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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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Time mages don’t have a large number of
spells, but they’re almost always useful when it
comes to Boss fghts. Think of them not as artillery
or as healers, but as the grease that makes the com-
bat machine work. In many games they also have
access to wacky time-travel or dimension-travel
spells, but this is up to the CPU.

LEVEL 1 TIME MAGIC

DELAY

Effect: The effects of the target’s actions take
place 20 ticks after they actually occur, even if the
target is killed and combat would normally be over!
For instance, if a demon is hit by this spell and casts
Fire II on tick #40, the Fire II spell happens on tick
#60, giving the party time to raise a defense.
Spell Cost: 3
Range: Bowshot
Duration: Five of the target’s actions.

REGENERATE

Effect: The target of this spell heals very
quickly. The target’s Health Bar reflls by 2% at the
beginning of each of his or her actions. Cast outside
combat, this spell works like a more expensive ver-
sion of the White Mage spell Cure.
Spell Cost: 5
Range: Bowshot
Duration: 100 ticks

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SUPER CONSOLE: MAGIC

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SLOW

Effect: Inficts the Slowed status on one target
(see page 21). The Haste spell neutralizes this ef-
fect.

Spell Cost: 1
Range: Bowshot
Duration: 100 ticks

LEVEL 2 TIME MAGIC

DEMI

Effect: Reduces the target’s current Health Bar
by one quarter of its current rating. This is consid-
ered gravity damage. Bosses are immune.
Spell Cost: 15
Range: Bowshot
Duration: 100 ticks

HASTE

Effect: Grants one target the Hasted status (see
page 20). The Slow spell neutralizes this effect.
Spell Cost: 25
Range: Staff
Duration: 100 ticks

STOP

Effect: Inficts the Stopped status on one tar-
get, freezing them in time.
Spell Cost: 20
Range: Bowshot
Duration: 100 ticks

LEVEL 3 TIME MAGIC

COMET

Effect: Pulls a small comet out of orbit to blast
one target with half-fre, half-earth damage. Dam-
age is the caster’s Magic score or 40, whichever is
lower.

Spell Cost: 30
Range: Bowshot
Duration: Instant

DEMI II

Effect: Reduces the target’s current Health Bar
by one half of its current rating. This is considered
gravity damage. Bosses are immune.
Spell Cost: 25
Range: Bowshot
Duration: Instant

EXIT

Effect: This spell can be cast on a single en-
emy or on your entire party. If cast on an enemy in
combat, this removes that enemy from the battle (as
if they had successfully run away). They may resist
this as a status effect. Bosses are immune. If cast on
your party, in or out of combat, it warps space to put
you all at the exit of whatever structure you are in.
If there are multiple exits, it puts you at the one you
entered through.
Spell Cost: 30
Range: Bowshot
Duration: Instant

LEVEL 4 TIME MAGIC

AGE

Effect: Inficts the Old status on one target.
Spell Cost: 40
Range: Bowshot
Duration: 100 ticks

DEMI III

Effect: Reduces the target’s current Health
Bar by three quarters of its current rating. This is
considered gravity damage. Bosses are immune.
Spell Cost: 40
Range: Bowshot
Duration: Instant

HASTE II

Effect: Grants the Hasted status twice (which
is only possible through this spell). The Slow spell
knocks this down to the regular Haste effect; a
second Slow will cancel it.
Spell Cost: 45
Range: Staff
Duration: 50 ticks

LEVEL 5 TIME MAGIC

METEOR

Effect: The meteor that wiped out the dinosaurs
gets pulled forward (or, if necessary, backward) in
time to strike your target. Inficts half-fre, half-
earth damage. Damage is the caster’s Magic score
+10, or 99, whichever is lower.
Spell Cost: 70
Range: Bowshot
Duration: Instant

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TIME STOP

Effect: The target moves so quickly that he
or she may take two actions while everyone else
is frozen in time. This spell can never affect more
than one target (the caster or one of his/her allies,
typically). Time Stop cannot be cast while time is
already stopped. Casters must wait 50 ticks before
using this spell a second time.
Spell Cost: 80
Range: Bowshot
Duration: Instant for everyone else, two ac-
tions for the target

VORTEX

Effect: The target is shoved forwards thou-
sands of years through time. This is basically a
Doom-effect spell that doesn’t heal the undead,
though in time-travel games it may be possible to
retrieve the target from the future.
Spell Cost: 65
Range: Bowshot
Duration: Instant

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