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How many HP are players supposed to get (in your experience) in a game? In your games, how often do they fail to get one? One of my players wants to play a sorcerer (probably sorte or sanderis) but activating most "powers" costs a HP. He can get on HP for Hubris and Quirk. Then there are fail and "sell dice" options - which of these is more popular in your games?

Also: when you "sell dice" - do you do this before you roll? Before you declare?

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  • by DonRamirez
  • Mon, 05/22/2017 - 03:07

Quick clarification: do you lose all gained but unspent hero points at the end of the session?  It says that you start off each session with one, so I assume so, but it seems kind of mean to take away the points a player has earned towards the end of a session.

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  • by Naranja Limones
  • Wed, 03/08/2017 - 09:48

Okay, let's say a character is in an action sequence. He is on the second floor of a large manor, and wants to escape from a group of enemies who are catching up to him from behind. He can jump and swing on a chandelier to stall the pursuit. But he wants it to be a bit of comic relief, so he says he wants to swing, then fall as if he'd failed the roll, and then land in an area where he is surrounded by even more enemies.

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  • by Antti Kautiainen
  • Mon, 12/12/2016 - 04:51


I just read the __Heroes and Villains__ rules for schemes of Villains. One thing I got into my mind, which has nagged to my mind: If villain is increasing his Influence, foiling that plot instantly drops his Influence to 0. This is due the fact he has to invest his full Influence for the scheme. I figured out that the Influence points is not good idea for mechanics. Here is my suggestion: 

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  • by Luis Olmeda
  • Wed, 12/07/2016 - 08:57

Hi everyone!

On page 177 the Corebook sais that "All heroes start each game with one Hero Point". The words "each game" means every session of play, or an entire adventure?

I´m a little confused about this, because it can affect the way players distribute their hero points...

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