WW2 HEROES for the CRUSADERS RPG!

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olivier legrand

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Legrand Games Studio proudly presents CRUSADERS INTERNATIONAL, an irregular series of pay-what-you-want mini-supplements for CRUSADERS, the roleplaying game of superheroic action!

Each issue of CRUSADERS INTERNATIONAL details a handful of heroes (with, sometimes, the odd villain) from a single country, with glorious full-color artwork; in this fifth issue, C.I. travels in time to the 1940s, taking a look at a quartet of World War Two heroes: the FREEDOM FOUR!

Meet the British Dr. Osiris, the French Partisane, the American Aviator and the Polish Black Knight, united against the forces of the Nazi Axis!

Also included: details on the Freedom Four's arch-nemesis, the sinister Dr. Zorn... and on the team's strange disappearance from history (and how to use them in Super 80s scenarios!)

CHECK IT OUT!
 
These supplements have all been great, and a really like the very "game-able" meta-story baked into this one. Here's to many more awesome supplements to come!
 
Each issue of CRUSADERS INTERNATIONAL details a handful of heroes (with, sometimes, the odd villain) from a single country,

Just curious, but would it not be more useful, at least from the perspective of a potential GM, to create more villains than heroes? A player generally just needs to create or pick one hero. GMs of superhero games as tasked provoding an endless supply of supervillains, some of which might just one-shotted in the very first scene they appear, never to be seen again.
 
Just curious, but would it not be more useful, at least from the perspective of a potential GM, to create more villains than heroes? A player generally just needs to create or pick one hero. GMs of superhero games as tasked provoding an endless supply of supervillains, some of which might just one-shotted in the very first scene they appear, never to be seen again.
I see your point, but this sort of supplement helps players/GMs see how certain "archetypes" can be built out in detailed ways that might inspire them or solve some creative "problems" they might be having with a system. Also, they are fun little examples of concise but interesting world-building :smile:
 
Just curious, but would it not be more useful, at least from the perspective of a potential GM, to create more villains than heroes? A player generally just needs to create or pick one hero. GMs of superhero games as tasked provoding an endless supply of supervillains, some of which might just one-shotted in the very first scene they appear, never to be seen again.
Well, that's why we had the Seven Supervillains from the basic rules and a Villain of the Month page in each Crusaders Showcase issue... and why most Crusaders International issues feature one or even two villains in addition to the spotlighted heroes.

That being said, how about a compendium of villains as a possible supplement for 2023?
 
Well, that's why we had the Seven Supervillains from the basic rules and a Villain of the Month page in each Crusaders Showcase issue... and why most Crusaders International issues feature one or even two villains in addition to the spotlighted heroes.

That being said, how about a compendium of villains as a possible supplement for 2023?
I would love to see a book o' bad guys for Crusaders :smile:
 
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