diff --git a/combat.tex b/combat.tex index b42bb88d361c86903ad0dbb313ce9b6ec028bf21..b88e7ad318ec41fd890955a9161b954ea96265ef 100644 --- a/combat.tex +++ b/combat.tex @@ -238,7 +238,9 @@ That makes the \gls{tn} 7 for the Vitality Check. A failed Vitality check means that the character is dead.% \iftoggle{verbose}{% \footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}% -}{} +}{% + The player must roll up a new character with either 50 \glspl{xp} or half the total \glspl{xp} of whichever party member has the most \glspl{xp}. +}% A successful one means that the character is unconscious for the remainder of the scene but alive. At the end of the scene they can make further Vitality Checks to see if they wake up. When waking up, all actions relying on movement take a penalty equal to the number of \gls{hp} beyond 0 the character has lost. diff --git a/gm.tex b/gm.tex index 766a1b77e689599f8eb2fff01d8ae4243dd53401..2dbe4c8695cf809bc8b75124117ee321ed1e1358 100644 --- a/gm.tex +++ b/gm.tex @@ -444,7 +444,7 @@ If the \glspl{pc} start to lose \glspl{hp} and don't realise how serious this si \index{Death} If a \gls{pc} dies, the player should be slotted into the adventure at the next available opportunity as a known \gls{npc} from one of the \glspl{storypoint}. -This character is introduced as per the `Don't I know him' story (see page \pageref{oldnpc}), so they will begin with half the total \glspl{xp} of whichever party member has the highest \glspl{xp} total. +This character is introduced as per the `Don't I know him' story (see page \pageref{oldnpc}), so they will begin with half the total \glspl{xp} of whichever party member has the highest \glspl{xp} total (minimum 50). \footnote{Players cannot return as powerful spellcasters, as in the story `There is a man whom they call\ldots', on page \pageref{tim}.} If no \glspl{npc} have been established, anyone in the part can establish one immediately.