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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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White Mages concentrate on curative and
restorative magics. They have very little in the way
of offensive power, especially compared to Black
Mages. While it might seem that they aren’t as fex-
ible as Black Mages, not having the same number
of spells, remember that most of a Black Mage’s
spells are different versions of the same “blow
things up” spell.

LEVEL 1 WHITE MAGIC

CURE

Effect: Heals one target with a Healing Power
of 10. Undead targets take that much damage
instead.

Spell Cost: 0
Range: Line of sight
Duration: Instant

PURIFY

Effect: Removes any Poison and Blindness
statuses from a target.
Spell Cost: 2
Range: Line of sight
Duration: Instant

ARMOR

Effect: Raises target’s Defense by 10.
Spell Cost: 5
Range: Line of sight
Duration: 100 ticks

SENSE

Effect: Tells you a monster’s Level, current
Health and Mana bar ratings, Damage rating,
Defense rating, and any vulnerabilities it has. This
spell often does not work on Boss monsters.
Spell Cost: 0
Range: Bowshot
Duration: Instant

LEVEL 2 WHITE MAGIC

ANTI-MAGIC

Effect: Raises target’s Magic Defense by +10.
Spell Cost: 15
Range: Line of sight
Duration: 100 ticks

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SUPER CONSOLE: MAGIC

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CURE II

Effect: Heals one target with a Healing Power
of 20. Undead targets take that much damage
instead.

Spell Cost: 10
Range: Line of sight
Duration: Instant

HOLY

Effect: Casts Cure on a friendly target, or deals
10 holy damage to a hostile target. Caster decides
who is friendly and who is hostile. Undead targets
take double damage.
Spell Cost: 15
Range: Line of sight
Duration: Instant

TINY

Effect: Shrinks the target to a fraction of his
or her original height (bestowing the Tiny status
condition).

Spell Cost: 20
Range: Bowshot
Duration: Permanent (until cured)

LEVEL 3 WHITE MAGIC

CURE III

Effect: Heals one target with a Healing Power
of 40. Undead targets take that much damage
instead.

Spell Cost: 25
Range: Line of sight
Duration: Instant

DISPEL

Effect: Removes all magical effects from the
target instantly, as well as the Paralyzed status. This
does not remove other status conditions unless they
are being caused by a spell.
Spell Cost: 25
Range: Bowshot
Duration: Instant

LIFE

Effect: Returns someone who died in combat
to life, with hit points equal to those granted by a
Cure I spell. The subject’s Mana is the same as at
the time of death. Does not work on those poisoned
to death, or those who died of old age. Undead
targets are immediately slain. Living targets are
unaffected.

Spell Cost: 30
Range: Staff
Duration: Instant

REFLECT

Effect: Creates a magical mirror that refects
spells cast on the target onto one of his or her oppo-
nents. This also counts for any curative spells cast
on the target, but not for potions or fxes. Area-ef-
fect spells will only be refected onto a single target.
Spells cannot be refected more than once (i.e. they
will not bounce back and forth between two targets
endlessly).

Spell Cost: 25
Range: Bowshot
Duration: 100 ticks

LEVEL 4 WHITE MAGIC

HOLY II

Effect: Casts Cure III on a friendly target, or
deals 40 holy damage to a hostile target. Caster
decides who is friendly. Undead targets take double
damage.

Spell Cost: 45
Range: Bowshot
Duration: Instant

CURE IV

Effect: Heals one target with a Healing
Power of 100. Undead targets are immediately slain
(undead Boss monsters are immune, as always).
Spell Cost: 40
Range: Line of sight
Duration: Instant

RESTORE

Effect: Immediately removes any and all
harmful status conditions from the target.
Spell Cost: 40
Range: Line of sight
Duration: Instant

WALL

Effect: Prevents any status conditions from
being added to the target. This does block Doom
effects, but not plain old damage-induced death.
Spell Cost: 45
Range: Line of sight
Duration: 100 ticks

PAGE 70

SUPER CONSOLE: MAGIC

LEVEL 5 WHITE MAGIC

RELIFE

Effect: Usually cast on a living target. If the
subject of this spell dies before the spell’s duration
runs out, he or she is restored to life as per Life I.
Undead targets are returned to life (not to unlife!).
Dead targets are affected as per Life II.
Spell Cost: 80
Range: Line of sight
Duration: 100 ticks

LIFE II

Effect: As per Life, but returns the target to
life with a full Health Bar! Undead targets are im-
mediately slain. Undead Boss monsters are affected
as per Holy II.
Spell Cost: 70
Range: Line of sight
Duration: Instant

WHITE

Effect: Deals holy damage to a single target.
Damage is 99 or the caster’s Magic score +10,
whichever is lower. Deals double damage to
undead targets.
Spell Cost: 75
Range: Bowshot
Duration: Instant

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