Moves and Skills

Here you will find a complete listing of attacks, special moves, and smash powers.

Common Skills

The following are attacks and Smash Powers that all Questers possess.

Attack NameTypePowerDamageAccuracySpeedRateSpecial
PunchAttack - NormalPOW2%AGI + Melee44None
Smash AttackAttack - Normal (Smash)POW + 24%AGI + Melee53Smash
GrabAttack - NormalNoneNoneAGI + Melee53Grabs and holds target
ThrowAttack - Normal (Smash)POW + Target's Recovery Threshold3%Always Hits53Can only be used on grabbed opponent; Smash
Super SmashSmash Power (Smash)POW + 2 + SP4%AGI + Melee53Every SP spent charges move for one tick and increases Power by +1. Smash.
Bubble ShieldSmash PowerNoneNoneNone33Spent SP to add damage resistance to shield. See entry below.

Punch

Can be a simple punch, a kick, a quick burst of psychic energy--anything, as long as it's point blank range. No special characteristics.

Smash Attack

A heavy, powered-up attack that deals great damage and has the Smash characteristic.

Grab

Holds target. While held opponent has no defense to speak of. Attacks automatically hit them. They can try to struggle by rolling an ATK test versus the grabber. If it fails they're held until their next turn or until the grabber throws them or is forced to release them by being hit. The victim can repeat the strength test their next turn. You can attack a grabbed opponent with normal attacks only.

Throw

Can be performed freely on a grabbed opponent. Has the Smash characteristic.

Super Smash

Player may devote any amount of SP to charging up a smash attack. Add +1 to the Damage Dice for every SP spent in this way, as well as 1 tick of charge time.

Bubble Shield

Put your guard up to create a protective force field. Spend any amount of SP to fuel the bubble shield. For every SP spent in this way the shield gains 10% damage absorption. You can sustain the shield for as long as the absorption holds out; sustaining the shield is an action with a speed of 3 and a rate of 2. You can't fuel the shield with more SP until you've let it down for a round, and every time you drop the shield its absorption drops straight to 0. If it runs out as a result of being sustained for too long or by having its absorption reduced to 0 by attacks the shield will shatter and you will be left stunned.

Smash Powers

The following are Smash Powers; special abilities that run on SP and give you a special edge in combat. Buying a new one costs 2 EXP. You bring all Smash Powers that you've got into combat with you.

Smash Power Effect SP/Use
Bubble Shield Put your guard up to create a protective force field. Spend any amount of SP to fuel the bubble shield. For every SP spent in this way the shield gains 10% damage absorption. You can sustain the shield for as long as the absorption holds out; sustaining the shield is an action with a speed of 3 and a rate of 2. You can't fuel the shield with more SP until you've let it down for a round, and every time you drop the shield its absorption drops straight to 0. If it runs out as a result of being sustained for too long or by having its absorption reduced to 0 by attacks the shield will shatter and you will be left stunned. X
Super Smash Player may devote any amount of SP to charging up a smash attack. Add +1 to the Damage Dice for every SP spent in this way, as well as 1 tick of charge time. X
Wave Dash You can slide forward or backward quickly to increase your movement rate drastically, allowing you to traverse the battlefield more quickly. You can move up to 1 Movement Unit without it affecting your combo rate. 2
Rapid Fury You can unleash a rapid, continuous series of punches that will put your opponents off-balance. Treat this as a normal attack, except for one thing: for each success past the enemy's Defense, instead of gaining extra damage dice, you get in extra hits. You deal the full damage of the attack for each one. 3
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. 4
Mortifying Taunt You can taunt enemies into submission. At the end of your turn, roll Presence. The enemy will, on their next turn, take a penalty equal to the number of successes you got to all their actions. 5
Running Plow WHAM! You can smack your way straight through an enemy that you run past. As you dash, you can spend the SP for this 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-powered move, although you're only using a normal attack. You can use this repeatedly; there are no combo penalties to defense for Running Plows. 3
Footstool Jump You can use someone's head as a springboard and launch yourself up higher. Roll Athletics (jump) against the opponent's DV. If it's successful, sproing! You launch upward dramatically and can make a jump check if you so desire. You still get a second and third jump. Footstool jumps can be used in mid-air. When doing this, it would be best to keep in mind Newton's third law; this can and will imitate the Meteor Smash ability with great accuracy. It deals no damage, unlike the Meteor Smash itself, but it sends enemies shooting downwards anyway. 4
L-Cancel You can cancel combo penalties for a single attack, including the ones to both attack and defense. In doing so, you cancel the entire attack. 4
Double-Smash By charging for one tick, you can throw two smash attacks consecutively. The second smash incurs no combo penalties whatsoever. 4

Special Moves

The Special Moves correspond to B-button attacks from the Smash Bros. video games; IE Up+B, Down+B, et cetera. The list below is incomplete and includes moves from a handful of characters for prototype purposes. You can bring up to one for each button into a mission or match with you unless you have a Move Expander or some other badge or ability that grants extra moves. Every use of a special move costs 1 SP.

Mario