\Glspl{npc} begin with none, but gain as many \glspl{fp} as the \glspl{pc} if they took part in a scene.%
\noindent
\Glsentrylongpl{fp} never stop \glsentrylongpl{ep}.
Character who can survive a dozen archers through luck can still become exhausted, or poisoned.
Some spells of the Death \glsentrytext{sphere} can also bypass \glspl{fp}, and remove \glspl{hp} directly.
Most \glspl{npc} begin without any \glspl{fp}, but every \gls{npc} with a name gains \glspl{fp} at the end of each \gls{interval}, just like the \glspl{pc}.
\Glspl{npc} can store a number of \glspl{fp} equal to their \roll{Charisma}{5}.
\subsubsection{Narrative Flow}
often adjusts to \glspl{fp}, as the troupe will often retreat when their luck runs low, and become fiercer after \pgls{interval} or two of rest.
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@@ -191,7 +194,6 @@ The players will likely feel the same as a lot of `courage points' lets the char
Losing \glspl{fp} can mean any number of things.
\Pgls{pc} might stumble slip and catch themselves just in time, causing an arrow to narrowly miss their head; or the enemy might swing their sword and strike a stray tree-branch.
Injury is paid in \glspl{fp} while they last, then Damage starts to take large chunks from the \glspl{pc}.