diff --git a/races.tex b/races.tex index 51c5cd5fdc53cae171480bbf29eb8b0f020470d5..cc48849efd558368ec54984c1f4553c0bcfff45e 100644 --- a/races.tex +++ b/races.tex @@ -118,12 +118,6 @@ Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum \end{tcolorbox} -\subsection{Racial Ability: Unchanging} - -Elves do not feel the stark march of time like the other races. -They must spend the \glspl{xp} they would usually receive from \glspl{storypoint} at character creation, meaning they start with 65 \glspl{xp} instead of the usual 50. -However, they do not receive the usual \glspl{xp} from spending \glspl{storypoint} until they have spent all 5 of their starting \glspl{storypoint}. - \subsection{Starting Characters} Player characters will start as younger elves, without the experience, keen intellect and amazing skill-set of their elders. Many adventure in order to gain the experience they see in their elders. Others simply want to see what the world has to offer. Still others want to learn a specific skill, perhaps to master the sword or a specific magic sphere. @@ -190,14 +184,6 @@ Gnomes often have a hard time focussing on things, but once they successfully do When gnomes take a \gls{restingaction}, rather than rolling $1D6$ and adding +6, they roll $2D6+3$. If they want to change a failed action into a \gls{restingaction}, they add $1D6-3$ to their roll. -\subsection{Racial Ability: Tricksy} - -Gnomes tend not to have the broader connections of other races, but they still manage to surprise people plenty. - -Gnomes begin with only 3 \glspl{storypoint}. -However, any time they spend their last \gls{storypoint}, the player may flip a coin. -If they win, the gnome regains two \glspl{storypoint}. - \subsection{Starting Characters} Gnomes are fairly adventure-averse as a rule, but have a knack of ending up on them by accident. Many adventure in order to pick up rare jewels for alchemical mana stones. Some few gnomes take to thievery and don't so much adventure as accompany adventurers in order to wait for lucrative opportunities. diff --git a/rules.tex b/rules.tex index 7630a5ff950f3fd8be3d704cc548d0ba1736e2ce..98869d2a2a3faa4a853946df0cade2afe15203d7 100644 --- a/rules.tex +++ b/rules.tex @@ -179,6 +179,11 @@ Larger and more dangerous monsters garner more \gls{xp}, as do grander missions. \iftoggle{verbose}{The personal goals and piety of a character are denoted by different codes of belief and gods. See page \pageref{gods_codes} for details on the gods and personal codes of honour. +\iftoggle{verbose}{ + Players also gain \glspl{xp} for spending \glspl{storypoint} (see page \pageref{storyXP}). +} +{} + \subsubsection{Training Time} The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent. diff --git a/stories.tex b/stories.tex index 35d5e33c51748dc79ff4c961d37d5b26cf8d0ef3..9cd48a17cd4b5cccc589dc2861d6a4f4cb159692 100644 --- a/stories.tex +++ b/stories.tex @@ -62,8 +62,13 @@ The \gls{gm} is, of course, free to veto any Story suggestions without explanati All stories should be noted down on the back of the character sheet, including any stats from companions, just in case they enter during a later adventure. \subsection{Experience Points} +\label{storyXP} -Each time a player spends a \glspl{storypoint}, the character earns 3 \glspl{xp}. +Each time a player spends a \glspl{storypoint}, the character earns a number of \glspl{xp} equal to the number of \glspl{storypoint} they have. +\iftoggle{verbose}{% + The first \gls{storypoint} grants 5 \glspl{xp}, the second grants 4, and so on. + }% + {} \subsection{Combining Stories}