diff --git a/commands.tex b/commands.tex index 7137067406a3ae04684f2eee4f7f14b912f9c840..0f9b7bfe067ddb28eea2d10c9d794169b12c50c1 100644 --- a/commands.tex +++ b/commands.tex @@ -277,13 +277,13 @@ \textbf{Miles} & \textbf{\glsentrytext{tn}} & \textbf{\Glsfmtplural{fatigue}} \\\hline - 0 & 10 & 0/ 3 \\ + 0 & 8 & 0/ 3 \\ - 1 & 12 & 2/ 5 \\ + 1 & 10 & 2/ 5 \\ - 2 & 14 & 4/ 7 \\ + 2 & 12 & 4/ 7 \\ - 3 & 16 & 6/ 9 \\ + 3 & 14 & 6/ 9 \\ \end{boxtable} }% diff --git a/systems.tex b/systems.tex index 2ecb80174fec1c56b89d1947123525554494f4c8..4f671286b1a971f6cc48968b513970cd6e078783 100644 --- a/systems.tex +++ b/systems.tex @@ -122,13 +122,15 @@ Once out, all penalties vanish, except for a single \gls{fatigue}. \makeRule{walk_underground}{Walking Underground}{Dexterity}{Caving}{8, plus 2 per mile} Caverns offer all manner of impediments, from sudden drops to falling debris, and passages full of water. +Each mile covered inflicts \pgls{fatigue}, as usual. \index{Spelunking!Walking} \caveTravelChart Each \gls{interval}, the \glspl{pc} decide how many miles they wish to cover, and make a roll. -Proper equipment, such as ropes, a harness, and a map, can add up to +3. +Proper equipment, such as ropes, good shoes, and a map, can add up to +3. Failure results in an additional 3~\glspl{fatigue}, as the characters bang their head, twist an ankle, or bruise their arse on slippery fall. +A tie means they can see the danger coming, and choose to rest instead of taking the \glspl{fatigue}. \subsection{Town Activities}