@@ -93,31 +84,10 @@ A tie indicates nothing special -- but of course opening the letter won't be qui
Opening such a letter and resealing it properly requires an \roll{Intelligence}{Academics} roll, at \tn[14], plus the margin of whoever sealed the letter originally.
\paragraph{Picking a lock} -- \roll{Intelligence}{Larceny}.
The \gls{tn} varies from 10 to 18, depending upon the lock's complexity.
\index{Lockpicking}
A tie usually indicates that the lock breaks in an obvious manner.
Despite every caver insisting on good supplies, even if they have a good store of alcohol to light smoke-free lamps, even the experts will wind up in the dark sometimes.
Despite every caver insisting on a good supply of torches and candles, they all end up feeling the ground in the dark eventually.
Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment.
\paragraph{Building a shelter} -- \roll{Intelligence}{Wyldcrafting}, \tn[11].
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@@ -127,10 +97,9 @@ A tie indicates that the shelter holds for a few hours, then collapses.
\paragraph{Curing a poison} -- \roll{Wits}{Medicine}, \tn[10].
Each margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
Each Margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}.
@@ -182,8 +151,6 @@ This includes murder, crafting poisons, selling illegal items, et c.
Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation.
\paragraph{Snatch and run} -- \roll{Speed}{Larceny}\tn[7], vs the target's \roll{Speed}{Vigilance}.
@@ -202,10 +169,6 @@ Of course, these fast excursions from the path, to check out anything that happe
\paragraph{Keeping watch over the camp through the night} -- \roll{Strength}{Vigilance}, \tn[7].
Success inflicts 2 \glspl{fatigue} on the person keeping watch.
Staying up all night inflicts 3 \glspl{fatigue}, so a troupe can divide this into the first watch receiving 2 \glspl{fatigue} and the second receiving 1, or any other combination.
Travelling characters make a single group roll to keep watch.
@@ -513,6 +513,9 @@ Theft, looting and arson all benefit from experience.
covers picking locks, as someone has to understand the mechanism, without seeing it.
Picking locks always requires equipment, but someone can always attempt to make materials out of items they have to-hand, if they don't mind a sharp penalty to the roll.
A tie generally indicates that the lock opens, but also breaks, leaving the entry obvious.
\item[\roll{Charisma}{Larceny}]
helps to create a distraction.
\end{description}
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@@ -779,12 +782,19 @@ It is practised by guards or the eternally paranoid.
\begin{description}
\item[\roll{Strength}{Vigilance}]
lets one keep watch over a camp, despite a long day's march and a quiet fire.
Staying up all night inflicts 3 \glspl{fatigue}, so a troupe can divide this into the first watch receiving 2 \glspl{fatigue} and the second receiving 1, or any other combination.
Travelling troupes make a single group roll to keep watch.
\item[\roll{Dexterity}{Vigilance}]
to feel out the right route in a lightless labyrinth.