From 1d7f9f4fabe54a1a81836bc656eedeb0afd72516 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Mon, 29 Jan 2024 10:20:35 +0100
Subject: [PATCH] detail talisman identification

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

diff --git a/systems.tex b/systems.tex
index 71da0182..51716fd9 100644
--- a/systems.tex
+++ b/systems.tex
@@ -67,9 +67,11 @@ Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1.
 \makeRule{find_rumours}{Finding rumours}{Charisma}{Empathy}{3}
 See also, verifying rumours, \vpageref{verify_rumours}.
 
-\makeRule{identify_talisman}{Identifying a \glsfmttext{talisman}}{Intelligence}{Academics}{12}
+\makeRule{identify_talisman}{Identifying a \glsfmttext{talisman}}{Intelligence}{Academics}{12, then 14}
 
 Magical items do not darken people's doors often, but once they do, you had best get some educated advice.
+The initial roll tells someone how to activate \pgls{talisman}, and which Spheres created it (ties only tell the Spheres).
+A second roll, at \tn[14], is required to know what the \gls{talisman} does (ties indicate something about what it does), but not the full picture.
 
 %\subsection{Schemes \& Plots}
 
-- 
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