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The Blood of Heroes: Special Edition

The Blood of Heroes: Special Edition Playtest Review by Dan Davenport on 05/08/01
Style: 3 (Average)
Substance: 4 (Meaty)
The setting may not be the best, but this version of MEGS definitely is.
Product: The Blood of Heroes: Special Edition
Author: Tony Oliveira, Ray Hedman, Joshua Marquart, Chistopher Tatro, Jonathan Cassie, Joseph Wolf
Category: RPG
Company/Publisher: Pulsar Games Inc.
Line: The Blood of Heroes
Cost: $30.00
Page count: 366
Year published: 2000
ISBN: 0-9665280-3-4
SKU: PUL1160
Comp copy?: yes
Playtest Review by Dan Davenport on 05/08/01
Genre tags: Modern day Superhero
Blood of Heroes: Special Edition is the post-DC Heroes, post-Mayfair incarnation of MEGS, a.k.a. Mayfair's Exponential Gaming System. The first edition of Blood of Heroes took a critical beating that was mitigated somewhat with the release of the Sidekick Sourcebook supplement. In Blood of Heroes: Special Edition (hereafter "BoH:SE"), Pulsar Games has combined the rules and setting information from both books into a single repackaged, re-edited whole. But is the resulting book worth your money? Let's find out...

THE RULES

(Note: Ordinarily, I cover the setting first. However, with all due respect to the writers, I doubt the majority of people buying this book do so for the new non-DC setting. So, this time around, the rules get top billing.)

The Basics

Every ability in Blood of Heroes is measured in Action Points (APs), with every AP doubling the previous level. This means, for example, that a hero with a Strength of 5 is twice as strong as one with a Strength of 4. This has the advantage of modeling a wide range of APs on a manageable scale, from the most mundane person on the street to planet-juggling superhumans. The attendant disadvantages are the relative lack of differentiation between normal humans and the inability of the scale to model "close" scores -- if Wonder Man is second only to Thor in Strength, then using the BoH/MEGS system, he's either half as strong or exactly as strong as Thor. Also, the exponential scale results in more concretely scalable Attributes like Strength having a smaller human range than more nebulous Attributes like Intelligence and Dexterity. This isn't a game-killer by any means, but it's a little awkward not having the same human range for every attribute to use as an easy universal benchmark.

Almost all MEGS rolls aside from Initiative are 2d10 added together with no modifiers. (More on Initiative in a moment.) To determine the success of an action, the Acting Value (AV) is cross-referenced against the Opposing Value (OV) on the Action Table to determine the target number for the 2d10 roll. If the action is successful, the acting character's Effect Value (EV) is compared against the defending character's Resistance Value (RV) on the Result Table to determine the Result APs (RAPs), which are the numerical value of the success. Rolls that exceed both the target number and 11 on the Action Table will result in lower OVs -- and thus higher RAPs -- on the Result Table. This is meant to simulate astoundingly skillful actions, but it becomes completely luck-based for any target numbers 11 or under. (In other words, if you can hit with an 11 or less, your skill does not enhance your chance for a better result.) This means that unlike games such as Feng Shui, BoH:SE requires called shots to simulate skill-based effectiveness.

Modifiers, where applicable, are applied to the AV, OV, EV, or RV, or are applied as table column shifts. This means that the roll, the target number, and the result are all completely transparent once the correct columns and rows have been determined on the Action and Result Tables. One drawback to the tables, however, is the fact that each row and column covers a range of values, thereby exacerbating the AP compression inherent in the exponential scale. For example, while the human Strength scale runs from 1-6, the table groups together 1-2, 3-4, and 5-6 on the same rows and columns. Thankfully, BoH:SE alleviates this problem a bit by giving a Success Roll or RAP bonus to the higher of two opposed scores falling in the same column.

Another side effect of the exponential scale is that for the most part, Powers and Skills do not add to Attribute APs; rather, they substitute for them. So, for example, if a character has 6 APs of Dexterity and 8 APs of Acrobatics, the player would not add them together for a total Acrobatics score of 14 APs; rather, he would choose to use either Dexterity or Acrobatics. (Obviously, he'd go with Acrobatics in this case.)

An important variable that comes into play is the Hero Point. Any Hero Points not spent during character creation (see below) and any awarded during play may be spent to boost the APs of any ability for one action up to an amount not exceeding twice the starting APs. Because of this fact, and the fact that Hero Points may be used for emergency damage reduction, Hero Point pools are almost as important as ability scores when it comes to judging a character's power.

Character Creation

Characters are defined in terms of Attributes, Powers (with any attendant Bonuses and Limitations), Skills, Advantages, and Disadvantages, all purchased with Hero Points. Ads and Disads cost and add a flat number of HPs, while Attributes, Powers, and Skills all have a flat Base Cost that must be paid to gain the ability and a Factor Cost that determines the cost of the ability per AP desired.

BoH:SE features nine Attributes: Dexterity, Strength, Body, Intelligence, Will, Mind, Influence, Aura, and Spirit. These are cleverly grouped into three groups of three in two different ways: the Physical (Dexterity, Strength, and Body), Mental (Intelligence, Will, and Mind), and Mystical (Influence, Aura, and Spirit) Attributes, and the standard AV/OV (Dexterity, Intelligence, Will), EV (Strength, Will, Aura), and RV (Body, Mind, Spirit) Attributes. So, if Punchman wants to hit Targetman, that's a Physical Action using Punchman's Dexterity as the AV, Targetman's Dexterity as the OV, Punchman's Strength as the EV, and Targetman's Body as the RV. Nice and simple.

Unfortunately, the absence of the DC supers hurts the most in this area. Give me Superman's Strength or Batman's Dexterity as examples and I'll say, "Oh, cool! I always wanted to know that!" Do the same thing with BoH:SE's Striker or Anarchy Man, and I'll just say, "Oh."

BoH:SE truly shines when it comes to Powers. Instead of offering power-assembly kits, BoH:SE offers a comprehensive list of over 200 Powers that cover an astounding array of comic book abilities, with even more possible by adding Bonuses and Limitations. Many of these are new to MEGS, which is one good reason owners of DC Heroes may wish to spring for BoH:SE. Several others have been rewritten and clarified. And if the listed powers aren't enough -- which hardly seems likely -- the book includes a Power creation system as well. This creation system fairly basic, but with this many specific powers, it's all that's needed.

Skills I found to be the weak link in the system. First, while I can appreciate a broad skill system, BoH:SE takes the concept several steps too far by lumping clearly unrelated "Subskills" together. For example, the Weaponry skill covers the Subskills of Exotic Weapons, Heavy Weapons, Missle Weapons, Firearms, and Melee Weapons. While it may be a comic book trope that some heroes are all-around weapons experts, I hardly think that justifies lumping every possible kind of weapon under one skill. True, you may choose to purchase only certain Subskills, but it's my belief that too many required exceptions mean there's a flaw with the rule.

And neither friends nor foes of disconnected Attributes and Skills will be very happy with BoH:SE's take on the subject. All Skills -- and Powers, for that matter -- have Link Attributes, but these matter only if the Power or Skill is Linked to the Attribute. This means that the PC pays a lower Factor Cost for the APs of the ability, but that ability must be purchased up to an equal AP level of the Link Attribute. The Intensive Training Advantage further discounts Linked Skills. The idea is to promote "Skill characters" like Batman and Captain America, but the problem is that it is only really worthwhile for characters that already have impressive Attributes. Further complicating matters is the fact that all Linked abilities must be increased at the same time. For example, if you have 10 APs of Dexterity and have Linked both Martial Arts and Acrobatics to that Attribute, you must increase all three or none at all. This concept is completely without a game world rationale, and as such offends my sensibilities. Thankfully, BoH:SE adds to MEGS the concept of Half and Double Linking, which allows PCs to Link abilities at half or twice the Link Attribute's APs. This doesn't solve the problem completely, but it does, at least, allow for the relatively cheap creation of super-Skilled heroes without the need for near-superhuman Attributes.

With their wildly eclectic functions, the Advantages used to round out BoH:SE characters reminded me more than anything else of Warhammer FRP skills. Some, like Area Knowledge and Connoisseur, allow the PCs to use straight Attributes in ways they otherwise could not. Others, such as Expertise/Scholar and Gift of Gab are more like pseudo-Skills, giving a flat bonus to Attribute rolls. Still others grant perks -- some superhuman -- that are unrelated to Attributes at all, such as Gadget and Insta-Change (into costume). Drawbacks are equally diverse, giving penalties and restrictions instead of perks in exchange for more Hero Points to spend on character creation.

Like Powers, Advantages cover a lot of ground, but I found some of their overlap with Skills to be confusing. For example, the Scientist skill could more correctly described as Engineering, with a Research Subskill tacked on as of BoH:SE. The true science skills appear Advantages of the flat bonus variety. This means that it is impossible to excel in such things as Particle Physics through training and that anyone can attempt a science-related roll using the Intelligence Attribute without penalty. That just seems wrong to me.

Combat

I've already covered the basics of combat under Character Creation. As I explained there, the simplest combat involves Dexterity vs. Dexterity to hit and Strength vs. Body for damage. Offensive and defensive Powers and Skills can substitute where applicable. Each character has an Initiative score based on the sum of the character's Dexterity, Intelligence, and Influence, plus bonuses for such things as Martial Arts and Superspeed, to which the roll of a single D10 is added (along with any Hero Points) to determine the order of actions.

Plenty of fancy maneuvers are covered, from grappling to disarming to the ever-popular knockback. As I mentioned earlier, though, skill alone does not generally result in greater damage. For that, the PC must accept an increase in his target number in exchange for lowering his foe's Resistance Value. This same mechanic applies to non-combat skills as well, but in combat, the RV reduction is capped at -6. If you want a game in which super-skilled archers can take out nearly indestructible behemoths with merely a well-placed arrow, I'd recommend removing that cap.

Notable changes in BoH:SE include the addition of the Techniques Subskill to Martial Arts and the ability of PCs with the Dancer Subskill of the Artist Skill to emulate Martial Arts. Another big improvement is the fact that Superspeed now allows multiple attacks -- something that I'd have thought would have been self-evident but which was not the case in previous editions of MEGS.

Miscellany

So why would you want to buy BoH:SE if you already own an edition of DC Heroes? In this case, it's the angel that's in the details. The folks at Pulsar -- and their allies at the DC Heroes mailing list -- have gotten under the hood of the MEGS engine and souped it up big time.

A few examples:

The gadget rules are now more comprehensive, covering such nifty details as "gadgets as characters" (i.e., cyborgs), automatic fire (a glaring omission from previous MEGS books), and multiple dart-throwing (until now a special advantage reserved for Batman).

The magic rules are now completely separate from the gadgetry rules and offer a brilliant mechanic for the creation and use of magic rituals (i.e., spells, as opposed to freeform magic, which falls under the Sorcery Power). Rituals can simulate Powers, Skills, Advantages, Drawbacks, Bonuses, and Limitations, with player-determined factors such as duration, casting time, magic circles, and the cost of components affecting the difficulty of the casting. Also covered are Ritual Disciples (basically special Scholar/Expertise Advantages for various schools of magic), occult premonitions, and the creation of magic artifacts.

More generally, what makes BoH:SE stand out is the sheer number of options, tweaks, and details provided. Can a photocopy of a magic ritual still be effective? The BoH:SE team thought of that. (The answer is "usually not," by the way.) What happens when various Powers are used underwater or in outer space? BoH:SE has you covered. Want a more deadly game? Make all damage Killing damage by default. Less deadly? No Killing damage at all. In fact, BoH:SE provides a set of options to customize your setting in order to emulate any number of superheroic subgenres, from comedic to brutally realistic and anything in between. Furthermore, unlike DC Heroes, BoH:SE allows anti-hero and villain PCs. While I personally don't see the appeal of playing an outright villain, it's good to see that grim-and-gritty Punisher types are now viable PCs.

THE SETTING

Okay, so Pulsar couldn't use the DC universe in BoH:SE. So, they made their own. The result is... well, okay.

The BoH universe, like the comic book universes that inspired it, covers all the bases like a trooper: alternate Earths, multiple dimensions, ancient civilizations, alien empires, etc., etc. Taken as a whole, it provides plenty of options but needs more detail to be truly playable. (A problem that will no doubt be addressed in Pulsar's upcoming Blood of Heroes: Tour Guide.) Unfortunately, character write-ups take up the majority of the setting information.

Now, why do I say "unfortunately"? Surely a superhero universe needs to be well stocked with superheroes, right? Well, yes... but there are two problems in this case.

First, these heroes lack the iconic punch of published heroes like Superman and Batman. As a result, it is much less likely that GMs will ever use them. A few for example purposes would have been fine. Necessary, even. But 107 pages? That's a bit much. I can admire them for trying to fill the void left by the DC heroes, but this was, I feel, overdoing it. Some of the characters are very well done, some are highly derivative, but none made me want to use the BoH universe whole cloth. (I do, however, like Anthrax, the ruthless businessman with the poison touch who for some reason is described as an Anti-Hero under character motivation examples and as a Villain in his own write-up.)

And second, these NPCs are way beyond the ability level suggested for player characters. PCs are expected to be 450 Hero Point characters -- a level below even some of the non-powered alter egos and animal companions of the NPCs, for whom 1500 Hero Points seems about average. So, who are the PCs supposed to fight? Animals and street thugs? Admittedly, the GM is free to adjust the starting Hero Points, but if 450 is the default, why are almost all the potential foes out of that league? It's akin to stocking a dungeon meant for 1st-level D&D characters with ancient dragons and greater devils. Worse, it makes the NPC heroes seem like the kind of "GM PCs" that all players loathe.

As far as the overall tone of the setting goes, I would describe it as somewhere between flashy four-color and mildly gritty. It definitely didn't strike me as being as "dark" as I'd heard, although several heroes and villains have both apparently been killed in action over a relatively short time span -- a higher body count than your typical comic book setting.

THE BOOK

First, the art: it isn't as bad as you may have heard. Is it great? No, and some of it is overly cartoonish, and some if it is flat-out bad. But on average, it's good enough to get the job done without being an eyesore, and some of the character illustrations are quite good. (Unfortunately, some of the better drawings are also the most poorly reproduced.) Aside from the puttylike hands on the supervillain Demise, the cover is pleasantly colorful and dynamic.

The rules text seemed pretty dry, and unfortunately, there are a lot of rules to read. Thankfully, the writing is much more conversational in the GM section. The setting text takes itself too seriously in some places and tries too hard to be clever in others, but it, like the bulk of the artwork, is sufficient without being great. Typos are blessedly few and minor -- missing spaces after periods, for example.

What is great is the organization of the rulebook. All important charts (of which there are unfortunately more than a few) are repeated at the back of the book, and there are separate and highly detailed indices for rules and for characters and setting information. Finding any piece of information in the book is a breeze.

CONCLUSION

Pulsar has done a fantastic job of retooling, compiling, tweaking, and adding to the MEGS system. It is still MEGS, so if you didn't like it before, you probably won't now, either. (Not unless one of the new tweaks solved a problem that has kept you away from MEGS previously, anyway.) However, if you want the latest, best, most comprehensive version of a tried-and-true superhero game system, BoH:SE is a good choice. And who knows? You might even end up being a big fan of the setting, which would just be gravy.

If you already own one of the editions of DC Heroes, the purchase is a tougher call -- $30 U.S. isn't cheap for some rules revisions and expansions (however well-done) and some new setting material you are unlikely to use. Pulsar's Sidekick Sourcebook, which I believe contains most of the changes to MEGS, might be your better bet. But it's a testament to the good work Pulsar has done that I'd still consider picking up Blood of Heroes: Special Edition regardless.

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