Here you will find a complete listing of attacks, special moves, and smash powers.
The following are attacks and Smash Powers that all Questers possess.
| Attack Name | Type | Power | Damage | Accuracy | Speed | Rate | Special |
|---|---|---|---|---|---|---|---|
| Punch | Attack - Normal | POW | 2% | AGI + Melee | 4 | 4 | None |
| Smash Attack | Attack - Normal (Smash) | POW + 2 | 4% | AGI + Melee | 5 | 3 | Smash |
| Grab | Attack - Normal | None | None | AGI + Melee | 5 | 3 | Grabs and holds target |
| Throw | Attack - Normal (Smash) | POW + Target's Recovery Threshold | 3% | Always Hits | 5 | 3 | Can only be used on grabbed opponent; Smash |
| Super Smash | Smash Power (Smash) | POW + 2 + SP | 4% | AGI + Melee | 5 | 3 | Every SP spent charges move for one tick and increases Power by +1. Smash. |
| Bubble Shield | Smash Power | None | None | None | 3 | 3 | Spent SP to add damage resistance to shield. See entry below. |
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.
A heavy, powered-up attack that deals great damage and has the Smash characteristic.
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.
Can be performed freely on a grabbed opponent. Has the Smash characteristic.
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.
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.
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 |
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.
Description: A bouncing red fireball that deals small damage. You can fire up to three without losing more Rate.
Description: A jumping uppercut that knocks the stuffing--and the coins--right out of your opponent! If you hit, add +1% damage for every success you get on your attack roll in addition to the regular damage that you would do. You get 1 coin for each success as well.
Description: The trademark yellow cape from Super Maro World has many magic properties. With a successful roll against an attacking opponent or a projectile you can turn them around, causing opponents to lose their entire combo past that point against you and causing projectiles to be sent flying the opposite direction--potentially back at your foes!
Description: a jumping, spinning tornado of fists! When making the attack (before you've rolled accuracy) you can add SP to increase the number of hits you score on a successful attack by 1 per SP. All of these hits deal the same damage. At 4 hits or more the last strike has the Smash property.
Description: You can vaccuum in opponents and either absorb their powers or spit them out. If you swallow them they are ejected harmlessly and you obtain full use of their Neutral+B attack. If you spit them out they take the damage given above. You may try to spit them at opponents within a short range using your ranged accuracy. If you hit, they also take the damage of this attack. All of this, including spitting, takes place as one move, though you can try to hold the inhaled opponent by making opposed POW rolls.
Description: When used in mid-air you can strike multiple nearby opponents. When used on the ground you gain the Smash property.
Description: You can turn yourself to stone until your next turn. While stoned you are invulnerable to all forms of attack except grabbing. You can attempt to cancel the stone if an opponent tries to grab you by rolling AGI + Dodge - 2 (minimum 1) against their attack. You can use this as a Guard as a reaction to being attacked as well, but it'll add another 2 ticks until your next turn. You can also use Stone offensively by maneuvering over a target and using the attack. A successful hit has the Smash property. Be careful about using this on sloped surfaces as you'll be so heavy that you'll start to slide down! Ranges from 1 move unit per tick to 3 move units per tick.
Description: Unlike most moves this is a full three-attack combo! You can't choose not to use all of the attacks in this chain. The first two attacks are melee slashes--one as you leap up, another as you fall back down. The third attack is a blade wave that you throw at your opponent. When using as a triple jump, use only the first AGI + Melee roll.
Description: No matter what you can only use this move at the END of a combo. You can draw back the bowstring to charge for a maximum of 3 ticks.
Description: You throw the boomerang and, if it doesn't successfully hit your target it returns three ticks later. The first accuracy roll is the initial throw. The second accuracy roll is made on the return. If it misses it can strike other opponents within 5 move units of you. The return roll will always be made against everything between that point and you, but it's at the weaker power rating as well. You can throw the boomerang in an attempt to defend yourself from attack as well; if you successfully hit you interrupt your opponent's combo.
Description: Pull out a bomb. You don't have to throw it immediately, but it will explode 10 ticks from the time when you pull it out. It will explode on impact with opponents, but on a miss it'll land a number of spaces away from you equal to your POW, or closer if you choose. The explosion damages everyone within the same move unit as the bomb when it explodes.
Description: Perform a spinning sword strike! You can charge the attack for up to 3 ticks. On release you perform this attack that many times without incurring any combo penalties or adding more than 1 attack to your combo rate. The final slash has the Smash property.
Description: On a successful hit you encase the opponent within an egg. Fighters who are egged can't attack or defend, but they can't be sent flying by a smash either. To break out of the egg they must make a POW check on their turn. If they get 2 successes or more, they break out. The egg status lasts for 6 ticks ordinarily, but you can spend SP to increase the number of ticks by 1 per SP spent.
Description: You encase yourself in an egg and start rolling around chaotically. You can attack all opponents within your movement range provided they aren't above your level of elevation (IE they're grounded at the same height as you). This move will last for three turns or until someone hits you with an attack with a higher bonus to its Power. You can spend SP to increase the Power bonus of this attack.
Description: You toss an egg and it explodes in a burst of pretty fireworks. You can charge for up to 2 ticks to improve accuracy by the number of ticks charged.
Description: You leap up (unless you're already in the air) and fling yourself down into the ground, smashing into anything or anyone below you. Has the Smash property.
Description: Smite thy foes with arrows of light! You can charge this attack for up to 3 ticks to add accuracy to it and spend SP to increase its Power. 3 SP and up adds the Smash property.
Description: You throw a magical ball of fire that goes where you command. Every SP you spend adds 1 to this attack's Power--but also delays its explosion by 1 tick. Your turn ends when Din's Fire explodes.
Description: Warps the user across an extremely long distance in a gust of wind.
Description: Surround yourself with a field of blue crystalline energy. Can be used to deflect projectiles. Roll AGI + Guard when using this to defend. If you succeed you send the projectile back at your opponent.
Description: Unleash a stream of flame that spans up to 1 move unit in front of you. Roll the attack against each opponent within this area. As long as your attack connects, each success counts as a separate hit.
Description: You swipe at your opponent, dealing the above damage on a successful hit. If you hit by more than 2 successes you latch onto them and hold them in place. You can administer up to two bites; for each one you make you and your opponent must roll opposing POW checks; each time you succeed your opponent takes the damage a second time. If you fail one of the rolls they break free. You can also choose to throw them for POW x 2% damage, against which they have no choice but to take the hit. Will throw them up to your POW in movement units away, but doesn't count as a Smash.
Description: Become a tornado of spiney death! On a successful hit every success in your attack roll adds an extra 2% damage.
Description: You leap up into the air and fling yourself down on your opponent with a ton and a half of raw force. You threaten all enemies directly below you with the initial hit and can roll attack rolls against each. Your primary target on the ground is subject to the Smash property on a successful hit, and you can roll attack rolls against up to two adjacent opponents within the same movement unit as your primary target.
Description: An arcing bolt of electricity that takes the form of a spark in mid-air and travels along the first surface it comes into contact with. Will travel 1 movement unit per tick for three ticks after it's fired. Roll accuracy against everyone it threatens within that area.
Description: Hunker down and start charging for a head-first rocket-like charging attack! You can charge this move for up to 4 ticks. At 3 ticks you gain the Smash property.
Description: Zip around in the air propelled by the power of ... um.. static electricity? You can spend 1 SP to re-roll this move or to add an extra roll on top of recoveries.
Description: The granddaddy of all lightning attacks! Summon a bolt of lightning from the sky to smite your opponents. The bolt is a vertical column from the very top of the stage straight down to your current movement unit. It will stop at the first impenetrable surface that it can hit or until it reaches you. Roll the attack roll against all opponents within that space and, if the bolt reaches you successfully, within your current movement unit at your elevation. Those enemies are threatened by both the bolt and an electrical field that's generated whent he bolt reaches you. Opponents that are caught by just the bolt take the samller damge of the two above. Opponents that are caught by the bolt and the field both take the larger of the two and are subject to the Smash property.
Description: You charge a ball of plasma and fire it. You can charge this for up to 5 ticks and are able to store this charge. Only the fully charged shot has the Smash property.
Description: You can fire either a homing missile or a faster, straight-flying super missile. The homing missile deals the lower of the two damages presented above but has a +2 bonus to accuracy. The super missile must be charged for 1 tick, deals more damage, and has no accuracy bonus.
Description: You curl into a ball and become a spinning dervish of damage. On a successful hit every success in your attack roll adds 1% extra damage, each counting as a separate hit.
Description: You bounce briefly (even in mid-air) and drop a bomb that explodes either on impact with an opponent or within 6 ticks. If it explodes at the end of the timer it'll damage one opponent of the GM's choice within the movement unit that it lands in.