diff --git a/systems.tex b/systems.tex index 0fbb1b2c4982bc61cb27bc265a40f609f157937c..ce0eb3a2a2e1891a82b5a08b8d009737e3f01f61 100644 --- a/systems.tex +++ b/systems.tex @@ -202,9 +202,9 @@ Despite their slow gait, they can out-pace almost anything in the long-term.% Opening doors is a dangerous business -- anything might be on the other side, especially first thing in the morning. If \pgls{crawler} or \gls{woodspy} encounter occurs during the night, the \gls{monster} may sit on a roof, waiting for people to come out the front door. -Rolling a tie indicates the inhabitant spots the creature, but still comes just within grabbing distance; the creature receives a -2 Penalty to their first attack roll. +Rolling a tie indicates the inhabitant spots the creature, but still comes just within grabbing distance; the creature receives a -2~Penalty to their first attack roll. -Co\"ordinating with a neighbour grants a +2 Bonus to the roll, assuming the neighbour can look out some spy-hole and confirm the roof and doorway have nothing lurking on them. +Co\"ordinating with a neighbour grants a +2~Bonus to the roll, assuming the neighbour can look out some spy-hole and confirm the roof and doorway have nothing lurking on them. Many in \gls{fenestra} also carry \pgls{dawnDolly} -- a kind of scare-crow on a stick which people can waggle outside their door, so that anything lurking on the roof will grab the doll, rather than the inhabitants. \Glspl{dawnDolly} add a +3 Bonus to gaining a non-lethal morning. @@ -253,7 +253,7 @@ Caving \glsentrydesc{caving}. \makeRule{run_in_dark}{Running in the Dark}{Wits}{Caving}{12} \index{Caving!Running in the dark}% -A bright torch adds a +3 Bonus. +A bright torch adds a +3~Bonus. A tie means the character comes to a sudden halt, without Damage. Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage). @@ -262,7 +262,7 @@ Failure means $1D6$ Damage, plus the character's Speed (running faster means mor \makeRule{find_rumours}{Finding rumours}{Charisma}{Empathy}{3} See also, verifying rumours, \vpageref{verify_rumours}. -\makeRule{identify_talisman}{Identifying a \glsfmttext{talisman}}{Intelligence}{Academics}{12, then 14} +\makeRule{identify_talisman}{Identifying \glsfmtplural{talisman}}{Intelligence}{Academics}{12, then 14} Magical items do not darken people's doors often, but once they do, you had best get some educated advice. The initial roll tells someone how to activate \pgls{talisman}, and which \glspl{sphere} created it (ties only tell the \glspl{sphere}). A second roll, at \tn[14], is required to know what the \gls{talisman} does (ties indicate something about what it does), but not the full picture. @@ -474,7 +474,7 @@ This leaves room for some other \gls{pc}, with better stats, to succeed in the e \begin{exampletext} The \gls{ranger} sprints towards the archer, dodging his arrows. With Speed~+1 and Athletics +2, she has a +3~Bonus. - The \gls{gm} gives a \gls{tn} of `9'. + The \gls{gm} gives \pgls{tn} of~`9'. \end{exampletext} \noindent