I'm calling H2O a "role-playing ruleset." You may not know what that means. This is the post for you.
I started developing H2O nearly a decade ago when I was in the thick of high school and a pretty big Dungeons & Dragons nerd. Also popular at this time was a little TV show called Dragon Ball Z. Long before "over 9000!" became an internet meme, I was sitting on my couch every afternoon watching those hideously drawn-out battles and wishing I could replicate the same type of action in my role-playing adventures.
I tried it a few times -- character flying around, energy blasts, quick, crazy action -- and found one thing was holding me back. Dice. You could plan intricate attacks, set things up perfectly for spectacular battles, and end up rolling 1's. It didn't make any sense to me then how my character could just totally whiff like that. Soon after, I would stop playing these games altogether, but not before I had come up with an idea of my own to ditch dice once and for all.
H2O is designed to be a set of rules based on a card-battle system meant to be fast-paced and strategic. This is not a collectible card game: a deck of H2O cards is similar to a standard deck of playing cards. Players are able to draw cards, think about their plan of attack based on what is in their hands and adapt their strategies to their opponents. No more unfortunately rolled 1's. If you are playing a 1 Card, you know what is coming and can incorporate it into your strategy.
Back then, the game never got past the conceptual stage. Now I am revisiting it, giving it a full rule-book and specially designed cards. It's a blast putting it together, and I will be self-publishing it soon. It will be awesome.