diff --git a/gm.tex b/gm.tex
index 5341e9c4eea824cc889469d251b05484dd906d1e..35d6959f55b8d7a251aaa91af9b33a93f8a7dfee 100644
--- a/gm.tex
+++ b/gm.tex
@@ -1022,6 +1022,8 @@ Therefore, rolling a 13 when trying to understand a talisman means one understan
 Proper seals have more than a blob of wax to keep them safe.
 Ultra secret letters have parts of the paper cut, then pierce the middle, and loop back around the outside.
 While anyone can open these letters, opening them without breaking the seal (so the letter does not appear to have been read) is nearly impossible.
+Failure indicates that the letter's seal breaks moments later, as the paper has been cut too thin.
+A tie indicates nothing special -- but of course opening the letter won't be quite the challenge it could be.
 
 Opening such a letter and resealing it properly requires an Intelligence + Academics roll, at \gls{tn} 14, plus the margin of whoever sealed the letter originally.
 
@@ -1048,6 +1050,8 @@ Understanding what altitude one has reached immediately indicates whether there
 
 Despite gradual gradients, or sharp ups and downs, a good caver knows exactly how far they sit from the surface at all times.
 
+Rolling a tie might indicate knowing that one has descended or ascended, but with no idea how much.
+
 \paragraph{Detecting Weakness} -- Intelligence + Caving, \gls{tn} 9.
 Nobody survives long underground unless they can tell if the ceiling might collapse from heavy footfall.
 
@@ -1060,10 +1064,14 @@ Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of
 
 \paragraph{Breaking in a door} -- Strength + Crafts, \gls{tn} 10.
 
+A tie could indicate that the door has a massive hole in the middle, and a broken lock, allowing a sufficiently small person to squeeze through.
+
 \paragraph{Crafting a sword} -- Strength + Crafts, TN 11.
 This requires equipment, such as moulds, and a long night.
 It also requires a single level of the Combat Skill.
 
+A tie could indicate a completed sword, with a shattered mould.
+
 \paragraph{Creating a weapon mould} -- Intelligence + Crafts, TN equals 7 plus 1 for each of the weapon's bonuses.
 
 Anything with a cost of less than 10 \gls{cp} can be fashioned in less than a day, with only basic woodworking tools.
@@ -1105,6 +1113,8 @@ The Failure Margin should indicate just how bad the henchman is, so the \gls{gm}
 Given the stakes, people mostly try to hire others based on previous experience.
 To automatically succeed and hire someone competent, a player needs only to spend a \gls{storypoint}.
 
+A tie generally indicates noticing a serious problem with purchased services\ldots just after the purchase completes.
+
 \paragraph{Requesting dangerous jobs} -- Charisma + Empathy.
 
 \sidebox{
@@ -1137,8 +1147,11 @@ Working well with someone means that someone can gain a good local reputation (p
 \index{Intimidation}
 
 \paragraph{Quick thinking lies} -- Wits + Deceit, TN 10.
+Success indicates the lie sounds plausible.
+A tie indicates the lie only sounds plausible until one thinks about it.
 
 \paragraph{Well planned lie} -- Intelligence + Deceit, TN 7.
+A tie might indicate that the lie has become too convoluted, and the character has become trapped in additional premises.
 
 \subsection{Medicine}
 
@@ -1163,12 +1176,15 @@ Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}
 \paragraph{Picking a lock} -- Intelligence + Larceny.
 The 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.
 
 \paragraph{Picking a pocket} -- Dexterity + Larceny, TN 12 plus the target's Wits + Vigilance.
 \index{Pickpocketing}
 
 Stealing in larger, more populated areas, affords many more opportunities, while small villages, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raise the \gls{tn} significantly.
 
+A tie means the character gets the item, but the victim immediately notices the crime.
+
 \paragraph{Snatch and run} -- Speed + Larceny TN 7, vs the target's Speed + Vigilance.
 
 \subsection{Performance}
@@ -1220,6 +1236,9 @@ Stealing in larger, more populated areas, affords many more opportunities, while
 
 \paragraph{Planning an open battle} -- Intelligence + Tactics, TN 7 vs opponent's Wits + Tactics.
 
+Success adds a number of AP equal to the tactician's Tactics Skill, to everyone on the tactician's side on the first round.
+A tie adds the AP, but on the second round (the plan takes a moment to get started).
+
 \subsection{Vigilance}
 
 \paragraph{Keeping watch over the camp through the night} -- Strength + Vigilance, TN 7.
@@ -1235,6 +1254,8 @@ Stealing in larger, more populated areas, affords many more opportunities, while
 \paragraph{Building a shelter} -- Intelligence + Wyldcrafting, TN 11.
 Each point on the Margin allows an additional person to sleep inside the shelter.
 
+A tie indicates that the shelter holds for a few hours, then collapses.
+
 \paragraph{Calm an animal} -- Intelligence + Wyldcrafting vs animal's Wits + Aggression.
 
 \index{Gathering Food}\index{Food}