Super Crusaders Powers Book

2009 · Core Rules (min needed to play)

Super Crusaders Powers Book

The second book of the core rules expands character creation with a broad point-based power system, allowing characters to be built in many different ways. Classes provide clear concepts, while optional random generation helps create characters without a specific plan. The system uses standard six-sided dice and minimal mathematics or tables. Players roll a number of dice based on the relevant stat; results of 5 or higher count as successes, and 11 or higher as critical successes. Its rules focus on the fast-moving feel of comic-book adventures rather than detailed tactical combat.

Point Based (allocate points to get skills, powers, etc)Dice (Primarily d6)Class Based (Pilot, Wizard, Scientist, etc)

Game facts (players, playing time, age, credits) from BoardGameGeek.