From b70b32f6ff61c9cef9dc0e2f3bc9cffad8e3b977 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Fri, 12 Feb 2021 02:32:49 +0100 Subject: [PATCH] lower requirements to identify magical item --- gm.tex | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/gm.tex b/gm.tex index a4f5c4a2..c712f2b8 100644 --- a/gm.tex +++ b/gm.tex @@ -507,11 +507,11 @@ Cities are TN 6, Towns are 8, and villages are 12. \paragraph{Forgery} -- Dexterity + Academics, TN 8 for a signature (vs the interpreter's Wits + Academics). \label{magicidentification} -\paragraph{Identifying Items} -- Intelligence + Academics, TN 14 (for Pocket Spells), 14 (for Talismans), or 16 (for Artefacts). +\paragraph{Identifying Items} -- Intelligence + Academics, TN 10 (for Pocket Spells), 12 (for Talismans), or 14 (for Artefacts). Magical items which do not come with instructions often remain enigmas. A successful rolls allows someone to identify how to activate an item, but the roll requires a Margin of 2 to understand its effects. -Therefore, rolling a 15 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do. +Therefore, rolling a 13 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do. Specializations apply to this roll as usual, so someone without the Alchemy specialization will suffer a -1 penalty when trying to understand an alchemical item. -- GitLab