
| Risky Strike | Your attack opens you up to AoOs from all enemies within range. | * | * | * | * | |
| Self-Debuff | The attack debuffs the main stat it uses (STR for close-range, MNT for magic, and AGI for Ranged) by 20% for three rounds. Can only be taken twice; the second time moves it on up to 60%. | * | * | * | ||
| Stationary | Your attack requires you to stand still until your next turn, eliminating your AGI to evasion. | * | * | * | * | * |
| Weak Attack | The attack loses its +15 to damage. (Applicable only to Close-range, Magical, or Smash attacks.) | * | * | * | ||
| No Damage | The attack deals absolutely no damage (normally). Must be taken after Weak attack on Close-range, Magical, or Smash Attacks. When used on Ranged attacks, it removes the 15 flat damage. If you like really weak attacks, though, you can add on damage after the affect has been used to remove damage beforehand. | * | * | * | * | * |
The elements are simple in nature; all attacks, weapons, etc can have them. The element type of the attacking object is then compared to the elemental resistance of the target. Elemental resistance is measured in percentiles. Here's a handy chart to tell you what each percentile does for you.
| Percent (%) | Effect |
|---|---|
| -200% through -101% | Take a whole ton of damage. Triple the attack damage, then add (normal damage from the attack) times (percentage below -100%) to the damage. |
| -100% through -1% | Take extra damage. Multiply normal attack damage by the pecent (without the negative) and add the result to the normal damage you would take. |
| 0% | No effect; take normal damage. |
| 1% through 100% | Blocks damage equal to percentage. Multiply damage by percent, then subtract the result from the normal damage you would take. |
| 101% through 200% | Heals you for (percent - 100) times the damage the attack would normally do. |
With that in mind, remember you round numbers with decimals .5 or higher up and .49 and below down. And there is a simple way to remember these, if you keep your own resistances at 200, 100, 50, 0, -100, or -200 respectively. 200 means you're fully healed by any attacks of that element, 100 means you take no damage from that element, 50 means you take half damage, 0 means no change in the damage you take, and -100 means you take 2x damage, and -200 means you take 4x damage. Below are the elements themselves, status effects related to them, and all that jazz. All status effects last three rounds, unless otherwise stated. You must have an attack of the right element first before adding on the ability to use the respective status effect.
Fire Ice/Water Electricity Wind Light Dark Chaos (Unobtainable by normal means)
This process is relatively simple, save for EXP. Besides that, every couple of levels you get certain bonuses. Here's the breakdown.
| Name | Gained | Use |
|---|---|---|
| Power Points | Every Level | Powering up raw stats. (STR, END, AGI, MNT.) |
| Move Points | Every 4 Levels | Powers up (or two of them creates) a Special Move. |
| Ability Points | Every 6 Levels | Gains you another ability, or powers up an existing one. |
| Super Bonus | Every 10 Levels | Does something super-special! |
And of course there's EXP. Refer to the chart to see how much EXP you need to level up. You start at level 30. The GM gives you EXP for doing various tasks, like defeating monsters and finishing puzzles.
| Level | Total EXP needed |
|---|---|
| 1 | 0 |
| 2 | 100 |
| 3 | 300 |
| 4 | 600 |
| 5 | 1,000 |
| 6 | 1,500 |
| 7 | 2,100 |
| 8 | 2,800 |
| 9 | 3,600 |
| 10 | 4,500 |
| 11 | 5,500 |
| 12 | 6,600 |
| 13 | 7,800 |
| 14 | 9,100 |
| 15 | 10,500 |
| 16 | 12,000 |
| 17 | 13,600 |
| 18 | 15,300 |
| 19 | 17,100 |
| 20 | 19,000 |
| 21 | 21,000 |
| 22 | 23,100 |
| 23 | 25,300 |
| 24 | 27,600 |
| 25 | 30,000 |
| 26 | 32,500 |
| 27 | 35,100 |
| 28 | 37,800 |
| 29 | 40,600 |
| 30 | 43,500 |
| 31 | 46,500 |
| 32 | 49,600 |
| 33 | 52,800 |
| 34 | 56,100 |
| 35 | 59,500 |
| 36 | 63,000 |
| 37 | 66,600 |
| 38 | 70,300 |
| 39 | 74,100 |
| 40 | 78,000 |
| 41 | 82,000 |
| 42 | 86,100 |
| 43 | 90,300 |
| 44 | 94,600 |
| 45 | 99,000 |
| 46 | 103,500 |
| 47 | 108,100 |
| 48 | 112,800 |
| 49 | 117,600 |
| 50 | 122,500 |
| 51 | 127,500 |
| 52 | 132,600 |
| 53 | 137,800 |
| 54 | 143,100 |
| 55 | 148,500 |
| 56 | 154,000 |
| 57 | 159,600 |
| 58 | 165,300 |
| 59 | 171,100 |
| 60 | 177,000 |
| 61 | 183,000 |
| 62 | 189,100 |
| 63 | 195,300 |
| 64 | 201,600 |
| 65 | 208,000 |
| 66 | 214,500 |
| 67 | 221,100 |
| 68 | 227,800 |
| 69 | 234,600 |
| 70 | 241,500 |
| 71 | 248,500 |
| 72 | 255,600 |
| 73 | 262,800 |
| 74 | 270,100 |
| 75 | 277,500 |
| 76 | 285,000 |
| 77 | 292,600 |
| 78 | 300,300 |
| 79 | 308,100 |
| 80 | 316,000 |
| 81 | 324,000 |
| 82 | 332,100 |
| 83 | 340,300 |
| 84 | 348,600 |
| 85 | 357,000 |
| 86 | 365,500 |
| 87 | 374,100 |
| 88 | 382,800 |
| 89 | 391,600 |
| 90 | 400,500 |
| 91 | 409,500 |
| 92 | 418,600 |
| 93 | 427,800 |
| 94 | 437,100 |
| 95 | 446,500 |
| 96 | 456,000 |
| 97 | 465,600 |
| 98 | 475,300 |
| 99 | 485,100 |
| 100 | 495,000 |
These are the bread and butter of a Quester. Depending on your abilities, you can do a variety of things. As for gaining them, here's the lowdown. To start, you get five free ability points, or AP. What you do with them I'll explain shortly. You also gain one ability point every six levels. Now then, down to the part where you use all these points.
AP are spent on Abilities. Tier 1 abilities, also known as basic abilities, cost 1. To upgrade to the next tier of the same ability, it also costs one AP. After hitting tier 3, though, some abilities can be stacked, which is different from upgrading them from tier to tier. For the first 'stacking' of the ability, it costs 1 AP. However, the second costs 2, the third 3, etc, continuing on up to infinity and beyond, should anyone posess the points for such madness. You cannot buy abilities out of order. And a * under the S column means the ability is stackable. Some abilities can only be taken with your first five AP, and are considered to be 'built-in' to your character, I.E. they always had that ability. Now, for the abilities, of course!
| Abilities | ||||
|---|---|---|---|---|
| Name | Tier 1 | Tier 2 | Tier 3 | S |
| Absorption | Absorb healing energy better than ever! Healed 2x; take 4x damage from crits. | Healed 3x. | Take 3x from crits. | |
| Adapted | You can live in tough environments. Can breathe underwater. This, and all levels of adapted, must be taken with the AP you get at level 0. | Can live in really hot, cold, or toxic areas. | Can live in outer space. | |
| Crazy | Go nuts on your opponent! +MNT mod to hit, but you use a random attack at them. Can only be used once per mission. | +3 MNT mod! Twice per mission. | +MNT! Thrice per mission. | |
| Crowd Pleaser | You are appealing to large crowds of people, who will cheer for you. | Crowds hurl stuff at your enemies. | Crowd interferes with battle en masse; helping you and attacking the enemy. | |
| Elemental Alignment | Can only be used on elemental resistances for two elements which haven't been modified from 0 yet. Sets one to 50 and another to -50. Those element resistances can only be edited by this quirk from now on. | 100 and -100. | 200 and -200! | |
| Elemental Aura | You are surrounded by an aura of (element) which automatically damages the enemy for (MNT mod) damage if they touch you. Them, not their weapons. | 2 MNT mod damage. | Also affects them if they hit you with a weapon that they're holding. | |
| Enhanced Check | Choose one of the four types. You cannot get the other two once you have chosen. Adds +2 to all checks in that stat. | +3. | +5 | |
| Extra Arm | For one reason or another, you have an extra arm. Can only be taken with original five 'free' AP points. Same goes for any other levels of this 'ability'. | Two arms. | Three extra arms! Ahhhh! | |
| Evasion | Allows you to dodge magic moves sent at you outright if you beat the DC 1/3 of the time. | 1/2 of the time. | All the time. | |
| Form-Keeper | Keep your form in the Dark World. | Protected against morphing magic or attacks. | Keep form at all times. | |
| Hyper | This, and all over versions of this ability, can only be taken with your original five AP. Regain an extra AP every three rounds. | Now every second round. | Gain 5 AP every turn instead of four. | |
| Improved Initiative | For purposes of init, your AGI gains 5. This is not added to your AGI, just how you are considered in attack order. | Bonus is now 10. | 15. Add 5 per stack. | * |
| Intimidating | With an MNT check, try to scare away weak enemies away from battle. | MNT check +5. | +15/Adds +5 to check every time stacked. | * |
| Item Carrying | You can carry 5 extra items. | 10. | 15 | |
| Item Finder | Enemies that drop items will drop more items around you/make them drop items if they wouldn't normally. | You can detect which enemies have items by using an action. | You can attack enemies who are near death with an 'Item Attack', turning their corpse into an item if you kill them with it. MNT mod to hit, MNT damage. | |
| Itemologist | You know all sorts of things about items. +5 to rolls involving them. | You also know how to make them more effective. All items do 2x damage/1.5x healing when you use them. | You can identify any item, even ones from other planets/worlds, with an INT check. | |
| Item User | Use more items than usual! Able to use two items per round. | Three items per round. | Four items per round! | |
| Long Reach | You have a longer grabbing/punching range. | +4 to those attack rolls. | +8 to them. | |
| Lucky | Getting bad dice rolls? Grants 1 reroll of your own rolls per session. | 2 rerolls. | 3 rerolls. Adds 1 reroll per stack. | * |
| Master of Disguise | Limited disguise technique; blend in with other non-cyborgs of similar build to you. | Blend in with cyborg versions, clones, and similar build of beings. | Mimic exactly the appearance of a person of similar type to you; or mimic a nonspecific being of different species. | |
| Mega Jumper | Gain an extra jump. | +5 to jump rolls. | Can 'hover' for one round mid-air after your last jump, allowing horizontal movement equal to your AGI/2. | |
| Mimic | Once per session, you may copy the main ability of an enemy and use it against them. Lasts until battle ends. | Lasts for entire session. | You may copy two abilities (Keeping one at a time) per session. | |
| Money Finder | Gain 10 coins for every time you're hit. | Gain 20. | Gain 40! | |
| Move Expansion | Gain one Move point. | Gain Another move point. | One last additional move point. | |
| Multi-Hitter | Once per mission, your attack hits all enemies on the ground. | Your attack only hits all enemies on ceiling or ground. | Hits all enemies, three uses. | |
| Perceptive | You cannot be surprise attacked. | +5 on rolls to find things. | You may choose to automatically detect if the target is telling the truth once per day. | |
| Psychotic | All attack rolls doubled against one enemy; no AGI to AC and you cannot be healed for the rest of the battle. | Also doubles damage. | You can heal yourself. | |
| Quick Learner | Gain 5% more EXP per mission. | 8%. | 10%. | |
| Prestigious | +5 to persuasion rolls. | +10. | +15. Also, +5 for every stack. | * |
| Regeneration | Regain 3% of your HP every round. | 5%. | 10%! | |
| Sharp Eyes | See in darkness. | See through fog. | See things from a long distance away. | |
| Shopping Expertise | Save 20% on all item prices! | 30% discount! | 40% discount! | |
| Specialist | Against a type of enemy, in an environment of your choice, or something else, you gain +5 to hit. | +10 | +15. | |
| Spike Killer | Immune to spike defenses; can attack up-close with impunity. | Deal double damage to spiked enemies. | With a halved to-hit, you can destroy the spike defenses of the enemy. | |
| Stadium Fan | Once per mission, summon an item from the arena to aid you in battle. | Two items. | Three items! Add one item per stack. | * |
| Thick Skinned | Block a status effect that you set this ability to 30% of the time. (One in d3.) | Works 2/3 of the time. | Always works. | |
| Truth-Seer | See the truth (Not determining the truth of what people say) once per mission. | Twice per mission. | Thrice per mission. Add once per use. | * |
| Vengeful | When you are killed, you come back, dealing 1.5x damage for the first attack you do against your killer. | 1.75x. | 2x. | |
| World Traveler | Travel to the Dark World (But not back) twice per mission. | Travel back and forth between the light and dark world once in total per mission. | Travel between the two worlds twice per mission. | |
The Questers have recently taken to making their own shields, following the trend of the armies of Nintendus to use them. They take up one arm; if your hands are full as a result, you cannot take out items. Though they can be put down during battle with 1 TP, and picked back up with another. They are used to evade attacks; the shield is too small to act as armor, despite its excellent ability to take hits. They get progressively more expensive up the line. Depending upon where you get your shield from, you will have a different insignia. Currently known ones include Ivan's Eisnaught Brigade, Quester, Denon's Infantry. The more advanced ones lack insignias because they are unique and often kicked around between owners rather than staying with one person/alliance.
Shields can be given enchantments by level X0 bonuses, and obviously you can't use a two-handed weapon while wielding one.
| Level | Description | Evasion Bonus | Price |
|---|---|---|---|
| Human | A run of the mill iron shield. | +1 | 10,000 |
| Superhuman | A shield made out of lightweight alloys. | +2 | 50,000 |
| Supernatural | A magically enchanted or high-tech shield. | +4 | 130,000 |
| Demigod | A virtually weightless photon or magic energy barrier. | +8 | 290,000 |
| God | A divine shield capable of blocking on its own. | +16 | 610,000 |
As you can see, shields are expensive. This is due to scarcity of materials and a lack of workers--not likely to be cleared up soon.
Following the devastation of Nintendus, most items that were once common vanished. The Questers, unable to call upon allies for supplies, have been forced to use only the most basic of items until further notice. As a result, these are the only items available, save for Kuja's, which cannot be procured by normal means. It takes 3 TP to use most items.
| ID | Name | Description | Price |
|---|---|---|---|
| 1 | Air Cannister | This, and an appropriate distribution system, allows the user to breathe comfortably for one hour in conditions lacking oxygen. | 5,000 |
| 2 | Cube | Highly accurate elemental projectiles, which represent whichever element the user wants, save for chaos. d20+AGI roll to throw, deals 15 (element) damage. 500 coins. | 500 |
| 3 | Energy Drink | A sugar-filled drink which restores 30 SP. | 1,000 |
| 4 | Force Field | A force field projector, which protects the user from 500 HP worth of damage before breaking. Can be turned on and off at will. Unfortunately, one cannot attack through it. It takes one TP to turn on/off. | 10,000 |
| 5 | Grab Bag | A bag full of three items selected entirely at random from this list. | 13,500 |
| 6 | Healing Bomb | When thrown, detonates, healing 500 HP off of all targets in range. | 10,000 |
| 7 | Healing Spray | A spray cannister which heals away 100 damage. | 1,000 |
| 8 | Lock Picks | Adds a +10 bonus to checks involving unlocking locked doors. One use per set. | 1,500 |
| 9 | Megavitamins | Cure all but a few status effects and debuffs. 3 uses. | 6000 |
| 10 | Porta-Shopper | Allows you to buy items off in the field. Can teleport in 5 items (once paid for) before disintegrating. | 5,000 |
| 11 | Pseudocube | Energy grenades. Deals 150 damage to all targets within range, including friendly targets. Hurl into wanted area and all of those within the blast path will need to roll DC 15 AGI checks to evade. | 5,000 |
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