diff --git a/combat.tex b/combat.tex index c0c3c266bcff118a6722fb71d62c3a97e1290ed2..04a3c32bbe8482eaf3f9d46eea152080bca3beca 100644 --- a/combat.tex +++ b/combat.tex @@ -253,22 +253,29 @@ Characters do not have many \glspl{hp} so losing even one is a serious matter. Characters heal a quarter their \gls{hp} each week, rounded up. Once someone receives a serious wound, it's a good time to call for \gls{downtime}. -\subsubsection{Death} +\subsubsection{Vitality \& Death} \index{Death} Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check} Vitality Check in order to stay alive. -This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level.\iftoggle{verbose}{\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. -Stronger characters already have more \gls{hp}, which has already kept them farther from death.}}{} -For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}. -That makes the \gls{tn} 7 for the Vitality Check. +This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level. +\iftoggle{verbose}% + {\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. + Stronger characters already have more \gls{hp}, which has already kept them farther from death.} + For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}. + That makes the \gls{tn} 7 for the Vitality Check. +}{}% \glspl{npc} roll Vitality checks at a basic \gls{tn} of 7 instead of 4. 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.}% + \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}. + The player then selects one of the \glspl{npc} introduced through spending \glspl{storypoint} to play. + That second character begins with half the \glspl{xp} of whichever \gls{pc} in the group has accumulated the most total \glspl{xp}. + The player taking control of the \gls{npc} should spend any additional experience this grants immediately. + + If no such \gls{npc} exists, one should be introduced through \glspl{storypoint} at the next available opportunity. }% 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. diff --git a/gm.tex b/gm.tex index 7bff51f164110ffeb295fa07654ef2e505e7204c..109ed1e4c440e0c7dd2f3aaa3019b85e80843dd9 100644 --- a/gm.tex +++ b/gm.tex @@ -717,14 +717,22 @@ If the \glspl{pc} start to lose \glspl{hp} and don't realise how serious this si \label{pcdeath} \index{Death} -Don't fear \gls{pc} death (or \gls{npc} death for that matter). +\iftoggle{aif}{ + Players who want their characters to survive should retire them. + After all, few of the active Night Guard survive for long. +}{ + Players should see their character's death as normal, and even likely. +} Character creation should be relatively easy, and no main plot-line should rely on a particular character. -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 story \nameref{oldnpc} (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). +Once death has come, the player should select a character from the existing pool of \glspl{npc} brought into the world with the story, \nameref{oldnpc} (see page \pageref{oldnpc}). +Any \gls{npc} should be allowed, just as long as they might plausibly arrive in the current area within a scene or two, and have some plausible motivation to join the party. + +This \gls{npc}'s minimum starting \glspl{xp} is equal to half the \glspl{xp} of whichever \gls{pc} has the highest total \glspl{xp}, or 50 \glspl{xp} (whichever is greater). +The player taking on the new character must spend this additional \glspl{xp} immediately. If no \glspl{npc} have been established, anyone in the part can establish one immediately. -If none of the party have any \glspl{storypoint} left, the new character is established for free, with the same rules as if a \gls{storypoint} had been spent. +If none of the party have any \glspl{storypoint} left, the new character begins with 2 fewer \glspl{storypoint}. Players, rather than characters, keep their unspent \glspl{xp}, so any time a character dies, any unspent \glspl{xp} should be immediately given to the new character. \Glspl{xp} received from spending \glspl{storypoint} do not reset, so if the old character had spent 4 \glspl{storypoint}, the new one would not receive any more \glspl{xp} from \glspl{storypoint} until they had spent 4.