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:
- On reaching Energy 0, roll the d100 critical-injury table (1~100).
- Table results: 1~30 instant death, 31~60 permanent damage to a body part, 61~85 loss of consciousness (recoverable), 86~100 miraculous survival.
- Body-part damage is permanent — checks related to that part take -2 (unrecoverable).
Critical-injury table (example):
| d100 | Result |
|---|---|
| 1~10 | instant death |
| 11~30 | death by bleeding (death if no first aid within 3 rounds) |
| 31~45 | severed arm (permanent -3 to using that hand) |
| 46~60 | severed leg (movement -2 permanent) |
| 61~75 | loss of consciousness (recoverable with first aid) |
| 76~85 | serious wound (recovers in 1 week) |
| 86~95 | minor wound (recovers in 1 session) |
| 96~100 | miraculous 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:
- On reaching Energy 0, a "serious wound" state rather than instant death.
- Serious-wound recovery: 1 week (on-site first aid), 1 month (physician's treatment), 3 months (major trauma).
- 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:
- Each PC holds 3 soul points at campaign start.
- On reaching Wounds 0, consume 1 soul point → Wounds +5 recovery · unable to act for 1 session.
- Soul points 0 + Wounds 0 = permanent death.
- 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
| Axis | Core | A critical injury | B long-term recovery | C soul points |
|---|---|---|---|---|
| death frequency | medium | high | low | very low |
| permanent damage | medium | high | none | none |
| PC replacement | medium | high | low | very low |
| recovery time | 1 session | instant · permanent | 1 week~3 months | 1 session |
#§ Recommended Situations
- 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
#§ Not Recommended
- 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."