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Anti-Hero Hooded Faces

Anti-Hero RPG System

a universal RPG adaptable to any Period, Setting or Genre

play effective Evil or Indifferent characters as well as Good

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Welcome to the Anti-Hero universal role-playing system.

This system of rules can be used in traditional table-top roleplay, mêlée or war games. Just pen, paper, 2 10-sided dice (2D10 - or their digital equivalents) and at least 2 "players" are required - one of whom must take the role of Games Master (GM). Access to a calculator may come in handy too. The use of model figures and impromptu dioramas is encouraged, but not essential. Also, adaptation into Live Action Role Playing (LARPing) rules can easily be achieved if you are so inclined. The in-game standard measurement of length, the cubit, is equal to the real-world standard, the metre (or 100cm).

This role-playing game is designed specifically to give those wishing to play the villain or anti-hero a gaming experience just as rewarding and rounded as would be available to those playing the more traditional heroic characters. It is intended that the game world be populated equally with characters of all alignments making the game play more challenging for all concerned - and the consequences of actions and the motivations behind them more difficult to predict and counter.

The biggest difference between this system and that of most others is the fact that once your character's Stats (derived from their Attributes) and Abilities (derived from their Skills) are set there will be little room for the improvement of their respective maximum possible level. A character's maximum Stats are set at character creation and will (mostly) not increase beyond it. Repeated use of Skills will not allow the almost unlimited incremental increases seen in most RPGs... you will be able to hone those Skills that have been nominated as Abilities to a certain maximum level (plus 10 from the starting level) but beyond that you can not go. There are no über characters with every Attribute & Skill maxed out to 100 here.

Your initial choices when creating a character and how you play the game are crucial to that character's survival and progress. Also, if you neglect using your abilities, their levels will start to diminish and will slowly return to the starting point - making for a much more level (and interesting) playing field. Character advancement only manifests as Rank, Reputation & Wealth... or the lack of it.

A Traditional RPG with RTS & Tactical Team Play!

an adaptable & realistic life sim with intuitive character & group management

It is hoped that the game world conjured by the Anti-Hero system will make for a more realistic environment in which to play than competing role-playing systems offer. The recruiting of suitable allies and compatible companions will be of paramount concern, your character's life and well-being will depend on it. All characters, both friend and foe, will be at a more or less equivalent level so tactical and intelligent game play is essential. From the moment you start your Character Creation with an Alignment choice a clear strategy should be adopted, for all the decisions you make from then on in will have far reaching and potentially damning consequences.

Realism is key - but not to the detriment of game-play. Characters have to eat, drink and sleep to stay healthy... even the optional requirement for bathing to aid in social interaction and general health is allowed for... as is an optional mechanism for benefiting from sexual relationships.

Characters have to be aware of environmental factors; clothes (and a lack of them) WILL affect performance depending on temperature and weather conditions. Armour WILL weigh your character down and over encumbrance WILL stop your character (and others) dead in their tracks. All characters WILL have monetary concerns, a lack of money can seriously affect a character's prospects and reputation... don't worry though - you can always beg from the Good if pressed... just pray you don't beg from an Evil character - you may get more than you bargained for!

Building a team is of paramount importance, whether it be with other Player Characters (PCs) or with Non Player Characters (NPCs), so allegiances to various factions can be key. Working out who your potential friends, allies and enemies are, is a vital part of the game. Each PC’s success and survival depends very much on their ability to attract, persuade and/or compel NPC Companions to work with or for them. Such Companion NPCs will follow orders and effectively come under the PC's (and therefore, that player’s) control. Like the GM, each player can potentially have multiple characters at play in any given gaming scenario or session.

The Basic Game Mechanic of the Anti-Hero RPG System

every interaction has a percentage chance of success

The basic game mechanic of the Anti-Hero RPG System is a simple one. Any Interaction, whether it be an Action, Reaction, Attack or Defence, employed by an entity in the game (whether it be a character or creature, or in some cases an animate or inanimate object) has a certain percentage chance of success. That percentage is derived according to the applicable Attributes, Skills and Equipment (if any) used by that entity in attempting to carry out the Interaction. Once that percentage is calculated 2 D10s are thrown and if the resulting roll is below the required percentage then that particular Interaction was carried out successfully. If the roll is above the required percentage, then it was not and has failed. Yes, in this game, lower dice scores are preferable to higher ones.

2D10
To roll a score between 1 and 100, two different coloured ten sided dice (2D10) must be used. At the onset of the game one die should be chosen to always represent the tens and the other to represent the ones. In this case the red die represents the tens and the yellow represents the ones, so the roll has a score of 86. The lowest possible roll is 01 and is always a success, while the highest, 00 representing 100, is always a fail.

Broadly, in every interaction there is a Protagonist, the one who initiates an Action or Attack, and an Antagonist, the one who reacts to, or defends against it.

The Protagonist’s % chance of success at an Action or Attack = (applicable Skill + governing Attribute)/2 + or - any suitable Action or Attack Modifiers (potentially imparted by equipment, weapons or the environment, among other factors) = X.

If the Protagonist throws a 2D10 and gets X or below, that Action or Attack is, initially at least, successful. If not, the Action or Attack has immediately failed.

The Antagonist then has the chance to counter the Protagonist’s Action or Attack. This is also expressed as a % chance and = (applicable Skill + governing Attribute)/2 + or - any suitable Reaction or Defence Modifiers = Y.

If the Antagonist throws a 2D10 and gets Y or below, the Reaction or Defence to the Protagonist’s interaction is successful and that Action or Attack is nullified. If not, then the Antagonist has failed to successfully react or defend against the Protagonist’s interaction and must suffer the consequences of that Action or Attack.

More detailed examples will be given as the rules are expanded upon in subsequent pages.

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Parallaxed - an Anti-Hero RPG for the PC

computer based role-playing and strategy in the Gaea Parallaxis Anti-Verse

The Anti-Hero Role Playing Rules can be easily incorporated into the game mechanics of a computer RPG. Harbinger451 is currently working on such a computer game called Parallaxed (developmental title) - that is set in the Gaea Parallaxis Anti-Verse.

The Parallaxed game perspective will be a third-person 2D twist on the classic 3D Isometric. The production of this computer game, probably using the 001 Game Creator software but with unique and original stats and visuals, is very much a long-term goal. Needless to say, it would be A LOT of work. The analogue table-top version will have to be completed first.

Comment on, discuss and debate the Anti-Hero Role Playing System by replying to the blog post HERE!

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