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Super Console

Super Console

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Published by Colin_Fredericks
Faster than a speeding airship! More powerful than the final boss! Able to cross from the eastern part of the map to the western part in a single bound! It's Super Console!

The follow-up to Console (a runner-up for Best Indie Game of 2003), Super Console is a role-playing game that pokes fun at such games as Final Fantasy™, Arc the Lad™, and Shining Force™. If you've ever wondered what the characters do after the game is over (or just want to know what the heck people who aren't in the active party do to pass their time), this is your game. Super Console is a more or less generic fantasy game, tunable for anything from silly armor-stealing hilarity to deep, thick, gooey plots to Diablo™-like monster smashing.

Super Console completely overhauls the game engine for greater scalability. It also includes two new classes (the Adventurer and Dark Knight), more detail for Tasked characters (including Living Items!), more GM advice, optional combat rules, new character sheets, pregenerated stores and monsters, and plenty of new artwork.
Faster than a speeding airship! More powerful than the final boss! Able to cross from the eastern part of the map to the western part in a single bound! It's Super Console!

The follow-up to Console (a runner-up for Best Indie Game of 2003), Super Console is a role-playing game that pokes fun at such games as Final Fantasy™, Arc the Lad™, and Shining Force™. If you've ever wondered what the characters do after the game is over (or just want to know what the heck people who aren't in the active party do to pass their time), this is your game. Super Console is a more or less generic fantasy game, tunable for anything from silly armor-stealing hilarity to deep, thick, gooey plots to Diablo™-like monster smashing.

Super Console completely overhauls the game engine for greater scalability. It also includes two new classes (the Adventurer and Dark Knight), more detail for Tasked characters (including Living Items!), more GM advice, optional combat rules, new character sheets, pregenerated stores and monsters, and plenty of new artwork.

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Published by: Colin_Fredericks on May 28, 2009
Copyright:Attribution Non-commercial

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09/30/2012

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STARTING ATTRIBUTES:

Strength 4
Speed 10
Vitality 5
Intelligence 8
Spirit 4
Magic 12
Luck 4
Favored Stats: Magic and Speed
Unfavored Stat: Luck

TYPICAL GENRES:

Like Calculators and Red Mages, Time Mages
are most often found in societies with advanced

magic. They are most common during the Golden
Age, and one can often fnd concentrations of them
around the Great Disaster.

TYPICAL JOBS:

Most mages are the artillery. They can blow
away monsters by themselves. Time mages, how-
ever, are pretty useless without allies. When teamed
up with the rest of the party, they add a big boost to
everyone else’s power. Outside of combat they’re
just sort of weird and talk about confusing things.

TYPICAL EQUIPMENT:

It’s Pointed Stick Time again. Robes and rods
are the most common equipment for Time Mages.

ABILITIES:

1st level: 1st-level time magic
5th level: Danger Sense — Add +10 to your

Luck.

10th level: 2nd-level time magic
15th level: Area Effect — You can hit ev-
eryone around you with a spell (roughly a 50-foot
radius). This will hit friends and foes alike with
a full-strength spell. This does work on non-nu-
merical spells like Haste. The Spell Cost goes up
by +10.

20th level: 3rd-level time magic
30th level: Enhanced Wide Spread — You can
affect everyone in a 180° spread with a full-strength
time spell. If you are playing in a Silly or Console
game, you can choose to affect the “friends” side of
the board or the “enemies” side of the board. This
does work on non-numerical spells like Haste. The
Spell Cost goes up by +10.
40th level: 4th-level time magic
50th level: MIRV — you can affect a number
of targets that you choose with a full-strength spell.
This works even if someone is, for instance, hiding
behind someone else — you can catch the person
who’s hiding and not hurt the other one. This does
work on non-numerical spells like Haste. The Spell
Cost goes up by +10.
65th level: 5th-level time magic
80th level: Fast Action — Add +10 to your

Speed.

95th level: Slipstream — You can force a
particular dice roll to be rolled over again. You can
only use this once per combat (or three times per
day in Mixed and Brutal games). This ability costs
Mana (Spell Cost 100).

PAGE 42

SUPER CONSOLE: CLASSES

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99th level: Duplicate — you can force a par-
ticular event to happen again. For instance, if the
Fighter just hit a nearly untouchable foe, you could
use your action to cause that to happen a second
time. You can’t use this ability more than once in a
row. This ability costs Mana (Spell Cost 110)

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