THANK YOU EVERYONE FOR HELPING US REACH OUR GOAL!!
With our first stretch goal of $5,000 met, we are opening a second stretch to help create more content for Valor. With the money from the second stretch goal, we hope to be able to create a full website that is open to all, with articles about campaign settings, encounters, monsters and other materials pulled from our future Valorous Realms projects.
The money from the second stretch goal will go toward creating a website, as well as art and writing assets that will go toward both the monster manual and the website.
CURRENT STRETCH GOAL: $7,500
Valor is a new and entirely different tabletop experience. Taking inspiration from popular Japanese Anime, action movies, and high fantasy, Valor casts the players as powerful characters overcoming obstacles through grit and determination. Valor balances a hard rules-driven play style with looser, narrative-based mechanics to create an engaging, dynamic and rewarding role playing experience where the Game Master and the players work together to tell a fun and intense story.
Blending a highly modular system with an involved and rewarding character creation systems, players are encouraged to create and play characters that are truly, uniquely theirs. Extremely adaptable, Valor can be molded to just about any setting, as long as it boasts a supernatural element. No matter how the player chooses to build their character, they will always be effective and interesting in play.
Valor rewards players for actively playing out their character. Acting in character, reciting epic speeches, or performing heroic acts will earn players in-game bonuses they can use to turn the tide of a battle or challenge scene. With fluid battles, players are constantly doing something, creating a fast-paced and exciting role playing experience.
Character creation in Valor is a fun and rewarding experience. Players are encouraged to get creative--if you can dream it, you can do it. With over 150 different skills to choose from, as well as a robust technique creation system, no two characters are the same.
A character is more than just a list of abilities and a stat line in Valor. It is a system based on what a player can do, not what they can't, and does not punish them for coming up with off-the-wall character concepts.
Play style is based entirely on what the confines of the player's imagination. The only limit is creativity.
Players create Techniques from the ground up, choosing a base concept, like damaging an enemy or healing an ally, and modifying it to do what they want. They can even unlock their true potential with Ultimate Techniques.
Techniques are what gives combat in Valor its dramatic flair. Each Technique is created by the player wielding it. Valor has no mechanics for a simple or basic attack; every Technique must be designed. Techniques draw from a number of core mechanics such as healing, dealing damage, boosting or weakening. Players can then customize these techniques, increasing their Core ability or attaching Modifiers that give them different shape and function. Players can also attach Limits to the Techniques, making them harder to use in order to reduce their Stamina cost.
With over 40 Modifiers and over 40 Limits, Techniques can take on just about any form and function a player could ask for.
Ultimate Techniques are even more powerful Techniques granted when the characters attain a certain level. Initially granted for free, Ultimate Techniques come in two flavors: a massive, battle-changing Attack and a powerful Transformation that brings a character to an even greater level of skill.
Ultimate Techniques are expensive to use, can only be used sparingly, but offer high levels of utility and power that can, when used effectively, alter the landscape of a battle--sometimes quite literally!
Valor is a D10, point-buy/level hybrid system. Each level up feels meaningful and impactful to character growth. Players are allotted a certain number of points at each level, which they can use to raise their Attributes, buy Skills and upgrade their Techniques.
Valor requires a single D10 to play, and employs either a square or hex grid for combat scenes. Flow of gameplay is very fluid, with contested rolls and room for active role playing. Sessions are broken up into either Combat or Challenge scenes. Combat scenes are fast-paced and lively, and often rely heavily upon Techniques. Challenge scenes, one of Valor's unique features, pit the team against not just the enemies but against scaling meters. Players are encouraged to describe the action and justify an Ability they wish to use to determine any bonuses--or penalties--when trying to influence the meter, which further impacts the scene (or even grants victory) as it rises or falls.
Meters are typically on a scale of 1 to 10. The goal of the players is either to raise it to 10 or reduce it to 1, depending on the scene. As the meters gain or lose points, it can have any number of effects on a scene, such as increasing or decreasing the value of a roll, dramatically changing the flow of the scene or even ending the scene in victory or defeat for the players. Meters bring the flexibility of the Valor system to bear to create an active narrative to scenes that require no combat and make them just as, if not more, exciting.
The Valor stat is unique to the system. It is one of the most important stats in the game. Characters gain Valor throughout a scene naturally; they can also be awarded Valor for acting in character, being particularly descriptive, or for any number of reasons. This stat can be spent to add bonuses to the player's roll, restore health, restore stamina, double movement, move your character up the initiative line, as well as bestow a number of advantages. Valor rewards strong play, encourages players to play their characters and urges them to find opportunities to really shine.
"Valor lives in the heat of the moment. The system comes to life when you're in the midst of a chaotic battle or deadly challenge in a way that no other system I have ever seen can come close to emulating." - Eric G.
"Making in-character decisions is encouraged in a way no other system does. The flexibility and versatility of getting to build your own powers is ridiculously fun and allows for genuinely robust and exciting character concepts." - Cassandra D.
"Valor keeps combat fast and creation flexible, making it great for high-action adventures across a lot of genres." - E. O.
"Valor's a terrific game for creating fast-paced action without sacrificing tactics, strategy, or great role-playing concepts." - Alex S.
"Valor keeps players engaged in a way that tabletop systems often struggle with. If you have a high-intensity, player-grabbing game idea in mind, this is the system for you." - Ryan M.
Valor is about fun. It's about excitement. It's about doing what you want, how you want, and having a blast.
Valor gives players the ultimate freedom to be who they want and rewards them for doing so. It gives the Game Master the tools to keep their players engaged and invested session after session.
Valor gives the rules you need to run the game you want, and then steps aside and lets the players and GM alike ignore it without complication. Players all know what their characters can do--they designed them that way after all! Play is quick and an active rolling system demands players stay engaged even after their turn ends. For players looking for an open and dynamic system, Valor will not fail to deliver.
Even meeting our goal will be a cause for celebration, but in Valor we always aim for the skies and a Kickstarter campaign is no exception. Should we manage to exceed our goal, there are a number of stretch goals that we would love to shoot for.
Our original intention was to release Valor as a hardcover book. This is difficult for a number of reasons. Valor has been mostly self-funded, and when we began pursuing a print release, we quickly realized that it would be too much for us to do on our own. This is our first large-scale project, so asking for the funding for a hardcover release seemed a bit over ambitious.
We would love to do a full-color print run for Valor. This has always been our dream for the system, and would be our first stretch goal. We are currently looking into the overhead costs for a limited print run and, hopefully with your help, we can make this a reality.
This first stretch goal would cover the costs to print 500 hardcover copies of the Valor Rule Book.
Valor is an open-ended system at its core, but that doesn't mean we don't want to provide our players and game masters with the tools to create a lasting, memorable campaign. We believe that one of the ways to do this is to release a Monster Manual. We plan to focus on two base setting types (Fantasy and Modern), with 300 different and diverse monsters and characters.
If we are able to pursue this stretch goal, funding would go toward acquiring and paying for art, layouts and taking care of legal and copyright fees. Ideally, we would love to see this get a hardcover print copy as well as an advance PDF release.
This stretch goal would cover a full treatment and limited (500 copies) print run for the Valor Monster Manual. This includes pictures for the book, layout fees, and legal and business fees for the book.
It has always been our intent to release a number of campaign settings for the system. Currently under development, the Valorous Realms project would incorporate at least three settings--fantasy, modern and sci-fi. Online content would be created and released as both a free and subscription-based service. Some of the content we have planned are contributor-created setting notes, a "dynamic encounter" blog, books and webcomics.
This is probably the most ambitious project we have to date, and has a number of different parts. We would need artists, writers, as well as a webmaster to even begin to facilitate this.
With this stretch goal, we hope to be able to take care of fees for the construction of a website and forum, start-up wages for one of our webcomic artists and an assistant and legal and copyright fees. As this stretch goal is much more complex, we are currently evaluating how much it would cost to get this project underway.
Risks and challenges
Valor has been in development for seven years and is our first full-scale project. Giving the book the full publication treatment it deserves is our biggest priority. The rules and text are complete, so what is left is giving the book those last bits of polish before we release next year.
Valor has been self-funded since its inception, and we will continue to fund it until it is ready to launch. Both developers are employed and have the resources to ensure that this project is seen through to its completion and beyond.
Valor will be released in some form, either through the generous help of our backers, or through self-funding. The funding from this Kickstarter will help us complete the book faster, and hit our goal for release by April 2015.Learn about accountability on Kickstarter
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