Super Crusaders World Book

2009 · Core Rules (min needed to play)

Super Crusaders World Book

The third core rules book covers how characters interact with the world in a comic-book superhero role-playing game. It uses regular six-sided dice and a simple system: roll a number of dice based on the relevant stat, with results of 5 or higher counting as successes and 11 or higher as critical successes. Classes provide clear character concepts, while a point-based power system allows for varied abilities. Random character generation is also included. The rules focus on fast, cinematic action rather than detailed tactical play, with minimal arithmetic, tables, and jargon.

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.