From 0f9092e4f29f362987f62c8d0f091242abc2db36 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Wed, 31 Jan 2024 20:59:28 +0100
Subject: [PATCH] rephrase stealth rules

---
 traits.tex | 4 +++-
 1 file changed, 3 insertions(+), 1 deletion(-)

diff --git a/traits.tex b/traits.tex
index cc150a80..dfb95c11 100644
--- a/traits.tex
+++ b/traits.tex
@@ -659,7 +659,9 @@ Sailors don't just sail, they typically know how to fish, coordinate reefs, work
 
 Stealthy movements can begin with pranking siblings, or abusive parents, and then most lose the knack as they grow up.
 But a little practice and aptitude can let someone wander like a ghost.
-In almost all cases, opponents resist with \roll{Wits}{Vigilance} to spot the character or spot the ruse.
+In most cases, opponents resist with \roll{Wits}{Vigilance} to spot the character or spot the ruse.
+
+While sneaking, players can say anything about what their character does, but any remotely in-character speech directed at another \gls{pc} means their character has communicated, someone spots them, and they lose \pgls{ap}.
 
 \begin{description}
   \item[\roll{Strength}{Stealth}]
-- 
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