diff --git a/cc.tex b/cc.tex index a29eb1d16f3f233b15bd2c83fa096fbf02945896..787e40776cc896d2628ae993dc4ba03ff5d9aacf 100644 --- a/cc.tex +++ b/cc.tex @@ -96,6 +96,21 @@ Your race will give you modifiers to these results. \begin{multicols}{2} +\iftoggle{verbose}{ + \begin{figure*}[b] + \begin{tcolorbox}[title=Rolling with Bad Stats] + + If you find you've rolled up a particularly bad character, don't worry too much -- the \glspl{xp} players receive will even out differing character stats before long. + If that sounds a little suspicious, just keep your \glspl{xp} to yourself for a while -- remember that players, not characters, keep \glspl{xp}, so you can hold onto what you have earned, then introduce secondary characters with stories (see page \pageref{stories}). + If you end up with enough \glspl{xp} to improve your character to the point you're happy, then you can proceed. + If the poor stats mean your character dies a grizzly death in session 2, then no harm done -- just pull any character that the party has introduced already and add all the \glspl{xp} you've accumulated so far. + See page \pageref{pcdeath} for more information on \gls{pc} death. + + \end{tcolorbox} + \end{figure*} + +}{} + \noindent These are the basic Traits which characters must use over and over again for every roll. diff --git a/combat.tex b/combat.tex index 9069f253baa5b84cb97603490ddfc704547017bc..5a89029aadc6d5da9cd65164c56083ebfc78f671 100644 --- a/combat.tex +++ b/combat.tex @@ -202,7 +202,8 @@ Stronger characters already have more \gls{hp}, which has already kept them fart 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. -A failed Vitality check means that the character is dead. +A failed Vitality check means that the character is dead.% +\footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.} 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 726fc6e438bdf7c11f8a099d44c1fccafd5005b7..1a2e575016eee167234cf451c6ef7fd99c9633dc 100644 --- a/gm.tex +++ b/gm.tex @@ -407,6 +407,8 @@ Make the words secrete congealed blood. If the \glspl{pc} start to lose \glspl{hp} and don't realise how serious this situation is they might perish where they otherwise would have run away to fight another day. \subsubsection{Death} +\label{pcdeath} +\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 Story Points. 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. @@ -415,6 +417,8 @@ This character is introduced as per the `Don't I know him' story (see page \page If no \glspl{npc} have been established, anyone in the part can establish one immediately. If none of the party have any Story Points left, the new character is established for free, with the same rules as if a Story Point 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. + \subsubsection{Dismemberment} If a \gls{pc} is totally out of commission, with 1 \gls{hp} left, 4 Fatigue Points from being bled dry, and an inexplicable curse, consider letting them play an \gls{npc} and letting them keep all \glspl{xp} gained during this time.