Introduction

What follows is a collection of Questions and Answers that clarify the rulebook. These are collected from emails, as well as posts to our message boards.

Questions and Answers

Page 24, under the "Faith" heading, states: "to prevent your Hero from dying, you can spend all your Faith Points to raise her Vitality by 1 point, effectively reviving your Hero until she can be healed." Yet on page 70, the example states: "Not wanting to see your Hero die, you choose to spend half of your entire pool of Faith Points to staff off Death." So which is it to stave off death - half your Faith points or all of them?

It is all Fate Points. If you want to stave off death, you have to spend all your Faith points.



The "Advanced Hero Creation" grid on page 38 lists that "Experienced" Heroes have a max Ranks cap of 1. Yet on pages 36 and 45, starting Heroes can raise their initial skills rank to a value of 2. How do I adjust the grid on page 38 in light of this?

Yes, adjust the grid on page 38 to reflect this. In addition, on Page 177 that table is correct.



Page 61 describes what an Action is, but does not detail the number of Actions that Heroes receive. How many Actions do starting (and later, more experienced...) Heroes receive?

All starting Heroes receive one Action. To gain more Action will be addressed in Book 2.



Page 61 has a "Combat System Basics" box that says "Roll 2d12...if the result is less than or equal to the Target you hit. Deduct damage points equal to the difference." However, the Combat chapter says that damage done is equal to Might plus a weapon modifier for melee weapons, and straight d12 dice rolls for firearms; there is no mention of deducting damage points equal to the difference. Is the line about deducting damage points equal to the difference from the "to hit" Target number in the "Combat Systems Basics" box a mistake? Or is this sum added to the overall damage done by a weapon?

Yes, that line is a mistake, you should ignore that line on Page 61.



Page 70 states that "Heroes can regain Faith Points at any time they have a Critical Success in game..." How many Faith Points are regained on a Critical Success roll? One point? More points? The text does not say.

That line was cut during layout by accident. You gain one Faith Point every time you have a Critical Success.



In regards to Dodging:

Page 62, Combat with Multiple Opponenets, last paragraph, last sentence
"Since you will run into a situation where four of the Villains may be attacking you at the same time, unless a specific skil requires an Opposed Test, all Heroes are able to Dodge one incoming attack from each Villain per Round for free."

But!

Page 64, Dodge rules completely contradict this with examples of being attacked by two opponents and only having one chance to dodge one of those opponents.

Example is wrong, the rules on Page 62 are what you should follow.



In regards to Spending Faith Points

On page 69, the test leads up to rolling under the Faith score to succeed. Yet, when it comes time for the rolling of the dice in the example, we suddenly need to roll under the target number. I'm confused here.

Example is wrong, you need to roll under.



On page 70, first incomplete paragraph, "If others come to your aid, there is no penalty for permanent reduction." Aid you how? Do they need to spend their Faith Points, or use the Heal Skill, or Rituals?

If another Hero uses their Faith to help Heal you, your Hero does not suffer the reduction of Faith.


 

On page 16 Opposed Tests are defined. The example gives one party making the roll and the opposition failing, but what if each party makes their roll? What if both fail their roll?

If everyone makes their roll, see who rolls further under their TN, the lower one wins. For example. Your Hero is is trying to hide from a Redcoat. The GM tells you to make a Stealth Test; while the GM will make an Observe Test. Rolling the dice your result is a 4 (your TN was 12)—success! The GM, rolling for the guard (whose TN is 9), rolls a 8—Success. Since your Hero is 8 below their Target Number, and the Redcoat is 1 below their Target Number, your Hero Successfully Hides. If everyone fails, then no one succeeds in hiding or spotting them.


 

An Appearance Test is mentioned as the skill Test to resolve this, yet it isn't defined in the book. Should this be a Diplomacy Test?

Yes. Appearance is one of those errors that are a hold over from a earlier vision. Anytime you see Appearance is should be Diplomacy.


 

Can a ritual be resisted if the Hero (or villain) isn't aware it's being cast against them?

Yes, and I will assign a -2 to the Target for the Hero (or Villain) who is unaware.


 

Page 138, the Guardian ritual can be cast pending "a Resolution test against your Ritual skill." Can you explain this mechanic?

This is a typo, it should be just a Resolution Test.


 

Page 190, third paragraph. Does Urban Life Test = Diplomacy?

Yes, Diplomacy.


 

Page 193, second paragraph. Does Land Reader Advantage = Survival?

Yes, Survival.