diff --git a/charts.tex b/charts.tex index 1b47cdb3c39fab6b23e92e66d3ee1d83895ea8ac..6f007daca7caae9128a74e49d12a61aa9c61cddb 100644 --- a/charts.tex +++ b/charts.tex @@ -292,20 +292,6 @@ \end{boxtable} } -\newcommand{\FPRegen}{ - - \begin{boxtable} - Base \glspl{fp} & Regeneration \\\hline - - 5 & 2 per scene \\ - - 10 & 4 per scene \\ - - 15 & 6 per scene \\ - - 20 & 8 per scene \\ - \end{boxtable} -} \newcommand{\animalStats}{ \begin{nametable}[lccX]{Animal Features} diff --git a/combat.tex b/combat.tex index 8c07af64ec38a903811e7a949e68e51f80485aef..8387d231cf79bcf0b46ecf707c54987e11762939 100644 --- a/combat.tex +++ b/combat.tex @@ -395,21 +395,6 @@ The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} sta As a result, most \glspl{npc} effectively have 0 \gls{fp}. The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} \glspl{hp}. -\subsection{Regaining \glsentrylongpl{fp}} - -\sidebox[25]{ - \FPRegen -} - -At the end of each Scene, players regenerate 2/5ths of their \glspl{fp}. -Those with 5 \glspl{fp} total regenerate 2 temporary \glspl{fp}, and those with 10 \glspl{fp} regenerate 4 temporary \glspl{fp}, and so on. - -While \glspl{npc} begin with 0 \gls{fp}, they too regenerate the normal amount each scene. -In this way, an \gls{npc} might accumulate quite a number of \gls{fp}, and when some climactic end scene arises where the \glspl{pc} finally confront them, they will have a harder time of it, because the \gls{npc} has now become plot-important enough to merit some plot immunity, just like them. - -One exception here is creatures without a Charisma Attribute. -Animals, undead and other creatures without any Charisma Bonus can never store \gls{fp} except through the use of Magic. - \end{multicols} \section{Fatigue}