@@ -128,6 +128,47 @@ Failure results in an additional 3~\glspl{fatigue}, as the characters bang their
\subsection{Town Activities}
\makeRule{hookey}{Walking Through Town}{Wits}{Empathy}{varies}
The \gls{guard} should guard against the forest, not hide (nor drink) in towns.
Of course people make exceptions for higher-ranking \gls{guard}, and plenty of the guard manage to sneak into town regularly.
\sidebox[20]{
\begin{boxtable}
\textbf{\gls{tn}}&\textbf{Location}\\\hline
5 & Friend's Home \\
6 &\gls{healersGuild}\\
8 & Slums \\
9 & Tavern \\
9 & Rich Neighbourhood \\
10 & Market \\
12 &\gls{sunGuard} Station \\
\end{boxtable}
}
\Gls{guard} characters can add any rank they have earned to any rolls.
`Fodder' add nothing, while `Diggers' can add +1 to the roll.
Entering a town requires an \roll{Intelligence}{Larceny} group roll (\tn[7]).
\Glspl{guard} who cannot find alternative clothing to their standard, dark, uniforms, take a -4 penalty to this roll.
A tie indicates the character has been caught, and should leave (but suffers no punishment).
Remaining in town requires a \roll{Wits}{Empathy} roll to go undetected.
Rolling over the \gls{tn} by 1 allows an extra day, then 2 days, then 4, 8, and so on.
\paragraph{Getting caught}
demands an immediate \roll{Wits}{Deceit} roll (\tn[10]).
Failure means a trip to the \gls{court}.
Characters who flee will find their name known across the land, especially to the \gls{sunGuard}, and will find the \gls{warden} taking the failure to appear in their \gls{court} a personal insult.