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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 4
Birth of a Hero
Background 5
Origins 6
Classes 8
Stats 11
Basic Powers 12
Power Ups 16
Super Powers 17
Random Power Selection 18
Bonuses 19
Limits 19
Weaknesses 19
Contacts 20
Equipment
Weapons 21
Armor 23
Sacramentals 23
Character Sheets 24
Putting It Together 25
Power Levels 26
Earning Points 26
Leveling Up 26
Beyond the Maximum 27
Rebirth 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 character’s 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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Every character should be somebody who comes from somewhere and does something. If
the character is just a collection of powers, you'll probably lose interest very soon, and start
another character who has a different set of powers. Players like that run endless parades of faceless
characters who don’t leave much of an impression. However, if you create a character that you can really
get into, then a role playing game can become a creative outlet as valuable as any art form, and the
adventures you play will be memories you create. To make this happen, you'll first need to give the
character some real depth.
YOU AS THE HERO
The easiest, and often the most fun, way to give your character a background is to pretend that
you somehow got super powers and that this character is you- or at least an alternate version of you,
who lives in a world where people have super powers. Now his secret identity is you, and his alter ego goes
by your name. He goes to the same school or has the same job as you and he knows everything that you
know. He also knows everyone you know. As time goes on, the character's adventures will cause him to
grow more and more different from you, but that's okay because it's part of the game.

BEING SOMEONE ELSE


Now, suppose the GM is running a game in a setting far removed from the world you know, or
maybe you just want to be someone different. Have you ever wanted to be a scientist, a lawyer, a soldier, a
knight, or a 100 year-old wizard? Well, you can be anyone you want to be in a role playing game. Just
make up a story. Whatever you put into your background needs to be approved by the GM, but working
within the limits he sets, you can give your character knowledge, based on his interests and education;
skills, based on his occupation; and motivations, based on his beliefs and experiences. Not to mention
friends, family, rivals, and even enemies.
And don't forget to mention how you got your powers!
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Every character should have an Origin. This tells where his special abilities come from
and what attacks or conditions will prevent the powers from working.

Whenever you see another character with the same origin,


you will know the character's powers and level!

1- alien 5- mystic
2- high tech 6- skill
3-4- mutant natural

RANDOM CHARACTER GENERATION


If you don't know which origin you want, just roll a die and take the one you
get. No number is assigned to natural because only animals use that origin.

ALIEN
This character is one of a race of super powered beings, usually from another planet
or dimension, but it is possible they are a race that lives among humans, like elves or giants.

HIGH TECH
This character uses weapons, armor, and tools that are more advanced than anything the police
or most criminals will have. He might be a robot, a cyborg, an inventor, an alien, a time traveler, or an
agent of some government or company that does top secret research.
This character can recognize and use any kind of high tech devices he finds, including some
alien devices.
High tech powers often don't work in places where magic is strong, and never work in the lairs
of magical arch villains.

MUTANT
This character's powers are a natural part of him. He may have been born with his powers or
may have gained them as result of some accident or experiment.
This is by far the most common origin, because these powers will work in any environment.
However, powers that neutralize or absorb powers will usually work on mutants.
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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 MEL 1 STR 1


RNG 1 FRP 2 RNG 2 FRP 2
WIL 2 CON 1 WIL 3 CON 3
SPD 2 SUP 2 SPD 2 SUP 2
HTH 60+6 ENG 4 HTH 30+3 ENG 6

Bricks have the highest HTH. And Their high WIL. & CON. Stats make
STR. So they can give and take a lot of damage. controllers very powerful offensively, especially
But their attacks aren't as accurate as if they take attacks that affect more than one
warriors. target at a time. But their low hth makes them
vulnerable.
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MEL 3 STR 2 MEL 1 STR 1


RNG 3 FRP 2 RNG 2 FRP 1
WIL 2 CON 1 WIL 3 CON 2
SPD 2 SUP 1 SPD 2 SUP 3
HTH 50+5 ENG 4 HTH 40+4 ENG 6

With high MEL. And RNG. Plus the Low combat stats but high ENG. And
second highest HTH. warriors are the easiest SUP. Make this class perfect for defense,
class to play. New players should start with a healing and boost powers.
warrior until they feel confident enough to try
the more specialized classes.

MEL 3 STR 2 MEL 2 STR 1


RNG 1 FRP 1 RNG 3 FRP 3
WIL 3 CON 1 WIL 2 CON 2
SPD 2 SUP 3 SPD 2 SUP 1
HTH 50+5 ENG 4 HTH 30+3 ENG 6

Strong MEL. And SUP. Make this a Strong accurate ranged attacks make
powerful class but with the obvious weaknesses this character great at a distance, but low HTH.
of low RNG. Or CON. Stats. Means he'd better stay there. Take powers that
keep foes at a distance or have some bricks out
front.
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MEL 3 STR 1 MEL C STR C


RNG 3 FRP 1 RNG C FRP C
WIL 3 CON 1 WIL C CON C
SPD 3 SUP 1 SPD C SUP C
HTH 30+3 ENG 6 HTH CX10 +C ENG C

Strong accuracy and defense will allow If you don't like any of the classes, listed
a scout to hit his opponents many times without you can make a custom character by distributing
being hit. Good thing too because with his low 25 points among your stats as you see fit. With
HTH. He can't take much punishment. the following limitations:
Fortunately his SPD. Will allow him to use hit 1. All stats except HTH. and ENG. are limited
and run tactics. 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 the
dice 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 STRENGTH: STR


RANGE: RNG FIREPOWER: FRP
WILL : WIL CONTROL: CON
SPEED: SPD SUPORT: SUP
HEALTH: HTH ENERGY: ENG

MELEE, RANGE, & WILL


These 3 stats are your skill stats. Each tell how many dice you roll for various actions to see if the
character 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 they
succeed.
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, he’s 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 can’t 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. There’s no need to write
these on the character sheet unless they’re 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, and
because 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 0 Melee 0 Run 0


Grab 0 Range 0 Swim 0
Jump 0 Rest/Recover 0 Talent/Occupation 0
Lift 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, can’t 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 won’t 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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JUMP
POWER UPS 0
E.C. NO REST/ 1
ACTION YES
SKILL/POWER N/A
RANGE STR X 5FT
Everyone can jump. For a longer jump power you can add the bonus X-Range or see Super Jump.

LIFT
POWER UPS 0
E.C. 1
ACTION YES
SKILL/POWER MEL/ N/A
RANGE 0FT
Everyone can lift things. The amount a character can lift depends on his STR. If the
character lifts less than half his maximum there is no EC.
Strength weight
1 100lbs
2 1,000lbs (1/2 ton)
3 10,000lbs (5 tons)
Also see Super Strength.

MELEE
POWER UPS 0
E.C. 0
ACTION YES
SKILL/POWER MEL/ STR
RANGE 0FT
Melee means fighting in close combat, either unarmed or with weapons. Everyone can do a
melee attack of some sort, whether it's a punch, kick, claw, or strike with some sort of weapon. The
character could even have a flaming or electrical fist.
The default attack type is Force. But a character who uses a weapon might pick Cut there
are many attack types to choose from. (See attack types)
If you take a modified melee attack you can still use a standard one.
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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/A
RANGE 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 KO’ed 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 he’s 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 ON
SKILL/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
character’s 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 won’t
require a die roll. You just know what to do.
ACCOUN CONSTRUCTION WORKER LINGUIST SCIENTIST (PICK A FEW
TANT CONTORTIONIST MERCENARY SPECIALTIES)
ACROBA CRYPTOGRAPHER METEOROLOGIST SKY DIVER
T ACTOR CURATOR MODEL SOLDIER
ANTIQUE DEALER MUSICIAN STOCK BROKER
DOCTOR
ARCHAEOLOGIST NEWS ANCHOR STORM CHASER
ENGINEER
ARTIST (PICK A MEDIUM) FARMER OCCULTIST STREET URCHIN
ASTRONOMER FDA INSPECTOR GAMBLER PHOTOGRAPHER STUNT MAN
HARDWARE DEALER PILOT
ATHLETE (PICK A SPORT) HISTORIAN TEACHER
BUSINESS OWNER POLICEMAN THEOLOGIAN
LAWYER (PROSECUTOR,
BUTCHER PSYCHIATRIST TRUCK DRIVER
DEFENDER, OR AMBULANCE
CLOWN REPORTER WRITER
CHASER)
COMPUTER PROGRAMMER RETAILER 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 just
can'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
won’t 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 character’s class excels in. Of course, everyone is free to buy any
powers they want (hey, man, they're your power ups). Maybe you’ve 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 0
ALTERNATE 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. HEX
3. 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 they’re 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 1 INVISIBLE EFFECTS 1 STUN I 2
AURA 1 KNOCKBACK I 2 STUN II+1EC 2
AUTOMATIC +1EC 2 KNOCKBACK II+1EC 2 STUN III 2
BANE 1 KNOCKBACK III 2 TEAM +1EC 2
BIG BOMB +1EC 4 KNOCKDOWN I 2 TRAP 1
CLOUD +1EC 1 KNOCKDOWN II+1EC 2 TRICK SHOT +1EC 1
COMBO +1EC 1 KNOCKDOWN III 2 VARIABLE 1
C.D. 1 MULTI TARGET +1EC 2 VARIETY 1
CURSE 1 MYSTIC 1 VEHICLE 0
DAMAGE +1EC 1 POWER +1EC 2 X-RANGE 2
DISINTIGRATE 1 SUPER +2EC 4

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 can’t be used without it.
ALWAYS ON HOLY RESTRICTION
BIO HOLY GROUND REFLECTABLE
DARK INJURY SOLAR
EARTH FORCE NO RANGE UNDERWATER
GROUND RANDOM
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 never get rid of it.
ALTER EGO FEAR NO HANDS
AMNESIA GIGANTIC RAGE
ATTACK HUNTED/WANTED RESTRICTION
VULNERABILITY IMMOBILE SECRET I.D.
BATTERY INSANE STRANGE APPEARANCE
CLUMSY LOVED ONE TROUBLE MAKER
CODE MULTIPLE PERSONALITIES VULNERABILITY
COWARD MUTE WINGS
DEVICES
DISABLED

All Powers, Bonuses, Limits & Weaknesses are described in detail in Book II.
21

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, human trafficking, drugs, guns, terrorists,
HOMELAND SECURITY
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- corrupt officials, monsters, inventions, celebrities, old unsolved
PAPER, RADIO, TV 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 don’t have a choice about the type of contact gained.
22

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 he’ll 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 weapon’s attack type and
the 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.

AMMUNITION
In 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.
23

This table lists the features of the most common types of weapons,
ATTACK
WEAPON POWERS BONUSES E.C.
TYPE
*CAR, BOULDER THROWING FORCE KNOCKBACK SUPER 1

*TANK/ STONE COLUMN FORCE KNOCKBACK M ULTI TARGET/ SUPER 1

*TREE/ CAR/ TELEPHONE POLE FORCE KNOCKBACK M ULTI TARGET/ POWER 1

ARROW CUTTING RANGED ATTACK RANGE 1

AXE CUTTING MELEE ATTACK POWER 0

BOLAS FORCE TANGLE/GLUE DAM AGE 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 DAM AGE 1

LASSO FORCE TANGLE/GLUE & PULL 0

M-16 GUN RANGED ATTACK AUTOM ATIC, RANGE, AM M O 1

NUNCHAKU FORCE MELEE ATTACK AUTOM ATIC 0

SHIELD FORCE BLOCK/DODGE 0

SHOTGUN GUN RANGED ATTACK M ULTI-TARGET KNOCKBACK 1

SNIPER'S RIFLE GUN SNIPER FIRE 1

STUN GUN ELECTRIC RANGED ATTACK HOLD 1


AUTOM ATIC, M ULTI-TARGET,
SUBMACHINE GUN GUN RANGED ATTACK 1
AM M O
SWORD CUTTING MELEE ATTACK M ULTI 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.

MAXIMUM #OF
WEAPON ATTACK TYPE DICE TARGETS
MOLTOVE COCTAIL FIRE 2 6
HAND GRENADE FORCE 2 6
BOMB FORCE 3 12
BIG BOMB FORCE & FIRE 4 100
NUKE RADIATION 5 MILLIONS
DOOMSDAY DEVICE ENERGY 6 MILLIONS
24

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 Immunity To Mystic Attacks Team
Bell Fear Multi-Target
Bible Banish
Blessed/Holy Weapon Normal Weapon Does Mystic Damage Bane
Candle Cures Blindness
Crucifix Hold
Holy Water Melee Stun
Incense Poison Cloud
Medal Immunity To Poison
Prayer Card Resistance To Mystic Attacks
Rosary Beads Immunity To Mystic Attacks
Scapular Immunity To Mind Control
25

Information about your character is recorded on a page called a character sheet. The format
of a character sheet is found below. The unlabeled blank space is for a picture.

NAME
ORIGIN
CLASS
POINTS
LEVEL
POWER UPS

MEL STR
RNG FRP
WIL CON
SPD SUP
HTH ENG

POWERS

BACKGROUND

WEAKNESSES CONTACTS

ARCH ENEMIES
26

When you get started the first thing you need is an idea for a character. This could be a super hero
from 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 let’s give him Shield (2). Now we don't want
people taking his sword away, so instead of picking up a
normal sword, let’s 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 only
resists 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.
27

As characters adventure, they will increase in experience, power, and skill. This is measured
in points and levels. Points don’t 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 connected
series 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 objectives
will be announced by the GM as soon as they become known to the characters. Usually, they include such
things as:
• Solve the mystery. • Avoid being detected.
• Capture the villain. • Do it all within a time limit.
• Rescue the hostage. • Don't allow any of the civilians to get hurt.
• Recover the valuable thing. • Don't allow any of the minions to escape.
• Destroy the dangerous thing. • Protect a certain character.
• Find the clue. • Protect the historic landmark.
• Prevent the crime.
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 character’s 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.
28

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 1
DETECTIVE 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.
29

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 your
concept 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 doesn’t 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
character’s background, then you’re 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.


30

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 a
new 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 villain’s hatred will be focused on him
alone. He will be the primary target of all attacks and the villain can’t 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 hero’s best attacks.
2. He has an attack the hero is vulnerable to.
3. He knows the hero’s secret identity.
4. He's someone the hero doesn’t 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...
31

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/
33

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