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A Mini-Supplement for the CRUSADERS Roleplaying Game

TWELVE HEROIC ARCHETYPES


The CRUSADERS character creation system is a great way to create original, surprising, memorable or
refreshingly unusual heroes! But sometimes you just need to create an archer, a brick, a speedster or any
other classic comic book archetypes! The twelve profiles presented in the following pages allow you to
do so in a matter of minutes and can be used by players for creating the archetypal character they want,
by editors as a template for cooking up quick-and-classic NPCs or just for the fun of translating your
favorite comic book heroes in Crusaders game terms!

Each of these twelve archetype is presented as a basic build (created with the standard 5 power rolls),
which can be customized with a series of choices and also includes recommended improvement options
from rank 1 (new face) to 10 (living legend)! ‘Nuff said!

Designed and written by Olivier Legrand

Some artwork © Louis Porter Jr. Design, by Storn Cook. Some artwork © Ade Smith. Used with permission.

Dedicated to the true believers at the Crusaders FB page!


ARCHER
Typical Origin: Masked Hero
Typical Motivation: Adventurer, Avenger, Defender or Vigilante.
Physique 13
Prowess 17

Alertness 17
Psyche 11
Vitality Total = 39
Powers & Advantages

 Marksman (Supreme level, choose three extra improvements)

 Intensive Training

 Take a Super-skill, privileged background or shady contacts

 Take a Super-skill or Gadgetry *

Improvement Options

Choose one of the following options for each rank (including rank 1):

 One extra Marksman improvement

 One extra Super-skill improvement (if applicable)

 +1 to two attributes, up to a maximum score of 24; Prowess and


Alertness are the usual favorites.

* See Crusaders Showcase n°1

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BATTLESUIT
Typical Origin: High Technology, Alien or Special Project.
Typical Motivation: Adventurer, Defender or Patriot.
Physique 13
Prowess 15

Alertness 15
Psyche 11
Vitality Total = 39
Powers & Advantages

 Supreme Armor (Protection 20)

 Energy Blast (Damage 20)

 Flight

 Pick one Super-skill, one advantage (privileged background or


friends in high places) one energy-based Force power or one
extra Physical power chosen from the following: Adaptation,
Energy Immunity, Special Attack, Super Senses, Super Strength.
Improvement Options

Choose one of the following options for each rank (including rank 1):

 One power improvement for Armor, Energy Blast or Flight

 +1 to two attributes, up to a maximum score of 24; Alertness and


Prowess and are the usual favorites.

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BLASTER
Typical Origin: Alien, Freak Accident or Power Endowment.
Typical Motivation: Adventurer, Defender.
Physique 12
Prowess 14

Alertness 16
Psyche 12
Vitality Total = 36
Powers & Advantages

 Energy Blast (Damage 20)

 Flight

 Upgrade one of the above powers to the Supreme level

 Upgrade one of the above powers to the Supreme level or pick a


new Physical power or energy-related Force power

 Upgrade one power to Supreme or choose between privileged


background or intensive training (4 extra attribute points).
Improvement Options

Choose one of the following options for each rank (including rank 1):
 One power improvement

 +1 to two attributes, up to a maximum score of 24; Alertness and


Prowess and are the usual favorites.

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BRICK
Typical Origin: Freak Accident
Typical Motivation: Adventurer, Avenger, Defender or Outcast.
Physique 20

Prowess 13
Alertness 11
Psyche 10
Vitality Total = 100

Powers & Advantages

 Armor (Protection 10)

 Super Strength (Strength Level 40)

 Vigor

 Choose another Physical power or upgrade one of the above


powers to the Supreme level

 Choose another Physical power or one Super-skill or upgrade


one of the above powers to the Supreme level
Improvement Options

Choose one of the following options for each rank (including rank 1):

 One Super Strength improvement Supreme Armor would raise Protection to 20, while Supreme Super
Strength would increase Strength Level to 50 and Supreme Vigor
 +1 to two attributes, up to a maximum score of 24; Physique and would raise Vitality total to 120.
Prowess and are the usual favorites.

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GADGETEER
Typical Origin: High Technology
Typical Motivation: Adventurer, Avenger, Defender or Vigilante.
Physique 12
Prowess 14

Alertness 16
Psyche 12
Vitality Total = 36
Powers & Advantages
 Special Attack (choose type)
 Tech Wiz
 Choose another Super-skill or a new Physical power among the
following: Adaptation, Armor, Blending, Energy Blast, Energy
Immunity, Flight, Super Senses, Super Strength, Wallcrawling
 Gadgetry *
 Upgrade Tech Wiz to Supreme, choose a new Super-skill or one
advantage: intensive training (4 extra attribute points),
connections or privileged background.

Improvement Options

Choose one of the following options for each rank (including rank 1):
 One power improvement for Tech Wiz or any other power
 +1 to two attributes, up to a maximum score of 24; Alertness and
* See Crusaders Showcase n°1
Prowess and are the usual favorites.

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LIVING WEAPON
Typical Origin: Genetic Mutation or Special Project.
Typical Motivation: Adventurer, Avenger, Outcast or Patriot.
Physique 14
Prowess 17
Alertness 16
Psyche 11
Vitality Total = 42
Powers & Advantages
 Special Attack (Slashing (extra-hard claws), Damage 22 lethal,
ignores up to 10 points of Armor
 Choose one Super-skill from the following: Acrobat, Commando*,
Martial Artist, Ninja*, Weapon Master.
 Upgrade Special Attack to Supreme, pick another Super-skill or
one Physical power: Armor, Leaping, Regeneration, Vigor.
 As per the last choice above.
 Intensive Training
Improvement Options
Choose one of the following options for each rank (including rank 1):
 One Super-skill improvement.
The Vigor power would raise Vitality to 70 or even 84 if taken to the
 One Physical power improvement. Supreme level.

 +1 to two attributes, up to a maximum score of 24; Alertness and * See Crusaders Showcase n°1
Prowess and are the usual favorites.

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MAGICIAN
Typical Origin: Arcane Studies.
Typical Motivation: Adventurer, Outcast.
Physique 10
Prowess 11
Alertness 15
Psyche 18

Vitality Total = 30

Powers & Advantages


 Choose one Force power at the Supreme level; typical choices
include Energy Manipulation, Matter Control, Probability Warp and
Weather Control.
 Choose any Mental power, Force power or Super-skill.
 Choose one advantage from Intensive Training (+4 attribute
points), Privileged Background or Connections.
 Raise the character’s second power to the Supreme level, choose
a new Mental power, Force power or Super-skill, or take
another of the advantages listed above.
Improvement Options
Choose one of the following options for each rank (including rank 1):
 One power improvement
 +1 to two attributes, up to a maximum score of 24; Alertness and
Psyche are the two usual favorites.

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POWERHOUSE
Typical Origin: Alien, Android, Freak Accident, Genetic Mutation,
Immortal, Lost Race, Mythic Being, Robot / Cyborg or Special Project.
Typical Motivation: Any, with Defender being the classic choice.
Physique 15

Prowess 14
Alertness 13
Psyche 12

Vitality Total = 75

Powers & Advantages

 Super Strength (Strength Level 35)

 Vigor

 Upgrade one of the above to Supreme or pick another Physical


power: Adaptation, Armor, Energy Blast, Energy Immunity, Flight,
Leaping, Regeneration, Super Senses, Super Speed.

 Choose one Super-skill or upgrade one power to Supreme.

 Choose one Super-skill, take Intensive Training (4 extra


attribute points) or upgrade one power to Supreme.
Improvement Options

Choose one of the following options for each rank (including rank 1):
Supreme Super Strength would increase Strength Level to 45 and
 One improvement for any of the character’s Physical powers Supreme Vigor would raise Vitality total to 90.

 +1 to two attributes, up to a maximum score of 24; Physique and


Prowess and are the usual favorites.
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PRODIGY
Typical Origin: Freak Accident, Genetic Mutation or Special Project.
Typical Motivation: Adventurer, Avenger, Defender or Outcast.
Physique 12
Prowess 12

Alertness 16
Psyche 15
Vitality Total = 36
Powers & Advantages

 Select one Force power or Physical power at the Supreme level

 Select one Physical power, one Force power or one Super-skill

 Raise the above power to the Supreme level or select another


power from the same categories

 Select another Physical power, Force power or Super-skill or


take one of the following two advantages: Privileged Background
or Intensive Training (4 extra attribute points)
Improvement Options

Choose one of the following options for each rank (including rank 1):

 One power improvement.

 +1 to two attributes, up to a maximum score of 24.

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PSYCHIC
Typical Origin: Genetic Mutation, Psionic Talent or Special Project.
Typical Motivation: Adventurer, Avenger, Defender or Outcast.
Physique 9
Prowess 10

Alertness 15
Psyche 20
Vitality Total = 27
Powers & Advantages

 Select one Supreme Mental power

 Select a second Mental power

 Raise the above power to the Supreme level or select a third


Mental power

 Select another Mental power, a Super-skill or one of the


following advantages: Privileged Background or Intensive
Training (4 extra attribute points)
Improvement Options

Choose one of the following options for each rank (including rank 1):

 One power improvement.

 +1 to two attributes, up to a maximum score of 24; Psyche and


Alertness are the usual favorite.

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ROOFTOP HERO
Typical Origin: Freak Accident, Genetic Mutation or Masked Hero.
Typical Motivation: Adventurer, Avenger, Defender or Vigilante.
Physique 12
Prowess 16
Alertness 18
Psyche 12
Vitality Total = 36
Powers & Advantages
 Acrobat
 Intensive Training
 Upgrade Acrobat to Supreme or choose another Super-skill
from the following: Detective, Marksman (Master Thrower), Martial
Artist, Thief, Weapon Master.
 Choose Special Attack (if allowed by Origin), Super Senses (if
allowed by Origin), a Super-skill or Gadgetry *
 Upgrade a Super-skill to the Supreme level, choose a new one
or, if the hero’s Origin allows it, pick one of the following Physical
powers: Blending, Leaping, Special Attack, Super Senses, Super
Strength, Vigor or Wallcrawling.
Improvement Options
Choose one of the following options for each rank (including rank 1):
 One Super-skill improvement.
 +1 to two attributes, up to a maximum score of 24; Alertness and
Prowess and are the usual favorites. * See Crusaders Showcase n°1

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SPEEDSTER
Typical Origin: Freak Accident, Genetic Mutation or Special Project.
Typical Motivation: Adventurer, Defender.
Physique 12
Prowess 13

Alertness 18
Psyche 11

Vitality Total = 36

Powers & Advantages

 Super-Speed at the Supreme level

 Choose any Super-skill, Intensive Training (4 extra attribute


points) or a second Physical power selected from Leaping, Vigor
or Regeneration

 Using the mono-power option (see the Crusaders appendix, p 99),


choose two extra Super Speed improvements.

Improvement Options

Choose one of the following options for each rank (including rank 1):

 One Super Speed improvement

 One improvement for another power

 +1 to two attributes, up to a maximum score of 24.

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