@@ -116,10 +116,6 @@ Those who know their environment have a knack for crawling efficiently, feeling
Each point on the Margin allows an additional person to sleep inside the shelter.
A tie indicates that the shelter holds for \pgls{interval}, then collapses.
\makeRule{cure_poison}{Curing a poison}{Wits}{Medicine}{10, each margin cures 1 \glsfmttext{ep}}
Each Margin cures 1 \glspl{ep} caused by poison by the end of the \gls{interval}.
Of course if the roll fails, each Failure Margin \emph{inflicts}\pgls{ep}.
\makeRule{hypoxia}{Hypoxia}{Intelligence}{Caving}{10 to notice problem, gain \glsfmtlongpl{ep} on failure}
Long, underground tunnels don't have a lot of oxygen.
Taking a torch down one, or even staying down too long, and sucking up all the oxygen, can cause hypoxia.
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@@ -245,10 +241,10 @@ Success gets you to the other side, and failure gets you washed downstream.
A tie gets you a bit of both.
\makeRule{gather_food}{Gathering Food}{Wits}{Wyldcrafting}{set by area}
Groups can forage while on the road, but taking a restingaction requires devoting \pgls{interval} to focussing on foraging (see \autopageref{intervals}).
Taking \pgls{interval} to forage
Groups can forage while on the road, but taking \pgls{restingaction} requires devoting \pgls{interval} to focussing on foraging.
Of course, these fast excursions from the path, to check out anything that happens to catch their eye, can lead to quick decisions, or even to encounters with wandering beasts.