Sanctioned Campaign Details

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Form-Fillable Character Sheet[edit | edit source]

Valiant RPG v1.3 Character Sheet

Open Legend Character Maker

Home-Brew Rules[edit | edit source]

All of this information is for Valiant, which is no longer used.

  • Page 42: Lead Narrator: We will play with only one Lead Narrator per event
  • Page 42: Stats and Stat Dice: Beginning at the top of the Dossier’s second page, you’ll see the different stats for use in the game and different dice that represent those stats (Stat Dice).
    • Action: How well a person is using his/her powers and in combat. It is the base die for all combat oriented and resisted actions. The Action die is a dictated die based on the character level chosen at the start of the game:
Support D4
Enhanced D6
Super D8
Icon D10
Legend D12
(Once chosen at the start of the game, the player may spend the standard points purchase amount to raise the die level, per the character leveling rules.)
    • Physical: Replaces Might. This represents the physical nature of the character, including endurance, brute strength, and Dexterity. It is the statistic used to resist force trauma.
    • Mental: Replaces Intellect. This corresponds to the intellect of the character, whether street smarts, learned science, or just plain inherent brilliance.
    • Social: Replaces Charisma. The ability of a character to lead or to talk his way out of a situation is based on charisma; a character’s presence as he walks into a room. It measures willpower as well as the ability to resist mental and mystic trauma.
    • Luck: Luck is a very special number for each character. It’s not a Stat Die but instead a static number that represents the capriciousness of fate. If any die result on any challenge, test, or combat roll should ever match the character’s Luck Stat, that die is rolled again and added to the total. Dice matching the luck stat can be rerolled no matter how many times that number is rolled in a single action. When rolling multiple dice for a Power, check the Luck Stat against both dice before discarding any dice, if necessary.

Page 51 - 52: Core Mechanic - Challenges and Combat:[edit | edit source]

Challenge or Test:[edit | edit source]

A D12 is the Base Die, and forms the foundation that all players’ rolls are based on in a challenge, while a D20 is used as the Challenge Die against which a player is rolling. The appropriate Stat Die is added to the Base Die for all Challenges and Tests. The basic dice rolling mechanic for all Challenges and Tests are:

D12 + Appropriate Stat Die + Modifiers

vs.

D20

If a power is being used, the Power Die replaces the Stat Die in the die pool. The result of this roll is altered by any applicable modifiers. The basic dice rolling mechanic for powered combat is:

D12 + Appropriate Power Die + Modifiers

vs.

D20

The appropriate Power Type alters challenge and test rolls as per the RPG.

Power Type:

  • Replace (Stat Die)
  • Discard Lowest (Roll both Stat die and Power die, discard the lowest of the two)
  • Keep Both (Roll both Stat die and Power die, but keep both results)
  • Add + X

Combat:[edit | edit source]

Combat is a variation on the basic dice-rolling mechanic for Challenges and Tests. The Action Die forms the foundation of all combat rolls, replacing the D12 Base Die. It is the die that indicates the power level of the character.

A Stat Die is added to the Action Die for all combat rolls. Depending on the nature of the attack, the Physical, Mental, or Social Stat Die can be used in conjunction with the Action Die. The basic combat mechanic:

Action Die + Appropriate Stat Die + Modifiers

vs.

Action Die + Appropriate Stat Die + Modifiers


If a power is being used, the Power Die replaces the Stat Die in the die pool. The result of this roll is altered by any applicable modifiers. The basic dice rolling mechanic for powered combat is:

Action Die + Appropriate Power Die (replacing Stat Die) + Modifiers

vs.

Action Die + Appropriate Power Die (replacing Stat Die) + Modifiers

The Power Type of the Power affects the combat roll as per the RPG

Power Type:

  • Replace (Stat Die).
  • Discard Lowest.
  • Keep Both.
  • Add + X.

Page 53: Power Die[edit | edit source]

Power Type:

Replace: Replace is the standard power type for all powers. It specifically replaces only the Stat Die in combat rolls.

Note: The Action Die is never replaced in combat rolls.

Valiant Successes and Conditions[edit | edit source]

The highest roll in a combat test wins. The delta between the attacking and resistance roll may result in an "armor defeating" hit or a condition being applied to the result. This is referred to as the "5 and 10" rule.

  • A difference of 1 to 4 is a standard success (no additional damage, no conditions applied to result).
  • A difference of 5+ adds an additional D4 damage die. You hit a soft spot in the armor, or you managed to get around the target's defenses.
  • A difference of 10+ adds an additional D6 and adds a condition (typically Maneuver, Debilitate, or Stunned, unless another condition could apply based on the power used) in addition to doubling the damage. You either hit the target with overwhelming advantage or they were totally unprepared for the attack and could not raise their defenses in time or enough to block you.

Ties[edit | edit source]

Whether on a challenge or during combat, if the two opposing rolls are exactly equal after all modifiers and rolls are taken into account, the result is a "push." It is up to the Narrator (if he is the one initiating the roll) or the Player (if he/she initiates the roll) to describe how the two opposing forces are equal.

For example, it could simply be that Player A fired his eye lasers and Villain 1 held up his indestructible shield and it was a wash. Or it could be that Player A attempted to pick the lock and the Challenge (lock) was so iced-over that the picks didn't work, or the lock was picked but the mechanism is stuck, or whatever. Basically, no one wins, no one loses, and no damage is done to either side.

Conditions[edit | edit source]

Conditions impart a disadvantage. For purposes of the Valiant Rules, the following conditions could apply depending on the attack or action taken. Some suggested penalties are included to help the LN adjudicate the proper condition to use and types of penalties to include.

  • Maneuver: You either hit so fast and hard that you have time to move yourself around the combat, or you strike your foe so hard you move him around the battlefield. You can choose to reposition either yourself or your target. Options for your target include Knock up, Knock back (aka "Slammed"), and Knock down (aka "Prone").
  • Defensive: Your attacks are so fierce, you leave little room for an opponent’s attack to strike you back. +2 to your own defenses until the beginning of your next turn.
  • Ricochet: Your attack carries through or bounces off toward another opponent. Apply your existing attack roll to a secondary target’s defense roll. If the attack hits, apply your normal damage against that target.
  • Debilitate: You knock the wind out of your opponent, momentarily stunning your target. All your target’s rolls are at -1 step until the end of his next turn (stated this way, so that if he’s already gone before you, you still get a bonus to the action when his turn comes around again; if he hasn’t yet gone, it affects him immediately).
  • Stunned: Until the end of your target’s next turn, your opponent may only Move or Defend, he/she cannot Attack.
  • Situational/Conditional: Your powers don’t work like normal attacks, and you must describe the results to the Narrator. A power-dependent result. I.e., some powers might lean toward certain uses (magnetism disarming a person with a metal weapon, a rope attack entangles, a mental attack may charm, etc.). The player states the narration of what his/her power does, and the Narrator either approves it or denies the use (and substitutes one that fits the narration better).
  • Staggered: As per rule book (it is used in Valiant for a variety of effects and reasons).
  • Unconscious/Knocked Out: As per the rule book (it is used in Valiant for a variety of effects and reasons).

Note: Staggered and Unconscious / Knocked Out may not be selected as conditions on a Valiant Success.

Health[edit | edit source]

Page 55: Regaining Armor/Health: Fortunately, there are many ways to regain Health or repair Armor. Players only need to remember the 3Rs of healing:

  • Restoration: A player can spend a Plot Point to regain a pip of Health or Armor.
  • Revive: A player can, once a narration, roll his/her Action Die in order to receive armor/stun restoration only. It does not heal any wound damage but can keep players in the fight longer. A modification can be added to the die with a strong narration on how the character is able to heal. For example, it is physical armor (a suit) and you are in a garage full of tools and leftover metal and wires.
  • Recuperation: Healing between scenes. The equivalent of aspirin, band-aids, and smelling salts... it normally doesn't fix a broken arm or the blood streaming from a cut unless a narration is provided on how the character could experience enhanced healing between scenes. Challenge is based on the Action Die and Ability (Mental or a Power / Device). The amount healed is equal to the Action Die or Power / Device Die of the person providing the healing.
I.e., Healing between scenes without help for most heroes would provide an Action Die of stun healing. A school nurse with a stocked supply room at a high school may provide D4 healing but the narration would allow healing to some minor wounds. Helen Cho, from the Avengers: Age of Ultron movie, could use her cradle to heal up to D10 armor and wounds if the character had her as a contact and possible narration point.

Healing Powers: The powers that allow a character to heal in combat come in two forms:

  • Reconstitution: Actual enhanced healing; it mends flesh and cures conditions, but only while the person with the power is conscious and is actively using the power (i.e., they can either heal or attack, but not both). Limited by Action Die, so an SK has d4, a hero d6, etc.
  • Regeneration: The most powerful form of healing because it happens at the start of your turn and does a straight X amount (starting with Health and then moving to Armor until both are completely cleared), and it happens whether conscious or unconscious, and it can, over time, even regrow lost limbs. Obviously, the higher the X number, the more powerful the ability (could be limited by level, so an SK only has 1, hero 2, etc.)

Page 56: More Lethal Damage[edit | edit source]

Weapon damage will take the form of D4, D6 or D8.

Powers generally do -1 power die damage. Example: Telekinesis of D8 would do D6 damage when used as a weapon. Powers that are only used as weapons and have the (weapon) designator do power die damage. Legendary characters will be able to perform up to D12 damage as well as other cosmic level advantages. This is already the case with certain Valiant heroes and many of the dossiers do not follow the rules as written on pages 53 – 56.

Character Creation[edit | edit source]

Page 63 – Character Level. Changing some of the titles to be more generic and adding an elite level.

  • Support 15 pts
  • Enhanced 25 pts
  • Super 35 pts
  • Icon 45 pts
  • Legend 60 pts

Power type cost[edit | edit source]

As per the RPG

Campaign