@@ -540,6 +540,8 @@ If no \glspl{npc} have been established, anyone in the part can establish one im
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.
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.
In this way, the entire group should have a constant maximum number of points they can receive from \glspl{storypoint}.
@@ -70,8 +70,13 @@ Each time a player spends a \gls{storypoint}, the character earns a number of \g
\iftoggle{verbose}{%
The first \gls{storypoint} grants 1 \glspl{xp}, the second grants 2, and so on.
If a character spends 3 \glspl{storypoint} to stipulate that their blacksmith uncle likes wandering around the depths of the forest, and lives in a small fort, then the player would receive ($1+2+3$) 6 \glspl{xp}.
}%
{}
This number remains fixed, even after character death, so if a \gls{pc} dies, the next character can only gain \glspl{xp} from spending \glspl{storypoint} once they have spent the same number as the last character.
\iftoggle{verbose}{%
If the character above died, they would gain nothing from the first three \glspl{storypoint}, but would then receive 4 \glspl{xp} once they spent the fourth \gls{storypoint}.