From b8c6c4660e8e57477e31624d4e17a4b2b8267f6a Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Fri, 3 May 2024 01:57:37 +0200
Subject: [PATCH] group water rules

---
 systems.tex | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

diff --git a/systems.tex b/systems.tex
index f345e8d2..ea775389 100644
--- a/systems.tex
+++ b/systems.tex
@@ -341,8 +341,6 @@ A successful roll indicates a working knowledge of the place.
 \makeRule{intimidation}{Intimidating someone into backing off}{Intelligence}{Deceit}{9 plus the enemy's \roll{Strength}{Deceit}}
 \index{Intimidation}
 
-\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10}
-
 \makeAutoRule{march}{Marching}{Move 5 miles per~\glsfmttext{interval}, +1 per \glsentrytext{ep}}
 \index{Walking}
 \index{Marching}
@@ -376,6 +374,10 @@ During the colder seasons of \gls{Alassea} and \gls{Minquesta}, the frigid air i
 
 Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance per \gls{interval}).
 
+\subsection{Journeys on Water}
+
+\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10}
+
 \makeRule{navigate_ocean}{Navigation open oceans}{Intelligence}{Seafaring}{12}
 Each Failure Margin puts the boat off course by 10 miles.
 A tie indicates that the navigator knows to remain for a day, and make further observations, rather than push towards an uncertain direction.
-- 
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