AblativePlotArmor

=Background= It seems almost all folks (for varying reasons) would prefer not to keep using the previous global hack to reduce character deaths where there was an entire additional "grievous" health track stapled after aggravated.

However, I believe most folks would still like to avoid these two problems: * Characters dying too easily, wasting massive relationship development * Players putting their characters at mortal peril without fear of consequences

To resolve this, I propose we mechanize the "plot armor" storytellers around the world use for to keep their stories rolling.

=Proposed Rules= * At full aggravated damage, a character (of any kind) is not truly, permanently dead. Instead they are clinging helplessly to death's door in need of rescue.

And, to keep players from abusing their character's effective immortality, taking dangerous levels of damage has semi-permanent consequences:

* Once per thread, if a character takes excessive aggravated damage (more than they the larger of their resolve or stamina) they must choose a minor flaw of some kind (mental, physical, social) the flaw persists even after fully healing, and can only be overcome by both in game efforts to find a cure and the expenditure of 10xp. * They are encouraged to pick something that they will find interesting to roleplay (either the effects, or the search for the cure). * If the character reaches full aggravated in that thread, this flaw is upgraded to a major flaw.

=Issues= It has been brought to my attention that some people consider some regenerating splats with regenerative powers to be immune to developing physical flaws. All players may choose to avoid physical flaws (in favor of purely mental or social), but no players are forced to avoid physical flaws, as the core rulebooks list several mechanisms (both intentional and unintentional) by which semi-permanent physical changes can occur.

Vampires (citations from core book): - Permanent alterations (including limb loss) with willpower pg 175 - scarring with cruac pg 51 - Fire damage, both immune to healing and permanently disfiguring pg 172

Werewolves (citations from core book): - no aggravated damage regenerates pg 169 - playing possum gift can suppress regeneration pg 114 - Scar/tatoo fetish merit pg 206 - battle scars on many pages including pg 237

=Example in action= Player X is gunned down in a hail of bullets, accumulating full aggravated damage (possible even if bullets deal only bashing and they can heal quickly) and are left for dead.

Player X receives advanced medical care from their friends, slowly healing their aggravated damage so that they may resume normal activity over time.

But that event has consequences beyond the healing process and wound track: the player must choose a serious flaw (because the event put them at death/true death)

They could choose a severe physical flaw, for example, -2 to any roll involving whole body motion. - If a vampire, the hot bullets left faint traces of non-healable burn damage on their core muscles that hurt and weaken them until they not only fully heal up, but find a magical healer or vampiric fleshcrafter and perform a draining ritual (10xp) to return their cursed to tissue to something close enough to their original condition. - If a werewolf, their shattered spine bones regrew out of the correct order, causing pain and weakness until they not only fully heal up, but also find a surgeon, bonesetter, or bone spirit who can help carefully rebuild them (10xp) so that they regrow in the correct order. - Anyone else - massive damage to their ribcage causes pain and weakness until they not only fully heal up, but then undergo expensive, painful experimental surgeries (10xp) to fully patch up all the dinged bones and ligaments, and separate all improper fusions.

Or they could choose a mental flaw, for example a severe phobia of gunfire or being alone. - Any splat could overcome this phobia by not only putting the physical damage behind themselves, but also find support from a close friend or therapist and make a significant breakthrough (10xp) in confronting their fears.

Or a social flaw, for example, the notoriety of being involved in the massacre (or pathetic enough to be gunned down by mortals) places a pall of failure or suspicion (-2) over all their social dealings. - Any splat could successfully overcome this reputation by not only returning to full health, but also clearing their name through luck in an extended (10xp) legal, publicity, or intimidation campaign.