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} -- GitLab