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The Blood of Heroes

Author: Tony Oliveira and Ray Hedman
Category: game
Company/Publisher: Pulsar Games
Line: Blood of Heroes
Cost: $25.00
Page count: 352
ISBN: 0-9665280-0-X
SKU: 1158PUL
Capsule Review by J. Andrew Kitkowski on 03/28/00.
Genre tags: Superhero Generic

I'm going to divide this section into a double-review: The first is a review of the DC Heroes/Mayfair rules system as it is presented in Blood of Heroes. The second is a review of The Blood of Heroes as a completed RPG work.

IF YOU'RE READING THIS, you are probably interested in superhero role-playing games. Over the years there have been many systems created to handle classic four-color comics role-playing, including the confusing original TSR Marvel Super Heroes, the long-winded and rules-heavy Hero system, and the new D6-wannabe Brave New World (which has a fantastic campaign world, I must say). I've played every superhero RPG that has come to America except the new WOTC Marvel SAGA, Brave New World, and TWERPS Supers, and I believe that Mayfair's (not the new West End Games') DC Heroes system is the best RPG system for handling supers.

Unfortunately, Mayfair's RPG line went belly-up a couple years back. Since then, fans of the DC-Heroes system that didn't happen to pick up a copy of the rules (or people like me who had their 2nd edition boxed set pilfed by a roommate in college), have been waiting for something, anything to happen. And right when we thought that the rules would become public domain, Pulsar Games bought the DC Heroes system (not the DC Comic rights, though) and released them with extremely minor changes in their "The Blood of Heroes Role Playing Game". Well, I wanted (nay, needed) a copy of the DC System in any form, so I picked up Blood of Heroes with little hesitation. I assumed that any art, campaign background or extra rules would be "icing on the cake".

To continue the metaphor, the "icing" turned out to be a layer of maggots that was best swept off the cake and stomped on with steel-toe boots.

THE SYSTEM

If I could rate the Mayfair DC System, comparing it to all other game systems made, I'd personally give it a 7 out of 10. Compared to all other superheroes systems, it would definitely be a 10 out of 10.

Here are the great points (and main points) of this system:

  • It is an exponential system. That is, most average humans have "2s" in most attributes, and every level above that is roughly x2. A 2 in strength means you can pick up 200 pounds max. A 3 means you can pick up 400, a 4 means about 750, a 5 is 1500, etc. This is a great system for incorporating any type of superhero. For example, say you were an "average strength" superhero in another game system and had "2 dice", or a "14" in Strength- what would Superman be? How many dice would a superhero who could pick up the Earth and smack his enemies with it have? DC takes care of these tricky problems right from the start.

  • Hero Points- these are the bread and butter of the game rules- You spend them to create your character, buy powers, skills and bonuses.  You gain them at the end of each adventure and can use them to upgrade your abilities.  You also spend them on die rolls when you want a high effect.

  • The attributes follow a pattern- they "flow".  There are 9 attributes, divided into 3 groups of 3- Physical, Mental, and Spiritual. Physical attributes are used for kickin' supervillain butt, Mental attributes are used to spot clues and know things, and Spiritual attributes are used for social interaction or willpower. Each group has a "targeting" attribute (like DEX), a "damage" attribute (STR), and a "resistance" attribute (BODY)- for Spiritual, it goes INFLUENCE, AURA, and SPIRIT (another word for maybe EGO). 3x3. That's tidy. Plus, all the powers relate to one of these attributes in one way or another. All in all, there's a general "tidyness" or "flow" that you can feel in this system.

  • Other stuff: Advantages and Drawbacks are great and not too involved as to take too much time figuring out (unless you're min/maxing). For example: Mistrust- Law enforcement and regular people mistake you for a villain-You get an extra 50 points.  Popularity- you're popular and attract a crowd (also some minor game mechanics involving NPC reaction rolls)- minus 20 points for this bonus.  The skill list is simple to manage, simply because there are only 14 skills (like Detective, Acrobatics, Thief, and Weaponry, all broken into sub-skills). Finally, there are a ton of powers, and with rewording, tweaking, and using the "bonuses and limitations for powers" system, you can easily create any power or effect.  For example, do you want to have the power to fire bolts of soul energy out of your mouth?  That's "energy blast", and it costs 15 hero points (plus extra hero points depending on the strength of those energy blasts).

  • When you buy attributes and powers, you consult a master chart.  Each power has a factor cost between 1 and 10, which refers to how powerful the power is.  For example, "Gliding" has a factor cost of 2.  10 points of glide costs 32 hero points.  Strength is 5, and to buy 10 points of it costs 80 hero points (that's the equivalent of 512 times a normal human strength, capable of picking up a DC-9 Airplane).  10 points of "Shape Change" costs 160 hero points. 

  • The action resolution system is easy to understand and works around 2 charts. In combat, for example, you compare your Dex and the enemies' Dex on the chart. A number will appear in that place (for example, a value of 5 vs 5, 14 vs 14, or any other pair is always 11. Role two 10-sided dice, add them together, and if they are higher than that action's difficulty number, you're successful. If successful, you compare the "Damage value" of the weapon (or strength of the attacker) against the resistance number.  In a hand-to-hand fight, for example, Strength, or the "weapon value" for melee or missile combat (in the game this is called the Effect Value, but the labels get a little confusing so I made up some new ones just to explain the system) is put against the opponent's resistance attribute, Body. You take the result points of that table and apply them to the Body of your opponent- if his body drops to zero, he's unconscious. If it goes down to the character's "negative Body", that character dies.  To summarize:  You consult two tables- One for doing something, the other to see how well you did it.  You roll the dice and add them together, then consult both tables.

  • This happens for all actions- the result points from interaction determine how much damage you do in combat, how much information you receive in investigation, how much you freak out your enemies in intimidation attempts, and so on.  This is a good thing, because the rules for combat, social interaction, and everything use the same system.  Many other systems have a complicated, intense system for combat and leave social interaction and the rest to a simple die roll.  In the DC Heroes/Mayfair system, charismatic characters really can be as powerful as combat monsters.

  • When you roll the dice, you may reroll doubles.  In this case, you add the numbers together and roll again.  I love "wild die" type systems, and this rule works well in a Superhero game.  If you roll two ones, though, that's an automatic failure and possible complication.

  • The values in the game are simple and generic, and easy to generate. There are no tricky die codes for different swords, guns, or anything (often called "gadgets")- a gun or sword have their own "strength"- for example, a 4 is a "small gun", a 5 is a "really big gun", a 6 is a "bigger gun than that" (ie shotgun, etc) and so on.  

  • This game is deceptively generic- much more than you might imagine at first. You can really run any kind of campaign. Cyberpunk? Just give the players "gadget" cyberdecks with the Superpower "telepathy" and the limitation "only works on computers" (this power is actually from Cyborg, one of the DC Heroes from the rulebook who can access computers with his cybernetic body).  Fantasy? The mages receive "gadget" magic items (fireball wands or invisibility belts) or occult-skill spells with superpower-like effects on them like "flight" or "force field", "earth control", etc. This game system is best for worlds where you plan to have characters of wildly diverse skill or attribute levels interact- Superman and normal thugs, Gandalf and hobbits, Elric&Stormbringer and screaming dead people, that sort of thing. Beyond that, too, this game is great for any sort of genre; particularly combat or SFX (magic, psionics, superpowers) intensive ones.

The Bad Points of the System:

  • It relies heavily on two particular charts, as well as a few others. The main charts are the Action and Result Tables, and without them, you really can't play the game.  Tthey're not complex at all- but they're impossible to memorize unless you've played the game for about 10 or more sessions. Also, you'll have to copy at least those two tables for each player unless you want to hold up the game as they're passed around for each roll. There are other charts, too, that you'll have to cart around- like the chart that tells you how much you can lift, how fast you can move, etc. Altogether, though, those charts take up about 3 pieces of paper, so it's not a big deal- I just happen to be fond of games where you can easily play without consulting the charts.

  • While it is easy to making gadgets and stats for equipment (like assigning this pistol a damage of "6", that sword a damage of "5"), unlike other games, these gadgets aren't modifiable by stats or skills.  In other words, if Joe Shmo with a Strength of 2 attacks with a "damage 6" sword, the damage is 6.  If Superman, who has something like a Strength of 25, attacks with the same sword the damage is still 6, according to the rules.  Of course, the gamemaster can always change that to reflect logic- but it should be noted that the basic rules don't account for things like this. 

Blood of Heroes

Actually, when I first heard about this game, I was hoping that "The Blood of Heroes" was referring to the groovy post-holocaust movie about a wasteland sport (like 5 person football with dog skulls and chains) starring Rutger Hauer- also entitled "The Blood of Heroes".  It wasn't.

So what is the Blood of Heroes, aside from a re-release of Mayfair's DC Heroes rules?  Well, let's talk a gander through the 350 page book (half of it is BOH campaign background).

The Rules

Here's what they did to the rules:

Some of the powers have been rearranged and streamlined.  There are also three new powers- Time Control, Dimensional Anchor and Kinetic Absorption.  That's all.

They added new "motivations" for characters.  Motivations are like superhero alignments- they explain why a hero does what she does- for example, "Protect the Good" (Superman), "Seeking Justice" (Batman).  The new motivations are for Anti-heroes: Not villains, but rather self-seeking heroes ("Mercenary", "Power Lust", etc).

The above can be called "good" changes.  There are "bad" changes, too, such as the fact that all the powers are lumped together alphabetically.  In the original DC Heroes layout, the powers are grouped into Physical, Mental and Spiritual categories- this makes it easier to find the powers- if you want to play a combat oriented character, you of course turn to the Physical powers section.  If you want to play a superhero that can control minds or throw cars with psionics, you can turn to the Mental powers section.  In Blood of Heroes, all the 150+ powers are put together alphabetically.  This is good when you know what the powers already do (for reference), but this is totally bewildering for beginning players looking for powers for their hero- even if you know ahead of time what powers you'd like to have, you'd still have to wade through many, many power descriptions to find the ones that suit you.

It may seem unfair to compare BOH to Mayfair's DC Heroes, but the Pulsar Games group essentially did take the rules and just stick them into a new book (with very, very minor revision).  Since they didn't have the rights to the DC Universe as background, they created a new set of heroes.  This is an unusual situation- since they didn't create the rules from scratch, they can (and must) be compared to the original DC Heroes.

The Background, Book Layout and the Rest

I put this at the end because if it came at the beginning, you would have thought my opinion biased in some way.  I'll cut to the chase- I love the "DC Heroes" (Now "Blood of Heroes", although I can't bring myself to say it) rules, but the rest of the contributions to the project by Pulsar Games are, in a word, Horrible.  Here's Why, in order of noticability:

1) The Art Sucks.  I'm not prone to superlative, but there's no splitting hairs here.  The art is absolutely wretched compared to, well, every other super hero game out there.  I don't mean to personally offend the artists, but I undoubtedly will- with few exceptions, the art shouldn't have been published.  Art is supposed to add to the layout of a page, but this art is more of the "It's an RPG and thus must have art- anything will do" variety.  The cover is "corny", and the layout of art in the book is dismal.  On page 56, The word "Slam!" takes up half a page.  Elsewhere, there is "BBBOOOM!!" and "BBBBOOOM!!", and another "BBBOOOOOM!!" taking up 1/2, 3/4, and 1/2 of a page respectively.  Let's not forget the 3/4 page "ZAP", and the 3/4 page picture of some sort of explosion effect- there's more, but I'll stop here.  This isn't the kind of art that gets us in the mood of a superheroes game, it just simply takes up space.

The heroes themselves, when they appear in the back of the book, also make the reader cringe.  A few of the artists (Josh Lakes and Jeff Himes, for example) have a talent for drawing, but it gets drowned in the likes of Anarchy Man (the main hero of the game- he's used like Batman in the old DC Heroes), who looks like a grinning idiot with buckled knees and a big, pretty knife.  Every picture he appears in, which is unfortunately more than one, he has the same stupid grin and big knife.

I'm not saying that they should have hired professionals and spent wads of money on great pictures, but Superheroes are all about comic books- and comic art is usually... well... good.  Making a superhero game without good art, or at least of medium quality art, is like making a sugarless children's cereal, or a Japanese manga character for children without huge eyes.  It just misses the point.

2) The Layout is bland.  The reason that the bad art stands out so much is that the layout is so bland.  Some games have poor layouts, but the art is enough to keep you from noticing.  The layout here is bland, bland bland.  They should have used fonts, different shades for the text boxes, some sort of frame or sidebar, or something to spice up the book.  There are some books, like Star Wars 2ed Revised and Expanded, where if I look at the beautiful layout I think "I can't do that".  There are other games, like Delta Green, where I think "I can do that, but it would take a while".  With Blood of Heroes, I was thinking "I can do this in a day on MS Word.  Add a friend and it's done in 3 hours."

3) The price?  Well... It's not bad for such a large wad of paper bearing the words "Role Playing Game", but in light of everything else it seems that they should have tried releasing it cheaper on the Internet.  If I could go back in time, and someone told me that BOH was selling on the Internet in .pdf format for 6-7 dollars, I would buy it (for the rules, of course).  If I could go back in time to when I actually bought this game, I would teach myself about www.ebay.com and I would have used ebay to look for DC Heroes 2nd or 3rd edition.

4) The heroes are forgettable.  I can only remember Anarchy Man, and that's because of his stupid grin.  I just flipped through the heroes section 2 minutes ago to check the art, and I looked carefully at the stats of each character, and there isn't one hero or villain that sticks out in my mind.  Oh, there is one villain, but that's because his picture looks exactly like a Vorlon from Babylon 5- I don't remember anything else about that villain, including his name or powers.  And since the layout doesn't put the picture of the character immediately next to his name or description, you'll often find yourself wondering who is who.  I can't tell if the Vorlon character is "Daygon" or "Force", even after reading the powers and character description!

The forgettable superheroes wouldn't be so bad were it not for the fact that the section on heroes and villains takes up 120+ pages!  I believe that most people who buy this game would ignore this entire section and instead build their own heroes and villains.  The groups of heroes, like "The Aquaticans" and "The Voltz Imperium", are together a more forgettable bunch than the individual heroes within them.

Finally, something that carried over from DC Heroes is an attribute description that tells you how you rate yourself to other characters when you're building your character.  For example, on the sidebar about strength, it tells you what you can do with 7-8 points of strength (bend a steel crowbar), all the way up to 28-30+ (entity-level strength that can obliterate celestial bodies).  This table also compares you to other heroes in the DC Heroes universe- see how smart you are compared with Lex Luthor, how charismatic you are compared to Batman, etc.  Unfortunately, Blood of Heroes does this as well- with their own round of characters. You can see how Dexterous you are compared to heroes such as... well... Mindhammer... Nebulon... uh... Knight... The Colossus... or how about Athena of the Twelve.  Since no one on the planet has ever even heard of these heroes before opening the book (and most of us forget about them immediately after reading about them), and all these heroes are printed in the back of the book anyway, this whole section has a feeling about it of "SO WHAT?" Are the players really supposed to compare their characters to other characters that they've never seen, heard of, or read about outside the BOH game?  That's like my telling you the following about your newly created Star Wars Character: 
"You're almost as fast as Boba Fett, you're not quite as strong as Chewbacca, but you're much smarter than Forloz the Administrator, and you can outdraw Jurlax Sieve or outpilot Ymnad Var any day!"
"Uh- who?"

5) There is... no background.  OK, so there are heroes and all, but aside from about 3 pages of descriptions of "other planes" (Dimension of Energy, etc), there is very little background world material.  This might be a problem of many superhero games, though.  I know that DC Heroes had little, but recent superhero games like Brave New World pride themselves on their extensive and "realistic" background.  Blood of Heroes offers only a bunch of villains and heroes to plop down in New York, Gotham, Tokyo, the Dimension of Energy, or wherever.  I think it is assumed (I guess rightfully so) that the GM and players would hammer out the game world for themselves.

6) There's one of those... Roleplayer Pictures!!!! OK, this is a minor point, but on page 176 is one of those pictures (and a poor one at that) of a gaming group gathered around the table.  But they're not obese loser game freaks, they are the heroes themselves, in costume! WOW!!  OK, you know the type of picture, you've probably seen the fantasy equivalent (the best one I've seen, and not too good at that, is from the AD&D 2nd Ed. Campaign Sourcebook and Catacombs Guide)- Real Barbarians, Wizards and Rogues gathered around a table, rolling dice and talking to someone with a GM Screen in front of them.  Anyway, in gaming culture this kind of picture is like Jehova's Witnesses- we hate them and find them annoying but can't really put our finger on why... 

Anyway, the BEST PART about the above picture is that the dice shown on the table, in front of the BLOOD OF HEROES GAME SCREEN, are SIX-SIDED DICE!!!  The system, of course, uses only d10s.  A stupid, minor point that I couldn't help laugh at- It was like the crystallization of all the above faults into one picture.

The Final Score

The Blood of Heroes is great in the fact that it republishes one of the greatest (if not the greatest) Superhero RPG system (Mayfair's DC Heroes) in a new book.  If I were to rate the system itself, I would give it:

Style: 4

Substance: 5

Unfortunately, Blood of Heroes lays out the system poorly, plus tries to include art and sample heroes, neither of which are needed or wanted. I'm giving it a 2 and 1 (it wasn't completely unintelligible, I'll give them that).  I should average the two, but you have to remember that all Pulsar did was take an existing system and staple on a load of practically worthless (and poorly laid out) stuff onto it.  The final score will reflect their contribution to the project.

By the way, the DC Heroes game by Mayfair can be found sometimes on internet auction sites like www.ebay.com.  I'm not plugging ebay or selling anything, I'm telling you the best way to get the above superheroes system without all the mung.

Style: 2 (Needs Work)
Substance: 1 (I Wasted My Money)

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