English edition v1.3.3

#Injury · Death Replacement

Contents

module-toggle: replaces core injury · death determination

#Identity

Replaces core injury · death (Energy 0 → death determination) with grimdark · survival · narrative styles.

#§ Variant A: Critical-Injury Table (Grimdark)

Procedure:

  1. On reaching Energy 0, roll the d100 critical-injury table (1~100).
  2. Table results: 1~30 instant death, 31~60 permanent damage to a body part, 61~85 loss of consciousness (recoverable), 86~100 miraculous survival.
  3. Body-part damage is permanent — checks related to that part take -2 (unrecoverable).

Critical-injury table (example):

d100Result
1~10instant death
11~30death by bleeding (death if no first aid within 3 rounds)
31~45severed arm (permanent -3 to using that hand)
46~60severed leg (movement -2 permanent)
61~75loss of consciousness (recoverable with first aid)
76~85serious wound (recovers in 1 week)
86~95minor wound (recovers in 1 session)
96~100miraculous survival (Wounds +3 recovery)

Effect:

  • Grimdark tone — death · permanent damage are everyday.
  • Frequency of PC replacement increases.
  • Users: horror · survival · war campaigns.

#§ Variant B: Long-Term Recovery (Survival)

Procedure:

  1. On reaching Energy 0, a "serious wound" state rather than instant death.
  2. Serious-wound recovery: 1 week (on-site first aid), 1 month (physician's treatment), 3 months (major trauma).
  3. During recovery, other PCs proceed with action — the seriously wounded PC returns from the next season (chapter).

Effect:

  • A serious wound is not permanent absence. The narrative can proceed.
  • Compatible with 1st-expansion interludes · the season system.
  • Users: long-term campaigns · narrative-centered.

#§ Variant C: Soul Points (Narrative Game)

Procedure:

  1. Each PC holds 3 soul points at campaign start.
  2. On reaching Wounds 0, consume 1 soul point → Wounds +5 recovery · unable to act for 1 session.
  3. Soul points 0 + Wounds 0 = permanent death.
  4. Soul points can be recovered at important campaign events (protagonist-grade decisions · self-sacrifice, etc.).

Effect:

  • The idea of "surviving by the protagonist's will."
  • PC death is decided at the point of PC + player agreement.
  • Users: cinematic · manga · web-novel tone.

#§ Core vs Replacement Comparison

AxisCoreA critical injuryB long-term recoveryC soul points
death frequencymediumhighlowvery low
permanent damagemediumhighnonenone
PC replacementmediumhighlowvery low
recovery time1 sessioninstant · permanent1 week~3 months1 session
  • A critical injury: horror · survival · medieval grimdark
  • B long-term recovery: 1st-expansion domain campaigns · season system
  • C soul points: cinematic · manga · shonen manga tone
  • A: casual sessions (frequent PC death)
  • B: short-piece sessions (recovery time is long, hard to use)
  • C: simulation · tactical campaigns (weak resource thinking)

#§ Transition Guide

  • Core → A: print · prepare the critical-injury table. Declare at the campaign start point.
  • Core → B: agree on the recovery timetable. Apply immediately.
  • Core → C: grant all PCs 3 soul points. Apply immediately.
  • Replacement → Core: immediate return. Discard soul points.

"Death is the end. But injury is the beginning."