For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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Travelling PCs cause stabilisation of the flux, but this tends to fade in their wake, leaving the potential for what they overcame in passing through to appear again. It's important for PCs to feel like they are achieving something, however, so here are some ideas for how you can ensure that the Flux plays a meaningful part in your adventure.
Challenging the characters is a good thing, and occasional character deaths in tough encounters are inevitable. Sometimes, however, you'll get the stats a bit wrong, and what was supposed to be a simple encounter has most of the party down and bleeding. At this point, unless there's a very good reason not to, steps should probably be taken to ensure that not everyone dies horribly. A variety of options are available, some examples of which are:
Any “get out of jail free” the PCs receive should not be without consequences, which can range from loss of items to full blow metaphysical deformity depending on severity and the situation. Sometimes a given mechanism won't quite save everyone, and this is part and parcel of taking a character out on a linear.