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. -- GitLab