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RPG
Genre
Series Code
 
Category
Mechanic
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Publisher
Year Published
2009
Primary Name
Super Crusaders Powers Book
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ObjectID: 55563
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Nick: 
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Year: 2009
Electronic (PDF, DOC, eBook, HTML, etc.)
77 pages
Size: Letter
English
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Description Edit | History

Book 2 of the core rules: Truely [sic] Endless Power Possibilities.

From the introduction:

It's easy to learn (with a minimum of jargon) and doesn't require any special dice (just regular 6 sided dice, like everyone already has).

It's easy to play without a lot of math or tables. Just roll a number of dice equal to the stat you're using. A 5 or better is a success and an 11 or better is a critical success.

This is not a detailed tactical R.P.G. Instead it captures the feel of the comics, like no other game since Villains & Vigilantes. You might not get bonuses for your brilliant strategies but you don't have to be a master of strategy to play. Anyone can play as a great martial artist without getting killed. It's been my experience that detailed tactical games are not only slow and complicated but often end up with every fight becoming a contest between the player and G.M. Which is a bad situation. The player and G.M. Are supposed to have fun together not be against each other.

The game uses classes, to simplify character creation and give characters clear conceptions. But it uses a point system for selecting powers, so you can have an infinite variety of characters. And if you aren't sure just what you want it even includes a random character generation system.

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