The Premise
Posted: Sun Apr 10, 2011 7:39 am
Blood of a Hero is a fantasy RPG that I began creating about 8 years ago. It has gone through many changes, finally settling on the current incarnation. I wanted a gaming system that was more free-form than current systems, but one that accurately represented the Super Hero genre. This proved to be difficult since most of the time, systems like this have a clear cut pass/fail or live/dead mechanics. What I wanted was a system that allowed characters to pair off in an epic battle pitting power against power.
Beyond that, I wanted players to have the ability to create any character type that they wanted. The Super Hero world is varied as much as the real world, if not more so. That's what I wanted to capture. As such, the core system has three character archetypes that a player can choose from (Until expansions come out, that is!):
the Vigilante: this hero has no special powers, but through intellect and skill, they have become a formidable force against crime. Vigilantes tend to have higher income than other hero types.
the Alien: this character comes from a planet other than Earth. They may have natural abilities that are common for their race or their body may have a specific reaction to our planet that grants them their 'powers'. Aliens will have access to more character traits than other heroes.
the Mutant: this hero has had something alter their physiology, granting them powers or traits above and beyond the norm. Mutants will have access to more powers than other characters, as well as the ability to 'fluctuate' their powers when they gain a level.
Reading this, you may be asking yourself about how you get powers, traits, etc. Every character is given a number of points to spend on one of three things: Skills, Traits, and Powers. Skills are abilities and talents that the character can learn or otherwise acquire through their travels and adventures. Traits represent unique abilities that are "Always there" such as wings, invulnerability, etc. Powers are special characteristics that the character can activate such as lasers, weather manipulation, or magnetism.
Now, since this is a game, conflicting actions are resolved through dice rolling. The mechanic I use for this is similar to what is typically used in other games for weapons, though, slightly modified to fit the system. Each power or skill that the character has will be given a level grade, ranging from 1 to 5. Each level increment expands the size of the die used.
Level 1 - d4
Level 2 - d6
Level 3 - d8
Level 4 - d10
Level 5 - d12
(Now, there is technically a level zero skills that are undertaken by 'normal people'. This roll is a d2, without the chance to score a critical hit. This is getting a little ahead of myself, though.)
So that's the basics. I'd like some feedback if you actually get a chance to read all of this. I'll be posting more detailed info as time permits. I'd like to get character creation on here so we can start that process, though there's quite a bit to type of for that aspect!
Beyond that, I wanted players to have the ability to create any character type that they wanted. The Super Hero world is varied as much as the real world, if not more so. That's what I wanted to capture. As such, the core system has three character archetypes that a player can choose from (Until expansions come out, that is!):
the Vigilante: this hero has no special powers, but through intellect and skill, they have become a formidable force against crime. Vigilantes tend to have higher income than other hero types.
the Alien: this character comes from a planet other than Earth. They may have natural abilities that are common for their race or their body may have a specific reaction to our planet that grants them their 'powers'. Aliens will have access to more character traits than other heroes.
the Mutant: this hero has had something alter their physiology, granting them powers or traits above and beyond the norm. Mutants will have access to more powers than other characters, as well as the ability to 'fluctuate' their powers when they gain a level.
Reading this, you may be asking yourself about how you get powers, traits, etc. Every character is given a number of points to spend on one of three things: Skills, Traits, and Powers. Skills are abilities and talents that the character can learn or otherwise acquire through their travels and adventures. Traits represent unique abilities that are "Always there" such as wings, invulnerability, etc. Powers are special characteristics that the character can activate such as lasers, weather manipulation, or magnetism.
Now, since this is a game, conflicting actions are resolved through dice rolling. The mechanic I use for this is similar to what is typically used in other games for weapons, though, slightly modified to fit the system. Each power or skill that the character has will be given a level grade, ranging from 1 to 5. Each level increment expands the size of the die used.
Level 1 - d4
Level 2 - d6
Level 3 - d8
Level 4 - d10
Level 5 - d12
(Now, there is technically a level zero skills that are undertaken by 'normal people'. This roll is a d2, without the chance to score a critical hit. This is getting a little ahead of myself, though.)
So that's the basics. I'd like some feedback if you actually get a chance to read all of this. I'll be posting more detailed info as time permits. I'd like to get character creation on here so we can start that process, though there's quite a bit to type of for that aspect!