Thanks to Professor Oak's Fighter Remote, a device that can capture the powers of a fighter the same way a pokeball captures a pokemon, ordinary Stadium fans can be bestowed the power of a hero and become a Super Smash Quester! Here we will determine what powers and abilities you have. To make this process easier a character sheet text file has been provided. Click here to download Joe Charsheet Version SKIRMISH.
To start, all Questers have four attributes: Power (POW), Endurance (END), Agility (AGI), and Smash Power (SMP). Power is a measure of whatever makes you strong, whether it's psychic energies, magic, or raw physical brute force. Endurance is your ability to withstand damage and hold fast in the face of extreme force. Agility is how fleet on your feet you are, not necessarily representing your speed so much as your coordination, reaction time, and dexterity. Smash Power is the energy that's at the heart of all fighters here at the Stadium, and it fuels their special powers.
Attributes all rate on a scale from 1-12, with 3 being average, 1 being weak, 6 being immensely strong, and 12 being practically godlike. All Questers start with 1 in each attribute and have 7 points that they can spend to increase any of them up to a maximum of 6--but it costs twice as many points to raise an attribute after it's reached 4.
Once you've spent your points for your attributes, it's time to do a few quick calculations.
First, let's tackle health. You first have a damage threshold. If you consider the way fights in the Smash Bros. games work, fighters whose damage goes beyond a certain value get thrown around more easily and are in danger of being thrown out of the ring. The damage threshold is that certain value. It's calculated as (7+(Your END value))x10, so that a character with 3 END has a threshold of 100%. If you take damage over your threshold you will start to have problems, but you won't be dead yet. There'll be more info on those rules in the Combat section, though. Just know that you don't want to take more damage than this number for right now.
After you figure out your Damage Threshold we need to cover HP, or Hit Points. Your HP is equal to 2.5x your Damage Threshold, such that a character with a threshold of 100% has 250 HP. After you take damage equal to your HP you will die and lose a life. HP isn't always used in fights; stadium matches in particular depend solely on one's ability to knock opponents out of the ring, for instance; but on missions it's almost always kept track of. Even if it isn't being used if you reach an amount of damage equal to your HP and then suffer a high-powered hit such as from a Smash Attack you will be instantly killed by default.
SP, or Smash Points, are a measure of how much fighting energy you have within you, and they can be used in battle to fuel certain moves and Smash Powers. You start with an amount of SP equal to 5 + SMP.
Questers augment themselves by equipping items called Badges, just like in the world of Paper Mario. BP, or Badge Points, always begin at 5 and measure how many and what quality of badges players can have equipped.
There's one last stat to take care of, and that's Luck. All Questers start at 0, but you can use the points from the Bonus Round (details at the bottom of this page) to increase it. It's a number ranging from 0-100 that's added to all percentile (d100) rolls.
To put it bluntly, not all fighters are good at the same things. Some people have quicker punches, others jump higher. This is reflected in your Abilities. They work on the same scale as Attributes but reflect learned skills in battle that you've developed through training, magic, science, or what have you. The Abilities are Melee, which is the accuracy of punches, sword swings, and other melee attacks; Ranged, which is the accuracy of your ranged special attacks and weapons; Jump, which is the height and control of your jumps; Dodge, which is your ability to evade attacks; Guard, which is your ability to block them--either with the Bubble Shield or defensive moves like counterattacks; and Move, which is your movement speed. You have 10 points to distribute between these abilities, again up to a maximum of 6 points but costing double for going over 4.
At this point you've figured out all the hard numbers and are nearly ready to start going on missions for the Stadium, but you'll need to be outfitted first; a Quester is just a Regular Joe with superhuman abilities and a double jump without some gear and some moves! We'll start with the gear. You begin with 300 coins which you can use to buy badges and items, as well as a Backpack which can contain up to three items and a Smash Dex, an invention of Professor Oak's which is capable of scanning almost any opponent, providing on-the-spot data on their attacks and health, and storing that information in a database here at the Stadium for future reference.
The first thing you'll want to focus on, though, is your badges. You can choose from any of the following provided you are able to pay for them. If there's ones you want that you can't afford or that you don't have enough BP to be able to use, fret not, you'll get a chance to make up for it and get some bonus cash or bonus BP later on in the process.
| Badge | Ability | BP Cost | Coins |
| Extra Jumper | Adds a second "double jump" on top of your usual series of jumps. This means that Up+B moves become quadruple jumps! | 8 | 180 | Grab Extender | Adds a long reach to your grab attacks, giving you a tremendous upper hand. Adds +2 to all grabs and allows you to catch onto ledges that you miss by a threshold by 2 or less when making jump rolls. | 5 | 300 |
| Kirby Float | Your usual series of jumps is replaced by five short "puffs." Each jump roll is reduced by 2 dice, but you have five of them now (six with Extra Jumper). | 5 | 360 |
| Peach Hover | After a double jump you'll fall much slower than usual. Reduces recovery threshold by 2 after a double jump. | 8 | 240 |
| Power Jumper | Adds 2 dice to double jumps. | 6 | 180 |
| Self-Hurter | Whenever you use a special move (B-button attacks) you take 3% damage. However, your special moves now all deal x1.5 more damage. | 5 | 240 |
| Shell Defense | Protects you with a shell-like field of energy. Boosts END by 1 (but doesn't raise HP or % Threshold. | 8 | 300 |
| Wall Jumper | Kick off walls to gain extra jumps. "Resets" the double jump when used, allowing it to be used again if it's already been used. | 3 | 120 |
| Power Thrower | Your throws are super-hard; whenever you throw a grabbed opponent you send them flying farther, adding +2 to their recovery threshold. | 3 | 120 |
| Spike Protector | Protects you from spiked enemies. If you touch one, you won't take damage from the spikes. You can even stand on spiked floors without taking damage, but it doesn't grant immunity to attacks or traps like spiked pendulums and other things that apply direct force. | 4 | 240 |
After you've dealt with badges you can use whatever is left over from your coins to buy other items to store in your backpack.
All Questers share a common set of moves: normal attack, smash attack, grab, throw, Super Smash, and Bubble Shield, all of which are documented on the Moves and Powers page. In addition to these you gain two extra Smash Powers, which are special abilities that you can use to get an edge in battle. Choose them from the following list:
| Smash Power | Effect | SP per Use |
| Wave Dash | You can slide forward or backward quickly, increasing your movement rate drastically. In situations where you would have to close any distance on the ground by running or walking before you could make an attack, you can instead treat movement as a move in a chain of attacks with Speed 3 and Rate 1. | 2 |
| Rapid Fury | You can unleash a rapid, continuous series of punches or kicks that will put opponents off-balance. Treat this as a normal attack, except for one thing: for each success past the enemy's Defense, instead of increasing the Damage Level of the attack, you get in extra hits. You deal the full damage of the normal attack per each one. | |
| Meteor Smash | You can use an aerial attack to send enemies hurtling downward out of control. As an attack action you can leap into the air and smash enemies straight down, denying them a chance to recover or otherwise simply disrupting their actions. Roll a normal attack. If you hit, you send the enemy straight downward without any chance to recover. If this is over a pit your opponent will be killed. | 4 |
| Mortifying Taunt | You can taunt enemies into submission. At the end of your turn, roll Presence + Charisma. The enemy will, on their next turn, take a penalty to the number of successes you rolled on all of your actions. | 5 |
| Running Plow | WHAM! You can smack your way straight through an enemy that you run past and keep on going. As you dash, you can spend the SP for this ability to attack an enemy that you pass by. Each one you use Running Plow on in this way is threatened as if by a high-knockback move, although you're only using a normal attack. You can use this repeatedly and it applies to all enemies you pass by on the turn that you use it; no combo penalties are incurred for Running Plows, and it doesn't count as an attack. | 3 |
| Footstool Jump | You can use someone's head as a springboard and launch yourself higher. Roll Athletics + AGI against the opponent's defense roll. If it's successful, sproing! You launch upward dramatically and can make a jump check. You still get a double jump and the enemy can't jump for one turn. Footstool jumps can be used in mid-air and don't count against your double jumps. They imitate the Meteor Smash in their ability to popel enemies downward, but they deal no actual damage. | 4 |
| L-Cancel | You can cancel a failed attack, cancelling any combo penalties you may have incurred by using it--but also cancelling whaever is left of your combo! | 4 |
| Double-Smash | By charging for one tick in the turn order you can throw two smash attacks consecutively. The second smash incurs no combo penalties whatsoever. | 4 |
With that done we can move on to...
We're on the home stretch, but before we finish up and give you your Melee Moves let's take a few moments to add the touches that make you uniquely you! You have 15 bonus points to spend on anything you'd like from the list below. It's important that you do this first because one of the things you can improve is your Luck, which will have an effect on what Melee Moves you receive!
| Upgrade | Bonus Points |
| Raise an Attribute (Costs double after 4) | 2 |
| Add 60 coins to starting money. | 2 |
| Raise Luck by 2% | 1 |
| Raise an Ability by 1 | 1 |
| Buy an Extra Smash Power | 4 |
The Swiss army knife of the Quester's arsenal, Melee Moves are derived from the Brawl Fighters themselves, bestowed upon the Questers with the new and improved Fighter Remote 2.0, Professor Oak's greatest invention... albeit one of his most unstable. All Questers start with four moves; one for each direction (neutral, up, forward, and down), chosen at random. Roll one d100 for each, and see what you get on the tables below! DO NOT DO THIS until you have finalized the other aspects of your character--most importantly, Luck as it can be applied to these rolls!
| B Moves | Up+B | Down+B | Forward+B | ||||
| Move | Roll | Move | Roll | Move | Roll | Move | Roll |
| PK Flash | 1-11 | Egg Toss | 1-13 | Item Pull | 1-12 | Egg Roll | 1-14 |
| Red Fireball | 12-27 | Whirling Fortress | 14-26 | Link's Bomb | 13-26 | Koopa Klaw | 15-28 |
| Bow and Arrow | 28-42 | Donkey Copter | 27-40 | Yoshi Bomb | 27-41 | Skull Bash | 29-44 |
| Thundershock | 43-55 | Screw Attack | 41-54 | Hand Slap | 42-56 | Pop Star Hammer | 45-57 |
| Fox's Pistol | 56-67 | Final Cutter | 55-67 | Stone Drop | 57-69 | Fox Illusion | 58-69 |
| Firebreath | 68-82 | Spin Attack | 68-80 | Drop Bomb | 70-82 | Samus's Missile | 70-81 |
| Giant Punch | 83-89 | Parasol Uppercut | 81-89 | Mario Tornado | 83-91 | PK Fire | 82-90 |
| Light Arrows | 90-95 | PK Thunder | 90-95 | Fox's Reflector | 92-97 | Din's Fire | 91-96 |
| Toad Counter | 96-100 | Quick Attack | 96-100 | Naryu's Love | 98-100 | Super Cape | 97-100 |
| Egg Lay | 101-103 | Super Jump Punch | 101-103 | Bowser Bomb | 101-103 | Magic Boomerang | 101-103 |
| Inhale | 104-107 | Fire Fox | 104-107 | Pikachu's Thunder | 104-107 | Peach Bomb | 104-107 |
| Samus's Charge Shot | 108+ | Farore's Wind | 108+ | PK Magnet | 108+ | Giant Slam | 108+ |
With your melee moves granted, your stats finalized, your gear purchased, and your powers chosen, you are now ready to fight for the Stadium and everything it stands for against the forces of evil.