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    Game and illustrations by: Lee Walser

    Some illustrations were created with Help From Hero Machine.

    2009 lee walser

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    Contents 3

    Introduction 4Birth of a Hero

    Background 5Origins 6

    Classes 8

    Stats 11

    Basic Powers 12Power Ups 16

    Super Powers 17

    Random Power Selection 18

    Bonuses 19Limits 19Weaknesses 19

    Contacts 20

    EquipmentWeapons 21

    Armor 23

    Sacramentals 23

    Character Sheets 24Putting It Together 25

    Power Levels 26

    Earning Points 26Leveling Up 26

    Beyond the Maximum 27Rebirth of a Hero 28

    Your Arch Enemy 29

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    If you've never played this kind of game before, this is a role playing game. In role playing

    games, players make up characters and play their roles to tell exciting adventure stories

    together. The game rules give players a way to know what their characters can do, and to see if they

    accomplish what they try to do. Supercrusader heroes live in a fantasy world of monstrous villains out to

    steal, kill, and destroy. This can be a world of swords and sorcery, a world of comic book super heroes, a

    science fiction setting with many worlds, or a time traveling, dimension hopping mixture of the three.

    It's played like this

    One player called the Game Master (GM) will create a scenario featuring challenges for the other

    players to overcome. He will set up the story by telling the players what their characters know. The GM

    plays the roles of all of the people that the players interact with (villains, allies, and innocent bystanders).

    Any character not controlled by a player is controlled by the GM and called an NPC, for Non-Player

    Character.

    The players decide what their characters will do and together, players and GM tell a story. While

    acting as the character would, players have to work with the abilities and weaknesses of their characters

    to overcome the challenges set before them by the GM. Part of the challenge and fun for the player is to

    play the characters role even when the player would never act that way himself. For example, if the city

    were under attack by an invading army, most players would probably run away. But the character is a hero,

    so he will stand and fight the enemy- single handedly, if he must. This is what makes for an adventure.

    This is Book 1. In this book, you will learn how to create characters for the game, so that you can play

    the game.

    Book 2 will tell you how various powers work and how to customize them.

    Book 3 is where you'll find the rules for playing the game and instructions for a GM on how to run a

    game.

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    MYSTIC

    This character's powers come from a spiritual source, such as heaven, hell, fairies, or ghosts.

    These powers might not work in places where there is a lot of high tech stuff nearby, like the lair of a

    high tech arch villain. They will, however, work better in places close to spirits, like holy ground or

    enchanted places. Mystic power that comes from a different spiritual source will often be hostile.

    Mystic characters can recognize and use many magical or blessed objects. Mystic powers can

    be the most powerful and versatile, but they often have the most severe limitations. For example, Holy

    powers usually can't hurt people, so they aren't very good in combat; while gods and priests have

    restrictions on how much they can interfere in the world; evil powers often only work at night; faeries

    are vulnerable to iron; demons are vulnerable to silver; ghosts can't leave the area near where they

    died; wizards often have to stay close to a power source of some sort; etc.

    Characters with a mystic origin can make their attacks mystic in nature.

    Characters with other origins will have to pay for mystic attacks.

    NATURAL

    This origin is for normal animals. Their powers are an innate part of them. They will work in any

    environment and cannot be neutralized, but they are limited to whatever the animal would normally

    have.

    SKILLS

    This character's special abilities are the product of intense training or surviving in hostile

    environments. These abilities are not as diverse as those available to characters with other origins,

    but they will work in any environment and can never be neutralized or absorbed.

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    There are 8 different types of heroes available in the game. Each type is called a Class. Classes

    make it easy to create a character, and to ensure that each character has a clear role to play on a team.

    If you know what classes your allies are, you will have an idea of what kind of help they can give and what

    kind of help they'll need.The class you pick will decide your stats and give you an idea what powers are best for you. There

    are 8 classes available to players. They are:

    1- BRICK 5- CONTROLER

    2- WARRIOR HEALER

    3- PALADIN 6- RANGER

    4- SCOUT CUSTOM

    RANDOM CHARACTER GENERATION

    If you don't know what class you want,just roll a die and take the number you get. No

    numbers are assigned to healer or custom, because if you want either of those classes, you'll know,

    and if you don't want them you wont want to roll them.

    MEL 2 STR 3

    RNG 1 FRP 2

    WIL 2 CON 1

    SPD 2 SUP 2

    HTH 60+6 ENG 4

    MEL 1 STR 1

    RNG 2 FRP 2

    WIL 3 CON 3

    SPD 2 SUP 2

    HTH 30+3 ENG 6

    Bricks have the highest HTH. And

    STR. So they can give and take a lot of damage.

    But their attacks aren't as accurate as

    warriors.

    Their high WIL. & CON. Stats make

    controllers very powerful offensively, especially

    if they take attacks that affect more than one

    target at a time. But their low hth makes them

    vulnerable.

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    MEL 3 STR 1

    RNG 3 FRP 1

    WIL 3 CON 1

    SPD 3 SUP 1HTH 30+3 ENG 6

    MEL C STR C

    RNG C FRP C

    WIL C CON C

    SPD C SUP CHTH CX10 +C ENG C

    Strong accuracy and defense will allow

    a scout to hit his opponents many times without

    being hit. Good thing too because with his lowHTH. He can't take much punishment.

    Fortunately his SPD. Will allow him to use hit

    and run tactics.

    If you don't like any of the classes, listed

    you can make a custom character by distributing

    25points among your stats as you see fit. Withthe following limitations:

    1. All stats except HTH. and ENG. are limited

    to 3.

    2. When you put points on HTH. They go

    directly to the points added as you gain levels.

    Your starting HTH. Is always 10x that

    number.

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    Each Class has 10 stats that describe what the character is good at and what sort of activities are

    best left to other classes. Pick a class that's good at the things you like to do. The stats are listed below.

    The first 8 always stay the same. The last 2 will change often as you play.

    The main thing you need to remember about the stats is that the score

    assigned to a stat is the number of dice you will roll when using it. You roll thedice and add them together. A total of 4 or less is a failure, 5-10 is a normal

    success, and 11 or higher is a critical success.

    MELEE: MEL

    RANGE: RNG

    WILL : WIL

    SPEED: SPD

    STRENGTH: STR

    FIREPOWER: FRP

    CONTROL: CON

    SUPORT: SUP

    HEALTH: HTH ENERGY: ENG

    MELEE, RANGE, & WILL

    These 3 stats are yourskill stats.

    Each tell how many dice you roll for various actions to see if thecharacter succeeds.

    MEL. Is used for hand-to-hand attacks.

    RNG. Is used for shooting and throwing.

    WIL. Is used for mental powers

    In addition, each stat in the game has powers that use it as a base to work. The power descriptions

    are in book 2 and will tell you what power uses what stat.

    SPEED

    SPD. tells how many actions you can take in a round. And how far you can move in an action.

    Different movement powers move you different ranges but they're all based on your SPD.

    STRENGTH, FIREPOWER, CONTROL, & SUPPORT

    These 4 stats are the power stats. Each tells how much effect various actions have if theysucceed.

    STR is used for hand-to-hand attacks.

    FRP is used for shooting and throwing.

    CON is used for mental powers, like telekinesis and mind control.

    SUP is used for powers that help out teammates, like boost and heal.

    In addition, each stat in the game has powers that use it as a base to work. The power descriptions

    are in Book 2 and will tell what power uses what stat.

    STRENGTH & WILL

    In addition to their normal uses, these 2 stats are used to break free from special effects.

    STR. Is used against physical effects, like tangle or wrestle.

    WIL. Against mental/mystic attacks, like mind control or transmutation.

    HEALTH

    HTH has 2 numbers. The first tells how tough the character is. When damaged by an enemy

    attack he will lose some health. When all of his health is gone, hes defeated. The second number tells how

    much extra HTH you get each time he levels up.

    ENERGY

    This stat is how much ENG a character has. Most powers cost energy to use. When it's all spent,

    the character cant use those powers until he recovers.

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    (Everyone get's these powers free)

    Okay- these aren't really powers but normal abilities that everyone has. Theres no need to write

    these on the character sheet unless theyre modified by adding bonuses or changing the attack type. The

    reason these abilities are given descriptions as powers is so that they may be modified with bonuses, andbecause it's a convenient way to organize these rules about how things are done in the game. See Book 2

    for the explanation of the power descriptions.

    Climb

    Grab

    Jump

    Lift

    0

    0

    0

    0

    Melee

    Range

    Rest/Recover

    0

    0

    0

    Run

    Swim

    Talent/Occupation

    0

    0

    0

    CLIMB

    POWER UPS 0

    E.C. 1

    ACTION YES

    SKILL/POWER N/A

    RANGE STR X5FT

    Everyone can climb. There is never a need to write this on your character sheet. You wouldn't want

    to attach a bonus because it would be better to take cling However, some NPCs might attach bonuses

    because The GM may want to make thier abilities reflect what they are instead of getting the most out of

    their points

    It costs 1 ENG./Round to use this power even if more than one action is spent

    climbing

    GRAB

    POWER UPS 0

    E.C. 1

    ACTION YES

    SKILL/POWER MEL/ N/A

    RANGE 0FT

    This attack causes no damage, but lets a character grab and hold on to a target. While

    grabbed, the target can't use normal movements, cant use most movement powers, and can't use Dodge

    or Shield. Unfortunately, holding onto the target restricts the attacker as well, so he can't move until he

    lets the target go. If the attacker gets a critical hit, the target wont be able to use physical attacks.This attack won't affect a target stronger than the attacker unless he has the power Judo.

    Remember: Grab can be turned into a damaging attack by taking the bonus Damage. This turns the

    grab into a joint twist, a bear hug, or a choke hold.

    some victims can break free instantly using fluid, ghost form, shape change, or teleport.

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    RANGE

    POWER UPS 0

    E.C. 1

    ACTION YES

    SKILL/POWER RNG/ FRP

    RANGE RNG X20FT

    Range refers to shooting and throwing attacks. Everyone can do a ranged attack of some sort,

    whether it's guns, fireballs, lightning bolts, throwing stars, or just rocks.

    There is no default attack type for range. It depends entirely on the weapon

    or type of power being used. However, anyone can do a Force attack by throwing a rock or

    other blunt object or a Cut attack by throwing a knife or other sharp object. Also, anyone

    can fire a Gun.

    REST/RECOVER

    POWER UPS 0

    E.C. 0

    ACTION YES

    SKILL/POWER N/ARANGE 0

    When you use an action to rest, you will recover 1 spent ENG. Or 1 lost HTH.

    ENG must be full before any HTH can be recovered.

    You can't rest more than once in a turn !

    Once reduced to 0 HTH, a character will be unconscious and can't rest. Worse, most healing powers

    don't work on unconscious people, so all a KOed character can do is wait. Unconscious characters will wake

    up after about an hour. Upon waking, the character will have with all of his HTH but no ENG. If

    the character was hit by a cutting, gun, or fire attack, then hes likely to wake up only after receiving

    medical attention. However, the powers Revive and Immortal allow a character to wake up without

    recieveing any medical attention. And no one ever dies in this game, unless it's part of an origin story.

    RUN

    POWER UPS 0

    E.C. NO REST/1

    ACTION YES

    SKILL/POWER SPD/ N/A

    RANGE SPD X10FT

    All characters can walk 10ft on thier turn without even using an action To move further

    you will need to use an action and run. Running is normally an automatic action. Dice are only ever used when

    attempting special maneuvers like:

    Sliding under or vaulting over obstacles; Making really sharp turns or sudden stops; or

    Moving across unstable terrain or through crowded areas.

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    SWIM

    POWER UPS 0

    E.C. 1

    ACTION YES

    SKILL/POWER N/A

    RANGE 5FT

    Swimming is normally an automatic action. Dice are only used when attempting difficult actions like :

    Swimming against strong currents;

    Rescuing an unconscious person or someone who can't swim;

    Swimming in quicksand; or

    Finding your way to the surface after being stunned underwater.

    It costs 1 ENG/round to use this power even if more than one action is spent

    swimming. Characters with Water Breath change the EC to No rest/1.

    TALENT/OCCUPATION

    POWER UPS 0

    E.C. 0

    ACTION ALWAYS ONSKILL/POWER N/A

    RANGE 0FT

    When a character is first created, his background story should always give him a few

    talents and an occupation without it costing any power ups. But if you try to soak too much out of your

    characters back story and the GM feels that you're taking advantage, he might make you pay 1 power

    up each for some of them, especially selections that really don't seem to fit into the story. In addition,

    if you want your character to pick up talents and or train for a new job during his career, you will always

    need to pay for them with power ups. There is no need to detail all of the talents and occupations

    available, but a convenient list is provided below. As a general rule, using your talent/occupation wont

    require a die roll. You just know what to do.

    ACCOUN

    TANT

    ACROBA

    T ACTOR

    ANTIQUE DEALER

    ARCHAEOLOGIST

    ARTIST (PICK A MEDIUM)

    ASTRONOMER

    ATHLETE (PICK A SPORT)

    BUSINESS OWNER

    BUTCHER

    CLOWN

    COMPUTER PROGRAMMER

    CONSTRUCTION WORKER

    CONTORTIONIST

    CRYPTOGRAPHER

    CURATOR

    DOCTOR

    ENGINEERFARMER

    FDA INSPECTOR GAMBLERHARDWARE DEALERHISTORIAN

    LAWYER (PROSECUTOR,

    DEFENDER, OR AMBULANCE

    CHASER)

    LINGUIST

    MERCENARY

    METEOROLOGIST

    MODELMUSICIAN

    NEWS ANCHOR

    OCCULTIST

    PHOTOGRAPHER

    PILOT

    POLICEMAN

    PSYCHIATRIST

    REPORTER

    RETAILER

    SCIENTIST (PICK A FEW

    SPECIALTIES)

    SKY DIVER

    SOLDIER

    STOCK BROKER

    STORM CHASER

    STREET URCHIN

    STUNT MAN

    TEACHER

    THEOLOGIAN

    TRUCK DRIVER

    WRITER

    ETC....With some occupations, like mercenary, the best part of having this skill is knowing how to get a job.

    If you want to be the best in the world at what you do, it has to be included in your

    background story and paid for with a power up.

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    In addition to their class and stats, characters start with 10 power ups. Power ups are

    used to buy super powers and bonuses. Another power up will be gained every time the character gains a

    level.

    The starting level is up to the GM. I recommend starting at 0-level the first time you play, to

    represent characters that are just starting their heroic career. However, if the character concept justcan't be built on 10 power ups and you can't stand to wait till 10th level to get the character you

    wanted to start with, then the GM can decide to let the character begin at a higher level. It probably

    wont be a problem so long as the GM and the other players don't mind.

    In most RPGs, players are all supposed to be about the same power level (this never really works,

    but it's always attempted), but in a comic book, heroes with no super powers often adventure alongside

    godlike beings. Instead of trying to make the characters all be the same power level, I recommend that

    each character play a different role in the story. One character can be the powerhouse while another is

    the scout, and another is the thinker, etc...

    Super powers and bonuses are listed on the following pages along with their costs. But the detailed

    descriptions are in Book 2. You might want to look at the descriptions to see what stats a power uses and

    try to take the powers that your characters class excels in. Of course, everyone is free to buy any

    powers they want (hey, man, they're your power ups). Maybe youve always wanted to play a brick with mind

    control. He won't be as good at it as a controller, but if that's what you want, go for it. What's the point

    of a role playing game if you can't be what you want to be ?

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    POWER pow e.c POWER pow e.c POWER pow e.c

    ABSORB ATTACKS 4 0 FAME 1 0 REGENERATION 2 0

    ABSORPTION 4 1 FEAR 2 1 RESIST 1 0

    ADAPTATION 1 0 FLIGHT 2 NR/1 REVIVE 4 4

    ADRENALINE 1 1 FLUID 2 NR ROOTED/ STANCE 1 0

    AGILITY 1 0 FORCE FIELD 2 NR SHAPE CHANGE 4 0ALTERNATE FORM 4 1 GATEWAY 2 1 SHIELD 2 0

    ANIMAL TELEPATHY 1 0 GHOST FORM 4 1 SHRINK 2 NR

    ANTIDOTE 1 1 GRAVITY 1 1 SIDEKICK / PET 2 0

    ARMOR 2 0 GROWTH 4 1 SNIPER FIRE 2 2

    ASTRAL TRAVEL 4 1 H.Q. 1 0 SOLID ENERGY 2 0

    BANISH 4 1 HANDCUFF 1 0 SORCERY 4 2

    BASE MONITOR 1 0 HEAL 2 1 SOUND EFFECTS 1 0

    BASE TELEPORTER 2 0 HEAL AURA 2 NR SPACE TRAVEL 1 0

    BLIND 2 1 HEAL SELF 2 1 SPIDER LEGS 2 NR/1

    BLINDSIDE 2 0 HEX 2 1 STASIS 4 2

    BOOST POWER 2 1 HOLD 4 2 STEALING 2 0

    BOOST SPEED 2 1 ILLUSIONS 4 1 STEALTH 1 0

    BOOST STRENGTH 2 1 IMMORTAL 2 4 SUPER HEARING 1 0

    CAGE 2 2 IMMUNE 1 0 SUPER JUMP 2 NR/1

    CHALLENGE 1 0 INFLATE SELF 2 NR SUPER SPEED 2 NR/1

    CLAIRVOYANCE 2 1 INVISIBLE 4 NR SUPER STRENGTH 2 1

    CLING 1 NR/1 INVULNERABLE 4 NR TANGLE/ GLUE 2 1

    CLONE SELF 2 1 JUDO 1 1 TELEKINESIS 4 1

    CONFUSE 2 1 LEVITATE 1 NR TELEPATHY 2 0

    CONTACT 0 LOCK 1 0 TELEPORT 4 NR/1

    CREATE MONSTERS 4 2 LONG REACH 2 0 TIME TRAVEL 4 2

    CREATE SOLDIERS 2 1 LUCK 2 0 TOOL KIT 1 0

    CURE 4 1 MAGNETISM 4 1 TOOL KIT, HI TECH 2 0

    DANGER SENSE 2 0 MATTER CONTROL 4 1 TRACERS 1 0

    DECOY 1 1 MATTER CREATION 2 1 TRACK 2 0

    DENSITY INCREASE 2 1 MENTAL RESISTANCE 2 0 TRANSLATOR 1 0

    DEPUTIZED 2 0 MENTAL SHIELD 2 0 TRANSMUTE 4 2

    DETECT 2 0 MIND CONTROL 4 1 TRANSPORT 2 0

    DETECTIVE 2 0 MIND PROBE 2 1 TRANSPORT BEAM 2 1

    DIMENSION TRAVEL 2 1 MIND WIPE 2 1 TRUE SIGHT 2 0

    DISARM TRAPS 1 1 NECROMANCER 1 0 TUNNEL 1 NR/1

    DISGUISE 1 1 NEUTRAL ROOM 2 1 VISION, 360O 1 0

    DIVERSION 1 0 NEUTRALIZE 4 0 VISION, MICROSCOPIC 1 0

    DIVINATION 1 2 NON HUMAN 2 0 VISION, NIGHT 1 0

    DODGE 2 0 PATHWAY 2 1 VISION, TELESCOPIC 1 0

    DOPPELGANGER 4 1 PICK LOCKS 1 0 VISION, X-RAY 2 0

    DRAIN ENERGY 2 1 POSTCOGNITION 2 0 VISIONARY 2 0

    DRAIN LIFE 2 1 PRECOGNITION 2 0 WALL 2 1

    ENERGIZE 2 0 PULL 1 0 WALL OF FIRE 2 1

    ENERGY CONTROL 2 0 RADAR 2 0 WATER BREATH 1 0

    ENERGY SHIELD 2 NR RADIO 1 0 WATER SPOUT 1 0

    ENERGY SOURCE 4 0 RAGE 2 1 WATER WALK 1 0

    ESCAPE ARTIST 1 1 REDUCE SPEED 1 0 WEALTH 1 0

    EXORCISM 1 1 REDUCE STRENGTH 1 0 WEATHER CONTROL 2 1

    FAITH 2 1 REFLECTION 2 1 WEBS 2 0

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    If you don't know what powers you want for your character, you can roll dice to select a

    few. That should give an idea to build on and the rest can be picked. There are 2 tables for each class and

    then Miscellaneous, Headquarters, and Oddball Tables for any class.

    BRICK CONTROLER

    1. ARMOR 1. GRAB-DAMAGE* 1. TELEPATHY 1. HOLD

    2. SHIELD 2. MULTI-TARGET* 2. MENTAL SHIELD 2. TANGLE

    3. RESIST 3. SUPER STRENGTH 3. MATTER CONTROL 3. FEAR

    4. FORCE FIELD 4. POWER* 4. SOLID ENERGY 4. MIND CONTROL

    5. MENTAL SHIELD 5. KNOCKBACK * 5. MIND PROBE 5. TELEKENESIS

    6. ADRENALINE 6. GROWTH 6. MATTER CREATION 6. CREATE SOLDIERS

    * THESE ARE BONUSES NOT POWERS

    WARRIOR HEALER

    1. DODGE 1. STUN 1. HEAL 1. BOOST STR.

    2. SHIELD 2. KNOCKBACK 2. CURE 2. HEX3. REGENERATION 3. MULTI-TARGET* 3. FORCE FIELD 3. VISIONARY

    4. VAMPIRE 4. POWER* 4. EXORCISM 4. FAITH

    5. CHALLENGE 5. AUTOMATIC 5. HEAL AURA 5. HOLD

    6. POISON 6. FEAR 6. REVIVE 6. BLIND

    PALADIN RANGER

    1. DODGE 1. STUN 1. TOOL KIT 1. SNIPER FIRE

    2. SHIELD 2. KNOCKBACK 2. TOOLKIT HI TECH 2. AUTOMATIC*

    3. REGENERATION 3. MULTI-TARGET* 3. DODGE 3. MULTI-TARGET*

    4. FAITH 4. POWER* 4. DISARM TRAPS 4. STUN BLAST

    5. CHALLENGE 5. AUTOMATIC 5. TANGLE/GLUE 5. POWER*6. MENTAL SHIELD 6. HEAL SELF 6. WEBS 6. VARIABLE*

    SCOUT MISC.

    1. STEALTH 1. JUDO 1. FLIGHT 1. SUPER HEARING

    2. ESCAPE ARTIST 2. AUTOMATIC* 2. SUPER SPEED 2. TRACKING

    3. INVISIBLE 3. GHOST FORM 3. SUPER JUMP 3. VISION ...

    4. SHRINK 4. DISARM TRAPS 4. CLING 4. DETECT ...

    5. OPEN LOCKS 5. STUN BLAST 5. WATER BREATH 5. CLAIRVOIANCE

    6. DODGE 6. BLINDSIDE 6. TELEPORT 6. DANGER SENSE

    HEAD QUARTERS ODBALL POWERS

    1. BASE TELEPORTER 1. LONG REACH 1. DISGUISE

    2. BASE MONITOR 2. SPIDER LEGS 2. WEATHER CONTROL

    3. NEUTRAL ROOM 3. SHAPE CHANGE 3. IMMORTAL

    4. VEHICLE 4. LUCK 4. INFLATE SELF

    5. RADIO 5. CLONE SELF 5. LUCK

    6. CONTACT 6. TIME TRAVEL 6. SOUND EFFECTS

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    Instead of taking a bunch of different powers, you can improve the powers your character already

    has by attaching bonuses to them. Think of some bonuses as combat maneuvers. If theyre added after a

    few adventures they can seen as new things the character has learned to do with his powers.

    A power can have more than one bonus, but using more than one

    bonus at a time can eat up your ENG. Really fast.

    Powers can always be used without using their bonuses or used with only some of their bonuses. This is

    really important since some bonuses (Aura, Cloud, & Trap) change a power completely and some cost extra

    ENG to use.AMMO

    AURAAUTOMATIC +1EC

    BANE

    BIG BOMB +1EC

    CLOUD +1EC

    COMBO +1EC

    C.D.

    CURSEDAMAGE +1EC

    DISINTIGRATE

    1

    12

    1

    4

    1

    1

    1

    11

    1

    INVISIBLE EFFECTS

    KNOCKBACK IKNOCKBACK II+1EC

    KNOCKBACK III

    KNOCKDOWN I

    KNOCKDOWN II+1EC

    KNOCKDOWN III

    MULTI TARGET +1EC

    MYSTICPOWER +1EC

    SUPER +2EC

    1

    22

    2

    2

    2

    2

    2

    12

    4

    STUN I

    STUN II+1ECSTUN III

    TEAM +1EC

    TRAP

    TRICK SHOT +1EC

    VARIABLE

    VARIETY

    VEHICLEX-RANGE

    2

    22

    2

    1

    1

    1

    1

    02

    Any power can be limited. This makes the power less useful, but reduces the cost of the power by

    1 power up. Unfortunately, though using a bonus is optional, using a limit isn't. Once a limit is taken, the

    power cant be used without it.

    ALWAYS ON

    BIO

    DARK

    EARTH FORCEGROUND

    HOLY

    HOLY GROUND

    INJURY

    NO RANGERANDOM

    RESTRICTION

    REFLECTABLE

    SOLAR

    UNDERWATER

    A power cannot cost less than 1 power up.

    All characters must have 1 weakness.

    If you really don't want a weakness, you can spend 2 power ups to get rid of it. On the other

    hand, you can take an extra weakness to get 2 extra power ups. But once a weakness is taken, the

    character can neverget rid of it.ALTER EGO

    AMNESIA

    ATTACK

    VULNERABILITY

    BATTERY

    CLUMSY

    CODE

    COWARDDEVICES

    DISABLED

    FEAR

    GIGANTIC

    HUNTED/WANTED

    IMMOBILE

    INSANE

    LOVED ONE

    MULTIPLE PERSONALITIES

    MUTE

    NO HANDS

    RAGE

    RESTRICTION

    SECRET I.D.

    STRANGE APPEARANCE

    TROUBLE MAKER

    VULNERABILITY

    WINGS

    All Powers, Bonuses, Limits & Weaknesses are described in detail in Book II.

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    Starting characters get one Contact. A contact is a source for information that will lead

    to villains, or people in need. A character gains a free contact at every 5th level after completing his Arch

    Enemy Mission. A contact can be bought at any time using a power up. You should choose your contact

    (s) based on the type of adventures you want to go on. Some examples of contacts are listed below:

    CHURCH demonic threats, persecution, people seeking asylum, vampires,

    illegal smuggling of relics, desecrations

    CIA enemy spies, enemy weapon projects, covert enemy actions,

    captured spies, international secret organizations

    FBI missing persons, serial killers, organized crime

    INS, DEA, ATF,

    HOMELAND SECURITY

    human trafficking, drugs, guns, terrorists,

    MAGIC extra dimensional entities, stolen relics, ghosts, evil wizards

    MILITARY wars and rumors of war. these guys do large scale operations in

    foreign countries against enemy invaders and terrorist groups.frequent hostage situations.

    NASA alien activity, at home and in space. giant meteors, new planets,

    black holes,missing astronauts or space ships

    NEWS AGENCY-

    PAPER, RADIO, TV

    corrupt officials, monsters, inventions, celebrities, old unsolved

    crimes, protest rallies, hostage situations, courtroom drama,

    escaped animals, anything sensational

    POLICE local crimes of just about any kind. especially large gangs hostage

    situations and super powered criminals.

    SCIENTIST missing lab equipment, kidnapped scientists, new inventions, abnormal

    test results, mutations, portals to other dimensions

    SECRET SERVICE counterfeiting and threats against the president

    A character's first contact should probably be the newspaper unless his background suggests

    something else, but the GM may want a group of players to all start with the same contact.

    When the GM allows it, contacts can also be established without cost through normal interactions

    with NPCs. Of course, when this happens you dont have a choice about the type of contact gained.

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    In addition to the powers a hero has, there are objects he can find or buy and people he can meet

    that will give him extra powers for a while. Some villains can only be beaten or reached by using certain

    powers. If the hero doesn't have the powers needed, then hell need to get them or team up with

    someone who has them. These are temporary powers and they will go away as soon as the adventure is

    over.

    In addition, common devices can be bought in some stores that will give characters temporary

    powers. Generally you buy a number of uses and when they're gone, you don't have any more.

    A character cannot carry more than 3 equipment items at a time, unless he has the

    power Tool Kit or Tool Kit, High Tech.

    As mentioned at the beginning of the game, a character's standard attacks can be whatever

    the you want to say they are. A melee attack can be a fist, a sword, nunchaku, a shield, or even an

    electrical shock. And a ranged attack can be anything from arrows or rocks to lasers or lightning. But

    when a character picks up a weapon that isn't what he normally uses, he uses the weapons attack type andthe powers and bonuses built into it.

    Super heroes and villains stick to their own weapons and powers and seldom pick up weapons they

    find unless it's the only thing that can defeat a certain foe. Players and NPCs should take the powers of

    the weapons they normally use. The obvious exception is big heavy objects that get turned into weapons

    all the time.

    AMMUNITIONIn this game, the ENG stat represents both personal energy and ammunition. When a character

    rests to regain ENG he also reloads, so there is no need to count shots in this game. Also see the

    bonus: Ammo

    DISARMING

    Super weapons can't be taken away, but normal weapons can. All the attacker has to do is make an

    attack saying that he wants to disarm the target(s). If he hits, then the attack disarms the target but

    causes no damage. A character can disarm with melee or ranged attacks. If he has Telekinesis or

    something similar, he can even use control powers to disarm.

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    This table lists the features of the most common types of weapons,

    WEAPONATTACK

    TYPEPOWERS BONUSES E.

    *CAR, BOULDER THROWING FORCE KNOCKBACK SUPER 1

    *TANK/ STONE COLUMN FORCE KNOCKBACK MULTI TARGET/ SUPER 1

    *TREE/ CAR/ TELEPHONE POLE FORCE KNOCKBACK MULTI TARGET/ POWER 1

    ARROW CUTTING RANGED ATTACK RANGE 1

    AXE CUTTING MELEE ATTACK POWER 0

    BOLAS FORCE TANGLE/GLUE DAMAGE 1

    CLUB FORCE MELEE ATTACK KNOCKBACK 0

    HANDGUN GUN RANGED ATTACK 1

    HUNTING RIFLE GUN RANGED ATTACK 1

    KNIFE CUTTING STUN 0

    LASER ENERGY RANGED ATTACK EXTRA DAMAGE 1

    LASSO FORCE TANGLE/GLUE & PULL 0

    M-16 GUN RANGED ATTACK AUTOMATIC, RANGE, AMMO 1

    NUNCHAKU FORCE MELEE ATTACK AUTOMATIC 0

    SHIELD FORCE BLOCK/DODGE 0

    SHOTGUN GUN RANGED ATTACK MULTI-TARGET KNOCKBACK 1

    SNIPER'S RIFLE GUN SNIPER FIRE 1

    STUN GUN ELECTRIC RANGED ATTACK HOLD 1

    SUBMACHINE GUN GUN RANGED ATTACKAUTOMATIC, MULTI-TARGET,

    AMMO1

    SWORD CUTTING MELEE ATTACK MULTI TARGET 0

    TASER ELECTRIC RANGED ATTACK STUN 0

    * these weapons require extra strength to wield and usually break apart when used.

    Explosives have an attack with Knockback & Multi-Target, but the number of dice is

    determined by the size of the explosive (the class of the user doesn't matter). The number of targets a

    bomb can affect also depends on the size of the bomb, but of course, the targets

    all have to be in the same general area.

    WEAPON ATTACK TYPE DICE

    MAXIMUM #OF

    TARGETS

    MAXIMUM #OF

    TARGETS

    MOLTOVE COCTAIL FIRE 2 6

    HAND GRENADE FORCE 2 6

    BOMB FORCE 3 12

    BIG BOMB FORCE & FIRE 4 100

    NUKE RADIATION 5 MILLIONSMILLIONS

    DOOMSDAY DEVICE ENERGY 6 MILLIONSMILLIONS

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    In this game, ordinary armor always has a version of the Resistance power, but its protection is

    not added to the protection of real powers, so most super heroes don't bother to wear armor. There are

    11 different types of armor, 1 for each attack type, except Choke.

    Sometimes a character can wear more than one type of armor at the same time.

    SHIELDS

    Shields mimic the Shield power, but attackers still roll for damage, because ordinary shields will

    be destroyed by attacks that cause 10 or more points of damage. The attack will be blocked, but the

    shield will be gone.

    Sacramentals are mystic weapons and armors, blessed objects that help the prayers of the

    faithful and give protection against the powers of evil. Sacramentals can be quite powerful, but as a rule,

    they only work in the hands of characters who have Faith and they only work against evils that have a

    mystic origin. So, sadly, to most people they will be both useless and harmless.TYPE OF SACRAMENTAL POWER BONUS

    Artifact

    Bell

    Bible

    Immunity To Mystic Attacks

    Fear

    Banish

    Team

    Multi-Target

    Blessed/Holy Weapon

    Candle

    Crucifix

    Normal Weapon Does Mystic Damage

    Cures Blindness

    Hold

    Bane

    Holy Water

    Incense

    Medal

    Melee

    Poison

    Immunity To Poison

    Stun

    Cloud

    Prayer CardRosary Beads

    Scapular

    Resistance To Mystic AttacksImmunity To Mystic Attacks

    Immunity To Mind Control

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    When you get started the first thing you need is an idea for a character. This could be a super herofrom the comics or a character that you've created yourself. Before you get into dry game mechanics, get

    to know your character- come up with a background story and picture. Like the one below:

    Now that you have your character concept,

    decide what class he is. This guy is obviously a combat

    oriented hero who thinks with his fists...er...sword, so

    he could be a warrior, brick, or paladin.

    Warriors are versatile and bricks are really strong but

    this guy is a crusader, so obviously he should be a

    paladin. We don't have to worry about what his stats

    are, because in this game your class determines your

    stats. So we just write 'em down.

    Next we pick some powers. We have 10

    power ups. Since this guy is a thousand years old so

    we start with Immortal (2). Of course a paladin should

    always have Faith (2). He has that shield in the picture

    so lets give him Shield (2). Now we don't want

    people taking his sword away, so instead of picking up a

    normal sword, lets buy a sword as a power. So we buy a

    cutting attack with the bonus Multi-Target (2). A

    cutting attack is free. The guy wears chain mail so we

    think about giving him Resist (1). Chain mail onlyresists cut, but the power lets him pick 3 things, so his

    "holy armor" could let him resist force and gun also, but

    after careful consideration we decide to take Armor

    (2) instead, dropping resistance. Now he's protected

    against all physical attacks. But that costs another

    power up, so we've spent all 10.

    If he's going to be 0-level we'll have to stop there, but levelcan be higher if the GM allows. Just

    remember that higher level characters have more HTH, more ENG, and can cause more damage with their

    attacks.

    Now we look at weaknesses and decide that obviously a guy called the Last Crusader is going to have a Code

    of Conduct.

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    As characters adventure, they will increase in experience, power, and skill. This is measured

    in points and levels. Points dont matter if the GM is planning a single adventure. You just try to achieve

    your goals and forget about points. But if the plan is to keep using the same characters in a connectedseries of adventures (what we gamers call a campaign), you will want to earn points to show your

    character's progress. In a campaign, you should probably start at 0-level. 20th level is recommended as the

    maximum level. However, the starting and maximum levels are totally up to the GM. The GM sets the level

    range for his game based on the type of adventures he wants to run :

    Heroes who fight street thugs and organized crime 0-10

    Heroes who battle super villains and monsters on a regular basis 5-15

    Heroes who fight alien invasions and immortal entities 10-20

    EARNING POINTS

    Characters may be awarded 1 point for each mission objective accomplished. Mission objectiveswill be announced by the GM as soon as they become known to the characters. Usually, they include such

    things as:

    Solve the mystery.

    Capture the villain.

    Rescue the hostage.

    Recover the valuable thing.

    Destroy the dangerous thing.

    Find the clue.

    Prevent the crime.

    Avoid being detected.

    Do it all within a time limit.

    Don't allow any of the civilians to get hurt.

    Don't allow any of the minions to escape.

    Protect a certain character.

    Protect the historic landmark.

    Point awards can be changed according to difficulty. Minor opponents might give no extra award,

    while opponents that are superior to the heroes may give DOUBLE the reward.

    LEVELING UP

    Whenever a character earns 10 points his level increases by 1- this is called Leveling up.

    1. At each new level, maximum HTH increases. The amount of the increase depends on the class

    starting HTH. See the individual class descriptions. It's always 1/10 of starting HTH.

    2. At each new level,the character gains a power up.

    3. The characters level is added to the damage of his attacks.

    4. Every 5th level, the character will need to complete an ARCH ENEMY mission before he can

    level up.

    5. Every 5th level, the character will gain a contact.6. Every 5th level, the character will gain a point of ENG.

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    Reaching the maximum level doesn't mean it's time to retire. Let's face it: most comic book heroes

    don't gain any permanent, new, or improved powers after they've been around for 5 or more years. By that

    time, they are well established characters and the focus of the stories moves away from self-discovery to

    facing challenges as the heroes that they have become.

    You can keep gaining points after your character has reached the maximum level.

    When your character has 10 points he will still gain a power up, but not a level, HTH, or ENG. Power

    ups gained after reaching the maximum level can only be used to buy powers off the list below:

    ADAPTATION 1 LOCK 1 TOOL KIT 1

    BASE MONITOR 1 LUCK 2 TOOL KIT HI TECH 2

    BASE TELEPORTER 2 MIND PROBE 2 TRACERS 1

    CLING 1 NECROMANCER 1 TRACK 2

    CONTACT 1 NEUTRAL ROOM 2 TRANSLATOR 1

    DEPUTIZED 2 PATHWAY 2 TRUE SIGHT 2

    DETECT 2 PICK LOCKS 1 VISION, 360O 1DETECTIVE 2 RADAR 2 VISION, MICROSCOPIC 1

    DIMENSION TRAVEL 2 RADIO 1 VISION, NIGHT 1

    DIVINATION 1 SIDEKICK/PET 2 VISION, TELESCOPIC 1

    FAITH 2 SOUND EFFECTS 1 VISION, X-RAY 2

    FAME 1 SPACE TRAVEL 1 VISIONARY 2

    FLIGHT 2 TELEPORT 4 WATER BREATH 1

    GATEWAY 2 TIME TRAVEL 4 WEALTH 1

    H.Q. 1

    The powers highlighted in yellow must be put into vehicles, if taken after you reach the

    maximum level.

    This might shock certain types of players, but a role playing game is not about character

    advancement. It's about telling stories, playing your character, and having fun with your friends. You

    can do all of that without leveling up.

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    After playing a character for a while, you might decide that there are a few things you didn't get

    right when making the character. Maybe you would like to switch some powers around or maybe yourconcept would've worked better if the character had a different origin or class. Maybe the concept of

    the character changed a bit after everyone was inspired by a great movie they saw. Well, don't feel bad,

    we all do it! Fortunately this game lets you fix mistakes and make changes seamlessly. Anything about a

    character can be changed- he can even be completely redesigned- between adventures. Just consult

    the GM and make sure he approves of the new design, just as was done during character creation in the

    first place. Remember, for the GM to make adventures suited to the character, he needs to

    know who the character is.

    Remaking a character doesnt affect points or levels, so long as it's still supposed to be the same

    character, because he still has the same memories and personality. But if you want to change your

    characters background, then youre really introducing a new character and will need to start him at the

    minimum level.

    Finally, although weaknesses can be changed, they cannot be removed.

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    Every hero has to have an arch enemy. Don't get me wrong, I'm not one of those dualists who

    thinks that good needs evil or that heroes would be nothing without villains, but let's face it: we're talking

    about a genre that is all about action and the struggle between good and evil. And since that's our subject

    we do need a representation of evil. Just remember that if a villain ever says you need him, smack him in the

    head and remind him that there are hundreds of others.

    In the game, a character needs an arch enemy because he will need to complete a

    special Arch Enemy Mission before he can advance to any level that can be divided by 5.

    The arch enemy still might show up to challenge the hero, and his allies at other times, but Arch

    Enemy Missions are special events that are different from regular missions in several ways:

    1. Characters can only do these missions when they have earned enough points to

    reach 5th, 10th, 15th, or 20th level.

    2. Characters don't earn points while on arch enemy missions.

    3. When the mission is complete the character will advance to the next level and gain anew contact & an extra point of ENG.

    4. Heroes must resolve their arch enemy mission solo. If the whole team has the same

    arch enemy, then they can do the mission together, but in that case, the villain must

    be powerful and smart enough to challenge the whole team.

    Whenever the character encounters his arch enemy, the villains hatred will be focused on him

    alone. He will be the primary target of all attacks and the villain cant be distracted, not even by a Rage

    attack.

    The arch enemy is always an opponent who has a distinct advantage over the hero. Some types of

    advantages he might have are listed below:

    1. He is immune to the heros best attacks.

    2. He has an attack the hero is vulnerable to.

    3. He knows the heros secret identity.

    4. He's someone the hero doesnt want to hurt, like a demon-possessed friend or a

    close relative.

    5. He's impossible to imprison- all the hero can do is foil his plots. This could be for

    legal reasons or simply because his powers prevent incarceration: he can teleport,

    he's a spirit, etc...

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    IF THE HERO IS DEFEATED DURING HIS ARCH ENEMY MISSION

    Then, he must deal with the consequences of failure, get up, and keep going!

    Did the villain get away with the loot? Then it's up to the hero to track him down and get it

    back.

    Did he take over the city? Then it falls to the hero to overthrow him.

    Did he humiliate the hero in front of his girlfriend? Then he has to go defeat him and regain

    his dignity.Failure is not an option on an arch enemy mission. And neither is getting help from other heroes. The

    hero keeps going until he wins!

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    http://supercrusaders.blogspot.com/

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