@@ -151,6 +151,11 @@ 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.
@@ -183,6 +188,18 @@ Nobody survives long underground unless they can tell if the ceiling might colla
\paragraph{Mending a sail} -- \roll{Dexterity}{Seafaring}.
\paragraph{Marching}
adds \pgls{fatigue} every mile over rough terrain, and two \glspl{fatigue} every mile of road, each \gls{interval}.
\index{Walking}
\index{Marching}
If \pgls{pc} has 5 \glspl{hp}, they can march for 3 miles in the morning, then rest and recuperate 3 \glspl{hp} over midday.
In the evening, they can march 3 more, and rest again at night.
Of course, if the rest of the troupe have more stamina, they might have to march further to keep up.
A smaller person, marching 8 miles in the morning would gain 4 \glspl{fatigue}, then heal only 3 over the next rest.
Each day they would accumulate 4 more \glspl{fatigue} in total.
\paragraph{Navigation open oceans} -- \roll{Intelligence}{Seafaring}, \tn[10].
\index{Navigation}
\index{Sailing}
...
...
@@ -205,12 +222,6 @@ Nobody survives long underground unless they can tell if the ceiling might colla
Each failure margin adds 2 Miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
If the roll is an 8, the actual journey would be 18 miles.