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Blood of heroes game review
Blood of heroes game review














There were also 14 skills in the game and they included everything from Acrobatics to Gadgetry. Everything from "Heat Vision", "Superspeed", to even "Eye of the Cat" could be selected as powers. The game included the kinds of powers normally found in the DC Universe. Powers were arranged using the physical, mental, and mystical categories. It doesn't have too few attributes or too many and it emphasizes heroes who have strong mystical aspects from heroes who have strong mental aspects, something which other games don't do well or at all. Out of any system I've ever seen, this is by far the most elegant and just flat out awesomest (is that a word?) way of handing attributes. These included three physical attributes (Dexterity, Strength, Body), three mental attributes (Intelligence, Will, Mind), and three mystical attributes (Influence, Aura, Spirit). You could easily have Superman with his Strength of 25 APs bashing Darkseid with his Body of 16 APs and the system wouldn't strain from the Earth-shattering blow.Ĭharacters themselves were statted out in nine attributes, arranged in a matrix. In fact, a feature of DC HEROES was the fact that it could run a cosmic supers campaign with no difficulty. This allowed heroes of all power levels to co-exist in the same group and it also kept the game from breaking at high levels. Therefore, a distance of 1 APs was double the value of 0 APs, or twenty feet. An increase of 1 AP was a value double the previous AP. For example, 0 APs of distance was the equivalent of 10 feet. The AP measured everything from distance to time and even space. The system used a measurement called an Attribute Point, or AP for short. It has been referred to in many circles as the Mayfair Exponential Gaming System, or MEGS for short. The game used a system designed by Greg Gorden (one of the greatest designers in role-playing game history) and later revised by Ray Winninger (another legend). The 1993 softcover third edition with foil-embossed cover (a sign of the times) cleared up some issues, but it was the least successful edition, most likely due to the fact that it wasn't a wonderful box filled to the rim with goodies. The 1989 second edition boxed set with the simple but iconic Superman/Batman cover cleaned up some issues with the game like the gadgetry rules and added an advantage/drawback system. Certain characters like Superman were statted out in their pre-Crisis versions. The 1985 first edition boxed set with the George Perez cover was released while the DC mega-event Crisis on Infinite Earths was taking place, so the DC Universe was in a bit of flux.

#Blood of heroes game review manual#

These boxes were jam-packed full of stuff: usually including a “Read This First” booklet, a Player’s Manual or Rules Manual, a Gamemaster’s Manual or Background/Roster Book, a Powers & Skills Book or Character Handbook, a Gamemaster’s Screen, a Teen Titans or Justice League adventure, 30 or more color character cards, and two (2) ten-sided dice.

blood of heroes game review

Mayfair published three editions of the game, the first two being boxed sets, a mainstay in the world of 1980s role-playing games. The DC HEROES Role-Playing Game was published from 1985 to 1994 by Mayfair Games, a publisher known up until that time for their board games. I said at the end of my last post that the next one would be a comparison between DC Adventures and DC HEROES, but before I get to that I would like to do a short flashback on the latter. Anyway, I had a short lived blog about supers gaming where I wrote a retrospective about the game and I thought I would share it here.

blood of heroes game review

I don't own everything for the game because I've never had a tendency be a completist, about anything really. I love it so much I own three 2nd edition boxed sets, one of which is still in the original shrink wrap. I can't think of another one I love more. DC Heroes is probably my all-time favorite RPG.














Blood of heroes game review